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[16:04:20] --- Topic for #pentagram is: http://pentagram.sf.net/
[16:04:20] --- Topic for #pentagram set by wjp at Thu Sep 4 15:48:28 2003
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[16:15:54] * Jammet mews an earful of greetings into the channel. =)
[16:18:47] <Jammet> I'm here for the first time. Didn't expect this coming up, but I'm not surprised either. Was watching this with great interest, even though I wondered where the motivation to do this came from after U8 is so much different than U7 was...
[16:19:13] <wjp> and hi again ;-)
[16:19:31] <wjp> u8's engine is much cleaner than u7's
[16:20:08] <Jammet> =^_^= Your version of it?
[16:20:23] <Jammet> I thought the original game was kind of hurried out to get it into the stores.
[16:20:25] <wjp> I meant the original, but I hope ours is pretty clean too :-)
[16:20:39] <wjp> that was probably just the content
[16:20:55] <wjp> the engine design was quite good
[16:20:59] <Jammet> Ah. Great! I was playing U8.. got it lots of years ago, but I didn't get through it. I got pretty far. I think.
[16:22:02] <Jammet> I remember something bout really scary catacombs and a talking rock at the end.
[16:22:15] <Jammet> And then something about a wind creature.
[16:22:25] <wjp> Lithos and Stratos
[16:22:31] <Jammet> The catacombs in U8... along with that Adlib tune.. boy I was scared.
[16:22:34] <Jammet> Yes.
[16:22:35] <wjp> (the talking rock and the wind creature, resp. :-) )
[16:22:51] * Jammet suppresses giggle.
[16:23:33] <Jammet> I didn't mean to speak of them this disrespectful. For all I know that was quite a powerful talking rock, and a buzzing wind creature too.
[16:23:43] <wjp> hehe :-)
[16:26:20] <Jammet> It's fun to walk around in that U8 world. I just have to stop myself from just exploring it all without any danger...
[16:26:44] <wjp> except the danger of a segfault? :-)
[16:27:20] <wjp> although I think pentagram should be fairly stable
[16:27:30] <Jammet> It is.
[16:27:53] <Jammet> It didn't crash for me even once. I just feel guilty of cheating as I nearly went to places I've never seen before... emergency break..
[16:28:36] <Jammet> I thought I was so clever a few years ago, when I came to a riddle place in the catacombs where you have to throw enough neat marbles ontop of a shelf to have a door go open...
[16:28:51] * wjp nods
[16:28:52] <Jammet> I just summoned a big heavy beast with magic, right ontop of the shelf. I'm such a lazy dork.
[16:28:56] <wjp> lol
[16:29:00] <wjp> nice trick :-)
[16:29:32] <Jammet> =^_^= I couldn't help myself but giggle. Imagining the stupid beast listen to me like "Who shall I kill, my master,.." "Just stand there will you."
[16:29:45] <wjp> what did you summon?
[16:29:51] <wjp> daemon?
[16:30:07] <Jammet> A golem or something like that. It was made of rock or so... it's too long ago. It was one of those necromatic things.
[16:30:52] <wjp> hm, golems should only be summonable from 'earth' floors (not from stone floors)
[16:31:09] <wjp> ah well, doesn't matter much
[16:32:15] <Jammet> I don't remember clearly. It was 'some beast' =).
[16:32:42] <Jammet> If I get to see that spot again I'll try with pentagram when the time has come. Maybe I'll remember.
[16:47:33] <wjp> hm, summon golem and summon undead don't seem to quite work in pentagram (from the cheat menu, that is)
[17:02:24] <Jammet> Mmm.
[19:32:28] <Dark-Star> I'm currently compiling pentagram once again under MSVC2003. In Actor.h, there needs to be an #include <cmath> so that std::sqrt is defined...
[19:36:58] <wjp> why would you need std::sqrt in Actor.h?
[19:39:39] <Dark-Star> well, because I actually meant Pathfinder.h ;-)
[19:41:26] <wjp> same question for Pathfinder.h, then :-)
[19:44:28] <Dark-Star> I don't know, to calculate some distance? It uses it definitely (line 128) ...
[19:44:52] <wjp> Pathfinder.h only has 81 lines
[19:45:29] <Dark-Star> well, OK, Pathfinder.cpp uses it, but I always include files in the .h file that's why :-P
[19:45:36] <wjp> very bad habit
[19:45:39] <Dark-Star> why?
[19:45:50] <wjp> that makes every cpp file that includes Pathfinder.h includes cmath, whether it needs it or not
[19:45:55] <wjp> (increasing compile time)
[19:46:42] <Dark-Star> gah.. ok, I'll move the #include to the cpp file instead...
[20:54:16] <Fingolfin> hm, I should check if pentagram still compiler here
[20:54:48] <Fingolfin> cutting down header dependencies always is a good thing, worked hard to achieve that in scummvm. when I joined scummvm, essentially every source file depended on scumm.h... :-)
[20:55:04] <Fingolfin> and scumm.h contained millions of #defines, enums, classes, etc.... make one change, recompile 'em all... fun =)
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