#pentagram@irc.freenode.net logs for 30 May 2003 (GMT)

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[06:55:07] <Darke> It's actually quite more complicated then I thought (though really should have expected) to compile usecode console only. Since some of the opcodes require World and currently GUIApp for the camera stuff.
[06:56:04] <Darke> Looks like I'll just drag everything in as it is atm, and just worry about it again later once our classes have seperated and solidified more. *grin* Not that it matters much, since llc is still just a very dull doorstop.
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[11:42:55] <Cashman> hi everyone! how are we
[11:46:08] <servus> (asleep)
[11:49:19] <Darke> Surreal.
[11:51:56] <Cashman> lo dark!
[11:54:59] * Darke wavies.
[11:55:24] <Cashman> yo yo
[12:04:08] <servus> oh sure dark gets the hi*cries*
[12:04:20] <servus> i added preliminary physics to uwadv.. gonna add bouncing items later...
[12:05:13] * Darke suggests adding bunnies. They bounce good!
[12:05:36] <servus> You see a resilient bunny.
[12:06:09] <servus> (you really want me smacking an effigy of you against the wall? :)
[12:08:42] * Darke is definately a resilient bunny! He bounces off walls! And ceilings! And floors too!
[12:11:07] <servus> *smack*smack*smack*ow! :-O
[12:13:07] * Darke bounces off servus too! *bouncebouncebounce!*
[12:15:32] * servus screams and scrambles for an umbrella! Hrududu! Hrududu!
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[12:26:04] <Colourless> hi
[12:26:15] <Darke> Hi.
[12:26:42] <servus> hi colourless, how's your alpha?:)
[12:27:15] <Colourless> alpha?
[12:29:02] * Darke is only a beta. *noddle*
[12:29:28] <servus> 0xAARRGGBB <- high order alpha (translucency!)
[12:30:12] <Colourless> ok, do you want to put it into context now :-)
[12:30:39] <Colourless> what about 'my' alpha :-)
[12:30:59] <wjp> hi Ryan
[12:31:04] <servus> well i thought your name alone put it into content... oh bugger:P
[12:32:05] <Colourless> so you were wondering, my alpha is very boring. It's a contant, 1.0
[12:32:13] <Colourless> s/1.0/0.0/
[12:32:15] <Colourless> oops :-)
[12:32:48] * Colourless thinks to self, The truth must never be known
[12:33:34] <servus> NaN?
[12:35:01] <wjp> Colourless: any idea what the upper byte of a TeleportEgg's quality means?
[12:35:16] <wjp> the lower byte looks like what links a teleporter and a destination together
[12:35:30] <Colourless> map num?
[12:35:36] <wjp> mapnum is the map to teleport to
[12:35:42] <Colourless> ah, i see :-)
[12:35:50] <wjp> makes sense, doesn't it? :-)
[12:35:56] <Colourless> for once :-)
[12:36:03] <wjp> npcnum contains the trigger range like most eggs, I guess
[12:36:11] <Colourless> map num usually means anything BUT mapnum :-)
[12:36:35] <wjp> yes, for the majority of objects it's something else :-)
[12:36:51] <wjp> hm, commit mails are a bit slow today, it seems
[12:37:08] * wjp committed some more stubs earlier :-)
[12:38:06] <Colourless> what usecode number is the teleport egg?
[12:38:16] * Colourless updates
[12:39:05] <wjp> does a teleport egg have usecode?
[12:39:13] <wjp> it's shapenum 580, btw
[12:39:29] <wjp> frame 0 is a teleporter, frame 1 a destination
[12:39:36] <Colourless> it 'may' function a bit like a monster egg
[12:39:47] <Colourless> a monster egg has a 'normal' egg to trigger it
[12:40:20] <wjp> ah, so that would explain why MonsterEgg::hatch() isn't unused
[12:40:24] <wjp> (and Egg::hatch() is)
[12:40:48] * Cashman wonders what this teleport stuff is!
[12:40:51] <Colourless> the MonsterEgg just contains all the details about the monster to hatch
[12:40:55] <Cashman> what you talking about?
[12:41:01] <wjp> Cashman: we'll let you know when we figure it out :-)
[12:41:03] <Colourless> MONSTERS! Be scared!
[12:41:35] <Cashman> ok wjp but whats this teleport thing related to - is it u8 related or tgwds?
[12:41:41] <wjp> u8
[12:42:01] <wjp> and I would expect the others too
[12:42:24] <Cashman> thats interesting, was there visible teleporting in u8??! I cant remember any of that
[12:42:35] <wjp> Cashman: map switching :-)
[12:42:38] <Colourless> Usecode function 1153 (MONEGG) obvious what that is
[12:42:50] <wjp> 1152 is named 'MAPTELE'
[12:42:51] <Cashman> oh ok that makes sence
[12:42:53] <Colourless> Usecode function 1152 (MAPTELE)
[12:43:12] <Colourless> that's egg '1' btw (MAPTELE)
[12:43:26] <wjp> there's also TELPFLAG, but that looks like part of the teleporter pads
[12:45:49] <Cashman> the maps are all over the place arnt they? or is there some logical order to the numbering
[12:46:03] <wjp> I think MapTele is the egg that teleports people with a fire effect
[12:46:48] <Cashman> hmm If I remember reading correctly in the logs - you guys did a map hack didnt you to see how pentagram currently handled on other maps?
[12:47:06] <Colourless> we hacked nothing
[12:47:11] <Colourless> there was no we about it
[12:48:09] <Colourless> someone modified GameMapGump, only to cause a conflict :-)
[12:48:24] <Colourless> ConsoleGump too :-)
[12:48:36] <Cashman> oh ok
[12:49:00] <wjp> someone did?
[12:49:30] <wjp> oh, Darke
[12:51:01] <Darke> Merf?
[12:51:56] <wjp> yes, and don't deny it! My cvs-logs email clearly states you did! ;-)
[12:53:02] <Cashman> hehe
[12:54:37] <Darke> Lies! All lies! Obviously it's code planted by my enemies! Or... err... something!
[12:54:56] <Cashman> geeez heaps of distrubtions came out in may! hehe gcc 3.3 I just saw
[12:55:06] <Cashman> guess you guys nes the day it arrived
[12:55:30] * Cashman typos again!
[12:55:34] <Cashman> getting late
[12:57:02] <Colourless> maptele might have just been the internal map teleporter
[12:57:22] <Colourless> and have nothing to do with intermap
[12:58:27] <Colourless> reason is, no egg in the docs to teleport to central tenebrea
[12:58:38] <Colourless> s/tenebrea/tenebrae/
[12:59:42] <Colourless> only a teleport egg
[12:59:58] <Colourless> claims to be a 'destination' egg too (it's a d)
[13:00:07] <wjp> there's a T too
[13:00:09] <Colourless> of course they might have been bi-directional
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[13:02:03] <wjp> 508,1: (11532,1980,48), 0, 0, 0, 0, 362
[13:02:03] <wjp> 508,0: (11516,1660,48), 0, 256, 134, 40, 363
[13:02:03] <wjp> 508,1: (11778,4878,48), 0, 66, 0, 0, 4283
[13:02:49] <Colourless> uh
[13:02:55] <Colourless> uh. foolish me
[13:03:07] <Colourless> can't use ']' to find the egg
[13:03:20] <Colourless> occlusion detection will kill the hidden objects
[13:04:07] <Colourless> the second 'd' egg would be for the second execution
[13:04:28] <Colourless> the second execution being devons
[13:08:49] <wjp> yeah, the egg is visible at the start of the docks
[13:11:30] <wjp> heh, why didn't I notice this before...
[13:11:46] <wjp> the upper byte of q is 1 if the frame is 0
[13:13:06] <Colourless> probably because it didn't occur to you that there were distinct dest and src eggs :-)
[13:13:13] <wjp> well, it did
[13:13:18] <wjp> look at the code :-)
[13:13:25] <wjp> I just detected it based on framenum
[13:36:43] <Colourless> uh, wjp, you made a 'bad' error in loopscript stuff
[13:36:48] <Colourless> for (int j = 0; j < count; i++) {
[13:36:49] <Colourless> //! check for i out of bounds
[13:36:49] <Colourless> if (getShape() == static_cast<uint32>(script[i+1] + (script[i+2]<<8)))
[13:36:49] <Colourless> match = true;
[13:36:49] <Colourless> += 2;
[13:36:49] <Colourless> }
[13:36:57] <Colourless> i += 2;
[13:37:40] <Colourless> (i accidently deleted the i before copying btw)
[13:37:56] <Colourless> you are checking for 'j' incremented, but are using 'i' everywhere else
[13:38:06] <Colourless> and of course 'i' is already being used as a loop iterator
[13:38:14] <wjp> heh, oops
[13:38:35] <Colourless> acually, there is only 1 error
[13:38:45] <Colourless> just here
[13:38:45] <Colourless> for (int j = 0; j < count; i++) {
[13:39:14] <wjp> yeah, that should be a j
[13:39:25] <wjp> a little below (or above) too
[13:39:34] <wjp> (i.e., the same loop is in there twice)
[13:39:38] <Colourless> yeah saw it
[13:40:15] <Colourless> other maps no longer crash :-)
[13:41:25] <wjp> good :-)
[13:41:28] <wjp> fixed and committed, btw
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[14:19:12] * Darke yawns and decides sleep would be good too. He's much too surreal at the moment. He'll leave pentagram running overnight to see if there's any memory leaks. *grin*
[14:19:47] <Colourless> :-)
[14:19:59] <Colourless> you do realize there is one :-)
[14:20:07] <Colourless> in Item::Bark
[14:20:27] <Darke> It's been sitting on 16808kb for the last 15 minutes, so I don't expect it's going to increase by *too* much. *grin*
[14:20:39] <Darke> Heh.
[14:22:07] * Darke sleeps now. Provided he can drag himself away from the monitor long enough to switch it off. *grin* Night!
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[15:44:40] * wjp is thinking about avatar movement a bit
[15:44:53] <Colourless> and?
[15:44:58] <wjp> will be kind of annoying to chain animations together
[15:45:09] <wjp> can you remember if you could interrupt animations?
[15:45:10] <Colourless> why?
[15:45:17] * wjp hopes not :-)
[15:45:20] <Colourless> yes you an
[15:45:30] <Colourless> interrupt flag remember
[15:45:51] <wjp> bit 1, you mean?
[15:45:58] <Colourless> yes
[15:46:49] <Colourless> the only tricky one would be the running jump
[15:47:07] <Colourless> for normal waking it works like this, as long as the right mouse button is held, repeat the animation
[15:47:57] <Colourless> running jump works like this, do a jump, and stop at interrupt frame if not told to do another
[15:49:06] <wjp> can you do an unlimited amount of running jumps after eachother?
[15:49:10] <Colourless> yes
[15:49:20] <Colourless> of course you need 'a lot' of space to do that :-)
[15:49:37] <wjp> let's see if I remember the mouse button combos...
[15:49:40] <wjp> right clicking is moving
[15:49:49] <wjp> (the further the mouse cursor, the faster)
[15:49:54] <Colourless> left+right = jump
[15:50:04] <wjp> also depends on distance, right?
[15:50:11] <Colourless> running jump is 'running' and then tapping left mouse button
[15:50:15] <Colourless> yes it does
[15:50:35] <wjp> hm, animations 19-26 look a bit weird in animdisp
[15:50:50] <Colourless> in the original there were 3 jump distances (vertical, near, far) which were determined by the arrow length
[15:50:59] <Colourless> patched there was near and targeted
[15:51:12] <Colourless> targeted being something hacked into the exe :-)
[15:51:21] <wjp> patched jumping... *shudder* :-)
[15:51:35] <wjp> I think my item move code will handle it nicely, though :-)
[15:51:54] <Colourless> avatar, the parabola
[15:52:07] <wjp> I guess it's basically a 'normal' jump animation, with a frame in the middle being repeated
[15:52:44] <Colourless> thinking about how they did it, they might have taking the normal jump animation and screwed around with the direction deltas
[15:53:00] <wjp> hm, yes, could be that too
[15:53:16] <wjp> it would be quite obvious from how very short jumps are handled, I guess
[15:53:59] <wjp> then there's combat movement
[15:54:11] <wjp> right clicking is either advancing, retreating or turning?
[15:54:24] <wjp> you sheath your weapon when you start to run
[15:54:28] <wjp> (and draw it when you stop)
[15:54:39] <wjp> right-click-and-hold was block?
[15:54:47] <wjp> and there was something to kick too, IIRC
[15:55:19] <Colourless> double right = kick
[15:55:24] <wjp> oh yuck
[15:55:31] <Colourless> double left = attack
[15:55:39] <Colourless> double right = kick
[15:55:41] <wjp> single left = look, as usual?
[15:55:53] <Colourless> no idea, i think so
[15:56:09] <wjp> oh, that reminds me... outside combat mode, double right = pathfind
[15:56:23] <Colourless> not in u8
[15:56:29] <wjp> are you sure?
[15:57:01] <wjp> I never used it, but I'm fairly sure it was in there
[15:57:08] <Colourless> yes
[15:57:11] <Colourless> i am sure
[15:57:19] <Colourless> it's not there (checked it out)
[15:58:04] <Colourless> double right click on avatar = toggle combat
[15:58:13] <Colourless> double left click = open inventory gump
[15:58:20] <wjp> yeah, the manual agrees
[15:58:24] * wjp wonders where he got that idea
[15:58:31] <wjp> (probably some diffusion from U7 :-) )
[15:59:23] <wjp> how are stairs handled?
[15:59:43] <Colourless> with the animations, they will continue to play till an interrupt point. Such as walking, you don't stop until you get to an interrupt point, unless you walk into something and then you will get the 'walked into something animation'
[16:00:07] <Colourless> same with jumping
[16:00:09] <wjp> with walking every frame has bit 1 set I think
[16:01:09] <wjp> I guess with small z differences the animation will just adjust
[16:01:41] <Colourless> normal walk animation is used
[16:02:27] <wjp> could you run up stairs?
[16:02:41] <wjp> (or down, for that matter)
[16:02:56] <Colourless> no
[16:03:02] <Colourless> it forces you to walk
[16:05:27] <wjp> then there's climbing...
[16:05:37] <wjp> if you took a jump straight up, you could hang from an object
[16:05:49] <wjp> if you keep the left mouse down, you'll actually climb onto it
[16:05:53] <Colourless> yes
[16:05:59] <wjp> keep the right mouse down and you'll keep hanging
[16:06:05] <wjp> release the right mouse and you'll fall?
[16:06:16] <Colourless> yes
[16:06:31] <wjp> I seem to remember also hanging from ledges after long jumps
[16:06:54] <wjp> (pre-patch, mostly :-) )
[16:10:43] <Colourless> actually normal climbing (small distance) you could jump and climb even after releasinb both buttons
[16:12:06] <wjp> is that for the lowest type of object that takes a jump,hang,climb?
[16:12:47] <Colourless> i think so
[16:12:50] <wjp> (i.e., anim 25)
[16:13:13] <Colourless> yes
[16:14:03] <Colourless> note that from 19 to 25 they are all climb if possible things that wont fail
[16:14:19] <Colourless> just depends on how high avatar is climbing
[16:14:33] <Colourless> (not hard to find out, just add all the z deltas together to see the dist)
[16:14:46] <wjp> hm, anim 25 and 26 don't have bit 1 set anywhere
[16:15:34] <wjp> (well, except for at the start)
[16:15:45] <Colourless> 16 is 'failed' to jump up (cause something is blocking the jump)
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[16:15:57] <Colourless> yes, once they start they finish or something like that
[16:16:55] <wjp> so no hanging with 25/26, I guess
[16:17:08] <Colourless> actually i thought we determined that bit '1' meant on ground?
[16:17:15] <wjp> yeah, it probably is
[16:17:31] <wjp> not that I can think of a use for that...
[16:18:27] <Colourless> animdisp can not be showing all the flags
[16:19:16] <Colourless> i 'know' there is stuff missing. because you definately had to press the left mouse button again to climb to high ledges
[16:19:30] <wjp> yes...
[16:20:23] <wjp> hm... what about byte 1 bit 3
[16:20:44] <wjp> I labelled it 'footstep?', but that doesn't quite go together with byte 3 ("SFX# to play")
[16:22:29] <Colourless> byte 1?
[16:22:54] <Colourless> ah yes, silly me
[16:23:24] <wjp> if you think about it, frames that look like footsteps might just be frames where you can interrupt something
[16:23:25] <Colourless> it's [shape][frame][dir]
[16:23:40] <wjp> ?
[16:23:49] <Colourless> nothing, talking to self
[16:23:53] <wjp> k :-)
[16:24:48] <wjp> hm, code doesn't match u8anim.txt here
[16:25:00] <wjp> or, no, I'm just confused :-)
[16:25:44] <Colourless> our code is poorly documented :-)
[16:26:03] <wjp> nah, I'm just having some trouble converting binary to hex it seems :-)
[16:28:39] <Colourless> footstep may not be footstep
[16:28:41] <wjp> no, byte 1 is all zero in anim 26 too
[16:30:52] <wjp> I agree it probably isn't footstep
[16:31:26] <wjp> during the running jump it is set when you hit the ground both times
[16:31:31] <Colourless> disabling footstep sound was probably related to the sound num, rather than the flag
[16:31:39] <wjp> yes
[16:35:23] <wjp> walking, running, advancing, retreating, running jumps all have that bit set in the middle
[16:35:48] <wjp> careful step has it set near the end
[16:35:52] <Colourless> after like 1 step correct?
[16:36:03] <wjp> yeah, so it seems
[16:36:24] <Colourless> should try 'hacking' the data file to see what happens if i disable that bit
[16:36:43] <wjp> or enable it in weird places :-)
[16:36:53] <Colourless> :-)
[16:37:14] <Colourless> game does funny things when you change the avatars shape
[16:37:30] <Colourless> properly uses different animation sets
[16:37:42] <Colourless> but, it doesn't always work correctly :-)
[16:38:04] <Colourless> example, game crashes when your shape is the demon and you attempt to climb stairs :-)
[16:38:49] <wjp> hm, so they do apparently have some special stair handling
[16:40:00] <Colourless> other shapes seem to work ok
[16:40:14] <Colourless> of course some couldn't physically fit up the stairs :-)
[16:40:17] <wjp> :-)
[16:40:29] <Colourless> such as a troll :-)
[16:41:26] <Colourless> most of the npcs don't have running frames, so attempting to run with them can have interesting effects
[16:41:50] <Colourless> with some of them, it's faster to walk than to run :-)
[16:42:05] <wjp> heh :-)
[16:42:13] <Colourless> some move backwards when running
[16:42:36] <Colourless> no one except the avatar can jump
[16:55:21] <wjp> bbl, dinner
[16:56:17] <Colourless> k
[17:15:56] <wjp> back
[17:25:45] <Colourless> wb
[18:12:58] * wjp hmms... usecode can set egg ranges... might be best to store it in npcnum like the original then
[18:13:03] <wjp> (instead of using separate variables)
[18:13:39] <Colourless> i 'would' have thought it wise to keep things as the original used
[18:14:14] <Colourless> 'if' you want to use a hack, you could use macros :-)
[18:14:36] <Colourless> such as #define egg_range npcnum
[18:14:37] <wjp> no thanks :-)
[18:14:39] <Colourless> or such hackery
[18:14:50] * wjp will just add some get/set functions
[18:57:22] * wjp yawns... starting to get tired
[18:57:26] <wjp> I've been up since about 5:30am
[18:57:33] <Colourless> :-)
[18:58:46] <wjp> hm, so we'd have to give an actoranimprocess a 'stopASAP' function or something
[19:00:03] <Colourless> yeah
[19:00:07] <Colourless> i guess so
[19:00:32] <wjp> we could create a new actoranimprocess, have that wait for the current one, and then tell the current one to stop
[19:00:41] <wjp> (when we need to change animation)
[19:00:54] <wjp> of course, if the current animation takes too long, you might not want that
[19:01:00] <Colourless> yes we could
[19:01:13] <Colourless> wouldn't have thought of that myself
[19:01:24] <Colourless> it's not like the don't already have that functionality :-)
[19:01:42] <Colourless> there is problem with that though
[19:02:20] <Colourless> what happens if we want to start a new animation when there is already one waiting to start
[19:02:51] <wjp> depends on which one wakes up first :-)
[19:03:06] <wjp> in fact, this won't work atm. The animlock bit prevents it
[19:03:18] <wjp> (the bit is checked in the constructor)
[19:03:45] <wjp> but this whole method would probably create a very annoying 'feel' to the controls
[19:04:15] <wjp> we should probably tell an animation to stop, and then re-evaluate what to do when it stops
[19:04:54] <Colourless> yes that is pretty much the only thing that can really be done
[19:05:25] <wjp> keeping track of state will be messy
[19:05:43] <Colourless> the original game would check to see if you couldn't walk/run somewhere because you'd get blocked. In that case it would take single steps in the direction you want
[19:06:58] <wjp> hm, there's involuntary movement to consider, too
[19:07:13] <wjp> (getting knocked down, falling, ...)
[19:07:35] <Colourless> some of them would be do this now
[19:08:00] <Colourless> falling would be handled as follows if (not_on_ground && anim_should_be_on_ground) make_us_fall();
[19:08:29] <Colourless> look, i found the use for the on_ground flag :-)
[19:08:36] <wjp> :-)
[19:11:21] <wjp> just wondering... can you think of a reason to make a new AvatarAnimProcess?
[19:11:30] <wjp> (instead of using ActorAnimProcess)
[19:11:58] <wjp> (I can't, anyway :-) )
[19:12:15] <Colourless> well, it all depends on how you want to handle the input for the avatar
[19:12:27] <Colourless> for movement that is
[19:12:51] <Colourless> you could have a single AvatarAnimProcess that would always run and would take the input and from that input work out what to do
[19:13:44] <wjp> that would probably produce the smoothest animations
[19:15:11] <wjp> might make it messier to handle input in the gamemapgump, though
[19:15:21] <wjp> (sorting out clicks)
[19:15:56] <wjp> not necessarily, though
[19:17:49] <wjp> and have to look out for conflicts with usecode-started animations
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[19:30:52] <Dominus> hi all
[19:31:22] <Dominus> I probably need some help with makefile.mingw once more (and with my fever I am not sure I can be of much help myself)
[19:31:49] <Dominus> graphics/SoftRenderSurface.o(.text$_ZN17SoftRenderSurfaceItE9PrintTextEP4FontPKc ii+0x3f):SoftRenderSurface.cpp: undefined reference to `Font::getWidth(char)'
[19:31:50] <Dominus> graphics/SoftRenderSurface.o(.text$_ZN17SoftRenderSurfaceIjE9PrintTextEP4FontPKc ii+0x3f):SoftRenderSurface.cpp: undefined reference to `Font::getWidth(char)'
[19:31:50] <Dominus> kernel/GUIApp.o(.text+0x16f1):GUIApp.cpp: undefined reference to `FontShapeFlex: :getFont(unsigned)'
[19:31:50] <Dominus> kernel/GameData.o(.data$_ZTV13FontShapeFlex+0x28):GameData.cpp: undefined refere nce to `FontShapeFlex::cache(unsigned)'
[19:32:33] <Colourless> what are the 'undefined' references to?
[19:32:56] <Colourless> Font::'something' and FontShapeFlex::'something'
[19:33:19] <wjp> so you'll need to add graphics/Font.o graphics/FontShapeFlex.o
[19:33:40] <Dominus> k
[19:33:43] <Colourless> indicating that it's missing the code for Font and FontShapeFlex class. With pentagram you will find that classnames are the same as the filenames
[19:35:18] <Dominus> ok
[19:36:58] <Dominus> should I comit it?
[19:37:06] <wjp> hm, I see I accidentally committed my "Test!" code :-)
[19:37:07] <Dominus> it compiles fine now
[19:37:07] <wjp> Dominus: sure
[19:40:41] <Dominus> so what does that test in the map mean?
[19:41:28] <Colourless> it's a secret
[19:41:59] <Dominus> nobody knows
[19:42:13] * Dominus hums queens of the stone age
[19:44:20] <Dominus> is it me or is the execution scene now looping endlessly at the end
[19:44:59] <Colourless> you are mistaken
[19:45:09] <Colourless> it's other usecode that's looping endlessly
[19:45:18] <Dominus> :)
[19:47:03] <wjp> sound effects, I think
[19:48:08] <wjp> maybe we should replace their dummy with something that waits a bit longer than 4 ticks :-)
[19:48:24] <wjp> or did SFX use polling?
[19:49:20] <Colourless> it's doing polling
[19:49:20] <wjp> hm, yes, polling it seems
[19:49:35] <wjp> return 1? :-)
[19:49:55] <Colourless> :-)
[19:49:58] <Colourless> might do something
[19:50:13] <Colourless> but we don't know what the loop was supposed to be like
[19:50:24] <Colourless> as far as we know, it will 'still' loop endlessly untill out of the fast area
[19:50:48] <wjp> yeah, it might be a high-frequency poll loop
[19:54:04] <wjp> (in which case it might be nice to add a hack to kill any calls to the process that handles that)
[19:54:49] <Colourless> and how do we figure that out?
[19:55:04] <wjp> I think there's a FREE:: function that does this
[19:56:23] <Colourless> unless you can to hack the calli opcode, it wont be easy to do
[19:56:31] <Colourless> s/can/plan/
[20:00:26] <wjp> ah, the problem is just class 712 (SFX)
[20:00:58] <wjp> we can probably intercept the enter/leaveFastArea calls for that class
[20:06:11] <wjp> hm, is the FastArea an area around the avatar, or an area around the camera?
[20:06:49] <Colourless> camera
[20:07:12] <Colourless> why?
[20:07:19] <wjp> just wondering
[20:08:06] <wjp> (about if egg triggering was going to be similar or not)
[20:08:22] <wjp> which I guess it will not be :-)
[20:08:23] <Colourless> no, eggs are avatar related
[20:08:55] <Colourless> you really wouldn't want eggs to be triggered by a camera scolling would you?
[20:09:50] <Colourless> eggs were hatched by proximity to avatar in the original
[20:09:57] <wjp> of course :-)
[20:10:09] <wjp> this was in the case that the fastarea was around the avatar too :-)
[20:11:45] <Colourless> hmm, if an object is deleted, all it's processes should be erased. we do not do this
[20:12:01] <wjp> yes, good point
[20:12:21] <wjp> oh, that reminds me, not all processes set item_num/processtype correctly yet
[20:13:14] <wjp> maybe we should start using the bug tracker
[20:13:31] <wjp> there's enough functionality in place that bugs and non-yet-implemented features can be distinguished
[20:13:36] <wjp> s/non/not/
[20:13:44] <Colourless> i was just thinking about LeaveFastArea not being called if the object got deleted
[20:14:07] * wjp nods
[20:14:29] <wjp> I'm guessing the most important part of leaveFastArea is cleaning up processes
[20:14:45] <wjp> and maybe some object-related stuff, but that won't matter anyway if we just deleted the object :-)
[20:15:29] * wjp will bbl
[20:15:36] <wjp> (45-60 mins)
[20:15:52] <Colourless> now i'm thinking, perhaps leaveFastArea should be called by Item::Destroy
[20:34:43] <Dominus> got to take care of my gf now :-)
[20:34:46] <-- Dominus has left IRC ("enough for now")
[21:09:18] <wjp> back
[21:09:42] <wjp> yeah, that's possible too... hard to be sure
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