#exult@irc.freenode.net logs for 5 Feb 2003 (GMT)

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[01:24:42] <Servus> hello!
[01:27:25] <Darke> Hiya.
[01:29:10] <Servus> is coren actually here?
[01:36:03] <Darke> Dunno. Poke him and see if he yips? *grin*
[01:49:39] <Servus> : pokes Coren
[01:49:48] * Servus tries it again, with a longer stick this time
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[02:15:04] <Servus> hello
[02:25:12] <`daniel> Servus!
[02:25:20] <Coren_> Hey, there's the impatient one. :-)
[02:25:25] <`daniel> welcome to the world of IRC random delays
[02:33:51] * Coren_ pokes Servus back.
[02:34:01] <Servus> oh... my... god! captain... spock! <- (william shatner)... and i said hi to you in IRC 2 weeks ago and you just now responded
[02:34:13] <Servus> so hah!
[02:35:00] <Coren_> Heh. Sorry, but during the first month of a term, especially when I get to have unplanned surgery, I don't have quite as much time as I'd like for things like hobbies. :-)
[02:35:02] <Servus> anyways, i havent been working on UW because ive really seen no project activity at all on either project, so its hard to stay motivated... if i see a build that uses the models, ill make more :P
[02:35:08] <Servus> yea how are you feeling?
[02:35:51] <Coren_> Okay. Apparently the buggy bits were redundant, so they could be removed without problem. I forgot to ask the surgeon to just comment them out instead since I don't have a backup. :-)
[02:36:55] <Servus> he said "programmer humour... wtf... give him more drugs"
[02:37:59] <Servus> did you tell the surgeon "j00 r0x0rz my s0x0rz, now i must go home and watch pr0n"
[02:39:57] <Coren_> Err, no.
[02:43:12] <Coren_> Now if you want me to actually put those models of yours in, I better go back to coding.
[02:43:23] <Servus> uwadv did it already i hear
[02:43:32] <Servus> not sure bout that, but its in the devlog...
[02:43:52] <Servus> and i put fully textured and lit models into my program, so its not TOO difficult:P
[02:46:42] <Coren_> You know, something that's being discussed often is how, while you are being rather talented and enthusiastic, you sometimes come accross as-- shall we say-- demanding? You might want to polish off those people skills if you want to make friends in the dev community. :-)
[02:51:01] <Coren_> Erm, your models are not accessible on your website. Erp.
[02:51:14] <Servus> i know, no one here likes me :P
[02:55:16] <Coren_> Well, you do come accross as a bit immature. At times, you seem to forget that we have a life too. I have a job, a degree I'm working on, and research to do as well as coding on hobby projects like low.
[02:56:39] <Coren_> It's not a question of not liking you, but if you managed to mellow out just a bit, you'd be much less, err, irritating. :-) To date, I think I can speak for the other as well when I say we find your attitude more amusing than offensive, but you might want to try to soften things a bit. :-)
[02:58:32] <Servus> we must not forget the point of a chatroom, although...
[02:58:53] <`daniel> Servus, linux r0x your b0x0r
[02:59:03] * `daniel waits for an ammusing reaction
[02:59:27] * Servus programs for linux
[02:59:39] <`daniel> pfft, SDL?
[02:59:51] <`daniel> nah sorry, but that is multiplatform
[03:00:41] <Coren_> Servus: do make a new zip of the models avaliable for download?
[03:03:40] <Servus> its all on the uwadv CVS, they converted the file format to .tga from .bmp if it suits you
[03:04:14] <Servus> http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/uwadv/uwadv/uadata/models/static/
[03:05:53] <Coren_> Actually, bmp sucks just as much as tga, but I'll munch them to png. :-)
[03:06:32] <Coren_> Email me the name you want shown in the credits for your work, incidentally.
[03:06:33] <Servus> do you still need a zip?
[03:06:42] <Coren_> Nah, I'll check them out of cvs
[03:07:10] <Servus> if youre going to put a name, put whatever you want... "that whiny guy in irc" if you wish? :)
[03:08:05] <Coren_> Might want to plaster your real name in there if you want to work in the Industry someday.
[03:08:39] <Coren_> wtf is .wrl?
[03:09:54] <Servus> its an internet-ish standard for 3d graphics... quicktime and others have a plugin to view full 3d embedded into webpages
[03:11:14] <Coren_> Heh. Can you give me the .3ds? Or at worse export them to .ase? I already support three distinct model formats in low, I *don't* want to have to put support for a fourth. :-)
[03:13:42] <Servus> need anything but the .3ds files, such as the graphics?
[03:14:11] <Coren_> Those I can suck out of the cvs without trouble. Or you may want to stuff 'em in the same archive. Your call.
[03:16:11] <Servus> http://www.geocities.com/russell_figowitz/files/LoW.zip
[03:18:03] <Coren_> Erm. Need to reboot into windoze to fire up 3dsmax. See ya in a bit.
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[04:17:53] <Yuv422> anybody about?
[04:23:22] <Servus> i guess, but im annoying so im not s'posed to speak
[04:24:23] <Yuv422> :)
[04:24:39] <Yuv422> do you know anything about C++ syntax?
[04:27:54] <Servus> yep
[04:28:38] <Yuv422> std::map<const std::string,U7file *> file_list;
[04:28:43] <Yuv422> what does that line do?
[04:30:43] <Servus> quizzing me :P, it appears that its using method "map" in namespace "std" and casting "file_list" to be pointer type "U7File"
[04:30:53] <Servus> though i could be completely wrong, thats a bit too ugly for me :-)
[04:31:13] <Darke> Creates a map where you provide a 'key' of a string, it'll locate the pair of <std::string, U7file *> and return it.
[04:31:35] <Yuv422> a hash table
[04:31:48] <Darke> Erm... no. But similar.
[04:32:29] <Darke> std::map is a template that can map anything to anything. strings to file pointers, ints to other ints. Hashes are a specialised form of it.
[04:32:30] <Yuv422> when I include this line MSVC spits alot of errors about allocator method in std::
[04:33:04] * Darke doesn't use MSVC, but it looks technically correct as far as he can tell.
[04:33:10] <Yuv422> I'm trying to compile exult with the XBOX XDK. :)
[04:33:22] <Yuv422> yeah I try to say away from it too. :)
[04:33:39] <Yuv422> say = stay
[04:33:52] <Darke> Ahh. Eww! *grin* You'll probably want to talk to Colourless then, AFAIK, he's the only developer insane enough to compile with MSVC. *grin*
[04:34:10] <Yuv422> righto when does he normally come online?
[04:34:17] <Yuv422> In in Australia.
[04:34:26] <Yuv422> 3:32PM here now
[04:34:40] <Darke> Umm... it really depends. He's been appearing about 10 hours from now recently.
[04:35:06] * Darke nods and is also in .au, in a place where it's sane and doesn't use daylight savings. *grin* Colourless is also in .au.
[04:35:08] <Yuv422> well I've got most of it to compile after some serious #idef work ;)
[04:35:25] <Yuv422> #ifdef
[04:35:48] <Yuv422> but I'm not too up on C++ namespaces overloading / templating
[04:35:48] <Darke> Weird. Is sdl ported to the Xbox?
[04:35:55] <Yuv422> maybe I should do some reading
[04:36:01] <Yuv422> heheh I'm porting that too
[04:36:17] <Yuv422> just got to write a directX 8 video layer.
[04:36:20] * Darke ahhs.
[04:36:36] <Yuv422> shouldn't be too hard as I'll just hard code it to exult's video spec
[04:36:48] * Darke thinks Colourless is definately the critter you want to talk to then.
[04:37:00] <Yuv422> and it doesn't look like exult uses YUV overlays or and crazy HW accelerated SDL. :)
[04:37:15] <Darke> Erm... no, not that I know of anyway. *grin*
[04:37:21] <Yuv422> I'm not even thinking about sound yet. :)
[04:37:55] <Yuv422> and I'm going to have to rewrite some of the event bits. :)
[04:38:02] * Darke nods.
[04:38:04] <Yuv422> as there is no keyboard.
[04:38:40] <Darke> Could be... err... interesting. *grin*
[04:40:00] <Yuv422> I was thinking of a simple up/down charater interface for entering text.
[04:40:16] <Yuv422> the only real text that goes in is the character name right?
[04:40:33] <Yuv422> might have to automate the savegame naming too.
[04:40:34] <Darke> Or an onscreen keyboard. Again, Colourless has been looking into doing something like that for the PocketPC.
[04:41:03] <Yuv422> has he done any work on a port to wince yet?
[04:41:15] <Yuv422> maybe we could share a codebase?
[04:41:50] <Yuv422> Is the U7 mouse cursor handled by exult or SDL? do you know?
[04:42:21] * Yuv422 hopes it isn't an OS function.
[04:52:50] <Darke> Umm... sdl I think.
[04:53:51] <Darke> Wince isn't supported since it's compiler is non-standard.
[04:54:25] <Yuv422> I thought that wince was pocketpc?
[04:54:44] <Yuv422> have a look at this little piece of code I found.
[04:54:54] <Yuv422> else if (dist < closest_dist)
[04:54:54] <Yuv422> {
[04:54:54] <Yuv422> closest_npc = npc;
[04:54:54] <Yuv422> closest_dist + dist;
[04:55:37] <Yuv422> hmm bitchX didn't paste that very well.
[04:55:49] <Yuv422> closest_dist + dist;
[04:55:58] <Yuv422> should that even compile?
[04:56:21] <Yuv422> I think that mighht be a typo?
[04:56:59] * Darke nods. Wince is pocketpc. It doesn't support dynamic_casts, and doesn't have a proper STL, IIRC.
[04:57:15] <Darke> It'll compile, turn on warnings and it'll complain it's a non-op.
[04:57:36] <Yuv422> so basically does it assume += ?
[04:57:43] <Yuv422> or it just does nothing?
[04:57:52] <Darke> Does nothing.
[04:58:16] <Yuv422> yeah I guess assumptions are a bad thing. ;)
[04:59:09] <Servus> what about overloading?
[05:00:03] <Yuv422> overloading is evil!
[05:00:15] <Yuv422> anlong with multiple inheretence.
[05:01:00] <Yuv422> but I can't really talk as I've never used C++
[05:01:01] * Darke erms and slooooowly paws back from Yuv422. You'll not like his code then, he uses them frequently to make things cleaner. *grin*
[05:01:26] <Yuv422> only nice languages like Objective C. :)
[05:01:43] <Yuv422> yeah they have been giving me headaches in MSVC. :(
[05:02:54] <Yuv422> and it doesn't compile on OS X. :(
[05:03:00] <Yuv422> well not last time I checked.
[05:03:51] <Yuv422> I guess there is a time and a place for overloading. :)
[05:04:40] <Yuv422> so how is colourless planning to port exult to the pocketpc?
[05:05:05] <Darke> Not sure. I don't think he's been working on it for a while.
[05:05:39] <Yuv422> I must admit the zaurus port looks good!
[05:07:43] <Yuv422> this is what I get when I compile with the ::map line in place
[05:07:50] <Yuv422> D:\Program Files\Microsoft Xbox SDK\xbox\include\XMemory(87) : error C2535: 'std::allocator<_Ty>::pointer std::allocator<_Ty>::address(std::allocator<_Ty>::reference) const' : member function already defined or declared
[05:08:55] <Yuv422> _Ty=const std::_Tree<std::_Tmap_traits<const std::string,U7file *,std::less<const std::string>,std::allocator<std::pair<const std::string,U7file *>>,false>>::key_type
[05:09:14] <Yuv422> C++ templating is scary!
[05:10:35] * Darke blinkblinks. That's... err... evil.
[05:10:50] <Yuv422> any idea what's happening here?
[05:11:13] <Yuv422> is the code redeclaring the map class method?
[05:11:20] <Yuv422> in the standard namespace?
[05:11:28] <Yuv422> this all confuses me.
[05:16:30] * Darke doesn't know.
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[05:22:09] <Yuv422> what happened to irc.openprojects.net ??
[05:22:39] <Yuv422> It looks like the domain nolonger exists.
[05:28:00] <Servus> overloading is evil?
[05:28:20] <Servus> vector.x += othervector.x; vector.y += othervector.y; etc etc, or vector += othervector;
[05:28:58] <Yuv422> how about apple *= orange??
[05:29:04] <Yuv422> what should that do?
[05:29:22] <Servus> nothing but give an error, because i wouldnt overload that
[05:29:35] <Servus> apple *= pie, perhaps:P
[05:29:37] <Yuv422> overloading is good for somthings but I think in the long term it makes things less understandable.
[05:30:05] <Servus> my example was good, c'mon;)
[05:30:20] <Yuv422> yeah ok your example works ;)
[05:30:27] <Servus> vector1 += vector2;, instead of the single components
[05:31:27] <Yuv422> the problem with C++ is it's a big hack.
[05:31:46] <Yuv422> to get an objectified version of C
[05:31:52] <Yuv422> objective C on the otherhand...
[05:32:04] <Yuv422> is truely dynamic. :)
[05:32:25] <Servus> ive never tried objective C but ive heard good things
[05:32:40] <Yuv422> yeah it's noce
[05:32:43] <Yuv422> nice even
[05:33:19] <Yuv422> you can call methods on dynamic classes at run time :)
[05:33:53] <Servus> heh
[05:34:11] <Yuv422> you can query a class to see if it accepts a method.
[05:34:16] <Yuv422> at run time
[05:34:42] <Servus> thats cool
[05:34:53] <Yuv422> you can proxy forward method calls from one obj to another
[05:35:03] <Servus> sounds cool, ill try it out later... probably
[05:35:03] <Yuv422> you can serialize objects to disk.
[05:35:16] <Yuv422> or to another computer across a network. :)
[05:35:29] <Yuv422> gcc supports it. :)
[05:35:54] <Yuv422> It's even cooler if you've got OS X and you can play around with cocoa.
[05:37:24] <Servus> heh
[05:37:36] <Servus> they should make winxp unix
[05:37:46] <Servus> id love unix commands in the console, tho im getting em anyways:P
[05:38:06] <Yuv422> scrap windows and start again with a unix base. :)
[05:38:10] <Yuv422> it worked for apple!
[05:47:00] <Servus> no
[05:47:09] <Servus> im not going to make a new windows ;)
[05:47:09] <Servus> :P
[05:55:34] <Yuv422> hmm if I take the const away it compiles fine!!!
[05:55:47] <Yuv422> but does it still do what it should!?
[06:09:53] <Servus> *shrugs*
[06:11:15] <Yuv422> I've got to fix video in SDL before I can test it on the XBOX.
[06:17:53] <Servus> sdl ports to xbox?
[06:18:07] <Yuv422> that's what I'm working on. :)
[06:18:38] <Servus> thats cool
[06:21:08] <Servus> personally, i think they raped baldurs gate to put it on the PS2..have you seen it?
[06:21:30] <Servus> its 100% action game, no story whatsoever ( what little there was, was clickable)
[06:21:40] <Yuv422> no, I haven't even played it on the PC. ;)
[06:22:00] <Servus> ah
[06:22:08] <Yuv422> yeah they don't make them like U7 any more :(
[06:22:18] <Servus> well it was a good rpg-ish pc game, which, in my opinion, devolved into teeny bopper muck on the PS2
[06:22:35] <Yuv422> I thought U7 was a bit dodgy because you couldn't type your conversations like in U6. ;)
[06:23:52] <Servus> multiply that thought times a thousand, and youve got how much baldurs gate devolved for the ps2
[06:25:38] <Yuv422> do you have an xbox Servus?
[06:26:14] <Yuv422> I swore I wouldn't ever buy one. then I discovered the mighty mod-chip!
[06:28:49] <Servus> no my friend has one is all
[06:31:33] <Servus> i dont have the disposable income
[06:31:55] <Yuv422> I think they are down to about $350 AUD now
[06:32:32] <Servus> too rich for my blood!
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[07:40:54] <Yuv422> hmm only 3786 errors on link! :(
[07:41:40] <Servus> superb
[07:43:05] <Yuv422> ok down to 110 ;)
[07:43:47] <Yuv422> the moment of truth. linking in the SDL lib
[07:45:39] <Servus> are you still trying to compile it as-is, or are you already working on porting?
[07:45:49] <Yuv422> working on the port
[07:45:57] <Servus> so its compiled before?
[07:46:07] <Yuv422> I've compiled the SDL lib
[07:46:18] <Servus> well thats cool... you just burn the program onto a CD in an xbox-ish sort of way and it runs?
[07:46:26] <Yuv422> now I'm trying to link it in with the newly compiled exult objs
[07:46:38] <Yuv422> lol no
[07:46:47] <Servus> or do you need a modchip for even that
[07:47:12] <Yuv422> yeah it won't work without a modchip
[07:47:23] <Yuv422> and you need to burn it to a cd/rw or dvd/r
[07:49:44] <Yuv422> not cd/r :(
[07:50:54] <Servus> well cd/rw is no problem, at least
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[08:56:49] <Yuv422> working on SDL_mixer now Darke.
[08:57:12] * Darke eartwitches. Me? SDL_mixer? No.
[09:05:14] <Servus> am i really that annoying? :-)
[09:06:53] * Darke thinks again and reparses. Ahh, ok things make more sense now.
[09:07:09] <Yuv422> ;)
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[11:41:31] <Colourless> hi
[11:41:43] <Yuv422> hey colourless
[11:41:58] <Yuv422> I have a question. :)
[11:42:37] <Yuv422> about exult std::map, MSVC and the XBOX.
[11:43:11] <Colourless> yes, i noticed
[11:43:18] <Yuv422> :)
[11:43:32] <Yuv422> any ideas?
[11:44:15] <Colourless> exactly what line of the code is causing the problem?
[11:44:20] <Yuv422> I found I could get it to compile by removing the const directive but I'm not a C++ person so I'm not sure if this is the correct way to fix this problem.
[11:44:41] <Yuv422> in std::map<const std::string,U7file *> file_list;
[11:44:55] <Colourless> hmm, i really don't think the const is actually requiretd
[11:45:21] <Yuv422> well it seems to work without it.
[11:45:51] <Colourless> if it were <const std::string &, U7file*> or <const std::string *, U7file*> it would make some sense. But just const std::string, not really
[11:45:51] <Yuv422> I'm currently working on SDL_mixer
[11:46:17] <Colourless> SDL_mixer compiled with like no problems on WinCE
[11:46:28] <Colourless> didn't include all components though
[11:46:44] <Yuv422> I'm just working out the defines to unset. :)
[11:46:46] <Colourless> i'm guessing you'd probably want ogg support
[11:47:01] <Yuv422> I have no sound support at the moment
[11:47:26] <Yuv422> I've got to write an SDL audio component for DirectX 8
[11:47:35] <Colourless> well, since you are using the 1.1.x source for music you could use the FM_Opl driver :-)
[11:48:11] <Yuv422> ah k
[11:48:26] <Yuv422> I'm still working my way around the source.
[11:48:29] <Colourless> still need SDL and SDL_mixer though :-)
[11:49:12] <Yuv422> I've just put DISABLE_AUDIO in SDL
[11:49:48] <Yuv422> I'm using the dummy stack for cdrom, events, mouse, and joystick
[11:50:03] <Yuv422> I've got to write a directX 8 stack for video
[11:50:15] <Yuv422> as SDL uses directDraw which isn't supported on the XBOX
[11:50:16] <Colourless> is the XBox DirectSound just the same as Dx8?
[11:50:26] <Yuv422> yes I think so
[11:50:45] <Yuv422> I haven't done any windows programming b4 so it's all new to me.
[11:51:03] <Colourless> shouldn't be too difficult to port SDL's DirectSound to Dx8
[11:51:15] <Colourless> DirectSound has hardly changed
[11:51:21] <Yuv422> ah k
[11:51:44] <Yuv422> The video doesn't look to hard either.
[11:51:57] <Colourless> does XBox force you to use DirectInput?
[11:52:14] <Yuv422> just a case of opening up a surface and bliting it to the backbuffer then flipping it to the screen.
[11:52:27] <Yuv422> hmm I think it uses its own input API
[11:52:31] <Yuv422> for the controller
[11:52:42] <Yuv422> it also has debug keyboard support.
[11:53:02] <Yuv422> but you'd need a modded usb cable to get that working
[11:54:01] <Yuv422> but as all the controllers are straight usb devices making a controller to usb cable is a simple task.
[11:54:29] <Colourless> yeah i know
[11:55:11] <Yuv422> I'm going to have to chop all the command line arg code out of exult too.
[11:56:21] <Yuv422> I've got the whole thing to compile I'm just fixing SDL_mixer then I've got to rework the main routine for the XBox API's startup call.
[11:56:55] <Colourless> what entry point does it use?
[11:57:12] <Yuv422> void __cdecl main(void)
[11:57:26] <Yuv422> as the xbox program never returns. ;)
[11:57:53] <Yuv422> SDL defines main() all over the place too which I have to rip out.
[11:58:01] <Colourless> you need to watch out that SDL doesn't attempt to screw around with main() :-)
[11:58:24] <Yuv422> heheh yeah I've already had that problem.
[11:59:01] <Colourless> well, you don't 'have' to strip out all the command line code, just add in some dummy int argc = 1; char *argv[] = { "Exult" }; code
[11:59:23] <Yuv422> ah k yeah. :)
[11:59:51] <Yuv422> heheh I'm in rippig out mode. ;)
[11:59:55] <Yuv422> ripping
[12:00:11] <Colourless> :-)
[12:00:13] <Yuv422> xapilibd.lib(xapi0.obj) : error LNK2019: unresolved external symbol _main referenced in function _mainXapiStartup@4
[12:00:38] <Yuv422> this is what I get till I remove all those main defines. ;)
[12:00:48] <Colourless> well there is a hacky way around it
[12:00:51] <Colourless> do
[12:01:16] <Colourless> #define SDL_main main
[12:01:40] <Yuv422> :)
[12:02:00] <Yuv422> How much ram can I expect exult to use?
[12:02:01] <Colourless> you could just rip apart SDL_main.h :-)
[12:02:17] <Yuv422> heheh that's what I did. ;)
[12:02:18] <Colourless> 20 mb is a rough amount
[12:02:35] <Yuv422> I think the xbox has 48MB system ram.
[12:02:46] <Yuv422> more if you stuff things in video ram. ;)
[12:03:13] <Yuv422> another issue I've got is the mouse cursor.
[12:03:27] <Yuv422> I haven't looked at that yet.
[12:03:39] <Colourless> :-)
[12:04:03] <Yuv422> is this handled by SDL or by underlying system calls?
[12:04:08] <Colourless> SDL
[12:04:14] <Yuv422> excellent. :)
[12:04:29] <Yuv422> might not have to worry to much about that then
[12:04:31] <Colourless> the displaying of the mouse cursor is handled by exult
[12:04:51] <Yuv422> maybe I could simulate a mouse using the joystick on the xbox controller.
[12:05:15] <Yuv422> I was thinking of doing the same for some keyboard events.
[12:05:54] <Yuv422> It should also be possible to run exult in widescreen mode.
[12:06:17] <Yuv422> I'm not too sure what that res would be.
[12:07:17] <Yuv422> oh and I couldn't get MSVC to do the pre_compiled header thing
[12:07:26] <Colourless> can you setup the XBox to use D3DSWAPEFFECT_COPY and D3DPRESENTFLAG_LOCKABLE_BACKBUFFER ?
[12:07:42] <Yuv422> so I made a config.h and stuck an include to msvc_kludges.h in that. :)
[12:07:56] <Colourless> :-)
[12:07:59] <Yuv422> I think so
[12:08:04] <Yuv422> hmm lockable back buffer
[12:08:09] <Yuv422> that sounds handy
[12:08:21] <Yuv422> then I could just pass that back as a surface to SDL right?
[12:08:29] <Colourless> yes you could
[12:08:38] <Yuv422> excellent.
[12:09:39] <Colourless> alternatively, you could create an image surface and render to that
[12:09:44] <Yuv422> I think SDL tells the underlying video driver to draw a rect on the surface so I could just copy that from a custom surface to the scren buffer.
[12:09:59] <Yuv422> but that is more work :(
[12:10:16] <Yuv422> I guess it depends on the copy speed.
[12:10:40] <Yuv422> do you have an xbox colourless?
[12:11:03] <Colourless> the reason i suggest using D3DSWAPEFFECT_COPY and D3DPRESENTFLAG_LOCKABLE_BACKBUFFER is because exult acts as if there is only a single buffer. it is not double buffered, and will not work in a true double buffered mode
[12:11:07] <Colourless> nt i don't have one
[12:11:22] <Colourless> s/nt/no/
[12:11:47] <Colourless> rendering to the front buffer is a really really bad idea btw :-)
[12:12:15] <Yuv422> hehe yeah I know that.
[12:12:24] <Yuv422> unless you want a flicker!?
[12:12:51] <Yuv422> you should wait for virtical retrace before flipping too. :)
[12:13:31] <Yuv422> well it's going to be interesting to see how this all turns out. :)
[12:13:33] <Colourless> you'd use D3DSWAPEFFECT_COPY_VSYNC then
[12:13:44] <Yuv422> what does that do?
[12:13:52] <Yuv422> ah heheh I see
[12:14:06] <Yuv422> so I don't even have to wait myself. :)
[12:14:37] <Yuv422> pity we can distribute xbox binaries. :(
[12:14:44] <Colourless> hmm, just thought of something..
[12:15:09] <Colourless> you'll probably need to draw using a scaler
[12:15:24] <Yuv422> what is exults prefered video mode?
[12:15:28] <Colourless> exult will attempt to use an 8 bit palettized surface
[12:15:37] <Yuv422> right.
[12:15:40] <Yuv422> yuck
[12:15:42] <Colourless> the scalers will use 16bit and 32bit
[12:16:11] <Yuv422> I think I'm currently getting a link error to do with scalers. I haven't looked at it yet.
[12:16:30] <Yuv422> scale.obj : error LNK2005: "void __cdecl Scale_point(unsigned char const *,int,int,int,int,int,int,unsigned char *,int,int)" (?Scale_point@@YAXPBEHHHHHHPAEHH@Z) already defined in imagescl.obj
[12:16:30] <Yuv422> scale.obj : error LNK2005: "void __cdecl Scale_interlace(unsigned char const *,int,int,int,int,int,int,unsigned char *,int,int)" (?Scale_interlace@@YAXPBEHHHHHHPAEHH@Z) already defined in imagescl.obj
[12:16:46] <Colourless> do NOT include Scale.cc
[12:16:54] <Yuv422> ah k.
[12:16:55] <Colourless> (for compiling)
[12:17:06] <Yuv422> not for win32?
[12:17:13] <Colourless> not for any :-)
[12:17:17] <Yuv422> ok...
[12:17:22] <Colourless> it is #included in imagescl.cc :-)
[12:17:34] <Colourless> (templates were causing pain)
[12:17:42] <Yuv422> I think it was in your project?
[12:18:05] <Yuv422> oh I had a bitch of a time b4 I figued out that MSVC doesn't like .cc by default :(
[12:18:18] <Yuv422> I had to regedit just to fix that one :(
[12:18:19] <Colourless> but i set the 'Exclude file from build' option
[12:18:37] <Yuv422> ah k, see I'm used to gcc I know nothing of MSVC. ;)
[12:18:57] <Colourless> i hear that .Net can use .cc by default
[12:18:58] <Yuv422> actually I use project builder on OS X :)
[12:19:19] <Yuv422> I really have very limited win32 experience.
[12:19:29] <Yuv422> can to OS X from linux. ;)
[12:19:35] <Yuv422> can = came
[12:20:20] <Colourless> :-)
[12:20:23] <Yuv422> I just imported your project into my workspace then copied all your source files into an xbox project.
[12:20:49] <Yuv422> then played around with the CFLAGS, LFLAGS in settings
[12:20:57] <Yuv422> till it compiled right through
[12:21:07] <Yuv422> oh and ifdefing all the way
[12:21:19] <Yuv422> had to chop all windows.h includes
[12:21:21] <Colourless> you would have missed a few options that i added to the command line
[12:21:24] <Yuv422> and replace with xtl.h
[12:21:37] <Yuv422> what were they?
[12:21:38] <Colourless> such as /FImsvc_kludges.h
[12:21:48] <Colourless> (force include)
[12:21:59] <Yuv422> maybe that is why I couldn't get precompiled headers to work?
[12:22:07] <Colourless> and /TP (force C++ compling)
[12:22:12] <Colourless> yep :-)
[12:22:21] <Yuv422> yeah I found that I needed /TP
[12:22:22] <Colourless> possibly others as well thta I can't remember
[12:22:37] <Yuv422> because of cource VC++ doesn't like .cc files
[12:22:51] <Yuv422> even after I associate them with cppfile extension.
[12:23:09] <Colourless> yeah, it just hates
[12:23:12] <Colourless> them
[12:23:18] <Yuv422> I had to muck around a bit to get exult_flx.h etc
[12:23:20] <Colourless> getting them to work with the IDE, east
[12:23:27] <Yuv422> because I had already changed the files.
[12:23:27] <Colourless> s/east/easy/
[12:23:54] <Colourless> yeah, exult_flx.h and such are a little difficult when compiling for another platform
[12:24:28] <Yuv422> will that be a problem
[12:24:39] <Yuv422> I compiled them using your project.
[12:24:42] <Yuv422> not the xbox
[12:24:49] <Yuv422> shouldn't be I'd say
[12:24:53] <Colourless> no, as long as the files are correct you shouldn't have a problem
[12:25:07] <Yuv422> it not like the machines are different endian or anything
[12:25:21] <Colourless> exult is endian independant anyway
[12:25:26] <Yuv422> cool
[12:25:31] <Colourless> if all else fails and exult gives you crc errors, just disable the crc checking code in exult
[12:25:35] <Yuv422> hence compiling on OS X ;)
[12:25:46] <Yuv422> oh I found this typo when compiling
[12:25:50] <Yuv422> closest_dist + dist;
[12:26:09] <Yuv422> in Game_window::theft
[12:26:17] <Colourless> however, in theory expack is supposed to produce the same output from the same inputs regardless of systems
[12:26:42] <Yuv422> what does it actually do? I didn't look at it closely.
[12:26:57] <Colourless> you should tell DrCode/Jeff about it, that's his department (hang on... i think all of it's his department at the moment) :-)
[12:27:19] <Yuv422> last time I checked it was in the cvs. ;)
[12:27:23] <Colourless> what does what do?
[12:27:29] <Yuv422> expack
[12:27:33] <Colourless> the closest_dist + dist; ?
[12:27:42] <Colourless> if so, it does nothing
[12:28:43] <Colourless> what is it supposed to do, not sure
[12:29:01] <Yuv422> actually I was asking what expack does. ;)
[12:29:26] <Yuv422> maybe that line should have been +=
[12:29:45] <Colourless> expack creates the exult flx data files
[12:30:10] <Colourless> exult.flx, exult_bg.flx and exult_si.flx from the contents of the data dir
[12:31:09] <Yuv422> is that the gump graphics?
[12:32:16] <Yuv422> I'm just hoping the cvs snapshot I've been working on is stable enough for testing.
[12:32:48] <Yuv422> I got it from the website not directly from cvs so it should be ok I guess.
[12:34:00] <Yuv422> amemenu_gump.obj : error LNK2019: unresolved external symbol "public: __thiscall CombatOptions_gump::CombatOptions_gump(void)" (??0CombatOptions_gump@@QAE@XZ) referenced in function "public: void __thiscall Gamemenu_gump::combat_options(void)" (?co
[12:34:02] <Yuv422> mbat_options@Gamemenu_gump@@QAEXXZ)
[12:34:13] <Yuv422> +G
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[12:36:52] <Yuv422> modem fall out?
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[12:37:10] <Cless|Away> i've got to disappear for about 30minutes
[12:37:16] <Yuv422> righto
[12:37:21] <Yuv422> thanks for the info
[12:49:44] <Kirben> Could getopt.h just be added to exult cvs ?
[12:51:56] <Yuv422> hi Kirben
[12:52:07] <Kirben> Hi
[13:05:06] <Yuv422> xbox.xbe - 0 error(s), 4 warning(s) :)
[13:05:21] <Yuv422> finally
[13:05:27] <Yuv422> got it compiled
[13:06:25] <Yuv422> time to backup everything I think. ;)
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[13:47:16] <Yuv422> what video modes does exult request?
[14:00:33] <Colourless> any :-)
[14:00:47] <Colourless> you can set it in the config file
[14:01:04] <Colourless> by default 320x200x2 (aka 640x400)
[14:01:15] <Yuv422> righto
[14:01:15] <Colourless> in 16 bit i think
[14:01:37] <Yuv422> so I should enable a scaler to allow for truecolour?
[14:01:54] <Darke> I think smallest usable was about 100x100. *grin*
[14:03:42] <Yuv422> I see that exult sets the HWPalette flag when requesting a surface from SDL.
[14:05:19] <Yuv422> I've fixed up the entry point.
[14:05:44] <Yuv422> next step writing the SDL video plugin. :)
[14:05:55] <Yuv422> I think I'll save that for tomorrow.
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[14:06:45] * Yuv422 yawns and rubs eyes.
[14:07:50] <Colourless> exult does some strange stufff that it doesn't need to do
[14:09:27] <Colourless> such as when using scalers, it still gets SDL to create an 8bit surface, when it could just use a buffer allocated by exult itself
[14:10:00] <Colourless> from what i know the scalers were just sort of hacked on, and it sort of shows
[14:10:55] <jer|w0rk> I know there are 'flashes' when playing on winxp at 400x300 Supereagle with my gf4 ti4200
[14:11:01] <jer|w0rk> heh
[14:12:09] <jer|w0rk> something like, the whole screen shifts left 50% for a couple frames
[14:13:16] <jer|w0rk> every 10 seconds or so
[14:13:21] <Colourless> that is a driver problem
[14:13:44] <jer|w0rk> ah
[14:13:54] <jer|w0rk> thanks nvidia :P
[14:13:58] <jer|w0rk> heh
[14:14:21] <Colourless> 40.xx detonators have issues
[14:14:30] <jer|w0rk> aye
[14:17:36] <Yuv422> right I'm off to bed
[14:17:46] <Yuv422> cya guys
[14:17:51] <jer|w0rk> hasta
[14:17:58] <Colourless> cya
[14:18:02] <Yuv422> thanks again for the help colourless.
[14:18:11] <Yuv422> I'll keep you posted on how it's going
[14:18:28] <Yuv422> hopefully I can get the SDL video working tomorrow. :)
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[14:22:52] <Colourless> got to go
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[16:45:22] <wjp> hi
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[18:29:17] <wjp> hi Max
[18:29:21] <Fingolfin> hi
[18:29:39] <wjp> there's some more talk about the osx/exult/fstream stuff on the forum, btw
[18:29:58] <wjp> nothing that requires an answer, btw. Somebody else just confirmed he suffered from the same bug
[18:30:43] <Fingolfin> ok
[18:30:47] <Fingolfin> hrm
[18:31:15] <Fingolfin> I just recompiled exult 1.0 here, and it works fine w/o with any additional patch
[18:31:25] <Fingolfin> but I doN't have any U7 data files on the laptop
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