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[12:29:52] <wjp> one more collision detection bug fixed, and a couple of minor map data bugs fixed up
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[14:09:24] <wjp> welcome back
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[15:44:17] <Dominus> thanks
[15:44:27] <Dominus> very active these days :)
[15:45:12] <Dominus> would you consider making an ini option for font sizes? :)
[15:52:21] <wjp> why?
[15:53:35] <Dominus> because currently it is set up that the additional data inis are integrated and there is no easy way to change it (unless you compile it yourself)
[15:54:11] <wjp> but why change it?
[15:54:39] <wjp> they're chosen to match well with the original sizes to avoid problems with sizes not matching
[15:54:55] <Dominus> and with higher res the defaults are a bit small
[15:55:55] <Dominus> an option to change the defaults would be nice then
[15:57:06] <Dominus> there was a feature request, too, for this a while back
[16:00:04] <wjp> hm
[16:00:24] <Dominus> and we had discussed it abit back then :)
[16:00:42] <wjp> pretty sure I wouldn't have been that enthusiastic about it back then either :-)
[16:00:59] <Dominus> I tried my hands at it but failed to figure it out really :)
[16:01:26] <Dominus> at least you didn't mention the size match back then... :)
[16:02:57] <Dominus> it just seems o me something that we should have as an option when youcan already do it through some hoops
[16:09:33] <wjp> but it's really not sufficient to just change the font sizes if you want to do this right
[16:09:51] <wjp> you'll have to adjust gump sizes as well
[16:11:05] <wjp> and that's more than I really want to get into
[16:18:24] <wjp> I could imagine some global scale factor that determines how much to scale up both the fonts and certain gumps, but we'd have to figure out what to scale and what not to scale...
[17:25:51] <Dominus> I was only thinking of dialogs
[17:25:54] <Dominus> bbl
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[17:30:41] <Malignant_Manor> wjp, are you sure that the clipping through the wall bug is fixed?
[17:31:16] <Malignant_Manor> It still occurs for me (I didn't make clean though).
[17:31:28] <Malignant_Manor> nvm
[17:31:40] <Malignant_Manor> I didn't move the exe
[17:40:26] <wjp> cheat mode is 3089697
[17:41:34] <Malignant_Manor> Man, I not very observant today.
[17:48:16] <Dominus> your last bug "cheat mode always on" is a duplicate. I tried my hands at that but the function I then disabled is not only there for cheats... :(
[17:49:16] <Malignant_Manor> Dominus, that's the number wjp wrote.
[18:04:13] <wjp> but, cheat mode, yes...
[18:04:54] <wjp> would be useful even if it only disabled that left-click-on-avatar menu
[18:14:14] <Malignant_Manor> Dominus: Would you contact WTF Dragon and tell him about Pentagram's recent major bug fix?
[18:16:07] <wjp> plural :-)
[18:16:26] <wjp> that collision detection one exposed by that exploding chest was pretty serious too
[18:16:51] <Malignant_Manor> Yeah and the frozen Avatar that is probably fixed.
[18:17:18] <wjp> ah, watt is back :-)
[18:17:54] <Malignant_Manor> What about the other falling through floor bug? Is it something that can be fixed with a map patch?
[18:18:14] <wjp> the one where NPCs sometimes fall through the floor?
[18:18:42] <wjp> I'm not sure what the status of that one is
[18:18:56] <wjp> not so easy to reproduce...
[18:19:06] <Malignant_Manor> 1220321
[18:19:26] <Malignant_Manor> You added a save where it will happen.
[18:19:48] <wjp> yeah, but sadly the falling NPC is already falling in it :-(
[18:19:58] <wjp> (he's at a height of 65000 or so)
[18:21:13] <Malignant_Manor> You could probably do something that checks where the map boundary should be, but that sounds expensive and possible difficult.
[18:21:52] <Malignant_Manor> If it is not a map fix, you would have a nasty check every step.
[18:24:55] <wjp> what do you mean?
[18:25:46] <Malignant_Manor> Don't allow going past the lowest z height that has a tile on the map
[18:26:11] <Malignant_Manor> I have no idea how Pentagram does it's mapping and am mostly talking out of my ass.
[18:31:35] <Malignant_Manor> There is a warning message about npcs being below z (at least for the Avatar).
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[18:47:45] <wjp> right, one cheat mode
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[19:48:33] <Dominus> yeah, thanks for fixing that cheat mode!!!
[19:49:01] <wjp> past time :-)
[19:56:25] <Dominus> wjp, can you explain what you wrote about font and gumps? My problem was mostly with the settings in u8.ini for [fontoverride] and I'm only interested in direct dialog size
[19:56:49] <Dominus> hmm, actually just tried it and yes, there is clipping in the menu gump
[19:57:29] <Dominus> when choosing size 14 and the avatar name, as well as controls options...
[19:58:30] <Dominus> hmm, and conversations, too, a bit
[20:01:49] <Dominus> wjp, but that is odd, when ttf is set to yes, the ttf text is much much smaller than the original
[20:07:49] <Dominus> wjp, see https://dl.dropbox.com/u/7737184/pentagrambad.png
[20:08:05] <Dominus> that was prompting me for the fontoverride
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[20:24:21] <wjp> oh, that's with ttf_highres
[20:26:48] <Dominus> ttf_highres?
[20:27:34] <wjp> hm, I see that's actually enabled by default. Weird
[20:29:49] <Malignant_Manor> wjp, is npcs going below 0 z always wrong. If so, can't Pentagram disallow it?
[20:30:29] <wjp> probably, but I don't really like fixing symptoms instead of causes
[20:31:01] <Malignant_Manor> So is it pathfinding too or just the map?
[20:31:08] <wjp> I don't know
[20:31:32] <wjp> it could already have been fixed a long time ago, or it could still be there
[20:32:06] <Malignant_Manor> I couldn't reproduce the arrow key part because you just clip through them.
[20:34:22] <wjp> arrow key part?
[20:35:03] <wjp> you can enable clipping for the arrow keys with Insert, by the way
[20:35:09] <Malignant_Manor> shadowchaser I get this often while using the arrow keys to move. If the Avatar collides
[20:35:10] <Malignant_Manor> with a trap or a monster, he gets knocked through the ground about 50% of
[20:35:13] <Malignant_Manor> the time.
[20:35:26] <Malignant_Manor> Oh
[20:39:28] <Malignant_Manor> I still don't have anyone falling through the floor.
[20:40:46] <Eviltar> i had a few trapped chests fall through the floor or go through walls im not sure which
[20:41:49] <Malignant_Manor> wjp recently added a fix chests going through walls.
[20:42:06] <Malignant_Manor> It would be nice if you could test where you had problems.
[20:43:55] <Eviltar> albeit it was on the xbox360, it would take me a bit to grab a fresh copy from svn and merge in the changes for that build
[20:44:40] <Malignant_Manor> You should be able to just take the saves and test Kirben's snapshot.
[20:45:02] <Eviltar> saves are something im still not sure how to handle on there
[20:45:14] <Eviltar> since there is no keyboard input to type
[20:45:45] <Eviltar> if i can make it give saves a default name i think i could make them work
[20:45:50] <Malignant_Manor> You could always save the Map name and time saved.
[20:46:22] <Eviltar> i had to do that with the avatars name too
[20:47:05] <Eviltar> it pre-populates to 'Newbie' so there is no input needed
[20:48:14] <Eviltar> i thought about using avatar, but then those conversations where you can give either name would be confusing
[20:49:22] <wjp> U8SaveGump::OnMouseClick would probably be the place to set a default description
[20:49:48] <Eviltar> thanks
[20:49:50] <wjp> around the editwidgets[i]->MakeFocus() call
[20:50:40] <wjp> the place where it actually saves is in U8SaveGump::ChildNotify where it detects enter being pressed
[20:50:46] <Dominus> Eviltar: your probably need to check your joystick patch, I'm not sure what wjp did to joystick stuff
[20:50:52] <wjp> you should be able to move things around a bit there
[20:50:57] <wjp> oh, I killed joystick support
[20:51:08] <Eviltar> i migth of done some changes to joystick
[20:51:36] <Dominus> then I understood correctly what wjp did :)
[20:51:37] <Eviltar> since thats the primary input im using, it was awesome there was some support already, but it needed some tweaks
[20:51:49] <wjp> I was hoping to get watt to fix it :-)
[20:52:31] <Dominus> Eviltar: pay attention to rev 2523 - that's when wjp killed it
[20:53:25] <Eviltar> im using github, and i think you guys are on svn, I'll just start a fresh folder, grab head, and use meld
[20:54:45] <Malignant_Manor> It's probably a really good thing you are using git. SVN is horrible at merging.
[20:55:01] <wjp> I've been using git-svn for pentagram for ages too now
[20:56:48] <Malignant_Manor> Is there a way for you to automatically check all the maps for missing floors?
[20:57:14] <Eviltar> i'm still getting used to it, the last team project I did switched from svn to git and I did quite a bit of grumbling about it but it's starting to show me some benefits
[20:57:53] <wjp> using svn became really painful after I had used git for a day :-)
[20:58:23] <wjp> being able to really use version control _while_ developing a patch is just so incredibly useful
[20:58:37] <Malignant_Manor> SVN actually had some nice improvements on speed and useless folders/files.
[21:00:27] <Eviltar> i like svn more for group efforts I think, git is more of a PITA to revert imo
[21:01:15] <Eviltar> git seems fine if everyone and their mother has their own branch
[21:02:06] <Malignant_Manor> I've never added a commit in git.
[21:02:28] <Malignant_Manor> I don't live hash tags instead of version numbers.
[21:02:40] <Malignant_Manor> live = like
[21:03:22] <Eviltar> i dig, its still foriegn to me
[21:04:37] <Malignant_Manor> I can't mentally picture when the hash is from. I think there is a way though but I doubt I would memorize it.
[21:58:23] <Dominus> wjp, with more and more common higher resolutions and higher quality scalers, the non scaled pointers do look more odd https://sourceforge.net/tracker/?func=detail&aid=1149455&group_id=53819&atid=471706
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[22:53:42] <Dominus> malignant: I just wrote a mail to WTF to inform him of wjp's bug killing spree
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