#gemrb@irc.freenode.net logs for 16 Dec 2013 (GMT)

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[02:01:26] <Pepelka> [commit] bradallred: GameControl: get rid of HandleWindowReveal https://github.com/gemrb/gemrb/commit/1b9ec7c65f98cd7aeeb226ae78d4abb6241115ab
[02:01:28] <Pepelka> [commit] bradallred: GameControl: get rid of HandleWindowHide https://github.com/gemrb/gemrb/commit/ce03b4cd25760caf7bf5d7893faefd7913231920
[02:01:29] <Pepelka> [commit] bradallred: GameControl: consolidate logic for hiding/unhiding GUI https://github.com/gemrb/gemrb/commit/34a7af9ebd9a1c5e4427c1cbd875e90db08951eb
[02:31:52] <Pepelka> [commit] bradallred: GameControl: remove Hide/Unhide GUI methods in favor of the single SetGUIHidden(bool) https://github.com/gemrb/gemrb/commit/85de8858f11b228428bd5c7036b374264b12b2d1
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[05:22:43] <Pepelka> [wiki] pst_bugs - [Animation] add some notes for bad animation palette problem http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1387171193&do=diff
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[08:06:02] <Pepelka> [wiki] pst_bugs - [Animation] note some unimplemented animations http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1387180862&do=diff
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[08:07:17] <chiv> good morning
[08:08:16] <lynxlynxlynx> oj
[08:18:59] <chiv> I'm trying to understand the pst animations, there is this: http://gemrb.org/iesdp/files/ids/pst/animstat.htm , but it seems to contradict the definitions in charanimations.h
[08:19:01] <Pepelka> PST Identifiers : animstat.ids
[08:21:18] <chiv> it all looks like it matches until the line ANIM_DEFEND, whereas internally the next one is IE_ANI_DIE
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[08:35:54] <chiv> anyway, I assume the unhandled stances need their own IE_ANI_X definition, but I can't figure out what it should be because according to that file, all the id's in torment.exe are off by 1
[08:38:21] <chiv> and since there is a script function called SetAnimState , I think this might be a problem
[08:42:29] <chiv> is it always this much fun trying to work out torment stuff?
[08:43:48] <fuzzie> the off-by-one isn't an issue I think
[08:43:50] <fuzzie> the stances are :P
[08:44:42] <fuzzie> somewhere in the IRC logs from many years ago you'll find me wanting to fix pst stances and Avenger not being happy about adding a lot of new ones, but I forget
[08:44:42] <chiv> but surely if a game script tries to change the stance with those numbers, they will pick the wrong stance?
[08:45:45] <fuzzie> we remap them somewhere
[08:46:06] <chiv> i don't quite see how else you would do it... you have to put them in somewhere right?
[08:46:32] <chiv> theres only... well... 50 of them
[08:47:04] <fuzzie> I'm not really quite awake yet
[08:47:05] <chiv> half of which are of indeterminate use
[08:47:36] <chiv> heh sorry, this is terrible morning conversation, ive been awake for a few hours
[08:47:50] <fuzzie> but basically
[08:48:00] <fuzzie> pst anims are cool and you should make them work since I didn't!
[08:48:12] <fuzzie> the good news is, gemrb's pst anim code is totally crazy
[08:48:29] <fuzzie> take a look at resdata.ini
[08:52:03] <fuzzie> (if you didn't already)
[08:52:24] <chiv> ah.... that looks really... fun
[08:52:40] <fuzzie> imo it would be sooo much easier to just have a IE_ANI_PST and just have a table which maps stances to entries in the ini
[08:54:02] <fuzzie> you can find a few (short) discussions about it in our irc logs if you research for 'resdata' I guess
[08:54:15] <fuzzie> not much about the stances unless I'm missing the obvious though :/
[08:54:50] <chiv> looks like I have some reading to do
[08:55:36] <chiv> at least I understand why they aren't working now
[08:55:49] <fuzzie> are you looking at the fancy ones?
[08:56:12] <chiv> i was actually trying to find out why some states have a wierd pallette
[08:56:13] <fuzzie> it annoyed me because there's a later area which uses loads of these anims and it looks dead and boring without the cool stances
[08:56:25] <fuzzie> but that was like 5 years ago :/
[08:56:43] <fuzzie> did you work that out?
[08:56:47] <chiv> but yeah it is a bit flat without the chatting stuff
[08:56:57] <chiv> no, i still can't understand most of it
[08:57:07] <fuzzie> I have no clue about that, off the top of my head
[08:58:48] <chiv> there doesn't seem to be any pattern to the ones that are broken, or explanation why they have the right palette when doing anything but standing still
[08:59:57] <fuzzie> the palettes were working :P
[09:00:07] <fuzzie> the broken stances are simply the missing ones I think
[09:00:31] <fuzzie> gemrb is hardcoded to only do 19 stances
[09:01:07] <fuzzie> and as you can see, pst has slots up to 78
[09:03:32] <fuzzie> but it's a bit more complicated since the mime ones aren't real..? I honestly forget
[09:07:03] <chiv> hmm... why 19?
[09:07:21] <fuzzie> it's an arbitrary number
[09:07:36] <fuzzie> we waste some small amount of memory otherwise
[09:07:43] <fuzzie> I would go ahead and change it (MAX_ANIMS) :p
[09:11:15] <chiv> I'll keep trying to work it out, but I'm honestly more focused on trying to fix the game path right now so I'll probably only do it if it seems relatively easy
[09:11:30] <fuzzie> sure
[09:11:41] <fuzzie> I'm just rambling while I'm here :)
[09:12:11] <chiv> well, I understand it a bit better at least, so thanks
[09:27:15] <edheldil> chiv: if you would be helped by st. like that Store dialog I made, just ask
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[09:51:24] <chiv> thanks, I will speak up if i can think of anything that would be useful. At the moment I think a just fresh set of eyes on some of the things I found would be helpful though, see if i am on the right track
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[13:04:29] <Ibhram> Hi all
[13:05:10] <Ibhram> Quick question, is there any way to pur GEMRB on android into running full screen? I can change the res via the widescreenmod to 1920 x 1080 but it appears on a small frame
[13:08:50] <Ibhram> The bg2 demo that the gemrb downloads works fine fullscreen
[13:26:59] <lynxlynxlynx> what do you mean by frame?
[13:27:32] <lynxlynxlynx> sometimes people have to use a lesser width to account for a toolbar
[13:28:04] <Ibhram> I mean the whole scrren
[13:28:07] <Ibhram> screen*
[13:28:36] <Ibhram> I see the whole game but in a very small area of the galaxy S4 screen Im using
[13:29:48] <fuzzie> which game are you trying?
[13:30:04] <Ibhram> If I put a smaller resolution in the gemRB config file, like 640x480 I see a bigger frame ( rectangle where the game appears loaded ) with some black bounds all around
[13:30:13] <Ibhram> bg2+ ToB from GoG.com
[13:30:49] <Ibhram> Balck bounds or flickering screen/colors ( where the resolution does not fill up the screen I guess )
[13:32:33] <Ibhram> Im also using 3.05 version of the Widescreen MOD
[13:39:46] <Ibhram> If I put in the gemrb.cfg the resolution 854×480 it fills vertically the screen, but leaves black borders on the side
[13:53:24] <lynxlynxlynx> dodgy
[13:53:41] <lynxlynxlynx> is this some kind of double density screen?
[13:54:20] <Ibhram> I dont think so, It's the regular Samsung galaxy S4 screen
[13:56:31] <Ibhram> Weirdest thing is that BG2 demo that the GEMRB downloads runs flawlessly , using the 10%% of the screen
[13:58:08] <lynxlynxlynx> it's clear you are using an antique gemrb, but i'm not sure the newest version would help much there
[13:59:16] <Ibhram> mmm Im using the 0.8.0 from sourceforge actually
[13:59:22] <Ibhram> not the one from the play store
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[14:11:39] <brada> mornin/afternoon
[14:13:32] <brada> Ibhram: if you were using the latest version it wouldnt have the interface that downloads the demo
[14:14:27] <Ibhram> Aha... got to check the sourceforge then
[14:14:32] <Ibhram> mm
[14:14:33] <Ibhram> wait
[14:14:52] <Ibhram> no actually, the demo I downloaded with the play store version
[14:15:08] <Ibhram> afterwards, installed the one from sourceforge
[14:15:38] <Ibhram> I got 0.8.0-git installed
[14:16:03] <Ibhram> btw morning :D
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[14:20:36] <brada_> Ibhram: its clear if the demo works fine then its your settings/mod that are at fault
[14:20:55] <Ibhram> Yep, I guess so much, but cant think of what's misconfigured
[14:21:31] <Ibhram> Ive been tampering with the gemrb.cfg settings, with the widescreen mod installation to no success
[14:21:46] <brada_> sorry i cant help you more, im quite busy working on a paper that is due today...
[14:22:00] <Ibhram> Dont worry :d thanks for the chat
[14:22:07] <brada_> pach_: would be helpful if he were around
[14:22:17] <brada_> psch
[14:22:55] <Ibhram> :D will be around just in case he appears
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[15:13:42] <chiv> huh, wierd, that 854x480 res does nothing good for me either
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[15:15:54] <chiv> I really hate that chu gui format, it's so much more logical to autosize stuff...
[15:20:08] <chiv> I've got a patch that does that, and although its not 100% complete its so much less hassle than futzing around with the widescreen mod
[15:37:12] <brada> chiv: sounds useful, its surely possible for gemrb to be programmed to be an arbitrary size
[15:38:03] <brada> especially if you dont worry about resizing everyting and jsut worry about positioning
[15:38:43] <brada> resizing elements would require tiling that would probably look funny, then again how does widescreen mod do it?
[15:39:24] <chiv> the widescreen mod extends the background gfx
[15:39:37] <chiv> i don't know if it has custom stuff or just re-uses the existing
[15:40:24] <chiv> if I ever get round to finishing it though, I would just use the existing
[15:42:00] <chiv> you can cheat and hide seams if you know the gfx are not going to change much
[15:42:53] <chiv> and if that is not possible, I can always paint my own so they would have no clash with the gemrb licence
[15:44:14] <chiv> unfortunately, I sort of got it to the point where it works ok and thought 'yeah, I could be doing more useful things right now'
[15:45:26] <chiv> If you want to look at it though, it's in the 'farscreen' branch of my fork
[15:45:53] <chiv> oh wait
[15:46:15] <chiv> yeah that would be pointless, since I only enabled it for torment so far
[15:51:56] <brada> i would say start simple, if there is not CHU for a resolution, find the closest one and then center everything along the edges
[15:52:29] <brada> it might look funny but it would work
[15:52:54] <brada> and its probably a good start for a fancier implementation
[15:53:25] <chiv> that's more or less where it's at now
[15:53:48] <brada> i say you should finish it up :)
[15:55:09] <chiv> that's actually something I can do, I don't feel like I am making progress at the minute.
[15:58:55] <brada> its been a long while since gemrb got a new feature
[16:02:42] <chiv> you'll probably want to scan through what I've done though, make sure I'm not doing some amateur mistake
[16:03:49] <brada> im not sure i would be the one to tell you there
[16:04:07] <brada> i havent ever really looked at how that side of things functions
[16:04:19] <brada> tho i would still be happy to look
[16:04:40] <chiv> i'll let you know when I have imported the changes to bg1/2
[16:04:57] <brada> cool
[16:08:17] <edheldil> mistake or not, just running such a change under all five games and walk the UI a bit should show you the eventual problems
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[18:36:14] <brada> can all controls truly have scrollbars attached?
[18:37:34] <fuzzie> isn't it only supported for textarea?
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[18:38:44] <brada> fuzzie: thats what i would think
[18:38:51] <brada> but it is a member of control
[18:38:56] <fuzzie> it's used by button
[18:38:57] <brada> violation DIP no less
[18:38:59] <brada> ah yes
[18:39:01] <brada> that too
[18:39:16] <fuzzie> DIP?
[18:39:32] <brada> nevermind ha ha
[18:39:42] <fuzzie> I hate trying to decode this stuff
[18:39:49] <brada> its just that if it doesnt apply to all controls it shouldnt be there
[18:40:05] <brada> and it seemed strange that all controls would support it
[18:40:19] <brada> im really just poking around figuring out how stuff works
[18:40:24] <fuzzie> "badly"
[18:40:25] <brada> making trouble i guess
[18:40:37] <fuzzie> the store code is using the scrollbars
[18:41:09] <fuzzie> I guess as a poor man's GUI container?
[18:41:12] <brada> what in the world does a button do with a scrollbar anyway?
[18:41:33] <fuzzie> so that mouse wheel events get passed onto the scrollbar
[18:41:47] <fuzzie> i.e. it's not a scrollbar 'attached' but rather a scrollbar 'associated'
[18:41:48] <chiv> I could think of a use if I put my mind to it
[18:42:15] <brada> ah much more sensical
[18:42:28] <brada> tho still seems like there is a better way to do it
[18:42:36] <fuzzie> well, yes, add a way to nest windows
[18:42:37] <brada> not sure off the top of my head
[18:42:41] <chiv> for one thing, what if you could scroll the wheel over a quick spell slot and have it pick the next/prev spell
[18:43:13] <brada> chiv: you dont need a scrollbar to respond to scroll events
[18:43:18] <fuzzie> you know, I am looking at the wikipedia article for 'dependency inversion principle' and it is not very helpful
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[18:43:32] <fuzzie> > the dependency inversion principle refers to a specific form of decoupling where conventional dependency relationships established from high-level, policy-setting modules to low-level, dependency modules are inverted (i.e. reversed) for the purpose of rendering high-level modules independent of the low-level module implementation details
[18:44:00] <brada> its basically saying that an abstract class shouldnt depend on concrete subclasses
[18:44:12] <chiv> why can't it just say that
[18:44:15] <chiv> argh
[18:44:35] <fuzzie> what chiv said :-P
[18:44:41] <brada> i agree
[18:44:42] <fuzzie> I think that's not at all the problem here though
[18:44:46] <brada> no
[18:44:48] <brada> its not
[18:44:50] <fuzzie> the problem is just that it's dumb :)
[18:45:06] <fuzzie> anyway none of the GUI stuff is special or magical.
[18:45:14] <fuzzie> the original games hardcoded it all in a mess of C++.
[18:45:25] <chiv> i thought it was lua?
[18:45:27] <fuzzie> nope.
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[18:46:57] <fuzzie> but what I mean is, the current gemrb GUI code is just sort of built up over time, don't read anything into it.
[18:48:48] <brada> ok
[18:49:19] <fuzzie> feel free to replace *all* the thigns :)
[18:50:09] <brada> well i usually start by simplyfying things
[18:50:24] <brada> that gives me a feel for how they work and makes refactoring easier
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[18:54:00] <chiv> is there any existing way to get the x/y size of the loaded window pack?
[18:55:10] <edheldil> brada: other controls than TA can have scrollbars. E.g. look at load/save screen
[18:55:49] <brada> well sure container type controls
[18:56:44] <chiv> do they work with finger swiping by the way? I've still never tried germb on a moble device
[18:59:31] <brada> yes
[18:59:49] <brada> we support per pixel scrolling
[18:59:59] <chiv> groovy
[19:00:13] <brada> tho its more or less hacked on there ;)
[19:00:37] <brada> combination of sdl2 driver + scrollbar + textarea iirc
[19:29:22] <brada> also you dont need a mobile devcie for that, only SDL2 driver and something like a track pad or other device that does perpixel scrolling
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[20:27:54] <chiv> hm... it seems like the casting sequences in bg1 are back to front
[20:28:27] <chiv> they start with the finish and finish with the start
[20:42:50] <brada> ha ha
[20:56:50] <lynxlynxlynx> are you sure?
[20:57:06] <lynxlynxlynx> never noticed that, though it's true i don't playtest with bg1 much
[20:57:28] <lynxlynxlynx> BUT, I doubt the combo of traveler and fizzle would miss that
[20:58:47] <brada> it possible they did
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[21:32:14] <jackhunter> hello
[21:33:23] <jackhunter> i have been playing a lot of black isle games and currently i am on planescape torment
[21:33:45] <jackhunter> i discovered gemrb caus eone of the fix has a gemrb option, so i googled gemrb and went here
[21:34:30] <jackhunter> i was wondering wht we could expect from it
[21:34:54] <jackhunter> the website says it makes IE better and can run Bladurs gate games for example
[21:35:07] <jackhunter> but can we expect one day that some devs make games with it
[21:39:12] <chiv> torment is in very bad shape unfortunately
[21:40:09] <chiv> baldurs gate 1/2, and icewind dale are very playable, and lynx is working on iwd2
[21:42:09] <chiv> I'm working my way through the torment problems slowly, but I would not recommend trying it unless you just want to playtest it
[21:43:26] <chiv> if you have played it before and are not worried about spoilers look at this http://www.gemrb.org/wiki/doku.php?id=pst_bugs (and I mean spoilers when I say it, the whole quest path is journalised...)
[21:43:28] <Pepelka> pst_bugs [GemRB wiki]
[21:52:18] <chiv> as far as making games for it, if you have ever modded baldurs gate or any of the others, then making a game would be very similar to that - the only hard part, would be creating masses of artwork
[21:52:41] <chiv> and creatures#
[21:53:06] <chiv> and scripts... and dialogue... etc... it would have to be a team thing
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[21:54:48] <chiv> jackhunter: hope that answers your questions
[21:55:30] <jackhunter> thanks for answers
[21:56:39] <jackhunter> i would be happy if one day i saw games with writting level of planescape or baldur
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[21:57:30] <chiv> yeah, they are classics, I am hoping that tides of numenara and project eternity will live fill those boots
[21:57:38] <jackhunter> currently i play planescape torment with all fixes but even so i still have experienced bugs (not worying fortunately)
[21:57:53] <jackhunter> that would be awesome
[21:58:23] <jackhunter> like mouse scrolling being sometimes disabled in plnaescape(solved by restarting computer only)
[21:58:36] <chiv> it is something of an irony that the game that would most benefit from gemrb is the least supported
[22:00:35] <chiv> unfortunately it is a strange egg, whenever they could find a way code something different, it seems like they have
[22:00:38] <jackhunter> what makes it harder to fix ?
[22:00:46] <jackhunter> oh
[22:00:56] <chiv> all the other games, bar iwd2, are all very similar
[22:02:12] <chiv> it is not as dire as all that though, I think I have found all the game breaking bugs, and once the thing is playable hopefully more people will be interested to help
[22:02:25] <chiv> *nearly all anyway
[22:02:57] <jackhunter> currently i havent met any gamebreaking bugs with the fix pack enabled
[22:03:11] <jackhunter> except lifepoints being able to go beyond maximum sometimes
[22:03:43] <chiv> well you shouldn't in the original, especially if you have the fix pack
[22:03:48] <jackhunter> there is something i dont get very well with infinity engine
[22:04:08] <jackhunter> its about timing in dialogues or romances in general
[22:04:30] <jackhunter> like for example you load a game have a specific dialogue with a companion
[22:04:45] <jackhunter> and then you decided to reload cause you chose wrong answer
[22:04:53] <jackhunter> but the dialogue doesnt reappear
[22:05:01] <jackhunter> or after a long time
[22:05:32] <jackhunter> most awful experience i had about that was with jaheira romance, even with the bg fix pack
[22:05:46] <jackhunter> it was a pain to get all dialogues to go through her quest
[22:06:44] <chiv> hah, I've never gone through with all that despite playing the game 50 jillion times. "jaheira, do you mind?, I'm trying to end all the monsters!"
[22:07:10] <edheldil_> chiv: btw, doing image difference between screenshots of IE and gemrb is very instructive. Would you like to see one?
[22:07:21] <chiv> yes pleas
[22:07:31] <jackhunter> there is a woman, jaheira friend, thats supposed to come after certain time, but she kept appearing in wrong times
[22:08:00] <chiv> in gemrb there is a debug key to advance time, there might be in vanilla bg2 I'm not sure
[22:08:26] <jackhunter> planescape has banter accelerator for dialogs
[22:08:37] <jackhunter> but maybe more complicated for quests
[22:09:18] <jackhunter> ye sin bg2i think you can accelerate time but sadly jaheira quest is quit ecomplicated to
[22:09:35] <jackhunter> i remmber i tried to go faster but it sometimes broke the quest
[22:09:51] <jackhunter> so in the end i always picked aerie romance, less complicated
[22:10:49] <chiv> I'm just thankful they didn't go all star-wars and include an imoen romance
[22:11:05] <edheldil_> chiv: http://www.eowyn.cz/gemrb/store.xcf ... open in gimp and change opacity of the topmost layer
[22:12:29] <chiv> heh, wobble
[22:13:07] <edheldil_> also, set the topmost layer to subtract, I have probably switched it back to normal
[22:14:05] <edheldil_> e.g. the scrollbars could be easy to fix
[22:16:48] <-- brada has left IRC (Quit: brada)
[22:19:48] --> brada has joined #gemrb
[22:20:51] <jackhunter> have the enhanced edition of baldur brought you anything that could help gemrb development?
[22:21:46] <jackhunter> regarding how they coded the stuff
[22:21:52] <edheldil_> jackhunter: some information about structure
[22:21:58] <edheldil_> structures
[22:22:28] <edheldil_> i.e. some unknown bits in datafiles
[22:25:49] <lynxlynxlynx> some renewed interest in the games too
[22:36:34] <chiv> I think my favourite part of bgee is that it includes so many languages
[22:37:13] <chiv> I'd still rather use gemrb though, since I can hack it...
[22:38:28] <chiv> bgee is still closed source, and part of me does not agree much with that...
[22:39:18] <brada> its not like they would have been able to make it if they were going to release the source
[22:39:38] <brada> the right holders would have said no to that real quick
[22:39:59] <chiv> I know that, I just think it is dumb
[22:41:41] <chiv> every single game ever made, and barely a handful of them did the sensible thing and release source for posterity
[22:43:40] <chiv> once enough time passes, they are irretrievable... if we did that with books, that would mean no tolkein, shakespear, chaucer. dumb.
[22:44:12] <brada> sort of
[22:45:05] <fuzzie> but you can sort of sometimes run them with inaccurate emulation!
[22:45:13] <fuzzie> that makes it all better.
[22:46:05] <chiv> but I get to look forward to the irony when big publishers thank emulation for preserving their history.
[22:46:18] <chiv> :)
[22:46:27] <jackhunter> chiv about that i was wondering dsomething
[22:46:46] <jackhunter> legally, interplay and beth agreement state that fallout 1 source cod is lost
[22:46:51] <jackhunter> but is it?
[22:47:02] <chiv> I have no idea
[22:47:36] <jackhunter> now that bethesda has old fallout rights
[22:47:46] <jackhunter> i wonder if they will try to sell enhanced stuff
[22:48:18] <jackhunter> it is sad that source cod is lost caus efallout 1 had a bunch of damn bugs
[22:48:33] <jackhunter> followers of apocalypse ending, hub ending,etc
[22:48:44] <chiv> I never played it though
[22:48:51] <chiv> well I tried
[22:49:14] <jackhunter> gog gave all three of them for free a few days ago, because they wont have right to sell the game anymore
[22:49:15] <chiv> the interface did not make me happy.
[22:49:25] <jackhunter> yeah its not easy at the beginning
[22:49:29] <brada> fuzzie: correct me if im wrong but in font.cpp NoColor flag is what determines if a string should be "parsed" correct?
[22:49:30] <chiv> hah, that is quite funny
[22:49:40] <chiv> it makes sense now
[22:50:03] <jackhunter> interplay had the rights to sell fallout games till 2013
[22:50:25] <fuzzie> brada: yes?
[22:50:25] <jackhunter> now bethesda will, most likely they let it on steam
[22:50:37] <fuzzie> brada: I don't know why you're asking me though :P
[22:50:48] <brada> fuzzie: i ask you everything! ha ha
[22:51:01] <brada> im just thinking that i have an idea
[22:55:31] <edheldil_> chiv: they stated they have lost bg sources too, afaik, so don't believe them too much
[22:56:27] <fuzzie> the "it's terrible, we can't find them anywhere, I'm so sorry, oh wait there's profit to be made, here they are behind the back of the sofa" story is a fairly standard one
[22:57:46] <brada> wel fuzzie i ver well may be rewriting the font code this weekend. I'm tearing it to shreds as we speak :p
[23:06:37] <fuzzie> (yay!)
[23:17:53] <brada> this actually wont be so bad
[23:18:16] <chiv> i had to reorganise nearly the entire patch, but i can now play bg1 at completely arbitrary resolutions like 908x568 . now we just need to build a device that can benefit from this.
[23:19:03] <lynxlynxlynx> you had to duplicate the code, since messagewindow.py isn't shared?
[23:20:31] <chiv> oh nah, i had the thing in guicommonwindows, but it was better to put it in guicommon
[23:21:43] <chiv> i need to tidy the whole thing up, but i've pushed it to my repo if anyone wants to comment
[23:22:00] <lynxlynxlynx> not tonight, just logging off
[23:22:06] <lynxlynxlynx> but nice :)
[23:22:41] <brada> chiv: link?
[23:22:48] <-- lynxlynxlynx has left IRC (Read error: Connection reset by peer)
[23:23:24] <chiv> https://github.com/chilvence/gemrb/commits/farscreen
[23:23:27] <Pepelka> Commits · chilvence/gemrb · GitHub
[23:23:28] <Pepelka> »gemrb - Engine Made with preRendered Background«
[23:23:47] <chiv> see.. looking at it again I have several new ideas, so I will probably change the whole thing again
[23:26:08] <edheldil_> brada: please look into line distance and anchor, from that screenshot it''s clear we are a bit off
[23:26:24] <brada> ed: that will have to come later
[23:26:45] <brada> phase 2 :p
[23:27:11] <edheldil_> :)
[23:27:40] <edheldil_> ah, and different space character handling
[23:28:38] <brada> chiv: compare views are better: https://github.com/chilvence/gemrb/compare/farscreen
[23:28:40] <Pepelka> Comparing gemrb:master...chilvence:farscreen · chilvence/gemrb · GitHub
[23:28:41] <Pepelka> »gemrb - Engine Made with preRendered Background«
[23:28:46] <brada> makes it easy to see what you did
[23:29:05] <brada> ed: what about the space character?
[23:30:49] <brada> tho i dare say not all of this is related to "farscreen" :p
[23:33:16] <chiv> yeah i need to fix the commit order, but I will do that before i send a pull request
[23:33:34] <edheldil_> nope, to font handling. NUMBER font does not contain space, but there is some space between number and LB symbol on the screenshots. Either it's space, or LB character's anchor
[23:33:34] <chiv> i haven't synced back up with the master, is probably why
[23:37:44] <brada> oh blimey that was supposed to compare chilvence:masert :/
[23:38:33] <brada> this link https://github.com/chilvence/gemrb/compare/master...farscreen
[23:38:36] <Pepelka> Comparing master...farscreen · chilvence/gemrb · GitHub
[23:38:38] <Pepelka> »gemrb - Engine Made with preRendered Background«
[23:39:35] <chiv> thats weird, cos it looks like that is what i was reading
[23:47:06] <chiv> something is bugging me about github by the way - if I create a branch, then gemrb/gemrb merges that branch, do I still need to keep my local branch or can I safely delete it?
[23:50:19] <brada> you can delete it
[23:50:40] <brada> if it is "merged" it will be in the master branch
[23:51:30] <brada> and you need permission to add or remove anything from gemrb so you dont need to worry about anything changing it
[23:53:33] <chiv> yay, cos I made an unholy mess of me rep
[23:59:58] <chiv> can I put something like this: http://pastebin.com/eky9GCjL into GUICommon ?
[23:59:59] <Pepelka> GemRBOptions = { 'Extra Scrollbars' : GE_SCROLLBARS, 'Auto Identify Loot' : - Pastebin.com