[00:04:40] <jackhunter> i cannot confirm but i think anyone can as long you dont make money
[00:04:49] <Lightkey> 1. depends
[00:04:53] <Lightkey> 2. depends
[00:05:02] <Lightkey> is that satisfactory?
[00:08:18] <wjp> there is some information linked to in the FAQ at http://www.gemrb.org/wiki/doku.php?id=faq
[00:08:20] <Pepelka> faq [GemRB wiki]
[00:52:36] <Amber_> so from this, if there is an original story content and graphics, the engine can be used?
[00:53:23] <Amber_> i dont understand why would they release it and enable open source if anybody wasnt to do anything with it...
[01:33:05] <Amber_> so am i right? it is free to use if one provides fresh graphics and story content?
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[07:48:52] <Avenger> heh, one could have answered Amber easily: if they sell gemrb with a new game, they are legal in 2 cases: 1 - their game resources would work with our gemrb as it is + they provide a link to gemrb's repo. 2. their game resources don't work with gemrb outright, but they make their exe modifications public.
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[10:31:28] <edheldil> lynxlynxlynx: that last commit message ... tsk!
[10:31:44] <lynxlynxlynx> yeah :(
[10:31:55] <lynxlynxlynx> i was rebasing and then forgot to soften head
[10:33:38] <edheldil> sigh, I can't get the scrollbars quite right... I must have made a mistake somewhere
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[13:07:20] <lynxlynxlynx> any volunteers here?
[13:07:46] <lynxlynxlynx> short data lookup job available for healing on rest
[13:52:09] <lynxlynxlynx> ok, got it working :)
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[15:11:00] <i30817> could you patch exult to try pick up it's config dir in linux from "~/.config/exult/" dir first? I think that is the new standard now.
[15:12:53] <i30817> or is that a compile time switch too?
[15:14:50] <i30817> opsss. wrong channel
[15:46:32] <lynxlynxlynx> we don't support XDG either btw
[15:56:10] <Pepelka> [wiki] developers:mods - [Trivial] extra trivial mod idea http://www.gemrb.org/wiki/doku.php?id=developers:mods&rev=1387986681&do=diff
[16:09:09] <i30817> that spec should have been created and obligatory from the get go... ~ is full of stuff nowadays. Upgrading is a nightmare too, since only some of these files can/should be migrated like gnu pgp keys, the mozilla history, ssh keys or the netbeans folder.
[16:10:11] <i30817> why can't anything be neat :(
[16:12:21] <i30817> Gog installers creating two different 'My save games' folders in ~, good show
[16:12:49] <lynxlynxlynx> we are still pioneers in the long run
[16:13:28] <i30817> Gog 'installers' with patch 'installers' have they never heard of zsync with gzip or rzsync
[16:14:11] <i30817> I like having the installer, but i'd like it better if i could replace files inside it, for config purposes of the game too
[16:15:21] <i30817> sorta defeats the 'one click and go' feature if i need to go into editing obscure config files to make the camera stop being crazy for instance (King's Bounty)
[16:18:56] <i30817> speaking of that, IE mods should really adopt the zsync model. Isn't it ridiculous that no one dares to release anything but incremental patches to 1 pixel production animation replacers for instance
[16:19:15] <i30817> not to speak of making a auto downloader
[16:19:32] <i30817> and a expert system for mod ordering
[16:29:18] <lynxlynxlynx> yeah, a packaging system would help
[16:29:33] <lynxlynxlynx> it's annoying to hunt down downloads when they could come to you
[16:31:27] <i30817> Ten thousand ifs in BGT bat file when a single weidu invocation could suffice...
[16:31:43] <i30817> (that's the expert system)
[16:32:30] <i30817> would a lot faster too i suspect
[16:34:25] <lynxlynxlynx> wiedu probably has nesting limitations
[16:34:42] <lynxlynxlynx> and they'd need to change all the mod scripts to play along
[16:34:53] <lynxlynxlynx> shell glue sounds like a sound choice
[16:35:16] <i30817> it isn't sound if it doesn't even work in linux
[16:36:06] <i30817> but i thought that WEIDU was really careful about global variables and stuff.
[16:37:01] <i30817> the documentation is practically screaming 'name your variables MOD_XXXXX for gods sake'
[16:37:59] <i30817> and of course, there is a batch mode for different setup files, so a global wipe should happen in between anyway.
[16:38:57] <i30817> and it would be much more flexible (well, after some thounsands of rules written by enthusiasts of course)
[16:40:09] <lynxlynxlynx> ah, didn't know about batch mode
[16:40:52] <lynxlynxlynx> still not sure that would be enough
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[16:49:25] <i30817> I've been 'succeed' in convincing VCMI (Heroes 3 reimplementation) to consider a packaging format but i haven't succeed yet in convincing them to use zsync on the downloader: http://forum.vcmi.eu/viewtopic.php?t=808
[16:49:27] <Pepelka> VCMI Project - Heroes 3: WoG recreated :: View topic - The mod update story
[16:50:07] <i30817> really strange that something like this is not standard option http
[16:50:22] <i30817> *on the http protocol
[16:52:19] <i30817> httpi (incremental http?)
[16:53:32] <lynxlynxlynx> would expect it in ftp if anything
[16:55:02] <i30817> yeah sure, but with the restrictions on third party servers http is the only thing you're sure about
[16:56:04] <lynxlynxlynx> delta files were used a lot, but now all i can think of is wesnoth
[17:02:07] <i30817> if it wasn't by that efficiently problem with compressed files (they need not be solid for it work correctly and it's best that the file is done with 'gzip --resyncable' it seems zsync could be used to create a download service for last version upgrades without actually hosting the mod file, just the .zsync file and the metadata; since the .zsync file has a http link to the file and (all?)...
[17:02:09] <i30817> ...needed features are standard in apache.
[17:04:04] <i30817> but having a packaging format would be good anyway for mods... the last time i tried to install BGTrilogy i was very annoyed until i figured out mass extract from winrar (for those that it could extract and repacked the rest).
[17:04:57] <i30817> install shield is just crazy talk for hundreds of mods
[17:08:14] <lynxlynxlynx> tutu uses something else, doesn't it?
[17:08:22] <lynxlynxlynx> (haven't tried any big world mods)
[17:08:59] <i30817> i haven't tried tutu. I doubt it though, since the mods that have tutu versions still follow the same idea more or less
[17:09:17] <i30817> (exe installers)
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[17:10:10] <Beholder> hi
[17:11:30] <lynxlynxlynx> oj
[17:11:42] <Beholder> sdl2 driver in windows got a totally wrong gamma and glitches with cursor
[17:12:42] <Beholder> if game goes in windowed mode gamma sets to all desktop, not for game window only
[17:14:01] <Beholder> i tried to set 16bit and 32bit in config, there is no effect
[17:14:38] <Beholder> windows 7 x86 32 bpp display
[17:16:06] <Beholder> too dark and cursor is blue
[17:17:36] <lynxlynxlynx> ouch
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[17:35:44] <Beholder> where i can find code which setting gamma
[17:36:42] <lynxlynxlynx> gemrb/core/Interface.cpp:1137: video->SetGamma(brightness, contrast);
[17:36:46] <lynxlynxlynx> and then the drivers
[17:37:05] <lynxlynxlynx> it is also set if you change the ingame settings
[17:43:08] <lynxlynxlynx> bam and we have code for magic healing on rest
[17:45:47] <Beholder> line 1137 in interface.cpp is emply
[17:47:23] <lynxlynxlynx> that's from an old revision, just grep for setgamma
[17:47:47] <Beholder> ok
[17:56:06] <Beholder> lynx, please look at code in interface.cpp begins with line 1679
[17:56:41] <Beholder> why brightness and contrast initialized with these values?
[17:57:44] <Beholder> i see Brightness Correction = 0 in baldur.ini, it's a default value
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[17:58:26] <Beholder> but vars->Lookup("Brightness Correction", brightness); does nothing
[17:58:41] <Beholder> brightness still 10
[17:58:56] <brada> you are wasting your time
[17:59:20] <brada> all SDL20VideoDriver::SetGamma does is call SDL_SetWindowBrightness
[17:59:35] <brada> are you positive you are using SDL2?
[17:59:53] <brada> they took out the ability to set gamma for the screen
[18:00:24] <Beholder> do you run gemrb with SDL2 in windows?
[18:00:31] <brada> no
[18:00:43] <brada> i dont have windows for one :p
[18:00:43] <Beholder> i see extremely dark screen and blue cursor
[18:00:53] <Beholder> )
[18:01:01] <Beholder> it's a big problem
[18:01:04] <brada> but yes ive played with it (I am the one that wrote the driver)
[18:01:36] <brada> that sounds like sdl 1.2 behavior
[18:02:15] <Beholder> Why Brightness value not got from my baldur.ini? Not implemented?
[18:02:40] <Beholder> line vars->Lookup("Brightness Correction", brightness); does nothing
[18:03:57] <Beholder> what range of brightness in baldur.ini?
[18:04:10] <brada> we dont range check it
[18:04:52] <brada> but your mistake is assuming values from the original
[18:05:04] <lynxlynxlynx> it won't be read from baldur.ini if you already have gem-baldur.ini btw
[18:05:07] <Beholder> brightness in SDL2 must be between 0 to 1: http://wiki.libsdl.org/SDL_SetWindowBrightness
[18:05:08] <Pepelka> SDL_SetWindowBrightness - SDL Wiki'
[18:05:09] <brada> that too
[18:05:47] <Beholder> lynx, but what range?
[18:05:56] <Beholder> 0-10?
[18:06:00] <brada> it doesnt say that
[18:06:12] <brada> it says 0 is complete dark and 1 is normal
[18:06:16] <Beholder> we need a properly conversion
[18:06:19] <brada> i assume you can go brighter than normal
[18:06:24] <brada> but yes
[18:07:23] <brada> actually now they have added SDL_SetWindowGammaRamp
[18:07:28] <brada> so we should probably use that
[18:07:39] <lynxlynxlynx> no idea what the max was in the original or what it translated to
[18:08:32] <Beholder> the big problem that now gemrb sets brightness not only for game window, but for all desktop!!!
[18:08:47] <Beholder> in windows of course
[18:08:48] <brada> Beholder: try SDL_SetWindowGammaRamp(0.8+brightness/50.0,0.8+brightness/50.0,0.8+brightness/50.0);
[18:08:58] <brada> and no we dont
[18:09:01] <brada> (in sdl 2)
[18:09:09] <brada> thats why i keep saying that is 1.2 behavior
[18:09:47] <brada> I'm totally unconvinced that you are using the SDL2 driver
[18:12:45] <Beholder> ha, i fixed this
[18:13:18] <Beholder> line 747 SDL2Video.h
[18:13:35] <Beholder> must be SDL_SetWindowBrightness(window, (float)brightness/40.0);
[18:13:48] <Beholder> not SDL_SetWindowBrightness(window, (float)(brightness/40.0));
[18:14:15] <Beholder> in second case it always 0
[18:14:43] <Beholder> we need to cast brightness to float before
[18:15:34] <brada> no
[18:15:44] <brada> we should use gamma ramp
[18:15:53] <brada> so that the 2 drivers behave similarly
[18:16:27] <Beholder> i'll try
[18:17:03] <brada> and we already are casting it to a float there
[18:17:47] <brada> take a float and divide a float you should get a float, no
[18:17:50] <brada> ?
[18:18:07] <brada> oh i see what you are saying
[18:18:26] <brada> but still should be using gamma ramp
[18:18:41] <lynxlynxlynx> brightness is an integer there
[18:19:37] <lynxlynxlynx> anyway, if you're in a hurry, i can commit the fix as you
[18:19:41] <lynxlynxlynx> with some extra casts
[18:20:19] <Beholder> why 50? and why 0.8 - what is the magic numbers?
[18:20:40] <brada> lynx: please dont
[18:20:47] <brada> ill fix it properly
[18:20:49] <lynxlynxlynx> brightness - value must be 0 .. 40 <-- from our docs
[18:21:14] <lynxlynxlynx> just don't forget to cast it first
[18:21:32] <Beholder> yeah, i see, but what 50
[18:22:26] <lynxlynxlynx> don't know, but i don't know what the function expects either
[18:23:01] <brada> I see we dont bother with contrast
[18:24:54] <Beholder> i asked people in russian android forum for testing sdl2 build on real devices
[18:25:09] <Beholder> for performance statistics
[18:27:28] <brada> SDL_SetWindowGammaRamp must be very new to sdl
[18:27:44] <brada> i get symbol not found with my SDL2 library
[18:28:32] <lynxlynxlynx> maybe it was SetGammaRamp before
[18:28:42] <Beholder> try to get it from hg
[18:28:46] <lynxlynxlynx> one of your comments suggests that (being broken in 1.2)
[18:28:51] <brada> no
[18:28:54] <brada> not my comment
[18:29:17] <brada> that comment is for 1.2 anyway
[18:29:25] <brada> SetGamma vs SetGammaRamp
[18:29:59] <brada> SetGamma is gone from SDL2 and it would set gamma on the entire display
[18:30:12] <brada> SDL2 is supposed to set it for the window only obviously
[18:30:28] <Beholder> brightness and gamma is a separate in baldur.ini
[18:30:34] <brada> so if you really are using SDL 2 then you should report that as a bug
[18:30:39] <Beholder> i thing we nedd to use both
[18:30:59] <brada> lets not worry about that right now :)
[18:31:05] <brada> so many more important things
[18:31:16] <brada> unless you are volunteering :D
[18:31:57] <fuzzie> (more shaders!)
[18:32:00] <Beholder> it's more buggy in my pc, i can't develop)
[18:32:11] <Beholder> much buggy*
[18:32:18] <Beholder> my english(
[18:32:32] <brada> how do you mean?
[18:33:12] <brada> the cursors are the only thing i know of, but those dont matter much on touchscreen
[18:33:22] <brada> I always turn them off anyway there
[18:33:48] <Beholder> first, brightness must set for window only, not desktop!
[18:33:57] <Beholder> second, cursor, right
[18:34:17] <brada> im sure you can live/workaround the brightness
[18:34:30] <Beholder> we need to rewrite for using SDL2 on all platforms, isnt it?
[18:34:49] <brada> we need a *real* SDL2 driver first
[18:35:05] <Beholder> cursor is a part of driver)
[18:35:47] <brada> wht games use YUV movies?
[18:36:13] <brada> SDL added a function that would probably let me take out a bunch of code
[18:36:21] <brada> and maybe be faster
[18:36:53] <fuzzie> iwd2 is the only weird one for movies
[18:39:54] <brada> i dont know if i have that one anymore
[18:40:19] <brada> oh i do
[18:40:37] <brada> it was one that some generous soul on this channel gifted me
[18:40:46] <brada> just have to download from gog
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[19:00:20] <Beholder> cursor and game buttons draws by one method? (button has invalid colors too)
[19:00:24] <Beholder> what method?
[19:01:36] <Beholder> BlitSprite?
[19:02:00] <brada> so the color channels are mixed up
[19:02:36] <brada> I changed my mind about the the gamma stuff
[19:03:03] <brada> SetWindowGammaRamp isnt what I thought
[19:03:20] <brada> not equivalent to the old SetGamma
[19:04:28] <Beholder> gamma ramp using translation tables
[19:06:10] <brada> well just do the casting fix for now
[19:06:40] <brada> you should file a bug with sdl about it changing your screen tho
[19:10:08] <brada> Beholder: line 29 of SpriteRenderer.inl
[19:10:22] <brada> maybe everything on SDL 2 should be included
[19:11:01] <brada> or maybe you fall into the same category as TARGET_OS_MAC
[19:11:14] <brada> i think wjp made too many assumptions here :p
[19:13:53] <lynxlynxlynx> the button thing is separate btw, a recent regression
[19:17:51] <brada> no
[19:17:53] <brada> its not
[19:18:06] <brada> hes talking about the inverted color channels
[19:18:20] <brada> sanity chank before this gets too big: https://github.com/bradallred/gemrb/compare/gemrb:master...master
[19:18:25] <Pepelka> Comparing gemrb:master...bradallred:master · bradallred/gemrb · GitHub
[19:18:26] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[19:18:45] <brada> check
[19:22:58] <brada> maybe line 29 should just be changed to #if SDL_VERSION_ATLEAST(1,3,0)
[19:24:08] <brada> Beholder: does that fix it for you?
[19:24:26] <Beholder> wait a min
[19:24:57] <lynxlynxlynx> not my area of knowledge, but do things still work?
[19:25:11] <lynxlynxlynx> on a cursory scan i noticed you removed a lot of invalidate calls
[19:25:55] <brada> yes
[19:26:04] <brada> i wouldnt post things that dont work
[19:26:10] <brada> but only tested in BG2
[19:26:17] <brada> as thats all i have installed
[19:28:54] <lynxlynxlynx> that's probably good enough for controls, as i think only the pst floaty could require more
[19:30:55] <brada> which is broken anyway according to chiv
[19:31:01] <brada> I should help him fix that
[19:33:18] <Beholder> TARGET_OS_MAC causes change blue to green )))) looks funny
[19:33:25] <lynxlynxlynx> not yet in the drawing sense, heh
[19:33:51] <lynxlynxlynx> https://github.com/bradallred/gemrb/commit/4e2051ffe0e5b8db4e851122417021e75e769d31 <-- does this trinary compaction at the end work as expected? never saw it before
[19:33:53] <Pepelka> Use Polymorphisim for getting the text value of a control · 4e2051f · bradallred/gemrb · GitHub
[19:33:54] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[19:34:08] <brada> i do see a problem i need to fix
[19:34:14] <brada> before i push that
[19:35:56] <brada> I broke the map control a wee bit
[19:37:37] <brada> Beholder: thats not what i suggested
[19:38:12] <brada> try changing line 29 to #if SDL_VERSION_ATLEAST(1,3,0)
[19:38:41] <Beholder> ok
[19:39:18] <i30817> equivalent to if (ctrl->QueryText() ) return ctrl->QueryText(); else return "";
[19:39:18] <i30817> ?
[19:39:33] <i30817> strange shores of C++
[19:41:26] <Beholder> yeah, it helps with colors
[19:41:37] <brada> does it fix it?
[19:41:42] <brada> or just help?
[19:43:35] <Beholder> colors now normal, but cursor still glitches, no redrawing, leave garbage on background and controls
[19:44:03] <brada> yes that is expected
[19:44:14] <brada> turn off the cursor
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[20:01:33] <brada> any attempt to fix the cursor in SDL 2 would be a lazy hack unless you actually make everything use textures
[20:02:13] <brada> and we *need* to do that at some point anyway
[20:02:24] <brada> wether we use opengl directly or not
[20:05:12] <brada> grr I need to find time to make arrow keys actually work in gemrb
[20:05:24] <brada> probably due to a mac keyboard
[20:07:08] <brada> lynx: I use that form all the time its what i30817 said it is
[20:07:12] <brada> https://github.com/bradallred/gemrb/commit/4e2051ffe0e5b8db4e851122417021e75e769d31
[20:07:15] <Pepelka> Use Polymorphisim for getting the text value of a control · 4e2051f · bradallred/gemrb · GitHub
[20:07:16] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[20:07:32] <brada> fixed the map and added a fix for SDL2 color inversion
[20:08:19] <lynxlynxlynx> ok
[20:22:38] <i30817> can someone explain what was the problem with the cast? I don't get it.
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[20:23:25] <lynxlynxlynx> integer divided by a float is an integer, so for fractions < 1 that means 0
[20:23:28] <jackhunter> hello and merry christmas;)
[20:23:39] <i30817> (float) (int/float) != (float) int/float and the first is 0? Why?
[20:23:55] <i30817> groan, really? Integer divided by float is a integer?
[20:24:03] <jackhunter> when you will work on planescape with gemrb, i think something should be looked at(a lot of thing sin fact)
[20:24:04] <lynxlynxlynx> jackhunter: healing on rest is now in :)
[20:24:11] <jackhunter> nice;)
[20:24:20] <jackhunter> is really a good thing
[20:24:29] <jackhunter> is it conditionned to grace being in party?
[20:24:51] <i30817> i suppose items aren't considered?
[20:24:54] <jackhunter> (since there is no other priest sadly)
[20:24:54] <lynxlynxlynx> no, just anyone in the party knowing any healing spells (and having them memorized)
[20:25:00] <jackhunter> oh well
[20:25:04] <jackhunter> it snot a prob then
[20:25:15] <jackhunter> since grace is only char to heal in game
[20:25:23] <jackhunter> there is no clerk
[20:25:29] <lynxlynxlynx> you could easily add other spells to the table, so things like stoneskin which lasts more than 8h can be (p)rebuffed
[20:25:30] <jackhunter> nor drood
[20:25:56] <lynxlynxlynx> in bg games, also the healing bhaal powers are checked
[20:26:05] <jackhunter> good thing
[20:26:06] <lynxlynxlynx> in all with paladins also lay on hands
[20:26:16] <lynxlynxlynx> and similar for monks
[20:26:23] <jackhunter> planescape is really uncle scrooge with healing
[20:26:28] <lynxlynxlynx> i30817: items would be too annoying
[20:26:40] <jackhunter> especially if wanna keep for big fights
[20:27:06] <jackhunter> i have noticed a problem that is specific to planescape torment
[20:27:10] <edheldil> there's a lot of clerks in Clerk's ward ;-)
[20:27:10] <i30817> there are ai scripts already doing that on the AI mods... i imagine it's slow slow
[20:27:17] <jackhunter> dont know if it will happen with gemrb
[20:27:23] <brada> lynx: you should make it take regeneration into account for selecting heal targets :)
[20:27:41] <i30817> I believe that float promotion rule is different in java
[20:27:53] <jackhunter> after half of the game, when you reach the upper quarters of sigil, crashes tend to become more frequent, while they were scarce in first half of the game
[20:28:24] <jackhunter> even with the fixpack, they tend to happen : when leaving or entering areas; when casting lots of spells
[20:28:24] <brada> it must be different in clang or something because i tested it when i implemented it
[20:28:25] <edheldil> yeah, in python too
[20:29:01] <jackhunter> also, in some areas, casting spells seem to cause a slow down in the game, or even a short freeze
[20:29:18] <brada> jackhunter: none of the crashes will affect gemrb
[20:29:24] <jackhunter> good thing
[20:29:39] <brada> tho we will have crashes of our own :p
[20:29:40] <jackhunter> i think thats becaus eplanescape has two kind of spells
[20:30:05] <jackhunter> ordinary spells, and some spells that are "final fnatsy like" and stop the time
[20:30:22] <jackhunter> those spells are sometimes tricky
[20:30:48] <jackhunter> lets say you cast this spell while one of your chars is being beaten, he may keep being beaten without you being able to move him,cause time is frozen
[20:31:00] <brada> fuzzie: did you want to look over those changes before i push them?
[20:31:13] <jackhunter> when you cast the axe spell, or the meteor spells, ,etc
[20:32:15] <jackhunter> in bg, while a spell is happening, you can keep moving most of times
[20:32:30] <lynxlynxlynx> time is probably paused during those movies
[20:32:35] <jackhunter> in pst, time is somehow stopped
[20:32:40] <jackhunter> yes
[20:32:45] <jackhunter> or animations
[20:33:08] <jackhunter> rain of fire for example does this
[20:33:39] <jackhunter> pst sure will have great benefit from gemrb
[20:33:43] <i30817> animation resets to 'neutral' stance maybe
[20:34:16] <jackhunter> pst fight system is the most confusing among all other black isle games imo
[20:34:19] <i30817> oh god please somone make a mod downloader/rule system for IE mods
[20:34:27] <i30817> sorry, my despair talked
[20:34:57] <lynxlynxlynx> you can just use any linux package manager
[20:35:11] <lynxlynxlynx> pick on in a portable language and boom
[20:35:24] <i30817> tada, 1, 2, 3
[20:35:35] <jackhunter> in baldurs gate there is a mod giving the game the paper rules of Dungeons and Dragons, but it tends to make you really overpowered
[20:35:38] <i30817> i thought of using mlox as a base
[20:36:02] <i30817> but IE mods have legitimate runtime configuration
[20:36:27] <i30817> or better to say, install time configuration
[20:36:28] <lynxlynxlynx> pick an interactive manager and that's it
[20:36:31] <jackhunter> i remmber my most ridiculous crash in bg2, with a mod
[20:36:47] <jackhunter> i had put tons of exploding craniums on screen, for the final fight
[20:36:53] <jackhunter> like a hundred
[20:37:04] <jackhunter> and when monsters popped, it crashed
[20:37:24] <i30817> no it's not it. Since what is incompatible in BG mods are the components, not the whole mod mostly.
[20:37:41] <i30817> and the rules should be component finegrained.
[20:37:45] <Beholder> what is BAM sprite?
[20:37:53] <jackhunter> yeah i remmber some mods create conflicts, like teleporting you to some areas of the game
[20:37:54] <brada> exploding craniums?
[20:37:59] <brada> skull trap?
[20:38:02] <jackhunter> yes
[20:38:19] <jackhunter> after a certain number of traps, game couldnt follow
[20:38:46] <brada> Beholder: its a sprite backed by a BAM resource
[20:39:07] <lynxlynxlynx> i30817: you'd treat those as subdependencies
[20:39:38] <i30817> i think Sword coast strategems uses the infamous 'invisible creature trick' as a workaround to not being able to get spell clouds (like fireball) center
[20:40:00] <i30817> such things make BGScript the speed machine it is
[20:40:30] <i30817> running on a 2010 computer as slow or slower than back in 1998
[20:42:19] <i30817> missing api? Hack it.
[20:43:52] <jackhunter> what i liked in bg1 was how invelnurability spell worked
[20:44:24] <jackhunter> basically you could use a pnj as a bait, cast the spell on him, then fire in the hole and spamm fireballs
[20:44:34] <jackhunter> and your companion ended being safe
[20:45:23] <jackhunter> and mind controlling humans was quite fun
[20:45:27] <lynxlynxlynx> what else was cool? Resistance over 100% meant healing when taking that type of damage
[20:45:32] <jackhunter> making hard fights a joke
[20:47:10] <i30817> speaking of missing api, there is something on the BGScript object type that seems like it was supposed to pickup objects instead of npcs (the potions listings and MAGICAL fllags).. It wold be cool to script picking up only magical items, etc.
[20:47:25] <i30817> unimplemented though
[20:49:08] <i30817> lynx^3 was there actually a point in having more than 101% resistance?
[20:49:21] <lynxlynxlynx> exactly what i said
[20:49:28] <lynxlynxlynx> it makes sense for elementals for example
[20:49:51] <lynxlynxlynx> (though i'm no expert on lore; pure conjecture)
[20:50:08] <i30817> no i mean, once you trigger the 'else' of that if, it's healing 100% of the possible damage or just another percentage?
[20:53:30] <lynxlynxlynx> if the gameflag for >100 is not on, you just receive no damage
[20:54:00] <i30817> well, that contradicts the original
[20:54:23] <i30817> wait, i misread
[20:55:06] <i30817> so some games do have healing, that is partial but some games don't receive healing?
[20:58:23] <lynxlynxlynx> yes, if i understand you correctly
[20:59:58] <i30817> on the games which do have healing, the range goes from 100% resistance (no damage) to 200% (full attack damage converted to healing)?
[21:00:10] <i30817> D&D doesn't make sense, as usual
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[21:04:36] <lynxlynxlynx> don't know where is the limit, i think we have it at 250
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[21:10:28] <i30817> i don't want to the same thing that happened to IE mods (no package format, no metadata, no standards) to happen to Project Eternity mods
[21:11:40] <i30817> whoever does PEWEIDU please, make up some rules about at least having a version string that validated
[21:12:24] <i30817> more metadata prefered. And a standard directory structure ffs
[21:13:24] <i30817> and a mandated compression format, that supports rzync updates. All of this validated or created by the tool itself
[21:14:53] <jackhunter> wooow
[21:15:05] <jackhunter> casting a spell oto enhance a thief force, then using stealth
[21:15:20] <jackhunter> anna deals 112 damage on hit
[21:15:24] <jackhunter> one shot on the guard
[21:15:43] <i30817> paladins make better thieves in BG
[21:16:23] <i30817> sanctuary is not disrupted on opening containers unlike invisibility or stealth
[21:17:12] <i30817> Although i think hide in shadows gives you a little bit of grace time to get out of the npc view after it is 'disrupted'
[21:17:34] <i30817> or maybe not for opening items, can't remember
[21:19:21] <brada> i dont know about opening containers, but it does give you some time when it fails to get out of sight
[21:19:24] <brada> kinda cheesy
[21:19:55] <i30817> cheese is the lifeblood of replaying BG
[21:20:23] <brada> true
[21:20:41] <i30817> speaking of cheese, the cleric/ranger still gets druid spells in gemrb?
[21:20:53] <brada> i assume
[21:24:21] <edheldil> brada: why are there the merge commits?
[21:24:55] <brada> because i merged :p
[21:25:05] <brada> I guess you are saying i should rebase instead?
[21:25:54] <edheldil> it creates cleaner commits
[21:27:14] <i30817> not that i understand the distinction, but doesn't the linux kernel prefer merges because otherwise history is lost?
[21:29:04] <lynxlynxlynx> but this isn't an external contribution
[21:29:32] <lynxlynxlynx> hah!
[21:30:00] <lynxlynxlynx> http://paste.debian.net/72556/
[21:30:01] <Pepelka> debian Pastezone
[21:30:10] <edheldil> dunno about kernel, but I think a good Git workflow is to develop on a separate branch, rebase it to master as needed, and when you are done merge --ff-only to master
[21:31:30] <brada> sometime i need to merge master into a branch im working on
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[21:32:36] <brada> doh
[21:33:27] <edheldil> no worry, just keep it in mind
[21:34:18] <i30817> King's Bounty Armored Princess/Crossworlds is a great game
[21:35:12] <i30817> does anyone know how to edit a single file in a GoG installer without it complaining about 'file corrupted' nonsense?
[21:35:22] <i30817> (or at all)
[21:35:57] <brada> i assume it is checking hashes
[21:36:09] <i30817> yeah
[21:36:28] <brada> I dont know where it gts the hash value to checkno
[21:36:58] <i30817> i'd just like to edit a frigging config file hidden inside the game so it doesn't crash in wine or use a defective camera mode on install
[21:40:08] <i30817> why isn't software simple :(
[21:40:30] <i30817> why are there even patches for gog games.
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[21:41:23] <i30817> what is this a patch? Just merge the patch to your installer. If you 'need' a patch make it a patch to the setup file itself.
[21:42:16] <i30817> steam architecture is much better, but i prefer the files controlled by me
[21:42:28] <lynxlynxlynx> it would be a poor hashing algorithm if you could just tickle it like that
[21:42:59] <lynxlynxlynx> try putting the process to sleep after extraction, meddling and then resuming it
[21:49:13] <i30817> yeah a sh file invoking sed on the right it would work to replace afterwards if the directory was always the same
[21:49:45] <i30817> bug Gog should be making this stuff easy, not unnecessarily hard.
[21:51:09] <brada> maybe I should just have QueryText return "" by default?
[21:51:23] <brada> since we are jsut doing that anyway
[21:51:52] <lynxlynxlynx> that'd work
[21:51:55] <brada> ok
[21:54:31] <brada> i enabled pedantic warnings in xcode too
[22:01:33] <lynxlynxlynx> there's another regression
[22:01:50] <lynxlynxlynx> the loading progresscircle is now rendered out of place
[22:03:30] <brada> in what game?
[22:03:39] <brada> ill have to fix it later
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[22:06:17] <jackhunter> wqould it be possible to make for fallout engine a project as ambitious as gemrb,technically?
[22:06:36] <jackhunter> or is fallout engine more "hardcoded"?
[22:09:08] <lynxlynxlynx> brad: bg2, 800x600
[22:09:35] <lynxlynxlynx> anything is possible and people even tried
[22:09:46] <lynxlynxlynx> they didn't have enough interest though
[22:10:03] <lynxlynxlynx> check the logs for yesterday, there was a lengthy discussion about this
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