#exult@irc.freenode.net logs for 14 Dec 2012 (GMT)

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[01:15:31] <i30817> hey; what are the execs required for exult studio to work ok... because im seeing some names that aren't in the description, like head2data
[01:15:36] <i30817> ?
[02:14:26] <i30817> what's 'exult studio support' as oppose to just 'enable exult studio'
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[04:18:07] <i30817> That's funny. Of the two fluidsynth drivers, only the GM one works for me.
[04:18:27] <i30817> The gm soundfont i mean.
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[04:39:36] <i30817> Oh wow, the gs one is very small. Probably why it didn't work ok.
[04:39:38] <i30817> Have some rearraging to do.
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[05:46:56] <i30817> I'd like to make a patch to make the exult daily build also update the mods included on the exult svn.
[05:46:58] <i30817> Is there any way to override the requirement of the mod zip files needing to be on the game folder (because the game folder shouldn't be touched by apt-get)
[05:46:59] <i30817> Granted, it's probably a bad idea due to saves not working right.
[05:47:47] <i30817> Unless i can mark them as files that need 'apt-get purge' to remove... then it would work allrigth probably
[05:49:30] <i30817> Since those files are not removed on normal uninstall
[05:50:44] <i30817> What do you think?
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[07:04:16] <i30817> Do mods have 'zip filesystem' support? IE; can you _not_ unzip them but just place them in the respective dir and it will work?
[07:04:32] <i30817> If not, it's still possible i guess; but harder.
[07:04:42] <i30817> (harder to remove that is)
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[08:53:37] <dominusonphone> i30817: mods do not support being left zipped. It's something marzo and I fantasized about ages ago, though
[08:54:17] <dominusonphone> And about Exult Studio support vs building Exult Studio:
[08:55:06] <dominusonphone> When exult is built without ES support, exult will not be able to work with ES.
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[12:50:01] <i30817> Dominus: but they don't support being left zipped because they have to _write_ to their directory, or because you can't read zips as filesystems yet?
[12:53:34] <i30817> Because it's the first i'm mostly worried about. I would like to:
[12:53:36] <i30817> 1 ) leave the mods/mods dir on the /usr/share/games/exult/ home (this is read only to the user)
[12:53:37] <i30817> 2 ) if i need to, symlink the dirs on the games dir to point to these directories, or just change the settings file to search for them here.
[12:53:39] <i30817> 3 ) store the saves on a place that is not read only
[12:53:40] <i30817> 4 ) maintain these dirs/zips as 'conffiles' to apt-get (besically files that are only removed if request specifically with 'purge').
[12:54:48] <i30817> *dreams of apt-get install nerdvana*
[12:57:53] <i30817> I would *really* prefer 2 ) was not necessary (though i guess it can be implemented as a patch) but 3 looks fairly bad because if i understand correctly, saves are supposed to be saved in the mod dir.
[12:58:23] <i30817> A different setting for the save location and the mod location is supported on the cfg?
[12:59:30] <i30817> I suppose a patch similar than what i did to support the default fluidsynth fm soundfont would be enough to configure the 'default' mods if there is nothing there.
[13:00:30] <i30817> If the saves could use a different dir (preferably in the user dir) and if the saves recognized/warned that they would be used on different versions of the mods, would be ideal
[13:01:31] <i30817> A symlink is probably not a good idea... no one likes broken symlinks on folders (which is what would happen when the exult package was purged)
[13:02:03] <i30817> Hardlinks only work on the same disk iirc
[13:03:02] <i30817> BTW, is fluidsynth not supposed to work with their default GS soundfont ? (it's about 3 mb versus the GM one, that is 128mb)
[13:03:07] <i30817> ?
[13:04:47] <i30817> It doesn't output sound; unlike the other, that is fairly impressive for the main menu (not so good the sub-main menus)
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[16:04:42] <Eviltar> dominus http://icculus.org/physfs/
[16:05:24] <Eviltar> for zipped files filesystem support
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[18:12:31] <Dominus> i30817: the mods do *NOT* have to save to their folder. If you have the game <savegame> and <gamedat> folders set the mods will save there
[18:14:26] <Dominus> actually they should automatically save to $Home/.exult/gamename/mods/modsname
[18:14:35] <Dominus> according to http://exult.sourceforge.net/docs.php#path_config_nix
[18:16:30] <Dominus> Eviltar: someone *just* needs to implement that :)
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[23:10:21] <Malignant_Manor> Marzo_android: You might have broken something recently. https://sourceforge.net/tracker/index.php?func=detail&aid=3596110&group_id=2335&atid=102335
[23:10:43] <Malignant_Manor> This doesn't occur in my build from the other day.
[23:13:30] <Malignant_Manor> I can confirm that it is broken in Kirben's snapshot that I just downloaded.
[23:15:55] <Malignant_Manor> 7188 is what revision my build was.
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