#exult@irc.freenode.net logs for 9 Dec 2012 (GMT)

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[00:21:01] <Malignant_Manor> Loading saved games after the game is already started loses several hundered K memory.
[00:21:26] <Malignant_Manor> Just ctrl-r after you start a game to see it.
[00:31:21] <Marzo> Malignant_Manor: I should have been clearer: I fixed it locally, and I am committing to SVN
[00:31:59] <Malignant_Manor> I got a build error
[00:32:01] <Malignant_Manor> actors.cc:5502:25: error: definition of implicitly-declared 'virtual Main_actor::~Main_actor()'
[00:32:27] <Malignant_Manor> It would take me half an hour to clean and recompile (if that is the issue.)
[00:34:33] <Marzo> You are compiling in MinGW, right?
[00:34:42] <Malignant_Manor> Yeah
[00:34:46] <Marzo> If so, then yes, you need to clean then recompile
[00:34:54] <Marzo> Changes in header files
[00:35:07] <Marzo> Wait a few moments before doing it, I am still commintting
[00:35:16] <Marzo> Breaking it up in smaller pieces
[00:35:44] <Marzo> And I just noticed that the changes to actors.h didn't get committed
[00:36:03] <Malignant_Manor> MinGW is pretty terrible for stuff like that.
[00:37:37] <Marzo> It is actually an issue with dependency tracking
[00:37:59] <Marzo> We can try a trick to see if we can improve it or not
[00:38:07] <Marzo> If you haven't cleaned it yet
[00:38:13] <Malignant_Manor> I already cleaned.
[00:38:27] <Marzo> Well, we can still try it after you compile
[00:38:34] <Marzo> Before you do, though:
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[00:43:07] <Marzo> In Makefile.mingw: add -MMD to CXXFLAGS
[00:43:48] <Marzo> After the "include Makefile.common", put in this:
[00:44:58] <Marzo> DEPENDENCIES = $(OBJS) $(ES_OBJS)
[00:45:04] <Marzo> -include $(DEPENDENCIES)
[00:45:17] <Marzo> See if it builds from a clean build
[00:45:38] <Marzo> Then edit a header file and see if it rebuilds based on its dependencies
[00:45:56] <Marzo> Hopefully, it will all work
[00:46:39] <Malignant_Manor> where do I add -include $(DEPENDENCIES)
[00:46:48] <Marzo> For the test, you may need to edit Makefile.common and remove lines 412-448
[00:47:10] <Marzo> Both it and the "DEPENDENCIES=" line go together right after the inclide I mentioned
[00:47:19] <Marzo> s/inclide/include/
[00:51:04] <Malignant_Manor> http://pastebin.com/UQcU96xD
[00:52:32] <Malignant_Manor> Is that how?
[00:54:19] <Malignant_Manor> I needed to add "\" to separate the lines if that is where you want them.
[00:55:50] <Marzo> That is it yes; what do you mean about needing to add "\"?
[00:56:09] <Marzo> Ack
[00:56:26] <Marzo> Change the dependencies line to this:
[00:56:55] <Marzo> OBJECTS = $(OBJS) $(ES_OBJS)
[00:56:55] <Marzo> DEPENDENCIES := $(OBJECTS:%.o=%.d)
[00:57:04] <Marzo> Otherwise it has no chance of working
[00:57:41] <Kirben> Seems fine under mingw here, using GCC 4.6.2.
[00:58:01] <Malignant_Manor> ommit -include $(DEPENDENCIES)?
[00:58:42] <Marzo> Still keep it
[00:59:06] <Marzo> Kirben: in what sense?
[00:59:43] <Marzo> Malignant_Manor: do you happen to know where can I find the shape 965 children in the Isle of the Avatar?
[01:00:20] <Malignant_Manor> It's egg created
[01:00:52] <Kirben> I mean I'm not getting any compile errors, for exult, studio or tools.
[01:01:19] <Marzo> With the changes in SVN or the ones I am suggesting that MM do?
[01:01:29] <Malignant_Manor> 2632, 2870
[01:02:01] <Marzo> The latter is just to have dependency tracking with MinGW builds, so it requires less frequent cleaning before a build that changes header files
[01:03:14] <Malignant_Manor> The egg is right by the water, fishing pole, and bucket two doors south of the Guardian's throne.
[01:05:07] <Malignant_Manor> The changes cause problems with not finding exult_flx.h
[01:05:11] <Marzo> I did something that allows it to spawn, attack the avatar if he is close enough and prevents spawning during Armageddon, but it can't move
[01:05:24] <Marzo> Will check why
[01:06:48] <Marzo> Ah, weird defaults for monster data
[01:07:10] <Malignant_Manor> It already spawns. It just spawns as an item.
[01:07:30] <Marzo> No, nevermind
[01:07:48] <Marzo> I got it spawning as a monster with the changes I made
[01:09:09] <Marzo> OK, default monster data set flags twice, one allowing walking the other not
[01:10:11] <Marzo> OK, the child is working now; will commit it
[01:13:17] <Marzo> Done
[01:21:07] <Kirben> Only with your changes in SVN, not the suggestions.
[01:21:54] <Kirben> Partial builds aren't always reliable, even with depandancy tracking.
[01:24:36] <Marzo> This particular method does a partial build using the full dependency graph, so it is more reliable than most others
[01:25:11] <Malignant_Manor> make: *** No rule to make target `5windrag.o', needed by `Exult.exe'. Stop.
[01:26:47] <Malignant_Manor> oops somehow typoed that in my copy
[01:45:43] <Marzo> I will be back tomorrow; leave stuff in the logs if you need
[01:45:46] <Marzo> Good night
[01:46:02] <Malignant_Manor> bye
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[02:00:05] <Malignant_Manor> *.d needs added to svn ignore
[02:02:46] <Malignant_Manor> The .d files are not removed by clean. I'm not sure how you would separate dependencies for clean, studioclean, and toolsclean so only the relevant files are removed.
[02:06:10] <Malignant_Manor> The memory fixes make Exult's memory lower, but it will still raise pretty high the more super chunks you visit. This doesn't seem to be removed on reloading saved games either.
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[02:52:05] <Malignant_Manor> After having some time to check the chunk memory, it seems it doesn't go high enough to really be an issue anymore.
[02:53:48] <Malignant_Manor> There's some memory corruption with the window size/display mode menu setting in the video menu.
[02:55:59] <Malignant_Manor> Open the video menu. Then exit. Then open it again.
[02:56:19] <Malignant_Manor> Gdb shows Invalid Address specified to RtlFreeHeap (no debug build)
[02:56:43] <Malignant_Manor> http://pastebin.com/vPpG8zz3
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[07:55:13] <Dominus> marzo, the serpent guardian problem is explained at https://sourceforge.net/tracker/?func=detail&atid=102335&aid=3001914&group_id=2335
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[08:47:45] <i30817> Hey guys. I saw in the log this report:
[08:47:47] <i30817> [02:53:48] <Malignant_Manor> There's some memory corruption with the window size/display mode menu setting in the video menu.
[08:47:49] <i30817> [02:55:59] <Malignant_Manor> Open the video menu. Then exit. Then open it again.
[08:47:50] <i30817> I want to do a similar one.
[08:47:52] <i30817> Delete ~/exult.cfg Open video menu, click fill mode once. Exit (without apply). Reenter video menu again : look at the resolution numbers :) . If you do this enough, there is the possibility of crashing by a div 0. And for gods sake don't apply those resolution numbers.
[08:59:30] <i30817> Could be a optimization bug thou. I'm using O3 and fwhole-program
[09:01:14] <i30817> Yeah, also there were some warnings, including a scary one a clobbering. You can see a build result here:
[09:01:16] <i30817> https://launchpadlibrarian.net/125246349/buildlog_ubuntu-raring-amd64.exult_1.5.0%2Bsvn20121209~raring1_BUILDING.txt.gz
[09:05:36] <i30817> Some builds failed on older ubuntu distros for some reason (probably SDL mismatch?):
[09:05:38] <i30817> https://launchpadlibrarian.net/125246668/buildlog_ubuntu-precise-amd64.exult_1.5.0%2Bsvn20121209~precise1_FAILEDTOBUILD.txt.gz
[09:05:39] <i30817> It's not really important though. If it keeps failing, i will just drop those old versions, so you don't have to do anything.
[10:16:55] <wjp> For context: that clobber warning is in code that is never called in the game itself, by the way. Just map editing.
[10:17:47] <wjp> (but I'm not saying we shouldn't look at the warning, just that it wouldn't be responsible for what you mentioned)
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[12:12:56] <Marzo> O>o. So wjp is responsible for the monstrosity that is resolutionstring
[12:15:04] <wjp> ?
[12:15:16] <Marzo> static string resolutionstring(int w, int h)
[12:15:16] <Marzo> {
[12:15:16] <Marzo> char buf[100];
[12:15:16] <Marzo> sprintf(buf, "%ix%i", w, h);
[12:15:16] <Marzo> return buf;
[12:15:17] <Marzo> }
[12:15:28] <wjp> yes?
[12:15:44] <Marzo> At best, it should use "static char buf" in there
[12:15:50] <wjp> why? It's stack
[12:16:06] <wjp> note that the return type is std::string
[12:16:22] <Marzo> Um, yes it is; I hadn't seen that
[12:16:48] <Marzo> Weird; when I change to static char buf, a resolution display bug goes away
[12:17:39] <Marzo> Anyway, let me continue to check it
[12:18:20] <Marzo> There is also a double free/corruption involved that may be clouding the issue
[12:20:23] <Marzo> Yeah, that was it
[12:20:32] <Marzo> (the double free, I mean)
[12:21:10] <Marzo> Ironic that I went in to fix a leak and created it
[12:21:40] <Marzo> Anyway, sorry
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[16:33:26] <Eviltar> is it weird that all these bugs being fixed is exciting to me?
[16:34:13] <Eviltar> seems like sitting in air has been around a while
[16:34:48] <Eviltar> and who can complain about mem leaks getting fixed
[16:35:21] <Eviltar> xbr scaler added, its like christmas
[17:22:50] <Dominus> yes, true :)
[17:23:08] <Dominus> marzo, thanks for the face fix
[17:23:40] <Dominus> now... anything else preventing a release?
[17:26:13] <Dominus> except maybe playing a bit with it first
[17:26:52] <Dominus> awesome fixathon these past days
[17:27:00] <Eviltar> a playthrough is sounding nice, i'm trying to wait untill this blitzkrieg of bugfixing settles down tho
[17:31:18] <Dominus> I think the war is over and marzo won
[17:39:45] <Marzo> Hm
[17:39:56] <Marzo> Looking at this bug report: https://sourceforge.net/tracker/?func=detail&aid=3001289&group_id=2335&atid=102335
[17:40:06] <Marzo> Which led me to this thread: http://exult.sourceforge.net/forum/read.php?f=1&i=336187&t=336187
[17:40:28] <Marzo> Which led to this piece of usecode:
[17:40:29] <Marzo> (var0001 + (", is this what thou wishest to sell?" * "'Tis not in very good shape!"));
[17:40:48] <Marzo> So it seems that arithmetic operations in usecode values can also be performed in strings
[17:41:55] <Marzo> So far, what DOSBox says is: integer (op) integer = integer
[17:42:58] <Marzo> integer op text = integer + int(text)
[17:43:49] <Marzo> Err... integer + text = integer + int(text)
[17:44:01] <Marzo> integer - text = integer - int(text)
[17:44:09] <Dominus> hmm, can't remember receiving the files back then...
[17:44:24] <Marzo> What files?
[17:45:19] <Marzo> Scratch that last one
[17:45:35] <Marzo> Only integer + text = integer + int(text)
[17:45:46] <Marzo> All other operators in integer op text = text
[17:46:24] <Dominus> in that thread Lazaro writes he will send me the savegames. but never got them apparently
[17:46:43] <Marzo> I am using some custom usecode to test it in DOSBox
[17:46:57] <Marzo> No need for savegames
[17:47:11] <Dominus> and I don't quite understand what you are writing and what consequences or benefits this gives
[17:47:32] <Dominus> (yeah I figured already that you don't need them anymore - I was just wondering :))
[17:48:19] <Marzo> It will fix some text issues
[17:48:29] <Dominus> uhm, Marzo, you broke the graphic options
[17:48:39] <Marzo> I did?
[17:48:55] <Dominus> select a high resolution and instead of screen size 320x200 select auto
[17:49:20] <Marzo> Seems to work here
[17:49:21] <Dominus> Exult will then be very small, possibly only x1
[17:49:48] <Marzo> At least from within SI
[17:50:28] <Dominus> let me try in game
[17:50:38] <Marzo> You are trying from within the menu?
[17:50:47] <Marzo> If so, will test in a bit
[17:50:55] <Dominus> both work wrong
[17:51:40] <Dominus> window size 1024x768, scaler 2xbr, game area 320x200 or auto, fill quality bilinear, fill mode fit
[17:52:00] <Dominus> when you toggle game area between 320x200 and auto it breaks
[17:53:24] <Dominus> only with aspect correction enabled (fill mode fit or centre) will it be correct again
[17:53:55] <Marzo> Ah, I see
[17:53:59] <Dominus> be back in a bit
[17:58:02] <Marzo> And text1 op text2 = text1 for all but addition
[17:58:12] <Marzo> text1 + text2 concatenates both
[18:12:38] <Marzo> Hrm, have to try some undefined values too
[20:05:49] <Marzo> Dominus: Fixed; if there is still anything strange, please let me know
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[20:16:20] <Malignant_Manor> Marzo, do you still want to mess with MinGW dependency?
[20:16:42] <Marzo> Going through the bug tracker now
[20:17:19] <Malignant_Manor> Okay, I'm not sure there will be much Win32 development.
[20:36:09] <Malignant_Manor> I can't reproduce SI: Automatons in MoF call guards (1.5.0svn)
[20:36:19] <Malignant_Manor> https://sourceforge.net/tracker/?func=detail&aid=3186715&group_id=2335&atid=102335
[20:54:20] <Malignant_Manor> There's some bad pathfinding in that save though. I can move stuff past the locked doors. You couldn't do that in the original.
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[21:13:19] <i30817> hey. Does anyone have a clue why the touchpad in ubuntu while on exult fullscreen (only) thinks that the exult is still windowed size?
[21:13:21] <i30817> Because, trying to use it in fullscreen only a small part of the touchpad (a small movement there) is enough to move it over all the screen horizontally, while in windowed mode, if the mouse is a captured it behaves as normal (as in the desktop, where moving the finger from one end to another is 80% of the screen).
[21:13:22] <i30817> I suspect that the synaptics driver thinks the fullscreen is actually only a small part of the visible surface...
[21:14:03] <i30817> I did turn off the 'fast mouse' option (it made it worse, but was not the cause)
[21:16:29] <Malignant_Manor> I can confirm that SI: Incorrect property flags? (1.5.0svn) is a problem with Exult.
[21:16:32] <Malignant_Manor> https://sourceforge.net/tracker/?func=detail&aid=3186728&group_id=2335&atid=102335
[21:17:17] <Malignant_Manor> I've never played Exult on a touchscreen.
[21:17:50] <i30817> Err. Not touchscreen, sorry about that. TouchPAD.
[21:18:10] <Eviltar> like on a laptop?
[21:18:15] <i30817> Yes.
[21:18:31] <Eviltar> it shouldnt be treated any differently than a normal mouse
[21:19:13] <Eviltar> maybe you need to adjust the properties for its sensitivity or something
[21:19:20] <i30817> It is. As i said, the driver must be different, and there is something in the code that is probably messing with the driver scaling
[21:19:32] <Malignant_Manor> oops, I read that wrong.
[21:19:48] <i30817> I adjusted all the properties already. This doesn't happen in 'normal' resolution changes.
[21:20:00] <Malignant_Manor> I never played Exult with a touchpad. Touchpads are horrible excuses for a mouse.
[21:20:03] <i30817> Only exult has this problem afaict.
[21:20:41] <i30817> Maybe you think that because you tried exult with one ;)
[21:26:02] <Dominus> i30817: finally actually on keyboard when you are here
[21:26:22] <Dominus> how dows dosbox behave with the touchpad?
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[21:26:44] <Dominus> the Apple Magic trackpad works fine in that regard with exult
[21:26:52] <i30817> dosbox exult?
[21:27:04] <Dominus> no dosbox
[21:27:25] <i30817> err. Dosbox ultima 7?
[21:28:41] <Dominus> any game in dosbox or maybe pentagram or any other program that uses SDL 1.2x
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[21:37:49] <i30817> Actually. It's true; started realms of arkania fullscreen dosbox: same screwy behaviour.
[21:37:55] <i30817> SDL is fucked!
[21:38:11] <Dominus> it's probably much better in SDL 2.0
[21:38:43] <Dominus> trackpads are NOT standard mouse that's why it screws up in fullscreen
[21:40:07] <i30817> U8 too. SDL devs confirmed for sadists.
[21:41:06] <Dominus> wjp, marzo, I'm thinking that maybe building Exult Studio and support (along with the usecode stuff) should be disabled by default. We are "always" (yeah, once every six months or so) into problems with that :)
[21:41:59] <wjp> maybe a good idea
[21:42:01] <Dominus> i30817: don't be too harsh, SDL is what makes Exult, pentagram, dosbox etc. tick. Who knows where we would be without it... maybe fully QT or GTK... :)
[21:42:15] <wjp> we should also fix that bison and/or automake issue :-)
[21:42:32] <Dominus> he yeah :)
[21:42:50] <Dominus> I hoped for newer versions of the tools automagically fixing it :)
[21:43:40] <Dominus> new automake complains about a lot of deprecated stuff in configure now...
[21:44:16] <Dominus> (actually only warning: 'INCLUDES' is the old name for 'AM_CPPFLAGS' (or '*_CPPFLAGS') in all the makefile.am files)
[21:44:49] <Dominus> and configure.ac:55: warning: AM_INIT_AUTOMAKE: two- and three-arguments forms are deprecated. For more info, see:
[21:44:49] <Dominus> configure.ac:55: http://www.gnu.org/software/automake/manual/automake.html#Modernize-AM_INIT_AUTOMAKE-invocation
[21:45:59] <i30817> https://answers.launchpad.net/ubuntu/+source/xserver-xorg-input-synaptics/+question/200823
[21:46:01] <i30817> "When a game hides the cursor (i.e. SDL_ShowCursor(SDL_DISABLE)) SDL switches to relative mouse mode, and the fun begins.
[21:46:03] <i30817> You can inhibit this behaviour by ensuring that the SDL_MOUSE_RELATIVE environment variable is set to 0
[21:46:04] <i30817> Open a terminal, type:
[21:46:06] <i30817> export SDL_MOUSE_RELATIVE=0"
[21:47:24] <i30817> paulo@AIVAS-I:~/NetBeansProjects/exult/exult-1.5.0~svn20121207$ find . -type f -name '*' -exec grep -H "SDL_ShowCursor(" {} \;
[21:47:26] <i30817> ./exult.cc: SDL_ShowCursor(0);
[21:48:33] <Dominus> i30817: if I understand correctly, we definitely do not want to show the cursor. we want onyl the in game cursor and not the system cursor overlayed
[21:50:15] <i30817> Sure. I'm just announcing that the cause has been found, not proposing solutions.
[21:50:33] <Marzo> i30817: try adding the line "SDL_putenv(SDL_MOUSE_RELATIVE=0);" (withour quotes) before SDL_ShowCursos
[21:51:21] <Marzo> Err there should be quotes around "SDL_MOUSE_RELATIVE=0"
[21:52:01] <i30817> Nice trick. Going to add that as a patch in the build if you don't mind. Or you can do it yourself and i will pick it up in the next pull
[21:52:18] <i30817> I already verified that it was the cause; the export fixes it
[21:53:26] <Marzo> I actually want to know if it works :-)
[21:54:10] <i30817> As in, after starting exult, not before?
[21:54:32] <Dominus> as in adding it to exult.cc
[21:54:54] <i30817> Ok. Going to be a while
[21:55:08] <Dominus> Marzo: could it be that your usecode change borked the earth serpent speech?
[21:55:31] <Marzo> What usecode change?
[21:55:35] <Dominus> that savegame in the bug report always played the speech after a couple of seconds, now it doesn't
[21:55:40] <Dominus> your last rev
[21:55:56] <Dominus> I knwo it worked when the graphics options were broken
[21:58:34] <Marzo> Let me check
[21:59:23] <Dominus> yup, definitely working in rev 7191 but broken with 7193
[21:59:31] <Dominus> don't have a rev 7192 built
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[22:07:15] <Marzo> Question: I am making some changes that prevent temporary objects from being mixed with nontemporary objects (partly due to this report: https://sourceforge.net/tracker/?func=detail&aid=3132098&group_id=2335&atid=102335 )
[22:07:35] <Marzo> But I am wondering if it would not be too confusing
[22:08:28] <Marzo> What do you think about this?
[22:08:44] <Dominus> so that temporary items vanish after a while as in the original?
[22:09:24] <Marzo> If you put them in your backpack, they will stay there until you take them out again
[22:10:04] <Marzo> But the idea is that you can't "cheat" by combining money created with false coin with normal money to make it permanent
[22:12:14] <Dominus> hmmm, I see the too confusing part
[22:12:55] <Dominus> grr another thing that recently broke
[22:13:27] <Marzo> Aye: you have two otherwise identical stacks of stuff that can't be combined no matter what
[22:13:27] <Dominus> when you click a wall button in SI two times you end up with a metal switch + handle
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[22:13:48] <Marzo> ?
[22:14:06] <Dominus> for example the button to swithc bodies with petra
[22:15:00] <Marzo> Dominus: you happen to have a link to the report about the serpent speech?
[22:15:25] <Dominus> https://sourceforge.net/tracker/?func=detail&atid=102335&aid=3001914&group_id=2335
[22:15:35] <Marzo> Thanks
[22:15:39] <Malignant_Manor> Did the original allow temporary and permanent items to stack? I think not allowing two seemingly the same items to stack would be confusing.
[22:20:27] <Dominus> marzo, what did you do in your last commit (or alst two commits). the broken button is also the result of this
[22:20:34] <Marzo> Roger
[22:20:36] <Dominus> http://imageshack.us/photo/my-images/132/buttonci.png/
[22:21:22] <Marzo> Be back later, going home
[22:21:35] <Dominus> see you later
[22:26:27] <i30817> Weird. I haveto prepend SDL/ to all of the SDL includes; as in #include <SDL/SDL.h> and #include "SDL/SDL.H"
[22:26:29] <i30817> By the way, there are lots of #include "SDL_video.h" instead of #include <SDL_video.h> in your source, IDK if it makes a difference. Wasn't one suppose to be system and the other local import?
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[22:33:02] <Dominus> i30817: hmm, works for me. I think that maybe because of something broken on your end. pkg-config or you have SDL in the exult source or... I know I ran into this a couple of times myself but don't know how that happened
[22:40:04] <i30817> Never mind, figured it out:
[22:40:06] <i30817> make -I/usr/include/SDL
[22:42:58] <Dominus> hmm, still shouldn't be needed unless you never pass along the cflags
[22:43:56] <i30817> Opps, still failed:
[22:43:58] <i30817> /bin/bash ../libtool --tag=CXX --mode=compile g++ -DHAVE_CONFIG_H -I. -I.. -I./../headers -I./.. -I./../files -D_REENTRANT -I/usr/local/include/SDL -DXWIN -I./../conf -I../conf -O2 -Wno-long-long -g -O2 -MT imagebuf.lo -MD -MP -MF .deps/imagebuf.Tpo -c -o imagebuf.lo imagebuf.cc
[22:44:00] <i30817> That isn't right. I/usr/local/include/SDL
[22:46:41] <Dominus> don't you pass your inlcudes in CFLAGS?
[22:49:30] <i30817> configure thinks i have SDL installed in local apparently. I just did ./autogen && ./configure && make like a noob.
[22:49:31] <i30817> Just going to edit that in the makefile now.
[22:50:57] <i30817> Probably better to find the cause, but i just want to test this out first. Then report it to the dosbox guys.
[22:51:59] <i30817> It's likely my local install of SDL2 that botched stuff.
[22:58:33] <i30817> editing the make file didn't work, still thinks that I/usr/local/include/SDL is the hot stuff.
[22:58:42] <Dominus> i30817: dosbox builds fine for me too. But then I'm always passing my include folder along with the CFLAGS
[22:58:49] <Dominus> there is also more than one makefile
[23:00:23] <i30817> The nuclear option: find . -type f -name '*' -exec grep -H "I/usr/local/include/SDL" {} \;
[23:00:24] <i30817> editing all of them 11 of them
[23:00:35] <Dominus> Malignant_Manor: maybe a file a report about fighting through walls. it's not just trolls. the party can attack through all of them
[23:01:39] <Dominus> bah, at leadt through some. and hmm, maybe it's just the whips
[23:03:39] <Dominus> hmm, also apparently party members can go through cracks in the wall
[23:04:55] <Dominus> and when npcs die there doesn't seem to be a "is blocked" honored by walls and then the bodies hang in the air and block the movement...
[23:07:48] <i30817> Shades of unwise local installs past:
[23:07:50] <i30817> sdl-config --version : 1.2.15
[23:07:51] <i30817> /usr/local/bin/sdl2-config --version : 2.0.0
[23:07:53] <i30817> :(
[23:07:55] <i30817> sudo rm /usr/local/bin/sdl2-config
[23:08:40] <Dominus> sdl2-config will NOT disturb anything that calls sdl-config
[23:09:24] <Malignant_Manor> Dominus, it looks like you have more info than I did. You can also see my earlier comment about the Mountains of Freedom save where you can move stuff through the doors.
[23:10:31] <Dominus> Malignant_Manor: not really more info, I just looked at another bug (Beatrix leaving behind bodies) and noticed that when you attack the pig there your companions move through the cracks in the wall and through doors...
[23:10:40] <Dominus> I'm preparing a savegame for this
[23:19:16] --> Kirben has joined #exult
[23:19:16] --- ChanServ gives channel operator status to Kirben
[23:23:31] <Dominus> a savegame that showcases at least attacking through doors and walls https://sourceforge.net/tracker/?func=detail&aid=3594342&group_id=2335&atid=102335
[23:24:09] <Dominus> the moving through walls and doors is not reliably to reproduce but can happen especially after much cheat teleporting
[23:24:31] --> Marzo has joined #exult
[23:27:44] <Dominus> Malignant_Manor: this also lead me to the problem I had with dead bodies becoming obstacles. same savegame in https://sourceforge.net/tracker/?func=detail&atid=102335&aid=3594344&group_id=2335 :)
[23:29:09] <Dominus> I have to go to bed now... long day tomorrow, all alone with the baby boy :)
[23:31:19] <Dominus> marzo, if you are still on a roll, the Beatrix leaves Calysta bodies https://sourceforge.net/tracker/?func=detail&aid=3186722&group_id=2335&atid=102335 might be interesting to look at. and of course I added two new ones...
[23:31:41] <Dominus> good night
[23:31:46] <Marzo> Let me fix the serpent bug first
[23:33:10] <Dominus> I guess the button/switch problem is also usecode controlled?
[23:33:16] <Marzo> Probably
[23:33:38] <Dominus> dang, I wish I could stay but need to go...
[23:33:57] <Dominus> and I wish I could do more to help...
[23:50:32] <Marzo> Dominus: it is fixed, and committed
[23:50:39] <Marzo> (the serpent bug)
[23:51:23] <Marzo> So, any consensus about the not letting temporary and non-temporary objects be stacked?
[23:52:58] <Malignant_Manor> As I said earlier, I think it will cause confusion and would not be desired by the user.
[23:54:36] <Marzo> Hrm. Dominus: Beatrix leaves a body because her shape has no monster data telling Exult otherwise; will see about making a lack of body data do the same
[23:57:21] <Marzo> Hrm. Why is shape 400 frame 3 the default body type?