#gemrb@irc.freenode.net logs for 12 Aug 2011 (GMT)

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[05:27:31] <Beh0lder> hi all
[05:30:25] <Beh0lder> I found that spellcasting is toooooooooooooo slow in current git. Magic now is probably useless(.
[05:30:39] <Beh0lder> BG1
[05:43:00] <Beh0lder> After resting party members says interaction phrases continuously.Awfully annoying.
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[07:25:15] <Beh0lder> hi lynx
[07:25:43] <lynxlynxlynx> gmornin
[07:27:02] <Beh0lder> almost midday in Russia))
[07:27:14] <Beh0lder> I found two issues
[07:27:22] <Beh0lder> in latest git
[07:28:01] <Beh0lder> first: spellcasting is very slow
[07:29:25] <Beh0lder> second: Party member interaction dialogs is very often after resting. I would say they talk continuously.
[07:29:52] <lynxlynxlynx> the timer isn't reset on rest, i'll fix it
[07:30:27] <lynxlynxlynx> i'm not sure you're right about the first issue - we had ultra fast spellcasting before
[07:30:48] <Beh0lder> 'magic missile' casts as long as 'timestop' in original
[07:35:51] <Beh0lder> In original I used this spell for stopping enemy casting
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[07:49:38] <lynxlynxlynx> hmm
[07:52:00] <CIA-26> GemRB: 03lynxlupodian * r430449748f7a 10gemrb/gemrb/core/Scriptable/Actor.cpp: reset the bored and area timer on rest or the party is very grumpy on wakeup
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[08:11:26] <raevol> hey is this an official ppa for gemrb? https://launchpad.net/~sao/+archive/ppa
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[08:16:35] <lynxlynxlynx> i don't think so
[08:16:44] <lynxlynxlynx> it's up to date though
[08:17:05] <raevol> i'm gonna try it, cba to compile these days
[08:22:45] <raevol> fullscreen=0 means yes or no :( rusty on my booleans too
[08:23:24] <fuzzie> 0 is 0 fullscreens! so no
[08:23:43] <raevol> ok thanks
[08:24:55] <raevol> glad i saved my bg1 data from when i did compile gemrb all those years ago :) setup is being easy
[08:30:38] <raevol> wowow nice job guys, running very well
[08:30:57] <raevol> is levelling implemented? also, do i still need to do strange magic to get a difference screen size/
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[08:32:55] <Avenger> hi
[08:33:04] <raevol> hey
[08:33:19] <raevol> is levelling implemented in 0.6.5? it's beena while
[08:33:26] <Avenger> lynx: i found the part where spells are bought in temples.
[08:33:54] <Avenger> levelling? i think it is pretty good for bg/iwd, mostly good for pst and not really done in iwd2
[08:34:01] <raevol> ok
[08:34:55] <Avenger> there is a hardcoded condition check whether a spell is useful to cast (it is quite lame)
[08:34:55] <lynxlynxlynx> cool
[08:35:08] <Avenger> there is a hardcoded sound effect attached to every spell (this is easy to do)
[08:35:38] <Avenger> it might be the completion sound of the spells, so it may not even need any new table
[08:36:23] <raevol> the most wiffingest knife fight ever
[08:38:30] <raevol> hmm gibberling animations appear to still be kinda iffy
[08:39:25] <raevol> xvarts too, i'm fighting invisible monsters
[08:41:13] <Avenger> ok, the temple sounds are actually different, i will make a table
[08:46:22] <lynxlynxlynx> raevol: yeah, no changes there
[08:48:23] <raevol> what's the issue with it? just need to get the animations decoded?
[08:49:00] <Avenger> some animations have subtle change, while we assumed they are the same
[08:49:16] <Avenger> the original is an ugly hardcoded mess
[08:49:22] <raevol> :( i see
[08:50:01] <raevol> i also did that group fight training in candlekeep and it appears that it is still going on even though i left that area a long time ago
[08:50:24] <raevol> would not be a big deal, as usually the user won't see the scrolling teriminal output, but the screen keeps shaking in critical hits...
[08:50:39] <Avenger> hehe
[08:51:43] <raevol> no "listen carefully" audio from gorion :(
[08:51:59] <raevol> weather effects~!
[08:53:06] <raevol> ok training fight is *still* going on, and gorion is dead
[08:53:26] <raevol> actually ok maybe it ended now
[08:54:03] <raevol> well :) fun
[08:54:11] <raevol> good to see lots of progress, congrats guys!
[09:07:41] <Avenger> lynx when sold an item, bg2 plays this sound: ACT_03D
[09:10:31] <lynxlynxlynx> Beh0lder: interesting, i get the problem too in bg2
[09:10:54] <lynxlynxlynx> the first cast of mm by my pc was fine, while edwin had a looong casting time
[09:11:16] <lynxlynxlynx> nothing to do with the aura, the casting itself was too long
[09:12:56] <Avenger> heh, it looks like even normal stores support the capacity field
[09:15:16] <lynxlynxlynx> btw, unpausing can't be put out of gc, since Variables::MyHashKey ignores spaces
[09:15:40] <lynxlynxlynx> not sure if it is worth the bother to add a flag all through the chain just for that one case
[09:15:57] <fuzzie> ugh
[09:16:03] <fuzzie> i hadn't noticed Avenger used Variables there
[09:16:11] <fuzzie> how about we *don't* use Variables there? :P
[09:16:44] <Avenger> i thought there is a flag for spaces
[09:17:38] <Avenger> also, why would it make a difference, if it ignores spaces, it should do that transparently
[09:19:13] <Avenger> hmm, it looks like there is a Dictionary for space sensitive hashmap
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[09:20:58] <Avenger> i prefer ignoring spaces in ini keywords, some people use Full Screen, and some use FullScreen. not just in cfg but in guiscript too
[09:21:03] <fuzzie> there's one in KEYImporter which i thought we should've replaced alredy
[09:24:37] <Avenger> replace with what?
[09:24:52] <fuzzie> the HashMap
[09:25:42] <Avenger> well that is probably ok
[09:25:56] <fuzzie> the KEY/BIF stuff is slow
[09:26:32] <Avenger> well, if the hashmap is faster, then lets replace :)
[09:26:36] <fuzzie> so there's patches from dhewg somewhere which make it faster
[09:26:47] <fuzzie> but we got distracted after dhewg worked out that it was the loading screen code which was causing all the slowdown :P
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[09:28:23] <MadMan> hi, quick question - what GemRB gives me more than normal game?
[09:28:35] <MadMan> (for example Icewind installed normally and via gemrb)
[09:29:04] <lynxlynxlynx> more bugs
[09:29:17] <fuzzie> if you can run the original game anyway, you probably don't want to run gemrb yet
[09:29:46] <MadMan> ok
[09:29:46] <MadMan> thx
[09:30:03] <MadMan> so it's good thing for other OSes, not windows :)
[09:30:33] <edheldil> it will allow you to play Mac version of the game on windows :)
[09:31:12] <MadMan> is the mac version better? :P
[09:31:23] <lynxlynxlynx> or on wierd devices like phones and consoles
[09:31:51] <lynxlynxlynx> iwd plays pretty well in gemrb, but the original is still a bit more polished
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[09:35:33] <Avenger> this is mostly a linux project, but we don't mind if it works on other OS's :D Actually, we do everything possible to remain portable
[09:36:53] <Avenger> gemrb might be good for a new standalone IE based game, even on windows. Because it has fewer limitations than the original engines
[09:37:33] <MadMan> I know, there is amigaos 4 and morphos port
[09:40:41] <edheldil> Anyway, we are nowhere close to the success of ScummVM ...
[09:41:15] <MadMan> heh
[09:41:29] <Avenger> that comes mostly from the genre, i guess
[09:45:38] <edheldil> btw, fuzzie, how much code do the different games in ScummVM really share? When I read the list of games it rather looked like a complete list of all PC graphical adventure games ever written :)
[09:49:12] <wjp> mainly the I/O bits
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[09:50:01] <wjp> the actual engine code isn't shared, but it calls common code for displaying graphics, playing audio, reading files, ...
[09:53:42] <lynxlynxlynx> MadMan: any proof like screenshots or videos of gemrb running on morphos?
[09:55:46] <MadMan> lynxlynxlynx: uhm, maybe not this time
[09:55:56] <MadMan> but there's unofficial port
[09:56:07] <MadMan> it has some troubles, so it's not released to public
[09:56:37] <lynxlynxlynx> if you know the authors, tell them to come to us and we may help if it is not a problem of the environment itself
[09:57:33] <Kiranos> android/iphone works, but for it to go mainstream so regular joe can handle installation I think a gui gemrb.cfg is needed, to be able to edit the file through the gui with browse etc
[09:57:36] <MadMan> Michal "Kiero" Wozniak :P
[09:57:48] <MadMan> there's a problem with SFS filesystem I think
[09:57:58] <MadMan> game is slow because of buffering or something
[09:58:28] <lynxlynxlynx> it needs to load a lot of data, yes
[09:59:09] <lynxlynxlynx> Kiranos: good idea, we once even had a console configuration utility
[09:59:22] <lynxlynxlynx> it bitrot and was removed though
[10:01:16] <Kiranos> maybe ihpone/android port can work together on that :) let the user specify a folder for example CD1 and gemrb accepts if its finds a couple of files in the tree which it expects to be there
[10:04:51] <lynxlynxlynx> both these come preconfigured, so you just have to follow instructions
[10:09:24] <edheldil> Kiranos: actually, there are not many params in gemrb.cfg that need to be tweaked
[10:10:09] <Kiranos> I know but editing a file in android etc is not common knowledge for anyone
[10:10:44] <Kiranos> they are used to gui more so an on regular linux
[10:12:09] <edheldil> writing a gui would be trivial
[12:41:51] <CIA-26> GemRB: 03lynxlupodian * rba9980ca6a83 10gemrb/gemrb/plugins/KEYImporter/KEYImporter.cpp:
[12:41:51] <CIA-26> GemRB: added a short explanation of the missing Chitin.key error, since it is one
[12:41:51] <CIA-26> GemRB: of the most common ones
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[15:48:13] <lynxlynxlynx> re dhewg's patches, wasn't the hash stuff merged already? 002bc22efd4e029c6f0d7370a8ee7fc50001309b specifically
[15:52:02] <Avenger> it is in, but not used everywhere where it could be used. Btw, i still hate templates :)
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[16:00:52] <fuzzie> lynxlynxlynx: but none of the users, afaict
[16:02:41] <lynxlynxlynx> i can try to ammend that, but i don't know what it should replace, so i'm not the best tool for the job
[16:07:28] <fuzzie> well, there were patches for that too :)
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[16:40:35] <lynxlynxlynx> oh
[16:41:44] <lynxlynxlynx> ah, in his hashmap branch on github
[16:47:53] <fuzzie> not sure which are good/bad. still no time!
[16:48:32] <lynxlynxlynx> use -w when you look at it
[16:49:03] <lynxlynxlynx> there's 4 commits, one of which is not strictly related
[16:59:02] <CIA-26> GemRB: 03avenger_teambg * r5899178ec85a 10gemrb/gemrb/ (9 files in 8 dirs):
[16:59:02] <CIA-26> GemRB: fixed formation tooltip hotkey
[16:59:02] <CIA-26> GemRB: play sound when item sold (use defsound.2da)
[16:59:12] <CIA-26> GemRB: 03avenger_teambg * rc44886c093bb 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GemRB.PlaySound can play defsound.2da entries
[17:01:26] <fuzzie> lynxlynxlynx: well, i don't mean that i have to review stuff first, if you feel you can evaluate them..
[17:01:31] <fuzzie> i just don't remember
[17:01:54] <lynxlynxlynx> no, it's out of my league
[17:02:29] <fuzzie> i'm really bad at evaluating these kind of patches because i tend to err on the 'maybe' side
[17:02:42] <fuzzie> erm, not 'err'. 'be', i guess
[17:03:47] <lynxlynxlynx> as the project is maturing, the being conservative is a good thing
[17:03:50] <lynxlynxlynx> -the
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[19:06:00] <MadMan> lynxlynxlynx: author of morphos port said that it was unusable and too slow due to high disk usage (or sth), it was based on 0.6.3 version
[19:06:23] <lynxlynxlynx> ah
[19:06:36] <MadMan> maybe i'll have a screenshot soon
[19:06:58] <lynxlynxlynx> how is it different from amigaos?
[19:07:15] <MadMan> amigaos use different filesystem
[19:07:26] <MadMan> which is faster I think
[19:07:36] <MadMan> it's not much different
[19:07:49] <lynxlynxlynx> enough for usability apparently ;)
[19:08:33] <MadMan> does gemrb use .so? :P
[19:09:01] <lynxlynxlynx> yep, the core and the plugins when compiled dinamically
[19:09:40] <MadMan> many amigaos4 programmists use .so, it's "quick way" to make amigaos port of app
[19:09:54] <MadMan> morphos programmers usually don't
[19:10:01] <MadMan> (and morphos apps are faster)
[19:14:58] <lynxlynxlynx> if you don't count something basic like the fs
[19:15:27] <lynxlynxlynx> anyway, there were some optimisations since, so it is definitely better
[19:15:31] <MadMan> ok
[19:15:54] <lynxlynxlynx> next release in september will probably have some more (today's talks)
[19:16:42] <MadMan> ok
[19:18:37] <MadMan> hah, I was mistaken
[19:18:44] <MadMan> speed wasn't a problem
[19:18:54] <MadMan> bad implementation of games was
[19:19:35] <fuzzie> usually that means someone tried pst and iwd2
[19:19:43] <fuzzie> somehow people seem terribly attracted to those
[19:20:43] <MadMan> iwd rocks
[19:20:45] <MadMan> :P
[19:21:26] <fuzzie> well, we have "PST and IWD2 are not completable and require a lot more love" at the top of our status page, but people seem unable to read
[19:21:45] <fuzzie> otherwise it depends how picky you are i think :)
[19:22:22] <fuzzie> doesn't look like morphos is very serious, and so if people have a windows machine around anyway then they will never be happy..
[21:23:45] <CIA-26> GemRB: 03lynxlupodian * r98bc73885414 10gemrb/gemrb/GUIScripts/GUICommon.py: IsMultiClassed: try all the class combinations and print an error on error
[21:25:05] <lynxlynxlynx> i added a sorcerer/monk class :)
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