#gemrb@irc.freenode.net logs for 26 Jun 2009 (GMT)

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[00:03:17] <dawid> a/o here yet?
[00:27:50] <Edheldil> hmm?
[00:40:16] <Edheldil> night
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[09:43:14] <fuzzie> D_T_G: hi
[09:43:20] <D_T_G> hi
[09:43:46] <fuzzie> D_T_G: did you try just adding an 'else' clause which does IE_GUI_BUTTON_ENABLED and an OP_NAND on the NO_IMAGE flag?
[09:43:55] <fuzzie> i don't have enough spells to test scrolling :/
[09:44:57] <D_T_G> I think once they set they should be unset on redraw
[09:45:27] <D_T_G> but it somehow didn't work for me
[09:45:59] <fuzzie> you mean, the next time that ShowSpells is called?
[09:47:20] <D_T_G> yes, and when it would get a state ENABLED and flags PICTURE OP_OR it would reach the if and it should get all the market borders etc
[09:47:26] <fuzzie> that IE_GUI_BUTTON_NO_IMAGE flag doesn't get unset anywhere in your patch, so.
[09:47:29] <D_T_G> but it don't
[09:47:48] <D_T_G> because it didn't work so I didn't include it in patch
[09:48:10] <D_T_G> I must go
[09:48:14] <fuzzie> ok!
[09:48:20] <D_T_G> cheers
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[11:53:08] <ltleitkie> any info on which files are needed to install Icewind Dale without win/wine?
[11:54:06] <fuzzie> the installer script is no good?
[11:54:34] <ltleitkie> I thought there is only bg2 and pst available
[11:55:02] <fuzzie> it should do all of them now
[11:57:29] <fuzzie> http://git.njw.me.uk/cgit/cgit.cgi/gemrb-gameinstallers/tree/iwd/install-2cd-uk-minimal.sh
[11:57:33] <fuzzie> ^- should give you enough of an idea
[12:11:56] <ltleitkie> latest is still 0.1.2
[12:13:09] <fuzzie> just like gemrb itself, the latest tarball is never really up-to-date :)
[12:14:13] <fuzzie> but you can just see what it does from the url above, just pulls the minimum_compressed and recommended_compressed/data out of data1.cab and then copies the data/ off the CD itself
[12:14:16] <ltleitkie> you mean like today? ;-P
[12:14:38] <fuzzie> 0.5.0 is missing a whole bunch of bg1 projectiles already! :)
[12:17:15] <ltleitkie> trying to install Icewind Dale now because the graphics chip or driver is not capable of showing anything but 16 bit and something by 600 pixel and without mouse grabbing..
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[12:48:06] <ltleitkie> the chitin.key is not in the root or minimumcompressed directories, only in the different language directories (which do not seem to be processed by the installer)
[12:50:32] <fuzzie> yeah, the script doesn't work for me, but I don't have the 2 CD version
[12:50:56] <fuzzie> instead I have some multiple-language DVD with Italian and etc
[12:50:57] <ltleitkie> me neither
[12:51:03] <ltleitkie> same here
[12:51:21] <fuzzie> and it seemed to work fine just copying that extra English stuff in
[12:52:05] <ltleitkie> but that does not seem to be the problem.. do I have to put \ before spaces in the path?
[12:52:19] <fuzzie> no, you have to *not* put \ there :)
[12:52:39] <fuzzie> you need 'CaseSensitive=1', probably
[12:52:54] <fuzzie> but that's the default anyway
[12:53:39] <ltleitkie> it is just strange without quotation marks :-)
[12:54:52] <ltleitkie> oh.. and I should probably change the game type from bg1 to iwd
[12:55:17] <fuzzie> would probably help :)
[12:55:28] <fuzzie> we should have some better error output sometime, probably
[13:00:02] <ltleitkie> is there no intro for Icewind Dale except the logos?
[13:00:54] <fuzzie> The guiscript tries playing an 'intro.mve'
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[13:01:38] <wjp> there should be some movie telling about a battle from long ago where some demon or such was banished
[13:02:07] <fuzzie> Maybe it needs copying from the DVD seperately, though.
[13:02:24] <fuzzie> I haven't played IWD since it first came out, so my memory is pretty fuzzy :)
[13:03:11] <ltleitkie> I copied everything
[13:03:40] <wjp> it works for me when I watch 'introduction' in the movies menu
[13:04:34] <wjp> it's in CD2/data/MVEfile1.bif according to NI
[13:04:54] <ltleitkie> yep, that I have
[13:05:03] <fuzzie> and gemrb has CD2 pointing to the right dir?
[13:05:34] <wjp> (this is a multi-CD release, by the way; there's a slight chance the DVD release is different)
[13:05:59] <ltleitkie> yse, need to configure that right
[13:06:07] <ltleitkie> yes :-)
[13:06:57] <fuzzie> it seems to just be the european 2CD release with both discs on the single DVD
[13:07:37] <fuzzie> and very boring black-and-white CD labels
[13:08:17] <wjp> for reference: I have CD2=/data/games/infinity/iwd1/CD2 in my config file, and that movie file is at /data/games/infinity/iwd1/CD2/data/MVEfile1.bif
[13:08:19] <ltleitkie> mine is in farbe und buuunt :-)
[13:08:55] <fuzzie> wjp: that sounds the same :)
[13:09:07] <ltleitkie> AOL!
[13:11:39] <ltleitkie> well, cd2 in lower case
[13:12:32] <ltleitkie> and I should mv Data to data, probably
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[13:16:26] <fuzzie> hello, lynx
[13:16:50] <lynxlynxlynx> ojla
[13:17:21] <wjp> hi
[13:17:44] <wjp> you were looking for me yesterday evening?
[13:18:30] <lynxlynxlynx> yeah, but it's not important anymore
[13:18:50] <fuzzie> Avenger has yet to appear, so I didn't have a chance to poke him about the posting.
[13:19:25] <pupnik> u bunt kuh
[13:21:29] <D_T_G> finally, I got all working scrolling spells by rows :)
[13:22:43] <fuzzie> if you have a patch, 'diff -u' or 'svn diff' would be nicer than the one you posted
[13:23:38] <D_T_G> ok
[13:25:19] <D_T_G> I need to test in on level up yet
[13:26:52] <D_T_G> and random choosing of spells never takes >24th spell
[13:27:22] <D_T_G> or just never did when I tried
[13:28:02] <fuzzie> '
[13:28:05] <fuzzie> 'pick for me' isn't random
[13:28:12] <fuzzie> if that's what you mean
[13:28:21] <D_T_G> yeah, pick for me
[13:28:38] <fuzzie> there's a list of spells for that
[13:28:53] <fuzzie> so it'll only pick new spells if you changed the list
[13:29:08] <D_T_G> I see
[13:30:13] <D_T_G> funny
[13:30:45] <D_T_G> the tooltip over char and highlight of the door stayed during irenicus dungeon cutscene
[13:31:05] <D_T_G> shouldn't it be cleared?
[13:31:09] <fuzzie> We don't handle cutscenes very well yet. :/
[13:31:15] <fuzzie> When you leave the dungeon you can even walk around!
[13:32:05] <D_T_G> is there a way to force levelup in gemrb?
[13:32:10] <fuzzie> it seems that i can't create a bg2 Diviner in svn
[13:32:43] <fuzzie> it wants me to pick a spell from my school at 4th level, but doesn't have any
[13:32:46] <fuzzie> so i'm stuck there
[13:33:29] <fuzzie> D_T_G: GemRB.SetPlayerStat(1,44,4000000) at the console will give heaps of XP to the first char
[13:33:36] <fuzzie> (ctrl-space for the console)
[13:33:47] <D_T_G> thx
[13:35:56] <D_T_G> well, choosing of new spells on level up didn't even show up, so I guess it's not yet implemented
[13:36:06] <D_T_G> ?
[13:36:09] <fuzzie> you did make a sorceror?
[13:36:15] <D_T_G> plain mage
[13:36:36] <D_T_G> sht
[13:36:56] <D_T_G> I forgot one have to learn it
[13:36:58] <fuzzie> if you're quick you can hit space to pause before the cutscene starts
[13:51:44] <D_T_G> on sorcs levelup the rows are of 5 spells not 6 like in chargen so it complicated a thing bit :/
[13:53:09] <lynxlynxlynx> fuzzie: that's wierd, I changed it to only require a specialist spell if there is one available (was a clear issue with wild mages)
[13:53:53] <fuzzie> I'm pretty ill, so maybe I am missing something obvious, but 'pick for me' leaves me with one spell and I tried clicking on everything in sight.
[13:55:11] <lynxlynxlynx> i'll go create one myself
[13:55:51] <lynxlynxlynx> yeah
[13:56:19] <lynxlynxlynx> it's a visual bug only
[13:56:27] <lynxlynxlynx> the same thing D_T_G has problems with
[13:56:46] <lynxlynxlynx> the wizard eye is a divination spell, but you don't see the border
[13:57:22] <lynxlynxlynx> after seeing that, i could create the rest of the char
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[14:03:55] <fuzzie> well, 'pick for me' is meant to do just that, so there's more than one bug there
[14:04:42] <fuzzie> it would also be nice if the class list just disabled the unavailable classes, presumably someone decided otherwise but it's pretty confusing
[14:04:46] <lynxlynxlynx> i think it was already selected
[14:05:12] <D_T_G> I resolved my problem with not seeing borders of >19th spell after scrolldown&scrollup
[14:05:27] <lynxlynxlynx> fuzzie: for me classes are nicely disabled
[14:05:55] <fuzzie> lynxlynxlynx: but not for mage specialities, for example
[14:06:01] <fuzzie> and i can't click 'wizard eye' at all
[14:06:17] <fuzzie> oh, hm, maybe a local bug
[14:06:18] <lynxlynxlynx> it's not wizard eye but the one infront it
[14:06:23] <fuzzie> ah
[14:06:39] <lynxlynxlynx> for mage specialists, i only get the list of available ones
[14:06:42] <fuzzie> right, Farsight works
[14:06:46] <fuzzie> yes, that is confusing :)
[14:06:53] <lynxlynxlynx> i'll go check the table
[14:07:03] <fuzzie> we do spell selection and proficiencies the other way around to the original game, too
[14:07:32] <fuzzie> not important though. and of course we do 'pick for me' differently, but i much prefer gemrb's.
[14:07:33] <lynxlynxlynx> http://iesdp.gibberlings3.net/files/2da/2da_tob/splautop.htm <-- doesn't look like it treats specialists any different
[14:07:41] <lynxlynxlynx> so it is not our problem
[14:08:17] <lynxlynxlynx> only this border thing remains, but i'll attack this soon
[14:08:20] <fuzzie> I mean, when you click 'Mage' in the class selection, it only shows the available specialists.
[14:08:38] <fuzzie> Is that a deliberate deviation or just a bug?
[14:09:10] <fuzzie> And, well, 'pick for me' works in the original but not in gemrb, that is a bug..
[14:09:29] <lynxlynxlynx> looks like the init is bad
[14:09:59] <lynxlynxlynx> i didn't know the original was different, but it also wasn't me who implemented it
[14:10:07] <lynxlynxlynx> i'll fix that too
[14:10:42] <fuzzie> Okay. Sorry for being confusing. :/
[14:11:08] <fuzzie> I just noticed this while comparing the spell windows, it's nothing I'm bothered about.
[14:12:47] <CIA-20> gemrb: 03avenger_teambg * r6627 10/gemrb/trunk/gemrb/override/bg1/gemprjtl.ids: the complete projectile list for bg1 (some still need to implement)
[14:13:19] <CIA-20> gemrb: 03avenger_teambg * r6628 10/gemrb/trunk/gemrb/override/bg1/ (8 files): more projectiles coded
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[14:28:45] <ltleitkie> could not someone have told me that even Icewind Dale is limited to 640x480?! boohoo :'-(
[14:29:04] <lynxlynxlynx> how isn't
[14:29:08] <ltleitkie> and it just crashed
[14:29:26] <lynxlynxlynx> you could also enable the ugly borders if you really wanted more estate
[14:29:28] <ltleitkie> HoW was not included
[14:30:00] <fuzzie> ah, bleh. the 'triple pack' thing includes another disc with HoW on it.
[14:30:35] <ltleitkie> lynxlynxlynx: what borders?
[14:30:45] <lynxlynxlynx> padding
[14:30:56] <lynxlynxlynx> so you would have the game area centered
[14:31:45] <ltleitkie> how?
[14:34:47] <lynxlynxlynx> trying to remember
[14:36:00] <ltleitkie> haha
[14:36:02] <lynxlynxlynx> i'm a bit bummed that grepping for GameIsHOW didn't find it
[14:36:25] <ltleitkie> maybe GameIsHoW? :-)
[14:38:19] <lynxlynxlynx> ah, it's in Start.py
[14:38:20] <ltleitkie> the games have between 13 and 23 fps on the netbook btw, quite playable :-)
[14:38:40] <lynxlynxlynx> search for STON08L
[14:38:50] <ltleitkie> and if I close the browser, maybe more
[14:39:10] <lynxlynxlynx> iwd has the ugly ones under a different name though, let me check
[14:39:46] <fuzzie> someday we'll really have to look at optimising it all to death :)
[14:41:18] <ltleitkie> are there beautiful ones? :-p
[14:43:53] <lynxlynxlynx> GUI-BOTT GUI-LEFT GUI-RIGH GUI-TOP
[14:44:06] <lynxlynxlynx> l-r-t-b order as you can see in the script
[14:48:43] <lynxlynxlynx> ah, seems we override the mage kit tables
[14:49:26] <ltleitkie> still not sure what I am looking at
[14:49:44] <lynxlynxlynx> they didn't exist in ie, but i'm it then looks we do some stuff that isn't needed
[14:50:01] <lynxlynxlynx> ltleitkie: open gemrb/GUIScripts/iwd/Start.py
[14:50:06] <lynxlynxlynx> look for STON08L
[14:50:12] <ltleitkie> and then?
[14:50:22] <lynxlynxlynx> remove the first hasresource if check
[14:50:33] <lynxlynxlynx> change the STONX to the one i mentioned above
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[15:06:51] <ltleitkie> back
[15:07:38] <ltleitkie> so, the 'if GemRB.HasRes...' or the four lines after that too?
[15:10:05] <lynxlynxlynx> instruction conflict
[15:17:05] <ltleitkie> what..?
[15:17:46] <lynxlynxlynx> if you remove those lines, what will you do next?
[15:20:21] <ltleitkie> replace it with lines including your GUI-Xs? but that did not work
[15:21:43] <lynxlynxlynx> why not?
[15:22:49] <ltleitkie> IndentationError: unexpected indent
[15:23:07] <ltleitkie> at line 51, 'if screen_width etc
[15:25:01] <lynxlynxlynx> eh
[15:25:04] <lynxlynxlynx> that's python for you
[15:25:14] <lynxlynxlynx> fix the indent, now it is one level too deep
[15:31:25] <ltleitkie> yay
[15:32:04] <ltleitkie> works, albeit with 6 to 16 fps now
[15:36:01] <ltleitkie> and the icon panel on the bottom is not visible :-/
[15:44:20] <lynxlynxlynx> try without the guibottom
[15:44:38] <lynxlynxlynx> for centering i guess guileft and guitop are enough
[16:00:04] <ltleitkie> just removing does not quite work
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[16:10:00] <dawid> is it me or arewe unable to place a waepon in the ready weapons box?
[16:10:34] <lynxlynxlynx> which game?
[16:10:39] <dawid> bg2
[16:10:44] <lynxlynxlynx> it is you
[16:12:56] <fuzzie> combat would be a bit difficult without being able to wield anything :)
[16:13:40] <CIA-20> gemrb: 03avenger_teambg * r6629 10/gemrb/trunk/gemrb/override/bg1/ (33 files): spell hit projectiles for bg1
[16:15:07] <CIA-20> gemrb: 03avenger_teambg * r6630 10/gemrb/trunk/gemrb/override/bg2/ (32 files): spell hit projectiles for bg2
[16:16:49] <D_T_G> what may be the cause of SIGSEGV (Address boundary error) in python?
[16:16:58] <D_T_G> let say the most common?
[16:17:31] <fuzzie> if you're getting it from gemrb scripts, you're probably passing incorrect data to the functions
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[16:19:43] <fuzzie> hi, Avenger
[16:19:44] <Avenger> hello people
[16:19:55] <dawid> hi
[16:20:02] <Avenger> most of the projectiles should work in bg1 and bg2 now
[16:20:20] <Avenger> smoke paths and trail bams don't work
[16:20:32] <dawid> lynxlynxlynx: U were right, imoen can equip things
[16:20:34] <fuzzie> i was going to say, i noticed that those didn't work
[16:20:46] <Avenger> i can do those today
[16:20:48] <fuzzie> there's some missing projectiles in the dungeon-leaving cutscene too
[16:20:57] <fuzzie> but those are perhaps scripting bugs
[16:21:03] <Avenger> i just added lots of spell hit projectiles
[16:21:30] <Avenger> cg projectiles are missing, but they are implemented differently
[16:22:13] <Avenger> if you could pinpoint which projectiles are missing (projectile number), then i could check why
[16:22:30] <fuzzie> that is difficult, but i'll look later
[16:22:56] <fuzzie> could you post http://pastebin.ca/1474540 (from lynx) to the modding news forum, if you have time?
[16:23:19] <fuzzie> and i don't know who does windows builds of gemrb, should I ask you or zekflop?
[16:24:47] <Avenger> i won't post the change log in that
[16:25:08] <Avenger> well, i don't know how could i get the code from zefklop
[16:25:20] <Avenger> he said he'll send me, but didn't
[16:25:21] <fuzzie> just remove the changelog bit i guess :) just the intro paragraph is the important bit, i think
[16:25:27] <fuzzie> ok, so i should bother him
[16:25:36] <Avenger> or maybe he did, but somewhere it got filtered
[16:27:56] <Avenger> fuzzie got bg1?
[16:28:05] <fuzzie> yes
[16:28:14] <Avenger> i started a new game, then imported the cleric
[16:28:24] <Avenger> ingame, the first problem was: i got no portrait icon
[16:28:47] <Avenger> i was impressed by the chargen otherwise :)
[16:28:56] <Avenger> and i could play for quite a long time
[16:29:07] <Avenger> there was some problem with area transitions and some monster anims
[16:29:43] <Avenger> imoen was good with shooting at enemies :)
[16:30:07] <Avenger> ah, another bug: items created by script got a 0 count
[16:30:22] <fuzzie> yes, items in containers have 0 count too :/
[16:30:33] <fuzzie> i'm not sure how to fix this
[16:30:50] <fuzzie> most items in the original game have 0 charges, only some things have a charge count
[16:30:59] <Avenger> if an item is stacked, and it has Usage[0]=0, set it to 1?
[16:31:16] <fuzzie> that makes sense :)
[16:31:23] <Avenger> that would stay compatible with the original game
[16:31:38] <fuzzie> yes, i was going to say, i was worried about being compatible
[16:31:49] <fuzzie> i hadn't thought about just checking if it was stacked
[16:32:05] <Avenger> that is needed, otherwise we would charge depleted wands :)
[16:34:46] <lynxlynxlynx> not sure if that'll be enough
[16:35:01] <lynxlynxlynx> unless you meant stackable instead of stacked
[16:35:06] <fuzzie> yes, stackable
[16:35:30] <fuzzie> do you think that's enough? we could do it by type, maybe i have to check how this works in the original engine
[16:36:27] <Avenger> i think that is enough for loaded items
[16:36:34] <Avenger> the problem is items created by script
[16:37:07] <Avenger> i received 0 gems for example :)
[16:37:17] <fuzzie> maybe we should be loading the ITM there, or else we have to do it by type
[16:37:40] <Avenger> the item is already loaded somewhere, and the stacked flag is 'cached'
[16:37:54] <Avenger> oh, hmm, maybe not in the area loader
[16:38:26] <fuzzie> i don't want to do this differently to however it's done originally
[16:38:43] <Avenger> i didn't check this
[16:38:53] <fuzzie> so someone has to check first, i'll put it on my list :)
[16:39:00] <Avenger> maybe you can try to see when it becomes '1'
[16:39:10] <Avenger> like, pick it up, then drop it
[16:39:19] <Avenger> it might become 1 when first moved
[16:39:42] <Avenger> though that would still show it as 0 if you open a container in an area
[16:40:23] <fuzzie> the container code needs fixes anyway, unidentified items show as identified in them
[16:41:05] <D_T_G> I just understood scrollbar can't be really dynamic for spells
[16:41:59] <fuzzie> but i'm a bit busy today, so it will wait until later
[16:42:56] <D_T_G> is there a way to hide a scrollbar?
[16:43:46] <Avenger> well, you want to dynamically hide it, or is it enough to not create it after OnLoad?
[16:44:27] <D_T_G> dynamically hide it
[16:44:36] <Avenger> There is a DeleteControl guiscript function too
[16:45:11] <Avenger> I never seen a scrollbar hidden dynamically, i'm unsure why would you need it
[16:45:29] <fuzzie> Avenger: when moving between levels in spell selection
[16:45:35] <D_T_G> exactly
[16:45:36] <Avenger> You can do it by creating/deleting it, but i don't know if it is useful
[16:46:24] <fuzzie> but deleting the scrollbar will crash once you called AttachScrollBar, i think
[16:46:52] <D_T_G> so before attaching I would see if it's existing
[16:46:54] <Avenger> SetControlPos also works
[16:47:14] <Avenger> you can use ScrollBar.SetControlPos(-1,-1)
[16:47:45] <D_T_G> I nowhere saw a usage of AttachScrollBar function, is there a such?
[16:47:46] <fuzzie> i think that is maybe better, since the scrollbar is not in the CHU anyway, so you always know the position
[16:47:46] <Avenger> That would make it invis
[16:48:03] <Avenger> There is code in ::Draw
[16:48:10] <Avenger> if (XPos == 65535) {
[16:48:12] <Avenger> return;
[16:48:13] <Avenger> }
[16:48:18] <Avenger> so, it is supported :)
[16:48:23] <fuzzie> D_T_G: it's not used in that code, at least
[16:48:53] <Avenger> you are better off changing the control position
[16:49:02] <Avenger> that's almost an elegant hack :D
[16:50:27] <D_T_G> this is everything new for me I have to learn it from scratch
[16:50:33] <Avenger> Ok, it is ScrollBar.SetPos
[16:50:42] <Avenger> the metclass changed the name
[16:52:38] <D_T_G> now I see mattinm know all this and that's why he didn't make the scrollbar dynamic
[16:52:39] <Avenger> you cannot use AttachScrollBar for the spell icons
[16:53:03] <Avenger> AttachScrollBar attaches a scrollbar to a textarea
[16:53:12] <Avenger> not a group of buttons
[16:53:20] <D_T_G> I see
[16:53:43] <Avenger> but you can use the scrollbar still, you just associate it with a variable
[16:53:58] <Avenger> there is a spell scrollbar already, in the chargen
[16:54:25] <D_T_G> yes, mattinm coded the scrollbar, I just wanted to make it scrolling by rows
[16:54:41] <D_T_G> and it is working in chargen
[16:55:01] <D_T_G> but in sorcs level up it segfaults
[16:55:06] <Avenger> i did something like that
[16:55:22] <D_T_G> where?
[16:55:28] <Avenger> i think in iwd2 the ground item icons are scrolled by 2
[16:56:14] <Avenger> Assigned a TopIndex variable to the scrollbar
[16:57:23] <Avenger> hmm maybe it isn't scrolling by 2
[16:57:39] <D_T_G> http://wklej.org/id/112439/?zawin=0
[16:57:49] <D_T_G> here''s where I am now
[16:58:13] <Avenger> huh, yes, i scroll them ugly in iwd2 :)
[16:58:18] <D_T_G> scrolling by rows very nicely works in chargen
[16:59:26] <Avenger> Well, change it like this: always create the scrollbar
[16:59:45] <D_T_G> I would really love to see it dynamic :)
[17:00:14] <Avenger> then if(scroll) Scrollbar.SetPos(290,142); else: ScrollBar.SetPos(-1,-1)
[17:00:20] <Avenger> simple :)
[17:00:50] <D_T_G> always create but hide when it's not needed, sounds good :)
[17:01:14] <Avenger> Or rather, create a global PosX, PosY, and set it up differently based on the chargen variable
[17:02:01] <D_T_G> will do
[17:02:18] <fuzzie> do you test this in bg1?
[17:02:35] <D_T_G> not yet
[17:02:53] <D_T_G> but are the rows of 6 spells or 5 there?
[17:03:14] <fuzzie> you remove the scroll parameter
[17:03:25] <D_T_G> mattinm original scrollbar worked there?
[17:03:43] <fuzzie> scroll is False in bg1
[17:04:08] <fuzzie> so it is probably untested
[17:04:34] <D_T_G> I think I didn't changed anywhere bg1 cases
[17:04:41] <fuzzie> you removed the scroll=True parameter
[17:04:57] <D_T_G> for bg1 it was false?
[17:04:59] <fuzzie> if you do that, you have to test bg1 :)
[17:04:59] <fuzzie> yes
[17:05:12] <fuzzie> it is 6 wide in bg1
[17:05:19] <D_T_G> so I will add if gameisbg scrollbar.setpos(-1,-1) always :P
[17:05:30] <fuzzie> i would add the scroll parameter back
[17:05:44] <lynxlynxlynx> incremental changes are best D_T_G
[17:05:56] <fuzzie> or else make it work for bg1
[17:06:06] <D_T_G> so first I would have to install a mod adding many spells to bg1
[17:06:26] <fuzzie> yes, so it is not so easy
[17:06:45] <fuzzie> i don't think there is any single mod like The Darkest Day for bg1
[17:07:04] <D_T_G> thereis ntotsc
[17:07:16] <D_T_G> I'll try
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[17:07:47] <fuzzie> but as lynx says it is usually easier to only change one thing in each patch
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[17:08:13] <fuzzie> it's fine changing lots of things, but then you must make sure nothing is broken, and that is not so easy when you change a lot :)
[17:08:29] <D_T_G> I see
[17:08:40] <lynxlynxlynx> it's especially easier to review and make bugfree
[17:09:18] <D_T_G> so maybe scrolling_by_rows and dynamic_scrollbar as seperate patches?
[17:09:49] <fuzzie> that would be easier :)
[17:10:01] <D_T_G> oki
[17:10:16] <fuzzie> otherwise it sometimes takes us weeks to review things, because some little bit causes a crash and we're not sure what
[17:11:23] <lynxlynxlynx> and the further we get to our goals the more strict we will be
[17:11:53] <lynxlynxlynx> think about how wine does this ;)
[17:12:07] <Avenger> hehe, they got lots of developers
[17:12:17] <Avenger> though they are nowhere near their goal :D
[17:12:35] <Avenger> wine cannot run even a simple program, like dltcep, flawlessly
[17:12:45] <fuzzie> well, they don't care so much about dltcep :)
[17:12:53] <Avenger> but it is simple
[17:12:56] <fuzzie> it runs some specific programs almost flawlessly
[17:12:58] <D_T_G> exactly
[17:13:03] <Avenger> i mean, it uses stuff other programs use
[17:13:12] <D_T_G> they don't care about cmd.exe but care about directx 10 more :O
[17:13:17] <fuzzie> but making it work for all programs is an impossible task :(
[17:13:35] <fuzzie> even microsoft has a huge number of application-specific hacks in their APIs, it is sad
[17:14:07] <Avenger> well, i didn't say their goal is simple :)
[17:14:10] <Avenger> it is impossible
[17:14:23] <Avenger> even m$ programmers wouldn't be able to duplicate their own code :D
[17:14:31] <fuzzie> i guess not :)
[17:15:06] <Avenger> but the IE is complex too, and full of those kind of hacks
[17:15:08] <fuzzie> i should start writing documentation about how the actions work, maybe
[17:15:20] <fuzzie> because it is full of special-cases and stuff
[17:15:42] <fuzzie> a lot of it is on the web, but then you have to read all the forums :)
[17:15:44] <Avenger> i will start to implement iwd1 projectiles now :D
[17:16:09] <fuzzie> yay!
[17:16:14] <fuzzie> i should install iwd1 to see
[17:16:17] <lynxlynxlynx> so *all* of bg1 and bg2 are done?
[17:16:22] <Avenger> if any of you find bg1/bg2 projectiles that don't work report it
[17:16:23] <D_T_G> do I really need to test scrolling by rows in bg1 as even the scrollbar was also not tested in bg1?
[17:16:24] <fuzzie> lynxlynxlynx: the builtin ones
[17:16:31] <fuzzie> Avenger: well, where are my trails :)
[17:16:34] <Avenger> well in bg1 all are builtin
[17:16:41] <fuzzie> D_T_G: no, as long as you leave the scroll parameter working.
[17:16:53] <lynxlynxlynx> oh, does call lightning work now? ;)
[17:17:09] <Avenger> it might call a single one only
[17:17:17] <Avenger> i couldn't find out how it works
[17:17:24] <Avenger> it calls a single one in bg2 :(
[17:17:27] <fuzzie> bg1 is really quite good now, anyway
[17:18:44] <Avenger> fuzzie: about action documentation, maybe we should simply start our own wiki about it
[17:18:55] <fuzzie> yes, probably
[17:19:13] <lynxlynxlynx> you can use the gemrb now to save the overhead
[17:19:23] <fuzzie> i'd want to document every little thing, so it would be no good in IESDP anyway
[17:19:48] <lynxlynxlynx> just create a new namespace (eg try to edit a page url/actions:actions and the page and namespace actions will be created)
[17:20:10] <fuzzie> one big page is probably enough for now anyway
[17:20:11] <lynxlynxlynx> then you can add various details in actions:whatever
[17:20:30] <Avenger> don't write too much on one page
[17:20:37] <fuzzie> a lot of the actions don't need much, or else they should be grouped
[17:21:07] <Avenger> it is fine to have one page for each action if you want to detail all :)
[17:21:26] <Avenger> maybe groups
[17:21:40] <fuzzie> one group for the Attack actions would make sense, for example
[17:21:44] <Avenger> yes
[17:21:56] <Avenger> be right back
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[17:22:36] <fuzzie> what's a good workspace name, 'scripting'?
[17:26:46] <lynxlynxlynx> sounds fine
[17:27:07] <fuzzie> i'm again not intending to do it now, but i should really start, because i don't want to be the only one who knows how this works :(
[17:32:25] <D_T_G> there is no way to enable the 25th slot for spell in sorcs level up?
[17:32:38] <D_T_G> I guess such a slot is not available in *.chu
[17:33:00] <D_T_G> but the graphick supposing it is
[17:35:23] <fuzzie> ok i added http://linux.prinas.si/gemrb/doku.php?id=scripting:start as a start, without any actual actions or anything
[17:35:33] <D_T_G> even proper scrolling by rows when there is only 25 spells looks weird
[17:38:54] <D_T_G> maybe I'll leave it to scroll 1 by 1, as it was already working
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[17:49:07] <D_T_G> http://wklej.org/id/112489/?zawin=0
[17:49:34] <D_T_G> spells_crollby_rows_in_chargen.diff
[17:50:07] <D_T_G> the spells are still scrolled 1 by 1 in level up of sorcerers
[17:51:32] <D_T_G> it would be cool to enable 25th slot there, though
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[17:55:52] <Avenger> hello
[17:56:20] <D_T_G> hi
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[18:01:22] <D_T_G> anybody is testing my patch ? :)
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[18:03:41] <Avenger> not me
[18:04:34] <D_T_G> should I copy it to sf or somewhere for review?
[18:04:56] <Avenger> hmm, if you submit it as a patch in sf, that would ensure its review
[18:05:05] <Avenger> then it wouldn't get forgotten
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[18:07:15] <D_T_G> Avenger, is there really no easy way enable 25th slot for sorcerers spells on level up
[18:07:38] <D_T_G> it looks obviously it should be there
[18:07:51] <D_T_G> but is not in *.chu
[18:08:36] <Avenger> which chu?
[18:08:41] <Avenger> err which page
[18:10:03] <D_T_G> I mean this: http://img208.imageshack.us/img208/7812/sorc25thspell.jpg
[18:10:48] <Avenger> i don't know which page is it in guicg
[18:11:47] <Avenger> 7
[18:11:52] <D_T_G> sorcerers spell selection on level up window
[18:11:57] <Avenger> i wanted to hear only that number O_o
[18:12:18] <Avenger> in tob it is 6x4
[18:12:21] <D_T_G> I don't know where to find it
[18:12:54] <Avenger> SpellsWindow = GemRB.LoadWindowObject (7)
[18:13:19] <Avenger> hmm
[18:13:24] <Avenger> this is in the chargen
[18:13:28] <Avenger> but you need something else
[18:13:34] <Avenger> in chargen it is 6x4
[18:13:48] <D_T_G> 6x4 = 24
[18:14:02] <D_T_G> in level up it is also a sum of 24
[18:14:12] <D_T_G> but 25th is drawn in art
[18:14:37] <D_T_G> so it looks so so obvious there should be onother slot too
[18:14:54] <Avenger> guirec window 8
[18:15:02] <Avenger> it isn't obvious :)
[18:15:12] <Avenger> all other spell windows are 6x4
[18:16:03] <D_T_G> the question would be why bg2 devs made it 5+5+5+5+4 for sorcerers on level up :/
[18:16:28] <Avenger> because they simply converted it from bg1
[18:16:33] <Avenger> but you can create a button
[18:16:42] <D_T_G> ?
[18:17:24] <Avenger> CreateButton works
[18:17:50] <D_T_G> so there's a slot in chu there?
[18:17:52] <fuzzie> sorcerors are only in bg2, which helps simplify matters here
[18:18:08] <fuzzie> D_T_G: CreateButton makes a whole new button
[18:18:26] <fuzzie> you just have to work out where it should be
[18:18:28] <Avenger> you can use 25 as a control ID
[18:18:49] <Avenger> luckily it is unused
[18:19:16] <Avenger> ajhh you need 24 :(
[18:19:31] <D_T_G> i'm puzzled
[18:19:34] <Avenger> well, 24 is unused as well, there is only a label
[18:20:00] <Avenger> ok, you don't know the CreateButton guiscript command?
[18:20:15] <fuzzie> D_T_G: the CHU buttons are created automatically, but you can add a whole new one in script with the CreateButton command, it doesn't have to be in the CHU then.
[18:20:44] <Avenger> It takes 2-3 commands to make a button
[18:20:49] <D_T_G> dynamic button added like a scrollbar?
[18:20:53] <Avenger> yes
[18:20:53] <fuzzie> yes :)
[18:21:00] <fuzzie> i will let Avenger explain
[18:21:01] <D_T_G> sounds nice :)
[18:21:03] <Avenger> meh
[18:21:12] <Avenger> look for examples and documentation :P
[18:21:21] <D_T_G> I'll do :)
[18:21:31] <Avenger> You need: CreateButton and SetButtonSprites
[18:21:34] <Avenger> at least
[18:21:48] <D_T_G> I'm noob in guiscripts
[18:21:58] <Avenger> do you use any editor to inspect .chu's?
[18:22:16] <Avenger> either NI, or DLTCEP
[18:22:27] <D_T_G> NI doesn't worked for me in linux
[18:22:38] <Avenger> DLTCEP works with wine
[18:23:07] <Avenger> i don't use NI, but it is used to be more portable :)
[18:23:36] <Avenger> anyway, you need to figure out the coordinates of the new button
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[18:23:54] <fuzzie> will the coordinates change for different resolutions?
[18:23:58] <fuzzie> or is the window always in the same place?
[18:23:59] <Avenger> y = 345
[18:24:10] <Avenger> x=231
[18:24:16] <Avenger> it is same for all res
[18:24:39] <Avenger> control ID is 24
[18:24:42] <D_T_G> would this be also compatible with gui mods like LJ's BG1Tutu GUI?
[18:24:48] <Avenger> no
[18:24:54] <Avenger> we don't mod the .chu
[18:25:04] <Avenger> hmm, actually
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[18:25:23] <Avenger> if he uses the same control
[18:25:41] <Avenger> and you somehow detect that control id 24 is already created, then you can make it compatible
[18:27:19] <D_T_G> so forget my patch, I'll try to add that button and redone scrolling by rows in that windows :>
[18:28:14] <Avenger> simple chu mods would work, if they modify the .exe then unlikely
[18:28:34] <fuzzie> i'm downloading the bg1tutu gui now, to take a look
[18:28:41] <fuzzie> i expect it modifies the exe though
[18:28:51] <D_T_G> iirc it does modify exe
[18:29:13] <Avenger> i didn't know exe modding is so rampant :)
[18:29:32] <fuzzie> yes, it patches the exe heavily
[18:29:40] <D_T_G> that's the most advanced gui mod out there I think
[18:30:08] <fuzzie> they don't document it at all either, that sucks
[18:30:12] <Avenger> all exe mods should have a gemrb friendly version where they simply modify our resources. It shouldn't be that easy :)
[18:30:25] <Avenger> err shouldn't be that hard
[18:30:28] <D_T_G> LJ seems to be retired
[18:30:31] <Avenger> just some 2da's
[18:30:44] <Avenger> we have everything in 2da's
[18:30:47] <Avenger> and some more
[18:30:52] <fuzzie> what's the chu file for the sorceror screen going to be?
[18:31:06] <Avenger> i see only a mage book
[18:31:16] <Avenger> in guirec window id 8
[18:31:18] <fuzzie> i wonder if it's even here, in a bg1 mod it surely won't be used
[18:31:22] <Avenger> in guicg window id 7
[18:31:41] <Avenger> this is just a mage book
[18:32:22] <Avenger> i don't see any sorcerer specific chu
[18:32:24] <fuzzie> http://fuzzie.org/nfs/gemrb/bg1tutu_gui_guirec.chu if anyone wants to take a look
[18:32:45] <fuzzie> i don't have any way to view CHUs here
[18:33:27] <Avenger> not even an ielister? :D
[18:34:08] <fuzzie> well, the ielister works fine but i make no sense of the output :)
[18:34:33] <Avenger> this chu has 24 slots
[18:34:35] <Avenger> not 25
[18:34:56] <D_T_G> so 25th spell button would stay compatible
[18:35:00] <D_T_G> ?
[18:35:23] <Avenger> well, it wouldn't fit on the screen
[18:35:28] <Avenger> this is 6x4
[18:35:31] <Avenger> where would you place it :)
[18:35:42] <Avenger> the window's geometry is different
[18:36:33] <D_T_G> maybe a function that checks md5 of the chu and if modified than don't try any hacky new gemrb scrollbars and buttons ^^
[18:36:45] <fuzzie> there must be a nicer way
[18:37:26] <Avenger> i wouldn't hack this 25th button
[18:37:37] <Avenger> you could always create a gemrb mod :)
[18:37:58] <D_T_G> but scrolling by rows without it would be so weird
[18:39:03] <fuzzie> yes, i think detecting the presence of a 25th button is maybe the most sensible thing to do from the guiscript
[18:39:14] <D_T_G> such a mod would have to modify python gui scripts?
[18:39:27] <fuzzie> no, the guiscripts can just check whether the 25th button is there or not
[18:39:49] <Avenger> scrolling would be weird anyway
[18:39:53] <fuzzie> then you can just have a simple mod to add a button
[18:40:01] <Avenger> fuzzie, the mod has 4x6 buttons
[18:40:05] <Avenger> no 25th button
[18:40:14] <fuzzie> Avenger: yes, but people want a 25th button for scrolling to work properly in the original
[18:40:25] <D_T_G> you don't know what your'e saying: scrolling rulezzz :>
[18:40:33] <fuzzie> the "scrollbar for spells" is one of the big requests, along with "scrollbar for kits" which i think we already do
[18:40:36] <D_T_G> gemrb will rule cause of that
[18:40:46] <Avenger> yes, scrolling should be probably a mod too :)
[18:41:03] <fuzzie> we don't want mods modifying guiscripts :)
[18:41:17] <Avenger> why not
[18:41:22] <fuzzie> because we change them a lot
[18:41:37] <Avenger> eventually we wont
[18:41:38] <fuzzie> and if we say "no mods until we finish scripts" then no-one will write them
[18:42:02] <fuzzie> because it'll be another 10 years before we can put a "finished" stamp on it all
[18:42:22] <D_T_G> my trick with checking md5 of chus would work in all that cases :>
[18:42:25] <Avenger> mods like this tutu mod which changes the 5x5 geometry to 6x4 would always require a script mod
[18:42:37] <fuzzie> Avenger: why?
[18:42:50] <Avenger> because the rows size is 6 :) not 5
[18:43:05] <fuzzie> oh, for scrolling support
[18:43:09] <Avenger> you scroll by 6 or 4 or 5
[18:43:12] <fuzzie> yes, but it does an exe hack anyway
[18:43:21] <fuzzie> and we can just put this in a config file or 2da
[18:43:31] <Avenger> this screen would work without exe hack in gemrb
[18:43:44] <D_T_G> you can read the size of row from chu in gui?
[18:43:45] <Avenger> but not with the scrolling
[18:43:47] <fuzzie> but the rest of the mod doesn't, i think
[18:44:06] <Avenger> no we cannot, and we cannot read the control coordinates either
[18:44:07] <fuzzie> D_T_G: i don't think you can
[18:44:21] <Avenger> and i would have to add some gui commands just for that
[18:44:34] <Avenger> i mean, i would hate it :D
[18:44:43] <fuzzie> well, the gui changes are one of the big popular things for gemrb
[18:45:07] <Avenger> yeah, but i didn't plan it to be without script changes, and being optional
[18:45:08] <fuzzie> i think if you say that you won't improve anything in the gui, then that is sad
[18:45:21] <fuzzie> but i don't know how to do the scrolling nicely
[18:45:24] <Avenger> no, i say i wouldn't make it mandatory :)
[18:45:36] <fuzzie> well, mods for the guiscripts is not realistic for a long time
[18:45:54] <Avenger> you can support that
[18:46:04] <Avenger> for example: rowsize could be a variable
[18:46:06] <fuzzie> you could just bundle it with our guiscripts and add a flag in the script, though
[18:46:13] <Avenger> buttoncount: another variable
[18:46:26] <Avenger> then you can mod it easily
[18:46:32] <fuzzie> that makes sense
[18:46:52] <D_T_G> hmm
[18:47:05] <fuzzie> i was just thinking mods in the sense of changing code, but mods changing variables would be much easier
[18:47:11] <Avenger> i already added some PARTY_SIZE constant
[18:47:26] <Avenger> anticipating people want more than 6 or less than 6 PCs
[18:47:52] <fuzzie> yes, the increased-size parties is another popular request, but i think people don't realise how much work it would be :)
[18:48:08] <D_T_G> :)
[18:48:12] <Avenger> just a scrollbar on the portrait window :D
[18:48:16] <fuzzie> i did notice that gemrb already has Player7 and Player8 objects, which is great
[18:48:36] <fuzzie> Avenger: and changing all the game scripts :)
[18:48:57] <Avenger> oh well, the moveparty stuff
[18:49:18] <Avenger> i wonder why they didn't make a single action for moving the whole party
[18:49:21] <fuzzie> yes, and lots of places where you have blocks checking something for every party memeber
[18:49:27] <Avenger> bio guys were sometimes silly :D
[18:49:30] <D_T_G> yeah this would be much harder than support for >24 spells :)
[18:49:30] <fuzzie> it could be done, but it's not quite simple :)
[18:50:14] <D_T_G> I think support >24 is very appealing for players
[18:50:25] <Avenger> yes, also kits
[18:50:35] <D_T_G> I already have a mockup in my mind for custom scrollbar in mages book window :)
[18:50:38] <fuzzie> ok
[18:50:49] <fuzzie> so bug 1837747 says that scripts should not continue while fading
[18:50:53] <fuzzie> did anyone actually check that?
[18:50:59] <fuzzie> because scripts do continue while fading in bg2.
[18:51:02] <Avenger> ok, i'm partly afk now, back to my projectiles
[18:51:24] <fuzzie> but both zefklop and Avenger say that the actions are blocking in the bug.
[18:53:49] <Avenger> hehe looks like you need more research
[18:53:59] <fuzzie> well, we already made it not block
[18:54:03] <fuzzie> because it broke bg2 otherwise
[18:54:12] <Avenger> but apparently this bug was about blocking
[18:54:15] <fuzzie> but i don't want to remove the code without working out what the problem is
[18:54:45] <fuzzie> so i guess i get to go make up some cutscenes
[18:55:13] <Avenger> yes, do some with fade issued by a nonliving and some with an actor
[18:55:20] <Avenger> i believe that's the difference
[18:55:40] <fuzzie> i tried fade by nonliving and fade by actor outside a cutscene
[18:55:45] <fuzzie> and neither block, they keep on executing actions
[18:55:52] <Avenger> i didn't know at the time, but now i know: action code is sometimes utterly different when sender is an actor (vs other)
[18:56:07] <fuzzie> but maybe i missed something, i am going to try again
[18:57:04] <Avenger> i think they implemented the actions in their version of ActorBlock, and overridden it in their version of Actor
[18:57:15] <fuzzie> *nod*
[18:57:31] <Avenger> not in a separate object, we do it in a separate object because balrog wanted the scripting engine to be replaceable
[18:57:45] <fuzzie> it is a bit more tidy this way, anyway
[18:58:05] <Avenger> well i use some gsutils functions now outside of the scripting engine :)
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[18:58:16] <Avenger> i always make a mess, hehe
[18:58:41] <Avenger> err, back to my projectile
[18:59:40] <fuzzie> ok, i checked again, both a trap and an actor are not blocking for fades
[19:00:33] <fuzzie> must check cutscenes still, but i don't think they are blocking anywhere
[19:05:44] <fuzzie> yes, i don't see any blocking. i will reopen the bug for now.
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[19:06:10] <Avenger> cool, i found the projectile generator so much easier now :)
[19:06:31] <fuzzie> iwd?
[19:06:31] <Avenger> it took me 5 minutes now, as opposed to hours
[19:06:34] <Avenger> yes
[19:06:52] <Avenger> it took 5 minutes to find a projectile which causes assertion, hehe
[19:07:06] <Avenger> they implemented some more than the other engines
[19:07:26] <Avenger> the flaming, but not exploding projectiles almost all work, except the spear
[19:08:07] <Avenger> and i found some odd flag in the projectile id
[19:08:19] <Avenger> apparently you can set up a projectile with 0x1000 added to it
[19:08:24] <Avenger> it will do something different
[19:08:47] <Avenger> i wonder if it is used anywhere
[19:09:14] <Avenger> doesnt' seem to be
[19:09:31] <Avenger> heh, unknown engine feature
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[19:12:53] <D_T_G> SpellsWindow.CreateButton (2000, 24, 345. 231) - the first param doesn't matter?
[19:14:51] <Avenger> no, the first param should be 24, iirc
[19:14:58] <Avenger> that's the control ID
[19:15:15] <Avenger> no idea what's the 2nd parameter, though
[19:15:25] <D_T_G> from docs the 2nd param is control id
[19:15:30] <Avenger> oh good
[19:15:33] <Avenger> and what's the first
[19:15:46] <D_T_G> Prototype: GemRB.CreateButton(WindowIndex, ControlID, x, y, w, h)
[19:16:07] <Avenger> if you use SpellsWindow, then you don't need a windowindex
[19:16:28] <Avenger> SpellsWindow.CreateButton won't need the window index
[19:16:43] <D_T_G> for scrollbar it needed: SpellsWindow.CreateScrollBar (1000, 290,142, 16,252)
[19:16:52] <Avenger> 1000 is the control ID there
[19:16:53] <fuzzie> the 1000 is the control id
[19:17:30] <Avenger> the other params are the x/y positions and the width/height
[19:17:38] <fuzzie> the documentation is confusing; if you don't use GemRB.CreateButton but instead SpellsWindow.CreateButton, the WindowIndex is automatically added for you
[19:17:49] <D_T_G> I need to read width/height in gimp than :)
[19:18:08] <fuzzie> well, you should get it from the chu
[19:18:12] <fuzzie> from one of the existing buttons
[19:18:21] <Avenger> yes, use an editor :D
[19:18:38] <Avenger> dltcep is my recommendation, just because i wrote it
[19:18:43] <D_T_G> all right, I'll download dltcep
[19:18:53] <fuzzie> it is not perfect under wine though :)
[19:19:04] <Avenger> well, it works for .chu perfectly
[19:19:12] <D_T_G> it may take me a little time to learn it and about chu :)
[19:19:19] <Avenger> for area/creature the bottom button row is inaccessible
[19:19:29] <Avenger> wine sucks :)
[19:19:53] <fuzzie> if only dltcep was portable
[19:19:58] <Avenger> yeah
[19:20:00] <fuzzie> but it is useful enough now
[19:20:15] <D_T_G> wasn't there sth like winelib to recompile win32 apps to linux?
[19:20:36] <Avenger> that wouldn't make it much more portable
[19:21:01] <fuzzie> well, if it were a win32 api app it might help
[19:21:06] <fuzzie> but i think no-one got it working reliably with MFC
[19:21:06] <Avenger> at least i guess, fuzzie means osx portable, and nokia portable and bsd portable :)
[19:21:43] <fuzzie> winelib is a fake windows api which you can make a native unix app with, but really they mostly gave up on it
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[19:22:08] <fuzzie> even if you look at 'Linux' apps like Picasa, they just use wine and the windows .exe file
[19:23:02] <D_T_G> sht, storm is approaching here
[19:23:32] <D_T_G> bye
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[19:25:38] <lynxlynxlynx> wine is awesome :P
[19:26:33] <fuzzie> it's cool, but it is no perfect solution :)
[19:28:19] <lynxlynxlynx> it's damn near
[19:30:01] <fuzzie> well, it'll never work 100%, it has to be exempted from security measures like address space randomisation, it doesn't work on anything except 32-bit intel, and it still doesn't even do richedit properly. i think that is far from perfect. :(
[19:30:54] <fuzzie> but it's much nicer than actually having to run windows for everything.
[19:31:12] <lynxlynxlynx> or anything
[19:31:32] <lynxlynxlynx> there is good progress on 64bit support lately
[19:31:35] <fuzzie> i don't think anything that i run under my windows vm works properly under wine, otherwise i would just be using wine :)
[19:31:58] <lynxlynxlynx> sometimes you need to juggle with the versions a bit
[19:32:09] <fuzzie> the things i *did* get running involve copying dlls from windows
[19:32:17] <fuzzie> but i probably have terrible luck in the applications i want to run
[19:32:25] <fuzzie> i know people seem to run 3d games very well with it
[19:32:36] <lynxlynxlynx> ie games work too ;)
[19:33:24] <fuzzie> i never really tried, since i mostly want to run DLTCEP at the same time
[19:34:56] <lynxlynxlynx> you can run multiple instances
[19:35:14] <fuzzie> that could be helpful
[19:35:32] <fuzzie> trying to run multiple IE games under Windows results in them all segfaulting at once, whenever i try
[19:35:52] <lynxlynxlynx> ugh, that'd be a resource hog
[19:36:44] <fuzzie> the IE engines are pretty lightweight apart from all the projectile rendering
[19:36:52] <fuzzie> you can fit them all in the RAM used by one gemrb, I think :)
[19:37:18] <lynxlynxlynx> yes, but there's plenty of data to load
[19:38:39] <fuzzie> I guess. I mostly just want to leave them paused, and just compare things in each without having to quit everything..
[19:40:16] <Avenger> gemrb isn't optimised at all
[19:40:32] <Avenger> the ie does tileset caching, for example
[19:40:40] <Avenger> that could save some memory :)
[19:40:41] <fuzzie> Yes, there are some easy ways to fix RAM usage, like not loading the whole TIS at once.
[19:40:47] <Avenger> hehe
[19:41:00] <fuzzie> It's too complicated to fix yet, though :)
[19:41:23] <fuzzie> I was just saying that the original engines obviously tried hard at memory optimisation.
[19:41:37] <Avenger> yes, because the old machines were small
[19:42:08] <fuzzie> And gemrb doesn't need to do that much work :)
[19:42:29] <fuzzie> So just a few things like tileset caching would make it absolutely fine, I think.
[19:43:07] <Avenger> also compiling it without debug info helps :)
[19:43:14] <fuzzie> i didn't try that :)
[19:43:22] <Avenger> i tried only on windows
[19:43:28] <Avenger> it really made it slim :)
[19:43:57] <Avenger> slim, and snappy, but also crashy :(
[19:44:12] <Avenger> some random memory corruption
[19:44:22] <lynxlynxlynx> -fomg-optimize
[19:44:26] <Avenger> i believe it is because zlib1.dll is debug
[19:45:24] <Avenger> and debug libs employ some memory guards. But writing such memory markers into a nondebug data block overwrites other blocks :)
[19:46:23] <Avenger> the best would be to static link zlib
[19:46:47] <Avenger> i also had problems with python
[19:47:23] <Avenger> the python dll name is written in the code, so compiling with python24 would make it run only on python24
[19:47:48] <Avenger> and i couldn't package python24.dll because it needs lots of libs
[19:47:58] <Avenger> .py files
[19:49:46] <fuzzie> i think you can get a python dll which just reads all the needed files from a .zip
[19:51:59] <Avenger> that's nice
[19:52:49] <fuzzie> i have a few commercial applications installed which use it, like Disney's Toontown Online
[19:54:28] <fuzzie> oh, i loaded an old gemrb savegame and now my bg2 mage only has two weapons slots
[19:54:34] <fuzzie> so i have a weapon in a nonexistant slot
[19:54:46] <fuzzie> is that right? i thought mages had three slots
[19:56:39] <lynxlynxlynx> i'm not sure, but i noticed something similar
[19:56:40] <Avenger> 2
[19:56:48] <Avenger> they have 2, no?
[19:57:08] <lynxlynxlynx> the starting tob equipment generator equips three weapons even if only two slots are free
[19:57:20] <fuzzie> aha :)
[19:57:28] <lynxlynxlynx> seems to work just fine, but once you unequip, you can't get it back
[19:58:00] <fuzzie> i know it's 2 slots in bg1, i just forget about bg2
[19:58:00] <Avenger> imoen: mage thief, 2 slots
[19:58:08] <fuzzie> but it makes sense if it's a chargen bug
[19:58:12] <lynxlynxlynx> i bet the staff's twohandedness has something to do with it
[19:58:27] <lynxlynxlynx> it's a core bug
[19:58:43] <lynxlynxlynx> chargen loops with getslots and canuseitemtype
[19:59:12] <Avenger> based on class, setupquickslots should disable the extra weapon slots
[19:59:29] <fuzzie> ok, now Illasera is immune to the +4 staff, heh
[19:59:33] <Avenger> i noticed it screws up sometimes, and wielding gets lost too
[19:59:44] <Avenger> illasera has stoneskin and mirror image, no?
[19:59:56] <fuzzie> yes, but i thought it shouldn't say 'immune' in those cases
[19:59:58] <lynxlynxlynx> at least mirror images
[20:00:03] <fuzzie> i didn't check in the original, don't listen to me :)
[20:00:06] <Avenger> yes, that could be a bug
[20:00:07] <lynxlynxlynx> it shouldn't, but that's what we do
[20:00:14] <Avenger> or, feature
[20:00:26] <lynxlynxlynx> yeah, i consider it a feature
[20:00:39] <fuzzie> but illasera is not immune to my damage
[20:00:39] <lynxlynxlynx> but there could be a better string for it ;)
[20:00:44] <fuzzie> that is surely a "you must change weapon" string :)
[20:00:59] <fuzzie> it would be a nice mod though
[20:01:13] <lynxlynxlynx> you can hit an illusion with anything and you won't do any damage
[20:01:27] <lynxlynxlynx> same for the physical damage types and stoneskin
[20:01:47] <fuzzie> yes, so the string is not so good
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[20:02:04] <lynxlynxlynx> we just check if damage is 0 after ModifyDamage
[20:02:24] <lynxlynxlynx> it would be easy to add another bool to check if there was a real immunity involved
[20:04:06] <Avenger> we cannot make projectiles common
[20:04:17] <fuzzie> Avenger: not any of them?
[20:04:18] <Avenger> even simple ones like arrow got different speed and such
[20:04:26] <fuzzie> i thought we could at least share bg1/bg2
[20:04:27] <CIA-20> gemrb: 03fuzzie * r6631 10/gemrb/trunk/gemrb/plugins/Core/Triggers.cpp: AttackedBy should probably check LastAttacker trigger, definitely not attacker's LastTarget
[20:04:40] <fuzzie> r6631 makes Illasera cast spells again
[20:04:41] <Avenger> we could, but it would be a kind of decision
[20:05:07] <fuzzie> but ok, it is not so very useful if we can't share them all :(
[20:05:30] <Avenger> if they are biffed, then it isn't a big deal
[20:05:48] <fuzzie> yes, we should write something in 'make dist' to bif them
[20:06:23] <Avenger> you can share them, but it would make their speed different than the original game, or look slightly differently, have an extra sound, or an entry in the console that some sound doesn't exist, etc
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[20:09:54] <D_T_G> what if to make a special variable in gemrb config/ini to enable/disable all the additional gui extensions like scrollbars, buttons etc?
[20:10:22] <lynxlynxlynx> why?
[20:10:26] <fuzzie> i think just having one in python would be fine
[20:10:36] <D_T_G> to be more compatible with chu mods
[20:11:04] <lynxlynxlynx> they modify the ids?
[20:11:19] <fuzzie> we found one earlier that modifies the shape of the spell selection
[20:11:26] <lynxlynxlynx> all the extra stuff we can do is programmatic, so there shouldn't be any problem
[20:11:49] <fuzzie> the extra stuff is fine as long as you can turn it off
[20:12:00] <fuzzie> but at the moment the extra scrollbars/etc have hardcoded coordinates
[20:12:19] <fuzzie> and D_T_G is trying to add scrolling by rows, which doesn't work if the row size is changed
[20:12:31] <fuzzie> so it needs some configuration
[20:14:09] <lynxlynxlynx> extra tables
[20:15:13] <fuzzie> i wish weidu was easier to build
[20:15:32] <fuzzie> then we could just ship chu mods for everything
[20:19:00] <fuzzie> ok, i guess it's time to break combat
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[20:26:15] <D_T_G> dltcep: Serious error while looking up chui. :|
[20:28:44] <fuzzie> you opened the original one?
[20:29:11] <D_T_G> I don't know what I opened, I clicked here and there
[20:29:21] <Avenger> start.chu is buggy
[20:29:31] <Avenger> if you opened just that, no wonder
[20:29:41] <fuzzie> you want 'guirec' for the level-up chu
[20:30:09] <Avenger> ahh it is world.chu which is buggy
[20:30:51] <fuzzie> i forget the exact presses: you go to Edit menu, then 'UI (CHU)', then bottom-left button, then 'guirec'
[20:31:07] <D_T_G> I did
[20:31:50] <D_T_G> now where to read weidth and height of those icon buttons?
[20:32:18] <Avenger> loaded a chu?
[20:32:42] <D_T_G> i think so it loaded guirec
[20:32:45] <Avenger> if you got guirec, select the window first
[20:33:05] <Avenger> the list shows the window index, and the window ID
[20:33:12] <Avenger> so, window ID was 8
[20:33:17] <Avenger> look it up in the list
[20:33:33] <Avenger> it is '9 8'
[20:33:39] <Avenger> got it?
[20:34:02] <D_T_G> 42x42?
[20:34:23] <Avenger> yes the first button has that size, and it is one of those icon buttons
[20:34:27] <fuzzie> isn't there a button which shows you a graphical view of which one's selected?
[20:34:31] <fuzzie> that one is very useful
[20:34:36] <Avenger> 'select control'
[20:35:34] <D_T_G> thx
[20:36:02] <Avenger> you most likely have dltcep in read only mode
[20:36:07] <Avenger> don't turn it off for a while :)
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[20:47:12] <Avenger> fuzzie: call lightning resource is skybolt in bg1 and bg2, and calllih in how
[20:47:40] <Avenger> bg1 and bg2 are less different
[20:48:50] <Avenger> they keep skybolt in the game, though
[20:51:30] <fuzzie> guh
[20:51:42] <fuzzie> ai scripts don't stop running when i disable them in the ui.
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[20:53:38] <fuzzie> this ai script is the 6th (so index 5), but AI_SCRIPT_LEVEL is 4
[20:54:00] <fuzzie> Avenger: do you know how ai script levels work?
[20:55:08] <Avenger> i forgot
[20:55:32] <Avenger> there is scrlev.ids
[20:55:48] <Avenger> that helps some in finding their order out
[20:55:53] <D_T_G> http://img524.imageshack.us/img524/8706/newbutton.jpg :S
[20:56:15] <Avenger> almost good :)
[20:56:19] <D_T_G> i'm not sure if coords were good
[20:56:21] <Avenger> you just missed its coordinates
[20:56:37] <D_T_G> it was working it misplaced later
[20:57:19] <D_T_G> odd
[21:00:18] <fuzzie> it looks like AI_SCRIPT_LEVEL should be 5 in iwd2..
[21:10:39] <D_T_G> yes, it's scrolling by rows so nice now :)
[21:10:51] <D_T_G> with new button
[21:11:06] <D_T_G> I'll finish it tomorrow :)
[21:11:13] <fuzzie> cool
[21:11:33] <D_T_G> bye
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[21:13:04] <fuzzie> i guess we're probably meant to disable all script slots except override for AI
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[21:51:56] <Avenger> i thought it is only the race script that needs to be overridden
[22:00:16] <fuzzie> at least two of them have to be disabled
[22:00:39] <fuzzie> well, maybe not, maybe gemrb is just loading incorrect scripts
[22:05:27] <fuzzie> Scripts: jaheira <none> <none> <none> fighter1 npcdru1 <none> dplayer2
[22:05:54] <fuzzie> ^- 'fighter1' is the AI script, 'npcdru1' must not run when party AI is disabled
[22:06:44] <fuzzie> Scripts: minsc <none> <none> <none> fighter1 <none> minscx dplayer2
[22:06:54] <fuzzie> ^- same here - 'fighter1' is AI script, 'minscx' must not run when party AI is disabled
[22:07:16] <fuzzie> this is all done in gemrb, so perhaps gemrb is setting the AI script in the wrong script slot
[22:08:50] <fuzzie> but still, there are at least two slots there that must be disabled
[22:09:05] <fuzzie> or else we're not removing scripts correctly when NPCs join
[22:11:45] <Avenger> i thought we need to disable only fighter1
[22:12:09] <fuzzie> there's loads of AI stuff in those other script
[22:12:10] <fuzzie> s
[22:12:16] <fuzzie> maybe we're supposed to clear those scripts somewhere?
[22:13:12] <fuzzie> the 'minscx' and 'npcdru1' don't appear in the "Icons & scripts" tab of DLTCEP when i load an original savegame
[22:14:05] <fuzzie> just DEFAULT in the class script, the relevant override script, and the DPLAYER2 default script
[22:19:05] <fuzzie> i guess JoinParty should be wiping all of the script slots
[22:22:53] <fuzzie> race and general are set to "" on join, class is set to "DEFAULT", default is set to "DPLAYER2".
[22:23:05] <fuzzie> when you change ai script, it changes the 'class' one.
[22:23:57] <fuzzie> so AI_SCRIPT_LEVEL == SCR_CLASS == 4, that is correct
[22:26:44] <fuzzie> bg1 is the same
[22:26:59] <fuzzie> in pst, default is not modified (GF_HAS_DPLAYER), and class is set to "" too
[22:33:25] <fuzzie> but it looks like it doesn't matter there, the npcs don't have scripts preset, so i will leave alone
[22:35:24] <CIA-20> gemrb: 03fuzzie * r6632 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: reset more scripts in JoinParty
[22:38:40] <fuzzie> again, that ruins all of my existing gemrb savegames
[22:38:46] <fuzzie> i guess i can just make everyone rejoin
[22:55:04] <Avenger> yes, that's better, so you don't have to disable more scripts, just remove them on join
[22:56:09] <fuzzie> well, there's some forum posts which imply that disabling party AI disables almost all scripts
[22:56:22] <fuzzie> but maybe gemrb can do that better, because they were all modders complaining about it :)
[23:01:30] <pupnik> i often played w/o party ai and the game scripts seemed fine
[23:02:00] <fuzzie> yes, these are script 'levels' on the party members
[23:02:55] <fuzzie> one of those is the selectable AI script, but there are a bunch of others, and apparently most of them are disabled when party AI is off, which makes modding sometimes difficult :)
[23:03:50] <pupnik> ah
[23:03:57] <pupnik> ty
[23:09:44] <fuzzie> Avenger: spsoric is used in bg2, as devSin also mentions
[23:09:50] <fuzzie> in fact you made the .pro file and everything
[23:10:03] <Avenger> yes, but it is red
[23:10:10] <fuzzie> yes, it should be :)
[23:10:11] <Avenger> though it would be better as blue
[23:10:24] <Avenger> why?
[23:10:25] <fuzzie> i mean, someone could make a new one, but it was red in the original
[23:10:36] <Avenger> it is red in bg2, blue in bg1
[23:11:01] <Avenger> in bg2 it has a different resref but the same content as the real fire scorcher
[23:11:05] <fuzzie> yes, so it shouldn't be changed :)
[23:11:38] <fuzzie> maybe i am missing the point
[23:11:50] <Avenger> why would ice spells have fire effect?
[23:11:55] <fuzzie> but you seem to think the projectile is not used anywhere serious in bg2
[23:12:00] <Avenger> yes
[23:12:02] <fuzzie> but it's used right at the beginning
[23:12:14] <Avenger> where?
[23:12:24] <fuzzie> http://fuzzie.org/nfs/gemrb/scorcher.jpg
[23:12:27] <fuzzie> ^- that is spsoric
[23:12:48] <Avenger> and its floor icon is blue
[23:12:50] <fuzzie> you can see it's from the ice-coloured part of the floor
[23:12:55] <Avenger> it should be blue :) it is ice
[23:12:57] <fuzzie> but it *is* used!
[23:13:03] <fuzzie> it is not just an easter egg thing
[23:13:18] <Avenger> well, all the better
[23:13:37] <fuzzie> well, i just thought you should know :)
[23:14:11] <Avenger> it has the same content as the bam used for agannazar
[23:14:23] <Avenger> and in bg1 it was blue
[23:14:35] <Avenger> though in bg1 they used a common bam, which was recoloured
[23:15:24] <Avenger> i just don't understand why would they use a different bam with the same content, intentionally
[23:15:40] <fuzzie> but if you fix it to be blue then everyone will notice, it's right at the start of the game
[23:16:02] <fuzzie> this is probably a good thing
[23:23:12] <fuzzie> i posted a better screenshot in the thread to show the floor :)
[23:25:49] <Avenger> i don't want to supply a bam in tob
[23:25:54] <Avenger> i mean in gemrb
[23:26:08] <Avenger> if it is fixed, fine. if not, i don't care much :)
[23:26:59] <Avenger> sadly in iwd the ice projectile isn't working, it goes to an assertion
[23:33:52] <Avenger> bye
[23:33:54] <-- Avenger has left IRC ("ChatZilla 0.9.85 [Firefox 3.0.11/2009060215]")