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[07:53:29] <Gekz_> gu
[07:53:31] <Gekz_> jh\
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[08:13:41] <fuzzie> morning
[08:19:56] <lynxlynxlynx> oj
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[12:47:32] <pupnik_> afternoon gekz
[12:48:21] <Gekz> ll
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[13:51:47] <jonas_KUUUhjn> Hi guys
[14:01:06] <jonas_KUUUhjn> fuzzie?
[14:09:10] <pupnik> hi
[14:10:49] * pupnik listsens to Mises University 2009 lectures
[14:13:26] <jonas_KUUUhjn> hi
[14:15:04] <pupnik> you new here jonas_KUUUhjn ?
[14:15:23] <jonas_KUUUhjn> yes
[14:15:31] --- jonas_KUUUhjn is now known as j0nas
[14:15:36] <lynxlynxlynx> welcome to our humble abode :)
[14:15:44] <j0nas> hehe, thanks:)
[14:17:02] <j0nas> are you good at DLTC ?
[14:18:00] <lynxlynxlynx> dltc is dead, isn't it?
[14:18:22] <wjp> dltcep?
[14:18:31] <j0nas> yes, that is what i mean:)
[14:18:44] <j0nas> sorry
[14:19:09] <j0nas> I dont know if you heard but I'm trying to make a GUI for 1920*1200
[14:19:23] <lynxlynxlynx> for dltcep? hehe
[14:19:38] <lynxlynxlynx> what is the problem?
[14:19:54] <wjp> _with_ dltcep :-)
[14:20:59] <j0nas> in dltcep yes... The problem is that I dont really know if I am making any progress since the GUI just flickers and certain parts aren't showing
[14:22:45] <lynxlynxlynx> does selecting the new controls and clicking on that preview thing work?
[14:22:55] <lynxlynxlynx> the one that draws a green border around them?
[14:23:22] <j0nas> in the game or in dltcp
[14:23:26] <j0nas> ?
[14:27:30] <lynxlynxlynx> dltcep
[14:27:43] <lynxlynxlynx> were you talking about gemrb?
[14:28:03] <lynxlynxlynx> if so, you can expect the lower right corner to flicker
[14:28:07] <lynxlynxlynx> that is not your problem
[14:28:36] <j0nas> okay, but sometimes the gui doesn't show properly in gemrb
[14:28:36] <lynxlynxlynx> the two panels redraw over each other all the time and where they overlap you get flickering
[14:28:48] <lynxlynxlynx> explain
[14:28:55] <j0nas> the panel to the right doesnt show at all
[14:29:21] <lynxlynxlynx> do you get any "runtime error"s in the gemrb console output?
[14:30:01] <j0nas> No..
[14:30:25] <lynxlynxlynx> is the behaviour reproducable?
[14:30:27] <j0nas> maybe I have to finish the whole gui completely in dltcep?
[14:31:09] <lynxlynxlynx> this is the portrait window
[14:31:25] <lynxlynxlynx> are you adding more slots for potentially more than 6 member parties?
[14:31:50] <j0nas> no, I'm not changing it
[14:32:11] <lynxlynxlynx> did you prolong the main part?
[14:32:22] <lynxlynxlynx> ah, 1200
[14:32:28] <j0nas> I Used the GUI from BG2 called GUIW20, can that be a problem?
[14:32:29] <lynxlynxlynx> then it is a bit wierd
[14:32:40] <j0nas> okay..
[14:33:01] <j0nas> I's it possible to make it work with 1920*1200?
[14:33:37] <lynxlynxlynx> i don't know if that windowpack is special in any way
[14:36:17] <j0nas> okay, but it is possible for gemrb to work with widescreen at any resolution then ?
[14:36:33] <lynxlynxlynx> it should be
[14:36:39] <lynxlynxlynx> if it isn't, we'll fix it
[14:36:59] <j0nas> okay
[14:37:33] <j0nas> I just have to continue doing my work in dltcep then to make it work?
[14:38:25] <lynxlynxlynx> i don't know, but you can continue anyway, we can try to work it out later
[14:40:22] <j0nas> okay
[14:41:20] <j0nas> If i manage to get the gui right how can we make this available to everyone? Now i modify the existing BG2 artwork and that is licensed?
[14:42:12] <lynxlynxlynx> most of the community doesn't care about that, the widescreen mod does the same afaik
[14:43:31] <lynxlynxlynx> if you don't want to host it, maybe we could just provide a script to do the modification automatically (maybe something like xdelta)
[14:44:06] <j0nas> where is the widescreen mod ?
[14:44:12] <lynxlynxlynx> this could be included with gemrb then
[14:44:34] <lynxlynxlynx> the widescreen mod is not for gemrb, but for the original
[14:44:52] <lynxlynxlynx> i think it's on g3
[14:45:11] <j0nas> the widescreen mod doesnt work with gemrb then?
[14:48:49] <lynxlynxlynx> no, it patches the original exe
[14:49:14] <lynxlynxlynx> not sure if the gui part is autogenerated or if they have "respacks"
[14:49:22] <lynxlynxlynx> it definitely isn't pretty
[14:49:35] <j0nas> :)
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[15:02:45] <lynxlynxlynx> looking at the source tree of the mod, i can see it really does generate the resolution automatically
[15:02:57] <lynxlynxlynx> no added chu files whatsoever
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[15:03:35] <lynxlynxlynx> avenger even said it is supposed to work for gemrb due to the way we handle the game area
[15:04:04] <lynxlynxlynx> so maybe just commenting out the exe chaning part of the weidu files would be enough
[15:09:46] <j0nas> okay
[15:10:50] <j0nas> but, It must generate a new UI-file ?
[15:11:41] <lynxlynxlynx> yes, chu, mos and maybe more
[15:12:01] <lynxlynxlynx> slow to tell, since github is choking my opera
[15:12:20] <j0nas> okay then i understand
[15:12:55] <j0nas> then it should be possible to do this for 1920*1200 resolution too
[15:14:18] <lynxlynxlynx> it would indeed seem so
[15:14:45] <lynxlynxlynx> maybe fuzzie or avenger played with it already
[15:15:09] <j0nas> where is the exe ?
[15:15:14] <lynxlynxlynx> at a glance it seems easy to modify it to skip the exe patching
[15:15:29] <lynxlynxlynx> in the game dir?
[15:16:44] <j0nas> I mean the widescreen exe
[15:18:26] <lynxlynxlynx> it's a weidu mod, so it is a bunch of tp2 files
[15:23:00] <j0nas> okej
[15:23:03] <j0nas> ok*
[15:25:51] <lynxlynxlynx> i'll go try it too
[15:28:59] <j0nas> try to mod the exe ?
[15:30:27] <lynxlynxlynx> no
[15:30:37] <lynxlynxlynx> i'm sure it works for the original
[15:35:24] <j0nas> okay, for 1920 res too ?
[15:36:09] <lynxlynxlynx> i never tried it, but the old docs only limit the resolution down, not up
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[15:48:14] <j0nas> I think i installed the widescreen mod, how do i use it in gemrb?
[15:48:45] <lynxlynxlynx> point it to the new game data
[15:49:36] <lynxlynxlynx> i bet the resolution in the config needs changing too
[15:49:56] <lynxlynxlynx> then you just hope the guiscripts load the right windowpack (file)
[15:51:21] <j0nas> in my gemrb.cfg?
[15:51:39] <lynxlynxlynx> yes
[15:52:13] <j0nas> i have it set to 1920*1200
[15:52:27] <j0nas> should i try another widescreen-resolution?
[15:52:58] <lynxlynxlynx> why?
[15:53:23] <j0nas> when i have it set to 1920 it uses my own gui
[15:54:27] <lynxlynxlynx> didn't it get overwritten by the mod?
[15:54:56] <lynxlynxlynx> it just puts stuff in the override
[15:55:04] <j0nas> okay...
[15:55:14] <j0nas> i have modded my guiworld.py
[15:56:03] <j0nas> if width == 1920:
[15:56:04] <j0nas> return "GUIW19"
[15:56:16] <j0nas> and guiw19 is my own creation
[15:56:34] <lynxlynxlynx> ah, so it is an unused name, good
[15:56:49] <lynxlynxlynx> the mod just reuses guiw08 or guiw10
[15:57:26] <lynxlynxlynx> guiw10
[15:57:34] <j0nas> so i try width 1024 then ?
[15:57:45] <lynxlynxlynx> yes
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[16:00:09] <j0nas> WARNING: parsing log [WeiDU.log]: Sys_error("weidu.log: No such file or directory")
[16:00:33] <j0nas> nvm
[16:00:37] <j0nas> :)
[16:01:12] <j0nas> ERROR: [bgmain.exe] -> [bgmain.exe] Patching Failed (COPY) (Failure("EXE patching failed."))
[16:01:24] <j0nas> should i patch it to the latest exe ?
[16:01:46] <j0nas> It's the output from the modinstall
[16:04:40] <j0nas> another error now
[16:04:50] <lynxlynxlynx> what exactly are you trying to do?
[16:04:55] <j0nas> ERROR: Unix.Unix_error(20, "stat", "bgmain.exe")
[16:05:01] <j0nas> installing the widescreenmod
[16:05:34] <lynxlynxlynx> it can't find "bgmain.exe
[16:05:43] <lynxlynxlynx> i thought you already installed the mod
[16:06:36] <j0nas> now it is installing
[16:09:46] <j0nas> didnt work
[16:10:54] <j0nas> but...
[16:11:24] <j0nas> the guiw10 has height 1200 and good looking pictures when i view it in dltcep
[16:11:58] <lynxlynxlynx> i think it's 1280x1024
[16:12:13] <lynxlynxlynx> this is still the original data
[16:12:30] <j0nas> now it works:)
[16:12:59] <j0nas> i added
[16:13:00] <j0nas> if width == 1920:
[16:13:02] <j0nas> return "GUIW10"
[16:13:03] <j0nas> to guiworld.py
[16:13:27] <lynxlynxlynx> and you get what?
[16:14:17] <j0nas> A working gui in the game made for 1920*1200 resolution:(
[16:14:21] <j0nas> :) *
[16:14:41] <lynxlynxlynx> so the mod did work
[16:14:49] <lynxlynxlynx> good
[16:14:54] <lynxlynxlynx> now make a screenshot :)
[16:15:07] <j0nas> done, how do i send it?
[16:15:30] <lynxlynxlynx> upload it somewhere or mail or dcc
[16:15:43] <lynxlynxlynx> i'm still learning weidu
[16:15:57] <j0nas> I'm gonna set up my dropbox then i will show you
[16:17:02] <lynxlynxlynx> ok
[16:17:22] <j0nas> https://dl.getdropbox.com/u/1439115/Screenshot-1.png
[16:19:07] <lynxlynxlynx> :)
[16:19:26] <j0nas> It's very nice to see :)
[16:19:43] <lynxlynxlynx> indeed
[16:20:21] <j0nas> This mod should work for any resolution ?
[16:20:23] <lynxlynxlynx> all you did was disable the exe patching or not even that (and the script just continued)?
[16:20:34] <lynxlynxlynx> pretty much
[16:21:02] <pupnik> i would like a 800x480 gui
[16:21:30] <j0nas> first i patched from bioware, then i ran the widescreen script, then i added the line in guiworld to make it choose the right gui
[16:21:53] <j0nas> is 480 even possible ? :)
[16:23:02] <pupnik> 640x480 is
[16:23:21] <lynxlynxlynx> ok
[16:23:23] <j0nas> okay, then you should be able to do like i did
[16:24:55] <pupnik> this is GREAT!
[16:25:18] <j0nas> is this possible for bg1 too ?
[16:25:37] <pupnik> is that bioware or gemrb?
[16:25:54] <j0nas> baldurs gate 1
[16:25:56] <pupnik> with the diff res..
[16:26:01] <pupnik> ahh
[16:26:26] <lynxlynxlynx> wasn't the screenshot from gemrb?
[16:26:29] <j0nas> I feel so "trapped" when i play bg1 in that low resolution:)
[16:26:32] <pupnik> it does show how gui elements could be placed,
[16:26:33] <j0nas> yes, from gemrb
[16:26:47] <lynxlynxlynx> ok, just a bit of bad wording then :)
[16:26:56] <j0nas> hehe, yeah
[16:27:00] <pupnik> that is your patch for gemrb j0nas?
[16:27:13] <pupnik> i want!
[16:27:15] <j0nas> well, it's not a patch really
[16:27:35] <lynxlynxlynx> no need to change any code actually, instead one could rename the files
[16:27:50] <pupnik> cant scrollback atm. where can i download?
[16:28:08] <lynxlynxlynx> it's the usual widescreen mod
[16:28:32] <j0nas> http://www.gibberlings3.net/widescreen/
[16:29:03] <j0nas> You have to run that mod in your Baldurs Gate game-directory
[16:29:45] <j0nas> After that you have to change/add a line of code to the file guiworld.py in your guiscripts directory
[16:37:47] <pupnik> change to what? res?
[16:38:26] <j0nas> have you opened the file ?
[16:40:56] <pupnik> no sir am reinstalling linux
[16:41:18] <j0nas> okay
[16:41:20] <pupnik> on a nokia here
[16:41:24] <j0nas> lol
[16:41:25] <j0nas> okay
[16:41:48] <pupnik> so
[16:43:18] <j0nas> are you using baldurs gate 1 or 2 ?
[16:44:54] <pupnik> either, preferably get it working in both
[16:45:18] <pupnik> would be great to have 800x480 on pandora :)
[16:46:48] <j0nas> yes
[16:46:58] <j0nas> do you understand the procedure ?
[16:48:15] <pupnik> except for what to change in guiworld.py
[16:49:31] <j0nas> okay, scroll down to the bottom om that file and you will see a function called, getwindowpack()
[16:49:59] <pupnik> i wonder why they claim minimum 800x600 though
[16:50:05] <pupnik> okay
[16:51:05] <lynxlynxlynx> that's an old comment pupnik, from what i've read it should work for arbitrary resolutions up till 1Mx1M ;)
[16:52:17] <pupnik> next j0nas? or is this in a forum thread somewhere?
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[16:54:35] <j0nas> ok
[16:54:44] <j0nas> you have to add a line
[16:55:26] <j0nas> what resolution did you use ?
[17:01:21] <pupnik> before 640~480
[17:03:59] <j0nas> i mean now
[17:05:14] <j0nas> the widescreen mod doesnt allow you to use 480 as height
[17:06:38] <lynxlynxlynx> maybe since one already exists for that height
[17:06:44] <lynxlynxlynx> so i'd try 479 :)
[17:07:23] <j0nas> doesnt work
[17:07:50] <j0nas> it has to be at least 600
[17:08:28] <lynxlynxlynx> it can only scale up, so the smallest provided gui is the limit
[17:09:02] <j0nas> and for bg2 that is 600
[17:10:43] <lynxlynxlynx> yep
[17:11:11] <lynxlynxlynx> iwd and bg1 are smaller though
[17:12:10] <j0nas> yes
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[17:29:22] <j0nas> hmm, I cant install the widescreen mod with bg1tos
[17:30:26] <j0nas> aah, had to do the tolower again
[17:30:30] <j0nas> nvm
[17:42:37] <pupnik> i am pretty sure i played bg2 in 640x480
[17:43:26] <pupnik> are you saying the lack of support is becsause the mod's resources don't cover 480 height? I.e. do they need a seperate set of graphics tiles for the varying resolutions?
[17:44:37] <j0nas> i think 800*600 is the lowest for bg2
[17:44:55] <j0nas> the problem is that all the buttons need at least 600 height to fit
[17:45:29] <lynxlynxlynx> hmm, bgconfig also lists 640x480
[17:46:03] <lynxlynxlynx> so i was wrong
[17:47:09] <j0nas> yeah, it is supported
[17:47:17] <j0nas> i was wrong too :)
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[18:38:35] <fuzzie> evening
[18:40:30] <Edheldil> Hi, fuzzie
[18:42:22] <j0nas> evning
[18:43:47] <j0nas> fuzzie, I manage to get the widescreen resolution
[18:43:52] <j0nas> managed*
[18:44:10] <fuzzie> good :)
[18:44:13] <j0nas> https://dl.getdropbox.com/u/1439115/Screenshot-1.png
[18:44:38] <j0nas> lynx is working on a script for this atm i think
[18:44:57] <j0nas> i used the widescreenmod
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[19:03:41] <lynxlynxlynx> i'm changing the mod to have a gemrb option :)
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[19:20:00] <pupnik> nice
[19:23:04] <Edheldil> if you manage to get sshot of some larger area, we could put it on gemrb page
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[20:19:03] <lynxlynxlynx> weidu is one annoying utility
[20:33:49] <lynxlynxlynx> anyone with an unshielded tob install here?
[20:37:02] <fuzzie> yes
[20:37:15] <lynxlynxlynx> do you have data/guimosc.bif ?
[20:37:34] <fuzzie> yes
[20:37:55] <lynxlynxlynx> must not be too important, gemrb works for me without it
[20:38:37] <fuzzie> i imagine it comes from the cd2 data, though
[20:38:46] <fuzzie> i just threw it all into the dir, i think
[20:39:01] <lynxlynxlynx> it's from cd2, yes
[20:39:14] <lynxlynxlynx> ah, i have it there
[20:42:17] <lynxlynxlynx> SUCCESSFULLY INSTALLED for GemRB :)
[20:43:01] <lynxlynxlynx> now let's see if it works
[20:49:49] <lynxlynxlynx> doh, again i modified the wrong repo
[20:52:34] <lynxlynxlynx> weee
[20:54:15] <lynxlynxlynx> http://lynxlynx.info/bugs/dili.leaving.underdark.jpg
[20:55:21] <pupnik> :)
[20:55:41] <fuzzie> what does it patch for gemrb?
[20:55:53] <lynxlynxlynx> nothing :)
[20:56:32] <pupnik> can you specify arbitrary resolutions ?
[20:58:09] <lynxlynxlynx> whatever the mod can generate
[20:58:26] <CIA-22> gemrb: 03lynxlupodian * r7083 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIWORLD.py:
[20:58:26] <CIA-22> gemrb: bg2: changed GetWindowPack to allow for custom resolutions (widescreen mod)
[20:58:26] <CIA-22> gemrb: the resource name should be in the format of CGUIXXYY, where XX are the first
[20:58:26] <CIA-22> gemrb: two digits of the width and YY the first two of the height
[20:58:26] <CIA-22> gemrb: todo: merge/add to other games
[21:00:49] <fuzzie> i would much appreciate for pst, i should look at that :)
[21:02:38] <lynxlynxlynx> i just committed it so others can play with it, this function should be in guicommon
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[21:05:37] <j0nas> lynx
[21:05:48] <lynxlynxlynx> j0nas
[21:05:54] <j0nas> :)
[21:06:12] <lynxlynxlynx> adding the final touches to the mod, then i'll push it for review
[21:06:19] <lynxlynxlynx> http://lynxlynx.info/bugs/dili.leaving.underdark.jpg
[21:06:24] <j0nas> I have found that the high resolution makes some bugs in gemrb
[21:06:35] <fuzzie> you're patching against widescreen's git repos?
[21:06:36] <j0nas> nice shot
[21:06:38] <lynxlynxlynx> we emulate the original so well? :)
[21:06:45] <lynxlynxlynx> fuzzie: yes
[21:09:10] <j0nas> when i open an object the game pauses, a container or what you call it
[21:09:29] <j0nas> a table, drawer, corpse etc
[21:10:22] <j0nas> have you experienced this ?
[21:11:01] <lynxlynxlynx> nope
[21:11:48] <j0nas> okay
[21:11:52] <j0nas> lucky you
[21:11:57] <j0nas> :)
[21:13:15] <j0nas> I have to test your script then
[21:13:39] <fuzzie> i seem to remember that's meant to happen with some games. pst specific?
[21:13:55] <lynxlynxlynx> bg1
[21:14:22] <lynxlynxlynx> but only for the inventory
[21:14:46] <lynxlynxlynx> actually it was reverse there, you couldn't pause while in combat and inspecting your inventory
[21:15:16] <fuzzie> i'm fairly sure there's some game i played recently which pauses on container use
[21:15:27] <fuzzie> for another day, i guess
[21:17:35] <j0nas> It doesnt pause. I discovered it just puts a "screenshot" over the
[21:17:46] <lynxlynxlynx> maybe it is also configurable
[21:17:48] <j0nas> window
[21:17:56] <j0nas> I can show a screenshot
[21:20:52] <j0nas> https://dl.getdropbox.com/u/1439115/Screenshot.png
[21:25:21] <j0nas> i pressed the dead "archer" and then moved the screen with the arrow-keys, as you can see the image freeze at the bottom part of the screen
[21:30:10] <lynxlynxlynx> this sounds terribly familiar
[21:30:47] <j0nas> I use SoA
[21:33:25] <j0nas> I can try with ToB too
[21:42:25] <j0nas> didnt work with tob neither
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[21:49:15] <lynxlynxlynx> brrr, weidu is too specialised
[21:49:31] <j0nas> is it hard ?
[21:49:33] <fuzzie> it is, rather :/
[21:49:51] <fuzzie> but commentary on how to improve tends to hit "it works for everyone else!" rants
[21:50:25] <j0nas> okay, what language is it in ?=
[21:50:53] <fuzzie> ocaml, i think
[21:51:20] <fuzzie> yes, ocaml
[21:51:42] <j0nas> never heard of
[21:52:39] <lynxlynxlynx> hehe
[21:53:12] <j0nas> So you are modifying the weidu-source to make your specific script?
[21:53:14] <fuzzie> i think it's the most popular ML language
[21:53:33] <j0nas> okay
[21:53:35] <fuzzie> oh, weidu scripts are in something weidu-specific, intended for just patching files a bit, really
[21:53:47] <fuzzie> it's all good as long as you just want to do simple patching
[21:54:02] <j0nas> okay, so it's some file-io basically?
[21:54:12] <lynxlynxlynx> weidu tp scripts, yes, not weidu itself
[21:54:25] <j0nas> okay
[21:54:36] <lynxlynxlynx> it's some non touring complete thing
[21:55:19] <j0nas> then it should be possible to rewrite the script in python, maybe that's harder?
[21:55:27] <j0nas> or more work
[21:55:44] <fuzzie> yes, you'd have to write an awful lot of code
[21:56:03] <lynxlynxlynx> it belongs in the mod and that one can't exec random stuff
[21:56:40] <j0nas> okay
[21:56:44] <lynxlynxlynx> i want to do a "cp a b", but b has to be constructed
[21:57:06] <j0nas> make b;cp a b :)
[21:57:07] <lynxlynxlynx> it has sprint, but it appears it can only be used in special cases
[21:57:26] <lynxlynxlynx> will grey my hair some more tommorow
[21:57:36] <pupnik> hehe
[21:57:37] <j0nas> print-function?
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[21:58:59] <j0nas> good night
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[22:00:36] <CIA-22> gemrb: 03avenger_teambg * r7084 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: fixed a few inventory management actions
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[23:30:34] <Edheldil> in theory, ie_shell, IF it would be cmplete and more or less bugfree (he he), could be persuaded for patching just like Weidu
[23:32:21] <Edheldil> but hearing of the attitude, I suspect it would be useless work :)
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