#nuvie@irc.freenode.net logs for 5 Oct 2004 (GMT)

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[11:01:18] <Yuv422> hi
[11:05:28] <Esbee-Eks> hi
[11:05:32] <Esbee-Eks> welcome to #nuvie
[11:05:44] <Esbee-Eks> eh
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[11:11:28] <Yuv422> the scrollable party list looks good. :)
[11:13:59] <sbx> oh thanks
[11:14:07] <sbx> i just copied the code from inventorywidget
[11:14:20] <sbx> what's going on today?
[11:15:32] * Yuv422 looks the the original game strings
[11:15:53] <Yuv422> I wonder if anyone ever saw this message in the wild! "Error-too many objects in region!"
[11:16:08] <sbx> I didnt
[11:16:38] <sbx> My experience was things just started disappearing randomly
[11:16:41] <sbx> I never got an error message
[11:17:58] <sbx> anything else interestnig?
[11:19:34] <Yuv422> hmm
[11:19:39] <Yuv422> I just got all your text
[11:19:48] <Yuv422> you must be a very fast typer.
[11:20:03] <sbx> I am!
[11:20:20] <Yuv422> wierd
[11:20:25] <sbx> 7200wpm
[11:20:38] <Yuv422> your responses are in the correct order in the channel logs
[11:20:50] <sbx> that's good
[11:20:53] <sbx> your modem hiccuped?
[11:20:57] <sbx> :\
[11:21:02] <Yuv422> yeah. :(
[11:21:05] <Yuv422> silly modem
[11:21:21] <Yuv422> I'm just looking for something to do in nuvie
[11:21:32] <Yuv422> I might do some more work on combat
[11:21:45] <Yuv422> maybe I should make the changes to inventory first
[11:22:02] <Yuv422> as combat needs inventory and readied objects.
[11:22:03] <sbx> you could do wind
[11:22:22] <sbx> and the magic fan
[11:22:24] <sbx> for the balloon
[11:22:37] <Yuv422> yeah
[11:23:06] <Yuv422> that just rotated the wind direction IIRC
[11:23:11] <Yuv422> clockwise
[11:23:14] <sbx> yeah
[11:23:22] <sbx> i was just telling that to galleon :)
[11:23:51] <Yuv422> how are we placed to do actor combat worktypes
[11:23:52] <Yuv422> or alignment worktypes
[11:23:56] <sbx> I'm hoping he makes it so players can join party together and get in the same vehicles
[11:24:07] <Yuv422> yeah that would be good
[11:24:17] <sbx> I have all the worktypes defined in my U6Actor.h
[11:24:21] <sbx> somewhere
[11:24:30] * Yuv422 wonders how many people could fit in a skiff or balloon
[11:24:30] <sbx> but it isnt a copy I was going to commit
[11:24:38] <sbx> max_party_size
[11:24:43] <sbx> :)
[11:25:28] <Yuv422> what do you think about his "don't need the original u6 to play u6o" plan?
[11:25:58] <Yuv422> I think he was going to cripple their game play a little if they don't have an original copy.
[11:26:22] <Yuv422> I think it would be sailing a little too close to the EA copyright machine for my liking.
[11:26:30] <sbx> I dont care either way... but he could get into trouble
[11:26:37] <Yuv422> yeah
[11:26:59] <sbx> I don't know if it will gets more players but that would be a good thing
[11:27:21] * Yuv422 wonders if EA will ever give U6 away like they did with U4?
[11:27:34] <sbx> Probably not
[11:27:43] <sbx> Was it owned by EA when they did that?
[11:27:43] <Yuv422> why not?
[11:27:48] <Yuv422> not sure
[11:28:00] <sbx> these corporations can't be bothered to make such gestures
[11:28:10] <Yuv422> yeah. :(
[11:28:15] <sbx> they will just stop enforcing it
[11:28:18] <sbx> and let the copyright expire
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[11:29:41] <sbx> can you DCC?
[11:31:07] <Yuv422> hmm
[11:31:21] <Yuv422> Not easily. :(
[11:31:37] <sbxdcc> meh
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[11:31:54] <sbx> hi
[11:32:00] <Yuv422> damn modem
[11:32:05] <Yuv422> :(
[11:32:55] <Yuv422> do you know which ports need to be forwarded for dcc?
[11:33:34] <sbx> not really
[11:33:43] <sbx> http://members.cox.net/~sbx/U6Actor.h
[11:33:50] <sbx> Shouldn't GUI::moveWidget() take sint32? Apparently it works anyway, but it's confusing.
[11:35:06] <Yuv422> what didn't you like about your U6Actor file?
[11:35:21] <sbx> I like it
[11:35:26] <Yuv422> ah k
[11:35:29] <wjp> your IRC client can choose a DCC port itself; there's probably a setting with which you can choose one or a range
[11:35:43] <Yuv422> hi wjp
[11:35:45] <wjp> hi
[11:35:50] <Yuv422> what about passive dcc
[11:36:03] <sbx> Yuv422: I just didn't want to mess with the worktypes I was going to let you do it :)
[11:36:13] <Yuv422> righto
[11:36:41] <Yuv422> do we currently have run to actor path?
[11:36:45] <Yuv422> walktype
[11:36:52] <Yuv422> and run away from actor?
[11:37:00] <Yuv422> or run away from any actor?
[11:37:03] <sbx> no
[11:37:50] <sbx> Tangle vines grow like crazy in U6O
[11:37:52] <Yuv422> can we easily compute the closest actor in the party?
[11:37:59] <Yuv422> cool
[11:38:04] <sbx> yeah
[11:38:08] <Yuv422> :)
[11:38:18] <sbx> There was a giant tangle vine between Paws and Britain
[11:38:27] <sbx> Blocking much of the road
[11:38:39] <sbx> Before Galleon put in a smaller limit to their growth
[11:39:32] <sbx> The ANIMAL_WANDER one is still there so it would compile without me changing U6Actor.cpp
[11:39:38] <sbx> but you can rename it or whatever
[11:39:41] <sbx> bbl
[11:41:35] * Yuv422 imagines galleon out on the road with the weed killer. :)
[11:59:39] <Yuv422> bbl too
[12:26:35] <sbx> back
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[13:13:32] <Yuv422> back
[13:13:37] <Yuv422> awhile ago. :(
[13:13:49] <Yuv422> but modem connection dropped out
[13:14:01] <Yuv422> I found a little bug in the inventory widget
[13:14:09] <Yuv422> which could cause a segfault
[13:14:29] <Yuv422> with empty inventories.
[13:14:39] <Yuv422> or empty containers in your inventory
[13:15:49] <sbx> Is it related to the crash I get when switching to temp NPCs?
[13:16:04] <Yuv422> probably
[13:16:36] <sbx> set <party_all_the_time>yes</party_all_the_time> and ask a guard to join you
[13:16:49] <sbx> switch to inventory view and press right until you get to them
[13:16:50] <sbx> it will crash
[13:16:59] <sbx> right arrow*
[13:17:09] <sbx> click right arrow*
[13:17:11] <Yuv422> it will crash if you have a inventory with nothing in it
[13:17:46] <sbx> oh
[13:17:51] <sbx> it's not even temp NPCs then
[13:18:53] <Yuv422> yeah
[13:20:59] <sbx> you narrowed it down?
[13:21:12] <Yuv422> yes
[13:21:19] <Yuv422> I'm commiting my fix into cvs now
[13:21:28] <Yuv422> cvs diff: [13:19:06] waiting for efry's lock in /cvsroot/nuvie/nuvie/views
[13:21:37] <Yuv422> not too sure why it is hanging here.
[13:21:59] <Yuv422> I think the changes went through
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[13:25:58] <Yuv422> I gave up waiting and ctrl-c'd it
[13:26:15] <Yuv422> the changes look like they went in.
[13:26:59] <sbx> :)
[13:27:03] <sbx> that happens a lot with me
[13:27:16] <sbx> What do you think about putting the intro/ending graphics in a FLIC?
[13:27:25] <sbx> and put a player in nuvie
[13:27:41] <sbx> (so we can control when different parts play)
[13:28:08] <Yuv422> but we'd need to distribute a copy of the flic then.
[13:28:28] <sbx> you're right
[13:28:31] <sbx> didn't think about it
[13:28:52] <Yuv422> we could provide a flic player for alternate intro versions?
[13:28:53] <sbx> at least, perhaps we can make our own frame script format instead of hardcoding it all
[13:29:11] <Yuv422> you never know someone might get inspired and redo the intro sequence
[13:29:19] <sbx> yeah that's possible
[13:29:21] <Yuv422> sounds good
[13:29:30] <sbx> one reason I suggested our own script format, but the flic could be better then
[13:30:07] <Yuv422> I'm actually kinda looking forward to working on the intro sequence
[13:30:18] <Yuv422> but I want to get more nuvie game stuff done first
[13:31:43] <Yuv422> did that fix sort out your temp npc problem?
[13:34:14] <sbx> let's see
[13:36:03] <sbx> cvs is slow today
[13:37:11] <Yuv422> yeah my commit took awhile
[13:38:02] <sbx> works, ta :)
[13:38:10] <Yuv422> excellent
[13:38:12] <sbx> one funny thing is their combat mode isn't displayed
[13:38:19] <sbx> it shows a "
[13:38:27] <Yuv422> hmm
[13:38:33] <Yuv422> must not be set when they are made
[13:38:37] <Yuv422> by actormanager
[13:38:38] <sbx> or we don't have the strings for all combat modes
[13:38:43] <sbx> but I dont know why it shows "
[13:39:29] <Yuv422> strange
[13:39:43] <Yuv422> have you tried the new savegame format?
[13:39:54] <sbx> no
[13:39:58] <sbx> I will now
[13:40:19] <sbx> I think I figured out the bug that makes clicking an actor go to the Avatar's screen
[13:40:35] <Yuv422> cool
[13:40:42] <sbx> might be my fault :\
[13:40:50] <sbx> can you confirm this... switch to someone else's screen and click/double-click the icon above their inventory
[13:40:59] <sbx> and then go back to party and click any of the icons
[13:41:20] <sbx> and it should go to the inventory of the person's inventoryicon you clicked
[13:41:23] * Yuv422 tries
[13:41:48] <Yuv422> it goes back to the last selected inventory
[13:42:15] <sbx> that's not what I'm getting
[13:42:27] <sbx> test it by switching to another with left/right after clicking the icon
[13:42:34] <sbx> before going back to party roster
[13:42:53] <Yuv422> what does it do for you?
[13:43:25] <sbx> What I said; it goes to whomever's inventoryicon I clicked
[13:43:57] <sbx> what now its not working
[13:44:11] <Yuv422> I changed the cur_party_member
[13:44:12] <sbx> hmm, the guard may be screwing things up more than I think
[13:44:16] <Yuv422> field in View
[13:44:25] <Yuv422> but I don't think that should effect it
[13:44:58] <sbx> welll you got it right I think, it goes to the last person
[13:45:32] <sbx> but I think I still broke it because clicking the actor icon doesnt go back to party :)
[13:45:43] <sbx> or wherever its supposed to go
[13:46:13] <Yuv422> clicking the actor icon in the inventory view does nothing for me
[13:46:23] <Yuv422> I think it used to got to the roster.
[13:46:57] <sbx> Hey are we loading temp NPC stats now?
[13:47:01] <sbx> I get some for guard
[13:47:24] <Yuv422> hmm
[13:47:26] <sbx> str20 dex15 int5 magic0 health18/30 lev1 exp100
[13:47:39] <sbx> name: Guard
[13:48:22] <Yuv422> was the actor created from an original savegame?
[13:49:03] <sbx> yesyeah
[13:49:08] <sbx> yes*
[13:51:31] <sbx> Also while on the topic of guards, I'm almost certain the walk_n/s/e/w will stop and turn around at the worklocation, not just when blocked.
[13:52:50] <Yuv422> work location?
[13:53:52] <sbx> schedule location
[13:54:08] <sbx> Actor::work_location
[13:54:29] <sbx> That's why U6 has 4 worktypes, GuardNorth, GuardSouth, GuardEast, GuardWest.
[13:55:05] <sbx> If you are guarding North, you walk from the schedule loc until you get to a blocked tile, then you walk back to the schedule loc.
[13:55:24] <sbx> walk north from the schedule loc*
[13:59:09] <Yuv422> ah k
[13:59:25] <Yuv422> at the moment we walk from blocked to blocked. :(
[13:59:46] <Yuv422> that shouldn't be too hard to change thougth
[13:59:50] <Yuv422> time for bed
[13:59:52] <sbx> and we only have two of the worktypes defined
[13:59:52] <Yuv422> cya
[13:59:53] <sbx> cya
[14:00:13] <Yuv422> I'm going to write myself a task list tomorrow
[14:00:30] <sbx> ok
[14:00:56] <Yuv422> cya
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[17:48:39] <sbx> hi vividos
[17:49:03] * sbx hopes there are no compile problems with nuvie. :)
[17:49:55] <vividos> hi
[17:50:09] <vividos> not yet :)
[17:50:50] <sbx> i'm adding an error message box
[17:51:14] <sbx> but all the components have to be created/modified first
[17:52:33] <vividos> what errors could be shown in the box?
[17:53:27] <sbx> serious warnings and fatal errors
[17:54:12] <sbx> file not found and couldnt load savegame are the only ones I thought of so far
[17:54:31] <vividos> ah ok
[17:54:37] <sbx> and it also explains what it means
[17:55:24] <vividos> a question, how much of nuvie do you think is already done, in percent?
[17:56:23] <sbx> I can only determine as a percent of original U6 experience.
[17:56:40] <sbx> hmm
[17:57:49] <sbx> if just for U6, 60%
[17:58:16] <sbx> I am trying to think how much of the U6 experience each major feature is :)
[17:58:27] <sbx> such as spells: 10%
[17:58:58] <sbx> combat: 20%
[17:59:01] <sbx> and we have neither
[18:00:12] <sbx> but you can just about complete the game
[18:01:17] <vividos> with only talking and such?
[18:01:36] <sbx> you can free the shrines with the runes
[18:01:41] <sbx> the gargoyles just wont try to stop you
[18:02:39] <sbx> I think the major plot objects that have to be added are Captain John's scroll, Amulet of Submission, Vortex Cube and lenses.
[18:05:09] <sbx> did you know about TSSHP?
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[18:15:30] <vividos> yes, Jim (of TSSHP) worked out most of the uw formats
[18:15:42] <sbx> is it dead, you think?
[18:17:01] <vividos> didn't check recently, but it seems :/ and Jim isn't reachable
[18:18:20] <sbx> I never even tried it
[18:18:31] <sbx> was waiting for further development :)
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[18:19:38] <sbx> hi
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[18:21:13] <sbx> :)
[18:21:52] <vividos> didn't try TSSHP for lack of system shock, but it also ran uw1
[18:22:03] <vividos> or, well, it should still run it
[18:23:24] <sbx> i havn't even played either UW
[18:25:47] <vividos> :)
[18:26:48] <wjp> *gasp* :-)
[18:28:33] <sbx> What? Are they some kind of game?
[18:28:58] <sbx> What means "underworld"?
[18:30:40] * vividos smiles ... nuvie.exe - 0 error(s), 0 warning(s)
[18:30:53] <sbx> that's strange
[18:31:09] <sbx> no warnings?
[18:31:10] <sbx> but good
[18:39:15] <vividos> no warnings
[18:43:23] <vividos> but I'm waiting for comments for a new visualc7\dirent.cpp file from the vc7 porter
[18:44:31] <sbx> Oh, didn't he add it?
[18:45:15] <vividos> it is in CVS, but it gives internal compiler errors for msvc6, so I rewrote it using STL containers
[18:49:41] <vividos> heh, just found another memory leak
[18:50:06] <sbx> yay
[18:50:16] <sbx> -_-;
[18:51:41] <vividos> most memory leaks don't affect memory footprint, since the memory is freed at game end
[18:57:29] <vividos> ok have to go again. bye!
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[18:59:33] <sbx> cya
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