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[17:21:58] <Colourless> so wjp... :-)
[17:22:07] <wjp> yes?
[17:22:34] <Colourless> nothing.... something just feel... 'missing' :-)
[17:22:47] --- wjp has changed the topic to: http://pentagram.sf.net/
[17:23:00] <wjp> does that fill the gap?
[17:23:46] <Colourless> i guess if that is all you are planning to do, i guess i'll have to live with it... but it wasn't what i was thinking :-)
[17:24:03] <wjp> somehow I was afraid of that :-)
[17:24:35] <wjp> so what I can do for you? :-)
[17:24:55] <Colourless> it's not what you can do for 'me'. it's what can you do for all of us
[17:26:18] <wjp> gee, I wonder what that would possibly be :-)
[17:26:38] <wjp> is it something that is in my local pentagram tree?
[17:26:52] <Colourless> could be :-)
[17:27:24] <wjp> I'll leave you to consider what it is you need exactly, while I go and have dinner ;-)
[17:27:45] <Colourless> i want a finished pentagram
[17:28:03] <wjp> I think I can help with that a bit :-)
[17:28:31] <wjp> dinner first, though; bbl
[17:51:08] <wjp> back
[17:51:35] <wjp> so would you settle for some broken pathfinding and avatar moving code that doesn't move the avatar? :-)
[17:52:04] <Colourless> it's a beginning :-)
[17:53:24] <wjp> I've been distracted by RL, exult, scummvm and dosbox a bit lately I guess
[17:54:43] <Colourless> RL always gets in the way :-)
[17:55:34] <wjp> pathfinding... it 'kind of' works
[17:55:39] <wjp> the main issue is the last bit
[17:56:02] <wjp> I'm thinking it should pathfind to about one step away, and then take one final step in the direction of the target
[17:56:16] <wjp> (even if that step will make you crash into the target)
[17:56:41] <Colourless> well, about one step away = within range 'n'
[17:57:23] <Colourless> thing about collision stuff is i don't think any of us has actually properly studied what the original actually did
[17:57:30] <wjp> no
[17:57:47] <wjp> or yes
[17:57:51] <wjp> I agree, anyway :-)
[18:00:53] <Colourless> unrelated: thinking about the shoot and hurl intrinsics, i wonder if cusader used those for projectile weapons (if it had any)
[18:01:32] <wjp> alright, committed all this
[18:02:05] <Colourless> in such a case, the projectile objects would have usecode, which would be what causes the damage
[18:02:06] <wjp> middle mouse pathfinds to a spot
[18:02:16] * Colourless thinks for a moment....
[18:02:22] <wjp> keypad moves avatar (ctrl/alt/shift change movement type)
[18:02:29] <Colourless> i'm pretty sure the games did have rockets
[18:03:06] <wjp> pathfinding is disabled currently, look in Actor::I_pathfindToItem to enable it
[18:03:36] <Colourless> aw.. but we don't have any users that would complain if something is broken :-)
[18:05:05] <wjp> oh, and walking up/down stairs should be working
[18:05:36] <wjp> not pathfinding up/down stairs yet, though
[18:12:14] <Colourless> does the right mouse button do it's stuff?
[18:12:31] <wjp> no
[18:12:54] <Colourless> No?!?! :-)
[18:12:56] <wjp> there's a bit of testing code in AvatarMoverProcess that's #if 0'ed if you really want the right mouse, though :-)
[18:13:59] <Colourless> :-)
[18:14:32] <Colourless> ah, sounds like something for another time, since i should be off
[18:14:42] <Colourless> cya
[18:14:47] <wjp> night
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[19:40:25] <Dominus> compiling now
[20:07:15] <wjp> still? :-)
[20:07:25] <Dominus> he he, no
[20:07:59] <Dominus> got some weird problems at first
[20:08:18] <Dominus> until I remembered to use the official sdl and not Ryan'S patched one...
[20:08:24] <wjp> :-)
[20:09:42] <Dominus> there is some weird refresh going on when the avatar jumps...
[20:09:52] <wjp> I noticed
[20:10:03] <wjp> not refresh-related though
[20:10:23] <Dominus> couldn't describe it beter, looks weird
[20:10:41] <Dominus> and continued keypress for the numpad would be nice :-)
[20:10:59] <Dominus> I know you just comitted and already you've got feature requests :-)
[20:11:46] <Dominus> and only left shift works for jump-run...
[20:11:57] <Dominus> at least on my system
[20:12:01] <wjp> yeah
[20:12:16] <wjp> I didn't bother checking right shift/alt/ctrl
[20:12:23] <Dominus> k
[20:13:37] <Dominus> anything else I can look at except Avatar movement?
[20:13:47] <wjp> middle mouse pathfinds
[20:13:57] <wjp> and if you change some code a bit actors will pathfind too
[20:14:58] <wjp> I wonder if that jumping issue has anything to do with post-patch jumping
[20:16:07] <Dominus> why do you think that? wasn'T that just a hack in the exe?
[20:16:28] <Dominus> pathfinding looks funny :-)
[20:17:43] <wjp> weird
[20:18:04] <Dominus> what?
[20:18:14] <wjp> jumping
[20:20:29] <Dominus> and that gate guard'S animation is a bit off now
[20:20:59] <wjp> in which way?
[20:21:37] <Dominus> shouldn't he "hey stranger" then move in on the avatar, swing his halberd to block the path and then talk on?
[20:21:59] <wjp> possibly
[20:22:04] <wjp> what does he do now?
[20:22:36] <wjp> Colourless: I'm getting a return value of 0x28000 from Actor::collideMove; shouldn't it return 0-0x4000?
[20:22:37] <Dominus> hey stranger, moves in on avatar, talks and then at some point blocks the path with the halberd
[20:23:24] <wjp> hm
[20:23:56] <Dominus> I can check the original in amoment
[20:24:18] <wjp> something here is really weird
[20:26:34] <Dominus> yeah, it is "halt stranger", avatar is in stasis, guard moves in on avatar, swings halberd, blocks path, talks a bit and when he gets the answer to the name question "unblocks" the path and relaxes...
[20:27:33] <wjp> hm
[20:28:08] <wjp> the halberd seems to suddenly 'jump' down instead of an animation being played
[20:28:47] <wjp> probably caused by the guard being 'inside' the avatar
[20:29:14] <Dominus> to me it seems that the whole sequence somehow lagged and suddenly the animation is catching up...
[20:29:33] <wjp> it works when I enable pathfinding for him
[20:29:56] <wjp> it is, in a way. It can't play the "lower halbert" animation because it thinks it's blocked
[20:29:57] <Dominus> what do i have to change?
[20:30:13] <wjp> world/actors/Actor.cpp, look for the function I_pathfindToItem
[20:30:27] <wjp> comment out the MissileProcess line and uncomment the PathfinderProcess line
[20:31:26] <wjp> oh, did I mention the pathfinder leaks lots of memory and doesn't allocate nodes statically?
[20:31:27] <wjp> :-)
[20:34:06] <Dominus> ok, yes that worked better (only the guard now doesn't resume guarding... :-))
[20:34:26] <wjp> it probably can't find a path *cough* :-)
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