[00:05:46] <RonC> Exult Studio is plain amazing.
[00:49:03] <RonC> Absolutely no conversation :)
[00:53:28] <Darke> Nope. None what so ever. *grin*
[00:56:22] <RonC> You know, we agree. That's also amazing :)
[00:58:28] <Darke> It is? *blinkblink*
[01:19:53] <RonC> I'll let you decide.
[01:19:56] <RonC> :)
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[02:09:30] <RonC> hi
[02:24:53] <RonC> goodnight all.
[02:25:55] <Darke> Night.
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[08:22:46] --- Topic for #exult is: Exult: an open-source engine for Ultima 7: http://exult.sf.net/. Exult Release Candidate 2 has been released!
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[08:22:50] <sbx> Aah!
[08:22:52] <sbx> hi :)
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[08:23:20] --- Topic for #exult is: Exult: an open-source engine for Ultima 7: http://exult.sf.net/. Exult Release Candidate 2 has been released!
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[08:23:32] <wjp> forgot to redirect stdin from /dev/null... :-)
[08:23:37] <sbx> thanks wjp and hello
[08:23:38] <sbx> oh
[08:24:03] <sbx> what is the reason for that?
[08:24:14] <wjp> my memory isn't what it used to be?
[08:24:28] <wjp> or maybe that it's been up too long so it's been to long since the last restart?
[08:24:48] <wjp> ;-)
[08:25:02] <sbx> i mean the reason you redirect stdin
[08:25:19] <wjp> so that I can properly close the ssh connection afterwards
[08:25:37] <sbx> o h
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[12:31:41] <Colourless> hi
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[15:35:52] <wjp> hi
[15:44:16] <Colourless> hi
[16:02:36] <wjp> oh god... some /. comments are just too much... "Why doesn't Linux just reverse engineer a couple of major MS programs and implement them in Linux (by reprogramming them). With the amount of support Linux has, this shouldn't be excessively hard."
[16:02:47] <wjp> (this is in the thread on lucasarts posted on the forum, btw)
[16:04:46] <Colourless> hmm
[16:06:14] <wjp> bbl, dinner
[16:07:48] <Colourless> k
[16:16:33] <Colourless> from the description on the scummvm project summary page i can see how someone who didn't look too deeply could get confused
[16:16:38] <Colourless> the comment is "ScummVM is an implementation of LucasArts's SCUMM interpreter"
[16:17:24] <Colourless> it could be taken to mean that ScummVM is actually by LucasArts
[16:52:35] <Colourless> bbl
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[17:27:04] <wjp> hi
[17:27:19] <Kharza-kzad> gday
[17:45:47] <Kharza-kzad> I was playing around with NWN's scripting last night
[17:45:51] <Kharza-kzad> looks just like c
[18:26:08] <wjp> hm, cool. How powerful is it? (i.e., what kind of events can you script?)
[18:28:11] <Kharza-kzad> it looked like you could do just about anything
[18:28:39] <Kharza-kzad> is all the npc behavior code in usecode in the ultimas?
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[18:29:34] <Darke> Hi.
[18:29:41] <Kharza-kzad> gday
[18:29:47] <wjp> no, the daily schedules are hardcoded in the binary
[18:29:50] <wjp> morning Darke
[18:30:17] <wjp> the schedules themselves, I mean. Which NPC performs what schedule when is variable
[18:34:23] <Kharza-kzad> hmm if one were to do a serpent isle... port, wonder if it would be easier to observe in game behaviors and recode them or somehow try to convert the existing stuff
[18:35:16] <wjp> well, you can get the schedules from the game data
[18:35:34] <wjp> things like "Lord Marsten is at the town hall from 9-12am"
[18:35:47] <wjp> (fictional example, not sure if it's correct :-) )
[18:58:10] <Darke> Hmm... it would appear a 'dating agency' has invited the gcc bugs mailing list to join it. *blinkblink* Ok, so I know dating agencies are desperate, and that the steriotypical geek doesn't apparently have much of a social/dating life, but still... that's just _desperate_. *grin*
[18:58:51] <wjp> hehe :-)
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[19:00:37] <RonC> hi everyonr.
[19:00:41] <wjp> hi
[19:00:52] <Darke> Hi.
[19:01:56] <RonC> Island's coming along good. I'm about to start the basic usecode.
[19:03:06] <wjp> cool, let me/us know when you have any questions :-)
[19:03:27] <wjp> and/or requests and/or suggestions, for that matter :-)
[19:03:48] <wjp> Darke: feel like replying to Ignitus in the 'paperdoll questions' thread?
[19:04:31] <wjp> basically explaining the relations between inventory and usecode... *sigh* :-)
[19:07:08] <Darke> wjp: *grin* As you wish.
[19:07:21] <wjp> too late... I'm already writing an essay now :-)
[19:07:32] * Darke cackles. Enjoy!
[19:07:42] <wjp> What would you say is the main reason for not adding more inventory slots to BG?
[19:08:46] <Darke> It would break BG's original paperdoll system, wouldn't it? AFAIK, we can't easily stick more 'slots' on it.
[19:09:25] <wjp> yeah, that's what I replied earlier too
[19:09:44] <Darke> Then there's the "*gasp!* You've _changed_ something! We want it back like the original!" crowd. *grin* I'm pretty sure it wouldn't be easy to make it optional either.
[19:10:05] <wjp> no, and it would make savegames incompatible between the two versions
[19:10:15] <wjp> (if you make it optional, I mean)
[19:11:31] * Darke nods. Unless we just added 'null' fields into the savegame file. And even then, if you loaded up a 'more slots' save into a 'less slots' game, or even switched between them, you'd loose items.
[19:11:59] * wjp wonders what Jeff just committed exactly
[19:13:02] * wjp also wonders if that reply from Andrew Sutton was talking about the same thing
[19:16:41] <wjp> hmm... correct me if I'm wrong... but isn't this accomplishing the same thing that global pointers would do, but in a more confusing/hack-ish way?
[19:17:05] * Darke eh?s
[19:17:14] * Darke pokes the cvs.
[19:19:45] <wjp> anything wrong?
[19:19:58] <Darke> Nope. I just didn't have the latest cvs tree. *grin*
[19:22:37] <Darke> It's technically 'better' then global pointers, since only the classes you derive from Game_singletons have access to the pointers (unless you just create a global 'Game_singletons single' object). So you in theory have all the 'power' of global data, whilst still having most of the benefits of 'non-global' data, restricting it to access in specific areas.
[19:23:44] <wjp> yeah... about the same level of restriction as extern-ing the constants only in specific .cc files :-)
[19:25:11] <Darke> Only if 'one .cc file'=='one class'. *grin* Which certainly isn't the case for most code I've looked at.
[19:25:19] <wjp> true
[19:54:01] * Darke points to the latest in the 'Paperdoll Questions' thread. *grin*
[19:54:49] <wjp> eek... not Artaxerxes too... ;-)
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[20:37:06] * Darke thinks inventory managment is a 0/1/infinate 'problem'. You either don't have it, give them one 'option', or make it infinately flexable. *grin*
[20:38:06] * wjp nudges a few a's out of the way and replaces them by i's
[20:38:14] <wjp> ;-)
[20:38:42] * Darke blahs. He blames that on it being 'morning' too. *grin*
[21:26:39] * Darke wonders how difficult it would be to add sitting to U8... *grin*
[21:34:06] <wjp> if Colourless makes 3d models for the NPCs, it might just be doable :-)
[21:36:14] <Darke> I wonder how you'd control animation of 3d models in usecode. *grin*
[21:36:33] <wjp> ack :-)
[21:37:38] <Darke> `push Xdelta; push Ydelta; push Zdelta; push npc; calli NPC::Move()`? *grin*
[21:38:18] <Darke> Since all the byte/word/dwords seem to be signed that shouldn't be a problem. *grin*
[21:38:40] <wjp> push string "sitting.mesh"; calli load_mesh();? ;-)
[21:39:06] * Darke urks. That works.
[21:39:18] <Darke> The phrase 'ineligant' comes to mind. *grin* But it works.
[21:39:39] * wjp shoves an i aside, and drops an e into place ;-)
[21:40:07] * Darke blames that on being distracted. *grin*
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[22:23:28] <RonC> hi all
[22:23:59] <wjp> hi again
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[22:24:16] <RonC> hi
[22:24:37] <Darke> Hello again. *grin* .au has been having some nasty netsplits recently.
[22:24:53] <RonC> Netsplits?
[22:26:47] <Darke> Two irc servers temporarially losing their connection with one another, it happens regularly. The servers usually reconnect within a couple of minutes, but for some reason the servers in .au (brin, huxley, jordan and simak) have been very slow to reconnect, taking the better part of half an hour or so, sometimes.
[22:27:17] <wjp> that's what these messages mean: "<-- Darke has quit (capek.openprojects.net irc.openprojects.net)"
[22:32:34] <RonC> Ah, I must not have used IRC enough to hear that term.
[23:17:04] <wjp> *yawn*... time for some sleep
[23:17:06] <wjp> 'night
[23:17:08] <Darke> Night!
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