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[00:09:49] <wjp> I should be going; 'night
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[11:31:36] <Yuv422> objects and animated tiles are mostly done. :)
[11:32:00] <wjp> nice :-)
[11:32:29] <wjp> pentagram is segfaulting on object-loading atm :-(
[11:32:37] <wjp> (but other than that object loading is almost done ;-) )
[11:32:37] <Yuv422> :(
[11:32:42] <Yuv422> :)
[11:32:56] <Yuv422> Nuvie has been segfaulting all day. ;)
[11:35:38] * Yuv422 hopes that npc schedules aren't hardcoded into game.exe
[11:35:48] <wjp> :-)
[11:37:14] <Yuv422> u6 has graphic tile for monster eggs. :)
[11:37:33] <wjp> a little 'real' egg, I guess?
[11:37:47] <Yuv422> yes
[11:37:59] <wjp> u7/8 have them too
[11:39:58] <Yuv422> did you know that you can get drunk in u6?
[11:40:35] <Yuv422> the avater moves around randomly and says "Hic!" alot.
[11:40:43] <Yuv422> avatar
[11:40:44] <wjp> yeah :-)
[11:41:01] <Yuv422> I never knew that ;)
[11:42:16] <Yuv422> in u7 does an NPC have a route from place to place mapped out? Or do they just have to be at a perticular place at a certain time?
[11:42:36] <wjp> the latter
[11:42:42] <Yuv422> ah k
[11:42:54] <wjp> we try to do pathfinding when the NPC is near enough to the avatar
[11:43:04] <wjp> but if he's far enough away we just teleport
[11:43:09] <Yuv422> :)
[11:43:35] <Yuv422> what's the resolution on the time system in U7?
[11:43:43] <wjp> not sure
[11:44:17] <Yuv422> I was doing some experiments in U6 and it looks like 4 moves = a minute. :)
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[12:00:28] <Dominus> hey ho
[12:00:34] <wjp> hi
[12:00:59] <Dominus> Yuv422: I'm very interested in your u6 project (from a user's point)
[12:01:47] <Dominus> what is the project name on SF? (I saw you applied for a project in the logs)
[12:02:37] <Yuv422> the project is called nuvie
[12:03:08] <Yuv422> I'm still waiting on sourceforge to get comfirm the project.
[12:03:17] <Yuv422> -get
[12:03:27] <wjp> it's weekend right now, so it might take a while, I guess
[12:03:41] <Yuv422> yeah. they say two working days :)
[12:04:07] <Dominus> I'd really like to get that project done. I never played MD or SE due to being spoiled by prettty U7 graphics
[12:04:32] <Yuv422> Dominus: I'll take a screenshot for you.
[12:05:11] <Dominus> thanks
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[12:26:43] <Dominus> got to go
[12:26:48] <Dominus> happy coding :-)
[12:26:51] <Dominus> bye
[12:26:55] <Yuv422_> cya
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[12:33:42] <Yuv422_> ah the perpetual motion machine! :)
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[12:35:06] <wjp> *phew*.. crash fixed
[12:35:14] <wjp> perpetual motion machine?
[12:35:43] <Yuv422_> in the museum in britan.
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[12:36:37] <Yuv422> what was the cause of your crash?
[12:40:27] <wjp> I forgot to cleanup item lists somewhere, causing items to show up in it twice
[12:40:35] <wjp> causing a double delete
[12:41:16] <Yuv422> ah k. does C++ allow a delete on a NULL pointer?
[12:42:20] <wjp> yeah, that's a no-op
[12:42:37] <wjp> but the pointer wasn't null, it was a pointer to an already-deleted object
[12:42:46] <Yuv422> :)
[12:44:39] <Yuv422> I've still got a few graphical glitches to clean up. some tiles must be drawn ontop of all other tiles and that's not happening at the moment. :)
[12:45:17] <wjp> shape ordering.. *shudder* :-)
[12:45:24] <Yuv422> oh and multi-tile objects with animations aren't rendered properly yet.
[12:46:26] <Yuv422> I don't think it should be too hard... :) just a matter of drawing the ontop tiles after all other tiles are drawn. as u6 only has one level of tile height. :)
[12:47:18] <Yuv422> so draw basetiles, object tiles, PC NPC's then toptiles.
[12:48:55] * wjp nods
[12:49:39] <Yuv422> I'd imagine U7 and U8 are a lot more involved. :)
[12:50:01] <wjp> a bit, yes :-)
[12:50:35] <Yuv422> I haven't decided how to implement the room hiding code yet.
[12:50:53] <Yuv422> how did you guys do it in exult?
[12:51:26] <wjp> you mean that roofs are removed when you're in a building?
[12:51:39] <Yuv422> yeah
[12:52:09] <wjp> we detect when you're under an object which we marked as 'roof', and then simply stop drawing anything above the avatar
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[12:52:17] <wjp> hi Ryan
[12:52:21] <Yuv422> in u6 you just see black when a room has its door shut
[12:52:33] <Colourless> hi
[12:52:42] <wjp> ah, right... it had some line of sight
[12:52:44] <Yuv422> I don't think u6 has any notion of rooms on the map :(
[12:52:57] <Yuv422> hi cless.
[12:53:19] <Yuv422> it looks like it calculates it on the fly.
[12:53:28] <Yuv422> I could be wrong though.
[12:54:09] <wjp> can you see all of the room when the door is open? or only the parts to which you have direct line-of-sight?
[12:54:28] <wjp> I think U5 is the latter, but can't remember about U6 exactly
[12:55:01] <Colourless> u6 didn't have line of site
[12:55:05] <Yuv422> if I open a door to a room with another room leading off I can't see into the second room till the second door is opened.
[12:55:14] <Colourless> if the door was open you could see the entire room
[12:55:52] <wjp> so you need some kind of flood-fill-like algo to determine what you can see?
[12:56:19] <Yuv422> yeah.
[12:56:33] <Colourless> yes possibly
[12:56:55] <Yuv422> if I open a door the room is visible till the door goes off screen then the room returns to black.
[12:57:01] <Colourless> i 'might' be mistaken, but i think you may be able to look through windows to see what the contents of a room
[12:57:18] <Yuv422> yes you can.
[12:57:49] <Yuv422> from the three ajacent locations next to the window.
[12:58:58] <Yuv422> I've yet to clean add the border to the map window.
[12:59:02] <Yuv422> -clean
[13:00:06] <Yuv422> the map window is 9x9 tiles with a 1/2 tile border all around.
[13:02:03] <Colourless> now just because the original game has a puny map window doesn't mean you need to have a puny map window too :-)
[13:02:47] <Yuv422> hehe isn't that what the punters want?! ;)
[13:04:39] <Yuv422> how about a 640x480 map window then. ;) the avatar would be able to see trinsic from lord B's castle ;)
[13:04:58] <Yuv422> hmm maybe not that far...
[13:05:11] <Colourless> the u6 world was pretty big
[13:05:25] <Yuv422> 1024x1024 tiles.
[13:05:34] <Yuv422> tiles are 16x16 pixels
[13:07:38] <Yuv422> with 5 dungeons 256x256 tiles each.
[13:08:40] <Yuv422> I was planing to have a full screen map mode too. I thought I'd focus on the faithfull reproduction first.
[13:09:48] <Yuv422> hmm a horse egg. :)
[13:10:07] <wjp> funny, I thought horses were mammals :-)
[13:10:18] <Colourless> :-)
[13:10:42] <Yuv422> welcome to britannia. :)
[13:23:51] <Yuv422> I'm off to bed.
[13:23:53] <Yuv422> cya
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[17:32:47] <aethyr> I think I'm experiencing this problem too in Black Gate: http://exult.sourceforge.net/forum/read.php?f=1&i=13030&t=13028
[17:33:34] <aethyr> The light levels seem to change as I move around into different areas It'll be 10 in the morning and I'll be walking outside and it will go dark, or visa versa. (In case any dev wanted to look at it)
[17:37:22] <wjp> hi
[17:37:56] <wjp> I think Jeff recently changed something in the lighting code
[17:38:00] <wjp> I'll take a look at it
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[19:18:34] <wjp> hi
[19:18:59] <Dominus> hi
[19:19:04] <Dominus> anything up with the forum lately?
[19:19:06] <Matt_O> hi :)
[19:19:14] <Matt_O> guten tag
[19:19:16] <Dominus> it seems to die on me sometimes :-)
[19:19:22] <wjp> well, other than that people were apparently pirating Exult... ;-)
[19:19:30] <Dominus> guten Tag, Herr Matt_O
[19:19:36] <wjp> but yes, I've been getting a lot of timeouts lately
[19:19:37] <Matt_O> pirating a gpl'd program? ...
[19:20:01] <Dominus> wjp: oops
[19:20:08] <Dominus> thanks for fixing that :-)
[19:20:29] <Dominus> did I really write exult?
[19:20:32] <Dominus> he he
[19:20:33] <wjp> yes :-)
[19:21:01] <Dominus> you don't have any idea why a patched game won't work anymore on Windows?
[19:21:30] <wjp> dunno... I should check if it works here, I guess
[19:21:59] <Dominus> the "official" patch on the sf-download page should suffice to test
[19:22:18] <wjp> I'll just point <patch> to the islefaq dir in CVS
[19:23:32] <Dominus> not enough, don't forget to built the usecode :-)
[19:23:36] <wjp> did that
[19:24:19] <wjp> ugh, not all of the conversation graphics are erased when saying 'bye'
[19:24:35] <Dominus> grr, so apparently it is working for you
[19:25:01] <Dominus> it dies with "Assertion failed: shapes!=0, file shapes/vgafile.h, line 253"
[19:25:14] <wjp> when exactly?
[19:25:24] <Dominus> when I start a new game
[19:25:34] <Dominus> before the plasma
[19:25:45] <Dominus> stdout: Creating 'gamedat' files.
[19:27:07] <wjp> before or after character creation?
[19:27:19] <Dominus> after
[19:27:26] <Dominus> when you click journey onward
[19:27:51] <wjp> do you have gdb?
[19:27:58] <Dominus> nope
[19:28:25] <wjp> does starting a new game work properly when you disable the patch?
[19:28:33] <Dominus> yep, tested that
[19:32:02] <wjp> you don't accidently have any other files in your patch dir?
[19:32:52] <Dominus> no, to test I tried with the "virgin" patch 3 from our project download page
[19:32:57] <wjp> try moving away some of the files in the patch dir to see what happens
[19:33:04] <wjp> (one by one)
[19:33:16] <Dominus> k
[19:35:50] <Dominus> initgame.dat
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[19:37:57] <Dominus> if initgame.dat is not in the patch dir it works
[19:40:23] <wjp> weird
[19:41:27] <wjp> does initgame.dat from cvs work?
[19:41:36] <Dominus> nope
[19:43:35] <Dominus> it is actually not creating anything in /gamedat when it crashes
[19:43:44] <wjp> even weirder
[19:44:52] <Dominus> Dark-Star: aren't you using Windows as well?
[19:45:12] <wjp> hm, the IDENTITY file I get is weird
[19:46:31] <wjp> but it looks the same as that from the original
[19:48:42] <Dominus> hmm, probably something for Jeff to figure out
[19:48:58] <Dominus> got to go again, bbl
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[19:49:07] <wjp> I don't see where it could crash in vgafile.h between saying "creating gamedat files" and creating the actual files
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[19:56:59] <wjp> hi
[19:57:13] <ShadwChsr> hi
[19:57:28] <ShadwChsr> thanks for the idea on reversing my tile->pixel algorithm
[19:57:45] <ShadwChsr> not only did it work flawlessly, the original algorithm is alot more efficient now! :)
[19:58:03] <wjp> great :-)
[19:58:28] <ShadwChsr> just need to figure out how to cast the ray for object selection and i'm all set, going to try to muck around with that today hehe
[19:59:55] <armav> ShadwChsr: what are you working on?
[20:00:05] <ShadwChsr> a game engine :)
[20:00:27] <ShadwChsr> something new, completely focused on the development of games instead of playing existing ones :)
[20:00:41] <armav> is it open-source?
[20:00:50] <ShadwChsr> yes
[20:01:01] <armav> does it have a homepage?
[20:01:12] <ShadwChsr> sort of, but i havent updated it in awhile :)
[20:01:31] <ShadwChsr> I havent even posted the new source for awhile ;P
[20:01:35] <armav> i'd like to look at it anyway :)
[20:01:45] <ShadwChsr> www.sf.net/projects/lupercalia
[20:03:06] <armav> the graphics look nice, but i think there should be one or two in-game screenshots
[20:03:21] <ShadwChsr> thats just it - I'm programming an engine so theres not much to see
[20:03:41] <ShadwChsr> If I designed a cool beautiful map every time it would take me longer because once and awhile the data structures are changing ;)
[20:03:50] <ShadwChsr> right now i have blue grid world with a backback
[20:03:51] <ShadwChsr> hehehe
[20:04:19] <armav> does your engine support different height levels?
[20:05:33] <wjp> time for me to go; bye
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[20:06:16] <ShadwChsr> not for terrain yet but i support it for buildings & objects
[20:06:20] <ShadwChsr> kind of like an isometric u7
[20:06:32] <ShadwChsr> i do want to add terrain levels, but that wont be for awhile
[20:07:23] <ShadwChsr> thats a test screenshot
[20:14:47] <ShadwChsr> ahhh
[20:14:59] <ShadwChsr> why are you curious? :)
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[20:16:02] <Dominus> back
[20:16:06] <Dominus> damn, where is wjp gone to?
[20:16:40] <armav> <wjp> time for me to go; bye
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[20:16:58] <Dominus> yeah, just read the logs
[20:17:02] <armav> :)
[20:17:21] <armav> i'll have to be careful what i say
[20:17:29] <Dominus> yep
[20:17:36] <Dominus> everything is recorded
[20:17:51] <Dominus> only when exultbot is missing there is a freedom of speech
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[21:31:12] <Dark-Star> sorry, was afk for a while... I'll try the sf-island patch here. I just need to rebuild exult from CVS first...
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[21:31:41] <Dominus> ah, there you are :-)
[21:32:16] <Dominus> you can just try the one from the project download page as this behaves bad for me already :-)
[21:36:54] <Dark-Star> the 1.0 version?
[21:37:18] <Dominus> no i meant the island patch
[21:37:32] <Dark-Star> ah ok :)
[21:38:02] <Dark-Star> but I wanted to recompile exult anyway so it'll just take a few minutes...
[21:40:09] <Dominus> he he
[21:40:20] <Dominus> takes awful long, doesn't it?
[21:40:36] <Dominus> how fast is your cpu?
[21:41:16] <Dark-Star> 900 mhz
[21:41:30] <Dominus> ouch that is even slower than mine :-)
[21:41:36] <Dominus> 1 GHz
[21:43:38] <Dark-Star> well, not _that_ much slower ;-)
[21:44:07] <Dominus> yep, that's why I feel for you (practically the same boat :-))
[21:48:55] <Dark-Star> seems I need to get a binary snapshot. I can't seem to compile exult for whatever reasons :-/
[21:49:26] <Dominus> hmm? strange
[21:49:42] <Dominus> worked fine for me straight from cvs
[21:50:19] <Dark-Star> mingw build fails with some error in a gcc include file (maybe because I'm using gcc3.2)
[21:50:45] <Dark-Star> msvc7 build fails too, didn't investigate that further (yet)
[21:50:46] <Dominus> strange
[21:51:09] <Dark-Star> mavc6 doesn't work because I can't find the registry patch needed for .cc files to be recognized
[21:51:09] <Dominus> Kirben and me are also using gcc3.2
[21:52:23] <Dominus> are you following Kirben's instructions in readme.win32?
[21:53:20] <Dark-Star> hmmm... has something changed there lately? I always did "cvs update; make -f makefile.mingw"
[21:53:25] * Dark-Star reads the docs
[21:53:53] <Dominus> I mean, do you have all the necessary downloads?
[21:54:04] <Dark-Star> hmm seems I missed something...
[21:55:25] * Dark-Star can't remember having done all this last time he compiled exult...
[21:55:41] <Dominus> when was the last time, you compiled exult?
[21:56:07] <Dominus> might be that some stuff got updated since then
[21:56:07] <Dark-Star> well, october last year or something like that :)
[21:56:11] <Dominus> he he
[21:56:26] <Dominus> same with me recently :-)
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[21:57:08] <Dominus> I *think* you might need to checkout the whole source again
[21:57:22] <Dominus> additional to all the stuff you need to download
[21:57:50] <Dark-Star> yes that might help. anyway, I'm for now downloading the binary shapshot only...
[21:57:51] <Dominus> I had some unexplainable problems and only a fresh checkout instead of an update of the source helped
[21:58:54] <Dark-Star> which is the correct patch? Map-editor Demo 3?
[21:59:04] <Dominus> yep
[21:59:47] <Dominus> it then you just need to put it somewhere and point to it in exult.cfg
[22:00:00] <Dominus> it is explained in the readme
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[22:03:21] <Dark-Star> which U7 should I try? english BG+FOV or german BG w/o FOV?
[22:03:44] <Dominus> english BG+FoV
[22:06:21] <Dark-Star> ok, normal u7 works. now let's try with the patch ...
[22:08:05] <Dark-Star> well, for me it works...
[22:08:16] <Dominus> did you start a new game?
[22:08:20] <Dark-Star> yes.
[22:08:38] <Dark-Star> and I'm in a small house E of trinsic
[22:08:40] <Dominus> ok, got to download the built by kirben as well
[22:09:14] <Dominus> what flavour of Win32 are you using?
[22:09:34] <Dark-Star> but there's no NPC on the island. only the "do I detect the smell of usecode?" egg is working...
[22:09:37] <Dark-Star> I'm using winXP
[22:09:59] <Dominus> hm, that's strange at least
[22:11:11] <Dark-Star> there *should* be someone there I guess. at least that's what I expected after reading the usecode file...
[22:11:58] <Dominus> yep
[22:12:14] <Dominus> does stdout/stderr say something?
[22:12:35] <Dark-Star> a lot of "NPC #xxx is unused"...
[22:12:48] <Dark-Star> Finding path to schedule for Iolo
[22:12:48] <Dark-Star> Created Pipe for Exult Server
[22:12:48] <Dark-Star> Cheats enabled.
[22:12:53] <Dark-Star> Egg type is 2, prob = 100, distance = 3, crit = 2, once = 0, hatched = 0, areset = 0, data1 = 287, data2 = 65535
[22:13:13] <Dark-Star> stderr says jmsfx.flx not found
[22:13:21] <Dominus> he he
[22:15:48] <Dark-Star> there also shouldn't be a music egg in the patch, right? so why did the music suddenly start when I entered one of the houses?
[22:16:27] <Dominus> a music egg is ok
[22:16:42] <Dominus> there should be one or two NPCs next to a music box
[22:18:20] <Dominus> damn, crashes still for me, ven with Kirben'S snapshot
[22:19:06] <Dark-Star> there is no music box here. only 2 houses, one of them has a harp and a xylophone.
[22:19:38] <Dominus> oh, right
[22:19:47] <Dominus> music box is in SI only :-)
[22:21:37] <Dark-Star> hmm and I though I might have the wrong patch.
[22:22:23] <Dominus> strange
[22:22:45] <Dominus> with a custom edited static dir it suddenly starts
[22:22:56] <Dominus> but with the same missing NPCs as you have
[22:23:03] <Dark-Star> custom edited?
[22:23:18] <Dark-Star> you mean putting the files into the game's static dir?
[22:23:41] <Dominus> someone on the forum or here mentioned it and I kept it for some time
[22:26:10] <Dominus> aehm, seems I found my problem
[22:26:26] <Dominus> custom edited static dir my ass
[22:27:10] <Dominus> I tried it with the english BG only version it seems
[22:27:25] <Dominus> of course it fails there :-)
[22:28:00] <Dark-Star> hmm... DrCode should be NPC 0x564, right? so why does the cheat menu tell me that NPC 1380 is "invalid"?
[22:28:28] <Dominus> let me try something first
[22:28:47] <Dominus> ahhh
[22:29:11] <Dominus> seems that the old patch I told you to download is no longer compatible with exult :-)
[22:29:18] <Dominus> the one from CVS works
[22:30:25] <Dominus> if you just download the tools snapshot and built the usecode file (ucc.exe -o usecode usecode.uc)
[22:30:25] <-- aethyr has left IRC (Read error: 110 (Connection timed out))
[22:30:41] <Dominus> and put the files into the patch dir it should work
[22:32:11] <Dark-Star> ok, I'll copy all files from CVS just to be sure
[22:32:37] <Dominus> k
[22:34:57] <Dark-Star> ok, now I've started in Trinsic, but without the usual introduction scene...
[22:35:23] <Dark-Star> and Petre keeps kneeling down ...
[22:35:23] <Dominus> that's allright
[22:35:40] <Dark-Star> shouldn't I start on the island?
[22:35:43] <Dominus> go down to christophers forge
[22:36:06] <Dark-Star> ok
[22:36:34] <Dominus> go in between the two houses right next to the forge on the north side of the road that leads to the forge
[22:36:56] <Dark-Star> wow :)
[22:37:18] <Dominus> now enjoy the hunt for the lost FAQ
[22:37:44] <Dark-Star> where did the pictures come from? are they standard TBG pictures? or are they customized?
[22:37:58] <Dominus> the npc faces?
[22:38:13] <Dark-Star> yes. and the conversation leaves garbage on screen after saying "bye"
[22:38:36] <Dominus> all are standard faces encountered through the game
[22:38:50] <Dominus> Yeah I noticed the garbage myself moments ago
[22:57:23] --> Kirben has joined #exult
[22:57:23] --- ChanServ gives channel operator status to Kirben
[22:58:09] <Dominus> hi Kirben
[22:59:39] <Kirben> Hi
[23:21:19] * Dark-Star thinks he's stuck on the "Quest for the Lost FAQ"...
[23:21:47] <Dominus> *hint: someone offers to join you I think
[23:22:00] <Dark-Star> yes, I already got Amy to join.
[23:22:11] <Dark-Star> and I found out that DrCode "lost" the FAQ...
[23:22:27] <Dominus> well, talk to everyone again
[23:23:48] <Dark-Star> hey, now *that's* interesting ... I *could* have figured this out myself ;-)
[23:26:38] <Dominus> and, what do you think of the add-on?
[23:27:32] <Dark-Star> I like it. Although a few things would need to be guarded by flags IMHO, like the Amy script, so that it can only come up once
[23:29:47] <Dark-Star> and some of the graphics need to be "fixed", like the water by the bridge
[23:30:44] <Dark-Star> and right now DrCode seems to be stuck behind a tree and he doesn't move :)
[23:31:02] <Dominus> hmm, you mean that the water doesn'T "underflood" the bridge's norhtern part?
[23:31:52] <Dark-Star> yes, and the water behind the shore looks clipped
[23:32:19] <Dark-Star> i.e. there needs to be another water chunk added which is animated
[23:32:45] <Dominus> yes, true, that needs fixing
[23:34:06] <Dominus> the island is a pet project by Jeff and me, mostly there for showing off Studio's abilities
[23:35:04] <Dominus> oh, and obviously I forgot to put a teleporter in there back to Trinsic :-)
[23:39:15] <Dark-Star> Why not put in some docks and a ship instead of a teleporter? :)
[23:41:48] <Dominus> hm, the idea so far is to give people the chance to get there quickly while still starting the game almost normal
[23:42:52] <Dark-Star> hmm ok. but then the startup-scene (the red moongate) needs to be fixed :-)
[23:43:08] <Dominus> not really
[23:43:32] <Dominus> we have had the option to skip the initial script of bg for ages
[23:44:03] <Dark-Star> well, I didn't know that. Then it's ok of course :)
[23:44:25] <Dominus> it's either <skip_intro> or <skip_splash>
[23:45:20] <Dark-Star> well, both of them are set to "no" in my exult.cfg...
[23:45:44] <Dominus> I guess skip_splash is it
[23:46:05] <Dominus> you start exactly like with the island patch
[23:47:41] <Dominus> it is rather usefull if you have to work with exult like we did and need to start a new game a couple of times