#exult@irc.freenode.net logs for 18 Apr 2009 (GMT)

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[12:04:25] <wjp> pupnik: somebody just sent me an email asking about Exult on the Pandora. Do you know if anybody ever tried that?
[13:03:21] <pupnik> no
[13:04:28] <pupnik> im gonna love the analog nubs for exult
[13:05:23] <pupnik> you ordered one wjp?
[13:06:29] <wjp> no
[13:07:18] <wjp> first handheld I'd seriously consider, though
[13:14:07] <pupnik> i can donate a bit to help get you one
[13:14:54] <pupnik> there must be a few held in reserve for devs still
[13:17:30] <wjp> I appreciate the offer, but money isn't the problem
[13:22:32] <pupnik> i have one on order
[13:22:37] <wjp> cool
[13:23:28] <pupnik> cause when my back goes out again, i want a pandora
[13:23:52] <pupnik> for mind numbing games while lzing on the floor
[13:24:05] <pupnik> lying
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[16:31:38] <Malignant_Manor> Marzo, if I get Exult 3d setup to not overwrite the normal code, would you actually add it to SVN since it's non-interface/draw limit problems are due to OpenGL bugs and not Exult 3d limited?
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[18:03:46] <Marzo> Malignant_Manor: I'd recommend waiting until the changes I am making before doing that, as otherwise there could be many conflicts
[18:04:52] <Malignant_Manor> I'm working on fixing some OpenGL problems anyway like the menu used to be usable but crappily colored.
[18:05:42] <Malignant_Manor> I put one fix on the wrong tracker.
[18:06:18] <wjp> I moved that to the patch tracker
[18:06:24] <wjp> (also, hi)
[18:06:37] <Malignant_Manor> Thanks, one line patch.
[18:08:06] <Malignant_Manor> I compiled Exult 3D with the old source, but I failed to see the skybox that is in the screenshots plus it seems to draw to small an area.
[18:09:59] <Malignant_Manor> It's weird trying to do this stuff with very limited programming skills.
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[18:37:25] <Marzo> Hm. I am not sure about patch #2772014 (that OpenGL fix); as is, it will result in different behavior for non-OpenGL scalers if OpenGL is enabled at compile time
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[18:41:30] <Marzo> Hrm. Many uses of HAVE_OPENGL are completely redundant and unneeded
[18:44:18] <Malignant_Manor_> That's my bad. There's a check for OpenGL that can be added. I forget what it is offhand.
[18:46:03] <Malignant_Manor_> GL_manager::get_instance() I believe
[18:46:48] <Marzo> It does; but I am looking at other instances where there is a "#if HAVE_OPENGL" *and* a GL_manager::get_instance() call
[18:47:22] <Marzo> But it is mostly harmless, anyway
[18:47:52] <Malignant_Manor_> Well, for my patch. Yeah, I noticed a bit of redundancy. Was it to optimize builds not compiled with OpenGL support?
[18:48:05] <Marzo> I suppose
[18:55:00] <Malignant_Manor_> How about just changing line 1179.
[18:55:06] <Malignant_Manor_> if (gwin->is_dirty() || (GL_manager::get_instance() && ticks > last_repaint + 50 || gwin->was_painted()))
[18:56:25] <Marzo> I already done something like that, teah
[18:57:21] <Malignant_Manor_> Are you working on OpenGL or only that bug?
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[18:57:40] <Marzo> Only on that bug
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[23:53:53] <Marzo> In the end, I ended up fixing a few bugs in the OpenGL support
[23:55:03] <Malignant_Manor> Nice
[23:56:55] <Kirben> Any chance of fixing bug #878874 ( https://sourceforge.net/tracker/?func=detail&aid=878874&group_id=2335&atid=102335 ) ? that is the main reason I have to leave OpenGL support disabled in Windows builds.
[23:59:23] <wjp> Marzo: re. that fire sword bug: isn't the report that an equipped fire sword no longer gives light?
[23:59:46] <wjp> (and not that one in a container doesn't)
[23:59:47] <Marzo> It seemed to me that it was about a sword in a container
[23:59:53] <Marzo> Let me check that
[23:59:58] <Malignant_Manor> I messed around and it seemed that it doesn't update properly