#pentagram@irc.freenode.net logs for 6 Jun 2005 (GMT)

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[00:24:47] --> Colourless has joined #Pentagram
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[01:35:36] <Kirben> I get compile error with current CVS:
[01:35:37] <Kirben> graphics/TypeFlags.cpp: In member function `void TypeFlags::loadWeaponInfo()':
[01:35:38] <Kirben> graphics/TypeFlags.cpp:160: error: 'struct WeaponInfo' has no member named 'treasure_chance'
[01:35:39] <Kirben> graphics/TypeFlags.cpp:162: error: 'struct WeaponInfo' has no member named 'treasure_chance'
[07:41:17] <servus> Kirben: do a `make clean` then `make`
[07:41:29] <servus> Make sure your cvs is fully up to date -- cvs up
[08:07:17] <Kirben> It is latest CVS, and I always do a 'make -f makefile.mingw allclean' before a compile.
[08:10:38] <servus> Kirben: rm `find . -type -f -name "*.o"`
[08:12:41] <Kirben> There are no leftover object files, after an allclean.
[08:16:39] <servus> Revert to an older CVS.
[08:17:06] <servus> Do a cvs log on graphics/TypeFlags.cpp ( I think it's cvs log ) and see when it changed, then revert to right before that
[08:20:12] <Colourless> Kirben makes the win32 snapshots... he knows what to do :-)
[08:21:32] <servus> Or do that.
[08:23:03] <Colourless> servus: kirben makes the snapshots. you were trying to explain to kirben what to do
[08:23:22] <servus> Oh. I'm tired.
[08:23:36] <servus> Still. My suggestions were good ones *nod*nod*grin*
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[12:14:42] <wjp> hm, did I forget to commit something?
[12:16:40] <wjp> Kirben: thanks for noticing that :-)
[12:16:47] <wjp> committed now
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[20:59:05] <wjp> hm, interesting suggestion from someone I'd like to borrow for pentagram: command line options for --windowed/--fullscreen and --nosound
[20:59:16] <wjp> (source: widelands mailing list)
[20:59:35] <wjp> probably quite convenient for debugging audio/video problems
[21:01:47] <sbx> yeah
[21:01:50] <sbx> hi
[21:02:18] <wjp> hi :-)
[21:04:33] <sbx> do you know if Deus Ex works with geforce4mx440? i read that DeusEx:IW doesn't
[21:06:04] <wjp> no idea
[21:06:43] <sbx> ok
[21:06:52] <wjp> the only thing I know is that Deus Ex works with a geforce fx 5600
[21:07:04] <wjp> (i.e., my video card)
[21:07:21] <sbx> oh ok
[21:07:23] <sbx> sorry for the OT :)
[21:07:34] <wjp> heh, no problem :-)
[21:07:37] <sbx> DeusEx:IW doesn't because mx440 doesn't support pixel shaders
[21:09:34] <wjp> the original DeusEx is probably old enough to work on it, isn't it?
[21:10:05] <Lightkey> oh man, don't mention deus ex
[21:10:32] <Lightkey> always breaks my heart because of the finished but not released linux version
[21:10:38] <sbx> yeah
[21:10:44] <sbx> linux version?
[21:11:06] <Lightkey> it was the latest game loki was working on before they closed
[21:12:06] <wjp> ugh, you shouldn't have told me that :-)
[21:12:13] * wjp sighs
[21:12:22] <wjp> :-)
[21:12:38] <Lightkey> sorry {:-(
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[22:54:08] * megawatt smells a new project idea ;-)
[22:54:56] <megawatt> I do believe there was a Mac OS X version though
[23:05:54] * Colourless whacks megawatt with a 4x2
[23:06:33] <Colourless> DX is unreal engine though, so it's all fairly well documented
[23:27:11] <megawatt> I did not know that.. neat.. and did someone hit me with something.
[23:27:25] <megawatt> oh.. yeah, hi Colourless.
[23:29:21] <Colourless> the 'new' unreal tournament opengl renderer was actually based on the work the Loki did on the linux port of Deus Ex. Of course im talking about the first unreal tournament and it was a rather long time ago obviously
[23:30:06] <Lightkey> the famous opengl guru Daniel Vogel :)
[23:30:17] <Lightkey> now working at epic
[23:30:31] <Colourless> yep
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