[01:36:20] --- DominusExult is now known as Dominus
[07:53:51] <azeem> Dominus: ok thanks
[07:56:20] <azeem> I didn't realize you can just post with name and email without logging in :) Done that now for that ubuntu dependency issue thread
[07:56:55] <azeem> oh, and I hadn't seen i30817's reply oh well
[09:20:53] <Dominus> thanks!
[09:22:16] <Dominus> yes our forum is intentionally without any barrier. Downside is that sometimes we get a spam wave but then it's mostly enough to register the spammers username with a password and then their automatic spamming fails for a while without them realizing it :)
[09:22:52] <Dominus> At some point we *do* need a better forum, but this works as long as there is someone getting rid of the spam
[10:45:24] <Dominus> Marzo, I've been through the rabbit hole today, looking into the Korean translation. They somehow altered Exult 1.2 to load a Korean font file and thus get translated text (they also changed the usecode and fonts.vga but fonts.vga only slightly AFAICT). But of course that translation is now stuck with that ages old version
[10:46:29] <Dominus> all because a Chinese guy conacted me with how to translate to Chinese and I have no idea how to do the Western style engine to Chinese signs :)
[10:48:05] <Marzo> Exult needs a better way to handle usecode patches for translated text, as well as a bit better support for things like right-to-left text
[10:49:32] <Marzo> I think that having native utf-8 support for the textmsg files and builtin translation to a code page would be useful
[10:50:14] <Marzo> Unfortunately, having full utf8 support would be a nightmare because the vga format cannot handle that many frames
[10:51:02] <Dominus> yes. that's why it's so curios how these Koreans hoked it up with the external fnt file
[10:51:03] <Marzo> I tried it before, importing full font through ES
[10:51:31] <Marzo> ES can actually load and convert everything; but the vga file it writes then will crash on load
[10:52:31] <Marzo> Adding support for using fonta in Exult would add more dependencies; but it would allow something neat: text rendering using native fonts
[10:53:33] <Marzo> So we could have a font file that replaces the low resolution text font, and things get easier to read when you use scaling
[10:53:37] <Dominus> without the external file the game shows seemingly random characters
[10:54:05] <Dominus> yes, we did that for Pentagram
[10:54:39] <Dominus> depends on SDL_ttf but you can set font sizes independently for the different text types
[10:56:15] <Marzo> Of course, there is still the issue that Exult scales the whole screen as a post-processing step
[10:56:56] <Marzo> This would require scaling shapes individually, and combining the appropriately scaled shapes, for it to work
[10:58:35] <Dominus> ouch, the more you write the more painful it becomes :)
[11:09:05] <azeem> 20:56 < azeem> other question: if I stand on e.g. a rock, I can move the rock away in exult, was that possible in the original?
[11:09:17] <azeem> I checked and it really was like that in the original as well, smells like a bug to me
[11:11:27] <Dominus> :)
[11:12:09] <Dominus> it just shows ho powerful the avatar is, pulling out whatever he stands on...
[11:25:56] <Marzo> I think that the original applied gravity in some situations where we don't
[11:26:07] <Marzo> But I never looked too much into it
[11:32:10] <Marzo> The separate shape scaling has other advantages: it would remove a few artifacts from some scalers, and things like gumps and fonts could be scaled separately so that general UI could be resolution independent
[12:00:14] <Dominus> yes
[13:38:23] <Marzo> I am thinking
[13:38:40] <Marzo> Is there any place where text shows up beneath other stuff?
[13:38:52] <Marzo> Other than the mouse, I mean
[13:40:14] <Marzo> Because if there isn't, and we are using a font file for rendering some piece of text, we can defer rendering the text until after scaling has been applied, and render with a font size selected depending on scaling level
[13:53:30] <azeem> if you click on something so that the description shows up, the original hides that text when you start to drag something over it, and it reappears once the pointer is away again
[13:53:37] <azeem> exult just draws under that
[14:09:33] <azeem> well, it draws the item you drag under it, and the mouse pointer that drags it over it, which looks a bit weird
[14:14:53] <azeem> cf. https://github.com/exult/exult/issues/41
[15:30:23] <Dominus> that's something *I* might actually be able to fix
[15:30:40] <azeem> I'm trying to be on it and testing a build right now
[15:30:58] <Dominus> so, Marzo, I don't think there is anywhere text shows beneath
[15:31:41] <Dominus> azeem: sounds like a simple if (!dragged) that is needed somewhere
[15:44:03] <azeem> ok, I think I got a patch, let me open a PR
[18:44:19] <Dominus> Marzo, any idea what is wrong in https://github.com/exult/exult/blob/master/combat.cc#L328 in regard to the bug https://github.com/exult/exult/issues/22 ? (enemies in the final BG room can see you even when you are invisible - in the original they can't see you)
[18:44:50] <Dominus> if I get rid of the "!see_invisible) check it works
[18:51:50] <Marzo> The !see_invisible is a power some NPCs have that allows them to see invisible opponents
[18:52:29] <Marzo> If you remove it, it will break those NPCs
[18:53:06] <Marzo> Ah, I know what is wrong
[18:53:22] <Marzo> Go to actor.cc in Actor::can_see_invisible
[18:54:13] <Marzo> Change get_monster_info to get_monster_info_safe and delete "!minf || "
[18:54:31] <Marzo> And while you are at it, do the same for Actor::can_speak
[18:55:00] <Marzo> The "!minf || " is probably what is causing the issue
[18:55:25] <Marzo> Hm, leave Actor::can_speak as is
[18:55:28] <Marzo> It is correct
[18:57:17] <Dominus> ok, will do. I knew that removing the check is not safe, only through trying there did I notice that something was off
[19:14:37] <Marzo> I take it that it was correct then :)
[19:14:44] <Dominus> yes :)