#pentagram@irc.freenode.net logs for 1 Mar 2009 (GMT)

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[01:00:52] --> peewee_RotA has joined #pentagram
[01:01:05] <peewee_RotA> Good evening
[01:02:07] <peewee_RotA> Anyone have any idea how the HECK to get into the list field in serpant isle?
[01:23:03] <pupnik> are you playing it or hacking it?
[01:23:08] <pupnik> @ peewee_RotA
[01:24:39] <peewee_RotA> playing
[01:24:47] <peewee_RotA> On exult
[01:25:31] <peewee_RotA> The list field is behinda locked door. I can't pick it and the pikeman that sat at the office upstairs disapeared. (although he refused to talk to me before he disapeared)
[01:26:03] <peewee_RotA> I've completed up to watching batlin and the girl battle in the crystal ball
[01:26:37] <peewee_RotA> Well i take that back. I found out simon and entered the goblin camp. (but can't even come close to beating it if i can't train anywhere)
[01:26:56] <peewee_RotA> Supposedly there is someone named wilfred at the sleeping bull.. but that seems to be bull itself. LOL
[01:27:50] <peewee_RotA> There is no word in the english language that describes the amount of un-intuitive gameplay that origin can create
[01:31:40] <pupnik> hahahaha
[01:32:34] <pupnik> lets put it this way. in exult, i ended up hitting the solve after spending 55 minutes wandering around paws and not finding the venom
[01:33:19] <peewee_RotA> That's one of the few quests I got on my own. I still have yet to figure out the hoe of destruction. However I did find the skeleton key while searching
[01:33:27] <peewee_RotA> Which brings up 2 major points:
[01:34:01] <peewee_RotA> #1 there are numerous occasions where important plot points are only said once. (such as the location of the key for the door to the hoe of destruction)
[01:34:19] <peewee_RotA> #2 the skeleton key is labeled simply "key" and has the same graphic as another key that is NOT a skeleton key. LOL
[01:36:28] <pupnik> hmmm
[01:36:41] <pupnik> yeah
[01:36:54] <pupnik> i'm just condemned to walkthroughing em
[01:37:00] <pupnik> google has no results for "centipede geyser" :(
[01:37:38] <peewee_RotA> After I destroyed the Sphere generator, I decided to refuse to use walkthroughs so that I could enjoy the game.
[01:38:02] <peewee_RotA> doing so caused me to beat the game before realizing that I had to set down the hourglass to talk to the time lord again.
[01:40:24] <peewee_RotA> I'm still not sure how you are supposed to beat the generator behind the fellowship retreat. I simply had enough health to survive the initial blast.
[01:43:35] <pupnik> :)
[01:43:47] <pupnik> i'm enjoying reading this
[02:24:35] <peewee_RotA> Lol
[02:25:06] <peewee_RotA> Well forge of virtue maxing out your stats helps a lot
[02:27:16] <peewee_RotA> But even before completing the forge, I decided to play around and try to kill some NPC's. Inside the bar in Brittin you can generally see 3 guards at any given time. Also killing an NPC spawns 2 guards. So I killed about 10 NPC's, and 23 guards BEFORE co
[02:28:03] <peewee_RotA> There were so many bodies that I was literally stuck in the bar behind a wall of bodies.
[03:16:33] <pupnik> h<h<h<
[03:16:52] <pupnik> ok one too many bears here
[03:16:53] <pupnik> beers
[03:38:59] <peewee_RotA> I still can't figure out how in the world to unlock that door
[04:02:05] <peewee_RotA> anyway... good night
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[05:54:50] <ShadwChsr> evenin
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[19:59:41] <watt> OK, I'm here and ready to work :-)
[20:00:39] <watt> I'm going to write a console command to test the item sorter for the cases we've found so we can hopefully prevent causing more regressions the future...
[20:00:58] <watt> then I'll apply patches and start retesting.
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[21:36:29] <watt> hmmm.. I think I can ignore setting screenspace box for my test
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[22:35:41] <watt> The use of the items variable in ItemSorter looks incorrect.
[22:38:23] <watt> we initially set it to zero, then later on to the SortItem we add - potentially from the existing initial 2048 SortItems in the items_unused list.
[22:40:19] <watt> Iterate it on each add until we reach a pointer to zero by moving to next pointer on each pass - seems potentially over those unused SortItems
[22:41:04] <watt> and call delete [] items on the ItemSorter destructor.
[22:41:21] <watt> Did I miss something here?
[22:42:24] <watt> oh.... well the delete call did have items = 0 before it.
[22:43:10] <watt> But I'm still fairly unsure of the iterating.
[22:44:26] <pupnik> greets watt
[22:44:41] <watt> hi
[22:45:05] <pupnik> does anybody here know what you're talking about?
[22:45:29] <pupnik> i don't want to trigger their nicks
[22:45:48] <pupnik> just wondering if anybody else is fairly current on pentagram internals
[22:46:04] <watt> Should hope so. We've been talking about ItemSorter over the last few days
[22:53:28] <pupnik> i only saw wj.. talking
[22:53:51] <pupnik> well i love pentagram. runs nice and fast low perf hw
[22:53:57] <pupnik> just wasting your time sorry
[22:54:00] * wjp steps out from behind the curtain
[22:54:12] <wjp> (just dropping by on my way to bed)
[22:54:39] <wjp> watt: it does look rather fishy
[22:55:51] <wjp> but it's probably correct
[22:56:25] <wjp> the delete[] items is just unnecessary
[22:57:00] <wjp> it pre-allocates 2048 SI's in the constructor, and uses those when available in AddItem
[22:57:18] <wjp> in BeginDisplayList, it moves all SI's to unused_items again
[22:57:30] <wjp> (and also at the beginning of the destructor)
[22:57:42] <wjp> s/unused_items/items_unused/
[23:04:49] <watt> That all makes sense, except the iteration during AddItem.
[23:05:20] <wjp> which one?
[23:05:34] <watt> for (SortItem * si2 = items; si2 != 0; si2 = si2->next)
[23:06:26] <wjp> hm, seems ok at first glance
[23:07:57] <wjp> walks through the items currently in the displaylist to find the insertion spot
[23:08:02] <watt> It might be... later on the si does set it's next variable
[23:08:30] <watt> right, OK, I think I see everything now.
[23:10:22] <watt> resets at BeginDisplayList
[23:11:12] <wjp> yes
[23:11:50] <wjp> I should be going; good night
[23:11:57] <watt> Ok, night.
[23:14:25] <watt> Well, I've looked at this too long... taking a break.
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