[00:00:01] <chiv> hah, holy crap, I just noticed the compiz zoom feature does pretty much to gemrb what bgee does
[00:00:17] <edheldil_> heh
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[11:24:28] <traveler> hello guys
[11:24:50] <traveler> In file included from /usr/home/Kuba/GemRBGit/gemrb/gemrb/core/DialogHandler.cpp:34:0: /usr/home/Kuba/GemRBGit/gemrb/gemrb/core/GUI/GameControl.h:102:21: error: comma at end of enumerator list [-Werror=pedantic] WINDOW_GROUP_COUNT, ^
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[11:32:18] <fuzzie> hm
[11:32:33] <fuzzie> oh, my local tree has bugfixes
[11:34:13] <fuzzie> traveler: thanks, fix pushed
[11:35:28] <traveler> cool, mission accomplished :)
[11:37:41] <traveler> ...aaaaaand my work here is done. have a merry holidays you all :)
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[21:33:38] <PKodon> For some reason, I didn't know this existed.
[21:39:15] <Lightkey> we forgive you
[21:42:44] <PKodon> Well, perhaps at some time I heard of it, and just forgot about it because it was so early in the project.
[21:43:07] <PKodon> I was wondering, how does it compare with BG Enhanced?
[21:45:28] <lynxlynxlynx> it's Free software
[21:45:53] <lynxlynxlynx> the original work better still, but are less flexible
[21:46:03] <lynxlynxlynx> ees changed that for the better
[21:46:43] <lynxlynxlynx> and they don't work on so many platforms
[21:58:39] <PKodon> I was talking to someone on another channel, who said that GemRB isn't as optimized for tablets as the EE versions for tablets. I suppose that's just a matter of time/effort?
[22:02:36] <Lightkey> this is "just" an engine, for modifications to the user interface you need to rely on mods (most of which do work with GemRB)
[22:03:44] <PKodon> I just got an intriguing idea.
[22:05:51] <PKodon> Well, perhaps I should look at it (GemRB) some before I consider the idea further.
[22:12:58] <lynxlynxlynx> gemrb has plenty of room for improvement
[22:13:28] <lynxlynxlynx> most of the effort has been towards satisfying the idiosyncracies of the originals
[22:14:09] <lynxlynxlynx> luckily some people don't care about that and other areas don't rot :)
[22:14:13] <PKodon> Well, that would be the first priority, I'd guess, expansion can come once it all works.
[22:14:50] <PKodon> I'm glad that some people are expanding it's capabilities, though.
[22:15:16] <PKodon> It would be interesting to have an enhanced Infinity game authoring kit.
[22:24:41] <lynxlynxlynx> yes, but there is not as much interest as it may seem
[22:25:12] <lynxlynxlynx> one indie studio is just considering it and afaik we've never been so far
[22:25:48] <lynxlynxlynx> our own demo is very recent too and pretty much a stub
[22:31:43] <PKodon> How difficult is it to author a new game in GemRB?
[22:35:14] <lynxlynxlynx> i don't know, i haven't created any complex games
[22:35:59] <lynxlynxlynx> the tools for ie modding are not so awesome and since there are practically no standard formats, some extra converters or exporters would have to be used for some stuff
[22:36:30] <lynxlynxlynx> the scripting system is very powerful, but not intuitive
[22:37:27] <PKodon> Yeah? Try writing mods for Transcendence, which uses a modified LISP in an XML framework.
[22:38:13] <lynxlynxlynx> the main ie modding tool is written in ocaml and implements a custom sublanguage
[22:38:43] <lynxlynxlynx> but no overdose of parens, true
[22:42:27] <lynxlynxlynx> good night
[22:42:33] <PKodon> :)
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[23:13:58] <chiv> I found an idiosyncrasy that needs satisfying...
[23:15:41] <chiv> torment is full of infopoints that have dialogues, and I have just noticed that seems to be unimplemented
[23:17:51] <chiv> I can get the actors to walk to the right place but I never really learned the gamescript format...
[23:21:00] <chiv> I was hoping that is might be possible to generate a command queue to walk to the point and then start talking when the actor arrives, but can you do that in one hit?
[23:28:01] <brada> i have no idea
[23:28:21] <brada> im pretty sure anybody capable of answering that is asleep or close to
[23:28:44] <brada> fuzzie seems to know the most about scripting
[23:28:46] <chiv> i'll get it eventually, just im so close to finding out the one thing that breaks almost everything...
[23:28:56] <brada> good :)
[23:29:13] <chiv> and yet immersed in all this stuff i've never looked at...
[23:29:26] <brada> but actually im pretty sure we do ave an action queue
[23:29:28] <brada> for actors
[23:29:47] <chiv> that would be something I would like to mess around with one day
[23:30:03] <brada> see Actor::AddAction
[23:31:09] <brada> unfortunately the only way i see to generate actions is from action script
[23:31:33] <brada> probably not actually a proble
[23:33:59] <chiv> ohmygawd I think that's it
[23:34:37] <chiv> I need to do a crash course in ai scripting though, so well see
[23:35:22] <brada> chiv: http://gemrb.org/iesdp/scripting/actions/index.htm
[23:35:24] <Pepelka> Script Actions
[23:35:42] <chiv> already reading it :)
[23:36:15] <chiv> groovy, I didn't know there were waypoints
[23:36:28] <brada> yeah i told you that like last week :)
[23:36:40] <brada> when you were lamenting the pathfinding etc
[23:36:44] <chiv> my memory is sort of poroous
[23:37:07] <chiv> its all coming back though
[23:40:29] <chiv> I don't remember lamenting as such, but I did wonder why IE didn't do some things differently
[23:50:50] <chiv> huh... now my actors walk up to the talking point, then try to start dialog, with the correct dlg file name
[23:51:38] <brada> is that good or bad?
[23:51:44] <chiv> i expected it to be harder
[23:55:05] <chiv> never mind, it is harder. why would this: sprintf( Tmp, "StartDialog( %s,[PC])", trap->GetDialog() ); chop of the first letter of the .dlg file?
[23:58:29] <brada> what does trap->GetDialog() actually return?
[23:59:29] <brada> btw im pretty sure we have convenience functions for making actions
[23:59:54] <chiv> const char* GetDialog(int flags=GD_NORMAL) const;