#gemrb@irc.freenode.net logs for 14 Aug 2012 (GMT)

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[00:02:04] <gembot> build #391 of cmake g++-4.4 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/391 blamelist: Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>, lynxlynxlynx, brad_a
[00:06:20] <brad__> traveler: looks like the cclipping rect for overhead text is completely screwy
[00:06:45] <brad__> playing on a window that is 800x600 and the x and y coords are in the 1000s
[00:16:58] <brad__> this really makes me wonder how it was broken on the commit you gave
[00:20:12] <brad__> are you sure that wasnt where the other (now fixed) stuff broke?
[00:26:21] <brad__> then again hardcoding a smaller rect isnt working
[00:29:26] <gembot> build #376 of cmake g++-4.5 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/376 blamelist: Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>, lynxlynxlynx, brad_a
[00:31:00] <brad__> new bug: something is clearing SF_DISABLEMOUSE after cutscene mode is enabled
[00:40:34] <brad__> DialogHandler::EndDialog clears the disable mouse flag
[00:40:49] <brad__> this is probably only a problem for cutscenes following chapter text
[00:40:57] <brad__> ie after leaving the bg2 start dungeon
[00:47:22] <CIA-58> GemRB: 03bradallred * r318204986a14 10gemrb/gemrb/core/DialogHandler.cpp: DialogHandler: only clear SF_DISABLEMOUSE and SF_LOCKSCROLL if cutscene mode is not active.
[00:47:32] <CIA-58> GemRB: 03bradallred * rea4b5631d100 10gemrb/gemrb/ (19 files in 8 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[00:55:52] <brad__> i dont know if its known but turning someone to stone then killing them doesnt work
[00:56:08] <brad__> see the irenacus battle in promenade
[00:57:22] <brad__> its funny cuz instead of gibbing the poor man it unstones him
[00:57:24] <brad__> :D
[00:58:21] <brad__> should the mouse curesor be drawn if t=mouse is disabled?
[01:04:29] <brad__> hmm
[01:04:43] <brad__> that change i made does break things
[01:05:19] <brad__> but maybe our InCutSceneMode function is just wrong
[01:06:02] <brad__> hmm looking at that function apparently in cutscene jsut means in dialog or in cusscene or mouse is disabled o_O
[01:06:09] <brad__> that seems wrong to me...
[01:06:50] <brad__> maybe i should check the cutscene only flag there instead
[01:12:04] <CIA-58> GemRB: 03bradallred * rb9ed9e5aa1c5 10gemrb/gemrb/core/DialogHandler.cpp:
[01:12:04] <CIA-58> GemRB: DialogHandler: apparently InCutSceneMode checks more than i thought.
[01:12:04] <CIA-58> GemRB: fix this to check only the cutscene flag.
[02:07:57] <brad__> btw the overhead text is most likely borked because BAM fonts are now actually BAM sprites and apparently those are subject to extra clipping rules
[02:08:20] <brad__> the blitter bails out without drawing a single pixel
[02:08:58] <brad__> the finalclip rect has so much negative width and height :D
[02:37:19] <CIA-58> GemRB: 03bradallred * r717bedc94b5d 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Xcode: add missing project files.
[02:37:21] <CIA-58> GemRB: 03bradallred * r0de48ce6279d 10gemrb/gemrb/core/ (Font.cpp Font.h Interface.cpp):
[02:37:21] <CIA-58> GemRB: Font: change signature of Print to take a pointer to a clip rect so that the default print method can pass NULL.
[02:37:21] <CIA-58> GemRB: this will allow overhead text to render again.
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[07:35:15] <CIA-58> GemRB: 03lynxlupodian * rcbbfbaece522 10gemrb/NEWS: 100 revisions are by - NEWS update
[07:37:23] <lynxlynxlynx> ugh, GemRB_MessageWindowDebug takes a string
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[08:17:21] <edheldil> brad: I have started a different approach to TextArea rendering. It should be more flexible and it should be relatively easy to fix drop caps. It's also written with multibyte support in mind, though it does not do actual rendering yet. The question is whether to use wchar_t or utf8. So far I used the former.
[08:17:45] <edheldil> If you want, I can send it to you, but it's still a standalone code
[08:18:58] <edheldil> Korean uses EUC-KR, but there are some strings that were left in French, that was why I thought it's not euc-kr. But it's a bit more complicated
[08:19:53] <edheldil> Japanese used JIS or whatever it's called
[08:20:19] <edheldil> Czech one uses cp1250, which is single byte
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[08:22:25] <edheldil> I think that if we hack TLK loader to convert to unicode and font rendering routines, we are 75% there. The more problematic 25% remaining, of course :)
[08:23:06] <edheldil> lynxlynxlynx: tell brad to read log, please :)
[08:25:36] <travelr> heh
[08:25:44] <travelr> i went to sleep
[08:25:52] <travelr> and info text are fixed
[08:27:17] <travelr> thanks
[08:36:48] <lynxlynxlynx> he usually does
[09:23:47] <travelr> hm one thing is different. previously, stats that didn't have enough place to have full name visible were cut off
[09:24:09] <travelr> now they are overlapping with actual stat's numbers
[09:25:58] <travelr> http://img694.imageshack.us/img694/4681/201208141124221440x900s.png
[09:36:57] <lynxlynxlynx> works here
[09:37:19] <lynxlynxlynx> but you can see it is broken only when the string contains non-ascii chars
[09:37:42] <lynxlynxlynx> is this czech, polish?
[09:37:52] <travelr> yes
[09:37:54] <travelr> polish
[09:39:03] <lynxlynxlynx> brad will also need your dialog*.tlk
[09:39:07] <travelr> funny i thought you were czech
[09:39:09] <travelr> np
[09:39:27] <lynxlynxlynx> ed is, i'm slovenian
[09:39:38] <travelr> ah
[09:40:36] <travelr> anyway, i installed "bigger" additional font from twm_gui/ totsc could it be parto of problem?
[09:40:59] <travelr> last word is usually cut off in textboxes, dialogues
[09:41:40] <lynxlynxlynx> could be
[09:42:02] <lynxlynxlynx> i doubt we hardcode the width anywhere, but if we did, that could explain it
[09:42:03] <travelr> are you saying that last word in line broken is not normal?
[09:42:33] <lynxlynxlynx> wrapping should be perfect
[09:42:40] <travelr> :/
[09:44:00] <travelr> http://img100.imageshack.us/img100/9703/201208141142471440x900s.png
[09:44:13] <travelr> one lone, sad 'p'
[09:50:29] <travelr> btw, do items left on the ground disappear as in orginal?
[09:50:49] <travelr> i'm having a hunch that it's not the case
[09:51:06] <travelr> if they do not, please don't change it
[09:51:39] <lynxlynxlynx> i don't know, it was selective in the origina
[09:51:41] <lynxlynxlynx> l
[09:51:44] <travelr> original behaviour was frustrating
[09:52:26] <travelr> ah
[09:52:41] <travelr> maybe items needed for main plot stayed
[09:53:05] <travelr> but i've lost balduran;s cloak that way
[09:53:21] <travelr> and i'm seeing random old loot with gemrb staying
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[09:57:08] <edheldil> traveler: texts too wide is a problem of some previous versions, I saw it in iwd
[09:58:06] <edheldil> imageshack's nameservers are unreachable from here atm
[10:02:17] <edheldil> lynxlynxlynx: btw, I have just written a page about the encodings, http://www.gemrb.org/wiki/doku.php?id=engine:encodings
[10:02:18] <edheldil> it's perhaps more suitable for iesdp, but I dislike their publication process :)
[10:04:37] <lynxlynxlynx> cool
[10:35:23] <edheldil> traveler: any pointer to the polish patch? :)
[10:36:43] <edheldil> the text bleeding has clearly something to do with the accented characters. That's the same effect I saw in the czech version
[10:38:51] <edheldil> looks like font->getTextWidth() or whatever it's called does not count non-ascii chars
[10:59:04] <traveler> sorry i was away
[10:59:13] <traveler> how can i help again?
[11:00:05] <traveler> and what imagehosting would you prefer?
[11:00:36] <traveler> my game was not patched
[11:00:50] <traveler> it's official cdprojekt dvd
[11:04:54] <traveler> i don't know how relevant that is
[11:04:59] <traveler> but unfortunately
[11:05:02] <traveler> polish bg1
[11:05:12] <traveler> have used it's own invented encoding
[11:08:00] <edheldil> np, imageshack has got good again. I saw the pics, see above
[11:08:44] <traveler> ok
[11:08:51] <edheldil> are you sure it's invented and not e.g. cp1250?
[11:08:56] <traveler> isinvented bg1 encoding relevant?
[11:08:57] <traveler> i;m sure
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[11:09:29] <traveler> http://free.of.pl/z/zed.nocear/technikalia.html
[11:09:35] <traveler> this is dodumented here
[11:09:40] <traveler> *sorry for typos
[11:09:59] <traveler> ..but i do not know how relevant this is i still
[11:15:41] <edheldil> ah, I see...
[11:16:08] <traveler> i haw dialog.tlk opened
[11:16:17] <traveler> indeed ther are letter swapped like in this table
[11:16:23] <edheldil> I remember we have a conversion table in GemRB, now I know why :-)
[11:16:29] <traveler> :)
[11:16:52] <traveler> ď = ć etc
[11:17:49] <traveler> anyway, it works in gemrb :), only those wrapping and bleeding
[11:18:34] <edheldil> hmm, it's possibly there to convert user's input, as TLK should be in BAM font's encoding
[11:19:36] <traveler> but i cannot input polish characters
[11:20:51] <edheldil> and I cannot find the table anymore :-)
[11:21:26] <traveler> something must convert .tlk, as dialogues display correctly, no?
[11:22:13] <edheldil> it's enough if the tlk and font is in the same 1byte encoding
[11:24:13] <edheldil> ah, grep -i charset .... though it's imo broken by design
[11:26:03] <traveler> you have spoken about documenting various version of games, that would be splendid indeed
[11:26:30] <traveler> but it would need input from lots of knowledgeable people
[11:26:49] <traveler> as various version with same build number can be many
[11:27:16] <traveler> i for one heard about cdprojekt modifying/updating their games
[11:27:27] <traveler> breaking mod compatibility and not changing version
[11:27:36] <traveler> and count all possible game distributors etc
[11:28:03] <edheldil> well, there are limits one can do :)
[11:28:10] <traveler> i've bought iwd2 twice
[11:28:18] <traveler> just to have other version of .exe
[11:28:25] <traveler> which wasn't documented anywhere
[11:28:34] <edheldil> the polish chars translation table is used to convert between lower and upper case chars
[11:28:46] <traveler> and no patch was available
[11:29:06] <edheldil> and it's strangely missing in BG1, where it was first needed
[11:30:13] <traveler> i think it's only needed in bg1
[11:30:31] <edheldil> and does it work for you?
[11:30:45] <traveler> yes, with gemrb encoding is fine right now
[11:30:53] <edheldil> hmmmmm
[11:30:57] <traveler> if that's what you are asking about
[11:31:04] <traveler> i was surprised too
[11:31:17] <traveler> as most mods/international version of antyhing
[11:31:21] <traveler> broke this susually first
[11:31:28] <traveler> *usually
[11:33:25] <edheldil> hmmm
[11:33:34] <edheldil> it should not work :-)
[11:33:40] <traveler> haha
[11:33:50] <traveler> as a reminder
[11:33:54] <traveler> currently i have
[11:33:58] <traveler> -git gemrb
[11:34:31] <traveler> polish tosc 5512 from 1dvd cdprojekt edition (whole saga merged)
[11:34:34] <traveler> widescreen
[11:34:46] <traveler> and twm_gui with bigger font
[11:34:51] <traveler> nothing more
[11:35:09] <traveler> and Dialog.tlk is not converted
[11:35:48] <edheldil> Ha! No, it does not work
[11:35:58] <edheldil> Ha! No, it does not work
[11:36:03] <edheldil> sry
[11:36:55] <traveler> np, but could you explain?
[11:37:19] <edheldil> looking at the first screenshot you posted (Karta Postaci), the 2class button has small s' c' at the end
[11:38:32] <traveler> yes
[11:38:36] <traveler> they are smaller
[11:38:45] <traveler> but that's correct glyph
[11:39:47] <edheldil> really? Try to copy [charset] section from e.g. gemrb/override/pst/gemrb.ini to gemrb/override/bg1/gemrb.ini and see if there's a difference
[11:40:21] <traveler> uh really
[11:40:27] <traveler> i know my letters
[11:40:45] <edheldil> there's MADROS'C', but DWUKLASOWOs'c'
[11:40:59] <traveler> true
[11:41:12] <traveler> but dwuklasowość has heigh limitations i think
[11:41:33] <traveler> sam as 'end' (wyjście) in main game doalogue
[11:42:10] <edheldil> the issue there is I think that BG1 converts Button labels to uppercase
[11:42:32] <traveler> ah
[11:43:27] <traveler> should i still test pst .ini?
[11:44:12] <edheldil> copy the [charset] group as I wrote you above and try bg1 again
[11:44:48] <traveler> ok
[11:47:36] <traveler> there is no charset in bg1.ini
[11:48:32] <traveler> and adding charset prom pst doesn't change antyhing
[11:48:45] <traveler> *uh. from, anything
[11:49:05] <edheldil> the 2class button stays the same?
[11:49:27] <traveler> all stays the same
[11:49:37] <traveler> 2class, 'end' etc
[11:51:08] <edheldil> hmm, maybe the chars in pst are for the sane polish encoding
[11:51:37] <traveler> pst was after bg1 correct?
[11:51:52] <edheldil> yes, see timeline at our wiki
[11:51:58] <traveler> i've only heard about bg1 frivolous encoding
[11:53:11] <edheldil> look here http://forums.gibberlings3.net/index.php?showtopic=3980 and do as Avenger says: change GameType to test and check the character codes for e.g. s', c' , S' and C'
[11:56:46] <traveler> ok
[11:56:58] <traveler> looks a bit obsolete though
[11:57:18] <traveler> nobody would complain so strongly if just some polish letters would be tad lower than others
[11:57:25] <traveler> as is the case now
[11:58:20] <edheldil> possibly :)
[11:58:53] <traveler> uh
[11:59:02] <traveler> gametype to test?
[11:59:21] <traveler> complains it doesn't have override/test
[11:59:59] <traveler> are you sure i just should have changed gametype?
[12:00:41] <edheldil> yes
[12:01:00] <edheldil> it'
[12:01:07] <edheldil> it's test1
[12:01:48] <traveler> same as before
[12:01:50] <traveler> Invalid path given: /usr/local/share/gemrb/override/test1
[12:01:55] <traveler> only test i see in source
[12:02:08] <traveler> is in GUI Scripts
[12:03:01] <edheldil> quite possibly it's not installed, unlike GUIScripts/test or whatever
[12:04:16] <traveler> i've did a standard make install
[12:04:32] <edheldil> ah, I see ... it does not have override ...
[12:04:39] <traveler> YES
[12:04:51] <traveler> that's what i was talking about
[12:05:12] <edheldil> either: try test1 or: create /usr/local/share/gemrb/override/test and see what happens
[12:05:29] <edheldil> looks like a bug, maybe even caused by me
[12:05:59] <traveler> test1 doesn't have override so it's the same
[12:06:04] <traveler> bt i can make a directory
[12:06:58] <traveler> are you sure it should be empty?
[12:07:12] <traveler> it needs at least .ini
[12:08:40] <wjp> the test1 gametype was removed somewhere after 0.6.1, it seems
[12:08:59] <traveler> doh
[12:09:09] <traveler> could it be hacked in place?
[12:09:15] <edheldil> the test one should be the correct one
[12:09:17] <traveler> i have inis for rest of games
[12:09:28] <traveler> /usr/local/share/gemrb/minimal/data/gemrb.ini
[12:09:38] <traveler> and this
[12:09:46] <traveler> but i don't have test/gemrb.ini
[12:10:19] <edheldil> try to copy the one from bg1
[12:10:30] <traveler> ok
[12:10:45] * edheldil can't test it right now himself
[12:11:37] <traveler> no it's missing palletes
[12:11:59] <traveler> *now
[12:12:13] <traveler> maybe just copy over bg1 override
[12:12:24] <traveler> and modify it so it could be as verbose as it should
[12:12:29] <traveler> that would be faster
[12:14:18] <traveler> but i need to know what needs to be modyfied
[12:14:36] <traveler> or dig in git history for test1
[12:14:57] <edheldil> try the copy of bg1's override first
[12:15:27] <traveler> and?
[12:15:53] <traveler> what would be difference if the override would be the same albeit with different name?
[12:17:08] <traveler> well the difference is
[12:17:11] <traveler> that it doesn't work
[12:18:30] <traveler> http://pastebin.com/7twVxw1R
[12:18:38] <traveler> black window
[12:18:47] <edheldil> Hmm, I see. Looks like we had some bitrot here :)
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[12:20:36] <edheldil> can you send me the STONESML.BAM file?
[12:23:16] <edheldil> or you can load it with some BAM viewer and glean the codes from it
[12:24:14] <traveler> i dont have viewer
[12:25:55] <traveler> StoneSML.BAM
[12:27:21] <traveler> arrived?
[12:28:18] <edheldil> no
[12:29:49] <traveler> check spam
[12:33:30] <edheldil> where have you sent it? To my SF address? Nothing arrived from SF yet
[12:35:57] <traveler> yes
[12:36:06] <traveler> topic is 'stn'
[12:37:34] <traveler> i'm known for receiving high spam scores :(
[12:37:54] <traveler> topic 'stn' with content "Stone"
[12:37:55] <traveler> eh
[12:46:13] <edheldil> ok, will look later, I have to leave now :)
[12:46:16] <edheldil> later ...
[12:46:50] <traveler> similar
[12:46:52] <traveler> to me
[12:46:54] <traveler> ok
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[13:47:04] <traveler> oh, and not counting polish characters is gamewide
[13:47:50] <traveler> description scrolls when hovering are too short if text contains pl characters
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[15:51:07] <brad____> the tooltips are calculated incorrectly for every language. i was playing iwth it last night
[15:51:29] <brad____> i fixed it locally but i think i want to re-write it to work better with multiline before i commit anything
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[15:53:08] <brad____> lynx: message window debug takes a string so you can use "warning" and "error"
[15:53:20] <brad____> and other strings to control the level of output
[15:53:42] <brad____> numeric strings also work of course
[15:55:25] <lynxlynxlynx> it's not intuitive
[15:55:30] <lynxlynxlynx> it'd be easier to pass the constants
[15:55:57] <lynxlynxlynx> i also got a crash there pretty quickly
[15:56:04] <brad____> interesting
[15:56:11] <brad____> change it however you see fit
[15:56:24] <lynxlynxlynx> memory corruption
[15:56:37] <brad____> i was hoping python coule parse numbers into strings
[15:56:49] <lynxlynxlynx> str()
[15:56:57] <lynxlynxlynx> it's not that weak typed
[15:57:52] <brad____> strange i havent seen a crash
[15:59:38] <brad____> my malloc is probably off by 1
[15:59:58] <brad____> i didnt take into account the null terminator i think
[16:01:13] <brad____> or 2
[16:01:16] <brad____> or 3
[16:01:30] <brad____> didnt take into account the : + space either
[16:02:41] <brad____> looks like its off by 2
[16:03:43] <brad____> im just going to do length of fmt
[16:03:50] <brad____> that way if fmt changes no problem
[16:09:33] <CIA-28> GemRB: 03bradallred * r098609abe991 10gemrb/gemrb/core/System/Logger/MessageWindowLogger.cpp:
[16:09:33] <CIA-28> GemRB: MessageWindowLogger: dynamically calculate the length of the format sting.
[16:09:33] <CIA-28> GemRB: this should fix memory corruption with the logger.
[16:10:14] <brad____> i thing i have a solution for your gripe with the parameter
[16:10:16] <brad____> think
[16:11:36] <lynxlynxlynx> the function would be much less uglier by taking ints
[16:12:17] <lynxlynxlynx> and then you could enter both level names or numbers without any parenthesis
[16:15:01] <CIA-28> GemRB: 03bradallred * r1a57e737157c 10gemrb/gemrb/GUIScripts/include.py: convert log level to a string for conveniently passing integer based levels.
[16:15:06] <brad____> how about that?
[16:15:10] <brad____> then we can use both
[16:20:56] <lynxlynxlynx> doesn't do anything for the ugly
[16:21:31] <wjp> why not just have the GUIScript function check the type?
[16:22:35] <wjp> although I should probably first look at what that function is actually doing before commenting :-)
[16:23:16] <brad____> i dont thnk its ugly :D
[16:23:33] <brad____> like i said feel free to change it how you wish
[16:24:17] <wjp> converting integers to strings and back again is ugly :-)
[16:25:54] <brad____> i wouldnt have gon through that trouble if i hadnt thought that users would prefer to use memerable strings
[16:26:03] <brad____> brb
[16:26:05] <-- brad____ has left IRC (Quit: brad____)
[16:27:44] <wjp> and there are also already symbolic constants?
[16:27:49] * wjp is now very confused
[16:36:48] <lynxlynxlynx> yes
[16:37:26] <lynxlynxlynx> and that's the convention already for function that deal with stats or other constants
[16:40:26] --> traveler has joined #gemrb
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[16:45:35] <brad__> now im lost
[16:49:51] --> Yoshimo has joined #gemrb
[16:51:01] <lynxlynxlynx> debug(LOG_DEBUG)
[16:54:52] <brad__> that works?
[16:55:12] <lynxlynxlynx> not now
[16:55:36] <lynxlynxlynx> oh no, it should with your last commit
[16:56:41] <brad__> neat. how does it know?
[16:56:57] <lynxlynxlynx> you defined it
[16:57:40] <lynxlynxlynx> probably needs to be sourced in include.py though
[16:58:15] <brad__> go ahead and change it
[17:01:27] <Textmode> am I blind? I can't find the bugtracker...
[17:03:17] <lynxlynxlynx> one's on sourceforge
[17:03:48] <Textmode> theres several?
[17:04:42] <brad__> well you can post here :)
[17:05:20] <Textmode> brad__: I want to see the issues list, not report one.
[17:05:28] <brad__> oh
[17:05:33] <brad__> wery good then :)
[17:05:55] <brad__> http://sourceforge.net/tracker/?group_id=10122&atid=110122
[17:06:26] <brad__> http://www.gemrb.org/wiki/doku.php?id=contribute
[17:07:01] <brad__> http://www.gemrb.org/wiki/doku.php?id=todo
[17:08:35] <Textmode> thanks :3
[17:10:46] <lynxlynxlynx> how come?
[17:11:30] <brad__> hopefully to contribute :D
[17:11:38] <lynxlynxlynx> :)
[17:12:19] <lynxlynxlynx> it's usually easier to get motivation by working on something that's bothering you though
[17:14:19] <Textmode> brad__: I'm thinking about it, I want to get an impression of the state of the project first.
[17:15:12] <lynxlynxlynx> we're in beta stage, but there are some things still missing
[17:15:32] <brad__> completeness is best measured by per-game anyway
[17:15:53] <lynxlynxlynx> basically development is two-tiered: getting the games running as good as possible and improving the engine for an even better experience
[17:16:01] <Textmode> How clean would you say the sources are?
[17:16:27] <lynxlynxlynx> pretty clean, though of course it varies
[17:16:56] <lynxlynxlynx> sometimes we're forced to copy stupid patterns from the original engine to maintain compatibility
[17:16:58] <brad__> lynx: how can we smooth out chapter text scrolling? i can increase the increment just fine, but the update seems to happen only twice a second. is there a timer someplace?
[17:17:26] <lynxlynxlynx> yes, we set the delay (tick count)
[17:17:30] <brad__> also some older code is messy and convoluted
[17:17:35] <brad__> how can i cahnge that?
[17:17:40] <brad__> or would that break other things?
[17:17:55] <lynxlynxlynx> it would cause faster/slower scrolling
[17:18:06] <brad__> well faster scroling is what im going for
[17:18:10] <lynxlynxlynx> now we try to make it go with the voice
[17:18:12] <brad__> its untollerably slow
[17:18:21] <brad__> intollerabley
[17:18:46] <lynxlynxlynx> i don't remember if the original cared, but we have separate values for bg and iwd
[17:19:16] <lynxlynxlynx> i'm not sure if we can do much about it without increasing the speed
[17:19:24] <brad__> i can increase the speed
[17:19:28] <brad__> i have done so
[17:19:45] <brad__> butt my problem is its jerky because it only updates a few times a second
[17:20:08] <lynxlynxlynx> doesn't a higher speed help with that?
[17:20:25] <-- traveler has left IRC (Ping timeout: 245 seconds)
[17:20:34] <brad__> led me run though debugger
[17:20:49] <Textmode> how complete is support for the games? how many of them are completable?
[17:21:10] <lynxlynxlynx> the whole bg saga, iwd until totl
[17:21:21] <Textmode> ((iirc, last I checked PST and IWD2 support was pretty spotty...))
[17:21:45] <lynxlynxlynx> pst is an unknown, but we do know there's lots of work to be done there, since it was a hack of the bg1 engine
[17:21:56] <Textmode> yeah.
[17:22:00] <lynxlynxlynx> iwd2 is almost definitely not completable
[17:22:03] <Textmode> they made a lot of changes and additions
[17:22:22] <Textmode> undersandable, wasn't it the only 3e game?
[17:22:26] <lynxlynxlynx> with cheat killing you could probably get through, but nobody tried
[17:22:38] <lynxlynxlynx> the action/script side is likely already pretty ok
[17:22:42] <lynxlynxlynx> yes
[17:23:21] <lynxlynxlynx> what we run it under now is a mix of 2,5 and 3rd ed :)
[17:24:00] <lynxlynxlynx> hmm, testing the scripting this way would be an interesting quest
[17:24:06] <Textmode> heh
[17:24:30] <lynxlynxlynx> you couldn't say you're playing the game
[17:25:10] <lynxlynxlynx> too much stuff is still missing or wrong, but the action side should already work well, since it is not that different
[17:25:46] <lynxlynxlynx> we'll never known until we try though, there could easily be ugly traps waiting for us
[17:26:09] <Textmode> From what I've heard, it seems like you can count on it :P
[17:26:10] <lynxlynxlynx> ie's scripting system is an unimaginable mess :s
[17:26:35] <Textmode> wasn't it some bastardisation of an old version of lua?
[17:26:51] <Textmode> or am I thinking of something else?
[17:27:11] <lynxlynxlynx> they had that for the cheat console
[17:27:30] <Textmode> ...they used multiple scripting languages?
[17:27:52] <lynxlynxlynx> there's no lua in the game scripts
[17:28:01] * Textmode slow claps
[17:28:43] <Textmode> your decision to use python makes slightly more sense, now.
[17:29:01] <lynxlynxlynx> well, that doesn't help the scripting situation
[17:29:11] <Textmode> no, it wouldn't.
[17:29:11] <lynxlynxlynx> we'd have to rewrite all that
[17:29:51] <Textmode> Not that anyone would want to, but would the engine actually support that?
[17:30:01] <lynxlynxlynx> we actually already have a switch somewhere in the queueing code; something along "if anyone writes a new game, they'll want this saner approach"
[17:30:26] <lynxlynxlynx> currently not, but it would be doable
[17:30:26] <Textmode> ah.
[17:31:01] <lynxlynxlynx> imagine, you can't even do arithmetic in the scripts
[17:31:31] <Textmode> yeah, I remember looking at the docs for IEScripting.
[17:31:51] <lynxlynxlynx> and they have this complicated delayed execution rules that i don't even dare to put debug messages in there
[17:31:56] <lynxlynxlynx> *these
[17:31:56] <Textmode> not to mention, the issues and complaints of some of the people made modes for it.
[17:32:10] <Textmode> made mods*
[17:32:19] <Textmode> it does sound pretty hairy.
[17:32:38] <lynxlynxlynx> let's make modding easier ... weimer invents an obscure pseudolanguage
[17:32:47] <lynxlynxlynx> purrfect
[17:33:04] <Textmode> I wasn't even talking about that. :P
[17:34:39] <lynxlynxlynx> anyway, it should be pretty clear this isn't a good entry point if you're interested in development
[17:35:01] <Textmode> it sounds like I couldn't possibly make things any worse. :P
[17:37:39] <lynxlynxlynx> changing the system can easily break things, but fixing individual actions isn't that bad for a start
[17:37:57] <lynxlynxlynx> it can easily devolve into ugly depths though
[17:38:05] <brad__> lynx: figured out how to speed it up
[17:38:19] <brad__> my problem was there was a separate setpos call that was jumping the lines
[17:38:46] <lynxlynxlynx> gemrb/GUIScripts/TextScreen.py <-- this is where the tick counts are set btw
[17:38:50] <Textmode> Are there any test suites you use, or do you rely on manual regression testing?
[17:39:22] <lynxlynxlynx> we have a minimal test that the buildbot runs, but that's it
[17:40:01] <lynxlynxlynx> it's a RE project, so it doesn't make that much sense
[17:40:20] <Textmode> RE?
[17:41:22] <lynxlynxlynx> reverse engineering
[17:41:29] <brad__> lynx: heh changing the tick count is much easier
[17:41:44] <brad__> i think BGTicks should be 200
[17:42:00] <brad__> which means all ticks would be 200
[17:42:08] <lynxlynxlynx> best to run gemrb next to a youtube clip of the original
[17:42:20] <lynxlynxlynx> that'd be great, the unification
[17:42:34] <lynxlynxlynx> that file was a bit of a forced sharing operation
[17:43:04] <brad__> all i know is 300 is way too slow
[17:43:14] <brad__> at least for BG2
[17:45:12] <brad__> should probably verify in BG1 before changing it
[17:45:43] <Textmode> How big is the repository, currently?
[17:46:13] <brad__> 150,000 lines of c++ :D
[17:46:19] <brad__> plus others
[17:46:27] <brad__> or am i thinking 150.000 total
[17:46:54] <brad__> that is the total count apparently
[17:46:55] <brad__> https://www.ohloh.net/p/gemrb
[17:47:22] <Textmode> brad__: repository, as in MB. :3
[17:47:33] <brad__> ah
[17:47:50] <brad__> almost 1GB
[17:48:04] <brad__> i lied
[17:48:06] <Textmode> "with a low number of source code comments" :/
[17:48:09] <brad__> i forget i have crap in mine
[17:48:42] <brad__> 250 mb without my garbage i thing
[17:48:44] <brad__> think
[17:48:59] <Textmode> speaking of which, what sort of developer-oriented docs do you have? Source overviews, style-guides, etc, etc?
[17:49:50] <lynxlynxlynx> a short style guide
[17:50:04] <lynxlynxlynx> a very short overview doc
[17:50:24] <lynxlynxlynx> the guiscript functions are all pretty well documented
[17:50:49] <wjp> the git repository is about 20MB
[17:51:41] <brad__> oh yeah i forgot i have my ios static libs living in my gemrb folder
[17:52:05] <Textmode> heh
[17:52:15] <lynxlynxlynx> hmm, looks like we haven't settled on the longer style guide yet
[17:53:38] <brad__> if somebody has BG1 installed it would be nice to verify the chapter text tickcount for it
[17:57:59] <lynxlynxlynx> where are all the lurkers when you need them, huh?
[17:58:19] <lynxlynxlynx> oh, wait for traveler, he's playing bg1
[18:01:04] <brad__> yes
[18:01:43] <brad__> btw IWDTICKS is unused
[18:01:47] <brad__> at least in that script
[18:02:38] <lynxlynxlynx> it's the default
[18:03:36] <brad__> ?
[18:03:44] <brad__> its only declared but never used
[18:03:50] <brad__> Ticks = IWDTICKS = 200
[18:04:00] <lynxlynxlynx> yes
[18:04:13] <lynxlynxlynx> either an artifact from the merge or later refactoring
[18:04:21] <brad__> yeah
[18:04:25] <lynxlynxlynx> purely documentational value now
[18:05:44] <brad__> :)
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[18:20:39] <CIA-28> GemRB: 03bradallred * r76f6b9205747 10gemrb/gemrb/core/Interface.cpp: Tooltips: center the tooltip background instead of always anchoring the left edge to the left "curl".
[18:20:51] <CIA-28> GemRB: 03bradallred * r5f7039fcdd60 10gemrb/gemrb/core/Interface.cpp:
[18:20:51] <CIA-28> GemRB: Tooltips: fix some minor miscalculations.
[18:20:51] <CIA-28> GemRB: the clipping rect was too large; allowing overly long labels to blit over the edge "curls"
[18:20:51] <CIA-28> GemRB: additionally some labels were improperly being calculated as single line labels (ex. Potion of Invisibility)
[18:21:15] <brad__> decided it wasnt worth the time to try and shrink multiline tooltips to the width of their longest line
[18:28:01] <CIA-28> GemRB: 03bradallred * rc81656dd3125 10gemrb/gemrb/core/Interface.cpp: Interface: un-pop the console before presenting the nice exit window.
[18:32:41] <CIA-28> GemRB: 03lynxlupodian * r353709ba2841 10gemrb/gemrb/ (4 files in 3 dirs): changed GemRB_MessageWindowDebug to take ints directly
[18:32:53] <lynxlynxlynx> there's one bug remaining there
[18:33:04] <lynxlynxlynx> but it's of the annoying data kind
[18:33:09] <lynxlynxlynx> we don't play the unrolling sound
[18:33:22] <lynxlynxlynx> good luck finding it ><
[18:33:50] <lynxlynxlynx> i was thinking if we could use something akin to spotify to get such identification done
[18:33:58] <lynxlynxlynx> we have the same problem in other cases
[18:34:25] <lynxlynxlynx> the problem is that they are so short
[18:48:03] <wjp> was it PAPER.WAV?
[18:48:33] <lynxlynxlynx> woah!
[18:58:05] <brad__> lol
[18:59:25] <brad__> isnt that sound used in multiple places?
[18:59:38] <brad__> i thought scrolls used the same sound
[19:01:30] <lynxlynxlynx> for?
[19:02:02] <brad__> the paper sound the tooltips make. i thought scrolls used them when you put them in a slot
[19:11:11] <lynxlynxlynx> could be
[19:12:55] <lynxlynxlynx> adding it now
[19:56:36] <CIA-28> GemRB: 03lynxlupodian * re1a891199904 10gemrb/gemrb/ (9 files in 8 dirs):
[19:56:36] <CIA-28> GemRB: play the tooltip unrolling sound
[19:56:36] <CIA-28> GemRB: doesn't work for gamecontrol though, gets cancelled asap
[19:57:48] <Textmode> 15.5MB, apprently.
[19:59:28] <Textmode> er, I see an autogen.sh, but the instructions seem to be telling me to use Cmake.
[20:00:09] <wjp> go with cmake
[20:02:20] <lynxlynxlynx> hmm
[20:02:54] <lynxlynxlynx> now that we have github mirroring up, a bot could post urls to the actual revision diffs
[20:04:40] <wjp> hm?
[20:04:45] <wjp> CIA already has the URLs
[20:05:21] <wjp> (see e.g., http://cia.vc/stats/project/GemRB/.message/93e2a2 )
[20:05:45] <lynxlynxlynx> it's not posting them
[20:06:07] <lynxlynxlynx> there's apparently a dedicated github bot that does it nicely (seen on #qgis)
[20:07:55] <wjp> but that's all configurable, isn't it?
[20:07:57] <lynxlynxlynx> looks like it's enough to change the url in cia
[20:08:11] <lynxlynxlynx> http://stackoverflow.com/questions/5849781/how-to-set-up-ciabot-for-github-repository
[20:09:19] <lynxlynxlynx> ooh, i see what you mean
[20:09:25] <lynxlynxlynx> we can just modify our hook
[20:09:38] <wjp> no, we can just modify the CIA bot config for gemrb
[20:09:56] <wjp> and/or the hook, if you want different URLs
[20:11:24] <wjp> although CIA's IRC bot config seems a bit arcane
[20:11:27] <lynxlynxlynx> github commit view is superior, since you can comment on a perline basis
[20:11:56] <wjp> true, but if we want that we may just want to switch to github as primary?
[20:11:58] <lynxlynxlynx> git.io can be used to shorten urls
[20:13:13] <lynxlynxlynx> probably not such a bad idea
[20:15:58] <lynxlynxlynx> at least for gemrb itself, the other stuff is not included there
[20:18:22] <wjp> but you're right we could just use their commit view and notifications, as long as we all sign up for them
[20:19:28] <Textmode> gah, why did they decide to color liner messages in red?
[20:20:13] <Textmode> linker*
[20:23:21] <lynxlynxlynx> -DCMAKE_COLOR_MAKEFILE=off
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[20:30:13] <traveler> i'm back
[20:30:22] <traveler> somebody wanted something about bg1 :)
[20:31:32] <Textmode> lynxlynxlynx: more objecting to their choice of colors, red makes me think there were errors.
[20:32:24] <brad__> traveler: yes i wanted to know if the chapter text scrolls too slowly
[20:33:23] <traveler> according to what?
[20:33:28] <traveler> a bit slower than audio played
[20:34:24] <traveler> but i cannot easily compare with original game
[20:34:45] <traveler> and youtube is wrong idea, as youtube videos have usually shifted audio
[20:34:46] <brad__> right. im wondering if a tick value of 200 is better
[20:34:47] <brad__> GUIScripts/TextScreen.py
[20:35:01] <traveler> i will check in few minutes, ok?
[20:35:05] <brad__> sure
[20:35:20] <brad__> i dont know why we should care so much about matching original here
[20:36:19] <Textmode> because "why the hell not"?
[20:38:22] <brad__> well if the original is as slow as BG2 is scrolling then its just irritating
[20:39:00] <traveler> well
[20:39:22] <traveler> i don't think that was particularly synchronised
[20:39:46] <traveler> i thought text was in case you didn't comprehend audio :P
[20:40:18] <brad__> well its unbearably slow in BG2 and i dont know if it is in BG1 thats why i ask
[20:40:35] <traveler> so it wouldn't be right to have text scrolled at same pace as audio anyway
[20:40:44] <traveler> it is slow
[20:41:36] <Textmode> how hard would it be to make it an option?
[20:43:17] <traveler> i think it should be config option
[20:43:24] <traveler> anyway in bg1 current value
[20:43:34] <brad__> i have an idea
[20:43:43] <traveler> you could say its pixel per pixel ;)
[20:43:49] <traveler> so slow
[20:43:54] <brad__> well it is per pixel
[20:44:03] <traveler> yes
[20:44:26] <traveler> but text different than audio btw
[20:44:27] <brad__> lynx: is IWD different from BG because of font size only?
[20:44:45] <traveler> text is much more exhaustive
[20:44:48] <brad__> because if thats the case lets use 200 ticks for all text
[20:45:03] <brad__> then i already have a fix ready for scrolling by text size
[20:45:13] <brad__> instead of single pixel regardless
[20:46:18] <traveler> uh no. maybe text = audio, but text is just in totally different place than audio played
[20:47:22] <brad__> i definately think we should be scrolling a % of line rather then in raw pixels
[20:47:36] <brad__> then all games should use the same tick count
[20:48:55] <brad__> unless its that the narrator in IWD speaks faster
[20:49:13] <traveler> it could depend on lang
[20:49:16] <brad__> but even then we should scroll based on line size
[20:49:34] <brad__> we support TTF fonts so if somebody were using a diffrent font it changes the dynamic
[20:49:44] <traveler> 200 is about synchronized with narrator
[20:49:50] <traveler> in bg1
[20:49:57] <brad__> so scrolling 1 px per tick is still wrong regardless of tick count
[20:50:08] <brad__> but its good to know 200 works for you
[20:50:20] <brad__> i feel the same about 200 in bg 2
[20:50:23] <traveler> well i don;t like scrolling per px visually
[20:50:24] <traveler> but yes
[20:50:32] <traveler> it's ok speedwise
[20:51:05] <brad__> traveler: i dont know what you mean by that
[20:51:33] <brad__> it probably doesnt matter because im changing it to be a % of line
[20:51:42] <brad__> tho i havent a clue what that % should be
[20:53:17] <traveler> well i'm saying
[20:53:26] <traveler> that scrolling per pixel looks skippy
[20:53:33] <traveler> it's not smooth
[20:53:41] <traveler> that's all
[20:58:17] <brad__> that has nothing to do with the amout that is scrolled
[20:58:43] <brad__> it is jumpy because the refresh rate in the python script
[20:59:06] <traveler> ah
[20:59:15] <brad__> change it to something really low
[20:59:22] <traveler> coincidence is not causation, true
[20:59:37] <brad__> the text will be turbo speed but much smoother
[21:00:06] <traveler> i would prefer smooth but not turbo :)
[21:00:18] <brad__> im not sure what we can do about that
[21:02:44] <brad__> the only thing i can think of is to keep the per-pixel scrolling and base ticks off the font size
[21:02:55] <brad__> not sure how to do that or if im thinking straight
[21:17:48] <brad__> i think we should remove the ticks from the python script altogether
[21:18:03] <brad__> keep it all in the TextArea
[21:18:15] <brad__> since much of this depends on the font size
[21:24:37] <lynxlynxlynx> go ahead
[21:25:57] <brad__> are ticks even a unit of time?
[21:26:36] <brad__> by that i mean are we guaranteed the same number of ticks in a second provided the hardware is fast enough?
[21:32:03] <lynxlynxlynx> i'm pretty sure we do
[21:32:11] <lynxlynxlynx> in a tight spot, the fps would drop
[21:32:45] <lynxlynxlynx> and it's 15 btw (AI_UPDATE_TIME)
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[21:39:43] <brad__> traveler: http://pastebin.com/KYxvxcEU
[21:39:48] <brad__> see how that works
[21:40:34] <brad__> i think we may need to factor in the height as well
[21:40:39] <brad__> the area height i mean
[21:41:28] <brad__> then again probably not
[21:41:43] <brad__> the height has nothing to do with the rate of speaking
[21:42:03] <brad__> and all im doing is calculating the number of ticks it takes to scroll a given font by 1 px
[21:42:34] <brad__> this way speed is automatically adjusted for players using diffrent fonts
[21:42:40] <traveler> ok
[21:42:57] <brad__> traveler: btw i saw you are using a font mod. did you know gemrb can use TTF fonts?
[21:42:59] <traveler> if you would say me how to cleanly&fast apply patches from git
[21:43:08] <traveler> yes i know
[21:43:16] <brad__> to apply that patch i posted save it to a text file
[21:43:26] <brad__> then do git apply /path/to/file
[21:43:36] <traveler> ah
[21:43:39] <traveler> git apply
[21:46:48] <traveler> sorry im not used to git
[21:47:50] <brad__> neither was i
[21:48:07] <brad__> i still use a git gui most of the time :p
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[21:53:29] <traveler> uh
[21:53:32] <traveler> i'm too stupid
[21:53:41] <traveler> first it needs git am with this format
[21:53:50] <traveler> but it complains of missing header too
[21:54:13] <traveler> where is simple patch <patchfile?
[21:54:26] <brad__> i may have copied and pasted worng
[21:55:28] <traveler> by now i could edit by hand, but it would speed things around if i would learn git a bit
[21:55:54] <brad__> i have always jsut used git apply
[21:56:30] <traveler> still missing header
[21:57:22] <brad__> what header?
[21:57:32] <brad__> isnt that the bit at the top?
[21:57:52] <traveler> yes
[21:58:24] <traveler> i think so
[21:58:30] <brad__> i just did git reset and applied my patch just fine using git apply
[21:58:51] <brad__> so did you copy and paste it ok?
[21:59:02] <brad__> maybe you saved it in a wierd text format?
[21:59:08] <traveler> no
[21:59:19] <traveler> i'm sure i'm doing something wrong
[21:59:51] <traveler> though
[22:01:22] <brad__> do you just want a diff?
[22:01:30] <traveler> it would be simpler
[22:01:33] <traveler> GemRBGit/gemrb $ git apply patch.1
[22:01:39] <traveler> fatal: patch fragment without header at line 40: @@ -28,8 +28,6 @@ Row = 1
[22:02:08] <brad__> http://pastebin.com/zgy3PH8w
[22:09:07] <brad__> traveler: any luck?
[22:11:25] <CIA-28> GemRB: 03bradallred * ra9a6f8a8a47a 10gemrb/gemrb/core/System/ (Logger.cpp Logger.h): Logger: remove this unwanted and unused function.
[22:14:36] <traveler> im editing by hand now
[22:16:45] <brad__> :(
[22:16:52] <brad__> but that was just a diff
[22:17:03] <brad__> unless you didnt see that i posted you a diff
[22:22:18] <brad__> heh. i just noticed that our autosave screen shots have part of the GUI in them
[22:22:31] <brad__> not sure the best way to fix that
[22:25:58] <traveler> not here
[22:26:05] <traveler> but i have widescreen + gui_mod
[22:26:37] <traveler> anyway, i have edited by hand but must have missed because it still wanted ticks
[22:26:41] <traveler> and regarding diff
[22:26:58] <traveler> GemRBGit/gemrb $ patch -p1 <patch.1
[22:27:09] <traveler> Patching file gemrb/GUIScripts/TextScreen.py using Plan A... patch: **** malformed patch at line 16:
[22:28:00] <traveler> yes, i had clean source when i used patch
[22:30:49] <wjp> malformed patch means the patch is corrupt
[22:31:04] <brad__> lol did you copy and paste from the top window?
[22:31:13] <brad__> instead of from the "raw" window?
[22:31:54] <brad__> you probably have all those line numbers from pastebin in your patch file
[22:32:10] <brad__> there is also a download button
[22:34:01] <traveler> no i don't have line numbers
[22:34:41] <brad__> just use the download link
[22:35:14] <brad__> maybe the charset of the file you are saving is not compatible or something along those lines
[22:35:27] <brad__> http://pastebin.com/download.php?i=zgy3PH8w
[22:41:16] <traveler> believe i'm trying
[22:41:42] <brad__> dont worry about it
[22:41:45] <brad__> ill just commit it
[22:41:51] <brad__> if its wrong its not a big deal
[22:41:56] <brad__> we can fix it :)
[22:43:14] <CIA-28> GemRB: 03bradallred * r89fc8c47a6d8 10gemrb/gemrb/ (4 files in 3 dirs):
[22:43:14] <CIA-28> GemRB: ChapterText: internalize the tick calculation to TextArea.
[22:43:14] <CIA-28> GemRB: we do this both because font size plays a role in the speed and because there is no reason TextArea cannot make adjustments for different gametypes (if needed)
[22:43:14] <CIA-28> GemRB: all games now have the same scroll rate, but we can adjust if needed.
[22:43:19] <traveler> well im not worrying i just believe i CAN use patch... and best i could get was one applied hunk and rejects
[22:44:08] <brad__> well just pull from git now. tomorrow somebody with more git knowhow than me can probably help you figure out why you cannot apply patches
[22:45:08] <brad__> jsut discard what you applied of my patch first
[22:48:02] <traveler> don't worry
[22:48:11] <traveler> i'm not that lost
[22:50:30] <traveler> hmm
[22:50:50] <traveler> what were you trying to do?
[22:51:39] <traveler> text is scrolling (too) fast, end paragraph gives audible 'pop' and new one appears instantly
[22:52:05] <brad__> pop?
[22:52:19] <brad__> dont understand how anything i did affects audio
[22:52:26] <traveler> neither do i
[22:52:32] <brad__> oh i guess maybe after its lines are done the audio is killed
[22:52:40] <traveler> something like it
[22:52:52] <brad__> so the audio is divided into segments?
[22:52:55] <traveler> yes
[22:52:59] <brad__> i see
[22:53:18] <brad__> can you play with the value?
[22:53:22] <brad__> see what works
[22:54:06] <brad__> TextArea::SetupScroll()
[22:54:09] <brad__> at the top
[22:54:19] <brad__> play around with the 2000 number
[22:54:42] <brad__> higher will be slower
[22:54:44] <traveler> currently new paragraph appears only after narrator ends speaking
[22:54:52] <brad__> dont worry about that
[22:55:24] <brad__> editing that value to the correct amout will fix everything
[22:56:29] <brad__> you can try 3000 then if thats too slow do 2500
[22:56:50] <brad__> so on and so on
[22:58:03] <traveler> are you talking about ticks?
[22:58:12] <brad__> yes
[23:01:19] <traveler> 3000 looks initially right but it isn't
[23:01:44] <traveler> new paragraph is blinking/overlapping old text
[23:01:55] <traveler> and this pop is annoying
[23:02:36] <traveler> previously you just had empty space after end of paragraph till the narrator stopped
[23:03:01] <traveler> now new text is well appearing abrubtly
[23:05:14] <traveler> realigning previous paragraphs
[23:09:27] <brad__> wish i could easily test a chapter with multiple paragraphs
[23:09:45] <traveler> chapter 1 with bg1
[23:09:53] <brad__> i dont have bg1
[23:09:57] <traveler> ah
[23:10:17] <brad__> i own it but i need to download it from gog
[23:10:23] <brad__> then install with wine
[23:10:42] <traveler> i thought you were playing bg2, you don't have saves near chapters, yes?
[23:12:11] <traveler> maybe you could skip around a bit
[23:12:16] <brad__> the first one only and it is a single paragraph
[23:12:19] <traveler> i don't know what triggers chapters in bg2
[23:12:31] <traveler> but something does ;)
[23:12:32] <brad__> i dont immidiately remember either
[23:12:58] <traveler> ed had saves vault i think
[23:13:01] <brad__> it will be easier for me to just install BG1 :p
[23:13:04] <traveler> maybe there are some relevant ones
[23:13:10] <traveler> possible
[23:13:15] <brad__> yes i know thats where i got mine ;)
[23:14:02] <traveler> ah, ok
[23:14:08] <brad__> so change ticks = 2000 / ftext->maxHeight; to just ticks = 200
[23:14:18] <brad__> because thats what it was before
[23:15:18] <brad__> the only difference is the value used to be passed from pyhon. obviously that shouldn't matter
[23:15:54] <-- Drakkar has left IRC (Ping timeout: 252 seconds)
[23:17:34] <brad__> ok i downloaded BG1
[23:17:41] <brad__> ill set it up later
[23:17:47] <brad__> i must go home for dinner now
[23:17:52] <traveler> same as before
[23:17:59] <traveler> first paragraph is realigned
[23:18:07] <brad__> interesting
[23:18:11] <traveler> very annoying
[23:18:14] <brad__> sure
[23:18:34] <traveler> wait a momen
[23:18:36] <traveler> *t
[23:18:42] <brad__> k
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[23:21:42] <traveler> heh
[23:21:55] <brad__> ?
[23:22:00] <traveler> no, it's the same
[23:22:31] <traveler> even that i've used wrong binary first time around ;)
[23:22:59] <traveler> the same= realigning
[23:23:25] <brad__> with value of 200?
[23:23:36] <traveler> yes
[23:23:44] <traveler> now i'm using 200
[23:23:47] <traveler> speed is ok
[23:23:59] <traveler> but paragraph is realigning
[23:24:02] <traveler> i think that
[23:24:15] <traveler> initial paragraph letter (graphical)
[23:24:20] <traveler> makes difference
[23:24:25] <brad__> thats an unrelated problem
[23:24:32] <brad__> and a known issue
[23:25:03] <traveler> ahh
[23:25:06] <traveler> but still
[23:25:16] <brad__> im sure it will get fixed at some point
[23:25:25] <traveler> nono
[23:25:43] <traveler> im talking that there are still paragraphs appearing abruptly
[23:26:07] <brad__> if it does it at a value of 200 i dont see how my changes could have caused that
[23:26:19] <brad__> seriously all i did was move it from one place to another
[23:26:24] <traveler> well
[23:26:30] <brad__> except BG was 300...
[23:26:37] <brad__> try 300 then
[23:26:39] <traveler> i will tell you what appeared
[23:26:43] <traveler> moment ago
[23:26:57] <traveler> paragraph was spawned _behind_ first one
[23:27:02] <traveler> and then corrected
[23:28:06] <brad__> that sounds like the already know issue revolving around drop caps and multiple paragraphs
[23:28:34] <traveler> ah
[23:28:58] <brad__> im only concerned with the scroll speed :)
[23:29:04] <traveler> you should see it with your own eyes
[23:29:05] <brad__> that is all im messing with right now
[23:29:07] <traveler> to correctly judge
[23:29:08] <brad__> sure
[23:29:12] <brad__> i will now
[23:29:17] <brad__> that i have bg1
[23:29:34] <brad__> i had already tested with bg2 and it looked maybe a bit fast
[23:29:46] <brad__> but 3000 seems too slow
[23:29:55] <brad__> anyhow ill be back tomorrow
[23:29:56] <-- brad__ has left IRC (Quit: brad__)
[23:30:52] <traveler> 300 is too slow
[23:30:54] <traveler> yes
[23:31:02] <traveler> 225
[23:31:09] <traveler> would be better i think
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[23:46:19] <traveler> i cannot choose sensible value
[23:46:46] <traveler> 220 is ok
[23:46:47] <brad__> well like i said a truely sensible value must be based off font size
[23:46:50] <traveler> but not quite
[23:47:05] <brad__> not sure the formula best to use tho
[23:47:10] <traveler> narrator starts before new paragrpah is rolling on the screen
[23:47:23] <traveler> but in paragraph is right on the line
[23:47:35] <traveler> if it could make sense at all
[23:48:11] <brad__> im installing BG1 now
[23:48:28] <traveler> nice, you cold judge by yourself
[23:48:32] <traveler> *u
[23:48:50] <traveler> is there chance to eliminate this popping?
[23:49:48] <brad__> is the popping the with a value of 300?
[23:50:04] <traveler> it's always popping
[23:50:14] <brad__> then its probably unrelated to this
[23:50:17] <brad__> check your run log
[23:50:21] <brad__> for openal stuff
[23:50:33] <brad__> i assume you are using openal anyway
[23:50:33] <traveler> i don't use openal
[23:50:35] <brad__> oh
[23:50:39] <brad__> maybe thats your problem
[23:50:40] <traveler> stop
[23:50:50] <traveler> gemrb should be using openal-soft
[23:51:04] <traveler> but i'm not using openal to anything else now
[23:51:04] <brad__> i dont know what that is
[23:51:18] <traveler> btw, ddo you need polish dialog.tlk?
[23:51:20] <brad__> so are you using openal or SDL_audio?
[23:51:26] <brad__> i might need that
[23:51:37] <traveler> it uses very interesting encoding
[23:51:38] <brad__> but im not going to work on anymore font stuff for a while
[23:53:04] <traveler> [OPENAL]: Music in INITIAL State. AutoStarting
[23:54:10] <traveler> http://www.freshports.org/audio/openal-soft/
[23:55:21] <traveler> essentially encoding is fine here
[23:55:23] <brad__> holy god BG1 is an ugly looking interface
[23:55:31] <traveler> blasphemy!
[23:55:40] <traveler> i prefer it to bg2
[23:55:42] <brad__> its so jagged!
[23:56:00] <traveler> ...
[23:56:13] <brad__> i guess it doesnt help that im blowing up 640x480 to 1024x768
[23:56:25] <traveler> install widescreen doh
[23:57:17] <traveler> anyway encoding is fine here, but it shouldn't be :) only problem are bleeding accented letters and wrong wrapping
[23:57:49] <traveler> http://img694.imageshack.us/img694/4681/201208141124221440x900s.png
[23:58:06] <brad__> traveler: i get no audio popping
[23:58:26] <traveler> http://img100.imageshack.us/img100/9703/201208141142471440x900s.png 'p' form cut off word
[23:58:34] <traveler> poping after end of paragrpah
[23:58:43] <traveler> you use mac, yes?
[23:58:44] <brad__> nope
[23:58:46] <brad__> yes
[23:59:34] <traveler> well
[23:59:51] <traveler> that could explain few differences in audio system