#gemrb@irc.freenode.net logs for 4 Feb 2011 (GMT)

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[09:52:36] <edheldil> Hi, Demitar, new here?
[09:53:58] <Demitar> Been lurking from time to time. :)
[09:57:34] <edheldil> have you tried GemRB alreasy? :)
[09:59:56] <Demitar> Can't recall if I actually did, think I had an XP install around last time I gave it a go. But intending to the arm build a go when I get my shiny new omap-based device. ^^
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[15:55:06] <Avenger> hi
[15:55:45] <Avenger> anyone familiar with the GTable class in our guiscript?
[15:56:29] <Avenger> it looks like 2da tables don't need explicit unload, symbols still have it
[16:05:14] <fuzzie> hmm
[16:05:16] <fuzzie> what's a symbol?
[16:05:45] <fuzzie> IDS?
[16:06:26] <fuzzie> And, yes, I guess symbols are still manually refcounted.
[16:07:12] <Avenger> ok, so i don't have to unload a table
[16:07:38] <Avenger> btw, i cannot open containers in pst :(
[16:07:48] <Avenger> i don't know what broke this
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[16:08:09] <fuzzie> Well, the unload is sabotaged in a commit called "Fixes".
[16:08:16] <fuzzie> I really don't understand what's going on there.
[16:13:32] <CIA-29> GemRB: 03avenger_teambg * ra20f8cc7e912 10gemrb/gemrb/GUIScripts/ (maze_defs.py pst/GUISTORE.py pst/Maze.py): fixed table handling and some field names
[16:16:28] <CIA-29> GemRB: 03avenger_teambg * re1ee7121003a 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed doc too
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[17:18:55] <lynxlynxlynx> haven't copied pst over yet, so can't check what's wrong
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[17:43:19] <Avenger> i see something wrong in OpenContainerWindow, i wonder if i did it :)
[17:45:22] <fuzzie> ActionsWindow vs MessageWindow?
[17:45:52] <fuzzie> I never understand that code.
[17:46:28] <Avenger> the container window appears in place of the actions window
[17:47:15] <Avenger> except in case of iwd2 where the actionswindow/messagewindow is above the messagewindow (and the container window)
[17:48:06] <fuzzie> The only non-iwd2 logic you changed recently is that ActionsWindow is no longer set for pst.
[17:48:06] <Avenger> We don't have a separate message window, so the hack is there to replace the message window temporarily with the container window
[17:48:17] <Avenger> i did that?
[17:48:20] <Avenger> that was wrong :)
[17:48:24] <Avenger> i already fixed that
[17:48:47] <fuzzie> Yeah, you moved it into the 'else:'.
[17:49:08] <fuzzie> Everything else is lost in the depths of time long ago, though.
[17:49:09] <Avenger> i don't understand closecontainerwindow, though
[17:49:38] <Avenger> closecontainerwindow doesn't restore the windows for pst
[17:49:44] <Avenger> is that my recent doing too?
[17:50:01] <fuzzie> Nope.
[17:50:19] <Avenger> well
[17:51:10] <fuzzie> Not lynx's doing either.
[17:51:42] <pupnik_> evening gents
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[17:52:10] <fuzzie> I think it's just always been like that, since it doesn't change MessageWindow.
[18:01:06] <Avenger> ok, i think i fixed this
[18:01:22] <Avenger> i guess it was never entirely correct
[18:01:38] <CIA-29> GemRB: 03avenger_teambg * ra153d8dcca9a 10gemrb/gemrb/GUIScripts/CommonWindow.py: fixed container window vs. other windows
[18:01:49] <Avenger> pst is different, because you can swap the portrait window for the message window
[18:02:03] <Avenger> in other games the portrait window is unchanged
[18:08:50] <lynxlynxlynx> looks hairy
[18:08:51] <Avenger> omg, invisibility cloak is getting closer to realisation, and it is done by totally mundane calcite crystals
[18:09:09] <Avenger> the cloak? :P
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[19:06:31] <Avenger> hello Jamer, if you got a question, just ask it, eventually it will be answered
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[20:20:48] <Avenger> hmm weird, it seems like gemrb cannot compile the TeleportParty action in dcube
[20:21:21] <Avenger> dltcep says it is written correctly, so there must be a bug in our compiler
[20:22:53] <fuzzie> is it written correctly? :P
[20:23:23] <Avenger> lol, it is a different bug :)
[20:23:34] <Avenger> it is me confused by field names
[20:23:44] <fuzzie> ah, ok
[20:23:47] <Avenger> string0parameter vs string1parameter
[20:23:48] <fuzzie> it does look fine :P
[20:24:42] <Avenger> yeah, it 'looks' fine
[20:25:07] <Avenger> this is entirely my fault, i always mix the indexing up
[20:25:16] <CIA-29> GemRB: 03avenger_teambg * r60f9c5956adf 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed area parameter
[20:26:49] <Avenger> ok, now i can finally check if the easy maze is correctly set up
[20:26:59] <Avenger> that one is not generated, but a constant thingie
[20:27:01] <Avenger> so it is easier
[20:28:08] <Avenger> looks close, or perfect
[20:28:30] <Avenger> oops, only close
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[20:39:08] <CIA-29> GemRB: 03avenger_teambg * rc627502e29fa 10gemrb/gemrb/ (3 files in 3 dirs): fixed maze setup
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[20:50:51] <CIA-29> GemRB: 03avenger_teambg * r713a66008fbd 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed maze wall setup too
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[21:34:59] <Avenger> interesting, ar4800's area script isn't running
[21:35:07] <Avenger> in bg1 (beholder's critical bug)
[21:35:58] <fuzzie> are there PCs present?
[21:36:45] <Avenger> yes, and i know why
[21:36:56] <Avenger> this is because i moved the script slot for areas
[21:37:06] <Avenger> but only the 0. slot is used
[21:37:11] <Avenger> so, meeeh
[21:37:29] <fuzzie> the script slot is different in original bg1 also?
[21:37:49] <fuzzie> (just curious)
[21:38:53] <Avenger> i checked it in pst (sure) and tob (maybe)
[21:39:21] <Avenger> hmm, yes, i checked this in tob 100%
[21:39:38] <Avenger> i remember seeing strref #1 :)
[21:41:04] <Avenger> its good we got Beholder as tester :)
[21:42:06] <CIA-29> GemRB: 03avenger_teambg * r9689549f997a 10gemrb/gemrb/core/Map.cpp: fixed area script execution (Nashkel bug)
[21:49:27] <Avenger> fuzzie: there is a design question
[21:49:55] <Avenger> pst has the feature of overriding areas (performing an extra step) if they are mazes
[21:50:14] <Avenger> it can enable some traps/animations/doors
[21:50:40] <Avenger> it is definitely not something for the core, bug to be scripted
[21:50:46] <Avenger> bug->but
[21:51:25] <Avenger> the original does this: if areaname starts with AR13 { CustomizeArea(areaname) }
[21:52:33] <Avenger> how do i tell 'starts with AR13' to the core
[22:11:48] <fuzzie> do you need to?
[22:12:15] <fuzzie> can't you just have a script run on new area, which overrides areas itself if needed?
[22:15:26] <pupnik> it would be nice if something could get my butt out to the club
[22:15:34] <pupnik> cheers
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[22:15:41] <Avenger> well, i could do that
[22:15:58] <Avenger> maybe a gf is enough for this
[22:17:54] <fuzzie> GF_HARDCODED_PST_HACK?
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[22:24:38] <Textmode> GF?
[22:24:44] <fuzzie> game feature
[22:25:04] <fuzzie> flags which are enabled/disabled in gemrb.ini for a specific game, controlling behaviour in the core
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[22:25:26] <Avenger> hmm, look at GUIMG.py, this line: Button.SetFlags (IE_FONT_ALIGN_RIGHT|IE_FONT_ALIGN_BOTTOM,OP_OR)
[22:25:44] <Avenger> i believe it is wrong, buttons need button flags, not font flags
[22:26:09] <fuzzie> oh, i hate that
[22:26:20] <fuzzie> but yes, IE_GUI_BUTTON_ALIGN_RIGHT|IE_GUI_BUTTON_ALIGN_BOTTOM
[22:26:22] <Avenger> hehe, i just looked for an example how to set this
[22:26:28] <fuzzie> is it a button, though?
[22:26:30] <Avenger> i found it, almost used it
[22:26:55] <Avenger> well, it is a button, i think a spell slot
[22:26:58] <fuzzie> i guess it looks like it is a button
[22:27:05] <fuzzie> some of these 'Button' variables are actually labels
[22:27:15] <fuzzie> i went a bit mad at some point
[22:27:26] <Avenger> i just work on guistore, displaying the number of items for stacks
[22:27:38] <Avenger> so if you can check this, i would be grateful :)
[22:28:13] <fuzzie> sure, i looked at the C++ half
[22:28:22] <fuzzie> the IE_GUI_BUTTON deifnes are from there
[22:28:25] <fuzzie> and the constants are different from the font ones
[22:29:33] <fuzzie> so IE_FONT_ALIGN_RIGHT is going to end up as IE_GUI_BUTTON_PICTURE, surely
[22:30:20] <Avenger> well, i commit it, someone might run into a bug
[22:30:28] <CIA-29> GemRB: 03avenger_teambg * r3800ae35f69c 10gemrb/gemrb/GUIScripts/bg2/GUIMG.py: fixed some bad button flags
[22:30:38] <Avenger> maybe those flags worked 'just good' by accident
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[22:35:41] <CIA-29> GemRB: 03avenger_teambg * rb8443883da2c 10gemrb/gemrb/GUIScripts/GUISTORE.py: display stacked item count in stores
[22:51:59] <CIA-29> GemRB: 03avenger_teambg * rf95b2129ba39 10gemrb/gemrb/GUIScripts/GUISTORE.py: adjust the price too (TODO: change the amount)
[22:55:42] <Avenger> see you!
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[23:15:29] <Jamer> Hello.
[23:16:01] <Jamer> I'm trying to make an account on the GemRB wiki on souceforge.
[23:16:16] <Jamer> It said it sent me an email, but there's nothing in my inbox.
[23:21:43] <fuzzie> hmm, you'd want to ask lynx
[23:43:32] <edheldil_> Jamer: on source forge?
[23:44:27] <edheldil_> or at gemrb.sf.net?
[23:45:18] <Jamer> edheldil_: Ooh, at gemrb.sf.net
[23:48:17] <edheldil_> then it'
[23:48:22] <edheldil_> s lynx
[23:49:31] <Jamer> Mm. I'll just wait for him then, I suppose...
[23:50:36] <fuzzie> it's a bit tricky because sf's services are partially down due to a security breach
[23:54:16] <Jamer> Ahh, I read about the attack. It was unfortunate. :(