#pentagram@irc.freenode.net logs for 10 Feb 2006 (GMT)

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[07:52:44] <vaustein> Hi all.
[07:53:13] <vaustein> I hope I don't irritate anyone with this, but how can I modify the Pentagram config to *attempt* to play Crusader?
[07:57:55] <servus> If you can't stick around for an answer, you may find one later in the...
[07:57:56] <servus> ?log
[07:57:56] <exultbot> Logs are available at http://www.math.leidenuniv.nl/~wpalenst/pentagramlog.php
[07:58:24] <vaustein> All right, I'll check it out now.
[07:58:44] <servus> I meant, they may respond after you've logged out : o)
[08:00:24] <vaustein> Too bad the #pentagram archives aren't searchable.
[08:00:33] <vaustein> Well, I hope they answer, I'd love to try it.
[08:00:40] <vaustein> Thanks for your help!
[08:00:48] <servus> I'm not telling you to go away! *grins*
[08:01:57] <vaustein> Well, I might get four hours sleep before class tomorrow. :-)
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[08:18:10] <Colourless> replying to vaustein: there is nothing that can easily be done right now. The things that need changing are
[08:18:31] <Colourless> 1) The usecode intrinsics for the cursader games haven't yet been worked out
[08:19:19] <Colourless> 2) the animation and shapeinfo datafile structures are slightly different to the u8 versions and we haven't yet looked into the differences
[08:19:51] <servus> What about the Crusader screenshots on pentagram.sf.net?
[08:21:04] <Colourless> 3) Translation between screen to world coords in crusader is different to pentagram (crusader games use shapes that are twice the size as the ultima 8 ones and this is actually a fairly trivial thing to fix in pentagram)
[08:21:13] <Colourless> the screenshots are from the old map disp program
[08:22:02] <Colourless> pentagram could be hacked up to loading crusader maps (it already supports loading the shapes) and displaying them properly but you wouldn't be able to do anything
[08:22:18] <servus> Is U8 plot-finishable now?
[08:22:59] <Colourless> of course there is a big reason 4) all crusader specific features would need to the implemented (crusader ui, ranged combat, other special things)
[08:23:20] <Colourless> afaik you can finish u8.. but some cheating may be required... but not much
[08:23:27] <Colourless> willem knows more about that
[09:13:05] <SB-X> you can search the logs with google
[10:14:21] <wjp> as far as I know you can still finish u8 in pentagram without cheating
[10:14:41] <wjp> saving regularly in case you hit a bug is probably necessary, though
[10:23:57] <Colourless> night folks :-)
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[23:35:09] <wjp> hi Ryan
[23:35:46] <wjp> I was looking at the 'hole in floor' bug report since I was fixing animation issues anyway...
[23:35:53] <wjp> turns out there actually _were_ holes in the floor
[23:36:06] <Colourless> i know
[23:36:28] <Colourless> there is one right near the cave where you enter demons crag ..
[23:36:57] <Colourless> simple errors in the map creation since you can't tell the height of a shape
[23:36:58] <wjp> the bug report was about map 62 (ancient necromancers), near the magic armour and the lava
[23:37:19] <wjp> same there; there were shapes at Z=0 that appeared to be in the right place for Z=48
[23:37:28] <Colourless> it visibly looks right but the shape z is too low but it's been offset back
[23:37:35] <wjp> exactly
[23:38:05] <wjp> I patched the holes in map 62 manually with a large list of CreateItems in Map::loadFixed
[23:38:29] <wjp> should probably think up a somewhat cleaner way if the list grows :-)
[23:39:48] <wjp> maybe a built-in fixed.dat loaded after u8's fixed.dat, or an .ini file
[23:40:11] <Colourless> on map 62 in the real game can you fall into the holes?
[23:40:28] <wjp> I do seem to remember some trouble in the original there
[23:40:32] * Colourless then remembers how bloody hard it could be sometimes to actually fall into holes in the original game
[23:40:40] <Colourless> fall accidently = easy
[23:40:44] <Colourless> fall intentionally = hard
[23:40:47] <wjp> yeah :-)
[23:40:54] <wjp> shrine of the ancient ones?
[23:40:55] <Colourless> the step around code always caused issues
[23:41:00] <Colourless> yep :-)
[23:41:10] <wjp> I used to airwalk-jump in there :-)
[23:41:34] <wjp> (normal jumps didn't work anymore after the targeted jumping patch)
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[23:42:17] <wjp> one of the problem areas would definitely be reachable in the original
[23:42:34] <wjp> it appears to be missing a cave wall
[23:43:33] <wjp> do you have an easy way of teleporting to coordinates in the original?
[23:44:31] <wjp> I could of course write a small usecode patch for the original
[23:44:54] <Colourless> you could teleport using the cheats'
[23:45:02] <Colourless> i think...
[23:45:05] <wjp> hm, I wonder if those already work in dosbox
[23:45:32] <wjp> dosbox had some issues with the textmode used for the cheats last I checked
[23:46:21] <Colourless> patched u8 had issues in general with the textmode used by the cheats
[23:53:27] * wjp grins
[23:53:43] <wjp> looking at the usecode.dis file I have here, I had this idea before
[23:53:54] <wjp> there's an NPC::teleport call in BEDROLL::look()