#gemrb@irc.freenode.net logs for 30 Jan 2013 (GMT)

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[00:00:41] <brada> there seem to only be those 4 offsets in sto v1
[00:01:56] <brada> ditto for others
[00:02:38] <lynxlynxlynx> UpdateActionsWindow gets called so early, the global offset is not set yet, so all the portrait and hp buttons get the number font
[00:05:11] <Seniorita> [commit] Brad Allred: STOImporter: no need to update header size after last offset. http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e35a5ec5e482279b2eac2f1a4acc804e3c210311
[00:05:52] <lynxlynxlynx> that was it and it also fixes the misterious bug, that effect icons were only shown in other screens :)
[00:08:14] <xrogaan> lynxlynxlynx: what's Seniorita made off ?
[00:08:24] <xrogaan> if you do know
[00:08:32] <lynxlynxlynx> java beans
[00:08:38] <xrogaan> really ?
[00:08:52] <lynxlynxlynx> sure
[00:09:12] <Seniorita> [commit] Jaka Kranjc: UpdateActionsWindow: also set the iwd2 id offset here http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=feed5ccfb0725033fcddc6163d98165e1ce5543b
[00:09:31] <lynxlynxlynx> brada: STOImporter.cpp:235:18: error: variable ‘itemsize’ set but not used [-Werror=unused-but-set-variable]
[00:10:13] <xrogaan> why java ? Who's mad enough do to that ?
[00:10:31] <brada> adding that warning in xcode
[00:11:00] <lynxlynxlynx> xrogaan: much of the market?
[00:12:30] <brada> -Werror=unused-but-set-variable is unknown :/
[00:12:58] <lynxlynxlynx> clang can't be better at everything
[00:14:43] <brada> true
[00:20:28] <Seniorita> [commit] Brad Allred: Revert "STOImporter: no need to update header size after last offset." http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=939ee8ff8f08cc8795e456807bad96e853e3dabc
[00:20:29] <Seniorita> [commit] Brad Allred: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=771571842f332839f5fbf0d198daea3a64ef7994
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[01:13:07] <traveler___> hm
[01:13:16] <traveler___> now both load and save menu has broken fonts
[01:13:33] <traveler___> broken/nextlined?
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[01:17:35] <traveler___> brada: how about -Wunused-variable ?
[01:17:55] <brada> already set
[01:18:10] <brada> broken fonts?
[01:19:05] <traveler___> http://img859.imageshack.us/img859/9994/201208201631391440x900s.png
[01:26:53] <traveler___> excellent
[01:27:05] <traveler___> gui is broken too
[01:27:49] <traveler___> [Python/ERROR]: Traceback (most recent call last): [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/GUICommonWindows.py", line 653, in UpdateActionsWindow [Python/ERROR]: Button = CurrentWindow.GetControl (i+ActionBarControlOffset) [Python/ERROR]: UnboundLocalError: local variable 'ActionBarControlOffset' referenced before assignment
[01:28:41] <traveler___> [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/GUICommonWindows.py", line 1586, in SelectionChanged
[01:29:05] <traveler___> [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/bg1/MessageWindow.py", line 63, in OnLoad [Python/ERROR]: GUICommonWindows.OpenActionsWindowControls (ActionsWindow) [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/GUICommonWindows.py", line 434, in OpenActionsWindowControls
[01:34:13] <traveler___> gn
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[11:26:47] <Seniorita> [commit] Jaka Kranjc: gcw: fixed scoping error from feed5ccf http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5001b4386e57b2c985274e2bb0d4cf9b7f7a64c6
[11:30:43] <traveler___> ty, looks good now
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[11:37:40] <traveler___> [ResourceManager/WARNING]: Couldn't find 'WPLH1INV'... Tried WPLH1INV.plt [ResourceManager]: Searching for 'CHMF4INV'... [ResourceManager/WARNING]: Couldn't find 'CHMF4INV'... Tried CHMF4INV.plt [ResourceManager]: Searching for 'WPLS1INV'... [ResourceManager/WARNING]: Couldn't find 'WPLS1INV'... Tried WPLS1INV.plt [ResourceManager]: Searching for 'WPLD4INV'... [ResourceManager/WARNING]: Couldn't find 'WPLD4INV'... Tried WPLD4INV.
[11:38:30] <traveler___> cannot scroll down 'throw away' inventory window
[11:39:38] <traveler___> i have a hunch it's connected with fizzle's removal of extra slot somwhere
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[11:48:16] <lynxlynxlynx> are you sure there is something to scroll down to?
[11:51:48] <traveler___> well there should be emty space
[11:52:02] <traveler___> to throw away more items
[11:52:08] <traveler___> in fact, unlimited empty space
[11:52:28] <traveler___> now after filling 'throw' slots you cannot throw away more of them
[11:52:53] <traveler___> btw, just testing infravision again
[11:53:14] <traveler___> it looks it works only if you have party of >1 and after few selections of your character
[11:53:29] <traveler___> kind of hit and miss
[11:53:50] <traveler___> but i were well remembr that with solo play i had not chance of activating it at all
[11:54:03] <traveler___> *very well
[11:55:10] <traveler___> temple of bhaal glance before loading ulgoth's in bundled save got me thinking, because you clearly see party with infravision on
[11:56:12] <traveler___> ok, i think i've cracked infravision problem...
[11:56:43] <traveler___> to activate it, you must at least attempt to choose more than one character (they do not need to be in party)
[11:58:05] <traveler___> they can be enemies etc
[12:06:07] <lynxlynxlynx> wierd
[12:13:27] <traveler___> well it really works like that after equipping helm05 at least
[12:14:09] <traveler___> i think i had a minor quirk in islanne's room too
[12:14:21] <traveler___> there is infotext about door 2 'locking shut'
[12:14:38] <traveler___> but in fact you can open it just fine
[12:15:27] <traveler___> this behaviour could be inconsistent in original too, i'm afraid
[12:15:35] <traveler___> it shuts, but it's not locked
[12:15:59] <traveler___> http://www.forgottenwars.com/bg1/ar0512.htm
[12:16:00] <Seniorita> dudleyville.com | Baldur's Gate Walkthrough | Durlag's Labyrinth Level 2 (AR0512)
[12:31:56] <traveler___> this ocdoor script is problematic
[12:32:06] <traveler___> it lists difficulty as 0
[12:32:14] <traveler___> even though some of them can be unlocked/forced
[12:33:39] <traveler___> all doors are conver by ocdoor script i think
[12:33:43] <traveler___> here
[12:52:52] <traveler___> *uh covered
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[13:04:24] <traveler___> edheldil: does your ie bundle has totl included?
[13:07:39] <lynxlynxlynx> 0 diff means unpickable
[13:07:52] <traveler___> i know
[13:07:56] <traveler___> but it's no true
[13:07:59] <traveler___> in this case
[13:08:13] <traveler___> as all doors are covered by ocdoor script
[13:08:36] <traveler___> and some of them need keys, some levers, and some are related to events (dialogue) and some are just plain frocable
[13:08:39] <traveler___> *forcable
[13:10:15] <traveler___> and if you look into walkthrough, there is mention of this behaviour (albeit not exactly correct, as i've forced one door he described as event related and one door was event related and he described it as pickable
[13:10:31] <traveler___> but _all_ of them are covered by ocdoor and '0'
[13:10:36] <traveler___> thus- confusion!
[13:11:16] <traveler___> but so far it works
[13:11:21] <fuzzie> isn't lock difficulty 0 always pickable?
[13:12:03] <traveler___> i don't know if 'correct' as in original game, because there you could be locked in randomly so it was bugged probably (?)
[13:12:05] <fuzzie> it's difficulty 100 which is unpickable
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[13:13:17] <traveler___> i think 0 doors are handled by scripts
[13:13:18] <traveler___> and definitely they were not always pickable
[13:13:31] <fuzzie> it doesn't make any sense for 0 doors to be handled by scripts
[13:13:41] <fuzzie> if you want a door to be handled by script, you set difficulty to 100, so it's unpickable
[13:14:36] <traveler___> so this doors does not make any sense then
[13:14:38] <traveler___> thay are all 0 and handled by ocdoor
[13:15:22] <traveler___> and definitely they are not always pickable (forceable in my case)
[13:15:59] <traveler___> by always pickable, we mean 0 = always success ?
[13:16:28] <fuzzie> yeah
[13:16:48] <fuzzie> it is locked?
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[13:18:08] <traveler___> be default
[13:18:09] <fuzzie> it would be nice if we printed lock difficulty in ctrl-m :P
[13:18:10] <traveler___> *by
[13:18:23] <fuzzie> as it is we don't
[13:18:30] <fuzzie> which is unhelpfully confusing
[13:18:33] <traveler___> ahh
[13:18:43] <fuzzie> the difficulty in ctrl-m dump = trap difficulty
[13:19:01] <traveler___> so i dissociated 0 with difficulty in doors wrong?
[13:19:06] <traveler___> *associated
[13:19:11] <fuzzie> yeah, i guess we print this wrong
[13:19:22] <fuzzie> you're building from git?
[13:19:27] <traveler___> yes
[13:20:57] <traveler___> maybe they were giving more chances for players making doors handled by scripts and pickable too
[13:21:27] <traveler___> as this level as confusing as it can be regarding doors/triggers
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[13:23:10] <traveler___> what is stranger for me, that all this talk of being locked in, and yet in gemrb when some door closes behind you you just need to open it again... it is not locked
[13:23:34] <Seniorita> [commit] Alyssa Milburn: Door: Add lock difficulty to debug dump. http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=58d8c6f7144e3e728541484b2af40eb509d7da91
[13:23:37] <traveler___> maybe it should
[13:23:40] <traveler___> ty
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[13:24:08] <fuzzie> that makes 3 commits so far this month!
[13:24:56] <traveler___> it could be sign of increasing trend though ;)
[13:25:18] <fuzzie> so our OpenDoor tries to unlock the door if the script is running on an actor
[13:25:25] <fuzzie> and our CloseDoor does the same
[13:25:53] <fuzzie> and in fact our SetDoorOpen will force-unlock doors(!)
[13:25:58] <fuzzie> someone hacked it for pst to not do that
[13:26:36] <traveler___> heh
[13:26:52] <traveler___> so now we have two difficulties in door dump ;)
[13:27:10] <fuzzie> but this is probably all totally wrong, crazy
[13:27:16] <fuzzie> i really don't have time to look at it today though
[13:27:28] <fuzzie> but that is definitely a bug
[13:27:50] <traveler___> well one is this old one
[13:27:51] <traveler___> 0
[13:28:07] <traveler___> and new one is 60 in case of pickable door
[13:28:12] <traveler___> and 100 in case of unpickable one i think
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[13:28:22] <traveler___> but they both have old 0 one too
[13:28:58] <fuzzie> but this bug is nothing to do with difficulty, if I understand it right
[13:29:00] <traveler___> that's not a problem for me, mind, now i at least see more then before
[13:29:16] <fuzzie> it's just that our script code is force-unlocking doors when it closes or opens them
[13:29:27] <fuzzie> and if a door is unlocked then the difficulty doesn't matter any more..
[13:29:34] <traveler___> probably yes
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[13:52:57] <edheldil> traveler__: what do you mean with my IE bundle?
[13:53:31] <traveler__> this bundled polish ie games
[13:53:34] <traveler__> on dvd?
[13:54:04] <traveler__> btw, where is chiv? Area Playability Index™ is hilarious...
[13:54:35] <traveler__> edheldil: you bought this one, correct? http://allegro.pl/legendy-rpg-baldurs-gate-torment-icewind-folia-24h-i2986998268.html
[13:55:09] <traveler__> i'm not sure if it includes totl
[13:59:47] <edheldil> yes, I bought that - but I don't know from the top of my head. If you pester me when I am home and reading IRC, I will check
[14:02:49] <traveler__> this is not so urgent, but have a look if you could; i really do not need more one unnecessary iteration of rebuying ie games i've already bought ;)
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[15:36:12] <edheldil> traveler__: that will come later :-D
[15:36:39] <edheldil> I bought them on GOG just to have them online :)
[15:37:42] <traveler__> well i can see a pattern already ;)
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[17:51:49] <brada> this month has been extraordinarily productive for us :)
[17:51:59] <brada> not just for fuzzie ;)
[17:52:31] <brada> ~400 commits if im not mistaken
[17:53:46] <brada> and i am about to embark on sdl2 stuff
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[18:31:02] <lynxlynxlynx> hmm, maybe we'll beat the fuzzie bg2 frenzy of 2009
[18:31:36] <lynxlynxlynx> that'd mean the highest count since 2003
[18:31:45] <lynxlynxlynx> pretty shallow metric though
[18:32:02] <miha> lines of code?
[18:32:12] <lynxlynxlynx> commit count
[18:32:25] <miha> i see
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[18:33:47] <brada> yeah it is a bit shallow
[18:33:57] <brada> but ill bet our loc is also pretty decent
[18:34:18] <Seniorita> [commit] Jaka Kranjc: CREImporter: store the unused skill points for iwd2 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b02b9f4cba374e563298a43393ee92464729435a
[18:34:27] <lynxlynxlynx> my loc is still negative, i wonder if i'll ever escape
[18:34:40] <brada> well thats not a bad thing :)
[18:34:53] <brada> i mean lines changed
[18:35:54] <brada> miha: do you think you will be able to dissect the android build to separate it from comandergenius?
[18:36:12] <brada> id like to build with standard sdl2 at some point
[18:36:35] <lynxlynxlynx> the extra stuff is pretty helpful though
[18:36:42] <brada> kinda
[18:36:46] <lynxlynxlynx> but i guess it should just be moved inside
[18:36:57] <brada> i think touch input is better then that extra stuff
[18:37:06] <brada> and the 2 are not commpatible
[18:37:14] <lynxlynxlynx> you mean multitouch
[18:37:17] <brada> yes
[18:37:46] <lynxlynxlynx> they're not compatible only due to different sdl, i doubt there's anything inherent in the code itself
[18:37:48] <miha> brada: well, hope so. i must say i have very little experience with NDK so far.
[18:37:50] <brada> sure
[18:38:00] <miha> on the other hand, java part is easy
[18:38:09] <brada> it would be better if we had own own java interface tho
[18:38:11] <brada> that we control
[18:38:33] <miha> there's actually were little java code in commandergenius
[18:38:42] <brada> yeah we know
[18:38:52] <miha> very little
[18:38:53] <miha> yeah
[18:38:55] <brada> its all that "launcher" interface
[18:38:59] <miha> yes
[18:38:59] <brada> and that button
[18:39:04] <miha> and unzip and download
[18:39:18] <lynxlynxlynx> button remapping
[18:39:33] <brada> right
[18:39:39] <lynxlynxlynx> cache size and other details are not that relevant
[18:42:43] <brada> regardless, we need whatever buildables required in our repo
[18:52:27] <miha> brada: i'll try to help. but i do believe it'd be easier for you c++ programmers to learn android NDK, than me to learn makefiles :D
[18:53:00] <fuzzie> I think there's more non-launcher Java code in pelya's SDL than launcher Java code.
[18:53:04] <brada> maybe, but it something youd like to learn no?
[18:53:30] <miha> brada: yes i'd like. but i feel lost all the time :)
[18:53:42] <brada> part of learning :)
[18:53:47] <miha> :))
[18:56:44] <fuzzie> brada: also there's nothing stopping you from supporting multitouch with pelya's build.. :-P
[18:56:56] <fuzzie> not suggesting you should but it's not as if it's impossible :)
[18:57:29] <brada> i hard from beholder that there is something incompatible
[18:57:41] <brada> cant tell you what
[18:57:47] <fuzzie> well, if you use the SDL 1.3 APIs then it's a mess still
[18:57:56] <brada> right
[18:58:05] <brada> id rather not support 1.3 and 2
[18:58:21] <brada> the sdl touch code in gemrb is nice and clean (imo)
[18:58:22] <fuzzie> but the SDL 1.2 build will pass multitouch events on as joystick events, for example
[18:58:25] <brada> tho im biasd :D
[18:59:33] <fuzzie> presumably you can't really take anything useful from pelya's build system though
[18:59:34] <brada> and if we have android use sdl2 that is more incentive for me to get a working sdl2 driver with textures
[19:00:13] <fuzzie> i.e. you'd be better off starting from scratch if you want an upstream sdl2 build
[19:00:16] <brada> no part of the makefile would be usefull for makig our own?
[19:00:21] <brada> :/
[19:00:27] <fuzzie> well, how would it be?
[19:00:31] <brada> i dont know
[19:00:42] <brada> not an android dev at all
[19:00:47] <fuzzie> All the tricky bits are about libraries and packaging and config and etc.
[19:00:51] <fuzzie> And you'd be ripping all of that out.
[19:01:10] <brada> well im all for starting from scratch
[19:01:18] <brada> maybe you can help me :D
[19:01:39] <fuzzie> well, step one, make upstream sdl2 work, step two, add gemrb files to compile list, step three, done? :P
[19:02:13] <brada> i guess
[19:03:40] <brada> hey is there anything special about bam sprites aside from rle?
[19:03:51] <fuzzie> well, they're guaranteed paletted
[19:04:28] <brada> right but that is not unique to them
[19:04:33] <fuzzie> but other than that, I don't think so
[19:04:56] <brada> trying to plan out the sprite subclasses...
[19:05:12] <brada> thingink the base class and the video driver shouldnt have to know what a bam is
[19:05:25] <brada> rather just know that the data is rle
[19:05:40] <fuzzie> right, as far as the video driver is concerned, a BAM is just RLEed paletted data.
[19:06:00] <brada> cool
[19:06:06] <fuzzie> Oh, I guess also with a colorkey attached.
[19:06:11] <brada> sure
[19:06:12] <fuzzie> But that's just terminology.
[19:06:15] <brada> right
[19:06:22] <fuzzie> The only sprites like that are BAM, so there's no harm calling them BAM. :-p
[19:07:02] <brada> you mean that are rle?
[19:07:08] <fuzzie> yes
[19:08:24] <fuzzie> I mean they're not *necessarily* RLE anyway, right?
[19:10:04] <fuzzie> The real split in the driver is "things we make SDL surfaces from" (non-BAM) and "things we render ourselves" (BAM).
[19:10:35] <fuzzie> Everything else, like RLE, is just a flag which happens to only be relevant for the latter (BAM) case.
[19:14:09] <brada> yes
[19:16:02] <brada> tho if rle is the only special thing about bam then why do we not create a surface for non-rle bam?
[19:16:30] <fuzzie> because we have to render BAMs ourselves
[19:16:41] <fuzzie> I mean, let me start again.
[19:16:53] <fuzzie> The tricky part about rendering stuff for GemRB is all the special effects which might need to be applied.
[19:17:02] <brada> mmm
[19:17:24] <brada> i think i understand then
[19:17:48] <fuzzie> For example, alpha, covering, tints, shadows, glows, horz/vert flips, grey/sepia stuff, etc etc.
[19:18:15] <fuzzie> So SDL's blit functions are useless for those in-game-area sprites, and we have to render those ourselves.
[19:18:39] <fuzzie> And of course, since those sprites often have a lot of empty space, it's faster to use the RLE data, rather than pointlessly expanding it out.
[19:18:47] <brada> right
[19:19:26] <fuzzie> If they're not in-game-area sprites then all we care about is colorkeying them, and SDL does that fine, so we can just make SDL sprites.
[19:19:38] <fuzzie> It just happens coincidentally that the in-game-area sprites are all BAMs.
[19:19:52] <brada> but when its not rle the only reason we dont make a surface is then because it is useless because there is no sld functionality for the afore-mentioned effects
[19:20:03] <fuzzie> Yes.
[19:20:10] <brada> thank you
[19:20:32] <fuzzie> For a fancy all-hw-accelerated OpenGL backend, you probably don't have to care about the difference.
[19:20:43] <brada> no i wanst planning on it
[19:21:01] <lynxlynxlynx> enums are constant, right?
[19:21:10] <fuzzie> But for an OpenGL backend you probably want to make per-cycle textures instead.
[19:21:13] <brada> i just didnt know if we treated bams special only due to rle or not
[19:21:23] <brada> now i know
[19:21:30] <fuzzie> Rather than a lot of tiny per-frame textures.
[19:21:31] <fuzzie> lynxlynxlynx: yes.
[19:22:29] <brada> good idea about per-cycle textures
[19:22:36] <fuzzie> I think the paletted vs non-paletted split is more relevant to OpenGL land, too.
[19:23:04] <fuzzie> I got stuck trying to work out how to avoid running out of texture memory.
[19:23:10] <brada> he he
[19:23:32] <fuzzie> Obviously we don't have to allocate any memory for the software BAM case.
[19:23:45] <fuzzie> We just load the whole BAM into RAM and then point the BAM Sprite2Ds into it.
[19:24:03] <brada> yeah
[19:25:58] <wjp> did anyone ever work out the numbers on how many textures would typically be needed over some period of time?
[19:26:10] <brada> no
[19:26:14] <brada> not that i know of
[19:26:40] <fuzzie> do you care about iPhone 3G and below
[19:26:40] <fuzzie> ?
[19:26:42] <brada> but i was planning on letting the game are be rendered in software at first
[19:26:46] <brada> fuzzie: no
[19:26:54] <brada> only retina and up
[19:26:59] <brada> so iphone 4 iirc
[19:27:07] <fuzzie> things are simpler if you don't have to care about power-of-two textures I guess
[19:28:39] <brada> because of palettes?
[19:28:53] <fuzzie> no, because you don't actually have to do per-cycle textures
[19:29:03] <fuzzie> because you don't waste a lot of memory
[19:29:06] <lynxlynxlynx> hmm, i'll use a struct then. iwd2 has overlapping (with other games) and moved door flag bits and it would be ugly to special case them everywhere
[19:29:30] <fuzzie> lynxlynxlynx: you don't just want to change them at load/save time?
[19:29:52] <lynxlynxlynx> that's what i'd do, yes
[19:30:08] <brada> its not like creating per cycle textures would be hard
[19:30:12] <lynxlynxlynx> oh, you mean hack the importer
[19:31:08] <fuzzie> yes, which we are already doing for iwd2 apparently
[19:31:13] <fuzzie> although whoever did it seems to have forgotten the 'save' case
[19:38:16] <lynxlynxlynx> you mean the actor stuff or something else?
[19:39:38] <fuzzie> yes, that
[19:41:48] <lynxlynxlynx> ok
[19:42:10] <fuzzie> sorry, really no time. last exam for a while tomorrow morning.
[19:44:50] <lynxlynxlynx> good luck
[19:45:11] <lynxlynxlynx> bad call though, now you'll get extra prodding later
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[20:57:37] <lynxlynxlynx> bleh, this is extra ugly since the there is a chain of bits, so they can't just be toggled one by one
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[21:06:35] <lynxlynxlynx> valgrind time
[21:13:34] <Seniorita> [commit] Jaka Kranjc: AREImporter: use the existing door flag constant for secret doors http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ed1e16d7491dc7a4038b18ec3e7aa473bda2d920
[21:13:35] <Seniorita> [commit] Jaka Kranjc: renamed DOOR_HIDDEN2 now that the original name is free http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b516031fb102eacafa07896f8eb6d59c519dbba5
[21:13:37] <Seniorita> [commit] Jaka Kranjc: Actor::SendDiedTrigger: don't crash if called before the area is loaded http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=dce985fb8b9bb7a40d95bf2d9f7fee02f2a18a36
[21:23:40] <Seniorita> [bug] 3602705 - BG2: dragons not rendered properly http://sourceforge.net/tracker/?func=detail&atid=110122&aid=3602705&group_id=10122
[21:24:47] <lynxlynxlynx> yeah :(
[21:28:18] <wjp> hm, palette issues?
[21:29:13] <fuzzie> it would have to be some fairly spectacular palette issues
[21:31:38] <fuzzie> but you are the expert :)
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[21:32:50] <lynxlynxlynx> we've had this bug since i first came across gemrb dragons
[21:33:08] <lynxlynxlynx> and yeah, some cycles or frames are normal
[21:33:14] <Seniorita> [commit] Jaka Kranjc: convert ARE9.1 door flags on import/export http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9b8e878bc2367b9e8bc211e5c24fad674c1631c7
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[21:57:05] <traveler__> is yoshimo a bot?
[21:58:08] <fuzzie> nope
[21:58:28] --- ChanServ gives channel operator status to fuzzie
[22:09:59] <traveler__> good luck with exam
[22:10:29] <fuzzie> thanks
[22:18:33] <lynxlynxlynx> all this ircing can't help though
[22:19:18] <lynxlynxlynx> better get some real rest, it's good for memorisation
[22:20:47] <fuzzie> yes. sleep now.
[22:20:55] <fuzzie> open-book exam so.. :-)
[22:23:15] <lynxlynxlynx> heh
[22:26:06] <Seniorita> [bug] 3602716 - BG2: Game not autopausing anymore http://sourceforge.net/tracker/?func=detail&atid=110122&aid=3602716&group_id=10122
[22:45:02] <traveler__> strange
[22:45:10] <traveler__> second trap that's casting
[22:45:14] <traveler__> 'removal of effects'
[22:45:19] <traveler__> what kind of trap this is?
[22:46:26] <lynxlynxlynx> why is that special?
[22:46:42] <traveler__> is it throwing magic dispersion or what?
[22:46:44] <lynxlynxlynx> sounds completely normal, a nice defensive ward
[22:46:49] <traveler__> uhm
[22:46:53] <lynxlynxlynx> i guess it uses dispel magic
[22:46:57] <traveler__> i'm used to more offensive ones
[22:47:01] <traveler__> oh, dispel magic
[22:47:06] <traveler__> that's the right translation
[22:49:19] <traveler__> [Unknown]: Resisted 0 of 6 at 0% resistance to 16 [Actor/COMBAT]: 6 unknown damage taken. [GameScript]: Displaying string on: none [Actor/COMBAT]: Damage animation type: 2
[22:49:25] <traveler__> is it some kind of poison again?
[22:49:30] <traveler__> no icon on portrait
[22:51:17] <traveler__> http://pastebin.com/8TDZ8bnE
[22:51:18] <Seniorita> [Actor/DEBUG]: Debugdump of Actor Abdel (Abdel, Abdel): Scripts: <none> <none> - Pastebin.com
[22:53:15] <lynxlynxlynx> they were very inconsistent with portrait icons
[22:53:45] <lynxlynxlynx> some are handled by the effects themselves, but some are added by extra effects just for that
[22:53:58] <lynxlynxlynx> and many a time the latter was forgotten
[22:54:29] <lynxlynxlynx> oh, we say "unknown", since bg1 has no strings for damage types
[22:57:22] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359586496&do=diff
[23:00:27] <lynxlynxlynx> what is it supposed to do?
[23:01:02] <traveler__> i have no idea
[23:01:07] <traveler__> i only know that it is trapped
[23:01:32] <traveler__> http://img580.imageshack.us/img580/3727/201301302359461440x900s.png aren't we little too good with finding hidden stashes?
[23:02:07] <traveler__> this is common occurrence e.g. you have red highlights before even going to room, sometimes 'seeing' through walls
[23:02:09] <lynxlynxlynx> there's no problem with that trap
[23:02:19] <lynxlynxlynx> it is a trap just so it can have a script i guess
[23:02:34] <traveler__> according to tutorial it's trapped
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[23:03:03] <lynxlynxlynx> well yes, but its script does only good things
[23:03:37] <traveler__> uhm, so it was described as trapped just because of red glow probably
[23:03:37] <lynxlynxlynx> autotransfers an item and sets some vars
[23:03:41] <lynxlynxlynx> yep
[23:03:47] <traveler__> now i get itr
[23:04:41] <lynxlynxlynx> re trap finding: yes, plus the fact that there are some traps that are autodetected / initialised as detected
[23:05:11] <lynxlynxlynx> so it's hard to judge the right trap in that shot
[23:05:37] <traveler__> in that shot it isn;t trap but hidden container
[23:05:58] <lynxlynxlynx> what was that protection from missiles bam again?
[23:06:24] <traveler__> well this hidden container is trapped
[23:09:12] <traveler__> sttravl3.bmp ?
[23:09:18] <traveler__> i;m confused by console output now
[23:09:42] <traveler__> cgabjura.bam ?
[23:10:25] <lynxlynxlynx> ah, spshield
[23:11:06] <traveler__> really?
[23:11:12] <traveler__> i have no such thing in console now
[23:11:22] <traveler__> but name makes sense
[23:12:09] <lynxlynxlynx> the pink column?
[23:12:24] <traveler__> yes
[23:12:30] <traveler__> pink cylinder
[23:14:00] <lynxlynxlynx> did you make a screenshot at that time?
[23:14:23] <lynxlynxlynx> the animation looks fine in dltcep
[23:14:31] <traveler__> at what time?
[23:14:34] <traveler__> i can make screenshot now
[23:14:40] <traveler__> it's opaque
[23:15:02] <traveler__> should me transparent enough to see actor
[23:15:06] <traveler__> that's only problenm
[23:16:19] <traveler__> similar to globe
[23:22:29] <lynxlynxlynx> if you can make a side-by-side composite, that would be great
[23:26:50] <traveler__> side by side with what?
[23:29:15] <traveler__> http://www.youtube.com/watch?v=Rk9TVkj-bQQ 4:01
[23:29:16] <Seniorita> Let's Play: Baldur's Gate 2 015: Thieves Need Protection Spells Too! - YouTube
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[23:29:41] <traveler__> http://img24.imageshack.us/img24/7972/201301310027431440x900s.png
[23:32:59] <traveler__> http://img138.imageshack.us/img138/7410/201301200044451440x900s.png older grab, both opaque (broken)
[23:40:59] <lynxlynxlynx> ok, it really is opaque
[23:41:11] <lynxlynxlynx> and good news, it also is part of the same hardcoded overlays
[23:41:52] <traveler__> http://www.forgottenwars.com/bg1/ar0512.htm false eixit skeletons trap
[23:41:54] <Seniorita> dudleyville.com | Baldur's Gate Walkthrough | Durlag's Labyrinth Level 2 (AR0512)
[23:42:08] <traveler__> looks like it spawns new ones each time you try to use it
[23:42:14] <lynxlynxlynx> gemrb/unhardcoded/bg1/overlay.2da:7
[23:42:32] <lynxlynxlynx> try changing the 0 to 1
[23:48:08] <traveler__> yup
[23:48:10] <traveler__> that's it
[23:48:15] <lynxlynxlynx> really?
[23:48:25] <traveler__> it would be nice if remembered spells would be refreshed/redrawn
[23:48:36] <lynxlynxlynx> it also becomes partially transparent?
[23:48:40] <traveler__> when resting with spell book opened too
[23:48:51] <traveler__> yes
[23:49:05] <lynxlynxlynx> cool, that was totally a blank shot
[23:49:22] <traveler__> well
[23:49:27] <traveler__> there is minor difference
[23:49:36] <traveler__> it is partly transparent
[23:49:53] <traveler__> but with globe you can see other actors beneath too
[23:50:04] <traveler__> not the case with missile prote.
[23:50:15] <traveler__> with missile it;s only transparent for caster
[23:52:03] <traveler__> http://img200.imageshack.us/img200/3279/201301310050521440x900s.png
[23:52:56] <traveler__> his slingshot looks sticking out too
[23:54:26] <lynxlynxlynx> at least it is better than before
[23:55:04] <lynxlynxlynx> good enough for me :)
[23:55:18] <Seniorita> [commit] Jaka Kranjc: bg1: fixed protection from normal missiles overlay covering the caster http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=a046fed9bb081bfff82a9f2c1fb6d5c418f71c10
[23:57:02] <traveler__> mind, i don;t remember original
[23:57:06] <traveler__> but it affects al weapons
[23:57:13] <traveler__> pretty visible with bigger ones
[23:57:35] <traveler__> http://img200.imageshack.us/img200/3279/201301310050521440x900s.png
[23:57:37] <traveler__> staff here
[23:58:10] <traveler__> but yes, it's miles better now
[23:58:56] <traveler__> aaaargh
[23:58:59] <traveler__> wrong link
[23:59:08] <traveler__> and i removed staff screenshot :(
[23:59:35] <traveler__> well, you can take my word for it ;) it's not overlayed at all
[23:59:43] <traveler__> and thus sticks oout a bit