#pentagram@irc.freenode.net logs for 14 Nov 2004 (GMT)

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[05:48:12] <Darke> Ok... headscratching time. GCC gives this warning to me:
[05:48:25] <Darke> ./world/actors/WeaponOverlay.h: In member function `const WeaponOverlayFrame* AnimWeaponOverlay::getFrame(unsigned int, unsigned int, unsigned int) const':
[05:48:26] <Darke> ./world/actors/WeaponOverlay.h:43: warning: comparison of unsigned expression <0 is always false
[05:48:26] <Darke> ./world/actors/WeaponOverlay.h:44: warning: comparison of unsigned expression <0 is always false
[05:48:26] <Darke> ./world/actors/WeaponOverlay.h:45: warning: comparison of unsigned expression <0 is always false
[05:48:33] <Darke> Relating to this bit 'o code:
[05:48:43] <Darke> const WeaponOverlayFrame* getFrame(unsigned int type,
[05:48:44] <Darke> unsigned int direction,
[05:48:44] <Darke> unsigned int frame) const {
[05:48:44] <Darke> if (type < 0 || type >= overlay.size()) return 0;
[05:48:44] <Darke> if (direction < 0 || direction >= 8) return 0;
[05:48:44] <Darke> if (frame < 0 || frame >= overlay[type].frames[direction].size())
[05:48:46] <Darke> return 0;
[05:49:33] <Darke> And I'm not really sure whether it's just someone being paranoid and wacking the < 0 tests in there, or whether the types really should all be 'int's rather then 'unsigned int's.
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[07:22:00] * Darke Is Amused(tm). The Avatar waving his arms as he tries to attempt not to fall off the edge of a sleeping roll is... err... amusing. *grin*
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[11:50:56] <wjp> Darke: oh, the types of those arguments probably switched from int to unsigned int at some point, yes :-)
[12:26:02] <Darke> Cool. I'll get rid of the < 0 tests, then commit it with the whole raft of other warnings I've removed.
[12:26:51] * Darke has cleaned up most of the code, save for the 'gumps' and the horrible mass of warnings audio code. The audio warnings are just scary. O.o
[12:32:35] * Darke has also cleared up a few oddities with derived classes overloading `func() const functions with non-const versions. Looks like they were just forgotton, but he's a pickybunny. *noddle*
[12:32:59] <wjp> good :-)
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[12:40:04] <Darke> Another odd question. With Item::Lerped::shape (and 'frame' too), is there any particular reason they're sint32? All other shape/frames I can see (even directly within Item:: itself) are uint32?
[12:40:42] <Darke> Do we have any relative 'number' arithmetic relating to shapes/frames that would cause us to store a negative value in either, anywhere?
[12:42:13] <Darke> Hrm... looks like we're assigning Item::shape into an Item::Lerped::shape (same with frame) anyway. I guess they should all be uint32.
[12:43:56] <Darke> Compliments on whoever wrote the Item:: stuff too, it's very pretty code. *grin*
[12:51:57] <Colourless> what Item:: stuff
[12:53:41] <Darke> The large mass of I_* intrinsic functions.
[12:54:49] <Colourless> mostly willem
[12:55:29] * Darke does an "All Hail WJP!" bunnydance!
[12:56:10] * Darke returns to pokeing code. *pokepoke* Aieee! It's alive! *huddlehide!*
[12:58:03] <wjp> yes, you'll want to be careful with that pentagram code... it can be vicious at times ;-)
[12:58:30] <Colourless> it is 'evil' after all
[13:06:44] * Darke nodnodnods!
[13:08:16] * Darke ponders putting it in a stasis chamber, or behind high security stuff. But that just causes most evilness to break out, slaughter the entire bases' personel (save for one or two 'lucky' people), and go on a destructive rampage.
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[13:09:16] <wjp> Darke: yeah, that won't work. Better to carefully pay some attention to it from time to time, fix some bugs occasionally, and make it feel appreciated
[13:09:54] * Darke does commit-thing. Hopefully it'll look less cranky when he compiles it next, now. *grin*
[13:22:32] <wjp> looks like we can almost-but-not-quite start using -Werror now :-)
[13:24:33] <Darke> Heh. With the warnings my set are generating there's more lines of errors, then there is lines of compiler commandline within most files in the audio directory. *grin* I need to work out what the heck most of that stuff does, before I start tinkering with it. *grin*
[13:25:00] <Darke> s/errors/warnings/
[13:26:53] <Darke> They're all 'old style cast' or 'non used parameter' warnings, afaict though. So they're not exactly important. *grin*
[13:27:28] <Colourless> and easily fixed i imagine
[13:28:11] <Colourless> and all written by me obviously
[13:32:22] <Darke> Hrm... yeah, a lot seem easily removed. I just removed about 2/3rds of them in one file by modifying two defines.
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[15:10:05] <wjp> I guess it's time for another news update as well
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[15:30:07] <wjp> I wonder how we should determine how far you can throw items
[15:30:10] <Darke> "More Intrinsics added. Reaching code added, so you won't act like you've got 10m long arms. You'll die more elegantly. Code will no longer growl as viciously at you should you try to run it with full warnings enabled"? *grin*
[15:30:24] <Darke> Based on strength?
[15:30:34] <wjp> strength and weight of item, probably
[15:30:59] <Darke> I know! I know! "Like how the original did it!" *grin*
[15:30:59] <wjp> in the original you can throw light items as far as you can see
[15:31:12] <wjp> heavier items depend on the weight
[15:31:18] <Darke> Yup.
[15:31:19] <wjp> a fairly full bag couldn't be thrown at all
[15:31:39] <wjp> after removing some things from that bag I could throw it halfway the screen
[15:32:08] <edbgon> yes i noticed that i could no longer move things across the screen anymore after the last cvs compile
[15:32:09] <wjp> maybe I'll just make it linear in strength and inversely linear in weight
[15:47:49] <edbgon> hmm i seem to have had a problem with daemon's crag.. bane acts like i have already killed the other guy by getting the truename
[15:48:27] <edbgon> doesn't seem to be a gamestopper though
[15:49:01] <wjp> what do you mean exactly?
[15:49:15] <edbgon> well.. the conversation is odd
[15:49:19] <edbgon> i can get a quicksave here soon
[15:49:51] <edbgon> i never had a chance to do the part of the story where i find the truename of one or the other
[15:50:17] <wjp> strange; that worked fine for me when I tried it
[15:50:57] <edbgon> ah fuck... i hit f8..
[15:51:01] <edbgon> it will be a while then
[15:51:02] <edbgon> :)
[15:51:27] <wjp> do you know how to have multiple saves?
[15:51:56] <edbgon> no
[15:52:05] <edbgon> unless by copying the quicksave
[15:52:12] <wjp> open the console (~) and type "GUIApp::saveGame name-of-file"
[15:52:18] <edbgon> ah ha ok
[15:52:25] <wjp> loading goes with GUIApp::loadGame
[15:52:56] <wjp> (it has tab-completion on the command names, so G<tab>s<tab> saves some typing :-) )
[15:53:12] <edbgon> ooh good :)
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[15:57:06] <edbgon> ok
[15:57:08] <edbgon> i have the savegame now
[15:57:17] <edbgon> http://slapo02.studbost.vxu.se/erics/dcrag
[15:58:08] <Colourless> our savegames really 'should' append on an extension
[15:58:50] <wjp> hm, I don't care much either way
[16:00:33] <wjp> edbgon: what did you do in daemon's crag exactly before this savegame?
[16:02:03] <edbgon> well, when i arrived from the catacombs, the cutscene where you first arrive at the lava area was messed up
[16:02:20] <edbgon> and then i went to activate the teleporter than went to bane's place
[16:02:27] <edbgon> and it was acting strange
[16:02:40] <edbgon> the first cutscene was cut off halfway through or something
[16:03:38] <wjp> the one with Beren?
[16:03:50] <edbgon> i believe so
[16:04:48] <wjp> it works for me when I load my savegame from when I just entered daemon's crag
[16:04:58] <edbgon> ok... strange.. mayybe it was my fault
[16:05:11] <wjp> you didn't use any 'demo' cheats?
[16:05:13] <edbgon> the conversation is working now after i have the tongue of flame
[16:05:21] <edbgon> no i shouldn't have
[16:21:12] * wjp adds some flag debugging console commands
[16:26:00] <wjp> strange
[16:28:55] * watt notices a busy bunny and fires up his compiler
[16:30:02] * Darke is not really busy, more... err... sleeping. *fwump* Night!
[16:30:20] * Colourless stares at the bunny
[16:33:24] <wjp> I don't get why Bane is there
[16:33:37] <watt> Bane is where?
[16:33:40] <wjp> the 'acolyteKilled' global is zero
[16:33:56] <wjp> she's in Vardion's house pretending to be first acolyte
[16:34:28] <watt> but Vardion is alive?
[16:34:33] <wjp> BANE::schedule teleports her to Vardion's house only if acolyteKilled == 2 && goToInnerSanctum == 1
[16:34:40] <wjp> yes, Vardion is alive
[16:35:52] <watt> maybe they just decided to be friends after all :-)
[16:36:50] <wjp> well, they _are_ standing awfully close... :-)
[16:37:05] <wjp> (on the same spot, to be exact)
[16:37:16] <watt> sexyu
[16:37:28] <wjp> interestingly when I leave Daemon's Crag and come back, Bane is back in her own home
[16:39:13] <watt> maybe she's in Vardion's house by default and moved if he's still alive? Just missed the move? /me uneducated guesses
[16:39:43] * edbgon should have had a savegame before hand
[16:40:44] <wjp> watt: no, the schedule function always moves her
[16:44:54] * watt shrugs
[16:51:40] <wjp> edbgon: did you ever use the "key" cheat?
[16:51:56] <wjp> (click on the avatar, select "key")
[16:52:24] <wjp> it should've said something like "You now have the key."
[16:53:05] * watt hmmms... Think I'll do some Quake2 inspired HIDManager changes... first would be not using SDL_Events in the bindings. Hmm again... replace with a simplier Event structure that only contains info we might care to use?
[16:57:01] <watt> Yeah, I think that's what I want.
[17:01:38] <edbgon> i may have accidentially clicked it
[17:02:06] <edbgon> my mouse is annoying, im almost sure i have now...
[17:04:12] <wjp> had you already talked to Bane in that savegame you sent?
[17:04:23] <edbgon> yeah
[17:04:41] <wjp> ok, I think that explains all the flags then
[17:05:04] <edbgon> sorry for that then
[17:05:10] <wjp> no problem :-)
[17:05:25] <edbgon> but i did notice another problem
[17:05:33] <edbgon> but
[17:06:04] <edbgon> i do not know if it is related to the "key" thing... after killing malchir, i could not leave the obsidian fortress
[17:07:25] <edbgon> and to get into his inner sanctum, i had to leave the map and return before the teleport pad worked
[17:08:02] <wjp> oh, yes, that's an interesting bug
[17:08:10] <wjp> it's caused by the screen being bigger than 320x200
[17:08:26] <Colourless> fast area too large?
[17:08:29] <wjp> yes
[17:08:49] <wjp> you can't get far away enough from the teleporter for it to reset itself
[17:09:04] <edbgon> ahh ok
[17:09:26] <edbgon> well, i could set my screen at 320x200 :)
[17:09:29] <edbgon> and be original
[17:09:34] <edbgon> hehe
[17:09:48] <wjp> hm, that makes me wonder...
[17:10:13] <wjp> what happens if you load a savegame with a different fastarea size than it was saved with?
[17:10:29] <Colourless> i 'think' i handle that
[17:11:12] <wjp> bbl, dinner
[17:12:05] <edbgon> ive already discovered that :)
[17:12:23] <edbgon> it will just resize the outside window, but will not update the inside correctly until you change maps
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[17:26:24] <Dominus> hi all
[17:26:39] <Dominus> something I just thought about while reading the log
[17:27:11] <Dominus> feature request: log enabling of cheats (those that come with the game and those we might one day implement)
[17:29:06] <Dominus> might be a good way to trace those annoying forum posts in the future
[17:31:02] <wjp> did you know there was a 'makeAvatarACheater' intrinsic? :-)
[17:31:28] <Dominus> nope
[17:31:39] <Dominus> what does it do (besides the obvious)
[17:32:25] <wjp> I don't know if it actually does anything
[17:32:57] <wjp> it's only called by usecode when entering the click-on-avatar cheat menu
[17:33:14] <Dominus> he he,maybe we can hijack it :)
[17:34:44] <Dominus> I *really* think it might be useful to track in savegames what cheats get activated in the game. Only for bug reports traceback
[17:35:41] <wjp> would be kind of hard to track specifically for usecode cheats
[17:36:14] <Dominus> I guessed so. well, something to keep in mind, perhaps
[18:04:49] <watt> hmm.. still not sure how to handle the joystick axis here... oh well.. some day I'll figure that out
[18:10:20] <Dominus> don't feel too bad. not even the original crusader team got it ever right :)
[18:24:03] <watt> hehe. Well, actually it's more that I don't know how I even want to represent the axis movement... thinking it could act as mouse or as a button also, but that also only makes sense for 2 axes josticks I think
[18:24:30] <watt> hmm.. I don't have music.
[18:26:16] <watt> but my exult has music.... hmmm
[18:28:25] <wjp> the startup logs should have some info
[18:29:02] <watt> says it's trying Timidity... that's about it
[18:29:24] <wjp> do you have timidity patches installed? if not, try a different midi driver
[18:29:37] <wjp> it should probably be skipping timidity if it can't find a timidity.cfg
[18:29:46] <Colourless> pentagrams timidity is internal in pentagrm
[18:29:54] <Colourless> exult uses timidty from sdl_mixer
[18:29:56] <wjp> yes, but the patches aren't
[18:30:15] <watt> hmm... I should have the patches
[18:31:32] <wjp> then you may have to set timiditycfg=/usr/share/timidity/timidity.cfg in pentagram.ini (or wherever your timidity.cfg is)
[18:31:39] <watt> yup
[18:32:12] <watt> I don't think anything has changed since the last time it was working
[18:33:10] <wjp> oh, wait a sec
[18:33:21] <wjp> is it just not working at the starting map or nowhere?
[18:34:26] <watt> hehe... starting map only
[18:38:27] * Colourless decides to 'fix' that problem
[18:39:50] <watt> hmm.. how about "Do" for the console command that executes hidbindings?
[18:39:58] <wjp> should simply be a matter of triggering the music egg in U8Game::startInitialUsecode
[18:40:15] <Colourless> don't know if it's supposed to do that though
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[19:22:43] <watt> mwa hwa hwa hwa..
[19:24:50] <Colourless> something evil and funny?
[19:24:58] <watt> kinda both.
[19:25:06] <watt> actions are scriptable now
[19:26:21] <Dominus> uh yeah, scripts....
[19:26:22] <watt> granted that a little boring since you can't move with them yet, except for the quickmover
[19:26:44] <watt> but I can toogleCombat from command line
[19:26:54] <watt> s/toogle/toggle
[19:41:05] <watt> hmm.. the "do" command is a bit annoying to type out
[19:43:53] <edbgon> dö
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[20:04:12] <Dominus> http://nolte-net.de/en/article/lego_disk.html Harddisk tuning by LEGO
[20:05:38] <edbgon> yeah legos :)
[20:07:31] <watt> awesome
[20:33:41] <watt> there we go.. each binding has it's own command now (so I can tab complete :-) )
[20:33:52] <Dominus> :)
[20:33:53] <watt> added 27 console commands.
[20:34:29] <wjp> s/it's/its/ ;-P
[20:35:06] <wjp> oh, btw, you broke compilation
[20:35:10] <watt> eh. I don't speak english
[20:35:11] <wjp> QuickItemGump.h ?
[20:35:12] <watt> ?
[20:35:25] <watt> oh crap.. that again
[20:42:18] <watt> there we go.. think I got it.
[20:42:50] <watt> someone needs to kick me hard enough to have a separate experimental snadbox sometime....
[20:43:16] <watt> I keep starting crap and not finishing and then forgetting to can it properly
[20:57:28] <Dominus> bye
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[20:59:07] <wjp> watt: I had several of those as well :-)
[21:02:19] <watt> I also need to stop making typos.... I have no idea what a snadbox is :-)
[21:10:11] <wjp> hm, me neither :-)
[21:20:43] <edbgon> alright, played through u8 thanks to you fellas :)
[21:20:52] <wjp> that was fast :-)
[21:21:05] <edbgon> not really hehe
[21:21:05] <wjp> I guess not having to worry about combat overly much speeds it up a bit, though ;-)
[21:21:10] <edbgon> yeah absolutely
[21:21:14] <edbgon> and having the arrows
[21:21:16] <edbgon> and hackmover
[21:21:21] <edbgon> and infinite backpack space
[21:21:22] <edbgon> hehe
[21:21:56] <edbgon> i just had to read the story again
[21:23:32] <wjp> and even that is easier with the new ttf font ;-)
[21:24:43] <wjp> so I guess pentagram is completable again... that's good :-)
[21:38:38] <edbgon> yeah, i did enable the ttf font, it is much easier to read at my resolution
[21:41:32] <edbgon> and some of the timidity patches sounded really nice
[22:04:21] <wjp> well, good weekend for pentagram :-)
[22:04:27] <wjp> lots of commits
[22:04:46] <wjp> time to go... 'night
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[22:25:56] <edbgon> excellent work
[22:25:59] <edbgon> 'night
[22:27:17] <sbx> hi
[22:30:01] <edbgon> hi
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