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#16765 ·published 2005-07-03 06:06 UTC
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[02:27] <@Agelian> TradeController.19=created 
[02:27] <@Agelian> TradeController.21=buylists could not be initialized: 
[02:28] <@Agelian> and basically there is a Massages class
[02:28] <@Agelian> which is told which X.properties file to use depending on language
[02:28] <@Agelian> and it replace for example
[02:28] <@Agelian> _log.warning("Do, please, remove buylists from data folder and use SQL buylist instead");
[02:28] <@Agelian> with
[02:28] <@Agelian> _log.warning(Messages.getString("TradeController.1")); //$NON-NLS-1$
[02:29] <@Agelian> which u can see in the properties is TradeController.1=Do, please, remove buylists from data folder and use SQL buylist instead
[02:29] <@Agelian> it does a nice job but will take time
[02:29] <@Agelian> a) to pick which string should be externalized
[02:29] <@Agelian> and
[02:30] <@Agelian> b) to do the extra step for SystemMessage
[02:30] <@Agelian> if u want to see an example for urself
[02:30] <@Agelian> click the porject on the left side in eclipse
[02:31] <@Agelian> then in menu
[02:31] <@Agelian> Source -> Find strings to externalize
[02:36] <@Galun> waah, how can I remove an attachment in wiki ... I just wanted to add a graph
[02:36] <@Agelian> u want to link to the picture
[02:36] <@Agelian> ?
[02:37] <@Galun> I wanted it to show below the text
[02:37] <SarEvoK-> mmm
[02:37] <SarEvoK-> thanks, i'm already trying it
[02:37] <SarEvoK-> but
[02:37] <@Agelian> look at the main wiki page ;)
[02:37] <SarEvoK-> u would have to externalize ALL files
[02:38] <SarEvoK-> and then make a translation of every file
[02:38] <@Agelian> well if Internationalisation is the goal
[02:38] <@Agelian> no
[02:38] <@Agelian> one X.properties for each language
[02:38] <@Agelian> Message.java
[02:38] <@Agelian> will load one properties file depending on the language
[02:39] <SarEvoK-> but can u externalize all the proyect files at once?
[02:39] <SarEvoK-> so there will be only 1 file with all the strings
[02:40] <@Agelian> well the wizard will produce 1
[02:40] <@Agelian> which will be for english
[02:40] <@Agelian> then u copy to another properties fiel.. name as a diff language and change all the strings
[02:40] <@Agelian> then in Messages.java
[02:41] <@Agelian> depenading on what language is set for the server
[02:41] <@Agelian> it loads the appropriate properties file
[02:41] <SarEvoK-> yes, i undestantd
[02:41] <SarEvoK-> but
[02:41] <SarEvoK-> in the externalization process
[02:41] <SarEvoK-> can u make it all at once
[02:41] <SarEvoK-> not one by one
[02:41] <SarEvoK-> so the wizard will create
[02:41] <SarEvoK-> only 1 file with all the properties.X
[02:42] <@Agelian> that what the wizard will do
[02:42] <SarEvoK-> and replace all strings with the correct .X
[02:42] <@Agelian> as u can see the strings use the classname
[02:42] <@Agelian> classname+number
[02:42] <@Agelian> so as u go through each class in the wizard
[02:42] <@Agelian> is appends to the one properties file
[02:43] <SarEvoK-> oh i see
[02:43] <@Agelian> i mean it may not be optimal
[02:43] <@Agelian> but it could save u a lot of time
[02:43] <@Agelian> theres a lot of code
[02:43] <@Galun> osmething like i18n is not available in Java?
[02:43] <SarEvoK-> this is much easy than what i wanted to do
[02:44] <SarEvoK-> i18n?
[02:44] <@Galun> available for C and C++
[02:44] <@Galun> the advantage is that you write e.g. _log.warning(i18n("just write the english text."))
[02:45] <@Galun> and if there is a translation it will be done, but it keeps the code much easier to read
[02:45] <@Agelian> hmm
[02:45] <@Agelian> maybe
[02:45] <SarEvoK-> it could be done, but it would make it even more inefficient
[02:45] <@Galun> it works like a hashSet for the text to be internationalized
[02:46] <@Agelian> i see the advantage
[02:46] <@Agelian> if its a diff language it looks up that string for the translated one
[02:46] <@Agelian> but i dont know
[02:46] <@Agelian> ill have to have a look
[02:46] <@Galun> otherwise it will just show the string found
[02:47] <SarEvoK-> CPU will burn in hell
[02:47] <@Galun> and the translations are "compiled" and provided in language packs
[02:47] <SarEvoK-> this is java
[02:47] <SarEvoK-> no c++
[02:47] <SarEvoK-> xD
[02:48] <@Galun> yes, I know, but I cannot believe nobody ported that to Java
[02:48] <@Agelian> it would be related to Locale
[02:48] <@Galun> yes
[02:49] <@Agelian> http://java.sun.com/docs/books/tutorial/i18n/format/messageintro.html
[02:49] <SarEvoK-> mmm
[02:49] <@Galun> for C++ it's quite efficient for what I've seen, almost all utilities in Unix work that way
[02:49] <SarEvoK-> i don't see the advantage
[02:49] <SarEvoK-> what is the different between that an a simple comment with the phrase?
[02:50] <@Agelian> look at that link
[02:50] <@Agelian> simple
[02:50] <@Galun> a comment can be wrong :-)
[02:50] <@Agelian> grammer
[02:50] <@Agelian> hehe
[02:50] <@Agelian> depends how exact u want to be
[02:51] <SarEvoK-> maybe we can make an hybrid
[02:52] <SarEvoK-> Message class will be called with the string in english as an argument
[02:52] <SarEvoK-> if the default language is other
[02:52] <@Agelian> let me look into it for a lil bit im sure java has a nice system built in
[02:52] <SarEvoK-> then will return the translation IF AVAILIABLE
[02:52] <SarEvoK-> if not, will return the english string
[02:53] <@Agelian> http://java.sun.com/docs/books/tutorial/i18n/format/messageFormat.html
[02:53] <@Agelian> heh that might be a bit overboard though
[02:53] <@Galun> that's how I18n is working SarEvoK
[02:53] <@Agelian> javas normal mechanism is a bit more advanced than i18n
[02:53] <@Agelian> it takes into account grammar structure in diff languages as well
[02:54] <@Galun> if the translated text is not available it returns it in the pseudo language Posix which is just the literal in the code
[02:55] <SarEvoK-> isn't posix the standard interface for unix systems, what is it related to java?
[02:55] <SarEvoK-> standard syscall interface
[02:57] <@Galun> in i18n it's just called that way, you could also set LANG=C with the ame effect
[02:57] <@Galun> same *
[02:57] <@Agelian> ok basically
[02:57] <SarEvoK-> then, what's ur final recomendation?
[02:57] <@Agelian> i think the best might be to use
[02:57] <@Agelian> externalize strings
[02:58] <@Agelian> then only problem relaly
[02:58] <@Agelian> is that it uses classname.X
[02:58] <@Agelian> where X is a number
[02:58] <SarEvoK-> and?
[02:58] <@Agelian> if X was a string in english it would be more intelligable in the code
[02:59] <@Agelian> it covers the basics of whats needed
[03:00] <@Galun> the question is what to internationalize ... all literals or just the sysmessage() ?
[03:00] <SarEvoK-> the problem is
[03:00] <@Galun> so only for client or also logs
[03:00] <@Agelian> well thats a good question
[03:00] <SarEvoK-> that we want internationalize everything
[03:00] <@Agelian> with the current state of the code
[03:00] <SarEvoK-> npchtmls
[03:00] <SarEvoK-> and so on
[03:01] <SarEvoK-> isn't it?
[03:01] <@Agelian> theres still a problem with some not using the actual systemmessage number
[03:01] <@Agelian> and just using the string
[03:01] <SarEvoK-> yes
[03:01] <@Agelian> npc htmls
[03:02] <@Agelian> well they are individual htm files atm..
[03:02] <SarEvoK-> imagine if u have to compare a full npc html with all the posible strings
[03:02] <SarEvoK-> cpu consuming
[03:02] <SarEvoK-> i thinks that the number is better
[03:02] <@Agelian> remember if we do the number system
[03:02] <@Agelian> then new strings
[03:03] <@Galun> I think we shpuld restrict it to the things a player can see, I would not care about logs and things only admins can see
[03:03] <SarEvoK-> altough we'll loss in readability
[03:03] <@Agelian> ppl will have to check what number the class is up too
[03:03] <@Agelian> honestly i agree with galun...
[03:03] <@Agelian> basically message that the player sees in game
[03:03] <@Agelian> npc htmls
[03:03] <SarEvoK-> i agrre
[03:03] <@Agelian> well they can already be translated
[03:04] <@Agelian> just need a new set of htm's
[03:04] <@Galun> I know it from C++, esp. KDE, we would have been lost with numerical references, just way too much
[03:04] <@Agelian> and logs
[03:04] <@Agelian> well its better if logs
[03:04] <@Agelian> are in english
[03:04] <@Agelian> so dev team can figure out the problem
[03:04] <@Galun> yes for support ...
[03:05] <@Agelian> so first
[03:05] <@Agelian> it would be a good step
[03:05] <@Agelian> to identify all parts
[03:05] <@Agelian> that would need translating
[03:05] <SarEvoK-> npchtmls and messages to players
[03:05] <SarEvoK-> only that
[03:05] <@Agelian> i mean actually look into the code
[03:05] <@Agelian> cause like i said
[03:05] <@Agelian> not all messages use the proper SystemMessage number
[03:05] <@Agelian> shouldnt be all that hard
[03:06] <@Agelian> cause at the end we cant do it fully
[03:06] <@Agelian> as the client has some string like dialog boxes hard coded
[03:06] <@Agelian> the title
[03:06] <@Agelian> etc
[03:06] <@Galun> and item names, skill names, ...
[03:06] <@Agelian> so basically
[03:06] <@Agelian> in the code find everywhere
[03:07] <@Agelian> System.Message is used
[03:07] <@Agelian> and for the ones using the proper numbers
[03:07] <@Agelian> thats easy to translate
[03:07] <@Agelian> we'll need to fix the ones using the plain string SystemMessage
[03:08] <@Agelian> btw
[03:08] <@Agelian> any objections to godson joining dev team?
[03:08] <@Galun> jru199@cceupc080:~/tmp/trunk/trunk> grep -R SystemMessage . | wc -l
[03:08] <@Galun> 1138
[03:08] <@Galun> oops wuite a lot
[03:08] <@Galun> quite *
[03:08] <@Agelian> heh
[03:08] <SarEvoK-> xD
[03:08] <@Agelian> its a big server
[03:09] <@Agelian> well the sone that use the number for plain string
[03:09] <@Galun>  @agelian: no
[03:09] <@Agelian> will be the roublesome ones
[03:09] <@Agelian> SystemMessage(614)
[03:09] <@Agelian> thats the one
[03:10] <@Galun> SystemMessage(614) : 298 lines found
[03:11] <SarEvoK-> 614 is plain text?
[03:11] <SarEvoK-> but what's the difference with others?
[03:11] <@Galun> that's the type where you add your own text, the whole message
[03:11] <@Galun> the other refer to predefined message text
[03:12] <SarEvoK-> oh i c
[03:12] <SarEvoK-> but
[03:13] <SarEvoK-> if the predefined text can't be changed
[03:13] <SarEvoK-> coz its a client matter
[03:13] <SarEvoK-> we would have to change everything to 614
[03:13] <@Galun> if we want to change than we have to send a 614 message instead yes
[03:14] <@Galun> then *
[03:14] <SarEvoK-> lot's of changes
[03:14] <@Galun> and different colors at the client afaik
[03:15] <SarEvoK-> i like english
[03:15] <SarEvoK-> lol
[03:15] <@Galun> You picked up 9 Adenas     is printed in yellow
[03:15] <SarEvoK-> let's leave it as it is
[03:15] <SarEvoK-> xD
[03:15] <@Galun> but a 614 message is err, grey ?
[03:16] <SarEvoK-> brown actually
[03:16] <SarEvoK-> it's not a good idea
[03:16] <SarEvoK-> internationalizate it
[03:16] <@Galun> hmm, who said a  brain works with pictures and colors? :-)
[03:17] <SarEvoK-> furthermore, as u say skills and so on r hardcoded in the client
[03:17] <@Galun> so at best it would be a mix
[03:17] <SarEvoK-> yep
[03:17] <SarEvoK-> i think it doesn't worth it
[03:18] <SarEvoK-> by the way
[03:18] <SarEvoK-> how do u want to siege guards act
[03:19] <SarEvoK-> archers should remain still?
[03:19] <@Galun> good question, I don't know the orig, but running archers would be hard I think
[03:19] <SarEvoK-> we would need info about each castle
[03:19] <@Galun> too hard to defeat, but only my feelings
[03:20] <SarEvoK-> to make them no to jump off from the towers
[03:20] <SarEvoK-> and guards not to get stuck in walls
[03:20] <@Galun> *sigh* a matter of serverside map again :-(
[03:20] <SarEvoK-> yep
[03:20] <@Galun> but I#m not very far in this regard
[03:21] <@Galun> randomly exploring is way too slow and I failed to extract the data from the client files up to now
[03:21] <@Agelian> galun
[03:21] <@Agelian> the main problem with servermap
[03:21] <@Agelian> is as things progress
[03:22] <@Agelian> theres areas added to the map
[03:22] <@Agelian> if we can figure a way
[03:22] <@Agelian> to get mapdata
[03:22] <@Agelian> from the staticmeshes in client
[03:22] <@Agelian> would make things a lot easier
[03:22] <@Galun> yep we have to find a way to extract data from the client and redo that after major patches
[03:22] <@Agelian> it cant be all that different
[03:23] <SarEvoK-> what is the format of the terrain mesh?
[03:23] <@Agelian> ive just never sat n tried to reverse-engineer it
[03:23] <SarEvoK-> the same as unreal?
[03:23] <@Agelian> i know its slightly diff to the normal .usx
[03:23] <@Agelian> in unrealtournament meshes
[03:23] <@Agelian> but either way
[03:23] <@Galun> the data is in UT format and there is a program that analyze the files but it fails on meshes
[03:23] <@Agelian> it cant be THAT diferent
[03:23] <@Agelian> yeh
[03:24] <@Agelian> its just in a custom format
[03:24] <@Agelian> still cant be that different
[03:24] <@Agelian> i guess ill have to give it a go
[03:24] <@Agelian> btw
[03:24] <@Agelian> have u looked at upping that weight penalty png as a jpg
[03:24] <SarEvoK-> then more complex things won't be able to work
[03:25] <@Galun> it worked with a png, the parameter was the problem
[03:25] <@Agelian> :)
[03:25] <@Galun> but I wonder how I can remove the obsolete attachment
[03:25] <@Agelian> yeh
[03:25] <@Agelian> hehe
[03:26] <SarEvoK-> so, in the end
[03:26] <SarEvoK-> how are we going to make siege guards
[03:26] <SarEvoK-> i thought in let the clan leader set a way path
[03:26] <SarEvoK-> and guards will walk throuth it
[03:27] <SarEvoK-> with a minnor aggro range
[03:27] <SarEvoK-> so when the first enemy is in radius, will persue him
[03:27] <SarEvoK-> any ideas?
[03:28] <SarEvoK-> man, archers climb off from the walls
[03:28] <@Agelian> heh
[03:29] <@Agelian> it all comes down to the map in server
[03:29] <@Agelian> all we really need from the maps
[03:29] <@Galun> I wished I find a way to get mesh data. I tried yesterday but without success
[03:29] <@Agelian> is a way to create a pathnode db
[03:30] <SarEvoK-> maybe we can manually create a pathnode db for castles
[03:30] <@Galun> if you have a lot of time, you can use the position recorder
[03:30] <SarEvoK-> what's that?
[03:31] <@Agelian> well it shouldnt be all that hard for the castles
[03:31] <@Galun> http://www.world-of-mystery.de/download/
[03:31] <@Agelian> for the whole world is a different matter
[03:31] <@Agelian> :)
[03:31] <SarEvoK-> only for castles
[03:32] <SarEvoK-> if we post in the forum that we need it to finally end sieges, for sure someone does the hardwork
[03:32] <SarEvoK-> xD
[03:32] <@Agelian> well even one person working on each catle would be nice
[03:32] <@Agelian> :)
[03:32] <@Galun> the universe.java and the randomwalk.diff
[03:32] <SarEvoK-> a modified server that register the movements of a player in the castle
[03:33] <SarEvoK-> so we can have a pseudo mesh map
[03:33] <@Galun> actually single positions with a flag, -1 means it blocked the player
[03:33] <SarEvoK-> a boolean f(x,y)
[03:34] <SarEvoK-> so we can set up borders
[03:34] <SarEvoK-> mmm
[03:34] <@Galun> but first we have to find a way to compact the data and work with it efficiently
[03:34] <SarEvoK-> but in castle can be several highs
[03:34] <@Galun> so to be sure that we can actually work with the dataa
[03:34] <@Galun> it uses x,y,z and the flag
[03:35] <@Galun> w eare in 3D :-)
[03:35] <SarEvoK-> yes, is a waste of efficiency but we ARE in 3D
[03:35] <SarEvoK-> xD
[03:35] <@Agelian> slightly 4D if theres doors that can be open n closed ;)
[03:35] <SarEvoK-> how can we do it
[03:36] <SarEvoK-> and 5D if there r several servers running
[03:36] <@Agelian> wouldnt be nice to see guards run through doors
[03:36] <@Galun> but it's necessary to make NPC not fall of a wall or something
[03:37] <@Galun> so at random walk there has to be a check whether there are collisions or big height differences on the way
[03:37] <@Agelian> ne1 know a region number with a castle in the maps?
[03:37] <@Galun> and on follow of course etc .. all funtions that make NPC walk
[03:38] <SarEvoK-> how is official implemented?¿
[03:38] <@Agelian> official has nice big pathnode thingy .. well that was in c1
[03:38] <@Galun> don't know but there has to be something like that
[03:38] <SarEvoK-> pathnode is much more efficient than mesh colision detection
[03:39] <SarEvoK-> and not to mention the fact we r using java
[03:39] <@Galun> on official would an NPC see a char through walls ? and attack ?
[03:39] <@Agelian> nope
[03:39] <@Agelian> it would be best to 'see' through the pathnodes
[03:39] <SarEvoK-> then they hace mesh colision detection
[03:39] <SarEvoK-> xD
[03:40] <SarEvoK-> have*
[03:40] <@Galun> so they have a LOS check as well
[03:40] <@Agelian> maybe
[03:40] <@Agelian> maybe not
[03:41] <SarEvoK-> they have done the client, i think they have the mesh in the server too
[03:41] <@Agelian> say for each node u know that a circle of radius x around it is not colliding with anything
[03:41] <@Agelian> then find what node ur in
[03:41] <@Agelian> and the player
[03:41] <@Agelian> and search the node path
[03:41] <@Agelian> if they are in radius of the nodepath search then they are visible
[03:42] <@Agelian> cause i know they can follow players pretty well now
[03:42] <@Agelian> through maze
[03:42] <@Agelian> etc
[03:42] <@Agelian> instead of getting stuck
[03:42] <SarEvoK-> nodes with colision radius
[03:43] <SarEvoK-> i c
[03:43] <@Agelian> c1 server has
[03:43] <@Agelian> pathnode.bin 212Mb
[03:43] <@Galun> maybe we could extract that frm the 3d points, but anyway they have to be nearly 100% complete to do it right
[03:43] <@Agelian> pathnode.idx 23Mb
[03:44] <@Galun> how much changed till then ?
[03:44] <@Agelian> c3 changed a bit
[03:44] <@Agelian> with all the dungeons
[03:44] <@Agelian> and the land mass south of giran
[03:45] <@Galun> is there a pathnode.bin in C3? I never looked
[03:45] <@Agelian> no
[03:45] <@Agelian> this is for leaked c1 server
[03:45] <@Galun> ah, yes of course ... forget my question :-/
[03:46] <@Agelian> heh
[03:47] <@Agelian> l2j does pretty wel atm for whats missing
[03:47] <@Galun> maybe we could automate that with a turtle function instead of just random
[03:47] *** godson (Hoe@host86-129-144-166.range86-129.btcentralplus.com) joined
[03:48] <@Agelian> Message from nikok, on 01-07-2005 at 09:39
[03:48] <@Agelian> Question PLZ help
[03:48] <@Agelian> Where can I find mySQl?????i need a site! 
[03:48] <@Agelian> n00bs!!
[03:49] <godson> lol
[03:49] <SarEvoK-> 13 year old idiot
[03:49] <godson> where was that?
[03:49] <SarEvoK-> sure
[03:49] <@Agelian> it was a pm
[03:49] <@Agelian> i get lots of stupid pms
[03:49] <godson> heh
[03:49] <godson> btw, hi guys
[03:49] <SarEvoK-> hi
[03:49] <@Galun> hi
[03:49] <@Agelian> every1 godson, godson every1
[03:50] <godson> ;)
[03:50] <@Agelian> btw
[03:50] <@Galun> every1 greets godson
[03:50] <@Agelian> godson, u had ne experinece with UT static meshes by any chance
[03:50] <@Agelian> :)
[03:50] <SarEvoK-> lol
[03:52] <godson> UT static?
[03:52] <godson> i have experience using meshes in dealing with creating 2d games
[03:52] <godson> but UT static?
[03:52] <SarEvoK-> 3d unreal tournament meshes
[03:52] <@Agelian> hehe we trying to see if we can figure out how to decode the maps
[03:52] <@Agelian> in the client
[03:52] <godson> oh
[03:53] <@Galun> to get at least a height map and the obstacles
[03:53] <godson> uhmm...
[03:53] <@Agelian> well heightmap u can get from textures
[03:54] <@Agelian> but doesnt help with dungeons
[03:54] <@Agelian> :)
[03:54] <godson> ehhe yah
[03:55] <@Agelian> btw Galun u could store universe.txt in binary
[03:55] <@Agelian> :)
[03:55] <godson> well i have to see the meshes on 3Dmax
[03:56] <godson> thats if i can open it in that
[03:56] <SarEvoK-> u cant
[03:56] <@Galun> yep, I could, but I was alone on the server ... below 10% system load ..
[03:56] <SarEvoK-> they r encrypted
[03:56] <godson> uhmm thought so
[03:56] <godson> uhmm
[03:56] <@Agelian> l2encdec
[03:56] <godson> need them decoded
[03:56] <@Agelian> http://dstuff.luftbrandzlung.org/l2asylum/
[03:57] <godson> k thnx
[03:57] <@Galun> there is a program to decode UT files and it classifies it as UNR encrypted, but it seems different to l2.ini and other files
[03:57] <godson> wait a sec
[03:57] <godson> l2 uses UT graphics engine right?
[03:57] <godson> if i am right
[03:58] <@Agelian> yah
[03:58] <@Galun> afaik yes
[03:58] <godson> nscoft has got license to the UT engine
[03:58] <godson> ah ok
[03:58] <@Galun> the program says it's version 123 if that helps
[03:59] <SarEvoK-> UT v 2.0
[03:59] <SarEvoK-> engine
[03:59] <SarEvoK-> i can give it to u if u want
[03:59] <SarEvoK-> so u can program your own lineage2
[03:59] <SarEvoK-> xD
[04:00] <@Galun> the problem I see .. I found lots of tools to create UNR but not to extract data to another format
[04:01] <godson> hehe SarEvoK
[04:01] <godson> ok not used to decoding
[04:01] <godson> but i give this a shot
[04:02] <SarEvoK-> Agelian, meshes are complex and inefficient, we should start with path nodes. We make a server with special command to make pathnodes and let ppl to contribute. every node is assigned a LOS that is calculated by colisions of the player within a radius
[04:02] <SarEvoK-> and make nodes with a distance of 10 feet or so on
[04:02] <SarEvoK-> for special places
[04:02] <SarEvoK-> like castles dungeons and so on
[04:03] <SarEvoK-> we don't need the entire worl path node db
[04:03] <SarEvoK-> i think's is the better option
[04:04] <@Agelian> http://www.acordero.org/download/utpt20beta5.zip
[04:04] <@Agelian> is the package tool
[04:04] <@Agelian> to see what in a file
[04:05] <@Galun> yes, I think that's it, it fails on meshes. it looks like it's running in endless loops while reading it
[04:12] <@Galun> I updated randomwalk.diff and the Universe.java
[04:22] <@Galun> some years ago I tried to write a client/server 3D game and I used more or less the same functions in the server as in the client. performance was quite good
[04:22] <@Galun> maybe we can use java3d in the server, it should be optimized for such calculations
[04:29] <@Agelian> true
[04:30] <@Agelian> i need slepp i think im going to go to bed
[04:30] <@Agelian> damn exams
[04:30] <@Agelian> nite
[04:30] <@Agelian> :)
[04:31] <@Galun> nite
[04:32] <godson> nite man
[04:33] <@Galun> but then we need the data in a format supported by java3d *wigh* I#m going in circles
[04:35] <godson> what data?
[04:36] <@Galun> the map
[04:36] <@Galun> and the static meshes
[04:36] <godson> oh
[04:36] <@Galun> let's do our own server and client ... might be easier in the end ;-)
[04:36] <godson> thats true
[04:36] <godson> oh
[04:37] <godson> <godson> thats true <-- answer to your data format query :P
[04:37] <godson> am not that used to java3d
[04:37] <@Galun> sure ... I was kidding, it's quite a lot of work, i tried it once, but I was alone
[04:37] <godson> hehe
[04:38] <@Galun> that time I used plib and C++ : http://shell.franken.de/~duffy1/index-en.html
[04:39] <godson> am not that used to java3d, but in other to for meshes to be comartible, you need to create your own de-coder for the program to recognise
[04:39] <godson> me and my uni mates created on in other for meshes to be used in creating our c++ 2d/3d games
[04:40] <@Galun> that will be difficult as well ... the question is do we try to get the data by exploring or from client data ..
[04:40] <godson> created one*
[04:41] <godson> uhm
[04:41] <godson> exploring will take a long time
[04:42] <@Galun> I think from client data should be better, especially when there will be changes again in the future
[04:42] <godson> true say
[04:43] <godson> my head is spinning atm
[04:43] <godson> too much thinking hehe
[04:43] <@Galun> same for me, I'm not sure where to start
[04:53] <godson> currently doing some testing on the m.dmg formula which was added to the latest svn
[05:15] <godson> oh was the /invis admincommandhandler removed?
[05:15] <godson> or there isnt any admin command like that?
[05:15] <godson> //invis*
[05:28] <@Galun> not sure. It was in C2, but I haven't checked in C3. anyway it was quite limited
[05:32] <godson> ah k
[05:40] <@Galun> talking made you visible again and sometimes even walking
[06:06] <@Galun> unbelievable, I found another program to decode .unr, but I cannot find any hints on maps and static meshes only player meshes *sigh*
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[06:14] <Drakin-Korin> ello
[06:40] <@Galun> hi Drakin
[06:40] <@Galun> Microsoft Developer Studio Workspace File   <- this belongs to MS C++ ?
[07:04] <Drakin-Korin> i dunno
[07:05] <@Galun> i found another extract tool, but I need MS C++ for that
[07:08] <Drakin-Korin> i barely can look  at java without scratching my head
[07:09] <Drakin-Korin> so leave me alone with c++ :/
[07:10] <@Galun> anyone here has MS Visual Studio?
[07:34] <godson> yah i do
[07:34] <godson> <@Galun> Microsoft Developer Studio Workspace File
[07:34] <godson> should open in it
[07:35] <godson> «Drakin-Korin» haha nice comment
[08:00] <@Galun> could you compile http://www.utworld.de/downloads_ut/dl_inc_99.php?dl=utilities/UTX-Viewer-v22.zip and see if it can extract mesh data?
[08:24] <godson> oh
[08:24] <godson> k
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[08:47] <godson> uhmm
[08:47] <godson> went to source directory
[08:48] <godson> but no c++ source files there
[08:51] <@Galun> but there is a .dsw isn't it ?
[08:52] <@Galun> and several .lib .. looks to me like it's not everything in source
[09:02] <godson> ya
[09:02] <godson> whole source files isnt there
[09:07] <@Galun> BSP geometry is what is interesting and the static meshes
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[14:04] <@Galun> any objections to add the position records to trunk agelian ?
[14:04] <@Galun> recorder *
[14:05] <@Agelian> is it off by default?
[14:06] <@Agelian> if not the file generated better not get too big... otherwise we'll have lots of nubs complaining
[14:06] <@Galun> it will, I'm going to extend it tomorrow and then there will be an option to turn it on
[14:06] <@Galun> sure it must be optional 
[14:07] <@Agelian> np then really
[14:07] <Drakin-Korin> told ya
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