#pentagram@irc.freenode.net logs for 5 Jul 2004 (GMT)

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[04:30:16] <watt> hmm.. modified tryAnim to return a FAILURE, SUCCESS, or INDETERMINATE (can be completed, but not directly on top of solid ground when finished)
[04:30:30] <watt> made climbing work nicely
[04:34:49] <watt> well, it's not perfect... I can walk on the bounding box of trees... but meh.. seems fine
[04:36:23] <watt> and people and monsters and fences... still, it should be easy enough to fix when we want to.
[04:58:15] <watt> hmmmmmm
[04:58:25] <watt> nah... nevermind
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[07:11:25] <wjp> hm, 'indeterminate' is not really a descriptive name :-)
[07:11:51] <wjp> what about animations which aren't on solid ground halfway through?
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[07:44:57] <wjp> also, it probably is always true for the last step, but you should check if the animation actually needs to complete on solid ground (AFF_ONGROUND)
[07:52:06] <wjp> that frame confusion from last night may simply be the 'flipped' flag
[08:07:34] <wjp> interesting... I can climb onto air :-)
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[10:46:21] <Colourless> hi
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[11:07:50] <wjp> hi
[11:14:41] <wjp> could the 'flipped' flag explain what I was seeing last night?
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[12:50:06] <Colourless> wjp yes
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[15:13:52] * wjp is back from work
[15:14:01] <wjp> let's see about that flipped frame bug now
[15:14:22] <Colourless> dragging probably doesn't look at it
[15:14:34] <wjp> there's more to it than that
[15:14:53] <wjp> it's also next to impossible to click on the item
[15:15:14] <wjp> so I'm guessing trace also doesn't look at it
[15:16:03] <Colourless> oh
[15:16:13] <wjp> looking at the code for Trace it indeed doesn't
[15:17:30] <wjp> and dragging indeed ignores flags
[15:18:48] <wjp> ok, fixed the dragging
[15:19:20] <wjp> (was already storing the flags but just forgot to apply them when drawing the item)
[15:26:42] <wjp> now let's see what I need to invert when the item is flipped when tracing
[15:28:58] <wjp> the 'hotspot' of a frame is drawn at the 'lowest' point of the bounding box (in screenspace), right?
[15:29:36] <Colourless> yes
[15:29:58] <Colourless> you need to flip the bounding box (x becomes y)
[15:30:07] <Colourless> when a frame is flipped
[15:30:22] <Colourless> or did i decide against that...
[15:30:48] <Colourless> hmmm.... bounding box shouldn't be changed thinking about it
[15:31:24] <wjp> AddItem already seems to change the bounding box when flipped
[15:32:04] <Colourless> i don't know if it should
[15:32:17] <wjp> although it doesn't change sx/sx2
[15:53:59] <wjp> could I persuade you to fix it? :-)
[15:55:29] * wjp has to go again; back in a few hours
[15:56:06] <Colourless> i'll fix it
[15:56:35] <watt> wjp: You found somewhere that allowed climbing into air?
[15:59:51] <wjp> Colourless: thanks
[15:59:54] <wjp> watt: yes
[16:00:15] <wjp> I can't quite reproduce it 100%, but I've reproduced it a couple of times by doing the following:
[16:00:33] <wjp> in the starting map, stand to the north of the table west of the road near the gate
[16:00:47] <wjp> climb onto the table, and then keep jumping forward
[16:01:03] <wjp> every once in a while you'll climb onto thin air
[16:02:32] <wjp> anyway, gone now :-)
[16:04:36] <watt> hmm.. that is funny
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[16:11:31] <watt> and yup, I'm thinking that you're right on the AFF_ONGROUND... there's no real reason to have more than Success or Failure then at this point
[16:12:13] <watt> for the tryAnim....
[16:39:51] <watt> hmm.. it's really acting funny now... crap
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[19:04:50] <wjp> heh, weird fundraising event :-)
[20:35:34] <wjp> watt: there may still be some weird bugs in the collision detection code, btw
[20:42:42] * wjp hmms
[20:45:03] <wjp> we abort the death animation when it's blocked currently
[20:45:14] <wjp> the original continues the animation
[20:45:58] <wjp> the bit that triggers this seems to be bit 3 in the AnimAction flags
[20:46:41] <wjp> (from a quick look through the animations of the avatar, that is)
[20:47:08] <wjp> it helps that it's the only flag bit set for most of the death anims :-)
[21:12:28] <watt> wjp: should I put tryAnim back to returning bools? I can't think of anything else it needs currently
[21:13:24] <wjp> I was thinking a 'distance to failure' similar to sweeptest might be useful, but I can't quite think of anything to use it for at this point
[21:13:46] <wjp> a bool is fine by me for now
[21:14:37] <watt> yup.. hmmm... also, is AFF_ONGROUND actually on "On Ground" I think it's actually opposite.
[21:14:49] <wjp> oh, that's possible
[21:15:22] <watt> The jumps and climbs seem to have it on while in air
[21:15:48] <wjp> does it have HANGING set at that point too?
[21:15:53] <watt> unless I missed something....
[21:16:06] <wjp> it could mean 'SUPPORTED' then
[21:16:30] <watt> not sure... did anidisp show those flags?
[21:16:46] <wjp> it should
[21:17:14] <wjp> hanging is the leftmost bit of the 8 bit word in lines like "00 00 00 00000010"
[21:17:41] <wjp> onground is bit 1; which is set here. (This is from the walking animation)
[21:18:08] <watt> Actually, I've been thinking it might be nice to have an in pentagram viewer for animations as well, like the shape viewer... but I'm not too sure.
[21:18:53] <wjp> hm, maybe I'm wrong about which flags are being shown there
[21:19:10] <wjp> animdisp works fairly well I think
[21:19:27] <wjp> it could use an update to output things in a way more similar to pentagram's internals, though
[21:21:19] <wjp> oh, wait, HANGING is in another structure altogether
[21:21:49] <watt> hmmm.. actually... crap, none of the climbs appear to ever have that flag on.
[21:23:08] <wjp> those climb anims don't seem to have any flags set whatsoever
[21:26:03] <wjp> it could be that they were very special cases in the original
[21:26:34] <wjp> with climbing checks not directly related to the animation
[21:29:54] <wjp> somewhat related: could you stand on fences in the original?
[21:30:10] <wjp> if not, what's special about fences internally?
[21:30:28] <watt> I don't think you could...
[21:31:28] <wjp> what would happen if you walked/fell onto a fence?
[21:31:51] * wjp tries
[21:32:01] <watt> slide off it to the one side or the other
[21:33:08] <wjp> interesting effect
[21:33:10] <wjp> yes, you slide off
[21:33:34] <wjp> it's as if it moves the avatar around randomly until he falls
[21:34:32] <wjp> so I'm guessing there's a flag which controls if you can actually stand on an item
[21:35:40] <watt> you could also get things stuck I believe if you threw an item on top of a slick (I guess that's a way to descibe it) surface and it had to move around too much
[21:36:23] <wjp> 'land' sounds like a plausible choice for that flag
[21:37:12] <watt> agreed
[21:37:58] <wjp> fences don't have it set
[21:38:47] <watt> they have an unknown flag set.... hmm
[21:40:04] <watt> hmm... but that's not what distinguishes it
[21:41:22] <wjp> maybe we should make a list of shapes which have the unknown flags set
[21:41:36] <watt> fences aren't fixed.
[21:42:07] <watt> I'm thinking we probably should be able to climb non-fixed items
[21:42:09] <wjp> they're not?
[21:42:31] <watt> flags = 0x0002
[21:42:43] <watt> fixed is 0x1
[21:43:02] <wjp> is shpdisp that broken?
[21:43:29] <watt> possibly... I'm using pentagram to view shapes.
[21:43:47] <watt> haven't touched shpdisp in a while
[21:44:20] <wjp> flags 0x0003 here
[21:44:25] <wjp> (shape 576, that is)
[21:46:35] <watt> 516 is what's outside a central tenebrae]
[21:47:11] <wjp> hm, right to the north of the start is 576
[21:47:47] <wjp> 516 is one of those fence-gates in the catacombs
[21:48:07] <watt> but 576 is in at the docks...
[21:48:13] <watt> and is 0X3
[21:48:57] <watt> hmm.
[21:51:50] <watt> 576 has a y of 0
[21:52:28] <watt> hmm.. but I don't think that helps either.
[21:54:26] <wjp> that probably won't stop you from climbing those giant mushrooms
[21:55:02] <wjp> (incidentally, shape 217, flags 0x03)
[21:55:20] <wjp> or 65, also flags 0x03
[21:55:54] <wjp> neither is climbable in the original, btw
[21:59:31] <wjp> I can't immediately think of a place where you could jump on top of one
[21:59:32] <watt> I think SI_LAND is what I need to check.
[21:59:52] <wjp> maybe one of the houses in E Ten.
[22:00:56] <wjp> hm, pity that current dosbox CVS doesn't run U8 in the dynamic core anymore
[22:01:04] <wjp> maybe I should check out a copy from a few months ago
[22:01:32] <wjp> or nag Harekiet a bit more to fix it :-)
[22:04:02] <wjp> yes, mushrooms exhibit the same 'sliding' behaviour when you "accidentally" (*cough*) end up on top of one
[22:05:59] <wjp> wow, what happened to the SF anonymous CVS servers? They're _FAST_ right now
[22:06:17] * watt shrugs
[22:06:28] <wjp> they did mention some planned hardware upgrades recently
[22:07:14] <wjp> or maybe it's the fact that I get a "can't create temporary directory /tmp/cvs-serv18435" error when trying to update several projects :-)
[22:15:50] <watt> there we go.. you can still walk on fences and mushrooms at this point, but you can't climb them anymore.
[22:23:11] <wjp> walking on them is another area of code
[22:23:26] * watt nods
[22:23:28] <wjp> possibly internal to ActorAnimProcess
[22:23:51] <wjp> (if ONGROUND and not on land, and can't fall, move in random direction a bit)
[22:24:41] <watt> I'd like to try to slide from center instead... completely random could cause problems
[22:25:37] <wjp> completely random walks are pretty much guaranteed to get arbritarily far from the center. (Given an infinite amount of time ;-) )
[22:26:08] <wjp> sliding from the centre gives problems with multiple items next to eachother, btw
[22:26:17] <wjp> (can get stuck on borders)
[22:26:40] <wjp> a biased random walk might be a good compromise
[22:27:01] * watt nods again
[22:29:12] <watt> Unstopable?
[22:29:23] <watt> s/p/pp/
[22:29:36] <wjp> keep playing the animation even if it hits something
[22:29:57] <wjp> like falling down
[22:30:02] <watt> ohh....
[22:30:27] <wjp> feel free to rename it if you can think of a better word for it :-)
[22:31:35] <watt> nah... I use words like INDETERMINATE.... you don't want me to rename things if I have to stop and think of a word
[22:31:52] <Colourless> i'm going
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[22:31:56] <watt> bye
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[22:32:07] <wjp> I have to go too
[22:32:18] <wjp> bye
[22:32:22] <watt> :-( -- I'm all alone
[22:32:40] <wjp> you should move to a better timezone ;-)
[22:33:02] * DarkeZzz wanders through. From sleep, off to work. Hi! Bye! *grin*
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[22:33:19] <wjp> Darke wakes up, Colourless goes to sleep... hmmm... :-)
[22:33:37] <wjp> right. sleep. Bye :-)
[22:35:32] * Darke denies any association with *that* dragon!
[22:35:41] <Darke> Anyway, off to work I am. *grin* Bye!
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