#gemrb@irc.freenode.net logs for 28 Aug 2009 (GMT)

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[00:00:49] <raevol> what forum is fuzz talking about?
[00:08:05] <Edheldil> g3, probably
[00:10:19] <Edheldil> http://forums.gibberlings3.net/index.php?showtopic=18216&pid=155549&st=0&#entry155549
[00:10:29] <Edheldil> good night
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[00:13:14] <raevol> ah ok
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[05:36:35] <felix_the_red> I've figured out GEM_EXPORT, but I don't understand why it's defined in so many header files. Any thoughts?
[05:42:37] <wjp> if we don't have one yet, I wouldn't mind having some header file that is included everywhere and takes care of things like that
[05:45:25] <felix_the_red> I would *love* to have GEM_EXPORT defined *once*.
[05:46:48] <felix_the_red> The includes/globals.h file defines GEM_EXPORT, but only after pulling in quite a few files that have their own definitions.
[05:46:56] <felix_the_red> (of GEM_EXPORT)
[05:48:06] <felix_the_red> From my count, there are 88 files with a GEM_EXPORT definition.
[06:04:23] <felix_the_red> How about includes/gem_export.h?
[06:04:31] <felix_the_red> Or should it be more flexible?
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[08:04:31] <fuzzie> morning Avenger, lynx
[08:04:38] <Avenger> hello fuzzie
[08:05:27] <lynxlynxlynx> oj
[08:05:35] <fuzzie> i talked a bit more about how ActionOverride works in that thread
[08:05:41] <fuzzie> but maybe it's a bit pointless if only i know how it works :)
[08:09:22] <Avenger> that implies you know how it works
[08:09:43] <fuzzie> well, you all seem to be arguing stuff i already explained :p
[08:09:56] <fuzzie> i was just interested in how interruptions work with it
[08:10:06] <fuzzie> but ActionOverride itself doesn't interrupt the same way
[08:10:43] <Avenger> i didn't know you already explained action override :)
[08:11:07] <Avenger> i still don't know when would it wipe a queue
[08:11:14] <fuzzie> it doesn't ever wipe a queue
[08:11:38] <fuzzie> it just adds to the end of the queue and terminates any blocking action on the target, in bg2. i say 'i hope', maybe someone else can test it? i talked in the thread
[08:11:41] <Avenger> just breaks one single blocking action?
[08:12:22] <Avenger> well, i will continue reading this stuff
[08:12:45] <fuzzie> well, if you want more actions questions, i have them :)
[08:13:55] <fuzzie> would also be nice to know if 1 ActionOverride is empty, or if they do the work in the action
[08:15:42] <fuzzie> because i'm sure i miss a lot, still
[08:16:08] <Avenger> actionoverride is empty here, its code is outside of this switch/case
[08:16:30] <Avenger> actually, actionoverride is NOT an action
[08:16:40] <Avenger> it simply fills object 0 with an object
[08:25:24] <fuzzie> drat :)
[08:25:59] <fuzzie> do you know if their walk actions do the walk in the action? ok, i guess that is scary living code, they have no Movable.
[08:27:07] <Avenger> i didn't find where exactly it handles moving
[08:27:35] <Avenger> apparently the action checks it by querying the stance
[08:27:45] <Avenger> and the movement is handled by the outside shell
[08:28:03] <Avenger> probably it handles those chase.ids i told you yesterday
[08:28:23] <fuzzie> ok, not too different from us :)
[08:28:26] <Avenger> with taimon's extended list, i will be able to see that
[08:28:43] <Avenger> well, we handle movement tied to the action
[08:28:44] <Avenger> it is less refined :)
[08:28:51] <Avenger> they handle it in a centralised place
[08:29:11] <Avenger> it is actually a rare case where they seem to be less hardcoded than us :)
[08:30:13] <Avenger> i think we could read chase.ids at startup, and set an AF_CHASE or such bit, which is handled outside of the actions
[08:30:33] <Avenger> startup: where we set up the action links
[08:30:39] <fuzzie> sure
[08:31:11] <Avenger> but i have yet to confirm they actually use that file
[08:31:18] <Avenger> also: if ALL engines use that file
[08:31:31] <Avenger> though we can supply an override, if some of them doesn't use it
[08:32:02] <fuzzie> chase.ids is bg2-only
[08:34:21] <Avenger> it exists in iwd2.exe, though.
[08:34:40] <Avenger> in iwd1 too
[08:34:53] <fuzzie> well
[08:34:55] <fuzzie> i mean, the file :)
[08:35:00] <Avenger> not in bg1
[08:36:07] <Avenger> yep, i wonder if this means iwd2 and iwd1 wouldn't chase, ever :)
[08:36:42] <fuzzie> no 'chase' string in pst either
[08:36:44] <Avenger> oh, wait, it is not about movement, but following into other areas
[08:37:08] <Avenger> well, i should continue reading, i didn't say i know how movement is handled ;)
[08:37:29] <fuzzie> hehe, movement following an object surely works in every game, for all actions :)
[08:37:35] <fuzzie> it's just the between areas which is unknown
[08:37:56] <Avenger> yes, but where it is handled, is also unknown
[08:38:21] <fuzzie> but there has got to be code in the actions for it
[08:38:40] <fuzzie> because they change movement the frame that the action gets a new target
[08:39:19] <fuzzie> well, i guess the movement code could evaluate the objects, but that would be pretty horrible :(
[08:45:08] <Avenger> the object change is definitely handled outside too :)
[08:47:03] <Avenger> all i ever see in an action about objects is a single call to get the target object pointer
[08:47:11] <Avenger> it is pretty standard
[08:47:29] <Avenger> so, the outside code handles all this 'new object acquired' and such stuff
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[09:16:35] <pupnik> i dont recall monsters following me to new regions at all
[09:19:40] <Avenger> well, they do
[09:19:51] <Avenger> unless the exit forbids it
[09:20:40] <Avenger> the game even depends on it, like with the bhaal case in the dream
[09:20:59] <pupnik> so much for my long term memory
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[09:22:10] <Avenger> i always find new options in the code we don't implement :(
[09:22:33] <Avenger> looks like playmovie can play a movie separated from the sound
[09:22:47] <Avenger> mvesnd.2da
[09:25:28] <lynxlynxlynx> what use is there for that?
[09:28:50] <Avenger> there is some outro movie which has 3 different narrations
[09:28:58] <Avenger> based on alignment, i guess
[09:29:32] <lynxlynxlynx> ah
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[09:40:08] <Avenger> hmm Bashdoor needs an object, i wonder why is it disabled with a 0 instead of an O
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[10:06:41] <Gekz> oh shit
[10:06:46] <Gekz> I just remembered I was meant to help you guys today
[10:06:54] <Gekz> lynxlynxlynx: is the binary built yet ?
[10:08:09] <lynxlynxlynx> nope
[10:09:10] <fuzzie> do you need a binary built?
[10:09:45] <lynxlynxlynx> it would be good to have it
[10:09:59] <lynxlynxlynx> most of the modders are windowey
[10:11:01] <Gekz> I'm going to build it tonight
[10:11:11] <Gekz> ie, I'm starting to get the libraries and that required together
[10:11:18] <Gekz> Fedora has mingw32 in their repos now :)
[10:11:51] <Gekz> fuzzie: what's the spam line for required libraries again?
[10:13:11] <lynxlynxlynx> if it is not on the wiki, put it there
[10:13:57] <fuzzie> <fuzzie> "sudo apt-get install build-essential libz-dev python-dev libsdl1.2-dev libopenal-dev autoconf automake libtool"
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[10:23:22] <Gekz> lynxlynxlynx: if I complete this successfully, do you want me to share my fedora vm?
[10:29:19] <lynxlynxlynx> it's probably too big
[10:31:03] <Gekz> I doubt it
[10:31:07] <Gekz> i'll be about 100-200MB
[10:31:08] <Gekz> when I'm done
[10:32:13] <lynxlynxlynx> no x+ crap
[10:32:19] <Gekz> none
[10:32:43] <lynxlynxlynx> what kind of vms can run it?
[10:32:56] <Gekz> what do you eman
[10:32:58] <Gekz> mean*
[10:33:04] <lynxlynxlynx> software
[10:33:16] <Gekz> what vm software it runs in?
[10:33:17] <Gekz> vbox
[10:33:47] <lynxlynxlynx> ok
[10:34:01] <Gekz> lets see if I get it working properly first
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[10:50:08] <D_T_G> hi
[10:50:19] <pupnik> hi
[10:50:37] <pupnik> nice work jumping in here D_T_G
[10:51:01] <D_T_G> lynxlynxlynx here?
[10:51:14] <lynxlynxlynx> y
[10:51:27] <D_T_G> http://wklej.org/id/141522/txt - this is maybe bit more clean preselection in guicg22
[10:51:33] <D_T_G> what do you think?
[10:52:41] <lynxlynxlynx> isn't init zeroed in onload after the redraw anyway?
[10:53:01] <D_T_G> yes, so we may remove that line
[10:53:03] <D_T_G> sry
[10:53:15] <lynxlynxlynx> ah, this is in a loop
[10:53:25] <D_T_G> but zeroing it in loop need to be anyway
[10:55:19] <lynxlynxlynx> well, does it work?
[10:55:43] <D_T_G> like in original bg2 :)
[10:56:17] <D_T_G> i tested normal classes, and mages of human, elf, and gnome
[10:56:22] <lynxlynxlynx> for gnomes too? for more-than-a-page number of kits?
[10:57:05] <D_T_G> i'll check "mymanykits" install now
[10:57:37] <D_T_G> http://wklej.org/id/141527/txt - this already
[10:58:09] <D_T_G> give me 5 minuts
[10:58:26] <lynxlynxlynx> OnLoad probably has Init among the declared globals
[10:58:27] <fuzzie> this doesn't break when you press back and do it again?
[10:58:51] <D_T_G> yeah it breaks :/
[10:58:58] <fuzzie> since Init seems like it'd never be reset, with your changes
[10:59:44] <lynxlynxlynx> just reset it in OnLoad
[11:01:06] <D_T_G> so i only can remove the line Init = 0 after redrawkits() in onload?
[11:01:54] <lynxlynxlynx> if that is correct behaviour, yes
[11:02:13] <lynxlynxlynx> it definitely should be or the var name is misleading
[11:02:30] <Gekz> after 3 botched GUI installs
[11:02:35] <Gekz> I'm attempting a text install
[11:02:36] <Gekz> haha
[11:05:19] <D_T_G> http://wklej.org/id/141532/txt
[11:06:11] <D_T_G> works, with more-than-a-page number of kits too
[11:10:07] <fuzzie> :)
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[11:19:01] <Gekz> lol ffs
[11:19:06] <Gekz> fedora installed itself while I wasnt looking
[11:19:07] <Gekz> ahaha
[11:19:09] <Gekz> typical
[11:20:48] <D_T_G> now i could get rid of GemRB.SetVar("ButtonPressed", EnabledButtons[0]) to standardize storing only i there, should I?
[11:21:30] <D_T_G> or maybe not
[11:23:50] <D_T_G> wiil you merge the preselection patch? i have another one there :)
[11:24:31] <D_T_G> remarking of selection button's state on scroll
[11:27:25] <lynxlynxlynx> let's see
[11:28:26] <D_T_G> hm, what? combined patch?
[11:28:42] <lynxlynxlynx> no, if it works for me too
[11:28:50] <D_T_G> ok
[11:30:03] <CIA-22> gemrb: 03lynxlupodian * r7064 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py: bg2::cg: mark the preselected kit buttons, patch by nugrud
[11:31:38] <D_T_G> http://wklej.org/id/141547/txt - remarking of selection state of button on scroll
[11:32:30] <D_T_G> i probably misdeclare usage of KitSelected though
[11:32:41] <lynxlynxlynx> rebase it, it looks like it contains some previous changes too
[11:32:53] <D_T_G> hm, ok
[11:33:14] <D_T_G> how to?
[11:33:18] <lynxlynxlynx> svn up
[11:33:30] <D_T_G> oh, me stupid :D
[11:33:57] <D_T_G> i thought svn diff will check svn from server not local though
[11:35:00] <lynxlynxlynx> that'd be horrible, but in true svn style
[11:38:07] <D_T_G> http://wklej.org/id/141554/txt
[11:39:20] <Gekz> gemrb doesnt need gettext does it
[11:40:31] <lynxlynxlynx> doesn't
[11:42:04] <Gekz> good
[11:42:08] <Gekz> in fedora, gettext needs X11
[11:42:12] <Gekz> for some stupid reason
[11:42:16] <lynxlynxlynx> huh
[11:42:39] <Gekz> it pulls in libgcj
[11:42:41] <Gekz> which needs X11
[11:43:18] <lynxlynxlynx> gcj!?
[11:43:48] <lynxlynxlynx> D_T_G: i take it the patch works for you? I see no regressions in the standard setup
[11:43:57] <lynxlynxlynx> i don't have multikits
[11:44:13] <D_T_G> i have installed tdd kits and divine remix kits
[11:44:26] <D_T_G> and it works
[11:44:51] <lynxlynxlynx> thanks
[11:45:05] <CIA-22> gemrb: 03lynxlupodian * r7065 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py: bg2::cg: re-mark the selected kit button on scroll, patch by nugrud
[11:45:12] <D_T_G> i have three seperate bg2 installations actually :)
[11:45:20] <D_T_G> and 5 gemrb cfg-s
[11:45:25] <D_T_G> also for bg1 and id1
[11:45:29] <Gekz> lynxlynxlynx: this install is going to be too large to share
[11:45:36] <Gekz> so I'll build an LFS later
[11:45:41] <Gekz> which will be very small
[11:45:42] <Gekz> :)
[11:45:46] <lynxlynxlynx> crazy
[11:45:51] <Gekz> me?
[11:46:03] <Gekz> takes 1 hour max to build an LFS system
[11:46:06] <lynxlynxlynx> lfs just for this? at least use alfs or something like that
[11:46:15] <lynxlynxlynx> or try source mage :)
[11:46:18] <Gekz> embedded CLFS
[11:46:25] <Gekz> with EGLIBC instead of uClibc
[11:46:42] <Gekz> I bet source mage is happy that gentoo is dying
[11:46:42] <Gekz> lol
[11:46:51] <lynxlynxlynx> we don't care
[11:46:57] <lynxlynxlynx> is gentoo dying?
[11:47:00] <Gekz> yes
[11:47:02] <Gekz> very much so
[11:47:16] <lynxlynxlynx> link it
[11:47:22] <lynxlynxlynx> i don't remember any silly new drama
[11:47:25] <Gekz> link what
[11:47:28] <Gekz> hearsay
[11:47:29] <Gekz> lol
[11:47:31] <Gekz> nonsense
[11:58:53] <D_T_G> hey, i found a small issue with guicg22 scrollbar
[11:59:21] <D_T_G> http://wklej.org/id/141570/txt
[12:00:51] <D_T_G> i added a debug print after computing RowCount number block and i found you couldn't scroll down to all kits
[12:01:31] <D_T_G> for example in case of clerics the output was RowCount 20, and on screen i saw only 19 kits
[12:02:04] <D_T_G> but when i changed that line in patch i discovered that one extra cleric kit :D
[12:02:40] <fuzzie> heh
[12:02:46] <D_T_G> it fully works and is assignable
[12:02:51] <D_T_G> to actor
[12:02:52] <fuzzie> ok, what mod do i need for all these kits? i forgot again
[12:03:02] <D_T_G> tdd + divine remix
[12:03:23] <fuzzie> is divine remix itself enough for more than 10?
[12:03:33] <D_T_G> i think yes
[12:03:57] <D_T_G> http://wklej.org/id/141572/
[12:04:33] <D_T_G> divine remix has 10 new cleric kits
[12:05:02] <D_T_G> and tdd kits has 6 more
[12:05:07] <D_T_G> clerics
[12:07:13] <Gekz> the internet thinks compiling python in mingw32 will be a painful experience for all
[12:09:19] <D_T_G> hmm, this pdf http://www.shsforums.net/index.php?act=attach&type=post&id=17571 claims tdd adds 13 cleric kits ....
[12:09:35] <D_T_G> so i should have 4 + 10 + 13 = 27 cleric kits....
[12:09:45] <Gekz> omg
[12:09:51] <Gekz> whose idea was it to put SPACES in the source download link?
[12:09:52] <Gekz> dear god
[12:11:21] <D_T_G> but print("RowCount = ",+ str(RowCount)) from guicg22.py script outputs '20' in console
[12:11:27] <D_T_G> with clerics
[12:11:42] <D_T_G> * print("RowCount = "+ str(RowCount))
[12:12:48] <D_T_G> maybe 20 is the game's maximum???
[12:13:09] <fuzzie> you mean, maybe we broke it :)
[12:13:34] <D_T_G> RowCount = KitTable.GetRowCount() this outputs 20
[12:13:35] <lynxlynxlynx> D_T_G: to get the number of kits, just look at kitlist.2da
[12:13:46] <lynxlynxlynx> which that does, so you have 20
[12:13:54] <fuzzie> well, we could be misparsing the 2da
[12:13:58] <fuzzie> do check the 2da
[12:14:08] <D_T_G> checking
[12:14:48] <D_T_G> i have kit.ids in override
[12:15:17] <D_T_G> only
[12:15:25] <lynxlynxlynx> there is place for 11 buttons in that window, of which we use 10
[12:15:39] <D_T_G> yes, i work on that just now! :D
[12:16:57] <D_T_G> the button is nonexistent actually, but i will do it with GUIEnhancements CreateButton
[12:17:16] <D_T_G> but first investigate kitlist.2da
[12:17:20] <D_T_G> where could it be?
[12:17:51] <lynxlynxlynx> the original is packed
[12:17:52] <D_T_G> plenty of it in mods' backups but not in override...
[12:18:24] <D_T_G> unpack it with weidu? what command?
[12:18:36] <lynxlynxlynx> dltcep
[12:18:42] <fuzzie> 'weidu --game /path/to/bg2 --biff-get kitlist.2da'
[12:18:57] <lynxlynxlynx> but it would be wierd if they patched the original instead of putting in an override
[12:19:18] <fuzzie> some of the mods will pack all their own stuff in a bif
[12:19:24] <fuzzie> since override becomes utterly huge otherwise
[12:19:34] <fuzzie> i mean, i guess we all know this, i just babble, sorry
[12:19:40] <Gekz> haha dear god
[12:19:46] <Gekz> in order to compile python 2.6 in mingw
[12:19:51] <Gekz> you need a 750KB patch
[12:19:51] <Gekz> omg
[12:20:17] <lynxlynxlynx> you can use an older one
[12:20:25] <lynxlynxlynx> not sure if that means a smaller patch though
[12:20:31] <Gekz> its the same regardless
[12:20:45] <fuzzie> you can't just link against the standard python?
[12:20:48] <D_T_G> my kitlist.2da: http://wklej.org/id/141588/?zawin=0
[12:22:23] <Gekz> fuzzie: I don't think so
[12:22:25] <lynxlynxlynx> 26 cleric entries
[12:23:01] <D_T_G> so GetRowCount() must do sth wrong maybe
[12:24:02] <lynxlynxlynx> 6 is the number of kits with a hash in their name
[12:25:25] <D_T_G> maybe wrong installation order? tdd, than divine remix?
[12:25:32] <lynxlynxlynx> doesn't look like they could be treated like comments
[12:25:38] <D_T_G> tdd is known to overwrite things
[12:26:06] <lynxlynxlynx> the list is created purely by the kitlist entries, no?
[12:26:24] <D_T_G> dunno
[12:26:35] <Gekz> openal is from creativelabs?
[12:26:46] <lynxlynxlynx> originally, yes
[12:26:52] <lynxlynxlynx> D_T_G: well look at cg22
[12:26:57] <Gekz> I'm trying to find the source >_>
[12:27:00] <Gekz> easier said than done
[12:27:02] <D_T_G> no, openal was by LOKI R.I.P!
[12:27:07] <D_T_G> originally
[12:27:13] <lynxlynxlynx> search for openal-soft
[12:27:26] <Gekz> thanks
[12:27:27] <lynxlynxlynx> loki probably just ported it
[12:28:03] <D_T_G> lynxlynxlynx: RowCount = KitTable.GetRowCount() in guicg22.py
[12:28:45] <lynxlynxlynx> KitTable isn't kitlist :)
[12:28:52] <D_T_G> "OpenAL was originally developed by Loki Software in order to help them in their business of porting Windows games to Linux. After the demise of Loki, the project was maintained for a while by the free software/open source community — but it is now hosted (and largely developed) by Creative Technology with on-going support from Apple and free software/open source enthusiasts."
[12:28:58] <lynxlynxlynx> it's the subset of the available kits
[12:29:00] <D_T_G> wikipedia :)
[12:29:03] <lynxlynxlynx> just read the code before
[12:29:16] <D_T_G> before?
[12:29:33] <lynxlynxlynx> x: RowCount = KitTable.GetRowCount() in guicg22.py
[12:30:16] <D_T_G> i'm bit puzzled :S
[12:30:40] <D_T_G> is that something wrong with gui script or more internal in gemrb?
[12:33:18] <lynxlynxlynx> i don't think there's anything wrong
[12:33:27] <Gekz> how does one unzip an msi file
[12:33:27] <Gekz> lol
[12:33:54] <D_T_G> lynxlynxlynx: but this is wrong at least: http://wklej.org/id/141588/?zawin=0
[12:34:09] <lynxlynxlynx> why?
[12:34:13] <D_T_G> sry, i meant this: http://wklej.org/id/141570/txt
[12:34:37] <lynxlynxlynx> why?
[12:34:44] <D_T_G> this change gives at least acces to 20th kit retrieved in KitTable.GetRowCount()
[12:35:00] <D_T_G> without this change i can scroll only through 19 kits
[12:36:53] <lynxlynxlynx> indeed
[12:37:41] <D_T_G> but this is still enigmatic to me: so why i can't now scroll through 26 kits, as said there are 26 cleric kits in my kitlist.2da?
[12:38:16] <lynxlynxlynx> why can't a gnome be a diviner?
[12:38:45] <D_T_G> i tested it on humans
[12:39:20] <lynxlynxlynx> you'd get different counts for other races too
[12:39:56] <D_T_G> hmm
[12:40:15] <D_T_G> that's complicating
[12:41:32] <D_T_G> but still as of now i get 20 count on humans
[12:42:06] <lynxlynxlynx> which is probably just fine
[12:42:12] <lynxlynxlynx> read through the code
[12:43:27] <D_T_G> s o shouldn't we load all cleric kits and greyout kits not assignalbe to the race?
[12:43:37] <D_T_G> this was once my thought
[12:44:20] <CIA-22> gemrb: 03lynxlupodian * r7066 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py: bg2::cg: nugrud fixed his own kit scrolling code :)
[12:44:24] <lynxlynxlynx> we talked about that (yesterday?)
[12:44:38] <D_T_G> some days ago, yes
[12:45:05] <D_T_G> but i never saw it in action in original bg2
[12:45:31] <D_T_G> kit scrolling code was not added by me :P
[12:45:52] <D_T_G> that scrollbar block was earlier
[12:46:24] <Gekz> alright
[12:46:30] <Gekz> I'm attempting to build gemrb now
[12:50:28] <Gekz> *** Unable to locate working posix thread library
[12:50:47] <D_T_G> maybe i should test it in original bg2
[12:51:16] <D_T_G> howto read from kitlist.2da if a kit is disabled for a race?
[13:04:43] <lynxlynxlynx> you don't
[13:05:07] <Gekz> lynxlynxlynx: the python library detection in the configure script is horribly flawed
[13:05:12] <lynxlynxlynx> Gekz: built eglibc with nptl enabled?
[13:05:25] <lynxlynxlynx> and explain
[13:05:29] <Gekz> it only picks up the build version of python
[13:05:32] <Gekz> and finds its libraries
[13:05:34] <Gekz> not the libraries I need
[13:05:38] <Gekz> and in the end finds nothing
[13:05:49] <lynxlynxlynx> check how it does it
[13:05:55] <pupnik> lol, remember the npt horrors around 2000-2001?
[13:05:58] <lynxlynxlynx> i bet you can override it by setting some env vars
[13:06:16] <Gekz> lynxlynxlynx: it replaces the vars
[13:06:18] <Gekz> when run
[13:06:19] <Gekz> lol
[13:06:29] <pupnik> qso much stuff broke in linux :)
[13:06:54] <lynxlynxlynx> who's configure script are we talking about btw?
[13:06:59] <Gekz> gemrb
[13:07:44] <lynxlynxlynx> it uses standard automake macros for that
[13:08:05] <Gekz> it's just hard to cross compile with python
[13:08:11] <Gekz> because you cant run python.exe
[13:08:46] <Gekz> also, there's no python26.dll
[13:08:50] <Gekz> only a .lib
[13:09:04] <Gekz> and a libpython26.a
[13:09:25] <Gekz> does it need a python shared lib?
[13:09:26] <lynxlynxlynx> dll is no good for static linking, is it?
[13:09:30] <Gekz> no
[13:09:35] <Gekz> but gemrb says
[13:09:44] <Gekz> *** Maybe you need to recompile python with --shared-libs
[13:09:46] <Gekz> which worries me
[13:09:46] <Gekz> lol
[13:10:57] <lynxlynxlynx> that's just a generic failure message
[13:11:08] <Gekz> yeah but its sayign shared libs
[13:11:12] <lynxlynxlynx> anyway AM_CHECK_PYTHON_LIBS fails, that will be displayed
[13:12:07] <lynxlynxlynx> so you're getting the libs of the preinstalled python instead the ones of the one you just built?
[13:12:19] <Gekz> I got the python2.6 msi
[13:12:21] <Gekz> and extracted it
[13:12:26] <Gekz> and stole its .lib files
[13:12:58] <Gekz> and .a
[13:13:36] <lynxlynxlynx> well, the way it works now, it asks the python binary where the libs are
[13:14:27] <lynxlynxlynx> oh, besides trying to hack acinclude.m4 into submission, you could just use cmake
[13:15:00] <Gekz> i have no idea how to use cmake
[13:15:08] <lynxlynxlynx> would be easier to hack
[13:15:12] <lynxlynxlynx> cmake .
[13:15:13] <lynxlynxlynx> make
[13:15:24] <lynxlynxlynx> it also just asks bin/python though iirc
[13:16:03] <Gekz> I tried cmake .
[13:16:05] <Gekz> and it didnt work
[13:16:05] <Gekz> lol
[13:16:15] <lynxlynxlynx> do you have it installed?
[13:16:22] <Gekz> it spat that CMake-Filelist.txt was missing from the directory
[13:16:23] <Gekz> or something
[13:16:28] <Gekz> haha
[13:16:33] <lynxlynxlynx> you're in the wrong dir then
[13:16:40] <Gekz> well
[13:16:54] <Gekz> I hacked the configure script into submission
[13:16:55] <Gekz> xD
[13:17:23] <lynxlynxlynx> ok
[13:17:30] <Gekz> o.o
[13:17:48] <Gekz> config.status: linking ././fnmatch_.h to ./fnmatch.h
[13:17:49] <Gekz> wtf
[13:18:00] <D_T_G> extra 11th kit button enabled: http://wklej.org/id/141635/txt :)
[13:18:02] <Gekz> config.status: error: ././fnmatch_.h: File not found
[13:19:09] <D_T_G> sorry for print
[13:19:23] <Gekz> lynxlynxlynx: which dir should I be in for cmake?
[13:19:34] <lynxlynxlynx> topdir
[13:19:42] <Gekz> doesnt work
[13:20:01] <lynxlynxlynx> fnmatch.h is from libc
[13:20:18] <lynxlynxlynx> Gekz: prove it
[13:20:29] <Gekz> CMake Error: The source directory "/root/gemrb-0.5.1" does not appear to contain CMakeLists.txt.
[13:21:21] <lynxlynxlynx> D_T_G: that doesn't look good at all
[13:21:28] <D_T_G> what?
[13:21:32] <lynxlynxlynx> Gekz: well does it?
[13:21:40] <Gekz> no
[13:21:41] <Gekz> it doesnt
[13:21:46] <lynxlynxlynx> D_T_G: disable the enhancements
[13:21:55] <lynxlynxlynx> hmm
[13:22:16] <Gekz> nothing related to CMake at all
[13:22:18] <Gekz> anywhere in this tarball
[13:22:32] <lynxlynxlynx> indeed
[13:22:37] <lynxlynxlynx> we never install it :(
[13:22:46] <D_T_G> well, now i see i don't really need IsExtraButtonOccupied
[13:22:51] <D_T_G> var
[13:22:55] <lynxlynxlynx> it is missing from older packages too
[13:23:25] <Gekz> but
[13:23:27] <Gekz> it's in subversion
[13:23:31] <Gekz> maybe I should attempt to build a snapsot
[13:23:33] <Gekz> snapshot*
[13:23:52] <D_T_G> what else does not look good at all?
[13:24:09] <lynxlynxlynx> check the logic when enhancements are off
[13:24:37] <lynxlynxlynx> Gekz: it's missing from the makefiles
[13:24:37] <lynxlynxlynx> so make dist doesn't include them
[13:24:51] <Gekz> lol k
[13:25:00] <lynxlynxlynx> you could build a snapshot, yes, nothing really changed since release
[13:25:25] <Gekz> we can call it
[13:25:26] <Gekz> :P
[13:28:31] <D_T_G> lynxlynxlynx, i see now
[13:29:13] <lynxlynxlynx> test things before submission, don't assume anything
[13:29:39] <D_T_G> ok, testing now that: http://wklej.org/id/141648/txt
[13:32:27] <lynxlynxlynx> EnhanceGUI = GemRB.GetVar("GUIEnhancements") # this should work
[13:34:45] <D_T_G> hm, the way i wrote it here is the same as elsewhere
[13:35:14] <lynxlynxlynx> yes
[13:35:22] <D_T_G> maybe it should work but i don't how it would react in case guienhancements is not defined in cfg etc
[13:35:32] <lynxlynxlynx> it would be 0
[13:35:41] <Gekz> cmake is a piece of shit
[13:35:43] <Gekz> honestly
[13:35:43] <Gekz> lol
[13:37:38] <CIA-22> gemrb: 03lynxlupodian * r7067 10/gemrb/trunk/ (5 files in 5 dirs): bundle cmake files in the dist target
[13:38:14] <Gekz> lynxlynxlynx: come on
[13:38:22] <Gekz> the CMake files specify /usr/bin/gcc
[13:38:23] <Gekz> -.-
[13:38:36] <D_T_G> http://wklej.org/id/141648/txt - ok, this works in clean install, and in modded install with both guienhancements on and off, and with kits in number of less than 10, 11 and more
[13:38:41] <lynxlynxlynx> our files?
[13:38:48] <Gekz> yes
[13:38:59] <Gekz> sorry but cmake files are so screwed up
[13:39:03] <Gekz> I have no idea how to interpret them
[13:39:08] <lynxlynxlynx> not our files, i see no match for gcc
[13:39:13] <Gekz> it's like a horrible form of lisp
[13:39:24] <lynxlynxlynx> better than the whole autochain
[13:39:25] <Gekz> lynxlynxlynx: try looking in CMakeFiles
[13:39:34] <Gekz> I disagree
[13:39:36] <Gekz> lol
[13:39:57] <lynxlynxlynx> CMakeFiles are generated, which means you just didn't pass enough parameters
[13:40:04] <Gekz> I have no idea what to pass!
[13:40:07] <Gekz> or how to
[13:40:11] <Gekz> cmake isnt clear about these things
[13:41:34] <lynxlynxlynx> it uses PATH to get to your gcc, like others
[13:42:05] <lynxlynxlynx> CMAKE_C_COMPILER:FILEPATH=/usr/bin/gcc
[13:42:12] <lynxlynxlynx> now you know what to override
[13:42:19] <lynxlynxlynx> same for g++
[13:42:33] <lynxlynxlynx> add -DCMAKE_C_COMPILER:FILEPATH=/my/path
[13:42:47] <Gekz> i dont need to use gcc
[13:42:52] <Gekz> I need to use i686-pc-mingw32-gcc
[13:42:58] <Gekz> it doesnt ask for a prefix anywhere
[13:43:04] <Gekz> making this more cumbersome than it shoudl be
[13:43:32] <lynxlynxlynx> what prefix?
[13:43:58] <lynxlynxlynx> if you'll do a full package and plan to install, it would indeed be useful
[13:44:05] <lynxlynxlynx> -DPREFIX=blablalbla
[13:44:21] <lynxlynxlynx> ccmake .
[13:47:46] <lynxlynxlynx> ooh, it is even easier
[13:47:57] <lynxlynxlynx> if you press t in ccmake, you'll have access to all the vars
[13:48:05] --> tombhadAC has joined #gemrb
[13:48:06] <Gekz> way ahead of you.
[13:48:10] <Gekz> still a manual pain in the ass
[13:48:17] <Gekz> how do I specify -L and -I
[13:49:22] <Gekz> WHAT THE FUCK
[13:49:25] <Gekz> if you attempt to configure
[13:49:26] <Gekz> and it fails
[13:49:28] <Gekz> it deletes what you had
[13:49:33] <Gekz> this is stupid
[13:49:34] <lynxlynxlynx> for -L probably one of the *_LINKER_FLAG
[13:49:45] <lynxlynxlynx> for -I each of the *_INCLUDE_DIR
[13:50:13] <lynxlynxlynx> Gekz: you're editing generated files, of course they'll get wiped
[13:50:29] <Gekz> get a proper build system.
[13:50:43] <lynxlynxlynx> haha
[13:50:56] <lynxlynxlynx> cmake is the reason we have mac and win builds
[13:51:38] <lynxlynxlynx> your short temper lowers the value of your opinions too
[13:57:14] <pupnik> i have to remember that phrase
[13:57:36] <CIA-22> gemrb: 03lynxlupodian * r7068 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py:
[13:57:36] <CIA-22> gemrb: bg2::cg: applied modified patch by nugrud which optionally enables the
[13:57:36] <CIA-22> gemrb: 11th kit window button and the scrollbar
[13:59:28] <Gekz> ...
[13:59:33] <Gekz> what is DLD_LIBRARY_PATH
[13:59:44] <Gekz> and it wants vorbis for some reason
[14:01:25] <lynxlynxlynx> openal links to it, at least here
[14:01:38] <D_T_G> gemrb has the same behaviour as exe on races&kits: http://img190.imageshack.us/i/gemrb2.jpg/
[14:01:45] <lynxlynxlynx> don't know if there is any other reason
[14:02:58] <lynxlynxlynx> Gekz: path to libdl od libc fame
[14:03:41] <lynxlynxlynx> bbl
[14:03:41] <Gekz> install Library TARGETS given no DESTINATION
[14:03:41] <Gekz> what
[14:03:59] <lynxlynxlynx> did you set PREFIX?
[14:04:04] <lynxlynxlynx> or CMAKE_INSTALL_PREFIX?
[14:04:11] <Gekz> yes
[14:04:16] <lynxlynxlynx> cool
[14:04:26] <fuzzie> hi
[14:05:09] <lynxlynxlynx> maybe something like this http://www.cmake.org/pipermail/cmake/2008-September/023876.html
[14:05:14] <lynxlynxlynx> it definitely works here
[14:05:34] <lynxlynxlynx> ah
[14:05:42] <lynxlynxlynx> PLUGIN_INSTALL_DIR is set?
[14:06:14] <Gekz> there is no setting for that here
[14:06:16] <Gekz> in ccmake
[14:06:18] <lynxlynxlynx> we fallback to ${CMAKE_INSTALL_PREFIX}/plugins, so you should have it
[14:06:28] <lynxlynxlynx> yes
[14:07:11] <Gekz> so then why does it not work
[14:07:11] <Gekz> lol
[14:07:18] <lynxlynxlynx> no idea
[14:07:23] <lynxlynxlynx> it does pop in grep here ither
[14:07:28] <lynxlynxlynx> bbl
[14:07:31] <Gekz> CMake error at gemrb/plugins/Core/CMakeLists.txt:12 (INSTALL)
[14:09:31] <pupnik> hmm
[14:09:40] <pupnik> worked here
[14:09:46] <pupnik> (debian)
[14:14:04] <Gekz> pupnik: I'm cross compiling
[14:14:07] <Gekz> ...
[14:14:53] <Gekz> meh I give up
[14:14:55] <pupnik> to what ngekz?
[14:14:57] <Gekz> this is masochist crap
[14:14:58] <Gekz> >_>
[14:15:01] <pupnik> :(
[14:15:02] <Gekz> to windows
[14:15:16] <pupnik> ohh.
[14:15:27] <Gekz> lynxlynxlynx: let me know when cmake doesnt cause me trauma to my frontal lobe
[14:15:36] <Gekz> I'm going to sleep
[14:15:37] <pupnik> if i had windows, i would play the original
[14:25:32] <lynxlynxlynx> Gekz: well, you had no better luck with autotools, so it's a tie
[14:25:53] <lynxlynxlynx> i'm smart enough to avoid any kind of crosscompilation ;=
[14:26:01] <fuzzie> gemrb indeed has a kind of messy autotools and cmake setup
[14:26:12] <fuzzie> but at least the cmake should thereotically work, we ship just plain broken autotools stuff
[14:26:58] <Gekz> fuzzie: if the cmake could specify --host >_>
[14:27:03] <Gekz> and -I and -L in a sane manner
[14:27:25] <Gekz> cmake masks so much I have no idea whats going on
[14:27:33] <Gekz> evidently, I didnt go to bed yet
[14:27:34] <Gekz> lol
[14:27:42] <fuzzie> go sleep :)
[14:27:52] <Gekz> busy
[14:35:11] <D_T_G> so no windows build today :|
[14:35:21] <Gekz> I'm still working on it
[14:35:22] <Gekz> lol
[14:35:22] <Gekz> shh
[14:36:00] * D_T_G keeps fingers crossed for Gekz
[14:36:07] <fuzzie> i'll steal someone's machine and make a build in vc++ if necessary
[14:37:04] <wjp> I have access to VS2005/2008 too if necessary
[14:37:43] <wjp> (without any stealing involved :-) )
[14:39:24] <Gekz> cross your fingers harder :D
[14:39:27] <Gekz> its gbuilding
[14:39:28] <Gekz> :DDD
[14:39:37] <Gekz> I installed mingw32 on windows 7
[14:39:38] <Gekz> lol
[14:39:43] <Gekz> and it's compiling :o
[14:41:17] <D_T_G> it should build in few minutes on modern hardware :)
[14:41:24] <Gekz> yep
[14:41:32] <Gekz> 60% done
[14:42:04] <D_T_G> hmm, progress, that's sth gcc does not feature :o
[14:42:37] <fuzzie> it's cmake which adds the progress :)
[14:43:01] <Gekz> done :o
[14:43:44] <D_T_G> runs?
[14:44:57] <Gekz> lol trying to install
[14:45:05] <Gekz> windows 7 permissions were punishing me
[14:45:08] <Gekz> but I got it to work :D
[14:45:09] <Gekz> lets see
[14:47:08] <Gekz> shit
[14:47:12] <Gekz> I have no Infinity games installed
[14:47:32] <Gekz> it runs without DLL errors :D
[14:47:51] <D_T_G> mailt the tarball to some windows bg players
[14:47:55] <D_T_G> *mail
[14:49:08] <Gekz> well
[14:49:11] <Gekz> my eeepc and my hdd got stolen
[14:49:17] <Gekz> and my hdd had all 14GB of infinity games on it
[14:49:17] <Gekz> :<
[14:50:20] <Gekz> lynxlynxlynx: for windows, you need to install http://connect.creativelabs.com/openal/Downloads/oalinst.zip
[14:50:22] <Gekz> sometimes
[14:50:40] <Gekz> here we go :D
[14:50:42] <lynxlynxlynx> sometimes?
[14:50:51] <Gekz> http://superiorchicken.info/gemrb-
[14:51:04] <lynxlynxlynx> nice domain
[14:51:15] <Gekz> lynxlynxlynx: apparently openal drivers come with sound cards sometimes
[14:51:27] <Gekz> lol thanks
[14:51:30] <Gekz> so it compiled
[14:52:29] <Gekz> lynxlynxlynx: now you and Avenger can't say i haven't contributed, no matter how much i raged
[14:52:30] <Gekz> haha
[14:52:45] <lynxlynxlynx> :P
[14:53:00] <Gekz> and I'm am still pissed about how it doesnt cross-compile well
[14:53:06] <Gekz> you should probably put a warning somewhere about it
[14:53:07] <lynxlynxlynx> so, who wants to test that zip?
[14:53:28] <lynxlynxlynx> Gekz: is there anything that does xcompile well?
[14:53:51] <lynxlynxlynx> besides hello fearun
[14:54:06] <Gekz> lynxlynxlynx: wget
[14:54:09] <Gekz> wget cross compiles well
[14:54:09] <Gekz> lol
[14:54:14] <Gekz> openssl
[14:54:21] <Gekz> pdcurses
[14:55:03] <lynxlynxlynx> i see the list is long
[14:55:32] <Gekz> wxwidgets
[14:55:32] <Gekz> gtk2
[14:55:42] <Gekz> python
[14:55:45] <Gekz> _sometimes_
[14:55:45] <Gekz> lol
[14:55:49] <fuzzie> re openal: we discussed shipping openal soft on windows, as openal32.dll in gemrb's directory
[14:56:02] <fuzzie> it is the easiest way, you avoid broken sound card drivers
[14:56:02] <Gekz> fuzzie: so it can be done easily?
[14:56:16] <Gekz> fuzzie: link me to the appropriate dll and I'll update my zip file
[14:56:19] <fuzzie> you download openal soft, you rename the dll to openal32.dll, you put it in the gemrb dir :)
[14:56:26] <Gekz> oh right
[14:56:30] <Gekz> well I dont know where it put the dll xD
[14:56:32] <Gekz> let me find it
[14:56:38] <fuzzie> http://kcat.strangesoft.net/openal-soft-1.8.466-bin.zip
[14:56:52] <Gekz> OpenAL32.dll?
[14:56:57] <fuzzie> the one from that zip
[14:56:59] <Gekz> what about wrap_aol?
[14:57:00] <fuzzie> not any other one :)
[14:57:24] <Gekz> oh ok
[14:57:32] <Gekz> hey
[14:57:34] <Gekz> this is the one I downloaded before
[14:57:35] <Gekz> haha
[14:58:32] <Gekz> ok
[14:58:33] <Gekz> reuploading the zip
[14:59:05] <Gekz> done
[14:59:09] <Gekz> feel free to redownload and whatnot
[15:00:41] --- D_T_G is now known as D_T_G_away
[15:09:03] <Gekz> guys
[15:09:04] <Gekz> it works
[15:09:05] <Gekz> :o
[15:14:15] <Gekz> http://superiorchicken.info/gemrb-mingw32.png
[15:15:15] --- D_T_G_away is now known as D_T_G
[15:15:27] <lynxlynxlynx> i can't test it
[15:15:30] <Gekz> I just did
[15:15:39] <Gekz> see the screenshot
[15:15:39] <Gekz> lol
[15:16:34] <fuzzie> the trick is trying it on a machine without mingw
[15:16:58] <lynxlynxlynx> and installing through the zip (not sure if you did)
[15:17:08] <lynxlynxlynx> didn't notice it wasn't the same link ;)
[15:17:33] <Gekz> fuzzie: why would mingw make a difference?
[15:18:10] <Gekz> lynxlynxlynx: of course I did
[15:18:14] <Gekz> and it's completely portable
[15:18:14] <lynxlynxlynx> good
[15:18:18] <Gekz> the folder can be placed anywhere
[15:18:32] <fuzzie> Gekz: sometimes people end up with exes/dlls which are linked against dlls they don't distribute, that's all
[15:18:44] <Gekz> fuzzie: it isn't, I assure you
[15:18:52] <fuzzie> ok :)
[15:18:57] <Gekz> how Windows works
[15:19:01] <Gekz> lol
[15:19:06] <Gekz> the mingw libs arent even in a path
[15:19:14] <fuzzie> i had some fun piecing together the requirements for the 0.5.0 build
[15:19:30] <Gekz> fuzzie: I found a post on Gibberlings 3 about it
[15:19:39] <Gekz> http://forums.gibberlings3.net/index.php?showtopic=13087
[15:19:41] <fuzzie> but that was a visual c++ build
[15:19:46] <fuzzie> so it needed the vc++ runtime
[15:19:50] <Gekz> nope, a mingw build
[15:19:51] <Gekz> :)
[15:19:58] <Gekz> some bits of instruction are wrong
[15:20:00] <Gekz> or missing
[15:20:04] <Gekz> but I worked it out
[15:20:16] <Gekz> zefkflop wrote it
[15:20:19] <Gekz> hahaa
[15:20:19] <Gekz> well there you go
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[15:25:33] <Gekz> http://forums.gibberlings3.net/index.php?showtopic=13087&view=findpost&p=155598
[15:30:56] <D_T_G> now missing mac build
[15:31:12] <Gekz> lol
[15:31:15] <D_T_G> hanicka had a success on that
[15:31:16] <Gekz> I used to have a mac :/
[15:31:51] <Gekz> wtf
[15:31:55] <Gekz> I just found a gig of DDR2
[15:31:58] <Gekz> just sitting on my desk
[15:34:18] <Gekz> right
[15:34:23] <Gekz> I'm going to sleep now
[15:34:24] <Gekz> night night
[15:34:29] <Gekz> lynxlynxlynx: you might want to mirror the files.
[15:34:51] <D_T_G> nnight
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[15:43:54] <lynxlynxlynx> i'll upload it to sf once someone confirms it works
[15:45:15] <fuzzie> heh, let me do that
[15:49:14] <fuzzie> alas, Gekz packaged a GemRB.cfg which notepad can't edit
[15:49:46] <lynxlynxlynx> it can't do without \r everywhere?
[15:49:52] <fuzzie> yeah :/
[15:49:59] <fuzzie> i am reduced to using 'edit gemrb.cfg' from the command prompt :)
[15:51:54] <fuzzie> ok, it doesn't work because it doesn't have python
[15:54:37] <lynxlynxlynx> can you add the dll and upload it? I can fix the linefeed issue here
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[15:57:20] <fuzzie> it works fine with the python dll copied from the 0.5.0 release, it seems
[15:59:20] <fuzzie> am also happy to confirm that dungeon-be-gone works fine in gemrb
[15:59:35] <lynxlynxlynx> hehe
[15:59:37] <fuzzie> although it gives all the stuff to yoshimo :o
[16:00:26] <fuzzie> so do you want me to download the two zips to this machine and copy the dll over?
[16:01:16] <lynxlynxlynx> i can do it, just need to know where exactly to put the dll
[16:01:31] <lynxlynxlynx> i think i can create normal zips
[16:02:57] <fuzzie> just in the GemRB/ folder, with gemrb.exe
[16:03:13] <fuzzie> it seemed to work beautifully otherwise
[16:03:20] <lynxlynxlynx> good
[16:08:52] <lynxlynxlynx> uploaded
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[18:27:41] <fuzzie> ok
[18:27:48] <fuzzie> release is all done now, i can break things?
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[18:48:04] <Avenger> hi
[18:48:11] <fuzzie> any more luck with UseContainer? :)
[18:48:17] <Avenger> grrr :)
[18:48:22] <fuzzie> i mean, hu
[18:48:23] <fuzzie> hi
[18:48:36] <Avenger> you can read the whole story on g3
[18:49:26] <Avenger> reading this code only gives hints, it should always be tested
[18:49:34] <fuzzie> Avenger: re gui mods: we added a GUIEnhancements option for all the python hacks
[18:50:19] <fuzzie> someday it would make sense to make them modpacks, but then you've got to stop changing svn :)
[18:50:38] <Avenger> ?
[18:50:57] <Avenger> well, someday the interface will be stable enough
[18:51:11] <Avenger> it is not necessarily the end of changing the code
[18:51:39] <fuzzie> well, the only way to mod the guiscripts is to patch them, so they've got to be a lot more stable than now, i mean
[18:51:54] <Avenger> yes
[18:52:22] <fuzzie> i am being irritated at trigger.ids some more
[18:52:36] <fuzzie> i wish they hadn't just hard-coded all their numbers
[18:53:13] <Avenger> what's the problem
[18:53:15] <fuzzie> SoA uses triggers which aren't in SoA's trigger.ids
[18:53:32] <fuzzie> gemrb can just require ToB, i am just annoyed by it
[18:53:46] <Avenger> i see
[18:54:23] <Avenger> soa code uses triggers not in trigger.ids?
[18:54:30] <fuzzie> yes
[18:54:41] <fuzzie> i mean, it's in ToB's trigger.ids :)
[18:54:48] <fuzzie> they just didn't include the latest ids file with SoA, i guess
[18:55:00] <Avenger> which script?
[18:55:27] <Avenger> that means that script couldn't be decompiled on vanilla soa
[18:55:35] <fuzzie> yes, that's how i found it, weidu complained
[18:55:49] <Avenger> which script?
[18:55:58] <fuzzie> now i forgot what it was, that is not very clever, let me run weidu on the scripts again
[18:57:43] <Avenger> the solution would be to supply a good trigger/action ids
[18:57:53] <Avenger> bashdoor is bad anyway :)
[18:58:03] <Avenger> in all available original games
[18:58:37] <fuzzie> weidu doesn't seem to like mass-decompiling iwd2 either
[18:59:02] <fuzzie> but maybe that's simply a weidu problem
[18:59:10] <Avenger> please document any problems
[18:59:20] <Avenger> if it is weidu problem we can report it to bigg
[18:59:58] <Avenger> though i wouldn't care too much with iwd yet :)
[19:00:22] <fuzzie> iwd2 doesn't seem very different in a lot of ways
[19:00:49] <Avenger> do you agree with the Soa, Tob, bg1, iwd, pst, iwd2 order? :)
[19:00:51] <fuzzie> i mean, it has a lot of changes and nicer code! but all the core stuff people report being different doesn't seem to be different
[19:01:04] <Avenger> iwd2 is probably more difficult than pst
[19:01:08] <fuzzie> well, i hope ToB is easy after SoA
[19:01:19] <Avenger> yes, and bg1 is easy too
[19:01:24] <fuzzie> and i don't care very much about bg1, but it is good to fix before pst
[19:01:33] <Avenger> then we can work through iwd/how/totlm
[19:02:26] <Avenger> how/totlm iis similar to iwd2 in a lot of stuff, but the 3rd edition rules make everything messy
[19:02:57] <fuzzie> ugh, that StartDialogOverride is icky
[19:03:06] <Avenger> hmm?
[19:03:22] <fuzzie> the hack with int3
[19:03:38] <Avenger> ahh yes, and i still don't know how it picks up the item's name
[19:03:45] <Avenger> which item is being talked to
[19:03:48] <Avenger> i didn't find it
[19:03:52] <fuzzie> i don't suppose you worked out clearactions yet? :)
[19:04:14] <Avenger> i don't know what needs to be worked out
[19:04:36] <fuzzie> well, it doesn't wipe the queue when run
[19:04:49] <fuzzie> so there's got to be some magic i don't understand
[19:05:21] <fuzzie> if it only sends a message then i guess the magic is in the message code, though
[19:06:14] <Avenger> the magic could be that messages are executed asynchronously
[19:06:28] <Avenger> or just delayed
[19:06:40] <fuzzie> yes, i expect they're just executed after the scripts
[19:06:57] <fuzzie> what do messages consist of, just a message id and some object? or information?
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[19:08:01] <Avenger> the message is very compact
[19:08:20] <Avenger> it always contains a global ID
[19:09:33] <Avenger> two global ids
[19:09:36] <Avenger> Sender, target
[19:09:41] <fuzzie> i guess we probably need a similar system, meh
[19:09:51] <Avenger> then a message type
[19:10:06] <Avenger> the structure after message type varies with the type
[19:10:38] <fuzzie> but ClearActions only sends a message, nothing else?
[19:10:49] <fuzzie> and i wonder about Kill(Myself) too, does it apply fx_death itself?
[19:11:03] <fuzzie> those are the two problems i wrote hacks for, in the SoA runthrough
[19:12:50] <Avenger> kill sends an apply effect message
[19:12:58] <Avenger> the effect is the death opcode
[19:13:19] <fuzzie> ok, so i guess these must happen asynchronously
[19:13:40] <Avenger> and that's ALL kill does :)
[19:13:59] <Avenger> it just constructs an effect, and a message around it
[19:14:05] <fuzzie> ok, so i would like more information about the message system if you have it, so that i can write one :)
[19:15:34] <fuzzie> Avenger: do you know if 'moveviewpoint' is blocking?
[19:15:55] <fuzzie> my notes say that it doesn't seem to work otherwise
[19:16:03] <Avenger> it sure should be blocking
[19:16:42] <Avenger> hmm wait
[19:16:44] <Avenger> no...
[19:17:03] <Avenger> it is another 'send a message' then return -1
[19:17:27] <Avenger> but our implementation works similarly
[19:17:44] <fuzzie> i am working on removing the SetWait code
[19:18:01] <fuzzie> and our implementation waits, and my notes say it's needed for some bg2 thing
[19:18:03] <fuzzie> i'll have to see
[19:18:40] <Avenger> it is not blocking here
[19:18:44] <Avenger> but you can always test that
[19:21:21] <fuzzie> well, i did :)
[19:23:38] <Avenger> the odd thing is, this engine uses the effect opcodes for a lot of things
[19:23:52] <CIA-22> gemrb: 03fuzzie * r7069 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp ActorBlock.cpp): change Wait actions to block
[19:23:53] <Avenger> like, if damage thinks it killed the victim, it sends the death opcode
[19:24:02] <Avenger> with a message, no less :)
[19:24:25] <fuzzie> well, it's nice because it means that things don't break in the middle of action code
[19:24:43] <fuzzie> when you run the death opcode you can be sure that it's no problem resetting things
[19:27:08] <Avenger> well, but they always repeat themselves, either heavy inlining, or just cut&paste
[19:27:28] <Avenger> this makes the code immensely bloated
[19:27:51] <Avenger> plus it is not optimised, so a single x=1 takes 5 lines sometimes
[19:28:33] <Avenger> the death opcode takes up 250k in textfile :)
[19:28:55] <Avenger> and it is just a single method, no calls included
[19:34:22] <D_T_G> there is no python function to filter rows in 2da by one of a value from a column?
[19:35:44] <fuzzie> doesn't look like it
[19:38:45] <D_T_G> you do not plan SQL-like queries to 2da, do you :)
[19:42:02] <Avenger> you can do this
[19:42:06] <Avenger> actually
[19:42:18] <Avenger> there is a find next row with X value in column Y
[19:42:25] <Avenger> and you can set the starting row
[19:42:28] <Avenger> so, easy
[19:42:36] <D_T_G> FindTableValue?
[19:42:45] <Avenger> yes
[19:42:56] <Avenger> i hope its doc is up to date
[19:43:33] <D_T_G> "Returns the first rowcount of a field value in a 2DA Table."
[19:44:06] <Avenger> optional parameter is the starting row
[19:44:12] <D_T_G> should i understand the 'rowcount' as a row number where is the first occuring of value?
[19:44:34] <Avenger> yes
[19:44:43] <Avenger> should be row index
[19:44:57] <D_T_G> oh, will try, thx
[19:47:59] <Avenger> so now i know why the death opcode is so huge :)
[19:48:13] <Avenger> everything goes there
[20:05:52] <D_T_G> how to retrieve the index of column?
[20:06:39] <D_T_G> they are incrementally numbered from 0?
[20:11:26] <D_T_G> nm
[20:11:59] <Avenger> yes, 0
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[20:15:58] <Edheldil> hi
[20:16:23] <D_T_G> how did you make a special treatment for barbarian?
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[20:16:54] <D_T_G> skipping it when found in kitlist.2da?
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[20:22:17] <Avenger> i don't remember :)
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[20:59:32] <fuzzie> these pst FadeToBlack/FadeFromBlack actions don't work very well, maybe just because our default fade timing is not so good
[21:01:31] <Avenger> don't you experience the gui breakdown?
[21:01:35] <CIA-22> gemrb: 03fuzzie * r7070 10/gemrb/trunk/gemrb/plugins/Core/ (GlobalTimer.cpp GlobalTimer.h): globaltimer/fade fixes (maybe needs further changes for iwd?)
[21:01:43] <fuzzie> in bg2?
[21:01:43] <Avenger> well, i guess it is guiscript specific
[21:01:46] <Avenger> yes
[21:01:59] <fuzzie> sure, but it's got to be something broken in the window system, and the window system is scary
[21:02:11] <Avenger> it didn't happen before
[21:02:28] <Avenger> it is relatively new
[21:02:37] <fuzzie> it's been happening for .. 5 months or so, at least?
[21:03:05] <fuzzie> actually, it's been happening since january at least
[21:04:13] <fuzzie> https://sourceforge.net/tracker/?func=detail&aid=2536283&group_id=10122&atid=110122
[21:05:44] <fuzzie> so it is officially before my time
[21:05:53] <Avenger> oh
[21:05:58] <Avenger> i see, it could be the same, yeah
[21:06:10] <fuzzie> i asked him about it, and it's the same bug
[21:06:30] <lynxlynxlynx> /do spell effects expire in dialogs?
[21:07:01] <lynxlynxlynx> yes, you can talk your way into easier fights, by talking a lot, so some of the buffs time out
[21:07:20] <fuzzie> i suggest following the instructions there then :-)
[21:07:24] <Avenger> you talk to yourself?
[21:07:27] <Avenger> :)
[21:07:41] <lynxlynxlynx> it would need some testing first
[21:07:46] <fuzzie> maybe comment it out for now, just in case it's different in some game
[21:08:14] <Avenger> well i increase the priority for that bug then
[21:08:18] <lynxlynxlynx> the (improved) cyric is a good example, i think
[21:08:23] <Avenger> i noticed it only recently :(
[21:08:49] <Avenger> hmm it has priority already
[21:09:01] <Avenger> well, somehow i have to fix it then :)
[21:09:12] <Avenger> looks like you are scared by it, fuzzie :)
[21:09:53] <lynxlynxlynx> haven't seen this in bg2 either
[21:10:10] <Avenger> i see it very often during combat
[21:10:11] <lynxlynxlynx> the only way to break it here is manual saving
[21:10:22] <Avenger> ahh fuzzie, the lightning machine is broken too
[21:10:23] <fuzzie> yes, it's manual saving that breaks it, i think
[21:10:28] <Avenger> it sends MANY mephits
[21:10:33] <Avenger> one by one, but many
[21:10:40] <Avenger> i think it is some scripting mess
[21:10:43] <fuzzie> heh
[21:10:47] <fuzzie> got a script name?
[21:10:52] <Avenger> i will dig it out
[21:11:08] <fuzzie> nm, it's the light* scripts
[21:11:15] <lynxlynxlynx> maybe i killed them too fast, but to me it appeared as: if you don't switch it off, the mephits will respawn
[21:11:35] <fuzzie> right
[21:11:36] <fuzzie> yes
[21:11:39] <fuzzie> i just broke that script
[21:11:43] <fuzzie> sorry. have patience :-)
[21:12:01] <fuzzie> i removed the hack for Wait being uninterrupted, and now it always gets interrupted
[21:12:41] <lynxlynxlynx> this was before your change, but there was only one critter
[21:12:54] <lynxlynxlynx> if there are multiple now, yikes
[21:13:00] <Avenger> lightrm
[21:13:06] <lynxlynxlynx> but take your time, it is summer in trunk :)
[21:13:11] <Avenger> ahh this is an interrupt thing
[21:13:24] <Avenger> yeah, now you fixed interrupting?
[21:13:46] <fuzzie> i'll just write something that checks Type==ST_ACTOR for now
[21:14:00] <Avenger> you said interrupts are different for actors and inanimates
[21:14:36] <Avenger> ahh, i recall something!
[21:15:11] <Avenger> there is some trick: if a response block is true for a second time, and it isn't yet complete, it isn't getting interrupted
[21:15:19] <Avenger> do we have this?
[21:15:19] <fuzzie> sure
[21:15:21] <fuzzie> yes
[21:15:50] <Avenger> but then how this thing gets triggered repeatedly?
[21:16:26] <fuzzie> hm, that is a good question, it toggles the LightningTrap global after the Wait
[21:16:56] <Avenger> oh true
[21:17:00] <fuzzie> well, i guess i screwed up the code somewhere else too
[21:17:11] <Avenger> yes, it is jumping between those two
[21:17:56] <Avenger> what if there is some damn flag in the infopoint header which makes it uninterruptable :)
[21:18:01] <fuzzie> but the memphits don't get created if the action's interrupted
[21:18:16] <fuzzie> well, doors and infopoints and containers are all uninterruptable by default
[21:18:22] <Avenger> yes they do
[21:18:25] <Avenger> they are before the wait
[21:18:30] <fuzzie> they are after the SmallWait
[21:18:31] <Avenger> the interrupt happens in the wait
[21:18:56] <fuzzie> maybe something else fiddles with the global?
[21:20:43] <fuzzie> i'll look at it, anyway
[21:20:54] <Avenger> TriggerActivation might wipe the queue
[21:21:05] <Avenger> in lightoff.bcs
[21:21:20] <Avenger> i check that one
[21:21:31] <Avenger> maybe if you deactivate a trigger, its queue is wiped
[21:22:29] <fuzzie> it worked before
[21:24:27] <CIA-22> gemrb: 03fuzzie * r7071 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: first attempt at setting/using interrupt state
[21:25:56] <fuzzie> well, that certainly doesn't fix it
[21:27:18] <fuzzie> but there's nothing in lightrm.bcs which stops producing memphits
[21:27:26] <fuzzie> so it's got to be that TriggerActivation?
[21:27:43] <fuzzie> oh i see
[21:27:52] <fuzzie> gemrb just unsets TRAP_DEACTIVATED on it
[21:27:58] <fuzzie> or, sets it
[21:28:11] <fuzzie> i disabled that code because it was stopping infopoint scripts from running
[21:28:29] <Avenger> hey
[21:28:31] <Avenger> :)
[21:28:35] <Avenger> ok, i see
[21:28:49] <Avenger> but it truly does something like that
[21:28:51] <fuzzie> but i have no idea how to fix that
[21:29:00] <Avenger> sure you do
[21:29:02] <Avenger> :)
[21:29:07] <Avenger> traps and infopoints are different
[21:29:11] <fuzzie> well, i change it back and i break SoA runs
[21:29:22] <Avenger> disable only traps
[21:29:24] <fuzzie> scripts run on traps independent of that flag
[21:29:38] <Avenger> then just wipe their queue
[21:29:46] <fuzzie> then the script just runs again :)
[21:29:51] <Avenger> no
[21:29:57] <Avenger> or...
[21:29:59] <Avenger> hmm
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[21:30:21] <Avenger> traps should be disarmed somehow
[21:30:34] <Avenger> triggeractivation does the same as disarm traps
[21:31:00] <Avenger> at least, there is a message both sends to regions
[21:31:18] <Avenger> though it isn't a queue wipe
[21:31:30] <fuzzie> yes, no need to wipe the queue, just got to disable it from running more
[21:31:33] <Avenger> it is some attribute change, i think
[21:32:15] <fuzzie> well, it's very simple to test in the original game
[21:32:20] <Avenger> hmm, i know what to do. i will add 2 displaystrings in the original lightrm
[21:32:33] <Avenger> and see if it runs at all
[21:32:42] <fuzzie> clearly the lightrm script does get disabled after TriggerActivation FALSE
[21:32:48] <fuzzie> i just want to know which flag is responsible
[21:33:10] <fuzzie> and if it's TRAP_DEACTIVATED, for which types it works :)
[21:35:24] <Avenger> well it doesn't switch to the other state until the wait goes down
[21:35:35] <Avenger> so it is not interruptable
[21:35:59] <fuzzie> does it really produce more than 7 memphits?
[21:36:06] <Avenger> no
[21:36:13] <Avenger> it stops at seven in gemrb
[21:36:21] <fuzzie> so i don't think it's an interruption problem, and i fixed that anyway in r7071
[21:36:30] <fuzzie> it's just the script running when it shouldn't run at all
[21:36:43] <fuzzie> if i set TRAP_DEACTIVATED on a trap in bg2, it doesn't run the script
[21:37:01] <fuzzie> so my change was wrong, got to work out why
[21:37:07] <Avenger> isee
[21:37:58] <Avenger> btw, our displaystring sucks
[21:38:18] <Avenger> i did: DisplayString(LastSeenBy(Myself),1) on the machine
[21:38:24] <Avenger> it displayed text over itself
[21:38:38] <fuzzie> did you call See() first?
[21:38:47] <Avenger> well detect sets it
[21:38:52] <Avenger> in the original game
[21:39:00] <Avenger> maybe our doesn't
[21:39:24] <fuzzie> oh
[21:39:38] <fuzzie> this is because LastSeen is only in our Actor class
[21:39:47] <Avenger> sucks :)
[21:40:09] <Avenger> i now remember i did that, but it's wrong
[21:40:27] <Avenger> it is a wonder it didn't break the critical path
[21:40:28] <fuzzie> well, someone's got to rewrite all that stuff
[21:40:39] <fuzzie> it shares too many triggers, too
[21:40:49] <fuzzie> but i was hoping you might work out some more about how it works in IE, first :)
[21:41:08] <fuzzie> ok, apparently i am an idiot and TRAP_DEACTIVATED always disables script runs
[21:41:32] <Avenger> hehe
[21:42:22] <Avenger> there are 3 different region types: trap, infopoint, travel
[21:42:38] <Avenger> maybe only traps are deactivated?
[21:42:38] <fuzzie> i checked all region types :) that flag always disables scripts
[21:42:46] <Avenger> well...
[21:43:11] <Avenger> then you are officially fuzzie the master of lightning mephits :)
[21:43:33] <CIA-22> gemrb: 03fuzzie * r7072 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: InfoPoints of all types don't run scripts if TRAP_DEACTIVATED is set
[21:43:34] <fuzzie> sorry! :) hopefully all better now
[21:44:04] <Avenger> hmm add a comment that revoking this change will create the mephit boom in beginning of soa
[21:44:17] <Avenger> so we don't play flip flop with it
[21:44:32] <Avenger> we always forget these changes
[21:44:51] <fuzzie> ok
[21:46:18] <CIA-22> gemrb: 03fuzzie * r7073 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: add comment to that last commit
[21:47:49] <Avenger> i will try to find the problem with that gui breakdown tomorrow, i don't have any idea how to find it, though
[21:47:59] <Avenger> it seems to be something in updatecontrolstatus
[21:48:21] <Avenger> at one point, it went so bad, it broke the messagewindow completely
[21:48:58] <Avenger> so it simply 'fell off' from the screen, i still had the rest of the gui windows
[21:49:05] <fuzzie> well, it calls HideGUI in there
[21:49:20] <fuzzie> and i've seen that cause problems for other scripts, too
[21:50:12] <Avenger> ahh another annoyance: if my protagonist is held, i cannot cast with anyone else
[21:50:15] <Avenger> that's weird
[21:50:25] <fuzzie> lynx also complained about that, i think :)
[21:50:39] <Avenger> there was no change of order in the portraits, so it isn't because of that
[21:50:56] <fuzzie> i tried to get rid of the portrait order bugs
[21:51:08] <fuzzie> but i didn't succeed, there were a lot, even Player1 returned the first portrait! :(
[21:51:36] <fuzzie> so it would be good for one of us to go through that code again sometime
[21:51:48] <Avenger> well, i did once
[21:51:56] <Avenger> but you see the result :)
[21:52:03] <lynxlynxlynx> gauths are interesting
[21:52:18] <Avenger> are they still untargetable, unkillable?
[21:52:19] <lynxlynxlynx> they're the only creatures i've seen do something while hold/paralysed/somehowdisabled
[21:52:26] <lynxlynxlynx> they keep eying you
[21:52:37] <lynxlynxlynx> Avenger: yes
[21:52:57] <Avenger> they are pussies, if you wear the cloak of reflection :)
[21:53:02] <Avenger> it is big fun, in the original
[21:53:16] <lynxlynxlynx> it is called cheese :P
[21:53:19] <fuzzie> not so much fun without the cloak :)
[21:53:48] <lynxlynxlynx> and not everything bounces, maybe the shield of balduran is better there
[21:55:05] <fuzzie> lynxlynxlynx: the ToB challenges still worked, in your last runthrough?
[21:55:28] <lynxlynxlynx> do you mean the pocket plane?
[21:55:33] <fuzzie> yes
[21:55:43] <lynxlynxlynx> i only got in there, saved and quit
[21:56:03] <lynxlynxlynx> then i saw that the saves were no good, since they had the old worldmap
[21:56:15] <lynxlynxlynx> i can try it separately though
[21:56:17] <fuzzie> i wonder how to change the worldmap
[21:56:36] <lynxlynxlynx> there are some functions, but they take an index of a map list
[21:56:58] <lynxlynxlynx> i got confused and left it be
[21:58:23] <fuzzie> i think Interface has to stomp over the 'worldmap' variable with GetWorldMapArray from a WMP file
[22:00:25] <fuzzie> and only LoadGame seems to do that, and it seems to depend anyway on the guiscript having set the name with SetMasterScript?
[22:01:08] <fuzzie> so the core has no way of knowing the new world map name anyway, as it is
[22:03:02] <fuzzie> so not so simple.
[22:05:33] <Avenger> yes, this needs a bit of thinking, the core doesn't know the worldmap/global script name, it is setmasterscript that tells it
[22:05:51] <Avenger> so, i guess, we need a gui callback
[22:06:26] <Avenger> i don't want to teach the core about the worldmap/script names
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[22:07:51] <Avenger> there are many cases where we do a gui callback from gamescript
[22:09:07] <Avenger> then we need an updatemasterscript call in interface, which deletes the old script/worldmap and creates the new, in case there was one already
[22:09:24] <Avenger> that would be called from setmasterscript
[22:09:31] <Avenger> easy, i think
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[23:21:57] <CIA-22> gemrb: 03avenger_teambg * r7074 10/gemrb/trunk/gemrb/GUIScripts/bg2/MessageWindow.py: UpdateMasterScript callback
[23:22:48] <CIA-22> gemrb: 03avenger_teambg * r7075 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: fixed a crasher in GetLine (used by wing buffet), this is by no means a final solution
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[23:28:03] <CIA-22> gemrb: 03avenger_teambg * r7076 10/gemrb/trunk/gemrb/plugins/ (4 files in 2 dirs):
[23:28:03] <CIA-22> gemrb: MoveToExpansion now invokes an UpdateMasterScript call in GUIScripts
[23:28:03] <CIA-22> gemrb: Interface updates the master script and worldmap
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[23:28:36] <Avenger> ok there is your move to expansion *yawn*
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[23:30:17] <Avenger> bye!
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[23:40:10] <CIA-22> gemrb: 03edheldil * r7077 10/ie_shell/trunk/iezip: Enhanced the iezip utility - more options, fixed some errors, help