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[11:00:05] <Colourless> sigh, uploading 1.7 mb files over modem is 'fun fun fun' :-)
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[11:00:43] <wjp> hi
[11:01:58] <Colourless> hi
[11:02:08] <Colourless> wjp: i'm uploading the win32 release now
[11:02:25] <wjp> with the critical bug you mentioned on the ML fixed? ;-)
[11:02:35] <Colourless> no :-)
[11:02:39] <DarkeZzz> Colourless: *blink* It is?!? So whips and chains are your idea of a perfect holiday? *blinkblink*
[11:03:14] * DarkeZzz urms and denies ever saying that!
[11:03:29] <Colourless> hey darke, it all depends on what's being done with the whips and chains
[11:03:54] * DarkeZzz tries to look innocent, making various 'no comments'.
[11:04:14] * wjp considers looking at the logs but decides not to :-)
[11:05:00] <Colourless> if you look, you'll be disappointed :-)
[11:05:59] <DarkeZzz> At least it's not going into the 1.1beta's quotes file anyway. *grin*
[11:06:24] <Colourless> :-)
[11:07:06] <DarkeZzz> So this means I'll be forced to closely examine every exult-cvs commit, to make sure you haven't slipped an out-of-comment quote from me into it? *paranoidlook*
[11:07:50] <Colourless> why, it implies more about me then you :-)
[11:08:01] <Colourless> you said it, but it's about me :-)
[11:10:38] * DarkeZzz looks innocent and doesn't know *what* you're talking about!
[11:17:03] * wjp is disappointed over the logs
[11:17:25] <wjp> DarkeZzz: what, you don't already closely examine all exult-cvs mail?
[11:17:28] <wjp> *shock*
[11:18:36] <DarkeZzz> wjp: Nope. I don't actually get it at the moment, I forgot to renew it after changing addresses. Of course, I'm remidying that oversight now. *grin*
[11:20:43] <Colourless> win32 released
[11:22:02] <Colourless> and the win32 release already has as many downloads as the .tar.gz... which is none :-)
[11:22:17] <wjp> download stats are broken
[11:23:01] <DarkeZzz> Of course they are! We're doing an exult release, right?
[11:23:12] <DarkeZzz> It's tradition!
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[13:15:09] <`daniel> cya
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[17:01:29] <ShadwChsr> hey :)
[17:02:03] <wjp> hi
[17:05:21] <SB-X> hello
[17:06:14] <ShadwChsr> I dont suppose anyone here has ever used direct-x <grin>
[17:07:42] <wjp> not me
[17:10:05] <ShadwChsr> its doing really weird things like stretching my sprites 60% smaller
[17:10:13] <ShadwChsr> yet all my specified coordinates are fine
[17:19:56] <wjp> well, are you sure of that? :-)
[17:20:47] <wjp> do you have the right units? passing params in the right order?
[17:45:53] <ShadwChsr> Well, you don't pass coordinates to directx
[17:45:59] <ShadwChsr> you create a vertex buffer and texture coordinates
[17:46:06] <ShadwChsr> I checked those 10 times over and they're perfect :)
[17:46:29] <ShadwChsr> Whats happening is that sprites of the "normal" isometric tile size render fine. If one is "higher", like a tree, etc, it doesnt ;(
[17:50:00] <ShadwChsr> gotta be something weird like an incorrect matrix transformation or something
[18:07:55] <wjp> bbl, dinner
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[18:31:09] <wjp> back
[18:31:12] <wjp> and wb :-)
[18:31:22] <Colourless> thx and wb :-)
[18:31:29] <wjp> thx :-)
[18:31:36] <Colourless> of course you might be lying :-)
[18:31:48] <wjp> I'm still gone?
[18:32:02] <Colourless> you might not have even left
[18:32:20] <wjp> my stomach is substantially fuller now than it was 30 minutes ago :-)
[18:32:30] <Colourless> so you say :-)
[18:32:30] <wjp> that generally indicates that I had dinner ;-)
[18:39:23] <Colourless> ShadwChsr: your directx problem. is your matrix orthogonal or perspective?
[18:39:41] <ShadwChsr> orthogonal
[18:39:47] <Colourless> od
[18:39:49] <Colourless> d
[18:40:06] <ShadwChsr> D3DXMatrixOrthoLH(&ortho2D, static_cast<float>(_displayWidth), static_cast<float>(_displayHeight), -1000.0f, 1000.0f);
[18:40:09] <ShadwChsr> hr = _d3dDevice->SetTransform(D3DTS_PROJECTION, &ortho2D);
[18:40:17] <Colourless> are you sure you are doing your texture coords correctly
[18:40:20] <olivieryk> 1000.0f ??
[18:40:32] <Colourless> are you attempting to use non pow2 dimention textures?
[18:40:49] <ShadwChsr> Well at first I wasn't sure about the texture coordinates (my second guess), but they're easy, 0.0 and 1.1 ;)
[18:41:13] <olivieryk> ShadwChsr: don't forget the 0.5 offset when mapping to texels
[18:41:26] <ShadwChsr> Im not sure what a non pow2 dimension texture is, but they're just standard "managed" textures created using D3DXCreateTextureFromFileInMemory
[18:41:30] <Colourless> you don't need to bother about the 0.5 offset
[18:41:40] <ShadwChsr> I didn't do the 0.5 offset
[18:42:00] <olivieryk> Colourless: well you do, or else coast to coast textures will screw up
[18:42:14] <Colourless> IF you have bilinear filtering enabled
[18:42:14] <ShadwChsr> My vertex buffers are set so that 0,0 is the "center" of the isometric tile
[18:42:42] <Colourless> when you create your textures, what do you specify for your width and height?
[18:42:42] <olivieryk> Colourless: not necessarily as far as i remember
[18:42:43] <ShadwChsr> for tiles that have "overdraw" (stuff higher than the tile, trees, walls, etc), I use higher negative values
[18:42:59] <ShadwChsr> I used the debugger and checked the VB coordinates, and they match up perfectly to what they should be
[18:43:28] <ShadwChsr> So I'm kind of doubting its my vertices or texture coordinates... but its strange, because normal isometric tiles draw perfectly
[18:43:48] <olivieryk> shad: what's this 1000.f stuff in your D3DXMatrixOrthoLH() call ?
[18:43:57] <Colourless> that's z buffer
[18:44:27] <Colourless> ShadwChsr: again, what do you specify for the width and height for your called to CreateTexture
[18:44:38] <olivieryk> the need for a z buffer in an ortho matrix is beyond me :)
[18:45:08] <Colourless> then you are not 'thinking'
[18:45:24] <Colourless> just because you aren't doing a pespective divide
[18:45:25] <olivieryk> probably not as much as you ;)
[18:45:35] <Colourless> doesn't mean you don't want per pixel hidden surface removel
[18:45:49] <Colourless> orthogonal just isn't used for sprite based isometric games
[18:46:09] <ShadwChsr> the 1000f is so I can switch to a non-sprite based renderer and render, say, 3d walls integrated into the 2d sprites
[18:46:20] <ShadwChsr> but I'm not using that code anymore (right now)
[18:46:26] <Colourless> exactly, when doing 3d drawing you still want a z buffer
[18:46:55] <ShadwChsr> I'm not passing texutre sizes to CreateTexture... I'm using D3DXCreateTextureFromFileInMemory, which does that for me
[18:47:05] <olivieryk> i've used 2D and 3D code in the same scene and never needed to specify 1000.0f in the orth transform
[18:47:08] <ShadwChsr> I just pass it the PNGData in a char* and it's length
[18:47:24] <wjp> hmm.. but I assume it won't fill an entire texture, but just a part of it
[18:47:26] <Colourless> ShadwChsr, ah ha
[18:47:32] <Colourless> do this for one example sprite that doesn't work
[18:47:48] <wjp> so you need to know the texture coords of the image in the texture, I would guess
[18:48:04] <ShadwChsr> Hmmmmm yeah I guess you're right
[18:48:07] <Colourless> call IDirect3DTexture9::GetLevelDesc for level 0
[18:48:22] <ShadwChsr> (yeah I'm already getting the real texture size ;-)
[18:48:30] <ShadwChsr> but that doesn't explain why my smaller texture worked, it's not a multiple of 2
[18:48:35] <wjp> what's a "level" in relation to a texture?
[18:48:40] <Colourless> then for your texture coords use Width/RealWidth and Height/RealHeight
[18:48:49] <olivieryk> wjp: a mipmap level, a resolution
[18:48:56] <wjp> ah, k
[18:48:58] <Colourless> where width = Desc.Width
[18:49:14] <ShadwChsr> Ok I'll try that, I can't believe I was braindead and missed that, I guess it was a fluke it worked earlier :)
[18:49:17] <Colourless> and RealWidth is the width of your sprite
[18:49:34] <Colourless> are your tiles using say 64x64 sized texture?
[18:50:04] <ShadwChsr> no
[18:50:08] <ShadwChsr> 623x32
[18:50:09] <ShadwChsr> err
[18:50:10] <ShadwChsr> 62x32
[18:50:50] <wjp> 62x32 is very close to 64x32; would you notice the difference?
[18:51:24] <olivieryk> ShadwChsr: why using a non multiple of 2 for tiling? the textures will have to overlap
[18:51:30] <wjp> s/multiple/power/
[18:51:59] <Colourless> olivieryk: that wont be a problem
[18:52:03] <ShadwChsr> ahhh yeah I guess you're right :)
[18:52:14] <Colourless> s/wont/shouldn't
[18:52:17] <olivieryk> Colourless: it's not a problem it's just an unnecessary complication
[18:52:24] <ShadwChsr> this shouldnt take long to fix, just a sec ;)
[18:52:39] <Colourless> ultima8 uses 62x32
[18:52:49] <ShadwChsr> Really?
[18:53:05] <wjp> ues
[18:53:05] <Colourless> yes
[18:53:08] <wjp> s/u/y/
[18:53:16] <olivieryk> yes/no/exit
[18:53:17] <olivieryk> lol
[18:53:28] <wjp> some are 63x32
[18:53:36] <ShadwChsr> That's an unusual coincidence ;)
[18:53:39] <olivieryk> just for fun ;)
[18:53:46] <Colourless> 62x32 actually fits together no problems at all
[18:54:02] <ShadwChsr> Theres a free online game written by one of the devs of Ultima 6, and it has alot of patched art for it.
[18:54:15] <ShadwChsr> I worked with another patcher artist for that game and got permission to use his awesome art
[18:54:29] <wjp> which game?
[18:54:32] <ShadwChsr> That one game uses 62x32... so I don't think its a conicidence in that case <grin>
[18:54:54] <ShadwChsr> some game called furcadia, its basically just a MUD with a graphical display you walk around in <shrug>
[18:54:59] <ShadwChsr> Personally I find it boring :)
[18:55:21] <wjp> name sounds kind of familiar :-)
[18:55:31] <ShadwChsr> I believe the person who made it was/is "Dr Cat"
[18:55:36] <ShadwChsr> who is also a character in U6
[18:55:39] <Colourless> wjp: sounds like somehting darke would be involved with
[18:55:47] <wjp> yes... :-)
[18:56:33] <olivieryk> so 1.1 in on track ? ;)
[18:56:35] <olivieryk> is
[18:56:56] <Colourless> olivieryk: in case you were wondering. I wrote an OpenGL renderer for pentagram's mapdisp, and i think you'll find that it works pretty similar to ShadwChsr's engine
[18:57:20] <ShadwChsr> btw: I posted about a dozen bug reports, I hope you guys don't think I'm being a picky bastard ;)
[18:57:25] <ShadwChsr> If I get some time I'll try to help
[18:57:31] <ShadwChsr> just gotta compile first :)
[18:57:33] <olivieryk> Colourless: ok
[18:58:05] <Colourless> ShadwChsr: you using dx8 or dx9?
[18:58:15] <ShadwChsr> 9
[18:58:20] <ShadwChsr> 9.0a more accurately
[18:58:20] <olivieryk> Colourless: i'm not fluent in 3D, just know enough for my needs for the moment
[18:58:27] <Colourless> cool
[18:58:41] <wjp> ShadowChsr: about the photoshop/psp issue... I would think it's just lack of RAM
[18:58:58] <ShadwChsr> I have 256, but that could be
[18:59:07] <ShadwChsr> but it happens even when I dont have anything loaded in the app
[18:59:16] <ShadwChsr> maybe its a video driver bug
[18:59:19] <Colourless> we don't take responsibilty for our programs not cooperating with 3d party programs :-)
[18:59:24] <wjp> could be... not an exult issue, anyway
[18:59:25] <Colourless> what is the problem exactly?
[18:59:30] <wjp> http://sourceforge.net/tracker/index.php?func=detail&aid=775431&group_id=2335&atid=102335
[18:59:56] <Colourless> s/3d/3rd/
[18:59:57] <ShadwChsr> Basically, when I have PSP or Photoshop open, and i load exult, the main screen which fades in the exult logo goes about 0.5 fps ;)
[19:00:20] <ShadwChsr> harddrive doesn't thrash either
[19:00:35] <Colourless> it's not a memory issue, but probably a cpu issue
[19:00:40] <Colourless> load one of the program
[19:00:49] <Colourless> then load taskman to see your cpu usage
[19:01:09] <ShadwChsr> just a sec
[19:02:14] <ShadwChsr> Yeah it went to 100
[19:02:21] <wjp> problem solved :-)
[19:02:23] <ShadwChsr> oh and when I alt-tabbed out of full screen mode in exult, PSP crashed
[19:02:24] <ShadwChsr> :)
[19:02:44] <ShadwChsr> Why would it spike my CPU when both are loaded though?
[19:02:52] <ShadwChsr> Ah well, probably a driver thing, like I said ;)
[19:02:52] <Colourless> not 'our' problem :-)
[19:03:00] <ShadwChsr> :)
[19:03:05] <Colourless> complain to them :-)
[19:03:26] <wjp> http://sourceforge.net/tracker/index.php?func=detail&aid=778019&group_id=2335&atid=102335
[19:03:34] <wjp> Colourless: feel like replying to that one? :-)
[19:03:51] <ShadwChsr> It works fine here ;P
[19:04:05] <ShadwChsr> then again I'm on XP
[19:04:18] <ShadwChsr> it only crashes when I click on a certain font file :)
[19:04:59] <ShadwChsr> I'm really curious about this one: http://sourceforge.net/tracker/index.php?func=detail&aid=775450&group_id=2335&atid=102335
[19:05:54] <ShadwChsr> Is it just because the midi instrument they used way back then sounded good on a SB Pro but turns into chopped liver when you have better midi tables or synths?
[19:06:32] <ShadwChsr> I should go dig out my SB Pro and record the old midis hehehe ;)
[19:07:01] <Colourless> wjp: feel like? no. but i will anyway
[19:09:06] <Colourless> ShadwChsr: have you changed your Midi Conversion options?
[19:09:13] <Colourless> set it to general midi
[19:09:48] <ShadwChsr> I see an SB Live! MIDI UART
[19:10:06] <ShadwChsr> Another 2 are Live! Synth, and the Microsoft Synth (from DirectMusic, I believe)
[19:10:18] <ShadwChsr> Or do you mean in-game?
[19:10:22] <Colourless> in game
[19:10:26] <ShadwChsr> I tried all the different midi-conversions and they all sound the same
[19:10:32] <ShadwChsr> It's set to GM right now
[19:11:38] <Colourless> question 2: are you by anychance using the general midi music patch?
[19:12:21] <ShadwChsr> Not sure what that is, so I'm going to say probably not :)
[19:12:41] <ShadwChsr> I'm using the non-Roland sound files, but other than that its an "out of the box" exult config ;)
[19:13:38] <Colourless> go into exult. press alt-1
[19:13:49] <Colourless> tell might which number it is
[19:13:53] <Colourless> music or sfx?
[19:14:09] <Colourless> i think it's an sfx personally
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[19:14:26] <x-argent> hi!
[19:14:42] <Colourless> i don't play with sfx enabled (cause i don't like them)
[19:14:46] <wjp> hi
[19:15:13] <wjp> in fact, COLOURLESS_REALLY_HATES_THE_BG_SFX ;-)
[19:16:26] <ShadwChsr> Listen to 96
[19:16:50] <ShadwChsr> what is that sound? In the trinsic and other towns i hear it ALL the time, it sounds weird, like it was supposed to be a bird but it got corrupted
[19:16:57] <ShadwChsr> (the sound file, not the bird ;)
[19:17:29] <ShadwChsr> Found it! #123
[19:17:36] <ShadwChsr> UGH its horrible
[19:17:37] <ShadwChsr> ;)
[19:18:03] <Colourless> since it's not a midi problem, complain to someone else :-)
[19:18:18] <ShadwChsr> wjp..? hehe
[19:18:34] <ShadwChsr> If you cant fix the sound effect at least fix combat so it doesn't play it... I could go deaf hehehe
[19:22:09] <ShadwChsr> I'll stop whining now, sorry :)
[19:22:26] <Colourless> i don't hear it
[19:28:40] <Colourless> wjp: that exult studio win2000 problem bug was submitted on the 26th... i fixed the problem on the 24th
[19:28:46] <wjp> I know :-)
[19:28:54] <wjp> that's why I asked if you felt like replying :-)
[19:29:15] * Colourless sets resolution to 'out of date' :-)
[19:29:31] * Colourless also notes that jsf is assigned this bug :-)
[19:29:47] <wjp> yes... the submitter must've done that somehow
[19:30:01] <wjp> since there's no record of it changing
[19:30:30] <wjp> or does Jeff get ExultStudio items auto-assigned?
[19:30:46] <wjp> ah, yes, that's it
[19:33:35] <ShadwChsr> wooohoo! Thanks Colourless, the texture coordinate issue is fixed now :-)
[19:33:43] <ShadwChsr> I'm going to need to start a thanks.txt today <grin>
[19:34:00] <ShadwChsr> both of you have helped alot :)
[19:34:24] <Colourless> when a bug is closed do the attachments get deleted?
[19:35:14] <Colourless> no doesn't look like it
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[20:36:52] <ShadwChsr> Any idea why my direct-x Y coordinates are upside down? :P
[20:37:19] <Colourless> yes because it's more logical with the origin being bottom left
[20:37:40] <ShadwChsr> Theres no workaround where I can flip that, is there? :-)
[20:37:48] <Colourless> no
[20:37:55] <ShadwChsr> Ok :)
[20:38:08] <Colourless> you've just got to live with it
[20:38:53] <ShadwChsr> One of my VB's Y coordinates were upside down, wanted to make sure I couldn't simply it before fixing the bug
[20:38:58] <ShadwChsr> wasnt sure if a matrix transformation would do it
[20:39:13] <Colourless> well, the matrix can be made to do it
[20:39:41] <ShadwChsr> Should I rotate the axis? :)
[20:40:10] <Colourless> no
[20:40:42] <Colourless> if you are talking about your screen coords being a problem
[20:41:25] <Colourless> just change your call to D3DXMatrixOrtho
[20:42:39] <ShadwChsr> my 3d knowledge leaves a lot to be desired :)
[20:43:04] <ShadwChsr> change it to RH?
[20:43:09] <Colourless> instead of using D3DXMatrixOrthoLH you should use D3DXMatrixOrthoOffCenterLH
[20:43:56] <Colourless> you'd make it D3DXMatrixOrthoOffCenterLH(&ortho2D, -width/2, width/2, height/2, -height/2, -1000.0f, 1000.0f)
[20:45:14] <ShadwChsr> Ahhhh cool that saves me from having to translate everything so that they're aligned with the top-left part of the screen instead of the center
[20:50:03] <ShadwChsr> Something is still wacky, arg
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[20:55:23] <Dominus> Colourless: about attached files on closed bug reports: that was one of the reasons I gave notice when I went on cleaning trip down closed bugs. As everytime I delete a file the people once assigned to this bug got a message of it changing...
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[20:57:43] <ShadwChsr> wjp, you here?
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[20:58:05] <ShadwChsr> wb
[20:58:12] <ShadwChsr> Thanks for your help yet again :)
[20:58:19] <Colourless> thx
[20:58:21] <Colourless> np
[20:58:25] <ShadwChsr> Textures are off by one pixel but I imagine thats something I can manage :)
[20:58:39] <ShadwChsr> probably just texel mapping issues
[21:00:21] <ShadwChsr> muhahahhaa its alive its alive ;)
[21:03:17] <ShadwChsr> Going hiking, ttyl
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[21:03:56] <Colourless> ttyl?
[21:04:00] <wjp> talk to you later
[21:04:08] * wjp is here now, but obviously a bit too late
[21:04:18] <Colourless> never heard of that one before
[21:07:50] <wjp> http://sourceforge.net/tracker/index.php?func=detail&aid=770552&group_id=2335&atid=102335
[21:08:06] <wjp> I think that was ok now, right?
[21:09:10] <Colourless> yes
[21:33:24] <wjp> how much time does sleeping 8 hours in exult cost for you?
[21:34:45] <wjp> for Shadowchaser about a minute apparently
[21:34:52] <wjp> for me only a couple of second
[21:34:53] <wjp> s
[21:35:48] <Dominus> 5s
[21:35:53] <Dominus> about
[21:36:57] <Colourless> prety quick here
[21:37:30] <Colourless> does it stay along time at the black screen
[21:37:39] <Colourless> or do the fades take a long time
[21:37:44] <Colourless> or doesn't he say at all
[21:38:00] <wjp> http://sourceforge.net/tracker/index.php?func=detail&aid=775434&group_id=2335&atid=102335
[21:38:55] <Colourless> i imagine its just staying black
[21:39:20] <Colourless> we obviously can't duplicate it
[21:39:47] <Dominus> and again that discussion if the balance serpent is shwon regardless if you have sfx enabled or not
[21:40:36] <Colourless> ok, if i set the fps in gameplay options to '2' it takes a very long time to be woken up
[21:41:27] <Dominus> there we have an answer
[21:42:54] <Dominus> I'd really like to have a savegame of when the serpent speaks to you in the original
[21:43:06] <Colourless> it is supposed to overlay the serpenrt
[21:44:02] <Dominus> I think Jeff answered on occasions that usecode is saying no when sfx is enabled... (or something like that)
[21:44:36] <Colourless> the serpents are always shown. the is sfx stuff is in our code btw afaik :-)
[21:44:44] <wjp> as for the "2 Ernestos" bug report... the savegame that's attached was created by 1.1 snapshot from 6 July, and last saved by Exult 1.0
[21:44:58] <Colourless> uh. unwise
[21:45:11] <Dominus> I wanted to tell sb-x anyway that those should not be done
[21:45:27] <Dominus> and I *think* I even have it in the Faq
[21:45:30] <Dominus> somewhere
[21:45:38] <Dominus> I mean shadowchaser
[21:45:43] <Dominus> sorry SB-X
[21:45:46] <SB-X> heh what?
[21:45:49] <SB-X> okay
[21:46:12] <wjp> kind of an annoying first impression in SI: the avatar shows up under the chairs :-)
[21:46:33] <Dominus> I'd say reject that bug report (double ernesto)
[21:46:36] <Colourless> can someone make a news update saying 1.1Beta1 has been released :-)
[21:47:00] <Colourless> and update the files page
[21:47:19] <Dominus> oh, I got to go to bed...
[21:47:24] <Dominus> :-)
[21:47:35] <Colourless> so do i :-)
[21:47:38] <wjp> hm, yes, me too :-)
[21:48:28] <Dominus> I dread the "how do I get ogg-music to work" support requests...
[21:50:16] <Colourless> Help me! How do i get ogg-music to work?
[21:51:10] <Dominus> read the readme ...
[21:51:26] <wjp> I did! But it only mentions Exult, and nothing about ogg music!
[21:52:44] <Dominus> seriously I tend to stay away as far as possible from the fdownload page
[21:56:07] <Colourless> i had probably better be off now
[21:56:09] <Colourless> cya
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[21:58:43] <Dominus> wjp: we have a little bug in the savegame gump
[21:59:11] <wjp> we do?
[21:59:16] <Dominus> when the name of the avatar is too long it wraps to a second line and then everything else shifts a line down
[21:59:32] <wjp> oh, that's kind of bad
[21:59:43] <Dominus> see the savegame in the banquet hall bug
[22:00:20] <Dominus> or set the avatar name to Ebbaro Spakkatut
[22:01:31] <Dominus> just looks bad, the party member pictures are at the right spot again...
[22:01:56] <wjp> well, you know the drill :-)
[22:02:08] <wjp> submit a bug reports, assign it to Colourless ;-)
[22:02:11] <Dominus> should I?
[22:02:40] <Dominus> also Boydon in the party overlaps to the stats above...
[22:02:52] <wjp> with a long avatar name?
[22:03:00] <Dominus> no always
[22:03:07] <Dominus> his shape is bigger than others
[22:03:43] <Dominus> I'm sure that banquet hall bug is triggered by the long avatar name
[22:03:50] <Dominus> :-)
[22:04:13] <wjp> hmmm... :-)
[22:05:52] <Dominus> we need a fresh set of savegames of both games, played through with the 1.1.x branch...
[22:07:08] <SB-X> what do you need those for?
[22:07:56] <SB-X> i have an old set
[22:07:58] <Dominus> for checking against savegames submitted with bug reports
[22:08:07] <SB-X> oh
[22:08:09] <Dominus> and we need someone to play through the games again...
[22:15:06] <wjp> yeah
[22:21:06] <Dominus> hmm, can'T even remember my own entries in the feature request checker...
[22:22:48] <Dominus> http://sourceforge.net/tracker/index.php?func=detail&aid=502113&group_id=2335&atid=352335 -> can't remember that one especially
[22:24:57] <Dominus> hey wjp, what about that one? http://sourceforge.net/tracker/index.php?func=detail&aid=546546&group_id=2335&atid=352335
[22:26:04] <wjp> hm, that's quite old
[22:26:17] <wjp> still a nice idea, though
[22:26:28] <Dominus> exactly
[22:30:38] <wjp> yikes... that's a _lot_ of feature requests
[22:31:20] <Dominus> I still think I have some clever feature requests,like being able to view the codex of wisdom, or cleaning up Lake loch after that little petition quest....
[22:33:17] <wjp> pity they'd take quite a lot of time :-)
[22:33:35] <Dominus> yup
[22:33:45] <wjp> anyway... sleep :-)
[22:33:59] <-- wjp has left IRC ("Zzzz...")
[22:34:03] <Dominus> sleep well
[22:47:51] <-- Dominus has left IRC ("enough for now")
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