#pentagram@irc.freenode.net logs for 7 Mar 2003 (GMT)

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[01:03:53] <Cashman> I've been busy doing other things lately so I havn't been looking at what you guys have been up to - nor have I been programming, um nice to see some progress, can't wait for maps to be displayable again.
[01:04:12] <Cashman> reminds me I'll have to get new cvs code
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[15:26:23] <Colourless> wjp, would you have any particular objections if I sort of forced everyone to use converted shapes right now :-)
[16:20:30] <wjp> yes :-)
[16:21:33] <Colourless> damn you :-)
[16:21:41] <Colourless> it's not 'that' hard to use the converter app
[16:24:24] <wjp> true I guess
[16:24:52] <wjp> I'm still not entirely convinced about the entire pre-run conversion thing
[16:26:19] <wjp> (esp. since I have the feeling it's going to cause huge user support headaches later on)
[16:27:22] <wjp> we could package it together with some kind of 'install game' function. We add the relevant default entries to the config file, and copy/convert the game data somewhere
[16:27:34] <Colourless> well that was the idea
[16:27:43] <Colourless> pentagram would automat everything
[16:28:03] <wjp> anyway, I have no particular objections.. just a vague overall not-entirely-sure-yet feeling
[16:28:38] <wjp> it might even get rid of some user-support issues if we make 'install game' check if all game files are there :-)
[16:29:11] <Colourless> that was 'also' the idea
[16:29:21] <Colourless> as well as verifying to make sure the data files as we expect
[16:30:13] <Colourless> this is important for the usecode, which can have different numbers for the intrinsics dependant on the game version.
[16:30:20] <wjp> have crc/md5 databases of known versions?
[16:30:29] <wjp> or some kind of heuristic system?
[16:30:47] <Colourless> honestly, i don't really know :-)
[16:31:03] <wjp> we'll figure something out :-)
[16:31:11] <wjp> it depends on what exactly varies per version, I gues
[16:31:11] <wjp> s
[16:31:33] <Colourless> anyway for the shapes I was considering allowing us to load using a ConvertShape class anyway, to 'override' things
[16:32:01] <Colourless> the problem with that is the the Gump and Mouse shape format is just ever so slightly different from the game world graphics
[16:32:29] <Colourless> so you can just say 'load u8 shape' because it could be of differing types
[16:32:44] <Colourless> and the current autodetection routine is slow at best :-)
[16:34:25] <wjp> we have an autodetection routine that works? :-)
[16:35:03] <Colourless> yeah
[16:36:11] <Colourless> it's CheckShapeFormat()
[16:36:21] <Colourless> well, part of it anyway
[16:36:52] <Colourless> CheckShape format will verify if a shape actually matches a ConvertShapeFormat
[16:37:07] <Colourless> you then just need to run the function with each of the types to get the type
[16:37:17] <Colourless> it's not exactly efficent in the slightest :-)
[16:38:51] <Colourless> in ShapeConv.cpp search for 'Auto detecting format' to find the messy code that attempt to detect the shape formats
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[17:17:09] <Colourless> ok, with this shape stuff, what could done is ShapeFlex could attempt to auto-detect its format, unless it's specified otherwise, perhaps with a check to make sure it is the correct format, and if not, then also autodetect.
[17:18:17] <Colourless> the ShapeFlex would then obviously specify the format for it's shapes when loading them
[17:32:15] * wjp nods; something like that would work
[17:32:24] <wjp> I assume all shapes in a single shapeflex have the same format? :-)
[17:33:11] <Colourless> it's a pretty reasonable assumption. if a flex doesn't then there will be problems :-)
[17:40:29] <wjp> indeed :-)
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