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[07:42:44] * Darke greetingsbows.
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[08:02:54] * Wumpus bows to darke
[08:04:42] <Darke> Hey! It looks like openprojects.net went down or something, we've lost out /topic!
[08:05:14] <Wumpus> perhaps there was a netsplit or something?
[08:05:32] <Wumpus> map doesn't work here, stupid thing :|
[08:05:46] <Darke> Nah, you normally need to drop everyone off a channel for the /topic to disappear.
[08:05:53] <Darke> map?
[08:06:36] <Wumpus> /quote map normally gives me a server list and how they are connected... here it just says *** You can't do that, you're no deity
[08:07:03] <Darke> <grin> Fair enough.
[08:07:31] * Wumpus wonders if he can declare himself a deity :)
[08:12:30] * Darke declares Wumpus and deity.
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[10:33:52] <sbx> hi
[10:36:03] <sbx> There is no channel topic.
[10:36:14] <Wumpus> indeed :)
[10:37:58] --- Darke has changed the topic to: sbx: Master of stating the obvious.
[10:38:06] <Darke> Better? <grin>
[10:38:51] * Wumpus thought "we don't have a topic" would have been good... not origianl, granted :P
[10:39:28] <sbx> Wumpus: That one would not let everyone know I'm a master of something. :-)
[10:49:19] * Darke welcomes suggestions for good, and perhaps even original /topics, that actually mention exult/utima in some way. <grin>
[10:49:32] <sbx> "sbx: Master of Ultima"
[10:50:02] <Darke> "sbx: Avatar of stating the obivious"? Nah, it doesn't have the same ring to it.
[10:50:19] <sbx> hehe
[10:50:34] <Wumpus> the 9th virtue :)
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[10:50:45] <sbx> "*Darke declares Wumpus a deity.*"
[10:50:51] <sbx> hi Kirben
[10:50:57] <Kirben> Hi
[10:50:59] <Darke> Hmm... "sbx: Exulted master of stating the obvious"? Nah.
[10:51:08] * Darke bows. "Hi."
[10:53:43] <sbx> Heh... wjp just monitors us with exultbot and comes in when appropriate.
[10:55:02] <Kirben> logs are handy to see what is happening
[10:55:25] * Darke thinks it wouldn't surprise him. <grin>
[10:57:03] * Darke occasionally tracks Wumpus here through the logs. <grin>
[10:58:07] <sbx> So a Wumpus and a Rabbit-thing walk into an IRC channel and...
[10:58:11] <sbx> nevermind
[10:58:40] <Darke> "Be vewy, vewy quiet. I'm hunting Wumpus. He, he, he."
[11:05:07] <sbx> I wonder if Blackbird is coming back here any time soon?
[11:05:58] <Darke> Hmm... "exult: More Ultima, then Ultima VII. Only Lord British will be able to tell the difference!"? Nah, too surreal.
[11:18:40] <-- Kirben has left IRC ("System Meltdown")
[11:20:10] <sbx> Kirben's system has always been highly unstable.
[11:22:55] * Wumpus stops playing with the blowtorch
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[11:24:43] <Colourless> hi
[11:25:09] <sbx> hi
[11:27:04] * Darke bows. "Hi Colourless!"
[11:31:14] <Colourless> so did you cause the spaces to endline problem, or what it already there?
[11:31:27] <Colourless> this problem came up once before
[11:38:47] <-- Wumpus has left IRC ("No windows for this server")
[11:39:02] <Darke> The problem was there originally. I 'fixed' it by going "Gee, the performance of that code there is less then optimal. I need to fiddle with this file as it is, so I might as well fix that." I fixed it, with a fix, that used stringstreams, which apparently broke compiling under OS X, Fingolfin added the SSTREAM define to and the original code in parallel, which is where we were at 'now'. <grin>
[11:40:32] * Darke thinks that doesn't really make much sense... <sigh>
[11:41:24] <Colourless> no, not really
[11:42:04] * sbx decides to idle here for a while.
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[11:49:02] <Darke> In short, the original code was broken, I 'fixed' it by accident, by replacing it with 'faster' code. This broke compiling under OS X, FIngolfin added a HAVE_SSTREAM define to it, so it would use my 'faster' code when the <sstream> header was available, or the original 'slower' code if it wasn't.
[11:50:48] * Darke wonders if that makes more sense.
[11:51:18] <Colourless> yeah it did
[11:51:26] <Colourless> Kirben: I've sent you an email
[11:52:02] <Kirben> ok will update snapshot shortly
[11:55:29] * Darke thinks his mind can produce some really b0rk3n stuff masquerading as english sometimes, if it tries hard enough.
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[15:41:41] * Darke waves a set of bagpipes around threateningly.
[15:41:51] <Colourless> just try it
[15:42:20] * Darke looks innocent.
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[15:56:52] <Darke> Hello. <bow> The channel is a bit... asleep tonight. I was threatening to wake it up earlier with some of the wonderful music produced by my bagpipes, but Colourless decided against that. <droopear>
[16:05:10] <laxdragon> tonight, it's morning for me. :-D
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[16:07:16] <Dominus> hi
[16:07:26] <Colourless> hi
[16:08:06] <Dominus> Colourless: what was the override of SDL to use waveout (before you implemented it in Exult)?
[16:08:39] <Kharza-kzad> gmorning
[16:09:29] <Dominus> I got the first report from someone with a Cmedia card. He tried the latest snapshot and Exult crashes for him with an invalid page fault on starting up
[16:10:24] <Colourless> just a sec
[16:11:04] <Dominus> so I'm going to reply him to try again the latest snap if he has spaces in his path and to try out the environment setting with the beta1 (which works for him but without ssfx)
[16:11:12] <Darke> laxdragon: Tonight/morning/whatever. <grin> All I know is that I need to go to sleep within the next hour.
[16:11:15] <Colourless> you need to set SDL_AUDIODRIVER=waveout
[16:11:29] <Dominus> Colourless: thanks
[16:13:45] * Darke is vaguely surprised, the more stuff he dumps into 'config' files, the 'simpler' his code gets when he actually has to use it.
[16:33:25] <Darke> Good night/morning/day all, must go. Bye!
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[16:34:11] <Colourless> cya
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[17:15:01] <Dominus> http://reconstruction.voyd.net/ a site with the most Ultima resources there are :-)
[17:16:47] <Dominus> he lists Exult on the game engines even :-) (though he only offers the Windows downloads but I already contacted him and he will also offer our other beta releases)
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[17:20:21] <wjp> hi
[17:20:35] <Dominus> hi
[17:22:15] <Colourless> hi
[17:22:30] <newman> hello
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[18:12:34] <wjp> Colourless: int dispy = 240 + (x + y)/8 - sz; s/sz/z/ ?
[18:12:54] <Colourless> yeah
[18:13:12] <Colourless> it should be z
[18:15:14] <Colourless> that makes quite a difference to the avatar jumping
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[18:25:01] <Colourless> i'm commit that change in a second
[18:39:13] <Colourless> you from looking at all the avatar animation, getting the avatar momentment to work should be as simple as just telling the avatar npc what animation to play. When climbing the changes in z are already handled by the animations
[18:41:14] * wjp nods
[18:41:42] <wjp> what about aborting actions?
[18:42:13] <Colourless> you'd change to the stand action and let gravity take over
[18:42:56] <wjp> hm
[18:43:09] * wjp considers the running jump
[18:43:23] <wjp> when you're running, and jump, it triggers action 10
[18:43:38] <Colourless> yeah
[18:43:39] <wjp> when stop jumping halfway through, you'll just resume running
[18:43:44] <wjp> s/stop/you stop/
[18:43:50] <Colourless> perhaps there is a flag?
[18:44:06] <wjp> yes, there's probably a 'non-interruptable' flag
[18:44:15] <wjp> my guess would be bit 1 from byte 5, without looking
[18:44:29] <Colourless> and i theorized there is likely a flag for making foot steps
[18:45:02] <wjp> yes, I think I found that one some time ago, but forgot to write it down
[18:45:48] <Colourless> well, flags are now loaded so it should be rather simple to modify the player to output the flags
[18:46:10] <wjp> bit 3 of byte 2 (the bit right after the frame) could be it
[18:46:16] <wjp> byte 1, sorry
[18:46:56] <Colourless> hmmm
[18:47:17] <Colourless> output the 'flags' and play animation 10
[18:47:59] <Colourless> looks like there is an 'onground' flag or something
[18:49:25] * wjp nods. The bit I mentioned earlier
[18:49:52] <Colourless> the attack actions produce interesting flags
[18:50:33] <wjp> yeah
[18:50:39] <wjp> 4 and 8 show up there
[18:50:46] <Colourless> yeah
[18:50:51] <wjp> 1 shows up in the 'retreating' actions
[18:51:08] <wjp> exactly when the ddir is negative, it seems
[18:51:38] <Colourless> yeah
[18:51:52] <Colourless> and when falling over, again negetive ddir
[18:52:06] * wjp wonders if 'ddir' is a 9 bit integer...
[18:52:21] <Colourless> that makes almost no sense
[18:52:32] <wjp> almost :-)
[18:52:39] <Colourless> yeah
[18:52:53] * Colourless checks out some animations
[18:53:33] <wjp> action 26: the avatar is off the ground for quite some time while that flag is not set
[18:53:44] <wjp> (he is hanging from something there, though)
[18:53:56] <Colourless> yeah
[18:54:02] <wjp> do you remember if you could abort that 'pull up' action?
[18:54:52] <Colourless> well there is action 45
[18:55:00] <wjp> hanging?
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[18:55:12] <Colourless> yeah. then 46 is climbing up
[18:55:38] <Colourless> of course i can't remember if you could abort climing.
[18:55:44] <Colourless> i'll go check
[18:56:33] <wjp> I think you get 26 when you try to climb onto the walkway between the houses in front of the palace
[18:56:47] <wjp> where you could steal a sword :-)
[18:57:59] <sbx> Wow! A map viewer with jumping! ... :)~
[18:58:47] <Colourless> yeah I know. we really have our priorities right dont we. one of the first things we investigate is jumping
[18:58:48] <wjp> no, a 'animdisp' utility with jumping ;-)
[18:59:10] <wjp> only because it's one of the more interesting actions :-)
[18:59:29] <Colourless> jumping on the houses uses 24, which can't be stopped
[18:59:53] <wjp> flags are all zeroes in 24
[19:00:35] <wjp> are the parapets on that walkway too high to reach?
[19:00:53] <Colourless> omg, i just managed to run out of the map in west tenebrae
[19:01:05] <wjp> ?!
[19:01:17] * wjp wants a screenshot :-)
[19:02:51] <Colourless> that's not going to be too easy to get
[19:02:55] <Colourless> i can't take a screenshot
[19:04:58] <Colourless> at least, not on this machine
[19:07:20] <Colourless> brb
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[19:11:41] <sbx> typeflag.dat is listed twice in README
[19:11:50] <sbx> viewer/README
[19:12:51] * sbx has to go.
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[19:19:25] <Colourless> i've got some screenshots now
[19:21:24] <Colourless> go here for 7 shots http://www.users.on.net/triforce/u8screwup.
[19:21:35] <Colourless> http://www.users.on.net/triforce/u8screwup/
[19:22:09] <wjp> *grin*
[19:22:28] <wjp> how did you get there?
[19:22:28] <Colourless> I got stuck in image7, and open menu, and closed it
[19:22:42] <Colourless> that caused the rectangle in the background
[19:22:58] <Colourless> i just ran through the archway
[19:23:16] <Colourless> lets just say that Ultima 8 in windows XP is less than stable
[19:23:27] <wjp> :-)
[19:23:42] <Kharza-kzad> using that australian hack?
[19:23:42] <Colourless> it crashes all the time, the gumps don't always work properly
[19:24:09] <Colourless> yeah
[19:24:12] <Kharza-kzad> that was such a great hack hehe
[19:24:49] <Colourless> it's funny I could jump off the ground and walk around and then jump back up onto ti
[19:24:52] <Colourless> s/ti/it
[19:25:54] <Colourless> i've also got a savegame of it
[19:26:45] <wjp> most of the ground seems to be on z=48
[19:26:45] <Colourless> yeah
[19:26:45] <Colourless> 0 must actually be solid
[19:26:45] <Kharza-kzad> did you guys ever use the space bar? It's supposed to do something
[19:27:00] * wjp uses it a lot to put some space between words
[19:27:07] <wjp> :-P
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[19:30:59] <Colourless> hmm, can't off hand find a place for 25, but I imagine it's the same as 24
[19:35:17] <wjp> hm, 26 has a flag 16
[19:35:38] <wjp> maybe another sound effect?
[19:36:08] * wjp seems to remember a slight grunt when the avatar climbed onto a high object
[19:36:14] <Colourless> which byte is that?
[19:36:26] <wjp> byte 5, bit 4 (0x10)
[19:36:37] <wjp> umm... oops
[19:36:41] * wjp hits self
[19:37:12] <wjp> I only display the flags when interpolation is off... interpolation was on, and I was just looking at the last value (ddir)
[19:37:30] <Colourless> :-)
[19:39:33] * Colourless examines byte 3
[19:39:45] <wjp> is that ever non-zero?
[19:40:02] <Colourless> yeah
[19:40:07] <Colourless> action 7
[19:40:16] <Colourless> action 10
[19:40:25] <Colourless> 13
[19:40:34] <Colourless> 14
[19:40:34] <Colourless> and so on
[19:41:01] <wjp> maybe sideward motion, if such a thing exists?
[19:42:10] <Colourless> 22, 23, 24, 25 and 26 all have a 33 in them. 26 also has a 32
[19:42:43] <Colourless> combat ones all seem to have a 10
[19:42:59] <Colourless> note, those are hex numbers
[19:43:16] <wjp> action numbers too?
[19:43:26] <Colourless> no, they are dec
[19:43:58] <Colourless> so the climbing actions 22 through 26 have 0x33 in a byte 3
[19:44:25] <Colourless> seems to be the frame where the avatar leaves the ground
[19:45:37] <Colourless> action 42 (on edge of cliff) has a 0x93
[19:45:40] <wjp> actually, in action 22 it's 33 the frame before he leaves the ground
[19:46:55] <Colourless> it is for all of them
[19:47:13] <Colourless> all are on frame 976
[19:47:26] <wjp> or rotated, I guess
[19:48:06] <Colourless> falling over, action 44, also has a 0x33
[19:50:18] <Colourless> falling over, action 14, again has a 0x33, but is quite different to 44
[19:50:41] <wjp> do falling over and jumping produce the same SFX?
[19:50:54] <Colourless> no idea
[19:51:43] <Colourless> they might
[19:52:31] <Colourless> the first entry (entry 0) in sound.flx has all the names of the sfx
[19:53:11] <Colourless> 0x33 = GRUNT7A
[19:53:30] <wjp> 0x93 = WHOA3A
[19:53:31] <Colourless> or is that GRUNT6A
[19:53:46] <wjp> &A
[19:53:47] <wjp> 7A
[19:54:14] <wjp> assuming it's zero-based (which could be a false assumption, when 0 = no sound)
[19:54:19] <Colourless> yeah
[19:54:31] <wjp> anyway, GRUNT and WHOA sound too much like a coincidence...
[19:54:51] <wjp> so let's mark that byte as SFX #
[19:55:18] <wjp> hmm, I kind of misphrased that sentence
[19:55:28] <wjp> (the "anyway, ..." one)
[19:57:01] <Colourless> looks to be 0 based
[19:57:23] <wjp> yes
[19:57:24] <Colourless> there are 220 entries in the file, and there are 220 entries in the flex
[19:57:37] * wjp nods. Just noticed that too
[19:58:01] <Colourless> of course, are the anims 0 based :-)
[19:58:45] <wjp> is there an sfx-player in u8?
[19:59:17] <wjp> according to u8cheat.txt there's a "Listen menu"
[19:59:52] <Colourless> not sure if it works though
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[20:04:28] <Dominus> hi again
[20:04:49] <Colourless> hi
[20:04:52] <wjp> hi
[20:05:01] <wjp> is the high nibble of byte 1 ever used?
[20:05:45] <Colourless> no idea
[20:06:44] <Kharza-kzad> hmm what's the /proc/pci equivlent for isa?
[20:07:34] * wjp looks at his /proc
[20:07:43] <wjp> hmm, /proc/isapnp maybe?
[20:08:26] <Colourless> yeah, the high nibble is used for sure
[20:09:05] <Colourless> more specifically the high 5 bits
[20:09:16] <Kharza-kzad> hmm I don't have an isapnp
[20:09:25] <wjp> yeah, I knew about bit 3
[20:09:34] <wjp> (that was my guess for 'footsteps')
[20:09:44] <Colourless> yeah it looks like footstep
[20:09:56] <Colourless> some npcs also have a footstep sfx as well it seem
[20:09:57] <Colourless> s
[20:12:42] <Colourless> as far as I can tell, the other 4 bits aren't used
[20:13:50] <Colourless> bit 3 is definately for footsteps
[20:13:57] <wjp> other 4 bits are used, actually
[20:14:03] <Colourless> where?
[20:14:22] <wjp> sh. 83, action 14
[20:14:26] <wjp> (also some others)
[20:14:41] <wjp> that's a troll, btw
[20:14:57] <Colourless> yeah, 1 bit's used
[20:15:13] <wjp> deamon, skeleton and eyebeast use bit 4 too
[20:15:14] <Colourless> demon has it
[20:15:30] <wjp> bit 5 is unused
[20:15:44] <wjp> 6 too
[20:15:54] <wjp> and 7 yoo
[20:15:57] <wjp> s/y/t/
[20:16:49] <Colourless> yeah, only bit 5
[20:16:59] <wjp> only in action 14, too
[20:17:32] <wjp> hm, I labeled action 14 'falling'. Could be 'dying'
[20:17:58] <wjp> daemon, skeleton and eyebeast have a special death effect. Troll too?
[20:18:03] <Colourless> yeah only for shapes 83, 96, 119, 509
[20:18:27] <Colourless> not sure about special death effect
[20:18:28] <Colourless> they might
[20:19:01] <Kharza-kzad> trolls fall and roll over
[20:19:03] <wjp> bits 6 and 7 of byte 5 are unused too, btw
[20:19:22] <wjp> do they cause a small earthquake, perhaps?
[20:19:41] <Kharza-kzad> hmm the screenshake thing? Not sure
[20:19:44] <Colourless> troll perhaps, but the others?
[20:19:55] <wjp> it could just be a "special" flag
[20:21:40] <wjp> bit 4 of byte 5 is only used in action 7. Only seems to be used for mages
[20:22:01] <Colourless> spell trigger?
[20:22:10] * wjp nods. possibly
[20:25:08] <Colourless> note that not every dir of troll action 14 has the special flag set
[20:25:33] <Colourless> dir 0 doesn't have it
[20:25:54] <Colourless> same with demon
[20:26:15] <Colourless> and skeleon
[20:26:20] <Kharza-kzad> might be a thing to scoot them over so they don't stick thru a wall or something
[20:27:36] <wjp> eye beast does have it for all dirs
[20:27:48] <wjp> others have it for all dirs except 0
[20:28:01] <Colourless> I know that the eye beast sprays acid when it dies
[20:28:12] <wjp> yes, it explodes
[20:28:24] <wjp> daemon probably disappears in flames or something
[20:28:31] <wjp> (or not?)
[20:28:49] <Kharza-kzad> fall down dead unless dispelled I think
[20:28:49] <Colourless> I really can't remember
[20:29:02] <Kharza-kzad> demon and troll have the same death sound
[20:30:25] <Colourless> demon death direction 5 doesn't have an animation
[20:30:37] <wjp> maybe it means something like "switch to direction 0"
[20:31:53] <Colourless> troll has all directions, as does eye and skeleton
[20:31:59] * wjp nods
[20:32:07] <wjp> I wonder how dead bodies are handled
[20:32:23] <wjp> special shape or just a frame from the monster shape itself
[20:32:44] <Colourless> i think last from of death anim
[20:33:27] <Kharza-kzad> skeletons get back up
[20:33:29] <wjp> some of the troll's death anims don't look finished
[20:33:42] <wjp> (arm doesn't look like it's on the ground)
[20:33:44] <Kharza-kzad> troll has a long one
[20:33:45] <Colourless> yeah, it's only got 2, which are flipped
[20:33:58] <Colourless> actually yeah now that i look at it
[20:34:51] <Colourless> looks good enough to me though
[20:36:12] <Colourless> thinking about it, the last from of the death anim has to be the corpse else properly handling all the directions the corpse could be in would be kind of hard to do
[20:36:56] <Colourless> from memory the game didn't really have corpses for the npcs. you couldn't get a gump up from them and when you click it would say "The Late <insert name of NPC>"
[20:37:04] <Colourless> i think it might just have set the dead flag on the npcs
[20:37:50] <wjp> intrinsic 0x8C seems to get that
[20:41:36] <Colourless> it's probably calling 'is_dead'
[20:59:43] <wjp> ARGH... another bug report with no savegame attached
[21:00:14] <Dominus> some people seem to have problems even if they check the upload box
[21:02:07] <Dominus> see http://sourceforge.net/tracker/index.php?func=detail&aid=503166&group_id=2335&atid=102335
[21:09:06] <wjp> "it was invalid or something"... how helpful
[21:09:20] <Dominus> :-)
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[21:31:58] <Fingolfin> yohiya
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[21:32:17] <Dominus> hi
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[21:49:43] <wjp> hi Fingolfin
[21:50:04] <Fingolfin> hi willem
[21:50:31] <Fingolfin> I'd like to factor out most of the common stuff in our now 4 apps in pentagram/viewer
[21:50:32] <wjp> hmm, a french message from lilo?
[21:50:43] <Fingolfin> I wanted to start working on that new event code, you know :)
[21:50:45] <Fingolfin> hu?
[21:50:52] <wjp> why? they're just test apps...
[21:50:57] <wjp> -lilo- [Information Générale] Salut à tous. Veuillez noter que ce réseau n'a pas pour but de servir de terrain d'essai "grandeur nature" pour des bots, en particuliers ceux utilisant des machines Windows piratées ... Merci.
[21:51:43] <Dominus> uh
[21:51:59] <Dominus> I don't understand half of it
[21:52:18] <Colourless> i understand maybe 4 words of it :-)
[21:52:58] <Colourless> so what does it say?
[21:53:09] <wjp> something about not using OPN to do something with bots?
[21:54:46] <Fingolfin> wjp: as to "why" - because I can? :=) but seriously, it would serve as a nice test bed, i.e. I could have the stuff in place now, and we could already test it
[21:54:54] <Fingolfin> also, it would shorten the source code for the four
[21:55:05] <Dominus> maybe something to do with Code Red and that they used to have those "pirsted" machines reporting as bots in IRC channels
[21:55:23] <wjp> this is what babelfish says ;-)
[21:55:28] <wjp> Hello with all. Please note that the purpose of this network is not to be used as ground of test " natural size " for the club-footed ones, as private individuals those using of the Windows machines pirated... Thank you.
[21:55:29] <Colourless> oh no :-)
[21:55:34] <wjp> oh yes :-)
[21:56:22] <wjp> "...in particular those using pirated Windows machines"
[21:56:24] <Colourless> ok, half of that makes sense :-)
[21:57:05] <Colourless> but what do pirated windows machines got to do with bots?
[21:57:12] <wjp> I wonder if it is proper french in the first place
[21:57:27] <wjp> Colourless: some trojans have built-in IRC bots to communicate with their 'owner'
[21:57:59] <Dominus> yeah, remembering what Gibson reported when he was under attack some months ago, something like that
[21:58:20] <Colourless> yeah I know about that
[21:58:23] <wjp> Fingolfin: anyway, feel free to tear viewer/* apart
[21:58:53] <wjp> we might want to move things from the viewer directory when we start writing some real (non-testing) code
[22:01:30] <Fingolfin> yes
[22:02:04] <Fingolfin> anyway, i have to do some homework first now
[22:02:06] <Fingolfin> :)
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[22:04:54] <Dominus> Colourless: did you see my post on the ML aabout Studio? The part about error log of Studio on Windows...
[22:06:25] <Colourless> don't have email client running... just a sec
[22:08:37] <Dominus> it's just that the console error messages from before would be nice to be viewable in a textfile or something
[22:08:53] <Colourless> yeah ok.
[22:09:44] <Colourless> i've got some code here to output to a text file
[22:10:07] <Dominus> yep, that would be nice
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[22:11:58] <Colourless> it's a bit of a hack. just replace the file in mapedit with that one and recompile
[22:12:19] <Colourless> ah opps, just a sec there's an error
[22:12:48] <wjp> I'd just copy it from SDL_main.c
[22:13:01] <Colourless> yes, well I don't have that :-)
[22:13:45] <wjp> http://www.math.leidenuniv.nl/~wpalenst/SDL_main.c
[22:15:27] <wjp> lines 260-286, btw
[22:15:31] <Dominus> that works nicely
[22:17:32] * wjp has to go
[22:17:35] <Colourless> that's reasonably close to what I did anyway
[22:17:39] <wjp> night
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[22:17:59] <Dominus> Colourless: will you commit this as permanent ?
[22:18:43] <Colourless> yeah I guess so, but I may make some changes
[22:30:28] <Dominus> aren't there rabbits in the BG shapes?
[22:30:38] <Colourless> yeah, there are
[22:31:28] <Dominus> can't seem to find that
[22:34:11] <Colourless> just type rabbit in the Find box
[22:34:37] <Dominus> he he
[22:34:46] <Dominus> never "saw" the find box
[22:35:07] <Colourless> :-)
[22:36:17] <Dominus> I jkust added a Colourless and Darke NPC to the Island...
[22:40:15] <Dominus> in the future we probably need an Island repository in CVS...
[22:43:41] <Dominus> anything you would like to have for Job?
[22:43:53] <Dominus> I mean your NPC :-)
[22:44:04] <Colourless> something that goes from 9pm to 9am :-)
[22:44:21] <Colourless> and sleep from 9am to 3pm or something :-)
[22:44:34] <Dominus> he he
[22:45:58] <Fingolfin> Colourless: you sleep? wow, didn't know that
[22:49:02] <Colourless> :-)
[23:06:04] <Dominus> where is ucc?
[23:06:16] <Colourless> you need to comile it
[23:06:32] <Colourless> but dont ask me how to do that
[23:07:08] <Dominus> damn!
[23:07:59] <Dominus> now where is it even in the source
[23:08:38] <Colourless> usecode/compiler
[23:10:51] <Dominus> any idea on how to compile it?
[23:13:29] <Colourless> uh, no
[23:22:39] <Dominus> he he, fun to play around with studio
[23:23:01] <Dominus> accidently that bunny slept in the same bed as Dominus...
[23:23:06] * Dominus should fix that
[23:23:23] <Kharza-kzad> Avatar restrain thyself!
[23:23:30] <Colourless> or was that on the floor under the blanket?
[23:23:58] <Dominus> nope, there is a bed now and the sleeping spot for that bunny was too close
[23:24:19] <Dominus> and it decided to sleep in the same bed
[23:26:50] <Dominus> okay, my usecode isn't that funny yet anyway
[23:27:45] <Dominus> name:"I'm Colourless", job:"I make dolls", dolls:"Paperdolls!!", paperdolls:"For the inventory of course!"
[23:29:37] <Colourless> i did that a long time ago now
[23:30:14] <Colourless> at the moment i'm working to settle the savage beasts... aka Win9x users who don't like Exult studio being WinNT only
[23:30:35] <Dominus> I didn't come up with anything better
[23:30:44] <Dominus> at the moment
[23:30:57] <Dominus> and I just wanted to see how it works
[23:31:44] <Dominus> eventually usecode scripting like that should be integrated into Studio
[23:32:31] <Dominus> because all I did for now was copy/pasting what jeff wrote in the patch
[23:33:08] <Colourless> a conversation editor would be nice
[23:33:19] <Dominus> yep
[23:34:26] <Dominus> in the future this is a must if someone wants to do a genuine game
[23:42:01] <Dominus> ok, got to go
[23:42:04] <Dominus> bye
[23:42:06] <Colourless> cya
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