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[11:18:07] <edheldil> hello!
[11:38:47] <CIA-23> GemRB: 03lynxlupodian * r3b8eb2fcb3f9 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GemRB_Button_SetPicture: handle errors more gracefully #3094971
[12:31:48] <_dev_urandom> Hello.
[12:31:53] <_dev_urandom> "You've got bugs!" ;)
[12:33:06] <_dev_urandom> edheldil: I think someone said you have a GUI editor for IE, is that true?
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[12:34:17] <fuzzie> not a GUI editor, a command-line editor
[12:34:24] <fuzzie> in python
[12:34:48] <fuzzie> http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/ie_shell;a=summary
[12:36:04] <wjp> does it have write support?
[12:36:22] <devurandom> Hm... They said you'd have a tool to easily create CHU files. :(
[12:36:29] <devurandom> Maybe I misunderstood.
[12:36:51] <wjp> was the "you" targeted at edheldil or "us"?
[12:37:15] <wjp> if us, maybe "they" meant dltcep
[12:38:59] <devurandom> <devurandom> Yes, the Python GUI is pretty nice. :)
[12:38:59] <devurandom> <Avenger> hmm, there is also edheldil's editor?
[12:38:59] <devurandom> <Avenger> maybe that could be used as a starting point?
[12:39:18] <devurandom> "Python GUI" in this case means: Creating the GUI using Python scripts (Start.py)
[12:40:49] <fuzzie> yes, you are missing the context there
[12:41:19] <fuzzie> Avenger means, if a GUI editor is wanted, edheldil's editor is probably the best starting point
[12:41:37] <devurandom> Ah, ok, then I misunderstood.
[12:41:50] <devurandom> I thought as a starting point for gui creation.
[12:42:25] <fuzzie> for a GUI, it is probably much easier to use DLTCEP under wine than anything else.
[12:42:32] <fuzzie> and yes ie_shell has write support.
[12:42:54] <wjp> cool, hadn't realized that
[12:45:03] <fuzzie> i don't know how well it works though
[12:45:08] <edheldil> for some definitions of 'write' and 'support' :-)
[12:45:56] <edheldil> write is possible, but mostly unimplemented with some exceptions
[12:47:44] <devurandom> you all use different codebases for loading/saving, right?
[12:48:02] <devurandom> (all = dltcep, gemrb, ie_shell, near infinity, ...)
[12:48:15] <wjp> yes
[12:49:07] <fuzzie> there is not much to do about that
[12:49:58] <devurandom> you mean like there is no possibilty for them to use a common library to do stuff?
[12:50:04] <fuzzie> gemrb needs to do quite a lot of work reading/writing anyway, and is in portable C++; dltcep is very much tied to MFC; ie_shell is python, and near infinity is java.
[12:50:43] <fuzzie> (and it is important that gemrb be fast, so it can't offload the work to python)
[12:51:40] <devurandom> Ah, didnt see the language problem. of course
[13:00:30] <fuzzie> well, a few people came up with ideas to describe things in some kind of way that all the different programs could use
[13:01:01] <devurandom> Like another language, which then generates C++, Python, etc?
[13:01:01] <fuzzie> ie_shell does that, it describes the formats as much as possible, rather than hard-coding, and i guess NI is similar
[13:01:18] <fuzzie> but people have enough trouble building gemrb as it is
[13:01:35] <devurandom> rly?
[13:01:55] <fuzzie> try building it for an Android phone, for example
[13:02:22] <fuzzie> (most difficult part there is that we require the STL)
[13:03:30] <devurandom> Android has no STL?
[13:03:40] <fuzzie> nope
[13:03:55] <devurandom> So you need a 3rd party STL implementation?
[13:03:58] <fuzzie> yes
[13:04:22] <fuzzie> it is annoying :)
[13:04:23] <devurandom> Which one do you use?
[13:04:49] <fuzzie> i used STLport last time i tried
[13:05:33] <fuzzie> i think gemrb avoids iostreams, and you can get away with just linking bits of STLport into gemrb directly
[13:06:08] <fuzzie> but, maybe that gives an idea of how annoying dependencies are. compile time has similar problems, trying to make sure it works for people building on Windows in particular has a lot of traps
[13:10:29] <edheldil> building on windows with msvc6, to be specific :-))))
[13:11:35] <fuzzie> well, msvc6 is not the biggest issue, even if it is occasionally annoying :)
[13:12:42] <devurandom> From WZ times I remember msvc to be very annoying. But then: WZ is written in C.
[13:12:59] <fuzzie> well, msvc doesn't really pretend to be much of a C compiler
[13:13:18] <devurandom> Yep, we had to fight it a lot.
[13:13:23] <fuzzie> but msvc6 is very old, it has some very serious C++ template bugs
[13:13:32] <devurandom> Why does anyone use it still?
[13:14:24] <fuzzie> because there are many applications written in MFC 6.0 :)
[13:15:06] <fuzzie> for a long time, also because the Visual C++ GUI got merged into a vastly inferior general Visual Studio one
[13:15:27] <fuzzie> but the pay-for vs2010 is pretty nice.
[13:17:19] <devurandom> VS2010:Express is not?
[13:18:25] <fuzzie> well, i think express blocks UI extensions
[13:18:58] <fuzzie> but i don't know, i only used vs2010 professional
[13:20:25] <fuzzie> which is nice, but it would be nicer if the decent debugger wasn't $12,000.
[13:21:09] <fuzzie> but i guess i have strayed a few miles off-topic here!
[13:22:19] <devurandom> The charge extra for a debugger?
[13:31:06] <edheldil> that figures :-)
[13:39:27] <devurandom> How did you decide to name it GemRB btw? The acronym seems a little bit ... artificial.
[13:40:10] <edheldil> Good question :). Maybe Avenger would know
[13:40:55] <edheldil> dltcep and iesdp are not really pronounceable either :)
[13:42:15] <lynxlynxlynx> gemrb is pronouncable
[13:42:33] <devurandom> But at least the acronym iesdp is obvious if you see it spelled out.
[13:43:34] <devurandom> I somehow doubt that someone said "I'll write a game engine with prerendered background and the acronym will be gemrb"... ;)
[13:43:56] <lynxlynxlynx> it was probably balrog's idea
[13:44:23] <lynxlynxlynx> maybe in the beginning the goal was already broader than just ie
[13:48:42] <devurandom> balrog is the founder?
[13:49:20] <lynxlynxlynx> yes
[13:50:49] <lynxlynxlynx> it's an old project btw, we had the 10th anniversary recently
[13:50:54] <devurandom> wow
[13:51:15] <devurandom> I remember finding it and trying to run PST with it some years ago.
[13:51:24] <devurandom> Didnt quite work at all back then.
[13:52:25] <devurandom> That's probably also why I was so excited on sunday, when it actually felt as if I could play BG1 with it.
[13:55:50] <lynxlynxlynx> you can finish bg1 with it :)
[13:56:32] <devurandom> atm it feels a bit dodgy
[13:57:14] <fuzzie> there's an awful lot of stuff which needs cleaning up
[13:57:17] <devurandom> So for finish := get to the end, yes, maybe.
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[13:57:53] <fuzzie> but for bg1 i think it is mostly icing
[13:58:03] <devurandom> icing?
[13:58:27] <fuzzie> heh, sorry, i am not so awake. 'icing on the cake'.
[13:59:08] <fuzzie> the movement/animation stuff still feels a bit 'wrong' to me, in bg1
[13:59:09] <lynxlynxlynx> you have to lower you expectations somewhat
[13:59:12] <fuzzie> also the UI keeps flickering!
[13:59:20] <fuzzie> i don't know when that started happening, but it is really annoying
[13:59:52] <lynxlynxlynx> http://www.sorcerers.net/forums/showthread.php?p=735202#post735202
[14:00:16] <fuzzie> but bg1 in gemrb is definitely at a state where you can complete the game while having fun doing so
[14:03:14] <fuzzie> i see that, on the other hand, pst is not
[14:04:58] <fuzzie> mmh
[14:06:38] <fuzzie> lynxlynxlynx: your CommonWindow.py doesn't import GUICommonWindows, so pst breaks
[14:07:16] <lynxlynxlynx> i'll look into it, it works in how and bg2
[14:07:18] <fuzzie> but it seems GUICommonWindows is only used in the PST paths, so i don't know whether i should put the import globally or not
[14:07:45] <lynxlynxlynx> indeed
[14:07:57] <lynxlynxlynx> i'd put it in a check
[14:08:19] <fuzzie> ok
[14:08:23] <lynxlynxlynx> it's not needed for the rest and so there's less likely a cycle will appear when we change something further
[14:10:19] <fuzzie> File "/home/fuzzie/src/gemrb/gemrb/GUIScripts/pst/GUIPR.py", line 144, in UpdatePriestWindow
[14:10:23] <fuzzie> CantCast += GemRB.GetPlayerStat(pc, IE_DISABLEDBUTTON)&(1<<ACT_CAST)
[14:10:25] <fuzzie> NameError: global name 'ACT_CAST' is not defined
[14:10:42] <fuzzie> i guess that is just a missing import too
[14:11:02] <lynxlynxlynx> yeah
[14:11:07] <lynxlynxlynx> ie_action.py
[14:11:28] <fuzzie> thanks
[14:13:28] <fuzzie> just trying to trace down some other bugs
[14:13:58] <lynxlynxlynx> i forgot that bit only in pst
[14:14:19] <fuzzie> it seems you also broke pst's encumbrance labels
[14:14:24] <fuzzie> - Button.SetTextColor (255, 0, 0, True)
[14:14:32] <fuzzie> + Control.SetTextColor (255, 0, 0)
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[14:15:13] <fuzzie> i guess, another parameter to the function, for invert_colors?
[14:15:42] <lynxlynxlynx> sure
[14:15:54] <lynxlynxlynx> i should've tested the merge in more games
[14:16:17] <lynxlynxlynx> was also lazy and did visual diffing
[14:16:37] <fuzzie> it's fine
[14:17:00] <fuzzie> it's just i didn't test, and now it cascades
[14:20:06] <fuzzie> oh dear, cake burnt
[14:21:28] <fuzzie> the bg1 and bg2 "done" container window buttons are also labelless
[14:21:34] <fuzzie> - if not GUICommon.GameIsIWD1() and not GUICommon.GameIsIWD2():
[14:21:34] <fuzzie> + if not GUICommon.GameIsPST():
[14:21:34] <fuzzie> Button.SetText (11973)
[14:21:39] <fuzzie> ^- ok, i am confused :)
[14:22:39] <fuzzie> i'll just put the pst path in
[14:25:31] <devurandom> Aren't there names for these string ids?
[14:25:39] <CIA-23> GemRB: 03fuzzie * r38f1f7854b15 10gemrb/gemrb/GUIScripts/ (CommonWindow.py GUICommon.py pst/GUIINV.py pst/GUIPR.py): some post-merge pst GUI fixes
[14:26:00] <fuzzie> well, no
[14:26:03] <fuzzie> they are internal string ids
[14:26:38] <fuzzie> we could put constants somewhere, but they are almost all one-use-only
[14:27:01] <devurandom> Was that stuff also hardcoded in the original game?
[14:27:10] <fuzzie> sure
[14:27:11] <devurandom> Or are you replacing some parts of the data with it?
[14:27:22] <fuzzie> the original game constructed the UI in the exe file
[14:27:53] <devurandom> Reminds me, I have another bug in bg1 interpretation.
[14:33:15] <fuzzie> it's really strange how they didn't put all these strings in the chu actually, am i just hitting a bug?
[14:33:55] <fuzzie> hm, no, no space in the file format for a string
[14:41:30] <devurandom> Hm? So the CHU describes the layout of everything, but the engine later has to set all the text?
[14:41:34] <fuzzie> yes
[14:41:36] <fuzzie> isn't it strange?
[14:41:44] <devurandom> indeed
[14:42:03] <fuzzie> this stuff has been fairly comprehensibly reverse-engineered by various people, though
[14:42:45] <lynxlynxlynx> some text is already in the chu, but even some of the static labels are set by the engine
[14:43:05] <fuzzie> i had a poke through some random labels and a lot of the static strrefs are bad
[14:43:10] <fuzzie> could just be bad luck though
[14:44:26] <fuzzie> does that pst commit look fine, lynx?
[14:44:47] <devurandom> How did you actually reverse engineer all this stuff? Create random files with educated guesses and see what the original engine renders?
[14:46:23] <fuzzie> the IE modding scene has done extensive disassembly of the original game executables
[14:47:11] <lynxlynxlynx> sure
[14:47:19] <fuzzie> i think almost all open source game engine reimplementations are done using disassembly
[14:47:44] <lynxlynxlynx> a lot was done by playtesting
[14:47:56] <lynxlynxlynx> rpgs have an advantage here, since they attract powergamers
[14:48:56] <devurandom> and gaining knowledge through dissassembling a no-go for reimplementations?
[14:49:13] <devurandom> s/and/aint/
[14:49:35] <fuzzie> Bioware don't care, so it doesn't matter
[14:49:53] <fuzzie> and a lot of things in gemrb are implemented relatively directly from the dissassembled code
[14:50:51] <fuzzie> well, not so directly. but without bothering to write descriptions.
[14:51:58] <fuzzie> but a lot of things have already been disassembled and described by third parties, which is clean-room, and as lynx says, you can find a lot by playtesting
[14:52:17] <fuzzie> actually it's usually a lot easier to find most things by playtesting, as opposed to getting someone to spend a few hours trying to disasm the relevant bit :)
[14:53:19] <fuzzie> and it is a long way from something like openttd, for example, where they simply took the asm and translated it to C. we really have a different engine here, with a very different design.
[15:12:33] <edheldil> I guess the file formats were analyzed by peeking at the data and playtesting. It's not that hard if the formats are unencrypted and uncompressed
[15:15:22] <fuzzie> even some of the really really old docs (pre-iesdp, so i guess pre-2001) clearly know how the engine works internally
[15:15:35] <fuzzie> admittedly i am looking at stuff like CHU here..
[15:17:52] <fuzzie> and all far before my time
[15:21:48] <lynxlynxlynx> we also have the extra burden of supporting multiple engine( version)s, not just one
[15:24:45] <devurandom> Yes, that's probably the hardest thing.
[15:25:25] <devurandom> But I even find it very astonishing that Bioware/Black-Isle used the same engine for all these titles.
[15:25:41] <devurandom> So the years they spent in development must have gone almost exclusively into content creation.
[15:25:46] <fuzzie> heh
[15:25:50] <fuzzie> they added a *lot*
[15:25:59] <devurandom> Yes?
[15:26:09] <fuzzie> that is what lynx means, the engine versions differ quite a lot
[15:26:25] <devurandom> I thought they might just have adapted some parts.
[15:26:33] <devurandom> Like changed constants, etc.
[15:26:46] <fuzzie> but Bioware themselves only did Baldur's Gate 1, the expansion, Baldur's Gate 2, and then ToB, so only two games
[15:27:12] <fuzzie> and Black Isle took snapshots of the engine at fairly random points of Bioware's development, and added all the things they needed to the engine on top
[15:27:41] <devurandom> Then their time went maybe not so exclusively into content creation. Still, adding some features into an engine is not that complex if you can rely on everything to work, and dont have to restructure it.
[15:27:46] <fuzzie> and then Neverwinter Nights went 3D, changing the engine code enough that it can be legitimately considered a new engine
[15:28:08] <devurandom> But NWN is still IE at the ground?
[15:28:46] <fuzzie> well, it depends how much you consider needs to be rewritten before it's something different :)
[15:29:32] <fuzzie> NWN has a new scripting language, it's all 3D instead of 2D, i imagine the GUI is all new, etc
[15:29:59] <devurandom> Well, then "evolved from IE" might be a better wording.
[15:30:14] <fuzzie> but yes.
[15:30:28] <devurandom> Oh, since I have experts here: Is it really true that they used Lua for scripting in their games?
[15:31:04] <devurandom> I think I've read that somewhere about NWN, and someone of you also said there is Lua in IE.
[15:31:06] <fuzzie> that's the reason why Near Infinity has support for a bunch of NWN/KoToR stuff too, since it's really not that different
[15:31:17] <fuzzie> there *is* Lua in IE, but they didn't script any of the game using it.
[15:31:34] <devurandom> So they have two scripting languages? funny...
[15:31:45] <fuzzie> well, so does gemrb :)
[15:32:51] <devurandom> True. Though I think I read somewhere that one can "easily" add a new syntax to Lua, without writing a whole new core.
[15:32:54] <fuzzie> but i don't know much about the arora engine. waiting for DrMcCoy to finish an open-source implementation so i can play KotoR, which i hear is good.
[15:33:32] <lynxlynxlynx> very linear, but fun
[15:33:41] <devurandom> kotor uses the same engine as nwn?
[15:33:44] <fuzzie> yes
[15:33:46] <fuzzie> and kotor2 does
[15:33:52] <devurandom> It looks so much different...
[15:34:04] <fuzzie> and dragon age uses something evolved further
[15:34:27] <devurandom> Is Dragon Age the "BG3"?
[15:34:34] <devurandom> Or is that another one?
[15:34:43] <fuzzie> all resting atop the legacy of Baldur's Gate 1
[15:35:02] <fuzzie> it was meant to be, yes :P
[15:35:20] <fuzzie> in the sense that their PR was all about how they were going back to the glory days of Baldur's Gate 2, anyway
[15:36:01] <edheldil> I am not sure that nwn is that similar to ie
[15:36:17] <fuzzie> edheldil: the code is clearly just an evolution of IE, though :)
[15:36:35] <edheldil> I haven't seen the _code_ :)
[15:36:36] <fuzzie> they have 2DA files, BIFs and KEYs, TLK files and strrefs, etc :)
[15:37:01] <edheldil> yes, I knew of 2DAs
[15:37:02] <devurandom> Well if the formats are good, you could just write a new engine using them.
[15:37:18] <edheldil> coughs
[15:37:20] <wjp> "just" may not be the right word here :-)
[15:37:24] <fuzzie> they are terrible, terrible formats
[15:37:37] <fuzzie> and they managed to make 2DA worse, which is amazing
[15:38:52] <devurandom> Well, sometimes writing new code is a lot simpler than bringing old code onto a new technological level...
[15:39:08] <DrMcCoy> I /hate/ the BioWare file formats
[15:39:12] <edheldil> I don't think BIFs and TLKs are that bad, but I do not like 2DA :)
[15:39:13] <DrMcCoy> They are really, really icky
[15:39:17] <DrMcCoy> Especially 2DA and GFF
[15:39:26] <devurandom> Why is 2da so bad?
[15:40:17] <DrMcCoy> ASCII table (with variable number of space/tab for delimiters) instead of, say, a proper database?
[15:40:28] <DrMcCoy> It's just so fricking slow/complex
[15:41:13] <edheldil> and there are variations in the format you don't know whether they are errors or really variations
[15:41:41] <DrMcCoy> And the "binary" 2DAs found in KotOR are even worse. The original probably has several different functions parsing 2DAs, too, because some files delimit the header fields with tab, some with \0
[15:42:38] <edheldil> my favourite is DLG, which has two different versions despite the same version number :)
[15:42:40] <DrMcCoy> Also, "****" for "empty field"? Blergh
[15:42:53] <edheldil> but enough ranting
[15:43:24] <lynxlynxlynx> **** * -1 you name it
[15:43:27] <DrMcCoy> Don't start with DLG. There you have a file format that can do proper hierachies, and then they actually save the nodes flat, referencing the childs with IDs
[15:43:35] <lynxlynxlynx> oh and the overflown -1
[15:43:35] <wjp> edheldil: don't confuse DrMcCoy by saying such things as "enough ranting" :-)
[15:44:18] <DrMcCoy> Not that I like that they do DLGs as GFFs, but then they don't even use the features
[15:45:09] <DrMcCoy> Dragon Age is even worse, it saves 2DAs as GFFs. Combining the 2 worst file formats
[15:45:37] <DrMcCoy> wjp: You can never rant enough.
[15:45:45] <fuzzie> the DLG thing in arora is really strange because it's clearly a new format
[15:46:18] <fuzzie> so not as if it's legacy horror
[15:47:25] <edheldil> devurandom: you found about the strrefs not in chu-files yourself :)
[15:47:53] <DrMcCoy> It's not as if it's cruft they have to continue to use
[15:48:05] <DrMcCoy> The guys at BioWare are just idiots in many fields
[15:48:25] <DrMcCoy> Stories, they can do well. But that's it
[15:49:15] <wjp> I tried to order kotor last month, but it seems to have been lost in the mail :-(
[15:49:31] <devurandom> I think they might be the best story-tellers there are in the gaming industry.
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[15:49:47] <fuzzie> some of the creature stuff is so obviously derived from ToB
[15:50:00] <fuzzie> but must stop reading their docs
[15:50:09] <devurandom> edheldil: I think it was fuzzie mentioning the string ids missing in the chu files.
[15:50:49] <edheldil> I would not say idiots - but it gives insight into game development :)
[15:51:15] <devurandom> I had enough insight into game development in my life, I think...
[15:51:34] <devurandom> Or at least in the products thereof.
[15:52:05] <devurandom> I'll stick with small fixes and scripting until far far in the future.
[15:52:11] <fuzzie> meh, so many pst regressions
[15:52:28] <devurandom> anyway, i gtg, bye!
[15:52:39] <edheldil> cya
[15:58:11] <fuzzie> ok, i escaped the mortuary
[15:58:35] <fuzzie> and it didn't segfault until after i got outside! yay?
[16:00:18] <wjp> woohoo :-)
[16:00:28] <wjp> and speaking of outside, see you later :-)
[16:00:39] <fuzzie> remember: avoid the doors!
[16:00:49] <wjp> and the cars too
[16:01:01] <fuzzie> probably also good advice, yes
[16:02:09] <lynxlynxlynx> velociraptors
[16:05:49] <edheldil> lynxlynxlynx: read xkcd recently? :))
[16:06:25] <lynxlynxlynx> don't remember any mention of raptors in a long while
[16:07:40] <fuzzie> gemrb compiles so ridiculously faster on my 1.2ghz powerpc laptop w/786mb ram than my 1.6ghz atom netbook w/2gb ram
[16:09:19] <fuzzie> anyone planning to do much with the code this week?
[16:09:33] <lynxlynxlynx> nope
[16:09:50] <lynxlynxlynx> planning to merge something big?
[16:10:31] <fuzzie> well, i have this evening free, sort of
[16:10:41] <fuzzie> (under instructions not to kill myself with homework)
[16:10:45] <fuzzie> so thought i might try the globalid stuff
[16:11:17] <lynxlynxlynx> go for it
[16:13:39] <edheldil> what's that?
[16:14:12] <fuzzie> edheldil: giving a global id to every scriptable
[16:23:16] <fuzzie> oh, another inventory bug..
[16:23:54] <lynxlynxlynx> details or i can't help
[16:24:46] <fuzzie> just another merge issue
[16:25:50] <fuzzie> it gives me an 'Abilities' button for some items
[16:26:39] <fuzzie> and i guess that just isn't in pst at all
[16:27:22] <lynxlynxlynx> hmm, don't know about that
[16:34:22] <wjp> clearly complaining about the mail in here was the right strategy; kotor just arrived
[16:34:32] <wjp> after only 4 weeks
[16:37:45] <lynxlynxlynx> :)
[16:47:29] <fuzzie> helpful :)
[16:48:19] <fuzzie> well, i guess if pst does have Abilities, there doesn't seem to have been any pst code for that
[16:48:26] <fuzzie> strref first appeared in your merge
[16:48:53] <fuzzie> so not so trivial to fix it, will just avoid clicking the button
[16:49:47] <lynxlynxlynx> if there are any, they must be identified differently
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[16:50:48] <lynxlynxlynx> what item is problematic?
[16:51:20] <fuzzie> quite a few of them. sorry, have ruined my binary now, can't run to check
[16:52:02] <lynxlynxlynx> i only have bandages and the scalpel, which don't have this problem
[16:52:08] <lynxlynxlynx> were they all magical?
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[16:54:30] <fuzzie> yes
[16:54:54] <fuzzie> if you skip to the bottom floor, the armour on the robot things in the middle are examples
[16:55:04] <fuzzie> but sorry, i didn't really mean for you to look into it, pst is unimportant
[16:55:16] <fuzzie> it's just very helpful for globalid work because it has a lot of weird stuff
[16:56:02] <lynxlynxlynx> pst is important
[16:58:42] <lynxlynxlynx> can't find a single item listing on the net :o
[17:00:17] <lynxlynxlynx> ah, i get "talk to item" for one
[17:00:55] <fuzzie> those are okay
[17:01:05] <lynxlynxlynx> yeah, it does fire a dialog
[17:01:11] <fuzzie> it's just the original pst code has no ability window, and it tries using a bad BAM in the shared code
[17:01:22] <fuzzie> so i thought i'd look at what the pre-merged code does, and found that there wasn't any :)
[17:02:44] <lynxlynxlynx> i can't find an item to reproduce, so i'll just blindly disable it
[17:03:05] <lynxlynxlynx> if one day a mod comes that adds such features, i'll worry about it then
[17:05:38] <CIA-23> GemRB: 03lynxlupodian * r4e7bb115fcb8 10gemrb/gemrb/GUIScripts/InventoryCommon.py: pst has no item ability window
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[17:34:30] <Avenger_> uh oh lynx, guiinv is borken
[17:34:45] <lynxlynxlynx> which one?
[17:34:59] <Avenger_> bg1
[17:35:07] <Avenger_> http://forums.gibberlings3.net/index.php?showtopic=21170
[17:35:18] <Avenger_> i can confirm it too
[17:35:41] <fuzzie> oh
[17:35:43] <fuzzie> my bad?
[17:35:56] <Avenger_> heh you touched guiscripts?
[17:35:57] <fuzzie> yeah
[17:36:02] <fuzzie> grr
[17:37:08] <fuzzie> one moment
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[17:38:55] <CIA-23> GemRB: 03fuzzie * rc338b862fc76 10gemrb/gemrb/GUIScripts/GUICommon.py: fix encumbrance labels in non-pst
[17:39:43] <fuzzie> there i was thinking i was clever :)
[17:40:35] <fuzzie> i switched back to developing on powerpc and suddenly everything isn't as slow as treacle again
[17:40:40] <fuzzie> intel are bad people
[17:41:46] <Avenger> heh
[17:42:08] <Avenger> and i thought my machine is fast enough
[17:42:25] <fuzzie> they should really put "warning: slower than low-end 5 year old computers" labels on these atoms
[17:42:35] <Avenger> aah well
[17:43:08] <fuzzie> anyway yes i was just trying to fix pst
[17:43:18] <Avenger> did you manage?
[17:43:20] <fuzzie> and thought it was a harmless change to guiscript, sorry :P
[17:43:45] <Avenger> just post a note that it is fixed :)
[17:44:59] <fuzzie> done
[17:45:22] <Avenger> i started decoding bg1 too to find devurandom's savegame crash
[17:46:15] <Avenger> it is not trivial yet, though the code is really familiar, i still don't know even vaguely, where is it :)
[17:48:02] <fuzzie> ok why am i always Guest_Guest_Fuzzie_*_* :(
[17:48:10] <fuzzie> i guess i shoud login
[17:48:24] <Avenger> hehe
[17:58:14] <lynxlynxlynx> huh, why was that commit needed?
[17:58:33] <lynxlynxlynx> false is not equal to none?
[17:59:24] <fuzzie> the last parameter only exists for buttons, not for labels
[17:59:37] <fuzzie> i hadn't realised that there were different types of controls being passed in
[18:00:25] <Avenger> do you know 'the guild' ?
[18:00:38] <lynxlynxlynx> oh
[18:01:07] <lynxlynxlynx> some mmorpg /sit/com?
[18:01:27] <Avenger> yes
[18:01:55] <Avenger> very short episodes, but i laughed a lot
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