#gemrb@irc.freenode.net logs for 1 Oct 2017 (GMT)

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[14:53:37] <JonelethIrenicus> what opengl library is cmake looking for?
[15:49:51] <JonelethIrenicus> cmake reports : OPENGL_BACKEND: None
[15:50:04] <JonelethIrenicus> but I do have the library installed and within the LD path
[16:31:34] <lynxlynxlynx> two choices
[16:31:46] <lynxlynxlynx> but you don't really want the gl backend, it's not completely finished
[17:25:39] <JonelethIrenicus> lynxlynxlynx: i see
[17:25:52] <JonelethIrenicus> lynxlynxlynx: what file handles character generation?
[17:26:00] <JonelethIrenicus> specifically choosing a name
[17:26:15] <lynxlynxlynx> depends on the game
[17:26:27] <JonelethIrenicus> oh so gemrb doesn't handle this?
[17:26:57] <lynxlynxlynx> we do allow you to pick a name if that's what yo're asking
[17:27:28] <JonelethIrenicus> in bg2 i was importing a character and when I import a character they already have a name, but the button Done is disabled
[17:27:47] <JonelethIrenicus> i was gonna try and fix it as a small task to try and learn more about the project
[17:29:25] <lynxlynxlynx> ah, that's true, a recent change and my fault
[17:29:31] <lynxlynxlynx> before we didn't remember the name
[17:29:53] <lynxlynxlynx> i know exactly what's wrong, but if you want to tackle it instead, i can guide you
[17:30:15] <JonelethIrenicus> lynxlynxlynx: if you are willing that would be great
[17:30:35] <lynxlynxlynx> the file is gemrb/GUIScripts/bg2/GUICG5.py
[17:33:11] <lynxlynxlynx> one line is enough
[17:37:09] <JonelethIrenicus> DoneButton.SetState(IE_GUI_BUTTON_DISABLED) ?
[17:37:31] <JonelethIrenicus> on line 39?
[17:37:45] <JonelethIrenicus> it should check if the name is empty first?
[17:40:01] <JonelethIrenicus> and move the nameField assignment further up?
[17:40:30] <JonelethIrenicus> or default state can be disabled and then just re-enable it if name is not empty?
[17:41:36] <lynxlynxlynx> the state call is the reason for the disabled button, yes
[17:41:57] <lynxlynxlynx> if you're not importing, having it disabled is the correct behaviour, since there is no name already input
[17:42:08] <JonelethIrenicus> ok
[17:48:31] <JonelethIrenicus> https://paste.ofcode.org/qMRPGWYUQWEqdTTJEUBfZ5
[17:53:24] <lynxlynxlynx> what platform are you on?
[17:53:47] <JonelethIrenicus> linux
[17:54:01] <JonelethIrenicus> do you recommend an IDE?
[17:54:22] <JonelethIrenicus> i use QT Creator, but the cmake file doesn't automatically pull in the python scripts it appears
[17:55:59] <lynxlynxlynx> i only use one for complex changes or hard bugs
[17:59:16] <lynxlynxlynx> i asked only because i found it odd that you shared the whole file, not a diff
[17:59:46] <lynxlynxlynx> https://github.com/gemrb/gemrb/commit/b76085951aa07b01c0bc06eafa2434cc7e6a6882 <-- the optimal way
[18:01:44] <JonelethIrenicus> ok ill do that in the future
[18:09:47] <lynxlynxlynx> thanks for trying
[18:10:20] <lynxlynxlynx> you did solve the bug and as a newcomer it's obvious you can't know the code as well as existing contributors
[18:10:41] <lynxlynxlynx> so nothing to worry about
[18:13:39] <JonelethIrenicus> its nice it uses python for the interface
[18:19:34] <lynxlynxlynx> and some of the game logic that is also needed there
[18:20:27] <lynxlynxlynx> in the original it was all hardcoded
[18:23:47] <JonelethIrenicus> I see
[18:24:17] <JonelethIrenicus> another thing I noticed is in the sample CFG file it says this resolution is supported - # * 1280x1024 (bg2, iwd:how, iwd2)
[18:24:25] <JonelethIrenicus> but if I use that the GUI is apart
[18:24:37] <JonelethIrenicus> if I step down to 1024x768 (bg2, iwd:how, iwd2) it works
[18:24:53] <JonelethIrenicus> using GOG BG2 Complete
[18:25:05] <JonelethIrenicus> Is that normal?
[18:25:57] <lynxlynxlynx> i'm not sure
[18:26:06] <lynxlynxlynx> i think 1280 was already on the bg2 experimental list
[18:26:21] <lynxlynxlynx> but considering the frame is there, it should be fixable
[18:29:44] <JonelethIrenicus> what do you mean by frame?
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[18:37:32] <gehmehgeh> Hello. I've just started GemRB for the first time, with Baldur's Gate 2. The mouse cursor leaves a trace on screen.
[18:37:35] <gehmehgeh> Is this a known bug?
[18:37:36] <lynxlynxlynx> if you look at 640 vs 800, you can see the window size doesn't actually change, there's just padding around it
[18:37:48] <gehmehgeh> Could this be because it's compiled with Clang?
[18:38:02] <lynxlynxlynx> gehmehgeh: known if you use either opengl backend
[18:38:02] <gehmehgeh> Using Intel graphics
[18:38:14] <gehmehgeh> ah, there's a different backend?
[18:38:39] <lynxlynxlynx> if you're in a position to recompile, i suggest you use sdl1 or apply this pull request: https://github.com/gemrb/gemrb/pull/71
[18:38:58] <lynxlynxlynx> even the plain sdl2 backend should work better than opengl
[18:39:22] <gehmehgeh> OK, what's the setting for GemRB.cfg?
[18:39:23] <lynxlynxlynx> how did you two learn about gemrb?
[18:39:27] <gehmehgeh> me?
[18:39:33] <lynxlynxlynx> there's no setting, it's a compile time option
[18:39:46] <lynxlynxlynx> yes, gehmehgeh and JonelethIrenicus
[18:40:02] <gehmehgeh> http://osgameclones.com/ <<<- this website
[18:40:18] <lynxlynxlynx> how did you end up there?
[18:40:28] <gehmehgeh> I've played other FOSS clones before, notably a couple of games via ScummVM as well as more recently OpenMW
[18:40:37] <gehmehgeh> I can't remember
[18:40:42] <lynxlynxlynx> ok :)
[18:40:55] <gehmehgeh> I've been using FreeBSD for over ten years, and I'm sick of wine
[18:41:00] <gehmehgeh> *Wine
[18:41:02] <gehmehgeh> ;)
[18:41:37] <gehmehgeh> my current installation has no "freebsd_compat32" anymore,so wine is no longer an option anyways
[18:41:51] <lynxlynxlynx> good to know we still compile fine on freebsd
[18:42:00] <gehmehgeh> It's in the port system
[18:42:08] <gehmehgeh> I installed it via the normal package manager
[18:42:16] <gehmehgeh> I didn't to anythin manually
[18:42:28] <lynxlynxlynx> i know, but dependencies and toolchain updates could always cause trouble
[18:42:40] <JonelethIrenicus> lynxlynxlynx: ive known about it for years and years and loved bg2 back in the gamespy days, but just never bothered learning more about it.
[18:42:48] <gehmehgeh> OK, so what was that? You want me to switch to opengl?
[18:42:55] <lynxlynxlynx> no
[18:43:00] <JonelethIrenicus> sdl1 or 2
[18:43:06] <lynxlynxlynx> you're already on gl if you have cursor artifacts
[18:43:07] <gehmehgeh> Because I'm fairly certain it's been built without opengl
[18:43:13] <gehmehgeh> interesting...
[18:43:23] <gehmehgeh> Then there's something weird going on with the port
[18:43:28] <lynxlynxlynx> you see copies at the old positions?
[18:43:35] <gehmehgeh> because "pkg info" says, opengl is off
[18:43:39] <JonelethIrenicus> probably learned about it from TeamBG way back when
[18:43:45] <gehmehgeh> lynxlynxlynx: Yeah, exactly like on the screenshot you showed earlier
[18:44:07] <lynxlynxlynx> i guess it just got picked up
[18:44:10] <gehmehgeh> lynxlynxlynx: It's possible there's somethig wrong with theport. Wait a minute
[18:44:25] <lynxlynxlynx> can you link me to the port recipe file?
[18:44:40] <gehmehgeh> lynxlynxlynx: "recipe file"?
[18:44:48] <gehmehgeh> it's just in the regular ports tree, games/gemrb.
[18:44:50] <lynxlynxlynx> the new release should be out in late oct or nov
[18:45:01] <gehmehgeh> I'll check the Makefile myself now
[18:45:07] <gehmehgeh> Give me a moment, please
[18:45:09] <lynxlynxlynx> well yeah, but you have some package metadata, makefile
[18:45:45] <lynxlynxlynx> JonelethIrenicus: so the frame is just the padding around the window on higher resolutions, loaded from separate files
[18:45:47] <Lightkey> woah, talking!
[18:45:58] <lynxlynxlynx> yeah and they're unrelated
[18:46:15] <gehmehgeh> lynxlynxlynx: https://github.com/freebsd/freebsd-ports/blob/master/games/gemrb/Makefile <-- here's a mirror
[18:46:28] <lynxlynxlynx> gehmehgeh: another way to detect that you have opengl in is the fact that when you start, a different plugin will be loaded
[18:46:48] <gehmehgeh> I'll simple recompile this. Give a moment
[18:48:42] <lynxlynxlynx> pass -DUSE_OPENGL=0 if needed
[18:49:17] <gehmehgeh> lynxlynxlynx: OK, I'll try that
[18:49:25] <gehmehgeh> by the way, it also seems to complain about this:
[18:49:27] <gehmehgeh> [ResourceManager/ERROR]: Couldn't find 'CLABMA01.2da'.
[18:49:46] <lynxlynxlynx> don't worry about ResourceManager errors
[18:49:53] <lynxlynxlynx> mostly engine differences
[18:52:52] <gehmehgeh> I haven't played BG2 in 10 years.
[18:52:56] <gehmehgeh> This is going to be fun
[18:53:15] <lynxlynxlynx> i suggest you get the version from git
[18:53:17] <gehmehgeh> rebuilding gemrb now
[18:53:35] <lynxlynxlynx> many extra fixes and some new features there
[18:53:36] <gehmehgeh> lynxlynxlynx: why not 0.8.4 release?
[18:53:39] <gehmehgeh> ah
[18:53:41] <gehmehgeh> ok
[18:53:43] <gehmehgeh> Maybe I will
[18:54:27] <lynxlynxlynx> especially since you're using the sdl2 backend
[18:54:43] <lynxlynxlynx> https://github.com/gemrb/gemrb/blob/master/NEWS
[18:54:51] <gehmehgeh> I can also use sdl1
[18:54:53] <gehmehgeh> that's not a problem
[18:54:56] <gehmehgeh> I've got both
[18:55:17] <lynxlynxlynx> xp is still better there
[18:55:30] <lynxlynxlynx> unless you really want window scaling
[18:55:43] <gehmehgeh> What do you mean by window scaling?
[18:56:33] <lynxlynxlynx> sdl2 has inbuilt software scaling, so you can just resize the window for the contents to be scaled
[18:57:29] <gehmehgeh> Why do you say that sdl1 is still better than sdl2 here?
[19:01:58] <gehmehgeh> yaaaay. Very nice
[19:02:15] <gehmehgeh> I've just built it with sdl1
[19:02:16] <gehmehgeh> :)
[19:02:21] <gehmehgeh> The mouse problem is gone
[19:02:44] <lynxlynxlynx> some bugs still remain, but not many ... if you're using git
[19:02:46] <gehmehgeh> lynxlynxlynx: Thank you
[19:03:00] <gehmehgeh> lynxlynxlynx: OK, i will try this soon.
[19:03:06] <gehmehgeh> lynxlynxlynx: How about the other games? Planescape etc?
[19:03:11] <gehmehgeh> *what about them?
[19:03:14] <gehmehgeh> bugs-wise?
[19:05:01] <lynxlynxlynx> pst is probably completable (should be) and is definitely playable, but there are several bugs (no advanced head text display, weird effect approximations, animation differences)
[19:05:24] <lynxlynxlynx> the oddest of the engine versions in many ways
[19:05:40] <lynxlynxlynx> bg1 and iwd1 work well
[19:05:59] <lynxlynxlynx> iwd2 works well up to around chapter 2
[19:07:03] <lynxlynxlynx> basically bgs and iwd1 are in polish mode, while pst and iwd2 need more research and development
[19:08:00] <gehmehgeh> bg2 and b1 both?
[19:08:01] <gehmehgeh> ok
[19:08:03] <lynxlynxlynx> if you'll be playing bg2 and know how to use weidu (the modding standard), I also suggest this mod: https://github.com/lynxlynxlynx/gemrb-mods/tree/master/better-combat-feedback
[19:08:20] <lynxlynxlynx> adds damage type to combat feedback
[19:09:16] <JonelethIrenicus> I remember a widescreen gui mod existed
[19:09:37] <JonelethIrenicus> still around?
[19:10:19] <lynxlynxlynx> yep
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[19:27:55] <JonelethIrenicus> lynxlynxlynx: how is event timing controlled?
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[19:30:58] <lynxlynxlynx> event as in input?
[19:33:43] <JonelethIrenicus> scripting events
[19:34:08] <JonelethIrenicus> on my system the starting fight for example in irenicus torture chamber the theif is taken out before a sound is made
[19:34:57] <gehmehgeh> Actually, window scaling would be great for me
[19:35:19] <gehmehgeh> Because due to intel graphics, my available resolutions are very limited
[19:35:33] <gehmehgeh> I've just played BG2 for about 10 minutes. Seems to work ok :)
[19:35:50] <gehmehgeh> (on FreeBSD)
[19:35:51] <gehmehgeh> (but the version from ports, NOT git)
[19:35:58] <gehmehgeh> lynxlynxlynx: Thanks again for the help
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[19:39:11] <lynxlynxlynx> JonelethIrenicus: ah, that's more complicated, since a lot of things happen in that cutscene
[19:39:43] <JonelethIrenicus> lynxlynxlynx: like a timing co-efficent or something?
[19:39:51] <JonelethIrenicus> how do you guys have it match up with the original?
[19:39:58] <lynxlynxlynx> one thing that is definitely wrong is movement speed, which could explain the fact she doesn't have the time to turn around
[19:40:38] <lynxlynxlynx> there is no specific syncing
[19:40:42] <JonelethIrenicus> ahh
[19:40:56] <lynxlynxlynx> the original worked at a fixed fps, which also dictates "ai" speed
[19:41:21] <JonelethIrenicus> which is connected to path finding?
[19:41:40] <lynxlynxlynx> no, path finding has nothing to do with it
[19:41:50] <lynxlynxlynx> walking speed was hardcoded in the animation code
[19:42:21] <JonelethIrenicus> did you guys reverse engineer that speed some how?
[19:43:21] <lynxlynxlynx> not really and there are engine differences on top of that
[19:43:33] <lynxlynxlynx> we have a good approximation though
[19:47:28] <JonelethIrenicus> lynxlynxlynx: did you guys create testing mods?
[19:47:52] <JonelethIrenicus> or scripts
[19:48:02] <lynxlynxlynx> just a few
[19:48:12] <lynxlynxlynx> http://gibberlings3.net/forums/index.php?showtopic=28172#entry246276 <-- research on walking speed
[20:48:03] <Lightkey> if anyone's wondering what the Runic has been doing after Torchlight: twitch.tv/gogcom
[20:48:35] <Lightkey> though not really an RPG
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