#gemrb@irc.freenode.net logs for 14 Dec 2013 (GMT)

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[00:00:07] <brada> yup
[00:03:26] <edheldil_> sorry for stomping oversome of your commits, chiv
[00:05:32] <edheldil_> good night all & thank you for the work
[00:09:23] <chiv> ah dont worry about that, im glad you are fixing stuff
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[00:40:48] <chiv> hey brada, I'm just bouncing ideas back and forth again, but do you think it would be easy to make a floating text bubble style dialogue system with gemrb?
[00:43:07] <brada> im not sure what you mean
[00:43:30] <brada> there is already the floating text system
[00:43:55] <chiv> ie have dialogue appear in text boxes on the main screen, instead of in the gui text window
[00:44:50] <brada> im having trouble visualizing
[00:46:02] <brada> anyway i sounds not too hard
[00:50:51] <chiv> surprisingly hard to find a real world example, but sort of this: http://www.fougames.com/images/2013/07/fftactics.gif
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[00:56:51] <brada> yeah you could do that with a bit of effort
[01:02:10] <chiv> pst already prints all the battle messages on the game screen, because the dialogue window is hidden until you talk to something, but I don't know how hard it is to separate all that out
[01:03:55] <chiv> the original game uses floating text that slowly floats up and fades out
[01:08:29] <brada> and we havent implemented that?
[01:11:08] <chiv> not yey, i was just looking for the relevant stuff our of curiosity
[01:11:12] <chiv> *yet
[01:19:44] <brada> well that would be a good start
[01:26:30] <Pepelka> [wiki] pst_bugs - [Dialog] note where to deal with a very minor dialog display problem http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1386984050&do=diff
[01:26:58] <chiv> If I am not well off the mark, It looks like just need to define my desired text area before the dialog calls displaystring()
[01:27:22] <brada> I dont know off the top of my head
[01:27:38] <brada> i havent looked at that stuff in a long while
[01:28:28] <brada> the biggest challenge like most things in GemRB is untagling everything
[01:28:51] <brada> Gem doesnt exactly adhere to low coupling code standards ;)
[01:29:43] <chiv> luckily I don't have any standards, so I guess my ignorance is bliss :)
[01:30:09] <chiv> its just a side project i want to look at one day
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[03:28:44] <brada> i want a mod to select the PC with highest CHA to always talk...
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[14:21:50] <brada> where can i find documentation about actions and the scripting language that creates them?
[14:22:36] <brada> i mean is there any in addition to iesdp
[14:44:05] <lynxlynxlynx> there's a tinsy bit on our wiki and other docs
[14:45:19] <lynxlynxlynx> mostly it is mentioned in modding tutorials
[14:45:19] <lynxlynxlynx> bleah
[14:46:48] <brada> thanks
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[16:20:10] <brada> sensibility check: https://github.com/bradallred/gemrb/compare/gemrb:master...master
[16:20:13] <Pepelka> Comparing gemrb:master...bradallred:master · bradallred/gemrb · GitHub
[16:20:14] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[16:23:53] <fuzzie> the bashdoor call should probably be globalided too
[16:24:29] <fuzzie> the error case in TryToPick shouldn't be changed to a 'break' (from a 'return')
[16:25:34] <brada> good catch
[16:26:07] <fuzzie> it looks ok otherwise
[16:26:11] <fuzzie> the canary code should maybe just go thoug
[16:26:12] <fuzzie> h
[16:26:27] <brada> huh?
[16:27:00] <brada> im also unsure what "bashdoor call should probably be globalided too" means
[16:27:52] <fuzzie> the canary code isn't necessary
[16:28:29] <fuzzie> and it's just you left some code which refers to doors by name when using BashDoor, and it probably should be using the global id of the door instead. but that's a different issue.
[16:31:18] <fuzzie> but other than the break/return thing, +1 sensible
[16:32:54] <brada> ok cool
[16:32:56] <brada> thanks
[16:34:30] <brada> fuzzie: is the reason we dont use std::string just historical?
[16:35:36] <fuzzie> um
[16:35:38] <fuzzie> it depends where
[16:35:57] <fuzzie> for things like the action strings, yes
[16:35:59] <brada> well where would it be a fine idea for me to do a conversion to std::string?
[16:37:20] <brada> or even roll our own string class... with similar memory semantics to std::string
[16:38:10] <fuzzie> yes, let's not :p
[16:38:18] <brada> ha ha
[16:38:19] <brada> right
[16:39:14] <fuzzie> std::string is pretty horrible :/
[16:39:26] <fuzzie> but absolutely fine for some 90% of our cases I'm sure
[16:39:41] <brada> why do you say its horrible?
[16:40:02] <brada> i thought it did nice things like not actually copy data untill it needs to mutate
[16:41:12] <Pepelka> [commit] bradallred: Chip away at some more repeated code https://github.com/gemrb/gemrb/commit/4315e9070ecc3564e23d9682575ae55b293ff761
[16:41:13] <Pepelka> [commit] bradallred: CommandActor: call stop before issuing new command https://github.com/gemrb/gemrb/commit/b0f5afed456bf41c081c804c24910fba485ff0d1
[16:41:14] <Pepelka> [commit] bradallred: Tweak GenerateAction methods to take a const char* and copy it https://github.com/gemrb/gemrb/commit/554080d75bd1a350e8329ad6781043ab8c6b727e
[16:41:15] <Pepelka> [commit] bradallred: GameScript: make inheritable Canary class https://github.com/gemrb/gemrb/commit/4469ae03e6a00a04ba04fa05ea15b1f167def0ac
[16:41:30] <fuzzie> it's all implementation-specific
[16:41:40] <brada> ah
[16:43:56] <brada> well it would at least be nice to be able to use smart pointers for some strings instead of having to use goto :p
[16:52:12] <fuzzie> yes :)
[16:53:21] <brada> so im willing to spearhead a conversion if you can tell me where to start or at least where to avoid
[16:53:50] <brada> and if we want to use std::string or our own char* wrapper type string whatever
[16:59:07] <fuzzie> don't convert the 8-char resource ids, basically
[16:59:44] <fuzzie> and I guess don't do it when you only have const char*s :)
[17:00:04] <fuzzie> but I mean do whatever you think is maintainable, imo
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[17:17:01] <brada> sounds good
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[19:53:46] <brada> another 71 lines of duplicate code axed: https://github.com/bradallred/gemrb/compare/gemrb:master...master
[19:53:48] <Pepelka> Comparing gemrb:master...bradallred:master · bradallred/gemrb · GitHub
[19:53:49] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[20:04:08] <fuzzie> add a '// fallthrough' comment?
[20:04:39] <brada> sure
[20:04:43] <brada> good idea
[20:06:07] <fuzzie> what's the 'Owner' here..?
[20:07:18] <fuzzie> oh right, GameControl is a Control
[20:07:27] <fuzzie> <- easily confued
[20:07:28] <fuzzie> looks good
[20:09:08] <brada> sweet
[20:12:03] <Pepelka> [commit] bradallred: add a window grouping structure to GameControl https://github.com/gemrb/gemrb/commit/f2092245caf9af8316cb7405a71fc7c52956fb80
[20:12:05] <Pepelka> [commit] bradallred: GameControl: consolidate window resizing methods. https://github.com/gemrb/gemrb/commit/d63292e2ea9572908255efcfb7a96330cdb00a43
[20:16:22] <brada> well thats enough work for one day
[20:50:54] <brada> still a ton of duplicated code :/
[20:51:11] <brada> oh well good way to familiarize myself with the engine better
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[21:02:52] * edheldil_ is waiting in cinema lobby for Smaug desolee and reading brad's patch
[21:08:41] <edheldil_> later :)
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