#pentagram@irc.freenode.net logs for 15 Apr 2004 (GMT)

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[01:24:01] <watt> yay... finished u8 and stuffff.........
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[12:33:26] <Colourless> hi
[12:53:09] <watt> hiya.
[12:53:30] <Colourless> it's that strange person who likes doing things for us!
[12:57:45] <watt> Yes.. I guess..
[12:58:21] <Colourless> :-)
[12:58:57] <Colourless> i won't mention names but it would look like you are more productive than certain rabbits on the team
[12:59:20] <Colourless> :-)
[12:59:47] <watt> hehe
[13:02:59] <watt> Thinking I might take another swing at the mover process. It's definately going to be easier to handle thing properly now that combat and normal mode a dealt with in different functions.
[13:03:24] <Colourless> just be warned something is 'broken' somewhere
[13:04:11] <Colourless> wrt to moving with the avatarmoverprocess
[13:05:08] <Colourless> this is of course relating to the conversation wjp and i had a few days back with egges not being triggered
[13:05:49] <watt> oh... hmmmm...
[13:08:15] <Colourless> there is though another collision detection bug somewhere else, but that is in the sweeptest function
[13:08:23] <Colourless> which is unrelated
[13:09:15] <Colourless> the avatarmoveproces problem as far as we know is due to problems with the was small obsticles are handled
[13:19:23] <watt> hmmm... Animation should definitely be a namespace rather than a struct, but the enum inside should probably be named as well. Thinking name the enum Animation and the namespace simply Pentagram... but I'm not sure
[13:28:06] <watt> meh.. Ethics class...
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[16:08:31] <watt> Would it be preferred to have the Animations be in caps?
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[16:25:18] <watt> hmm... actually, I think Animation is the right namespace, and Sequence would be a good name for the enum
[16:27:42] <wjp> Colourless: I was actually planning to change the 'do animation' process a bit
[16:28:09] <wjp> the 'try', 'do', 'do for pathfinder' functions should really be joined together
[16:28:52] <Colourless> wjp: considering that some of the move functions aren't exactly functional (such as the guard at the tenebrae gates just sliding towards you) it's probably a good thing
[16:32:30] <wjp> well, the pathfinder is currently #ifdef'ed out
[16:32:52] <wjp> changing that should make the guard walk semi-properly
[16:33:19] <wjp> there's still something quite wrong with pathfinding, though
[16:33:38] <wjp> which may or may not be related to the collision detection bug
[16:35:37] * wjp wonders if he ever got around to implementing partial last steps in the pathfinder
[16:43:49] <wjp> no, I don't think I did that
[16:44:12] <wjp> that's something which _should_ fix the 'unreachable location' problem even if it's clearly reachable
[17:05:35] <wjp> well, have to go again :-)
[17:05:42] <wjp> bye
[17:05:47] <Colourless> well bye!
[17:06:18] <wjp> (at least the information density of my visit was fairly high today compared to its usual near-zero level :-) )
[17:07:10] <Colourless> :-)
[17:12:15] <watt> If you save while running and then load, does avatar continue running until he hits something?
[17:12:37] <watt> I just had avatar run over water and off the map
[17:12:39] <Colourless> in the original game he wont
[17:12:46] <Colourless> i think
[17:12:48] <watt> well, yeah
[17:13:00] <watt> I mean pentagram
[17:13:08] <Colourless> hell if i know.
[17:13:27] <Colourless> wouldn't surprise me if something like that happened
[17:14:10] <watt> yeah, he just keeps repeating the same animation.
[17:14:29] <watt> time to go to my clean build and test
[17:15:04] <watt> yup, wasn't me
[17:22:45] <watt> Well, got another patch posted on sf for ya.
[17:23:58] <wjp> hm, does the state of AvatarMoverProcess not get reset or something?
[17:24:20] <wjp> other minor bug: attacking directly behind you doesn't make you turn around but instead makes you attack to the front
[17:24:36] <Colourless> !! :_)
[17:24:38] <wjp> (that's probably the 'retreat' walking animation check gone wrong)
[17:24:45] <wjp> yes, I'm not here :-)
[17:24:58] <Colourless> looks like someone broke my nose
[17:25:09] <wjp> wasn't me... I'm not even here ;-)
[17:26:34] <Colourless> that's what they all say
[17:27:09] <Colourless> now the fact that all the other characters i type required holding shift has nothing to do with it
[17:27:19] <watt> hmmm that patch has a slight line offset issue, but it patches correctly
[17:28:46] <wjp> really gone now :-)
[17:29:11] <watt> same here... more class.
[17:29:16] <watt> later
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[18:41:42] <Dominus> hi
[18:42:46] <Colourless> Hello!
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