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[01:15:07] <Dominus> bye
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[10:33:28] <sg1-cashman> wjp - please contact me at firstname.lastname@example.org, I have been working on my map viewer and I have found that the format in fixed.dat is basically the same. I wish to know if ur source file display.cc is the main one in which you load the map file and display parts to the screen when you wish
[10:34:10] <sg1-cashman> I am having a bit of trouble working out how to scroll a map by converting the coordinates of the part I wish to display to fit with the actual screen coordinates.
[10:34:11] <sg1-cashman> thanx
[10:35:42] <sg1-cashman> If there is anyone else wondering why I am having trouble I dont understand c++ really, just some basic syntax as I am a basic programmer
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[12:36:53] * Jett pawwaves. Hi!
[12:37:45] <Colourless> you... i've seen you before
[12:37:48] * Jett has -finally- got his socks proxy and stuff working from his hope machine, so he can not only irc, but acquire cvs updates. *grin* No email yet though *eardroop* due to the annoying way of things working. But he's working on it.
[12:37:52] <Colourless> tried to convince me you were someone you werent
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[12:38:55] <Darke> Better? *grin*
[12:39:05] <Colourless> there is a reason you left?
[12:39:53] <Darke> I joined with this nick and considered tormenting you a little with two characters. But decided I was too tired. *grin*
[12:40:33] <Colourless> well, gee, i think it would just hurt you more. you're on a modem to as well remember :-)
[12:41:38] * Darke shrugs. If the only use you're making of 5kbps is two irc clients and a muck client, I can see there being bandwidth to spare. *grin*
[12:41:42] <Colourless> i get the feeling that wjp is attempting to destroy the universe... he made a heap of directories and committed some source files :-)
[12:42:38] * Darke giggles.
[12:43:02] <Colourless> of course the source files are rather sparse :-)
[12:46:47] * Darke snickers.
[12:50:48] <Darke> As to the logs...
[12:51:21] <Darke> I was considering just adding the weapon damage stuff to usecode. All things considered it really should be there. *grin*
[12:51:36] <Colourless> indeed it 'should'
[12:51:39] <Darke> The directory structure seems to make sense to me too. *grin*
[12:57:03] <Darke> AI and such would also be nice in usecode, just from the 'easy to configure' point of view, but it'll probably have to be hard coded at least at the start.
[12:58:01] <Colourless> i personally wouldn't want to put ai into usecode. it would be awkward
[12:59:12] <Darke> Admittedly it would be mostly calls to internal functions with some usecode logic between them. I just figured it'd make it easier to configure different actors to react differently in the world. But I do think it'd be a bit of a pain.
[13:00:13] <Colourless> maybe have some ai hooks that would potentially allow it to be done in the future, but it's not needed for any of the current games
[13:25:20] * Darke nodnods.
[13:25:40] <Colourless> took your time to reply then :-)
[13:27:09] <Darke> Was distracted by these weird human creatures that exist here and there. *grin*
[13:28:04] <Colourless> :-)
[14:46:11] * Darke wanders off for this 'sleep' stuff. *grin* Night!
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[21:41:51] <sg1-cashman> how's ur directory structure going there wjp
[21:43:40] <sg1-cashman> bugger someone wants the phone..
[21:44:02] <wjp> hi
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[22:08:43] <sg1-cashman> hey wjp here again! I'm on my dial-up modem
[22:12:38] <sg1-cashman> you there?? -sound very busy
[22:18:29] <wjp> busy, but here
[22:18:45] <sg1-cashman> how is the dir structure doing
[22:18:57] <wjp> dir structure was the easy part :-)
[22:19:09] <sg1-cashman> ok
[22:19:26] <wjp> filling it with files, and filling those files with code is in the interesting part :-)
[22:20:35] <sg1-cashman> yeah! - hey would it be an idea to look at ur display.cc code if I am stuck on drawing a chunk of the map to screen
[22:21:48] <wjp> sure
[22:21:58] <wjp> well, not display.cc itself
[22:22:24] <wjp> Map.cc, Glob.cc are relevant
[22:22:50] <sg1-cashman> maybe I need to go and get tuts on tile scrolling.. I see the maps have x,y as big as e.g. 30,000, I have made a prog that shows statistics on a map and can draw all the shapes in that map but not in the correct places as I'm stuck on getting those big x,y numbers and making them small and in proportion so that I can apply a screen formula to them
[22:23:25] <sg1-cashman> map.cc and glob.cc! thanx I'll have a look
[22:25:04] <sg1-cashman> the map format is very much the same in crusader!
[22:25:59] <sg1-cashman> hey I loaded up ur map viewer with the crusader fixed.dat and I see that the formuals are quite different
[22:26:12] <wjp> which formulas?
[22:26:56] <sg1-cashman> well I can display e.g. map 1 and the map isnt layed out all that great! unless my other guess is becuse you cant display globs correctly yet
[22:27:56] <sg1-cashman> anyways you are working on ultima 8 not crusader so yeah
[22:28:34] <wjp> well, there's still the issue that all shapes after 1122 are missing
[22:28:49] <wjp> so the maps probably won't look all that great
[22:28:58] <wjp> I think it's much better in the crusader demo
[22:28:58] <sg1-cashman> true!
[22:29:05] <wjp> (which doesn't seem to have the shapes problem)
[22:29:18] <wjp> you should bug colourless to fix the converter sometime :-)
[22:30:14] <sg1-cashman> yeah could do that! - I'm not worried, just that I thought id see how ur mapviewer coped currently with crusader maps
[22:30:37] <wjp> the screenshot on our homepage looks quite good
[22:30:46] <wjp> (that was taken from our map viewer)
[22:31:03] <sg1-cashman> which screenshot? a cru map
[22:31:12] <sg1-cashman> or a u8 map
[22:32:05] <sg1-cashman> yeah I see
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[22:32:18] <wjp> hi Darke
[22:32:25] * DarkeWork pawwaves. Hi all!
[22:33:09] <sg1-cashman> I see there that its just the glob problem
[22:34:00] <wjp> any idea how the mod opcode is supposed to behave with negative operands?
[22:34:03] <wjp> :-)
[22:36:39] <DarkeWork> It's mod effectively 'remainder'? I would presume the same way you'd do the remainder of a div in 'real' arithmetic. *grin*
[22:37:01] <DarkeWork> -9 mod 3 == -1?
[22:37:02] <wjp> well, C's % does things a little differently
[22:37:06] <DarkeWork> s/-9/-10/
[22:37:21] <DarkeWork> I thought that _was_ how C did things. *grin*
[22:37:43] * DarkeWork has never used it too much to find out though. *grin*
[22:38:12] <wjp> ah, interesting
[22:38:18] <wjp> that is how C does things :-)
[22:38:51] <wjp> I generally prefer mod returning values between 0 and modulus-1
[22:41:22] <wjp> I was under the weird impression that C returned negative values as-is
[22:42:40] <wjp> anyway, as you may have guessed I'm currently undertaking the challenging task of coding the arithmetic opcodes :-)
[22:42:51] * DarkeWork thinks that's how the underlying assembly does it too. *grin* He only remembers it being referenced in a 'c++ traps' email/webpage sometime in the past. *grin*
[22:42:53] <DarkeWork> Ooooh!
[22:43:40] <wjp> I'm currently converting all operands to signed when popping, and back to unsigned when pushing
[22:44:01] <wjp> not entirely sure if I really want to do that, seeing how it doesn't matter anyway
[22:45:35] * DarkeWork nods. Probably no effect, yes.
[22:48:13] <wjp> do you remember if booleans were 16 bit?
[22:53:14] <wjp> hm, nvm
[22:54:44] <DarkeWork> All bools are 16bit.
[22:55:29] <DarkeWork> You can actually see code where they've got a 32bit value returned from a function then done the dword->word op then tested if it's true or not. *grin* Quite amusing in a twisted sort of way.
[22:55:57] <wjp> what about the 32bit boolean opcodes?
[22:56:17] <wjp> 0x30 is NOT, 0x31 is NOT LONG...
[22:56:34] <wjp> is the input and/or the output 32 bit?
[22:56:52] <wjp> or is this one of our guessed non-occuring opcodes?
[23:05:21] <sg1-cashman> Wjp in map.cc I cant see anywhere code that cuts the x,y values which are big in maps down so that you can use a formula to put that part of the map on screen, Still looking through ur code even though its sorta hard to understand
[23:05:59] <sg1-cashman> ?? even though I havnt managed to understand a lot of ur code yet am I thinking about displaying a part of the map the wrong way?
[23:06:28] <wjp> IIRC, we have 'sx' and 'sy' variables, which are added to all the coordinates
[23:06:41] <wjp> if you use the arrow keys, you change these variables
[23:06:51] <sg1-cashman> ok thanx
[23:06:54] <wjp> the drawing functions then only draw the objects that are actually on-screen
[23:17:12] <wjp> ugh, past midnight already
[23:17:16] <wjp> time to commit and call it a night
[23:18:22] <sg1-cashman> ok bye for now wjp!
[23:20:16] <wjp> I'm not quite gone yet :-)
[23:21:03] <sg1-cashman> over hear its like 12.20 pm - 12hr diff
[23:21:14] <sg1-cashman> i'm in new zealand
[23:21:53] <wjp> 12:20pm? no work/school/college? lucky you :-)
[23:22:21] <sg1-cashman> I have break from college at the moment! I work part time 2 days a week
[23:23:00] <wjp> hm, come to think of it I officially am on break too this week
[23:23:16] <sg1-cashman> work?? colledge?
[23:23:18] <wjp> it's just that one class is going on until next week, and I still have lots of homework to do
[23:23:34] <sg1-cashman> school? colledge? which one
[23:23:35] <wjp> university (I'm a 5th year math student)
[23:24:38] <sg1-cashman> I'm at a polytechnic! - similar to uni, I am doin a diploma in cisco computer networking and other telecommunication stuff, I have done some electrical techition courses as well
[23:25:09] <wjp> ah cool, networking is pretty interesting
[23:25:36] <wjp> very interesting, even :-)
[23:26:08] <sg1-cashman> 5th year math student! aye - yeah networking is very interesting! I've been doin a whole 6 months on setting up local lans with routers and router configuration and stuff, messing around with the os and hardware registers and stuf
[23:26:32] <sg1-cashman> my course is 2 years
[23:26:47] <wjp> I have some minor networking experience from doing semi-sysadmining at my uni
[23:26:50] <sg1-cashman> + the other stuff that I have been doin, what do you plan to graduate as
[23:27:13] <wjp> (I'm technically in user support, but I tend to help out wherever possible with the 'real' sysadmin jobs :-) )
[23:28:02] <wjp> anyway, I should really be going now :-)
[23:28:06] <wjp> see you later
[23:28:08] <sg1-cashman> good luck! l8erz
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[23:31:30] <DarkeWork> (not long) I don't think that's used. Hopefully will remember to check up on that tonight. *grin* I'm pretty sure it returns a word though.
[23:45:14] <DarkeWork> Easiest way to find out would be to `grep -A 2 ": 31" eusecode.flx` and just check for any dword->word ops straight after.