#exult@irc.freenode.net logs for 25 Jul 2008 (GMT)

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[00:28:19] <Guest52593> hi there
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[01:59:38] <Teq> hi again
[01:59:50] <Teq> anyone able to assist me?
[02:00:42] <Marzo> Go ahead
[02:01:41] <Teq> cool. alright: first up, i can't get the keyring-mod to work
[02:02:01] <Teq> files are in the ultima7\mods\keyring folder
[02:02:11] <Marzo> Are you using Exult 1.4.x?
[02:02:22] <Teq> the newest one, yeah
[02:02:53] <Marzo> Is there a file "ultima7\mods\keyring.cfg"?
[02:03:05] <Teq> yeah
[02:03:22] <Teq> do i have to create another keyring folder?
[02:04:47] <Marzo> Start Exult, then close it
[02:05:07] <Marzo> In stderr.txt, does it list the keyring.cfg file?
[02:05:39] <Marzo> (oops, forget about it -- used to the debug version... *grumble*)
[02:06:01] <Teq> "show mods" option in the menu
[02:06:12] <Marzo> Click on the option
[02:07:08] <Teq> hum..that seems to work
[02:07:25] <Marzo> Hm. Mine is locking up
[02:07:45] <Teq> yeah, i could have sworn that mine crashed before too
[02:07:53] <Teq> same with the setup button btw
[02:08:23] <Marzo> I think I know what is going on, but I will need to text
[02:08:36] <Teq> ok, it worked once. now it's locking up again
[02:09:32] <Teq> and "--bg --mod keyring" doesn't even start
[02:10:08] <Teq> gives me a Mod 'keyring' not found.
[02:10:08] <Teq> Could not find any games to run; leaving. in the stdrr.txt
[02:10:39] <Marzo> When you run with "--bg --mod Keyring" -- what does stdout.txt report as being the static, gamedat, savegame and patch folders?
[02:10:45] <Marzo> Hm
[02:10:58] <Marzo> Try using "--fov --mod Keyring" instead
[02:11:01] <Teq> yeah, that's another thing. can't find the folders for some reason
[02:11:15] <Teq> but i can run the games through the menu
[02:12:29] <Teq> ok, that got me into the game menu but now it freezes wehn i start a new game
[02:13:14] * Marzo needs to update some readme files
[02:13:25] <Teq> heh
[02:13:31] <Marzo> I am testing something which *might* be related to the lock-ups
[02:13:39] <Marzo> Will know in a bit
[02:13:58] <Teq> ok, great.
[02:14:10] <Marzo> Nope, that wasn't it
[02:14:14] <Teq> should i be worried about the static path errors though?
[02:14:28] <Marzo> Yep
[02:14:49] <Marzo> (what are they?)
[02:15:13] <Teq> Black Gate : not found (f:\exult\ultima7\static\.)
[02:15:13] <Teq> Forge of Virtue : found
[02:15:13] <Teq> exult_bg.flx : found
[02:15:13] <Teq> Serpent Isle : not found (F:\Exult\SERPENT\static\.)
[02:15:13] <Teq> Silver Seed : found
[02:15:14] <Teq> exult_si.flx : found
[02:15:34] <Marzo> Ah, no, these are fine
[02:15:41] <Teq> because of the addons?
[02:15:50] <Marzo> (it just means you don't have original BG and SI installed)
[02:16:09] <Teq> ah, ok then.
[02:22:18] <Marzo> When you start with "--fov --mod Keyring" -- does the title show it is the Keyring mod?
[02:22:30] <Marzo> And when exactly it is freezing in this case?
[02:23:41] <Marzo> Aha, I was right after all (just the fix that was incomplete)
[02:24:09] <Teq> it's the keyring alright
[02:24:39] <Teq> and it dies as soon as i click on the start game (whatever the name is)-option
[02:24:44] <Teq> but i still got the music
[02:25:03] <Marzo> The screen blacks out and never comes back from it, right?
[02:25:19] <Teq> no, doesn't even go black in this case
[02:25:30] <Teq> but that's what happens with the setup button
[02:25:56] <Marzo> Well, the black-outs are fixed (or will be in the next snapshot)
[02:26:21] <Marzo> But I am curious about the keyring freezing
[02:26:53] <Teq> hum..should i try to load a savegame?
[02:27:10] <Marzo> Do you have any with the keyring mod?
[02:27:44] <Marzo> (out of curiosity: what OS are you using?)
[02:27:47] <Teq> nah, but the options works. so does intro
[02:27:51] <Teq> win xp sp3
[02:28:19] <Teq> credits looks bit weird but doesn't kill it
[02:28:23] <Marzo> Without a Keyring save, you won't be able to load a game with the mod
[02:28:54] <Teq> yeah, it just told me. so it's only the new game option
[02:29:35] <Marzo> When you click the new game option, what exactly happens?
[02:30:00] <Teq> crap...same thing with normal black gate now
[02:30:59] <Marzo> I think I know what may be going on, but I need some details from you
[02:31:15] <Teq> and serpent isle too. huh.
[02:31:20] <Teq> ok, shoot
[02:31:31] <Marzo> Marzo: When you click the new game option, what exactly happens?
[02:32:08] <Teq> it immediately freezes, mouse doesn't move anymore, music still palys
[02:32:42] <Marzo> It freezes as in "whatever is on-screen is still there and not updates anymore"?
[02:32:51] <Teq> yeah
[02:33:36] <Marzo> OK, I've managed to reproduce
[02:35:24] <Marzo> And it was the same problem, actually
[02:35:34] <Marzo> (the same thing fixed everything)
[02:35:36] <Teq> same as what?
[02:35:41] <Teq> oh
[02:35:48] <Marzo> As the black-out lockups from above
[02:36:14] <Marzo> The fix is away; it is now in the hands of Kirben
[02:36:29] <Teq> awesome. thank you.
[02:36:51] <Marzo> np
[02:37:12] <Teq> guess i'll be playing some ultima 6 for now ;)
[02:37:20] <Marzo> Hehe
[02:37:27] <Teq> anyway, gn8 and keep up the good work!
[02:37:36] <Marzo> Good night
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[14:29:59] * Marzo points to the mailing list
[14:32:09] <wjp> any idea how many objects would typically be cached in at any given time?
[14:32:42] <Marzo> Nope
[14:33:00] <Marzo> It depends too much on the chunk
[14:33:37] <Marzo> (I imagine a lot more in Britannia than in the desert near Vesper)
[14:33:42] <wjp> sure :-)
[14:34:30] * Marzo thinks of modifying Exult to print an object count for each loaded chunk
[14:37:44] <Marzo> Hm. Exult keeps 5 by 5 chunks cached in at all times, so it caches out and caches in at least 5 chunks at a time
[14:42:51] <wjp> random thought: we know if a usecode var is an object, right? Then (if we would use ObjIDs) we could periodically 'clean' all statics to prevent them from accidentally pointing to a new object if the ObjID is recycled
[14:43:07] <Marzo> Right
[14:43:19] <Marzo> That is workable
[14:43:43] <Marzo> We could do that at least on every cache-out
[14:43:56] <Marzo> (depending on the cost of doing so, in the first place)
[14:44:00] <wjp> right
[14:53:52] <Marzo> That is odd
[14:56:12] <Marzo> When switching chunks, we re-read all of the ifix objects of the superchunk
[14:56:54] <wjp> that doesn't sound particularly efficient
[14:57:10] <Marzo> nope
[14:57:27] <Marzo> (I am confirming it now, but it really seems that we do that)
[14:58:25] <Marzo> Nope, we don't
[15:00:33] <Marzo> We don't cache chunks, we cache superchunks
[15:05:38] <Marzo> On the road from Trinsic (start of game) to LB's castle: 7 cache outs
[15:05:49] <Marzo> s/outs/ins
[15:06:03] <Marzo> Initial: 672 ifix, 784 ireg
[15:06:24] <Marzo> Then 362 ifix, 511 ireg
[15:06:39] <Marzo> 362 ifix, 511 ireg
[15:06:58] <Marzo> 13 ifix, 23 ireg
[15:07:09] <Marzo> 446 ifix, 730 ireg
[15:07:25] <Marzo> 1692 ifix, 1447 ireg
[15:07:41] <Marzo> 1432 ifix, 1045 ireg
[15:08:35] <Marzo> It fluctuates a good deal, but we can expect at least ~1000 objects being cached in/out, and up to 3000 or so
[15:08:55] <wjp> sounds very manageable
[15:10:04] <Marzo> (That is items directly on the map)
[15:11:54] <Marzo> It is probably manageable, yes
[15:14:23] <Marzo> There a lot more that weren't being counted because they were inside a container (and a return was preventing my counting code from reporting them)
[15:15:19] <Marzo> But I'd guess that at most ~1000 more would be added
[15:18:05] <Marzo> Numbers for SI are similar
[15:19:24] <Marzo> (although consistently slower)
[15:20:18] <Marzo> s/slower/lower
[15:23:20] <Marzo> So for all intents and purposes, we can assume that no more than about 5000 objects (ifix+ireg) will ever be cached out/in at a time
[15:23:38] <Marzo> That eliminates a concern
[15:46:40] * wjp nods
[16:03:43] <wjp> thanks for the summary on the ML
[16:04:23] <Marzo> np
[16:07:15] <Marzo> brb, lunch
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