#exult@irc.freenode.net logs for 5 Jun 2002 (GMT)

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[00:00:34] <Darke> More then a little. *grin* I would have thought it would have caught it with some sort of warning/error in Foo, but still... *grin*
[07:18:34] <wjp> yay! reproduced the missing pikeman!
[07:18:34] * Darke earperks. What was the bug? *grin*
[07:18:34] <wjp> looks like find_nearby finds the wrong egg to delete
[07:18:34] <wjp> it should return the egg near the banquet door, but it returns the pikeman's egg
[07:18:34] <Darke> So are we searching a little too 'wide'? Or just not interpreting one of the parameters passed to find_nearby correctly?
[07:18:34] <wjp> well, the original apparently had the same problem occasionally, from what I heard
[07:18:34] * Darke nods.
[07:18:34] <wjp> I wonder if this is fixable
[07:18:34] <wjp> ah well, I'll look at it some other time
[07:18:34] <wjp> time to go :-)
[07:18:34] <wjp> bye
[07:18:35] <-- wjp has left IRC ("Zzzz...")
[07:18:35] <-- exultbot has left IRC (signing off...)
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[07:19:40] --- Topic for #exult is: Exult: an open-source engine for Ultima 7: http://exult.sf.net/. The Computer is your friend. *fluff*
[07:19:40] --- Topic for #exult set by Darke at Wed Jun 5 07:04:55 2002
[08:08:57] --> SB-X has joined #exult
[08:08:59] <SB-X> Hi again.
[08:09:03] --- SB-X is now known as sb-x
[08:10:03] * Darke pawwaves. 'ello.
[08:11:05] <sb-x> ? What is lilo analysing?
[08:12:34] <sb-x> anyone have wallops on?
[08:14:34] <Darke> Me. A 'split on a main rotation server'.
[08:15:14] <sb-x> Oh okay. :)
[08:21:09] --> wjp has joined #exult
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[08:21:14] <wjp> hi
[08:21:17] <sb-x> hi
[08:21:29] <Darke> Hi.
[08:27:52] * Darke found a decompiler today that fills him with awe. 'Awe' as in the run away screaming 'Run away! Run away!' type awe, more then anything else. *grin*
[08:28:27] <wjp> uh? a decompiler? what for?
[08:29:11] <Darke> The 'usecode' like internal code to Fallout 1/2. *grin* It was an accident I tripped over it, since I was actually looking for a character creation 'walkthough' for the game. *grin*
[08:30:03] <wjp> cool, do you still have the url?
[08:30:31] <Darke> It was written in VB. *grin* Fine, not the best language to use, but it works, and I've tried to write one in it before (years ago, it failed miserably), what really horrified me was the datafiles for it, came in an access mdb.
[08:30:36] <Darke> Just a sec.
[08:30:58] <wjp> an access database? ugh.. how.. umm.. interesting
[08:31:28] <Darke> One table. Four colums, 'X' rows. No queries, nothing else.
[08:33:13] <wjp> hm, I think I'll go have some breakfast; bbl
[08:33:19] <sb-x> ok
[08:34:05] <Darke> There's no source available afaict (thankfully, else I might actually try to fix some of it). A link to the compiler and decompiler: http://www.fallout.ru/projects/MOD/files/prog-modres.shtml
[08:34:40] <sb-x> What do you do with a character creation walkthrough?
[08:36:14] <Darke> Start off with a relatively 'good' character to play the game, rather then play a third of the game, then start again from scratch with a new character because you've found out all the skills/abilities you were missing with the old one, and need.
[08:36:43] <sb-x> You can't get through with the original character?
[08:38:08] <Darke> No. It's so I can skip the original 'play a third of the game, then restart and play a third of the game again' step. I can start with knowing what skills are essential and what are good to have, and play the game through once. *grin* I've played far too many rpgs, and this is what you seem to have to do with most of them.
[08:38:43] * sb-x hasn't played those types of rpgs.
[08:39:39] <sb-x> Seems they would make each skill have positive aspects so that they all contribute to passing the game, and require you to build a party with a balanced skillset.
[08:39:45] <Darke> The Might & Magic series was mostly like that. You really needed to play it twice to 'enjoy' it.
[08:40:14] * sb-x played a particular M&M game 10 times and never enjoyed it.
[08:40:24] <sb-x> What is the one with the city at the start and the poisoned water?
[08:40:30] <sb-x> And the sewer rats.
[08:40:43] <sb-x> First person perspective
[08:41:18] <sb-x> 3 i think
[08:41:20] <Darke> *nodnod* But there's always skills/spells that are _much_ more useful then another. It's like how you need the unlock magic doors spell during U7, if you've played a 'pure fighter' avatar, you suddenly get to that point in the game you need it, and don't have it. But it's usually a death of a thousand cuts, rather then one big thing. *grin*
[08:41:43] * Darke never played back that far. He's only played 7 & 8, and the entire series is apparently very similar.
[08:42:04] <sb-x> i never got far in M&M3, and i've tried several times
[08:42:06] * sb-x gets bored.
[08:42:29] <sb-x> in U7 you can just go and fight some more and get that unlock spell :)
[08:42:32] * Darke gets bored too. *grin*
[08:44:04] <Darke> *nod* Like I said, it's ususally a death of a thousand cuts, it's never one big spell or something, it's ususally just getting to the point in a game and realising that the one spell/skill that you've put points into is suddenly very useless. Or that you've upgraded a single skill (say 'Merchant' in M&M, it makes things cost less) on all your characters, rather then only maxing it out on one, and having that person sell things, etc.
[08:45:23] <sb-x> heheh, maxing Merchant sounds like something i would do
[08:46:06] <sb-x> So bottom line, your saying it is still possible for you to get through the game and you just want to make it easier.
[08:46:22] <Darke> *nodnod* You only put points into it on one character.
[08:47:50] <Darke> Well the spells are controlled like that too. Imagine the problems if none of your characters at the start, started off selecting the one field of magic that had healing spells? Sure, you wouldn't have too much of a problem with the 'training' areas, nor the few after that going back to town to heal quickly. But once you start having to fight in large dungeons, it just isn't possible anymore.
[08:49:40] <Darke> Then you have problems like Diablo2, where if someone just dumped huge numbers of points into a lowlevel damage dealing skill, they suddenly get to a point into the game where the skill is useless and they have to start a new character. I did this _lots_ trying to play it, and wondered why the game was so hard.
[08:50:13] <sb-x> In Final Fantasy games you have to fight to raise levels and stats. When I first played FF3 I ran from all the battles, not knowing that it would be detrimental later. When I got to Mt. Koltz, it seemed utterly impossible for me to defeat Vargas since I was so weak. :)
[08:50:32] * sb-x started a new game.
[08:50:35] <Darke> After all, if a 'firebolt' of 20 points effects a single character, you expect it to do the same amount of damage to it, as a 'fireball' (two levels up) does to a circle of characters right?
[08:51:40] <sb-x> I never played Diablo2, just Diablo multiplayer.
[08:51:41] * Darke nods. He did that too in FF8 for a while. In that game it also decreases your 'karma', and you get less money from your guild (or whatever) since you're being a coward. *grin*
[08:55:17] * sb-x still plans on finishing FF8... sometime.
[08:55:20] * Darke tangents back to that decompiler, and he's a little unimpressed with it. It doesn't actually fold the `push 10; pop foo` instructions back into `foo = 10`, rather it does `stack = 10; foo = stack`.
[08:55:22] <Darke> Me too. *grin*
[08:55:51] <sb-x> Is Fallout like TGYDS?
[08:57:15] <sb-x> 'stack = 10; foo = stack', so that isnt really a stack at all is it?
[08:57:22] <sb-x> is this decompiler even working
[08:57:27] <sb-x> in a usable state
[08:57:29] <Darke> Umm... it's like U8, except with a 'party', set in a post apocalyptic world, with turnbased combat and weapons that resembled TGWDS.
[08:58:02] <Darke> It works. I decompiled a file. *grin* Didn't try to recompile it though.
[08:58:31] <sb-x> Oh yeah, decompiling works if you don't care what the output looks like :)
[08:58:59] <Darke> Umm... yeah. *grin* It's readable and looks like the mutated offspring of Pascal and VB.
[08:59:25] <sb-x> In my bytecode interpretor I have a 'set' command that does 'foo = 10' directly.
[08:59:53] <sb-x> setregister treg value
[08:59:57] <sb-x> setlocal var value
[09:00:26] <sb-x> It doesn't really work though, because I havn't figured out all the datatypes I want to use.
[09:00:27] <Darke> It is a stack, because if they do `push 10; push 20; add; pop foo`, then it should become `foo = 20 add 10` but instead they have `stack = 10; stack = 20; stack = 20 add 10; foo = stack`
[09:01:14] * Darke nods. You're obviously not writing a stack machine then. *grin*
[09:01:29] <sb-x> OOh it uses the stack a lot.
[09:01:35] <sb-x> Just doesn't use it exclusively.
[09:01:55] <sb-x> But I had 'set' in mind before I decided to use a stack, so I kept it in.
[09:02:45] <sb-x> I still don't even know if I want to keep local vars and how to store them.
[09:02:46] <sb-x> in the file
[09:02:56] * sb-x thinks he has too many data fields.
[09:03:10] <Darke> Exactly, you're not a stack machine. *grin* Or at least not a 'pure' stack machine. That operator can both be split into a smaller series of ops, and operates on data not on the stack.
[09:03:29] * sb-x isn't a machine.
[09:04:36] <Darke> Variables local to a function are good things. *grin* Storing everything on the stack makes some operations a little complex.
[09:05:17] <sb-x> Where would you put the locals in the file? At the start of each function?
[09:05:34] <sb-x> Or in the global data space, with pointers at the start of each function.
[09:06:35] * sb-x browses Google catalogs.
[09:06:36] <Darke> U8usecode has an opcode (init XX) as the first op in a function that reserves XX number of bytes on the stack, for the local variables data, then everything gets pushed/poped after this.
[09:07:23] * Darke wonders if you're talking 'script' or 'machine code' when you're wondering where to place the variables.
[09:07:28] <sb-x> Hey! I thought of that... the init (decl) command, but then thought it might seem like a "hack" that I will not want later. :)
[09:08:28] * Darke would prefer to use another stack/section of memory to store it in pentagram it just seems 'cleaner' to him. But that's how we need to implement it because of ideosyncracies of the usecode. *grin*
[09:08:49] * sb-x thinks he might make a virtual heap.
[09:09:13] <sb-x> Any task would then be able to read from and write to that with indices.
[09:09:29] <sb-x> And tasks would be punished severely for accessing memory they don't own.
[09:10:03] * sb-x is een more interested now.
[09:10:08] <sb-x> even
[09:12:26] <sb-x> They would get a range of indices they can access.
[09:12:30] * Darke suggests you take a look at how U8 does it. It might help clarify some thoughts as to whether it's a good idea or bad.
[09:12:51] * sb-x thinks it might muddle his thoughts.
[09:13:27] <Darke> I would suggest enforcing that sort of access in the _compiler_ not in the engine. It'll just slow you down, and only has to be checked once, since you shouldn't allow 'pointer' arithmetic.
[09:14:13] <sb-x> I don't have pointers at all in the compiler, but it is possible to set a DATASPEC_PT flag on a variable and the engine will read that as a pointer.
[09:14:28] * sb-x thinks that might by dangerous anyway.
[09:14:43] <sb-x> be
[09:15:09] <sb-x> Is there a new pentagram tree I need?
[09:15:40] <Darke> Since your script writers will only be doing things like `var=10`, not `push 10; add; pop [BP+10]` you shouldn't need to check at runtime that the +10 is in the correct scope.
[09:16:15] <Darke> pentagram/old has an updated version of what was exult/pentagram, and pentagram/pentagram has the latest docs, also from exult/pentagram.
[09:16:38] <Darke> There's not much in the pentagram/pentagram tree at the moment, only docs until we work out how we're going to structure things. *grin*
[09:16:57] <Darke> (backtrack) Err... which might be dangerous?
[09:17:38] <sb-x> I must be lagged.
[09:17:45] <sb-x> I meant that allowing pointers might be.
[09:18:28] <sb-x> There is no pointer convention in the compiler but it is possible to use a variable like a pointer.
[09:19:00] <sb-x> At this time you can make a pointer to any other data location, even if it is another object's data.
[09:20:51] <Darke> I would suggest now allowing it in the compiler (access to _literal_ pointers that is, you should still be able to access say a particular npc or object, just not get access to the Object * upon with to do math), but it should have no problem in the 'binary' usecode itself. Again, U8 does it this way too. *grin*
[09:22:17] <sb-x> I did that so I could have fake properties. For example every object has an "alias" even if one isn't set, and when you read or write the alias you are accessing the object structure instead of the object/properties structure :)
[09:22:47] <sb-x> I can do that without allowing it in the code though.
[09:23:15] <Darke> Why not have 'object.doThis(...)` and `object.foo = 10` access the object properties directly?
[09:23:53] <sb-x> The properties are user-defined, not program variables.
[09:24:21] <sb-x> you mean object.foo in the script?
[09:24:31] <Darke> *nod* In the script.
[09:24:53] <sb-x> WEll it isn't C++ style, but yeah it works like that on the script level.
[09:25:12] * Darke ahhs.
[09:25:16] <sb-x> I meant in the engine it treats the object meta-information as if it was a set of properties.
[09:25:28] <Darke> *nodnod* Cool.
[09:26:03] <sb-x> the test stuff I'm working with now looks like wud output
[09:26:26] <sb-x> but I want a "definition" based syntax eventually
[09:26:28] <sb-x> foo: 10
[09:26:46] * Darke must hop off to eat some food. Back in 10/15 minutes.
[09:26:46] <sb-x> : will be my convention breaking overused operator
[09:26:50] <sb-x> ok
[09:27:07] <Darke> Eh? Why ':', is that like '='?
[09:27:19] <sb-x> It is more than =
[09:27:24] <sb-x> Someone like you would absolutely hate it!
[09:27:30] * sb-x grins evilly.
[09:28:26] <sb-x> "Someone like you" = any sensible code wizard interested in good, solid princibles of program language syntax
[09:28:38] <sb-x> principles
[09:29:28] --> Dominus has joined #exult
[09:29:47] --- ChanServ gives channel operator status to Dominus
[09:30:21] * Dominus just reads http://www.wired.com/news/culture/0,1284,52901,00.html and wonders if he should include naked women who tell users how to use Exult...
[09:30:34] <sb-x> yes!
[09:30:40] <sb-x> i mean, hi
[09:30:41] <Dominus> btw, hi
[09:30:52] <sb-x> :)
[09:38:40] <wjp> hi
[09:39:27] <Dominus> wjp: can you tell me how to reproduce the missing pikeman trainer bug? For the FAQ
[09:39:51] <wjp> open the banquet hall doors when you're standing closer to the pikeman egg than to the door egg
[09:40:35] <Dominus> so, better approach the banquet hall from right than from left
[09:40:39] <wjp> yes
[09:40:55] <wjp> or just open the doors when you're standing very close to them
[09:41:47] <sb-x> are the doors egg supposed to disappear?
[09:42:07] <Dominus> sb-x: the banquet hall is a special event
[09:42:19] <sb-x> i remember the door being locked
[09:42:27] <sb-x> <-- hasn't really played
[09:42:35] <sb-x> I did do the banquet before though
[09:43:01] <wjp> yes, the door egg is supposed to disappear
[09:43:20] <wjp> but when you're closer to the pikeman egg than to the door egg, it accidently deletes the pikeman egg
[09:43:36] <Dominus> once you finished the quest and then the tasks to fire up the banquet it will be openable and have the usecode controlled banquet scene
[09:44:04] * Dominus meant knight's test quest
[09:44:16] <Dominus> and that's why there is an egg
[09:44:25] <Dominus> it's a one time only event
[09:44:41] <sb-x> oh
[09:44:54] <sb-x> I can make eggs disappar in ES by marking them as "one time only"?
[09:44:58] <wjp> I'm not sure what that egg is supposed to do, though
[09:45:13] <wjp> even when the pikeman egg gets deleted accidently, the banquet scene still works properly
[09:45:22] <Dominus> wjp: which egg?
[09:45:45] <wjp> the door egg
[09:46:10] <Dominus> I think it opens the door automaticall when you approach doesn't it
[09:46:11] <Dominus> ?
[09:46:35] <wjp> hm, no, you have to double click the doors
[09:49:18] <wjp> strange, that egg isn't deleted
[09:49:30] <Dominus> yeah, I noticed
[09:50:06] <sb-x> ?
[09:50:38] <Dominus> maybe an egg inside the hall is deleted...
[09:50:42] <sb-x> why is the pikeman egg deleted then?
[09:52:15] <Dominus> it is really strange
[09:52:19] <Darke> sb-x: (':' rather then '=') Fair enough. It makes sense when seperating types from names (such as 'bar : int') when declaring them, so 'foo : 10' does make sense along those lines.
[09:53:25] <Darke> Dominus: (naked women) Feel free. I'm sure you could include screenshots of the 'Frigidazzi' sequence under some pretense. *grin*
[09:53:30] <sb-x> Darke: it doesn't make sense when you realize : is also used for separating function names and parameters, and also for seperating types from names.
[09:53:57] <sb-x> Dominus: The people in the Bee Cave by Yew.
[09:53:59] <Dominus> I'm going to prepare the docs fro the rc2 release today
[09:54:37] <wjp> hm, strange.. the find_nearby that sometimes returns the pikeman egg returns nothing in the normal case
[09:56:34] <sb-x> See a nuclear blast radius in your city - http://www.pbs.org/wgbh/amex/bomb/sfeature/mapablast.html
[09:56:41] <Darke> sb-x: *nodnod*
[09:57:31] <Darke> sb-x: They haven't 'fixed' it so it works somewhere else other then the .us yet. *grin*
[09:57:52] <sb-x> Yeah it does seem messed up now that you mention it.
[09:58:10] <wjp> hm, the find_nearby explicitly searches for eggs with quality 0
[09:58:16] <wjp> the door egg has quality 2
[09:58:24] * sb-x hms with wjp.
[09:59:28] * Dominus thinks with help from the forum we uncovered another dreadful bug in the original
[09:59:29] <Darke> sb-x: It's not too bad though, since I've used it (or the data detailed below it) to work out somethings for a Gamma World campaign that never really happened. *grin*
[09:59:49] * Dominus wonders how many of those we will find in u8
[10:01:58] <Darke> Hmm... are there any known implementation bugs in U8 as it is?
[10:02:30] * sb-x looks up Gamma World.
[10:02:39] <sb-x> Darke: why didn't your campaign go?
[10:03:51] <Darke> Reality distractions. *grin* I was in my last semester of highschool at the time, so...
[10:03:56] <Dominus> Darke: don't know actually
[10:04:30] * Darke doesn't remember finding any that weren't fixed by the patch really.
[10:05:13] <Darke> It's possible to walk off the edge of the world, IIRC, but that's an engine bug.
[10:05:39] <wjp> was that also possible in other OS's than XP?
[10:05:59] <Dominus> yeah and I guess it will look ugly when we have screen sizes larger than the original
[10:06:10] <Dominus> wjp: don't know
[10:06:36] <wjp> yeah, we can't really increase the screen size for pentagram :-(
[10:06:59] <sb-x> is there more than one Crusader?
[10:07:00] <Darke> IIRC, there's one 'cave' mentioned in the FAQs as an 'easter egg', where the avatar screams or something when you managed to jump through the gap into it. That sounds like an implementation bug.
[10:07:04] <Darke> Two.
[10:07:41] <Darke> wjp: Shouldn't you be able to increase the screensize, provided you don't mind seeing the 'edges' of the world? *grin*
[10:07:50] <sb-x> No Regret, No Remorse... this guy really doesn't care about anything does he.
[10:07:58] <Darke> Nope!
[10:07:59] <Dominus> he
[10:08:09] <wjp> yes, well, you most like will mind seeing the edges :-)
[10:08:12] <wjp> s/like/likely/
[10:08:22] <sb-x> How do you get to the edge of the world?
[10:08:29] <sb-x> I thought Pagan was an island.
[10:08:33] * sb-x never finished it.
[10:08:34] <Dominus> sb-x: normally you don'T
[10:08:46] <wjp> s/edge of the world/edge of a map/
[10:08:48] <Dominus> and we speak of edges of the map
[10:08:55] <sb-x> But the maps connect to eachother...
[10:09:02] <Dominus> they don'T
[10:09:10] <Darke> wjp: Ah well, just render the game into a 'window' in the middle of the screen, and allow you to drop gumps in the black space around it. *grin* It'll be useful for debugging gumps, or that ConsoleGump we were talking about. *grin*
[10:09:14] <wjp> there's just teleporter eggs or something at the edges, IIRC
[10:09:46] <sb-x> You could simulate connected maps
[10:09:52] <Dominus> and some overlappings on the edges didn'T make it obvious
[10:09:57] <sb-x> but I guess that isn't very faithful to the original
[10:10:02] <sb-x> hmm
[10:10:13] * sb-x just remembers the entrance to Tenebrae.
[10:10:45] <Dominus> if you use the existing pentagram viewers those maps become obvious
[10:11:56] * sb-x looks at a webpage and icks. Who makes animated GIFs with 0 delay per frame?
[10:12:09] <Darke> _Far_ too many people. *sigh*
[10:13:34] <sb-x> Crusader No regret looks fun
[10:14:05] <wjp> Dominus: I finished Geneforge, btw
[10:14:09] * Darke agrees and is trying to get them running in VMWare, but keeps getting distracted by other things. *grin*
[10:14:25] <Dominus> wjp: great
[10:14:37] <wjp> (several times, in fact :-) )
[10:14:51] <sb-x> wjp: does it have plot surprises near the middle and end of the game like the Exile games did?
[10:15:02] <Dominus> wjp: I saved before talking to the human leader and from that point on finished it also multiple times
[10:15:21] <wjp> Dominus: I didn't explore all possible endings yet, though
[10:15:35] <wjp> Dominus: I used the geneforge myself once, and destroyed it once
[10:15:40] <sb-x> eek
[10:15:43] <Dominus> it gets tiresome after a while
[10:15:45] <wjp> Dominus: I should let Trajkov and Goettsch win sometime too
[10:15:51] <sb-x> don't give away the story
[10:15:52] <sb-x> hehe
[10:15:54] <wjp> sb-x: not as much
[10:16:04] <Dominus> I did all those and discovered even a little bug there
[10:16:08] <wjp> sb-x: it gradually builds up the story
[10:16:20] <Dominus> that I sent off to Vogel
[10:16:45] <sb-x> I liked in Exile how something completely unexpected happens, and you find out the original story isn't the real story at all.
[10:16:54] <sb-x> in all three of them
[10:16:58] <wjp> although I really should try to enter that temple in the wastes... according to the hint book that's quite interesting
[10:20:10] <sb-x> So does IE put an auto-delay in animated GIFs?
[10:20:20] * sb-x can't imagine why else authors would not have a delay.
[10:24:24] <-- sb-x has left IRC ("see you later")
[10:34:30] <wjp> I should go study a bit
[10:34:31] <wjp> bbl
[10:34:38] <-- wjp has left IRC ("gtg")
[10:38:32] --- Darke is now known as Darke|afk
[11:02:33] --> Nadir has joined #exult
[11:02:33] --- ChanServ gives channel operator status to Nadir
[11:03:16] <Dominus> hi Nadir
[11:05:37] <Nadir> hi
[11:05:50] <Nadir> Dominus: what did pertex say to you the other day ?
[11:06:04] <Dominus> what do you eman?
[11:06:05] * Nadir has been reading the #exult logs
[11:06:18] <Nadir> It seems you got a nasty email
[11:06:37] <Dominus> not that nasty but the kind of nasty
[11:06:59] <Dominus> " so, do I have to get a new computer with XP or what?"
[11:07:10] <Dominus> and not in a joking kind of way
[11:07:20] <Nadir> tell him to get Linux :)
[11:07:43] <Dominus> he he
[11:08:04] <Kirben> A user with the current win9x exult crash problems ?
[11:08:25] <Dominus> no, with ES problem
[11:08:41] <Dominus> Es not shwowing all files in Win9x
[11:09:04] <Dominus> have to get back to him that it supposedly works now
[11:09:27] <Dominus> as I guess Kirben already has those fixes in the snapshots :-)
[11:09:40] <Kirben> Yep
[11:09:51] <Kirben> Looks like mingw is turning out to be a problem though with the crash bugs.
[11:10:23] <Dominus> hm, is that fixed now with the changes Colourless put in?
[11:10:57] * Dominus is stumped that no one else encountered such a bug before with mingw
[11:11:16] <Kirben> It is a mingw bug, fixed in gcc 3.1
[11:11:35] <Dominus> which is not yet stable in win32, right? :-)
[11:11:52] <Kirben> Judging by replies to Colourless's message on mingw mailing list
[11:12:16] <Kirben> I don't know, have not be able to get anything to compile with it.
[11:12:38] <Kirben> someone mentioned a work around though, so hopefully that will work.
[11:12:42] <Dominus> he he
[11:13:01] <Dominus> he he was meant as reply to <Kirben> I don't know, have not be able to get anything to compile with it.
[11:13:43] <Dominus> I would really like to know if that was the cause for our other weird problems
[11:35:23] <Kirben> Well xu4 at least compiles under gcc 3.1
[11:35:41] <Dominus> is there anything new with xu4?
[11:35:52] <Kirben> full intro and music
[11:36:19] <Dominus> support for the music patch? via midi? great
[11:36:26] <Dominus> a release or snapshot?
[11:37:14] <Kirben> yes, just the .mid files from music patch I think. I can dcc copy if you want, its cvs version.
[11:37:25] <Dominus> oh, yes please
[11:37:27] <Kirben> I don't know xu4 snapshots yet... just finals
[11:38:37] <Dominus> thanks
[11:38:45] <Dominus> now that was what I call speed :-)
[11:42:29] <-- Nadir has left IRC ("Client Exiting")
[11:48:35] <Kirben> now scummvm compiles
[11:48:59] <Kirben> Just needed extra -lstdc++ for scummvm
[11:50:14] <Kirben> hmm exult fails straight away though
[11:52:31] <Kirben> The snprintf=_snprintf define fails
[11:53:09] <Kirben> _snprintf isn't getting define for some odd reason
[11:53:31] <Kirben> Strange, since it still works fine with xu4.
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[12:46:42] <Colourless> hi
[12:46:47] <Dominus> hi
[12:48:33] <Kirben> Hi Colourless
[12:49:36] <Kirben> Any idea why _snprintf doesn't seem to be declared under C++ in GCC 3.1 ?
[12:50:00] <Colourless> cause _snprintf isn't standard c
[12:50:15] <Colourless> that would be my guess
[12:50:32] <Kirben> So should I use exult's replacement for snprintf ?
[12:50:51] <Kirben> files/snprintf.cc
[12:51:08] <Colourless> yeah probably. _snprint is a function exported by msvcrt.dll
[12:51:19] <Colourless> s/_snprint/_snprintf/
[12:51:39] <Colourless> if gcc isn't using msvcrt.dll then you won't have _snprintf
[12:52:38] <Kirben> odd, this is under mingw.
[12:53:49] <Kirben> How to use snprintf.cc exactly ? I have removed -DHAVE_SNPRINTF -Dsnprintf=_snprintf and added snprintf.cc to files section but seem to be missing something...
[12:53:54] <Colourless> i've got gcc 3.1 here. i'll look at the header
[12:54:05] <Kirben> ok
[12:54:07] <Colourless> (for _snprintf)
[12:55:06] <Kirben> Been trying to get exult to compile under gcc 3.1 since 2.95.3 seems more buggy judging by responses you got on mingw mailing list.
[12:55:50] <Colourless> gcc 3.1 should have snprintf
[12:56:52] <Kirben> It is still defined in stdio.h but don't seem to work with exult...
[12:57:18] <Kirben> g++ -O2 -Wno-long-long -fvtable-thunks -DHAVE_SNPRINTF -Dsnprintf=_snprintf -DVERSION=\"0.99cvs\" -DEXULT_DATADIR=\"data\" -DDEBUG -DSIZEOF_SHORT=2 -DSIZEOF_INT=4 -I./imagewin -I./shapes -I./files -I./files/zip -I./gumps -I./objs -I./tools -I. -I./audio -I./conf -I./pathfinder -I./headers -I./usecode -I./usecode/ucxt/include -I./usecode/compiler -I./data -I./server -I./sdl/include -DHAVE_SNPRINTF -DUSE_EXULTSTUDIO -DHAVE_PNG_H -I./zlib-1.1.3
[12:57:18] <Kirben> cc1plus.exe: warning: -fvtable-thunks is no longer supported
[12:57:18] <Kirben> tools/expack.cc:50: `_snprintf' not
[12:57:27] <Kirben> declared
[12:57:29] <Colourless> stdio.h doesn't seem to be included in the gcc 3.1 .tar.gz
[12:58:27] <Kirben> it part of mingw-runtime
[12:58:46] <Kirben> 1.3 and 2.0 beta
[13:01:12] <Colourless> lets see how much i manage to kill things by installing gcc 3.1 :-)
[13:08:11] <Colourless> ok, it's a namespace issue why not defining HAVE_SNPRINTF doesn't work
[13:08:53] <Colourless> real simple to fix
[13:09:24] <Colourless> in files/utils.h you need to add
[13:09:32] <Colourless> namespace std {
[13:09:33] <Colourless> using ::snprintf;
[13:09:33] <Colourless> }
[13:09:42] <Colourless> under the extern int snprintf(char *, size_t, const char *, /*args*/ ...);
[13:09:43] <Colourless> line
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[13:13:30] <wjp> hi
[13:13:35] <Colourless> hi
[13:13:43] <Dominus> hi
[13:14:08] <wjp> Colourless: Jeff wants to release RC2 ASAP now. Could you update any required win32 files?
[13:14:27] <Colourless> wjp, yep sure i'll to it right away
[13:15:03] <Dominus> strangely Jeff implemented cut/copy/paste but he didn't make any changes to the defaultkeys.txt concerning copy
[13:15:16] <Dominus> problem is that ctrl-c is already taken
[13:16:13] <Kirben> defaultkeys.txt was changed
[13:16:17] <wjp> we could change the old ctrl-c to insert or something?
[13:16:21] <Kirben> Ctrl-x cut
[13:16:21] <Kirben> Ctrl-v paste
[13:16:52] <Dominus> Kirben: i did see this but he didn't change ctrl-c to copy (which works if you do it by hand)
[13:17:03] <Dominus> wjp: that sounds good
[13:18:08] <Dominus> fast vote on it? :-)
[13:20:01] <Colourless> i take it the version number is 0.99.1RC2
[13:20:24] <wjp> yeah
[13:21:44] <Kirben> g++ -O2 -Wno-long-long -DVERSION=\"0.99cvs\" -DEXULT_DATADIR=\"data\" -DDEBUG -DSIZEOF_SHORT=2 -DSIZEOF_INT=4 -I./imagewin -I./shapes -I./files -I./files/zip -I./gumps -I./objs -I./tools -I. -I./audio -I./conf -I./pathfinder -I./headers -I./usecode -I./usecode/ucxt/include -I./usecode/compiler -I./data -I./server -I./sdl/include -DUSE_EXULTSTUDIO -DHAVE_PNG_H -I./zlib-1.1.3 -DHAVE_ZIP_SUPPORT -c -o snprintf.o ./files/snprintf.cc
[13:21:44] <Kirben> files/snprintf.cc: In function `int vsnprintf(char*, unsigned int, const char*,
[13:21:44] <Kirben> char*)':
[13:21:44] <Kirben> files/snprintf.cc:709: invalid conversion from `void*' to `const cha
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[13:21:54] --- ChanServ gives channel operator status to Nadir
[13:22:01] <Colourless> just a note to kirben, once again, when i've committed no snapshots until after the release.
[13:22:15] <Kirben> ok
[13:22:48] <Colourless> Kirben: you need to change this line
[13:22:49] <Colourless> const char *q = memchr
[13:22:51] <Colourless> to something like
[13:22:55] <Nadir> b
[13:22:56] <Colourless> const char *q = (const char *) emchr
[13:23:03] <Colourless> s/emchr/memchr/
[13:23:08] <Colourless> hi Nadir
[13:23:08] <Kirben> I just will do one more set of snapshots from my current local exult cvs source code if I can get this to compile.
[13:23:13] <Dominus> wb
[13:23:22] <wjp> hi Nadir
[13:23:42] * wjp just updated configure.in, NEWS
[13:23:51] <Nadir> ok
[13:23:55] <wjp> and Makefile.be, Makefile.MorphOS
[13:26:33] <wjp> pity I can't updated the beos resource file
[13:26:37] <wjp> s/updated/update/
[13:27:10] <wjp> hm, are there any other things that should be added to NEWS?
[13:35:37] * Dominus is going to fix the faq/docs now
[13:35:40] <Nadir> the date is wrong
[13:36:02] <Nadir> it's in that stupid american format
[13:36:06] <Nadir> :)
[13:37:16] <Colourless> quick question: when i release the win32 version, should I compile with Exult Studio Support enabled?
[13:38:26] <Dominus> I think with the protocol check those two have - I'd say no
[13:38:50] <Dominus> "get latest snapshots for both ES and Exult to test it"
[13:39:27] <Colourless> i agree. also since there isn't a release of exult studio, i don't really see why es support would be required.
[13:39:40] <Dominus> true
[13:39:58] <Colourless> incidently exult is also a fraction faster when compiled without es support
[13:40:31] <Colourless> so, who wants to go through an update all the dates in the tops of all the source files? quite a lot still say 2001
[13:40:33] <Dominus> is it compiled with debug enabled? (I'd say yes to rc2 release - no to 1.0 release)
[13:41:21] <Colourless> Dominus: good question. I am almost leaning towards no debug. we need to test out proper release builds
[13:41:53] <Kirben> any idea on this one:
[13:41:54] <Kirben> g++ -mwindows -o expack.exe expack.o U7file.o Flex.o IFF.o Table.o Flat.o utils.o listfiles.o crc.o snprintf.o -mconsole
[13:41:54] <Kirben> C:/msys/1.0/mingw/bin/../lib/gcc-lib/mingw32/3.1/../../../libstdc++.a(c++locale.o)(.text$_ZSt14__convert_to_vIxEvPKcRT_RSt12_Ios_IostateRKPii+0x39): undefined reference to `strtoll'
[13:41:54] <Kirben> C:/msys/1.0/mingw/bin/../lib/gcc-lib/mingw32/3.1/../../../libstdc++.a(c++locale.o)(.text$_ZSt14__convert_to_vIyEvPKcRT_RSt12_Ios_IostateRKPii+0x39): undefined reference to `strtoull'
[13:42:19] <Colourless> Kirben: i had the same problem
[13:42:34] <Colourless> seems to have something to do with long longs
[13:44:57] <Kirben> hmm seems i need mingw 2.0 beta
[13:54:41] <Dominus> ok, FAQ is leveled up, added arrow walking comment, and disappearing pikeman in monitor
[13:54:49] <Dominus> (not in cvs yet)
[13:55:57] <Kirben> ok expack compiled with mingw-runtime 2.0 beta but need to define NEED_SNPRINTF_ONLY too
[13:56:27] <Colourless> well, that's a good thing
[13:57:49] <Nadir> I am working on arrow walking, but > 1.0
[13:58:21] <Dominus> Nadir: how is it implemented/ho will the party move?
[13:59:22] <Dominus> my suggestion is the keypad as it has more control (keys 1-9 without 5)
[14:00:21] <Nadir> Dominus: you can use whatever you want, it uses the keymappings
[14:00:59] <Nadir> Kirben: is mingw 2.0 for gcc 3.1 ?
[14:01:12] <Dominus> Jeff is messing our help screen help (h/ctrl-h): cut/paste selection is in h, move selection is in ctrl-h)
[14:01:32] <Dominus> Nadir: great!
[14:02:04] <Kirben> Nadir: yes
[14:03:11] --- ChanServ gives channel operator status to wjp
[14:04:13] <Kirben> browser.cc seems to be missing no HAVE_SNPRINTF support
[14:04:30] <wjp> Colourless: out of curiosity, what does the gcc preprocessor do with pathtest.cpp?
[14:04:41] <Kirben> I just copied code from util.h
[14:05:14] <wjp> (g++ -E pathtest.cpp)
[14:05:47] <wjp> (one of the replies mentions the preprocessor)
[14:06:58] <Kirben> same for gamerend.cc
[14:09:37] <Colourless> wjp: i do not know
[14:11:15] <Colourless> wjp: it doesn't show any problem
[14:11:43] <wjp> k, that reply did sound a bit strange
[14:12:03] <Kirben> I had to -DDONT_HAVE_HASH_MAP -DDONT_HAVE_HASH_SET too, will that matter ? to get past hash_utils.h
[14:12:32] <Colourless> kirben: that shouldn't really matter
[14:16:39] <Dominus> aargh, was ready to comit and then in the last second I notice the following error: V0.99.1 RC 2 (Release Candidate 1)
[14:21:51] <Kirben> almost there:
[14:21:51] <Kirben> g++ -O2 -Wno-long-long -DNEED_SNPRINTF_ONLY -DDONT_HAVE_HASH_MAP -DDONT_HAVE_HASH_SET -DVERSION=\"0.99cvs\" -DEXULT_DATADIR=\"data\" -DDEBUG -DSIZEOF_SHORT=2 -DSIZEOF_INT=4 -I./imagewin -I./shapes -I./files -I./files/zip -I./gumps -I./objs -I./tools -I. -I./audio -I./conf -I./pathfinder -I./headers -I./usecode -I./usecode/ucxt/include -I./usecode/compiler -I./data -I./server -I./sdl/include -DUSE_EXULTSTUDIO -DHAVE_PNG_H -I./zlib-1.1.3 -DHAV
[14:21:52] <Kirben> usecode/intrinsics.cc: In member function `Usecode_value
[14:21:52] <Kirben> Usecode_internal::UI_npc_nearby(
[14:22:08] <Kirben> usecode/intrinsics.cc: In member function `Usecode_value
[14:22:09] <Kirben> Usecode_internal::UI_npc_nearby(int, int, int, Usecode_value*)':
[14:22:09] <Kirben> usecode/intrinsics.cc:728: parse error before `=' token
[14:22:09] <Kirben> usecode/intrinsics.cc:734: invalid conversion from `Usecode_value (*)()' to `
[14:22:09] <Kirben> int'
[14:22:09] <Kirben> usecode/intrinsics.cc:734: initializing argument 1 of `
[14:22:11] <Kirben> Usecode_value::Usecode_value(int)'
[14:25:57] <Colourless> need someone to test something for me: go into si and start a new games. once you get to shamino after meeting Thoxa open up your inventory of both yourself and shamino. anything wrong with the display?
[14:27:40] <Colourless> s/inventory/paperdoll/
[14:28:26] <Dominus> I'm just going to whenver I find my si docs with the passwords
[14:29:05] <wjp> just ask the questions here
[14:29:10] <Colourless> um, well, you could probably do it just after the teleport storm. open your paperdoll
[14:29:16] <wjp> someone of us will know them, most likely
[14:29:26] <Dominus> found it
[14:29:45] * wjp watches battle between Thoxa and Karnax
[14:30:37] <wjp> Shamino's paperdoll is broken
[14:30:47] <wjp> ...and so is yours
[14:31:08] <Colourless> hmm. i'll try and fix it
[14:31:15] <wjp> pumice, bear skull, two handed hammer and bone brush are displayed outside of the paperdoll
[14:31:37] <Colourless> yep, same thing occuring here. just confirming that it was occuring to everyone else
[14:31:47] <Colourless> looks like the are being shown at coords 0,0
[14:31:52] <wjp> s/everyone/someone/ ;-)
[14:31:53] <Dominus> yep, see it as well
[14:32:12] <wjp> s/someone else/others/ :-)
[14:32:35] <Colourless> no, it's not 0,0 it's more negetive than that
[14:33:17] <Dominus> and you were right, just being hit by the teleport storm is enough
[14:34:25] <wjp> it's probably the items without paperdoll graphics that are wrong, right?
[14:34:35] <wjp> although the 2H-hammer is strange
[14:34:52] <Dominus> Web Cvs update comitted but the web space not updated
[14:35:12] <Dominus> so that the rc2 doesn't show in the fAQ already
[14:35:20] <Dominus> not that anyone would notice
[14:37:20] <Colourless> wjp: i think so
[14:37:49] <Colourless> bg is doing it too
[14:38:00] <Colourless> it's stange. it was working just the other day
[14:38:04] <wjp> strange; I'm pretty sure it used to work
[14:38:28] <Colourless> the other day being sunday
[14:39:18] <Colourless> of course i may not have had current cvs then
[14:39:30] <Colourless> jeff modified thte paperdoll stuff on the 1st
[14:40:03] <Dominus> can't remember the last time I looked into SI or had the inventory open in BG....
[14:41:02] <Colourless> there is a reason i know it worked... i was screwing around with exult studio and powder kegs :-)
[14:41:11] <wjp> ugh.. that clearly is broken
[14:41:28] <wjp> fix involves adding two 'o's
[14:41:44] <wjp> (gwin->paint_shape(x,y,*obj) -> gwin->paint_shape(ox,oy,*obj))
[14:42:03] <Colourless> hehe
[14:43:02] <Colourless> i'll commit the fix
[14:43:21] <wjp> last-minute bug fixing :-)
[14:44:51] * Dominus wonders why Colourless was blowing up things again :-)
[14:45:05] <wjp> do you need a reason for that? :-)
[14:45:42] * Dominus is glad Colourless tested SI/BG out so far to catch the bug before whe had released a VERY buggy RC2 :-)
[14:46:15] <Dominus> wjp: for blowing up things in exult? actually never!
[14:46:30] <Colourless> a neat trick is to place powder kegs in terrain edit mode
[14:46:43] <Dominus> he he
[14:46:59] <wjp> so you can 'paint' with kegs? :-)
[14:47:01] <Colourless> but don't place too many :-)
[14:47:42] <Dominus> wjp: AFAIK placing kegs in terrain edit mode is very eveil
[14:47:46] <Dominus> evil
[14:47:49] <Colourless> using a nice double cross in a combo and placing it onto chunks in terrain edit mode and produce lots of nice explosions!
[14:48:15] <Dominus> every terrain that uses the same chunk gets updated :-)
[14:48:40] <Colourless> filling an entire chunks with powder kegs brought my system to it's knees :-)
[14:48:52] <Dominus> lol
[14:49:15] <Colourless> with (midi) sound on it was quite amusing
[14:49:34] --- Dominus has changed the topic to: Exult: an open-source engine for Ultima 7: http://exult.sf.net/. We blow worlds up!
[14:50:45] <Colourless> another bug for you people to check for me. start si again, but before the teleport storm check everyone's inventory. does shamino have a backpack?
[14:51:20] <Dominus> no
[14:51:43] <Colourless> wjp?
[14:52:02] <Dominus> instead he got the juggernaut hammer (though displaced)
[14:52:57] <Colourless> Dominus: same here. hammer is in the wrong slot, and there's no backpack
[14:55:49] <Kirben> hmm getopt no longer exists.
[14:59:54] <wjp> no, not backpack
[15:00:22] <wjp> s/not/no/
[15:00:38] <Colourless> sigh
[15:03:53] <Kirben> bte studio.cc includes getopt.h twice
[15:24:31] * wjp has to go
[15:24:32] <wjp> bbl
[15:24:35] <-- wjp has left IRC ("gtg")
[15:34:38] <-- Nadir has left IRC ("Client Exiting")
[15:38:52] --- Dominus is now known as Dominus|away
[15:41:14] --- Dominus|away is now known as Dominus
[15:41:40] <Dominus> have to go too!
[15:41:49] <Colourless> cya
[15:41:54] <Dominus> bye, maybe see you later :-)
[15:41:57] <-- Dominus has left #exult ()
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[15:47:15] <artaxerxes> hi guys
[15:47:24] <Colourless> hi
[15:47:45] <artaxerxes> brb
[15:49:49] <-- Kirben has left IRC ("System Meltdown")
[15:51:47] <artaxerxes> back
[15:52:10] <artaxerxes> I've got a silly question... what does the word "mangled" mean ?
[15:52:29] <artaxerxes> does it mean cut or just damaged ?
[15:52:41] <artaxerxes> (when refering to a limb)
[15:52:47] <Colourless> sort of like damaged
[15:53:10] <artaxerxes> great
[15:53:33] <artaxerxes> babelfish and google language tool were unable to help on that
[15:53:47] <Colourless> you'd want to look up mangle
[15:54:04] <artaxerxes> and so did I
[15:54:32] <artaxerxes> it spitted out the word we use here to refer to a salade spinner
[15:54:52] <artaxerxes> :)
[15:55:05] <Colourless> 2 meanings :-)
[15:55:42] <artaxerxes> I guess that's why they say not tot put your arm in a salad spinner... it could get mangled.
[16:00:05] <artaxerxes> and how would you explain how Marsten (the leader of Monitor) to be called "gregarious" ?
[16:00:37] <artaxerxes> I don't really get the meaning
[16:00:51] <Colourless> i don't really know either
[16:01:10] <artaxerxes> isn't gregarious the opposite of sedentarious ?
[16:01:17] <artaxerxes> that would make sense
[16:23:00] <artaxerxes> see you later
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[20:06:26] <wjp> hi again
[20:06:31] <Colourless> wb
[20:43:22] * Darke|afk thinks 'mangled' would be more as a result of putting your paw into a blender or food processor, but anyway...
[20:43:25] --- Darke|afk is now known as Darke
[20:44:43] <wjp> or into a C++ compiler, if you're a function :-)
[20:45:02] <wjp> good morning, btw :-)
[20:45:42] <Darke> Well... yeah. But I don't think anyone on britainnia's compiling stuff, so I don't think we really need to worry about that definition. *grin*
[20:46:31] <Colourless> what about the software pirate?
[20:46:57] <Darke> Actually, he's doing SI isn't he? Serpent Isle then.
[20:50:03] <Darke> Calling someone 'gregarious' normally means they enjoy the compay of others, and normally are extroverted. Think of the steriotypical bunch of warriors drinking in a tavern together, they'd be described as 'gregarious', IIRC.
[20:50:40] <wjp> hm, really? m-w.com described it as 'socializing mainly with your own kind'
[20:50:44] * Darke is a little surprised he can remember this stuff, given he's been up all of 5 minutes or so.
[20:51:44] <wjp> or: tending to associate with others of one's kind
[20:51:51] <wjp> hm, I guess that definition can be read in two ways
[20:51:55] <Darke> *nod* Exactly.
[20:52:39] <Darke> That precicly describes the example I gave. *grin* They travel in packs.
[20:53:34] <wjp> kind of makes sense since it comes from the latin for herd :-)
[20:54:14] <Darke> That is does. *grin*
[21:06:45] <Colourless> time to go
[21:06:46] <Colourless> Log Message:
[21:06:56] <Colourless> umm. that was strange
[21:07:17] <Colourless> bye
[21:07:18] <-- Colourless has left IRC ("no comment")
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[21:12:37] <oube> Hi, is there some way to get unstuck when your character gets stuck? I seem to be stuck on the pipes for the cremator in Serpent Isle?
[21:12:49] <wjp> hi
[21:12:57] <wjp> move the cursor somewhere over an empty space and press alt-t
[21:13:03] <wjp> (=teleport)
[21:13:03] <oube> I can just walk on the pipes but can't get back to the ground or onto the cursor
[21:13:42] <oube> oh that was easy.. had to enable cheats of course:) k thanks...
[21:13:50] <wjp> np :-)
[21:14:05] <oube> will that effect anything?
[21:14:06] <wjp> do you remember how you got stuck?
[21:14:34] <wjp> teleporting short distances? nah, shouldn't have any side-effects
[21:15:24] <oube> not exactly... I took the body of shem... the guy who runs the knights test.. and put him in the cremator... and then i tried to walk back down.. and it got all slow and sticky... and then i realised I was on the pipes.. and could only walk on that narrow area to the left of the cremator...
[21:16:53] <wjp> hehe, I just stepped onto shmed :-)
[21:17:06] <wjp> ...and couldn't get off :-(
[21:18:14] <oube> I got suck once in black gate too... on the bridge to the sawmill.. I was just walk to the sawmill and then i was stuck.. i could walk about a meter on each side of the bridge and anywhere on the bridge.. but couldn't go anywhere else.. and the game got all slow like this time... i eventually got out of it.. and was able to walk like normal..
[21:19:08] <wjp> slowness was probably caused by the pathfinder trying to find a path for your party or something
[21:21:50] <oube> It plays quite well... other then this happening very occasionally....
[21:35:50] <wjp> hm, let's call this occasional glitches and hope they don't occur too often :-)
[21:36:07] <wjp> (I think you could get stuck in the original too in some places)
[21:54:20] <oube> ok i dunno if this is a bug...
[21:55:00] <oube> I'm outside of fawn.. and i just talked to the guy who should lower the bridge... and then now i have the pointy finger cursor instead of the arrow... and I can't move..
[21:55:24] <oube> not at all move..
[21:56:22] <wjp> hm, strange
[21:56:47] <oube> oh very strange.. yeah just saved the game... and reloaded and still same cursor and can't move...
[21:57:35] <wjp> the bridge is behaving very strangely for me
[21:57:43] <oube> I had just left the dream world.. and then walked to fawn to get the leaves for the cure to the pox or whatever.. and i clicked on the fawn guard... and then he said something about trouble lately.. here comes more... didn't read it all.. and then i'm stuck
[22:00:24] <wjp> can you access the cheat screen? (F2)
[22:00:53] <oube> just press f2??
[22:01:01] <wjp> yeah
[22:01:13] <oube> nope
[22:01:24] <oube> i can access the game menu though
[22:01:28] <wjp> hm, do you have any recent saves?
[22:01:58] <oube> ummm.. just after i put buddy in the crematory:)
[22:04:45] <wjp> do you have exult-studio?
[22:05:50] <oube> yep
[22:06:08] <wjp> can you start map-edit mode while you're stuck?
[22:06:22] <oube> k will try...
[22:06:54] <oube> how do i use this program.. open game.. is to open a save game??
[22:07:46] <wjp> it should just start when you press ctrl-alt-m in exult, right?
[22:08:11] <oube> oh.. didn't do that.. just ran exult_studio.. will do that
[22:09:34] <oube> yeah no.. it works for other saves.. but at the point i'm stuck.. ctrl-alt-m doesnt' work
[22:10:11] <wjp> ok, I guess there's no easy way to get un-stuck then :-(
[22:10:50] <oube> its ok... I can do it over.. just save.. everytime i cross that bridge:)
[22:10:52] <wjp> it would be nice if you could reproduce this from the last savegame
[22:11:21] <oube> ok.. let me try.. i'll just go right to fawn.. skip everything else i did?
[22:11:42] <wjp> whatever reproduces it :-)
[22:14:24] <oube> did it
[22:14:42] <oube> oh nope i didn't:)
[22:15:00] <oube> its ruggs.. comes walking up.. last time.. it locked up and he didn't talk.. but this time he does..
[22:17:45] * Darke wonders what the benefit is of using two bytes for an opcode number. (To slip onto a completely different tangent... *grin*) About the only thing he can think of is faster comparisons in the main 'switch' statement executing it, by using 16bit registers.
[22:20:31] <oube> wjp: yeah i can't get it to happen again... SOmething to do with where i was in relation to him when the script of ruggs walking up started it think...
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[22:21:21] <wjp> hi
[22:21:34] --- ChanServ gives channel operator status to Dominus
[22:21:39] <Dominus> hi
[22:21:51] <Dominus> I just saw Episode 2 in cinema and have to vent my frustration
[22:21:51] <Darke> Hi.
[22:22:13] * Darke eeps and quickly dives into the local bomb shelter.
[22:22:36] <wjp> Dominus: privmsg me, then :-)
[22:22:48] <Dominus> the movie was really bad but the worst thing is that so called actor that plays Anakin!!!!!!!!
[22:22:55] <Dominus> ok, no more spoilers!
[22:23:05] * wjp has seen it already, btw
[22:23:16] * Darke isn't going to see it, so spoil away.
[22:23:35] * Dominus doesn't want to spoil it for everyone else
[22:30:00] <oube> heheh... don't be making fun of anakin:)
[22:30:45] <oube> oube already saw
[22:35:24] * oube must go, more exult playing tommorow...
[22:35:25] <-- oube has left IRC ("Client Exiting")
[22:46:14] <Darke> http://www.igda.org/Endeavors/Articles/rreynolds_intro.htm A random interesting article on 'ethics'/'morality' surrounding video games.
[22:55:05] <wjp> g'night
[22:55:38] <Dominus> sleep well
[22:56:32] <-- wjp has left IRC ("Zzzz...")
[23:07:42] <Dominus> ok, after I vented off, I'm leaving as well :-)
[23:07:42] <Dominus> bye
[23:07:42] <-- Dominus has left IRC ("Exult! Exult! Exult!")
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