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

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[00:56:28] <traveler> while i enjoy challenge that brings restless enemies following through different areas, flaming fists pursuits gets a bit absurd- one of them followed me to the canals (this isn't supposed to happen at all)
[00:57:33] <traveler> *i think
[01:17:47] <brada> i dont recall that enemies could follow you except to sub areas
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[01:29:00] <traveler> if canals are sub that would match current behaviour
[01:29:44] <traveler> i didn't want to imply travel between areas-areas
[01:30:37] <traveler> i would say that e.g balduran's ship you could get out, rest a bit then re-attack
[01:31:06] <traveler> now you have 100% chance of deadly wolfweres chase from inside
[01:31:13] <traveler> not exactly bad think
[01:31:26] <traveler> just not sure if flaming fist should actually get to the canals
[01:31:42] <traveler> *** thing
[01:31:50] <Canageek> Cana? Oh, Canal
[01:32:23] <traveler> hah. not all asleep i see.
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[11:48:45] <traveler> heh
[11:48:58] <traveler> no strangeness in console
[11:49:23] <traveler> albeit i now see brown bear rapidly changing between left faced/right faced frame
[11:49:46] <traveler> and travelling sideways
[11:50:07] <traveler> artefact of path finding i think?
[11:50:18] <traveler> yeah
[11:50:22] <traveler> he had blocked way
[11:50:35] <traveler> *cave bear
[11:53:36] <chiv> I see that all the time in Torment, it happens to every single thing that tries to chase you
[11:56:21] <traveler> looks so
[12:12:49] <chiv> well, I am almost back to where I started (since I began using github instead of various other crappy methods...)
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[13:45:49] <Seniorita> [wiki] users:chiv - [Repositories] updated list of feature tweak repo's http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1357998225&do=diff
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[14:06:56] <fizzle> is there a reason why the store code always forces an empty button at the end of the inv lists?
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[14:11:22] <fizzle> because if there isn't I'm going to remove it :)
[14:12:02] <lynxlynxlynx> is it the store code or textarea code?
[14:12:19] <fizzle> GUISTORE.py
[14:12:23] <lynxlynxlynx> slider in particular
[14:12:47] <fizzle> it always sets the slider size to count+1
[14:12:53] <lynxlynxlynx> when you set the max, you still get at least one more or up to a page full
[14:13:19] <lynxlynxlynx> go ahead and remove it, i don't know of any reason for it
[14:13:28] <fizzle> alrighty
[14:14:08] <lynxlynxlynx> do you still need that tis count?
[14:14:36] <fizzle> no, ed checked for me
[14:14:46] <fizzle> I may need a working WED, though...
[14:16:44] <Seniorita> [commit] Jens Granseuer: don't force redundant empty buttons http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=27063d6052c1b9326cf866d1daf77b2aa7ce1ee2
[14:16:45] <Seniorita> [commit] Jens Granseuer: also clear button text for empty buttons http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ce2f96ba55553627665a2767b61cc3900dc27781
[14:16:46] <Seniorita> [commit] Jens Granseuer: remove redundant NULL checks http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e546636daac39c0659b9f1d3daf896cca2b4fbe0
[14:16:47] <Seniorita> [commit] Jens Granseuer: introduce a separate ResRef for TextScreens to avoid conflicts http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2595c83c129a4fbb6f799f7819cfdcde041c73e4
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[15:38:41] <brada> i dont know when the next release is planned, but id like to have this i18n stuff in it.
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[15:40:44] <chiv> brada: how easy is it to get gemrb onto an iphone? only asking because my buddy is around and has one
[15:40:57] <brada> its as easy as jailbreaking it
[15:41:10] <brada> so that depends on the series of iphone
[15:41:21] <chiv> ah ok, so thats a no go ...
[15:41:27] <brada> well
[15:41:39] <brada> if he has or knows somebody with a dev cert...
[15:41:47] <brada> you dont need ot jailbreak
[15:42:00] <brada> but playing on a phone is a waste imo
[15:42:16] <brada> untill we get a good zoom at least
[15:43:15] <chiv> yeah, i imagine it would be hard with stubby fingers...
[15:43:22] <brada> right
[15:43:27] <brada> tho its fun to show off
[15:43:33] <chiv> its a shame you cant use styluses
[15:43:40] <brada> thats all i ever did with it on my gfs iphone
[15:43:45] <chiv> what happened to them...
[15:43:47] <brada> im sure somebody makes one
[15:43:50] <brada> jsut apple doesnt
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[15:44:29] <chiv> i only wanted to do a five minute test to see what needed to be done really to make it nice
[15:45:01] <brada> well we already have a good idea of the first thing (zoom), but there are a few things more on the list
[15:45:08] <brada> ground piles are a nightmare
[15:45:11] <brada> even with zoom
[15:45:19] <chiv> yeah, i have some ideas for that
[15:45:28] <brada> there is no cursor feedback at all
[15:45:41] <brada> so anything that depends on that kinda sucks
[15:46:05] <chiv> as soon as i have located all the bits i need in the code, i want to make a fire-and-forget search action
[15:46:12] <brada> but there is code to hinglingt everything when you have 2 fingers on screen
[15:46:17] <brada> so its not that bad
[15:47:29] <chiv> its something i get from the one or two times i've played a pnp game, there would be no fussing about, you just say you are searching and the game tells you what you find
[15:48:11] <brada> that could work
[15:57:52] <lynxlynxlynx> it can conflict with traps though
[15:58:22] <lynxlynxlynx> https://github.com/chilvence/gemrb/commit/935f08269007f242c8c4ac207c0dbba730489f08 <-- cursor where to what, details
[15:58:24] <Seniorita> Merge the AI button, and fix some fishy handling of it in PST · 935f082 · chilvence/gemrb · GitHub
[15:59:44] <lynxlynxlynx> the rest look acceptable
[16:01:57] <lynxlynxlynx> also, is the initialisation of the ai button good enough without an extra call - does it have the proper state?
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[16:08:00] <chiv> lynxlynxlynx: the cursor problem was just confusion on my part- it seems like when you click any button, the cursor image changes
[16:08:44] <lynxlynxlynx> you mean while it is pressed?
[16:09:40] <chiv> yeah, it happened elsewhere, but i can't remember just now where
[16:10:18] <chiv> also, i can't really verify the ai button, pst doesnt really have any noticable ai...
[16:10:36] <chiv> characters just stand there until you tell them what to do
[16:11:56] <chiv> the cursor changes to the circle with a bar across, the one used for when hovering over a non-reachable area
[16:13:03] <chiv> but it seems to do that in vanilla gemrb anyway
[16:14:08] <lynxlynxlynx> i meant the state of the button
[16:14:29] <lynxlynxlynx> in other games it has the selected frame when it (party ai) is enabled
[16:17:19] <chiv> ill just double check it
[16:17:50] <chiv> i seem to keep losing the trackpad on this laptop...
[16:20:06] <chiv> im not sure, either i am doing something crazy, or it was never working 100% correct
[16:24:07] <lynxlynxlynx> the main gcw lost the toggle parameter, so anytime it was called, it toggled
[16:24:57] <chiv> isnt that what it needs to do?
[16:26:39] <chiv> or are you saying that aipress is called elsewhere?
[16:30:12] <lynxlynxlynx> it was until you removed it
[16:30:17] <lynxlynxlynx> that's why i ask if the state is ok
[16:31:55] <chiv> I actually removed that because I couldn't think of any sensible reason why it would toggle when you start the game, thats more or less why i left the note
[16:32:08] <lynxlynxlynx> pst didn't toggle
[16:32:15] <chiv> ?
[16:32:30] <lynxlynxlynx> toggle=0
[16:35:01] <chiv> in that case, i can't think of any sensible reason why it would call the aipress button, just to _not_ toggle the ai, but then thats why i left a note...
[16:35:46] <lynxlynxlynx> there is other code in the function, no?
[16:36:22] <lynxlynxlynx> a good general rule is to not change functionality if you don't understand it
[16:36:44] <chiv> granted, but from what I saw, whatever it was doing was not working anyway
[16:39:27] <chiv> i may have given a bit less thought to it, given that the ai in pst is depressingly pathetic anyway
[16:40:14] <chiv> they really do just stand there and wait to be killed
[16:40:41] <chiv> its almost a joke that they left the 'ai' button there at all
[16:40:49] <chiv> imho
[16:42:05] <chiv> so, thats why i found it hard to verify it is working properly :)
[16:44:10] <chiv> if anybody can point me to a good pst script mod however...
[16:45:24] <lynxlynxlynx> it's not about the scripts, just the button
[16:46:37] <lynxlynxlynx> like i said, looks like there was a regression in the merged script, but pst's version looks fine
[16:47:00] <lynxlynxlynx> it was just setting the tooltip though out of the extra jobs the main one did
[16:48:18] <lynxlynxlynx> and since it doesn't do it on init, there is no tooltip until someone clicks, clearly a regression for pst
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[16:48:48] <chiv> ah, good point
[16:49:02] <chiv> i hadn't thought that they forgot the tip...
[16:49:28] <chiv> shall i just make a patch to add to the end?
[16:49:29] <lynxlynxlynx> the merged one does it, so it's not a problem for it
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[16:51:06] <chiv> ah, so the regression was magically healed down the line?
[16:51:45] <chiv> hmm, apparently not
[16:52:04] <lynxlynxlynx> merged - main gcw
[16:53:04] <lynxlynxlynx> also, in both cases the button state is always the same on start
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[16:53:46] <lynxlynxlynx> to me, it sounds the cleanest to leave the aipress calls there and readd the toggle flag to the main implementation
[16:54:50] <chiv> so, read the flag and set correct button state on init, then leave AIpress as a seperate part?
[16:55:18] <lynxlynxlynx> just copy the flag stuff from pst
[16:55:23] <lynxlynxlynx> double toggle = no change
[16:56:14] <chiv> i'll have to check that, because the button didnt seem to do anything in pst
[16:57:25] <chiv> that one part really was a pig...
[17:05:47] <lynxlynxlynx> the only important thing here is if it toggles the GS flag
[17:07:06] <chiv> ie the GemRB.GameSetScreenFlags bit?
[17:09:34] <chiv> im just trying to get grace so I can actually test...
[17:09:40] <traveler> hmmm something changed in bg1, i cannot use script as warrior
[17:10:09] <traveler> and actually, scripts/scrolls do not have class exclusions
[17:10:27] <traveler> and i know for sure that i have used stone to flesh scroll in quest
[17:10:35] <chiv> some scrolls do
[17:10:41] <chiv> green scrolls are universal
[17:11:45] <traveler> well, not anymore
[17:11:53] <chiv> i should rephrase that as "should be"
[17:11:54] <traveler> that's what i'm trying to say
[17:11:58] <chiv> heh
[17:12:01] <traveler> well, they were
[17:12:13] <traveler> scrl03-09
[17:12:25] <chiv> while you are mentioning that, there is something else along those lines i found, need to remember...
[17:12:45] <traveler> scrl15 too protection from petrification, albeit blue one
[17:13:36] <lynxlynxlynx> wait, one thing at a time
[17:13:48] <lynxlynxlynx> what script can't you use as a warrior?
[17:14:10] <lynxlynxlynx> what scrolls can you not use anymore or can't anymore?
[17:14:24] <chiv> ok, grace is doing some nice healing action on dakkon, so that bit works
[17:15:14] <traveler> ok
[17:15:32] <traveler> scrl03-09 are green scrolls (protection from...)
[17:16:05] <traveler> and as chiv confirmed, should be usable by everyone, they are not (warrior here)
[17:16:16] <lynxlynxlynx> yeah, i think those should
[17:16:41] <chiv> aieee, that was it, when i was playing pst, i couldnt sell any magic weapons to anyone
[17:16:48] <chiv> if that is related
[17:17:08] <lynxlynxlynx> yep, scrl03 has all the usability bits set
[17:17:15] <chiv> is that the same flags used?
[17:17:28] <lynxlynxlynx> no
[17:17:34] <chiv> ah never mind
[17:17:35] <lynxlynxlynx> well, not the same bit
[17:17:53] <chiv> at least its not bugging my memory :)
[17:17:58] <lynxlynxlynx> traveler: so what about the script?
[17:18:38] <traveler> nothing, in this case i've meant scroll and said script
[17:19:18] <traveler> btw, there is scrl73 and scrl15
[17:20:13] <lynxlynxlynx> ah
[17:20:17] <lynxlynxlynx> what about them?
[17:21:25] <traveler> well i don't see difference
[17:21:43] <lynxlynxlynx> then they're copies, don't mind that
[17:21:48] <chiv> thats the bg team...
[17:21:48] <traveler> and as well, cannot be used
[17:21:53] <lynxlynxlynx> iirc some effect immunities are by resref
[17:22:10] <lynxlynxlynx> anyway, please try to bisect from when it started
[17:22:26] <traveler> will do, but probably not today
[17:22:32] <lynxlynxlynx> i don't see anything wrong with cf6ff1db58ee but that's when we changed usabilities last
[17:22:39] <traveler> getting back to these copies,
[17:22:50] <lynxlynxlynx> so after marking HEAD as bad, git checkout cf6ff1db58ee^
[17:22:53] <traveler> they have bogus
[17:23:00] <traveler> 'uses' button?
[17:23:25] <traveler> similar to theft mastery potion i think
[17:23:28] <lynxlynxlynx> could be, but that's a general and known bug
[17:23:33] <traveler> ok
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[17:24:54] <traveler__> speaking of bisect, would it be okay to only use one test case, e.g one of scrolls?
[17:24:59] <chiv> heh, sometimes the save progress bar in pst comes out of nowhere and gives me an epileptic fit..
[17:25:21] <traveler__> i'm not sure of ids of all scrolls which should be usable by all
[17:25:28] <chiv> i think the save function forgets to close it
[17:25:35] <traveler__> and it looks like a generic problemnow
[17:25:57] <traveler__> by generic i mean affects all such scrolls
[17:26:52] <traveler__> e.g. i can't find stone to flesh scroll id
[17:27:55] <lynxlynxlynx> traveler: yes
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[17:40:18] <traveler__> i have minsc triplets now :(
[17:41:53] <traveler__> ah, no 'just' doubledwin double too
[17:43:28] <traveler__> Actor: Edwin at 2760.2415 Actor: Abdel at 0.1920 Actor: Minsc at 3352.1762 Actor: Edwin at 2760.2415 Actor: Minsc at 3352.1762
[17:44:58] <traveler__> no doubles if area not previously visited though, so maybe not real problem in the end
[17:48:48] <lynxlynxlynx> old save i guess, you know we had problems with this before .2
[17:51:37] <traveler__> yup
[17:51:50] <traveler__> just i have never encountered them
[17:52:21] <traveler__> but i was not really paying attention to npcs too
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[18:49:37] <fizzle> lynxlynxlynx: what do you think about http://nopaste.me/paste/114359283150f1b02d16277
[18:49:44] <Seniorita> From 570c63d990b8d2880574510b5 - Diff - NoPaste.me - Secure and Anonymous
[18:52:42] <lynxlynxlynx> ideally it would be turned into a dict for clarity
[18:52:55] <lynxlynxlynx> we don't use it anywhere, do we? iirc it was added for chiv
[18:53:01] <fizzle> no
[18:54:07] <lynxlynxlynx> chiv, would you mind the change? you'd have to modify some of your out-of-tree code
[18:54:32] <lynxlynxlynx> the last patch looks fine, but there's surely a label in each guiinv
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[18:55:01] <fizzle> you mean the create isn't necessary?
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[18:55:28] <lynxlynxlynx> no, i mean we probably do it in each game
[18:55:43] <lynxlynxlynx> if not, that much better
[18:55:49] <fizzle> ah, so it needs to be done for all games?
[18:58:43] <lynxlynxlynx> likely, yes
[18:59:11] <lynxlynxlynx> maybe we create them for the container window too (InventoryCommon)
[18:59:34] <lynxlynxlynx> all my gemrb shells are full and i don't want to trash them now ;)
[18:59:42] <chiv_> heh, i used the getpos to be able to extend some parts of the controls in a sane screen location, that looks like a nice addition
[19:00:40] <lynxlynxlynx> we want to change it to a dict, so you'd have to change r[0] to r['x'] etc
[19:01:01] <chiv_> thats not an immense drawback
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[19:01:28] <lynxlynxlynx> of course not, just checking if you find it acceptable :)
[19:01:30] <chiv_> whatever makes sense long term is better
[19:01:34] <fizzle> I'll get on it then
[19:01:37] <lynxlynxlynx> fizzle: go break the api heh
[19:01:51] <chiv_> hey dont worry about breaking my stuff, i am always happy to update
[19:02:22] <chiv_> worry about it when there are 50 teams making mods :)
[19:03:11] <chiv_> um anyway, I have the ai button actually toggling properly, but I can't get it to init in the right state...
[19:04:44] <lynxlynxlynx> did it work before?
[19:05:01] <lynxlynxlynx> in pst, i mean
[19:05:02] <chiv_> it didnt visually toggle at all before
[19:05:18] <lynxlynxlynx> ok, then it's not an issue for the merge, but separate
[19:05:23] <fizzle> "X", "Y", "Width", "Height"?
[19:05:37] <chiv_> is W/H too short?
[19:05:53] <lynxlynxlynx> i'm for clarity
[19:05:59] <fizzle> that's why I'm asking ;-)
[19:06:24] <chiv_> W/H is pretty clear to me, its pretty standard shorthand
[19:06:57] <lynxlynxlynx> pretty
[19:07:23] <chiv_> ok, fully
[19:07:41] <lynxlynxlynx> re ai: merge your changes with those in that patch and then please show me the diff
[19:08:10] <lynxlynxlynx> again, it's easiest to do it with interactive rebase and f for fixup
[19:11:06] <chiv_> before i rebase, does this look right ? http://pastebin.ca/2301615
[19:11:08] <Seniorita> pastebin - Miscellany - post number 2301615
[19:13:13] <lynxlynxlynx> i'd delete line 8 and 15, changing 16 to a blank
[19:13:39] <chiv_> im struggling to grasp what button.setvarassoc has to do with redrawing the button...thats just how it was
[19:13:55] <lynxlynxlynx> and i'd rewrite that todo comment
[19:14:01] <chiv_> sorry yeah, thats just my comment
[19:14:12] <chiv_> um... debug comment i mean
[19:14:15] <lynxlynxlynx> yeah or why we set AI as a global
[19:14:40] <chiv_> thats what i wondered to, i cant find any other reference to that variable
[19:14:50] <lynxlynxlynx> the todo one is useful, just make it one statement
[19:15:35] <lynxlynxlynx> well, that's for later anyway, a merge is a merge, should have no extra functionality changes
[19:16:09] <chiv_> thats what i was hoping, get the merge done and then investigate the old code again
[19:17:13] <chiv_> i just want to double check ai the 50th time and then ill rebase it
[19:17:57] <lynxlynxlynx> i have a list of other things i noticed during the last review
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[19:18:11] <Avenger> hello
[19:19:05] <lynxlynxlynx> oj
[19:19:23] <lynxlynxlynx> chiv_: to look at **later**: http://pastebin.ca/2301616
[19:19:24] <Seniorita> pastebin - Untitled - post number 2301616
[19:22:09] <lynxlynxlynx> Avenger: almost made the spellbook perfect; working on one other fix and then there's something external
[19:22:36] <lynxlynxlynx> looks like like we don't update the cre's max memorisation count during loading, likely just in the special iwd2 case
[19:22:57] <lynxlynxlynx> so you get 0 for domain ones and can never memo them
[19:23:09] <lynxlynxlynx> it's all stored though, so should be simple to fix
[19:23:28] <Avenger> there must be a special rule for domains, because the cre file contains all zeros
[19:23:35] <Avenger> i already saw that in dltcep
[19:24:05] <chiv_> isnt it one per level per day or something like that?
[19:24:10] <lynxlynxlynx> you always got to choose between only 2 spells, so i guess there was always just one free slot
[19:24:34] <Avenger> it sucks that the iwd2 engine didn't set it automatically
[19:24:50] <Avenger> now, if you want to be binary compatible, you have to hardcode some temp bonus
[19:25:26] <lynxlynxlynx> you think they assert on it being null or would just add it?
[19:25:45] <Avenger> i have no idea what they would do with a nonzero value :)
[19:25:46] <lynxlynxlynx> making it two, i mean
[19:26:07] <lynxlynxlynx> maybe it's a non-issue if they special-cased it properly :)
[19:26:21] <Avenger> but this is a hack anyway
[19:26:35] <lynxlynxlynx> simple to fix either way
[19:27:27] <Avenger> the scripting improvements in iwd2 is nice, but the kits are very rushed
[19:28:08] <chiv_> heh, i remember the day they announced 3e rules, it was something like 2 months to ship date
[19:28:30] <Avenger> that could be the explanation
[19:28:38] <chiv_> i am just glad they did it
[19:29:02] <Avenger> i'm not entirely happy with 3e rules
[19:29:11] <Avenger> it is targeted at powerplayers
[19:29:18] <Avenger> if you don't powerplay, your build sucks
[19:29:23] <Avenger> and you cannot finish the game
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[19:29:38] <lynxlynxlynx> yeah, they made the kit situation only worse
[19:29:38] <chiv_> isnt that another way of saying, its not very well made ?
[19:30:03] <lynxlynxlynx> if you look at the tables, they had plenty kit ideas, but i guess it was too late by then to extend the usability field and code
[19:30:28] <lynxlynxlynx> chiv_: it wasn't very well made in bg2 either
[19:30:41] <chiv_> dnd just isnt very well made...
[19:30:51] <Avenger> i still like 2e
[19:30:58] <fizzle> hm, can someone get me the bagpack ids for the iwds (and pst if that has it, too)?
[19:31:08] <lynxlynxlynx> if we'd get a euro everytime we fixed a barbarian kit problem ...
[19:31:29] <fizzle> is it 67 just like in bg1?
[19:31:41] <lynxlynxlynx> ids of what?
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[19:31:49] <Avenger> chu control id?
[19:31:56] <fizzle> the bagpack button control id
[19:32:14] <lynxlynxlynx> guistore i guess
[19:32:19] <fizzle> guiinv
[19:32:47] <chiv_> i dont really care about powergaming anyway, I just build a char and see how it plays out
[19:33:01] <Avenger> pst probably has no such thing
[19:33:21] <lynxlynxlynx> i'll look up iwd (how to be specific)
[19:33:30] <chiv_> if they get slaughtered, well thats their fault for choosing the wrong path in life...
[19:34:14] <Avenger> fizzle do you know the screen at least?
[19:34:19] <fizzle> nope
[19:34:41] <Avenger> guiinv screen 2 in iwd2 doesn't have a backpack icon :(
[19:35:06] <fizzle> I'll leave the encumbrance labels alone, then
[19:35:48] <lynxlynxlynx> 67 yes
[19:35:49] <Avenger> ok i see the encumbrance label in iwd2
[19:36:16] <Avenger> it is a textfield right under the portrait bam
[19:36:33] <lynxlynxlynx> yeah, we already handle that
[19:36:45] <Avenger> id is 66
[19:37:00] <lynxlynxlynx> no need to touch it
[19:37:01] <Avenger> or rather 0x10000000+66 :)
[19:37:52] <fizzle> so I'll update for bg1/2 + iwd1
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[19:44:43] <Jobob> hi there
[19:45:19] <Jobob> just a question about the infinity engine, it looks nice on the screens, but does it allows characters to jump or swim?
[19:45:55] <Jobob> Because as far as i remember it wasn't possible in baldur...
[19:46:05] <chiv_> no, it probably could have, but they did not make animations
[19:46:57] <chiv_> its a lot of extra animation just for a little feature
[19:47:46] <chiv_> i mean A LOT, and back then they barely had enough memory to load in what they did do
[19:47:52] <Jobob> thanx for having taken the time to answer. from my point of view, it was really worth it
[19:48:08] <Avenger> no such thing in the IE
[19:48:13] <Jobob> ok
[19:48:17] <Jobob> thanx
[19:48:33] <Avenger> you can probably make the water passable for some creatures but this would require lots of work
[19:48:55] <Avenger> jumping is totally useless as there is no z axis
[19:49:18] <Jobob> okay
[19:49:28] <chiv_> you could fake a z axis though...
[19:50:05] <chiv_> i mean, theoretically :)
[19:50:58] <Jobob> thank you for your answers, have a good night/day
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[19:51:34] <chiv_> would have been nice to maybe know why the question was asked...
[19:51:58] <miha> probably new game in development? :)
[19:52:23] <chiv_> exactly, if you are starting from scratch you can make it do what you want..
[19:56:31] <fizzle> would it make sense to hack IE_MAXENCUMBRANCE into GemRB.GetPlayerStat?
[19:56:47] <chiv_> i mean there is no technical reason not to have swimming except it means doing double the amount of player sprites
[19:58:01] <lynxlynxlynx> fizzle: not to me
[19:58:41] <fizzle> new function?
[20:01:05] <Avenger> this is why i wish we implement 3d avatars
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[20:03:45] <chiv_> Avenger: that would be awesome
[20:06:21] <chiv_> it would only need a team of artists and animators to recreate every sprite to make it work though... I wonder where one can find one of them :) ?
[20:07:23] <chiv_> they would have to be involved in some project, like... enhancing bg2 for modern platforms...
[20:07:28] <chiv_> hmmm...
[20:08:16] <lynxlynxlynx> fizzle: don't we compute it already wherever we need it?
[20:08:24] <chiv_> and it would probably help if they had the blessing of wotc...
[20:08:47] <chiv_> but I am thinking madness, what have I been on today :)
[20:08:52] <lynxlynxlynx> chiv_: they could coexist too
[20:08:59] <fizzle> lynxlynxlynx: no
[20:09:16] <fizzle> right now the calculation is in two places
[20:09:24] <lynxlynxlynx> which case are we missing?
[20:09:30] <fizzle> Actor and GUIINV
[20:09:40] <fizzle> it's missing in stores
[20:09:57] <fizzle> and we already had a mismatch between Actor and INV
[20:10:10] <fizzle> so having it in one place would be nice
[20:10:42] <lynxlynxlynx> i suggest a separate binding then
[20:12:19] <chiv_> lynxlynxlynx: i'm not really sure the best way to go back and change the commit...
[20:13:04] <Seniorita> [commit] Jens Granseuer: only overwrite the default store name if we have a better one http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=05b777128db90fe8b77a4dd88dc19079c5ef6baa
[20:13:05] <Seniorita> [commit] Jens Granseuer: rename (Control|Window)_GetPos to GetRect and return size, too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=12abdc54d0ff21b28032a82f0204ec1e7b7b1f97
[20:13:06] <Seniorita> [commit] Jens Granseuer: fix encumbrance label positioning http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9f2a6e372fd91cdd4c8925381779b608a35f7d65
[20:13:09] <chiv_> i worked out how to rebase off another repo, but I didn't change anything except what it complained about
[20:14:13] <chiv_> will it make any difference just to add the ai button patch at the end?
[20:17:50] <lynxlynxlynx> git rebase -i HEAD~20
[20:18:00] <lynxlynxlynx> then move the line and follow the instructions
[20:18:26] <lynxlynxlynx> maybe you'll have to push to a new branch, dunno if github cares
[20:20:51] <lynxlynxlynx> oh and note the order of commits
[20:28:13] <chiv_> seems to have worked
[20:30:46] <lynxlynxlynx> how does the now combined diff look?
[20:31:03] <lynxlynxlynx> and yay
[20:31:05] <chiv_> i am just looking, the result came out ok though
[20:33:47] <chiv_> https://github.com/chilvence/gemrb/commits/mergethurious
[20:33:49] <Seniorita> Commit History · chilvence/gemrb · GitHub
[20:35:05] <lynxlynxlynx> eeeeh
[20:35:13] <lynxlynxlynx> i am disappointed :(
[20:35:30] <chiv_> ?
[20:36:33] <chiv_> im not really sure what happened with the last bit, I merged it in but it still floated to the end
[20:36:59] <lynxlynxlynx> you added more churn
[20:37:08] <lynxlynxlynx> the whole point was to make less changes in that commit
[20:38:01] <chiv_> what this one? https://github.com/chilvence/gemrb/commit/e9c2a7f731ca9dac286f4041e12bfe98488ea30c
[20:38:04] <Seniorita> Merge the AI button, and fix some fishy handling of it in PST · e9c2a7f · chilvence/gemrb · GitHub
[20:38:25] <lynxlynxlynx> of course
[20:39:12] <lynxlynxlynx> the first two chunks should be merged to the commit that introduced them
[20:39:33] <lynxlynxlynx> last commit on that branch should be merged with this one - ideally making no changes
[20:40:47] <lynxlynxlynx> all that new AIButtonState stuff should be in a separate commit if it is useful
[20:43:25] <lynxlynxlynx> and you made that todo comment worse :( i mean, you figured out why ActionBarControlOffset is used there, so why have a todo like that? If anything, a future candidate for change would be sooner initialisation of ActionBarControlOffset, so it can be put in the same id dict
[20:58:09] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1358024132&do=diff
[20:58:27] <lynxlynxlynx> eh
[21:08:37] <fizzle> does pst have an encumbrance label in shop windows?
[21:10:17] <lynxlynxlynx> no idea
[21:11:13] <Avenger> maybe 25
[21:11:20] <fizzle> we seem to create them unconditionally
[21:11:38] <Avenger> there is a button named 'encumbrance'
[21:12:33] <fizzle> OpenStoreXXXWindow doesn't have any special handling for PST
[21:13:00] <fizzle> so I guess I can't really make things worse by not doing anything like that either :-P
[21:13:02] <lynxlynxlynx> doesn't pst have its own guistore?
[21:13:16] <fizzle> ah, that might explain it
[21:13:32] <fizzle> yes, it does
[21:13:34] <lynxlynxlynx> it does
[21:13:36] <fizzle> phew
[21:20:20] <lynxlynxlynx> ok, finally figured out the counts
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[21:37:32] <chiv_> meh, i never figured out why it was actionbarcontrol offset, i only figured out why is it actionbarcontroloffset? the clue is in 'PortraitWindow'
[21:38:41] <lynxlynxlynx> #todo find out: why is this actionbarcontroloffset? thats for iwd2 action bar! <-- this didn't convey that
[21:39:28] <chiv_> just tell me what you want me to do...
[21:40:16] <lynxlynxlynx> the best solution would be to use the same id dict and that way there doesn't need to be a comment at all
[21:40:48] <chiv_> but, the reason i put the comment, is because i wasn't sure if there was a special reason it was like that
[21:42:30] <lynxlynxlynx> there is
[21:42:45] <lynxlynxlynx> can't work without the right id
[21:43:25] <lynxlynxlynx> and iwd2 snuck some other controls in between, mucking with numbering of succeeding controls
[21:43:41] <chiv_> of course, but why is is using the action bar offset when the ai button is in the portrait window?
[21:43:41] <lynxlynxlynx> just look at any other use of that variable
[21:44:15] <chiv_> O_o
[21:44:40] <lynxlynxlynx> git blame would be best for that, but i guess it is about the same offset
[21:46:01] <chiv_> so in other words, the way it is written now is completely normal and not as suspect as it looks? :)
[21:48:32] <lynxlynxlynx> partly
[21:48:58] <lynxlynxlynx> i doubt i ever tested iwd2's ai button if it has one
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[21:49:46] <chiv> the iwd2 button is the eyeballs on the statue
[21:50:02] <lynxlynxlynx> i'll go pickaxe the var
[21:50:09] <chiv> i'll just go ahead and fix that up...
[21:50:20] <chiv> oh... heh
[21:50:26] <chiv> maybe ill wait
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[21:55:57] <lynxlynxlynx> the id is definitely 6, but i might have been overzealus when introducing the var
[21:56:38] <lynxlynxlynx> since it is ifdefed for iwd2 anyway, you can use a plain 6 too
[21:58:17] <chiv> so, noch mal...
[22:14:16] <Seniorita> [commit] Jens Granseuer: new function GetMaxEncumbrance http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ebdf12c0da04e19a70a80445bfa9512995d1016b
[22:14:17] <Seniorita> [commit] Jens Granseuer: expose Actor::GetMaxEncumbrance in GUI http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=8704134432efc28ac0d7698f6788e148bc319970
[22:14:18] <Seniorita> [commit] Jens Granseuer: use new GetMaxEncumbrance function http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=953ed1550c447f46fc95211af586644c607d792d
[22:14:19] <Seniorita> [commit] Jens Granseuer: actually use the encumbrance labels in stores http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5c735b06e0ef4eb41c62f4acc637a4e40f710bcb
[22:14:20] <Seniorita> [commit] Jens Granseuer: make sure encumbrance levels stay up to date when selling/buying http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=461185572123e9f1af868a4d20639c9c5e9b3b9a
[22:14:22] <Seniorita> [commit] Jens Granseuer: update the inventory icon when it's full http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=21a8875ce061c827f823ee4c10e191979e133cad
[22:33:08] <chiv> https://github.com/chilvence/gemrb/commits/mergethurious
[22:33:11] <Seniorita> Commit History · chilvence/gemrb · GitHub
[22:35:03] <chiv> And now I am off to reevaluate my priorities...
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[23:20:43] <traveler> fyi lynx: that revision is also bad
[23:20:48] <traveler> i need to go deeper...
[23:25:53] <lynxlynxlynx> ok
[23:30:31] <traveler> 0.7.1 is good
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