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[09:19:21] <Avenger> http://www.gog.com/en/forum/baldur_s_gate/gemrb
[09:21:35] <lynxlynxlynx> cool, community pr
[09:21:56] <lynxlynxlynx> a rainy saturday, what shall we do today?
[09:25:12] <Avenger> fix some more bugs? :)
[09:25:34] <Avenger> i just review the clear air opcode, it is a total mess in the original
[09:25:54] <Avenger> the 2da has spaces in the row/column names
[09:26:08] <lynxlynxlynx> heh
[09:26:09] <Avenger> i don't know how could it possibly work in the original
[09:27:17] <Avenger> as far as i see, it looks for the projectile number in every column/row
[09:27:29] <Avenger> that is a terrible overkill
[09:28:03] <Avenger> i believe, i will just fix the 2da and supply it in gemrb, even though that may kill some mod compatibility
[09:30:30] <lynxlynxlynx> looks like that to me too
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[10:34:21] <CIA-93> GemRB: 03lynxlupodian * r4bdd4c5f0cb1 10gemrb/gemrb/core/Interface.cpp: getabilitybonus fixes for iwd2
[10:34:23] <CIA-93> GemRB: 03lynxlupodian * rf8aa1a09baa8 10gemrb/gemrb/core/Interface.cpp: GetCharismaBonus: fixed to not return garbage - it is a single row, not column
[11:10:19] <Avenger> maybe change getcharismabonus to not allow 2 args?
[11:10:33] <Avenger> that will remove any possibility of mixing the values up
[11:16:25] <lynxlynxlynx> it's not used at all yet
[11:17:43] <Avenger> well, then it is even better :)
[11:19:18] <lynxlynxlynx> i got interrupted in the shop merging
[11:19:37] <lynxlynxlynx> there's plenty of stuff to do there
[11:20:37] <Avenger> hmm, i found some part where it outputs text in some sand colored hue, in dialogs. Which text is that...
[11:21:14] <Avenger> either that, or i mixed up the rgb values :)
[11:21:38] <lynxlynxlynx> the load hints, i think
[11:23:24] <Avenger> nah, the actor's text. yeah, i found it
[11:23:40] <Avenger> it is not white, but 0xd7.c8.a0
[11:24:16] <Avenger> we display it green, i think
[11:25:09] <fuzzie> i was hoping to get it all into a 2da at some point
[11:25:10] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2050/29-BG2SoAch37030_.jpg <--
[11:25:32] <Avenger> fuzzie: the colors? yeah, good idea
[11:25:53] <Avenger> yes lynx, that is the same color in loadhints
[11:26:09] * spike411 completely forgot how BG/BG2 UI looked like (compared to IWD2 for example).
[11:26:29] <fuzzie> i took http://fuzzie.org/nfs2/bg2/one.png http://fuzzie.org/nfs2/bg2/two.png and some more for colours
[11:26:56] <Avenger> i'm happy i finally found the code piece responsible for displaying the dialog text, i didn't find it for a long time :)
[11:27:19] <fuzzie> :)
[11:28:19] <Avenger> well fuzzie, if you work on that project, you might be interested in the rgb values?
[11:28:34] <Avenger> i can tell you many,
[11:30:15] <fuzzie> i am not able to do anything right now :( but if they are in the irc log, better the raw rgb values than me trying to colour-pick from screenshots :)
[11:30:35] <Avenger> yes
[11:31:28] <lynxlynxlynx> or just commit a table
[11:31:49] <Avenger> ok, so dialog text: 0D7C8A0h xp gained: 0C8FFC8h, special ability gained: 0BED7D7h
[11:32:15] <Avenger> well, i could commit a list of frequently used colors, if that's fine
[11:32:39] <Avenger> then you can assign them to strings
[11:33:01] <lynxlynxlynx> it's all ugly hardcodedness now
[11:33:05] <Avenger> yep
[11:33:18] <lynxlynxlynx> and we know atleast bg1 has different colors for some stuff
[11:45:34] <Avenger> hmm displaystring head is light red? 0FFB4B4h
[11:48:16] <Avenger> ahh i see, it is 0D7C8A0h for livings, and 0ffb4b4h for non livings, i never noticed the difference :)
[11:48:34] <fuzzie> i thought it was blue for non-livings
[11:48:57] <lynxlynxlynx> i don't think i ever saw blue or red overhead text
[11:49:10] <fuzzie> well, i assume this is the subtitle which goes in the message box
[11:49:25] <fuzzie> i have screenshots of the overhead text and none of that is blue or red
[11:50:54] <fuzzie> yeah, it's blue
[11:52:19] <fuzzie> it seems blue for both, actually. you don't read the r/g/b in the wrong order, Avenger?
[11:52:52] <fuzzie> or maybe i misunderstand when this is used :)
[11:54:05] <Avenger> d7 c8 a0 is very sand color (very light yellow)
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[11:54:35] <Avenger> ff b4 b4 should be some light pink stuff
[11:55:57] <Avenger> i'm sure i don't mix up the colors because: special ability gained: 0BED7D7h (cyan)
[11:56:10] <Avenger> that's right, no?
[11:56:18] <fuzzie> i don't know
[11:57:36] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2050/76-BG2SoAch37089_.jpg <-- this "pink"?
[11:58:44] <Avenger> no
[11:58:52] <fuzzie> that is maybe not done by action
[11:58:52] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2052/3-BG2ToBch1003.jpg <-- this blue?
[11:59:02] <fuzzie> but that one is :)
[11:59:09] <fuzzie> and i found both living and non-living ones which are, all blue
[11:59:20] <fuzzie> i mean, all not red
[11:59:25] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2052/37-BG2ToBch1025.jpg <-- special ability gain is plain
[11:59:47] <fuzzie> the two *are* clearly different though
[11:59:52] <Avenger> hmm
[12:00:01] <fuzzie> but the first one is, i think, just an infopoint
[12:00:11] <fuzzie> which is presumably some other codepath
[12:00:21] <fuzzie> and the latter is the 0D7C8A0h one? does that match?
[12:00:26] <fuzzie> i am not awake enough to tell
[12:00:47] <Avenger> ok, maybe the color order is different for the two functions that are using color....
[12:01:02] <Avenger> this is all confusing
[12:01:42] <fuzzie> or maybe it only uses the provided colour in some circumstances? we are annoying, i'm sure :)
[12:01:52] <Avenger> set snare failed: 0BED7D7h
[12:01:59] <Avenger> can you check that?
[12:02:22] <Avenger> i predicted it as cyan :)
[12:02:39] <lynxlynxlynx> no screenshot handy for that
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[12:03:00] <lynxlynxlynx> i think we do have the right color currently though
[12:03:13] <lynxlynxlynx> well, +/-
[12:03:46] <Avenger> ok it is not cyan
[12:03:59] <Avenger> it is more like some sandy/dirty white
[12:05:01] <Avenger> it is different when i input it in mspaint :(
[12:05:09] <Avenger> so the color order might be wrong
[12:09:20] <Avenger> well, this is totally weird, the reputation text (which is cyan) seems to have 0xc8ffc8 which cannot be cyan by any simple ordering
[12:15:48] <fuzzie> well, there is some gamma correction done by the game?
[12:15:55] <fuzzie> i don't know what that changes
[12:17:24] <Avenger> ahh ok, it is more of a light green
[12:18:39] <Avenger> no, it seems i have to look at the color a bit longer to actually recognise it, if it is only a few pixels :)
[12:19:10] <Avenger> i saw it bluish green in the game, but actually it is pure light green
[12:19:41] <Avenger> all party messages are that color
[12:20:00] <lynxlynxlynx> ingame they use blur/transparency if you check by superzooming
[12:20:24] <Avenger> for text ?
[12:20:32] <lynxlynxlynx> yes
[12:20:47] <Avenger> antialiasing?
[12:21:03] <Avenger> hmm, that's why our text is so crappy :)
[12:22:25] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2050/94-BG2SoAch37106_.jpg
[12:23:17] <lynxlynxlynx> http://lparchive.org/LetsPlay/BG2/Update%2050/95-BG2SoAch37108.jpg <-- which btw ignores the summoning limit :)
[12:24:42] <fuzzie> you can see the text stuff very clearly on the bg1 world map i thin?
[12:25:41] <Avenger> well, we use some dirty yellow for the reputation color
[12:26:41] <lynxlynxlynx> that may be from bg1
[12:26:58] <lynxlynxlynx> i think the xp was also yellow there
[12:27:35] <Avenger> i see
[12:27:43] <Avenger> so we definitely need color tables
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[12:29:17] <Avenger> fuzzie, how do you want to implement colors?
[12:30:06] <Avenger> all string gets a color (strings.2da gets a new column for color), or the displaystring functions use a color index?
[12:45:57] <fuzzie> we need to do colours for action strings also
[12:45:59] <fuzzie> so i thought both
[12:46:40] <fuzzie> put a colour index column into strings.2da and make a colour index table
[12:46:55] <fuzzie> but i don't know if that makes sense, i got distracted trying to seperate the textarea code from the message code
[12:59:32] <lynxlynxlynx> the bg1 xp is also the same green as in bg2, i was wrong
[13:02:44] <lynxlynxlynx> it's yellow in iwd2
[13:06:39] <Avenger> hah
[13:51:21] <Avenger> lol, someone cast raise dead on igi?
[13:51:27] <lynxlynxlynx> looks like we use AttachScrollBar only in bg1's GUISTORE now, it was removed everywhere else
[13:51:44] * lynxlynxlynx checks the forums
[13:51:57] <Avenger> he just started processing some iesdp info
[13:52:03] <Avenger> nothing much
[13:52:33] <Avenger> attachscrollbar is a hack, normally you don't need it, i guess?
[13:52:59] <lynxlynxlynx> it was removed from most places already
[13:53:22] <lynxlynxlynx> i don't think it is needed here either, but can't check
[13:54:11] <lynxlynxlynx> the same function works in bg2 fine, the window has two scrollbars (one on a textarea) and no default set, yet it is still fine
[13:54:50] <fuzzie> what does it do?
[13:56:02] <lynxlynxlynx> attaches it to all the buttons in the temple healing spell list
[13:56:30] <lynxlynxlynx> there are some other uses, but this is what i'm looking at now
[13:57:01] <fuzzie> for mouse wheel scrolling?
[13:57:23] <lynxlynxlynx> it works without this in bg2
[13:57:29] <fuzzie> i don't have a mouse here to check :)
[13:58:17] <fuzzie> interesting though, i don't see how the mouse wheel stuff would work in the store windows with two scrollbars
[13:58:56] <Avenger> there is a focused textarea? or maybe it works with the first only
[13:58:57] <lynxlynxlynx> one is internal to the textarea
[13:59:07] <fuzzie> i am thinking of the buy/sell windows
[13:59:19] <fuzzie> so i am being distracted :-)
[13:59:21] <lynxlynxlynx> the default one is only used if the mouse is not over any other control like that
[14:01:53] <lynxlynxlynx> it doesn't work in buy/sell, the default one is always used unless you hover over the right scrollbar
[14:02:12] <fuzzie> i am just thinking, that would be the place to use AttachScrollBar
[14:03:39] <lynxlynxlynx> that's what bg1 does :)
[14:03:47] <lynxlynxlynx> i'll go try it
[14:04:38] <fuzzie> pity that there is no nice grouping in the CHUs to do it automatically :(
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[14:43:31] <lynxlynxlynx> hah
[14:44:07] <lynxlynxlynx> i get bitten by the pyc buggie, even though i put "REMOVE gemrb/GUIScripts/bg2/GUISTORE.pyc!" warnings in the commits
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[14:52:23] <edheldil_> lynxlynxlynx: :)
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[15:04:57] <black_wolf> deepinthewoods: what are you doing here, girl? picking flowers for your granny?
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[16:40:39] <lynxlynxlynx> huh
[16:40:55] <Avenger> hey
[16:41:17] <lynxlynxlynx> i moved GUISTORE up and bg2 is fine with it, but iwd2 isn't
[16:41:24] <Avenger> lynx, you soon will be able to put items into stores (bags)
[16:41:50] <lynxlynxlynx> cool, but please don't commit that yet, i'm deduplicating all of the stores
[16:42:19] <Avenger> i don't touch guistore
[16:42:35] <Avenger> i touched only c code and inventorycommon
[16:42:39] <lynxlynxlynx> ok
[16:43:02] <lynxlynxlynx> guistore will need adjustment too, since you should be able to sell things from your bags
[16:43:38] <Avenger> i made dragging items into bags :) since it is now in inventorycommon, it works for all games
[16:43:47] <Avenger> i'm really happy with the common code
[16:44:16] <lynxlynxlynx> :)
[16:44:48] <fuzzie> is it working for pst?
[16:44:55] <fuzzie> haven't been looking at it
[16:45:05] <lynxlynxlynx> inventorycommon? yes
[16:45:12] <fuzzie> just remembering how buggy pst's GUIINV was
[16:45:26] <lynxlynxlynx> it appears i broke the stores everywhere, so at least it is consistent
[16:46:41] <lynxlynxlynx> for some reason the module import doesn't work
[16:47:07] <lynxlynxlynx> PyImport_Import(PyString_FromString(ModuleName)); <-- this returns NULL and the thing is aborted
[16:47:27] <Avenger> hmm how do i get the clean copy from the git repo?
[16:47:38] <fuzzie> Avenger: replacing your changes?
[16:47:38] <lynxlynxlynx> i don't have a debug build of python to step into it
[16:47:44] <Avenger> git checkout doesn't work, i already added some crap accidentally
[16:47:53] <Avenger> yes fuzzie
[16:48:13] <lynxlynxlynx> git reset --soft file will unstage it
[16:48:33] <lynxlynxlynx> if you want to just blow everything away, git reset --hard #doesn't take paths
[16:48:47] <Avenger> git reset --soft GUIScript.cpp
[16:48:49] <Avenger> fatal: Failed to resolve 'GUIScript.cpp' as a valid ref.
[16:48:54] <fuzzie> if you are okay with losing *all changes*, 'git reset --hard origin/master' will deal with mistaken commits and all, i think?
[16:49:05] <Avenger> no i want to reset only this single file ;)
[16:49:07] <lynxlynxlynx> oh, add HEAD in between
[16:49:17] <lynxlynxlynx> git reset --soft HEAD GUIScript.cpp
[16:49:42] <Avenger> git reset --soft HEAD GUIScript.cpp
[16:49:44] <Avenger> fatal: Cannot do soft reset with paths.
[16:49:46] <Avenger> grr
[16:50:47] <lynxlynxlynx> heh
[16:50:48] <fuzzie> i would do plain 'git reset' (resets all 'git add' calls) then 'git checkout GUIScript.cpp'
[16:51:09] <lynxlynxlynx> just remove the --soft
[16:51:17] <Avenger> ok nevermind, i got a backup
[16:51:23] <lynxlynxlynx> the mixed one isn't agressive either
[16:53:20] <Avenger> ok, next time i will do what fuzzie suggested, git reset will just remove 'add'-ed stuff, right?
[16:53:56] <fuzzie> yes, it doesn't change the contents of any files, just the index state
[16:55:24] <fuzzie> not sure what --soft does
[16:55:39] <Avenger> ok, directly dropping stuff into bags (in inventory) now works :)
[16:56:01] <fuzzie> and it doesn't let me drop armour into a gem bag? :)
[16:56:49] <Avenger> right fuzzie, it will display sttref 26285
[16:57:00] <CIA-93> GemRB: 03avenger_teambg * rba0aca4646d7 10gemrb/gemrb/ (3 files in 3 dirs): implemented direct dropping items into bags
[16:57:02] <Avenger> strref, and i hope it is all the same in games that support bags
[16:57:21] <CIA-93> GemRB: 03avenger_teambg * r99be1b51d567 10gemrb/gemrb/core/Interface.cpp: Merge branch 'master' of ssh://email@example.com/gitroot/gemrb/gemrb
[16:57:26] <lynxlynxlynx> it isn't
[16:57:35] <Avenger> meh
[16:57:38] <lynxlynxlynx> how and iwd2 have it, tob is different
[16:58:00] <lynxlynxlynx> but!
[16:58:08] <fuzzie> yes, the strref seems iwd/iwd2 only
[16:58:10] <Avenger> bg2 has some other string then
[16:58:12] <lynxlynxlynx> 9375 is common to all the games and even has a sound attached
[16:58:27] <fuzzie> but i hope this is in strings.2da
[16:58:34] <lynxlynxlynx> ok, except pst - 50537
[16:58:42] <Avenger> well, fuzzie, the guiscript doesn't support strings.2da
[16:58:42] <fuzzie> are there bags in pst?
[16:58:45] <Avenger> no
[16:59:00] <Avenger> as an interim solution i think we can go with 9375
[16:59:04] <fuzzie> i wonder what the string lynx found is for :)
[16:59:35] <Avenger> hmm not the same as 26285?
[16:59:50] <fuzzie> i mean, the pst one
[17:00:01] <fuzzie> 9375 is fine for non-pst, go ahead
[17:00:12] <Avenger> yes
[17:01:48] <CIA-93> GemRB: 03avenger_teambg * r7c7a98d146ce 10gemrb/gemrb/GUIScripts/InventoryCommon.py: while not bit exact, this strref is common in games with bags
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[17:04:04] <fuzzie> i get 'can't move item' for items i should be able to move in pst, heh
[17:05:06] <lynxlynxlynx> another missing bit: bags have a capacity and now it looks like you could drag-fill it over
[17:05:27] <fuzzie> also the item use text is always wrong, but i assume this has all been broken forever
[17:06:31] <Avenger> isvalidstoreitem should delete IE_STORE_SELL if the capacity has been reached
[17:08:21] <fuzzie> this is pretty impressive, lynx :)
[17:09:18] <Avenger> check this
[17:09:42] <CIA-93> GemRB: 03avenger_teambg * r5f3b0717b9ca 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: don't allow overstuffing bags
[17:10:52] <Avenger> fuzzie: i don't know why you get that, but pst has some weird items
[17:11:27] <Avenger> we'll need to add some python hacks for eyes, for example
[17:11:49] <fuzzie> i wouldn't be surprised if everything i checked in the savegame was hardcoded
[17:12:49] <fuzzie> definitely nothing to do with lynx's move, it looks like there's just none of the hardcoded pst stuff in there
[17:13:16] <lynxlynxlynx> almost none
[17:13:26] <lynxlynxlynx> i remember only the dustmen robe thing
[17:13:45] <fuzzie> and it is working just as well as it did before
[17:33:44] <lynxlynxlynx> buh, this is so wierd
[17:34:12] <lynxlynxlynx> if i move the guistore from the gametype dir up, it works, the module is found and the store opens
[17:34:23] <lynxlynxlynx> otherwise not at all
[17:34:42] <lynxlynxlynx> i've checked that no wierd char snuck into the name
[17:35:03] <fuzzie> so it works in GUIScripts/ but not in GUIScripts/bg2/?
[17:35:11] <fuzzie> and you zapped all the pyc files, i guess?
[17:35:12] <lynxlynxlynx> the reverse
[17:35:15] <lynxlynxlynx> yes
[17:35:32] <fuzzie> and it dies in RunFunction?
[17:35:42] <lynxlynxlynx> yep
[17:35:50] <fuzzie> that seems odd, what calls that?
[17:36:01] <lynxlynxlynx> the event handler
[17:36:41] <fuzzie> so this is the EF_OPENSTORE path?
[17:36:45] <lynxlynxlynx> yes
[17:38:09] <fuzzie> the PyImport_Import thing is bad, you'd think
[17:38:24] <fuzzie> it's leaking the PyString_FromString reference
[17:38:51] <lynxlynxlynx> btw, is it normal that printing PyString_FromString displays a large int?
[17:39:04] <fuzzie> well, it should print a pointer
[17:39:34] <lynxlynxlynx> ok, then just gdb didn't reckognise it as such
[17:39:42] <fuzzie> but it won't give you a nice string unless you have the python extensions loaded for gdb
[17:40:10] <lynxlynxlynx> i was expecting atleast a hex value
[17:40:43] <fuzzie> you probably just don't have debug symbols for python?
[17:40:46] <fuzzie> it shouldn't be a problem
[17:41:10] <fuzzie> the gametype directory gets checked first, but that is the only difference i can think of at all
[17:42:16] <lynxlynxlynx> changing that to a direct PyImport_ImportModule didn't help
[17:43:14] <fuzzie> i imagine the problem is just that it's not in the path
[17:44:10] <lynxlynxlynx> but we do append both paths to the search path
[17:44:27] <lynxlynxlynx> clearly or all other toplevel modules wouldn't be found either
[17:44:47] <lynxlynxlynx> maybe it is a different environment
[17:44:55] <fuzzie> i don't really know how the sys.path is used
[17:45:52] <lynxlynxlynx> there are other event handlers from this dir and they work
[17:46:15] <fuzzie> you've tried calling PyErr_Print, btw?
[17:46:56] <lynxlynxlynx> will now
[17:47:03] <fuzzie> i just noticed that path isn't doing that..
[17:47:32] <fuzzie> definitely a good idea to put it in the 'module == NULL' case
[17:47:44] <lynxlynxlynx> ahaha!
[17:47:51] <lynxlynxlynx> else
[17:47:53] <lynxlynxlynx> ^
[17:47:54] <fuzzie> some obvious error? :)
[17:47:54] <lynxlynxlynx> SyntaxError: invalid syntax
[17:47:55] <fuzzie> hehe
[17:48:02] <lynxlynxlynx> thanks >>
[17:50:07] <lynxlynxlynx> i'll change it to PyImport_ImportModule, so there's no leak
[17:50:41] <fuzzie> that sounds fine at a glance
[17:50:54] <lynxlynxlynx> it works
[17:51:41] <fuzzie> i always worry that i missed the bit in the documentation which says "this will rise up and eat your children"
[17:52:22] <lynxlynxlynx> http://docs.python.org/c-api/import.html <-- here, so you can sleep better
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[18:07:41] <CIA-93> GemRB: 03lynxlupodian * r5002b4852eaf 10gemrb/gemrb/GUIScripts/ (GUISTORE.py bg2/GUISTORE.py):
[18:07:41] <CIA-93> GemRB: moved the bg2 GUISTORE a level up in preparation for sharing
[18:07:41] <CIA-93> GemRB: REMOVE gemrb/GUIScripts/bg2/GUISTORE.pyc!
[18:07:44] <CIA-93> GemRB: 03lynxlupodian * r6d912389169e 10gemrb/gemrb/GUIScripts/ (GUISTORE.py iwd/GUISTORE.py):
[18:07:44] <CIA-93> GemRB: merged the iwd GUISTORE into the common one
[18:07:44] <CIA-93> GemRB: REMOVE gemrb/GUIScripts/bg2/GUISTORE.pyc!
[18:07:47] <CIA-93> GemRB: 03lynxlupodian * r6a8f1c7a8ac3 10gemrb/gemrb/GUIScripts/ (GUISTORE.py bg1/GUISTORE.py):
[18:07:47] <CIA-93> GemRB: merged the bg1 GUISTORE into the common one
[18:07:47] <CIA-93> GemRB: REMOVE gemrb/GUIScripts/bg1/GUISTORE.pyc!
[18:07:47] <CIA-93> GemRB: NOT tested AND includes windowing changes
[18:07:52] <CIA-93> GemRB: 03lynxlupodian * re1f2cfd832a7 10gemrb/gemrb/GUIScripts/ (GUISTORE.py iwd2/GUISTORE.py):
[18:07:52] <CIA-93> GemRB: merged the iwd2 GUISTORE into the common one
[18:07:52] <CIA-93> GemRB: REMOVE gemrb/GUIScripts/iwd2/GUISTORE.pyc!
[18:07:52] <CIA-93> GemRB: still pretty broken: the window is offset and unlike others has 6 item slots
[18:07:53] <CIA-93> GemRB: 03lynxlupodian * r3996d4f5ce43 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GUIScript::RunFunction: show the traceback on error and don't leak
[18:08:00] <lynxlynxlynx> another 4kloc gone :)
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[18:12:25] <fuzzie> the guiscript's doubleclick stuff doesn't seem to cope too well with drops..
[18:13:17] <fuzzie> File "/home/fuzzie/src/gemrb/gemrb/GUIScripts/GUISTORE.py", line 149, in OpenStoreWindow
[18:13:21] <fuzzie> PortraitWindow = GUICommonWindows.OpenPortraitWindow (0)
[18:13:21] <fuzzie> RuntimeError: Control is not found
[18:13:23] <fuzzie> File "/home/fuzzie/src/gemrb/gemrb/GUIScripts/bg1/GUICommonWindows.py", line 493, in OpenPortraitWindow
[18:13:27] <fuzzie> Button = Window.GetControl (6)
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[18:16:30] <lynxlynxlynx> what did you do?
[18:16:43] <lynxlynxlynx> oh bg1
[18:17:10] <fuzzie> and i can no longer wield a weapon in iwd2, but i assume from the commit comment you know this
[18:17:14] <lynxlynxlynx> looks like it is similar to iwd2
[18:17:40] <lynxlynxlynx> i don't know if that's new
[18:18:06] <fuzzie> oh, right, someone broke the quickslots code
[18:18:14] <fuzzie> maybe it is just that.
[18:19:55] <fuzzie> but the bg1 thing is more important, needs another flag or something for 'in store, no rest controls here'?
[18:20:08] <CIA-93> GemRB: 03lynxlupodian * r0c0b785d21ac 10gemrb/gemrb/GUIScripts/GUISTORE.py: GUISTORE: fixed iwd2 window offset
[18:20:09] <lynxlynxlynx> i'm making a patch for you to try
[18:20:12] <fuzzie> thanks
[18:20:44] <fuzzie> i mean, 'more important' is relative, not as if it's important..
[18:24:51] <fuzzie> iwd's guistore for a bag has 'to container' on the container side
[18:25:42] <lynxlynxlynx> http://pastebin.ca/1948452 <-- try this
[18:25:51] <fuzzie> i can also duplicate items by taking the last one out of the bag
[18:26:07] <lynxlynxlynx> yeah, the strings are not ideal there, iwd is missing "to backpack"
[18:26:22] <fuzzie> but i don't have Avenger's last commit, maybe
[18:26:49] <lynxlynxlynx> you mean you can never truly empty a bag?
[18:26:59] <fuzzie> i don't know
[18:27:16] <fuzzie> i mean, sorry, the last item in the list
[18:27:28] <fuzzie> when i click to backpack, it duplicates the item, and i can then move it back into the bag
[18:27:40] <fuzzie> and then i have two
[18:27:45] <Avenger> huh?
[18:28:21] <Avenger> do you see any console bug?
[18:28:24] <fuzzie> yes, that is without Avenger's latest commit
[18:28:35] <fuzzie> the 'overstuffing bags' one
[18:28:50] <fuzzie> don't know if that makes a difference but i assume it is easy for someone else to try
[18:28:57] <Avenger> no it won't make a difference
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[18:31:29] <fuzzie> lynxlynxlynx: ok, now bg1 just does nothing
[18:32:04] <lynxlynxlynx> ok, there are two more things to ifdef
[18:32:06] <fuzzie> oh, ugh
[18:32:16] <fuzzie> no, the patch was applied badly
[18:32:27] <fuzzie> pastebin gives me a broken patch if i hit raw
[18:33:31] <lynxlynxlynx> bah
[18:33:41] <fuzzie> File "/home/fuzzie/src/gemrb/gemrb/GUIScripts/GUISTORE.py", line 194, in OpenStoreWindow
[18:33:44] <fuzzie> PortraitWindow.SetVisible (WINDOW_VISIBLE)
[18:33:47] <fuzzie> AttributeError: 'NoneType' object has no attribute 'SetVisible'
[18:33:56] <fuzzie> i suppose that was predictable
[18:34:04] <lynxlynxlynx> yeah, that one should call into gcw
[18:35:05] <fuzzie> it works though, just obviously no portrait window
[18:35:35] <fuzzie> oh, and buying items doesn't work..
[18:36:12] <fuzzie> just nothing happens when i click buy, even if i commented out that line 194, but maybe that is a knock-on effect of the portrait window not being there
[18:36:32] <lynxlynxlynx> http://pastebin.ca/1948457
[18:39:15] <fuzzie> it works with that, although i have two chars selected at the start
[18:39:20] <fuzzie> once i select one char i can buy things :)
[18:39:40] <fuzzie> although buying items doesn't make them disappear from the store
[18:39:55] <fuzzie> perhaps the same issue i had in iwd with bags?
[18:41:42] <lynxlynxlynx> are you sure the store doesn't have more than one item of that kind?
[18:41:53] <fuzzie> yes, and it also does it with one-off items i sold to it
[18:42:01] <fuzzie> i mean, i don't know if this is a change in your code, honestly
[18:42:28] <lynxlynxlynx> in how it removes items nicely
[18:43:14] <fuzzie> i was trying the bag thing with iwd
[18:43:24] <lynxlynxlynx> i don't think i've changed anything
[18:43:28] <fuzzie> it works everywhere except the last item in the list
[18:43:34] <fuzzie> as far as i can tell
[18:44:37] <lynxlynxlynx> i can buy both the first and the last item in that store and it gets removed
[18:44:50] <fuzzie> haven't tried iwd's stores
[18:44:52] <lynxlynxlynx> is it supposed to only break in bag<->inventory?
[18:45:01] <fuzzie> i only tried bag<->inv in iwd
[18:45:43] <lynxlynxlynx> i can remove everything from a gem bag
[18:45:57] <fuzzie> but if you start with the last item in the list?
[18:46:11] <fuzzie> i can't see any difference in the code, btw
[18:46:42] <lynxlynxlynx> sometimes i can
[18:46:57] <lynxlynxlynx> it breaks for just added items
[18:47:18] <fuzzie> ah
[18:47:19] <Avenger> in HoW i saw a bug with bags: the active player is not the one with the bag, so another player will receive the items taken from it
[18:47:26] <fuzzie> StoreItemCount doesn't get updated?
[18:47:42] <lynxlynxlynx> Avenger: yes, that too
[18:48:04] <fuzzie> anyway, no disasters i think
[18:48:24] <fuzzie> i only see this issue and the selection issue
[18:48:33] <fuzzie> i seem to be able to rest, get rumours, etc
[18:50:24] <lynxlynxlynx> that's good, i didn't change anything
[18:51:08] <fuzzie> :)
[18:57:49] <lynxlynxlynx> i can't buy the last item in iwd2 too
[18:58:08] <lynxlynxlynx> and the shop has extra stuff available (items with no bams and descriptions)
[18:58:57] <lynxlynxlynx> can't even click on it :)
[19:01:05] <CIA-93> GemRB: 03lynxlupodian * rfbf7e38e89c1 10gemrb/gemrb/GUIScripts/GUISTORE.py: GUISTORE: fixes for bg1 windowing
[19:01:08] <CIA-93> GemRB: 03lynxlupodian * r79f45e139551 10gemrb/gemrb/GUIScripts/GUISTORE.py: GUISTORE: use all the item buttons in iwd2
[19:14:30] <lynxlynxlynx> i can't buy the last item, because it doesn't have SHOP_BUY in the flags
[19:16:48] <lynxlynxlynx> it's not a hof item
[19:20:26] <xrogaan> is there a way to show the version number of gemrb ?
[19:20:35] <lynxlynxlynx> many ways
[19:20:44] <lynxlynxlynx> where do you need it?
[19:21:04] <xrogaan> nowhere
[19:21:28] <xrogaan> just to see if the binary version matches the latest git commit
[19:22:20] <fuzzie> we don't build the commit id into the binary
[19:22:20] <lynxlynxlynx> that info isn't stored in the binary
[19:22:24] <fuzzie> we should, maybe, scummvm does it
[19:22:39] <xrogaan> put the head in version string :p
[19:22:41] <fuzzie> just a question of not putting the string in a header..
[19:23:00] <xrogaan> 0.6.2-git-#hex#
[19:23:06] <fuzzie> but it's not so trivial because not everyone uses git checkouts, etc
[19:25:05] <fuzzie> worth taking a look if someone has a lot of time on their hands, maybe :P
[19:25:31] <xrogaan> isn't that a job for cmake ?
[19:25:57] <fuzzie> if you can find an example of cmake code to do this..
[19:28:58] <fuzzie> http://github.com/jedbrown/cmake-modules/blob/master/FindGit.cmake i suppose
[19:29:00] <xrogaan> i don't even know how it works
[19:29:18] <fuzzie> but it would take half an hour of work or so, i think
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[19:42:17] <xrogaan> all that time !
[19:47:47] <lynxlynxlynx> Avenger: is it possible stores also sell from the holder's inventory? I'm looking at the iwd2 gallaway depot, which has 80 items in total, while gemrb shows 83, 3 of which are gems that i don't see in dltcep
[19:48:04] <lynxlynxlynx> the store also contains a few bogus items for some reason
[19:48:52] <Avenger> hmm
[19:49:15] <Avenger> memory garbage?
[19:49:31] <lynxlynxlynx> they're bad in dltcep too
[19:49:55] <Avenger> stores are not connected to the storekeeper's inventory in any way
[19:50:28] <Avenger> what is the store resref?
[19:50:49] <lynxlynxlynx> it starts with 1
[19:50:53] <lynxlynxlynx> they're at the end of the list
[19:51:02] <lynxlynxlynx> gallaway's depo
[19:51:07] <fuzzie> Avenger: you don't handle store->Capacity==0?
[19:51:28] <lynxlynxlynx> btw, all the iwd2 stores i've checked have the capacity at 0
[19:51:32] <fuzzie> yes
[19:51:35] <fuzzie> it is 'unlimited'
[19:51:41] <Avenger> no, i forgot that
[19:51:46] <lynxlynxlynx> even something that claimed to be a scrollbook
[19:51:50] <Avenger> you can fix it :)
[19:52:37] <Avenger> shit, dltcep's store editor has no item browser
[19:52:38] <lynxlynxlynx> and the bogus item i'm looking at does have the "displayable in shop" bit set, but otherwise it's a plain item template, almost nothing is set
[19:52:48] <Avenger> ahh it has
[19:53:10] <Avenger> so what about the bogus item?
[19:53:31] <Avenger> 00rthf50 is the last store item
[19:53:33] <Avenger> no gems
[19:53:34] <lynxlynxlynx> #14 11RTHF20 (<Not Available>)
[19:53:39] <lynxlynxlynx> is the first
[19:53:56] <Avenger> it is random item?
[19:54:02] <Avenger> rt = random treasure
[19:54:03] <Avenger> huh
[19:54:44] <Avenger> they actually got itm files but it is a random treasure???
[19:54:47] <lynxlynxlynx> hmm, all of the empty ones are rt something
[19:55:00] <lynxlynxlynx> iwd2 does more item randomisation
[19:56:49] <Avenger> yes, 00rthf20 is an entry in rt_norm/rt_fury
[19:57:01] <Avenger> based on the difficulty mode, it is one of 2 items
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[19:57:15] <Avenger> screw them for creating an actual itm placeholder
[19:57:26] <xrogaan> so, gemrb is totaly fan based ?
[19:57:36] <Avenger> xrogaan as opposed to?
[19:57:54] <lynxlynxlynx> unicorns and puppies
[19:58:09] <xrogaan> lynxlynxlynx: kittens, not puppies
[19:59:28] <xrogaan> as opposed to "old developper may give advices" or something like that
[19:59:34] <Avenger> as in 'the shit hits the fan' ? or as in fan vs commercial? or what? being an open source project still around after 10 years kinda gives the hint
[19:59:54] <Avenger> ahh, well... i could take any advice if given, but not much was shared
[20:00:00] <xrogaan> no, fan as "no link with black isle crew"
[20:00:15] <Avenger> i could still welcome any link, but we got none
[20:00:49] <lynxlynxlynx> ok, this item randomisation is missing, but that doesn't explain the gems
[20:00:51] <Avenger> i guess, the original programmers forgot more than we learned by reversing :)
[20:01:12] <lynxlynxlynx> and the last item on the list isn't selectable, because the slot it is in has IE_INV_ITEM_UNDROPPABLE set for some reason
[20:01:22] <Avenger> heh lynx
[20:01:36] <xrogaan> lynxlynxlynx: quest related !
[20:01:51] <lynxlynxlynx> not in a store
[20:02:08] <lynxlynxlynx> and it would prevent you from selling it, not buying
[20:02:29] <Avenger> lynx ? which item
[20:02:39] <Avenger> inventory or store?
[20:02:42] <lynxlynxlynx> 00shld15
[20:03:02] <lynxlynxlynx> 79 in the store, but in gemrb it is slot 83
[20:03:05] <Avenger> it has no flags in the store
[20:03:17] <lynxlynxlynx> yes, only identified
[20:03:30] <Avenger> i guess the random items mess it up somehow
[20:05:58] <Avenger> 00GBAG01 is also in the random treasure list
[20:07:05] <lynxlynxlynx> i guess they do
[20:07:10] <xrogaan> ls
[20:07:13] <xrogaan> grmf
[20:07:35] <lynxlynxlynx> gdb shows Flags being 9 instead of 1
[20:07:45] <lynxlynxlynx> 8 is exactly the undroppable bit
[20:08:00] <Avenger> all items?
[20:08:17] <lynxlynxlynx> no, only this one, the last one (maybe unrelated)
[20:08:41] <lynxlynxlynx> those gems are fishy
[20:08:55] <lynxlynxlynx> if they weren't there, at least the slot number would match
[20:09:18] <Avenger> well, the problem (i guess) is that the item replacement is done when there is no existing itm
[20:09:38] <Avenger> hmm at which index are the excess items?
[20:10:17] <lynxlynxlynx> right before it: 80-82
[20:10:21] <Avenger> i mean, the first item is still an arrow, no?
[20:10:32] <lynxlynxlynx> yes, plain arrow
[20:10:38] <Avenger> the 40. is a spear?
[20:11:08] <lynxlynxlynx> want me to count?
[20:11:28] <Avenger> well i thought you got the numbers
[20:11:35] <lynxlynxlynx> in the end i get 4 tower shields, which odd, then one of those templates, 3 gems and then the proper shield
[20:11:51] <lynxlynxlynx> this doesn't match at all
[20:12:11] <Avenger> yeah not at all
[20:12:17] <lynxlynxlynx> the store has only 4 tower shields, not 5 (the good one also counts)
[20:13:01] <lynxlynxlynx> and they all have different bams :)
[20:14:06] <Avenger> actually resolverandomitem looks first in the table
[20:14:12] <lynxlynxlynx> maybe we should just do it one at a time - maybe everything will magically work once the randomisation is done
[20:14:21] <Avenger> so this should work, if stores actually call it
[20:16:00] <lynxlynxlynx> GetStoreItem doesn't
[20:16:50] <lynxlynxlynx> and nothing in Store.cpp
[20:17:19] <Avenger> ok i fix it
[20:22:13] <CIA-93> GemRB: 03avenger_teambg * r208e37474349 10gemrb/gemrb/plugins/STOImporter/STOImporter.cpp: resolve random items when store is first loaded
[20:22:14] <CIA-93> GemRB: 03avenger_teambg * ra0e8f537ab02 10gemrb/gemrb/GUIScripts/GUISTORE.py: Merge branch 'master' of ssh://firstname.lastname@example.org/gitroot/gemrb/gemrb
[20:22:20] <Avenger> ok, this should do it?
[20:23:56] <lynxlynxlynx> indeed :)
[20:24:37] <lynxlynxlynx> the gems and the extra shield are still there though
[20:27:53] <lynxlynxlynx> the storekeep has only two gems in her inventory, so that's confirmed unrelated
[20:31:45] <lynxlynxlynx> i gave you the wrong shield resref before
[20:31:51] <lynxlynxlynx> seems all 4 items are extras
[20:37:11] <lynxlynxlynx> ah
[20:37:26] <lynxlynxlynx> got that almost fixed, just an off-by-one remains
[20:37:49] <fuzzie> :)
[20:37:51] <lynxlynxlynx> not sure where the items came from, but they were displayed due to iwd2 having 6 instead of 4 rows
[20:57:01] <Avenger> so that 6 vs 4 bug is because you shared the store code?
[20:57:12] <lynxlynxlynx> no, that came later
[20:57:40] <lynxlynxlynx> it's just odd that extra items in stores weren't noticed before
[20:59:33] <lynxlynxlynx> the fix doesn't make much sense though
[21:00:23] <lynxlynxlynx> and is clearly wrong in bg2
[21:00:35] <lynxlynxlynx> eh well
[21:02:47] <CIA-93> GemRB: 03lynxlupodian * r500b4b007a7b 10gemrb/gemrb/GUIScripts/GUISTORE.py: GUISTORE: unhardcode the index constants
[21:02:57] <lynxlynxlynx> this is not it btw
[21:04:23] <lynxlynxlynx> and it is unrelated to 4 vs 6, it is easy to check it now by toggling the constant
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