#pentagram@irc.freenode.net logs for 2 Apr 2005 (GMT)

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[15:41:56] <wjp> Colourless: I'm trying to play footsteps, but I get a lot of 'Sound already playing' messages, and only about one in three footsteps is played
[15:42:26] <Colourless> um
[15:42:28] <Colourless> hmm
[15:42:40] <Colourless> footstep sounds are really short...
[15:43:36] <Colourless> obviously there must be a bug somewhere
[15:43:42] <wjp> moving around some more; some footstep sounds do work properly
[15:43:52] <wjp> the 'on wood' ones are fine
[15:44:11] <wjp> but the ones on the dirt/stone where you start aren't
[15:44:53] <Colourless> what i'm not sure is what to actually do with already playing sounds
[15:44:55] <wjp> actually stone is mostly ok too
[15:45:05] <wjp> it's the dirt ones that are the problem
[15:45:27] <Colourless> should we 1) stop them and play new, 2) ignore them and play new, 3) so return and don't play a new one
[15:45:47] <wjp> I guess the dirt footsteps are a bit longer than most others
[15:47:14] <Colourless> now option 2 isn't really a good one, at least not for looping sounds, because for whatever reason, at the beginning of the game the game wants to do play the fire SFX twice
[15:47:34] <wjp> we might also be in trouble because the avatar runs a bit too fast
[15:48:03] <Colourless> avatar's animation is played at full speed instead of 1 every 2 frames that i think it's suppsoed to run at
[15:48:28] <Colourless> i'm guessing that 2) should be fine for normal sfx and might explain the existance of the IsSFXPlaying() function
[15:49:09] <wjp> hm, maybe I'm interpreting the 'framerepeat' as 1 too low
[15:50:08] <wjp> I guess I'll try showing all animation frames one frame longer
[15:50:21] <wjp> maybe it'll solve some other minor sync issues as well
[15:50:27] <wjp> (or just create new ones :-) )
[15:52:03] <wjp> I just started on the hardcoded effects for animations... stuff like draw weapon/sheathe weapon SFX, footsteps, ghost's skull-fireballs, and probably some other stuff
[15:52:16] <Colourless> as far as I know, only shaana's animation runs at full speed
[15:52:31] <Colourless> which is because her steps are so short
[15:53:10] <wjp> Shaana? framerepeat for her walk animation is 2
[15:53:49] <wjp> even at half speed the avatar still misses half his footstep sounds, by the way
[15:54:41] <Colourless> hmm
[15:58:39] <wjp> interesting; it fixed the timing issue with Toran's head not hitting the water
[15:59:27] <wjp> ugh, the execution scene has some issues
[15:59:47] <wjp> Toran's wife walked into the water
[15:59:58] <wjp> Shaana failed to walk away from the docks
[16:00:21] <Colourless> executions scene timing is pretty much perfect, except for the head
[16:00:25] <Colourless> which used to work..
[16:00:45] <wjp> ah, I see what I screwed up
[16:01:22] <wjp> forgot to adjust the position interpolation for the new animation speed
[16:01:38] <wjp> eh? segfault at exit?
[16:01:51] <wjp> oh, that might be that AudioSample issue
[16:02:34] <wjp> hm, were other NPCs supposed to have footsteps as well?
[16:04:24] <Colourless> yes
[16:04:26] <Colourless> very much so
[16:05:22] <wjp> execution scene does indeed sound a bit quiet without them
[16:08:27] <wjp> ok, increasing framerepeat by one seems to have had only positive effects
[16:23:59] <Colourless> want to add a 'ignore existing' flag when playing sfx?
[16:24:43] <Colourless> default false for ambient/looping and default true for normal sfx
[16:31:40] <wjp> hm, I wonder if we could simply always use those defaults, without adding a flag
[16:32:39] <Colourless> sure probably can
[16:33:07] <Colourless> can always just check to see if something is playing first if it matters
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[16:34:01] <X-or> yoooo
[16:34:05] <wjp> hi
[16:34:16] <X-or> is there a godbeastX somewhere?
[16:34:27] <Colourless> don't think so
[16:34:31] <wjp> that name rings a bell, though
[16:34:44] <X-or> http://www.math.leidenuniv.nl/~wpalenst/pentagramlog.php?log=15Sep2003
[16:34:51] <wjp> september 2003?
[16:34:59] <Colourless> yes... a long time ago
[16:35:05] <X-or> he is a coder and a ogrebattle64 fan
[16:35:22] <X-or> i'm looking for his mail adress
[16:35:50] <wjp> I have no idea how to reach him
[16:36:19] <X-or> too bad thanks a lot anyway
[16:36:23] <Colourless> hmm
[16:36:57] <Colourless> assumption is he is the same godbeastX that is posting at the NWN2 forums
[16:37:12] <wjp> NWN2? hmmmmm :-)
[16:37:40] <wjp> I apparently haven't visited the bioware site for too long :-)
[16:37:46] <Colourless> http://nwn2forums.bioware.com/my_account/viewprofile.html?u=1207706 has an email address
[16:38:20] <Colourless> yay for google :-)
[16:38:41] <X-or> see you guys
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[16:38:57] <wjp> "The following topics will be locked: [...] j. Any linux/mac, pro-linux/mac or related topics"
[16:39:10] <sbx> Friendly.
[16:39:22] <Colourless> no, trying to prevent flames/spamming
[16:39:44] <Colourless> there are no current plans for NWN2 to be released on Linux/Mac
[16:39:52] <Colourless> so some people are a little bitchy
[16:40:06] <wjp> yeah, I assumed as much... otherwise there would've been no reason for that item 'j' most likely :/
[17:17:44] <wjp> committed footsteps and some other misc SFX
[17:20:08] <Colourless> coo
[17:20:10] <Colourless> l
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[18:08:50] <Colourless> lol http://antwrp.gsfc.nasa.gov/apod/ap050401.html
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[19:03:11] <wjp> hehe, finally some solid evidence, I see :-)
[19:35:51] <wjp> ghosts now throw fireball-skulls
[19:35:56] <wjp> they just don't explode yet :-)
[19:37:42] <wjp> minor problem is that I put in an assert(not an actor) in Item::explode
[19:37:52] <wjp> now if only I could remember why :-)
[19:39:26] <Colourless> heh
[19:41:07] <wjp> hm, ghost AI is somewhat boring currently... they just float there and toss fireballs your way :-)
[19:41:45] <wjp> hm, fireballs do next to no damage
[19:42:01] <wjp> even at 0 armour class
[19:46:51] <wjp> ah, I guess dmgtype==0 is wrong
[19:47:28] <wjp> blunt fire damage sounds about right
[20:32:49] <wjp> committed that as well
[20:33:26] <wjp> you now get little splashes under your feet when walking along the coast at the start :-)
[20:42:49] <wjp> let's see... in what other places should we play SFX?
[20:43:03] <wjp> oh, Actor::receiveHit probably
[20:46:13] <Colourless> are you sure?
[20:47:17] <wjp> no
[20:47:51] <wjp> it's also possible that we need to play a 'gothit' animation to produce sound for monsters that got hit
[20:47:58] <wjp> (or for the avatar that got hit, for that matter)
[20:49:55] <Colourless> thinking wouldn't the anim have a 'hit' sfx in it?
[20:52:17] <wjp> yes, we probably need to play animation 13 (stumbleBackwards) when an Actor gets hit
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