#gemrb@irc.freenode.net logs for 29 Dec 2012 (GMT)

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[00:04:17] <edheldil_> was there more to the error?
[00:04:41] <fizzle> I'll get you a paste
[00:05:41] <fizzle> http://nopaste.me/paste/119681338250de33ca35451
[00:05:45] <Seniorita> Counting objects: 26, done. - Plain-Text - NoPaste.me - Secure and Anonymous
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[00:10:31] <traveler> nopaste.me
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[00:15:01] <edheldil_> hmm, I have no idea what permission problem is there - but viz: http://sourceforge.net/p/forge/site-support/892/ . Can you try to push again and if it does not help create a bug report against SF
[00:15:04] <Seniorita> Forge / Site Support / #892 GIT access problem
[00:15:36] <fizzle> still the same problem
[00:16:06] <avenger> but lynx can commit
[00:16:11] <avenger> hmm, odd
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[00:17:06] <traveler__> i feel so expendable now :(
[00:17:09] <edheldil_> or try: Change your ssh username to [username],[linux-projectname], e
[00:17:38] <edheldil_> i.e. st. like fizzle,gemrb
[00:17:53] <edheldil_> viz: http://banana-blog.net/2011/02/git-push-to-sourceforge-net-failed/
[00:17:56] <Seniorita> Git: Push to sourceforge.net failed | banana Blog
[00:18:05] <traveler__> dispensable? any way, good night
[00:18:20] <traveler__> i don't know if this link seniorita preview is good idea
[00:19:07] <avenger> it works for me
[00:20:04] <edheldil_> avenger: quite possibly. It might be intermittent, user-specific or depend on amount of projects you are a member of
[00:20:41] <avenger> i see
[00:21:37] <fizzle> I filed a support request
[00:21:55] <fizzle> be back tomorrow
[00:22:06] <edheldil_> have you tried that username hint?
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[00:22:31] <fizzle> nah
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[00:22:35] <edheldil_> try it
[00:22:45] <fizzle> sounds very hacky
[00:23:02] <fizzle> maybe tomorrow if everything's still the same
[00:23:13] <fizzle> time to go sleep now
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[00:24:01] <edheldil_> well, the p[roblem might be that if you are a member of more than 16 projects, linux user groups are insufficient
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[11:04:12] <chiv> hope everyone had a good christmas :)
[11:04:33] <Seniorita> [wiki] pst_quests - created http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1356778960&do=diff
[11:05:50] <chiv> ha, I just logged in to mention that, I was reading some retrospective about how they handled testing BG2, and it inspired me to do that ^^
[11:06:27] <chiv> if the format is ok, I will finish it off neatly, but I would like to know if anyone has any comments first
[11:07:27] <fuzzie> you should date the GOODs
[11:07:41] <fuzzie> since later fixes will sometimes break earlier quests
[11:09:33] <chiv> good point - ill add that to the blurb - mainly I am not sure how the namespaces work. You have eg guiscripts: in there, but do you have to do anything special to make it work? I wouldnt want to clog up the wiki...
[11:10:28] <fuzzie> I have no clue about the wiki I'm afraid. :/
[11:11:31] <chiv> oh well, I will find out one way or another...
[11:20:55] <chiv> What I found odd was that the game can actually be boiled down to a page of quests like that. It certainly does not feel that short when you are playing it..
[11:22:54] <Seniorita> [wiki] pst_quests http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1356779877&do=diff
[11:28:57] <Seniorita> [wiki] pst_quests http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1356780484&do=diff
[11:29:32] <chiv> gracias, de nada, hasta manyana etc
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[13:48:34] <Seniorita> [wiki] todo - [Icewind Dale 2] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1356788741&do=diff
[13:54:28] <Avenger> fizzle: i just checked the bg1 engine, pathfind.2da sounds are correct. All searchmap types that are marked as * are silent there.
[13:55:09] <fizzle> ok, cool, I'll just make it ignore those then
[13:55:20] <fizzle> (as soon as I can actually commit...)
[13:57:27] <Avenger> hmm iwd2 has no sounds set at all
[13:59:13] <Avenger> i think it has the same resources as HoW/IWD
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[14:00:52] <miha> i was curious about this project and had to google a bit. android version hasn't been updated from february? https://play.google.com/store/apps/details?id=net.sourceforge.gemrb
[14:00:54] <Seniorita> GemRB - Aplikacije za Android v storitvi Google Play
[14:01:38] <miha> offtopic i guess? :)
[14:02:37] <Seniorita> [commit] Avenger: added walksound resources http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=3f3138fb068ea43b0d72fc1216ab8dbe7ff94843
[14:02:39] <Avenger> well, the android version in the store was not done by any of us
[14:03:12] <Avenger> i think we have a bit newer apk in sourceforge, but even that is outdated
[14:04:30] <fizzle> I'd like to extend avatars.2da to override certain stances for specific monsters
[14:04:40] <fizzle> any ideas for the notation?
[14:04:57] <fizzle> I was thinking of 1=5,6=2 or something
[14:05:05] <Avenger> fizzle, i would rather extend it in separate 2da. See bloodclr and similar tables
[14:05:50] <fizzle> hm, okay, can certainly do that, too
[14:05:52] <Avenger> unless you want to override stances for an entire class of animation scheme
[14:06:07] <Avenger> in that case, just hardcode the stance override in that scheme
[14:06:10] <fizzle> nah, that I could do in code
[14:06:22] <fizzle> right
[14:07:55] <Avenger> in the new file you can basically do anything (sane), just document it in engine/Tables
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[15:01:41] <Orv> Anyone about?
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[15:05:06] <Orv> Hey.
[15:06:08] <i30817> Are you sure you don't want to branch the engine to work with ToEE too? You know you want too. It also has 3rd edition and it's combat mode doesn't use grids either.
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[15:06:38] <Avenger> isn't there some toee engine already?
[15:06:41] <i30817> So buggy ;_;
[15:07:18] <i30817> Unmaintained since 2011, was just a file format stage IIRC
[15:08:15] <Avenger> well, gemrb had its own bumps too
[15:09:34] <Avenger> is there anything for the toee engine like iesdp for the IE ?
[15:10:10] <i30817> I guess the main thing abjuring integration scummvm is that the scripting language is python and not lua and that it's TB
[15:10:40] <Avenger> besides an rpg game is not a point and click game?
[15:11:04] <i30817> should have been scummvm "style"
[15:11:11] <i30817> Skipping words, sorry
[15:12:00] <i30817> As for iesdp, i think not, but there is a list of engine functions that are accessible by python
[15:12:05] <Avenger> i think, the python part is the best of toee :D
[15:12:25] <i30817> The binding is really simple, i checked it out in both bloodlines and ToEE
[15:12:32] <i30817> In a debugger.
[15:12:47] <i30817> They use only the 'highlevel' python C API
[15:13:19] <Avenger> we could integrate some fileformats gradually
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[15:13:29] <i30817> I wanted to replace the old python version that bloodlines uses (2.1) by python 2.7
[15:13:45] <i30817> It worked and it was very simple but...
[15:14:24] <i30817> The game uses the old mfc 6.0 memory allocator, and python 2.7 doesn't compile anymore with it.
[15:15:37] <i30817> So there were some crashes when a python object 'transitioned' from the python 2.7 dll to the game and was deleted from the game manually (was hoping it didn't happen because C python objects have refcounting)
[15:16:02] <i30817> This for bloodlines.
[15:17:21] <i30817> I actually think for AI, ie lua bcs scripts are superior; because they have a defined control flow.
[15:17:48] <i30817> Not any procedural spaghetti there, just the normal kind.
[15:17:54] <fuzzie> it's not lua :)
[15:18:10] <i30817> yeah - i actually know lua, brainfart.
[15:18:21] <fuzzie> (also, hi)
[15:18:26] <i30817> iescript
[15:18:26] <Avenger> hi fuzzie
[15:19:44] <Avenger> no, the biggest problem of integrating toee is the lack of file format descriptions
[15:20:11] <i30817> And superior for patching too. I can't see a WEIDU type compiler happening to ToEE or bloodlines.
[15:20:23] <i30817> Though it would be mana from heaven if it did
[15:20:47] <Avenger> why, isn't there source code for the scripts?
[15:21:04] <Avenger> weidu can patch anything text, and most binary
[15:21:11] <i30817> Yes - however i'm talking about the composatibility.
[15:21:39] <fuzzie> yes, you end up with the mess which is source diffs
[15:21:42] <i30817> npcs ony have a procedural 'thinking' function, tick()
[15:21:48] <i30817> IIRC
[15:22:04] <Avenger> you mean, most of the ai is hardcoded?
[15:22:35] <i30817> No, they have python callbacks to the main engine too.
[15:23:26] <i30817> But the the control flow can't be 'appended to' like bcs file. Not sure if there is a equivalent of the script IE hierarchy either
[15:23:45] <i30817> The dialog file format is nice thou
[15:23:58] <i30817> (if you don't have to do it manually)
[15:24:33] <i30817> 'Nice' as in, i think it could be extended with enough intelligence.
[15:25:16] <i30817> At least i think the control flow can't be 'appended to'.
[15:25:38] <i30817> Maybe it can, with some rigid coding standards and a tool to check them
[15:26:05] <i30817> thou by that stage, you're already rewriting stuff
[15:28:35] <i30817> IE is nice for this because functions can only go on, or escape the rest and start over from the top (disregarding changing the bcs file). It's very amenable to just appending stuff
[15:29:15] <i30817> I guess it can be the same for the tick() not that i think about it.
[15:29:24] <i30817> return or go on
[15:29:57] <i30817> not -> now , damn dyslexia
[15:30:06] <i30817> or something
[15:31:18] <i30817> But forget about trying to parse statements and add stuff to them i guess.
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