#pentagram@irc.freenode.net logs for 16 May 2003 (GMT)

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[01:31:50] <servus> ive actually been working on uwadv! heh.
[01:32:12] <servus> (i havent seen anyone in the uwadv room for weeks so i thought id say it here ;)
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[11:31:44] --- Topic for #pentagram is: Pentagram: a game engine for Ultima 8 - http://pentagram.sf.net/
[11:31:44] --- Topic for #pentagram set by wjp at Sat Mar 15 22:48:22 2003
[11:33:31] <Cashman> the doors were interesting in the second movie! some new interesting parts there apart from the lead in - new information
[11:35:53] <servus> i havent seen it yet, shhh :-p
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[11:38:04] <DarkeZzz> Hi.
[11:39:08] <wjp> hi
[11:40:57] <Cashman> yeah I better compile latest cvs!! devon walks right!!
[11:42:16] * Cashman reads logs further..
[11:42:50] <Cashman> loud static!!
[11:42:54] <Cashman> hehe
[11:55:36] * Cashman updates his copy of pentagram! looks forward to seeing jesus
[11:55:57] <Cashman> well actually I've played U8 heaps so I know about devons majic tricks
[12:08:25] <Cashman> ....
[12:08:51] * DarkeZzz sweeps the random dots into a tidy heap.
[12:09:03] <Cashman> hehe
[12:09:30] <Cashman> so now Darke that there is some npc animation! which I find amazing somes been implemented already!
[12:09:48] <Cashman> makes things more interesting for some people like me! - even though I like looking at the usecode
[12:10:06] <Cashman> whats happening at the moment with pentagram!? more animation implentation
[12:10:09] <Cashman> ??
[12:11:13] * DarkeZzz looks at his copy of pentagram. It's currently compiling.
[12:11:18] <wjp> more animation?
[12:11:29] <wjp> animation is pretty much done AFAICT
[12:11:57] <wjp> (except for animation of the avatar, that is)
[12:11:57] <Cashman> really!!
[12:12:05] <Cashman> ok trying to finish the compile
[12:18:39] <Kirben> readme could use an update, for config file changes.
[12:18:58] <Cashman> yeah we all been getting info from changelog
[12:20:34] <wjp> oh, right, we have a readme :-)
[12:20:57] * DarkeZzz hunts around for a usecode animation to trigger to see if they're working. *grin*
[12:21:57] <wjp> Kirben: thanks; updated
[12:22:15] <Cashman> you can never roll up bedrolls again right!! because you just get period of time to sleep?
[12:22:22] <Cashman> hmm if I can remember
[12:22:40] <Cashman> the campfire bedroll is the only one thats unrolled ever..
[12:22:50] <Cashman> hehe there go my dots again .................................
[12:22:52] <Cashman> pacman
[12:28:35] <Kirben> SDL window could use a proper title too.
[12:29:03] <Cashman> hehe yah
[12:29:16] * DarkeZzz finishes building shelves he started lastweekend, but couldn't finish because he lacked a very important tool... a hammer.
[12:29:29] <servus> half done with the doors... pleh *zzz*
[12:29:40] <Cashman> hehe funny stuff
[12:29:46] <Cashman> Darke - just use ur head
[12:29:52] <Cashman> heheh - use ur head
[12:29:56] <Cashman> ouch...
[12:30:30] <servus> http://4.60.125.19/images/uwadv/door%20collage.jpg i hope (!!) you can tell where mine end and the old ones begin ;-)
[12:31:20] * DarkeZzz glances at the clock and hmms... 10:30pm... ah well, the people downstairs will probably just assume he's being very enthusiastic on the bed with a girlfriend he doesn't have or something. *shrug* Noise isn't for too long. *grin*
[12:31:42] <wjp> lol
[12:32:25] * DarkeZzz just moved from hardwood floor downstairs, to carpeted floor upstairs. the sound is still loud, but rather softened. *grin*
[12:33:17] <Cashman> hehe
[12:33:20] <DarkeZzz> servus: Right where they go from looking nice and clean, to making my eyes water is the delination. *grin*
[12:33:36] <Cashman> devon aint moving for me!
[12:34:32] <servus> ooh purty colours
[12:34:32] * DarkeZzz returns to his muffled hammering and nailing things.
[12:35:08] <Cashman> is devon ment to actually move - or is this some behind the scenes usecode triggering?!
[12:41:53] * DarkeZzz ahhs. Much better. Provided he doesn't hit his thumb and end up hopping around yelping and moaning in pain, making people think something *really* kinky is going on, he'll survive with his dignity intact.
[12:42:18] <servus> tell 'em you're doing the bunnyhop ;-)
[12:42:50] <Cashman> hello I'm confused about devon moving!
[12:42:57] <Cashman> he aint moving
[12:53:24] <Cashman> 2003-05-15 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>
[12:53:24] <Cashman> * world/actors/*, graphics/AnimDat.*: read/play animations
[12:53:24] <Cashman> * kernel/Application.cpp: press 't' to make Devon walk a bit
[12:53:24] <Cashman> hmm I see we really need a readme aye!!
[12:53:24] <Cashman> I only just looked at the changelog
[12:53:24] <servus> you mean pentagrams not done already? are we there yet? are we there yet?
[12:53:24] <Cashman> what the nooooo.. just devon
[12:53:24] <Cashman> I know that its a small step at a time - I've been reading the logs
[12:53:30] <servus> id offer to help with the programming but i dont think anyone here respects me enough to give me cvs commit access or permission ;)
[12:54:00] <Cashman> oh
[12:54:18] <Cashman> well the teams been going good for like a year
[12:54:38] <Cashman> I think Darke, colourless, wjp, kirben are a great team
[12:55:06] <servus> i made a u8 graphics/chunk viewer in qbasic when the game first came out, does that count? :P
[12:57:28] <Cashman> hehe I made a map viewer and a shapes animator but it didnt use any of the real animation code
[12:57:38] <Cashman> I got to go
[12:57:40] <Cashman> gtg
[12:57:44] <Cashman> hehe
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[12:58:23] <servus> ah, to be the lowly mediocre artist :-)
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[14:09:22] * Darke flicks through today's spam... refinancing... chat rooms... eleven emails all inviting him to 'improve his performance in the bedroom'... *looks left, looks right, looks under bed* Y'know, just between you and me, I *really* don't think Viagra's going to improve my performance at coding pentagram. Really.
[14:24:50] * wjp hmms
[14:24:56] <wjp> let's see... what should I work on next
[14:25:12] <wjp> I guess moving items around between object lists would be nice
[15:13:34] * wjp is writing down some stuff about Items to organize his thoughts on the matter
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[16:09:41] * Darke decides he's been using superior text editors too much. He just tried to :wq in notepad.
[16:09:47] <wjp> lol
[16:10:06] <wjp> I've seen ":wq" in several text files
[16:10:17] <wjp> apparently it's not an uncommon mistake :-)
[16:10:23] <Darke> Surprisingly enough... This Did Not Work(tm). I obviously need to file a bug report to Microsoft.
[16:10:29] <Darke> Yup. *grin*
[16:11:37] <Darke> I occasionally hit <esc> in kdevelop too, when I think I'm in 'insert' mode in vi. *grin* But I've been coding too much in a terminal recently, so that's expected.
[16:14:14] <wjp> there, Devon doesn't disappear anymore after he's walked too far off-screen
[16:15:19] <Darke> Cool. It happened even when he didn't walk off screen, btw. I even followed him one time, keeping him on screen at all times until he suddenly disappeared at one particular spot. *grin*
[16:15:37] <wjp> yeah, it's off-the-original-screen
[16:18:18] <Darke> Ahh.
[16:19:05] <wjp> Devon permanently stayed in the item list of his original position
[16:19:25] <wjp> so the renderer didn't even consider drawing him when his original position was too far off-screen
[16:22:08] <Darke> Makes sense. *grin*
[16:50:33] <wjp> so... what's next...
[16:50:39] <wjp> maybe I'll go fish a bit more :-)
[16:52:13] <wjp> I wonder what Item::shoot() should do exactly
[16:52:30] <wjp> probably move an item to a given point
[16:52:33] <wjp> with a given speed
[16:52:56] <wjp> with a given something-unknown
[16:53:22] * Darke thinks wjp seriously needs a hobby is he's going to wander off and 'fish' ingame fish. *grin*
[16:53:50] <wjp> well, it's one of the few pieces of usecode that runs from the startup screen
[16:54:09] <wjp> so getting those to run produces easy results :-)
[16:54:45] <wjp> oh great, it's only called about 4 times
[16:55:06] * Darke snickers.
[16:55:07] <wjp> the two parameters are either (0x20, 0x02) or (0x40, 0x01)
[16:55:52] <wjp> death disk and dart are (0x40, 0x01)
[16:55:56] <wjp> fish is (0x20, 0x02)
[16:56:56] <wjp> so, time to do some projectile-trajectory calculations :-)
[16:57:21] * wjp mumbles something about wind speed/direction, air friction, gravity
[16:57:53] <Dark-Star> anyone got a C++ standard around?
[16:58:00] <Dark-Star> If I do: "some_func(f(), f(), f());" , is the order in which the f()'s are called defined or implementation-dependant?
[16:58:05] <wjp> I have Stroustrup here
[16:58:06] * Darke would suggest SOHCAHTOA would be more then enough. *grin*
[16:58:14] <wjp> undefined, I'm pretty sure
[16:58:27] * Darke is pretty sure it's undefined.
[16:58:50] <wjp> I think argument evaluation order is only fixed for operators like || and &&
[16:59:32] * Darke seems to remember tripping over it with exult by accident and getting a "don't do that" from fingolfin when things broke horribly, since gcc reverses the order of execution on big endian hardware. *grin*
[16:59:35] <Dark-Star> hmmm... actually, I'm not sure about that...
[16:59:53] <wjp> yes, only the comma operator, && and || have a defined order
[16:59:55] <Dark-Star> that's exactly my problem, I did something similar to exult's endian-independant file I/O
[17:00:11] <wjp> (Stroustrup section 6.2.2)
[17:00:21] <Dark-Star> and MSVC turns the evaluation order around with full optimizations turned on
[17:00:37] <Dark-Star> i.e. I'm doing "in.get() | (in.get() << 8) | ..."
[17:00:47] <wjp> that won't work
[17:00:57] <Darke> That won't work. I did something similar and it broke things.
[17:01:42] <Darke> Just steal the code out of exult's file handling stuff. It'll do what you want. *grin*
[17:10:58] <wjp> bbl, dinner
[17:21:06] * Darke ooooohs. He can crash pentagram now if he tries to animate the poor guy too fast. *grin*
[17:25:35] <wjp> you can?
[17:25:42] <wjp> asserts?
[17:25:48] <Darke> Yup.
[17:26:38] <wjp> I probably put two checks in the wrong order
[17:27:31] <wjp> oh, nvm
[17:27:32] <wjp> silly me
[17:41:39] <wjp> we'll need to start thinking about how to save all game state too
[17:41:57] <wjp> e.g., an ActorAnimProcess has to save its state
[17:42:53] <wjp> and whatever we use to hurl items around too
[17:44:22] <wjp> the good thing is that because of the whole Process system, everything is implicitly saved in Process objects
[17:45:43] * Darke suggests xml-save files as he quickly flees wjp's vicinity! *grin*
[17:48:33] * Darke suggests '$(My Documents)/My Games/Pentagram' as the default homedir for pentagram under windows. It's what some of the newer games are choosing recently he's seen. *grin*
[17:48:57] * Darke gets the vague feeling he's suggested that before. Ah well.
[17:49:20] <wjp> I'm not planning on getting involved with windows path issues :-)
[17:50:42] <Darke> I know. I just thought Colourless might like the idea. It neatly solves the $HOME problem (or rather the lack-of-$HOME problem) under windows. *grin*
[17:52:44] * wjp nods
[17:54:24] <Darke> Of course, by far the simplest solution is to convert all windows users to become linux users. This is where the plethora of orbital mind control satellites comes in handy. *nodnod*
[17:58:53] <Darke> Hmm... do we have any portable 'mkdir' functions floating around? For obvious reasons the work directory may not exist, so it'd be nice to... y'know, create it? *grin*
[17:59:00] <wjp> exult has one
[17:59:47] <wjp> (since for similar reasons the gamedat directory may not exist ;-) )
[18:00:00] * Darke 'borrows' it. Like he borrowed the orbital mind control satellites from Microsoft. What can he say, Administrator password was 'password'.
[18:03:46] <Darke> Hmm... all things considered, it's tempting to just do `system("mkdir -p $dir");` *grin*
[18:04:38] <wjp> why?
[18:05:12] <wjp> should be "mkdir -p \"$dir\"", btw :-)
[18:05:14] <Darke> It creates the parent directories along with the subdir.
[18:05:29] <wjp> and you need to quote $dir...
[18:05:32] <wjp> and ...
[18:05:33] * Darke just figured it'd be a 'good' idea or something. *grin*
[18:05:51] <Darke> Yeah I know. Was just using $dir as example. *grin*
[18:06:32] <Darke> Would probably end up looking like: `system((string("mkdir -p ")+dir).c_str());` *grin*
[18:16:15] * Dark-Star shudders
[18:28:05] <Darke> What? Have you never witnessed the glory of the stl as wielded by an extremely sleep deprived rabbit at 5am in the morning before?
[18:30:38] * Darke decides to hop off to sleep, before he damages anyone else's psyche by actually implementing that! Night!
[18:31:33] --- Darke is now known as DarkeZzz
[18:32:24] <wjp> night :-)
[18:32:55] * DarkeZzz might implement it anyway, just to break people's branes. It can't hurt to have more people as sane as himself, can it? *innocentlook*
[18:33:59] <wjp> I think I'd add a "bool create = false" parameter to FileSystem::addVirtualPath
[18:34:14] <wjp> (or whatever we named that thing)
[18:34:27] <DarkeZzz> Yup. That's what I was going to do. *grin*
[18:34:36] <wjp> great :-)
[18:36:21] * DarkeZzz is just wondering if he should walk backwards along the directory tree if he can't create the current directory, (until he reaches / or drive:\ and fail then), then walk fowards again til the full path is created. Probably not the best idea to do though, since it might make a mess. Erroring out might be better. *grin*
[18:37:34] <DarkeZzz> A hard error ("Couldn't access or create requested directory 'foo'.") probably would be the best solution to that.
[18:38:54] <DarkeZzz> Anyway, sleep to do. *grin* Night once more!
[19:43:01] <wjp> hm, not bad.. 127 commit mails this last week
[19:43:27] <wjp> (which is one sixth of total amount of commit mails)
[21:20:53] <wjp> hm, possible meaning of the flag to doAnim: interrupt current animation
[21:53:23] <wjp> pop(uint16, uint16, uint8) -> pop to coords
[21:53:28] <wjp> pop(uint16) -> pop into container
[21:53:41] <wjp> pop() -> pop to previous location?
[21:54:17] <wjp> popToEnd(uint16) -> not sure... seems to be used to give things to the avatar at times
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[22:07:00] <servus> in my version of windows, you can create a directory in a directory that doesnt exist, and it will create all necessary directories to hold the last directory you want to create
[22:07:34] <servus> md c:\blah1\blah2\blah3\blah4 creates all four of those directories... windows path issues indeed:P
[23:39:30] <Dark-Star> the question is whether this is a feature of the "md" program or of the "mkdir()" system call...
[23:44:37] <servus> "_mkdir can create only one new directory per call, so only the last component of dirname can name a new directory.", its a feature of "md" :-p
[23:46:42] * Dark-Star was too lazy to look it up himself...
[23:50:28] <Dark-Star> 'night
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