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[03:36:09] <lloyd> brad_a hey man I managed to get scrolling working on sdl1.3
[03:37:22] <lloyd> the // ???: We may need a check to exclude mousewheel buttons on SDL 1.3+ comment
[03:37:27] <lloyd> was correct
[03:39:19] <lloyd> The other bugs I mentioned all came from using bettertouchtool which causes all sorts of weird behaviour on gemrb with magic mouse
[03:39:29] <lloyd> turning that off seemed to fix everything
[03:41:28] <pugvader_> hi lloyd
[03:41:31] <pugvader_> good deal
[03:43:47] <brad_a> sounds good
[04:36:08] <lloyd> I put if(!(event.button.button == SDL_BUTTON_LEFT || event.button.button == SDL_BUTTON_RIGHT)) break; at the start of the SDL_MOUSEBUTTON UP and DOWN cases
[04:36:57] <lloyd> and negated the x,y for the scroll direction so that it is in the normal direction which is opposite to the default
[04:37:20] <lloyd> and magic mouse works perfectly, it's really nice
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[04:43:46] <brad_a> why did you put that there?
[04:44:42] <brad_a> i need to test if this happens with all mice or just ones ike magic mouse before i commit a change
[04:45:15] <brad_a> but iwould lean towards just ifdeffing out what isnt needed
[04:45:24] <lloyd> it happens with other mice as well
[04:45:59] <lloyd> basically scrolling upwards leads to SDL_MOUSEBUTTONDOWN SDL_MOUSEBUTTON_UP and then SDL_MOUSEWHEEL
[04:46:11] <lloyd> sideways is just SDL_MOUSEWHEEL
[04:46:13] <lloyd> which is why it worked properly
[04:46:25] <lloyd> and vertically it went all jaggedy
[04:47:16] <lloyd> i tried with out mice
[04:47:27] <brad_a> you tested with a "normal" mouse
[04:47:35] <lloyd> the reason I put that there was to break unless it was a left or right click
[04:47:37] <brad_a> one that has a fixed increment wheel?
[04:47:38] <lloyd> yeah
[04:47:40] <lloyd> ya
[04:47:59] <lloyd> (I dunno if there are other clicks that are used)
[04:48:04] <brad_a> im not sure where the inversion should actually occur
[04:48:25] <brad_a> is it also inverted for all mice?
[04:48:40] <lloyd> havent checked the inversion one sec
[04:48:47] <brad_a> and just up and down is inverted?
[04:49:04] <lloyd> no both
[04:49:43] <brad_a> ok. then the fix for that is probably to ifdef where i am pourpousely inverting it for iphone
[04:50:19] <brad_a> or possible to add a config var for inversion
[04:51:07] <lloyd> yeah its the same for normal mouse
[04:51:26] <lloyd> scrolling up will cause the screen to move down without the inversion
[04:51:36] <brad_a> search for the comment that says "invert the coordinates"
[04:51:48] <brad_a> thats where i am inverting it
[04:51:55] <lloyd> ah ok
[04:52:04] <brad_a> its in sdlvideo.cpp
[04:53:21] <brad_a> under SDL_FINGERMOTION
[04:53:26] <brad_a> hmm
[04:53:27] <lloyd> so fingermotion event happens on scroll?
[04:53:30] <brad_a> thats probably not it then
[04:53:40] <brad_a> because it shouldnt
[04:53:48] <lloyd> I didn't see it happening
[04:54:03] <lloyd> it just did SDL_MOUSEWHEEL
[04:54:24] <brad_a> yes thats where it should be done then
[04:55:13] <lloyd> ya confirmed: getitng rid of inversion in fingermotion doesn't solve
[04:55:24] <lloyd> so does fingermotion get called at all outside of iphone?
[04:55:32] <brad_a> yeah i just didnt remember thats where i did the inversion
[04:55:42] <brad_a> wait
[04:55:43] <brad_a> no
[04:55:59] <brad_a> ill bet finder motion does get called for apple trackpads
[04:56:15] <brad_a> i cant test tho because my codebase isnt buildable atm
[04:56:44] <brad_a> so trackpads may get a double event???
[04:56:59] <lloyd> I think trackpad and magic mouse should be able to do the same stuff -- I can do pinch to zoom on mm as well
[04:57:09] <lloyd> like mm isn't just for scrolling
[04:57:15] <lloyd> you can swipe etc
[04:57:19] <brad_a> i know
[04:57:27] <brad_a> thats why i think it would cause touch events
[04:57:52] <lloyd> ill try a few things -- see if i can get it to do one
[04:57:54] <brad_a> but you said normal mice are inverted too
[04:58:02] <lloyd> yes
[04:58:17] <lloyd> mm and normal mice both cause the wheel event
[04:58:25] <lloyd> and the opposite of what should happen happens
[04:58:30] <brad_a> so then we still need to inver the coordinates but we need to know if we are getting both a touch and scroll event frommagic mice
[04:59:22] <lloyd> I'm 100% sure that one finger swipes up down diagonal w/e only cause up down and wheel
[04:59:34] <brad_a> ok
[05:00:28] <brad_a> then i will invert the coordinates and push that once i have everything put back together
[05:00:50] <lloyd> does iphone ever use scroll though?
[05:00:56] <lloyd> i mean wheel event
[05:01:00] <brad_a> no
[05:01:02] <lloyd> i wouldn't think so..
[05:01:02] <lloyd> kk
[05:01:05] <lloyd> then yeah
[05:02:13] <brad_a> and i will ifdef out the mousewheel up/down for sdl 1.3
[05:02:43] <lloyd> up/down?
[05:02:47] <lloyd> oh right yeah
[05:02:48] <pugvader> how can i echothe keyboard input from a linux /dev/pts tty without capturing it and removing those keys from the queue?
[05:03:30] <brad_a> echothe?
[05:03:36] <brad_a> oh
[05:03:37] <brad_a> echo the
[05:04:47] <brad_a> llooyd: i was mistakenly thinking that wousewheel button was its onw event
[05:04:58] <brad_a> but i will do something similar to what you did
[05:05:17] <brad_a> but I dont want to block all other buttons too like you did
[05:05:23] <lloyd> it is its own event?
[05:05:26] <lloyd> ya
[05:05:27] <brad_a> even though they arent currently used
[05:05:36] <brad_a> no its not. i thought it was for some reason
[05:05:43] <brad_a> im talking to you from memory
[05:05:50] <brad_a> but now im actually looking
[05:06:36] <brad_a> pugvader: i have no idea how to do that on linux.
[05:06:47] <lloyd> its an event.type
[05:07:16] <lloyd> it is its own event? three events happen when you scroll the mouse up down then wheel
[05:08:02] <brad_a> i will ignore SDL_BUTTON_WHEELDOWN
[05:08:07] <brad_a> and SDL_BUTTON_WHEELUP
[05:09:32] <lloyd> are those event.types?
[05:10:22] <brad_a> yes sdl 1.2 idnt ever support horizontal scrolling
[05:10:31] <brad_a> no those are button ids
[05:10:44] <lloyd> oh ok so event.button.button?
[05:10:54] <brad_a> i think yes
[05:12:02] <brad_a> pugvader: cant you just remove the events echo them then either re-add them or create new ones with some identifier you can ignore to prevent loopback?
[05:12:32] <brad_a> or peek into the queue and echo whats in it
[05:12:40] <pugvader> when i do cat /dev/pts/6 | tee -i -a /dev/pts/6 then the application gets all the keys, but the echoing terminal doesnt
[05:13:16] <pugvader> this is not how i feel cat should work
[05:13:21] <pugvader> grr
[05:13:47] <brad_a> you clearly know more about linux than myself :-P
[05:14:05] <brad_a> are you running as root?
[05:14:10] <pugvader> yes
[05:15:02] <brad_a> i certainly dont know of anyway to do it with comands
[05:15:26] <brad_a> on mac i have done it programmatically using "event taps"
[05:15:41] <brad_a> i naturally assume linux has some similar API
[05:17:34] <pugvader> good grief, i forgot what i wanted to do this for
[05:17:47] <brad_a> o_O
[05:18:07] <pugvader> gone, as if it were never there
[05:18:16] <lloyd> lol
[05:19:16] <pugvader> . o O ( in case you ever wondered what losing your mind feels like )
[05:20:03] <lloyd> haha
[05:28:50] <CIA-44> GemRB: 03bradallred * ra36eadfbaac0 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp:
[05:28:50] <CIA-44> GemRB: SDLVideo: invert SDL 1.3 mousewheel coordinates.
[05:28:50] <CIA-44> GemRB: we should probably make a config for this in the future
[05:28:50] <CIA-44> GemRB: Thanks to lloyd for the notice. :)
[05:28:50] <CIA-44> GemRB: 03bradallred * r1e2a62200004 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp:
[05:28:50] <CIA-44> GemRB: SDLVideo: in SDL 1.3 we do indeed need to block mousewheel button events because they couple with the SDL_MOUSEWHEEL to make a double scroll.
[05:28:51] <CIA-44> GemRB: Thanks to lloyd for the heads up.
[05:28:51] <CIA-44> GemRB: 03bradallred * r5ec938ad099e 10gemrb/ (50 files in 15 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[05:29:28] <lloyd> yay!
[05:29:35] <brad_a> lloyd: any other strange input related or graphics related bugs?
[05:30:42] <brad_a> or audio bugs?
[05:30:54] <brad_a> i think i fixed all the mac openal problems
[05:31:10] <lloyd> nope it seems to be good with those two fixes
[05:31:28] <lloyd> so can I test with git pull?
[05:31:42] <brad_a> yes git pull then delete and rebuild
[05:31:56] <lloyd> delete what?
[05:32:00] <lloyd> everything?
[05:32:18] <brad_a> well im not sure rebuilding can overwrite data in the applications folder
[05:32:27] <brad_a> try it i guess
[05:32:34] <lloyd> k
[05:32:47] <brad_a> i vaguely recall getting a permission denide message before
[05:33:19] <brad_a> just watch the terminal output to make sure you dont get any errors like that i guess
[05:33:42] <brad_a> strange things happen when using a video driver from an old build lol
[05:34:02] <brad_a> or a new video driver with an old build sometimes
[05:34:21] <lloyd> well i make clean
[05:34:53] <brad_a> that doesnt uninstall tho does it?
[05:35:01] <brad_a> i thought it just cleaned the build files
[05:35:02] <lloyd> nah
[05:35:04] <lloyd> yeah
[05:35:23] <brad_a> well you seem to knwo what you are doing
[05:35:29] <lloyd> hehe
[05:36:08] <lloyd> ah right
[05:36:29] <lloyd> It still thinks im an iphone :\
[05:36:38] <brad_a> damn it! i forgot about that
[05:36:47] <lloyd> lol
[05:36:55] <brad_a> i will try to figure that out this weekend
[05:36:59] <brad_a> but now i need to go to bed
[05:37:04] <lloyd> sure np gnight
[05:37:09] <brad_a> yup night
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[05:38:18] <brad_a> FYI G3 is back!
[05:39:33] <brad_a> ok goodnight for real now
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[06:04:38] <gembot> build #281 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/281
[06:14:15] <gembot> build #63 of nmake-msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/63
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[07:25:03] <pugvader> then i can control my music playback from any shell :)
[07:25:07] <pugvader> if i can redirect ctrl-ä, ctrl-ö, ctrl-ü and ctrl-ß and map those to play/pause, vol+, vol-, and skip track in my music player controls i am set
[07:37:27] <lloyd> but bg music is so good
[07:37:35] <lloyd> its all I listen to
[08:17:08] <pugvader> hm
[08:17:30] <pugvader> at this point you could gitmo me with bg music
[08:18:31] <lloyd> rofl
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[08:43:21] <pugvader> moin lynxlynxlynx
[08:43:33] <lynxlynxlynx> gmornin
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[08:56:41] <lloyd> is there anything special that needs to be done to get gemrb to run BGT?
[08:56:50] <lloyd> T= trilogy
[08:58:05] <fuzzie> well, you have to apply any exe patches manually (the obvious example is the starting XP I guess?)
[08:58:16] <fuzzie> lynxlynxlynx is our expert on absolutely everything at this point
[08:58:35] <lloyd> yeah I got patches etc
[08:58:50] <lloyd> basically I did it with wine and virtualised windwos
[08:58:54] <lloyd> windows*
[08:59:23] <lloyd> I need to move the folders from where I installed them to my mac with gemrb
[09:00:05] <lynxlynxlynx> the starting xp can be modified in override/bg2/clsskills.2da
[09:01:16] <lloyd> k -- should a normal BG2 gemrb config work with it
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[09:04:07] <lloyd> wait why do you need to change starting XP?
[09:04:45] <fuzzie> because the bg2 starting XP is 89000XP and that is not what you want at the start of a bg1 play :)
[09:05:34] <lloyd> BGT doesn't fix this? you don't have to do this on normal windows BGT?
[09:05:49] <fuzzie> BGT patches the exe
[09:06:48] <lloyd> but normally when you use BGT you start with the right amount of XP amirite?
[09:06:50] <fuzzie> so you have to apply that (and all exe patches) manually to gemrb
[09:07:32] <lloyd> so If I have a wokring windows BGT installation I can't just directly run it with gemRB?
[09:07:51] <fuzzie> nope, you have to modify your gemrb in the same way you modified the exe
[09:08:45] <lloyd> interesting....
[09:09:03] <fuzzie> well, the exe is windows-specific executable code, there's not much we can do with it
[09:09:35] <lloyd> ohhh so GemRB doesn't use the exe
[09:10:05] <fuzzie> no :)
[09:10:26] <fuzzie> so, if a mod modifies the exe and provides no other information at all, gemrb has no idea what got changed
[09:10:59] <lloyd> Right. So how do you apply the patches to gemRB?
[09:11:10] <lloyd> I mean is gemRB just one executeable?
[09:11:13] <fuzzie> nope
[09:11:17] <fuzzie> we have all configuration in external files
[09:11:29] <fuzzie> as lynx said, for the XP you want to change override/bg2/clsskills.2da inside your gemrb install
[09:11:45] <fuzzie> apparently BGT sets it to '1'.
[09:12:17] <lynxlynxlynx> *clskills
[09:12:28] <fuzzie> it looks like BGT modifies the starting XP, and also replaces DAYNITE and NITEDAY with "" (?!)
[09:13:28] <lloyd> OK so There are a few things I need to do manually but BGT should still work in essence because the non exe files that got patched still work with gem
[09:13:46] <fuzzie> but other than those two things, nothing else gets exe-patched, so that is cool
[09:13:56] <lloyd> right cool I'll try it
[09:13:58] <lloyd> thanks
[09:23:26] <lloyd> so who was it that spent all the time reverse engineering IE to work on *nix
[09:23:51] <fuzzie> well, largely the work was done by Avenger
[09:24:36] <fuzzie> but a huge amount of RE work was done for the IESDP and the many mods out there
[09:25:04] <lloyd> ah ok
[09:25:29] <lloyd> cool, amazing how much work people have put into IE!
[09:26:38] <fuzzie> in terms of work on gemrb in total, including implementation/fixes/etc: Avenger did 45% of commits, lynxlynxlynx did 20%, balrog did 10%, I did 6%, tomprince did 4%, everything else is noise :)
[09:27:32] <lloyd> cool. Thank you! It's awesome.
[09:28:04] <edheldil> fuzzie: :-p
[09:28:15] <fuzzie> edheldil: see what happens when you don't commit?!
[09:28:17] <_CJS_> Yeah, one can only marvel at the dedication you have put in to this project. And the code is just wonderful!
[09:28:51] <lloyd> ^^ yeah the code is really well done!
[09:28:58] <fuzzie> but yes edheldil and wjp and various others contributed a lot too, I was just being lazy and reading off the ohloh pie chart ;p
[09:28:59] <edheldil> hehehe
[09:29:14] <fuzzie> if only it could be finished
[09:29:20] <edheldil> it gets better, but "well" is far from truth
[09:30:04] <lloyd> lol compared to most open source stuff I look at it's pretty good
[09:30:11] <lloyd> but mostly I look at kernels lol
[09:30:47] <edheldil> we are missing a lot of documentation, for example.
[09:31:00] <lloyd> I've only been looking at SDL and event handler stuff so far and thats been good
[09:31:19] * edheldil nudges lloyd towards conscription office to apply for the job
[09:32:01] <lloyd> lol I've never written C++ b4!
[09:32:08] <lloyd> well hardly at all
[09:33:29] <lynxlynxlynx> it was the same for me when i started
[09:33:40] <lynxlynxlynx> zero python experience, minimal c/c++
[09:34:35] <lynxlynxlynx> anyone tried to reset their password on the forums? i didn't get any mail
[09:34:41] <lloyd> cool -- hopefully I learn a lot more by helping out some more
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[10:04:54] <wjp> aww, only noise? :-)
[11:26:12] <fuzzie> noisy noisy wjps.
[11:32:37] <lynxlynxlynx> well, it's more the volume that counts than mere number of commits
[11:33:24] <lynxlynxlynx> if avenger had some discipline before we started pounding him, the ration would be some 90% for him
[11:33:24] <lynxlynxlynx> -n
[11:33:55] <fuzzie> yes.
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[12:00:07] <edheldil> fuzzie: exactly ... you children, commiting each line twice. In our days of younder, we used to commit whole operating systems in one commit
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[12:35:27] <lynxlynxlynx> hmm, the new ipchat doesn't work either here
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[13:23:30] <lloyd> what are these .2da files? -- resource manager is never able to find them
[13:23:40] <lloyd> 2d audio?
[13:24:02] <lloyd> I think there is missing audio whenever I get an error involving them
[13:24:07] <fuzzie> no
[13:24:11] <fuzzie> 2-dimensional array
[13:24:28] <lloyd> oh ok
[13:25:01] <lloyd> I did a unix find in my root BG and BG2 folders and I can't see the one resource manager can't find anywhere :\
[13:25:20] <lloyd> im at candlekeep in a BGT game
[13:26:57] <lloyd> Imowen doesn't say "Heya its me Imoen" its silent and I just get a chfb1.2da...[ERROR]
[13:27:18] <edheldil> lloyd: they are probably bundled inside some *.bif or *.cbf file. Or, rather, they would if they were there
[13:27:33] <fuzzie> i must admit i don't know how BGT handles the bg1 sound modification
[13:28:43] <lloyd> hmmm there are lots of 2da files just not the ones I'm looking for
[13:29:20] <lloyd> edheldil: ok I'll try and find them
[13:30:12] <edheldil> well, don't forget that ResManager was unable to find them ;-)
[13:30:20] <fuzzie> but which sounds in particular don't work?
[13:30:39] <lloyd> Its like calling sounds if that makes sense
[13:30:47] <fuzzie> they work in your Windows BGT?
[13:30:57] <lloyd> like when Imoen is chasing after you in candlekeep
[13:31:07] <lloyd> she says heya its me Imoen
[13:31:09] <lloyd> that isn't there
[13:31:10] <fuzzie> for a long time, BGT didn't support that stuff (monks, Imoen, etc)
[13:31:12] <lloyd> havent tried :P
[13:31:20] <lloyd> ah ok
[13:31:20] <fuzzie> and if i google this then it doesn't look like that's changed
[13:32:41] <fuzzie> we should prbly workaround that in gemrb
[13:33:08] <lloyd> also Elminster doesn't say "Ho there wanderer stay thy course a moment to indulge an old man"
[13:33:17] <lloyd> =(
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[13:35:29] * edheldil has never tried any mod with IE games
[13:35:51] <lloyd> not even widescreen O.o?
[13:36:09] <fuzzie> not even fixpacks? :p
[13:36:22] <lloyd> not even gemrb?
[13:39:47] <edheldil> gemrb is not mod
[13:39:55] <lloyd> I guess :P
[13:40:13] <edheldil> not even fixpacks unless those bundled already in when I bought the game
[13:56:16] <lynxlynxlynx> my copy of pst can't run your saves edheldil, but it looks like a problem on my side
[13:56:26] <lynxlynxlynx> always ends up without the tilemap
[13:56:52] <lynxlynxlynx> but i do have a whole bunch of cs_areanum.bif bifs, instead of arareanum.bif :s
[13:58:39] <edheldil> it's the czech version of pst - I am not sure how official it is and it partially subverts what I said above, but I bought it like that :)
[13:59:46] <edheldil> for me, gemrb loads them without problems :)
[14:12:43] <lynxlynxlynx> the rename helped, but the weds are bad
[14:12:51] <lynxlynxlynx> i'll just reinstall
[14:46:53] <lynxlynxlynx> hah, same filenames
[14:48:33] <lynxlynxlynx> bleh
[15:03:10] <edheldil> ah, sorry for that. I did not know they would require modified datafiles
[15:03:27] <fuzzie> are these the old pst saves?
[15:10:27] <edheldil> yes. Those on my website
[15:11:20] <fuzzie> they worked great on my original european english pst
[15:15:03] <edheldil> hmm
[15:19:23] <lynxlynxlynx> the new install is from gog
[15:20:49] <lynxlynxlynx> most of the bifs are in the top dir instead of data or override
[15:22:26] <lynxlynxlynx> that's it
[15:22:46] <lynxlynxlynx> chitin.key has a path to the topdir, while these particular ones are in data
[15:23:19] <lynxlynxlynx> problem reversal
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[15:35:39] <Beholder> Hi
[15:37:09] <tomprince> hello.
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[15:47:06] <lynxlynxlynx> oj
[15:47:19] <lynxlynxlynx> Beholder: what's the link to your bug list again?
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[15:47:40] <lynxlynxlynx> as of a few days ago i'm certain one other bug was already fixed
[15:56:41] <Beholder> http://aom-game.org/downloads/gemrb_bugs.txt
[15:58:47] <Beholder> players say that Beregost's blacksmith seller bug still appears in 0.6.6 (latest market version)
[15:59:14] <lynxlynxlynx> 16. Bug. Player may dismiss protagonist. Talk with youself and go away.
[15:59:44] <Beholder> I'll try
[15:59:45] <lynxlynxlynx> -cancelled-19. Bug. In Beregost blacksmith shop all Ankheg skins sold as one (500 GP). <-- you mean this one? wasn't it determined that it was the same in the original
[15:59:54] <Beholder> no
[16:00:21] <lynxlynxlynx> the disappearance one can't be fixed in old games
[16:00:35] <lynxlynxlynx> basically the saves are corrupt
[16:01:16] <Beholder> #36. Ah, clear.
[16:03:03] <Beholder> Some times there is no seller and two thick people in Blacksmith shop.
[16:04:17] <lloyd> lol thats how it normally is
[16:04:43] <Beholder> Really?
[16:04:52] <lloyd> ya from what I remember
[16:05:00] <lloyd> he's only there certain times of the day
[16:05:05] <lynxlynxlynx> maybe they're also scripted to only be there yeah
[16:05:35] <lloyd> the last time I played BG was when I was 11 though so I could be wrong
[16:05:47] <lloyd> but I'm pretty sure he goes home at night or something :P
[16:07:03] <lloyd> yup http://www.sorcerers.net/forums/showthread.php?t=46526
[16:07:30] <lloyd> cross that one off :D
[16:08:52] <Beholder> Ok, clear
[16:13:47] <Beholder> 16 now fixed, I checked
[16:16:22] <Beholder> What about boots of speed?)
[16:18:52] <Beholder> 27 not fixed too.
[16:21:32] <Beholder> I cant use protective scrolls to party members except caster
[16:22:12] <CIA-44> GemRB: 03lynxlupodian * r7e3e05e06ae4 10gemrb/gemrb/ (8 files in 3 dirs): removed the now unused cpp version of SetupSpellIcons
[16:22:50] <lynxlynxlynx> scrolls could also be corrupted, but that was usually from the flags field
[16:23:11] <lynxlynxlynx> do you have a save for boots of speed?
[16:23:21] <Beholder> yes
[16:23:27] <lynxlynxlynx> send it over
[16:23:41] <lynxlynxlynx> wait, let me check if any of your previous ones has it
[16:24:37] <Beholder> one moment, i'll upload it to fileshare
[16:25:14] <lynxlynxlynx> no need
[16:25:23] <lynxlynxlynx> mainchar in the expansion save has them
[16:29:04] <Beholder> o! G3 working
[16:30:30] <lynxlynxlynx> it doesn't always work
[16:30:39] <lynxlynxlynx> my guess would be the bg1 style magic resistance
[16:30:47] <lynxlynxlynx> though nothing is printed
[16:32:12] <Beholder> no icon on portrait and no info in guirec
[16:32:47] <lynxlynxlynx> yeah, but the effect is attached
[16:35:45] <lynxlynxlynx> ah
[16:35:50] <Beholder> but no speed increasing)
[16:35:58] <lynxlynxlynx> bg1 boots of speed just set the speed to 11
[16:36:04] <lynxlynxlynx> bg2 really doubles it
[16:36:11] <lynxlynxlynx> our default speed is 9
[16:36:27] <lynxlynxlynx> we don't really know what it should be though, this is a guess from animations
[16:39:02] <Beholder> visually, they do not affect the speed
[16:41:23] <lynxlynxlynx> 9 vs 11 would be hard to distinguish
[16:41:30] <lynxlynxlynx> 9 is already too fast for bg1
[16:41:41] <lynxlynxlynx> bg2 too probably
[16:41:51] <Beholder> What speed in original?
[16:42:17] <lynxlynxlynx> that's the key question
[16:42:34] <lynxlynxlynx> fuzzie: speed isn't mentioned in the hardcoded avatar code, right?
[16:47:52] <Beholder> GemRB save could not be loaded in the original, unfortunately
[16:48:44] <lynxlynxlynx> i can see the difference of 2 when moving two characters parallely on longer distances
[16:48:56] <lynxlynxlynx> otherwise it is pretty indistinguishable
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[16:50:09] <Beholder> I have no saves with boots of speed for original game to check speed differences in GemRB vs original
[16:50:53] <lynxlynxlynx> you can use the cheat console
[16:50:57] <lynxlynxlynx> boot01 is the item code
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[17:08:11] <Beholder> boots doubles speed in bg1
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[17:08:55] <brad_a> I always found that annoying :-P
[17:09:04] <brad_a> unless i was soloing i guess
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[17:12:28] <Beholder> moving speed in gemrb a 10-15% faster than in original game
[17:12:47] <lynxlynxlynx> those two statements are not compatible
[17:13:30] <lynxlynxlynx> if the boots double the speed, then the speed is ~5,5, meaning gemrb is ~60% faster
[17:13:44] <Beholder> I meant no boots of course
[17:13:55] <Beholder> no)
[17:14:04] <lynxlynxlynx> yes, me too
[17:14:16] <Beholder> I check speed now
[17:14:43] <Beholder> run gemrb on my phone and bg1 on laptop
[17:15:07] <Beholder> start new game and create same chars
[17:15:35] <Beholder> go on same distance
[17:16:00] <Beholder> gemrb moving speed faster at 10-15% aprox.
[17:16:20] <Beholder> I get boots of speed in original from console
[17:16:38] <lynxlynxlynx> the boots of speed in my install set a higher speed, not necessarily doubling it
[17:16:44] <Beholder> and it doubles speed in original
[17:17:03] <lynxlynxlynx> so the original speed has to be half of that if it really doubles it
[17:17:20] <lynxlynxlynx> but then that's so slow it's not a 10-15% difference
[17:17:44] <Beholder> but in GemRB I see no difference with boots and without it
[17:18:42] <lynxlynxlynx> it's minimal, since it goes from 9 to 11
[17:19:00] <lynxlynxlynx> *probably goes, since it is based on the animation frame count
[17:19:28] <Beholder> maybe I need to check gemrb on pc? In android moving faster by 10-15%
[17:20:54] <lynxlynxlynx> yes, it's 9
[17:21:10] <lynxlynxlynx> i expect you to get the same result on pc
[17:21:23] <pugvader> people who write books might sometimes come up with novel ideas, but people who seek power... they behave the same, through the centuries
[17:21:34] <Beholder> no, 10-15% on pc too
[17:21:45] <Beholder> windows build of course
[17:21:55] <lynxlynxlynx> yes, then it's the same result :)
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[17:22:03] <Beholder> )
[17:22:41] <Beholder> but speed with boots in original muuuuuuuuuuch faster than in gemrb)
[17:23:03] <lynxlynxlynx> do you have dltcep?
[17:23:05] <fuzzie> lynxlynxlynx: yes, movement rate is baked into anims
[17:23:10] <fuzzie> as in, the anim code
[17:23:25] <fuzzie> but busy atm
[17:23:28] <lynxlynxlynx> is our framecount use for it accurate?
[17:23:33] <lynxlynxlynx> or is it a separate value
[17:23:57] <lynxlynxlynx> if you can tell off your head
[17:24:03] <Beholder> no, what is dltcep?
[17:24:24] <lynxlynxlynx> a data viewer and editor for ie games
[17:24:35] <lynxlynxlynx> near infinity maybe?
[17:28:11] <Beholder> I can install it. What should I do?
[17:29:34] <lynxlynxlynx> get dltcep then, it's better
[17:29:44] <lynxlynxlynx> configure it (path to bg1)
[17:30:24] <lynxlynxlynx> click the "item" button in the edit group (on the right) or from the menu
[17:30:29] <lynxlynxlynx> load boot01
[17:30:39] <lynxlynxlynx> go to the equipping effects tab
[17:30:49] <lynxlynxlynx> edit the effect
[17:30:55] <CIA-44> GemRB: 03bradallred * rc5d6be60d65b 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo: ignore mousewheel button up events for SDL 1.3 too.
[17:31:24] <lynxlynxlynx> tell me what the values are for parameter 1 and 2 (value and type, i think)
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[17:46:14] <Beholder> what parameters?
[17:47:14] <Beholder> I can do a screenshot
[17:48:47] <fuzzie> lynxlynxlynx: i don't think framecount is accurate, but probably it's different for e.g. PC animations
[17:49:54] <Beholder> http://shot.photo.qip.ru/004sWu-201qFdy/
[17:51:45] <lynxlynxlynx> 11 and 1, same as here
[17:52:31] <lynxlynxlynx> fuzzie: oh, so we don't really know yet
[17:52:52] <fuzzie> yes, i only decoded a bunch of monster anims i'm afraid :/
[17:54:11] <lynxlynxlynx> still, basic arithmetic shows there's something fishy about it
[17:55:45] <fuzzie> 9 looks about right for bg2
[17:58:06] <Beholder> I'll check GemRB with BG2 now
[17:58:29] <fuzzie> (and if your bg2 boots are doubling rate then you have a modded install, right?)
[18:03:28] <fuzzie> i am informed that the base movement rate is 6, at least in bg1.
[18:05:12] <lynxlynxlynx> that's good, 11 is approximately double
[18:06:41] <fuzzie> in bg2 that makes the PC far slower than Jon, Melissan, Bodhi, etc though
[18:08:24] <fuzzie> i forget if that sounds reasonable or not
[18:08:32] <lynxlynxlynx> vanilla bg2 boots of speed add the haste effect (the movement only variant) vs. setting the movement rate
[18:08:57] <lynxlynxlynx> we currently implement all the variants as doubling
[18:09:00] <fuzzie> yes, that sounds right
[18:09:15] <fuzzie> i think fixpack changes it to directly double the movement rate so as to avoid stacking problems
[18:09:23] <lynxlynxlynx> let me check
[18:09:56] <lynxlynxlynx> yep
[18:10:04] <lynxlynxlynx> back to movement modifier of 200
[18:14:29] <Beholder> windows version crashes in bg2 for me
[18:16:41] <CIA-44> GemRB: 03lynxlupodian * r45458bfb9d16 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: made fx_movement_modifier also set the portrait icon (for bg1 boots of speed)
[18:16:41] <CIA-44> GemRB: 03lynxlupodian * r0975f5869fef 10gemrb/gemrb/GUIScripts/InventoryCommon.py: InventoryCommon: added missing import
[18:19:34] <Beholder> cant check(
[18:21:28] <lynxlynxlynx> you can change gemrb/core/Scriptable/Actor.cpp:567 to multiply by 2/3
[18:21:46] <lynxlynxlynx> it should get you atleast the proper player character speeds
[18:22:05] <lynxlynxlynx> but in essence everything will be a third slower
[18:30:09] <Beholder> my old windows version of GemRB (0.6.4) crashes on bg2 at starting game
[18:30:23] <brad_a> why are you using 0.6.4?
[18:30:25] <Beholder> official 0.6.6 can't be configured
[18:30:40] <brad_a> cant be configured?
[18:30:48] <Beholder> yes(
[18:30:53] <Beholder> blue screen
[18:30:55] <brad_a> im not sure what you mean
[18:31:13] <Beholder> paths in config are proper
[18:31:29] <lynxlynxlynx> you see the gui, but not the terrain?
[18:32:01] <Beholder> yes, GemRB can't load resources with proper paths
[18:33:16] <lynxlynxlynx> you used the same config for both versions*
[18:33:29] <Beholder> no
[18:34:51] <lynxlynxlynx> why not?
[18:35:14] <Beholder> I receive: Can't open archive d:\games\bg2\cd2\data\area060A.bif, but this file present!
[18:36:26] <brad_a> permissions
[18:36:44] <brad_a> or possibly a case-sensitive issue?
[18:36:47] <Beholder> hmmm
[18:36:48] <lynxlynxlynx> so what did you change in the config then?
[18:36:50] <Beholder> windows
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[18:38:22] <Beholder> GamePath=d:\games\bg2\
[18:38:22] <Beholder> CD1=d:\games\bg2\
[18:38:22] <Beholder> CD2=d:\games\bg2\CD2
[18:38:22] <Beholder> CD3=d:\games\bg2\CD3
[18:38:22] <Beholder> CD4=d:\games\bg2\CD4
[18:38:23] <Beholder> CD5=d:\games\bg2\CD5
[18:38:42] <Beholder> GameType=tob
[18:39:06] <Beholder> it works for my old 0.6.4
[18:39:45] <Beholder> I add slashes to end of paths
[18:39:50] <Beholder> no effect
[18:39:58] <Beholder> I change \ to /
[18:40:03] <Beholder> no effect
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[18:41:29] <Beholder> but 0.6.6 has no problems in android
[18:45:00] <lynxlynxlynx> very odd
[18:45:42] <brad_a> Beholder: maybe git bisect to bid where it broke?
[18:46:26] <Beholder> i use binary from sf
[18:46:49] <Beholder> http://sourceforge.net/projects/gemrb/files/latest/download
[18:48:27] <brad_a> i know but it would help us a lot :)
[18:50:41] <Beholder> At first I'll try to compile latest version for windows
[18:51:10] <CIA-44> GemRB: 03bradallred * r5c8aa106feb5 10gemrb/gemrb/core/Interface.cpp: Interface: special UserDir consideration for iOS bundle/sandbox.
[18:51:14] <brad_a> yes i think that is a good idea
[18:51:21] <CIA-44> GemRB: 03bradallred * rb36492df952f 10gemrb/gemrb/ (2 files in 2 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:55:03] <tomprince> Beholder: I create the windows build, but I don't have a windows machine to test on, so it may be broken.
[18:55:56] <tomprince> The build of git is here: http://buildbot.gemrb.org/builders/mingw32 (click on the build #, then the binary link under the upload step.
[18:57:09] <tomprince> I don't have time today, but if you have access to a windows machine and are willing to debug, I'd like to get that build working.
[18:57:43] <Yoshimo> what is broken?
[18:58:14] <brad_a> well hopefully nothing. hopefully he will use the git build and it will magically work :)
[18:58:27] <brad_a> but he is having apparent path related problems
[18:58:36] <tomprince> I don't know. Beholder said it was failing.
[18:58:59] <tomprince> I know there were issues with slashes and cache paths, that I never tracked down.
[18:59:26] <brad_a> it may have been something in 0.6.5 too. since he is using 0.6.4
[19:02:07] <brad_a> btw we should revert 3cc6611fd381eb87996414ae8b9e16408dab4ecd
[19:02:14] <brad_a> but im not sure how to properly revert
[19:02:30] <brad_a> i cant imagine anybody but me was using that
[19:04:02] <tomprince> git revert 3cc6611fd381eb87996414ae8b9e16408dab4ecd should do it
[19:05:20] <brad_a> ok thanks
[19:09:08] <Beholder> first problem, i can't rename or move gemrb folder. Such as for this build it must be: C:/Program Files/GemRB-v0.6.6-151-g45458bf. This is incorrect path for windows
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[19:09:45] <Beholder> GemRB searches plugins only in this folder
[19:10:12] <Beholder> [PluginMgr]: Loading Plugins from C:/Program Files/GemRB-v0.6.6-151-g45458bf/plugins\
[19:12:20] <Beholder> Otherwise, I build gemrb 0.6.6 with visual studio and it found all resources properly
[19:13:18] <CIA-44> GemRB: 03bradallred * rb2db66155888 10gemrb/gemrb/ (3 files in 2 dirs):
[19:13:18] <CIA-44> GemRB: Revert "Sprite2D: add a pitch ivar. TTF fonts will need to use this since their glyph pitch isn't always equal to their width as we are currently assuming for BAM fonts."
[19:13:18] <CIA-44> GemRB: This reverts commit 3cc6611fd381eb87996414ae8b9e16408dab4ecd.
[19:13:18] <CIA-44> GemRB: Turns out this isnt needed. pitch is converted in TTF plugin.
[19:14:30] <Beholder> Ah,no
[19:14:46] <tomprince> Beholder: You can set the path to GemRB in the config.
[19:15:12] <tomprince> The problem is, we don't have code to detect where the binary is, and look relative to that.
[19:15:19] <Beholder> plugins found (no path depending), but resources no
[19:15:25] <Beholder> I set it to ./
[19:17:00] <tomprince> What is the error?
[19:17:11] <tomprince> (or paste the log)
[19:17:18] <Beholder> Resources can't be loaded in all windows 0.6.6 versions
[19:17:49] <Beholder> Can't open archive d:\games\bg2\cd2\data\area060A.bif [ERROR]
[19:18:04] <Beholder> file present
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[19:18:54] <tomprince> permissions?
[19:21:44] <tomprince> Is the cache directory working? That could cause it to fail (if it can't write or create it)
[19:26:36] <tomprince> Beholder: That is probably the issue: That file is a compressed bif, so we write it out to the cache directory.
[19:26:48] <tomprince> The error message there could certainly be better.
[19:27:00] <Beholder> permissions? unlikely.
[19:28:14] <tomprince> No, it is permissions, it is the Cache directory that is invalid or borken somehow.
[19:28:22] <tomprince> s/is/isn't
[19:28:54] <tomprince> Try change CachePath to Cache
[19:29:18] <tomprince> (from ./Cache/'
[19:31:00] <Beholder> I tried to set Cache path to ./Cache/ or [Gamedir]/Cache/
[19:31:43] <Beholder> I has no any problems in 0.6.4 with this config
[19:32:43] <Beholder> I have administrative privileges on my PC
[19:33:15] <brad_a> yes but i doubt that gemrb is running ad admin
[19:33:41] <Beholder> Sorry, i need to logoff. Bye all
[19:35:29] <Beholder> all windows processes runs with administrative privileges if logged user has it
[19:35:53] <brad_a> i see
[19:36:17] <Beholder> processes running from shell, of course
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[19:38:52] <brad_a> gemrb on windows is ran from the shell?
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[19:49:21] <Beh0lder> im back
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[20:09:32] <jimi489> hello
[20:09:41] <jimi489> can anyonerun icewind dale 2??
[20:10:21] <brad_a> IWD2 is incomplete
[20:10:31] <brad_a> i mean more than ususal ;-)
[20:11:02] <jimi489> k
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[20:24:56] <tomprince> Beholder tru eaxactly "Cache"
[20:25:01] <tomprince> without quotes
[20:27:22] <tomprince> missed him, too bad.
[20:28:25] <Yoshimo> didnt he ask the same question a few days ago already?
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