#exult@irc.freenode.net logs for 25 Jun 2002 (GMT)

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[00:08:56] * Darke afks, hopping off to harass reality, once again. *grin*
[00:09:00] --- Darke is now known as Darke|afk
[00:46:04] <co_> i'll be going again.
[00:46:09] <co_> bye
[00:47:43] <-- co_ has left IRC ("[BX] iTs bEttEr tO bUrN oUt tHaN tO fAdE aWaY")
[00:55:25] --- Darke|afk is now known as Darke
[01:00:01] <Ron> wb
[01:00:19] <Darke> Thanks.
[01:14:58] <Ron> I've put the idea for a site into a workable idea. I've gotten a reliable host set up.
[02:29:19] <Ron> It seems sites even mentioning Exult Studio are rare.
[02:29:59] * Darke nods. It's still very much in development atm, and we've only had a working windows version for a few months too.
[02:45:00] <Ron> On the contrary, I think it is very suitable for video game additions.
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[02:52:29] <Ron> Greetings.
[02:52:53] <Darke> Hello.
[02:53:01] <Kirben2> Hi
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[03:18:16] <-- Kirben2 has left IRC (gibson.openprojects.net irc.openprojects.net)
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[03:19:02] <Ron> goodnight
[03:19:12] <Darke> Night.
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[04:58:26] <thuelsman> I LOVE EXULT! heh
[04:59:13] <thuelsman> Anyways, thanks for creating such a cool app, brings back old memories
[04:59:26] <thuelsman> Great that you ported it to OS X as well.. Thanks again
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[05:14:46] <Darke> Hello again. *grin*
[05:15:38] <thuelsman> Hey :P
[05:16:48] <thuelsman> I love Exult, great job
[05:16:53] <Darke> You disappeared too quickly before I had the chance to say 'Thanks.' before, so. Thanks. *grin*
[05:17:12] <thuelsman> No problem, I switched IRC clients
[05:19:29] <thuelsman> I'll brb
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[05:23:18] <Darke> Hello again, again. *grin*
[05:25:24] <thuelsman> *Laughs*
[05:25:59] <thuelsman> I wish I still had my Serpents Isle cd
[05:27:12] <thuelsman> brb again
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[05:29:32] * Darke watches thuelsman bounce.
[05:30:04] <thuelsman> Can't help it.. setting up my irc client
[05:30:11] <thuelsman> God I love OS X
[05:30:19] * Darke grins.
[05:30:48] <thuelsman> What are you using Darke?
[05:31:09] <Darke> Linux.
[05:31:20] <thuelsman> Ahh.. what build?
[05:31:27] <Darke> Gentoo.
[05:31:35] <Darke> It's a 'compile from source' distro.
[05:31:41] <thuelsman> Yea, heard of it
[05:31:48] <thuelsman> Never used it though
[05:32:33] * Darke likes it. It takes a solid couple of days of compiling to set it up though. *grin*
[05:32:56] <thuelsman> *Laughs* I can reinstall X and have everything back up in about 2 hours
[05:33:19] <thuelsman> Which dev are you?
[05:34:15] <Darke> Indeed. I could do the same thing with SuSE, but I like the fact it's so much faster when things are compiled to take advantage of your hardware. *grin*
[05:34:17] <thuelsman> Ahh.. there you are
[05:34:33] <thuelsman> Usecode disassembler/decompiler
[05:34:42] <thuelsman> I'm currently thinking up a new nick
[05:34:42] * Darke nods. That would be him.
[05:35:04] <thuelsman> I was using hewelzmunn/hew, but I need something new
[05:35:17] <thuelsman> Been using that for years now
[05:35:39] * Darke nods. He's got a few different nicks, but they're all for different characters of his.
[05:36:13] <thuelsman> Well the nick I need is for a new email and all my online crap
[05:36:52] * Darke nods.
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[07:00:21] <wjp> hi
[07:01:00] <Darke> Hi.
[07:07:56] * Darke wonders if lilo is gradually bowing to public pressure. He hasn't seen a 'please give me more money' wallop or global message for a few hours now. *grin*
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[07:48:16] <sbx> hai
[07:50:25] <Darke> 'ello.
[07:52:04] <sbx> 'ey guv
[07:55:11] <wjp> hi
[07:56:20] <sbx> oy
[10:48:06] * Darke is off to the land of Nod. *grin* Night!
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[12:26:11] <wjp> hi :-)
[12:26:17] <wjp> strawberry what? :-)
[12:42:37] <Erdbeerschnecke> hi
[12:42:45] <Erdbeerschnecke> strawberry snail
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[12:58:38] <Colourless> hi
[12:59:58] <wjp> hi
[13:00:20] * Colourless notices something wrong
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[13:00:32] <wjp> better?
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[13:00:46] <Colourless> how did you guess :-)
[13:01:20] <wjp> just lucky I guess :-)
[13:46:42] <-- Kirben has left IRC ("System Meltdown")
[15:14:13] <wjp> time to go home
[15:14:14] <wjp> bye
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[15:42:21] <wjp> hi again
[15:42:35] <Colourless> wb
[17:13:03] <Colourless> sigh, 2:30 am and I just found a broken water pipe outside leaking a quite a rate.
[17:14:43] <wjp> ugh :/
[17:16:16] <Colourless> oh well, at least I noticed a problem (i could hear the sound of water flowing through the pipes in the house), else we would have lost a lot of water
[17:16:31] <wjp> brb, dinner
[17:16:57] <Colourless> k
[18:06:47] <wjp> oh, back, btw :-)
[18:07:00] <Colourless> wb then :-)
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[18:09:14] <Ron> hi all
[18:20:07] <wjp> hi
[18:20:17] <Colourless> hi
[18:20:27] <wjp> hmm... interesting bug in xchat-text... it crashes when someone aborts a dcc send
[18:20:36] <wjp> but only if you _don't_ run it in gdb... argh
[18:21:12] <Colourless> you need just in time debugging
[18:21:29] <wjp> hm... I also need a newer version of xchat-text it seems
[18:21:34] <wjp> this was 1.6.x
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[18:24:51] <freedman> Hello
[18:24:54] <wjp> hi!
[18:24:58] <wjp> long time no see :-)
[18:25:01] <Colourless> hi Jeff
[18:25:09] <wjp> well, in here, that is :-)
[18:25:40] <freedman> True. IRC is still a pain (and sloooow)
[18:25:49] <freedman> Doesn't seem to bad today, though.
[18:26:15] <freedman> ^to^too
[18:26:37] <Colourless> so, did you just come here for the riveting conversation thats not going on ;-)
[18:27:08] <wjp> Ron: if you have any questions/suggestions about Exult Studio, this is your chance :-)
[18:27:10] <freedman> Yes:-) And work is slow... and it's too hot outside.
[18:27:22] <freedman> Whoops, time to go:-)
[18:27:26] <wjp> lol
[18:27:32] <Colourless> cya :-)
[18:27:45] * wjp wonders if freedman is serious :-)
[18:27:47] <freedman> Just joking. But I haven't touched ES in a few weeks.
[18:28:12] <Colourless> uh oh, unsuppported code then i see :-)
[18:29:04] <freedman> It's time to try to create a game, but I'm having trouble getting motivated.
[18:29:31] <Colourless> I know, come join the Pentagram Team :-)
[18:29:33] <Ron> Hi. Well, i've been having a problem with UCXT.
[18:29:36] <freedman> Say, how's the PPC port going.
[18:29:50] <Colourless> i'm 'thinking' about it and the issues involved
[18:30:16] <Colourless> mostly just got to work around not having C++ exceptions
[18:30:29] <Colourless> saying there are quite a few in exult is an understatement
[18:30:37] <freedman> :-) I still think someone should PAY for the port.
[18:30:41] <Ron> It spits out a nasty error, then terminates :( I'm using Win32 amd can't seem to get it to work.
[18:31:03] * Colourless runs away to anywhere but here
[18:31:07] <wjp> ah, for ucxt you'll probably want to talk to Darke :-)
[18:31:19] <freedman> Ron: I'm afraid that's an SEP (someone else's problem:-)).
[18:31:27] <wjp> lol
[18:31:28] * Colourless returns since it's not 'his' problem
[18:31:33] <wjp> read HHGttG I guess? :-)
[18:31:51] <Ron> I already asked Darke, he didn't know.
[18:31:56] <freedman> Ryan: Is the PPC eventually going to get better C++ support?
[18:32:09] <Colourless> i doubt it
[18:32:25] <wjp> were exceptions in the v4 compiler, or was that something else?
[18:32:56] <freedman> Maybe there will be a gcc for the PocketPC?
[18:33:07] <Colourless> well, the x86 compiler has exceptions (since it's just the MSVC compiler), but all the actual PPC compilers don't
[18:33:49] <Colourless> incidently the linker has a bit of a fit if you try compiling with exceptions because there is a library missing
[18:34:29] <freedman> Hmmm.... Maybe you could create a stub for the library.
[18:34:40] <Colourless> the .NET compiler has full C++ support AFAIK, but it doesn't work with PPC (and probably wont will PPC.Net comes out or something)
[18:34:48] <freedman> BTW, there's a nice gcc devkit for the GameBoy Advance.
[18:34:49] <Colourless> s/will/till/
[18:35:13] <Ron> o_0 GCC for GBA?
[18:35:16] <freedman> Maybe you should port to one of the Linux PDA's instead:-)
[18:35:51] <freedman> Ron: o_O?
[18:37:00] <Ron> :) I'm just suprised. Last time I checked, there were only compilers for the original GB.
[18:37:23] <Ron> But there was an assembler for GBA...
[18:37:38] <freedman> Not now. There are devkits and emulators for GBA on both Windows and Linux.
[18:38:02] <freedman> I played a bit with them. But the GBA is pretty challenging to work with.
[18:38:25] <Colourless> freedman: I was only going to attempt porting because I thought I could do it. Really, I can, just it's turning out to be more work than I previously anticpated. Though there is only that one problem left now (other than input)
[18:39:05] <Colourless> the PPC interface is going to be interesting. my current idea would have the game play similar to Ultima 6 with the mouse
[18:39:14] <freedman> The exceptions? Guess we could define macros TRY / CATCH.
[18:39:30] <Colourless> yeah that should work
[18:39:41] <Colourless> just there wont be any error checking in many places any more
[18:39:51] <Colourless> and thing will serious screw up in places
[18:39:53] <wjp> can you use setjmp (or something)?
[18:39:57] <Colourless> i.e. loading of schedules
[18:40:11] <wjp> IIRC that's something that's occasionally used to implemented something exception-like in C
[18:40:24] <freedman> ... I knew we shouldn't use those fancy C++ features:-)
[18:40:54] <Colourless> chances are I'll just impliement various checks in places that will cause some problems
[18:41:27] <freedman> Sounds reasonable. Just kind of tedious to do.
[18:41:34] <Colourless> such as adding if(!in.good()) in various places
[18:42:02] <Colourless> at least 90% of our exceptions are file related
[18:42:03] <freedman> Yes. Maybe we should just try to get rid of the exception code altogether.
[18:42:46] <Colourless> exception handling does slows things down a fraction
[18:42:46] <freedman> Most of the ones I wrote were just to check for 'patch' files; that code could easily be rewritten.
[18:43:30] <Colourless> of course as far as I can tell, we don't use exception in any time critical parts of the code
[18:43:49] <Colourless> i doubt will see much of a speed up at all if exceptions were removed
[18:43:59] <freedman> No, we don't. And we could just check for file-errors the old-fashioned way.
[18:44:54] <Ron> grrr another error.
[18:45:18] <freedman> BTW, the OpenGL code you have in Pentagram looks interesting.
[18:45:19] <Colourless> we could, but don't be doing just for me and my ppc port :-)
[18:45:33] <Colourless> it's very unfinished :-)
[18:45:42] <freedman> Does it work yet?
[18:45:47] <Colourless> yeah it works
[18:46:13] <freedman> That could work in Exult too...
[18:46:32] <Colourless> all it's done is show me all the problems I didn't previously anticipate :-)
[18:46:54] <freedman> Like... speed?
[18:47:04] <Ron> SDL_mixer.dll cannot be found in Windows. I searched my hard drive, can't find it... Is it in the latest snapshot?
[18:47:25] <freedman> Ron: Not sure. But you can get it from www.libsdl.org.
[18:47:34] <Colourless> it's on our download page
[18:47:45] <Colourless> it's called "required file for snapshots" or similar
[18:47:54] <Ron> Strange it's gone.
[18:48:06] <Colourless> speed is a problem for me, but it's ok for Kirben. My code isn't anywhere optimized though. using glBegin()/glEnd() isn't efficent
[18:48:36] <Colourless> bigger problems are that tiling shapes just don't work properly when scaling (with filtering).
[18:48:41] <freedman> Oh, are they being called for each shape? (I
[18:48:50] <freedman> 'm an OpenGL novice)
[18:49:41] <Colourless> also the amount of texture memory being required is more than I thought
[18:49:46] <freedman> Hmm... guess that's from rounding.
[18:50:05] <Colourless> it uses about 57 mb when loading every frame of every shape
[18:50:14] <Colourless> it very well could rounding related
[18:50:25] <freedman> Probably more than most graphics cards can hold:-)
[18:51:21] <Colourless> i've been thinking of various methods that could be used to reduce that figure. instead of creating a small texture (which will often be much larger than required) i was thinking of putting multiple shapes/frames into a single texture
[18:51:45] <Colourless> that should reduce the wasted texture space considerably
[18:51:59] <freedman> Sure. Does U8 have 'flat' terrain like U7? If so, you could combine lots of those.
[18:52:21] <Colourless> yeah there is flat terrain. those are the ones that have problem when tiling and scaling.
[18:52:45] <Colourless> tend to get lines between shapes
[18:52:50] <freedman> I think I'll stick to 2D for now:-)
[18:53:01] <Colourless> ah, 3d is fun :-)
[18:53:19] <freedman> Also, 3D modelling isn't easy, and the professional tools are pretty expensive.
[18:53:46] <freedman> But yes, it is fun:-)
[18:53:47] <Colourless> the idea of replacing Sprites (especially NPCs) with 3D Models makes a lot of sense since NPCs use most of the texture memory. in particular the avatar with > 1000 frames
[18:54:16] <freedman> Yes. And in U8, he does look like a 3D model anyway.
[18:54:24] <Colourless> cause he was :-)
[18:54:41] <Colourless> all the npcs were made in 3D Max IIRC
[18:54:46] <Ron> I have a couple of suggestions for Exult Studio.
[18:55:10] <freedman> Ron: Go ahead, but I'll be more likely to remember them if you write to the mailing list.
[18:55:23] <Ron> Well, they're small.
[18:55:28] <Colourless> i actually had Denis Lubet's (sp??) Avatar model that was used in Ultima 8 for a while, but it seems to have gone missing
[18:56:05] <Ron> First, quite a few features in the win32 port are broken.
[18:56:08] <freedman> That would be handy. ARe you in touch with him?
[18:56:25] <Colourless> no, he had it on his webpage :-)
[18:56:26] <wjp> Colourless: http://www.io.com/~dloubet/3dstudio/meshes/avatar.zip ?
[18:56:35] <freedman> Ron: That's Ryan's domain:-) I just work on Linux.
[18:57:01] <Ron> Next, in the combo editor, if you select something 5 units up, it should place 5 units up.
[18:57:05] <Colourless> wjp: that may or may not be it. the one i had wasn't there the last time i checked
[18:57:25] <wjp> it's labeled "avatar walking animation from ultima viii"
[18:57:59] <freedman> Ron: Yes. But what if you selected furniture on a second floor? Maybe it should be a setting for each combo.
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[18:58:03] <Colourless> wjp: yeah, that's not the one i had because I can't load the animation one
[19:00:36] <Ron> Well, my main concern is roofs. It's very tedious to select every part and then place it where I need it. :(
[19:01:41] <Ron> There already is a Z selection...
[19:02:19] <freedman> Ron: That's what the combos are good for. You can always set the 'edit lift' to 5 before you add the roof. Or, you can use ctrl-page-up and ctrl-arrows to move the combo after you've added it (as it should be selected).
[19:02:42] <Ron> cool, didn't know about that.
[19:02:54] <Colourless> sigh, if i just had 3d studio it wouldn't be a problem loading those animations. the pyros would would be most useful :-)
[19:03:38] <Colourless> oh well, it's always possibly to ask him if he would be wiling to share some of the models with use (to be used as bases. they are far too high polycount wise)
[19:03:44] <Ron> Deep Exploration is the best for converting 3D files, i'm nearly positive it does animation. There is a free trial.
[19:03:51] <freedman> Too bad it costs ~$2-3K:-(
[19:04:24] <Ron> I'm friends with a 3D binary format expert. :)
[19:04:49] <freedman> There's a library for loading .3ds files, but I don't see one in that archive.
[19:07:36] <freedman> I'm still wondering how U7's graphics were drawn.
[19:07:53] <Colourless> cool managed to load pyros
[19:08:46] <Ron> Probably something like an early version of Corel Draw.
[19:09:00] <Colourless> Deluxe Paint
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[19:09:16] * wjp just loved that program back in the dos days
[19:09:19] <Colourless> of course, that's not what you meant by how :-)
[19:09:22] <wjp> hi Wumpus
[19:09:23] <freedman> Not with a modeller? What a pain to get the perspective right.
[19:09:26] <Wumpus> lo all :)
[19:09:31] <freedman> Hi!
[19:09:42] <Colourless> unlikely to be with a modeller
[19:09:52] <Colourless> look too hand drawn to me
[19:09:53] <Ron> hi
[19:09:58] <wjp> well, the perspective isn't too hard, probably
[19:10:08] <wjp> getting everything to line up properly sounds much more annoying
[19:10:15] <Ron> Agreed. Almost cartoonish.
[19:10:30] <freedman> I was thinking of using a modeller for primitive shapes, then hand-drawing over them (for a new game, that is).
[19:10:44] <Colourless> probably a good idea
[19:12:00] <Ron> Jeff: What's going on with the alpha channel in PNG support?
[19:12:26] <freedman> Ummm, huh? Isn't it right?
[19:12:51] <Ron> It doesn't seem to import.
[19:13:04] <Colourless> http://www.users.on.net/triforce/pyros.png
[19:13:17] <freedman> What program produced the .png you're importing?
[19:13:32] <Ron> Photoshop 6 PNG8
[19:13:40] <Ron> Well, it imports..
[19:13:50] <wjp> Colourless: cool :-)
[19:13:59] <Ron> But where the alpha channel should be it is all white.
[19:14:04] <freedman> Nice!
[19:14:26] <freedman> Ron: You might want to report a bug and include the .png so I can see what I'm doing wrong.
[19:14:34] <wjp> um, what do you mean "where the alpha channel should be"?
[19:15:02] <Ron> Where the image should be transparent.
[19:15:06] <freedman> Ron: ... or what your paint-program is doing wrong:-)
[19:15:15] <wjp> could you dcc the png to me?
[19:15:18] <Colourless> might be the paint program
[19:15:55] <Colourless> i know that psp will replace trans parts of an image with white when saving.
[19:16:02] <Colourless> it's rather annoying.
[19:16:25] <Colourless> just got to remember to turn of transparent viewing
[19:16:52] <Colourless> of course in psp alpha channel doesn't do transparancy
[19:17:41] <Ron> one sec
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[19:20:27] <freedman> Hi Max!
[19:20:31] <wjp> hi Fingolfin
[19:20:37] <wjp> getting crowded in here :-)
[19:20:42] <Fingolfin> hiya
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[19:20:54] <Fingolfin> hi I can go again if you don't want me =)
[19:21:03] <wjp> ok, see you later then ;-P
[19:21:30] <freedman> I might head out for lunch soon...
[19:21:40] <Colourless> hi max
[19:22:01] <Ron> hi
[19:22:05] <Ron> hi
[19:23:04] <Ron> Shoot, NM, transparancies wern't on.
[19:23:54] <Ron> I created a Photoshop pallete file for graphics in Exult if anyone wants it.
[19:24:28] <freedman> That would be nice to add to our data files.
[19:25:42] <freedman> Ron: What are you using EStudio for? Mods?
[19:26:19] <Ron> Yep. I'm starting with an island, i'll see how it goes.
[19:26:32] <Ron> I also made one for PSP now.
[19:26:38] <freedman> Join the club:-)
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[19:28:52] <Ron> hm
[19:28:56] <freedman> Time for a lunch break... Bye!
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[19:29:09] <wjp> Fingolfin: do you remember that you were experimenting with images divided over several table elements?
[19:29:09] <Ron> brb
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[19:29:43] * wjp has run into a similar problem, but can't seem to remember what the solution was :-)
[19:33:21] <wjp> ah, found it in the logs
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[19:58:40] <Fingolfin> wjp: yes I know what you mean
[19:58:53] <Fingolfin> wjp: and the solution used to be to force a font size of 1px in that table cells... ugly
[19:59:16] <Fingolfin> mozilla seems to force non-empty table cells to have the height of the current font at the minimum
[19:59:47] <Fingolfin> however, sadly, in 1.0 (and in Chimera, a Gecko based OS X browser), this doesn't work 100% correctly anymore. Maybe using 0px height (if that is even pixel) would work there
[20:00:13] <wjp> hm, in the logs you finally decided to use absBottom/Top alignment
[20:00:20] <wjp> that didn't work in the end after all?
[20:07:04] <Fingolfin> nope, that's not sufficient if your image is lower than the height of the default font (usually 12pt)
[20:07:14] <Fingolfin> i.e. I have a couple 5 pixel height elements
[20:07:19] <wjp> ah, I see
[20:07:27] <Fingolfin> however even then, it is slightly wrong in Mozilla 1.0
[20:07:35] <Fingolfin> look at http://fingolfin.dnsalias.net/~maxhorn/fink/index.php or http://fink.sf.net
[20:08:00] <Fingolfin> -> if you look closely, you will see that below the "Fink" text in the head graphics, there is a slightly higher white stripe
[20:08:09] <wjp> yeah, I noticed it
[20:09:04] * Colourless looks and sees nothing
[20:09:27] <wjp> Colourless: you're probably just using a broken browser if the page renders properly ;-)
[20:09:30] <Fingolfin> yeah it looks fine in IE, and in iCab/OmniWeb/Opera, at least last time I tried
[20:09:35] <Fingolfin> actually, no
[20:09:42] <Fingolfin> I still think this is fishy behaviour in Mozilla
[20:09:52] <Fingolfin> probably not a bug, just something the specs don't treat properly
[20:09:54] <wjp> I would tend to agree, yes :-)
[20:10:03] --> Kharza-kzad has joined #exult
[20:10:15] <wjp> it should be possible to have table elements to join seamlessly...
[20:10:18] <wjp> hi Kharza-kzad
[20:10:21] <Kharza-kzad> gday :D
[20:10:25] <Colourless> hi
[20:10:38] <Fingolfin> wjp: exactly
[20:19:18] <Kharza-kzad> Have you guys looked at neverwinter yet?
[20:20:02] <WumpusBusy> that dcc connection took forever to establish
[20:20:08] <WumpusBusy> bleh
[20:20:21] <WumpusBusy> why on earth did the DCC status come out in *this* window... its not even the right network
[20:21:05] <Colourless> all of 1 of use could even run nwn :-)
[20:21:10] <Colourless> s/use/us/
[20:21:24] <wjp> hm, no, didn't try NWN yet
[20:21:27] <wjp> should I? :-)
[20:21:49] <Kharza-kzad> yea the tools are really nice, at least for map building
[20:22:08] * Fingolfin is surprised, one can actually run NWN yet? it is released ?!?
[20:22:15] <Colourless> yep, it's out :-)
[20:22:25] <wjp> really, and it isn't even april 1st :-)
[20:22:25] <Colourless> been out for nearly a week now
[20:22:30] <Fingolfin> oh ok
[20:22:40] <Kharza-kzad> yea I've already played a nice player run module
[20:22:49] <Kharza-kzad> looks like it will be easy enough for people to make stuff with
[20:23:01] * Fingolfin goes to look, if the port is ready, too
[20:23:17] <WumpusBusy> NWN = ? Not neverwinter nights, surely?
[20:23:22] <Kharza-kzad> yeayeayea
[20:23:53] <WumpusBusy> hmm, I had been under the impression that that was out ages ago... heh :) But I guess I'm not that interested in it, so *shrug* I suppose I wasn't really paying attention
[20:23:56] <Kharza-kzad> I built up the landing area and monitor from serpent isle last night. Was real easy
[20:24:10] <WumpusBusy> its an Inifinity Engine thing isn't it ? (maybe I'm thinking of the wrong thing)
[20:24:12] <wjp> cool :-)
[20:24:17] <wjp> do you have any screenshots of it? :-)
[20:24:35] <Colourless> nope, not infinity
[20:24:41] <Colourless> all new 3d engine by bioware
[20:24:42] <Kharza-kzad> hmm no, no screenshots but I left a server running you could connect to if you had the game
[20:24:56] <WumpusBusy> cless- oh... but in the tradition of baldur's gate etc?
[20:24:59] <wjp> big 'if' :-)
[20:25:03] <Fingolfin> "Fall 2002", hrm
[20:25:15] <Kharza-kzad> I'm not sure how well the scripting and dialogue will be though, haven't tried that
[20:25:20] <wjp> at least there's something about the mac version on the front page :-(
[20:26:20] * wjp doesn't seem to see anything about the linux version (if any)
[20:26:35] <Fingolfin> wjp: yup yup :-/
[20:26:40] <WumpusBusy> heh, they are really going to port it?
[20:26:50] <WumpusBusy> that would make it worth a try in its own right .-)
[20:27:15] <Kharza-kzad> the dm run stuff is really fun
[20:27:26] * Fingolfin at least will benefit from all the patches being applied to the game CD already, i.e. more stable first release; and also from the feedback of ppl here to find out if NWN is really as good as everybody hopes =)
[20:27:51] <Kharza-kzad> friend of mine built up a short fun little adventure he partly took from an old merp module. Was really fun
[20:28:09] <Fingolfin> WumpusBusy: well, that's the question. They are porting it to MacOS, but no hint that they will port it to Linux
[20:28:23] <WumpusBusy> fing- ahh, okay... well I'd be surprised... but hey :)
[20:28:32] <wjp> there was a mention of a linux client in the release notes, IIRC
[20:28:48] <WumpusBusy> apart from the defunct loki, has any commercial company made/ported games for linux?
[20:29:03] <WumpusBusy> wjp- ooh 8-)
[20:29:18] <wjp> but I can't find these specific release notes atm
[20:29:18] <Colourless> id Software :-)
[20:29:26] <WumpusBusy> heh, of course :)
[20:29:40] <Kharza-kzad> guys on my other chan say there will be a linux port
[20:29:42] <Fingolfin> http://nwn.bioware.com/about/faq8.html#8.04
[20:29:53] <wjp> and of course the FAQ still claims the release date is still unknown
[20:30:13] <Colourless> yeah as far a I know there is a linux port in the work
[20:30:15] <Colourless> s
[20:30:54] <WumpusBusy> I like that... 'on the PC' still means windows :P
[20:31:38] * WumpusBusy wonders what it is he has sitting next to his desk... I suppose a b0x :)
[20:31:46] <wjp> *grin* :-)
[20:32:09] <Colourless> This 3D role-playing game based on the 3rd Edition Dungeons & Dragons rules is expected to arrive on store shelves by the end of June, with a Linux server and client to be released around that time as well.
[20:32:19] <Colourless> i'll paste the entire comment;
[20:32:20] <Colourless> BioWare sends along a press release to announce that Neverwinter Nights has gone gold. This 3D role-playing game based on the 3rd Edition Dungeons & Dragons rules is expected to arrive on store shelves by the end of June, with a Linux server and client to be released around that time as well.
[20:32:43] <wjp> hm, around that time? that would mean somewhere in... say.. august?
[20:33:07] <wjp> hey, they use D&D rules? not AD&D?
[20:33:30] <WumpusBusy> heh, I doubt that :)
[20:33:35] <Colourless> AD&D3 is often refered to as Dungeon and Dragons 3
[20:36:36] <Kharza-kzad> yea I was a big skeptic about the 3rd edition rules
[20:36:47] <Kharza-kzad> either the rules rock or the way the game does it rocks not sure which
[20:37:01] <Kharza-kzad> biggest change I've seen is in playing a cleric
[20:37:19] <WumpusBusy> you've played pen and paper 3rd ed? or just NWN?
[20:37:21] <Kharza-kzad> a cleric in multi bg2 had to use every available slot for heals because nobody ever wanted to rest
[20:37:24] <Kharza-kzad> just nwn
[20:37:31] * WumpusBusy 's impression of the 3E rules (admittedly only from reading) is not so great
[20:37:33] <Colourless> this is from the Gold press release about availability:
[20:37:44] <WumpusBusy> I've been meaning to get into an IRC game of 3E... hmm
[20:37:51] <Colourless> The PC version of Neverwinter Nights will ship to retailers before the end of June. Linux gamers can anticipate the online release of the Neverwinter Nights server at launch and the client program shortly afterward. Linux gamers will still need the Windows version of the game to register at the Neverwinter Nights community site (http://neverwinternights.com) and to import essential game resources into their Linux server and game.
[20:37:59] <Kharza-kzad> with nwn as a cleric I take all kinds of cool spells because after each fight I can sit for 10 or 20 seconds and get my spells back without bothering anyone else
[20:38:09] <wjp> Colourless: yeah, that's the comment I remember
[20:40:56] <Colourless> the mac version os scheduled to ship "only two months after the PC version". at least it's better than some games which ship for mac well over a year later
[20:41:34] <wjp> used to spiderweb's release schedule? ;-)
[20:43:00] * Kharza-kzad ran off to get some lunch
[20:44:51] <wjp> I have to go
[20:44:52] <wjp> 'night
[20:45:03] <-- wjp has left IRC ("Zzzz...")
[20:46:33] * Colourless decides to go now too
[20:46:34] <Colourless> cya
[20:46:35] <-- Colourless has left IRC ("no comment")
[21:26:48] <-- WumpusBusy has left IRC ("Bed + book :-)")
[21:34:45] <-- orion__ has left IRC ("Client Exiting")
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[21:38:39] <RonC> back...
[21:38:51] <RonC> and hi!
[21:54:37] --- Darke|afk is now known as Darke
[21:55:05] <Darke> Hi.
[21:55:17] <-- Fingolfin has left IRC ("good night")
[21:59:19] <RonC> Eee! Still not enough money for Photoshop 7 :(
[22:01:44] * Darke chants, "GIMP!". *grin*
[22:12:02] <RonC> It just isn't as good as the adobe suite of programs :(
[22:14:05] <Darke> Fair enough. I've not really used either's feature sets to much (I just use them as relatively 'basic' drawing programs), but haven't noticed any terminal difficulties with GIMP. *grin*
[22:52:06] * Darke yawns. Compiler writing is a little teadious. Not to mention he seems to have thrown gcc into an infinate loop trying to compile one of his files...
[23:00:47] <RonC> eee not good.
[23:03:00] <Darke> At least it was being 'nice' with the CPU and only using 10Meg of memory, rather the trying to eat it all up. *grin* But yes, it would appear I've got a somewhat non-trivial bug in my code.
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[23:11:28] <Darke> Hi.
[23:13:32] <Kirben> Hi
[23:15:49] <RonC> hi