#uwadv@irc.freenode.net logs for 5 Apr 2003 (GMT)

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[14:23:18] --- Topic for #uwadv is: Underworld Adventures: http://uwadv.sourceforge.net/
[14:23:18] --- Topic for #uwadv set by wjp at Mon Mar 24 22:29:59 2003
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[14:39:54] <DarkIllusion> wjp!!
[14:40:04] <wjp> hi
[14:40:24] <DarkIllusion> hello
[14:40:31] <DarkIllusion> u know that rooms.c u was helping me with the other day?
[14:40:38] * wjp nods
[14:41:00] <DarkIllusion> could u tell me what can i do with the coordinates now?
[14:41:11] <wjp> coordinates?
[14:41:53] <DarkIllusion> u still have the src file right?
[14:42:10] <DarkIllusion> with the description of the rooms.c function
[14:42:32] <wjp> no, I don't have it anymore
[14:43:58] <DarkIllusion> :(
[14:44:33] <DarkIllusion> could u just read the comments please
[14:45:56] <DarkIllusion> and herez an output file
[14:46:17] <DarkIllusion> what in the world does 'canonical positions' mean??
[14:46:33] <wjp> I wonder why the comments say you need an understanding of covariant and contravariant tensor algebra :-)
[14:46:42] <wjp> canonical means something like 'natural'
[14:47:02] <wjp> (or 'without making any arbitrary choices')
[14:47:05] <DarkIllusion> the dictionary says, canonical is to be aligned with canon law. and im like
[14:47:07] <DarkIllusion> what?? lol
[14:47:38] <DarkIllusion> what in the world is this algebra thing? soundz crazily technical
[14:47:51] <wjp> I don't really see why you'd need tensor algebra
[14:48:09] <wjp> I just see some affine and projective geometry
[14:48:19] <DarkIllusion> is it easy to put together?
[14:49:00] <wjp> well, from what I can tell this just gives a description of a number of objects
[14:49:19] <DarkIllusion> http://home1.gte.net/cucumatz/mage.gif
[14:49:34] <DarkIllusion> herez an assembled diagrom i think
[14:49:51] <DarkIllusion> http://home1.gte.net/cucumatz/crux.gif
[14:50:04] <wjp> each object appears to start with an '#Object ID, <n> polys, ...'
[14:50:19] <wjp> after that would appear to be those n polygons
[14:50:42] <wjp> each polygon is described as a list of vertex coordinates
[14:50:56] <wjp> (where the first and the last vertex in the list coincide)
[14:51:16] <DarkIllusion> lol. uve completely lost me. but do carry on. :)
[14:51:16] <wjp> each object also appears to have a translation and rotation attached to it
[14:51:29] <wjp> well, this is just what the structure of the output looks like to me
[14:51:31] <DarkIllusion> that would be the #rot
[14:51:32] <DarkIllusion> :)
[14:51:47] <wjp> each of the blocks of numbers is a polygon
[14:51:49] <DarkIllusion> first object is swiveled -197 degrees on the Z axis
[14:52:00] <wjp> (with every line of 3 numbers a vertex)
[14:52:19] <DarkIllusion> so, this is some crazy ass thing to assemble then?
[14:52:36] <wjp> well, you just have the polygons here
[14:53:33] <wjp> so it's probably quite easy to turn into any format you'd want
[14:53:45] <DarkIllusion> but itz not too useful in general is it?
[14:53:48] <wjp> but I'm really not familiar with any 3D file formats
[14:53:51] <DarkIllusion> because itz just the architecture
[14:53:56] <DarkIllusion> and not textured or anything
[14:54:04] <DarkIllusion> or is it textured?
[14:54:32] <wjp> I don't really see any textures right away, no
[14:55:21] <DarkIllusion> :( itz not much use then. thankyou for taking a look at it for me
[14:55:41] <wjp> rooms.c does mention textures, strangely
[14:56:21] <DarkIllusion> yes it does
[14:56:24] <DarkIllusion> that is interesting
[14:57:04] <DarkIllusion> and it even opens the texture file
[14:57:04] <DarkIllusion> lol
[15:32:27] <DarkIllusion> ill be going now
[15:32:33] <DarkIllusion> itz like 1.30am here. :)
[15:32:38] <DarkIllusion> bye wjp!!
[15:32:43] <wjp> g'night :-)
[15:32:46] <DarkIllusion> nite
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[16:14:26] <vividos> hi
[16:22:44] <wjp> hi
[16:23:32] <vividos> my "mysteries of the abyss" cluebook for uw1 arrived yesterday. yay!
[16:24:00] <wjp> cool :-)
[16:24:30] <vividos> yes :)
[16:25:29] <vividos> do you have the u7 one?
[16:26:27] <wjp> no, but I do have the u8 hintboo
[16:26:41] <wjp> k
[16:27:04] <vividos> good for developing pentagram, I guess :)
[16:27:26] <wjp> hm, not really, so far
[16:28:08] <vividos> the uw1 cluebook is rather detailed on every quest and every vital spot in the underworld
[16:47:24] <vividos> have to go again. bye!
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[17:12:50] <Telemachos> hey wjp, should the current pentagram cvs run atm?
[17:15:40] <wjp> yeah, it should
[17:16:01] <wjp> doesn't do much currently, but it should at least run
[17:16:10] <wjp> bbl; dinner
[17:18:37] <Telemachos> hmm.. doesnt start up for me.. :) Dies with some error on the first screen
[17:19:21] <Telemachos> well, gotta eat myself.. bbl too
[17:59:20] <wjp> back
[18:00:18] <wjp> if the error looks something like: "....!ret from process\nProcess 1 caused an error. Killing process.\nPausing execution<blah>", that's normal
[18:02:14] <Telemachos> There is a lot of "couldnt create item" errors..
[18:02:48] <Telemachos> then "running process 1".. then 4 times Pausing execution. Press a key (in graphics window) to continue
[18:03:04] * wjp nods; normal too
[18:03:14] <wjp> the "couldn't create item" errors are eggs
[18:04:21] <wjp> we're hoping to have some actual visible results soon :-)
[18:04:32] <wjp> so far most of the work is behind the scenes
[18:07:48] <Telemachos> heh.. ok so actually all pentagram does is to show me that screen and then die? :=
[18:08:06] <wjp> yes :-)
[18:08:29] <Telemachos> lol.. ok then all is fine.. I guess ;)
[18:08:33] <wjp> you can also pass it some commandline parameters to have it execute different usecode functions, btw
[18:09:00] <Telemachos> unfortunately I cant build the tools with mingw.. so I guess Im missing all the fun stuff actually
[18:09:41] <wjp> the tools in the 'pentagram' module or those from the 'old' module?
[18:10:45] <wjp> (the 'old' module has a map viewer and some assorted graphics viewers)
[18:10:54] <Telemachos> I checked out the pentagram module
[18:16:02] <Telemachos> heh.. I know I'm being pendantic now.. but how come the UCMachine class has a public constructor when its a singleton? ;)
[18:16:08] <wjp> hm, the Makefile.mingw does seem to contain rules to build the tools
[18:16:35] <wjp> actually, not just UCMachine, I think
[18:17:16] <Telemachos> yeah, but it complains about some missing file... which file I cannot see atm from that huge gcc blurb :)
[18:20:05] <Telemachos> process_begin: CreateProcess((null), cc -DSIZEOF_SHORT=2 -DSIZEOF_INT=4 -I./conf -I./convert -I./filesys -I./graphics -I./gumps -I./kernel -I./misc -I./tools/di sasm -I./tools/fold -I./usecode -I./world -I./world/actors -Ic:/mingw/include/sd l/ -DHAVE_SYS_STAT_H -DHAVE_SYS_TYPES_H -DHAVE_UNISTD_H -c -o tools/amf2mod/amf2
[18:20:05] <Telemachos> make (e=2): The system cannot find the file specified.
[18:20:25] <Telemachos> hmm.. ok, that didnt work too well
[18:24:41] <wjp> which file exactly couldn't it find?
[18:25:45] <Telemachos> yeah that's what I cant see.. one sec, let me look at it one more time ;)
[18:26:23] <Telemachos> hmm.. do you have an email .. I can send you the output :=)
[18:30:06] <wjp> wjpalenstijn@users.sourceforge.net
[18:31:21] <Telemachos> ok, sent
[18:33:33] <wjp> hm, is 'cc' your c compiler?
[18:34:59] <wjp> if not, try putting CC=gcc in Makefile.mingw somewhere
[18:36:16] <Telemachos> ahh.. that's probably it! g++ will throw c files to cc by default?
[18:37:12] <wjp> no, make does that
[18:37:29] <Telemachos> ok.. well, it does seem to solve the problem
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