#uwadv@irc.freenode.net logs for 22 Jul 2004 (GMT)

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[11:41:20] --> Telemachos has joined #uwadv
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[11:41:24] <Telemachos> hi
[11:43:19] <wjp> hi
[11:44:57] <Telemachos> hmm.. working on the triggers/traps now. There's a really strange setup at that portcullis on level 1 where you have to talk to a goblin to open it... remember that place?
[11:50:58] <wjp> yeah
[11:53:30] <Telemachos> it's pretty strange.. there's TWO door traps on it.. only difference is in quality. But in the game the move-trigger in front of it should only close the portcullis.. not "toggle" its state
[12:32:02] <wjp> hm, I'm not sure I understand what you mean
[12:46:42] <Telemachos> ;)
[12:47:16] <Telemachos> nevermind.. I'll try some things.. I think I've found out some new things about the door-trap... I think there are some errors in the spec-doc from uwadv there
[12:47:33] <Telemachos> or rather, some missing info I guess
[12:53:20] <Telemachos> Yes, under my new assumptions the portcullis work... now I just hope I haven't broken something elsewhere. But I guess you know that feeling from exult ;)
[12:53:49] <wjp> hehe, oh yes :-)
[12:54:28] <Telemachos> It appears that "chains" of traps can exist.. you know a trigger that sets off multiple traps... but I think *only* if those traps are linked together
[12:54:50] <Telemachos> sometimes there are multiple "toplevel" traps in a tile.. I believe only the first one should catch the trigger and be handled
[13:04:16] <Telemachos> (for the logs) ups, those two traps weren't toplevels.. I think only one trap at each "level" should be handled then ..
[13:26:35] <Telemachos> heh.. I don't think even the original UW game handles that case totally correctly. It's possible to get the portcullis "stuck" in an open position in the original..
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