#gemrb@irc.freenode.net logs for 17 Jan 2013 (GMT)

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[00:02:11] <lynxlynxlynx> edheldil_: bam the module
[00:02:22] <lynxlynxlynx> i just ran 2to3
[00:03:46] <edheldil_> yes, but what was the problem? BAM's diff is just ptint->print() several times
[00:04:30] <edheldil_> but builtins.py was causing 2to3 to raise an exception
[00:04:42] <lynxlynxlynx> __init__ could not import it
[00:04:45] <lynxlynxlynx> some name error
[00:05:22] <chiv> time to sleep, night all
[00:05:24] <lynxlynxlynx> anyway, i wanted to dump a bunch of items, but soon realised that i'd have to change the interpreter to python2 everywhere
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[00:05:37] <edheldil_> do you still have it somewhere? I have not encountered it
[00:05:46] <edheldil_> sure, ielister seems ok
[00:06:51] <lynxlynxlynx> ielister can't look in biffs though, that's why i turned to iesh
[00:07:17] <lynxlynxlynx> http://paste.debian.net/225494/ <-- over a hundred items to extract and inspect
[00:07:19] <Seniorita> debian Pastezone
[00:08:24] <lynxlynxlynx> i can rerun 2to3 no problem
[00:08:34] <lynxlynxlynx> i just asked since it sounded like you already got past it
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[00:22:06] <lynxlynxlynx> hmm, sorry, looks like the print changes aren't completely version agnostic
[00:22:47] <edheldil_> if only igi instead of the *** release paradigm put iesdp into public version control ...
[00:23:18] <edheldil_> I have imported it into my git, but I have the last version only
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[00:32:46] <lynxlynxlynx> from __future__ import print_function # this should fix the end=" " cases
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[00:59:32] <edheldil_> night!
[01:03:39] <traveler__> ^
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[04:22:37] <brada> i just saw that BG:EE is on steam o_O
[04:22:58] <brada> can i assume the linux version will be part of it as "steamplay"?
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[11:49:26] <zorael> Semi-unrelated yet semi-related and my apologies for straying off-topic, but does anyone know of a good guide to modding BG1 (gog.com version)? There's just so much information out there that it's difficult to sift through it all and find the gems (pun intended)
[11:51:44] <fuzzie> You mean, which mods to use?
[11:52:44] <fuzzie> If so, the gog forums have a couple of threads which are pretty to-the-point for bg1.
[11:55:53] <zorael> Thanks! Aye, which ones to use. There seems to be two/three camps as to which mega-mod to use; Baldur's Gate Trilogy, Tutu or EasyTutu. Could you recommend either?
[11:58:13] <zorael> (I'll stop being off-topic afterwards)
[11:58:43] <fuzzie> I am personally opposed to hacking bg1 into bg2's engine so I am a bad person to ask. :-p If you hang around for a bit then probably other people will wake up and have a more useful answer.
[12:00:58] <zorael> All righty, cheers :>
[12:23:13] <edheldil> hi. Don't ask me either :)
[12:27:20] <Gekz> BGT.
[12:27:32] <Gekz> I prefer merging the two together
[12:27:38] <Gekz> you could always just buy BG:EE too
[12:39:55] <zorael> Awesome. Shameless followup; is the Big World Project frowned upon or a neat solution for plebs like me?
[12:50:06] <lynxlynxlynx> never used either either
[13:03:56] <Gekz> what is it?
[13:16:32] <lynxlynxlynx> dunno, maybe a megamod install with merged worldmaps
[13:16:57] <lynxlynxlynx> i thought it was like bgt, but then i remembered tutu is the other one
[13:16:58] <zorael> Big World Project seems to be a collection of mods in one huge package, http://baldurs-gate.eu/wiki/BiG_World_Projekt (german though)
[13:16:59] <Seniorita> BiG World Projekt – ModWiki
[13:32:04] <traveler__> i think
[13:32:09] <traveler__> that big world
[13:32:18] <traveler__> is an attempt to install all mods possible
[13:32:24] <traveler__> _all_ all
[13:32:31] <traveler__> very... certainly brave
[13:36:08] <traveler__> http://www.shsforums.net/topic/29916-the-big-world-project/
[13:36:09] <Seniorita> The BiG World Project - Mega Mod Help - Spellhold Studios
[13:36:09] <traveler__> yup
[13:41:36] <traveler__> http://www.shsforums.net/files/category/72-big-world-project/
[13:41:37] <Seniorita> BiG World Project - Spellhold Studios
[13:43:13] <traveler__> if you want to try gemrb with mods i would start with something smaller
[13:44:27] <traveler__> as this looks like a huge effort to get to work right even with original engine
[14:14:14] <lynxlynxlynx> silly iwd2, not displaying the skill penalties anywhere
[14:37:47] <lynxlynxlynx> found a way - no armor prof and you get it as a tohit penalty too, which we display
[14:38:29] <Seniorita> [commit] Jaka Kranjc: Actor: shield/armor check penalty is stored positive http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c7bd38cb498e18845e9cd79f1649fdc40fac0bbe
[14:38:31] <lynxlynxlynx> still, our unhardcoded data is wrong/incomplete
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[16:48:02] <lynxlynxlynx> ok, found a pattern; we shouldn't be using the same value for both spell failure and check penalty, plus magical armors get a +1 bonus
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[17:19:07] <lynxlynxlynx> like in other games, lots of description errors
[17:28:21] <edheldil> in where?
[17:33:09] <lynxlynxlynx> you mean what's wrong?
[17:33:36] <lynxlynxlynx> armor check penalties is what i was looking at, so that mostly
[17:36:00] <lynxlynxlynx> 6 also have the wrong spell failure
[17:36:18] <brada> fuzzie: is ISO-8859-2 the encoding i want for default?
[17:37:07] <edheldil> iso-8859-1
[17:37:10] <brada> ah
[17:37:26] <lynxlynxlynx> =latin1
[17:37:28] <edheldil> 2 is for czech, polish, ...
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[17:40:22] <fuzzie> is latin1 the encoding used by the english versions?
[17:40:27] <fuzzie> i forget what the bams look like
[17:40:33] <fuzzie> but it sounds likely
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[17:46:45] <brada> well it certainly works for english
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[17:47:30] <fuzzie> hopefully shouldn't be a surprise :-)
[17:52:37] <brada> heh its not
[17:52:44] <brada> wanna see what ive got so far?
[17:53:45] <brada> https://github.com/bradallred/gemrb/compare/bradallred:master...bradallred:mbfonts
[17:53:52] <Seniorita> Comparing master...mbfonts · bradallred/gemrb · GitHub
[17:54:54] <brada> or by commit: https://github.com/bradallred/gemrb/commits/mbfonts
[17:54:55] <Seniorita> Commit History · bradallred/gemrb · GitHub
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[20:06:13] <Seniorita> [commit] Jaka Kranjc: itemdata: armor skill penalty is not tied to spell failure and vice-versa http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=954b73c5f960c3f7c451274e2414a9591a3aea43
[20:06:14] <Seniorita> [commit] Jaka Kranjc: itemdata: renamed the spell failure column and constant for clarity http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=a080b89e41f53f80b18de7d11aab0a6915281ace
[20:06:15] <Seniorita> [commit] Jaka Kranjc: Interface::GetArmorFailure: really consider only armor http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=93eaae036c08fee9873746c9dc6367df70d8c4ea
[20:06:16] <Seniorita> [commit] Jaka Kranjc: Interface: preload the armor skill penalties and added accessors http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ccdf395075122bea53f33556b45b40c2b024cab2
[20:06:17] <Seniorita> [commit] Jaka Kranjc: fixed armor penalty users to make a proper distinction between both values http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=12a7b5e8ec887c76db7b8f87961dab512553d7d5
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[20:57:15] <Seniorita> [commit] Jaka Kranjc: iwd2: magical shields and armors get a +1 bonus to the skill penalty http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e9b7bcb0ce7f61b87188de0961fc3e417cd0d17f
[20:57:16] <Seniorita> [commit] Jaka Kranjc: iwd2: fixed one wrong avatars.2da entry http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=aa241f960cb844f50c4a83fceb8149633897cc1f
[20:57:17] <Seniorita> [commit] Jaka Kranjc: Actor::GetSpellFailure: don't underflow, regression from 12a7b5e8ec http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=32398f1e33b324fccdd54d69308ee6e15f276fe3
[21:09:51] <lynxlynxlynx> ok, now these two values are fine everywhere
[21:10:03] <lynxlynxlynx> looks like max dex bonus is also hardcoded though
[21:10:24] <lynxlynxlynx> same for proficiencies, since our heuristic fails for hide armors
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[21:57:49] <lynxlynxlynx> turned out to be just a bad calculation on my part, was still using the old cells
[21:59:30] <Seniorita> [commit] Jaka Kranjc: Actor::GetDexterityAC: max dex bonus is indeed derived from spell failure http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2c7a803e3c79c6ab871ea3d4ed714ca4685fa70e
[21:59:32] <Seniorita> [commit] Jaka Kranjc: Actor: the armor weight class calculation also matches all data :) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=aa1c47a4e3604515aaa00b52ebf4b0265a9db407
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[23:10:13] <brada> surprised chiv hasnt come around today...
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[23:11:26] <brada> any way this is ready for review: https://github.com/bradallred/gemrb/commits/mbfonts
[23:11:29] <Seniorita> Commit History · bradallred/gemrb · GitHub
[23:11:39] <brada> currently bam fonts wont work with multibyte text
[23:11:59] <brada> but i think we decided that could happen later
[23:16:35] <fuzzie> and this also won't work for japanese I guess?
[23:17:48] <brada> well to work with jap and ttf should be just an addition to that list
[23:17:58] <brada> and change the TLKEncoding
[23:18:10] <fuzzie> and fix GetDoubleByteString
[23:18:12] <brada> im working out how to apply that in LoadEncoding
[23:18:22] <brada> whats wrong there?
[23:18:55] <fuzzie> you don't do encoding-specific checks
[23:19:10] <brada> so?
[23:19:11] <fuzzie> so you'll convert single-byte chars like 0xa1 into mb
[23:19:31] <brada> ah
[23:19:35] <brada> what encoding is jap?
[23:19:54] <fuzzie> cp932, see http://i.msdn.microsoft.com/cc305152.932%28en-us,MSDN.10%29.gif
[23:21:35] <brada> i didnt realize that some japanese chars were 1 byte
[23:21:41] <fuzzie> I did say :)
[23:21:46] <brada> did you?
[23:21:54] <brada> somehow i missed that
[23:22:31] <fuzzie> probably it was surrounded by endianism confusion
[23:22:49] <fuzzie> I think it's the only one though.
[23:22:50] <brada> that did hurt my brain unnecessarily :p
[23:22:53] <brada> im better now tho
[23:23:35] <brada> if its the only one im content to neglect it until somebody asks for it
[23:23:55] <fuzzie> well, it's the only test data I have, so I'll bug you before long I'm sure
[23:24:07] <brada> o_O
[23:24:55] <fuzzie> but you discussed this design for quite a while so I think it's all sound
[23:25:06] <brada> still 2 things to do
[23:25:40] <brada> 1. load the tlk encoding from *somewhere* (ive been saying the language.ini)
[23:26:02] <brada> cant seem to remember what the other thing is...
[23:26:45] <brada> well the bams too, but i dont think thats the other thing...
[23:27:49] <brada> oh somebody should test cmake on linux
[23:28:10] <brada> i did test for me and it works as expected
[23:29:47] <brada> oh i did break being able to have 2 fonts of the same name with different sizes or styles
[23:29:55] <brada> but styles have been broken for a while
[23:30:06] <brada> and im not worried about the other right now
[23:30:37] <fuzzie> will try and remember to test it in the morning :)
[23:30:52] <brada> sweet
[23:34:47] <lynxlynxlynx> only one ttf per font would also break the game demo
[23:52:05] <lynxlynxlynx> https://github.com/bradallred/gemrb/commit/dd157dd0ba3a7cdcb478c5a17a6a60fa0816b7a5
[23:52:08] <Seniorita> Font: add ivar to signify multibyte encoding · dd157dd · bradallred/gemrb · GitHub
[23:52:15] <lynxlynxlynx> that one won't compile everywhere
[23:52:24] <lynxlynxlynx> you should use stricmp instead
[23:52:45] <brada> ok
[23:52:59] <brada> lynx: you misunderstood what i said about ttf fonts
[23:53:37] <brada> i said same font with different size wont work, by that i mean you will just get the first font you created with that name
[23:54:05] <brada> idk maybe that is what you meant, but nothing will explode anyway
[23:55:45] <lynxlynxlynx> that's what i meant
[23:55:56] <lynxlynxlynx> i just use a bigger font to get initials
[23:57:27] <brada> right
[23:57:33] <brada> ill fix it before merge
[23:57:38] <lynxlynxlynx> :)
[23:57:58] <lynxlynxlynx> https://github.com/bradallred/gemrb/commit/d6ddd38cb4286dcbff2d527b170ebd61189f78b8
[23:58:01] <Seniorita> TTFFont: add ability to convert from TLKEncoding to Unicode · d6ddd38 · bradallred/gemrb · GitHub
[23:58:30] <lynxlynxlynx> on linux iconv is part of glibc (and maybe other libc), but i don't see how ICONV_LIBRARY could get set
[23:59:14] <lynxlynxlynx> and it's not available on windows, so a proper findiconv.cmake module is needed if it is not already bundled
[23:59:56] <lynxlynxlynx> it isn't