#gemrb@irc.freenode.net logs for 3 Nov 2011 (GMT)

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[00:07:39] <taimon> two unrelated things:
[00:08:14] <taimon> why is bg2 running in fullscreen even though the config value is set to 0?
[00:09:00] <tomprince> baldur.ini overrides it, I think.
[00:09:31] <taimon> yep, that"s possible
[00:09:44] <brad_a> it could also be an sdl bug. i do know that my gemrb is running fine in a window
[00:10:30] <taimon> second thing is that the chapter intro text "scrolls" outside of the text box
[00:12:31] <brad_a> there are a lot of problems with the chapter text
[00:12:43] <brad_a> there used to be more
[00:13:01] <brad_a> it will infinately loop too
[00:13:07] <taimon> :)
[00:13:43] <brad_a> probably nobody cares that much about chapter text so its not very polished dont judge the rest of the engine off that please
[00:14:07] <taimon> i won't, don't worry
[00:14:32] <taimon> just trying to keep a log
[00:15:06] <taimon> (maybe someone should add it to the bug tracker?)
[00:15:43] <brad_a> if its not already in there then yes please
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[02:47:51] <chiv> hmm is there any way to read the x,y of a button from the python scripts?
[02:58:55] <tomprince> chiv, likely not, what do you need?
[02:59:22] <tomprince> Or, do you mean a button object?
[03:01:51] <chiv> well I want to place my buttons relative to where existing buttons are expected to be so i dont have to make a case for each res
[03:02:58] <CIA-44> GemRB: 03bradallred * rfe0ce8a4c7a4 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper]: we need 2 button classes and a baseclass.
[03:02:58] <CIA-44> GemRB: 03bradallred * r1f1c6cb9dc5a 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper]: add pgUp and pgDown keys to iOS keyboard accessory view. (these keys resize the message window)
[03:03:00] <CIA-44> GemRB: 03bradallred * re56c60d6a1ae 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper]: use some variables for button width and spacing.
[03:03:00] <CIA-44> GemRB: 03bradallred * re40740b89683 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo-CocoaWrapper: add "alt" modifier key to iOS keyboard accessory view.
[03:03:01] <CIA-44> GemRB: 03bradallred * r99ff4c9ae6bd 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo: removed a custom hack to iOS SDL so need to extern C this header here instead.
[03:03:03] <chiv> as soon as I can handle multiple resolutions then im basically done with that part
[03:07:12] <chiv> Actually I would need the window x,y as well since the button xy is relative to that...
[03:16:26] <tomprince> brad_a: I now get a bunch of warnings on gcc.
[03:20:43] <CIA-44> GemRB: 03tom.prince * r6f8318cb606b 10gemrb/gemrb/ (GUIScripts/GUIClasses.py plugins/GUIScript/GUIScript.cpp):
[03:20:43] <CIA-44> GemRB: Add control.GetPos() and window.GetPos().
[03:20:43] <CIA-44> GemRB: This was requested on IRC by chiv.
[03:20:43] <CIA-44> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[03:22:46] <chiv> holy guacamole :)
[03:35:02] <chiv> I hate to have to ask this, but how would I preserve my changes with git pull?
[03:35:54] <tomprince> "git stash ; git pull ; git stash apply"
[03:36:45] <chiv> thanks, I'm a bit green with git :)
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[05:55:50] <chiv> I've almost got it wrapped up, but the messagewindow is giving me a headache because it occupies the same space
[06:34:55] <chiv> heres a hypothetical question, if you guys wanted someone to work on anything in particular, what would it be?
[06:53:50] <chiv> bug: seems like spell memorisation is broken on rest
[07:06:41] <tomprince> Have you looked at the todo on the wiki?
[08:00:32] <chiv> just had a browse, much of it seems better left to someone more skilled...
[08:25:54] <edheldil> chiv: depends on your area of preference. If it's something you can do w/o the IE knowledge, then perhaps kinetic scrolling
[08:27:36] <chiv> kinetic scrolling?
[08:27:40] <edheldil> in lists and in GameWindow
[08:28:21] <edheldil> yes, that is the scrolling used on touch devices. \
[08:28:48] <chiv> ah, only on pc here
[08:33:17] <edheldil> well, you could simulate it with mouse while developing :)
[08:34:11] <edheldil> I have once seen a nice state diagram for kinetic scrolling, but can't find it anymore
[08:35:54] <edheldil> or you could develop a small redistributable dataset ;-)
[08:36:23] <chiv> I'm looking for something in the 'unskilled labour' department :)
[08:38:00] <edheldil> what about autobuilding documentation? There might be even some leftovers ...
[08:40:26] <edheldil> or you could write (and maintain!) scripts to install the games without the need for windows/wine. There was some attempt by somebody, but in one phase it tended to delete $HOME :-D
[08:40:36] <chiv> ouch
[08:41:10] <chiv> I wonder how they managed that
[08:41:38] <chiv> actually I've found the gog installers to be a lifesaver
[08:41:58] <chiv> no disks, 100% patched
[08:42:57] <fuzzie> especially nice for iwd i imagine
[08:43:03] <chiv> yep
[08:43:08] <fuzzie> mostly i have found the games i buy from gog to be really annoying
[08:43:13] <chiv> even comes with totl
[08:43:17] <edheldil> why?
[08:43:20] <fuzzie> because i get some .exe file which i haven't found a way to extract.
[08:43:41] <chiv> well, i can live with wine
[08:43:52] <fuzzie> because innounp or whatever is not my friend.
[08:43:57] <edheldil> for IE games only or in general?
[08:43:59] <fuzzie> yeah, it's ok if you're on a desktop box :)
[08:44:02] <fuzzie> edheldil: in general
[08:44:20] <fuzzie> i just steal a windows machine and then dump everything onto a disk, not end of the world
[08:44:32] <edheldil> I ran it under wine, worked ok
[08:44:40] <fuzzie> yeah, if you have wine :)
[08:45:03] <edheldil> how else can you run dltcep? ;-)
[08:45:18] <fuzzie> dltcep being something i often run when trying to play games :p
[08:46:36] <edheldil> Apart from humble bundles, the games I play I mostly run under wine
[08:47:33] <edheldil> e.g. Nox and TheIncredivbleMachine from gog
[08:47:34] <fuzzie> you gamer, you :o
[08:47:45] <fuzzie> ah. lightkey was asking about a Nox engine :)
[08:48:00] <fuzzie> I just implement what I want to play in ScummVM, at the moment. :p
[08:48:44] <edheldil> and, of course WoW, but I haven't played it for 8 months already, I am cured :)
[08:48:51] <fuzzie> hehe
[08:49:05] <fuzzie> they've been doing very nice irl ads about how you can play for free up to level 20 :)
[08:50:53] <edheldil> My father (he is 70) was playing WoW as well, but recently returned to Oblivion and awaits Skirim :)
[08:51:15] <fuzzie> i jsut don't have the time or patience for desktop games
[08:51:32] <fuzzie> playing adventure games on the tablet is brilliant for finding time to replay those, can just pull it out for 2 minutes at a time
[08:54:35] <edheldil> yeah, unfortunately on phones the display is tiny - I tried to replay Fate of Atlantis on my n900 under ScummVM, but reading the texts was hard and I soon restarted it on a netbook
[08:55:32] <edheldil> But I installed a zcode interpreter on Kindle, and it's a surprisingly good match :-)
[08:55:39] <fuzzie> how big is the n900?
[08:56:27] <Beh0lder> hi all
[08:56:31] <fuzzie> ah. 3.5". yes, that is too small.
[08:56:45] <edheldil> 3.5" 800 x 480 pixel
[08:57:24] <fuzzie> they're not bad on a Desire HD (4.3")
[08:57:44] <Beh0lder> or Sensation XL (4.7'')
[08:58:01] <fuzzie> but i ended up buying an 8.9" Galaxy Tab for my e-reader woes which I suspect I discussed in here before, so I have a huuuge display.
[08:58:37] <chiv> I was playing gemrb on a projector not long ago, it was awesome
[08:58:49] <edheldil> I wish somebody let me buy the $99 Touchpad, would be ideal :/
[08:58:52] <fuzzie> I'm not sure what the biggest phone displays are .. the Galaxy Note is a bit too huge for a phone at 5.3".
[08:59:11] <chiv> 16 by 9... feet :)
[08:59:17] <edheldil> hehe
[08:59:42] <Beh0lder> Sens XL and Note are not comfortable as phone, unfortunately
[08:59:51] <Beh0lder> too big
[09:01:11] <fuzzie> which is a bit sad.
[09:01:34] <fuzzie> this thing is wonderful as an e-reader, anyway. highly recommend it if any of you find huge piles of gold to spend.
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[14:57:13] <Yoshimo> if the store shows that an item can be sold for a certain amount of gold, but i cant sell it, is that correct behaviour?
[15:05:16] <chiv> yeah, same as original game
[15:06:02] <chiv> some stores have more sensible rules than others though...
[15:06:05] <tomprince> speaking of documentation, all the python docstrings predate the python side classes, so give the wrong arguments wrong.
[15:07:55] <tomprince> And we have it two places, both in the docstrings, and in gemrb/doc
[15:07:57] <Yoshimo> chiv, how about a new usability patch, like coloring unsellables slightly red or something similiar? ;)
[15:08:31] <fuzzie> they should be greyed out if you can't sell them, no?
[15:08:44] <chiv> well.. technically they are already coloured grey - go to a different store and you can try again
[15:09:11] <Yoshimo> grey would do it but the book here has a white text and cant be sold
[15:09:21] <fuzzie> ah, the text in gemrb isn't greyed.
[15:09:24] <fuzzie> the icons are though.
[15:11:18] <Yoshimo> if you consider the 2 books on the right greyed out, i have problems with my eyes ;) http://img717.imageshack.us/img717/5439/stores.jpg
[15:11:44] <fuzzie> well, you have four unsellable items there
[15:13:20] <Yoshimo> i understand that the store wont buy the weapons, they are too basic and arent worth any gold
[15:13:42] <Yoshimo> i understand that a weaponsmith is not intrested in books too, but its hard to tell
[15:13:51] <Yoshimo> a more visual clue in the merchant window would be nice
[15:13:57] <fuzzie> i mean, you can't see the difference if you have four unsellable icons :)
[15:14:32] <fuzzie> i guess original greys icons as well. i thought we did. we can do that.
[15:18:27] <lynxlynxlynx> Yoshimo: find me a screenshot from the original and i'll look into it
[15:18:54] <CIA-44> GemRB: 03lynxlupodian * ra01529fc3a32 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[15:18:54] <CIA-44> GemRB: fixed blindness giving a thac0 bonus instead of a penalty
[15:18:54] <CIA-44> GemRB: and added very basic iwd2 mode
[15:23:08] <Yoshimo> what is thac0?
[15:23:17] <chiv> heh, I actually installed the german iwd2 patch to try and improve my impoverished vocabulary
[15:23:29] <chiv> its the attack bonus
[15:24:24] <lynxlynxlynx> to hit armor class 0
[15:24:28] <Yoshimo> chiv im german in case you need help^^
[15:25:32] <chiv> if I'm ever in berlin and I need a kampfstab or morgenstern I reckon I'll be set :D
[15:27:20] <Yoshimo> bbl, my dvd drive needs fixing
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[15:38:59] <chiv> yoshimo, I was wondering actually how the language of the game compares to everyday german
[15:41:21] <chiv> ie, I've never heard someone say 'lebt wohl', more likely to hear 'tchuss' :)
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[15:41:56] <Yoshimo> well its an rpg, therefore the terms used in game are a bit old fashioned and more formal
[15:44:16] <chiv> i guess if I were to start talking like an rpg, I would sound quite funny heh
[15:44:37] <brad_a> tomprince: what gcc warnings do you get?
[15:44:53] <Yoshimo> it would also sound funny if you say "tschüß" or "tschö" around here in bavaria, because its not common
[15:45:49] <lynxlynxlynx> brad_a: about the pragmas
[15:46:13] <brad_a> suggestions?
[15:46:13] <chiv> yeah, I was around niedersachsen for a month
[15:46:44] <fuzzie> lynxlynxlynx: "warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas]" a bunch of times, you need to wrap it in a clang-specific ifdef
[15:46:49] <fuzzie> erm, --> brad_a ofc
[15:47:14] <brad_a> will do
[15:49:09] <tomprince> Although it is starting to get very verbose. I added to more occurences of it last night ...
[15:51:28] <brad_a> ill write a macro that takes 2 arguments 1 for compiler then one for command ill try and work something nice
[15:54:41] <chiv> about the gui - I have a window on top of the messagewindow, and I want it to block the messagewindow - this works where there is a button defined, but is there a way to have it block the whole window area?
[15:55:48] <Yoshimo> chiv what youre working on at the moment?
[15:56:23] <chiv> im trying to polish up my extra button hack so its presentable
[15:56:59] <chiv> actually it works as it is, but it isnt visually finished
[15:59:00] <chiv> with 24 buttons for spellcasters, you can play many characters without having to scroll the action bar left/right
[16:00:58] <Yoshimo> you guys dont happen to have a weidu exe older than 230?
[16:01:41] <fuzzie> isn't the current stable weidu only 229?
[16:02:10] <fuzzie> oh, no.
[16:02:38] <Yoshimo> no problem, google found the archive
[16:02:44] <fuzzie> http://www.weidu.org/users/thebigg/old/ then
[16:02:45] <Yoshimo> the current one is 230, but its bugged
[16:02:45] <fuzzie> heh :)
[16:04:33] <tomprince> brad_a: Maybe something like https://gist.github.com/1336882
[16:05:20] <tomprince> Although, do recent (3.2 or 3.3) pythons have something to handle this?
[16:06:13] <tomprince> And, it might be easier just ot use SetTuple, rahter than SET_TUPLE
[16:13:15] <Yoshimo> the 230 weidu might explain why my install crashes with the vanilla bgmain exe on load savegame^^
[16:33:02] <brad_a> tomprince: clang supports using gcc pragmas so would it fix it for you if it was #pragma GCC instead?
[16:34:15] <fuzzie> then it'd just break on other compilers, no?
[16:34:39] <brad_a> what are these other compilers of which you speak? :-P
[16:35:02] <brad_a> im joking of course
[16:35:04] <fuzzie> well, we could just ignore clang ofc ;p
[16:35:10] <brad_a> that too
[16:35:50] <tomprince> no, the version of gcc I have installed locally doesn't seem to support it.
[16:36:20] <brad_a> seems strange that things like this havent been around longer...
[16:36:45] <tomprince> And that version is 4.5.3, not not old at all.
[16:37:07] <brad_a> no its newer than my gcc 4.2, but im using llvm as a preprocessor
[16:37:08] <tomprince> That's what competetion gets ouy.
[16:37:30] <tomprince> Well, that is simply becuase that is the last gplv2 gcc.
[16:37:43] <brad_a> indeed
[16:38:02] <brad_a> hence my need for clang
[16:38:05] <fuzzie> yes, the competition has been wonderful
[16:47:58] <chiv> well since what I am doing is giving me a headache, I'm entertaining a thought - gfx is more up my street, I could make a clone of the iwd2 action bar for the other games
[16:57:03] <chiv> not the functionality mind, just gfx
[17:22:57] <chiv> omfg, first time I achieve intended behaviour all day
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[19:16:33] <Yoshimo> congratulations chiv
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[19:52:37] <Yoshimo> this guy here is insane, he wants to fix every bug in a big world megamod install for baldursgate. Sounds like a neverending journey for me^^
[19:53:32] <fuzzie> you can't do that with the original engine, right?
[19:54:10] <Yoshimo> well you can fix the scripts creature files area files and so on
[19:54:24] <Yoshimo> which is quite a lot
[19:55:08] <Yoshimo> some things can only be done with patching the game.exe, but tobex takes care of that
[19:55:53] <fuzzie> really? tobex does bg1 support?
[19:56:05] <fuzzie> i thought everyone involved went AAAAAA and ran away at the mention of bg1 features
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[19:58:02] <fuzzie> hm tobex has quite a few 'just use gemrb if you are that crazy' replies :P
[19:58:47] <Yoshimo> im not sure if that is a positive comment on gemrb or not ;)
[20:00:04] <lynxlynxlynx> bwp uses the bg2 engine anyway
[20:00:11] <Yoshimo> yea it does
[20:00:20] <fuzzie> yes, and the bg2 engine is missing bg1 features
[20:00:22] <Yoshimo> and some goodies like disarm trap rewards xp
[20:00:33] <Yoshimo> fuzzie: what kind of features?
[20:00:35] <fuzzie> and big world megamod is bg1, right?
[20:00:47] <fuzzie> well, the audio stuff annoys me the most, unless tobex fixed that
[20:00:54] <fuzzie> i didn't try an install recently.
[20:01:01] <lynxlynxlynx> also some scripting differences
[20:01:08] <Yoshimo> audio stuff? the amount of files limit?
[20:01:13] <fuzzie> there's nothing you can't fix in the scripting, right?
[20:01:19] <fuzzie> Yoshimo: some of the sound slots aren't available in bg2.
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[20:01:41] <fuzzie> or, rather, they're used for different things in bg2.
[20:01:54] <lynxlynxlynx> probably, i just remembered we had to put an ifdef for running area scripts (in cutscene mode?)
[20:02:01] <fuzzie> yeah
[20:03:21] <Yoshimo> ill dedicate some sparetime of my 3 weeks of vacancies to get my bgt install as bugfree as possible and then let gemrb roll with it . i guess thats quite a task ;)
[20:04:14] <lynxlynxlynx> pretty useless if you won't report the problems and fixes to the mod authors
[20:04:54] <lynxlynxlynx> chiv's work reminds me of our unsolved modability state
[20:04:59] <Yoshimo> lollorian will do that, with his borkpack
[20:06:36] <chiv> lynx, how do you mean?
[20:07:02] <lynxlynxlynx> there's no weidu
[20:07:17] <lynxlynxlynx> stuff in override is easily modded, but it is hard to place it in the right spot
[20:07:35] <lynxlynxlynx> stuff in python is easily modded, but you need write permission
[20:07:47] <chiv> oh.. ah
[20:07:50] <lynxlynxlynx> and how to manage multiple mods? diffs can conflict
[20:08:01] <lynxlynxlynx> core changes are inherently horrible
[20:08:24] <chiv> I hadnt actually considered what to do without a windows machine
[20:08:59] <lynxlynxlynx> so for your spellbook work, the correct thing would be to expose the spellbook data to the guiscript and let it construct the bars, present the data whichever way it wants
[20:09:02] <chiv> ah you mean the spell sort? I know its a bad place
[20:09:20] <chiv> its really just a hack for the fun of it
[20:09:48] <lynxlynxlynx> that's fine, i'm just saying it will be hard to get to users
[20:09:56] <lynxlynxlynx> not many compile gemrb
[20:10:17] <fuzzie> any idea how many users we have?
[20:10:22] <chiv> true, but when I understand python more
[20:10:34] <fuzzie> Beh0lder: do you have stats from android?
[20:10:42] <lynxlynxlynx> only download counts, yeah
[20:10:49] <chiv> I simply found it easier to think the process out in c++...
[20:11:04] <fuzzie> the android developer console gives 'active installs', which is nice
[20:11:13] <lynxlynxlynx> Installs: 10,000 - 50,000
[20:11:24] <fuzzie> as opposed to plain installs, which most people just uninstall :)
[20:11:37] <brad_a> ^ like me :-P
[20:11:45] <lynxlynxlynx> https://market.android.com/details?id=net.sourceforge.gemrb <-- new release shows
[20:12:03] <fuzzie> nice.
[20:12:03] <lynxlynxlynx> stupid graph with no axis labels
[20:12:15] <fuzzie> mhm
[20:12:20] <brad_a> the bottom ais is labeled
[20:12:29] <brad_a> not segmented tho
[20:12:38] <Yoshimo> 10thousand? sounds a bit high imho
[20:12:57] <fuzzie> Yoshimo: lots of curious people
[20:12:57] <lynxlynxlynx> 47 g+ mentions :O
[20:13:28] <fuzzie> are they mentions?
[20:13:41] <fuzzie> my new scummvm thing has 30 of those, i think it's just people who click
[20:13:49] <fuzzie> but i don't understand the whole g+ thing
[20:14:36] <lynxlynxlynx> this year, we got 1k downloads from sf per month alone (1,5k the last few)
[20:14:50] <Yoshimo> nice
[20:14:53] <lynxlynxlynx> i don't use it either, so no idea
[20:15:04] <lynxlynxlynx> i guess the bump is from the android weeklies
[20:15:12] <chiv> The infinity games are some of the best games in the world, I have absolutely no doubt that gemrb will have thousands of potential fans because the games are like crack
[20:15:21] <lynxlynxlynx> then there are of course all the linux distributions
[20:15:24] <fuzzie> i think much more than thousands
[20:15:27] <brad_a> ^ nobody knows about it tho
[20:15:42] <fuzzie> i think it working on mobile devices is a nice idea
[20:15:52] <chiv> that was a genius idea
[20:16:30] <Yoshimo> i think oliver sauder should push a bit harder to get gemrb into debian&ubuntu
[20:17:22] <lynxlynxlynx> it's not that hard to get some more publicity, but we need to be prepared first
[20:17:27] <chiv> I think you need to capitalise on the gog re-release
[20:17:31] <brad_a> would apple allow this on the Mac appstore do you think? (not the iOS one)
[20:17:50] <chiv> heaps of mod info in their forums
[20:17:51] <lynxlynxlynx> i ignore apple :P
[20:17:52] <fuzzie> brad_a: it looks like they're locking it down too.
[20:18:04] <brad_a> lame
[20:18:07] <brad_a> how so?
[20:18:18] <fuzzie> apps sandboxed, very inconvenient to get files in/out of sandbox, etc
[20:18:36] <fuzzie> mac development community is rather annoyed about it
[20:18:37] <brad_a> hrmm
[20:19:01] <brad_a> we shall see
[20:19:03] <fuzzie> but the documentation is behind the mac store paywall so difficult to see.
[20:19:11] <brad_a> yeah
[20:19:31] <brad_a> i would only really want to put it there to gain visibility
[20:19:33] <chiv> people are most likely to get back in touch with ie games there, so perfect place
[20:20:03] <fuzzie> chiv: depends who you are targeting a bit. but yes.
[20:20:23] <fuzzie> i assume gog only have the english data btw?
[20:20:23] <chiv> sorry, pc gamer bias ..
[20:20:30] <chiv> havent outgrown it
[20:20:48] <chiv> yeah unfortunately
[20:20:50] <fuzzie> i guess so. alas. :(
[20:21:00] <chiv> well... actually i havent checked
[20:21:06] <chiv> but the patches should work
[20:21:14] <fuzzie> i am a bit grumpy at gog recently because i end up buying physical copies of games because gog's copies are useless
[20:21:19] <chiv> thats how i got iwd2 russian
[20:21:25] <fuzzie> like all these new EA releases without the expansion packs and so without lots of bugfixes..
[20:21:28] <chiv> der german
[20:21:39] <chiv> i was thinking of pst russian...
[20:22:13] <Yoshimo> most important russian sentence: la lublju tjebja
[20:22:17] <chiv> i suppose that is ea's fault
[20:22:38] <fuzzie> sure, it's always the publisher's fault :/
[20:22:50] <chiv> yoshimo: aww shucks
[20:24:05] <Yoshimo> well my russian vocabulary is rather limited, no offense meant ;)
[20:24:13] <chiv> well anyway, the ie re-releases are top notch
[20:25:01] <chiv> haha, my russian is about the same level
[20:25:53] <brad_a> fuzzie: from what i have read the sandboxing would work sort of like android where you declare your needs and are granted access accordingly (assuming the user agrees). I dont see anything that locks gemrb out, but as you said official details are sparce unless you are a developer.
[20:26:18] <fuzzie> brad_a: a lot of those exceptions are pretty clearly marked 'temporary' even in public docs
[20:26:29] <chiv> cant vouch for anything else they have because well.. I have a quadruple cd wallet 3 inches thick
[20:26:45] <Yoshimo> you can only read documentation if you pay for it?
[20:26:46] <fuzzie> and there's a lot of things you can't do on android because of their idiot sandbox stuff :/
[20:27:07] <brad_a> clearly nothing that has prevented gemrb :)
[20:28:36] <fuzzie> yeah, i honestly didn't look very hard at how gemrb works
[20:28:48] <chiv> anyway, spell sorting in python, I'm on it
[20:29:08] <lynxlynxlynx> really? awesome
[20:30:26] <lynxlynxlynx> you plan to replace GemRB_Window_SetupSpellIcons?
[20:31:34] <chiv> well, so far python has been bludgeoning my head, so it would be nice to make the time worth it :)
[20:32:04] <lynxlynxlynx> i don't want to discourage you, but i think it's a pretty hefty task
[20:33:33] <chiv> actually thinking about it, is there a reason not to have an alternative getspellinfo function in the core? it would only be used if explicitly asked for
[20:34:32] <chiv> by the guiscript, and only if there are no mods and guienhancements are on
[20:35:17] <brad_a> ha G3 is suspended again.
[20:35:33] <lynxlynxlynx> finally
[20:35:37] <chiv> damn this popularity
[20:35:50] <chiv> :)
[20:36:29] <lynxlynxlynx> chiv: that would only solve the conflict with current behaviour, you'd still need to hack the guiscript implementation itself to use it
[20:36:42] <lynxlynxlynx> so no real gain for the user
[20:37:15] <chiv> well, thats easy enough too
[20:38:01] <Maighstir> The Mac App Store carries the same no-GPL-allowed (not explicitly, but adds a bunch of restrictions through the license that the GPL forbids), stuff that the iOS one does, doesn't it?
[20:38:02] <chiv> an extra c++ function paired with an extra guiscript command
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[20:38:55] <brad_a> Maighstir: there are plenty of GPL projects on both stores
[20:38:56] <lynxlynxlynx> ugly
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[20:39:45] <chiv> well, simple I admit
[20:40:39] <chiv> easier than trying to send detailed spell info to python from my point of view
[20:41:02] <lynxlynxlynx> sure, it's easier
[20:41:19] <lynxlynxlynx> well, not *that* easier
[20:41:20] <Maighstir> brad_a: sure there is, but Apple doesn't actually care wether an application is GPL'd (and thus breaks that license), and the GPL folks need to get to know the application is there to do anything about it.
[20:41:29] <lynxlynxlynx> it could be done in two steps
[20:42:12] <fuzzie> Maighstir: the app store allows you to override the limitations imposed on redistribution/etc nowadays by supplying your own EULA
[20:42:18] <fuzzie> which is sufficient for GPLv2
[20:42:51] <fuzzie> or, well, it is generally argued that is sufficient for GPLv2.
[20:44:19] <Maighstir> So they changed it? I read the Gnu Go game was removed due to the App Store licensing terms.
[20:44:25] <fuzzie> yes, they changed it
[20:44:44] <fuzzie> the previous terms just arbitrarily imposed restrictions on all apps, which is obviously contradictory..
[20:48:59] <chiv> lynxlynxlynx: my python experience is literally a few days old, so I probably wont be able to take the hard route unless its spelled out ...
[20:49:35] <lynxlynxlynx> the python side is the easy part if you ask me
[20:50:36] <lynxlynxlynx> most work would be with exposing everything needed
[20:50:55] <lynxlynxlynx> and dealing with hardcoded stuff
[20:51:06] <lynxlynxlynx> the casting list is pretty nice in this case
[20:52:23] <chiv> I was thinking it would be good to configure by some 2da file
[20:53:30] <lynxlynxlynx> that's the ultimate goal, if you have a good design
[20:53:59] <lynxlynxlynx> what would you put in the 2da? number of rows, type of ordering, something else?
[20:56:49] <chiv> display order by primary type and secondary type (school and spell category)
[20:57:11] <chiv> in bg2 at least, it was pretty well organised
[20:57:55] <lynxlynxlynx> uh, i forgot - most of the spellbook is already available, just not as a nice python object
[20:58:28] <lynxlynxlynx> so you can use GUICommon.HasSpell(...) to get the index to use with all those GetMemorisedSpellsCount and similar functions
[20:58:30] <chiv> the order was pretty much random anyway to begin with :)
[21:02:45] <chiv> can only find HasSpecialSpell...
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[21:04:14] <lynxlynxlynx> grep deeper
[21:07:27] <lynxlynxlynx> i've got something else to finish first, then i can help you do that properly
[21:18:21] <chiv> I think I'm following, but GemRB.GetKnownSpell would have to return more than just the resref
[21:19:26] <lynxlynxlynx> use GemRB_GetSpell on it
[21:19:40] <lynxlynxlynx> extend that if not everything you need is provided
[21:21:27] <chiv> well ill be... I probably would have looked harder if I was into python :)
[21:26:34] <CIA-44> GemRB: 03lynxlupodian * r126d1707ab5c 10gemrb/gemrb/GUIScripts/LUSpellSelection.py:
[21:26:34] <CIA-44> GemRB: LUSpellSelection: implemented chargen spell memorisation for bg1
[21:26:34] <CIA-44> GemRB: iwd does it by itself, iwd2 is not implemented, others don't need it
[21:26:44] <CIA-44> GemRB: 03lynxlupodian * r783f8569c6b0 10gemrb/gemrb/ (2 files in 2 dirs):
[21:26:44] <CIA-44> GemRB: added an optional parameter to GemRB_MemorizeSpell, so we can pass the
[21:26:44] <CIA-44> GemRB: desired depletion status of the spell
[21:26:45] <lynxlynxlynx> http://gemrb.org/wiki/doku.php?id=guiscript:index
[21:26:56] <lynxlynxlynx> Beh0lder: ^ :)
[21:40:45] <lynxlynxlynx> chiv: looking closer, i see only minor problems :)
[21:43:39] <chiv> yeah im already on it, its all baby steps from here
[21:47:00] <lynxlynxlynx> i'm exposing CheckSpecialSpell, which was the only obvious thing lacking
[21:54:12] <CIA-44> GemRB: 03lynxlupodian * r16b4c85e1f83 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: implemented GemRB_CheckSpecialSpell
[21:54:12] <CIA-44> GemRB: 03lynxlupodian * r0475abffb546 10gemrb/gemrb/core/Interface.cpp: CheckSpecialSpell: changed the return values to reflect the reason
[21:55:53] <Yoshimo> lynx, what would you think should be done before gemrb tries to get more known out there, except a nicer layout on the website?
[21:56:43] <lynxlynxlynx> the main goal for the next release - being able to play bg1, bg2 and the expansions through
[21:57:12] <lynxlynxlynx> to my knowledge, there's only one, maybe two bugs in the way
[22:04:03] <Yoshimo> why do you keep bugs on more than one location ?
[22:04:15] <tomprince> I'd be quite happy to teach the python bindings to return real objects for spells.
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[22:12:22] <lynxlynxlynx> some already do, but yeah
[22:12:37] <chiv> tomprince: to be fair, getspell returns a fair amoutn of info
[22:13:21] <lynxlynxlynx> we'll see what happens when we deal with iwd2
[22:13:51] <lynxlynxlynx> everything else is covered now, so not sure if an iterable spellbook would simplify anything
[22:15:04] <chiv> except my current head trauma :)
[22:16:30] <lynxlynxlynx> show me what you got and i can help
[22:18:00] <chiv> http://pastebin.com/Vy8WwcKe
[22:25:03] <chiv> i think the doc is out of date
[22:25:06] <lynxlynxlynx> not sure what the problem is
[22:26:43] <lynxlynxlynx> i suggest you first just construct a list or tuple of all the memorised spells and sort on that (the one or two keys will eventually be taken from the 2da)
[22:26:59] <lynxlynxlynx> then you can just skip elements to get to the real start
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[22:29:03] <lynxlynxlynx> doesn't this crash?
[22:30:27] <lynxlynxlynx> the type argument is what the function will get, while you'll need to find out the level and pass it
[22:30:51] <lynxlynxlynx> so you first need to iterate over all the levels
[22:31:32] <Yoshimo> the_bigg is thinking about a "is gemrb install" check for weidu btw
[22:32:07] <lynxlynxlynx> what for?
[22:32:33] <Yoshimo> http://forums.pocketplane.net/index.php/topic,27734.0.html "I prefer checking that tob_hacks is installed (E.G. by checking that one of the chunks is indeed installed), rather than adding a "I know what I'm doing" flag, but I'm open for debate on that. That reminds me, I should add some form of GemRB-checking."
[22:32:50] <fuzzie> tricky to do.
[22:33:15] <fuzzie> since generally you're going to be running weidu on a normal windows install anyway.
[22:33:32] <lynxlynxlynx> not really useful either
[22:34:06] <fuzzie> it'd be cool to have it on embedded platforms to fiddle with mods as you go, but it'll never happen
[22:34:12] <fuzzie> it was annoying enough to build on linux.
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[22:38:33] <chiv> lynx, yes it crashes - im green with python so first I write, then I make it work
[22:39:25] <lynxlynxlynx> it crashes since you pass a negative level when fetching the spell
[22:39:36] <lynxlynxlynx> that is fine for getting the total count, but not for individual spells
[22:39:48] <lynxlynxlynx> the indices are level dependant
[22:40:16] <chiv> well i hadnt got that far yet, getmemorized spell etc expected party id and not actor id so it didnt work till i figured that
[22:41:08] <lynxlynxlynx> that needs to be addressed in the bindings
[22:41:31] <lynxlynxlynx> give me a few minutes
[22:41:53] <lynxlynxlynx> it needs to be able to take nonpcs or spellcaster summons won't work
[22:42:10] <chiv> sweet, bug found
[22:43:39] <chiv> food break :)
[22:45:45] <CIA-44> GemRB: 03lynxlupodian * rfadb2a4cef35 10gemrb/gemrb/ (2 files in 2 dirs): GemRB_GetMemorizedSpell: accept any actor
[22:48:33] <Yoshimo> lynx do you have on your todo list something about the extended feedback option that doesnt show additional info in chat for attack rolls and things like that?
[22:49:20] <lynxlynxlynx> no, i think it is missing
[22:49:53] <Yoshimo> although this list should get shorter not longer
[22:50:19] <lynxlynxlynx> fixed
[22:50:31] <lynxlynxlynx> no plan to work on it any time soon though
[22:51:21] <lynxlynxlynx> first fuzzie wants to redesign some of the combat code and then maybe it will need even more redesigning to get also 3e compatible
[22:51:38] <Yoshimo> 3e?
[22:51:42] <lynxlynxlynx> iwd2
[22:53:59] <Yoshimo> does it make sense to begin another subproject if you got more than enough bugs on the rest already? ;)
[22:55:21] <fuzzie> otherwise we just have to break it all again
[22:55:30] <fuzzie> did I *not* redesign the combat code? i forget
[22:58:52] <Yoshimo> what needs to be redesigned about it`?
[22:59:02] <lynxlynxlynx> i think you wanted to change something about the combat rounds
[23:05:32] <Yoshimo> todo says;Major todos
[23:05:32] <Yoshimo> proper combat rounds (partially done)
[23:05:44] <Yoshimo> maybe that?
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