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

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[02:31:19] <CIA-26> GemRB: 03bradallred * ra05d5e14fcde 10gemrb/gemrb/core/GUI/ScrollBar.cpp: wires up the scrollbar per-pixel scrolling to TextArea
[02:31:20] <CIA-26> GemRB: 03bradallred * r9a4b891da018 10gemrb/gemrb/core/GUI/ (TextArea.cpp TextArea.h): adds GetRowHeight method to TextArea. will need this in ScrollBar for per-pixel scrolling.
[02:31:20] <CIA-26> GemRB: 03bradallred * rb62b578fe1b3 10gemrb/gemrb/core/GUI/ScrollBar.cpp:
[02:31:20] <CIA-26> GemRB: fixes up my previous mistakes.
[02:31:20] <CIA-26> GemRB: makes use of new stepPx instead of recalculating every tick.
[02:31:20] <CIA-26> GemRB: 03bradallred * rd27c5620a0a6 10gemrb/gemrb/core/GUI/ (ScrollBar.cpp ScrollBar.h): as stepPx as an instance variable so we dont have to calculate it every tick. also adds a getter method (will need for TextArea per-pixel scrolling)
[02:31:21] <CIA-26> GemRB: 03bradallred * r835f5b731b0b 10gemrb/ (7 files in 7 dirs): Merge remote-tracking branch 'origin/master'
[02:31:22] <CIA-26> GemRB: 03bradallred * refd2afe7eb6f 10gemrb/gemrb/core/Font.cpp: Fix for drop-caps only being printed when the capital is on the startrow of the TextArea.
[02:31:22] <CIA-26> GemRB: 03bradallred * r57002aa3ff24 10gemrb/gemrb/core/GUI/ScrollBar.cpp: automatically grab the slider when clicking the trough.
[02:31:23] <CIA-26> GemRB: 03bradallred * ra81186bbf6fe 10gemrb/gemrb/core/GUI/ (ScrollBar.cpp ScrollBar.h): adds a redraw argument to SetPos.
[02:31:23] <CIA-26> GemRB: 03bradallred * r6915865b5169 10gemrb/gemrb/core/GUI/ (TextArea.cpp TextArea.h): overrides OnMouseWheelScroll for TextAreas so that SDL 1.3 scroll wheel events will scroll TextAreas per-pixel instead of line by line.
[02:31:29] <CIA-26> GemRB: 03bradallred * re2699af024fe 10gemrb/gemrb/core/GUI/ScrollBar.cpp: adds a todo to remind me I need to factor in where on the slider is grabbed so we drag from where we grab but the top of the slider is the value that counts.
[02:31:29] <CIA-26> GemRB: 03bradallred * rcbfd3701bd01 10gemrb/gemrb/core/GUI/ (TextArea.cpp TextArea.h):
[02:31:29] <CIA-26> GemRB: adds per-pixel scrolling to TextArea
[02:31:29] <CIA-26> GemRB: new method ScrollToY + instance variable TextYPos
[02:31:30] <CIA-26> GemRB: 03bradallred * r8951d3b456ab 10gemrb/gemrb/core/Font.cpp: fix for text improperly re-flowing around drop-caps
[02:31:30] <CIA-26> GemRB: 03bradallred * r150aed62ad98 10gemrb/gemrb/core/GUI/TextArea.cpp: initializes 'smooth' to 0
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[03:31:02] <tomprince> brad_a: If you have commits, and fixes to those commits at the ame time, it is nicest to rebase -i them, so that the history doesn't show your mistakes.
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[08:08:27] <Beh0lder> hi all
[08:21:34] <Beh0lder> I found some bugs in bg1
[08:22:30] <Beh0lder> "Boring bug" still effect after battle
[08:22:52] <Beh0lder> Boots of speed does not effect
[08:31:53] <edheldil> Submit them to bugtracker or wiki or forum :)
[08:33:27] <Beh0lder> OK
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[09:03:56] <lynxlynxlynx> people get bored if they don't do anything
[09:04:03] <lynxlynxlynx> regardless of what they did previously
[09:06:15] <Beh0lder> May be
[09:06:18] <Beh0lder> annoying
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[14:59:30] <brad_a> tomprince: the mistakes i referenced in that commit was from ages ago.
[14:59:48] <brad_a> rebase -i is one of the few git things i have learned well
[14:59:53] <brad_a> :-P
[15:03:24] <brad_a> Beh0lder: has pelya said when he plans to implement touch events in his SDL fork?
[15:09:31] <lynxlynxlynx> isn't there an official port to android too?
[15:16:49] <brad_a> yes
[15:16:55] <brad_a> he says it also doesnt support touch
[15:17:00] <brad_a> i havent looked
[15:17:36] <brad_a> the official SDL 1.3 website says touch events are supported and lists android as a supported platform, but its not even in beta yet so who knows
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[16:00:46] <brad_a> well i would think the official SDL android supports touch events because apparently angry birds uses sdl...
[16:02:17] <fuzzie> on android?
[16:02:31] <fuzzie> doesn't look like it does.
[16:02:38] <brad_a> why is that?
[16:02:58] <brad_a> how cn one tell by looking?
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[16:17:41] <fuzzie> oh.
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[17:21:51] <Avenger> fuzzie, lynx: i reenable LastDamage because that's how the original works. in tob ida DB: 008F7C14 is the start of the damagetaken trigger. and .text:008E0B4C is TookDamage. (TookDamage is a trigger, damagetakenXX are condition triggers)
[17:23:45] <fuzzie> TookDamage is a non-code trigger, no?
[17:23:52] <Avenger> tookdamage stores the damag in int0Parameter
[17:24:08] <fuzzie> makes sense
[17:24:13] <fuzzie> but you *also* want a field?
[17:24:17] <Avenger> when it 'hits' it moves the damage to the field
[17:24:28] <Avenger> that's where DamageTakenXX finds it
[17:24:30] <fuzzie> or you mean a copy?
[17:25:30] <Avenger> yes, it is a copy
[17:25:47] <fuzzie> right, so .text:008E0B4C is not TookDamage, it is the code which copies from TookDamage :)
[17:25:52] <fuzzie> that makes sense, go ahead
[17:27:36] <Avenger> tookdamage doesn't store the lasthitter, though
[17:27:50] <Avenger> that is hitby
[17:28:39] <fuzzie> this code i don't fully understand because i don't see quite how all the copies are used/restored/etc
[17:29:01] <fuzzie> so anything i wrote is probably guessed
[17:30:00] <Avenger> i think the non 0x4000 trigger carries the int parameter / enum. When it fires, it is evaluated. (TookDamage's evaluation is to store the damage in actor.LastDamage
[17:30:27] <fuzzie> yes, that bit i understand
[17:30:42] <Avenger> do we have this kind of non 0x4000 trigger evaluation?
[17:30:46] <Avenger> if yes, where
[17:31:11] <fuzzie> not yet, but it should go in Scriptable::AddTrigger right?
[17:31:24] <Avenger> not in addtrigger
[17:31:26] <fuzzie> or does it only happen in the AI update phase? there's a flag set in the triggers i think
[17:31:30] <Avenger> addtrigger adds them to the queue
[17:31:37] <Avenger> then the queue is processed
[17:31:38] <fuzzie> i mean, in the original
[17:31:44] <Avenger> in the original too
[17:31:46] <fuzzie> but TookDamage isn't handled in the original there?
[17:32:00] <Avenger> tookdamage moves the int0parameter in ApplyTriggers
[17:32:04] <fuzzie> i thought it was in both
[17:32:07] <Avenger> that is the evaluation phase
[17:32:12] <Avenger> no, only at evaluation
[17:32:25] <Avenger> so there are more than one 'last' damages in the queue
[17:32:35] <Avenger> TookDamage always gets the right one
[17:32:47] <Avenger> DamageTaken.. takes the last one
[17:33:00] <fuzzie> the '4' flag is for adding a trigger, the '2' flag is for evaluating a trigger?
[17:33:18] <Avenger> i don't know what those flags are?
[17:33:33] <fuzzie> there's a flag on triggers which specifies what was done for them
[17:33:39] <fuzzie> it is checked/set at the beginning of the loop
[17:33:54] <Avenger> you know more than me, again :P
[17:34:11] <fuzzie> but you're looking at the one with '2' i guess, which you do indeed call ApplyTriggers
[17:34:21] <Avenger> i knew flags only use the lowest bit (for negation)
[17:34:25] <fuzzie> the one which also has morale updates for HitBy, and rep/stats/XP updates for Kill, etc
[17:34:35] <fuzzie> yes?
[17:35:04] <Avenger> ok, now that you said...
[17:35:16] <Avenger> i see and 2 applied on the flags ;P
[17:35:18] <fuzzie> if so, then no, we don't have a loop like that, you should add one :)
[17:35:38] <Avenger> 2 marks the trigger 'evaluated once'
[17:35:45] <fuzzie> yes
[17:35:58] <fuzzie> and 4 is for new trigger addition, i think
[17:36:15] <fuzzie> i *did* find a reason for that, i think triggers can get re-added, but i forget
[17:36:16] <Avenger> cool, i hope you implement this soon. Just the framework stuff
[17:36:44] <fuzzie> hm, well, as i said, i don't really understand it.. :)
[17:36:49] <Avenger> meh
[17:36:52] <fuzzie> i just happened to already have notes on the flags
[17:37:17] <fuzzie> but everything you said about TookDamage sounds perfect
[17:37:18] <Avenger> well, bit 2 is set on the trigger if it was applied once, that part is trivial
[17:38:49] <fuzzie> sure
[17:38:50] <Avenger> where is their AddTrigger?
[17:38:53] <fuzzie> i already have flags there
[17:38:56] <Avenger> is it a virtual function?
[17:39:07] <fuzzie> because TEF_PROCESSED_EFFECTS is used for the contingency
[17:39:31] <fuzzie> you call it 'SetTrigger' i think?
[17:40:05] <Avenger> no such fun
[17:40:32] <Avenger> just gimme a clue what calls it or such
[17:40:58] <fuzzie> well, it calls ContingencyList::ProcessTrigger i guess
[17:41:18] <fuzzie> and also DoorTrapVisible and ContTrapVisible and etc?
[17:41:40] <Avenger> vfun c4? which i call procPendingtriggers aka disruptcasting?
[17:42:01] <fuzzie> no
[17:42:04] <Avenger> then one with Edwin special case in it
[17:42:11] <Avenger> hmm, then ...
[17:42:14] <fuzzie> that is the scripting update function :)
[17:42:33] <Avenger> well, it calls: scriptable::ProcessTriggers
[17:42:50] <fuzzie> SetTrigger is the *only* caller of the contingency new-trigger code though
[17:44:18] <fuzzie> i am meant to be out buying new computer parts right now so i can actually have something reliable to run IDA on, but this is not working out so well
[17:44:36] <Avenger> hmm i see a message set trigger, which calls scriptable set trigger, tat should be it
[17:44:43] <fuzzie> yes
[17:45:00] <Avenger> but by now, i forgot why i looked for this :P
[17:45:14] <Avenger> ahh to see how it uses any flags
[17:45:24] <fuzzie> well that bit is boring :)
[17:46:06] <Avenger> it is totally weird
[17:46:18] <Avenger> why would it be other than |4 anytime
[17:46:30] <Avenger> the trigger is added to the queue only by this, and only once, no?
[17:46:33] <fuzzie> no
[17:46:57] <Avenger> oh, it has trigger specific code!
[17:47:02] <Avenger> no i know what did you talk about
[17:47:03] <fuzzie> yes
[17:47:06] <Avenger> *now
[17:47:09] <fuzzie> hehe
[17:47:11] <fuzzie> ok :)
[17:47:33] <Avenger> tookdamage isn't doing anythign special here
[17:47:43] <Avenger> it is doing its specialty in applytriggers
[17:47:46] <fuzzie> yep
[17:47:55] <fuzzie> i agree
[17:48:11] <Avenger> so, what else you don't understand? you surely know more now.
[17:48:44] <Avenger> i feel i now 'almost' understand the triggers :)
[17:48:49] <fuzzie> there are some object copies made there (and in Scriptable's ApplyTrigger too)
[17:49:20] <fuzzie> and i don't understand why they're all needed, that's all
[17:49:20] <Avenger> you mean the specialties of 'summoned' etc?
[17:49:25] <fuzzie> yes
[17:49:35] <Avenger> those are the lastXX object
[17:49:52] <Avenger> we don't have to code them in the global addtrigger, i guess
[17:50:04] <Avenger> we can simply set them before we call addtrigger
[17:50:31] <Avenger> this doesn't apply to tookdamage, which isn't working in addtrigger, but we already settled that :)
[17:50:49] <fuzzie> sure, and note the other stuff in applytriggers too!
[17:50:55] <fuzzie> and now i get to go shop, bye!
[17:51:30] <Avenger> attackedby/hitby/died/killed/tookdamage
[17:51:33] <Avenger> ok, see you
[18:06:31] <brad_a> ok. so i need to fix that mac cmake stuff. what version of cmake is the minimum required?
[18:08:33] <lynxlynxlynx> 1st line
[18:09:06] <brad_a> :O don't know how i missed that
[18:10:34] <brad_a> any way we can bump that to 2.4.7?
[18:10:44] <lynxlynxlynx> sure
[18:11:05] <brad_a> that should work then
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[19:14:22] <CIA-26> GemRB: 03avenger_teambg * r58840dbdcb51 10gemrb/gemrb/core/ (5 files in 2 dirs):
[19:14:22] <CIA-26> GemRB: added back LastDamage
[19:14:22] <CIA-26> GemRB: added trigger flags as reminder for the trigger rewrite
[19:33:07] <fuzzie> o.O
[19:33:34] <fuzzie> methinks Avenger failed to notice the trigger flags :P
[19:37:06] <fuzzie> also i guess the IE games are on sale on gog.com
[19:37:42] <fuzzie> all 5 for $30 which isn't too bad
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[19:50:07] <brad_a> Beh0lder: i found a patch for adding multitouch to android sdl
[19:50:12] <brad_a> http://bugzilla.libsdl.org/show_bug.cgi?id=1294
[19:50:15] <brad_a> in the comments
[19:50:27] <brad_a> or this one (maybe the same one)
[19:50:32] <brad_a> http://bugzilla.libsdl.org/show_bug.cgi?id=1159
[19:57:57] <gembot_> build #232 of msvc++6 is complete: Exception [exception clean build/build] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/232 blamelist: avenger_teambg@sourceforge.net
[19:58:42] <lynxlynxlynx> http://www.gog.com/en/page/dnd_promo <-- if anyone is missing something
[19:58:59] <lynxlynxlynx> oh eh
[19:59:15] <lynxlynxlynx> the ones you already have count into the discount btw
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[20:16:31] <brad_a> i would like to turn font into an abstract base class so i can implement SDL_ttf as a plugin. i think i want to make that my next big task.
[20:16:50] <fuzzie> bear in mind the Chinese patch..
[20:17:13] <brad_a> :O
[20:17:31] <fuzzie> not keeping it working, but bearing in mind that double-byte strings exist
[20:18:24] <brad_a> i would keep the current font in core and ttf would be optional
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[20:18:51] <fuzzie> sure, i just mean, avoid baking assumptions into the interface
[20:18:51] <brad_a> SDL_ttf seems to support unicod
[20:19:02] <brad_a> i shall do my best
[20:19:03] <fuzzie> this is not unicode, of course, because that would be helpful
[20:19:16] <brad_a> oh
[20:19:45] <brad_a> :-p
[20:19:49] <brad_a> im still gonna try
[20:19:52] <fuzzie> sure
[20:20:02] <fuzzie> i mean, i would never expect you to make it work
[20:20:08] <brad_a> itll be fun even if i fail
[20:20:12] <lynxlynxlynx> hehe
[20:20:13] <fuzzie> since you don't have the wide-char games
[20:20:17] <fuzzie> just a "bear in mind" :-)
[20:20:44] <brad_a> as long as i dont break anything im fine with ttf only working partially or something
[20:20:54] <fuzzie> yes
[20:21:05] <fuzzie> just obviously e.g. you can't depend on strings being made up of bytes
[20:21:06] <brad_a> i just want a way to adjust the font size easily
[20:22:45] <fuzzie> the Chinese patch just converts all strings passed to Font to uint16*
[20:23:47] <fuzzie> but it actually seems to only do it internally
[20:24:00] <fuzzie> which makes it pretty easy to avoid breaking it, i guess :)
[20:24:18] <brad_a> thats good :)
[20:25:20] <brad_a> it seems that i should be able to take data from an SDL_Surface to convert to Sprite2D or whatever it is i need right?
[20:25:27] <brad_a> then of course back again ;-P
[20:27:18] <fuzzie> well, i still want an opengl backend
[20:27:26] <fuzzie> it would be ridiculously more efficient on phones
[20:27:40] <fuzzie> but i've been saying this since i started working on gemrb so..
[20:28:10] <brad_a> yes thats why i have to convert the sdl_surface that sdl_ttf produces to our sprite class
[20:29:07] <brad_a> has anybody even started to attempt an opengl video plugin?
[20:29:27] <pupnik> it has been talked about ;)
[20:29:36] <brad_a> he he
[20:30:04] <fuzzie> someone started one and then disappeared without making the license clear i think
[20:30:04] <lynxlynxlynx> the problem is the way sdlvideo is currently tied into everything
[20:30:19] <brad_a> is it? i know its in openal plugin
[20:30:21] <fuzzie> the biggest problem is BAM
[20:30:36] <fuzzie> i mean, you would want to implement an opengl plugin on top of SDL initially anyway
[20:30:42] <fuzzie> the SDL dependency isn't a problem in itself
[20:30:54] <brad_a> yeah
[20:31:26] <fuzzie> but the data for BAM (animation) sprites is paletted and owned by the core
[20:31:39] <fuzzie> and stored in RLE state, not as raw palette entries
[20:31:54] <brad_a> yup. you've lost me :-P
[20:32:13] <brad_a> clearly im not going to be implementing a new video driver anytime soon
[20:32:14] <fuzzie> basically: the data for gemrb sprites is stored in an internal format which is not converted to a surface :)
[20:32:26] <pupnik> run-length encoding, first seen by me for graphics in the 1984 issue of 'creative computing'
[20:32:45] <brad_a> i wasnt even alive then!
[20:33:25] <pupnik> it was fun to program when everyone was afraid of computers
[20:33:49] <brad_a> and when you had god-like control over the hardware
[20:39:14] <brad_a> i dont suppose anybody has a good free-to-unse-and-include ttf font for gemrb?
[20:39:52] <brad_a> or is interested in making one :)
[20:50:55] <lynxlynxlynx> depends on what you want
[20:51:46] <lynxlynxlynx> http://openfontlibrary.org/font/eadui <-- I used this one for the shirts, but you probably want one for the normal text
[20:57:48] <brad_a> meh i like it. im not going to hard code it or anything i just would like one to include
[20:58:01] <brad_a> so the user should be able to use whatever fonts they have
[21:00:04] <brad_a> looking at sdl_ttf this shouldnt be too hard to pull off. the hardest part will be to not break anything when i separate font.cpp into 2 classes :-p
[21:00:57] <fuzzie> yeah, that's why i mentioned you shouldn't assume char* :)
[21:01:06] <fuzzie> good luck
[21:01:26] <brad_a> stop scaring me :-p
[21:02:07] <fuzzie> i think that if you didn't already run away scared at the sight of gemrb's C++, you will be just fine
[21:04:06] <brad_a> i feel better now d:)
[21:06:29] <brad_a> my biggest problem with the code is there are no comments and an abundance of variables with names like psx
[21:06:59] <brad_a> it took me longer to figure out what font.cpp was doing than it did to actually fix the drop-caps
[21:09:36] <brad_a> of corse when i go back and look at my own code i wrote 4 years ago i want to vomit...
[21:10:21] <pupnik> the main thing is to go ahead and go for it imo
[21:12:56] <brad_a> oh i will
[21:13:53] <lynxlynxlynx> stuff can always be renamed for clarity
[21:21:42] <brad_a> well i have nothing against short variable names. instead of renaming them i just put a comment at their declaration
[21:28:18] <lynxlynxlynx> i like them clear if they aren't used just in a small block, but sometimes it is really hard to find a good name that doesn't blow the line up
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[21:32:55] <pupnik> here's my best macro shot on a fairly old olympus c-7000 with the 'supermacro mode http://i.imgur.com/ITS8H.jpg
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[22:44:20] --- Topic for #gemrb is: GemRB 0.6.5 | http://gemrb.org | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots! | import pdb; pdb.set_trace()
[22:44:20] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Fri Aug 5 14:43:26 2011
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