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[16:42:05] <azeem> Marzo: regarding using the SS usecode with SI, I noticed that while I don't see the amulet of balance on the Avatar, I can't equip him with the ankh amulet either. So the paperdoll graphic is missing, but not sure whether/how it would work on a serpent gate
[16:45:00] <azeem> I can't click on it anyway
[16:48:05] <Marzo> Probably would teleport you into the middle of the ocean if you managed to click it
[16:48:14] <azeem> heh also
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[16:50:42] <azeem> the other thing I'm wondering: when beasts are subconcious and then get hit another time so they die, their regular upright shape is shown for some tenths of a second before their body shape is shown, is that a known bug and/or expected?
[16:53:21] <Marzo> It is probably a bug; there is a falling down animation (well, kneeling then laying down) when a creature dies, and it probably should not happen if the creature is already lying down
[16:53:30] <Marzo> Maybe a check was forgotten
[16:54:17] <Dominus> hi Marzo, don't know if you read the log, but I reported a match of our md5 sums :)
[16:54:31] <Marzo> I didn't read, no
[16:54:40] <Marzo> In any case, that is good news
[16:55:07] <Dominus> I missed you by a couple of minutes the other day before you timed out
[16:55:37] <Marzo> The time out is probably because hexchat does not disconnect gracefully when I put my computer to sleep
[16:55:48] <Dominus> I see :)
[16:56:50] <Marzo> Hm. The lying down frame is checked against
[17:00:24] <azeem> where is that in the code?
[17:05:10] <azeem> the rats in the knights test don't attack the avatar, but combat music is playing
[17:07:12] <Marzo> It is actors.cc in Actor::die function
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[18:03:03] <azeem> 11:54 < azeem> the other thing I notice is that the pallette changes for lightning(?) in Monitor are extremely slow - the changes take around 10 seconds each
[18:03:31] <azeem> I checked the source now that it happened again and what I'm actually seeing is fog (weather 4), is that supposed to happen in Monitor?
[18:48:47] <Marzo> I thought I had disabled fog weather because it never worked right on the originals?
[18:49:24] <Marzo> I mean... if the conditions were perfect, the original faded in the fog palette
[18:49:33] <Marzo> But it was finicky at best
[18:51:18] <azeem> Current weather is 0; setting 4
[18:51:37] <azeem> and I got some pallete fades to light, which looks admittedly quite weird
[18:51:48] <azeem> Marzo: that's on 1.6, so maybe you disabled it on master?
[18:51:50] <Marzo> There is a difference between the weather being changed and it doing anything
[18:51:56] <azeem> *nod*
[18:52:09] <Marzo> It was done way before what is currently master was even branched off
[18:54:32] <Marzo> Hm, the code is all there and does not seem to be disabled
[18:54:58] <azeem> :q
[18:55:00] <azeem> eh :)
[18:55:33] <Marzo> Ah
[18:55:37] <Marzo> Dominus re-enabled it
[18:58:16] <azeem> when I first reported that I noticed that the palette apruptly reverted back from full fog (very light) to normal
[18:58:57] <Marzo> That is actually very close to what can happen in the original
[18:59:14] <Marzo> Though it is hard enough to get to deep fog levels
[19:02:13] <azeem> ok
[19:02:41] <azeem> a bit weird that you'd have fog in the middle of Monitor, but it's been years that I played the original
[19:03:10] <Marzo> https://youtu.be/VJVR4YHFviA
[19:03:25] <Marzo> Hm, the fading is very jerky
[19:03:36] <Marzo> I think it needs more steps
[19:05:21] <azeem> https://www.youtube.com/watch?v=OUmXtsWFpes
[19:05:41] <azeem> what I see in exult is that the palette changes are *very* slow, like 10+ seconds each
[19:05:57] <azeem> which makes it look like a bug (I thought it was supposed to be lightning)
[19:06:20] <azeem> and the youtube I pasted above (from the original?) has a fade-out effect as well
[19:06:25] <azeem> but yeah, that's the egg I hit in Monitor
[19:12:29] <Marzo> Hm. Exult can only update palette once per (in game) minute (2.5 real world seconds), while the original clearly is updating faster than this
[19:14:47] <Marzo> Oops, was looking in the wrong part of the code
[19:24:26] <Marzo> To be fair, a lot of stuff will need to be rewritten
[19:24:49] <azeem> it's 6 seconds
[19:24:53] <Marzo> As far as I can tell, the red flash from being hurt does not stop time in the original games as Exult does
[19:26:21] <Marzo> And that will wreak havoc on fog/rain palettes
[19:26:35] <Marzo> That would be an interesting interaction to test in the originals as well
[19:27:43] <Marzo> But just updating the palette more often with more steps should be relatively straightforward
[19:27:52] <azeem> testing now, I do see the palette fade-out as well
[19:28:22] <azeem> happy to test a quick patch if you tell me where to change it
[19:30:19] <Marzo> Nah, don't worry, I am already doing it
[19:30:31] <Marzo> Probably won't be ready tonight
[19:31:11] <Dominus> I did pimp the fog slightly back then. KnightCaptain pestered me for it :) I thoiught I did a video in the original, but can't find it
[19:31:28] <azeem> 21:09 < azeem> https://www.youtube.com/watch?v=OUmXtsWFpes
[19:31:30] <azeem> ?
[19:31:46] <azeem> ah no that's exult
[19:31:50] <Dominus> https://www.youtube.com/watch?v=TQ6OyMrQlhk <- that is in the original
[19:32:30] <Dominus> In BG there is only one place you get fog and that is on the sea east of britain or so
[19:33:49] <azeem> so it takes roughly 3 seconds to fully switch to fog in the originals
[19:35:39] <azeem> https://www.youtube.com/watch?v=OUmXtsWFpes has the palette changing about twice as fast as what I am seeing
[19:35:47] <azeem> maybe it depends on my fps settings/
[19:35:48] <azeem> ?
[19:36:56] <azeem> yeah
[19:37:08] <azeem> if I increase the fps to 10 it's about 2 seconds per change
[19:39:25] <azeem> with the default 5 fps it's roughly 5 seconds per change
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[20:23:50] <Marzo> I wonder why we have default of 5fps
[20:24:02] <Marzo> The original games used 10fps if they could get it
[20:24:15] <Marzo> Which basically means always
[20:25:53] <BrainChild> great work guys on the EXult release!! thanks!!
[20:27:22] <azeem> ok, I'm switching to that then; it did seem a bit hectic at first but I guess that's how it was
[20:27:39] <azeem> the fog effect continues even if I enter a building
[20:42:56] <azeem> another question: I have the feeling that if a monster drops unconcious before it dies during battle, no experience points are awarded, is that possible and/or the same as in the originals?
[20:43:33] <azeem> the source has some comments that you shouldn't get experience points if you kill somebody while they sleep, but I guess that should be a different thing
[20:45:51] <Marzo> That is a good question
[20:46:17] <Marzo> Hm. I have been trying to see if the fog persists inside buildings in the original, but I can't trigger it at all
[20:47:57] <Marzo> New fade speeds in master
[20:48:15] <azeem> cool
[20:48:23] * azeem pulls
[20:54:46] <Dominus> Marzo, I was able to trigger it right away in Dosbox. Fog remains inside buildings
[20:55:12] <Marzo> I wonder what is going on
[20:55:30] <Marzo> Hm
[20:55:45] <Marzo> I am starting SI with not only cheats, but a debug flag
[20:55:50] <Marzo> Maybe it is interfering?
[20:56:36] <Marzo> Can you send me a save so I can test more easily?
[20:57:01] <Marzo> But yeah, it was not the debug flag
[20:59:28] <Dominus> huh, with the debug flag to show the eggs the save did not trigger fog
[20:59:36] <Dominus> "manimal S"
[21:00:30] <Marzo> @azeem: regarding exp: you get exp when you knock down an enemy, or when you kill an enemy; if the enemy is knocked down and you kill him, or if he was asleep before, you gain no exp
[21:00:57] <Marzo> That includes casting sleep and killing the sleeping enemy
[21:01:31] <Marzo> And those were the parameters I was passing to SI, and which made no difference being there or not
[21:05:15] <Dominus> I can't for the life of me trigger it anymore
[21:06:16] <Dominus> same savegame and I teleported via F3 cheat there, just south west of the list field, went up and it worked.... but now it doesn'T
[21:06:24] <Dominus> and I did restart Exult
[21:06:28] <Dominus> I mean dosbox :)
[21:06:44] <Marzo> This is actually why I had disabled fog before
[21:07:00] <Marzo> It is very finicky to trigger in the originals
[21:09:30] <Dominus> http://log.usecode.org/exultlog.php?log=14Jan2017
[21:09:55] <Dominus> *BUT* as I found out when I looked at SI there is a bug that the palette shift only shows once per start of the game. When you reload a savegame the palette shift won't show unless you trigger a gump (open inventory or hit alt+x to quite the game).
[21:11:23] <Dominus> that's why I made this video https://www.youtube.com/watch?v=VJVR4YHFviA&feature=youtu.be
[21:12:26] <Dominus> Marzo https://www.dropbox.com/s/743is0s9shp69d7/game05.u7?dl=0 that's the savegame that seemed to have triggered it back then reliably
[21:14:16] <Marzo> That one worked
[21:16:34] <Dominus> funny that I still had that savegame. I actually had that in an extra folder with old saves. must have thought it might be good to keep it :)
[21:17:26] <Marzo> I just wish I had kept my modified UCC/wuc/rip I used to modify the original usecode for testing attack and exp stuff
[21:17:58] <Dominus> https://sourceforge.net/p/exult/bugs/2002/ <- there I list the BG locations of the fog egg 1704, 2616 and 1608, 2616
[21:19:30] <azeem> Marzo: so are you saying I get exp when I knock down an enemy, but it gets subtracted again when I kill them then?
[21:19:34] <Marzo> But yeah, we now have a much improved weather transition effect, including fog
[21:20:37] <Marzo> @azeem: no; you get exp when you either knock down, or when you kill, an opponent; but if you knock then then kill the sleeping opponent, you only get exp once
[21:20:38] <Dominus> Marzo, for testing I had added some clouds when it gets foggy. Wasn't too sure about that so I just left it with the sparkly rain https://www.youtube.com/watch?v=3Ss2UH04heE
[21:21:07] <Marzo> But if you knock down an opponent, wake him up, and knock down or kill him, you will get exp again
[21:21:29] <Marzo> Probably less if it is a mage-type enemy, because the spells will be destroyed
[21:22:28] <Marzo> That reminds me that I actually need to fix clouds in Exult
[21:23:02] <azeem> Marzo: hrm ok
[21:23:04] <Marzo> Not only you can get way too many stacked clouds, but they can move in different directions, *and* they can just disappear
[21:23:19] <azeem> I tested it on the wolf in the knight's test, but maybe that one is different
[21:23:25] <azeem> doesn't get me any exp
[21:24:08] <Marzo> There are a lot of added conditions
[21:24:11] <Marzo> The wolf is probably with tournament flag set
[21:24:24] <Marzo> In this case, you only get exp if the usecode gives it to you
[21:26:00] <Dominus> yes too many clouds were the reason I didn't add it. I guess one slow moving cloud would make fog seem less odd and maybe even a bit threatening :)
[21:28:02] <azeem> Marzo: if tournament mode was on, Actors::reduce_health() should return before the exp gets evaluated right?
[21:28:36] <azeem> exp is 0x0 in gdb, so that "if (defeated && exp)" gets skipped here
[21:28:39] <Marzo> It should, yes
[21:28:49] <Marzo> But it also generates an usecode event
[21:29:18] <Marzo> And this event typically unsets tournament and does a lot of damage to the NPC to kill it
[21:29:37] <Marzo> Hm
[21:30:20] <azeem> I guess I should really build with --with-optmize=debug cause a lot of interesting stuff is optimized
[21:30:23] <azeem> ou
[21:30:24] <azeem> t
[21:30:35] <Marzo> Ack, nice catch
[21:30:43] <Marzo> exp is a pointer
[21:31:05] <azeem> is that supposed to be bound to an npc?
[21:32:05] <Marzo> Actually, it being a pointer and it being null is a sign that this is coming from usecode
[21:32:36] <Marzo> When an NPC attacks another, exp is set to point to a local variable to hold the exp value
[21:33:07] <azeem> I reverted to an earlier savegame, and the snakes in the knight's test have a valid exp pointer
[21:34:39] <Marzo> And just to confirm, the wolf has tournament flag set
[21:34:41] <azeem> ok, so it's just that some npcs in knight's test don't get you exp
[21:34:56] <azeem> probably also the invisible pikeman and shmed
[21:34:57] <Marzo> Tournament flag
[21:35:06] <azeem> *nod*
[21:35:10] <azeem> thanks for clearing it up
[21:36:49] <Marzo> The wolf's death usecode clears tournament flag, deals 55 damage to the wolf, and exits
[21:37:26] <Marzo> The break you were seeing with exp 0x0 was from the 55 damage dealt
[21:38:01] <azeem> ok, but should I get exp for it or not?
[21:38:49] <Marzo> Some No
[21:39:00] <Marzo> Sorry, that should be a no
[21:39:04] <azeem> ok
[21:39:19] <Marzo> The some was for something I was going to type, but I alt-tabbed to something else and forgot it was there
[21:40:12] <Marzo> That can actually a bit unfair
[21:40:33] <Marzo> The Madman in Silver Seed has tournament flag set, and he is *very* tough because of this
[21:40:48] <Marzo> And the only exp you get is what the usecode can give you
[21:41:25] <Marzo> I remember having to continually cast a spell to trap him, while my party was swinging away with halberds trying to get a lucky shot
[21:41:45] <Marzo> I was way underlevelled
[21:41:46] <azeem> heh :-/
[21:42:16] <Marzo> Because tournament flag makes you die only if you take enough damage to die in one hit
[21:42:18] <azeem> yeah, SI kinda nudged you into SS while you wait for your wolf coat and I guess that's a bit too early
[21:42:23] <azeem> nudges*
[21:42:24] <Marzo> Otherwise, you take no damage
[21:46:05] <Marzo> Anyways, off to bed for me
[21:46:07] <Marzo> Good night
[21:46:15] <azeem> see you, thanks
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