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[07:27:20] <fuzzie> morning
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[08:15:55] <fuzzie> lynxlynxlynx: any idea how store stacking works in the original?
[08:28:41] <lynxlynxlynx> you can buy more than one stacked item
[08:28:53] <lynxlynxlynx> we don't do the gui part of that yet
[08:29:34] <lynxlynxlynx> well, not everything is the same, you can buy individual potions, but not arrows and the like
[08:30:12] <lynxlynxlynx> i can test with bg1 later
[08:30:43] <fuzzie> yes, not worried about the gui
[08:31:02] <fuzzie> just the core store code does completely the wrong thing right now, both buying and selling
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[08:38:54] <fuzzie> I'd just like to fix it so that it combines anything stackable.
[08:39:33] <fuzzie> I think if I do that, I end up making purchasing buy single items, which might be motivation for someone to fix the gui. :P
[08:43:17] <fuzzie> Ugh, this code is crazy.
[08:43:41] <fuzzie> It trusts whatever was set by SetPurchasedAmount.
[08:45:19] <fuzzie> Unsurprisingly, nothing ever calls that.
[08:55:26] <fuzzie> oh, no, i see, this all got changed since. so yes, it buys single items from stacks.
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[09:11:58] <edheldil> actually, you can buy stacks of arrows, at least in how
[09:14:44] <fuzzie> i mean, that is gemrb's code after bugfix
[09:16:00] <edheldil> ah, sorry
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[09:42:19] <pupnik_> icons are HARD
[09:42:22] <pupnik_> http://i.imgur.com/pzekW.png magic water
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[10:41:36] <dhewg> how much effort is required to fix the case sensitivity on the 0.6.4 branch?
[10:42:02] <pupnik_> fix?
[10:42:20] <fuzzie> i'm not entirely sure what is causing it
[10:43:03] <dhewg> oh, i thought that part was clear
[10:45:02] <fuzzie> oh
[10:45:13] <fuzzie> ok, never mind, it's that idiotic genie
[10:46:32] <dhewg> context fail?
[10:46:47] <fuzzie> hehe, sorry
[10:47:07] <fuzzie> the area name is set manually
[10:47:07] <dhewg> no sorry for not being clear enough
[10:48:07] <fuzzie> and we're not lower-casing it, i guess
[10:48:16] <fuzzie> and the ar0601 is loaded by script, as 'AR0601'..
[10:48:22] <fuzzie> i don't understand why this is suddenly broken now though
[10:49:42] <fuzzie> oh, sheesh, strnspccpy is uppercasing stuff anyway.
[10:49:58] <fuzzie> and that is why this breaks.
[10:50:19] <fuzzie> fail 315b8f2e is fail.
[10:51:33] <fuzzie> so you can revert that, i guess.
[10:51:42] <fuzzie> should fix it.
[10:52:22] <dhewg> sounds like it breaks pst then? :P
[10:52:46] <fuzzie> it breaks pst savegames when loaded into the original engine
[10:52:52] <fuzzie> pretty sure you're not going to do that :P
[10:53:01] <dhewg> oh, gemrb supports that?
[10:53:44] <fuzzie> in theory
[10:53:51] <fuzzie> usually the games crash instead
[10:54:08] <dhewg> revert it is!
[10:55:28] <dhewg> k, will try that after work
[10:56:29] <dhewg> but that commit already sounds totally sloppy :P
[10:56:36] <fuzzie> yeah
[10:56:39] <fuzzie> dumb dumb dumb
[10:56:44] <dhewg> i guess that func is a central piece?
[10:56:52] <fuzzie> not really
[10:58:23] <dhewg> you were talking about shops earlier
[10:58:34] <dhewg> i saved before exiting the initial dungeon
[10:58:46] <dhewg> does it make sense for me to continue testing?
[10:58:57] <fuzzie> sure
[10:59:08] <dhewg> i can buy/sell fine on 0.6.4?
[10:59:25] <fuzzie> it seems to be buggy with stacked items
[11:00:36] <fuzzie> ok, hack added for the case thing on master
[11:01:10] <CIA-52> GemRB: 03fuzzie * rc8fa61fe6b45 10gemrb/gemrb/ (core/Core.cpp core/Variables.cpp includes/globals.h): fix bug with uppercased area names, introduced by 315b8f2e
[11:02:12] <fuzzie> i'm not sure if the bugginess persists over saves, i think it's just our internal state which sucks
[11:02:44] <fuzzie> but i am pretty sick today so i would advise against my peering at code
[11:02:50] <fuzzie> it tends to end in disastere
[11:03:38] <dhewg> haha
[11:03:58] <dhewg> well, i finished the dungeon, i cannot ever get back iirc
[11:04:05] <fuzzie> nope
[11:04:11] <fuzzie> trapped outside forever, in the absence of cheating
[11:04:12] <dhewg> and i didnt enter the new map yet, so it should be fine, right?
[11:04:28] <fuzzie> sure, if you don't hit one of our many other bugs
[11:04:47] <dhewg> i just yell in here until someone fixed it? :P
[11:05:17] <fuzzie> pretty good option. or on the forums
[11:05:30] <dhewg> meh
[11:05:35] <dhewg> irc it is
[11:06:07] <dhewg> oh, and last thing i tried yesterday was poking at bg1
[11:06:34] <dhewg> in the fighting tutor cellar at the start, a few monsters had gfx issues
[11:06:42] <fuzzie> disappearing sprites?
[11:06:45] <dhewg> looked like missing frames or something
[11:06:53] <dhewg> yes, but it thing it was animation related
[11:06:56] <dhewg> *think
[11:06:58] <fuzzie> yeah
[11:07:25] <fuzzie> we have a reverse-engineered table for animations and it's not entirely correct, apparently
[11:07:45] <fuzzie> i am tempted to replace it with subclassing like the original does
[11:07:50] <dhewg> uhm "table"?
[11:07:56] <dhewg> as in hardcoded stuff?
[11:07:58] <fuzzie> override/<gamename>/avatars.2da
[11:08:49] <fuzzie> in the original, each different 'type' is a subclass of the animation class, and all the rest (names, etc) are hardcoded
[11:09:17] <dhewg> ah runtime files, you made it sounds like hardcoded logic in compiled code
[11:09:52] <fuzzie> we tried to de-hardcode it into that table, but not entirely successfully
[11:09:52] <dhewg> i see MG* in that bg1 file, i think the warning i got contained that
[11:10:26] <dhewg> should i report the exact warning i got (can't access it atm)
[11:10:29] <dhewg> ?
[11:10:45] <fuzzie> if it is trivial to do so, sure
[11:11:11] <dhewg> its trivial to reproduce, if thats what you mean
[11:13:23] <fuzzie> probably we need to fix it methodically though
[11:18:09] <fuzzie> presumably it suffices simply to poke through the GetAnimationResRef implementations.
[11:48:13] <edheldil> dhewg: you have also an option to post bugs to our bugtracker ;-)
[11:51:55] <fuzzie> edheldil: do you actually keep an eye on it?
[11:53:07] <fuzzie> hm i hate all those bugs
[11:54:00] <dhewg> edheldil: yeah, i know. but sf sucks too :P
[11:54:28] <fuzzie> and our oldest bug now is 'Options not saved', i see
[11:54:38] <fuzzie> that is less fun to fix than the green overlay issue
[11:54:49] <edheldil> I get the bugs by email
[11:55:26] <dhewg> i once saw that green overlay
[11:55:34] <dhewg> whats that about?
[11:55:42] <fuzzie> well which one? :)
[11:55:47] <lynxlynxlynx> it marks transparency
[11:56:00] <lynxlynxlynx> bbl
[11:56:11] <fuzzie> but i also colour invalid area tiles in bright green
[11:56:12] <dhewg> i loaded a savegame in both bg1 and bg2 and everything was green
[11:56:26] <dhewg> i saw the gui elements, but the game was only green
[11:56:33] <fuzzie> usually it means you're missing game data
[11:56:35] <dhewg> restarting a fresh games fix0red that
[11:56:38] <fuzzie> e.g. you don't have CDs installed
[11:57:00] <dhewg> it was likely an ancient gemrb savegame
[11:57:12] <edheldil> don't use the old ones :)
[11:57:23] <dhewg> now i dont :)
[11:57:41] <fuzzie> historically we had a terrible habit of destroying important data
[11:57:54] <dhewg> but then again, green as sign for "we dont support that savegame version" wasnt my first thought :P
[11:58:12] <fuzzie> well, it probably actually meant 'this file is corrupt but it didn't trigger any checks'
[11:58:55] <fuzzie> but missing game data is really the most common cause
[11:59:26] <fuzzie> we really need scummvm-style error() and warning() stuff
[12:00:02] <fuzzie> but then i grep for printf and cry instead
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[12:01:17] <dhewg> lol :P
[12:04:18] <fuzzie> oh right, you can't cherry-pick that gui save fix because GUISAVE.py got merged in master
[12:08:51] <fuzzie> really must get rid of the rest of the CS_HIDEGUI users
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[16:08:27] <dhewg> fuzzie: case fix confirmed as working, via cherry-pick to 0.6.4
[16:08:47] <fuzzie> yay
[16:09:32] <dhewg> but the cache isnt wiped here, either when hitting "quit" or clicking the X
[16:09:52] <dhewg> doesnt seem to matter, but you mentioned it should be wiped
[16:12:23] <fuzzie> it looks like it shouldn't be entirely wiped on quit, just things like are files
[16:12:39] <fuzzie> if you still have .are files lurking after quit then that is possibly bad
[16:14:13] <dhewg> k, that works
[16:15:33] <dhewg> about the bg1 animation warnings, one is: [CharAnimations]: Couldn't load animation: mgibg2, cycle 16
[16:17:37] <lynxlynxlynx> yeah
[16:17:48] <lynxlynxlynx> gibberelings were reported before
[16:18:05] <dhewg> mgibg2e, cycle 23 too
[16:18:06] <lynxlynxlynx> these animation issues are annoying
[16:18:21] <fuzzie> well, fixing it by hacking around with avatars.2da is a bit disasterous so far
[16:18:37] <lynxlynxlynx> not too hard to silence them, but it is easy to use nonexistant frames accidentally (leading to vanishing)
[16:18:45] <lynxlynxlynx> exactly
[16:18:50] <fuzzie> especially since we end up using bad types
[16:19:52] <fuzzie> i will try and find time to see if we can't just auto-extract the bg2 anim data.
[16:21:44] <dhewg> thx, but no sweat
[16:22:03] <fuzzie> well
[16:22:13] <fuzzie> the alternative is that we keep patching it up with hacks
[16:22:47] <dhewg> you know me, clean code whenever possible
[16:23:07] <fuzzie> and this is going to cause disaster when we try and implement the other per-anim-type stuff, like differing VVC positions and casting heights and etc
[16:23:31] <dhewg> but i'll continue with bg2 now, if i get those warnings there the poking will get annoying :P
[16:24:06] <dhewg> oh, but before that, what about this CS_HIDEGUI you mentioned?
[16:24:32] <fuzzie> it means that the UI breaks if e.g. a cutscene starts when you're in the inventory/map screen
[16:24:34] <dhewg> any way to really fix this gui on 0.6.4 without spending too much time because master diverged too much?
[16:25:27] <fuzzie> i'm not sure if it's fixed on master
[16:25:37] <fuzzie> don't suppose you have a reliable reproduction recipe for it in bg1?
[16:26:26] <dhewg> i can try. i mostly ran bg2 because fighting the invisible was kinda boring :P
[16:26:35] <fuzzie> well or bg2
[16:26:57] <dhewg> i get it alot, lemme see about the recipe. it looked a bit random at first
[16:27:16] <dhewg> prolly after using the load/save gui a few times, dunno exactly what triggered it
[16:27:20] <fuzzie> i guess you're on amd64?
[16:27:24] <dhewg> yup
[16:27:43] <dhewg> does that matter?
[16:28:02] <fuzzie> i'm just curious because i couldn't reproduce last time i tred
[16:28:04] <fuzzie> tried
[16:28:18] <fuzzie> but i am all 32-bit
[16:28:36] <fuzzie> i wonder why there's a CGameAnimationTypeMonsterIcewind in ToB
[16:29:34] <fuzzie> bbiab
[16:30:42] <dhewg> also, the savegame thumbnails dont fit into the bg frame
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[16:46:11] <lynxlynxlynx> yeah
[16:46:40] <lynxlynxlynx> we're pretty silly there, just scaling everything down by a constant
[16:55:30] <edheldil> does it just need different constant?
[16:55:49] <fuzzie> it's a different size
[16:56:55] <lynxlynxlynx> we should just crop it accordingly, the zoom is fine
[16:57:47] <dhewg> does that work with the widescreen mod?
[16:59:39] <lynxlynxlynx> yes
[16:59:52] <lynxlynxlynx> we first take a rect out and work on that
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[17:17:08] <lynxlynxlynx> bg2+bg1+iwd2 all have the same size :)
[17:17:17] <lynxlynxlynx> pst has bigger
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[18:14:53] <ar> pst?
[18:15:31] <lynxlynxlynx> planescape: torment
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[19:02:58] <dhewg> the cutscene when you exit the 1st dungeon with all the mages, the gui is not shown, while i can walk around with my party and kill all the cowled mages :)
[19:22:36] <lynxlynxlynx> huh
[19:23:36] <lynxlynxlynx> hmm, indeed, the cursor is still active
[19:23:50] <fuzzie> textscreen's fault
[19:23:58] <fuzzie> predictably
[19:23:58] <dhewg> i can even talk to the bad guy which brings the gui back
[19:24:50] <lynxlynxlynx> yes, i can confirm that
[19:25:01] <lynxlynxlynx> still had the autosave from the release test :)
[19:25:10] <fuzzie> the trouble is that the original game blocks entirely on the textscreen
[19:25:38] <lynxlynxlynx> pausing isn't enough?
[19:25:44] <fuzzie> while gemrb continues running stuff until it gets back to the main game loop, which handles the GUI
[19:26:30] <fuzzie> and we don't delay cutscene starts either..
[19:35:20] <dhewg> uhm, i went to sell some stuff and now imoen stands at that scene again
[19:36:58] <fuzzie> how do you mean? all restarted?
[19:37:27] <dhewg> no, the scene is how i left it, with the bodies and items. just that she's standing there again
[19:37:32] <lynxlynxlynx> is this with the interrupted cutscene?
[19:37:46] <dhewg> no, reloaded without messing around :)
[19:38:07] <lynxlynxlynx> i thought this problem was no more
[19:38:22] <dhewg> its the 0.6.4 branch thoug, didnt check on master
[19:40:39] <lynxlynxlynx> can't reproduce with master
[19:40:52] <lynxlynxlynx> i don't remember any relevant changes though
[20:35:01] <dhewg> another gui problem: when on the level up screen and a char initializes a dialog, its still visible, while the dialog gui seems to be active underneath. there's no way to close or interact with the level up screen
[20:35:29] <fuzzie> of course the game should be paused in such screens
[20:36:04] <dhewg> im the user and you have to fixxit for an exchange :P
[20:36:46] <dhewg> but i just got that with aerie after the circus tent
[20:41:07] <fuzzie> lynx is GUI expert
[20:41:12] <fuzzie> i mostly just sit here and complain
[20:41:33] <dhewg> as long as it works :)
[20:41:56] <lynxlynxlynx> this is easy to fix
[20:42:10] <fuzzie> we need to do it in a lot of places
[20:42:24] <lynxlynxlynx> i was working on the save previews, but for some reason the properly sized ones get warped
[20:42:26] <fuzzie> world map, inventory item info/stacking, levelup, biography, etc
[20:42:43] <fuzzie> want us to look at a diff?
[20:43:17] <lynxlynxlynx> world map only, the normal one supports playing in some games
[20:43:33] <lynxlynxlynx> i just changed the constants in GetPreview
[20:43:34] <dhewg> i mira, the mechant behind the circus, supposed to open a sales screen after asking for wares?
[20:43:38] <dhewg> *is
[20:43:57] <dhewg> because that doesnt happen
[20:43:57] <fuzzie> well
[20:44:05] <fuzzie> i was looking at it from a technical point of view, lynx
[20:44:34] <fuzzie> which is simply that anything you can't close in one click by clicking on a menu button probably needs to pause the game
[20:44:44] <fuzzie> dhewg: no error on console? i forget
[20:44:59] <dhewg> no, just "[CHUImporter]: Cannot Load BackGround, skipping", which i get alot
[20:45:14] <fuzzie> we should silence that
[20:45:20] <dhewg> guiwdmb.mos in that case
[20:45:31] <fuzzie> consoles full of junk are so unhelpful
[20:45:50] <dhewg> try that with the animation issue
[20:46:05] <fuzzie> the animation issue should abort()
[20:46:13] <fuzzie> but people complain when i put that in places
[20:46:33] <dhewg> do it!
[20:46:44] <fuzzie> apparenlty Mira's dialog is 'gaxir.dlg'
[20:46:52] <dhewg> more complaining ppl result in faster fixes :)
[20:46:53] <fuzzie> oh, no, corrupt dlg file
[20:47:31] <fuzzie> hm
[20:47:33] <fuzzie> i wonder how that works
[20:48:24] <fuzzie> her dialog is also in shop1.dlg, which has no StartStore
[20:48:41] <fuzzie> but shop01.dlg has a StartStore in the "But of course! You'll find that Mira is no kobold when it comes to quality and affordability!" bit.
[20:57:07] <dhewg> same sales issue with patricia in the den
[21:01:56] <dhewg> and a music issue: http://pastie.org/1784403
[21:02:06] <dhewg> </problem spam>
[21:04:07] <fuzzie> this isn't problem spam ;p
[21:04:14] <fuzzie> what's a003, i wonder
[21:04:21] <dhewg> ALC_INVALID_ENUM
[21:04:28] <dhewg> just found it :)
[21:04:29] <fuzzie> that's interesting
[21:05:18] <fuzzie> we sort of lack a mutex protecting the music code from ruining everything i think
[21:07:09] <dhewg> that was also in the den if it helps
[21:21:18] <dhewg> aerie's blabbering breaks the sales screen too
[21:21:33] <dhewg> is there a "stfu" button? :)
[21:23:21] <dhewg> and i got this as i used her "turn undead": http://pastie.org/1784473
[21:24:06] <fuzzie> Intrsting.
[21:24:51] <fuzzie> 15 is IE_ANI_HIDE?
[21:24:53] <dhewg> but that maybe just the result of tons of errors
[21:24:59] <dhewg> Couldn't create animationfactory: cefb2 (6111)
[21:25:07] <dhewg> Couldn't create animationfactory: chmt2 (5300)
[21:25:17] <dhewg> and quite a few variations of that
[21:25:28] <fuzzie> i thought VHR2 was standard
[21:25:50] <lynxlynxlynx> aerie is straight out of shrek, but a different animation is mentioned there
[21:26:19] <lynxlynxlynx> nsol doesn't ring any bells
[21:26:27] <fuzzie> shiny new error
[21:26:37] <dhewg> reproducible
[21:26:40] <dhewg> want save?
[21:26:48] <lynxlynxlynx> sure
[21:28:20] <dhewg> http://static.hackmii.com/dhewg/aerie.tgz
[21:28:58] <lynxlynxlynx> thanks
[21:29:08] <dhewg> my pleasure :)
[21:31:47] <dhewg> you'll also find imoen standing there, dont ask me how i managed that
[21:37:54] <lynxlynxlynx> can't figure out this shear :|
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[21:41:25] <dhewg> the 2 sales dudes just outside of the den wont show the sales screen too
[21:42:07] <CIA-52> GemRB: 03lynxlupodian * rbf9c2eff234e 10gemrb/gemrb/GUIScripts/GUISAVE.py: GUISAVE: fixed closing from subwindows
[21:42:36] <fuzzie> i can't imagine why the sales screen wouldn't work
[21:43:04] <dhewg> dunno, but i noticed that it works one time on that lady behind the circus
[21:43:08] <dhewg> no more after that
[21:49:34] <lynxlynxlynx> using a pre 0.6.4 save, i see no store problems with the two fatsos over the den
[21:50:01] <dhewg> do you see it with my save?
[21:51:13] <lynxlynxlynx> haven't tried that one yet
[21:51:20] <lynxlynxlynx> something for tommorow
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[21:55:05] <lynxlynxlynx> http://lynxlynx.info/bugs/saveskew.jpg <--_--
[21:55:10] <lynxlynxlynx> good night
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[22:08:04] <dhewg> [OpenAL]: Unable to queue ambient buffer: 0xa004 [ERROR]
[22:08:30] <fuzzie> your openal hates us
[22:08:45] <dhewg> :)
[22:08:58] <dhewg> im using oss4, dunno if thats related
[22:11:16] <fuzzie> you have openal configured for oss?
[22:11:27] <dhewg> yeah
[22:16:56] <fuzzie> better question is maybe, which openal?
[22:17:40] <dhewg> 1:1.12.854-2
[22:22:35] <fuzzie> driver doesn't look relevant. *flail*.
[22:24:42] <dhewg> hm?
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[23:06:03] <tomprince> fuzzie: you deprecate your work too much. :)
[23:06:29] <tomprince> Or perhpas better: more than is warrented.
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