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[04:03:39] <jojohnon> Hello. i need some help with the gemrb launcher. it cant the find Baldur's gate config file (.conf)
[04:04:05] <jojohnon> i have followed all instructions
[04:45:53] <tomprince> jojohnon: what instructions have you followed?
[04:51:17] <tomprince> (I don't know if the developer of launcher hangs out here, so the more details you provide, the easier for us to help you)
[05:03:59] <jojohnon> i have followed these instructions http://gemrb.sourceforge.net/wiki/doku.php?id=launcher#configuring_the_launcher
[05:06:33] <jojohnon> the launcher cant find any config in the dirctories in installations.ini. and yes i have changed the paths
[05:13:15] <tomprince> I am not familiar with the launcher, but most people on the channel are in europe, so likely asleep right now.
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[05:16:28] <jojohnon> ok i will keep my irc program running for a few hours.
[05:16:44] <tomprince> I do know that neither gemrb nor the original games have any files with .conf
[05:16:49] <tomprince> They do have .cfg and .ini
[05:19:38] <jojohnon> oh ok. hmmm. you are right it should be .cfg
[05:44:30] <edheldil_> orig games have *.ini, gemrb has cfg
[05:45:22] <edheldil_> so without actual error messages it's hard to tell
[06:01:47] <jojohnon> gemrb launcher says "couldn't read cfg in /home/john/bg2"
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[06:56:21] <edheldil_> possibly it expects GemRB.cfg there, or you have a wrong path ... What's the name of the config setting?
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[09:17:25] <edheldil> tomprince: I have finally checked the launcher and the guy left :)
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[13:58:51] <fuzzie> lynxlynxlynx: what are plans for release, again?
[14:20:36] <lynxlynxlynx> in what sense? first all the known regressions need to go
[14:20:51] <lynxlynxlynx> eta sometime next week or its weekend
[14:40:15] <edheldil> if we would *really* use bugtracker, you could mark bugs as release critical and only release when they are fixed ;-)
[14:40:21] <fuzzie> do you have a list of regressions?
[14:41:15] <fuzzie> i saw identifying one, but i am scared of guiscript
[14:47:40] <fuzzie> i would like to rewrite combat/spell actions and triggers, but i think it will interfere with regression fixes, so would be more sensible for me to try fixing regressions first
[14:50:26] <lynxlynxlynx> i have a list, sure
[14:50:41] <lynxlynxlynx> we made good progress already
[14:50:50] <lynxlynxlynx> but i was avoiding the wild magic stuff
[14:51:05] <lynxlynxlynx> trolls seem to be a dud
[14:51:18] <lynxlynxlynx> indentifying is something i'll look into
[14:51:48] <fuzzie> hm, i hadn't noticed latest comment on the iwd troll bug
[14:51:56] <lynxlynxlynx> there was something else on beholder's list that i was considering making it a blocker if there was enough time
[14:52:12] <lynxlynxlynx> well, it may just be a misunderstanding
[14:52:24] <lynxlynxlynx> trolls will regenerate and stand up if you leave them alone
[14:52:37] <fuzzie> the ctrl-m output in the bug shows it is broken there
[14:52:49] <fuzzie> (reg1hp2 should not be equipped, trollde should be equipped)
[14:56:41] <lynxlynxlynx> maybe i meant the dream stuff, i don't reckognise it on the list anymore
[14:57:22] <lynxlynxlynx> are you sure it was taken at the right time?
[14:57:31] <fuzzie> it has 1 HP..
[15:02:30] <fuzzie> it's just really strange but it could be all kinds of things
[15:06:29] <fuzzie> the shoal resurrect thing .. we check for STATE_DEAD, i don't know if that is right
[15:07:27] <fuzzie> but in any case it will never work because EffectQueue passes onlyalive=true to GetPC in the FX_TARGET_PARTY case
[15:08:21] <fuzzie> so probably trivially fixable by changing that to false
[15:15:12] <fuzzie> and the Ankheg skins thing is not a bug
[15:15:19] <fuzzie> i go crazy with people reporting that
[15:16:43] <fuzzie> but there doesn't seem much i can really fix
[15:22:44] <SiENcE> hey fuzzie, here are my changes to run gemrb on dingux. I also included a cmake cross platform make file. -> sience.schattenkind.net/test/gemrb_dingux_changes.zip
[15:23:32] <SiENcE> patch is included for current gemrb git (sourceforge)
[15:24:04] <SiENcE> and also XCompile_Dingoo.txt and sh script to start cross compilation for dingoo (dingux)
[15:24:13] <fuzzie> hmm
[15:24:34] <fuzzie> some of patch is bad merge, i assume
[15:24:51] <fuzzie> like the change to STATIC_LINK section
[15:25:17] <SiENcE> uh static??
[15:25:21] <fuzzie> and i can't merge PYTHON_LIBRARY change for example
[15:26:31] <SiENcE> you mean, the changes from gemrb/plugins/GUIScript/CMakeLists.txt ?
[15:26:43] <fuzzie> yes
[15:26:44] <SiENcE> or /CMakeLists.txt
[15:26:53] <fuzzie> STATIC_LINK change is in /CMakeLists.txt
[15:28:01] <SiENcE> uhm i htink i dont need this change
[15:28:14] <SiENcE> because its for appel
[15:28:22] <fuzzie> yes which is why it is strange :)
[15:28:43] <fuzzie> that stupid -Wcast-align can definitely go, though
[15:28:52] <SiENcE> ok
[15:28:52] <SiENcE> :)
[15:28:59] <SiENcE> should i create another patch?
[15:29:17] <fuzzie> well
[15:29:34] <fuzzie> i wonder how to do this
[15:29:42] <SiENcE> -Wcast-align should be removed and IF(SDLMIXER_FOUND) should be changed to IF(SDLMIXER_LIBRARY)
[15:29:45] <fuzzie> maybe it is sensible to apply the changes to SDLVideo
[15:29:47] <SiENcE> otherwise it wont work
[15:30:25] <fuzzie> well
[15:30:32] <SiENcE> it would be better to add an 320x240/200 display option to not use the define
[15:30:38] <fuzzie> i think we can't apply that, because then it wouldn't detect if SDLMIXER_INCLUDE_DIR is missing
[15:31:04] <SiENcE> mh
[15:31:17] <fuzzie> and lots of people have the library but not the headers
[15:31:33] <SiENcE> well its not a big problem...
[15:31:42] <SiENcE> sdlvideo is more important
[15:33:35] <fuzzie> ok. i will try to look at it later.
[15:33:56] <fuzzie> right now my tree is full of other stuff, but i see no reason not to apply stuff which is all #ifdeffed, if it makes your life easier
[15:34:19] <SiENcE> ok :)
[15:34:44] <SiENcE> i try to fix the CMakeLists.txt issues via my XCompile_Dingoo.txt
[15:35:18] <fuzzie> maybe you could add some define and then make all the other stuff use 'OR' to check your define also
[15:35:21] <fuzzie> but i don't know cmake
[15:35:23] <SiENcE> i will create another XCompile_Caanoo.txt for caanoo handheld
[15:35:46] <SiENcE> np. im currently learning cmake
[15:35:52] <SiENcE> i will get into it
[15:36:36] <SiENcE> on my other project we use patches to change CMakeLists.txt before building for different platforms
[15:36:48] <SiENcE> its a clean way to go
[15:39:25] <edheldil> sounds reasonable, at least to me :-)
[15:40:20] <edheldil> btw, lynx, I have created group 'Release critical' in the bugtracker - feel free to use it. Or you can reassign tickets to max priority :)
[15:40:54] <fuzzie> i think step one would involve having tickets
[15:40:58] <lynxlynxlynx> almost nobody uses the tracker, so it's a bit moot
[15:41:08] <lynxlynxlynx> exactly
[15:41:11] <edheldil> I have also (hopefully) clarified Category names. And I think it would be better to hide the "Support requests" tracker
[15:41:24] <fuzzie> i still think it is crazy trying to keep track of bugs at all
[15:41:24] <lynxlynxlynx> go ahead
[15:41:44] <lynxlynxlynx> my list is very dinamic, mostly a todo
[15:42:00] <fuzzie> but the disasm really makes it possible to just wholly rewrite chunks of code
[15:42:10] <lynxlynxlynx> since i dodo the releases too, what i consider a blocker also goes there
[15:43:05] <lynxlynxlynx> some 20 changes in 8 days - very unwieldy for the tracker
[15:43:24] <fuzzie> mm
[15:43:28] <edheldil> I won't force anybody to use it, but I will not refrain from persuation :-)
[15:44:22] <edheldil> that's not SO much ... and it allows to combine ticket numbers with commits, which is a good thing
[15:44:38] <fuzzie> i think, if you produce a tracker which doesn't drive me mad, i will use it
[15:44:43] <fuzzie> but sourceforge is not such a thing.
[15:44:48] <lynxlynxlynx> fat chance
[15:44:58] <edheldil> why?
[15:45:02] <fuzzie> well it's so strange, you'd think there'd be loads
[15:45:09] <lynxlynxlynx> trackers suck
[15:45:16] <fuzzie> you should never have a situation where a wiki is more efficient
[15:45:38] <lynxlynxlynx> a wiki would fail if we had some automated test bot
[15:45:48] <edheldil> fuzzie: it's "efficient" because it does not force you to be organized :-P
[15:45:55] <lynxlynxlynx> (ok, it could be done, since some can use scm backends)
[15:45:59] <fuzzie> edheldil: it's efficient because i can add/remove 10 bugs in one go
[15:46:17] <lynxlynxlynx> and what we have is pretty organised :P
[15:46:18] <fuzzie> there's no point wasting time in adding full tracker entries for gemrb stuff, it would take all my coding time..
[15:48:20] <fuzzie> anyway
[15:48:35] <edheldil> use what you think makes you more productive, if you want. But it has drawbacks as well. Anyway :)
[15:48:49] <fuzzie> well, i use bugtrackers for other projects, when i have clear bugs
[15:48:54] <fuzzie> but gemrb never has a clear bug
[15:49:07] <lynxlynxlynx> something similar here
[15:49:15] <fuzzie> hmm
[15:49:24] <edheldil> buut, could you at least gently direct ppl to the bugtracker? Giving them 3 options at once is not good, IMO
[15:49:28] <fuzzie> could we branch for release, lynx? or would that drive you crazy?
[15:49:46] <fuzzie> edheldil: well, the bugtracker is where anyone with a specific single bug gets pointed
[15:49:46] <lynxlynxlynx> isn't it easier if you branch off?
[15:49:58] <fuzzie> well, i was thinking about that
[15:50:02] <fuzzie> but then, i'm going to rewrite stuff
[15:50:23] <fuzzie> i mean, i don't suggest it be done now
[15:50:57] <fuzzie> but difficutl to tell which is easier without knowing what to fix, which is why i was wondering if i could just fix things instead
[15:52:54] <lynxlynxlynx> maybe finish the keybinding stuff? or if you understand what's wrong with interjections
[15:53:43] <fuzzie> what is interjections issue?
[15:54:31] <lynxlynxlynx> they don't work, iirc isvalidforpartydialog is broken
[15:54:41] <lynxlynxlynx> this prevents ascesion in tob
[15:55:34] <fuzzie> https://sourceforge.net/tracker/?func=detail&aid=3200570&group_id=10122&atid=110122 gives me "targetless opcode without EFFECT_NO_ACTOR: 165, skipping" and no crash
[15:56:20] <lynxlynxlynx> cool, that's how it's supposed to behave
[15:56:52] <fuzzie> edheldil: no, you can't talk with barwoman over bar in iwd
[15:57:14] <lynxlynxlynx> re interjections; yeah, see dlg/bg2/finsol01.d
[15:57:26] <lynxlynxlynx> the dialog exits there
[15:59:43] <fuzzie> where exactly?
[16:08:23] <SiENcE> whats the current state of the ipad port?
[16:08:32] <SiENcE> i will get an ipad soon
[16:08:33] <edheldil> fuzzie: found out too, sorry for not closing it
[16:13:09] <lynxlynxlynx> maybe it's not the right dialog, but it definitely looked like the say worked, then you got no chance and the dialog exited immediately
[16:13:17] <lynxlynxlynx> would need to recheck
[16:13:33] <lynxlynxlynx> SiENcE: none at all, the guy is mia
[16:14:36] <SiENcE> lynxlynxlynx, oh ok :)
[16:19:47] <edheldil> was not it the case that folks suspected it was a fake? :)
[16:22:51] <lynxlynxlynx> yes
[16:23:01] <lynxlynxlynx> the video looks fine though
[16:23:14] <lynxlynxlynx> SiENcE: if you make a port people can donate you some cash
[16:23:31] <lynxlynxlynx> there are some avid ifanatics on the forum ;)
[16:26:44] <pupnik> very cool video http://www.youtube.com/watch?v=VMiMGOg53Ec 7 years of gstreamer community development visualized
[16:27:01] <SiENcE> lynxlynxlynx, well if i do it, i dont want cash ... i will do it for fun :)
[16:27:07] <SiENcE> and for me...
[16:27:21] <lynxlynxlynx> i know, but it'd be a nice reward
[16:27:25] <SiENcE> but first the Caanoo port
[16:27:38] <SiENcE> btw nice vid
[16:27:40] <lynxlynxlynx> you can get some more sensible exotic platform with that cash
[16:27:56] <lynxlynxlynx> pupnik: no time, gource?
[16:29:39] <pupnik> yes
[16:45:17] <lynxlynxlynx> it sucks for gemrb, i've tried it once
[16:45:40] <lynxlynxlynx> skipping didn't seem to work well and our early history sucks
[16:46:19] <SiENcE> how does svn work with gource?
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[16:51:27] <edheldil> I have tried it once too.
[16:51:39] <edheldil> You have to import it to git first, I think
[16:53:24] <edheldil> I have a video of the project done here and it looks cool... lots of explosions when tags were deleted ot things like that
[16:55:50] <edheldil> lynxlynxlynx: the videos look better with appropriate music :)
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[17:01:49] <fuzzie> as far as we know, there is no ipad port
[17:01:55] <fuzzie> btw
[17:02:44] <fuzzie> but whether it is fake or not, there was someone else thinking it wasn't so hard, whoever was last fixing OS X stuff here
[17:04:29] <edheldil> since GPL is officially incompatible with AppStore, it would mean jailbreak your iPad
[17:05:25] <fuzzie> well, it is complicated to work out if GPLv2 is compatible or not, if you make sure to put the licensing info in the app startup etc
[17:06:16] <fuzzie> but it would require jailbreaking your iPad for a different reason anyway: apps are not allowed to run scripts which are not supplied with the application.
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[17:40:07] <fuzzie> hm i am really rambly sometimes :)
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[18:11:40] <fuzzie> hm, iwd2 is indeed broken
[18:12:47] <fuzzie> this dialog stuff was working fine in december
[18:12:54] <fuzzie> but i guess some gui thing changed since
[18:13:13] <fuzzie> i noticed it was flaky in bg2 also
[18:21:44] <fuzzie> meh, don't see the cause of either of those
[18:22:20] <fuzzie> oh, yes i do
[18:22:33] <fuzzie> was Avenger, in some commit marked "more silly hacks to not get assertions in msvc6"
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[18:37:32] <lynxlynxlynx> fuzzie: you can't get past the initial dialog in iwd2?
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[19:50:03] <pupnik> need feedback from users
[19:53:42] <fuzzie> lynxlynxlynx: i can, but only if i choose the right options.
[19:53:56] <fuzzie> if there's a continue button after a continue button, it breaks.
[19:54:04] <fuzzie> pretty sure it's because of that commit, checking now
[19:54:50] <fuzzie> well although that doesn't make sense in the context of the bug report in the forum :)
[19:55:54] <fuzzie> hmph
[19:55:58] <fuzzie> it fixes the bg2 issues, but not the iwd2 one
[19:59:38] <lynxlynxlynx> ah
[20:04:47] <fuzzie> also we need to stop centering on the non-protagonist after area moves :/
[20:05:45] <fuzzie> the cursor updating is all broken now too
[20:05:54] <fuzzie> any idea when that got changed?
[20:08:57] <fuzzie> and clicking a portrait icon doesn't select that actor..
[20:09:35] <fuzzie> this is all so broken
[20:11:27] <lynxlynxlynx> huh
[20:11:30] <lynxlynxlynx> let me see
[20:11:51] <lynxlynxlynx> avenger recently changed something wrt portraits and cursors
[20:12:28] <lynxlynxlynx> one commit was for when you're over them on a bit longer ago for after lockpicking iirc
[20:12:56] <fuzzie> my issue here is that, when you click some gui stuff, it updates to the *gamecontrol* cursor
[20:13:00] <fuzzie> which is completely wrong
[20:13:04] <fuzzie> but i don't see how it would happen
[20:13:05] <lynxlynxlynx> which game are you trying in?
[20:13:08] <fuzzie> bg2
[20:13:20] <fuzzie> on basis that it would be least broken, maybe optimistic
[20:13:51] <lynxlynxlynx> selection via portraits works fine here
[20:13:58] <lynxlynxlynx> also in iwd2
[20:14:06] <fuzzie> i mean, selecting *one* actor
[20:14:11] <fuzzie> so select a whole party, then click a single portrait
[20:14:46] <lynxlynxlynx> works
[20:14:52] <fuzzie> huh :(
[20:15:04] <fuzzie> well, to be fair, i am trying it in a very specific place
[20:15:06] <lynxlynxlynx> for you everyone remains selected?
[20:15:09] <fuzzie> yes
[20:15:15] <fuzzie> however: the other actors are all unselectable, it turns out.
[20:15:18] <lynxlynxlynx> this save is in the coronet
[20:15:23] <lynxlynxlynx> hehe :P
[20:15:27] <fuzzie> so, probably new bug.
[20:15:37] <lynxlynxlynx> not tob, is it?
[20:15:51] <fuzzie> soa
[20:15:59] <lynxlynxlynx> i have a suspicion our unselectabletimer is buggy in one case
[20:16:06] <fuzzie> hmm, maybe
[20:16:15] <lynxlynxlynx> in that spellhold part it works nicely
[20:16:21] <lynxlynxlynx> let me see what parameter it has
[20:17:41] <lynxlynxlynx> make that MakeUnselectable
[20:17:51] <lynxlynxlynx> apparently used much more than i thougth
[20:18:45] <lynxlynxlynx> and with a lot of uses of 0 :|
[20:18:56] <fuzzie> ok
[20:19:15] <lynxlynxlynx> disregard this for now
[20:19:28] <fuzzie> i should just fix that while i remember
[20:20:30] <fuzzie> lynx
[20:20:40] <fuzzie> if you select one actor, and go through a dialog, is the action bar ok at the end?
[20:21:01] <lynxlynxlynx> i think it is missing now
[20:21:06] <lynxlynxlynx> let's see
[20:21:37] <lynxlynxlynx> yep
[20:21:46] <fuzzie> ok, so i didn't just break that :)
[20:21:55] <lynxlynxlynx> no, avenger did
[20:22:07] <fuzzie> i am trying to fix that code
[20:22:09] <lynxlynxlynx> someone already noticed on the forum
[20:25:01] <fuzzie> hm, i didn't see that
[20:25:05] <fuzzie> it is just driving me mad
[20:26:27] <CIA-48> GemRB: 03avenger_teambg * r82f2e2fe7108 10gemrb/gemrb/plugins/PSTOpcodes/PSTOpcodes.cpp: fixed blood bridge variable damage and no damage
[20:26:51] <fuzzie> avenger if you look at logs at all, please hop onto irc for stupid quesiton sometime :)
[20:34:11] <fuzzie> ok, the action bar thing must be fixed in another way
[20:39:54] <CIA-48> GemRB: 03avenger_teambg * rbc59bae21fa2 10gemrb/gemrb/override/pst/ (20 files): new projectile data
[20:43:49] <CIA-48> GemRB: 03fuzzie * rd0f296f85d60 10gemrb/gemrb/core/Interface.cpp:
[20:43:49] <CIA-48> GemRB: remove EmptyControls call from HandleGUIBehaviour
[20:43:49] <CIA-48> GemRB: this is broken, so removing it for now.
[20:49:18] <fuzzie> fgfdhfdkgk.
[20:52:01] <lynxlynxlynx> yep, fixed the dialog bit
[20:52:16] <fuzzie> well except now the stupid action controls are back :P
[20:53:13] <fuzzie> i am trying to rewrite the guiscript side properly, now i understand how it should work
[20:53:59] <pupnik> ++
[20:55:49] <lynxlynxlynx> trying the final tob battle again, to see where exactly it breaks
[20:55:57] <fuzzie> thanks
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[21:01:13] <fuzzie> dialog code is more insane than i thought
[21:02:17] <lynxlynxlynx> meh, now it breaks even sooner, during a cutscene
[21:02:31] <fuzzie> well, that is good to know
[21:03:28] <lynxlynxlynx> too much spam though
[21:03:51] <fuzzie> don't know which cutscene, then?
[21:06:52] <lynxlynxlynx> from dialog, i think it is scripts/bg2/cut233a.baf
[21:07:20] <fuzzie> any idea where it dies?
[21:08:14] <lynxlynxlynx> FinalFight=3
[21:08:56] <lynxlynxlynx> it looked like most of it went through
[21:09:06] <lynxlynxlynx> i saw an animation for the bridge/door opening
[21:09:29] <fuzzie> but cutscene mode doesn't end?
[21:10:36] <fuzzie> ok, when i do SetVisible(WINDOW_INVISIBLE) on a window, it should at least stop accepting clicks.
[21:11:25] <lynxlynxlynx> no, it didn't end
[21:11:32] <lynxlynxlynx> i see the bridge activation actually failed
[21:12:46] <fuzzie> we probably don't do the setinterrupt thing before/after cutscenes
[21:14:20] <lynxlynxlynx> this used to work
[21:14:32] <fuzzie> but when?
[21:14:35] <lynxlynxlynx> btw, is it ok that the other block doesn't end the cutscene?
[21:14:54] <fuzzie> sure
[21:15:03] <lynxlynxlynx> last time i played tob through - half a year ago or so
[21:15:25] <fuzzie> i changed cutscenes on nov 7th
[21:16:54] <fuzzie> grr, our gui code is so ridiculous
[21:17:10] <fuzzie> whoever thought it was a good idea to put non-action windows in ActionWindow variable was quite mad
[21:25:16] <fuzzie> ok, that is really annoying to fix
[21:25:28] <fuzzie> does anyone have DLTCEP handy that they can run?
[21:25:50] <lynxlynxlynx> yep
[21:25:55] <fuzzie> i am wondering if there's a blank bottom bar in the gui
[21:26:10] <fuzzie> because trying to empty the action window is a nightmare
[21:28:02] <lynxlynxlynx> blank in what sense?
[21:28:15] <fuzzie> as in, no action buttons on it
[21:28:40] <lynxlynxlynx> looking at guiw win id 3, the bottom bar looks fine; yes, it is empty
[21:28:42] <fuzzie> e.g. window #9 is the one with a big continue-style button
[21:29:14] <fuzzie> thanks, let me try
[21:29:15] <lynxlynxlynx> it has no other control
[21:29:24] <lynxlynxlynx> let me clarify
[21:29:47] <lynxlynxlynx> the one i mentioned first does have buttons for everything, they're just unset
[21:30:12] <lynxlynxlynx> so it's like a crossword row
[21:30:24] <fuzzie> oh, right, yes, window #3 *is* the action bar
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[21:35:12] <lynxlynxlynx> need anything else from the chu?
[21:35:26] <fuzzie> not unless there's a better choice
[21:37:59] <fuzzie> doesn't look like there is, from ielister
[21:38:48] <lynxlynxlynx> nope
[21:39:06] <lynxlynxlynx> you want to blank it completely?
[21:39:13] <fuzzie> i will cheat and blank the continue button :P
[21:39:26] <fuzzie> but that is not really something i can commit
[21:39:42] <fuzzie> i guess the correct thing to do is to stop all the guiscript from fiddling with the action bar when you're in a dialog
[21:45:47] <fuzzie> which is annoying because i wrote some lovely much-improved code for this :)
[21:50:29] <pupnik> :/
[21:53:12] <lynxlynxlynx> can't say much more about that cutscene, but it was the right one
[21:53:22] <fuzzie> ok, i will look shortly
[21:54:21] <lynxlynxlynx> i can break on various actions if you want
[21:54:33] <lynxlynxlynx> too noisy to step through it all
[21:55:03] <fuzzie> still fighting this dialog stuff right now
[21:58:11] <lynxlynxlynx> no pressure
[21:58:42] <fuzzie> so bug #1 turns out to be that EmptyControls doesn't
[22:02:25] <fuzzie> right, it has stopped annoying me
[22:06:36] <CIA-48> GemRB: 03fuzzie * raac3083ab9f2 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: add some random function calls to EmptyControls in the hope of making it work
[22:06:40] <CIA-48> GemRB: 03fuzzie * r205eb12f8aa6 10gemrb/gemrb/core/ (DialogHandler.cpp Interface.cpp): call DialogStarted and DialogEnded guiscript functions
[22:06:46] <CIA-48> GemRB: 03fuzzie * rd1d57858dffc 10gemrb/gemrb/GUIScripts/bg2/GUIWORLD.py:
[22:06:46] <CIA-48> GemRB: rewrite bg2 GUIWORLD dialog support code
[22:06:46] <CIA-48> GemRB: (feel free to revert if this causes worse problems)
[22:07:52] <fuzzie> i tried getting rid of the stupid. that may have been a bad idea :P but it seems to work.
[22:10:11] <fuzzie> lynxlynxlynx: i assume there's nothing in debug output about your cutspy2 actor dying on you?
[22:10:31] <lynxlynxlynx> too much spam since the animation is broken
[22:10:40] <lynxlynxlynx> i'm now in the middle of it
[22:10:59] <fuzzie> i guess the obvious thing to do is to add printfs to MoveViewObject and CreateCreature, as you said
[22:16:07] <lynxlynxlynx> heh, didn't hit anything in that script
[22:16:18] <lynxlynxlynx> ctrl-y is too deadly now
[22:17:03] <lynxlynxlynx> trying the oldfashioned way
[22:17:14] <fuzzie> that is with ctrl-r? :)
[22:17:38] <CIA-48> GemRB: 03fuzzie * r2154ff1d8cfe 10gemrb/gemrb/core/EffectQueue.cpp: make FX_TARGET_PARTY include dead actors, since bg1's SHOAL_REVIVE seems to need that (untested)
[22:18:41] <lynxlynxlynx> heh, now an abort on broken spell cache
[22:19:15] <lynxlynxlynx> no wildness involved though
[22:20:55] <CIA-48> GemRB: 03fuzzie * rd079e1ace262 10gemrb/gemrb/GUIScripts/InventoryCommon.py: remove errant extra 'f's from DisplayString calls
[22:21:49] <fuzzie> i should ask SiENcE if a flag for disabling -Wcast-align (or using DISABLE_WERROR) is a better idea
[22:25:37] <lynxlynxlynx> that crash is odd, it kept looping fx_cast_spell
[22:26:04] <lynxlynxlynx> i guess i was lucky it crashed rather than omnomnomed my system
[22:28:01] <lynxlynxlynx> oh
[22:28:27] <lynxlynxlynx> it's due to the fix that disabled parameter passing, so the spellref ends up unset
[22:29:04] <fuzzie> fx_cast_spell seems to leak the result of GetSpell i notice
[22:29:51] <fuzzie> oh, no-one fixed the broken SpellResRef stuff yet?
[22:31:50] <lynxlynxlynx> nope, but that's mostly my fault
[22:31:57] <fuzzie> can i fix it?
[22:32:06] <lynxlynxlynx> heh, sure
[22:32:56] <lynxlynxlynx> i need a fresh mind for something big like that, so a few h after work doesn't cut it
[22:33:13] <fuzzie> oh, i just meant the spell cache abort stuff
[22:34:28] <lynxlynxlynx> well, that's part of the problem
[22:41:33] <fuzzie> this 'Spell caster level decreasing/increased' is wild magic?
[22:43:24] <lynxlynxlynx> not always
[22:43:40] <fuzzie> i just made a wild mage and it happens every spellcast, i am wondering what it *is*
[22:43:51] <lynxlynxlynx> then yes :)
[22:44:18] <lynxlynxlynx> that's unrelated to surges, they're just random
[22:44:27] <lynxlynxlynx> wildmod.2da iirc
[22:46:29] <fuzzie> can i force wild surges somehow?
[22:47:30] <fuzzie> oh, i guess SEtPlayerStat
[22:48:18] <lynxlynxlynx> yes
[22:49:06] <lynxlynxlynx> or memorise the dweomers (level 1)
[22:49:36] <fuzzie> hm, buggy :/
[22:50:47] <fuzzie> did you test this much?
[22:51:51] <fuzzie> i ask because strtok destroys the argument
[22:52:15] <fuzzie> and i assume this is fine, but easier to ask than stare at the code
[22:53:36] <lynxlynxlynx> looking at the hardcoded few? yes
[22:54:34] <fuzzie> i end up with '1.24.spl', is why i ask
[22:55:25] <fuzzie> and the check is to call HandleHardcodedSurge if the SPL exists, and to strncpy it if the SPL doesn't exist, afaics
[22:55:27] <lynxlynxlynx> maybe that's due to the ref change
[22:55:53] <fuzzie> i guess Avenger did it :)
[22:56:09] <fuzzie> i try again with that fixed
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[22:57:59] <fuzzie> much better
[22:58:14] <lynxlynxlynx> yeah, fb25 broke it
[22:59:41] <lynxlynxlynx> silly editor, no copy/paste there
[22:59:54] * fuzzie prods CIA-48
[22:59:54] <CIA-48> GemRB: 03fuzzie * r7e8ba392197f 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: fix crash due to inverted check in CheckWildSurge
[22:59:59] <CIA-48> GemRB: 03fuzzie * r2012644b9c18 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: try to fix FreeSpell problems in CheckWildSurge
[23:09:19] <-- lynxlynxlynx has left IRC (Remote host closed the connection)
[23:47:25] <edheldil_> good night
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