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[01:37:56] <brad_a> hmp i just discovered a palette update issue
[01:38:49] <brad_a> if you load a game then open the journal then your char sheet the text in the charsheet is messed up
[01:39:10] <brad_a> and if you load and go to the char sheet then the journal the journal is messed up
[01:39:35] <brad_a> so i guess it slipped by because you need to visit both places in a single test
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[02:06:05] <brad_a> ha ha. nevermind, forgot i was using sdl 1.3
[02:06:15] <brad_a> everything works fine in 1.2
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[09:25:42] <fuzzie> lynxlynxlynx: re script: ClearAllActions doesn't clear sender, so it should be ok .. ?
[09:26:12] <fuzzie> or is it an area script?
[09:27:00] <fuzzie> in fact should still be fine in such a case
[09:27:45] <lynxlynxlynx> it's in the global script
[09:27:57] <fuzzie> what does that run on, the game?
[09:28:15] <fuzzie> AreaCheck is checking sender, but i think game's area should be fine
[09:28:17] <lynxlynxlynx> i'd have to guess
[09:28:40] <fuzzie> but the script seems fine
[09:28:46] <lynxlynxlynx> i can check that trigger later
[09:31:52] <fuzzie> i was just wondering what of it could go wrong
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[09:33:25] <lynxlynxlynx> do we have a way to run triggers manually?
[09:33:40] <lynxlynxlynx> i suspect breaking there would be very spammy
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[12:33:48] <lynxlynxlynx> huh, AreaCheck never gets called
[12:38:07] <lynxlynxlynx> i thought maybe the global script wasn't set to the new one, but i see baldur.bcs itself has a bunch of areachecks
[12:39:55] <lynxlynxlynx> going from the start; Dead still works properly
[12:43:52] <lynxlynxlynx> huh
[12:44:17] <lynxlynxlynx> next one is the Global call, but it has a string0 param of ar5002addxp
[12:44:50] <lynxlynxlynx> no mention of that string anywhere
[12:45:20] <lynxlynxlynx> it should be DeathOfGromnir anyway
[12:45:35] <lynxlynxlynx> and string1 is empty, while it should probably contain "GLOBAL"
[12:49:37] <edheldil> lynxlynxlynx: You probably know it, but it's ar5002 and addxp, i.e. something similar to what *Global() functions do
[12:50:27] <edheldil> but lacking context, I probably talk BS :)
[12:50:35] <lynxlynxlynx> no, you're right
[12:50:51] <lynxlynxlynx> maybe i just don't understand the trigger execution orde
[12:50:52] <lynxlynxlynx> r
[12:51:35] <lynxlynxlynx> ah no, it's just another block with the same dead check
[12:51:56] <lynxlynxlynx> so yeah, maybe it's the wrong script
[12:53:11] <lynxlynxlynx> yep
[12:53:13] <lynxlynxlynx> Global script: baldur
[12:53:50] <lynxlynxlynx> oh well
[13:23:09] <fuzzie> ouch
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[13:33:02] <lynxlynxlynx> Game::SetExpansion does get called, but for some reason, we don't call the guiscript for the tob case there
[14:10:34] <edheldil> we should create a Christmas release with some random spawning Santa critter, to be killed for a big reward in gifts. Something like pst's "a clue" ;-)
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[16:44:38] <brad_a> morning/afternoon
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[17:16:41] <Yoshimo> beholder was the person to bug with android builds, wasnt he?
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[17:29:45] <brad_a> yoshimo: yes, but i guess it depends on what about them exactly.
[17:31:43] <Yoshimo> how can i make the cursor click and appear at the point where i touch the screen instead of targeting a diffrent spot to hit the button in game? I also would like to have the brightness setting ingame working
[17:37:39] <brad_a> what brightness setting?
[17:37:54] <brad_a> if its a game setting it probably isnt implemented is all
[17:43:49] <Yoshimo> do we have a gemrb switch to make the screen brighter?
[17:45:33] <Yoshimo> playing on the train while being in night areas ingame is not a good thing
[17:47:03] <brad_a> so setting brightness on your device has no effect ingame?
[17:51:04] <Yoshimo> yea
[17:53:32] <brad_a> have you tried using the ingame brightness setting?
[17:59:00] <brad_a> yoshimo: in game brightness controls work for me.
[17:59:57] <Yoshimo> for me it takes a restart, which i didnt exspect
[18:00:09] <brad_a> really?
[18:00:13] <brad_a> thats odd
[18:00:15] <brad_a> what game?
[18:00:36] <Yoshimo> bg2
[18:02:15] <brad_a> yes bg2 works fine dynamically for me...
[18:02:31] <brad_a> maybe android sdl doesnt allow dynamically changing the brightness
[18:05:51] <Yoshimo> how about your font patch and its state?
[18:06:52] <brad_a> good question
[18:07:08] <brad_a> lynxlynxlynx: did changing the firstchar to 1 fix everything in those other games?
[18:08:22] <lynxlynxlynx> haven't tried yet
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[19:36:32] <brad_a> is anybody else finding that the shift key does nothing when typing in the console?
[19:39:46] <lynxlynxlynx> nope
[19:40:40] <brad_a> its an sdl 1.3 issue apparently
[19:40:48] <brad_a> works for me with 1.2 but not 1.3
[19:40:52] <brad_a> i will have to fix tht
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[21:20:57] <lynxlynxlynx> brad_a: states/2 starting with 1 does not fix it
[21:21:11] <brad_a> for which game?
[21:21:17] <brad_a> works for bg2
[21:21:19] <lynxlynxlynx> only trying bg2
[21:22:15] <lynxlynxlynx> oh wait, wrong column
[21:22:42] <lynxlynxlynx> please add extra tabs into the tables, so they'll be aligned
[21:23:54] <brad_a> sorry. they are aligned in the editor i use
[21:24:16] <brad_a> i will add the tabs
[21:24:53] <lynxlynxlynx> doesn't work for 4 space tabs
[21:25:25] <brad_a> ah
[21:25:32] <brad_a> ok ill change my tab width
[21:25:37] <brad_a> to match
[21:27:34] <brad_a> wow. big difference :)
[21:48:22] <brad_a> ok tabs have been fixed
[21:48:38] <brad_a> i also added a comment about state fonts in the 2da files
[21:54:27] <brad_a> im wondering if last char shouldnt be 256 now
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[21:55:07] <brad_a> except there probably arent even 255 state icons...
[21:55:14] <brad_a> so it shouldnt matter
[22:14:04] <lynxlynxlynx> why don't you check?
[22:14:13] <lynxlynxlynx> assumptions bite
[22:14:45] <brad_a> t the moment i have no good way to check (im at work)
[22:15:22] <brad_a> git makes it easy to make a quick code change but i have to deltcp or anything else here
[22:16:04] <lynxlynxlynx> there's no rush
[22:17:06] <lynxlynxlynx> quite a pile of stuff left for the release
[22:17:27] <lynxlynxlynx> not sure if we can make it this year now
[22:18:08] <brad_a> anything i can help with?
[22:24:13] <lynxlynxlynx> i'm not sure, most are not architectural
[22:34:04] <Yoshimo> what is planned for the release and not done yet?
[22:39:57] <lynxlynxlynx> bugfixes
[22:40:23] <lynxlynxlynx> at minimum this transition bug then anything else that may crop up during tob
[22:40:59] <lynxlynxlynx> i also need to check the new spellbar sorting again, since i suspect it is not always correct
[22:41:36] <lynxlynxlynx> then there are a few other things that could be squased
[22:42:21] <Yoshimo> aka "fix 3 or 4 things on my must-have list and then anything else that is done in time"
[22:43:59] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=developers:lynx
[22:51:03] <brad_a> i think i can gut the still relevant parts of that chinese patch for phase 2 of my font system rewrite
[22:51:42] <fuzzie> that would be nice
[22:52:04] <brad_a> it looks like a lot of it is irrelevant after applying the TTF patch
[22:52:19] <brad_a> since i already made fonts dynamically sized
[22:52:45] <brad_a> and did some work for using double byte chars
[22:52:48] <fuzzie> you made them dynamically sized, not hard-coded in the 2da?
[22:53:07] <brad_a> well i mean its not harddcoded to 256 anymore :)
[22:53:30] <fuzzie> ah
[22:53:38] <fuzzie> i wouldn't call that dynamic but right :)
[22:53:48] <brad_a> i dont count the 2da as "hardcoding" since you can edit it without having to recompile etc
[22:54:05] <fuzzie> yeah, but it won't 'just work', right?
[22:54:16] <brad_a> what do you mean?
[22:54:31] <brad_a> you can limit glyph set by changing the range in the 2da
[22:54:36] <fuzzie> well, with the chinese patch, it automatically adjusts to the provided BAM font size, right?
[22:54:50] <lynxlynxlynx> hmm, missed the NEWS update
[22:54:50] <brad_a> im still looking at that patch
[22:54:56] <fuzzie> while with your patch, you have to make sure the bam matches the values in your 2da?
[22:55:09] <fuzzie> which leads me to the question of why it can't just auto-detect the values
[22:55:13] <fuzzie> because that doesn't work for the ttf?
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[22:55:55] <brad_a> well it could autodetect for bams i suppose, but yes TTF would just pile every glyph in the font into the sprite
[22:56:06] <brad_a> and also i like the ability to limit even bams
[22:56:27] <fuzzie> well, the ability to limit bams makes sense
[22:56:35] <fuzzie> and the chinese patch requires config changes anyway to change the fonts which are used
[22:57:06] <brad_a> i can squeeze ~2mb more ram out by limiting the bams to the standard ascii range iirc. i may have been reusing some tho
[22:57:48] <brad_a> well ill see what i can do about reconciling this patch with my continuing work on fonts
[22:58:06] <fuzzie> the nasty thing about the chinese patch is the encodings
[22:58:27] <fuzzie> since the strings are using Big5
[22:59:25] <brad_a> yes it wont be the easiest thing but i feel up to the challenge
[22:59:52] <fuzzie> well i mean, presumably it's not really possible to test it :/
[23:00:13] <brad_a> why not?
[23:06:08] <fuzzie> just because the encoding is a mess as well as the bams differing, so a pain if you don't have the chinese version
[23:06:15] <fuzzie> (as opposed to e.g. japanese where it's easy to get the data)
[23:06:19] <fuzzie> but i must sleep, good luck
[23:06:35] <brad_a> ok goodnight
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