#pentagram@irc.freenode.net logs for 5 Aug 2005 (GMT)

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[01:13:37] <freaks> hi folks
[01:14:56] <freaks> there's a problem with pentagram: at mythran's house i can't use the teleporter... i can provide the ingame saves to test yourself if you want
[01:16:00] <freaks> and also, the game is very slow... especialy when there's monster(s) around, it comes to a crawl
[01:16:53] <freaks> my proc is a old 500mhz pentium3 dinosaur but still, the original version runs fine on a 486dx
[01:16:55] <freaks> !
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[14:07:05] <megawatt> freaks: If you could get a chance to submit a bug report on the sf page with the savegame, it would be greatly appreciated
[14:09:02] <megawatt> As for the speed issues... you could try switching scalers or even playing unscaled to see if performance increases. I'm not sure if that would handle it, but it would be a good starting point to check. (Anything configurable would be good to adjust for speed)
[14:11:31] <megawatt> If you do find settings that seem to produce acceptable speed, let us know what they are please. Might show us if we need to change anything specific to speed pentagram up, or at least establish recommended hardware requirements (as strange as that may sound for a game as old as U8)
[14:14:06] <megawatt> On other notes, I think I want to work on "Mouse handedness" this weekend. And by that, I mean bindable primary and secondary action buttons defaulting to left and right mouse. Some one kick me if I try to weasel out of working on this at all... or tell me a big "not yet" if you don't like that solution
[14:16:38] <oaQ^> that's great thing
[14:17:01] <oaQ^> could it be possible to get mouse controls on keyboard?
[14:32:52] <megawatt> That's the concept. Same for joystick at some point... you should alreay be able to bind key actions to joystick buttons already, but I never figured out how we should hand the directional pads on joysticks.
[14:33:34] <megawatt> I need to rethink a lot of the input handling.
[14:36:38] <megawatt> Actually might be thinking just make the functions console commands that take single character arguments like '+' and '-'. More like quake style handling, but I still think its not a good idea actually send the text of the command through the console like quake does (at least that's what I believe it did... been a little while since I read that code)
[14:38:43] <megawatt> Already have a hack in place to make HIDBindings callable from the console, except in the opposite direction (they emulate events and sent them to the actual event handling functions)
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[22:23:30] <watt> Yeah, I think I'm gonna go the route of integrating input with console commands. Could make it bind to anything actually... a ini key like "F7=GUIApp::setVidMode 800 600
[22:24:03] <watt> could store the args along with the keybinding.
[22:24:40] <watt> or if no args assume "+" for down and "-" for up or something like that.
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