#exult@irc.freenode.net logs for 19 Apr 2009 (GMT)

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[00:00:14] <wjp> the summary is "Fire sword not giving light when equipped"
[00:00:25] <Malignant_Manor> If I move another object around it will light up again
[00:01:09] <Malignant_Manor> Like moving something from the hands to the ground or just picking up and dropping another slot item.
[00:02:56] <Malignant_Manor> For the cheat menu and shape browser issue, do you have ./static/palettes.flx? I don't see an issue offhand with the browser or the cheat menu.
[00:03:39] <Marzo> The problem would be if you didn't have palettes.flx in static dir (it is one of the main game files...)
[00:05:49] <Marzo> Hm; interesting
[00:06:11] <Marzo> In the original game, having a fire sword in anything but the left hand did not cause light
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[00:07:10] <Marzo> Unless you had it in the right hand and also had something else in the left hand, that is
[00:07:19] <wjp> in SI the graphics show it sheathed, right?
[00:07:40] <Marzo> I am checking original SI now
[00:08:56] <Marzo> Same thing happens in SI
[00:09:30] <wjp> oh, by left/right do you mean on-screen?
[00:09:49] <Marzo> Yes; weapon hand = left hand
[00:09:55] <wjp> ah
[00:10:09] <Marzo> (reversed in BG)
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[00:26:47] <Malignant_Manor> Marzo, you misinterpreted his bug report on the fire sword.
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[00:27:02] <Marzo> I know, I already fixed it and am commiting the fix
[00:28:19] <Malignant_Manor> How do I build for OpenGL now without commenting out the blank defines?
[00:29:08] <Marzo> You can either define OPEN_GL in the command-like or in the makefile
[00:29:22] <Marzo> In the makefile, before line 33 add the line:
[00:29:25] <Marzo> OPEN_GL=1
[00:29:42] <Marzo> From the command-line, use:
[00:29:52] <Marzo> make -f makefile.mingw OPEN_GL='1'
[00:31:44] <Malignant_Manor> ok, thanks. I'm building to see the changes in action.
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[00:43:23] <Malignant_Manor> The cheat screen isn't painting now.
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[00:43:40] <Marzo> I know, I said as much in the changelog
[00:45:21] <Malignant_Manor> You said still broken, it worked before.
[00:45:37] <Marzo> Hm; I hadn't tested before
[00:45:47] <Marzo> (kept crashing no me before I got to it)
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[00:46:03] <Lord_Nightmare> back
[00:46:21] <Malignant_Manor> Your crash was probably lack of palette.flx in ./static
[00:47:05] <Marzo> palette.fls is noe of the original game files; without it in static, I couldn't even use Exult at all
[00:47:41] <Malignant_Manor> OpenGL for some reason is setup to use ./static/palette.flx
[00:48:01] <Malignant_Manor> at least for some things
[00:48:35] <Malignant_Manor> I may be mistaking it for Exult3d specific coding but I don't think so.
[00:48:55] <Marzo> Not normal Exult, and certainly not anymore, no
[00:52:29] <Kirben> ah, the 'pal->load(PALETTES_FLX, PATCH_PALETTES, 0);' in gamewin.cc has been disabled now. Shouldn't a palette still be set at that point though?
[00:52:51] <Marzo> It is using the current game palette
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[01:35:44] <Malignant_Manor> You weren't kidding about the cpu hit, I believe my comp was at about 20 percent at this setting and now cpu is maxed.
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[01:38:41] <Malignant_Manor> Even 1x maxes it.
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[02:54:05] <Malignant_Manor> The lerping change in Exult.cc is causing the CPU maxing.
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[02:55:54] <Malignant_Manor> I just tried changing it back, I haven't really looked at the code portion. A white screen also pops up from time to time as another additional bug from the commit (not sure what that is from).
[02:59:24] <Marzo> It makes absolutely no sense that the lerping change has anything to do with the increases CPU usage
[02:59:57] <Marzo> Not even if lerping is used
[03:02:52] <Malignant_Manor> I'll try rebuilding again with the current version of the file just in case it was an environmental issue since Firefox hung earlier.
[03:04:51] <Malignant_Manor> It is what is causing it though or related to it.
[03:05:22] <Malignant_Manor> Since it maxed back out after reverting back to the current version.
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[03:19:02] <Malignant_Manor> The call to gwin->paint() from there is causing it. Since the previous revision called gwin->paint_dirty() , it made it appear that exult.cc was at fault
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[05:51:37] <Malignant_Manor> Well, before I forget, I guess unless a better way to update the screen in OpenGL is found, the processing power will need to be high. Sorry, for making you think that your changes might have changed the requirements more than necessary.
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[14:13:20] <Marzo> Well, that should teach me: next time I see a thread that screams for an "RTFM" reply, I will do it
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[18:07:45] <Malignant_Manor> In void Set_renderer, is adding back pal->load(PALETTES_FLX, PATCH_PALETTES, 0); when the cheat menu is open gong to cause a problem?
[18:31:22] --- Marzo_away is now known as Marzo
[18:31:33] <Marzo> Don't know
[18:32:00] <Marzo> Probably not; but then again, the cheat menu should be setting its own palette anyway, which is weird
[18:36:02] <Malignant_Manor> Well, a screwed up way to fix the cheat menu in OpenGL would be to create a bool in the cheat menu and set it true right before the palette load there and false before
[18:36:04] <Malignant_Manor> clock->reset();
[18:36:06] <Malignant_Manor> clock->set_palette()
[18:36:07] <Malignant_Manor> Then in palette.cc:
[18:36:09] <Malignant_Manor> extern void Set_renderer(Image_window8 *win, Palette *pal);
[18:36:11] <Malignant_Manor> void Palette::apply(bool repaint)
[18:36:12] <Malignant_Manor> {
[18:36:14] <Malignant_Manor> #ifdef HAVE_OPENGL
[18:36:15] <Malignant_Manor> if (GL_manager::get_instance() && !inCheatMenu)
[18:36:17] <Malignant_Manor> Set_renderer(win, this);
[18:36:19] <Malignant_Manor> else
[18:36:21] <Malignant_Manor> #endif
[18:36:22] <Malignant_Manor> {
[18:36:24] <Malignant_Manor> win->set_palette(pal1, max_val, brightness);
[18:36:25] <Malignant_Manor> if (repaint)
[18:36:27] <Malignant_Manor> win->show();
[18:36:28] <Malignant_Manor> }
[18:36:30] <Malignant_Manor> }
[18:36:32] <Malignant_Manor> In gamewin.cc
[18:36:33] <Malignant_Manor> void Set_renderer
[18:36:35] <Malignant_Manor> (
[18:36:36] <Malignant_Manor> Image_window8 *win,
[18:36:38] <Malignant_Manor> Palette *pal
[18:36:40] <Malignant_Manor> )
[18:36:42] <Malignant_Manor> {
[18:36:44] <Malignant_Manor> GL_manager *glman = GL_manager::get_instance();
[18:36:46] <Malignant_Manor> #ifdef HAVE_OPENGL
[18:36:48] <Malignant_Manor> delete glman;
[18:36:50] <Malignant_Manor> glman = 0;
[18:36:52] <Malignant_Manor> if (win->get_scaler() == Image_window::OpenGL)
[18:36:54] <Malignant_Manor> {
[18:36:56] <Malignant_Manor> glman = new GL_manager();
[18:36:58] <Malignant_Manor> // +++++Hope this is okay to do:
[18:37:00] <Malignant_Manor> if (inCheatMenu)
[18:37:02] <Malignant_Manor> pal->load(PALETTES_FLX, PATCH_PALETTES, 0);
[18:37:06] <Malignant_Manor> oops looks like this didn't send like it showed in the window
[18:37:19] <Malignant_Manor> I'll show what I mean on the patch tracker.
[18:48:11] <Malignant_Manor> I added the idea to the tracker. https://sourceforge.net/tracker/?func=detail&aid=2774736&group_id=2335&atid=302335
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[18:49:06] <Marzo> k
[18:55:06] <Malignant_Manor> I doubt it can be considered a good fix but should work in the meantime or help you identify the problem for a better fix.
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