#pentagram@irc.freenode.net logs for 27 Jun 2003 (GMT)

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[05:06:03] <Colourless> looking at all this pointers -> id stuff, i'm thinking it might be a nice idea to create a ObjID and a PID data type (probably just typedef uint16 ObjID) to make things clearer about what is and isn't a id.
[05:06:44] <Colourless> if we 'really' wanted to be ultra safe with casting we could create a simple class to do it, but i think that would be overkill
[05:08:24] <Colourless> re UCStack: OMG Some SANITY for once ! :-)
[06:47:21] * SB-X is back (gone 16:52:35)
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[08:11:53] <DarkeZzz> Colourless: Sanity? *blink* Where?
[11:20:41] <DarkeZzz> Ahh, Fingolfin! He doesn't mess with pentagram on a regular basis, thus he's sane. Things Make More Sense Now(tm). *grin*
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[11:26:58] <wjp> Colourless: objid/pid types is probably a good idea
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[11:28:00] <Colourless> hi
[11:28:32] <wjp> hi :-)
[11:28:43] <DarkeZzz> Greetings. Nice timing. *grin*
[11:29:19] <Colourless> more on objid, pid stuff. If we used a class/struct we could do PID::GetProcess() or ObjID::GetObject()
[11:29:44] <Colourless> so much cleaner that having to do Kernel::GetInstance()->GetProcess(pid) :-)
[11:29:53] <wjp> true :-)
[11:29:54] <Colourless> or the equiv with objects :-)
[11:30:10] <wjp> of course, nothing prevents us from having a global getProcess(PID&)
[11:30:19] <Colourless> heh, no :-)
[11:31:36] <DarkeZzz> Which is simply a #define/inline function which calls Kernel::GetInstance()->GetProcess(pid)... *grin*
[11:36:13] <Colourless> i thought you didn't like macros?
[11:37:01] <DarkeZzz> Of course I don't! Macros are evil, vile creatures that take over and corrupt pure and innocent code! You will never see macros in my code! Never! *indignantlook!*
[11:39:22] <DarkeZzz> Oh, that reminds me, that Iraqi information minister al-Sahaf apparently is alive and well, I wonder if he'll sue that particular webside which is selling cups and everything with images of him on them, for use of his image without permission? *grin*
[11:39:37] <Colourless> I know I would if i were him :-)
[11:40:37] <Colourless> I have to wonder, how would you feel to know that the americans didn't care enough about what you know, that even when you surrendered, they let you go ;-)
[11:41:34] * DarkeZzz laughs! They probably considered him far too untrustworthy anyway.
[11:42:33] <DarkeZzz> Given he could lie (or at least deny to himself the truth) so very, very well in front of a camera and look as if he believed it 110%, they probably figured that any information they got out of him could easily be an untruth. *grin*
[11:42:36] <Colourless> well, it's quite possible the information he has, would be totally worthless
[11:42:50] <DarkeZzz> Yup. *grin*
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[12:21:25] <wjp> something to think about: how are we going to store Shape*s, Usecode*s, AnimAction*'s, etc...?
[12:21:59] <Colourless> shapes will be by index. if you are thinking about the gumps, i'm going to change a fair amount of that stuff
[12:22:35] <wjp> but you also need to store the shapeflex the shape is from
[12:22:49] <wjp> especially relevant if we ever want to make our own gump shapes
[12:23:21] <Colourless> well, as of yet, we don't have anyway of specifying what file something came from
[12:23:39] <Colourless> we 'could' store by filename, or something else
[12:24:00] <wjp> for the common cases I wouldn't use filename
[12:24:06] <Colourless> neither would i
[12:26:49] <Colourless> what problem does the usecode have?
[12:27:27] <Colourless> animactions should also be able to purely use indices
[12:27:36] <wjp> none, currently, but there might be one if we have multiple usecode sources
[12:27:55] <wjp> yeah, animaction shouldn't be a problem
[12:27:56] <Colourless> when that is the time, we would probably be using dynamic usecode linking
[12:28:05] <Colourless> where class filenames would be associated with an index
[12:28:16] <Colourless> that would be handled by the 'Usecode' class all by itself
[12:28:21] <wjp> ok, so just ignore that for now
[12:28:36] <Colourless> now, the thing we need to be aware of is we MUST use the same language
[12:28:54] <Colourless> if the current game is english it MUST reload as english and so on
[12:29:05] <wjp> yes
[12:29:10] <Colourless> otherwise every ucprocess is invalidated
[12:29:12] <wjp> game version too
[12:29:24] <wjp> (the entire GameInfo struct would have to be the same)
[12:30:18] <Colourless> we 'could' checksum every files, for better of for worse
[12:30:35] <wjp> all game data files you mean?
[12:30:47] <Colourless> yes, so we can be sure they are the same
[12:31:11] <Colourless> of course it only really matters for the usecode, but anims could cause issues too
[12:31:54] <wjp> I think we should just assume the files are the same if GameInfo matches
[12:32:06] <wjp> if we crash when people hack up files, so be it :-)
[12:32:07] <Colourless> if we 'really' wanted to, we could try using ref counting with the usecode classes, and checksum all the currently inuse classes, so some level of modifications would be allowed
[12:32:37] <Colourless> what about pre and post patch conflicts
[12:32:56] <wjp> I think that invalidated savegames in the original
[12:33:11] <wjp> but pre/post patch is just reflected in game version
[12:33:30] <Colourless> then again, we could just have an option terminate all ucprocesses in a savegame using an 'unsupported' tool or something
[12:33:43] <wjp> I was thinking of an autosave on map change
[12:33:49] <Colourless> s/ucprocesses/processes/
[12:33:50] <wjp> that would be usable for that
[12:33:55] <Colourless> autosave = nice i dea
[12:36:39] <wjp> (there are cases where that does leave processes, but you can't have everything :-) )
[12:37:58] <Colourless> we should bring up a dialog box saying something like: "Savegame is from a diffent version of U8/AGWDS. Using the savegame may cause problem. Continue?"
[12:38:04] <Colourless> 'if' we allow it
[12:39:42] <Colourless> finally committed the code that i've had sitting here since like sunday :-)
[12:39:49] <wjp> yay :-)
[12:40:26] <Colourless> uh. Didn't document the changes to gumps/gumps
[12:40:37] <Colourless> not that i did anything interesting to it
[12:42:24] <Colourless> now we have earthquakes! :-)
[12:42:32] <wjp> yay! :-)
[13:15:18] <DarkeZzz> Hmm... is stuff dumped outside the known map area our bugs? Or is it just left overs from their world building? *grin*
[13:22:19] <Colourless> could be either :-)
[13:22:32] <Colourless> i don't see any problems with maps being displayed, so, it's hard to know
[13:22:43] <Colourless> now, 'some' thing are because they move globs around
[13:24:19] <DarkeZzz> These are things like parts of lamp posts, water squares, and a bout a quarter of a chunk of a house, who's construction I don't think I can locate on the current map.
[13:25:24] <Colourless> :-)
[13:25:55] <wjp> we may have a bug with items with container coordinates
[13:26:09] <wjp> but lamp posts/water squares don't sound like they would be inside containers :-)
[13:26:38] <DarkeZzz> It looks like it's part of the palace in central tenbrae.
[13:26:48] <DarkeZzz> (Or whatever that big, red building is. *grin*)
[13:27:34] <Colourless> it's the PALACE!
[13:28:42] <DarkeZzz> It is? Oh, never would have guessed. *cough*
[13:31:32] <DarkeZzz> With a quick compare, it does look like it was an ex part of the palace. Veird.
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[14:10:48] <wjp> hi Max
[14:13:34] <Fingolfin> yo
[14:14:06] <Colourless> hi
[14:14:08] <Fingolfin> doxygen 1.3.2 can do callgraphs
[14:14:12] <Fingolfin> maybe time to update? :-)
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[15:46:19] <wjp> callgraphs? hmm.. nice :-)
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[16:04:05] <wjp> hm, pressing enter once would probably have been enough ;-)
[16:04:11] <Colourless> wb
[16:04:16] <wjp> thx
[16:04:28] <wjp> I linked to that page from our webpage, btw
[16:04:46] <wjp> I'm not using CVS for the webpage for obvious reasons :-)
[16:51:11] <wjp> bbl, dinner
[17:16:35] <wjp> hmmm... where's the easiest place to test earthquakes?
[17:17:02] <Colourless> in the zealan map
[17:17:19] <Colourless> just after the marble puzzle there is a white beam
[17:17:24] <Colourless> walk through the beam
[17:18:45] <wjp> hm, looks good :-)
[17:21:01] <wjp> didn't Khumash Gor have more treasure?
[17:21:10] <wjp> (than a couple of potions and a blackrock tip)
[17:22:09] <Colourless> i can't remember
[18:21:46] <wjp> hm, is it me or is SF's CVS really fast today?
[18:24:34] <wjp> ah... misread something... it seems anon-CVS from SF shell servers still uses the primary CVS server
[18:24:41] * wjp updates webpage through CVS properly :-)
[19:06:18] <Colourless> Item::Ascend is meant to rise up the amount of units specified in it's args, and lift all the items on top of it up too
[19:06:42] <Colourless> committed some no regret intrinsic names in ConvertUsecodeCrusader.h
[19:09:37] <Colourless> still a long way to go though
[19:09:54] <Colourless> and i think i'll be going now.
[19:09:59] <Colourless> cya
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[20:03:56] <wjp> hm, yes, that's pretty much what I expected for ascend()
[20:04:12] <wjp> I wonder what's supposed to happen when some items can't move up enough
[20:05:58] <wjp> well, I can guess what should happen, of course, but I mainly wonder how to implement that :-)
[20:06:11] <wjp> ascend() should probably call ascend() on all supported items recursively
[20:06:22] <wjp> but the failure case might be a bit hard to do then
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