#email@example.com logs for 21 Dec 2012 (GMT)Archive Today Yesterday Tomorrow
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[00:58:59] <traveler> i've added something to bg1 todo/wiki. just leaving trace in log. goodnight all. / Script error: No Trigger Named “Firedrake1A,2A...7A" /
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[09:57:28] <namtsui> wow
[09:57:31] <namtsui> gemrb is the greatest thing ever
[09:57:33] <namtsui> thank you lol
[09:57:41] <namtsui> going to play some icewind dale now
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[10:02:06] <lynxlynxlynx> :)
[10:02:30] <fireglow> :)
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[10:47:51] <fizzle> lynxlynxlynx: http://nopaste.me/paste/113695028950d43e43763b2
[10:50:02] <lynxlynxlynx> cool
[10:50:07] <lynxlynxlynx> did you do any testing?
[10:51:27] <fizzle> yes, seems to work for me
[10:56:07] <lynxlynxlynx> excellent
[10:57:43] <lynxlynxlynx> do you have pst?
[10:58:05] <lynxlynxlynx> i wonder if its floating window could interfere
[11:04:35] <fizzle> no, I don't have pst
[11:10:24] <lynxlynxlynx> ok, i'll check it later then
[11:10:38] <lynxlynxlynx> thanks
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[11:52:58] <fizzle> GUIMA.py has a reference to GetString(23084)
[11:53:05] <fizzle> what's that supposed to be?
[11:53:19] <fizzle> at least bg1 doesn't seem to have that id
[11:53:48] <lynxlynxlynx> dumps/bg1:@23084 = ~Travelling Hours~
[11:54:09] <lynxlynxlynx> problem with the german translation?
[11:54:27] <lynxlynxlynx> the string is present in all the games save for pst
[11:54:32] <fizzle> maybe
[11:55:20] <fizzle> I don't seem to have anything greater than about 20700
[11:55:31] <lynxlynxlynx> do you have totsc installed?
[11:56:09] <fizzle> I believe my version has it included, yes
[11:57:00] <lynxlynxlynx> not sure about this dump, but the last entry is @24123 = ~Joia's Flamedance ring~
[11:57:31] <lynxlynxlynx> anyway, i doubt totsc matters here, this is part of the travell*ing code that needed to be there for vanilla too
[11:57:38] <fizzle> 20729 seems to be the last for me
[11:58:10] <fizzle> Joia's flamdance ring is 1028 here
[11:58:59] <lynxlynxlynx> here too, it's copied numerous times
[12:00:01] <lynxlynxlynx> i guess you'll need to check what the original did with your data to know for sure
[12:22:44] <edheldil> 23084 is e.g. in the russian patch from yesterday
[12:22:54] <edheldil> as travel time
[12:23:38] <fizzle> I guess I'll have to find someone to run my version in the original engine
[12:33:50] <lynxlynxlynx> did you try wine?
[12:34:17] <fizzle> no
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[13:36:37] <edheldil> the strref 20729 in your dialog, fizzle, is clearly garbled, as it contains text from #20727 as well. On the other hand, my (en & cz) dialog.tlk does not have 23084 either, it ends at #22185, while the polish one ends at 24123
[13:39:37] <edheldil> as usual, if anyone wants to point me to language patches etc, you are welcome ;-)
[13:40:22] <edheldil> I mean, if you know about language "packs" for IE games, tell me about them :)
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[14:44:18] <edheldil> Hi, Avenger
[14:44:27] <Avenger> hi Ed
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[14:44:41] <edheldil> what's new on the bgee front?
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[14:59:15] <chiv> fizzle: I have windows runnig,
[14:59:29] <chiv> whoops, must have a cold..
[14:59:34] <chiv> anyway ill test
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[15:03:31] <edheldil> My guess is that 23084 is from a datadisk :)
[15:05:15] <chiv> german was one of the official languages though, it must be all there
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[15:23:27] <edheldil> look above ... The end of his file is garbled, so it might have been caused by an error during datadisk install or whatever. But the travelling hours is not in the Czech translation either (and the en version from the same source), so possibly #22185 is the last strref for bg1 w/o datadisk
[15:24:29] <fizzle> it's like that on the install disk already
[15:24:44] <lynxlynxlynx> what datadisk anyway? i doubt they split dialog.tlk
[15:24:47] <edheldil> Hi, kida_laptop, do you perhaps have a Korean translation of bg1?
[15:25:07] <chiv> i found german dialog.tlk that ends at 22185, but has references to ulgoths beard and wolfment etc
[15:25:20] <edheldil> meaning?
[15:25:39] <kida_laptop> no i haven't, let me check
[15:25:55] <chiv> must be from the expansion
[15:26:06] <kida_laptop> maybe i have iwd for korean translated tlk file
[15:26:37] <edheldil> hmmm, if it's something you can share (or point me to source, I am eager :-)))
[15:26:53] <kida_laptop> me ?
[15:27:31] <kida_laptop> okies let me check
[15:32:23] <chiv> http://bgtlk.cpptea.com < german tlk on this page has about 2000 less entries than all the others
[15:34:11] <kida_laptop> are you doing for multilanguage support?
[15:36:45] <chiv> multilanguage support would get my vote
[15:40:07] <lynxlynxlynx> we already have limited support for that
[15:40:19] <lynxlynxlynx> nothing like cjk or full unicode though
[15:41:21] <kida_laptop> but, in bg, iwd, they not using unicode
[15:41:23] <chiv> what did that old chinese patch do?
[15:48:26] <edheldil> it used TTF fonts, I think
[15:48:55] <chiv> i just found it in the google cache, apperently used a bam font
[15:59:44] <kida_laptop> iwd, iwd2 uses TTF font
[15:59:55] <kida_laptop> i'm not sure how bg, bg2 torment does
[16:09:25] <edheldil> Chinese Torment (the version I have) seems to have some *.dat files with fonts and a setfont.exe program, so ...
[16:11:41] <edheldil> Korean torment has just dialog and a patched Torment.exe
[16:12:06] <kida_laptop> yes maybe right
[16:12:49] <edheldil> chiv: pointer, please?
[16:13:47] <chiv> i dunno if this link will work: http://webcache.googleusercontent.com/search?q=cache:d-vw17x8BvQJ:forums.gibberlings3.net/index.php%3Fshowtopic%3D22143+gemrb+chinese+patch&cd=1&hl=en&ct=clnk&gl=uk&client=ubuntu
[16:14:42] <chiv> my chinese goes about as far has ni hao ma... so I am having trouble finding the chinese version :)
[16:17:36] <kida_laptop> http://sapjaroo.tistory.com/m/post/view/id/58
[16:17:48] <kida_laptop> here's torment patch for korean
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[16:20:06] <kida_laptop> i just google'd
[16:23:28] <edheldil> I will look into the exe later
[16:23:50] <chiv> when i can find a working chinese bg1/2 ill get back to you...
[16:25:17] <edheldil> np
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[17:22:10] <gembot> build #140 of osx-xcode-binary is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/140 blamelist: Avenger <firstname.lastname@example.org>, Brad Allred <email@example.com>, Jaka Kranjc <firstname.lastname@example.org>, Jens Granseuer <email@example.com>
[17:23:56] <brada> i assume this will clear up. the bot has been offline for a while
[17:24:35] <brada> and i updated the sdl libs so it will always fail until it reaches my change
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[17:31:35] <lynxlynxlynx> can't it just be told to skip and start with the latest?
[17:36:49] <fizzle> has anybody ever looked at the missing animations for gibberlings, bears, etc in bg1?
[17:41:46] <brada> lynx: i have no idea
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[17:43:20] <lynxlynxlynx> fizzle: it's complicated
[17:43:46] <lynxlynxlynx> the original hardcoded all the animations, but we try to be better and have most of the data in avatars.2da
[17:44:29] <lynxlynxlynx> the missing frames are caused by bad animation types or more generally, our lack of understanding, since a lot of specimens of particular types come with missing data
[17:44:53] <lynxlynxlynx> it's mostly in CharAnimations.cpp
[17:45:12] <fuzzie> the only effective way to attack it is RE though.
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[17:45:22] <lynxlynxlynx> it's spagetti in the original, so it's hard
[17:45:23] <fuzzie> which is argh.
[17:45:30] <fuzzie> because it's indeed spagetti.
[17:45:53] <fuzzie> and vtables. and sneaky unused code. and evil!
[17:46:00] <Beholder> hi all
[17:46:10] <Avenger> hello
[17:46:15] <fizzle> I get that RE isn't fun
[17:46:32] <Avenger> RE is fun, but very tiresome
[17:47:34] <Beholder> lynx, you are right. Deleting default.ini removes all problems with russian fonts). I see warning in log of course...
[17:48:00] <fizzle> to each their own, I guess ;P
[17:48:12] <fizzle> but it does look like there's a fairly straight forward solution looking at the data
[17:48:45] <fizzle> the problematic anims simply seem to be missing the JAB attack frames
[17:50:58] <fuzzie> there's a big comment in CharAnimations.cpp for the different types
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[17:52:42] <lynxlynxlynx> Beholder: it may be easier to just ship a config that has Encoding=alien in it
[17:53:27] <lynxlynxlynx> the proper solution would of course be to get a good map for the russian bams
[17:53:54] <lynxlynxlynx> fizzle: yeah, it's not necessarily just about animations
[17:54:37] <lynxlynxlynx> for example weapons have 3 fields for animation chance (overhead, side, thrust), so maybe that's what's triggering the problem
[17:55:03] <lynxlynxlynx> monsters usually have special weapons/fists though
[17:55:21] <lynxlynxlynx> worth exploring, but i got to go
[17:55:35] <fizzle> lynxlynxlynx: yeah I checked that, too, and they all seem to have attack % for all three
[17:56:06] <fizzle> if they didn't have a value for the third attack I believe it would fix itself automatically
[17:56:16] <fizzle> hm, I notice that MOGR is already handled specially
[17:57:31] <fizzle> pretty much the way I would have done for the others
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[18:29:20] <fizzle> as far as I can tell, switching MDOG to AnimType 14 fixed the problem
[18:29:32] <fizzle> now I just need to round up a bear somewhere...
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[18:34:17] <fizzle> is there a simple way to spawn monsters using the console?
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[18:42:01] <brada> createCreature
[18:42:04] <brada> i assume
[18:42:21] <brada> maybe cc shorthand exists as well
[18:47:21] <fizzle> ah, indeed, thanks
[18:47:43] <brada> clearly we added a new code file or 2 recently
[18:48:10] <brada> combatinfo.cpp/h
[18:50:20] <fizzle> hooray, no more invisible bears, either
[18:50:53] <chiv> fandabidoozie
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[19:31:39] <brada> gimp makes me want to hang myself!
[19:33:43] <chiv> you and me both
[19:34:40] <edheldil_> why?
[19:34:47] <brada> many reasons
[19:35:06] <brada> 1. i want to be able to click on something on the canvas and select the layer it is part of
[19:35:19] <brada> 2. i want to be able to copy a selection and make a new image from it
[19:35:31] <brada> so easy in PS even tho i dont know PS
[19:35:40] <brada> but in gimp it is difficult at best
[19:35:55] <chiv> i learned corel photopaint so to me everything is annoying
[19:36:45] <fizzle> 2) copy + paste as new image
[19:36:49] <brada> nope
[19:37:27] <brada> ah ok i see it now
[19:38:04] <brada> it would be nice if the new image command would see you have a clipboard too tho
[19:38:10] <brada> now how about #1?
[19:41:32] <fizzle> don't know
[19:41:48] <fizzle> I'm not a gimp expert by any stretch of the imagination
[19:46:21] <edheldil_> brada: hyper + lmbb drag
[19:46:42] <edheldil_> or super or whatever it's called. Win key
[19:47:36] <brada> that doesnt seem to work
[19:47:46] <brada> or i dont know what lmbb s
[19:47:48] <brada> i
[19:48:40] <edheldil_> left mouse button, lmb
[19:48:55] <brada> yeah that doesnt work
[19:49:12] <edheldil_> although I can't reproduce the permanent switch, not it works only temporarily
[19:49:15] <brada> hte most i can get it to do is temporarily select the layer while the button is down
[19:49:34] <brada> but then hunting down which one it is in the 100+ layers im working with is impossible
[19:49:45] <edheldil_> it did permanent switch just a minute ago :)
[19:51:25] <brada> but how?
[19:52:14] <edheldil_> no idea :), now it does tmp switch w/o any modifiers
[19:52:28] <brada> :/
[19:52:52] <chiv> gimp 1, meatbags 0
[19:53:27] <chiv> look at it sitting there all smug... grr..
[19:53:56] <brada> it appears the only way is to use keyboard keys my laptop doesnt possess
[19:54:53] <brada> ok i got it
[19:55:45] <brada> you have to go into the preferences->tool options and tell it to "set layer or path as active"
[19:55:49] <brada> then use the move tool
[19:56:03] <brada> why they dont just have a tool like PS is beyond me
[19:56:22] <brada> seems like a frequently used feature to me
[19:56:42] <edheldil_> brada: http://gimpforums.com/thread-how-to-select-layer-by-clicking-on-canvas
[19:57:00] <brada> yeah what i just said :p
[19:58:10] <brada> no my biggest complaint is that gimp refuses to hide :/
[19:58:28] <edheldil_> tab? :)
[20:01:34] <chiv> GIMP: "You get used to it! Honest! (TM)"
[20:03:25] <edheldil_> I wanted to talk with Beholder, to get more info on the russian version :(
[20:03:59] <chiv> i have it, maybe i can help?
[20:05:12] <edheldil_> I have the one we talked about yesterday too - but I am not sure how it ensures that buttons are lowercase unless it patches the exe
[20:06:51] <chiv> i didnt see an exe patch...
[20:11:02] <edheldil_> that's why I am interested :)
[20:12:42] <chiv> i think the answer is anticlimactic: it just uses lowercase letters in the tlk
[20:13:23] <edheldil_> but that's common for all tlks
[20:13:38] <edheldil_> but we uppercase button labels
[20:14:20] <chiv> are they meant to be?
[20:14:50] <edheldil_> certainly for cz, en, pl
[20:17:14] <chiv> I just compared, the gemrb menu text is much bigger than the bgmain.exe
[20:17:29] <edheldil_> really??
[20:18:00] <chiv> you wouldnt notice but side by side you can tell
[20:18:52] <chiv> I think you have been capitalizing overzealously :)
[20:21:53] <chiv> by the way, kudos to whoever put the music player in there, just noticed that
[20:26:25] <chiv> ...baldurs gate would not have been the same if the brass band didnt play along to your quest to explode all gibberlings
[20:26:29] <edheldil_> what language did you checked?
[20:26:32] <chiv> english
[20:27:42] <edheldil_> but it uses *capital* letters, so that if they are too big, it needs to use different font, not different case
[20:28:40] <chiv> well, at least in the english tlk, the entries are lowercase as well
[20:29:22] <chiv> check out 15413
[20:30:40] <brada> ed: i think your are confusing "capital" letters with capital letters ;)
[20:31:15] <brada> the font there is all caps, but the caps for the font are larger
[20:31:30] <brada> that is why our text looks bigger than original
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[20:32:52] <chiv> exactament !
[20:33:14] <edheldil_> ahh, I did not remember that the font does not have versals. My bad
[20:33:42] <edheldil_> That will teach me not to check first :)
[20:33:45] <chiv> obviously, the russian bam font is incomplete so it shows the problem badly
[20:33:57] <edheldil_> it's not incomplete
[20:34:11] <edheldil_> it just has different layout
[20:34:13] <chiv> well, it doesnt have "capital" ja
[20:34:19] <edheldil_> it does
[20:34:35] <edheldil_> see my wiki entry on intl chars
[20:35:42] <edheldil_> and yes, I have just checked :)
[20:36:22] <chiv> my apologies, so it has
[20:36:58] <chiv> which makes even less sense why it would use Y with two dots...
[20:39:09] <edheldil_> I explained it - default ini maps uc(y:) to Y:, but y: is at the same position as ya , while YA is not at the same position as Y:
[20:41:14] <chiv> now it finally makes sense
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[20:52:43] <edheldil_> Set UpperButtonText = 0 in gemrb/unhardcoded/bg1/gemrb.ini and compare with the original, please
[20:54:26] <rocket_hamster> ]
[21:07:26] <edheldil_> that would leave only bg2 with UpperButtonText = 1
[21:07:45] <edheldil_> and that only until someone complains :-D
[21:08:31] <chiv> i think that is correct, the text is the right size now
[21:08:55] <chiv> only a tiny difference in position
[21:09:32] <chiv> but the original game seems to have it strangely lower than centre
[21:09:55] <chiv> so i would leave that...
[21:10:10] <edheldil_> for now :)
[21:13:00] <edheldil_> ok,fixed upstream
[21:15:57] <chiv> its going to be harder than I thought to get this chinese version...
[21:17:35] <edheldil_> how so?
[21:19:07] <rocket_hamster> happy doomsday everybody!
[21:19:14] <edheldil_> hehe
[21:19:19] <chiv> dodgy websites... etc....
[21:19:49] <chiv> i was getting a blistering 14.5k a sec a minute ago
[21:30:06] <traveler> yeah
[21:30:15] <traveler> doomsaday was a bit letdwon this year
[21:30:19] <traveler> * let down
[21:31:58] <rocket_hamster> :D
[21:32:05] <rocket_hamster> yeah expected more myself
[21:32:12] <rocket_hamster> like flying space ships at least
[21:32:55] <traveler> yeah, at least better than last time
[21:35:50] <rocket_hamster> you know what they would say, we are in crisis we dont have enough money for another doomsday
[21:36:05] <rocket_hamster> typical, honest man cant even enjoy his doomsday these days
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[23:17:37] <lynxlynxlynx> technically there's still about an hour left of the 21th in a few places
[23:20:37] <lynxlynxlynx> fizzle: the avatars change looks correct - some of that is already fixed in bg2
[23:20:48] <lynxlynxlynx> was done in 31b207f5481190be59f3c83e04580e8e7a22a9a7
[23:20:58] <rocket_hamster> unacceptable, if there can be end of the world by someone else's time zone i demand another end of the world exclusively by central east european time zone
[23:21:26] <lynxlynxlynx> so likely all the anims that are still there need the same fixes in bg1, not just the ones you did
[23:21:57] <rocket_hamster> lynx is someone working on GUI for gemrb.ini configuration?
[23:22:35] <lynxlynxlynx> no
[23:22:40] <CamDawg> Hasn't anyone read HHGTTG? The Universe ended and was replaced by something even stranger.
[23:22:43] <lynxlynxlynx> it's not something to be modified lightly
[23:23:22] <lynxlynxlynx> iirc i added a note on which options are safe (and beneficial) to toggle to the wiki somewhere
[23:24:01] <lynxlynxlynx> some require extra modding, like the how/iwd2 style combat output
[23:24:15] <lynxlynxlynx> some would spell disaster
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[23:43:08] <fizzle> lynxlynxlynx: we should probably verify that list
[23:45:01] <fizzle> but that'll have to wait for a couple of days
[23:45:54] * fizzle out
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[23:47:38] <chiv> groovy, i have successfully installed the chinese patch
[23:48:33] <chiv> turns out it has a bam font with 10 zillion frames, and requires you to change your default locale in windows
[23:49:57] <chiv> edheldil: http://trow.cc/forum/index.php?showtopic=3906
[23:50:27] <chiv> you need to register an account to get at it
[23:50:47] <chiv> but luckily that part is english
[23:58:23] <chiv> http://trow.cc/forum/index.php?automodule=downloads&showfile=383 is the chinese exe