#gemrb@irc.freenode.net logs for 23 Aug 2009 (GMT)

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[06:51:08] <CIA-22> gemrb: 03lynxlupodian * r7026 10/gemrb/trunk/NEWS: NEWS bump
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[09:03:10] <rabidpoobear> howdy
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[09:16:42] <fuzzie> hi all
[09:21:51] <rabidpoobear> what's up?
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[09:28:26] <fuzzie> i guess the sky? not awake enough to check
[09:29:03] <Gekz> lol.
[09:32:17] <rabidpoobear> >_<
[09:33:09] <fuzzie> i am rather unexpectedly alone this morning, the coffee machine is empty, panic, what to i do! i suppose there's a literal heap of notes on bg2 triggers on my desk, too, p'rhaps that's up.
[09:37:09] <rabidpoobear> so what parts of gemRB are in Python?
[09:37:13] <rabidpoobear> :)
[09:37:57] <fuzzie> The GUI code and, in theory, a large amount of the game rules (character generation, level up, dual classing, etc).
[09:39:59] <rabidpoobear> so if someone were to, say, want to help out a bit, what would be a good way to start?
[09:41:50] <fuzzie> People usually end up just finding something which annoys them and trying to work it out. if you don't already know Python then a lot of it is a huge pain, though.
[09:43:20] <wjp> do you know python and/or C++?
[09:44:01] <rabidpoobear> Yep, sure do. I'm a grad student in Comp Sci and I've been usin' Python for all my personal projects for about 6 years now.
[09:44:33] <wjp> great :-)
[09:44:36] <fuzzie> do you have any game data to work with, is i suppose the next question :) maybe we should make a little
[09:44:39] <fuzzie> FAQ
[09:45:05] <rabidpoobear> I know where Icewind Dale is, and I think I can track down a copy of BG2
[09:45:36] <rabidpoobear> FAQs are good
[09:45:44] <Gekz> through physical means?
[09:45:44] <Gekz> :P
[09:46:32] <fuzzie> hooray for the internet, the land where even corrupt incomprehensible copies of bg2 are everywhere?
[09:47:26] <rabidpoobear> ha. Is there a preferred edition you guys use? I've seen copies at half-price books for pretty cheap
[09:47:55] <fuzzie> We're still mostly concentrating on bg2, but on the other hand, that means that there's a lot more work to do for iwd and the other games (in particular, copying or refactoring code from bg2).
[09:48:08] <Gekz> I have every edition of every game now
[09:48:10] <fuzzie> And there's still huge numbers of bugs in the bg2 code, so heh.
[09:48:14] <Gekz> except for PST
[09:48:16] <Gekz> I only have the 4CD
[09:49:00] <rabidpoobear> so the goal is to make BG2 work exactly as the original engine does?
[09:49:01] <fuzzie> From Amazon UK I'd look at the Baldur's Gate Compilation DVD, which is pretty cheap.. I guess there's something not too similar elsewhere.
[09:49:30] <fuzzie> Well, we're trying to fix all the bugs/exploits on the way, and there's already a lot of extra modding functionality, but yes.
[09:50:09] <rabidpoobear> the 4 in 1 boxset?
[09:50:16] <fuzzie> The bg2 modding community do an admirable job of exe patching, though.
[09:50:34] <rabidpoobear> to fix exploits in the original engine?
[09:51:09] <fuzzie> Mostly to fix bugs and re-activate disabled features, but also to do things like add new animations (in gemrb that's a data file, in the bg2 exe it's in the exe..).
[09:51:24] <rabidpoobear> oh, interesting
[09:51:35] <fuzzie> there's no way that 4-in-1- set is worth $50
[09:51:53] <fuzzie> it's all of $20 new here!
[09:52:05] <rabidpoobear> weird
[09:52:21] <rabidpoobear> oh I guses it's because Amazon's not selling it, it's some 3rd party
[09:52:36] <wjp> amazon.co.uk has it new for 10 pounds
[09:52:50] <rabidpoobear> what's shipping like to US?
[09:53:24] <wjp> yikes, but they have the IWD triple pack for 29 pounds
[09:54:32] <fuzzie> hm, i guess the previous seller ran out of copies
[10:14:00] <rabidpoobear> well I'm gonna turn in, if I can get a hold of a cheap copy of BG2 I'll be back :)
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[10:15:50] <Gekz> my favourite piece of code in the world
[10:15:54] <Gekz> is infinitycracker.c
[10:15:58] <Gekz> such a simple .c fille
[10:16:05] <Gekz> cracks every single infinity games .exes
[10:16:07] <Gekz> so you dont need cd
[10:51:27] <fuzzie> we still need cool gemrb screenshots, Gekz
[10:51:52] <Gekz> that's a good point you raise
[10:51:56] <Gekz> fuzzie: give me some time
[11:13:09] <fuzzie> oops, i forgot to update the blocking actions which simply call into gsutils
[11:14:14] <fuzzie> no wonder dialog was still wonky
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[11:41:50] <fuzzie> lynxlynxlynx: if you do do a second run sometime, it might be an idea to do it with two members
[11:41:58] <fuzzie> i found some problems here and there with that
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[12:06:46] <legnaleurc> hello
[12:06:59] <legnaleurc> your building system has switched to cmake
[12:07:23] <legnaleurc> but the document is still in autotools
[12:08:29] <legnaleurc> is there an avaliable doc for cmake?
[12:09:00] <fuzzie> we still support autotools
[12:09:15] <fuzzie> but cmake is easier for some windows and mac people, so we added it too
[12:10:17] <fuzzie> if you want to use cmake, then i'm sure we can write some docs
[12:13:45] <legnaleurc> fuzzie: thx
[12:16:39] <legnaleurc> so autogen.sh generates configure script?
[12:19:48] <wjp> yes
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[12:31:25] <legnaleurc> wjp: thx
[12:32:12] <legnaleurc> well, i used cmake, and it directly installed to /usr/local instead of /usr/local/gemrb ....
[12:38:23] <fuzzie> it does seem to be configured to do that
[12:39:21] <fuzzie> on Windows that is probably correct, and on OS X it goes into a bundle, so I guess no-one tested it on Linux
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[12:40:54] <legnaleurc> so i should change PREFIX variable by myself ?
[12:42:24] <fuzzie> well, i wonder where PLUGIN_INSTALL_DIR is set to
[12:42:53] <D_T_G> hi
[12:43:32] <fuzzie> i guess that is wrong too, so someone knowing cmake needs to fix the scripts, but changing PREFIX yourself seems like it would work for now
[12:43:38] <fuzzie> hi, D_T_G
[12:43:54] <fuzzie> did the HLA scrollbar patch of yours get applied?
[12:43:59] <fuzzie> if not, could i have a url again?
[12:44:11] <D_T_G> i think not
[12:44:25] <D_T_G> sec
[12:45:00] <D_T_G> http://wklej.org/id/123515/txt
[12:46:24] <legnaleurc> fuzzie: i changed the variable and it works
[12:46:36] <CIA-22> gemrb: 03fuzzie * r7027 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: MoveToObjectCore and BeginDialog also need to store marked objects
[12:46:52] <D_T_G> http://tnij.org/motoscholes - gemrb should run on it :)
[12:47:29] <legnaleurc> now i get message: [Config]: Trying to open GemRB.cfg [NOT FOUND]
[12:47:35] <D_T_G> upcoming android mobile phone
[12:48:22] <CIA-22> gemrb: 03fuzzie * r7028 10/gemrb/trunk/gemrb/GUIScripts/bg2/LUHLASelection.py: LUHLASelection: scrollbar/enhancements fixes, patch by Nugrud
[12:49:12] <fuzzie> D_T_G: usually the screen resolution is too low, but it's no problem if it's really so large
[12:49:32] <D_T_G> res is 480×854
[12:49:35] <fuzzie> legnaleurc: well, you have to provide data and copy an appropriate config file into place
[12:50:03] <legnaleurc> fuzzie: where to place? install path?
[12:50:09] <D_T_G> if we could flip it 90 degree it would be just enough to fit 640x480 :)
[12:50:21] <fuzzie> i think it looks in the prefix for the cfg by default, yhes
[12:51:22] <fuzzie> it tries ~/.gemrb too? and you can run 'gemrb -c somecfg.cfg'
[12:51:57] <fuzzie> D_T_G: sure, and you can mod the ui to be a bit wider too
[12:53:53] <legnaleurc> fuzzie: it looks pwd ....
[12:55:13] <fuzzie> hm
[12:55:15] <fuzzie> this is another cmake problem
[12:55:36] <fuzzie> if you use cmake, then it doesn't set SYSCONFDIR, so it doesn't know to look there
[12:55:47] <fuzzie> i guess there needs to be a "don't use cmake" in the documentation
[12:56:14] <legnaleurc> lol
[12:57:15] <legnaleurc> plugins path also looks pwd
[12:57:32] <fuzzie> yes, there's also a DATADIR and PLUGINDIR which must be set
[12:57:49] <legnaleurc> i ll use autotools later
[12:58:12] <fuzzie> i'm not sure who wrote the cmake files, maybe zefklop?
[12:59:23] <fuzzie> D_T_G: the N900 is maybe easier to make gemrb run on, since it already does
[12:59:55] <D_T_G> android is a linux
[13:00:31] <fuzzie> the Palm Pre is linux, the N900 is linux, there's lots of linux :)
[13:01:36] <D_T_G> so the phone itself should be transparent to gemrb
[13:01:55] <D_T_G> why it wouldn't run out of the box on that motorola scholes?
[13:02:17] <fuzzie> because android has some silly Java UI
[13:02:25] <fuzzie> so you have to write a Java launcher thing
[13:02:32] <D_T_G> oh
[13:02:36] <D_T_G> i didn't know
[13:02:50] <fuzzie> it's not so hard, but i only have access to 320x480 android phones :(
[13:03:18] <fuzzie> maybe it can be done in the emulator
[13:03:29] <fuzzie> anyway, it is possible, just maybe takes someone a little work :)
[13:03:33] <D_T_G> and the android java launcher could be merged to tree?
[13:03:59] <fuzzie> well, probably another part of the tree, but yes
[13:22:10] <fuzzie> ok, i have to go for the afternoon, no-one break actions while i'm gone :p bye
[13:22:20] <D_T_G> bye
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[14:25:06] <wjp> which file do you all see in the green box on http://sourceforge.net/projects/gemrb currently?
[14:29:19] <D_T_G> me gemrb-0.5.0.tar.gz
[14:35:36] <CIA-22> gemrb: 03avenger_teambg * r7029 10/ielister/trunk/ielister.cpp: ielister update
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[14:40:55] <wjp> D_T_G: on which OS?
[14:41:48] <D_T_G> linux x86_64
[14:42:00] <wjp> ok, so that's good :-)
[14:42:09] <wjp> now let's hope that's structural and not accidental :-)
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[15:21:41] <Avenger> hello
[15:21:56] <D_T_G> hi Avenger
[15:22:08] <CIA-22> gemrb: 03avenger_teambg * r7030 10/gemrb/trunk/gemrb/plugins/ (19 files in 7 dirs):
[15:22:08] <CIA-22> gemrb: pocketplane travel fix (saved locations/pocketplane locations are now saved in GAM)
[15:22:08] <CIA-22> gemrb: fixed textarea position
[15:22:08] <CIA-22> gemrb: fixed hitpoint handling (there is only one hitpoint, no 'modified' hitpoint)
[15:22:37] <fuzzie> nice
[15:22:53] <CIA-22> gemrb: 03avenger_teambg * r7031 10/gemrb/trunk/gemrb/override/bg2/effects.ids: use the right effect name
[15:23:09] <Avenger> well, i couldn't bother cutting it up into 3 smaller commits
[15:23:26] <fuzzie> well, those three things have all been annoying me
[15:23:52] <Avenger> the second thing: textarea, is actually the textedit field, not the textarea
[15:24:03] <Avenger> it was not too obvious that we do it differently
[15:24:17] <Avenger> only some recent 'discovery' refocused me on it
[15:24:36] <fuzzie> but the HP handling led to weird problems
[15:24:38] <Avenger> we compensated by always centering the text in the textarea
[15:24:46] <Avenger> yeah, and i hope it is good now
[15:24:53] <fuzzie> although maybe you broke saved locations?
[15:24:58] <fuzzie> i don't know what precisely you changed
[15:25:11] <Avenger> saved locations are saved in the .gam file
[15:25:28] <Avenger> just like pocket plane locations
[15:25:31] <fuzzie> ok
[15:25:38] <fuzzie> you only changed the bg2 ones, that's fine
[15:25:43] <Avenger> yes
[15:25:52] <fuzzie> i just wondered if you broke the other actions :)
[15:25:58] <Avenger> oh hmm
[15:26:54] <fuzzie> but you seem to have left them alone
[15:26:59] <Avenger> almost forgot to fix a crasher, noticed it with the pocketplane just before commit
[15:27:01] <CIA-22> gemrb: 03avenger_teambg * r7032 10/gemrb/trunk/gemrb/plugins/Core/Game.cpp: almost forgot this :)
[15:27:38] <fuzzie> heh, i guess GAMPartyLocation was a terrible name, sorry
[15:27:55] <Avenger> that was you?
[15:27:57] <fuzzie> yes
[15:28:08] <Avenger> i wondered why part of the code i wanted to write is already there :)
[15:28:10] <fuzzie> i forget what for, there was some annoying bug
[15:28:54] <Avenger> you used it unwittingly, i guess. But the structure was correct
[15:29:05] <Avenger> and it is how it is saved in the .gam file
[15:29:09] <fuzzie> i think i was just too lazy to write the GAM code
[15:29:15] <Avenger> ah i see
[15:29:28] <fuzzie> i only care about the actions :-)
[15:29:47] <fuzzie> the original game fills resrefs with *s?
[15:29:49] <Avenger> well, now the pocketplane works, and i guess the movetoexpansion thing works too
[15:30:04] <Avenger> for embedded cre's
[15:30:05] <Avenger> yes
[15:30:39] <Avenger> i just started to make our save completely the same as bg2
[15:30:47] <fuzzie> that would be really nice to have
[15:30:56] <fuzzie> i know i want to add that 'actor expiry' code
[15:30:56] <Avenger> so i could find what causes the reputation loss when i load a gemrb save in bg2
[15:31:03] <Avenger> ah yes
[15:31:06] <Avenger> that needs too
[15:31:09] <fuzzie> or, well, someone else can
[15:31:15] <Avenger> so the actors would be seen :)
[15:31:31] <Avenger> i just wonder why summoned creatures don't simply use that
[15:31:57] <fuzzie> maybe it's only checked at area load?
[15:32:07] <Avenger> hmm maybe
[15:32:11] <fuzzie> i don't think corpses disappear while you're in an area
[15:32:26] <Avenger> i remove them on save
[15:32:44] <fuzzie> at the moment we do all kinds of stupid things at death
[15:32:51] <fuzzie> but i have more important things to fix first
[15:33:07] <fuzzie> and it would help very much if i could reliably move saves to/from the original engine
[15:33:19] <Avenger> yeah
[15:33:30] <Avenger> well, i started to work on that
[15:33:48] <Avenger> but this save location hopped out as biggest difference
[15:34:17] <fuzzie> but beware, pst's 'saved location' is not this
[15:34:29] <Avenger> yep, i know pst saves them in the cre
[15:35:33] <fuzzie> in fact that is the number one breaker of pst last time i looked
[15:36:01] <Avenger> hmm, didn't know it dosn't work
[15:36:11] <fuzzie> well, i think no-one quite understands how it works
[15:36:19] <fuzzie> but it certainly doesn't work like gemrb tries to do it
[15:36:42] <fuzzie> i believe it is "return to the location that the pathfinder last wrote into the struct", at least for NPCs
[15:39:01] <D_T_G> guys, if you work on saves now, could you make tob saves in game's save directory be loadable in gemrb?
[15:40:42] <D_T_G> i mean that thing the gemrb searches tob saves in mpsave dir
[15:42:51] <fuzzie> maybe it's just simply broken in pst, my notes say that i couldn't ever make anyone move more than a search square or two with it, although maybe i didn't try RandomWalk and Dialog
[15:43:28] <fuzzie> in any case it breaks many pst scripts because they "!NearSavedLocation -> ReturnToSavedPlace" and they simply get stuck on that block in gemrb
[15:44:41] <fuzzie> D_T_G: hm, bug Avenger :)
[15:45:22] <Avenger> hmm, i don't think i did that
[15:46:44] <Avenger> anyway lets first fix bg2
[15:47:05] <fuzzie> i work on that :p
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[15:48:51] <fuzzie> i'm trying to work out right now exactly how actions are interrupted
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[15:49:02] <fuzzie> this is because quite a few SoA scripts randomly fail because they're interrupted at the wrong time
[15:49:14] <fuzzie> and if i just make stupid changes then it breaks other scripts
[15:50:59] <fuzzie> i also still didn't work out which effects should be cleared on death, maybe i should try asking you that again
[15:51:28] <fuzzie> and the weapon autoequipping is still broken, keeps trying to equip fists, but maybe you hate that codde already
[15:52:37] <Avenger> i didn't know autoequipping tries to equip fists, i knew only that the out of ammo situation makes you remain with fists
[15:53:04] <fuzzie> oh, the out of ammo simply doesn't try switching weapons?
[15:53:12] <fuzzie> ok, that makes more sense
[15:53:19] <Avenger> yes, because i never seen it would :)
[15:53:36] <Avenger> i used to see code like if (outofammo) equipbestmelee
[15:53:40] <Avenger> i mean, script ;)
[15:53:45] <Avenger> maybe only in iwd2
[15:53:46] <fuzzie> well, it's trivial to see :) turn off ai scripts in original, give someone a melee weapon and a bow and a single arrow, fire the bow
[15:53:48] <Avenger> dunno
[15:53:55] <Avenger> yep
[15:54:07] <fuzzie> i think a lot of NPC scripts do it manually to make sure they equip a weapon at all
[15:55:18] <fuzzie> but i guess EquipMostDamagingMelee only picks from quickslots too
[15:56:29] <fuzzie> well, i guess another thing to check
[15:58:16] <fuzzie> but it won't go on my list for now
[16:03:37] <Avenger> yes it uses only the weapon slots, that's sure
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[16:07:13] <fuzzie> well, i don't look at that code, the workings of non-blockingactions is usually not interesting :)
[16:07:26] <Avenger> hehehe
[16:08:22] <fuzzie> did you work out that takepartyitem thing?
[16:08:33] <Avenger> no
[16:08:33] <fuzzie> being stuck with the portal key for the entire run is a bit silly
[16:08:43] <fuzzie> but it still works fine
[16:15:36] <Avenger> i go back to some engine research
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[18:00:07] <lynxlynxlynx> fuzzie: next run will still be with a beefed monk only, so it is easier and it is easier to spot any regressions
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[18:10:09] <fuzzie> has the 'start over' text in bg2 chargen always been misplaced?
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[18:11:20] <fuzzie> 'cancel' too, i'm sure the answer there is no
[18:12:24] <CIA-22> gemrb: 03avenger_teambg * r7033 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG2.py: don't disable the uppercase flag
[18:12:36] <D_T_G> what do you mean by 'misplaced'? the button look the same in original and gemrb
[18:12:44] <fuzzie> D_T_G: are you using latest svn?
[18:12:52] <D_T_G> almost
[18:13:10] <fuzzie> i expect r7030 is this problem
[18:13:36] <D_T_G> i use r7028
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[18:13:45] <CIA-22> gemrb: 03avenger_teambg * r7034 10/gemrb/trunk/gemrb/ (3 files in 2 dirs): implemented lower case flag on buttons (exists in original)
[18:14:16] <D_T_G> do you really mean chargen?
[18:14:19] <fuzzie> yes
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[18:14:31] <Avenger> hello
[18:14:47] <D_T_G> i know in gemrb 'return' button is sometimes doubled in gui
[18:14:51] <CIA-22> gemrb: 03avenger_teambg * r7035 10/chitem/trunk/ (10 files): dltcep update
[18:15:19] <fuzzie> hm Avenger's changes don't seem to touch this code
[18:15:38] <Avenger> i modified button text stuff
[18:15:53] <fuzzie> well, i have broken button text :D
[18:16:13] <fuzzie> but i don't think from your changes, this is still r7032
[18:16:18] <Avenger> oops, a nice crasher
[18:16:26] <Avenger> don't get them ;)
[18:17:20] <D_T_G> like here: http://www.picamatic.com/show/2009/08/23/10/20/4831441_488x245.jpeg
[18:18:08] <fuzzie> that's a different gemrb bug, we don't reset the secodn back button, i think
[18:18:24] <fuzzie> but that is simply guiscript :)
[18:18:46] <fuzzie> hm, i guess i have no easy way to take a screenshot on ubuntu
[18:19:06] <D_T_G> i still don't see the difference in "start over" button in chargen between exe and gemrb
[18:19:08] <Avenger> there is a desktop tool
[18:19:12] <CIA-22> gemrb: 03avenger_teambg * r7036 10/gemrb/trunk/gemrb/plugins/Core/Button.cpp: fixed crasher
[18:19:48] <Avenger> ksnapshot
[18:19:54] <Avenger> well, in kde
[18:20:04] <D_T_G> in kde4 i just click 'print screen' buton on keyboard :)
[18:20:10] <fuzzie> there's a gnome thing and it doesn't work
[18:20:23] <fuzzie> i guess this is normal gnome behaviour
[18:20:42] <Avenger> this is just kde 3.5
[18:21:10] <Avenger> but printscreen brings up ksnapshot :)
[18:21:21] <fuzzie> http://ccdevnet.org/~fuzzie/brokenbutton.png <- this is surely broken
[18:21:39] <fuzzie> svn gemrb on x86, patched ToB install
[18:21:49] <Avenger> how old svn?
[18:21:58] <fuzzie> well, r7032 :)
[18:21:59] <Avenger> hmm, i guess i removed the +5
[18:22:28] <Avenger> maybe this is the last bit i missed from implementation
[18:22:54] <Avenger> i didn't implement some anchor bit
[18:24:21] <Avenger> which screen is that?
[18:24:26] <Avenger> do you know the window ID?
[18:24:27] <fuzzie> character generation
[18:24:33] <fuzzie> i don't have any tools here, sorry
[18:25:04] <fuzzie> the portrait icons look wrong too, but i know we have problems there anyway
[18:25:21] <fuzzie> maybe we can just fix the damn text offset in the button code
[18:25:53] <Avenger> well it has only a top justification
[18:26:05] <Avenger> so it isn't even something i did now :)
[18:26:08] <D_T_G> r7028: http://www.picamatic.com/show/2009/08/23/10/29/4831584_643x507.jpeg
[18:26:12] <D_T_G> looks normal
[18:26:21] <Avenger> oh hmm
[18:26:33] <Avenger> not normal, look at the cancel button text
[18:26:38] <Avenger> it is too up
[18:27:15] <Avenger> ahh
[18:27:20] <Avenger> i looked at the old one
[18:29:22] <D_T_G> http://www.picamatic.com/show/2009/08/23/10/32/4831621_443x172.jpeg - exe on left, gemrb on right - the same
[18:29:48] <fuzzie> well, it isn't the same :)
[18:29:56] <D_T_G> at least 'anulujj' , biographia is bit diffrent
[18:31:21] <D_T_G> anybody likes soccer here?
[18:31:33] <Avenger> ok, fuzzie, what about now
[18:31:36] <CIA-22> gemrb: 03avenger_teambg * r7037 10/gemrb/trunk/gemrb/plugins/Core/Button.cpp: pixel nitpickers!
[18:31:56] <fuzzie> well, it is not such a pixel nitpick :)
[18:32:20] <fuzzie> now it is very broken
[18:32:23] <Avenger> heh?
[18:32:29] <fuzzie> the cancel button is fine, everything else is not :)
[18:32:44] <fuzzie> take a look at the list of things in chargen, for example
[18:33:13] * Avenger rolls his eyes.
[18:33:33] <Avenger> how the ...
[18:34:12] <Avenger> ok, what do you think how many pixels should be stolen from the upper/lower sides of the region?
[18:34:20] <Avenger> right now i take 5/5
[18:34:38] <Avenger> if i take less, then the cancel button text will slide up
[18:34:48] <fuzzie> it depends on alignment
[18:34:50] <fuzzie> i believe
[18:34:53] <Avenger> if i don't take the same amount, then the centered texts will lose
[18:34:55] <fuzzie> i didn't look at what you changed
[18:34:57] <Avenger> lose center
[18:35:00] <fuzzie> deid you keep the alignment checks?
[18:35:06] <Avenger> yes
[18:35:17] <Avenger> the cancel button is top aligned
[18:35:21] <Avenger> the other buttons centered
[18:35:34] <Avenger> i take 5/5 pixels from up/bottom of the region
[18:35:52] <fuzzie> even for the centered buttons?
[18:36:07] <Avenger> yes, otherwise they wouldn't be centered :)
[18:37:09] <fuzzie> i mean
[18:37:19] <fuzzie> last time i looked at it, you needn't take pixels from the region of centered buttons
[18:37:30] <fuzzie> only from the top ones
[18:37:36] <fuzzie> but i don't see where you changed the code in your patch, it is big
[18:38:43] <fuzzie> ok, yes, you removed the 'y += 5' in the top alignment check
[18:38:47] <Avenger> i remove the +5 for Top in font
[18:38:53] <fuzzie> but then you add it back for all buttons
[18:38:58] <fuzzie> no?
[18:39:05] <Avenger> well, i shouldn't :(
[18:39:17] <Avenger> this is part of the portrait icons problem too
[18:39:38] <fuzzie> well, the portrait icons were 5 pixels too high with your changes, i think
[18:39:58] <Avenger> i thought they are still too low
[18:40:06] <Avenger> the level up or shop icons
[18:40:24] <fuzzie> yes
[18:40:38] <D_T_G> level up icon on portrait is much more broken than any others i think
[18:40:38] <fuzzie> that is another problem, though
[18:40:50] <fuzzie> which is that the font renderer adds a whole line height when it renders
[18:41:12] <fuzzie> the portrait icon button text is meant to be bottom-aligned, if it helps
[18:42:27] <fuzzie> but i never worked out if that applies to the levelup/shop icons
[18:42:43] <fuzzie> that is simple to test, someone go apply 12 effect icons to someone in the original and then force a levelup?
[18:43:33] <fuzzie> there's not enough space for 5 rows of icons, so something has got to give there - for effects, the top row simply is chopped off
[18:44:26] <fuzzie> i think it's more likely that it does two renders, but i never checked
[18:45:52] <Avenger> got an original cancel button?
[18:46:19] <fuzzie> D_T_G's screenshot has one on the left, i don't
[18:55:16] <Avenger> i hate pixels :)
[18:55:31] <fuzzie> i just gave up trying to fix the font code
[18:55:47] <fuzzie> the big capitals are arrgh also :)
[18:55:56] <fuzzie> so i don't, and i'm sure you or someone will make it work someday
[18:56:06] <D_T_G> gemrb not being pixelexact to original is always my first spot when running gemrb :P
[18:57:16] <CIA-22> gemrb: 03avenger_teambg * r7038 10/gemrb/trunk/gemrb/plugins/Core/ (Button.cpp Font.cpp): rolled back the top_align change
[18:57:52] <Avenger> well, i just found someone made the class selection buttons all lowercase, by accident
[18:57:55] <Avenger> :)
[18:58:26] <fuzzie> D_T_G: hm, i forget whether i am running gemrb or not sometimes :)
[18:58:31] <Avenger> radiobuttons need to be set with the OR operator, not with SET
[18:58:48] <Avenger> otherwise you delete the uppercase flag
[18:59:13] <Avenger> btw, sometimes class names might be lowercase, when they don't fit on the button, i guess
[18:59:24] <Avenger> or maybe it is with kit names
[19:00:07] <Avenger> maybe one of the button flags do that
[19:00:18] <fuzzie> the ui being full of bugs is usually what i notice first
[19:00:56] <fuzzie> but mostly they're harmless
[19:09:42] <D_T_G> well, still a big todo with gui is that closewindow fixes
[19:10:22] <fuzzie> i don't think that one is very hard
[19:10:34] <D_T_G> but pretty severe
[19:10:47] <fuzzie> i note that the original engine mostly solves it by force-pausing
[19:11:12] <fuzzie> but you just have to keep track of the open windows, which is already done, and call the window-closing function, which is already stored
[19:12:02] <fuzzie> i think it doesn't work for the containers/dialogs though, that really needs some core codDe
[19:12:06] <fuzzie> yikes
[19:12:57] <D_T_G> you mean that imoen's dream firing after sleep from non-main window?
[19:13:21] <D_T_G> with 'dialog' treatment
[19:13:31] <fuzzie> no, that is ok
[19:13:36] <fuzzie> you can fix that from guiscript
[19:13:54] <fuzzie> i mean when you change areas then the container/dialog code sometimes goes very wrong
[19:14:43] <D_T_G> from which guiscript?
[19:15:18] <D_T_G> the one when clicking dream or the one responsible for main screen?
[19:16:12] <fuzzie> the main screen.
[19:17:54] <D_T_G> GUIWORLD.py?
[19:18:35] <fuzzie> yes
[19:23:30] <D_T_G> CloseOtherWindow is imported but not used there
[19:24:33] <D_T_G> fixing that would mean implementing that function in every Open* function there?
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[19:38:43] <D_T_G> i could do more guiscript fixing, but i still don't understand them enough
[19:40:50] <CIA-22> gemrb: 03avenger_teambg * r7039 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: slower overhead text fade
[19:42:28] <Avenger> fuzzie, are traps still detected too fast?
[19:42:50] <D_T_G> guicg15 is so clean compared to guicg22 still having behaviour that guicg22 with scrollbar should have
[19:42:52] <Avenger> last time i tried, there seemed to be a delay
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[20:09:20] <CIA-22> gemrb: 03avenger_teambg * r7040 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp Actor.cpp): disable modal actions (hide, search traps) when doing something else
[20:13:00] <lynxlynxlynx> nice!
[20:42:44] <pupnik_> is that good?
[20:44:18] <lynxlynxlynx> antiannoying
[20:49:23] <Avenger> bye
[20:49:25] <-- Avenger has left IRC ("bye!")
[20:50:46] <pupnik_> cheers :/
[20:56:46] <fuzzie> um
[20:57:31] <fuzzie> that SetModel thing is kind of a hack :P
[20:58:30] <fuzzie> now Avenger just kind of hides the problem :)
[21:03:21] <pupnik_> ahh
[21:03:38] <pupnik_> that was confusing me
[21:04:02] <pupnik_> since i thought while doing 'something else' one shouldn't see inappropriate modal actions
[21:04:06] <fuzzie> SetModal updating the action bar is much-needed
[21:04:13] <fuzzie> but i'd prefer if the action bar just wasn't broken
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[21:06:59] <D_T_G> what do you think about creating forum topic about small, rare gemrb bugs here and there?
[21:08:21] <D_T_G> for example like this: http://www.picamatic.com/show/2009/08/24/01/09/4833300_247x200.jpeg
[21:09:21] <lynxlynxlynx> just post them to sf
[21:09:39] <fuzzie> they'll just get lost on the forum, and i think you have an sf account now?
[21:09:52] <D_T_G> yes, i have
[21:10:06] <lynxlynxlynx> i explored and got some better distributable stat values
[21:10:22] <lynxlynxlynx> but this would only add up to 205 for you level 8 thief, not 215
[21:10:49] <fuzzie> at the moment i simply work on lynx's list of bugs, myself
[21:10:52] <D_T_G> that's a progress :)
[21:11:55] <Edheldil> definitely use SF bugtracker
[21:11:58] <Edheldil> Hi all
[21:12:18] <D_T_G> about bugs, well there is another similar to that project, vcmi, and have topics about bugs in the version, and once they release new version all the unfixed bugs go to tracker, and things go on very clever i think
[21:12:37] <D_T_G> take a look: http://antypika.aplus.pl/vcmi/forum/viewtopic.php?t=197&start=0
[21:12:40] <fuzzie> D_T_G: well, someone would have to organise that
[21:13:29] <fuzzie> and i think it wouldn't be any of us :)
[21:13:38] <D_T_G> hm
[21:13:38] <fuzzie> i don't really mind as long as things end up in sf eventually
[21:13:49] <Edheldil> what there're too many bugs still :)
[21:14:56] <Edheldil> Speaking of pixels, I was trying to fix the wrong font AA bug once and just could not get it right, so that's my first ui annoyance
[21:15:27] <fuzzie> i think anyone wanting to really fix fonts/text has to sit down and spend a while on it
[21:15:36] <fuzzie> little fixes just cause disaster :)
[21:16:23] <fuzzie> now i have to make a 'SetModal is called in widely weird places' bug, i guess
[21:17:58] <D_T_G> lynxlynxlynx, so you saw my post about starting thief abilities in exe/gemrb?
[21:18:04] <fuzzie> a nice task might be to try implementing familiar releasing in guiscript
[21:18:15] <fuzzie> Avenger thinks it can be done, and i don't see any reason why not
[21:18:27] <D_T_G> there is already a button 'release familiar' in gui :)
[21:20:10] <fuzzie> oh, the button appears now?
[21:21:39] <fuzzie> huh, neat
[21:21:45] <fuzzie> someone just has to implement ReleaseFamiliar, then :)
[21:24:08] <lynxlynxlynx> my fault ;)
[21:25:07] <D_T_G> lynx, you fixed the 3class description regression
[21:25:10] <D_T_G> that's nice
[21:25:56] <D_T_G> http://www.picamatic.com/show/2009/08/24/01/28/4833466_152x222.jpeg - but 'figther' starts with small letter :?
[21:27:20] <lynxlynxlynx> there's is no titlecase string
[21:27:36] <lynxlynxlynx> you are getting sloppy, you should have noticed the same thing during cg :P
[21:28:30] <D_T_G> i loaded a save only
[21:28:56] <D_T_G> and before that i saw there only Thief/Thif/Thief
[21:31:28] <D_T_G> in exe from the same save it's 'Fighter' not 'fighter'
[21:31:36] <D_T_G> well, that's a small thing
[21:32:06] <D_T_G> i must go, bye!
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[21:34:42] <fuzzie> hm, i have to sleep now, hospital at 9am - i guess this code will wait for tomorrow, ninight
[21:35:08] <lynxlynxlynx> nn
[21:38:25] <Edheldil> good night, fuzzie
[21:50:06] <CIA-22> gemrb: 03lynxlupodian * r7041 10/gemrb/trunk/gemrb/override/bg2/skills.2da: bg2: fixed thief skill point gain per level to match original
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[22:24:49] <CIA-22> gemrb: 03edheldil * r7042 10/ie_shell/trunk/infinity/formats/ (__init__.py are.py are_v10.py are_v91.py enums.py):
[22:24:49] <CIA-22> gemrb: Added ARE V9.1 format
[22:24:49] <CIA-22> gemrb: Renamed are.py to are_v10.py
[22:24:49] <CIA-22> gemrb: Renamed infopoint {list,desc} in ARE to region {list,desc}
[22:24:49] <CIA-22> gemrb: Some key and label tweaks in in are_v10.py to make it more similar to are_v91.py
[22:24:53] <CIA-22> gemrb: aded formats/enums.py to hold common enums, for now it has schedula/appearance time mask only
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[23:47:05] <CIA-22> gemrb: 03avenger_teambg * r7043 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GameScript.cpp GameScript.h): implemented SetupWish action