#exult@irc.freenode.net logs for 24 Jun 2002 (GMT)

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[00:00:17] <Dominus> hm, think about the name and his goal of world dominations through WINDOWS
[00:00:33] <Dominus> Bill G
[00:00:40] <RonC> lol
[00:00:49] <Dominus> he he
[00:00:58] <RonC> Can't believe I didn't catch that one.
[00:01:06] <Dominus> he
[00:02:13] <RonC> When was Exult Studio released for Win32?
[00:02:46] <Dominus> hmm
[00:03:22] <Dominus> march?
[00:03:32] <Dominus> February?
[00:03:33] <Darke> 5 months ago? Can't really recall.
[00:03:53] <Dominus> well, how old is windrag.cc?
[00:04:25] <Dominus> isn'T that ES specific windows code?
[00:05:33] <Dominus> it looks like end of January
[00:06:34] <RonC> okay.
[00:06:37] <Darke> Looks like it.
[00:06:57] <RonC> I've only had it for 5 day's and i've hacked out an island with a talkable charactor :)
[00:07:19] <Dominus> well since then a lot of work has gone into ES
[00:07:30] <RonC> In 5 days?
[00:07:30] <Dominus> Jeff made it much more usable
[00:07:38] <Dominus> no:-)
[00:07:44] <RonC> True. It is very usable :)
[00:07:49] <Dominus> since end of January
[00:08:10] <RonC> Oh, I do have one more problem.
[00:08:25] <Dominus> users like Amy, SB-X, me, made many reasonable requests that benefitted the usability
[00:08:27] <Dominus> shoot
[00:08:55] <RonC> In 1.1.x snapshots NPC's on my little island can walk through certain walls.
[00:09:10] <RonC> But, when I run it in RC2, it works fine.
[00:09:41] <Dominus> hm, is this walk through wals also, after you saved and restarted 1.1x?
[00:10:13] <RonC> ?, and yes.
[00:10:28] <Dominus> I had this happen while building the church but after completion and reloading it it worked fine
[00:10:34] <Dominus> can you send me your patch?
[00:10:44] <-- wjp has left IRC (Read error: 110 (Connection timed out))
[00:11:05] <RonC> Sure. I don't have any usecode to send you though.
[00:11:18] <RonC> I've just been using your patch compiled.
[00:11:55] <Dominus> so with the patch by Jeff and me (I'm not taking credit for it)
[00:12:02] <Dominus> it happens as well?
[00:13:19] <RonC> I don't believe so.
[00:13:40] <Dominus> so, zip up your patch and send it to me
[00:13:51] <Dominus> I'll try it out
[00:14:43] <RonC> okay.
[00:15:07] <RonC> It's based on charactors from assimilation software, but that's a different story.
[00:15:22] <Dominus> :-)
[00:15:23] <Dominus> ok
[00:15:58] <Dominus> will you do it now? it's rather late for me and I'm totally exhausted
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[00:19:27] <Ron> hmm. I got disconnected for no reason...
[00:20:20] <Dominus> I got the file though
[00:20:23] <Ron> ok
[00:20:32] <Dominus> and I see an instance of this already
[00:20:38] <Ron> ?
[00:20:50] <Dominus> of passable walls
[00:20:55] <Ron> oh, yes.
[00:21:04] <Ron> It doesn't happen in RC2. Odd enough.
[00:24:39] <Dominus> btw, in that room where that mage and the skeleton stand you should choose another frame for that piece of wall to the north with the edge shwing wjhere there should be none
[00:25:01] <Ron> agreed.
[00:25:13] <Dominus> frame 3 does nicely
[00:26:11] <Dominus> I can only find one instant of passable wall and that is in the house to the northwest with the red bed and piano
[00:26:26] <Ron> You mean harpsicord :)
[00:26:36] <Dominus> :-)
[00:26:58] <Ron> odd, I have no instance there
[00:27:33] <Dominus> hm the wall to the south where the drawer is, is one for me
[00:28:32] <Ron> Hm, I have one to the right of the door.
[00:28:57] <Dominus> funny thing is that once I cycled through all frames and then settled on frame 0 again and hit apply it worked for me (e.g. the wall got solid)
[00:29:26] <Dominus> none for me there
[00:29:32] <Ron> I used to adjust the quality level (which does nothing) and it would fix.
[00:30:22] <Dominus> it seems to be a random bug
[00:30:40] <Dominus> after I just reloaded the game I don'T get the same nonsolid wall
[00:30:46] <Ron> agreed.
[00:34:13] <Dominus> I can never get the same wall to be nonsolid after reloading the game
[00:53:51] <Ron> any ideas?
[00:55:20] <Dominus> I'll submit a bug report and assign it to Jeff, maybe he has an idea. Do you mind me attaching your patch to the bugreport?
[00:59:43] <Ron> Not at all, just remind people it's a wip.
[00:59:59] <Dominus> yep, will do
[01:01:06] <Ron> I'm going to create a little webpage for my addon.
[01:01:30] <Dominus> good idea - keep us updated please
[01:01:44] <Ron> Okay, I will.
[01:01:54] <Ron> I want to make a little quest. Not sure what.
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[01:02:25] <Ron> Hi
[01:03:09] <Darke> Hi.
[01:03:17] <Dominus> hi
[01:03:19] <Kirben> Hi
[01:06:04] <Kirben> SF speed is finally back to normal
[01:06:13] <Dominus> hooray!!!
[01:06:25] <Darke> Cool. Did you find out what the problem was? Or was it fixed by 'magic'? *grin*
[01:07:41] <Kirben> magic
[01:09:23] <Ron> It was slow earlier today...
[01:15:43] <Dominus> I think I wrote a rather nasty reply to the latest warez thread in our forum...
[01:18:27] * Darke earperks and looks.
[01:19:47] <Darke> Nope. Seems perfectly 'ok' to me. But then again, I remember suggesting you updating the FAQ for just that occurance, so I'm biased. *grin*
[01:20:40] <Dominus> he is trying to shovel his guilt for asking onto me for misunderstanding him
[01:22:21] <Dominus> I hope for him he stays quiet for now
[01:23:11] * Darke nods.
[01:28:24] <Ron> I have several copies of Ultima VII, two of which are stuffed away :)
[01:29:29] <Dominus> I have a couple too and of at least one of my Ultima collection dics I wouldn't mind to part
[01:30:13] <Dominus> but we have to maintain a strict "no-warez" policy in our dealings with the public
[01:30:53] <Ron> That's a good idea when dealing with a large company like EA.
[01:31:08] <Dominus> exactly
[01:48:09] <Ron> I must sleep now. Goodnight and nice meeting you all.
[01:48:17] <Dominus> I have to sleep as well
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[01:48:21] <Dominus> good nighjt
[01:48:23] <Sbx> hi
[01:48:25] <Sbx> good night
[01:48:27] <Dominus> he he
[01:48:31] <Ron> heh
[01:48:37] <Dominus> just as I was saying good night
[01:48:38] <Ron> goodnight
[01:48:43] <Sbx> you are leaving for two weeks?
[01:48:45] <Dominus> hi Sbx
[01:48:48] <Dominus> yep
[01:48:51] <Sbx> why?
[01:48:59] <Dominus> because I can?
[01:49:11] <Sbx> yeah but
[01:49:13] <Sbx> why?
[01:49:22] <Dominus> because I want to think about more ways to make you go boom?
[01:49:23] <Ron> Did you post the wall bug?
[01:49:32] <Sbx> :P
[01:49:36] <Dominus> Ron: I forgot, thx will do so now
[01:49:38] <Sbx> good luck
[01:49:49] <Dominus> seriously
[01:49:50] <Darke> Night, night and Hi. *grin*
[01:50:03] <Ron> Ok, no problem. Just want to get it before tonight.
[01:50:07] <Dominus> because, my girlfriend insists on a vacation
[01:50:24] * Sbx nods
[01:50:26] <Ron> bye all
[01:50:29] <Sbx> i was just being annoying
[01:50:31] <Sbx> bye
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[01:50:59] <Dominus> Sbx: I just tried to be as annoying :-)
[01:51:21] <Sbx> Why must Kuroshi quote me? thats another Usenet thing
[01:51:31] <Sbx> people do that all the time there
[01:51:46] <Dominus> true
[01:52:02] <Dominus> but I just did it in the u7 download" thread as well
[01:52:35] <Sbx> i bet he could say... for the first one "i meant that i wanted to know if it was legal to send it!"
[01:52:47] <Sbx> and for the second one "i just wanted to know if EA offered it to dl!"
[01:52:54] <Sbx> "honest!"
[01:53:08] <Dominus> :-)
[01:53:37] <Dominus> "but here is my ICQ # if you want to forward it to EA so they can contact me"
[01:53:56] <Sbx> haha
[01:54:01] <Sbx> maybe he will just give up
[02:00:11] <Dominus> I hate it, just when I am about to go to bed, I'm having a look at a couple of bug reports...
[02:00:30] <Sbx> i thought you were just FAQguy
[02:00:43] <Sbx> why do they make you look at reports?
[02:01:11] <Dominus> I'm doing it voluntarily to filter out invalid bugs
[02:02:42] <Dominus> darke the incorrect time display at midday is due to a usecode bug in the original, right?
[02:02:54] <Darke> Yep.
[02:03:00] <Sbx> i remember that
[02:03:02] <Darke> Something about the wrong 'am' or 'pm'.
[02:03:10] <Dominus> exactly that one
[02:03:34] <Darke> It's fixable in usecode, and SI fixed it, but it's a bug in the original. Perhaps a new FAQ section? *grin*
[02:03:57] <Dominus> I was thinking about this
[02:04:18] <Dominus> List of bugs that are in the original and are NOT fixed in Exult
[02:04:51] <Dominus> so, I'm closing that bug as "won't fix" and give a little explanation
[02:05:10] <Darke> Admittedly, we could fix that one. Handwriting that assembler shouldn't be too hard. *grin*
[02:05:34] <Dominus> pfff, there a lot bugs like this we would need to fix
[02:05:48] <Dominus> the poison bug in one of the towns comes to mind
[02:06:57] <Darke> *nod* That one's non-trivial though. Then there's one with two identical words were used in the same conversation accidentally, so you can't access part of the conversation. That's another 'easy fix' though.
[02:07:19] <Sbx> anyone know when 1.0 will be released/
[02:07:19] <Dominus> that one I meant, actually
[02:07:37] <Sbx> .0
[02:08:14] <Darke> "When it's released."
[02:08:40] <Dominus> When it's done!
[02:09:09] <Darke> Dominus: Think we should drop that in as a FAQ question too? "When will the next version be released?" *grin*
[02:09:17] <Sbx> Darke: that is the one with liquor
[02:09:41] <Dominus> that one I meant: poisonous liquor
[02:09:47] <Darke> Sbx: That's the one. *grin* I was thinking 'alcohol', but I didn't think that particular word would have been used.
[02:14:59] <Dominus> NOW I'm going to bed
[02:15:06] <Sbx> good nite
[02:15:12] <Dominus> have a good day you two
[02:15:18] <Dominus> oh, one more question :-)
[02:15:44] <Dominus> in Australia, do you measure temperature in Farenheit or Celsius?
[02:15:54] <Darke> Celsius.
[02:15:58] <Dominus> just in interests sake
[02:16:03] <Darke> Night! *grin*
[02:16:03] <Dominus> ah, thanks
[02:16:08] <Dominus> bye now
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[02:16:14] <Darke> .au is metric.
[02:16:19] <Sbx> hehe
[02:16:21] <Sbx> who uses Farenheit?
[02:16:39] <Darke> The .us, and .ca, and... err... umm...
[02:17:05] <Sbx> .ca even?
[02:17:16] <Sbx> but they use metric in other things
[02:17:30] * Darke thinks .ca might use celsius though.
[02:18:27] * Sbx laughs.
[02:18:53] <Darke> .ca is... odd. They use US letter paper, rather then the A4 paper for example.
[02:19:09] <Sbx> i didn't even know there were different types of paper
[02:19:37] <Darke> *nod* A4 the metric equilivant of US letter, it's taller and thinner then it.
[02:21:00] <Darke> A5 is half the size of an A4 sheet, A6 a quarter the size of A4 (half the size of A5), etc. Then there's A3 which is twice the size of A4, etc. *grin* It makes _sense_. Rather then having 'US letter' and 'US legal' and whatever.
[02:23:48] <Sbx> ours sounds like it makes more sense to me
[02:24:12] <Sbx> why are the higher numbers smaller?
[02:26:20] <Darke> Because A1 is one square meter, IIRC.
[02:27:27] <Sbx> and A5 is 5 meters square?
[02:28:22] <Darke> It's also useful when you're calculating weights of paper over multiple sizes since a A4 piece of paper of 10gms weight will be the same thickness as a A3 piece of paper at 20gms weight, etc.
[02:29:31] <Sbx> the numbers hurt my head
[02:29:54] <Darke> Nope. But it's just dumb to call it A0.003 (or whatever). *grin* It's no different from the confusion of referencing the end of a stack as +2 or -2, they both can make sense, but you pick one and stick to it.
[02:30:39] * Darke happens to be glad of that A3/A2 weight thing. It greatly simplified his work when people would come to him and get him to photocopy stuff.
[02:31:05] <Sbx> is gms the same as g?
[02:31:12] <Sbx> i know g for grams
[02:31:14] <Sbx> but not gms
[02:31:22] <Sbx> i mean gs
[02:31:25] <Sbx> no g
[02:31:36] <Sbx> whatever, i dont use metric as you can tell
[02:31:37] <Sbx> :)
[02:32:15] * Darke icks, his fingers are dyslexic atm, that should have been 'mgs', as in 'milli-grams'. *grin*
[02:32:50] * Darke blinks and his numbers are way too small for that. *sigh* His mind just mustn't be here atm. *grin*
[02:32:59] <Sbx> mg
[02:33:31] <Darke> It depends. Some copier companies use 'mgs' others 'mg'. Yes, they pluralise the acronym.
[02:34:25] * Sbx likes how .us just acts differently for no particular reason
[02:36:17] <Darke> I'm betting the manufacturers dislike it though. Having to manufacture one set of items to 'this' standard, then having to manufacture another to another standard. Or just building both standards into it.
[02:39:16] <Sbx> Which is precisely why you shouldn't use such convoluted things like "metric". Instead, adapt to our .us manufacturers desires. :)
[02:39:43] <Sbx> You will be assimilated.
[02:39:53] <Sbx> Resistance is futile.
[02:51:38] * Darke considers assimilating the .us, he wonders if that would be a good thing, or a bad thing. Contaminants and such. *grin*
[02:53:25] <Sbx> You don't want our biological and technological distinctiveness?
[03:12:56] <Sbx> ive gotta go
[03:12:58] * Sbx waves.
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[03:17:47] <Ron> evening.
[03:18:24] <Ron> I had nothing to do tonigh, thought i'd drop by.
[03:18:38] <Ron> As I hate sports sunday :)
[03:19:26] <Darke> 'ello. There's probably as much interesting stuff happening here as on TV too. *grin*
[03:20:22] <Ron> Star Treks on, but i've already seen the one on.
[03:22:09] <Ron> Hm, well, I have to go soon.
[03:22:18] <Ron> I'd figure i'd fix up my bar tonight.
[03:23:49] * Darke grins. Sounds fun.
[03:24:47] <Ron> Tomarrow afternoon i'll set up a webpage for my island with progress updates. I want to see how many hits I get :)
[03:28:40] <Ron> My bar now has a roof. Hooray! All the houses on my island have roofs.
[03:28:56] <Darke> Cool. *grin*
[03:30:00] <Ron> Well, complete this later. Goodnight.
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[09:59:35] <wjp> hi
[10:00:11] <Darke> Hi.
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[10:46:11] <Darke> Hi.
[10:46:14] <Fingolfin> yo
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[10:46:34] <Fingolfin> *cough*
[10:46:44] <Fingolfin> #include <malloc.h> ???
[10:46:46] <Fingolfin> wth ?
[10:47:00] * Fingolfin wonders how long it will take him to purge the world clean of that unneccessary, non-portable evil being used in source code
[10:47:08] * Darke icks.
[10:48:25] <Darke> Forever? *grin*
[10:48:25] * Darke suggests nukes from orbit. That'll be the most efficient way.
[10:50:40] * Fingolfin sees that it was put there by wjp, alas it was due to a merge of that audio branch
[10:51:08] <Darke> wjp: That petition is up to 216 nicks so far, presumably a few duplicates. *grin*
[10:52:19] * Darke really needs to get around to installing sdl-mixer1.2.4 one of these days.
[10:54:17] <wjp> malloc.h?!?
[10:54:25] <wjp> eeew
[10:54:40] <Fingolfin> what petition?
[10:54:41] <wjp> 216? hmm, not bad :-)
[10:54:46] <Fingolfin> 6^3 ? :-)
[10:56:07] <wjp> so, what's malloc.h for, anyway? wasn't malloc in stdlib or something?
[10:56:29] <Fingolfin> see my commit message =)
[10:56:34] <Fingolfin> yes, it is is there or in cstdlib
[10:57:02] <Fingolfin> malloc.h is a non-portable header present on some Unices (most noticably, Linux), which usually contains kernel internal memory stuff
[10:57:24] <Fingolfin> since it exists on Linux, and since many OSS hackers use Linux, the wrong habit to use malloc.h for malloc() sadly doesn't die
[10:57:27] <wjp> well well.. I didn't know we were using memory management functions that low-level :-)
[10:57:38] <Fingolfin> :-)
[10:58:07] <Fingolfin> in the couple dozen of cases where I found somebody used malloc.h, in no single case was it necessary, and I submitted patches to the authors (or when I had CVS access fixed it myself)
[10:58:39] <wjp> um, "stdlib.h or its most glorious C++ counterpart cstdio"
[10:58:41] <wjp> ?
[10:59:12] <wjp> didn't you just say cstdlib? :-)
[11:00:12] <Fingolfin> hrm
[11:00:13] <Fingolfin> yeah
[11:00:27] <Fingolfin> see, that proves religion can err =)
[11:00:32] <wjp> pity, it was such a nice commit message :-)
[11:01:13] <Fingolfin> now I have to fiddle with cvs admin to fix my commit message <g>
[11:01:13] <wjp> I was wondering... couldn't we create some kind of commit-based shell interface for the cvs server?
[11:01:53] <wjp> ie. you commit a file named "shell.cmd" and it executes the contents in the loginfo script or something? :-)
[11:04:01] <wjp> (not that it's necessary here, but it would allow us to get rid of unused directories or something)
[11:05:15] <Fingolfin> dunno... alas so far when I needed to get rid of a dir in CVS, I submit a SF support request, and so far they were always handled in about 24 hours, or (when they had the time) sometimes even within the hour
[11:19:53] <wjp> <Fingolfin> what petition? <-- http://void.printf.net/~chris/petition.pl
[11:21:20] <Fingolfin> wth is "Time" ?
[11:21:25] <Fingolfin> ah ok sorry =)
[11:21:31] * Fingolfin should have read the input field first
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[13:20:24] <Colourless> hi
[13:20:28] <Colourless> for Fingolfin:
[13:20:28] <Colourless> I will refrain from using malloc.h in the future. malloc.h is evil. I will not let evil touch me again, and vow to use the rightful stdlib.h or its most glorious C++ counterpart cstdio alone in the future for my lowly malloc/free needs. Amen
[13:20:45] <Colourless> not that i've ever included malloc.h anywhere :-)
[13:20:46] <Fingolfin> yeah yeah that should be "cstdlib" I know =)
[13:20:51] <Fingolfin> Colourless: but thanks =)
[13:21:03] <wjp> lol
[13:21:05] <wjp> hi Colourless
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[17:54:58] <vividos> hi all
[17:55:00] <Colourless> hi
[17:56:02] <vividos> you did the pentagram mapdisp, right?
[17:56:30] <Colourless> wjp did most of it :-)
[17:57:05] <vividos> dominus told me that you did most of the OpenGL stuff
[17:57:09] <Colourless> i helped out with certain parts though
[17:57:33] <Colourless> yep, I did all the opengl stuff in it (which isn't supposed to be used by anyone) :-)
[17:58:29] <vividos> hmm, why opengl? is the u8 world a semi-3d one?
[17:59:15] <Colourless> 3 reasons:
[17:59:45] <Colourless> 1) Ultima 8 uses a fairly standard 3d projection, so it could be accelerated with a 3d card
[18:00:30] <Colourless> 2) The original idea was do use a hardware depth buffer to properly sort the shapes (this isn't done at the moment)
[18:00:52] <Colourless> 3) Eventually it is planned to allow all the sprites to be replaced by 3d models
[18:01:24] <Colourless> also using a 3d card give us better transparancies
[18:03:40] <Colourless> the u8 world is pretty much 2.5D. Everything in the game is 3d, but it's all represented with sprites
[18:04:07] <wjp> ooh, a fractal dimension :-)
[18:05:42] <Colourless> wjp you should know that 2.5D is a fairly standard thing that people say when talking about games with a 3d world but used 2d graphics engines
[18:06:02] <Colourless> you know (3D World + 2D Engine)/2 = 2.5D Game :-)
[18:07:37] <wjp> first time I've heard the term 2.5D outside of fractal-theory :-)
[18:08:03] <Colourless> :-)
[18:09:52] <Colourless> it's used quite a bit. Example Doom is often called 2.5D
[18:10:21] <Colourless> just a way of saying it's not 2D, but it's not quite full 3D either
[18:10:27] <wjp> yeah, I get the idea
[18:10:35] <wjp> makes sense in a non-mathematical kind of way ;-)
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[18:13:30] <_vividos> sorry :)
[18:16:21] <Colourless> check the exultbot logs if you missed anything
[18:16:26] <_vividos> I'm particularly interested in the way you do scaling, e.g. in the viewer. how's that done?
[18:16:33] * _vividos just read it
[18:16:48] <Colourless> we use the same scalers as exult
[18:16:56] <Colourless> however, they aren't too effective
[18:17:25] <Colourless> they make a difference, but not as big of a difference the we get with exult
[18:17:53] <_vividos> the scaled pixels are written into the OpenGL framebuffer?
[18:18:06] <Colourless> of course I do now know the specifics of how the scalers work as we didn't write them. OpenGL doesn't use the scalers BTW
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[18:19:26] <_vividos> ok, how is it done here?
[18:19:43] <Colourless> with OpenGL each shape is loaded into OpenGL as a texture. Then when drawing the shapes, the texture is bound to the device, and the shape is painted using 2 triangles. If scaling is enabled the shapes can then be drawn with or without bilinear filtering.
[18:19:54] <Colourless> the graphics hardware itself does the scaling.
[18:20:38] <Colourless> eventually I aim to allow prescaling, but this wont be anytime soon as there are some problems that need solving first
[18:21:19] <_vividos> ok I understand that. do you use an orthogonal projection matrix?
[18:21:19] <Colourless> there is really nothing interesting about the current OpenGL scaling :-)
[18:22:19] <Colourless> yep sure do. though at the moment it's just a matrix that sets up the screen to be in screen coords. OpenGL itself isn't actually doing any projection
[18:23:25] <_vividos> I'm currently searching a way to display 2d animations (in uwadv) with or without leaving OpenGL. I thought about drawing the animation onto a quad, but I don't know if texture throughput is that great for an animation to show.
[18:23:29] <Colourless> eventually this will change as I will set up a projection matrix to do the projection from world space to screen space. At the moment we do the world space to screen space calcs ourselves
[18:24:05] <Colourless> texture upload speed is dependant on the 3d card are it's drivers
[18:24:29] <Colourless> if you are only uploading/changing a single texture you shouldn't really have a problem as many 3d games do things like this
[18:25:15] <_vividos> ok, I only need 8 fps or so, this should be possible :)
[18:26:16] <Colourless> 8 fps should be easily doable on pretty much any hardware
[18:26:21] --- _vividos is now known as vividos
[18:28:23] <vividos> by the way, uw2 has a "colorless potion" :) just found that. and uw1 has a NPC named Dominus
[18:28:54] <Colourless> such things are purely coincidental
[18:29:01] <Colourless> afaik. i've never play uw2
[18:29:43] <Colourless> plus i would never name myself after something that has been so poorly spelt *grin*
[18:29:54] <vividos> of course not :)
[18:30:11] <vividos> must have been americans :)
[18:32:10] <vividos> another one: uw1's game strings tell us that the plural of a "gray lizardman" is "red lizardmen"
[18:36:30] <vividos> the mapdisp program is finished for now, right?
[18:36:43] <wjp> pretty much, yes
[18:36:49] <Colourless> well, i doubt it's really going to change now
[18:37:16] <vividos> the main planning is done on the real pentagram now?
[18:37:53] <Colourless> done planning = no. sort of doing the planing = yes
[18:38:06] <vividos> :)
[18:39:11] <vividos> will there be a concept, or are you devs trying to emulate u8 as it was on DOS?
[18:40:43] <Colourless> chances are things are going to be quite a bit different from the original engine
[18:41:54] <Colourless> but some parts will be reasonably similar because it's either a good way of doing things, or it just needs to be the same
[18:43:55] <vividos> any particular topic that surely gets changed? loading/saving games?
[18:44:05] <Colourless> yes, definitely
[18:44:23] <Colourless> there is no way that thte originals savegames will ever be compatable with pentagrams
[18:44:41] <Colourless> the way the original did savegames was nasty as hell.
[18:46:01] <Colourless> while it hasn't been decided. pentagram's savegame might be text files
[18:46:19] <Colourless> xml files to be more specific
[18:46:47] <vividos> nice :)
[18:46:58] <vividos> I hope they save faster
[18:47:28] <Colourless> they will be :-)
[18:47:50] <Colourless> the original wasn't too bad once you used smartdrv
[18:48:11] <vividos> hmm that supposedly was my problem :)
[18:49:57] <Colourless> the original game did really bad things with disk access
[18:50:10] <wjp> don't forget the part about storing vtables :-)
[18:50:57] <Colourless> it 'worked' in i385 real mode :-)
[18:51:10] <Colourless> s/i385/i386/
[18:53:11] <vividos> hehe
[18:53:53] <Colourless> ultima 8 save games are likely to be a rather large exploitable security hole as they are
[18:55:06] <vividos> then better take xml
[18:55:18] <vividos> ok have to go now. thanks for the hints with OpenGL! bye!
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[19:39:37] <Colourless> i think i'll go
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[20:34:52] <RonC> Good day to everyone.
[20:39:55] <wjp> hi
[21:09:34] <RonC> Is there way I can find a NPC is Exult/Studio with only the name/usecode hex key?
[21:12:49] <wjp> what do you mean?
[21:14:33] <RonC> I mysteriously lost one of my NPC's I created in Exult Studio.
[21:15:05] <RonC> Oh, nevermind.
[21:16:04] <RonC> The wall bug let him out of his sealed room.
[21:42:17] <wjp> hm, that thing with walk-through walls, you mean?
[21:42:51] <wjp> I think that might be caused by the map of which tiles are blocked not being updated
[21:43:06] <wjp> ...in which case reloading should fix it
[21:50:42] <RonC> Well, I had Dominus look into it a bit last night, in my case it is very random doesn't fix when saved and releaded.
[21:51:47] <wjp> and you didn't accidently use some wall shapes that are meant to be walk-through-able?
[21:53:05] <RonC> Positive, I used standard chunks from U7.
[21:54:42] <RonC> be back in 20 minutes
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[22:08:19] <RonC> Bye
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[22:10:23] <wjp> hi co
[22:10:27] * wjp has to go
[22:10:32] <-- wjp has left IRC ("Zzzz...")
[22:12:43] <co> hi.
[22:12:48] <co> and bye...
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[22:47:08] --- Darke|afk is now known as Darke
[22:47:39] <Darke> 'Morning'. *grin*
[22:56:13] <co_> ah. hi. did you receive the file i tried to send you?
[22:56:41] <Darke> Nope. I just woke up. *grin* Do you mind trying to send again?
[22:58:12] <Darke> Thanks.
[22:58:20] <co_> ah. seems to work now.
[22:58:52] <co_> those are just the small files. of course the shapes have changed, too, but i saved those for later.
[23:00:13] * Darke nods. No problem.
[23:02:26] <co_> you said that dcc transfers can be continued?
[23:03:36] <Darke> *nod* Yep. Occasionally they're a bit finniky to get working again (sometimes needing the 'exact' transferrer's nick), but they work. *grin*
[23:05:19] <Darke> Thanks. *grin* That one's going to take a little longer.
[23:06:04] <co_> yeah. and the next is four times that large...
[23:11:45] <Darke> Ow.
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[23:19:41] <Ron> Good evening.
[23:20:11] <Darke> Hi.
[23:29:26] <Ron> What's the deal with Exult Studio and palettes?
[23:29:57] <Ron> IE, if I were to create a charactor portrait, would I need to follow a certain palette?
[23:30:10] <Darke> Yep.
[23:30:53] <Ron> Which one?
[23:31:28] <Darke> Good question. *grin* I don't touch anything in that area. Kirben do you know?
[23:34:09] <Ron> And, is there any way I could load this into the photoshop "Save For Web"?
[23:36:04] <Darke> I can't help you there either really, although I expect you would be able to load and save the palleted images in any form.
[23:36:07] <Ron> NM on the last question.
[23:43:36] <Ron> For future reference: a good way to get a pallet is to save a screenshot of the pallet in Exult Studio then save it as a GIF and open it in a nice little freeware program called PEdit.
[23:44:11] <Darke> That's probably one of the easier methods. *grin*
[23:44:28] <Ron> windows only.
[23:45:56] <Ron> Pallete 0
[23:48:37] <co_> yeah. i'll probably stop in about half an hour an continue tomorrow.
[23:48:47] <Darke> No problem.
[23:54:08] <Ron> Yeah, this charactor portrait thing is a snap.
[23:54:22] <Ron> I already made one :D
[23:54:39] <Darke> Cool. *grin*
[23:57:59] <Ron> Maybe I should write a whole bunch of little tutorials. Starting with "making charactor portraits that look great" :)
[23:58:16] <Darke> Sounds like a good idea. *grin*