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[10:41:02] <Dominus> by now I'm so annoyed by the parrot scene... Why didn't they line up the last position of Edrin with the position Ale appears? I think on my first play through I assumed that he was zapped elsewhere and then a parrot was zapped to the stone...
[13:02:27] <Dominus> Marzo, MarzoJr I was about to report a bug with the sleep fade in/out,. I first saw the planetary crystall ball scene and then went to sleep and it played the same music... BUT it is supposed to be the same music :)
[13:02:54] --- MarzoJr is now known as Marzo
[13:03:06] <Marzo> H,. I wonder why HexChat is not ghosting the old nick
[13:03:18] <Marzo> *Hm
[13:04:40] <Marzo> I fixed the chair issue
[13:05:33] <Marzo> And the helm of light issue
[13:06:10] <Marzo> Will work on the light strengths later
[13:09:33] <Dominus> whooo
[13:12:15] <Dominus> The previous fade commit + the sleep fade commit are mergeable in 1.6. This one look almost as if, there is one instance of unique pointers in gameclk.h but I guess the old way will still work
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[13:14:23] <Marzo> I should have done the unique_ptr in a separate commit
[13:14:27] <Marzo> Guess it is too late now
[13:14:32] <Dominus> :)
[14:07:15] <azeem> so what's the revised timeline of a 1.6 release?
[14:07:27] <azeem> I mean, those bugs could be fixed in 1.6.1, 1.6.2 or so
[14:14:08] <Dominus> Azeem: I plan to cherry pick the fade comitts later today and then call it a go
[15:17:04] <azeem> ok, I was just wondering
[15:39:42] <Dominus> Marzo: I need help with the merging because of the unique pointers. I cannot revert "transition = std::make_unique<Palette_transition>(old_palette, new_palette," to
[15:39:43] <Dominus> transition = new Palette_transition(old_palette, new_palette,
[15:40:12] <Dominus> becaue it complains no viable overload
[15:41:11] <Dominus> oh sorry, seems I forgot one in gamclcl.h
[15:44:20] <Dominus> ok, still got one problem:
[15:44:21] <Dominus> In file included from intrinsics.cc:41:
[15:44:21] <Dominus> ../gameclk.h:101:13: error: member reference type 'Palette_transition *' is a
[15:44:21] <Dominus> pointer; did you mean to use '->'?
[15:44:21] <Dominus> transition.reset();
[16:28:44] <Marzo> That line should become ¨delete transition; transition = nullptr;¨ (in two lines, preferably)
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[16:49:20] <Dominus> Marzo, master complains about this line as well
[16:49:38] <Dominus> oh noooo
[16:49:41] <Dominus> sorry...
[16:49:52] <Dominus> I accidentally edited the wrong file before
[16:52:21] <Dominus> master is fine
[16:56:59] <Dominus> ok, reverted all transition.reset in gameclk.cc and reverted the other gameclk.h changes and it works
[17:12:23] <Marzo> If you want, I can take a look at the diff
[17:15:08] <Dominus> yes, please https://pastebin.com/66Ye603u <- it's only for gameclk files. the others were straight to figure out. I'm wondering where to put the opengl ifdef. I think it's right there. OTOH opengl is seriously broken for me on SDL 1.2x - just testing that
[17:16:00] <Dominus> and I've used 0 instead of nullptr, because it was like this before
[17:16:01] <Marzo> There is a lot of reasons why I removed it...
[17:16:22] <Dominus> yes :)
[17:16:33] <Marzo> Lets put NULL instead of 0 in these places
[17:16:40] <Dominus> ok
[17:16:58] <Marzo> You can remove this line in gameclk.h:
[17:16:59] <Marzo> #include <memory>
[17:17:19] <Marzo> Hm
[17:18:55] <Marzo> A few changes that will guarantee it compiles
[17:19:25] <Marzo> In gameclk.h, the following line before "void set_time_palette(bool force);":
[17:19:51] <Marzo> void apply_palette(int palette);
[17:20:36] <Marzo> Then somewhere in gameclk.cc, add the following code:
[17:20:56] <Marzo> void Game_clock::apply_palette(int palette) {
[17:21:01] <Marzo> auto pal = gwin->get_pal();
[17:21:03] <Marzo> pal->set(palette);
[17:21:07] <Marzo> if (!pal->is_faded_out()) {
[17:21:10] <Marzo> pal->apply(false);
[17:21:14] <Marzo> }
[17:21:15] <Marzo> }
[17:22:00] <Marzo> And remove the corresponding lambda definition in lines 105-116 in your diff
[17:22:27] <Marzo> Ah, the #ifdef HAVE_OPENGL was missing in the function I gave above, you need to add it
[17:23:35] <Marzo> Or if you want, it can be left out
[17:24:44] <Marzo> Oh, and "auto pal" shold probably be "Palette *pal"
[17:25:14] <Marzo> ll of this will compile on newer compilers because they tend to use c++14 by default
[17:25:21] <Dominus> and gwin needed to be declared
[17:25:35] <Marzo> But But the 1.6 branch is still essentially c++03
[17:25:51] <Marzo> Oh, yes, that is true
[17:26:22] <Marzo> Game_window *gwin = Game_window::get_instance();
[17:26:31] <Dominus> yes, did that
[17:26:34] <Dominus> now it works
[17:26:51] <Dominus> I only found one bug in the infrvision changes:
[17:27:29] <Marzo> That infravision also applies to (say) the Cantra cutscene?
[17:27:50] <Dominus> if you have a game in our autosave (gamedat) with helm of light, and you start Exult with that game, it isn't applied
[17:28:03] <Dominus> the helm of light infravision isn't applied
[17:28:06] <Marzo> Oh, yeah
[17:28:09] <Dominus> only when you load a game
[17:28:13] <Marzo> I tried to get that one to work
[17:28:45] <Marzo> But it would require hard-coding something more
[17:29:35] <Dominus> ooh, and another one: if you don't have agump open and you drag the uneequipped helm from the floor to the avatar the infravision quickly flickers but doesn't stay
[17:29:56] <Marzo> Hm, odd
[17:29:57] <Dominus> if you have the paperdoll open it works
[17:30:07] <Dominus> (this is with master)
[17:35:15] <Marzo> HmHm
[17:35:31] <Marzo> I thought I knew what the autosave issue was, but it is different from what I thought
[17:35:59] <Marzo> Doing a ctrl+R right after starting Exult already fixes it
[17:36:43] <Dominus> yes
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[18:30:46] <Marzo> Fixed
[18:36:09] <Dominus> perfect, thanks!!!
[19:06:49] <Dominus> azeem: I'm not touching anything of 1.6 now. We are good to go and hope it all plays well :)
[19:07:09] <Dominus> So if you are up for it, could you make a tarball and a deb?
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