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[18:05:14] --- Topic for #pentagram is: Spoon!
[18:05:14] --- Topic for #pentagram set by Darke at Sun Feb 15 13:15:28 2004
[18:05:28] <wjp_> I guess I'll have exultbot temporarily output its log files elsewhere
[18:05:58] <wjp_> so they won't appear on the website until the problem is solved
[18:06:02] <wjp_> monday, probably
[18:14:50] <wjp_> hm, screen stays faded out after killing Lithos
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[18:23:21] <wjp_> oh... I see that scene is controlled by usecode belonging to the blackrock item
[18:23:32] <wjp_> and all usecode belonging to items is killed on map change
[18:24:47] <Colourless> you are given back the item?
[18:26:06] <Colourless> actually you never get rid of the item do you... you just use it on lithos correct?
[18:26:19] <wjp_> yes
[18:26:32] <wjp_> and then it gets energized
[18:26:33] <Colourless> so maybe any item that is possessed by the avatar should keep active usecode
[18:27:11] <Colourless> but that will play hell with objids...
[18:27:17] <Colourless> or wont it
[18:27:23] <Colourless> i can't remember how we do things anymore :-)
[18:28:05] <wjp_> maybe we shouldn't kill things explicitly but just let things be killed as soon as the items get unloaded
[18:28:23] <Colourless> i was thinking that
[18:29:08] <Colourless> can't remember exactly what happens on map transitions
[18:29:33] <Colourless> does the avatars items get unloaded?
[18:30:37] <wjp_> no
[19:40:57] <wjp_> hm, it should already be killing all processes of items when they're written back
[19:41:12] <wjp_> so the 'kill all processes' step might just be unnecessary
[19:41:39] <wjp_> this is something that'll need regression testing, though
[19:46:48] <wjp_> killing stratos gives a segfault...
[19:46:52] <wjp_> those titans sure are hard to kill ;-)
[19:49:54] <Colourless> hehe
[19:54:59] <wjp_> the death animations of all titans are broken
[19:55:19] <wjp_> they are flickering between alive and dead instead of fading from alive to dead
[19:56:03] <Colourless> hmm'
[19:56:04] <wjp_> maybe some internal process has the wrong type and isn't getting killed
[19:56:45] <wjp_> or what we're doing when two animations want to play at once is wrong
[19:56:52] <wjp_> maybe the last one should just kill the first one
[19:57:04] <wjp_> although come to think of it this probably isn't an Actor anim :-)
[19:58:50] <wjp_> hm, spriteprocess would be the logical one
[19:59:12] <wjp_> ah, indeed; our SpriteProcess doesn't have a type
[19:59:18] <wjp_> let's see which type usecode is trying to kill
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[20:27:49] <wjp_> Unhandled intrinsic 'playEndgame()' (e4) called
[20:27:51] <wjp_> :-)
[20:35:34] <Colourless> hehe
[20:43:43] <wjp_> that 'flickering' of the death animations is caused by two usecode processes updating the frame at the same time
[20:44:06] <wjp_> the one doing the death anim does do a resetRef on the titan, though, so it _should_ be killing it
[20:44:40] <wjp_> maybe the other process doesn't have its item num set correctly yet
[20:51:29] <wjp_> so I wonder if we should be setting a UCProcess' item num ourselves in the constructor
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[20:53:57] <wjp_> I doubt that, though
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[21:23:35] <wjp_> confusing...
[21:23:46] <Colourless> whaty is?
[21:24:01] <Colourless> why there is 2 of you?
[21:24:05] <wjp_> there's one process that's spawning LITHOS::0A14 in an infinite loop
[21:24:29] <wjp_> that LITHOS::0A14 process is what's causing the wrong frames to show up
[21:24:52] <wjp_> it's killed by the Lithos death animation process, but after that a new one is simply spawned
[21:39:29] <wjp_> maybe resetRef doesn't simply kill a process but also all processes waiting for it
[21:39:53] <Colourless> that is... a dangerous thing.....
[21:39:57] <Colourless> but maybe
[21:40:05] <Colourless> anyway. time for me to go a few hours ago
[21:40:07] <Colourless> farewell
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