#pentagram@irc.freenode.net logs for 7 Jul 2004 (GMT)

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[05:57:07] <skateKing> hehe
[05:57:30] <skateKing> hey y'all
[05:57:40] <Quester> hi
[05:58:07] <skateKing> hi Quester
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[07:22:21] <wjp> watt: hm, I see; might be a problem, yes
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[10:14:04] <wjp> Colourless: did my changes to sweepTest look ok?
[10:15:32] <wjp> um, why are there two exultbots?
[10:15:44] <wjp> maybe I should implement 'nickserv ghost' :-)
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[10:28:12] <Colourless> wjp: i simply don't know.... need to think about the logic before i can give an answer. if it seems to be working ok though then I guess it's ok
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[12:11:13] <wjp> as far as I could tell, the 'touch' checks only checked if it was touching at the start of the interval
[12:13:13] <wjp> which, for velocity > 0, is the case if A_min == B_max
[12:13:51] <wjp> at the end of the interval, it can also touch, but then A_max + velocity == B_min
[12:13:59] <Colourless> if your changes fixes the problems i've been seeing, then it's great
[12:17:55] <wjp> I just haven't really looked at the 'global' situation. (The previous comments were per coordinate.)
[12:18:13] <wjp> in the Hanoi case it didn't matter since things were only moving in the Z direction anyway
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[12:51:40] <wjp> but after having thought about it a bit I think it's ok the way it is now
[12:52:04] <wjp> (except for any possible typoes... code like this has a fairly high typo risk :-) )
[12:55:16] <Colourless> yeah it does
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[17:04:48] <wjp> uh
[17:05:07] <wjp> interesting
[17:05:11] <Colourless> uh..?
[17:05:12] <wjp> let me make a screenshot of this :-)
[17:06:14] <wjp> http://www.math.leidenuniv.nl/~wpalenst/weird.png
[17:08:01] <wjp> (it's a bug in the death code I'm currently writing, btw, before you start wondering how that could happen :-) )
[17:10:29] <Colourless> nice hydros
[17:11:16] <wjp> I accidentally defaulted the 'should explode on death' flag to true instead of false :-)
[17:11:40] <wjp> this ghoul decided to explode into bits of hydros :-)
[17:13:06] <Colourless> weird indeed
[17:13:42] <wjp> already fixed now, so it's back to the boring 'just drop dead' behaviour now
[17:15:53] <wjp> I guess this explosion stuff is about ready to be committed
[17:24:14] <wjp> so that took care of two of the 'special effects' on death
[17:24:29] <wjp> another trick is a disappearing body
[17:24:34] <wjp> (ghosts, changelings)
[17:25:16] <wjp> fireskull
[17:25:36] <wjp> invisible stalker ?
[17:25:51] <wjp> aerial servant?
[17:28:35] <Colourless> i can't remember how things died
[17:28:51] <wjp> they do seem to having deah anims, so I guess play death anim first, then disappear
[17:29:09] <wjp> s/to/to be/, s/deah/death/
[17:30:51] <wjp> anim 14 is the death anim, btw
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[19:09:05] <wjp> hm, another process that just does a single thing and then terminates
[19:09:29] <wjp> I can't really think of a good way to do a 'FunctionCallProcess' or something like that, though
[19:09:52] <wjp> not without making saving/loading a dreadful mess, that is
[19:20:57] <wjp> in the original it would've been possible without making the saving any more messy than it already was :-)
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[19:35:09] <wjp> ok, committed vanishing bodies
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[20:47:11] <wjp> time to go; night
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[23:00:32] <watt> I think that needs to go in the screenshot gallery ;-)
[23:08:09] <Colourless> as what?
[23:08:14] <Colourless> :-)
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