#gemrb@irc.freenode.net logs for 27 Apr 2016 (GMT)

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[15:25:30] <Seniorita> [wiki] lynxlynxlynx: developers:bugs:soa_playthrough_bugs - [misc] http://www.gemrb.org/wiki/doku.php?id=developers:bugs:soa_playthrough_bugs&rev=1461770707&do=diff
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[18:21:04] <kujeger> lynxlynxlynx: updated PR, I think input is now working as it does in SDL1
[18:21:48] <lynxlynxlynx> cool, thanks
[18:22:00] <lynxlynxlynx> i'll take a look later or tomorrow
[18:24:46] <kujeger> cheers
[19:12:57] <kujeger> lynxlynxlynx: do you know whereabouts pathfinding is done?
[19:15:08] <lynxlynxlynx> map and tilemap (searchmap is the base)
[19:15:22] <kujeger> thanks
[19:15:24] <lynxlynxlynx> i just looked at the diff — why is the keypad enter special?
[19:15:40] <kujeger> because otherwise it does not actually work for entering
[19:16:03] <lynxlynxlynx> ok
[19:16:09] <lynxlynxlynx> just search for searchmap
[19:21:18] <lynxlynxlynx> are you testing with bg2?
[19:22:33] <kujeger> yep
[19:23:23] <kujeger> hm wait
[19:23:29] <kujeger> re. enter thing
[19:23:37] <kujeger> let me verify it is necessary
[19:25:33] <kujeger> yeah, it is. Otherwise it only works if numlock is off
[19:25:38] <kujeger> (or on, I forget)
[19:26:13] <lynxlynxlynx> ok
[19:26:37] <lynxlynxlynx> i can easily crash iwd2, but i'll try bg2 then (some of the ingame bindings differ)
[19:27:15] <kujeger> I have IWD2 installed as well, what's an example?
[19:27:56] <lynxlynxlynx> it's the same in bg2
[19:28:10] <lynxlynxlynx> just pop open the console and try all the keypad numbers
[19:28:17] <lynxlynxlynx> it crashes sooner or later for me
[19:28:38] <kujeger> if you press "up" it will usually crash, but that happens in sdl1 as well
[19:29:01] <lynxlynxlynx> ingame, the check for numpad seems inversed — my light is on and in case i open the console, no numbers get input, but ingame, they still act as directional keys and pgup/down
[19:31:12] <lynxlynxlynx> i'm pretty sure sdl1 isn't so crash with up/down (even normal), since we have a working simplified history for the console
[19:31:36] <kujeger> if the history is empty and you press up, it crashes
[19:32:57] <kujeger> (assuming you have typed in something)
[19:33:14] <kujeger> start game -> open console -> type somethin (no hitting enter) -> press up -> crash
[19:34:00] <lynxlynxlynx> ok, but to illustrate the keypad problem: just open the console and press 8
[19:34:19] <lynxlynxlynx> the first time i do get the 8, the second time the crash - probably the up
[19:34:37] <kujeger> if numlock is on I get '8', otherwise "up"
[19:35:06] <lynxlynxlynx> i just press the same key twice, nothing else
[19:35:11] <kujeger> really?
[19:35:13] <kujeger> huh
[19:37:37] <kujeger> i can't reproduce that :-/
[19:37:55] <kujeger> SDL2 version?
[19:39:07] <lynxlynxlynx> 2.0.2+debian+ubuntu patches
[19:41:43] <lynxlynxlynx> it seems even the initial press sends both keycodes
[19:41:55] <lynxlynxlynx> looking into that console crash i hit historyback immediately
[19:45:53] <lynxlynxlynx> ok, the keypad is fine in sdl1
[19:49:43] <kujeger> hm, is it right that in sdl1 it makes no difference wheter numpad is on or off?
[19:50:17] <kujeger> (ingame, that is)
[19:52:32] <lynxlynxlynx> it does in the console, while on a loaded game it works as expected (off: numbers -> pcs, on: arrows)
[19:53:17] <lynxlynxlynx> so it's as intended, though pg/up doesn't work, so perhaps we handle the arrows specially
[19:54:39] <kujeger> (sdl1) does not seem that numlock effect is updated until you click somewhere
[19:59:34] <kujeger> wait, isn't expected behaviour off=arrows, on=numbers?
[20:01:08] <lynxlynxlynx> yes, i inverted that, sorry
[20:19:05] <lynxlynxlynx> ok, the console crash is /history/
[20:19:18] <kujeger> haha
[20:21:38] <kujeger> oh, there's also a crash if there is a space in the console(?) eg try writing "abc def" and hitting return
[20:26:07] <kujeger> oh nice travis works
[20:26:14] <lynxlynxlynx> yay
[20:26:17] <lynxlynxlynx> and you're right
[20:26:23] <lynxlynxlynx> we literally do a *0
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