IRC logs for #opendune on OFTC at 2010-04-05
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00:13:43 <DorpsGek> SVN: glx (r1053) -Fix (r1012): don't dereference NULL
00:21:07 <DorpsGek> SVN: glx (r1054) -Add: C-ified Script_General_DecodeIndex(), Script_General_GetIndexType(), Script_General_GetLinkedUnitType(), Script_General_Unknown0426(), Script_General_Unknown0456(), Script_General_Unknown04AE() and Script_General_Unknown050C()
13:35:55 <TrueBrain> glx: did you try to find that bug in r1029? I can also give it a spin tonight?
13:36:21 <glx> I'm converting team scripts
14:57:15 <TrueBrain> k, movement is still very weird, but the rotation problem I fixed
14:58:02 <DorpsGek> SVN: truebrain (r1055) -Fix (r1029): a few conversion errors, breaking rotating of units
15:02:16 <TrueBrain> this bug was just a '-' where it should have been a '+', and a complete brainfart :p (you did abs(loc06), but it should have been abs(locdi) :p)
15:03:14 <glx> yeah stupid errors, but hard to spot in a big function
15:03:27 <TrueBrain> r1029 were small functions :p
15:04:15 <glx> ha right, compared to Unit_Move() they are indeed small ;)
15:04:45 <TrueBrain> now checking why a few units move like bouncing rabbits
15:04:52 <TrueBrain> does fit with this time of the year, but still :p
15:18:17 <TrueBrain> at first glance it all looks okay
15:20:08 <TrueBrain> it really only is the harvester which is fucked .. weird ...
15:23:46 <TrueBrain> I guess bullets no longer were hurting anyone ;)
15:23:50 <TrueBrain> mistake, can happen :)
15:24:44 <glx> MISSILE_HOUSE are in higher missions
15:31:01 <DorpsGek> SVN: glx (r1056) -Add: Script_Team_GetMembers(), Script_Team_GetVariable6(), Script_Team_GetTarget(), Script_Team_AddCloserUnit(), Script_Team_GetAverageDistance() and Script_Team_Unknown0543()
15:38:30 <DorpsGek> SVN: truebrain (r1057) -Fix: minor fixes in Unit_Move (both code-style as conversion glitches)
15:38:46 <TrueBrain> not yet found the '2 tile' unit problem, but got sick of looking at it :p
15:38:56 <TrueBrain> I guess I will have to convert it myself, and compare the results
15:39:21 <TrueBrain> it looks a bit like overflow
15:41:03 <TrueBrain> it seems related to the speed
15:41:28 <TrueBrain> hmm .. no, soldiers show the pattern of moving too, but there it looks sane
15:48:49 <DorpsGek> SVN: truebrain (r1058) -Fix (r1025): || -> &&
15:56:05 <glx> SmatZ: the door is there -> [] ;)
16:00:47 <glx> cs__0EDB.c could go if the 2 unresolved blocks were resolved
16:04:46 <glx> 49 bytes and 42 bytes missing
17:03:49 <TrueBrain> briliant reply glx, I have to remember thatone ;)
17:04:03 <TrueBrain> do you want me to check DOSBox for the missing bytes, or will you JIT them?
17:06:56 <glx> I guess it's easier to check in dos box then in JIT (as I don't know if this script is called
17:08:01 <TrueBrain> owh, I just need to look in EDB :p
17:08:09 <glx> emu_ip = 0x05BA; emu_last_cs = 0x0EDB; emu_last_ip = 0x05BA; emu_last_length = 0x0026; emu_last_crc = 0xF09C; emu_call();
17:08:10 <glx> if (emu_ax != 0) { /* Unresolved jump */ emu_ip = 0x060C; emu_last_cs = 0x0EDB; emu_last_ip = 0x0642; emu_last_length = 0x0012; emu_last_crc = 0xC37B; emu_call(); return; }
17:11:12 <glx> I know basically what the function does :)
17:11:22 <glx> it's a loop over structures
17:13:51 <TrueBrain> hope you can both read this assembly code, and understand it ;)
17:14:07 <TrueBrain> I had to type it over, so forgive me any typos :p
17:15:53 <glx> hmm 5DD is a typo I guess ;)
17:16:50 <TrueBrain> and 644 is the xor ax,ax before the second unresolved jump
17:47:53 <glx> it's something like IsStructureAnimatedOrGetAnimatedStructure
17:48:17 <glx> param can be an encoded index or a structure type
19:51:32 *** ChanServ sets mode: +v Yexo
21:03:55 *** Aylomen has joined #openDune
21:21:44 <DorpsGek> SVN: glx (r1059) -Add: C-ified the last general script function: Script_General_Unknown0594()
21:22:25 <glx> easy to understand what it does, but hard to name and explain
21:23:30 <TrueBrain> about 25% I expect we will never have to do
21:23:36 <TrueBrain> I expect 25+% is about GUI
22:38:21 <glx> unless ai->variable_06 can change
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