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[00:08:25] <brada> ok so now i need to get pngimporter building so i can see what is happening to the demo fonts
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[08:36:49] <edheldil> Hi, lynx. Would you like a cursor bam? (with just one cursor)
[08:37:05] <lynxlynxlynx> we have that already
[08:37:17] <edheldil> ah, too bad
[08:37:28] <lynxlynxlynx> i just haven't figured out how to force a color to be transparent
[08:37:39] <lynxlynxlynx> playing with the index didn't get me the expected result
[08:38:56] <edheldil> there's a transparent color index in bam
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[09:18:39] <lynxlynxlynx> yes, that's what i meant
[09:40:27] <edheldil> the problem is that you defined transparent index as 0, but the bitmap has 241
[09:51:24] <lynxlynxlynx> ah
[09:51:39] <lynxlynxlynx> i didn't feel like trying the whole palette
[09:52:27] <lynxlynxlynx> what tool did you use to figure that out?
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[11:11:56] <chiv> ola
[11:19:14] <edheldil> lynxlynxlynx: iesh :)
[11:19:28] <edheldil> sigh, you pushed earlier than me
[11:19:30] <edheldil> :)
[11:23:10] <lynxlynxlynx> details?
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[12:57:08] <edheldil> lynx: details of what? How I checked? o=load_object("cursors.bam") ; o.printme(); print o.frame_list['frame_data'] or something like that
[12:58:23] <edheldil> and patched with o.header['comp_color_ndx'] = 241 ; f=FileStream().open("x.bam", 'wb'); o.write(f) ; f.close()
[13:00:25] <lynxlynxlynx> but how did you find out it was 241?
[13:12:06] <wjp> I'm guessing just by looking at the raw pixel data
[13:16:18] <edheldil> print o.frame_list['frame_data']
[13:30:53] <lynxlynxlynx> so iesh does the dirty work itself?
[13:42:31] <edheldil> what dirty work? :) But I used it to convert bmp to bam. I will try to cobble up some easy to use convertor
[13:44:23] <lynxlynxlynx> finding the palette index of the transparent pixel
[13:45:21] <lynxlynxlynx> anyway, you can do the same with carot.bam and scrlbar1.bam
[13:58:52] <edheldil> done
[13:59:07] <chiv> i think I have a bug: when the selection changes, the game changes the selected global id, but not the party id. this is only noticable because it breaks the select ammo patch - other than that, I almost have finished an extension to that which lets you choose weapons, offhand weapons etc from the quickslot menu
[14:04:38] <edheldil> btw, I have found a graphical glitch, unrelated to lynx's data: move viewport so that a selection circle intersects the gui at the bottom (did not try elsewhere), then move the cursor over it from the GameControl out - results in a green pan cursor, stuck on the spot until you move the cursor back into gamecontrol
[14:06:22] <lynxlynxlynx> chiv: odd and it worked fine here
[14:07:26] <chiv> hmm, over here it breaks when you change character...
[14:08:09] <chiv> i will get to the bottom of it, but i need a break cos I am going round in circles
[14:08:23] <edheldil> in selection circles???
[14:08:49] <edheldil> your conversation in the recent time seemed to be a bit scripted
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[14:09:53] <edheldil> 2 - [LIE] but it will be ok soon [END DIALOG]
[14:11:25] <edheldil> ... You have updated your journal.
[14:12:26] <rocket_hamster> hello!
[14:18:55] <edheldil> hi, hamster
[14:23:30] <rocket_hamster> hey edheldil have you seen baldurs gate enhanced edition lets play yet?
[14:25:15] <edheldil> no... what's that?
[14:27:09] <fuzzie> is there a good video of the ipad version somewhere?
[14:27:25] <rocket_hamster> it is on ipad?
[14:27:28] <fuzzie> yes
[14:27:41] <rocket_hamster> edheldil: http://www.youtube.com/watch?v=XZLlNK-cl0Y&feature=g-u-u
[14:31:02] <edheldil> I will look when I can
[14:31:29] <rocket_hamster> fuzzie: what tech do they use?
[14:31:32] <rocket_hamster> opengl?
[14:33:17] <fuzzie> I think opengl es is your only option on both ipad and android.
[14:35:16] <rocket_hamster> how do you compile it for android?
[14:35:21] <rocket_hamster> are there any linux tools?
[14:35:43] <rocket_hamster> i know there is some sdk but it looks like it is mainly for apps not
[14:35:47] <rocket_hamster> opengl game
[14:36:25] <lynxlynxlynx> of course there are, otherwise the system wouldn't be possible
[14:36:54] <rocket_hamster> well can you point me the right way?
[14:36:56] <fuzzie> the whole of android is opengl es nowadays
[14:37:06] <rocket_hamster> please :)
[14:37:13] <fuzzie> if you want to write C++ then see the NDK (native development kit)
[14:37:22] <fuzzie> if you want to write Java, then, see the Java docs of the SDK :P
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[14:47:01] <rocket_hamster> hmm ive red something about ndk, it seems like it is some kind of "this is not how it is supposed to be done" way
[14:47:24] <rocket_hamster> i mean like i have a feeling that you shouldnt use c/c++ on android
[14:47:28] <rocket_hamster> dunno if im correct
[14:48:32] <rocket_hamster> ive seen something like this before, c++ is middleware and they expect others to use html for applications
[14:48:47] <rocket_hamster> so if you want to make c++ app you have to hack
[14:53:11] <fuzzie> no
[14:53:19] <fuzzie> Applications on android are written in Java.
[14:53:31] <fuzzie> You can call out to native code using JNI.
[14:54:39] <fuzzie> If you don't need the Java APIs at all, such as in a full-screen game, then you don't have to supply any Java as long as you're using modern (2.3+) Android.
[14:55:20] <rocket_hamster> does android have linux kernel?
[14:55:23] <fuzzie> yep.
[14:55:24] <rocket_hamster> why would they use java on that
[14:55:36] <fuzzie> Well, it's the Java *language*.
[14:55:43] <fuzzie> They have their own libraries and runtime.
[14:56:00] <rocket_hamster> wouldnt it be faster if they run it natively
[14:56:09] <fuzzie> Sure, but that doesn't matter.
[14:56:46] <fuzzie> The performance-sensitive stuff is largely native code.
[14:57:04] <rocket_hamster> so java is there to make it mainstream friendly?
[14:57:06] <fuzzie> And people generally prefer writing their GUI-ish applications in a language like Java.
[14:57:16] <fuzzie> C++ coders are, alas, not the mainstream. :)
[14:57:24] <rocket_hamster> well not anymore
[14:57:55] <fuzzie> Android is also officially supported on x86, ARM and MIPS.
[14:58:37] <rocket_hamster> well sec, when talking about android you mean the middleware?
[14:58:47] <rocket_hamster> or are there any major changed to kernel except drivers?
[14:58:53] <rocket_hamster> changes*
[14:59:02] <fuzzie> They have some extra stuff in the Android kernel.
[14:59:29] <fuzzie> But yes, 'Android' = the whole thing.
[14:59:41] <fuzzie> It is *not* GNU/Linux.
[15:00:01] <rocket_hamster> shame
[15:00:08] <rocket_hamster> or pitty is better word
[15:00:23] <fuzzie> Everything which isn't the kernel is different.
[15:00:30] <rocket_hamster> i understand that part
[15:00:38] <rocket_hamster> however i have a thing for java... i just dont like it
[15:00:51] <fuzzie> Well, if you just want to write fullscreen games, you can really just use C++.
[15:00:54] <rocket_hamster> so im cautious about it whenever i see it
[15:00:59] <rocket_hamster> yes. very good
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[15:02:09] <fuzzie> And of course things like SDL abstract it anyway, so you can just use their whatever, so for something like gemrb it's probably fine.
[15:02:42] <rocket_hamster> well it runs on android so i think it is however i couldnt find any info how to compile it for android on gemrb site
[15:03:13] <fuzzie> "with great difficulty", if you don't have an Android toolchain.
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[15:04:38] <fuzzie> but basically see the readme at the bottom of https://github.com/pelya/commandergenius/tree/ and replace 'ballfield' with 'gemrb'. not much fun I expect.
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[15:07:50] <lynxlynxlynx> edheldil: if you want to help some more, cursors.bam needs a better offset, so you would actually click where the finger is pointing
[15:08:13] <rocket_hamster> wow
[15:10:45] <rocket_hamster> thats painfully interesting :D
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[15:51:52] <lynxlynxlynx> thanks :)
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[18:05:52] <brada> lynx: maybe we should make the demo palette bmp?
[18:06:00] <brada> since png plugin is optional
[18:06:24] <lynxlynxlynx> hah, build it already
[18:06:47] <lynxlynxlynx> it's just a placeholder, but it will do no good to our repo if we keep adding bmps
[18:08:25] <brada> i wasnt thinking about myself necessarily :p
[18:11:10] <tomprince> libpng just depends on zlib, which doesn't have deps, so compiling it anywhere isn't going to be a hardship.
[18:14:31] <brada> well im going to go ahead and make it required for mac then
[18:15:27] <brada> anyway lynx i dont see a problem here
[18:15:33] <brada> what is wrong again?
[18:17:27] <lynxlynxlynx> with png? nothing that i know of
[18:17:34] <brada> no i mean with the demo fonts
[18:17:37] <brada> nothing crashes
[18:18:01] <lynxlynxlynx> the easiest to reproduce was the tooltip one
[18:18:35] <lynxlynxlynx> the placeholder passes that puny check on init
[18:18:52] <brada> which check is that?
[18:19:07] <lynxlynxlynx> as for the rest, fonts.2da currently contains horrible first/last char values
[18:19:23] <lynxlynxlynx> ... it probably just checks for presence
[18:19:38] <brada> why are they horrible?
[18:19:49] <lynxlynxlynx> your change from warning to fatal doesn't stop it, that's what i meant
[18:20:05] <lynxlynxlynx> 33-34?
[18:20:32] <lynxlynxlynx> 33-155 at least covers most chars, but i think edheldil had trouble with that too
[18:20:34] <brada> which file is that in?
[18:20:40] <lynxlynxlynx> fonts.2da
[18:20:40] <brada> it should be 33-255
[18:20:43] <brada> for what tho?
[18:20:49] <brada> i surely didnt do that
[18:21:11] <lynxlynxlynx> err, we are still talking about this test data, right?
[18:21:24] <brada> so the fonts.2da in the demo then
[18:23:23] <brada> why char 155?
[18:23:30] <brada> that seems arbitrary
[18:24:07] <lynxlynxlynx> yes
[18:24:10] <brada> ah :)
[18:24:17] <brada> so we do want 255?
[18:24:23] <lynxlynxlynx> of course
[18:26:32] <brada> well your crash is because the font is NULL
[18:26:38] <brada> which is of course odd :p
[18:26:45] <brada> this == NULL
[18:26:46] <brada> i mean
[18:27:40] <lynxlynxlynx> that much i saw
[18:27:43] <brada> there is nothing wrong with the ranges
[18:27:52] <brada> putting 255 as last cahr works fine
[18:27:59] <lynxlynxlynx> i didn't here
[18:28:07] <brada> since my changes yesterday?
[18:28:08] <lynxlynxlynx> i can recheck if your last changes fixed anything
[18:28:13] <brada> yes do that
[18:28:41] <brada> i am pushing a change to that 2da now
[18:28:53] <brada> its more than jus changing the last cahr
[18:31:49] <brada> bah that change doesnt matter
[18:31:56] <brada> i failed to see they are diffrent sizes
[18:31:58] <brada> oh well
[18:33:38] <brada> i put a breakpoint in ~Font and it never trips
[18:33:56] <brada> better put a watch point on this i guess
[18:33:58] <lynxlynxlynx> the ranges are fine now at max, yes
[18:33:58] <brada> if i can
[18:35:25] <lynxlynxlynx> valgrind is also clear of ttf stuff now
[18:35:30] <brada> yeah
[18:35:40] <brada> i put an assert there to be extra sure :p
[18:36:45] <lynxlynxlynx> the tooltip one registers though
[18:36:57] <brada> it works for you?
[18:37:03] <brada> it still crashes for me
[18:37:15] <brada> but the destructor doesnnt get executed
[18:37:25] <lynxlynxlynx> http://paste.debian.net/215840/
[18:38:20] <lynxlynxlynx> i'm pretty sure this due to data, but we should be more resilient
[18:38:38] <brada> i still dont know whats happening
[18:38:54] <brada> null is being added to teh fonts?
[18:40:40] <brada> so yeah it boils down to the tooltip font being null
[18:41:11] <brada> should definitely be an error
[18:41:36] <brada> for what its worth button font and movie font are also null
[18:42:11] <lynxlynxlynx> mhm
[18:42:18] <brada> how is tooltip font null tho
[18:42:28] <lynxlynxlynx> it's not present
[18:42:43] <brada> ah yes
[18:42:45] <brada> obvious
[18:42:45] <lynxlynxlynx> we declare its name in gemrb.ini
[18:43:05] <brada> i thought that floattxt was tootip for a min
[18:43:10] <brada> so what is floattxt?
[18:43:15] <lynxlynxlynx> toolfont
[18:43:24] <lynxlynxlynx> that one is overhead text i guess
[18:43:32] <brada> oh yes
[18:43:33] <lynxlynxlynx> hp and infopoints
[18:43:35] <brada> that sounds right
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[19:06:41] <brada> lynx: btw Invalid seek position 245146 in file dialog.tlk(limit: 19)
[19:06:45] <brada> for the demo dtat
[19:06:56] <lynxlynxlynx> yeah, expected
[19:07:02] <brada> ok
[19:07:13] <brada> we should add an intro move to the demo
[19:07:15] <brada> or something
[19:07:15] <lynxlynxlynx> the cre file has two references, but the tlk is empty
[19:07:23] <lynxlynxlynx> heh
[19:07:48] <lynxlynxlynx> too big, maybe just a link to uhh that blender movie
[19:09:07] <lynxlynxlynx> sintel
[19:09:43] <lynxlynxlynx> i don't think any eye candy makes sense until we set up the basics
[19:10:06] <brada> i meant just a small and short movie that is more or less a slide show explaining gemrb
[19:10:25] <brada> nothing like dragons and castles or anything
[19:10:44] <lynxlynxlynx> something is wrong with the area? something is wrong with the window (textarea still empty) and something is wrong with the game (the actor is still not part of the party and forcejoin does not work)
[19:11:07] <lynxlynxlynx> nice idea
[19:11:51] <lynxlynxlynx> my plan was to set up a really basic demo as a starting point for others
[19:12:07] <lynxlynxlynx> further development may well be better at other places
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[19:12:31] <rocket_hamster> http://fpaste.org/cQEF/
[19:12:35] <rocket_hamster> help?
[19:12:47] <lynxlynxlynx> it's good awareness wise, but we should focus on getting the engine excellent first i think
[19:12:50] <brada> python is missing :p
[19:12:55] <rocket_hamster> i have
[19:12:57] <brada> lynx: sure
[19:13:01] <rocket_hamster> python-libs-2.7.3-7.2.fc17.x86_64
[19:13:07] <rocket_hamster> not good?
[19:13:10] <lynxlynxlynx> good
[19:13:16] <rocket_hamster> then there is a bug
[19:13:30] <rocket_hamster> i have clean git clone
[19:13:31] <fuzzie> don't need python-devel?
[19:13:35] <rocket_hamster> sec
[19:14:02] <brada> yes you need devel
[19:14:03] <rocket_hamster> yes solved
[19:14:13] <rocket_hamster> it just says libs so i was confusled, thanks
[19:14:19] <lynxlynxlynx> what is your cmake version?
[19:14:33] <lynxlynxlynx> ok
[19:14:37] <rocket_hamster> cmake version 2.8.9
[19:14:46] <lynxlynxlynx> back to my movie
[19:14:50] <brada> you need the lib for running
[19:14:55] <brada> you need devel to build
[19:15:11] <brada> you could run gemrb without devel for example
[19:15:13] <rocket_hamster> yes but why does it say lib instead of devel
[19:15:16] <brada> if somebody else built it for you
[19:15:29] <brada> where?
[19:15:37] <rocket_hamster> in cmake error log
[19:15:50] <rocket_hamster> look up i pasted output
[19:15:58] <brada> well part of that error says "PYTHON_INCLUDE_DIRS"
[19:16:08] <brada> which is a dead giveaway
[19:16:14] <rocket_hamster> :]
[19:16:32] <brada> cmake always needs devel packages
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[19:35:20] <rocket_hamster> anyone noticed actor sprites are not placed in middle of that "ring" anymore
[19:35:25] <rocket_hamster> they are slighly off center
[19:35:37] <brada> heh
[19:35:49] <rocket_hamster> and npcs are jumping sometimes like 0.5cm on screen
[19:36:23] <brada> bisect?
[19:36:36] <rocket_hamster> what do you mean?
[19:36:58] <brada> git bisect
[19:37:00] <edheldil_> hi all
[19:37:12] <brada> to pinpoint the commit that cused it
[19:37:14] <edheldil_> anything new since I left? :)
[19:37:25] <rocket_hamster> im not familiar with that command
[19:37:52] <brada> me neither :p I use a git gui
[19:37:54] <lynxlynxlynx> i doubt anything changed
[19:38:03] <rocket_hamster> last time i checked was two weeks ago
[19:38:08] <lynxlynxlynx> the position depends on the heightmap too probably
[19:38:15] <rocket_hamster> and it was not there, however ill create a new game
[19:38:33] <lynxlynxlynx> npc jumping is a wtf though
[19:38:45] <lynxlynxlynx> unless you're on 100mhz
[19:38:52] <rocket_hamster> not that i know
[19:44:57] <rocket_hamster> can i make a screenshot ingame?
[19:45:45] <lynxlynxlynx> we have some code, not sure if it is bound to a key though
[20:02:45] <brada> i think that code is isolated to screenshots for save games
[20:03:17] <lynxlynxlynx> there are two similar functions one after another
[20:03:24] <lynxlynxlynx> one is for that, the other i don't recall
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[20:08:40] <rocket_hamster> lynx http://126.96.36.199/screenshot-2012-12-13.png
[20:09:10] <rocket_hamster> dunno if it shows properly however when i get to town it really shows
[20:09:29] <lynxlynxlynx> what does?
[20:09:37] <lynxlynxlynx> the feet circles are fine
[20:09:42] <rocket_hamster> are they?
[20:09:47] <lynxlynxlynx> yes
[20:11:00] <rocket_hamster> please refresh site
[20:11:19] <rocket_hamster> this is really how they should be?
[20:12:49] <brada> they look wrong to me
[20:13:35] <brada> does linux provide no way of screen grabbing just a window?
[20:14:00] <rocket_hamster> maybe it does this is fastest solution i could install atm
[20:19:49] <edheldil_> brada: it does - at least the gnome screenshotter does
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[20:31:59] <lynxlynxlynx> still looks fine to me
[20:32:10] <lynxlynxlynx> it depends on the orientation, obviously
[20:32:58] <rocket_hamster> when they faced downwards it was even worse
[20:33:16] <rocket_hamster> original game for comparison http://image.gamespotcdn.net/gamespot/images/screenshots/gs/rpg/baldurs2/baldurs2_screen009.jpg
[20:36:14] <lynxlynxlynx> make a screenshot there
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[20:36:45] <lynxlynxlynx> same race and gender npcs to be exact
[20:47:03] <rocket_hamster> ill make one in irenicuses dungeon
[20:47:05] <rocket_hamster> for all angles
[20:47:08] <rocket_hamster> k?
[20:49:33] <lynxlynxlynx> i'm not sure it is worth it
[20:49:58] <lynxlynxlynx> and hah, no wonder there was no visible text, i forgot to give the textarea a size
[20:52:03] <rocket_hamster> well if it is wrong it should be fixed or..?
[21:03:42] <rocket_hamster> ill be back
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[21:18:31] <brada> that reminds me that i have pending text fixes
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[21:51:08] <rocket_hamster> lynxlynxlynx: 188.8.131.52/sprites_off_circle.tar.gz
[21:51:15] <rocket_hamster> :]
[21:52:15] <rocket_hamster> images with "o" are original
[21:52:39] <lynxlynxlynx> can't you make a nice composite?
[21:53:05] <lynxlynxlynx> especially if they all contain the rest of the desktop
[21:53:42] <rocket_hamster> they dont
[21:53:44] <rocket_hamster> i cropped them
[21:54:09] <rocket_hamster> found out nice command line crop script for gimp btw if you ever need
[21:54:26] <lynxlynxlynx> convert/mogrify can do that too
[21:54:52] <lynxlynxlynx> or you could use a sane screen grabber :]
[21:54:57] <brada> ill stick to cmd+shift+4 ftw ;)
[21:55:01] <brada> or what lynx said
[21:55:46] <rocket_hamster> right last 4 lines were not in any language i could understand :D
[21:55:58] <rocket_hamster> have no clue what you are talking about but it probably doesnt work for lxde
[21:56:25] <brada> why is gemrb so much darker?
[21:56:33] <lynxlynxlynx> convert is from imagemagick or graphicsmagic which you surely have
[21:56:37] <brada> diffrent settings?
[21:57:13] <lynxlynxlynx> gamma probably
[21:57:16] <rocket_hamster> yes imagemagic i know about
[21:57:21] <rocket_hamster> btw i use redshift
[21:57:28] <rocket_hamster> so thats probably why it is dark
[21:57:34] <lynxlynxlynx> and if the window is not in focus, maybe the manager also shades it
[21:57:35] <brada> i think its very clear that he is right about the actor position being wrong
[21:57:39] <brada> or rather the circle pos
[22:06:51] <lynxlynxlynx> not clear at all
[22:07:09] <brada> actually the circle is in the right position
[22:07:25] <lynxlynxlynx> they are not standing on the same spots
[22:07:41] <lynxlynxlynx> like i said, the heightmap plays a role here
[22:07:48] <brada> it looks funky
[22:07:57] <brada> the circle is definately not wrong tho
[22:08:20] <brada> cant testify to wether or not the actor sprite is blitted correctly
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[22:09:23] <brada> shouldnt the height map of those 2 positions be the same anyway?
[22:09:33] <brada> sure doesnt look like it should differ :)
[22:09:36] <lynxlynxlynx> i can see a difference, but it is minimal
[22:09:54] <lynxlynxlynx> and i'm not enough of a geek to reckognise the avatars
[22:10:18] * rocket_hamster is now able to take screenshots of active frame only
[22:10:41] <decker^> greets
[22:10:42] <brada> the question is *where* does the engine take the height map into account?
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[22:11:04] <brada> the circle is simple drawn around the actors position
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[22:11:11] <fuzzie> it isn't
[22:11:12] <decker^> wrong channel
[22:11:30] <fuzzie> or rather, the circle isn't drawn where the anim is drawn
[22:11:34] <brada> right
[22:11:41] <brada> i know that :p
[22:11:51] <fuzzie> Actor.cpp:6687 right?
[22:11:56] <decker^> can i ask a off topic and noobish question, anyone here use epic irc and know how to msg certain channel when in multiple ones?
[22:12:33] <lynxlynxlynx> the heightmap is only a visual offset for the actors
[22:13:17] <lynxlynxlynx> http://iesdp.gibberlings3.net/appendices/height.htm
[22:14:08] <brada> yup
[22:14:31] <brada> so it appears we are doing the right thing assuming we have the correct value
[22:14:45] <fuzzie> bear in mind the nearby 'please fix' comment :P
[22:15:01] <brada> heh
[22:15:30] <rocket_hamster> horizontal offset is also different
[22:16:13] <brada> all i saw was that the circle is drawn at the actor position which is always correct AFIK
[22:16:32] <brada> so im guesing any problem here is figuring out where to blit the actor sprites
[22:16:43] <fuzzie> we don't change the horizontal pos
[22:16:58] <fuzzie> your commit msgs are all very confusing without any context btw
[22:17:03] <fuzzie> excepting brada who provided context
[22:19:50] <decker^> so any of you check out the enhanced baldur's gate
[22:20:13] <brada> i think only avenger has
[22:20:20] <decker^> doesn't seem to be much difference with graphics, has that zoom think and new UI
[22:20:20] <rocket_hamster> yup decker^ ive found a nice lets play on youtube if you want the link
[22:20:21] <Avenger> ?
[22:20:22] <brada> of the devs i mean
[22:20:46] <decker^> rocket_hamster sure would not mind :)
[22:21:01] <rocket_hamster> zoom is great, also the circles around actors are somewhat redundant but they are sexy
[22:21:04] <Avenger> what i have ? bgee?
[22:21:14] <brada> yes
[22:21:17] <Avenger> i'm pretty sure wjp plays it
[22:21:28] <rocket_hamster> menu UI is great also
[22:21:37] <decker^> haven't seen the menus
[22:21:44] <Avenger> i'm in the beta team, so i saw it enough :D
[22:22:01] <decker^> ah :) what did you think of it
[22:22:26] <Avenger> the gui scaling is totally awesome, if that's what you ask about
[22:22:29] <rocket_hamster> decker^: http://goo.gl/eymQJ
[22:23:05] <Avenger> people saying widescreen this and that, etc. i wonder how they don't see the difference
[22:23:09] <lynxlynxlynx> fuzzie: yeah, will put a prefix as usual next time
[22:23:19] <decker^> awesome thanks rocket
[22:24:04] <lynxlynxlynx> how can people watch LP videos, they're so long and the players are sometimes annoying
[22:24:10] <decker^> lol
[22:24:16] <decker^> you just skip the parts that suck
[22:24:28] <decker^> and make fun of the idiots :)
[22:24:38] <lynxlynxlynx> the pic+text ones have some nice commentary though, roleplaying style
[22:24:51] <lynxlynxlynx> i have a few bookmarked for when i need to look at original screenshots ;)
[22:25:28] <decker^> sweet :)
[22:26:01] <rocket_hamster> some let's players are boring but there are few who can really tell a story and whole game experience has totaly new feel to it
[22:26:26] <fuzzie> lynxlynxlynx: you download the videos and then put them on >=2x speed :-p
[22:26:27] <brada> fuzzie: Actor.cpp:6760
[22:26:31] <rocket_hamster> and its nice to see how some people look at certain games and how they play them
[22:26:47] <brada> is that maybe a reason for the actors appearng slighty wrong
[22:26:50] <brada> horizontally
[22:27:39] <lynxlynxlynx> i remember something from the ancient todo
[22:27:44] <brada> i dont thinnk it matters enough if indeed it is wrong
[22:27:55] <lynxlynxlynx> something about aligning to the search cells improperly
[22:28:06] <brada> the heightmap does bug me a bit
[22:28:23] <decker^> well pretty realistic gameplay so far, first hour of gameplay is just making your character lol i have done that
[22:28:24] <lynxlynxlynx> 2. Move position of actor (and ground circle) to the center of a searchmap cell <--
[22:28:31] <lynxlynxlynx> if that is still relevant at all
[22:28:37] <fuzzie> it's complicated :P
[22:29:25] <brada> where is that todo?
[22:29:32] <lynxlynxlynx> TODO
[22:30:49] <lynxlynxlynx> it was likely put there a few years back, the last time pathfinding was really touched
[22:42:42] <decker^> hmm tom cruise is in the elder scrolls movie huh
[22:44:24] <decker^> anyway i will play with it some more and come back if i need help, ogre3d seems awesome though just want to say
[22:44:35] <decker^> ugh wrong channel lol
[22:45:07] <decker^> now right channel
[22:45:27] <decker^> better get back to it, finals week
[22:45:31] <decker^> take care guys
[22:45:32] <decker^> exit
[22:45:35] <decker^> lol!
[22:45:37] <decker^> oh man
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[23:11:35] <lynxlynxlynx> huh, i forgot how you travel in pst
[23:11:52] <lynxlynxlynx> loaded one of the later saves and there are no area exits
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[23:14:28] <lynxlynxlynx> "frosty mint candy" invokes "friends" :D
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[23:27:03] <lynxlynxlynx> portals
[23:28:05] <chiv> heh, that confused the hell out of me the first time i played it
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[23:36:52] <lynxlynxlynx> looks like it's all direct area borders or magic
[23:37:09] * lynxlynxlynx ticks off one thing from the todo
[23:38:54] <chiv> would it help if i play the windows version side by side with gemrb and stash all the saves ?
[23:39:02] <chiv> pst i mean
[23:42:29] <chiv> it just occured to me I could mount the windows save dir on my other computer and have convenient access
[23:43:41] <chiv> I wouldnt mind playing that way since i'd have a backup plan