#gemrb@irc.freenode.net logs for 12 Nov 2010 (GMT)

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[04:07:08] <raevol> hellooo
[04:47:05] <pupnik_> hi
[05:08:21] <raevol> and bedtime :/
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[09:55:08] <edheldil> lubos: btw, debian devel repos are still in SVN and not in Git?
[09:57:35] <lubos> Both exists:) hg/svn/git.debian.org
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[10:36:14] <fuzzie> lynxlynxlynx: if that vvc fix works, maybe commit it with a comment or something?
[10:36:20] <fuzzie> i haven't found time to test and will forget it
[10:58:30] <lynxlynxlynx> ok
[10:59:00] <lynxlynxlynx> i'll also play with the handles, but maybe not today
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[13:19:23] <edheldil> btw, Lubos, why did you split gemrb-data to a separate package?
[13:23:06] <lubos> It saves disk space. Debian supports lot of architectures http://www.debian.org/ports/
[13:24:28] <lynxlynxlynx> what's in that package?
[13:26:39] <lubos> Arch. independent things like "sample game", python scripts
[13:27:20] <lynxlynxlynx> in the data one
[13:27:34] <lubos> yes
[13:28:07] <lynxlynxlynx> ok
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[14:45:46] <edheldil> sigh, Oracle now requires support plan or (for legacy cases) hw serial number to download drivers. I wonder how long before they start to charge for Java and MySQL
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[16:08:10] <pupnik_> "but cats kill vermin, and they are also fast to breed, making them great food stores. You just have to keep an eye on your messages, so that as soon as kittens are born, you go to the animal stocks screen and mark all the new moggies as unavailable as pets. Otherwise your dwarves grab them for being so cute and won't let you butcher them later."
[16:08:15] <pupnik_> wow
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[16:15:34] <CIA-28> GemRB: 03lynxlupodian * r349f3a6ae1a9 10gemrb/gemrb/core/ScriptedAnimation.cpp:
[16:15:34] <CIA-28> GemRB: fuzzie fixed the vvc sound playing for the onset phase
[16:15:34] <CIA-28> GemRB: fixes summoning vvcs not playing their sound
[16:18:24] <edheldil> eek. What game is it? :)
[16:24:35] <lynxlynxlynx> only tried bg2
[16:28:45] <edheldil> I mean pupnik :)
[16:31:41] <lynxlynxlynx> oh
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[16:44:30] <pupnik_> edheldil: dwarf fortress
[16:44:39] <pupnik_> just reading stories about it
[16:50:10] <edheldil> hehe
[16:50:14] <edheldil> sounds nice
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[16:52:52] <pupnik_> so did y'all enjoy that bioware rpg last year?
[16:53:01] <pupnik_> dragon-something?
[16:55:54] <lynxlynxlynx> nope
[17:02:00] <pupnik_> "We are the last ones alive in the mountainhome, perhaps in the whole world... Our ambitions for the ultimate defence against Goblins and Demons has created a mostrosity. The zombie carp-elephant hybrids now cover the entire hill and most of the caverns we once called home, and our last glimpse of the surface showed them lumbering off into the distance."
[17:02:05] <pupnik_> - Dwarf Fortress
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[17:56:38] <CIA-28> GemRB: 03lynxlupodian * r63c7b70389d3 10gemrb/gemrb/core/ (ScriptedAnimation.cpp ScriptedAnimation.h):
[17:56:39] <CIA-28> GemRB: stop playing the vvc sound when the animation ends
[17:56:39] <CIA-28> GemRB: fixes spmonsum's sound playing too long
[17:57:38] <fuzzie> you could add looping support now, too
[17:58:04] <lynxlynxlynx> i don't know where it is needed
[17:58:22] <lynxlynxlynx> and i'll be gone in ten minutes
[17:58:25] <fuzzie> oke
[17:58:28] <fuzzie> guess not then :)
[17:59:10] <fuzzie> (it's something like: it only happens for looped VVCs, and you play the first sound looped if there's no second sound, or else the second sound if it's set)
[18:00:11] <lynxlynxlynx> i guess the ones for the area effects have them
[18:00:44] <fuzzie> and PlayOnce() seems to unset the IE_VVC_LOOP flag itself, so i guess you would just have to make sure there's a bit under 'retry:' which first stops any playing sound
[18:00:59] <fuzzie> but not ten minutes work
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[20:56:07] <fuzzie> Lightkey: was there anything interesting in c't 24?
[20:56:55] <Lightkey> as in?
[20:57:25] <Lightkey> if you mean adventures, look in the logs of #scummvm ;-)
[20:57:43] <Lightkey> adventure games.. dang
[20:58:04] <Lightkey> it's Adventure in German
[20:59:50] <Lightkey> also full version of Shredder Classic 4 for Lin/Mac/Win, if you are interested ;-)
[21:00:10] <fuzzie> well, by 'interesting' i was wondering if you could interpret it beyond a list :)
[21:02:14] <fuzzie> should maybe pick it up anyway, it is always amusing trying to interpret the funny foreign words
[21:05:34] <Lightkey> pick it up, where?
[21:06:09] <fuzzie> they have it in newsagents here
[21:06:21] <fuzzie> the Dutch c't being, well, Dutch
[21:07:20] <Lightkey> and they have the same content?
[21:07:55] <fuzzie> i mean, they just have the German c't here, it's lagged by a few days
[21:09:12] <fuzzie> so i assume the Dutch one is different, i don't think there would be enough of a market if the Dutch version wasn't inferior
[21:09:49] <Lightkey> they sell both Dutch and German c't? strange
[21:10:58] <fuzzie> well, almost everyone technical here can read German, it seems
[21:11:41] <fuzzie> but it is strange! apparently there are a few other specialist German magazines in most newsagents, too
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[22:02:36] <Avenger> hello
[22:14:38] <wjp> hi
[22:33:10] <fuzzie> hi
[22:54:47] <Avenger> is there anything else left to do for the release?
[22:59:13] <lynxlynxlynx> sure
[22:59:25] <lynxlynxlynx> there are at least two more worldmap bugs
[22:59:40] <lynxlynxlynx> mark the area entry as visible and visited when loading the area <-- 1
[22:59:58] <lynxlynxlynx> display the we-are-here marker for no-wmap-entry area ambushes <-- 2
[23:03:15] <Avenger> these don't make any game unplayable :)
[23:05:30] <lynxlynxlynx> i don't think so
[23:06:04] <lynxlynxlynx> they'd be nice to have, since the release will have all the other worldmap changes
[23:10:46] <fuzzie> (2) is difficult
[23:10:54] <fuzzie> we don't handle ambushes correctly anyway?
[23:13:15] <Avenger> i think i fixed the problem with leaving ambush areas
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[23:24:57] <fuzzie> ugh, broken search map code leads to some annoying issues sometimes
[23:25:30] <pupnik__> what game fuzzie ?/
[23:25:58] <fuzzie> i think everytyhing except bg1
[23:26:57] <fuzzie> am playing with bg2 right now though
[23:31:23] <fuzzie> works very well, realy
[23:33:09] <fuzzie> i managed to play most of through Spellhold just now, always reassuring
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