#gemrb@irc.freenode.net logs for 30 Aug 2012 (GMT)

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[05:17:42] <ASd3445> hi there
[05:18:20] <ASd3445> the BGEE team is doing an AMA ("ask me anything") on reddit right now
[05:18:35] <ASd3445> here is the link >> http://www.reddit.com/r/IAmA/comments/z1af7/we_are_overhaul_games_the_team_behind_baldurs/
[05:18:48] <ASd3445> maybe you can ask them about compatibility issues?
[05:19:04] <ASd3445> or maybe tend some communication bridges?
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[06:09:01] <tomprince> http://www.reddit.com/r/IAmA/comments/z1af7/we_are_overhaul_games_the_team_behind_baldurs/c60nj8l
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[06:17:53] <fuzzie> don't have to ask them via reddit anyway, they will reply to questions :)
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[06:56:49] <DrMcCoy> "GemRB is a great project, but the implementation is not perfect. If you've tried it, I think you'll agree"
[06:57:05] <DrMcCoy> You hear that? You are not perfect! Change that! :P
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[07:16:59] <lynxlynxlynx> hah, who wrote that?
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[11:30:47] <edheldil> Polish-versions of all IE games have just arrived :)
[11:32:49] <lynxlynxlynx> cool
[11:33:17] <lynxlynxlynx> there's an extra newline in many (all?) the strings we print
[11:33:25] <lynxlynxlynx> or at least we interpret it that way
[11:34:47] <edheldil> do you have an example strref handy?
[11:36:02] <edheldil> possibly the cause \r vs. \r\n vs. \n
[11:37:45] <lynxlynxlynx> could be
[11:37:54] <lynxlynxlynx> just noticed it on screenshots
[11:38:45] <lynxlynxlynx> look at any traveler's that has the message window
[11:38:56] <lynxlynxlynx> iirc the name was terminated like that
[11:42:19] <fuzzie> oh, we forgot to fix that
[11:42:27] <fuzzie> I mean, the overrun thing.
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[11:47:27] <edheldil> lynxlynxlynx: indeed, the polish version has extra \r\n at end of string(s), e.g. 9458
[11:48:21] <edheldil> either we strip it globally, or the guiscripts have to workaround it
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[11:48:48] <fuzzie> It is stripped already, but the code doesn't cope with long strings properly.
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[11:48:58] <edheldil> hmm?
[11:49:14] <fuzzie> wjp and I discussed it in here a week or so ago.
[11:49:16] <edheldil> 9458 is a short string
[11:49:33] <edheldil> 'Number of attacks'
[11:49:42] <fuzzie> Oho, I guess not for random strefs. :/
[11:49:46] <fuzzie> We should strip at a higher level then.
[11:50:31] <fuzzie> Interface::StripLine is the remove \r\n function
[11:50:39] <edheldil> but that screenshot is several days old, so I am not sure it has not already been fixed
[11:50:58] <fuzzie> But it is only called for actor names (Actor::SetName), the last time I checked.
[11:51:18] <fuzzie> The code there is broken, because it truncates the strings (and removes the null terminator!).
[11:51:32] <lynxlynxlynx> yeah, two issues
[11:51:35] <fuzzie> I think just removing the len restriction is the least fiddly way to deal with it.
[11:52:05] <fuzzie> But I guess StripLine should be called for all strrefs if they're causing problems for other ones. I'm just not sure what side effect that might have?
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[11:52:16] <wjp> there's one more place that calls StripLine, IIRC
[11:52:30] <fuzzie> right, also TLKImporter :)
[11:52:38] <fuzzie> thanks
[11:53:21] <wjp> yes, that was it
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[11:55:18] <edheldil> btw, polish version ~ 99% of strings terminated with \r\n, czech version has none, english has 121
[11:55:26] <edheldil> courtesy of iesh ;-)
[11:56:18] <fuzzie> well, ok, that makes solution simpler :P
[11:58:28] <edheldil> there are also spell descriptions in english version, that have trailing \r\n\r\n
[12:03:46] <edheldil> no trailing \r\n in bg2, 381 in pst, 30 in iwd, 118 in iwd2. Plus or minus a patch or datadisk
[12:07:58] <edheldil> I suggest stripping all [\r\n] from the end of strings. Btw, there's also "\r\n " :-)
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[12:31:45] <lynxlynxlynx> we should likely strip just the last one and convert the rest to \n
[12:32:24] <lynxlynxlynx> but if they really only occur in spell descriptions, it doesn't matter, as it has no layouting implications
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[13:16:39] <edheldil> lynxlynxlynx: not really, e.g. they ('\r\n$') are in dialogues as well in pst, though I haven't noticed any labels during my cursory review
[13:17:29] <lynxlynxlynx> i meant the repetitions you mentioned
[13:23:52] <edheldil> well, there are 11 such in pst. 9 are spell descriptions or st. like that, 2 are either journal entries or completed quest descriptions - in the latter case they don't matter
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[14:26:31] <traveler> edheldil: "but that screenshot is several days old, so I am not sure it has not already been fixed"
[14:26:35] <traveler> i;m not aware of any changes
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[15:16:46] <brada> tomprince: i setup a new buildbot a while ago but i have forgotten the original password i used
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[15:45:57] <tomprince> brada: I updated the config to use the new one you sent me.
[15:46:05] <brada> ok
[15:46:47] <brada> what port do i connect to?
[15:47:12] <tomprince> 9012
[15:48:39] <brada> hmmm
[15:50:00] <brada> still not starting
[15:50:32] <brada> Connection to buildbot.gemrb.org:9012 failed: Connection Refused
[15:58:18] <tomprince> That's an error on my end.
[16:00:45] <brada> ah
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[16:16:18] <CIA-45> GemRB: 03edheldil * r98c60c726d7f 10ie_shell/infinity/ (defaults.py formats/tlk.py): Convert encoding on TLK read and write
[16:16:19] <CIA-45> GemRB: 03edheldil * re683c302cf23 10ie_shell/infinity/defaults.py:
[16:16:19] <CIA-45> GemRB: Set encoding default to None
[16:16:19] <CIA-45> GemRB: * This alllows printing strrefs semiwork without setting
[16:16:19] <CIA-45> GemRB: data encoding as well
[16:16:20] <CIA-45> GemRB: 03edheldil * r7b2836017f78 10ie_shell/ (README TODO iesh):
[16:16:20] <CIA-45> GemRB: Expand shell and documentation a bit
[16:16:20] <CIA-45> GemRB: * Implement @filename command
[16:16:20] <CIA-45> GemRB: * Implement ?object command
[16:16:22] <CIA-45> GemRB: 03edheldil * r559a52dff889 10ie_shell/infinity/formats/ (chui.py spl.py vvc.py): Tweak and fix some file formats
[16:16:22] <CIA-45> GemRB: 03edheldil * re53421f625b3 10ie_shell/ieparse.py: Parse and use option option's value if any
[16:16:22] <CIA-45> GemRB: 03edheldil * r04b0c259fdd8 10ie_shell/infinity/stream.py: Fix read_blob() and a new signature
[16:20:20] <fuzzie> :)
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[16:31:46] <CIA-45> GemRB: 03lynxlupodian * raae4d31b118a 10gemrb/gemrb/GUIScripts/iwd2/GUIREC.py: iwd2::guirec: fixed turning strref and extraneus newline
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[17:00:29] <gembot> build #453 of nmake-msvc++10 is complete: Exception [6exception setproperty] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/453 blamelist: lynxlynxlynx
[17:01:42] <lynxlynxlynx> Connection to the other side was lost in a non-clean fashion.
[17:07:13] <lynxlynxlynx> brada: did you change the alignment on tooltips too?
[17:07:32] <lynxlynxlynx> they aren't vertically centered in iwd2 (anymore?)
[17:07:54] <brada> i dont remember changing alignment for that
[17:08:19] <brada> and afik i havent merged anything i have been working on there yet
[17:08:20] <lynxlynxlynx> ok, will look it up
[17:08:32] <lynxlynxlynx> you didn't
[17:08:40] <lynxlynxlynx> well, not of that last batch
[17:08:52] <lynxlynxlynx> oh, what's the story with guiopt?
[17:10:21] <brada> i got busy going back to uni. it should be done i just need to run though all the games i have
[17:11:44] <lynxlynxlynx> what did you do?
[17:12:09] <brada> i had to merge the entire file
[17:13:33] <brada> unless there is some way i dont know of in python to reference functions contained in the parent scope/module
[17:13:49] <brada> but even if there is its all merged so that was the end goal anyway
[17:15:55] <lynxlynxlynx> oh, saved me some work then
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[17:16:21] <lynxlynxlynx> did you manage to merge all of them?
[17:23:19] <brada> started with a copy of bg2 version then went though the others and added some GameIsXX logic
[17:27:26] <lynxlynxlynx> what about pst?
[17:30:03] <brada> i split the control functions into their own file and include it in PST GUIOPT so there is prbably more that could be done with PST
[17:30:55] <brada> of course i had to get rid of the evals for that to work
[17:31:19] <brada> so i changed the name parameter to "action"
[17:31:26] <brada> and just pass in a function
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[17:42:50] <lynxlynxlynx> will be interesting to see the diff
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[17:43:44] <lynxlynxlynx> luckily it's not an important area, so we can be a little less thorough with the merge
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[18:24:41] <lynxlynxlynx> no luck with tooltips
[18:25:39] <lynxlynxlynx> both the normal and the clip region are the same y- and height-wise and we call Print with centered middle alignment
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[18:35:48] <lynxlynxlynx> and the minimal test is indeed broken
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[18:36:23] <lynxlynxlynx> likely since the exit mistake prevention changes
[18:36:55] <brada> i dont see how that would affect tool tip alignment
[18:37:17] <brada> its still correct in BG2 is it not?
[18:39:49] <brada> could it be another case of an extranious newline somwwhere?
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[18:44:48] <lynxlynxlynx> the strings look fine
[18:45:20] <lynxlynxlynx> the minimal test goes into an infinite loop due to the QF_KILL changes
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[18:50:33] <CIA-23> GemRB: 03lynxlupodian * rc5219a1c7e96 10gemrb/gemrb/core/Interface.cpp:
[18:50:33] <CIA-23> GemRB: Main: stop processing quit flags if only the unhandled kill flag is passed
[18:50:33] <CIA-23> GemRB: fixes an infinite loop seen with the minimal test
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[19:05:38] <lynxlynxlynx> found a lead
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[19:14:51] <gembot> build #454 of nmake-msvc++10 is complete: Exception [6exception setproperty] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/454 blamelist: lynxlynxlynx
[19:15:52] <lynxlynxlynx> tomprince: ^ ?
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[19:29:13] <gembot> build #715 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/715
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[21:46:41] <CIA-23> GemRB: 03lynxlupodian * r08b4489c26aa 10gemrb/gemrb/plugins/BAMImporter/BAMFontManager.cpp: fix msvc build error - no strcasecmp
[21:49:34] <lynxlynxlynx> gembot: force build nmake-msvc++6
[21:49:34] <gembot> Something bad happened (see logs)
[21:49:58] <lynxlynxlynx> gembot: force build nmake-msvc++6 release build
[21:49:58] <gembot> Something bad happened (see logs)
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[23:16:36] <traveler> hi
[23:16:44] <traveler> IE_FEAT_AXE
[23:17:07] <traveler> sets polearm proficiencies in bg1??
[23:18:32] <traveler> and IE_FEAT_POLEARM sets axes
[23:18:43] <traveler> accordinf to character sheet anyway
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[23:55:02] <traveler> not sure about swords too
[23:55:50] <traveler> none was set how would I guess
[23:56:38] <traveler> but axe and polearm are definitely switched