#tfl@irc.freenode.net logs for 28 Aug 2006 (GMT)

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[00:04:02] <Marzo> As I *was* going to say before being rudely interrupted, I know what is going wrong.
[00:04:12] <wizardrydragon> I wonder what that was about.
[00:04:21] <Marzo> Yeah, me too
[00:04:23] <wizardrydragon> Half of the exult channel disappeared as well.
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[00:06:15] <wizardrydragon> Anyways, please continue.
[00:06:51] <Marzo> I tested eliminating the code that was changing the flats and the corruption disappeared
[00:07:20] <Marzo> I am coding a fix now, which I will subsequently submit to you for testing
[00:07:38] <wizardrydragon> Alright then.
[00:16:00] <wizardrydragon> Ah well that does it
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[01:12:50] <wizardrydragon> @Marzo: any luck?
[01:13:09] <Marzo> More or less
[01:13:28] <wizardrydragon> Which one? :)
[01:13:39] <Marzo> Less :-(
[01:13:55] <wizardrydragon> :(
[01:34:02] <wizardrydragon> Hmm
[01:34:25] <Marzo> OK, got if fixed
[01:34:38] <wizardrydragon> yay
[01:34:40] <Marzo> I am uploading it now
[01:34:48] <wizardrydragon> ?help
[01:34:57] <wizardrydragon> ?log
[01:34:57] <exultbot> Logs are available at http://www.math.leidenuniv.nl/~wpalenst/tfllog.php
[01:35:12] <wizardrydragon> Okay, thanks :)
[01:36:02] <wizardrydragon> Hey Marzo, is your nick registered with nickserv?
[01:36:39] <Marzo> Ugh, uploaded to the wrong place...
[01:36:42] <Marzo> Yes
[01:37:00] <wizardrydragon> Okay.
[01:37:09] <wizardrydragon> You should be added to the channel OP list then :)
[01:38:37] <Marzo> It is here: http://www.geocities.com/mg_rpg_online/Exult.zip
[01:38:58] <wizardrydragon> Thank you :)
[01:41:49] <wizardrydragon> Better, from what I can tell.
[01:43:17] <Marzo> Just waiting for your seal of aproval before commiting the changes :-)
[01:43:29] <wizardrydragon> Lol.
[01:43:43] <wizardrydragon> Well it seems much better to me.
[01:44:55] <Marzo> Does it still happen?
[01:45:10] <wizardrydragon> Not as far as I can tell.
[01:45:21] <Marzo> Good. Commiting changes then...
[01:45:24] <wizardrydragon> Regenerating the minimap doesn't trigger it anymore.
[01:45:39] <wizardrydragon> Nor does saving, and those were the two instances I encountered it in.
[01:46:01] <wizardrydragon> I just hope it doesn't break anything else, because that would be just our luck ;)
[01:46:06] <Marzo> :-)
[01:47:11] <wizardrydragon> Hehe
[01:48:02] <Marzo> Especially considering that the bug was created to fix another bug -- namely, that editing the terrain alone would not make Exult & Studio recognize that the map was changed...
[01:48:23] <wizardrydragon> Heh.
[01:50:36] <Marzo> I now know why regenerating the minimaps was apparently triggering the bug too
[01:50:45] <wizardrydragon> Oh? How?
[01:51:05] <Marzo> When you create/regen the minimap, Exult *reloads* all terrain data
[01:51:24] <wizardrydragon> Ah. Ouch.
[01:51:48] <Marzo> that way, if you had edited anything and it didn't become obvious or visible, it would after hitting shift+F3...
[01:52:28] <wizardrydragon> Ah.
[01:59:32] <wizardrydragon> Have you made any progress merging Q&I/Keyring into TFL or did our little misadventure keep you from that? :)
[02:00:40] <Marzo> The usecode is mostly there
[02:00:50] <Marzo> The map is now the problem
[02:01:08] <Marzo> But I think it will be a good thing in the end
[02:01:48] <Marzo> I added the crown jewels (a first attempt, anyway) to the keyring and I will add it to TFL too
[02:02:21] <Marzo> (the crown jewels of LB, of course)
[02:02:59] <wizardrydragon> Hehe
[02:03:41] <Marzo> In any case, all this got me thinking in Alun Bestor's latest feature request (that of diff patches for initgame.dat)
[02:06:27] <wizardrydragon> Hmm? Care to elaborate?
[02:09:17] <Marzo> In his request, Alun asks for patches to work like vga files, and for Exult Studio to save only the difference between the edited file and the original file
[02:10:18] <Marzo> In order to make it easier to merge mods in the future -- merging the usecode is simple, but the map changes tend not to be -- to put it delicately
[02:10:42] <wizardrydragon> Indeed
[02:10:46] <Marzo> And I was thinking to have someting like UCC but for map changes
[02:11:12] <Marzo> And also for the shape info files too
[02:11:19] <wizardrydragon> It's easy on the items side
[02:11:26] <wizardrydragon> just not so much on the chunks side
[02:11:57] <Marzo> Not if you have a mod with over 200 brand new items... which we don't currently, but might one day
[02:12:14] <Marzo> *don't have, might have
[02:13:11] <wizardrydragon> True
[02:13:39] <wizardrydragon> On the map side, handlind the diff between new items and old items shouldnt be hard I wouldnt think though
[02:14:19] <wizardrydragon> Just have the mod files only save added things to the FIX files and then merge the mod's FIX files and BGs or SIs FIX files in memory
[02:14:22] <wizardrydragon> as it does with VGAs
[02:14:43] <Marzo> Yes, more or less the gist of Alun Bestor's request
[02:15:00] <wizardrydragon> Tehe
[02:15:24] <Marzo> :-)
[02:15:28] <wizardrydragon> Im not sure if that would be harder or easier with chunks though, Im unfamiliar with how Exult handles changing chunks
[02:15:55] <Marzo> But I was thinking of going beyond that; not only generate and use diff patches, but having also to generate a script which can be used to generate the diff patch
[02:16:08] <wizardrydragon> Ah
[02:16:13] <wizardrydragon> That would be useful
[02:16:27] <Marzo> These scripts could be edited (and merged) easily as text and then used to 'compile' the map/data file patches
[02:16:29] <wizardrydragon> But only if there was an easy interface or method to generating it.
[02:17:16] <wizardrydragon> Writing a script to add a whole worlds worth of items would be ... aggrivating ... to say the least.
[02:17:19] <Marzo> I was thinking an option on Exult Studio to save the patches and/or the scripts (as in, generating either one or both)
[02:18:03] <wizardrydragon> Ah
[02:18:06] <wizardrydragon> That would work
[02:18:34] <wizardrydragon> Have ES diff the files to original and generating a script would certainly take the tediousness out of handcoding it :)
[02:18:48] <Marzo> Yes
[02:20:05] <Marzo> The modder could edit the items at his own pace, using a graphical interface and being able to test the items as he went along
[02:20:13] <wizardrydragon> I hereby rename myself Captain Obvious
[02:20:16] <wizardrydragon> :)
[02:20:20] <Marzo> lol
[02:20:48] <Marzo> Afterwards, he would generate the scripts for those that wanted to make a mod based on his work
[02:20:54] <Marzo> Yes, it would work
[02:21:33] <Marzo> I only shudder at the amount of work it will be :-)
[02:21:42] <wizardrydragon> Hehe
[02:22:04] <wizardrydragon> Didn't dig a deep enough grave with the dehardcoding? :)
[02:22:11] <Marzo> :-)
[02:22:43] <Marzo> From my dehardcogint todo list:
[02:22:47] <Marzo> [ ] Frame/quality names;
[02:22:48] <Marzo> [ ] For display_map and si_display_map intrinsics, which shapes count as sextants and the map <> sprite shape association (for multimap support) (intrinsics.cc).
[02:22:48] <Marzo> [ ] Cheat (F3) maps;
[02:22:48] <Marzo> [ ] For book_mode intrinsic, which book shape uses which font number;
[02:22:48] <Marzo> [ ] Reagent cost of spells;
[02:22:49] <Marzo> [ ] Misc shapes in schedule.cc;
[02:22:51] <Marzo> [ ] TONS of hard-coded coordinates, shapes and rectangles for gumps (files in /gumps);
[02:22:53] <Marzo> [ ] Death usecode function for avatar;
[02:22:55] <Marzo> [ ] Mods menu in Exult: the starting menu lists vanilla BG and SI, as well as having a separate entry for each installed mod. Mods should have their compartimentalized <GAMEDAT>, <SAVEGAME> and <PATCH> dirs, and shares the <STATIC> dir of its parent game. A possible way would be to have a <MODS> dir for each game where drop-in files would contain the mod name/identity (e.g., "blackgate" or "serpentisle" or "sifixes" or "bgkeyring"), description (e
[02:23:01] <Marzo> ate"), menu shape path/file and the aforementioned dirs.
[02:23:09] <Marzo> Hey, I just noticed that I can check one off! Wohoo! :-)
[02:23:50] <wizardrydragon> Yay!
[02:24:29] <Marzo> 2, considering that the minimaps work as cheat maps...
[02:26:03] <Marzo> I have to say that the TFL minimap is looking very good even in its present, unfinished state
[02:26:25] <wizardrydragon> :)
[02:26:38] <Marzo> I can't wait to see it finished (hint, hint :-))
[02:26:54] <wizardrydragon> The map generator Sam wrote helped a great deal there, though the output is far from perfect
[02:27:32] <Marzo> You used the actual game map from U1, right?
[02:28:38] <wizardrydragon> I used the same map you gave me for the other one, just changed for Sam's color coding
[02:29:29] <Marzo> k
[02:29:40] <wizardrydragon> :)
[02:30:03] <wizardrydragon> Did some fiddling here and there but other than that it's the same
[02:42:28] <Marzo> Well, I am off to bed
[02:42:36] <Marzo> cya
[02:43:22] <wizardrydragon> Night
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[05:06:03] <wizardrydragon> servus: an idea for u7mapper that may be useful: perhaps after defining shorelines, the generator should go over areas and remove extraneous shoreline pieces - say leave a 1 or 2 chunk border, then remove any other extraneous pieces
[05:11:02] * servus smacks wizardrydragon
[05:11:22] <wizardrydragon> Aww I love you too.
[05:15:46] <wizardrydragon> Anyways, thats exactly what I did to clean up the output map anyways, I'm just betting u7mapper can do it in less than the *checks* 9 hours its taken me :)
[05:16:17] <servus> The version I gave you had the automatic cleanup disabled.
[05:16:47] <wizardrydragon> I see.
[05:18:06] <wizardrydragon> I love you too :P
[05:18:13] <servus> There is some sort of problem with it that I have not yet figured out. I'm considering doing a rewrite, but I don't have a timeframe.
[05:18:25] <wizardrydragon> Fun.
[05:18:48] <wizardrydragon> Maybe we can see who gets done first, me hand-cleaning up the map or you rewriting the routine to do it automatically :)
[05:19:18] <SB-X> Where is the Wumpus?
[05:19:59] <wizardrydragon> If you mean the magic card, its in a box of green cards in my closet ;)
[05:22:51] <wizardrydragon> servus: What exactly is the issue with the cleanup routine?
[05:30:26] <servus> I figured you were going to tell me : o)
[05:30:39] <wizardrydragon> Lol
[05:31:21] <wizardrydragon> I meant the routine that's disabled; I'm perfectly cabapble of telling you what it should do though ;)
[05:32:00] <servus> I know how it's supposed to work. I will work on it when I work on it.
[05:32:45] <wizardrydragon> You do that :P
[06:40:26] <servus> Isn't cleaning the map by hand pointless, when it's just going to end up regenerated, anyway?
[06:41:13] <wizardrydragon> Well I'm a bit too far into it now to really go generate it again :P
[06:42:10] <wizardrydragon> Besides, the shorelines and desert are immaculate now
[06:44:51] <servus> You can run what you have so far through the map cleaning program if you want to send it
[06:45:07] <servus> It detects invalid chunk combinations and fixes them according to the original game's rules.
[06:45:13] <wizardrydragon> Okay
[06:45:46] <wizardrydragon> Give me a second I'm going to check what I have against CVS and make sure Marzo didn't change anything there
[06:47:10] <servus> Just the U7MAP
[06:47:26] <wizardrydragon> Ugh, that reminds me, I still have to compile the usecode and sort out any problems that there might be there. Today might be a long night/early morning
[06:49:39] <wizardrydragon> Do you mind just sending the program or ... ?
[06:50:15] <servus> If you send the map, I can tweak the program to work with it.
[06:50:24] <wizardrydragon> Ah. Okay.
[06:50:45] <wizardrydragon> If you know how to work CVS, it should be in the u7feudallands public CVS. if not I'll mail it.
[06:51:12] <wizardrydragon> That version will be a couple hours old, but it should be good either way.
[06:51:42] <servus> Do you have the most-cleaned map available?
[06:51:51] <wizardrydragon> I can mail it.
[06:51:55] <wizardrydragon> Hold on.
[06:52:40] <wizardrydragon> Let me save, regen the minimap and attach the map
[06:53:18] <wizardrydragon> Mmkay, there's still one distint section of coast that's mucked up, but most of the rest of the coast is fixed.
[06:53:38] <wizardrydragon> Sending...
[06:53:48] <wizardrydragon> Sent
[06:55:40] <wizardrydragon> Receive it?
[06:57:50] <servus> Not yet.
[06:58:59] <wizardrydragon> Odd, Gmail's usually pretty quick.
[06:59:56] <wizardrydragon> Ooh, there's an interesting Exult bug.
[07:00:32] <wizardrydragon> If you switch to fullscreen and back in map editor mode it seems to switch to the menu pallete.
[07:00:39] <wizardrydragon> I wonder why that is.
[07:11:14] <wizardrydragon> Oooh, did the u7mapper do that? I have fish Eggs in the ocean :)
[07:11:53] <wizardrydragon> Either that or my memory's getting much worse than it usually is.
[07:11:55] <servus> That's probably because you didn't clear our your IREG and IFIX.
[07:12:23] <wizardrydragon> Oooh, that's probably it.
[07:12:23] <servus> Such things aren't part of any chunks that I know of. The only objects in chunks are lowest-level walls, trees, and that sort of thing.
[07:12:35] <servus> I've yet to receive your map. I may have to check later on.
[07:12:54] <wizardrydragon> Well somethings defintely up there then, it shouldn't take that long.
[07:13:16] <wizardrydragon> I'll resend it and see if that works.
[07:13:58] <wizardrydragon> Actually, that's definetely it, since I had to regenerate the patch directory from the CVS and the CVS has the old IFIX files
[07:14:29] <servus> Copying IFIX00 (top left ocean) over the others should fix the IFIX.
[07:14:57] <wizardrydragon> I think I'll leave them though, it'll save me the trouble of remaking the one city I had done, I'll just have to drop the right chunks in
[07:18:46] <servus> I sent you a new version of the map generator and cleaner. It might or might not work.
[07:20:57] <wizardrydragon> Okay, thank you.
[07:21:18] <wizardrydragon> I think I'm going to turn in soon, it's almost four in the morning :)
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[19:26:47] <wizardrydragon> Hellos Marzo
[19:27:06] <Marzo> Hi
[19:27:29] <wizardrydragon> Do you still have the last compiled Exult exe on your site?
[19:27:41] <Marzo> yes
[19:27:43] <wizardrydragon> I overwrote my version with an older one accidentally x_x
[19:27:59] <Marzo> heh
[19:28:00] <wizardrydragon> What was the URL again?
[19:28:47] <Marzo> http://www.geocities.com/mg_rpg_online/Exult.zip
[19:29:12] <wizardrydragon> Thank you :)
[19:31:07] <wizardrydragon> Im commiting the latest changes to the map now
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[19:33:00] <wizardrydragon> Okay it's done
[19:33:31] <wizardrydragon> If you grab the changes you can poke around Map02 and see what I've got done thusfar :)
[19:37:58] <wizardrydragon> Ugh ... you'll have to delete the corrupted u7chunks file though, dammit I forgot about that
[19:43:58] <wizardrydragon> Also, you'll be happy to know I've encountered an entirely new bug while map editing
[19:46:33] <wizardrydragon> When I drag a chunk from ES into Exult and place it, it seems to displace or remove the non-flat items in the chunks around it, leaving the glowing blue tiles of doom
[19:46:59] <wizardrydragon> The chunk I dragged will be fine, but the ones onscreen around it arent
[19:55:26] <wizardrydragon> Hmm.
[19:56:28] <wizardrydragon> Dragging chunks into Exult now seems to be generating a corrupted u7chunks file in the same way as regenerating the minimap and saving the map was previously - I wonder why this is occuring now though and why it didn't before
[20:40:30] <wizardrydragon> Well Im off to my day job, have fun.
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