[00:02:15] <brada> is it really globally applicable? seems like it would have been done originally
[00:03:29] <brada> and you are calling SetVariable before getting the value which is different then the other one
[00:03:43] <brada> and then you overwrite the value you just got with the other one
[00:04:39] <chiv> the first value is a unique one that the quest needs, while the second value is a running counter that measures 'goodness' etc
[00:05:05] <brada> but you dont do anything with the first value
[00:05:42] <brada> you get it via CheckVariable then log it, then, overwrite it
[00:06:26] <brada> is that intentional i guess is my question
[00:06:36] <brada> do you really only want it for logging?
[00:06:38] <chiv> i only get it again to print it to the log, because I wanted to see proof
[00:07:02] <chiv> that's just me not trusting anything anymore :)
[00:07:14] <brada> ok then :)
[00:07:32] <chiv> but if this commit makes sense, then i'll strip it, I need the assembly guru to double check though
[00:08:30] <brada> it looks right from your explaination
[00:09:02] <chiv> i'm going to look at the other cases I can find now
[00:13:21] <brada> that change does affect the test at the beginning tho right?
[00:13:25] <chiv> yeah, it should only run once
[00:13:29] <chiv> in fact before I think it could probably run more than once...
[00:14:16] <fuzzie> I don't think it's right but don't know and must sleep
[00:15:13] <brada> goodnight :)
[00:15:52] <chiv> no worries, i'll keep digging, goodnight
[00:16:43] <brada> chiv: we need another interface usability patch :p
[00:17:07] <brada> we need buttons on the message window for selecting dialog options
[00:17:29] <chiv> finger sized buttons?
[00:17:57] <brada> indeed
[00:18:23] <chiv> my iphone hates me, I wasted 2 days trying to perma-jailbreak it
[00:18:30] <brada> oh?
[00:18:59] <brada> i thought jailbreaking was supposted to be plugin, click a button, get coffee, profit
[00:19:33] <chiv> i can't remember the specifics, but i think basically I missed the window where some key signing exploit worked on the itunes server
[00:19:42] <chiv> knowing that much about it was making me ill anyway
[00:21:51] <chiv> and anyway, it's a 3gs, so it may as well be officially excommunicated
[00:22:32] <brada> makes me feel old :/
[00:23:02] <chiv> i have no wiggle room any more, it's had its last update
[00:24:39] <chiv> shame, cos I did really want to get gemrb on there somehow
[00:25:47] <chiv> somehow they think it is normal to have to ask permission from central processing to modify your own property
[00:28:02] <brada> chiv: i know its super irritating
[00:28:29] <brada> when we have a working GL renderer playing on iphone will actually be possible
[00:28:49] <brada> pinch to zoom will be feasible
[00:29:02] <chiv> I'm not even fundamentally against the curated approach, just that there is no 'not for me thanks' option
[00:29:18] <brada> exactly
[00:31:32] <chiv> the idea of implementing it scares me a little bit, but I think it would be cool to have some sort of slide reply left/right swipe action for the mobile version
[00:33:09] <brada> reply?
[00:33:22] <chiv> maybe have three replies in finger sized columns, then swipe again for the next three
[00:33:32] <chiv> dialog replies i mean
[00:34:43] <brada> if we want to add anymore gestures to gemrb, we need ot make the eventmanager and controls aware i fear
[00:35:00] <brada> i dot want to add on anymore hacks :p
[00:35:24] <brada> and now we actually have to worry about mouse input because of the GL driver
[00:35:34] <chiv> heh, i did say it scares me a little bit
[00:36:52] <chiv> but it wouldn't be that hard to one up bgee...
[00:37:25] <brada> oneupping BGEE is in sight but still way out there
[00:38:51] <chiv> yeah, I found it hard to stay focused on creating anything seeing so many things to fix in torment
[00:40:06] <brada> well i would like you to finish that option window :p
[00:40:15] <brada> maybe after next release?
[00:40:33] <brada> there were only 2 real problems with it.
[00:41:06] <chiv> once I destroyed my hated enemy of not being able to easily switch weapon combos in bg/iwd1, I ran out of steam
[00:42:58] <chiv> I did actually split that out into its own file to solve the duplication issue
[00:43:31] <brada> that was the biggest problem. i already gave you the code to let gemrb.cfg retain precedence
[00:44:58] <chiv> did I not merge that in? I haven't looked at it for a few weeks
[00:45:10] <brada> i dont think you did, but i may be wrong
[00:46:44] <brada> I was thinking about it, and it is kind of silly for us to display options that never will have an effect in gemrb while we dont display options that do...
[00:47:04] <chiv> heh
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[00:52:48] <chiv> it looks like I lost that clipping somehow, perhaps it would be better if you merged it?
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[01:07:08] <chiv> yep, looks like the pastebin link expired :(
[01:07:53] <brada> oh well it was trivial anyway
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[02:18:35] <chiv_> 1485 hits for IncrementGlobalOnce...
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[02:21:28] <chiv> and it can have negative values too
[02:50:31] <brada> so it can decrement?
[02:51:02] <chiv> thats my guess, i have no idea if it treats the two values the same in both cases
[02:51:20] <chiv> its doing more than it did before, at any rate
[02:52:31] <brada> I know you are probably busy with other things, but did you ever figure out the running backwards bug?
[02:53:15] <chiv> ah not yet, and technically I'm only busy on finding bugs anyway so it should happen soon
[02:54:10] <chiv> graphical stuff sinks right to the bottom of my priority list though...
[02:54:23] <brada> as it should
[02:54:58] <brada> having an opengl driver will probably make programming the remaining effects much easier
[02:55:26] <brada> tho im not sure if thats what you mean by "graphical" stuff
[02:56:31] <chiv> I just mean I want to crush gameplay problems first
[02:56:40] <chiv> no point having everything look nice if you get stuck all the time
[02:57:10] <chiv> i'm not going near the opengl driver, i wouldn't have a clue
[02:58:16] <brada> yeah i dont have a clue about it either :( makes me sad. I want to learn about opengl, just havent had the free time
[02:59:06] <brada> but anyway we dont need to know it to know that about missing graphical effect, but yes what you said about gameplay is more important
[03:01:00] <chiv> im hoping opengl will just make it easy to throw opengl magic at the engine to get pretty effects...
[03:01:32] <chiv> thats about the limit of my understanding of it :)
[03:01:58] <brada> yeah it should do nicely there :)
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[04:04:02] <Pepelka> [wiki] pst_quests - [Buried Village] two things to look at http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1389326415&do=diff
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[04:57:26] <chiv> I feel weird saying this, but I am actually running out of problems to identify
[04:59:06] <chiv> and from playing it religiously, I'd wager torment is only about 20 good commits away from being nominally completable
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[05:08:36] <chiv> 10th of january now, let's see if I still feel the same 10th of february...
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[07:52:38] <lynxlynxlynx> another comment for the setvariable diff: shouldn't string1 get int1 and not int0 again?
[08:37:22] <edheldil> chiv: hehe ... I thought there'd be much more hardwired gotchas ... and probably there are :)
[09:42:50] <edheldil> good morning
[10:06:14] <lynxlynxlynx> :D
[10:10:56] <fuzzie> hi
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[10:35:34] <fuzzie> lynxlynxlynx: there's only an int0, right?
[10:37:34] <lynxlynxlynx> you're right, bad memory
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[11:40:37] <lynxlynxlynx> let's see the gl now
[11:41:43] <fuzzie> it's still v.broken
[11:44:11] <lynxlynxlynx> no actors in bg2 here either, but otherwise nothing really noticeable yet
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[11:44:19] <fuzzie> it'll work in a tinted area
[11:44:19] <lynxlynxlynx> the drive init is a bit longer
[11:44:21] <fuzzie> e.g. first ToB area
[11:44:44] <fuzzie> if you use my branch then it's not bad otherwise, Beholder's branch will give corrupt textures sometimes
[11:45:35] <lynxlynxlynx> in bg1, candlekeep, the sea water is not masked anymore, all tiles
[11:45:58] <lynxlynxlynx> he incorporated your fixes half a day ago, do you have more?
[11:46:04] <fuzzie> he didn't :)
[11:46:11] <fuzzie> he missed one
[11:46:21] <fuzzie> and yes I have a bunch more unpushed but I don't really want to start interfering in his project
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[11:47:40] <fuzzie> the one he missed is the "glPaletteTexture = 0;" in the GLTextureSprite2D copy constructor
[11:47:53] <fuzzie> so you can apply that manually to make sure you're not just seeing corruption issues
[11:48:03] <fuzzie> but I think that wouldn't cause mask issues
[11:48:11] <lynxlynxlynx> just wanted to take a quick peek, no rush
[11:48:23] <fuzzie> right, I thought it's best to just leave him to do what he wants
[11:48:28] <lynxlynxlynx> seems scrollbars are broken again, hah
[11:48:52] <fuzzie> if he disappears then it'll be (sort of) easy enough to finish it :)
[11:48:53] <lynxlynxlynx> focus issues and all seem to want to be perpixel
[11:49:16] <lynxlynxlynx> i'm just happy the work is now safely backed up
[11:49:30] <fuzzie> yes
[11:49:43] <fuzzie> no disappearing-GL-code this time!
[11:49:45] <lynxlynxlynx> i'm still mad at myself for not saving that pastebin from whoever did a try for gui support for >6 parties
[11:49:52] <fuzzie> yeah :/
[11:51:25] <lynxlynxlynx> my script wrangler is good enough for bg1 for example, so it's really a shame
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[12:40:31] <edheldil> you could try contacting pastebin if it's on thei backup tapes ;-)
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[17:16:21] <chiv> lynxlynxlynx: what do you need for the gui for > 6 parties? just the extra portrait slots right?
[17:19:41] <brada> more than that iirc
[17:20:06] <brada> tho its a shame that was lost :(
[17:23:10] <chiv> but if the script magic is already there, can't be that much else, right?
[17:25:24] <lynxlynxlynx> yeah, practically just the portrait window flexibility
[17:25:24] <brada> the scriptin was a huge part of it, yes
[17:25:43] <lynxlynxlynx> the other guy overengineered it a bit, but it'd be still usable
[17:26:06] <lynxlynxlynx> but please, don't get distracted now >>
[17:26:23] <chiv> i was just thinking, if I happen to be in the area i will keep it in mind
[17:33:05] <lynxlynxlynx> it's a bit more complicated than it looks at first glance
[17:37:02] <chiv> heh, python is a pleasure to mess with compared to the stuff I am trying to work now
[17:43:52] <lynxlynxlynx> yeah well, but do you enjoy fighting the windowing system?
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[17:44:07] <lynxlynxlynx> ok, at least here it's all contained properly already
[17:44:12] <lynxlynxlynx> hey
[17:44:13] <Beholder> hi
[17:44:30] <lynxlynxlynx> your branch works almost perfectly here
[17:44:39] <Beholder> i implemented sharing of palette textures
[17:44:51] <fuzzie> did you take the rest of my fixes?
[17:44:55] <lynxlynxlynx> fuzzie has another fix you forgot and that takes care of missing d
[17:44:57] <Beholder> yeah
[17:45:04] <lynxlynxlynx> ^
[17:45:49] <fuzzie> still not in your repo..
[17:46:17] <Beholder> what fix?
[17:46:30] <fuzzie> 'glPaletteTexture = 0;' in copy constructor
[17:46:38] <Beholder> not needed
[17:46:46] <fuzzie> how is it not needed?
[17:46:46] <Beholder> set palette sets it 0
[17:46:49] <fuzzie> yes
[17:46:55] <fuzzie> but that isn't always called
[17:47:19] <fuzzie> so it gives corrupt output :)
[17:47:36] <fuzzie> unless you changed it in latest commit but I don't see that you did at all
[17:47:39] <fuzzie> dinnertime!
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[17:49:47] <Beholder> committed
[17:50:24] <Beholder> try to test GLPaletteManader
[17:50:30] <Beholder> *Manager
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[18:31:59] <brada> lynx: does this look ok? https://github.com/bradallred/gemrb/compare/gemrb:master...xcode-cmake
[18:32:01] <Pepelka> Comparing gemrb:master...bradallred:xcode-cmake · bradallred/gemrb · GitHub
[18:32:02] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[18:33:40] <brada> grr left out a file, but its irrelevant to your check
[18:40:13] <lynxlynxlynx> looks fine at a glance, but i don't have time now to inspect
[18:40:34] <brada> ok ill wait till somebody can test it not on a mac
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[18:58:03] <Beholder> SaveGame dialog using GetScreenshot to get image for save title?
[18:58:46] <Beholder> i see in my savings map area and portraits are black
[18:58:54] <brada> right
[18:59:02] <brada> because we genereate the shot from the backbuffer
[18:59:09] <Beholder> hm, i need to implement it
[18:59:35] <brada> well, if you were using a render target this would be easier
[19:02:00] <brada> also wouldnt need to redraw everything every frame either i believe
[19:02:16] <fuzzie> well
[19:02:22] <fuzzie> modifying a render target = super bad idea
[19:03:05] <fuzzie> which makes it rather less useful for optimisation :/
[19:03:55] <Beholder> i think glReadPixels help me
[19:08:07] <DrMcCoy> glReadPixels is potentially very slow :P
[19:08:23] <brada> its just for a screenshot tho, so meh
[19:08:56] <DrMcCoy> True :P
[19:09:01] <brada> but you will need to scale things
[19:09:31] <brada> so im not sure how to pull that off, but then i know nothing of opengl
[19:10:27] <fuzzie> for a screenshot it's prbly ideal
[19:16:04] <brada> fuzzie: im at a point where we need to decide the required API for creating sprites for text strings
[19:16:38] <Beholder> fuzzie: i started a new game and get a problem with mask)
[19:17:05] <Beholder> and very very low fps
[19:17:27] <fuzzie> brada: so where's the span bit? :P
[19:17:40] <Beholder> but in old saved game all ok...
[19:18:02] <fuzzie> brada: also, API?
[19:18:12] <Beholder> so odd
[19:18:38] <brada> i mean the interface in video/sprite/font classes
[19:18:42] <Beholder> and memory leaks...
[19:18:44] <fuzzie> brada: none? :)
[19:19:42] <brada> at some point something needs to create a sprite of XxY size and blit glyphs to it
[19:19:48] <fuzzie> yes
[19:20:11] <brada> we currently dont have a blit function to take a destination sprite and blit to it
[19:20:13] <fuzzie> right
[19:20:15] <fuzzie> we shouldn't
[19:20:17] <brada> ok
[19:20:20] <brada> so then what?
[19:20:24] <fuzzie> I mean, you refactored Font
[19:20:29] <fuzzie> to use Sprite2Ds for glyphs
[19:20:34] <brada> right
[19:20:41] <fuzzie> so it's all kind of your playground now
[19:21:11] <fuzzie> ok, I'm not being very clear
[19:21:56] <fuzzie> what I mean is, you just want to copy the glyphs into a buffer and make a sprite out of that, right?
[19:22:21] <brada> yes
[19:22:28] <fuzzie> so, I would just do what we did before
[19:22:35] <brada> oh no then im not being clear
[19:23:36] <fuzzie> where Font just took a char* for each glyph and memcpy()ed it into a char* buffer
[19:23:44] <brada> i know what you are saying
[19:23:52] <brada> but thats not what i was thinking would be best
[19:23:57] <brada> er
[19:23:59] <brada> maybe
[19:24:14] <brada> but we cant do that with BAM directly can we?
[19:24:18] <brada> because they are RLE
[19:24:53] <fuzzie> it has a GetFramePixels()
[19:24:56] <fuzzie> so you can do that directly
[19:25:23] <fuzzie> in your BAMFontManager/BAMFont subclass somewhere
[19:25:36] <fuzzie> presumably the prior since you want to cache this I guess?
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[19:26:20] <brada> ok, i think i see where this is going
[19:26:48] <brada> so the font then is where this combining of glyphs should happen then
[19:26:50] <brada> thats fine
[19:26:50] <fuzzie> well my thought process so far consisted only of "hm, how can we do this? we want to avoid making textures for the glyphs, so .. it has to be done outside Video .. I guess just copy raw pixels around?"
[19:27:07] <brada> yeah, this should work
[19:27:30] <fuzzie> it *only* works if we make one sprite per span though
[19:27:36] <brada> yes
[19:27:38] <brada> already planned
[19:27:40] <fuzzie> and that might be a really stupid idea
[19:27:53] <brada> Im pretty sure i have the span layout working good
[19:28:02] <brada> we will have more spans then i originally thought tho
[19:28:04] <fuzzie> as opposed to just caching the whole control on the video driver side
[19:28:37] <fuzzie> although that doesn't solve e.g. textarea scrolling
[19:28:59] <brada> yeah
[19:29:00] <fuzzie> but you could cache only the text area and have a big 32bpp alpha composited bit with borders..
[19:29:20] <fuzzie> (and on top of that cache the controls if it helps)
[19:29:40] <fuzzie> so since I don't have any clue what's a good idea, I'd be nervous about baking any decisions into the design
[19:29:56] <fuzzie> while doing spans for layout is I guess clearly a good idea, no matter what we do otherwise
[19:30:07] <brada> yeah
[19:30:39] <fuzzie> I mean, this is why I'm rambling
[19:30:51] <fuzzie> because I don't have any answers, just questions :)
[19:31:18] <brada> right now for a TA with a drop cap we have 1 span for the cap then 1 span for the first line of text following, then 1 span for any remaining lines neighboring the cap, then 1 span for the rest of the text
[19:31:30] <brada> but i can make it so it breaks for the TA size
[19:31:39] <brada> so we can generate textures as it scrolls
[19:31:46] <brada> instead of one giant one up front
[19:31:51] <fuzzie> also something to worry about later maybe
[19:31:58] <brada> my thought exactly
[19:32:02] <fuzzie> the only case we should worry about afaik is the message area
[19:32:06] <fuzzie> which is the real problem
[19:32:18] <fuzzie> since it's the only performance-sensitive item
[19:32:20] <fuzzie> and it's the most complex one
[19:32:32] <brada> yeah that will be gitting quite a few spans :/
[19:32:47] <brada> but we drop them off after a while no?
[19:32:58] <fuzzie> yes
[19:33:00] <brada> also we could compact older ones
[19:33:02] <fuzzie> but there will be huuuuge amounts of spans
[19:33:14] <fuzzie> since you often have several per line
[19:33:44] <brada> usually only 2 i thought
[19:34:13] <brada> i mean regardless it should be vastly superior to how things are now
[19:34:25] <fuzzie> yes
[19:34:43] <fuzzie> I'm just saying that the other cases really don't matter if you make *any* spans at all :)
[19:34:47] <fuzzie> Beholder: hi
[19:34:54] <brada> well i think it will be nicer
[19:35:20] <fuzzie> Beholder: you don't include <string.h> for memcpy in GLPaletteManager.cpp but it compiles fine if I add that
[19:35:21] <Beholder> not a cover problem, hm
[19:35:33] <fuzzie> you check in bg1 area?
[19:35:39] <Beholder> yeah
[19:35:49] <Beholder> eats memory
[19:35:54] <Beholder> no actor
[19:35:59] <fuzzie> you should fix it so actors appear
[19:36:19] <Beholder> i commented out cover check
[19:36:22] <fuzzie> right now you only draw actors if GetGlobalTint() is non-NULL
[19:36:35] <fuzzie> what's the debug key to explode-all?
[19:36:37] <fuzzie> explore-all
[19:37:09] <brada> heh explode all :p
[19:37:41] <fuzzie> ctrl-7?
[19:38:50] <fuzzie> hm keys not working for me
[19:39:14] <fuzzie> brad broke it
[19:39:36] <brada> if i did i have to assume you are in SDL2
[19:39:38] <fuzzie> yes
[19:39:48] <fuzzie> fix SDL_KEYUP pls
[19:39:49] <brada> so it is more likely it never worked in the first place
[19:39:58] <fuzzie> nope, worked fine
[19:40:08] <fuzzie> I just commented the SDL_KEYUP case out again to fix it, too :P
[19:40:32] <brada> just revert that commit. ill have to take a more serious effort to fix teh key presses
[19:40:44] <fuzzie> problem is that the cheat keys need the modifier keys
[19:40:51] <fuzzie> I guess?
[19:41:24] <fuzzie> oh, I guess you don't call KeyRelease at all in this code
[19:41:31] <fuzzie> ok keyboard input annoying
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[19:44:20] <fuzzie> Beholder: if you need help with the mask thing then do ask.. it seems strange if it worked before
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[19:57:29] <wjp> I'll finally be able to try in a few hours :-)
[19:59:10] <fuzzie> hehe
[19:59:25] <fuzzie> well, as I said, I'm leaving it to Beholder while he's interested, I guess
[20:11:08] <wjp> same here
[20:13:42] <mrugiero> Hi, I'm here to comment on a minor annoyance with Baldur's Gate. Compared to running it in WINE, scrolling through the map (you know, with the mouse pointer touching the edge of the visible map and such), gemrb scrolls far slower. Is that just because of the lack of acceleration, or is there something I can actually tune to get it faster?
[20:13:58] <fuzzie> heh
[20:14:21] <fuzzie> it seems like half people have it way too slow and the other half way too fast :)
[20:14:23] <brada> yeah we suck at that
[20:14:25] <mrugiero> (Aside from that, I just died in the beginning of the game, forgot to save before, so I'm annoyed by my own lack of skill, too)
[20:14:30] <brada> its too slow on a mac
[20:14:57] <brada> except in PST its ay too fast
[20:15:37] <mrugiero> Right now I'm using the arrow keys, as my character runs way faster than I can follow him with the mouse.
[20:15:38] <brada> heh there is a mouse scroll speed setting
[20:15:42] <brada> and it works
[20:15:51] <mrugiero> Ohhh, should've figured that out.
[20:15:53] <brada> is yours already at max and still too slow?
[20:16:15] <mrugiero> Nope, for some reason I assumed I wouldn't be able to change that at runtime.
[20:16:23] <mrugiero> And haven't found anything related on the cfg file.
[20:16:43] <brada> we use the original settings file
[20:18:21] <mrugiero> Ohhh, that explains it all.
[20:18:30] <mrugiero> On another subject.
[20:18:43] <mrugiero> A suggestion for whoever is doing the UI enhancement.
[20:18:59] <mrugiero> He should make it so you are not required to start a new game to change settings.
[20:19:00] <brada> chiv :p
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[20:19:25] <mrugiero> And a question (it's
[20:19:30] <brada> there is no option on the main menu of BG?
[20:19:36] <mrugiero> Pressed enter accidentally.
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[20:19:40] <mrugiero> I was saying.
[20:19:44] <mrugiero> Nope.
[20:19:52] <brada> there is in BG2
[20:20:02] <mrugiero> At least in GOG version.
[20:20:31] <chiv> mrugiero - the two options that are there are already toggleble at runtime, there just isnt a panel to toggle them... yet
[20:20:57] <fuzzie> I guess mrugiero means all settings though?
[20:21:13] <mrugiero> It only has single player (which takes you to just options about using a mission pack, starting a new game or loading), multi player (gives you options to connect to a server and design your character), quit, and movies.
[20:21:19] <brada> sounds like a job for chivs configurator patch :p
[20:21:34] <chiv> if he means 'do away with gemrb.cfg forever' then I can dig it
[20:21:45] <mrugiero> No, I don't mean that.
[20:21:49] <fuzzie> can't get rid of gemrb.cfg :p
[20:22:01] <chiv> doesn't mean I can't try
[20:22:09] <brada> chiv: the best we can do is make it optional
[20:22:15] <brada> as in you dont have to use it
[20:22:17] <mrugiero> But it would probably be good, if possible, for people who don't like messing with text files. I'm OK with it, though.
[20:22:24] <chiv> ideally, yes
[20:22:40] <brada> make a config GUI like on mac :)
[20:22:44] <mrugiero> I don't know what made you think that, though.
[20:23:16] <chiv> i cant think of what you are referring to
[20:23:47] <chiv> oh wait
[20:23:51] <mrugiero> I found the setting in options, and fixed the scroll problem. But to access it I had to start a game, first. I can't do it without that. Which actually implied creating a character, as I forgot to save before losing pathetically.
[20:23:59] <brada> chiv: https://www.dropbox.com/s/dh3xds1h05wnx5v/Screenshot%202014-01-10%2013.23.49.png
[20:24:00] <Pepelka> Dropbox - Screenshot 2014-01-10 13.23.49.png
[20:24:03] <chiv> are you talking about the mysterious lack of options menu in bg1?
[20:24:07] <mrugiero> YES!
[20:25:17] <chiv> yeah I have no idea why they force you to start a new game.. I think they ditched the button for the 'mission pack' shortcut
[20:25:31] <chiv> slobs
[20:25:43] <mrugiero> I got killed by a boar or something like that, one hit kill. What a shame.
[20:26:14] <chiv> that is the fate of <CHARNAME>
[20:26:18] <mrugiero> Hahaha
[20:26:50] <mrugiero> Neppo. I'm glad I omitted to put "the great" as part of the name, as it was all but great.
[20:28:29] <chiv> in hindsight, it probably would have been better
[20:28:50] <mrugiero> Another thing. For some reason, when you start a new game it starts counting the elapsed time of game from 7 hours.
[20:29:08] <chiv> which makes me think, the game should autosave your damn characters
[20:29:37] <chiv> or at least give you the 'export' option
[20:29:39] <brada> we must start tracking game time too early i guess. honestly no idea about that one
[20:29:45] <fuzzie> we do
[20:30:16] <mrugiero> At first I assumed it was normal, but I just double checked with WINE and it starts from 0 there, and it actually takes the save games with the correct time.
[20:30:18] <fuzzie> if GUIEnhancement is on, bg2 chargen autosaves to gembak.chr
[20:30:57] <mrugiero> Does bg1 do it, too?
[20:31:11] <fuzzie> apparently not
[20:31:26] <fuzzie> oh, no, it does too
[20:34:58] <mrugiero> So I could have imported it, right?
[20:35:53] <chiv> saving it as <charname>.chr might be an idea...
[21:19:54] <lynxlynxlynx> dos name
[21:25:36] <chiv> i don't know about anyone else, but I still have ocd to name all my trees in 8.3 format
[21:26:02] <mrugiero> That would be short names?
[21:26:09] <chiv> yep
[21:26:25] <mrugiero> I didn't name them that way even in DOS days.
[21:26:47] <mrugiero> Which was a hell, I must admit, all of those ~ symbols around because the names were too long.
[21:27:51] <edheldil_> mrugiero: btw, is your dltcep port published on github or elsewhere?
[21:28:08] <lynxlynxlynx> brada: re cmake: just make sure it's fine on apple, the config.h template does not have everything you set in the apple one
[21:28:17] <brada> i know
[21:28:40] <brada> so its fine as far as you can tell?
[21:29:00] <lynxlynxlynx> yeah, i can give it a spin too
[21:29:07] <lynxlynxlynx> you said something was missing?
[21:29:20] <brada> oh i fixed it
[21:29:32] <mrugiero> Not published yet.
[21:29:35] <brada> it was the cmake.txt file for xcode
[21:30:00] <mrugiero> When I fill it's not shameful to publish it, it will be in github, my username is Oppen.
[21:30:22] <mrugiero> *feel
[21:30:55] <mrugiero> But it's not complete enough to be worthy of any extra attention.
[21:31:18] <edheldil_> publish early, publish often ...
[21:36:57] <mrugiero> I'd have to write a disclaimer stating the code in the repo currently does nothing.
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