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

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[12:35:01] <fizzle> brada: something new: Unable to query music source state: 0xa004 - Invalid Operation
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[14:15:39] <psch> hm, bgt at 1920x1080 on my desktop has problems with the gui
[14:15:47] <psch> it's flickering seldomly in 800x600 size
[14:16:11] <psch> there's "do scaling gui" on the gsoc idea page on the wiki, so im thinking scaling gui isn't in
[14:16:23] <psch> but twm_gui only goes up to 1280xsomething
[14:16:31] <psch> so i'm out of luck? or is there something im not finding with google?
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[14:44:00] --- Topic for #gemrb is: GemRB 0.7.2 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[14:44:00] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Tue Nov 20 22:36:44 2012
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[14:46:35] <psch> hm, 1024x768 works, guess ill stick to that then
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[14:59:14] <lynxlynxlynx> bg2 comes with up to 1280x1024 iirc
[15:00:46] <psch> yeah, that's in gemrb.cfg too
[15:00:50] <psch> but it breaks the gui here
[15:01:24] <lynxlynxlynx> i think it's missing some files and that's probably the same reason it was listed under unsupported in the config app
[15:01:32] <psch> http://i.imgur.com/IFjtxuO.jpg
[15:01:45] <psch> no idea, but i can deal with 1024x768
[15:07:15] <psch> rocket_hamster: http://www.reddit.com/r/linux_gaming/comments/156wgj/ says you can use innoextract, from here http://constexpr.org/innoextract/ for example
[15:07:17] <Seniorita> How to get GOG's Baldur's Gate II Complete running semi-natively on Linux : linux_gaming
[15:09:16] <rocket_hamster> wow good find thanks
[15:13:04] <psch> testing the bg2 installer at least works
[15:13:08] <psch> i assume extracting works too
[15:13:26] <rocket_hamster> it works :D
[15:15:46] <psch> i see to remember there was an option to always draw the selected circle around the character in the viewport, but i cant find it in the options
[15:15:50] <psch> *seem
[15:15:50] <lynxlynxlynx> ouch, no syntax highlighting?
[15:16:01] <lynxlynxlynx> it's the marker feedback
[15:16:21] <psch> ah right the slider
[15:16:22] <psch> thanks
[15:16:46] <psch> but, syntax highlighting?
[15:17:09] <rocket_hamster> anyone having problem with github lately?
[15:19:08] <lynxlynxlynx> from you screenshot
[15:19:37] <psch> the terminal on the right? that's gemrb output
[15:22:41] <lynxlynxlynx> ah ok
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[16:00:45] <fizzle> lynxlynxlynx: how'd it go? :)
[16:02:53] <lynxlynxlynx> haven't tried the older patch yet
[16:03:14] <lynxlynxlynx> and it expired again hah
[16:03:29] <lynxlynxlynx> i'm not too useful eh
[16:04:01] <fizzle> it seems your definition of "later today" doesn't fit in the default 24h window :)
[16:04:59] <lynxlynxlynx> got sucked into testing the khan academy
[16:05:33] <fizzle> http://paste.debian.net/hidden/c505f13b/
[16:05:36] <Seniorita> Debian Pastezone
[16:06:16] <fizzle> this will last for 3 days :P
[16:09:16] <lynxlynxlynx> ok
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[17:12:43] <psch> hm, my bgt install crashes when leaving an area
[17:12:48] <psch> probably screwed up the install somehow
[17:13:31] <psch> i'll get back to the build env script then heh
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[17:57:09] <psch> OpenALAudio.h include AL/android.h
[17:57:24] <psch> that file doesn't exist in openal, only in pelya's port
[17:57:54] <psch> http://nopaste.info/8f49650958.html that's the content
[17:57:54] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[17:58:36] <psch> how i should deal with that? just copy the file into the openal source tree?
[17:58:50] <psch> it doesn't look like it should go somewhere inside gemrb
[17:59:12] <psch> or does the content not even matter to gemrb and the #include can go?
[17:59:49] <fuzzie> again, ifdef it
[18:00:14] <psch> i dont follow
[18:00:38] <fuzzie> you don't need it
[18:00:38] <psch> the include?
[18:00:56] <fuzzie> so #ifdef it against SDL version, like in GemRB.cpp
[18:00:57] <fuzzie> yes
[18:01:02] <psch> ah right, now i remember
[18:04:04] <psch> what about pelya python?
[18:04:16] <psch> afaict that's the only thing left from his tree
[18:04:30] <psch> ill just package the libpython.so i have for now i guess
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[20:52:42] <fizzle> question re: spawns
[20:53:31] <fizzle> if the difficulty of a SpawnGroup is too high the code currently distributes the difficulty evenly over all members of the group
[20:53:52] <fizzle> is it supposed to be that way?
[20:54:23] <fizzle> because if we'd calcuate the difficulty exactly we could share the code with regular spawns and rest encounters
[20:59:03] <fuzzie> the difficulty of a spawn group is always exactly Level, no?
[20:59:09] <fuzzie> am confused as to what you ask
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[21:03:06] <fizzle> see SpawnCreature
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[21:03:35] <fizzle> if difficulty of the group > party level then we try to spawn only parts of the group
[21:03:42] <fizzle> as much as will fit
[21:03:56] <fuzzie> yes, i'm just wondering why that matters
[21:04:14] <fuzzie> shouldn't you just pass the difficulty-so-far to that function and have it do whatever is appropriate?
[21:04:20] <fizzle> but we simply divide group difficulty by number of entries
[21:04:40] <fizzle> instead of doing level -= cpl for each entry
[21:04:56] <fizzle> which is what rest and regular spawns do
[21:04:59] <fuzzie> it is?
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[21:05:53] <fizzle> yes
[21:06:26] <fuzzie> then i'm confused still somewhere :/
[21:06:36] <fizzle> see CheckRestInterrupts... for rest spawns
[21:06:57] <fizzle> regular spawns are as-of-yet still missing
[21:07:57] <fizzle> I'm kind of unsure why spawns groups have a difficulty at all if they're not all or nothing
[21:08:06] <fuzzie> i mean
[21:08:12] <fuzzie> i don't really care what gemrb's existing code does
[21:08:20] <lynxlynxlynx> nice catch with diffmode
[21:08:33] <fuzzie> but the spawngroup difficulty is the only relevant difficulty for spawngroups
[21:08:54] <fuzzie> the CheckRest code just doesn't work for spawngroups at all, right?
[21:10:00] <fuzzie> and if it did, then cpl would be the spawngroup difficulty (Level).
[21:10:32] <fizzle> only if spawn groups would be all or nothing
[21:10:35] <fuzzie> no
[21:10:46] <fuzzie> it's always the level
[21:11:22] <fuzzie> the xp of the individual spawn group creatures is irrelevant
[21:11:55] <fuzzie> again i have no idea if this code is correct, i just don't see why it matters
[21:12:33] <fizzle> it matters because I don't know if I can reuse the code or not
[21:12:40] <fuzzie> no, you can't
[21:12:42] <fuzzie> why would you?
[21:12:50] <fuzzie> there are two different things here
[21:13:01] <fizzle> that's exactly the question
[21:13:05] <fuzzie> if you have a spawngroup, you subtract Level, otherwise, you subtract cpl (the creature XP)
[21:13:43] <fizzle> it's the part-of-group stuff that made me question that approach
[21:13:46] <fuzzie> but i think i'm confused
[21:14:18] <fuzzie> well, i expect the part-of-group thing is just lynx trying to compensate for the fact that you always have to spawn the first spawn entry
[21:14:22] <fuzzie> but you'd have to ask lynxlynxlynx
[21:14:50] <fuzzie> just it seems that at most you'd be able to reuse about 5 lines..
[21:14:51] <fizzle> but the spawn group code doesn't do that
[21:15:24] <fizzle> small wins count
[21:15:55] <fuzzie> yes
[21:16:03] <lynxlynxlynx> i merely added extra bound checks to that code, don't really know how the original behaves
[21:16:19] <fuzzie> i think my point is: why not just leave the code alone for now, since it doesn't seem like you can actually reuse much?
[21:16:28] <fuzzie> but this conversation got way too complicated, sorry
[21:16:45] <fuzzie> i think you can replace the function with whatever makes sense to you if you want
[21:17:28] <fizzle> because it'd look so much nicer if I could...
[21:17:50] <fizzle> but if the answer is "we don't know what's right" then I'll leave that part alone alright
[21:17:52] <fuzzie> but you don't want spawn groups inside spawn groups or anything
[21:18:10] <fuzzie> i think it's quite likely that it's all-or-nothing except the first one, as dscribed in the thread i linked
[21:18:19] <fuzzie> and you can see that it doesn't work properly as it is
[21:18:29] <fuzzie> so, if you make it better, it's better, the old code is in git history if we need it
[21:18:32] <fuzzie> it isn't worth worying about
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[21:38:15] <gembot> build #270 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/270
[21:48:31] <Seniorita> [wiki] todo - [Baldur's Gate] Should be fixed by 5b45ad44e7c2c3299c3914eefd159334b7e5b380 http://gemrb.sourceforge.net/wiki/doku.php?id=todo&rev=1361742247&do=diff
[21:50:32] <Seniorita> [wiki] todo - [Baldur's Gate] Should be fixed by 5b45ad44e7c2c3299c3914eefd159334b7e5b380 http://www.gemrb.org/wiki/doku.php?id=todo&rev=1361742247&do=diff
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