#pentagram@irc.freenode.net logs for 18 Jun 2003 (GMT)

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[00:04:00] <servus> it's good to see most of the spells work in pentagram:)
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[10:28:33] <Colourless> hi
[10:28:55] <servus> H'lo
[10:29:51] <Colourless> i'm not sure if this is a good thing. i added sweepTest function, and hacked in the calling of gotHit when the avatar moves.... well, now you can very much fall into the water :-)
[10:30:39] <servus> I see magic spells work!
[10:31:10] <servus> Make the Pyros scene work next, that'd be neat-o indeed! (it almost works, but the avatar and Malchir are not teleported to the correct locations!)
[10:36:06] <servus> i have a running copy of u8 if you need any tests done, btw :)
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[13:29:57] <Colourless> hi
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[14:02:14] <wjp> hi
[14:02:17] <wjp> saw the forum?
[14:03:30] <Colourless> neat
[14:05:35] <wjp> did you read my comments/monologue on the LOCKDOOR thing?
[14:06:01] <Colourless> yeah i saw
[14:06:17] <wjp> rather annoying
[14:06:35] <wjp> I wonder if they put two LOCKDOOR eggs near other double doors as well
[14:08:40] <wjp> I can't really see any way of spawning child processes that would make things work, btw
[14:09:12] <wjp> it does seem to detect if a door is already opening, but that check is only triggered after the door really starts moving
[14:09:31] <wjp> but that takes a couple of frames
[14:10:23] <wjp> I have a textfile aat home with the exact process behaviour there
[14:11:23] <wjp> s/aat/at
[14:21:07] <Colourless> the sweepTest code i committed is broken... don't touch, i'm mostly re-writing it :-)
[14:21:56] <wjp> k :-)
[14:30:35] <wjp> so... you can drown now? :-)
[14:30:42] <Colourless> yes
[14:30:56] <wjp> number of ways to die is increasing :-)
[14:31:07] * Colourless always added the most important features
[14:31:16] <Colourless> s/added/adding/
[14:32:56] <wjp> did you disable Mordea zapping you, btw?
[14:33:11] <Colourless> no
[14:33:19] <wjp> oh, wait, I need to finish execution first of course
[14:33:40] <Colourless> mordea zapping you is egg triggered
[14:43:00] <wjp> bbl
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[15:00:44] <wjp> Kirben: did my changes to Makefile.mingw yesterday break anything?
[15:00:53] <Kirben> no
[15:00:56] <Colourless> wb
[15:00:56] <wjp> good :-)
[15:00:59] <wjp> thx
[15:01:19] <wjp> Makefile.mingw is now using objects.mk like the linux Makefile
[15:01:41] <Colourless> what about modules.mk ?
[15:01:48] <wjp> that includes objects.mk
[15:02:01] <wjp> (and is included in the Makefile)
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[15:46:09] <Colourless> tower of hanoi crashed pentagram
[16:10:04] <wjp> do you have same coords for that?
[16:11:04] <Colourless> not off hand. and you'll want the improved sweepTest code anyway, since it's all floor plate triggered
[16:28:41] <Colourless> ok, this looks ready to commit
[16:28:54] <Colourless> i changed it quite a bit
[16:29:05] <Colourless> now sweepTest will produce a sorted list of items that were found to be hit during the sweap
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[16:38:50] <Colourless> heh, interesting. You only fall into water if you actually fall into it (i.e. you move down into it)
[16:41:01] <wjp> because of our code or because of usecode?
[16:41:46] <Colourless> don't know
[16:41:58] <Colourless> might be a combination
[16:42:10] <Colourless> i think it checks for foot height
[16:42:28] <wjp> interesting
[16:42:48] <wjp> do water tiles have solid set?
[16:42:56] <Colourless> i think so
[16:43:00] <Colourless> devon can stand on them
[16:43:31] <Colourless> with the way i've got gotHit implemented, it only calls the usecode func when you first hit the object. Which means that if your feet are below the water line, you wont fall in
[16:43:54] <Colourless> but i haven't checked to see if solid is set. i don't think it matterse
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[16:47:16] <Colourless> ok committed.
[16:47:26] <Colourless> hanoi is at about (14783,5759,8)
[16:47:30] <Colourless> on the zealand map
[16:48:02] <Colourless> make sure 'hitting' is on to play :-)
[16:48:18] <Colourless> it crashes when you press a 'dest' floor plate
[16:51:18] <Colourless> also mirror don't work
[16:51:28] <Colourless> Unhandled search type 6
[16:51:29] <Colourless> Process 2278 caused an error. Killing process.
[16:51:30] <Colourless> i think
[16:51:53] <wjp> that's probably the surface search
[16:52:15] <wjp> areaSearch needs to be modified a bit to support that
[16:56:06] <wjp> how peculiar
[17:01:04] <wjp> 029F: 3F push [BP-24h]
[17:01:05] <wjp> 02A1: 4E push global [0052 03] (hanoiStairDown)
[17:01:05] <wjp> 02A5: 44 push element (02) slist==00
[17:01:12] <wjp> [BP-24] is a newly created list
[17:04:20] <Colourless> then what does it do?
[17:04:31] <wjp> the main problem is the '03' in the push global
[17:04:49] <wjp> the crash is while executing the push element
[17:05:17] <Colourless> hmm
[17:05:44] <Colourless> probably should push 3 as 4 byes
[17:05:45] <Colourless> bytes
[17:06:08] <Colourless> or not
[17:06:38] <Colourless> i don't think 03 means 3 bytes
[17:06:45] <wjp> I'm starting to doubt it too :-)
[17:07:00] <wjp> although I don't think it's a coincidence that the next global is 0055
[17:07:01] <Colourless> 3 bits?
[17:07:10] <wjp> it could be
[17:08:04] <Colourless> hmm, i would say just push 2 if 3 is requested
[17:08:40] <wjp> I'll probably always push/pop 2 bytes
[17:09:16] <wjp> no, wait
[17:09:23] <wjp> that'll screw up indexing :-)
[17:10:36] <Colourless> 03 does not mean 3 bytes. but i don't know what it's allocated 3 bytes
[17:10:56] <wjp> I think you're right with bits
[17:12:22] <wjp> for now I'll store everything as one byte
[17:12:27] <Colourless> 142C: 4E push global [0140 05] (orlokTab)
[17:12:28] <Colourless> 1430: 0A push byte 14h
[17:12:28] <Colourless> 1432: 2C gt
[17:12:28] <Colourless> 1433: 51 jne 0086h (to 14BC)
[17:12:28] <Colourless> 1436: 59 push pid
[17:12:28] <Colourless> 1437: 0D push string "Sorry mate, I can't give ye any more credit. I'm afeared ye'll just have to go thirsty. "
[17:13:13] <Colourless> 5 bits, in theory max would be 32 and the function checks for a max number of 20 for the tab
[17:14:25] <Colourless> which suggests it's bits
[17:14:30] <wjp> yes
[17:14:36] <Colourless> s/32/31/
[17:14:38] <Colourless> :-)
[17:14:45] <wjp> of course :-)
[17:15:57] <wjp> ok, Hanoi working now
[17:16:04] <wjp> um
[17:16:13] <wjp> not-crashing, anyway :-)
[17:17:11] <wjp> it's changing a block of height x to height 4-x when moving it
[17:17:31] <Colourless> odd
[17:17:32] <wjp> but it's treating as a block of height x properly when doing height checks
[17:17:48] <Colourless> error somewhere obvious :-)
[17:21:02] <wjp> hm?
[17:21:39] <Colourless> s/obvious/obviously/
[17:21:42] <Colourless> :-)
[17:21:45] <wjp> pity :-)
[17:21:57] * wjp would've liked an error in an obvious place :-)
[17:22:07] <Colourless> this is most strange
[17:22:25] <Colourless> i'm betting it IS in an obvious place :-)
[17:22:38] <Colourless> we just haven't found it yet
[17:23:02] <wjp> committed the semi-fix to push/pop global, btw
[17:24:15] <wjp> (and submitted a bug report about needing to fix it properly)
[17:24:32] <Colourless> ok, it keeps calling Item::grab
[17:24:49] <wjp> ah, we don't have that one yet
[17:24:50] <Colourless> i'm thinking that's the problem
[17:39:42] <wjp> hanoiStairDown contains the z-footpad of the stair that went down, it seems
[17:40:00] <wjp> it becomes 2 when lowering the lowest stair
[17:43:30] <wjp> which is correct, since the lowest stair is shape 112
[17:44:19] * wjp hmms
[17:44:39] <wjp> it could just be that our 'create list' creates a list in the wrong order
[17:44:57] <wjp> didn't you mention earlier that our bouncing head looked somewhat jumpy too?
[17:48:56] <Colourless> lists look correct to me
[17:52:44] <wjp> hm, Hanoi works a little better when I reverse lists
[17:52:55] <wjp> but it gets stuck rather often
[17:55:19] <wjp> hah! did it :-)
[17:55:26] <Colourless> what?
[17:55:33] <wjp> finished hanoi :-)
[17:58:28] <wjp> I think the head rolls better now too
[18:00:55] <wjp> much better, even
[18:01:02] <wjp> weird
[18:01:13] <wjp> maybe the original stored lists as singly-linked lists
[18:01:26] <wjp> that way inserting items from back to front would be more efficient
[18:02:00] <Colourless> std::list IS a linked list
[18:02:28] <Colourless> you use a vector though. vector != list :-)
[18:02:32] <wjp> yes, I noticed ;-)
[18:02:49] <wjp> std::list is a doubly linked list, btw
[18:02:54] <Colourless> yes
[18:02:57] <Colourless> slist is not :-)
[18:03:03] <wjp> very true :-)
[18:03:15] <wjp> so I guess I'll reverse list creation
[18:03:20] <Colourless> hmm void UCList::remove(const uint8* e) would be less expensive if a list was used :-)
[18:03:23] * wjp made SP jump all over the place
[18:04:45] <Colourless> care to commit?
[18:05:14] <wjp> of course :-)
[18:05:19] <wjp> done
[18:07:46] * wjp hmms
[18:08:17] <wjp> I think I'm screwing up SP
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[18:10:59] <wjp> committed again
[18:11:41] <Colourless> yay :-)
[18:13:43] <Colourless> we don't handle map changes correctly
[18:14:15] <Colourless> too many times there are problems getting stuck inStasis because some usecode animation is supposed to run
[18:14:33] <Colourless> these are on mapchanges that are trigged by usecode
[18:14:59] <Colourless> um, i just lost a door in tenebrae
[18:15:18] <wjp> LOCKDOOR or while opening it?
[18:15:42] <Colourless> LOCKDOOR
[18:15:46] <Colourless> pressing 'l' now forces a cacheout
[18:15:48] <Colourless> s/cacheout/leavefast area'
[18:16:06] <Colourless> i pressed it and the door disappeared :-)
[18:16:51] <Colourless> and i get lots and lots of invalid shape messages
[18:16:53] <wjp> I'd guess two lockdoor eggs are working on the same door again
[18:18:11] <Colourless> hmm, these conversation options now seem... much more like i remember :-)
[18:18:23] <wjp> the order you mean?
[18:18:27] <Colourless> yeah
[18:18:32] <wjp> we had that in reverse, yes
[18:18:55] <Colourless> head is much better
[18:19:11] <Colourless> we had it wrong before for sure :-)
[18:19:37] <Colourless> next thing we'll find a problem that when fixed, fixes darions walking :-)
[18:20:34] <wjp> somehow I doubt that :-)
[18:21:02] <wjp> I kind of think we're doing something fundamentally wrong with walking animations...
[18:21:05] <Colourless> there is something seriously busted with my 'clipped
[18:21:10] <Colourless> ' movement hack
[18:21:26] <wjp> (since the original paused Darion's walking every step, not every two steps like we do)
[18:21:46] <wjp> I have kind of a weird hack here locally
[18:22:16] <wjp> if the first byte of the animation header is 5 (which it is for walking animations), return whenever you hit a frame with 'that' flag set
[18:22:18] <Colourless> items are getting marked 'hit' that are no where near where i am
[18:22:37] <wjp> and _only_ when you hit such a frame; it will loop back to the start when it reaches the end
[18:23:21] <wjp> has interesting effects
[18:25:34] <wjp> heh, I managed to hit the tree at the end of the docks, while I'm not even up the stairs
[18:30:45] <Colourless> being able to die at this stage engine completion is really annoying
[18:31:48] <wjp> heh, funny... when you walk into water 'clrImmortal', 'clrWithstandDeath' are called
[18:32:04] <wjp> so immortal and withstanddeath aren't ways to avoid that
[18:32:35] <wjp> hm, I really should go have some dinner I guess
[18:32:36] <wjp> bbl
[18:32:44] <Colourless> and i should really go :-)
[18:32:45] <Colourless> cya
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[18:37:54] <servus> btw the bar tab is 20
[18:38:10] <servus> I played around with that salty seadog last night ;-O
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