#gemrb@irc.freenode.net logs for 24 Dec 2013 (GMT)

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[09:35:54] <chiv> well this is interesting. If I just try to assign the dialog() action to the infopoint, it doesn't get a target. but if I make a script with the dialog() action, assign it to the point at runtime, then set it running when the player clicks on it, everything is hunky dory
[09:38:11] <fuzzie> how do you do the assigning?
[09:38:43] <chiv> setscript("XXX", SCR_DEFAULT)
[09:39:01] <chiv> pic: http://picpaste.de/Screenshot_from_2013-12-24_09_36_57-Dj5ga1fI.png
[09:39:02] <Pepelka> PicPaste - Screenshot_from_2013-12-24_09_36_57-Dj5ga1fI.png
[09:39:03] <Pepelka> »PicPaste ist ein Loginfreier Service zum Bilder hochladen«
[09:39:13] <fuzzie> no, I mean, the action
[09:39:51] <fuzzie> you really don't want to go messing with the scripts on the infopoints :)
[09:40:05] <chiv> oh, trap->AddAction("something")
[09:40:17] <fuzzie> yes, details!
[09:40:59] <chiv> sprintf( Tmp, "Dialogue( [PC] )" ); trap->AddAction ( GenerateAction( Tmp ));
[09:41:23] <fuzzie> and do you clear the trap queue first?
[09:41:58] <fuzzie> (by calling Stop() on it I guess)
[09:42:09] <fuzzie> that's not a particularly elegant way to do it anyway, sigh
[09:42:26] <chiv> uh no, but it does actually do the action
[09:42:38] <fuzzie> and it fails to match [PC] I guess?
[09:42:43] <fuzzie> you use the same [PC] in the script?
[09:42:51] <chiv> yeah
[09:42:54] <edheldil> is the need to call Stop() it documented? :-P
[09:42:58] <fuzzie> no
[09:43:18] <fuzzie> because it's not mandatory
[09:43:24] <edheldil> Merry Christmas all
[09:43:25] <fuzzie> you can do whatever scripting madness you want
[09:43:26] <fuzzie> :-P
[09:43:28] <chiv> hey, anyway, that's just the method I found
[09:43:31] <fuzzie> yes, sure
[09:43:39] <fuzzie> just a script is totally not an elegant solution
[09:43:48] <fuzzie> so while you're still here I'd quite like to puzzle out what's going on
[09:44:06] <chiv> i'm not doing it as a script on purpose, I just had a gut feeling that that would work
[09:44:10] <fuzzie> as I said last night I kind of figured you'd want to run the MoveToPoint first and then ActionOverride the dialogue..
[09:44:11] <chiv> and it did
[09:44:18] <fuzzie> and presumably you're not doing that now
[09:45:14] <fuzzie> but if you're fed up and you don't want to mess with it, good too
[09:45:19] <chiv> well, I am trying to get the trap to be the dialogue initiator
[09:45:44] <chiv> I'd like to get to the bottom of it, but I'm not really bothered about when
[09:46:19] <fuzzie> my thought last night was: add a MoveToPoint to the PC queue, then use GenerateActionDirect to make a Dialogue action targetting TNO, then set objects[0] on it to a new object, then point that new object to the trap (to override), then add that whole action to the PC queue too
[09:46:23] <fuzzie> but I don't have pst here, still
[09:47:05] <fuzzie> and if you can't even get the dialogue action to work, then it's just adding more complexity to the problem
[09:47:14] <chiv> what I can't figure out is the objects[] bit
[09:47:22] <fuzzie> that's only necessary for the override
[09:48:13] <fuzzie> the trap->AddAction(GenerateActionDirect("Dialogue()", actor)) would have to be working first
[09:49:07] <chiv> yeah, but that seems to fail because of this: tar = GetStoredActorFromObject( Sender, parameters->objects[1], seeflag);
[09:49:29] <fuzzie> it gets NULL back?
[09:50:16] <fuzzie> maybe you have to pass Dialogue([-1]) or something
[09:53:17] <chiv> it does a printout of parameters->objects[1] and comes up with this: Target object: IDS Targeting: -1 0 0 0 0 0 0 0 0 0
[09:53:23] <fuzzie> that's good
[09:54:41] <chiv> i just don't know what it means :/
[09:55:06] <fuzzie> it means, you tried matching an actor via GenerateActionDirect
[09:55:35] <fuzzie> the bad news being the bit where it didn't work
[09:55:43] <chiv> heh
[09:55:45] <fuzzie> which is just weird, why on earth would it not work
[09:56:24] <fuzzie> this is the 'Target for dialog couldnt' be found' thing?
[09:56:35] <fuzzie> and you *do* use GenerateActionDirect
[09:56:39] <fuzzie> ?
[09:56:56] <chiv> um.. i didn't know about that one
[09:58:02] <fuzzie> this is all totally undocumented
[09:59:24] <fuzzie> which isn't helpful :/
[10:01:00] <chiv> Kaplah!
[10:02:40] <chiv> obviously, generateactiondirect was the one to use in the first place
[10:02:54] <fuzzie> if that works, the trick is to store the result of GenerateActionDirect in a temp variable, then set objects[0] to a 'new Object()', then set objects[0]->objectFields[0] to -1 and objects[0]->objectFields[1] to the trap
[10:03:34] <fuzzie> (objects[0] stores information about the target of an ActionOverride)
[10:03:44] <fuzzie> and then queue *that* on your actor, after a MoveToPoint, like your first code
[10:03:55] <fuzzie> I have utterly no clue about your C++ level so I don't know if I should explain more :)
[10:04:29] <chiv> actually, my c++ level is roughly on a par with my russian language skill
[10:06:20] <chiv> which is to say, rank amateur
[10:06:31] <fuzzie> I was about to ask
[10:06:46] <fuzzie> but I mean should I explain how to make the temp variable?
[10:08:10] <fuzzie> also gosh gemrb is the worst thing to work on if C++ is confusing :(
[10:09:06] <chiv> that's ok, I wouldn't like it if it wasn't confusing - but i can't really spare more time today, have to prepare for christmas
[10:09:17] <fuzzie> ok, happy christmas
[10:09:26] <chiv> and to you all as well :)
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[10:09:29] <fuzzie> I'll be away from computer for a few days now!
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[10:13:20] <lynxlynxlynx> edheldil: i have the old archive, yes
[10:13:39] <lynxlynxlynx> it's also almost obvious if you check the archives subforum
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[10:50:10] <edheldil> lynxlynxlynx: almost :(
[10:50:25] <edheldil> send me the old archive, please
[10:50:42] <edheldil> later
[10:51:12] <lynxlynxlynx> it's maybe still on sf, I know I deleted only the live one
[10:52:02] <lynxlynxlynx> anyway, ebm.si/iesdp.zip
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[11:47:21] <mrugiero> Hi, people, is anyone still here?
[11:48:20] <lynxlynxlynx> hey
[11:49:02] <mrugiero> Hi, I've got a quick question about the plans for gemrb.
[11:50:11] <mrugiero> I read it will try to be as universal as possible (whenever someone rewrites the scripting engine as a plugin), does it mean that when it happens, support for SPECIAL games might be accepted? (I don't expect anyone else to implement it, though)
[11:52:41] <lynxlynxlynx> if it doesn't introduce a licensing problem, sure
[11:52:56] <lynxlynxlynx> Pathfinder may be more appropriate
[11:53:57] <lynxlynxlynx> but this would require a bit more than just a scripting update, though a lot of stuff could be reused/repurposed
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[12:11:33] <lynxlynxlynx> http://ds9a.nl/amazing-dna/
[12:11:34] <Pepelka> DNA seen through the eyes of a coder
[12:13:27] <mrugiero> How would it introduce licensing problems?
[12:13:39] <mrugiero> (Sorry I took so much time to answer, I got distracted)
[12:14:48] <lynxlynxlynx> isn't it a copyrighted system?
[12:14:52] <mrugiero> I know it would require more than scripting updates, but the other parts I thought of (mostly, file format support) could already be implemented as plugins, and there are tons of free code to leverage.
[12:14:55] <mrugiero> I have no idea.
[12:15:03] <lynxlynxlynx> i'm not a lawyer, just being careful
[12:15:05] <mrugiero> Isn't AD&D copyrighted too?
[12:15:32] <lynxlynxlynx> indeed and that's one of the reasons why we're trying to get rid of it
[12:15:52] <mrugiero> I know GURPS was copyrighted, as SPECIAL was created because the copyright owners didn't grant them a license for it.
[12:16:02] <lynxlynxlynx> but it's the tabletop thing that is overly copyrighted, the computer hodgepodge is a bit less
[12:16:06] <mrugiero> Oh, I didn't know. I thought it was for the sake of supporting more RPGs.
[12:16:41] <lynxlynxlynx> that would be a second one
[12:17:58] <mrugiero> Do you know how to look for an answer to this? My Google fu is failing me.
[12:18:09] <mrugiero> At the question about SPECIAL being copyrighted.
[12:18:57] <mrugiero> Is there any RPG system not copyrighted?
[12:19:12] <lynxlynxlynx> no, but it was a poor choice of words
[12:19:29] <lynxlynxlynx> it's the use and distribution licensing that matters
[12:20:07] <lynxlynxlynx> for example Pathfinder is available under the Open game license or somesuch, which is pretty liberal
[12:20:35] <mrugiero> Oh.
[12:20:53] <mrugiero> So a smarter search would be to look for its license, right?
[12:22:15] <lynxlynxlynx> f you release a game as a Creative Commons game, you're welcome to use any and all content in the d10 SPECIAL and d20 SPECIAL System Documents verbatim (although we recommend that you modify the text to fit within your game's universe) for free. That's the point of a Creative Commons Attribution-NonCommercial License. However, you MUST reference this site by URL in the same area where you post your own Copyright notice (on pages where
[12:22:15] <lynxlynxlynx> content is copied).
[12:22:15] <lynxlynxlynx> If you release a game and wish to use a different license, or wish to sell the game using d10 SPECIAL or d20 SPECIAL system as a basis, please contact us. We'd be interested in giving you expanded rights to our System Documents in exchange for "a piece of the action." It helps support these pages.
[12:23:20] <lynxlynxlynx> that's from here: http://specialrpg.wikidot.com/
[12:23:27] <Pepelka> Welcome to the SPECIAL system page! - SPECIAL RPG
[12:23:32] <lynxlynxlynx> looks a bit dead though and no clarification if it is relevant
[12:24:12] <mrugiero> But are those the "legit" SPECIAL system?
[12:24:31] <mrugiero> I found that site, but I don't know if it's the same SPECIAL we are talking about.
[12:33:29] <mrugiero> Also, this seems to be for creating the game, not for implementing the engine, if I get it right. I want to (at some point, clearly not this year as I've got enough projects to work on) add support for some of the Fallout games, mostly.
[12:35:36] <lynxlynxlynx> can't find anything conclusive
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[12:36:50] <Lightkey> wouldn't FIFE be more appropriate or did they change so much since the name-giving days that it's unfeasible?
[12:37:19] <lynxlynxlynx> fife was closer, but i think the project is dead
[12:37:29] <lynxlynxlynx> haven't seen barra for a long time either
[12:37:54] <lynxlynxlynx> if anything, i'd consider flare now, but it is also young
[12:39:28] <lynxlynxlynx> more than the new ruleset, which as the first new one, would entice a bunch of refactorings, i think it would be trickier to do mixed turn-based nicely
[12:39:47] <lynxlynxlynx> gridding and pathfinding for it should be easy
[12:44:58] <wjp> I doubt you'd get much benefit, if any, from using gemrb code for a Fallout engine
[12:45:43] <Lightkey> uhm.. I had Dark-Star in another channel talking^Wdreaming how cool a new TDE game with IE would and when I asked why he did not join us then he said because the project looks dead judging by the website
[12:46:00] <Lightkey> the last FIFE version was released after the last GemRB version, just saying
[12:46:46] <lynxlynxlynx> great, didn't know they were alive
[12:47:31] <Lightkey> it's used by Unkown Horizon, of course it's alive?
[12:47:42] <Lightkey> Unknown*
[12:48:34] <lynxlynxlynx> i don't follow so much anymore, since lgp went bonkers and freegamer is thin and rare
[13:06:12] <lynxlynxlynx> looking at their changelog, if we made a release for each bunch of fixes, we could have one each week
[13:07:45] <mrugiero> I don't know if they changed too much to be feasible to achieve, but I think their decision not to support the original games was final, as they did drop the file format support they had.
[13:08:26] <Lightkey> lynxlynxlynx: nothing holding you back, release early, release often! ;-)
[13:10:22] <mrugiero> Yeah, the turn-based combat might be another hard part. I didn't thought too much about that part. Tactics use real time or something alike, IIRC, though.
[13:12:02] <lynxlynxlynx> too much work and confusion :P
[13:13:25] <lynxlynxlynx> even realtime is digital in the old sense, so it's not that much of a change. However it brings the AP system with it and that can get complicated
[13:15:29] <mrugiero> I haven't played the supported games yet (I only bought them last week), so I don't know, but I always assumed they used some kind of AP-like system. How do they work?
[13:15:47] <mrugiero> (Supported == Baldur's Gate and alike)
[13:16:58] <lynxlynxlynx> completely realtime
[13:17:15] <lynxlynxlynx> there are rule limits on how often you can attack per round
[13:17:44] <lynxlynxlynx> spellcasting and potion use incurs a pause to avoid spamming (but only for the same action)
[13:18:58] <lynxlynxlynx> everyone is created equal, unless there's a lore reason
[13:19:51] <mrugiero> Which means having different attack rates wasn't taken into account, I guess?
[13:20:32] <lynxlynxlynx> increasing the attack rate is one of the most powerful things you can do to fighter-types
[13:20:56] <lynxlynxlynx> it just happens through level progression, item or spell effects
[13:21:52] <lynxlynxlynx> initiative is handled separately
[13:22:15] <lynxlynxlynx> these games have so many stats that SPECIAL can go cry in a corner
[13:26:56] <mrugiero> Yes, that imagined at first. I played once D&D and it was a whole lot of attributes and stuff compared to SPECIAL.
[13:27:11] <mrugiero> But I don't know how different could be a videogame implementation of such a system.
[13:29:43] <lynxlynxlynx> the simpler the ruleset, the less problems - you just treat the extra stats as constants
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[14:27:21] <jackhunter> hello
[14:27:45] <jackhunter> i am currently playing original version of planescape and i was thinking about something for gemrb
[14:28:10] <jackhunter> it would be about being able to scroll down the descritpion of the faction you belong to
[14:28:35] <jackhunter> for some reason with eh high res mod i c&ant do it, not a game breaking bug but it may help to be able to scroll down that
[14:29:29] <jackhunter> because if you try to go on the tool bar of the faction, the faction description fades , so you cant scroll it then
[14:31:59] <jackhunter> http://hpics.li/ccec268
[14:32:01] <Pepelka> pst - HostingPics.net - H�bergement d'images gratuit
[14:32:02] <Pepelka> »Image hébergé sur HostingPics: 619059pst.png«
[14:32:21] <jackhunter> as you can see the cursor is on my faction badge, and if i move it to the faction tool bar, i loose the description
[14:32:53] <jackhunter> this happen too for some statistics descriptions
[14:33:28] <jackhunter> you see planescape interface has quite aged compared to bg2 for example
[14:34:16] <jackhunter> pst is really unique in its gameplay and interface, and way things happen
[14:44:36] <lynxlynxlynx> adding scrollbars is trivial
[14:44:50] <lynxlynxlynx> oh
[14:44:54] <lynxlynxlynx> i remember
[14:45:09] <lynxlynxlynx> you have to be annoyingly careful not to trigger other mouseover descriptions
[14:46:07] <lynxlynxlynx> we can easily make the text area have focus - if it doesn't already and then you could just use the mouse wheel without moving the mouse
[15:17:38] <jackhunter> that would be perfect
[15:22:36] <lynxlynxlynx> in the saves i have the faction text is too short, but the mechanic works for the stat dump, so it will also for that
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[16:06:56] <Pepelka> [wiki] pst_bugs - [Gameplay] link to duct-tape fix of infopoint bug http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1387900833&do=diff
[16:19:00] <Pepelka> [wiki] pst_quests - o look, zilionty problems just went away http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1387901617&do=diff
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[17:16:13] <Beholder> hi
[17:18:21] <lynxlynxlynx> oj
[17:20:14] <Beholder> maybe gemrb has any script for generate MS VS solution? is a very longly and tedious to create solution manually (more projects for plugins)
[17:21:00] <lynxlynxlynx> cmake has a generator if you run it on windows
[17:21:15] <lynxlynxlynx> the included project file is for msvc6 (:
[17:21:32] <Beholder> too old)
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[17:21:56] <Beholder> i think it can't be imported to ms vs 2010
[17:22:00] <Avenger> hello
[17:22:09] <Beholder> hi Avenger
[17:22:40] <lynxlynxlynx> so just use the cmake generator
[17:22:43] <lynxlynxlynx> hey
[17:23:25] <lynxlynxlynx> the same command as usual, but you add -G "somethign"
[17:23:26] <Beholder> i'll try
[17:23:34] <Avenger> in check_iwd_targeting the line if (check_iwd_targeting(Owner, target, value, idx)) return 1; is wrong. the idx should be spellres[type].relation
[17:23:40] <lynxlynxlynx> my manual is platform dependant, so i can't tell you the exact string
[17:23:51] <Avenger> idx is the first column, rel is the third column
[17:24:13] <Avenger> just wanted to say that :D
[17:24:15] <lynxlynxlynx> cool, thanks
[17:25:06] <lynxlynxlynx> how have you been?
[17:25:08] <Avenger> i got source access to bg, so uhm, i won't really commit much in the foreseeable future
[17:26:08] <Avenger> the last few actions in bgiiee were made by me :D
[17:26:24] <lynxlynxlynx> safety first, huh
[17:27:22] <lynxlynxlynx> let's see if i can fix that through the github website
[17:27:39] <Avenger> now that i see both, i have to say, gemrb is better in many ways
[17:27:45] <fuzzie> 'grats
[17:27:53] <fuzzie> :)
[17:28:26] <Avenger> really, a lot of our efforts to make something right was plainly ignored in the original :)
[17:28:51] <lynxlynxlynx> i'm torn between the flexibility of all the new external tables and the annoyance of adding so much more to the core
[17:29:41] <Avenger> heh, the ie just duplicated its table count with the recent externalization efforts
[17:31:05] <Avenger> a question, is it a problem if i try to implement some of our tables like it is in gemrb?
[17:31:32] <fuzzie> fine with me
[17:31:36] <lynxlynxlynx> no, that'd be great - less hassle for us
[17:32:02] <fuzzie> please make as much sane as possible :)
[17:32:23] <Avenger> yes, i tried to influence our programmers to use gemrb specific tables before as well
[17:32:33] <Avenger> the difference is that now, i'm directly writing code
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[17:33:17] <brada> cool
[17:33:20] <Avenger> you can guess what i work on at the moment :D
[17:33:24] <lynxlynxlynx> well, just don't copy verbatim or Lightkey will send gpl enforcers after you :D
[17:33:37] <lynxlynxlynx> great!
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[18:07:21] <brada> would anybody object to removing the "touch scroll areas" junk?
[18:08:28] <brada> it was only ever used on android pre 0.8 and it conflicts with multitouch input if its enabled
[18:08:45] <brada> plus its complicating a refactor im working on :D
[18:09:18] <brada> I feel like its a hacky implementation anyway
[18:09:29] <brada> maybe a control would have been better
[18:17:46] <lynxlynxlynx> well, some people still use it, so it would be better to replace it with something you feel more comfortable with
[18:17:59] <Lightkey> ..hai?
[18:19:10] <Lightkey> oh, guess I was not around when Avenger joined the dark side
[18:19:38] <Avenger> can't say it is the dark side, more like the Sun :D
[18:21:33] <Lightkey> that's step two: denial
[18:21:53] <Avenger> what was step one?
[18:22:15] <Lightkey> "ooh, shiny!"
[18:23:29] <Avenger> oh well, then 'I'm your father, Luke'
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[18:26:03] <lynxlynxlynx> oh, Avenger, please reply to that mail from mario if you haven't yet
[18:26:47] <brada> lynx: who uses it?
[18:26:48] <lynxlynxlynx> he's here too now
[18:27:07] <lynxlynxlynx> i can't give you names
[18:27:15] <brada> well i meant platforms :p
[18:28:28] <lynxlynxlynx> android
[18:28:46] <lynxlynxlynx> could be the reports were from the market version though, since there's still confusion
[18:30:07] <brada> yes, as i said having that enabled on 0.8+ build of android would cause havoc
[18:31:23] <brada> and i cant imagine anybody wanting to use clunky scrolling when the mutitouch scrolling is very nice
[18:33:02] <brada> so if you are hearing reports of people having trouble with touch input on 0.8+ then tell them to turn off that setting
[18:39:11] <lynxlynxlynx> is it easy to find devices without multitouch at all?
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[18:50:39] <brada> lynx: I dont know of any android devices capable of running gemrb that dont support multitouch
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[19:32:19] <lynxlynxlynx> it sounded like a trick reply, but if that's the case, just axe it
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[21:20:55] <Beholder> i tried to compile gemrb and got following error in GUIScript: error LNK2019: unresolved external symbol __imp___invalid_parameter_noinfo_noreturn referenced in function "public: class GemRB::Actor * & __thiscall std::vector<class GemRB::Actor *,class std::allocator<class GemRB::Actor *> >::operator[](unsigned int)" (??A?$vector@PAVActor@GemRB@@V?$allocator@PAVActor@GemRB@@@std@@@std@@QAEAAPAVActor@GemRB@@I@Z)
[21:21:55] <Beholder> anybody know what is wrong?
[21:23:35] <lynxlynxlynx> huh, do you have a line number with that?
[21:24:34] <Beholder> unfortunately no, it's a linkage error, no more information provided
[21:26:02] <lynxlynxlynx> i'll try building head
[21:26:33] <lynxlynxlynx> you're using mingw?
[21:29:06] <Beholder> no, msc in visual studio. True win32
[21:32:09] <Beholder> I think it's due to python. I got similar issue in other project when trying to build debug version with python lib
[21:32:12] <Beholder> damn
[21:32:23] <Beholder> release build successed
[21:33:04] <Beholder> i need python.lib compiled with /MTd
[21:37:31] <lynxlynxlynx> yeah, it still works here
[21:44:25] <Beholder> found a solution, works for me: http://stackoverflow.com/questions/1236060/compiling-python-modules-whith-debug-defined-on-msvc
[21:44:26] <Pepelka> debugging - Compiling python modules whith DEBUG defined on MSVC - Stack Overflow
[21:48:44] <Beholder> bye
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[21:52:21] <Pepelka> [wiki] known_problems - added msvc debug python note http://www.gemrb.org/wiki/doku.php?id=known_problems&rev=1387921896&do=diff
[21:59:57] <lynxlynxlynx> brada: check the inventory window, all the buttons are in the wrong state now (with the acceptable-drag-n-drop border)
[22:00:16] <brada> ill look at it later
[22:00:31] <lynxlynxlynx> it could be it isn't from your last change though
[22:01:12] <lynxlynxlynx> the only odd thing i noticed in the commit is that you shortened the names of the constants, so they don't match in guiscripts anymore
[22:02:15] <brada> thats probably what it is
[22:02:45] <lynxlynxlynx> but their values didn't change, did they?
[22:02:56] <lynxlynxlynx> iirc you just add an extra -1
[22:03:36] <lynxlynxlynx> everything would have broken if you changed the values
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[22:04:22] <brada> oh then im not sure
[22:10:15] <jackhunter> a nice option to add with gemrb in planescape
[22:10:30] <jackhunter> "heali ng spells were cast wille sleeping"
[22:10:41] <jackhunter> that option is in bg2 but not in pst
[22:10:55] <jackhunter> so ou have to keep grace asting those spells
[22:13:23] <brada> already there
[22:17:28] <brada> 2461f42 is what broke it
[22:17:41] <brada> so ill fix it later on
[22:20:37] <brada> i see the problem
[22:20:42] <brada> i mexed up some states
[22:22:58] <brada> ha ha that sounded so racist!
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[22:30:04] <brada> I thought something looked off about the inventory, but I didnt realize that was it :p
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[22:52:17] <lynxlynxlynx> jackhunter: we don't have that anywhere yet, but once we do, it will work everywhere
[22:56:03] <lynxlynxlynx> the only thing blocking it was insufficient lore about what the original did, but we can just move forward with a sane guess
[22:57:23] <jackhunter> in the original you just rested 8 hours, and then the only healer of the game, grace could casts pells
[22:57:44] <jackhunter> though shez does it automatically,unlike casters in bg2 for example
[22:57:47] <lynxlynxlynx> yeah that's obvious
[22:58:25] <lynxlynxlynx> sounds like a nice think to warm up again, especially since i realised i don't need an extra table :D
[22:59:00] <jackhunter> she wants to heal you so badly that even if you close a door she comes into the wall, attempting to go through it
[23:00:13] <jackhunter> i saw that when i thought against a wizard and close the door xcause i wanted the boss to attack my main char, and get rid of all his spells
[23:00:18] <jackhunter> *fought
[23:00:49] <jackhunter> dealing with wizards is quite easy in balck isle games, as long you manage to make them use all their powers
[23:01:03] <jackhunter> they become guys witjh just a dagger or sword
[23:01:36] <jackhunter> so its quite useful to leave a room when wizard begins to cast, then come back
[23:02:37] <jackhunter> the real threat in ps is demons
[23:02:52] <jackhunter> they are very resistant to magic
[23:03:17] <jackhunter> and the best tanks of pst are nowhere as strong as minsc or keldorn
[23:05:14] <lynxlynxlynx> that's cheesy
[23:05:36] <lynxlynxlynx> if you use any good ai improvement mods, mages can become very dangerous
[23:05:50] <lynxlynxlynx> it's so easy to breach them anyway
[23:22:52] <lynxlynxlynx> wierd historic crumbles
[23:31:03] <jackhunter> the basic ai of mages is full of oepnings^^
[23:31:25] <jackhunter> but thats not only ai, just that you can also leave some rooms at will
[23:31:26] <lynxlynxlynx> yes and most of the mods don't work in pst
[23:31:40] <lynxlynxlynx> i better stop committing, i'm making mistakes again
[23:31:43] <jackhunter> lets say you see mage casting a thunder storm
[23:32:00] <lynxlynxlynx> sure, running away isn't always cheesy
[23:32:08] <jackhunter> you run away , and because of the casting time, you are safe
[23:35:21] <lynxlynxlynx> good night
[23:37:10] <jackhunter> gn:)
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[23:42:03] <Lightkey> http://www.urbandictionary.com/define.php?term=cheesy err..
[23:42:05] <Pepelka> Urban Dictionary: cheesy
[23:44:40] <Amber_> guys can i please ask a question it isnt quite clear to me from the site pages. can one use this engine to create own games and how restricted is that...would there be copyright problems?
[23:51:58] <Amber_> anyone please?