#nuvie@irc.freenode.net logs for 28 Jan 2004 (GMT)

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[06:18:37] <servus> EsBee-Eks: You played Crusader on June 9, 2002! How? I can't get it to work anywhere.
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[06:19:23] <SB-X> I did?
[06:19:28] <SB-X> possibly
[06:19:43] <SB-X> I have an old computer :)
[06:20:09] <SB-X> It runs in msdos
[06:20:25] <SB-X> if you can get your sound card set up for dos
[06:20:39] <servus> Pleh
[06:20:56] <servus> I don't feel like partitioning for DOS... But... Hmmm... >:-)
[06:20:59] <SB-X> But I'm looking forward to pentagram supporting it
[06:21:08] <servus> I have the CD right here, but it's useless; dosbox CVS can support it apparently!
[06:21:15] <servus> That is, 0.61...
[06:21:35] <SB-X> Its a very good game once you get used to the controls
[06:21:42] <SB-X> and bad acting
[06:21:43] <servus> Oh I've played it.
[06:21:51] <SB-X> Oh thats good
[06:21:54] <SB-X> and No Regret?
[06:21:55] <servus> The acting is great!
[06:21:58] <SB-X> havn't finished that one
[06:22:00] <servus> Only No Regret.
[06:22:10] <servus> I don't have Remorse... and the cheesy acting is what makes it fun
[06:22:35] <SB-X> It's OK
[06:22:42] <SB-X> I thought No Regret was even more violent
[06:22:50] <SB-X> guns that melt people and freeze people
[06:22:54] <SB-X> and then shatter them
[06:22:58] <SB-X> or vaporize them
[06:22:58] <SB-X> hehe
[06:23:12] <SB-X> most violent thing in no remorse was flaming enemies
[06:23:53] <SB-X> "Traitor Scum!"
[06:24:33] <servus> I liked the story. It was very easy to roleplay and I felt very heroic.
[06:25:20] <SB-X> yes, you get to run around assassinating senators
[06:25:23] <SB-X> what more could one ask for
[06:25:44] <SB-X> great story great gameplay
[06:26:06] <SB-X> it shows how origin used to be
[06:32:02] <SB-X> i still dont get any lighting in nuvie and it segfautls
[06:34:23] <servus> Weirdo! Lighting works here. Let me do a fresh cvs update and see
[06:37:41] <servus> 42 errors in the CVS tree... Eep
[06:41:43] <servus> Lighting works for me, fresh off of CVS. Make sure your config has the proper key... config/general/lighting == "smooth" etc
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[06:45:34] <SB-X> i dont think my msgs went through
[06:45:42] <SB-X> <SB-X> well
[06:45:43] <SB-X> <SB-X> i had to add the lighting 1 setting
[06:45:43] <SB-X> <SB-X> sorry
[06:45:43] <SB-X> <SB-X> it has no lighting and segfaults on quit if no config. option is present
[06:45:53] <SB-X> what were the compile eerrors?
[06:46:00] <SB-X> it compiles for me
[06:47:48] <servus> Two bool functions did not return a value *anywhere*, and a uint32 hours was defined in a switch block, which is illegal in my compiler (the other cases skip the initialization)
[06:47:56] <servus> That, and the #warning is illegal to my compiler.
[06:48:45] <SB-X> I thought Kirben commented out the warnings
[06:49:17] <SB-X> the others I knew about and forgot to fix :\
[06:49:21] <servus> I did a completely new cvs checkout.
[06:50:46] <servus> Anyway. The program works fine for me. config/general/lighting == smooth works, config/general/lighting == old. config/general/lighting == none or the key doesn't exist makes for no lighting.
[06:51:17] <SB-X> did you try with the key not existing?
[06:51:55] <SB-X> it segfaults when i quit
[06:52:03] <servus> I did. Defaults to no lighting.
[06:52:21] <servus> Oh, hmm, I see.
[06:52:34] <servus> Just when you quit, though... *looks around*
[06:52:57] <SB-X> only when there is no key
[06:53:11] <servus> Yeah. Is there a preferred way for me to deal with that?
[06:54:28] <servus> Ah, it's not a problem with the no-key part... Just having none as the key segfaults. I'll fix that promptly
[06:54:43] <SB-X> heh
[06:54:58] <servus> The lighting *does* work for you though, right? <config><general><lighting>smooth</lighting></general></config> or instead of smooth, try original
[06:55:08] <SB-X> hmm i used 1
[06:55:21] <SB-X> must be outdated
[06:56:27] <SB-X> it works extremely well
[06:56:54] <SB-X> I don't have any preference for it except that there should be some default, you have to have lighting
[06:58:03] <servus> There. fixed. I was not allocating some arrays if you weren't using lighting, but I was still trying to free them because I didn't zero them out for the `if(p) free(p)`
[06:58:17] <servus> OK, the default is now original.
[06:58:41] <SB-X> oh
[06:58:42] <SB-X> good thanks
[06:59:34] <servus> Anything else you want changed before a commit?
[06:59:43] <servus> I feel like I do too many commits...
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[07:09:06] <sbx> is there less light with the smooth lighting than with original?
[07:15:01] <servus> It's roughly equal.
[07:15:57] <sbx> the smooth one looks one tile too small
[07:15:57] <sbx> take a look at object 23 in the dark
[07:16:15] <sbx> it is magic armor
[07:16:26] <sbx> compare in the different lighting styles
[07:16:29] <sbx> i just did that
[07:16:46] <sbx> to test
[07:17:23] <servus> How do I pop that up?
[07:17:53] <servus> Oh, that. That's authentic
[07:18:07] <sbx> talk to iolo and say spam 3 times them say humbug
[07:18:16] <servus> In the original, the smallest lighting globe was indeed a single tile, and not even a fully lit one
[07:18:27] <sbx> and get object 23, quality 0, quantity 0
[07:18:27] <sbx> heh
[07:18:33] <servus> Check it in the original.
[07:19:06] <sbx> so you are saying the "original" style lighting is inaccurate
[07:19:47] <sbx> because it is bigger
[07:21:30] <servus> No, I'm saying that the smooth lighting correctly emulates the original
[07:21:41] <sbx> and the original lighting doesnt?
[07:21:48] <servus> I just checked the magic armour at night in the original. A single half-lit tile is over the armour, and that's all.
[07:22:05] <servus> Want a screenshot of the original game?
[07:22:16] <sbx> sure
[07:22:27] <sbx> although I don't question you are accurate
[07:22:55] <sbx> I just noticed there seemed to be less lighting in smooth than original
[07:24:10] <servus>
[07:24:22] <sbx> thx
[07:24:27] <servus> I hope you agree that they are very similar. That's a comparison
[07:25:09] <sbx> yup
[07:25:14] <servus> In nuvie, the strange lightness to the right of the armour is not exactly my fault -- the fireplace next door is still being drawn by MapWindow
[07:25:54] <sbx> did you get the same pic with "original" lighting
[07:26:07] <servus> Maybe the smooth light is a *little* smaller, but this is offset by the easier viewing of the smooth
[07:26:09] <servus> Hmm lemme check
[07:26:47] <sbx> I never thought the smooth lighting was smaller than U6, just smaller than nuvie "original" lighting
[07:26:51] <servus> Hmm
[07:27:02] <servus> I seem to be adding 1 to each radius in original lighting mode!
[07:27:11] <servus> I see what you mean, then.
[07:27:19] <sbx> I didn't remember which was closer U6
[07:27:30] <sbx> but It looks like the avatar's light is more accurate in "original"
[07:27:37] <sbx> and too small in that screenshot
[07:27:58] <sbx> and the opposite with the armor :)
[07:28:14] <sbx> oh nm
[07:28:18] <sbx> my gamma was too low sorry :p
[07:28:57] <sbx> (that makes a difference with the smooth style)
[07:29:13] <servus> Indeed. I think the smooth lighting is pretty durn close to the original... as much as can be expected
[07:29:33] <sbx> it is, it's really good
[07:29:42] <sbx> now you will make object-casted shadows yes?
[07:30:11] <sbx> well im jk about that, what about flickering lightglobes?
[07:30:18] <servus> Heh. Does that mean that the smooth lighting is fast on your machine now? :-)
[07:30:20] <sbx> if you want
[07:30:24] <sbx> its very fast
[07:30:53] <servus> Bobbing globes? I'm not sure... how would I know which are supposed to 'flicker' and which aren't?
[07:32:22] <sbx> I'd guess they all do
[07:32:27] <sbx> big ones more than small ones
[07:32:59] <sbx> but it's not really a feature request just something you might want to try :)
[07:33:02] <servus> I'll look into it
[07:33:13] <sbx> im happy with the current lighting
[07:33:15] <sbx> ok
[07:33:23] <servus> I am currently re-tuning the light globes. They all have minor differences from the original.
[07:33:31] <servus> I did this with graph paper earlier... guess it was wrong
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[07:34:34] <sbx> you could say more light in nuvie is a "feature"
[07:34:37] <sbx> help you find the armors in the dark
[07:35:13] <servus> :-)
[07:35:27] <servus> So you don't think a change is needed?
[07:35:43] <servus> I was about to go and format my second drive for a dos partition and reinstall slack9
[07:38:21] <servus> Well... if someone wants to change it to be 'authentic', it's a simple matter -- no coding involved.
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[07:46:37] <EsBee-Eks> im going to sleep for now
[07:46:42] <EsBee-Eks> before my connection messes up again
[07:46:43] <EsBee-Eks> cya
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[10:38:43] <Yuv422> is std::string a class that I can subclass?
[10:38:52] <Yuv422> or is it a template?
[10:38:56] <wjp> it's a template
[10:39:00] <wjp> (hi, btw :-) )
[10:39:04] <Yuv422> hey
[10:39:07] <wjp> what do you want it to do?
[10:39:19] <Yuv422> I want to make a nuvie string
[10:39:35] <Yuv422> that can take a nuvie font and display itself on the screen
[10:39:50] <wjp> hm, I wouldn't make that part of the string class
[10:39:55] <Yuv422> right
[10:40:27] <Yuv422> just have my class has a string as an instance var?
[10:40:40] <Yuv422> hmm that didn't make sense
[10:41:02] <Yuv422> add a string instance var to my class
[10:42:20] <Yuv422> maybe I should just have a class that takes a font and renders any string given to it
[10:42:34] <wjp> or make that function part of the Font class
[10:42:41] <Yuv422> yeah
[10:42:54] <Yuv422> that's how it works ATM
[10:43:25] <wjp> in Pentagram we currently do the following: a Font class has a "RenderedText* renderText(string, width, height, align, blah, blah)" function
[10:43:53] <wjp> the RenderedText class has a "void draw(surface, x, y)" function
[10:44:07] <wjp> we have two Font subclasses: TTFont and ShapeFont
[10:44:26] <Yuv422> so RenderedText would be a bitmapped version of the string?
[10:45:17] <Yuv422> U6 has three fonts
[10:45:30] <Yuv422> MD has at least 2 fonts
[10:45:39] <Yuv422> I'm not sure about SE
[10:45:53] <Yuv422> maybe I need a font manager
[10:47:24] <wjp> RenderedText contains a bitmapped version of the string for a TTFont, and just the string in case of a ShapeFont
[10:47:39] <Yuv422> ah k
[10:47:40] <wjp> (a ShapeFont contains bitmaps itself anyway)
[10:48:06] <wjp> but a TTFont has to be rendered by SDL_ttf, then needs a border added, and we thought it would be best to cache that
[10:48:41] <Yuv422> all our fonts are bitmapped. ;)
[10:48:50] <wjp> U8's too
[10:49:06] <wjp> but they're unreadable, so we decided to experiment with SDL_ttf a bit :-)
[10:49:12] <Yuv422> cool
[10:50:04] <wjp> U6's fonts are quite readable, right?
[10:50:09] <Yuv422> yes
[11:12:27] <wjp> hm, reading back what I said, it seems I lied: RenderedText doesn't contain a string, it contains a list of strings with positioning information. (It's been word-wrapped and aligned already)
[11:12:49] <Yuv422> yeah that's what I'm working on now
[11:12:54] <Yuv422> for our MsgScroll class
[11:13:05] * wjp nods
[11:13:16] <wjp> I saw something about adding the ability to scroll in the logs?
[11:13:22] <wjp> that would be nice :-)
[11:13:27] <Yuv422> yeah
[11:13:42] <Yuv422> nuvie will be getting a scrollback buffer soon
[11:14:05] <wjp> btw, I've been wondering for a while: can you already save in nuvie?
[11:14:15] <Yuv422> no not yet
[11:14:22] <wjp> any plans?
[11:14:46] <Yuv422> hehe yeah but not before I fix the GUI and add a savegame manager
[11:15:11] <wjp> will you be using the original U6's savegame format or a custom one?
[11:15:16] <Yuv422> I was thinking of making a nuvie savegame format which packs the original savegame files into one file
[11:15:24] <wjp> sounds useful
[11:15:34] <Yuv422> but we will provide an unpacker
[11:15:41] <wjp> makes submitting savegames for bugreports much easier
[11:15:49] <Yuv422> yes
[11:16:05] <Yuv422> we can also add nuvie specific data into the save bundle too
[11:17:20] <Yuv422> I'll also add new game support to nuvie too
[11:17:33] <Yuv422> so people can create a new savegame in nuvie
[11:17:50] <Yuv422> without having to run the original in an emulator
[11:18:01] <Yuv422> just to generate the initial savegame
[11:18:31] * wjp nods
[13:31:23] <Yuv422> Time for me to go to bed
[13:31:35] <Yuv422> cya
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