#gemrb@irc.freenode.net logs for 27 Dec 2013 (GMT)

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[00:07:55] <lynxlynxlynx> iirc we have game flags to detect that
[00:08:35] <chiv> there's an if/else block that sets the flag to 0 when pst
[00:09:40] <chiv> infopoint.cpp line 51 onwards
[00:10:34] <chiv> which explains some residual weirdness I was experiencing with the now working points
[00:12:45] <brada> i hope that means you know what to do
[00:15:28] <chiv> only time will tell
[00:16:01] <chiv> I want to get this right, because most of the rest of the game works at least relatively well
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[01:22:03] <Pepelka> [wiki] pst_quests - [Vice Quarter] more accurately sum up problem http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388106977&do=diff
[01:34:09] <Pepelka> [wiki] pst_quests - [Ragpicker's Square] sum up problem with broken portal http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388108031&do=diff
[02:02:01] <chiv> groovy, another one bites the dust
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[02:26:03] <chiv> Ehh I've lost the plot. To open a door, gemrb uses action NIDSpecial9 - which as far as I can tell, doesn't exist O.o
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[03:52:00] <Pepelka> [wiki] pst_quests - [Vice Quarter] whole inches closer to fixing door problem. http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388116283&do=diff
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[04:30:54] <chiv> these four commits fix the vast majority of broken infopoints I found, please look em over and see if they could cause problems: https://github.com/chilvence/gemrb/compare/fixesonly
[04:30:57] <Pepelka> Comparing gemrb:master...chilvence:fixesonly · chilvence/gemrb · GitHub
[04:30:58] <Pepelka> »gemrb - Engine Made with preRendered Background«
[04:31:36] <chiv> the only one I haven't fixed is something to do with the Dead() trigger, which frankly looks a bit scary to touch
[04:34:49] <chiv> hasta manyana...
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[04:46:25] <Pepelka> [wiki] pst_quests - strike a few more of the list http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388119513&do=diff
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[09:57:22] <jackhunter> hello
[09:57:36] <jackhunter> i have thought yesterd&ay about some bugs in planescape
[09:57:51] <jackhunter> i dont know if you can see them as buggs or as uncomplete content though
[10:00:10] <jackhunter> all of them are in Maudith
[10:00:50] <jackhunter> First, when you are in maudith, talking to captain triggers possibility to askt to be jailed. However, you cant. Talking to guards doesnt give the option
[10:01:47] <jackhunter> its supposed to be a possiblity to enter the jail easily but apprently its not possible
[10:02:17] <jackhunter> then, when Maudith enter into Carceri dimension, you meet et Tek'elach again
[10:03:10] <jackhunter> if you talk Tek'elach(not attacking him) he offers an alliance and you can accept. However, nothing happens and if you go into a house, sleep and go house, tekelach will turn hostile
[10:04:10] <jackhunter> the last bug is about an item you get by killing the demon of Moridor Box(if you didnt oepn the box and bansihed the demon at the beginning of the game)
[10:05:38] <jackhunter> when you kill him, you get a ring which is siad tyo grant you wonderful stats, aegis of torment
[10:07:43] <jackhunter> in my language, the ring is said to bring constitution to 25, but it doesnt, i dont know if this is a translation issue, or a bug
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[10:09:12] <wjp> gamebanshee says the Aegis of Torment gives +3 Con
[10:10:44] <fuzzie> alas, item descriptions :)
[10:11:12] <jackhunter> oh ok then is a (translation issue i guess
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[10:12:23] <jackhunter> yes the real effect is +33
[10:12:29] <jackhunter> but the item description was wrong
[10:12:35] <jackhunter> *+3
[10:13:48] <jackhunter> the weird thing in pst is i got tons of powerful spells around the end, but could only used them in the last 5 minutes of the game(level 9 spells) and didnt even have to
[10:14:34] <jackhunter> mind was stronger than pure power
[10:18:14] <jackhunter> wel at least you can suppose all this power helps for the Blood War between baaetzus ands tanari
[10:19:23] <lynxlynxlynx> as far as dialogue is concerned, you'd need to check the source, since followthrough and options often depend on your stats
[10:22:21] <jackhunter> i have found this:
[10:22:24] <jackhunter> Actually the option to get arrested was never completed. All dialog options that can successfully lead to getting arrested are disabled (they have "Global("Regret", "GLOBAL", 10)" in the trigger). The coordinates that you would be teleported to if those dialog options weren't disabled takes you inside a cell. There are also parts of the Prison gaurds' dialogs for when you're down there as a prisoner, never used, along with many dialog
[10:23:19] <jackhunter> http://www.shsforums.net/topic/8367-tekelach-spoilers/
[10:23:21] <Pepelka> Tek'elach *Spoilers* - Planescape: Torment - Spellhold Studios
[10:23:23] <Pepelka> »Tek'elach *Spoilers* - posted in Planescape: Torment: AFAIK this dialogue string never went into the final version. I guess after you help him defeating the demon Agril-Shanak, his Lemures and Nupperibbos would help in dealing with the Gereleths and such...«
[10:28:29] <lynxlynxlynx> is there an "unfinished business" for pst? Maybe it fixes this
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[11:16:12] <edheldil> jackhunter: from my PoV, the only useful spells for Blood War are those that rain terrible doom on both parties involved :)
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[13:47:57] <lynxlynxlynx> buh, it would be nice to have python object support for associated variables
[13:48:40] <lynxlynxlynx> implementing spontaneous casting reminded me how much out of band communication is going on for the spellbook
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[16:59:01] <Pepelka> [wiki] developers:mods - [Easy] http://www.gemrb.org/wiki/doku.php?id=developers:mods&rev=1388163505&do=diff
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[17:42:16] <brada> It would be nice if somebody could do a new android build with the latest SDL2 library...
[17:43:16] <lynxlynxlynx> we have it almost automated, someone just needs to take time to get the deps and run the script
[17:44:48] <brada> yeah, was hoping somebody here had that :D
[17:45:44] <lynxlynxlynx> psch_ is still here
[17:46:11] <lynxlynxlynx> btw, i was thinking of next release being somewhere in january
[17:46:16] <brada> cool
[17:46:24] <brada> i should try and get something useful done :)
[17:46:31] <lynxlynxlynx> added two new features, so the changelog won't be so empty :)
[17:46:52] <brada> we should try and fix chivs info point bugs
[17:46:59] <lynxlynxlynx> but it will wait for your refactoring to be done,
[17:47:03] <brada> sounds like it will help PST a ton
[17:47:10] <lynxlynxlynx> some of that + my iwd2 regression
[17:47:14] <brada> my refactor is at a stable point right now
[17:47:27] <brada> and i have to break from it to find a job
[17:47:32] <lynxlynxlynx> i forgot, did you merge the font stuff yet?
[17:47:40] <brada> so i will probably be concentrating on mac/ios bits for a bit
[17:47:45] <brada> no
[17:47:52] <lynxlynxlynx> ok, so that's it
[17:48:22] <brada> probably wont get around to finishing that till I have employment
[17:49:32] <lynxlynxlynx> can easily wait
[17:49:40] <brada> yeah
[17:49:45] <lynxlynxlynx> i'm just sadistic, users are great at finding corner cases
[17:49:53] <brada> he he
[17:50:22] <lynxlynxlynx> suddely iwd2 has dream cutscenes and bhaal powers :D
[17:50:38] <lynxlynxlynx> i'll have to check what fizzle did there
[17:50:58] <brada> sweet!
[17:51:02] <brada> :/
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[18:22:20] <edheldil> brada: have you looked at the Text class I have sent you/
[18:22:23] <edheldil> ?
[18:22:29] <brada> yeah
[18:22:43] <brada> should be handy when i get to it
[18:23:12] <brada> I think we need to make it so you cant arbitrarily change a controls width without it knowing
[18:23:45] <brada> probably would be useful for other controls too
[18:24:07] <brada> caching calculations and such instead of calculating everything in draw
[18:26:18] <edheldil> do you think the complexity is worth it?
[18:26:35] <brada> its half way there now
[18:26:47] <brada> thats sort of where i was trying to get last week
[18:26:48] <edheldil> more over, we never change *width* of a control, as far as I know
[18:27:16] <brada> well changing dimensions then :p
[18:28:11] <brada> even if we dont, its poor design to rely on outsiders to *not* do something
[18:28:21] <edheldil> if you compute outlines while parsing the string, there remains precious little to be done during the actual draw
[18:29:44] <brada> yes i know
[18:31:37] <edheldil> is it useful to create code to handle situation that really never happens in practice in the orig games?
[18:31:48] <brada> i just dont like the idea of it only working if we never change its frame. id rather do the extra work even if its not used for some reason.
[18:32:00] <brada> Its a fun challenge
[18:33:29] <brada> also can we not change resolution at run time?
[18:33:37] <brada> looks like no
[18:42:12] <edheldil> i.e. not screen rotation either
[18:42:21] <lynxlynxlynx> but maybe, just maybe we'll have a scalable ui replacement someday and perhaps your scenario would happen
[18:44:46] <brada> the scaleable interface actually wouldnt change the control size
[18:44:56] <brada> at least no in my POC i made
[18:45:16] <brada> I was just scaling textures in the GPU and scaling input
[18:45:53] <brada> Beholder: any progress?
[18:46:12] <lynxlynxlynx> it would make sense for mobile devices, since the layout would need to change if we ever support portrait
[18:46:31] <brada> oh yeah that would require being able to change resolution dynamically
[18:46:44] <brada> tho i guess only in SDL2 so that helps
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[18:50:52] <brada> trying to reconcile touch input from apple trackpads is proving difficult
[18:51:04] <brada> I would like very much to keep the gesture support :/
[18:53:00] <fuzzie> what's the problem with keeping it
[18:53:01] <fuzzie> ?
[19:03:18] <brada> fuzzie: the problem is that it is generating touch events that conflic with the mouse events
[19:03:39] <brada> so it will send finger downwhen i touch the trackpad then mouse down when click
[19:03:49] <brada> same with up and motion
[19:04:16] <brada> makes for wonky behavior due to the multitouch code
[19:05:19] <brada> buttons can get stuck in a down state for example
[19:06:15] <fuzzie> hm
[19:06:17] <fuzzie> that seems dumb
[19:06:22] <fuzzie> you'd think SDL would send one or the other..
[19:07:00] <brada> it does
[19:07:08] <brada> it only send touch when i touch the pad
[19:07:18] <brada> it wont send mouse down till i actually click the button
[19:07:40] <brada> and as i said i like that i can get touches for things like gestures
[19:08:00] <brada> i just obviously dont want the trackpad to be a touchscreen for general purposes
[19:08:27] <brada> the problem is gesures depend on the finger up/down events
[19:08:32] <fuzzie> can you #ifdef it for desktop platforms perhaps? or make it fullscreen-only?
[19:08:43] <brada> yes but then that prevents gestures from working
[19:08:56] <fuzzie> I mean, the bit where it keeps track of the buttons
[19:08:58] <brada> i was trying to reconcile it so i can have my cake and eat it too
[19:09:05] <fuzzie> yes
[19:09:10] <fuzzie> what I'm saying is, you should keep the cake
[19:09:21] <fuzzie> and also I would like the cake
[19:12:09] <jackhunter> playing command and conquer 95 with patch, camapign is hard sometimes
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[19:32:22] <brada> it does seem like sdl is doing something slightly silly
[19:32:36] <brada> i seem to be getting a fingerup event before the mouse up
[19:32:47] <brada> that makes sense for finger down
[19:33:03] <brada> but how can the finger leave the trackpad with the button still down?
[19:39:34] <brada> grrr
[19:39:56] <brada> i see that part of my problem is that the mouse/finger down events are eaten by me skipping the video
[19:46:29] <brada> ooo i found SDL_EventState
[19:46:33] <brada> looks useful
[20:44:52] <brada> ok ive fixed all the conflicts except for finger/mouse motion. unfortunately i dont see any way to distinguish :(
[20:45:51] <brada> if only the mouse events came first
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[21:29:44] <LK|30C3> a round of praise for the Netherlands and Slovenia in the current talk about net neutrality
[21:32:28] <edheldil> what's new on c3?
[21:37:18] <lynxlynxlynx> what did we do, hah?
[21:37:49] <lynxlynxlynx> i'm listening to some hexagon yada, which room is this neutrality in?
[21:46:25] <LK|30C3> Saal 2, almost over
[21:49:26] <Pepelka> [wiki] pst_quests - [Torment Quest Overview] uncovered another generic problem that breaks quest path http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388180625&do=diff
[21:57:32] <LK|30C3> I'm in Saal G now, LHC 101, no physics background necessary! which is good, because I mostly had Ds and Fs there in school :d)
[21:59:47] <fuzzie> it's ok, Neelie is doing her best to sabotage net neutrality in an EU-wide manner
[22:09:54] <jackhunter> neelie?
[22:10:21] <LK|30C3> Kroes
[22:11:31] <fuzzie> our much-beloved European Commissioner for the Profits of the Cable Companies
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[22:21:28] <jackhunter> oh
[22:53:53] <jackhunter> its quite now
[23:00:23] <wjp> lynxlynxlynx: what exactly would you like in the way of python / assoc var functionality?
[23:01:42] <lynxlynxlynx> i would like to stick dicts inside to pass multiple distinguishable values
[23:08:06] <Pepelka> [wiki] pst_quests - [Torment Quest Overview] reason none of the dead("XXX") checks work http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388185514&do=diff
[23:08:44] <wjp> how would you use that on the C++ side?
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[23:29:45] <lynxlynxlynx> i didn't plan to, but it did made me think it could be problematic
[23:29:59] <lynxlynxlynx> i don't want core to depend on python for just that
[23:32:17] <Pepelka> [wiki] pst_quests - [Alley of Lingering Sighs] more elaborate description of alleyway dialog problem http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388186988&do=diff
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