#exult@irc.freenode.net logs for 23 Jan 2013 (GMT)

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[17:38:28] <Marzo> Well, I am just about finished updating patrol schedule
[17:38:51] <Marzo> The missing bits are the path eggs called "Wait for semaphore" and "Release semaphore"
[17:39:12] <Marzo> I would guess that they are based on the multi-thread programming concepts of the same name
[17:40:02] <Marzo> However, they -- like the "Kneel at tombstone." egg -- are irrelevant, never being used in game
[17:40:08] <Marzo> I will leave them for the future
[17:41:38] <Marzo> Also, I added candles and candlesticks (including spent versions) to the street maintenance schedule
[17:41:54] <Marzo> Hrm
[17:42:20] <Marzo> I am wondering if I should do a general schedule check/comparison/implementation
[18:36:26] <Dominus> Marzo: "I am wondering if I should do a general schedule check/comparison/implementation" <- what do you mean? going through every schedule to check etc?
[18:36:42] <Marzo> Yes
[18:37:13] <Marzo> I am "wondering" because it will be a lot of work
[18:37:58] <Dominus> yup, sounds like it
[18:38:24] <Dominus> especially the regression part of it.
[18:39:16] <Dominus> I'm not gonna stop you though. I'm enjoying "Marzo's big bug fixing show" too much :)
[18:39:44] <Marzo> Committing fixed patrol schedule and street maintenance stuff
[18:40:00] <Marzo> Done
[18:40:41] <Marzo> Yeah, I am fighting a war on bugs -- and they are winning
[18:41:22] <Dominus> yes, doesn't seem as if the bug counter can go below 50
[18:41:40] <Marzo> It doesn't help that I added four myself
[18:41:58] <Dominus> * actors.*: Added optional override for schedule location. This is mainly
[18:41:59] <Dominus> useful for street maintenance schedule, so the NPC continues from where he
[18:41:59] <Dominus> left off.
[18:42:25] <Dominus> that sounds as if it were the right thing for the really minor cosmetic bed schedule thing I mentioned the other day
[18:42:27] <Marzo> From his previous schedule
[18:42:41] <Marzo> I will get to them, yeah
[18:47:03] <Marzo> Oh, hey -- this last commit also fixed bug #2694978 "Erethian loses his marbles"
[18:47:34] <Dominus> when I read the changelog I was wondering whether it would be the fix for that :)
[18:47:56] <Marzo> Implementing the 'repeat forever' flag fixed it
[18:48:18] <Marzo> (in patrol schedule, I mean)
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[18:52:12] <Malignant_Manor> Marzo, do whatever you are motivated to do at the moment.
[18:52:40] <Malignant_Manor> You are basically the one doing almost everything and need to worry about burnout.
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[18:55:09] <Dominus> oww, now you've driven him away...
[18:55:10] <Dominus> :)
[18:55:28] <Malignant_Manor> He feels like quitting.
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[18:57:23] <Marzo> WTF... went to do a dump to test UCXT and it completely locked up my computer
[18:58:40] <Malignant_Manor> Did you make changes to fix the parameter issues?
[18:58:56] <Marzo> I was making a reference dump to compare it after
[18:59:21] <Dominus> wow, that should never happen
[19:00:42] <Malignant_Manor> Was there some loop that ate your memory?
[19:00:50] <Marzo> I am debugging right now
[19:01:07] <Marzo> Hm. Although it would be useful to check the recent changes to it
[19:01:59] <Marzo> The weirdest part is that I used to do this all the time in my old laptop with 2GB RAM, and this one has 8GB
[19:13:43] <Malignant_Manor> ucxt uses less than 25 MB
[19:16:32] <Marzo> There is definitely some unportable 32-bit assumption somewhere in there, I just have to find it
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[19:27:23] <wjp> ucxt? I think that's always worked fine for me in 64 bit
[19:27:40] <Marzo> Well, a theory gets shot down
[19:29:51] <wjp> which mode are you running it in?
[19:30:22] <Marzo> ucxt -vv 0x2d3 -ac -fov -fs
[19:34:29] <wjp> I don't have specific bg/fov set up, but that works for me with -bg instead of -fov (but that is bg+fov)
[19:35:53] <Marzo> For me, it shows 'Reading Function: FFFF' twice and goes on piling more and more memory
[19:38:29] <Marzo> Hrm. It seems to not be finding .exult.cfg
[19:38:51] <Marzo> Ah
[19:38:54] <Malignant_Manor> Shouldn't that give a warning.
[19:40:14] <Marzo> It is actually finding it, but I don't have any explicit paths defined -- I use the defaults
[19:40:19] <Marzo> Let me check if this is an issue
[19:40:50] <Marzo> It is
[19:41:30] <Malignant_Manor> rip.c has function ffff printing Wrong header (u7) in object and exiting
[19:41:39] <Marzo> It searches for "ultima", "serpent" and "pagan", whereas mine are "blackgate", "forgeofvirtue", "serpentisle" and "silverseed"
[19:42:08] <Marzo> Moreover, UCXT should exit instead of keep going if it failed to open the file
[19:42:13] <wjp> hm, I have blackgate and serpentisle
[19:42:46] <Marzo> But you have the pathe set in exult.cfg?
[19:42:52] <Marzo> s/pathe/paths
[19:43:06] <wjp> yes
[19:43:27] <Marzo> That is the issue -- I am using the defaults
[19:43:31] <wjp> FWIW, in pentagram we put the path handling in a separate base class that is shared between pentagram itself and the tools
[19:43:42] <wjp> (and config file handling)
[19:44:16] <Marzo> Something to work on after the release
[19:46:53] <Marzo> Not to mention that all FoV configurations are wrong too
[19:47:07] <Marzo> (in UCXT, I mean)
[19:47:13] <Marzo> It just uses SI's
[19:51:50] <Marzo> And it is failing to bail out because the last place it tries is in the current dir, where I guess it is opening the 'usecode' directory
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[21:03:52] <Marzo> And now UCXT loads it properly when loading from config file
[21:04:44] <Marzo> Now I can finally tackle those bugs I was going to
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[23:03:17] <Kirben> The compilation of ucxt seems to have been broken recently, I'm getting stacks of undefined references from the game manager files now.
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[23:16:54] <Kirben> http://members.optusnet.com.au/kirbenau/ucxt.txt
[23:26:56] <Dominus> I didn't notice because I don't build ucxt normally
[23:36:03] <Dominus> at the speed I'm playing this we can release in a year or so....
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[23:39:58] <Marzo> Kirben: in Makefile.common, change line 567 from " $(GAMEMGR_OBJS) \" to " gamemgr/modmgr.o \"
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[23:40:57] <Kirben> Thanks, that works.
[23:41:36] <Marzo> You can commit if you wish
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