#exult@irc.freenode.net logs for 22 Mar 2002 (GMT)

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[00:00:16] <wjp> in the first case, I'd use a single vector; in the second case, I'd use a std::map, I think
[00:01:03] * Darke nods. Agreed.
[00:01:36] <wjp> (although even a linear search over a few thousand elements is hardly going to make much of a difference)
[00:02:07] <Darke> I'd probably go so far as to actually pad the vector to make sure we could use the first case, as a memory/speed tradeoff.
[00:02:59] <Darke> That's something I've noticed, we're also limited to about 4000 usecode fuctions doing it the current way. Not that I expect anyone to actually _use_ more then that, but... <grin>
[00:03:32] <wjp> ah well, I might as well throw this out while I'm partly rewriting the interpreter
[00:04:16] <wjp> hm, it could be a memory issue. The 'ranges' of usecode functions usually start at a multiple of 256
[00:04:24] <wjp> (objects, NPCs, utility functions)
[00:04:50] <wjp> although it'll only be a few Kb
[00:06:22] <Darke> That's possible. But, yes, I don't see the change adding all that much to the total memory size.
[00:06:34] <wjp> ok, so we have to choose between irrelevant speed, and negligable memory
[00:06:41] <wjp> tough one :-)
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[00:18:20] <Dominus> one moment after wjp is gone the bot leaves as well
[00:18:20] <Dominus> and comes back even :-)
[00:19:59] * Darke snickers. It's just following it's 'Master'. <grin>
[00:23:35] * Fingolfin yawns
[00:23:39] <Fingolfin> should go to bed now
[00:23:40] <Fingolfin> cya folks
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[00:24:04] * Darke bows and must disappear. It's time to disappear to uni and stuff. <grin> "Bye!"
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[00:24:29] <Dominus> hey, I'm not staying behind here all alone
[00:24:39] <Dominus> going off now as well :-)
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[01:46:58] <sb-x> :O
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[02:05:29] <EazyCheez> hello
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[02:58:39] <sb-x> hello
[03:03:13] <sb-x> ShadwChsr: Lupercalia didn't work for me
[03:34:07] <ShadwChsr> im back
[03:34:08] <ShadwChsr> oh?
[03:34:10] <ShadwChsr> what error?
[03:35:19] <sb-x> there was no screen
[03:35:31] <sb-x> it was black
[03:35:43] <ShadwChsr> did you just double click "game.exe"?
[03:35:43] <sb-x> the whole game window, and in the map editor the left area was black
[03:35:47] <sb-x> yeah
[03:35:54] <ShadwChsr> didn't follow the instructions ;)
[03:35:58] <sb-x> oh
[03:36:04] <ShadwChsr> it didnt load a map
[03:36:08] <ShadwChsr> its just drawing a blank screen
[03:36:51] <sb-x> i dont remember the instructions
[03:36:56] <ShadwChsr> try "game -map grassland.map -char Werewolf_Male"
[03:37:09] <ShadwChsr> that will specify what map to load and which player sprites to use
[03:37:33] <sb-x> also i went to borland site but the only download link i got (after filling out a survey and giving my personal info), was about 150MB
[03:37:46] <sb-x> for delphi i mean
[03:37:48] <ShadwChsr> Yep
[03:37:56] <ShadwChsr> Oh yeah you're on dialup ;)
[03:38:01] <ShadwChsr> Where do you live again?
[03:38:11] <sb-x> USA
[03:38:26] <ShadwChsr> Mabye you can buy the personal version on cd <shrug>
[03:38:30] <ShadwChsr> of find someone with DSL
[03:38:36] <sb-x> i can dl it
[03:38:47] <ShadwChsr> reboot into windows and try the game out :)
[03:38:50] <sb-x> it will just take a while
[03:38:51] <sb-x> ok
[03:38:53] <ShadwChsr> I'm about to start some dev anyhow
[03:39:00] <sb-x> brb
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[03:45:17] <sb-x> i have returned
[03:45:37] <sb-x> what do i type now?
[03:46:05] <ShadwChsr> try "game -map grassland.map -char Werewolf_Male"
[03:46:35] <sb-x> same
[03:47:01] <ShadwChsr> hmmm
[03:47:05] <ShadwChsr> where is the map file located?
[03:47:14] <sb-x> i dont have a map file
[03:47:16] <ShadwChsr> is it called "grassland.map" and in the same location as the exe?
[03:47:17] <ShadwChsr> oh
[03:47:17] <ShadwChsr> :)
[03:47:38] <ShadwChsr> here have one ;)
[03:47:51] <sb-x> thanks
[03:48:12] <sb-x> how is a map constructed?
[03:49:08] <ShadwChsr> run around in it first
[03:49:11] <ShadwChsr> then i'll explain
[03:49:55] <sb-x> oooh
[03:49:56] <sb-x> neat
[03:50:11] <ShadwChsr> crappy map though
[03:50:15] <sb-x> but the wolfman is to the right
[03:50:19] <ShadwChsr> I'm making a nice one right now
[03:50:26] <ShadwChsr> Yeah, the player needs lots of tweaking
[03:50:33] <ShadwChsr> I'm working on the object layer right now
[03:51:02] <sb-x> you make the character?
[03:51:15] <ShadwChsr> Rendered, yeah. I have permission to use the model from the author
[03:51:22] <ShadwChsr> I just got a new texture for it today
[03:51:23] <sb-x> i meant modeled
[03:51:26] <ShadwChsr> No
[03:51:30] <ShadwChsr> theres 4 other characters
[03:51:36] <ShadwChsr> in the GRF you have
[03:51:48] <ShadwChsr> I have enough models to make an entire game rightnow :)
[03:51:51] <ShadwChsr> need some more monsters though
[03:53:01] <sb-x> is there a GRF tool?
[03:53:38] <ShadwChsr> yes
[03:54:32] <sb-x> mapeditor gives me lots of errors :)
[03:54:52] <ShadwChsr> Well, i wrote crappy, fast code. I'm going to rework all the UI later
[03:54:54] <sb-x> but i am impressed that i can put a wall on top of another wall
[03:54:57] <ShadwChsr> the backend is the game, and thats fine
[03:55:03] <ShadwChsr> Yeah, but you can't stack 3 yet
[03:55:15] <sb-x> is 2 the upper limit or just a limitation of the editor?
[03:55:19] <ShadwChsr> it just grabs the first item at a location.
[03:55:27] <ShadwChsr> I need to rewrite it go grab the top item at a location
[03:55:33] <ShadwChsr> err to grab
[03:55:34] <sb-x> ooh
[03:55:39] <sb-x> so a map can have any number of levels
[03:55:43] <ShadwChsr> Yes
[03:56:23] <ShadwChsr> it can have an offset height of 65535 pixels
[03:56:27] <ShadwChsr> More than enough :)
[03:56:48] <ShadwChsr> The game coordinate system is 3d.. X&Y are in tile-coordinates, Z is in pixel coordinates
[03:57:21] <ShadwChsr> the X and Y axis aren't isometric, they're "standard" as well, so maps are square, not isometric shaped (like AOE)
[03:57:31] <ShadwChsr> That way you don't have a slanted world :)
[03:57:34] <sb-x> same with my grids, except that blocks are built on top of eachother by layer not pixel value
[03:57:43] <ShadwChsr> I thought of doing layers
[03:57:45] <sb-x> will you be able to rotate ever?
[03:57:49] <ShadwChsr> Mabye some day
[03:57:49] <ShadwChsr> :)
[03:58:12] <sb-x> i think with isometric its really nice to be able to rotate the map (since its doable)
[03:58:15] <ShadwChsr> Its possible but it means tying different tiles together for directions & flipping - say, version 1.5 feature ;)
[03:58:53] * sb-x hopes 1.5 comes right after Pre-Alpha.
[03:59:01] <ShadwChsr> We'll see ;)
[03:59:04] <ShadwChsr> I need it playable first
[03:59:13] <ShadwChsr> no point building fancy features if it doesnt do much :)
[03:59:32] <ShadwChsr> I assume you figured out the map editor?
[04:00:14] <sb-x> no i only know what the two green buttons do
[04:00:31] <sb-x> and the button to the right of those
[04:00:35] <sb-x> i used that one
[04:00:50] <ShadwChsr> If you want to program rotating, then it can be in alpha 1 ;)
[04:00:56] <ShadwChsr> the full green one is the "base" layer
[04:01:13] <ShadwChsr> the faded green (light & dark) one is for overlays
[04:01:33] <ShadwChsr> for example, a lake edge overlaying a grass tile
[04:01:55] <ShadwChsr> Layers are drawn in this order #1 - Base, #2 - Overlay, #3 - Objects, Statics, Players
[04:02:45] <sb-x> ooh yeah
[04:02:51] * sb-x keeps forgetting its tile based.
[04:03:30] <ShadwChsr> I might use the overlay layer to do effects like footsteps & blood
[04:03:31] <sb-x> with the tile layers
[04:03:43] <sb-x> footsteps?
[04:03:46] <sb-x> in snow maybe? :)
[04:03:49] <ShadwChsr> yeah
[04:04:01] <ShadwChsr> or mud
[04:04:32] <sb-x> can there be more than one overlay?
[04:04:36] <ShadwChsr> No
[04:04:39] <ShadwChsr> but I might add that
[04:04:40] <ShadwChsr> <shrug>
[04:04:50] <ShadwChsr> The overlay layer isn't really used right now
[04:04:56] <ShadwChsr> but I don't want to rip it out just yet :)
[04:05:47] <sb-x> what is BL Size BR Size in the resource object editor?
[04:06:25] <ShadwChsr> oh
[04:06:27] <ShadwChsr> the angle of wall
[04:06:41] <ShadwChsr> for BL the wall is on the Bottom-Left edge of the tile
[04:06:52] <ShadwChsr> wall direction would be NW-SE
[04:09:31] <ShadwChsr> *argg*
[04:09:37] <ShadwChsr> I gotta recode the tile splitting code <cries>
[04:09:41] <sb-x> ?
[04:09:53] <ShadwChsr> When I add resources there's code that chops up large tiles to be the correct size
[04:10:03] <ShadwChsr> unfortinately I missed a few scenarios
[04:10:07] <ShadwChsr> so now I gotta recode it :)
[04:10:24] <sb-x> scenarios where the original image has a strange aspect ratio?
[04:10:28] <ShadwChsr> no
[04:10:37] <ShadwChsr> For example, a wall sprite that takes up 4 tiles
[04:11:28] <ShadwChsr> the game engine "loosely" hooks them together in whats called a supertile. Supertiles are only used in the map editor
[04:11:28] <sb-x> you missed that scenario?
[04:12:08] <ShadwChsr> Well, if it's a certain size, i assume its a double size tile (takes up 4 normal tiles). Unfortinately, you could have something like a wall where the bottom of the wall only exists in 2 tiles ;)
[04:12:17] <sb-x> oh
[04:12:25] <ShadwChsr> But the current code doesnt care and chops it into 4, which screws everything up :)
[04:12:35] <sb-x> i see
[04:12:37] <sb-x> how come in the character editor when i Play an animation, the background color fluctuates wildly?
[04:12:44] <ShadwChsr> it does?
[04:12:52] <sb-x> between green and white and gray
[04:12:55] <ShadwChsr> Cause it's crappy animation code :)
[04:12:59] <ShadwChsr> It doesnt do that here <shrug>
[04:13:13] <sb-x> oh, even if i dont play it i see that it is there
[04:13:15] <ShadwChsr> I'm going to fix that preview code later
[04:13:21] <sb-x> if i just move to a certain frame
[04:13:26] <sb-x> the frames have different bg colors
[04:13:34] <sb-x> some are gray some are white some are green
[04:13:40] <ShadwChsr> one is probably a little off.. its probably because its not an indexed PNG
[04:13:53] <ShadwChsr> should be transparent
[04:15:19] <sb-x> TSurface.DX: Could not blt surface to backbuffer
[04:15:32] <ShadwChsr> Lemme guess, you tried to play the warrior and walked north? :)
[04:16:13] <ShadwChsr> That bug is 32bit PNG problems
[04:16:16] <sb-x> oh
[04:16:18] <sb-x> "_
[04:16:19] <sb-x> :)
[04:16:31] <sb-x> i also notice warrior_male has no running frames
[04:16:32] <ShadwChsr> I'm trying to clear them up but it's still nasty.. so I make everything pallete PNG. Much more efficient & smaller
[04:16:33] <sb-x> he just disappears
[04:16:35] <ShadwChsr> No one does
[04:16:44] <ShadwChsr> I have the rendered images, just was lazy and didn't add them in :)
[04:17:32] <ShadwChsr> like I said - this isn't exactially demo material
[04:17:47] <ShadwChsr> I'm debugging so I know running is working :) I'm working on other areas
[04:17:47] <ShadwChsr> :)
[04:17:54] <ShadwChsr> What do you think of it all?
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[04:20:57] <sb-x> when i tried to start lupercalia again it gave me an access violation
[04:21:03] <sb-x> i guess cause it was still running in the background
[04:21:13] <sb-x> when i tried to kill it with ctrl alt del everything froze
[04:21:36] <ShadwChsr> doh
[04:21:37] <ShadwChsr> :)
[04:21:42] <ShadwChsr> What do you think of it all? other than that crash ;)
[04:22:12] <sb-x> it is nice looking
[04:22:14] <sb-x> i like these graphics
[04:22:20] <sb-x> i dont know what other peoples problem is
[04:22:57] <sb-x> "other peoples" = people i talk to that hate isometric style rpgs
[04:23:32] <ShadwChsr> Well I have console RPGs ;) And there aren't any (good) 3d ones (yet.. fingers crossed for dungeon seige ;)
[04:24:28] <sb-x> i of course am not looking forward to DS
[04:24:35] <sb-x> i am looking forward to my game
[04:24:57] <sb-x> and yours will be interesting to play im sure
[04:25:33] <sb-x> even if i didnt like the gameplay, i would probably play just so i could wander around the towns you build :)
[04:29:00] <ShadwChsr> :)
[04:29:32] <ShadwChsr> are you any good with sorting algorithms?
[04:29:36] <sb-x> no
[04:29:42] <ShadwChsr> damn :)
[04:29:50] <sb-x> will staircases be objects?
[04:30:04] <ShadwChsr> yes
[04:30:16] <ShadwChsr> each step will be
[04:31:57] <sb-x> like u7 is it not?
[04:32:05] <ShadwChsr> yeah
[04:32:11] <ShadwChsr> and u8, and uo ;)
[04:32:21] <sb-x> i remember picking apart the steps in u7
[04:32:28] <ShadwChsr> me too :)
[04:32:31] <ShadwChsr> on LB's castle
[04:43:14] <sb-x> ??
[04:43:26] <sb-x> hmm
[04:43:26] <sb-x> nm
[04:46:31] <ShadwChsr> :)
[04:50:31] <sb-x> ShadwChsr do you have docs on the file formats?
[04:52:12] <ShadwChsr> yes
[04:52:26] <ShadwChsr> look at UGRFFiles.pas
[04:52:35] <ShadwChsr> UGRFFiles_Custom.pas
[04:53:58] <sb-x> ok
[04:54:37] <ShadwChsr> why? :)
[04:59:54] <sb-x> why else? to see how its all structured
[04:59:56] <sb-x> brb
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[05:02:44] <ShadwChsr> btw
[05:03:00] <ShadwChsr> Try "Raw Resource Viewer" in the resource editor
[05:03:08] <ShadwChsr> that will show you some of the structure. THe tree, at least
[05:03:45] <sb-x> oh yeah i saw thaqt
[05:03:48] <sb-x> that
[05:03:50] <sb-x> but im back in X
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[07:36:51] <ShadwChsr> SB.. u here?
[07:37:15] <ShadwChsr> wakie wakie
[07:38:26] <ShadwChsr> You can use the map editor to stack objects to any height now
[07:38:51] <ShadwChsr> And items are now sorted - the renderer alot more efficient
[07:40:43] <sb-x> hi
[07:40:48] <sb-x> heh ok
[07:40:49] <ShadwChsr> :)
[07:41:09] <ShadwChsr> Yay! :)
[07:41:33] * sb-x is still waiting for Linux port.
[07:41:44] <ShadwChsr> Get programming
[07:41:44] <ShadwChsr> :)
[08:10:57] <sb-x> ShadwChsr:
[08:10:58] <sb-x> ?
[08:12:01] <ShadwChsr> ?
[08:12:14] <sb-x> Do you know what makes the Delphi studio download so big?
[08:14:49] <ShadwChsr> VCL
[08:15:31] <sb-x> is that just a GUI toolkit?
[08:15:40] <ShadwChsr> Yes
[08:15:46] <ShadwChsr> Visual Component Library
[08:16:01] <ShadwChsr> think VB... but better ;)
[08:16:48] <sb-x> i can't think VB, but i understand :)
[08:21:12] <sb-x> oooh
[08:21:21] <sb-x> kylix2 open is only 30.3MB
[08:24:08] <ShadwChsr> :)
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[08:28:08] * Darke bows. "Hi."
[08:28:55] <sb-x> Hi Darke
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[09:48:22] <wjp> hi
[09:49:06] <Darke> Hi. <bow>
[09:49:59] <sb-x> hi
[10:25:56] <wjp> how peculiar... opcode 0x32 (RTS) pushes the return value and returns
[10:26:15] <wjp> However, the only opcode that actually sets the return value (0x2D, setr) also returns immediately
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[10:35:52] <wjp> hi
[10:36:25] <Darke> <blink> Odd. This is in exult's implementation? I wonder if we've got the opcode naming wrong somewhere then.
[10:37:09] <wjp> yes... what I'm guessing is that SETR is C's "return(x);", and RTS is just the 'end of function' opcode
[10:38:29] <wjp> would also explain the two other RET opcodes: one is "return;" the other is "end of procedure"
[10:38:58] * Darke nods. That makes sense.
[10:40:23] <wjp> our current implementation would still be correct, if that's indeed the case
[10:44:39] <wjp> slightly kludgy, but correct :-)
[10:53:34] <sb-x> what does "sussed" mean?
[10:54:20] <wjp> is there an "out" behind it?
[10:54:37] <sb-x> no
[10:54:45] <sb-x> "A. Would Clive's girlfriend have sussed from the overheard
[10:54:45] <sb-x> answering machine message that a robbery was going down in
[10:54:45] <sb-x> the casino?"
[10:54:56] <wjp> to figure out
[10:55:19] <wjp> but it's apparently British. (www.m-w.com)
[10:55:43] <sb-x> heh eh
[10:55:49] <sb-x> thanks
[11:14:47] * Darke pokes at the usecode engine. Agreed, slightly kludgy, but who cares, since it works. *grin*
[11:15:44] <wjp> well, it's kind of relevant if you happen to be trying to rewrite the call mechanism :-)
[11:18:43] <sb-x> what is that #if USECODE_DEBUGGER in ucinternal?
[11:18:55] <wjp> something Dancer started ages ago
[11:19:20] <wjp> a console based internal usecode debugger, IIRC
[11:19:36] <sb-x> are you going to put something there... to finish it... or are you doing something completely different?
[11:19:47] <wjp> something different
[11:19:58] <wjp> my current idea is to do a remote debugger
[11:20:21] * Darke umms... and agrees. It is important if you're going to rewrite that, yes. <grin>
[11:21:09] <sb-x> wjp: debug from exult_studio?
[11:21:13] * wjp nods
[11:21:33] <wjp> with a nice GTK interface in which you see the disassembly and/or source, the current stack, local vars, etc...
[11:24:39] * sb-x can't wait... but will have to. :)
[11:24:44] <sb-x> i've gotta sleep now
[11:24:49] <sb-x> see you all
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[11:29:25] <wjp> hi
[11:29:33] <Fingolfin> hi
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[11:31:28] <wjp> ok, finished writing the new call framework... now I just need to wire it into the interpreter
[11:31:52] <Fingolfin> nice!
[11:32:14] <Kirben> Darke: what gtk+ verison are you using ?
[11:34:15] * wjp notices a new bug labeled MacOS X in the bug tracker
[11:34:29] <wjp> it doesn't look particularly OS specific, though
[11:34:59] <Fingolfin> hm
[11:35:03] <Fingolfin> will look in a momen
[11:38:56] <Fingolfin> wjp: hm, sounds as if it is not specific
[11:38:59] <Fingolfin> but then who knows
[11:39:13] <Fingolfin> wouldn't be the first time that it's broken on all systems, but only MacOS (X) errors out =)
[11:39:22] <wjp> :-)
[11:39:25] <Darke> Kirben: 1.2.10
[11:43:04] <Kirben> hmm that must be the problem
[11:43:27] <Kirben> looks like gtk+ 2.0 makes window_has_focus x11 only
[11:44:03] <Kirben> and I guess win32 binaries must be based of gtk+ 2
[11:44:56] * wjp wonders why his exult studio crashes when he selects anything
[11:45:43] <wjp> (anything = vga or chunks file)
[11:46:20] <wjp> ah well, I'll have to look at that later
[11:46:36] <wjp> I'll be back tonight
[11:46:36] <wjp> bye
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[12:01:31] <Colourless> hi
[12:05:50] <Fingolfin> yo
[12:25:15] <Darke> Hi.
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[12:49:33] <Jon_R> hi, I'm trying to compile exult from cvs but I'm getting an error
[12:50:43] <Jon_R> "shapelst.cc:787: implicit declaration of function `int Export_png8(...)'
[12:51:05] <Jon_R> and the same error at line 1014
[12:51:25] <Jon_R> I'm compiling in Debian btw
[12:53:11] <Kirben> Try disabling exult studio compile or make sure libpng is installed.
[12:56:15] <Kirben> --disable-exult-studio-support I think
[12:59:07] <Jon_R> hmm
[12:59:24] <Jon_R> well the whole point in compiling was that I wanted to try the latest exult studio
[13:04:56] <Kirben> in that case make sure libpng is installed.
[13:08:20] <Colourless> i hate my modem!
[13:12:36] * Darke worships his modem.
[13:15:00] * Darke sets up a little shrine around it, and lights some incense.
[13:15:26] * Colourless is worried for Darke
[13:15:57] <Kirben> the only good modem is a cable modem
[13:17:04] <Colourless> or perhaps a sdsl modem
[13:17:39] * Darke bows in worship in front of the One True Modem.
[13:18:11] <Colourless> 300 bps?
[13:18:52] <Darke> Nah. 33, _somethings_
[13:19:02] <Darke> got to service those ASR-33s. <grin>
[13:29:39] <Jon_R> well libpng was already installed
[13:29:55] <Jon_R> I fiddled around and tried some of the other libpng packages but to no avail
[13:31:44] <Jon_R> hmm actually hang on
[13:34:54] <Darke> Make sure you've got the development stuff (package or whatever) installed as well. It looks like it's not finding a header, or it's finding an old version of the library without that function.
[15:25:01] * Darke remembers tonight to actually _quit_ irc before curling up and falling asleep. <grin> "Night!"
[15:25:10] <Colourless> NIGHT
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[16:37:57] <wjp> hi
[16:38:03] <Colourless> hi
[16:39:50] <wjp> Jon_R: did you manage to compile it yet?
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[16:50:10] <Jon_R> wjp: yeah
[16:50:50] <Jon_R> what it was
[16:51:05] <Jon_R> I forgot to run the autogen.sh file
[16:51:23] <Jon_R> I just ran ./configure
[16:51:40] <Jon_R> which was from an older version
[16:51:50] <Jon_R> <- fool
[16:53:40] <wjp> nah, that happens a lot
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[18:58:30] <wjp> Fingolfin, Colourless: could one of you add a break after opcode 0xCD in ucinternal.cc?
[18:58:46] <wjp> (my version of ucinternal.cc is too far gone...)
[18:59:10] <Colourless> why?
[18:59:20] <wjp> because there's no break there :-)
[18:59:28] <wjp> (it's in a switch)
[18:59:48] <Colourless> hmm, ok
[19:00:15] <Colourless> what did you do to yours?
[19:00:36] <wjp> I'm removing the recursion from ::run()
[19:00:46] <Colourless> oh
[19:00:49] <wjp> (preparation for the debugger)
[19:11:12] <wjp> thanks
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[19:54:23] <bj0ern> hi
[19:54:27] <Colourless> hi
[19:55:19] <wjp> hi
[19:59:32] <bj0ern> is the automatic combat in U7 the only option? i liked the strategic stuff like U3 to U6 more
[19:59:49] <Colourless> yes, it's the only option
[19:59:58] <bj0ern> :/
[20:06:18] <bj0ern> hehe: http://www.somethingawful.com/cliff/ihateyou/
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[20:25:59] * wjp adds tons of error checking to the usecode interpreter
[20:26:25] <wjp> it shouldn't crash on corrupted usecode anymore
[20:28:44] <wjp> well, not very often, anyway :-)
[20:35:52] <Colourless> well, if it doesn't crash... what will it do?
[20:36:17] <wjp> either abort execution, or ignore the opcode
[20:36:38] <Colourless> how does it ignore the opcode if it doesn't know the length of the opcode
[20:36:50] <wjp> it doesn't :-)
[20:37:39] <wjp> it ignores an opcode if it contains invalid operands. (eg., offsets that are out of range)
[20:38:31] <Colourless> i think truely mangled usecode will still cause a crash
[20:39:30] <wjp> quite possibly, yes
[20:44:45] <wjp> I think I caught most memory/data accesses, though
[21:17:14] <bj0ern> exceptions are your friend
[21:17:52] <wjp> hm, that would be a possibility
[21:17:52] <bj0ern> btw. what is this usecode you are all talking of?
[21:18:16] <wjp> the language used to control the plot in U7
[21:18:20] <Colourless> an interpreted language
[21:18:26] <bj0ern> ah, the U7 scripting language
[21:18:33] <bj0ern> nice
[21:23:21] <wjp> wow, doors still open and close
[21:25:45] <Colourless> i think it's time for me to go
[21:25:54] <wjp> k, night
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[22:46:54] <wjp> *phew*... new interpreter seems to be working
[22:52:22] * wjp has to go
[22:52:22] <wjp> bye
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