#pentagram@irc.freenode.net logs for 29 Jul 2003 (GMT)

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[13:26:10] <Colourless> hi
[13:26:50] <ragzter> hi
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[13:43:12] <wjp|busy> hi
[13:44:07] <wjp|busy> I've been cleaning up animations a bit last night... next step is generalizing it a bit to be able to start from any state, and then pathfinding should be relatively doable :-)
[13:44:46] <wjp|busy> one thing that occured to me... are pathfinding NPCs supposed to be able to open doors?
[13:44:55] <wjp|busy> I _really_ hope not :-)
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[14:31:59] <Colourless> i don't think so wjp
[14:32:30] <wjp|busy> great :-)
[14:32:34] <Colourless> i don't see a way for the usecode to even support it
[14:33:12] <wjp|busy> any idea about climbing stairs?
[14:33:37] <Colourless> npcs can climb stairs
[14:33:53] <wjp|busy> ok
[14:34:00] <wjp|busy> that shouldn't really require any extra code
[14:34:15] <wjp|busy> (as soon as stair-climbing is supported, that is)
[14:34:54] <wjp|busy> I'll need to fiddle a bit with animations for that... choosing the right z-coordinate, specifically
[14:36:33] <wjp|busy> for all animations you should fall down when not on the ground while the on-the-ground flag is set
[14:36:56] <wjp|busy> small amounts should probably be done automatically while animating
[14:37:17] <wjp|busy> a larger fall will most likely abort the animation and cause a fall
[14:38:22] <Colourless> more than 8 probably or maybe 16 = fall()
[14:38:39] <Colourless> actually a hurl would be better
[14:39:33] <Colourless> conservation of momentum
[14:40:25] <Colourless> the vector that represents the npcs changes of position will become the velocity vector for hurl
[14:40:40] * wjp|busy nods
[14:41:03] <wjp|busy> adjustments to above will obviously need something different
[14:41:22] <wjp|busy> while walking, +8 should be doable
[14:42:07] <wjp|busy> but +8 for each animation frame might be a bit much
[14:42:27] <Colourless> now you can't step up +16
[14:42:34] <Colourless> and you can step up +8
[14:42:48] <wjp|busy> how about two +8's really close together?
[14:42:53] <Colourless> i have no idea if there are any 9-15 steps
[14:43:33] <Colourless> no idea
[14:43:49] <Colourless> all steps that i've seen are always at least 8 units apart in x and y
[14:43:50] <wjp|busy> any idea how the +8 in a walking animation is handled? Does it add the +8 gradually over a few frames?
[14:44:05] <Colourless> instantly changes afaik
[14:44:19] <wjp|busy> ok, that's easiest
[14:44:37] <Colourless> if (blocked(x,y,z) && !blocked(x,y,z+8)) z+=8;
[14:44:49] <Colourless> or something as trivially simple
[14:45:21] <wjp|busy> the other possible adjustments are when you're supposed to go down, but you can't
[14:45:35] <wjp|busy> (when the last part of a jump is blocked by a higher floor, or something)
[14:45:58] <wjp|busy> sounds like a reason to abort the animation
[14:46:30] <Colourless> when a jump is blocked the hit anim is played
[14:46:48] <wjp|busy> even when it's blocked vertically instead of horizontally?
[14:47:13] <Colourless> well, it doesn't even let you jump if you will be blocked afaik
[14:47:34] <Colourless> (when doing a standing jump)
[14:47:59] <wjp|busy> but does that mean you can't do a standing jump to a section of floor that's 8 or 16 higher?
[14:48:00] <Colourless> and i'm pretty sure that attempting a running jump does cause you to be knocked back
[14:49:46] <Colourless> just tried it then
[14:49:54] <Colourless> you do jump up, but you go nowhere
[14:51:06] <Colourless> ok, you don't get knocked back when you hit something horizontally when doing a standing jump
[14:51:48] <Colourless> you only get knocked back when doing a running jump
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[15:11:07] <wjp|busy> bbl
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[15:44:44] <Colourless> wb
[15:45:21] <wjp> thanks
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