#nuvie@irc.freenode.net logs for 1 Sep 2012 (GMT)

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[00:13:41] <Malignant_Manor> Sam, thanks for updating the build files.
[00:13:54] <Malignant_Manor> I can fix the inn problem.
[00:14:03] <Yuv422> cool
[00:14:06] <Malignant_Manor> But it isn't a proper fix.
[00:14:22] <Malignant_Manor> sleep effect isn't stopped
[00:14:39] <Yuv422> ah maybe leave it to me then
[00:14:42] <Malignant_Manor> I'll have to see about the callback
[00:14:54] <Yuv422> it's probablt an effect pause problem
[00:16:47] <Yuv422> hmm I'm debugging party movement and I'm getting movement for actor 0
[00:16:53] <Yuv422> and I'm not in a vehicle
[00:16:56] <Yuv422> that's not good
[00:16:58] <Yuv422> :(
[00:18:48] <Yuv422> hehe whoops
[00:18:58] <Yuv422> wasn't reading my debug statement properly
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[00:20:11] <Malignant_Manor> I think I have a proper fix.
[00:22:14] <Malignant_Manor> Segfaults when I tell it to delete_self()
[00:23:49] <Yuv422> it might be as simple as it is pausing and not unpausing
[00:39:53] <SugarCube> Np! Sorry about VC7. I might have time to install it this weekend, but I doubt it. I actually own a real copy of that one. I'm surprised my VC2012 trial hasn't expired yet...
[00:40:31] <Malignant_Manor> Effects manager deletes it.
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[00:45:34] <Malignant_Manor> I don't know whether you'd want the unpause here or in ConverseInterpret. http://pastebin.com/nKpGQDRx
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[00:50:27] <Yuv422> if it was a puse prob it would be in the effect class
[00:50:53] <Yuv422> ah
[00:50:54] <Malignant_Manor_> Okay, then just add it to your changes.
[00:51:00] <Yuv422> that's the old style
[00:51:43] <Malignant_Manor_> What do you mean old style?
[00:52:03] <Yuv422> I changed the way effects get called
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[00:52:20] <Yuv422> I think that is still using the old style
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[00:56:39] <Malignant_Manor> The inn doesn't heal.
[00:56:50] <Malignant_Manor> It didn't kill me either when poisoned.
[00:57:08] <Malignant_Manor> Who needs an inn when you have Lord British anyway?
[00:57:08] <Yuv422> is the healing done through a converse op code?
[00:57:42] <Malignant_Manor> None is in there.
[00:57:58] <Malignant_Manor> I'm not sure if it uses the normal rest formula.
[00:58:33] <Malignant_Manor> It just does new SleepEffect(5); // sleep until sunrise
[01:02:23] <Malignant_Manor> Yeah, it seems like it probably uses the same formula.
[01:03:47] <Malignant_Manor> I need to fix something to eat.
[01:47:26] <Yuv422> I think I have a fix for party members avoiding damage tiles
[01:47:49] <Malignant_Manor> That's good.
[01:48:02] <Malignant_Manor> Does it work for other actors?
[01:49:34] <Yuv422> I needed to change somethings at a love level in the Actor logic
[01:49:36] <Yuv422> :(
[01:49:42] <Yuv422> so I need to run a few more tests
[01:50:03] <Malignant_Manor> That's fine. Party members are the main issue.
[01:50:20] <Malignant_Manor> I've seen Sutek kill himself one.
[01:50:27] <Yuv422> hehe
[01:50:39] <Yuv422> wandered onto his log saw?
[01:50:41] <Malignant_Manor> Xiao didn't seem to do it when I was around.
[01:50:47] <Malignant_Manor> Yeah
[01:51:02] <Malignant_Manor> It isn't registering as damaging,
[01:51:15] <Malignant_Manor> I can move him onto it with no check.
[01:52:00] <Malignant_Manor> I'm not sure if any other damaging objects have that issue.
[01:52:45] <Yuv422> log saw damage check is actually broken for movement
[01:52:56] <Yuv422> so that should be fixed in my update
[01:53:12] <Yuv422> movement only checks for damaging objects too
[01:53:51] <Yuv422> if I change it to add map damage it might cause problems for swamp based monstors
[01:53:57] <Yuv422> monsters
[01:54:38] <Malignant_Manor> If you have any idea how to fix the mouse up issues when the user is paused?
[01:57:12] <Malignant_Manor> I changed the cannot target insects tracker to something better describing the problem and lowered the priority.
[01:58:50] <Yuv422> cool thanks
[02:01:32] <Malignant_Manor> I'm pretty sure it happens in the original game too but Nuvie might have more actors occupying the same tiny.
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[02:08:06] <Yuv422> hmm
[02:08:29] <Yuv422> horses are jumping the fences
[02:09:51] <Malignant_Manor> I've never seen it happen before.
[02:10:14] <Malignant_Manor> Is it all the way or only their rear?
[02:10:15] <Yuv422> it might be from my changes
[02:10:24] <Yuv422> all the way
[02:11:21] <Yuv422> I think it was my change
[02:11:53] <Yuv422> I think fences are marked as a danger tile
[02:32:44] <CIA-86> nuvie: 03malignantmanor * r1560 10/nuvie/trunk/ (ChangeLog ObjManager.cpp actors/Actor.cpp): * Fix missing newline before display_condition() call in obj_is_damaging
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[02:48:56] <Yuv422> I think I have a solution for the map damage issue
[02:49:14] <Yuv422> if in party then I do a full check including map tiles
[02:49:28] <Yuv422> if not in party then I just check damage objects
[02:50:53] <Malignant_Manor> Whenever you have a commit ready, I can do some testing.
[02:51:45] <Yuv422> I still suffers from the multi-hit bug
[02:52:15] <Yuv422> but they should intelligently avoid damage tiles now unless the avatar moves through a damage tile area
[02:52:34] <Malignant_Manor> That should probably be another commit anyway.
[02:52:50] <Malignant_Manor> Just in case there are any issues.
[02:52:57] <Yuv422> yeah
[02:53:54] <Yuv422> ok I'll commit now
[02:54:54] <Malignant_Manor> My fix for displaying the prompt whenever a party member gets a turn displays an extra prompt whenever there is scrolling from books or scrolls.
[02:56:16] <Malignant_Manor> Somehow, the can_display_prompt gets set to true when there isn't text in between.
[02:59:25] <CIA-86> nuvie: 03efry * r1561 10/nuvie/trunk/ (5 files in 3 dirs):
[02:59:25] <CIA-86> nuvie: * Changed PartyPathFinder to make party members avoid damaging tiles.
[02:59:25] <CIA-86> nuvie: They will attempt to avoid damaging tiles unless there is no other way
[02:59:25] <CIA-86> nuvie: to follow the leader without walking on a damaging tile.
[02:59:25] <CIA-86> nuvie: * Changed ObjManager::is_damaging() to use original tile for damage check.
[02:59:25] <CIA-86> nuvie: This fixes an issue with the log saw not being marked as damaging.
[02:59:34] <Yuv422> yeah the scroll logic is quite fragile
[03:00:51] <Malignant_Manor> I think scrolling doesn't work well. I tried to add it to look but it doesn't work in segments.
[03:01:13] <Malignant_Manor> Books also cut out the top part of look.
[03:01:40] <Malignant_Manor> It's pretty minor stuff though.
[03:03:40] <Malignant_Manor> I may need to make clean, but party members are blocking each other.
[03:05:24] <Malignant_Manor> South, west, and south west are blocking
[03:05:40] <Malignant_Manor> east too
[03:05:56] <Malignant_Manor> Wow, segfault on reload.
[03:08:14] <Yuv422> looks like they don't want to exchange positions with the player if the player is standing on a damaging tile
[03:08:48] <Yuv422> do you have the backtrace?
[03:09:02] <Malignant_Manor> No, gdb wasn't running.
[03:09:37] <Malignant_Manor> It doesn't want to crash anymore
[03:12:16] <Malignant_Manor> The original has them go into the damaging tile.
[03:14:00] <Malignant_Manor> I'm not sure you want to emulate that or try to have them move to a tile that is out of the way and not damaging.
[03:16:55] <Yuv422> maybe we can force them to exchange places only if they are exchanging with the player
[03:21:25] <Malignant_Manor> That sounds good enough.
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[03:23:17] <Malignant_Manor> Are you changing the default debugging level and removing asserts in the release?
[03:27:35] <Malignant_Manor> Here's a documentation update for when you get ready to commit. http://pastebin.com/3ZGVLNr0
[03:31:28] <Yuv422> can you set the debug level from the config file?
[03:31:32] <Yuv422> I can't remember
[03:31:38] <Malignant_Manor> No
[03:34:33] <Malignant_Manor> WITHOUT_DEBUG compiler setting is broken.
[03:36:24] <Malignant_Manor> I had to move the typedefs that are on line 83 of nuvieDefs.h to where it is accessible by both conditions.
[03:38:02] <Yuv422> I've got a fix for your blocking party move bug
[03:38:21] <Yuv422> it was checking danger even if force move was set
[03:39:33] <CIA-86> nuvie: 03efry * r1562 10/nuvie/trunk/ (ChangeLog actors/Actor.cpp): * Ignore danger tiles if 'force move' is set.
[03:40:10] <Yuv422> I must admit I haven't ever changed the debug level
[03:44:26] <Malignant_Manor> The pause and unpause need to go.
[03:44:47] <Yuv422> yeah it's pretty clunky
[03:45:39] <Yuv422> it's a hangup from the old system that was more synchronous than the original implementation
[03:46:13] <Malignant_Manor> It happens all the time and is mostly worthless.
[03:46:38] <Malignant_Manor> I'd have it disabled by default even on svn.
[03:47:24] <Malignant_Manor> It eats a decent amount of cpu and makes a lot of write operations.
[04:34:32] <Malignant_Manor> Weird, I can't move onto a normal tile diagonally.
[04:35:19] <Yuv422> hmm
[04:35:41] <Malignant_Manor> It might be isolated
[04:36:47] <Malignant_Manor> The original engine and old Nuvie versions allow it.
[04:40:37] <Yuv422> I think that is an easy fix
[04:40:43] <Malignant_Manor> Crap, I reintroduced the bug where the skiff actor is blocked from being used in tight areas.
[04:42:57] <CIA-86> nuvie: 03efry * r1563 10/nuvie/trunk/ (ChangeLog Player.cpp): * Allow diagonal movement between damage tiles.
[04:43:45] <Malignant_Manor> The Avatar shouldn't be allowed to move between two npcs in U6 but can the last time I checked.
[04:44:02] <Malignant_Manor> I'm not sure if both of the other games allow it.
[04:46:54] <Malignant_Manor> Should I comment out the pause debugging or add a ifdef ENABLE_PAUSE_DEBUGGING ?
[04:47:52] <Malignant_Manor> By Avatar, I mean player.
[04:49:32] <Yuv422> I thought you were talking about animation pausing
[04:49:44] <Yuv422> what do you mean by pause debugging?
[04:50:12] <Malignant_Manor> Game::unpause/pause/etc
[04:50:31] <Yuv422> we need that
[04:50:57] <Malignant_Manor> I think you are the only one that needs the debug comments.
[04:51:08] <Yuv422> oh sorry
[04:51:15] <Malignant_Manor> To anyone else it is just a bunch of spam.
[04:51:16] <Yuv422> yeah the debugging of pause comments
[04:51:20] <Yuv422> hehe yeah
[04:51:24] <Yuv422> comment it out
[04:52:03] <Yuv422> there is a bunch of comments that can probably be removed
[04:52:24] <Yuv422> comments=debug statements
[04:52:28] <Malignant_Manor> I'm sure there are none as annoying.
[04:53:19] <Malignant_Manor> I thought about adding LEVEL_ANNOYING, but it would still eat up cpu while at the bottleneck.
[04:53:34] <Yuv422> yeah just comment them out
[04:53:41] <Yuv422> I only put them in for my testing
[04:53:51] <Yuv422> I can uncomment them if I need them in the future
[05:00:51] <Malignant_Manor> Are you going to do a different fix for SleepEffect not unpauseing?
[05:01:44] <Yuv422> I'll look at it now
[05:02:30] <Yuv422> should I mark "Actors don't avoid damaging tiles" as fixed?
[05:02:59] <Malignant_Manor> Does it work except for poison tiles?
[05:03:19] <Malignant_Manor> For non-party members?
[05:03:56] <Yuv422> non-party members will still walk over swamp
[05:04:03] <Malignant_Manor> We probably need to see how the original decides when to go over damaging terrain.
[05:04:11] <Yuv422> yeah
[05:04:40] <Yuv422> I'd say it would be based on the actor immune to poison flag
[05:05:38] <Malignant_Manor> And probably some other factors like being in combat and the cost to pathfind around damaging terrain.
[05:05:58] <Malignant_Manor> It's something for after release anyway.
[05:09:18] <Malignant_Manor> About the multiple hits with damage tiles, the player moving against a wall will cause damage to update.
[05:20:12] <CIA-86> nuvie: 03malignantmanor * r1564 10/ (5 files in 2 dirs):
[05:20:12] <CIA-86> nuvie: * Fix reintroduced bug where the skiff actor is blocked in tight areas
[05:20:12] <CIA-86> nuvie: * Fix WITHOUT_DEBUG compiler option and remove some debugging printouts
[05:35:56] <Yuv422> it looks like the problem with the sleep effect is that the input scroll looses focus
[05:36:23] <Yuv422> and so the converse script never steps over the wait '*' command
[05:40:36] <Malignant_Manor> I guess you are right. I added it to a key and it unpaused fine.
[05:41:36] <Yuv422> is it the keybinder that takes the focus?
[05:41:59] <Malignant_Manor> No.
[05:42:10] <Malignant_Manor> This happens way before the keybinder.
[05:42:35] <Yuv422> I'll see if I can find the culprit
[05:44:31] <Malignant_Manor> It seems like looking or talking with an actor doesn't obscure the sky display.
[05:46:09] <Malignant_Manor> Should we light the guard's torch?
[05:46:45] <Yuv422> for night guards?
[05:47:06] <Malignant_Manor> All guards probably.
[05:47:26] <Malignant_Manor> I'm not sure if we should check time or just light it on creation.
[05:51:29] <Yuv422> I think I have a fix for the sleep bug
[05:51:44] <Malignant_Manor> Are you going to add healing?
[05:52:10] <Yuv422> let me check what it did in the original
[06:01:12] <Yuv422> hmm I'm having trouble identifying the original logic
[06:02:02] <Malignant_Manor> I'm thinking it probably does the same as the rest command after the advancing. I haven't really looked at it though.
[06:17:58] <Yuv422> the original bugs out when you rest with a poisoned party member
[06:18:09] <Malignant_Manor> Yeah, I read about that.
[06:36:11] <Yuv422> you're right
[06:36:25] <Yuv422> it is the same heal logic as is used in party rest
[07:00:23] <CIA-86> nuvie: 03efry * r1565 10/nuvie/trunk/ (ChangeLog Effect.cpp Game.cpp):
[07:00:23] <CIA-86> nuvie: * Fixed bug "Stuck in dialog when sleeping at an inn" [3562326]
[07:00:23] <CIA-86> nuvie: * Added party healing when resting at inn.
[07:09:53] <Malignant_Manor> Weird npcs have torches with a qty greater than 1 equipped.
[07:10:20] <Malignant_Manor> unlit torches
[07:20:46] <Malignant_Manor> Does update schedule get called when an actor is first created?
[07:21:03] <Yuv422> onload?
[07:21:12] <Malignant_Manor> egg spawn
[07:21:14] <Yuv422> temp actors don't have schedules
[07:21:26] <Yuv422> only work types
[07:22:11] <Malignant_Manor> updateSchedule is still called for temps
[07:22:48] <Yuv422> hmm
[07:22:58] <Yuv422> we probably shouldn't be doing that
[07:23:02] <Malignant_Manor> I know I screwed up when a guard has a storm cloak equipped in its hand.
[07:23:15] <Yuv422> hehe
[07:23:22] <Malignant_Manor> It would work nicely for torches.
[07:23:38] <Malignant_Manor> Oh, duh.
[07:23:53] <Malignant_Manor> I forgot to add a check to make sure it is the right obj num
[07:24:20] <Malignant_Manor> No it isn't called.
[07:52:36] <Malignant_Manor> I created a virtual function, handle_lightsource(uint8 hour).
[08:01:12] <Malignant_Manor> Did the original have the guard's torch lit? My version didn't have the same equipment.
[08:02:34] <Yuv422> I can't remember seeing them lit
[08:02:37] <Yuv422> let me check
[08:03:41] <Yuv422> I've fixed the multi-tile hit bug too
[08:03:44] <Yuv422> :-)
[08:03:59] <Malignant_Manor> Nice
[08:05:57] <Yuv422> it is unlit
[08:06:12] <Yuv422> but that is during the day
[08:06:17] <Yuv422> I'll check at night
[08:07:27] <Malignant_Manor> With my coding, I don't check for work type. So they can be asleep with a burning torch.
[08:08:08] <Malignant_Manor> Maybe I should add it but I think guards are the only ones that have torches equipped.
[08:08:54] <Yuv422> ok I've just found a guard with a torch at night
[08:08:58] <Yuv422> and it is unlit too
[08:09:17] <Malignant_Manor> It makes them less of a target.
[08:14:51] <CIA-86> nuvie: 03efry * r1566 10/nuvie/trunk/ (ChangeLog actors/U6Actor.cpp): * Fixed bug "Party members get hit by damage tiles more than they should" [3561801]
[08:19:21] <Malignant_Manor> I think I will leave out solar eclipse logic.
[08:19:59] <Yuv422> I can't remember how much solar eclipse logic is in nuvie
[08:21:11] <Malignant_Manor> It will only be checked when there is a torch so I guess adding it should be fine but they only update on creation or hour change.
[08:27:03] <Yuv422> We've had 270 commits since release 0.3
[08:28:15] <Malignant_Manor> It was 6 months ago.
[08:28:43] <Malignant_Manor> about 1.5 commits a day
[08:29:08] <Yuv422> yeah. :-)
[08:29:38] <Malignant_Manor> It will likely be quite a bit slower now though.
[08:30:09] <Yuv422> why's that?
[08:30:30] <Malignant_Manor> Less to do for one thing.
[08:30:44] <Malignant_Manor> Less that I can personally do is another.
[08:31:28] <Malignant_Manor> Once things are mostly working right, there seems to be less drive to finish.
[08:31:41] <Yuv422> hehe true
[08:31:44] <Malignant_Manor> I also spent extra time trying to get it beatable.
[08:32:11] <Yuv422> yeah thank you for doing that. :-)
[08:32:16] <Malignant_Manor> Plus improve the interface and other stuff to make it more likely people would want to play.
[08:32:46] <Malignant_Manor> I'm probably going to take a break from Nuvie for a bit.
[08:33:04] <Yuv422> fair enough
[08:33:17] <Yuv422> you've worked pretty hard on it :-)
[08:36:11] <CIA-86> nuvie: 03malignantmanor * r1567 10/nuvie/trunk/ (8 files in 4 dirs):
[08:36:11] <CIA-86> nuvie: * Add torch lighting/dousing on actor creation or hour change
[08:36:11] <CIA-86> nuvie: * Show sky strip when talking or looking at an actor
[08:37:48] <Malignant_Manor> Do you have your release notes ready?
[08:38:08] <Malignant_Manor> I should test the multi-hit stuff
[08:38:09] <Yuv422> hehe no I've got to write them up
[08:40:27] <Malignant_Manor> My sleep logic is likely flawed but I don't think there is any case where it would happen anyway.
[08:40:56] <Malignant_Manor> It's not like there is a house fire logic.
[08:43:46] <Malignant_Manor> Oh my, sherry why did you turn into a man with an apron?
[08:48:09] <Malignant_Manor> Maybe it is because she is asleep and doesn't have enough frames.
[08:48:59] <Malignant_Manor> Yeah, that's it.
[08:56:36] <Yuv422> :)
[08:56:43] <Malignant_Manor> can_laydown is ignored and it uses the dead body
[08:56:47] <Malignant_Manor> and dead frame
[08:57:43] <Yuv422> just going afk for a bit
[08:57:52] <Malignant_Manor> I changed frame to 255 when I needed to preserve the current frame so that's why she wasn't a mouse.
[08:58:57] <Malignant_Manor> Dang, casting screws up the can_display_prompt bool too.
[09:01:54] <CIA-86> nuvie: 03malignantmanor * r1568 10/nuvie/trunk/ (ChangeLog actors/U6Actor.cpp): * Add check for can_laydown when setting sleep flag
[09:05:32] <CIA-86> nuvie: 03malignantmanor * r1569 10/nuvie/trunk/ChangeLog: * Fix wrong revision number in ChangeLog
[09:09:20] <Malignant_Manor> Well, I'm off to bed. Hopefully we haven't broken anything.
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[16:27:06] <CIA-90> nuvie: 03malignantmanor * r1570 10/nuvie/trunk/ (ChangeLog MsgScroll.cpp usecode/U6UseCode.cpp):
[16:27:06] <CIA-90> nuvie: * Fix page break doubling command prompts
[16:27:06] <CIA-90> nuvie: * Fix spell book look description showing the weight twice
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[20:53:52] <Malignant_Manor> Dominus: Are you there?
[22:19:51] <Dominus> Malignant_Manor: yes!
[22:20:16] <Malignant_Manor> I'm wondering about fullscreen mode.
[22:20:26] <Malignant_Manor> http://pastebin.com/2gSV7zLF
[22:21:14] <Malignant_Manor> I'm wondering if maybe disabling hardware surface will work.
[22:21:43] <Malignant_Manor> Otherwise, we should probably just have it the same size as the desktop resolution.
[22:22:44] <Dominus> I'm really just stopping by before going to bed but I'll ahve time tomorrow evening because my gf is going to be out till monday and except for watching the baby I don't have anything to do :)
[22:23:09] <Dominus> same size as desktop res can be huge though
[22:23:26] <Malignant_Manor> When fullscreen
[22:24:10] <Malignant_Manor> I think that is how Apple wants it to be done anyway.
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[22:53:32] <Malignant_Manor> Eric, I'm wondering if fullscreen will work on OSX with hardware surface disabled. http://pastebin.com/2gSV7zLF
[23:02:55] <Yuv422> I'll give it a go
[23:07:03] <Yuv422> on my setup it doesn't even try to do the hardware surface
[23:07:28] <Malignant_Manor> Ok, so that likely won't work.
[23:07:33] <Yuv422> I tried point 3
[23:07:51] <Yuv422> and it couldn't do it but it gave me fullscreen point 2 instead
[23:08:23] <Yuv422> Loading Config from '/Users/efry/Library/Preferences/Nuvie Preferences': Done.
[23:08:24] <Yuv422> <[D] set_screen_mode ../screen/Screen.cpp:1397>
[23:08:24] <Yuv422> Attempting to set vid mode: 320x200x32x3 Fullscreen Software Surface
[23:08:25] <Yuv422> <[N] try_scaler ../screen/Screen.cpp:1543>
[23:08:25] <Yuv422> Using scaler: Point
[23:08:25] <Yuv422> <[N] try_scaler ../screen/Screen.cpp:1561>
[23:08:25] <Yuv422> Point requires 16/32 bit colour. Couldn't set mode.
[23:08:25] <Yuv422> <[E] try_scaler ../screen/Screen.cpp:1571>
[23:15:03] <Malignant_Manor> http://pastebin.com/RWeKuBZy
[23:15:35] <Malignant_Manor> That just sets a window the size of the desktop resolution. I didn't add the centering code.
[23:31:20] <Yuv422> it locked up while I was in fullscreen and I had to ssh into my machine and kill the task
[23:31:32] <Yuv422> I was debugging though
[23:31:39] <Malignant_Manor> lovely
[23:31:43] <Yuv422> so that might have mucked it up
[23:31:49] <Malignant_Manor> Looks like it will just be disabled.
[23:31:59] <Yuv422> I can get fullscreen
[23:32:03] <Yuv422> but it doesn't scale
[23:32:19] <Yuv422> you just get point x2 in the centre of the screen
[23:33:53] <Malignant_Manor> setting scale_factor to 3 doesn't increase it?
[23:34:35] <Yuv422> I think point scaler must be a power of two
[23:35:04] <Malignant_Manor> Not for me
[23:41:54] --> Kirben has joined #nuvie