[00:50:07] <tomprince> convert from imagemagick maybe?
[00:53:33] <tomprince> ^--- pupnik
[00:54:38] <pupnik> no
[00:55:16] <pupnik> thanks though
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[01:18:32] * pupnik is tired
[01:18:33] <pupnik> hi raevol
[01:18:41] <raevol> heyhey
[01:18:55] <pupnik> want to help me with sdl
[01:19:05] <raevol> well
[01:19:07] <pupnik> lol
[01:19:17] <raevol> maybe, i am here very temporarily? what would i need to do?
[01:19:44] <pupnik> well i have a program that loads and displays an image
[01:19:56] <pupnik> now i want to make it use hq2x_16 to scale the image
[01:20:12] <pupnik> you know hq2x?
[01:20:24] <raevol> i don't know it :(
[01:20:30] <pupnik> http://i.imgur.com/4Iy5G.png look at that
[01:20:50] <pupnik> and understand why i want it :(
[01:21:10] <pupnik> would be useful for gemrb also
[01:21:16] <raevol> ah that's very awesome
[01:22:22] <pupnik> so i have a skeleton code with the scaler integrated
[01:22:32] <pupnik> but i don't understand SDL_Surfaces, i'm not using them right
[01:22:34] <raevol> nice
[01:22:42] <raevol> oh, i don't understand them either :(
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[02:43:02] <pupnik> http://talk.maemo.org/showpost.php?p=977489&postcount=2 zip attachment, hq2x scaler
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[02:54:27] <pupnik> Segmentation fault
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[03:34:33] <pupnik> hi
[04:01:02] --- pupnik is now known as Cleetus
[04:04:13] <Cleetus> http://farm3.static.flickr.com/2311/2220213673_2975919621.jpg my picture
[05:45:48] <Cleetus> http://i.imgur.com/ucnl1.png why i want that hq2x scaler
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[06:05:56] <pupnik> Found it! hq2x, 3x, 4x command-line scaler! wooo... http://code.google.com/p/hqx/downloads/list
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[06:27:34] <pupnik> wb edelhil!
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[07:34:15] <edheldil> Hi.
[07:34:31] <fuzzie> morning
[07:34:34] <edheldil> How are the ports going, pupnik?
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[07:38:16] <edheldil> test32894789234u: nice nick ;-)
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[07:45:44] <pupnik> hola edheldil i got all slowed down
[07:45:51] <pupnik> need to kick butt agin
[07:46:43] <pupnik> hq2x is discarding transparency information
[07:46:45] * edheldil kicks puppnik's butt. Better? ;-)
[07:47:03] <pupnik> that wasn't the plan
[07:47:42] <edheldil> oh, I see it on the pics. Is it something inherent or can it be fixed?
[07:50:57] <pupnik> yeah get the mask from the input png and apply it to the output image
[07:51:06] <pupnik> well, ...
[07:51:11] <pupnik> hmm
[07:53:42] <edheldil> can't it just leave alpha channel alone?
[07:53:43] <pupnik> transform mask into a black/white image, apply hqx filter, then use scaled image
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[08:02:21] <edheldil> this might be a sliiight problem on embedded devices:
[08:02:24] <edheldil> uint32_t RGBtoYUV;
[08:03:54] <pupnik> yes, that's the table for 24bit RGB color to YUV
[08:04:22] <fuzzie> i suppose that is why no-one ships the 24bit version :P
[08:06:18] <edheldil> you could compute it on the fly, but then it will be somewhat slower
[08:08:11] <fuzzie> well especially the way they do it there using fp
[08:10:13] <fuzzie> scummvm has a "FIXME/TODO: The RGBtoYUV table sucks up 256 KB. This is bad." for the 16bpp version, heh
[08:10:42] <edheldil> hehe
[08:11:15] <edheldil> do the tiny devices have math comprocessor?
[08:12:12] <fuzzie> some do, but not all have the same one, so compiling quickly becomes a huge pain if you want to support them
[08:15:06] <edheldil> otoh you would be able to isolate it to rgb2yuv()
[08:15:38] <fuzzie> well, i imagine also the overhead is a right pain but i don't know much about it
[08:16:04] <fuzzie> but i doubt any device lets you do this selectively, you have to have seperate binaries
[08:16:23] <fuzzie> or a lot of trickery :)
[08:17:13] <edheldil> overhead of what?
[08:18:23] <edheldil> it's a moot point anyway, but I can well imagine to have the hqx scaler completely in asm - with macros it would not be much different from C
[08:18:41] <fuzzie> i'm pretty sure there's an asm implementation for x86 somewhere
[08:18:50] <fuzzie> i only know of a 16bpp one for ARM off the top of my head though
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[08:33:25] <pupnik> i don't want to scale live images on portables
[08:33:41] <pupnik> for that advmame2x is the fastest
[08:34:03] <pupnik> for cartoon graphics / not bilinear
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[08:36:37] <pupnik> emailed author about scaling with transparency btw
[08:45:20] <pupnik> https://bitbucket.org/Mytskine/hqx/downloads Hq2x with alpha
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[11:22:17] <lynxlynxlynx> waaa
[11:22:25] <lynxlynxlynx> simplified chinese support
[11:23:53] <lynxlynxlynx> didn't know there was a chinese version of bg out there
[11:25:39] <edheldil> where did you found about it? g3 forum?
[11:30:47] <edheldil> ah, I see it
[11:38:59] <pupnik> haha awesome
[11:58:24] <edheldil> but is it for an existing chinese version of BG or for a possibility to play gemrb in chinese? It does not say, although the former probably makes more sense
[11:59:31] <edheldil> I was thinking about making gemrb work with unicode, but was too lazy :)
[12:00:44] <lynxlynxlynx> i think it is about existing versions, since he's changing the bitmap fonts used plus providing "widechar" support
[12:03:02] <edheldil> I thought it was because they only use two fonts instead of five
[12:10:55] <edheldil> the font renaming in GemRB.cfg is certainly ugly, although maybe a general mechanism through some 2da file to remap resref+type to another resref could be useful
[12:14:02] <fuzzie> the original bg2 engine will do widechar
[12:15:35] <fuzzie> but this doesn't seem to be GF_ing it?
[12:16:26] <fuzzie> it seems to check whether char is >128 and i'm pretty sure that doesn't work due to glyphs in fonts (e.g. on portraits)
[12:19:58] <fuzzie> but, well, anyone tried it?
[12:20:50] <lynxlynxlynx> no, just a cursory look
[12:21:14] <fuzzie> i'm pretty sure the original checks a ini entry
[12:22:26] <fuzzie> "Double Byte Character Support" under [Program Options]
[12:22:43] <fuzzie> so if you want to detect, i assume that is good for doing so
[12:23:33] <edheldil> only if there are not any one wide-char encoded versions :)
[12:23:44] <edheldil> any other
[12:26:39] <edheldil> and probabbly there is ... http://www.fileplanet.com/40867/0/0/0/1/section/Patches
[12:31:34] <fuzzie> that's an interestingly not-working download system
[12:33:12] <edheldil> I haven't checked, but I have found other references to Japanese release. Of course, maybe it rempas the fonts the same way
[12:43:28] <fuzzie> japanese binary isn't much different
[12:43:55] <fuzzie> one assert changed to "nSequence < ((GetResBamHeader()->nSequences==0) ? 256 : GetResBamHeader()->nSequences)"
[12:45:41] <fuzzie> or maybe that is SoA difference
[12:45:57] <fuzzie> interesting, anyway :)
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[12:51:18] <edheldil> do you have a Japanese binary? :)
[12:51:38] <edheldil> or did you just looked at the patch?
[12:51:46] <fuzzie> i just grabbed the patch, which has the Japanese bgmain.exe in it
[12:59:54] <fuzzie> i guess it supports Japanese and Korean?
[13:00:13] <fuzzie> "The F3 key now toggles between the hiragana and katakana alphabets"
[13:00:25] <edheldil> both are japanese
[13:00:25] <fuzzie> "The text drop-shadow is now only displayed on floating and worldmap text"
[13:01:01] <fuzzie> it comes with floattxt.bam, normal.bam and realms.bam for japanese though :)
[13:01:57] <edheldil> probably hiragana/katakana are in different cycles, hence the assert change
[13:02:31] <fuzzie> also, .tlk files
[13:04:34] <fuzzie> maybe enough for us to test with..
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[13:24:59] <edheldil> what did you use to unpack the patch, fuzzie?
[13:29:44] <edheldil> ah, ok, I have it
[13:30:10] <fuzzie> i bothered someone into running it on windows and then stole the .cab/.hdr files from their temp, honestly :P
[13:38:14] <edheldil> ... while waiting on some dialog :). Yeah, did the same under wine
[13:40:03] <edheldil> eh: Frame count: 15495, Cycle count: 255
[13:45:01] <edheldil> at least one of the fonts contains cyrillic chars too
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[13:51:34] <lynxlynxlynx> it's been funny testing with beholder's saves, since he uses the russian version and then the character name is all messed up
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[14:00:30] <Beh0lder> hi all
[14:03:20] <edheldil> Hi
[14:16:49] <Beh0lder> I repeat my question) How to mute ambient sounds in OpenAL plugin? It's a very important for correctly "backgrounding" application on mobile device. I can't publish new release without this feature.
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[14:32:41] <edheldil> yummy :) .0いえ、申し訳ないわ。どれも聞き覚えがないの。
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[14:40:57] <MikeChelen> how do you troubleshoot a gemrb.ini error when running compiled version: [ResourceManager]: Searching for gemrb.ini...[ERROR]
[14:45:11] <lynxlynxlynx> means the overridepath is bad
[14:45:28] <lynxlynxlynx> which, unless you set it manually, means gemrbpath is bad
[14:49:46] <edheldil> shame, nick can't contain nonascii chars :)
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[15:39:51] <MikeChelen> gemrbpath looks ok but overridepath is not set
[15:40:17] <MikeChelen> gemrbpath should be gemrb/build/gemrb right?
[15:43:06] <tomprince> Yes, although it should be absolute, or relative to the current dir.
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[18:27:20] <Beh0lder> Hmm, I found interesting solution for my problem. I call core->GetAudioDrv()->GetAmbientMgr()->deactivate() from my static function, instead of calling ((AmbientMgrAL*) ambim)->deactivate() in OpenALAudioDriver::Pause(). It works.
[18:27:57] <fuzzie> ah, maybe you don't have music playing?
[18:28:23] <fuzzie> does moving the deactivate and al_android_pause_playback to the very start of the function (before the SDL_mutexP) also fix it?
[18:28:50] <fuzzie> i had thought you were calling deactivate directly, sorry.
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[18:40:04] <Beh0lder> I call core->GetAudioDrv()->GetAmbientMgr()->deactivate() before Pause in my backgrounding functions (GemRB.cpp). In Pause and Resume implementation I commented lines with deactivate/activate, these lines does not effect there. But this is not beautiful. May be I need to use ambim->deactivate() instead ((AmbientMgrAL*) ambim)->deactivate()?
[18:40:53] <fuzzie> i mean, you could try simply moving the code in Pause() to the start of Pause()
[18:41:29] <fuzzie> deactivate() is virtual, so ambim->deactivate() should work fine..
[18:49:38] <Beh0lder> Ok, I'll try
[19:03:31] <Beh0lder> It works, thank you
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[19:27:49] <Beh0lder> bye
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[20:44:25] <lynxlynxlynx> fuzzie: you said the original uses two variants for the forced and normal spellcasting actions
[20:45:00] <lynxlynxlynx> did you check in detail? i was thinking of merging our current stuff into a gsutils function to kill the repetition
[20:45:10] <fuzzie> i didn't look in detail
[20:45:23] <fuzzie> but i think a whole bunch of that code needs a rewrite, so i wouldn't bother
[20:46:00] <fuzzie> the original also has seperate actions for Attack and AttackReevaluate when the difference is really quite minor
[20:46:33] <lynxlynxlynx> ok
[20:46:53] <fuzzie> i mean, i haven't touched that code and you're welcome to do whatever you want with it, and i can look at individual parts
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[20:47:01] <Avenger> hi!
[20:47:03] <fuzzie> ah it's Avenger
[20:47:15] <fuzzie> we already got some bams and a dialog.tlk out of the japanese bg2 patch :)
[20:47:19] <Avenger> i was diagnosed with chronic DA syndrome, but i feel better now
[20:47:50] <Avenger> DA2 is simple like a wooden cube, it is good, but doesn't come even near of the IE games
[20:47:56] <fuzzie> hehe
[20:48:11] <fuzzie> well in the meantime i got bored and reversed almost all the bg2 action/trigger stuff
[20:48:16] <Avenger> i have to say, it is worse than drakensang was. Maybe about the same level, though
[20:48:34] <Avenger> it even contained some of the same plot elements
[20:48:36] <fuzzie> but i think i don't have a computer which can run DA2, which makes me safer :)
[20:49:08] <Avenger> like the moving statue, and the scripted combat stuff, meh, it was like a simplified drakensang :)
[20:49:21] <lynxlynxlynx> i have, but not really interested nor is there an official driver for my card yet <<
[20:49:42] <Avenger> and it was terribly short
[20:49:53] <Avenger> the story itself was good, though
[20:51:46] <Avenger> ahh, and it is better balanced than DaO was. So, that's a plus. But i didn't notice any outstanding music. DaO at least had music
[20:54:37] <Avenger> did you add the cycle count=0 equals 256 patch?
[20:55:32] <lynxlynxlynx> no
[20:55:34] <fuzzie> edheldil was looking at the bams but the cycle count wasn't 0
[20:55:43] <fuzzie> was that in the chinese patch?
[20:55:58] <Avenger> i don't know i saw the assertion change you wrote
[20:56:14] <fuzzie> was original-engine assert :)
[20:56:39] <fuzzie> don't know if it's needed, i don't really want to look right now
[20:56:47] <fuzzie> i still struggle with actions stuff
[20:56:58] <Avenger> triggers?
[20:57:02] <Avenger> trigger list?
[20:57:12] <fuzzie> just the plain actions stuff right now
[20:57:27] <fuzzie> although the trigger list is an important part of that
[20:57:49] <fuzzie> it turns out gemrb's code for all this is really horrible, i am surprised it works as well as it does :P
[20:58:14] <Avenger> well, to be honest, i'm not sure if some of the recent changes did it any good :)
[20:58:30] <Avenger> like the timer increase always by one
[20:58:49] <fuzzie> well, the original engine does 30fps, and then some stuff in half the tick and some stuff in the other half
[20:59:11] <fuzzie> but i think trying to do that is just overcomplicated for now, i will fix it later
[20:59:46] <Avenger> but wouldn't this make stuff like walking jerky?
[21:00:12] <fuzzie> yep
[21:00:13] <Avenger> like slowing down when the fps goes down, and speeding up when the fps is high
[21:00:28] <fuzzie> but it's really difficult to fix that
[21:01:22] <fuzzie> i wrote the gemrb code which makes the walking smoother when fps is up/down, and it sucks, it just causes bugs
[21:01:29] <lynxlynxlynx> http://pastebin.com/kRp735TG <-- is it just me or does the iwd one look better (closing vs showing the window under)? can't test iwd, but in bg1 i somehow get dropped to the gamewindow nonetheless
[21:02:37] <Avenger> iwd doesn't close the window?
[21:03:09] <lynxlynxlynx> i can't test, but it's iwd that has the close window call
[21:03:32] <fuzzie> who wrote the iwd code?
[21:03:35] <Avenger> or rather, it is an open, just the comment is weird
[21:03:42] <fuzzie> it is a close :P
[21:03:55] <lynxlynxlynx> yes
[21:04:02] <lynxlynxlynx> but i read it in reverse
[21:04:22] <lynxlynxlynx> it is bg1 that is correct
[21:04:56] <fuzzie> ah, well
[21:05:02] <Avenger> what's wrong with iwd?
[21:05:05] <fuzzie> i wrote the bg1 version, so it is clearly better :P
[21:05:31] <fuzzie> that single line is my one contribution to the whole file :)
[21:05:39] <Avenger> well, if you removed the similar call from bg1, then i guess you did for a good reason
[21:05:44] <fuzzie> i think it was to fix an obvious UI issue
[21:05:58] <Avenger> i think it was originally the same
[21:06:24] <fuzzie> anyway
[21:06:28] <Avenger> i'm now curious what obvious issue ...
[21:06:30] <fuzzie> yes, Avenger, trunk is a bit more broken right now
[21:06:43] <fuzzie> the action code is really difficult to fix, we added way too many hacks
[21:07:07] <fuzzie> but it will be better this way, i promise :P
[21:08:11] <Avenger> the problem with iwd save is that it doesn't exit the save window?
[21:08:27] <Avenger> i mean, it returns to the game in the original, after a save
[21:08:39] <lynxlynxlynx> ignore this
[21:08:46] <Avenger> but gemrb iwd stays on the save window
[21:09:26] <fuzzie> oh damn, i realised why this is broken
[21:09:50] <fuzzie> the *savegame* code breaks the GUI!
[21:09:53] <Avenger> bg1 returns to the game, that's actually better
[21:10:03] <Avenger> where?
[21:10:05] <fuzzie> if you save a game, gemrb makes a preview
[21:10:15] <fuzzie> and it calls HideGUI() from the core, and your windows are broken from then onward
[21:10:25] <Avenger> ahh, hehe
[21:10:30] <Avenger> side effect sucks
[21:10:47] <Avenger> anyway, returning to the game is good
[21:10:51] <fuzzie> that is really great to know the cause of that stupid flickering UI bug :)
[21:12:58] <fuzzie> at the moment, i try and work out what's going on with infopoints magically disabling themselves from underneath me
[21:18:20] <fuzzie> oh, IF_IDLE hacks
[21:19:46] <Avenger> that's why the infopoints are disabled?
[21:19:57] <Avenger> heh, that's weird
[21:19:58] <fuzzie> in my local code, where i rewrote everything :P
[21:20:02] <Avenger> ahh
[21:20:18] <Avenger> well, you know, scripts never go idle if they are in explored area
[21:20:27] <fuzzie> scripts never go permanently idle anyway
[21:20:37] <Avenger> and these did?
[21:20:39] <Avenger> hehe
[21:20:43] <fuzzie> i mean, in original
[21:20:58] <Avenger> yes, that i know
[21:21:25] <fuzzie> but stupid old actions code did Deactivate() if IF_IDLE is set, and then TileMap::GetInfoPoint checks IF_ACTIVE..
[21:23:04] <fuzzie> i guess that Deactivate() is probably bad
[21:23:28] <lynxlynxlynx> re windowing: if it is just a preview generation issue, wouldn't it be better to have less pretty previews (with gui) instead of gui flickering? :)
[21:23:50] <fuzzie> or you can just have smaller previews
[21:24:32] <fuzzie> or you can call OpenSaveWindow() before you do the save, which is probably more sensible anyway
[21:25:15] <Avenger> or you create the preview differently
[21:25:26] <Avenger> without the need of screwing with the gui
[21:25:32] <fuzzie> any is good i guess :)
[21:25:43] <Avenger> i gotta sleep, see you tomorrow!
[21:25:44] <fuzzie> Avenger has the 'right' solution of course :P
[21:25:45] <fuzzie> night!
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[22:00:10] <CIA-74> GemRB: 03lynxlupodian * r098ef5b5d657 10gemrb/gemrb/GUIScripts/ (bg1/GUISAVE.py iwd/GUISAVE.py iwd2/GUISAVE.py pst/GUISAVE.py):
[22:00:10] <CIA-74> GemRB: GUISAVE: fixed bad array index in deletion confirmation
[22:00:10] <CIA-74> GemRB: in pst a previous fix is reworked, since the other code is identical
[22:00:19] <CIA-74> GemRB: 03lynxlupodian * r04ac43449907 10gemrb/gemrb/GUIScripts/ (iwd/GUISAVE.py iwd2/GUISAVE.py): iwd*: close the save window after saving
[22:00:34] <CIA-74> GemRB: 03lynxlupodian * r709f75df74fa 10gemrb/gemrb/GUIScripts/ (bg1/GUISAVE.py bg2/GUISAVE.py): GUISAVE: prepare for merging, except for pst
[22:00:53] <CIA-74> GemRB: 03lynxlupodian * r7a4a1d6f99d3 10gemrb/gemrb/GUIScripts/ (GUISAVE.py bg1/GUISAVE.py bg2/GUISAVE.py iwd/GUISAVE.py): merged bg1, bg2 and iwd GUISAVE, moving it to the top dir
[22:00:54] <CIA-74> GemRB: 03lynxlupodian * r2e4d2b4edff9 10gemrb/gemrb/GUIScripts/ (GUISAVE.py iwd2/GUISAVE.py): iwd2: merged GUISAVE into the main one
[22:04:21] <lynxlynxlynx> omnomnom zzz
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