#exult@irc.freenode.net logs for 22 Nov 2010 (GMT)

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[04:54:22] <Malignant_Manor> Anyone know how to use map patches like in sigame.cc to modify objects in containers?
[04:54:59] <Malignant_Manor> I can modify the container to the object I want but don't know how to tell the game to find the objects inside and modify them.
[04:58:33] <Malignant_Manor> Better detains are at http://pastebin.com/XhxPriTm
[04:59:05] <Malignant_Manor> detains = details
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[05:07:59] <UVIIglorious> Hello
[05:09:49] <UVIIglorious> I'm having a small problem with exult, for some reason the top and bottom parts of my game window aren't showing up, as if the game screen doesn't fit on the window...does anybody know how to fix this?
[05:10:42] <Colourless> try looking in the video options menu
[05:10:54] <UVIIglorious> ok
[05:11:30] <UVIIglorious> I just installed the most recent version of exult, everything is set to default
[05:12:05] <Colourless> the game area is set to 320x200 to ensure compatibilty by default with the original games
[05:13:13] <UVIIglorious> the window size is set to 640 to 400, I'll try setting it to 640 to 480 as it's a window height problem
[05:13:54] <Colourless> http://exult.sourceforge.net/docs.php#video_gump has detailed info about what the settings do
[05:14:05] <UVIIglorious> nice thanks a lot
[05:16:58] <UVIIglorious> ah good, changing the window res to 640x480 fixed it, thanks a lot of your help
[05:17:17] <UVIIglorious> Now some U7 ;)
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[08:09:29] <Malignant_Manor> Now there is another confirmed bug concerning teleport eggs.
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[08:40:08] <Dominus> shape #1035 crashes rc1 for me as well
[08:46:12] <Dominus> both in SI and SS
[08:50:40] <Dominus> this is the bt http://pastebin.com/4pXuTvpt
[08:51:43] <Colourless> its crashing painting text
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[08:57:40] <Malignant_Manor> do you have a saved game where this can be reproduced?
[08:58:53] <Dominus> Malignant_Manor: hi, no, for me it's just starting SI, a new game, ctrl+b, scroll to 1035 and kabom
[08:59:51] <Dominus> I wonder, though, what's with the shapes #1036 upwards? is this an Exult thing or always empty shapes?
[09:00:05] <Malignant_Manor> empty shapes
[09:02:15] <Dominus> malignant, it doesn't crash for you, right? with the rc1 or a self compiled version?
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[09:05:12] <Malignant_Manor> I get crashes on trying to scroll to 1024
[09:05:33] <Malignant_Manor> From either side
[09:07:13] <Dominus> that crashes,too
[09:07:17] <Malignant_Manor> 1023 is the last shape in BG.
[09:07:44] <Dominus> yeah, probably not a coincidence
[09:08:44] <Malignant_Manor> I've never really messed with the shape browser except to find a previous bug.
[09:09:32] <Dominus> Since ES I used it almost never, but since I went to Mac I use it more often :)
[09:10:02] <Dominus> same bt for shape#1024, btw
[09:10:09] <Malignant_Manor> I'd think it would be useless unless on a device that can't handle windows.
[09:10:32] <Dominus> huh?
[09:10:46] <Malignant_Manor> Multiple windows
[09:11:16] <Dominus> oh, confused Windows and windows :)
[09:11:21] <Malignant_Manor> I guess the framework probably doesn't exist a few operating systems.
[09:11:37] <Malignant_Manor> Can the browser create shapes in game?
[09:11:45] <Dominus> yes
[09:12:12] <Dominus> some combination with c(create)
[09:12:21] <Malignant_Manor> 1024 is divisible by 8.
[09:12:28] <Dominus> I always have to look that combination up in the docs
[09:16:23] <wjp> this crash is likely just item_names being of size 1024
[09:18:43] <wjp> (the one in the shape browser, that is)
[09:20:58] <wjp> Setup_item_names has some more complicated logic for accessing a shape's name than simply looking it up in item_names[]
[09:23:23] <Malignant_Manor> 1024 is the start of the second kilobyte is what I meant.
[09:27:21] <wjp> what do bytes have to do with it? :-)
[09:28:57] <Dominus> well, I have to eat some breakfast now and then prepare everything for my short trip to germany... I'll be around another three hours though if there is something to test :)
[09:29:34] <Malignant_Manor> Nothing, insane ramblings
[09:29:45] <Malignant_Manor> 1024 and 1034 cause the crash
[09:29:54] <Malignant_Manor> scrolling to them
[09:30:20] <wjp> item_names is of size 1024, and the crashing line is accessing item_names[current_shape]
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[09:56:50] <Dominus> the paperdoll texts also are not correct in previous versions before it crashed exult. #1024 has "Step aside" (in quotes)
[10:01:46] <Dominus> curiosly my build from may 5th works and my build from july 27th fails
[10:02:27] <Dominus> and there are onyl two revisions (6318/19) and neither should have anything to do with it
[10:03:36] <wjp> it's just accessing invalid memory there
[10:04:23] <wjp> I can add a quick hack to disable that, but someone may have to think about what to display for shapes >= 1024
[10:05:23] <Dominus> quick hack would be nice for now, along with a bight red bug report about it :)
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[10:07:45] <wjp> committed, but completely untested
[10:07:54] <Dominus> I'll give it a spin
[10:08:18] <wjp> (but this specific crash only affects the shape browser)
[10:08:53] <Dominus> so it might not solve the problem by the forum user?
[10:09:27] <wjp> this fixes the crash in your backtrace
[10:09:32] <wjp> and nothing else
[10:09:35] <Dominus> :)
[10:09:38] <Dominus> ok
[10:09:55] <wjp> just a bug in the shape browser... :-)
[10:14:51] <Dominus> works fine
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[10:19:35] <Malignant_Manor> Without the exclusion, it doesn't crash if an entry exists in textmsg.txt.
[10:20:44] <Malignant_Manor> let me double check that I actually don't have the text line commented out.
[10:22:47] <Malignant_Manor> Yeah, no crash when in the text file.
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[10:29:23] <wjp> hm
[10:35:12] <wjp> as far as I can tell the size of item_names is always num_item_names
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[10:46:40] <Malignant_Manor> You fix is no good if names are added to textmsg.txt and there are gaps. Exult Studio leaves gaps.
[10:53:03] <wjp> I'll add a check if the name is null
[10:54:14] <Malignant_Manor> Studio has, return shnum >= 0 && shnum < num_item_names ? item_names[shnum] : 0;
[10:54:46] <wjp> yes, that's the check I had added
[10:55:07] <wjp> now I also added a check if item_names[current_shape] is non-null
[10:58:34] <Malignant_Manor> It works fine.
[10:59:23] <Dominus> hmm, something else I just noticed - in SI whenever the companions rejoin through some usecode event (for example the reunions after the initila teleport storm) - they are in some kind of stasis and do not follow the avatar, even when you teleport. Will make a bug report.
[11:00:26] <Dominus> hmm, eventually they catch up...
[11:03:33] <Malignant_Manor> Dominus can you trim the output in the forum post that is extremely long? Everything in the stdout.txt section past
[11:03:36] <Malignant_Manor> Opening digital SFX's file: "<DATA>/jmsisfx.flx"
[11:04:03] <Malignant_Manor> is irrelevant, and the scrolling is horrible.
[11:04:30] <Dominus> yes, will do
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[11:15:46] <Malignant_Manor> I'm kind of forcing myself through Ultima 9. Before, I barely did more than kill Lord British.
[11:17:38] <wjp> heh, I started playing U9 again too last month
[11:17:47] <wjp> (but got distracted by Fallout New Vegas)
[11:23:11] <Dominus> finished knights test and had no crashes at all. don't know what to do about that crash reporter...
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[11:31:28] <Malignant_Manor> I had crashed earlier while testing.
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[11:47:46] <Dominus> malignant (if you read this), maybe you can make gdb-debug enabled Exult, compile gdb and run the debug built through this...
[11:54:21] <Dominus> bye bye, see you on wednesday
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[12:26:15] <Malignant_Manor> I've made a patch for Party members are never attacked while sleeping https://sourceforge.net/tracker/?func=detail&aid=2961387&group_id=2335&atid=102335
[12:26:40] <Malignant_Manor> The patch is in the same tracker.
[12:27:57] <Malignant_Manor> Monsters attack a target until it is asleep. If all possible targets are asleep, then the sleeping targets are attacked.
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[13:45:58] <Malignant_Manor> Marzo, in void Combat_schedule::find_opponents, what is
[13:46:01] <Malignant_Manor> else if (in_party)
[13:46:05] <Malignant_Manor> needed for
[13:46:37] <Malignant_Manor> It is screwing up when one of the party members gets the charm flag
[13:47:13] <Malignant_Manor> or when a party member other than the avatar is training in SI.
[13:50:09] <Marzo> It is supposed to add an NPC to the list if he is attacking a party member
[13:50:41] <wjp> in the 'charmed party member' case that is clearly wrong
[13:50:51] <Marzo> The condition could be wrong, though; it seems that "else if (!in_party)" would be better
[13:51:11] <wjp> no
[13:51:27] <Marzo> hm; you may be right with the 'no'
[13:51:29] <wjp> then everybody outside of the party will start attacking anyone attacking a party member
[13:51:44] <Marzo> Aye, that is true
[13:52:18] <Marzo> I now seem to recall that that branch was related to charmed party members
[13:52:30] <Marzo> But I don't remember the rationale behind it anymore
[13:52:43] <wjp> it's from 2002 :-)
[13:53:14] <Marzo> brb
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[13:53:28] <Malignant_Manor_> It doesn't seem needed at all.
[13:53:45] <wjp> Dominus said last night the party becomes very passive without it
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[13:54:22] <Malignant_Manor> 5927 broke charmed and training
[13:55:03] <Malignant_Manor> They seem pretty aggressive to me.
[13:56:55] <Malignant_Manor> I'm also mentioning a patch I just made for party members never being attacked when the sleep flag is set even when all party members are unconscious. https://sourceforge.net/tracker/?func=detail&aid=2961387&group_id=2335&atid=102335
[14:03:25] <Malignant_Manor> Maybe it was for SI? I remember that the party members were neutral or something.
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[14:11:58] <Malignant_Manor> Yeah, SI party members weren't attacking the neutral people I attacked without it.
[14:14:26] <Malignant_Manor> Nevermind, with and without that code, I have to double click after the Avatar attacks for the party members to attack the neutral target.
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[22:56:30] <pupnik> happy 5 years of 800x480 handheld linux! http://www.gsmarena.com/nokia_770_internet_tablet_with_linux-news-124.php
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