#nuvie@irc.freenode.net logs for 8 Oct 2003 (GMT)

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[02:10:25] <-- servus has left IRC ()
[02:41:06] * SB-X is back (gone 03:29:26)
[08:43:05] --> Yuv422 has joined #nuvie
[09:06:57] <SB-X> hi Yuv
[09:07:06] <Yuv422> hi sb-x
[09:07:09] <Yuv422> How's things?
[09:08:18] <SB-X> just playing mgs2
[09:08:25] <SB-X> before i go to sleep
[09:08:25] <SB-X> :)
[09:08:31] <Yuv422> mgs2?
[09:08:48] <SB-X> metal gear solid 2: subtance
[09:08:51] <SB-X> playstation2 game
[09:08:54] <Yuv422> ah k
[09:09:08] <Yuv422> I'm going to hook up ship usecode tonight
[09:09:34] <SB-X> you can just copy the line in U6UseCode::add_usecode() that has OBJ_U6_RAFT, and replace it with SKIFF
[09:09:48] <SB-X> and put the code in U6UseCode::use_boat()
[09:10:16] <Yuv422> ok
[09:10:47] <Yuv422> do we have a way to hide actors?
[09:11:00] <SB-X> not that i know of
[09:11:07] <Yuv422> hmm
[09:11:52] <SB-X> you can just put a boolean on Actor
[09:11:55] <SB-X> or something like that
[09:12:22] <Yuv422> yeah
[09:12:47] <Yuv422> maybe we could move them to the dead actor area?
[09:13:18] <Yuv422> probably better just to hide them though
[09:14:22] <SB-X> if you save a game in the boat the actors are at the boat location
[09:14:33] <Yuv422> yes
[09:14:36] <Yuv422> I think so
[09:14:42] <Yuv422> actually yes I know so
[09:14:45] <Yuv422> ;)
[09:14:45] <SB-X> heh
[09:14:56] <SB-X> do you know where it says that the actors are hidden?
[09:15:04] <SB-X> or in a vehicle
[09:15:09] <SB-X> in the objlist
[09:15:09] <Yuv422> no
[09:15:17] <Yuv422> maybe it's a flag
[09:15:21] <Yuv422> I'll have a look
[09:16:02] <SB-X> is there something like that for the actor being controlled? it might be just that (when its 0)
[09:21:17] <Yuv422> hmm
[09:21:32] <Yuv422> maybe some interesting stuff at 0x14f1
[09:23:01] <SB-X> when we know that we can do Solo mode
[09:23:20] <Yuv422> not sure
[09:23:26] <Yuv422> I think it is at the bottom
[09:23:29] <Yuv422> of objlist
[09:45:29] <Yuv422> the base obj_n for actor 0 is 416
[09:45:39] <Yuv422> which is "nothing"
[09:59:49] <SB-X> in nuvie if you alt500 actor 0 before using a vehicle, it moves to a black area
[10:33:43] <Yuv422> yeah
[10:33:58] <Yuv422> it has 0,0,0 cooords
[10:34:13] <Yuv422> and the no_vehicle object type
[11:02:30] --> armav has joined #nuvie
[11:02:38] <Yuv422> hi armav
[11:02:46] <armav> hi Yuv422
[11:06:32] <Yuv422> hmm
[11:06:43] <Yuv422> it looks like it only checks for the ship deed once
[11:06:55] <Yuv422> if you drop the deed you can still use the ship
[11:07:29] <Yuv422> I was pulling out my hair trying to workout how it saved the ship object while you were using the ship
[11:07:43] <SB-X> you figured it out?
[11:07:50] <SB-X> oh
[11:07:54] <SB-X> it just makes a new one?
[11:07:59] <Yuv422> yes
[11:07:59] <SB-X> irrelevant quality
[11:08:06] <armav> how does the game know if you're in the wilderness or in a civilized area?
[11:08:10] <Yuv422> looks like it checks the qulity once
[11:08:19] <armav> "rest - only in the wilderness!"
[11:08:28] <SB-X> armav: maybe a distance check to a wall tile or an npc?
[11:08:29] <Yuv422> if there is a boundary tile on the visible mapwindow
[11:08:51] <Yuv422> yeah distance check to a boundary tile
[11:08:59] <Yuv422> or distance check to an actor
[11:09:20] <SB-X> i never actually knew
[11:09:31] <Yuv422> I'm just assuming
[11:09:41] <Yuv422> I haven't looked at the actual code.
[11:09:53] <SB-X> heh
[11:10:05] <Yuv422> can you look at the ships in britan for me
[11:10:13] <Yuv422> and tell me what their quality is
[11:10:42] <SB-X> 8,7
[11:11:19] <Yuv422> it looks like it only requires the deed if the quality is non zero
[11:11:27] <Yuv422> as my ships have a quality == 0
[11:11:31] <Yuv422> easy
[11:11:37] <SB-X> ok
[11:11:39] <Yuv422> this is good
[11:12:04] <SB-X> cool
[11:12:15] <SB-X> do you have to create 3 new objects?
[11:12:21] <SB-X> when exiting
[11:12:22] <Yuv422> yes
[11:12:46] <Yuv422> we can do it with one statement
[11:12:59] <Yuv422> as they are a copy of the actor obj_n and frame_n values
[11:13:28] <Yuv422> we should probably have an actor_to_obj method in actor
[11:14:15] <Yuv422> well the balloon breaks the rule as it returns to the map deflated. :(
[11:14:26] <Yuv422> IIRC
[11:15:06] <SB-X> i expected there would need to be a seperate use_balloon()
[11:15:30] <Yuv422> yes
[11:16:04] <Yuv422> actually I was thinking of using use_boat with a Use_balloon argument! ;P
[11:16:21] <Yuv422> just to be confusing
[11:16:24] <SB-X> hehe
[11:16:44] <SB-X> Use-balloon: You enter the skiff.
[11:18:00] <SB-X> can we stick posts on the forum yet?
[11:18:06] <Yuv422> hehe
[11:18:09] <Yuv422> no
[11:18:19] <Yuv422> people really seem to want sticky threads
[11:18:41] <SB-X> well
[11:18:44] * SB-X does.
[11:18:45] <Yuv422> maybe if I ask wjp nicely I can get his sticky thread path. ;)
[11:19:04] <SB-X> maybe
[11:19:10] <armav> and his frozen thread patch
[11:19:34] <SB-X> i think thats there
[11:19:39] <armav> Yuv422: you have a mac, right?
[11:19:47] <SB-X> but it probably doesn't have his l33t blue frozen tag
[11:19:53] <Yuv422> hehe yeah and a working dosbox U6
[11:20:20] <Yuv422> I use dosbox for all my original testing
[11:20:28] <Yuv422> I used to use bochs
[11:20:43] <Yuv422> but dosbox seems to work fine on OS X now
[11:20:56] <armav> dosbox is a lot simpler to use than bochs
[11:21:05] <Yuv422> yes. :)
[11:21:20] <SB-X> i just do dosbox GAME.EXE
[11:21:28] <Yuv422> but big endian support is relatively new in dosbox
[11:21:57] <Yuv422> dosbox used to show a screenfull of fireplaces when I loaded U6.
[11:22:35] <SB-X> hmm
[11:22:59] <SB-X> nuvie is a lot better with that now ;)
[11:23:30] <Yuv422> hmm
[11:23:35] <armav> Yuv422: if you've compiled dosbox from cvs, maybe you could upload it to the nuvie website, to help out the other mac users
[11:24:02] <armav> people won't report bugs unless they can play the original ultima 6 :)
[11:24:04] <Yuv422> looks like I need to know about actor_manager in usecode
[11:24:16] <Yuv422> armav: true
[11:24:22] <SB-X> you can do Game::get_game()->get_actor_manager()
[11:24:38] <Yuv422> ah k
[11:24:40] <Yuv422> cool
[11:25:14] <SB-X> if we are using it frequently i can see it being a member of UseCode, but i dont think its used that much yet
[11:26:08] <SB-X> also actor_ref is the player
[11:26:36] <SB-X> and you can get party the same way as actor_manager if its not already visible
[11:26:49] <Yuv422> party is visible
[11:26:56] <Yuv422> but I need to get actor[0[
[11:27:00] <Yuv422> 0
[11:27:17] <armav> does dosbox have an integrated debugger?
[11:27:21] <SB-X> k
[11:27:26] <armav> for reverse engineering and stuff
[11:27:40] <Yuv422> I'm not sure
[11:28:09] <Yuv422> looks like it
[11:28:11] <Yuv422> from the source
[11:29:11] <Yuv422> it might just be a dissassembler
[11:29:13] <SB-X> i never thought about that
[11:29:27] <Yuv422> I know bochs has a debugger
[11:30:10] <SB-X> how did you figure out the formula for surface ladder transition?
[11:30:28] <Yuv422> several people, not nameing names did alot of the hard dissasembly for us. ;)
[11:30:51] <Yuv422> so most of our work has be the old save and compare.
[11:31:21] <SB-X> i used to do that a lot with old pc games
[11:31:38] <SB-X> and hexeditor compare function
[11:32:05] <armav> non-invasive surgery is always best :)
[11:34:01] * Yuv422 recompiles dosbox in debug mode
[11:35:40] <Yuv422> SB-X: how are we going to get out of the ship!?
[11:35:52] <Yuv422> as use_boat needs an obj
[11:36:09] <Yuv422> and to leave the ship you use the ship actor
[11:40:32] <Yuv422> wow dosbox tells you when a file is accessed.
[11:40:33] <Yuv422> nice
[11:41:00] <Yuv422> warning lots of test to follow
[11:41:03] <armav> can you set breakpoints?
[11:41:28] <Yuv422> hmm
[11:41:31] <SB-X> Yuv422: how do we use actors (incl. horses) is a good question too
[11:41:40] <Yuv422> don't seem to beable to do anything at the moment
[11:42:01] <Yuv422> yeah
[11:42:12] <SB-X> it should pass their obj though
[11:42:22] <SB-X> just have to add that in event
[11:42:47] <SB-X> if you try it now it says "Use-nothing!"
[11:44:23] <SB-X> are horses supposed to be in two peices now?
[11:44:35] <Yuv422> what do you mean?
[11:44:40] <SB-X> mine are still broken
[11:44:45] <SB-X> i mean normal
[11:44:46] <SB-X> heh
[11:44:58] <SB-X> the horses are only the front
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[11:46:37] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[11:46:37] --- Topic for #nuvie set by ChanServ at Tue Sep 2 15:36:26 2003
[11:46:51] <armav> that'd be more useful than adding weird instructions nobody ever uses
[11:47:07] <armav> hi exultbot
[11:50:24] <Yuv422> how funny is it that Big Arny is now the governer of califorina. :0
[11:50:35] <Yuv422> what a joke
[11:51:12] <armav> i guess people want a strong man in charge
[11:51:25] <armav> even if he doesn't know anything about politics
[11:51:57] <Yuv422> hehe
[11:52:29] <SB-X> for some reason looking at a spawn-egg and seeing it contains "mage" "swashbuckler" and "fighter" is funny to me
[11:52:56] <Yuv422> :)
[11:53:06] <SB-X> i'd love to carry one of those around and use it against my enemies
[11:53:09] <armav> those are the 3 character classes (mage, bard, fighter)
[11:53:20] <Yuv422> some eggs spawn ragents
[11:53:29] <SB-X> bard is a 4th
[11:54:03] <SB-X> you used to be able to pick your own class in earlier ultimas
[11:54:04] <armav> you're right, there's also the avatar
[11:54:38] <SB-X> don't forget Lord British!
[11:54:57] <SB-X> nuvie used to print "thou dost see a Lord British"
[11:55:12] <armav> lol
[12:07:15] <Yuv422> bool Party::has_obj(uint16 obj_n, uint8 quality)
[12:07:26] <Yuv422> just adding this to Party
[12:07:59] <Yuv422> so I can check for the ship deed
[12:10:36] <SB-X> ok
[12:10:56] <SB-X> just noticed that only the player is checked when something wants to find an object the party has
[12:11:00] <SB-X> in converse
[12:11:19] <SB-X> so it can be replaced with the new function
[12:11:21] <Yuv422> hehe
[12:11:24] <Yuv422> cool
[12:12:04] <SB-X> i still don't understand the output of that, if its flags or what
[12:12:38] <SB-X> it frequently returns 0xFFFF when an object is in party inventory, and 0x8001 if its not
[12:12:55] <Yuv422> weird
[12:15:13] <Yuv422> ok it's doing the deed check
[12:15:56] <SB-X> at least you'll be able to use the ship, if not exit it yet
[12:17:48] <Yuv422> 158299054: MISC:MPU401:Unhandled command B9
[12:17:48] <Yuv422> 158422382: FILES:file open command 2 file converse.b
[12:17:48] <Yuv422> 158602661: FILES:file open command 2 file portrait.b
[12:17:48] <Yuv422> 158766937: FILES:file open command 2 file look.lzd
[12:17:48] <Yuv422> 163813097: FILES:file open command 2 file midi.dat
[12:17:48] <Yuv422> 163818527: FILES:file open command 2 file ultima.m
[12:17:59] <Yuv422> this is what is shows in dosbox debug mode
[12:19:31] <armav> are you running u6 with music?
[12:20:22] <Yuv422> yes
[12:20:40] <armav> sorry for asking, i didn't see the first line
[12:21:03] <armav> i have an mpu401 manual, i can look up command b9
[12:21:03] <Yuv422> np
[12:21:28] <Yuv422> I think the sustain is stuck
[12:21:44] <Yuv422> because when the song finishes it just holds the note forever. :(
[12:22:03] <armav> do you have the mt-32 patch installed?
[12:22:14] <Yuv422> probably not
[12:23:45] <armav> $b9 = clears play table
[12:24:33] <armav> tells the mpu401 to send "note off" messages on all active channels
[12:24:55] <Yuv422> that would be why my notes are sticking I guess
[12:25:26] <SB-X> tired
[12:25:26] <SB-X> cya
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[12:30:18] <armav> i'll report that on the dosbox bug tracker
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[12:40:09] <Yuv422_> I'm not running the most recent cvs they might have fixed that issue already.
[12:40:44] <armav> ok
[12:41:59] <Yuv422_> I'll get the latest cvs tomorrow and test it again
[12:49:21] <Yuv422_> time for bed
[12:49:22] <Yuv422_> cya
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[16:25:57] <Fl00der> hmm
[16:26:01] <Fl00der> much ppl :P
[16:26:18] <Fl00der> who is in charge here?
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