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[01:50:42] <servus> Wee, I was referenced!
[01:51:59] <servus> We *do* implement the original Ultima VI dithering, if ya remember.
[02:19:30] <servus> You should make a blog on nuvie.sf.net :) ~ and as far as looking like vapourware... the first few pages of screenshots are waaay old. Try putting some with lighting, conversation, and a full toolbar up :) http://nuvie.sourceforge.net/?ss=1
[02:21:46] <servus> And probably reverse the order of screenshots so the newest (e.g. most impressive) are on the first page
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[11:04:16] <SB-X> hello
[11:08:11] <Yuv422> hey
[11:08:35] <Yuv422> nuvie CGA is looking pretty sweet noe
[11:08:37] <Yuv422> now
[11:09:42] <Yuv422> I'm using the ega versions of the cga palette so the color is slightly off
[11:09:48] <Yuv422> but I think it looks close enough
[11:10:08] <Yuv422> I haven't changed the text color
[11:10:40] <SB-X> hey
[11:10:42] <SB-X> sounds nice
[11:10:51] <Yuv422> I'll take a pic
[11:10:56] <SB-X> please
[11:11:01] <SB-X> what do you mean "ega versions of the cga palette"?
[11:12:04] <Yuv422> the ega palette at the start of the u6 palette has colours close to the cga colours
[11:13:35] <SB-X> think anyone will notice a difference?
[11:13:42] <SB-X> probably not
[11:15:03] <SB-X> tgat was a dumb question, not many ppl would play it like that anyway
[11:15:33] <Yuv422> http://nuvie.sourceforge.net/temp/nuvie_cga1.png
[11:15:46] <Yuv422> :)
[11:17:06] <SB-X> oh i dont really remember that
[11:17:19] <SB-X> i guess it's playable
[11:17:29] <SB-X> if a bit hard on the eyes
[11:18:13] <SB-X> it's like constantly being high on silver serpent venom, before the inevitable crash
[11:18:31] <Yuv422> http://nuvie.sourceforge.net/temp/nuvie_cga2.png
[11:18:58] <SB-X> Iolo, you've changed.
[11:18:59] <Yuv422> maybe we can offer custom palettes in the future
[11:19:23] <Yuv422> Iolo you're dithering away
[11:20:08] <SB-X> hehe
[11:20:09] <Yuv422> I added the config option <dither_mode>none|cga|ega</dither_mode>
[11:20:24] <SB-X> maybe he's just been out in the sun too long
[11:20:25] <Yuv422> to <general>
[11:20:30] <SB-X> why general?
[11:20:34] <SB-X> well ok
[11:20:37] <Yuv422> too much adventuring
[11:21:00] <Yuv422> it was that or video
[11:21:12] <Yuv422> but it doesn't dither everything
[11:21:24] <Yuv422> the nuvie menus remain unchanged
[11:21:42] <SB-X> it's really for nostalgic purposes
[11:21:51] <SB-X> maybe in the future we will have options for not showing nuvie menus
[11:22:10] <Yuv422> hey I plan to use it exclusively
[11:22:13] <Yuv422> :-P
[11:22:17] <SB-X> ah k
[11:22:24] <Yuv422> ;-)
[11:22:27] <SB-X> i'll stick to ega mode ty
[11:22:53] <SB-X> good old 4bit color
[11:23:06] <Yuv422> ega screenshot coming up
[11:23:14] <SB-X> oh that reminds me, how does the spell effect look in those modes?
[11:23:32] <Yuv422> hmm not sure
[11:23:33] <SB-X> cga mode looks like a constant spell effect
[11:25:08] <Yuv422> http://nuvie.sourceforge.net/temp/nuvie_ega1.png
[11:25:37] <Yuv422> ega still needs work on palette cycling
[11:25:45] <Yuv422> but I might leave it for now
[11:25:48] <SB-X> that looks good
[11:25:54] <SB-X> how is the palette cycling supposed to work?
[11:26:02] <Yuv422> not sure with ega
[11:28:00] <Yuv422> I made a new Dither class
[11:28:14] <Yuv422> it didn't seem right putting it in Screen
[11:28:27] <SB-X> it's part of the graphics driver
[11:28:58] <Yuv422> the dithering is a once off process
[11:29:07] <Yuv422> when the images are first loaded
[11:29:12] <SB-X> do you save them?
[11:29:18] <Yuv422> no
[11:29:18] <SB-X> like the original did
[11:29:22] <SB-X> ok
[11:29:31] <SB-X> i dont mind either way, remember I said I have no opinion :)
[11:29:32] <Yuv422> I was thinking about doing it that way
[11:29:41] <Yuv422> but thought this was better
[11:29:43] <SB-X> ah k
[11:30:04] <Yuv422> I'll clean up the code then comit
[11:30:17] <SB-X> k
[11:30:41] <Yuv422> then you can experience the greatness of emulated CGA!!
[11:32:00] <SB-X> mwahaha
[11:32:07] <SB-X> ... that sounds like a threat
[11:32:20] <SB-X> do we have to playtest through the whole game in CGA?
[11:32:38] <Yuv422> sure.
[11:32:45] <Yuv422> I'll add it to our regression tests
[11:32:50] <SB-X> nooo
[11:32:54] <Yuv422> hehe
[11:33:12] <Yuv422> wait for hercules mode
[11:33:21] <SB-X> oh... ok
[11:33:37] <Yuv422> now that is nearing unplayable
[11:33:55] <Yuv422> I added a bg_color variable to GamePalette
[11:34:07] <Yuv422> and got rid of the 0x31 calls everywhere
[11:34:25] <Yuv422> it means some objects need to store bg_color
[11:35:00] <SB-X> you cant continue using it like a constant?
[11:35:13] <Yuv422> yes
[11:35:17] <Yuv422> it gets set at init
[11:35:40] <Yuv422> I was thinking of making it a define then manipulating the palette when loading
[11:36:12] <Yuv422> but thought we'd need different background colours when we support MD and SE
[11:38:33] <SB-X> we will, that may be configurable by the user too
[11:44:03] <SB-X> why the change from remove_obj to remove_obj_from_map?
[11:44:09] <SB-X> whats the difference
[11:44:30] <SB-X> also in the scripting branch, ObjManager's purpose has changed
[11:44:37] <SB-X> is that right?
[11:44:59] <Yuv422> I was trying to unify the object manipulation process
[11:45:13] <Yuv422> so you can unlink an object without worrying where it was stored
[11:45:16] <SB-X> i see
[11:45:26] <Yuv422> it could be in an inventory or on the map.
[11:45:27] <Yuv422> etc
[11:45:44] <SB-X> what some functions in usecode, actor, and event were trying to do already
[11:45:52] <SB-X> better to be in one place
[11:46:18] <SB-X> it seemed before that ObjManager dealt only with objects on the map, and now it handles all engine managed objects, right?
[11:46:34] <Yuv422> yes
[11:46:46] <Yuv422> well it dispatches to the correct handler
[11:47:03] <SB-X> i understand the name change to ::remove_obj_from_map() then, for clarity, but what does ::remove_obj() do now?
[11:47:08] <Yuv422> and I've extended the Obj struct methods too
[11:48:13] <SB-X> yeah im glad to have more functionality there
[11:48:17] <Yuv422> I think I left that in because it is called from several places
[11:48:49] <SB-X> it looks like ObjManager::remove_obj() does the low level work of remove_obj_from_map()
[11:48:55] <Yuv422> yes
[11:49:22] <SB-X> remove_obj_type_from_location() behaves differently though, actually deleting objects
[11:49:43] <Yuv422> hmm
[11:49:51] <Yuv422> did it not originally do that?
[11:49:56] <SB-X> no idea
[11:50:20] <Yuv422> if it doesn't make sense we can change it
[11:50:38] <Yuv422> assuming the functionality adjusts accordingly
[11:52:22] <Yuv422> I'll be getting back into that side of nuvie soon
[11:52:36] <Yuv422> just need to get this code in
[11:54:33] <Yuv422> nuvie.sf.net/temp/u6pal.gpl
[11:55:22] <SB-X> ?
[11:55:33] <Yuv422> I made a gimp palette
[11:55:50] <Yuv422> from u6pal
[11:55:52] <SB-X> oh
[11:56:30] <SB-X> oh you can add things to object containers directly now
[11:56:36] <SB-X> thats nice
[11:56:42] <Yuv422> yeah
[11:56:45] <SB-X> you dont have to use obj->container
[11:56:56] <Yuv422> trying to clean all that logic up
[12:14:50] <Yuv422> ok I've commited that to CVS now
[12:15:15] <SB-X> updating now
[12:15:18] <Yuv422> can you check for case in the include files
[12:15:42] <Yuv422> I always mess the case up, being on a non case sensitive OS
[12:15:50] <SB-X> oh, np, the compiler will yell at me if they are the wrong case
[12:16:26] <Yuv422> :)
[12:17:48] <SB-X> no worries, it compiled fine
[12:18:57] <SB-X> hmm
[12:19:02] <SB-X> what's the dither mode switch again?
[12:19:46] <Yuv422> dither_mode
[12:19:57] <Yuv422> it should be in the sample config
[12:20:34] <SB-X> doesn't work for me
[12:20:44] <SB-X> do you have to start a new game?
[12:20:44] <Yuv422> what happens
[12:20:49] <Yuv422> no
[12:20:52] <SB-X> i changed it to ega, still looks normal
[12:20:58] <Yuv422> lowercase
[12:21:08] <Yuv422> ls
[12:21:32] <Yuv422> <general>
[12:21:33] <Yuv422> <lighting>smooth</lighting>
[12:21:33] <Yuv422> <dither_mode>none</dither_mode>
[12:21:33] <Yuv422> <enable_cursors>no</enable_cursors>
[12:21:33] <Yuv422> </general>
[12:21:40] <Yuv422> ega or cga
[12:23:49] <Yuv422> maybe it can't open your dither file
[12:23:54] <Yuv422> is it lowercase
[12:23:55] <SB-X> my dither file?
[12:24:00] <SB-X> oh yeah
[12:24:05] <SB-X> it doesnt appear to say anything
[12:24:20] <Yuv422> it doesn't have much error handling
[12:24:44] <SB-X> lua path = ./?.lua;/usr/local/share/lua/5.1/?.lua;/usr/local/share/lua/5.1/?/init.lua;/usr/local/lib/lua/5.1/?.lua;/usr/local/lib/lua/5.1/?/init.lua
[12:24:47] <SB-X> Magic init
[12:24:56] <SB-X> what's that path search for?
[12:25:14] <SB-X> isn't lua distributed entirely with nuvie?
[12:25:16] <Yuv422> where's that?
[12:25:23] <SB-X> one of the startup messages
[12:25:30] <SB-X> i was looking for something related to dithering
[12:25:37] <Yuv422> might be a default include path
[12:25:56] <SB-X> ah k
[12:26:52] <Yuv422> try seeing if code gets to Dither.cpp:69
[12:27:01] <Yuv422> where the dither file is read
[12:27:06] <SB-X> dither is readable
[12:27:19] <SB-X> actually, I have to go now
[12:27:20] <SB-X> oops
[12:27:27] <SB-X> we can look at it later :)
[12:27:49] <Yuv422> maybe you're not looking at the right config file
[12:27:54] <Yuv422> righto
[12:28:07] <SB-X> bye
[12:28:17] <Yuv422> cya
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[12:31:55] <Yuv422> hah eagle eye is still in normal vga colours
[12:54:23] <Yuv422> ok time for bed
[12:54:26] <Yuv422> cya
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