#exult@irc.freenode.net logs for 21 Apr 2009 (GMT)

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[00:14:52] <Kirben> Thoee last SVN changes, broke a non-OpenGL compile of Exult:
[00:14:53] <Kirben> palette.cc: In member function 'void Palette::fade_in(int)':
[00:14:53] <Kirben> palette.cc:333: error: incomplete type 'GL_manager' used in nested name specifier
[00:14:53] <Kirben> palette.cc: In member function 'void Palette::fade_out(int)':
[00:14:54] <Kirben> palette.cc:361: error: incomplete type 'GL_manager' used in nested name specifier
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[00:28:13] <Malignant_Manor> Did you finish compiling or stop at the errors?
[00:30:12] <Kirben> Stopped at errors.
[00:31:35] <Malignant_Manor> Could you please compile with http://pastebin.com/d24185c0b (I know you probably know the fix.) and see if there are more errors for him to fix?
[00:42:04] <Kirben> Only one other error, during a complete compile:
[00:42:04] <Kirben> ./gamemgr/sigame.cc: In member function 'virtual bool SI_Game::new_game(Vga_file&)':
[00:42:05] <Kirben> ./gamemgr/sigame.cc:1307: error: incomplete type 'GL_manager' used in nested name specifier
[00:42:59] <Malignant_Manor> Too bad the cpu usage in OpenGL is so high and I think increased a bit more in this patch.
[00:44:26] <Malignant_Manor> It fixed a lot of bugs. The only thing I noticed so far that would stop it from being a "good enough" to built normally, is the mod menu screws up badly.
[00:52:51] <Malignant_Manor> I'm trying to convince Max to start working on Exult 3D again. He said, "I stopped work on the project when it was made clear by certain members of the dev team that they wanted to have nothing to do with Exult3D. If there is renewed interest, I might work on it again."
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[02:13:39] * servus wonders who Max is
[02:14:41] <Malignant_Manor> Oops. Samuel Matthews.
[02:15:48] <Malignant_Manor> I meant Sam and typed Max.
[02:21:44] * servus would rather be the Dog
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[02:29:16] <servus> Anyhow, many of the problems with the 3D rendering pipeline stem from problems in the original OpenGL pipeline... That's why it would be best to just start with a copy of the 2D renderer and convert it from there. That static/palette.flx was some crazy thing left over from the original, 2D OpenGL renderer, for instance.
[02:30:28] <Malignant_Manor> I can't rewrite it, but if Sam decides to work one Exult 3D, he might.
[02:30:40] <servus> Redoing things from scratch and inserting appropriate parts of the renderer would really probably be the best route to go. I'm super busy at the moment with work and some freelance projects, but I may have more time to look at it in a few days.
[02:31:09] * servus is Sam... and is also off for dinner, then to finish a client's project he's been delaying!
[02:31:47] <Malignant_Manor> My coding skills are very lacking and I can only make modifications based on existing code.
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[02:32:58] * Marzo is reminded of his time before joining the Exult Team
[02:33:09] <Malignant_Manor> Nice to know now. Have a nice dinner.
[02:34:19] <Malignant_Manor> I'm merging the new changes and separating the Exult 3D sections. 3 items to merge in some cases. Even if it won't really be used later, it is a nice exercise.
[02:35:32] <Malignant_Manor> Marzo, your new update fixed almost all major issues except the mod menu and the cpu usage (based on quick testing).
[02:36:12] <Marzo> The mod/main/setup menu are the tough ones of all menus
[02:36:27] <Marzo> (they have either no background or transparent backgrounds)
[02:37:10] <Marzo> The cpu usage probably got worse as I added palette rotation to OpenGL code
[02:37:28] <Malignant_Manor> Yup, mouse is a little more sluggish on my comp.
[02:37:50] <Marzo> Maybe I should slow down palette rotation for OpenGL...
[02:38:15] <Marzo> But I have a few ideas to test first (and a profiler to avoid wasting time on things unrelated to whatever the bottleneck is...)
[02:38:30] <Malignant_Manor> I doubt it increased much. It could be another issue.
[02:38:50] <Malignant_Manor> I was already maxed from your first change to OpenGL.
[02:39:14] <Malignant_Manor> It was in the mid-high 80s idle before that I think.
[02:43:23] <Malignant_Manor> I might be thinking of the OpenGL of around the time of Sam's last Exult 3D release in 2006(?).
[02:49:22] <servus> If I were part of the Exult Team, I would have finished Exult3D :-p BBIAB!
[02:50:21] <Malignant_Manor> If you had released an excutable that worked better, you would have finished Exult3d. :p
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[04:14:56] <Malignant_Manor> Marzo, I ger a runtime error on game load.
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[04:15:18] <Marzo> What is the exact message?
[04:16:25] <Malignant_Manor> There is none specified just generic unusual way.
[04:18:08] <Malignant_Manor> It was an OpenGL supported build if that makes a difference.
[04:18:22] <Marzo> Can you give steps on how to reproduce? OS?
[04:19:06] <Malignant_Manor> WinXP, I just start a new game and then journey onward will crash new game or not.
[04:19:41] <Marzo> Hrm, the one platform I can't test right now
[04:19:59] <Marzo> Was this with a self compiled exe?
[04:20:44] <Malignant_Manor> Yes, only install path and OpenGL=1 are the changes
[04:20:56] <Malignant_Manor> 6067
[04:23:41] <Malignant_Manor> The .o's were cleaned out first too. I'll see if this happens without OpenGL.
[04:25:32] <Malignant_Manor> Ah, I see the warnings in the compiler.
[04:27:03] <Marzo> What warnings?
[04:27:16] <Malignant_Manor> U7obj.cc converting negative value '-0x0000000001' to 'size_t'
[04:27:35] <Malignant_Manor> lines 94, 120, 142, 167, 187
[04:29:20] <Marzo> Ack
[04:29:39] <Marzo> I missed those when eliminating other warnings
[04:30:23] <Malignant_Manor> Finding mingw warnings can be a pain unless a lot in a row. I'm not sure if there are more.
[04:32:02] <Malignant_Manor> I think that is all of them.
[04:37:15] <Marzo> Try this: in U7obj.h, find the line "size_t length;" and change it to "ptrdiff_t length;"
[04:37:18] <Marzo> You will need to clean then compile
[04:44:59] <Malignant_Manor> I think it eliminated the warning but it will take awhile for it to finish compiling.
[05:01:25] <Malignant_Manor> It worked.
[05:01:45] <Marzo> k; finishing up a few things then will commit
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[19:55:36] <Malignant_Manor> Marzo, if you're there I could use a little help with some code.
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