#gemrb@irc.freenode.net logs for 28 Jan 2013 (GMT)

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[09:21:23] <Chimpster> Morning peeps, having some struggles with lock ups on android bg2 and hoping someone can talk me through fixing it
[09:22:03] <Chimpster> I get to the mephit portals in initial dungeon and if I kill one, the game locks
[09:22:23] <Chimpster> Can't seem to find away around it
[09:25:31] <Chimpster> Does the same when a trap triggers but I know thats a known issue
[09:26:12] <Chimpster> Running on a galaxy note 10.1
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[09:28:29] <fuzzie> Oh.
[09:31:40] <lynxlynxlynx> instant gratification denied
[09:42:41] <miha> oh
[09:42:50] <miha> lynxlynxlynx: did you upload any of recent builds? :)
[09:43:14] <lynxlynxlynx> not yet
[09:43:35] <lynxlynxlynx> i need to inspect it first or we'll get another flood
[09:43:48] <lynxlynxlynx> the one on wolfey is the most recent one?
[09:43:52] <miha> no
[09:44:14] <lynxlynxlynx> gemrb-0.7.2-509-gbd1b209.apk <-- ?
[09:44:25] <miha> https://www.x.com/content/update-2-major-impact-express-checkout-paypal-apis-virtual-terminal-and-website-payments-pro
[09:44:26] <Seniorita> Update 2: Major Impact to Express Checkout, PayPal APIs, Virtual Terminal, and Website Payments Pro Payflow Edition (PayPal Payments Pro in US) - Jan 27 | X.commerce
[09:44:28] <miha> oops
[09:44:40] <miha> https://www.dropbox.com/s/m37tpod0s0zsegg/gemrb-0.7.2-555-gb5a7d56.apk
[09:44:43] <Seniorita> Dropbox - gemrb-0.7.2-555-gb5a7d56.apk - Simplify your life
[09:44:59] <miha> -509 is there also
[09:45:47] <lynxlynxlynx> thanks
[09:46:09] <lynxlynxlynx> i'll try it later today, check if anything is missing
[09:46:21] <lynxlynxlynx> if not, it'll go straight to sf and we can announce it
[10:01:03] <miha> lynxlynxlynx: btw, android app doesnt update unhardcoded,override and guiscripts on existing install
[10:01:12] <miha> it just installs it at fresh install
[10:01:28] <miha> i can try change that later
[10:01:43] <fuzzie> pelya's readme implies that you have to change the zip filenames for it to work
[10:01:50] <miha> fuzzie: oh
[10:02:06] <miha> fuzzie: rtfm? :)
[10:02:10] <fuzzie> i don't know if that works though
[10:02:21] <fuzzie> since you also have to remove the old ones
[10:11:13] <lynxlynxlynx> that's good enough for now, since the weeklies also came with separate data
[10:18:15] <miha> lynxlynxlynx: https://www.dropbox.com/s/4x1x7tvgeoih4ph/gemrb-0.7.2-576-g398d3a1.apk
[10:18:17] <Seniorita> Dropbox - gemrb-0.7.2-576-g398d3a1.apk - Simplify your life
[10:18:19] <miha> try them all :)
[10:18:50] <lynxlynxlynx> great
[10:19:00] <lynxlynxlynx> the previous one had a known regression
[11:28:52] <miha> lynxlynxlynx: hope it works :p
[11:30:25] <lynxlynxlynx> will try later, have to do some RL work now
[11:30:39] <lynxlynxlynx> i don't doubt that it works though
[12:14:05] <fizzle> what makes an actor sometimes leave the party on death?
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[12:37:26] <fuzzie> morale gets reduced
[12:37:39] <fuzzie> so script does it
[12:37:59] <fuzzie> prbly we should be blocking something..
[12:38:43] <fuzzie> dialog maybe? can't look at scripts here
[12:43:20] <fizzle> yeah, it's the dialog ultimately, but I can't figure out what triggers the dialog
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[12:49:43] <fuzzie> npcs have in-party scripts
[12:49:47] <lynxlynxlynx> exactly
[12:49:48] <fuzzie> not just that?
[12:50:13] <fizzle> no, I don't think so
[12:50:21] <fuzzie> if the leaveparty is in dialog, we can block dialog on dead actors
[12:50:37] <fizzle> at least I can't see anything that would cause a dialog to trigger here
[12:50:44] <fuzzie> if the dialog is in response to leaving party, that is more annoying
[12:50:50] <fuzzie> no morale check?
[12:54:39] <fizzle> do you really mean in-party scripts?
[12:54:44] <fizzle> or in-party dialogs?
[12:55:17] <fizzle> if the former I haven't found those yet, I think
[12:57:48] <fuzzie> the former.
[12:58:06] <fuzzie> hit ctrl-m on party member?
[13:00:33] <fizzle> scriptname for Imoen is just "imoen"
[13:01:23] <fizzle> and imoen.bcs has one action with triggers NumTalkedTo(0) and TalkedToGorion(0)
[13:01:33] <fizzle> so that shouldn't hit
[13:05:57] <lynxlynxlynx> look at the Scripts line
[13:09:06] <fizzle> ah
[13:09:43] <fizzle> there it is
[13:10:13] <fizzle> IF BreakingPoint() => Dialogue(Player1)
[13:12:41] <fizzle> eh, not sure if that's it
[13:14:29] <fuzzie> sounds about right
[13:14:49] <fuzzie> dialogue should fail
[13:15:01] <fuzzie> will peer once home
[13:16:20] <fizzle> nah, that's not it
[13:16:50] <fizzle> BreakingPoint is alignment/reputation-related
[13:16:53] <fizzle> not morale
[13:17:08] <fizzle> and the trigger's not hit
[13:17:43] <fizzle> ah, but there's also IF !InParty() => Dialogue()
[13:18:28] <fizzle> though I guess that shouldn't be it, either
[13:27:08] <fizzle> hm
[13:27:18] <fizzle> okay, that actually does trigger the dialogue
[13:27:34] <fizzle> so apparently the actor has already been thrown out earlier
[13:38:52] <fizzle> oh, the InParty trigger explicitly disallows dead people from participating
[13:39:16] <fizzle> so dead = !InParty, therefore Dialogue
[13:41:56] <fuzzie> o.O
[13:42:57] <fuzzie> hmm
[13:43:06] <lynxlynxlynx> time to check the original
[13:43:47] <fuzzie> that seems fairly clearly wrong
[13:44:32] <fuzzie> you can almost pick a random InParty trigger from the original scripts and see that they usually have a Dead or !Dead check associated
[13:45:04] <fuzzie> and some of them clearly wouldn't work at all if InParty required not-dead
[13:46:52] <fuzzie> that does rather beg the question as to why on earth InPartyAllowDead exists though
[13:47:13] <lynxlynxlynx> dead checker
[13:49:06] <fizzle> maybe it's different in other games?
[13:49:32] <fizzle> and bg1's InParty should really be the AllowDead variant?
[13:50:09] <fuzzie> bg2's dplayer2 has a HPGT(Myself, 0) requirement
[13:50:15] <fuzzie> so that is a good theory
[13:50:25] <lynxlynxlynx> that check is there at least since 2005
[13:50:51] <fuzzie> (bg1 has no InPartyAllowDead)
[13:51:12] <fuzzie> in fact InPartyAllowDead seems bg2-only at least judging by triggers.ids
[13:51:43] <fuzzie> oh, if I Google this then I find that helpful 'fuzzie' type explaining it in irc logs
[13:52:02] <fizzle> :)
[13:52:07] <lynxlynxlynx> InPartyAllowDead is only used in bg2, yeah
[13:52:27] <fuzzie> past`fuzzie tells me that bg2's InParty definitely checks STATE_DEAD.
[13:53:53] <fuzzie> looking at bg1 now
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[14:35:33] <fuzzie> well I don't know what I'm doing
[14:37:03] <fuzzie> but the relevant bit of bg1's sub_45E60D which seems to be the trigger function doesn't do anything except check one value, so I surmise that fizzle's theory is correct here.
[14:44:23] <fizzle> so another trigger override for bg1?
[14:44:28] <fizzle> how about iwd/pst?
[14:45:20] <fizzle> if bg2 is the odd man out then maybe we should override that instead
[14:48:02] <fuzzie> no, it should be a GF_, not trigger overrrides
[14:48:42] <fuzzie> you can't rename triggers with overrides.
[14:50:30] <fizzle> because of dialogs?
[14:52:00] <fuzzie> yes
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[15:30:06] <traveler__> i'm back
[15:30:38] <traveler__> i see brad's branch got merged without any workaround for iconv stuff
[15:31:08] <traveler__> that is, not building with TTFImporter for me
[15:34:44] <fuzzie> you have no iconv?
[15:35:17] <fuzzie> It looked all nicely #ifdeffed.
[15:35:28] <fuzzie> oh, was this the const thing?
[15:36:27] <traveler__> yes iirc
[15:43:52] <lynxlynxlynx> i forgot how much goodies come with the android package
[15:44:33] <lynxlynxlynx> traveler__: fizzle fixed the kaishas bug :)
[15:46:22] <traveler__> i saw, i'm grateful :)
[15:46:28] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359387747&do=diff
[15:46:54] <traveler__> unfortunately, i was nor properly happy as i initially thought about durlag levers when saw mention of tosc ;)
[15:46:57] <traveler__> *not
[15:47:46] <traveler__> anyway, it was weird area as regardless of closed doors near, infopoint 1px near was clickable/travellable
[15:48:05] <fizzle> patience, little grasshopper ;-)
[15:48:08] <traveler__> so it was more of a mindfsck
[15:48:18] <traveler__> than tre quest breaker
[15:48:28] <traveler__> *true
[15:50:29] <Seniorita> [wiki] todo - [Shared] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359388081&do=diff
[16:03:35] <fizzle> lynxlynxlynx: should I add pst and iwd to games that allow dead actors in party or not?
[16:04:56] <lynxlynxlynx> yes, leave just bg2 special
[16:05:15] <fuzzie> does it actually fix your issue?
[16:06:09] <fizzle> for testing I just set the override, and yes, that did fix it
[16:23:32] <fuzzie> nice find then :)
[16:37:06] <Seniorita> [commit] Jens Granseuer: bg1: use correct dimension door spell hit anim http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=cba00c7cc343c5c3f626c1d837def73501f9e592
[16:37:07] <Seniorita> [commit] Jens Granseuer: Actor: remove IDLE state on death http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=a72311e2603a524fba0ce4e66dd97c54503905cf
[16:37:08] <Seniorita> [commit] Jens Granseuer: TextArea: don't select on mouse scroll http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=26ab0dda2780e240523cf6ebd136e92ca5ff5a32
[16:37:10] <Seniorita> [commit] Jens Granseuer: add a game flag to customize the InParty trigger http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=30a1d7550c3be92a20c1b1cc90ace4cb9e6f0375
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[16:39:46] <brada> lynx: i didnt test to see if it still works, but here is that hot key patch i wrote a while back: http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=26ab0dda2780e240523cf6ebd136e92ca5ff5a32
[16:39:48] <Seniorita> SourceForge - gemrb/gemrb/commitdiff
[16:39:50] <brada> doh
[16:39:55] <brada> http://log.usecode.org/gemrblog.php
[16:39:56] <Seniorita> #gemrb logs
[16:39:58] <brada> fdjkds
[16:40:06] <brada> stupid chrome is doing that thing again
[16:40:20] <brada> http://paste.debian.net/229703/
[16:40:23] <Seniorita> debian Pastezone
[16:51:29] <lynxlynxlynx> i don't see anything problematic there if it works and f and \t are already mapped in keymap(?) 2da
[16:51:36] <Seniorita> [commit] Brad Allred: TTF: attempt to fix compiling for freebsd http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=69e50f807b19ea0f2ce5ad6937e5ca2abb2b117f
[16:51:37] <brada> traveler__: does that work for you?
[16:51:48] <brada> lynx: ok ill clean it up and test it
[16:52:55] <lynxlynxlynx> we may need to add some guards to all the invoked functions, so things don't break if you press eg. R during character generation or the main menu
[16:54:12] <brada> ah good to know
[16:54:31] <brada> gamecontrol exists then?
[16:55:58] <lynxlynxlynx> has to, who would catch and delegate events otherwise?
[16:57:50] <brada> i thought event manager would. i never looked at how things work at that stage
[16:58:59] <lynxlynxlynx> me neither :)
[17:00:00] <lynxlynxlynx> if you meant gamecontrol as in window 0, then i don't know at all, i'd suspect after a LoadGame or maybe EnterGame
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[17:00:22] <brada> GameControl as in the gui control called GameControl
[17:01:04] <lynxlynxlynx> what's that :)
[17:01:23] <lynxlynxlynx> miha: the zips were unpacked by the app, so no problem there
[17:01:54] <lynxlynxlynx> it looks like you didn't compile the TTF plugin, so i couldn't test the whole demo, but everything up to that point works
[17:03:24] <brada> hmmm would be nice to have ttf on android
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[17:08:22] <miha> lynxlynxlynx: will look at that hm
[17:08:59] <lynxlynxlynx> if you didn't disable it manually, you're likely just missing freetype
[17:09:15] <miha> CompiledLibraries="sdl_mixer freetype ogg vorbis openal png python"
[17:09:31] <miha> missing freetype?
[17:09:48] <miha> well, probably it needs to be in ndk sources?
[17:11:32] <Seniorita> [wiki] plugins:ttf - [fonts.2da] http://www.gemrb.org/wiki/doku.php?id=plugins:ttf&rev=1359392961&do=diff
[17:11:39] <lynxlynxlynx> the headers and the library needs to be available
[17:15:07] <miha> lynxlynxlynx: yes, but it's arm target, so ubuntu amd64 libs dont count right? :)
[17:15:59] <miha> http://mortoray.com/2012/08/21/android-ndk-cross-compile-setup-libpng-and-freetype/
[17:16:02] <Seniorita> Android NDK Cross-Compile Setup (libpng and freetype) « Musing Mortoray
[17:16:02] <miha> i guess this?
[17:22:51] <lynxlynxlynx> looks like it, yeah
[17:23:38] <lynxlynxlynx> while you're at it, build libpng too
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[17:50:34] <miha> lynxlynxlynx: how to include this in android project then? :)
[17:51:05] <lynxlynxlynx> it doesn't get automatically?
[17:51:19] <miha> dunno
[17:51:28] <miha> i just copy .so?
[17:51:37] <miha> if i edit those lines to Android.mk
[17:51:37] <miha> i get
[17:51:38] <miha> make: *** No rule to make target `application', needed by `ndk-app-local'. Stop.
[17:53:46] <lynxlynxlynx> why did you need to modify the .mk?
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[18:01:42] <miha> 18:57 < miha> i see, i just need to unpack it under jni/
[18:01:45] <miha> 18:57 < miha> it builds all inside it
[18:01:47] <miha> 18:59 < miha> lynxlynxlynx: i think it
[18:01:50] <miha> 18:59 < miha> lynxlynxlynx: i think it's included now, but how can i check? i see its inside project/obj/local/armeabi
[18:02:48] <lynxlynxlynx> hmm, gemrb gets compiled statically? not sure if any object is left behind
[18:03:15] <lynxlynxlynx> if you have verbose build output, just check if TTFImporter.cpp is getting compiled
[18:05:21] <edheldil> fuzzie, wjp: congrats on your new head of state, too bad it's not you :)
[18:06:13] <miha> lynxlynxlynx: ./obj/local/armeabi/objs-debug/application/gemrb/gemrb/gemrb/gemrb/plugins/TTFImporter/Freetype.o ./obj/local/armeabi/objs-debug/application/gemrb/gemrb/gemrb/gemrb/plugins/TTFImporter/TTFFont.o ./obj/local/armeabi/objs-debug/application/gemrb/gemrb/gemrb/gemrb/plugins/TTFImporter/TTFFontManager.o
[18:07:05] <lynxlynxlynx> cool
[18:07:48] <miha> lynxlynxlynx: but i dont see libpng or libfreetype.so in apk?
[18:07:49] <wjp> edheldil: 3 more months, but thanks :-)
[18:08:05] <miha> "statically"?
[18:09:50] <lynxlynxlynx> with regards to linking, nevermind
[18:09:58] <miha> http://www.gottabemobile.com/2013/01/28/windowsandroid-allows-windows-users-to-run-android-apps-natively-at-full-speed/
[18:09:59] <Seniorita> WindowsAndroid Allows Windows Users to Run Android Apps Natively at Full Speed
[18:10:46] <miha> lynxlynxlynx: so dunno what to check, uploading to dropbox though
[18:11:21] <lynxlynxlynx> ok
[18:13:03] <miha> https://www.dropbox.com/s/39l6vmmy2788tom/gemrb-0.7.2-576-g398d3a1-build-2.apk
[18:13:08] <Seniorita> Dropbox - gemrb-0.7.2-576-g398d3a1-build-2.apk - Simplify your life
[18:13:23] <miha> lynxlynxlynx: if this is not it, i'll need help
[18:21:41] <traveler__> brada: you have disabled ttf for freebsd?
[18:23:35] <traveler__> i mean
[18:23:50] <traveler__> i don't know why, but it looks here that ttf is not included in build
[18:24:29] <traveler__> wait
[18:24:30] <traveler__> ok
[18:24:34] <traveler__> i regenerated cmakelists
[18:24:41] <traveler__> but didn't run fresh cmake
[18:24:45] <traveler__> do'h
[18:27:18] <traveler__> yup, ttf compiles now
[18:44:06] <lynxlynxlynx> miha: thanks, will try it tommorow
[18:44:50] <miha> lynxlynxlynx: oh.. ok :)
[18:45:52] <fizzle> if you need a key to open a container, open it, and then drop the key
[18:46:03] <fizzle> should the container become locked again?
[18:47:00] <lynxlynxlynx> too much procrastination today ;)
[18:47:36] <lynxlynxlynx> hmm
[18:47:57] <lynxlynxlynx> i don't think we do any auto locking, so maybe it depends on the container's script
[18:48:26] <lynxlynxlynx> and iirc pst has some difference (a reverse door flag comes to mind)
[18:49:07] <fizzle> I don't think it has a script
[18:54:13] <fizzle> unlike TryPickLock, TryUnlock never actually sets Locked = false;
[18:54:35] <fizzle> so you really need to hold onto the key
[18:55:02] <fizzle> which is kind of bad because I put the key inside the container... :-P
[18:55:52] <fizzle> can anyone confirm that this is how the original handles it?
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[19:06:24] <lynxlynxlynx> hehe
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[19:31:51] <scallo> hello everyone
[19:32:20] <brada> hi
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[19:37:51] <scallo> i have a few problems playing bg2 soa.
[19:38:31] <scallo> some of the doorkeys do not work and I wonder why.
[19:38:41] <scallo> Is that a known problem?
[19:42:20] <traveler__> you must be ore precise
[19:44:33] <scallo> well it happens with the key from gaal (from the cult of the blind) to open the secret door in the canalisation below the temple quarter and know it is the same with symbol of amaunator in the ruins of the temple
[19:44:47] <scallo> I use the german version, And I hope the names are right
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[19:47:51] <scallo> i am running gemrb 0.7.1 on Ubuntu GNU\Linux 12.10 Kernel 3.5.0-21
[19:48:57] <brada> well start by upgrading your version
[19:49:34] <lynxlynxlynx> that
[19:49:47] <lynxlynxlynx> and last time i played i had no problem with either key/door
[19:50:17] <brada> lynx: what would an appropriate check be to handle hotkeys for gui functions for non-existant windows be?
[19:50:32] <miha> lynxlynxlynx: is there a... ppa? :)
[19:50:58] <miha> http://www.ubuntuupdates.org/package/getdeb_games/precise/games/getdeb/gemrb this doesnt seem latest?
[19:51:00] <Seniorita> UbuntuUpdates - Package "gemrb" (precise 12.04)
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[19:52:12] <lynxlynxlynx> maybe uhh sa ... oliver sauder's ppa has the latest
[19:53:29] <lynxlynxlynx> brada: one simple thing is to check if its module is loaded - the info is there
[19:53:38] <brada> ok
[19:53:44] <lynxlynxlynx> still, that's not enough
[19:53:58] <miha> lynxlynxlynx: https://launchpad.net/~sao/+ppa-packages that's latest?
[19:54:00] <Seniorita> PPA packages : Oliver Sauder
[19:54:01] <lynxlynxlynx> and i guess it would break quicksaves?
[19:54:15] <scallo> I use these ppa already
[19:54:17] <scallo> http://ppa.launchpad.net/sao/ppa/ubuntu
[19:54:17] <Seniorita> Index of /sao/ppa/ubuntu
[19:54:50] <lynxlynxlynx> looks like he didn't update to 0.7.2
[19:55:50] <lynxlynxlynx> so yeah, you'll either have to build it yourself or use one of the buildbot builds
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[19:56:18] <scallo> I will go google how to build it myself.
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[19:57:02] <miha> lynxlynxlynx scallo wiki page (you know, all the -dev libs and stuff) ?!
[19:57:12] <brada> i dont see how to check if the module is loaded
[19:58:16] <brada> i guess a python func like PyModule_Check?
[19:59:10] <brada> but that checks a py obj
[19:59:12] <brada> so no
[19:59:26] <lynxlynxlynx> i fear this approach wouldn't work until you visited a window manually
[20:00:05] <brada> yeah
[20:00:09] <brada> so here is a question
[20:00:22] <lynxlynxlynx> one thing is definitely certain, if no game is loaded, no hotkey should work
[20:00:23] <brada> is the keymap useful before a game is loaded?
[20:00:28] <lynxlynxlynx> except for maybe l for quickload
[20:00:34] <brada> hmmm
[20:00:53] <brada> if we didnt need the hot keys at all untill in a game i could just move teh hot key init
[20:11:10] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359403671&do=diff
[20:11:56] <-- miha has left IRC (Ping timeout: 252 seconds)
[20:24:22] <brada> lynx: 'l' doesnt do anything from main screen
[20:24:38] <-- traveler__ has left IRC (Ping timeout: 245 seconds)
[20:24:44] <brada> or any other place afict
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[20:26:13] <lynxlynxlynx> i don't know if we have it in the table
[20:26:21] <lynxlynxlynx> it definitely didn't work in the original
[20:26:37] <lynxlynxlynx> i'm fine if you move the init to later
[20:26:48] <brada> ok ill do that
[20:27:38] <lynxlynxlynx> ok, we have it, but it is not bound by game data by default, except in iwd2
[20:27:49] <scallo> Regarding my key/door problem: I compiled version 0.7.2 withouth any errors given back and I am running it now and the error remains (at least with the symbol of amaunator in the ruins of the temple).
[20:28:26] <lynxlynxlynx> heh, currently only bg2's guiload implements the function anyway
[20:29:07] <lynxlynxlynx> scallo: so which door can't you get through?
[20:29:31] <lynxlynxlynx> you did complete that talking head ceremony?
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[20:33:03] <scallo> yes I did
[20:33:10] <scallo> the third one
[20:33:56] <lynxlynxlynx> so now you're right behind the door at the end of the corridor, practically top right?
[20:34:16] <brada> o or simplicity and until we have a better idea how to do this right im just going to add a check for GameControl
[20:34:30] <brada> ^for
[20:34:31] <lynxlynxlynx> ctrl-m on the door and post the debug stuff printed to a pastebin
[20:36:09] <lynxlynxlynx> oh
[20:36:36] <lynxlynxlynx> do it also once while hovering over the actor with the symbol and once while hovering nowhere
[20:36:43] <lynxlynxlynx> it'll get me the resrefs
[20:37:49] <brada> still have a problem when using a hot key while a modal window is open :/
[20:39:09] <brada> the best thing to do i feel would be to close the modal window when the master window closes
[20:39:16] <brada> not sure how to do that
[20:40:05] <scallo> sorry phonecall brb
[20:40:59] <lynxlynxlynx> brada: i don't think we should intrude on *modal* windows
[20:41:07] <brada> ok
[20:41:16] <brada> then how can i check i a modal window is open?
[20:42:04] <lynxlynxlynx> we use two types of shading for them; i guess you'd have to check the loaded windows
[20:43:46] <lynxlynxlynx> Interface.h:186
[20:44:21] <brada> well there is an ivar for when a modalWindow exists too
[20:44:23] <lynxlynxlynx> apparently we store a separate reference in ModalWindow
[20:44:26] <brada> its private of course
[20:44:27] <lynxlynxlynx> yeah
[20:44:47] <lynxlynxlynx> just make a getter and you're good to go
[20:44:51] <brada> yup
[20:46:48] <scallo> the keydoor pastebin http://paste.ohai.su/1922/
[20:46:53] <Seniorita> #1922 • $pastebin
[20:49:13] <scallo> Is seniorita a robot that gives back the <title>-tag?
[20:51:16] <traveler__> it does few various things, link preview included
[20:52:10] <traveler__> excuse me
[20:52:18] <traveler__> but from it looks like you have wrong key
[20:52:46] <traveler__> Key (misc6o)
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[20:54:47] <scallo> Yes, I was wondering about that too.
[20:55:05] <scallo> wait i drop the key on the floor and make an str+m
[20:56:26] <scallo> hmm, that does not work
[20:56:53] <traveler___> what you want to do?
[20:57:08] <-- traveler__ has left IRC (Ping timeout: 245 seconds)
[20:57:27] <traveler___> you can ci("misc6o")
[20:57:30] <traveler___> and try it
[20:57:44] <traveler___> ctrl+space for console
[20:58:09] <Seniorita> [commit] Brad Allred: Font: more whitespace / comment cleanup http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=27d38d4bc78df895f95357dd7999ead724187c88
[20:58:11] <Seniorita> [commit] Brad Allred: Interface: add method for seeing if we are presenting a modal window http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=4280d4d155623b7afac20787ed390d79efbfa6c8
[20:58:12] <Seniorita> [commit] Brad Allred: Key Events: have key handles return a bool to indicate if the even was handled http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b27a0039ef4956acce27ab6442b2757e6c2392e8
[20:58:38] <brada> probably needs more testing
[20:58:43] <brada> and in more than just bg2
[21:00:46] <brada> there is a problem i just notice. unrelated to that change
[21:00:58] <brada> the cursor doesnt get updated when you open a window with a hot key
[21:01:23] <brada> probably need to call mousemove somepalce
[21:04:15] <scallo> I have to apologize: it was all my fault. the key was not the symbol but a gem which was given to me by the same statue ( i putted the gem into a gem storage bag, hence it was not recognized). I am very sorry for the inconvenience I cause you. Special thanks go to lynxlynxlynx and traveler.
[21:04:44] <lynxlynxlynx> :)
[21:05:05] <scallo> I hope you fell not too fooled.
[21:05:07] <lynxlynxlynx> brada: cool
[21:05:43] <lynxlynxlynx> i'd do it right after invoking python, if that is not delayed a cycle
[21:06:29] <scallo> on the other hand i learned how to compile without an IDE. have not done that before. \o/
[21:07:02] <lynxlynxlynx> that was fast, especially for a ubuntu user :)
[21:07:08] <scallo> Thank you all. Now I have to go. There is a shadow-dragon waiting for me!
[21:07:35] <traveler___> good it works for you
[21:07:45] <lynxlynxlynx> brada: resettargetmode, but there's one other possible cause of problems
[21:07:55] <brada> i just pushed a fix actually
[21:07:56] <lynxlynxlynx> what if you are in the middle of dragging items or portraits?
[21:08:08] <brada> good question
[21:08:28] <lynxlynxlynx> those should also inhibit hotkeys - would be the simplest
[21:08:30] <Seniorita> [commit] Brad Allred: EventMgr: refresh mouse cursor after dispatching hot keys http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=46c41db59809570e17312498790e2c0c5c197029
[21:08:48] <brada> btw esc doesnt close the windows
[21:08:50] <scallo> the embarrassing truth is that I used suse, debian, crunchbang, and some ubuntu-derivatives and have never compiled something with libraries.
[21:09:15] <lynxlynxlynx> there's no shame in that
[21:09:33] <lynxlynxlynx> brada: esc is bound to the default cancel button (if set)
[21:09:46] <scallo> I always felt a shame. Especially because I tried it a few times.
[21:09:56] <brada> lynx: yup dragging portraits and opening a window breaks stuff :p
[21:10:08] <brada> that should probably be hanled elsewhere tho
[21:10:21] <brada> opening a window should cause that action to cancel
[21:10:29] <brada> imo
[21:10:41] <lynxlynxlynx> it can't know
[21:10:50] <brada> ok
[21:11:14] <lynxlynxlynx> oh, the other way
[21:11:27] <lynxlynxlynx> i think it'd be better to inhibit
[21:11:44] <brada> ok
[21:12:04] <lynxlynxlynx> dragging requires effort, so it's not likely one would deliberately shortcircuit it like that, more like as an error
[21:12:04] <traveler___> scallo: imho don't hestitate about reporting oddities still, especially if confirmed after checking with original, most already known stuff is on http://gemrb.sourceforge.net/wiki/doku.php?id=todo
[21:12:06] <Seniorita> todo [GemRB wiki]
[21:12:57] <brada> thats true
[21:13:00] <lynxlynxlynx> i guess you can just check if we're mousedowning
[21:13:11] <brada> yeah that seems logical
[21:13:33] <scallo> well, there is the other door. I made a pastebin for it too. But I will check a walkthrough first. Not that I come with the wrong key or the wrong door again.
[21:14:06] <scallo> I found two real bugs, btw
[21:14:46] <scallo> one endless loop in a dialogue and one taht si rather weird but can be avoided
[21:15:03] <scallo> but first I have to slay the dragon
[21:15:07] <scallo> see you later
[21:15:11] <lynxlynxlynx> brada: also, if we're using that mousemove hack in more than one place, i suggest you consolidate it in a function
[21:15:18] <brada> yeah
[21:15:19] <brada> i know
[21:15:22] <-- scallo has left IRC (Quit: Page closed)
[21:15:25] <brada> gonna do that another day tho
[21:15:39] <brada> hopefully as something no a hack
[21:16:16] <lynxlynxlynx> people could bind esc to returntogame, but we don't implement that
[21:16:28] <lynxlynxlynx> maybe a simple closeotherwindow would do
[21:18:57] <fizzle> traveler___: the levers/statues work for me
[21:19:29] <traveler___> oh?
[21:19:35] <traveler___> i will recheck
[21:19:40] <traveler___> for me they do nothing
[21:19:54] <traveler___> and after walking in the othere direction
[21:20:02] <traveler___> they display 'too far text'
[21:21:13] <fizzle> the latter looks like an issue with the scripts to me
[21:21:30] <fizzle> they only give feedback when you're too far away :/
[21:21:47] <traveler___> exactly
[21:21:51] <traveler___> how did you test the,?
[21:22:11] <traveler___> lol
[21:22:16] <traveler___> they magically work indeed
[21:22:35] <fizzle> they needed the same fix as kaishas, actuall
[21:22:35] <traveler___> i have music player on
[21:22:37] <fizzle> y
[21:22:44] <traveler___> so not sure, but maybe they can be missing some sound cue
[21:22:49] <traveler___> but they are working
[21:22:56] <traveler___> heh
[21:24:57] <traveler___> hm there is just fine sound cue - [Actions]: PlaySound(amb_d04a)
[21:25:44] <fizzle> it's very short and pretty quiet
[21:25:50] <fizzle> but it's there
[21:26:00] <traveler___> cool, i'm pretty happy now
[21:26:04] <traveler___> yeah, it's there
[21:26:08] <traveler___> thank you
[21:26:26] <fizzle> yw
[21:28:01] <Seniorita> [wiki] todo http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359408267&do=diff
[21:28:05] <traveler___> this may be far fetched, bu i think pst could use some recheck as it had it's own (?) lever problems
[21:40:57] <lynxlynxlynx> btw, considering what we were talking about before, fizzle is also about to fix that Peldan dropping bug
[21:41:31] <lynxlynxlynx> the wolfweres very likely don't polymorph but just destroy and create another creature (simpler this way)
[21:41:33] <traveler___> that's interesting
[21:41:41] <traveler___> yeah it looks that way
[21:41:43] <lynxlynxlynx> which means death which means dropping of droppable inventory items
[21:41:47] <traveler___> i think that they could have peldan too
[21:42:02] <traveler___> as they are actually just clones of baldur's ship boss i thikn
[21:42:35] <Seniorita> [commit] Brad Allred: HotKeys: prevent opening windows if mouse is down http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=46de07764ab4fa28d2646e0bc0fcf4bb322472a5
[21:42:41] <traveler___> they are not wolfwere but this unique baldur's ship boss one
[21:42:51] <lynxlynxlynx> Misaligned (?) date in save menu <-- this one also looks like due to extra newlines mid string
[21:43:23] <traveler___> i wrote more about newlines in todo
[21:43:42] <traveler___> as they pop here and there in pl version
[21:43:50] <traveler___> as trailing ones
[21:44:00] <brada> i thought we trimmed trailing ones away
[21:44:41] <brada> font.cpp line 330
[21:45:41] <traveler___> well that's strange
[21:46:02] <lynxlynxlynx> do you have weidu?
[21:46:12] <traveler___> i've postes some time ago pl character sheet and side by side windows original
[21:46:15] <traveler___> *posted
[21:46:37] <traveler___> in gemrb there are unnecessary newlines
[21:46:53] <lynxlynxlynx> maybe we don't strip \r
[21:46:59] <traveler___> i have weidu logs but not porper weidu if this was question for me
[21:47:12] <traveler___> as i have installed widescreen /& gui
[21:48:13] <brada> \r is in that trim code on 330
[21:49:30] <brada> but maybe not everything goes though that print function
[21:50:01] <lynxlynxlynx> does it remove repeats too?
[21:50:08] <brada> its in a while
[21:50:21] <brada> jsut while the last cahr == \n or \r
[21:50:27] <lynxlynxlynx> traveler___: we'll need a dump of the problematic string
[21:50:47] <traveler___> mhm
[21:50:49] <lynxlynxlynx> oh, edheldil: poke poke
[21:51:03] <traveler___> almost all that are on character sheet/stats
[21:51:07] <lynxlynxlynx> he has the polish tlk and can easily extract it, don't worry about weidu
[21:51:09] <traveler___> i think ed has polish tlk
[21:51:13] <traveler___> exactly
[21:51:34] <lynxlynxlynx> just give me an example in english, so i can lookup the strref
[21:51:47] <lynxlynxlynx> from guirec
[21:52:48] <traveler___> but what good would be that
[21:52:56] <traveler___> if newlines are only in pl tlk?
[21:53:31] <brada> strref is the same
[21:53:39] <traveler___> I have in character shett something like
[21:53:48] <brada> strref is a number
[21:54:04] <traveler___> fighter (newline) : level 12 (newline)
[21:54:44] <brada> im about to push a change well see if that fixes it for you
[21:55:03] <traveler___> ok
[21:55:25] <brada> well
[21:55:26] <brada> wait
[21:55:31] <brada> maybe i dont want to do that
[21:55:44] <brada> i was going to do the trimming in GetDoubleByteString
[21:55:46] <traveler___> ok, don't rush
[21:55:54] <brada> but i dont know 100% that we always want to trim
[21:55:58] <brada> i think we do
[21:57:03] <traveler___> just fwiw, all stats in character sheet are after newline here
[21:57:30] <traveler___> e.g. reaction (newline) : 22
[21:57:32] <lynxlynxlynx> so this would be 16480
[21:57:33] <traveler___> you get the idea
[21:58:05] <brada> the newlines may not be from text anyway
[21:58:18] <fuzzie> we don't want to trim the result of SetupString ideally
[21:58:37] <brada> yeah
[21:58:43] <lynxlynxlynx> (the second newline there is correct, it's a multiline string)
[21:59:00] <traveler___> ah
[21:59:05] <fuzzie> but I'm a bit lost here
[21:59:17] <traveler___> i don't have clear memory of original now
[21:59:20] <traveler___> sorry
[21:59:48] <traveler___> i should have saved imageshack url to the wiki
[21:59:48] <fuzzie> the described issue seems to still just be Interface::StripLine
[22:01:04] <fuzzie> unless I am missing something
[22:01:39] <lynxlynxlynx> ~<CLASS>: Level <LEVEL>
[22:01:47] <fuzzie> which is thereotically the 'right place' I think.
[22:02:24] <brada> sure, but it would only strip one extra line
[22:02:35] <fuzzie> see irc log from Aug 30 2012 if anyone cares about our ramblings at the time.
[22:03:07] <fuzzie> in fact I guess it definitely wouldn't work to do it in the font code because you're too late then, multiple newlines already got mushed together.
[22:03:22] <fuzzie> due to what lynx pasted.
[22:03:27] <brada> well there is a loop in the font code anyway
[22:03:43] <fuzzie> if the font code is passed 'text\r\n text\r\n text\r\n' then there's no way it can know what to strip :P
[22:04:04] <brada> right
[22:04:12] <brada> is that what is happening hten?
[22:04:29] <fuzzie> yeah
[22:04:57] <fuzzie> well, if it's like the original issue, you get strrefs embedded via tokens, and StripLine doesn't work properly, so they don't get stripped
[22:05:10] <fuzzie> and "fighter (newline) : level 12 (newline)" definitely sounds like the same issue
[22:06:40] <lynxlynxlynx> but (neither) reaction on the other hand is not using tokens, so it can't be just that
[22:06:52] <lynxlynxlynx> ok, it's to late
[22:07:00] <fuzzie> yes it is way too late for me too
[22:07:09] <fuzzie> but yes, it's a general strref problem
[22:08:20] <fuzzie> i mean, this isn't 'enough', because we don't call StripLine at all in most cases
[22:08:51] <fuzzie> but I just mean that if you want to deal with it then it's got to be at a higher level, due to all the code which uses tokens, or concaternates strings, etc
[22:11:02] <-- miha has left IRC (Ping timeout: 256 seconds)
[22:20:35] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359411452&do=diff
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[23:03:03] <fizzle> traveler___: if you could verify the container locking issue I talked about earlier in the original engine that'd be great
[23:07:34] <traveler___> unfortunately i had only brief stint of access to win this weekend
[23:08:29] <-- Cable__ has left IRC (Ping timeout: 255 seconds)
[23:09:05] <traveler___> my feeling
[23:09:15] <traveler___> is when container needs key
[23:09:32] <traveler___> then you need to have it in equipment always
[23:09:39] <traveler___> but this needs proper check
[23:10:40] <fizzle> that's how gemrb does it right now
[23:11:12] <fizzle> but it's very stoopid user-unfriendly as I found out :-P
[23:11:37] <traveler___> heh
[23:11:56] <fizzle> had to cheat my way back in
[23:12:20] <traveler___> well, that's clear
[23:12:28] <traveler___> maybe material for another *ini option?
[23:12:52] <traveler___> if current behaviour is same as 'originall ?
[23:13:01] <lynxlynxlynx> if the original really does the same, i'd ignore it
[23:13:17] <lynxlynxlynx> iow, just improve the situation
[23:13:27] <lynxlynxlynx> too small detail to warrant extra flags
[23:13:54] <lynxlynxlynx> i doubt any scenario relies on that behaviour
[23:14:54] <traveler___> and if all ie games would be rechecked and one of them would have different behaviour :) ?
[23:15:40] <traveler___> not that i'm multiplying problems that doesn't exist yet :P you can say that you will worry then (if at all)
[23:16:31] <fizzle> lynx: I actually made my game unfinishable that way
[23:16:49] <fizzle> but I agree, not much use adding new options nobody's using
[23:16:52] <traveler___> i wonder what bgee do
[23:18:51] * fizzle zzz
[23:19:04] <traveler___> yeah ^
[23:19:07] <traveler___> gn
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[23:22:39] <lynxlynxlynx> traveler___: i forgot to mention the Peldan-affecting thing was already committed, so you can retest
[23:24:11] <traveler___> ok
[23:24:27] <traveler___> as fast as i can force curse change
[23:24:39] <traveler___> which i've managed only once, unfortunately
[23:27:08] <traveler___> nope
[23:27:11] <traveler___> still drops peldan
[23:27:16] <traveler___> but killed with ctrl+y
[23:27:27] <lynxlynxlynx> it probably has a save attached (the curse)
[23:27:51] <traveler___> hm?
[23:28:03] <lynxlynxlynx> curse change
[23:28:06] <traveler___> no, just it has really long
[23:28:13] <traveler___> timer/lift off whatever
[23:28:20] <traveler___> not those few days
[23:29:17] <traveler___> i have one save where in the same moment when npc is forced to party s/he changes (cursed long ago)
[23:29:32] <traveler___> but if i just mta to isle and set global curse
[23:29:40] <traveler___> it does not trigger change in the same way
[23:30:11] <lynxlynxlynx> probably more than just one if block in the scripts
[23:30:20] <traveler___> only difference i can think now of is that first save is from real game where change is long overdue but i had no other characters beside me in party
[23:31:30] <traveler___> anyway, i've created/joined/ctrl+y minsc
[23:31:35] <traveler___> and he drops peldan
[23:40:34] <lynxlynxlynx> do you know what happens in the original?
[23:40:46] <lynxlynxlynx> who should drop peldan if at all?
[23:41:19] <lynxlynxlynx> i need to regenerate the bg1 dumps, as totsc is not included
[23:41:55] <traveler___> as i've said
[23:42:08] <traveler___> this party members werewolves
[23:42:14] <traveler___> are carbon copies of unique enemy
[23:42:25] <traveler___> baldur's ship werewolf boss
[23:42:29] <traveler___> he should drop peldan
[23:42:52] <traveler___> but it wouldn't surpirse me if p members would too, as a 'bug'
[23:44:22] <traveler___> given that having party turned to wwolves is effectively quest/game fail
[23:44:59] <lynxlynxlynx> so the problem is we don't end the game or that some of them are immune?
[23:45:41] <traveler___> all is fine
[23:45:58] <traveler___> they are as tough as original one
[23:46:20] <traveler___> just having 4 peldans laying on the floor is a bit strange, especially after completing peldan quest
[23:46:25] <traveler___> *lying
[23:46:35] <traveler___> this is nit-picking
[23:47:06] <traveler___> i think that almost all pc would be instantly killed if even with 2-3 werevolves in party
[23:47:30] <traveler___> so it's effectively game failure which will be reloaded anyway
[23:47:52] <traveler___> i doubt anybody would pay attention much to 'loot'
[23:49:09] <traveler___> as i've said, 'curse' kills party member/s and spawns n number of copies of unique enemy which should have/must drop peldan as loot
[23:49:23] <traveler___> i don't think there is much to improve here
[23:49:50] <traveler___> nevertheless it would be nice if they would not have any items
[23:49:54] <traveler___> but as they are copies...
[23:50:23] <traveler___> this is no ordinary werewolf
[23:50:41] <Seniorita> [commit] Brad Allred: MapControls: return false when we dont handle a key press http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=104c07f046a52c29ca68d199ea7b53cfad38304c
[23:50:42] <Seniorita> [commit] Brad Allred: should be no harm in letting any control handle a key event http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=60c59b5087f1047ed2ffd1775fe57f89ed094ffd
[23:50:42] <traveler___> just unique boss one from ship with mad regeneration
[23:50:54] <brada> worldmap control never gets key events btw
[23:51:04] <brada> because some button has focus
[23:51:10] <brada> even after you click on the map
[23:53:26] <-- brada has left IRC (Quit: brada)
[23:59:44] <lynxlynxlynx> traveler___: it's actually Peladan