#pentagram@irc.freenode.net logs for 15 Mar 2006 (GMT)

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[00:05:07] <watt> yeah..... the credits image does indeed need some work.
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[09:52:32] <wjp> Colourless: cool; I'll take a look when I get home
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[18:52:28] <wjp> hi Max
[18:53:10] <Fingolfin> hi Willem
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[22:18:16] <peewee_zz> I'm still awaiting source forge to approve my project so I have some free time. I'll take this time to ask one simple question. What does the dagger do when you double click it? It doesn't seem to try to pick locks, dip into poison, throw it, or back stab. I figured since you guys went through reprogramming the whole thing you'd know. (This question has plagued me since i first played u8 about 10 years ago)
[22:23:52] <wjp> you can get a wood reagent when you select a tree, and mushrooms when you select a mushroom patch
[22:23:55] <wjp> maybe some others
[22:24:25] <wjp> Dark-Star: I was thinking of scanning for a suitable bullet character to use in the .ttf
[22:24:27] <peewee_zz> Does it work on dead man's elbow? I never figured out why so many necromancer's had those
[22:24:51] <wjp> Dark-Star: with a small list of possible characters, and a fallback like a * or something
[22:24:59] <wjp> peewee_zz: no idea
[22:25:22] <peewee_zz> I'm sure that it doesn't because if i thought of it now i'd have thought of it a long time ago
[22:25:23] <peewee_zz> thanks
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[22:25:37] <wjp> Colourless: I was thinking of making PaintComposited work in screenspace
[22:26:24] <wjp> that way all coordinate scaling can simply be done by Gump*ToScreenSpace
[22:27:05] <wjp> and it's easier to keep the (x,y) and (w,h) parts of rectangles together by using a GumpToScreenSpace function that converts a rectangle
[22:27:08] <Colourless> i was originally going to do that... but decided against it for some reason
[22:27:38] <Colourless> but if you want to change it, do it now, before it becomes too hard
[22:27:55] <wjp> I have it mostly converted here locally
[22:29:09] <wjp> I'm not entirely convinced it's the right thing to do, but at least it allows us to easily prevent rounding artifacts
[22:29:45] <wjp> we can always reconsider when/if we add another use of the compositing functions
[22:37:50] <Dark-Star> wjp: well, I think it wouldn't be that bad if the options wouldn't have any bullet at all...
[22:38:12] <Dark-Star> wjp: though I've only seen very few converation options yet, might be that with higher numbers of possible answers it would get a bit distracting :)
[22:39:01] <wjp> one thing I should add is proper line-breaking rules
[22:39:20] <wjp> without spaces between words it's breaking at the strangest spots
[22:39:41] <Dark-Star> yes, especially the Avatar's name shouldn't be split by linebreaks
[22:40:15] <wjp> just before punctuation, and before the small ya/yu/yo are bad too
[22:41:38] <Dark-Star> before any small kana is bad I think (though I don't know if there's any other small kana in U8 or not -- like small 'a' or 'i')
[22:42:12] <wjp> hm, remind me what those two are used for?
[22:42:33] <Dark-Star> mostly in katakana words like names
[22:42:47] <Dark-Star> "party" for example is "pa-te(i)" with a little i
[22:43:00] <Dark-Star> "pa-te(i)-" actually
[22:51:57] <wjp> the character spacing probably need some work as well
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[22:52:33] <wjp> but unfortunately that's largely done by SDL_ttf and freetype
[22:54:43] <wjp> Colourless: I just committed the coordinate space changes
[22:57:33] <Dark-Star> hm, I think the spacing looks fine. Any specifics you don't like there?
[23:04:34] <wjp> with the mikachan ttf it seems rather cramped
[23:05:05] <wjp> (using the PB variety)
[23:06:28] <wjp> but maybe I'm just too easily intimidated by large blocks of kanji :-)
[23:20:15] <wjp> goodnight
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[23:23:48] <Colourless> screenspace character spacing is all about the hinting... too bad apple owns some vital patents on ttf hintinh
[23:23:53] <Colourless> *hinting
[23:24:52] <Colourless> freetype consequently doesn't (by default) support the hinting so it can output incorrect spacings (among other things)
[23:25:06] <Colourless> you 'can' compile with them enabled, but well, you'd be violating a patent...
[23:25:11] <Dark-Star> SDL_ttf uses FreeType for TTF rendering, doesn't it?
[23:25:29] <Colourless> yes
[23:25:44] <Dark-Star> it's just a matter of setting a #define, I think I have it enabled here, maybe that's why it looks not so bad for me... I should ask wjp for a screenshot tomorrow
[23:27:28] <Colourless> something i could do, for better or worse of an idea, is to have windows native ttf font support... not sure if its a good idea though
[23:27:58] <Colourless> would remove the dependency on SDL_ttf on windows and would have slightly better font rendering
[23:28:11] <Colourless> but would require a heap of platform specific code
[23:29:37] <Dark-Star> I don't know if it's really worth the trouble... I mean it's not that it looks _bad_ currently, and most people enable the hinting in freetype anyway
[23:30:18] <Dark-Star> and I just noticed that there seems to be an additional patent-free hinting algorithm implemented in freetype
[23:31:27] <Dark-Star> (TT_CONFIG_OPTION_UNPATENTED_HINTING in ftconfig.h)
[23:32:54] <Colourless> yeah probably not worth it at all
[23:44:57] <Dark-Star> I'm leaving, good night
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