#nuvie@irc.freenode.net logs for 7 Feb 2004 (GMT)

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[02:58:57] <Yuv422_> wjp: can you pint me in the right direction? I want to put a check for SDL_mixer in configure.ac
[02:59:01] <Yuv422_> pint/point
[03:00:28] <Yuv422_> would this do?
[03:00:31] <Yuv422_> AC_CHECK_LIB(SDL_mixer, Mix_OpenAudio, CFLAGS="-DHAVE_SDL_MIXER=1 $CFLAGS"; LIBS="-lSDL_mixer $LIBS")
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[07:17:51] <Yuv422> Yay! I've fixed the multi-tile crash bug! :)
[07:18:13] <Yuv422> I had an error in my U6LList class!
[07:18:58] <Yuv422> when removing items from the list I wasn't updating the link->prev pointer. ;)
[07:18:59] <Yuv422> whoops
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[09:28:38] <SB-X> hey
[09:28:39] <SB-X> lo
[09:28:40] <SB-X> brb
[09:34:48] <Yuv422> hey
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[09:38:50] <luteijn> hello
[09:40:28] <SB-X> back
[09:40:53] <SB-X> hi luteijn
[09:41:23] <SB-X> Yuv422: is multitile actor crash where it could crash near horses or if you tried to move a hydra?
[09:47:55] <Yuv422> yes
[09:48:38] <Yuv422> I can commit it but it has all the SDL_mixer code in there too
[09:48:57] <Yuv422> I was going to get some autoconf checking in.
[09:49:07] <Yuv422> I guess most people have SDL_mixer these days
[09:49:36] <Yuv422> I've fixed the horses going down ladders bug too
[09:51:08] <SB-X> oh I won't assign that to me then
[09:51:18] <SB-X> good job
[09:51:27] <Yuv422> I've also fixed the quit dialog
[09:51:31] <SB-X> I couldn't reproduce the multitile actor crash consistently
[09:51:48] <Yuv422> so it handles the 'y'/'n' keys
[09:52:00] <SB-X> what is wrong with the quit dialog?
[09:52:00] <SB-X> ah
[09:52:05] <Yuv422> the crash was in U6LList. ;)
[09:52:19] <SB-X> about the GUI, maybe you need a nuviedialog view or something flexible like that, which can be movable and have a title
[09:52:31] <SB-X> and then subclass that to a messagebox for the quit dialog
[09:52:39] <Yuv422> I made a GUI_YesNoDialog class
[09:52:47] <SB-X> k
[09:52:54] <Yuv422> which inherited from GUI_area
[09:53:57] <SB-X> I just assumed the actor crash was in actor or map
[09:54:11] <Yuv422> I'll commit my changes but leave sound commented out
[09:54:21] <SB-X> hmm ok
[09:54:29] <SB-X> i have sdl_mixer but don't remember what version
[09:54:41] <luteijn> or add a config option for now to enable/disable sound?
[09:54:42] <Yuv422> the problem is music really
[09:55:04] <Yuv422> yeah I didn't get around to adding the config switches. :)
[09:56:54] <Yuv422> we also need to fix the music playing
[09:57:03] <Yuv422> add .m support
[09:57:05] <Yuv422> with adplug
[09:57:07] <SB-X> is it anything like the original?
[09:57:19] <Yuv422> ?
[09:57:31] <SB-X> when it plays
[09:57:34] <SB-X> and what songs
[09:57:49] <SB-X> i liked the "feature" in u6 of the music resetting when i used Talk
[09:57:57] <Yuv422> well it doesn't like the midi songs on my computer.
[09:58:13] <Yuv422> so I'm stuck on the britania song. :(
[09:58:33] <SB-X> hrmm
[09:58:40] <SB-X> LB wants to make sure you are loyal to his kingdom
[09:58:55] <SB-X> with u6edit I added a lot of comments from the populace to LB about the kingdom
[09:58:58] <SB-X> when he is in your party
[09:59:06] <Yuv422> hehe
[09:59:08] <SB-X> well mostly praise
[09:59:27] <Yuv422> what does finn say?
[09:59:47] <SB-X> you know, I hadn't gotten around to that one
[09:59:49] <SB-X> but that's a good idea
[10:00:23] <SB-X> LB tells chuckles he will have the guards prepare his usual room in the dungeons
[10:00:52] <SB-X> he just exchanges pleasantries with most of the mayors
[10:01:15] <SB-X> telling them to visit his castle
[10:01:23] <SB-X> I should add some comments about it being renovated
[10:02:39] <SB-X> and make him leave the party if you call him mr nose
[10:03:00] <Yuv422> hehe
[10:05:17] <SB-X> have you thought about world-wrapping or map render order lately?
[10:05:29] <Yuv422> hehe don't remind me. ;)
[10:05:48] <Yuv422> I've added a window_updated
[10:05:52] <Yuv422> flag to MapWindow
[10:05:58] <Yuv422> which is set in UpdateBlacking
[10:06:05] <Yuv422> and unset at the end of display
[10:06:25] <Yuv422> so methods can do things once when the mapwindow moves
[10:06:52] <SB-X> things like what?
[10:07:00] <Yuv422> like the tile buffer
[10:07:06] <Yuv422> we now have for sound effects
[10:07:20] <Yuv422> which needs some work as it is still quite inefficent
[10:07:59] <SB-X> I'm hoping sfx from objects can be started in usecode
[10:08:07] <SB-X> and from tiles in tilemanager
[10:08:09] <Yuv422> yes
[10:08:15] <Yuv422> at the moment it is only tiles
[10:08:23] <SB-X> ok
[10:08:24] <Yuv422> but we deffinatly need sounds from usecode
[10:09:02] <SB-X> from your idea with U6ActorTypes I moved the usecode definitions to U6ObjectTypes
[10:09:10] <SB-X> since it is so similiar I figured you wouldnt mind
[10:09:31] <SB-X> the usecode functions are no longer set in init(), they are in a const array
[10:09:36] <Yuv422> cool
[10:09:56] <SB-X> and there is a field properties flags
[10:10:02] <SB-X> so you can set an object as IS_FOOD or IS_CONTAINER
[10:10:13] <SB-X> and use UseCode functions to check that
[10:10:44] <SB-X> but that parts not used yet (the is_food() function with a list of food objcets is still there)
[10:11:26] <SB-X> we need to convert the x,y,z coords of things to a new type besides uint16, and overload the +/- operators
[10:11:58] <SB-X> and ++/-- perhaps
[10:12:20] <SB-X> so you can do world-wrapping, and iteration through the map without freezing when near the edges
[10:12:23] <Yuv422> hmm I don't know if I like overloading
[10:12:24] <Yuv422> ;)
[10:12:49] <SB-X> if you set the coordinates to a new type just for that, it shouldnt get too confusing
[10:12:59] <Yuv422> ah k
[10:13:05] <Yuv422> why do we need the new type?
[10:13:12] <Yuv422> what does it represent?
[10:13:32] <SB-X> map coordinate
[10:13:42] <SB-X> map coordinate value
[10:13:46] <Yuv422> right
[10:13:56] <luteijn> you'd need a different set for use in the underworld...
[10:13:58] <SB-X> probably just typedef of uint16?
[10:14:11] <SB-X> what ddo you use i9n the underworld?
[10:14:39] <luteijn> aren't those maps smaller?
[10:14:56] <SB-X> yes, but right now it uses uint16 for them
[10:15:41] <luteijn> if you want to wrap them correctly
[10:16:40] <SB-X> oh, i see what you mean
[10:17:27] <SB-X> Yuv422: reason being, if you want do do something like x-50 in martian dreams, and X is on the left boundard, you want it to result in something on the right side
[10:17:35] <SB-X> boundary*
[10:17:48] <Yuv422> ah right
[10:18:00] <Yuv422> corrdinate wrapping. :)
[10:18:01] <Yuv422> cool
[10:18:30] <SB-X> and we already have several things like that in nuvie and they break on the world edge, this would fix them without having to change those algorithms
[10:18:43] <luteijn> u6 also does that, the world is both flat and round at the same time.
[10:18:57] <SB-X> hmm
[10:18:59] <SB-X> the balloon?
[10:19:26] <luteijn> por ort wis
[10:20:28] <SB-X> my avatar is magically challenged
[10:21:33] <luteijn> that's the wizard eye (also used in crystal ball)
[10:21:41] <SB-X> oh
[10:22:00] <SB-X> right!
[10:22:13] <SB-X> i always thought you should be able to fly to the gargoyle world and back from britannia with a balloon
[10:22:19] <SB-X> but the void doesnt seem to work that way
[10:24:31] <Yuv422> ok I've commited my changes now
[10:24:33] <Yuv422> have fun
[10:24:36] <Yuv422> I'm off
[10:24:38] <Yuv422> cya
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[10:24:51] <luteijn> the gargoyle world is supposed to be on the bottom of the (flat) world
[10:25:34] <luteijn> but the world is curved in some weird 4th spatial dimention too
[10:26:01] <luteijn> and you somehow get turned upsidedown when you go through the dungeons into the gargoyle world..
[10:28:06] <SB-X> the world is a cube and something strange in hythloth turns you around
[10:28:19] <SB-X> someone on dino's page theorized it's a cube :)
[10:29:22] <SB-X> and the underworld is in the center, and the gargoyle world on the opposide face as britannia (and the gargoyle world supposedly isnt the same as the underworld)
[10:29:28] <luteijn> I still think of it as T shaped, with a large overworld, and a narrow underworld, and the whole thing is warped in a higher dimension to make it wrap.. ;)
[10:29:49] <SB-X> where is gargoyle world?
[10:30:01] <SB-X> maybe they are on the bottom of the T
[10:30:03] <luteijn> at the bottom of the T
[10:30:10] <SB-X> that would explain why they are much smaller
[10:30:16] <SB-X> but they seem to think they had more world at once
[10:30:25] <SB-X> at one time*
[10:30:40] <luteijn> it used to be a double headed T I guess
[10:30:53] <luteijn> like an H turned sideways :)
[10:31:56] <luteijn> hmm but the sun and moons are in the same position in gargoyle world as in human world, so actually there are two suns rotating exactly oposite of each other?
[10:33:40] <SB-X> the sky is actually an illusion
[10:33:53] <SB-X> a dome set up around the T with identical images on its inner surface on each side
[10:34:53] <SB-X> since britannia hasn't invented spaceflight then the dome isn't a problem yet
[10:35:44] <SB-X> and saying ephemerides is a great britannian astronomer isnt saying much, he can't calculate distances
[10:36:57] <luteijn> hmm the crystal ball asks for 'degrees' which wouldn't make much sense on a flat world, would it?
[10:38:51] <SB-X> I think I also read on Dino's page, LB instituted their mapping system to be something he was familiar with
[10:39:23] <SB-X> so he just uses the terms latitude and longitude even though they aren't realistic
[10:39:43] <SB-X> and got wizards to program that into their crystal balls :)
[10:39:54] <luteijn> ;)
[10:40:13] <SB-X> and they use magical sextants
[10:46:18] <luteijn> which are also weird, 8 steps to a degree in brit, only 2 in gargoyle world
[10:48:25] <SB-X> hmm
[10:48:40] <SB-X> they must scan to the edges of the world and divide it into even degrees
[10:49:30] <luteijn> but the 0,0 point is not in the center, but at LB's castle
[10:49:49] <luteijn> the world goes from 44N to 80S and 37W to 88E
[10:51:48] <SB-X> where is the 0 point in the gargoyle world?
[10:52:40] <luteijn> somewhere in a arbory
[10:52:47] <luteijn> probably in the center.
[10:54:18] <SB-X> i can understand the 0 point in britannia
[10:54:21] <SB-X> LB is self-centered
[10:54:53] <luteijn> hmm but the center of the world is actually his purple tiled room, not his throne as you might expect ;)
[10:56:44] <luteijn> hmm looking at the map in u6edit, the center of the gargoyle world is also off centre
[10:57:40] <SB-X> it was shifted by the earthquakes
[10:57:57] <SB-X> and will soon break into little peices and fall into the underworld and the void
[10:58:15] <SB-X> so I don't see what LB and the avatar are worried about... just wait
[10:58:42] <luteijn> but the silver serpent also lives down there..
[10:58:49] <luteijn> isn't it a protected species?
[10:59:05] <SB-X> oh yeah...
[10:59:17] <SB-X> no LB and his syndicate just want to get into the venom business
[10:59:37] <SB-X> so they use protected species as an excuse to keep silver serpents from being hunted
[10:59:53] <SB-X> by anyone but him
[11:00:11] <SB-X> he does that for a lot of species in fact, see his trophy room in u7
[11:02:04] <SB-X> those game are easy to hunt because they are so prevalent, nobody else can hunt them
[11:02:49] * servus waves
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[11:03:44] <luteijn> Hmm I'm really admireing the way they managed to cram all those dungeons in the space they did..
[11:06:28] <SB-X> have you seen u6dungeon.gif?
[11:06:45] <SB-X> it was amazing to me when I first played U6 how they were all connected
[11:06:56] <SB-X> or many of them
[11:12:29] <luteijn> a pity they did all thsi work and only used it for basically one game
[11:13:24] <SB-X> but what a game
[11:13:41] <SB-X> theres always something to find
[11:14:26] <luteijn> even now, with decoding its workings we still get fun out of it, almost 15 years after it was made.
[11:14:35] <SB-X> i think they should have added more day-of-week based schedules
[11:14:42] <SB-X> they have the ability but only a few npcs use it
[11:15:57] <luteijn> Looking at all the possibilities, it looks like they were planning for theengine to be reused..
[11:20:25] <SB-X> to some extent
[11:20:29] <SB-X> you mean besides MD and SE?
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[11:22:42] <luteijn> besides that, yes, to me MD and SE seem to be alot smaller than U6
[11:23:35] <luteijn> there could easily have been an u6.5 using u6's engine, and a new story.
[11:24:55] <SB-X> did UW1 take place after U6?
[11:25:20] <SB-X> i plan to make a new game continuing after u6
[11:25:33] <SB-X> or just a big mod to u6
[11:26:16] <luteijn> http://www.salikon.dk/p1.html <-- ultima timeline
[11:26:20] <SB-X> with new quests written by the ultima community
[11:26:22] <SB-X> thanks
[11:26:56] <SB-X> oh yeah, thats one I've seen long ago but forgot the url
[11:26:59] <luteijn> probably the best thing would be to skip into the future so you can 'explain' why things changed a little ;)
[11:29:05] <SB-X> i dont want to be after uw1
[11:29:24] <SB-X> probably wont change much of the world
[11:29:26] <SB-X> (0347)
[11:29:26] <SB-X> Spark is born.
[11:29:32] <SB-X> A year which will live in infamy.
[11:34:31] <SB-X> time to go
[11:34:32] <SB-X> cya
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