#gemrb@irc.freenode.net logs for 21 Dec 2013 (GMT)

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[00:00:29] <chiv> yeah, I'd have to upgrade my eyes for that
[00:01:54] <Lightkey> oh, got a fitting link from another channel just now: http://i.imgur.com/qDzgcIM.jpg
[00:04:57] <chiv> now i am afraid of mice
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[02:15:32] <Ataraxia_> i need some ale
[02:16:01] <Ataraxia_> :)
[02:27:04] <Ataraxia_> anybody here? i didnt mean to bother anybody much just to ask can one program an rpg in this engine using c++? idk in which lang did they program...or it probably doesnt matter i can use any lang it compiles anyways?
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[12:38:54] <jackhunter> hello
[12:39:08] <jackhunter> do you know why most of rpg use the word bar rather than pub?
[12:41:55] <lynxlynxlynx> most are made in the states? American english is prevalent?
[12:42:08] <jackhunter> maybe actually
[12:42:26] <lynxlynxlynx> i would associate bar with any booze joint, while a pub would have to be a english/irish themed one
[12:42:27] <jackhunter> i was wondering if bar evocated something different compared to pun
[12:42:35] <jackhunter> oh ok
[12:42:53] <jackhunter> so it fits more for post apocalyptic games
[12:42:56] <lynxlynxlynx> i don't drink, so i'm not the best to ask though
[12:43:31] <lynxlynxlynx> maybe some writers just like the word better
[12:43:37] <lynxlynxlynx> it's less ambiguous too
[13:12:50] <Lightkey> yes, pub has (Brit.) written on every entry on dict.leo.org
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[13:49:08] <chiv> pub is actually a contraction of the word 'public house', and like you might expect, it usually is a place with a cosier atmosphere than a bar
[13:51:26] <chiv> but I would have thought it better to use a word like 'tavern' in a fantasy rpg
[14:30:23] <jackhunter> ye sin medieval fantasy it suits better
[14:31:16] <jackhunter> chiv i habe been playing torment and i think that there a few things that should be improved, if not already done through gemrb
[14:31:37] <jackhunter> pahtfinding for example seems even worse than in bg2
[14:31:47] <chiv> oh torment in gemrb needs serious work...
[14:32:19] <jackhunter> ai is weaker too, but i dont know if that can be improved
[14:32:26] <chiv> I do try and fix problems, but really i'm a glorified playtester
[14:33:13] <chiv> gemrb only has one pathfinding system, so all the games should act the same
[14:33:20] <jackhunter> i dont find a lot of players active on planescape currently tbh
[14:34:05] <jackhunter> hopefully it will improve planescape pathfinding
[14:34:31] <jackhunter> for example when you send three allies fight same mob
[14:34:36] <chiv> the ai, is more likely the fault of the original game scripts
[14:34:39] <jackhunter> melee fight
[14:34:56] <jackhunter> it often hapens that one or two of them are blocked by the third
[14:35:03] <jackhunter> which didnt happen that often in bg
[14:35:59] <jackhunter> the mordon cube show well weaknesses of ai
[14:36:13] <jackhunter> you have some monsters that can stay stuck for a while in corners
[14:38:31] <jackhunter> i remmber there was a clua console code in bg2 to try and improve pathfinding
[14:38:45] <chiv> theres no console in torment.exe afaik
[14:39:05] <jackhunter> sadly
[14:44:06] <lynxlynxlynx> chiv: i'll give a detailed description as soon as i can
[14:44:25] <chiv> thats ok, I'm just figuring out cherry pick in the mean time
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[15:08:19] <brada> chiv: http://pastebin.com/kakM07Sg
[15:08:21] <Pepelka> [Diff] diff --git a/gemrb/core/Interface.cpp b/gemrb/core/Interface.cpp index d016151. - Pastebin.com
[15:08:50] <brada> thats what i was talking about doing so you can set that in the ini without breaking gemrb.cfg
[15:10:30] <chiv> ah thats pretty neat
[15:10:41] <brada> tho we should probably actually separate those from the CONFIG_INT lines
[15:12:17] <chiv> does it make more sense to allow any key to be over-ridden by gemrb.cfg?
[15:12:39] <brada> yes, if nothing else then for historical reasons
[15:13:10] <lynxlynxlynx> +1
[15:13:13] <brada> but also frequently the game.ini will contain settings for resolution for the original
[15:13:21] <brada> but then people install WS mod for gemrb
[15:13:43] <brada> therefore gemrb.cfg should override resolution
[15:15:27] <brada> probably ougth to throw an #undefine CONFIG_VAR in there too
[15:15:29] <brada> ought
[15:22:59] <jackhunter> i hpe gemrb will work with ghostdog and other fixes
[15:23:49] <brada> i dont know what ghostdog is, but gemrb is compatible with any mod that doesnt patch the exe
[15:24:59] <jackhunter> it adds resolutions for planescape, allowing high res, and then biggs mod fixes it
[15:25:33] <brada> theres no such thing as a mod for high res with IE games :p
[15:26:05] <jackhunter> This is a User Interface modification which in combination with Bigg's Widescreen Mod (http://www.gibberlings3.net/widescreen/) makes any resolution, above or equal to 800x480, viable for Planescape: Torment by changing a number
[15:26:18] <jackhunter> of things in the User interface.
[15:26:43] <brada> thats just widescreen mod
[15:26:50] <brada> and yes it works with gemrb
[15:27:21] <jackhunter> great then
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[15:43:46] <chiv> ghostdog's mod actually improves the ui gfx as well... i'm sure it works in gemrb. but I uninstalled it so it wouldn't get in the way of making my own widescreen patch
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[16:41:31] <chiv> these are the three bug fixes from my configurator branch : https://github.com/chilvence/gemrb/compare/fixesonly
[16:41:33] <Pepelka> Comparing gemrb:master...chilvence:fixesonly · chilvence/gemrb · GitHub
[16:41:35] <Pepelka> »gemrb - Engine Made with preRendered Background«
[16:45:32] <chiv> I'm actually glad I just worked that out, because I don't usually plan to fix bugs, they just stick out when I stumble on them in the process of doing something else
[16:45:35] <lynxlynxlynx> good to go
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[16:46:37] <chiv> sent
[16:49:36] <lynxlynxlynx> thanks
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[22:25:27] <lynxlynxlynx> huh, can't ssh to sf
[22:39:48] <wjp> same for me
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