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[02:07:13] <megawatt> hmm.. looks like openstep property lists may have been replace with xml property lists Apple.
[02:07:43] <megawatt> http://www.hmug.org/man/5/plist.html
[02:09:37] <megawatt> I'm trying to write an old style plist syntax file for vim, since we use GNUStep and OpenStep stuff at work
[02:11:22] <megawatt> It makes sense... property lists were very much like xml in function, and I'm not very fond of the syntax.
[02:12:35] * sbx wonders how megawatt got upgraded by a million.
[02:13:12] <megawatt> meh.. I powered up.
[02:13:40] <sbx> Congratulations.
[02:14:17] <megawatt> I only took 3 episodes and getting blonde hair to do so
[02:15:49] <megawatt> Still not sure why its also pointing up drastically and the aura is a little wierd
[02:16:03] <megawatt> *weird
[02:16:14] <sbx> eh?
[02:16:17] <sbx> got a picture? :)
[02:16:45] * megawatt sets the lame DBZ referrence to the side.
[02:17:18] <sbx> ...can't believe I missed that
[02:17:55] <sbx> But I couldn't stand more than 3 episodes of DBZ anyway.
[02:18:07] <sbx> sorry
[02:19:33] <megawatt> hence to it took 3 episodes joke. I could've mentioned the yelling to clarify.
[02:23:16] <megawatt> http://www.hmug.org/man/5/plist.html
[02:23:31] <megawatt> http://www.newgrounds.com/portal/view.php?id=31681
[02:23:41] <megawatt> stupid clipboards
[02:27:12] <sbx> hehe, looks good
[02:27:19] <sbx> now I just have to wait for it to download
[02:27:28] <sbx> on this slow connection
[02:29:52] <sbx> do you think pressing TAB on the console without anything typed should do anything?
[02:30:05] <sbx> I got the newest CVS of Pentagram today.
[02:31:02] <megawatt> currently it doesn't.
[02:32:19] <sbx> do you think that's a good idea?
[02:32:21] <megawatt> and I'm not sure if it should show all or not.
[02:32:37] <sbx> I thought it could list global commands/aliases.
[02:33:13] <sbx> or maybe members of Console
[02:33:24] <sbx> if you do "Class::<tab>" you get a list
[02:34:53] <megawatt> The members of Console is a pretty good idea...
[02:35:42] <megawatt> Assuming we keep the Class::members naming convention
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[07:59:00] <Fl00der> yo
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[16:36:04] <ruukkukasvi> hi all
[16:36:09] <watt> hiya
[16:36:12] <wjp> hi
[16:36:21] <ruukkukasvi> is there any possibility of having a mac os x build of pentagram posted on the web site?
[16:36:30] <wjp> if you build one, sure :-)
[16:36:38] <ruukkukasvi> ok :)
[16:37:19] <ruukkukasvi> well, i'm prepared to do some work to get that done, but hasn't anyone built a os x version before
[16:38:28] <wjp> I haven't heard of a recent one. (Doesn't one nobody built it, of course)
[16:43:30] <wjp> it shouldn't be too hard to build one yourself, though
[16:43:44] <wjp> and I would be interested in knowing if there are any problems with building it on OS X
[16:44:36] <ruukkukasvi> i'd really like to get the Xcode project file from someone who has already compiled pentagram (if he or she actually used Xcode)
[16:46:36] <wjp> I don't know of any Xcode project files... I do know that commandline building (using configure/make) used to work
[16:46:44] <wjp> (and will probably still work)
[16:47:45] <ruukkukasvi> ok
[16:47:53] <ruukkukasvi> well, i ran ./bootstrap
[16:47:59] <ruukkukasvi> and then tried ./configure
[16:48:05] <ruukkukasvi> which failed with error
[16:48:11] <ruukkukasvi> configure: error: cannot run /bin/sh ./config.sub
[16:48:32] <ruukkukasvi> (and ./bootstrap had said "./bootstrap: line 22: libtoolize: command not found
[16:48:35] <ruukkukasvi> ")
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[16:49:10] <wjp> do you have config.sub and config.guess files anywhere on your system?
[16:49:22] <wjp> if so, copy both to the pentagram directory and re-run configure
[16:50:20] <ruukkukasvi> yes i do, and that worked: configure started
[16:50:39] <ruukkukasvi> (though now it complains about SLD, so i have to get that)
[16:50:42] <ruukkukasvi> SDL
[16:50:56] <sbx> yep it's an SDL application :)
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[16:52:34] <wjp> I wonder why libtoolize is needed to get copies of config.sub and config.guess
[17:01:46] <ruukkukasvi> great, now i'm already building pentagram
[17:08:02] <sbx> It's an impressive piece of game-engineering.
[17:11:33] <sbx> A feat, I daresay.
[17:12:43] <sbx> except number keys don't select answers in conversations (not that the original u8 ever did that)
[17:15:22] <ruukkukasvi> great, i got the game working!
[17:17:52] <wjp> excellent :-)
[17:19:02] <sbx> ah, now it at least does something when the avatar dies
[17:19:09] <sbx> last time I played it just sat there :)
[17:19:11] <wjp> ok, you _really_ had an old version :-)
[17:19:38] <sbx> maybe it should open the menu
[17:19:43] <sbx> don't remember U8 enough
[17:20:00] <wjp> I don't think it did that
[17:22:39] <wjp> ttf overrides are now configurable in u8.ini
[17:22:52] <wjp> another bit of hardcoded configuration gone :-)
[17:23:37] <sbx> what do I set?
[17:23:43] <sbx> I'd like to use TTF
[17:23:56] <sbx> I've got the font in my data dir.
[17:25:09] <sbx> Also is there a way to load the savegame automatically when starting?
[17:25:16] <sbx> So I don't have to do the first scene again.
[17:26:22] <wjp> you can press F8 to load the quicksave at any point
[17:26:52] <wjp> for ttf simply set ttf=true in the config file
[17:28:21] <wjp> it uses VeraBd.ttf and Vera.ttf nowadays
[17:28:41] <wjp> hm, I wonder if I already mentioned Vera.ttf to Kirben
[17:29:14] <sbx> thanks
[17:29:36] <sbx> After asking about the savegame I realized I could load my game even in conversation. But I still wonder if you'll make it load automatically on startup?
[17:30:29] <wjp> yeah, I wonder about that too :-)
[17:30:41] <sbx> hehe
[17:30:48] <sbx> quicksave is the only save
[17:30:55] <wjp> it isn't
[17:31:12] <wjp> but it is the only one accessible outside of the console at this point
[17:31:24] <sbx> ok
[17:31:27] <sbx> I'll just use that
[17:31:31] <wjp> (GUIApp::savegame filename, GUIApp::loadgame filename)
[17:32:13] <wjp> maybe we should add an autosave and automatically load that on startup
[17:32:39] <wjp> it would then autosave on mapchanges and on quit, maybe
[17:33:19] <watt> yeah, we should.
[17:33:57] <wjp> of course the 'start new game' option should be accessible from the menu at that point :-)
[17:34:11] <sbx> good point
[17:34:16] <watt> yuyp
[17:34:18] <watt> yup
[17:34:20] <sbx> what happened to megawatt?
[17:34:34] <ruukkukasvi> does pentagram limit the number of frames it draws per second?
[17:34:55] <wjp> somewhat, but not really
[17:35:14] <wjp> (hm, I bet that answer really helped :-) )
[17:35:24] <ruukkukasvi> yeah :)
[17:35:24] <watt> he powered down to sleep
[17:35:58] <ruukkukasvi> pentagram just seems to use awful lot of cpu time
[17:35:59] <sbx> watt: get too low on energy? that's what I thought
[17:35:59] <wjp> there's no fixed limit, but it doesn't currently try to take up 100% cpu
[17:36:12] <wjp> (but it gets close to 100%... :-) )
[17:36:42] <sbx> I know this isn't directly related but it would be a nice feature if animations were smoother than they were in the original U8.
[17:36:50] <sbx> more frames
[17:37:05] <wjp> movement is interpolated currently
[17:37:05] <sbx> not sure if you can do that the way animation processes work
[17:37:09] <sbx> ok
[17:37:20] <wjp> but frames themselves aren't... need artists for that :-)
[17:38:14] <sbx> is the conversation text a gump?
[17:38:41] <sbx> the online console help is really helpful
[17:39:12] <ruukkukasvi> well, thanks for all the help
[17:39:15] <ruukkukasvi> gotta go now
[17:39:19] <sbx> or how about really useful*
[17:39:20] <sbx> cya
[17:39:25] <ruukkukasvi> bye
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[17:39:44] <sbx> what do I set to make the TTF bigger?
[17:40:00] <watt> lower the resolution.
[17:40:15] <watt> It doesn't scale right now
[17:40:37] <sbx> what's configurable in u8.ini then?
[17:40:47] <sbx> with regard to TTF
[17:41:17] <watt> I think the only ttf options are to use it or not
[17:42:08] <sbx> aye
[17:42:33] <sbx> Is there some kind of filter/interpolation I can enable at 1 scale?
[17:42:45] <sbx> So it isn't so blocky. Something like Bilinear filter.
[17:48:45] <wjp> watt: your information is 26 minutes out of date ;-)
[17:48:59] <wjp> you can now set the override details in u8.ini :-)
[17:49:25] <wjp> scaler=bilinear or scaler=scale2x
[17:51:07] <sbx> That works at scale 1? let's see...
[17:51:30] <wjp> oh, sorry, I missed the 'at 1 scale'
[17:51:39] <sbx> np
[17:51:49] <sbx> was just about to try it at 640x400 anyway
[17:52:00] <wjp> you don't want to scale it but smooth it instead?
[17:52:06] <sbx> sure
[17:52:39] <sbx> bilinear crashes
[17:52:50] <sbx> scale2x I dont notice much difference
[17:53:23] <sbx> Well, I'd rather have unreadable text and high resolution then.
[17:53:23] <wjp> what did you set exactly when it crashed?
[17:53:29] <sbx> scaler=bilinear
[17:53:35] <sbx> scalex=640 scaley=400
[17:53:47] <wjp> width/height?
[17:53:59] <sbx> width=1024 height=768
[17:54:10] <sbx> didnt change that
[17:54:15] <wjp> and that crashed it?
[17:54:57] <sbx> yeah but now it's not crashing
[17:55:12] <sbx> there it goes
[17:55:25] <sbx> bilinear=bilinear didn't do anything :) scaler=bilinear crashes it
[17:55:36] <sbx> fullscreen is set
[17:55:42] <sbx> fullscreen=true
[17:55:59] <sbx> but set to fullscreen=false it still crashes
[17:56:14] <wjp> ah, I see
[17:56:38] <wjp> valgrind does show an invalid write in the bilinear scaler
[17:57:16] <wjp> bbl, dinner
[17:58:04] <sbx> ok
[17:58:07] <sbx> pentagram doesn't run in gdb
[17:58:10] <sbx> it just locks up
[17:58:16] <sbx> have to kill it from a vt
[17:58:20] <sbx> virtual terminal
[17:58:25] <sbx> bbl myself
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[18:45:36] <wjp> it runs fine in gdb here
[18:45:44] <wjp> be careful not to run it in gdb while fullscreen, though
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[19:26:44] <wjp> hi
[19:48:48] <edbgon> hey
[19:48:52] <edbgon> moving day, be back in like 10 hours
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[21:30:30] <MickBim> hello
[21:31:25] <MickBim> hum, long idle time
[21:32:00] <MickBim> anyway
[21:32:55] <MickBim> so, i was searching the net to find a way for crusader no remorse to work smooth with dosbox & I found your project site
[21:35:23] <MickBim> even if i prefer crusader no remorse, i still find that ultima 8 was a "misunderstood" good action/rpg
[21:35:40] <MickBim> so good luck to your project :)
[21:36:58] <MickBim> and if u need beta-testers for the foreign versions of U8 or crusader, you can count on my help (i'm French and I have the 2 games in french version)
[21:37:38] <MickBim> i'll check back later when you are not idling :)
[21:37:44] <MickBim> bye & good luck
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[22:58:09] <wjp> Kirben: did I ever mention that Pentagram is using Vera.ttf along with VeraBd.ttf nowadays?
[22:59:42] <Kirben> No, where do I get 'Vera.ttf' ? I already bundled the later.
[23:00:20] <wjp> I put a copy of it at http://www.math.leidenuniv.nl/~wpalenst/Vera.ttf
[23:00:59] <Kirben> Thanks, both still load from the data directory by default ?
[23:01:03] <wjp> yes
[23:01:12] <wjp> could you also rename the VeraBd_copyright.txt file to Vera_copyright.txt?
[23:01:17] <wjp> (because it applies to both)
[23:02:23] <Kirben> ok