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[12:54:50] <sbx> "Radscorpions? What's so rad about them?" "It's short for RADIATION, !@#$%^&!" "Who are these people who think that mutated scorpions... are so rad?" "You suck!"
[13:19:39] <Darke> Heh.
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[13:54:33] <wjp> hi
[13:55:59] <Colourless> hi
[13:56:21] <Colourless> so you want to create 'secondary' render surfaces
[13:57:02] <wjp> I think we pretty much have to for the skf player
[13:57:18] <Colourless> going need it for scalers too :-)
[14:00:33] <sbx> hi Colourless
[14:07:55] * wjp kicks his code a couple of times to make it behave
[14:19:44] --- sbx is now known as sbx|afk
[14:34:12] * wjp kicks himself a couple of times to make his code behave
[14:34:35] <wjp> much more effective :-)
[14:40:26] * Darke is glad he didn't suggest whipping the code to bring it into line then. O.o
[14:41:16] * Darke removes mind from gutter and puts it back into it's sealed-for-your-protection jar.
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[15:16:41] <Colourless> you know, the gumps directory is getting 'messy'. U8 related gumps should be in a U8 directory or something
[15:17:54] <wjp> hm, you have a point
[15:21:48] <Colourless> the 'quit' gump doesn't act as standard user interface component should. If you click "yes" and drag your mouse away, then release the button it should NOT actually quit
[15:22:13] <Colourless> currently if you press Yes, it will always quit
[15:22:41] <Colourless> so on mouse up there needs to be a check to see if the mouse is over the button. If not, do nothing
[15:24:14] <wjp> all buttons have that problem currently
[15:24:34] <wjp> should probably submit a bugreport to keep us from forgetting
[15:29:11] <wjp> ok, looks like the skf player is somewhat working now
[15:29:38] <wjp> (using an ugly hack of using the same buffer for both a Texture and a SoftRenderSurface<uint32> as a backbuffer)
[15:30:22] <wjp> now I just need to get it to use the right palette
[15:30:32] <wjp> but the Palette class is rather complex :-)
[15:31:55] <wjp> what should I initialize xform_untransformed to?
[15:36:42] <Colourless> hey, i'm almost done here :-)
[15:37:14] <Colourless> doing that is a hack :-)
[15:37:36] <Colourless> you are asking for problems
[15:37:44] <wjp> I thought I might be
[15:38:11] <wjp> so what's the proper way to load a palette and have a shape use it?
[15:38:24] <Colourless> i'm adding in support for Textures to actually have the same format as the back buffer
[15:39:06] <Colourless> Palette manager does that stuff
[15:39:44] <Colourless> or callrendersurface->CreateNativePalette
[15:39:45] <wjp> but that needs an 'xformds'
[15:41:32] <Colourless> just set xform_untransformed to all zeros
[15:43:06] <wjp> interesting, the origin/LB logos are _red_ now :-)
[15:43:22] <wjp> and the guardian's hand is blue... :-)
[15:43:59] <wjp> but I think I'll blame that on the texture/softrendersurface hack for now
[15:46:20] <wjp> the 'mood' of the last scene in the endgame is totally different with R/B switched :-)
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[15:54:24] <sbx> Blue guardian was the good brother, Red was evil
[15:54:54] <Colourless> well, my 'real' render to texture stuff seems to be working :-)
[15:55:44] <Colourless> i guess i'll commit it for wjp
[16:13:18] <Colourless> wjp it's committed
[16:14:40] <Colourless> uh. I forgot to mention in my commit message use RenderSurface::CreateSecondaryRenderSurface(width,height) to create a render to texture surface
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[16:14:49] <watt> hi
[16:14:51] <Colourless> hi
[16:16:40] <wjp> hi
[16:17:59] <wjp> now that's strange... not a single merge conflict
[16:18:01] <wjp> :-)
[16:18:05] <Colourless> :-)
[16:18:25] <Colourless> that's what you think.... un noticed merge conflicts are always the worse kind :-)
[16:20:12] <wjp> very true :-)
[16:20:42] <wjp> Tetxture?
[16:20:50] <Colourless> where?
[16:20:59] <wjp> virtual Texture *GetSurfaceAsTetxture() = 0;
[16:21:05] <Colourless> :-)
[16:21:33] <Colourless> hey, my spelling abilties while coding is just as bad as here on irc :-)
[16:21:45] <Colourless> like you didn't already know that though
[16:27:41] <wjp> colours are much better now :-)
[16:28:06] <Colourless> :-)
[16:28:30] <Colourless> how are you making the player? As a gump?
[16:29:08] <wjp> I have a MovieGump and a SKFPlayer
[16:30:51] <wjp> although the MovieGump really is just a really thin frontend for SKFPlayer
[16:31:25] <Colourless> the abstraction might be useful
[16:36:45] <wjp> hm, the palette stuff isn't ideal currently
[16:37:47] <wjp> PaletteManager is linked to a fixed RenderSurface while I need a palette on a secondary surface
[16:38:12] <wjp> or is it guaranteed that a native palette for the main rendersurface works with the secondary one too?
[16:38:55] <Colourless> yes
[16:39:03] <wjp> ok, that's good
[16:39:07] <Colourless> secondarysurface has the same format as the main one
[16:39:14] <wjp> so I can use PaletteManager's transform functions
[16:39:20] <Colourless> yes
[16:40:28] <Colourless> I'm probably going to change rendersurface->CreateNativePalette to static RenderSurface::CreateNativePalette() anyway
[16:40:55] <Colourless> that stuff doesn't 'need' to be specific to the device
[16:44:06] <wjp> hm, wait a sec... I can't use the transforms to fade out since the palette is irrelevant at that point
[16:44:33] <wjp> this is kind of annoying
[16:45:01] <Colourless> what do you mean?
[16:46:09] <wjp> well, the fade in/out effects would have to be applied while drawing the secondary buffer
[16:46:37] <wjp> since the secondary buffer itself always has to be faded in because you'd lose information otherwise
[16:47:18] <Colourless> ah yeah
[16:47:30] <Colourless> you need blended drawing
[16:47:59] <Colourless> (i.e. blending the secondary buffer with a colour while blitting)
[16:50:48] <wjp> well, just 'darkening' by a variable amount would be enough
[16:51:14] <wjp> bbl, dinner
[16:52:03] <Colourless> i'll add a 'blitfaded' function
[16:55:48] <sbx> Is there a way to correctly report the murderer of Richard Wright if you don't have great intelligence?
[16:56:32] <sbx> in Fallout2
[16:56:41] <sbx> The only answer to "Why would the Salvatore's do this" is "I don't know. Maybe you should ask them." and I get no exp
[16:57:26] * sbx will use some Mentants if he can't get the correct info from another npc.
[16:57:35] <sbx> Mentats
[17:00:53] <Colourless> i've no idea
[17:08:34] <sbx> no problem
[17:09:04] <sbx> I need to remember this isn't a help channel, and check some walkthroughs or something before asking here. :)
[17:11:49] <Colourless> wjp: committed a FadedBlit() function
[17:17:18] <Colourless> it'll do what you want. You can fade with any colour you want
[17:17:27] <Colourless> commit message has the details\
[17:18:00] <wjp> sbx: hm, I _think_ somebody else can supply the reasoning but I'm not sure
[17:18:27] <wjp> although I do seem to remember using mentats at some point during that Wright murder quest
[17:20:08] <wjp> Colourless: so if I want to fade to black I'll have to blend with RGB=0, and decreasing A?
[17:21:09] <Colourless> yes
[17:21:19] <Colourless> uh, no
[17:21:23] <wjp> no, increasing
[17:21:24] <Colourless> increasing a :-)
[17:21:29] <wjp> that's what I meant :-)
[17:21:45] <Colourless> :-)
[17:28:12] <wjp> well, timing is totally wrong, but overall it seems to be working
[17:29:09] <wjp> hm, segfaulting in the SoftRenderSurface destructor
[17:29:19] <wjp> I wonder if I deleted something I shouldn't have
[17:29:29] <wjp> can I delete the secondary surface?
[17:32:16] <Colourless> yeah
[17:32:28] <Colourless> but don't delete the texture
[17:37:50] <wjp> ~Texture is deleting the buffer
[17:38:41] <wjp> (when deleting the texture in ~BaseSoftRenderSurface)
[17:39:38] <Colourless> oh
[17:39:47] <Colourless> uh.
[17:40:39] <Colourless> line 32 of Texture.cpp just add in a if (format != TEX_FMT_NATIVE)
[17:41:14] <Colourless> texture stuff is going to be somewhat changed and I can't be bothered putting in a real fix for that
[17:46:23] <sbx> wjp: went ahead and doped up to get the Jet bottle and responses... $630 (Mentats) is worth it for 4000xp
[17:47:20] <Colourless> :-)
[17:47:37] <wjp> I'm thinking sounds should probably cause the movie to wait until the sounds has finished playing
[17:48:28] <Colourless> i've used drugs a few times in fallout to boost my stats so i could do something that i wasn't normally able to do
[17:48:38] <wjp> me too
[17:48:46] <wjp> mentats mostly
[17:49:11] <wjp> and once to get strong enough to armwrestle a mutant :-)
[17:49:27] <Colourless> :-)
[17:49:28] <wjp> hm, peculiar
[17:49:43] <wjp> when I get the fades in the wrong spot for eintro they're in the wrong spot for endgame
[17:49:49] <wjp> s/wrong/right/
[17:50:32] <Colourless> so right spot in intro, wrong spot in endgame
[17:50:43] <wjp> yes
[17:50:49] <wjp> trying the other way around now :-)
[17:51:59] <wjp> hm, I can't even get the endgame itself consistent
[17:52:13] <wjp> maybe I should be counting shapes instead of objects
[17:57:58] * wjp hmms
[17:58:34] <Colourless> yes?
[17:58:38] <wjp> somewhat better, but still not quite right
[18:03:40] <wjp> hm, in the endgame I can get the fadeouts working ok and I can get the fadeins working ok, but not at the same time
[18:03:53] <wjp> so I'm guessing they should be handled differently
[18:04:38] <wjp> kind of looks like it should be loading a new image before fading in but not before fading out
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[18:10:45] * wjp sighs
[18:11:07] <wjp> how hard can this be... :-)
[18:13:33] * wjp wonders if he should go play some Deus Ex and try again tomorrow :-)
[18:13:53] <Cless|Away> sounds like a fine idea :-)
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[18:39:25] <Dominus> hi
[18:41:47] <Dominus> hm, that hint for Fallout 1 or 2, about a random encounter on a bridge (hint: answer with a question) sounded a bit like Monty Python
[18:49:31] <wjp> yes, that's where it's from
[18:56:43] <sbx> he asks, "What is your name?"
[18:56:49] <sbx> "What is your quest?"
[18:57:06] <sbx> and "What is the minimum requirement for the Quick Pockets perk?"
[18:57:23] <sbx> i think its quick pockets
[18:58:27] <sbx> and you can guess what happens if you give him the correct answer
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[20:23:17] <Colourless> going
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[20:31:57] <watt> got plaques and graves working.. kinda.. need to be able to center the text
[20:48:18] <wjp> there's an alignment option to the rendertext function
[20:49:46] <wjp> font->renderText(text, remaining, maxwidth, 0, TEXT_CENTER)
[20:49:58] <wjp> you'll have to do vertical alignment manually
[20:53:25] <watt> hmmm.. ok
[21:11:55] <watt> guess this would be best... probably don't want the ttf font on graves and plaques
[21:23:10] <watt> that's interesting.. they appeared to use * as a endline char for graves and plaques
[21:26:00] <wjp> well, ttfs should be insertable transparently
[21:26:22] <wjp> the 'plan' is to have a FontManager which automatically returns ttfs instead of ShapeFonts for selectable fonts
[21:26:37] <watt> cool.
[21:27:03] <wjp> hm, a special char we're not handling yet?
[21:28:48] <wjp> in normal text a ~ counts as a linebreak
[21:29:25] <watt> just asterisks... could just search and replace the string for them... Unless you think the font system should handle it
[21:29:43] <wjp> depends
[21:30:16] <wjp> mainly on if * is used as a normal printable char in other text
[21:31:37] <wjp> hm, it's used a special char in conversations too
[21:33:49] <wjp> it may be a 'page break' in conversations, even
[21:35:05] <wjp> and stars occur in books too
[21:35:31] <watt> we should make note of this. u8fonts.txt a good place?
[21:36:36] <wjp> Font.cpp right above typesetText has a partial list
[21:37:12] <watt> ok.
[21:56:33] <watt> well, only one real problem left. The font doesn't appear to space properly in rows.
[21:56:40] <watt> the slightly overlap
[21:57:32] <watt> s/the/they/
[22:06:12] <wjp> vertical overlap or horizontal overlap?
[22:12:14] <watt> vertical. I think.. er.. the next line of text below overlaps the above line by a pixel or two. Although I think the getSize on RenderedText returns the correct value
[22:12:39] <watt> for height.
[22:19:58] <wjp> might need a negative vlead for those large fonts
[22:32:06] <sbx> Redding has great atmospheric music
[22:33:31] <sbx> Fallout 2 has a little more variety in music than Fallout
[22:59:34] <wjp> I should be going; g'night
[22:59:38] <sbx> bye
[23:03:15] <watt> night
[23:29:30] <watt> hmmm.. I need to start writing those saveData and loadData methods.. although, I not quite sure what should be aved.
[23:29:39] <watt> s/aved/saved