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[04:12:45] <greycell> I was curious if there was a way I could 'stop time' in Pentagram and just use it as a map viewer. The map viewer mentioned by the FAQ doesn't seem to be distributed any longer.
[04:13:57] <greycell> The problem is that when I initialise it at high resolutions (http://greycellgreen.net/TenePalace.jpg), trying to run all the screens at once brings my computer to its knees
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[15:09:39] <greycell> Can somebody offer some advice on how to get high resolution maps out of Pagan with Pentagram, kind of like what I did here: http://greycellgreen.net/TenePalace.jpg ?
[15:10:33] <greycell> the problem is that my computer slows to a crawl when Pentagram is trying to run that much of the game all at once. Is there any way to stop time and just move the view/avatar around?
[15:11:13] <greycell> I'd like to do this for a visual walkthrough that I'm writing for entertainment and to highlight the great parts of this game to Ultima fans who never gave it a chance.
[15:11:15] <greycell> Thanks.
[15:16:05] <watt> Typically, the maps are generated with the console command GameMapGump::dumpMap
[15:16:45] <watt> Were you trying this or a screen shot at high res?
[15:41:52] <greycell> screen shot at high res
[15:42:28] <watt> Yeah, that would be slow ;-)
[15:42:29] <greycell> I poured over the available documentation and source code, but I'm not a very advanced programmer
[15:43:12] <greycell> the FAQ mentioned there used to be a map viewer tool distributed with Pentagram, but it's not in the latest CVS build, so I figured the functionality must be somewhere in the engine
[15:44:12] <watt> GameMapGump::dumpMap from the console will create a png in your pentagram @home directory (usually ~/.pentagram on unix platforms)
[15:45:32] <greycell> fantastic, thank you
[15:47:35] <greycell> oh wow, it works better than I could have possibly hoped for
[15:47:51] <wjp> hi watt, greycell
[15:47:59] <wjp> glad you like it :-)
[15:48:19] <greycell> would you believe that for a moment I started by running around playing the original U8 and taking screengrabs in DOSbox, with the idea of stitching them together?
[15:50:20] <greycell> the playthrough is here as I work on it: http://forums.somethingawful.com/showthread.php?s=&threadid=2235032
[15:50:51] <greycell> What's really impressive, and entertaining is this guy's cynical playthrough of Ultima 9: http://forums.somethingawful.com/showthread.php?s=&threadid=2205211
[15:51:01] <greycell> he's almost done the game.
[15:52:52] <wjp> an illustrated playthrough? cool idea :-)
[15:53:55] <greycell> it's a trend that started on those forums a little while ago. The U9 and BioForge ones are particularly good.
[15:54:12] <greycell> Bioforge: http://forums.somethingawful.com/showthread.php?s=&threadid=2176208
[15:54:49] <greycell> anyway, I figured running house to house in Tenebrae would be boring as hell, so I figure with the entire map drawn out it'd be easier to summarise.
[15:56:42] <wjp> aye
[16:05:57] <greycell> I notice that the dumped maps have a reference number appended to their file names ... I don't suppose there's a way to pass that as a parameter and get dumps of maps I'm not currently standing in, is there?
[16:08:01] <wjp> no, but you can teleport to other maps
[16:08:33] <wjp> MainActor::teleport map target
[16:08:37] <wjp> map and target are both numbers
[16:09:02] <wjp> small non-negative integers are typically valid targets
[16:09:22] <greycell> ah excellent. thank you
[16:10:02] <greycell> it looks like there are only about 30 maps in the game anyway
[16:10:11] <greycell> of course, these first few are numbered in the 40s
[16:13:24] <wjp> http://pentagram.svn.sourceforge.net/viewvc/*checkout*/pentagram/pentagram/trunk/docs/maps.txt
[16:15:32] <greycell> thank you!
[16:18:21] <greycell> Much better: http://greycellgreen.net/EastTenebrae.png
[16:18:48] <greycell> I'll clear all the odd little garbage floating around when I add it to the thread. Thanks again.
[16:19:47] <wjp> you're welcome
[16:20:08] <watt> Odd little garbage is a bit strange. Wonder if that stuff gets moved into the map later or if the devs just never cleaned up those items
[16:21:21] <wjp> hm, they use that trick (storing items outside of the map) in the catacombs in a few places, so who knows...
[16:21:24] <greycell> yeah. maybe they were just placed for debugging/experimenting
[16:21:32] <greycell> ah
[16:22:00] <wjp> although I can't really think of any places in east tenebrae where that'd be useful
[16:22:25] <greycell> They're walls and columns when you look closely
[16:22:30] <greycell> and a bit of roof
[16:23:11] <greycell> they seem to be in groups and slightly themed. I'm pretty sure they were just experimenting and never bothered to remove them
[16:23:27] <greycell> Although, maybe they have something to do with animation?
[16:23:41] <greycell> For example, there's a lit lamppost in the East Tenebrae void
[16:23:58] <greycell> maybe it gets swapped with an extinguised one when it's "on?"
[16:24:39] <greycell> the reason I thought of it was ... when I started my playthrough and let the first trapped chest explode, it caused a column from the ruined house to go flying around the screen
[16:24:53] <greycell> I didn't remember Pagan having the map react to explosions that way
[16:25:51] <wjp> no, lampposts just get a different image when they're turned on/off, if I remember correctly
[16:26:03] <wjp> non-fixed items can indeed be thrown around by explosions
[16:26:15] <greycell> (it was really silly and non-sensical ... instead of just flying outward ... it literally did a tour around the screen before disappearing off the edge)
[16:26:42] <wjp> sometimes items can behave a little strangely when they fall in a place where there's no room to stand :-)
[16:26:58] <wjp> try jumping from a room onto a large mushroom :-)
[16:27:03] <wjp> s/room/roof/
[16:27:05] <greycell> will do
[16:28:12] <greycell> my own coding experiment is recreating X-COM: UFO Defence in Java. ETA: 5 years :P
[16:28:17] <greycell> mostly doing it to learn
[16:28:31] <greycell> but otherwise I don't really care much for the remakes that are out their thus far
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