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[09:32:13] <traveler> Executing DestroySelf() in EscapeAreaCore is segfaulty not only with elminster
[09:49:13] <lynxlynxlynx> likely something else right after it
[09:49:17] <lynxlynxlynx> do you have gdb?
[10:19:06] <traveler> nope
[10:23:48] <lynxlynxlynx> can you get it? :)
[10:24:13] <lynxlynxlynx> for random crashes it is easier if you're running a debug session all the time
[10:24:26] <lynxlynxlynx> that way you catch the crash if it happens
[10:25:16] <traveler> yes
[10:25:21] <traveler> will be back in a while
[10:26:38] <traveler> with xan it's replicable, with elminster & others it's 50/50
[10:26:52] <traveler> but it's always after ending dialogue
[10:39:47] <traveler> uh
[10:40:04] <traveler> 0x000000080155ecb4 in ?? () would mean i'm not running debug after all?
[10:40:17] <traveler> but it was compiled with -g
[10:54:14] <traveler> i need some hand holding
[10:54:18] <traveler> i attached to pid
[10:54:36] <traveler> but game freezes and gdb "Cannot find bounds of current function "
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[11:05:45] <lynxlynxlynx> hmm
[11:06:39] <lynxlynxlynx> if you run ccmake . in the build dir, what does it say for the build type?
[11:07:35] <traveler> Attaching to process 50243 Reading symbols from /usr/local/bin/gemrb...done.
[11:07:43] <traveler> that would make it debug build, no?
[11:09:17] <traveler> and i see some source in gdb
[11:09:42] <traveler> but only sdl/opnal related
[11:10:35] <traveler> Build type: RelWithDebInfo
[11:18:14] <lynxlynxlynx> mhm, that's fine
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[11:19:17] <lynxlynxlynx> i always run the app from within gdb, but i doubt that makes any difference here
[11:20:07] <traveler> http://pastebin.com/JsJi0T5Y
[11:20:15] <traveler> thats all i got from core
[11:20:41] <traveler> and attaching to pid was my attempt to run from gdb
[11:21:06] <traveler> but when i'm in this part before crash i get "Cannot find bounds of current function "
[11:21:08] <lynxlynxlynx> please rebuild gemrb in debug mode; this will also cancel optimisations, so gdb will be more accurate
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[11:21:42] <lynxlynxlynx> nuke the build dir or remove all the cmake files and then rerun cmake, this time adding -DCMAKE_BUILD_TYPE=Debug
[11:22:16] <traveler> ok, that's what i was just asking about :)
[11:27:12] <traveler> not good
[11:27:44] <traveler> http://pastebin.com/XM0wTXur
[11:27:53] <traveler> this is debug build and fresh core
[11:31:01] <traveler> one moment
[11:31:02] <lynxlynxlynx> are you also installing gemrb?
[11:33:18] <traveler> uh yes
[11:34:14] <lynxlynxlynx> ok, so you're running the freshly compiled one
[11:34:27] <traveler> yes
[11:41:22] <traveler> hm if xan dies wielding his sword, you you cannot pick it up from his body, strange
[11:41:35] <lynxlynxlynx> it's a moonblade
[11:41:42] <traveler> yes it is
[11:41:53] <traveler> but it's not lying on the floor
[11:42:06] <lynxlynxlynx> it should probably vanish
[11:42:10] <lynxlynxlynx> nobody could use it anyway
[11:42:52] <traveler> i think it shouldn't
[11:43:03] <traveler> and..
[11:43:21] <traveler> there were some exploits- like naming your character xan
[11:43:35] <traveler> or just having the same alignment
[11:43:48] <traveler> but i didn't test if it worked
[11:45:44] <traveler> well maybe it should vanish indeed
[11:46:14] <lynxlynxlynx> probably not, i forget you can resurrect
[11:47:04] <lynxlynxlynx> and re debug: ccmake really shows Debug now?
[12:16:33] <traveler> yes
[12:19:01] <traveler> is resurrect implemented?
[12:19:10] <traveler> i went to temple
[12:19:13] <traveler> to ressrect xan
[12:19:29] <traveler> resurrection is still red
[12:19:53] <lynxlynxlynx> you have to select the dead member
[12:19:57] <traveler> yup
[12:19:57] <lynxlynxlynx> but it could be buggy
[12:20:03] <traveler> core dump after selection xan
[12:20:14] <traveler> *selecting
[12:22:03] <lynxlynxlynx> ok, let's try it a different way
[12:22:14] <lynxlynxlynx> run gemrb from the build dir
[12:22:49] <lynxlynxlynx> gdb -q --args build/gemrb/gemrb -c your.config
[12:23:18] <traveler> resurrection works, but segfaults after
[12:23:53] <traveler> or before
[12:25:00] <traveler> so i don't know if he reagins his sword
[12:25:03] <traveler> *regains
[12:25:09] <traveler> rebuilding now
[12:25:37] <lynxlynxlynx> why rebuilding?
[12:25:58] <lynxlynxlynx> didn't you build after the last cmake run?
[12:25:59] <traveler> i've cleaned build
[12:26:03] <traveler> yes
[12:26:32] <lynxlynxlynx> you should get the exact same results then
[12:26:46] <traveler> yes
[12:27:20] <lynxlynxlynx> why the rebuild then?
[12:28:40] <traveler> you asked me to run from build directory
[12:28:46] <traveler> i've cleaned build directory
[12:28:54] <traveler> before
[12:31:29] <traveler> drumroll
[12:31:32] <traveler> http://pastebin.com/ex9RwYxz
[12:33:18] <traveler> http://pastebin.com/AXvCrRTD better one
[12:33:29] <wjp> "print actor" ?
[12:34:23] <lynxlynxlynx> ah, this is very recent code
[12:36:27] <traveler> http://pastebin.com/YQ5L9dEc
[12:36:31] <traveler> in the other place
[12:37:42] <traveler> with palin, with elmister it would be the same
[12:37:43] <lynxlynxlynx> it's the same bit
[12:37:46] <traveler> yes
[12:37:51] <traveler> so i'm saying
[12:37:54] <lynxlynxlynx> and like wjp fears, actor is probably null there
[12:38:00] <traveler> that we could say that with elmin. it would be te same too
[12:38:08] <lynxlynxlynx> especially since there's talk about destroyself before ;)
[12:38:13] <traveler> yup
[12:39:58] <lynxlynxlynx> i'll fix it
[12:40:05] <lynxlynxlynx> just need to unbork my system
[12:40:14] <lynxlynxlynx> silly distributions
[12:42:04] <traveler> http://pastebin.com/y18bE0KC
[12:42:10] <traveler> use freebsd :P
[12:42:13] <traveler> ressurection crash
[12:43:28] <lynxlynxlynx> even sillier :P
[12:43:41] <lynxlynxlynx> it's the same crash
[12:43:50] <lynxlynxlynx> if you want a temporary fix, just comment that line out
[12:47:04] <traveler> brage sword crash is something different
[12:47:06] <traveler> though
[12:47:22] <traveler> SW2H03
[12:47:25] <traveler> try wielding it
[12:48:50] <lynxlynxlynx> produce a bt and it can be fixed much faster
[12:49:00] <lynxlynxlynx> btw, it is also good to run: b abort
[12:49:15] <traveler> i'v tried bt
[12:49:15] <lynxlynxlynx> this means also assertions will get caught
[12:49:21] <traveler> bt is 4k lines + long
[12:49:26] <traveler> and start is in libc?
[12:49:55] <lynxlynxlynx> huh
[12:50:20] <lynxlynxlynx> by starts you mean #142353675 or #0 ?
[12:50:54] <traveler> 0
[12:52:30] <traveler> i haven't seen end at all
[12:52:55] <traveler> i've aborted at 4700 line
[12:53:46] <lynxlynxlynx> aha, so it's actually at the end (the order is reversed)
[12:54:03] <traveler> ok
[12:54:05] <lynxlynxlynx> we must do something stupid for it to get into a loop
[12:55:22] <traveler> how to jump to start?
[12:58:35] <lynxlynxlynx> can't find any info
[12:58:40] <lynxlynxlynx> try bisection
[12:58:42] <traveler> didn't matter
[12:58:43] <lynxlynxlynx> f 10000
[12:59:02] <lynxlynxlynx> if it is still the same glibc loop, try a bigger number else lower
[12:59:35] <traveler> http://pastebin.com/RdiGAHqV
[12:59:42] <traveler> its libc not glibc
[12:59:56] <traveler> that bit repeats itself
[13:00:03] <lynxlynxlynx> :P
[13:00:54] <lynxlynxlynx> ok, i think i know where this is going
[13:01:05] <lynxlynxlynx> do you have the resref of the sword handy?
[13:01:41] <traveler> yeees
[13:01:44] <traveler> as i've said
[13:01:48] <traveler> SW2H03
[13:01:54] <traveler> and as i've wrote in wiki :)
[13:03:12] <lynxlynxlynx> ok, thanks
[13:03:42] <traveler> i've added something about xplevels table today if you are interested
[13:11:55] <lynxlynxlynx> i was reading the backlog, but it was mostly wtf
[13:12:15] <traveler> well
[13:12:25] <traveler> i know for sure the .2da i've made
[13:12:32] <traveler> is up to 20lvl
[13:12:48] <traveler> and gemrb behaves like xp < table when at 18lvl
[13:12:54] <traveler> xp > table
[13:13:04] <traveler> that is, if pushed over jumps to 40lvl
[13:13:20] <lynxlynxlynx> sure, that fallback was added for testing hlas
[13:13:32] <traveler> yes, but why not ad the true end?
[13:13:35] <traveler> *at
[13:13:54] <lynxlynxlynx> xp cap? nobody felt like it yet
[13:14:07] <traveler> there is no xp cap
[13:14:14] <lynxlynxlynx> exactly
[13:14:31] <traveler> could be missing one column from import from 2da?
[13:14:36] <traveler> that would explain it
[13:16:19] <lynxlynxlynx> look at the existing table and compare
[13:17:03] <lynxlynxlynx> i doubt we have an error in our code, except maybe in this debug fallback bit or all the level ups would already be shifted
[13:18:59] <traveler> yes
[13:19:12] <traveler> i thoght initially about shift
[13:19:29] <traveler> but to me, it looks like last columns is cut off, not shifted
[13:19:39] <traveler> becouse xp levels are correct
[13:19:46] <traveler> up to 18/9
[13:20:40] <traveler> but decapped bg1 (which essentially gemrb is currently to me) should go to last column of 2da and it does not.
[13:21:11] <traveler> sorry i'm so repetitive
[13:22:10] <traveler> i wonder how rest of the games behave above 18lvl or -2lvls from end of the 2da table
[13:23:56] <traveler> do you use 1lvl/0 column? if not maybe that's it..
[13:24:20] <lynxlynxlynx> did you omit it?
[13:24:40] <lynxlynxlynx> same structure as the official xplevel should be fine
[13:25:37] <traveler> i didn't
[13:25:57] <traveler> i've copied .2da file from uh this infinity vault
[13:26:13] <traveler> to rule out i had bugged biff
[13:26:19] <traveler> but effect is the same
[13:27:43] <wjp> it could be the loop bounds in GetNextLevelFromExp are off-by-one, but I'm not sure
[13:29:07] <traveler> this sounds plausible to my uneducated mind
[13:29:57] <traveler> but that would make maximally attained be xp table column -1, that is 19.
[13:30:13] <traveler> *Attained xp level
[13:30:33] <traveler> *if this would be corrected
[13:30:48] <traveler> still not last-last column
[13:32:29] <CIA-58> GemRB: 03lynxlupodian * r3c5f9923a30b 10gemrb/gemrb/core/GUI/GameControl.cpp: GetLastActor does not guarantee a valid actor return
[13:32:37] <traveler> modders usually supplement their 2da files, so that's good, their epic lvls are their problem, but i'm not sure what behaviour they are expecting. last-last or last -1
[13:33:23] <traveler> *currently we have last -2
[13:34:29] <traveler> if last-last, then we should return maybe 0 xp to next level and block levelling up button
[13:40:08] <lynxlynxlynx> i couldn't levelup a mage past level 10 at all
[13:43:31] <lynxlynxlynx> worked on 2nd try :s
[13:45:16] <traveler> maybe invisible proficiency point?
[13:45:44] <lynxlynxlynx> eh?
[13:46:00] <lynxlynxlynx> can't get to 18 due to too many proficiencies
[13:46:07] <traveler> exactly
[13:46:13] <traveler> but you can allot them
[13:46:22] <traveler> you just have to click where + buttons should be
[13:46:26] <lynxlynxlynx> both a data error (original tables) and ours (no limits)
[13:46:32] <lynxlynxlynx> doesn't work for me
[13:46:40] <traveler> give me a momnt
[13:47:54] <traveler> yes
[13:48:16] <traveler> its 18lvl or 275000 xp whichever is lower
[13:48:37] <traveler> for mage it's 17
[13:49:34] <lynxlynxlynx> you mean with a cleric or druid you don't have any problems?
[13:49:49] <lynxlynxlynx> was all this level-2 talk about this proficiency stuff?
[13:50:51] <traveler> those are two separate issues
[13:51:02] <traveler> and that's why it's confusing
[13:51:44] <traveler> indeed, mage cannot level beyond 17 because of extra prof.
[13:51:47] <lynxlynxlynx> hmm, we already have some code to prevent the first
[13:52:14] <traveler> in cleric and thief, you also got spare proficiencies but you can allot them by invisible buttons
[13:52:16] <traveler> HOWEVER
[13:52:29] <traveler> no character goes beyond 18lvl column
[13:58:09] <traveler> not even fighter
[14:01:00] <lynxlynxlynx> at that point, our current prof state counter is wrong
[14:02:30] <lynxlynxlynx> checking the wrong stats
[14:05:23] <traveler> uhm
[14:06:02] <traveler> thief with invisible buttons for prof, gets to 18lvl/1760000
[14:06:08] <traveler> so 18lvl columns as well
[14:06:20] <traveler> *mn
[14:07:34] <traveler> funny, that 'leveling up' with broken button after 18lvl, still gives hp bonus, so you can abuse it till 300hp mage ;)
[14:08:28] <traveler> another thing to block after running out of table
[14:10:46] <lynxlynxlynx> futile victory, you were levelling up while paused
[14:12:38] <traveler> could you rephrase?
[14:12:41] <traveler> that hp stays
[14:13:42] <lynxlynxlynx> my mistake then
[14:16:24] <traveler> really
[14:16:42] <traveler> and you can abuse it till bored
[14:17:55] <traveler> 729hp in my case
[14:18:11] <traveler> wonder if it can overflow
[14:18:54] <traveler> as in pen&paper ad&d 2nd supposed limit on (character) hp was 300
[14:34:55] <lynxlynxlynx> you'd get bored before getting in trouble
[14:35:09] <lynxlynxlynx> starting to close in on the bug
[14:38:30] <traveler> i've tested xan in meantime
[14:38:38] <traveler> he loses his sword upon death
[14:39:09] <traveler> i mean, sword vanishes and he is resurrected without it
[14:40:54] <lynxlynxlynx> i think there's a timer involved
[14:41:04] <lynxlynxlynx> check its description
[14:46:04] <traveler> i've mta to temple so not really much time passed
[14:49:33] <traveler> speaking of which character gives voice if moving whole party- it's always LAST one.
[14:49:39] <traveler> i don't think it's correct
[14:51:44] <CIA-58> GemRB: 03lynxlupodian * r02fcc02ce269 10gemrb/gemrb/GUIScripts/LUProfsSelection.py: fixed a comment typo
[14:51:45] <CIA-58> GemRB: 03lynxlupodian * r28c5d712a0b5 10gemrb/gemrb/GUIScripts/LUProfsSelection.py: bg1/iwd: fixed bad lookup when checking if there are free prof slots left
[14:51:53] <traveler> we have spoke about it sometime ago, and you've said that not always leader should whine in bg, well maybe. But last one in party neither.
[14:52:13] <traveler> thanks for porf
[14:59:48] <traveler> prof number is one thing, thief still has invisible buttons you can use
[15:01:00] <traveler> so essentialy free slots
[15:02:42] <traveler> but yes, mage, cleric works fine, thanks for fix
[15:13:52] <CIA-58> GemRB: 03lynxlupodian * ra760712ad6dc 10gemrb/gemrb/GUIScripts/LUCommon.py: LUCommon: fixed a few bugs preventing levelup at edges of available data
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[15:19:13] <traveler> thanks, that was awesome
[15:19:23] <traveler> looks working how it should
[15:21:54] <traveler> there is a problem i've forseen
[15:21:56] <traveler> with thief
[15:22:07] <traveler> you have 10pts left to allot
[15:22:10] <traveler> left
[15:22:31] <traveler> when all skills are maxed to 250
[15:24:41] <lynxlynxlynx> eh
[15:29:57] <lynxlynxlynx> are you skipping levels?
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[15:35:47] <traveler> yes
[15:35:59] <traveler> but that shouldn't matter
[15:37:17] <traveler> in multiclass / thief it does not matter
[15:37:55] <traveler> i'm using default characters
[15:44:25] <traveler> i must go now, thanks for all fixes and help, really appreciate it.
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[15:54:20] <CIA-58> GemRB: 03lynxlupodian * rf47937351d5e 10gemrb/gemrb/GUIScripts/LUSkillsSelection.py: take the boni into consideration when checking skill assignment limits
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[18:36:55] <brad_> lynx: not a big deal, but erasing spells from you spellbook causes a python error
[18:37:14] <brad_> it does work but you have to close the book and reopen to see that it was sucessful
[18:37:41] <brad_> i would fix it myself but im not sure i understand the error
[18:45:37] <lynxlynxlynx> what's the error?
[19:31:11] <brad_> lynx: http://pastebin.com/FUnA3J4x
[19:31:54] <lynxlynxlynx> thanks, looks like an easy fix
[19:32:02] <brad_> i dont get why its complaining about the number of arguments to a function then seems to indicate the loop...
[19:42:12] <lynxlynxlynx> that's just wrong output
[20:40:04] <brad_> lynx: i think there is a leak in DisplayMessage::DisplayString
[20:40:20] <brad_> shouldnt strings made with strdup be freed?
[20:40:58] <brad_> also i have a problem with the protaginist leaving the party on game load
[20:41:08] <brad_> and there is not even a way to stop it
[20:42:46] <brad_> i guess that string is eventually freed the next time a new head string is attached
[20:42:49] <brad_> so nevermind about that
[20:43:26] <brad_> tho i wonder why strdup is used there instead of inside Scriptable::DisplayHeadText
[20:46:00] <lynxlynxlynx> in bg2?
[20:46:38] <brad_> yes
[20:47:31] <lynxlynxlynx> where?
[20:48:06] <brad_> in eds saves practically all of them
[20:48:23] <brad_> just happens immediately after loading
[20:48:51] <lynxlynxlynx> odd, never heard of such problems before
[20:48:59] <brad_> me neither
[20:51:54] <lynxlynxlynx> i wonder if you two had compatible installs
[20:52:30] <lynxlynxlynx> but there's no game script that would force part the protagonist :s
[20:54:23] <brad_> i have 0 mods install
[20:54:33] <brad_> tho maybe i should install the fixpack
[20:56:34] <lynxlynxlynx> maybe it could happen in a multiplayer save, but this is the only thing i can think of
[20:56:53] <lynxlynxlynx> it would have to be in a combination with anothe bug
[20:57:09] <brad_> pretty sure eds saves are single player
[20:57:22] <lynxlynxlynx> the character actually ends up bluecircled?
[20:57:36] <brad_> actually i think the char vanishes entirely
[20:57:39] <brad_> let me check
[20:57:46] <lynxlynxlynx> instant game over?
[20:58:24] <brad_> no
[20:59:01] <brad_> the dialog give me the option to keep him or dismiss but keeping him results in an infinate loop of the same dialog
[20:59:30] <lynxlynxlynx> what's his name?
[20:59:42] <brad_> Arthuris
[21:00:09] <lynxlynxlynx> odd that a protagonist would have a join/leave dialog at all
[21:00:15] <brad_> ah he doesnt disappear but he does walk away
[21:00:30] <brad_> i agree. i assumed it was for multiplayer
[21:00:46] <brad_> just a generic one
[21:01:32] <lynxlynxlynx> try to pause while the game is loading
[21:01:49] <lynxlynxlynx> if you can get in that way, check the character records of all the party
[21:01:55] <brad_> how?
[21:01:56] <lynxlynxlynx> only one should have the Export button enabled
[21:02:00] <lynxlynxlynx> spacebar
[21:02:31] <brad_> i paused but i cant activate his character screen
[21:03:29] <lynxlynxlynx> what about the others?
[21:03:42] <brad_> export is disabled
[21:03:47] <lynxlynxlynx> good
[21:04:14] <lynxlynxlynx> what happens when you try to switch to his record?
[21:04:49] <brad_> switch?
[21:04:54] <brad_> nothing happens
[21:04:56] <brad_> no errors
[21:05:11] <brad_> just says [Python]: Dual classed in the log
[21:05:27] <brad_> and the ResourceManager]: Found 'magesch.2da'
[21:06:20] <lynxlynxlynx> neither does the portrait window update?
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[21:06:28] <brad_> nope
[21:06:45] <brad_> his portrait doesnt highlight either
[21:06:48] <lynxlynxlynx> can you switch to him outside of the window?
[21:07:21] <lynxlynxlynx> sounds like he's in a horrible state, though I don't understand why the game doesn't end
[21:07:21] <brad_> i can select him but then going into the char screen it switches to the char above him
[21:07:38] <lynxlynxlynx> what general area is the save in?
[21:07:43] <brad_> all of them
[21:07:47] <brad_> there are several
[21:08:07] <brad_> tho they are all saves with the same protagonist
[21:09:11] <lynxlynxlynx> ok, so he can't be imprisoned or mazed
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[21:09:49] <brad_> i can see some icons on his portrait
[21:09:56] <brad_> but i dont know what all of them are
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[21:10:15] <brad_> no red ones tho
[21:10:27] <brad_> other than fatigue i eman
[21:11:05] <lynxlynxlynx> ctrl-m on him
[21:11:19] <lynxlynxlynx> the scripts line should be interesting
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[21:16:23] <brad_> get this the mouse cursor changes to the ø
[21:17:35] <brad_> http://pastebin.com/KKq41QS6
[21:25:44] <lynxlynxlynx> that script looks fishy
[21:26:06] <lynxlynxlynx> in the save i checked, the protagonist also has none set
[21:27:13] <lynxlynxlynx> DPLAYER3.BCS, which runs on the protragonist. However, these scripts are deactivated when the party AI is turned off.
[21:28:20] <lynxlynxlynx> so maybe it's a double bug :)
[21:29:21] <lynxlynxlynx> first please try switching ai off, it's the dashed selection rect lookalike icon on the lower right
[21:31:15] <lynxlynxlynx> looks like the bug should be in the breakingpoint trigger
[21:31:49] <brad_> it was off
[21:32:10] <lynxlynxlynx> it's not used that often, so it could easily go by unnoticed
[21:32:24] <lynxlynxlynx> try clicking anyway, i'm not sure the outline is drawn correctly
[21:32:39] <brad_> i tried with on and off
[21:35:14] <lynxlynxlynx> ok
[21:36:04] <lynxlynxlynx> for investigating further, you'll need a debugger
[21:36:09] <lynxlynxlynx> if you have the will that is
[21:36:21] <lynxlynxlynx> breaking on GameScript::BreakingPoint would be a good start
[21:36:59] <lynxlynxlynx> it could be pretty noisy, but it will probably be true asap
[21:37:18] <lynxlynxlynx> the other breakpoint is on SetDialogue, so you know you got into the script group
[21:38:49] <lynxlynxlynx> before loading of course, in the dump you posted the new dialog is already set
[21:40:50] <brad_> i have the will, but no time atm
[21:40:59] <brad_> probably sometime during the week
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[22:06:36] <traveler> hi
[22:06:53] <traveler> somethink looks switched in officer's vai store
[22:07:01] <traveler> you can sell her bandit scalp for 50gp
[22:07:07] <traveler> and buy from her for 45
[22:07:12] <traveler> instant profit!
[22:08:23] <brad_> ha
[22:09:54] <traveler> more annoying is that that stacked scalps are priced as single one, but maybe that was to represent that you have to untie them to single pieces to sell with profit ;)
[22:11:49] <brad_> do other stacked sellables suffer from that?
[22:11:53] <traveler> somebody was complaining that (in some bug report) taerom (blacksmith) was not 24/7 in his place- that's a feature, I clearly remember such behaviour in original game.
[22:12:00] <traveler> no, only scalps as far as i can tell
[22:12:14] <traveler> but only feldepost and vai buy scalps
[22:12:29] <traveler> mhhh highhedge maybe too
[22:41:39] <CIA-58> GemRB: 03bradallred * raef2581b3ea6 10gemrb/gemrb/core/Font.cpp:
[22:41:39] <CIA-58> GemRB: Font: fix printing text labels.
[22:41:39] <CIA-58> GemRB: we werent correctly looking up the glyphs and were using YPos instead of Height
[22:49:13] <traveler> thanks lynx for fixing thief too
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