#nuvie@irc.freenode.net logs for 7 Aug 2012 (GMT)

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[08:04:42] <CIA-35> nuvie: 03malignantmanor * r1492 10/nuvie/trunk/ (ChangeLog Event.cpp MapWindow.cpp actors/Actor.cpp):
[08:04:42] <CIA-35> nuvie: * Fix game hangs on control cheat npc death [3554396]
[08:04:42] <CIA-35> nuvie: * MapWindow, Event - fix some redundant or inefficient code
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[19:56:02] <CIA-35> nuvie: 03malignantmanor * r1493 10/ (4 files in 4 dirs):
[19:56:02] <CIA-35> nuvie: * Fix charm never being removed [3554617]
[19:56:02] <CIA-35> nuvie: * Make sure charmed party members that leave have their old alignment set
[19:56:02] <CIA-35> nuvie: * Fix alt-500 controlled npcs hang on schedule update [3539775]
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[21:10:11] <Yuv422> I found multiple problems with berserk
[21:10:39] <Yuv422> actors weren't choosing ranged weapons if they weren't readied
[21:10:55] <Yuv422> and the weapon range was always returning range 1
[21:11:16] <Malignant_Manor> Does that happen with any other modes?
[21:11:30] <Yuv422> yeah it also happens in flank
[21:11:36] <Malignant_Manor> I figured
[21:11:47] <Malignant_Manor> It seemed to share some similarities.
[21:12:07] <Yuv422> I changed it so party members only select readied weapons but other actors can use any weapon in their inventory
[21:13:06] <Malignant_Manor> You did something like that before when party members were chucking unequipped spears.
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[21:39:59] <Yuv422> I think that's probably when I put in the check for readied objects
[21:40:07] <Yuv422> but that was too restrictive
[21:40:40] <Malignant_Manor> I think the problem with roof crashes is because of cur_y being negative
[21:41:42] <Yuv422> ah k
[21:41:57] <Yuv422> and flipping to 0xffff
[21:43:11] <Malignant_Manor> I have no idea how to fix it though. Just not display when that is the case.
[21:44:07] <Yuv422> I'll put it on my list
[21:49:31] <CIA-35> nuvie: 03efry * r1494 10/nuvie/trunk/ (ChangeLog data/scripts/u6/actor.lua):
[21:49:32] <CIA-35> nuvie: * Fixed some issues with berserk and flank combat types. Fixed ranged weapon
[21:49:32] <CIA-35> nuvie: handling.
[21:49:32] <CIA-35> nuvie: * Changed script actor_get_weapon to return non-readied weapons for actors
[21:49:32] <CIA-35> nuvie: that aren't in the avatar's party.
[21:50:34] <Malignant_Manor> This part might cause issues too. roof_map_ptr += cur_y * 1024 + cur_x;
[21:50:52] <Malignant_Manor> Well, for cur_x being negative
[21:56:34] <Yuv422> yeah
[22:07:00] <Malignant_Manor> WRAP_COORD?
[22:18:18] <Yuv422> yeah
[22:18:29] <Yuv422> but it might not be efficient
[22:47:07] <Yuv422> I had a look at the original berserk code and I think nuvie is correct
[22:47:08] <Yuv422> now
[22:47:16] <Yuv422> with the alignment checks
[22:47:43] <Yuv422> it doesn't look like chaotic actors target neutral actors when berserk
[22:49:30] <Malignant_Manor> Okay, I guess we cab close that bug unless other work types have that issue.
[22:50:58] <Malignant_Manor> My efforts to wrap the coordinates around didn't work.
[22:56:08] <CIA-35> nuvie: 03efry * r1495 10/nuvie/trunk/ (ChangeLog data/scripts/u6/actor.lua): * Added parentheses to clarify alignment logic.
[22:56:17] <Yuv422> yeah the wrapping can be tricky
[22:56:30] <Yuv422> I'm not looking forward to fixing all the wrapping issues
[22:56:33] <Yuv422> with MD
[22:57:05] <Yuv422> I wonder how many combat actions in MD handle wrapping correctly?
[22:57:47] <Malignant_Manor> uint16
[22:59:11] <Yuv422> I've got to go now
[22:59:19] <Malignant_Manor> bye
[22:59:23] <Yuv422> cya
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