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[18:47:21] <wjp> hm
[18:47:27] <wjp> that ghoul/lever issue is tricky
[18:49:07] <watt> do the ghoul and the egg share the same space? If so, is isValidPosition checking only appropriate flags for it?
[18:49:27] <wjp> they are in pentagram
[18:49:47] <wjp> maybe I should try this area in the original
[18:49:56] <wjp> pity we don't have a savegame object dumper
[18:50:17] <wjp> hm, although I think I know most of the format
[18:50:54] <wjp> maybe the ghoul's animation is just shifted to the side a bit similar to the way the avatar's animation can be adjusted
[19:26:30] <watt> I should get the original U8 working under some emulation again - haven't installed dosbox since I got this machine & I haven't loaded it under qemu yet for some reason
[20:21:19] <wjp> time to re-instate my teleport usecode hack, I guess
[20:42:49] <wjp> finally automated the process :-)
[20:43:10] * wjp created a small teleport.pl script to hack eusecode.flx to teleport to a specified location when you click a bedroll
[21:02:49] <wjp> the original happily puts a ghoul at the coordinates Brian mailed
[21:12:04] <watt> hmmm.. still find myself wanting an image editing program with bezier paths but not wanting to install X11 to get it.... sigh
[21:14:24] <wjp> no X11?
[21:14:37] <wjp> oh, Mac OS X?
[21:17:50] <watt> yup. otherwise Gimp
[21:21:18] <watt> I've been putting off installing Apple's X11 due to work being done on a native port of gtk+, but it looks like that's come to a stand still
[21:22:14] <watt> Supposedly it works, but may be incomplete, and no one offers binaries
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[21:43:25] <wjp> well, I think I have a hypothesis for that ghoul problem
[21:46:30] <wjp> (30+ mailing list messages in a week; woohoo :-) )
[21:47:06] <watt> Its exciting.
[21:48:16] <watt> Wrong "it's" :-p
[21:57:06] <watt> The ghoul spawns inside a wall in the original and walks out of it before the avatar can see it? Or does it rise up out of the ground?
[21:58:47] <wjp> it starts in a switch
[21:58:59] <wjp> you can see it stand inside it as well
[21:59:42] <wjp> so it's bad item placement in the original, but it exposes a pentagram bug
[22:02:27] <watt> Any idea what shape num a switch is?
[22:02:48] <wjp> 505
[22:08:44] <watt> hmmm.. fixed & solid
[22:09:01] <watt> size 1x1x1
[22:09:20] <wjp> (32x32x8)
[22:09:39] <watt> yup.
[22:13:21] <watt> can't imagine there being any special case there.... sound like we just have to make the code not let an actor go from a valid position to an invalid one.
[22:13:39] <wjp> and not from invalid to more invalid :-)
[22:14:03] <watt> "more invalid" sounds hard to quantify.
[22:14:33] <watt> I guess path to closest valid
[22:14:58] <wjp> I was thinking just not allowing overlapping any new items
[22:15:15] <wjp> if you're already overlapping with an item, that item is ignored in an animation step
[22:16:03] <watt> Yeah, that makes sense.
[22:17:35] <wjp> I have this vague feeling I considered this before but rejected it (partially), but I can't recall...
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[22:37:00] <watt> focus/ring issue is from when Torwin leaps to his doom, right?
[22:39:26] <wjp> yes
[22:39:34] <wjp> there's a bug report about that in the tracker
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[23:04:22] <wjp> oh, just remembered one thing that might be problematic:
[23:04:42] <wjp> Mythran creates one of his books inside the ground near the end of the game
[23:04:58] <wjp> we need to check it doesn't fall through when changing this
[23:05:18] <wjp> (although there probably isn't any reason for it to start moving in the first place, but still.)
[23:05:29] <wjp> time for bed now; good night
[23:07:51] <watt> night
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[23:55:04] <Colourless> in the lower catacombs (i think) there is a raising wall thinggy that stops a one of those flamers. The flames spawn inside the wall... it was problematic getting it working properly