#nuvie@irc.freenode.net logs for 6 Nov 2005 (GMT)

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[00:16:45] --> Yuv422 has joined #nuvie
[00:16:56] <Yuv422> hey
[00:40:36] <SB-X> hey!
[00:40:41] <SB-X> sorry was in another window
[00:41:56] <Yuv422> hey sbx
[00:42:15] <Yuv422> I've got a ? for you.
[00:42:38] * Yuv422 loads his nuvie project
[00:43:34] <Yuv422> what should this op code do?
[00:43:45] <Yuv422> U6OP_INVENTORY: // 0xbe
[00:49:42] <SB-X> show the inventory of an NPC in the status box
[00:49:48] <SB-X> i think
[00:50:04] <Yuv422> ah k
[00:50:15] <Yuv422> cool
[00:50:26] <SB-X> hmm
[00:50:38] <SB-X> in doc I wrote equipped and unequipped items
[00:50:40] <SB-X> not sure if that's true
[00:51:15] <Yuv422> can you remember how the pickpocket spell worked?
[00:51:24] <SB-X> i think that just shows their paperdoll
[00:51:39] <SB-X> no that doesn't make any sense
[00:51:42] <SB-X> you get that just by looking at them
[00:51:47] <SB-X> so it must look at all their items
[00:51:52] <SB-X> so, no I don't remember ;)
[00:52:42] <SB-X> makes sense though, scriptcode 0xbe would do the same as pickpocket then
[00:54:27] <SB-X> Sorry I still havn't had a chance to look at the new changes yet. I've got my own code to deal with. But I did see the combat branch a month ago.
[00:54:51] <Yuv422> hehe no hurry
[00:55:55] <Yuv422> pick pocket opens the inventory view
[00:56:08] <Yuv422> with the text Which object:
[00:56:13] <Yuv422> in the msgscroll
[00:57:24] * Yuv422 pickpockets LB's snake amulet
[00:57:45] <SB-X> I love that!
[00:58:26] <SB-X> I don't believe the instruction in conversations requests an object.
[00:58:34] <SB-X> It's just to show you their inventory.
[00:58:44] <SB-X> it's used in the cheat screen
[00:59:03] <Yuv422> ah k
[00:59:22] <Yuv422> I wired up the is_poisoned and cure_poison op codes
[00:59:26] <SB-X> hehe, if you try using iolo's cheat screen to do that he says "!inventory"
[00:59:36] <SB-X> yep
[00:59:37] <SB-X> that's good
[00:59:39] <SB-X> thanks
[00:59:42] <Yuv422> np
[01:00:00] <Yuv422> I needed LB to cure my party. ;)
[01:00:27] <Yuv422> I reformatted the U6ActorType table a bit
[01:00:36] <Yuv422> to make it more readable
[01:00:42] <SB-X> cool
[01:00:47] <SB-X> Whenever you see someone's paperdoll or not only depends on whether or not they have anything equipped.
[01:01:03] <SB-X> If they do you'll see it, if they don't the portrait is centered and that's all you see.
[01:01:16] <Yuv422> that makes sense
[01:01:19] <SB-X> That is when you look at them.
[01:02:01] <SB-X> It's also when you talk to them.
[01:02:08] <Yuv422> I want to use the dosbox debugger but I don't have a pause key on my keyboard. :(
[01:02:14] <SB-X> pause key?
[01:02:19] <SB-X> maybe it lets you bind it
[01:02:33] <SB-X> do you have a break key?
[01:03:05] <Yuv422> nope
[01:04:33] <SB-X> silly macs
[01:04:41] <Yuv422> hehe....yeah
[01:08:21] <Yuv422> hmm playing with the keyboard mapper caused all keys to fail.
[01:08:29] <Yuv422> I had to force quit dosbox. :(
[01:09:07] <SB-X> oops
[01:12:20] <SB-X> I partly figured out why trying to move another actor with M key sometimes fails. It has something to do with movement points.
[01:12:30] <SB-X> Also whenever you move someone it takes a turn.
[01:12:49] <SB-X> They probably did that to prevent you from pushing your party around during combat.
[01:12:56] <SB-X> and using that to get free moves
[01:13:38] <Yuv422> I thought it was just a random success fail system ;)
[01:14:16] <SB-X> shh... just let everyone think it is
[01:14:25] <Yuv422> hehe
[01:14:52] <Yuv422> yay I've got my debugger key rebound.
[01:15:00] <SB-X> congrats
[01:15:03] <SB-X> what was wrong?
[01:15:12] <Yuv422> I was trying to rebind pause
[01:15:22] <Yuv422> when I needed to rebind the debugger command
[01:15:59] <Yuv422> I need my game.exe disassembly though
[01:16:08] <Yuv422> it's at work
[01:17:09] <SB-X> oh
[01:17:14] <SB-X> I didn't even know dosbox had a debugger.
[01:17:36] <SB-X> I was going to use SoftICE.
[01:17:38] <Yuv422> http://vogons.zetafleet.com/viewtopic.php?t=3944&sid=badf16f4a2896cd8df1a191814b26d7c
[01:18:16] <SB-X> ah
[01:18:18] <SB-X> thanks for the link
[01:18:45] <SB-X> I don't have experience in system programming.
[01:18:53] <Yuv422> I think the dosbox debugger is mainly used for 'debugging dosbox. ;)
[01:19:08] <SB-X> I bet that helps.
[01:19:55] <Yuv422> it a bit restricted as it's written in curses
[01:20:10] <SB-X> what is?
[01:20:17] <SB-X> the debugger?
[01:20:22] <Yuv422> yes
[01:20:27] <SB-X> hmm
[01:20:29] <SB-X> is it builtin?
[01:20:29] <Yuv422> well curses interface
[01:20:32] <Yuv422> yes
[01:20:39] <Yuv422> as a compile time option
[01:24:26] <Yuv422> inventory search doesn't work on my copy of dosbox
[01:24:57] <Yuv422> I just get iolo with blank spaces instead of inventory items
[01:25:17] <SB-X> it might not have ever worked
[01:25:43] <SB-X> nope
[01:25:46] <SB-X> same behaviour here
[01:26:41] <SB-X> selecting 1 for the NPC shows your character name instead of Iolo
[01:27:37] <Yuv422> did I tell you that FMTowns u6 doesn't have the iolo cheat menu?
[01:28:42] <SB-X> nope
[01:29:07] --- smatthews_ is now known as servus
[01:29:23] <Yuv422> hi servus
[01:29:27] <servus> Hi hi
[01:29:33] <servus> How goes the Nu-vie?
[01:29:39] <servus> Combat in?
[01:29:40] <Yuv422> good
[01:29:44] <Yuv422> almost
[01:29:48] <SB-X> It's N-uvi-e
[01:29:50] <servus> Cool :)
[01:29:55] <servus> Moo-vie?
[01:30:05] * SB-X gives servus a rubber ducky.
[01:30:08] <Yuv422> you can attack other actors now
[01:30:19] <Yuv422> but they don't fight back.
[01:30:25] <servus> How about porting the U6 map and usecode to the Ultima VII engine? :P
[01:30:38] <servus> Ah. Any sort of AI in yet?
[01:30:57] <Yuv422> not yet
[01:31:08] <SB-X> real soon they will chase you
[01:31:14] <Yuv422> yay
[01:31:25] <Yuv422> how about fleeing?
[01:31:30] <SB-X> no just chase
[01:31:35] <Yuv422> cool
[01:31:39] <SB-X> until they hit something
[01:31:52] <Yuv422> we'll need follow at a distance too
[01:32:02] <SB-X> they'll go as close as possible
[01:32:35] <SB-X> until they hit you
[01:32:40] <servus> Any way you can work in them screaming, "Aghhh! Vultures shall feast on thy bones!"
[01:32:42] <Yuv422> I think I'll add code to stock up temp actors with inventory next
[01:32:59] <Yuv422> sure
[01:33:10] <SB-X> that would be spammy in that tiny message box though
[01:33:20] <Yuv422> ./nuvie -servus-options
[01:33:35] <servus> Heh.
[01:33:51] <SB-X> is there a list of who carries what somewhere?
[01:34:07] <SB-X> and do they carry the objects they will drop when defeated?
[01:34:08] <Yuv422> yeah in the forum. :)
[01:34:12] <SB-X> ah nice
[01:34:18] <Yuv422> yes
[01:34:34] <SB-X> that makes it a little simpler
[01:34:37] <Yuv422> I will stock the actors when they are first spawned
[01:35:02] <SB-X> how about upping the number of temp actors?
[01:35:12] <Yuv422> hmm
[01:35:44] <Yuv422> that would mean changing the save game format
[01:36:03] <SB-X> :(
[01:36:07] <SB-X> good point though
[01:36:07] <Yuv422> but it is a good idea
[01:36:27] <SB-X> hmm
[01:36:34] <SB-X> how can we keep from hitting the limit?
[01:36:39] <Yuv422> I don't think people are actually playing the game properly yet
[01:36:43] <SB-X> i dont think U6 ran out when you went to the tomb of kings
[01:36:49] <SB-X> but nuvie always does
[01:36:53] <Yuv422> so it wouldn't be much of an issue to change the save format
[01:37:05] <SB-X> oh yeah we're already using our own savegame format
[01:37:35] <Yuv422> we might have our temp actor cleanup rectangles too large
[01:37:45] <SB-X> maybe when creating a new actor, delete any old ones offscreen
[01:37:52] <Yuv422> so we aren't clearing out of area actors fast enough
[01:38:06] <SB-X> it's 16x16 in u6
[01:38:25] <Yuv422> how do you know that?
[01:38:40] <Yuv422> that sounds very small
[01:39:00] <Yuv422> barely more than mapwindow size
[01:39:18] <SB-X> actually I'm not sure that was the number I came up with, but it's checked by solo'ing a partymember and moving him near an egg, then switching to the avatar and back to him
[01:39:35] <SB-X> of course in nuvie we want to take mapwindow width into consideration, since it will be resizable hopefully
[01:39:49] <Yuv422> ah that could be the spawn distance
[01:39:57] <SB-X> the sizes are equal
[01:40:10] <SB-X> if you take one step left, the monsters spawn, take one step right they disappear
[01:40:16] <SB-X> or something like that
[01:40:20] <Yuv422> ah k
[01:40:51] <SB-X> when an egg is hatched Shamino says "I hear something to the %s!"
[01:42:23] <Yuv422> that should be easy to count the distance then
[01:43:31] <SB-X> since I'm using dosbox im gonna check again
[01:46:00] <SB-X> hehe, that's a neat trick
[01:46:15] <Yuv422> ?
[01:46:34] <SB-X> the one where you get the monsters to spawn and disappear on cue
[01:46:38] <SB-X> I just forgot how cool it looked.
[01:47:02] <SB-X> or funny
[01:47:20] <SB-X> Interesting to note that there is a slight delay in movement as the monsters are hatched and deleted.
[01:47:40] <SB-X> Unless your running with a lot of cpu cycles, that's another way to tell if something spawned nearby.
[01:47:44] <SB-X> you're*
[01:48:00] <Yuv422> cool
[01:48:16] <SB-X> it's 24 spaces away from the egg
[01:48:22] <SB-X> at least in X
[01:48:24] <Yuv422> ah k
[01:48:36] <SB-X> both for hatching and deleting
[01:49:33] <Yuv422> will your path finder handle attack partl
[01:49:35] <Yuv422> party
[01:49:53] <Yuv422> eg go to party members
[01:50:01] <Yuv422> not just the avatar
[01:50:23] <Yuv422> I guess that would be handled by a party combat manager
[01:50:35] <SB-X> yeah, the pathfinder or direction finder just goes where you tell it
[01:50:36] <Yuv422> instructing monsters to go to different actors
[01:50:54] <SB-X> I'd imagine you'd always seek to nearest player, not the avatar.
[01:51:00] <SB-X> where player is any person in the player's party
[01:51:12] <Yuv422> do you think the monsters would work as a team
[01:51:25] <Yuv422> where one picks on a free actor
[01:51:27] <SB-X> that depends on alignment though, some combat types seek to any actor, even NPCs
[01:51:36] <Yuv422> yeah
[01:51:36] <SB-X> not in U6 I don't remember that
[01:51:38] <SB-X> but that would be cool
[01:52:38] <SB-X> They don't have the same modes that you do either. They go for the nearest enemy.
[01:52:53] <SB-X> since their combat types replace modes
[01:54:32] <SB-X> hmm, cleanup area might be distance to actor not egg
[01:54:56] <Yuv422> yeah
[01:55:06] <Yuv422> that's how it works in nuvie
[01:55:11] <Yuv422> but we use rectangles
[01:55:26] <Yuv422> so we are keeping more actors in the table
[01:55:34] <SB-X> wouldn't it to be rectangles?
[01:55:36] <SB-X> have to be*
[01:55:39] <Yuv422> because we clear in chunks
[01:55:56] <Yuv422> it could be aactor to actor
[01:56:02] <SB-X> you know, the more I look at it Im thinking U6 does it in chunks too
[01:56:22] <SB-X> because coming from the left it's clearing them at 24 spaces away but hatching them at 16 spaces
[01:56:36] <SB-X> so maybe it's just when the chunk is cached in
[01:56:58] <SB-X> I know Nuvie doesn't do that, yet.
[01:57:11] <SB-X> talk about memory savings when we do
[01:57:44] <SB-X> do you know a way to see chunk boundaries?
[01:58:04] <SB-X> can probably guess
[01:58:06] <Yuv422> hmm
[01:58:19] <Yuv422> you could work it out with alt-123
[01:58:30] <Yuv422> alt-213
[01:58:32] <Yuv422> whoops
[01:59:26] <Yuv422> then just divide it manually
[01:59:37] * SB-X drops gold coins at the chunk corners.
[01:59:42] <SB-X> yeah thanks
[02:00:20] <SB-X> Hey, in Solo mode the F1-F8 keys don't work.
[02:00:38] <SB-X> They don't say what, but nothing happens but a screen flicker.
[02:01:39] <Yuv422> that would allow you to drop items from a great distance. ;)
[02:02:25] <Yuv422> well at least it doesn't in nuvie
[02:02:37] <SB-X> what does it do?
[02:02:47] <Yuv422> wait it does
[02:02:51] <SB-X> hehe
[02:02:55] <Yuv422> if you drag and drop
[02:02:59] <SB-X> oh that
[02:03:09] <SB-X> I expected that.
[02:03:13] <SB-X> O
[02:03:17] <Yuv422> but not if you 'd'rop via the keyboard
[02:03:18] <SB-X> oops
[02:03:27] <SB-X> I'm suprised it works with keyboard.
[02:03:40] <Yuv422> must be line of site test
[02:03:43] <SB-X> Do the F1-F8 keys work?
[02:03:50] <Yuv422> yes
[02:03:53] <Yuv422> in solo mode
[02:03:54] <SB-X> I expected that.
[02:04:13] <SB-X> as for drag and drop, I pretend that doesn't exist right now
[02:04:26] <Yuv422> cool
[02:04:44] <SB-X> how big is a chunk again?
[02:05:08] <SB-X> 8x8?
[02:05:42] <Yuv422> yeah
[02:05:47] <SB-X> k
[02:05:55] <Yuv422> superchunk = 16x16 chunks
[02:06:05] <Yuv422> map = 7x7 superchunks
[02:06:45] <SB-X> Even one superchunk would be a lot of memory for the time U6 came out.
[02:07:02] <Yuv422> yeah
[02:07:12] <Yuv422> hence the name 'superchunk' I guess. :)
[02:07:44] <Yuv422> be back in a bit
[02:07:47] <SB-X> ok
[02:08:58] <SB-X> oh shit
[02:09:17] <SB-X> I forgot my gold coins would cache out when I walked away enough to get the egg to hatch.
[02:10:03] <SB-X> I guess anything you drop is marked temp.
[02:12:08] <SB-X> hmm, not anything
[02:12:14] <SB-X> gold and keys did, but a glass didnt
[03:26:06] <SB-X> Yuv422: back yet?
[03:30:51] <Yuv422> back now
[03:32:37] <SB-X> wb
[03:32:49] <Yuv422> ty
[03:32:53] <SB-X> I'm quite sure U6 does things by the chunk.
[03:33:02] <SB-X> at least as far as temp actors and objects go
[03:33:13] <SB-X> when a chunk is cached in or in range, all eggs on it are checked
[03:33:23] <SB-X> and when cached out or out of range, any actors on it get removed
[03:34:04] <Yuv422> so a distance of three chunks?
[03:34:10] <SB-X> just one
[03:34:36] <SB-X> it must just keep the chunks surrounded the player in memory
[03:35:16] <SB-X> well the distance would be about two then
[03:35:33] <SB-X> its going to have the one you're standing on loaded plus any bordering it
[03:35:59] <Yuv422> and an egg would spawn as you walk over the chunk boundary
[03:36:16] <SB-X> yeah that's exactly how it happens
[03:36:23] <SB-X> when you go over a boundary the next chunk over loads
[03:36:43] <SB-X> permanent objects stay of course, and actors
[03:36:58] <Yuv422> that might not be appropriate for nuvie
[03:37:16] <Yuv422> if we are going to have a full screen mapwindow
[03:37:39] <SB-X> you could just increase the number/radius of chunks active at any time
[03:37:50] <Yuv422> yeah
[03:37:58] <SB-X> not only do I want full screen but I want it to be easily resizable
[03:38:11] <SB-X> and scalable, when you go in a balloon for example we already talked about scaling down
[03:38:31] <SB-X> where you'd see more of the map at small scale
[03:38:39] <Yuv422> yeah
[03:39:03] <SB-X> wouldn't want to see monsters a little ways away appearing and disappearing :)
[03:39:41] <Yuv422> we will need to revist a few things when we change the mapwindow size
[03:40:05] <SB-X> oh yeah
[03:40:28] <Yuv422> world wrap is another issue on the horizon. :)
[03:44:27] <SB-X> the only way I see of accomplishing that is adding a coord type overriding the + and - operators for it
[03:44:53] <Yuv422> or just having some wrapping functions
[03:45:47] <SB-X> yes, but that means some more complex changes needed doesnt it? anywhere we use + and - now we have to completely change
[03:45:59] <Yuv422> true
[03:46:01] <SB-X> instead of just changing uint16 to the new type
[03:46:38] <SB-X> im not sure that doesn't have problems of it's own either
[03:46:48] <Yuv422> templates can get messy though
[03:47:13] <SB-X> it doesn't need templates
[03:52:26] <Yuv422> I was battling a gargolye in the original
[03:52:36] <Yuv422> and I managed to do a 31 point attack
[03:52:42] <Yuv422> with a sword
[03:52:47] <Yuv422> max damage 15
[03:53:20] <Yuv422> do you think u6 has double damage rules?
[03:54:35] <SB-X> hehe really?
[03:54:36] <SB-X> hmm
[03:55:04] <SB-X> what are your stats?
[03:55:17] <Yuv422> not sure
[03:55:22] <Yuv422> but I just started the game
[03:55:30] <Yuv422> let me check
[03:55:54] <SB-X> max damage isn't really max damage
[03:56:07] <SB-X> unless you got two attacks without noticing
[03:56:42] <Yuv422> I think it might be from the massive explosion that went off just before my hit
[03:56:59] <Yuv422> but why would a garg cast a spell that hurts it
[03:57:33] <Yuv422> str: 18
[03:57:37] <Yuv422> dex: 19
[03:57:44] <Yuv422> int: 22
[03:57:56] <SB-X> oh, gargs hurt themselves all the time with those fireballs :)
[03:57:57] <Yuv422> level 3 370 exp
[03:58:09] <Yuv422> ah k
[03:58:10] <SB-X> ok
[03:58:32] <SB-X> i was looking at combat.txt, i know that's not to be assumed accurate but it doesn't mention double damage or critical hits
[03:58:38] <Yuv422> I'll try fighting them with a storm cloak on
[04:00:28] <Yuv422> You know what I'm looking forward to
[04:00:38] <SB-X> ?
[04:00:44] <Yuv422> enhanced storm effects for the storm cloak!
[04:01:03] <Yuv422> with lightning thunder etc
[04:01:08] <SB-X> haha
[04:01:12] <SB-X> yes enhanced
[04:01:14] <SB-X> i'd love that
[04:01:31] <SB-X> even better than U7 storms?
[04:01:46] <Yuv422> maybe u7 style cloud shadows
[04:01:54] <Yuv422> of course
[04:02:08] <Yuv422> well within the limitations of the u6 tile set.
[04:02:51] <SB-X> why? we can add our own 16bit overlays
[04:03:01] <Yuv422> yeah
[04:03:28] <Yuv422> but I guess I mean it's gotta look in context
[04:03:45] <Yuv422> so we can't have super detailed clouds etc
[04:04:11] <SB-X> you're right
[04:04:18] <Yuv422> we should be able to come up with something that looks good
[04:04:44] <SB-X> maybe not cloud shadows at all since in a storm the entire sky is clouded anyway
[04:04:54] <SB-X> the area would just get darker
[04:04:57] <Yuv422> true
[04:05:30] <SB-X> although it doesn't get dark in the original so not something that severe
[04:06:06] <SB-X> Personally, I really like the rain effect in The Legend of Zelda: A Link to the Past. :)
[04:06:33] <Yuv422> yes that's one of my favs too
[04:06:38] <SB-X> hehe cool
[04:06:41] <SB-X> if it's really a rainstorm that the storm cloak creates
[04:06:47] <SB-X> someone said it's just a field effect
[04:07:08] <SB-X> in U6O it looks like heat
[04:07:16] <Yuv422> well I think it's a rain storm. :)
[04:07:56] <Yuv422> so nuvie might just end up with rain. ;)
[04:08:23] <Yuv422> does u6o look good?
[04:08:32] <SB-X> yeah
[04:08:39] <SB-X> It is a rain storm though.
[04:10:10] <Yuv422> I just did 6points with the sword
[04:11:04] <SB-X> 6?
[04:11:22] <Yuv422> yup
[04:11:28] <Yuv422> then next hit for 8
[04:12:06] <Yuv422> in nuvie 8 wouldn't be possible
[04:12:11] <SB-X> why?
[04:12:17] <Yuv422> because the garg ac is 10
[04:12:42] <Yuv422> 11 in this case as it also has a leather helm
[04:13:29] <Yuv422> and i subtract ac from the damage
[04:13:34] <SB-X> what is garg's dexterity?
[04:13:38] <Yuv422> the sword is max damage 15
[04:13:53] <Yuv422> 36
[04:14:31] <Yuv422> str 21 dex 36 int 36
[04:14:38] <Yuv422> hp 16/90
[04:14:39] <SB-X> oh nm that's just for success or failure
[04:15:03] <SB-X> oh well you don't subtract the ac
[04:15:08] <SB-X> just a random number up to ac
[04:15:52] <Yuv422> but if you had a really low ac then you'd never get bit hits
[04:16:01] <Yuv422> bit/big
[04:16:14] <Yuv422> random up to max damage?
[04:16:25] <SB-X> just up to ac
[04:16:42] <Yuv422> I might be missing the point here
[04:16:42] <SB-X> damage can be less than one
[04:17:02] <Yuv422> if I attack with a sword dmg 15
[04:17:09] <Yuv422> hit a garg ac 10
[04:17:21] <Yuv422> you're saying I've got a max dmg of 10?
[04:17:45] <SB-X> i thought 14
[04:17:57] <Yuv422> ?
[04:18:02] <SB-X> if garg ac rolls to 1 thats only 15-1
[04:18:29] <Yuv422> ahh you're rolling the ac
[04:18:35] <Yuv422> I'm rolling the dmg
[04:18:47] <SB-X> it says do both
[04:18:59] <Yuv422> whoops that's where I'm going wrong
[04:19:03] <SB-X> dmg before ac and ac
[04:19:08] <SB-X> then subtract
[04:19:21] <SB-X> but still i would hope you'd get a max damage of 15 if it says 15
[04:22:59] <SB-X> tell me if that figures correct
[04:23:09] <SB-X> makes it easier if it does
[04:31:55] <Yuv422> it's definitely easier to kill them now
[04:32:14] <SB-X> does U6 ever get to 15?
[04:32:17] <SB-X> or above?
[04:32:29] <Yuv422> I've only done limited checking
[04:32:40] <Yuv422> 8 was the highest I'd seen
[04:33:05] <SB-X> so far so good
[04:33:11] <SB-X> thanks for checking
[04:36:20] <Yuv422> weird, I killed the garg and looked at the body but it said 'searching here you find nothing'
[04:36:38] <Yuv422> but showed the leather helm and charge objects in the console
[04:36:38] <SB-X> did you look at the right tile?
[04:36:43] <Yuv422> yes
[04:36:45] <SB-X> oh
[04:36:48] <SB-X> heh, wierd
[04:39:25] <SB-X> what makes it print objects to the console? i didn't know it did that
[04:39:48] <SB-X> did it already drop them?
[04:39:55] <SB-X> and you see them on the ground?
[04:40:04] <Yuv422> no
[04:41:18] <SB-X> either objmanager isn't returning an object at that tile, or the object has search usecode and that returns false
[04:41:49] <Yuv422> well the charge objects probably shouldn't be shown
[04:42:15] <SB-X> hmm... also look(obj) has to return true
[04:43:12] <SB-X> the only way it could return false is if an object has look usecode and that returns true
[04:43:17] <SB-X> kind of confusing
[04:43:35] <Yuv422> hmm
[04:45:04] * Yuv422 steps through it in the debugger
[04:46:26] <SB-X> :)
[04:46:48] <SB-X> maybe because it only looks at the top object
[04:46:59] <SB-X> and it finds the charge first?
[04:47:01] <SB-X> don't think so thought
[04:47:04] <SB-X> though*
[04:47:30] <SB-X> don't know what it is, but I wouldnt think it would print them to the console
[04:51:46] <Yuv422> usecode->has_lookcode() returned false
[04:51:52] <Yuv422> for the garg body object
[04:53:10] <SB-X> then look(obj) function should return true
[04:54:31] <Yuv422> just got into search_obj
[04:57:03] <Yuv422> should get object_type() return a value for the garg body?
[04:58:28] <Yuv422> dead garg usetype doesn't have a frame_n value of 255
[04:58:33] <Yuv422> is this correct?
[04:59:17] <SB-X> get_object_type?
[04:59:35] <Yuv422> *U6UseCode::get_object_type(uint16 n, uint8 f, UseCodeEvent ev)
[05:00:01] <Yuv422> if(type->obj_n == n && (type->frame_n == 0xFF || type->frame_n == f)
[05:00:01] <Yuv422> && ((type->trigger & ev) || ev == 0))
[05:00:18] <Yuv422> f == 3 when this was called
[05:00:23] <Yuv422> so it didn't match
[05:01:11] <SB-X> yeah, there isnt any usecode of any kind for a gargoyle body
[05:01:21] <Yuv422> setting it to 255
[05:01:22] <Yuv422> worked
[05:01:30] <SB-X> ?
[05:01:33] <Yuv422> but it shows the charge objects when searching
[05:01:45] <Yuv422> { OBJ_U6_DEAD_GARGOYLE,255,0,USE_EVENT_SEARCH,&U6UseCode::use_container,OBJTYPE_CONTAINER },
[05:01:54] <SB-X> didn't even know you added it to the table :)
[05:02:06] <Yuv422> hehe did I?
[05:02:11] <Yuv422> I probably did
[05:02:18] <SB-X> I didn't even think about the fact that we'd have to add ability to search dead bodies. :)
[05:02:55] <Yuv422> I should probably fix the cyclops too then I guess
[05:03:00] <Yuv422> it is also 0
[05:03:03] <SB-X> does anything work?
[05:03:11] <SB-X> did you add any others?
[05:03:11] <Yuv422> ?
[05:03:21] <SB-X> oh yeah...
[05:03:21] <Yuv422> animal
[05:03:26] <Yuv422> body
[05:03:28] <Yuv422> remains
[05:03:32] <SB-X> sorry, forgot the others use OBJ_U6_DEAD_BODY
[05:03:35] <Yuv422> cyclops
[05:03:38] <SB-X> was thinking you'd have to add all of them
[05:03:52] <Yuv422> :)
[05:04:12] <SB-X> that would be a pain
[05:04:16] <Yuv422> yeah
[05:04:23] <Yuv422> lucky he can't die
[05:04:31] <SB-X> now that's a real pain
[05:04:56] <SB-X> im too tired for this
[05:04:57] <SB-X> see you later
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[05:05:21] <Yuv422> cya
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[14:10:09] <Yuv422> more changes into cvs :)
[14:10:20] <Yuv422> I've added code to handle trap objects
[14:10:44] <Yuv422> along with some other fixes and tweaks
[14:10:50] <Yuv422> time for bed
[14:10:52] <Yuv422> cya
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