#tfl@irc.freenode.net logs for 24 Sep 2006 (GMT)

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[00:56:11] --- Marzo_away is now known as Marzo
[00:56:23] <Marzo> I am going to bed now; good night
[00:56:28] <-- Marzo has left IRC ("Marzo vanishes suddenly.")
[03:50:49] <wizardrydragon> Marzo: this is more for new games rather than mods, but I have an idea for one way for "custom intros" - you could have a scrolling text as in the credits screen that reads from a text file. Not shiny, but it could work nonetheless.
[03:59:49] <wizardrydragon> Also, a mod manager bug: if hyou create a new game, it seems to place BG mods as mods for the new game as well. May jhust be a bug with the TFL def file though.
[04:02:04] <wizardrydragon> Also, may be as designed, but still odd: if you go into map edit mode during the BG intro usecode script, it continues to play regardless
[07:36:30] <wizardrydragon> I'm guessing the pallete's cycling colours are hardcoded, too
[09:44:32] <wizardrydragon> It strikes me as perhaps a smart idea to wrap upa ll the custom mod stuff in a mod.flx or something along that lines, seeing as we have all these new files
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[16:48:10] <wizardrydragon> ?log
[16:48:10] <exultbot> Logs are available at http://www.math.leidenuniv.nl/~wpalenst/tfllog.php
[19:26:42] --> Marzo has joined #tfl
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[19:26:54] <Marzo> Hi
[19:27:07] * wizardrydragon gets Exultbot to point at the log
[19:29:08] <Marzo> I already looked at it
[19:29:18] <Marzo> I can't reproduce the mod manager bug
[19:29:50] <Marzo> Re: the scripts: I might say it is intentional :-)
[19:29:52] <wizardrydragon> I just used Exult Studio's New Game thing, so I dont see how it could be mistaken for Black Gate
[19:30:52] <Marzo> Actually, halting the scripts might cause problems -- if you then saved the map, they would continue from were they were paused on a restore or new game
[19:31:07] <wizardrydragon> Indeed
[19:31:31] <wizardrydragon> You could let them continue to run but suppress any visuals
[19:31:37] <Marzo> And the palette cycling is hard-coded
[19:31:49] * wizardrydragon shrugs. It's not a big deal anyways.
[19:31:56] <wizardrydragon> (palletes) Figured as much.
[19:33:16] <Marzo> Re: the flx files for new games/mods: it has been suggested already (although only in the context of new games), but I think that we should really wait until Exult is in a more mod-friendly state before doing that
[19:33:30] <wizardrydragon> Indeed
[19:33:47] <Marzo> Although I already have an idea of how it might work
[19:33:52] <wizardrydragon> it's just getting to the point where there so many new files it may help to organize them
[19:34:13] <Marzo> (the way I thought would require changes in the mod manager, though)
[19:34:23] <wizardrydragon> Oh?
[19:34:33] <Marzo> What I am working on will help reduce the number of files a tad
[19:34:59] <wizardrydragon> "Oh?" as in "Please explain"
[19:35:02] <Marzo> I am condensing the shape information ES saves into a single file instead of multiple .dat files
[19:35:14] <Marzo> I know, I was writing somthing else first
[19:35:16] <Marzo> :-)
[19:35:17] <wizardrydragon> That could help.
[19:35:51] <Marzo> I am thinking of having (in the future) mod flx files instead of the current combo cfg file/dirs
[19:35:51] <wizardrydragon> If your hacking around in the shapes code, please do dehardcode frame names while you're at it :)
[19:36:05] <Marzo> I will if I find a good format for it
[19:36:18] <wizardrydragon> By the way, how are new games supposed to be declared?
[19:36:24] <Marzo> (I too have uses for it -- the items and flames of principles)
[19:36:33] <Marzo> You should create one in ES
[19:37:11] <wizardrydragon> I just used
[19:37:12] <wizardrydragon> <test>
[19:37:12] <wizardrydragon> <title>
[19:37:12] <wizardrydragon> TEST GAME
[19:37:12] <wizardrydragon> </TEST>
[19:37:14] <wizardrydragon> <path>
[19:37:16] <wizardrydragon> C:\ultima\test\
[19:37:18] <wizardrydragon> </path>
[19:37:20] <wizardrydragon> </test>
[19:37:22] <wizardrydragon> in exult.cfg
[19:37:41] <wizardrydragon> minus the caps in </test>, but thats what I get for copying it by hand
[19:37:43] <Marzo> I suppose that the missing </title> is a mistake in the posting?
[19:37:51] <wizardrydragon> yep
[19:38:08] <wizardrydragon> [24/09/2006 15:37 EST-5] wizardrydragon: [..] but thats what I get for copying it by hand
[19:38:10] <wizardrydragon> :P
[19:39:03] <Marzo> Does the folder exist?
[19:39:08] <wizardrydragon> Yep
[19:39:13] <wizardrydragon> It shows up on the title too
[19:39:18] <wizardrydragon> It jsut doesn't run when i click it.
[19:39:24] <wizardrydragon> Crashes out with no error message.
[19:39:46] <wizardrydragon> Probably have to do something other than just use new game from ES but I dont know what
[19:39:55] <Marzo> It should; there is no data at all, is there? :-p
[19:40:51] <wizardrydragon> Theres the dummhy files.
[19:41:01] <wizardrydragon> But how am I supposed to build a map if Exult wont even run? :P
[19:41:32] <Marzo> It works for me here
[19:41:48] <Marzo> Creating the game with ES, it shows the correct mod list
[19:41:58] <wizardrydragon> But does it run?
[19:41:59] <wizardrydragon> :P
[19:42:00] <Marzo> And I can start the game without problem
[19:42:02] <Marzo> Yes
[19:42:03] <wizardrydragon> Hrm
[19:42:31] <Marzo> It all shows: the green stick-figure avatar, in the green grass field with the green mouse pointer
[19:42:40] <Marzo> (Jeff must love green :-p)
[19:44:07] <wizardrydragon> just doesnt run at all, cant even get to the menu
[19:44:21] <Marzo> The main menu or the game menu?
[19:44:25] <wizardrydragon> game menu
[19:44:42] <Marzo> No wonder you can't get to it, as it doesn't exist :-)
[19:44:56] <wizardrydragon> the main menu shows it, the mods list is right now for some unbeknowst reason (not complaining, though), but the game doesnt work
[19:45:22] <Marzo> Send me your Exult.cfg
[19:45:32] <Marzo> Plus stdout and stderr
[19:45:40] <Marzo> And a pizza :-)
[19:46:01] <wizardrydragon> Ill make a pizza out of exult.cfg and top it with stderr and stdout, hows about that.
[19:46:31] <Marzo> I'd prefer the pizza to be a separate item, but it is good that way :-)
[19:46:37] <wizardrydragon> Lol
[19:47:08] <wizardrydragon> Ever heard of an RPG called Shadowrun?
[19:47:19] <Marzo> Heard yes; played, no
[19:47:53] <wizardrydragon> My roomie wants to take a hack at making a Shadowrun game based off Exult, that's why Im mucking around with all the new game stuff
[19:49:14] <Marzo> For now, I'd reccommend doing a full replacement mod instead
[19:49:25] <wizardrydragon> Hmm
[19:49:33] <Marzo> There is still too much hard-coded stuff for an actual game to be feasible
[19:49:36] <wizardrydragon> That's more trouble than it's worth I'd think
[19:50:03] <wizardrydragon> Especially since theres no easy wasy to reorder shapes.vga, or chunks.vga, etc. etc.
[19:50:23] <wizardrydragon> And no mass way to clear out the map, game item info, usecode .... etc ...
[19:50:31] <wizardrydragon> *usecode eggs
[19:50:37] <Marzo> All good points
[19:51:08] <wizardrydragon> In any event it's just at the fiddling stage at this point
[19:51:18] <wizardrydragon> I do hasve a few things Ive noticed though, other than the not working bit
[19:51:25] <wizardrydragon> Is it possible to override the title graphic?
[19:51:35] <Marzo> If, strictly speaking, not entirely accurate; although what I am thinking could be termed a 'hack'
[19:51:56] <wizardrydragon> I know you can do a hard hack on the .vga using u7wizard, but Im not sure whether exult has it hardcoded or not
[19:52:00] <Marzo> I think it is
[19:52:09] <Marzo> But I am not sure
[19:52:32] <wizardrydragon> ES doesnt let you edit the intro shapes by default I dont think
[19:52:37] <wizardrydragon> i dont know why, though
[19:52:48] <wizardrydragon> Its easily editable and uses normal format - just a weird pallete
[19:53:46] <Marzo> OK, from what I see you can't override the title graphic, no
[19:54:07] <Marzo> (or rather, Exult won't look for the new files)
[19:54:11] <wizardrydragon> I guess there's no way in ES to add vga files to the list eh?
[19:54:37] <Marzo> ISTR reading something about allowing ES to edit flx files
[19:54:45] <wizardrydragon> I suppose that's another hardcoded thing of goodness (tm)
[19:54:54] <Marzo> But I think no one has tackled that yet
[19:55:03] <wizardrydragon> Flexes wouldnt be too hard
[19:55:07] <wizardrydragon> I dont think
[19:55:18] <wizardrydragon> Its not like it's a complicated file format
[19:55:35] <Marzo> By the way, the 'hack' I was thinking about:
[19:55:57] <Marzo> start a new game, delete all NPCs and save the map
[19:56:03] <wizardrydragon> Hmm editing gumps could be messy for new games. Guess for now you'd have to follow the order and format of the new ones.
[19:56:09] <Marzo> Er: save the GAME, not the map
[19:56:36] <Marzo> Then delete all U7ireg files in gamedat
[19:56:40] <wizardrydragon> Hmm
[19:56:43] <wizardrydragon> Thought:
[19:56:50] <Marzo> You will still have the fixed objects, though
[19:56:51] <wizardrydragon> I can open the game in ES and see the data fine
[19:57:04] <wizardrydragon> Just it wont run in Exult for some reason
[19:57:17] <wizardrydragon> Hmm
[19:57:22] <Marzo> The fixed objects can be dealt with a batch file and some patience
[19:57:28] <wizardrydragon> The new data files doesnt have a dummy u7chunks
[19:57:47] <wizardrydragon> Methinks Jeff forgot something :P
[19:58:12] <wizardrydragon> Hmm
[19:58:22] <Marzo> You just need to clear one area of all eggs and stuff, save the map and mass copy/rename the resulting u7ifix
[19:58:38] <Marzo> I think it should work fine without the u7chunks file
[19:58:51] <Marzo> No, it has one
[19:58:52] <wizardrydragon> That's the only thing wrong that I see though
[19:58:54] <Marzo> In the patch dir
[19:59:03] <wizardrydragon> All the rest of it is normal
[19:59:17] <wizardrydragon> really?
[19:59:18] <wizardrydragon> mine doesnt
[19:59:37] <Marzo> Did you create the game in ES?
[19:59:42] <wizardrydragon> yep
[19:59:51] <wizardrydragon> File > New Game then chose the dir
[19:59:54] <wizardrydragon> everything else is there
[19:59:56] <Marzo> There is no patch dir for the game?
[19:59:56] <wizardrydragon> just no u7chunks
[20:00:15] <wizardrydragon> There is; everything else is there, just no u7chunks.
[20:00:22] <Marzo> Hm
[20:01:04] <Marzo> In your exult.cfg file, in the new game section; do the following lines appear?
[20:01:05] <Marzo> <editing>
[20:01:05] <Marzo> yes
[20:01:05] <Marzo> </editing>
[20:01:42] <wizardrydragon> ammo.dat, armor.dat, containter.dat, equip.dat, monsters.dat, occlude.dat, ready.dat, shpdims.dat, textmsg.txt, tfa.dat, weapons.dat, wgtvol.dat, wihh.dat
[20:01:48] <wizardrydragon> Thats the contents of /test/patch
[20:01:53] <wizardrydragon> And yes, they do
[20:02:34] <Marzo> You have a hex editor?
[20:02:56] <wizardrydragon> Yep, I have MadEdit kicking around somewhere
[20:03:16] <wizardrydragon> Lemme try copying BG's u7chunks to the /static/ dir and see if that helps
[20:04:00] <wizardrydragon> Nope; patch maybe, then
[20:04:23] <Marzo> It should go to patch
[20:04:42] <Marzo> Open your hex-editor and create a U7chunks file using the following data:
[20:04:45] <-- Marzo has left IRC (Excess Flood)
[20:05:00] <wizardrydragon> Lol, oops
[20:05:09] <wizardrydragon> Can't post too big things here, M
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[20:06:45] <Marzo> OK, let's try a different approach: a file of length 778, with the first bytes being 'FF FF FF FF 65 78 6C 74' and all others zero
[20:08:05] <Marzo> And I think that copying the BG u7chunks would not work because it would refer to shapes that do not exist
[20:08:10] <wizardrydragon> Hmm
[20:08:24] <wizardrydragon> I could blank out that file
[20:08:30] <wizardrydragon> Except for those first bits
[20:09:33] <Marzo> Just out of curiosity: how up-to-date is your version of ES?
[20:09:55] <wizardrydragon> Exult page snapshot as of this morn
[20:10:17] <Marzo> It *should* have created the u7chunks file then...
[20:10:25] <wizardrydragon> *Should* :)
[20:11:27] <Marzo> I'll be away for a while, but brb
[20:11:33] --- Marzo is now known as Marzo_away
[20:11:36] <wizardrydragon> Right back eh? :)
[20:14:37] --- Marzo_away is now known as Marzo
[20:14:40] <Marzo> Back
[20:14:47] <wizardrydragon> Yay
[20:16:56] <wizardrydragon> The last offset in u7chunks should be 0017FFFF, right?
[20:17:38] <wizardrydragon> I suppose it really doesnt matter, or it shouldn't but I don't want exult to go splode :P
[20:17:41] <Marzo> The one created by ES shold be 0x309
[20:17:53] <Marzo> I don't know the normal one
[20:18:03] <wizardrydragon> That'd be the normal one that I asked :)
[20:18:19] <wizardrydragon> So then no row 00000310, then, correct?
[20:18:59] <Marzo> Depending on how many bytes/line your hex editor is showing, yes
[20:19:18] <wizardrydragon> Mad edit doesn't wrap confusingly :)
[20:19:45] <Marzo> How does it wrap then? :-p
[20:20:40] <wizardrydragon> http://madedit.sourceforge.net/screenshot03.png :)
[20:20:51] <Marzo> Yes, I just googled it
[20:21:02] <wizardrydragon> Hehe
[20:21:05] <Marzo> (was looking at that exact file, to be accurate)
[20:22:29] <Marzo> So to be correct, no 0000310 line and the last 6 bytes of line 00000300 should not exist
[20:22:59] <wizardrydragon> So it cuts off at 00000309, then?
[20:23:12] <Marzo> Yes
[20:23:17] <Marzo> (it is what I had said earlier)
[20:23:35] <Marzo> [17:17] Marzo: The one created by ES shold be 0x309
[20:24:15] <wizardrydragon> and the contents of 00 through 0F should be FF FF FF FF 65 78 6C 74 00 00 00 00 00 00 00 00
[20:24:36] <Marzo> Yes
[20:24:46] <wizardrydragon> (I wonder if I'm missing a "u" :) )
[20:24:56] <wizardrydragon> 4-7 : exlt
[20:24:57] <wizardrydragon> :)
[20:25:03] <Marzo> No, you aren't
[20:25:15] <wizardrydragon> hehe
[20:25:35] <wizardrydragon> So then that's a to-spec u7chunks, now to see if it works or if we have other issues
[20:26:22] <wizardrydragon> i show one chunk in ES, which appears to be correct
[20:26:44] <wizardrydragon> Still no dice on running it by the game menu
[20:26:46] <wizardrydragon> Hrm
[20:26:54] <wizardrydragon> Or rather, getting the game menu to show
[20:28:11] <wizardrydragon> Stdout is little use, since the paths are correct that it throws
[20:28:26] <wizardrydragon> Only bit is : Unrecognized game type!
[20:28:40] <wizardrydragon> But thats to be expected
[20:28:45] <Marzo> That should have been fixed
[20:28:54] <Marzo> Jeff fixed it a few days ago
[20:29:12] <wizardrydragon> Well my Exult and ES are both right off the download page :P
[20:29:45] <wizardrydragon> And asll that's in stderr is complaints about not being able to find mods for SI or the test game
[20:29:58] <wizardrydragon> brb
[20:30:02] <Marzo> That is the expected
[20:30:03] <Marzo> k
[20:40:59] <wizardrydragon> back
[20:41:08] <Marzo> wb
[20:41:12] <wizardrydragon> lol
[20:44:57] <Marzo> On an unrelated note: I found out today where the sfx # for attacks of monsters are stored; they aren't hard-coded as I had thought
[20:45:44] <wizardrydragon> Woah
[20:45:51] <wizardrydragon> Something that's not hard-coded?
[20:46:37] <Marzo> :-)
[20:46:49] <Marzo> I have implemented the sound effect
[20:46:49] * wizardrydragon pinches himself.
[20:47:04] <wizardrydragon> Anyh thoughts why Exult doesnt wanna run the newgame?
[20:47:08] <Marzo> Nope
[20:47:27] <Marzo> I don't know why it isn't recognizing the game type...
[20:47:38] <Marzo> The code is all there
[20:48:48] <wizardrydragon> In case it makes any difference the last version of Exult on the download page is form yesterday
[20:48:57] <wizardrydragon> ES, the day before
[20:49:40] <wizardrydragon> Hmm
[20:49:54] <wizardrydragon> You lied! or at least, moving u7chunks to static made it work!
[20:49:57] <wizardrydragon> :P
[20:50:26] <Marzo> BTW: the bug was fixed 2 weeks ago
[20:50:26] <wizardrydragon> Now excuse me as I try to staunch the bleeding from my eyes from the filler art
[20:50:56] <Marzo> Hrm. The u7chunks file is in the patch folder of the new game
[20:51:02] <Marzo> And it works
[20:51:26] <wizardrydragon> Lol
[20:51:27] <Marzo> Well, now off to save the world
[20:51:42] <Marzo> er, to modify ES to save only difference patches :-)
[20:51:46] <wizardrydragon> Lol
[20:51:55] <wizardrydragon> Same difference
[20:52:01] <Marzo> lol
[20:52:37] <Marzo> BTW, I am already considering extending things a little bit in the proccess
[20:52:58] <wizardrydragon> Snowballing already Marzo?
[20:53:26] <Marzo> Such as named usecode functions in weapons and adding containers that can accept only items of a certain type or reject all items except those of certain types
[20:53:53] <Marzo> Of course :-)
[20:53:59] <Marzo> Snowballing is fun :-)
[20:54:05] <wizardrydragon> Lol
[20:54:21] <Marzo> (no point in doing anything if you don't let it snowball out of control and sweep you :-p)
[20:54:34] <wizardrydragon> Hey while Im thinking of it, ever get the context highlighter up to speed with the classes additions?
[20:54:45] <Marzo> Yes
[20:54:51] <Marzo> Not much to do, in fact
[20:55:47] <Marzo> I will just add something I just thought (class templates) and upload it for you
[20:56:14] <wizardrydragon> Okay
[20:56:40] <wizardrydragon> Well Im off to dinner with my fiance, but if'n ye post a link I'll find it in the log when I come back. :)
[20:56:55] <Marzo> Bon appetit
[20:57:07] <wizardrydragon> Thank'ee
[21:03:23] <Marzo> URL: http://www.geocities.com/mg_rpg_online/UCCHighlighter.zip
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[22:33:42] <wizardrydragon> I'm baaack!
[22:33:45] <wizardrydragon> ?log
[22:33:45] <exultbot> Logs are available at http://www.math.leidenuniv.nl/~wpalenst/tfllog.php
[23:29:37] <wizardrydragon> Is there a limit on how many NPCs you can have in Exult?
[23:49:29] <wizardrydragon> Damn it, the mass export seems notably lacking from the ES snapshot version x_x
[23:51:21] <wizardrydragon> Aha! Its there but it wont let you mass export flats for some reason