#gemrb@irc.freenode.net logs for 3 Dec 2012 (GMT)

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[06:12:18] <chiv> well then, having the game automatically drag and swap conflicting items turns out to be quite a small fix
[07:13:37] <chiv> actually this has surfaced a minor bug in inventory.cpp - if you try and equip a ranged weapon in your off hand, it can result in the reason being given incorrectly as 'two handed weapon in use'
[07:15:16] <fuzzie> can you fix it? :-)
[07:15:34] <fuzzie> can't think off the top of my head what the right message is there
[07:15:37] <chiv> if you would like, no worries
[07:16:25] <chiv> well, it can say 'cannot equip ranged in off hand' or some such, but its only causing a problem because my auto swapping assumes the messages are accurate
[07:18:21] <fuzzie> sure, just would be nice to fix it, if you can see where :)
[07:19:44] <chiv> and now to rebuilt the core on my teeny netbook
[07:20:56] <fuzzie> hehe
[07:21:11] <fuzzie> that is why I am not volunteering to do it, only have a teeny netbook here :-P
[07:21:56] <chiv> i even have my desktop here, but since I realised i can use the netbook to dual monitor i havent gone back
[07:37:34] <chiv> hmm, i may be going mad, but does stock gemrb allow you to put slings in your offhand?
[07:37:46] <chiv> because i dont remember breaking that...
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[08:14:16] <chiv> turns out there are several cases not handled by inventory::whycantequip
[08:15:41] <chiv> and i cant fix it easily because the guiscript doesnt pass it enough information
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[08:28:38] <edheldil_> chiv: Hi. If you think more info is needed, it could be fixed
[08:29:28] <chiv> indeed, but I want to be sure im not going to break anything
[08:30:49] <chiv> at the moment the only info it gets is whether the item is two handed or not, so there is no way to stop 1h slings going into offhand slot
[08:43:42] <edheldil_> and it should be done in a way that things like Nordom's 2 crossbows remain possible :)
[08:44:29] <chiv> hmm... i completely forgot nordom
[08:45:27] <chiv> i didnt even realise pst allowed off hand weapons
[08:46:12] <chiv> all i have learned so far today is to not say 'this should be easy enough'
[08:46:22] <edheldil_> hehe
[08:47:20] <edheldil_> but Nordom iirc did not allow to swap his/its weapons, so it was a special case anyway :)
[08:50:38] <chiv> anyway at the moment i have it working so that if the game can swap the offending conflicting item into your hand instead of complaining, then it will
[08:50:50] <edheldil_> I guess the types can be st. like 2H mandatory / 2H|PH / PH exclusive / PH / PH|OH
[08:51:10] <edheldil_> good
[08:51:57] <edheldil_> but there's probbaly some mechanism for that already
[08:52:13] <edheldil_> ... and also shields, meh
[08:52:39] <chiv> well, i think it is said mechanism i am working on
[08:53:04] <edheldil_> ok :)
[08:53:07] <chiv> it just only goes as far as original game behaviour at the moment
[08:53:41] <edheldil_> it would be nice if it would allow to be configured as needed by a game rules
[08:54:22] <chiv> I think it is only really limited by whether it has to behave well with the original .exe
[08:54:31] <edheldil_> or at least if it would allow to be extended later
[08:54:48] <edheldil_> what do you mean?
[08:54:59] <chiv> theres no reason not to have a dead cat in the offhand slot if you have the game logic to deal with it
[08:55:17] <chiv> but bgmain.exe wouldnt like it
[08:56:05] <chiv> or maybe it wouldnt care, i dunno
[08:57:11] <edheldil_> well, it should go: game logic allows it == bgmain.exe allows it
[08:58:27] <chiv> bgmain will defininitely work with the compromise i have made so far anyway, because i am working around its limits
[08:58:42] <edheldil_> i.e. if you are playing unmodded PST, you can wield your severed hand, if you play bg2, then probably not :)
[09:00:34] <chiv> hmm... that sounds like the next thing to add to bg2
[09:00:55] <edheldil_> are there severed hands at all, in bg2? :)
[09:01:02] <chiv> what self respecting game doesnt allow you to wield your own severed hand
[09:02:46] <chiv> what I would like to ask is, what is the best thing to do if I want to implement an option that would enhance the game, but may lessen backward compatibility?
[09:02:59] <chiv> is there a framework for that?
[09:03:49] <edheldil_> what do you mean with BW compatibility?
[09:06:41] <chiv> as in being able to use the same saves with gemrb/bgmain.exe
[09:07:25] <chiv> eg, if I dont care about using bgmain.exe, I turn options on, if I do care, I can turn them off
[09:08:21] <chiv> that way, gemrb could have unique enhancements to the original game
[09:10:20] <lynxlynxlynx> game flags
[09:10:42] <lynxlynxlynx> see any of the GF_ constants and how they are used (defined in gemrb.ini)
[09:10:42] <chiv> for example, I could use the fourth quiver inventory slot to remember the offhand item, and conditionally use it when possible, then you never have to switch them out using the evil inventory screen of hate
[09:11:23] <lynxlynxlynx> ugh, doesn't sound nice
[09:11:41] <chiv> well, it isnt used
[09:13:03] <chiv> actually, i wouldnt even have to use it
[09:14:39] <lynxlynxlynx> just sounds like it would require hacks in a lot of places to work correctly
[09:16:27] <lynxlynxlynx> porting iwd2's weapon sets would be cleaner, but then there'd be some gui hacking to do too
[09:19:03] <chiv> If it were going to be something new, I had a much better third option, I would much rather as a player be able to pick primary hand and off hand from the main screen and hell with the quick weapon slots
[09:20:18] <chiv> they dont make it a pain in the ass to reach your spells, why is it so awkward to switch between your weapons?
[09:21:40] <chiv> I'll see what I can come up with
[09:21:56] <lynxlynxlynx> that's what weapons sets were made for
[09:22:06] <lynxlynxlynx> you get whole sets as quickslots
[09:23:39] <chiv> they arent ideal though, you only get to pair one weapon with one shield
[09:24:24] <chiv> you cant quickly switch to your throwing axe without losing your tower shield +5
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[09:28:26] <lynxlynxlynx> true
[09:40:37] <edheldil_> yeah, that irks me too ... everytime I want to shoot with a bow, I have to manually remove the shield and then put it back on when I wanto to go melee
[09:41:16] <chiv> the game gets away with it though, because its so good. well not now....
[09:41:34] <chiv> death to all micromanagement!
[10:03:02] <lynxlynxlynx> don't forget that single-wielding is also legitimate
[10:03:26] <lynxlynxlynx> currently i can't think of a way to generalise weapon sets without complicating the ui too much
[10:05:33] <chiv> if I was designing from scratch, I would have two buttons on the main screen, one for left hand, one for right :)
[10:06:17] <chiv> and obviously clicking each one would just display all the options
[10:07:26] <chiv> but i am not designing from scratch :(
[10:18:05] <lynxlynxlynx> but what options? there are so many combinations
[10:19:05] <chiv> well, say you choose to have a bow in one hand, the other 'hand' button would change to display arrows
[10:19:28] <chiv> if you have a 1h sword, it would display shields and other 1h swords
[10:21:04] <lynxlynxlynx> or nothing, but then you can only switch one byy one
[10:22:08] <chiv> you could have it remember which pairs though
[10:23:29] <lynxlynxlynx> how?
[10:23:49] <lynxlynxlynx> and how would you choose pairs instead of singles
[10:24:17] <lynxlynxlynx> btw, you can change ammo by rightclicking on launchers
[10:24:44] <chiv> eg: you choose a shield in off hand, then switch to a bow. the shield stays in the off hand slot but is disabled some other way, and it remembers which launcher ammo you last used
[10:26:12] <lynxlynxlynx> but what if you switch to a combo with another shield? or a singlewielded 1h sword?
[10:26:19] <wjp> fancier weapon quickslots on the toolbar would be a possible interface
[10:26:40] <wjp> (i.e., no longer directly corresponding with the inventory weapon slots)
[10:26:42] <chiv> then you just unequip the shield
[10:27:15] <lynxlynxlynx> the first one would stay in limbo
[10:28:04] <chiv> well of course it would in the current setup, i am just saying how I would have done it
[10:29:50] <chiv> trying to shoehorn that behaviour into the cre file is another thing :)
[10:32:23] <chiv> @wjp that is more or less what I would like to do on my own setup, even if its not fit for general consumption
[10:32:45] <chiv> that and endless inventory... sigh...
[10:36:47] <wjp> more configurable toolbars in general would be very cool too :-)
[10:38:14] <chiv> yeah, iwd2 did good there
[10:38:30] <wjp> ah, never actually played that one yet
[10:38:56] <chiv> oh well, you can pretty much define any button to anything
[10:39:13] <chiv> bar minor exceptions
[10:40:06] <chiv> if you have the chance, test it out, youll like it
[10:53:40] <edheldil_> especially if you are fed up with party interaction :-p
[10:54:04] <chiv> hah, i meant the button thing
[10:54:18] <chiv> i know its an aquired taste :)
[11:05:40] <lynxlynxlynx> currently our action bar is implemented in the guiscript bindings themselves, but there's no reason it can't be freed and implemented in python
[11:06:10] <lynxlynxlynx> i did the same with the spell bar and now you can have it sorted or grouped
[11:06:43] <lynxlynxlynx> there's also a stub to make it multiline, but nothing happened on that front
[11:06:54] <lynxlynxlynx> the same thing can be done with the main action bar
[11:20:17] <chiv> you can read a 2da file with the guiscripts cant you? i am trying to get ammo selection working
[11:29:28] <lynxlynxlynx> sure, loadtable
[12:08:21] <chiv> doh, in wiki, I think gettablerowindex should be TableGetRowIndex
[12:10:39] <chiv> no.. not that either
[12:16:28] <wjp> LoadTable returns on object of type GTable, and GTable has a function GetRowIndex
[12:16:43] <wjp> (the "Metaclass prototype" listed on the wiki page)
[12:16:52] <chiv> i just figured that out :)
[12:19:49] <chiv> unfortunately I know python just well enough to be dangerous
[12:20:36] <wjp> the OO layer we have around these functions is probably not documented all that well
[12:20:55] <wjp> and its implementation is black magic :-)
[12:21:12] <wjp> but GUIClasses.py has a nice list of which functions are wrapped
[12:22:05] <chiv> thats probably best
[12:22:16] <chiv> stick to the code
[12:23:22] <wjp> hm, the doc strings in GUIScripts.cpp and the wiki haven't been kept up to date with renames adding some underscores
[12:24:05] <chiv> yeah, understandable but easy to bear in mind
[12:24:23] <lynxlynxlynx> it's easiest to just look at the existing code
[12:25:01] <lynxlynxlynx> the wikifier hasn't been run in a long while
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[12:39:25] <wjp> ah, tomprince did some useful housekeeping there
[12:39:41] <wjp> two and a half years ago :-)
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[12:45:32] <lynxlynxlynx> the module split?
[12:46:16] <wjp> that, and renaming from things like TableGetRowIndex to things like Table_GetRowIndex
[12:48:28] <lynxlynxlynx> ah, yes
[12:49:19] <chiv> is there a table anywhere that defines which ammo goes with which launcher or is it just hardcoded?
[12:52:34] <lynxlynxlynx> afaik it's stored in the item itself
[12:53:54] <lynxlynxlynx> yeah
[12:54:04] <lynxlynxlynx> grep for PROJ_BULLET for example
[12:55:41] <chiv> ah i sort of meant is the relationship (SLING->BULLET) fixed?
[12:57:12] <lynxlynxlynx> likely in the same way
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[16:04:20] <chiv> ok i have the python scripts displaying the available ammo for particular launchers, but there doesnt seem to be a function to choose which ammo slot to use
[16:14:34] <chiv> there also seems to be an unintentional bug where if you ask GetSlots for anything other than SLOT_INVENTORY, you get what you asked for and all the inventory slots anyway
[16:16:23] <fuzzie> oh?
[16:16:34] <lynxlynxlynx> reequipping the slot should help
[16:17:09] <lynxlynxlynx> not sure if the other is a bug
[16:17:19] <fuzzie> what are you passing to GetSlots?
[16:17:26] <chiv> SLOT_QUIVER
[16:17:27] <lynxlynxlynx> you ask for a type and the inventory slots accept everything
[16:17:40] <chiv> ah
[16:18:05] <fuzzie> yeah, I can't imagine any slot type which wouldn't match inventory
[16:18:19] <chiv> I just wanted to get the indexes of a particlar type of slot
[16:18:45] <chiv> i suppose that is used for the inventory
[16:19:35] <fuzzie> I think you're stuck checking GetSlotType on all the results unfortunately.
[16:19:47] <chiv> thats ok
[16:20:34] <chiv> means I can stop trying to work out whats wrong :)
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[17:08:22] <avenger> hi
[17:08:39] <chiv> hello
[17:10:50] <lynxlynxlynx> oj
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[17:12:53] <Kindle> Hi, Im having issues with getting IWD2 to work on the Kindle fire
[17:13:06] <lynxlynxlynx> log or it didn't happen
[17:13:24] <lynxlynxlynx> it can be found in your game dir
[17:13:27] <Kindle> Ok - Its a bit of a confusing log
[17:13:34] <Kindle> one second
[17:13:44] <lynxlynxlynx> mostly the part in the end matters
[17:13:57] <lynxlynxlynx> upload it to a pastebin or similar
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[17:33:55] <Kindle> [Core]: GemRB Core Initialization... [Core]: Initializing Video Driver... [Core]: Initializing Search Path... [ResourceManager/WARNING]: Invalid path given: @DATA_DIR@/override/bg2 (GemRB Override) [ResourceManager/WARNING]: Invalid path given: @DATA_DIR@/override/shared (shared GemRB Override) [ResourceManager/WARNING]: Invalid path given: /mnt/sdcard/app-data/net.sourceforge.gemrb/portraits (Portraits) [ResourceManager/WARNING]: Invali
[17:34:09] <Kindle> [KEYImporter/ERROR]: Cannot find data/AREA140B.bif... [KEYImporter/ERROR]: Cannot find data/AREA1500.bif... [KEYImporter/ERROR]: Cannot find data/AREA2000.bif... [KEYImporter/ERROR]: Cannot find data/AREA1600.bif... [KEYImporter/ERROR]: Cannot find data/AREA200A.bif... [KEYImporter/ERROR]: Cannot find data/AREA200B.bif... [KEYImporter/ERROR]: Cannot find data/AREA150B.bif... [KEYImporter/ERROR]: Cannot find data/AREA150C.bif... [KEYImpor
[17:34:20] <Kindle> sorry it took so long to reply but thats the stuff its coming up with
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[17:34:25] <edheldil_> eek ... pastebin
[17:34:59] <edheldil_> but it looks like the config vars weren't replaced
[17:35:12] <Kindle> what are config vars?
[17:35:14] <edheldil_> so you have to edit the config file
[17:35:28] <Kindle> Yes, but what do i need to put, i changed the path.
[17:36:01] <Kindle> mnt/sdcard/internal storage/app-data/net.sourceforge.gemrb
[17:36:19] <edheldil_> instead of @DATA_DIR@
[17:36:29] <edheldil_> /mnt/...
[17:36:29] <Kindle> cd1=./ cd2=./ i closed that path with # #
[17:37:05] <Kindle> #gameoverridepath=.#
[17:37:08] <Kindle> does that look right?
[17:37:15] <edheldil_> I don't remember the defaults for those, so I do not know
[17:38:00] <edheldil_> generally, cd1...cd5 should point to where their data dirs are
[17:38:28] <edheldil_> Dunno about gameoverridepath
[17:38:53] <Kindle> Hmm - its coming up with the same problem about Data_dir
[17:39:42] <edheldil_> maybe you are using a different config file? Its path is written at the beginning of the log
[17:40:43] <Kindle> i installed the app on my kindle, and im using the config file that was installed onto the kindle.
[17:41:40] <Kindle> Anyone know anything?
[17:41:54] <edheldil_> well, the port/package was not done by us
[17:42:39] <edheldil_> go to http://gibberlings3.net forum, there's an android support thread there
[17:42:53] <Kindle> I think its a generic Android Port?
[17:42:58] <edheldil_> or ask the guy who did the KF port
[17:43:42] <Kindle> Its not actually a Kindle Fire port, I made it so that the kindle fire was able to have 3rd party Android Apps and Downloaded the Android port.
[17:44:03] <edheldil_> or check the config's path in the log and eventually post the config, the log and possibly other pertaining info **to pastebin** and come back here
[17:44:03] <Kindle> It ran the BG2 demo perfectly.
[17:44:16] <Kindle> what is pastebin?
[17:44:56] <edheldil_> site where you can post text files and here just post the link. One of many such services. Pastebin.ca
[17:44:58] <Kindle> Just paste it into the chat yeah?
[17:45:11] <edheldil_> the link only, please :)
[17:45:11] <Kindle> Oh right ok
[17:45:25] <Kindle> Ill upload my config
[17:45:36] <Kindle> And the Cache folder
[17:45:40] <Kindle> should that be empty?
[17:45:54] <Kindle> As when i opened it, it was full of stuff.
[17:46:21] <edheldil_> it should get cleared on startup
[17:46:30] <Kindle> ok
[17:47:00] <lynxlynxlynx> ouch, area making indeed is painful
[17:47:22] <Kindle> I think its my config
[17:47:27] <Kindle> I think i did it wrong :(
[17:47:39] <lynxlynxlynx> that much is clear
[17:47:52] <lynxlynxlynx> you shouldn't need to change much from the demo config
[17:48:00] <edheldil_> lynxlynxlynx: what are you working on, lynx? Demo dataset???? :-)
[17:48:13] <lynxlynxlynx> yes
[17:48:16] <Kindle> I went a bit mad on it, because id spent all morning trying to get it to work.
[17:48:29] <edheldil_> wahoo! \o/
[17:48:37] <lynxlynxlynx> converting one of arathorn's jpegs currently
[17:49:09] <lynxlynxlynx> first time the wed came out unusable
[17:49:13] <edheldil_> any screenshots etc?
[17:49:17] <lynxlynxlynx> now even the tileset creation fails :)
[17:49:25] <Kindle> http://pastebin.ca/2289059 right thats my config
[17:49:42] <lynxlynxlynx> edheldil_: he posted area graphics a while ago on the forums, i'm just kitting it out
[17:49:46] <Kindle> I would be so grateful if anyone would like to look at it :)
[17:50:02] <Kindle> and maybe change some things on it
[17:50:55] <lynxlynxlynx> did you install the widescreen mod? otherwise that resolution will not work
[17:51:17] <Kindle> I have the Good old games version
[17:51:25] <lynxlynxlynx> so no
[17:51:40] <lynxlynxlynx> the game won't start, but you're getting problems earlier
[17:51:45] <Kindle> I havent installed a widescreen mod.
[17:51:47] <edheldil_> also . try uncommenting the CD1 line
[17:51:58] <Kindle> :(
[17:52:05] <lynxlynxlynx> it's hard to see from the config what is actually commented out, it's somewhat doublespaced
[17:52:09] <Kindle> Uncommenting?
[17:52:21] <edheldil_> iwd2 requires 800x600 at least by default, does not it?
[17:52:35] <lynxlynxlynx> likely, yes
[17:53:19] <Kindle> So change the resolution?
[17:53:55] <Kindle> Is this the worst config file you've ever seen?
[17:54:12] <edheldil_> you will have to install the widescreen mod to get it working
[17:54:14] <edheldil_> nah
[17:54:27] <lynxlynxlynx> set it to 600 for now
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[17:55:01] <Kindle> Ill set it to 600 and see if that works?
[17:55:17] <Kindle> how do i go about getting the widescreen mod?
[17:55:36] <edheldil_> I am leaving, guys
[17:55:39] <lynxlynxlynx> first work out the paths
[17:55:48] <edheldil_> Kindle: e.g. gibberlings3.net again
[17:56:31] <edheldil_> that SavePath is clearly wrong as well
[17:56:34] <Kindle> I think the path is ok
[17:56:40] <Kindle> Savepath?
[17:57:11] <Kindle> Oh right yeah :( i didnt think that would cause it to not work though?
[17:57:59] <Kindle> the main path though, /mnt/app-data/sourceforge.net.gemrb/
[17:58:06] <Kindle> i that not ok?
[17:58:46] <edheldil_> are the data there? The sdcard mountpoints tend to differ, I think
[17:59:09] <Kindle> All the files are located there
[17:59:16] <edheldil_> (differ between devices)
[17:59:21] <Kindle> So everything, all folders, files for IWD2
[17:59:44] <edheldil_> and CD1?
[17:59:52] <edheldil_> have you set the path?
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[18:00:03] <Kindle> no - but it doesnt have a folder called CD1
[18:00:09] <Kindle> so i didnt know if it needed a path?
[18:00:16] <Kindle> i closed that line with ##;s
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[18:00:34] <edheldil_> so try CD1=./
[18:01:07] <Kindle> ok
[18:01:11] <lynxlynxlynx> Avenger: not all areas need night weds, right?
[18:01:30] <edheldil_> that @DATA_DIR@ looks like something that has been left at a default value and should not have
[18:01:35] <Avenger> no, only those with extended night
[18:01:38] <lynxlynxlynx> ok
[18:02:19] <edheldil_> hmm, maybe GemRBPath is the one you should try setting next :)
[18:02:41] <Kindle> Gemrbpath?
[18:02:44] <Kindle> what should i set that to?
[18:03:09] <edheldil_> the folder that sontains **gemrb's** override dir
[18:03:35] <edheldil_> and post the log to pastebin as well
[18:03:40] <edheldil_> see ya, later
[18:03:50] <Kindle> bye :(
[18:03:58] <Avenger> yeah, without the log it is difficult to tell what's wrong
[18:04:11] <Kindle> Ill upload the log now
[18:05:01] <Kindle> http://pastebin.ca/2289070
[18:05:06] <Kindle> is for the log
[18:05:58] <Avenger> you should really replace those @DATA_DIR@'s with something better
[18:06:01] <Kindle> I would really appreciate any help :) :)
[18:06:15] <Kindle> What should i replace them with?
[18:06:40] <Avenger> as ed said, gemrbpath should point to the files where you installed gemrb
[18:07:51] <Avenger> hmm, i don't understand from where that thing comes
[18:08:08] <Avenger> we don't use it, and you don't have it in the config
[18:08:17] <lynxlynxlynx> it is present in the sample config
[18:08:30] <lynxlynxlynx> are you sure you're running from the same?
[18:08:44] <Kindle> The same config?
[18:08:50] <lynxlynxlynx> that you pasted
[18:08:52] <Avenger> but his pastebin config has no such stuff in it!
[18:09:04] <Avenger> so, if he still sees that log, then he still uses the sample config
[18:09:19] <Avenger> not the pasted config
[18:09:41] <Kindle> Im pretty sure, its the config thats in the folder thats in my kindle in the app-data/sourceforge.net/gemrb
[18:10:07] <Kindle> when i plug my kindle into the computer, its the only config file that is there
[18:10:54] <Avenger> there is a file in your system with @DATA_DIR@ in it :D if you find it, nuke it
[18:11:05] <chiv_> i dont mean to be a wet blanket, but iwd2 support isnt quite as good as the other games
[18:11:16] <Avenger> chiv is right
[18:11:27] <Avenger> iwd2 is our least supported game
[18:11:50] <Avenger> but this config stuff isn't iwd2 specific
[18:11:54] <lynxlynxlynx> (but this has yeah)
[18:12:32] <chiv_> woo i can choose arrows from the game sreen finally
[18:13:53] <Avenger> kindle: the config sample filename is: gemrb.cfg.sample or something like that
[18:14:17] <Kindle> yeah thats not the one, maybe i saved over the sample on the proper cfg?
[18:14:24] <Kindle> without realising
[18:14:49] <Avenger> it could be, but then you should be able to find that DATA_DIR stuff in your config... i mean the config you think is yours :)
[18:14:52] <Kindle> Maybe i should start a fresh? Delete the sample when i start this time round?
[18:15:08] <lynxlynxlynx> Avenger: i've made a tis; edited a new area, adding it as an overlay to the wed. All seemed to be fine up to now, but anything else I do says the tis is corrupted and/or can't be loaded. I've started from scratch, but it didn't help. The preview mos looks fine (can be displayed). Any ideas?
[18:15:35] <Avenger> i don't know you need to nuke all configs, except the real one. then make sure it is properly filled
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[18:15:52] <Avenger> or just start gemrb with the config name as parameter?
[18:16:07] <Avenger> lynx what is the line for that? gemrb -c <config> ?
[18:16:37] <lynxlynxlynx> yep
[18:16:51] <Avenger> lynx: do you use dltcep 7.5a? because i might screwed the tileset editor while making it compatible with bgee :D
[18:17:06] <lynxlynxlynx> 7.4g
[18:17:20] <Avenger> well, that should be fine, then it is likely pebkac :D
[18:17:24] <Kindle> Right...So. Change the actual config files name?
[18:17:46] <lynxlynxlynx> http://www.simpilot.net/~sc/dltcep/index.htm <-- i was following this, except for the night wed part
[18:18:05] <lynxlynxlynx> Kindle: no need if you can specify it
[18:18:22] <Avenger> yes, kindle, you can change the config name to anything you want, and give that explicitly at commandline
[18:19:02] <Kindle> for Gemrbpath ?
[18:19:26] <Kindle> Does it matter that the 'GameOverridePath=' is blank?
[18:19:34] <Avenger> lynx: you first make the tis, then test in game, then add overlay, then save everything, test in game. Insert 'make backup' where seems safe :)
[18:19:36] <Kindle> and gamedatapath etc.
[18:19:42] <lynxlynxlynx> Kindle: you shouldn't be touching those at all
[18:19:50] <Kindle> :( sorry
[18:19:52] <Avenger> kindle gameoverridepath is not to be touched
[18:19:58] <lynxlynxlynx> Avenger: chicken and egg
[18:20:07] <Kindle> I think i...screwed up :(
[18:20:12] <Kindle> i touched them both
[18:20:23] <Kindle> and the plugins path :(
[18:20:26] <Avenger> kindle you can simply delete any line with gameoverridepath in it :D
[18:20:28] <lynxlynxlynx> restart from the config that comes along
[18:20:49] <Kindle> Ill start a complete fresh tommorow
[18:20:51] <lynxlynxlynx> it was configured for the bg2 demo and you just need to drop in the files and change the gametype to iwd2
[18:21:04] <Kindle> Uninstall all Gemrb, reinstall and move over all icewind dale 2 stuff to it.
[18:21:22] <Avenger> and change gametype to iwd2
[18:21:31] <Kindle> So dont change the gamepat?
[18:21:48] <Kindle> gamepath* from what it was originally set?
[18:21:52] <lynxlynxlynx> only if you'll install elsewhere ...
[18:21:59] <Kindle> Ahh...
[18:22:07] <Avenger> well, gamepath is where you drop the original game files
[18:22:12] <Kindle> Ok ill start again then tommorow hopefully it will be ok :)
[18:22:32] <Kindle> and what does it look for when i change it to iwd2? The iwd2 application/exe?
[18:22:36] <Kindle> in that folder?
[18:22:46] <Kindle> when i chnage the gametype*
[18:22:50] <Avenger> ?
[18:23:09] <Kindle> nevermind, i think im just confusing myself more
[18:23:10] <lynxlynxlynx> sleep it over
[18:23:11] <Avenger> gametype is a line in the config, it is coming with 'bg2' you change it to 'iwd2'
[18:23:12] <Kindle> thanks for all the help :0
[18:23:37] <Kindle> Thats all i need to change?
[18:23:41] <Avenger> yes
[18:23:51] <Kindle> My good old games folder, of icewind dale 2, has cd 2 data and a data folder.
[18:24:05] <Kindle> Shuold i move all my data into the single data folder. Or keep CD 2?
[18:24:09] <Avenger> i think cd2 and the data folder are found automatically
[18:24:12] <Kindle> cd 2 folder*
[18:24:16] <Avenger> but you will need to worry about that later
[18:24:18] <Kindle> Oh ok
[18:24:26] <Kindle> Ill be back tommorow no doubt ;)
[18:24:36] <Kindle> Thanks very much guys/gurls
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[18:25:43] <lynxlynxlynx> Avenger: after supposedly rewriting the tis for the wed, i end up with two identical tis'
[18:25:59] <Avenger> names?
[18:26:08] <lynxlynxlynx> ar0100
[18:26:11] <lynxlynxlynx> but that's new
[18:26:23] <Avenger> which area you edit?
[18:26:32] <Avenger> and what is in your wed's tis field
[18:26:36] <lynxlynxlynx> a new one
[18:26:53] <lynxlynxlynx> ar0100 in the tis field
[18:27:04] <lynxlynxlynx> btw, there's a "Not found" string in the middle of the overlay part
[18:27:14] <lynxlynxlynx> above Width
[18:27:48] <Avenger> ok, what about delete every wed/tis and start from scratch
[18:27:57] <lynxlynxlynx> i did that once already
[18:28:12] <lynxlynxlynx> the tis grid displays fine btw
[18:28:45] <Avenger> then you can save the area and it will create ar0100 tis
[18:29:52] <Avenger> after i do a 'set overlay' in the tileset editor, i don't have this 'Not found' text you mentioned
[18:30:03] <lynxlynxlynx> what does it mean anyway?
[18:30:28] <Avenger> that you messed up something? :D
[18:30:41] <Avenger> let me see
[18:31:20] <Avenger> well, it means the tis is not indexed
[18:31:33] <Avenger> probably you got an old version and it needs a 'rescan chitin'
[18:31:44] <Avenger> but my version doesn't have this problem
[18:31:50] <Avenger> i recommend upgrading to 7.5
[18:31:51] <lynxlynxlynx> but these aren't in chitin anyway
[18:32:05] <Avenger> indexing also means the overlay
[18:32:25] <Avenger> i keep track where the file is located, kind of mirroring the chitin.key
[18:32:32] <lynxlynxlynx> none of it is in chitin, but i'll try
[18:32:38] <Avenger> plus if you put anything in the overlay it is indexed too
[18:33:19] <Avenger> when i create a new file, i update the index too. maybe your version doesn't have that for newly created tis
[18:33:26] <lynxlynxlynx> ok, not found is gone, but not the errors
[18:33:30] <lynxlynxlynx> will try readding the tis
[18:33:36] <Avenger> what error
[18:33:51] <lynxlynxlynx> bad tis
[18:33:53] <Avenger> do you add a bmp as overlay or an existing tis?
[18:34:04] <lynxlynxlynx> first i made a tis out of a bmp
[18:34:13] <Avenger> that is unnecessary
[18:34:15] <Avenger> but ok
[18:34:34] <lynxlynxlynx> btw, when you save an area externally, dltcep still thinks it wasn't saved and asks for confirmation when exiting
[18:34:37] <Avenger> you can directly add a bmp - dimensions are calculated and you don't have to use 'guess dimensions'
[18:34:56] <Avenger> i'm sure i don't have that bug
[18:34:56] <lynxlynxlynx> they were guessed for me
[18:35:28] <Avenger> you cannot make that go away with saving?
[18:37:15] <lynxlynxlynx> didn't before
[18:37:22] <lynxlynxlynx> anyway, it's a minor thing
[18:37:37] <lynxlynxlynx> the most annoying part is that dltcep doesn't remember the last used external path
[18:38:50] <lynxlynxlynx> adding a bmp to the wed has the same results
[18:41:03] <lynxlynxlynx> using Check while editing the tis says it is missing (#1) and will cause a crash
[18:42:50] <Avenger> really upgrade to 7.5
[18:47:00] <Avenger> i'm pretty sure newer versions remember the external path
[18:47:28] <Avenger> and i couldn't get it to crash while checking an unsaved area
[18:50:49] <lynxlynxlynx> i didn't say it crashes
[18:52:14] <lynxlynxlynx> and no, it doesn't remember the path, though it also may be a wine issue
[18:54:51] <lynxlynxlynx> no luck with the new version either
[18:56:44] <lynxlynxlynx> i'll just send you the bmp
[18:57:11] <lynxlynxlynx> is the sf address fine? i forgot the toba one
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[19:10:16] <brada> Avenger: what do you know about the new file types in BG:EE?
[19:10:39] <Avenger> everything
[19:10:45] <brada> noce :)
[19:10:48] <brada> care to share?
[19:10:52] <brada> or can you still not?
[19:10:54] <Avenger> what do you want to know
[19:11:37] <brada> will you add them to iesdp?
[19:11:53] <Avenger> i already replied igi's iesdp note
[19:12:18] <Avenger> it is he whom adds anything to iesdp
[19:12:24] <brada> i see
[19:12:42] <brada> what is WBM?
[19:12:45] <brada> webm?
[19:12:54] <Avenger> yes, it is the open movie format
[19:13:00] <Avenger> vlc plays it
[19:13:17] <brada> so the vlc plugin likely would play it then
[19:13:29] <brada> if it were added to its file formats
[19:13:33] <Avenger> yes
[19:13:39] <brada> did you try it?
[19:13:42] <Avenger> no
[19:13:52] <brada> i should probably finish that if that is what we are going to use
[19:14:08] <brada> right now the video is not centered and a few other minor issues i forgot
[19:14:12] <Avenger> i didn't care to gemrb to bgee. I don't think it would be fair just now. They might want to start a linux release
[19:14:32] <brada> that would be cool
[19:14:33] <Avenger> until it is unclear, i don't want to kill a possible proprietary linux game
[19:14:43] <brada> but why would that stop us from supporting BGEE?
[19:15:00] <Avenger> because i want bg3? on linux? :D
[19:15:18] <Avenger> i will make sure they don't have any problem with gemrb first
[19:15:20] <brada> i dont see why that would prevent that
[19:15:40] <brada> it would be nice to at least support whatever new gui format they use
[19:15:53] <Avenger> the gui format actually, not changed
[19:16:04] <brada> what is the "gui" file type?
[19:16:40] <Avenger> that is not much. Our guiscript is superior to that :D
[19:17:08] <Avenger> it is a kind of half way unhardcoded gui control setup
[19:17:21] <brada> do they not support arbitrary resolutions?
[19:17:46] <Avenger> yes
[19:17:54] <Avenger> but they rescale everything on the fly
[19:18:01] <Avenger> it is really nice
[19:18:12] <Avenger> but not tied to the dataset
[19:18:13] <brada> so they just render it as 1024x768 then scale it?
[19:18:30] <brada> if thats all tehy do then our SDL2 driver already does that
[19:18:32] <Avenger> i don't know their target resolution
[19:19:17] <brada> by the way is there a wiki or something for bgee?
[19:19:30] <lynxlynxlynx> people complain about blurryness, so it seems that way
[19:19:32] <Avenger> there is an official forum
[19:19:34] <brada> i cant for the life of me find a source of details for the new NPC characters
[19:19:49] <lynxlynxlynx> Avenger: so, which mail is best?
[19:19:52] <Avenger> the official forum has description for the npcs
[19:20:11] <brada> yes but i mean details like alignment and strencth etc
[19:20:25] <lynxlynxlynx> just load them up in dltcep :)
[19:20:42] <lynxlynxlynx> they're a classic bunch
[19:21:22] <brada> would if i had bgee :p
[19:21:32] <brada> wish they had used steam distribution
[19:21:43] <brada> especially if they are doing a linux version
[19:21:55] <Avenger> google is your friend
[19:21:57] <Avenger> http://forum.baldursgate.com/discussion/7330/neeras-stats
[19:22:18] <brada> thank you :0
[19:22:27] <lynxlynxlynx> why do you want them btw?
[19:22:38] <brada> curiosity mostly
[19:23:09] <Avenger> well, buy the game, you indirectly pay me :D
[19:23:32] <brada> i will
[19:23:56] <brada> but for some insance reason they are using the mac app store for mac distribution
[19:24:05] <brada> so i cant buy it yet
[19:24:11] <Avenger> yeah
[19:24:18] <Avenger> apple's approval process is ...
[19:24:32] <Avenger> anyway, they need to fix tons of bugs yet
[19:24:41] <Avenger> so it is probably not a problem
[19:25:19] <brada> so i hear
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[19:57:29] <brada> av3enger: you should just talk them into letting you do the linux port
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[20:26:50] <chiv_> gemrb is the linux port :)
[20:29:03] <Avenger> well, to be honest, they are probably one compile away from releasing on linux - technically
[20:29:34] <brada> im not suprised
[20:29:46] <Avenger> all the used tech is linux friendly
[20:30:00] <brada> seems like mac and linux should be close enough for bgee
[20:35:54] <chiv_> its taken me hours to notice, but gemrb crashes for me everytime I start fighting
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[20:39:56] <lynxlynxlynx> bt?
[20:40:26] <Avenger> gemrb crashes?
[20:40:49] <Avenger> how old your version is?
[20:40:52] <chiv_> im going to fresh install
[20:41:01] <chiv_> i just pulled off giit
[20:41:06] <Avenger> omg
[20:41:20] <chiv_> but i dont know if my soa install is too crufty
[20:41:38] <Avenger> still it shouldn't crash
[20:41:51] <Avenger> are you on... windows or linux?
[20:41:56] <chiv_> linux
[20:42:06] <edheldil> btw, don't we print config file path at the start of log? It was missing in Kindle's pastebin
[20:42:08] <Avenger> cool, then use gdb and drop a stack trace
[20:42:20] <lynxlynxlynx> well, still works for me
[20:42:41] <edheldil> Hi, Avenger
[20:42:44] <lynxlynxlynx> edheldil_: only the name
[20:42:46] <Avenger> hi Ed
[20:43:06] <lynxlynxlynx> and the android port is about a version behind
[20:43:46] <lynxlynxlynx> Current Version: 0.7.0.1 <-- make that 1,5
[20:44:18] <chiv_> avenger, I don' t really know how to use gdb...
[20:44:52] <Avenger> hmm, lynx can you tell him? ;D
[20:45:02] <Avenger> i don't have linux open atm
[20:45:23] <lynxlynxlynx> just put gdb before the command you run
[20:45:33] <lynxlynxlynx> if you specify a config, some extra trickery is needed
[20:45:52] <lynxlynxlynx> gdb -q -iex "set breakpoint pending on" -iex "b abort" -ex run --args ${0%%/*}/build/gemrb/gemrb -c ${0%%/*}/build/${1:-gemrb.cfg}
[20:46:08] <lynxlynxlynx> i use this in a script, it also presets a breakpoint
[20:46:11] <Avenger> lol, that's some power user commandline :)
[20:46:27] <Avenger> i have a shorter starter script
[20:46:37] <lynxlynxlynx> gdb --args build/gemrb/gemrb -c -gemrb.cfg
[20:46:41] <lynxlynxlynx> that's the gist of it
[20:46:53] <Avenger> yah, then at crash, just type where
[20:46:57] <Avenger> iirc :)
[20:47:11] <lynxlynxlynx> or backtrace or bt or anything in between
[20:49:03] <chiv_> odd, i only see two lines
[20:50:14] <chiv_> http://pastebin.com/w3g8G9qY
[20:51:12] <Avenger> wth is that O_o
[20:51:37] <chiv_> i have no idea :)
[20:51:39] <Avenger> is it compiled without debug info?
[20:52:17] <Avenger> that seems like a very useless trace :(
[20:52:44] <chiv_> i can try again, but i need another half hour...
[20:53:11] <Avenger> well, you see why gemrb couldn't be the bgee linux port :D
[20:54:17] <chiv_> how would i configure it with debug info? sorry for the tedious questions, not really my field :)
[20:55:15] <Avenger> you compiled this yourself right from the git?
[20:55:23] <Avenger> it should compile with debug info
[20:55:55] <Avenger> maybe something totally ate your stack :)
[20:55:57] <chiv_> i just ran cmake with no params
[20:56:37] <Avenger> there is valgrind
[20:56:54] <Avenger> that might catch the problem before it goes totally haywire
[20:57:24] <Avenger> but valgrind is a bit more difficult to handle than gdb+where
[20:57:41] <Avenger> so i don't think i could remote control you
[20:59:27] <lynxlynxlynx> and if a compile of gemrb takes half an hour, imagine what valgrind would do
[20:59:59] <lynxlynxlynx> chiv_: delete the build dir and run cmake with -DCMAKE_BUILD_TYPE=Debug
[21:04:01] <chiv_> ok thats cooking
[21:12:56] <chiv_> ...no change, i am going to blame my install
[21:14:21] <Avenger> nah
[21:14:50] <Avenger> it is not a dataset problem if gemrb crashes
[21:15:00] <Avenger> especially not like this :)
[21:15:37] <Avenger> something wipes the stack badly
[21:15:52] <lynxlynxlynx> you mean you get the same anonymous trace?
[21:16:05] <chiv_> actually i got one less line
[21:16:10] <Avenger> lol
[21:16:18] <lynxlynxlynx> make sure you are running the same binary you just compiled
[21:16:50] <chiv_> I always make install it
[21:16:52] <Avenger> you need valgrind
[21:17:02] <Avenger> make sure it is installed in your system
[21:17:07] <Avenger> then...
[21:17:13] <lynxlynxlynx> his machine is too slow
[21:17:31] <chiv_> oh i have heaps of patience
[21:17:32] <lynxlynxlynx> make install doesn't change anything
[21:17:38] <lynxlynxlynx> ok, more bugs are possible
[21:18:08] <lynxlynxlynx> how does your gdb line look like?
[21:18:12] <Avenger> do you always get the crash on the first swing?
[21:18:12] <lynxlynxlynx> and where is gemrb installed?
[21:19:00] <chiv_> in usr local bin
[21:20:38] <chiv_> the game can seem perfectly stable, but as soon as something gets it, boom
[21:22:26] <chiv_> ok not the first hit, but usually the second...
[21:23:02] <lynxlynxlynx> so how do you run it ...
[21:23:36] <chiv_> i have symlinks that point to gemrb with the correct config name
[21:23:55] <lynxlynxlynx> and grep CMAKE_BUILD_TYPE build/CMakeCache.txt
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[21:28:36] <chiv> ok its definitely debug build
[21:29:35] <chiv> and i can always get one and only one attack off before it crashes
[21:29:59] <chiv> whether the second was with the off hand weapon or the same char or another char...
[21:32:22] <lynxlynxlynx> ok
[21:32:40] <lynxlynxlynx> just run gemrb with gdb and ctrl-c after it loads
[21:33:04] <chiv> after i load a save you mean?
[21:34:04] <lynxlynxlynx> yes, then type b GemRB::Actor::Draw
[21:34:20] <lynxlynxlynx> then c (continue)
[21:34:43] <lynxlynxlynx> congrats, you've just set a breakpoint
[21:35:01] <lynxlynxlynx> it should be hit immediately after you tell it to continue
[21:35:10] <lynxlynxlynx> type bt then
[21:35:10] <chiv> yup
[21:35:20] <lynxlynxlynx> is the trace any better?
[21:35:30] <chiv> yes much more useful
[21:35:41] <lynxlynxlynx> uff
[21:35:59] <lynxlynxlynx> ok, del 1
[21:36:10] <lynxlynxlynx> you're running the right binary
[21:36:33] <lynxlynxlynx> something really bad must happen to get such a crappy trace on crash
[21:38:23] <chiv> would it help if I step back a few versions and see what happens?
[21:38:50] <lynxlynxlynx> valgrind would be better
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[21:39:23] <chiv> well i can fire up my desktop, but to be honest ive had enough for today...
[21:39:57] <lynxlynxlynx> i doubt you can reproduce it on the desktop, but give it a go
[21:40:04] <lynxlynxlynx> no need to hurry up
[21:40:14] <brada> if this is unmodified gemrb then lynx should be able to get whatever usefull info from valgrind too
[21:41:17] <lynxlynxlynx> ii) In the text events display after a few characters talk to me the width of the text gets narrower and narrower and narrower until the conversation is only 1 character wide. I think this is an optimisation issue of some kind since I do not see it on an X86 build and adding a few printfs to debug it made it work. Typical heisenbug... <-- oO
[21:41:27] <brada> i saw that
[21:41:33] <lynxlynxlynx> crashes are a piece of cake
[21:42:05] <brada> most of the time :p
[21:42:17] <brada> at least gemrb is essentially single threaded
[21:42:50] <lynxlynxlynx> i mean compared to wierd stuff like that
[21:42:57] <brada> oh yeah
[21:43:12] <lynxlynxlynx> or debugging scripts
[21:43:28] <brada> i would say something about an overflow, but clearly if doing printf statements negates it then that cant be right can it?
[21:43:43] <Avenger> in my workplace we got some multithread bug where one thread had to do something within 22 milliseconds a day to be wrong :D
[21:49:13] <lynxlynxlynx> pandora is a handheld console btw
[21:56:06] <chiv> same code, same save game, different computer = no crash
[21:56:30] <Avenger> same os?
[21:56:54] <chiv> linux, kernel probably not the same though
[21:57:16] <brada> and this is unmodified gemrb?
[21:57:19] <chiv> yep
[21:57:33] <chiv> i wouldnt waste your time with my crap :)
[21:57:38] <brada> i wont
[21:57:52] <Avenger> it is really annoying
[21:58:22] <brada> but if you are getting crummy backtrace but it works with other platforms and valgrind sees no problem then you must be running out of stack space or something is going wrong outside gemrb
[21:58:22] <Avenger> but i'm pretty sure it is just a coding error that manifests like this
[21:58:42] <Avenger> he didn't try valgrind yet
[21:58:48] <lynxlynxlynx> you can try a bisect too
[21:59:22] <chiv> well, i will be trying to get it running, because I like gemrb on my netbook
[21:59:33] <lynxlynxlynx> hmm, traveler also had a wierd bug nobody could reproduce
[21:59:49] <lynxlynxlynx> i even grinded it, but nothing new was in there
[22:00:08] <chiv> im off to bed anyhow
[22:00:33] <lynxlynxlynx> nn
[22:00:44] <chiv> cheers for the help
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[22:20:53] <brada> well if this crash only happens at the beginning of combat id start by disabling audio
[22:21:56] <brada> probably not the problem, but eliminate all possible variables
[22:57:39] <Avenger> bye!
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[23:41:34] <Kindle> Hello everyone Kindle is back :)
[23:42:13] <Kindle> I have a question, i have completely reinstalled the Gemrb on my kindle. And the Config file is called GemRB.cff (SAMPLE File)
[23:42:26] <Kindle> cfg* is this the file i need to configue in order to play IWD2?
[23:45:43] <lynxlynxlynx> yes
[23:46:17] <Kindle> and all i need to change is the GameName and Gametype
[23:46:26] <Kindle> Gamepath should be ok?
[23:46:43] <Kindle> Should i delete the Sample Gemrb Config?
[23:47:49] <lynxlynxlynx> what good would changing it do then?
[23:48:06] <lynxlynxlynx> gamename can stay whatever it is
[23:49:01] <Kindle> Delete the Gemrb.cfg.Sample or should i change both the Gemrb.cfg and Gemrb.cgf.sample
[23:49:45] <lynxlynxlynx> it doesn't matter, but the second one will probably be used by default
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