[00:00:20] <traveler> 1am here
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[00:05:09] <lynxlynxlynx> yeah
[00:05:38] <lynxlynxlynx> traveler: can you recheck the phoenix guards? when running with that override, you should see this early in the log:
[00:05:42] <lynxlynxlynx> [GameScript]: reallyforcespelldead(o:target,i:spell*spell) overrides existing action 181 reallyforcespell
[00:06:47] <traveler> sure
[00:06:53] <traveler> brb
[00:07:12] <lynxlynxlynx> be back in the "morning"
[00:07:21] <traveler> waaait
[00:07:27] <lynxlynxlynx> ok
[00:08:26] <lynxlynxlynx> tommorow another chicken and egg problem and then the weapons screen should match the one in the original completely for the Lady's Lament party
[00:09:06] <traveler> hmm
[00:09:16] <traveler> there is no such part
[00:10:21] <rocket_hamster> well pushed python2.7 compatible version, at least some linux guys can be rerouted to fix their cfg :]
[00:12:43] <lynxlynxlynx> and you still have gemact.ids?
[00:14:02] <lynxlynxlynx> rocket_hamster: that was fast
[00:14:13] <traveler> yup
[00:14:37] <lynxlynxlynx> rocket_hamster: another suggestion, have a general py file people will run, which then runs either version
[00:14:49] <rocket_hamster> yes good idea
[00:15:02] <lynxlynxlynx> traveler: then it is in the wrong place or you are not running the same gemrb you think you are
[00:15:13] <lynxlynxlynx> very slight chance of gemrb bug there
[00:15:34] <traveler> [ResourceManager]: Found 'gemact.ids' in 'shared GemRB Override'.
[00:15:39] <lynxlynxlynx> rocket_hamster: and of course sharing code as much as possible, but that's for latter
[00:15:45] <lynxlynxlynx> interesting!
[00:16:13] <lynxlynxlynx> traveler: move it to unhardcoded
[00:16:32] <lynxlynxlynx> unharcoded contains a shared gemact.ids that this one is supposed to override
[00:16:49] <lynxlynxlynx> now they were competing, hmm
[00:16:51] <traveler> wait wait
[00:17:00] <traveler> i have gemact in unhardcoded already
[00:17:19] <traveler> looks like it;s not loaded, yes?
[00:17:31] <lynxlynxlynx> no, the override dir has precedence
[00:17:40] <lynxlynxlynx> the first one found is read
[00:18:01] <lynxlynxlynx> but the correct place is in unhardcoded, so remove the one in override
[00:18:20] <traveler> ok
[00:19:28] <traveler> other gemact was in shared override
[00:20:48] <lynxlynxlynx> ok
[00:20:57] <lynxlynxlynx> you clearly just installed over the previous thing
[00:21:09] <lynxlynxlynx> i don't understand why you don't run it from the build dir
[00:21:21] <lynxlynxlynx> but if you insist, always do a make uninstall before reinstalling
[00:21:37] <traveler> ok
[00:21:37] <lynxlynxlynx> you should remove the whole override dir and reinstall
[00:21:50] <traveler> i'm already ashamed
[00:22:17] <lynxlynxlynx> don't worry, avenger did the same earlier today
[00:24:24] <traveler> not whole gemact is applicable to bg1, yes?
[00:26:53] <traveler> [GameScript/WARNING]: saved trigger 85 (reset(o:object*)) doesn't exist, ignoring [GameScript/WARNING]: saved trigger 7 (said(o:object*,i:dialog) doesn't exist, ignoring
[00:30:05] <lynxlynxlynx> it is
[00:31:08] <lynxlynxlynx> oh, since you've reinstalled, make sure to readd 181 ReallyForceSpellDead(O:Target,I:Spell*Spell) to it before testing
[00:31:23] <lynxlynxlynx> if you get the output i mentioned, please test then ingame, it should all be dandy
[00:31:35] <lynxlynxlynx> thanks and good night!
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[00:32:26] <traveler> it is
[00:33:33] <traveler> i thought it was implied in my shamefulness ;)
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[00:43:44] <traveler> i kinda got used to bigger menu font though
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[00:46:39] <edheldil_> I think the in-game gui is the way to go. Maybe even compile-in the resources, so they are always available
[00:47:05] <edheldil_> fwiw, n900 has only python 2.5
[00:50:03] <edheldil_> I thought that python-gobject is a binding for GObject class, which is glib, not Gtk?
[00:50:34] <edheldil_> good night
[00:51:53] <tomprince> python-gobject is a binding via gobject-introspection, which supports any glib based library (including gtk) that has introspection info.
[00:52:50] <DrMcCoy> Also, funny story: gobject has no connections to gob in ScummVM
[00:53:20] <DrMcCoy> I still get highlighted, same as for discussions about mediagoblin in #faif :P
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[00:59:03] <traveler> sleep
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[01:59:48] <rocket_hamster> traveler> sleep; yeah nerly forgot to do that today
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[03:26:08] <xrogaan> win 44
[03:26:10] <xrogaan> win 44
[03:26:13] <xrogaan> damn
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[09:22:50] <edheldil> DrMcCoy: False positive ratio on 'ed' is even worse :)
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[11:43:40] <lynxlynxlynx> back
[11:43:52] <lynxlynxlynx> what a nice morning, wake up to a bunch of patches
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[12:07:19] <lynxlynxlynx> huuh
[12:12:43] <lynxlynxlynx> sneaky Inventory::dump() is const, but it calls CalculateWeight, which is also const, but indirectly changes the items
[12:17:27] <edheldil> hehe
[12:28:35] <lynxlynxlynx> fizzle: http://lynxlynx.info/ie/string-dumps.zip
[12:52:08] <fizzle> lynxlynxlynx: thanks, that'll be useful
[12:53:36] <fizzle> hm, and pst is different of course
[12:53:37] <lynxlynxlynx> yeah, i've also added it to the wiki
[12:53:44] <fizzle> I'll update the patch
[12:53:51] <lynxlynxlynx> that's practically a given
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[12:56:35] <fizzle> done
[12:57:19] <fizzle> btw, are the dream sequences in bg1 supposed to work?
[12:59:15] <lynxlynxlynx> i don't think we handle them yet at all
[12:59:37] <lynxlynxlynx> i've added a todo item at one point, guessing just from the lack of handling the relevant table - dreamtxt.2da
[13:00:12] <fuzzie> last time I looked at it, we also didn't do the UI, nor have any way of triggering them
[13:01:42] <fizzle> hm, okay
[13:02:21] <fuzzie> although in the relevant irc log avenger points out that you can just hook it to the inn rest button in the UI, which is a fair point
[13:02:50] <lynxlynxlynx> but we specifically disable movies there, since it screws up the gui
[13:03:07] <fuzzie> so probably someone should fix that first :)
[13:03:12] <lynxlynxlynx> the store window should be shut down first, yes
[13:03:36] <lynxlynxlynx> well, it's part of that general "dialogs, cutscenes, movies should switch to gamecontrol"
[13:04:49] <fuzzie> we should also close containers on all gui changes, if that isn't in the list
[13:05:13] <fuzzie> and if someone dind't already fix it
[13:05:58] <fizzle> that python window handling code is giving me the creeps
[13:06:08] <edheldil> so a fn for EscapeToGameControl() ?
[13:06:48] <fuzzie> edheldil: it's not quite so easy
[13:07:02] <fuzzie> we need to also make sure the game is paused in all situations where you can't do that
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[13:07:22] <fuzzie> fizzle: it is all quite delightfully terrible :/
[13:07:43] <lynxlynxlynx> mhm
[13:07:53] <fuzzie> but I don't know how to do it better.
[13:08:12] <lynxlynxlynx> i think containers are already fine, haven't seen any problems myself or reports in a while
[13:08:34] <lynxlynxlynx> was likely added to that closeotherwindow function
[13:08:49] <fuzzie> well, someone fixed it for the options window a few days ago
[13:08:59] <fizzle> *cough*
[13:09:13] <lynxlynxlynx> wasn't that about the portait window?
[13:09:21] <fizzle> no, options
[13:09:27] <fuzzie> 5feaf4d16d542e53207c75694753f46ba32c80b9
[13:09:30] <lynxlynxlynx> in the options windowpack
[13:09:51] <lynxlynxlynx> ah
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[13:38:56] <rocket_hamster> http://www.youtube.com/watch?v=_v8pFYJT65Q
[13:39:00] <rocket_hamster> oww :)
[13:42:20] <DrMcCoy> rocket_hamster: Of course, that ad is fake. The viewing angle down the shaft fits the camera view, but it must look wrong to the people inside
[13:43:13] <DrMcCoy> But, in the actual ad, you can see the screens boot Red Hat GNU/Linux for a second or two
[13:43:14] <edheldil> unless it's threeeedee
[13:43:21] <rocket_hamster> :)
[13:43:26] <rocket_hamster> gogo colored hats
[13:44:20] <rocket_hamster> if you look at 0:27 anle is just above their heads
[13:44:52] <rocket_hamster> but its is probably fake noone would risk law suit from heart attack
[13:52:42] <lynxlynxlynx> none? there is crazier stuff out there
[13:54:15] <edheldil> I have heard about something similar in an elevator ... there the pov is more or less static :)
[13:54:45] <lynxlynxlynx> http://www.youtube.com/watch?v=7N5OhNplEd4
[13:54:54] <lynxlynxlynx> and others from this series
[13:55:19] <lynxlynxlynx> ok, they probably signed up for a scientific test, so maybe the waivers are there, but still
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[14:56:12] <edheldil> work "Is it really possible to scare ppl to death?" and "Is more scary falling into a deep shaft or meeting a ghost?" :)
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[15:05:14] <traveler> grouping loot = no longer separate not stacked items in loot?
[15:08:05] <traveler> looks it works
[15:08:05] <traveler> yaya
[15:08:13] <traveler> *yay
[15:09:45] <lynxlynxlynx> no, some items not merging is due to divergent flags
[15:09:49] <lynxlynxlynx> i'm still looking into that
[15:10:00] <lynxlynxlynx> that commit was about grouping the same items together
[15:10:11] <lynxlynxlynx> all the arrows are now one after another for example
[15:10:16] <lynxlynxlynx> MoveVisibleGroundPiles(GemRB::Point const&)::__PRETTY_FUNCTION__ <-- awww
[15:10:37] <traveler> since now, reasonable loot management will consist of emptying all your pockets and chests on the floor...
[15:10:38] <traveler> ah
[15:10:53] <traveler> but i see that fire resistance scrolls were autostacked
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[15:18:11] <lynxlynxlynx> they were before too, unless it's a really old save or the flag odity
[15:20:40] <traveler> ok
[15:21:14] <traveler> i'm on the verge of proposing infinite stacking as a gemrb config option
[15:21:30] <traveler> all this micromanagment contributes to nothing
[15:21:44] <traveler> well maybe not infinite
[15:21:52] <traveler> but why 5 potions and 3 scrolls?
[15:23:01] <lynxlynxlynx> i see why it's happening
[15:23:20] <lynxlynxlynx> we only looked at the first item we could increase the stack amount
[15:23:40] <lynxlynxlynx> so once it was full, all the rest of the items of the same kind were just copied as-is
[15:23:58] <traveler> ah
[15:24:21] <lynxlynxlynx> scrolls have a stacking limit? Anyway, the tweakpacks have a component to increase the number significantly
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[15:30:25] <traveler> yes
[15:30:31] <traveler> scrolls have 3 stack limit
[15:30:33] <traveler> form what i can see
[15:30:49] <traveler> true about tweak packs
[15:30:59] <traveler> i was sceptical about such 'cheating'
[15:31:08] <traveler> but even authors were abusing stacking
[15:31:14] <traveler> 203 pieces of zios gem
[15:31:18] <traveler> 30+ stacked arrows
[15:31:19] <traveler> etc
[15:31:34] <lynxlynxlynx> oh, right, it's even more painful in bg1
[15:31:39] <lynxlynxlynx> bg2 has 40 for quivers
[15:31:56] <traveler> and all those piles upon piles of arrrows i will never bother taking with me
[15:32:17] <brada> we should just make everything have the same stack size imo
[15:32:37] <traveler> becouse there is less than <20 of them so it does not just wasting item slot
[15:32:42] <brada> or if not already done so make a 2da
[15:33:29] <traveler> i don't know. maybe there is some value in being very true to original, be default maybe
[15:33:45] <traveler> but irritating nonetheless
[15:33:50] <traveler> *by default
[15:34:27] <traveler> one of strangest items in bg1 is this 200+ stacked zios gem (yes, over 200)
[15:34:44] <lynxlynxlynx> there's a similar case in ust'natha
[15:35:31] <traveler> its 208 precisely
[15:35:41] <traveler> in gemrb it's not valued in stores correctly even
[15:35:54] <traveler> eg. it's valued as 1 piece
[15:35:59] <traveler> time for a recheck
[15:36:11] <lynxlynxlynx> i think you already reported this
[15:36:18] <edheldil> somebody was once complaining on svummvm ML that it's not true to original enough
[15:36:29] <traveler> hmmm
[15:36:31] <traveler> looks good
[15:36:33] <traveler> 6500 gp
[15:36:43] <lynxlynxlynx> Stores (Feldepost/Vai) treat stacked bandit scalps (MISC86) as single one (price). This also occurs with (MISC16) Fire Agate and MISC29 - Ziose Gem.
[15:36:44] <traveler> yes, i was reporting
[15:36:49] <traveler> but now its good
[15:36:58] <traveler> with 208 ziose gem
[15:37:00] <lynxlynxlynx> please recheck the other items then
[15:37:10] <lynxlynxlynx> i know this was fixed at one point
[15:37:21] <lynxlynxlynx> just not sure if before or after that line was added
[15:37:47] <traveler> indeed
[15:37:50] <traveler> just doing that now
[15:41:12] <traveler> hm
[15:41:19] <traveler> misc16 stack limit is 20
[15:41:22] <traveler> scalp 10
[15:41:40] <traveler> values are fine
[15:41:45] <traveler> you can delete whole line
[15:41:55] <lynxlynxlynx> weee
[15:41:56] <lynxlynxlynx> thanks
[15:41:57] <traveler> be back later
[15:42:09] <traveler> np it just was something needing recheck
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[16:42:05] <rocket_hamster> i just realized sdl has some gui support doesnt it?
[16:42:59] <lynxlynxlynx> never seen it
[16:43:22] <rocket_hamster> it is probably not part of core
[16:43:31] <rocket_hamster> i know ive red it has one somewhere ill investigate
[16:45:08] <rocket_hamster> http://www.bms-austria.com/~pipelka/paragui/doc/main.html
[16:46:15] <rocket_hamster> yes there are some dependancies i dont know if they are avaible on android etc
[16:46:35] <rocket_hamster> freetype, zlib, libpnd, expat, opengl
[16:46:44] <rocket_hamster> libpng*
[16:47:19] <brada> lynx: you have problems with diffs frome pastebin?
[16:47:46] <lynxlynxlynx> sometimes
[16:48:01] <lynxlynxlynx> usually it is just a mac or dos EOL and git chokes
[16:48:01] <brada> SDL 2 has some gui support, but it is limited to alerts
[16:48:08] <lynxlynxlynx> some eat up tabs though
[16:48:17] <brada> which is usefull and all that but not what we need for config
[16:48:26] <brada> whate paste site do you use?
[16:48:29] <brada> i forget
[16:48:34] <lynxlynxlynx> paste.debian.net
[16:48:57] <brada> http://paste.debian.net/219595/
[16:49:02] <lynxlynxlynx> fizzle: btw, nopaste.me is one of them, i couldn't apply your diff due to no tabs being present (either in dl or raw form)
[16:49:03] <brada> i didnt bother retesting that btw
[16:49:14] <brada> i figured i should let you look first
[16:49:46] <lynxlynxlynx> rocket_hamster: so "only" expat is extra for us, but that's a whole giant xml reader
[16:51:13] <fuzzie> well, and sdl1.2 is not always posible
[16:51:20] <brada> yeah
[16:51:56] <fuzzie> but don't know if it does sdl2
[16:52:15] <rocket_hamster> well it could be made with gemrb engine as is? like the part from character generation has what is needed, enter string, push button etc
[16:52:33] <brada> thats what we were talking about doing yesterday :)
[16:52:41] <lynxlynxlynx> brada: i don't what bothered me originally, but it looks like it dumps everything in the data dir
[16:52:41] <fuzzie> and that is all in python
[16:52:58] <lynxlynxlynx> and it uses globbing, which we decided not to do anymore, since people had problems with it
[16:53:07] <brada> lynx: i didnt have a good way of testing a non-apple system
[16:53:19] <brada> hmmm
[16:54:06] <rocket_hamster> globbing like pattern matching and editing file?
[16:54:12] <brada> arent the only glob bits in the if APPLE stuff?
[16:54:22] <brada> if so then screw those guys :p
[16:54:26] <fuzzie> that's not a good reason to use it
[16:54:36] <lynxlynxlynx> i was wrong about the paths though
[16:55:12] <fuzzie> oh, if it's only globbing for ds_store then it's irrelevant
[16:55:18] <brada> how bout the good reason is it actually fixes building on mac
[16:55:58] <brada> im sick of my mac mini poping up alerts during moview because the guiscript directory cant be found :p
[16:56:05] <fuzzie> phft, mac
[16:56:18] <fuzzie> why don't you use a *real* platform, like, say, os/2?
[16:56:27] <fuzzie> I'm sure it wouldn't have these silly problems.
[16:56:32] <brada> he he he
[16:56:38] <rocket_hamster> os/2 is real platform?
[16:56:43] <rocket_hamster> o.O
[16:56:45] <brada> she is joking
[16:56:50] <brada> mostly
[16:56:54] <brada> :p
[16:57:03] <fuzzie> I would tell you that I am talking to you from OS/2, but I couldn't get networking working. :/
[16:57:18] <rocket_hamster> :D
[16:57:22] <brada> masochist
[16:57:28] <fuzzie> it is a spectacularly bad operating system.
[16:58:24] <brada> the question is tho what if anything do i need to cahnge with that patch?
[16:58:24] <rocket_hamster> btw by that config in html5 i talked about earlier, i thought like web page utility on gemrb site where you can make config, like a temporary solution if people who need configs pile up
[16:58:51] <rocket_hamster> everyone has a webbrowser even on os2
[16:58:54] <fuzzie> brada: well I'm not sure what you're trying to achieve, so you explode my head here
[16:59:24] <brada> i need to get guiscripts and override and unhardcoded directories inside the app bundle
[16:59:51] <brada> and that is the easiest way
[17:00:09] <brada> and i think better than what we were doing before, but that is subjective
[17:00:13] <fuzzie> yes
[17:00:19] <lynxlynxlynx> looks good to me
[17:00:31] <brada> well i think somebody should test this on linux!
[17:00:32] <fuzzie> I think a 4-deep nested thing like that is not really so nice, but whatever, if it works :)
[17:00:35] <lynxlynxlynx> i don't see anything that would up our cmake version requirement, except maybe for you
[17:00:47] <brada> right and i really am not worried about that
[17:01:02] <brada> gemrb wont even run on systems prior to 10.5 anyway
[17:01:04] <lynxlynxlynx> wait a bit, i can only work on two things at a time
[17:01:29] <fuzzie> what depends on 10.5, sdl?
[17:01:39] <brada> sdl
[17:01:42] <traveler> html5/js? config generator on gemrb site is maybe not bad thing
[17:01:42] <fuzzie> that's a bit sad
[17:01:46] <brada> um i think some of the cocoa bits too
[17:01:52] <lynxlynxlynx> GameControl::DrawArrowMarker <-- don't we leak spr here?
[17:01:59] <fuzzie> 10.4.9 is a pretty nice target
[17:02:19] <brada> fuzzi: it would probably be easy to support that but i didnt have a 10.4 sdk
[17:02:22] <fizzle> lynxlynxlynx: the "stop scrolling" one
[17:02:25] <fizzle> ?
[17:02:26] <brada> so i dont know what ifdefs or what i would need
[17:02:37] <lynxlynxlynx> fizzle: yeah
[17:02:41] <fuzzie> lynxlynxlynx: isn't spr global?
[17:02:54] <lynxlynxlynx> in there it is a local var
[17:03:17] <fuzzie> well I mean, that it doesn't get a new reference
[17:03:21] <fuzzie> but it looks like it gets a new reference
[17:03:41] <lynxlynxlynx> i get a refcount of 1 on exit and only three things create that cursor, two of them in this function, while the last use releases
[17:03:56] <rocket_hamster> traveler: in my case more like html5/ruby
[17:04:05] <lynxlynxlynx> fuzzie: whaaa
[17:04:41] <fuzzie> lynxlynxlynx: hehe
[17:04:45] <fuzzie> starting again: it's a new bug
[17:04:47] <fuzzie> well, from 2007 ;p
[17:04:51] <lynxlynxlynx> rocket_hamster: hah, why ruby now? use python and you can directly use what you already wrote
[17:05:02] <fuzzie> the original code assumed that the sprites were global (i.e. Interface loaded them at startup)
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[17:05:22] <brada> looks leaky to me
[17:05:24] <fuzzie> but zefklop changed it, so yes, it looks like it leaks
[17:05:33] <rocket_hamster> lynxlynxlynx: didnt know i can stick python to html o.O
[17:06:37] <lynxlynxlynx> what i don't understand is that i only got a refcount of 1 - shouldn't it be two, due to two calls?
[17:06:39] <fuzzie> (bug new in f4702786e22659c3d19494030452dc597bc3acc7 if anyone cares)
[17:07:15] <brada> should i push that cmake stuff?
[17:07:17] <fizzle> lynxlynxlynx: http://paste.debian.net/hidden/4e92fb55/
[17:07:41] <lynxlynxlynx> thanks
[17:07:43] <fuzzie> lynxlynxlynx: well I don't see how GetBAMSprite doesn't always leak
[17:08:04] <lynxlynxlynx> exactly
[17:08:11] <fuzzie> it's used for draggable items too
[17:08:20] <lynxlynxlynx> brada: later, let me test first
[17:08:25] <brada> k
[17:08:26] <fuzzie> so you have multiple leaks here
[17:08:54] <fuzzie> and the BAM itself will get cached and never actually referenced
[17:09:00] <fuzzie> so refcount 1 makes sense
[17:10:00] <lynxlynxlynx> ok
[17:10:08] <fuzzie> but you also leak the frame itself
[17:10:18] <fuzzie> (which is part of the BAM so relatively harmless)
[17:10:43] <fuzzie> I don't see why we don't have them as globals though.
[17:11:01] <fuzzie> I mean, it's *always* using ScrollCursorBam, right? So why not just load that in Interface at startup?
[17:11:08] <fuzzie> which is what we were doing before above commit
[17:12:33] <lynxlynxlynx> something for later
[17:12:46] <fuzzie> yes, just that is the right way to fix it leaking, I guess
[17:13:12] <fuzzie> (of course no harm in another fix)
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[17:40:17] <brada> this has been a patch-tastic day for gemrb!
[17:50:31] <lynxlynxlynx> two more in the queue from fizzle
[17:51:09] <lynxlynxlynx> you can easily test and submit this one if all is well: http://paste.debian.net/hidden/4e92fb55/
[17:52:00] <lynxlynxlynx> it's about opening eg. the inventory (via key) while edge-scrolling
[18:30:34] <lynxlynxlynx> ok, found new problems in iwd2 while testing this, but first your cmake
[18:30:53] <lynxlynxlynx> fuzzie: the targos attack cutscenes also fail due to visibility
[18:31:11] <lynxlynxlynx> the teleporting shaman should clear the fog
[18:31:28] <lynxlynxlynx> now his bit didn't trigger until i explored his area
[18:31:40] <fuzzie> I haven't played iwd2 outside gemrb, so honestly it's all a mystery to me.
[18:36:30] <lynxlynxlynx> brada: it still compiles, of course, but the install path is wrong
[18:36:48] <lynxlynxlynx> don't append the individual resource dir, now they get duplicated in the path
[18:37:04] <brada> can you fix it?
[18:37:04] <lynxlynxlynx> eg ../cmake-install/share/gemrb/GUIScripts/GUIScripts/
[18:37:12] <lynxlynxlynx> sure
[18:37:14] <brada> thank you
[18:37:21] <brada> just super busy with this website :/
[18:39:53] <lynxlynxlynx> already flying around the world
[18:45:38] <lynxlynxlynx> well, that was a quick one
[18:55:36] <brada> still failing to build, but it looks like a permission error of some kind :/
[18:55:55] <brada> i checked the bundle and it looks fine
[18:57:19] <brada> it may have been failing because it was in use still by previous builds
[19:03:21] <lynxlynxlynx> fuzzie: i forgot to check if they have the exporer stat set
[19:03:31] <lynxlynxlynx> the first problem was trivial though
[19:08:10] <lynxlynxlynx> fizzle: did you delete the other paste? http://paste.debian.net/hidden/4e92fb55 is now returning an error
[19:11:22] <fizzle> eh, sorry, it probably timed out already
[19:14:01] <fizzle> http://paste.debian.net/hidden/d2968961/
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[19:19:57] <lynxlynxlynx> ok, thanks
[19:20:51] <lynxlynxlynx> ehhh, now it complains about the email, yet it's the same as always
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[19:28:47] <Den__> Hi to all, guys i need help
[19:30:01] <Den__> how can i do shine, when things are drop by monsters?
[19:30:30] <brada> shine?
[19:30:43] <brada> you mean alt key?
[19:30:51] <Den__> tab button in iriginal
[19:30:59] <brada> alt
[19:31:00] <Den__> yes
[19:31:11] <Den__> in gem?
[19:31:14] <brada> yes
[19:31:27] <Den__> dont work
[19:31:57] <Den__> i bind lalt do sound buttom, and no work
[19:32:20] <brada> i dont know what to tell you
[19:32:28] <Den__> not iwd and bg2
[19:32:35] <brada> what platform are you running on?
[19:32:48] <Den__> gem
[19:32:57] <Den__> android
[19:33:00] <brada> ug
[19:33:38] <brada> it is the c key
[19:33:41] <brada> on android
[19:33:44] <brada> for whatever reason
[19:34:00] <Den__> 5 sek
[19:37:05] <Den__> thx big thx, ihave sex all day, with this problem
[19:37:33] <brada> lol?!?
[19:38:04] <traveler> well, what i can say
[19:38:06] <traveler> have fun
[19:40:20] <Den__> :-D
[19:41:27] <traveler> "now ctrl-w is really awesome, everything gets merged, with single items first in the list and all repeating ones later "
[19:41:28] <traveler> yay!
[19:41:39] <traveler> we need more xmas
[19:45:47] <lynxlynxlynx> fizzle: looks like it is your fault, whatever you were editing in converted all the tabs to spaces and so even a git-apply rejects it
[19:46:38] <lynxlynxlynx> since the context lines don't match
[19:48:10] <brada> that and we dont want spaces anyway :p
[19:48:15] <lynxlynxlynx> brada: i'm pretty sure he meant he was fucking with it all day; it's a common idiom in most languages i know
[19:48:42] <brada> yeah i kinda figured that is what he meant. it still made me laugh pretty hard
[19:49:56] <lynxlynxlynx> it was similar yesterday :D
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[19:52:03] <brada> my gemrb backlog is getting huge
[19:52:23] <brada> i still need to cleanup and commit a fix for the chapter text :/
[19:52:54] <traveler> any work on dream/bhaalspawn abilities?
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[19:55:39] <brada> it appears that launching gemrb by double clicking and via CLI produce diffrent results o_O
[19:55:48] <brada> on mac i mean of course
[19:56:03] <brada> seems that the current directory is the issue
[19:56:44] <brada> er the working directory or whatever you call it
[19:57:41] <brada> ill have to fiddle with this when i have time
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[19:58:51] <lynxlynxlynx> hah, spell range definitely needs to be higher in iwd2
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[19:59:01] <lynxlynxlynx> caballus set himself and his group ablaze
[19:59:26] <lynxlynxlynx> traveler: what's wrong with bhaalspawn abilities?
[19:59:52] <Den__> guys, and last question, can i play multiplayer by gemrb?
[20:00:00] <brada> no
[20:00:41] <brada> the hard truth is that we will probably never have multiplayer
[20:00:42] <Den__> ok, so will play single, thx
[20:00:50] <brada> yup
[20:01:09] <traveler> well they are not there
[20:01:21] <traveler> mising dream sequences = no bhaalspawna babilities
[20:01:25] <traveler> brb
[20:01:28] <lynxlynxlynx> aha, ok
[20:02:01] <lynxlynxlynx> brada: what's left for chapter text? i thought it was over
[20:02:14] <Den__> who knows, where can i play multiplayer from PC?
[20:02:14] <lynxlynxlynx> or was i testing wip stuff :s
[20:02:19] <brada> well i had it working perfectly locally
[20:02:34] <brada> but it relied on some likely improper fixes to font
[20:03:09] <brada> among other things that may have broken dialog :/
[20:03:52] <brada> have you never noticed that the drop caps in gemrb force 1 too many lines?
[20:04:13] <brada> the way i fixed it was adding 1px line spacing
[20:05:17] <brada> iirc the line spacing broke text somewhere else tho
[20:05:53] <brada> i had screen shots of the original and gemrb and i recall that the line spacing made it look spot on for chapter text tho
[20:06:01] <brada> i fear i have since deleted them
[20:06:50] <brada> anyway more to the point of what is wrong with chapter text is that we wait for narration to stop before loading more
[20:07:00] <brada> it is clearly not the way the original works
[20:07:43] <traveler> no mulit i;m afraid
[20:07:43] <brada> but the change i made to fix it presumably broke something important
[20:08:00] <traveler> Den: *no multi, i;m afraid
[20:09:08] <brada> no realy drive to work on it eiter
[20:09:20] <brada> at least not till it is a bit more playable
[20:09:39] <traveler> multi would be nice finishing touch
[20:09:51] <brada> and we all have bigger items that are more important
[20:09:56] <traveler> but apart from some leagues, ie was never big on multi imho
[20:10:20] <lynxlynxlynx> and ugh, what a pile of bugs that would bring
[20:10:41] <brada> yes
[20:10:46] <lynxlynxlynx> the other day i was looking at a cutscene and it had MultiplayerSync as every third action in the block
[20:10:59] <brada> scary
[20:11:03] <lynxlynxlynx> cheap way to fix it
[20:11:46] <lynxlynxlynx> i remember now, the chapter stuff is different in bg2
[20:14:54] <brada> is there a reason we cant/shouldnt just rewrite TextArea::SetupScroll to load all the text?
[20:15:33] <brada> also line 9798 appears to still have my hacky test value :(
[20:15:51] <brada> oh right because for it to work right it needs the line height
[20:16:03] <brada> and thats the stuff that i didnt commit because it felt wrong
[20:16:18] <brada> that is 978
[20:19:19] <fizzle> lynxlynxlynx: maybe it wasn't the fault of nopaste then, but the way I've been pasting; new try: http://paste.debian.net/hidden/a531440a/
[20:19:48] <lynxlynxlynx> yeah, if you just mouse select a dump, it probably gets destroyes
[20:19:53] <lynxlynxlynx> d
[20:23:10] <lynxlynxlynx> brada: no idea, but if it works in the end, i have no problem with that
[20:23:36] <lynxlynxlynx> i feel pretty silly now, can't find where we make warm corpses drop their loot
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[20:23:49] <brada> afik setupscroll is for cahpter text only
[20:24:00] <brada> so i cant imagine it being a problem
[20:24:28] <brada> but i shouldnt pretend like i understand how textArea works more than i actually do either ;)
[20:26:23] <brada> im curious what would happen if we just removed the block at line 232
[20:28:59] <brada> damn it im doing that thing again where i should be doing something else but get sucked into gemrb!
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[20:43:50] <Den__> guys, what can i do when the game kicks me, as example, when i stand on trap
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[20:44:33] <brada> provide a backtrace
[20:44:45] <brada> and/or log file
[20:45:19] <Den__> where i can put my log, i forget site
[20:47:48] <traveler> pastebin.com
[20:48:25] <traveler> paste.debian.net etc
[20:50:07] <lynxlynxlynx> hah, fuzzie, disregard the wierd explorer bit - the cutscene actually teleports one of your party members there inactivated, right into the path of the fireball
[20:50:50] <traveler> Den: but you are probably playing with very old version
[20:50:59] <traveler> if it's apk from market
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[20:55:07] <Den__> http://pastebin.com/Mcr3ZtA3
[20:55:25] <Den__> sorry i was kicked
[20:55:42] <traveler> are you reading irc log?
[20:55:52] <traveler> i say, most useful is usually when you use latest -git
[20:56:08] <Den__> about version?
[20:56:11] <traveler> yes
[20:56:22] <brada> *a?
[20:56:26] <traveler> apk from market is few releases behind
[20:56:27] <brada> wtf is that?
[20:56:33] <Den__> so i should instal new, yes?
[20:57:44] <lynxlynxlynx> that crash was fixed i think
[20:58:04] <brada> yeah
[20:58:06] <lynxlynxlynx> Den__: unfortunately you can't get much newer
[20:58:19] <brada> not newer on sourceforge?
[20:58:19] <lynxlynxlynx> there is a newer build on sourceforge, but i think it has problems of its own
[20:58:29] <brada> ah
[20:58:47] <traveler> well maybe he can build :)
[20:59:19] <brada> how tho?
[20:59:30] <brada> we dont exactly have a build script for it
[21:00:39] <traveler> somebody was successfully building apks on g3?
[21:00:58] <traveler> i thought so
[21:01:05] <traveler> at least
[21:02:18] <brada> my point is that its not as simple as downloading the code and running ./configure && make
[21:02:31] <Den__> what version is work, i have0.7.0.1
[21:02:41] <brada> that is very old
[21:02:48] <traveler> 0.7.2
[21:02:56] <traveler> is latest, latest-latest code is -git
[21:11:24] <brada> why doesnt this work as CIA replacement: https://github.com/gemrb/gemrb/settings/hooks
[21:11:30] <brada> there is an IRC one
[21:12:52] <fuzzie> it doesn't stay in the channel, it's annoying
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[21:13:11] <fuzzie> you get a join/notice/part flood every time someone commits
[21:13:51] <brada> oh
[21:13:52] <fuzzie> so i think we were going to get wjp to peer at exultbot
[21:22:45] <lynxlynxlynx> and the github mirror is late
[21:23:27] <brada> ah yes
[21:32:55] <lynxlynxlynx> fuzzie: looks like iwd2 has a separate table for dialog instants: http://gemrb.org/iesdp/files/ids/iwd2/dlginst.htm
[21:33:15] <fuzzie> yes
[21:33:18] <fuzzie> no comment :P
[21:36:17] <lynxlynxlynx> http://gemrb.org/iesdp/files/ids/iwd2/nodecode.htm <-- even more
[21:36:37] <lynxlynxlynx> http://gemrb.org/iesdp/files/ids/iwd2/prefab.htm <-- this one is the jewel
[21:39:00] <lynxlynxlynx> and scrinst so i guess the instants one is ignored
[21:39:22] <lynxlynxlynx> interesting to read the ids once in a while, so many of our defines there
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[21:41:18] <Den__> oh my god, its difficult...guys i download 0.7.2 version, but how can i install it? on android
[21:42:36] <traveler> what have you exactly downloaded?
[21:43:08] <traveler> if this is source, you need to build it / compile and package as apk
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[21:43:31] <Den__> http://sourceforge.net/projects/gemrb/?source=dlp
[21:43:41] <Den__> i download this
[21:45:25] <Den__> is there 0.7.2 version on android, apk?
[21:47:20] <traveler> no
[21:47:31] <traveler> unless you build it yourself
[21:48:03] <traveler> for strictly testing/error reporting probably it would be easier to stick to *nix
[21:48:26] <traveler> or apple or i don't know... ms even?
[21:49:47] <brada> really anything that has cmake
[21:50:25] <traveler> or get hang of that 'pelya' guy
[21:50:39] <traveler> he was making apks from -git
[21:51:04] <traveler> http://sourceforge.net/users/pelya
[21:52:23] <brada> im actually kinda shocked that none of our many linux gurus has built gemrb for android
[21:52:38] <tomprince> The main issue being that we don't have anybody actively working on android.
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[21:56:32] <traveler> hey
[21:56:41] <traveler> Beholder = pelya ?
[21:57:20] <fuzzie> brada: well, the SDL situation is annoying.
[21:57:26] <brada> oh for sure
[21:57:34] <brada> traveler: no
[21:58:31] <traveler> pelya's mail was kind of confusing -> email@example.com
[22:03:34] <traveler> i'm still holding breath for http://bsdroid.org/tiki-index.php ;)
[22:04:50] <traveler> *not really
[22:14:14] <Avenger> i just found this http://www.phoronix.com/scan.php?page=news_item&px=MTI1Mzg
[22:18:49] <traveler> publicity is good, no?
[22:19:14] <Avenger> sure
[22:19:35] <Avenger> especially with lynx working really nicely. I bet he'll soon finish iwd2 :D
[22:26:02] <traveler> surprisingly, phoronix forum thread is free of usual moronic comments, so all is good
[22:26:34] <traveler> well, maybe a bit _too_ free of comments, but hey, you can't have all
[22:35:01] <lynxlynxlynx> i had completely different plans for the last few weeks, but all the new outside contributions and iwd2 dragged me away from the planned project
[22:38:52] <Avenger> hehe
[22:42:37] <traveler> lynx- first developer actually apologising _for_ contributing not the other way around ;)
[22:43:17] <lynxlynxlynx> i'm not apologising, i'm having fun
[22:43:49] <lynxlynxlynx> well, the other guys wouldn't look at it that way ;)
[22:44:59] <traveler> win-win, it was convoluted compliment... in any case, please continue :)
[22:45:41] <lynxlynxlynx> Avenger: do you remember where we dump the inventory for dead actors? i couldn't find it in a few minutes
[22:46:05] <Avenger> it is in Inventory for sure
[22:47:13] <Avenger> bool Inventory::DropItemAtLocation(unsigned int slot, unsigned int flags, Map *map, const Point &loc)
[22:48:29] <Avenger> --> DropItem("",0);
[22:48:38] <Avenger> in actor's checkondeath
[22:49:14] <lynxlynxlynx> aah, i discarded it because it looked like it worked on single items alone
[22:49:27] <lynxlynxlynx> and as far as actor goes, only checked combat and Die
[22:49:30] <lynxlynxlynx> thanks
[22:49:46] <lynxlynxlynx> we hardly drop anything in iwd2, probably another flag issue
[22:49:52] <Avenger> huh
[22:50:09] <Avenger> magic flag, probably
[22:50:18] <Avenger> the magic flag and the undroppable flag are overlapping
[22:50:58] <Avenger> --> in iwd/iwd2 this flag means 'magical', some hack is needed
[22:51:21] <Avenger> but i thought i do the conversion on load/save
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[22:54:13] <lynxlynxlynx> i'm not sure, i doubt the goblins wear magical stuff
[22:54:20] <lynxlynxlynx> though the save is from hof
[22:54:34] <lynxlynxlynx> will see once there
[22:57:29] <lynxlynxlynx> anyway, they'd at least drop some gold or other random
[22:58:33] <Avenger> lynx do you know what is 'Coccolino' ?
[22:59:08] <lynxlynxlynx> sounds similar to some kid food, but italian
[23:00:15] <edheldil__> little turd? :)
[23:01:33] <Avenger> no, it is a cloth softener. --> https://www.google.com/search?q=coccolino&hl=en&lr=lang_en&tbo=d&tbs=lr:lang_1en&source=lnms&tbm=isch&sa=X&ei=-dLcUKnuLMfotQaO44DoBQ&ved=0CAoQ_AUoAA&biw=1680&bih=935
[23:01:57] <Avenger> a hungarian guy got one by mail, and the fbi thought he got cocaine ;D
[23:02:19] <Avenger> he got imprisoned, his visa ran out, and now he is still in prison for being an illegal immigrant :D
[23:02:27] <Avenger> i cannot believe it
[23:03:21] <Avenger> really, the fbi should use google
[23:05:24] <edheldil__> hungarian in the US?
[23:05:57] <Avenger> yes, he got a package from home
[23:06:20] <traveler> it's something like silan
[23:06:54] <Avenger> yes
[23:07:01] <traveler> yes, i know
[23:07:03] <traveler> but cocaine?
[23:07:10] <traveler> cocaine si powder... so i've heard
[23:07:33] <traveler> that's breaking urban-legend-meter ;)
[23:08:24] <Avenger> not because cocaine is powder, it could be in liquid form i'm pretty sure. But it is really unbelievable, because of stupidity
[23:08:39] <Avenger> there must be something else for sure
[23:09:48] <lynxlynxlynx> oh dear
[23:10:11] <traveler> cocaine solution is topical analgesic
[23:10:18] <traveler> yes
[23:10:38] <traveler> in that sense can be liquid
[23:11:54] <traveler> oh
[23:11:57] <traveler> what a nice wiki article
[23:12:00] <traveler> https://en.wikipedia.org/wiki/Cocaine#Local_anesthetic
[23:13:37] <lynxlynxlynx> Avenger: i'm fixing the iwd2 fireball projectile (to big aoe); what's the trigger range field in dltcep, it's also set to 30' now?
[23:13:58] <lynxlynxlynx> would it be for delayed blast fireball and the like?
[23:14:03] <Avenger> trigger range is not really important for fireball
[23:14:18] <lynxlynxlynx> ok
[23:14:28] <Avenger> but it is better to be set the same as the aoe radius
[23:14:47] <Avenger> trigger range is for traps like skull trap/glyph
[23:15:23] <Avenger> iwd2 fireball is different from the bg1 fireball?
[23:16:34] <Avenger> anyway, gotta go!
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[23:18:19] <fizzle> lynxlynxlynx: got a minute?
[23:19:49] <lynxlynxlynx> sure
[23:19:57] <fizzle> I've got a problem with an action script but I'm not sure how to debug that
[23:19:59] <fizzle> I have no idea how the actions actually work
[23:20:43] <fizzle> it's with the Surgeon in the area west of Beregost
[23:21:15] <fizzle> he's trying to cast cure light wounds but gemrb cannot resolve that properly for some reason
[23:21:43] <fizzle> any ideas where to look or what to look for?
[23:22:12] <lynxlynxlynx> did you get any nice error messages?
[23:22:29] <lynxlynxlynx> anyway, best to grab dltcep, it can do everything with the game data
[23:22:35] <lynxlynxlynx> including decompile scripts
[23:23:18] <lynxlynxlynx> the scripting system is a nightmare though
[23:23:18] <fizzle> the only proper message I got was that SPIT-01.spl couldn't be found
[23:23:31] <fizzle> but that's just a follow-up error I think
[23:23:45] <lynxlynxlynx> means it tried to find a spell from an item
[23:23:54] <fizzle> I'm looking at the script with NearInfinity
[23:23:58] <lynxlynxlynx> ingame, the best debugger is ctrl-m
[23:24:05] <lynxlynxlynx> hover over him and get his dump
[23:24:16] <fizzle> SPIT* doesn't exist in bg1
[23:24:20] <lynxlynxlynx> you'll see what he has in the inventory, what scripts are involved, what dialog
[23:24:57] <fizzle> the line from the script is: ForceSpell(MostDamagedOf(),CLERIC_CURE_LIGHT_WOUNDS)
[23:25:04] <lynxlynxlynx> if this is from a script, it is using a number (scripts are precompiled) and we do a reverse lookup to get the right thing
[23:25:11] <lynxlynxlynx> ok
[23:25:16] <fizzle> and I think I see from the params that he's targetting Imoen
[23:25:49] <fizzle> but in ForceSpell the spell resref is actually ""
[23:25:50] <lynxlynxlynx> 1103 CLERIC_CURE_LIGHT_WOUNDS <-- http://gemrb.org/iesdp/files/ids/bg1/spell.htm
[23:26:02] <lynxlynxlynx> so we get 1103
[23:26:11] <lynxlynxlynx> resolvespellname iirc
[23:26:41] <fizzle> that's where I'm currently break'd in gdb...
[23:27:24] <fizzle> but the resref is ""
[23:28:08] <lynxlynxlynx> yes, since you have the number -> it's in int0
[23:28:20] <lynxlynxlynx> you're looking at the ones in GSUtils, right?
[23:28:22] <fizzle> that's -1...
[23:28:25] <fizzle> yes
[23:29:57] <lynxlynxlynx> show me parameters->dump()
[23:30:26] <fizzle> Int0: -1, Int1: 0, Int2: 0
[23:30:28] <fizzle> String0: , String1:
[23:30:30] <fizzle> 1. Object - NULL
[23:30:32] <fizzle> 2. IDS Targeting: 0 0 0 0 0 0 0 0 0 0
[23:30:34] <fizzle> Filters: 6 0 0 0 0
[23:30:36] <fizzle> 3. Object - NULL
[23:30:38] <fizzle> RefCount: 2
[23:31:22] <lynxlynxlynx> this is damaged
[23:32:45] <lynxlynxlynx> hmm
[23:34:32] <lynxlynxlynx> this went through SpellCore, right?
[23:34:37] <fizzle> yep
[23:38:07] <lynxlynxlynx> maybe it's a miscompiled script, but then you probably wouldn't see it properly in ni
[23:38:28] <lynxlynxlynx> how it goes from 1103 to -1 is the key question
[23:39:25] <lynxlynxlynx> too bad avenger is gone, he wrote a comment questioning it working in the original at all
[23:40:30] <lynxlynxlynx> let's see if there's anything in the bgee changelog
[23:41:15] <traveler> where is bgee changelog?
[23:47:36] <lynxlynxlynx> on their forum
[23:47:44] <lynxlynxlynx> didn't find any mentions there
[23:48:32] <lynxlynxlynx> anyway, if you recompile the script i bet the problem will go away
[23:50:24] <fizzle> that means editing the bg data files?
[23:51:57] <lynxlynxlynx> yes, you can just dump it into override
[23:52:11] <lynxlynxlynx> a game walkthrough didn't mention any problems though
[23:52:44] <lynxlynxlynx> so if you want to keep on the gemrb side, look at our parser
[23:53:59] <fizzle> where does the parsing happen exactly?
[23:54:26] <fizzle> there seem to be about a gazillion little files and tables involved
[23:56:43] <lynxlynxlynx> probably in GameScript::CacheScript
[23:57:14] <lynxlynxlynx> the tables are preloaded, but scripts themselves are done as needed
[23:57:36] <lynxlynxlynx> a kind of JID i guess
[23:57:56] <traveler> i was skimming their forums, not really exhaustive
[23:58:22] <traveler> maybe i;m mistaken, but it was more of a patch changelog not changelog against vanilla
[23:59:34] <lynxlynxlynx> fizzle: of course it happens later on, but that is a good point to break on, since you can do it conditionally on the resref