#exult@irc.freenode.net logs for 4 Apr 2003 (GMT)

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[00:30:05] * Eclair is back (gone 09:13:43)
[01:26:02] --> ShadwChsr has joined #exult
[01:26:07] <ShadwChsr> helllooooo
[01:26:08] <ShadwChsr> ;)
[01:29:24] <Eclair> HELLLLLLLLOOOOOOOOOOOOOOOOOO
[01:29:34] <Eclair> welcome to the Decit
[01:29:44] <Eclair> I hope your stay will be nice and crushed :)
[01:29:57] <ShadwChsr> ;P
[01:29:59] <ShadwChsr> Decit?
[01:30:08] <Eclair> Dungeon Deceit
[01:30:14] <ShadwChsr> ahhhh
[01:30:14] <ShadwChsr> ;)
[01:30:23] <ShadwChsr> So are you a coder or a gamer?
[01:30:24] <ShadwChsr> :)
[01:33:42] <Servus> *tik*tok*
[01:34:50] <Eclair> gamer
[01:34:54] <Eclair> U6/U7
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[03:55:51] <Colourless> anyone actually here? :-)
[04:00:23] <ShadwChsr> yep
[04:00:39] <Colourless> any only 4 minutes delay :-)
[04:05:52] <ShadwChsr> I was cookin!
[04:05:52] <ShadwChsr> ;P
[04:06:04] <Colourless> ha!
[04:07:00] <ShadwChsr> :(
[04:07:08] <ShadwChsr> whatcha workin on?
[04:19:30] <Colourless> though i answered that... nothing :-)
[04:21:30] <ShadwChsr> oh :)
[04:21:51] <ShadwChsr> You should join on board my little game client then ;)
[04:22:40] <Colourless> um, no
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[06:31:15] <ShadwChsr> anyone here?
[06:32:10] <Eclair> nope
[06:32:19] <Eclair> just ghosts and a couple of raths
[06:32:22] <Eclair> raiths
[06:32:35] <Colourless> hell no
[06:33:27] <ShadwChsr> Linux app's only have a Main() function, right? no parameters?
[06:33:38] <ShadwChsr> nothing like MainLin()? :-)
[06:33:44] <Colourless> um, i think you mean main()
[06:34:02] <Colourless> which can be int main(argc, char*argv[])
[06:34:15] <Colourless> or it can be int main(void)
[06:34:42] <ShadwChsr> what about GUI apps?
[06:34:56] <Colourless> doesn't matter
[06:35:03] <Colourless> not for linux
[06:35:29] <ShadwChsr> ok
[06:35:39] <ShadwChsr> I just wasn't sure if linux had any instance handles or things like that
[06:36:28] <Colourless> you are using windows too much :-)
[06:37:13] <ShadwChsr> ;P
[06:39:49] <Servus> windows uses int main(argc, char*argv[])!
[06:40:44] <Eclair> GAH... windows
[06:40:47] <Eclair> noo
[06:41:13] <ShadwChsr> int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
[06:42:12] <ShadwChsr> hInstance being the app's handle, hPrevInstance being the handle to the app that loaded this app (i think), lpCmdLine is obvious, nCmdShow is how the window should be shown (hidden, minimized, etc)
[06:42:43] <Servus> i dont _do_ that ugly stuff :-)
[06:47:08] <ShadwChsr> It's beautiful ;)
[06:50:52] <Servus> looks like a bunch of letters ;-)
[06:51:32] <ShadwChsr> Even Microsoft has dropped hungarian, btw ;)
[06:58:41] <Servus> i know
[06:58:51] <Servus> i only use it for CMyClass ;-)
[07:00:59] <ShadwChsr> I thought about using C, but it's similarity to MFC scared me off real fast ;-) Just 'I' for me ;-)
[07:01:53] <Servus> CWorld World;
[07:02:29] <ShadwChsr> Yeah, I know.. I hate that ;-)
[07:03:03] <ShadwChsr> theres always a tradeoff somewhere ;(
[07:03:51] <ShadwChsr> I usually use 'World m_World' for private members, then expose them through inline const "get" functions
[07:05:52] <Servus> i use m_Foo, but not for classes for some reason ;-)
[07:07:43] <ShadwChsr> Whats your preference, for games, when it comes to OO design?
[07:07:59] <ShadwChsr> Singleton, Composition?
[07:08:23] <Servus> pointer composition
[07:08:47] <Colourless> what ever makes sense for the code you are writing
[07:09:03] <Colourless> all have their advantages
[07:09:58] <ShadwChsr> do you use pure virtual interfaces?
[07:10:31] <Colourless> sometimes, but not usually for strictly 'game' code
[07:11:15] <Colourless> personally, I have only used them when writing os/hardware related code
[07:11:44] --- DarkeZzz is now known as Darke
[07:11:50] --- ChanServ gives channel operator status to Darke
[07:11:53] <Darke> Hiya.
[07:11:58] <ShadwChsr> Well, my architecture is evolving slightly.. I started with a hierarchy of objects, but got fed up when it included every header in every file :)
[07:12:22] <Darke> ShadwChsr: Define 'pure virtual interfaces'? A class with completely pure virtual methods, or just a pure virtual method now and then?
[07:12:23] <ShadwChsr> Switched to singleton but now I'm doing a mix between that and pure virtual interfaces - which overcomes the include issue
[07:13:07] <ShadwChsr> A class with 100% pure virtual methods, used as an interface
[07:13:31] <ShadwChsr> the public members of the interface = the public members of the derived class (for the most part)
[07:14:11] <ShadwChsr> That way anything that includes the interface or subsystem manager header doesn't include the entire source tree :)
[07:14:14] <Darke> I find I start with a few of those, then they gradually morph into non-pure classes, simply because I find I can shuffle some of the core code into them.
[07:14:20] <ShadwChsr> it just includes the interfaces, not the logic
[07:14:28] <Servus> i use virtual-virtual interfaces :-P (i dont use the keyword)
[07:16:24] <ShadwChsr> I always hear programmers whining and complaining about slow virtual functions, but I think a few operations is worth the clean code :)
[07:19:12] <Colourless> programmers who complain about slow virtual functions should live in the modern real world
[07:19:31] <ShadwChsr> :)
[07:20:23] <Colourless> with 3 GHz processors, the extra, what 3 or so clock cycles required (not counting memory access time since it's impossible to calculated) doesn't make much of a difference
[07:20:30] <ShadwChsr> I agree, but look at most tutorials (and quite a few books) that have the word "virtual" in it, and you will see the stupid comments :)
[07:20:40] * Darke thinks programmers who complain about slow virtual functions should actually, y'know, *benchmark* their code sometime to find out precicely where the real slowness hides.
[07:21:25] <Colourless> yes, back in the day when 386's were around and memory access was really slow, and lots of clock cycles were taken up to access memory, then yes, the extra indirection with the vtable vs a function pointer may have made a difference... but now...
[07:21:46] <Servus> lets all write games in java! :-P
[07:22:00] <Colourless> now that is slow :-)
[07:22:09] <Servus> ultima7 ran deadly-fast on a 30mhz, and my 1.7ghz can barely run exult fast enough =-/
[07:23:36] <Darke> *blinkblink* What are you running then? I can run it at 800x600x2 SaI with an equilivant speed to my 486SX/33Mhz on my lowly 1gig athlon?
[07:24:25] <Colourless> ultima7 didn't use virtual functions though :-)
[07:24:55] * Darke remembers there being a similar complaint from two people on the newsgroup, and he's extremely puzzled that such a hefty machine could run everything so badly.
[07:25:00] <Servus> well it wont let me put the framerate too high, and the main screen FLICKERS incredibly
[07:25:17] <Servus> on my ex's 200mhz, it let me put the framerate lock higher than on my comp
[07:25:18] <Colourless> bah, video card driver problem
[07:25:26] <Servus> dont blame it on my video card driver from nvidia ;-)
[07:25:30] <Darke> Video card problem.
[07:25:37] <ShadwChsr> nvidia, ahah
[07:25:38] <ShadwChsr> ;)
[07:25:50] <ShadwChsr> you know things are bad when ATI actually has better drivers than nvidia ;)
[07:26:01] <Darke> Yeah, right. Nivida produce really dodgy drivers every now and again, IIRC, their just before last set were really bad.
[07:26:33] <Darke> This was under windows, BTW, I can't remember a dodgy set of their drivers under linux so far, probably just lucky. *grin*
[07:26:56] <Colourless> exult never had any issues with flickering until a certain set of nvidia drivers came out, then people start to blame exult....
[07:27:28] <ShadwChsr> though, I do have an issue where my mouse cursor vanishes at the new player screen :)
[07:27:29] <Servus> its only exult that does it ;)
[07:28:04] <Darke> You'll find most SDL games would do it I believe, if run at similar resolutions.
[07:28:19] <Servus> not mine:P
[07:28:26] <Colourless> you need to remember, most apps aren't single buffered
[07:29:49] <Darke> In any event, it's provably not exult's problem, since an upgrade or downgrade of nividia's drivers fix it. *grin*
[07:30:04] <-- Colourless has left IRC (Read error: 104 (Connection reset by peer))
[07:31:04] <Servus> im not about to downgrade my drivers:P
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[07:32:44] <ShadwChsr> hmmm..... idiot question alert: I never noticed this before now (?) but why is it I can cast a typed pointer to something *completely* different, but not a normal object?
[07:33:09] <ShadwChsr> I want to cast a base class to a descendant that I know was initialized by the descendant class :-)
[07:33:21] <ShadwChsr> (ugh im not sure if that made sense :)
[07:33:26] <Colourless> dynamic_cast it
[07:33:30] <Colourless> or static_cast it
[07:33:39] * Darke points to Colourless. What he said.
[07:33:54] <Colourless> dynamic_cast is safe, static_cast is unsafe
[07:33:59] <ShadwChsr> Why is it that (descendant*)pObj works but not (descendant)Obj? :-)
[07:34:17] <Colourless> you can't cast structs
[07:34:26] <Darke> Servus: You're willing to use a buggy and slower set of drivers 'cause they're 'newer'? Your choice, but I tested them and downgraded imediately until the next set.
[07:34:34] <ShadwChsr> It's not a struct though
[07:34:44] <Servus> stabler and faster, darke
[07:34:56] <Servus> exult just flickers, it always has for me...
[07:35:04] <Colourless> ignore my last comment
[07:35:11] <Colourless> what is your 'exact' code?
[07:35:23] <ShadwChsr> PlatformSys_Win32::PlatformSys_Win32(PlatformSys_ProcessInfo ProcessInfo)
[07:35:26] <ShadwChsr> m_ProcessInfo = (PlatformSys_Win32_ProcessInfo)ProcessInfo;
[07:35:53] <Colourless> make that
[07:36:00] <Colourless> PlatformSys_Win32::PlatformSys_Win32(PlatformSys_ProcessInfo &ProcessInfo)
[07:36:03] <Darke> Servus: Most certainly not on my GF4, nor my flatmates, nor my friends. Worked ok on my old GF2 though, but since I don't play games with that, it's unimportant. *Grin*
[07:36:10] <Colourless> you can only cast references, or pointers
[07:37:01] <Colourless> i think :-)
[07:37:30] * Darke knows someone who's a religious '3dmarker' and he screamed blue murder when he saw his scores drop significantly. *grin*
[07:38:16] <ShadwChsr> ahhhhh cool :) It should be a reference anyways
[07:39:03] <ShadwChsr> I think I'll switch it to a dynamic cast though, since the code only executes once for the entire life of the app
[07:48:49] <Colourless> i should be off
[07:48:50] <Colourless> cya
[07:48:52] <-- Colourless has left IRC ("casts invisibility")
[08:05:28] <ShadwChsr> m_ColourlessState = dynamic_cast<*CInvisibility>Colourless;
[08:07:21] <Servus> User[UserList.GetUser("ColourLess")].State |= USER_STATE_INVISIBLE;
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[09:46:13] <Yuv422> hi
[09:49:01] <Darke> Hi.
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[10:52:00] * Darke waves at the bouncing daniel.
[10:53:01] * `daniel waves back
[10:53:06] <`daniel> :]
[10:53:14] <`daniel> trying out different windowmanagers
[10:53:33] <sbx> blackbox
[10:53:45] <`daniel> oh btw, has anyone had any problems with Xfree 4.3.0? or the new nvidia drivers
[10:55:55] * Darke is still only on 4.2.1, so can't say. *grin*
[10:56:28] <sbx> 4.1.0 here
[10:56:36] * Yuv422 is running Apples hacked up Xfree. ;)
[10:56:53] <Yuv422> based on 4.2.1
[11:04:39] * Darke wonders what apple *doesn't* hack up? *grin*
[11:09:14] <Yuv422> Hey
[11:09:23] <Yuv422> :P
[11:10:04] <Darke> *innocentlook* What?
[11:10:09] <`daniel> apple seems to borrow an aweful lot from for something they didn't invent (macOSX that is)
[11:10:30] <`daniel> I mean, freebsd based kernel and hacked version of Xfree
[11:10:43] <`daniel> and I suppose they want people to pay for OSX?
[11:10:52] <Yuv422> don't forget NextStep.
[11:11:53] <Servus> Linux is free only if your time has no value :-P
[11:12:32] <sbx> they need people to pay for the time they spend hacking it up
[11:13:06] <Servus> then they shouldnt give it away free:P
[11:13:38] <`daniel> Servus: windows is only practical if you can tolerate infeirority :P
[11:15:00] <Servus> all you people simply have your windows boxes improperly set up -- mine never crashes :-)
[11:16:47] <`daniel> haw haw haw
[11:16:53] <`daniel> mine doesnt crash either
[11:17:02] * Darke gets paid AU$40+ per hour to work on linux. His time is *very* valuable to him, thank you very much. *grin*
[11:18:05] <Servus> everything2.net is great for annoying people :-)
[11:18:11] <Servus> next up : licked to death by kittens!
[11:18:25] <Servus> "
[11:18:25] <Servus> Probably the happiest way to die you can possibly think of, not counting death by orgasm.
[11:18:28] <Servus> fucking mirc
[11:18:31] * Darke only gets paid AU$15-30 to work with windows. Linux is much more profitable to him to work on in both the mental and back-balance sense. *grin*
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[11:21:24] <Fingolfin> yo
[11:21:29] <Darke> Hiya.
[11:21:37] <`daniel> hello
[11:23:39] <sbx> hi
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[12:03:52] <Yuv422> scalers almost done
[12:05:32] <Yuv422> Ouch! 70% cpu load. :(
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[12:06:23] <sbx> is Ember related to Jett?
[12:06:41] <Yuv422> ember is jett
[12:07:02] <sbx> :)
[12:11:37] <-- Darke has left IRC (Read error: 60 (Operation timed out))
[12:19:05] <Yuv422> Point scaler at x2 28%cpu load
[12:20:56] <sbx> what scalers are there?
[12:22:32] <Yuv422> Point, Interlaced, 2xSaI, Super2xSaI, SuperEagle, Bilinear, BilinearPlus, BilinearInterlaced, BilinearQuarterInterlaced
[12:23:01] <sbx> eep
[12:23:07] <sbx> way to go :)
[12:23:15] <sbx> what about scale2x?
[12:23:38] <Yuv422> hehe I've just taken Colourless's Pentagram scaling code.
[12:23:42] <Yuv422> And converted it to work with Nuvie.
[12:23:44] <sbx> oh yeah
[12:23:50] <sbx> ok
[12:24:23] <Yuv422> what to see a pic?
[12:24:28] <Yuv422> want
[12:24:59] <sbx> yes
[12:26:48] <Yuv422> the interpolated modes look a bit dodgy as I'm scaling each tile so you can see some join lines.
[12:26:55] <Yuv422> brb I'll just take a pic
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[12:34:05] * Darke sighs. Mental note: Next time this bunny decides to fiddle around with the networking, he'll *disconnect* from irc first!
[12:35:37] <Servus> why are you a bunny?
[12:36:10] * Darke blinkblinks. "Erm... because I am?"
[12:37:05] <sbx> Darke: are your alternate personalities bunnies?
[12:37:43] <-- Ember has left IRC (Read error: 110 (Connection timed out))
[12:38:24] <Darke> sbx: *thinks* No, only two are bunnies. *nodnod*
[12:38:28] <Yuv422> argh I can't upload file into the project htdocs dir
[12:38:33] <Servus> two?
[12:38:36] <Yuv422> hehe permission error.
[12:38:36] <Servus> what are their names?
[12:38:38] <Yuv422> :(
[12:38:41] <Yuv422> be back later
[12:39:19] <sbx> ok
[12:41:02] <Darke> Servus: Two. Y'know, you really need to learn how to ask questions, in a way where I can't avoid answering them. *grin*
[12:42:46] <Servus> it's my blunt nature ;-p
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[12:43:41] <Servus> how would you have me ask it? ;-)
[12:48:12] <Darke> Not necessarily blunt nature, you just asked me 'two?' and I had no idea what sort of information you wished from that. Whether you were asking it in a semi-sarcastic way "*Only* two?" or wanted their names, or something else entirely. So I answered, "Two", since that was the only answer other then "Yes" that seemed appropriate. *grin*
[12:49:33] <Servus> it had already been made clear that there are only two, and i then expressly asked for their names.
[12:49:46] <Servus> :-)
[12:52:26] <Darke> Hmm... that is curious. I didn't actually get that request in my client, but it's in the web archives.
[12:53:05] * Darke scritches behind an ear and wonders if there's an intermittent problem with his net connection, or he just yanked out a cable at the wrong moment.
[12:53:10] <Servus> now it is you that is avoiding answers;-)
[12:53:16] <Darke> Anyway, names are 'Darke' and 'SharpTooth'.
[12:53:33] <Darke> Amusingly enough, no it isn't. *grin*
[12:54:19] <Servus> furcadia? ;-p
[12:54:28] <sbx> hehe
[12:54:34] <Darke> Nope. Haven't been there for years. *grin*
[12:55:17] <Servus> in what circumstance, or in which circumstances, do you most vividly portray one or both of these personas of yours?
[12:55:26] <Servus> (there we go, :-)
[12:56:55] <Darke> IRC, email and occasionally I make a post to the exult forums. *grin*
[12:57:35] <Darke> Hmm... ICQ too, though it's rare for me to be on there.
[12:57:49] <Servus> aww, i was expecting to see darke and/or sharptooth at the Burning Man :-p
[13:02:50] <Darke> The only 'Burning Man' I know is of the yearly pagan festival kind (held somewhere in the .uk, IIRC), context?
[13:04:40] <Servus> northwestern american desert, something of a rave
[13:07:49] <sbx> it is a gathering to celebrate the Guardian, and they burn an effigy of the Avatar
[13:08:05] <sbx> and walk around taking eachothers food
[13:08:31] <sbx> i gather this from the random bits of information ive heard about it
[13:09:21] <Darke> Hmm... makes sense I suppose. *grin*
[13:09:44] <Servus> www.burningman.com
[13:15:45] <Servus> they walk around and ask everyone "Name" "Job" then they say "Bye"
[13:16:17] <Yuv422> name, job, join, bye :)
[13:16:58] <Servus> in u6 you can ask anyone to join, right? :P
[13:17:09] <Yuv422> hehe I wish
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[13:17:39] <Colourless> hi
[13:18:09] <Yuv422> hey
[13:18:14] <Yuv422> gu
[13:19:24] <Servus> well you can ask i mean, and they say no
[13:19:43] <Yuv422> true
[13:24:07] <Yuv422> http://www.atu.com.au/~eric/mac/nuvie/
[13:24:07] <Yuv422> some scaler shots
[13:24:07] <Servus> cant you ask them the time and for their health and a quest?
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[13:24:19] <sbx> hi Colourless
[13:24:19] <sbx> many of them dont understand join
[13:26:12] <Servus> looking good yuv:)
[13:26:27] <Servus> how are you doing the graphics? what api?
[13:26:40] <sbx> yep
[13:26:42] <sbx> not scaling the border?
[13:26:54] <Yuv422> SDL
[13:27:07] <Yuv422> I'm wriiting the mapwindow directly to the unscaled buffer
[13:27:12] <Servus> ah
[13:27:20] <Yuv422> so I've got to clip it to the border
[13:27:22] <Colourless> not bad at... but why are you getting lines?
[13:27:33] <Servus> if you write to an opengl surface you can just scale it as a matter of course...
[13:27:41] <Servus> guess thats too much bother though :-)
[13:27:45] <Yuv422> I'm scaling each tile individualy. :)
[13:27:59] <sbx> why dont you just scale the entire buffer?
[13:28:00] <Colourless> that... is not the correct way of doing things... it looks 'wrong' :-)
[13:28:12] <Yuv422> Colourless. I know :)
[13:28:23] <Yuv422> but I wanted somthing to show you guys.
[13:28:24] <Yuv422> :)
[13:28:31] <Yuv422> so I rushed it.
[13:28:37] <Colourless> :-)
[13:28:48] <sbx> i like the SuperEagle
[13:29:20] <Yuv422> it is quite inefficent ATM as I redraw the whole surface every interation of the game loop. :)
[13:29:31] <Yuv422> kinda looks like a painting
[13:29:34] <Colourless> you don't need to
[13:29:47] <Servus> id draw to a surface and find a way to scale that
[13:30:13] <Colourless> only redraw if something has changed
[13:30:13] <Servus> personally id draw to a 320x200 quad in opengl... :-)
[13:30:23] <Colourless> since the game is turn based... that shouldn't be very often
[13:30:32] <sbx> it has animations
[13:30:33] <Colourless> problem with scaling using opengl is... you get lines :-)
[13:30:52] <Colourless> use 'dirty' regions, BUT they only work if you are single buffering
[13:30:57] <Yuv422> but I need to redraw animated tiles and palette cycled tiles :(
[13:31:22] <Colourless> ah yes, i forgot about palette cycling... that is a PITA
[13:31:26] <Servus> if youre using a palette, you can actually cycle the palette in opengl..
[13:31:37] <Colourless> if your hardware support palettes
[13:31:43] <Servus> and just blit to small areas of the screen when you need to change it
[13:31:56] <Yuv422> but I want to do fading etc.
[13:32:00] <Servus> opengl emulates everything that the hardware cant handle
[13:32:06] <Colourless> not palettes
[13:32:19] <Servus> easy, put a black quad over the main quad and cycle its alpha
[13:32:31] <Yuv422> ah k
[13:32:33] <Servus> turn it from 0% opaque to 100% opaque gradully, voila, fade
[13:32:43] <Servus> tho i dont wanna steer you down a whole new course of graphic-dom :-)
[13:33:17] <Yuv422> hehe whoops I've just rm'd all my SDL stuff in favour of OpenGL. Argh! ;)
[13:33:34] <Servus> SDL_GL;-)
[13:33:45] <Colourless> i personally, wouldn't steer you don't the opengl path, unless you 'really' know how to use opengl
[13:34:07] <Servus> indeed, though you should be using it trivially id think
[13:34:18] <Servus> just blitting to a texture map instead of to a screen buffer
[13:34:36] * Yuv422 knows nothing of opengl.
[13:34:36] <Servus> SDL_SetVideoMode(INIT_WIDTH, INIT_HEIGHT, 32, SDL_OPENGL|SDL_HWSURFACE|SDL_HWPALETTE) :-p
[13:34:48] <Servus> yes, well, do it your own way then, im just thinking aloud :-)
[13:35:05] <Servus> hmmm #define SDL_OPENGLBLIT 0x0000000A /* Create an OpenGL rendering context and use it for blitting */
[13:35:52] <Servus> try putting that argument SDL_OPENGLBLIT into your SDL_SetVideoMode and see if it still runs
[13:36:13] <Servus> you might be able to scale trivially with that, hopefully :-)
[13:42:48] * Darke blinkieboggles. IE just crashed when trying to go to windowsupdate.microsoft.com... I'm not sure if that's a security risk, or just good sense on the part of the browser.
[13:43:05] <Yuv422> if I scale only the dirty rects won't I get that edge problem?
[13:43:28] <Colourless> yes you will, so you need to expand the rect by 4 pixels from memory
[13:43:50] <Colourless> that is 4 pixels, each directions
[13:44:17] <Yuv422> so the scaler actually scales 4 more pixels allaround?
[13:44:45] <Yuv422> or it just sources them
[13:46:41] <Colourless> the scalers use a 4x4 region to work out what pattern to use to scale with
[13:46:41] <Yuv422> the interpolated scalers are quite intensive.
[13:46:44] <Colourless> the final colour of the pixel though comes from a 2x2 region if i'm not mistaken. thats for all of the kreed scalers
[13:46:57] <Colourless> yes they are, especially if you are using a debug build
[13:47:13] <Colourless> in release builds they are fairly efficent for all the work they do
[13:47:30] <Colourless> that is a build with full optimizations verus a build with no optimizations
[13:48:04] <Yuv422> inline will always inline regardless of -O level?
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[13:51:53] <Colourless> hi
[13:52:05] <Fingolfin> re
[13:54:22] * Yuv422 kicks back as "The Goodies" Funky Gibbon mp3 plays.
[13:59:06] <sbx> "Riddle me this: Do you know what the goose said to the avatar?" y("No, no, no, that's not how it works! You're supposed to say you don't, so I can tell you!" "Let's try it again.") n("It said 'ankh ankh!'")
[13:59:56] <Servus> =-O
[14:07:54] <Yuv422> time for bed
[14:07:58] <Yuv422> cya
[14:08:06] <-- Yuv422 has left IRC ("[BX] We are BitchX of Borg. You will be assimilated. Using ircII is futile.")
[14:08:25] <sbx> cya
[14:08:43] <Colourless> it's 'fun' playing around with other peoples professional code to see exactly how 'real' game engines work
[14:08:57] * Colourless is currently got his head in the Duke3D source
[14:11:30] * Colourless is attempting to get the 'quick' linux port to properly run in windows... so far things aren't going too greatly well....
[14:11:31] <Colourless> http://www.users.on.net/triforce/duke_winxp.png
[14:12:36] * Colourless has however replaced the code that used used SDL_mixer for the music with my Exult/Pentgram Win32 midi device + xmidi, which i updated to properly handle the EMIDI events
[14:17:55] <Servus> it is being ported to windows by the ppl that SDL'd it to linux
[14:18:08] <Colourless> yeah I know. i'm using their code :-)
[14:18:32] <Servus> why's it have the doom background? :)
[14:18:51] <Colourless> i think you are mistaken
[14:19:47] <Colourless> that's the background it displays if it can't play a demo
[14:20:46] <Servus> looks like doom to me *shrugs*
[14:24:07] * sbx remembers red tile pattern for Doom bg.
[14:24:25] * sbx might remember incorrectly. :P
[14:24:26] <Colourless> doom had a number of different patterns it used depending on the episode and game
[14:25:44] <Servus> indeedaroo
[14:25:59] <Servus> looked like the credits to "shores of hell" to me tho, is all :-)
[14:27:15] * sbx nods.
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[14:46:21] <Servus_Somnus> oh hell gotta get this right ;)
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[15:23:25] * Eclair is away: gig hunting :P
[15:27:55] * Darke is asleep: He's tired. Night! Zzzzz...
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[15:33:23] <DarkeZzz> Oh, if anyone's experiencing a critical shortage of Z's... it's all Colourless' fault. *point* He took them. *sleeps*
[15:33:35] <Colourless> bah
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[15:47:14] <sbx> anyone here play u6 in dosbox?
[15:56:27] <laxdragon> I was going to try it myself.
[15:56:57] <laxdragon> I did try a bunch of Sierra games in Dosbox, like Leisure Suit Larry 5, they work perfect. Dosbox is amazing. ;)
[15:57:38] <sbx> i cant do alt-214
[15:57:48] <sbx> alt is disabling keyboard input
[16:07:59] <laxdragon> yeah, damn window manager does that, not sure how to disable it, have the same issue with alt+combos in Photoshop under CrossOver
[17:03:43] <Colourless> YAY! I got duke3d to compile and work !
[17:06:30] <laxdragon> sweet!
[17:06:55] <laxdragon> I tried compiling it last night on Red Hat 9, failed.
[17:08:17] <Colourless> yeah well, i've been working at this now for... oh about 6 hours
[17:09:43] <sbx> source code for windows is not available?
[17:09:52] <sbx> er
[17:09:53] <sbx> wait
[17:09:57] <Colourless> well, no. it is a dos game
[17:09:58] <sbx> msdos
[17:10:06] <sbx> hehe
[17:10:18] <sbx> could you run the dos version?
[17:11:07] <sbx> and congrats
[17:11:16] <Colourless> well, no, not really. under windows xp it runs really really badly
[17:11:37] <sbx> ah
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[18:57:10] <wjp> hi
[18:57:30] <Colourless> hi
[19:01:55] <SB-X> hi
[19:02:09] <SB-X> we need a new topic
[19:05:47] <wjp> be my guest :-)
[19:05:52] <wjp> grr
[19:05:56] <wjp> bad chanserv :/
[19:07:00] <wjp> there :-)
[19:07:29] --- SB-X has changed the topic to: Exult: An open-source engine for Ultima 7: The Black Gate and The Serpent Isle; http://exult.sf.net/
[19:07:35] <SB-X> yay
[19:07:58] <Colourless> how... uninspired
[19:08:57] <SB-X> well, you had your chance to change it but opted not to :)
[19:09:18] <Colourless> eh
[19:10:51] <SB-X> indeed
[19:17:16] <laxdragon> now, I wonder how long till tcp/ip netplay gets into duke3d
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[23:21:56] <Servus_Latmus> there's a patch by ken silverman to run duke3d under xp
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[23:40:07] * SB-X falls asleep.
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