#gemrb@irc.freenode.net logs for 12 Dec 2013 (GMT)

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[00:41:06] <Seniorita> [wiki] pst_bugs - [Gameplay] more about ugly cutscene bug http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1386808684&do=diff
[00:42:51] <chiv> Next section to look at is animation bugs. I've never ever looked at the animation code before so it should be loadsa fun.
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[01:47:54] <Seniorita> [wiki] pst_quests - [Ravel's Maze] attempt to salvage what little info gained from failed attempt at fixing portal bug... http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386812653&do=diff
[01:53:57] <Seniorita> [wiki] pst_quests - [Curst] a minor development in where the game path breaks in the prison http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386813096&do=diff
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[08:56:41] <edheldil> Hi all
[09:22:46] <edheldil> another of my colleagues got interested in GemRB
[09:29:26] <edheldil> fuzzie: regarding astyle, won't it get stale without post* hook on github?
[09:33:27] <fuzzie> well, I don't care at all about it being perfect, just right now it's a bit all over the place
[09:33:42] <fuzzie> but this is why I just ask if it's an idea
[09:37:46] <edheldil> it's fine with me... are there any specific changes you want to achieve?
[09:43:04] <fuzzie> for example it would be nice for it to be clear when I am and am not meant to put spaces in around parantheses :p
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[10:09:57] <lynxlynxlynx> ugh yeah
[10:10:15] <lynxlynxlynx> i remove them unless the whole file is in that ancient style
[10:10:51] <lynxlynxlynx> the style guide by tom we almost agreed fully on is a good reference
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[10:18:50] <edheldil> hehe, spaces before parentheses is something I do :).
[10:19:14] <edheldil> ancient ... pft!
[10:20:11] <edheldil> it would be also nice to rename some methods to a saner name
[10:29:15] <lynxlynxlynx> Actor::StopAttack comes to mind
[10:30:34] <lynxlynxlynx> in our python code, spaces before parentheses is the standard, the odd one is the after case in the core
[10:43:13] <edheldil> or SetTA*
[10:45:05] <edheldil> wjp: would it be possible to have a different tint technique?
[10:51:18] <wjp> such as?
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[11:25:16] <edheldil> wjp: first of all, tint is done for game sprites, but for them is also done global tint. I propose application of the global tint depending on a special blit flag, and merging BlitSprite and BlitGameSprite (if it's indeed the only difference). Or possibly create wrapper fn that would add that flag
[11:29:02] <edheldil> second, BLIT_TINTED with #00ffff does not create effect I desire - I would like it to apply cyan tint over a grey bitmap, to achieve the PS:T infopoint color. Now it seems to limit only the R channel, which creates greenish, but still colorfull bitmaps. Unfortunately BLIT_GREY | BLIT_TINTED does not work.
[11:29:42] <edheldil> it's not a top priority, obviously :)
[11:32:20] <edheldil> I also would like to achieve reddish and bluish tints for non-applicable and magic items, but I will experiment with i first
[11:32:34] <wjp> BLIT_GREY | BLIT_TINTED "does not work" means it doesn't do what you want, or it breaks?
[11:33:21] <edheldil> I apologize for sloppy wording. It creates grayscale bitmap
[11:33:38] <wjp> right; it does tinting first and greyscale conversion afterwards
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[11:34:47] <wjp> can you maybe create a series of screenshots for the effects that we have to add and put those on the wiki somewhere?
[11:34:49] <edheldil> we could also use chequered blit - possibly it's what BLIT_DARK is reserved for
[11:34:56] <edheldil> sure
[11:35:18] <wjp> since I have no time the next month to look at this, but I do want to get things right
[11:36:59] <edheldil> no worry
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[12:22:23] <chiv> i had a really odd problem with dltcep last night - I was trying to alter the script, to0700.bcs which is the exit script for ravel's maze, but for some reason every time i re compiled it gemrb spat out the result
[12:23:11] <chiv> I thought I was doing something wrong, but then I tried near infinity and managed to compile a working script
[12:32:03] <chiv> anyway, its not really a problem for me I can work around it, but I don't really know where to write a bug report
[12:37:11] <edheldil> chiv: dltcep thread/subforum on http://forums.gibberlings3.net
[12:37:18] <Pepelka> The Gibberlings Three Forums
[12:40:03] <chiv> ah ok, i'll do that after work thanks
[12:47:12] <lynxlynxlynx> you modified scripts before, right?
[12:47:34] <lynxlynxlynx> iow, you're sure the file used was replaced with your own
[13:13:33] <chiv> yeah, it came with a console error message from gemrb
[13:15:25] <chiv> I've not had any need to modify scripts before, but obviously I will if I am going to track down all the gameplay bugs
[13:16:42] <chiv> anyway, I think it's past time I need to go...
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[13:16:54] <fuzzie> can't you configure dltcep to use an external compiler?
[13:16:57] <fuzzie> oh :p
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[19:16:01] <berenm> hi there
[20:06:00] <Pepelka> [wiki] pst_quests - [Ravel's Maze] Ravel, you can't even just die properly http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386878370&do=diff
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[21:36:51] <Pepelka> [wiki] pst_quests - [Vice Quarter] more info on broken tenements door http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386883890&do=diff
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[23:55:58] <Pepelka> [wiki] pst_quests - [Ragpicker's Square] notes on the broken return portal from the trash warrens http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386892412&do=diff
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