[00:33:32] <wjp> heh, just hacked in using an ItemMoveProcess as a (cheap) pathfinding-substitute
[00:33:47] <wjp> the guard at the gate glides back and forth between his patrol points now :-)
[00:37:48] <wjp> anyway, it's past my bedtime :-)
[00:37:53] <-- wjp has left IRC ("Zzzz...")
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[06:00:15] * Cashman slaps Jett around a bit with a large trout
[06:00:21] <Cashman> hey Darke
[06:01:18] <Cashman> hehe Wjp just starting his day! oh its funny talking to the other side of the world!
[06:08:16] --> servus has joined #pentagram
[06:08:52] <Cashman> heu servus
[06:09:13] <Cashman> nice to have cheap path finding implemented now! hehe - guards gliding!
[06:09:28] <Cashman> I did some funny glide mod for quake2 once
[06:10:26] <servus> hehe
[06:10:56] <Cashman> what country are you in?
[06:11:01] <servus> i made a motorcycle-riding mod for half-lief(mostly the quake 2 engine), once
[06:11:07] <servus> USA, California
[06:11:21] <Cashman> whats the time?
[06:11:31] <Cashman> its 6:15pm here hehe
[06:11:32] <servus> 11:11PM, pacific time (GMT-8:00)
[06:11:51] <Cashman> gmt+12 -here
[06:12:04] <servus> yes
[06:12:16] <Cashman> yeah hehe thought you new that!
[06:12:18] <servus> near fiji then?
[06:12:33] <servus> auckland? wellington? :-)
[06:12:38] <Cashman> aaah! very close -
[06:12:49] <Cashman> yeah well auckland wellington are both in the same island of the same country
[06:12:57] <servus> its 18:15:14 for you :-p
[06:13:05] <servus> new zealand.
[06:13:10] <Cashman> I'm in the South island of New Zealand (in a town called christchurch)
[06:13:13] <servus> why must you make me scratch my head? :-)
[06:13:27] <Cashman> auckland and wellington are in the North Island!
[06:13:28] <Cashman> hehe
[06:13:41] <servus> well i only had a latitude to work with (or was that longitude?)
[06:13:52] <servus> longitude, i suppose... oh bother :-p
[06:14:00] <Cashman> hehe yre
[06:14:21] <Cashman> burpp.
[06:14:42] * Cashman tears his way through cvs
[06:16:11] <Cashman> web - interesting old pics
[06:16:15] <Cashman> in cvs
[06:16:29] <Cashman> hey how can I us /me execpt a command to say * servus!
[06:16:48] * Cashman how can I say hi servus in this manner
[06:17:06] * servus . o O ( must i really say? :)
[06:17:27] <Cashman> ehhe nah!
[06:17:30] <Cashman> I'll look it up
[06:17:35] <servus> im not sure what you mean -- do you want to spoof me?
[06:17:37] <-- Jett has left IRC (Read error: 110 (Connection timed out))
[06:17:54] <Cashman> I mean /me does the following
[06:17:59] * Cashman says hello
[06:18:21] <Cashman> can I do the same but e.g. /user servus hello
[06:18:22] <Cashman> or isnt there one
[06:18:29] <Cashman> I'll look it up
[06:18:31] <Cashman> hehe
[06:18:34] --> Jett has joined #pentagram
[06:18:43] * Cashman slaps Jett around a bit with a large trout
[06:18:46] * Cashman slaps Jett around a bit with a large trout
[06:18:56] <Cashman> eat those Darke
[06:18:56] <servus> you want to make it look like im talking? or you want to make a macro? "/me says hello to %1"?
[06:19:44] <Cashman> e.g. * servus says bla bla bla
[06:20:09] <servus> so you want to spoof me... well im not sure i want to research that for you ;-)
[06:20:16] <Cashman> kinda makes it look like ur talking but I would refer it to informal speech!
[06:20:34] <Cashman> hehe dont bother! I;ll ask a mate whos a guru
[06:20:41] * Cashman slaps servus around a bit with a large trout
[06:21:09] <servus> why am i your IRC guinea pig?
[06:21:21] <Cashman> ur not!
[06:21:36] * Cashman hides in Darkes computer
[06:21:44] <Cashman> which one? the funny one upstairs
[06:21:57] <servus> have you been drinking extra coffee? :-)
[06:22:11] <Cashman> yeah
[06:23:05] * Cashman drinks some green tea
[06:24:10] <Cashman> hhhm
[06:24:52] --- Cashman is now known as Silencer
[06:24:58] --- servus is now known as Cashman
[06:25:16] <Cashman> Hi Silencer.
[06:25:17] <Silencer> oooh what the!!
[06:25:19] <Silencer> hehe
[06:25:24] <Silencer> oh shit!
[06:25:31] --- Cashman is now known as servus
[06:25:35] <Silencer> Darke and wjp and colourless will be what the hello
[06:25:38] <Silencer> ehhe
[06:25:46] --- Silencer is now known as Wjp
[06:25:55] <Wjp> oooooos
[06:25:57] --- Wjp is now known as Darke
[06:25:59] <servus> btw, /msg nickserv recover will kill a user who has taken a registered name.
[06:26:05] <Darke> hello
[06:26:23] <Darke> I love the cvs - I want to marry it!
[06:26:23] <servus> you are not nearly bunny enough to fill those paws.
[06:26:25] --- Darke is now known as Cashman
[06:26:47] --- Cashman is now known as ServusZzz
[06:26:49] <servus> the end of watership down is so sad! and i hear the sequel isnt nearly as good as the original =-/
[06:27:00] <ServusZzz> hehe
[06:27:04] <servus> (ooc but not nearly as much as some other people here ;)
[06:27:06] <ServusZzz> wake up servus
[06:27:17] <servus> i dont often capitalize my name.
[06:27:19] --- ServusZzz is now known as Cashman
[06:28:39] * Cashman slaps servus around a bit with a large trout
[06:29:00] <servus> i am a noncorporeal being, stop wasting overused aliases on me ;-)
[06:29:24] --- Cashman is now known as Darke
[06:29:29] <Darke> wake up Jett
[06:29:38] <-- Darke has left #pentagram ()
[06:29:40] <servus> maybe Jett is hiding ;-)
[06:29:53] --> sb-x has joined #pentagram
[06:29:59] <sb-x> hi
[06:30:10] <servus> hello there
[06:30:18] <-- sb-x has left #pentagram ()
[06:30:24] --> cashman has joined #pentagram
[06:30:30] <cashman> hi sb-x
[06:30:31] <cashman> what the
[06:30:33] <cashman> hehe
[06:30:38] <cashman> come back
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[06:31:08] --- servusing is now known as Ultima8
[06:31:41] --- Ultima8 is now known as Pentagram
[06:32:14] <servus> i'm prescribing 10 cc's of thorazine for you
[06:32:16] <-- Pentagram has left IRC (Read error: 54 (Connection reset by peer))
[06:44:06] <servus> (i guess it worked...) *models*
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[10:12:04] --- Dark-Star is now known as Dark-Star|away
[10:30:09] <wjp> wow
[10:30:20] <wjp> the execution sequence runs quite well
[10:30:39] <wjp> it just segfaults shortly after the actual beheading
[10:31:54] * Darke giggles. Race problem?
[10:32:02] <wjp> quite possibly
[10:32:04] <wjp> it works now
[10:32:56] <wjp> yikes, that's a _lot_ of usecode
[10:33:31] <Darke> Nice to see I've got a huge stack of pentagram commit emails waiting for me too. *grin*
[10:33:53] <wjp> it seems to be looping now though
[10:34:14] <wjp> last pid is 1782 :-)
[10:34:26] <Darke> Umm... lots of pids. *grin*
[10:35:22] <wjp> this is really cool :-)
[10:35:28] <wjp> it Just Works(tm) :-)
[10:35:34] <wjp> (well, except for that occasional crash)
[10:35:48] <wjp> (and the fact that people walk right through objects)
[10:36:07] <wjp> (and of course there's that infinite loop)
[10:36:57] * Darke giggles!
[10:37:37] <wjp> crash seems to be somewhat reproducable
[10:38:22] <wjp> now let's see if it wants to show up in gdb too :-)
[10:39:04] <Darke> Umm... good luck! *grin*
[10:41:36] <wjp> no... it doesn't :-(
[10:42:27] * Darke somewhat expected such. *grin* No doubt it's one of those subtle memory corruption bugs caused by a race condition, which a debugger is really not going to work well to find.
[10:42:53] <wjp> theoretically our races shouldn't depend on timing and stuff
[10:44:14] <Darke> *nod*
[10:46:41] * Darke closes the... erm... 20 xterms he had open dedicated to pentagram stuff as he prepares to reboot to kernel upgrade. *grin*
[10:47:39] <wjp> hm, it uses up about 600 pids in the execution sequence :-)
[10:47:48] <wjp> 20? not bad :-)
[10:49:07] * Darke has more, but they're all in a `screen` session he uses from work, so they're rather duplicated, and thus don't really count. *grin*
[10:51:17] <wjp> ah, I think Npc::teleport might have to work for this loop to stop
[10:51:24] * Darke has a tendancy to multitask through so many different parts of the code, he's got terminals pointing to everywhere, the game directories, his test code directories, main pentagram dirs...
[10:51:43] <Darke> That would logically make sense. *grin*
[10:51:57] <wjp> easily fixed :-)
[10:52:11] <wjp> teleport(uword, uword, ubyte, ubyte)... x,y,z,map?
[10:52:24] <Darke> Doesn't one of them teleport off or something? At least it'd be a good idea if they teleported away should they exitFastArea.
[10:52:32] <Darke> Umm... hmm...
[10:53:00] * Darke closed the window he had the usecode open in a few minutes ago. *pout*
[10:53:11] <wjp> I'm pretty sure that's correct
[10:53:38] <Darke> Yeah. That looks right.
[10:54:57] <Darke> The fact there's a conveniently placed Npc::getMap() in the appropirate place before a few of the teleport calls, kindof hints at such. *grin*
[10:56:56] <Darke> Some of the calls look a bit dubious, like the one that calls it ::teleport(0, 0, 0, Npc::getMap()).
[10:57:07] <wjp> uh?
[10:57:18] <wjp> ah well, why not :-)
[10:58:03] <Darke> One of them's in the PYROS class. *grin*
[11:02:02] <wjp> now let's see what happens :-)
[11:02:10] <wjp> *chop*
[11:02:11] * Darke thinks wjp broke fishing too. He's not nearly getting as many fish as he was before. *pout*
[11:03:11] <wjp> ok, that got rid of the loop
[11:03:52] <Darke> Hmm... are you getting that firstname.lastname@example.org spread virus from your sf.net email accounts?
[11:03:59] <Darke> Cool!
[11:04:17] <wjp> I might have; don't pay much attention to these things
[11:04:51] * Darke grumbles. He just emerge sync'ed just before he was going to reboot to upgrade his kernel and what appeared? An upgrade to kde, all 10 or so packages of it. *grin*
[11:07:41] <wjp> well, the execution scene seems to run quite well
[11:07:56] <wjp> the guard behaves a little weird at the end
[11:08:10] <wjp> and people generally tend to walk through things/eachother
[11:08:17] <wjp> but that was to be expected :-)
[11:10:40] <Darke> Yay!
[11:11:08] <wjp> as for fishing, that part of the sea at the start has probably been fished empty by now :-)
[11:12:34] <wjp> want me to commit the trigger to start the execution sequence?
[11:12:48] <wjp> (it's the same kind of hackery as for the first egg, so you might need to tweak the objnum)
[11:13:12] <Darke> Not unless you want to. *grin* At the moment I'm about to mess with my system, more then mess with pentagram. *grin*
[11:14:44] * wjp wonders when Ryan will get over his Fallout 2 addiction :-)
[11:15:10] <Darke> Umm... will probably take a while, no doubt. *grin*
[11:15:44] <wjp> he was already in SF sunday
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[11:28:01] <Cashman> <servus> i'm prescribing 10 cc's of thorazine for you
[11:28:03] <Cashman> hehe
[11:31:24] <Darke> Off now for kernel upgrade! Back soon I hope. *grin*
[11:31:28] <-- Darke has left IRC ("*flee!*")
[11:31:52] * Cashman crosses - fingers crossed for Darke
[11:32:06] <Cashman> hey wjp well done on getting that execution scene working!
[11:34:07] <Cashman> you committed a hack?
[11:34:11] * Cashman read the logs
[11:43:53] * Cashman read's changelog
[11:43:54] <Cashman> oks
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[11:51:12] <Cashman> yay!
[11:51:25] <Cashman> kernel oks It seams darke!
[11:51:31] * Darke grumbles. Computer groping to install another device taking longer then expected. He didn't expect to have to rewire almost every single power and ide cable in his machine.
[11:52:07] <Cashman> eh?! room in the case a bother - what kinda device
[11:52:18] <Cashman> rewiring ide cables as well? hehe
[11:54:04] <Darke> Full tower case with four ide devices in it already, and trying to add a fifth. Ignoring the live-drive taking up a slot, and the removable bay being huge and chunky for one hard disk, it would be a pain, with them it's slightly more painful. *grin*
[11:54:36] <Cashman> hehe yeah I know what you mean Darke!
[11:54:43] <Cashman> buggers
[11:54:56] <Cashman> I look forward to the execution scene - compiling!
[11:59:15] <wjp> ok, as I expected the scaling in the animations was off by a factor 2
[12:00:02] * Darke wonders what the maximum length of an ata66 and ata33 cables are respectively.
[12:00:12] <wjp> fairly long
[12:00:36] <Cashman> yeah
[12:01:44] <Cashman> yeah just checking - just as I thought about 1 meter
[12:01:59] <Cashman> you wouldnt want any longer!
[12:02:25] <wjp> grrr... I wish that pesky crash would show itself again
[12:02:27] * Darke thought max length for unshielded ata66 with two devices on it was around 50cm.
[12:02:45] <Darke> wjp: Does that mean it's gone, or it's well hidden? *grin*
[12:02:55] <wjp> Darke: well hidden, I'm afraid
[12:03:05] <Cashman> unshielded - oh you mean signal/ground/signal
[12:03:16] <Cashman> yeah umda66 uses that
[12:04:03] * Darke admits he wouldn't mind a metre long ata33 cable at the moment, since the two devices hanging off it are both of that type. *grin* He'll have to settle with this odd looking longish ata66 cable instead. Should be long enough.
[12:04:34] <Cashman> hehe sorry yeah about 50 for umda66
[12:04:57] <Cashman> and 100/133 to would want less!
[12:05:06] * Cashman wonders what serial ata is like
[12:05:08] <Cashman> never used it
[12:05:53] --- Dark-Star|away is now known as Dark-Star
[12:12:18] <Cashman> eh "g" as it seams - just teleported me close to devon when I moved devon away!
[12:12:18] <Cashman> hehe
[12:12:29] <wjp> then you're not lucky :-)
[12:13:03] <Cashman> hehe guess so! bugger
[12:13:12] <Cashman> slightly different vers!
[12:13:13] <wjp> (specifically you have to different u8 version than me)
[12:13:18] <wjp> s/to/a/
[12:13:20] * wjp nods
[12:13:29] <Cashman> you running the latest ver
[12:13:34] <Cashman> I'll get the patch
[12:13:59] <wjp> I really wouldn't bother :-)
[12:14:06] <Cashman> hehe ok
[12:14:10] <wjp> if you really want the execution scene, you can modify the source slightly
[12:14:35] <wjp> run pentagram, scroll to the docks, and click on the little white egg just north of the people there
[12:14:45] <wjp> it should then say something like:
[12:14:57] <wjp> "Tracing mouse click: Found item 21162 (shape 73, 0, q:4)" on the console
[12:15:10] <wjp> everything but the the 21162 should be the same
[12:15:24] <wjp> then look for 21162 in kernel/Application.cpp and replace it by what you get
[12:15:38] <Cashman> ok thanks!!
[12:16:18] <Cashman> 21163 hehe is this the same as darke?
[12:16:30] <wjp> Colourless will probably have that too
[12:16:35] <wjp> his first egg is one higher than mine too
[12:17:44] <Cashman> ok nice - easily found
[12:17:50] <Cashman> nice little hacks
[12:18:11] <wjp> they're not nice and not little :-)
[12:18:14] <wjp> (they are hacks, though :-) )
[12:18:36] <Cashman> hehe ok
[12:22:08] <Cashman> yay looks good!
[12:22:25] <Cashman> got pentagram even to crash when talking to the other guard
[12:22:41] <wjp> crash? oooh, nice :-)
[12:22:44] <wjp> how exactly?
[12:25:18] <Cashman> when talking to the guard at the gate enterance - after a while it crashes!
[12:25:33] <Cashman> oooh and do the exection scene again and then make devon walk a bit!
[12:25:51] <Cashman> push g a couple more times and see toran die a few more times and then another big crash!
[12:25:51] <Cashman> hehe
[12:26:08] <wjp> ok, I can't say I'm really surprised at that :-)
[12:26:16] <Cashman> yeah I know
[12:26:20] <Cashman> its humourous
[12:27:04] <Cashman> oooh I see the teleport points for the npcs
[12:27:18] <Cashman> well not really
[12:27:24] <Cashman> but they disappear hehe
[12:27:52] <Cashman> nice to see that the frame rate + paint etc. are holding!!
[12:30:52] <wjp> yeah :-)
[12:31:07] * wjp resorts to valgrind-ing the sequence
[12:31:14] <wjp> (bye-bye framerate :-) )
[12:31:46] <Darke> wjp: You know that spurious 8259A interrupt IRQ7 problem that was mentioned in the GWN just the other day? Now I've got it and my system is halting at boot.
[12:32:52] <wjp> hm, bad
[12:33:02] <wjp> I thought they said it wasn't serious?
[12:33:35] <Darke> Da. The problem is, of course, all the hardware works fine, and the extra bit was tested and worked fine in my box that's notoriously flaky.
[12:33:48] <Cashman> eheh
[12:33:49] <Cashman> bugger
[12:34:37] <Darke> wjp: Remove the added bit of hardware... and the problem still exists!
[12:35:40] <Cashman> yoi yoi yoi
[12:35:52] <Cashman> holey power ranges
[12:36:33] <wjp> ugh
[12:36:37] <wjp> didn't you upgrade your kernel too?
[12:37:07] <Cashman> yeah Darke said he was updating his kernel ur right!
[12:37:10] <Darke> Nope. Just recompiled it to add ide/ata floppy module.
[12:37:42] <Darke> Hrm... works fine if I disable serial + parallel ports.
[12:37:46] <Darke> (in bios)
[12:38:00] <Cashman> eh yeah irq problems
[12:38:28] <Darke> Problem is serial and paralle weren't on irc7, 3 and 4, IIRC.
[12:38:28] <wjp> argh.. this is _slow_ in valgrind
[12:38:44] <wjp> it's been running the execution sequence for about 5 minutes now
[12:39:00] <Cashman> ?? what the - how that happen
[12:39:18] <Cashman> you just letting it sit there
[12:39:27] <wjp> Darke: a ha! but 3+4 is 7!
[12:39:43] <wjp> so enabling both will make it add up to 7!
[12:40:07] <Darke> Problem is I have to serial ports and a parallel port. Which makes 10 to me. *grin*
[12:40:23] <wjp> oh, well, then your kernel can't add numbers properly :-)
[12:40:34] <Cashman> enable parallel port and keep serial disabled - does that do anything!
[12:40:44] <Cashman> does that still work fine
[12:41:37] <Cashman> are you just using the standard serial port addresses &h3f8, &h2f8
[12:41:50] <Darke> Nah. Enable serial, I don't have any use for an obsolete parallel port, though serial is occasionally useful for dumping debugging stuff to, or plugging an old palm into. *grin*
[12:42:27] <Cashman> nah I meant it as a test
[12:42:43] <Cashman> hmmm
[12:44:58] <Cashman> so is it just a kernel prob
[12:45:09] <Cashman> good luck getting the prob solved
[12:45:41] <wjp> hm, execution scene finished
[12:45:49] <wjp> and valgrind didn't report any errors
[12:46:02] <wjp> not sure if I should be happy about that :-)
[12:46:35] <Cashman> hmm
[12:46:51] <Cashman> I'm sure ur lucky so far
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[12:56:24] --- ChanServ gives channel operator status to Colourless
[12:56:29] <Cashman> hi
[12:56:47] <Colourless> hi
[12:56:47] * Cashman heard colourless knock knok on icq
[12:56:50] <wjp> hi
[12:58:06] * wjp excitedly points at logs
[12:58:16] <wjp> execution scene is working :-)
[12:58:21] <Colourless> cool
[12:59:21] <Cashman> yeah we all excited
[12:59:30] * Cashman gonna do some fishing!
[13:03:00] * Darke enthuses along with everyone else as he rebuilds his kernel *without* ide-scsi support. *grumblemumblefuss*
[13:03:56] <Cashman> ?? how are you gonna use ur ide channels if the kernel isnt compiled with it!
[13:04:11] <wjp> ide-scsi is scsi emulation for ide
[13:04:48] <Cashman> oh
[13:04:58] <Darke> It basically claims any ide devices that aren't registered as hdd's as it's own, and masks anything, like if I were trying to install a ide-floppy drive or something.
[13:05:04] <Cashman> ok's
[13:05:26] <wjp> Darke: hm, I thought you could disable that behaviour?
[13:06:05] <Darke> wjp: You have to provide parameters to the kernel init line. Doesn't matter anyway, the burner's in the 'doze machine I'm sitting on. *grin*
[13:06:27] <Cashman> sitting on! hehe
[13:06:30] <Cashman> no chair
[13:06:34] <Cashman> ?
[13:06:39] <Cashman> you flatting!
[13:06:44] <Cashman> ?
[13:07:13] <Darke> The case is solid steel for both my machines. We had two people standing on this halftower without so much as a dent. *grin*
[13:07:29] <Cashman> hehe
[13:07:33] <Cashman> nice
[13:08:47] * Darke does useful stuff whilst waiting for things to recompile.
[13:08:59] <Cashman> hehe
[13:09:44] <-- Colourless has left IRC (Read error: 104 (Connection reset by peer))
[13:10:18] <Cashman> hmms Ryan is off the net!
[13:10:21] <Cashman> not even on icq
[13:11:45] --- Cashman is now known as Drakeman
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[13:11:48] --- ChanServ gives channel operator status to Colourless
[13:12:20] <Colourless> uh, that was unexpected... system hard crashed
[13:12:36] <wjp> hm, while doing what?
[13:13:07] <Colourless> it's being unstable general
[13:13:21] <Colourless> i think there is a power issuse on the motherboard
[13:13:32] <Colourless> usb ports seem to keep loosing power
[13:16:14] <Drakeman> man you have possible! big problems
[13:16:44] <wjp> hm, sounds bad
[13:16:46] <Drakeman> get this - my ps/2 clock fried some time ago! months - so now I use ps/2 emulation on usb
[13:17:11] --- Drakeman is now known as Cashman
[13:18:39] <Colourless> it's hard to tell what the problem is
[13:18:44] <Colourless> because really i don't kno
[13:18:44] <Colourless> w
[13:19:06] <Colourless> wjp: there appears to be some 'repeating' animation problems at the moment
[13:19:36] <wjp> what do you mean exactly?
[13:20:02] <Colourless> well, i'm sure you noticed that everyone pauses for quite a while when walking in the execution scene
[13:20:11] <wjp> yeah
[13:20:58] <Colourless> animdisp 'used' to do that too, but there is a change that needs to be made
[13:21:12] <Colourless> the first and last frames of a repeating animation are the same
[13:21:53] <Colourless> if you are repeating an animation you then skip the first frame
[13:22:17] * wjp nods
[13:22:25] <wjp> makes sense
[13:22:31] <wjp> not hard to do
[13:22:59] <wjp> although I think this is currently only a small part of the delay between anims
[13:23:22] <Cashman> rae they talking (animation) is it just the resolution?
[13:23:41] <Cashman> I cant see head nodding - talking
[13:24:19] <Colourless> that was part of the 'Item::bark()' process
[13:24:27] <Colourless> which isn't implemented
[13:24:43] <Colourless> or more specifically, not properly implemented
[13:25:37] <wjp> bark() is one of the (long list of) quick-n-dirty intrinsics :-)
[13:25:52] <wjp> just like ask(), target(), pathfind(), ... :-)
[13:26:04] <Cashman> bark - thats a nice name for speech
[13:26:17] <Cashman> yeah
[13:26:57] * Cashman *yawns*
[13:27:30] <wjp> ok, things do look a bit smoother now
[13:33:10] <Cashman> eh - what did you do wjp - there appears to be some form of collision detection or is that a complete fluke!
[13:33:15] <Cashman> due to a change in speed?!
[13:33:48] <Cashman> looks much better anyways
[13:33:58] <wjp> no idea... usecode moves in mysterious ways :-)
[13:34:05] <Cashman> hehe
[13:37:18] <Cashman> bye bye framrate
[13:39:28] <Colourless> i'm getting something 'odd' going on
[13:39:50] <Colourless> it keeps crashing in debug mode with an item that has a framenum that is 'way' out of range
[13:40:11] <Cashman> hehe 320x200 - some huge fps! and a crash real quick
[13:40:35] <Cashman> hmm understandable
[13:40:38] <Cashman> sort of
[13:40:42] <wjp> do we have any asserts in place for out-of-range framenums?
[13:40:56] <Colourless> looking at the animation play 'really' slowly at 10 fps, it looks like that is the correct framerate
[13:41:37] <wjp> so if we run things at 10 ticks/s, animations would play at one frame per two ticks?
[13:41:37] <Colourless> or close enough to it anyway
[13:41:44] <Colourless> wjp: no asserts
[13:41:48] <wjp> s/would play/would have to play/
[13:41:57] <wjp> s/10 ticks/20 ticks/
[13:41:58] <wjp> *sigh*
[13:42:26] <Colourless> um, what do you mean?
[13:42:49] <Cashman> hmmm whats darkes work dir for! hehe maybe a ticks config select under there
[13:42:57] <Cashman> config hacks
[13:43:22] * Cashman hides
[13:43:37] <wjp> if animations have to play at 10fps, and we run the game at 20 ticks/s, we'll have to do animations at one frame per two ticks
[13:43:48] <Colourless> no, i mean 'everything' at 10 fps
[13:43:54] <wjp> everything at 10?
[13:44:04] <wjp> hm, k
[13:45:29] <wjp> you were working on a camera class, right?
[13:45:30] <Colourless> the problem with the out of range from is occuring with item 21185
[13:45:47] <Colourless> i was going to be working on it
[13:45:50] <wjp> 21185? hm, near the eggs
[13:46:01] * Cashman sets attributes to 800x600x32 so he can see about 10fps
[13:47:29] <wjp> Colourless: when is this happening, btw?
[13:47:33] <wjp> (the frame out-of-range)
[13:47:39] <Colourless> when the execution scene is playing
[13:48:05] <Cashman> from how I remember the timing I would say you guys are right with the ticks!
[13:48:20] <Cashman> I just played the execution scene at 13 fps and that looks about right
[13:50:45] <Colourless> i just started the game then and item 21185 is unused at the start of the game
[13:51:05] <Colourless> so... i the 'head' would be item 21185
[13:51:19] <Cashman> the head hehe
[13:51:37] <Colourless> i wonder if its causing a problem when it hits the water
[13:51:47] <wjp> that's when I got that segfault
[13:51:55] <wjp> but I only got it twice
[13:52:06] <Cashman> hmm so thats whats causing the big crash?
[13:52:09] <wjp> and haven't been able to reproduce it afterwards
[13:53:45] <wjp> hm, which shape is the head?
[13:53:49] <Colourless> it would be nice if pentagram would output the intrinsic names when it executed
[13:53:59] <wjp> yes, it would :-)
[13:54:45] <Colourless> my guess, 321
[13:54:48] <Colourless> no 331
[13:55:00] <Colourless> that's the shapenum of the object it's crashing on
[13:56:14] <Cashman> yeah its 331
[13:56:31] <wjp> that seems to be created in EXCUTION::14B6
[14:00:50] <Colourless> hmm, the invalid frame num is not being set by I_setFrame
[14:01:05] <wjp> oh?
[14:01:05] <Colourless> I_destroy is not being called
[14:01:08] <wjp> that's strange
[14:06:15] * Cashman loves to watch fish glide (fly if you like) across to the execution scene egg!
[14:06:41] <Colourless> ah ha, caught it
[14:06:49] <wjp> great
[14:07:01] <wjp> what was wrong?
[14:07:08] <Cashman> hehe thought you had caught my fish for a second!
[14:07:15] <Colourless> and it was via I_setFrame
[14:07:41] <wjp> something in the list stuff there?
[14:08:00] <Colourless> yes
[14:08:11] <Colourless> running process 8d, class 483, offset 159d
[14:08:11] <Colourless> sp = 28; 159D: 3F push [BP-05h] = 1A78h
[14:08:11] <Colourless> sp = 2A; 159F: 3F push [BP-0Dh] = 0004h
[14:08:11] <Colourless> sp = 2C; 15A1: 3F push [BP-13h] = 0010h
[14:08:11] <Colourless> sp = 2E; 15A3: 44 push element 02 slist==00
[14:08:11] <Colourless> sp = 2C; 15A6: 14 add
[14:08:13] <Colourless> sp = 2A; 15A7: 01 pop [BP-05h] = 1875h
[14:08:15] <Colourless> sp = 28; 15A9: 3E push byte [BP-03h] = 18h
[14:08:17] <Colourless> sp = 2A; 15AB: 3F push [BP-0Fh] = 0005h
[14:08:19] <Colourless> sp = 2C; 15AD: 3F push [BP-13h] = 0010h
[14:08:21] <Colourless> sp = 2E; 15AF: 44 push element 02 slist==00
[14:08:24] <Colourless> sp = 2C; 15B2:
[14:08:25] <Colourless> sp = 2C; 15B2: 14 add
[14:08:27] <Colourless> sp = 2A; 15B3: 00 pop byte [BP-03h] = FE15h
[14:08:29] <Colourless> sp = 28; 15B5: 3F push [BP-11h] = 0006h
[14:08:31] <Colourless> sp = 2A; 15B7: 3F push [BP-13h] = 0010h
[14:08:33] <Colourless> sp = 2C; 15B9: 44 push element 02 slist==00
[14:08:36] <Colourless> sp = 2A; 15BC: 4B push addr [BP-02h]
[14:08:38] <Colourless> sp = 2E; 15BE: 0F calli 0010h (06h arg bytes)
[14:08:39] <Colourless> that's the call
[14:10:13] <wjp> hm, bp-03, bp-05 are coordinates
[14:10:22] <wjp> but 0xfe15 seems a bit high
[14:11:19] <wjp> hm, that list is only 0x10 large
[14:11:27] <wjp> and it's trying to get element 0x10
[14:12:05] <Colourless> no wonder it's having 'issues'
[14:12:21] <wjp> weird
[14:12:33] <wjp> it is supposed to loop while BP-13 <= 0x10
[14:12:56] <wjp> but it starts at 1
[14:13:06] <wjp> which would make list accesses 1-based?
[14:13:17] <Colourless> well, that would suggest yes
[14:14:33] <wjp> I guess that would affect opcodes 0x9 and 0x44
[14:15:03] <Colourless> that 'was' opcode 44 :-)
[14:15:13] <wjp> yeah
[14:15:20] <Colourless> you mean 43
[14:15:31] <wjp> I do?
[14:15:37] <wjp> 0x43 = push slist
[14:15:41] <Colourless> yes
[14:15:44] <Colourless> wrong opcode :-)
[14:16:01] <Colourless> is there anther list opcode?
[14:16:06] <wjp> 0x9 :-)
[14:16:45] * Colourless subtracts 1 from opcode 0x9's and 0x44's index
[14:19:32] <Colourless> no crashes now :-)
[14:19:49] <wjp> nice :-)
[14:25:06] <wjp> pathfinding is going to be interesting... *sigh*
[14:25:54] <Colourless> just a little bit
[14:26:11] <Colourless> someone you've got to use anims
[14:26:13] * wjp wonders if the walk animations end up on rectangular grid points
[14:26:23] <Colourless> yeah right, they don't
[14:26:45] <wjp> I was kind of afraid of that :-)
[14:28:25] <wjp> any idea what the extra parameter to Npc::pathfind is for?
[14:28:30] --- Cashman is now known as CashZzz
[14:28:42] <Colourless> uh, what ?
[14:29:07] <wjp> Npc::pathfind takes an item and something else as arguments
[14:29:28] <wjp> (or (x,y,z) coordinates and something else)
[14:29:43] <Colourless> could be a 'give up limit' or something
[14:30:57] <Colourless> heh, doing 'step into' debug modes in msvc into stl headers is no longer something that hurts your brain. they've added comments to all the functions to say what they do
[14:31:06] <Colourless> that is msvc7
[14:31:14] <wjp> heh, nice :-)
[14:32:02] <wjp> hm, the 2nd argument to Npc::pathfind is 'nice' in the base-10 sense (it's often 5, 20, 30 or 40
[14:32:04] <wjp> )
[14:34:43] <Colourless> i think that animations would also be smoother if they were run as soon as they were added
[14:35:24] <Colourless> looks like they need to wait till the next frame before executing
[14:35:29] <wjp> yeah
[14:35:38] <wjp> processes are added to the front of the queue
[14:35:48] <wjp> s/queue/list/
[14:35:52] <wjp> so they'll be the first the next frame
[14:36:16] <wjp> animations might indeed have to go to the back
[14:36:42] <Colourless> certain things would ideally run 'now' if possible
[14:37:00] <Colourless> if not ever process that is added is given a chance to execute right away
[14:37:02] <wjp> Salkind and Darion are walking much less smooth than Mordea
[14:37:07] <Colourless> s/ever/every/
[14:37:20] <wjp> might be some kind of collision detection going on
[14:38:21] <wjp> they kind of seem to wait for eachother
[14:38:34] <Colourless> i wouldn't have thought so
[14:38:48] <Colourless> darion seems to walk through salkind
[14:39:05] <wjp> yeah
[14:39:10] <CashZzz> yeah thats what I was blabbing on before
[14:39:19] <CashZzz> the one npc behind the other
[14:39:23] <wjp> CashZzz: you should be more clear, then :-)
[14:39:40] <Colourless> i think salkind has less animation frames than darion who has less than mordea
[14:39:56] <wjp> could be
[14:40:11] <wjp> I do kind of remember the same kind of start-stop-start-stop walking in the original there, though
[14:40:34] <CashZzz> about the npc's - the one behind the other walking and looking like collision detect, surely its just timing
[14:40:46] <CashZzz> anyway it looks funny
[14:40:51] <CashZzz> not sure if its how it was
[14:40:56] <CashZzz> in the game
[14:41:16] <CashZzz> sorry I cant remember all the npc's names hehe I'll have to play u8 again
[14:46:41] <Colourless> getting the animations to execute right away did remove more of the jerkyness
[14:49:03] <Colourless> nice guard patrol wjp :-)
[14:49:48] <wjp> *cough*
[14:50:06] <wjp> you should've seen what it looked like when I didn't enable the curved path in ItemMoveProcess :-)
[14:50:10] <wjp> s/enable/disable/
[14:51:31] <Colourless> hehe quite amusing
[14:51:41] <wjp> *bounce* *bounce* *bounce* :-)
[14:51:53] <wjp> it gets even better when you remove the result = 1; from ItemMoveProcess :-)
[14:54:05] <Colourless> hehe, it's a guard on a trampoline
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[14:57:56] <Nadir> hi all
[14:57:58] <wjp> hi Nadir
[14:58:00] <Darke> Hi.
[14:58:12] <Colourless> hi
[14:58:16] <Nadir> I just compiled pentagram from cvs
[14:58:29] <Nadir> how do I get it to "do things" ? :)
[14:58:38] <wjp> heh :-)
[14:58:45] <Nadir> can I trigger eggs ?
[14:58:50] <wjp> there's a couple of hacks in place to make it seem like you're doing things
[14:58:52] <wjp> left-click = look
[14:58:55] <wjp> right-click = use
[14:59:01] <wjp> 'f' = trigger 'first' egg
[14:59:04] <wjp> 'g' = trigger 'execution' egg
[14:59:24] <wjp> but depending on your version of U8 those last two may not work
[14:59:30] <wjp> (since they're really big hacks :-) )
[14:59:44] <Colourless> i have a hack to hack the hack
[14:59:53] <Colourless> s
[14:59:55] <CashZzz> wjp what does the f trigger do! it doesnt work for my ver
[15:00:07] <wjp> CashZzz: you'll need to do the same thing as with the execution egg
[15:00:14] <Colourless> i'll commit it in a second
[15:00:19] <CashZzz> ok
[15:00:36] <wjp> (change the 21183 in Application.cpp to 21184)
[15:00:40] <wjp> or wait until Colourless commits
[15:01:20] * CashZzz waits for colourlesses commits
[15:01:58] <CashZzz> trampoline that doesnt really funny! bouncy bouncy
[15:02:15] <CashZzz> oops I mean that does sound really funny
[15:03:27] * CashZzz compiles
[15:07:42] <CashZzz> ooh bugger that crash hmm
[15:07:57] * CashZzz awaits a cvs commit
[15:08:13] <CashZzz> or I could go to sleep now and get it l8er today - a good idea
[15:09:06] <CashZzz> but it works
[15:10:05] <Colourless> committed. only the list and hack changes. nothing to do with animations
[15:10:58] <Colourless> wjp tell me if it works
[15:11:40] <wjp> let me get rid of some merge conflicts :-)
[15:12:35] <wjp> Colourless: oooh, nice :-)
[15:12:59] <wjp> (very nicely hacked hack, I mean :-) )
[15:13:09] <Colourless> hmm, something is broken...
[15:14:00] <wjp> anything specific or just something in general? :-)
[15:14:17] <Colourless> yeah, shaana disappears when doing the execution
[15:14:35] <wjp> that looks ok here
[15:14:56] * Colourless rebuilds
[15:15:21] <wjp> hmm... walk speeds of some NPCs look really wrong
[15:15:40] <wjp> (Shaana, Darion)
[15:16:51] <Colourless> ah ha, it's got to do with your animation change
[15:17:19] <Colourless> thing don't work correctly, at least on my system, if you don't check for 1 frame animation
[15:17:19] <Colourless> s
[15:18:41] <wjp> hm, I see
[15:19:44] <wjp> ah, yes
[15:19:55] <wjp> it only checks if things are out of bounds after setting a frame
[15:20:42] <Colourless> committed change
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[15:24:00] <Darke> Wow. Almost as many creatures on here as there are on #exult. *grin*
[15:24:41] <Darke> (Of course they mostly overlap, but let's not let facts get in the way of good statistics. *nodnod*)
[15:25:10] <Colourless> :-)
[15:26:15] <Colourless> wow we are upto 84% activity
[15:26:31] <wjp> yeah
[15:26:56] <Nadir> Colourless: it works ! Execution scene !
[15:27:24] <wjp> yay :-)
[15:27:34] <Colourless> what versions are you using wjp?
[15:27:41] <wjp> of u8?
[15:27:47] <Colourless> yese
[15:27:48] <wjp> no idea, actually :-)
[15:27:50] * Darke falls into a celebratory sleep... or something. *grin* Tired bunny. Night all!
[15:28:08] <Colourless> :-)
[15:28:08] <wjp> I think I have things pointed to the version straight from the original cd
[15:28:14] <wjp> g'night :-)
[15:28:18] <Colourless> ah ha. unpatch
[15:28:19] <Darke> wjp: strings u8.exe |grep 2.1 should tell you.
[15:28:19] <Colourless> ed
[15:28:22] <CashZzz> nice support for the different vers colourless! and how when devon faces towards the docs - he actually faces in the right direction this time yay!
[15:28:38] <wjp> Darke: no u8.exe here :-)
[15:28:46] <Nadir> 2.12
[15:28:59] <Colourless> don't you realize we 'will' require u8.exe to exist for sound
[15:29:05] <wjp> yeah
[15:29:12] <wjp> I do have it around, obviously :-)
[15:29:37] * Darke has run it with all the version he has, only french and german didn't work, 'cause we don't fully support internationalisation yet. *grin*
[15:29:39] <wjp> just not in this particular directory... so I don't know which u8.exe belongs with these data files
[15:30:10] * Darke quickly hops off to rewarding sleep before he gets dragged into a discussion on pentagram. *grin* Bye!
[15:30:15] --- Darke is now known as DarkeZzz
[15:32:23] * DarkeZzz wait just within earshot for Colourless to make a snarky comment as to how he'll never resist the will of the MANY...
[15:33:26] <Colourless> yeah well, too bad DarkeZzz, even if you can't resist, other forces stop you
[15:34:12] <DarkeZzz> Nah. I already disabled all the force-field in this subsection. *grin*
[15:34:48] <CashZzz> yeah!!
[15:34:56] <CashZzz> hehe cant get pentagram to crash yet
[15:35:05] <CashZzz> anyways its like 3:33 in the morning bugger! sleep time
[15:35:08] <CashZzz> nite nite
[15:35:09] <wjp> g'night
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[15:59:05] <Colourless> i'm off
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[19:05:45] <Dominus> hey ho
[19:05:47] <Dominus> it is just great watching the execution
[19:06:26] <Dominus> it is just strange how you enjoy watching yet another added animation
[19:06:55] <sbx> hmm
[19:07:03] <sbx> oh right, the start of u8
[19:07:09] <Dominus> it only worked after the changes by Colourless
[19:07:14] <Dominus> yes that :-)
[19:07:21] <sbx> <Dominus> it is just great watching the execution ... mmm okay ;-)
[19:07:59] <Dominus> he he
[19:19:00] <Dominus> wjp: if I'd update the readme with f and g, would it be best/okay to have them with t in a seperate category called sth like: "Hacks to show off"? :-)
[19:24:38] * Dominus reads the logs
[19:26:13] <Dominus> interesting that cashman lives in Christchurch (NZ). Actually been there and I think I even saw one of the Runga sisters at a concert there (not Bic but another one) in a pub. Stayed at a hostel called Fawlty Towers (for obvious reference :-))
[19:26:28] * Dominus must remember to talk to cashman about this :-)
[19:36:06] <wjp> Dominus: "hacks to show off" sounds about right :-)
[19:40:37] <servus> would you like me to make a video of the real execution scene?
[19:41:47] <Dominus> the original even has some recording and playback options on the command line, btw
[19:43:00] <wjp> it does?
[19:43:29] <wjp> servus: thanks, but it's still a bit too early for finetuning
[19:43:35] <Dominus> I'm pretty sure ryan found that out some ages ago
[19:43:45] <wjp> too many unimplemented/hacked-up things
[19:45:08] <Dominus> I tried it once but then it didn't work out too well, and I couldn't be bothered to try again
[19:55:13] <Dominus> got to go again. still need to install some stuff on my brand new pc. especially need to make it a bit less noisy. At least I get excellent FPS in uwadv now :-)
[19:55:16] <Dominus> bye
[19:55:20] <-- Dominus has left IRC ("enough for now")
[20:00:52] <servus> in the real execution scene, no one ever gets close enough to bump into anyone else
[20:33:47] <wjp> hm, yes, that's what I remembered too
[20:34:03] <wjp> we seem to be having the problem that Salkind and Darion are walking right through eachother
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