[00:11:54] <Malignant_Manor> I'm having problems with comparing a const char* comparison.
[00:12:22] <Malignant_Manor> const char *Nothing = "Nothing"; if(a->get_name(true) == Nothing)
[00:13:25] <Malignant_Manor> a->get_name(true) should be Nothing and prints out that way, but it doesn't work.
[00:14:33] <Malignant_Manor> oh, duh
[00:16:05] <Malignant_Manor> strcmp
[00:26:21] <CIA-35> nuvie: 03malignantmanor * r1483 10/ (13 files in 6 dirs):
[00:26:21] <CIA-35> nuvie: * Fix inventory and actor view on death (mostly caused by control cheat)
[00:26:21] <CIA-35> nuvie: * Fix visibile_flag for actors and add some checks for it
[00:26:21] <CIA-35> nuvie: * Fix mouse selection returns obj in black tiles for move and get
[00:26:21] <CIA-35> nuvie: * Add check to not allow invalid npcs for teleport or control cheat
[00:29:28] <Malignant_Manor> The documentation needs updated. Awhile back I added some images too.
[00:29:43] <Malignant_Manor> Web update
[00:40:54] <Yuv422> ah k
[00:40:55] <Yuv422> cool
[00:41:08] <Yuv422> I'll fix that up shortly
[00:49:35] <Malignant_Manor> Did you read the log awhile back where I mentioned a Martian Dreams testing area?
[00:49:59] <Yuv422> yeah
[00:50:12] <Yuv422> and you said you wished you'd found it earlier
[00:50:38] <Malignant_Manor> Yeah, I actually moved around through the game to get the items.
[00:51:44] <Malignant_Manor> I'll probably be trying to finish more of Ultima 6 later.
[00:51:57] <Yuv422> does MD have the object create alt-code cheat like SE?
[00:52:03] <Yuv422> :-)
[00:52:31] <Malignant_Manor> Hopefully, I don't run into more bugs that cause me to stop and code.
[00:52:52] <Yuv422> hehe
[00:53:00] <Malignant_Manor> I don't know of any object create code for MD.
[01:19:02] <CIA-35> nuvie: 03efry * r1484 10/nuvie/trunk/ (ChangeLog Player.cpp Weather.h misc/U6misc.cpp misc/U6misc.h): (log message trimmed)
[01:19:02] <CIA-35> nuvie: * Fixed bug "time doesn't update when player movement is blocked" 
[01:19:02] <CIA-35> nuvie: This bug should really be renamed to time should update for vehicle actors
[01:19:02] <CIA-35> nuvie: when they are blocked. The original didn't deduct movement points for blocked
[01:19:02] <CIA-35> nuvie: actors which causes problems for stuck rafts or balloons as the wind direction
[01:19:02] <CIA-35> nuvie: never changes in Nuvie. To fix this I zero out the player's movement points
[01:19:03] <CIA-35> nuvie: when the vechicle gets stuck. This forces another game turn which increments
[01:39:04] <Yuv422> gotta go now
[01:39:05] <Yuv422> cya
[01:39:10] <Yuv422> bbl
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[04:57:46] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[04:57:46] --- Topic for #nuvie set by unknown at Thu May 29 19:24:17 2008
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[08:24:12] <CIA-35> nuvie: 03malignantmanor * r1485 10/nuvie/trunk/ (7 files in 2 dirs): (log message trimmed)
[08:24:12] <CIA-35> nuvie: * Removed the ability to move, get, look, use, and drag objects that are on
[08:24:12] <CIA-35> nuvie: the blacked out side of a wall.
[08:24:12] <CIA-35> nuvie: * Stopped invisible and blacked out actors and objects displaying their name
[08:24:12] <CIA-35> nuvie: when attacked and fixed attack not displaying the tile name
[08:24:12] <CIA-35> nuvie: * Stopped using, looking, and moving invisible objects. Stopped moving and
[08:24:13] <CIA-35> nuvie: using of invisible actors
[12:34:36] <CIA-35> nuvie: 03efry * r1486 10/nuvie/trunk/ (ChangeLog actors/Actor.cpp actors/U6Actor.cpp):
[12:34:36] <CIA-35> nuvie: * Fixed bug "Segmentation fault on game load" 
[12:34:36] <CIA-35> nuvie: Don't load multi-tile actors like hydras when they are dead.
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[18:13:44] <CIA-35> nuvie: 03malignantmanor * r1487 10/nuvie/trunk/ (ChangeLog Event.cpp): * Fix assuming that an obj is on the map for look, attack, and use checks.
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[21:18:34] <CIA-35> nuvie: 03malignantmanor * r1488 10/nuvie/trunk/ (ChangeLog ObjManager.cpp actors/Actor.cpp):
[21:18:34] <CIA-35> nuvie: * Fix obj manager can get obj (r1485 regression)
[21:18:34] <CIA-35> nuvie: * Fix loading a game with charmed party members (r1480 regression)
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[21:58:30] <Yuv422> hey Malignant_Manor
[21:58:42] <Malignant_Manor> hi
[21:59:00] <Yuv422> I think I've found the issue with berserk
[21:59:21] <Malignant_Manor> The ranged issue?
[21:59:34] <Yuv422> it was totally broken
[21:59:43] <Malignant_Manor> ah
[22:00:03] <Yuv422> this line is wrong
[22:00:04] <Yuv422> if attack_range < 9 and attack_range > weapon_range then
[22:00:16] <Yuv422> it should be
[22:00:16] <Yuv422> if attack_range < 9 and attack_range <= weapon_range then
[22:00:22] <Malignant_Manor> was that from my change
[22:00:43] <Yuv422> was it?
[22:01:12] <Malignant_Manor> I think I changed a line because ranged party members were broke
[22:01:20] <Malignant_Manor> I'd have to check the blame
[22:03:06] <Malignant_Manor> Yeah, that's my change.
[22:03:18] <Yuv422> hehe
[22:03:29] <Malignant_Manor> But that doesn't make sense
[22:03:42] <Malignant_Manor> It moves closer when not in range
[22:03:49] <Malignant_Manor> it attacks when in range
[22:06:35] <Yuv422> the skeletons come alive and a lot more active when I changed it to <=
[22:07:35] <Malignant_Manor> That breaks ranged attack though.
[22:07:51] <Malignant_Manor> Is the skeleton getting the proper weapon range?
[22:08:00] <Malignant_Manor> Maybe it is retaining the spear range.
[22:08:34] <Malignant_Manor> Proven in a quick test >>That breaks ranged attack though.
[22:09:18] <Malignant_Manor> Flank will probably have the same issues.
[22:26:05] <Yuv422> hmm
[22:26:16] <Yuv422> I'll have to look at the rest of the berserk wt then
[22:37:10] <Yuv422> it's probably an issue with
[22:37:11] <Yuv422> if map_can_reach_point(actor_x, actor_y, target_x, target_y, actor.z) == false then
[22:37:59] <Malignant_Manor> yeah only try to move when you can't
[22:39:16] <Yuv422> I'll have to look at it in detail
[22:39:25] <Malignant_Manor> flank has the same line
[22:40:22] <Yuv422> the original does a line check to make sure the projectile weapon will hit
[22:40:48] <Yuv422> if it will then it goes into the combat otherwise it adjusts the target and tries again
[22:41:56] <Yuv422> was the problem that ranged weapons didn't fire?
[22:42:20] <Malignant_Manor> When changed to what it was.
[22:42:44] <Malignant_Manor> If changed to what it is now, it is the opposite problem
[22:43:32] <Yuv422> opposite being ranged weapons work but close range weapons don't?
[22:44:00] <Malignant_Manor> Currently, ranged weapons work but close ranged is broken.
[22:44:13] <Yuv422> right
[22:44:32] <Malignant_Manor> Reverting back means range will be broken and close will work.
[22:44:48] <Yuv422> yeah I'll have a look at fixing that
[22:44:52] <Yuv422> leave it with me
[22:44:58] <Yuv422> I've got to go now though
[22:45:12] <Malignant_Manor> bye
[22:47:57] <Yuv422> cya
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