#pentagram@irc.freenode.net logs for 31 May 2003 (GMT)

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[05:21:06] <Jett> After 708 hours, pentagram is still holding steady at 16808kb and hasn't so much as wibbled as it continuously executes random usecode. Yay! *grin*
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[09:49:59] <wjp> I have map teleporters semi-working
[09:50:14] <wjp> only you immediately get teleported back :-)
[09:50:26] <wjp> and the camera doesn't follow you across maps
[09:50:47] <wjp> (it does display the right map, but it stays at the pre-teleport coordinates)
[09:50:49] <Cashman> nice!
[09:50:58] <wjp> no, not nice :-)
[09:51:03] <Cashman> hehe
[09:51:16] <Cashman> why do the pre teleport coordinates have a teleport to go back?!
[09:51:31] <wjp> that sentence doesn't make any sense
[09:51:36] <Cashman> sorry!
[09:52:00] <wjp> the problem is that those gate teleporters go both ways
[09:52:11] <wjp> (since you can walk through the gate in both directions)
[09:52:15] <Cashman> does each map have like one teleport so if you teleport to central town, is there a teleport right where you teleport to that sends you back?!
[09:52:18] <Cashman> or is that ur code?
[09:52:26] <wjp> and currently as soon as you teleport through, you immediately get teleported back
[09:52:26] <Cashman> oh bi directional
[09:52:49] <Cashman> I mean nice to get it semi working
[09:52:57] <Cashman> ok nice isn't a flash word hehe
[09:56:35] * Cashman updates his copy
[09:57:26] <Cashman> some new source layout! I see animation.cpp is no longer there!
[09:57:35] <wjp> eh?
[09:58:13] <Cashman> cvs
[09:58:28] <wjp> we never had an animation.cpp
[09:58:41] <Cashman> oops sorry! I mean application
[09:58:42] <Cashman> hehe
[09:59:28] <Cashman> effective structure, things going where they should - people always tend to lack documentation aye!
[10:00:21] <Cashman> aye nice!
[10:00:27] <Cashman> someones writting documents now
[10:00:36] <wjp> just updating it a bit
[10:00:54] * Cashman smiles when seeing the file cvs_structure.txt and other files
[10:01:06] <wjp> oh, that one's probably outdated :-)
[10:01:18] <Cashman> ok hehe
[10:03:26] <Cashman> \pentagram\GnuWin32 Packages_files\sflogo.png
[10:03:33] <Cashman> hehe is that a joke! thats the only file
[10:03:54] <Cashman> oops
[10:03:54] <wjp> I have no idea what that directory is
[10:03:58] <Cashman> sorry thats mine!
[10:04:04] <Cashman> eeeek whats that doing there
[10:04:16] <Cashman> some dir of a saved webpage
[10:04:25] <Cashman> under win2k
[10:04:35] * Cashman goes red in the face!
[10:34:29] * wjp goes even redder in the face... how NOT to check for a flag... (getExtFlags() | Item::EXT_INGLOB)
[10:38:01] * Darke giggles.
[10:38:21] <Darke> Ah well, can happen to anyone. *grin*
[10:38:56] <wjp> that explains the camera not following the avatar, btw :-)
[10:39:15] <wjp> (since the avatar was mysteriously treated as a glob-item and deleted)
[10:39:16] <Darke> That would explain things, yes. *grin*
[10:39:24] <Darke> Heh.
[10:40:29] <wjp> ok, teleports look good now
[10:40:43] <wjp> added a 'justTeleported' flag to prevent immediate return-teleports too
[10:41:06] <wjp> now there's the problem that as soon as you move a few steps the camera teleports away to around 0,0
[10:41:41] <wjp> (1,-5,4) to be exact
[10:41:56] * Darke blinks. Looks like pentagram is sufficiently I/O intensive it *still* takes priority over a mp3encoder, even when niced to +5 above it.
[10:42:10] <Darke> Ahh.
[10:42:37] <wjp> interactive processes should take priority over others
[10:42:58] <wjp> (and I seem to remember newer kernels try to detect interactive processes)
[10:44:05] * Darke renices it to 18 and he's *finally* getting the pathetic frame rates he expects. *grin*
[10:44:43] <Darke> It uses around 10-16% of the cpu to give me about 4-8fps. *grin*
[10:46:50] * wjp performs a Colourless-summoning ritual
[10:48:48] * Darke looks. Black candles that burn with a white flame... check.
[10:50:04] <Darke> Crystal candle holders... check.
[10:50:13] <Darke> Crystal Decanter filled with water... check.
[10:50:17] <Cashman> hehe
[10:50:17] <Darke> Hmm.. what are we missing?
[10:52:30] <wjp> hm, rabbit blood, of course...
[10:52:37] * wjp gets a _really_ big axe
[10:53:17] * Cashman gets like a 916kb one!
[10:53:27] * Darke eeps! Umm... he doesn't remember that in the ritual! *flee!*
[10:54:04] <Cashman> I still get same framerates! nice - ummm the oxygen comming out of the water is too fast
[10:54:19] <wjp> yeah, animations are about 2.5 times to fast
[10:56:14] * Darke thought the rabbit blood was for the 'bunny broke the cvs again' rituals. But he's still sure there's easier ways of getting it then an *axe*.
[10:56:58] * wjp gets a _really_ big syringe instead
[10:57:15] <wjp> right, an axe is a bit messy, come to think of it
[10:57:34] <Darke> Umm... eep!
[11:10:21] <wjp> weird...
[11:11:01] <wjp> why _does_ that camera disappear...
[11:11:48] <wjp> hm, valgrind gives lots and lots of errors here
[11:15:31] <wjp> ah, of course
[11:16:07] * Darke earperks.
[11:16:22] <wjp> oh, I'm killing the CameraProcess without telling GUIApp :-)
[11:16:37] <wjp> it doesn't like that :-)
[11:16:45] <Darke> That would explain some 'minor' eccentricities. *grin*
[11:20:50] <wjp> oh, just a few :-)
[11:24:54] <wjp> hm, still some invalid reads
[11:39:37] * wjp sighs
[11:40:18] <Darke> Another "why on *earth* did I do that?" moment? *grin*
[11:41:46] <wjp> no, more of a "why on *earth* am I getting corrupted objects?" moment :-)
[11:42:37] <wjp> specifically we have an object claiming to be objid 18 (Rhyan), with shape 4294951040, frame 1098383872 and mapnum 0
[11:42:47] <wjp> oh, and it thinks it's in map 40
[11:42:48] <Darke> *enlightentedahh*
[11:43:00] <Darke> Heh.
[11:43:44] <Darke> Did you accidently summon Colourless into your copy of the code and corrupt him, rather then summon him into the channel? *grin*
[11:45:44] <Cashman> eeeek!
[11:45:51] <Cashman> hehe man that would be freaky
[11:46:05] <wjp> hm, I hope not...
[11:46:28] * wjp starts an exorcism ritual
[11:46:30] <Cashman> no hes more like colourless.tar.bz2 - but corrupted!
[11:46:52] <wjp> a tarred and feathered^Wbzipped Colourless?
[11:47:07] <Cashman> yeah
[11:47:21] <Cashman> I'm just messing around
[11:47:23] <wjp> ok, I'm just going to commit all this and see what happens :-)
[11:47:37] <Cashman> good luck!
[11:48:01] <wjp> Darke and Colourless will need luck more than me :-)
[11:48:48] <Darke> I'm using gcc3.3, and Colourless is using VC.NET, one of us is bound to terminally trip over the bug. *grin*
[11:49:30] <Cashman> hmm oks's
[11:49:44] <Cashman> so that means that wjp is using gcc3.2 and so am I
[11:49:51] <Cashman> ?
[11:50:00] <wjp> 3.2 here, yes
[11:54:24] <wjp> ok, brace for impact :-)
[11:55:16] <Cashman> what did you just commit?
[11:55:34] <wjp> check the changelog :-)
[11:55:45] <Cashman> ok when I can be bothered
[11:55:46] <Cashman> hehe
[11:57:36] <wjp> Darke: could you check if things are compilable?
[11:57:53] <wjp> I'm leaving in a few minutes and wouldn't like to leave CVS broken for hours :-)
[11:58:19] <Darke> Will do. *grin*
[11:58:45] <wjp> I shouldn't have two seperate sets of changes here locally :-)
[11:58:57] <Cashman> getting out and about wjp - nice idea! every once in a while
[11:59:12] <wjp> bah, too hot to go outside... *sigh*
[11:59:21] <Darke> wjp: Hmm... yeah. Could get a little confusing. Of course I've got the same thing happening. *grin*
[12:00:44] <Darke> Seems to work. 'Cause I start in a different place then usual. *grin*
[12:01:23] <Darke> Woo! I teleported! *grin*
[12:01:39] <wjp> and if you wait two seconds you can actually teleport back too :-)
[12:01:44] <wjp> committed
[12:01:56] <wjp> (I had a little hack in place that only made you teleport from map 3)
[12:02:05] <wjp> (from before the 'justTeleported' flag)
[12:02:10] <Cashman> does this mean if I checkout cvs again! I can see lots of other maps?!
[12:02:18] <Cashman> oh a hack
[12:02:26] <wjp> yeah, you can see other maps now
[12:02:30] <Cashman> coolz
[12:02:46] <Darke> wjp: For some reason it doesn't continually scroll when I hold down an arrow key now though.
[12:02:53] <wjp> it never did that
[12:03:12] <Cashman> hurr hehe Darke!
[12:03:58] <wjp> I made the move distance a lot lower so you can actually hit a teleporter :-)
[12:03:59] <Darke> Weird. I distinctly remember pressing down an arrow and it 'jumping' about half a screen. Now it only jumps maybe a tile. Might have been thinking an ancient build. *grin*
[12:04:00] <Cashman> wjp some fresh air might be good! even just a few minutes or are you travelling somewhere?
[12:04:04] <Darke> Ahh.
[12:04:15] <wjp> otherwise you'd jump right over it
[12:04:22] <Cashman> :-)
[12:04:23] <wjp> you still miss it rather a lot
[12:04:37] <wjp> but from the current start position you teleport if you press the right arrow
[12:05:04] <Darke> *nod* I guess only the 'start' teleport egg and it's returning one work?
[12:05:24] <wjp> no, they should all work
[12:05:36] <wjp> but you may need to move around a lot to actually trigger it :-)
[12:05:41] <wjp> (move distance is still too big)
[12:06:05] <wjp> I just tried the teleporters to west and east Tenebrae and both work
[12:06:31] <Darke> Well... they don't seem to. *grin* And I have been, right over it, just under it, doing little circles over it. The 'north east' and 'north west' teleporters don't seem to want to work for me.
[12:06:58] <Darke> The ones right at the top of the screen that is.
[12:08:09] <Darke> West one doesn't either. Might just be because I'm not hitting it 'right'.
[12:08:29] <Darke> Maybe we should set double middle-mouse to trigger an egg? *grin*
[12:09:54] <Darke> Pagan sure is pretty. 320x200 just didn't do it justice.
[12:10:07] <wjp> um, the "D" thingie isn't a teleporter :-)
[12:10:12] <wjp> you can't see the ones that teleport you
[12:10:20] <Darke> Ahh. Ok.
[12:10:33] <Cashman> yeah Darke ur right! the graphics are mint in a higher res
[12:10:51] <wjp> the teleporters are a bit further into the gate from the 'D'
[12:11:34] <Darke> What a pain. Still can't trigger it, but that's probably because I can't see it to aim. *grin*
[12:12:12] <wjp> if you stand on the 'D', and do up-left-up-left-up-left, you should trigger the west one
[12:12:32] <wjp> whee, segfault
[12:12:58] <wjp> I guess that's the object corruption
[12:13:15] <Darke> Hmm... still can't. Must be just because of the too large steps though.
[12:13:34] <wjp> you did get latest CVS, I hope? :-)
[12:13:37] <Darke> The graphics are way ahead of their time... except for bucket-head anyway.
[12:13:39] <Darke> Yep. *grin*
[12:13:55] <wjp> anyway, I'll bbl
[12:13:59] <Darke> Bye!
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[12:14:06] <Cashman> l8erz
[12:14:23] <Darke> Erf. A few more changes after that. Looks like I got it half way through wjp's upload.
[12:14:36] <Cashman> hey Darke I'll try teleporting etc. when I've finished downloading some other stuff
[12:14:47] <Cashman> oh!
[12:14:59] <Cashman> hmm good luck then!
[12:15:43] * Cashman updated dev c++ and is better
[12:16:03] * Cashman also notes that he doesnt getting warnings anymore yay! in pentagram - no one does yay
[12:16:39] <Cashman> also nice one darke on making the move to a new sourcecode layout
[12:19:14] * Darke watches a hyperactive waterfall, yes, the animations *are* a little too fast! *grin*
[12:19:35] <Cashman> hehe nice
[12:19:50] <Cashman> hey darke can you see all other npcs?!
[12:20:18] * Cashman hmm cashman thinks - there are eggs on the start map for changlings! hehe yeah thats right!
[12:20:23] <Cashman> can't see them yet!
[12:20:37] <Cashman> ooops or are those changlings?!! hmm
[12:21:06] <Cashman> are/not changlings
[12:22:25] <Darke> There's some npcs at the docks, but most of the rest are egg spawned, iirc.
[12:22:42] <Cashman> ok
[12:22:55] <Cashman> yeah so that would be e.g. changlings
[12:23:23] * Darke managed to duplicate that segfault 'fairly' relyably, but "move to the west tenbrae map, and walk around most of it, then try to teleport back" isn't much help in pinpointing it. *grin*
[12:25:35] <Cashman> nice
[12:36:04] * Cashman compiles cvs...
[12:58:28] <Cashman> hmm pentagram doesnt work - that means I forgot to clean build!
[12:58:31] <Cashman> hehe yeah
[13:00:43] <Darke> (Colourless|wjp): What was our general consensus on the style of function names inside classes? Class::RandomFunction, Class:randomFunction, Class::randomfunction, or Class::random_function? Or were we going at it on a class-by-class basis, so long as it's consistant. *grin* Just asking since I just tripped over one class with three our of four of the different styles.
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[14:34:08] * Darke wastes a few hours twiddling with his vim syntax colour highlighting regexps and colours until his display looks like it has *just* the right fruit-salad colour mix.
[14:44:45] <Darke> Hmm... any thoughts on me using a flex file as a basic object file structure? To me it seems a little bit of overkill for something that 'should' be relatively simple, but OTOP, we're using them everywhere else so at least we'd be consistant. *grin*
[14:45:22] <Darke> s/object file/object-file/ as in source->object->linked binary for the usecode compiler. Context is lacking in my original statement. *grin*
[14:51:54] <wjp> what would exactly be inside the flex?
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[15:01:41] <Darke> Hmm... File Name, Class Name, External Linkage Offset-list, Internal Linkage Offset-list, then multiple functions along with their debugging information, which might be in a single entry by themselves, though I'd prefer to put the debugging stuff in it's own section to make linking simpler.
[15:02:13] <Darke> Whichever TGWDS has debugging info in it's usecode, it has it after the last return and before the 0x7a 'end of func' opcode, which is what it was used for originally.
[15:03:16] <Darke> (IIRC, there's also some more debugging stuff stored metaphysicaly 'elsewhere', but I can't remember what, nor where. It's been a while since I looked through most of this stuff. *grin*)
[15:03:51] <Darke> Inlined in the usecode I think. Line number opcodes and the like.
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[17:17:17] <Darke> Y'know, by using flex's 'start condition stacks', one could almost do away with bison anyway. Though the code would be messier.
[17:17:37] * Darke decides to stop having evil thoughts, by going to sleep. *grin* Night!
[17:17:50] --- Darke is now known as DarkeZzz
[17:17:57] <Colourless> goodbye
[17:18:56] <DarkeZzz> { BEGIN(INITIAL); }
[17:21:03] <DarkeZzz> Or maybe that should be { BEGIN(PENTAGRAM); } ? Of course only if the <FALLOUT2> state isn't in effect. *grin*
[17:21:33] <Colourless> uh?
[17:22:14] <DarkeZzz> Ok, I'm either completely incoherent, or you are. I'd put good odds that it's me who is. *grin*
[17:23:08] * DarkeZzz escapes before he confuses someone again!
[17:32:43] <wjp> night
[17:34:10] * wjp doesn't get this object corruption bug
[17:40:43] <wjp> the offending object seems to be a mushroom :-)
[17:44:53] <wjp> bbl, dinner
[18:05:09] <wjp> back
[18:07:11] * wjp sighs
[18:07:13] <wjp> I hate memory corruption
[18:07:16] <Colourless> yes?
[18:07:29] <Colourless> problems on map change?
[18:07:33] <wjp> 0x0807d502 in World::switchMap(unsigned) (this=0x25, newmap=40)
[18:07:34] <wjp> yes
[18:07:51] <Colourless> i... was having the same problem
[18:08:08] <Colourless> the msvc debugger was getting utterly confused
[18:08:29] <wjp> with latest cvs?
[18:08:34] <Colourless> was saying all sorts of silly things such as the avatar being of type glob egg
[18:08:56] <Colourless> no, this what when i was messing around with map changes a little while back
[18:09:07] <wjp> some things were seriously broken
[18:09:18] <Colourless> something was breaking with the npcs is all i can remember
[18:09:44] <wjp> I was doing (getExtFlags() | Item::EXT_INGLOB) to check if something was in a glob...
[18:09:57] <Colourless> so, so i saw
[18:10:15] <wjp> so all items were getting deleted
[18:10:28] <wjp> I got rid of the separate npcs array, btw
[18:10:35] <wjp> don't really know why that was there in the first place :-)
[18:10:55] <wjp> also added a World::getItem() function
[18:13:11] <wjp> we probably have some memory leaks too
[18:13:28] <wjp> memory usage goes up a few hundred Kb with every map change
[18:15:36] <Colourless> not good
[18:42:40] <wjp> ethereal items aren't being handled properly on map change
[18:43:10] <wjp> but that shouldn't really be causing any problems
[19:03:21] <wjp> or maybe that was it
[19:03:29] <wjp> can't reproduce the crash anymore
[19:09:47] <wjp> at all... even when reverting that ethereal change
[19:09:48] <wjp> *sigh*
[19:22:17] <wjp> I give up for now :-(
[19:22:27] <wjp> will take a look at monster eggs first...
[19:22:42] <wjp> (they're producing "Monster egg could not find hatcher!" messages)
[21:34:53] <wjp> hm, I'm getting a weird draw order problem in central Tenebrae
[21:35:08] <Colourless> yes i've noticed it too
[21:35:15] <wjp> a desk in the guard house (right behind the gate you enter) is occasionally drawn in front of the wall
[21:35:26] <wjp> (and something in the overhead passage too)
[21:39:44] <wjp> hm, it only seems to happen when the avatar is actually in that area
[21:39:51] <wjp> so the avatar is 'destabilizing' the sort somehow? :-)
[22:15:11] <Colourless> i'll be going now
[22:15:14] <-- Colourless has left IRC ("casts invisibility")
[23:15:18] <-- wjp has left IRC ("Zzzz...")