#gemrb@irc.freenode.net logs for 26 Dec 2011 (GMT)

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[08:49:57] <lynxlynxlynx> lloyd: cool
[08:50:06] <lynxlynxlynx> and as for the check: HasResource
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[09:32:36] <lynxlynxlynx> meh, now a lasttrigger problem
[09:33:50] <lynxlynxlynx> it is fetched properly, but the dialog still targets the wrong scriptable here: bg2/ittorch3.baf
[09:43:53] <lloyd> lynx: I ended up using ResourceManager::Exists
[09:44:22] <lynxlynxlynx> that's fine
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[11:50:02] <CIA-41> GemRB: 03avenger_teambg * rf06251cf5767 10gemrb/gemrb/GUIScripts/bg1/Start.py: fixed mission pack save dir for bg1/tosc
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[12:22:48] <Avenger> grr, i hate when someone changes a type and the resulting bugs hide for years
[12:25:11] <CIA-41> GemRB: 03avenger_teambg * r7ea3fe62715e 10gemrb/gemrb/core/GUI/ (Control.cpp Control.h): fixed ResetEventHandler to actually do something
[12:32:49] <CIA-41> GemRB: 03avenger_teambg * r53dd28f9b8ee 10gemrb/gemrb/core/GUI/ (Button.cpp Control.cpp): RunEventHandler: return 1 if there is no event handler to run
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[12:45:58] <CIA-41> GemRB: 03avenger_teambg * r270349a830af 10gemrb/gemrb/core/GameScript/Actions.cpp: don't overwrite the textscreen object on area transition
[12:49:39] <CIA-41> GemRB: 03avenger_teambg * r12cb468e986a 10gemrb/gemrb/GUIScripts/TextScreen.py: better TextScreen feeding
[12:51:08] <Avenger> lynx: i might have messed up something as these textscreens are rather messy. I tried to create an universal FindTextRow function that would work in every official game
[12:52:08] <lynxlynxlynx> hmm
[12:52:17] <lloyd> oh yeah bg1 menus text were all missaligned when I pulled today
[12:52:21] <lynxlynxlynx> too bad i'm past all the transitions
[12:53:17] <Avenger> i didn't do anything with button texts
[12:54:00] <Avenger> lynx: you don't save every 5 minutes :)
[12:54:20] <Avenger> you surely have a save just before leaving the chateau
[12:54:36] <Avenger> i tested this code with bg1 mission pack and bg2 leaving the chateau
[12:55:52] <Avenger> now tested bg1 starting too. That was wrong too, it started from second paragraph :)
[12:57:06] <Avenger> meh, HoW breaks
[12:59:05] <lynxlynxlynx> i do have some saves, just not sure if on the problematic chapter transitions
[12:59:21] <lynxlynxlynx> 2->3.3->4 were the oddest in bg2
[13:03:08] <CIA-41> GemRB: 03avenger_teambg * r2dd75191ff33 10gemrb/gemrb/GUIScripts/TextScreen.py: fixed iwd/how case
[13:24:46] <CIA-41> GemRB: 03avenger_teambg * rb786aea2105b 10gemrb/gemrb/GUIScripts/TextScreen.py: fixed messy chapters.2da in iwd (last column should be ignored)
[13:25:35] <Avenger> ok, i'm done
[13:25:40] <Avenger> if you want to make a release :D
[13:26:38] <Yoshimo> he has still 4 days to be within the "this year " timeframe he said ;)
[13:29:24] <Yoshimo> hows it going with the iesdp stuff you were working on avenger?
[13:29:42] <Avenger> there is always something to discover :)
[13:35:51] <lynxlynxlynx> if you have time, please check out the launcher vs. ammo equipping
[13:50:41] <Avenger> what's the problem with that?
[13:58:11] <lynxlynxlynx> the launcher's equipping effects aren't applied until you choose an ammo
[13:58:34] <lynxlynxlynx> visible when eg. switching from a sword to a xbow in the inventory
[13:58:59] <lynxlynxlynx> or if you check the apr, since the launchers set it
[13:59:21] <Avenger> so, i equip a sword, then an xbow, and check if attack number changes?
[14:00:22] <lynxlynxlynx> yes
[14:00:39] <lynxlynxlynx> if you get the firetooth xbow, it will be obvious from the paperdoll too
[14:00:53] <lynxlynxlynx> the xbow will be there, but not with the right colors
[14:01:03] <lynxlynxlynx> reequipping bolts will fix it all
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[14:07:56] <CIA-41> GemRB: 03avenger_teambg * r96cfaa2d3abe 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: better feet circle blinking (fixes bug 3095574)
[14:11:45] <Avenger> can't reproduce
[14:12:19] <Avenger> oh, wait, i checked only the effects of the projectile
[14:12:29] <Avenger> need to find a launcher with visible effect
[14:12:45] <Avenger> xbow01 is ok?
[14:13:49] <lynxlynxlynx> try it
[14:14:13] <lynxlynxlynx> firetooth +5 ix xbow15
[14:16:26] <Avenger> that needs no projectile ;D
[14:17:05] <Avenger> ok, i think i still cannot reproduce
[14:18:17] <Avenger> i have nothing equipped, now i equip an xbow, with a bolt already in a quiver
[14:18:49] <Avenger> base/thaco/atk = 9/9/1
[14:19:03] <Avenger> equipped: 9/6/1
[14:19:31] <Avenger> with mace: 9/5/2
[14:19:36] <Avenger> reequipping xbow
[14:19:51] <Avenger> 9/6/0
[14:19:53] <Avenger> hhmm
[14:19:58] <Avenger> something is weird ;)
[14:21:05] <Avenger> ok, something is weird with attack number
[14:21:38] <Avenger> but this could be simple display stuff
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[14:27:16] <Avenger> meh, dragonslayer heals when equipping
[14:32:13] <Avenger> it seems the regeneration effect
[14:32:25] <Avenger> probably easy to fix (don't use recurring effect when game is paused)
[14:47:15] <lynxlynxlynx> ok, one bhaalspawn left
[14:51:43] <CIA-41> GemRB: 03avenger_teambg * rce5bd627528e 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed regenerate effect (no more cheating)
[14:51:45] <Avenger> heh, you killed Imoen? :P
[14:55:13] <Avenger> ok, i add two lines to AddSlotEffects and RemoveSlotEffects, if i see both the projectile and the launcher here, then i think the bug is elsewhere
[14:59:18] <Avenger> and yeah, this showed the problem...
[15:12:18] <Avenger> ok fixed that
[15:12:29] <CIA-41> GemRB: 03avenger_teambg * r5ced775e275f 10gemrb/gemrb/core/Inventory.cpp: apply the effects on an equipped and loaded bow
[15:16:46] <lynxlynxlynx> yay
[15:18:06] <Avenger> huh lynx
[15:18:10] <Avenger> can you cast spells?
[15:18:18] <lynxlynxlynx> sure
[15:18:29] <lynxlynxlynx> what's the problem?
[15:18:38] <Avenger> i just tried to cast, and i see all 0'ed out spell data on console
[15:18:50] <Avenger> Cast spell:
[15:18:51] <Avenger> Slot: 0
[15:18:53] <Avenger> Type: 0
[15:18:54] <Avenger> Spellname:
[15:18:56] <Avenger> Target: 0
[15:18:57] <Avenger> Range: 0
[15:19:00] <Avenger> of course it won't work
[15:20:35] <Avenger> i hope it wasn't me :)
[15:20:50] <Avenger> but, i see this: Nested event handlers are not supported!
[15:21:00] <Avenger> and i did something in Control :(
[15:21:48] <lynxlynxlynx> hmm, i only get that for quickspells
[15:21:57] <lynxlynxlynx> it seems we don't save them properly
[15:22:12] <lynxlynxlynx> but it was a common sight while i was refuncturing the spellbar
[15:22:30] <Avenger> did you commit everything
[15:23:05] <Avenger> probably we need fuzzie here :)
[15:24:41] <lynxlynxlynx> i did
[15:24:54] <lynxlynxlynx> and i have your today's changes
[15:25:00] <lynxlynxlynx> my party are all spellcasters
[15:25:17] <lynxlynxlynx> who and what are you casting with?
[15:25:37] <Avenger> nalia/aerie
[15:25:45] <Avenger> stoneskin/mirror image
[15:27:14] <Avenger> odd, type = 3 spell = 2002 for nalia's mirror image
[15:27:19] <Avenger> that is totally wrong
[15:28:26] <Avenger> spell cannot be >= 1000
[15:28:32] <Avenger> because it is %1000
[15:28:43] <Avenger> wtf
[15:29:07] <lynxlynxlynx> let me summon them
[15:30:59] <lynxlynxlynx> aerie works fine here
[15:31:06] <lynxlynxlynx> stoneskin and bless
[15:31:12] <lynxlynxlynx> doesn't have mirror image memorised
[15:32:35] <lynxlynxlynx> nalia cast stoneskin and mirror image fine too
[15:32:57] <Avenger> lol i have a guicommonwindows in bg2
[15:34:05] <Avenger> that was the problem
[15:37:13] <lynxlynxlynx> yep
[15:37:28] <lynxlynxlynx> make sure you don't have it in iwd and bg1 too
[15:40:44] <lynxlynxlynx> ok, only the final fight left
[15:41:14] <lynxlynxlynx> chain contingency full of simulacrum spells -> boom
[15:42:52] <lynxlynxlynx> only that and the watcher's keep problem ahead
[16:00:50] <CIA-41> GemRB: 03lynxlupodian * r753a28e8b004 10gemrb/gemrb/core/GUI/GameControl.cpp: GameControl::ChangeMap: protect against a rare crasher
[16:10:25] <Avenger> meh, rare crasher?
[16:11:26] <CIA-41> GemRB: 03avenger_teambg * r07eb7f44d1c4 10gemrb/gemrb/core/GUI/GameControl.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[16:11:27] <CIA-41> GemRB: 03avenger_teambg * rc25e23a167cd 10gemrb/gemrb/ (3 files in 3 dirs): fixed bug 2843553 (stoneskin colors)
[16:11:42] <Avenger> yeah, that's really a rare one
[16:11:50] <Avenger> no pc selected while changing map
[16:14:28] <Yoshimo> do you have time to check why gemrb savegames crash bg2 original engine?
[16:25:57] <Avenger> not really
[16:26:14] <Avenger> not all of them crashes, i guess
[16:26:35] <CIA-41> GemRB: 03avenger_teambg * r8c4121a8980f 10gemrb/gemrb/override/ (4 files in 4 dirs): fixed gibberling avatar
[16:29:07] <Yoshimo> no but the later the savegame is in the game the more likely
[16:30:59] <Avenger> it would be much more important to fix avatars, but i'm simply tired of it
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[16:49:22] <lynxlynxlynx> bah, just missed him
[16:49:42] <lynxlynxlynx> textscreen errors out when finishing tob
[17:19:16] <Maighstir> Anyone with Windows want to try my latest project, a GemRB launcher? I'd like to see if it's as easy to use and relatively bug-free as I hope it is, or if I'm just blinded by the code.
[17:19:17] <Maighstir> http://dev.ops-area.net/_GemRB/GemRB-winlauncher-1.1.zip - included are source (language of choice is AutoHotkey, so it's Windows/Wine-only I'm afraid), compiled exe, and an icon I made for it. Extract the exe to your GemRB directory and run the launcher.
[17:29:30] <lynxlynxlynx> post it on the forums, you should have more luck there
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[17:32:40] <brad_a> looks like lynx and avenger have been very busy this weekend :)
[17:33:09] <Maighstir> Heh, right right :-)
[17:34:14] <brad_a> tomprince: there is probably no way of running the minimumtest for iOS without resorting to the simulator and even that would be more of a pain then it is worth especially as we have seen numerous times that gemrb in the simulator will work flawlessly then on the device there is something not working for one reason or another.
[17:35:18] <brad_a> i guess if i were running buildbot on a server/desktop and had an old device that was broken but still functioning enough to leave plugged in we could rig something up, but i have no device
[17:37:26] <brad_a> as far as it making a distributable package. it does, but it is missing some code that the official release has. it lives at ios-test/build/apple/ios
[17:37:33] <brad_a> and its called GemRB.ipa
[17:38:15] <brad_a> are the mac builds being uploaded for distribution? that would be nice :)
[17:38:25] <brad_a> except
[17:38:50] <brad_a> i guess everything is getting installed by cmake
[17:39:23] <brad_a> so i need to maybe give you a few commands for building a distributable package like an installer pkg file
[17:55:01] <lynxlynxlynx> will you be around this week?
[17:55:50] <fuzzie> i am vaguely around now btw
[18:08:13] <lynxlynxlynx> did you see that trigger oddity?
[18:08:56] <CIA-41> GemRB: 03lynxlupodian * rb9e9e7b0a3b9 10gemrb/gemrb/GUIScripts/TextScreen.py: TextScreen: make sure the label exists - it doesn't in bg2
[18:09:56] <lynxlynxlynx> http://pastebin.ca/2096481 <-- this
[18:10:16] <lynxlynxlynx> gortor3 aka torch3 is running it
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[18:10:36] <fuzzie> what's odd?
[18:10:44] <lynxlynxlynx> LastTrigger("Torch3") correctly adds an object for the clicker
[18:11:06] <lynxlynxlynx> but StartDialogNoSet doesn't gets called with it
[18:11:15] <lynxlynxlynx> instead, objects[1] is torch3
[18:11:30] <fuzzie> weird
[18:11:36] <fuzzie> maybe ask me when i am awake enough to look at code
[18:14:40] <lynxlynxlynx> weird, i'm rerunning it
[18:14:56] <fuzzie> also SpellCastPriest/Innate/etc in original are set on basis of checking the spell type, is that really just the ids? i would assume so
[18:15:09] <lynxlynxlynx> Targets::AddTarget does a push_back, but later i don't see anything in it
[18:15:41] <fuzzie> well, the ActionOverride might make things tricky, since the target ends up in an object, right?
[18:15:56] <fuzzie> so the evaluation should really happen afterwards
[18:16:29] <fuzzie> does it?
[18:17:21] <lynxlynxlynx> it should, but i don't understand what's wrong now
[18:18:05] <lynxlynxlynx> http://pastebin.ca/2096484
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[18:18:26] <fuzzie> heh
[18:18:35] <fuzzie> a gdb which gives useful output might be a good idea :)
[18:18:49] <lynxlynxlynx> well, the [] operator doesn't work either
[18:18:59] <fuzzie> which gdb is it?
[18:19:01] <lynxlynxlynx> but the start and end pointers are the same
[18:19:16] <lynxlynxlynx> GNU gdb (GDB) 7.3.1
[18:19:33] <fuzzie> that's odd, i thought all the python C++ magic was in that version
[18:19:38] <fuzzie> doesn't mattere anyway
[18:20:40] <CIA-41> GemRB: 03bradallred * r7001140002d6 10gemrb/gemrb/GUIScripts/TextScreen.py: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:20:41] <CIA-41> GemRB: 03bradallred * r9c701fe00216 10gemrb/gemrb/docs/en/Tables/fonts.txt: documentation: update the fonts.2da documentation for the recent TTF addition.
[18:21:18] <lynxlynxlynx> p parameters->GetTarget(0,0)->GetScriptName() prints "none" and count is 1, so it seems fine
[18:21:32] <fuzzie> yes, i just imagine it is pretty painful to debug that way, that's all
[18:21:54] <fuzzie> but why is script name "none"?
[18:22:48] <lynxlynxlynx> good question
[18:23:01] <lynxlynxlynx> i thought it may be a generic name for scriptables, but i see it's not set anywhere
[18:23:08] <lynxlynxlynx> this should return my actor, right?
[18:23:10] <fuzzie> it is what you get for non-actors
[18:23:20] <fuzzie> i thought
[18:23:47] <lynxlynxlynx> oh it does, the name itself is fine
[18:23:56] <lynxlynxlynx> i guess this is the settable script slot
[18:24:15] <fuzzie> i mean, it not being an actor would be an obvious cause :)
[18:24:57] <lynxlynxlynx> ok, so LastTrigger is fine and it is all about ordering?
[18:25:11] <fuzzie> well, i don't know at all
[18:25:20] <fuzzie> but that seems a likely guess
[18:25:44] <lynxlynxlynx> too bad
[18:26:05] <fuzzie> i mean, *if* it runs ok
[18:26:33] <fuzzie> i mean, LastTrigger is using Sender rather than parameters->GetTarget(0, -1)
[18:27:01] <fuzzie> so it seems like that would be wrong in this case
[18:27:40] <fuzzie> but if you say that it returns the right actor anyway then it doesn't seem like that could be your issue?
[18:28:10] <lynxlynxlynx> yep
[18:28:51] <lynxlynxlynx> the outcome is:
[18:28:54] <lynxlynxlynx> [GameScript]: Target for dialog couldn't be found (Sender: gortor3, Type: 0).
[18:28:55] <fuzzie> as long as you are catching the right call to LastTrigger.
[18:29:16] <lynxlynxlynx> and then a debug dump of Script name:gortor3 Current action: 198
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[18:29:37] <lynxlynxlynx> so it's trying to talk to itself and failing :)
[18:29:46] <fuzzie> is it?
[18:29:54] <fuzzie> oh, right
[18:30:08] <lynxlynxlynx> Target object: Object: Torch3
[18:30:46] <lynxlynxlynx> and indeed the Sender in LastTrigger is Torch3
[18:31:16] <lynxlynxlynx> hmm, this is odd
[18:31:25] <fuzzie> you're sure you're catching the right call?
[18:31:42] <lynxlynxlynx> Torch3 is the script name and yet gortor3 is the scriptname
[18:32:38] <lynxlynxlynx> Debugdump of InfoPoint Region torch3
[18:32:49] <CIA-41> GemRB: 03bradallred * r434bec0567f7 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Xcode (mac target): add the icon file in the artwork directory to project.
[18:33:43] <fuzzie> lynxlynxlynx: the backtrace from your LastTrigger does show that it's called from dialog code?
[18:34:12] <lynxlynxlynx> i doubt it, this is from a script
[18:34:35] <lynxlynxlynx> yep, GameControl::HandleActiveRegion ...
[18:35:06] <fuzzie> now i'm confused
[18:35:21] <lynxlynxlynx> it's an infopoint
[18:35:31] <fuzzie> can you pastebin the backtrace?
[18:35:39] <lynxlynxlynx> it has a script assigned and this is the script that does the actionoverride
[18:36:15] <lynxlynxlynx> http://pastebin.ca/2096485
[18:36:22] <lynxlynxlynx> not sure what is unexpeced about that
[18:36:31] <fuzzie> nothing, but it's the wrong evaluation
[18:36:54] <fuzzie> that's the call for Range(LastTrigger,15)
[18:36:59] <fuzzie> not the one inside the ActionOverride
[18:37:51] <lynxlynxlynx> oh, i thought it was an object there
[18:38:15] <fuzzie> it's always an object, no?
[18:38:21] <lynxlynxlynx> and shouldn't i hit the range check all the time?
[18:38:32] <fuzzie> you only hit the range check if the Clicked evaluates to true
[18:38:39] <fuzzie> yes, it is always an object
[18:38:52] <lynxlynxlynx> huh
[18:39:05] <fuzzie> so perhaps the issue is indeed that LastTrigger should be trying parameters->GetTarget(0, -1) first and then defaulting to Sender only if that is null
[18:39:14] <lynxlynxlynx> so LastTrigger and LastTrigger(*) are the same?
[18:39:19] <fuzzie> yes
[18:39:42] <lynxlynxlynx> oook
[18:39:49] <fuzzie> i guess that makes more sense then? :)
[18:40:04] <lynxlynxlynx> a little
[18:40:50] <lynxlynxlynx> i don't hit the breakpoint again, because StartDialogNoSet is called (and broken) before the argument gets evaluated?
[18:41:11] <fuzzie> no, that is just weird
[18:41:38] <fuzzie> StartDialogNoSet should call BeginDialog should call the matching code should call LastTrigger again
[18:42:04] <fuzzie> to the best of my understanding
[18:42:49] <lynxlynxlynx> ok
[18:45:54] <lynxlynxlynx> http://sprunge.us/CcjF?diff <-- same effect with this
[18:45:57] <fuzzie> unless it is short-circuited by "Torch3" not matching anything perhaps?
[18:46:03] <fuzzie> which is quite possible
[18:46:24] <lynxlynxlynx> yes, the resref problem probably takes over
[18:46:40] <fuzzie> since EvaluateObject says "doors/triggers don't play here!" and as far as I can tell that is the only place it could match
[18:47:30] <lynxlynxlynx> nothing different in the fixpack
[18:47:57] <fuzzie> so you could try changing that code in EvaluateObject to also check for infopoints, to see if that is the issue
[18:49:10] <lynxlynxlynx> no mention of gortor3 in the area file
[18:49:10] <fuzzie> (call GetTileMap()->GetInfoPoint(name) on the area, i guess)
[18:49:58] <lynxlynxlynx> ehh
[18:50:03] <lynxlynxlynx> am i blind or what
[18:50:10] <lynxlynxlynx> ok, i'll try that
[18:54:06] <tomprince> brad_a: That was the idea. If you tell me the proper incatation and files, I can tell the buildbot to automatically packages things.
[18:55:46] <brad_a> ok i will figure out how to make an installer package for mac. I guess i need to figure out a non-conflicing way of merging the ios customizations? or is there an option to merge in another branch before building?
[18:56:05] <lynxlynxlynx> tomprince: does the bot build the other audio plugins now?
[18:56:22] <lynxlynxlynx> fuzzie: that helped, now i get both LastTrigger calls
[18:56:26] <fuzzie> \o/
[18:56:34] <lynxlynxlynx> but it is now trying to talk to the infopoint :)
[18:56:57] <fuzzie> yes, your patch is incorrect
[18:57:01] <fuzzie> i mean, the LastTrigger one
[18:57:20] <fuzzie> GetActorByGlobalID should be called in both cases, on the target
[18:57:25] <tomprince> lynxlynxlynx: That is on my list of things to do, but I haven't had a chance to figure out why it isn't building now, since I believe it used to.
[18:57:59] <lynxlynxlynx> dependencies are met?
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[18:58:29] <fuzzie> i.e. you should both call GetCurrentArea and also get LastTrigger from: parameters->GetTarget(0, -1) if that is non-null, or Sender otherwise
[18:58:29] <lynxlynxlynx> this was the only comment on the last release build, so it would be good to have it resolved
[18:58:44] <Avenger> hey lynx, about the change you made in textscreen...
[18:58:53] <fuzzie> and if you fix up EvaluateObject then i guess it would be nice if it also checked for the other scriptable types.
[18:59:12] <lynxlynxlynx> do you remember why the negative comment?
[18:59:15] <Avenger> which textscreen had this problem, and why it wasn't found earlier? I'm pretty sure i didn't remove any safeguard about the control
[18:59:24] <fuzzie> i think the negative comment is just a lack of understanding
[18:59:28] <Avenger> hello fuzzie!
[18:59:34] <fuzzie> hey Avenger
[18:59:37] <lynxlynxlynx> Avenger: bg2, but i couldn't see why it would have changed
[18:59:53] <Avenger> which textscreen was it?
[18:59:56] <lynxlynxlynx> anyway, the npc story talks at the end of tob broke
[19:00:22] <lynxlynxlynx> but for us, they use the same controls anyway
[19:00:31] <Avenger> ok, if value doesn't get trigered if value is null
[19:00:40] <fuzzie> Avenger: you changed the 'Value = 0' in bg2 case
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[19:00:48] <fuzzie> to something which sets a value now
[19:00:59] <Avenger> oh
[19:01:14] <Avenger> so it was always cleared in bg2?
[19:01:16] <fuzzie> yes
[19:01:38] <lynxlynxlynx> but it was in the else branch before
[19:01:53] <fuzzie> well, also that, yes
[19:01:54] <Avenger> ok, then i indeed removed a safeguard :)
[19:02:04] <Avenger> but the current version seems better anyway
[19:02:18] <Avenger> if someone creates a bg1->bg2 conversion, this way it is more 'authentic'
[19:03:15] <tomprince> lynxlynxlynx: I'll try and have a look tonight. I'll be able to vnc over a lan, rather than remotely for once.
[19:03:30] <lynxlynxlynx> great, thanks
[19:05:37] <Avenger> thanks guys for fixing my bugs! Gotta go now. Tomorrow is my last working day, then i get a week of holiday in first week of January
[19:06:03] <Avenger> so i'll work some on gemrb after release :D
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[19:07:15] <lynxlynxlynx> :)
[19:10:40] <fuzzie> that was remarkably cheerful
[19:15:15] <lynxlynxlynx> http://sprunge.us/iJZE?diff this gets me the dialog :)
[19:15:39] <lynxlynxlynx> i had some trouble deciphering, is this how you wanted it?
[19:17:38] <fuzzie> I think it's just as good as what I imagined :)
[19:21:41] <CIA-41> GemRB: 03bradallred * r27bb019b6c96 10gemrb/apple/ (3 files in 2 dirs):
[19:21:41] <CIA-41> GemRB: xcode (ios target): add a pre-build script to create the various icons needed by iOS from the mac gemrb.icns artwork file.
[19:21:41] <CIA-41> GemRB: add the icons to the iOS info.plist and delete the now unneeded iTunesArtwork file (this file is one of the auto-generated files by the script). this will keep everything in sync if the master icon ever changes.
[19:26:57] <gembot> build #131 of nmake-msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/131
[19:31:07] <brad_a> mine was fine
[19:31:15] <lynxlynxlynx> http://sprunge.us/UZYf?diff <-- this is the total
[19:31:19] <brad_a> played some kf with gavin and justin
[19:31:22] <brad_a> lol
[19:31:25] <brad_a> wrong window again
[19:31:58] <lynxlynxlynx> gavin is a real name :o
[19:34:47] <brad_a> yes… maybe not very popular in europe
[19:41:14] <brad_a> is there a license file we distribute with gemrb?
[19:44:46] <brad_a> copying i guess
[19:49:18] <lynxlynxlynx> yep
[19:52:46] <gembot> build #354 of autotools g++-4.4.5 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/354 blamelist: bradallred@me.com
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[20:27:20] <brad_a> lloyd: are you developing on 10.6 by chance?
[20:29:52] <brad_a> im trying to get my hands on apples ppc compiler for x86 so i can build a single gemrb package for ppc/ppc64/i386/x86_64
[20:30:33] <brad_a> problem is they seem to have discountinued it in 10.7
[20:33:45] <lynxlynxlynx> hmpf, now i'm stuck at another machine
[20:33:52] <lynxlynxlynx> /machination
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[20:44:08] <gembot> build #37 of nmake-msvc++10 is complete: Exception [exception git] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/37 blamelist: bradallred@me.com
[20:48:06] <lynxlynxlynx> how can this ever work :s
[20:48:51] <lynxlynxlynx> counter starts at 0 and is incremented by 1 for each action; when it is 2 it resets
[20:49:13] <lynxlynxlynx> that's 2 actions while you need to take 3 for any sensible combination
[20:50:36] <CIA-41> GemRB: 03bradallred * rf078553e0cd4 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: xcode (sdlvideo target): update bundle loader path to use variable instead of a hard-coded path that will be invalid for anyone but me. Also have the mac target build the video driver after building.
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[21:06:00] <gembot> build #355 of autotools g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/355
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[23:29:22] <lloyd> brad_a: I'm on lion :( -- but no one uses ppc anymore so I wouldn't worry :P
[23:29:59] <lloyd> btw thanks for the xcode proj!
[23:39:40] <lynxlynxlynx> ok, the rest of watcher's keep was fine
[23:40:31] <lynxlynxlynx> can't end the quest though, atleast with helm's scroll
[23:40:55] <lynxlynxlynx> it only casts a special spell that just gives some gfx and sfx feedback oO
[23:41:21] <lynxlynxlynx> it's not that important though
[23:45:17] <lynxlynxlynx> murder still works
[23:47:38] <lynxlynxlynx> as far as the saga, the release criterium is met :)
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