#pentagram@irc.freenode.net logs for 20 Dec 2005 (GMT)

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[05:45:38] --- Cless|notHere is now known as Colourless
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[06:22:30] <Colourless> dubious console stuff? hmm. could have sworn all the code was ok. but something may be a little off somewhere
[06:22:51] <Colourless> and i thought i 'did' fix that console rebinding problem. but then maybe i didn't
[06:23:20] <Colourless> last thing i knew, i found the problem anyway. its because the console going back up was hard coded, but pulling it down went through the key binder
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[10:14:52] <wjp> Colourless: any idea what could be causing the rendering problem when going from 1000x1000 to 4000x4000?
[10:16:18] <wjp> for some strange reason it's only showing a narrow strip of chunks around the city walls
[10:17:12] <Colourless> i'd need to see your code :-)
[10:18:35] <wjp> something like this: http://www.math.leidenuniv.nl/~wpalenst/dumpmap
[10:19:09] <wjp> (not at home though, so I made some changes in that file from memory)
[10:20:07] <Colourless> not really sure what the problem would be
[10:20:23] <wjp> maybe there's some integer overflow somewhere
[10:20:29] <Colourless> it's possible
[10:20:53] <Colourless> lots of coords are only 16 bit
[10:21:45] <Colourless> personally, i'd just tile the map
[10:22:13] <Colourless> use a small gamemapgump and just keep shifting it across the big render surface
[10:22:13] <wjp> yeah, probably easiest
[10:26:23] <wjp> I'll try to track the problem with the large resolutions down anyway, though
[10:26:51] <Colourless> does 2000 work?
[10:27:05] <Colourless> then does 2047 work... then of course does 2048 work and 2049
[10:27:05] <wjp> not at home right now, so can't check
[10:27:18] <wjp> I'll do a binary search tonight :-)
[10:27:22] <Colourless> if 2047 does and 2048 doesn't then it's an overflow :-)
[10:27:34] <Colourless> or 1023/1024
[10:29:44] <Colourless> as you've figured out, z of the camera should always be set to 256 otherwise you'll get roof popping
[10:30:29] * wjp nods
[10:36:48] <Colourless> the isometic nature of the maps means they are going to end up huge
[10:37:54] <wjp> they'll probably compress quite well
[10:55:09] <Colourless> decided to modify your code a bit... to produce tga files :-)
[10:55:14] <Colourless> much easier to load
[10:56:33] <wjp> thanks :-)
[11:10:02] <wjp> do you get the same output?
[11:12:50] <Colourless> haven't tried it with a 4000 size buffer
[11:12:59] <Colourless> been working on tiling
[11:14:14] <Colourless> ok well i got 'something' that half worked... things were offset by a lot
[11:27:33] <Colourless> works now :-)
[11:27:47] <Colourless> the interpolation factor was causing problems
[11:43:07] <Colourless> hmm... this will be a problem. the actual size of the maps in u8 is 16384x16384 pixels
[11:43:24] <Colourless> i don't have the 1gb of memory needed to work with such a huge image
[11:44:03] <Colourless> need to work out the actual region needed for the maps
[11:44:12] <Colourless> rather than dump out the entire thing
[11:58:50] <Colourless> woo!
[11:58:55] <Colourless> looks like it is working !
[11:59:31] <Colourless> 165 mb for the docs
[11:59:48] <Colourless> dims 8704x4864
[12:00:00] <Colourless> probably not quite right but it worked
[12:04:47] <Colourless> 12mb as a png
[12:05:36] * Colourless is uploading it now
[12:09:14] <Colourless> http://www.users.on.net/~triforce/thedocs.png (note the top left is all black so you'll need to scroll across/down)
[12:09:27] <Colourless> my function: http://www.users.on.net/~triforce/mydumpmap
[12:12:58] <Colourless> central tenebrae is only 90mb
[12:14:10] <Colourless> and it appears i have a slight offset with the map generation (off by a few hundred pixels looks like) but thats not terribly important
[12:14:35] <Colourless> actually looks like half a chunk in both dirs
[12:18:17] <wjp> heh, that thedocs.png URL instantly crashes firefox
[12:18:38] <wjp> ...and mozilla
[12:19:07] <Colourless> works fine in firefox here
[12:19:24] <Colourless> obviously i misspelt the filename too....
[12:19:29] * Colourless goes to rename it
[12:19:36] <wjp> might be a limitation caused by my using a thin client here
[12:19:58] <wjp> those things have a rather limited amount of memory, so sometimes doing things with large bitmaps causes strange effects
[12:20:00] <Colourless> better: http://www.users.on.net/~triforce/thedocks.png :-)
[12:22:15] <wjp> wow, nice
[12:25:07] <Colourless> tenebrae central at 33% (about 2mb) http://www.users.on.net/~triforce/central33pc.png
[12:25:49] <wjp> would the offset you mentioned be caused by the high camera?
[12:26:06] <Colourless> na. there is one in both x and y
[12:26:21] <Colourless> in x it looks like a quarter of a chunk
[12:26:39] <Colourless> in y not sure how big it is
[12:26:55] <Colourless> you can see the bottom of the tenebrae map being cropped
[12:27:19] * wjp nods
[12:28:52] <wjp> the wx,wy+256,256 looks wrong
[12:29:26] <wjp> camera height has an effect on both the x and y worldspace coordinates
[12:29:30] <Colourless> anyway bed time for me. that code will need fixing up. pixel format aren't set to be correct so play with it as you like
[12:29:37] <Colourless> oh... yeah it does
[12:29:45] <Colourless> night
[12:29:48] <wjp> good night
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[15:03:52] <megawatt> ugh... sorry guys.. my client appears to have gone a little nuts
[15:04:20] <wjp> don't worry about it :-)
[15:06:36] <megawatt> maps look nice!
[15:10:40] <megawatt> hmmm.. we could add that to the screen shot gallery. ;-)
[15:11:18] <megawatt> and then slashdot link it - Evil thoughts.
[16:21:01] <wjp> I think that only worked when you then project that map onto a wall :-)
[20:53:17] <wjp> ok, map dump is working quite nicely
[20:55:12] <wjp> should probably switch to libpng at some point
[21:18:29] <megawatt> Yay!
[21:34:32] <wjp> committed
[21:34:55] <wjp> it's pretty much Colourless' version with the offsets corrected
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[22:20:58] <wjp> good morning
[22:21:50] <Colourless> morning
[22:22:28] <wjp> I committed a slightly modified version of the mapdump code you posted earlier
[22:24:53] <Colourless> yeah i saw
[22:25:16] <wjp> I'll probably try to wrap libpng into things somehow soon
[22:25:32] <wjp> should be possible to get libpng to work together with our datasources
[22:26:45] <Colourless> yep. should be easy to write the required functions
[22:29:08] <wjp> need to think a bit about which libpng functions to export
[22:34:00] <wjp> on the I/O side it seems to only need linear read and write functions (no seeks), so that's good
[22:35:30] <wjp> anyway, time to go :-)
[22:35:32] <wjp> bye
[22:42:33] <Colourless> cya