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[09:27:08] <sbx> hi Yuv422
[09:39:15] <Yuv422> hi sbx
[09:39:25] <Yuv422> how's things?
[09:41:31] <sbx> good, up too late today though
[09:41:43] <sbx> im just fixing the move object function
[09:41:48] <sbx> what have you been up to?
[09:41:54] <sbx> still having irc probs?
[09:44:50] <Yuv422> yes more irc probs
[09:45:01] <sbx> :( more?
[09:45:10] <Yuv422> I'm reading your replies from the logs again
[09:45:20] <sbx> that's really !@#$
[09:45:22] <Yuv422> ah wait here they come
[09:45:28] <sbx> hehe
[09:45:45] <sbx> you get hiccups
[09:51:06] <sbx> i had hiccups a few minutes ago but I held my breath and they went away
[09:54:17] * Yuv422 wishes his irc issues would go away
[09:54:58] <Yuv422> thanks for doing the website news update. :)
[09:59:46] <sbx> no problem, I wasn't sure if you'd mind or wanted to do itI didn't really want to
[09:59:58] <sbx> . I didn't really want to*
[10:00:27] <sbx> but, I noticed there had been enough activity in the changelog for one
[10:00:45] <sbx> and wjp added it to the website so you can blame him
[10:04:32] <Yuv422> hehe no that's great
[10:04:55] <Yuv422> my time has been quite limited recently. :(
[10:05:23] <Yuv422> Hopefully I get some time to work on Nuvie soon
[10:05:52] <sbx> I hope so too. I'm not touching combat!
[10:06:24] <sbx> but we could get luteijn's magic code in even before that if someone wants to add it
[10:07:58] <sbx> U6O added the storm cloak effect. But theirs looks like heat waves.
[10:11:05] <sbx> does the numpad work for you when typing alt214 coordinates?
[10:12:12] <sbx> or typing numbers for the teleport menu
[10:13:10] <sbx> it's not working on windows
[10:14:48] <Yuv422> hmm
[10:14:51] <Yuv422> let me check
[10:15:46] <Yuv422> yes
[10:16:09] <Yuv422> I haven't updated my build though
[10:16:14] <Yuv422> let me try that
[10:17:53] <sbx> when is yours from?
[10:18:02] <sbx> I'm about to commit some new chanegs
[10:19:00] <Yuv422> since my last update
[10:19:09] <Yuv422> just getting the changes now
[10:21:38] <sbx> hope it's alright that I'm adding a set of mousecenter variables to MapWindow, to center the arrows around an object you're moving
[10:21:49] <Yuv422> NuvieAnim::message
[10:21:56] <Yuv422> doesn't return a value
[10:22:10] <Yuv422> it's causing some warning messages on my build
[10:22:54] <sbx> oops
[10:23:13] <sbx> I'll fix that
[10:23:14] <Yuv422> GUI_TextInput::KeyDown
[10:23:26] <Yuv422> ascii might be used uninitialised
[10:24:15] <Yuv422> numpad still works
[10:24:39] <sbx> must be a windows thing
[10:24:58] <sbx> I'm guessing the KP logic in Event is non portable?
[10:25:19] <sbx> but should be fine, SDL should define these keys the same on all platforms
[10:26:14] <sbx> if not that, it's in MsgScroll
[10:27:15] <sbx> maybe windows numpad keys don't set the unicode field
[10:28:28] <Yuv422> was that with numlock on?
[10:28:34] <Yuv422> I'll try that
[10:29:06] <Yuv422> hehe wait... I don't have a num lock. ;)
[10:30:27] * sbx laughs.
[10:30:46] <sbx> is that a standard apple thing?
[10:31:55] <sbx> how do you use the arrow keys on it?
[10:33:11] * Yuv422 puts the britannian len into the vortex cube
[10:33:21] <Yuv422> hmm that doesn't seem right. ;)
[10:33:27] <sbx> hmm
[10:33:37] <sbx> can you put the moonstones into it?
[10:33:45] <sbx> I said that you could but I couldn't
[10:34:19] <Yuv422> it will only work now if you have all the moonstones
[10:34:29] <Yuv422> and you're close to the codex
[10:34:47] <sbx> oh I see
[10:34:48] <Yuv422> I can't remember if it checks for the lenses in the correct locations
[10:34:51] <Yuv422> let me check
[10:34:55] <sbx> in the original you can always put them in
[10:34:58] <sbx> I used it to store them
[10:35:10] <sbx> as a container, so they didnt crowd my backpack
[10:35:40] <sbx> hehe, skiffs can still be moved onto land but not water
[10:35:46] <Yuv422> check that the lenses are in the correct place.
[10:35:46] <Yuv422> if(britannian_lens && gargoyle_lens &&
[10:35:46] <Yuv422> britannian_lens->x == 0x399 && britannian_lens->y == 0x353 && britannian_lens->z == 0 &&
[10:35:46] <Yuv422> gargoyle_lens->x == 0x39d && gargoyle_lens->y == 0x353 && gargoyle_lens->z == 0)
[10:36:01] <Yuv422> :)
[10:36:11] <Yuv422> the lens stuff is a bit hacky but it works
[10:36:31] <sbx> that's how I'd do it
[10:37:14] <sbx> can you tell me how to fix the skiff movement thing?
[10:37:35] <sbx> btw, the mouse cursor shows arrows pointing in the correct location when you Move something (with keyboard command)
[10:42:30] <sbx> I'm sure it's a tileflag.
[10:43:34] <sbx> but I don't know what to check on the object
[10:43:41] <sbx> can't move other things onto water
[10:46:50] <sbx> I'll just commit this now.
[10:47:37] <Yuv422> the water flag?
[10:47:56] <sbx> yeah how to move skiffs on water and keep off land?
[10:48:54] <Yuv422> Map::is_water()
[10:49:29] <sbx> ok cool
[10:49:35] <sbx> is there a flag on the object tile?
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[10:53:14] <Yuv422> so drag and drop onto water?
[10:53:20] <sbx> I'm seeing skiffs & rafts set bits 2,3,6.
[10:53:24] <sbx> in tileflag_data.txt
[10:53:26] <sbx> nah
[10:53:29] <sbx> just move
[10:53:55] <sbx> can do the rest later
[10:54:36] <sbx> skiffs have "force passable" set?
[10:54:39] <sbx> what's that supposed to mean?
[10:54:54] <sbx> thought that was only for walls
[10:55:46] <Yuv422> I can't move my skiff onto land
[10:55:49] <Yuv422> when using it
[10:55:52] <sbx> ?
[10:55:58] <sbx> no not when using it that would be silly
[10:56:14] <sbx> the move command
[10:56:34] <Yuv422> force passable is so the player can step on the object when it is over water
[10:56:38] <sbx> you've been too spoiled by dragndrop moving :)
[10:56:43] <sbx> ah that makes sense
[10:57:09] <sbx> know what 3 is?
[10:57:11] <Yuv422> like bridges etc
[10:57:22] <Yuv422> bit at offset 3?
[10:57:33] <Yuv422> which flag?
[10:57:34] <sbx> ok, I get it then... at first I thought it made it usable on water
[10:57:36] <sbx> 1782
[10:57:49] <Yuv422> tilenumber?
[10:57:57] <sbx> 1782
[10:58:07] <sbx> 3rd bit
[10:58:15] <sbx> in the rightmost field
[10:58:24] <sbx> 1782?
[10:58:34] <sbx> 1872 sorry :p
[10:59:04] <sbx> and it's the 4th bit, 3rd is force passable
[10:59:14] <sbx> not too familiar with these
[11:00:29] <Yuv422> I'm not too sure on that one
[11:00:39] <Yuv422> I've got a tileflag txt dump
[11:00:43] <Yuv422> if you want a copy
[11:01:00] <sbx> I'm looking at it.
[11:01:05] <Yuv422> it makes it easier to see patterns
[11:01:13] <sbx> sure does
[11:01:18] <Yuv422> righto
[11:01:22] <sbx> you sent it to me ;)
[11:01:25] <sbx> thanks
[11:01:43] <sbx> I put abbreviations for flags above the bitfield columns
[11:01:52] <sbx> ?????WBw hvAtlbLL Ar???f?!
[11:03:22] <Yuv422> some of the first flag bits are used for wall detection too
[11:04:07] <sbx> have you documented them?
[11:04:41] <Yuv422> not really
[11:04:53] <Yuv422> have a look in the wall drawing code
[11:04:54] <Yuv422> :)
[11:05:02] <sbx> heh
[11:05:06] <sbx> which flag is the ...
[11:05:22] <sbx> can_place_ontop flag
[11:05:23] <sbx> ?
[11:05:52] <Yuv422> flag byte 3 bit 1
[11:06:08] <sbx> ok thanks
[11:06:17] <Yuv422> next to force passable
[11:07:31] <Yuv422> could that bit be usable?
[11:07:45] <Yuv422> flag 3 bit 3?
[11:08:25] <Yuv422> nah that wouldn't work
[11:08:55] <sbx> nope
[11:09:17] <sbx> looking at the list of things with that bit set now
[11:09:31] <sbx> some armor and weapons but not all
[11:12:11] <Yuv422> that info posted to the forum awhile back has some tileflag details
[11:12:35] <sbx> for u6?
[11:12:38] <sbx> that would be great
[11:12:59] <sbx> maybe the flag is just something visual, I don't see anything in common between them
[11:14:05] <Yuv422> look at data.txt
[11:15:10] <Yuv422> TerrainType char bit 0: wet
[11:15:10] <Yuv422> 1: impassable
[11:15:10] <Yuv422> 2: wall
[11:15:10] <Yuv422> 3: damaging
[11:15:10] <Yuv422> 4: west bits 4-7: impedance (if passable)
[11:15:11] <Yuv422> 5: south
[11:15:13] <Yuv422> 6: east
[11:15:15] <Yuv422> 7: north
[11:16:31] <sbx> that must be the first bte'
[11:16:44] <sbx> byte*
[11:17:29] <Yuv422> yes
[11:17:44] <Yuv422> thats the wall data I was talking about
[11:18:58] <sbx> you can reshape the world with this information
[11:22:26] <sbx> no idea where I put those files
[11:22:27] <sbx> anything else?
[11:26:55] <sbx> committed my changes for today
[11:27:38] <Yuv422> cool
[11:28:30] <Yuv422> TileFlag char bit 0-1:light level (0-3)
[11:28:30] <Yuv422> 2: opaque
[11:28:30] <Yuv422> 3: window
[11:28:30] <Yuv422> 4: foreground
[11:28:30] <Yuv422> 5: blocks missiles
[11:28:30] <Yuv422> 6: double tile (vertical)
[11:28:32] <Yuv422> 7: double tile (horizontal)
[11:29:15] <sbx> oh thanks
[11:29:46] <sbx> that's not it either
[11:30:34] <sbx> the one that starts with "article a an the"
[11:31:36] <sbx> almost forgot to mention, what do you think about naming the releases?
[11:33:21] <sbx> like "jaguar" or "potato" (my own original ideas)
[11:36:06] <Yuv422> http://bstoffer.blogharbor.com/blog/_archives/2005/1/24/276527.html
[11:36:58] <sbx> awesome
[11:37:26] <sbx> "Nuvie, however, isn't quite as far along as Exult, so don't expect much here. Not even combat is in yet... though they are getting close. It's definitely worth keeping an eye on, though."
[11:38:16] <sbx> how did you find this?
[11:38:39] <sbx> blogs are completely below the radar to me
[11:39:13] <Yuv422> just searching on google
[11:40:01] <sbx> aye
[11:40:21] <sbx> u6 has npc schedules just like u7 doesn't it?
[11:40:35] <sbx> not counting si
[11:41:03] <sbx> except they didnt manipulate objects in the world
[11:42:01] <Yuv422> I think u7 has better more complicated schedules
[11:42:18] <Yuv422> the days of the week stuff in u6 wasn't really used to full effect
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[11:42:55] <sbx> that's correct
[11:43:01] <Fl00der> hi
[11:43:20] <sbx> heya Fl00der
[11:43:33] <sbx> Yuv422: I mean I agree
[11:44:36] <sbx> did you get a chance to look at the smoother tossing animation?
[11:44:45] <sbx> tell me if it looks any better than before
[11:44:59] <sbx> the same goes for cannons which use the same effect
[11:45:51] <Fl00der> when are you going to make installer and menus to nuvie?
[11:46:06] <sbx> not by the first alpha release
[11:46:15] <sbx> much later probably
[11:46:16] <Fl00der> ok
[11:46:57] <sbx> I'd like them too.
[11:52:05] * sbx yawns.
[11:52:23] <sbx> I have an insanely huge TODO list.
[11:53:48] <Yuv422> sbx: it doesn't seem to spin around
[11:54:03] <Yuv422> should it continue to spin when being thrown?
[11:54:12] <Yuv422> it does look smooth though. :)
[11:54:55] <sbx> good... what do you mean spin around?
[11:55:37] <sbx> I don't remember any spinning of thrown things.
[11:57:35] <sbx> what do you think of naming different versions?
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[12:05:22] <Yuv422> hi Fl00der
[12:05:30] <Yuv422> I'm off to bed now
[12:05:31] <Yuv422> cya
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[12:07:55] <sbx> heh
[12:07:58] <sbx> just missed him
[12:08:02] <sbx> I'm going to sleep too then. cya
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