#exult@irc.freenode.net logs for 13 Sep 2004 (GMT)

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[16:12:44] <wjp> hm... that compile error Kirben pointed out is rather interesting
[16:13:06] <wjp> apparently two different "operator-"'s are ambiguous
[16:14:18] <wjp> although I don't quite see how yet
[16:15:23] <wjp> candidate 1: std::fpos<_StateT> std::fpos<_StateT>::operator-(std::streamoff) const [with _StateT = mbstate_t]
[16:15:32] <wjp> candidate 2: operator-(std::streamoff, long int) <built-in>
[16:16:11] <wjp> std::streamoff is typedef-ed to long long
[16:18:53] <wjp> I guess casting the first one to a normal int would be easiest
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[17:52:55] <DJ-banan> hi
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[18:32:14] <Krexx> hi
[18:33:03] <wjp> hi
[18:35:11] <Krexx> wjp: yesterday I came here but wasn't anybody here
[18:35:56] <Krexx> I'm interested in knowing how do you use in exult, threads?
[18:36:15] <wjp> that's a rather vague question; can you be more specific?
[18:36:39] <Krexx> yes, I think that every process in exult is a separated thread
[18:36:48] <wjp> what do you mean by 'process'?
[18:36:52] <Krexx> I mean, the objects
[18:36:56] <Krexx> in the world
[18:37:04] <wjp> no, we don't use threads for that
[18:37:20] <Krexx> do you use a simple loop and iterate every object?
[18:37:24] <wjp> SDL might use some threads internally and we use one for some of the midi players, but that's about it, I think
[18:37:45] <Krexx> I don't care about the sound by the moment
[18:38:03] <wjp> we have a queue in which events are placed which need to be handled
[18:38:46] <Krexx> what kind of queue? A priority queue?
[18:39:08] <wjp> yes, sorted by the time at which the event has to be handled
[18:40:47] <wjp> I'm curious why you wish to know :-)
[18:41:00] <wjp> interested in exult itself or for another project?
[18:55:39] <Krexx> only exult
[18:56:19] <Krexx> I would like to study the source code in order to try to make a client/server aplication for exult
[18:58:53] <Krexx> the most important is to know where the coordenates variables are stored
[18:58:56] <wjp> I hope you know what you're getting into... multiplayer won't be easy :-)
[18:59:13] <Colourless> IMO, impossible... but hey, that's just me
[19:00:14] <wjp> you'll want to look at objs/objs.h for the basic object classes
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[19:01:40] <Krexx> Colourless: what do you think it's impossible?
[19:05:19] <Lord_Nightmare> it would require a rewrite of most of the game scripts
[19:16:59] <Krexx> where can I find the game scripts?
[19:17:55] <Lord_Nightmare> they come bundled with the game. i think they may be in the 'usecode' directory or maybe that;s only ultima 8....
[19:19:14] <wjp> static/usecode.flx
[19:19:32] <wjp> um, static/usecode, sorry
[19:21:32] <Krexx> thanks
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[19:33:57] <Dominus> hey ho
[19:37:11] <Dominus> multiplayer?
[19:38:44] <Colourless> you say forbidden words :-)
[19:39:30] <Dominus> hey, I didn't start that !
[19:44:08] <Dominus> seriously, multiplayer would be fun (for about 5 minutes for me), but getting some usecode to work and other parts to not work doesn't sound like fun to do.
[19:45:15] <Krexx> what parts are supposed to no o work?
[19:45:57] <Colourless> like the entire engine isn't designed around anything remotely like multiplayer
[19:46:09] <Dominus> the way quests and flags are set
[19:50:14] <Dominus> and before you try deciphering the usecode file on your own, we do have tools for that :-)
[19:52:29] <Krexx> by example?
[19:53:14] <Dominus> example for tools or example why we think it won't work?
[20:07:32] <Krexx> example for tools
[20:07:39] <Krexx> and
[20:07:52] <Krexx> example why you think it won't work
[20:07:53] <Krexx> :)
[20:10:40] <Dominus> in our source rip, wud, wuc and whatever else produce a slightly more readable usecode
[20:13:05] <Lord_Nightmare> the usecode system is intended for one player only
[20:13:21] <Lord_Nightmare> you'd need to break it into local and global variables if it was multiplayer
[20:13:28] <Lord_Nightmare> quests would be global
[20:13:31] <Lord_Nightmare> stats local
[20:14:24] <Lord_Nightmare> if the whole thing was documented completely and well and understandably i could see it possibly being done. almost 100% of the game would need a rewrite or at least some modification
[20:15:37] <Krexx> I think it's assumed that the game would need some modification
[20:15:38] <Dominus> even then quests would need to be decided wether they should be global or local (so everyone could still beat the game)
[20:16:26] <Dominus> then you 'd need to figure out what of the usecode is just world control or quests or stats
[20:16:48] <Dominus> not some modifications. MAJOR modifications
[20:17:05] <Dominus> and rewrite of usecode which is highly impossible
[20:18:52] <Dominus> anyway, good luck
[20:18:53] <Krexx> nothing is impossible
[20:18:57] <Dominus> have to go
[20:18:58] <Dominus> bye
[20:19:00] <Krexx> bye
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[20:27:00] <Krexx> ok, brb
[20:27:02] <Krexx> bye!
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[20:28:42] <Lord_Nightmare> I could see someone rewriting the game completely... using the u6 engine but replacing the usecode with something more sane like... um... i dunno. another scripting language. maybe lua or lisp
[20:29:20] <Lord_Nightmare> or if usecode was properly documented and figured out, they could use that...
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[22:56:40] <Kirben> wjp: Thanks for compile fix.