#pentagram@irc.freenode.net logs for 1 Aug 2005 (GMT)

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[07:34:47] <servus> A special pentagram themed quote tonight: "I used to believe in what they taught us at Sunday School," said Ashley, conjuring up an ancient spell to summon Cerebus, the three-headed hound of hell. "But the Harry Potter books showed me that magic is real, something I can learn and use right now, and that the Bible is nothing but boring lies."
[07:46:04] <Colourless> hehe
[07:54:14] <wjp> :-)
[08:04:32] <wjp> Colourless: did you see my note about the u8 patch? It patches u8shapes.flx
[08:05:15] <wjp> meaning that I'll have to look into the possibility of making our shapes decompressor generate identical output as the original one :/
[08:06:39] <Colourless> hmm no i don't think i did see
[08:07:50] <Colourless> but that is a problem
[08:08:47] <wjp> probably (hopefully) just a matter of writing a sufficiently efficient RLE function
[08:09:50] <wjp> I'll have to compare the two .flx files sometime
[08:10:29] <wjp> minor detail: the original shrinks the .cmp file while it's growing the .flx fil
[08:10:51] <wjp> (i.e., the total disk space used stays roughly constant while it's decompressing)
[08:11:41] <wjp> a totally irrelevant detail, I should add :-)
[08:11:42] <Colourless> my decompressor doesn't recompress the shapes though
[08:11:57] <Colourless> it keeps the runs the same as in the cmp file
[08:12:23] <Colourless> i think they do some tricks
[08:12:57] <wjp> my decompression tool in 'old' does recompress them, but apparently not efficiently enough
[08:18:32] <wjp> do you have any U8 or crusader versions not yet in the md5 table, by the way?
[08:19:42] <Colourless> would need to check my remorse cd buti don't think so
[08:28:36] <wjp> one other thing I was considering is adding a 'dontfall' flag to an ActorAnimProcess
[08:29:03] <wjp> which would be set when it's called by a PathfinderProcess
[08:30:33] <wjp> although I should probably try to find and fix any remaining fastarea-related problems first :-)
[08:31:03] <wjp> (since those would potentially be masked by such a dontfall flag)
[08:32:11] <Colourless> aye
[08:32:44] <Colourless> the only fast area problem i can think of off hand is npcs moving into them...
[08:33:28] <wjp> I'm fairly sure I'm already killing all movement when moving outside of the fastarea, but there could be some border cases that go wrong
[08:34:33] <wjp> do you think we could change the fastarea to be smaller than the screen?
[08:34:53] <wjp> e.g., use a 640x400 game resolution but a fastarea for a 320x200 scree?
[08:35:14] <wjp> (will have to re-enable the full screen blacking as well then, I guess)
[08:38:19] <Colourless> yes that would be possible
[08:38:31] <wjp> it would be interesting to see how our fastarea handling behaves in practice :-)
[08:38:47] <wjp> (objects stopping in their tracks in mid-flight, etc... :-) )
[08:40:26] <Colourless> seeing how it worked was one of the reasons i made the fastareavisgump
[08:41:54] <Colourless> line 393 of CurrentMap.cpp is where i grab the dims of the gamemapgump to calc the fastarea
[08:44:01] <wjp> thanks; I'll experiment with it a bit tonight :-)
[08:44:41] <wjp> maybe add a couple of extra console commands to make NPCs behave like I want
[08:44:55] <wjp> (teleport and doAnim)
[08:45:35] <wjp> it would be kind of nice to support calling any intrinsic from the console...
[08:46:09] <wjp> we'd just need a large table of all intrinsics and their argument types for that
[08:50:13] <Colourless> hehe.. yeah that would be interesting
[08:55:28] <servus> Can you write usecode or pseudo-usecode from the console?
[08:55:33] <wjp> maybe prefixed with an underscore and in debugging mode only
[08:55:35] <wjp> no
[08:56:14] <wjp> there's only a small set of commands that you can run in the console at the moment
[08:56:55] <servus> Out of curiousity, is the console written from scratch, or does it use some sort of library (yours or someone else's), for its core functionality?
[08:57:31] <wjp> pretty much from scratch
[08:58:08] <wjp> hm, actually parts may be from ID
[08:58:09] <Colourless> sort of :-)
[08:58:20] <Colourless> i borrowed some of the quake 2 console code
[08:59:06] <servus> Ahhh.
[08:59:21] <servus> Naughty naughty! Strip the exultbot logs!
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[08:59:59] <Colourless> pfft sif naughty. Quake2 is GPL
[08:59:59] <servus> Hi Kirben, no misappropriation of code here, move along, stroll on, strike a light.
[09:00:09] * servus grins
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