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

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[07:30:38] <pugvader> ram2012 if redditers want why not use tor
[07:30:46] <pugvader> oop
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[09:03:11] <Yoshimo> ive reached level 6 on my thief but i never had the opportunity to spent skillpoints, its a bit weird
[09:08:18] <lloyd> where are you at in the game?
[09:10:08] <lloyd> You should have at least gotten to add theif points!
[09:15:14] <Yoshimo> nashkel mines
[09:15:42] <lloyd> wtf normally I get to lvl 2 in the nashkel mines
[09:16:20] <lloyd> you said something about getting a lot of xp yesterday
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[09:16:34] <Beholder> hi all
[09:16:37] <lloyd> you started out at lvl 1 right?
[09:16:39] <lloyd> hi
[09:17:36] <Yoshimo> sure, this is bg1 no imports fresh start
[09:17:55] <lloyd> O.o that kind of ruins the game if you get that much XP
[09:18:19] <lloyd> I'm pretty sure you should only be lvl2-3 at the end of nashkel mines
[09:18:20] <Yoshimo> yea i guess i should have installed some xp jammer, but never mind that issue
[09:18:28] <fuzzie> lloyd: depends how much you do
[09:18:42] <lloyd> that's why I said 2-3 :P
[09:19:05] <Yoshimo> is pathing to disarm traps supposed to avoid walking through detected traps and trigger them?
[09:19:07] <fuzzie> if you do all the quests beforehand, play in gemrb's impossible-difficulty-only-spawns mode and don't take a full party, you can get reasonably high
[09:19:33] <fuzzie> Yoshimo: original engine has a hack in the walking code
[09:20:29] <lloyd> hmm but you'd want gemrb to be as faithful to the original as possible by default imo
[09:20:51] <Yoshimo> imoen has some issues disarming traps in the mine here ;)
[09:21:46] <fuzzie> we should probably also add hack in the walking code
[09:21:46] <Yoshimo> when i hit "rest"button, i think you should silence the soundfiles where the party complains about not enough sleep
[09:21:51] <fuzzie> it definitely doesn't even *try* pathfinding
[09:22:22] <fuzzie> you can try it by finding a huge trap in the original and watching the disarming actor walk to the centre of the trap every time..
[09:22:43] <Yoshimo> do you have to be at its center to disarm it?
[09:23:07] <lloyd> nah
[09:23:24] <lloyd> it would be tough if you did!
[09:24:01] <Yoshimo> i mean, why then path to its center?
[09:24:20] <lloyd> irrc it isn't in the original
[09:24:38] <fuzzie> you do have to be at the center to disarm
[09:24:46] <fuzzie> well, touching the center
[09:25:04] <lloyd> ....really in the middle of the red
[09:25:06] <lloyd> ?
[09:25:07] <fuzzie> yep
[09:25:09] <Yoshimo> which means "immune if trying to disarm"?
[09:25:13] <fuzzie> Yoshimo: yep
[09:25:24] <lloyd> ok--I don't remeber that
[09:25:31] <Yoshimo> i think you shouldnt copy that idiotic idea
[09:25:35] <fuzzie> the trap code in the original engine just skips actors if they're currently performing a disarm action
[09:25:44] <lloyd> oh ok
[09:25:50] <fuzzie> well, as it is, i wanted to do something smarter with polygon boundaries, but then i remembered i hate polygons
[09:26:00] <fuzzie> i'm sure wjp loves polygons though
[09:26:02] <lloyd> rofl
[09:28:09] * wjp hides
[09:34:54] <Yoshimo> i think now you scared him
[09:44:01] <wjp> so would we want pathfinding to the edge of a polygon?
[09:45:49] <lloyd> it would make better sense -- but its not how the original games worked apparently...
[09:47:20] <Yoshimo> well , why would you want to copy hacks and faulty original behaviour just to be compatible?
[09:47:59] <lloyd> I dunno I'm not an expert :P
[09:48:35] <lloyd> If it works better and doesn't add complexity do it!
[09:49:57] <wjp> I think simplicity is a big factor, not just compatibility :-)
[09:52:49] <lloyd> newb question: #ifndef P2DAIMPORTER_H #define P2DAIMPORTER_H
[09:53:00] <lloyd> what is this idiom I see everywhere
[09:53:05] <edheldil> lloyd: are you sure? I thought that the walked to the nearest edge, at least in IWD
[09:53:26] <edheldil> lloyd: include guard
[09:53:28] <wjp> lloyd: http://en.wikipedia.org/wiki/Include_guard
[09:53:29] <lloyd> edheldil: that's what I thought too!
[09:53:32] <lloyd> ty
[09:54:06] <lloyd> yoshimo says it isn't happening in his and fuzzie says it's how it was in BG
[09:56:32] <Yoshimo> ok i opened mulaheys chest , which started immediately the chapter sequence, meanwhile a few groupmembers were saying stuff and the lower and of the ui was a bit messed up. Chat window and lootwindow overlapping
[09:58:07] <lloyd> maybe keep the latest save so others can debug
[10:00:45] <Yoshimo> http://www.abload.de/img/overlapf26bx.jpg , happens also without movie sequence
[10:02:07] <Yoshimo> when you scroll a bit left and right, the lower part of the screen with a half chest doesnt refresh either
[10:02:49] <lloyd> I had a similar problem....what resolution are you playing in?
[10:03:20] <Yoshimo> gimme a second, i think its 800x600
[10:03:37] <Yoshimo> 1024x768
[10:03:50] <lloyd> ya that's why
[10:04:21] <lloyd> one sec
[10:04:45] <Yoshimo> as soon as the loot part of the ui is gone, everythings fine though
[10:05:44] <lloyd> I think BG1 only supports 640x480
[10:05:50] <lloyd> by default
[10:06:26] <lloyd> http://www.gibberlings3.net/widescreen/
[10:06:29] <lloyd> this might fix
[10:06:40] <lloyd> but I'm not sure how it gels with gemrb
[10:06:43] <Yoshimo> already included in this bigworldinstall
[10:07:06] <lloyd> ohhh...are you using trilogy>
[10:07:09] <lloyd> or tutu
[10:07:28] <lloyd> or are you actually in BG1 engine
[10:08:11] <Yoshimo> this is gemrb running a trilogy install , lynx and me want to prove that you can play the game in gemrb from candlekeep to throne of baal
[10:08:26] <lloyd> ahhh yeah then it should be fine
[10:08:39] <lloyd> but I can't get trilogy to work properly...
[10:08:59] <lloyd> I think you need to do something with the overrides?
[10:11:05] <Yoshimo> well, all you need to do is download the right files, the batchfile from leonardo does the rest, and there is also the slightly outdated bigworldsetup written in nasty autoit, that gives you a nice ui
[10:11:39] <lloyd> Oh the batchfile must be what I'm missing :)
[10:13:39] <Yoshimo> i used the autoit installer, you just have to correct its slightly outdated links and not try to update it: http://www.shsforums.net/index.php?app=downloads&showfile=963
[10:13:55] <Yoshimo> inbuilt update function is broken for now
[10:14:04] <Yoshimo> rest is very easy :P
[10:14:15] <lloyd> kk ty
[10:14:33] <Yoshimo> or for some more advanced people: http://www.shsforums.net/index.php?app=downloads&showfile=536
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[10:24:44] <Yoshimo> standing in Nashkell , out of combat, what could me prevent from saving the game, when a quicksave is possible?
[10:25:13] <lloyd> u can quicksave but not normal save O.o?
[10:27:51] <Yoshimo> yes
[10:28:09] <lloyd> should be bug
[10:32:32] <Yoshimo> "unable to create savegame directory 020" , but the rest of the saves didnt have that problem
[10:33:33] <lynxlynxlynx> that's a bad filename
[10:33:44] <lynxlynxlynx> is everything fine in your save dir?
[10:33:52] <Yoshimo> i abbreviated it, just lots of leading 0s lynx
[10:34:12] <lynxlynxlynx> also, i created a f/m/t yesterday and the skills distribution worked fine both in cg and levelup (same code anyway)
[10:38:50] <lloyd> can someone briefly explain how Cache works -- because it's not working well for me. With the guy I'm talking to the first time I talk to him I get an error and he no audio happens then the second time it wroks third time doesn't fourth time works etc...
[10:39:18] <lloyd> it gets an error finding a 2da file
[10:39:51] <fuzzie> well, it's just a directory where the game data files are stored after they're unpacked
[10:39:52] <lloyd> it's the "orlando" chanting guys in Candlekeep
[10:40:02] <Yoshimo> identifying magic goods for me only works on right clicking, not when you move the item to the bards inventory from other chars
[10:40:08] <fuzzie> lloyd: proper bg1?
[10:40:13] <lloyd> yup
[10:40:23] <lloyd> but I notice the something similar in BG2
[10:40:24] <fuzzie> Yoshimo: that is default behaviour, no?
[10:40:39] <lloyd> it's just theres more guys to test on in BG1
[10:40:50] <Yoshimo> i thought you did merge chivs usability patches
[10:41:21] <lloyd> fuzzie: it's only recently used things that end up in the cache folder though right?
[10:41:29] <fuzzie> doesn't that require customised config?
[10:41:36] <fuzzie> did you set GUIEnhancements to enable the identifying?
[10:41:52] <fuzzie> lloyd: yes, it is wiped at load/quit time
[10:42:12] <lloyd> oh so if I;ve used it once it should be there until quit?
[10:42:18] <fuzzie> yes
[10:42:23] <fuzzie> well, or until you load another game
[10:42:28] <lloyd> ya ok
[10:42:32] <Yoshimo> # Enable all gui enhancements ? [Boolean]
[10:42:32] <Yoshimo> GUIEnhancements = 1
[10:42:34] <Yoshimo> that one?
[10:42:45] <fuzzie> Yoshimo: yes, you have to set to something else to enable chiv's stuff.
[10:42:48] <lloyd> there must be something going on then..
[10:43:08] <fuzzie> Yoshimo: looks like it has to be '3'.
[10:43:15] <Yoshimo> what is 2 then?
[10:43:24] <fuzzie> nothing, it's flags
[10:43:36] <fuzzie> add together: 1 = GUI enhancements, 2 = identify on transfer
[10:44:04] <Yoshimo> ah that way
[10:44:09] <fuzzie> the current version of GemRB.cfg sets it to 15 by default
[10:44:25] <fuzzie> i guess so we can add 8 and 4 too, and users get it automatically
[10:44:55] <Yoshimo> does the gui parameters comment refer to the new flag then?
[10:46:10] <Yoshimo> you have to move the item to the person with the highest lore though, havent you?
[10:46:20] <fuzzie> don't ask me :)
[10:48:21] <lloyd> [DEBUG]: Path = /Users/lloydfournier/BG/sounds|ResRef = chmw1|Type = 2da
[10:48:36] <lloyd> this is what I'm printing out from DirectoryImporter
[10:48:48] <lloyd> it shouldn't be searching for 2da files there should it
[10:49:00] <lloyd> (it ends in an error of course)
[10:49:05] <fuzzie> well, it should be searching in a lot of different places
[10:49:28] <lloyd> it only searches there
[10:49:41] <fuzzie> chmw1 is gorion though?
[10:49:54] <lloyd> (at least with the SearchIn function)
[10:50:05] <lloyd> no that's the chanters
[10:50:13] <lloyd> outside the library
[10:51:24] <lloyd> when the sound works it does this:
[10:51:43] <lloyd> [DEBUG]: Path = /Users/lloydfournier/BG/sounds|ResRef = chant05|Type = acm [DEBUG]: Path = /Users/lloydfournier/BG/Cache|ResRef = chant05|Type = wav [DEBUG]: Path = /Users/lloydfournier/BG/sounds|ResRef = chant05|Type = wav
[10:51:55] <lloyd> it searches 3 places for audio files
[10:52:05] <fuzzie> you're putting debug in the wrong place
[10:52:12] <fuzzie> SearchIn is indeed not v.helpful :)
[10:52:16] <lloyd> oh ok
[10:52:45] <lloyd> It seemed like it was what getResouce was calling
[10:52:52] <fuzzie> yes, but only for the non-cached directories
[10:52:56] <fuzzie> so only for sound :)
[10:53:31] <lloyd> hmm
[10:54:36] <lloyd> so is it getResource I should be looking at?
[10:54:42] <lloyd> or a differnt function
[10:55:36] <fuzzie> if you really want to hook everything
[10:55:39] <fuzzie> well
[10:55:44] <fuzzie> what exactly do you want to debug?
[10:56:21] <lloyd> [ResourceManager]: Searching for chmw1.2da... [ERROR]
[10:56:28] <lloyd> which leads to no sounds
[10:56:34] <lloyd> from that guy
[10:56:38] <fuzzie> is there a chmw1.2da?
[10:56:54] <lloyd> not as an actual file
[10:57:15] <lloyd> I think I found a line CHMW1 in a 2da file somewhere..
[10:57:21] <lloyd> in the overrides folder
[10:57:34] <fuzzie> it's a sprite name
[10:57:46] <lloyd> as an a graphical thing?
[10:57:49] <lloyd> as in*
[10:58:13] <fuzzie> yes
[10:58:42] <lloyd> it's in override/bg1 btw
[10:58:53] <fuzzie> you'd kind of hope so :)
[10:59:08] <lloyd> I mean it's in avatars.2da
[10:59:21] <fuzzie> as a sprite name :)
[10:59:24] <lloyd> oh can you explain the overrides folder while we are here.
[10:59:38] <fuzzie> well, it overrides stuff :p
[10:59:50] <lloyd> :P what stuff needs to be overrided and what stuff doesn't
[11:00:00] <fuzzie> game data is overridden by gemrb's override/shared which is overridden by gemrb's override/<game name> which is overridden by the override folder of your game data
[11:00:15] <fuzzie> without it, you'd have to re-pack your bif files any time you wanted to change anything
[11:00:37] <fuzzie> do you mean "what's all the stuff in gemrb's override?"
[11:00:45] <lloyd> so...why does gemrb override stuff
[11:00:47] <lloyd> yes
[11:00:50] <fuzzie> if so, then as far as i know it's mostly the stuff we un-hardcoded from the exe
[11:01:07] <lloyd> ah I see
[11:01:14] <fuzzie> for example, avatars.2da contains the animation data, which in the original engine (except for pst) is just a huge hardcoded set of code
[11:01:19] <lloyd> so you could modify it easily
[11:01:38] <lloyd> amirite?
[11:01:56] <lloyd> rather than hard coding it into the gemrb binary
[11:14:02] <Yoshimo> welll people tend to modify the original exe to achieve stuff, we dont have to in gemrb
[11:14:41] <lloyd> ya that's what I was thinking
[11:26:38] <Yoshimo> i had some extended palettes and animations, which i had to remove, because gemrb couldnt decode them
[12:14:53] <Beholder> I built latest git and found a very strange bug on my HTC. Look at this: http://shot.photo.qip.ru/0046LE-102M1Uy/
[12:17:24] <Beholder> all interface keys is unusable, touch edges too. camera follows a character as in Diablo
[12:19:24] <Beholder> i do not change my config from previous versions
[12:19:59] <fuzzie> do you do 'make install'?
[12:22:13] <fuzzie> often UI bugs mean that you have old files leftover, for example from copying a git checkout instead of building with the git checkout, or by 'make install' without uninstalling first
[12:22:22] <fuzzie> but it should have errors in log if so
[12:23:53] <lloyd> so my [ResourceManager]: Searching for chmw1.2da... [ERROR]
[12:24:18] <lloyd> chmw1.2da doesn't exist..
[12:24:22] <fuzzie> i don't know how the sound stuff works
[12:24:27] <fuzzie> but that doesn't sound like a correct name
[12:24:30] <lloyd> so is it wrong for it to be searching for it in the first place
[12:24:40] <lloyd> that's what I'm thinking :P
[12:24:53] <fuzzie> but did you search for it properly in 2da files?
[12:25:00] <lloyd> CHMW1 is just a line in avatars.2da
[12:25:22] <lloyd> well I used one of those IE things to have a look
[12:25:28] <lloyd> it's not in the BG folder
[12:25:37] <fuzzie> for example, near infinity has a search text files
[12:25:42] <lloyd> and there's nothing called that in the override folder
[12:26:52] <lloyd> but if it's searching for it in DirectoryImporter....that means gemrb thinks it's a file rather than in a file
[12:27:07] <lloyd> it should at least :P
[12:27:24] <fuzzie> yes, but why does it look for it? maybe it defaults to avatar name, i really don't know
[12:30:24] <lloyd> hmm you could be right....one of the 2da files it does find is nowhere to be found in the actual filesystem
[12:30:41] <fuzzie> almost all the game data files aren't on the actual filesystem of course
[12:30:59] <fuzzie> and 2da files in particular are usually scrambled in bg1 anyway
[12:31:32] <lloyd> are they scrambled in the gemrb override folder?
[12:31:55] <fuzzie> no, ours are all plain text
[12:32:26] <lloyd> kk interesting thanks
[12:33:51] <Beholder> I copied GUIScripts and Override folders manually to my device
[12:33:57] <Beholder> from latest git
[12:35:23] <Beholder> i can't use "make install" for android version
[12:35:40] <fuzzie> did you delete old folders?
[12:36:25] <Beholder> yes
[12:37:02] <Beholder> anyone have a Android device to test my build?
[12:37:29] <fuzzie> well, i have one but i can't try stuff now
[12:37:31] <Yoshimo> not yet, still on its way from the manufacturer
[12:40:00] <Beholder> hm, I can try to use guiscripts and override from market version... that version works fine
[12:40:24] <lynxlynxlynx> the camera following is a recent change for pst, but it shouldn't be enabled by default anywhere else
[12:40:48] <lynxlynxlynx> anything interesting in the log?
[12:41:29] <Beholder> i check
[12:43:02] <Beholder> very odd
[12:43:16] <Beholder> some of my saves works good
[12:44:01] <Beholder> but some has this bug
[12:44:28] <Beholder> oh, no
[12:45:19] <Beholder> bugs everywhere
[12:51:21] <Beholder> i can't check, so many garbage from system
[12:52:03] <Beholder> not enough log buffer
[13:17:13] <Beholder> not works with GUIScripts from market
[13:17:27] <Beholder> any ideas?
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[13:18:44] <chiv> hi all
[13:18:51] <Beholder> hi
[13:18:51] <lloyd> hi
[13:22:24] <Yoshimo> hi
[13:23:36] <Yoshimo> chiv, master of usability patches, what do you think of combining multiple non.full stacks into full stacks automatically in the inventory, maybe even across partymembers?
[13:24:05] <chiv> I've hit a wal actually, I broke my linux install by swapping graphics cards
[13:24:26] <Yoshimo> i cant imagine that linux cant fix that ;)
[13:25:39] <chiv> I've been too lazy to fix it, fixing the os itself is... unpleasant
[13:26:13] <chiv> I was actually intrested in that as well though
[13:27:08] <chiv> iirc tomprince was doing some stuff on the backburner relating to inventory/store handling that was interesting
[13:27:49] <chiv> so I didnt want to dive in without waiting to see
[13:27:52] <Beholder> I think, problem in GUIScripts, but where...
[13:29:16] <Yoshimo> if you get ambushed during travel, and open the map, it gets scrolled to the upper left corner, is that intended?
[13:29:17] <chiv> anyway, i was brainstorming ideas for some sort of full screen interface thing
[13:30:17] <chiv> I find any other sort of interface outdated, goes back to the days of doom :)
[13:31:39] <chiv> i dont believe in wasting time fiddling with inventory when a sorted list would suffice
[13:32:10] <chiv> but thats a strange staple of crpgs...
[13:34:25] <Yoshimo> does the item have to be in the inventory of the person with the highest lore to get identified or can my dumb warrior also collect stuff and have it identified by your patch chiv?
[13:36:06] <chiv> actually lynx rewrote that patch and put in in the main branch i think, but yeah you have to give it to one of your smart chars
[13:37:14] <chiv> I think a 'group lore' think like group infravision would make sense though
[13:37:57] <chiv> but it would be up to the devs
[13:39:55] <chiv> its actually given me a good nugget of a problem to think about, where do you draw the line between easy to use and too simplified
[13:40:04] <Yoshimo> how about a colored border around scrolls, based on wether it is a mage or priestspell, so you can see in the inventory if its good for your current char?
[13:40:38] <chiv> that would be nice
[13:41:01] <Yoshimo> currently i think only you get blue borders around magic stuff
[13:41:40] <chiv> i might end up reinstalling later...
[13:44:58] <chiv> actually shouldnt you get red border around a scroll if you cant use it?
[13:45:31] <Yoshimo> red background there is for all stuff you cant use
[13:46:20] <lynxlynxlynx> you get the red overlay if you can't use an item, including scrolls
[13:46:20] <chiv> have to dash, being dragged out ;)
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[16:28:01] <Beholder> hi
[16:29:49] <Yoshimo> hi
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[16:49:39] <lynxlynxlynx> let's see what yesterday's foobar was about
[17:03:41] <Beholder> i tried to run BG1 with GemRB in Windows
[17:03:45] <Beholder> it works
[17:03:48] <Beholder> BG2 not
[17:04:10] <Beholder> current git
[17:04:48] <tomprince> Beholder: did you check that the cache directory is being created propely and is accesible? I know there are some issues with slashes there.
[17:07:12] <Beholder> yes, "Cache" created and gemrb create files in this folder
[17:07:26] <lynxlynxlynx> tomprince: for the next builds, can you enable openal too?
[17:07:41] <lynxlynxlynx> now only nullsound gets built
[17:08:44] <Beholder> bluescreen and crash(
[17:09:01] <Beholder> my BG2 with CDx folders
[17:09:03] <tomprince> lynxlynxlynx: Yes ... need to install openal on the slave.
[17:09:17] <Beholder> official Russian
[17:09:58] <lynxlynxlynx> & i see where my problem is; due to cheating in a few levels, npclevel substitution comes into play, but the first transition is delayed by the cutscene, so the new actors end up in the wrong place
[17:10:05] <Beholder> damn, it works with older gemrb
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[17:12:09] <Beholder> [ResourceManager]: Searching for ar0602.wed...Decompressing
[17:12:09] <Beholder> Decompressing file: [||||||||||]
[17:12:09] <Beholder> Cannot open archive D:\games\BG\BG2\CD2\data\AREA060A.bif
[17:12:09] <Beholder> [ERROR]
[17:12:09] <Beholder> [AREImporter]: No Tile Map Available.
[17:13:22] <tomprince> Beholder: I'd love to help you, but I need to know what is causing that error. I suspect it has to do with writting to the cache, but I am not sure.tep through OpenArchive in gdb?
[17:20:06] <Beholder> I found area060A.wed file in Cache folder (~50Mb)
[17:20:26] <Beholder> no web
[17:20:34] <Beholder> *no wed
[17:20:36] <Beholder> bif
[17:20:48] <tomprince> You wouldn't. But there should be AREA060A.bif
[17:20:50] <Beholder> area060A.bif
[17:21:09] <tomprince> And I supsect that gemrb is failing to write it out for some reason, which would cause your failure.
[17:23:37] <Beholder> i don't know why(
[17:24:03] <edheldil> full disk?
[17:24:03] <tomprince> Well, could you try running it in a debugger?
[17:24:44] <Beholder> no, >3Gb free
[17:27:10] <Beholder> where i need add breakpoint?
[17:27:49] <Beholder> crashes in trigger.cpp line 2761
[17:27:54] <tomprince> Begining of BIFImporter::OpenArchive, and step through.
[17:28:36] <tomprince> The crash is a separate issue.
[17:28:43] <tomprince> Although maybe triggered by this.
[17:30:24] <tomprince> ... that crash is due to missing map on an actor, I am guessing.
[17:31:07] <brad_a> *shudders at recollection of recent openArchive woes*
[17:35:46] <Beholder> keyimporter.cpp line 228
[17:37:29] <tomprince> I know that is where it is called, but where does the error returned to there come from?
[17:38:50] <brad_a> i know you said you are using git version but can i safely assume you are using git that is recent as of today?
[17:39:58] <brad_a> tomprince: i dont suppose the slow bif cleanup could have ill affected windows?
[17:40:35] <tomprince> I think this issue predates that.
[17:41:22] <brad_a> well regardless i dont see how it could have negatively affected anything
[17:46:04] <-- SiENcE has left IRC (Quit: @all: cya)
[17:53:41] <lynxlynxlynx> fuzzie: do you know why Interface::InCutSceneMode() isn't also checking the SF_CUTSCENE bit of the screenflags? it only uses disablemouse now
[17:53:56] <lynxlynxlynx> and they're not always set at the same time
[17:54:08] <fuzzie> because someone changed it to be used only in places where the relevant check is 'is the mouse enabled', from memory
[17:54:31] <fuzzie> long long time ago i thought
[17:54:45] <lynxlynxlynx> so some cleanup is in order
[17:55:18] <fuzzie> ah
[17:55:22] <fuzzie> right, and now you've added a bunch of uses
[17:55:28] <fuzzie> that is good
[17:55:36] <lynxlynxlynx> it also checks for dialog, so it's not just a disabledmouse check
[17:55:37] <fuzzie> but indeed, the rest need to be cleaned up
[17:55:45] <fuzzie> the dialog check is much newer
[17:56:00] <fuzzie> (from earlier this year)
[17:56:29] <lynxlynxlynx> well, should it really be equal?
[17:57:03] <fuzzie> well, i have no idea why it's there any more
[17:57:26] <fuzzie> is it only because of the autopause and UseContainer checks?
[17:57:30] <Beholder> i can't debug it(, python does not work in debug build, only in release
[17:57:45] <Beholder> i can't check any variables
[17:57:47] <fuzzie> those could be changed to some better name if so, perhaps InDialogOrCutscene or something?
[17:58:05] <fuzzie> i think your guess is as good as mine, frankly
[17:58:18] <fuzzie> or, rather, better
[17:58:55] <lynxlynxlynx> i'll go dig the logs
[17:59:30] <fuzzie> 21:49 <fuzzie> i like how Interface::InCutSceneMode doesn't even check cutscene mode now
[17:59:37] <fuzzie> 21:49 <lynxlynxlynx> yes, that's funny
[17:59:47] <fuzzie> ^- i think this is the most info i can find in them, honestly
[17:59:57] <lynxlynxlynx> git log ;)
[18:00:16] <lynxlynxlynx> avenger :)
[18:00:19] <fuzzie> oh, sure
[18:00:20] <fuzzie> 22:46 <fuzzie> oh it is Avenger who broke InCutSceneMode, recently:)
[18:00:23] <fuzzie> ^- also in irc logs :p
[18:00:39] <fuzzie> 22:48 <Avenger> yeah, it should probably return different values
[18:00:48] <lynxlynxlynx> before it was only checking the mouse bit
[18:00:48] <fuzzie> and that leads me to realise why Avenger did it that way
[18:01:04] <fuzzie> because: the original engine uses the cutscene mode field also for dialog/etc state
[18:01:45] <fuzzie> and so he just changed the function to check both, despite that being completely wrong for most uses, since original engine masks the field too :-)
[18:01:52] <fuzzie> so: change it as you think is best, i think
[18:02:09] <lynxlynxlynx> i'll make it return the constants
[18:02:17] <lynxlynxlynx> where we care, it can be masked
[18:02:36] <lynxlynxlynx> but first a survey of all the users
[18:02:37] <fuzzie> sounds fine
[18:06:17] <Beholder> DecompressBIFC(file, cachePath); returned invalid pointer
[18:08:26] <tomprince> NULL?
[18:08:58] <Beholder> yes
[18:09:37] <Beholder> I'll check OpenFile
[18:09:42] <fuzzie> um
[18:10:35] <brad_a> there are only 2 places for it to return null
[18:10:53] <tomprince> Beholder: try adding out.Close() before the last return.
[18:10:58] <brad_a> and if you dont get a message about "cannot write" then its probably #2
[18:12:45] <brad_a> unless stdout isnt being flushed before the crash i suppose
[18:15:42] <fuzzie> i was thinking the same as tomprince :)
[18:17:19] <Beholder> seems, OpenFile(const char* filename) can't open file
[18:17:48] <Beholder> I'll try to add close()
[18:18:07] <Yoshimo> cutscenes, i have seen it a few times now, that when you lose control and some scripted sequences is run, that a black stripe appears at the top of the gamewindow, as if you scrolled the map slightly over the area boundaries
[18:18:33] <Beholder> Close() is private
[18:18:58] <brad_a> delete? :-P
[18:19:19] <tomprince> noo!
[18:19:27] <brad_a> hence the :-P
[18:20:09] <lynxlynxlynx> Yoshimo: haven't seen that yet
[18:20:31] <tomprince> Beholder: Try making it public ...
[18:23:19] <lynxlynxlynx> turns out all of the users look fine with the double check
[18:23:33] * lynxlynxlynx opts for the lazy way
[18:24:43] <Yoshimo> lynx, did you see my picture earlier with the overlapping chatwindow and lootwindow? and the note that you freeze a part of the gamescreen when scrolling in this moment?
[18:25:24] <lynxlynxlynx> yes
[18:28:55] <CIA-44> GemRB: 03lynxlupodian * rccf471748e59 10gemrb/gemrb/core/Game.cpp: Game::CheckForReplacementActor: don't trigger in cutscene mode
[18:28:56] <CIA-44> GemRB: 03lynxlupodian * r4509e25913d6 10gemrb/gemrb/core/Interface.cpp: Interface::InCutSceneMode: also check the cutscene bit
[18:34:45] <brad_a> G3 spam has started again :(
[18:36:19] <lynxlynxlynx> not for long
[18:36:27] <brad_a> oh?
[18:36:28] <lynxlynxlynx> you can nicely report users directly too now
[18:36:31] <brad_a> i did
[18:36:34] <CIA-44> GemRB: 03lynxlupodian * r92e3333d6a6a 10gemrb/gemrb/GUIScripts/Spellbook.py: Spellbook: added missing module prefix (leftover from the guicommon cleanup)
[18:36:37] <lynxlynxlynx> moderators have greater powers
[18:36:40] <brad_a> good
[18:37:59] <brad_a> i see you have also reported zellagiteft
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[18:38:46] <Beholder> works
[18:41:53] --> Maighstir has joined #gemrb
[18:42:02] <Beholder> well
[18:42:08] <-- pugvadr has left IRC (Ping timeout: 244 seconds)
[18:42:10] <Beholder> but what about graphical glitches on android
[18:43:31] <CIA-44> GemRB: 03tom.prince * rb689ac4d752a 10gemrb/gemrb/ (core/System/FileStream.h plugins/BIFImporter/BIFImporter.cpp):
[18:43:31] <CIA-44> GemRB: Fix crasher decompressing BIFs on windows.
[18:43:31] <CIA-44> GemRB: Thanks Beholder.
[18:44:08] <Yoshimo> the day after tomorrow ill start messing with android hopefully, ios seems to be more popular for gemrb, is that the case?
[18:45:58] <brad_a> yoshimo: more popular? i dont think so, but it is more advanced because of SDL 1.3 etc
[18:46:13] <tomprince> Well, brad_a is quite active, which would tend to give that impression.
[18:46:19] <brad_a> yes
[18:46:53] <brad_a> it would be more popular perhaps if you didnt need to jailbreak to run it.
[18:47:06] <brad_a> that really limits the audience tho :(
[18:47:39] <Beholder> only iPad suitable for GemRB, I think iPhone4 screen too small to play on it
[18:48:25] <brad_a> i agree, but it does run on iphone 4.
[18:48:46] <brad_a> TTF fonts help A LOT
[18:48:47] <Beholder> i know
[18:49:07] <pugvadr_> yes
[18:49:09] <brad_a> excpt there are several clipping issues if you go too big
[18:49:25] <pugvadr_> 7" screen nice, 4.5" screen too small, 3.7" way too small
[18:49:58] <brad_a> yes even with text beig enough to read it is still too small imo
[18:52:23] <Beholder> getting items from a ground on small screens is a big trouble too
[18:52:52] <gembot> build #274 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/274
[18:52:54] <brad_a> well chiv was perhapps working on some type of autoloot
[18:53:03] <brad_a> not the cheat autolool like now
[18:55:44] <Beholder> how I debug android GUI bug? where it may appear? Scripts? Source?
[18:56:30] <brad_a> screenshot?
[18:57:12] <Yoshimo> do you have an idea why 2 of those symbols are slightly scaled wrong?
[18:57:14] <Yoshimo> http://www.abload.de/img/scalingezej0.jpg
[18:57:29] <brad_a> which symbols?
[18:57:43] <brad_a> oh that armor?
[18:57:52] <Yoshimo> yes and the left big button
[18:58:19] <Beholder> http://shot.photo.qip.ru/004sWu-201qHgi/
[18:58:22] <brad_a> by left big button you mean the bag with the inpropper text clipping?
[18:58:51] <brad_a> looks like quantity text in being pushed down a line
[18:59:06] <Beholder> all interface buttons unusable
[18:59:10] <brad_a> beholder: any mods installed?
[18:59:21] <Beholder> widescreen only
[18:59:40] <brad_a> i would think this may be related to the recent merging of gui scripts
[18:59:50] <brad_a> you gan try git revert or wahtever to check
[19:00:07] <Beholder> I found another bug
[19:00:31] <Yoshimo> you see the sword with the snake button, and then there is a big box to the left of that button that overlaps with the brighter color from below
[19:00:42] <Yoshimo> and yes i wonder why this armor is exposed
[19:01:32] <Beholder> [GUIScript]: Syntax Error:
[19:01:32] <Beholder> Traceback (most recent call last):
[19:01:32] <Beholder> File ".//GUIScripts/bg2\ImportFile.py", line 75, in CancelPress
[19:01:32] <Beholder> GemRB.SetNextScript(GemRB.GetToken("NextScript"))
[19:01:32] <Beholder> AttributeError: SetNextScript(GUIScriptName)
[19:01:32] <Beholder> Sets the Next Script File to be loaded.
[19:02:45] <Beholder> brad_a, I tried GUIScripts from 0.6.6 with latest build, not works.
[19:02:58] <brad_a> yoshimo: i guess gemrb doesnt do any scaling there. so i guess if the image is bigger than the area it jsut overlaps.
[19:02:59] <Beholder> but 0.6.6 works fine on android
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[19:05:51] <brad_a> it looks like the armor sprite being used ther is the one for dragging?
[19:07:43] <Yoshimo> we think, but the file is not obviously diffrent from other item pictures
[19:08:04] <brad_a> beholder: what happens if you revert to before commit 45e154d15c3e97712c750be35c34f5f811a9e31b
[19:08:39] <brad_a> or is the problem perhapps that you still have some gui files for bg1 and they should be deleted
[19:08:46] <Yoshimo> might be the same problem that i have in german stuff all the time, the strings are too large and get extended over more than 1 line, and then the result looks ugly, with low resolutions even worse
[19:08:49] <brad_a> because they were merged
[19:09:31] <Yoshimo> yea i had a similiar issue, removed all gui files and installed back, fuzzie suggested that
[19:09:47] <Yoshimo> crashes with old files after merge
[19:09:48] <brad_a> Yoshimo: if that problem happens only on german and not english then maybe there is an extra newline at the begginging of everything
[19:09:59] <brad_a> but also maybe we should trim those strings
[19:10:13] <Beholder> What file creates travel-mode GUI? GUIWORLD?
[19:10:25] <Yoshimo> brad, the problem is that german strings tend to be way longer
[19:10:32] <brad_a> im not sure. i have never touched the gui stuff
[19:10:46] <brad_a> well thats not the case for these quantities
[19:10:57] <brad_a> im just wondering why they are down so far
[19:11:06] <brad_a> like there is an extra line above them
[19:12:54] <brad_a> its especially interesting for the bag weight string
[19:13:12] <brad_a> becaue it is cut in half and blitted to top left and bottom right
[19:13:30] <brad_a> alos think its funny they use lbs for weight
[19:14:31] <brad_a> it looks like some of the portrait icons have the same issue
[19:14:45] <brad_a> of course they are just "text" as well so im not supprised
[19:15:02] <brad_a> but i do find it interesting that only some seem to be aflicted
[19:19:07] <Beholder> GUIWORLD's are identical
[19:19:19] <tomprince> Beholder: You can't mix and match guiscripts from different versions.
[19:20:10] <Beholder> i understood
[19:21:29] <Beholder> i look at commits history
[19:23:39] <Beholder> i don't understand why this bug appears only on android....
[19:24:29] <brad_a> did you try a fresh install instead of update?
[19:24:55] <brad_a> it sounds like either android is using old guiscripts or its because of widescreenmod
[19:25:28] <Beholder> of cource
[19:25:46] <lynxlynxlynx> grrr, more npc trouble
[19:25:59] <lynxlynxlynx> i deserve a brown bag over my head
[19:26:02] <Beholder> i removed guiscripts and override and copy new one
[19:27:05] <Beholder> and i don't understand why center-on-actor option enables for BG on android
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[19:29:57] <lynxlynxlynx> why bg?
[19:30:03] <lynxlynxlynx> which bg?
[19:30:12] <lynxlynxlynx> i have no problems with either here
[19:34:54] <Beholder> damn
[19:34:58] <Beholder> my issue
[19:35:34] <Beholder> i used my GuiCommonWindows.py instead standard from git
[19:36:05] <Beholder> it keep in bg1 folder
[19:36:07] <Beholder> )
[19:37:04] <Beholder> but center on actor in bg not so good)
[19:37:11] <Beholder> how to fix it?
[19:37:22] <lynxlynxlynx> how to reproduce it?
[19:40:31] <Beholder> i dont know, maybe that occurs because i have folder with PST on my sdcard too: bg in /sdcard/app-data/net.sf.gemrb/bg, pst in /sdcard/app-data/net.sf.gemrb/pst. I very often switching between games (edit config)
[19:42:21] <lynxlynxlynx> i doubt it
[19:42:38] <lynxlynxlynx> i have all the games installed in the same dir too
[19:42:58] <lynxlynxlynx> even in pst, centering is optional
[19:43:40] <Beholder> i know
[19:44:08] <Beholder> i can be possible turn off centering in pst, but not in bg
[19:46:38] <Beholder> how you turn on this option? Checking game type?
[19:51:53] <Beholder> we need to reset TouchScrollAreas to 0 if centering on actor is on
[19:51:56] <lynxlynxlynx> it is read from torment.ini
[19:52:04] <lynxlynxlynx> you can toggle it with a button in pst
[19:52:13] <Beholder> i know
[19:52:30] <Beholder> but why in bg((((
[19:52:38] <lynxlynxlynx> but i guess also something could be setting SF_ALWAYSCENTER on us
[19:55:53] <brad_a> Beholder just patch it so gemrb ignores center on actor if TouchScrollAreas is set
[19:56:56] <Beholder> lynx, you reset this variable while first initializing?
[19:57:02] <Beholder> brad_a, good idea
[19:57:51] <Beholder> i run pst, always center always as default, but i don't have this string in torment.ini
[19:58:16] <lynxlynxlynx> the only way to set it is to have Center=1 in the config
[19:58:47] <Beholder> GemRB.cfg or torment.ini?
[19:58:53] <lynxlynxlynx> and cheating
[19:59:07] <lynxlynxlynx> any game.ini
[20:01:39] <Beholder> not true
[20:02:00] <Beholder> i got always centering as default in all games
[20:02:29] <Beholder> try to set variable to 0
[20:04:12] <Beholder> before parsing game config
[20:08:03] <lynxlynxlynx> there is no internal variable
[20:08:24] <Beholder> macro?
[20:08:38] <lynxlynxlynx> the only other way to set legally is by ctrl-p
[20:09:01] <lynxlynxlynx> no, we lookup the dictionary directly, which was read from the file
[20:09:04] <-- gembot has left IRC (Ping timeout: 252 seconds)
[20:09:41] <lynxlynxlynx> let me check what happens if the lookup fails
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[20:09:47] <lynxlynxlynx> we reuse a variable in the caller
[20:11:33] <lynxlynxlynx> doesn't appear to be a problem
[20:11:37] <lynxlynxlynx> gemrb/core/GUI/GameControl.cpp:148
[20:11:56] <lynxlynxlynx> but it is right after the touchscrollareas, so i guess that's why you get it
[20:12:23] <lynxlynxlynx> lemme fix that
[20:15:20] <CIA-44> GemRB: 03lynxlupodian * r6913773fc583 10gemrb/gemrb/core/GUI/GameControl.cpp: check for centering properly
[20:15:22] <CIA-44> GemRB: 03lynxlupodian * r010069363393 10gemrb/gemrb/GUIScripts/Spellbook.py: spellbook: eh, missing import
[20:17:01] <Beholder> tmp=0; before retrieving 'Center'?
[20:18:23] <Beholder> add disabling touchscrollareas too please
[20:19:00] <lynxlynxlynx> disabling? it's a config option
[20:19:50] <lynxlynxlynx> and you're right, tmp=0 is the proper solution
[20:20:36] <Beholder> Center a config option too. but user can switch center in pst, areas will interfere only
[20:20:37] <lynxlynxlynx> i should stop committing, today i'm extra erratic
[20:20:44] <Beholder> )
[20:24:35] <lynxlynxlynx> you want centering to disable the borders?
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[20:24:52] <Beholder> yes
[20:25:10] <Beholder> they not working in this case
[20:27:41] <lynxlynxlynx> i don't think that's the right place to do it though
[20:27:49] <CIA-44> GemRB: 03lynxlupodian * rfa2b03668323 10gemrb/gemrb/core/GUI/GameControl.cpp: read the Center config properly
[20:27:50] <CIA-44> GemRB: 03lynxlupodian * r72b8448f1751 10gemrb/gemrb/core/GUI/GameControl.cpp:
[20:27:50] <CIA-44> GemRB: Revert "check for centering properly"
[20:27:50] <CIA-44> GemRB: borkborkbork
[20:27:50] <CIA-44> GemRB: This reverts commit 6913773fc583dae46e47d4715c2a6121cd2ad3d1.
[20:27:52] <lynxlynxlynx> you'd have to restart the game
[20:29:30] <lynxlynxlynx> eh, nevermind, the other games can't set it yet anyway
[20:29:58] <Beholder> heh, if the official SDL for android would not be so slow.... I could use the Brad's code...
[20:30:14] <Beholder> multitouch.....
[20:33:32] <brad_a> yes that would be swell :)
[20:33:57] <lynxlynxlynx> the speed is odd
[20:34:11] <brad_a> i think it may be slow because of the 1.3->1. compatibility layer
[20:34:33] <brad_a> there is no hardware acceleration for the compatibility layer im told :(
[20:34:37] <lynxlynxlynx> the last market build is as fast with either sdl (said alx3apps)
[20:34:50] <brad_a> when did he say that?
[20:34:58] <lynxlynxlynx> when it came out
[20:35:02] <Beholder> slow because java wrapper is used(((((
[20:35:05] <brad_a> oh
[20:35:38] <brad_a> and pleyas doesnt use java wrapper?
[20:35:58] <Beholder> pelyas wrapper is better
[20:36:31] <Beholder> but it can't be used with oficial SDL
[20:37:46] <Beholder> pelya too lazy)) to implement multitouch on his port
[20:38:20] <fuzzie> java wrapper really shouldn't be performance issue
[20:38:51] <fuzzie> but last time i looked, upstream wrapper was far too simple to work properly on all devices
[20:39:33] <fuzzie> e.g. trusting egl mode selection instead of doing any checks!
[20:39:46] <Beholder> may be official port will be better after some time
[20:40:21] <brad_a> maybe, but there doesnt seem to be a lot of activity on the android SDL front
[20:41:09] <fuzzie> well, because there's already pelya's one which works well enough for most people, i guess
[20:41:33] <fuzzie> especially since it allows input configuration
[20:42:17] <Beholder> and video smoothing
[20:42:26] <fuzzie> which is hideous :P
[20:42:41] <fuzzie> can upstream SDL not do that? bit sad if not, since it's trivial
[20:44:35] <Beholder> official port is not support it yet, if game resolution smaller than screen resolution you will see black borders
[20:44:48] <fuzzie> hm, ok, that is rather useless :)
[20:45:20] <Beholder> gemrb can run i HVGA screens with pelya's port
[20:45:22] <fuzzie> for scummvm we just ported it away from SDL to android opengl natively, it is faster but input is a problem
[20:46:39] <Beholder> i know
[20:46:41] <fuzzie> i really don't know how painful that would be for gemrb
[20:47:36] <Beholder> but i know one man that finish bg on lg optimus with gemrb)
[20:50:48] <lynxlynxlynx> i'm looking at the defy+, but it's silly expensive
[20:51:03] <lynxlynxlynx> first smart phone that i know of for adventurers
[20:53:45] <Beholder> first DEFY(not +) discontinued now?
[20:53:47] <fuzzie> hm, doesn't seem too expensive here
[20:55:36] <lynxlynxlynx> how much?
[20:56:27] <fuzzie> ~270eur shipped without contract
[20:56:44] <lynxlynxlynx> same here
[20:58:20] <fuzzie> i mean, it's ridiculous pricing for a phone, but low end for midrange android phones, which seems not at all bad given it is rugged
[21:00:46] <lynxlynxlynx> yeah
[21:00:49] <Beholder> Motorola famous for very poor support for their products
[21:01:07] <lynxlynxlynx> i might get it just because it will be easier to pay me this way :
[21:01:15] <fuzzie> yes, that is a valid point, Motorola has a very large 'do not buy phones from this company!' sign attached to it in my head
[21:01:34] <lynxlynxlynx> google bought them
[21:01:40] <fuzzie> well, google are trying to buy them..
[21:01:53] <fuzzie> is it likely the EU will approve?
[21:02:01] <lynxlynxlynx> anyway, i don't care too much about support
[21:02:26] <gembot> build #273 of cmake g++-4.5.2 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5.2/builds/273 blamelist: lynxlupodian@users.sourceforge.net
[21:02:31] <fuzzie> sure, and their phones seem to *work* fine, especially if you are a technical kind of person who doesn't mind removing all the junk software
[21:03:19] <lynxlynxlynx> seg fault
[21:03:28] <fuzzie> poor buildbot :)
[21:05:18] <Beholder> i go to sleep, bye
[21:06:02] <Beholder> android version works fine now)
[21:06:17] <-- Beholder has left #gemrb
[21:23:39] <Yoshimo> buildbot complains quite a lot about lynx ;)
[21:24:36] <lynxlynxlynx> buggy clang
[21:25:49] <Yoshimo> i was watching tv, did anyone have an idea why my screenshot in lathandars temple looks so weird?
[21:27:25] <lynxlynxlynx> mod issue?
[21:27:32] <lynxlynxlynx> it's a nonstandard item
[21:29:55] <Yoshimo> well, lollorian said that this item looks fine in his install, also, it hasnt been modified any further according to weidu changelog. And for him in his install it looks fine, so i suspect we have a gemrb problem
[21:30:03] <Yoshimo> i just dont know enough to prove that wrong or right
[21:30:54] <lynxlynxlynx> maybe the original forces the size
[21:31:11] <lynxlynxlynx> we just use the normal bam for everything except dragging, where the bigger one is used
[21:31:32] <lynxlynxlynx> if he relies on the engine to do the right thing, the item maybe has both set to the big one
[21:31:34] <Yoshimo> i can't drag items from the vendor sell part of the window
[21:31:39] <lynxlynxlynx> easy to check with an editor
[21:31:48] <lynxlynxlynx> of course not
[21:32:41] <Yoshimo> so mhmm, let me have a look at it in ni
[21:33:31] <brad_a> thats what i suggessted earlier :)
[21:34:16] <Yoshimo> mhmm what should i look for?
[21:36:26] <brad_a> does NI show you all the images associated with an item?
[21:37:11] <brad_a> basically we suspect that that item is using 1 large twice image instead of having a small one and a large one
[21:37:29] <brad_a> we could easily scale the image
[21:37:42] <brad_a> to be mod compatible
[21:38:02] <fuzzie> is this an item icon issue?
[21:38:07] <brad_a> yes
[21:38:23] <fuzzie> we had this before and we switched from using cycles to frames or something, i think
[21:38:38] <brad_a> well its a modded item
[21:38:51] <fuzzie> so if another mod has another issue then i can only think of what lynx says
[21:38:59] <Yoshimo> i have a groundicon and a carried icon and a normal icon
[21:39:10] <brad_a> yes but how large is the normal icon?
[21:39:20] <brad_a> and does it appear correctly in your bag?
[21:41:45] <Yoshimo> mhmm size, im having trouble to see that
[21:42:14] <lynxlynxlynx> the names are enough for comparison
[21:42:57] <Yoshimo> ichan98.bam has 2 animationframes, the first is a bigger one, second a tiny bit smaller.
[21:45:51] <lynxlynxlynx> we use the first everywhere in stores (except for the description window, where it is 3)
[21:48:57] <Yoshimo> so the problem is, that this icon has the bigger copy as the first animation frame?
[21:49:57] <brad_a> that and it sounds like there are supposed to be 3 frames for items
[21:52:32] <brad_a> but yes the way you and lynx describe it i would say the small one should be first.
[21:52:43] <brad_a> can you try swapping them?
[21:53:32] <lynxlynxlynx> look at some default items like boot01 belt01 or clck01
[21:53:35] <Yoshimo> not in ni
[21:54:56] <Yoshimo> lynx, even there first animframe is bigger than the second (boot01)
[21:55:39] <lynxlynxlynx> i don't remember them from any shop though
[21:55:54] <lynxlynxlynx> better check something from the screenshot
[21:56:50] <lynxlynxlynx> i think you have a dagg01
[22:01:36] <Yoshimo> the dagger has 2 frames, both about the same size , the bandit hair, has a big icon first, a smaller second, diffrence has to be somewhere else
[22:02:49] <lynxlynxlynx> maybe it's something along fuzzie's lines about the way we access them
[22:05:44] <fuzzie> take a look at the cycles, not the frames
[22:08:05] <Yoshimo> cycles? i dont get that
[22:08:12] <fuzzie> animations
[22:09:47] <Yoshimo> opening imisc86.bam has anim2 and anim1, big and small bandit hair picture, no play button, what now?
[22:10:49] <brad_a> lynxlynxlynx: i too now get quantities printed too low. i think it has something to do with when you changed the alignment
[22:11:19] <lynxlynxlynx> what quantities?
[22:11:28] <brad_a> like on a stack of arrows
[22:11:47] <brad_a> i noticed it in yoshimos screenshot
[22:11:49] <lynxlynxlynx> that code hasn't changed in ages
[22:12:01] <lynxlynxlynx> bg1 stacks are of 20, that's a data thing
[22:12:04] <brad_a> no
[22:12:14] <brad_a> i mean the test is printing lower than it used to
[22:12:20] <brad_a> text
[22:12:56] <lynxlynxlynx> i'm pretty sure i only changed that for edit fields
[22:13:30] <brad_a> its not a big deal at the moment anyway
[22:48:41] <tomprince> Yoshimo: that is only because lynx commits the most, so is mostly likely to tickle whatever is causing segfaults.
[22:49:13] <Yoshimo> logical, wasnt that serious
[22:50:31] <brad_a> tomprince: what eversion of clang? i used to get randowm clang segfaults too, but 3.0 seems to have fixed them
[22:50:36] <brad_a> random
[22:50:55] <tomprince> Probably pre-3.0.
[22:56:05] <lynxlynxlynx> great, fixed the issue
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