#nuvie@irc.freenode.net logs for 6 Jun 2003 (GMT)

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[00:42:34] --> Kirben has joined #nuvie
[05:17:11] --> Yuv422 has joined #nuvie
[05:40:14] --> jim3e8 has joined #nuvie
[05:40:27] <Yuv422> hi jim
[05:40:32] <jim3e8> hello
[05:40:46] <Yuv422> thanks for the drawbridge info.
[05:40:54] <jim3e8> oh good you got it.
[05:41:03] <jim3e8> Actually that's why I dropped by.
[05:41:12] <Yuv422> ah k
[05:41:40] <jim3e8> but, you know, since I'm here ... ;)
[05:41:55] <Yuv422> I made a few assumptions when implementing drawbridges
[05:42:10] <Yuv422> there must be a crank at each end
[05:42:32] <Yuv422> and the bridge mush be between the cranks
[05:42:40] <Yuv422> with no space inbetween
[05:42:49] <animeloe> NICE
[05:42:58] <animeloe> I see almost ALL the ultimas getting a TOTAL overhaul
[05:43:05] <animeloe> http://reconstruction.voyd.net/index.php?page=project&type=remakes3d
[05:43:27] <jim3e8> that makes sense, have you tested different configurations in u6?
[05:43:39] <Yuv422> nope
[05:43:41] <jim3e8> I did not do any work on drawbridges.
[05:43:50] <Yuv422> I can't get pu6e to work. :(
[05:43:54] <Yuv422> It booted up
[05:44:02] <Yuv422> but I have no imput controls :(
[05:44:09] <jim3e8> ah yeah, i saw it wasn't working on os x
[05:44:29] <jim3e8> of course I'm typing this on an ibook, but I never tried running pu6e on it!
[05:44:29] <Yuv422> I had to hack around a bit to get it that far
[05:44:32] <Yuv422> it wasn't easy ;)
[05:44:55] <Yuv422> I think it was trying to use the X11 server
[05:45:01] <jim3e8> wxwindows is unfortunately more shaky than I would like on the mac.
[05:45:14] <jim3e8> hmm, it should be using carbon.
[05:45:23] <Yuv422> I think it required a beta version of python too.
[05:45:33] <Yuv422> maybe that was my problem
[05:45:55] <jim3e8> hmm.
[05:46:08] <Yuv422> It would make my life alot easier if I could edit things in pu6e :)
[05:46:11] <jim3e8> well, the fact that it worked on windows was amazing to me.
[05:46:42] <jim3e8> pu6e is fairly complicated window-wise and when you bring OpenGL into it...
[05:47:05] <jim3e8> Yeah, actually, pu6e just saved my ass in a game of u6, i had the
[05:47:06] <Yuv422> have you done any research into monsters and the way they are stored in objlist?
[05:47:25] <jim3e8> objblkai file become corrupt, opened it in pu6e and resaved, voila fixed!
[05:47:35] <Yuv422> cool
[05:48:37] <jim3e8> no, no research into objlist at all. for npc data I used info from your code
[05:48:49] <Yuv422> ah k
[05:49:01] <Yuv422> there seems to be two locations for npc pos
[05:49:31] <Yuv422> I think the second is used as a reference when a npc goes to sleep or is killed
[05:49:41] <Yuv422> as they need to change their object number
[05:50:09] <Yuv422> but temp npcs only seem to show up in the second set of object numbers
[05:53:33] <jim3e8> I was wondering if you figured out what the high bits of the z coordinate do for NPCs.
[05:54:11] <Yuv422> hmm they're not 0
[05:54:14] <jim3e8> There are only 6 levels but I've seen NPCs with weird z coords once in a while, such as 0xe.
[05:54:39] <Yuv422> were they dead?
[05:54:52] <jim3e8> pu6e ignores these NPCs.
[05:54:58] <Yuv422> maybe they needed to be taken off the map?
[05:55:01] <jim3e8> I really do not know. It was a pristine game.
[05:55:29] <Yuv422> do you know their npc number?
[05:56:12] <jim3e8> Good point. Not offhand.
[05:56:38] <Yuv422> I found a fair bit from objlist
[05:56:48] <Yuv422> it's in the docs cvs if your interested
[05:57:22] <Yuv422> I guess your not really interested in things like game date and wind direction though. ;)
[05:57:45] <jim3e8> okay. i haven't been doing any pu6e coding lately, though.
[05:58:04] <Yuv422> ah k, I was looking at your breakout game the other day
[05:58:13] <Yuv422> I should dust off my DC and give it a go.
[05:58:33] <jim3e8> well, it might be interesting to change the date, although i don't think it has any effect on the game, does it.
[05:58:44] <Yuv422> I'm not sure
[05:58:57] <Yuv422> it might effect the moon phase
[05:59:37] <jim3e8> hmm
[06:00:22] <jim3e8> has anyone ever used the moongates as a viable form of travel? :)
[06:00:46] <Yuv422> hehe I bet people would complain if I left them out. ;)
[06:00:55] <jim3e8> oh I'm sure
[06:02:14] <Yuv422> have you found any more info on eggs? since u6notes.txt?
[06:02:53] <jim3e8> you know I really should update u6notes.txt, I added a lot of stuff but didn't put it in nice format.
[06:03:20] <jim3e8> about eggs specifically I doubt it, but i did figure out several more flags.
[06:03:52] <Yuv422> tileflags?
[06:04:07] <jim3e8> i figured out why there's a hole in the wall of the stables south of the castle, for example.
[06:04:13] <jim3e8> tileflags, object status flags (I think)
[06:04:38] <jim3e8> you might have figured out the hole-in-the-wall thing, too
[06:04:50] <Yuv422> I can guarantee at least one person that will eagerly read your updated docs. ;)
[06:05:00] <jim3e8> [which can manifest itself as, I can't walk through the door, also]
[06:05:19] <Yuv422> is it to stop horses escaping?
[06:05:44] <jim3e8> no, it doesn't exist in the real game.
[06:06:18] <Yuv422> are you talking about the windowed door that has a wall object behind it?
[06:06:28] <jim3e8> yes, exactly.
[06:06:47] <Yuv422> what's your take on it?
[06:07:01] <jim3e8> next to that, in proper rendering order, the wall is missing (IIRC)
[06:07:11] <jim3e8> there are two forces at work here.
[06:08:17] <jim3e8> first, there is a tileflag that, if set, causes the tile to override any "blocking" status on maptiles under it.
[06:08:47] <jim3e8> for example, drawbridges and regular bridges have this set, which overrides the "blocking" of the water underneath them.
[06:09:03] <Yuv422> ahh
[06:09:32] <jim3e8> in the door case: there is also a "floor" tile there, which looks like a regular floor map tile, but is an object tile.
[06:09:52] <jim3e8> since the flag is set, and it's on top of a wall, you can walk through the wall.
[06:10:20] <jim3e8> In effect, the U6 designers reused the map chunk of a different house with no door there, then
[06:10:26] <jim3e8> "punched" a door through the wall.
[06:10:36] <jim3e8> You can do this with any wall, by the way.
[06:11:31] <Yuv422> ah I see. neat. well actually it's a big kludge
[06:11:56] <Yuv422> so the tileflag is on the floor tile?
[06:12:02] <jim3e8> yep
[06:12:34] <Yuv422> do you remember which bit it was?
[06:12:46] <jim3e8> the second thing is, there's a tileflag that specifies that an object should be rendered -under- any object there.
[06:13:08] <Yuv422> ah k
[06:13:17] <jim3e8> -- the bit's in pu6e, i'd have to check my notes. actually, the undocumented "walking" mode in pu6e takes it into account ;)
[06:13:19] <Yuv422> object or tile?
[06:13:40] <Yuv422> righto I'll look at the source.
[06:13:43] <jim3e8> tileflag on an object tile.
[06:14:09] <Yuv422> I use a wierd object rendering algorithm
[06:14:18] <Yuv422> it seems to work for the most part
[06:14:25] <Yuv422> with some exceptions
[06:14:34] <Yuv422> like the lions outside LB's castle
[06:14:42] <Yuv422> and those hacked doors
[06:14:52] <jim3e8> in proper rendering order, the floor tile on the left, in the case of the stable, will appear on top of the wall.
[06:15:20] * Yuv422 is looking at that now
[06:15:41] <jim3e8> there has to be a floor tile to the left of the door, because when it's open otherwise you could see the wall behind the door.
[06:16:13] <Yuv422> hehe that's what happens in nuvie atm
[06:16:26] <Yuv422> if I open the door from the inside
[06:17:10] <Yuv422> it shows the doorway object but not the floor or open door tiles
[06:17:14] <jim3e8> the render-under-all bit is set on the floor tile, which renders it under the wall [door archway, I think] tile (otherwise it would render on top of it).
[06:17:43] <Yuv422> how many passes do you make while rendering?
[06:17:44] <jim3e8> yeah, I had a rendering model not taking these into account, but it's the exceptions that are the hard part.
[06:18:58] <jim3e8> currently, I only make two passes. I need another one to take the under-all bit into account, or a better algorithm.
[06:19:57] <jim3e8> I did extensive tests with objects at height 0 and 1 (normal objects, and floating ones like meat hooks and trellises) to arrive at the algorithm.
[06:20:57] <jim3e8> The two passes actually occur in different directions, one SE-NW, one NW-SE... check pu6e source for more info (or u6notes.txt when I update it).
[06:21:52] <Yuv422> I render SE-NW
[06:22:12] <Yuv422> that breaks the lions
[06:22:51] <Yuv422> but if I implement the under-all bit that might fix the lions
[06:23:09] <jim3e8> But now (except for the floor tiles) everything renders 100% correct--you can put a pillar or a gargoyle under a trellis, and only the top will poke out; you can put a pillar under or over a fountain (both double-size objects
[06:23:09] <Yuv422> I might have to tweak my wall handling code a bit though
[06:23:43] <Yuv422> sounds good
[06:23:49] <jim3e8> ) .. sorry, under or over a pool, with a fountain (height 1 object) as well, and all will render in the right order.
[06:24:00] <jim3e8> Yes, implementing the under-all bit will fix the lions.
[06:24:14] <Yuv422> basically I render as follows
[06:24:16] <Yuv422> darw map
[06:24:23] <jim3e8> Unfortnately I don't want to do 3 passes.
[06:24:26] <Yuv422> draw bottom height of objects
[06:24:30] <Yuv422> draw npcs
[06:24:34] <Yuv422> then draw toptiles
[06:25:08] <jim3e8> Among other things, that won't work with gargoyles.
[06:25:24] <jim3e8> Put a gargoyle under a trellis to see why.
[06:25:50] <Yuv422> maybe I could ask them to stay away from trellises? ;)
[06:25:58] <jim3e8> Oh yeah, we've really got to get pu6e working for you, once you start putting objects in weird places and seeing how the game renders them, it makes much more sense.
[06:26:10] <Yuv422> :)
[06:26:49] <Yuv422> the python build environment scares me
[06:27:00] <Yuv422> that and the perl build environment
[06:27:15] <Yuv422> especially when doing a local install
[06:27:17] <jim3e8> i don't know, on windows and linux I just type 'make' ;)
[06:27:37] <Yuv422> installing the system to start with
[06:27:46] <jim3e8> oh I see
[06:28:37] <jim3e8> i'd imagine fink would have everything you need, but I haven't tried.
[06:28:48] <Yuv422> I might try fink
[06:29:02] <Yuv422> I did it all by hand last time I tried
[06:29:06] <jim3e8> yuck!
[06:29:34] <Yuv422> let me try running pu6e again
[06:29:44] <jim3e8> oh, you might try something else, w/o pu6e.
[06:30:20] <jim3e8> pillars, pools, and fountains are very instructive.
[06:30:47] <Yuv422> it sits on a white screen
[06:31:01] <Yuv422> and says Generating font texture...
[06:31:10] <jim3e8> hack those items to be moveable and non-blocking in u6, and try moving them around on top of each other, etc.
[06:31:42] <Yuv422> ah k
[06:31:43] <jim3e8> damn, is it not up yet?
[06:32:03] <Yuv422> hmm lions are incorrect in this version
[06:32:09] <jim3e8> because, for example, let's say you have a pillar and a fountain.
[06:32:15] <jim3e8> Yes, the underall bit is not implemented.
[06:32:21] <Yuv422> right
[06:33:07] <jim3e8> the floor (pedestal) tile is being rendered on top of the [2-tile high] lion.
[06:33:16] <Yuv422> yes
[06:33:51] <jim3e8> Okay, if you put a fountain "behind" a pillar, think about what will happen.
[06:34:29] <jim3e8> The fountain is considered a "toptile".
[06:34:59] <jim3e8> Therefore, rendering SE-NW, the pillar's tile will be drawn first, and then the fountain on top of it.
[06:35:00] <Yuv422> you'd get a pillar with a fountain on top
[06:35:04] <jim3e8> Exactly.
[06:35:21] <jim3e8> But what should happen is, the fountain is "behind" the pillar.
[06:36:12] <jim3e8> To do this, the top tiles have to be rendered NW-SE.
[06:36:14] <jim3e8> Or a better method that I haven't figured out yet.
[06:36:46] <Yuv422> I got pu6e to accept input!!
[06:36:51] <Yuv422> of a sort
[06:37:00] <jim3e8> But the bottom tiles must remain SE-NW, you already figured out why.
[06:37:08] <jim3e8> Ah, well that's good, sort of. ;)
[06:37:29] <Yuv422> aren't there ment to be additional windows?
[06:37:40] <Yuv422> I only see the map window.
[06:39:29] <Yuv422> any thought on how to handle items that shouldn't be animating?
[06:39:34] <Yuv422> like the drawbridge crank
[06:39:38] <Yuv422> and the bell
[06:40:32] <jim3e8> you can select "Window -> <appropriate window>"
[06:40:43] <jim3e8> or use the keyboard shortcuts, assuming they work:
[06:40:45] <jim3e8> C - chunk editor
[06:40:48] <jim3e8> S - stack editor
[06:40:52] <Yuv422> ah I see
[06:40:56] <jim3e8> T - tile editor / viewer
[06:41:14] <Yuv422> I see why it wasn't working before
[06:41:23] <jim3e8> why, pray tell
[06:41:28] <Yuv422> I was running it with the standard pythin interpretor
[06:41:37] <jim3e8> ah!
[06:41:38] <Yuv422> I needed to run it with pythonw
[06:42:10] <jim3e8> it is good to know it works, nominally
[06:42:39] <jim3e8> you might want to read the instructions eventually, then ;)
[06:42:53] <Yuv422> hehe
[06:42:55] <Yuv422> yes
[06:43:02] <Yuv422> that would probably help.
[06:43:24] <Yuv422> my single button mouse might prove a proble,
[06:43:25] <Yuv422> +m
[06:43:50] <jim3e8> i designed pu6e to only require one button
[06:43:57] <jim3e8> ( I think ;)
[06:44:08] <jim3e8> you should be able to ctrl-click for right, anyway
[06:44:22] <jim3e8> maybe
[06:49:54] <Yuv422> it's interesting looking at britannia from this perspective
[06:50:22] <jim3e8> interesting that these guys were able to design a whole map, I doubt they ever saw it like this!
[06:52:09] <Yuv422> hmm
[06:52:17] <Yuv422> if I disable graphic options
[06:52:22] <Yuv422> it speeds up for a sec
[06:52:40] <Yuv422> then slows back down.
[06:53:29] <jim3e8> out of curiosity, how much cpu is it using? how fast is your machine?
[06:54:16] <Yuv422> I'm looking at a whole screen of water and it is running at about 37%
[06:54:26] <Yuv422> on an 867Mhz G4
[06:54:52] <Yuv422> the animation is a bit jerky
[06:54:58] <Yuv422> and scrolling the map is quite slow
[06:55:21] <jim3e8> hmm, that is unfortunate.
[06:55:40] <jim3e8> what is your zoom level? did you change it?
[06:55:49] <Yuv422> yes
[06:56:05] <Yuv422> how can I tell what it is set to?
[06:56:10] <jim3e8> i wonder if the slowdown is an artifact of wxwindows
[06:56:27] <jim3e8> you can only tell by the size at the moment.
[06:56:47] <jim3e8> um...
[06:57:10] <Yuv422> hmm x2?
[06:57:21] <jim3e8> did you zoom in or out?
[06:57:28] <Yuv422> out
[06:57:36] <Yuv422> at x3 it is 90%
[06:58:02] <jim3e8> it actually zooms in powers of two, so x3 is actually x4
[06:58:11] <Yuv422> ah k
[06:58:29] <jim3e8> more accurately, x1/4, if you think of it as binoculars
[06:59:10] <jim3e8> yeah, I can see that zoomed out on a 867 mhz machine, running on the carbon compatibility API will probably be a bit slow ;)
[06:59:36] <jim3e8> although if your window is small, it shouldn't be.
[07:00:18] <Yuv422> hmm window resizing
[07:00:30] <Yuv422> doesn't seem to resize the map window inside
[07:00:32] <jim3e8> the pictures on my web site give a good idea of the zoom levels.
[07:00:56] <jim3e8> that would be a bug on the mac version, then.
[07:01:11] <Yuv422> ah I just had to move the window around a bit after
[07:01:32] <Yuv422> I have to do that on startup too
[07:01:41] <jim3e8> hmm, okay.
[07:01:56] <Yuv422> its just all white otherwise
[07:02:19] <jim3e8> oh, did you try the grid view?
[07:02:31] <Yuv422> yes
[07:02:33] <Yuv422> nice
[07:02:57] <Yuv422> it funny how you don't see the chunk patterns will you turn it on.
[07:03:03] <jim3e8> yeah
[07:03:11] <jim3e8> try shift-clicking on a chunk and dragging
[07:03:18] <jim3e8> to another chunk
[07:03:36] <Yuv422> :)
[07:03:47] <Yuv422> should I see anything while I drag?
[07:04:05] <jim3e8> no, neither will you see anything while dragging objects, unfortunately
[07:04:19] <Yuv422> ah np
[07:04:38] <jim3e8> if you control-drag an object, you will copy it
[07:05:56] <Yuv422> the grid overlay draws under the objects.
[07:06:01] <jim3e8> yep
[07:06:12] <Yuv422> I guess that's better
[07:06:26] <jim3e8> i did that on purpose. got the idea from exult, though it looks much better in exult.
[07:06:37] <jim3e8> you can turn objects off by pressing 'O'
[07:06:54] <Yuv422> cool they fade out :)
[07:07:53] <jim3e8> if you activate "options->edit terrain" (ctrl+t) you can drag maptiles around. this will modify the chunk in place.
[07:08:48] <Yuv422> hmm
[07:08:55] <Yuv422> it seems to have jammed.
[07:08:56] <jim3e8> didn't work?
[07:09:19] <Yuv422> I tried to click on a shrine in the Stack editor
[07:09:53] <Yuv422> had to force quit. :(
[07:11:15] <Yuv422> edit terrain works
[07:11:56] <jim3e8> hmm, the stack editor was hard to get right in windows and linux, so I imagine it could be a source of problems.
[07:12:36] * Yuv422 moves LB into the moat
[07:14:43] <jim3e8> pu6e respects the "look" order of objects when you drag them with the mouse: if you put an object behind a pillar, and look at the pillar in U6, you'll see the object; pu6e knows this and will pick up that object with the mouse when you drag.
[07:15:10] <jim3e8> if there's no object behind it, pu6e will pick up the pillar.
[07:15:43] <jim3e8> it also prevents you from copying NPCs, since they must be unique.
[07:16:23] <Yuv422> its not very stable on OS X
[07:16:35] <jim3e8> yeah, I guessed not
[07:16:56] <Yuv422> it just locked up again while viewing the tiles
[07:17:15] <jim3e8> obviously a native port would be better, but it would've taken 5 times as long.
[07:18:10] <Yuv422> I've just noticed the two tiles next to the egg tile
[07:18:25] <jim3e8> oh, someone, i think it was maku, mentioned that pu6e was corrupting eggs, I wonder why it would do that.
[07:18:58] <Yuv422> yeah I'm not too sure what he ment by that
[07:19:49] <jim3e8> because eggs are just containers, basically, and the container code is pretty stable.
[07:20:16] <jim3e8> oh well I'm sure there are bugs somewhere
[07:20:26] <Yuv422> I'll ask him about it when he's online next
[07:21:20] <Yuv422> you were saying you foundout what some of the other status flags ment?
[07:22:03] <jim3e8> the two bits i mentioned are all I can remember at the moment. i'll have to review my notes to see if there were any others. i think there were, but you may have found them.
[07:23:06] <Yuv422> any idea how the game handles readied items
[07:24:15] <jim3e8> i'm sure you saw the status flag for that, but otherwise, I think the game "knows" which object goes in which slot, and shoves them in first come first served.
[07:24:35] <jim3e8> You can't put a sword in the helmet slot, in other words.
[07:29:50] <Yuv422> so objects are hardcoded
[07:29:56] <Yuv422> their type that is
[07:31:10] --> SB-X has joined #nuvie
[07:31:25] <Yuv422> hi sbx
[07:37:26] <jim3e8> yeah, there's no discernable pattern otherwise. too much stuff is hardcoded in game.exe. why weights would be in tileflag, but weapon/armor damage is in game.exe is beyond me. u7 is obviously better in that respect.
[07:38:00] <Yuv422> yeah I thought that strange too. The weights thing
[07:38:37] <Yuv422> probably had somthing to do with the way they handled things internaly.
[07:39:07] <jim3e8> i was hoping that the NPC slots would occur in a certain order, say clockwise starting from the head, but no dice. you can rearrange objects in inventory and they're always placed in the right slot, if the readied flag is set.
[07:39:45] <jim3e8> yeah, maybe they had time to abstract some stuff, but not other stuff.
[07:40:01] <SB-X> hi
[07:41:11] <Yuv422> sbx: I think there might be an issue with worktypes in converse at the moment
[07:41:29] <Yuv422> some actors seem to be stuck on a particular worktype
[07:41:57] <Yuv422> sbx: nice work on the u6converse.txt file btq ;)
[07:42:03] <Yuv422> btw
[07:42:59] <SB-X> thanks
[07:43:08] <Yuv422> Anya seems to be perminatly on her lunch break. ;)
[07:43:11] <SB-X> i think i noticed that problem a week ago
[07:43:19] <SB-X> everyone is working or not working
[07:43:38] <SB-X> its probably due to something in the value comparisons
[07:43:41] <Yuv422> Efram is stuck too
[07:43:48] <SB-X> and not directly related to worktype, but i didnt look into it
[07:43:52] <Yuv422> yeah I think it is everyone
[07:44:39] <SB-X> believe it or not i have still not got around to trying pu6e
[07:44:54] <jim3e8> heh heh, speaking of which...
[07:45:15] <Yuv422> I think I'll be using it quite a bit form now on. ;)
[07:45:20] <Yuv422> from
[07:45:46] <jim3e8> yuv422 got it to work under os X
[07:46:46] <SB-X> i guess that will help with things like the drawbridge issue?
[07:46:53] <SB-X> were there any other drawbridges in britannia?
[07:47:00] <Yuv422> yes
[07:47:08] <jim3e8> sutek's castle
[07:47:08] <Yuv422> just 1 in suteks castle
[07:47:19] <SB-X> ooh
[07:47:27] <SB-X> i didn't know it could be drawn
[07:47:34] <Yuv422> but I can't test it yet
[07:47:45] <Yuv422> as it has an inaccessable crank ;)
[07:47:57] <jim3e8> inaccessible?
[07:48:08] <SB-X> in nuvie?
[07:48:09] <Yuv422> for nuvie at least
[07:48:13] <jim3e8> ah, of course
[07:48:29] <Yuv422> it should work
[07:48:43] <Yuv422> but it might look wierd as it will have chains on the edges
[07:48:46] <jim3e8> i thought you implemented teleport
[07:49:30] <Yuv422> I guess I could just turn off blocking
[07:49:49] <Yuv422> but that would much up the bridge routine. ;)
[07:50:08] <Yuv422> as it needs to span an area of blocked tiles
[07:50:10] <jim3e8> use pu6e and drag the avatar over there ;)
[07:51:34] <Yuv422> I could just hardcode the use cooridnates while I test it.
[07:52:51] <jim3e8> that would be annoying for the inhabitants of britannia
[07:53:02] <Yuv422> hehe yes
[07:53:04] <SB-X> do i use pu6e or u6edit for linux?
[07:53:14] <Yuv422> pu6e
[07:53:37] <jim3e8> they try to have lunch and a hollow voice says 'switch the lever, you hear a noise'
[07:54:16] <jim3e8> u6edit is obsolete, use pu6e. the web site explains the situation.
[07:54:28] <SB-X> heh
[07:54:33] <SB-X> what is the website address again?
[07:54:42] <jim3e8> 3e8.org/hacks/ultima6
[07:54:49] <SB-X> ah
[07:54:52] <SB-X> thanks
[07:54:56] <jim3e8> np
[07:55:03] <SB-X> i was pointed here by google -> http://3e8.org/pub/ultima6/
[07:55:25] <SB-X> but now i see the other address is below that
[07:55:41] <jim3e8> the google cache is quite outdated
[07:56:37] <Yuv422> I remember thinking, how strange when Arty suddenly yells out "Stop Thief" when I nicked a sextant. ;)
[07:57:03] <Yuv422> so he can talk after all. ;)
[07:57:29] <jim3e8> he just signed very loudly
[07:57:58] <Yuv422> :)
[07:58:18] <Yuv422> the drawbride works in suteks castle
[07:58:27] <Yuv422> but... I can't walk across it
[07:58:36] <Yuv422> because it is ether not water underneath
[07:58:43] <Yuv422> I might need to change that.
[07:59:05] <jim3e8> yet another application of that flag I mentioned earlier.
[07:59:10] <Yuv422> yes
[08:06:18] <Yuv422> just looking at tile.py
[08:06:32] <Yuv422> 0x4 force passable :)
[08:06:46] <Yuv422> 0x10 lowest look
[08:07:34] <jim3e8> oh yeah, the rendering order and the "look" order are separate, some flags affect one and not the other.
[08:07:45] <Yuv422> ah k
[08:11:37] <Yuv422> jim3e8: ever thought of adding an npc schedule editor?
[08:12:14] <jim3e8> i became exhausted before adding NPC-specific editing.
[08:12:22] <Yuv422> ah k
[08:12:55] <jim3e8> it would be a good idea, of course, not that hard really.
[08:19:42] <Yuv422> ah that fixes my dungeon enterance problem too
[08:19:43] <Yuv422> :)
[08:19:51] <Yuv422> the force passable flag :)
[08:20:01] <Yuv422> I'll have to get that implemented in nuvie.
[08:21:33] <SB-X> what was the dungeon entrance problem?
[08:21:37] <SB-X> can dungeons be entered now?
[08:21:42] <SB-X> from the caves
[08:21:52] <Yuv422> you couldn't move onto the dungeon tile
[08:21:57] <Yuv422> it was blocked
[08:22:06] <Yuv422> because it was on a mountain tile
[08:22:06] <SB-X> i thought it was just cause you hadnt implemented it teleporting you away
[08:22:10] <SB-X> oh
[08:27:31] <jim3e8> indeed
[08:34:10] <Yuv422> 0x2 in the flag set starting at 0x800 looks to be light emiting bit
[08:44:22] <jim3e8> oh, I figured out the light stuff too ;)
[08:44:31] <Yuv422> hehe
[08:44:53] <jim3e8> I have to check but offhand I think two bits for light (so four values)
[08:45:10] <Yuv422> it does look that way
[08:45:21] <Yuv422> why different states?
[08:45:30] <Yuv422> ah
[08:45:32] <jim3e8> light intensity
[08:45:33] <Yuv422> light levels
[08:45:34] <Yuv422> ;)
[08:45:36] <Yuv422> silly me
[08:45:55] <jim3e8> fire is usually highest
[08:46:05] <jim3e8> wisps are fainter, etc.
[08:46:50] <jim3e8> i will try to publish next ver. of u6notes.txt tomorrow.
[08:46:59] <Yuv422> cool
[08:47:05] <jim3e8> i should sign off now, it's 4am
[08:47:12] <jim3e8> nice talking to you guys
[08:47:13] <Yuv422> righto
[08:47:18] <Yuv422> nice chatting with you
[08:47:21] <SB-X> bye
[08:47:22] <Yuv422> thanks for the info :)
[08:47:30] <jim3e8> not a problem at all
[08:47:34] <jim3e8> bye
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[08:47:37] <Yuv422> cya
[09:12:43] <Yuv422> sbx: I created a nuvie-devel list. :)
[09:13:14] <SB-X> yay
[09:13:19] <SB-X> though ill never use it
[09:13:23] <SB-X> heh jk
[09:13:29] <SB-X> ill probably use it sometimes
[09:13:32] <Yuv422> but I'm the only list member. ;(
[09:13:35] <SB-X> can jim3e8 post?
[09:13:43] <SB-X> thats not much of a list with 1 person
[09:13:48] <Yuv422> hehe yeah
[09:14:11] <Yuv422> maybe I should advertise it on the webpage
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[09:23:32] <SB-X> oops
[09:23:46] <SB-X> wb
[09:36:01] <Yuv422> net split. :)
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[10:49:02] <SB-X> well im gonna go
[10:49:07] <SB-X> ill subscribe to the dev list
[10:49:11] <SB-X> bbl
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[14:20:48] <Yuv422> ok force passable is in cvs now
[14:20:51] <Yuv422> time for bed
[14:20:52] <Yuv422> cya
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