#exult@irc.freenode.net logs for 27 Mar 2003 (GMT)

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[00:00:05] <Fingolfin> same for 2.95.2 on debian 2.2
[00:00:06] <Yuv422> they probably have to pad it out to 32 bits before it can be used.
[00:00:17] <Fingolfin> makes no sense
[00:00:24] <Fingolfin> 4 bytes on an ultra sparc
[00:00:35] <Fingolfin> with 2.95.4 / debian 3.0
[00:01:13] * Yuv422 wonders where Fingolfin is getting these vaules from? (SF compile farm?)
[00:01:17] <Fingolfin> yup
[00:01:29] <matto|wookin> they have a compile farm?
[00:01:31] <Fingolfin> the thing is, making it the size of an int for speed reasons seems kinda bogus for me
[00:01:55] <Yuv422> I use bool for size.
[00:01:59] <Fingolfin> I'd expect bools' to be 1 byte, period. In the end of the day, they should only use one bit, of coruse, but that's another matter =)
[00:02:08] <matto|wookin> I expect bools to be 1 bit :)
[00:02:23] <Fingolfin> well you can always return to the good ol' C days and typdef char BOOL
[00:02:40] <Yuv422> heheh I just ripped all that out from Nuvie.
[00:02:43] <Yuv422> :(
[00:02:49] <matto|wookin> Nubie?
[00:02:59] <Fingolfin> and if you have many bools in a single structs, then you can even get away with bits, C(++) allows you do that cleanly, after all (bitfields)
[00:03:06] <Yuv422> nuvie.sf.net/
[00:03:10] <matto|wookin> oh?
[00:03:23] <matto|wookin> never heard of that before, fin
[00:04:09] <Yuv422> is a bitfield a datatype in C++?
[00:09:44] <Fingolfin> well you can decalre something like this: struct{ unsigned foo:3; unsigned bar:4; unsigned qux:1; } foo;
[00:09:49] <Fingolfin> and it *should* only need 1 byte
[00:09:58] <Fingolfin> but I see that at least here it is 4 bytes, too ?!?
[00:10:39] <Fingolfin> and this has sizeof 12, even though it should only be 3*17 = 51 bits, i.e. 7 or 8 bytes
[00:10:41] <Fingolfin> struct {
[00:10:41] <Fingolfin> unsigned foo:17;
[00:10:41] <Fingolfin> unsigned bar:17;
[00:10:41] <Fingolfin> unsigned qux:17;
[00:10:41] <Fingolfin> } bar;
[00:10:43] <Fingolfin> weird
[00:10:58] <Fingolfin> maybe if make it used "packed" alignment <shrug>
[00:13:25] <Fingolfin> ahh
[00:13:38] <Fingolfin> see "man cc" and -mno-bit-align / -mbit-align
[00:15:05] <matto|wookin> interesting ...
[00:15:12] <Fingolfin> however, these options lead to
[00:15:17] <Yuv422> a lot of alignment options.
[00:15:19] <matto|wookin> not exactly practical to do that though hehe
[00:15:19] <Fingolfin> cc1plus: invalid option `bit-align'
[00:15:36] <Fingolfin> actually a lot of stuff used to use these bitfields when it came down to save space
[00:15:53] <Fingolfin> it can be pretty handy if you only need a fixed number of bits and access speed is not super criticial
[00:16:06] <matto|wookin> the keyword being 'used' to ... hehe
[00:16:34] <Fingolfin> well
[00:16:42] <Fingolfin> I still know software which *does* relay on it being packed data
[00:17:05] <Fingolfin> e.g. many of the Foundation and AppKit... i.e. integral OS X APIs...
[00:17:07] <Fingolfin> or SC2
[00:18:15] <Yuv422> is the default -malign-power ??
[00:18:25] <BET-frogger> __attribute__ ((packed));
[00:18:40] <Fingolfin> Yuv422: probably
[00:18:59] <Fingolfin> BET-frogger: yes I know, but IMHO it's weird to have this strange default behaviour for bitfields
[00:19:06] <BET-frogger> if you add this after the struct { lalala}
[00:21:29] <Yuv422> will gcc pack in the order you listed the members in the definition?
[00:24:04] <Fingolfin> yes, the standard requires that even, I think
[00:24:15] <Fingolfin> BET-frogger: you can also use a #pragma, yeah
[00:25:02] <BET-frogger> Fingolfin does a pragma effect all struct?
[00:25:31] <Fingolfin> it changes the behaviour from that point onward (until it gets changed by the next #pragma align)
[00:28:17] <BET-frogger> with packet attribute, gcc will not allign to 32 bit or some other architecture dependent things, the struct is exactly in mem as you defined it
[00:29:04] <BET-frogger> this is important assembling ethernet paket for example....
[00:34:15] <BET-frogger> should align myself to the horizontal now...good night
[00:34:28] <Yuv422> cya
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[01:48:51] <Servus> ?seen coren
[01:48:51] <exultbot> I haven't seen coren lately
[01:48:52] <Servus> heh.
[02:04:05] <Quester> ?seen colourless
[02:04:05] <exultbot> colourless left IRC around Wed Mar 26 13:06:08 2003 (GMT) ("casts invisibility")
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[05:06:33] <Colourless> gretting minions
[05:26:51] <Matt_O> hello master
[05:27:48] <Colourless> 'bout time
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[06:27:42] <Yuv422> hi
[06:37:46] <Matt_O> hi yuv
[06:37:53] <Matt_O> tell me.. can opengl handle YUV textures?
[06:38:25] <Yuv422> it would be nice. :) I'm no opengl expert though.
[06:38:35] <Matt_O> .. you disappoint me, Mr. Anderson.
[06:39:18] <Yuv422> are you displaying some video on a surface?
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[06:41:56] <Matt_O> a friend is trying to do so in direct3d
[06:42:00] <Matt_O> so it got me thinking ..
[06:43:31] <Yuv422> As most graphics cards have builting support for YUV formats I'd say that they would support it on a hardware level at least. opengl might not be as flexible.
[06:43:37] <Yuv422> built in
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[07:34:48] <Yuv422> heheh I just went to add Nuvie to the open directory project. Someone has already submitted it for me. :)
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[09:17:05] <Servus> one-pass multitexturing:-)
[09:17:42] <Servus> yes i know the current lightmap looks like crud and the heightmap is boring,but hey!
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[09:32:40] <Quester> hi all
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[10:30:11] <Servus> ?seen exultbot
[10:30:11] <exultbot> That's me!
[10:32:56] * SB-X gives exultbot a biscuit.
[10:33:20] <Yuv422> ?seen Yuv422
[10:33:20] <exultbot> That's you!
[10:34:10] <SB-X> ?seen Matt_O
[10:34:10] <exultbot> matt_o is right here!
[10:35:19] <Servus> (look what ive started)
[10:41:11] <Yuv422> anyone want to take a stab at a problem I'm having?
[10:41:20] <Yuv422> http://nuvie.sourceforge.net/screenshots/blacking.png
[10:41:39] <Yuv422> http://nuvie.sourceforge.net/screenshots/blacking1.png
[10:42:03] <Yuv422> I need to reshape the walls when the blackout border changes.
[10:42:25] <Yuv422> in blacking1.png you can see the wall tiles need to be changed.
[10:44:06] <Servus> i dont remember those weird little corners at all in the original game
[10:44:26] <Yuv422> I'm currently using a recursive flood fill algorithm to work out the wall borders.
[10:44:26] <Servus> in the castle, that is
[10:44:41] <Yuv422> yeah. they are there alright. :(
[10:45:59] <Servus> and they change?
[10:46:34] <Yuv422> In the second shot the tiles should change to a smooth border around the blck
[10:46:41] <Yuv422> blck = black
[10:47:03] <Yuv422> so in that case three tiles need to be changed.
[10:47:17] <Servus> maybe youll have to create a list of tiles that need to have surround visible objects, and then give the "correct" blacked-out version of that tile in the list
[10:48:33] <SB-X> i dont see the change
[10:48:58] <Servus> ?
[10:49:04] <Yuv422> ok let me take a pic of the location in the original.
[10:50:29] <Servus> but see what i mean? make a list, and include the ID for those "naughty" tiles that should change when there is surrounding darkness, and in that list give the ID of the tile that the tile should change to
[10:50:43] <SB-X> do you use bochs or dosbox?
[10:51:10] <Yuv422> but that depends on the four surounding tiles.
[10:51:35] <Yuv422> bochs
[10:51:43] <Yuv422> doesn't work with dosbox on the mac
[10:51:59] <Servus> well maybe make a list of all walls, and some flags for each wall of which way it's facing
[10:52:49] <SB-X> unless those flags are already part of it
[10:53:05] <Servus> horizontal walls would be east/west, verticals north/south, and that corner piece as, say east/south, and put the similar ones in a family, so that if one of the tiles doesnt have all its flags satisfied, it will morph into the next one in the family that can satisfy all the flags
[10:53:46] <Yuv422> so have for flags per tile.
[10:54:00] <Yuv422> for = four
[10:54:15] <Servus> yep
[10:54:40] <Servus> and if one of the enabled flags is pointing to darkness, change it to the next tile that is pointing to the same directions as the old one, but not into darkness
[10:55:24] <Yuv422> :) sounds promising.
[10:56:09] <Yuv422> http://nuvie.sourceforge.net/screenshots/original1.png
[10:56:16] <Yuv422> here is the original
[10:56:47] <Servus> i see
[10:56:55] <Servus> when ya gonna add those frilly things at the edge of the viewport? :)
[10:57:04] <Yuv422> hehe
[10:57:23] <Yuv422> the U6 map window is actually 10x10 tiles
[10:57:37] <Yuv422> centered with a half tile border all around
[10:57:50] <Yuv422> with those border tiles placed on top.
[10:58:24] <Yuv422> I was just going to render the map to a buffer then copy the buffer to the screen surface and draw the border tiles on top.
[10:59:36] * SB-X adds feature request for fullscreen mode option.
[10:59:45] <Yuv422> Luckly all those additional graphical elements are in the tile data files :)
[11:00:00] <SB-X> fullscreen game area that is
[11:00:06] <Yuv422> yup full screen is in the works too. :)
[11:00:26] <Servus> they saved half-drawn versions of each tile?
[11:00:43] <Yuv422> A larger map window might spoil the dungeon areas a bit though.
[11:01:00] <Yuv422> no the endge tiles are just half drawn.
[11:01:22] <Yuv422> and the border tile is a transparent tile.
[11:01:37] <Yuv422> so it doesn't wip out the screen border.
[11:01:57] <Yuv422> http://red5.graf.torun.pl/~rackne/images/u6tiles.GIF
[11:02:07] <Yuv422> you can see the border tiles here.
[11:02:26] <Yuv422> they are just above the water tiles.
[11:02:36] <SB-X> do you notice if there is pattern to how the tiles are stored? like if you can just "add 3 to tilenum" when doing some conversions like open door -> close door?
[11:02:40] <Servus> hard to believe thats all the gfx for a game
[11:03:03] <Yuv422> SB-X: yeah that's how I open and close doors. ;)
[11:03:16] <Yuv422> yeah it doesn't seem like much does it.
[11:04:12] <SB-X> you can put those tile infos in a per game config file
[11:04:16] <SB-X> so it isnt hardcoded
[11:04:26] <SB-X> have a description file for a tileset
[11:04:48] <Yuv422> I'm defineing object's like this OBJ_U6_LADDER
[11:04:50] <SB-X> unless that is in a as yet undecoded file
[11:05:11] <Yuv422> then just call a different function based on the game type.
[11:05:26] <Yuv422> either U6, MD or SE.
[11:05:39] <Yuv422> I haven't even looked at the other two yet though.
[11:05:59] <Servus> just do u6, then try to slip the SE data files in and see if it works:P
[11:06:38] <SB-X> heh
[11:06:50] <SB-X> are a dinosaur and cyclops the same size?
[11:07:03] <Yuv422> the base map is made up of the first 256 tiles. :)
[11:07:03] <SB-X> in the game
[11:07:14] <Yuv422> nope dinosaur is much bigger. :(
[11:07:56] <Yuv422> I'm still trying to work out how ladders connect.
[11:08:22] <SB-X> did you decode all of the map data?
[11:08:29] <Yuv422> nope.
[11:08:43] <Yuv422> other people did the hard work for me.
[11:08:45] <Yuv422> :)
[11:09:02] <Yuv422> I've worked out some of the bit flags for tiles
[11:09:24] <Yuv422> mainly ones relating to doors, and the blacking boundary
[11:09:33] <SB-X> there should be teleport coords. somewhere
[11:09:34] <Yuv422> I've also worked out the schedule file
[11:09:45] <SB-X> unless the planes are aligned exactly?
[11:10:05] <Yuv422> not that I can find. I think it might match up with a ladder in the dungeon file.
[11:10:41] <SB-X> is all of the map tile data decoded?
[11:10:48] <Yuv422> so if you use ladder 5 on the surface map. you come out at ladder 5 in the first level dungeon.
[11:11:08] <Yuv422> I've still got some tileflags to decode.
[11:11:39] <SB-X> whats the dungeon file?
[11:11:53] <Yuv422> U6 has 6 map levels
[11:12:02] <Yuv422> the surface and 5 dungeon levels
[11:12:21] <Yuv422> well actually 4 dungeon levels and the gargoyle world
[11:13:23] <SB-X> yes i meant what did you mean by "the dungeon file", so i guess you meant the map data
[11:13:39] <Yuv422> object data actually
[11:14:53] <SB-X> oh
[11:22:05] <Yuv422> Servus: I think I might have found those wall flags!
[11:25:18] <Servus> heh
[11:25:27] <Yuv422> 0140 : 001101x0 xx1x0100 xx000000 wall
[11:25:27] <Servus> i wouldnt doubt that they are there
[11:25:27] <Yuv422> 0141 : 110001x0 xx1x0100 xx000000 wall
[11:25:27] <Yuv422> 0142 : 000101x0 xx1x0100 xx000000 wall
[11:25:27] <Yuv422> 0143 : 100001x0 xx1x0100 xx000000 wall
[11:25:27] <Yuv422> 0144 : 110101x0 xx1x0100 xx000000 wall
[11:25:28] <Yuv422> 0145 : 101101x0 xx1x0100 xx000000 wall
[11:25:30] <Yuv422> 0146 : 111101x0 xx1x0100 xx000000 wall
[11:25:32] <Yuv422> 0147 : 001101x0 xx1x0100 xx000000 wall
[11:25:33] <Yuv422> 0148 : 110001x0 xx1x0100 xx000000 wall
[11:25:34] <Servus> eek
[11:25:36] <Yuv422> 0149 : 100101x0 xx1x0100 xx000000 wall
[11:25:37] <Yuv422> 0150 : 000101x0 xx1x0100 xx000000 wall
[11:25:53] <Yuv422> here are the tileflags for some of the wall tiles.
[11:26:05] <Servus> well look at the matching tiles and see how it matches up
[11:26:18] <Yuv422> I think the first 4 bits on the left are the connecting wall flags
[11:26:46] <Yuv422> I make it up, right, down, left
[11:27:02] <Yuv422> these seem to match the wall tiles.
[11:27:07] <Yuv422> what do you think?
[11:29:31] <Servus> i cant tell without looking at the tiles they match up with
[11:29:42] <Servus> are those numbers just the ID from the .gif, reading it like a book?
[11:30:01] <Yuv422> huh?
[11:30:37] <Yuv422> these numbers are from a file called tileflag
[11:30:56] <Servus> ok lemme see
[11:31:07] <Yuv422> which has three bytes of bitflags for each tile.
[11:31:16] <Yuv422> the x's are known flags.
[11:31:38] <SB-X> the left-most numbers (0147, 0148, 0149)
[11:31:56] <Servus> tiles 140-150 are mountains covered with snow
[11:32:05] <Yuv422> that's the tile number. which should match the gif yes.
[11:32:09] <Yuv422> I see now ;)
[11:35:54] <Servus> hmm
[11:35:58] <Servus> 140 is the first wall, yes
[11:36:05] <Servus> i dont see how the bitflags match up tho
[11:36:44] <Yuv422> the first tile can accept a tile from the left and from the bottom.
[11:36:57] <Yuv422> hence 0011
[11:37:07] <Servus> oh i was thinking 140 was just south
[11:37:12] <Servus> but yeah i see that hmm
[11:37:33] <Yuv422> the next tile can accept a tile from the top or the right
[11:37:36] <Yuv422> 1100
[11:37:50] <Servus> NESW01 :-)
[11:38:09] <Servus> or URBL if you like(up-right-bottom-left)
[11:38:41] <Yuv422> Now I've just got to plug it in and see how it goes. ;)
[11:38:47] <Servus> :-)
[11:38:53] <Servus> see see i was good for something!
[11:39:04] <Servus> photoshop cant handle 16 bit grayscales :-(
[11:39:24] * Yuv422 is now in det to Servus. ;)
[11:39:45] <Servus> >:)
[11:44:40] --- DarkeAFK is now known as Darke
[11:44:54] <Darke> Yuv422: How much? I hear souls are going way to cheep nowdays to consider selling out.
[11:46:37] <Yuv422> hmm. How about an original copy of SE?
[11:46:49] <Servus> have it :>
[11:47:05] <Yuv422> or U7 for that matter. I've only got the dodngy CD copy. :(
[11:47:07] <Yuv422> dodgy
[11:48:34] <Servus> got it on disk with the cloth map:>
[11:48:56] * Yuv422 drools into his keyboard.
[11:49:27] <Yuv422> I do have the original U6 though. :) with cloth map and gem stone. :)
[11:50:27] <Servus> well i dont have the map or gem for that
[11:50:37] <Servus> i have an aluminum pentagram necklace and cloth map for u8:P
[11:50:45] <Servus> same for serpentisle
[11:51:07] <Yuv422> me too. but my pentagram is a coin.
[11:52:40] <Servus> mine ended up with a hole drilled in it :P
[11:53:01] <Yuv422> I won't ask.
[11:53:26] * Darke only has a non-u8 pentagram around here, was a gift from a Wiccan friend. *grin*
[11:53:28] <Servus> :P
[11:55:25] <Yuv422> do you have an anhk?
[11:55:42] <Servus> mmm i think so; i have a pendant from UO for sure
[11:56:00] <Servus> http://www.links.net/dox/warez/games/origin/autoduel/ check this out :)
[11:57:00] <Yuv422> hehe 1985. Prehistoric!
[11:57:59] <Servus> lord british and chuckles
[11:58:03] <Servus> and it looks GOOD for 1985:)
[11:58:04] <Darke> Cool! I remember that game. *grin*
[11:59:11] * Darke searches through his curios and does indeed have an ankh, but again it isn't from an ultima once again. *grin*
[12:00:08] <Darke> What's the UO pendant look like? In all likelyhood I've got something that looks vaguely similar but has absolutely no relation to it. *grin*
[12:00:16] <Servus> did you steal it off king tut's body?
[12:00:27] <Servus> its a U over an O
[12:00:32] <Servus> UO is crap now tho, ebaying my account
[12:00:42] <Darke> Ahh, that symbol.
[12:03:14] <SB-X> the autoduel cover guy looks like a predecessor to crusader guy
[12:04:15] <Darke> Servus: No, was given it by a friend who worshipped Kemetic dieties. Pphrased that way since I'm pretty sure that 'Kemetite' is the correct word to describe such a person. *grin* Sounds like a type of mineral.
[12:04:17] <Servus> :D
[12:04:32] <Darke> SB-X: Yeah, I was thinking the same thing.
[12:04:41] <Servus> or ultima8s avatar
[12:04:44] <Servus> with the pot-helmet:P
[12:05:43] <Darke> SB-X: Probably just tried to make him/her look adgrogenous (spelling?), like u8's avatar and the silencer.
[12:06:13] <Servus> i had dreams about being the silencer:>
[12:07:08] <Darke> Servus: You're weird.
[12:08:00] <Servus> i wanna be a superspy!
[12:08:17] <Servus> i wanna have a superspy bird by my side B-)
[12:11:47] <Servus> night all
[12:11:55] <Yuv422> night servus
[12:12:01] * Darke would prefer not to have a superbird watching him.
[12:12:02] <Darke> Bye!
[12:12:52] <Servus> superSPY bird B-)
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[12:13:31] <Yuv422> Am I missing something here!?
[12:14:05] <Darke> Probably not. *grin*
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[12:41:34] <Yuv422> hi Colourless
[12:41:39] <Colourless> hi
[12:41:55] <SB-X> yo
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[12:54:07] <Yuv422> hi Dark-Star
[12:56:31] <SB-X> yo
[12:56:44] <Dark-Star> hi
[12:58:34] <Dark-Star> Yuv422: whats new in nuvie?
[12:59:35] <Yuv422> doors are working.
[13:00:10] <Yuv422> you can look at things now too.
[13:00:26] <Yuv422> working on blacking out rooms ATM.
[13:00:56] <SB-X> what happens when you look in a mirror?
[13:01:00] <Dark-Star> have you tried it in Martian Dreams and/or Savage empire yet?
[13:01:06] <Dark-Star> s/in/on
[13:01:20] <Yuv422> Dark-Star: not yet
[13:01:33] <Yuv422> SB-X: nothing yet.
[13:01:48] <Yuv422> SB-X: it should show your reflection. :)
[13:23:05] <SB-X> anyone knows what this u6 error means: DISK ERROR!!!! Function: 1, error: 2, file: savegameobjlist
[13:23:16] <SB-X> i get that trying to run u6 with dosbox
[13:23:42] <Yuv422> couldn't read objlist file?
[13:24:46] <SB-X> hmm
[13:24:47] <SB-X> i see
[13:24:57] <SB-X> dosbox's upcase did not recurse subdirectories
[13:25:15] <SB-X> there is an objlist file there but its lowercase which dosbox wont access
[13:25:18] * SB-X tries again.
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[13:29:15] <SB-X> Yuv422: works, thanks :)
[13:29:30] <SB-X> Look - Thou dost see Dupre.
[13:41:26] <SB-X> "Why is Dupre like a horseshoe?" "It's because they both have the letter 'r' in them!"
[13:41:59] <Colourless> hehe]
[13:42:09] <Colourless> ah chuckles
[13:43:59] <SB-X> yeah
[13:44:11] <SB-X> i also took lb's mug while he was eating
[13:44:16] <SB-X> he didn't like that too much
[13:44:37] <Colourless> you are surprised ? :-)
[13:45:43] <SB-X> being the Avatar and saviour of Britannia more than once, he should bow down to me and politely ask my permission to keep any food in the castle... but no
[13:46:21] <Colourless> humility SB-X, you have forgotton your humility
[13:48:16] <SB-X> I have to agree to that statement if I want to get more virtue ankhs right? :)
[13:48:34] * DarkeAFK is *very* humble. Just ask him youself!
[13:49:01] <Colourless> i believe very little you say, Darke
[13:49:09] <SB-X> DarkeAFK: you dont get any points for that
[13:50:29] <DarkeAFK> But really! I'm *the* most humble person around! Just ask me anytime!
[13:50:53] <Colourless> around where? yourself? out of all of, what, 1 persons?
[13:51:31] <DarkeAFK> Of course! I am, obviously, the only person that matters, since I *am* the most humble.
[13:52:19] * DarkeAFK wonders *just* how long he can continue this line of reasoning without bursting into laughter. *grin*
[13:53:11] <Colourless> my guess.... you can't
[13:53:51] <SB-X> Blackthorn's Law of Humility - Thou shalt humble thyself to thy superiors, or thou shalt suffer their wrath.
[13:53:57] <DarkeAFK> Hey! I haven't laughed yet! I was smirking continously, but not laughing! *grin*
[13:54:30] <DarkeAFK> SB-X: You know... that *really* doesn't sound all that humble...
[13:55:23] --- DarkeAFK is now known as DarkeZzz
[13:55:34] * DarkeZzz returns, then disappears again to sleep. *grin* Night!
[13:57:01] <SB-X> in u6 you couldnt sleep in beds?
[13:57:13] <SB-X> you could in u5
[13:58:23] <SB-X> Hole up - How many hours? 9 . . . . Kicked out!
[13:59:11] <Colourless> attack!
[13:59:14] <SB-X> exactly
[13:59:15] <Colourless> Murdered!
[13:59:20] <SB-X> hehe
[13:59:45] <Colourless> that wasn't too good for your Karma :-)
[13:59:58] <Colourless> nice thing though you could buy karma from the shrines :-)
[14:04:21] * SB-X only remembers some parts of the game.
[14:04:31] <Yuv422> Argh! my wall reshaping algorithm isn't working. :(
[14:04:46] <Yuv422> Hmm maybe I should sleep on it.
[14:04:56] <Colourless> that would be most uncomfortable
[14:05:11] * SB-X adds Nuvie feature request to allow sleeping in beds.
[14:05:36] <Yuv422> what do I do with the Actor that is ment to be in the bed?
[14:05:50] <Colourless> bah, sleeping with the gypsy whore is all you need :-)
[14:06:16] <Yuv422> ;) sleeping in beds shouldn't be too hard to implement.
[14:06:55] <Yuv422> talking about sleeping....
[14:07:10] <Yuv422> time to do some of that myself.
[14:07:21] <SB-X> the game accelerates during the sleep like u7, the actors location is at the expected spot but the generic person-sleeping tile is just shown instead
[14:07:25] <Colourless> cya
[14:07:27] <SB-X> ok
[14:07:28] <SB-X> bye
[14:07:29] <Yuv422> cya
[14:07:42] <Yuv422> yeah will probably just dump them next to the bed.
[14:07:47] <Yuv422> bye
[14:07:48] <-- Yuv422 has left IRC ("BitchX: treats external genital warts!")
[14:08:36] <SB-X> speaking of gypsy whores -> *points to Yuv422's quit message*
[14:09:07] <SB-X> o_O
[14:09:16] <SB-X> o_o
[15:59:11] <SB-X> cya
[15:59:19] <-- SB-X has left IRC ("X-Chat [1.6.4]")
[16:03:32] <-- Dark-Star has left IRC ("going home")
[16:25:00] <Matt_O> hmm someone spoke my name but it is off my scrollback
[16:25:25] <-- Colourless has left IRC ("casts invisibility")
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[16:34:21] <wjp> hi
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[17:59:04] <frogger> .quit
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[18:04:03] <BET-frogger> hi Rixa
[19:00:40] <Rixa> well, hi.
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[20:43:39] <BET-frogger> hi
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[20:55:26] <todo> hey guys well done on this program :)
[20:56:16] <todo> thx for the efforts. deeply appreciated =)
[20:56:33] <BET-frogger> it seems no programmer is listening....
[20:57:57] <wjp> hm?
[20:58:00] <wjp> oh, hi everyone :-)
[20:58:28] <wjp> I turn my back from IRC for a couple of hours and lots of people walk in :-)
[20:59:39] <BET-frogger> wjp todo just expresses his appreciation...
[21:00:54] <wjp> todo: thanks :-)
[21:01:30] <wjp> well well... it seems leidenuniv.nl's DNS servers finally realize there's a math.leidenuniv.nl domain again
[21:01:38] <wjp> and it only took them about 2 days to fix things
[21:02:07] <BET-frogger> your dns was working from time to time...
[21:02:42] <wjp> yeah... only some of the DNS servers listed for leidenuniv.nl 'forgot' about math.leidenuniv.nl
[21:03:13] <BET-frogger> but with the IP you gave me it was no problem..
[21:03:38] <wjp> only DNS was broken, so using IP directly had no problems
[21:04:31] <BET-frogger> a friend from university uses always IPs in university
[21:05:06] <BET-frogger> the IP of our student server is shorter, than its FS host name :)
[21:05:34] <BET-frogger> s/FS/FQ/
[21:06:36] <-- mrod has left IRC ("Client exiting")
[21:06:53] <wjp> well, it usually is :-)
[21:07:16] <wjp> FQ host names that are shorter than an IP are rare :-)
[21:07:29] <BET-frogger> studserv.stud.uni-hannover.de
[21:07:56] <todo> hi i am back hehe
[21:08:06] <todo> nice work guys. where u from?
[21:08:22] * wjp is from the Netherlands
[21:08:31] <todo> nice. amsterdam?
[21:08:36] <wjp> no :-)
[21:08:41] <todo> jaja
[21:09:02] <todo> u program the exult program?
[21:09:12] <wjp> I'm one of the programmers
[21:09:21] <todo> really solid.
[21:09:28] <wjp> Jeff (who did most of the work) isn't on IRC often
[21:09:39] <todo> i been waiting for like 3 yrs
[21:09:56] <todo> u guys big fans of ultima too?
[21:11:40] <wjp> of course :-)
[21:13:08] <todo> ok i got to go guys. just want to come in say thx personally.
[21:13:18] <wjp> see you later
[21:13:22] <todo> ciow. stay happy.
[21:13:27] <-- todo has left IRC ("To Jerusalem we pray -- It's time to meet you there")
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[22:21:01] <wjp> hi
[22:21:25] <Fingolfin> yo
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[22:48:21] <wjp> hi
[22:48:36] <Dominus> hi
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[23:04:47] <Servus> h'lo
[23:04:47] <Yuv422> hi
[23:04:53] <wjp> hi
[23:05:04] <Yuv422> lots of ppl around today :)
[23:05:07] <Dominus> hi Yuv422
[23:05:08] <wjp> did you notice somebody posted on the nuvie SF forum, btw?
[23:05:42] <Yuv422> yeah. I replied to his first post but it seems to have been removed?
[23:05:54] <Yuv422> just replied to his second post.
[23:06:05] <Yuv422> now that I have working doors. ;)
[23:07:04] <Dominus> hey, Yuv422, when you do the sleeping part, never forget the way to kill LB while he is sleeping :-)
[23:07:31] <wjp> I don't see a reply to any of the posts
[23:07:36] <Servus> sleeping?
[23:07:41] * Yuv422 readies a glass sword.
[23:07:55] <Servus> is there anything fun and scripted when you do it?
[23:07:59] <Yuv422> hmm should be a total of four messages
[23:08:05] <wjp> oh, now I do
[23:08:40] <Dominus> Servus: he just dies when you hit him with a glass sword while he sleeps. afaik the only way to kill LB in u6
[23:09:07] <Servus> oh, thought we were speaking of u7
[23:09:14] <Servus> i thought you could kill him with spam :-p
[23:09:36] <Yuv422> if you set his status to dead in the cheat menu I guess you could.
[23:10:02] <Dominus> yeah, but that is cheating
[23:10:10] <Dominus> official ways are more fun
[23:10:50] <Servus> okay, the _official_ way of killing the company mascot:P
[23:10:59] <Yuv422> weapon values are hardcoded into the game :(
[23:11:00] <wjp> time for me to go; g'night
[23:11:05] <Yuv422> night
[23:11:11] <-- wjp has left IRC ("Zzzz...")
[23:11:31] <Dominus> bad (hardcoded weapon values)
[23:14:48] <Yuv422> Servus: I've run into a few problems with my wall reshaping algorithm. I think I know how to fix it.
[23:15:07] <Yuv422> walls look quite strange at the moment though. ;)
[23:15:37] <Servus> got a screenshot?
[23:16:30] <Yuv422> I'll make one up now.
[23:17:20] <Yuv422> basically it's doors that are stuffing it.
[23:17:36] <Yuv422> as they are objects and as such don't look like a wall.
[23:17:57] <Servus> why are you allowing the code to work on doors?
[23:19:23] <Yuv422> because the surrounding walls need to know if a wall is the next tile
[23:19:30] <Yuv422> and doors are walls
[23:19:49] <Yuv422> because the base map has holes where the door parts of the wall should be
[23:21:15] <Servus> ahh
[23:21:25] <Yuv422> http://nuvie.sourceforge.net/screenshots/argh.png
[23:21:26] <Servus> so flag doors as walls?
[23:22:11] <Dominus> loks really strange
[23:22:20] <Dominus> and a changelog would be appreciated
[23:22:47] <Yuv422> yeah hopefully I can get it under control today.
[23:23:20] <Yuv422> I'm trying to get it working with data from the U6 files
[23:26:30] <Servus> well it looks like youre on the right track
[23:26:50] <Servus> find out the ID for the doors, then look for that ID in the data file you found the other info in
[23:31:16] <Yuv422> but just when you think you've got it sorted. The lower left tile actually needs to be changed to a special tile located else ware in the tiledata file :(
[23:31:49] <Servus> but youve obviously figured out how they did it, to some extent, so it seems that youre almost there
[23:32:20] <Yuv422> yeah I'm getting there. slowly.
[23:32:59] <Dominus> actually, compared with other projects, you are progressing quite fast
[23:35:03] <Yuv422> :)
[23:39:57] <Servus>
[23:41:02] <Yuv422> looking good Servus!
[23:41:11] <Servus> thanks, tons of problems still tho :-9
[23:41:13] <Servus> :-(
[23:45:25] <matto|wookin> Dominus why thankyou
[23:46:03] <Dominus> matto|wookin: I have no idea what you are talking about
[23:46:08] <matto|wookin> Dominus hehehe.. ohwell
[23:46:44] <matto|wookin> I am frustrated... I spent half the day trying to get openGL color matrix operations working only to give up in disgust
[23:47:28] <matto|wookin> because apparently it's not supported on this dang Rage 128
[23:49:08] <Servus> hehe
[23:49:16] <Servus> ive done opengl color matrix operations:P
[23:49:52] * Dominus still wonders what he has to do with it (even though Dominus thinks it is interesting)