#pentagram@irc.freenode.net logs for 12 Jul 2005 (GMT)

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[00:07:31] <TinTin> hey this is the chan of the polish pentagram clan ?
[00:07:56] <Colourless> no
[00:08:42] <Colourless> http://pentagram.sf.net/ <- this channel
[00:09:17] <TinTin> oh oki thanks
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[00:43:25] <SB-X> polish pentagram clan?
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[00:57:08] <oaQ^> :D
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[17:14:22] <watt> Egad! Reading some exult forums.... when pentagram gets a forum, I think it needs one with the ability to kick people for continually asking support for other projects.
[17:38:34] <wjp> :-)
[17:54:45] --- ChanServ gives channel operator status to watt
[17:57:27] <wjp> I'm a bit stumped by that 'throwing focus/ring' problem...
[17:57:57] <wjp> I have no idea how the focus and the ring, which are created in exactly the same spot, should start moving
[17:58:13] <wjp> our current CollideMove just won't move either of them
[17:58:41] <wjp> I'm fairly sure they should block eachother because they're both solid
[18:00:49] <watt> He throws them from the same location right?
[18:00:59] <wjp> yes
[18:01:00] <watt> at the same time.
[18:01:06] <wjp> yes
[18:01:13] <watt> and the collide hmmm...
[18:02:04] <watt> flags?
[18:03:09] <wjp> the relevant usecode is at TORWIN::337C, by the way
[18:03:27] <wjp> no flags set other than those set by Item::create(shape, frame)
[18:03:45] <watt> not at home unfortunately.. but this sounds interesting.
[18:04:20] <wjp> that's one way of putting it ;-)
[18:07:06] <wjp> two possibilities: either CollideMove works the wrong way, or our GravityProcess should not use CollideMove in all cases
[18:10:12] <wjp> I wonder how that throwing animation looked in the original
[18:10:27] <wjp> if both items were actually hurled in one direction, or if one just fell to the ground or something
[18:10:46] <wjp> incidentally they're hurled in the same (x,y) direction but at differing z speeds
[18:11:11] <wjp> bbl, dinner
[18:12:50] <watt> That's how I remember it... one item just ends up closer to you... the ring I think.
[18:39:16] <wjp> back
[18:39:24] <watt> wb
[18:47:27] <watt> Is it possible to wirte some usecode to make those two objects collide from different directions in the original? See if they do collide or simply pass through each other.... don't think I've ever seen two falling objects collide in u8
[18:51:03] <wjp> should be possible
[18:51:11] <wjp> if somewhat tedious :-)
[19:03:58] <wjp> it might be possible to simply 'transplant' the relevant piece of usecode to another function
[19:04:12] <wjp> it's pretty much self-contained
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[20:01:27] <wjp> interesting
[20:01:42] <wjp> why do I have an eusecode.flx.orig and an eusecode.flx in my U8/usecode dir? :-)
[20:01:50] <wjp> (and they're actually different :-) )
[20:16:41] <wjp> hm
[20:17:05] <wjp> I copied the relevant part of Torwin's usecode into AVATAR::look and now it aborts when I click on the avatar :-(
[20:21:43] <watt> the orig one I thought might have been from a previous hack you did to your usecode... I seem to remember you mentioning something like that
[20:25:23] <wjp> yeah, probably that teleport I hacked into it once
[20:28:43] <wjp> ah, oops; accidentally partially overwriting the wrong function
[20:28:46] * wjp sighs
[20:30:34] <wjp> ok, works now
[20:31:05] <wjp> they don't seem to affect eachother much at all
[20:43:30] <wjp> strange: somehow the shape viewer doesn't display the AIRFOCUS name of the healing touch focus shape (396)
[20:44:08] <wjp> ah, I broke that it seems :-)
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