#exult@irc.freenode.net logs for 22 Mar 2003 (GMT)

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[01:18:34] <Yuv422> hi
[01:18:51] <SB-X> hi
[01:19:16] <SB-X> npcs looking good
[01:19:18] <Servus> hi
[01:19:22] <Yuv422> :)
[01:19:43] <Yuv422> I've figured out their schedules too.
[01:19:57] <SB-X> what file is it in?
[01:20:07] <Yuv422> schedule
[01:20:13] <SB-X> heh
[01:20:15] <SB-X> ok makes sense
[01:20:21] <Yuv422> who would have thought. ;)
[01:20:55] <Yuv422> each npc has some shcedule entries in that file
[01:21:17] <Yuv422> except the major party members avatar, dupre, etc.
[01:21:30] <Yuv422> so the first entry is Lord British
[01:21:41] <Yuv422> they start at offset 0x202
[01:21:45] <SB-X> is there any written information about the file format?
[01:21:55] <Yuv422> nope
[01:22:01] <Yuv422> I should write it up.
[01:22:27] <Yuv422> each schedule entry is 5 bytes
[01:22:47] <Yuv422> b1 = hour that the schedule kicks off
[01:22:52] <Yuv422> b2 = unknown
[01:23:09] <Yuv422> b3 -> b5 is players position in world cooord
[01:23:28] <SB-X> 08 92 33 71 05
[01:23:33] <SB-X> is that right?
[01:23:36] <Yuv422> yes
[01:23:40] <Yuv422> that is the throne
[01:23:54] <Yuv422> Lord B goes there at 8:00am
[01:24:16] <Yuv422> not too sure what info is in the '92' byte yet.
[01:24:26] <Servus> how do you know how long he stays there?
[01:24:35] <Yuv422> might be position, wether the npc can more around that spot.
[01:24:38] <SB-X> so the schedule times in u6 are variable?
[01:24:48] <SB-X> instead of fixed like every 3 hours or so
[01:24:56] <SB-X> for all npcs
[01:25:06] <Yuv422> yeah they can be any hour of the day.
[01:25:39] <Yuv422> LB has 6 schedule entries but other NPC's can have less
[01:25:59] <Yuv422> the first 0x202 bytes of the file are uint16 offsets from 0x202
[01:26:01] <SB-X> how did you figure out offset 202? did you decode the stuff before that?
[01:26:07] <SB-X> oh ok
[01:26:11] <Yuv422> which tell you how many entries per NPC.
[01:26:42] <Yuv422> I new the position of lord B on the throne was 33 71 05
[01:26:51] <Yuv422> so I did a search in the file for it :)
[01:26:51] <Servus> will your remake support spam spam spam humbug? ;)
[01:26:56] <SB-X> wow
[01:27:11] <Yuv422> then figured the rest out from that.
[01:27:14] <SB-X> yes please make Iolo a cheat machine
[01:27:48] <Yuv422> hehe I guess spam spam spam humbug is an intergral part of the game :)
[01:28:16] <Servus> dont suppose either of you are opengl gurus? ;)
[01:28:17] <Yuv422> I'm not sure if that is hard coded or in his conversation data ;)
[01:28:20] <SB-X> or he could say "Press XX for cheat screen."
[01:28:21] <Yuv422> nope
[01:28:26] <SB-X> no
[01:28:30] <SB-X> colourless is
[01:28:49] <Servus> i dunno if even he'd know what im trying to do tho :-/
[01:29:50] <Yuv422> nuvie's activity percentage on SF is 88% now :)
[01:31:53] <Yuv422> SB-X: did you notice the fireplace NPCs :(
[01:32:36] <SB-X> no
[01:32:37] <SB-X> where?
[01:33:16] <SB-X> i cant run it now because i renamed all the u6 files to uppercase and nuvie expects lowercase
[01:33:16] <Yuv422> hmm have you played your current savegame in the original u6?
[01:33:30] <Yuv422> hehe
[01:35:52] <SB-X> i dont know if i played this before or not, i just copied it from its installation directory
[01:36:32] <SB-X> i think i have
[01:36:39] <Yuv422> I think the fireplaces are temporary NPCs
[01:36:40] <SB-X> i installed it a long time ago
[01:36:46] <SB-X> i see eggs
[01:36:54] <SB-X> where some creatures come from
[01:37:12] <Yuv422> like mindless guards, and some spawned creatures like horses.
[01:37:24] <Yuv422> yeah I'll have to stop the egg tiles from comming up :)
[01:37:50] <Yuv422> haven't even thought about monsters yet. ;)
[01:37:53] <SB-X> i see a fireplace in se bedroom
[01:37:57] <SB-X> it is not on the wall
[01:37:58] <SB-X> is that one?
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[01:38:37] <Servus> what do you think?
[01:39:16] <Yuv422> looking good
[01:39:41] <Servus> thanks, thats what i need the help for, automatic texture coordinate generation
[01:39:46] <Yuv422> how do you store the terrain info? A height field?
[01:40:23] <Servus> i store it originally in a heightfield, then i make an adaptive culled optimizing quadtree to store it during run-time
[01:40:37] <Servus> i swear i only speak in buzzwords these days
[01:40:44] <Yuv422> cool, sounds impressive. :)
[01:41:11] <Servus> if i have a map the size of texas, it will only take a few megs because it's mostly flat -- even tho it's a HUGE area, it only saves extra info for mountains/bumps etc
[01:41:56] <Servus> once i get texture coordinate generation working, im gonna take off vertex lighting/shading altogether, and it'll look much better (hopefully) :)
[01:42:19] <Yuv422> it does look a bit angular at the moment :)
[01:42:35] <Servus> thats the vertex lighting, with texturing enabled it'll look completely smoothalicious
[01:42:47] <Servus> but as you can see, the silhouettes are smooth enough
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[01:42:56] <SB-X> oops
[01:43:03] <Servus> wb
[01:43:56] <SB-X> ty
[01:45:04] <Servus> so hmmm, the red books not too much help:(
[01:47:51] <SB-X> in nuvie there is a fireplace at the shrine of justice
[01:48:09] <SB-X> on the dais
[01:49:34] <SB-X> ive seen lots of them now
[01:49:52] <SB-X> maybe where some gypsies would be
[01:51:36] <Yuv422> yeah I've got some issues with my NPC obj->tile system I think :)
[01:52:13] <SB-X> are there any keys besides arrows?>
[01:52:19] <SB-X> <
[01:52:28] <SB-X> left right up down
[01:52:42] <Yuv422> not yet
[01:52:51] <Yuv422> I might put 'l' for look in soon.
[01:52:58] <Yuv422> then 't' for talk.
[01:53:01] <Yuv422> :)
[01:53:13] <Servus> (spam)
[01:53:53] <Yuv422> I was thinking of making myself an island patch. :)
[01:54:03] <Yuv422> a nice little house someware. :)
[02:00:14] <SB-X> isnt the third coord in u6 a "plane"?
[02:00:38] <SB-X> or if not what is it
[02:01:02] <SB-X> plane meaning map
[02:03:56] <Yuv422> yes
[02:04:14] <Yuv422> surface or 5 dungeon levels
[02:10:35] <Servus> yay i figured it out
[02:13:30] <SB-X> ?
[02:13:42] <Servus> automatic texture coordinate generation
[02:13:53] * SB-X scratches his head.
[02:14:28] <Servus> ill get a screenshot
[02:20:04] <Servus>
[02:21:09] <SB-X> this is what your working on?
[02:21:14] <Servus> yes.
[02:21:49] <Servus> how many triangles do you think that scene is?
[02:22:19] <Servus> note that ill improve the textures substantially, later
[02:22:31] <SB-X> no idea
[02:22:39] <SB-X> i couldn't tell
[02:22:44] <SB-X> but i only did a little in opengl
[02:23:02] <SB-X> and it wasnt 3d
[02:23:08] <Servus> well it's ~7000 after optimization, the brute-force technique would require a couple hundred thousand tris for taht:)
[02:23:38] <SB-X> ow
[02:23:39] <Yuv422> I've got to go for a bit.
[02:23:41] <SB-X> at least you got it down
[02:23:43] <Yuv422> be bck later
[02:23:46] <SB-X> what kind of hw you got?
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[02:23:47] <SB-X> bye
[02:25:18] <Servus> it will run 60fps on a geforce2
[02:25:42] <SB-X> what are you going to use the engine for?
[02:27:03] <Servus> a game, hopefully
[02:27:11] <SB-X> an rpg?
[02:27:14] <Servus> im getting a little sick of the technical side of it, hope to start making a little content:)
[02:27:44] <Servus> not sure, but once i get it done it will be fast enough for an action game, and since im trying to make it very component-oriented (c++), it should be simple enough to change the type of game the engine is for
[02:29:48] <Servus> i think[hope] it'll look good enough to blow tribes2 outta the water ;)
[02:48:53] <ShadwChsr> hmmm
[02:58:31] <ShadwChsr> argg i cant get focused enough to work on the game :P
[02:58:38] <ShadwChsr> I need a UI designer :)
[02:59:07] <Servus> ive got too many technical kinks
[02:59:22] <ShadwChsr> kinks?
[03:00:25] <Servus> yep, have you seen my latest screenshot?
[03:00:32] <ShadwChsr> yeah
[03:00:47] <Servus> the CLOD code is working well, but not well enough... it's supposed to go higher or less detail depending on the arg i give it
[03:00:50] <Servus> but it always does the same level of detail
[03:00:57] <Servus> oh well, ill figure it out -- for now, im hungry, ta
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[03:17:19] <Servus> wb
[03:18:29] <Kirben> re
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[04:19:08] <SB-X> hey again
[04:19:19] <Yuv422> hi
[04:19:21] <SB-X> about the u6 schedule entries
[04:19:24] <SB-X> wouldn't b2 represent the activity?
[04:19:41] <Yuv422> yes I think so
[04:20:07] <Yuv422> I've just got to find out how that info is stored.
[04:21:07] <SB-X> it might be hardcoded
[04:21:09] <SB-X> like in exult
[04:21:44] <SB-X> i mean where you set the activity number, and the engine does the necessary npc actions
[04:22:01] <Yuv422> 0x91 appears to be sleep.
[04:22:21] <SB-X> everyone has that?
[04:22:26] <SB-X> or most everyone
[04:22:42] <Servus> it could be a set of frames...
[04:22:58] <Servus> with some boolean values packed in
[04:23:05] <Yuv422> yeah that's what I thought
[04:23:19] <Yuv422> probably an ofset to the direction tile
[04:23:42] <Servus> maybe its a nibble for frames, and the rest is bit flags?
[04:24:40] <Yuv422> most probably the ls nibble
[04:24:57] <SB-X> what are the flags?
[04:25:35] <Yuv422> 0x92 == 10010010
[04:25:46] <Servus> can you look at lord brit's animation frames?
[04:25:55] <Servus> look at the index of his sleeping frame in binary:)
[04:26:06] <SB-X> hehe
[04:26:35] <SB-X> i meant what do you think the bit flags (if thats what the second half is) would mean?
[04:26:52] <SB-X> 0010
[04:27:19] <SB-X> actually i guess you wouldnt know yet :)
[04:27:25] <Yuv422> http://red5.graf.torun.pl/~rackne/images/u6tiles.GIF
[04:27:54] <SB-X> that is in my u6 info compilation :)
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[04:28:13] <Yuv422> yeah I find this image quite handy. :)
[04:28:15] <Servus> i would look at lord british's sleeping animation, and see which frame it is
[04:29:02] <Servus> is there a sleeping frame?
[04:29:13] <Yuv422> there are only two different sleeping frames.
[04:29:15] <SB-X> theres a laying down frame
[04:29:27] <SB-X> for different positions
[04:29:27] <Servus> i only see standing and sitting
[04:29:40] <Yuv422> the bed frames are generic.
[04:29:55] <Yuv422> everyone has black hair when sleeping ;)
[04:29:58] <SB-X> and in bed you just see their head
[04:30:00] <SB-X> heh
[04:30:14] <Servus> oh, well that kinda hurts my theory
[04:31:15] <Servus> and sitting isnt a scheduled frame either -- if youre over a chair, you sit, right?
[04:31:23] <Quester> hi all
[04:31:27] <Servus> maybe it's direction that he's facing>?
[04:31:29] <Servus> hi quester
[04:31:38] <Quester> somebody try compile exult in MSVC.net?
[04:31:51] <Servus> or better yet, try messing with bits and seeing what happens:>
[04:32:06] <Yuv422> I guess you could just look at the object under the actor and use the correct frame according to that.
[04:32:11] <Servus> nope quester
[04:32:41] <SB-X> u5 did that too
[04:33:23] <Yuv422> if chair pick sitting frame. if bed pick sleeping frame.
[04:33:49] <Yuv422> some actors move a bit others stand still.
[04:34:08] <Yuv422> that data might be in there too.
[04:34:24] <Servus> set that byte to 0 and see what happens to lord brit:)
[04:34:51] <SB-X> 0010, bit 3=no twitching :)
[04:35:14] <Servus> *twitch*twitch* AGH! Underpants gnomes!
[04:35:38] <Yuv422> yeah but you don't want them twitching in bed. ;)
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[04:37:03] <Servus> If youre in bed : your only possible frame is the "bed frame"
[04:38:17] <SB-X> npcs that dont have sitting frames just stand at the chairs
[04:38:42] <Yuv422> hmm 10010 = 12 which is the offset to LB sitting forward frame.
[04:39:16] <SB-X> last 5 bytes?
[04:39:31] <Yuv422> but the next frame isn't LB sitting away :(
[04:41:11] <SB-X> what are the different npcs?
[04:41:19] <SB-X> i mean in the schedule file
[04:41:23] <SB-X> lb is 0... then who?
[04:41:40] <Yuv422> Nystul
[04:41:47] <Yuv422> then Geffory
[04:42:04] <Yuv422> it follows the standard npc order
[04:42:04] <SB-X> are they in npc # order?
[04:42:07] <SB-X> ah ok
[04:42:55] <Yuv422> it actually goes swift, avatar, durpe, shamino, iolo, LB.
[04:43:53] <Yuv422> but the schedule file starts with lb as the others don't have schedules;
[04:46:49] <Servus> in ultima 7 the avatar (npc 0) has a schedule... but all he ever does is activity# 0 (follow avatar) :P
[04:47:47] <Yuv422> hehe no such activity in u6 :(
[04:47:57] <Yuv422> well not that I know about. :)
[04:59:57] <SB-X> i made a formatted list of the schedule file
[05:00:00] <SB-X> anyone interested in it?
[05:00:12] <Yuv422> formatted list?
[05:01:54] <SB-X> argh
[05:01:58] <SB-X> im not sure its right yet
[05:02:42] <Yuv422> do you know how to decode the 3 coord bytes?
[05:02:54] <SB-X> no
[05:03:00] <SB-X> maybe thats what i did wrong
[05:03:15] <SB-X> i thought it was literal
[05:03:21] <Yuv422> first byte lower 8 bits of x
[05:03:37] <Servus> isnt one the map he's on?
[05:03:42] <Yuv422> second byte first 2 bit upper 2 bits of x
[05:04:11] <Yuv422> second byte lower 6 bits lower 6 of y
[05:04:35] <Yuv422> third byte lower 4 bits upper 4 bits of y
[05:04:56] <Yuv422> third byte upper 6 bits = z
[05:05:31] <Yuv422> make that 4. on third byte ;)
[05:05:37] <Yuv422> I can't count.
[05:05:49] <SB-X> thanks
[05:06:11] <Yuv422> look in the nuvie source if I didn't explain it right.
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[05:17:26] <ashp> Looks like the nightly windows snapshots are buggered (missing sdl_mixer.dll)
[05:18:27] <Servus> www.libsdl.org
[05:18:31] <ashp> ahhh, maybe not. I see a link to a sdl_mixer.exe underneath.
[05:18:39] <SB-X> Required file for snapshots
[05:18:45] <SB-X> something like that
[05:19:01] <ashp> just a bit of a change :)
[05:20:16] <ashp> Also selecting Scalex2 makes it crash.
[05:20:41] <ashp> actually, selecting any different mode makes it unhappy.
[05:21:31] <ashp> stderr just shows a sdl segfault
[05:22:47] <ashp> ah, the problem is in the setup menu, as changing it in game works
[05:27:26] <SB-X> Yuv422: what is lord british initial coordinates (at throne)?
[05:27:48] <Yuv422> let me check
[05:28:34] <Yuv422> 307,348,0
[05:29:04] <SB-X> ok
[05:29:05] <SB-X> thank you
[05:29:14] <Yuv422> np
[05:39:45] <SB-X> hrmm
[05:39:52] <SB-X> should everyones Z be 0?
[05:41:35] <Yuv422> I guess not
[05:41:43] <Yuv422> there are some actors in the dungeons
[05:42:09] <Yuv422> I haven't seen a non 0 z yet though.
[05:42:37] <SB-X> would you like to see this list?
[05:42:50] <Yuv422> sure.
[05:44:02] <SB-X> ok, it doesnt seem entirely accurate though
[05:44:18] <SB-X> somehow i picked up 65 entries for 178
[05:44:26] <Yuv422> have you noticed the bytes at 0x200 are a bit strange
[05:44:29] <SB-X> and 1 for most others
[05:45:05] <SB-X> 33 02
[05:45:14] <Yuv422> yeah
[05:45:33] <Yuv422> I would have thought it should be 0x34 0x2
[05:45:57] <Yuv422> the second num has 5 schedule entries
[05:46:03] <Yuv422> num = NPC
[05:46:22] <Yuv422> the third has 6 from memory
[05:47:11] <SB-X> what do the bytes at 0x200 mean?
[05:47:19] <Yuv422> not sure.
[05:47:32] <Yuv422> I'm skipping those two bytes.
[05:47:43] <Yuv422> might mean end of index or somthing
[05:47:52] <Yuv422> I've got to go for a bit
[05:47:55] <Yuv422> be back later
[05:47:59] <SB-X> the methods of decoding unknown file formats are a mystery to me :)
[05:48:02] * SB-X boggles.
[05:48:03] <SB-X> bye
[05:48:07] <Servus> bye
[05:49:26] <SB-X> btw 5 entries for the second looks right
[05:51:40] <SB-X> if you look at it that way, most npcs have the second at 0x91 for the first or last entry, so i think that is activity number (sleep)
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[06:00:59] <Quester> we are live in the yellow submarine... :)
[06:02:13] <Servus> disturbing.
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[06:55:04] <Servus> i no longer realize how my code works -- it was just gone from my mind in a flash of light
[06:56:28] * sb-x hides his flashlight.
[06:59:15] * Servus goes senile and is reduced to having porridge as the most exciting part of his day
[07:02:42] <Yuv422> back
[07:02:47] <Servus> wb
[07:02:52] <Servus> still trying to debug my damn terrain code:(
[07:03:03] <Servus> it's rendering it backwards
[07:03:07] <Yuv422> :(
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[07:23:53] <sbx> bye
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[07:24:00] <Yuv422> cya
[07:25:15] <ShadwChsr> servus: switch the for (long i = 0; i < meshes.size(); i++) to (long i = meshes.size() - 1; i >= 0; i--) <grin>
[07:27:11] <Servus> if only it were that simple
[07:27:23] <Servus> the entire system is based on very deep recursion
[07:27:24] <ShadwChsr> I need to write a proper draw sorter myself :(
[07:27:33] <ShadwChsr> it sorts using a > operator to check where to add it
[07:27:37] <Servus> they arent drawn sorted, they dont need to be
[07:27:43] <ShadwChsr> but it doesn't resort when an entity moves, not sure how to do that ;(
[07:27:45] <Servus> because i have depth testing enabled
[07:27:55] <Servus> but its drawing it into the negative y values, and that's bad juju
[07:32:39] <ShadwChsr> whats the best way to build a draw sorter? :(
[07:33:49] <Servus> enable GL_DEPTH_TEST ? :-)
[07:38:56] <ShadwChsr> umm no :0
[07:39:02] <Servus> :>
[07:48:38] <ShadwChsr> seriously though, any ideas? :)
[07:49:35] <Servus> after you do viewpoint clipping, start from the back and work your way forward?
[07:50:29] <Servus> if the top-most diamond is (0,0), keep adding 1 to each side of that (x,y) to render in order... render like this: (0,0) (1,0) (1,1) (2,1) (2,2) (3,2) (3,3) (4,3) (4,4) etc
[07:51:40] <ShadwChsr> Well I know the order
[07:51:42] <ShadwChsr> :)
[07:51:58] <ShadwChsr> The problem is when an entity moves, it needs to be resorted
[07:52:11] <ShadwChsr> You keep talking about trees and fancy sorting stuff, so I thought you might have an idea ;)
[07:56:43] <Servus> nah
[07:57:05] <Servus> no resorting for you, just render the diamonds in the given order, and only render screen objects when you get to the diamond they are resting on
[08:00:56] <ShadwChsr> my objects can exist between tiles
[08:01:04] <ShadwChsr> this isn't a 1982 video game ;)
[08:06:04] <Servus> impossible.
[08:06:25] <ShadwChsr> not impossible
[08:06:26] <Servus> they are either on one tile or another, your tiles have no gaps between them -- just because you are on the left or right side of a tile does not mean that you are no longer in it
[08:06:30] <ShadwChsr> Ultima 7 does it :)
[08:06:50] <Servus> you misunderstood what i meant
[08:07:12] <Servus> just because your objects can move around freely, doesnt mean they arent on a tile at any given time, they are always over a tile
[08:07:25] <ShadwChsr> nope
[08:07:26] <ShadwChsr> :)
[08:08:06] <ShadwChsr> They can exist anywhere, and the tile they're "near" is irrelivent
[08:08:13] <ShadwChsr> it sorts them based on a bounding box
[08:08:24] <ShadwChsr> it doesnt even look at the tile position once while sorting them
[08:08:33] <ShadwChsr> it looks at the bounding box position, which is floating point
[08:09:34] <Servus> then go ahead and sort them yourself :->
[08:09:47] <Servus> all your objects have an X and Y coordinate, right?
[08:10:48] <Servus> lets say that tiles are 10 units wide, so if an object's .x is 18, then it's on tile ((.x - (.x % 10)) / 10) or tile 1
[08:11:07] <ShadwChsr> I know the algorithm for sorting
[08:11:08] <ShadwChsr> I said that :)
[08:12:38] <Servus> i'd render based on the alg. i gave you :
[08:12:40] <Servus> :)
[08:13:33] <ShadwChsr> Given that I've worked on that algorithm the past.. 3 years, I'm not changing it just cause you say so :)
[08:13:40] <ShadwChsr> especially since you probably guessed :)
[08:14:09] <Servus> ive done similar things:)
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[08:20:18] <ShadwChsr> why does pentagram have a kernel? :)
[08:20:37] <Yuv422> why not? ;)
[08:21:00] <ShadwChsr> what does it do? :P
[08:27:15] <Yuv422> if the name is anything to go by, it probably runs the whole show. :)
[08:27:22] <Yuv422> got to go
[08:27:23] <Yuv422> cya
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[08:42:39] <Servus> h'lo
[08:53:35] <Servus> feck it, im rewriting it on monday
[08:53:37] <Servus> night all
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[11:19:06] <Sslaxx> Morning.
[11:19:22] <DarkeZzz> Erm... yeah, morning! *grin*
[11:19:36] * Sslaxx chuckles.
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[12:44:02] <Colourless> hi
[12:46:23] <DarkeZzz> Hi.
[12:46:39] <Colourless> *snore*
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[13:47:20] <sbx> hmm
[13:47:30] * sbx sees too Darke's and screams
[13:47:34] <sbx> two also
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[15:17:38] <wjp> hi
[15:18:06] <Darke> Hiya.
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[15:31:12] <armav> hi
[15:31:33] <Darke> Hi.
[15:32:09] <wjp> hi
[15:32:25] <armav> i just installed the latest drivers for my geforce, and exult still crashes when i try to change the video mode
[15:32:37] <armav> but this only happens in the pre-game setup menu
[15:32:45] <wjp> known problem
[15:32:51] <wjp> that menu is broken atm
[15:32:54] <armav> when i change the mode in-game, everything works ok
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[15:56:26] <wjp> hi
[15:56:58] <Darke> Greetings once again.
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[17:31:49] * Darke declares that it is good to be asleep! And does so. Night! *Zzzz*
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[17:32:01] <wjp> night
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[17:37:24] <wjp> hi Max
[17:38:35] <Fingolfin> hi willem
[17:59:24] <Matt_O> hi
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[20:24:26] <wjp> hi
[20:24:28] <ShadwChsr> hi
[20:35:48] <Fingolfin> lo
[20:36:38] <Matt_O> hi
[20:55:12] <wjp> btw, pentagram has a kernel because U8 is multithreaded internally
[20:55:36] <ShadwChsr> ahhh
[20:55:49] <ShadwChsr> wasnt sure if it was for some sort of cool subsystem manager :)
[21:00:08] <Fingolfin> wjp: does it use "real" preemptive MT or cooperative MT (like ScummVM) ?
[21:01:47] <wjp> coop
[21:04:46] <Fingolfin> ah
[21:05:37] <wjp> preemptive would probably cause too many potential sync./race issues
[21:06:06] <Fingolfin> yes
[21:06:11] <Fingolfin> same for Scumm scripts
[21:06:30] <Fingolfin> in fact some scripts relay on the correct implementation of cooperative MT
[21:06:45] <Fingolfin> e.g. in V6 scripts, there is a single stack shared by all scripts
[21:06:50] <Fingolfin> scripts/threads that is
[21:07:04] <Fingolfin> so before they swap out they better make sure the stack is in its previous state =)
[21:07:15] <wjp> ouch :-)
[21:08:48] <wjp> U8's processes are fairly self-contained (they have their own stack, at least :-) )
[21:09:17] <wjp> there does seem to be a race window when a newly created process has to get some data from its parent
[21:09:40] <wjp> but that's probably a matter of making sure the child gets to run before the parent can continue (we hope :-) )
[21:27:57] <Fingolfin> yup
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[21:32:11] <wjp> hi
[21:32:25] <Dominus> hi
[21:45:49] <Fingolfin> hi
[21:46:17] <Dominus> he he
[21:46:22] <Dominus> hi
[21:53:27] <Dominus> got to go
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[21:58:38] <Dominus> damn dial-up
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[23:20:07] <wjp> I should go; 'night
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