[01:33:58] <pupnik_> aclocal: unrecognized option -- `-W'
[01:34:18] <pupnik_> from svn trunk
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[02:30:49] <dawid> pupnik you still there?
[03:00:48] <pupnik_> hi dawid
[03:00:58] <pupnik_> whowaz 5:01
[03:01:12] <dawid> hey ,that -W you should be able to safely remove
[03:01:19] <dawid> yepps
[03:01:28] <pupnik_> cool thanks!
[03:01:40] <dawid> youre welcome :)
[03:02:21] <dawid> pupnik_: btw this was corrected by lynx i think,maybe you have an old svn?
[03:02:33] <pupnik_> just grabbed it
[03:02:40] <pupnik_> and cd to gemrb/trunk/gemrb/trunk
[03:04:19] <pupnik_> i see gemrb/trunk/gemrb/tags/GEMRB_0_?_? directories
[03:04:22] <pupnik_> with autogen.sh
[03:04:31] <dawid> yes,weird
[03:05:39] <pupnik_> well i removed the no_syntax and it seems to run
[03:06:11] <dawid> yes,they dont exist in older versions,the script weirdly is choosing one of the existing verions
[03:06:18] <dawid> versions*
[03:06:51] <dawid> nvm it works anyway with as good as any version
[03:07:17] <pupnik_> am i building from the proper directory (for linux)?
[03:09:28] <dawid> if i remember well i was building from where that script resides
[03:19:49] <dawid> oh,ive overseen that, tags no,trunk is the freshest thing..
[03:23:33] <pupnik_> right, thought so, ty
[03:23:51] <dawid> np :)
[03:24:03] <pupnik_> grabbingsome libs as they come up
[03:24:30] <dawid> what libs do you mean?
[03:25:03] <pupnik_> python headers
[03:25:06] <pupnik_> 2.5, 2.6
[03:25:08] <pupnik_> 2.4...
[03:25:10] <pupnik_> which
[03:26:08] <dawid> oh :) i dont play with pyhon on my system,usually ends bad
[03:26:13] <pupnik_> ok 2.5 works
[03:46:31] <pupnik_> SoA-Clock anim moves too fast
[03:51:54] <dawid> oh at least so shares my opnion on it ;P
[03:56:52] <pupnik_> hmm
[03:56:58] <pupnik_> on my first save, i get
[03:56:59] <pupnik_> [GUIScript]: Runtime Error:
[03:56:59] <pupnik_> Traceback (most recent call last):
[03:56:59] <pupnik_> File "./GUIScripts/bg2/GUISAVE.py", line 166, in SavePress
[03:56:59] <pupnik_> ConfirmWindow = GemRB.LoadWindowObject (1)
[03:57:01] <pupnik_> RuntimeError: Can't find window #1!
[03:57:34] <pupnik_> i saw the enter-save-filename dialog, typed my name, and hit ok
[03:57:45] <pupnik_> then the new savefile didn't appear in the list and i saw that error
[03:58:07] <pupnik_> ah i get it with subsequent clicks of 'save'
[03:58:53] <pupnik_> ah but it did apparently save the game
[04:00:17] <dawid> no idea,fuzzie said he would get errors as well, i cant tell atm,however the game says its saved when its definitely not
[04:03:25] <pupnik_> testing
[04:04:11] <pupnik_> seems to load here
[04:05:22] <dawid> soa? it bailed out when i tried to load my (not so) old saves
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[10:43:38] <pupnik_> soa
[10:52:35] <pupnik_> i was loading the very first autosave in SOA dawid
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[11:03:43] <fuzzie> gemrb should load all original saves
[11:04:05] <fuzzie> usually if it doesn't, you mixed up the installed mods between the savegame time and running gemrb, and the original engine will crash on those too
[11:13:20] <pupnik_> i'm going to play some more first scene SoA. So far the only problem i found was that clock anim is too fast.
[11:13:40] <pupnik_> and that error in GUISAVE.py
[11:14:00] <pupnik_> but that problem is only in showing me the result of my save action
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[11:16:06] <fuzzie> the spell casting times are wrong, which screws up some cutscenes
[11:16:14] <fuzzie> but i don't have time to test my fixes properly
[11:22:37] <D_T_G> I confirm guiscript runtime error on saving
[11:22:48] <D_T_G> File "./GUIScripts/bg2/GUISAVE.py", line 166, in SavePress
[11:22:48] <D_T_G> ConfirmWindow = GemRB.LoadWindowObject (1)
[11:24:02] <D_T_G> when I tried to overwrite original save with new name
[11:24:50] <D_T_G> but actually the game saved properly, and is loadable under new name, but the old save game stayed
[11:26:52] <D_T_G> also wild mages are not properly recognized in gui, instead of wild they are pure mages
[11:28:02] <D_T_G> hmm the save got actually overwritten, and it crashes original engine :/
[11:33:46] <pupnik_> well, we mostly care about importing to gemrb and not exporting to BG2 :D
[11:34:04] <pupnik_> at least those who just want to play some
[11:34:18] <D_T_G> I did it in purpose to paralel testing
[11:34:24] <pupnik_> yes me too
[11:34:55] <pupnik_> RuntimeError: Can't find window #1 <- looks like GUIScripts wants to find the parent window
[11:35:03] <D_T_G> i'm building test save from scrath
[11:35:03] <pupnik_> so it can draw the new savegame pic and name
[11:35:33] <pupnik_> well i can now test things if ppl tell me what to do
[11:35:54] <pupnik_> i'd rather not start submitting bugs without understanding more
[11:48:40] <lynxlynxlynx> can't load? maybe the windowpack isn't available anymore
[11:50:42] <lynxlynxlynx> D_T_G: wild mages display fine for me
[11:50:54] <lynxlynxlynx> where do you get the wrong string?
[11:52:49] <D_T_G> I created wildmage via bgmain.exe, and loaded save in gemrb
[11:53:04] <D_T_G> and the pc is described as mage
[11:53:11] <D_T_G> everywhere
[11:53:59] <lynxlynxlynx> i was testing with gemrb created chars
[11:54:16] <lynxlynxlynx> can you retrieve the kit value?
[11:56:08] <lynxlynxlynx> btw, we don't handle wild surges or wild magic yet
[11:57:59] <D_T_G> in bg1 dynaheir has an empty space in places where her class should be shown
[11:58:15] <D_T_G> kit value from gui script?
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[12:04:32] <pupnik_> i need to read more
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[12:19:05] * pupnik_ has no idea about wild **
[12:19:53] <pupnik_> i remember when the first kids in my school started to get the first dnd booklets
[12:19:56] <pupnik_> before the 1st ed
[12:20:12] <pupnik_> they refused to let others see them
[12:27:26] <lynxlynxlynx> D_T_G: pull up the console and "print GemRB.GetPlayerStat(x, 152)" where x is the party position (1-6)
[12:35:26] <D_T_G> sure to put print before GemRB...?
[12:36:12] <lynxlynxlynx> you can try without
[12:36:18] <D_T_G> -2147483648
[12:36:26] <D_T_G> in the console output
[12:36:29] <lynxlynxlynx> lovely
[12:36:51] <lynxlynxlynx> what kind of a processor are you on?
[12:37:03] <D_T_G> 64bit
[12:37:28] <D_T_G> c2d e6400
[12:37:59] <lynxlynxlynx> that's -2^31
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[12:40:35] <lynxlynxlynx> that's the correct value, but it should be positive
[12:41:11] <D_T_G> where it's coded?
[12:41:48] <lynxlynxlynx> plenty of places
[13:33:11] <D_T_G> lynxlynxlynx do you have iwd1+how+totl ?
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[14:22:27] <Avenger> hello
[14:22:37] <fuzzie> hi
[14:22:57] <pupnik_> hoi
[14:22:59] <Avenger> i'm uploading the win zip to SF, it seems whoever created the download, forgot to do that important step :P
[14:23:08] <fuzzie> sourceforge lost it
[14:23:15] <fuzzie> in their silly site rebuild
[14:23:33] <fuzzie> it happened to hundreds of projects, some people found re-uploading still didn't work, but i think they fixed that now
[14:23:39] <Avenger> ok
[14:23:45] <fuzzie> so i hope it works :)
[14:23:59] <Avenger> so it isn't 'our fault' but what i do has a chance
[14:26:19] <Avenger> ok, it works now, i had to delete the entry then readd it
[14:26:36] <Avenger> wanna try?
[14:27:36] <fuzzie> ah, neat, it works and it fixed the default download link for me too :)
[14:27:40] <pupnik_> Movement issues seem nicely fixed
[14:27:48] <lynxlynxlynx> D_T_G: all but totl; can't start a how game though
[14:28:19] <pupnik_> btw is there a fullscreen toggle? it's hard for me to see the little window
[14:28:26] <lynxlynxlynx> Avenger: i noticed horrid wilting has the wrong animation
[14:28:50] <Avenger> yes, fullscreen=1 in the config file
[14:28:52] <lynxlynxlynx> it uses a normal projectile which has the stinking cloud bam
[14:29:12] <Avenger> thanks lynx i will fix it
[14:29:21] <pupnik_> multiple-character quick-select with keys 7,8,9,0 not working
[14:29:25] <lynxlynxlynx> oh, that was simple :)
[14:30:00] <lynxlynxlynx> pupnik_: we're not adding all of the shortcuts yet since they are hardcoded now
[14:30:35] <lynxlynxlynx> fuzzie did some work on supporting keymap.ini, but i'm not sure how far it is from completion
[14:30:55] <pupnik_> k ty for info. will keep this in mind for something to maybe do
[14:31:12] <pupnik_> at what level do you want to interface the keymap to functions
[14:31:22] <fuzzie> I just wrote something to parse the files, never did work out how we should actually handle the keys..
[14:32:26] <fuzzie> I think the discussion on IRC was just calling the python code with the name, and then letting it work it out.
[14:34:19] <fuzzie> in particular names like "Cast Mage Spell: Tasha's Unbearable Derisive Laughter" don't seem like a good idea to bother with from the C++ :) but there could be a mapping file too
[14:38:48] <lynxlynxlynx> you mean to reverse the string<->resref? The spaces are problematic for 2da use
[14:40:26] <fuzzie> it is easy enough to strip the special characters entirely when looking up in a 2da, i guess.
[14:42:51] <pupnik_> switching between characters while displaying inventory not working
[14:43:10] <pupnik_> oh it does, on the 2nd click
[14:43:28] <pupnik_> now sometimes on the first
[14:43:32] <pupnik_> ? nm
[14:48:58] <pupnik_> is a 'knock' spell supposed to work on the first locked painting in irenicus' dungeon?
[14:51:22] <fuzzie> yes
[14:51:24] <fuzzie> to unlock it
[14:51:28] <pupnik_> hmm
[14:52:57] <fuzzie> i see some bugs here; fx_knock is short-circuiting to SetContainerLocked, so you won't get any feedback nor XP nor scripts
[14:54:00] <fuzzie> what do you find happening?
[14:54:20] <pupnik_> nothing happened afaict
[14:54:23] <pupnik_> i try 2nd time
[14:54:55] <pupnik_> got a noise and 2x glitter animations this time
[14:55:04] <pupnik_> still locked
[14:55:20] <pupnik_> hehe the glitter animations are traveling down
[14:55:30] <pupnik_> the entire map! :)
[14:56:50] <fuzzie> i don't understand the effect types, FX_TARGET_SELF targets a point but FX_TARGET_ORIGINAL targets yourself?
[14:57:53] <fuzzie> anyway maybe it is an effect bug. i can't look now but someone else could see what the Knock spell tries, or add some printfs to see if the effect happens and where.
[14:57:56] <pupnik_> iahh imoen could unlock
[14:58:28] <pupnik_> i'll log my things and start sniffling around
[15:00:10] <pupnik_> Jaheira's Heal Spell not working on imoen (no reaction on click on portrait, and spell icon disappears on click on character in game view)
[15:03:58] <lynxlynxlynx> we don't support targeting by portrait yet
[15:05:21] <pupnik_> should the heal spell have worked?
[15:05:40] <fuzzie> yes
[15:06:09] <fuzzie> but clicking portrait may cancel casting
[15:06:09] <lynxlynxlynx> if you clicked the portrait first, the casting was cancelled
[15:06:17] <pupnik_> yes
[15:06:41] <pupnik_> will try another heal, then a defensive spell
[15:07:19] <pupnik_> jaheira heal on self worked
[15:08:13] <pupnik_> heal on imoen didn't work
[15:09:07] <pupnik_> if there's anything i should do to clarify this, or something else, just tell me what you need
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[15:23:22] <lynxlynxlynx> healing works fine here
[15:23:47] <fuzzie> distance/pathing issues?
[15:24:39] <pupnik_> maybe - i'll try various relative positions
[15:26:11] <pupnik_> since casting the spells, the two icons in the lowermost right han side of screen are flashing/redrawing constantly
[15:26:41] <fuzzie> that is a strange bug; the action bar at the bottom and the portrait bar to the right overlap
[15:26:52] <pupnik_> ah k
[15:26:53] <fuzzie> and only the portrait bar has the icons there
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[15:31:03] <D_T_G> I fixed the clicking bug in my patch! :)
[15:31:17] <D_T_G> http://wklej.org/id/119112/txt
[15:31:57] <D_T_G> it was enough to move buttons 10 pixels up
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[15:33:47] <pupnik_> the pathfinding seems real nice - very BG2-ish
[15:33:53] <pupnik_> sometimes one member does wander off a ibt
[15:34:07] <pupnik_> cool
[15:36:13] <pupnik_> mephits supposed to become invisible in lightning room?
[15:38:29] <lynxlynxlynx> i don't think so
[15:38:50] <lynxlynxlynx> they shoot lightning, some other mephits cast invisibility
[15:39:08] <lynxlynxlynx> perhaps both, but i haven't noticed it
[15:39:17] <pupnik_> ok they're at least solid now
[15:39:29] <pupnik_> cool, combat is working :)
[15:40:43] <pupnik_> player portraits just disappeared after combat was over
[15:41:33] <lynxlynxlynx> you probably clicked the panel hide button
[15:41:42] <pupnik_> it's back now
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[15:44:22] <pupnik_> hi
[15:48:16] <Avenger> fuzzie: i think spell mapping should be done via resref
[15:50:17] <fuzzie> Avenger: yes, from name to resref
[15:50:27] <pupnik_> btw it wasn't panel hide button - it left some strange junk behind
[15:50:31] <fuzzie> but the python might as well do that
[15:50:45] <fuzzie> pupnik_: that is the disappearing ui bug!
[15:51:18] <pupnik_> it is a mysterious one, yes?
[15:55:53] <pupnik_> just briefly disappeared again - around "Initround"
[16:03:01] <pupnik_> ooh i hate accidentally aborting spells! :)
[16:04:21] <pupnik_> second casting of summon spiders after aborted first cast happened immediately (heh, kind of nice). Apprently spellcast timer counter did not reset.
[16:05:06] <pupnik_> hilighting of enemy currently being attacked missing
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[16:20:55] <pupnik_> maj missile and chromatic orb seemed to work nicely
[16:43:22] <Avenger> magic missile is crappy :(
[16:43:54] <Avenger> it will be much better once fuzzie bends its trajectory
[16:44:32] <Avenger> fuzzie: there is a variable you can already use for that: there is a countdown from 0x7fff, is that useful?
[16:44:42] <fuzzie> yes
[16:44:53] <fuzzie> which one?
[16:45:15] <Avenger> gotta open the file first ;)
[16:45:24] <Avenger> pathcounter
[16:45:41] <Avenger> it is exactly the same how they did it
[16:45:54] <Avenger> i mean, they got a similar variable
[16:46:16] <fuzzie> hm, what would you use it for?
[16:46:29] <Avenger> curved path
[16:46:44] <fuzzie> i tried hacking something up and i simply construct a different path
[16:46:54] <Avenger> oh hmm
[16:47:19] <fuzzie> it seemed to look good enough
[16:47:20] <Avenger> i thought you would simply use the original path, and adjust it at drawing
[16:47:44] <Avenger> but it is fine however you do it
[16:47:50] <fuzzie> but i just did a single curve for everything, i never got around to working out "which projectile am I?"
[16:48:29] <Avenger> there is a unique id for each missile
[16:48:42] <fuzzie> that just means changing CreateIteration() to set the id somehow, i think
[16:49:04] <fuzzie> but adding a counter seems silly when it should be creating all of the magic missile projectiles at once anyway
[16:49:11] <Avenger> type
[16:49:16] <fuzzie> but then i didn't want to change that because i don't know how it would affect call lightning..
[16:49:22] <Avenger> type is set
[16:49:28] <Avenger> it is the projectile's ID
[16:49:43] <Avenger> i will fix the creation easily
[16:50:26] <fuzzie> ok. i will try to take a look at it later. it's not so hard to do, either changing the path or bending it as we go
[16:50:28] <Avenger> so, there are 2 variables: type: unique for each missile, it is the projectile index from projectl.ids
[16:50:42] <Avenger> and pathcounter which counts down from 32767
[16:51:00] <fuzzie> you might be right about it being better to adjust it as we move..
[16:51:19] <Avenger> and distance from the target (the original path distance) could be used too
[16:51:32] <Avenger> so, the closer the original path to the target, the less you adjust
[16:52:09] <fuzzie> oh, another problem I had was that the original game had projectiles hitting when they got to the target, but gemrb seemed to go all the way to the actor's Pos
[16:52:23] <Avenger> that was fixed
[16:52:30] <fuzzie> ok, neat
[16:52:48] <Avenger> when the actor moves, it will recalculate the path
[16:52:58] <Avenger> that's already done
[16:53:04] <fuzzie> i mean, with actors that don't move
[16:53:38] <fuzzie> the original seems to trigger projectiles once they get anywhere in the actor circle
[16:53:45] <Avenger> ah, i see
[16:53:57] <fuzzie> maybe that is handled by their magic missile curving, though
[16:53:57] <Avenger> so a dragon is easier to hit
[16:53:59] <Avenger> well
[16:54:17] <Avenger> there is another problem, with cones
[16:54:24] <fuzzie> but the missiles hit at different times because they get to the target differently :)
[16:54:31] <fuzzie> i'd better go back and look more
[16:54:33] <Avenger> the cone edges are not calculating with the personal space
[16:55:05] <Avenger> so they a target only if the target's center is inside the cone
[16:55:18] <Avenger> and orientation is too coarsely granulated
[16:55:33] <Avenger> orientation should be float
[16:55:43] <fuzzie> hm
[16:55:58] <Avenger> or maybe 0-359
[16:56:25] <Avenger> either a float 0-15 or an integer 0-359
[16:56:29] <fuzzie> probably much nicer to have it as an integer
[16:56:56] <Avenger> yes, i will simply divide it by 22.5 or whatever
[16:58:20] <Avenger> it could be all integer with 0-719
[16:59:31] <Avenger> that would work with the cone size which is 0-359, so i just have to multiply it by 2. or rather add it to the center for one side, and subtract it for the other side
[17:00:03] <Avenger> i think i already do that for one part
[17:00:26] <Avenger> i just immediately divide it by 45, so the orientation goes rounded down roughly
[17:01:21] <Avenger> so, the idea is don't divide/round it down, only for the bam cycle
[17:11:36] <pupnik_> No to-hit bonus with 18 Dexterity... on imoen imported from 1st bg2 save
[17:12:03] <lynxlynxlynx> dex only gives range tohit bonus
[17:12:09] <pupnik_> ohh
[17:12:31] <pupnik_> forgot that then
[17:19:21] <fuzzie> steal a bow :)
[18:00:29] <Avenger> applydamage is not available in all engines, so ctrl-y doesn't work now :(
[18:00:53] <Avenger> it could be fixed by a damage opcode or actor->Damage
[18:05:35] <fuzzie> doing it directly causes synchronisation issues
[18:05:55] <fuzzie> we don't do it right anyway, the damage can be resisted
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[18:35:08] <lynxlynxlynx> the office door in the asylum has a custom cantpick string; i hope that it's scripted
[18:35:44] <fuzzie> Is it possible to open it?
[18:36:24] <lynxlynxlynx> no
[18:36:41] <fuzzie> maybe it's just an infopoint?
[18:37:12] <fuzzie> you can overlay those on top, i've seen it used in the other games
[18:37:27] <lynxlynxlynx> could be
[18:37:35] <lynxlynxlynx> i guess it can be removed later
[18:37:59] <lynxlynxlynx> it acts as a normal door though, you don't get the inquisitive cursor
[18:38:23] <fuzzie> the cursor is just a field in the ARE
[18:39:04] <lynxlynxlynx> ok
[18:39:21] <fuzzie> so that would be my guess!
[18:39:53] <fuzzie> although the ARE files have a "lockpick string", so perhaps just that
[18:44:04] <lynxlynxlynx> yeah, the door has a custom string set
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[19:01:00] <pupnik_> will lowering display fps affect combat/game timings?
[19:01:31] <pupnik_> if yes, then perhaps a frameskip hack would be appropriate for nokias
[19:01:36] <pupnik_> ?
[19:02:10] <pupnik_> or dirty buffers
[19:03:01] <pupnik_> pushing unnecessary pixels to screen is a noticeable burden on those devices
[19:06:48] <fuzzie> dipping below 15fps is a problem
[19:15:43] <Avenger> just implemented all spell hit type projectiles :)
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[19:59:49] <D_T_G> amazing, an assasin in first SoA cutscene who was supposed to be killed by Irenicus, actually survived :)
[20:00:29] <D_T_G> or at least he is alive when I loaded the first autosave
[20:03:41] <D_T_G> I get "SIGSEGV (Address boundary error)" when clicking doors too
[20:04:55] <fuzzie> sounds like a possible broken build..
[20:05:10] <D_T_G> r6730
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[20:09:31] <D_T_G> hmm, I realoaded and tried the very same doors and it didn't crash
[20:10:42] <D_T_G> do you have error02.wav in resources?
[20:10:52] <D_T_G> it fails to load it for me all the time
[20:11:31] <D_T_G> and I think it crashed on trying to load 0.wav
[20:11:55] <D_T_G> the last line of output before sigsegv
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[20:24:22] <CIA-19> gemrb: 03avenger_teambg * r6731 10/gemrb/trunk/gemrb/override/how/ (105 files): spell hit projectiles
[20:28:18] <CIA-19> gemrb: 03avenger_teambg * r6732 10/gemrb/trunk/gemrb/plugins/ (3 files in 2 dirs): correctly implemented iwd spell hit effect
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[20:50:55] <lynxlynxlynx> D_T_G: unlikely
[21:00:44] <D_T_G> so it is no harm loading notexisting wav-s?
[21:03:48] <lynxlynxlynx> you can't load nonexisting wavs :)
[21:04:41] <D_T_G> right :)
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