#pentagram@irc.freenode.net logs for 9 Jul 2005 (GMT)

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[00:00:03] <servus> It ran fine on my 66 Cyrix
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[08:42:25] <megawatt> for most of it, u8 ran fine for me, but there was some lag at points and load times sucked..... well, 20 second plus or minus 5... still annoying.
[08:44:13] <megawatt> The 120Mhz intel I run it one now is very snappy... when I run it. (reads "not often")
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[11:39:45] <oaQ^> megawatt: you played ultima viii on 120mhz intel? works fine for me on 486 33mhz
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[13:13:33] <wjp> hi Colourless
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[15:35:18] <wjp> hm, quest for glory 1 actually shows "so u want 2 b a hero" on the mt32 display... ugh
[15:35:29] <wjp> I didn't know they already wrote like that back then :-)
[17:30:26] <megawatt> craziness... I knew it could play on slow machines... but I didn't thinks "works fine" would be the description of it..... guess there really was something wrong with that computer.
[17:32:28] <wjp> were you using smartdrv?
[17:32:42] <wjp> (historical troubleshooting ;-) )
[17:54:25] <megawatt> don't believe so.
[17:56:45] <megawatt> It was an AMD.... they were notoriously slow compared to intel procs - like my k6-2 400 which was out performed by a pentium 233
[17:57:26] <megawatt> still though, I'd imagine it would be as fast as say a 66Mhz intel
[17:57:47] <megawatt> but that computer did have hardware issues all around
[20:35:52] <wjp> hm, I just got an assertion
[20:35:54] <wjp> ../../pentagram/kernel/SegmentedPool.cpp:70: virtual SegmentedPool::~SegmentedPool(): Assertion `isEmpty()' failed.
[20:36:06] <wjp> (on exit)
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[21:19:25] <SB-X> hehe, I thought you meant Pentagram ran fine on 120MHz :)
[21:57:17] <oaQ^> pentagram takes amazingly lot of processor time when compared to original game
[21:59:47] <wjp> well, it's not frame-limited and it scales every frame
[22:00:23] <wjp> if you compile with frame-limiting enabled and disable scaling, it shouldn't take up much cpu at all
[22:00:44] <wjp> i.e., I get 125 fps at 35% cpu without frame limiting
[22:00:54] <wjp> limited to about 30fps that should be below 10%
[23:10:47] <wjp> hm, I see currently when setting the video mode or scaler, that information gets written to the game's configuration section
[23:10:57] <wjp> we need to think about how we want to handle that
[23:11:34] <wjp> both setting the global config and the game-specific config should be possible
[23:12:06] <wjp> scummvm's options dialog has an 'override defaults' checkbox for each group of settings for each game
[23:12:15] <wjp> might be worth considering
[23:13:36] <wjp> although thinking about it some more, the 'typical' usage might only have a single U8 game, so it might not be a problem
[23:15:09] <SB-X> typical?
[23:15:42] <wjp> hm, yes
[23:15:58] <wjp> I doubt many people will want to have multiple versions/languages of U8 configured in pentagram
[23:16:32] <SB-X> oh, that's true
[23:16:41] <SB-X> I read what you said as "might only have U8"
[23:16:59] <wjp> ah, yes, it was somewhat ambiguous
[23:18:12] <SB-X> I didn't read it carefully. Translators and people testing their translations will have multiple languages installed.
[23:25:49] <wjp> hmmm... I wonder why Mordea isn't properly falling from the docks when she's knocked over by Devon's lightning
[23:26:13] <wjp> she's still supported by the docks somehow by 8 units
[23:26:48] <wjp> and Devon's 'walking on water' doesn't seem to produce the right effect either
[23:26:52] <wjp> *sigh*
[23:28:28] <wjp> maybe caused by walking speed changes
[23:29:59] <wjp> time to go; night
[23:32:07] <SB-X> bye
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[23:51:18] <megawatt> wjp: sound like we got a memory leak somewhere or the pooling is messing up.....