IRC logs for #opendune on OFTC at 2011-01-07
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14:15:40 <DorpsGek> SVN: glx (r1240) -Fix (r1040, r1044): conversion errors
14:25:40 <DorpsGek> SVN: glx (r1241) -Add: C-ified Unit_B4CD_00A5()
14:51:42 <DorpsGek> SVN: glx (r1242) -Add: C-ified Map_SetViewportPosition()
15:46:53 <glx> found a nice dune2 bug (I think)
15:49:32 <TrueBrain> the never used special blooms :)
15:50:31 <TrueBrain> in this case I really wonder if it is useful to keep the old version
15:53:40 <glx> it's similar to /* ENHANCEMENT -- The original code swapped the assignment, making it do nothing, Now it finds the closest unit to shoot at, what seems to be the intention */
15:55:42 <TrueBrain> so leave it as enhancement :p
15:55:47 <TrueBrain> don't forget to update enhancement.txt
15:58:15 <glx> not sure it's a "Unit" function though
15:58:33 <glx> but for now it will be a Unit one :)
15:58:49 <TrueBrain> I think it is a map function
15:59:00 <TrueBrain> as it looks a lot like the special bloom handler
15:59:08 <TrueBrain> but it doesn't matter too much at this stage :)
15:59:10 <glx> yes that's what I think too
15:59:47 <glx> I'll put the enhancement in Map section
16:00:15 <glx> or it could be in General, dunno
16:19:36 <DorpsGek> SVN: glx (r1243) -Add: C-ified Map_B4CD_160C()
17:07:03 <DorpsGek> SVN: glx (r1244) -Add: C-ified Sprites_B4CD_17DC() and Sprites_B4CD_17F7()
17:15:27 <DorpsGek> SVN: glx (r1245) -Fix (r1244): forgot to remove f__B4CD_17F7_001D_1CA2()
17:15:46 <TrueBrain> someone has too much time on his hands :D
19:01:26 *** fjb is now known as Guest3645
21:00:46 <DorpsGek> SVN: glx (r1246) -Add: C-ified Map_B4CD_1816()
21:47:57 <TrueBrain> r1246, you send 0xFFFF to houseID
21:48:03 <TrueBrain> gives a warning in GCC :)
21:48:12 <TrueBrain> should be HOUSE_INVALID of course :)
21:50:48 <DorpsGek> SVN: glx (r1247) -Fix (r1246): gcc warning
21:52:28 <glx> but as I had other warnings to fix I overlooked this one and I forgot to full recompile
21:53:12 <TrueBrain> owh, Freeman are placed within your viewport? Kewl ...
21:54:14 <TrueBrain> owh no, Freeman are case 4 ...
21:54:35 <TrueBrain> what surprises me, that when it is the AI, it can even be on an invalid place :p
21:55:02 <SmatZ> I think it was a bug described somewhere
21:55:12 <TrueBrain> yeah, I would indeed consider that a bug ;)
21:55:13 <SmatZ> that vehicles can get outside map borders
21:55:25 <TrueBrain> I don't want freeman on a structure :p
21:57:19 <TrueBrain> ah, no, it does check if it wants to put anything on a structure or unit
21:57:41 <glx> and 54% named (doesn't mean useful name ;) )
21:57:55 <TrueBrain> and a lot of stuff that we can name, is not named yet :p
22:00:15 <glx> not bad for a 2 person project :)
22:00:30 <TrueBrain> still a bit to go .... and it gets harder and harder :p
22:00:35 <TrueBrain> more and more shit :p
22:00:47 <glx> yeah the easy stuff is done
22:06:43 <TrueBrain> but nice progress glx :D
22:07:23 <TrueBrain> 7% in a month or so .. :D
22:11:02 <TrueBrain> you were doing B4CD, right?
22:11:45 <TrueBrain> checking unit.c, what still needs converting
22:11:47 <glx> there are enough stuff to do elsewhere :)
22:11:50 <TrueBrain> mostly 2 B4CD functions :)
22:11:55 <TrueBrain> yup; hence me asking ;)
22:12:15 <TrueBrain> guess I try to clean up 0C10
22:12:21 <glx> I'm on f__B4CD_1C1A_001A_9C1B() for now
22:12:32 <TrueBrain> 01BF, most likely redraw of some kind
22:13:02 <TrueBrain> and 1086, not sure what it does .. :)
22:13:13 <TrueBrain> but 0C10 for me for now :)
22:13:25 <TrueBrain> it helps a lot to know his parameters :D
22:14:00 <glx> my current method is to convert functions without need for wrappers ;)
22:15:23 <TrueBrain> very nice to be able to make them pure, without emu :D
22:27:38 <TrueBrain> LOL! Shit ... I pick the one 0C10 function that requires the other 4 named ones to be converted too :D
22:30:28 <glx> IIRC I just replaced some with direct access
22:31:21 <TrueBrain> I wonder why they didn't ...
22:31:23 <TrueBrain> to name it, I guess
22:31:32 <TrueBrain> so maybe we should keep it in a wrapper ... hmm ...
22:32:03 <glx> search for script.variables[4]
22:33:34 <TrueBrain> well, it is a mess already ... guess we can use script.variables[4] now too :d
22:34:01 <glx> the only calls I kept where set and clear
22:34:32 <glx> because they do a little more
22:34:53 <glx> but get and isnull don't need wrappers
22:35:47 <glx> and we didn't have Object at that time
22:37:13 <TrueBrain> we just replace them with direct calls for now
22:37:16 <TrueBrain> as we also have [0] and [2]
22:37:19 <TrueBrain> and more of that shit :p
22:41:58 <TrueBrain> Set and Clear indeed does a lot more .. lets convert that then :D
22:53:05 <TrueBrain> hmm ... SetScriptVariable4 assumes structures ...
22:54:29 <glx> no it checks a flag first
22:56:13 <glx> clear also checks this flag and assume structure when false
22:58:47 <TrueBrain> already wrote something like that down ;)
22:59:45 <glx> oh and in Unit_Allocate there is u->o.flags.s.variable_6_0001 = true;
23:00:46 <glx> and it's not set in Structure_Allocate (false due to memset)
23:05:41 <TrueBrain> argh, 1 GetScriptVariable4() left .. GRR
23:07:31 <TrueBrain> hmm .. guess I can do thatone too ... eases up the whole patch
23:27:16 <TrueBrain> right, found Structure_UntargetMe
23:27:20 <TrueBrain> my patch is going to be big :D
23:31:40 <TrueBrain> ugh ... why check for the type of an encoded item, if you can just try to fetch it
23:36:43 <TrueBrain> lot of complexity ... but I don't get why ...
23:39:05 <TrueBrain> if you ask me, the last one does the same ...
23:39:48 <TrueBrain> which is REALLY weird, as variables[4] is set to 0 by ClearScriptVariable4
23:39:52 <TrueBrain> so I am a bit in a loss here ...
23:42:11 <glx> after clearScriptVariable4 it uses encoded
23:43:26 <glx> but clearscriptvarialbe4 are done before encoded == 0 check
23:44:39 <TrueBrain> like that is useful ;)
23:46:00 <glx> last version seems to do the same for me
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