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[02:16:00] <watt> hmmm.. got a question. What exactly is the fast area? Just a section of the map that is currently active?
[07:31:33] <Darke> More or less, yes.
[07:31:45] <Darke> IIRC, it's the visible screen area, plus a little bit.
[07:32:00] <watt> Hiya Darke!
[07:32:14] <Darke> Greetings!
[07:34:50] <watt> hmm.. That'd definitely make sense.. and pentagram seems a bit snappier with now with the animations only being allow in the fastarea.. or is that just my imagination?
[07:35:41] <watt> probably just not having to do as much console output
[07:35:51] <Darke> Possibly not your imagination. Though I thought most animations and such were activated by the enterFastArea usecode trigger.
[07:37:19] * Darke is probably thinking of the wrong animations though. Definately the animations that cause external rections (like zapping the avatar, for instance) are triggered when the usecode hits an enterFastArea, and stop when they exitFastArea.
[08:02:56] <watt> hmm... that works out nicely, each climb from 19 to 26 is 8 more than the last
[08:03:13] <watt> in change of z that is
[08:04:53] <watt> which means I think that anim 46 is actually climbUp instead of climb.. or climbFromHanging... whichever makes more sense
[08:05:53] <watt> yup.. looks like it
[09:14:57] <wjp> hi
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[10:45:38] <Colourless> hi
[11:32:13] <wjp> is pentagram supposed to hang on startup when the audio device is busy?
[11:34:32] <Colourless> um, no
[11:36:54] <wjp> hm, we don't check if SDL_OpenAudio was succesful
[11:37:01] <wjp> s/es/ess/
[11:40:15] <wjp> any way to know (in code) if SDL_OpenAudio was actually necessary?
[11:42:25] <wjp> although I guess the SDL_OpenAudio call will be moved elsewhere eventually
[11:42:32] <Colourless> it will
[11:44:43] <wjp> for now I'll just disable midi if the call failed
[11:47:18] <wjp> ok, I added dead-body-gump opening/closing to dead actors
[11:47:44] <wjp> when you now kill a patrolling guard he'll keep patrolling, but at least you can loot him :-)
[11:47:55] <wjp> (not that he _has_ any loot...)
[11:50:42] <wjp> ok, killing all processes now too
[11:51:59] <wjp> still some interesting bugs left :-)
[11:52:21] <wjp> when you leave the fastarea and come back (without leaving the map), the guard will either be gone entirely or he'll be patrolling again
[11:52:51] <wjp> after leaving the map he was someone lying there dead again
[11:53:03] <wjp> s/someone/suddenly/... (*sigh*)
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[12:49:31] <wjp> I'm thinking enterFastArea might need a dead-npc special case as well
[12:50:15] <wjp> otherwise I don't think that dead guard will stay dead
[12:50:40] <sbx> are the crusader npcs that are part of the mission temp?
[12:51:09] <sbx> the ones that have a video and sometimes exchange items with you
[12:51:47] <sbx> ...and also the ones at the HQ
[12:52:14] <wjp> one of these days I should actually play crusader :-)
[12:56:55] <Colourless> all npcs are 'temp;
[13:47:09] <wjp> hm, putting all those special case (use, enterfastarea, etc..) in the callUseCodeEvent_xyz functions might not be the best way
[13:48:19] <wjp> I guess I'll create an Item::use function
[13:48:34] <wjp> I see there's already an Item::enterFastArea
[13:49:07] <wjp> interestingly the intrinsic enterFastArea seems to call callUsecodeEvent_enterFastArea
[13:49:15] <wjp> I wonder if that's correct
[13:51:38] <Colourless> probably not
[14:32:02] <wjp> ok, guards stay dead properly now
[14:36:53] <wjp> and committed
[14:39:43] <wjp> oh, middle mouse is currently mapped to "hit" :-)
[14:41:11] <sbx> does that insta-kill?
[14:42:15] <wjp> no, acts like you hit the object with your weapon
[14:42:43] <sbx> so there is damage calculated
[14:42:50] <wjp> yes
[14:43:02] <sbx> but they don't fight back yet do they?
[14:43:07] <wjp> no :-)
[14:43:15] <wjp> they don't even become hostile
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[14:47:15] <ZutGu> yo
[14:47:21] <wjp> hi
[14:48:00] <ZutGu> whats new?
[14:53:24] <wjp> I just posted a news item to our homepage :-)
[14:55:57] <sbx> the homepage is new!
[14:56:21] <wjp> yup, thanks to watt :-)
[14:56:26] <sbx> isn't the pentagram still upside down?
[14:56:40] <wjp> it's the same orientation as the one on the U8 box
[14:57:17] <sbx> really?
[14:57:22] <sbx> is it the same on the start screen?
[14:58:16] <wjp> the in-game diary has it this way too
[14:58:29] <sbx> hrmm sorry I must be confusing it with Quake or something :)
[14:58:43] <wjp> otherwise you can always tilt your head 36 degrees :-)
[14:59:04] <sbx> you're right i've already tried that
[14:59:20] <ZutGu> ah...something new...finally :P
[14:59:24] <sbx> not that I played U8 more than an hour anway
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[19:19:30] <wjp> ok, skeletons get resurrected after 5-30 seconds now
[19:21:59] <Colourless> to hell with you
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[19:22:28] * wjp grins evilly
[19:24:36] <wjp> actually I should probably make it stand up again too
[19:32:48] <wjp> there we go
[19:33:34] <sbx> why not 5-10 seconds?
[19:33:54] <Colourless> you want all the new chars to die instantly
[19:36:21] <watt> why not 1-2 seconds and an explosion :-)
[19:37:08] <watt> a lot of cool stuff... thinking I'll put in climbing here soon... but not quite hanging and climbing up yet.
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[19:38:42] <wjp> hanging will be interesting
[19:39:18] <wjp> have you thought about tryAnim and climbing?
[19:47:03] <watt> wjp: I think you forgot to commit the res process files.
[19:47:17] <wjp> yes, I think I did
[19:47:24] <wjp> too
[19:48:40] <wjp> ok, committed
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[19:59:52] <watt> hmm.. my network went stupid there for a moment
[20:02:36] <watt> normal climbing should be simple enough... quick sweeptest from avatar's z + 80 to z + 8 when the user jumps from stand still... then choose the correct climb anim
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[21:17:34] <wjp> hm, peculiar... I wonder what's causing this...
[21:18:00] <Colourless> let me guess... a bug?!?!
[21:18:02] <wjp> after the seeker (eyebeast) dies, its frame is 148, but it's displaying another frame
[21:18:14] <wjp> when you drag it around, it does show frame 148
[21:18:29] <wjp> (until you drop it, at which point it reverts to the other frame)
[21:18:35] <Colourless> hmm... old frame vs new frame problem perhaps
[21:18:57] <wjp> the death anim also doesn't seem to be playing properly
[21:19:13] <wjp> maybe the pieces of eyebeast I'm throwing around cause the animation to fail
[21:21:42] <wjp> hm, but when the death animation succeeds it has the same problem with frame 158
[21:21:57] <wjp> the frame it actually displays is the 'same' frame but in another direction, btw
[21:22:16] <Colourless> most odd
[21:23:13] <wjp> valgrind doesn't show any invalid memory reads or anything, although that's no guarantee I'm not overwriting stuff somewhere
[21:24:52] <wjp> I do wonder how that direction problem could occur
[21:24:57] <Colourless> can you put in some debugging output that displays the Item::l_prev.frame and Item::l_next.frame and compare it to the frame
[21:25:09] <wjp> it's not like frames of different directions are related in some way outside of the animation structures
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[21:25:27] <wjp> at which point?
[21:25:51] <Colourless> perhaps when the object is clicked by the mouse
[21:25:58] <Colourless> (when you are about to drag it)
[21:26:40] <wjp> it's.. umm.. "hard" to actually click on it, though :-)
[21:27:12] <wjp> I'm putting it in Item::dumpInfo, btw
[21:28:03] <wjp> frame, l_prev.frame l_next.frame are all 148
[21:28:18] <Colourless> but yet is is not showing that
[21:28:38] * wjp onds
[21:28:41] <wjp> s/on/no/
[21:28:52] <wjp> it's probably 82 which it is showing
[21:29:07] <wjp> I wonder if the animation process is still running
[21:29:53] <wjp> let's see what output the anim process shows with WATCHACTOR set
[21:30:17] <Colourless> i wonder how much debugging code commercial apps and games have
[21:30:36] <Colourless> anyway, afk for a bit
[21:31:10] <wjp> animation process is terminated after it being blocked
[21:31:28] <wjp> hm, I should go, actually; good night
[21:33:52] <Colourless> cya
[21:42:37] <watt> got some preliminary climbing completed... I'll fine tune it tonight before commiting
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