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[17:42:24] <Dominus> Marzo, do you have time to look at the ambient_light stuff?
[17:43:01] <Marzo> I am looking into it
[17:43:11] <Marzo> And into light sources in general
[17:43:37] <Marzo> I remembered that there was a thread about light strengths, and we also have an issue about it on github
[17:44:02] <Dominus> yes, the thread lead me to fix the light spell
[17:45:19] <Marzo> I also finally implemented a new intrinsic to play the sleeping/waking up music in SI
[17:45:48] <Marzo> As it turns out, there were two intrinsics we were implementing with only one function
[17:46:00] <Marzo> (in SI, I mean)
[17:46:17] <Marzo> But one of them would play those songs
[17:46:52] <Dominus> ah, I was wondering why that trello card was moved while it wasn't in code as far as I could remember :)
[17:47:20] <Marzo> :)
[17:48:14] <Dominus> (I'm a bit annoyed at Altlassian and their tentacles in everything...)
[17:49:34] <Dominus> http://exult.sourceforge.net/forum/read.php?f=1&i=1771598&t=1771598 <- is the light sources thread, mingled with hit red flashes
[17:50:41] <Marzo> As far as I can tell, light sources actually decrease linearly with distance in the original games
[17:52:30] <Marzo> After playing around with light sources in various positinos, I think that the formula may be strength * max(0, 75 - abs(dx) - abs(dy))
[17:53:44] <Marzo> Where strength is hardcoded for each shape (and changes by frame in some cases), and is 1 for a candle
[17:54:33] <Dominus> yeah, when I took a look I found that the frames were having different strengths
[17:58:47] <Marzo> The sum of these for all light sources is used to determine the palette; if the total is zero, it is night palette; up to 6 (inclusive) uses palette 7; up to 19 (inclusive) is palette 11; and 20 or more uses palette 12
[18:01:30] <Marzo> For what is worth, I had already tracked that thread and had it open in a tab
[18:14:02] <Marzo> Hm
[18:14:08] <Marzo> Getting a few segfaults
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[20:53:10] * Dominus watches a mingw compile go sloooooowly
[20:54:17] * Dominus will never execute a mingw compile in the same folder I did a macOS compile before... - not without making clean before :)
[21:03:47] <Marzo> I think I got to the root cause of those palette issues
[21:04:15] <Marzo> Will do the light source strengths tomorrow
[21:04:21] <Dominus> what was it?
[21:04:39] <Marzo> A series of factors
[21:05:15] <Marzo> One of them was that the proper palette for the fade in could never be set due to a bug in the Game_clock code
[21:06:11] <Dominus> from a quick glance this looks as it could be merged into the 1.6 branch
[21:06:17] <Marzo> And using Game_clock::reset before Game_clock::set_palette could only ever give the correct result in most cases by sheer luck
[21:06:25] <Marzo> I think so, yes
[21:06:45] <Marzo> Want to see it go through some testing before
[21:06:51] <Marzo> (some more testing, I mean)
[21:07:25] <Dominus> I'll test some tomorrow
[21:07:45] <Dominus> thanks for fixing this
[21:09:56] <Dominus> unfortunately I just found after much more clikcing on occupied chairs that the random teleporting to empty chairs still happens in master :( Not every time now but still
[21:10:54] <Marzo> If you can create a testcase that can work, even if it requires a lot of double-clicking, it would help tracking it down
[21:11:16] <Dominus> the bank in Britain
[21:12:07] <Dominus> during office hours always clicking on Cynthia's chair when she's in it. eventually you will teleport to any empty chair in the bank
[21:12:30] <Dominus> it's in the bug report https://sourceforge.net/p/exult/bugs/1933/
[21:13:07] <Marzo> Thanks, will also look into it tomorrow
[21:14:02] <Marzo> I am actually on vacation for a few days; it is unfortunate that I had to ask during the lockdown, but I would have lost these vacation days otherwise
[21:14:20] <Dominus> ah, yes, that's ugly
[21:17:46] <Dominus> and very annoying
[21:18:43] <Dominus> oooh the scenes work so much better
[21:19:43] <Marzo> They do, don“t they?
[21:20:24] <Dominus> without the slight moment it reset and showed the wrong palette
[21:22:59] <Marzo> ?
[21:23:17] <Dominus> that happened before and now it doesn't happen anymore
[21:23:21] <Marzo> Ah
[21:23:49] <Marzo> Yeah, no more fading in to the wrong palette, then flashing to the correct one
[21:25:55] <Dominus> hmm, if you jump from several different lighting savegames to the one with the batlin/cantra scene the lighting is off
[21:28:03] <Marzo> In the cutscene?
[21:28:11] <Dominus> yes, I have a testcase
[21:28:26] <Marzo> I think it seems like that because it is using the light spell palette now
[21:28:47] <Marzo> Which maybe we need to revise
[21:30:27] <Dominus> if you load this savegame https://www.dropbox.com/s/865kukuntbpmoie/exult499si.sav?dl=0 and the savegame in Harna's hosue and doubleclick the crystal ball the lighting will nbot change
[21:31:34] <Dominus> it's the helm of light
[21:32:13] <Dominus> in that savegame you wear it and somehow its light illuminates a later loaded savegame
[21:33:12] <Dominus> if you unequip it and then load the hsavegame in Harna's house the lighting is good
[21:34:00] <Dominus> so on a load we should first reset the palette as well, I guess
[21:39:18] <Marzo> Nice catch
[21:39:31] <Marzo> I think I know exactly what the issue is
[21:42:47] <Dominus> I'm doing weird things at times... I just loaded some savegames to see whether I can test something there and then reloaded the batlin/cantra scene to make sure that the aforementioned short wrong palette fade is really gone...
[21:47:42] <Marzo> The issue in this case is that the helm of light piggy-backs into the infravision cheat
[21:48:28] <Marzo> And we let the infravision cheat persist through saves
[21:49:24] <Dominus> I see.
[21:50:15] <Marzo> I think that this may have happened before as well, but we had enough issues that we didn't notice
[21:50:41] <Dominus> I know that there were wrong light reports concerning the helm of light
[21:51:58] <Marzo> The helm of light does not need to be saved because the on-equip effect is called by Exult to trigger the light anyway
[21:52:22] <Marzo> So I need to have an independent way of setting cheat infravision and helm of light infravision
[21:53:20] <Marzo> Either that, or clear infravision cheat when loading a save
[21:53:42] <Dominus> that was my first thought
[21:54:17] <Dominus> it wouldn't be consistent with the other big cheats, though
[21:54:58] <Dominus> but then again, the infravision cheat prevents you from enjoying the nice mood of the game if you load a game
[22:00:29] <Marzo> I think I will split them
[22:00:53] <Marzo> Because if you look, the save with helm of light sets infravision to true, and you can see it on the cheat screen
[22:01:03] <Marzo> And you can toggle it off there as well
[22:02:20] <Marzo> And I think I will start saving this infravision flag even if the equip event sets it because it will not limit the use of the intrinsic as much
[22:03:06] <Marzo> Basically, I will make UI_infravision work like UI_ambient_light, but with a stronger palette
[22:03:16] <Dominus> ok, that it sets the infravision cheat really rubs me wrong :)
[22:03:57] <Marzo> It makes the decision a lot easier, right? :)
[22:04:06] <Dominus> yes :)
[22:04:21] <Marzo> Anyway, will do it later today after sleep
[22:04:29] <Dominus> but probably a change that we shouldn't backport :)
[22:04:36] <Dominus> thanks a lot and good night
[22:04:41] <Marzo> Good night
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