[00:22:53] --> Kirben has joined #pentagram
[00:22:53] --- ChanServ gives channel operator status to Kirben
[01:24:19] --> sbx has joined #pentagram
[01:34:43] <-- sbx has left IRC (Read error: 104 (Connection reset by peer))
[01:50:41] <-- Chetic has left IRC (Read error: 54 (Connection reset by peer))
[01:51:11] --> Chetic has joined #pentagram
[03:14:54] --> sbx has joined #pentagram
[07:33:24] <-- sbx has left IRC ("clicks the exit button")
[08:50:29] --> kokkas has joined #pentagram
[08:51:41] <kokkas> hello there
[08:52:11] <kokkas> is there anybody out there?
[08:53:46] <kokkas> bye
[08:53:54] <-- kokkas has left IRC ("Leaving")
[12:34:30] <-- Kirben has left IRC ("System Meltdown")
[12:55:23] --> Fingolfin has joined #pentagram
[12:55:23] --- ChanServ gives channel operator status to Fingolfin
[13:05:35] <wjp> hi Fingolfin
[13:13:04] <Fingolfin> hi
[13:13:58] <-- Fingolfin has left IRC ("42")
[14:45:02] <-- Chetic has left IRC (Remote closed the connection)
[15:59:51] --> WattAtWork has joined #pentagram
[17:29:59] --> Fingolfin has joined #pentagram
[17:29:59] --- ChanServ gives channel operator status to Fingolfin
[18:10:35] <WattAtWork> Oh yeah, managed to get a gimp plugin to compile and link in ok.... not that it does anything, but I suppose it was a good test for using C++ in the plugin.
[18:11:22] * wjp nods; good
[18:12:13] <WattAtWork> didn't actually have to declare export C on anything either... I think the MAIN macro takes care of it and just hands some function pointers around
[18:12:58] <wjp> quite convenient
[18:16:06] <WattAtWork> The function pointers are set up in a GimpPlugInInfo structure, so I suppose C++ name mangling would cause any problem there.
[18:17:00] <wjp> hm?
[18:17:20] <wjp> did you miss a 'not'?
[18:17:28] <WattAtWork> yeah.
[18:17:47] <WattAtWork> s/would/would not/
[18:43:20] <-- Fingolfin has left IRC ("42")
[19:23:46] <wjp> savegame info...
[19:23:49] <wjp> I was thinking:
[19:23:55] <wjp> * screenshot
[19:24:13] <wjp> * ('real world') date/time of saving
[19:24:43] <wjp> * savecount (incremented when saving)
[19:24:52] <wjp> * avatar's name
[19:25:08] <wjp> * avatar stats (str, int, dex, armour, hits, mana, weight)
[19:25:23] <WattAtWork> * gametime.
[19:25:29] <wjp> * avatar equipment (shield, arm, head, body, legs, weapon (shape, frame) )
[19:25:39] <wjp> * avatar's location (map, coords)
[19:25:46] <wjp> and indeed in-game date/time
[19:26:25] <WattAtWork> How useful is map and coords? Can we get the name of the map or only numbers?
[19:26:29] <wjp> I'm thinking that should cover about anything we might want easy access to when displaying a savegame
[19:26:55] <wjp> numbers only, but a map->name map is easy to add of course
[19:27:05] <WattAtWork> true
[19:27:34] <wjp> I don't necessarily want to really display all that info, by the way
[19:28:15] <WattAtWork> I think stats might be overkill in the display
[19:28:20] <wjp> but storing things like equipment would allow 'fancy' things like popping up a paperdoll/stats gump for a non-loaded savegame :-)
[19:28:37] <wjp> exult shows avatar stats
[19:29:31] <WattAtWork> hmmm.
[19:30:12] <wjp> it might give an indication of how far in the game you are, although in U8 it's probably too easy to gain stats
[19:30:56] <WattAtWork> agreed
[19:31:22] <WattAtWork> and if we could control it from the console.... hehe
[19:31:38] <wjp> control what?
[19:31:49] <WattAtWork> the way you gain stats...
[19:32:03] <wjp> you mean like 'MainActor::maxstats'? :-)
[19:32:17] <WattAtWork> just a loop of attack commands.... ummm yeah, or that.
[19:32:32] <wjp> that one already exists, by the way
[19:32:48] <wjp> maximizes str, int, dex, hp and mana
[19:33:00] <WattAtWork> Does it flag the avatar as a cheater?
[19:33:09] <wjp> that flag doesn't exist yet
[19:33:25] <wjp> ah, another thing to store in savegame info as well :-)
[19:33:32] <WattAtWork> Oh... I though there was an intrinsic for that
[19:33:37] <wjp> unimplemented
[19:35:16] <wjp> * pentagram version game was started with
[19:35:21] <wjp> * pentagram version game was saved with
[19:37:11] <wjp> in Exult there's a function that dumps version info, complete with which #defines were set at compile time
[19:39:41] <WattAtWork> hmmm... does that cover all #defines or specific ones (the concept of all #defines might be interesting to learn)
[19:39:59] <wjp> specific ones :-)
[19:40:24] <wjp> all ones would require some hacky compiler-specific build rules
[19:40:39] <WattAtWork> but it'd be neat. :-)
[19:41:17] <WattAtWork> probably not increadible useful.. but ehh.
[19:43:17] <wjp> in exult it's things like debugging mode, exultstudio support, zipped savegame support, timidity enabled
[21:36:10] --> edbgon has joined #pentagram
[21:37:10] <edbgon> hello
[21:45:22] <wjp> hi
[21:46:54] <edbgon> how are you doing?
[21:47:24] <wjp> just thinking about/working on savegames a bit, currently
[21:48:12] <edbgon> like compressing them?
[21:48:26] <wjp> not yet
[21:49:24] <edbgon> :)
[22:40:24] <-- edbgon has left IRC ("Lost terminal")
[23:24:13] --> Kirben has joined #pentagram
[23:24:13] --- ChanServ gives channel operator status to Kirben
[23:31:11] <wjp> hm, current game resolution might be useful to store in a savegame as well
[23:31:21] <wjp> (for debugging purposes)
[23:33:20] * WattAtWork nods
[23:34:33] * WattAtWork feels there may be some interesting diffs to read when I get home
[23:35:14] <wjp> hm, just some stuff that had to be done; nothing really interesting I'm afraid
[23:36:55] <wjp> oh, of course I did break old savegames again :-)
[23:37:55] <wjp> time to go now; night