#pentagram@irc.freenode.net logs for 30 Jan 2005 (GMT)

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[04:05:45] <sbx> hi
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[04:25:25] <Curiousis-2> wjp: I can confirm that the game no longer freezes when the master summons daemons.
[04:26:04] <Curiousis-2> Now if it weren't for books Mythran's book appearing in the floor the whole game could be finished without cheating :)
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[12:22:07] <Colourless> wjp you know you made the rendered text code horribly inefficent now that you made bordersize variable as the loop can no longer be unrolled
[12:24:48] <Colourless> :-)
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[12:45:57] <wjp_> how about adding a if (bordersize == 1) special case?
[12:46:11] <Colourless> probably a good idea
[12:46:52] <wjp_> hm, PaintHighlight and FadedBlit don't have the same semantics wrt the colour passed to it, do they?
[12:48:08] <wjp_> one of them makes lightblue text deep blue, the other purple when passing 0x800000F0
[12:48:22] <Colourless> hmmm
[12:49:58] <wjp_> I'm adding OnMouseOver to text-buttonwidgets. I thought a faded blit might be the easiest way
[12:50:30] <Colourless> you would be right
[12:50:41] <Colourless> PaintHighlight is 'wrong'
[12:51:04] <Colourless> no wait
[12:51:17] <Colourless> yeah
[12:51:35] <Colourless> FadedBlit uses TEX32_PACK_RGBA() macro
[12:52:57] <Colourless> PaintHighlight uses 0xAARRGGBB faded does 0xAABBGGRR
[12:53:36] <wjp_> ARGB vs ABGR would explain the blue vs purple :-)
[12:54:15] <Colourless> making it all 0xAABBGGRR
[13:09:40] <wjp_> sounds good; thanks
[13:13:00] <Colourless> done
[13:51:38] <wjp_> I don't think our Process currently (cleanly) supports what's needed for actors nodding while a BarkGump is open
[13:51:57] <Colourless> you do'nt think/
[13:52:10] <wjp_> kind of sounds like we'd need an inverse of 'waitFor/wakeUp'
[13:52:26] <Colourless> they may not have used a process though
[13:52:38] <Colourless> but then again, they might have
[13:53:30] <wjp_> we can probably do this any way we want, though, since I doubt it would affect compatiblity very much
[13:54:59] <Colourless> only thing need to think of is how the animations would affect other animations
[13:55:21] <wjp_> true
[13:55:38] <wjp_> in any case it should only do the talk animation when not playing any other animations
[13:55:47] <Colourless> i would think the talkign animation would be lowest priority
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[15:07:07] <Colourless> hmmm. some processes should run even if the game is paused
[15:07:46] <Colourless> things like the MusicProcess
[15:07:51] <wjp_> hm, I see
[15:07:59] <Colourless> should run even if modal gumps are up
[15:08:26] <Colourless> since the intro and endgame are likely to be implemented in the end as a modal gump i would think
[15:08:42] <wjp_> hm, not necessarily
[15:09:26] <Colourless> and if the game is paused, the music process never changes tracks
[15:11:35] <Colourless> which is why if you currently use the intro and endgame options in the menu you don't get any music (unless you press escape and close the book)
[15:14:09] <wjp_> right
[15:15:27] <wjp_> maybe merge all the Process flags into a uint32 bitfield and add a RunIfPaused flag?
[15:16:19] <Colourless> sounds like a good idea to me
[15:59:26] <wjp_> ok, bark animations seem to be working
[16:00:09] <wjp_> were you doing the RunIfPaused stuff or should I?
[16:02:41] <wjp_> strange, though... Devon seems to shift around a bit while talking
[16:02:56] <wjp_> I wonder if his talk animation isn't properly aligned with the stand animation
[16:06:29] <wjp_> well, he does that in the original too
[16:10:17] <Colourless> i wasn't planning on doing runifpaused at this 'instant'
[16:14:13] <wjp_> I might take a look at it tonight, then
[16:14:29] <wjp_> ugh... I'm doing the talk animation when simply looking at an NPC too
[16:15:24] <wjp_> I wonder if it's possible at all to differentiate between them
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[16:17:06] <Colourless> barkgump is a barkgump...
[16:18:01] <wjp_> but the original does that too, I see :-)
[16:20:18] <watt> whoops. It appears I missed some compile warnings and errors in the gimp plugin. Strange since I compiled and used it fine after the last set of changes.
[16:30:49] <wjp> well, finally...
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[16:31:14] <wjp> I wonder why I couldn't ssh to the uni. all day
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[17:08:00] <Colourless> i 'really' should have made the scaling gump years ago... because now i can't remember exactly what i need to do to get the coords scaling to work properly :-)
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[18:02:51] <Colourless> isn't it amazing: http://www.users.on.net/~triforce/scaled.png
[18:04:21] <Colourless> bark gump position is 'wrong' but other than that it's working
[18:04:29] <Colourless> of course only 1 scaler at the moment
[18:19:57] <wjp> very cool :-)
[18:20:10] <wjp> unscaled console, scaled gamemap; excellent :-)
[18:33:34] <Colourless> ok... was the scaling gump supposed to be above or below the inverter gump
[18:33:45] <Colourless> so many things i can't remember :-)
[18:51:19] <wjp> scaler was further up the hierarchy
[18:51:26] <wjp> so we could have scaled, non-inverted modal gumps
[18:53:48] <Colourless> yeah thats right
[20:42:03] <Colourless> later
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[21:29:31] <wjp> um, now it could be me, but were you supposed to be able to move while casting air spells? :-)
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[21:32:07] <wjp> wow; judging by the original you actually _are_ able to move while casting restoration
[21:32:34] <wjp> and reveal...
[21:38:17] <wjp> no wonder those spellcasting animations look screwed up in pentagram
[21:38:29] <wjp> avatarmoverprocess keeps resetting it to a 'stand' animation because nothing's happening
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