#email@example.com logs for 17 Dec 2012 (GMT)Archive Today Yesterday Tomorrow
[01:05:04] <chiv> I would try and fix it but cant seem to find the damn thing...
[01:59:05] <chiv> I have just noticed another bug: the way that skipping the first ability header is now implemented is not quite ideal, because it skips the melee option in thrown weapons (ax1h10). but I also havent seen any evidence that the combat code respects that choice either....
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[09:34:39] <edheldil> Hi all
[09:35:12] <edheldil> lynx: sorry, I haven't read logs during the weekend - should I still add the alias?
[09:39:38] <lynxlynxlynx> no problem, it was just an idea
[09:39:45] <lynxlynxlynx> gemrb.org/iesdp is as short
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[19:07:13] <chiv> taking on board criticism I revised my last patch for weapon selection - it is still essentially the same method but hopefully this time less confusing; http://pastebin.ca/2294333 - example : http://postimage.org/image/tzckm2xyj/
[19:14:31] <chiv> ... and when I started, I thought it was going to be a SMALL patch
[19:35:12] <lynxlynxlynx> :s
[19:36:56] <chiv> apparently there were alot of variables to account for...
[19:46:02] <chiv> hmm, I cant seem to get jaheira to join in the starting dungeon...
[19:51:08] <chiv> she gets stuck in 'has nothing to say to you' mode until save and reload game (with clean, stock gemrb)
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[19:52:20] <lynxlynxlynx> wanted to check, immediate seg fault :O
[19:53:05] <lynxlynxlynx> nothing to worry about, i'm in the middle of refactoring, but that means i cant check if it still works for me
[19:53:44] <chiv> jaheira? well, the workaround works for now
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[19:58:02] <lynxlynxlynx> fizzle: do you want commit access?
[20:00:15] <fizzle> lynxlynxlynx: heh
[20:00:43] <fizzle> I'm not saying no but I'll probably ask for review anyway for now
[20:01:03] <lynxlynxlynx> these are not mutually exclusive
[20:01:39] <fizzle> true
[20:01:42] <lynxlynxlynx> just less work for everyone, no tracker, manual file handling
[20:01:55] <fuzzie> it means we can just say 'that looks great' :p
[20:02:28] <lynxlynxlynx> but it's a quest! you have to gain the favour of at least two of Avenger, fuzzie, edheldil and/or wjp
[20:03:02] <fizzle> aha! I knew it was a trap!
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[20:04:06] <lynxlynxlynx> it's not lethal :P
[20:04:16] <fizzle> famous last words?
[20:04:18] <Avenger> lynx is easy to convince, since it is him who usually handles the outside submissions
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[20:04:40] <Avenger> probably i'm the hardest, because i like status quo :P
[20:04:56] <fizzle> hehe
[20:05:07] <Avenger> but it is possible, depends on quality and amount
[20:05:10] <edheldil_> Hi all
[20:06:04] <fizzle> we'll see about that then
[20:06:20] <Avenger> running an own fork first on github is usually more convenient for everyone involved
[20:06:40] <fizzle> for now I'll just keep throwing patches at the tracker
[20:06:40] <fuzzie> i am totally not paying attention
[20:07:10] <lynxlynxlynx> isn't the github slow?
[20:07:43] <Avenger> i don't know apparently it is good enough for many forks :)
[20:08:00] <lynxlynxlynx> anyway, i'm more of the open-armed type, since problems are easy to fix or revert when you have revision control
[20:08:30] <lynxlynxlynx> most of them predate the mirror
[20:10:30] <lynxlynxlynx> chiv: i also see maybe one of my fixes may have only been pushed now and that could affect jaheira easily
[20:13:08] <edheldil_> forums are still down, I see
[20:13:27] <chiv> well I was thinking of doing another playthrough, shall i wait a bit?
[20:15:10] * edheldil_ has fuzzie's and fizzle's nicks in the same color. Confusing - are you fuzzie's evil twin?
[20:15:57] <lynxlynxlynx> just recompile
[20:18:02] <fizzle> edheldil_: I'm not telling
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[20:28:18] <rocket_hamster> heya
[20:31:00] <rocket_hamster> man git: git - the stupid content tracker
[20:31:02] <rocket_hamster> :)
[20:32:34] <lynxlynxlynx> git itself is a derogatory word
[20:34:03] <chiv> not exactly a strong one though. for that you have to add 'you complete git'
[20:35:43] <rocket_hamster> chiv that looks more line cli command
[20:36:24] <rocket_hamster> yum-complete-git
[20:36:25] <rocket_hamster> :D
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[20:52:51] <lynxlynxlynx> Avenger: does fx_ac_vs_damage_type_modifier really have a bitfield under param2? iesdp and dltcep still have a matching description, but what we have coded looks more than wierd with that data
[20:53:34] <lynxlynxlynx> eeeeeeh nevermind
[20:53:39] <Avenger> probably it is iwd2 specific
[20:53:46] <lynxlynxlynx> it's different there
[20:54:30] <Avenger> hmm, there is an ac modifier for blunt/pierce/etc
[20:54:51] <Avenger> that is part of most armor item effects
[20:55:49] <lynxlynxlynx> yes
[20:57:03] <lynxlynxlynx> one of the reasons i started refactoring these parts, since we couldn't handle all the ac types and armor actually made your ac worse in iwd2 (not enough stats)
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[21:18:06] <chiv> obscure bug report: seems like on linux, switching to full screen reverses the mouse buttons if you had them left handed
[21:21:28] <Avenger> it resets the left handed switch
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[21:25:22] <chiv> more start area oddness: aataqua doesn't give you his usual test
[21:26:37] <Avenger> anyone knows how to display unicode characters in windows? I already use setwindowtextw, i think with the correct unicode string. But the characters lose any decoration
[21:27:30] <lynxlynxlynx> try with one that has it somewhere in the middle, so it's not just the line getting clipped
[21:27:40] <Avenger> like Faerûn
[21:27:50] <Avenger> it becomes Faerun
[21:29:33] <Avenger> in the unicode string, i see: "F a e r ű n " (nulls instead of spaces) and ű instead of û
[21:30:06] <Avenger> when i try to set msvc to display unicode string, it is already turning u
[21:30:49] <Avenger> and i already tried to use a font which has unicode in its name :)
[21:36:35] <lynxlynxlynx> :/
[21:45:29] <fuzzie> Avenger: that's if you view it as chars?
[21:45:44] <fuzzie> that is what you'd expect if you look at the bytes for ucs2
[21:45:57] <fuzzie> but it should be fine if you pass it to SetWindowTextW
[21:46:00] <Avenger> the unicode string is fine
[21:46:04] <Avenger> i think
[21:46:18] <Avenger> the o of ninjato is 0x14c (0x4c 0x1)
[21:46:33] <fuzzie> sounds good
[21:47:52] <fuzzie> this is a unicode app, right?
[21:48:00] <fuzzie> because otherwise your wndproc will mangle it
[21:51:06] <fuzzie> oh, http://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project gives maybe helpful advice (intercept WM_SETTEXT)
[21:58:31] <chiv> ouch.. the casting range for fireballs seems to be about half the blast radius
[21:58:57] <lynxlynxlynx> huh
[21:59:19] <lynxlynxlynx> still bg2?
[21:59:23] <chiv> yeah
[22:01:15] <lynxlynxlynx> we've had problems with that in the past, (we don't know the exact formula/constants), but this was tested specifically with fireball
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[22:02:31] <chiv> hmm, imoen seems quite intent on blowing herself up. must be a reaction to the first dungeon.
[22:11:19] <lynxlynxlynx> i'll try it, back in compilable state
[22:11:37] <lynxlynxlynx> are you sure you weren't sending her around a corner or something like that?
[22:11:54] <chiv> just targeting along the edge of the field of view
[22:12:10] <chiv> perhaps off the edge of her field of view?
[22:14:20] <lynxlynxlynx> probably
[22:14:29] <lynxlynxlynx> testing in the starting tob area, i get no problems
[22:14:56] <lynxlynxlynx> it's practically aligned with the animation
[22:15:21] <lynxlynxlynx> i sent the pc out into the fog and it worked nicely
[22:17:10] <chiv> in that case, i dont understand... mine seem determined to stomp on their own spells
[22:18:44] <lynxlynxlynx> try in a less cramped area
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[22:20:04] <chiv> same again in the tob start area...
[22:21:29] <lynxlynxlynx> it is our projectile, so something would have to be different elsewhere
[22:26:11] <lynxlynxlynx> oh, it could hypothetically also be level-dependant
[22:27:45] <chiv> could it be fixpack related? its pretty much my standard install procedure
[22:28:27] <chiv> but I thought that went for everyone
[22:29:00] <lynxlynxlynx> anyway, check out GetSpellDistance in GSUtils if you want to delve deeper
[22:33:02] <lynxlynxlynx> could be, my main testing install is vanilla
[22:33:51] <lynxlynxlynx> but that's easy to check - you'd have fireball's .spl in override
[22:34:40] <lynxlynxlynx> something like spwi3*.spl
[22:34:52] <chiv> i think its time to nuke my bg2 install anyway
[22:37:33] <lynxlynxlynx> fizzle: it would be better to make two patches out of that; one for the function extraction, one for the extra call
[22:38:12] <lynxlynxlynx> but, the middle chunk that has the moveX != 0 || as parameter does not preserve the previous behaviour
[22:39:15] <fizzle> lynxlynxlynx: those *are* two patches, actually
[22:39:21] <chiv> it was fixpack related. sorry for the inconvenience!
[22:39:44] <lynxlynxlynx> oh, then it's just kompare being silly
[22:39:57] <fizzle> and what's changing behaviour
[22:40:03] <fizzle> ?
[22:42:50] <lynxlynxlynx> in that chunk, it wasn't always setting cursors to off nor the coordinates
[22:44:35] <fizzle> the only change I can see is that, when disabling scrolling, it is also resetting the coordinates now
[22:45:33] <fizzle> but the coordinates are 0 anyway in that case so ut doesn't hurt
[22:46:33] <fizzle> it should really be the same thing before and after
[22:47:37] <lynxlynxlynx> plenty of assumption there
[22:47:48] <fizzle> uh, why?
[22:48:11] <fizzle> we're actually checking the coordinates right there
[22:48:18] <lynxlynxlynx> only one dimension could be 0 and still match, though i don't know why we're sloppy now
[22:48:53] <fizzle> if one dimension is 0 and the other isn't scrolling isn't diasbled
[22:49:12] <lynxlynxlynx> you're right
[22:52:19] <lynxlynxlynx> ok, then it's fine
[22:52:53] <lynxlynxlynx> please also check what happens if you open a window while scrolling, i think we need a call like this for that too
[22:54:12] <fizzle> how do you even do that?
[22:55:04] <chiv> oooh gog sales
[22:55:31] <chiv> dungeon keeper 2 for 2 quid? ill take 12
[22:56:40] <lynxlynxlynx> hotkeys
[22:56:57] <lynxlynxlynx> eg. i or r or j ...
[22:59:11] <fizzle> it doesn't keep scrolling
[22:59:28] <fizzle> but it doesn't change the cursor either
[23:01:16] <fizzle> hm, yeah picking stuff up in the inv screen with the scroll cursor active is odd...
[23:04:16] <chiv> if this version of dungeon keeper 2 works I may have to eat something bigger than my own head
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[23:51:06] <lynxlynxlynx> ups, look at the time
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