#gemrb@irc.freenode.net logs for 17 Aug 2012 (GMT)

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[00:13:25] <brada> btw you still cant select invisible PC
[00:13:57] <brada> i mean you can but you cant get character info
[00:14:04] <brada> or go into inventory
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[07:32:53] <fuzzie> hm
[07:33:20] <fuzzie> Must admit I didn't actually look to see if lynx's commits worked for the invis thing.
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[07:33:55] <lynxlynxlynx> i did the minimal thing, hoping the flag won't need a reintroduction
[07:35:14] <fuzzie> it is indeed still broken for the UI, I imagine something simple
[07:37:01] <fuzzie> weird, I wonder where it fails
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[07:37:52] <fuzzie> ah, well, of course, checker is NULL in this case
[07:38:02] <fuzzie> I think we should probably split out GA_NO_HIDDEN.
[07:40:41] <fuzzie> e.g. InParty is checking 'STATE_DEAD' and 'STATE_SLEEP | STATE_BERSERK | STATE_INVIS | STATE_FROZEN | STATE_PETRIFIED | STATE_POISONED' in bg2
[07:41:01] <fuzzie> so we could just have a GA_NO_PARALYZED or similar?
[07:42:17] <fuzzie> phft, IDA's fancy xrefs-to-constants thing doesn't actually follow those.
[07:42:29] <lynxlynxlynx> no hold or stun in there either
[07:42:45] <lynxlynxlynx> grrr, so many 'immobile' groups
[07:43:13] <lynxlynxlynx> and berserk+invisibility+poison
[07:43:20] <fuzzie> sigh
[07:44:58] <fuzzie> I don't understand how the original could possibly work checking STATE_INVIS in there anyway.
[07:47:40] <fuzzie> hmm
[07:51:19] <fuzzie> hmmmmm
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[07:54:13] <avenger> hey people, any of you wanted to be in bgee beta? They are still recruiting :)
[07:54:50] <avenger> If any of you already got a username, tell me, we were asked to recommend names
[07:55:40] <fuzzie> avenger: hey, I have some problem REing here
[07:56:04] <avenger> what is it fuzzie?
[07:56:53] <avenger> i have a db copy here, so i can look
[07:57:19] <fuzzie> you have the first word (opcode) of _trigger as a dword, is it?
[07:58:09] <fuzzie> but mostly I am confused by sub_4943B0, which looks like it's returning the opcode of the trigger?
[07:58:12] <avenger> 00000000 opcode dw ? 00000002 int0Param
[07:58:41] <avenger> opcode is word, then parameter is a dword
[07:59:10] <fuzzie> but then, the callers (in EvalStatusTrigger) are all seemingly checking the result for states
[07:59:29] <fuzzie> oh, hm, IDA is lying to me then :) thanks
[07:59:50] <avenger> that sub is returning a word
[08:00:08] <fuzzie> yes, which is why I thought it returns the opcode
[08:00:12] <avenger> if it addresses the trigger, then it is correctly returning the word opcode
[08:00:21] <fuzzie> it says 'lea ecx, [ebp+this_trigger]'
[08:00:44] <avenger> yeah, you can name it getOpcode
[08:00:56] <fuzzie> but then why does it check the result for 0x40D3? :/
[08:01:06] <avenger> that is a word
[08:01:13] <avenger> so why not
[08:01:29] <fuzzie> aha
[08:01:35] <fuzzie> InPartyAllowDead, of course.
[08:01:35] <avenger> movsx eax, ax
[08:01:40] <fuzzie> drat.
[08:01:45] <avenger> converts it to dword
[08:01:49] <fuzzie> so the GA_NO_HIDDEN is wrong.
[08:01:56] <fuzzie> InParty checks only STATE_DEAD.
[08:02:26] <fuzzie> And it is a complete coincidence that the trigger id for InPartyAllowDead happens to equal the relevant states. :/
[08:04:00] <fuzzie> well, thanks, I understand now :)
[08:04:33] <avenger> hehe
[08:05:24] <avenger> now i understand your problem. You thought that 0x40d3 is not a trigger opcode
[08:05:28] <fuzzie> I think I don't have time to be helpful for the bgee data at the moment.
[08:05:38] <fuzzie> yes! it is 'STATE_SLEEP | STATE_BERSERK | STATE_INVIS | STATE_FROZEN | STATE_PETRIFIED | STATE_POISONED'!
[08:05:42] <fuzzie> I thought it was insane.
[08:05:44] <avenger> well, eventually i will replace those with a real symbol
[08:06:16] <fuzzie> my own fault :)
[08:07:44] <avenger> yeah, that is a completely arbitrary list of states
[08:08:36] <avenger> poisoned wouldn't qualify for anything dialog related
[08:08:48] <fuzzie> it looks pretty sensible otherwise though
[08:09:11] <avenger> yeah, coincidence. but then it doesn't list helpless
[08:09:34] <fuzzie> right, as lynx pointed out
[08:10:05] <avenger> so,Ed, lynx or wjp no time for beta?
[08:10:11] <wjp> alas...
[08:11:37] <lynxlynxlynx> my vacation starts soon, but i'm not interested, thanks
[08:12:19] <lynxlynxlynx> i'm also a bit weary to be honest
[08:12:22] <fuzzie> we will all rely on you to keep up with it, avenger :)
[08:13:40] <avenger> no problem ;)
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[08:21:17] <edheldil> Good morning, guys and gals!
[08:22:06] <lynxlynxlynx> ojla
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[08:36:10] <edheldil> Hi, brad
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[08:57:22] <traveler> hi
[09:01:17] <edheldil> hi
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[09:24:24] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=24653&hl=&fromsearch=1
[09:26:29] <traveler> O_o
[09:27:20] <traveler> hamster looks quite disturbing
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[09:40:17] <DrMcCoy> :D
[09:57:41] <traveler> btw, brad, scalp stacking bug appears also with MISC16 gem
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[11:33:45] <Avenger> traveler what is this scalp stacking bug?
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[11:36:38] <traveler> you sell stacked scalps
[11:36:47] <traveler> with price as 1 piece
[11:37:03] <traveler> same with misc16 gem
[11:37:16] <traveler> if you unstack them, they are properly priced
[11:37:22] <edheldil> sigh, buying IE on a Polish site cost me 350CZK for the games *and* 750CZK for bank fees
[11:37:30] <traveler> :(
[11:37:56] <edheldil> the bank is ripping me off
[11:38:08] * wjp converts to Eur
[11:38:09] <traveler> clearly
[11:38:10] <wjp> yikes
[11:38:29] <wjp> I haven't seen rates like that in 15 years
[11:38:34] <Avenger> i guess this is a problem with all stacked items then
[11:38:43] <traveler> no
[11:38:48] <traveler> that's why it's strange
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[11:38:56] <Avenger> then it is very strange
[11:39:13] <fuzzie> if you unstack them and stack them it's still broken?
[11:39:18] <Avenger> is this gemrb specific?
[11:39:25] <traveler> no idea
[11:39:33] <fuzzie> and this is in a normal store, right?
[11:39:38] <Avenger> yes, maybe we got a stacked flag
[11:39:55] <traveler> scalps you can sell in vai and feldepost i think
[11:39:56] <Avenger> yes, fuzzie, Vai who buys the scalps has a normal store
[11:40:08] <traveler> yes
[11:40:10] <Avenger> you can sell scalps everywhere you can sell books
[11:40:38] <fuzzie> well, I don't have bg1 here
[11:40:51] <traveler> about vai store
[11:41:02] <traveler> you can also buy scalps from her for 45gp and sell her for 50gp :)
[11:41:24] <Avenger> thanx, that's actually a good bugreport for bgee :)
[11:41:34] <Avenger> i'll test if it is still there
[11:41:53] <fuzzie> hm, should you be able to buy the scalps?
[11:41:55] <traveler> i think that in original you couldn't but from vai
[11:41:59] <fuzzie> right
[11:42:00] <traveler> *buy
[11:42:02] <traveler> texactly
[11:42:04] <Avenger> oh
[11:42:12] <traveler> but it needs checkinh
[11:42:15] <Avenger> so it is gemrb not honoring the store flags
[11:42:17] <fuzzie> so it's not a pricing bug I think
[11:42:21] <fuzzie> but, yes, we're ignoring a flag
[11:42:32] <Avenger> i had a suspicion that we are using the wrong flag, or ignoring it
[11:42:46] <traveler> only for scalps and one gem?
[11:42:55] <Avenger> no, this is the selling in store
[11:42:57] <fuzzie> what is the relevant flag I wonder
[11:42:58] <traveler> ah
[11:43:23] <Avenger> there is no idea what would mess up the scalps/gem only.
[11:43:35] <Avenger> You get them one by one, and stack them like any other stacked items
[11:43:44] <traveler> yes
[11:43:51] <fuzzie> oh it is IE_STORE_BUY of course.
[11:43:53] <traveler> or they are autostacked by ctrl+w
[11:44:20] <Avenger> fuzzie: there could be a swap, i always get confused on those 2 :D
[11:44:21] <fuzzie> We do check SHOP_BUY though.
[11:44:24] <traveler> btw, i will only buy bgee if it will work well with gemrb :P
[11:44:54] <fuzzie> but maybe we don't set it
[11:44:55] <Avenger> traveler: if it won't work first, we'll work on gemrb to make it compatible
[11:45:30] <fuzzie> yeah, we don't set it..
[11:45:40] <Avenger> so far the stuff is very compatible :) they use ni/dltcep/weidu for modding
[11:45:45] <traveler> nice
[11:46:13] <fuzzie> Store::AcceptableItemType doesn't check IE_STORE_BUY or IE_STORE_SELL at all..
[11:46:18] <fuzzie> it just always sets them
[11:46:26] <Avenger> that's ok
[11:46:40] <Avenger> or maybe not
[11:46:56] <traveler> there is a second thing
[11:47:01] <traveler> you can force selling item
[11:47:02] <fuzzie> that is not ok, it should check them :P
[11:47:09] <traveler> even if store shouldn't want it
[11:47:21] <traveler> if you identify this item in this store first
[11:47:29] <traveler> they are still selected in sell view
[11:47:31] <fuzzie> heh
[11:47:36] <fuzzie> well that is pure guiscript bug :)
[11:47:57] <Avenger> yes, leaving the window should reset the selection flags
[11:49:06] <fuzzie> http://pastebin.com/Lxp5ZymZ ?
[11:50:14] <Avenger> fuzzie yeah, either that or the opposite
[11:50:16] <fuzzie> GUIScript does check the flags properly, and I can still buy/sell in bg2, but I don't know a vendor to test with :)
[11:50:20] <Avenger> test it with Vai
[11:50:25] <fuzzie> no bg1 here :P
[11:50:29] <Avenger> hmm, i mean, traveler can do that
[11:50:38] <fuzzie> that would be great if traveler could test
[11:50:40] <traveler> will bgee import characters/saves form bg1? i would guess yes for char, but saves?
[11:50:41] <traveler> ok
[11:50:44] <traveler> give me a moment
[11:50:50] <traveler> or a little longer, i;m busy now
[11:50:54] <fuzzie> sure
[11:51:26] <Avenger> traveler: i cannot answer that, even if i could, i shouldn't so i cannot ;D
[11:51:28] <edheldil> Avenger: thank you for the beta offer, but given my general lack of time, I have to sadly decline. But if you get to pstee, count me in :)
[11:52:28] <fuzzie> Avenger: what do you think of GA_NO_PARALYZED flag for checking things which make unselectable?
[11:52:50] <fuzzie> oh hey, wait a minute, we have a GA_SELECT
[11:52:51] <fuzzie> phfffft
[11:52:55] <Avenger> :D
[11:53:10] <fuzzie> so who do I blame? :P
[11:53:23] <fuzzie> oh bluh
[11:53:30] <Avenger> probably me, or lynx, or yourself
[11:53:34] <fuzzie> ok, so some crazy 'fuzzie' character says "SelectPCSingle shouldn't check GA_SELECT"
[11:53:35] <Avenger> not many other would touch that
[11:53:49] <Avenger> hehe
[11:53:52] <fuzzie> and lynx changed it so it didn't check GA_NO_DEAD
[11:53:59] <fuzzie> and now I want to remove GA_NO_HIDDEN, and then we have no-one left
[11:54:12] <traveler> Avenger: understood
[11:55:26] <fuzzie> I guess it's because Immobile() is stupid.
[11:55:58] <Avenger> then you can ask who added the last pieces to immobile :D
[11:55:59] <lynxlynxlynx> and still incomplete
[11:56:09] <fuzzie> well, it is not a good function
[11:56:09] <lynxlynxlynx> probably me with the timestop stuff
[11:56:18] <fuzzie> because we use it for different things
[11:56:54] <Avenger> yep, things always get merged and separated, and some stuff falls between the gaps
[11:57:03] <fuzzie> because, you can still select characters which are immobile
[11:57:12] <Avenger> can you?
[11:57:17] <Avenger> in bg1 you cannot
[11:57:27] <Avenger> i'm sure, i test this a lot ;D
[11:57:45] <Avenger> web/entangle disables selection
[11:58:00] <fuzzie> 'hold person' doesn't
[11:58:07] <Avenger> oh joy
[11:58:58] <fuzzie> what is IE_CASTERHOLD?
[11:59:25] <Avenger> some spells use it to freeze the caster in last casting frame
[11:59:33] <Avenger> burning hands maybe
[11:59:37] <Avenger> and some summoning
[11:59:44] <lynxlynxlynx> elemental summoning for mage
[11:59:47] <fuzzie> so is that selectable or not selectable?
[11:59:54] <fuzzie> because it is checked in Immobile()
[12:00:02] <lynxlynxlynx> you can't do anything during this "negotiation phase"
[12:00:14] <fuzzie> sure, but that is a different thing :)
[12:00:29] <Avenger> well, i would allow selection, but not allow moving
[12:00:33] <traveler> yup
[12:00:36] <Avenger> so it should be in Immobile
[12:00:37] <traveler> you can't buy from vai now
[12:00:39] <lynxlynxlynx> more directly, i think you aren't, but i haven't played the original in a while
[12:00:41] <traveler> thanks
[12:00:51] <Avenger> actually, i would allow selection when immobile
[12:00:57] <Avenger> selection when dead - no
[12:01:07] <Avenger> selection when unselectabletimer - no
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[12:01:23] <fuzzie> right, unselectabletimer is checked in GA_SELECT itself
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[12:01:40] <fuzzie> this is all too complicated
[12:01:47] <Avenger> immobile is needless, but it shoudn't cause problem
[12:01:49] <fuzzie> the problem is that the UI should let you select all PCs
[12:01:59] <Avenger> well, depends on what SELECTABLE means
[12:02:00] <fuzzie> and just grey out if you can't interact
[12:02:09] <fuzzie> and this is why lynx removed the DEAD check
[12:02:21] <Avenger> i see
[12:02:26] <fuzzie> (from the selection code)
[12:02:40] <Avenger> you cannot select dead chars on the main game window
[12:02:45] <Avenger> that's definitely true
[12:02:50] <fuzzie> yes, but we do this check in the core game code
[12:03:00] <lynxlynxlynx> you can in stores or resurrect and raise dead would not work
[12:03:01] <fuzzie> should I just remove the ValidTarget check from the core game selection code entirely, perhaps?
[12:03:15] <Avenger> but there you shouldn't use the core select stuff
[12:03:30] <fuzzie> the selection is restored if you go back to the main game screen
[12:03:39] <Avenger> i think there should be 2 types of selects
[12:03:42] <fuzzie> we have that
[12:03:53] <fuzzie> I am looking at 'SelectedSingle', the non-game selection.
[12:03:55] <Avenger> the single pc selection should allow dead selection
[12:04:12] <fuzzie> It is set by Game::SelectPCSingle, which checks actor->ValidTarget(GA_NO_HIDDEN) right now, because I removed GA_SELECT and lynx removed GA_NO_DEAD.
[12:04:13] <Avenger> that is used in temples
[12:04:32] <Avenger> yeah, that should allow selection of any portraits
[12:04:32] <fuzzie> But that is obviously an incorrect check.
[12:04:40] <fuzzie> I will just remove the whole check for now, ok?
[12:04:45] <Avenger> yep
[12:07:28] <CIA-96> GemRB: 03fuzzie * rf05e9b8d8be4 10gemrb/gemrb/core/Game.cpp:
[12:07:29] <CIA-96> GemRB: Game: Remove the last ValidTarget check from SelectPCSingle.
[12:07:29] <CIA-96> GemRB: This is used to select PCs in temples, inventory etc, and so we've
[12:07:29] <CIA-96> GemRB: slowly removed all the other checks, and GA_NO_HIDDEN is clearly wrong.
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[12:08:32] <fuzzie> I really have to remember to put good explanations into commit messages.
[12:11:04] <fuzzie> ok, I found a bg1 install
[12:11:10] <fuzzie> let me copy it to this machine
[12:12:00] <edheldil> that's always useful :-)
[12:13:30] <fuzzie> well, I don't have a machine with both an optical drive and working networking right now
[12:13:49] <Avenger> fuzzie the shop change was good, in case you missed that
[12:14:01] <fuzzie> oh hey, I did
[12:14:04] <edheldil> hey, guys what should I do if I want to change semantics of code now covered by strupr()/strlwr() ? My first impulse was to redefine the functions and put them to GemRB namespace, but won't it clash with those allegedly provided by windows? And since due to that clash I have to prefix them with namespace, won't renaming tjhem be better anyway?
[12:15:21] <fuzzie> don't redefine them I think
[12:15:22] <fuzzie> which code?
[12:15:23] <edheldil> (we have strupr() / strlwr() in String.cpp in #ifndef WIN32)
[12:15:43] <fuzzie> I mean, strupr/strlwr/etc are used for filenames etc.
[12:15:53] <Avenger> why would you want to change that
[12:16:01] <edheldil> yes, that's the pitfall as well
[12:16:02] <fuzzie> So, I think probably we don't want to redefine those to use some encoding scheme for in-game strings.
[12:16:06] <Avenger> it is used in other places too
[12:16:21] <edheldil> not in that many places, surprisingly
[12:16:28] <CIA-96> GemRB: 03fuzzie * rb680689589c2 10gemrb/gemrb/core/Store.cpp:
[12:16:28] <CIA-96> GemRB: Store: Check whether buying/selling from/to stores is allowed.
[12:16:28] <CIA-96> GemRB: This should fix buying scalps from Vai. Thanks to traveler for testing.
[12:16:33] <Avenger> maybe strnupr then
[12:16:35] <fuzzie> I would personally mark it very clearly for clarity :)
[12:17:00] <fuzzie> also surely we already have this
[12:17:23] <edheldil> It replaces them inplace, so strnupr() would be hassle
[12:17:25] <fuzzie> yes, strnlwrcpy/strnuprcpy/strnspccpy
[12:17:46] <fuzzie> which use the configured case mapping arrays
[12:18:04] <Avenger> that is the way
[12:18:15] <edheldil> I am not sure (yet) about the interaction between filename ancoding and IE encoding
[12:18:17] <fuzzie> so, sorry, I become distracted: I would use a different name.
[12:18:23] <fuzzie> But don't change the filename code.
[12:20:59] <fuzzie> Also don't call setlocale I guess..
[12:21:26] <fuzzie> filename code should be safe as long as you don't.
[12:21:30] <edheldil> hmmm, ok ... but I wonder if anyone has those ++FIGHTER++.* files with accented letters and what encoding they are in
[12:22:05] <fuzzie> the theory is that only the user-supplied files should be non-ascii
[12:22:08] <edheldil> fuzzie: actually it's not, but I will steer clear of it if you insist
[12:22:27] <fuzzie> and as long as you don't call setlocale, then the C library upper/lower functions should only touch the first 128 chars, right?
[12:23:03] <fuzzie> so my theory is that that makes us 'safe', since we will preserve the case for user-supplied non-ascii characters (and so be consistent)
[12:23:10] <edheldil> user-supplied might be vendor supplied as well - I am sure I had them for IWD2 and I would be interested for them in polish, as that would be revealing
[12:23:51] <fuzzie> well, we have a big problem in that case, if they are referenced from the game data, because that is impossible to handle properly
[12:23:59] <edheldil> if by "safe" you mean "won't touch letters it does not understand", then yes :)
[12:24:03] <fuzzie> due to filesystem encoding horrors
[12:24:20] <edheldil> exactly. That's why I am interested :)
[12:24:39] <fuzzie> but you've already lost then.
[12:25:18] <edheldil> in Czech it works because both 'doze and IE operate in cp1250
[12:25:23] <fuzzie> or, well, we've already lost :)
[12:26:58] <edheldil> btw, can you RE how IE handles uppercasing/lowercasing?
[12:27:12] <edheldil> should be easy ;-)
[12:27:22] <fuzzie> hm, where would it be?
[12:27:24] <fuzzie> UI
[12:27:24] <fuzzie> ?
[12:27:52] <edheldil> probably, in buttons and labels
[12:28:51] <edheldil> I suspect that it just calls strupr()/strlwr() and lets windows codepage do its magick
[12:29:09] <fuzzie> mbs functions
[12:29:15] <fuzzie> so, yes
[12:29:30] <fuzzie> although I didn't find the actual GUI bit yet
[12:29:35] <edheldil> ha! we need to switch to mbs to be compatible :)
[12:30:07] <Avenger> meh
[12:31:10] <fuzzie> but of course that isn't an option, so you have to do the sensible thing :)
[12:33:44] <fuzzie> anyway, Avenger annotated strtoupper/strtolower, these call mbsupr/mbslwr, and they are called from a bunch of stupid places
[12:33:58] <fuzzie> but also from setButtonText, so there you go.
[12:34:15] <Avenger> yes, that's the upperbuttontext feature
[12:34:22] <Avenger> it is in bg2/tob
[12:34:32] <edheldil> great :). I have the names for functions now :)
[12:34:34] <Avenger> it is nice how easily you can find this
[12:34:48] <edheldil> can I have the idv as well :)
[12:34:52] <edheldil> idb
[12:35:07] <Avenger> ed: not all those names are authentic
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[12:35:19] <Avenger> i just made them up
[12:35:30] <edheldil> good names nonetheless :)
[12:35:33] <Avenger> we have some from the mac symbol list
[12:36:05] <fuzzie> someday it is my goal to have a working decompiler which can work on the powerpc version
[12:36:29] <fuzzie> in the meantime we can hope that the BGEE porters forget to remove symbols from their x86 mac version
[12:37:00] <fuzzie> (P.S. if any of you have game executables with debug symbols in them, please tell me! I am collecting them for crazy research purposes!)
[12:37:15] <edheldil> anyway, why do you think wchar_t is not an option? It's either that or hacking around utf8 in char*
[12:37:26] <fuzzie> because it's unportable
[12:37:36] <fuzzie> I mean, the wchar_t functions are.
[12:37:54] <fuzzie> Obviously you can write something yourself.
[12:38:01] <fuzzie> I thought brad already started on that.
[12:38:07] <edheldil> well, setlocale() might not be, stupid google :(
[12:38:19] <fuzzie> it's all unreliable
[12:38:27] <fuzzie> I mean, wchar_t's *size* isn't even consistent :)
[12:38:48] <edheldil> it's 4 bytes, afaik
[12:38:56] <fuzzie> or 2 :)
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[12:39:18] <edheldil> where is it 2? Java does not count
[12:39:22] <fuzzie> windows, mac os x
[12:39:26] <fuzzie> and I assume ios
[12:39:39] * edheldil curses
[12:39:41] <fuzzie> nope, 32-bit on ios
[12:40:22] <fuzzie> but you can just pass around 16-bit or 32-bit integer arrays for strings, if you want
[12:40:28] <edheldil> I wondered why 'doze had all those ucs16 strings
[12:40:48] <fuzzie> yes, unfortunately it is pretty solidly baked into the windows apis
[12:40:53] <edheldil> or std::wstring? :)
[12:40:54] <traveler> btw something strange is leaking in stores text since some time
[12:40:59] <traveler> i think its quantity counter?
[12:41:05] <fuzzie> leaking?
[12:41:21] <traveler> http://img442.imageshack.us/img442/328/201208171439591440x900s.png
[12:41:33] <traveler> leaking in common meaning
[12:42:32] <fuzzie> yes, I just wondered how
[12:42:43] <fuzzie> too large a font?
[12:42:44] <Avenger> leaking in common meaning would mean, we eat memory :D Or dripping water.
[12:42:57] <fuzzie> oh, there's a forced newline in there?
[12:43:04] <fuzzie> odd
[12:43:13] <traveler> heh
[12:43:23] <edheldil> there is still a problem that accented chars do nout count when centering strings
[12:43:33] <traveler> that's one thing
[12:43:42] <traveler> but previously
[12:43:56] <edheldil> *still*
[12:43:59] <traveler> there weren't any () counters in stores
[12:44:02] <Avenger> what's exactly wrong on that pic?
[12:44:45] <Avenger> unexpecte line breaks and too big text?
[12:44:51] <fuzzie> the () counters should be there, for bg1
[12:44:57] <traveler> yes?
[12:45:05] <edheldil> should not the counters be in small number font on the icon button?
[12:45:17] <fuzzie> no
[12:45:18] <fuzzie> annoyingl
[12:45:19] <fuzzie> y
[12:45:19] <wjp> edheldil: probably some char/unsigned char cast issue in the width computation?
[12:45:32] <traveler> ok, so it's the same problem?
[12:45:55] <fuzzie> I guess there's a newline at the end of the built-in string?
[12:46:02] <edheldil> wjp: dunno, I thought brad has fixed it, but apparently not
[12:46:06] <traveler> i didn't saw those register those counters previously
[12:46:11] <fuzzie> string 10162 with ITEMCOST in it, I guess?
[12:46:17] <traveler> *i didn't register
[12:47:25] <wjp> edheldil: it's casting a char to an unsigned short, which does an unwanted sign extension
[12:47:27] <edheldil> fuzzie: WRONG: http://www.eowyn.cz/gemrb/bg1/screenshots/GUISTORE3.png
[12:47:49] <fuzzie> huh
[12:47:53] <fuzzie> well I have one of those which says I'm right :P
[12:48:04] <fuzzie> and we're both english-language
[12:48:05] <fuzzie> totsc?
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[12:48:46] <edheldil> hmm, might be, I don't know
[12:50:10] <edheldil> what's the quick check for totsc?
[12:50:40] <fuzzie> I think mine is probably without. I forget the check; sleep button maybe?
[12:51:18] <fuzzie> it doesn't seem to be relevant in bg1 anyway
[12:51:22] <fuzzie> so we can kill them
[12:51:42] <fuzzie> in bg2 you have sold stacks, I guess, so you can't combine the two
[12:52:24] <fuzzie> also seems missing in iwd? do you have sshots there?
[12:52:46] <edheldil> no, unfortunately
[12:52:56] <fuzzie> hm
[12:53:03] <fuzzie> I can't find where I put my whole collection of them, frustratingly.
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[12:54:16] <edheldil> as the magazine vendors tend to mod the games sometimes it's hard to say whether it's not modded
[12:54:36] <wjp> edheldil: actually brad removed my fix for that string width last month... ( 82287de6a8 )
[12:54:49] <edheldil> haha
[12:55:39] <wjp> edheldil: can't test this right now, but this should do the trick: http://www.usecode.org/misc/gemrb_stringwidth.patch
[12:56:48] <edheldil> that looks ok
[12:56:58] <edheldil> I will try to test it
[12:59:12] <fuzzie> edheldil: aha
[12:59:37] <fuzzie> so in iwd2, it only appears if it's non-stackable
[13:00:13] <fuzzie> unfortunately your screenshot of bg1 only has stackable items and my screenshot only has non-stackable ones.. :P
[13:00:45] <edheldil> hehe
[13:01:23] <fuzzie> but I have a variety of youtube videos os let's see
[13:01:24] <edheldil> so non-stackable items have counters in label, and stackable in the button?
[13:01:50] <fuzzie> youtube seems to imply that non-stackable items in bg1 have no counter at all
[13:02:10] <fuzzie> which is also how it is in iwd2
[13:02:39] <edheldil> and is it because they just don't tell or each item has a separate line?
[13:03:15] <edheldil> I mean does each item have ...
[13:03:51] <fuzzie> right, yes, bg1 just has one line for each item
[13:03:51] <fuzzie> ugh
[13:04:00] <fuzzie> so this is useless, I'd have to look at the original
[13:05:15] <edheldil> also http://www.eowyn.cz/gemrb/bg1/screenshots/GUISTORE7.png although it does not show more items of the same kind
[13:05:50] <fuzzie> it definitely looks like the standard thing is to have one line per non-stackable item
[13:06:05] <fuzzie> it might be that it depends on whether the store file has them stacked or not, for example
[13:06:17] <fuzzie> i mean, for bg1
[13:06:32] <fuzzie> iwd2 definitely has e.g. the ' (1)' suffix for a single non-stackable item
[13:06:42] <fuzzie> in everything I can find
[13:07:32] <edheldil> wjp: yes, that seems to do the trick
[13:08:45] <edheldil> so an UI enhancement flag?
[13:10:27] <fuzzie> we already hard-code stuff to games in that code
[13:12:40] <edheldil> ah, GUIScript ...
[13:12:46] <fuzzie> mhm
[13:12:59] <fuzzie> GUISTORE.py:1206 to be clear
[13:13:31] <fuzzie> and a change to the Button.SetText logic in some way..
[13:13:46] <CIA-96> GemRB: 03wjp * r541482f5a5c6 10gemrb/gemrb/core/Font.cpp:
[13:13:46] <CIA-96> GemRB: Fix string width with chars > 127
[13:13:46] <CIA-96> GemRB: Regression from 82287de6a8. Thanks to Edheldil for testing.
[13:13:52] <CIA-96> GemRB: 03wjp * r0d8c2a30e14b 10gemrb/gemrb/core/CMakeLists.txt: Remove duplicate file from CMakeLists
[13:16:19] <edheldil> fuzzie: why there?
[13:16:32] <fuzzie> not there?
[13:16:44] <fuzzie> Isn't that the bit which adds the ()?
[13:17:24] <edheldil> Do you mean Button::SetText() ?
[13:17:31] <edheldil> in c++?
[13:17:33] <fuzzie> nope
[13:17:39] <fuzzie> this is all python-side, right?
[13:17:57] <fuzzie> oh, maybe I wasn't clear; I mean, the Button.SetText logic on GUISTORE.py:1134 or similar
[13:18:02] <fuzzie> not SetText itself :P
[13:22:47] <edheldil> ah, ok. Well, THAT logic is fine, but we would have to unwind non-stackable items
[13:22:54] <edheldil> THAT line
[13:23:08] <fuzzie> that is a lot trickier
[13:23:11] <fuzzie> annoyingly
[13:23:46] <edheldil> so what behaviour do you propose?
[13:24:24] <edheldil> just let the stacks as-is and somehow mark amounts for non-stackables?
[13:24:46] <fuzzie> I always want to reproduce the behaviour of the original, by default.
[13:24:51] <edheldil> I am not sure how would Usage0 look for non-stackables stacked
[13:24:54] <fuzzie> I just thought I'd look at the easy bits first.
[13:25:16] <edheldil> ah, sure :)
[13:25:25] <edheldil> low-hanging fruit :)
[13:27:06] <edheldil> don't forget that the fint used there does not have anything except of numbers and possibly some char, and even that not always
[13:27:09] <edheldil> font
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[14:49:31] <brada> wjp: why not just change the type of tmp?
[14:50:00] <brada> we should be actually moving to a double byte type
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[14:53:27] <wjp> I'm not going to do that as part of a quick bug fix :-)
[14:56:39] <brada> k
[14:56:52] <fuzzie> Small, self-contained commits!
[14:57:48] <fuzzie> brada: any more invisibility problems?
[14:58:33] <brada> not that i noticed
[14:59:16] <brada> wjp: thanks for fixing it anyway :p
[15:00:24] <fuzzie> I see the elves still attack me when I leave the Underdark, hum.
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[15:08:14] <lynxlynxlynx> did you attack them while in the transition area?
[15:08:32] <lynxlynxlynx> maybe you have an old save too
[15:08:41] <fuzzie> original save
[15:08:55] <lynxlynxlynx> check their trigger var
[15:09:11] <fuzzie> but I imagine they think they're being attacked, yes
[15:11:22] <fuzzie> hmmm
[15:11:58] <fuzzie> so my movement between areas broke when leaving the Drizzt area, too
[15:12:20] <fuzzie> I got waylaid, ended up in ar2601, and the map window didn't disappear.
[15:15:27] <fuzzie> ah, nm, known UI issue.
[15:16:19] <lynxlynxlynx> hmm, isn't that a double ambush?
[15:16:25] <lynxlynxlynx> i didn't know it was possible
[15:17:03] <fuzzie> well, that might also be a bug :)
[15:17:14] <fuzzie> I thought it would be related to that, but it isn't.
[15:18:11] <lynxlynxlynx> we do have ambush bugs (besides the wmap icon missing)
[15:22:00] <brada> fuzzie: are you asking for the mac executables for IE games?
[15:22:16] <fuzzie> nope
[15:22:31] <brada> what did you mean by games with symbols then?
[15:22:49] <fuzzie> I mean, game executables in general with debug symbols.
[15:23:12] <brada> oh just any games with them?
[15:23:15] <fuzzie> There's a surprising number of developers who forgot to strip the debug symbols from their game executables.
[15:23:30] <fuzzie> They are more common on the Mac side, especially with porters who didn't care that much. :)
[15:23:44] <fuzzie> e.g. the symbols we were discussing was from the third-party Baldur's Gate II port to the Mac.
[15:24:22] <fuzzie> But I'm just interested in a more general sense, I'd like to write tools which do useful things with debug symbols and so I'd like a wide variety of examples, and games are a lot more fun to use as a exampls.
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[17:42:01] <brada> btw i have acquired Chinese resources for ToB
[17:42:30] <brada> if anybody is interested in helping implement multi-byte text support
[18:07:40] <fuzzie> you saw the Japanese ones right?
[18:17:14] <brada> no
[18:18:18] <fuzzie> the japanese patches for SoA have the relevant bam/tlk/etc
[18:18:23] <fuzzie> the ToB patches have slightly less
[18:18:38] <brada> i see
[18:18:57] <fuzzie> one moment
[18:19:35] <fuzzie> http://fuzzie.org/japanese_soa/
[18:19:37] <fuzzie> don't know if it helps
[18:19:45] <fuzzie> no doubt much simpler to start with Chinese :)
[18:22:05] <fuzzie> (don't know if anything else is missing, I could find someone with an actual copy if it helps. I think Korean is multibyte too?)
[18:23:42] <brada> no i think even just one font and a dialog is enough :)
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[18:47:48] <brada> why does WorldMapControl::OnKeyRelease handle toggling fullscreen mode?
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[19:31:51] <fuzzie> because it was previously where all the keystrokes were handled, I guess?
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[19:32:29] <fuzzie> also in MapControl/GameControl..
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[19:37:39] <brada> so nobody would miss it if i removed it i hope :p
[19:39:33] <brada> yeah ill take care of this nicely
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[19:43:08] <fuzzie> git blame dates it back to 2004, so..
[20:09:28] <traveler> http://img29.imageshack.us/img29/7976/201208172208281440x900s.png
[20:09:31] <traveler> this is script menu
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[20:30:08] <brada> traveler: that could be a simple matter of updating the TextArea to pass a clipping rect to the font print call
[20:33:23] <brada> the good news is i can replicate it
[20:33:32] <brada> so i should be able to fix it by the time you return
[20:36:13] <brada> hmm
[20:36:21] <brada> we seem to already be clipping it
[20:43:02] <wjp> it's a fairly recent regression it seems
[20:43:06] <brada> yes
[20:43:08] <brada> i found it
[20:43:23] <brada> its due to the change i had to make to fix overhead text
[20:43:35] <brada> tho maybe that change wasnt the correct way to fix it
[20:44:04] <brada> in the mean time ill update TextArea to pass a clipping rect
[20:44:38] <CIA-96> GemRB: 03bradallred * r4c0346618cca 10gemrb/gemrb/core/GUI/TextArea.cpp: TextArea: calling Font::Print now expects us to pass our own clipping rect if we want one since it can no longer assume one or it breaks overhead text.
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[20:45:37] <brada> wjp: if you arent aware overhead text had broken because BAM fonts are actually BAM sprites now and the blitter was calculating a clipping rect with negative dimensions
[20:46:03] <brada> my simple fix was to just pass NULL by default
[20:47:34] <wjp> hm
[20:48:10] <wjp> let's see
[20:49:03] <brada> anyhow feel free to revert this last commit and the one i made to fix overhead text if you have a better way to fix it
[20:49:40] <wjp> at first glance it looks like the issue may be anchoring?
[20:49:50] <brada> i already tried that :p
[20:50:10] <wjp> i.e., if it's overhead, I'm assuming the coordinates are game coords and not screen coords?
[20:50:25] <wjp> but the clip rect should always be in screen coords
[20:50:34] <brada> yes it is game coords
[20:50:38] <brada> yes
[20:50:46] <wjp> so passing the same region can't be right if there's an anchor flag
[20:51:09] <wjp> should just be a matter of shifting the clip rect by Viewport.{x,y}
[20:53:09] <brada> question: why isnt the clipping rect for overhead text simply the viewport anyway?
[20:54:23] <fuzzie> the viewport?
[20:54:36] <fuzzie> I mean, it should be the GameControl bounds in our current naive implementation, right?
[20:54:45] <brada> thats what i mean
[20:54:51] <fuzzie> but what rect is used for centering?
[20:55:10] <fuzzie> i'm not sure what you all mean by clip region, so
[20:55:17] <fuzzie> oh, that one
[20:55:22] <wjp> a specific argument to Font::Print, I think
[20:55:23] <brada> yes :)
[20:55:27] <fuzzie> horrible horrible code
[20:55:42] <brada> it confused me for sure
[20:56:08] <fuzzie> so I still don't understand the problem though
[20:56:22] <fuzzie> you want the overhead text to have a clipping rect, and it doesn't right now?
[20:56:51] <brada> well it did before
[20:56:53] <wjp> no, it was passing a clipping rect in game coords
[20:57:06] <fuzzie> in old code?
[20:57:09] <brada> yes
[20:57:09] <wjp> while the videodriver functions expect one in screen coords
[20:57:21] <fuzzie> which commit?
[20:57:23] <wjp> pre-0de48ce6279d87b459f3d017b09b2fc60e4d11ee
[20:57:52] <fuzzie> Oh.
[20:57:55] <brada> i just removed the clipping but i dont know if that would have a side effect of letting that text draw over something it shouldnt
[20:58:05] <fuzzie> So you all mean, it was passing a drawing rect before, and it was being treated as a clip rect?
[20:58:09] <wjp> I'm trying reverting that and fixing up the clip rect
[20:58:16] <brada> ok thats fine
[20:58:20] <wjp> any easy place to test overhead text?
[20:58:31] <brada> start a new bg2 game
[20:58:38] <brada> jon says a bunch of stuff
[20:58:41] <fuzzie> I kind of expected that the GameControl would impose a global clip rect.
[20:58:41] <wjp> ah, in the intro, right
[20:58:47] <brada> also leaving the start dungeon
[20:59:02] <brada> fuzzi: i did too thats why i simply removed it
[20:59:04] <wjp> fuzzie: I expect the problem was this bogus rect clipped everything away
[20:59:16] <brada> wjp: correct
[21:00:15] <brada> of course even if we dont need a clip rect htere maybe i shouldnt have replaced the one rect parameter with NULL in one of the font::print methods
[21:00:17] <wjp> fuzzie: but I'm not sure how the GameControl figures into this
[21:00:26] <fuzzie> well, I figured the SetClipRect would be there
[21:00:30] <fuzzie> apparently it's higher-level in Window
[21:00:36] <wjp> I hope it is :-)
[21:00:50] <fuzzie> well, how about I leave all the rendering to you two and hide in a corner? :P
[21:01:48] <brada> i think i may go sit in a corner for this one too :)
[21:02:37] <wjp> is quitting during the intro broken?
[21:02:45] <brada> what do you mean?
[21:02:47] <brada> oh
[21:02:49] <brada> ha probably
[21:02:57] <fuzzie> someone added a quit dialog thing which breaks in varied circumstances
[21:02:59] <brada> because of the NiceExit stuff
[21:03:02] <brada> yes
[21:03:04] <fuzzie> also it *doesn't quit when I hit quit*, which is annoying
[21:03:11] <brada> ?
[21:03:33] <fuzzie> it takes you back to the main menu
[21:03:33] <brada> it annoys me when im in a game and i hit quit and it doesnt ask me to save :p
[21:03:37] <brada> oh that
[21:03:39] <brada> yes i agree
[21:03:51] <brada> and i will presumably figure out a way to deal with that
[21:03:57] <brada> its a WIP
[21:04:04] <fuzzie> i figured
[21:04:14] <fuzzie> otherwise i'd have whined when I first encountered it :)
[21:05:27] <fuzzie> the shutdown process is still broken in some way which I have mentally pegged as 'brad's fault' without any details, too
[21:05:49] <brada> that sounds plausible :D
[21:05:54] <wjp> hurray; overhead text
[21:05:58] <fuzzie> ah yes, you replaced SDL_KillThread with something that doesn't work :P
[21:06:03] <brada> oh
[21:06:07] <brada> that only breaks for you
[21:06:15] <fuzzie> it breaks for me on every machine I try it on, though
[21:06:17] <brada> it works great for me ;)
[21:06:22] <fuzzie> which is quite impressively localised
[21:06:33] <brada> :p
[21:06:43] <fuzzie> let me unbreak it
[21:06:46] <brada> read the docs for SDL_KillThread
[21:06:52] <brada> it says not to use it
[21:06:57] <brada> the way we were
[21:06:57] <fuzzie> yes
[21:07:10] <fuzzie> it doesn't say "replace it with something that exposes the underlying race condition bug, and make fuzzie sad"
[21:07:14] <fuzzie> I checked for that
[21:07:19] <brada> ha ha ha
[21:07:55] <brada> im suprised i have only heard you mention it then
[21:08:09] <brada> please do fix it tho.
[21:08:20] <brada> i only ask that you dont re-break it for me :p
[21:08:25] <fuzzie> well, I would have before if I had a clear idea
[21:08:27] <brada> despite my selfish "fix"
[21:08:38] <fuzzie> I mean, you let the thread continue running after you shut down openal
[21:08:48] <fuzzie> which clearly isn't sane, since it makes openal calls
[21:09:01] <wjp> brada: please keep the first line of commit messages a bit shorter
[21:09:08] <fuzzie> so the obvious fix is to do the SDL_WaitThread *first*
[21:09:10] <brada> sure thing
[21:09:31] <fuzzie> it's still occasionally flaky for me if I do that though
[21:09:37] <fuzzie> so I must be missing something else
[21:10:16] <brada> fuzzie i was under the impression the thread terminated when its function returned
[21:10:21] <fuzzie> yes
[21:11:46] <CIA-96> GemRB: 03wjpalenstijn * r8852efb28eac 10gemrb/gemrb/core/GUI/TextArea.cpp:
[21:11:46] <CIA-96> GemRB: Revert "TextArea: calling Font::Print now expects us to [...]"
[21:11:46] <CIA-96> GemRB: This reverts commit 4c0346618cca546264644c782f83fb55e2eb2cc0.
[21:11:46] <CIA-96> GemRB: The need for this change has been removed by 6879c94eacb281d3fe.
[21:11:56] <CIA-96> GemRB: 03wjpalenstijn * r10fa1a1e3921 10gemrb/gemrb/core/Font.cpp:
[21:11:56] <CIA-96> GemRB: Handle non-anchored clipping rects in Font::Print.
[21:11:56] <CIA-96> GemRB: This fixes overhead text displays.
[21:11:56] <CIA-96> GemRB: 03wjpalenstijn * r6879c94eacb2 10gemrb/gemrb/core/ (Font.cpp Font.h Interface.cpp):
[21:11:57] <CIA-96> GemRB: Revert "Font: change signature of Print to take a pointer to a clip rect"
[21:11:57] <CIA-96> GemRB: This reverts commit 0de48ce6279d87b459f3d017b09b2fc60e4d11ee.
[21:12:03] <wjp> This should hopefully take care of things
[21:12:27] <wjp> Although I just realized I probably broke compilation between two of those commits. Oops :-(
[21:12:34] <fuzzie> :o
[21:12:41] <wjp> (should've reverted in the right order of course...)
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[21:14:21] <brada> wjp: you can revert this too
[21:14:22] <brada> h
[21:14:28] <brada> http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=0de48ce6279d87b459f3d017b09b2fc60e4d11ee
[21:15:33] <wjp> I reverted 0de48ce6279d87b459f3d017b09b2fc60e4d11ee and 4c0346618cca546264644c782f83fb55e2eb2cc0
[21:15:36] <CIA-96> GemRB: 03fuzzie * r8e4fa2f9f1b7 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.cpp: OpenAL: Stop music thread before shutting down OpenAL.
[21:17:32] <brada> fuzzie: i thought you said it was still occasionally flaky with that
[21:17:39] <fuzzie> it is, but at least it's an improvement
[21:17:43] <brada> true
[21:17:51] <fuzzie> shutting down the music thread in the destructor is a disaster anyway I think
[21:18:11] <brada> probably some c++ voodoo that i dont fully understand
[21:19:08] <fuzzie> well, I could ramble about it, but clearly I don't quite understand it fully myself
[21:19:40] <fuzzie> I don't suppose it's possible for us to pick a sane default for the marker feedback option if it isn't set?
[21:19:57] <brada> marker feedback?
[21:20:03] <fuzzie> that's what it's called
[21:20:06] <fuzzie> (the circle visibility)
[21:20:09] <brada> i believe you
[21:20:15] <brada> i jsut didnt remember
[21:20:18] <fuzzie> i mean, the option name
[21:20:24] <brada> yes i remember now
[21:20:45] <brada> you mean a default for when its not set in baldur.ini
[21:20:48] <fuzzie> yes
[21:20:55] <fuzzie> all my installs have never been run, and so they don't have it
[21:21:05] <brada> ah
[21:21:07] <brada> then yes
[21:21:17] <brada> we should pick probably max
[21:21:19] <fuzzie> and I thought it's perhaps easier to ask, than go searching
[21:21:19] <brada> IMO
[21:21:24] <fuzzie> well I don't really mind :)
[21:21:35] <fuzzie> just right now, the slider in the game options ends up in an invalid position off the left
[21:21:40] <fuzzie> and that seems bad
[21:22:13] <brada> i hadnt noticed that
[21:22:19] <brada> i guess 0 is an invalid value
[21:22:19] <fuzzie> this is bg1, I should say
[21:22:25] <brada> which is what we default to
[21:22:31] <brada> let me check BG2
[21:23:10] <brada> same with BG2
[21:23:17] <brada> so 0 is definately a bad default
[21:23:23] <brada> at least for BG games
[21:24:08] <brada> or not
[21:25:13] <brada> strange. with it set to 0 it is in an invalid position
[21:25:23] <brada> but with it at one it is not at the beginning either
[21:25:47] <brada> is it a bit field?
[21:26:08] <brada> it shouldnt be since its a slider
[21:27:08] <brada> ah
[21:27:10] <brada> found it
[21:27:20] <brada> i think
[21:27:59] <brada> or at least found something that seems wrong
[21:28:54] <fuzzie> well if you can fix it, I would be very grateful :)
[21:29:05] <fuzzie> not very important, just bugs me every time I copy over a new install
[21:29:20] <brada> ill bet
[21:29:33] <brada> it seems to me the value between gemrb and guiscript is disjointed
[21:30:14] <lynxlynxlynx> some games have a broader range
[21:30:19] <lynxlynxlynx> but i think we ignore that
[21:30:35] <brada> makes sense
[21:32:06] <lynxlynxlynx> bg2 had one other option in between, but it sounded silly and would needlessly complicate matters
[21:32:17] <brada> sure
[21:32:28] <brada> ill add this to my list of things to look at
[21:32:31] <lynxlynxlynx> the initial slider pos is set by the guiscript, so check there
[21:32:35] <brada> since it is within my ability :)
[21:32:54] <lynxlynxlynx> probably inited to 0, then looks up the var when refreshing/updating the view
[21:32:54] <brada> no time to do it today
[21:33:06] <brada> and i am taking a programming break this weekend
[21:34:07] <brada> tho ill probably at least post the work i have done to fix hot keys
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[23:55:16] <traveler> thanks for all fixes
[23:56:10] <traveler> http://img814.imageshack.us/img814/7822/201208180155171440x900s.png
[23:56:21] <traveler> still not perfect
[23:56:24] <traveler> but getting there