#pentagram@irc.freenode.net logs for 26 Jun 2003 (GMT)

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[03:07:39] <Colourless> re savegames: i'm thinking no pointers at all anywere. Even things like the gump children should be objids
[03:08:16] <Colourless> that way we could just store all the obj ids and we wouldn't have to care about recreating the tree as it would just recreate itself
[03:08:41] <Colourless> we just would store the list of objects as a flat array
[03:10:50] <Colourless> as for working out how to reconstruct an object on load
[03:13:18] <Colourless> i'm thinking that we should use the class names to specify what type of object to load
[03:13:59] <Colourless> some where in pentagram we'd have a list of all the various loadable class types and a pointer to that classes load function
[03:14:11] <Colourless> saving should be handled by the class itself.
[03:15:03] <Colourless> versioning should be internal to each class rather than a global thing
[03:15:10] <Colourless> at least that is my opinion.
[03:15:44] <Colourless> things will be a little tricky because of base classes, so version info would need to be saved for each base class
[03:17:20] <Colourless> so, my idea for the data structure would look like this "ClassName" [[BaseClass1 Version, BaseClass1 Data], BaseClass2 Version, BaseClass2 Data] Class Version, Class Data
[03:17:35] <Colourless> question then is, saved a binary or ascii
[03:59:59] <Colourless> ah well. i had better be off
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[08:15:16] <wjp> Colourless: we can't store children lists as objids.
[08:15:23] <wjp> not all Containers and contents have objids
[08:15:39] <wjp> (the ones in other Maps than the current map)
[08:16:13] <wjp> but as long as container/contents are the only pointers there isn't a problem really
[08:16:53] <wjp> just store contents after a container, suitably marked
[08:17:23] <wjp> (so skip any items with parent set while saving the list, and write them right after their parent, or something)
[08:17:26] <wjp> anyway, gtg again
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[08:54:55] <wjp> continuing...
[08:55:09] <wjp> using the class name was my idea too
[08:55:33] <wjp> might be a bit bulky, though, but luckily the most common class is quite short :-)
[08:55:37] <wjp> *'Item')
[08:55:43] <wjp> s/\*/(/
[08:56:09] <wjp> data structure scheme looks ok. Maybe add a size of the total structure at the start
[08:57:38] <wjp> I'd probably prefer binary, but compressed ascii would be ok too, I guess
[08:58:14] <wjp> if we abstact saving enough it won't matter in the actual classes
[08:58:19] <wjp> s/abst/abstr/
[08:58:42] <wjp> I'd also add a global version, btw, just in case we ever radically change something
[08:59:50] <wjp> and we'll need a place to store savegame info (GameInfo, savegame name, screenshot(?), ...)
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[09:39:21] <`daniel> hello
[09:39:26] <`daniel> I gotta a compile error to bother you with
[09:39:49] <`daniel> k, ill paste the whole 5 lines that it can acutally get through :P
[09:39:53] <`daniel> Now type 'make' to build Pentagram
[09:39:53] <`daniel> root@localhost:/usr/ports/game/pentagram/old$ make
[09:39:53] <`daniel> mkdir -p usecode/.deps/
[09:39:53] <`daniel> ./genrules.pl ucm-reg > usecode/.deps/ucm-reg.rules
[09:39:53] <`daniel> /bin/sh: ./genrules.pl: /usr/bin/perl: bad interpreter: Permission denied
[09:39:56] <`daniel> make: *** [usecode/.deps/ucm-reg.rules] Error 126
[09:40:04] <`daniel> woopse
[09:40:08] <`daniel> forget the two fisrt lines
[09:40:18] <wjp> sounds like your /usr/bin/perl isn't executable
[09:40:32] <`daniel> lrwxrwxrwx 1 root root 9 Apr 6 01:09 /usr/bin/perl -> perl5.8.0
[09:40:42] <wjp> and perl5.8.0?
[09:40:46] <`daniel> -rwxr-xr-x 1 root root 884096 Mar 18 12:26 /usr/bin/perl5.8.0
[09:40:50] <`daniel> yep
[09:41:10] <`daniel> thats the origional binary you get if you diy
[09:41:27] <`daniel> but just happens to be the one I get with my distro, since it's a mostly diy.
[09:41:28] <wjp> can you run genrules.pl manually?
[09:41:35] <`daniel> let me see
[09:41:56] <wjp> hm, wait a sec... see if the line-endings in genrules.pl are correct
[09:42:08] <`daniel> make genrules.pl
[09:42:11] <`daniel> same error
[09:42:16] <wjp> not make
[09:42:17] <wjp> just run it
[09:42:20] <`daniel> k
[09:42:46] <`daniel> genrules.pl: use: command not found
[09:42:46] <`daniel> genrules.pl: print: command not found
[09:42:46] <`daniel> genrules.pl: line 13: syntax error near unexpected token `(@'
[09:42:46] <`daniel> genrules.pl: line 13: `foreach my $product (@ARGV) {'
[09:42:57] <`daniel> argh
[09:43:22] <`daniel> its the source off the site, "CVS source snapshot"
[09:43:29] <wjp> that's windows style
[09:43:43] <wjp> if you want a linux snapshot visit the URL in the topic
[09:43:43] <`daniel> still source though?
[09:43:55] <wjp> yes, but scripts won't work properly with dos style endlines
[09:44:11] <wjp> it's trying to use "/usr/bin/perl\r" as the interpreter
[09:45:42] <`daniel> what exactly is this 'nuvie' I've been hearing of
[09:45:50] <wjp> ultima 6 engine
[09:45:54] <`daniel> sounds like a fairy name
[09:45:55] <wjp> http://nuvie.sf.net/
[09:46:00] <`daniel> all girly like
[09:46:03] <wjp> it's for "new VI"
[09:46:18] <`daniel> heh
[09:46:21] <wjp> (where VI is obviously for Ultima VI)
[09:46:52] <SB-X> #nuvie
[09:46:53] <`daniel> :)
[09:49:55] <`daniel> at least these names are origional
[09:52:52] <`daniel> yah, its compiling
[10:05:06] <`daniel> gar
[10:05:11] <`daniel> there is no install script
[10:05:35] <`daniel> where are all the other files kept besides the 'pentagram' binary?
[10:10:09] <`daniel> okay
[10:10:15] <`daniel> I managed to get something working...
[10:10:24] <`daniel> However I receive this error
[10:10:28] <`daniel> Searching for alternate console font... Not Found.
[10:10:28] <`daniel> Loading console font config: @data/fixedfont.cfg... Failed
[10:10:28] <`daniel> Error: Console font path not found! Unable to continue. Exiting.
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[10:11:47] <`daniel> I have placed fixedfont.tga and fixedfont.cfg in /opt/share/pentagram (/opt was my prefix)
[10:12:24] <Yuv422> hi guys
[10:12:39] <`daniel> a global pentagram.cfg is also in there
[10:12:45] <`daniel> hello yuv
[10:12:55] * Yuv422 heard nuvie talk. ;)
[10:13:45] <Yuv422> I got to compile pent for the first time in awhile today. It's really coming along well.
[10:14:33] <Yuv422> had to tinker with SDL slightly to get it to compile with 3.3 though
[10:15:17] <`daniel> 3.3?
[10:15:23] <Yuv422> gcc
[10:15:25] <`daniel> there's a new version out?
[10:15:28] <`daniel> oh
[10:15:32] <`daniel> yeh
[10:15:35] <`daniel> where did you get the snapshot from?
[10:15:47] <Yuv422> offical apple release
[10:15:59] <Yuv422> or are you talking about pent?
[10:16:02] <`daniel> oh
[10:21:46] <`daniel> yes
[10:21:51] <`daniel> :)
[10:21:58] <`daniel> I'm having troubles compiling it
[10:22:05] <`daniel> and everyone here seems afk
[10:26:48] <Yuv422> what's it doing?
[10:26:57] <wjp> trouble compiling? I thought you had trouble running?
[10:27:07] <wjp> Sounds like you need to point pentagram at the right data directory
[10:27:14] <`daniel> =============================
[10:27:18] <`daniel> Searching for alternate console font... Not Found.
[10:27:18] <`daniel> Loading console font config: @data/fixedfont.cfg... Failed
[10:27:18] <`daniel> Error: Console font path not found! Unable to continue. Exiting.
[10:27:23] <`daniel> =============================
[10:27:23] <`daniel> sorry
[10:27:27] <`daniel> trouble running
[10:27:32] <`daniel> I forgot what I was saying
[10:27:46] <`daniel> well thats the thing, I think i have?
[10:27:49] <`daniel> ill double check
[10:27:52] <Yuv422> I was using an old pentagram.cfg file
[10:28:04] <`daniel> /opt/share/pentagram
[10:28:14] <`daniel> thats my data directory
[10:28:15] <Yuv422> I didn't notice I needed the <games> mode. ;)
[10:28:21] <wjp> and how is pentagram going to find that? :-)
[10:28:28] <wjp> Yuv422: yeah, I changed that recently
[10:28:41] <`daniel> wjp: easily, :P
[10:28:55] <wjp> did you enter it in your ~/.pentagram/pentagram.cfg ?
[10:28:58] <`daniel> I've told it in the pentagram.cfg file
[10:29:05] <`daniel> yep
[10:29:14] <`daniel> <data>
[10:29:14] <`daniel> /opt/share/pentagram
[10:29:14] <`daniel> </data>
[10:29:27] <`daniel> exec ls /opt/share/pentagram
[10:29:30] <wjp> does it say @data = /opt/share/pentagram somewhere in the output
[10:29:30] <`daniel> gar
[10:29:35] <wjp> ?
[10:29:42] <`daniel> nope
[10:29:46] <`daniel> thats the thing
[10:29:56] <`daniel> Data Path: /opt/share/pentagram
[10:30:01] <`daniel> oh actually it does
[10:30:06] <`daniel> hehe, me bad... again
[10:30:29] <wjp> so is fixedfont.tga/fixedfont.cfg in /opt/share/pentagram?
[10:30:30] <`daniel> k
[10:30:42] <`daniel> how about I message you exactly what is says?
[10:30:46] <`daniel> it sure is
[10:34:54] <Yuv422> bbl
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[10:47:53] <`daniel> nooo, im stuck at the beginning cutscene :P
[10:50:51] <`daniel> this is quite impressive
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[11:40:25] <Cashman> yikes we are popular tonite!
[11:43:43] <`daniel> lol
[11:44:05] <`daniel> we have more people than exult <:)
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[12:07:52] <Colourless> hi
[12:10:33] <wjp> hi
[12:11:20] <Colourless> wjp, i prefer binary to ascii too... much easier to handle
[12:11:49] <Colourless> which containers can't use objid?
[12:11:56] <wjp> the ones in Maps
[12:12:07] <wjp> nonfixed items in other maps than the current map
[12:12:10] <Colourless> yeah, i just realized :-)
[12:12:30] <Colourless> i'm of course thinking of the current game state
[12:12:35] <Colourless> rather than of the other maps :-)
[12:13:20] <Yuv422> does pent keep more than one map segment in memory at any given time?
[12:13:43] <wjp> yes
[12:14:08] <wjp> well, the nonfixed items
[12:14:19] <wjp> the fixed items are only loaded when necessary
[12:14:25] <Yuv422> ah k
[12:15:05] <Colourless> avatarInStasis should probably be stored in the main actor struct
[12:15:47] * Yuv422 wishes VI had a comprehensive usecode system
[12:16:09] <Yuv422> it looks like you've got most of the work done for you when you implement the usecode interpretor
[12:16:22] <Colourless> ha
[12:16:28] <Yuv422> ;)
[12:16:28] <Colourless> you'd think looking from the outside :-)
[12:16:48] <Colourless> AI, pathfinding, now that's the 'fun' stuff :-)
[12:17:31] * Cashman is glad to here heaps of people talk in this irc channel now
[12:18:18] * Yuv422 drops the avatar on a giant mushroom.
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[12:20:44] <Yuv422> can I walk the avatar around?
[12:21:06] <Darke> Not at the moment, no. You still kinda 'float' vaguely around.
[12:21:14] <Yuv422> ah k
[12:22:16] <Yuv422> what do the box structures on the roofs represent?
[12:22:18] <Cashman> hehe
[12:22:29] <Darke> Erm. Which box structures?
[12:22:34] <Darke> Or rather where?
[12:22:51] * Cashman thinks its hardly fair for darke to be assigned the job of walking when hes working on the disasm/compiler
[12:23:01] * Cashman hides
[12:23:12] <Yuv422> they appear next to the roof attic windows
[12:25:26] <Yuv422> map loading seems to be egg based? is that correct?
[12:26:14] <Colourless> define what you mean by map loading
[12:26:18] <Colourless> you mean changing maps?
[12:26:21] <Yuv422> yes
[12:27:10] <Colourless> well, yes.
[12:28:10] <Yuv422> ah yes, that makes sence when you think about the origianl
[12:28:28] <Yuv422> they won't want to load the next segment if you were running along a border wall. ;)
[12:29:10] <Colourless> any object in the game world can have usecode associated with it. Eggs are just different cause they have the egg hatcher which will call the egg items hatch function
[12:29:24] <Colourless> when you are within a certain disance.
[12:30:07] <Yuv422> argh, an npc is moonwalking towards me!!
[12:30:15] <Colourless> other items can be triggered by direct using, or phyiscal touching (in
[12:31:09] <Yuv422> are the red numbers npc schedule postitions?
[12:31:28] <Colourless> they are 'path eggs' :-)
[12:31:37] <Yuv422> cool
[12:31:52] <Colourless> they are just posistions that npcs will go to
[12:31:54] * Cashman heheh <Yuv422> argh, an npc is moonwalking towards me!!
[12:44:50] <wjp> Press 'e' if you don't want to see the 'editor' objects
[12:45:29] <Colourless> ah, that's what the 'box' things are
[12:45:37] <Colourless> those box things are blocking objects
[12:45:48] <Colourless> to prevent you from getting to places where you shouldn't go
[12:45:52] <Yuv422> ah k
[12:46:28] <Yuv422> how does the game handle steps?
[12:47:57] <Colourless> by walking up them
[12:48:04] <Colourless> or down them
[12:48:46] <Yuv422> I mean is that unique to step objects or is it scripted?
[12:49:24] <Colourless> it's a global thing
[12:49:50] <Colourless> colision detection stuff
[12:50:02] <Yuv422> right
[12:50:05] <Colourless> if you can't go forward, check to see if you can step up
[12:50:50] <Yuv422> kernel/GUIApp.cpp:757: failed assertion `false'
[12:51:24] <Colourless> that should never happen
[12:51:28] <Colourless> what ever that is :-)
[12:51:41] <Yuv422> I picked up a piece of map and it fell through into the ether.
[12:51:45] <Yuv422> thenit did that
[12:51:56] <SB-X> that shouldnt happen either should it?
[12:52:39] <Colourless> if you want really hacky stair climbing, press 'c'
[12:52:50] <Darke> That can't happen. Even says so in the code. *points at CANT_HAPPEN()*
[12:53:12] <Yuv422> hehe
[12:53:15] <Darke> You're obviously imagining things. *grin*
[12:53:24] <Yuv422> stair walking seem to work ok
[12:53:36] <SB-X> "Thou shalt never see this!"
[12:54:06] <Colourless> the stair climbing stuff is not the most robust code ever written
[12:54:22] <wjp> hm, that CANT_HAPPEN is apparently when you're dragging something that isn't a gump and isn't an item
[12:54:29] <Colourless> it seem to have odd interactions with hit detection on other objects
[12:54:52] <Colourless> or you are dragging nothing at all something
[12:54:52] <Yuv422> the object is at (12305,3805,128)
[12:54:53] <wjp> Yuv422: which piece of map could you pick up?
[12:55:05] <wjp> which map?
[12:55:11] <Yuv422> hehe actually yeah it is nothing
[12:55:20] <Yuv422> that causes the fault
[12:55:24] <Yuv422> the start map
[12:55:59] <Colourless> yes, just click and drag the 'nothing'
[12:56:17] <Yuv422> dragging the ed things makes the map at that location fall away
[12:57:10] <wjp> hm, I see
[12:57:11] <Yuv422> ah yes it say dragging object 0 in the logs. ;)
[12:57:38] <Cashman> <AI> I believe that we have to look at it several ways. I do like pentagram, Nic.
[12:57:50] <wjp> we should probably avoid making fixed items fall :-)
[12:58:04] <Yuv422> :)
[12:58:07] <wjp> and dragging non-existing objects would be a problem too :-)
[12:59:54] <Cashman> <Cashman> hehe cashman wonders if he should feed the buggy AI some pentagram logs
[13:00:30] * Cashman says sorry for speaking of unrelated material, I will continue to hide and say no more
[13:25:46] <Yuv422> time for bed
[13:25:52] <Yuv422> cya
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[13:29:56] <Cashman> *hick*
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[14:11:58] <Colourless> so... tired...
[14:12:00] <Colourless> cya
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[14:14:42] * Darke is wandering off to sleep too. *grin* Night!
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[14:33:06] --- Topic for #pentagram is: http://pentagram.sf.net/; CVS source snapshots temporarily at http://www.math.leidenuniv.nl/~wpalenst/cvs
[14:33:06] --- Topic for #pentagram set by wjp|work at Mon Jun 23 12:23:41 2003
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[15:53:30] <Fingolfin> yo
[15:53:48] <Fingolfin> wjp: hm, is there any reason why e.g. comments in GUIApp are not converted to doxygen comments?
[15:53:50] <Fingolfin> like this:
[15:53:53] <Fingolfin> sint32 lerpFactor; // Interpolation factor for this frame (0-256)
[16:00:33] <wjp> we're converting things to doxygen slowly
[16:00:43] <wjp> so not everything is properly commented and/or converted yet
[16:01:36] <wjp> if you happen to see some non-doxygen comments that should be doxygen comments, feel free to change them :-)
[16:02:14] <wjp> (I only started using doxygen this week)
[16:02:23] <wjp> (or maybe late last week)
[16:03:04] <wjp> thanks for the UCStack :-)
[16:03:07] <wjp> bbl
[16:10:55] <wjp> b
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