#exult@irc.freenode.net logs for 19 Jan 2002 (GMT)

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[00:16:58] <wjp> woohoo! animation!
[00:18:27] <Fingolfin> where how when who why?
[00:18:32] <Fingolfin> jumpin'?
[00:18:44] <wjp> shpdisp, hacked it in, just now, me, because it was fun :-)
[00:19:24] <wjp> if you press 'p' in shpdisp, it will browse anim.dat to find the animation the current frame belongs to, and plays it
[00:20:35] <wjp> we still seem to miss something, though
[00:20:51] <wjp> frames take 2 bytes (avatar has > 1500 frames, for instance), but there's only 1 byte for it in the frame structure
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[00:26:51] <wjp> hi
[00:26:51] <Kirben> Hi
[00:27:07] <Kirben> Did Colourless add server support to win32 exult studio ?
[00:27:14] <wjp> not sure
[00:27:24] * wjp checks cvs-logs
[00:27:27] <Kirben> was just reading cvs logs
[00:33:33] <wjp> oh no... not again.... I wonder if it uses 10 bits for the frame number
[00:39:25] <wjp> it now goes into a nice tight "while (1) { clear screen; display shape; updaterect; }" loop :-)
[00:40:15] <Fingolfin> wjp: hmm
[00:40:31] <Fingolfin> wjp: 10 bits? why you think so?
[00:40:39] <Fingolfin> could it be that they somehow encode the frame list?
[00:40:51] <Fingolfin> like UTF8 does to save space
[00:41:05] <wjp> hmm, no, not 10 bits after all
[00:41:19] <wjp> 11... :-)
[00:41:30] <Fingolfin> ugh, really, or a guess?
[00:41:41] <wjp> guess, mostly
[00:42:03] <wjp> it seems to need at least 11 bits, and I _think_ I saw a '08' byte somewhere as a second frame byte
[00:42:18] <wjp> ah, there. right
[00:44:51] <Kirben> this is a weird compile error (Exult):
[00:44:51] <Kirben> ./sdl/lib/libSDLmain.a(SDL_main.o.b): In function `console_main':
[00:44:52] <Kirben> /home/hercules/SDL-1.2.3/src/main/SDL_main.c:222: undefined reference to `SDL_Se
[00:44:52] <Kirben> tModuleHandle'
[00:45:17] <Kirben> - /home/hercules/ doesn't exist
[00:45:26] <wjp> hercules == Sam Lantinga
[00:45:35] <-- matto has left IRC (Remote closed the connection)
[00:46:19] <Kirben> errors occurs at linking
[00:47:25] <Fingolfin> heheh
[00:47:35] <Fingolfin> just like the OS X version, same bug =)
[00:48:01] <Kirben> maybe I need to build as console version ?
[00:48:42] <Kirben> makefile.cygwin has:
[00:48:43] <Kirben> ### Uncomment these 2 lines, and comment out the 2 above if you want to build### Exult as a console Win32 application. This is unsupported and is somewhat### of a hack.SDL_LIBS=-L$(SRC)/sdl/lib -lSDL -mconsoleSDL_CFLAGS=-I$(SRC)/sdl/include -DSDL_main=main
[00:53:02] <Fingolfin> neat, we are #23 of most active project all time on SF
[00:53:21] <wjp> hmm, we were #14 a few weeks ago
[00:53:25] <wjp> oh, wait, all time?
[00:53:32] <wjp> not bad :-)
[00:56:49] <Fingolfin> actually
[00:56:53] <Fingolfin> that information is just crap =)
[00:57:07] <Fingolfin> the only reliably part of the stats system is the daily (maybe also weekly) stats
[00:57:10] <wjp> most of the data for it was probably rubbish, yes
[00:57:30] <Fingolfin> and the download stat rankings are completly broken - stuck at the level of march 2001
[00:57:31] <wjp> any idea if they fixed the broken "averaging" algo, btw?
[00:57:37] <Fingolfin> heheheh
[00:57:45] <Fingolfin> with ln you mean? not yet AFAIK =)
[00:58:01] <Fingolfin> but at least stats work mostly reliably now
[00:58:12] <wjp> this just shows that IT people don't know enough maths :-)
[00:59:25] <wjp> hmm, confusing... contents of anim.dat don't seem to match up with what shpdisp is telling me
[00:59:46] <wjp> ah, nm
[01:01:41] <Kirben> it worked
[01:27:44] <wjp> ok, the avatar now actually moves when he animates
[01:27:57] <wjp> (ie. I figured out which fields in anim.dat control movement)
[01:32:31] <Kirben> sounds like pentagram has reached same stage as first exult I tried.
[01:33:10] <wjp> :-)
[01:33:24] <wjp> we're doing ok on the datafile decoding
[01:33:41] <wjp> the main program is really just a broken mapviewer, currently
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[01:39:19] <Fingolfin> jup
[01:39:29] <Fingolfin> with this weird avatar shape getting in the way
[01:40:20] <wjp> ok, animations committed
[01:41:07] * Fingolfin looks
[01:41:15] <wjp> wait 5 secs :-)
[01:41:18] <wjp> ok, now you can look
[01:41:25] * wjp just corrected a std:: thingie
[01:44:11] <Fingolfin> a bit fast
[01:44:14] <Fingolfin> but nice :)
[01:44:23] <wjp> that's what you get from tight loops :-)
[01:44:37] <Fingolfin> how about adding a timer then? :)
[01:44:50] * wjp thinks that sounds an awful lot like a suggestion :-)
[01:45:38] * wjp watches Fingolfin trying to come up with an excuse ;-)
[01:45:50] <Fingolfin> that was no suggestion
[01:45:53] <Fingolfin> that was a request =)
[01:45:58] <wjp> *grin*
[01:46:14] <Fingolfin> well I can do it
[01:46:32] <wjp> I doubt shpdisp is worth the effort, though
[01:46:54] <Fingolfin> *g*
[01:47:34] <Fingolfin> how about adding an Actor class, where Actor is just a random expression?
[01:47:39] <Fingolfin> *cough*
[01:48:18] <wjp> and what would this "Actor" (no relation to the english word whatsoever) class do?
[01:49:08] <Fingolfin> hum, well, not sure... maybe it could use that ActorAnim class (which is not based on any english word either) to, well, let's say, manage that funny shape in the middle of the map view
[01:49:56] <wjp> once we start with that we'll have to decide on what the main engine will look like :/
[01:50:16] <wjp> (timers, event queues, etc..)
[01:50:39] <wjp> cp ../../exult/tqueue.* . ? ;-)
[01:52:52] <wjp> hmm, 3 am already...
[01:53:20] * wjp is going to read a few chapters of Otherland before going to sleep
[01:54:05] <Fingolfin> hehe
[01:54:14] <Fingolfin> doh, I need to order these
[01:54:22] * wjp only has the first one, so far
[01:54:31] <wjp> (about half way through)
[01:54:37] <Fingolfin> I'd like to not copy all from exult, but rather maybe be a bit cleaner... with this map viewer
[01:54:54] <wjp> yeah
[01:54:59] <Fingolfin> yeah, first one is great, I finished it shortly after XMas, but after that was reading various other books
[01:55:47] <wjp> we should probably have a pentagram design discussion sometime soon
[01:55:56] <Fingolfin> yes
[01:55:57] <wjp> the current codebase could use some improving in places too
[01:56:08] <wjp> (most places, I guess :-) )
[01:56:18] <Fingolfin> really`? :)
[01:56:32] <Fingolfin> would be nice if we could avoid something like Game_window
[01:56:47] <Fingolfin> not really a nice example of good OO design I fear :/
[01:56:57] <wjp> yeah, Game_window is bad
[01:57:05] <wjp> we really need to avoid that
[01:57:26] <Fingolfin> I have (had) some ideas in my head, but we probably have to discuss :)
[01:57:38] <Fingolfin> s/probably//
[01:57:51] <wjp> feel free to experiment on the current code, if you have an idea
[01:58:36] <wjp> or more than one idea, for that matter :-)
[01:58:58] * wjp yawns
[01:59:02] <wjp> I'd better go :-)
[01:59:09] <wjp> goodnight
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[03:39:25] * Wumpus reads <sazzle> root makes me feel wanted.. :P out of context.... um
[03:39:29] <Wumpus> oops
[03:39:31] <Wumpus> ahem
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[04:24:35] * Wumpus retreats into his cave
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[05:19:16] * Darke greetingsbows.
[05:50:15] * Amy yaaaaawns.
[05:55:32] * Darke quickly pops a carrot into Amy's mouth as she yawns.
[06:28:54] * Amy eats it.
[06:29:10] * Amy eats the hand, too, since it's conveniently close at the time.
[08:15:14] <-- Kharza-kzad has left IRC (Read error: 104 (Connection reset by peer))
[08:29:13] * Darke is thankful he doesn't have any hands, only paws.
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[10:20:50] * Darke bows. "Hi."
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[10:48:51] <Fingolfin> hi Kirben, Darke
[10:49:10] <Kirben> Hi
[10:49:24] <Darke> Hi.
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[11:33:15] <wjp> hi
[11:37:11] <Darke> Hi.
[11:40:10] <Fingolfin> hi
[11:40:19] <Fingolfin> bbl, gotta reboot and get breakfast =)
[11:40:20] <-- Fingolfin has left IRC ("42")
[11:40:31] <wjp> breakfast.. hmm...
[11:40:45] * wjp will wait another 10 minutes before breakfast :-)
[11:47:45] * Darke snickers.
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[12:10:59] <Kirben2> wjp: btw latest pentagrma just crashes
[12:11:08] <wjp> you need anim.dat too, now
[12:11:28] <Kirben2> Yes I moved that file over
[12:11:34] <Kirben2> only log info is:
[12:11:35] <Kirben2> Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[12:11:48] <wjp> for 'display'?
[12:12:52] <Kirben2> yes
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[12:17:13] <wjp> does shpdisp still work?
[12:19:33] <Kirben> yes other two still work
[12:20:17] <wjp> that's strange
[12:20:31] <wjp> could you try a make clean?
[12:20:59] <wjp> (I didn't change anything in display itself, only the shared code)
[12:24:25] <Kirben> works now
[12:24:36] <Kirben> odd I could have sworn I did a make clean before
[12:24:42] <Kirben> sorry to bother you.
[12:24:48] <wjp> np
[12:25:41] <wjp> hm, looks like I left the starting frame for shpdisp on 20... oops
[12:25:50] * wjp fixes that
[12:26:00] <wjp> do animations work, btw?
[12:26:11] <wjp> (start shpdisp, press 'p')
[12:26:53] <Kirben> yes
[12:27:35] <wjp> do you think the amount of movement looks right? (ie. how far the avatar moves to the right while walking)
[12:27:42] * wjp had to fiddle with some constants
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[12:30:11] <wjp> wb
[12:30:21] <Fingolfin> thx
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[13:08:23] <Kirben> yes, looked fine
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[14:16:56] * Darke 's got to stop touching conf/, everytime he commits that he gets the feeling he's about to break something horribly. <grin>
[14:29:30] * Darke wonders if he should start hacking pentagram, everything seems to break left, right and center there. <innocentwiggle> He'd fit right in. <grin>
[14:31:52] <wjp> hehe :-)
[14:38:05] <Darke> Incidentally, how 'stable' is the specification for the u8 usecode at the moment? There's no mention of changes in the ChangeLog, since about a month ago, and I figure I might as well start writing a basic u8opcodes.data file.
[14:39:45] <wjp> I'm pretty sure that what we have now is correct
[14:43:09] <Darke> Cool. I'll just drop it into the exult tree for the moment, and deal with the resulting 'exult is not pentagram' complaints later. <grin>
[14:48:19] <Darke> Any idea what the directory that u8 is installed in by default is called? 'ultima8'? 'pagan'? "u8pagan'?
[14:59:36] <wjp> dunno... I have it in 'u8'
[14:59:55] <wjp> try a 'locate u8shapes.flx' or something
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[15:03:34] <Darke> I have it installed in a pagan directory. I'm just wondering where to search for it, if it's not specified in the .exult.cfg file. <grin>
[15:03:42] <Colourless> hello all
[15:03:46] <Darke> Hi Colourless. <bow>
[15:05:26] <Darke> Colourless: I managed to get the cost of loading the opcodes conf/ file with ucxt down from 2.2 seconds to 0.17 seconds... and I'm still not really all that sure what I was doing wrong though. <grin>
[15:05:44] <Colourless> what did you change?
[15:07:34] * Darke optimised the XMLEntity::searchkeys, function and stripped off 0.5 seconds. The rest was removed by Reducing the search space from 256 opcodes, down to only the opcodes defined in the u7opcodes.data file. I still don't know _why_ it had such a large effect though.
[15:08:28] <Kirben> Colourless: any idea why exult make fails (if non-console).
[15:08:50] <Kirben> [00:44:51] <Kirben> this is a weird compile error (Exult):
[15:08:50] <Kirben> [00:44:51] <Kirben> ./sdl/lib/libSDLmain.a(SDL_main.o.b): In function `console_main':
[15:08:50] <Kirben> [00:44:52] <Kirben> /home/hercules/SDL-1.2.3/src/main/SDL_main.c:222: undefined reference to `SDL_Se
[15:08:50] <Kirben> [00:44:52] <Kirben> tModuleHandle'
[15:08:52] <Colourless> it fails?
[15:09:01] <Kirben> yes at the linking
[15:09:17] <Kirben> only a console compile of Exult works
[15:09:31] <Colourless> is that just attmepting to compile normally?
[15:09:44] <Colourless> i'll see what happens here
[15:10:58] <Kirben> yes
[15:11:01] <wjp> hi Ryan
[15:16:39] <Colourless> so does someone want to compile a version of pentagram so the forum readers can see what it is
[15:17:28] <Kirben> I can do snapshots... if they are added to web page
[15:17:30] <Colourless> i take the lack of responces as a no ;-0
[15:17:46] <Colourless> damn you... you messed up my comment ;-0
[15:18:03] * Colourless attempts to use the shift key this time
[15:18:04] <Colourless> :-)
[15:18:23] <Kirben> might be best ot wait until pentagrma loksin correct directories though
[15:18:29] <Colourless> yes
[15:19:19] <wjp> and it should probably extract nonfixed.dat from u8save.000 automatically, too
[15:19:31] <Colourless> yeah, if it cant find it in gamedat
[15:19:57] <Colourless> of course decompressing the graphics is going to be a problem for people who freshly installed the game
[15:20:06] <Kirben> BTW what changes did you make to win32 exult for exult studio last night ? just added auto start of exult studio ?
[15:20:29] <Colourless> kirben, yeah pretty much that's all my changes did really
[15:21:09] <Kirben> ok, was not sure form cvs logs.
[15:21:30] <Colourless> btw: exult just compiled fine for me
[15:22:18] <Colourless> communications still need to be implemented. i'm aiming to do that tonight sometime
[15:41:07] <Kirben> hmm I still get exact same error
[15:41:18] <Colourless> did you do anything to sdl?
[15:41:24] <Kirben> no
[15:41:37] <Kirben> are you using same sld package ?
[15:42:02] <Colourless> yeah.
[15:42:38] <Kirben> files dated 6th December 2001 ?
[15:42:57] <Kirben> sdl files I mean
[15:43:39] <Colourless> 14th November for the libs
[15:43:42] <Kirben> as package was updated twice for sdl-1.2.3
[15:43:47] <Kirben> try new one
[15:43:54] <Kirben> http://exult.sourceforge.net/snapshots/exult_sdl_win32.zip
[15:43:59] <Kirben> its official
[15:44:07] <Kirben> old one was my own compile
[15:47:49] <Kirben> just deleting exult.exe and relinking should produce the error
[15:48:04] <Colourless> too late, already did make clea
[15:48:05] <Colourless> n
[15:55:16] <Colourless> again, no problems
[16:00:08] <Kirben> hmm was caused by makefile difference betwene cygwin and win32
[16:00:24] <Colourless> perhaps
[16:00:30] <Kirben> sdl libs must be in this order:
[16:00:31] <Kirben> -lSDLmain -lSDL
[16:00:45] <Kirben> in cygwin version they were:
[16:00:46] <Kirben> -lSDL -lSDLmain
[16:01:29] <Colourless> yeah
[16:01:40] <Colourless> i get the error in cygwin
[16:02:46] <Colourless> the way gcc works is somewhat flawed
[16:03:58] <Colourless> other compilers wouldn't have had that problem
[16:04:52] <wjp> it's an attempt at keeping size down, I guess
[16:05:39] <Colourless> and keep the speed up
[16:06:14] <Colourless> in order to fix the 2 problems that we've seen over the last 2 days, more linker passes would need to be done to prevent them
[16:17:19] * Darke must go. "Night all."
[16:17:24] <Colourless> cya
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[16:24:02] <wjp> Colourless: I figured out a couple more of the anim.dat fields last night
[16:24:17] <Colourless> cool
[16:24:27] <Colourless> is there one for draw flipped?
[16:24:35] <wjp> could be
[16:25:02] <wjp> I just looked through the avatar's section so far, and he has no missing frames
[16:25:02] <Colourless> only the avatar has frames for every direction as far as I know
[16:25:08] <wjp> exactly :-)
[16:28:02] <Colourless> so what did you find?
[16:28:26] <Colourless> any pattern to which animation set maps to which direction>
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[16:32:19] <wjp> I found out most of the contents of the 6 byte entries
[16:32:31] <wjp> not much more of the global structure, yet
[16:32:38] <wjp> (see docs/u8anim.txt)
[16:34:26] <Colourless> will do
[16:34:51] <wjp> also try the new shpdisp... try going to frame 10 of the avatar, and press 'p' :-)
[16:35:18] <Colourless> you added new files
[16:35:59] <wjp> yes
[16:38:37] <Colourless> um, why only 10?
[16:38:57] <wjp> what do you mean?
[16:38:58] <Colourless> actually more work than that
[16:39:09] <Colourless> nothing, never mind :-)
[16:39:25] <wjp> 10 is just the first frame in an interesting animation :-)
[16:39:36] <Colourless> yeah 0-9 are not animated :-)
[16:39:45] <wjp> oh, shift+left/right move 10 frames at once, btw
[16:39:50] <wjp> actually, they are...
[16:40:34] <Colourless> auto repeat need to be enabled
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[16:42:03] <wjp_> grr
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[16:42:37] <wjp> power went down for a second...
[16:42:41] <Colourless> actually, the avatar doesn't have frames for all directions for somethings. jumping is an example
[16:43:06] <wjp> hm, are you sure they're not just located somewhere else?
[16:43:23] <Colourless> yeah
[16:44:15] <Colourless> from 170 to 249 are the jumping frams
[16:46:04] <Colourless> actually there are lots of things the avatar doesn't have all frames for
[16:46:30] <wjp> there are also quite a lot of frames that don't seem to be in any frame sequences
[16:46:38] <wjp> particularly near the end
[16:46:44] <wjp> (drowning, burning, kicking)
[16:47:15] <wjp> hm, what's that animation around 1460?
[16:47:47] <Colourless> looks like some sort of combat anim
[16:48:03] <wjp> it looks vaguely like drawing a bow :-)
[16:48:05] <Colourless> slashing with something it looks like to me
[16:48:20] <Colourless> hmm, could be
[16:48:57] <Colourless> but it doesn't seem complete for that
[16:49:13] <wjp> true
[16:50:19] <Colourless> after 1366 there doesn't seem to be any animation info
[16:51:16] <wjp> those magic animations really look great
[16:52:05] <Colourless> you sure you are reading all the animations?
[16:52:12] <wjp> no, not really
[16:52:17] <Colourless> 32x4 = 0x80 bytes
[16:52:23] <wjp> hmm, good point
[16:52:26] <Colourless> the avatar seems to have a table of 0x100 bytes
[16:52:36] <Colourless> which is 64x4
[16:52:56] <wjp> ugh... silly me
[16:53:51] <Colourless> :-)
[16:56:38] <wjp> hmm, the out-of-bounds check is shpdisp don't really handle the shift-left/right properly, either
[16:56:59] <Colourless> changing everything to 64 workedf
[16:57:03] <wjp> yeah
[16:57:13] <wjp> I replaced it by constants, while I was at it
[16:57:19] <Colourless> good :-)
[16:57:30] <Colourless> 64 is hardcoded in quite a few places
[16:57:35] * wjp watches the avatar burn
[16:59:02] <Colourless> hey, the guy who gets his head chopped off is animated
[16:59:17] <Colourless> go in the first frame and press p. his head moves
[16:59:23] <wjp> which shape is he?
[16:59:30] <Colourless> 97
[17:00:02] <wjp> action 53
[17:03:04] <wjp> hm, we still have 3 unknown bytes in the headers, and 2.625 unknown bytes for each entry
[17:03:25] <wjp> of which at least one should be 'flipped' :-)
[17:06:41] <wjp> bit 5 of byte 5, I think
[17:10:00] <wjp> hm, the FLIPPED flag in the object flags field is also bit 5
[17:11:07] <wjp> hm, could be a coincidence, though. The other things in that byte don't seem to match these flags
[17:11:07] <Colourless> what... some sort of standard :-)
[17:11:32] <wjp> (byte 5 is that byte that's nearly always 02, btw)
[17:12:10] <Colourless> yeah, that is what I was thinking.
[17:12:10] <Colourless> the cases where it's not are probably flipped was my first impression
[17:13:08] <Colourless> about both being bit 5, that might not be a conicidence. only using 1 #define to specify the flipped bit for both sounds like a good idea to me. I could imagine all sorts of problems if there were 2. people would use the wrong one in the wrong place
[17:13:26] <wjp> hm, true
[17:15:33] <Colourless> so some paint flipped methods are needed
[17:15:43] <wjp> yeah :/
[17:16:10] <wjp> not really hard, but the amount of paint methods is increasing exponentially :-)
[17:16:37] <Colourless> heh yeah
[17:17:11] <Colourless> we could always just reduce it to 2, paint_trans_clipped and paint_trans_flipped_clipped :-)
[17:17:32] <wjp> lol
[17:18:35] <Colourless> i'm sure our systems could handle it :-)
[17:18:57] <wjp> I guess so :-)
[17:19:20] <wjp> the clipping and translucency code can be optimized a bit further too
[17:19:31] <Colourless> yeah, but not many shapes are actually clipped
[17:19:44] <Colourless> only the ones right on the edge
[17:20:06] <Colourless> that is at the moment
[17:20:48] <Colourless> i think that there should be maybe 3 or 4 funtions. paint_shape, paint_trans_clipped and paint_trans_flipped_clipped
[17:21:45] <wjp> are you sure no shapes 'accidently' use translucent colours?
[17:21:57] <Colourless> just use a flag to say not trans
[17:22:24] <wjp> ok, so we'd have a paint_trans_flipped_clipped(bool trans = true) ? :-)
[17:22:26] <Colourless> of course it's not exactly hard to copy the trans methods and just remove the trans code
[17:22:50] <Colourless> yeah, that the sort of thing
[17:22:53] <wjp> could we use some dirty #define tricks or something to keep code duplication down?
[17:23:04] <Colourless> yeah I guess we could
[17:26:18] <Colourless> hmm, msvc doesn't like you doing static const int actionCount = 64; and static const int dirCount = 8;
[17:26:30] <wjp> it doesn't?
[17:26:35] <Colourless> no
[17:26:42] <wjp> too much like java? :-)
[17:26:42] <Colourless> c:\uc\pentagram\viewer\actoranim.h(41) : error C2258: illegal pure syntax, must be '= 0'
[17:27:04] <wjp> sounds like the compiler got confused
[17:27:33] <Colourless> i know how to do this.
[17:27:36] <Colourless> use an enum :-)
[17:27:42] <wjp> ugh
[17:27:53] <wjp> removing the const doesn't do the trick?
[17:28:03] <Colourless> no
[17:28:12] <wjp> oh wait
[17:28:57] <Colourless> yes?
[17:29:00] <wjp> nm...
[17:29:38] <Colourless> you have a problem with using an anonymous enum ?
[17:29:40] * wjp was trying to move the definitions to ActorAnim.cc
[17:29:53] <wjp> ...but then you can't use them in the header
[17:30:14] <wjp> unless we change the arrays to dynamic arrays
[17:31:01] <wjp> (ie. static const int actionCount; in the .h, const int ActorAnim::actionCount = 64; in the .cc)
[17:31:36] <Colourless> yeah
[17:33:45] * wjp juggles with declarations a bit
[17:33:48] <wjp> ok... this should do it
[17:34:36] * Colourless thinks using colour 27 as the background is better than using colour 0
[17:34:49] * wjp commits...
[17:35:02] <wjp> 27?
[17:35:17] <Colourless> it's a dark grey
[17:35:24] * wjp nods
[17:35:28] <wjp> to show the black outline?
[17:35:52] <Colourless> no, almost black shapes tend to get lost with the black background
[17:38:53] <Colourless> your changes worked fine
[17:40:28] <wjp> ok, good
[17:42:19] <Colourless> um check out shaana (shape 144), frame 101. press p :-)
[17:42:53] <wjp> ?
[17:43:08] --- wjp is now known as wjp|dinner
[17:43:08] <Colourless> she moves backwards
[17:43:14] <wjp|dinner> maybe a flipped problem?
[17:43:20] <wjp|dinner> or maybe she's getting ready to swing her axe?
[17:43:26] <wjp|dinner> anyway, I'll bbl
[17:43:31] <Colourless> cya
[17:55:55] <Colourless> actually i think the problems are being caused by the reverse lookup method that is being used. shaana seems to have some 'broken' animations. they are just wrong and don't make sense
[17:56:12] <Colourless> for instance press p on frame 85
[17:56:39] <Colourless> she'll move her head and frames 85, 86 and 87 will be used.
[17:56:46] <Colourless> now try the same on frame 86
[17:57:04] <Colourless> things are really screwy that way
[17:57:18] <Colourless> frame 86 through 94 are played
[18:14:19] --- wjp|dinner is now known as wjp
[18:14:30] <wjp> yeah, the reverse lookup often doesn't do what you want
[18:15:27] <wjp> not much you can do about it, though
[18:16:19] <wjp> maybe we should write a simple animation viewer
[18:20:11] <Colourless> yeah, that's good idea
[18:20:46] <wjp> also, a text rendering class would be nice to have
[18:20:54] <wjp> did we look at U8's fonts yet?
[18:21:24] <Colourless> dont think so
[18:21:48] <Colourless> flex with shapes
[18:21:52] <wjp> yes
[18:21:54] <Colourless> frames are the characterse
[18:22:06] <Colourless> 15 fonts in total
[18:22:25] <wjp> I hope there's a readable one
[18:22:47] <Colourless> first 1
[18:22:50] <Colourless> shape 0
[18:22:52] <wjp> they seem to be ASCII mapped too
[18:23:02] <Colourless> like u7
[18:23:04] <wjp> yeah, first one looks clear enough. A bit smallish on this resolution, though
[18:23:10] <Colourless> here too
[18:23:16] <Colourless> it was meant for 320x200 remember
[18:23:31] <wjp> I know :-)
[18:23:55] <wjp> shape 1 looks quite readable
[18:23:55] <Colourless> the exult font code would probably port over fairly easily i think
[18:24:43] <wjp> shape 5 stands out nicely against this background
[18:25:15] <Colourless> yeah, 5 isn't bad
[18:25:30] <Colourless> a doc should be written explaning what each font is
[18:25:32] <wjp> 10 is nice and large
[18:25:43] <wjp> 11 too
[18:25:48] <Colourless> that's the gold sign font
[18:26:03] <Colourless> 11 is tombstone
[18:26:19] <wjp> they don't have any lowercase :/
[18:26:38] <wjp> (10 and 11, I mean)
[18:26:53] <Colourless> yeah, they were probably just copied from U7
[18:27:05] <Colourless> u7 had runic in the lower case slots from memory
[18:28:15] <Colourless> 14 is just bad regardless of the background
[18:28:42] <Colourless> 15 too
[18:28:52] <wjp> indeed
[18:28:56] <wjp> dark blue or something?
[18:29:07] <Colourless> yeah, looks like it
[18:30:02] <wjp> we could probably use 10 or 11 to replace console output for the {shape,glob,anim}-viewer
[18:30:22] <Colourless> possibly
[18:44:50] <-- Colourless has left IRC ("Got Coloured")
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[18:46:58] <Colourless> i've written up a text file that just decribes the fonts. want me to add it to cvs?
[18:48:29] <wjp> sure
[18:50:05] <Colourless> done
[18:52:45] <wjp> thx
[19:02:21] <wjp> bah.. the basic-style file offset (1 based) in u8{map,gfx}fmt are kind of annoying
[19:02:52] <Colourless> yeah, very annoyinhg
[19:03:18] <Colourless> of course, look at the programming language in gfx :-)
[19:03:27] <wjp> yeah, basic, I know
[19:04:29] <Colourless> 0 based just makes so much more sense
[19:11:51] <wjp> ok, converted it to 0-based
[19:12:14] <wjp> also fixed the glob displaying formulas
[19:12:53] <Colourless> what was wrong with it?
[19:13:13] <wjp> it didn't have the GlobX &= ~0x1FF; GlobY &= ~0x1FF;
[19:13:24] <Colourless> ah
[19:13:34] <wjp> (and because of that the X and Y coordinates had to shifted by a constant, which only worked for most of the globs)
[19:14:23] <wjp> brb
[19:14:53] <Colourless> ok
[19:23:45] <wjp> b
[19:23:53] <Colourless> wb
[19:23:56] <wjp> thx
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[19:32:51] <wjp> hi
[19:32:53] <Dominus> hi
[19:32:58] <Colourless> hi
[19:33:34] <Dominus> I couldn't resist pointing out that we already mentioned Pentagram in the Exult FAQ :-)
[19:33:53] <wjp> :-)
[19:34:07] <Colourless> yeah well, what do we say about 'them'
[20:56:42] <Dominus> say, is our /web in CVS safe to be viewed anonymous? I mean especially /web/forum/exxadmin
[20:58:06] <Colourless> it should be ok
[20:58:40] <Dominus> our passwords are not stored there?
[20:58:43] <Dominus> just to be safe
[20:58:58] <Colourless> they are stored in the sql database afaik
[20:59:57] <Dominus> ok then
[21:00:26] <Colourless> the website doesn't have write access to itself
[21:01:28] <Dominus> I see
[21:04:26] <wjp> passwords are also stored crypted
[21:20:42] <Dominus> some people are really crazy: http://www.muropaketti.com/artikkelit/cpu/northwood2200/ln2/index.phtml
[21:21:44] <Dominus> Colourless: funny post by you on out u8 thread :-)
[21:22:43] <Colourless> 3674 MHZ!
[21:24:03] <Colourless> you like the post did you :-)
[21:24:21] <Dominus> yeah
[21:25:33] <matto> Dominus: that's cool.. liquid nitrogen!
[21:25:51] <Dominus> like I said, crazy
[21:26:09] <matto> that looks like a styrofoam cup to me hehe
[21:26:31] <Dominus> a big one that is
[21:27:04] <Colourless> mayby not. the P4's are really tiny
[21:28:13] <Colourless> i am amazed the system didn't die due to condensation
[21:28:34] <Dominus> I thought about this as well
[21:29:26] <Colourless> pic look legit though
[21:29:50] <Dominus> http://sourceforge.net/tracker/index.php?func=detail&aid=505707&group_id=2335&atid=102335 although I don't get what he means with the 5.0 version I guess that this bugs has been fixed since the beta
[21:30:41] <Colourless> no idea
[21:30:43] <Dominus> http://sourceforge.net/tracker/index.php?func=detail&aid=505696&group_id=2335&atid=102335 a driver issue with the tnt drivers maybe ?
[21:31:35] <Colourless> it shouldn't be.
[21:33:00] <Dominus> yeah, but there are some issues related to sound/graphic drivers (like with DeusX in OpenGL the sound is very bad for me but with glide it'S great)
[21:45:03] <wjp> hm, didn't we fix that Dupre's inventory bug some time ago
[21:45:03] <wjp> ?
[21:45:12] <Dominus> I think we did
[21:45:31] <wjp> some intrinsic returned true ('1') which was interpreted as Dupre (npc # 1)
[21:45:32] <Dominus> I wrote to download the latest snap and to have him report back
[21:45:56] <wjp> hm, no, that was in the SS, in the abandoned outpost
[22:16:46] <Colourless> time to go i think
[22:17:22] <-- Colourless has left IRC ("bye")
[22:39:32] * wjp has to go too
[22:39:34] <wjp> night
[22:39:36] <-- wjp has left IRC ("[x]chat")
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[22:40:30] <Fingolfin> hi
[22:40:32] --- ChanServ gives channel operator status to Fingolfin
[23:01:59] <Dominus> oh hi
[23:03:31] <Fingolfin> ohio?
[23:03:41] <Dominus> :-)
[23:03:59] <Dominus> I was afk and din't see you enter
[23:05:45] <Fingolfin> hehe
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[23:55:50] <Dominus> hi Kirben
[23:55:58] <Kirben> Hi