#pentagram@irc.freenode.net logs for 30 Jun 2008 (GMT)

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[13:28:41] <watt> We've got more bug reports. Cool.
[13:29:32] <watt> Well, I guess I'd prefer Pentagram to be perfect, but since that's not the case, at least it's cool we're getting report of the problems out there
[13:31:49] <wjp> hi
[13:31:53] <wjp> yeah :-)
[13:32:16] <wjp> that Beren scene is horribly buggy in the original U8 as well, so I'm not surprised about that report
[13:34:24] <wjp> I wonder if it would be feasible to debug the usecode
[20:29:31] <wjp> seems like I can reproduce Beren falling through the floor here
[20:33:05] <wjp> (for the record: teleport to 25,20287,24191,64 to reach the lava river. Beren will show without having to set any flags.)
[20:36:25] <wjp> and it seems usecode teleports Beren to 8 units below ground level
[20:40:45] <wjp> now where did I put the workaround for the avatar being teleported below ground level...
[20:41:01] <watt> Hmm... Should we have objects check for intersection with floors during gravity processes and automatically force the object above floor if the intersection is below a certain height of the actor?
[20:41:56] <watt> I could imagine cases that it might break things worse for objects cluttered together, but actors maybe.
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[20:43:31] <wjp> hm, hard to say
[20:43:36] <wjp> it's definitely an option
[20:43:54] <watt> or.. "fall loop" for hitting an defined bottom and instantly moving back to top of map?
[20:45:02] <wjp> ?
[20:45:13] <watt> Seen the fall through and reappear above ground concept in a few games with glitches
[20:45:48] <wjp> I'd prefer not to have the glitches really :-)
[20:48:27] <watt> Hmm... I've not tried falling through on purpose in a while - Seems different than I remember.
[20:55:24] <wjp> I think I'll check whether the original puts Beren at z=56 or z=64
[20:55:42] <wjp> should be fairly easy to read off from a properly timed savegame
[21:01:20] <wjp> ok, the original noticably moves Beren up a bit right after the teleport
[21:02:16] <wjp> (to z=64, the floor)
[21:02:46] <wjp> so that might mean it's wrong that we let
[21:02:50] <wjp> him fall right away
[21:03:18] <wjp> or alternatively like you suggested that we give him a chance to move up to the floor before letting him fall
[21:03:46] <wjp> (s/that we/we could/)
[21:04:53] <watt> noticably?
[21:05:12] <watt> Like a in-game jump or movement?
[21:06:43] <wjp> hm, not sure if he animated, but he was visible in the z=56 position and then he visibly moved to the z=64 position
[21:07:05] <watt> wow.
[21:07:08] <wjp> (meaning it wasn't the teleport that 'tweaked' the destination location)
[21:11:42] <wjp> hm
[21:12:17] <wjp> if I remove the actor==1 check in AnimationTracker (" If Avatar, and on ground, try to adjust properly
[21:12:23] <wjp> "), it seems to work
[21:12:44] <wjp> I wonder if we had a good reason to restrict that to the avatar only
[21:18:30] <wjp> can't seem to find one in the svn or irc logs
[21:20:30] <wjp> oh, I remember; it was to prevent auto-adjusting during pathfinding
[21:23:28] * wjp ponders
[21:23:41] <wjp> pathfinding is slow enough as it is, so I think we should keep that like this
[21:23:51] <wjp> maybe AnimationTracker should get a special pathfinding mode
[21:24:22] <wjp> (in which case it skips certain expensive checks)
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