[00:00:04] <brad__> yeah but not much
[00:00:10] <traveler> but i appeared to me that popping
[00:00:16] <brad__> they are both openal tho apple does build their own
[00:00:22] <traveler> was intruced with patch
[00:00:43] <brad__> i cant see how
[00:00:57] <brad__> i mean if cahnging the ticks to 300 doesnt fix it i mean
[00:01:10] <traveler> i can check gain
[00:01:12] <traveler> *ag
[00:01:20] <traveler> maybe use headphones
[00:01:25] <traveler> *try
[00:03:12] <brad__> nope
[00:03:16] <brad__> works fine
[00:04:03] <traveler> and it pops here
[00:04:04] <traveler> hell
[00:04:09] <traveler> now i'm even not sure
[00:04:21] <traveler> if it wasn't the same on windows with original
[00:05:26] <brad__> i can pretty easily fix the magically appearing paragraphs tho
[00:05:28] <traveler> or pops
[00:05:29] <traveler> are in
[00:05:33] <traveler> polish audio :)
[00:05:37] <brad__> lol
[00:05:53] <brad__> you have not other messagees fro openal in your log?
[00:05:57] <traveler> that could be, no?
[00:05:58] <traveler> yes
[00:06:26] <traveler> no messages
[00:06:36] <traveler> [OpenAL]: Playing Next Music [OpenAL]: No Other Music to play
[00:06:53] <traveler> [MUSImporter]: Loading /mnt/BG1TOTSC/music/Theme.mus... [ResourceManager]: Searching for 'THEME/THEMEA'... [ResourceManager]: Found 'THEME/THEMEA.acm' in 'Music'. [Unknown]: Playing: THEME/THEMEA [OPENAL]: Music in INITIAL State. AutoStarting
[00:07:00] <traveler> nothing interesting
[00:07:24] <brad__> yeah
[00:07:33] <brad__> and no errors i assume?
[00:07:38] <traveler> yup
[00:07:47] <traveler> obviolsy
[00:07:57] <traveler> obviously
[00:08:05] <traveler> pop = end of track
[00:08:09] <traveler> but nothing more
[01:01:40] <brad__> i dont know why we dont just append all chapter text immidiately
[01:02:51] <brad__> lol our clipping rect for chapter text is off
[01:10:39] <brad__> our line height needs to be padded somewhere
[01:12:44] <brad__> ok we need to stop trying to sync to the narrator
[01:12:49] <brad__> at least for BG
[01:12:55] <brad__> i just ran the original
[01:13:14] <brad__> we should just append all our text from the get-go
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[08:26:40] <avenger_teambg> brad__: no, don't do that. Text has voice narration too. It would go out of sync or worse.
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[08:33:05] <edheldil> Good morning, guys
[08:33:19] <edheldil> I wonder what's avenger's problem with IRC :)
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[08:44:11] <edheldil> Hi, Textmode
[08:44:21] <edheldil> I saw you are our new developer :)
[08:44:45] <edheldil> s/saw/see/
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[09:32:49] <Textmode> edheldil: I haven't decided anything yet :p
[09:32:55] <Textmode> but thanks for the welcome :3
[09:37:16] <edheldil> What are your skills?
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[10:22:18] <edheldil> Hi, traveler
[10:23:05] <traveler> hi
[10:30:51] <edheldil> traveler: can you try to put this into your bg1/gemrb.ini ?
[10:31:24] <edheldil> [charset]
[10:31:24] <edheldil> CharCount = 1
[10:31:54] <edheldil> Letter1 = 229,238
[10:32:28] <edheldil> and then run bg1 and see the Karta Postaci screen
[10:33:45] <traveler> np
[10:33:52] <traveler> just give me a moment to manage myself
[10:41:17] <traveler> no difference
[10:48:01] <edheldil> eh? Are you sure you are editing the correct file?
[10:49:55] <traveler> yes
[10:50:41] <traveler> /usr/local/share/gemrb/override/bg1/gemrb.ini
[10:51:28] <edheldil> and that's the path where GemRBPath points to?
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[10:54:40] <fuzzie> grmbl :P
[10:54:53] <fuzzie> Ed_lunch: I can't work out where it's triggered, but maybe later.
[10:54:56] <DrMcCoy> fuzzie!
[10:56:55] <traveler> GemRBPath=/usr/local/share/gemrb
[10:56:56] <traveler> yes
[10:59:16] <fuzzie> Although one advantage of GemRB trying to destroy my protagonist is that *I can't lose the game*.
[11:04:37] <DrMcCoy> The only losing move is not to play?
[11:04:54] <fuzzie> no, see, after it's destroyed the protagonist, everyone else can die, and I don't lose!
[11:17:02] <fuzzie> ah, it was lynx :P
[11:17:23] <fuzzie> ah, hm, maybe not.where is lynx? :)
[11:18:21] <fuzzie> the problem is that invisible characters apparently no longer count as being in your party
[11:19:16] <fuzzie> and lynx removed the EA check with the comment "removed the ea check from IsInvisibleTo as it is no longer needed"
[11:20:41] <fuzzie> so my poor, poor invisible protagonist is cast out from the party!
[11:22:06] <fuzzie> I think the correct fix is to revert fd2a68ea80, but it'd better wait for lynx.
[11:22:20] <fuzzie> Unless one of you understands what I'm rambling about.
[11:27:19] <DrMcCoy> Well, I certainly don't, but I guess that's okay :P
[11:30:41] <wjp> I think that commit was in reaction to NPCs following invisible actors to attack
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[11:35:32] <Edheldil> back
[11:36:15] <fuzzie> the IsInvisibleTo stuff is broken I think
[11:36:30] <Edheldil> Why is NO invisible?
[11:36:55] <fuzzie> the matching function is meant to check whether the target is invisible to the source
[11:37:03] <fuzzie> the call is now source->IsInvisibleTo(target)
[11:37:19] <fuzzie> so that is presumably the source of problems with NPCs following invisible actors
[11:40:19] <Edheldil> traveler: just to be sure - can you post a screenshot of the Karta Postaci screen when running with the [charset] I wanted?
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[12:40:03] <Textmode> Edheldil: sorry, back. :3
[12:45:07] <Edheldil> brb
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[12:48:51] * Textmode meeps
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[13:14:53] <fuzzie> aha, a lynx
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[13:17:00] <lynxlynxlynx> fuzzie!
[13:17:09] <avenger> hi fuzzie!
[13:17:12] <lynxlynxlynx> i was getting worried
[13:17:27] <fuzzie> you drove my protagonist out of my party!
[13:17:40] <fuzzie> I had to come rescue them from this terrible fate.
[13:17:44] <fuzzie> (or else edheldil reminded me)
[13:17:46] <avenger> edheldil: i have a little problem with irc: they don't like it when i'm doing it from my workplace :)
[13:17:58] <lynxlynxlynx> almost sent you a mail, since i saw you didn't do any coding neither in scummvm or c3
[13:18:22] <lynxlynxlynx> figured you're busy catching up with school work
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[13:18:31] <fuzzie> and then vacation :)
[13:18:43] <avenger> and then a new semester :D
[13:18:49] <lynxlynxlynx> i hope you slept well :)
[13:19:19] <fuzzie> the BGEE stuff all seems very exciting
[13:20:00] <avenger> i'm in beta :)
[13:20:07] <lynxlynxlynx> they're fixing the stupid gui, but that's about it
[13:20:21] <avenger> that's another reason i cannot be here. I'm mostly on windows now
[13:20:22] <fuzzie> gui is a good start :)
[13:20:22] <lynxlynxlynx> oh and leaking info :)
[13:20:30] <fuzzie> yes, I saw in logs that avenger talked about it
[13:21:09] <avenger> hah, i can only leak, they are cool guys. They fix everything we complain about
[13:21:31] <avenger> even totally silly things
[13:21:54] <fuzzie> that's cool
[13:22:51] <fuzzie> don't suppose there's any chance of them ever doing PST? :)
[13:23:00] <lynxlynxlynx> ok, read up on the logs
[13:23:15] <avenger> current plans are about bg1, bg2 and possibly some new game
[13:23:26] <avenger> pst and iwd are not in their hands
[13:23:31] <fuzzie> Drat.
[13:24:03] <avenger> but we apply some pressure towards features that make those games possible on the bgee engine
[13:24:23] <fuzzie> nice to see how very very positive they are about modding :)
[13:24:30] <edheldil> it would be better to have a new Planescape game at least as good as ps;t anyway ;-)
[13:25:02] <avenger> well, on a question about what bg3 should be, i wrote: the sword coast isn't even a dead horse, it is a skeleton of a horse
[13:25:05] <fuzzie> really I am still astonished they got any license rights at all..
[13:25:08] <lynxlynxlynx> planescape as a setting is great
[13:25:41] <avenger> anything but the sword coast would be fun
[13:26:20] <avenger> a planescape world would be interesting, but it is very difficult to compete with pst
[13:26:32] <edheldil> then Ravenloft one :)
[13:26:43] <avenger> a new setting in FR or that... yeah
[13:27:01] <lynxlynxlynx> faerun is big
[13:27:06] <avenger> yes
[13:27:26] <avenger> abeir-toril is even bigger
[13:31:25] <fuzzie> lynxlynxlynx: so do logs make sense?
[13:32:33] <fuzzie> I'm not sure why InParty is checking GA_NO_HIDDEN anyway.
[13:32:33] <lynxlynxlynx> yes
[13:32:45] <lynxlynxlynx> i was about to revert that commit and add a comment
[13:32:47] <fuzzie> avenger: which reminds me, do you have an up-to-date idb I can use, or should I go dig out the old one?
[13:32:57] <lynxlynxlynx> i just checked vs the encounter and it worked fine
[13:33:08] <avenger> yes i got a tob db
[13:33:34] <lynxlynxlynx> fuzzie: i suspect for disabled actors (imprisonment)
[13:33:36] <fuzzie> lynxlynxlynx: well, I think the DoObjectChecks inversion of source/target in the IsInvisibleTo call also needs a look, I don't know if I'm missing something obvious
[13:33:39] <avenger> i will be able to send you, somehow, when i'm home
[13:33:49] <fuzzie> avenger: okay, it would be great to have it if possible :)
[13:34:06] <lynxlynxlynx> i don't think there was any inversion - pretty sure i just extracted the function
[13:34:10] <lynxlynxlynx> will go check
[13:34:45] <fuzzie> thanks
[13:37:00] <lynxlynxlynx> 58c5d0b92 you're right
[13:38:34] <edheldil> avenger: what's the intended state of the charset support? I have read the original g3 thread http://forums.gibberlings3.net/index.php?showtopic=3980&st=15 , but strangely bg1 has no charset section . Traveler sent me the font bam that shows that the encoding is difeferent from those of ps:t, but he alleges my test with Letter1 = 229,238 does not work
[13:39:45] <lynxlynxlynx> //don't allow dead, don't allow maze and similar effects <-- yeah
[13:39:48] <edheldil> (imo that charset section is a bad idea anyway, we have to have encoding tables for the various languages, but that's for later_
[13:40:29] <avenger> well, the intended state is to work with all charsets :)
[13:40:47] <avenger> but i don't really have means of testing, or even motivation
[13:41:12] <edheldil> hmm, what language versions do you guys use, anyway?
[13:41:31] <edheldil> e.g. slovenian? Hungarian? :)
[13:41:36] <avenger> i agree that the mapping is clumsy, but that is only for capitalisation
[13:41:40] <avenger> i use English
[13:41:46] <lynxlynxlynx> english
[13:41:53] <lynxlynxlynx> no such thing as slovenian
[13:42:05] <edheldil> not even fan made patches?
[13:42:10] <lynxlynxlynx> nope
[13:42:17] <avenger> i don't like hungarian translations
[13:42:23] <avenger> they are utterly lame
[13:42:53] <avenger> i tried to play DA or Witcher, dunno which, with hungarian. It failed
[13:42:54] <edheldil> well, the same is generally true for Czech translations as well, though I think ps:t was decent
[13:43:59] <fuzzie> hm, aerie fails to initiate dialog when I rescue her, match failure
[13:45:05] <avenger> There are community approved translations for certain creatures, like ogre = "ogár". The official translation of ogre is ("emberevő óriás" = maneater giant)
[13:45:16] <avenger> Now, imagine how clumsy the translations are
[13:46:03] <edheldil> any pointer to the hungarian patch?
[13:46:36] <avenger> or the official hungarian translation for "elf", "fairy", "troll", "goblin", "kobold" etc. are all the same
[13:46:59] * edheldil points Avenger to the Hungarian phrasebook sketch by MP. To most of the world, tboth translations are equally uncomprehensible ;-P
[13:47:15] <lynxlynxlynx> it's hard when the nation's lore is different
[13:47:28] <lynxlynxlynx> i remember the trouble i had translating wesnoth unit names
[13:47:42] <lynxlynxlynx> so many types :S
[13:47:43] <avenger> there are some community approved translations, though
[13:47:54] * edheldil remembers trouble translating equipment in ufo:ai
[13:48:10] <fuzzie> so, "StartDialogueNoSet()" fails, v.odd
[13:48:16] <avenger> mostly keeping the original english term, with some phonetic transscribing
[13:48:35] <edheldil> hehe, I guessed so from the Ogre example :)
[13:48:56] <edheldil> that's the way we talk when playing DnD :)
[13:50:04] <avenger> btw, ogre originates from hungarian. We are so terrrible
[13:51:44] <avenger> fuzzie: only startdialoguenoset fails?
[13:51:54] <fuzzie> no, I just only checked that one
[13:51:58] <edheldil> how do you like Hungarian translations of LOTR, btw?
[13:52:23] <avenger> lotr was translated nicely
[13:53:25] <CIA-28> GemRB: 03lynxlupodian * rec5c58a1e232 10gemrb/gemrb/core/GameScript/Matching.cpp: fixed regression from 58c5d0b92, thanks fuzzie
[13:53:32] <CIA-28> GemRB: 03lynxlupodian * ra685fd2ef0dc 10gemrb/gemrb/core/GameScript/Triggers.cpp:
[13:53:32] <CIA-28> GemRB: GameScript::InParty: don't exclude invisible party members
[13:53:32] <CIA-28> GemRB: needed due to visibility streamlining earlier
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[14:05:42] <fuzzie> the action parsing code confuses me
[14:09:24] <fuzzie> and I fixed what I thought was the problem there, and it still confuses me
[14:09:33] <fuzzie> I think this maybe worked by accident and then lynx broke it by fixing it.
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[14:10:23] <fuzzie> hm, no, I can't imagine how it wouldn't have crashed.
[14:11:06] <lynxlynxlynx> the parsing is broken? ugh
[14:11:08] <fuzzie> maybe this is just broken .. the problem is that StartDialogueNoSet() requires a parameter
[14:11:37] <fuzzie> it accidentally gets a object with first filter -1 right now, and I can fix it to get an object with first filter 0 instead, but that of course doesn't help at all
[14:11:46] <fuzzie> I have no idea what the intended behaviour is.
[14:14:18] <fuzzie> Well, if we returned a NULL object instead, then it would get the closest match?
[14:18:05] <fuzzie> Probably this is something else and I'm being misled, though. Haven't looked at this code in a long time, gosh.
[15:06:41] * edheldil runs over the stage in bear jumps, claps and yells Developers ... errr ... Documentation, documentation, documentation!
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[15:16:10] <brad____> heh. i sure am glad fuzzie figured that out so i didnt have to :p
[15:16:21] <brad____> good to see you again fuzzie :)
[15:18:31] <fuzzie> hey brad, glad to see you're still around!
[15:18:58] <brad____> yeah. i was gone for a bit, but have been doing a lot of gemrb work lately
[15:25:44] <fuzzie> also I have no idea what you think I figured out :P
[15:34:39] <lynxlynxlynx> i think he had the protagonist-leavign saves
[15:36:20] <brad____> yes thats waht i meant :)
[15:36:37] <brad____> i was going to do it this week, but now i can do other things
[15:38:33] <lynxlynxlynx> Textmode: how goes your evaluation? :)
[15:39:29] <Textmode> lynxlynxlynx: well enough so far, still mulling it over.
[15:40:36] <lynxlynxlynx> :)
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[16:03:09] * Adam007 looks at paper shredder eating a documentation : "i guess this was not a photocopier after all..."
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[16:10:39] <avenger> hey fuzzie, got your db?
[16:10:50] <fuzzie> got 4 parts, thanks
[16:10:55] <avenger> phew :)
[16:11:01] <fuzzie> cooking dinner now but will open it up later :-)
[16:11:04] <avenger> i hope you can merge them
[16:11:25] <avenger> it was split using standard windows total commander
[16:11:44] <avenger> i guess just cat would work
[16:12:06] <avenger> ok, now back to windows... cu
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[16:19:37] <edheldil> Adam007: ain't it some Dilbert comics? :)
[16:29:44] <fuzzie> assuming avenger reads logs: that opens fine, thanks :)
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[17:09:51] <traveler> hi, i;m back
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[18:51:09] --- Topic for #gemrb is: GemRB 0.7.1 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[18:51:09] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Sun Jul 15 20:24:02 2012
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[19:06:46] <lynxlynxlynx> 3h skype chat
[19:07:11] <lynxlynxlynx> you'd think ultra popular proprietary software was less buggy
[19:08:42] <traveler> no
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[19:57:06] <fuzzie> mph
[20:38:39] <traveler> is ed around?
[20:39:25] <DrMcCoy> fuzzie: kmh
[20:41:45] <traveler> definitely kmh
[20:42:35] <DrMcCoy> well, okay, km/h
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[21:43:49] <edheldil_> Hi!
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[22:07:45] <traveler> ed have you received my all messages, ending in ps:t?
[22:19:20] <edheldil_> dialog, manifests and allegro link
[22:19:26] <edheldil_> thank you
[22:20:04] <traveler> ok, i was talking about #gemrb messages
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[22:37:49] <edheldil_> nothing in the log ... there was a netsplit
[22:39:12] <traveler> i know
[22:39:33] <traveler> i was talking about private messages at @account (zombie?)
[22:40:08] <traveler> anyway, that was just rambling about different polish editions of bg
[22:40:45] <CIA-28> GemRB: 03bradallred * r7cb88f072ec0 10gemrb/gemrb/ (core/Video.cpp core/Video.h plugins/SDLVideo/SDL20Video.cpp):
[22:40:45] <CIA-28> GemRB: SDL2: implement SDL soft keyboard API and remove obsolete proprietary code.
[22:40:45] <CIA-28> GemRB: Android soft keyboard will work now (when build with SDL2).
[22:54:44] <CIA-28> GemRB: 03bradallred * r80bc5cf29a83 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp:
[22:54:44] <CIA-28> GemRB: SDL2: better SetFullscreenMode().
[22:54:44] <CIA-28> GemRB: actually check for success and set our internal fullscreen var.
[23:01:57] <edheldil_> yhen I will see it in the morning when I get to the other comp
[23:03:07] <traveler> btw, one way to have more manifests would be to bundle script in some super-friendly system agnostic way
[23:03:17] <traveler> and ask on various forums people to run it
[23:07:25] <edheldil_> hehe :)
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