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[12:26:05] <miha> hello :)
[12:26:22] <fizzle> hey
[12:26:24] <fizzle> does anybody know what it means if a textscreen 2da has more than 2 columns?
[12:27:24] <fizzle> e.g. chptxt1 in bg1
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[13:10:29] <miha> current android build https://www.dropbox.com/s/m37tpod0s0zsegg/gemrb-0.7.2-555-gb5a7d56.apk btw... this android sdl thing doesnt update zips (guiscripts,override,unhardcoded) on existing install
[13:10:32] <Seniorita> Dropbox - gemrb-0.7.2-555-gb5a7d56.apk - Simplify your life
[13:13:58] <miha> i can read java source though. sometime!
[13:19:56] <miha> or perhaps it does but instruction how to add that to config are incomplete. might be.
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[17:08:32] <brada> fizzle: look at the bottom of TextScreen.py
[17:09:56] <brada> each col appears to be a chunk of text/audio
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[17:27:19] <fizzle> ah, so they're just concatenated?
[17:28:29] <brada> yes. I just append the text and queue the audio
[17:32:29] <fizzle> ok, then, revised attempt at TotSC support: http://nopaste.me/paste/50784407951041318ead4b
[17:32:35] <Seniorita> totsc take 2 - Diff - NoPaste.me - Secure and Anonymous
[17:35:58] <fizzle> I'll add another 2da for unhardcoding the textscreen strings/music/ids later
[17:41:13] <fizzle> lynxlynxlynx: a spell failure of 231694980 cannot possibly be right, can it?
[17:42:37] <lynxlynxlynx> mage spell failure chance?
[17:42:42] <fizzle> yes
[17:43:02] <lynxlynxlynx> sure, it's supposed to be in %
[17:43:14] <lynxlynxlynx> that's intmax/2 by the looks of it
[17:43:38] <lynxlynxlynx> how did you manage to get it?
[17:43:54] <fizzle> debugging right now
[17:44:03] <fizzle> my mage cannot cast anything at all
[17:45:08] <lynxlynxlynx> show me the debug dump, maybe there's some interesting effects applied
[17:45:31] <lynxlynxlynx> my spelling :|
[17:46:13] <lynxlynxlynx> and that's after reading bowblow's no-effort post
[17:47:35] <fizzle> http://nopaste.me/paste/876736757510416ab8e084
[17:47:35] <Seniorita> 0: 00: ACVsDamageTypeModifie - Plain-Text - NoPaste.me - Secure and Anonymous
[17:48:25] <fizzle> ah, got it
[17:49:51] <fizzle> GetArmorFailure is broken
[17:57:54] <lynxlynxlynx> shouldn't be called for bg1 at all
[18:00:13] <lynxlynxlynx> i see, the Actor::GetSpellFailure path
[18:01:37] <fizzle> yep
[18:01:43] <lynxlynxlynx> http://sprunge.us/DVdJ?diff
[18:02:56] <fizzle> yes, although I just init both vars regardless of version
[18:04:56] <lynxlynxlynx> or that
[18:33:21] <fizzle> what do you think about the totsc patch?
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[19:38:12] <lynxlynxlynx> it's unfortunate that all four resrefs need to be hardcoded like that
[19:38:44] <fizzle> I want to introduce a new 2da to avoid that
[19:38:58] <lynxlynxlynx> afair, the other patch is for cases when the user installs totsc after starting and playing a vanilla game?
[19:39:09] <fizzle> there's a lot of game-specfic logic in the tesxt screen
[19:39:26] <fizzle> yes
[19:39:45] <fizzle> if you start with totsc right away you don't need it
[19:51:31] <lynxlynxlynx> maybe just mention that more explicitly somewhere
[19:51:47] <lynxlynxlynx> my first impression was of code duplication if you remember
[20:00:25] <fizzle> where?
[20:01:23] <fizzle> I mean, the code duplication
[20:10:57] <lynxlynxlynx> the worldmap stuff
[20:12:04] <lynxlynxlynx> anyway, this is a nice feature, though probably nobody would advise players to use it
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[21:18:09] <fizzle> lynxlynxlynx: here's the slightly refactored patch series with TextScreen cleanup included: http://nopaste.me/paste/1129015566510447e0683f0
[21:18:15] <Seniorita> totsc take 3 - Diff - NoPaste.me - Secure and Anonymous
[21:31:04] <lynxlynxlynx> if Message >= 0:
[21:31:33] <lynxlynxlynx> if there is a bad or missing value, Message will be reset to *
[21:32:35] <fizzle> if the 2da is incorrect? true
[21:32:51] <fizzle> is that a problem?
[21:33:05] <fizzle> I mean, other than that the 2da should be fixed?
[21:34:31] <lynxlynxlynx> i'd check for * and be done with it
[21:34:59] <fizzle> >= 0 and != "*", then?
[21:35:42] <lynxlynxlynx> i would just use the second
[21:36:05] <lynxlynxlynx> also, does GetRowIndex do a case insensitive lookup?
[21:36:18] <fizzle> and use "*" in the 2da?
[21:36:46] <fizzle> I think so
[21:36:56] <lynxlynxlynx> the 2da in the diff has all the data filled in, but yeah
[21:41:04] <fizzle> and yes, GetRowIndex uses stricmp
[21:44:56] <lynxlynxlynx> :)
[21:45:59] <fizzle> I'll take that as a green light :)
[21:48:55] <Seniorita> [commit] Jens Granseuer: BG1: display correct windows for TotSC text screens http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9c8ca6e04aa89ab57023f0f8632024ff8e75a87c
[21:48:56] <Seniorita> [commit] Jens Granseuer: BG1: properly support TotSC installation with vanilla savegames http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=fa1644d4031247e14e85de3a24c0890ad55528b5
[21:48:58] <Seniorita> [commit] Jens Granseuer: really don't break if the resource is not available http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=0e8e1c5b45b1d6b4ab0e115a49e3026efe631788
[21:48:59] <Seniorita> [commit] Jens Granseuer: add textscrn.2da and use it to remove game-specific code from TextScreen.py http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=95b3553faaa73ed8e8a780802517165a06d6c0fd
[21:49:00] <Seniorita> [commit] Jens Granseuer: fix GetArmorFailure for non-3rd edition games http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=f56be3f62e0610ee1c0856567a96dbcb188eb005
[21:58:05] <lynxlynxlynx> :)
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[22:25:15] <Avenger> gemrb\core\spellbook.cpp(455) : error C2562: 'RemoveSpell' : 'void' function returning a value
[22:29:00] <lynxlynxlynx> ok ok
[22:31:05] <Seniorita> [commit] Jaka Kranjc: spellbook: fixed msvc warning http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=085c4499ece41032ec5e653c5bb782fad8ef68d5
[22:31:19] <Avenger> i also have some problem with not compiling bamimporter
[22:31:38] <lynxlynxlynx> that one's for brada probably
[22:31:42] <Avenger> this is likely my problem: BAMFontManager.obj : error LNK2001: unresolved external symbol "public: __thiscall GemRB::BAMFont::BAMFont(class GemRB::AnimationFactory *,int *)" (??0BAMFont@GemRB@@QAE@PAVAnimationFactory@1@PAH@Z)
[22:31:54] <Avenger> maybe i didn't update something, but i don't see what
[22:32:19] <brada> are you compiling bamfont.cpp?
[22:32:53] <Avenger> yeah, that was the problem
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[22:38:18] <Seniorita> [commit] Avenger: just some clarification of mc flag 0x2000 (still todo) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=3682a298869d768f2b550c5111041d5090f40e20
[22:38:19] <Seniorita> [commit] Avenger: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e08b40209a133c133f7af7b8a81cb063625da951
[22:40:09] <lynxlynxlynx> eh, what did they do now?
[22:46:47] <lynxlynxlynx> brada: looks like freetype is really only the renderer and even sdl_ttf doesn't know about the origin of fonts
[22:47:22] <brada> yeah i was looking at that yesterday
[22:47:32] <lynxlynxlynx> the standard way to get the font dirs on linux and likely bsd is fontconfig
[22:47:37] <lynxlynxlynx> http://www.freedesktop.org/software/fontconfig/fontconfig-devel/fcconfiggetfontdirs.html
[22:47:39] <Seniorita> FcConfigGetFontDirs
[22:47:57] <brada> what about windows? just not worry about it?
[22:54:01] <lynxlynxlynx> http://msdn.microsoft.com/en-us/library/dd162615(v=vs.85).aspx <-- maybe this, but i wouldn't care about it yet
[22:54:02] <Seniorita> Enumerating the Installed Fonts (Windows)
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[23:00:11] <lynxlynxlynx> also, does freetype have anything for antialiasing fonts? do we lose it on conversion to bitmaps?
[23:00:56] <lynxlynxlynx> i know we can't support subpixel hinting this way, but the text in the demo looks too ugly to only be about that
[23:11:14] <fizzle> how do we handle strings that one game has as a verbal constant and another hasn't?
[23:13:26] <gembot> build #216 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/216
[23:13:28] <Seniorita> Buildbot: msvc++6 Build #216
[23:16:54] <lynxlynxlynx> we have some special handling for bg1 difference (for rare/select sounds, maybe more)
[23:17:27] <fizzle> I saw that but what about stuff that doesn't have a ref in the actor struct?
[23:17:45] <lynxlynxlynx> other than that, we probably just do either vb or plain displaymessage
[23:18:13] <fizzle> if one game has a VC, that's not really possible right now
[23:18:16] <lynxlynxlynx> oh, we treat damage strings differently too
[23:18:30] <lynxlynxlynx> you can't check for its existance?
[23:19:19] <lynxlynxlynx> or more easily, the reverse - if the string value is -1, use the vc
[23:19:40] <fizzle> hm
[23:21:00] <gembot> build #212 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/212
[23:21:01] <Seniorita> Buildbot: nmake-msvc++6 Build #212
[23:23:55] <lynxlynxlynx> which feedback is this about?
[23:24:27] <fizzle> I'm looking at "Weapon Ineffective"
[23:27:33] <lynxlynxlynx> bg1 doesn't have it customized?
[23:27:58] <fizzle> there's nothing about it in the Actor structs afaics
[23:28:01] <lynxlynxlynx> would be understandable, i doubt there's many if any creatures immune to normal weapons in that game
[23:28:07] <fizzle> it's just a simple strref
[23:28:23] <fizzle> so you can't customize it
[23:29:04] <lynxlynxlynx> it is custom in bg2, but not sure about pst, the only other game with npcs
[23:29:16] <lynxlynxlynx> hmm, but all have voice sets
[23:32:54] <lynxlynxlynx> it's 67 - TARGET_IMMUNE in bg2
[23:33:24] <fizzle> yes, I see gemrb is trying to play that in bg1, too
[23:34:26] <lynxlynxlynx> yeah, no extra logic there
[23:37:08] <lynxlynxlynx> what's the symptom? just a "name -" printed?
[23:37:30] <fizzle> yes
[23:37:31] <lynxlynxlynx> i remember now totsc has wolfweres - those may be immune
[23:37:34] <fizzle> uh, no
[23:37:43] <fizzle> nothing printed at all
[23:37:59] <fizzle> no feedback whatsoever
[23:38:08] <fizzle> except monster not dying...
[23:38:55] <lynxlynxlynx> so what monster is it?
[23:39:14] <fizzle> wolfweres and werewolves, like you said
[23:39:23] <lynxlynxlynx> aha
[23:40:21] <lynxlynxlynx> i'd still do it like i said before: display the normal strings.2da string unless it is -1, in which case look up the vc
[23:40:49] <lynxlynxlynx> we currently use it at two places, so it's best put in a function
[23:40:49] <fizzle> yeah, that sounds best
[23:41:31] <lynxlynxlynx> avoids another game flag :)