#exult@irc.freenode.net logs for 29 Dec 2012 (GMT)

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[00:06:51] <i30817> rrva: try this daily build; https://code.launchpad.net/~exult-team/+archive/exult-daily
[00:06:52] <i30817> Been trying to get it to use the most sound devices i can, didn't work for alsa for some reason, and had to disable forked (crash due to missing OSS), but everything else works after installing soundfonts at least.
[00:25:44] <Marzo1> Dominus: I just fixed those issues you mentioned
[00:26:02] <Marzo1> I tested all cases MalignantManor had, and all of them work as they should
[00:26:39] <Marzo1> I also went ahead and fixed another bug that allowed you to drop stuff on the other side of walls
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[00:31:04] <Malignant_Manor> Marzo: While testing hourly healing, I noticed that party members (probably all npcs) should only heal 1 hp unless resting. I haven't found a nice way to check for it though.
[00:32:01] <Malignant_Manor> I'm also in the process of removing a permanent sleep bug caused not allowing npcs to heal when less than 1 hp and starving.
[01:21:05] <rrva> i30817: Nice, will try. Could you consider include openglhq to your dosbox-patched ppa ?
[01:21:44] <i30817> What are the dependencies of that?
[01:21:59] <rrva> i30817: sdl... i think
[01:22:03] <rrva> i30817: lemme check
[01:24:02] <i30817> rrva: you can follow how it's being built here: https://code.launchpad.net/~exult-team/+recipe/exult-daily . If you check out the packaging branch link at the recipe in the bottom you can see what i'm patching and what options i'm using (in debian/rules)
[01:24:57] <i30817> here is the debian folder : http://bazaar.launchpad.net/~exult-team/exult-engine/packaging/files/head:/debian/
[01:29:29] <rrva> i30817: yes for exult.. i was thinking of dosbox at the moment ;)
[01:30:17] <rrva> i30817: anyhow, both would be nice with openglhq since you can do higher scaling than 4x (i think). The original sources are at http://www.syntax-k.de/projekte/sdl-opengl-hq/archive/SDL-1.2-openglhq-2012-10-19.zip
[01:31:08] <rrva> And there is a dosbox build at http://ykhwong.x-y.net/xe/dosbox_data/143 (which unfortunately diffs a bit much with dosbox-patched sources...)
[01:31:22] <i30817> I also have a dosbox build.
[01:31:32] <i30817> With the mt32emu daily
[01:31:47] <i30817> (besides the dosbox daily that is)
[01:32:05] <rrva> yes, i was thinking of that one, if it could include openglhq. For scaling.
[01:32:49] <rrva> i am using your build, munt sounds great
[01:33:19] <rrva> i just miss scaling above 3x
[01:35:30] <i30817> Oh wow, it needs to patch SDL?
[01:35:49] <rrva> yes...
[01:36:04] <rrva> but one could do something, like statically link sdl ?
[01:36:11] <rrva> or use LD_LIBRARY_PATH ?
[01:36:28] <rrva> i guess thats unwanted
[01:36:49] <i30817> You could probably do that.
[01:37:10] <rrva> He has some exult screenshots (and dosbox) here: http://www.syntax-k.de/projekte/sdl-opengl-hq/
[01:37:12] <i30817> If you branch my packaging branch
[01:37:20] <rrva> hm, yes
[01:38:15] <i30817> I don't see much of a diff in those screens to HQX. Is is just the window being resizable?
[01:38:48] <i30817> There is a new scaller that looks better than HQx too. Very nice.
[01:39:12] <i30817> Branch my packaging branch and do your own recipe too.
[01:39:48] <i30817> So that it tries to statically link sdl (is that even possible?)
[01:40:28] <i30817> Anyway, i'm going to move the mt32lib from building in the same recipe than the dosbox or exult recipe to it's own.
[01:41:05] <i30817> So the dosbox patch (which the buildbot is just copying from the sergm repo) can build without modification.
[01:43:08] <i30817> Which is apparently the 'right way' to do things in launchpad.
[01:43:27] <rrva> i30817: where you talking about another scaler than openglhq ?
[01:43:35] <rrva> i30817: were even
[01:43:37] <i30817> Yes...
[01:44:24] <rrva> which one?
[01:45:01] <rrva> I will see if I take the time to do a branch
[01:45:18] <rrva> first I want to have a clean patch which works against your dosbox source
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[01:51:19] <i30817> rrva: this http://board.byuu.org/viewtopic.php?f=10&t=2248&start=45 ; discussed on the dosbox forum too: http://vogons.zetafleet.com/viewtopic.php?t=31216
[01:53:43] <i30817> Actually, it was added to exult already.
[01:53:54] <i30817> That's where i saw it, doh
[01:55:53] <i30817> Actually there is a implementation in dosbox already: http://vogons.zetafleet.com/viewtopic.php?p=287296#287296
[02:00:18] <i30817> The only dosbox patch i really want to try is the savestate stuff. But i worry it will break all the time.
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[10:58:51] <Dominus> hey Marzo, thanks for fixing all that stuff last night. Got to test things out now but looking forward to spawning some monsters and see how their bodies are treated now
[10:59:24] <Dominus> but I got a question about the Guardian face on BG with Speech disabled
[10:59:48] <Dominus> as per https://sourceforge.net/tracker/?func=detail&atid=102335&aid=3001914&group_id=2335 you fixed it for SI but in BG it is still not centered and no red subtitles
[11:00:05] <Dominus> with
[11:00:07] <Dominus> f (face_w >= 119)
[11:00:08] <Dominus> at line 177 in conversaions.cc
[11:00:36] <Dominus> instead of if (face_w >= 300) it works
[11:01:02] <Dominus> not sure if that would have any bad side effects though
[11:01:28] <Dominus> quick testcase: disabling speech and going north from trinsic
[11:07:58] <Marzo> Dominus: regarding the BG guardian face: I hadn't fixed it because I had googled for an image of it and saw it not centered; only after did I realize that the image I was seeing was from Exult...
[11:10:21] <Marzo> Anyway, I think I got a breakthrough on why rendering order is failing sometimes; I have to test a few things -- but I ***think*** I can solve it
[11:13:20] <Dominus> that would be great
[11:13:41] <Dominus> hmm, bodies are still a nuisance and get placed partly in walls
[11:16:42] <Marzo> Really?
[11:16:52] <Marzo> Will check more in a bit
[11:17:16] <Dominus> http://dl.dropbox.com/u/7737184/exult17bg.sav
[11:18:13] <Dominus> that is in dungeon despise, don't move but enable eggs and click a couple of times on the rat egg to theright and gremlin egg to the left and let some of the companions die
[11:30:20] <Dominus> Marzo: from the original http://dl.dropbox.com/u/7737184/guardianBG.png :)
[11:30:45] <Marzo> Yeah, I know that now :-)
[11:30:46] <Dominus> should I just change the iff line in conversations.cc?
[11:30:49] <Marzo> (DOSBox)
[11:31:13] <Marzo> I am thinking of adding some code to extend the shape until the end of the screen
[11:31:35] <Dominus> that sounds better :)
[11:31:38] <Marzo> So that SI overlays apply to all of the viewable area instead of just a portion
[11:32:10] <Marzo> Just remind me of this again once I finish debugging render order
[11:32:58] <Dominus> great, will do. in the meantime I'll reopen the bug report - so I remember it myself :)
[11:59:56] <Marzo> Dominus: do you know of a few good test cases for render ordering where it goes wrong?
[12:04:59] <wjp> great to see so many commits :-)
[12:25:28] <Dominus> Marzo: not really. trinisc stables with the horse shit, trinsic tavern painting on north wall when opening/closing the door (curios one), si goblin camp debris stuff and many more I don't remember. also the music things in the wall perhaps (there is a bug report from the last year or so)
[12:27:06] <Marzo> Dominus: what about the horseshit?
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[12:51:56] <dominusonphone_> Marzo: it's more the horse that often is underneath the horse shit when you watch it for a while
[12:52:11] <dominusonphone_> Got to go for some hours
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[14:56:58] <Marzo> Uff... fixing the render drawing order is proving to be a pain
[14:57:37] <Marzo> Every moment seems to make it more likely that it will have to be rewritten entirely
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[16:04:04] <i30817> Marzo: there is one in the trinsic tavern with the bread of the table; the head of the avatar gets under it. I reported but it was closed invalid; possibly bad original data?
[16:18:48] <i30817> Another thing; West-east facing signs block movement, but north-south ones don't. I always hit that potion maker sign on ultima 7.
[16:18:50] <i30817> But it was supposed to be like this in the original too, so it got closed invalid.
[16:18:51] <i30817> I bet that there are a lot of 'invalid' bugs on the tracker that are like this.
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[17:15:09] <Malignant_Manor> Marzo: (anyone), I need to figure out how to get rand to average ~23 damage per hour (~60 checks) as per this http://pastebin.com/LX6KiWck.
[17:23:40] <wjp> (rand() % 5) < 2 would trigger about 24 out of 60 times
[17:24:28] <Marzo> Malignant_Manor: assuming uniform distribution for rand, then the average value of (M + rand()%N) is (M + M + N)/2 = M + N/2; for K tries, the average is K * (M + N / 2)
[17:24:52] <Malignant_Manor> i30817: I closed those since that was the way the original game handled things. Stand north at 0x879, 0x4a4 in the original game and you can see a plate be under the Avatar.
[17:25:08] <Malignant_Manor> I guess Marzo too on the above.
[17:25:47] <i30817> Then the original game is buggy.
[17:25:50] <wjp> it currently triggers the npc->say() 75% of the time, by the way. Not sure if that's intended. (But that's _ancient_ code)
[17:25:56] <i30817> Q.E.D
[17:26:00] <Marzo> You probably will need to do it like wjp said to get integer N
[17:26:45] <Malignant_Manor> Thanks, I think I actually tried wjp's before and the result was nowhere near as uniform as the original. I will try it again or just leave it since hunger damage doesn't really matter if a few more or less over an hour.
[17:27:09] <Malignant_Manor> The item say was pretty often in the original so that seems fine.
[17:27:16] <wjp> if you want to get it more uniform, don't do checks per minute
[17:27:49] <Malignant_Manor> The damage is done in the original every minute.
[17:27:56] <Marzo> Yes, just have 1 damage every 3 minutes and it will be pretty uniform
[17:29:03] <Malignant_Manor> Sometimes I think I got to 6 or even 8 minutes in the original.
[17:29:25] <Malignant_Manor> Other times it went off 3-4 times in a row.
[17:30:53] <Malignant_Manor> This last_time makes the first damage/say chance at 2 minutes after instead of 0 or 1 but that doesn't really matter either.
[17:32:21] <wjp> isn't this 75% say chance far too high?
[17:32:56] <Malignant_Manor> Does (rand() % 5) < 2 have parenthesis around it?
[17:33:38] <wjp> the condition of an if always has parentheses
[17:34:16] <Malignant_Manor> I didn't have parenthesis before.
[17:34:57] <Malignant_Manor> wjp are you asking about the bark chance of 75%?
[17:35:00] <wjp> yes
[17:35:45] <Malignant_Manor> I have SI setup to where I can observe. Let me check for a bit. It is really often though.
[17:40:21] <Malignant_Manor> Yeah it seems lower but I didn't count.
[17:42:02] <Malignant_Manor> Exult also screws up the hunger times. It should trigger much sooner with messages.
[17:42:38] <Malignant_Manor> and still be checked every minute
[17:42:40] <wjp> what do you mean?
[17:46:05] <Malignant_Manor> Exult currently does hunger at every hour until it is 0 but the original seems to have hunger start to give message checks every minute when hunger reaches 9.
[17:47:13] <wjp> ah, not sooner but more frequent
[17:47:18] <wjp> makes sense
[17:48:02] <Malignant_Manor> Exult also screws up 0 hp unconsciousness, at least with hunger. They should get up much sooner.
[17:56:53] <Malignant_Manor> Weird, the Exult code also had eating food give more frequent messages when people had higher food levels.
[18:03:08] <wjp> really? It seems to go from 50% for <= 8 to 67% for <= 4
[18:04:12] <Malignant_Manor> http://pastebin.com/9nique7w
[18:05:19] <Malignant_Manor> Nice, you are getting percentages. I really fail at having the patience to record data enough to get good statistics.
[18:06:00] <Malignant_Manor> oops I was reading it wrong
[18:06:44] <Marzo> I guess there should be some "== 0"s after these "rand()%N"
[18:08:12] <Malignant_Manor> I think only the hunger message really matters but it seems really random.
[18:12:09] <Marzo> Uff, I need to take a break from rendering order -- it is driving me nuts
[18:13:02] <Malignant_Manor> They might not even take damage when speaking up about hunger and that could screw things up too.
[18:22:30] <Malignant_Manor> I did a lot of other little changes for things like freezing too. I may just commit and save the message frequency for a later date.
[18:24:16] <Malignant_Manor> I don't care for reverse engineering. It's a pain to do something like someone else when you could just do something that works.
[18:40:15] <Marzo> And forget what I said about the message frequencies -- as wjp said, they increase in frequency, I was reading it wrong
[18:41:25] <Malignant_Manor> I can't believe you are trying rendering before release.
[18:42:01] <Marzo> I have no hope of doing it for release, it is too finicky
[18:44:40] <Malignant_Manor> I separated out the hunger messages into another function but now I am having second thoughts because of frequency being way too high for the minute checks.
[18:45:21] <Marzo> Try calling that function every few minutes
[18:46:01] <wjp> or just reduce the frequency?
[18:46:16] <wjp> um, the chance, I mean
[18:46:37] <Malignant_Manor> That could mess up the food level 9 warning.
[18:46:55] <Malignant_Manor> Of course, that only matters if someone sleeps right away.
[18:49:04] <Malignant_Manor> I'm not even sure there is a difference in frequency between food levels.
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[19:23:13] <Malignant_Manor> I just uploaded the changes. If anyone wants to mess with the changes, feel free.
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[20:09:27] <Dominus> thanks, Malignant
[20:13:29] <Dominus> I think Exult is mostly in release shape. Needs some more playtesting and maybe the guardian face thing (but that is mainly cosmetic). The mt32 sysex thing might be nice to have but not essential.
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[20:49:16] <Dominus> ranged combat is still screwy. not to mention that the combat settings probably never worked, right?
[20:50:51] <Dominus> wjp, what's your take on https://sourceforge.net/tracker/?func=detail&aid=3595455&group_id=2335&atid=102335 that we set AC_LANG_C in configure, even though we shouldn't
[20:58:15] <wjp> he's right
[20:59:25] <Dominus> so best doing away with that?
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[21:00:02] <Dominus> (not to mention the other issues we are bound to have with future autotools)
[21:00:34] <Malignant_Manor> This bug seems important. https://sourceforge.net/tracker/?func=detail&aid=3186715&group_id=2335&atid=102335
[21:02:02] <Dominus> need to see if I can reproduce it. I think I was a bit confused when I tried it
[21:02:13] <Dominus> Malignant_Manor: about https://sourceforge.net/tracker/?func=detail&aid=3307109&group_id=2335&atid=102335
[21:02:40] <wjp> there should probably be a AC_LANG([C++]) as first thing in the Compilation environment block
[21:02:54] <wjp> and then the AC_LANG_CPLUSPLUS and AC_LANG_C later on should go
[21:03:13] <Dominus> wjp: not sure where to put those
[21:03:37] <wjp> I'll commit
[21:03:55] <Dominus> Malignant_Manor: in that bug exult behaves strangely when unconscious. when you doubleclick a face stat the face stats vanish
[21:04:16] <Dominus> and it seems the dragon is unresponsive as long as the avatar is out....
[21:04:22] <Dominus> wjp: thanks
[21:05:21] <Malignant_Manor> I fixed the fighting back part awhile ago. but I have no idea how the original handled attacking sleeping actors. I think Exult probably has the party kill them now even when the Avatar is unconscious, but I haven't really tested.
[21:06:16] <Dominus> in the savegame nothing happens anymore. no idea if the avatar can heal from a -3 hit point
[21:08:31] * Dominus seems to have problems reading stuff *right*. Somehow I thought that wjp's "and then the AC_LANG_CPLUSPLUS and AC_LANG_C later on should go" meant those should go elsewhere and not vanish... curios that I misunderstood that
[21:10:59] <Dominus> Malignant_Manor: that automatons bug in mof, can you really not reproduce?
[21:11:41] <Malignant_Manor> Does it happen for you?
[21:11:43] <Dominus> when I start the game and the automaton steps through the gate, I just started combat and hit him with sword strike or so and he began calling for guards
[21:13:16] <Malignant_Manor> Ah, okay. I think I was testing stealing and nothing happened.
[21:13:42] <Dominus> yeah, the report wasn't clear about that at all
[21:14:05] <Malignant_Manor> Yeah, attacking with a staff had him say it.
[21:14:25] <Dominus> now... a savegame for the original at that spot...
[21:14:27] <Malignant_Manor> I remember some bug report about goblins saying guards or something.
[21:14:35] <Dominus> hmm, yes
[21:26:45] <Dominus> Malignant_Manor: the fadein didn't happen the very first time I tried it but always happens since then
[21:27:47] <Malignant_Manor> The fade in issue is random.
[21:31:49] <Dominus> happened about three times out of 50 tries or so
[21:31:55] <Malignant_Manor> Dominus, if the dragon is asleep and the party is not in combat, they should not attack.
[21:32:23] <Dominus> yes but what will happen eventually?
[21:32:57] <Malignant_Manor> If someone attacks when the Avatar is unconscious, it will switch to combat mode.
[21:33:16] <Dominus> but will the avatar recover from -3 hits
[21:33:28] <Malignant_Manor> I think this is on damage.
[21:33:43] <Malignant_Manor> I think it might take 3 game hours to recover.
[21:34:04] <Malignant_Manor> You could see my new bug report. I didn't test anything but hunger.
[21:34:26] <Malignant_Manor> Actually, 4 game hours to hit 1 hp.
[21:34:53] <Malignant_Manor> I think this is likely wrong.
[21:35:07] <Dominus> maybe I'll let it running over night :)
[21:35:38] <Dominus> do you have a FoV save about before Erethian makes the forge?
[21:35:40] <Dominus> https://sourceforge.net/tracker/?func=detail&aid=2694978&group_id=2335&atid=102335
[21:36:44] <Malignant_Manor> I'm not sure. This might be fixed by Marzo recently.
[21:37:30] <Dominus> I'm thinking that, too
[21:39:40] <Malignant_Manor> I added a keyring save at the tracker.
[21:40:39] <Malignant_Manor> I don't think you should be able to save at less than 1 hp.
[21:42:54] <Malignant_Manor> It seems the original lets you though.
[21:44:21] <Malignant_Manor> Exult should save the combat state but doesn't.
[21:46:35] <Marzo> Dominus: just committed the faces fix
[21:47:00] <Marzo> Try voice 22 in SI with a larger than normal game area to see the difference
[21:47:21] <Malignant_Manor> Marzo. does ES connect to mods?
[21:47:28] <Marzo> It should
[21:47:33] <Malignant_Manor> I cannot compile ES to test the new change.
[21:47:43] <Malignant_Manor> It wasn't working before.
[21:47:49] <Marzo> Which new change?
[21:48:03] <Malignant_Manor> I can compile but it segfaults on start.
[21:48:17] <Marzo> FYI, it connects to mods here
[21:48:28] <Malignant_Manor> 7237 I guess.
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[21:49:56] <Marzo> Compiling on MinGW?
[21:50:27] <Malignant_Manor> Yeah.
[21:50:42] <Marzo> Try a clean compile
[21:50:43] <Malignant_Manor> I found out that the problem is the save has negative hp.
[21:50:56] <Marzo> Ah
[21:51:00] <Malignant_Manor> So it won't let you double click to see stuff.
[21:51:32] <Marzo> wjp: I am thinking of 'porting' the files/tools still in plain C to C++
[21:51:45] <Marzo> Any thoughts?
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[21:52:20] <Malignant_Manor> I though c was supposed to work fine in c++ without adjustments.
[21:52:35] <Marzo> Hence 'porting' in quotes
[21:52:39] <Marzo> But not entirely
[21:52:53] <Marzo> Some things that work in C are rejected by a C++ compiler
[21:53:16] <Marzo> For example, C has automatic casting from void*, which C++ rejects
[21:57:37] <Malignant_Manor> Dominus: did you test that save to see if the Erthian bug is fixed?
[21:58:05] <Dominus> yes, I think there is nothing wrong to begin with
[22:00:16] <Dominus> he patrols those path points back to his chair and then probably changes his schedule back to loiter eventually
[22:01:16] <Malignant_Manor> If you use an older build before the path fix, does it occurs?
[22:01:25] * Dominus just wonders why Malignant_Manor has a savegame with the avatar named Dominus...
[22:01:59] * Dominus again had a problem with reading
[22:01:59] <Malignant_Manor> It was your saved game at one point.
[22:02:30] <Dominus> the problem probably was real at one point. right now it seems to work
[22:02:43] <Dominus> I'll try an older snapshot
[22:07:29] <Malignant_Manor> 3598888, 3598886, 3186728, 3186715 and maybe 3294929 are some bugs that should probably be looked at before release.
[22:08:02] <Malignant_Manor> I've got to go for awhile.
[22:08:09] <Dominus> Malignant_Manor:
[22:08:30] <Malignant_Manor> What?
[22:08:31] <Dominus> terethian is still following the path backwards since his schedule doesn't change
[22:08:48] <Dominus> it's still set to patrol so he will patrol the path
[22:08:55] <Malignant_Manor> I have no idea what is supposed to happen.
[22:09:03] <Dominus> needs to be looked at in the original :)
[22:09:10] <Dominus> I'll see if I can find a save
[22:09:50] <Dominus> marzo, erethian's chair on the isle of fire is another rendering order problem
[22:09:53] <Malignant_Manor> This is one of many issue with building an engine for an existing game.
[22:10:09] <Marzo> Malignant_Manor: Re: #3186728: I can take Mosh's stuff without problems in the given save
[22:10:40] <Marzo> Dominus: For the time being, I will drop the rendering order issue because it is too finicky
[22:10:50] <Dominus> I see :)
[22:10:51] <Marzo> I am not sure I can get it ready for a release
[22:11:18] <Dominus> if you ever return to it, all chairs facing north look not right when you sit on them
[22:13:23] <Malignant_Manor> The guilder will trigger it.
[22:13:26] <Marzo> I can't reproduce #3186715 either
[22:13:49] <Marzo> Ah, got it
[22:14:16] <Malignant_Manor> agnium, bp, and bloody rock too.
[22:14:18] <Dominus> yes, the guilder will trigger it for me as well
[22:14:29] <Dominus> if you take the whole bag it seems to be ok
[22:14:38] <i30817> Got a idea for a new feature.
[22:14:39] <i30817> 1 ) take the usecode from the conversations and collect all the options.
[22:14:41] <i30817> 2 ) hide the dialog options
[22:14:42] <i30817> 3 ) use a speech recognizer to recognize single words and select the option
[22:14:44] <i30817> 4 ) Profit? (would require more attention to dialog, which would be good for immersion i guess)
[22:14:46] <i30817> Could be though with invented words, like gargoyle names thou.
[22:15:07] <i30817> Android speech recognition is amazing.
[22:15:59] <Malignant_Manor> Marzo, 3186715 happens with attacking.
[22:16:13] <Malignant_Manor> It didn't happen to me with stealing.
[22:16:19] <Marzo> At least with swordstrike spell nothing happened
[22:16:36] <Malignant_Manor> I used the staff. << At least with swordstrike spell nothing happened
[22:16:44] <Malignant_Manor> I think that was my problem too.
[22:16:55] <Dominus> you need to be in combat mode perhaps
[22:17:07] <Malignant_Manor> Dominus had to point it out to me.
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[22:17:15] <Dominus> I didn't select sword strike, it was selected automatically
[22:18:01] <Marzo> Avatar just whacked the automaton until he croaked
[22:20:28] <Marzo> Again, and again, and again
[22:21:24] <Dominus> strange he does it for me every time
[22:28:38] <Dominus> damn it where is my mega uber duper collection of savegames for the original...?
[22:34:21] <Dominus> marzo, just tested the faces and behavior is odd
[22:34:49] <Marzo> How so
[22:35:16] <Dominus> with a very large game window, in BG the guardian is on the top of the window and the text in the lower part
[22:35:50] <Dominus> for si earth serpent, the face is middle
[22:35:56] <Dominus> I'll make screenshots
[22:36:22] <Marzo> Hm. So it is.
[22:36:29] <Marzo> Ah, of course
[22:39:22] <Dominus> and I don't quite see what you did in regards to Also, fill whole game area with background color from large faces so SI guardian and serpents cover the whole screen
[22:40:13] <Marzo> I failed to parse that sentence
[22:40:42] <Dominus> but then I don't have a good way to test SI since I only have a savegame with translucent earht serpent and the sfx player will not show me the faces
[22:40:57] <Dominus> and I don't quite see what you did in regards to "Also, fill whole game area with background color from large faces so SI guardian and serpents cover the whole screen" in the changelog
[22:42:50] <Marzo> Dominus: does your IRC client accept file transfers?
[22:42:59] <Dominus> no, sadly not
[22:43:11] <Dominus> (as I learnt the other day)
[22:44:15] <Marzo> Dominus: Here: http://www.mediafire.com/file/nx2w4cr27c3nqs2/exult04si.sav
[22:44:30] <Marzo> Walk to the open doorway to the left to trigger the guardian face
[22:44:47] <Marzo> Preferably with a large game screen
[22:47:29] <Dominus> hmm, didn't trigger on its own but when I doubleclicked the speech egg it showed me the serpent, still similar to what it did before
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[22:48:43] <Marzo> #3186728 fixed, requires new save
[22:48:50] <Marzo> Ah, wait -- I quicksaved
[22:48:53] <Marzo> Hold a bit
[22:49:10] <Dominus> sure :)
[22:49:36] <Malignant_Manor> Is 3186728 a recursive issue?
[22:50:07] <Marzo> Dominus: here: http://www.mediafire.com/file/d4w4gbc27d565zd/exult04si.sav
[22:50:22] <Malignant_Manor> Oh, quantity shapes.
[22:50:47] <Marzo> It was setting the okay to take flags recursively on the dead body before transferring the equipment over
[22:51:09] <Malignant_Manor> I wonder if dough saves okay to take now.
[22:51:13] <Marzo> So it set the flag on absolutely nothing other than the body itself
[22:51:28] <Marzo> Dough has quantity?
[22:51:42] <Malignant_Manor> I think quality flags so no.
[22:51:54] <Malignant_Manor> Is quality flags supposed to save okay to take?
[22:51:55] <Marzo> Simple quality, actually
[22:52:23] <Marzo> Quality flags and quantity save okay-to-take
[22:52:32] <Marzo> Quality does not
[22:52:35] <Malignant_Manor> Cache out and cache in ruin dough checks for baking schedule
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[22:53:12] <Malignant_Manor> Loading a save likely does it too.
[22:53:30] <Marzo> It is related to nothing being saved for schedules
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[22:54:20] <Malignant_Manor> Yeah, but the checking for okay to take was a possible work around I added since quality didn't work for some shapes.
[22:55:21] <DominusExult> marzo, I see what you mean now. so this is only for the full guardian and probably earht serpent when it is no longer translucent
[22:55:28] <Malignant_Manor> It would have been nice to do an enhanced source port for Exult.
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[22:55:35] <Marzo> Dominus: yes
[22:56:57] <Dominus> oh, btw. this is a related "bug", when you move the avatar via keyboard the keyboard buffer will make the faces only flash for a moment since you already made the next click with the arrow key
[22:58:17] <Dominus> probably not going to happen to many people since not too many are using arrow keys for actual movement
[22:58:54] <Marzo> Maybe have it ignore arrow keys?
[22:59:44] <Dominus> yes, that should work
[23:00:49] <Dominus> or more foolproof perhaps anything that is assigned to keyboard movement in defaultkeys
[23:01:37] <Dominus> walk_north, walk_north_east, ....
[23:04:22] <Dominus> hmmm, strange. defaultkeys says shift+arrow is running but here it does the opposite
[23:07:14] <Malignant_Manor> Yeah, the description is wrong.
[23:08:21] <Dominus> the documentation, too. The horror!!!!
[23:10:00] <Malignant_Manor> http://pastebin.com/A84FsuEJ
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[23:15:30] <Malignant_Manor> Dominus: North and west in chairs looks horrible in the original too.
[23:16:52] <Dominus> ah, thanks, I was wondering that and wanted to check this but gorgot
[23:16:59] <Dominus> forgot
[23:17:34] <Malignant_Manor> They don't even look like they are in the chair.
[23:17:48] <Malignant_Manor> The whole seat is rendered.
[23:24:09] <Malignant_Manor> HP do get gained really fast when below 1.
[23:24:37] <Malignant_Manor> 25 minutes to gain 10 hp in first test. 19 to gain 10 hp in the next.
[23:26:56] <Malignant_Manor> 21 min for 10 hp. 17 min for 10 hp.
[23:27:34] <Dominus> found the savegames collection, unfortunately only for SI... oh well
[23:28:22] <Dominus> not gonna play FoV in the original. can't stand to play the original anymore. it doesn't respond to the keyboard shortcuts I use :)
[23:29:17] <Dominus> and why is someone picking a bone with me on the forum after two years?
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