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

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[02:34:27] <Thematic> Where did the forum go?
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[09:07:58] <edheldil> Hi, guys, I guess you have already seen this? https://twitter.com/TrentOster/status/278277346321129472
[09:08:52] <fuzzie> hm, I wonder if they managed to bundle it into the PC one or not
[09:10:47] <fuzzie> doesn't look like it. alas.
[09:12:39] <edheldil> I interpret it that they will work on it, not that it's all done already.
[09:14:40] <fuzzie> well, previously there was some argument over whether it would need to be a completely new platform (i.e. new sale required) or not
[09:15:29] <fuzzie> I would assume that if the Android version is pretty much done, they won't have much porting work to do. :)
[09:16:17] <edheldil> that still takes a lot of time, to meet some QA standards, I think
[09:16:33] <fuzzie> sure, I'd expect at least a month of QA
[09:16:49] <fuzzie> but even that Android build isn't done with QA yet
[09:17:08] <edheldil> I have not bought bgee yet, so I am indifirent to it being bundled into a pc platform or not
[09:17:13] <fuzzie> but that's okay with me, I have no time to play it, I can wait :-p
[09:17:35] <fuzzie> I will certainly buy a Linux release though.
[09:17:40] <edheldil> yes
[09:17:42] <fuzzie> also most likely the Android one.
[09:18:19] <edheldil> I don't have tablet, alas
[09:20:25] <fuzzie> lynxlynxlynx: do you plan to look at the visible thing?
[09:21:10] <lynxlynxlynx> i wasn't sure what everything you wanted changed
[09:21:28] <lynxlynxlynx> currently working irl, then i have the iwd2 combat stuff to finish
[09:21:55] <fuzzie> I think I concluded the easiest solution is just to have an IF_WASVISIBLE. If an actor is visible, and it isn't already set, then set it and do the autopause.
[09:22:09] <fuzzie> And I guess for now you can just make it so that if it isn't visible and it is set, then unset it.
[09:22:30] <fuzzie> Maybe the latter is best done elsewhere, but that's a story for another time.
[09:22:55] <fuzzie> Curently stuck doing irl stuff also though. Maybe not tomorrow.
[09:23:04] <lynxlynxlynx> ok
[09:23:12] <lynxlynxlynx> nice news about the port though
[09:23:31] <fuzzie> My calendar next week is actually almost entirely clear.
[09:23:34] <fuzzie> Crazy.
[09:24:09] <lynxlynxlynx> i hope you take some time for gemrb too then :)
[09:30:09] <cj_schnell> If anyone of the GemRB devs need a GOG version of one of the IE games I am more than happy to gift them to you. Consider it a pre-Christmas present.
[09:30:33] <lynxlynxlynx> thanks
[09:30:38] <lynxlynxlynx> i think brad is missing a few
[09:31:09] <fuzzie> and brad usually gets saddled with the compatibility stuff nowadays :)
[09:31:11] <cj_schnell> Ok, we'll see what he needs when he gets in.
[09:32:45] <lynxlynxlynx> :)
[09:32:48] <fuzzie> looking at the gog sale list just makes me sad I have no time
[09:33:52] <fuzzie> well, also that their Dungeon Keeper is incomplete still.
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[15:32:31] <brada> I know android has a linux kernel, but isnt os x closer to linux in this case?
[15:32:50] <brada> ^ re bgee linux
[15:32:52] <Avenger> hehe
[15:33:24] <Avenger> it was not an os issue, i guess. but a platform license problem?
[15:33:52] <Avenger> I'll volunteer for linux testing too :)
[15:34:37] <brada> so now that its official what about gemrb?
[15:34:55] <Avenger> i still didn't ask anyone
[15:35:43] <Avenger> technically, bgee is definitely an easier target than iwd2
[15:37:40] <lynxlynxlynx> but you can't avoid animation work there either
[15:38:18] <rocket_hamster> hey whats going on? :)
[15:38:21] <lynxlynxlynx> there'll be separate linux testing?
[15:38:48] <lynxlynxlynx> rocket_hamster: bgee will be released for linux too
[15:38:55] <rocket_hamster> yay! where can i sign in?
[15:39:52] <lynxlynxlynx> for the testing? they'll probably reuse the beta people, at least 3 were linux users :>
[15:40:25] <rocket_hamster> hmm avenger you are in bgee testing? can you push me in? xD
[15:40:56] <Avenger> i don't think they still accept people. Are you on the forum?
[15:41:05] <rocket_hamster> nope
[15:41:25] <fuzzie> brada: in terms of difficulty of making it build, I assume not
[15:41:30] <rocket_hamster> so i can register on forum?
[15:41:57] <Avenger> http://forum.baldursgate.com/ is public for a long time
[15:41:58] <fuzzie> Avenger: you think they have enough variety of linux testers already?
[15:42:18] <Avenger> no idea fuzzie, i didn't ask anyone about that
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[15:42:48] <fuzzie> just like for the windows beta I don't really have the time myself, but looking forward to a final build
[15:44:13] <Avenger> hamster: if you join now and report about bgee, i guess you can get into bg2ee beta. At least, your chances will be much better
[15:44:46] <lynxlynxlynx> i hope you don't have an intel card though ;)
[15:44:52] <Avenger> hehe
[15:44:55] <rocket_hamster> ati mobility
[15:44:57] <rocket_hamster> why?
[15:45:12] <Avenger> intel cards seem to be craptastic with their gl support
[15:45:13] <lynxlynxlynx> hw specs are not the same as for bg1
[15:45:19] <brada> cuz the intel chips haveopengl problems
[15:45:24] <brada> afik
[15:45:27] <Avenger> yep
[15:45:31] <fuzzie> the intel drivers on linux are 100% different
[15:45:38] <brada> right
[15:45:39] <Avenger> but there was talk about implementing dx rendering
[15:45:41] <rocket_hamster> hmm i thought intel cards have open source drivers from intel?
[15:45:50] <fuzzie> so if it's just driver problems then it hopefully won't be a problem
[15:45:51] <brada> and mac doesnt have the opengl problems with those same chips
[15:46:00] <brada> so yeah i wouldnt worry too much yet
[15:46:10] <lynxlynxlynx> rocket_hamster: open source does not mean all gl extensions are supported or coded
[15:46:56] <Avenger> they implemented a lot of workarounds for lower level gl versions, but as far as i know, those are slower
[15:47:06] <rocket_hamster> lynxlynxlynx: i see
[15:47:13] <fuzzie> so what do they require above what the original engine did?
[15:47:14] <lynxlynxlynx> you maybe remember the chagrins with gl_something_pixmap missing from most drivers a few years back when compositing really became popular
[15:47:21] <rocket_hamster> so what gl version is supported?
[15:47:42] <Avenger> i think gl 2.1 is recommended
[15:47:58] <Avenger> but honestly, i didn't care much as my card works since the start :D
[15:49:10] <rocket_hamster> wait a minute how do they run it on adnroid and ipad if they use opengl2
[15:49:19] <rocket_hamster> no gl es?
[15:49:22] <brada> they use opengl es
[15:49:28] <brada> but i hear thats about the same as 2
[15:49:31] <brada> but i know nothing
[15:49:57] <rocket_hamster> well it is similiar probably
[15:50:33] <fuzzie> yes
[15:50:59] <fuzzie> you can view opengl es 2 as basically being opengl without the legacy bits which are difficult on modern hardware
[15:51:05] <rocket_hamster> fuzzie how much do you know about this opengl think?
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[15:51:12] <rocket_hamster> thing
[15:51:20] <fuzzie> i.e. you have to do shaders
[15:51:31] <brada> she said the other day she knew lots then they changed everything :p
[15:51:42] <rocket_hamster> right!
[15:51:46] <fuzzie> yeah, please don't ask me to write any code :P
[15:51:56] <fuzzie> but I have sort of glanced through a book on OpenGL ES 2 coding for the iPhone.
[15:52:01] <fuzzie> so obviously I am an expert now.
[15:52:06] <brada> yes of course
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[15:52:30] <rocket_hamster> how hard would it be to implement opengl 2 for gemrb?
[15:52:38] <fuzzie> well, we don't do any opengl right now
[15:53:00] <fuzzie> hopefully you could do all the fancy effects with shaders
[15:53:03] <rocket_hamster> yes but sdl is there it shouldnt be much of a problem
[15:53:21] <fuzzie> and I expect that would be the hardest bit
[15:53:41] <brada> yes shaders are the hardest bit
[15:54:12] <brada> i already have working code for a lot of the SDL 2 drive not commited
[15:54:16] <brada> but no shader code :(
[15:54:28] <Avenger> If i have a choice I would delegate fuzzie and wjp to implement the opengl plugin :D
[15:54:42] <brada> i already tried prodding them both :p
[15:54:47] <fuzzie> I assume that without shaders, you can't render the actors using opengl.
[15:55:31] <fuzzie> I wonder if bgee does it that way.
[15:55:45] <brada> tob already used opengl did it not?
[15:55:56] <fuzzie> yes, but they must've changed it
[15:55:57] <Avenger> i'm pretty sure wj knows how to work this stuff. He gave me some example code that worked perfectly.
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[15:56:24] <fuzzie> yeah, we've discussed it before
[15:56:51] <lynxlynxlynx> why would you need shaders? can't you just put the sprites on a texture
[15:56:51] <rocket_hamster> well if you need a testing monkey i m in
[15:57:06] <fuzzie> lynxlynxlynx: you need the effects too
[15:57:13] <rocket_hamster> like spells?
[15:57:23] <brada> yes
[15:57:39] <lynxlynxlynx> sure, but textures can't be transparent overlays?
[15:57:40] <rocket_hamster> spells are not stored as sprite?
[15:57:43] <fuzzie> like colour tinting, shadows, transparency, covering, etc
[15:57:45] <rocket_hamster> they can easy
[15:58:20] <lynxlynxlynx> initially, can't we just treat the whole screen as a texture and keep all our manual blitting?
[15:58:35] <brada> SDL2 does texture blending, but i doubt that is all we would need
[15:58:37] <fuzzie> yes, I assume that's what brad's doing
[15:58:41] <Avenger> what's the point in that :D
[15:58:48] <brada> yes we already do that now
[15:58:59] <lynxlynxlynx> incremental changes, Watson
[15:59:05] <brada> the point is to run on ios with touch input
[15:59:11] <brada> and android with touch input
[15:59:15] <fuzzie> i think there's not much point doing incremental changes for an opengl backend though
[15:59:16] <rocket_hamster> Avenger: even with that basic functionality it will be a lot faster then sdl video
[15:59:21] <Avenger> oh
[15:59:29] <Avenger> i thought it will be slower :D
[15:59:29] <brada> no its not
[15:59:32] <brada> it is slower
[15:59:41] <rocket_hamster> no way
[15:59:44] <brada> yes
[15:59:57] <brada> we are doing all the software rendering then doing extra work
[16:00:07] <brada> no way its faster
[16:00:16] <Avenger> yes, that's what i thought sdl is thin
[16:00:19] <rocket_hamster> its done on graphic card it has to be
[16:00:38] <fuzzie> it isn't done on graphics card because we're still doing all the software rendering :P
[16:00:40] <brada> avenger: i mean the way we are using opengl right now
[16:00:41] <lynxlynxlynx> *software* rendering
[16:00:52] <brada> sdl 2 is fast
[16:00:58] <fuzzie> obviously if you do opengl properly then it's really really fast
[16:00:59] <brada> we jsut dont use it right
[16:01:06] <rocket_hamster> you are using opengl right now? now im confused
[16:01:14] <brada> we use an opengl renderer
[16:01:24] <brada> but we do all the blitting and effects in software
[16:01:26] <Avenger> i guess the sdl2 plugin uses opengl
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[16:01:32] <brada> then convert that to a texture EVERY frame
[16:01:36] <brada> yes
[16:01:57] <lynxlynxlynx> even this approach could be faster, but we'd need cuda or the like
[16:02:40] <Avenger> doing more will need you to cut into the code, i guess?
[16:02:52] <brada> well if we are going to support a nifty zoom feature like bgee we will need more than 1 texture tho
[16:03:02] <Avenger> all the wallgroup stencils and the tinting, etc
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[16:03:09] <brada> yes that stuff
[16:03:25] <lynxlynxlynx> fizzle: can you please check if stacked potions still sell for the right price?
[16:04:09] <Avenger> can you sell 2 or more items from a stack?
[16:04:24] <Avenger> heh, i don't remember we did anything like that
[16:04:56] <lynxlynxlynx> no, just the whole stack
[16:05:25] <brada> iirc if you double click the stack it would ask how many
[16:05:42] <rocket_hamster> in original
[16:05:49] <Avenger> yeah, in original :)
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[16:06:01] <Avenger> we don't store the intended amount to sell
[16:06:03] <Avenger> only a flag
[16:06:11] <Avenger> that you intend to sell the item
[16:07:01] <rocket_hamster> btw dunno if you are aware but there is problem with attack animations
[16:07:12] <Avenger> meh, iesdp is totally dead
[16:07:19] <rocket_hamster> most of the time the animation in not played
[16:07:33] <Avenger> all the data... i don't even have an off site copy
[16:07:37] <brada> yeah it is on the same server as forum :(
[16:07:49] <brada> you dont mean dead dead do you?
[16:08:02] <Avenger> i don't know what 'site is suspended' means
[16:08:02] <lynxlynxlynx> nah, igi is around
[16:08:05] <brada> surely somebody has a copy of that at least
[16:08:23] <brada> it means somebody didnt pay the bill or it is infected with malware
[16:08:30] <lynxlynxlynx> don't know why g3 persists on this same problematic host
[16:08:34] <brada> or some other shady shenanigans
[16:08:46] <lynxlynxlynx> rocket_hamster: huh?
[16:08:46] <fizzle> lynxlynxlynx: yes, works here
[16:08:50] <brada> iirc it wasnt the host being problematic
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[16:08:53] <Avenger> well,could we offer igi to host iesdp on our wiki?
[16:09:03] <lynxlynxlynx> i know we have a problem if you are polymorphed, but other than that attack animations are fine here
[16:09:08] <brada> g3 was hosting gobs of malware or being a spam agent
[16:09:08] <lynxlynxlynx> fizzle: ok
[16:09:15] <brada> iirc
[16:09:32] <lynxlynxlynx> at one point yes, due to an attack
[16:10:17] <rocket_hamster> ok otyugh in irenicus dungeon cca every second attack sprite is not displayed or animation is not player
[16:10:30] <rocket_hamster> like he disapears for a second
[16:14:47] <brada> sounds like there should be a message in your log for that :)
[16:15:51] <lynxlynxlynx> that's just that classic class of bugs then
[16:16:03] <lynxlynxlynx> wrong / incomplete animation type
[16:49:58] <edheldil> last time we asked, igi was not friendly to wikis, was he?
[16:50:19] <edheldil> or do you mean just the server?
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[16:57:43] <chiv> thought i would mention http://web.archive.org/web/20110723134440/http://iesdp.gibberlings3.net/ if anyone is in urgent need
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[17:22:29] <lynxlynxlynx> chiv: i think i fixed your problem, but i still don't know how it actually manifested, so please recheck
[17:25:04] <chiv> ok, i will check it later on since i need to update anyway, i looked at the fix anyway and I think it will solve it
[17:27:19] <kaiwo7> can someone help me? i've already installed the gemrb app on my iphone, but how exactly do you transfer a game and install it through the app?
[17:27:34] <brada> itunes
[17:28:51] <kaiwo7> can i use ssh?
[17:29:00] <brada> sure if you want
[17:29:09] <brada> but i cant really help you then
[17:29:37] <kaiwo7> okay, thanks.
[17:30:34] <lynxlynxlynx> if you have ssh access, just scp the whole game dir over
[17:30:53] <brada> well yeah, but that complicates things
[17:30:55] <lynxlynxlynx> brada can advise where too
[17:31:01] <lynxlynxlynx> to too
[17:31:06] <brada> if you do it via itunes then the config file can be automatically generated
[17:31:41] <brada> it wont matter where he uploads it via ssh but then he will have to manually make the config
[17:31:45] <lynxlynxlynx> well, i'd hope that since he can use ssh, setting a path will not be a problem
[17:31:50] <brada> and that means finding the sandbox location
[17:32:04] <brada> which i dont remember how to do :p
[17:33:00] <kaiwo7> i'll try itunes, thank you guys.
[17:33:07] <brada> is there a reason you dont just use itunes?
[17:34:33] <kaiwo7> idk it's just that i don't like to use it.
[17:34:49] <brada> also its worth noting that the iphone screen is pretty much too small to play with
[17:35:16] <brada> i have a zoom feature, but it is not very robust and is not committed to our master code yet
[17:35:18] <lynxlynxlynx> "And we're down again for part of today (hopefully) to fix some database issues. " <-- yesterday
[17:35:24] <brada> well using itunes will be the easiest way
[17:35:39] <brada> and faster
[17:36:02] <brada> itunes can copy a large zip file faster than ssh for whatever reason
[17:36:13] <brada> plus if you use ssh you wont use a zip
[17:38:28] <chiv> brada, ive never used an iphone, can you use some sort of stylus or does it have to be pudgy fingers?
[17:38:40] <kaiwo7> i didn't know you could transfer zip files through itunes, i thought it was only for apps.
[17:41:44] <brada> chiv: i dont have an iphone
[17:41:56] <brada> im sure somebody makes stylus pens you can use tho
[17:42:02] <brada> apple does not, however
[17:42:36] <brada> kaiwo7: transfer the zip the same way you would transfer a document for another application
[17:42:45] <chiv> ah, my next question was going to be, what are the main problems with playing it on the iphone. ..
[17:42:53] <brada> i dont remember exactly where since as i said i dont have an iphone
[17:43:04] <brada> chiv: just small screen
[17:43:08] <brada> and currently no way to zoom
[17:43:20] <brada> and im unhappy with my zoom :(
[17:43:27] <brada> i want bgee type behavior
[17:46:14] <brada> im more than willing to put time into making an appropriate sdl2 driver, but i lack the know how of writing the requisite shater code.
[17:46:24] <brada> i would need wjp and/or fuzzie to help me with it
[17:46:54] <brada> and also help plan out how we would do it
[17:47:41] <brada> it seems like we would need multiple renderers and/or some way of segragating interface textures from GameControl
[17:47:42] <lynxlynxlynx> i think it is easiest if you start playing with and then ask for specifics
[17:47:54] <brada> so that we could zoom game control without the interface
[17:48:17] <brada> lynx: i just have no idea where to begin
[17:48:21] <lynxlynxlynx> i'll probably be without a job in a month, so i'll have time to learn more nasty stuff - maybe shaders too
[17:48:38] <chiv> I thought the floatmenu windows already got drawn on top of everything else? not that I have looked inside
[17:48:44] <brada> we need a vague rendering pipeline planned out
[17:49:53] <brada> chiv: right now everything is drawn to one big buffer
[17:50:14] <lynxlynxlynx> would it be different than now? You can think of the z-order, which needs to be preserved and go from there
[17:50:21] <brada> but afik the best/easiest way to do a zoom like bgee requires at least 2
[17:51:11] <chiv> as in render game, render menu and then paste them together?
[17:51:13] <brada> I just think its easier to zoom a renderer then it is to handle the zoom piecemeal if that makes sense
[17:51:44] <brada> especially sense we dont want to have to recreate textures on the fly
[17:52:18] <brada> chiv: yes thats the gist of it
[17:52:24] <lynxlynxlynx> only the smallest devices like the dingos would also want interface scaling, i doubt anyone else would care
[17:52:51] <brada> sure, but seems like android and ios are our biggest userbase. or at least the fastest growing
[17:53:32] <lynxlynxlynx> we don't have to worry about dingux, they use a downscaler anyway
[17:54:12] <brada> well we already suppor upscaling/downscaling the entire game
[17:54:17] <brada> hence how my zoom works
[17:54:32] <chiv> I only butted in about the iphone, since I have done some tweaks that would probably allow a super simple cut down menu with huge buttons
[17:54:34] <brada> but we want to be able to jsut scale the game portion without scaling the interface
[17:54:57] <lynxlynxlynx> obviously
[17:54:59] <brada> chiv: the problem with iphone is things like ground piles
[17:55:16] <chiv> ah... I should really start work on that looting feature
[17:55:25] <brada> i should hack them to be bigger and have an outline for ios lol
[17:55:35] <lynxlynxlynx> touch based stuff is not good for any kind of pixel hunting
[17:55:58] <lynxlynxlynx> people have problems with exits too, but those are much bigger
[17:56:08] <brada> that too
[17:56:21] <brada> i could also make exits highlighted permanently
[17:56:26] <chiv> I was thinking about implementing it as an extra group action after attack/stop etc
[17:56:51] <lynxlynxlynx> ctrl+4 highlights regions iirc
[17:57:01] <brada> yeah but that doesnt help on iphone
[17:57:23] <brada> or any platform without cursor feedback
[17:57:24] <lynxlynxlynx> if you check it, you can see it would end up ugly
[17:57:31] <brada> BTW how does bgee handle these things?
[17:57:41] <lynxlynxlynx> the same
[17:57:45] <Avenger> i don't think cheat keys work on bgee
[17:57:47] <brada> for ipad?
[17:57:50] <Avenger> bgee ipad
[17:57:52] <brada> yes
[17:58:02] <Avenger> ctrl-y works?
[17:58:05] <Avenger> doubt it
[17:58:08] <brada> how do they handle ground piles and exits and things that usually require a cursor
[17:58:41] <fizzle> I think I need some debugging help
[17:58:49] <fizzle> my python-fu is weak
[17:58:50] <lynxlynxlynx> zooming helps i guess
[17:58:51] <brada> i thought that was fuzzie for a min
[17:59:30] <lynxlynxlynx> like that could happen
[17:59:34] * fizzle is mascerading :)
[17:59:39] <lynxlynxlynx> fuzzie is our Oghma
[18:00:18] <lynxlynxlynx> fizzle: if it's about the string, it's the -1 strref that causes us to print the version string
[18:01:11] <brada> yeah thats why i went WTF?!
[18:01:28] <fizzle> lynxlynxlynx: no, not that; I've got more... :)
[18:03:29] <lynxlynxlynx> others will have to help you if you don't hurry, i have to expell some cat hair
[18:03:41] <brada> gotta run to the office
[18:03:46] <brada> be back later
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[18:03:59] <fizzle> lynxlynxlynx: http://nopaste.me/paste/187249570450cb69ffaaa59
[18:04:17] <fizzle> I can reproduce this easily
[18:04:33] <lynxlynxlynx> PortraitWindow is None
[18:04:44] <fizzle> yep, and the main gui becomes pretty much unresponsive
[18:04:55] <lynxlynxlynx> what do you do?
[18:05:03] <fizzle> open the options window
[18:05:09] <fizzle> and close it again
[18:05:43] <lynxlynxlynx> bg1?
[18:05:52] <fizzle> some of the comments in the OptionsWindow code have me confused (like "not in BG1")
[18:05:54] <lynxlynxlynx> it's shared code, but still
[18:05:56] <fizzle> lynxlynxlynx: yes
[18:06:11] <Avenger> some control is missing from the options window
[18:06:43] <lynxlynxlynx> no problem here
[18:06:51] <Avenger> hmm, actually, it is like a portrait button
[18:06:53] <lynxlynxlynx> how do you close it?
[18:07:00] <Avenger> did you delete old guiopt?
[18:07:10] <Avenger> bg1 specific guiopt
[18:07:38] <fizzle> lynxlynxlynx: let me check
[18:07:46] <fizzle> Avenger: didn't change any code here
[18:08:13] <Avenger> but lynx did sometime
[18:08:20] <Avenger> and i think he merged code
[18:08:25] <fizzle> lynxlynxlynx: using the "back" button
[18:08:49] <lynxlynxlynx> "return"? that works too for me
[18:08:53] <fizzle> lynxlynxlynx: or by clicking the options button again
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[18:09:03] <fizzle> doesn't make a difference
[18:09:10] <lynxlynxlynx> neither does here
[18:09:17] <lynxlynxlynx> wait for someone else to try
[18:09:19] <lynxlynxlynx> bbl
[18:09:22] <fizzle> lynxlynxlynx: German edition here
[18:12:53] <Avenger> so: do you have guiscripts/bg1/guiopt.py ?
[18:14:47] <fizzle> Avenger: nope
[18:15:36] <Avenger> your gametype in the config was set to bg1 ?
[18:15:41] <fizzle> yes
[18:16:04] <Avenger> and you just click on the disc icon in the left menubar then press return?
[18:16:21] <fizzle> just click the button twice
[18:16:34] <Avenger> works too
[18:16:46] <Avenger> what if you click return? i guess bugs too, for you
[18:17:20] <fizzle> pressing return after opening the window doesn't do anything
[18:17:36] <Avenger> not even spamming the log with error?
[18:17:51] <Avenger> ahh, there is a 'return' button
[18:17:56] <Avenger> on the screen
[18:18:03] <Avenger> not on the keyboard :D
[18:18:06] <fizzle> yeah, sorry, the button is bugged, too
[18:18:36] <Avenger> really odd, now, what is the size of your guiopt.py
[18:18:49] <fizzle> the shared one?
[18:18:54] <Avenger> yes
[18:19:00] <Avenger> there shouldn't be other
[18:19:13] <Avenger> 23278 is the size
[18:19:19] <fizzle> 23278 bytes, yes
[18:19:25] <Avenger> pfft
[18:19:26] <chiv> if there is some leftover in /usr/local/share/gemrb that can be a problem
[18:20:05] <fizzle> no leftovers, clean install
[18:20:10] <Avenger> well the most obvious leftover would be the bg1 specific guiopt, but we checked that already
[18:20:18] <chiv> hmm...
[18:20:42] <Avenger> i don't have this problem
[18:20:52] <chiv> can you do a full log?
[18:21:01] <fizzle> of what?
[18:21:13] <chiv> the terminal output
[18:21:24] <chiv> there could have been arn
[18:21:28] <fizzle> from startup to issue?
[18:21:35] <chiv> * an error further up that might be more enlightening
[18:21:47] <chiv> yeah, that
[18:21:51] <fizzle> sure, can do
[18:22:50] <chiv> oh look, i have this too
[18:23:25] <fizzle> hurray! ;-)
[18:23:41] <chiv> cant change chars after looking at opts...
[18:24:01] <fizzle> sounds familiar
[18:25:24] <Avenger> you didn't say you also change them ;0
[18:25:44] <Avenger> ok, i can't change either
[18:26:09] <fizzle> protraits no longer update, either
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[18:26:47] <Avenger> closing guiopt destroys the portrait pane
[18:29:08] <chiv> doh, the code saves the old portraitwindow, but only if not playing bg1
[18:29:23] <chiv> there is not an equivalent if statement for the closing of the window
[18:31:26] <chiv> one line fix: add if not GUICommonWindows.GameIsBG1(): before the last two lines of CloseOptionsWindow()
[18:31:45] <chiv> i did wonder why the portrait bar blanks out in the bg1 options menu...
[18:33:49] <fizzle> chiv: \o/
[18:33:50] <chiv> ARG
[18:34:02] <chiv> not GUICommonWindows, just GUICommon
[18:34:23] <chiv> retyped instead of copy/paste...
[18:36:31] <brada> i dont think ive ever seen this channel have more than 30 people in it before o_O
[18:37:09] <rocket_hamster> more people joining the dark side :)
[18:37:50] <brada> since when is opensource the darkside? :p
[18:45:00] <lynxlynxlynx> http://sprunge.us/QKdC?diff <-- this fixes it for you guys?
[18:52:02] <fizzle> looks good so far
[18:52:28] <fizzle> into the next battle :)
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[20:39:31] <chiv> i have no idea how I ever even managed to think without meld
[20:45:44] <brada> wtf is meld?
[20:47:08] <chiv> its a gui diff viewer
[20:47:39] <brada> as far as i can tell its no diffrent than any other
[20:47:47] <brada> except for the directory stuff
[20:47:53] <chiv> well... yeah that :)
[20:49:19] <chiv> i have the short term memory of a goldfish, so if I change one tiny thing in a file meld is the only thing capable of reminding me...
[20:49:25] <brada> but yes a diff tool is indispensable for any dev
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[21:58:43] <lynxlynxlynx> chiv: you do realise that by modifying things in a git tree, you can just do a: git diff
[22:23:12] <chiv> yeah i know that, but the output from diff is pretty much gobbledygook to me out of context #
[22:26:31] <lynxlynxlynx> but it contains the context (3 lines before and after, function name, filename)
[22:27:51] <chiv> dont forget, I barely know the workings of gemrb , those 3 lines arent enough...
[22:33:03] <lynxlynxlynx> but you know your change
[22:37:28] <chiv> like I said, goldfish memory, ill hack one thing quickly just to see what happens ingame , then forget about it two days later. I wouldnt want to submit that in a patch!
[22:39:49] <lynxlynxlynx> but how does meld help there?
[22:39:54] <chiv> plus the gui is much clearer, it shows you which change is which down to each single letter in big red font - thats just better for me than trying to remember what I have done
[22:41:04] <lynxlynxlynx> i guess git is still uncolored by default
[22:41:42] <chiv> hah, i did not know it did that
[22:43:40] <chiv> but lets say I plough through a file in a disorganised way, changing everything I see and then focus on the parts where I am getting some result - there is no way that git diff can help me seperate the good changes from the bad
[22:45:21] <lynxlynxlynx> "no way"
[22:46:30] <chiv> i didnt say it was git's fault :) this is just me i am talking about
[22:47:18] <chiv> i can go up a flight of stairs and have no idea what I went up for, so that is something that needs compensating for...
[22:47:27] <lynxlynxlynx> :)
[22:50:10] <chiv> or tools, if I try and do some work in the shed, if I dont have a bucket to keep my tools im using in then I lose the plot
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[23:10:06] <chiv> is there a way to get the flags of an item from guiscript?
[23:31:57] <lynxlynxlynx> they are part of the item dictionary
[23:32:31] <lynxlynxlynx> so if you already have the full item, you have everything
[23:32:49] <lynxlynxlynx> see for example how we handle identifiedness
[23:33:14] <lynxlynxlynx> slot (item) flags are different though
[23:34:06] <chiv> hmm, i am using this: http://www.gemrb.org/wiki/doku.php?id=guiscript:getitem - i cant see flags there... just need to check for two handedness
[23:35:14] <chiv> doh, i see it now
[23:36:25] <chiv> actually no i dont, i found the slot item flags
[23:39:20] <lynxlynxlynx> i checked now, it doesn't have flags
[23:39:29] <lynxlynxlynx> what do you want to check?
[23:40:26] <chiv> i have a weapon swapping feature , but the logic for two handed weapons vs dual wield /shield is a bit of a kludge
[23:40:42] <chiv> so i need the 2 handed bit
[23:42:12] <chiv> then I could just check at the beginning of the function instead of thrashing everything around inventory until it fits...
[23:43:31] <chiv> its quite neat though, you left click for the primary weapon, right click for the secondary, then it works out the rest when you go to a bow
[23:43:55] <fizzle> can token names (those <> placeholders in strings) contain spaces?
[23:45:16] <lynxlynxlynx> no idea
[23:45:32] <lynxlynxlynx> anyway, you can check 2handedness via slot flags too
[23:46:33] <chiv> i think the docs are just messing me up again, ill look at the code...
[23:47:42] <lynxlynxlynx> it's IE_INV_ITEM_TWOHANDED
[23:47:56] <chiv> thanks
[23:50:23] <lynxlynxlynx> i won't add the flags to the guiscript, so there'll be less confusion
[23:50:51] <lynxlynxlynx> items and creitems use different bits for the same stuff, so it's really important which constants you use
[23:51:05] <lynxlynxlynx> eg here it's 0x200 vs 2
[23:51:30] <chiv> hah, how... pleasant
[23:52:11] <chiv> probably right to keep it simple...