#gemrb@irc.freenode.net logs for 22 Aug 2012 (GMT)

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[08:44:11] <edheldil_> Hi, lynx
[08:45:07] <lynxlynxlynx> gmornin
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[10:07:35] <traveler> hi
[10:07:50] <traveler> helm02 / opposite alignment
[10:07:52] <traveler> is broken
[10:07:54] <traveler> http://pastebin.com/z58gxLyi
[10:10:18] <traveler> *when accessing character page
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[15:31:07] <lynxlynxlynx> register ieDword newalign = target->GetStat( IE_ALIGNMENT ); // something new every day :)
[15:32:02] <lynxlynxlynx> we have exactly 4 uses, 2 in the BIK code and I managed to stumble upon it
[15:36:48] <fuzzie> Avenger? :P
[15:38:37] <lynxlynxlynx> likely
[16:02:40] <lynxlynxlynx> bah, screwup on my part too
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[17:04:45] <brada> original:
[17:04:53] <brada> gemrb:
[17:04:57] <brada> pretty close i think
[17:05:03] <brada> close enough for sure
[17:13:04] <lynxlynxlynx> yep
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[17:27:14] <edheldil_> brada: easy way to temporarily publish screenshots is through dropbox. If you would like to create it, I can send you referer to get some free space for me :)
[17:28:18] <brada> i once had a dropbox. uploading to my own server it just as convenient for me tho :p
[17:29:15] <edheldil_> ok... I thought you were asking for a solution yesterday :)
[17:30:14] <brada> well i was lamenting that there isnt a pastebin-like solution for it
[17:30:26] <brada> not everybody has their own server :)
[17:33:33] <edheldil_> hmm, what do you miss on services like imgur or dropbox, then?
[17:33:38] * edheldil_ is confused
[17:33:58] <brada> i just hate having my personal data stored on a cloud that isnt my own
[17:34:16] <brada> i have the same sync functionality with my own server
[17:34:29] <edheldil_> sure, me too
[17:35:34] <edheldil_> but, strictly speaking, pastebin is a cloud as well
[17:35:41] <brada> and what i meant was a site like pastebin that you dont need to create an account for (free or not)
[17:35:51] <brada> yup :p
[17:36:03] <brada> dont use it for my own data like i had been doing with dropbox
[17:36:10] <edheldil_> ah, ok
[17:37:17] <edheldil_> but imgur does not need account either
[17:37:31] <brada> i did no know that
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[17:38:37] <brada> i had searched a while ago for a service like that and everything i found was eithr paid service or still required a signup
[17:38:46] <brada> show i should just ask here first :p
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[17:38:52] <edheldil_> :)
[17:38:57] <edheldil_> bye, later
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[17:40:30] <brada> can somebody check with the IWD games that inventory items have their counter too low?
[17:40:53] <brada> i have a fix for it but id hate to break other games
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[17:46:29] <lynxlynxlynx> isn't that handled in the shared inventorycommon?
[17:48:58] <brada> the problem actually lies with the sprites
[17:49:15] <brada> for some insane reason they are 2x the height they should be
[17:50:35] <brada> or something else is wrong that lead me to believe that
[17:51:13] <brada> i was logging their height in the font print and it said it was 13
[17:52:02] <brada> but i just now opened one in dltcep
[17:52:10] <brada> and it is 7 px like it should be
[17:52:36] <brada> ill have to research more
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[17:59:20] <lynxlynxlynx> iwd displays them at the bottom, so extra height wouldn't matter
[17:59:26] <lynxlynxlynx> we don't honor that currently though
[18:03:13] <lynxlynxlynx> nope, also wrong from below
[18:05:48] <lynxlynxlynx> ah no, it just default to middle
[18:14:05] <lynxlynxlynx> http://www.mobygames.com/images/shots/l/98354-icewind-dale-heart-of-winter-windows-screenshot-equipments.jpg ref
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[19:58:12] <brada> lynx: i cant seem to find where the status icons on the record window are added...
[19:58:52] <lynxlynxlynx> guireccommon probably
[19:59:51] <lynxlynxlynx> GetStatOverview of the toplevel guirec
[20:01:17] <brada> yup
[20:01:19] <brada> thank you
[20:01:28] <lynxlynxlynx> # check to see if we have a level diff anywhere
[20:13:19] <brada> so does this work by setting the initials font to states2?
[20:17:12] <brada> im slowly beginning to unravel this mess with fonts being printed too low'
[20:17:28] <brada> curious that states and initials all have a ypos of 13
[20:17:51] <brada> i dont understand why that is but it seems to be the crux of the problem
[20:21:12] <brada> and indeed the problem vanishes if i set numeric fonts to have ypos of 13...
[20:21:30] <brada> that seems like aporr fix tho
[20:22:57] <brada> ^a poor
[20:25:52] <lynxlynxlynx> it should be 9 or ?
[20:28:03] <brada> i dont understand why states or caps have a ypos at all
[20:28:11] <brada> i would have thought 0
[20:29:18] <brada> but changing them to 0 results in them being drawn a row too low
[20:29:33] <brada> jsut like is happening with numeric fonts currently
[20:31:25] <brada> tho this does answer a problem i had with TTF fonts
[20:31:41] <brada> becasue i had to offset their ypos by ~13 to get them to work
[20:32:00] <brada> and it does answer why the bottom alignment in font is off by one
[20:32:28] <brada> indeed there was a hack in there compensating for the lack of that ypos on numeric fonts
[20:37:19] <lynxlynxlynx> beats me
[20:37:30] <brada> http://pastebin.com/Wd6pwJWd
[20:37:43] <brada> i hope that is acceptable because im at the end of my rope with this
[20:38:18] <brada> this totally fixes the alignment issues i was having with inventory icons and status icons
[20:38:47] <brada> but that is all based off of BG2
[20:39:12] <brada> and i have no idea how to dynamically acquire that value
[20:39:33] <brada> for all i know it is 13 across all games
[20:39:35] <fuzzie> well I guess someone has to check pst/iwd2, if you didn't?
[20:39:42] <brada> i dont have IWD
[20:39:44] <brada> i do have pst
[20:39:51] <brada> and bg1
[20:39:56] <brada> i will check those
[20:40:36] <lynxlynxlynx> it would be interesting to check the big font mod
[20:41:06] <brada> that too
[20:42:04] <brada> i see no problems with pst
[20:42:14] <brada> tho i dont know if/where to check the status icons
[20:42:28] <brada> i guess there arent any?
[20:42:46] <lynxlynxlynx> right
[20:42:50] <brada> ok
[20:43:11] <brada> i may own pst but i am ashamed to say i never played it :(
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[20:44:31] <fuzzie> i'm not sure what code I should look at
[20:44:58] <fuzzie> the font code does things like ' http://pastebin.com/Wd6pwJWd
[20:45:00] <fuzzie> hm
[20:45:01] <fuzzie> not that :P
[20:45:18] <fuzzie> phft, IDA for linux doesn't do X selections.
[20:45:46] <fuzzie> like 'nSequence < ((GetResBamHeader()->nSequences==0) ? 256 : GetResBam'Header()->nSequences)'.
[20:45:46] <lynxlynxlynx> as far as iwd is concerned, nothing much changed
[20:45:50] <fuzzie> which is interesting.
[20:46:07] <brada> well not really. IWD bottom aligned inventoy counters
[20:46:13] <lynxlynxlynx> the lowering of align bottom looks bad, it appears it should be higher on items
[20:47:02] <fuzzie> I certainly see no magic numbers like 13 though.
[20:47:13] <lynxlynxlynx> but now it at least draws over the rect, so the numbers end up more visible
[20:47:14] <brada> maybe bottom align is supposed to have 5px padding like top align does
[20:47:31] <brada> fuzzie: they arent magic number they are in the bam data
[20:47:45] <lynxlynxlynx> with or without patch, i see two issues with status icons
[20:47:46] <fuzzie> oh.
[20:47:47] <brada> look at how states and initials fonts have ypos of 13
[20:47:55] <lynxlynxlynx> wrong font - paper bg
[20:47:56] <brada> but numeric font has ypos of 0
[20:48:03] <fuzzie> brada: yes, but why do *you* use 13?
[20:48:04] <lynxlynxlynx> one row below is half visible
[20:48:12] <lynxlynxlynx> not sure if i have effects or some wierd leftovers
[20:48:14] <fuzzie> i just mean, the original engine code doesn't have this magic number as far as I can see.
[20:48:19] <lynxlynxlynx> but they're definitely fron this font
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[20:48:51] <lynxlynxlynx> doh, guirec, i do have 4
[20:49:14] <fuzzie> mostly the original engine code is about ttf though
[20:49:28] <lynxlynxlynx> i doubt the label affects the placement
[20:50:15] <fuzzie> I have no objection to whatever you all want to change though, it just seems like it is all way overcomplicated.
[20:50:17] <brada> fuzzie: i assume i require that magic 13 because gemrb treats all fonts the same where the original must not
[20:50:32] <brada> fuzzie: i am all ears about any ideas you have :)
[20:51:06] <fuzzie> the original just has one magic CVidFont afaik
[20:51:12] <lynxlynxlynx> ah right, the choice between some paper artifacts vs black bg
[20:51:13] <fuzzie> for all BAM fonts and for TTF and for all
[20:51:35] <fuzzie> but yes, the original hardcodes the entire GUI..
[20:52:28] <brada> something is diffrent with the original clearly since numeric fonts have 0 positioning and others have 13
[20:52:33] <fuzzie> how high are the states/initials fonts, is it just baseline vs non-baseline?
[20:53:21] <brada> they are both 13 but i dont know what that means for the baseline stuff
[20:54:13] <fuzzie> hm
[20:54:19] <fuzzie> yes, ok, the original engine is quite weird :P
[20:54:27] <brada> but i think the only reason bottom align seems too far down is because it should have 5px padding
[20:54:34] <fuzzie> some callers check baseline, some check font height, some check the BAM frames directly
[20:54:39] <brada> for the same reason top align does
[20:54:58] <brada> well gemrb is not like that so we have to reconcile somewhere
[20:55:10] <fuzzie> I would prefer to pass flags to the print function.
[20:55:28] <fuzzie> If that works better; of course if your method works for all games then it's absolutely fine too.
[20:55:52] <brada> well im unsure about if it will work with font mods
[20:56:12] <fuzzie> well, yes, lynx has a good point about looking at that
[20:56:38] <fuzzie> but I just wondered about baseline because I figured we could just have a flag which controlled that, if it helps
[20:56:49] <fuzzie> honestly the font code confuses me more every time I look at it, though.
[20:56:57] <brada> it is a mess
[20:57:04] <brada> i hope im not making it worse :p
[20:57:19] <fuzzie> well, probably
[20:57:22] <brada> :(
[20:57:24] <fuzzie> but the alternative is to throw it all out
[20:57:28] <brada> yes
[20:57:35] <fuzzie> so if someone does that someday, then it won't matter
[20:57:45] <fuzzie> and if they don't, then at least your version works, right? :)
[20:57:50] <lynxlynxlynx> don't worry, we have each our own messy corner to play in >>
[20:57:51] <fuzzie> or, hopefully, in the end :P
[20:58:09] <brada> well at least i fixed chapter text
[20:58:23] <brada> tho i cant push it till i figure out this mess with the fonts
[20:59:26] <lynxlynxlynx> check the font mod
[20:59:53] <lynxlynxlynx> even changing bams under the original could maybe be helpful
[20:59:53] <fuzzie> if you prod me tomorrow I can certainly try any games you don't have
[21:00:03] <lynxlynxlynx> bigger/smaller
[21:00:36] <lynxlynxlynx> though if it is all hardcoded, the results may not be 100%
[21:00:41] <traveler> thanks for fixing helm02
[21:02:40] <traveler> about infravision- well usually it just highlighted in red all character models
[21:02:57] <brada> lynx: checked original and there is padding on the bottom too
[21:03:05] <traveler> that's how i remember it from original
[21:03:16] <brada> also apparently in original inventory counters are on bottom...
[21:03:20] <brada> why do we do top?
[21:03:23] <brada> because BG1?
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[21:03:48] <lynxlynxlynx> traveler: did you check at night?
[21:04:00] <fuzzie> brada: original bg2?
[21:04:04] <brada> yes
[21:04:37] <fuzzie> only in inventory?
[21:04:40] <lynxlynxlynx> easily changed, i just fixed it for iwd today
[21:04:42] <traveler> yes
[21:05:01] <fuzzie> oh, i have this the wrong way around
[21:05:10] <fuzzie> we do them in top?
[21:05:20] <brada> yes we do them top
[21:05:24] <brada> they should be bottom
[21:05:25] <fuzzie> o.O
[21:05:28] <fuzzie> they are bottom in bg1
[21:05:51] <brada> and im certain we should have 5px padding because that makes the status icon position match original as well as our counters
[21:05:54] <fuzzie> are they intentionally at the top?
[21:05:57] <brada> yes
[21:06:05] <brada> well something is giving them top alignment
[21:06:06] <lynxlynxlynx> http://lparchive.org/Baldurs-Gate-2-and-Throne-of-Bhaal/Update%2060/13-BG2ToBch8010.jpg
[21:06:20] <fuzzie> even iwd2 has them at bottom
[21:06:30] <brada> wtf? why are we top aligning them
[21:06:45] <lynxlynxlynx> so just pst to chcek
[21:07:11] <brada> pst in gemrb is bottom
[21:07:18] <brada> i havent checked original there
[21:07:25] <fuzzie> original pst is bototm too
[21:07:35] <lynxlynxlynx> http://src.sencha.io/http://www.thunderboltgames.com/s/features/rememberplanescape_3.jpg
[21:07:37] <lynxlynxlynx> yep
[21:07:46] <lynxlynxlynx> cool, i can remove the ifdef then
[21:07:47] <fuzzie> so feel very free to change that I guess :)
[21:09:35] <lynxlynxlynx> done
[21:09:46] <edheldil> traveler: Are Z- and Z different letters in Polish?
[21:09:48] <brada> sweet
[21:11:13] <traveler> depends what do you mean by Z- :)
[21:12:07] <traveler> if z with bar it purely ornamental..
[21:12:10] <traveler> http://pl.wikipedia.org/w/index.php?title=Plik:Polish-alphabet.png&filetimestamp=20050210234623
[21:12:52] <lynxlynxlynx> btw, bg2 doesn't have the same status icon offset issue
[21:13:09] <lynxlynxlynx> it's just the px or two, iwd has like half a row
[21:14:05] <lynxlynxlynx> no čžš
[21:14:09] <edheldil> I wonder why cdprojekt moved the letter Z- elsewhere and replaced it with Z
[21:14:53] <traveler> mhmm
[21:15:07] <edheldil> my theory was that one of them is used instead of Z with dot
[21:15:13] <traveler> because Ƶ = Ż
[21:15:21] <traveler> yes, it can
[21:15:38] <edheldil> ah, so its not purely ornamental :)
[21:15:48] <traveler> well. in the end :)
[21:17:27] <brada> lynx: if it is half a row too low then probably because you are missing the 5px padding for bottom aligned text
[21:17:49] <lynxlynxlynx> that would make it too high in bg2
[21:17:58] <lynxlynxlynx> this is shared code
[21:18:14] <brada> not after my status icon patch. it is per px perfect with original :)
[21:18:37] <brada> let me get you a patch to try
[21:18:50] <lynxlynxlynx> i'll check if the extra label is the cause
[21:20:35] <edheldil> btw, I wonder whether the polish version patches the exe, or there is a way to specify the encoding, because how else would u/l conversion work with Polish?
[21:20:54] <traveler> edheldil: believe me or not, but i would first read Ƶ as regular Z... Unless context clearly suggests Ż. Ƶ as Ż is usually used only in space constraint places. http://en.wikipedia.org/wiki/File:Straz_plakietka.svg
[21:21:06] <lynxlynxlynx> nope
[21:21:25] <traveler> check checksum o f my *exe
[21:21:53] <edheldil> yours is patched with wsm
[21:22:03] <traveler> it should not patch *exe
[21:22:12] <traveler> i've specified gemrb as engine used
[21:22:36] <edheldil> ah, ok
[21:22:48] <lynxlynxlynx> i'm not sure it doesn't bother to not hack the exe there
[21:23:09] <lynxlynxlynx> i added the gemrb mode to it so you can generate multiple resolutions with the same one install
[21:23:18] <brada> lynx: try this http://pastebin.com/D3VdBMNw
[21:23:19] <edheldil> mine is d29f6d8ba2075720629b0e2731b2834c
[21:23:23] <lynxlynxlynx> (since we don't need the coords hardcoded)
[21:25:34] <traveler> lynx: i'm pretty sure that if gemrb is chosen, it doesn't patch *exe... at least that would be pointless? and it's like i've read (bigg wrote?) in some widescreen thread.
[21:25:56] <traveler> edeheldil: http://www.eowyn.cz/gemrb/bg1/manifests/bg1_pl_totsc5512_widescreen_twm_gui.txt
[21:26:24] <traveler> i'm not sure which exe is which, because there was multistarter added by cdprojekt
[21:26:34] <lynxlynxlynx> it would be pointless
[21:26:38] <lynxlynxlynx> maybe he changed it later
[21:26:55] <traveler> morover
[21:26:58] <traveler> *moreover
[21:27:19] <traveler> i've actually ran BG on windows with this engine
[21:27:20] <traveler> once
[21:27:26] <traveler> it wasn't ws
[21:28:26] <traveler> + if ws patched *exe it should store default one in backup, correct?
[21:28:36] <edheldil> well, the csums are different
[21:29:07] <traveler> do you have 5512?
[21:29:31] <lynxlynxlynx> brada: that helps also for the stack count, so patch2 is something you could ship already
[21:29:43] <brada> yes i believe so
[21:30:03] <lynxlynxlynx> the icons don't look centered though
[21:30:21] <lynxlynxlynx> but that could be from the clip rect positioning
[21:30:44] <lynxlynxlynx> patch 3 is buggy
[21:31:25] <edheldil> how to check it? The sizes are WILDLY diferent as well
[21:31:30] <lynxlynxlynx> - iwd uses states.bam (just copy one of the last commits)
[21:31:58] <lynxlynxlynx> - iwd has no blank, so padding rows sucks
[21:32:02] <brada> ah
[21:32:24] <lynxlynxlynx> bg2 indeed looks perfect
[21:32:49] <lynxlynxlynx> but please focus on the silly quit dialog
[21:33:02] <lynxlynxlynx> i'm almost at the point of reverting it
[21:33:08] <brada> ok
[21:33:27] <lynxlynxlynx> slows testing too much when you have to restart all the time
[21:33:59] <brada> im glad running it though lldb doesnt have that effect when i exit
[21:34:45] <lynxlynxlynx> in iwd2 stack counts are fine, status icons too high
[21:34:52] <lynxlynxlynx> about 5px :D
[21:34:54] <edheldil> brada: open chargen, try to close the window, clickQuit button and you will get:
[21:34:56] <brada> ha
[21:35:09] <edheldil> [Python/ERROR]: Traceback (most recent call last):
[21:35:10] <edheldil> [Python/ERROR]: File "../gemrb/GUIScripts/bg1/GUIOPT.py", line 614, in QuitGamePress
[21:35:10] <edheldil> [Python/ERROR]: OpenOptionsWindow()
[21:35:10] <edheldil> [Python/ERROR]: File "../gemrb/GUIScripts/bg1/GUIOPT.py", line 138, in OpenOptionsWindow
[21:35:10] <edheldil> [Python/ERROR]: GUICommonWindows.PortraitWindow.SetVisible (WINDOW_VISIBLE)
[21:35:12] <edheldil> [Python/ERROR]: AttributeError: 'NoneType' object has no attribute 'SetVisible'
[21:35:43] <brada> need to check more than game there
[21:36:17] <lynxlynxlynx> pst is fine too wrt stacks
[21:36:27] <edheldil> traveler: do you have an idea whether the encoding in other games is cp1250?
[21:36:55] <brada> lynx: is IWD2 already trying to compensate for bottom padding elsewhere?
[21:37:17] <traveler> it should be
[21:37:27] <traveler> bg2 for sure
[21:37:31] <traveler> and i think the same for rest
[21:38:06] <edheldil> ok
[21:38:24] <lynxlynxlynx> it's the same code
[21:38:34] <lynxlynxlynx> bottom aligned
[21:39:06] <brada> can you check the state BAM?
[21:39:12] <lynxlynxlynx> they're already centered too, so that distinction you make is not necessary
[21:39:23] <brada> see what the ypos is
[21:40:48] <lynxlynxlynx> ypos==height
[21:40:53] <brada> ok
[21:40:54] <lynxlynxlynx> 10 and 13 respectively
[21:43:32] <brada> why are there 2 diffrent sizes?
[21:43:39] <brada> that could be the problem
[21:43:52] <brada> because it is using maxHeight to determine things
[21:44:07] <brada> so if the icons are 10 px tall and max height is 13….
[21:45:36] <lynxlynxlynx> disregard that, one was for states, the other states2
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[21:47:26] <lynxlynxlynx> teeheehee! iwd2 has 4 per row http://lparchive.org/Icewind-Dale-2/Update%2024/10-4.jpg
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[21:48:58] <brada> hah
[21:49:04] <brada> ill gladly implement that
[21:51:19] <brada> done
[21:52:26] <brada> lynx: what about insead of blank = "" we change it to blank = " "
[21:52:29] <brada> for IWD
[21:52:41] <brada> or is it IWD2?
[21:53:14] <lynxlynxlynx> it is a symbol font, the character at the space position is not empty
[21:53:32] <lynxlynxlynx> the dashlike thing is the closest
[21:53:35] <brada> well it is using char(33) apparently
[21:54:55] <brada> so what is char(33) for IWD state font?
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[21:56:43] <brada> and what about BG1?
[21:57:04] <lynxlynxlynx> newline works, so why bother with padding at all?
[21:57:06] <brada> i could have sworn it had icons but i gues my memory may be corrupted by bg tutu
[21:57:50] <brada> i think we bother with it on that row just so the lvl up icon can go on the right
[21:58:54] <brada> and we use the blanks on the other 3 rows so that the icons are horizontally centered while appearing to be left aligned
[21:59:25] <brada> because if i truely left aligned it it would fall outside the rectangle
[21:59:33] <brada> tho maybe that only applies to BG2
[21:59:45] <brada> so maybe jsut ifdef it?
[22:06:25] <brada> i seem to have lost my bookmark to download saved games
[22:18:15] <lynxlynxlynx> eowyn.cz
[22:18:59] <lynxlynxlynx> -iex "set breakpoint pending on" -iex "b abort" <-- add this to gdb invocations to catch asserts automatically
[22:23:37] * edheldil facepalms and curses bioware
[22:25:52] <lynxlynxlynx> i don't get this center align thing
[22:26:38] <lynxlynxlynx> looks like they were thoroughly more thoughtful with iwd2
[22:27:05] <edheldil> STONESML.BAM and STONEBIG.BAM have slightly different character sets
[22:27:57] <lynxlynxlynx> as in not just big=toupper(sml)?
[22:29:43] <edheldil> yup, although it's minor. In one font is SS and ss, the other has y: and ss
[22:30:08] <edheldil> and one has swapped O/ and o/
[22:35:56] <lynxlynxlynx> ss as in the german beta?
[22:37:34] <traveler> strange
[22:37:44] <traveler> while active actor fix fixed wantering npcs
[22:38:12] <traveler> some completing quest (your second visit to them) are actually misplaced to far right of their areas
[22:38:23] <traveler> *wandering
[22:38:33] <traveler> *upon
[22:39:01] <edheldil> lynxlynxlynx: yes
[22:39:50] <traveler> http://img577.imageshack.us/img577/846/201208230038411440x900s.png
[22:40:09] <edheldil> I mean, one has Y:, y:, ss, the other y:, SS, ss
[22:40:57] <edheldil> gotta love the consistency
[22:41:41] <lynxlynxlynx> traveler: that's a valid position to be in
[22:41:56] <lynxlynxlynx> no wandering bugs have been fixed btw
[22:42:19] <traveler> hmm maybe i wasn't precise
[22:42:20] <lynxlynxlynx> the activation merely delayed them for not-yet-visible ones
[22:43:13] <traveler> “Missing” (misplaced) Flaming Fist Mercenaries on AR5500, AR3800 as well as Ogrillons, Furret on AR3900, Drizzt on AR4200
[22:43:21] <traveler> they all was in far right down corner
[22:43:29] <traveler> now they are in proper places
[22:44:07] <lynxlynxlynx> good, that was expected
[22:44:09] <traveler> speaking of quests, npcs are in proper places, and upon second visit in farthest right one possible
[22:44:27] <traveler> *they all were *sigh*
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[23:28:07] <brada> anyway the cener align on status icons was because without it it draws 2px too far left
[23:28:31] <brada> so either we need to add 2 px and left align or fabricate a blank
[23:28:55] <brada> looking at the rect code maybe 2px is correct since i see width is being subtracted by 2 px
[23:29:29] <brada> except that makes other labels go too far left
[23:30:43] <brada> i wonder how the original did this
[23:30:55] <brada> i guess they didnt do the icons as a font probably :p
[23:45:45] <brada> make that 3px anyway :p
[23:46:59] <brada> BTW in BG1 our portraits are 1px cut off/shifted
[23:55:24] <brada> anyway the size seems to vary from game to game so all the more reason why my solution wast to center it
[23:55:45] <brada> but we dont have a blank glyph for other games....
[23:56:08] <brada> and now my solution is to fabricate one in a slot that is known to be unused
[23:56:14] <brada> unless somebody has a better idea
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