#gemrb@irc.freenode.net logs for 13 Jul 2011 (GMT)

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[06:09:19] <prvp> hey guys, stupid question (probably oft asked): PsT on Android. Anyone have a guide on how to get it running sans blue screen?
[06:13:40] <prvp> anyone?
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[16:05:12] <CIA-40> GemRB: 03lynxlupodian * r7c9f29bbe386 10gemrb/gemrb/GUIScripts/bg2/ (GUICommonWindows.py MessageWindow.py):
[16:05:12] <CIA-40> GemRB: bg2: made the experimental resolutions work
[16:05:12] <CIA-40> GemRB: looks like they only lacked a few of the extra controls (pause, rest, minimise)
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[16:38:34] <Avenger> hi
[16:38:45] <Avenger> lynx, i think we shouldn't use guiw12 at all
[16:38:58] <Avenger> it is actually a messed up 800x600
[16:39:12] <lynxlynxlynx> 16 and 20 have the same problem
[16:39:15] <Avenger> yes
[16:39:24] <lynxlynxlynx> but now they work fine
[16:40:07] <Avenger> the screen is ugly
[16:41:07] <lynxlynxlynx> oh dear :P
[16:41:11] <Avenger> btw, i think we need some magnifying rendering, we could render every pixel as 2x2
[16:41:30] <Avenger> i'm pretty sure, wjp can do it :)
[16:41:32] <fuzzie> what for?
[16:41:37] <Avenger> for large resolutions
[16:41:38] <lynxlynxlynx> there are scalers out there, but why?
[16:41:57] <lynxlynxlynx> and what about the input coordinates
[16:42:20] <Avenger> we need to enlarge everything, except the game area
[16:43:51] <lynxlynxlynx> would be useful if you wanted to play on a large digital tv
[16:44:09] <lynxlynxlynx> other than that, i'm not sure about the gain
[16:46:37] <Avenger> i got a larger widescreen monitor :D
[16:46:49] <Avenger> not much larger, but larger than you saw last time
[16:47:27] <fuzzie> if it's difficult to see the UI, isn't it difficult to see the game area?
[16:48:26] <Avenger> well, it isn't a problem to see the gui, the problem is the gui resources are too small
[16:48:37] <Avenger> the original game does this too (or tries to do it)
[16:48:51] <Avenger> it fails to render the duplicated pixels correctly, iirc
[16:49:37] <Avenger> anyway, i usually play the game in 800x600 windowed mode
[16:49:59] <Avenger> so it isn't a problem, but eventually, as people buy larger monitors, and their eyes grow older , it may be :)
[16:50:14] <wjp> so you want a simple bilinear gui renderer?
[16:50:24] <wjp> or even just a x2?
[16:50:34] <Avenger> maybe yeah, a simple 2x2 pixel for everything, is also good
[16:51:00] <Avenger> i don't know what is better, everyting 2x2, or game area remains 1x1
[16:51:43] <Avenger> for now, lets go with what is easier for you
[16:51:57] <Avenger> then later we can tweak it :)
[16:57:26] <wjp> would it be doable to pre-scale sprites when loading the chu?
[16:57:50] <fuzzie> yes
[16:58:10] <fuzzie> but it would be nice to avoid baking more hacks into the existing MOS code..
[16:58:51] <wjp> the alternative of on-the-fly scaling while rendering sounds like it might have to go through quite some layers of code too
[16:59:48] <Avenger> yeah, this might be exploding sdlvideo
[16:59:48] <wjp> couldn't people just fix/improve the chu's? :-)
[17:00:01] <Avenger> hmm
[17:00:10] <Avenger> yes, that is also a possibility
[17:00:22] <Avenger> we could give a small tool that changes all resources?
[17:01:10] <Avenger> maybe not
[17:01:27] <wjp> when you said "messed up", did you mean broken?
[17:01:28] <Avenger> well, it would be feasible if we enlarge only the gui stuff
[17:01:42] <Avenger> guiw12 is now less broken than before
[17:01:57] <Avenger> it is just a 800x600 with some controls missing
[17:05:51] <Avenger> here--> http://imageshack.us/photo/my-images/84/snapshot7l.png
[17:06:18] <Avenger> as you see, the rest button is also missing
[17:06:37] <Avenger> lynx hacked our scripts to skip code that references missing controls
[17:07:59] <lynxlynxlynx> oh, that is ugly
[17:08:14] <lynxlynxlynx> i couldn't see the action or message window, since this screen is at x768
[17:26:43] <Avenger> do you think we added enough new features/bugfixes to close this version? :)
[17:28:41] <Avenger> buildbot is dead?
[17:30:30] <brad_a> i would like to get my mega patch committed before this version is closed if i may.
[17:30:52] <Avenger> hmm
[17:30:59] <brad_a> if not its cool
[17:31:01] <Avenger> what is still pending?
[17:31:14] <Avenger> can you break it up into smaller pieces?
[17:31:28] <brad_a> it is broken up into like 10 commits i think
[17:31:42] <brad_a> im at work so i dont know for sure
[17:31:42] <Avenger> ahh it is in commits... well i guess fuzzie can handle it :)
[17:31:49] <Avenger> or lynx
[17:32:04] <brad_a> lynx said he was fine if fuzzie would approve it
[17:32:23] <brad_a> i should be able to have it to you romorrow
[17:32:27] <brad_a> tomorrow
[17:33:27] <Avenger> where is your repo?
[17:34:22] <brad_a> ints just on my laptop not accessible to the web :-(
[17:34:55] <Avenger> ah i thought it is on github
[17:35:24] <brad_a> no but im going to make a public one when i get time
[17:38:46] <lynxlynxlynx> Avenger: not much is left for the release
[17:39:31] <lynxlynxlynx> mostly stuff fuzzie last touched
[17:40:22] <lynxlynxlynx> http://pastebin.com/Y0aXCgUg <-- what do you think about this?
[17:40:55] <Avenger> lynx: brad just said he got some code
[17:41:21] <lynxlynxlynx> this is why none of the bane or vorpal weapons gave any xp when the target failed the save, since we require the deathblow to come from a party member
[17:41:26] <lynxlynxlynx> yeah, i know about that
[17:41:42] <Avenger> that hack is very ugly
[17:41:53] <lynxlynxlynx> indeed
[17:41:59] <Avenger> why do you need it?
[17:42:08] <lynxlynxlynx> this is why none of the bane or vorpal weapons gave any xp when the target failed the save, since we require the deathblow to come from a party member
[17:42:20] <lynxlynxlynx> eg. silver sword, mace of disruption
[17:42:36] <Avenger> why isn't the caster id set in the effect when it is put in the queue
[17:43:01] <lynxlynxlynx> it is
[17:43:09] <lynxlynxlynx> but caster is reset
[17:43:25] <lynxlynxlynx> so it gets overwritten before use
[17:43:29] <Avenger> and it overwrites the caster id?
[17:43:45] <Avenger> that's wrong
[17:43:55] <lynxlynxlynx> the effect just checks Owner iirc
[17:44:18] <Avenger> each effect should check their caster id
[17:44:27] <lynxlynxlynx> in the end, the kill opcode is called with Owner==target==real target
[17:44:30] <Avenger> old effect code didn't have that luxury
[17:44:52] <Avenger> we should use caster id to know the original caster/user
[17:45:25] <lynxlynxlynx> ApplyEffect resets it on first apply
[17:45:54] <Avenger> this code may cause more problems than it fixes
[17:46:08] <lynxlynxlynx> maybe we should add a && !fx->CasterID condition there
[17:46:32] <lynxlynxlynx> this is at 1058
[17:47:18] <Avenger> 1058?
[17:47:37] <Avenger> you must have an old fxopcodes
[17:47:45] <lynxlynxlynx> effectqueue.cpp
[17:48:36] <Avenger> ok, lets start from the beginning
[17:48:52] <Avenger> what's wrong with this line: ret = target->fxqueue.ApplyEffect(target, myfx, fx->FirstApply, !fx->Parameter3);
[17:49:08] <Avenger> CasterID is overwritten?
[17:49:46] <lynxlynxlynx> yes
[17:49:50] <Avenger> yeah, if first apply...
[17:50:21] <Avenger> who else calls this fxqueue.ApplyEffect
[17:50:25] <Avenger> maybe they should set owner
[17:50:31] <Avenger> err... CasterID
[17:52:26] <Avenger> CasterID shouldn't be set in it, it should be set when the effect is being built.
[17:55:20] <Avenger> something like this, in EffectQueue::AddEffect?
[17:55:23] <Avenger> if (self) {
[17:55:25] <Avenger> fx->CasterID = self->GetGlobalID();
[17:55:26] <Avenger> } else {
[17:55:28] <Avenger> if (Owner) fx->CasterID = Owner->GetGlobalID();
[17:55:29] <Avenger> }
[17:59:54] <Avenger> ok, i changed it, i hope it didn't break anything
[18:00:01] <CIA-40> GemRB: 03avenger_teambg * r0835bf0effa0 10gemrb/gemrb/core/EffectQueue.cpp: don't overwrite CasterID, set it a bit earlier
[18:04:07] <lynxlynxlynx> :) i'll try it
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[18:15:29] <lynxlynxlynx> nope, doesn't fix it
[18:19:00] <lynxlynxlynx> ok, casterID is fine, just the effect needs to use it
[18:25:33] <CIA-40> GemRB: 03lynxlupodian * r839856b11bf3 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[18:25:33] <CIA-40> GemRB: fx_death: pass the true killer to Actor::Die
[18:25:33] <CIA-40> GemRB: fixes mace of disruption not granting xp when destroying undead
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[21:58:57] <xrogaan_> err, where is the list of supported games ?
[21:59:58] <wjp> BG1, BG2, IWD1, IWD2, PST
[22:00:24] <xrogaan_> ^^
[22:00:54] <xrogaan_> some oh, and the screenshots seems to have vanished : http://www.gemrb.org/wiki/doku.php?id=gallery#exotic_platforms
[22:01:13] <xrogaan_> some irreducible are still playing those game with wine
[22:01:17] <xrogaan_> I can't STAND it !
[22:03:48] <brad_a> best ask lynx about it
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[22:05:45] <xrogaan_> you really should invest some time in a new design :p
[22:07:48] <wjp> time is something we could use more of :-)
[22:18:58] <brad_a> i thought we had somebody that was doing a new design
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