#nuvie@irc.freenode.net logs for 20 Jan 2004 (GMT)

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[06:53:59] --> aboeing has joined #nuvie
[06:54:18] <aboeing> hello?
[07:48:14] --> Yuv422 has joined #nuvie
[07:48:19] <Yuv422> hi
[07:48:44] <Yuv422> just got home from work
[07:49:14] * Yuv422 checks to see if the temp egg crashes his copy
[07:51:10] <Yuv422> hmm
[07:51:20] <Yuv422> it removes the egg correctly in my copy
[07:51:34] * Yuv422 runs it again in a malloc checker
[07:55:37] <aboeing> hey - sorry wasnt paying attention
[07:55:40] <aboeing> ill run it again.
[07:56:47] <aboeing> "Removing obj egg."
[07:56:56] <aboeing> happens when I go onto the bridge
[07:57:22] <aboeing> removes 6 cows, then 3 gargoyls, then when it removes the egg it dies
[07:57:31] <Yuv422> hmm
[07:57:39] <Yuv422> I'll have to have a look at that one
[07:57:44] <aboeing> in eggmanager::remove egg
[07:57:53] <Yuv422> are you running the latest cvs
[07:57:56] <aboeing> line 85
[07:58:04] <aboeing> "delete *egg"
[07:58:12] <aboeing> i think so...
[07:58:19] <Yuv422> hmm
[07:58:21] <aboeing> i just got it about 2 hours ago
[07:58:35] <Yuv422> ah k
[07:58:47] <Yuv422> is egg_obj valid?
[07:58:54] <Yuv422> in remove_egg?
[07:58:54] <aboeing> yes
[07:58:59] <aboeing> well.. it has an address
[07:59:02] <aboeing> and its not junk
[08:00:14] <aboeing> the wierd thing is that the next funciton call in the stack is delete with 0xddddddd, but egg_obj is at 0x00a79bb0
[08:00:39] <aboeing> oh... but egg doesnt point to the obj..
[08:05:03] <Yuv422> wierd
[08:05:10] <aboeing> im not a pro with the STL, but perhaps after you call remove it invalidates the iterator, so when you call delete its no longer a valid pointer..
[08:05:32] <aboeing> hang on
[08:05:41] <aboeing> doesnt remove take an iterator as its parameter?
[08:06:12] <Yuv422> I'm a bit hazy on STL myself
[08:06:20] <Yuv422> be back in a bit
[08:06:24] <Yuv422> just getting some dinner
[08:06:25] <Yuv422> :)
[08:06:38] <aboeing> kool
[08:06:53] <aboeing> (i was wrong btw)
[08:08:02] * aboeing shrugs
[08:08:05] <aboeing> cant figure it out.
[08:10:39] <aboeing> I think its a problem happening somewhere else : I comment out that delete, and now the "temp_obj_list_clean_area" function in ObjManager is having issues...
[08:22:10] <aboeing> hey, I fixed that overdraw issue, it was really easy:
[08:23:01] <aboeing> around line 136 in InventoryWidget.cpp, in InventoryWidget::display_inventory_list, before you draw the inventory tiles, just clear the screen.
[08:23:03] <aboeing> ie:
[08:23:15] <aboeing> tile = empty_tile;
[08:23:15] <aboeing> for(i=0;i<3;i++)
[08:23:15] <aboeing> {
[08:23:15] <aboeing> for(j=0;j<4;j++)
[08:23:15] <aboeing> {
[08:23:16] <aboeing> screen->blit((area.x+8)+j*16,area.y+16+i*16,tile->data,8,16,16,16,true);
[08:23:18] <aboeing> }
[08:23:20] <aboeing> }
[08:28:16] <Yuv422> when was it over drawing?
[08:32:23] <aboeing> uh when you talk to LB and get the key
[08:32:33] <Yuv422> ah
[08:32:35] <Yuv422> yes
[08:32:41] <aboeing> it stuffs up and draws objects all over the inventory
[08:33:10] <aboeing> hey, i cant remember the original, but after you talk to a person, and then look at the character, it should say there name right?
[08:33:23] <Yuv422> yes
[08:33:37] <aboeing> so it should say "you see terri" instead of "thou dost see a woman"
[08:34:04] <aboeing> if you want i can try and add that..
[08:34:45] <Yuv422> you need to check the met player flag for the actor
[08:35:00] <Yuv422> you might talk to sb-x about that one
[08:35:49] <aboeing> ah okay kool I see it
[08:36:24] <aboeing> whats the deal with combat btw? is that going to happen soon, or still a long while to go?
[08:36:56] <Yuv422> we were thinking of fixing some underlying issues first
[08:37:03] <Yuv422> with the event system
[08:37:07] <Yuv422> and the gui system
[08:37:27] <aboeing> kool, what specifically?
[08:37:31] <Yuv422> we've got to decode the actor basic stats first
[08:37:38] <Yuv422> oh
[08:37:46] <Yuv422> well the event system is a bit hacky
[08:37:53] <Yuv422> we need to clean it up
[08:37:55] <aboeing> ah. sounds unfun.
[08:37:56] <Yuv422> take out the actions
[08:38:04] <Yuv422> like use etc
[08:38:05] <aboeing> the event system just takes care of the user input doesnt it?
[08:38:11] <Yuv422> it should
[08:38:19] <Yuv422> but at the moment it does quite a bit more. :(
[08:38:43] <Yuv422> we also need to add a proper focus system
[08:38:46] <Yuv422> to the widgets
[08:38:52] <aboeing> hey, if you dont mind me asking, where do you live? (which country?)
[08:38:58] <Yuv422> so we can navigate the inventory with the keyboard
[08:39:03] <Yuv422> australia
[08:39:16] <aboeing> heh yeah, i noticed that everything is always redrawing - but i wouldnt worry about that - most people have 1ghz pc's anyway :)
[08:39:20] <aboeing> kool, me too, which city?
[08:39:26] <Yuv422> Sydney
[08:39:31] <aboeing> ah, im in perth
[08:39:40] <Yuv422> ah k cool
[08:39:50] <Yuv422> what's the time delay to perth these days?
[08:39:56] <aboeing> well its 4:30 here
[08:40:08] <Yuv422> 3 hours
[08:40:12] <aboeing> ah.
[08:40:25] <aboeing> still, its a lot better than working with people in the US :)
[08:40:35] <Yuv422> I bet you're interested in the current mars missions. ;)
[08:40:39] <Yuv422> true
[08:41:04] <Yuv422> I was born in perth btw
[08:41:12] <Yuv422> but I've never lived there
[08:41:15] <aboeing> how long did u live here?
[08:41:16] <aboeing> oh.
[08:41:29] <aboeing> just born, then left as soon as you could open your eyes huh? ;)
[08:41:34] <Yuv422> my parents were over there for business
[08:41:47] <Yuv422> well my dad actually
[08:41:58] <aboeing> .... ?
[08:42:00] <Yuv422> but my mum didn't want to be left behind for about 3 months
[08:42:09] <aboeing> ah k.
[08:42:17] <aboeing> here i was thinking your dad gave birth to you ;)
[08:42:26] <Yuv422> hehe not quite
[08:42:43] <aboeing> so you were working on the egg support right?
[08:42:52] <Yuv422> yes
[08:42:58] <aboeing> what exactly are these egg-things?
[08:43:17] <Yuv422> containers that hold actor references
[08:44:11] <aboeing> and actors are "people" or objects aswell?
[08:44:59] <Yuv422> just people
[08:45:42] <Yuv422> and monsters
[08:46:15] <aboeing> and we need "egg"
[08:46:18] <aboeing> 's why?
[08:46:30] <Yuv422> eggs spawn actors
[08:46:38] <aboeing> right.
[08:46:39] <Yuv422> when the player walks close by
[08:46:55] <aboeing> okay so thats whats responsible for the gargoyls appearing
[08:47:00] <Yuv422> eggs can also spawn objs
[08:47:05] <Yuv422> yes
[08:47:06] <aboeing> I notice they only appear when you come close
[08:47:21] <Yuv422> but it needs to be removed so they don't reappear
[08:47:39] <aboeing> yeah it needs to maintain some state info..
[08:47:44] <Yuv422> so that egg is a temporary object
[08:47:55] <aboeing> but most of the characters do reappear
[08:48:18] <Yuv422> i'm trying to figure out what the egg data does now.
[08:48:47] <Yuv422> well the y and z fields in the container items (the actor references)
[08:59:49] <aboeing> i have this terrible feeling that im going to need to use global variables
[09:00:36] <Yuv422> no globals please ;)
[09:00:48] <aboeing> yeah i know!
[09:01:13] <aboeing> dont worry - i can always hide it behind a singleton ;)
[09:03:32] <aboeing> do you know anything about the look-at code?
[09:03:48] <Yuv422> what do you need to know?
[09:04:18] <aboeing> im not sure where the statistics about the "person" you are looking at come from
[09:04:44] <aboeing> Ive found where the actual string that is displayed is returned (tilemanager) but the code seems to call "look" twice.. or more..
[09:05:44] <Yuv422> the actor name comes from the converse file
[09:06:06] <Yuv422> or the object ame comes from look based on tilenumber
[09:08:36] <aboeing> is there some kind of debugging logging library?
[09:08:53] <aboeing> you know something you guys use to write junk to the console?
[09:08:57] <Yuv422> printf ;)
[09:09:01] <aboeing> heh. thought so.
[09:09:30] <aboeing> is there some "uber"-header file that gets included in EVERY file?
[09:09:39] <aboeing> (so i can define some kind of debug printf statement thing)
[09:10:45] <Yuv422> oh sure
[09:10:57] <Yuv422> nuvieDefs.h
[09:11:05] <aboeing> kool.
[09:11:15] <aboeing> okay I see what you were saying about that event class
[09:11:21] <aboeing> its a bit of a mess
[09:11:25] <Yuv422> yeah
[09:13:14] <Yuv422> what does MSVC use as a debug define?
[09:13:23] <Yuv422> _DEBUG
[09:14:39] <Yuv422> we need to make MsgScroll easier to use
[09:15:02] <aboeing> yeah
[09:15:22] <aboeing> ill take a look at it after i get the looking working
[09:15:30] <Yuv422> hehe
[09:15:36] <Yuv422> I've got some plans for MsgScroll
[09:15:48] <Yuv422> but I'd be interested to her what you think
[09:16:13] <Yuv422> here
[09:16:19] <Yuv422> hehe
[09:16:20] <Yuv422> hear
[09:17:36] <aboeing> :)
[09:17:55] <aboeing> i just realised its too much effort to add a simple logger, because it will bloat into a massive one in no time :)
[09:18:16] <Yuv422> hehe
[09:18:51] <Yuv422> I'm going to have a look at that egg code now
[09:19:01] <Yuv422> I think I can get rid of the egg container now
[09:19:20] <Yuv422> because I nolonger need the seen_egg flag
[09:21:29] <aboeing> that actor class is pritty ugly too...
[09:22:21] <aboeing> dont know how easily it can be cleaned thou.. and if theres any point..
[09:23:14] <Yuv422> yeah lots in actor now
[09:30:33] <-- aboeing has left IRC (Read error: 104 (Connection reset by peer))
[09:40:19] --> armav has joined #nuvie
[09:40:30] <Yuv422> hi armav
[09:40:53] <armav> hi
[09:46:06] <-- armav has left IRC ("Client Exiting")
[09:52:33] --> SB-X has joined #nuvie
[09:53:51] <Yuv422> hi SB-X
[09:54:59] * Yuv422 wonders if SB-X is replying
[09:55:13] <Yuv422> or if his irc is broken again. ;-)
[09:57:35] <SB-X> hi
[09:57:39] <SB-X> i seem to be here
[09:57:45] <SB-X> but i need to go afk
[09:57:47] <SB-X> bbl
[09:57:52] <Yuv422> hehe I never know these days.
[09:57:53] <Yuv422> k
[10:07:06] <Yuv422> hmm
[10:07:21] <Yuv422> looks like I might have a buffer overflow in MsgScroll
[10:15:20] <Yuv422> yup there's a buffer overflow. ;)
[10:15:32] <Yuv422> thanks mallocdebug
[10:21:01] <SB-X> ok im back
[10:21:11] <Yuv422> wb
[10:21:14] <SB-X> maybe you can help figure out why im crashing from mapwindow
[10:21:32] <Yuv422> hmm
[10:21:48] <Yuv422> what have you been doing?
[10:22:23] <SB-X> the problem might be fixed
[10:22:33] <SB-X> but when i used the mouse to run past Finn, and he talked to me
[10:22:42] <SB-X> shamino's picture stayed in the inventory view
[10:22:42] <SB-X> behind the items
[10:22:47] <SB-X> then it segfaults on quit
[10:22:50] <Yuv422> I'm trying to find out where MsgScroll is overflowing
[10:22:52] <Yuv422> ah k
[10:23:09] <SB-X> and if i commented out either the mouse-walking or mouse-use it didnt
[10:35:14] <Yuv422> bbl
[10:35:39] <SB-X> ok
[11:22:38] <Yuv422> back
[11:31:18] <SB-X> wb
[11:31:31] <Yuv422> thanks
[11:31:37] <Yuv422> how's your segfault going?
[11:32:29] <SB-X> I'm going to get a clean copy from cvs then slowly add changes from my local copy until I reproduce it.
[11:32:37] --> aboeing has joined #nuvie
[11:32:42] <aboeing> hello
[11:32:46] <SB-X> hi
[11:32:50] <Yuv422> wb aboeing
[11:32:55] <SB-X> Yuv422: in the meantime i have added the F1-F10 keys
[11:32:57] <aboeing> hey are you the guy who works on the talking stuff
[11:33:03] <aboeing> hey yuv
[11:33:06] <aboeing> (i got dc'ed)
[11:33:15] <aboeing> ive got the looking working correctly now btw
[11:33:23] <aboeing> and ive got it so that you can use items in your inventory
[11:33:28] <Yuv422> cool
[11:33:30] <SB-X> ...
[11:33:31] <SB-X> heh heh
[11:33:35] <aboeing> should be able to make it so that you can look at items in your inventory soon
[11:33:39] <SB-X> we both did that
[11:33:43] <aboeing> boh
[11:33:44] <aboeing> =P
[11:33:54] <Yuv422> ?logs
[11:33:54] <exultbot> Logs are available at http://www.math.leidenuniv.nl/~wpalenst/nuvielog.php
[11:34:14] <aboeing> ohwell.. i'm more familure with how things work now anyway =D
[11:34:23] <SB-X> my changes are broken so yours is probably better
[11:34:42] <aboeing> SB-X: what are you refering to? the look-at-characters or use-inventory?
[11:34:53] <SB-X> use-inventory
[11:34:59] <Yuv422> aboeing: scared yet? (After looking deep into Nuvie's guts)
[11:35:05] <aboeing> ha!
[11:35:06] <aboeing> yeah
[11:35:11] <SB-X> are you a new team member?
[11:35:18] <aboeing> its pritty ugly, but i dont think you should bother rewriting it.
[11:35:41] <aboeing> SB-X: nope.
[11:36:16] <aboeing> your better off just hacking away, if you start a rewrite now, itll take two or three months to get back to where you are now.
[11:36:45] <Yuv422> aboeing: don't forget we had to workout what things did as we were writing! so planing was somewhat hard at times. ;)
[11:37:05] <SB-X> planning? what planning?
[11:37:08] <Yuv422> hehe
[11:37:11] <aboeing> yeah definatly! im not saying anything bad about your code, you guys have done a brillient job
[11:37:26] <aboeing> you were just mentioning that you wanted to rewrite some clases
[11:37:34] <Yuv422> true
[11:37:43] <Yuv422> it will get done
[11:37:52] <Yuv422> sometime :)
[11:38:01] <aboeing> yeah, you'll find that if you start rewriting some of the code, then all of the code gets rewritten and nothing gets done
[11:38:19] <Yuv422> I know all about that.
[11:38:20] <aboeing> if you actually do want to rewrite it all, i can give you some tips.
[11:38:41] <Yuv422> general tips? or nuvie specific tips?
[11:39:00] <aboeing> well general design tips for nuvie i guess =P
[11:39:09] <Yuv422> this is also my first big C++ project
[11:39:15] <Yuv422> all my other work has been in C
[11:39:24] <aboeing> yeah and you learnt STL half way through rite?
[11:39:29] <aboeing> :)
[11:39:30] <Yuv422> yes
[11:39:50] <Yuv422> it shows doesn't it? :)
[11:39:55] <aboeing> yeah :).
[11:40:16] <aboeing> so if you did want to rewrite it, i would pritty much be suggesting to scrap everything and start again
[11:40:32] <aboeing> which is why i dont think its such a good idea
[11:40:33] <aboeing> :)
[11:40:36] <Yuv422> hehe I can't see that happening
[11:40:43] <aboeing> exactly. :)
[11:40:58] <SB-X> aboeing: did you play U6O?
[11:41:00] <Yuv422> the code might look ugly but it is generally quite stable
[11:41:13] <aboeing> SB-X: U6 O ? oh online? no...
[11:41:26] <aboeing> yuv422: thats the thing, it just looks ugly, other than that its quite nice.
[11:41:57] <aboeing> SB-X:thats not open source is it?
[11:42:01] <SB-X> no
[11:42:13] <SB-X> it is galleon dragon's project
[11:42:19] <SB-X> http://www.geocities.com/galleondragon
[11:42:24] <aboeing> is it any good?
[11:42:35] <aboeing> has he already implemented all the things were trying to do?
[11:42:59] <SB-X> no, it is far from finished like nuvie
[11:43:10] <SB-X> he is using custom dialogue
[11:43:22] <aboeing> that would be such a pain to write
[11:43:29] <Yuv422> most of his u6 research comes from nuvie! ;)
[11:43:31] <SB-X> and custom dialogue engine, and it works much different than U6, it just emulates some of the behavior of U6
[11:43:38] <SB-X> yeah
[11:44:08] <SB-X> i think thats what he said
[11:44:11] <aboeing> the hardest part in making this type of game is the dialogue and artist work.... ohwell...
[11:44:43] <Yuv422> yes
[11:44:45] <aboeing> uhm, so who should i describe the changes ive done to, so that they can integrate them with nuvie?
[11:45:17] <SB-X> here or on the ML
[11:45:23] <aboeing> ML?
[11:45:34] <SB-X> nuvie devel mailing list
[11:45:40] <SB-X> which i dont think we use enough :)
[11:45:43] <SB-X> because we talk in here
[11:45:45] <aboeing> ah okay kool.
[11:45:47] <aboeing> heh.
[11:47:08] <aboeing> how do i join the mailing list?>
[11:47:35] <SB-X> good question
[11:47:41] <Yuv422> SB-X: there should be a \n before the actor description in converse.
[11:47:45] <SB-X> https://lists.sourceforge.net/lists/listinfo/nuvie-devel
[11:47:56] <SB-X> though since you are here now you could describe the changes here i guess
[11:48:17] <aboeing> also, i really have to ask this question: Why do you have access functions like get_strength and set_strength, instead of just making strength public?
[11:48:46] <aboeing> Yuv422: have you already integrated the overdraw bug fix?
[11:48:57] <Yuv422> aboeing: you might like to join the nuvie-cvs list too so you can see what's going on in the cvs.
[11:49:04] <Yuv422> not yet
[11:49:23] <Yuv422> I'm just fixing the overflow in MsgScroll
[11:49:37] <SB-X> aboeing: i don't know but theoretically we could put min-max limits in that function
[11:49:57] <SB-X> whats the overdraw bug?
[11:50:22] <Yuv422> the InventoryWidget not updating when adding an item via conversation
[11:50:35] <SB-X> oh
[11:50:37] <Yuv422> well just drawing without cleaning the screen
[11:51:03] <SB-X> your right about the newline before the descirption, thanks
[11:51:33] <SB-X> now its fixed
[11:51:53] <Yuv422> np
[11:52:21] <Yuv422> I was taught to not to use public variables
[11:52:50] <SB-X> same
[11:52:53] <Yuv422> I'm not exactly sure of there reasoning
[11:52:58] <Yuv422> their
[11:53:06] <SB-X> though I see your point that it is the exact same functionality as if it were public
[11:53:57] <SB-X> Yuv422: did you know KtJ dragon has a webpage?
[11:54:04] <SB-X> I just saw it yesterday :)
[11:54:23] <Yuv422> yeah
[11:54:32] <Yuv422> he showed it to me a while back
[11:54:57] <Yuv422> did you see it mentioned on ultimadot?
[11:55:26] <aboeing> I just mailed two changes to the list...
[11:55:40] <Yuv422> cool
[11:55:40] <aboeing> when I finish the look at via inventory, i will mail that too...
[11:56:22] <aboeing> yuv422: have you heard of something called "design patterns" ?
[11:56:34] <Yuv422> no what's that?
[11:56:45] <aboeing> okay, there like commonly used patterns when desiging software,.
[11:56:52] <aboeing> most of them you can ignore in this project.
[11:57:06] <SB-X> Yuv422: no i havnt been do ultimadot in a while, it was on Dino's
[11:57:11] <aboeing> two that you might find usefull are singleton, and the template pattern.
[11:57:20] <aboeing> singleton, you are already using in order to get your game object.
[11:57:37] <aboeing> the template pattern brakes up algorithms into smaller chunks
[11:58:00] <aboeing> that way you can modify small parts of something without changing the overall algorithm
[11:58:23] <Yuv422> I was also taught to try not to have any function/methods over a page long
[11:59:05] <aboeing> so say we normally have a "talk_to_something", we could break the functionality up into do_talk_dog, do_talk_person, do_talk_tree, and then the actual talk_to_something 'algorithm' will call these smaller functionality blocks.
[11:59:14] <aboeing> yuv422: yeah, thats what this helps you achieve
[11:59:40] <Yuv422> yeah
[11:59:45] <aboeing> this is a website that describes various design patterns: http://www.dofactory.com/Patterns/Patterns.aspx
[12:00:06] * Yuv422 looks
[12:00:16] <aboeing> it can explain it all way better than i can
[12:04:58] * SB-X wanders in an Abstract Factory and gets lost.
[12:05:34] <aboeing> SB-X: they are very usefull, but not really applicable for this project. unless you want to support more rendering systems than SDL
[12:05:50] <SB-X> it does look nice
[12:06:03] <aboeing> SB-X: they are a bit obsolete though, if you need something like that, you should use an abstract pluggable factory
[12:06:27] <SB-X> helpful*
[12:06:30] <SB-X> where do i read about that?
[12:06:51] <aboeing> SB-X: take some time to slowly read over them. its definatly worth your time
[12:07:47] <Yuv422> aboeing: Do you work with big software projects?
[12:07:52] <SB-X> are you interested in the Pentagram project?
[12:07:54] <aboeing> SB-X: here is a good introductory article in the C users journal: www.adtmag.com/joop/crarticle.asp?ID=1520
[12:08:07] <aboeing> yuv422: medium sized :P
[12:08:15] <aboeing> Pentagram project?
[12:08:27] <SB-X> thanks
[12:08:37] <SB-X> http://pentagram.sf.net
[12:08:38] <Yuv422> you work on the pentagram project?
[12:08:41] <SB-X> u8 engine
[12:08:51] * Yuv422 looks up
[12:08:59] <Yuv422> ah k don't mind me. ;)
[12:09:25] <aboeing> never played ultima 8, didnt like what i saw too much :)
[12:09:46] <aboeing> utlima 6 was the best by far as far as im concernd =D
[12:10:05] <Yuv422> no argument here
[12:10:11] * aboeing nods
[12:10:26] <Yuv422> mainly because it was my first ultima game
[12:10:31] <aboeing> heh. same!
[12:10:37] <aboeing> ultima 7 was alright.
[12:10:40] <SB-X> same
[12:12:22] <SB-X> do you two live in the same area?
[12:12:32] <aboeing> well same country
[12:12:35] <aboeing> where do you live?
[12:12:39] <SB-X> USA
[12:12:46] <Yuv422> we couldn't be further apart in Australia. ;)
[12:12:57] <SB-X> where are you?
[12:13:12] <Yuv422> other side of australia
[12:13:14] <SB-X> sydney and perth?
[12:13:18] <Yuv422> yes
[12:13:23] <SB-X> no kidding?
[12:13:29] <SB-X> heh
[12:13:56] * Yuv422 is impressed SB-X knows perth.
[12:14:17] <Yuv422> either that or he's been reading the channel logs
[12:14:26] <SB-X> heh no not yet
[12:14:37] <Yuv422> cool
[12:14:42] * SB-X does.
[12:15:00] * aboeing is also impressed
[12:15:16] <aboeing> no offence, but that is supprisingly well informed for someone in the USA
[12:15:37] <aboeing> i dont know anything about the USA... apparently you have electricity... whats that like?
[12:16:38] <Yuv422> hehe
[12:18:42] <Yuv422> MsgScroll really needs an overhaul
[12:19:03] <Yuv422> the logic is quite delicate and hard to follow now
[12:19:19] <Yuv422> and all it is doing is really doing is string parsing
[12:19:24] <aboeing> yuv422: yeah what did you have in mind
[12:19:40] <aboeing> *shudder* string parsing, my mortal enemy
[12:19:48] <Yuv422> well we need to handle multiple fonts in a nice way
[12:20:02] <Yuv422> and maybe provide a scrollback buffer
[12:20:02] <aboeing> i wasnt aware u6 had multiple fonts
[12:20:23] <Yuv422> and a better way of appending text in a single paragraph
[12:20:36] <Yuv422> looking at signs
[12:20:44] <Yuv422> gargoyle language
[12:22:30] <aboeing> ah.
[12:22:54] <aboeing> how are paragraphs handled atm?
[12:23:06] <aboeing> and different languages?
[12:23:22] <Yuv422> we load it all into a string buffer then place it onto line buffers
[12:23:31] <Yuv422> wrapping words as neccecary
[12:23:55] <SB-X> ok read logs
[12:23:57] <Yuv422> we insert page breaks when the input text buffer fills all the line buffers
[12:24:34] <SB-X> what are your plans for MsgScroll you mentioned ? :)
[12:24:35] <Yuv422> but if you call display_string() multiple times it doesn't handle the automatic page break insertion
[12:24:49] <Yuv422> make it cleaner
[12:25:05] <Yuv422> handle multiple string inserts with logical page breaks
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[12:25:27] <aboeing> so you want something like printf? is that what your saying?
[12:25:35] <Yuv422> so you can call display_string() multiple times and it will still pagebreak till you ask it to stop
[12:25:47] <SB-X> well i certainly have watned printf for a while
[12:25:53] <SB-X> but it wouldnt have affected pagebreak
[12:26:16] <Yuv422> I was thinking start multiple display_strings stop
[12:26:16] <SB-X> just not require you to use so many "display_string()" calls
[12:26:19] <aboeing> so, you want a printf, that fills in the text, until a "page" is full, at which point it will stop?
[12:26:44] <SB-X> we could divide it into two classes
[12:26:56] <Yuv422> we need to handle the multiple fonts
[12:27:07] <aboeing> start(); printf(FONT_GARGOYLE,"hello world"); stop(); ?
[12:27:10] <aboeing> or
[12:27:19] <aboeing> setfont(GARGOYLE);
[12:27:24] <aboeing> then start,printf,stop?
[12:27:33] <Yuv422> either way would work
[12:27:43] <aboeing> how do you set fonts at the moment?
[12:27:51] <Yuv422> we also need to handle multiple fonts on the same line
[12:28:07] <SB-X> the font is set as the text is parsed
[12:28:10] <SB-X> and goes to the end of the buffer
[12:28:10] <aboeing> the lang num thing at the end of display_string?
[12:28:11] <SB-X> i think
[12:28:15] <aboeing> yeah i see it
[12:28:19] <Yuv422> yes
[12:28:30] <Yuv422> look the whole thing needs work
[12:28:40] <Yuv422> the string parser is a mess
[12:29:01] <Yuv422> it should be made cleaner
[12:29:38] <aboeing> mmm, it should be split up into a draw-characters-to-screen class, and a text-input class
[12:30:08] <Yuv422> well we do have a Text class
[12:30:08] <aboeing> but then you lose compatability with your existing code im thinking
[12:30:10] <SB-X> that's sort of what im saying
[12:30:13] <SB-X> but Text already does the drawing
[12:30:19] <aboeing> ah okay i see it
[12:30:24] <aboeing> great
[12:30:46] <SB-X> i would say make a class that controls the display, and is the GUI widget, and another class that provides message IO methods
[12:30:48] <Yuv422> but we also need to handle the fonts from MD and SE
[12:31:04] <aboeing> i dont own any games except u6.
[12:31:14] <Yuv422> ah k
[12:31:20] <aboeing> correction: any of those games, except u6. =D
[12:31:35] <SB-X> oh
[12:31:36] <SB-X> heh
[12:32:02] <aboeing> which classes use the msgscroll?
[12:32:10] <aboeing> everything, right?
[12:32:12] <Yuv422> loads!
[12:32:19] <aboeing> mm.
[12:32:20] <Yuv422> pretty much
[12:32:26] <aboeing> so if you change it then everything will need to change.
[12:32:38] <Yuv422> if it's for the best I don't mind
[12:33:10] <aboeing> when you talk to a character, and it fills up till you press enter, where is that handled?
[12:37:31] <Yuv422> handle_input
[12:38:26] <aboeing> oh okay
[12:38:28] <aboeing> easy
[12:38:35] <aboeing> i think :)
[12:41:23] <aboeing> how does this interface look:
[12:41:24] <aboeing> class MsgScroll: public GUI_Widget
[12:41:25] <aboeing> {
[12:41:25] <aboeing> public:
[12:41:25] <aboeing> void SetFont(uint8 lang_num);
[12:41:25] <aboeing> void SetHighlight(bool state);
[12:41:25] <aboeing> void Start();
[12:41:27] <aboeing> void Display(char *message,...); //works like printf
[12:41:29] <aboeing> void Stop();
[12:41:31] <aboeing> private:
[12:41:33] <aboeing> void HandleInput();
[12:41:35] <aboeing> };
[12:41:40] <aboeing> the other thing i was thinking was making highlight part of display
[12:41:43] <aboeing> so something like:
[12:42:21] <aboeing> Dispay("hello my name is |Adrian| and i am %d years old",99);
[12:42:33] <aboeing> then searching the string for | and using that to do highlighting?
[12:42:59] <Yuv422> yeah the game already marks which words should be highlighted
[12:43:08] <Yuv422> the original that is
[12:43:35] <aboeing> how does it do that?
[12:45:25] <Yuv422> @highlighted
[12:46:18] <Yuv422> you can also force a pagebreak with '*'
[12:46:34] <aboeing> okay. should be alright.
[12:46:47] <aboeing> ill start on it as soon as fix this muddled up look code
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[12:47:06] * sbx sighs.
[12:47:10] <sbx> i'd been talking to myself for 15 minutes
[12:47:16] <Yuv422> :(
[12:47:35] <sbx> aboeing: can you do sound programming?
[12:47:50] <sbx> we need someone to do sound & music
[12:48:26] <aboeing> sbx: haha. uhm, i have done some, very little, sound programming.
[12:48:56] <aboeing> to be specific, i have thrown midi's at the win32 api and said play, and thrown mod's at fmod and bass and said play...
[12:49:08] <Yuv422> oh we need to flash the down arrow cursor too
[12:49:13] <sbx> ah
[12:49:22] <sbx> I like the change of setting the name of the actor after reading it, and having easier methods of getting flags (is_met()), but you don't see a person's name when you look at them.
[12:49:44] <sbx> and their met flag isnt set when you first talk to them
[12:50:25] <aboeing> well the code works for now, but one day someone may need to know a characters name before you meet them..
[12:50:52] <aboeing> but that shouldnt really change anything as the code uses the is_met flag anyway
[12:51:13] <aboeing> how do you know what song should be playing at what time?
[12:51:36] <Yuv422> well there is the dungeon song
[12:51:40] <Yuv422> and the ship song
[12:52:01] <Yuv422> then some random general purpose songs
[12:52:09] <Yuv422> of and all the intro/ending songs
[12:52:11] <aboeing> yeah i know
[12:52:18] <aboeing> but the game must know when to play which song
[12:52:32] <sbx> Captain Johne's Hornpipe
[12:52:33] <sbx> :)
[12:52:43] <aboeing> yuv422: do you use the mac?
[12:52:47] <aboeing> sbx: are you a windows user?
[12:53:04] <sbx> I'm in Slackware 8.0 right now
[12:53:08] <sbx> linux
[12:53:11] <aboeing> bah.
[12:53:38] <Yuv422> yeah I use a mac
[12:54:03] <aboeing> damn linux&mac users. conform to society damn it! its alternative users like you guys that makes my life difficult! wouldnt have to worry about portability then!
[12:54:09] <aboeing> hmmm
[12:54:17] <aboeing> hows the openAL project going?
[12:54:34] <Yuv422> openAL?
[12:54:55] <aboeing> its like openGL except for Audio
[12:55:47] <aboeing> doesnt look like it has midi support
[12:56:48] <aboeing> http://www.uo.com/archive/music.html
[12:56:55] <aboeing> is that the original music in midi format?
[12:57:35] <Yuv422> u6 uses a slightly wierd adlib format
[12:59:48] <aboeing> what do you guys think about this:
[12:59:49] <aboeing> http://www-2.cs.cmu.edu/~music/portmusic/
[13:00:00] <aboeing> for playing the midi music?
[13:00:08] <aboeing> we can use SDL for sound effects
[13:00:48] <Yuv422> sdl_mixer
[13:00:51] <Yuv422> :)
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[13:03:53] <aboeing> sdl_mixer? i dont see it...
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[13:04:32] <Yuv422> yeah it's a seperate package
[13:04:45] <Yuv422> fr mixing sfx tracks
[13:05:10] <Yuv422> for
[13:06:08] <SB-X> aboeing: did you finish the use-inventory-item code?
[13:06:13] <aboeing> ah rite yeah, thats easy enough to do.
[13:06:32] <aboeing> SB-X: yes, im just working on the look-at-inventory code now.. should be done soon..
[13:07:06] <SB-X> do you call Event::use()? I duplicated it in InventoryWidget :\
[13:07:09] <aboeing> what is an object that i can look at and search?
[13:07:26] <aboeing> SB-X: uh, kindof, i made a subset of use , called doUse
[13:07:31] <SB-X> book
[13:07:47] <SB-X> oops
[13:07:49] <SB-X> bag
[13:07:56] <SB-X> book is an object you CANT do that with
[13:08:13] <SB-X> you wouldnt need to search items in inventory
[13:08:19] <aboeing> kool awesome
[13:08:27] <aboeing> SB-X: thats a good point..
[13:08:30] <aboeing> let me test that
[13:09:17] <aboeing> ROFL!
[13:09:18] <aboeing> oh dear
[13:09:28] <aboeing> hey, can you test something for me?
[13:09:34] <SB-X> is your use-inventory mouse or keyboard based?
[13:09:59] <aboeing> mouse
[13:10:05] <aboeing> i have a bit of a problem
[13:10:15] <aboeing> *thinks*
[13:10:42] <aboeing> heh...
[13:12:24] <aboeing> if you pick up a bag, and then search it in inventory, all the inventory appears on the ground where the bag useed to be.
[13:12:34] <aboeing> i need to go, ill be back in 30
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[13:12:45] <SB-X> dammit
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[13:12:55] <aboeing_back_30> bb in 30 min
[13:13:01] <aboeing_back_30> mouse inventory btw
[13:13:03] <aboeing_back_30> cu soon
[13:13:21] <SB-X> in MapWindow & InventoryWidget I made a MouseDouble for using
[13:13:38] <SB-X> but like I said it duplicates Event::use(), and not a new method, so yours is probably better
[13:17:50] <Yuv422> I'm going to bed now
[13:18:18] <Yuv422> cya
[13:18:35] <Yuv422> there is still a little overflow bug in MsgScroll
[13:18:45] <Yuv422> I don't think I've got it completely yet
[13:19:08] <Yuv422> This might be the catalist for a complete MsgScroll rewrite. ;)
[13:19:12] <Yuv422> cya
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[13:53:35] <aboeing> awesome, microsoft visual studio just crashed
[13:53:39] <aboeing> fully wikid man
[13:54:08] <SB-X> wb though
[13:54:15] <SB-X> what version do you use?
[13:54:31] <aboeing> VC6, service pack 4 i think..
[13:54:35] <aboeing> yes im living in the past
[13:54:40] <aboeing> but i just dont have the hardd
[13:54:43] <aboeing> drive space
[13:55:29] <aboeing> anythign happen while i was gone?
[13:55:34] <SB-X> you can also submit patches on our SF project page, but it would be good to notify the ML of the new patch
[13:55:39] <SB-X> eric left
[13:55:56] <SB-X> you can see everything above :)
[13:56:36] <aboeing> how do i submit a change like that?
[13:56:46] * SB-X shakes his head.
[13:56:49] <SB-X> thats a good question too
[13:57:11] <SB-X> if you follow the CVS link on the nuvie page
[13:57:15] <SB-X> there is a patch tracker
[13:57:21] <SB-X> it probabkly explains it
[13:57:29] <aboeing> hey, give me a break, i just learnt how to use CVS today =P (hence me taking part in this project today..)
[13:57:41] <aboeing> i thought u needed to be a developer to commit changes
[13:59:35] <wjp> yes, you need to be a devel for that
[13:59:59] <wjp> but everybody can submit a patch to the patch tracker
[14:00:13] <aboeing> ah okay kewl. thanks.
[14:00:22] <aboeing> wjp: what part of nuvie do you work on?
[14:00:48] <wjp> well, I kind of make sure it compiles on linux
[14:00:58] <aboeing> ah kewl.
[14:01:01] <wjp> but that's hardly necessary lately :-)
[14:01:29] <wjp> haven't had to do anything in months (or more) :-)
[14:01:46] <aboeing> wjp: dont worry, you will have plenty to do when i start writing code :)
[14:01:47] <SB-X> wjp: should we add -D_GNU_SOURCE to the makefile?
[14:02:02] <SB-X> i have to use it in mine
[14:02:12] <SB-X> maybe because my compiler is so old
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[14:02:25] <wjp> aboeing: uh oh :-)
[14:02:28] <aboeing> #if defined(__GNUC__)
[14:02:36] <wjp> _GNU_SOURCE? what does that do?
[14:02:41] <aboeing> that will tell you if GNUC is being used
[14:02:52] <SB-X> includes several mathfunctions in my math.h
[14:02:56] <SB-X> such as roundf
[14:03:10] <SB-X> if it or _ISOC99_SOURCE is undefined it leaves them out
[14:03:22] <SB-X> dont know why
[14:03:42] <wjp> so you need both _GNU_SOURCE and _ISOC99_SOURCE ?
[14:03:51] <SB-X> no, just one
[14:04:01] <SB-X> and the second one then requires several more defines
[14:04:04] <SB-X> so I opted for the first
[14:04:15] <wjp> which gcc version?
[14:04:20] <SB-X> 2.95.3
[14:04:35] <SB-X> yeah its probably too old to bother supporting
[14:05:02] <SB-X> my glibc is 2.2.3
[14:05:12] <wjp> I guess you could add something like #if defined(__GNUC__) && (__GNUC__ < 3) \n#define _GNU_SOURCE\n#endif
[14:05:39] <SB-X> although, it seems to work fine for other people
[14:06:50] <SB-X> I guess that would go in nuvieDefs.h
[14:09:11] <aboeing> i keep unimproving the look code...
[14:09:50] <SB-X> unimprove?
[14:09:50] <SB-X> heh
[14:10:06] <SB-X> i was thinking right-click to look
[14:10:41] <aboeing> *shrugs* i cant remember the original interface
[14:10:47] <SB-X> but havnt added it yet, trying to work out the problems with mapwindow mousing
[14:11:01] <SB-X> the original was L, left click something
[14:11:11] <SB-X> or L, arrow and tab around to something, L or enter
[14:11:41] <SB-X> right now in mapwindow i can do L and left click, but its not commited yet
[14:12:44] <aboeing> if you look at the moon of orbs in the inventory what should it say?
[14:13:15] <aboeing> Look-Orb of the Moons Thou dost see the Orb of the Moons ?
[14:14:13] <SB-X> yes
[14:14:34] <SB-X> thats what it does in Nuvie now
[14:23:03] <aboeing> hey, how did you do the code so that when you look and click it doesnt wait for the enter key?... where is that bit of code?
[14:25:40] <SB-X> i added an event->set_mode(MOVE_MODE)
[14:26:10] <SB-X> EventMode get_mode() { return(mode); }
[14:26:10] <aboeing> also, how do i disable the effect of clicking things in the inventroy?
[14:26:10] <SB-X> void set_mode(EventMode new_mode) { mode = new_mode; }
[14:26:20] <aboeing> so if you look at the ank, it wont puyt it on
[14:26:57] <SB-X> in MouseUp
[14:27:17] <SB-X> dont do anything if selected is true
[14:27:30] <SB-X> and selected is set to true if object was readied
[14:27:55] <SB-X> or you could just return earlier after readying it
[14:28:33] <aboeing> ... ... ?
[14:28:59] <aboeing> GUI_Widget::Handle_Event ?
[14:29:05] <SB-X> oh you want to disable that behavior entirely?
[14:29:33] <SB-X> check if mode is LOOK_MODE
[14:29:40] <SB-X> and if it is, look instead of ready
[14:29:50] <SB-X> in InventoryWidget::MouseUp
[14:30:32] <SB-X> but i havnt done look-at-inventory here yet so that could be wrong
[14:33:39] <aboeing> where is the bit of code that readies it?
[14:33:55] <aboeing> aaah in mouseup
[14:33:59] <aboeing> rite
[14:37:09] <SB-X> and by mode i mean the one you get from get_mode(), youll have to add those (get/set) to Event.h
[14:37:10] <aboeing> how do you get it to go back to that Avatar> prompt?.. i got "Look-bag Thou dost see bag" and then it doesnt return to the prompt
[14:37:20] <SB-X> display_promt()
[14:37:23] <SB-X> prompt*
[14:37:28] <aboeing> ah rite.
[14:39:23] <aboeing> hmm i still have that keyboard select curour over the avatar, how do i disable that?
[14:40:49] <SB-X> MapWindow::show_cursor(false)
[14:41:05] <SB-X> set_show_cursor*
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[14:49:56] <aboeing> hey is there a getactoratmousepos and getflooratmousepos? etc?
[14:50:39] <SB-X> no but there is a getactoratmousepos in my copy
[14:50:48] <aboeing> ah okay kool
[14:50:57] <aboeing> do you want me just to cut and paste my code in here for you?
[14:51:10] <aboeing> use works, and look mostly works.
[14:51:19] <SB-X> Actor *MapWindow::get_actorAtMousePos(int mx, int my)
[14:51:19] <SB-X> {
[14:51:19] <SB-X> int wx, wy;
[14:51:19] <SB-X> mouseToWorldCoords (mx, my, wx, wy);
[14:51:19] <SB-X> return actor_manager->get_actor (wx, wy, cur_level);
[14:51:20] <SB-X> }
[14:51:32] <aboeing> looking at everything but when you move between containers works
[14:53:06] <SB-X> probably just send to ML or on patch tracker
[14:54:11] <aboeing> ive littered my statements with printfs, so i dont think i can just attach a file, so i guess ill just spam the ML again
[14:55:05] <aboeing> if you want i could just email it to you directly?
[14:55:55] <SB-X> that is fine too, then i'll merge it with my next commit (after i get this segfault figured out)
[14:56:28] <aboeing> probably makes most sense seeing as youve done the world window looking
[14:56:34] <aboeing> whats your email address?
[14:56:48] <aboeing> kool
[14:57:02] <SB-X> msged
[15:00:34] <aboeing> sent it...
[15:00:41] <aboeing> let me know if it works on your end :)
[15:01:59] <SB-X> alright thanks
[15:02:34] <SB-X> how does the player use an object in the inventory with your changes?
[15:04:02] <aboeing> press 'u' and click on the object, and then select an object via keyboard.
[15:04:29] <aboeing> so if you want to get out of lb's castle you would press 'u', click on the key, and then select the door with the keyboard
[15:05:19] <aboeing> if you want i can keep working on it so that looking and using via mouse works on the map aswell, but then we are duplicating a bit of work..
[15:05:28] <aboeing> i was going to look at this msg scroll business
[15:05:39] <SB-X> oh!
[15:05:39] <SB-X> great
[15:06:17] <SB-X> that wont conflict at all with the addition I added then, which is "double click ob object" and doesnt support select_obj yet :)
[15:06:38] <SB-X> on*
[15:07:02] <SB-X> yuv said earlier he was going to be working on msgscroll
[15:07:02] <SB-X> dont want to add music?:)
[15:08:02] <SB-X> dont do map use yet until I get those changes in, then you might have something to add to it
[15:08:11] <aboeing> i always add music at the very end of any project
[15:08:21] <aboeing> if youve ever added music to anything - youd understand.
[15:08:37] <SB-X> no I havn't
[15:08:48] <SB-X> what about sound effects?
[15:08:54] <aboeing> you get very annoyed with the songs VERY quickly. :)
[15:09:20] <aboeing> sure,... have they already been extracted in some easy-to-use format?
[15:10:05] <SB-X> there are no sound effects in u6 :\
[15:10:05] <SB-X> except PC speaker
[15:10:10] <aboeing> thats what i thought....
[15:10:24] <aboeing> does this mean we should have custom sound effects?
[15:10:33] <aboeing> as in make our own?
[15:11:09] <SB-X> The FMTowns U6 supposedly has sound effects, as does the SNES U6. Those might be used.
[15:11:25] <SB-X> don't remember if C64 had them
[15:11:49] <aboeing> what is fmtowns?
[15:13:07] <SB-X> a japanese game console/computer system
[15:13:07] <SB-X> with cdrom
[15:13:07] <SB-X> the fmtowns u6 has npc speech
[15:13:32] <aboeing> oh! kool.
[15:13:35] <aboeing> does anyone have a copy?
[15:13:58] <aboeing> hang on!!
[15:14:04] <aboeing> wouldnt it be in japanese?!
[15:14:50] <SB-X> the speech is english
[15:14:50] <aboeing> do you know of any linux midi players?
[15:14:58] <SB-X> Eric has one, and KtJ Dragon who stops by occasionly has one
[15:15:17] <aboeing> wickid.
[15:15:20] <SB-X> playmidi
[15:15:20] <SB-X> timidity
[15:15:20] <SB-X> kmidi
[15:15:37] <aboeing> but we wouldnt be able to redistribue the sounds would we?
[15:15:39] <SB-X> well now I can't duplicate this segfault at all
[15:16:12] <aboeing> rofl, timidity is a bit overkill - but might be a kool idea :)
[15:16:22] <SB-X> sorry, im lagged
[15:16:26] <aboeing> SB-X: was it to do with the egg manager?
[15:16:45] <SB-X> (duplicate sounds) not technically no
[15:17:14] <SB-X> nope
[15:25:51] <SB-X> right-click in scroll will send the current input now
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[15:28:56] <aboeing> huh?
[15:30:02] <aboeing> bah! that code i sent you is screwey. if you look at an active item it is unredied, instead of looked at.
[15:30:17] <SB-X> if your talking to someone and right-click it says bye
[15:30:32] <SB-X> left-click scrolls down
[15:30:46] <SB-X> should be easy to fix
[15:31:25] <aboeing> kewl.
[15:31:42] <aboeing> hey, also, how easy is adding in that pressing 1->9 changes to that person in the group?
[15:32:13] <SB-X> the readied items are handled DollWidget::MouseUp if you want to fix that now
[15:32:30] <SB-X> should be easy
[15:32:49] <SB-X> Player::set_actor(party->get_actor(num pressed)
[15:32:49] <SB-X> )
[15:33:13] <SB-X> it might break things trying to play as the other actor now though
[15:33:33] <SB-X> actually that might not work at all for party members :)
[15:33:49] <SB-X> right now you can walk around with another non-party member with alt-500
[15:34:22] <aboeing> hey, can you use items that you are 'carying' ?
[15:34:26] <aboeing> in the original game?
[15:34:40] <aboeing> so if you 'ready' the key, are you supposed to be able to 'use' it?
[15:35:50] <aboeing> [the alt-500 seems to work fine...]
[15:36:44] <SB-X> i don't think you can ready the key
[15:37:05] <SB-X> but yes that might be required for the shovel
[15:39:41] <aboeing> *shrugs* ohwell, lets just assume you can,.. do you want me to email the code, or just paste in here?
[15:41:44] <SB-X> depends on how long it is
[15:41:48] <SB-X> probably better to mail again
[15:41:56] <SB-X> then i have it all in once place
[15:47:05] <aboeing> sent..
[15:47:38] <SB-X> thanks
[15:49:14] <aboeing> timidity is a pritty hefty bit of software
[15:50:30] <SB-X> yeah I use playmidi but it sounds wrong for some midis
[15:51:22] <aboeing> yeah the good thing about timidity is its a full software synth, so it will sounds the same on all platforms, and it exports to a wav, which SDL will play.. so its a very portable approach
[15:53:07] <aboeing> uh. how does the keyword highlight work in msgscroll? all i see it doing is swaping a flag that is never used...
[15:54:30] <aboeing> oh i see it-its part of the text class..
[16:12:07] <aboeing> hey, was the desired msgscroll behaviour that it should accept a whole bunch of text, and decide when to do the enter thing itself?
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[16:16:02] <aboeing> wb
[16:16:31] <aboeing> hey, was the desired msgscroll behaviour that it should accept a whole bunch of text, and then decide when to pause for user input by itself?
[16:16:35] * sbx sighs.
[16:16:38] <sbx> my connections is screwy
[16:16:42] <sbx> not sure on that
[16:16:51] <aboeing> u on dialup?
[16:16:51] <sbx> well it does
[16:16:52] <sbx> for *
[16:16:56] <sbx> but you can also pause it explicitely
[16:16:57] <sbx> yeah
[16:17:13] <aboeing> hey, i didnt know there was anyone else left out their on dialup
[16:17:22] <aboeing> i feel your pain :)
[16:17:27] * sbx snerks. ;)
[16:17:43] <sbx> ive been talking to myself again
[16:17:50] <aboeing> hehe me too :)
[16:18:09] <sbx> well actually for some reason I get whats said in here
[16:18:13] <sbx> but it filters what I send
[16:18:21] <sbx> SDL_mixer should come with its own timidity
[16:18:28] <aboeing> !
[16:18:29] <aboeing> oh
[16:18:37] <sbx> you might ask wjp
[16:18:59] <sbx> he is on the Exult team and they already use that
[16:19:19] <aboeing> ah rite kewl
[16:19:23] <aboeing> exult is kool :)
[16:20:48] <aboeing> hey your right.l
[16:20:52] <aboeing> that reduces the workload
[16:23:39] <aboeing> alright my brain is hurting
[16:23:42] <aboeing> its time for sleep
[16:23:49] <aboeing> take it easy
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