#gemrb@irc.freenode.net logs for 10 Nov 2011 (GMT)

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[00:44:51] <tomprince> brad_a: we have one argument because that is all that has been implmented
[00:50:43] <tomprince> I had the impression that the consensus was to create the sprite directly for now, but replace that eventually with just using freetype. (It could very well be my imagination, since that is what I would do.)
[00:54:41] <tomprince> brad_a: could you push some version of what you have (much easier than trying to find a link in my scrollback
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[01:01:14] <brad_a> tomprince: yes we will switch to frreetype in the future. i havent looked at using freetype but i get the impression that i would still need pitch using freetype directly.
[01:01:28] <brad_a> maybe i should find out for sure.
[01:01:44] <brad_a> and yes i will try to push to github
[01:09:28] <tomprince> http://freetype.sourceforge.net/freetype2/docs/tutorial/example1.c looks straightfforward.
[01:12:16] <brad_a> i dont think that holds true for small glyphs
[01:17:28] <brad_a> ive noticed with small graphics is when pitch != width * bpp
[01:37:38] <brad_a> when i say bbp i meant bytes-per-pixel not bits
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[01:41:43] <brad_a> I think after reading that maybe i will just go ahead and use freetype directly. well see im getting pretty sick of dealing with fonts atm.
[01:51:15] <tomprince> don't burn yourself out.
[01:51:28] <brad_a> :)
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[01:51:38] <brad_a> i cant push to github :(
[01:52:11] <brad_a> permission denied but it never even asks for my password
[01:52:28] <brad_a> "The remote end hung up unexpectedly"
[01:52:33] <tomprince> You need to setup a ssh ke.
[01:53:14] <tomprince> Or, I guess there is an http way, but I don't know how that works.
[01:53:15] <brad_a> i see
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[01:55:17] <tomprince> Look under the ssh keys heading of http://help.github.com/linux-set-up-git/
[01:55:36] <tomprince> Actually you probably want th osx link at the top of that page.
[01:57:13] <brad_a> yeah way ahead of you :)
[01:57:24] <brad_a> thank you tho
[02:00:11] <brad_a> https://github.com/bradallred/gemrb
[02:01:26] <brad_a> now to push some work
[02:01:56] <brad_a> after dinner tho
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[03:20:08] <brad_a> tomprince: i have pushed what I have for fonts to my github.
[03:20:35] <brad_a> sans the whitespace errors and using only 1 config var :)
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[05:22:28] <Beh0lder> hi all
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[08:53:40] <edheldil> fuzzie: turns up the problem was that I have to specify " -Wl,--whole-archive"
[08:53:50] <fuzzie> ah
[08:53:59] <fuzzie> linking with .a files?
[08:54:15] <fuzzie> had not even thought about that.
[08:54:30] <edheldil> yes, I think I have made a library from the .o files
[08:54:49] <fuzzie> is that a good idea to specify, won't it drag in all kinds of useless stuff from other libraries?
[08:54:55] <fuzzie> i have *no idea*, i am just wondering
[08:55:39] <edheldil> hmm, just linking the .o files in? That might be an idea
[08:55:41] <fuzzie> but, oh, right, you can turn it on before your own libraries and then turn it off afterwards.
[08:55:47] <edheldil> I did
[08:56:07] <fuzzie> sure, the "i have *no idea*" is not a joke here :)
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[12:35:58] <Yoshimo> when i load a savegame made by the original engine, i get spammed with "your group lost an item" quite a few times, although i didnt talk to anyone or even move, and yea the pink shadow in gemrb , but not vanilla game remains ;)
[12:37:12] <fuzzie> if you installed 1pp stuff then i don't think that's worth even debugging
[12:37:40] <fuzzie> don't know about the item-lost stuff though. unless you're walking around with stuff you're not meant to have. :)
[12:38:05] <fuzzie> (e.g. stuff from drizzt)
[12:38:07] <Yoshimo> why fuzzie? is it broken beyond repair? ;)
[12:40:03] <fuzzie> well, it depends what you have installed
[12:41:06] <Yoshimo> seems like 1pp has a bad reputation with you
[12:41:08] <fuzzie> but for example if you install the 1pp Extended Palette Entries then, yes, you have broken your palette entries ;p
[12:42:02] <fuzzie> so it's not worth debugging stuff if you have unknown mods around.
[12:45:50] <fuzzie> the female dwarves thing looks like it shouldn't break anything (although ofc it won't work)
[12:48:13] <fuzzie> but no idea about thieves galore for example.
[12:48:25] <fuzzie> i don't have much patience for mod authors who provide no obvious documentation.
[13:01:32] <Yoshimo> some people think "i know how it works, thats enough" obviously
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[16:18:45] <brad_a> wow g3 is down again
[16:19:01] <brad_a> maybe we need our own forum :(
[16:22:35] <brad_a> fuzzie: https://github.com/bradallred/gemrb
[16:22:46] <brad_a> ios branch has the ttf font stuff
[16:22:55] <fuzzie> hi
[16:23:52] <brad_a> hello
[16:26:13] <fuzzie> why use the unicode versions?
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[16:27:13] <brad_a> the non unicode versions call unicode anyway ;-)
[16:27:15] <fuzzie> and, of course, don't use unichar.
[16:27:22] <brad_a> why not?
[16:27:47] <fuzzie> it's an NSString type.
[16:27:54] <fuzzie> not going to work so well on anything which isn't Apple :)
[16:28:04] <brad_a> no i typedefed it...
[16:28:09] <fuzzie> i mean, i am assuming you didn't define it somewhere yourself, it doesn't build for me as-is
[16:28:18] <brad_a> really?
[16:28:20] <fuzzie> but in any case, please don't use 'unichar' :P
[16:28:29] <brad_a> ok what should i use?
[16:28:34] <brad_a> uint16_t?
[16:28:40] <fuzzie> i would suggest that
[16:29:06] <brad_a> thats whait i used in the typedef :-P
[16:29:11] <fuzzie> ah i see
[16:29:22] <fuzzie> these commits are not buildable independently.
[16:29:28] <brad_a> what?
[16:29:30] <fuzzie> i was trying to build one-by-one and you added the typedef later.
[16:29:39] <fuzzie> but, anyway, don't use unichar for something which isn't a unicode character.
[16:29:40] <brad_a> oh yes
[16:29:47] <brad_a> ok
[16:29:48] <fuzzie> it makes fuzzie smash.
[16:29:56] <brad_a> scary :(
[16:30:22] <brad_a> anything else?
[16:30:30] <fuzzie> i like the idea of the font ranges, but i'm not sure how well that actually works
[16:30:42] <brad_a> in my limited testing it works fine
[16:30:52] <brad_a> ttf definately needs a limit
[16:31:00] <fuzzie> right, but your input is 0-255 only, right?
[16:31:03] <brad_a> or you end up with huge amouts of worthless glyphs
[16:31:11] <brad_a> 33-255 yes
[16:31:17] <brad_a> for ascii characters
[16:31:20] <fuzzie> i should say
[16:31:36] <fuzzie> i am not saying "remove this from patch" for anything i say, i am just wondering about long-term sensibleness here.
[16:32:36] <brad_a> well unless somebody wants to go the long and hard route and subclass font to make one print directly using sdl_ttf/freetype then this is the only way i can think of
[16:32:51] <brad_a> also: "not it" :)
[16:36:41] <fuzzie> i'm not quite sure i get it
[16:37:46] <fuzzie> you changed all the code to use the full array, and just pad out everything up to firstchar?
[16:38:04] <fuzzie> the "//we may need more regions than we have glyphs" comment is not very clear to me
[16:38:08] <brad_a> oh
[16:39:09] <brad_a> the regions before first char are 0d out yes. just so you can still ask the font for a character size even if the char isnt in the forn i guess
[16:39:32] <brad_a> i should porbably just do a check in operator[] instead
[16:39:40] <fuzzie> and i think calling CreateSprite8 from BAMImporter is not so nice
[16:39:46] <brad_a> whynot?
[16:39:58] <tomprince> CreateSprite8BAM
[16:40:23] <fuzzie> because you lose any compression if you do that
[16:40:26] <fuzzie> probably there's not a better way to do it though
[16:40:33] <brad_a> i didnt even know that existed. you do know that font was using createsprite8 originally right?
[16:40:36] <fuzzie> CreateSprite8BAM only works if you have an animation owning it i think.
[16:40:43] <fuzzie> brad_a: but as one huge sprite, right..?
[16:40:58] <fuzzie> again i point to my comment above about this commentary being just pondering on long-term sensibleness
[16:41:05] <brad_a> yes but thats how these are ending up anyway (for now)
[16:41:23] <fuzzie> you're nto baking it into the design here so it's irrelevant anyway
[16:41:43] <brad_a> i am going to use individual characters but i would like to do that later is all. and IF we ever need to go back to using a large sprite then we have a place to revert to
[16:41:44] <fuzzie> i'm just thinking, if we have 20k characters, it might become interesting
[16:42:33] <fuzzie> but for now, use GetFrameInternal with BAMsprite set to false, for that code?
[16:42:54] <fuzzie> unless there is some reason it has to be done manually
[16:43:04] <brad_a> dont know i kept that the way it was
[16:44:07] <fuzzie> hehe
[16:44:44] <fuzzie> i think, not quite the most accurate statement :)
[16:45:29] <brad_a> i dont know what exactly you are talking about then...
[16:45:39] <fuzzie> well, if i understand it right
[16:45:49] <fuzzie> the old code was extracting the pixels manually because it didn't create a Sprite2D
[16:46:05] <brad_a> yes
[16:46:09] <fuzzie> but you're creating a Sprite2D now, though? so as far as i can tell the relevant code is all new
[16:47:52] <brad_a> well that will be true i gues but since all im doing is what font was originally doing and copyng all the individual sprite pxels into a giant buffer. but since i will be changing that behavior eventually i shall listen to what you are saying… :)
[16:47:55] <fuzzie> your new code which ignores FirstChar/LastChar in GetFont ("something else. dont know what.") should maybe print a warning? i'm not sure why you ignore it
[16:48:06] <fuzzie> sure, it only applies if you are going to change the behaviour
[16:51:13] <fuzzie> there's some "}else{" which should have spaces
[16:51:21] <brad_a> it only ignores it for numeric fonts ;-)
[16:51:38] <brad_a> or pff fine! :)
[16:51:39] <fuzzie> well, you have an 'else' case for no numeric fonts
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[16:51:53] <brad_a> well that is for 1 font that i dont know what it is
[16:51:57] <fuzzie> either you should print a big error there, or you should do something else
[16:52:02] <fuzzie> i feel
[16:52:18] <fuzzie> also you do 'if (fntMgr)' during initialisation, to see if you got a font
[16:52:26] <brad_a> i dont?
[16:52:29] <fuzzie> why not print a warning in the 'else' case when the font doesn't exist?
[16:52:47] <fuzzie> oh i see, you do it later
[16:52:55] <brad_a> ah good i thought i was crazy
[16:53:01] <fuzzie> i am not haivng fun reading this diff.
[16:53:07] <brad_a> :(
[16:53:12] <brad_a> sorry
[16:53:16] <fuzzie> nothing to do with you :)
[16:54:03] <brad_a> well it doesnt help that i had to go back and redo stuff after the first time i attempted this so everything kinda got squished into 1 commit
[16:54:41] <brad_a> hence why it doesnt build commit to commit but i will try to straighten that out
[16:55:07] <fuzzie> mmeh :P
[16:55:24] <fuzzie> careful not to spend so much time messing with it that you never want to touch it again
[16:55:51] <fuzzie> i'm not sure why you mess with the whitespace chars, either
[16:55:55] <fuzzie> i think that will break stuff.
[16:56:47] <brad_a> why?
[16:56:56] <fuzzie> since there can be glyphs in those positions in the icon fonts, right?
[16:57:00] <brad_a> it really only messes with them if they arent supplied
[16:57:13] <brad_a> oh icon fonts crap
[16:57:18] <brad_a> good point
[16:57:23] <fuzzie> i don't see where you check
[16:57:27] <brad_a> i forgot about those
[16:57:27] <fuzzie> i thought it just overwrote them in all cases
[16:57:36] <brad_a> no there is a ?:
[16:57:56] <fuzzie> aha.
[16:58:01] <fuzzie> i think i am finding that difficult to read
[16:58:20] <fuzzie> since those lines are very busy, with the casts and the comments and all.
[17:00:21] <brad_a> so icon fonts should be fine as long as first char is 0 i think
[17:00:40] <fuzzie> well, i have yet to try it
[17:00:47] <fuzzie> so still just looking
[17:00:50] <brad_a> sure please do :)
[17:01:02] <fuzzie> am juggling phone calls, so :/
[17:01:33] <fuzzie> i have also been spoiled by scummvm's coding standards which don't apply to gemrb at all
[17:01:49] <fuzzie> but that kind of stuff can be patched up later
[17:02:02] <brad_a> well im more than willing to addhere to whatever standards
[17:02:03] <fuzzie> it looks as a whole pretty much what i'd think is sensible to write
[17:02:54] <brad_a> i want to go back and do the region checking in operator[] and only have as many regions as glyphs tho
[17:02:59] <brad_a> that will be better
[17:03:10] <brad_a> i cant believe i didnt thnk of that before either
[17:03:51] <brad_a> that will simplify the constructor quite a bit
[17:05:29] <fuzzie> why don't you call CreateSprite8 in the TTF constructor?
[17:05:53] <brad_a> pitch
[17:06:04] <fuzzie> that should probably be dealt with in the backend
[17:06:09] <fuzzie> the Sprite2D constructor shouldn't be public
[17:06:23] <brad_a> tomprince: shakes fist :)
[17:06:43] <brad_a> ok so just add a pitch parameter?
[17:06:58] <fuzzie> well tomprince is part of the great anti-gfx-backend conspiracy here clearly :P
[17:06:59] <tomprince> Well, as long as the ttf plugin is creating a SDL_Surface, I think it should call Sprite2D::Sprite2D
[17:07:03] <brad_a> or can i some how convert the pitch when i copy the pixels?
[17:07:27] <fuzzie> yes, i guess converting the pitch while copying the pixels is smart
[17:07:37] <brad_a> yes but im ignorant :(
[17:07:45] <brad_a> dont quite understand what pitch is
[17:07:55] <fuzzie> we can patch that up after you commit if you'd prefer
[17:08:01] <brad_a> no
[17:08:25] <brad_a> i want to understand waht pitch is so im going to be compelled to figure it out
[17:08:50] <fuzzie> do you have any other pending changes to SDLVideo?
[17:09:29] <brad_a> not for fonts afik
[17:10:49] <fuzzie> brad_a: pitch just means the width of a single row, so you want to copy glyph->w pixels and then move glyph->pitch pixels onward in the source for the next copy
[17:11:05] <fuzzie> it's completely irrelevant while you're doing the copy in the Font constructor of course
[17:11:26] <brad_a> taht sounds easy
[17:11:28] <brad_a> :)
[17:11:31] <fuzzie> and i have lost track of what tomprince means so i don't know if that was what was intended.
[17:11:46] <fuzzie> but i repeat the question about SDLVideo.
[17:12:03] <brad_a> i dont have any font related pending changes there
[17:12:05] <fuzzie> because stuff like your CocoaWrapper should really live in some kind of SDLBase i guess.
[17:12:19] <brad_a> i has previously added pitch stuff tho and we should probably revert thet
[17:12:32] <brad_a> SDLBase?
[17:12:57] <fuzzie> for a proper SDL 1.3 implementation, or an OpenGL one, we'd want to change the graphics code
[17:13:08] <fuzzie> but a lot of the code in SDLVideo, like CocoaWrapper, is nothing to do with the graphics
[17:13:25] <brad_a> yes but the cocoawrapper is specific to using sdl
[17:13:29] <brad_a> if you look at it
[17:13:36] <fuzzie> but we'll always be using SDL, right?
[17:13:44] <fuzzie> or does it depend on SDL 1.2 style graphics?
[17:13:54] <fuzzie> i couldn't see anything in it which depended on that
[17:13:56] <brad_a> it is only about quitting
[17:14:05] <fuzzie> well, and input and stuff?
[17:14:12] <brad_a> are you looking at the cocoawrapper in the sdl plugin or elsewhere?
[17:14:18] <fuzzie> the one in the sdl plugin
[17:15:01] <fuzzie> it has a bunch of UITextField etc stuff for iOS, as far as i can tell
[17:15:11] <brad_a> all that does is dynamically extend my app delegate to block the user from quitting and the queues an sdl_quit event instead so that gemrb can handle things like save beforoe quit etc
[17:15:17] <brad_a> oh
[17:15:17] <fuzzie> right
[17:15:18] <brad_a> yes
[17:15:22] <fuzzie> i mean
[17:15:26] <fuzzie> this is generic SDL stuff, right?
[17:15:28] <brad_a> that should be separted out into other files
[17:15:33] <brad_a> i havent gotten around to that
[17:15:38] <fuzzie> so a native SDL 1.3 implementation or a SDL OpenGL implementation would need all of it too?
[17:15:48] <brad_a> yes
[17:16:16] <fuzzie> that is all i was asking
[17:16:33] <brad_a> the ios stuff just adds some buttons to the keybard makes things semi-transparent nothing else
[17:16:44] <fuzzie> but it does it using IOKit, right? so i don't have to worry about it
[17:17:06] <brad_a> no it uses sdl events
[17:17:08] <fuzzie> i just want an SDLBaseDriver with the input stuff in it, and an SDLVideoDriver with the graphics stuff
[17:17:20] <brad_a> oh i see what you are getting at
[17:17:26] <brad_a> so yes that would go with sdlbase
[17:17:27] <fuzzie> with the latter inheriting from the former
[17:17:32] <fuzzie> i think
[17:17:39] <fuzzie> just splitting the files is adequate.
[17:17:51] <brad_a> i think thts a good idea
[17:17:59] <fuzzie> just at the moment it's a big mix and it's impossible to tell anything :)
[17:18:11] <brad_a> if we did that then we may have a shot at somebody doing an sdl 1.3 video driver :)
[17:18:16] <brad_a> yes i know
[17:18:21] <brad_a> and i do feel bad about that
[17:18:22] <fuzzie> well, i don't think it's viable :(
[17:18:24] <fuzzie> i mean, SDL 1.3
[17:18:28] <brad_a> why?
[17:18:29] <fuzzie> it just doesn't give enough control over textures
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[17:18:42] <brad_a> maybe when its done?
[17:18:55] <fuzzie> well, maybe it does, it's difficult to tell, it does publish a bunch of shader stuff
[17:19:22] <brad_a> the docs are a mess
[17:19:49] <fuzzie> there apparently you can do paletted textures really nicely using fragment shaders
[17:20:03] <fuzzie> so that might be interesting, but .. i don't know anything about it
[17:21:07] <brad_a> are you the only one here that knows graphics programming like that?
[17:21:23] <fuzzie> i really don't know anything about it ;p
[17:21:32] <fuzzie> wjp works on graphics card code every day!
[17:21:35] * fuzzie points
[17:21:38] <brad_a> well you seem to know more than most. certainly more than me!
[17:23:02] <brad_a> ok i have t run to work. but thank you for looking at the ttf stuff. i have 4 things to fix there now :-P
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[17:26:55] <fuzzie> hopefully my arguing with the Android Market will be done after tonight in any case.
[17:27:16] <edheldil> should not SDLBase be rather called SDLInput, then?
[17:28:11] <fuzzie> well, you can't seperate the code, so you have to inherit
[17:28:18] <fuzzie> but, maybe?
[17:28:50] <fuzzie> well of course that is nonsense. i would prefer to inherit, less painful.
[17:29:10] <fuzzie> it looks like it splits nicely into just 'input' and 'graphical-system-specific stuff'.
[17:29:58] <fuzzie> maybe simply 'SDLDriver -> SDLVideoDriver'. i didn't put any thought into it.
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[18:05:03] <wjp> fuzzie: completely non-visual though, so my opengl/shader knowledge is very limited
[18:07:00] <lynxlynxlynx> i agree that the name of the base plugin should be generic
[18:07:42] <wjp> hm, this sounds like I should read up a bit
[18:07:47] * wjp scrolls up
[18:08:03] <wjp> yikes, long backlog. Let me first get some food
[18:08:07] <fuzzie> haha.
[18:08:10] <fuzzie> don't read the backlog :)
[18:08:37] <fuzzie> not much relevant in there i hope.
[18:08:48] <fuzzie> i am just wanting to stub an opengl backend and then lose interest because it's annoying and argh.
[18:08:51] <fuzzie> but first, android market stuff.
[18:09:34] <wjp> part of me wants to just put SDL in Core
[18:10:18] <fuzzie> well, it is mandatory right now, pretty much
[18:10:31] <fuzzie> but SDLVideo doesn't belong in core so we need some split
[18:10:40] <fuzzie> i figured we could just stick all variants into the one SDLVideo/ for now
[18:10:49] <fuzzie> and work something out
[18:10:51] <fuzzie> later
[18:12:33] <wjp> yes, I meant after some split of course :-)
[18:13:32] <Yoshimo> what do you plan with the android market fuzzie?
[18:14:26] <fuzzie> evil, evil scummvm tentacles everywhere.
[18:25:50] <Yoshimo> i see scumm is compatible with a few more games than i knew, where did i leave flight of the amazon queen
[18:26:15] <wjp> that one has been freewared
[18:26:43] <wjp> so you can download it from the scummvm download page if you want
[18:28:51] <Yoshimo> mhmm where can one see how a game ended up with only 90 or 95 or 98 percent complete? who assigns those colors? ;)
[18:29:25] <fuzzie> it's kinda arbitary
[18:29:40] <fuzzie> 98% complete usually means we got the source code from the original developer
[18:29:56] <fuzzie> 95% complete usually means it's perfect as far as we know
[18:30:51] <fuzzie> and 90% complete usually means there's something obscure missing or it hasn't been supported for a long enough time to find all bugs
[18:39:03] <wjp> I should add we've had "get rid of confusing percentages" on our todo-list for quite some time now :-)
[18:39:18] <wjp> (um, where "we" and "our" are scummvm)
[19:30:17] <CIA-44> GemRB: 03lynxlupodian * r29b2754c95f9 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: bg2: enable the new spellbar for innates too
[19:30:18] <CIA-44> GemRB: 03lynxlupodian * r0d5f58d0f7b0 10gemrb/gemrb/ (4 files in 3 dirs): modified FindSpellInfo to take spellbook type into account
[19:52:29] <CIA-44> GemRB: 03lynxlupodian * r19d7f19cf73b 10gemrb/gemrb/ (GUIScripts/bg2/CharGenEnd.py plugins/GUIScript/GUIScript.cpp): added ChargeSpells, so sorcerers can start refreshed in tob
[19:58:04] <CIA-44> GemRB: 03lynxlupodian * rf22f78ea7dae 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp:
[19:58:04] <CIA-44> GemRB: changed GET_ACTOR_GLOBAL to just inspect the id, since global ids are always > 1000
[19:58:04] <CIA-44> GemRB: now the InParty vs globalID parameter kludges can be removed
[20:06:24] <brad_a> oooh kludge removal. me gusta :)
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[22:01:23] <edheldil_> Hello
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[22:24:20] <chiv> hi
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