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[04:22:43] <SugarCube> Malignant: The if(a > 255) is just one way to handle the overflow for >45 minutes at 5am, for the dawn transition.
[05:29:58] <SugarCube> I can eventually optimize that updateAmbience function. For now, I think it'd be nice to find some bigger fish to fry.
[05:30:39] <Yuv422> :)
[05:31:58] <SugarCube> Is there a list of big-things-that-need-doing?
[05:32:35] <Yuv422> there is the bug list on tracker
[05:33:48] <Yuv422> there is also a list of not yet implemented items on the webite
[05:33:54] <Yuv422> http://nuvie.sourceforge.net/?page=docs
[05:33:58] <Yuv422> at the bottom
[05:58:14] <SugarCube> Cool. I need to snooze now, but I'll see if I can sneak anything in soon. I noticed that going through moongates can be a little sketchy. Night! :)
[05:58:27] <Yuv422> night
[05:58:46] <Yuv422> any help is always appreciated :-)
[05:59:00] <SugarCube> Also noticed that you can really freeze up your game by confusing the pathfinder.
[05:59:09] * SugarCube slips away into the night
[05:59:11] <Yuv422> ah k
[05:59:15] <Yuv422> cya
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[06:13:22] <Malignant_Manor> Eric, you should update the web with the docs I commited earlier.
[06:15:49] <Yuv422> hey Malignant_Manor
[06:15:52] <Yuv422> ah yes
[06:15:57] <Yuv422> I forgot about those
[06:17:02] * Yuv422 doing it now
[06:17:17] <Yuv422> docs and about
[06:21:37] <Yuv422> ok updated the docs template now
[06:24:47] <Malignant_Manor> Weird, the docs updated but not the progress docs
[06:49:37] <Yuv422> yeah I thought you had done some work on the progress section
[06:49:58] <Malignant_Manor> That's what the docs commit was.
[06:50:07] <Malignant_Manor> docs directory
[06:50:54] <Malignant_Manor> Did you add that to the web?
[06:51:13] <Yuv422> ah sorry that's in the docs section
[06:55:43] <Yuv422> I think balloon and raft movement are done now too
[06:58:08] <Malignant_Manor> Armageddon needs broken down. The first 2 sentences should be on separate lines
[06:58:20] <Malignant_Manor> the third and fourth on another
[06:58:35] <Malignant_Manor> I didn't know it didn't word wrap
[07:04:00] <Malignant_Manor> Smooth lighting seems pretty good (haven't compared it to the original)
[07:04:30] <Malignant_Manor> 5:46 AM turns dark though for a few minutes instead of being full brightness
[07:04:47] <Yuv422> nice
[07:10:52] <Malignant_Manor> I can't see anyone really choosing the original except out of horrible nostalgia or they are really bad about being true to the original
[07:11:07] <Yuv422> hehe
[07:11:13] <Yuv422> I kinda like it
[07:11:25] <Malignant_Manor> The original lighting?
[07:15:36] <Yuv422> yeah
[07:16:09] <Yuv422> just fixing the bug "actors are still pissed at party even after the avatar dies"
[07:18:55] <CIA-35> nuvie: 03smatthews * r1398 10/nuvie/trunk/MapWindow.cpp: * Fixed it's-darkest-just-after-the-dawn bug.
[07:18:56] <SugarCube> OK, mostly asleep. Embarrassing :)
[07:19:30] <Yuv422> hehe shouldn't you be asleep by now SugarCube?
[07:19:41] <Malignant_Manor> I should be asleep too.
[07:19:43] <SugarCube> But there were demons to kill in Diablo and they wouldn't wait...)
[07:19:50] <SugarCube> (That bug sounds pretty funny from an American standpoint)
[07:22:41] <Malignant_Manor> Max hp seems to be str*2 + lvl*24 in MD
[07:22:50] <Malignant_Manor> SE is probably the same
[07:23:14] <SugarCube> You must think I just fell off a prehistoric creature from Eodon to believe that! Alright, night. For real this time. Really.
[07:24:43] <Malignant_Manor> SE is definitely different
[07:26:14] <Malignant_Manor> MD worked out for all three party members.
[07:29:15] <Yuv422> It shouldn't take too long to find that sort of info from the original exes once I open them up in IDA
[07:29:17] <Malignant_Manor> SE is str*2 + lvl*4 based on Avatar and Triolo
[07:29:53] <Malignant_Manor> Mainly need monster stats, drops, and item values
[07:30:29] <Yuv422> yeah
[07:31:26] <Yuv422> argh, I want to find that info now. ;-)
[07:34:30] <Malignant_Manor> We'll probably have to make the view background smaller for MD and color in the rest. Or much easier, cheat and have two tiles that are the column pieces
[07:35:02] <Yuv422> yeah I think we can have the view but we just never draw near the columns
[07:35:39] <Yuv422> so the view area extends over the columns but that part is never filled in by the view's Display method
[07:35:39] <Malignant_Manor> I thought it automatically filled the whole thing with background color.
[07:36:03] <Malignant_Manor> Portrait data doesn't load in the actor view
[07:36:17] <Yuv422> nope
[07:36:22] <Malignant_Manor> Talk will be a whole screen affair
[07:36:24] <Yuv422> hmm
[07:36:32] <Yuv422> or maybe the view does it
[07:37:26] <Malignant_Manor> SE resting is nice.
[07:37:56] <Malignant_Manor> Just rest where they are
[07:37:56] <Yuv422> yeah
[07:38:12] <Yuv422> I'd like a rest until sunrise option in u6 too
[07:38:14] <Malignant_Manor> Both games have an ask for sunset/dawn
[07:38:23] <Yuv422> :)
[07:38:36] <Malignant_Manor> \nRest until sunrise? \nRest until sunrise
[07:38:48] <Malignant_Manor> sunrise 07:00 minutes stay the same
[07:39:12] <Malignant_Manor> sunset minutes stay the same (No asking for guard)
[07:39:34] <Malignant_Manor> There doesn't seem to be any natural healing in any of the games.
[07:39:47] <Malignant_Manor> I don't see the point of food then.
[07:40:25] <Yuv422> maybe food has a healing effect when used manually
[07:42:08] <Malignant_Manor> Okay, it did heal
[07:42:13] <Malignant_Manor> at night
[07:42:25] <Malignant_Manor> In SE at least
[07:42:40] <Malignant_Manor> I thought when I checked in U6, it didn't
[07:42:56] <Malignant_Manor> I better not have checked Nuvie
[07:43:07] <Yuv422> hehe
[07:43:25] <Yuv422> I sometimes make that mistake
[07:46:16] <Malignant_Manor> It might be during the day no healing happens
[07:50:55] <Malignant_Manor> That seems to be the case but the formula may be random or weird
[07:51:11] <Malignant_Manor> 204 to 247 for the Avatar
[07:51:38] <Malignant_Manor> Iolo went from 144 or something to 252
[07:52:34] <Yuv422> might be based on one of their other stats
[07:52:51] <Yuv422> or how much inventory they are carrying
[07:54:03] <Malignant_Manor> they had 30 all stats
[07:54:19] <Malignant_Manor> level 12, 255 hp
[08:08:35] <Malignant_Manor> Here's a few. http://pastebin.com/peM1xrHA
[08:09:41] <Yuv422> is this u6 or se?
[08:09:48] <Malignant_Manor> U6
[08:09:50] <Yuv422> ah k
[08:09:59] <Yuv422> and we don't have healing logic in nuie?
[08:10:05] <Yuv422> +v
[08:10:06] <Malignant_Manor> No
[08:10:11] <Malignant_Manor> Not during resting
[08:10:15] <Yuv422> ah k
[08:15:41] <Malignant_Manor> SE Max HP is further confirmed with Dokray and Jimmy
[08:20:19] <Yuv422> it looks like food has no effect on healing while resting in the origina;
[08:20:30] <Yuv422> from what I can see in the game.exe code
[08:28:02] <Yuv422> ok the healing algorithm is
[08:28:15] <Yuv422> hp += rand(0, (max_hp - hp) / 2) + (max_hp - hp) / 2
[08:29:46] <Yuv422> if max_hp - hp is 1 then the value 2 is used instead
[08:30:16] <Malignant_Manor> Does Guarding affect HP gain?
[08:31:24] <Yuv422> yeah the guard gets no healing
[08:31:40] <Malignant_Manor> TimedEvent.cpp line 826 is where you want to add it.
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[08:38:17] <CIA-35> nuvie: 03malignantmanor * r1399 10/nuvie/trunk/ (7 files in 3 dirs):
[08:38:18] <CIA-35> nuvie: * Fix more SE and MD inventory display
[08:38:18] <CIA-35> nuvie: * Add more can't sleep messages
[08:38:18] <CIA-35> nuvie: * Change save/load of combat_mode bits for SE and MD
[08:38:56] <Malignant_Manor> Well, I going to bed.
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[12:24:54] <CIA-35> nuvie: 03efry * r1400 10/nuvie/trunk/ (26 files in 8 dirs): (log message trimmed)
[12:24:54] <CIA-35> nuvie: * Fixed compiler warning about inventory_font being unused.
[12:24:54] <CIA-35> nuvie: * Fixed some cppcheck warnings.
[12:24:54] <CIA-35> nuvie: * Added rest counter. This is used make sure the party only heals once every 12 hours
[12:24:54] <CIA-35> nuvie: while resting. It is stored at offset 0x1bf2 in objlist.
[12:24:54] <CIA-35> nuvie: * Create path finders for actors that are in worktype 0x86 WALK_TO_LOCATION when the game loads.
[12:24:55] <CIA-35> nuvie: * Removed old worktype code from U6Actor. This code has now been moved into lua script.
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[17:39:25] <BrainChld> hey all
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[21:21:52] <CIA-35> nuvie: 03efry * r1401 10/docs/trunk/ultima6/objlist.txt: Added info about party rest counter.
[22:39:57] <Malignant_Manor> I need to add some SE items as stackable. Should I make a header with those items defined like U6objects.h or should I just put the object number and write a comment>?
[22:41:32] <Malignant_Manor> The numbers probably won't be used again so I would lead towards just commenting the object numbers.
[22:42:10] <Yuv422> hmm
[22:42:32] <Yuv422> probably ok to use the magic numbers
[22:42:37] <Yuv422> with comments
[22:44:27] <Yuv422> actually
[22:44:35] <Yuv422> maybe add them to the U6objects.h file
[22:44:38] <Yuv422> as defines
[22:44:45] <Malignant_Manor> Okay
[22:44:55] <Yuv422> then we will rename that file to a generic name
[22:46:42] <Yuv422> I've got to go now
[22:46:45] <Yuv422> cya
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