#uwadv@irc.freenode.net logs for 30 Oct 2002 (GMT)

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[00:04:39] <vividos> found it?
[00:05:19] <vividos> btw, did you already read my reply to your mail?
[00:19:49] <QQtis> yes
[00:19:54] <QQtis> I'll make screenshots
[00:20:40] <vividos> do you resend the mail to uwadv-devel?
[00:21:16] <vividos> I think it's interesting for other people, too
[00:22:08] <QQtis> I sent it to Telemachos
[00:22:25] <QQtis> I don't think the stuff is worth everyone's attention
[00:22:38] <QQtis> it's probably not of any concern to anyone other than the coders
[00:23:08] <vividos> I think it's worth to be sent to uwadv-devel
[00:23:17] <vividos> the devel list is for the coders, after all :)
[00:24:01] <QQtis> ok, sorry, next time I will
[00:24:07] <vividos> no problem :)
[00:24:21] <QQtis> just critters in this update?
[00:24:34] <QQtis> how about looped music? ;)
[00:24:38] <vividos> yes, I corrected the sprite height a bit
[00:24:57] <vividos> ok, what music should be played at ingame startup?
[00:25:50] <QQtis> well if I remember correctly if intro was not done it would keep playing
[00:26:05] <QQtis> after that it can play either descent or dark abyss
[00:26:09] <QQtis> and loop it
[00:26:22] <vividos> the intro track shouldn't be looped?
[00:27:11] <vividos> it isn't looped (the intro) :)
[00:27:25] <QQtis> hm... maybe it is
[00:27:30] <QQtis> I think it is
[00:27:34] <QQtis> if I remember correctly
[00:28:16] <vividos> it should not :)
[00:28:34] <vividos> I take "Dark Abyss"
[00:29:07] <QQtis> if only I could remember how the music changed in the game
[00:29:15] <vividos> is it ok to mention your "music" URL on the "about" page?
[00:29:19] <QQtis> there was a specific thing it played right after you sleep
[00:29:27] <QQtis> sure
[00:29:36] <QQtis> they are not final versions, but they are something anyways
[00:29:40] <vividos> could find out that
[00:29:52] <QQtis> I just got an idea
[00:30:14] <QQtis> I am sure there must be some MT32 soundfonts out there that I couldset up my Soundblaster to use
[00:32:01] <QQtis> by the way
[00:32:19] <QQtis> are sprites now working in regular mode or only debug?
[00:32:34] <vividos> should work in any mode
[00:33:09] <vividos> "Wanderer" is played after sleeping
[00:33:30] <QQtis> every time?
[00:33:46] <vividos> only tried twice
[00:34:11] <QQtis> ok, cool
[00:34:42] <QQtis> well we don't have that piece done in ogg yet
[00:34:50] <QQtis> doesn't matter I guess
[00:34:57] <vividos> it's ok, we just take "Dark Abyss" for now
[00:35:07] <vividos> oh, do we have that one?
[00:36:40] <QQtis> nope
[00:36:48] <QQtis> only maps and descent
[00:37:01] <QQtis> :-/
[00:37:12] <vividos> ok, then I take Descent
[00:37:14] <QQtis> next weekend maybe I'll have them
[00:37:30] <QQtis> it would be good to have all the non-combat ones for the next release
[00:37:41] <vividos> even if they are not used ingame?
[00:38:08] <vividos> well, I think I do next release in one or two weeks
[00:38:24] * vividos uses "well" too often :)
[00:39:16] <QQtis> I thought you were planning to do looking at objects for next release, no?
[00:42:09] <vividos> yes, but that should be simple, as I have most prerequisites in code already
[00:42:22] <QQtis> nice :)
[00:43:41] <QQtis> how do you save in the game?
[00:43:45] <vividos> ok, Descent should play when starting the ingame screen
[00:44:08] <vividos> loading/saving games won't be in the next release
[00:44:30] <vividos> when you compiled WITH_DEBUG = yes, then ctrl+r restores a game, and ctrl+s saves a game
[00:45:04] <vividos> the savegame screens are not the final ones, and they don't handle input errors, as they won't be part of the real game
[00:45:20] <vividos> they are only to try out savegame features for devs
[00:46:10] <QQtis> oh yeah, alright
[00:46:24] <QQtis> by the way - sprites don't work outside debug mode
[00:46:38] <vividos> but you can try around, if you like :) but expect to throw away your savegames every now and then
[00:47:29] <vividos> ah, found why they're not shown
[00:48:31] <vividos> try now
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[00:50:33] <QQtis> by the way
[00:50:38] <QQtis> is there any better way to compile
[00:50:51] <QQtis> without clean and recompiling every single file
[00:50:52] <QQtis> ?
[00:51:43] <vividos> doesn't it work to just do a "make" to recompile the changed files?
[00:51:55] <QQtis> I'll try
[00:54:24] <vividos> should go then, if there's nothing more
[00:55:54] <QQtis> the rat is beautiful
[00:55:56] <QQtis> heheh
[00:56:23] <vividos> it's a bit low-res
[00:56:28] <QQtis> yeah
[00:56:30] <QQtis> but...
[00:56:34] <QQtis> that's how itw as in teh original
[00:56:37] <QQtis> isn't it?
[00:56:41] <vividos> uw2's sprite res. were a bit higher
[00:56:44] <vividos> yes
[00:57:08] <QQtis> oh, right, well, we'll probably make 3d models
[00:57:26] <QQtis> by the way
[00:57:40] <QQtis> there were suppose to be skeletons on the first level
[00:57:43] <QQtis> am I not right?
[00:58:04] <vividos> yeah, there is one
[00:58:21] <vividos> but the area is unreachable at the moment
[00:58:45] <QQtis> hm....
[00:58:50] <QQtis> weird
[00:59:05] <QQtis> the worm
[00:59:17] <QQtis> down by the shield
[00:59:23] <QQtis> is not rendered correctly
[00:59:27] <QQtis> it;s head is cut off
[00:59:32] * vividos takes a look
[01:00:18] <vividos> right
[01:03:02] <vividos> I take a look tomorrow - hopefully
[01:03:08] <vividos> good night :)
[01:04:14] <QQtis> how do I take a screenshot?
[01:04:28] <QQtis> control + prtscr?
[01:05:00] <vividos> either with the "printscr" key and pasting the clipboard into any drawing program, or using a screenshot program
[01:05:41] <vividos> gtg
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[18:22:16] <wjp> hi
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[18:22:36] <QQtis> hey
[18:22:47] <b-llwyd> hi there
[18:40:55] <QQtis> new version plays music in-game
[18:41:31] <QQtis> and with the new pseudo-gravity, you can practically get anywhere on the level, heheh
[18:42:12] <b-llwyd> <grin>
[18:42:39] <b-llwyd> i tried compiling the cvs a couple of days ago, but i got an error and gave up
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[18:46:34] <vividos> hi
[18:46:54] * b-llwyd nods.
[18:47:50] <wjp> hi
[18:49:30] <QQtis> vividos
[18:49:42] <QQtis> here is an error I observe
[18:49:50] <QQtis> whenever I minimize uwadv
[18:49:55] <QQtis> it gets permanently f'ed up
[18:50:11] <QQtis> after I restore it - nothing renders correctly
[18:50:31] <QQtis> a problem with OpenGl perhaps?
[18:55:32] <vividos> or with SDL
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[19:14:45] <QQtis> have you guys throught about what you will name the next release?
[19:14:46] <QQtis> :)
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[19:16:01] <QQtis> what the fuck is going on?
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[19:16:54] <QQtis> are we gonna have another split?
[19:16:59] <QQtis> ok
[19:17:01] <QQtis> I was gonna say
[19:17:06] <QQtis> have you guys throught about what you will name the next release?
[19:23:39] <QQtis> donut? cookie? weissbier?
[19:27:41] * b-llwyd nods sagely.
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[19:31:29] <QQtis> what the fuck is going on?
[19:31:40] <b-llwyd> <shrug>
[19:31:44] <wjp> "some server problems", as freenode is describing it :-)
[19:31:52] <vividos> hehe
[19:32:19] <vividos> we don't have a name for the next release yet, but I think we should take someone related to "ultima" this time
[19:32:37] <wjp> did we have a silverleaf yet?
[19:33:01] <vividos> no
[19:33:20] <QQtis> it sounds good
[19:33:33] <QQtis> maybe we should save it for a more impressive release? ;)
[19:33:57] <QQtis> hm....
[19:35:29] <b-llwyd> write it down in a list, then just pick n choose
[19:35:40] <b-llwyd> moonstone (those orbs?)
[19:36:25] <vividos> how about rotworm stew? that would be edible
[19:36:35] <vividos> although I don't know how it tastes :)
[19:36:35] <QQtis> coool
[19:36:39] <QQtis> I agree
[19:36:48] <QQtis> I'm sure it tastes excellent
[19:36:50] <QQtis> :)
[19:37:06] <QQtis> somehow I've always trusted Trolls to be good cooks
[19:38:19] <vividos> heh
[19:38:56] <QQtis> by the way
[19:39:04] <QQtis> doesn't that rat need a name?
[19:39:06] <QQtis> :)
[19:41:28] <QQtis> rat poison
[19:41:37] <QQtis> that's edible :)
[19:41:53] <QQtis> not very healthy, but still....
[19:42:14] <vividos> :)
[19:43:16] <QQtis> by the way
[19:43:22] <QQtis> does shading already work
[19:43:31] <QQtis> or am I immagining things?
[19:43:43] <vividos> what do you mean with shading?
[19:43:49] <QQtis> like simple fog?
[19:44:00] <vividos> yes, fog works
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[19:45:26] <QQtis> bloody hell
[19:45:59] <QQtis> does anyone know any specific names of mushrooms?
[19:46:04] <QQtis> :))))
[19:48:03] <vividos> ingame?
[19:48:11] <QQtis> no, just in general
[19:48:12] <QQtis> :)
[19:48:28] <QQtis> we could have a mushroom release
[19:48:29] <QQtis> :)
[19:48:53] <QQtis> but maybe that's inappropriate untill we have the hallucination effect working
[19:49:30] <vividos> well, we used to take names of things to eat or drink, or just silly words
[19:57:08] <QQtis> so what do we have so far?
[19:57:26] <QQtis> rotworm stew, rat poison, mushroom, weissbier? :)
[19:57:35] <vividos> release names?
[19:58:54] <QQtis> no, I know what teh rpevious ones were, I'm just trying to compile a list of possible ones for the new one
[19:59:47] <vividos> ah ok
[20:01:12] <QQtis> hey, we haven't had popcorn
[20:01:15] <QQtis> :))
[20:01:26] <QQtis> that's in the game!
[20:01:30] <QQtis> and its edible
[20:08:07] <vividos> but it should be a special type of popcorn
[20:13:32] <QQtis> with butter?
[20:13:41] <QQtis> with chocholate?
[20:13:44] <QQtis> :))))
[20:15:43] <vividos> don't know :)
[20:16:02] <vividos> what about a release named "chocolate salty balls" :)
[20:19:32] <QQtis> :))))))))))))))))))
[20:19:48] <QQtis> how about Mr. Hanky ?
[20:20:00] <QQtis> the Christmas pooo?
[20:25:21] <vividos> :)
[20:35:52] <QQtis> dude
[20:35:55] <QQtis> http://www.atarimagazines.com/startv3n1/productsupdate.html
[20:35:57] <QQtis> LOL
[20:36:03] <QQtis> the old times.....
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[21:15:14] <QQtis> been reading articles about soundfonts and such
[21:16:30] <QQtis> I might end up using some soundblaster patches or whatever
[21:16:47] <QQtis> I really need to do something about those vibes in Descent
[21:19:08] <vividos> yeah
[21:21:08] <QQtis> :)))
[21:21:24] <QQtis> your favorites are teh most difficult to render
[21:21:34] <QQtis> the atmospheric stuff
[21:21:46] <QQtis> which is not really music, but "sounds"
[21:21:48] <QQtis> :)))
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[21:46:40] <vividos> I'm looking forward how it sounds when all is finished
[22:02:20] <QQtis> by the way
[22:02:23] <QQtis> for teh release
[22:02:39] <QQtis> could it be possible to make the digital music an option that you can set in config
[22:02:59] <QQtis> as opposed to changing the playlist mannually for compiling
[22:03:11] <QQtis> so that people can choose midi or ogg
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[23:23:05] <vividos> sorry, was away
[23:23:13] <vividos> I planned to release a zip that contains the digital versions along with a modified m3u file
[23:23:13] <QQtis> :)
[23:23:32] <vividos> this way the digital versions can be used on all operating systems
[23:23:32] <QQtis> but shouldn't there be a choice
[23:23:42] <QQtis> for the user to make?
[23:23:57] <vividos> the choice is to install or not to install the digital versions
[23:24:19] <QQtis> oh, so it would default to using midi if the digital versions are not installed?
[23:24:25] <vividos> yes
[23:24:30] <QQtis> oh, ok that makes sense
[23:24:52] <vividos> the playlist that will be in the zip file "supersedes" the one in the uadata00.uar file
[23:25:21] <QQtis> ah, ok, yes, taht makes sense
[23:25:40] <QQtis> I put some thought into how I could do teh music
[23:25:52] <QQtis> when I revise all the pieces...
[23:26:07] <QQtis> I can do separate MIDI recordings
[23:26:11] <QQtis> on different synths
[23:26:17] <QQtis> and then arrange tracks digitally
[23:26:28] <QQtis> come to think of it, I could even record live instruments
[23:26:35] <QQtis> though I am not sure what kind I could use
[23:26:58] <QQtis> I am sure I could obtain a flute, recorder, maybe a drum
[23:27:25] <QQtis> at least 1 or 2 live instruments might make the whole track sound more alive, what do you think?
[23:31:03] <vividos> yes, but is it hard to do?
[23:32:55] <QQtis> don't know
[23:33:03] <QQtis> but I think it's worth a try
[23:33:09] <QQtis> for now I'll stick with midi
[23:33:19] <QQtis> but I mean - the whole uwadv project won't be done very soon
[23:33:42] <QQtis> so I'll have time to play around with different mixes
[23:34:33] <QQtis> I was juct thinking about darki abyss
[23:34:38] <QQtis> because there is a lot of ambient sound in it
[23:35:23] <QQtis> like some atmospheric effects, like dripping water, etc. would be really nice
[23:35:42] <QQtis> although - couldn't we multilayer atmospheric effects appart from the music?
[23:36:13] <QQtis> like set up some sfx triggers on the map
[23:39:17] <QQtis> so you have sound of water in some places, wind or echo in some larger rooms, or just random sounds here and there
[23:41:46] <vividos> yeah, you probably have much time .)
[23:42:06] <vividos> sfx triggers could be possible, yes
[23:42:23] <vividos> but we would need sound fx samples as well
[23:45:31] <QQtis> I don't think that would be a problem :)
[23:45:44] <QQtis> the only resource that is needed is time
[23:50:34] <vividos> we have plenty of time, project-wise
[23:55:38] <vividos> ok, have to go
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