#tfl@irc.freenode.net logs for 10 Nov 2009 (GMT)

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[03:38:30] <wizardrydragon> 'Lo
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[03:39:06] <Marzo> Wow
[03:39:20] <Marzo> Look who came back from the dead!
[03:39:47] <wizardrydragon> If I ever get another job
[03:39:55] <wizardrydragon> Make sure for me that I dont do retail
[03:40:39] <wizardrydragon> Ive been doing 10-12 hour shifts everyday, so when I get done the last thing on my mind is fiddling about on the computer, quite honestly >..
[03:40:42] <wizardrydragon> * >.>
[03:40:48] <Marzo> That is kind of hard to arrange from halfway across the world
[03:40:54] <Marzo> :-)
[03:41:34] <Marzo> (Hm. That reminds me of a certain time-hog website I recently came across: www.notalwaysright.com)
[03:41:52] <Marzo> (I guess you can make a wild guess as to the contents...)
[03:42:35] <wizardrydragon> I've been working on TFL on my lunch breaks, actually, but its a trickle of a pace sadly, given thats about thirty minutes of every day
[03:42:57] <wizardrydragon> And thats an amusing site
[03:44:08] <Marzo> It is an interesting coincidence that you dropped by today
[03:44:41] <wizardrydragon> I want to say with my current schedule I'll be done sometime after Duke Nukem Forever, but I think I remember reading that they finally canned that..
[03:44:50] <Marzo> I don't know if you remember, from way back, aobut me having problems with AWStats? As it turns out, I figured out what was causing that problem
[03:45:13] <wizardrydragon> Ah, I apologise I never really got to that. Were you able to figure it out?
[03:45:40] <Marzo> For some reason, the geoip plugin wasn't working; after disabling it from the awstats config file, it works again
[03:45:50] <Marzo> (although probably with slightly less information)
[03:46:35] <wizardrydragon> I figured out what has the server wonky, but I haven't had a day off to fix things, and its something that I just need a handful of hours to sit down and reinstall some things.
[03:47:14] <Marzo> Hey, I understand: I've had barely any time to work on Exult or anything lately
[03:47:16] <wizardrydragon> Specifically, the server had a power interruption in the middle of a rpm update and that threw just a little bit of a wrench in things.
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[03:49:00] <wizardrydragon> Im kind of on the fence about pushing myself about TFL. On one hand it would be nice to be done sometime before the world ends, on the other hand its something I want to have fun doing
[03:49:11] <wizardrydragon> I already have enough with one job I don't need two :P
[03:49:23] <Marzo> :-)
[03:51:15] <wizardrydragon> Im not sure I'll ever have it _done_ to my satisfaction. I always want to tweak and tinker and add. I have more or less what I want to do story-wise with it, but I must profess, I find programming the little scripted sequences in UCC a little difficult. Im not even sure why.
[03:51:55] <Marzo> Scripted cutscenes? They are a pain to code
[03:52:27] <wizardrydragon> Specifically the script block
[03:52:34] <wizardrydragon> Like the gypsy thingy
[03:52:47] <Marzo> I don't know what I was thinking when I did that cutscene with Laundo and goons, all synchronized up
[03:53:08] <wizardrydragon> It kind of frustrates me. It _looks_ simple, and logical, but it never quite pans out when I try to add them.
[03:53:48] <Marzo> I assume you have perused the limited scripting documentation I have at the website?
[03:54:11] <wizardrydragon> I have it printed out :) Along with a copy of my own little UCC thingy I wrote way back in ... 99 I think?
[03:54:21] <wizardrydragon> I cant remember
[03:54:44] <Marzo> I also mean the sub-pages you can click for further information
[03:55:06] <wizardrydragon> Some of it is just tedios. Face this direction. Walk X amount of steps. So on. Synching is a pain though.
[03:55:25] <Marzo> Aye, 'tis true
[03:56:04] <wizardrydragon> Actually its not _hard_ per se, in that sense. Just tedious. Good luck trying to get them to sync though.
[03:56:15] <Marzo> Like I said, I don't know what I was thinking when I tried to synchronize the animations of 5 different characters, as well as the timing of sprite effects, in that tiny cutscene
[03:56:36] <Marzo> Even the gypsy cutscene was a pain to synch up
[03:56:55] <wizardrydragon> Theres a reason almost every U7/SI cutscene is in sequence as opposed to multiple characters at the same time, I suppoe
[03:56:57] <wizardrydragon> *suppose
[03:57:19] <Marzo> At one time, the cards and the gypsy had separate script blocks, which caused me considerable frustration in trying to synchronize them
[03:57:29] <wizardrydragon> I can imagine.
[03:57:58] <Marzo> The end result is a lot cleaner and has zero chance of "desynching"
[03:58:44] <wizardrydragon> Remember how, way back when, I was trying to spawn the guards fighting the gargoyles at the shrine thingy in TFL? I decided I wanted that to be a cutscene of sorts.
[03:58:49] <Marzo> All in all, it takes more time and patience than anything
[03:58:58] <Marzo> Aye, I remember
[03:58:59] <wizardrydragon> I think I lost an eighth
[03:59:28] <Marzo> That one would be possible, but a pain to code
[03:59:55] <wizardrydragon> Well
[04:00:01] * Marzo shudders at implementing a mini-combat cutscene in usecode
[04:00:14] <Marzo> *at the *thought of* implementing...
[04:00:29] <wizardrydragon> We have a volunteer!
[04:00:53] <Marzo> How close would you prefer it to be to actual combat?
[04:01:30] <Marzo> I mean... it is possible to perfectly emulate attacks, and use some pathfinding to find new foes after some are defeated
[04:01:52] <Marzo> s/some/others
[04:02:13] <Marzo> Plus, would you like the battle to be "fixed" so that one side always wins?
[04:02:27] <wizardrydragon> Anyways, I thought that would have been a nice segue, from Britannia, into TFL. You have Chahiero run into the avatar at Castle Britannia, he wrangles the avatar into helping TFL, so he brings them there with one of them handy moongates that everyone but the Avatar always has..
[04:02:40] <Marzo> Hehe
[04:02:56] <wizardrydragon> And they pop into TFL into this fighting that they promptly get whisked away from.
[04:03:14] <Marzo> So it is only a portion of an engagement
[04:03:23] <wizardrydragon> Well yes and no.
[04:03:47] <wizardrydragon> I want to give the feeling that its part of a much bigger fight, yes, remember that Virtue's Hold is supposed to be besieged.
[04:04:04] <wizardrydragon> But ... its not neccesary to emulate every bit of _that_ to death, and probably determential to do so
[04:04:28] <wizardrydragon> Still, it is a hell of a lot of things to synch up if you try to have it be scripted
[04:05:00] <Marzo> Particularly since you probably want everyone to ignore the avatar
[04:05:45] <wizardrydragon> Well when you're fighting for your life, you
[04:06:02] <wizardrydragon> are probably not going to be too fussed about omeone coming around unless theyre a foe
[04:06:12] <Marzo> Actually... using some lessons from the gypsy, I don't think it will be too hard to synch up the fight
[04:07:10] <wizardrydragon> Ive been trying, but to be honest, I guess Im not very patient, I get frustrated and find something else to fiddle with
[04:07:48] <Marzo> Aye, a generic fighting-script-generator will make scripts to swing each character's weapon at the nearby foe, randomly scream a battle cry and check again for conditions
[04:08:18] <Marzo> The enemies don't even have to move too much; they can just stand around and hit each other
[04:08:37] <Marzo> It is not like the avatar would stick there for long, being whisked away
[04:09:13] <Marzo> In the condition check, if the avatar is still near, the script would loop; otherwise, it would halt
[04:09:17] <wizardrydragon> Honestly, i imagine its something thats not too terribly difficult, but I just have a hard time getting my head around script blocks for hatever reason.
[04:09:57] <Marzo> It forces you to think creatively, that is for sure
[04:10:40] <Marzo> I am thinking of adding more data to the documentation to indicate which script commands take up a 'tick' and which ones don't; this should help a bit
[04:10:55] <wizardrydragon> I think creatively with paintbrushes and pencils, not programming code :P
[04:11:07] <Marzo> (for example, IIRC, 'sfx' command does not take up a tick, and can be used together with other commands)
[04:11:10] <wizardrydragon> Ah,speaking of which
[04:11:22] <wizardrydragon> I put together a handful of pixel art.
[04:11:38] <wizardrydragon> For tFL characters and such
[04:11:53] * Marzo points out that there is a reason that wizardrydragon appointed me as 'lead usecoder' for TFL :-p
[04:11:58] <wizardrydragon> hehe
[04:12:25] <wizardrydragon> Alun helped a little bit too :P
[04:12:55] <Marzo> Indeed; I would never have delved into usecode without his mod as a guide to show me how and what things could be done
[04:13:25] <Marzo> (the end came up a bit garbled, ut I think the message is still intelligible)
[04:13:31] <Marzo> s/ut/but
[04:14:44] <Marzo> What about that pixel art you mentioned? Is it online?
[04:16:44] <wizardrydragon> I believe I posted some of it before I fell off the face of the interwebs, such as the pikeman recolour I used for the soldiers in VH, but there is other stuff. I'll have to grab my laptop tomorrow or wednesdays, and commit it
[04:19:20] <wizardrydragon> A fair bit of it is redundant in a way, a lot of the armour is similar for the knights I did - not much variation in platemail you can show in that little of a sprite, but anyways.
[04:19:47] <wizardrydragon> As much as possible, I want to have "original" art for TFL, so thats something Ive been working on sprites and such
[04:19:50] <Marzo> What kind of weapons are the two battling sides supposed to use?
[04:20:55] <wizardrydragon> Most of virtues hold uses swords. Easy to mass produce as far as mass producing goes these days
[04:21:06] <wizardrydragon> (those? these?)
[04:21:11] <Marzo> Simple one-handed swords?
[04:21:44] <Marzo> The tense is kind of confusing, since it is a paralel timeline in an indeterminate time period
[04:22:56] <wizardrydragon> Swords and shields of course, but you don't really see the shields in U7
[04:23:38] <Marzo> As far as gear, I am thinking of simple swords and nothing more for the VH NPCs
[04:23:52] <Marzo> It is not like it will really make a difference...
[04:24:25] <wizardrydragon> Yes and no.
[04:24:45] <Marzo> (for the NPCs in the battle, at any rate)
[04:25:39] <wizardrydragon> it would be in the corpses if theyre looted but chances are wed just be deleting those anyways
[04:26:41] <Marzo> Moreover, the VH characters would probably collect their dead (and loot) and likewise for the gargoyles
[04:27:05] <wizardrydragon> Or "Demons"
[04:27:10] * wizardrydragon shifts his eyes.
[04:27:47] <Marzo> You are not going 'Laurianna' on me, are you :-p
[04:28:00] <wizardrydragon> Though, the balrons that we have there (which some may remember from U4/U3), actually are, more or less, demons.
[04:30:00] <wizardrydragon> The angle Im more or less going with there, is that the gargoyles are enslaved by their more malevolent cousins, if we can call them cousins.
[04:35:45] <Marzo> Sorry for being spaced out, but I am writing some code for the battle
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[04:38:08] <Marzo> I could use some gargish battle cries
[04:38:18] <Marzo> (and some Virtue Hold ones too)
[04:39:45] <Marzo> For now, VH barks are thus: barklist = ["@Die, fiend!@", "@Cursed daemon!@", "@Have at thee!@", "@Argh!@", "@For Virtue!@", "@Foul beast!@"];
[04:47:23] <Marzo> For gargoyles: barklist = ["@In-corp, bal-zen!@", "@An-saengkt daemon!@", "@Ten u!@", "@Argh!@", "@Trak ben-tas!@", "@Bal-zen!@"];
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[04:54:22] <Marzo> The basic working mechanism is done
[04:55:34] <Marzo> Just pick the area where the battle is supposed to happen, litter it with dead bodies and path eggs (shape 607)
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[04:55:59] <Marzo> Use frame 0 for virtue hold fighters, frame 1 for gargoyles
[04:56:24] <Marzo> Put them nearby each other (2 or 3 tiles at most)
[04:56:54] <Marzo> Then, an usecode egg (or the function that teleports the avatar) will trigger the cutscene
[04:58:38] <Marzo> (I also need to know what shapes the fighters and gargoyles will be, as well as their respective weapons)
[04:59:26] <Marzo> ?
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[05:11:45] <Marzo> Anyway, I am off to bed
[05:12:12] <Marzo> (in case you come back)
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