#gemrb@irc.freenode.net logs for 25 Feb 2013 (GMT)

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[00:49:37] <traveler> hello
[00:49:50] <traveler> fatigue in iwd looks a bit harsh
[00:50:09] <traveler> all attacks are either critical miss
[00:50:17] <traveler> or (rarely) critical hit
[00:50:22] <traveler> *all pc attacks
[00:51:05] <traveler> i think lynx: was working with fatigue, so maybe he would be interested in this data point
[00:51:35] <lynxlynxlynx> did you sleep at all?
[00:51:48] <traveler> sleep removes fatigue
[00:51:49] <lynxlynxlynx> the penalties in the table go very high
[00:51:56] <traveler> ah
[00:52:07] <lynxlynxlynx> sleep removes them, yes
[00:52:13] <traveler> you mean that could be some cumulation
[00:52:16] <traveler> ?
[00:52:24] <lynxlynxlynx> but if you get tired enough, it's easy to min/max a d20
[00:52:45] <traveler> kuldahar to severed hand
[00:52:45] <psch> alright, i think i have the preparation script pretty much done
[00:52:49] <traveler> should max fatigue?
[00:53:00] <psch> it doesn't error check yet, though, and i should definitely clean the makefile a bit
[00:53:02] <lynxlynxlynx> how long did it take?
[00:53:09] <lynxlynxlynx> you get 1 point per 4h
[00:53:10] <traveler> ah yes
[00:53:13] <traveler> puny 120 hours
[00:53:15] <traveler> just checked
[00:53:27] <lynxlynxlynx> psch: quick, make a backup somewhere online :)
[00:53:33] <lynxlynxlynx> haha
[00:53:38] <psch> good call
[00:53:50] <lynxlynxlynx> sounds like a bug in itself, i doubt it took so long in the original
[00:54:23] <traveler> it's a bit further on map though
[00:54:38] <traveler> easily to miss fatigue, since i'm missing portrait icons
[00:55:00] <traveler> that would explain why some spectres could be insanely hard
[00:55:44] <traveler> huh
[00:55:52] <traveler> dragon's eye is 48h away
[00:56:04] <traveler> but temple of forgotten god which is near dragon's eye
[00:56:07] <traveler> is 148h
[00:56:12] <lynxlynxlynx> it's mountainous, so maybe they are ok indeed
[00:56:17] <lynxlynxlynx> hmm
[00:56:19] <traveler> sorry, 160
[00:56:19] <psch> http://filebin.ca/YBiHIzP1kS2/gemrb_android_buildstuff.tar if anyone wants to have a look, i still need to add a bunch of sanity check and error checks, but if everything is there it should work fine
[00:56:48] <lynxlynxlynx> distributed backup complete
[00:56:49] <psch> additionally, the gemrb makefile is horrible, it just include every file by name, which is definitely not a good way to write a makefile and will eventually break
[00:57:08] <psch> ill get to that, but my next week is rather busy, so it might take some time
[00:58:06] <psch> oh, everything being there in this case means the android-sdk in $PATH, the android-ndk in $PATH and $NDKPATH/build/tools in $PATH if i remember correctly
[00:58:25] <psch> ill check that too
[00:58:33] <lynxlynxlynx> great
[00:59:05] <lynxlynxlynx> did you put the extra code hacks inside the makefiles?
[00:59:26] <psch> no, i forgot that
[00:59:54] <psch> i dont really know how to do that with the makefile, but i guess i could just call sed from there
[01:00:11] <psch> gotta find out how to do that as well heh :)
[01:01:12] <lynxlynxlynx> don't bother, we'll just fix it in the repo
[01:01:21] <psch> that works too i guess
[01:01:24] <lynxlynxlynx> was just wondering if all the missing stuff is noted somewhere
[01:01:43] <lynxlynxlynx> i see it's not in the prep script either
[01:01:49] <psch> well, it's two places that break with what's in the .tar
[01:01:56] <psch> that is OpenALAudio.h includes android.h
[01:02:13] <psch> and SDL20VideoDriver doesn't get the right pixelformat
[01:02:48] <psch> the first fuzzie says should be ifdef'd, the second should probably be resolved somehow but can be hacked with just passing SDL_PIXELFORMAT_RGB565
[01:02:59] <psch> but you're right, i didnt write it anywhere in the prep script or anywhere else
[01:03:21] <lynxlynxlynx> ok
[01:03:25] <lynxlynxlynx> don't worry about it
[01:03:34] <psch> i do have those fixes commited in local repo, but yeah
[01:04:10] <lynxlynxlynx> well then do the git format-patch dance
[01:04:46] <psch> that's another thing i don't really know much about, and i wanted to stop learning new things for today
[01:05:00] <psch> gotta prepare a java class tomorrow morning, and i gotta get some sleep now
[01:05:42] <psch> but ive got it written down
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[01:13:58] <lynxlynxlynx> no rush, i can walk you through it
[01:14:20] <lynxlynxlynx> it's nothing complicated anyway if you're not completely new to git
[01:31:35] <psch> yeah, we can do that somewhen in the upcoming days
[01:33:30] <psch> ill force myself to sleep now heh
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[20:24:26] <lynxlynxlynx> fizzle: the clock one works too
[20:24:51] <fizzle> cool
[20:24:52] <lynxlynxlynx> iwd2 doesn't display the tooltip (yet), pst is unaffected
[20:24:54] <fizzle> for pst even?
[20:25:03] <lynxlynxlynx> no, pst doesn't update
[20:25:26] <fizzle> not negatively affected is what I meant
[20:25:55] <fizzle> I wasn't sure about that there
[20:26:36] <fizzle> thanks for testing
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[20:55:20] <Luge> Evening..
[20:55:43] <Luge> Anyone about, or all playing BG:EE?
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[20:58:51] <Luge_> Hm.
[20:59:50] <Luge_> Anyway, I'd like to help with this project.
[21:00:23] <Luge_> So what's a priority? Just bug testing with the various infinity games, or something more specific?
[21:00:42] <rocket_hamster> heya
[21:00:59] <rocket_hamster> depends on what you know :)
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[21:02:42] <Luge_> I've messed around with infinity explorer and understand the file structure.
[21:02:56] <Luge_> But I've never delved into any of the hard code.
[21:04:08] <Luge_> Don't expect too much to start with :)
[21:04:17] <Luge_> But evey little bit helps, I hope.
[21:04:41] <rocket_hamster> did you read http://www.gemrb.org/wiki/doku.php?id=contribute perhaps?
[21:04:42] <Seniorita> contribute [GemRB wiki]
[21:05:54] <Luge_> Yes.
[21:06:14] <Luge_> It pretty much just says, "go and play the game and find bugs".
[21:06:47] <Luge_> So I was asking if there are any priority areas within that.
[21:06:58] <Luge_> Say...Combat, or dialogue.
[21:07:39] <Luge_> Ah,hm.
[21:07:40] <Luge_> http://www.gemrb.org/wiki/doku.php?id=developers:ietesting
[21:07:42] <Seniorita> developers:ietesting [GemRB wiki]
[21:07:43] <Luge_> There it is.
[21:07:47] <Luge_> Got it.
[21:08:26] <Luge_> I will do that then :)
[21:09:59] <rocket_hamster> well to my knowledge iwd2 and pst was latest to be worked on, bg2 is pretty much functional, i guess you can playthrough games and look for inconsistencies
[21:10:56] <rocket_hamster> im sure ull find something that bothers you or is not as it should be
[21:11:38] <rocket_hamster> do you know how to work with git and compile source code?
[21:13:07] <Luge_> I haven't read through all of the instructions yet.
[21:13:15] <Luge_> Which compiler is recommended?
[21:14:46] <rocket_hamster> what platform and OS do you have?
[21:15:30] <Luge_> PC with XP and Windows 7 partitions
[21:16:48] <rocket_hamster> well testing the lastest compiled win version would be best option i think
[21:17:05] <lynxlynxlynx> hi
[21:17:08] <Luge_> Ok, found it.
[21:17:08] <Luge_> http://www.gemrb.org/wiki/doku.php?id=install:windows&s[]=compiler
[21:17:10] <Seniorita> install:windows [GemRB wiki]
[21:17:16] <Luge_> :P
[21:17:39] <lynxlynxlynx> if you know how to code, there are better things to check
[21:17:55] <lynxlynxlynx> ietesting is a mining op
[21:18:32] <Luge_> I can do basic c++ and a bit of python.
[21:18:38] <Luge_> But I'm fairly rusty.
[21:18:52] <lynxlynxlynx> cool
[21:19:08] <rocket_hamster> why didnt u say so earlier xD
[21:19:10] <lynxlynxlynx> our python part is simple, just long
[21:19:30] <lynxlynxlynx> the engine is in c++ and since the games are complex, it can be quite puzzling
[21:19:45] <psch> man Luge_, if you also know opengl there's a really nice thing to do!
[21:19:52] <lynxlynxlynx> how well do you know the games?
[21:19:56] <lynxlynxlynx> hehe
[21:20:18] <rocket_hamster> psch you are the new guy working on opengl?
[21:20:21] <psch> no
[21:20:25] <psch> im the guy who does the android build
[21:20:32] <Luge_> I'd rather not admit to it, but the right description would probably be "intimately"
[21:20:33] <Luge_> ;)
[21:20:47] <psch> or more or less did, as in it's pretty much done but needs clean-up
[21:21:21] <rocket_hamster> Luge what is the name of the dragon in underdark guarding the gate to the surface? xD
[21:21:43] <Luge_> Oh.. S. Something.
[21:21:47] <Luge_> She's silver.
[21:22:00] <rocket_hamster> yeah i dont know either :D
[21:22:01] <Luge_> 3 sets of dragon eggs.
[21:22:16] <rocket_hamster> fake saloufein fake and original :D
[21:22:30] <Luge_> Yeah.
[21:22:58] <Luge_> Actually, one acheivement I've -never- got is escaping that drow city.
[21:23:07] <Luge_> I always end up having to kill everyone.
[21:23:27] <lynxlynxlynx> hehe cool
[21:23:45] <rocket_hamster> hmm swap eggs, let demon kill drow priestess then run away? i think there is a time limit is there?
[21:23:48] <lynxlynxlynx> so you could also investigate data bugs easily :)
[21:24:07] <Luge_> Supposedly there's a time limit, yet.
[21:24:10] <Luge_> yes.
[21:24:21] <lynxlynxlynx> the todo page has a bunch of items marked as fixme, which denotes them as being of entry-level difficulty
[21:24:31] <Luge_> But if you're a good guy, you have to swap dragon eggs twice.
[21:24:41] <lynxlynxlynx> and iirc that underdark dragon had a pretty simple name
[21:24:43] <Luge_> Takes too long.
[21:24:51] <lynxlynxlynx> think of the acid one, thraxvcxvavacv something
[21:25:10] <lynxlynxlynx> adalon
[21:25:11] <rocket_hamster> i remember only firkraag
[21:25:15] <rocket_hamster> yes
[21:25:16] <Luge_> I could have googled it in seconds to try to impress you.
[21:25:28] <Luge_> But..,That's not the game :P
[21:25:41] <lynxlynxlynx> silly trivia anyway
[21:25:51] <rocket_hamster> this is not about impressing this is about proving to yourself you are a geeky geek :D
[21:26:04] <lynxlynxlynx> but that's one of the reasons why bg2 works so well now :)
[21:26:23] <psch> if i may, im impressed by all the things in the game that i've never seen hah
[21:26:36] <psch> swapping dragon eggs sounds pretty interesting
[21:26:44] <Luge_> I still find things I've forgotten about on each playthrough.
[21:27:14] <psch> yeah, ive never gotten further than that mining town on bg1
[21:27:31] <psch> bg2 i did get out of the dungeon and try to clean that one castle from the trolls, but that's furthest there
[21:27:56] <psch> which is why i wanted to play them on my tablet :x
[21:28:42] <Luge_> lynxlynxlynx: You refer to the todo list on OpenHatch?
[21:28:48] <psch> which lead to brada taunting me with "i wish the people who want an android build would just write one :)"
[21:28:58] <lynxlynxlynx> Luge_: the notion that its is best to start where it hurts you the most is good for motivation
[21:29:09] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=todo
[21:29:11] <Seniorita> todo [GemRB wiki]
[21:29:22] <Luge_> Thanks.
[21:29:27] <lynxlynxlynx> either just start playing one of the games or tackle something directly
[21:29:40] <lynxlynxlynx> reading that list is good either way
[21:29:59] <psch> there's this pst list somewhere on the wiki, is that still up to date?
[21:30:03] <brada> psch: thanks again!
[21:30:13] <lynxlynxlynx> yes, it is a recent list
[21:30:16] <psch> brada: im not 100% finished you know
[21:30:43] <psch> so pst doesn't really need more play-through attention but code-attention
[21:30:44] <Luge_> "FIXME no sound feedback on disarm"
[21:30:56] <Luge_> Please clarify "disarm"
[21:31:02] <lynxlynxlynx> disarming traps
[21:31:24] <Luge_> Doh.
[21:31:26] <lynxlynxlynx> it's a trivial fix in code - if you know which sound to play
[21:31:27] <Luge_> Right
[21:31:41] <lynxlynxlynx> the game comes with so many though ...
[21:32:07] <Luge_> Got it.
[21:32:09] <lynxlynxlynx> ietesting mention this iirc
[21:35:13] <lynxlynxlynx> anyway, the biggest visible changes can be made to pst and iwd2, since they're the least polished right now
[21:35:31] <Luge_> I don't know those nearly as well.
[21:35:35] <lynxlynxlynx> well, unless you break something for everyone :)
[21:35:40] <Luge_> Played them once each.
[21:36:09] <lynxlynxlynx> iwd2 needs some easy python work for level up, but pst has a whole range of issues
[21:36:23] <psch> pst does really weird things anyway
[21:36:29] <lynxlynxlynx> yep
[21:36:30] <Luge_> You know...When I think about it, there are so many things that don't make this very easy.
[21:36:30] <psch> in comparison to the other games that is
[21:36:53] <Luge_> How many of those $%$ing fake rune stones were there for Durlag's Tower?
[21:46:20] <rocket_hamster> anyone here uses colorscheme for vim? what kind if so?
[21:46:52] <psch> i like default on urxvt -rv
[21:47:42] <psch> Luge_: i think wrt playing through, in general you probably should just play on gemrb-git and note anything that seems off for to you
[21:48:07] <psch> additionally to ietesting, that is
[21:48:30] <Luge_> Yes, I'll make a clean install of the originals and try to do it side by side.
[21:48:53] <psch> that's very rigorous, and even better than i suggested
[21:50:52] <lynxlynxlynx> by now, bgs do need ocd attention to detail to uncover new bugs
[21:51:44] <Luge_> Well, like sound effect differences.
[21:51:45] <lynxlynxlynx> what's remaining is either hairy, deemed unworthy of attention or under the radar
[21:51:55] <Luge_> Got to compare with the original.
[21:52:27] <lynxlynxlynx> ... or just annoying
[21:52:33] <Luge_> Although, I honestly don't remember there even being a disarm sound in BG1.
[21:52:37] <lynxlynxlynx> it's good to get fresh blood, i mean eyes
[21:52:49] <lynxlynxlynx> we've just gotten dull in the years
[21:53:20] <Luge_> I can see that if EE hadn't come along, there would be more attention on this.
[21:53:35] <lynxlynxlynx> not sure
[21:53:50] <psch> i honestly don't think so
[21:54:29] <psch> the people that want EE aren't of the kind that need high-mark portability or even a whole engine
[21:54:58] <psch> they just want the games again, without modding hassle and with a bit more convenience
[21:55:22] <psch> but maybe that's just some blind elitism talking
[21:56:05] <Luge_> EE had got negative feedback from quite a few people.
[21:56:22] <Luge_> They expected more, and I ca understand why.
[21:56:46] <Luge_> I might get it myself one day.
[21:57:26] <Luge_> But personally, I've played with the BWP, which improves BG many times over.
[21:57:37] <Luge_> So EE doesn't do anything for me.
[21:57:40] <rocket_hamster> Luge_, what do you mean, what kind of bad feedback? like lack of new features?
[21:57:58] <lynxlynxlynx> that's the general impression i got too
[21:58:15] <Luge_> rocket_hamster: Yes.
[21:58:18] <psch> what kind of new features did people expect?
[21:58:23] <Luge_> The official forms are full of it.
[21:58:29] <lynxlynxlynx> anyone that played it for a couple times already - meh; anyone else was - cool (if they like the genre)
[21:58:38] <rocket_hamster> well i think it was never supposed to be a addon, just overhaul of some kind?
[21:58:40] <lynxlynxlynx> and some for the new mobile effort
[21:59:00] <psch> i kinda wanna check their android port
[21:59:01] <psch> when it comes
[21:59:07] <Luge_> There's a lot of little things that make it feel unfinished.
[21:59:13] <rocket_hamster> oh i see
[21:59:26] <Luge_> Examples: The new touchscreen stuff doesn't work on the Windows versions.
[21:59:27] <lynxlynxlynx> and they also have a linux port in the pipeline
[21:59:39] <Luge_> Only Android and Mac.
[22:00:24] <Luge_> Stuff like the 3PP new graphics and paperdolls were just ported over.
[22:00:35] <lynxlynxlynx> best to wait for bg2ee
[22:00:45] <Luge_> All the bug fixes from Gibberlings 3.
[22:00:46] <Luge_> etc.
[22:01:10] <Luge_> Zoom function... Not very much use.
[22:01:36] <Luge_> I don't want to bash it, though.
[22:01:49] <Luge_> Some improvements have been made.
[22:02:10] <psch> the character creation looks weird
[22:02:48] <psch> but that's such a minor thing heh
[22:06:22] <lynxlynxlynx> modifying things people came to love because of what they are is always tricky
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[22:08:03] <psch> oh brada, one thing wrt to touch input on fixed aspect resolution
[22:08:19] <brada> what?
[22:08:20] <psch> is that easily fixable? that touch input doesn't get scaled to full screen size
[22:08:48] <brada> i dont know what exactly you mean
[22:08:55] <psch> as i mentioned when testing with pixelformats, when im running in 800x600 i get good fps, but also black bars
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[22:09:13] <psch> but the input locations on the touch screen dont keep aspect ratio
[22:09:48] <psch> as in, for pausing i have to touch on the left black bar on the bottom
[22:09:52] <psch> instead of onto the pause clock
[22:09:53] <brada> kinda hard for me to fix
[22:10:04] <brada> i have nothing to reproduce that with
[22:10:36] <brada> is it just an offset?
[22:10:43] <psch> it seems to stretch
[22:10:57] <psch> as in, button in the center react perfectly fine
[22:12:02] <psch> ill try to sketch something up to illustrate
[22:12:29] <brada> no need
[22:12:38] <brada> i understand what you mean
[22:15:00] <psch> i'd assume what this comes down is some way to get the actual SDL_Window resolution, which isn't that hard i think, and the resolution gemrb renders at, which is in the config
[22:15:14] <psch> and then do some math on the differences etc and scale the touch event coordinates accordingly
[22:16:18] <brada> you wouldnt get it from the config
[22:16:35] <brada> you would use sdl window size vs logical render size
[22:16:45] <psch> right
[22:17:25] <psch> but that kind of scaling already happens in SDL20VideoDriver::ProcessEvent
[22:17:29] <brada> and it seems that i maybe can reproduce
[22:17:44] <brada> im guessing your screen is not 4:3 like ipad screens are
[22:17:56] <psch> it's not
[22:18:14] <psch> it's 16:10
[22:19:18] <psch> but it also has the 64px menubar at the bottom additionally
[22:19:43] <psch> which makes it something between 16:10 and 16:9
[22:20:39] <brada> it doesnt matter what the ratio is
[22:20:57] <brada> the trick to reproducing is to use anything that is not 4:3 in gemrb.cfg
[22:21:06] <brada> assuming your game is 4:3 of course
[22:21:20] <psch> yeah, i have stock bg2 on my tablet
[22:21:44] <brada> right so if you modded it to whatever your ratio is then you wouldnt have the problem
[22:21:59] <brada> and the game would scale to fill your screen
[22:22:33] <psch> yeah, but i also have ~2/3 of the fps
[22:22:52] <psch> oh wiat
[22:22:58] <psch> i misunderstood i think
[22:23:15] <brada> yes you did
[22:23:21] <psch> i get it now
[22:23:27] <brada> i mean it is a problem i intend to fix
[22:23:32] <brada> but for now...
[22:23:41] <psch> yeah, sure
[22:23:50] <brada> you could do 800x?
[22:23:57] <psch> this is actually more a kind of solution i hoped for for now
[22:24:03] <brada> and it would run fullscreen on your device without the touch issue
[22:24:10] <psch> it should, yeah
[22:24:13] <psch> it definitely makes sense
[22:24:20] <brada> you just need to solve for ? ;)
[22:24:32] <psch> i can do that i think :P
[22:24:38] <brada> and apply widescreen mod of course
[22:25:11] <psch> yeah
[22:31:59] <psch> thanks for that idea
[22:32:20] <psch> now for making up some resolution, cause 800 horizontal makes the vertical too small for widescreen heh
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[22:32:26] <psch> but i can do that!
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[23:41:30] <brada> psch: on ios the coordinates are automatically scaled to the logical render size
[23:42:04] <brada> as in if i ask for 500x500 then a touch on the bottom left is 0,0 and top right is 500, 500
[23:42:13] <brada> can you see what happens on android
[23:42:13] <brada> ?
[23:42:46] <brada> i meant top left bottom right apparently
[23:52:06] <psch> ill get to that tomorrow, i gotta get my sleep schedule in line a bit again
[23:53:12] <psch> i havent tried widescreen with corrected ratio yet either
[23:53:30] <psch> but ill gjasther some data tomorrow
[23:55:12] <brada> ok
[23:55:16] <brada> sounds good