#exult@irc.freenode.net logs for 11 Oct 2010 (GMT)

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[12:21:58] <wjp> Dominus: I have Pentagram running in a Win7/64 VM in the background now... no freezes spotted yet
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[14:24:36] <wjp> it's still running happily in the background
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[17:26:40] <wjp> about the light level: it is reset properly when doing a minor alt-t teleport
[18:57:19] <Dominus> wjp: light level, with a torch on the ground, a minor alt-t teleport does not reset it properly for me
[18:57:39] <Dominus> lit torch on the ground
[19:00:30] <Dominus> i'm tracing this back now, in April, this was still working
[19:07:28] <Dominus> Revision: 6346 was still working, Revision: 6352 is broken, so either that or 6351 broke it (unfortunately I don't have my snapshot from September for some strange reason...) I'll checkout 6351 and see if that broke it.
[19:07:37] <Dominus> Either way, Colourless did it :)
[19:26:00] <Dominus> ok, Revision 6352 broke it
[19:28:06] <Dominus> there were some changes to gamerend.cc, concerning light sources
[20:05:06] * Dominus is also installing a 64bit W7 now...
[20:08:56] <wjp> aha
[20:12:30] <wjp> just committed a fix to that regression
[20:13:17] <Dominus> thanks
[20:16:19] <wjp> still, it needs a small teleport to detect properly it's in a cave
[20:33:30] <wjp> ok, I think I see why
[20:33:53] <wjp> it's not treating a change to 'in dungeon' as something to change the light level immediately for
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[20:37:39] <wjp> but it may be that this has been the case since 2007?
[20:39:19] <wjp> Marzo, Dominus: the light level should change immediately when walking into a cave, right?
[20:39:31] <Marzo> I suppose
[20:39:34] <wjp> (and then darken further when the entrance is out of sight)
[20:40:01] <wjp> this may be a regression from r5763 then
[20:40:07] <Marzo> I think we need to implement dimming of light sources based on distance
[20:40:13] <wjp> (smooth dawn/dusk)
[20:40:40] <wjp> ah, I think it might be doing a slow, smooth transition to dungeon light level
[20:41:00] <wjp> Marzo: that might be nice to have
[20:41:56] <Dominus> I agree with all you wrote... especially the "based on distance", with the sfx being based on distance it would be nice for light to have too
[20:42:33] <Marzo> (and different light source strengths too; no way a candle lights up as well as a bonfire :-p)
[20:43:34] <wjp> :-)
[20:44:26] <wjp> doesn't really fit in the current setup, though
[20:44:59] <wjp> since number of light sources is stored as a count in Map_chunk
[20:50:22] <Marzo> Aye, they would have to be stored as a list of nearby sources instead
[20:51:08] <Marzo> Preferably, not pointing directly to the objects as things could get ugly if they get too far away and are deleted
[20:52:45] <wjp> Marzo: I committed a change for that dungeon light level. Could you quickly look it over?
[20:53:27] <wjp> hm, it still seems to be somewhat random in when it detects a torch on the ground
[20:54:14] <Marzo> Aye, those conditions are a pain to work out
[20:54:20] <Marzo> Seems fine
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[21:05:21] <Dominus> yes, lit torch on ground does not seem to be detected very much, when a readied torch is lit, the dungeon light level gets brigheter a tiny bit. a lit torch on the ground does not seem to do anything...
[21:07:48] <wjp> hm, it does react to torches on the floor here
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[21:08:29] <Dominus> hmm, I tried with the savegame I added to the tracker for si
[21:10:11] <wjp> ah, but it's not fully dark there
[21:10:25] <Dominus> true
[21:10:41] <Dominus> sorry then :)
[21:10:48] <Dominus> I see
[21:11:13] <wjp> (disclaimer: I don't remember the original very well...)
[21:11:23] <Dominus> me neither
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