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[09:09:30] <Fl00der> good morning :P
[09:09:55] <Fl00der> anyone alive ? :P
[09:11:20] <DarkeZzz> Tentatively. Brane wrapped around thorny problem atm.
[09:11:36] <Fl00der> darkezzz
[09:12:06] <Fl00der> do you know can I make Flying carpet to U7 Serpent Isle ?
[09:13:37] <Fl00der> hmm
[09:13:41] <Fl00der> gotta go now
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[09:14:00] <DarkeZzz> Probably good, since I couldn't parse your previous sentence. *grin*
[09:14:33] * daniel` *grin*'s more than darke
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[10:32:54] * DarkeZzz boggles. Over 40 sobig emails from exult-general?!?
[10:35:02] <DarkeZzz> Then another 50 or so in another inbox with spoofed senders from the exult-team. Might be a person or two on the list affected by this worm, and probably another couple who've been on the forums/about-us page too.
[10:43:05] <DarkeZzz> No virus-spam to the pentagram ML so far, but that's probably because there isn't more then 5 or so people on it. *grin*
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[18:51:55] <Colourless> oh no... i didn't open my email client for about 12 hours... and now there are over 100 emails waiting for me... guess why
[18:52:02] <Colourless> :-)
[18:54:45] <Colourless> In my opinion, the person who wrote SoBig should be executed.
[18:57:09] <Matt_O> odd I haven't received a single thing
[19:00:06] <Colourless> yeah well, you are not one of the exult devs. i'm guessing we all were on the receiving end of someones incompetence aka somone not patching their system
[19:20:18] <seang> anybody home?
[19:20:25] * Matt_O hears crickets
[19:20:36] <seang> :)
[19:20:40] <Matt_O> I blame darke for the email spam :)
[19:20:56] <seang> I had to spend a little time training my junk mail filter
[19:21:36] <seang> can someone point me in the right direction? I'm looking for the code in exult that deals with mouse positioning
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[20:10:44] <Fingolfin> yo
[20:16:03] <olivieryk> salut frigolin
[20:16:05] <olivieryk> oops
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[20:49:10] <wjp> hi
[20:54:05] <wjp> Colourless: yes... exult-general got flooded by SoBig... *sigh*
[20:59:10] <Fingolfin> evil
[20:59:23] <Fingolfin> hi willem
[20:59:32] <wjp> wb :-)
[20:59:34] <Fingolfin> I am leaving just for two weeks, and already several worms spread around the net... =)
[20:59:59] <wjp> so what _were_ you doing exactly? It wouldn't happen to involve writing several devious worms, would it? ;-)
[21:00:14] <wjp> (seriously, dynamic compilation something, wasn't it?)
[21:00:40] <Colourless> going
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[21:02:12] <Fingolfin> wjp: indeed. was quite nice. now I know a lot more about JIT compilation, partial evaluation, how to generate optimized dynamic code during run time, and how Transmeta's code morphing works
[21:02:26] <wjp> very cool :-)
[21:02:27] <Fingolfin> but besides the work part from 9 - 12:30, we also had lots and lots of fun
[21:03:10] <Fingolfin> 120 students, from 34 nations, plus some 15 professors
[21:03:16] <wjp> wow, that's a lot
[21:04:19] <Fingolfin> yeah. I think I still didn't talk to every single =)
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[21:06:41] <seang> how would I go about submitting a patch for exult?
[21:07:09] <wjp> if you have a ready-made patch, visit http://sourceforge.net/tracker/?group_id=2335&atid=302335
[21:07:24] <wjp> if you want to talk about it first, you can do so here or on the exult mailing list
[21:07:49] <seang> well...
[21:08:10] <seang> It started out as a fix to make it run well on my 17" PowerBook
[21:08:36] <seang> This is now the first game that makes proper use of this wide screen that I paid big bucks for :)
[21:08:49] <wjp> :-)
[21:09:01] <seang> basically, I separated the game resultion from the screen resolution
[21:09:02] <wjp> does that need a patch?
[21:09:07] <wjp> ah
[21:09:19] <wjp> so what did you do with the extra pixels?
[21:10:07] <seang> I have the game rendering into a 384x200 buffer, it's scaled up to 768x400 with Scale2x, then drawn into a 1440x900 (native LCD res) using OpenGL.
[21:10:58] <seang> this way I get the benefits of Scale2x so it looks good, then the benefits of OpenGL so that it renders fast and compensates for the games non-square pixels.
[21:11:59] <wjp> hm, so you have two scaling steps
[21:12:26] <seang> I understand that it's -slightly- cheating to have a 384x200 game, but I can live with that on my conscience to get a nice full screen.
[21:12:27] <seang> yes
[21:12:42] <seang> the OpenGL scaling is independent from the original scaling routines
[21:12:55] <wjp> what does your patch do exactly?
[21:13:08] <seang> I think Scale2x looks better than bilinear
[21:13:16] <seang> (for palette based games)
[21:14:18] <seang> It touches a lot... but I'll try: in the image_window class, I added a method called create_scaled_buffer() that is called by try_scaler() instead of SDL_SetVideoMode().
[21:15:52] <seang> within this, I optionally take my opengl code path with creates an off-screen surface for the scalers to render into instead of giving them the screen surface. Then I create a screen surface with the full screen resolution (not the game resolution).
[21:16:07] <seang> otherwise, it just returns SDL_SetVideoMode()
[21:16:44] <seang> I also added an update_rect() function, this is called instead of SDL_UpdateRect().
[21:18:14] <seang> In here, if my opengl code path is taken, I create a paletted opengl texture from the scaled surface and blit it to the screen with opengl, otherwise, I just call SDL_UpdateRect().
[21:19:06] <seang> (note that this does the 8bpp -> 32bpp LUT operation in hardware instead of software)
[21:19:51] <seang> So it's faster, it doesn't flicker, it's not distored, and it fills my wide LCD screen.
[21:21:34] <seang> Right now, I'm trying to work out some mouse coordinate bugs. I'm inserting a shim between SDL_GetMouseState() and the rest of the code to handle the different coordinate systems. (similar to my shim between SDL_UpdateRect() and the scaler code)
[21:22:07] <seang> the mouse moves in a 1440x900 screen, but I have to map that onto a 768x400 game.
[21:23:08] <seang> I also changed the config code to look for ~/Library/Preferences/exult.cfg if you're on OSX instead of ~/.exult.cfg
[21:23:39] <seang> (actually, it was only looking in the current working directory, not your home dir)
[21:25:01] <seang> I changed configure.ac to add a --enable-debug-symbols option that creates a fully optimized executable with debug symbols so that I can properly do performance profiles.
[21:26:03] <seang> anyone have thoughts on this?
[21:26:21] <wjp> if you submit this, could you separate it into separate patches for the configure option, config file location and graphics?
[21:26:31] <seang> yes
[21:26:51] <seang> I'm not sure how to even do a patch
[21:27:01] <wjp> configure option sounds ok. I'll leave the MacOSX config file location to Fingolfin, and I'll need to think about the graphics stuff :-)
[21:27:03] <seang> do I just pipe 'cvs diff' into a file?
[21:27:13] <wjp> diff -u, preferably
[21:27:31] <seang> 'cvs diff -u > mypatch.diff' ??
[21:27:32] <wjp> but yes
[21:27:52] * wjp nods
[21:28:29] <seang> for the graphics patch, I also added screen_width and screen_height options to the config file, separate from width and height.
[21:28:33] <Fingolfin> I don't mind moving the config file to "~/Library/Preferences/exult.cfg" - though I'd prefer "~/Library/Preferences/Exult Preferences".
[21:28:46] <seang> me too
[21:28:51] <Fingolfin> although it means we have to notify users about the change =)
[21:29:03] <Fingolfin> not that I am very happy with the current "setup procedure" for Exult
[21:29:03] <seang> ick
[21:29:26] <seang> anyone want to see a screenshot of my patched graphics?
[21:29:55] <Fingolfin> we should do it like in ScummVM, and add some GUI to configure the BG/SI paths if they are not set (which reminds me, one of these days I need to write SDL_alert, SDL_chooser and SDL_clipboard :-)
[21:30:22] <wjp> Fingolfin: those libs seem to change names every month :-)
[21:31:00] <seang> I would really like to have the BG/SI data reside in Exult.app/Contents/Resources/(BlackGate|SerpentIsle)/
[21:31:26] <wjp> wouldn't that require the user to modify Exult.app?
[21:31:29] <Fingolfin> wjp: they are very vaporware, so i can afford that =)
[21:31:40] <Fingolfin> wjp: it would - which is why I am opposed to it
[21:31:56] <seang> yes, but then you could have a self-contained app bundle
[21:31:59] <Fingolfin> however, our data/ dir should indeed sit inside the app bundle
[21:32:26] <wjp> what's the point of a self-contained app bundle if a user has to create it himself?
[21:32:35] <Fingolfin> seang: that's a bad idea for the game data files, IMHO. Nothing to be gained from it, either. It doesn't simply setup (rather it complicates it), it encourages piracy, and it's something Apple explicitly frowns upon in this form
[21:32:47] <Fingolfin> wjp: there is no point in it, obviously
[21:32:52] <seang> right
[21:33:10] <Fingolfin> wjp: however, our data/ dir obviously is fixed, so if we ship it inside the bundle, nothing is lost, but the user can't "forget" the data/ dir
[21:33:18] <seang> I like that
[21:33:40] <seang> but we'd have to modify the path code to get the main bundle instead of looking at the cwd
[22:06:12] <seang> Here's a screen shot of my full-screen patch (300KB): http://www.earthtribe.net/sean/dav/Scale2x-OpenGL.jpg
[22:53:25] <wjp> hm, time to go; 'night
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