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[03:27:33] * pupnik and kotczarny are playin with his new CA-lab http://imgur.com/j8XBn.png
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[13:44:36] <lynxlynxlynx> cool and an iesdp update on top
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[14:22:59] <CIA-47> GemRB: 03lynxlupodian * r7796eab17a53 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed compilation with gcc
[14:23:39] <lynxlynxlynx> clash
[14:26:37] <Avenger> hi
[14:26:42] <Avenger> changed that NULL ?
[14:27:28] <Avenger> btw, i looked into how check_iwd_targeting should work
[14:29:49] <Avenger> check_iwd_targeting(target,27) should return true for golems. In the resistance opcode (0xce), it seems to be ok. Because (!check...) would exit without doing any fuss. If the target matches, the opcode runs in length, resulting in a resistance message.
[14:30:23] <Avenger> fx_resist_spell is also good that way
[14:31:24] <Avenger> umber hulk gaze checks if the target is golem/umberhulk etc. it does a 'continue' without applying the confusion when the check matches, that seems to be good too
[14:32:26] <Avenger> add_effect_list seems to be buggy
[14:32:48] <Avenger> it bails out on a match
[14:33:01] <Avenger> so it won't target the appropriate audience
[14:35:19] <Avenger> the STI_TWO_ROWS/STI_NOT_TWO_ROWS parts are definitely wrong to me
[14:36:28] <Avenger> STI_TWO_ROWS should return true when one of them is true. STI_NOT_TWO_ROWS should return false when one of them is true.
[14:37:06] <Avenger> so it seems they are swapped
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[15:09:18] <QazzaQY2K> nice, some people in the house ^_^ .. Hey i'm new here.
[15:11:31] <QazzaQY2K> well I'm a owner of a OpenPandora (PND) .. and I'd like to install this fine app. I've already got a compiled version for the PND. Now just need to know what files I need from my BG Cd's I've got first and and second game. Should I just install it for windows as normal and then take those files .. or is there like a easier extraction method to this?
[15:11:34] <Avenger> hello
[15:12:37] <QazzaQY2K> sup Avenger
[15:13:02] <Avenger> there are some installers that work for some versions of the game cd, but you need a machine that reads the cds
[15:13:26] <Avenger> so, i guess, for pandora it is the easiest to run the game's own installer
[15:13:53] <Avenger> you are better off if you also run the official patch
[15:14:09] <Avenger> and that would work only on windows, i guess
[15:14:25] <Avenger> probably with wine on a linux machine capable of reading cds
[15:22:38] <QazzaQY2K> So I should just install it as normal under windows and patch it up.. then what folder directory do i need.. all of it?
[15:25:00] <Avenger> override/data are definitely needed
[15:25:16] <Avenger> you don't need any .exe
[15:25:25] <Avenger> or dll
[15:25:45] <Avenger> i think it is safe to copy all else, they are small
[15:25:52] <Avenger> the music dir is definitely needed :)
[15:27:42] <Avenger> the mplayer dir is not needed
[15:29:06] <Avenger> from the root dir you will need some files: dialog.tlk, chitin.key as the most important ones
[15:29:22] <Avenger> baldur.ini is good too, but you will need to edit it
[15:29:28] <Avenger> it contains the cd paths
[15:29:37] <Avenger> and some options
[15:29:54] <Avenger> hmm, you better not just patch the game, but run it for a single time
[15:30:12] <Avenger> it may add some entries to the ini
[15:30:29] <Avenger> we use only very few of those entries, though, and you can edit it manually
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[15:42:16] <QazzaQY2K> i see.. thanks .. I'll be installing it in a few.. making my images of my CD's
[15:44:49] <QazzaQY2K> does the patch , do anything to the content or are you possitive i could just cut out the patch? For BG2
[15:45:33] <Avenger> you need the patch because it updates game data files
[15:46:01] <QazzaQY2K> ok.. I'll patch it then.. where do i find the latest patch?
[15:46:01] <lynxlynxlynx> you don't absolutely need it, but it is recommended
[15:46:28] <Avenger> you got bg2 only? or tob?
[15:46:35] <Avenger> http://www.bioware.com/games/shadows_amn/support/patches/
[15:46:41] <Avenger> this is the bg2 patch
[15:47:19] <QazzaQY2K> thanks .. great
[15:50:40] <QazzaQY2K> well installing the game now.. full install ;P
[15:50:53] <QazzaQY2K> on winxp
[15:55:36] <Avenger> yes, full install
[15:57:40] <Avenger> fuzzie: are you awake?
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[16:55:41] <lynxlynxlynx> Avenger: whatcha working on?
[16:56:03] <Avenger> reviewing HoW opcodes and actor structure
[16:56:45] <Avenger> a lot of code is already in the how actor: all bounce/immunity lists, for example. Except the contingency list
[16:56:52] <Avenger> they are just unused
[16:57:54] <lynxlynxlynx> ok
[17:00:05] <Avenger> coding the dragon's death will be a challenge
[17:00:24] <Avenger> it is a really ugly chain of cutscenes and spells
[17:01:11] <Avenger> there is an opcode called 'dragon gem cutscene'
[17:01:36] <Avenger> it is apparently only setting a variable, and activates the target. I don't quite see why the latter is needed
[17:02:32] <lynxlynxlynx> ugly
[17:02:33] <Avenger> the dragon applies it on itself, but i don't see why it is needed if the dragon is running the script that applies the spell
[17:02:38] <lynxlynxlynx> like with pomab
[17:03:38] <Avenger> we'll need a way to test those cutscene without the need of fighting the dragon each time
[17:04:02] <Avenger> dunno if ctrl-y is working
[17:05:27] <lynxlynxlynx> it probably is, there must be some minhp item involved
[17:05:38] <Avenger> yes there is
[17:06:06] <Avenger> the dragon detects it is dying, then removes the item during the cutscene
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[17:18:00] <CIA-47> GemRB: 03avenger_teambg * r454342b759b3 10gemrb/gemrb/plugins/ (FXOpcodes/FXOpcodes.cpp IWDOpcodes/IWDOpcodes.cpp): small opcode changes to be more in sync with the original
[17:20:43] <CIA-47> GemRB: 03avenger_teambg * r9cb5291ea213 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp: 5!=95 :)
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[19:48:31] <devurandom> Hi!
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[19:50:07] <Avenger> lynx stealing in shops seems to be borken
[19:50:10] <lynxlynxlynx> oj & oj
[19:50:25] <lynxlynxlynx> haven't tried it Avenger
[19:51:00] <Avenger> me neither, just reading
[19:51:31] <devurandom> I'm just trying BG1:TOSC using GemRB (after Wine has performance issues and graphics glitches, and VirtualBox cannot scale the game to fullscreen).
[19:51:39] <devurandom> I must say: Very nice work so far. :)
[19:52:19] <lynxlynxlynx> :)
[19:53:22] <devurandom> I just noticed two things (played only Candlekeep so far): Everything seems very very quiet. Is the music/athmospheric effects missing? Movement seems extremely fast, compared to my memories.
[19:54:04] <lynxlynxlynx> if you can nail down anything specific, it is easy to add
[19:54:35] <lynxlynxlynx> i bet most of us develop with the sound off, since it gets annoying (especially the intro)
[19:54:39] <devurandom> (And of course some rendering artifacts, especially with text, but also a spell cast by Gorion (or the weather?) when leaving Candlekeep showed as snow.)
[19:55:15] <devurandom> lynxlynxlynx: Do you pre-set the ingame configuration, or is it left at the normal game-defaults?
[19:55:43] <lynxlynxlynx> something in between
[19:56:14] <lynxlynxlynx> we don't read baldur.ini yet (or only partly) and have separate configs for some things
[19:56:20] <devurandom> Hm, k, because that seemed a bit weirdly set, i.e. what the config screen initially showed was different from what I percieved.
[19:56:51] <lynxlynxlynx> also don't rely on ingame config setting
[19:57:01] <devurandom> e.g. tooltip delay had the slider at the very right, but the actual delay was quite large.
[19:57:22] <Avenger> many of the settings don't work. And we have to work with 5 different games
[19:57:43] <lynxlynxlynx> we're working on more noticeable issues ;)
[19:57:46] <Avenger> i remember some of the settings having a different scale in the engines
[19:58:00] <devurandom> lynxlynxlynx: How specific do you need these things? I mean e.g. the music/athmospheric thing.
[19:58:23] <Avenger> hehe, actually, specific to the down to a patch submission :P
[19:58:30] <devurandom> lol
[19:59:08] <lynxlynxlynx> that'd be best, but discerning what type is a good hint too
[19:59:19] <lynxlynxlynx> area music/ effect / blabla
[19:59:27] <lynxlynxlynx> did the original always play it?
[19:59:56] <Avenger> we do play ambients (generally)
[20:00:20] <lynxlynxlynx> in bg1 missing music was already mentioned once
[20:00:22] <devurandom> Hm, yes, I just started another game to test and suddenly its not anymore that silent...
[20:00:39] <Avenger> hmm
[20:00:41] <lynxlynxlynx> the sounds of idle creatures are not played (15% of creatures in bg1 have them) <-- this one
[20:00:59] <Avenger> that is a verbal constant?
[20:01:15] <lynxlynxlynx> yes
[20:01:29] <lynxlynxlynx> there's more than one iirc
[20:01:56] <devurandom> Oh, and I have one very specific thing: Fullscreen=1 is being ignored. I have to press F after starting the game.
[20:02:18] <Avenger> hmm, i'm sure we honor fullscreen setting somewhere
[20:02:25] <Avenger> maybe in the gemrb.cfg?
[20:02:37] <devurandom> I have it in the game config. (bg1.cfg for me)
[20:02:38] <lynxlynxlynx> yes
[20:03:08] <devurandom> And the F key only works during the intro movies... (?)
[20:03:11] <Avenger> there is a fullscreen setting in the original game's ini and in gemrb's cfg
[20:03:37] <Avenger> try to find them both, if they are not in sync, make it so
[20:03:59] <Avenger> i can get mine fullscreen without the f key
[20:04:58] <Avenger> huh, wait...
[20:06:35] <devurandom> original game ini? Means the baldur.ini in the game folder?
[20:07:03] <Avenger> sucks
[20:07:11] <devurandom> I can confirm it now: Generally the music seems to be missing. Compared one savegame with original BG + wine and gemrb.
[20:07:35] <Avenger> well, it might be just a problem with the .ini processing
[20:07:37] <Avenger> same as the fullscreen
[20:08:22] <devurandom> wine had the music, gemrb not. (It was outside, the map between beregost and friendly-arm-inn iirc, the one with the large Lion's Way stone. and the 3 roads meeting at a pillar.)
[20:08:35] <Avenger> there is a line: vars->Lookup("FullScreen", FullScreen); in Interface.cpp. adding a space fixed it
[20:08:46] <Avenger> but they should ignore spaces in those...
[20:08:47] <devurandom> "Full Screen"?
[20:08:59] <Avenger> yes
[20:09:06] <Avenger> but this should ignore spaces
[20:10:17] <devurandom> Another weird thing is that all fights seem to be very easy. I won all the fights in candlekeep without a scratch, and even when loading the old savegame (created by orig bg1), I win always without paying attention, against masses of enemies.
[20:11:32] <Avenger> that's odd, i get killed all the time :)
[20:11:36] <devurandom> Is it ok to load old savegames into gemrb? Whenever I do that I get the immediate messages that lots and lots of enemies died.
[20:11:40] <Avenger> yes
[20:12:06] <Avenger> the sounds shouldn't be played but that's just a cosmetic problem :)
[20:12:23] <devurandom> Also the messages shouldnt be displayed?
[20:12:43] <Avenger> we should be fully compatible, even going back to the original (but i don't recommend that yet)
[20:12:44] <devurandom> And also there seem to be shitloads of enemies on the map, even if I must have crossed the map already, since there are dead enemies lying around everywhere.
[20:13:12] <Avenger> you mean you see more dead that in the original?
[20:13:18] <Avenger> that's really odd
[20:13:38] <devurandom> I'll have another comparison. It just seems like a lot of enemies atm.
[20:18:20] <devurandom> It's difficult to compare, because the wine version is so broken that its not really playable, but yes, I think there are more enemies.
[20:20:02] <Avenger> well it might be the spawn points
[20:20:12] <Avenger> we don't remove spawned critters after their time
[20:20:22] <Avenger> but i still don't quite see why there are more deaders
[20:20:34] <devurandom> Not more dead ones.
[20:20:38] <Avenger> we even remove dead ones after a while (we don't save them)
[20:20:49] <devurandom> Just everywhere where there apparently can spawn some enemies, they will spawn.
[20:20:51] <Avenger> ahh, ok, so you see more spawns
[20:21:08] <Avenger> well, that's because we don't honour some timers and such :)
[20:21:17] <Avenger> still a way to go
[20:21:36] <devurandom> While in wine most of the locations where there are apparently enemy spawnpoints, just the dead are lying there and only seldomly I see living enemies.
[20:22:15] <devurandom> Combined with them dying faster that's of course great for me. ;)
[20:22:46] <devurandom> Hm, I feel like touching sourcecode... ;)
[20:23:11] <devurandom> Do you think that any of the just mentioned issues might be quick to fix by me?
[20:23:15] <lynxlynxlynx> in a keyboard sort of way, right? :)
[20:23:44] <lynxlynxlynx> uh
[20:23:53] <Avenger> i'm not sure. the ini settings is probably easy because it is just a bug
[20:23:59] <lynxlynxlynx> i think the easiest might be the change to read the music ini settings
[20:24:00] <Avenger> it would fix your volume/full screen
[20:24:07] <devurandom> Good :)
[20:24:09] <lynxlynxlynx> :)
[20:24:22] <devurandom> I'll dive into it. First better try with the dev version...
[20:24:24] <lynxlynxlynx> Interface.cpp
[20:25:23] <Avenger> vars->ParseKey(true);
[20:25:35] <Avenger> added after creating vars in interface
[20:25:51] <Avenger> but this caused volume settings go weird (extra loud)
[20:25:57] <Avenger> i dont know why
[20:26:40] <Avenger> apparently the original concept was to leave spaces alone for ini settings
[20:27:02] <Avenger> so, probably fixing the strings (removing/adding spaces) would do the trick
[20:27:18] <Avenger> i still don't know which is the better
[20:29:18] <devurandom> Avenger: You mean the missing music is caused by reading the ini wrongly? I also tried setting the music volume from the settings dialogue ingame, and it didnt bring any music either.
[20:31:05] <fuzzie> the settings dialogue has some variable issues or something too
[20:31:11] <fuzzie> (not really here)
[20:31:30] <lynxlynxlynx> the gui part is a separate issue, yeah
[20:31:54] <devurandom> Can I override settings via envvars?
[20:32:01] <devurandom> i.e. plugins path
[20:32:44] <lynxlynxlynx> no
[20:36:07] <devurandom> [CharAnimations]: Couldn't load animation: mgibg2, cycle 17 << Is this bad?
[20:36:19] <lynxlynxlynx> horrible
[20:36:26] <lynxlynxlynx> so horrible you should ignore it
[20:40:40] <devurandom> What about such things? "[ResourceManager]: Searching for gender.2da...[ERROR]" Misconfiguration or normal?
[20:41:19] <lynxlynxlynx> this one is normal, just a difference between the games
[20:41:39] <lynxlynxlynx> 2das are plaintext tables containing various info and rules
[20:42:30] <Avenger> hmm gender.2da what references it
[20:42:47] <lynxlynxlynx> in the original game, current hp (saved) doesn't contain the constitution bonus, so it may be negative <-- you fixed this one Avenger?
[20:46:06] <Avenger> yes lynx, i think i did
[20:46:20] <lynxlynxlynx> ok, removed
[20:48:28] <lynxlynxlynx> omnomnom
[20:50:11] <Avenger> i didn't expect i'll have to touch Variables again
[20:50:29] <devurandom> Ok, I looked at the music volume thing. The string in the code is the same as in baldur.ini, when I change the ini setting, the slider in the game is changed appropriately. I still have no music.
[20:50:47] <devurandom> So the problem is probably larger.
[20:51:59] <fuzzie> huh
[20:52:05] <fuzzie> no music at all?
[20:53:02] <devurandom> Not on the map I am playing.
[20:53:24] <Avenger> some musics start with spc
[20:53:48] <Avenger> which game we talk about and which area?
[20:54:11] <Avenger> you should see some stuff about the music files in the console
[20:54:12] <devurandom> bg1:tosc, the map between friendly-arm-inn and beregost. It has music in wine but not in gemrb.
[20:54:46] <Avenger> like this: [MUSImporter]: Loading /dosd/ToB/music/Cred.mus...[FOUND]
[20:54:48] <Avenger> [ResourceManager]: Searching for Combo1/Combo1B... Combo1/Combo1B.acm...[Music]
[20:54:58] <Avenger> if there is an spc.acm, then it is 'silence'
[20:55:23] <fuzzie> there are some nasty underlying bugs in our music code, but i don't think anything which would just cause silence
[20:55:45] <Avenger> yeah, there is nothing, the acm scheduler is working
[20:56:36] <fuzzie> do you have an area id? ctrl-m in either gemrb or original engine with cheat keys should show it
[20:57:11] <Avenger> yay, i think i fixed the ini stuff
[20:57:29] <devurandom> Avenger: The full-screen thing, too?
[20:57:43] <devurandom> fuzzie: How do I enable cheats?
[20:58:10] <QazzaQY2K> I'm back again.. finally made my cd's work to install of bg2 + ToB & all patched. Now i'm copying stuff over to my SD card ;P I'm starting with the CD2~5 just wonder what else I'll need. to remind its for Pandora linux. You want me to run it once on my winxp to get proper ini settings?
[20:58:48] <devurandom> Avenger: Changing the string to "Full Screen" fixed the problem for this game. I guess you dont want a patch for that, do you?
[20:59:21] <Avenger> no i don't
[20:59:42] <Avenger> anyway, now you can use 'fullscreen' 'full Scree n' 'or FULLSCREEN' :)
[20:59:59] <Avenger> spaces/capitalization won't matter
[21:00:49] <devurandom> How do I play these .mus files outside of the game?
[21:00:51] <Avenger> if it isn't wanted, the parsekey line can be still removed. I'm happy i fixed this for cases where it is actually needed
[21:01:10] <Avenger> hmm, we got a music player embedded in the game
[21:01:18] <Avenger> in the credits screen
[21:01:35] <devurandom> How do I get there?
[21:01:50] <Avenger> hmm i thought bg1 has it...
[21:01:54] <devurandom> Ah, found it: videos->credits
[21:02:16] <devurandom> Hm, thats only the credits, but how do I select the music?
[21:02:32] * lynxlynxlynx kicks CIA-47
[21:02:36] <lynxlynxlynx> oj, wake up
[21:02:41] <CIA-47> ow
[21:02:47] <fuzzie> CIA is being very slow the last few days
[21:03:06] <Avenger> meh actually only ToB has the music jukebox (when you go to movies/credits)
[21:03:11] <devurandom> "You little monkey spanker" << Is that original Black Isle, or did you insert that? ;)
[21:03:14] <Avenger> but it is easy to change bg1 scripts too
[21:03:24] <Avenger> that's in bg1 :)
[21:03:47] <devurandom> Is there a cheatcode to change the music?
[21:03:58] <Avenger> no, wait a little
[21:04:05] <fuzzie> well, you can use the console, no?
[21:04:15] <devurandom> I have no idea how I use the console...
[21:04:20] <devurandom> Or even how to access it.
[21:04:22] <Avenger> hmm hmm yeah, you can use the console
[21:04:32] <fuzzie> ctrl-space, but you have to enable cheats in the GemRB.cfg maybe
[21:04:47] <Avenger> no you don't
[21:04:49] <fuzzie> then LoadMusicPL("name") to play name.mus
[21:05:20] <Avenger> heh, actually you might, i just might have set it ages ago
[21:05:42] <lynxlynxlynx> bg2 forces this on in Start, let me check
[21:06:02] <lynxlynxlynx> only bg2
[21:06:25] <fuzzie> ok, that is a really silly feature :)
[21:06:28] <devurandom> LoadMusicPL("FNite") does do anything.
[21:06:39] <fuzzie> devurandom: not even a complaint on the console?
[21:06:50] <devurandom> "console" means stdout/stderr?
[21:06:54] <devurandom> Then: No, no complaint.
[21:06:55] <fuzzie> yes
[21:07:07] <fuzzie> but you get music in the start screens?
[21:07:56] <devurandom> Yes.
[21:08:11] <devurandom> I think I even have music in the area now, just the wrong one...
[21:08:51] <devurandom> Do I need to compile with debugmode enabled for the ingame console to accept commands?
[21:08:56] <fuzzie> if LoadMusicPL does nothing, that is really strange
[21:08:57] <fuzzie> no
[21:09:42] <devurandom> Aha, I got some response at least: NameError: name 'FUFUFUFUF' is not defined
[21:09:50] <devurandom> So if the command is wrong, it will tell me.
[21:10:20] <devurandom> Apparently LoadMusicPL is defined, but doesnt do anything?
[21:10:53] <fuzzie> try LoadMusicPL("FNite", 1)
[21:11:32] <devurandom> That does something. :)
[21:11:36] <devurandom> It loads ... silence.
[21:11:50] <lynxlynxlynx> 1 == force stops the previous music
[21:12:19] <devurandom> Where are these functions defined? GUIScripts?
[21:12:25] <lynxlynxlynx> you were running wine on the same data or a separate install?
[21:12:34] <lynxlynxlynx> GUIScript.cpp
[21:12:35] <devurandom> Same data
[21:12:51] <fuzzie> yes, the functions are documented in docs/en/GUIScript and defined in plugins/GUIScript/GUIScript.cpp
[21:13:32] <devurandom> It's still silent... Apparently FNite is not even what I thought I'd hear before.
[21:13:51] <fuzzie> it loads 'fnitea.acm'?
[21:14:20] <Avenger> ok, i added the music jukebox to bg1
[21:14:37] <fuzzie> and i guess you should also get some [OPENAL] line on the console, telling you the music changed
[21:14:42] <Avenger> it will list the musics instead of credits now :)
[21:15:17] <devurandom> Darn, now I see it: """ [MUSImporter]: Loading .../.wine/drive_c/Program Files/Black Isle/Baldur's Gate/Music/FNite...[FOUND] """
[21:15:47] <devurandom> It's being found, but its not a file, but a directory.
[21:16:06] <devurandom> LoadMusicPL("FNite.mus",1) does the trick.
[21:16:14] <fuzzie> ok, it shouldn't do that..
[21:16:24] <devurandom> I'll try to fix it.
[21:16:33] <fuzzie> worrying
[21:17:27] <Avenger> case sensitive problem?
[21:17:54] <devurandom> Avenger: No, but MUSImporter allows "loading" a directory, but then doesnt play anything.
[21:18:59] <fuzzie> i guess, 'resref' in the docs etc means 'filename' :P
[21:19:35] <fuzzie> hehe, changed to be filenames by Avenger in 2003 :-)
[21:19:55] <devurandom> _fopen is the same as fopen?
[21:20:38] <fuzzie> yes, so that should really fail
[21:21:57] <devurandom> No, fopen on Linux apparently opens dirs without trouble.
[21:22:01] <fuzzie> this is all very hideous code dating back to the beginning of time, i guess :)
[21:22:10] <devurandom> I'll add some more checks.
[21:23:27] <fuzzie> i guess even PathJoin will return true here
[21:24:51] <Avenger> but why would this happen only for him?
[21:25:01] <Avenger> i mean, my music is fine
[21:25:23] <fuzzie> stupid stat()ing can be kinda slow, but a file_exists check in Open is surely harmless
[21:25:37] <fuzzie> Avenger: well, this is another bug :)
[21:26:26] <devurandom> Avenger: Different issues.
[21:26:29] <Avenger> ahh, you mean, you cannot use loadmusicpl("fnite") you need to add .mus?
[21:26:39] <devurandom> Avenger: I tried loading music manually, which didnt work.
[21:26:42] <fuzzie> well, the bug is: it doesn't complain if you use "fnite".
[21:26:49] <devurandom> Avenger: This is independend of "the music does not play".
[21:26:51] <Avenger> it works with .mus
[21:26:57] <fuzzie> it just opens the directory as a mus playlist.
[21:27:06] <devurandom> with 0 filesize
[21:27:06] <fuzzie> it should surely complain that it isn't a file, instead :)
[21:27:13] <Avenger> and i needed that because it is listed with .mus in some original game file
[21:27:39] <fuzzie> and if devurandom wants to fix that, hopefully nice easy task
[21:28:06] <fuzzie> i don't know bg1 well enough to know what the msuic is meant to do in the area
[21:28:30] <Avenger> well, you can fix it in guiscript.cpp if you want. Normally it is always supplied with .mus by the core
[21:29:03] <Avenger> i've added the jukebox to bg1, so you can just select the music from the menu :)
[21:29:06] <fuzzie> well, we should either patch that, or make sure everything says 'filename' and not 'resref' :P
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[21:31:19] <Avenger> on the other hand, i get openal bugs!
[21:31:35] <Avenger> [OpenAL]: Unable to query music source state: 40961 [ERROR]
[21:31:37] <Avenger> [MUSImporter]: Loading /dosd/BG1/Music/Tav4.mus...[FOUND]
[21:31:45] <Avenger> this is what i got after this: no music
[21:32:05] <Avenger> tried to play death.mus
[21:32:14] <Avenger> looks like it kills openal ;)
[21:33:10] <fuzzie> on linux?
[21:33:13] <devurandom> Do you need FileStream to work on anything other than regular files? I.e. character devices etc?
[21:33:15] <Avenger> yes
[21:33:28] <fuzzie> devurandom: no
[21:33:37] <Avenger> fuzzie if you can run bg1, try to play some music a few times
[21:33:45] <fuzzie> devurandom: but you should be calling file_exists(), see VFS.cpp
[21:33:48] <Avenger> it seems this is a leak or such
[21:33:57] <Avenger> we eat up the music channels?
[21:34:05] <fuzzie> Avenger: there are known bugs with the threading
[21:34:20] <devurandom> fuzzie: Oh, lol, I just rewrote that function *g*
[21:34:40] <fuzzie> yes, sorry i didn't say earlier :-)
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[21:34:48] <devurandom> fuzzie: That function contains a potential problem
[21:34:54] <devurandom> I'll fix that, too.
[21:35:23] <fuzzie> beware that it still needs to work on win32
[21:35:53] <fuzzie> but we are pretty lazy about checking return values etc there, i see..
[21:36:08] <Avenger> death.mus kills it reliably
[21:36:14] <Avenger> so there must be some bad path there
[21:36:40] <Avenger> even if i start with it, so this is not a resource depletion
[21:36:43] <fuzzie> death.mus?
[21:36:46] <Avenger> yes
[21:36:53] <fuzzie> from which game?
[21:36:59] <Avenger> bg1
[21:37:05] <fuzzie> oh, right
[21:37:06] <devurandom> "[CHUImporter]: Cannot Load BackGround, skipping" << bad or normal?
[21:37:10] <fuzzie> totsc-specific, i guess
[21:37:12] <fuzzie> devurandom: normal
[21:37:25] <Avenger> you don't have it?
[21:37:30] <fuzzie> Avenger: no
[21:37:46] <fuzzie> tomprince started some work to make all the logging stuff a bit more structured so we could start suppressing irrelevant errors
[21:38:18] <Avenger> well, actually it is just a mus file without acm's
[21:38:21] <fuzzie> but it probably needs a lot more work before it can be merged
[21:38:33] <Avenger> DEATH
[21:38:34] <Avenger> 1
[21:38:36] <Avenger> A @TAG end
[21:38:44] <Avenger> you put this in a death.mus, and voila ;)
[21:38:48] <fuzzie> Avenger: but no deatha.acm?
[21:38:52] <Avenger> no
[21:39:06] <Avenger> but this kills the whole music system
[21:40:28] <fuzzie> ok, i don't quite see what the code is doing there
[21:40:29] <QazzaQY2K> well this is pretty awesome!
[21:40:42] <QazzaQY2K> who wants me to make a video playing BG2 on pandora ;P
[21:40:50] <fuzzie> is it fast enough?
[21:41:15] <QazzaQY2K> just started it for now ;P let ya know if its working ok
[21:41:43] <Avenger> youtube already has 2-3 gemrb's on various handhelds
[21:41:58] <pupnik> who is in germany?
[21:42:09] <Avenger> lightkey, i guess
[21:42:19] <QazzaQY2K> movies player isn't playing i think.. T_T
[21:42:28] <fuzzie> ok, the music code doesnt' properly handle failure any more, i guess
[21:42:41] <Avenger> fuzzie: when did it go wrong?
[21:42:44] <fuzzie> subtle difference in refactored code
[21:43:11] <Avenger> ah ok, well, stuff breaks continuously without notice
[21:43:12] <lynxlynxlynx> QazzaQY2K: new videos are very welcome, but it is true someone already made one or two with pandora (pupnik?)
[21:43:17] <fuzzie> still, i don't see why it would run out of resources
[21:43:28] <Avenger> that was just a guess
[21:43:37] <Avenger> i think we got a single music channel
[21:43:42] <QazzaQY2K> ;P
[21:43:49] <fuzzie> well, it is not really a channel
[21:43:49] <Avenger> so if it is corrupted, it might kill music
[21:43:51] <QazzaQY2K> i'll be heading to sleep soon anyway. ;P
[21:44:11] <fuzzie> but yes, if we break the music source we're currently using then everything explodes
[21:44:35] <fuzzie> muh
[21:45:21] <Avenger> hehe, we get a new guy on board and suddenly we find bugs in code we didn't touch for ages
[21:46:14] <fuzzie> as if we had a shortage :P bugfixing the vfs/file code would be nice anyway
[21:47:05] <Avenger> cia is still on strike
[21:49:47] <CIA-47> GemRB: 03lynxlupodian * rb21bbda2412d 10gemrb/gemrb/GUIScripts/CommonWindow.py: containers: shade the inventory icon if it is full
[21:50:09] <CIA-47> GemRB: 03lynxlupodian * r3b348cb29c4d 10gemrb/gemrb/GUIScripts/CommonWindow.py:
[21:50:09] <CIA-47> GemRB: actually this button isn't an artifact
[21:50:09] <CIA-47> GemRB: Revert "containers: hide a useless button"
[21:50:09] <CIA-47> GemRB: This reverts commit cf07f8bccccd01205fe180d4240df6abf12882b3.
[21:51:01] <Avenger> heh i didn't even notice which button you stole :)
[21:51:14] <CIA-47> GemRB: 03avenger_teambg * ra2b762b90dcb 10gemrb/gemrb/core/ (Interface.cpp Variables.cpp Variables.h):
[21:51:14] <CIA-47> GemRB: changed .ini parsing to ignore spaces
[21:51:14] <CIA-47> GemRB: fixed space parsing in Variables
[21:51:14] <CIA-47> GemRB: 03avenger_teambg * r80de952f4f46 10gemrb/gemrb/ (13 files in 7 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[21:51:15] <CIA-47> GemRB: 03lynxlupodian * r5c272cb81d1f 10gemrb/gemrb/GUIScripts/CommonWindow.py: the bg1 and bg2 "done" container window buttons are also labelless
[21:51:45] <CIA-47> GemRB: 03avenger_teambg * rb7733f4a1434 10gemrb/gemrb/GUIScripts/bg1/ (GUIMOVIE.py GUISONGS.py): added the music jukebox to bg1
[21:51:45] <CIA-47> GemRB: 03avenger_teambg * rabe6f7bb7527 10gemrb/gemrb/GUIScripts/CommonWindow.py: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[21:51:48] <devurandom> Patches go where?
[21:52:21] <CIA-47> GemRB: 03avenger_teambg * r4158dd8f1bc2 10gemrb/gemrb/GUIScripts/bg1/GUISONGS.py: got back the original credits ;)
[21:52:24] <Avenger> either pastebin and announce here, or right to sf
[21:52:32] <Avenger> sf is safer
[21:52:42] <devurandom> "right to sf" means what exactly?
[21:52:42] <lynxlynxlynx> pastebin is fine
[21:52:52] <lynxlynxlynx> sourceforge, but yuck
[21:53:09] <Avenger> http://sourceforge.net/tracker/?group_id=10122&atid=310122
[21:53:10] <devurandom> yes, but "right to" means bugtracker, or what?
[21:53:21] <Avenger> yes
[21:53:28] <Avenger> there is a patch tracker
[21:53:33] <lynxlynxlynx> Avenger: those buttons are tiny (~20-30 px*px)
[21:54:22] <devurandom> no1: http://pastebin.ca/1972208
[21:54:32] <devurandom> no2: http://pastebin.ca/1972209
[21:55:39] <devurandom> first is just gitignoring more things, 2nd is the actual bugfix.
[21:56:45] <Avenger> lynx you wanna handle the patch? i have to sleep
[21:57:28] <Avenger> i saved it locally anyway
[21:57:29] <lynxlynxlynx> not before 16 hours
[21:57:30] <Avenger> see you later
[21:57:42] <Avenger> yeah same here :)
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[21:58:18] <devurandom> n8
[21:58:31] <lynxlynxlynx> *~ we don't like
[21:58:41] <lynxlynxlynx> hides failed patch attempts
[21:58:48] <lynxlynxlynx> ' leftovers
[21:58:51] <devurandom> Well, its what kate saves backups as.
[21:59:04] <devurandom> Ah, ok.
[21:59:11] <devurandom> Well, then ignore that patch.
[21:59:11] <lynxlynxlynx> you can change the suffix
[21:59:13] <QazzaQY2K> not working T_T getting a blue screen of death sort of ;P
[21:59:18] <lynxlynxlynx> but you can also just locally exclude it
[21:59:24] <devurandom> Ho?
[21:59:26] <devurandom> +w
[21:59:27] <lynxlynxlynx> .git/info/exclude
[21:59:35] <QazzaQY2K> once I've done charachter and start to get the main scene it goes blue
[21:59:39] <QazzaQY2K> and then dies ;P
[21:59:55] <devurandom> Nice, thanks for that hint.
[22:00:34] <devurandom> Summing up the problem from earlier: GemRB shows a different weather than original, and it plays a different music (I think).
[22:00:36] <lynxlynxlynx> for the second patch, the others are better reviewers, so i'll just say you should split it in two
[22:00:46] <devurandom> Is the music in the menu the same as on the map?
[22:00:59] <lynxlynxlynx> no idea
[22:01:04] <devurandom> lynxlynxlynx: The 2nd patch split in two?
[22:01:11] <lynxlynxlynx> bg1 is the only game i still haven't bothered installing
[22:01:27] <devurandom> Hey, it's soooo nice. ;)
[22:01:46] <lynxlynxlynx> devurandom: the message reads like the commit does two separate things
[22:02:55] <devurandom> Hm, actually it does 3 separate things, now that you mention it. Fix VFS error handling, FileStream str nullification, and FileStream is-regular-file check.
[22:03:10] <devurandom> So I guess I'll split it up in 3 micro commits?
[22:05:49] <QazzaQY2K> will have to play more some other day.. anyway great work guys.. and keep it up! ^_^
[22:06:02] <QazzaQY2K> time to sleep
[22:06:09] <-- QazzaQY2K has left IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.11/20101012113537])
[22:10:41] <lynxlynxlynx> yes please
[22:11:12] <pupnik> in the history of the universe
[22:11:25] <pupnik> you guys are some of the coolest people to scribe their work
[22:21:59] <devurandom> Avenger/lynxlynxlynx: Created 3 items in the patchtracker
[22:23:45] <devurandom> You might want to have a look at this, it is 3 (!) years old: http://sourceforge.net/tracker/?func=detail&aid=1682567&group_id=10122&atid=310122
[22:25:10] <lynxlynxlynx> probably just obsolete
[22:25:19] <devurandom> GemRB shows a different weather than original, and it plays a different music (I think). << Can I lookup what music original bg is playing?
[22:26:07] <devurandom> This one is also 3 years old: https://sourceforge.net/tracker/?func=detail&aid=1682601&group_id=10122&atid=310122
[22:28:31] <lynxlynxlynx> re music: i'm not sure if it can be done more easily than by trial and error
[22:28:57] <lynxlynxlynx> zzz
[22:29:17] <devurandom> Hm, do you have any "testmusic"? E.g. noticable static?
[22:29:44] <lynxlynxlynx> no
[22:29:46] <devurandom> That way I could replace the music one by one until I found the one its playing.
[22:30:10] <lynxlynxlynx> that's too many, you should narrow it down first
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[22:31:17] <devurandom> Oh, yes, now I see, not every dir is as empty as FNite/
[22:31:24] <devurandom> goodnite ;)
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[23:20:34] <Lightkey> pupnik: what?
[23:20:52] <Lightkey> DrMcCoy is, too
[23:20:59] <pupnik> olili
[23:21:41] <Lightkey> just got back from my first round of Munchkin, my head is killing me
[23:22:34] <DrMcCoy> Lightkey: Wait, what?
[23:22:43] <DrMcCoy> Lightkey: Munchkin ftw :)
[23:24:15] <Lightkey> it's not as much fun if too many concurrent rules play against each other and you just lose because you forgot about one card or when it is not clear if you can cast it on a certain thing :-P
[23:51:52] <Lightkey> pupnik: ja was nu? wolltest du was?
[23:53:35] <pupnik> ne
[23:53:43] <pupnik> i jsut wish i could do more Lightkey
[23:56:25] <Lightkey> what does that have to do with zeh Germans?