#gemrb@irc.freenode.net logs for 13 Sep 2009 (GMT)

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[00:23:41] <Edheldil> it's beautiful. Why "fail" ?
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[00:32:06] <Surye> Hey, is multiplayer currently supported?
[01:00:06] <pupnik_> Edheldil: i had to manually adjuste exposure between subsequent shots, thus each was offset/rotated a bit, making the overlay of dark sky onto bright background imperfect
[01:00:30] <pupnik_> Camera has some mode to do this automatically i think :)
[01:01:03] <Edheldil> Surye: no, it is not
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[08:49:54] <Avenger> hello
[08:50:03] <Gekz_> hais
[08:50:38] <Avenger> anyone works on the new patches?
[08:53:00] <Gekz_> huh?
[08:53:10] <Gekz_> anyone working on* ?
[08:53:18] <fuzzie> that elves/DEX one is because you fixed it in bg2 and didn't copy to bg1
[08:53:37] <fuzzie> i'd prefer to rewrite the whole thing, but it can be applied as-is, i'm not sure why we didn't yesterday
[08:54:02] <Avenger> i don't like that we have different code for the same stuff :(
[08:54:40] <Avenger> for example, guicg4, or at least its helper functions, should be the same
[08:54:56] <fuzzie> well, it doesn't work to just copy the code into two places
[08:55:09] <fuzzie> because this bug is there *because* of that :p
[08:55:25] <fuzzie> but it would seem t make more sense to have the helper functions somewhere shared, yes
[08:56:00] <Avenger> lets talk about the bug. i think the bug is there because in bg1 there is no min/max calculation
[08:56:33] <lynxlynxlynx> i didn't apply it since i don't have bg1 to test it
[08:56:34] <Avenger> or rather, the results are not used
[08:56:43] <fuzzie> huh?
[08:56:44] <lynxlynxlynx> and i'm not knuth
[08:56:46] <fuzzie> the results are used
[08:57:03] <fuzzie> bg1 is just missing the CalcLimits call, so it uses nonsense values
[08:57:14] <Avenger> yes
[08:57:21] <fuzzie> is there more of a problem?
[08:57:37] <Avenger> and in leftpress it sets min/max to some arbitrary value ;)
[08:58:05] <fuzzie> i mean, you can just sync it with bg2 by adding the CalcLimits call instead of those arbitary values and it worked for me
[08:58:22] <Avenger> yes
[08:58:26] <fuzzie> but the code's abuse of globals is horrible :(
[08:58:44] <Avenger> abuse?
[08:59:01] <fuzzie> sure, CalcLimits should be returning a tuple here
[08:59:09] <Avenger> ahh i see
[08:59:18] <Avenger> or it could precaculate all and stuff it in a nice vector
[08:59:31] <fuzzie> and now you came to the point where we got to on irc yesterday :-)
[08:59:40] <fuzzie> where i didn't apply the patch because i wanted to rewrite it to a vector
[08:59:46] <Avenger> LOL
[09:00:15] <Avenger> well, i don't mind some global abuse now
[09:01:09] <Avenger> so i move the token setting to calclimits and add the missing call, i guess that's what felixthered did
[09:01:39] <fuzzie> sure, if you commit it, it would be nice to credit felixthered for noticing
[09:02:09] <fuzzie> the other patch is basically reimplementing the sound rotation in bg2's gui code, too
[09:02:23] <Avenger> yep, and sync all other games
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[09:12:25] <Avenger> oh they are not the same, there is no abclsmod in bg1?
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[09:16:09] <lynxlynxlynx> no
[09:16:38] <fuzzie> it seemed to work fine if you just wrapped that single bit in a bg1 check
[09:17:21] <fuzzie> i was looking at just copying the whole thing but bg2 seemed to have all this strextra stuff
[09:17:37] <Avenger> and that is needed
[09:17:40] <Avenger> so meh
[09:17:47] <Avenger> i copy it, with the commented out parts
[09:17:59] <Avenger> i mean, syncing, carefully
[09:18:09] <Avenger> bg1 also had a leftover GetVar("Class")
[09:20:18] <Avenger> also race, hmm
[09:31:31] <Avenger> the original game requires you to distribute all points, is there any reason bg2 didn't do that? or that's just a bug?
[09:31:51] <Avenger> i mean our bg2 guiscript
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[09:33:28] <fuzzie> i thought the original game didn't require that, and our guiscript did
[09:34:06] <lynxlynxlynx> that was the case in bg2
[09:34:13] <lynxlynxlynx> fixed recently
[09:34:18] <fuzzie> yes, looks like it got patched to match the original game
[09:35:40] <fuzzie> another reason to comment this stuff, maybe :)
[09:36:12] <Avenger> yes, because ijust cut it out ,hehe
[09:36:32] <Avenger> ok now i gotta put it back, it is a bit strange, though
[09:36:37] <Avenger> i don't remember this
[09:46:21] <Avenger> hmm i didn't do anything significant with bg2 and elf's max dex is 18
[09:46:32] <Avenger> is that true with you too?
[09:46:42] <Avenger> or i did something...
[09:47:37] <lynxlynxlynx> same here :s
[09:47:51] <fuzzie> yeah, same here
[09:48:57] <Avenger> interesting, the calculator adds the bonus in the end
[09:49:43] <lynxlynxlynx> maybe it reads the wrong cell
[09:51:27] <Avenger> it thinks the race name is empty
[09:53:00] <Avenger> the find value is wrong
[09:55:00] <Avenger> should be the 3. column
[09:55:08] <Avenger> heh, i wonder how it worked for felix
[09:55:58] <fuzzie> hm?
[09:56:03] <fuzzie> felix patched bg1, where it's fine
[09:56:27] <fuzzie> dex max 19, con max 17
[09:58:29] <fuzzie> i assume the bg1 code is still using vars
[10:00:48] <Avenger> ahh yes
[10:00:54] <Avenger> i copied the findvalue stuff from bg2
[10:05:18] <CIA-22> gemrb: 03avenger_teambg * r7132 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUICG4.py bg2/GUICG4.py bg2/GUICG6.py): synced ability setup (thanks felixthered)
[10:08:00] <Avenger> ok, the syncing brought more than fixing bg1, as usual
[10:29:08] <Avenger> i hate it when a patch implements the same thing differently
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[10:43:21] <CIA-22> gemrb: 03avenger_teambg * r7133 10/gemrb/trunk/gemrb/GUIScripts/ (4 files in 2 dirs): synced GUICG19 too
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[10:53:58] <Avenger> lynx you may apply stuff to bg1, just try to not make more errors than i do, and tell me to test it once it is committed :)
[10:56:53] <Avenger> surye wants to implement multiplayer? :)
[10:58:34] <Gekz_> who?
[10:59:04] <CIA-22> gemrb: 03avenger_teambg * r7134 10/gemrb/trunk/NEWS: update
[10:59:47] <Avenger> i just read the logs and assume the best case scenario, because i'm so optimistic :P
[11:00:34] <Avenger> anyway, i'm back in windows, reading the disassembly
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[11:03:27] <Gekz_> wait, what
[11:03:29] <Gekz_> why does he leave
[11:03:32] <Gekz_> -.-
[11:03:35] <Gekz_> this is counter productive
[11:03:39] <Gekz_> _ counterproductive_
[11:03:45] <lynxlynxlynx> relax Gekz_
[11:03:53] <Gekz_> _COUNTERPRODUCTIVE_
[11:06:17] <lynxlynxlynx> so what do you need him for?
[11:20:58] <Gekz_> nothing
[11:21:03] <Gekz_> I just like to know hes here
[11:21:05] <Gekz_> *nods*
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[11:47:23] <Avenger> fuzzie are you awake?
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[12:21:38] <lynxlynxlynx> heh
[12:22:02] <Gekz> see
[12:22:04] <Gekz> hit and run
[12:22:05] <Gekz> -.-
[12:22:07] <Gekz> >_>
[12:22:09] <Gekz> >_<
[12:51:24] <fuzzie> oh.
[13:07:45] <Edheldil> I think Surye just asked if MP is implemented. No word about implementing it himself :)
[13:10:15] <lynxlynxlynx> yeah
[13:10:38] <lynxlynxlynx> we had a volunteer for that a year or so ago, but he was just talk
[13:13:12] <fuzzie> once gemrb is stable, it might not be so hard to get something working, although keeping any kind of multiplayer game in sync is always going to be a huge pain
[13:15:39] <fuzzie> but anyone volunteering to try it now is probably going to be mad :)
[13:43:50] <Gekz> well
[13:43:54] <Gekz> the BG devs managed ok
[13:43:54] <Gekz> lol
[13:44:11] <Gekz> over IPX it worked for me
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[15:00:45] <CIA-22> gemrb: 03lynxlupodian * r7135 10/gemrb/trunk/gemrb/GUIScripts/bg2/ (GUICG2.py GUICG22.py): bg2: hack barbies back into submission
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[15:56:03] <Edheldil> fuzzie, I was thinking about it, but I am rather scare by the security issues, since it's still easy to make GemRB SIGSEGV
[16:06:27] <Avenger> yeah, that is something to consider
[16:06:53] <Avenger> multiplayer would be dangerous with unstable code
[16:14:30] <lynxlynxlynx> Avenger: spell sequencers always cast on the caster here
[16:14:39] <lynxlynxlynx> no mater what i target
[16:14:59] <Avenger> well still better than nothing :D
[16:15:11] <lynxlynxlynx> heh
[16:27:14] <Avenger> lol, there is special code in pickpockets to disable stealing of boo from minsc
[16:27:49] <Avenger> it is odd, why is it needed, when there is a flag to make it undroppable anyway
[16:37:27] <fuzzie> bg1 leftover?
[16:37:35] <Avenger> could be yeah
[16:38:16] <Avenger> there are 3 flags to disable stealing, 1 in the item itself, and 2 in the inventory struct
[16:38:29] <Avenger> and the special items list is handled after that
[16:39:07] <Avenger> lots of code for nothing
[16:39:57] <Avenger> it is a bit annoying when i got 3-4 screenfuls of code, and most of it just does these little things :)
[16:43:47] <Avenger> haha, action 9 is an assertion trying to print this: Tracking is not implemented
[16:43:59] <Avenger> at least now we know what was it
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[16:51:53] <lynxlynxlynx> is there a way to tell from the core which actor is selected without the python passing the slot and using FindPC?
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[17:05:59] <fuzzie> lynxlynxlynx: you mean, from a non-main window?
[17:07:03] <lynxlynxlynx> yes
[17:10:06] <fuzzie> game->GetSelectedPCSingle?
[17:10:31] <fuzzie> (and then applying FindPC to the result)
[17:11:07] <lynxlynxlynx> cool
[17:12:38] <fuzzie> looking at that makes it obvious where the selection code goes wrong when changing between screens, actually
[17:13:29] <fuzzie> hmm
[17:19:23] <lynxlynxlynx> i have a namespace problem
[17:19:40] <lynxlynxlynx> http://pastebin.com/d6bd4e7a5
[17:20:03] <lynxlynxlynx> i made a new function of the same name in Actor to access GetReaction() from gsutils
[17:20:23] <lynxlynxlynx> but it wants to use the actor one, even though the number of parameters is different
[17:21:05] <lynxlynxlynx> int Actor::GetReaction() { return GetReaction((Scriptable*)this); } //it's just this
[17:27:21] <fuzzie> call it as "::GetReaction()"
[17:28:25] <lynxlynxlynx> thanks
[17:28:40] <lynxlynxlynx> i was about to rename it ;)
[17:29:52] <fuzzie> sorry, bit distracted today :)
[17:30:38] <lynxlynxlynx> no, i meant just to see if the rest of it works
[17:31:07] <lynxlynxlynx> but it seems it is new gcc errors day
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[17:33:07] <Avenger> why is there a getreaction (Scriptable *) ?
[17:33:26] <Avenger> it is weird, reaction is meaningful only for actors
[17:33:49] <fuzzie> it just returns 0 for GetReaction, i guess to avoid having to check in the caller
[17:33:57] <fuzzie> i mean, returns 0 for non-actors
[17:34:49] <Avenger> but gsutils already implements it
[17:35:02] <Avenger> why is it important to move it to actor
[17:35:14] <lynxlynxlynx> i didn't move it, just made an accessor
[17:35:38] <Avenger> it sounds overly complicated :)
[17:35:40] <lynxlynxlynx> i could just include gsutils in guiscripts.cpp if you prefer
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[17:36:07] <fuzzie> perhaps it'd be nicer to move GetReaction somewhere more sensible :p
[17:36:11] <Avenger> you may use functions from gsutils, without including it
[17:36:30] <Avenger> you just need gsutils.h
[17:36:41] <lynxlynxlynx> :P
[17:36:53] <fuzzie> further ruining the gamescript/core split :p
[17:38:09] <Avenger> hmm, well, Sender is not a gamescript concept, it is used for any objects
[17:38:31] <Avenger> though gsutils is...
[17:38:46] <lynxlynxlynx> hmm, gemrb/plugins/GUIScript/GUIScript.cpp:30:#include "../Core/GSUtils.h" <-- how did i miss that :)
[17:38:53] <Avenger> you could move some stuff from gsutils.cpp to core.cpp if you wish
[17:39:17] <fuzzie> heh, i guess it's too late? :)
[17:40:40] <lynxlynxlynx> so, how do you want this served?
[17:43:55] <lynxlynxlynx> to me it seems like the whole function can be moved to the actor, since the actions already make sure it is one
[17:44:11] <lynxlynxlynx> no need to check the type anymore
[17:46:11] <lynxlynxlynx> wrong on the last one
[17:54:59] <Avenger> well pick something where you don't have to use 3 layers of indirection, virtual functions and such :)
[17:56:07] <Avenger> why do you need this reaction value anyway?
[17:56:21] <lynxlynxlynx> guirec is showing it wrong
[17:56:34] <lynxlynxlynx> it is using the wrong table
[17:57:06] <lynxlynxlynx> and i'm just enhancing GetAbilityBonus instead of reimplementing it in python
[17:57:08] <Avenger> i see, well, it is always better to use the core if it is available
[17:57:19] <lynxlynxlynx> exactly
[18:13:24] <CIA-22> gemrb: 03lynxlupodian * r7136 10/gemrb/trunk/gemrb/ (8 files in 5 dirs):
[18:13:24] <CIA-22> gemrb: moved reaction handling to the actor class
[18:13:24] <CIA-22> gemrb: fixed reaction display in guirec
[18:14:12] <lynxlynxlynx> there we go, no more -20 reaction adjustment on the chr 18 char :)
[18:26:19] <Avenger> please do the following: if the actor's IE_EA==2 then use party reputation/10, as it is now, otherwise use the actor's original IE_REPUTATION stat
[18:26:30] <Avenger> that is how it is done in the original
[18:26:52] <Avenger> i now understand this stuff much better
[18:35:13] <lynxlynxlynx> ok
[18:36:42] <Avenger> btw, that 10 in the beginning seems to be not constant in the original engine
[18:37:07] <Avenger> i don't know what is it, there is no trace in taimon's notes
[18:38:11] <lynxlynxlynx> re ea - you meant the inverse? if the actor's IE_EA==2 then use the stat else party?
[18:40:15] <Avenger> no, if it is a pc then use the party reputation
[18:44:15] <CIA-22> gemrb: 03lynxlupodian * r7137 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: use the actors reputation in GetReaction if he's not part of the party
[18:48:20] <Surye> Heh, while I was not suggesting I'd implement MP, I do like the idea of this project, and I may help out with other, less time consuming patches :P
[18:48:44] <Surye> Between work and uni, I don't have that much time, heh.
[18:51:23] <Avenger> that's nice
[18:52:25] <Avenger> we can always use patches, even if we don't apply them untouched, they are welcome, usually ;)
[18:52:54] <lynxlynxlynx> especially if they're nice and clean
[18:55:18] <Avenger> and not just by itself, we got lots of nice and clean code that implements exactly the same, just differently, for the different game variations. I hate those :) i don't mind if someone submits a better code for one variation, but i would like if they do all the syncing too.
[18:55:43] <fuzzie> i think it's pretty difficult for most people to test their syncs
[18:56:13] <Avenger> because they don't own all games, i suppose?
[18:56:18] <fuzzie> yes
[18:56:56] <lynxlynxlynx> we need to merge stuff categorically too, keeping stuff in sync is a waste of effort in the long run
[18:57:11] <Avenger> yes i know
[18:57:17] <lynxlynxlynx> too bad that python isn't sexy about it at all
[18:57:20] <Avenger> i wasted enough of my time :)
[18:57:47] <lynxlynxlynx> i wasted plenty too
[18:57:57] <lynxlynxlynx> but there's so much more left
[18:58:07] <lynxlynxlynx> btw, is levelup already working in bg1?
[18:58:09] <Avenger> i'm glad we merged tob and soa
[18:58:38] <Avenger> i didn't test it :)
[18:58:38] <fuzzie> lynxlynxlynx: it seemed to work the one time i tried it with a save
[18:58:47] <fuzzie> but i didn't check any of the results were correct or anything
[18:58:47] <Avenger> there is some annoying problem with the portrait status icons
[18:58:54] <lynxlynxlynx> nice
[18:59:35] <fuzzie> i really don't know what to do with the portrait status icons, the effects should be bottom-aligned and the talk/levelup/etc should be top-aligned
[18:59:35] <lynxlynxlynx> someone should try to finish bg1 then
[18:59:48] <fuzzie> so even if i had a hack for the font offset it's still useless
[19:00:28] <lynxlynxlynx> raevol: beep
[19:00:59] <Avenger> the bg1 icons are worse than bg2, the empty icon seems to be the bad one
[19:01:22] <Avenger> i think it is an offset problem
[19:02:16] <Avenger> maybe only the empty icon is wrong, though
[19:11:59] <Avenger> fuzzie i think i see where clearactions 'breaks' the blocking actions
[19:12:52] <Avenger> and i think i see why randomfly is unbreakable
[19:12:55] <fuzzie> the clearactions message?
[19:12:59] <Avenger> yes
[19:13:15] <Avenger> it sets a field to 1 in scriptable
[19:13:23] <Avenger> some actions honour this flag
[19:13:34] <Avenger> and exit gracefully
[19:13:45] <fuzzie> aha
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[19:13:55] <fuzzie> i have been wondering how to make actions exit gracefully
[19:14:01] <fuzzie> i guess having them check a flag makes sense :)
[19:14:35] <Avenger> i consider this a bit nasty hack, but the original does it the same way. And it lets some actions ignore it, etc.
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[19:14:49] <Avenger> though i personally HATE that randomfly is unbreakable
[19:15:15] <Avenger> when i helped DLTC, i wanted birds to be more intelligent
[19:15:34] <Avenger> like: if there is a corpse, they circle above it :) or when there is a fireball they fly away
[19:15:50] <Avenger> randomfly screwed that ambitious plan
[19:16:13] <fuzzie> do scripts depend on randomfly being unbreakable?
[19:16:16] <fuzzie> or can we simply fix it?
[19:16:47] <Avenger> i don't know, i think it is doable without problem
[19:17:03] <Avenger> birds usually have an if(true) randomfly() block only
[19:17:19] <fuzzie> i wonder if they have override scripts :/
[19:17:20] <Avenger> as long as it is a single block, it won't cause any difference
[19:17:24] <lynxlynxlynx> there's a problem with them - they get stuck on map edges
[19:17:35] <fuzzie> yes, randomfly's completely broken in gemrb right now i think
[19:17:37] <lynxlynxlynx> i saw it in the docs
[19:17:39] <Avenger> that's a bug in our randomfly implementation
[19:17:44] <lynxlynxlynx> *docks :)
[19:18:07] <Avenger> i'm pretty sure you can fix it :)
[19:18:58] <lynxlynxlynx> i'm not so sure
[19:19:00] <Avenger> the birds i see use only randfly.bcs, which is doing what i said
[19:19:11] <fuzzie> yes, it's only in rgnoll.bcs otherwise
[19:19:17] <fuzzie> and even that's only in bg2
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[19:19:30] <lynxlynxlynx> randomwalk is still broken, but we know about that for quite a while now
[19:19:36] <Avenger> oh good you got such an advanced search technique :)
[19:19:51] <lynxlynxlynx> grep :)
[19:20:01] <fuzzie> yes, randomwalk needs better state tracking or something, i guess
[19:20:03] <Avenger> rgnoll is the same as randfly
[19:20:13] <fuzzie> it doesn't seem game-breaking so i'd like to fix it properly
[19:21:06] <D_T_G> hi
[19:21:18] <D_T_G> fyi, id1 is broken now
[19:21:22] <Avenger> well i thought she said it is using randomfly, but 'otherwise'
[19:21:29] <Avenger> iwd1?
[19:21:33] <D_T_G> [GameControl]: Dialog aborted???[GUIScript]: Missing function:UpdateControlStatus
[19:21:41] <Avenger> that's a symptom
[19:21:42] <D_T_G> well, how
[19:21:55] <Avenger> you should check above
[19:22:01] <D_T_G> hrothgar can't initiate the dialog in very first cutscene
[19:22:32] <fuzzie> guiscript breakage?
[19:22:37] <D_T_G> ImportError: No module named LevelUp
[19:22:42] <Avenger> yes the guiscript didn't load
[19:22:47] <D_T_G> that was earlier in the log
[19:22:53] <Avenger> yes, that's the problem
[19:23:00] <Avenger> levelup is imported without used :)
[19:23:04] <D_T_G> File "./GUIScripts/iwd/MessageWindow.py", line 41, in <module>
[19:23:21] <Avenger> i guess that was me?
[19:23:25] <Avenger> didn't add levelup
[19:23:28] <D_T_G> i saw you tried to fix min/max level base stats on chargen
[19:23:38] <Avenger> but only in bg1/bg2
[19:23:52] <D_T_G> but still i'm able to give 18 dex to dwarfs
[19:24:08] <D_T_G> but in iwd1/how i can give proper 17 max
[19:24:37] <Avenger> hmm, i guess it is the race index vs. race ID problem
[19:24:44] <Avenger> dwarf and gnome are swapped :)
[19:24:47] <fuzzie> LevelUp was Avenger in r7082
[19:24:57] <Avenger> i would kick any and all bio dev in the balls for that
[19:25:15] <fuzzie> "fixed IWD records window", the commit claims :-)
[19:25:28] <Avenger> yep, i need to add levelup
[19:25:46] <Avenger> oh well, that was all about reading IE code
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[19:28:45] <fuzzie> Avenger: it is always good to hear about IE code findings
[19:28:59] <CIA-22> gemrb: 03avenger_teambg * r7138 10/gemrb/trunk/gemrb/GUIScripts/iwd/ (Actor.py CharGenCommon.py LevelUp.py): heh, some missing stuff...
[19:29:06] <Avenger> i spend most of my time with that now
[19:29:26] <Avenger> D_T_G try now
[19:30:06] <D_T_G> ok
[19:30:46] <CIA-22> gemrb: 03avenger_teambg * r7139 10/chitem/trunk/ (chitem.clw chitem.rc chitemDlg.cpp creature.cpp): dltcep update
[19:33:15] <lynxlynxlynx> too much
[19:34:57] <CIA-22> gemrb: 03lynxlupodian * r7140 10/gemrb/trunk/gemrb/GUIScripts/iwd/Actor.py: Actor.py is global
[19:35:15] <Avenger> hehe
[19:35:54] <Avenger> good way to cause weird bugs
[19:36:08] <D_T_G> r7138 - works
[19:36:31] <Avenger> yeah, now if we change Actor, you will be in trouble :)
[19:36:54] <Avenger> get r7140, and delete actor.pyc from iwd, if you don't want some bug 1-2 months from now
[19:37:36] <lynxlynxlynx> D_T_G: if you have time we're also looking for volunteers to play bg1
[19:37:41] <D_T_G> on make install i always try to delete all files besides cfgs in install dir so not real problem
[19:38:03] <D_T_G> yeah i just took a look on level up in bg1 :)
[19:38:05] <lynxlynxlynx> you can run gemrb without installing btw
[19:40:24] <D_T_G> you mean bg1 playthrough?
[19:40:32] <lynxlynxlynx> yes
[19:40:59] <lynxlynxlynx> we know there are some spawning issues, but not much else though
[19:41:58] <lynxlynxlynx> then create something like http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs
[19:45:19] <D_T_G> gush, i have never ever heard "this container is locked" sound when playing in bg1 :o
[19:46:18] <lynxlynxlynx> we never do that
[19:46:43] <D_T_G> i heard it constantly in bg1 now in winthrop's inn
[19:46:44] <lynxlynxlynx> you mean the npc complaining when it happens? string+sound?
[19:47:09] <D_T_G> the same voice that says " you must gather your party..."
[19:47:16] <D_T_G> string+sound
[19:48:10] <lynxlynxlynx> so all the pcs result in the same sound? interesting
[19:48:32] <D_T_G> i have only one actor in my party now
[19:48:50] <lynxlynxlynx> Avenger: any special reason you decided to copy bg2 instead of bg1 in that dump?
[19:49:14] <lynxlynxlynx> D_T_G: surely you can tell if it is from her soundset or not?
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[19:49:29] <Avenger> no
[19:49:34] <D_T_G> her?
[19:49:37] <Avenger> it was just a quick hack to make it run
[19:49:40] <lynxlynxlynx> <HISHER>
[19:49:51] <lynxlynxlynx> i'll use bg1 then, it should be more similar
[19:50:04] <lynxlynxlynx> maybe even the controls match
[19:50:23] <D_T_G> my pc stayed on bottom of the screen's visible area during sarevok vs gorion cutscene :o
[19:50:39] <lynxlynxlynx> LevelUp is a nobrainer and the chargencommon stuff is useless
[19:50:57] <lynxlynxlynx> hiding behind a rock iirc
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[19:51:52] <CIA-22> gemrb: 03lynxlupodian * r7141 10/gemrb/trunk/gemrb/GUIScripts/iwd/LevelUp.py: iwd: use bg1's LevelUp code
[19:52:48] <fuzzie> yes, your pc is meant to be at the bottom there, it's just the bottom is meant to be off-screen :P
[19:54:07] <D_T_G> could the blue circles under npcs be always on in bg1 - that would be very bg1-ish :)
[19:54:40] <fuzzie> are you using a 'real' bg1 install?
[19:54:45] <D_T_G> yes
[19:55:06] <fuzzie> the circles are controlled by a setting in config
[19:55:13] <D_T_G> shit, imoen walking animation got broken
[19:55:17] <fuzzie> but i thought real bg1 set it by default
[19:55:19] <D_T_G> she move like a ghost now
[19:55:38] <fuzzie> so maybe i got it wrong for bg1..
[19:55:55] <fuzzie> D_T_G: when in your party, or in candlekeep?
[19:55:59] <CIA-22> gemrb: 03lynxlupodian * r7142 10/gemrb/trunk/gemrb/GUIScripts/iwd/GUIREC.py: iwd: call the right levelup function on click
[19:56:04] <D_T_G> i'm in beregost now
[19:56:15] <fuzzie> oh :(
[19:56:29] <fuzzie> well, that sucks
[19:56:30] <D_T_G> i don't see the circles option in game's gui
[19:56:51] <fuzzie> it's the one which isn't locator feedback
[19:57:13] <D_T_G> found it
[19:57:17] <fuzzie> "marker feedback", i guess
[19:57:35] <D_T_G> the point was out off bar
[19:57:44] <lynxlynxlynx> i doubt it will work from the game
[19:57:49] <lynxlynxlynx> check the ini
[19:58:00] <fuzzie> i think it should work from the game but we don't save it back to the ini, but i forget
[19:58:01] <D_T_G> but ingame blue cirlces are still not visible :O
[19:59:01] <fuzzie> i check "GUI Feedback Level" from the vars..
[19:59:02] <lynxlynxlynx> btw, re font glyphs and symbols: bg1 is using different ones codewise than bg2
[19:59:28] <fuzzie> and bg1 should set that, so meh
[19:59:55] <D_T_G> i got killed before nashkel
[20:00:02] <D_T_G> quite a lot of glitches
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[20:02:15] <D_T_G> Locator Feedback Level=3 in baldur.ini
[20:05:19] <fuzzie> that's what it is by default?
[20:05:28] <fuzzie> it could be that i got it off-by-one in gemrb's code
[20:05:54] <D_T_G> i don't remember changing it
[20:08:12] <fuzzie> it's not in the baldur.ini on the CD, it must be set on first run
[20:08:43] <fuzzie> heh, bg1's launcher/config exes are in Delphi? cute
[20:08:55] <fuzzie> i guess all of them are in Delphi
[20:10:06] <fuzzie> even worse, there's C++ in here, must be C++ Builder. gosh, memories.
[20:15:20] <CIA-22> gemrb: 03lynxlupodian * r7143 10/gemrb/trunk/gemrb/GUIScripts/ (6 files in 6 dirs): share RestParty
[20:19:54] <D_T_G> http://img27.imageshack.us/img27/7608/37076439.jpg - the circle option is always out of bar for me
[20:20:21] <fuzzie> yikes
[20:21:15] <D_T_G> when i give it back to bar it desn't seem to give any effect ingame
[20:22:57] <fuzzie> i don't have bg1 on this machine to test it myself
[20:23:09] <CIA-22> gemrb: 03lynxlupodian * r7144 10/gemrb/trunk/gemrb/GUIScripts/ (5 files in 5 dirs): share SelectFormation
[20:23:19] <fuzzie> the code responsible is in GUIOPT, the OptSlider call for MarkerFeedback
[20:23:39] <fuzzie> i wonder if the variable is invalid or what
[20:27:14] <lynxlynxlynx> i'd bet on that too
[20:27:28] <lynxlynxlynx> you can screw the other scrollbars similarly
[20:33:02] <CIA-22> gemrb: 03lynxlupodian * r7145 10/gemrb/trunk/gemrb/GUIScripts/ (5 files in 5 dirs): more code share, less quick action bugs
[20:35:09] <fuzzie> :)
[20:36:36] <D_T_G> ?
[20:37:17] <lynxlynxlynx> now you can't defend yourself in bg1
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[20:40:32] <CIA-22> gemrb: 03lynxlupodian * r7146 10/gemrb/trunk/gemrb/GUIScripts/ (5 files in 5 dirs): share GetActorPaperDoll, except for iwd2
[20:50:40] <CIA-22> gemrb: 03lynxlupodian * r7147 10/gemrb/trunk/gemrb/GUIScripts/ (6 files in 6 dirs): share SelectAllOnPress
[20:56:43] <CIA-22> gemrb: 03lynxlupodian * r7148 10/gemrb/trunk/gemrb/GUIScripts/ (5 files in 5 dirs): share GearsClicked
[21:10:30] <CIA-22> gemrb: 03lynxlupodian * r7149 10/gemrb/trunk/gemrb/GUIScripts/ (LUCommon.py bg1/GUICommonWindows.py bg2/GUICommonWindows.py): shared SetupThaco
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[21:13:38] <CIA-22> gemrb: 03lynxlupodian * r7150 10/gemrb/trunk/gemrb/GUIScripts/ (LUCommon.py bg1/GUICommonWindows.py bg2/GUICommonWindows.py): shared SetupLore
[21:22:18] <CIA-22> gemrb: 03lynxlupodian * r7151 10/gemrb/trunk/gemrb/GUIScripts/ (LUCommon.py bg1/GUICommonWindows.py bg2/GUICommonWindows.py): shared SetupHP and no more need for ceil
[21:23:09] <lynxlynxlynx> cut cut cut
[22:26:16] <CIA-22> gemrb: 03lynxlupodian * r7152 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUIREC.py iwd/GUIREC.py):
[22:26:16] <CIA-22> gemrb: almost completely synced bg1 and iwd guirec
[22:26:16] <CIA-22> gemrb: fixed a few bugs while merging
[22:26:16] <CIA-22> gemrb: created a few bugs while merging
[22:26:16] <CIA-22> gemrb: iwd levelup basically works :)
[22:27:15] <raevol> lynxlynxlynx: pong
[22:28:23] <lynxlynxlynx> volunteers for playtesting needed
[22:28:49] <lynxlynxlynx> bg1 or iwd
[22:29:27] <raevol> i can do bg1 for sure
[22:29:34] <raevol> need to update to latest right>
[22:30:00] <lynxlynxlynx> always before you start gemrb up ;)
[22:30:18] <raevol> cool, and report bugs to sourceforge?
[22:31:44] <lynxlynxlynx> to the wiki
[22:31:51] <raevol> ok
[22:32:03] <raevol> i'm eating atm and then gotta head to church, but i will get started tonight
[22:33:12] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=bg1_playthrough_bugs
[22:33:17] <lynxlynxlynx> no hurry
[22:34:59] <raevol> bookmarked
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[22:50:43] <pupnik_> protesting?
[22:50:52] <pupnik_> i have bg1 here will playtest
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