#exult@irc.freenode.net logs for 15 Jun 2001 (GMT)

Archive Today Yesterday Tomorrow
Exult homepage

[00:04:53] --> Kirben has joined #exult
[01:34:04] --> Lord_Bishop has joined #exult
[01:42:51] <-- Lord_Bishop has left IRC (bye bye!)
[01:49:30] --> statix- has joined #exult
[01:49:37] <statix-> hey.. is anyone around?
[01:50:56] <Kirben> yes
[01:51:05] <statix-> hey kirben.. do you know anything about soundfonts?
[01:51:24] <Kirben> Only a little
[01:52:03] <statix-> hm okay.. i was wondering if there's a soundfont out there that will make the music in exult exactly like the original. I have hte soundpack which works great for sounds, but I was hoping for the music I could find a soundfont or something
[01:52:12] <statix-> maybe something that will sound like an old sound blaster
[01:53:55] <Kirben> I don't know of soundfont that will give exact same midi playback, usually default sountfonts (2/4/8MB) are the recommended ones.
[01:54:22] <statix-> hm that sucks :(
[01:54:35] <statix-> i use a default 4meg one but it sounds horrible
[01:54:55] <statix-> ah well tnx anyway :)
[02:01:45] <statix-> hey i found a good one
[02:02:08] <statix-> http://members.iinet.net.au/~rsd/U7inWindows.html had one..
[02:05:24] <statix-> thanks :) see ya.
[02:05:25] <-- statix- has left IRC (ircN 7.26 + 7.0 for mIRC (2001/04/03 20.00))
[03:22:12] --> Kirben2 has joined #exult
[03:22:12] <-- Kirben has left IRC (Read error to Kirben[co3007967-a.brasd1.vic.optushome.com.au]: Connection reset by peer)
[04:57:37] <-- Kirben2 has left #exult
[04:57:43] --> Kirben has joined #exult
[05:30:22] <-- Kirben has left IRC (System Meltdown)
[06:49:49] --> ins0m has joined #exult
[06:50:30] <-- ins0m has left IRC (.)
[07:40:18] --> wjp has joined #exult
[07:47:20] <-- exultbot has left IRC (signing off...)
[07:47:22] --> exultbot has joined #exult
[10:53:31] <-- wjp has left IRC ([x]chat)
[11:52:56] --> Kirben has joined #exult
[12:39:24] --> Colourless has joined #Exult
[13:42:55] <-- Kirben has left IRC (Ping timeout for Kirben[co3007967-a.brasd1.vic.optushome.com.au])
[14:32:17] --> wjp has joined #exult
[14:32:23] <wjp> hi
[14:32:38] <Colourless> hi
[15:01:46] <-- wjp has left IRC (Killed (NickServ (GHOST command used by wjp_)))
[15:02:02] --> wjp has joined #exult
[16:00:35] <wjp> what kind of border do you think I should put around the new maps?
[16:01:05] <wjp> I've currently got a single black line. (map itself is 200x200)
[16:01:19] <Colourless> what ever you want.
[16:36:06] <wjp> hmmm, now I should really create a exult_si.flx
[16:36:13] <wjp> bah :-)
[16:36:23] <Colourless> :)
[16:36:49] <wjp> that unified shape/file architecture would be nice right about now :-)
[16:37:42] <Colourless> hehe
[16:38:06] <Colourless> well, what are you waiting for. Start working!
[16:38:13] <wjp> lol
[16:38:26] <wjp> actually, I was waiting for you to do it ;-)
[16:39:18] <Colourless> me???
[16:39:29] <Colourless> I've got far less important things to do
[16:41:03] <wjp> hehe :-)
[16:45:07] <wjp> I wonder if that one shape is worth all this trouble
[16:45:48] <Colourless> probably not. Just put something in game_window.
[16:45:58] <Colourless> everything gets put there :)
[16:46:08] <wjp> yeah :-)
[16:46:14] <Colourless> a better choice would be the game class
[16:46:47] <wjp> game window should be split up (for starters) into rendering and the rest
[16:48:55] <Colourless> for your shape, use add_shape and add_resouce in bggame and sigame
[16:49:03] <Colourless> add_resource even
[16:50:01] <Colourless> actually, add_resource is all you need
[16:50:03] <wjp> hmm, that doesn't support a framenum
[16:50:06] <Colourless> void Game::add_resource(const char *name, const char *str, int num)
[16:50:21] <Colourless> yeah, so, why would you need a frame num for a single shape???
[16:50:26] <wjp> I could split it up into /shape and /frame, I guess
[16:50:46] <Colourless> of you could modify add_resource to take 2 numbers
[16:50:47] <wjp> there's two frames in that single shape :-)
[16:50:49] <Colourless> :)
[16:51:03] <wjp> (0 = with roofs, 1 = without roofs)
[16:51:11] <Colourless> umm, but can't you just assume that
[16:51:37] <wjp> yeah, I guess :-)
[16:51:42] <Colourless> only the shape num will be different between games, not the frame nums
[16:52:16] <wjp> but then people won't be able to squeeze the maps in between lots of completely unrelated frames! :-)
[16:52:31] <Colourless> damn!
[16:57:48] * wjp checks available functions
[16:57:58] <wjp> hmm, so now I have a filename and a shapenum...
[16:58:21] * wjp scrolls through gamewin.h
[17:00:04] * Colourless doesn't think he'll find anything
[17:00:17] * wjp doesn't find anything
[17:01:03] <wjp> I guess I could just create a new Vga_file
[17:01:20] <Colourless> yeah.
[17:01:41] <wjp> although it would probably be a bit inefficient
[17:02:19] <wjp> (it will open exult_bg.flx twice, for example)
[17:02:45] <Colourless> idea
[17:03:08] <Colourless> make a universal way of accessing either data flx file
[17:03:46] <Colourless> store the shape frame using Game::add_shape
[17:03:58] <wjp> depending on which game you're in?
[17:04:03] <Colourless> yeah
[17:05:28] <Colourless> i'd say add it to the Game class
[17:06:23] <wjp> well, the easiest way would be to just rename/adapt the exult_bg.flx accessing functions from gamewin
[17:06:52] <Colourless> yeah, that's possible
[17:07:19] <wjp> and it keeps things similar to accessing shapes.vga and exult.flx
[17:09:19] <wjp> ugh... I am _so_ not looking forward to doing this ;-)
[17:09:26] <Colourless> :)
[17:09:52] <wjp> but since the alternative is studying for next week's exam, I might just do it anyway :-)
[17:10:04] <Colourless> hehe
[17:13:38] <wjp> Vga_file game_flx;
[17:13:48] <wjp> Shape_frame *get_gameflx_shape();
[17:13:53] <wjp> etc...
[17:14:04] <Colourless> will that work?
[17:14:12] <wjp> ?
[17:15:01] <Colourless> 2 questions really. is gamewindow created before or after the game is choosen? if before, can you specify the file to vga_file?
[17:15:21] <wjp> the file is opened in gwin::init_files()
[17:15:25] <Colourless> yeah
[17:15:30] <wjp> which should be called after
[17:15:32] * wjp checks
[17:15:35] <Colourless> it is
[17:15:41] <wjp> ok
[17:16:23] <wjp> I should probably call something like Game::get_data_flx(), right?
[17:17:00] <Colourless> Game::get_resource(....)
[17:17:07] <wjp> right :-)
[17:17:11] <wjp> good point :-)
[17:20:56] <wjp> dinner's ready
[17:20:59] <wjp> bbl
[17:21:28] <Colourless> k
[18:03:00] <wjp> back
[18:03:27] <Colourless> wb
[18:03:31] <wjp> thanks
[18:04:08] <wjp> guess it's time for a huge s/exultbg/gameflx/
[18:26:07] <wjp> this is strange... I can't seem to 'switch' on the Paperdoll_file enum in Face_button
[18:27:21] <wjp> `paperdoll' undeclared, `exult_flx' undeclared, etc...
[18:40:16] <wjp> ah... Paperdoll_gump::paperdoll seems to do the trick
[18:40:25] <wjp> kind of makes sense, too :-)
[18:40:57] <Colourless> i've been attempting to track down a almost unfindable bug in some code which I was writing. For the life of me I couldn't figure it out. I was reding data from a binary file. Whenever I read a short at offset 6d1, the file would then be at offset 78f. It turns out, the reason was because the file was in ascii mode :(
[18:41:11] <wjp> ouch
[18:42:01] <Colourless> ouch indeed
[18:42:21] <Colourless> it gets better :)
[18:43:15] <Colourless> not only was the file in ascii mode, but when attempting to find the problem, i was running the debug exe file, when I was in release mode, and the release exe file is put in a different place.
[18:44:01] <wjp> (3 chunks = 3*16*8 = 384 pixels)
[18:44:13] <wjp> yeah, I noticed that in VC
[18:44:18] <Colourless> that's not enough
[18:44:48] <Colourless> i say thats not enough as in large screen res's things that are on screen will be cached out
[18:45:06] <wjp> yeah
[18:45:11] <wjp> that could be a problem
[18:45:37] <Colourless> that was partly why I made the distance so large in exult.
[18:51:10] <wjp> segfault... I can't count :/
[18:51:26] <wjp> oh, wait, those shape nr's are zero-based
[18:52:32] <wjp> Jeff: "We could base the distance on the screen size, with 3 chunks as the minimum."
[18:52:35] <wjp> sounds like a good idea
[18:52:47] <wjp> (ie. quote from Jeff)
[19:10:50] <wjp> although I guess it would cause some unpredicable behaviour
[19:37:11] <-- Colourless has left IRC (Ping timeout for Colourless[ppp589.adelaide.on.net.au])
[19:51:09] --> Colourless has joined #Exult
[19:52:00] * Colourless is sad. Computer hard locked and he lost the C++ file he was working on for the last 7 hours
[19:55:53] <wjp> ack :/
[19:57:49] <Colourless> the real kicker is I had saved it, and the only reason it was because of the write behind cache. The lock occured when the disk was being written to.
[19:58:01] <Colourless> it was LOST because
[19:58:34] <wjp> one of the disadvantages of advanced disk scheduling
[20:00:23] <Colourless> yeah
[20:04:35] <Colourless> could have been worse. If I had lost the accompaning header, i would have been in a lot of trouble.
[20:24:19] <chimera|wookin> hey fellows
[20:24:30] <Colourless> hi
[20:24:37] <wjp> hi
[20:32:00] <wjp> Colourless: read Soul Harvester's latest post on JackChaos? (about map wrapping)
[20:32:19] <Colourless> ok
[20:32:30] <wjp> 'read' past tense :-)
[20:33:24] <wjp> it could be me, but I'm pretty sure there's nothing past the map borders in BG...
[20:33:34] <Colourless> I don't want to get into an arguement with him
[20:33:39] <Colourless> you are correct
[20:34:31] <Colourless> there is nothing past the SI map borders either. The maker goes off screen because the cloth map in si doesn't cover the entire game world
[20:35:35] <Colourless> it was you who was having a huge amount of problem getting to si map to actually closely represent the game world wasn't it?
[20:35:46] <wjp> yeah
[20:36:23] <wjp> I think I'm just going to get a couple of reference points and calculate a linear mapping from world coordinates to map coordinates
[20:36:34] <wjp> (I do hope it's linear, anyway)
[20:42:22] <Colourless> damn you
[20:42:26] <Colourless> i just posted as well
[20:42:38] <Colourless> you made your post exactly 8 second before me
[20:42:58] <wjp> :-)
[20:43:20] <wjp> I thought you said you didn't want a discussion?
[20:43:27] <wjp> s/discussion/argument/
[20:44:33] <Colourless> true, i just said i didn't want to get into an arguement with him. That never stops me from posting though
[20:45:14] <wjp> :-)
[20:45:35] <Colourless> hopefully because we both posted, he'll understand
[21:05:59] <Colourless> wjp: in 1 hour, i've managed to rewrite all that i lost :)
[21:06:11] <wjp> not bad :-)
[21:08:15] <chimera|wookin> you are amazing.. I should crash that thing every day
[21:13:55] <wjp> ok, I got 7 ref. points on the SI map now...
[21:14:07] <wjp> now for that linear transformation...
[21:19:34] <wjp> hmm, come to think of it, I can probably assume that the map isn't rotated :-)
[21:20:03] <Colourless> are you sure :)
[21:20:22] <wjp> if this doesn't work I'll try rotating :-)
[21:21:22] <wjp> (well, not rotating, more like 'skewing', if that's a word at all)
[21:22:02] <Colourless> ah
[21:24:46] <wjp> ok, the x coordinates are now correct I think
[21:28:56] <wjp> y coordinate is more of a problem
[21:35:51] <wjp> well, it looks ok in most of the (southern) world now, except for the strip of land SE of furnace
[21:36:15] <chimera|wookin> furnace... hehe that brings back memories
[21:36:56] <wjp> northern waste is pretty messed up, like in the original
[21:37:05] <wjp> brb
[21:54:28] <wjp> b
[21:54:37] <Colourless> k
[21:54:40] <Colourless> wb
[21:55:33] * wjp proceeds to tweak BG map marker
[21:56:55] <Colourless> brb
[22:23:31] <wjp> phew... those should be good enough now
[22:28:57] * wjp closes bug
[22:35:59] <Colourless> back
[22:41:55] <wjp> wb
[22:53:03] <wjp> I'm going to play a bit of U9, and then it's time for bed
[22:53:04] <wjp> night
[22:53:12] <-- wjp has left IRC ([x]chat)
[22:53:14] <Colourless> ok
[22:53:17] <Colourless> cya
[23:07:59] <-- Colourless has left IRC (Got Coloured)