Underworld Adventures homepage
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[16:53:58] <vividos> hi
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[16:57:01] <wjp> hi
[16:57:10] <vividos> hi wjp
[17:00:05] <vividos> when will the pentagram website be ready? :)
[17:01:02] <wjp> ... impatient ;-)
[17:01:17] <wjp> I just created the CVS module for it :-)
[17:01:43] <vividos> heh
[17:02:16] <vividos> I guess updating the website is just doing a cvs update then
[17:02:25] <wjp> yeah
[17:04:55] <vividos> image comment in one of O'Reilly's books: With OpenGL you can throw together some code which results in clients' and friends' mouths dropping open.
[17:05:06] <wjp> :-)
[17:05:37] <QQtis> heya
[17:06:20] <QQtis> read something on the logs about new colision detection or whatnot
[17:06:25] <QQtis> is that working yet?
[17:06:39] <QQtis> because in the last CVS it seemed like it was all pretty much the same
[17:07:19] <vividos> the new code is working, but you have to enable it
[17:08:20] <QQtis> hm....
[17:08:20] <vividos> in physics.hpp, uncomment this line: #define HAVE_NEW_CD
[17:08:54] <QQtis> why not just make it work by default?
[17:09:10] <vividos> I think Telemachos didn't finish his changes yet
[17:09:16] <QQtis> ah
[17:09:36] <QQtis> is this going to entail general physics yet or just CD?
[17:10:56] <vividos> collision detection/response also handles gravity
[17:11:08] <vividos> but with the collision detection stuff I'm able to "trace" objects as they are moving, e.g. when thowing that "resilient sphere" into the 3d world
[17:11:24] <QQtis> sweeeeet
[17:11:37] <QQtis> :)
[17:11:46] <QQtis> too bad I have my German class that I have to go to right now
[17:16:11] <QQtis> I'll try to compile later
[17:16:11] <QQtis> ok
[17:16:11] <QQtis> later
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[18:04:03] --- Topic for #uwadv is: Underworld Adventures: an Ultima Underworld Remake (http://uwadv.sourceforge.net)
[18:04:03] --- Topic for #uwadv set by wjp at Sat Oct 26 19:10:39 2002
[18:07:24] <vividos> sorry, was my fault
[18:59:32] <vividos> nice initial page, wjp. but the text reminds me a bit of another project :)
[19:07:11] <wjp> :-)
[19:07:15] <wjp> really? I wonder which :-)
[19:08:30] <vividos> can't remember atm :)
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[19:58:55] * QQtis is back
[20:13:17] <QQtis> whoa
[20:13:22] <QQtis> new physics is cool
[20:13:26] <QQtis> except....
[20:13:38] <QQtis> it feels like the slow fall spell is on
[20:13:39] <QQtis> :))))))
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[21:58:13] <wjp> wb
[21:58:25] <vividos> hi :)
[21:58:53] <vividos> seems we could do a release in the next week or so
[22:08:21] <wjp> sounds good :-)
[22:09:10] <wjp> oh, one thing I was meaning to ask you: do you have a .png version of the Uus.ico? (if you are meaning to use that as the desktop icon for uwadv)
[22:09:18] <wjp> a 64x64 one would be nice :-)
[22:11:34] * wjp fixes some compile errors
[22:12:36] <wjp> would it be ok to add some empty "default:" cases to some switches in renderer.cpp to keep -Wall happy?
[22:26:30] <vividos> of course
[22:27:10] <vividos> for the png version of the icon: I could send you one, but it would be upscaled from 32x32
[22:27:30] <wjp> better keep it at 32x32 then
[22:27:33] <vividos> (the icon was taken from a collection of uw1 icons from a site somewhere)
[22:29:59] <vividos> maybe the icon even has a 64x64 version in it
[22:33:03] <wjp> I wonder if I have anything to open an .ico file with
[22:33:08] <wjp> ee and gimp don't seem to like it
[22:33:31] <vividos> it should be a simple format
[22:35:43] <vividos> I tried to do a 64x64 version by filtering it a bit, but choose for yourself
[22:40:23] <wjp> hm, oops... it seems most icons are 48x48 :/
[22:40:44] * wjp scales the 32x32 to 48x48
[22:43:52] <wjp> ACK! have to rebuild this entire 150Mb tex tree because of a typo in the .spec file
[22:46:22] <vividos> 150Mb when built, I hope :)
[22:46:50] <vividos> does the linux desktop get a uwadv icon?
[22:47:43] <wjp> it's just so people can add it to the desktop/panel if they want
[22:48:03] <wjp> I might add it to the redhat menus by default, once I figure out how :-)
[22:48:31] <vividos> ah ok
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[23:01:05] <Telemachos> evening
[23:03:45] <vividos> hi Telemachos
[23:04:54] <vividos> hmm, alpha blending doesn't seem to work together with mipmapped textures ...
[23:09:28] <Telemachos> where ?
[23:10:37] <vividos> in OpenGL :)
[23:11:07] <vividos> especially for the critter frames that are loaded using gluBuild2DMipmaps()
[23:11:44] <vividos> wanna try at the latest CVS code?
[23:11:59] <Telemachos> they appear solid when going to a lower mip map level or what ?
[23:14:01] <vividos> I have a color that has alpha = 1.0, and when loading mipmapped, the color is black, instead of translucent (at every distance)
[23:15:24] <Telemachos> alpha = 1 *is* solid, not transperant ?!?
[23:15:44] <vividos> sorry, the other way round, alpha = 0.0 of course
[23:15:49] <Telemachos> ooh ok..
[23:16:19] <Telemachos> well, sounds like the alpha bits are not being set correctly then.. do you usually set all the pixels in the textures manually?
[23:17:12] <vividos> yes
[23:18:32] <vividos> wjp: I think all include files that are checked for are needed, currently
[23:19:33] <wjp> yeah, I thought so too
[23:19:36] <Telemachos> well, I can see here in my own openGL driver (which a friend wrote most of for me) that he scales the textures to the different mipmap levels manually and set those
[23:19:44] <wjp> but currently it doesn't give any errors when one is missing
[23:19:51] <vividos> wjp: and what does -Wall say about "u = double(origx)/xres;" ?
[23:19:56] <Telemachos> with glTexImage2D
[23:20:01] <wjp> hm, not sure about that one :-)
[23:20:15] <vividos> wjp: ah ok
[23:20:20] <wjp> I think I changed that some months ago when fiddling with the black lines
[23:20:51] <vividos> Telemachos: well, don't know how the nvidia driver does that
[23:21:12] <Telemachos> does what?
[23:21:16] <wjp> is that mipmapping problem already visible in current cvs?
[23:21:28] <vividos> Telemachos: how it does the mipmapped textures
[23:21:48] <vividos> wjp: I think so. Just run to the rat in level 0 and look at it
[23:22:01] <Telemachos> that's why you could calculate them yourself ;)
[23:22:26] <wjp> rat... hm, somewhere on an island, right?
[23:22:39] <wjp> (very small island)
[23:23:04] <vividos> that is where the first npc is, and where you find your backpack
[23:23:24] <wjp> oh, right, there
[23:23:36] * wjp can't see anything with this light level :-)
[23:23:46] <vividos> too dark?
[23:23:51] <wjp> is there a key to increase the light?
[23:24:12] <vividos> no, but maybe you could set gamma for your desktop somewhere
[23:24:29] <wjp> the room in which the rat is/should be is bright enough, though, I guess
[23:24:48] <vividos> or go to the npc, it should have the same problem
[23:25:22] <vividos> Telemachos: well, I don't really want to do image scaline :)
[23:25:57] <wjp> SDL_rotozoom?
[23:26:46] <vividos> well, I don't really want to implement mipmapping by myself when OpenGL should do it right
[23:26:49] <Telemachos> heh.. lazy are we ? ;)
[23:27:00] <vividos> yes :)
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[23:27:45] <vividos> should do other things like ... uum, well ... :)
[23:28:30] <vividos> wjp: saw the npc image?
[23:29:19] <wjp> wasn't the npc right after that ramp?
[23:30:22] <Telemachos> playing a bit with vertex shaders... those are powerful tools.. although this image looks very messed up its an interesting effect compared to the standard fog model
[23:30:24] <Telemachos> http://www.peroxide.dk/secret/funfog.jpg
[23:32:20] <vividos> wjp: should be, in the same room with the bedroll
[23:32:46] <vividos> heh
[23:33:22] <vividos> Telemachos: what graphics card did you use for that?
[23:33:22] <wjp> loading all critter animations ... done, needed 78 ms <-- isn't that a bit short?
[23:33:54] <vividos> I'm only loading the first frame now
[23:34:01] <wjp> ah :-)
[23:36:22] <Telemachos> I have a Radeon8500 installed right now
[23:38:56] <vividos> is the vertex shader stuff card independent (thinking of nvidia cards)?
[23:40:54] <Telemachos> yeah as long as the card supports that version of the vertex shader language..
[23:41:21] <Telemachos> I write ver.1.1 shaders right now.. those works on DX8.1 class cards..
[23:41:31] <Telemachos> Radeon8500, GF3,GF4 etc.
[23:42:56] <vividos> for the CD, do you have more changes to do?
[23:43:35] <Telemachos> well, there's probably some tweaking.. and I'll have to add some accelleration scheme for the gravity vector
[23:44:34] <vividos> btw, you don't have to commit the Makefile.mingw when you did changes for you to get to work
[23:45:27] <Telemachos> well, that one slipped in... have no idea how to NOT commit a specific file ;)
[23:45:48] <Telemachos> I've made a local copy bu of course thats going to be harder to keep updated
[23:46:04] <wjp> specify the files you want to commit individually :-)
[23:46:10] <wjp> (that's what I usually do, anyway)
[23:46:15] <Telemachos> painful
[23:46:34] <vividos> do you use wincvs?
[23:46:50] <Telemachos> no a commandline cvs tool.. from cygwin
[23:46:58] <wjp> nah, not really; just get a list of updated files with cvs update, and then copy paste them to the cvs commit cmdline
[23:47:09] <wjp> (skipping the ones you don't want, of course)
[23:47:30] <wjp> *phew*.. .rpm's of a recent tetex pretest done
[23:47:40] <wjp> finally :-)
[23:48:10] <vividos> or use TortoiseCVS, which makes updating and committing a breeze
[23:48:46] <Telemachos> I'll manage with Cygwin ;)
[23:49:09] <vividos> ok then :)