#nuvie@irc.freenode.net logs for 6 Nov 2004 (GMT)

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[02:06:19] <-- Sheng_Gradilla has left IRC (Remote closed the connection)
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[03:38:10] <Yuv422> hi
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[10:16:44] <sbx> hello
[10:16:49] * sbx eats breakfast.
[10:35:49] <-- Yuv422 has left IRC (Read error: 110 (Connection timed out))
[10:42:36] * sbx spits out his orange juice.
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[11:03:22] <Yuv422> hi
[11:04:01] * Yuv422 wonders what was wrong with sbx's orange juice?
[11:06:46] <sbx> hi wb
[11:06:54] <sbx> i spit it out in shock that you got disconnected
[11:10:41] <Yuv422> argh I still can see people's responses. :-(
[11:11:13] <sbx> oh
[11:11:20] <sbx> how have you been?
[11:11:28] <-- Yuv422 has left IRC ("Yuv422 has no reason")
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[11:14:06] <Yuv422> I'm just trying another server
[11:14:15] <Yuv422> or should I say irc on another server. ;)
[11:14:19] <Yuv422> I'm good
[11:14:23] <Yuv422> how about yourself
[11:14:24] <Yuv422> ?
[11:15:00] <Yuv422> these irc problems are really frustrating.
[11:15:28] <sbx> im good though I wish I've worked on nuvie more, Ive been practicing piano and watching tv mostly
[11:15:30] <sbx> that must makee IRC less than fun
[11:17:41] <Yuv422> hmm
[11:18:12] <-- Yuv422 has left IRC ("My damn controlling terminal disappeared!")
[11:18:17] <sbx> damn!
[11:18:23] <sbx> damn that terminal!
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[11:18:54] <Yuv422> tell me about it. :(
[11:19:12] <Yuv422> That other server was so slow the ssh session was locking up. :(
[11:19:16] <Yuv422> I can't win.
[11:20:08] <Yuv422> If i use my old modem I get drop outs.
[11:20:31] <sbx> Time to burn your house down and move.
[11:20:33] <Yuv422> If i use my new modem i get no irc
[11:20:34] <Yuv422> :(
[11:20:38] <Yuv422> hehe
[11:20:50] <Yuv422> hey I actually got your reply for once
[11:20:54] <Yuv422> :) Yay
[11:20:55] <sbx> cool
[11:21:00] <Yuv422> and again
[11:21:04] <sbx> Maybe you don't need to do something so drastic after all.
[11:21:24] <Yuv422> how's the piano going?
[11:21:30] <Yuv422> do you play a real piano
[11:21:35] <sbx> eh, slow
[11:21:39] <sbx> no I have a minikeyboard
[11:21:43] <Yuv422> ah k
[11:21:44] <sbx> and it's old, no touch sensitivity
[11:21:46] <sbx> but its ok
[11:21:59] <sbx> I mainly play videogame music
[11:22:09] <sbx> like Ultima VI Dungeon Theme
[11:22:14] <Yuv422> cool
[11:22:34] <Yuv422> maybe you could compose the nuvie menu theme music?
[11:23:15] <sbx> Heh, I'm not that good... I havn't even thought so far as us having menu music.
[11:23:19] <sbx> Since we don't have a menu :)
[11:23:29] <Yuv422> true
[11:23:31] <sbx> We could just use a song from a game
[11:24:02] <sbx> Then you'd get no music if you don't have any game installed.
[11:24:26] <Yuv422> I have been meaning to ask you
[11:24:42] <Yuv422> can I move the actor move code out of pathfinder
[11:24:43] <Yuv422> ?
[11:25:05] <Yuv422> so that pathfinder just workes out if a move along a path is possible
[11:25:24] <Yuv422> either that or make pathfinder death and teleport friendly
[11:27:09] <sbx> oh, yeah
[11:27:14] <sbx> i dont care
[11:27:21] <sbx> i really want to rewrite it anyway
[11:27:33] * sbx apologizes for ZPath.
[11:27:37] <Yuv422> hehe
[11:27:42] <sbx> That's not meant to be looked at by human eyes.
[11:28:21] <Yuv422> do you want me to change it
[11:28:27] <Yuv422> or did you want to re-write it?
[11:28:38] <sbx> I put it together really fast, some of it should even be in Party. Or maybe some code in Party should be in a new PartyFollow thing.
[11:28:43] <Yuv422> it crashes if the actor dies while pathfinding at the moment
[11:28:54] <sbx> you can do it, especially if its to fix a bug
[11:29:02] <sbx> Im in WinXP now, don't have the code with me.
[11:29:09] <Yuv422> righto
[11:29:19] <Yuv422> I'll have a look at it tomorrow
[11:29:27] <sbx> oh
[11:29:34] <sbx> I'm thinking we should use a client, like Exult.
[11:29:45] <sbx> which contains the specific find and cost methods
[11:30:17] <sbx> And then the different PathFinder containers will do different things, like run a COMBAT mode, or follow the leader.
[11:30:19] <Yuv422> do you have costs per tile at the moment?
[11:30:28] <Yuv422> cool
[11:30:33] <sbx> There is a method to get it but I believe its always constant.
[11:30:38] <Yuv422> avoid swaps and fire?
[11:30:43] <sbx> nope
[11:30:47] <Yuv422> swamps
[11:31:00] <sbx> I mean, yes that would be nice but isn't done now.
[11:31:17] <sbx> But I'm not sure if that should be in the client
[11:31:42] <sbx> I'm not sure if they should know what certain tile/tile patterns mean.
[11:31:58] <sbx> beyond blocking
[11:32:16] <sbx> Eh, guess they need to.
[11:32:35] <Yuv422> I think the original avoided fire
[11:32:49] <sbx> Yeah, party members avoided anything like that unless you stepped into it.
[11:33:19] <sbx> Same with fences. They are completely blocking to party members unless you're on the other side.
[11:34:16] <sbx> But actors outside the party never cross fences.
[11:34:32] <Yuv422> interesting
[11:34:34] <sbx> Havn't checked if monsters chasing you will.
[11:34:50] <Yuv422> that's probably a side effect of animals not crossing fences
[11:36:44] <sbx> would a pathfinder client know about Actor?
[11:37:36] <Yuv422> maybe that's why
[11:37:51] <Yuv422> only the follow party pathfinder knows how to cross a fence
[11:39:07] <sbx> possible
[11:39:25] <sbx> PathFinders could use a virtual cost method defined on itself
[11:39:34] <sbx> Where the default one is simply a wrapper to the client
[11:39:51] <sbx> And the party one checks actor type/worktype/leader pos.
[11:40:01] <Yuv422> and alignment
[11:40:12] <sbx> heh
[11:40:15] <sbx> what's that for?
[11:40:53] <Yuv422> I guess it's not used at pathfinding level
[11:40:57] <sbx> no idea
[11:41:00] <sbx> I only know of it being used for eggs and attacking
[11:41:07] <Yuv422> but it would control which pathfinder is used
[11:41:11] <sbx> oh
[11:41:15] <Yuv422> in a round about way
[11:41:23] <sbx> Do you think its used to position monsters spawned from eggs?
[11:42:18] <Yuv422> on the map?
[11:56:12] <sbx> sorry had to go afk
[11:56:13] <sbx> yeah
[11:56:49] <sbx> Such as the group fighting between Skara Brae and Yew.
[11:57:39] <Yuv422> I guess they attack each other based on their alignment
[11:58:35] <sbx> but even before they start attacking, they are positioned on opposite sides of the egg.
[11:58:44] <sbx> not just randomly
[11:59:18] <Yuv422> hmm
[11:59:24] <Yuv422> I never thought of that.
[11:59:35] <Yuv422> I guess they would have to be
[12:01:01] <sbx> unless its actortype/objnum based, but I think it even puts different types together if they havethe same alignment
[12:02:46] <sbx> I probably mentioned this before, but in U6 you can check eggs as soon as they hatch(or collect their contents when you go away) by putting someone by the egg in Solo mode, then moving your other distant actor back and forth at about the 16 tile mark.
[12:03:26] <sbx> And when you switch back to the guy at the egg, you see the monsters as they appear or disappear.
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[12:18:07] <Yuv422> hmm my machine went to sleep again.
[12:20:09] <Yuv422> that's a neat cheat
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[12:22:09] * sbx spits out his water.
[12:22:42] <Yuv422> my connection is going up and down like a yoyo
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[12:26:08] <sbx> Kirben too?
[12:26:16] <Yuv422> looks like it
[13:00:58] <Yuv422> time for bed
[13:01:00] <Yuv422> cya
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