#gemrb@irc.freenode.net logs for 28 Aug 2011 (GMT)

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[08:10:58] <Avenger> hello everyone
[08:11:15] <fuzzie> hi
[08:16:14] <Yoshimo> i found a few birds getting stuck on the northern edge of the map
[08:30:35] <fuzzie> gah, apparently i should've been in nijmegen along with tomprince.
[08:30:44] <fuzzie> this will teach me to pay more attention to conferences.
[08:32:09] <fuzzie> hadn't noticed that SSV 2011 was right after ITP.
[08:45:50] <tomprince> too bad.
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[08:47:22] <fuzzie> well, not sure i'd have had time anyway, but gosh now i feel really dumb.
[08:50:05] <tomprince> fuzzie: Any suggestions of what to see in Nijmegen
[08:53:34] <fuzzie> I haven't really had any time to sightsee myself. I'm told out loud that the open-air museum (I guess Orientalis) is good.
[09:51:49] <Avenger> hmm and lynx was right about the worldmap visibility flags
[09:52:05] <Avenger> whenever a partymember is added to an area, the worldmap flags are updated
[09:54:12] <Avenger> i also see why bg2 has no multiple worldmaps, there are accessor functions, the save/read functions are also working. But any accessor is called with nMapIndex = 0
[09:54:35] <Avenger> maybe tobex could hack it to work
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[10:59:06] <Yoshimo> ahhhh^^
[10:59:15] <Yoshimo> this is a bit unstable last days
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[15:35:49] <CIA-26> GemRB: 03avenger_teambg * r2c9fdde6fe07 10gemrb/gemrb/core/GameScript/Actions.cpp: probably fixed 3308236 (can't rest at Sharra in HoW)
[15:37:21] <Yoshimo> Maighstir: result of my link to the redone howto of yours is that people now pm me on the forums with problems :P
[15:38:28] <CIA-26> GemRB: 03avenger_teambg * r9212c18d3322 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: removed a commented line
[15:42:13] <Maighstir> Yoshimo: Oops... that wasn't really the intention
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[15:54:29] <Yoshimo> ill pastey you what i was qasked
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[15:57:56] <Yoshimo> or rather copy
[15:57:58] <Yoshimo> Hey lomina
[15:57:59] <Yoshimo> Thanks for troubleshooting this error message but I'm still getting the error.
[15:57:59] <Yoshimo> I followed every step of the wiki and no matter what I get the same error.
[15:57:59] <Yoshimo> See below error log along with a screenshot of my C:\MinGW folder
[15:57:59] <Yoshimo> http://dl.dropbox.com/u/8284660/error.txt
[15:57:59] <Yoshimo> http://dl.dropbox.com/u/8284660/MinGW.jpg
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[16:05:45] <Maighstir> hmph, so yeat another thing to make clear (why don't they simply use zip archives on Windows wher nether tar, gz, nor lzma are common?)
[16:10:36] <Yoshimo> or rather, why dont winrar and winzip and the window api support lzma archives?^^
[16:12:43] <Maighstir> that too
[16:13:03] <Maighstir> now there's a folder structure for that part as well though
[16:13:10] <Maighstir> see if that helps
[16:15:28] <Maighstir> Also, I added a notice in part 9 about where best to ask questions
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[16:18:19] <Yoshimo> nothing is foolproof for a sufficiently talented fool
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[16:36:10] <Maighstir> indeed, indeed
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[18:41:35] <brad_a> do i have to worry about config values changing during runtime?
[18:41:54] <fuzzie> which ones?
[18:42:36] <brad_a> well i need to make some touch input defines into configs and i need to make some assertions about them and i was just going to do that in the sdlvideo constructor
[18:42:42] <brad_a> instead of each event loop
[18:42:58] <fuzzie> well, you should probably read them into a global there then
[18:43:29] <fuzzie> i wouldn't be surprised if people want to mod settings like that at runtime
[18:43:36] <brad_a> i see
[18:43:52] <fuzzie> but the default UI will only let you fiddle with things in the original, of course
[18:43:52] <brad_a> well i COULD assert every loop
[18:44:50] <fuzzie> and i would imagine it is fairly safe to assume that anyone/anything fiddling at runtime is not worth obsessing over :)
[18:45:00] <fuzzie> since if it breaks, it is definitely their fault
[18:45:11] <brad_a> agreed
[18:45:21] <brad_a> ill just keep it how it is then
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[19:19:23] <brad_a> is the TODO list in git unto date?
[19:20:40] <lynxlynxlynx> in some sense, yes
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[19:33:32] <brad_a> I'm looking for a task that isn't too difficult. i'm just finishing up the formation rotation.
[19:34:15] <lynxlynxlynx> then that todo is not such a good place to look, very general and longterm stuff mostly
[19:35:01] <lynxlynxlynx> you're looking for more infrastructural type of work, with little need of knowing any of the games or how they worked?
[19:37:30] <brad_a> yeah I'm not very familiar with the games. never even payed most of them.
[19:37:58] <lynxlynxlynx> ok
[19:38:18] <lynxlynxlynx> i'll give you some suggestions
[19:38:42] <brad_a> sweet
[19:38:59] <lynxlynxlynx> - i'm pretty sure drop capitals are still problematic when scrolling
[19:40:01] <lynxlynxlynx> - when dumping data from textareas, we can't sort it (eg. sound lists)
[19:41:16] <lynxlynxlynx> - there some pathfinding stuff left to ammend
[19:41:38] <lynxlynxlynx> but that's not simple
[19:42:50] <brad_a> what are drop capitals?
[19:43:58] <lynxlynxlynx> fancy initials
[19:44:48] <brad_a> oh you mean the stuff between chapters?
[19:45:09] <lynxlynxlynx> for example
[19:45:25] <lynxlynxlynx> it's also used in item descriptions
[19:46:23] <lynxlynxlynx> it spans 3 lines, but we treat it as a character when scrolling
[19:46:49] <brad_a> oh ok i can probably look at that
[19:46:50] <lynxlynxlynx> when you scroll a line down, it is not visible anymore and the text is reformatted
[19:47:08] <lynxlynxlynx> in the original it was just like scrolling a picture
[19:47:19] <lynxlynxlynx> you'd see the bottom 2/3 of the initial
[19:47:43] <brad_a> makes sense
[19:48:20] <brad_a> that would probably be corrected if i were to implement per pixel scrolling for text areas :)
[19:48:56] <lynxlynxlynx> it's not drawn, so i doubt it
[19:50:35] <fuzzie> well.. it's all about the wrapping code being all mixed in with the drawing code, so you could fix it if you did it right
[19:50:37] <brad_a> well regardless that sounds like something i can do
[19:50:47] <fuzzie> i'm sure we would all be grateful :p
[19:52:01] <brad_a> then i shall take a shot at it after i finish all the little things I'm doing
[19:54:16] <lynxlynxlynx> i want to see the rotation thing
[19:54:38] <lynxlynxlynx> i see you already put a new build up with it :)
[19:56:26] <brad_a> yeah i did. i haven't been able to test it outside of the iOS stuff tho so I'm not sure it works right with a mouse etc
[19:56:54] <Yoshimo> some people mentioned korean is not supported
[19:57:19] <brad_a> and as i noted in that thread I'm doing position calculation while rotating which isn't what the original does but it is a simple matter of moving a block of code to make it like the original
[19:58:05] <brad_a> obviously I'm of the opinion this ay is better, however, its your call.
[19:58:11] <lynxlynxlynx> no need to be conformant where it would be an degradation
[19:58:22] <Yoshimo> offer both^^
[19:58:26] <lynxlynxlynx> it's not that visible anyway
[19:58:47] <Yoshimo> usedumbrotation=0/1
[19:59:10] <lynxlynxlynx> it is probably a good idea not to do the calculation each tick though, since it will just chug
[20:00:24] <brad_a> well as yoshimo says it can be configured if we decide to keep it. for what its worth the iPad and iPhone handle the constant calculation without any problem
[20:00:40] <fuzzie> even if trying to target complex locations?
[20:00:51] <fuzzie> the bg2 promenade is good for playing about
[20:00:52] <brad_a> or calculate only every few ticks or something in between
[20:01:41] <brad_a> also i should test with a full party to see how fit fares with more than 4 people...
[20:01:53] <Yoshimo> i havent checked but if we are inside a house and 2 chars block the door, and the pc should walk past them inside the room, do the groupmembers move out of the way on the original ie?
[20:03:21] <lynxlynxlynx> everyone moves away, it's called npc bumping
[20:03:27] <fuzzie> well, depending on the engine version
[20:03:39] <lynxlynxlynx> there's also an override to avoid it
[20:03:42] <fuzzie> we implement something much like bg1 right now
[20:04:21] <lynxlynxlynx> brad_a: even if a good proc can handle it nicely, thing about power usage
[20:08:32] <brad_a> true
[20:33:19] <Micru> i'm trying PST on Win7, and the music is always on, also when the window is minimized, is that normal? and sometimes the music is distorted...
[20:34:03] <lynxlynxlynx> 1 yes, 2 no
[20:34:28] <Micru> something i could do about it?
[20:34:45] <Yoshimo> on the field between beregost and the friendly arm birds are stuck on the northern edge of the map
[20:35:23] <lynxlynxlynx> randomfly is broken
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[20:35:49] <lynxlynxlynx> Micru: which audio driver are you using?
[20:36:17] <Micru> standard one, i just downloaded the precompiled version
[20:36:24] <Micru> should i change it?
[20:37:54] <lynxlynxlynx> no, i guess that could only make it worse
[20:38:14] <lynxlynxlynx> it would be good if you could find out which music is problematic
[20:38:58] <lynxlynxlynx> when you hear problems, check the gemrb output for wav, acm, mus
[20:39:13] <brad_a> Micru: if you build with SDL 1.3 the sound will be paused when minimized.
[20:39:45] <Micru> maybe my computer is the problem, it always happen when i'm doing something and the window is minimized
[20:40:27] <Micru> if i open another file, or change window, or whatever, then there are sound glitches, sometimes happens in the game, without doing anything else
[20:41:11] <lynxlynxlynx> cpu strain?
[20:41:48] <Micru> it could be, but such simple tasks are not enough reason for that
[20:42:19] <Micru> and right now there is another weirdness happening: i started a new game, and right before the game started i minimized the window, as a result I have no GUI and Morte didn't talk to me and I cannot talk to him
[20:42:34] <lynxlynxlynx> hah
[20:42:48] <Yoshimo> lynx, if the log says gemrb is looking for a. wav a.acm and a.ogg, same for letters b c and d, is that normal?
[20:42:58] <lynxlynxlynx> sure
[20:43:40] <lynxlynxlynx> probably a creature sounds (they are suffixed like that)
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[20:51:35] <Micru> lynxlynxlynx, I started a new game again, and Morte never talks to me and i cannot talk to him the console error reads this: http://pastebin.com/aaDbZQEF
[20:52:50] <Micru> damn, maybe i should install python....
[20:52:52] <lynxlynxlynx> and if you leave it unminimised, GUIW.chu is found?
[20:53:31] <lynxlynxlynx> File ".//GUIScripts/PST\MessageWindow.py", line 44, in OnLoad <-- pretty wierd path separation
[20:54:27] <lynxlynxlynx> but ignore that
[20:58:13] <Micru> ignore it? why?
[20:58:38] <Yoshimo> i was just wondering since it was a one letter filename basically
[20:59:45] <lynxlynxlynx> just tell me if it find guiw
[21:00:00] <lynxlynxlynx> it could be a harmless thing
[21:03:32] <Micru> lynxlynxlynx, no, it is not found
[21:04:47] <lynxlynxlynx> then you shouldn't almost get any ingame window
[21:05:00] <lynxlynxlynx> arrr, it's late
[21:05:55] <Micru> true, almost no windows, but if it is too late doesn't matter, tomorrow then
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[21:06:21] <Micru> playing torment.exe i get all the windows tho
[21:06:36] <Micru> and all the interface
[21:07:12] <Micru> maybe it is because this GOG version
[21:07:41] <Micru> i'll try with any of the other PST versions i have installed
[21:20:07] <lynxlynxlynx> no, gog is fine
[21:24:55] <Micru> Polish version gives the same error, and the Korean one too, here it is the error log of the last one: http://pastebin.com/sSdbv3UQ
[21:27:41] <Micru> and here the cfg, just in case: http://pastebin.com/eqdKx3Dg
[21:30:15] <lynxlynxlynx> does this have anything to do with the min/max experiments or is it separate?
[21:36:01] <Micru> no, i realized it happens all the time, Morte never starts the conversation and there is no GUI
[21:36:42] <Micru> first i thought it was because the window was minimized, but it has nothing to do with that
[21:39:04] <Micru> lynxlynxlynx, I solved it! instead of "GameType=PST" in the cfg file i wrote "GameType=pst" and now it works :-D
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[21:50:51] <Micru> how can i reduce the area scrolling speed? i'm playing at 640x480 and each small scroll results in a tremendous screen movement
[21:52:04] <brad_a> sdl 1.2 or 1.3?
[21:52:33] <brad_a> pretty sure that 1.2 is hardcoded to something like 64px per scroll
[21:53:00] <brad_a> SDL 1.3 should use some system configuration i think
[21:53:01] <Micru> i dont know, i'm just playing the precompiled version
[21:53:06] <brad_a> oh so 1.2
[21:54:14] <brad_a> yes i checked it is hardcoded to be 64 px
[21:54:18] <Micru> it is not a normal text scroll what i refer to, i mean when in game, i move the mouse pointer to the edge of the screen and then it moves
[21:54:26] <Micru> can that be adjusted?
[21:54:37] <brad_a> oh that! i completely misunderstood
[21:55:10] <brad_a> isn't there a setting in the game options for that?
[21:55:24] <Micru> i'll check
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[21:56:14] <Micru> yes! that was it!
[21:56:23] <brad_a> good
[21:56:32] <Micru> strange that the default value is so high
[21:56:55] <brad_a> yeah. i prefer to play BG1 using the BG2 engine anyway :-P
[22:02:48] <Micru> for PST there is no such option :-(
[22:09:26] <brad_a> PST was limited to 640x480?
[22:11:11] <Micru> well, there is a patch for changing the resolution, but i havent applied it yet
[22:36:39] <brad_a> this is probably not ready to be committed but if anybody wants to test the formation rotation here is a patch
[22:36:39] <brad_a> http://dl.dropbox.com/u/13866402/formationRotation.patch
[23:03:01] <Micru> there is an error in the website, I was trying to reset my password and i got this message: "Looks like there was an error on sending the password mail. Please contact the admin!"
[23:05:06] <brad_a> yeah that happens a lot. i don't think anybody still here can help you tho. lynx is the one that helped me.
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