#gemrb@irc.freenode.net logs for 22 Apr 2011 (GMT)

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[00:50:40] <tomprince> __attribute__((warn_unused_result)) on ::Open etc. ???
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[02:15:06] <tomprince> http://gemrb.hocat.ca/buildbot/builders/cmake%20g%2B%2B-4.5.2/builds/24/steps/compile/logs/warnings%20%287%29
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[08:44:09] <fuzzie> tomprince: seems a good idea!
[09:00:13] <fuzzie> still pondering what to do with the STO thing
[09:01:24] <fuzzie> the problem is more subtle than i thought
[09:02:23] <dhewg> pull a sane cache system out of your behind?
[09:02:47] <fuzzie> but basically the loop does GetItem() on every inventory item, then checks if it's SLOT_BAG, then calls StoreHasItemCore, which futzes with the current store and does store->FindItem on that
[09:04:11] <dhewg> did you find out why the bags are crawled over way more since your trigger changes?
[09:04:25] <fuzzie> i did link you a patch for that :P
[09:04:38] <dhewg> that bag sucks thing?
[09:05:26] <fuzzie> yeah
[09:05:46] <fuzzie> but it's still really annoying with that, the crawl is still noticably slow
[09:06:08] <fuzzie> i am assuming that is caused by tomprince's changes, i imagine the memstream thing would help a lot if it worked
[09:07:11] <fuzzie> but tomprince seems to have gotten a bit distracted in the middle and filled the patch with a bunch of other changes
[09:07:26] <dhewg> hehe
[09:07:54] <fuzzie> and i NACK any patch which tries to do a whole bunch of things at once :P
[09:08:07] <fuzzie> and then happily disobey that with the stupid triggers thing, alas
[09:08:15] <dhewg> count me in, i hate that when cherry-picking or bisecting
[09:09:11] <fuzzie> our poor Avenger does try, but what happens is you end up with 'commit to do A', 'commit to do B', 'fix the commit to do A', 'oh god it all went wrong, here's everythign else in my tree'
[09:09:37] <fuzzie> a familiar experience to all of us i think, when working with gemrb :P
[09:09:38] <dhewg> slap him with the interactive rebase sign?
[09:09:59] <fuzzie> you often just end up with intermixed stuff that you can't do so much about
[09:12:22] <fuzzie> also you seem to be right about the capital thing
[09:12:31] <fuzzie> want to take bets on someone having gone through and removed the relevant code in a refactoring?
[09:13:07] <fuzzie> i hate that capital code so much
[09:25:59] <fuzzie> grr
[09:28:59] <dhewg> remind me what you mean with the capital thing?
[09:29:08] <fuzzie> item text being cut off
[09:29:31] <dhewg> ah
[09:29:40] <dhewg> its really funky on the bg1 intro text :P
[09:29:46] <lynxlynxlynx> yep
[09:29:49] <lynxlynxlynx> disappears laetr
[09:29:59] <fuzzie> that is a different problem
[09:30:03] <dhewg> it toggles from gfx captial to plain text over and over again
[09:30:05] <lynxlynxlynx> sure
[09:30:17] <fuzzie> basically *there* the problem is that the drawing code forgets the capital exists
[09:30:27] <fuzzie> and *here* the problem is that the drawing code forgets the capital is wide
[09:30:30] <fuzzie> trying to fix the latter now
[09:30:36] <dhewg> k nice :)
[09:32:45] <fuzzie> without looking at the code too much
[09:39:59] <fuzzie> well, that didn't work
[09:49:43] <dhewg> fuzzie: while that squirrel-dying fix is way better now, i see a dying fighter and a bear when traveling to windspear hills
[09:51:18] <fuzzie> so far i have managed to get the font on a single line
[09:52:55] <fuzzie> mrphle
[09:53:00] <fuzzie> almost
[09:55:11] <fuzzie> i found other bugs in here though
[09:55:56] <dhewg> i've seen items pics drawn out that dialog
[09:56:43] <dhewg> i think they were drawn at y+coord too big, so they didnt fix and scribbled over the bottom
[09:56:53] <dhewg> *fit
[09:58:39] <fuzzie> wah.
[09:59:44] <fuzzie> this is really horrible and needs rewriting, maybe
[10:01:08] <dhewg> [GameScript]: Actionoverride failed for object:
[10:01:09] <dhewg> Object: bystand1
[10:01:12] <dhewg> whats that?
[10:01:22] <fuzzie> in the promenade?
[10:01:28] <dhewg> yah
[10:01:32] <fuzzie> a script tried instructing a bystander to do something, but the bystander is gone
[10:03:27] <fuzzie> ok, got it
[10:03:39] <fuzzie> ok, not quite :P
[10:05:33] <dhewg> remember how i speculated about the actor selection?
[10:05:41] <fuzzie> what about it?
[10:05:43] <dhewg> how ppl cast offensive crap on themselves
[10:06:00] <dhewg> i think i got an easy receipe that looks related
[10:06:04] <fuzzie> you don't think it's just melee->spell transition?
[10:06:08] <fuzzie> it looked that way from the code
[10:06:24] <dhewg> i have no idea about the code, this is all user perspective :)
[10:06:38] <dhewg> anyway, in the adventurers market
[10:06:46] <fuzzie> if a scripted actor does combat followed by spell, they will screw up the spell targeting
[10:07:01] <dhewg> 6 party members, all there, i select jeheira to talk to the sells guy
[10:07:07] <dhewg> because she gets cheaper prices
[10:07:24] <dhewg> when i do that, i see the selling "s" icon of a different member
[10:07:42] <dhewg> i do not move anyone, try again, and the "s" is on another member
[10:07:59] * fuzzie waves at lynxlynxlynx
[10:10:30] <dhewg> and the mentioned y coord item gfx: http://static.hackmii.com/dhewg/shop.png
[10:11:13] <fuzzie> if someone with GUI-foo could hook up default enter on the item info dialog, that would also be nice
[10:11:59] <lynxlynxlynx> remind me later
[10:12:09] <fuzzie> i am still having problems with single-letter words being cut off
[10:13:51] <dhewg> AC on v2 rules is weird
[10:14:14] <dhewg> the lower the AC on armorm, the better, right?
[10:14:34] <fuzzie> ok, got it
[10:14:37] <fuzzie> dhewg: yes
[10:14:40] <dhewg> a "+ AC 7 vs missles" on a shield confuses me
[10:15:43] <fuzzie> i guess the idea is that the AC of *items* subtracts?
[10:16:15] <dhewg> if it doesnt for that price it sucks beyond believe :)
[10:20:03] <CIA-52> GemRB: 03fuzzie * rd0c4003ea44d 10gemrb/gemrb/core/ (Font.cpp Font.h): fix text wrapping with initials
[10:20:04] <CIA-52> GemRB: 03fuzzie * r5c28b07c0065 10gemrb/gemrb/core/AnimationMgr.h: pull Font.h out of AnimationMgr.h
[10:20:43] <fuzzie> horrible.
[10:22:07] <fuzzie> disappearing-initials thing needs something to keep a bit more state i think.
[10:22:35] <fuzzie> but one bug squashed, anyway :P
[10:29:19] <fuzzie> the original engine actually forces padding in all circumstances
[10:29:55] <fuzzie> e.g. 'Ring of Protection' becomes '<fancy R><space>ing of Protection'
[10:30:10] <fuzzie> i think i like it better gemrb's way though
[10:31:05] <dhewg> yeah, looks nice this way
[10:31:07] <fuzzie> the original scrollbar is also far nicer
[10:31:21] <fuzzie> since i can *scroll* with it
[10:31:23] <dhewg> this scrollbar is broken :P
[10:31:35] <fuzzie> as opposed to weird multi-line snapping
[10:31:44] <fuzzie> but not exactly a priority given the rest of the bugs
[10:33:30] <fuzzie> so what's next? :P
[10:33:48] <dhewg> playdeath?
[10:33:59] <fuzzie> oh right, that is also lying around in my tree
[11:02:52] <dhewg> also weird: when buying multiple healing potions from a seller, i cannot stack them
[11:03:02] <dhewg> if i save+reload it works on the same items
[11:03:13] <fuzzie> yes
[11:03:17] <fuzzie> i have a fix for that too :P
[11:03:29] <fuzzie> it's worse when selling
[11:03:36] <dhewg> git help push? :P
[11:03:54] <fuzzie> if you sell, say, two stacks of 3 healing potions, then you get a number '3' next to the item, and only one item
[11:04:05] <fuzzie> and you can buy it twice before it disappears again
[11:20:13] <fuzzie> well if i can find some time :P
[12:49:16] <fuzzie> the original engine's store stacks are slightly buggy too
[13:03:06] <dhewg> heh
[13:03:19] <dhewg> the guildhouse at the docks, with that mae'var dude
[13:03:36] <dhewg> you can buy the "nymph cloak" there
[13:03:55] <dhewg> that item info dialog is somehow broken
[13:04:14] <dhewg> there's pixel mess and you cant scroll the text
[13:04:39] <dhewg> i cherry-picked your capital fix, maybe that related because the height is off?
[13:10:40] <dhewg> thats ar0302 btw
[13:18:51] <tomprince> fuzzie: wouldn't pass my bogosity detectors either.
[13:18:55] <tomprince> :)
[13:26:08] <tomprince> github is for my bogus patches, among other things.
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[13:33:07] <tomprince> and stuff to review: cleanup
[13:33:25] <tomprince> Wonder whether I should just commit that. It break Werror for now.
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[14:24:05] <Avenger> hi
[14:35:42] <tomprince> Hello.
[14:46:33] <edheldil> Hi, Avenger
[14:46:56] <wjp> hi
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[15:56:30] <dhewg> huh, thats new: http://pastie.org/1822809
[16:04:24] <tomprince> dhewg, can you trigger that under gdb?
[16:04:49] <tomprince> Although, I haven't looked at the code, so maybe we can find it by inspection.
[16:07:19] <dhewg> i can reproduce that on 0.6.4 and master
[16:07:27] <dhewg> want a bt or a savegame?
[16:08:13] <lynxlynxlynx_> what's that critter?
[16:09:11] <dhewg> there's a carrion crawler, a olyugh and a ooze mephit
[16:09:41] <lynxlynxlynx_> ok, the first then
[16:18:20] <CIA-52> GemRB: 03lynxlupodian * rf134ae4807b5 10gemrb/gemrb/GUIScripts/InventoryCommon.py:
[16:18:20] <CIA-52> GemRB: InventoryCommon: made the Done button in the item description react also
[16:18:20] <CIA-52> GemRB: the default button
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[17:35:00] <dhewg> is there a way to visualize walkable areas?
[17:37:58] <tomprince> yes, see gemrb/docs/en/CheatKeys.txt : C-8
[17:38:52] <dhewg> ah
[17:39:01] <dhewg> i think there's a problem with that on ar0202
[17:39:07] <dhewg> the old tunnels
[17:39:32] <dhewg> i cant cross the (dried out?) sewers
[17:40:26] <dhewg> when i look for yt videos, they just walk on/over there
[17:59:11] <lynxlynxlynx_> aha, that's where those creepers are
[17:59:16] <lynxlynxlynx_> just had the same crash
[17:59:33] <lynxlynxlynx_> which part of the map did you mean by unwakable though?
[17:59:53] <lynxlynxlynx_> the stairs down and the whole tomb part was fine for me
[18:00:35] <dhewg> just when you get from the sewers down to the tunnels
[18:01:12] <dhewg> there's this sewer/river like stream, which i cant walk onto nor cross
[18:03:02] <lynxlynxlynx_> ah, yes
[18:06:02] <lynxlynxlynx_> dltcep shows an interesting color for the river
[18:07:12] <lynxlynxlynx_> sand apparently
[18:07:19] <lynxlynxlynx_> bbl
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[20:14:08] <lynxlynxlynx_> the tables look fine
[20:14:27] <lynxlynxlynx_> but i remember something about our searchmap values not matching the original
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[21:04:12] <fuzzie> gone for today+tomorrow btw
[21:09:22] <lynxlynxlynx_> have fun
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[22:21:30] <Edheldil> hi
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[22:52:28] <tomprince> Hello.
[23:52:47] <pupnik> hi