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[10:32:46] <wjp|busy> Colourless: other option on how to cut back idMan sizes: reduce the number of available ids :-)
[10:33:02] <wjp|busy> a couple of hundred (or say 1000) process IDs should be plenty
[10:33:31] <wjp|busy> objects should be a bit higher, but I guess 16K would be enough
[10:33:57] <wjp|busy> (it could even be made to grow dynamically should the limit be exceeded)
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[11:23:49] <Cashman> Willem - well done on optimizing the save/loading..
[11:26:51] <Cashman> oh and
[11:26:51] <Cashman> Teleport!!!!!!!!
[11:26:52] <Cashman> Unloading map 5
[11:26:52] <Cashman> Unloading Fixed items from map 5
[11:26:52] <Cashman> Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[11:27:19] <Cashman> - when teleporting to the grave yard
[11:28:14] <Cashman> hmm it sometimes crashes on teleports - not very often though
[11:29:59] <Cashman> hmm now I can't access backpack - its a container in a way right! it doesnt appear to exist after my last save
[11:31:15] <wjp|busy> I didn't optimize saving/loading
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[11:32:24] <Cashman> ok well for some reason loading is much faster! must be my system
[11:33:42] <Cashman> ok does this make sence - start a new game,bring up the backpack, savegame, reload and it crashes
[11:33:52] <Cashman> is this very much expected to you guys at the moment
[11:34:06] <Cashman> ?
[11:34:40] <Cashman> plus sometimes I can explore a bit and save/load but the backpack doesnt exist - thats 2 things
[11:37:04] <Cashman> UCSTRINGS: ok
[11:37:05] <Cashman> UCGLOBALS: ok
[11:37:05] <Cashman> UCLISTS: ok
[11:37:05] <Cashman> APP: ok
[11:37:05] <Cashman> KERNEL: ok
[11:37:05] <Cashman> WORLD: ok
[11:37:07] <Cashman> CURRENTMAP: ok
[11:37:09] <Cashman> Unknown Object class: PaperdollGump
[11:37:11] <Cashman> OBJECTS: failed
[11:37:13] <Cashman> MAPS: ok
[11:37:15] <Cashman> Assertion failed: desktopGump, file kernel/GUIApp.cpp, line 1626
[11:46:20] <wjp|busy> don't save while containers are open
[11:46:52] <wjp|busy> (not yet, anyway)
[11:47:01] <Cashman> ok thanks for that!
[11:47:11] <Cashman> obviously that will change in the future
[11:47:16] <wjp|busy> obviously :-)
[11:49:38] <Cashman> 512Mb USB 2.0 Kingmax Flash Drive - Geez this is nice new flash stuff!
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[12:10:02] <Colourless> hi
[12:22:04] <wjp|busy> hi
[12:33:37] <Colourless> no.... your alternative solution to reducing the number of obj ids is... unacceptable! :-)
[12:33:48] <Colourless> s/obj //
[12:49:39] <wjp|busy> it is?
[12:51:07] <Colourless> bah, of course not :-)
[12:51:18] <wjp|busy> ;-)
[12:51:49] <Colourless> getting idman to allocate more ids if there isn't enough is fine with me
[12:52:17] <wjp|busy> maybe double the size when it's 75% full or something
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[12:52:28] <Colourless> yes i was thinking the same thing
[13:01:34] <wjp|busy> sf stats are really broken currently...
[13:01:38] <wjp|busy> we're at 0%...
[13:01:58] <wjp|busy> CVS stats seem to be 0
[13:03:34] <Colourless> no!
[13:03:38] <Colourless> it's the end of the world
[13:06:01] <Cashman> lol - yeah I though wtf when I saw that
[13:06:21] <Cashman> though+t
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[14:19:07] <Colourless> hmm, you know, Microsoft's Mangaged C++ might actually be a 'good' thing.... it has *gasp* garbage collection in C++ code.
[14:19:53] <Colourless> not that i would ever use it
[14:23:03] <Colourless> one nasty problem, which is 'just' what we need... it will create lazy C++ programmers, who don't call delete... just what we need
[14:23:07] * Colourless sighs
[14:24:22] <wjp|busy> speaking of deleting... we clean up pretty well
[14:24:36] <wjp|busy> amount of leaked memory is pretty low
[14:24:39] <wjp|busy> (but not zero)
[14:25:24] <wjp|busy> (on program termination, I mean, btw)
[14:25:57] <Colourless> any idea of where the problems are?
[14:26:21] <wjp|busy> I'll take a look when I get home
[14:26:31] <wjp|busy> don't have the necessary tools here
[14:27:05] <wjp|busy> some ifstreams created by ReadFile, IIRC
[14:27:13] <wjp|busy> and I think Configuration leaked a bit too
[14:27:47] <wjp|busy> and valgrind said the Args class leaked a full megabyte, but I doubt that
[14:28:21] <Colourless> 1 mb... interesting
[14:29:07] <wjp|busy> IIRC, allocated somewhere in string
[14:29:19] <wjp|busy> I haven't really checked Args to see if it does any weird stuff
[14:30:21] <Colourless> doesn't look like it's doing anything odd to me
[14:33:34] <Colourless> destructors properly get called here
[14:40:28] <Colourless> it might be getting confused because the destructors are all inline
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[15:00:42] <wjp|busy> time to go home; bbl
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[15:41:41] <wjp> back
[15:43:01] <Colourless> sb
[15:43:08] <Colourless> wb
[15:43:10] <wjp> thx :-)
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[18:02:22] <wjp> hi
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[19:19:04] <wjp> yikes
[19:19:13] <wjp> savegame is down to 130Kb zipped with the new idMan
[19:42:32] <wjp> oh, old savegames are broken again :-)
[19:59:23] <wjp> and again :-)
[20:06:41] <wjp> hm, now savegames are really broken :-)
[20:21:12] <wjp> item's parent field wasn't set for contained items
[20:24:33] <wjp> fixed without breaking savegames ;-)
[20:25:27] <Fingolfin> so you mean I can now cvs up ? :-)
[20:47:03] <wjp> Fingolfin: it should be relatively save, yes :-)
[20:47:18] <Fingolfin> ah =)
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[21:05:00] <Dominus> hi
[21:05:22] <wjp> hi
[21:06:10] <Fingolfin> ah well I can't compile current CVS anyway
[21:06:17] <Fingolfin> because system header conflict with Palette
[21:06:30] <wjp> Pentagram::Palette? :-)
[21:08:02] <wjp> want me to change it?
[21:10:03] <Fingolfin> I already started
[21:17:00] * wjp hmms
[21:17:06] <wjp> wasn't there a keyring in one of the barrels near the docks?
[21:17:41] <Dominus> yep
[21:19:10] <Dominus> and it was there at some point in Pentagram :-)
[21:19:58] <wjp> yes :-)
[21:22:05] <Dominus> hmm, compiling takes a while now...
[21:22:08] <Fingolfin> errr
[21:22:19] <Fingolfin> world/GravityProcess.cpp, line 111 and following
[21:22:23] <Fingolfin> world/GravityProcess.cpp:111: warning: right shift count >= width of type
[21:22:26] <wjp> yes, we know :-)
[21:22:31] <Fingolfin> why ?!?
[21:22:33] <wjp> Colourless said he'd fix it
[21:22:52] <wjp> I think it was a "/" being converted to a ">>"
[21:22:57] <wjp> but not quite finishing it :-)
[21:24:10] <Fingolfin> he
[21:24:31] <Fingolfin> well for now it's a nice arcane way to say "0"
[21:24:41] <wjp> yes :-)
[21:24:59] <wjp> or -1 if they're signed & negative
[21:26:22] <Dominus> hey since when does the head get eaten in the execution scene?
[21:26:31] <wjp> for a while now
[21:26:31] <Dominus> pleasent surprise
[21:26:45] <wjp> roughly since you could drown
[21:26:46] <Fingolfin> I wonder if Font and Texture will conflict with anything
[21:26:49] <Dominus> only lithos leaves some "artifacts" in the screen
[21:27:00] <Fingolfin> you can drown ?!? since when did I forget how to swim ??
[21:27:12] <wjp> you try swimming with that amount of steel on you :-)
[21:27:23] <Fingolfin> weeeelll
[21:27:32] <Fingolfin> if I hack my strength up to 217, it should work!
[21:27:45] * Fingolfin adds a enable-swim-mode-for-high-strength feature request
[21:28:03] <Dominus> he he, that'S one of the good sides of U9, with full blackrock armor you really are in danger of drowning
[21:28:07] * wjp deletes some ridiculous feature request just entered by someone named "Fingolfin"
[21:28:31] <wjp> oh, oops. Uh, hi Fingolfin :-)
[21:28:40] <Fingolfin> hey what a coincindence, this guy seems to have the same nick as I
[21:28:55] <wjp> must be that frenchman artaxerxes knows
[21:28:58] <Fingolfin> hey! somebody deleted my new FR! Grmbl §$&%! should fire all those stupid people
[21:29:07] <Fingolfin> who's that anyway, some guy called "Willem"...
[21:29:14] <Fingolfin> wjp: yeah!
[21:29:25] <Fingolfin> Palette is in Pentagram now
[21:31:19] <wjp> now... _where_ did that keyring go?!
[21:31:36] <Dominus> hm, keyring works now it seems
[21:31:41] <wjp> eh?
[21:32:04] <wjp> define "works" and "now" :-)
[21:32:10] <Dominus> at least getting a key on it
[21:32:23] <Dominus> not the actual ->target work
[21:32:25] <wjp> hm, are you playing the same pentagram as I am? :-)
[21:32:46] <Dominus> do you want my savegame?
[21:32:55] <wjp> how are you adding a key? dragging it over it?
[21:33:19] <Dominus> doubleclick key -> keyring and voila
[21:33:22] <Dominus> key is added
[21:33:52] <Dominus> don't remember if that is how it was done in the original but I can check if you want
[21:34:01] <wjp> yes, that's how it was
[21:34:30] <wjp> hey, it does work
[21:34:48] <wjp> unlocking things with it works too
[21:35:05] <wjp> so there's just the issue of being able to drag items into it :-)
[21:35:10] <Dominus> I couldn't lock the chest in the guardhouse again
[21:35:41] <wjp> me neither
[21:36:00] <wjp> trap didn't explode either
[21:36:08] <Dominus> yep
[21:36:19] <wjp> although the one in the other guardhouse does explode
[21:36:48] * wjp hmms
[21:37:00] <wjp> still drawing editor items in containers
[21:38:49] * wjp wonders if the trap detection/destruction scrolls work
[21:39:27] <wjp> it detects one in the non-locked one
[21:39:31] <wjp> but not in the locked one
[21:40:22] <wjp> btw, I can't re-lock the chest with the key itself either
[21:40:25] <wjp> (not on the keyring)
[21:40:47] <Dominus> I'm going to test with the original real quick
[21:45:25] <Dominus> the trap doesn't go off in the original as well
[21:45:34] <Dominus> and you can't relock it there as well
[21:45:59] <wjp> that's good, then :-)
[21:46:14] <Dominus> and in the original you need to doubleclick a key and click on the keyring to add it
[21:46:18] <Dominus> no dragging
[21:46:22] <wjp> yeah, I know
[21:48:06] <Dominus> ok, then you want it to work otherwise?
[21:48:29] <Dominus> which would be nice :-)
[21:48:42] <wjp> no, it currently does support dragging
[21:48:44] <wjp> which is bad :-)
[21:48:50] <wjp> (since you can drag any item at all into it)
[21:49:00] <wjp> with no way to get them out...
[21:49:01] <Dominus> you can?
[21:49:05] <wjp> yes ;-)
[21:49:16] <wjp> I hope it'll automatically be fixed once I add weight/volume
[21:49:23] <Dominus> reminds me of the virtue stones in Exult
[21:50:17] <Dominus> they had swallowed the whole interior design of the british museum once (if you remember) ;-)
[21:50:43] <wjp> not really, but virtue stones are rather special, so it doesn't surprise me :-)
[21:50:58] <wjp> must've accidentally read the items after them as contents
[21:51:28] <Dominus> yeah something like that. they were pretty heavy as well :-)
[21:58:02] <Dominus> pentagram is already pretty cool.
[22:02:28] <wjp> yeah ;-)
[22:02:35] <wjp> now if only it didn't lose that keyring...
[22:03:55] <Dominus> hmm, you really should keep an eye on that item, it is quite useful
[22:04:32] <Dominus> I can't wait to play TGWDS when we might actually support them.
[22:05:08] <Dominus> with some decent interface and movment keys...
[22:05:43] <Dominus> the two times I tried them I was turned back by the movement system
[22:06:58] <wjp> hm, it's not even loading a keyring
[22:07:13] <wjp> I wonder if they added it post-patch
[22:07:23] <wjp> does it show up for you in pentagram?
[22:07:30] <Dominus> yeah
[22:07:39] <wjp> why didn't you say so? :-)
[22:08:02] <wjp> bingo
[22:10:17] <wjp> right, with that mystery solved I can now go to bed :-)
[22:10:21] <wjp> 'night
[22:10:24] <Dominus> night
[22:10:36] <wjp> Fingolfin: does it compile now, btw?
[22:20:15] <wjp> hm, got distracted a bit; really going now :-)
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