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[05:19:05] <DraX> exit
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[06:45:05] --- ChanServ has changed the topic to: Exult, the open source Ultima 7 and U7 part 2 engine
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[10:34:44] <mrod> hello
[10:37:12] <Kirben> Hi
[10:37:50] <Kirben> Nadir:want me to list missing exult.cfg options here or on mailing list ?
[10:44:22] <Kirben> oh well, sent
[10:51:10] <Nadir> hi
[10:51:28] <Nadir> I've read your e-mail
[10:54:37] <Kirben> In addition to that, it would help if the two defaultkeys.txt files had either different names and/or Exult looked in certain location for them and used local copy first if it exists before using copy in *.flx file
[10:57:38] <Nadir> noted
[10:59:42] <Kirben> Another idea would be to add dialog box at startup to choose BG/SI directories on first run although I guess that would be more complicated.
[11:01:04] <Kirben> Although once the whole game menu is finished I don't think people will be editing exult.cfg much anymore.
[11:14:30] <mrod> bye
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[12:32:16] <Nadir> yes, a full menu would be great. I'm a bit doubtful about what should go in the main menu, or in the in-game menu...
[12:40:27] <Kirben> I guess any settings that effect gameplay and can be changed at any time should go in in-game menu.
[12:41:44] <Nadir> Right.
[12:41:58] <Kirben> Night
[12:42:01] <Nadir> bye
[12:42:03] <Kirben> oops
[12:42:42] <Kirben> Just misread last comment, I'm not going to sleep quite yet.
[12:51:49] <Nadir> :)
[13:10:05] <Nadir> I guess the current main menu is fine then. We just need to add the path-settings
[13:35:17] <Kirben> Night
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[13:53:36] <sty_work> ciao
[13:57:27] <sty_work> you're doing great work
[13:59:13] <Nadir> hi
[13:59:18] <Nadir> thanks
[14:01:34] <sty_work> i'm currently alphatesting :) the latest release
[14:02:28] <sty_work> (oh , i'm walking around serpent isle map, not so deep testing)
[14:02:31] <Nadir> With BG or SI ?
[14:02:47] <Nadir> oops, you answered that for me...
[14:03:14] <sty_work> hehe, the dream's land is pretty buggy :)
[14:03:27] <sty_work> (don't worry, still great job men)
[14:03:34] <Nadir> SI is playable until Moonshade
[14:04:15] <sty_work> you mean following the standard walktrough :DDD
[14:04:24] <Nadir> What we need is people to attempt to finish the game and provide us with information on "blocking" bugs.
[14:04:52] <sty_work> nadir: ok , without cheating at all
[14:04:59] <sty_work> you still enter dream's world
[14:05:01] <Nadir> using the walkthrough is a good way to test it
[14:06:18] <sty_work> it happens when NPCs appear in the dream telling ya stuff
[14:06:46] <sty_work> (ex: thoxa appearing in front of moon eye then disappearing causes crash)
[14:07:27] <Nadir> I guess there are a few bugs in some of the intrinsics used by the usecode-driven animations
[14:07:42] <Nadir> The Fawn Trial is a bit buggy too, although you can go through it.
[14:08:22] <sty_work> (sorry for my bad english, i'm italian)
[14:10:07] <sty_work> it's better to send bugreports to the jackcaos forum or to specific sourceforge area?
[14:10:20] <Nadir> I'm Italian too
[14:10:40] <sty_work> perfetto :)
[14:11:22] <sty_work> va bene anche in italiano ?
[14:11:25] <Nadir> Best place is to use SF, and assign the bug to someone (Jeff is a good idea), because that triggers an automatic workflow with e-mails being sent around
[14:12:15] <Nadir> We should use English in this forum. As mrod pointed out the other day
[14:12:23] <sty_work> oh sorry :)
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[14:41:42] <Colourless> hi
[14:42:05] <sty_work> hi, you're doing great job
[14:42:11] <Nadir> hi ryan
[14:44:08] <Nadir> Has anyone seen http://exult.com/ ??? It's ghastly !
[14:44:57] <Colourless> looking at it now: that is one way to put it
[14:48:02] <Nadir> And who is keeping all of this money ? http://www.exult.net/Press_Events/exult_pressrelease_042301.htm
[14:55:53] <Nadir> I'm listening to U8's MIDIs. They are very atmospheric
[14:56:26] <sty_work> aw , i HATE the dead MIDI of U8 .... :DDD
[14:58:17] <sty_work> i mean, the jingle you listen to when the "here lies the avatar" appear :)
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[15:10:06] <Nadir> Poor Avatar. Poor poor Avatar...<chuckle>
[15:10:27] <Colourless> :)
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[15:21:18] <sty_work> the flying rabbits are cool
[15:26:45] <Nadir> which flying rabbits ?
[15:30:55] <sty_work> :)))
[15:31:06] <sty_work> at the beginning of si
[15:31:12] <sty_work> when you land with your ship
[15:31:16] <Colourless> they are not flying
[15:31:24] <Nadir> It's just jumping around
[15:31:26] <sty_work> skating ? :DDD
[15:31:39] <Colourless> buggy animation
[15:32:31] <sty_work> maybe the grass is slippery
[15:32:37] <sty_work> ;)
[15:32:50] <Colourless> yeah, maybe ;-)
[15:33:40] <sty_work> i was telling to nadir that the critic hangin' points
[15:34:01] <sty_work> are when the npcs appears-disappears during the plot
[15:34:22] <sty_work> (it seems to me)
[15:34:47] <sty_work> i mean appears/disappears by teleporting
[15:35:07] <Colourless> the approach avatar usecode function is kind of broken
[15:35:17] <Colourless> that does cause some issues
[15:35:37] <Nadir> SI uses lots of usecode-driven animations
[15:36:02] <Nadir> Realm of Dreams is very...automatic
[15:36:39] <Colourless> as far as I know, the only thing done to dream land is the world wrapping. The usecode for it hasn't been touched.
[15:36:40] * Nadir is listening to Wing Commander II's soundtrack
[15:41:13] <sty_work> have you ever tried to track down every file access (like filemon) , is it possibile ?
[15:43:54] <Nadir> what for ?
[15:44:36] <sty_work> animation sequences
[15:45:07] <sty_work> h mmm ... nevermind , precached stuff for sure
[15:45:14] <Colourless> :)
[15:54:18] <sty_work> i was starting to think about an int 21h trap :DDD ... i'm a sick psycho
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[15:55:08] <sty_work> hi
[15:55:14] <Dasein> hello
[15:55:23] <Dasein> so this is the exult channel, eh?
[15:55:36] <Colourless> hi
[15:55:58] <Colourless> yeah it is
[15:57:02] <Dasein> keen. i'm playing SI. there's a lot of NPC "AI" bugs still. other than that, it's remarkable. it rarely if ever crashes.
[15:57:42] <Dasein> combat seems to be the biggest problem i've noticed. all things in time, i suppose.
[15:57:59] <Colourless> well, it's only an Alpha version
[15:58:16] <Colourless> damn good for an alpha though i must say so myself
[15:58:31] <sty_work> yeah, damn rulez
[15:58:35] <Dasein> i agree. i strongly agree.
[15:59:27] <Colourless> i would almost say that some 'completed' games get released in worse shape
[16:00:27] <Dasein> i really have no place to come here and act demanding; i'm just curious. any idea as to the exult agenda? are they going to continue to develop BG and work occasionally on SI? are they aiming to utterly complete BG before seriously working on SI? are they only bothering to develop SI as far as it is compatible with BG? etc.
[16:01:41] <sty_work> i have to go ... see ya all
[16:01:58] <sty_work> hail to exult team
[16:02:14] <Colourless> originally the idea was to get BG fully playable and that would be Exult version 1. Serpent Isle support wasn't planned for Version 1. However things aren't quite turning out that way
[16:02:16] <Dasein> :P indeed
[16:02:48] <Dasein> i sense that i'm in the minority, favoring SI over BG.
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[16:03:20] <Colourless> I started playing around with Serpent Isle attempting to see if I could even just get the thing to be a little functional (this was around version 0.4)... I always liked SI more
[16:04:22] <Colourless> Anyway I made some progress and we kind of lost interset in stuff BG when SI started comming together and when BG was finally completable without cheating.
[16:04:25] <Dasein> it works fine right now. i'm doing in Fawn prior to the trial and everything seems to be working accordingly.
[16:05:03] <Dasein> there was a few bugs but frequent saving allowed me to skip back and simply replaying areas oftentimes solved the issue.
[16:05:56] <Dasein> i have the original 3.5 discs for it and there was a few bugs even in the original version. they mostly seemed to deal with flags being triggered, or rather, not being triggered.
[16:05:59] <Colourless> at the moment, no one is doing much on either game, Jeff (the guy who started exult) is the person doing most of the work at the moment, and that is on Exult Studio, an add on for Exult so it can be used as a world editor
[16:07:52] <Dasein> how large is the team working on exult? i understand it's all volunteer so i assume a loose confederation of people occasionally coding this or that part of exult.
[16:08:18] <Colourless> The work on SI is actually making BG better because we are understand thte original engines better know because SI requires that we emulate the original engine more exactly than we did with BG.
[16:09:25] <Dasein> really? howso? obviously SI 'feels' more sophisticated than BG but i've no idea how this translates to code.
[16:10:01] <Colourless> there are a few people, all volunteers. At the moment there are only really 2 people doing any work... and neither of them is me. I have some tasks to do, but they are not of any real importance.
[16:12:44] <Dasein> op. gotta go. thanks for the answers. heh, i've just been play a lot of SI recently and needed to connect (if only briefly) with other fans. good day, good luck, and thus far it's a great project. hey, i'm already in Fawn.
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[16:20:22] <Nadir> bye colourless
[16:20:30] <Nadir> exultbot: bye
[16:20:30] <exultbot> goodbye!
[16:20:35] <Nadir> :)
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[17:46:38] <Colourless> SOMEONE ANYONE!!!!!!!!!!!! Please enter the channel!
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[18:16:04] <mrod> `<Colourless> SOMEONE ANYONE!!!!!!!!!!!! Please enter the channel!' ?
[18:16:28] <Colourless> :)
[18:16:46] <mrod> :-) ?
[19:12:32] <mrod> bye i'm going now
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[19:13:28] <sty> hi
[19:13:40] <Colourless> hi
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[19:26:17] <wjp> hi
[19:26:20] <sty> hi
[19:26:38] <sty> exult team rocks
[19:26:44] <wjp> thanks :-)
[19:27:20] <sty> i'm hanging around the elite :)))
[19:27:54] <wjp> hehe :-)
[19:29:09] <sty> maybe i will help a bit ...
[19:29:56] <wjp> great, we can always use more people
[19:30:45] <sty> nadir tells me about the syncing problems of intros
[19:30:51] * wjp nods
[19:31:15] <wjp> yeah, I was kind of lazy while fixing up the intro :-)
[19:31:25] <sty> maybe i could take a look at it (i mean, give a look at the disassembled executables)
[19:32:26] <wjp> would that be necessary? I think it might be quicker to add some timing in the current intro
[19:32:59] <sty> you know , there's no frame limiting in BG ...
[19:33:07] <sty> the lower PC i have is a PII :))
[19:33:27] <wjp> :-)
[19:33:54] <sty> (ps: my english typing is bad, sorry)
[19:34:12] <wjp> it's just fine :-)
[19:37:15] <sty> hm... :)
[19:37:23] <wjp> ?
[19:38:08] <sty> ok :)
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[20:30:47] <jameson> Hi!
[20:31:47] <chimera|wookin> jameson!!
[20:31:49] <chimera|wookin> :)
[20:32:53] <sty> seeya goin sleep
[20:33:05] <sty> hail to exult team!
[20:33:09] <chimera|wookin> I wish I could go to sleep myself!
[20:33:12] <chimera|wookin> and it's only 14:33 hehe
[20:33:13] <jameson> 'night!
[20:33:23] <sty> here in italy it's 22:30
[20:33:34] <chimera|wookin> ah yes
[20:33:41] <jameson> Same here in Germany, of course. That reminds me...
[20:33:51] <chimera|wookin> how many time zones are there in Germany and Italy?
[20:34:20] <chimera|wookin> I seem to recall talking to someone in Germany who was only 7 hours ahead of me but I could be wrong
[20:34:25] <jameson> If I'm not mistaken, it's all MET here.
[20:34:45] <jameson> chimera|wookin: Do you have DST in your area?
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[20:35:03] <jameson> It's MEST here, which adds another hour.
[20:35:05] <chimera|wookin> I am not familiar with DST ...
[20:35:10] <chimera|wookin> oh
[20:35:12] <chimera|wookin> daylight savings time?
[20:35:15] <jameson> Yes.
[20:35:17] <chimera|wookin> yeah we do
[20:35:28] <jameson> Well, it's eight hors.
[20:35:31] <jameson> In this case. ;-)
[20:35:34] <wjp> hi
[20:35:40] <jameson> Still, there's a short area where they overlap...
[20:35:42] <jameson> Hi wjp!
[20:35:57] <jameson> Er, timespan, not area.
[20:37:52] <chimera|wookin> wjp!!!!
[20:38:15] <chimera|wookin> looks like wjp is in the same time zone as well
[20:38:25] <wjp> yeah, most of europe is one timezone
[20:38:54] <wjp> england & portugal are one hour earlier, and you'll have to go all the way to israel for an hour later
[20:39:08] <chimera|wookin> wow
[20:39:37] * jameson never bothered to look into the details of this
[20:39:41] <wjp> (or maybe a little closer than israel, not entirely sure)
[20:39:44] <jameson> So that's why it worked all the time...
[20:39:50] <chimera|wookin> hehehehe
[20:39:55] <chimera|wookin> well that makes it easy
[20:40:05] <chimera|wookin> if someone is in Europe, I just add 8 hours to the time here and I'm done
[20:40:40] <wjp> the other way is a bit harder :/
[20:40:51] <wjp> 6-9 hours :-)
[20:40:57] <chimera|wookin> :)
[20:41:16] <chimera|wookin> it's a bit easier for me... -1, +1, or +2
[20:41:17] <chimera|wookin> hehe
[20:42:12] * jameson doesn't quite see the point in either DST or time zones
[20:42:46] <wjp> well, it's basically to make time a bit more similar wherever/whenever you are
[20:44:32] * wjp just did some profiling on exult
[20:45:47] <jameson> I don't think making measurement as confusing as this really makes things better... after all, it's not similar at all to where I was a few days before.
[20:45:53] <jameson> But I digress.
[20:47:11] <jameson> Read about the profiling results. Decompressing the RLE data into a native format will considerably increase memory useage, though.
[20:47:29] <wjp> true, but we've got plenty of memory anyway :-)
[20:47:37] <jameson> At least for this particular sub-domain of gfx data...
[20:47:39] * wjp fondly pats his 512Mb ;-)
[20:47:47] <jameson> Not if ou want to run it on a PalmPilot ;-)
[20:48:01] <wjp> we could make it a compile-time option
[20:48:38] <wjp> or run-time, for that matter
[20:49:01] <jameson> We're using decompressed gfx in FreeSCI, plus some LRU management to keep the number of decompressed resources in memory low.
[20:49:29] <jameson> Memory usage has increased noticeably, particularly with higher scaling levels.
[20:49:44] <wjp> hmm
[20:50:48] <jameson> It's not a bad thing in itself, of course. Having the same amount of RAM as you, this isn't a problem for me either, but other people have complained.
[20:51:26] <wjp> yeah, people kind of expect games from the '80s and '90s to run on PCs from then :-)
[20:52:14] * jameson nods
[20:52:35] <jameson> They do have a point, of course. But so do we... ;->
[20:52:59] <wjp> how fast is freeSCI, btw?
[20:53:08] <jameson> BTW: In case you're going full speech: I take it that the part of the Guardian is taken already?
[20:53:35] <wjp> hehe, yeah ;-)
[20:53:45] <wjp> unless you can do better, of course ;-)
[20:53:57] <jameson> Er... ;-)
[20:54:42] <jameson> FreeSCI speed: It runs fine at 1600x1200 at 32bpp on my box.
[20:54:57] <wjp> nice
[20:55:22] <wjp> scaled?
[20:55:30] <jameson> It's OK for playing remotely on Solaris (2x2 mode, 32bpp, shared 100MBps at university).
[20:55:33] <jameson> Scaled: Yes.
[20:55:53] <wjp> hmm, what scaling do you use?
[20:56:27] <jameson> Background pictures in early SCI were vector-oriented (but with floodfill instead of polygons), so it's easy to scale there.
[20:56:43] * wjp nods
[20:57:22] <jameson> We use trivial filtering by default. Some weird linear filtering algorithm (which, simply put, sucks, but happened to be the first filtering algorithm) is available, as is what I believe to be trilinear filtering.
[20:57:42] <jameson> At least that's what the OpenGL specs call it.
[20:57:48] <jameson> That's for foreground pictures.
[20:58:14] <jameson> Filtering for the mouse pointer is only used on GGI, since SDL and the Xlib driver use the native pointer functions (which are only two-colored).
[20:59:08] <jameson> Filtering supports an alpha channel, but right now this is only supported in one rather exotic setup.
[20:59:21] <jameson> (for drawing).
[21:00:45] <wjp> I see
[21:00:49] <jameson> However, we only support integral scaling levels.
[21:01:33] <jameson> Not quite as sophisticated as DOSEmu...
[21:01:54] <wjp> most scenes probably have a relatively low amount of foreground, right?
[21:02:52] <jameson> Usually(!) less than, say, Exult, but there are some scenes, most notably the SQ3 intro's first scene, where a large portion of the screen is occupied with foreground graphics.
[21:03:29] <jameson> (This still triggers more redraws than it should, but I don't think you're interested in our bugs ;-)
[21:03:50] * wjp tries to recall SQ3...
[21:04:42] <wjp> which one was that again? :-)
[21:05:09] <jameson> That's the one where you had your own spaceship- the "Aluminium Mallard".
[21:05:49] <jameson> You'd start out in a junk freighter, and visit places such as Monolith Burgers, the volcanic planet Orgega, Phleephut (where you'd meed Arnoid the Annihilator) etc.
[21:05:54] <wjp> was that the 'revenge of whats-his-name' ?
[21:06:05] <jameson> No, "The Pirates of Pestulon".
[21:06:15] <jameson> "Vohaul's Revenge" was SQ2.
[21:06:29] <wjp> hmm... maybe I missed SQ3 then
[21:06:37] <jameson> Oh my god!
[21:06:40] <jameson> ;->
[21:06:45] <wjp> that's just what I was thinking :-)
[21:07:01] <jameson> IMHO, it was pretty good, for the age, time, and technology.
[21:08:03] <jameson> I'd imagine it'd still be very entertaining if you don't have to spend half the time digging in its guts to figure out why things don't work ;-)
[21:08:28] <wjp> same with U7 :-)
[21:09:00] <jameson> Thought so :-)
[21:09:32] <jameson> Did you ever play "Hero's Quest" (later "Quest for Glory")?
[21:09:49] <wjp> yeah, I played all 5
[21:10:14] <wjp> was SQ3 the one where you had thermic-something underwear, btw? (on that volcanic planet or something?)
[21:10:23] <chimera|wookin> hehe
[21:10:23] <jameson> Yes, exactly!
[21:10:35] <chimera|wookin> a little #freesci chat going on in here, eh?
[21:10:37] <wjp> so I _did_ play it! :-)
[21:10:42] <wjp> *phew* :-)
[21:10:45] <jameson> ;-)
[21:11:22] <jameson> chimera|wookin: That balances the scales. We discussed the full speech support on #freesci earlier ;-)
[21:12:07] <wjp> :-)
[21:12:13] <chimera|wookin> :)
[21:12:59] <chimera|wookin> hey on the Alpha system... does it use the same system of ports as Intel (ie, parallel port at 0x378) ?
[21:13:36] <jameson> I haven't done any low-level HW programming here yet, but it's my understanding that 'ports' are mapped to memory addresses.
[21:13:41] <wjp> ? sounds very unlikely...
[21:13:47] <wjp> (but I really don't know)
[21:14:16] <jameson> The bus just hooks them up to an appropriate place. Might even vary between boards, as far as I know...
[21:17:19] <chimera|wookin> what I'm wondering is whether my daphne emulator would compile on the alpha hehe
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[21:17:35] <chimera|wookin> it is almost all in C, however there is a tiny part that controls the parallel port that is in assembly language
[21:17:37] <freedman> Hi all!
[21:17:41] <wjp> hi Jeff!
[21:17:41] <chimera|wookin> FREEDMAN!!!!!!!
[21:17:42] <jameson> Hi Jeff!
[21:17:49] <chimera|wookin> (so I suppose that would have to be modified for the alpha)
[21:18:02] <freedman> Jameson! When can I play King's Quest games in FreeSCI?
[21:18:09] <jameson> chimera|wookin: Well, if it's in assembly language, that's likely ;-)
[21:18:10] * wjp thinks about having exultbot kick matt when he writes something in full caps ;-)
[21:18:14] <chimera|wookin> freedman: patience my friend, patience!
[21:18:28] <chimera|wookin> wjp: :(
[21:18:30] <jameson> freedman: KQ4 should work, if you have a new version.
[21:18:48] * wjp then remembers that matt has op too ;-)
[21:18:48] <jameson> We're still fighting the older scripts.
[21:18:53] <freedman> That's the first game we ever bought.
[21:19:17] <jameson> :-)
[21:19:35] <jameson> KQ1/Remake and KQ5 will still take a while.
[21:20:03] <wjp> you mentioned HQ/QfG, btw. Are those working well?
[21:20:14] <freedman> KQ5 was pretty complex. I'm surprised it uses the same engine.
[21:20:39] * wjp really liked the first 3 QfG's... (the 4th a bit less, the 5th a lot less :-) )
[21:21:22] <freedman> I only played the 4th Q4G. Liked it, but it was really buggy.
[21:21:28] <jameson> The current semester is over after next week. I'll have a look at the missing DoAvoider kernel function then, but I don't know much about the difference between the late and early scripts. IIRC its not too much of an issue, though.
[21:21:39] * jameson liked QfG4, too.
[21:21:45] <jameson> QfG1 works pretty well.
[21:21:49] <freedman> Say, was Dagger of Amon Ra a SCI game?
[21:22:20] <jameson> It's been completed already, BTW. Get a CVS snapshot if you want to play it, though, as the monster's chasing behaviour has been fixed somewhat.
[21:22:28] <jameson> Dagger of Amon Ra: Yes.
[21:23:08] <jameson> The SCI1 engine differs from the SCI0 engine by a few kernel functions and resource types.
[21:23:16] <jameson> OK, more than a few.
[21:23:40] <jameson> The interpreted language is the same, except for some very minor changes.
[21:24:18] <freedman> Cool. LB2 and GK1 are probably my favorites.
[21:24:57] <jameson> LB2 is late SCI1, though. IIRC GK1 is SCI32, which was a new engine altogether.
[21:25:03] <wjp> LB? GK?
[21:25:08] <wjp> oh, Gabriel Knight...
[21:25:12] <jameson> ...and Laura Bow.
[21:25:24] <jameson> (from "The Colonel's Bequest".)
[21:25:27] <freedman> LB2 == Dagger of Amon RA:-)
[21:25:45] <wjp> oh, I played that first one
[21:25:55] <wjp> (a bit)
[21:25:57] <freedman> ... the good-ol-days of Sierra...
[21:26:28] <wjp> pity I was too young to finish them myself back then
[21:26:33] <jameson> Their games were the reason I started learning English in the first place...
[21:26:47] * jameson feels all nostalgic
[21:26:51] <wjp> yeah, they really helped with english for me too :-)
[21:27:07] <jameson> 'put rock on geyser' was my first English sentence.
[21:27:12] <jameson> Or was it 'open door'?
[21:27:15] <wjp> :-)
[21:28:28] <jameson> It's getting late. Got to go...
[21:28:35] <jameson> Good night, everyone!
[21:28:36] <wjp> 'k, goodnight
[21:28:38] <freedman> See ya
[21:28:43] <-- jameson has left IRC (BitchX: its all day strong, all day long)
[21:29:05] <wjp> how was LA? (apart from the movie-star-like women ;-) )
[21:29:47] <freedman> Hot! Around 100 deg F. And I got to rollerblade for the 1st time.
[21:30:02] <wjp> 100F... ummm...
[21:30:08] <wjp> 37C?
[21:30:22] <wjp> (100F was about body temp., right?)
[21:30:27] <freedman> Er, sounds about right.
[21:30:40] <freedman> 98.6 F = body temp, so that's right.
[21:31:07] <wjp> body temp. is about 37C
[21:31:36] <freedman> But all that sunshine is too much for me. My personality is too gloomy (even through I grew up there).
[21:32:10] <freedman> And rainy weather gives one a good excuse to stay inside and write software:-)
[21:32:16] <wjp> I can't take much heat, myself..
[21:32:19] <wjp> yeah, good point :-)
[21:32:46] <wjp> I've been in Taiwan once for about 10 days... that was pretty hot too :-)
[21:32:51] <freedman> ... plus, none of those movie-star-like women would give me a 2nd look:-(
[21:33:07] <wjp> hehe, I know the feeling :-)
[21:33:14] <wjp> or :-(
[21:34:10] <freedman> Taiwan? Sounds like a cool trip.
[21:34:42] <wjp> luckily the climate there is more suited to hot weather than here
[21:35:00] <wjp> (less humid or something)
[21:35:05] <wjp> yeah, it was pretty cool
[21:36:23] <freedman> Yeah, heat+humidity is pretty bad.
[21:36:47] <wjp> ...which is unfortunately the weather we've been having here for the last week
[21:37:39] <freedman> Is air conditioning common?
[21:37:52] <wjp> not sure... but we don't have any
[21:38:02] <wjp> it's getting pretty common in cars, though
[21:38:35] <wjp> I usually have a fan in my room. That helps quite a lot
[21:40:15] <freedman> You're pretty far north, though, so I'd imagine it's not hot for very long.
[21:40:26] <wjp> no, not really
[21:41:00] <freedman> Kind of the same here. It's overcast most of the year. Drives some people crazy.
[21:41:17] <wjp> Oregon, right?
[21:41:54] <freedman> Yes. Climate seems to be a bit like England. Beer is similar too (which is good:-))
[21:42:01] <wjp> :-)
[21:42:20] <wjp> like england? that bad, eh? ;-)
[21:42:41] <wjp> (England supposedly has the worst climate in Europe, rain-wise)
[21:43:08] <freedman> Well, I like LA weather when I was a kid and could go to the beach all the time.
[21:43:37] <wjp> I never went to the beach much, even though it's only 30-45 minutes away
[21:44:22] <wjp> (somehow I always was stuck behind a computer :-) )
[21:44:31] <freedman> Water's probably kind of cold there, I'd imagine.
[21:44:54] <wjp> no, not really cold
[21:45:10] <wjp> coolish, maybe
[21:46:02] <freedman> ...on the phone...
[21:46:38] <freedman> ... back
[21:47:22] <wjp> short phone call :-)
[21:47:34] <freedman> ...fortunately:-)
[21:48:08] <freedman> Anyway, I'm eager to start coding again. Even fixed one bug last night:-)
[21:48:36] <wjp> oh the "Danger! Danger! Modifying list while being iterated!" one :-)
[21:49:10] <wjp> did you read up on the swapping changes Colourless and I figured out, btw?
[21:49:30] <freedman> I ended up just deleteing that one. His 'npc.dat' file was all corrupted past NPC #281.
[21:49:51] <freedman> Flag 18? That was excellent.
[21:50:44] <wjp> it made SS work a lot better
[21:51:23] <wjp> maze is practically working, expect that activation distances of the doors are a bit off
[21:52:13] <wjp> outpost is mostly ok too, but entering the iron-maiden secret passage endless-loops, and I couldn't destroy the debris
[21:52:50] <wjp> (you try to walk into the iron-maiden, but are blocked, so keep trying)
[21:53:30] <freedman> I don't even know where that is...
[21:54:02] <wjp> in the torture chamber, where the cell with the body that holds the 'key' to the energy barrier at the bottom of the well
[21:54:19] <wjp> is
[21:54:34] * wjp suddenly noticed he was missing a verb :-)
[21:54:50] <freedman> Hmmm. Not sure if I ever got there. I skipped SS when I played the original SI.
[21:55:11] <wjp> it's supposed to teleport you to a room filled with powder kegs
[21:55:48] <wjp> brb
[21:59:00] <wjp> b
[21:59:50] <wjp> oh, btw, the Fiend-not-there bug was fixed by flag 18 too
[22:02:25] <chimera|wookin> cool
[22:02:31] <chimera|wookin> bug fixes rule
[22:02:34] <freedman> Good! I had no idea what was causing that.
[22:03:07] <wjp> umm... although
[22:03:23] --> triptroni has joined #exult
[22:03:24] * wjp wonders where he went
[22:03:30] <triptroni> hello
[22:03:33] <wjp> hi
[22:03:34] <freedman> Hi!
[22:03:43] <wjp> argh... Fiend is gone again
[22:04:00] <triptroni> where can i get the shp viewer photoshop filter?
[22:04:01] <freedman> :-) He didn't show up when I played the original SI either.
[22:04:14] <wjp> ...but maybe I need to start a new game
[22:04:23] <triptroni> y?
[22:04:25] <wjp> triptroni: it's in Exult's CVS
[22:04:26] <freedman> Trip: I think it's in the 'mapedit' directory
[22:04:42] * wjp looks up URL
[22:04:45] <triptroni> i have window
[22:04:47] <triptroni> s
[22:05:25] <triptroni> thanx
[22:05:35] <wjp> http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/exult/exult/mapedit/PhotoshopShapePlugin.zip?rev=1.1&content-type=text/vnd.viewcvs-markup
[22:05:50] <wjp> don't let the page load... just select 'download' at the top
[22:06:21] <triptroni> thanx
[22:06:36] <wjp> there's one issue with it, though
[22:06:51] <wjp> it can only read one image per shape
[22:07:05] <triptroni> damn
[22:07:08] <wjp> but I've included a program splitshp.exe that splits up a shape into separate images
[22:07:15] <wjp> (and can merge them again, too)
[22:07:33] <chimera|wookin> you're coding windows stuff now, wjp? hehe
[22:07:53] <triptroni> thanx
[22:07:53] <wjp> chimera|wookin: yeah... :/
[22:08:10] <wjp> (instructions are in the README that I hopefully included :-) )
[22:09:04] <wjp> oh, one other thing: do you know how to use expack to extract .shp files from .vga files?
[22:09:18] <triptroni> ummm expack -x
[22:09:27] <wjp> ok :-)
[22:10:18] <triptroni> will the plugin work 4 psp aswell?
[22:10:56] <wjp> not entirely, unfortunately
[22:11:15] <wjp> it doesn't seem to recognize transparency, and it won't load the origin
[22:11:15] <triptroni> damn.......
[22:11:34] <wjp> (transparency is easily fixable: just select colour 255 as the transparent colour)
[22:11:43] <wjp> origin is a real problem though
[22:11:52] <wjp> maybe I'll email Jasc about it someday
[22:12:13] <triptroni> i was thinking of changing a few thing in u7 making my own map etc....new graphics stuff like that wot will i need?
[22:12:27] <triptroni> im puting redhat on 2day
[22:12:55] <wjp> for the graphics the photoshop/gimp plugin & expack should be all you need
[22:13:15] <triptroni> oh and how do i put u7 on linux in the first place????
[22:13:35] <wjp> do you have it on CD?
[22:13:42] <triptroni> yep
[22:13:57] <wjp> Ultima Collection?
[22:14:14] <triptroni> no......"The Complete Ultima 7"
[22:14:25] <triptroni> or sumfin like dat
[22:14:38] <wjp> hmm, not sure if there's an unpacked version of it on there
[22:14:50] <wjp> anyway, you can just copy it from the windows partition too
[22:19:07] <triptroni> yeah with wot?
[22:19:37] <triptroni> oh well im burning it onto a cd
[22:19:40] <wjp> hmm, ever used any unix-like os before?
[22:19:53] <triptroni> yeah
[22:19:59] <wjp> that would work too :-)
[22:20:06] <triptroni> oh thats right kde has a browser
[22:20:47] <wjp> 'cp -R' would do the trick too, I guess
[22:21:03] <triptroni> oh ok
[22:21:46] <wjp> I think RH's installer automatically mounts any windows partitions it finds
[22:22:39] <triptroni> i now kno how 2 edit chunks
[22:22:44] <triptroni> textures
[22:22:47] <triptroni> shapes
[22:22:57] <triptroni> hehehehe im gonna have alot of fun
[22:23:44] <wjp> :-)
[22:24:44] <triptroni> hey is there any paperdolls clothes or woteva in u7 theblack gate u need i could make them
[22:25:37] <triptroni> oh yeah there is the dress.....normal clothes mostly
[22:25:51] <wjp> yeah, we still need a few items
[22:26:34] <triptroni> hehehehe spark looks so funny
[22:26:38] <wjp> some dresses, pants, hoods, and some weapons too
[22:26:52] <wjp> (musket, triple crossbow, hawk, ...)
[22:26:59] <wjp> full list is at: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/exult/exult/docs/art.txt?rev=1.2&content-type=text/vnd.viewcvs-markup
[22:27:22] <triptroni> i could have alot of fun with dresses heheheheh "come here iolo!"
[22:27:28] <wjp> :-)
[22:28:41] <triptroni> hey do u mind if ask a few questions bout how 2 make them?
[22:28:57] <wjp> not at all; ask away
[22:29:17] <triptroni> thanx
[22:29:33] <triptroni> do i need linux installed for any of the tools?
[22:30:00] <wjp> no, if you use the photoshop plugin
[22:30:31] <triptroni> damn
[22:30:41] <wjp> and if you prefer PSP, I could always do the final .shp-file creating myself
[22:31:07] <triptroni> so i need the ultima 7 pallete
[22:31:45] <triptroni> and how do i get the normal graphics from u7 aswell?
[22:31:58] <wjp> if you take a screenshot from within exult (ctrl-alt-s), the resulting .pcx has the right palette
[22:32:22] <triptroni> oh thanx
[22:32:58] <wjp> you can get the graphics from the original by using expack
[22:33:54] <wjp> specifically:
[22:34:03] <wjp> expack -x shapes.vga <shape number>
[22:34:16] <wjp> rename <shape number>.u7o <shape number>.shp
[22:34:37] <triptroni> and i use the shp2pcx?
[22:34:47] <wjp> that's one way, yes
[22:34:53] <triptroni> wot if i wanna extract them all
[22:35:17] <triptroni> just no shape#
[22:35:17] <wjp> hmm... that will be very annoying :-)
[22:35:27] <triptroni> :S
[22:35:41] <wjp> without the shape number it will extract the whole .vga file, yes
[22:35:50] <triptroni> oh ok
[22:35:51] <wjp> but shp2pcx has no batch mode, I'm afraid
[22:36:02] <triptroni> omg......
[22:36:30] <wjp> you'll also need a palette file if you want to use shp2pcx:
[22:36:49] <wjp> expack -x palettes.flx 0
[22:37:03] <wjp> rename 0.u7o u7.pal
[22:37:25] <triptroni> ive got the ultima7 palette saved in psp is it the same kind?
[22:37:40] <wjp> no
[22:38:05] <triptroni> damn
[22:38:21] <triptroni> brb gotta restart windows
[22:38:24] <wjp> k
[22:38:40] <-- triptroni has left IRC (Read error to triptroni[p232-tnt6.akl.ihug.co.nz]: Connection reset by peer)
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[22:43:09] <triptroni> back
[22:44:36] <wjp> I have to go
[22:44:44] <wjp> bye
[22:44:49] <triptroni> damn thanx 4 all the help cya
[22:44:57] <wjp> sure, no problem
[22:45:00] <wjp> bye
[22:45:04] <-- wjp has left IRC ([x]chat)
[22:54:40] <triptroni> dgxnh
[22:54:44] <triptroni> hello?
[22:55:34] <triptroni> HEEELLLLLOO???
[22:58:16] <freedman> Hi. Sorry, ... only half my mind is here
[23:03:39] <triptroni> lol
[23:04:01] <triptroni> oh well i gotta go now so seeya
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