#firstname.lastname@example.org logs for 4 Jan 2014 (GMT)Archive Today Yesterday Tomorrow
[00:01:58] <chiv> TNO can actually be something like 150 units away from what he is talking to, so it turns out I was being conservative :)
[00:05:38] <lynxlynxlynx> be careful how you test, since other party member may(be) affect the range
[00:07:32] * lynxlynxlynx notes to self b 66
[00:07:48] <chiv> tested with actors and clickable infopoints, with no obstruction, moving inches closer and with no obstuctions, using only the x axis
[00:09:00] <chiv> tautological phrases are tautological
[00:12:29] <edheldil> ah, we *have* strlcpy()...
[00:14:21] <brada> chiv: im not sure, but i think lynx means dont have any of your other PCs between TNO and the point you are testing
[00:14:41] <chiv> yeah, i made sure of that
[00:15:28] <lynxlynxlynx> the next question is what is the conversion factor?
[00:15:41] <chiv> i thought it was 1:1?
[00:15:47] <lynxlynxlynx> 30 and 15 are most likely in the magical game inches
[00:16:01] <lynxlynxlynx> just like spell range/radius
[00:16:13] <lynxlynxlynx> coordinates are pixels
[00:16:22] <chiv> I have this problem when I am confronted with lbs and ounces
[00:20:24] <chiv> testing with gemrb suggests my changes allow the actor a comfortable 120 pixels - close enough to hear, not close enough to smell fish breath
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[02:25:02] <edheldil> any comment? https://github.com/edheldil/gemrb/compare/coverity_fixes
[02:25:03] <Pepelka> Comparing gemrb:master...edheldil:coverity_fixes · edheldil/gemrb · GitHub
[02:25:05] <Pepelka> »gemrb - Engine Made with preRendered Background«
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[04:17:57] <brada> this probably isnt exactly what fuzzie had in mind but maybe its close
[04:17:57] <brada> https://github.com/bradallred/gemrb/compare/de42b0f...scrollbar
[04:17:59] <Pepelka> Comparing de42b0f...scrollbar · bradallred/gemrb · GitHub
[04:18:00] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[04:20:12] <brada> my thought was that maybe we will want to do similar things to other controls
[04:32:47] <chiv> I like the idea of being able to create generic controls...
[04:34:12] <chiv> I hate chu format so much, its almost like it is patronising
[04:36:38] <chiv> then again, usually irrational things tick me off...
[04:38:09] <chiv> but for what it is worth, I like it anyway
[04:38:18] <chiv> good night
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[10:18:15] <lynxlynxlynx> brad: your patch will break all the games, as you were sloppy in guicommon
[10:19:02] <lynxlynxlynx> why did the cycle parameter get lost?
[10:19:57] <lynxlynxlynx> and gamecheck should be done properly (no lazy imports) or left out; it's a good opportunity to shorten the function names too
[10:20:57] <fuzzie> I would still leave it as a single sprite setting function myself and just wrap that on the python side to set them all
[10:21:04] <fuzzie> but I like having things done on the python side
[10:22:22] <fuzzie> edheldil's coverity fixes look fine
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[10:28:21] <lynxlynxlynx> i wouldn't have bothered with decorators, but it doesn't make much difference
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[13:22:34] <Beholder> Hi
[13:25:21] <Beholder> Which function draws fog?
[13:25:48] <Beholder> And what is mask in BlitTile?
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[13:33:12] <lynxlynxlynx> TileMap::DrawFogOfWar
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[14:21:46] <lynxlynxlynx> shhh, he's here
[14:23:32] <brada> what now? :(
[14:24:09] <lynxlynxlynx> just playing around
[14:24:31] <brada> oh good :)
[14:25:04] <brada> what no 10 pages of backlog for me to read with my coffee?
[14:27:19] <brada> an you be more specific about how that breaks anything? or what it is i ought to do?
[14:27:49] <brada> you mean no import *?
[14:29:21] <lynxlynxlynx> that
[14:30:00] <lynxlynxlynx> you broke it by removing one of the constant imports that is still in use
[14:32:38] <brada> so you would rater me replace everything with something like GameCheck.IsBG2()?
[14:33:45] <lynxlynxlynx> yes
[14:34:29] <lynxlynxlynx> you weren't here then, but initially all the imports save for our module were from-imports
[14:34:43] <lynxlynxlynx> a dependency hell when i started streamlining the scripts
[14:34:56] <lynxlynxlynx> never again!
[14:35:06] <lynxlynxlynx> ok, we don't care about constants, but that's it
[14:36:05] <brada> ok, i can see the nightmare caused by that
[14:36:34] <brada> do we really nee the cycle param?
[14:42:58] <lynxlynxlynx> do we really need the first few frame params?
[14:44:26] <brada> i cant tell if thats a round about way of telling me yes :D
[14:44:59] <lynxlynxlynx> well those are the same in both cases too, so why did you leave them?
[14:46:17] <brada> i was thinking that maybe modded resources might differ there. I also never checked IWD
[14:46:42] <lynxlynxlynx> the cycle is as volatile
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[15:41:08] <edheldil> slow day today ;-)
[15:48:22] <lynxlynxlynx> not a work day, heh
[15:58:09] <edheldil> lynx, are you working on pst's guistore merging?
[15:58:28] <lynxlynxlynx> no
[15:58:51] <lynxlynxlynx> i doubt it can be made pretty
[15:59:13] <edheldil> good ;)
[16:07:25] <brada> https://github.com/bradallred/gemrb/compare/7131a4f...scrollbar
[16:07:29] <Pepelka> Comparing 7131a4f...scrollbar · bradallred/gemrb · GitHub
[16:07:30] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[16:07:35] <brada> in the end more additions then deletions :p
[16:09:02] <lynxlynxlynx> hey, is there a way to view these comparisons on a commit-by-commit basis (without opening each one)?
[16:09:39] <brada> im not sure
[16:20:58] <lynxlynxlynx> looks okish
[16:33:46] <brada> is this worthwhile: http://pastebin.com/sM6kG9Jc
[16:33:47] <Pepelka> [Diff] diff --git a/gemrb/core/GUI/Control.cpp b/gemrb/core/GUI/Control.cpp index 210d - Pastebin.com
[16:35:43] <fuzzie> does it work?
[16:36:15] <fuzzie> I mean, I guess it's a bad idea
[16:36:23] <fuzzie> because the window should be clipping
[16:37:05] <fuzzie> but it'd be interesting to know if it has an effect?
[16:38:08] <brada> well i cant remember what has clipping issues currently
[16:39:13] <brada> oh right text edits
[16:39:15] <fuzzie> but adding that would sabotage any attempt to do dirtying properly
[16:39:18] <brada> it works for the one on the map control
[16:39:19] <fuzzie> since you'd remove the clip
[16:39:26] <lynxlynxlynx> ravager+4 for example, item desc bam
[16:39:27] <brada> oh?
[16:39:37] <brada> lynx: do you know the item code for that?
[16:39:47] <lynxlynxlynx> nope
[16:39:52] <brada> ok
[16:40:30] <brada> fuzzie: the clip is restored tho so?
[16:40:36] <fuzzie> brada: after the draw though?
[16:40:50] <fuzzie> making it kind of pointless?
[16:42:08] <brada> you mean the video driver is doing some dirty rect stuff?
[16:42:11] <fuzzie> no
[16:42:17] <fuzzie> I mean, the windowing code should be doing dirty rect stuff
[16:42:34] <fuzzie> unless this all got fixed while I wasn't looking
[16:43:16] <lynxlynxlynx> http://www.mobygames.com/game/windows/baldurs-gate-ii-throne-of-bhaal/screenshots/gameShotId,24325/ <-- +6
[16:43:18] <Pepelka> Baldur's Gate II: Throne of Bhaal Screenshots for Windows - MobyGames
[16:43:19] <Pepelka> »Screenshots for Baldur's Gate II: Throne of Bhaal: The Ravager, one of Cespenar's creations, can kill almost anything with a single lucky head...«
[16:43:25] <lynxlynxlynx> maybe it should be scaled, not clipped
[16:43:59] <edheldil> brada: CreateControlDecorator x CreateControlDecorators is rather confusing
[16:45:08] <brada> edheldil: suggestions?
[16:45:44] <brada> fuzzie: the window would be doing its thing before control->Draw tho right?
[16:45:56] <fuzzie> brada: to do it properly, you have to clip all drawing
[16:46:03] <fuzzie> unless I'm missing something
[16:47:37] <brada> well i agree that the window maybe ought to be setting the clip on behalf of the control, but currently map, TA, and WMap set their own clip and i thought why not move that up to base
[16:47:39] <brada> http://pastebin.com/YAjfBdeK
[16:47:40] <Pepelka> [Diff] diff --git a/gemrb/core/GUI/Control.cpp b/gemrb/core/GUI/Control.cpp index 210d - Pastebin.com
[16:48:09] <brada> edheldil: i have nothing against you or anybody else changing it
[16:48:20] <fuzzie> oh, now this code totally confuses me
[16:48:37] <fuzzie> the 'clip' passed to TextArea::DrawInternal isn't actually the clip, right?
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[16:49:24] <fuzzie> but yes, ok, that commit makes more sense
[16:50:46] <brada> so its fine then?
[16:50:54] <fuzzie> well I'm totally confused but sure
[16:51:04] <brada> i mean it seems to work and fixes TextEdits drawing beyond their bounds
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[16:51:39] <brada> did you say chapter text in BG1 also has clipping issues?
[16:52:13] <fuzzie> yes but that isn't new
[16:52:23] <fuzzie> just the rect is off a tiny bit I think
[16:52:55] <fuzzie> got to go cook
[16:54:23] <brada> oh yes i see that it draws over the border of the little fake window
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[17:10:20] <brada> lynx: should be fixed now
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[17:12:52] <brada> any other drawing problems remaining?
[17:13:27] <edheldil> Has anybody noticed lately ocassional several seconds long hangs?
[17:13:45] <brada> ?
[17:17:51] <lynxlynxlynx> ravager is ok
[17:19:16] <lynxlynxlynx> spellbook was also fixed
[17:20:28] <lynxlynxlynx> modal windows aren't supposed to be fixed yet, right?
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[17:20:42] <brada> no, but im working on something that should
[17:20:48] <Beholder> hi
[17:20:49] <brada> and those have been broken for ages :/
[17:20:51] <brada> hello
[17:21:15] <edheldil> was pst's journal broken before as well?
[17:21:18] <brada> I also need to fix dragging buttons
[17:21:23] <edheldil> Hi, Beholder
[17:21:23] <brada> if anybody has suggestions
[17:21:39] <brada> i was thinking some kind of drag operation flag on control...
[17:21:59] <lynxlynxlynx> they weren't broken for ages
[17:22:06] <brada> modal windows?
[17:22:08] <brada> yes they were
[17:22:22] <brada> fuzzie and i pinpointed when i broke them :p
[17:22:30] <lynxlynxlynx> maybe your definition of "ages" is different
[17:22:34] <brada> oh
[17:22:41] <brada> well i forget gemrb is 10+ years old
[17:22:50] <brada> but it was many months ago
[17:23:11] <lynxlynxlynx> so not even in the last release :P
[17:24:20] <Beholder> i implemented flipping and partly DrawRect (only solid with glScissor&glClear). Fog now ok, but i has strange issue (black rects on items panel)
[17:24:35] <Beholder> http://i-fotki.info/16/7a4012dec5693a1f6a7e740bfb810455bc8616171516294.jpg.html
[17:24:36] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[17:24:37] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[17:27:09] <lynxlynxlynx> looks like not all bam frames are available - i suspect you have no innates or gear
[17:27:10] <brada> those black rects are buttons
[17:27:26] <Beholder> i know
[17:28:00] <Beholder> but before i implemented draw rect it looks fine
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[17:28:24] <wjp> are those buttons supposed to have orange rectangles around them?
[17:28:37] <brada> they are greyed
[17:28:40] <lynxlynxlynx> they're supposed to be locked
[17:29:31] <Beholder> http://i-fotki.info/16/ca7ca7a44a047d352117149107569d57bc8616171516613.jpg.html
[17:29:32] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[17:29:33] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[17:29:37] <brada> well then some kind of outline
[17:29:49] <brada> if the were fine before right?
[17:29:52] <lynxlynxlynx> no, it's just a different frame
[17:30:10] <Beholder> it was fine before
[17:30:18] <lynxlynxlynx> pressed, but locked (second/third before we renamed them)
[17:30:23] <wjp> try disabling the DrawRect in Button::DrawInternal()
[17:30:40] <edheldil> transparency?
[17:31:02] <brada> oh its some state effect that uses a rectangle?
[17:31:17] <Beholder> how they should look?
[17:31:27] <Beholder> as in second shot?
[17:32:14] <Beholder> rectangles draws over buttons
[17:32:30] <edheldil> it'd be best to show the same save in IE alongside your driver
[17:33:26] <wjp> you should be able to verify with a copy of gemrb running with the "old" video driver to compare?
[17:34:15] <brada> im guessing the rectangle is supposed to be semi transparent
[17:34:46] <edheldil> or just not filled
[17:34:55] <brada> er does drawrect do outlines too?
[17:34:59] <brada> yeah that
[17:35:41] <wjp> the 'bool fill' argument determines outline/filled
[17:38:29] <Beholder> now i ignore unfilled rects
[17:38:40] <Beholder> not implemented
[17:39:04] <lynxlynxlynx> the fill is used only for portraits iirc
[17:39:09] <lynxlynxlynx> outline for more
[17:40:38] <Beholder> fill = true for fog
[17:42:23] <Beholder> http://pastebin.com/iTem8TGi
[17:42:24] <Pepelka> [C++] void GLVideoDriver::DrawRect(const Region& rgn, const Color& color, bool fill, b - Pastebin.com
[17:49:01] <Beholder> right, what is SDL_ALPHA_TRANSPARENT and SDL_ALPHA_OPAQUE? is a gemrb defines
[17:49:12] <Beholder> or not?
[17:49:28] <brada> well you need to support outlines for lots and lost of stuff
[17:49:47] <brada> those are SDL defines
[17:49:50] <lynxlynxlynx> yeah, but fog isn't a control
[17:54:43] <Beholder> i think drawing lines with glScissor&glClear will faster then with primitives
[18:00:28] <wjp> the fill colour can have an alpha component
[18:01:00] <wjp> in which case you shouldn't Clear to that colour, but draw a semi-transparent rectangle with that colour
[18:01:44] <wjp> SDL_ALPHA_TRANSPARENT and SDL_ALPHA_OPAQUE are just 0 and 255 resp.
[18:02:30] <Beholder> right glClear only for solid colors
[18:03:07] <Beholder> for semi-transparent i need to draw quad without texture but with color
[18:03:46] <Beholder> for lines i may use same func
[18:06:02] <brada> is this a good fix for modal windows: http://pastebin.com/RDrY43kA
[18:06:04] <Pepelka> [Diff] diff --git a/gemrb/core/Interface.cpp b/gemrb/core/Interface.cpp index 9e3d12e. - Pastebin.com
[18:10:26] <brada> slightly improved version http://pastebin.com/JpvapjtX
[18:10:30] <Pepelka> [Diff] diff --git a/gemrb/core/Interface.cpp b/gemrb/core/Interface.cpp index 9e3d12e. - Pastebin.com
[18:30:33] <fuzzie> no
[18:30:53] <fuzzie> it's all horrible
[18:31:26] <fuzzie> your code doesn't work if I set ModalWindow to a window then NULL then the same window, right? does that really never happen?
[18:31:59] <fuzzie> also modalShadow/ModalShadow are kind of crazy names
[18:33:18] <fuzzie> but in any case, this doesn't actually fix it, right? because it still draws into the wrong buffer due to the SDL bug
[18:33:30] <fuzzie> or did you already fix that?
[18:33:48] <brada> im guessing you didnt test it
[18:34:28] <fuzzie> it would be kind of silly for me to ask in that case, no? :)
[18:34:54] <brada> it would be kind of silly for me to post something i knew didnt work too :)
[18:35:01] <fuzzie> right, but how does this fix it?
[18:35:15] <fuzzie> oh, because you're assuming the windows don't change, I guess
[18:35:55] <brada> im guessing thats an incorrect assumption?
[18:36:53] <fuzzie> well your patch is an improvement over current situation anyway, yes? so fine
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[18:37:57] <brada> well i wouldnt mind doing something right for once ;)
[18:38:09] <fuzzie> in gemrb?
[18:39:01] <fuzzie> always something which explodes on us :/
[18:39:41] <fuzzie> honestly I don't know about the redrawing
[18:40:02] <fuzzie> I thought so but I'd have to check in original so .. this is all pretty subtle and irrelevant at that point
[18:40:38] <fuzzie> and certainly not worth all this messing with it, when we'll probably have to redo it in nearish future
[18:40:52] <fuzzie> so commit what you have and have some chocolate
[18:41:05] <brada> i think i may have a slight tweak thats better
[18:41:32] <brada> and i dont like chocolate :( I remember you calling me something awful when i mentioned that before
[18:45:35] <lynxlynxlynx> don't worry, you can redirect it to me :D
[18:47:30] <fuzzie> how about coffee?
[18:48:21] <brada> its saturday so perhaps a beer
[19:15:43] <edheldil> lynxlynxlynx: fill is used for red/blue overlay. At least in my branch :)
[19:16:12] <lynxlynxlynx> oh right, items
[19:28:35] <brada> interesting that the BG2 options window is non-modal when first opend, but going into GamePlay or Graphics sub modals will make it modal upon return
[19:28:42] <brada> just kind of odd behavior
[19:29:38] <lynxlynxlynx> the main one is full sized anyway, so it's irrelevant
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[19:47:33] <Beholder> http://i-fotki.info/16/76c170b408f5ca90c0db3f3d516b195fbc8616171524882.jpg.html
[19:47:34] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[19:47:35] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[19:47:40] <Beholder> looks proper, right?
[19:50:16] <lynxlynxlynx> good enough
[19:50:31] <lynxlynxlynx> not sure if the bag one should be rectangular, but that's so minor
[19:51:12] <fuzzie> it's our bug in any case :)
[19:52:12] <Beholder> i added one new shader program
[19:52:27] <Beholder> for non-textured colored primitives
[19:53:48] <fuzzie> I guess the reticles are the most annoying primitive?
[19:54:18] <fuzzie> might be easiest to render those as a texture anyway
[19:55:45] <Beholder> line is a particular case of a rectangle)
[19:56:02] <Beholder> we need to draw lines too
[19:56:09] <Beholder> and ellipses
[19:56:15] <fuzzie> reticles are multi-part ellipse slices
[19:56:28] <Beholder> a
[19:56:36] <Beholder> hm
[19:56:42] <fuzzie> (the target indicators when you move/attack)
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[19:57:43] <fuzzie> if they're too annoying then I'm sure we can render to a texture
[19:57:48] <Beholder> I'll think about how to do it
[19:58:04] <fuzzie> the current code is just something I hacked up in a few hours, it's not so good
[19:58:38] <brada> they are animated too
[19:59:04] <Beholder> i forgot, i said or not that letters in "name dialog" doubles?
[19:59:22] <fuzzie> they're drawn twice?
[19:59:29] <Beholder> yes
[19:59:38] * fuzzie points at brada
[20:00:23] <brada> what an odd thing for me to do
[20:02:14] <Beholder> and name shows in game with twice characters too
[20:02:46] <brada> they arent doubled for me
[20:02:52] <brada> but it might be an SDL 2 issue
[20:03:11] <brada> so i will check in the simulator momentarily
[20:03:37] <brada> probably related to when i fixed the mac keyboard i guess
[20:03:48] <brada> i dont know when else i could have broken them
[20:04:09] <Beholder> shift, alt and other special keys print characters on textbox
[20:05:17] <brada> well dont expect me to fix that
[20:05:17] <lynxlynxlynx> nice, you can crash the game with hotkeys
[20:05:40] <brada> i dont have any of those keys in the ios simulator
[20:05:46] <brada> so you are on your own to fix
[20:07:45] <brada> ill bet the keys are doubled because SDL2 added a TEXT event
[20:07:55] <brada> and we are handling that as well as key events
[20:08:49] <brada> yup that seems to be it
[20:09:19] <brada> no sure the best way to fix it
[20:09:29] <brada> the text event is the only way to get unicode now
[20:13:16] <fuzzie> input is hard, let's annoy all the users :p
[20:14:16] <fuzzie> maybe we should refactor the internal events to differentiate the two kinds
[20:14:19] <lynxlynxlynx> fuzzie: are you sure spacebar worked as a dialog progressor? Enter, as the default key, still works
[20:16:08] <brada> i want to say i can just use SDL_GetKeyName and discard the event if it is non empty
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[20:19:27] <Beholder> tried android version from github
[20:20:25] <brada> yes ive already said i know
[20:20:39] <Beholder> keyboard not work
[20:21:01] <Beholder> i cant enter name
[20:23:03] <brada> if it doesnt work at all that again something you need to work out on your own
[20:23:09] <brada> i dont have android
[20:23:17] <brada> all i can do is fix what i have access to
[20:27:27] <fuzzie> phft, there's a perfectly easy emulator :-p
[20:30:48] <brada> maybe after Beholder provides us an opengl renderer ill be more inclined to set that up ;)
[20:35:36] <brada> Beholder: try the keyboard now
[20:40:35] <Beholder> on android?
[20:41:04] <brada> sure, if you rebuild
[20:41:16] <brada> from master
[20:41:29] <Beholder> too hard now
[20:41:39] <brada> :)
[20:42:08] <brada> anyway the double keystrokes should be more or less fixed, but i dont know about the problems with other keys
[20:45:15] <edheldil> lynxlynxlynx: in pst, only enter continues a dialog, not spacebar
[20:45:45] <lynxlynxlynx> it seems odd to me anyway, since it's meant for pause
[20:55:27] <lynxlynxlynx> getting odd crashes now: http://paste.debian.net/74292/
[20:55:28] <Pepelka> debian Pastezone
[20:56:28] <lynxlynxlynx> one line of python and boom :)
[21:01:21] <brada> I didnt think to check that GUICommon was only being included for the game checks :/
[21:02:03] <Beholder> i tried to save game and get crash in line 1058 in map.cpp
[21:03:08] <brada> lynx: looks like you beat me to fixing some of them :p
[21:03:19] <lynxlynxlynx> that would only clear up the extreanus imports anyway :P
[21:04:14] <Beholder> http://i-fotki.info/16/13e74db10a07b2eab022d1467150f19bbc8616171529500.jpg.html
[21:04:14] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[21:04:15] <lynxlynxlynx> in the projectile code?
[21:04:15] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[21:05:01] <lynxlynxlynx> since nothing changed there, perhaps you got a bad iterator
[21:06:07] <lynxlynxlynx> that's odd
[21:07:38] <Beholder> http://i-fotki.info/16/f71ee0dd25aa244a39c03da625b2074cbc8616171529699.jpg.html
[21:07:38] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[21:07:39] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[21:07:41] <Beholder> call stack
[21:10:03] <lynxlynxlynx> yeah
[21:10:21] <lynxlynxlynx> could it be it tried to ++ on end()?
[21:10:49] <wjp> it does do that, yes
[21:10:49] <lynxlynxlynx> print pro
[21:11:01] <wjp> GetNextTrap does that
[21:11:10] <wjp> it increments before checking
[21:11:30] <lynxlynxlynx> the projectile call has a check, but we don't care for it
[21:12:26] <Beholder> where can i set a breakpoint to check vars?
[21:12:52] <lynxlynxlynx> nevermind, i'll just commit it and then you can retry
[21:14:02] <wjp> I'm not sure I understand GetNextTrap() as it is
[21:14:34] <wjp> it seems to be a complicated way to write return 0; at the moment
[21:15:26] <lynxlynxlynx> it's only used for counting
[21:15:47] <lynxlynxlynx> ok and the importer
[21:15:53] <wjp> yes, but it only ever returns 0?
[21:16:06] <lynxlynxlynx> it's the iterator that matters, it's passed by reference
[21:16:17] <wjp> ah
[21:16:45] <brada> o_O
[21:17:06] <lynxlynxlynx> but yeah, very wierd design
[21:17:09] <wjp> but then I still don't understand it
[21:17:10] <brada> that commented out line?
[21:17:26] <brada> seems to be the only reason that loop exists
[21:17:46] <brada> since it will just loop until null and the function it calls doesnt do anything
[21:18:12] <wjp> it currently just increments the iterator until .end()?
[21:18:25] <brada> thats what it looks like
[21:18:28] <lynxlynxlynx> yep
[21:18:54] <brada> for what reason?
[21:19:17] <wjp> (I mean GetNextTrap does that)
[21:19:19] <brada> as it is GetNextTrap doesnt do what it claims right?
[21:20:16] <brada> look at the log to see why that line is commented
[21:21:12] <lynxlynxlynx> not my code :D
[21:21:22] <lynxlynxlynx> Beholder: btw, the crash avoider is already in
[21:21:26] <wjp> it's been this way since the first revision
[21:21:38] <Beholder> hm i'll need to merge my changes wit new git version
[21:22:41] <brada> you had better let us do the merging i think
[21:22:49] <lynxlynxlynx> hehe
[21:26:57] <brada> i assume projectiles that are traps are for skull trap and glyphs
[21:27:20] <brada> but projectile has no IsTrap method so thats why its commented
[21:30:33] <brada> comment for GetTrapCount: //count of unexploded projectiles that are saved
[21:31:12] <brada> so i assume GetNextTrap is the unexploded projectiles
[22:00:23] <brada> unless there is something else that i broke that still isnt fixed im going to get back to the font rewrite :)
[22:06:05] <Beholder> i installed git provider for VS, may be it helps me
[22:06:33] <brada> cant hurt :D
[22:07:34] <Beholder> :p
[22:07:46] <fuzzie> it can, the unofficial one is so buggy
[22:08:01] <brada> oh no
[22:08:19] <fuzzie> but you can blame brada
[22:08:24] <brada> he he
[22:16:34] <fuzzie> lynxlynxlynx: putting some random pre-svn person as the first email address in AUTHORS seems unnecessarily cruel :)
[22:17:49] <lynxlynxlynx> maybe i should put gemrb-commits in there, it's the only relevant mailing list we have
[22:18:22] <fuzzie> or yours? or point to forums or something?
[22:19:02] <fuzzie> textarea scrolling seems to have gone wrong
[22:19:07] <brada> ?
[22:19:21] <fuzzie> it scrolls off the bottom if you get action output during dialog
[22:19:29] <fuzzie> making the dialog text unreadable
[22:19:36] <lynxlynxlynx> i might be away or worse
[22:19:37] <fuzzie> did you add blank lines or something..?
[22:20:08] <brada> i removed blanks lines...
[22:20:13] <fuzzie> the action output vanishes if I move to the next entry o.O
[22:20:24] <fuzzie> that is firmly not-good
[22:20:28] <brada> what is this in?
[22:20:30] <fuzzie> bg2
[22:20:37] <brada> how do i reproduce?
[22:20:40] <fuzzie> uh
[22:20:50] <fuzzie> well I'm talking to the fortune teller outside some city
[22:20:53] <fuzzie> who gives me gold
[22:21:32] <fuzzie> is this likely to be you though?
[22:22:17] <brada> i have no idea honestly
[22:22:24] <fuzzie> is SMOOTHSCROLL the text areas?
[22:22:26] <brada> but who else has touched this recently?
[22:22:32] <fuzzie> I thought it was dialog text
[22:22:34] <brada> smoothscrool is chapter text
[22:23:08] <fuzzie> so it's not that
[22:23:14] <fuzzie> quite likely been broken for a long time
[22:25:35] <fuzzie> but do you have any idea how the dialog padding works?
[22:26:13] <brada> ive never looked into it. i assume its more then the font code at play there
[22:28:12] <fuzzie> some 'PadMinRow'
[22:28:27] <fuzzie> which does totally add blank lines
[22:28:37] <fuzzie> probably this has been broken for a long long time then
[22:31:47] <fuzzie> no idea how to fix it, either
[22:31:57] <fuzzie> I guess something to leave until *after* it's refactored
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[22:35:24] <fuzzie> the first bg1 cutscene is worse than I remember it too, but maybe bad memory
[22:35:43] <fuzzie> and I get insta-fatigued after it
[22:36:22] <Beholder> letters not doubles now, but spec keys still prints symbols
[22:38:28] <Beholder> crashing on save
[22:38:35] <Beholder> in other place)
[22:38:58] <fuzzie> and there's a green tile in the water where gorion is standing
[22:39:26] <Beholder> interface.cpp line 5419
[22:39:33] <Beholder> memory access error
[22:39:52] <lynxlynxlynx> the fatigue is probably from the skipping to night via scripting
[22:40:19] <fuzzie> lynxlynxlynx: gorion doesn't speak in the candlekeep portion of cutscene, the music is wrong in the next area part of the cutscene
[22:40:30] <fuzzie> none of this is on the TODO if I'm looking in the right place, but maybe it's already broken
[22:40:50] <lynxlynxlynx> traveler is very pedantic, so i doubt it
[22:41:02] <lynxlynxlynx> i only played bg1 once with gemrb and that was without sound
[22:43:01] <fuzzie> also playing an iwd2 movie twice = crash :)
[22:43:18] <fuzzie> nasty corruption
[22:43:39] <fuzzie> in the sdl yuv code
[22:43:41] <fuzzie> let me valgrind it
[22:43:45] <lynxlynxlynx> manually?
[22:44:07] <fuzzie> I predict: brada's fault
[22:44:20] <lynxlynxlynx> mhm, a recent change there
[22:44:27] <fuzzie> (and it is)
[22:45:02] <fuzzie> AUTHORS change is good, thanks
[22:46:06] <Beholder> i need zlib for saving games?
[22:46:20] <fuzzie> yes
[22:46:34] <fuzzie> is it optional?
[22:47:49] <fuzzie> oh, I guess if you don't build ZLibManager then gemrb won't fail until it encounters a compressed stream
[22:48:02] <fuzzie> maybe we should start erroring out at startup in such cases
[22:50:19] <lynxlynxlynx> mhm
[22:50:20] <brada> fuzzie: sdl2?!?!
[22:50:31] <fuzzie> nope
[22:50:31] <brada> because i didnt change SDL1 video playback that i recall
[22:50:36] <lynxlynxlynx> also biffc need them, though i don't remember if anyone actually used them
[22:50:47] <Beholder> right, i not build zlibmanager
[22:50:55] <fuzzie> brada: I pushed the fix, if you'd like to object it's not your fault
[22:51:22] <brada> ah
[22:51:27] <brada> it probably was my fault
[22:52:06] <fuzzie> you should shout at me if you want me to stop saying that, you know?
[22:52:27] <brada> well its hard to object to something that is so very true :/
[22:52:50] <brada> i know you are just having fun with me; i dont mind
[22:52:51] <fuzzie> this is what happens when you start fixing things!
[22:53:26] <brada> indeed
[22:53:32] <brada> that bug was very old too
[22:53:42] <brada> wonder how it never came up before
[22:53:49] <brada> i guess only IWD2 uses that?
[22:54:10] <fuzzie> I think so, yes
[22:58:44] <Beholder> very low fps indoor
[22:59:22] <brada> i wonder why
[22:59:25] <fuzzie> strange, is it significantly different?
[22:59:31] <Beholder> oh, no thats lag of my pc
[23:00:43] <Beholder> merged with latest git, all ok
[23:00:58] <brada> you should let us merge with you :p
[23:02:11] <Beholder> i wrote ugly hack for GetPixel
[23:02:33] <Beholder> i set up alpha to 255 if index is not a color key
[23:02:33] <brada> let me see where we use that
[23:03:24] <Beholder> most palettes has alpha =0 for non transparent
[23:03:49] <brada> yeah
[23:03:55] <Beholder> SDLSurfaceSprite2D get pixel from surface
[23:04:11] <Beholder> but my driver get pixel from source palette
[23:04:20] <brada> well there is a fixme there for that
[23:04:37] <brada> oph thats for pixel transparancy
[23:04:47] <Beholder> right
[23:05:12] <Beholder> buttons does not work if i return alpha=0
[23:05:58] <fuzzie> and they're using BAMSprite2D in our code
[23:06:40] <lynxlynxlynx> http://www.youtube.com/watch?v=v_pR5sfd_8s <-- i forgot, we work on the surface too
[23:06:41] <Pepelka> Microsoft Surface RT - Icewind Dale via GemRB - YouTube
[23:06:54] <Beholder> ohoho
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[23:06:55] <brada> looks like im having beer and candy canes for dinner tonight
[23:08:01] <brada> we will all owe beholder a beer when he is done with this. it will reinvigorate the android and ios users.
[23:08:20] <brada> especially when i we implement zooming etc
[23:08:38] <brada> ios users basically vanished when BGEE came out :(
[23:09:03] <Beholder> btw
[23:09:12] <Beholder> about BGEE
[23:10:14] <Beholder> it's a really "not good" how talk about it
[23:10:21] <brada> ?
[23:10:30] <brada> you can talk about it all you want
[23:10:36] <brada> Avenger cant :p
[23:12:27] <Beholder> i want to see it on android, but BGEE developers spit on us
[23:12:53] <brada> i thought they were bringing it to android
[23:12:58] <brada> if they dont we will eventually
[23:13:34] <brada> it is a lot of work for us, but i dont think its very hard work
[23:13:46] <lynxlynxlynx> they were bringing it to linux too, but look at what happened
[23:14:05] <fuzzie> they've been saying "at least a month" for a year now
[23:14:21] <lynxlynxlynx> anyway, no sense in getting annoyed
[23:14:21] <Beholder> :) +100500
[23:14:23] <fuzzie> due to issues with the apk system
[23:14:40] <Beholder> what issues :)
[23:14:42] <fuzzie> it seems like they're trying to do resources directly from the secondary apk to avoid unpacking
[23:14:46] <fuzzie> good luck with that
[23:14:47] <brada> when did they say they were bringing it to linux?
[23:15:04] <lynxlynxlynx> i think it was said in the beginning
[23:15:10] <fuzzie> this is the code which won't even give you a *file listing* of a *single directory* without a user-visible pause, even with a apk with 5 files in it
[23:16:01] <brada> it would be nice if they brought it to linux, i cant imagine its much additional work
[23:16:24] <lynxlynxlynx> once we polish things up even more, it would be a good idea for us to contact gog for bundling
[23:16:26] <fuzzie> but they've been sounding a lot more hopeful re: android recently
[23:17:00] <brada> how could gog make use of gemrb?
[23:17:28] <fuzzie> we deviate too much for them to ever bundle, I think
[23:17:28] <brada> i mean leagally
[23:18:06] <lynxlynxlynx> that's for them to think through
[23:18:14] <brada> that would be cool
[23:18:31] <fuzzie> even perfect scummvm builds aren't good enough for them sometimes until they get large numbers of customers shouting at them, apparently :p
[23:21:17] <fuzzie> but I'm surprised there isn't interest in pst on iOS, at least
[23:21:38] <brada> well see what a new release brings us
[23:21:48] <brada> part of the problem is likely that the ios build bot is down
[23:21:58] <brada> and that there was no ios7 jailbreak till recently
[23:22:57] <Beholder> what doing flag BLIT_TINTED ?
[23:23:09] <brada> the android users will come back once we dont run slow as molasses
[23:23:14] <Beholder> it's for weather effects?
[23:24:14] <Beholder> oh, 3:25. i go to sleep
[23:24:30] <brada> its used in buttons i see
[23:24:34] <brada> but goodnight
[23:25:13] <brada> so portrait overlays it looks like
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[23:26:33] <brada> so actually beholder made me see a comment on line 246 of Button.cpp
[23:26:59] <brada> we can in fact call MarkDirty in the middle of a draw cycle
[23:27:06] <brada> at least thats what TextAreas do
[23:27:15] <brada> for smooth scrolling
[23:30:46] <brada> i guess BLIT_TINTED is for highlights?
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[23:47:31] <lynxlynxlynx> from the name, it makes me think of the blood overlay
[23:47:54] <lynxlynxlynx> you know, for injured pcs