#firstname.lastname@example.org logs for 4 Jul 2014 (GMT)Archive Today Yesterday Tomorrow
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[08:55:49] <coobekh> hello
[08:56:24] <coobekh> cant you please remind me which gemrb is the lastest version of previous GUI? the one in which we could remap keys
[09:00:56] <lynxlynxlynx> android?
[09:02:25] <coobekh> yes
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[09:19:45] <lynxlynxlynx> market
[09:30:26] <fuzzie> morning
[09:31:25] <lynxlynxlynx> oj
[09:32:09] <fuzzie> 26.5C already, so I suppose I am indeed hiding indoors today
[09:32:36] <lynxlynxlynx> damp, no wind?
[09:32:46] <fuzzie> right :)
[09:33:27] <lynxlynxlynx> feels over 30 then
[09:33:34] <lynxlynxlynx> good choice
[09:33:36] <fuzzie> well, it'll presumably hit 30 soon enough
[09:35:02] <lynxlynxlynx> it's still ok here, but i'm sure i'll have to switch to the night-morning cycle soon
[09:35:30] <lynxlynxlynx> SW corners suck
[09:38:44] <Pepelka13> [commit] fuzzie: remove another inline keyword, add -Wno-error=inline https://github.com/gemrb/gemrb/commit/f48c3ace4cebac2b09d24c641c0f732167147eb8
[09:39:43] <edheldil> What's the problem with inlines? Why does gcc warn about them?
[09:40:27] <fuzzie> someone added -Winline, which makes gcc complain when large amounts of code is inlined for 'unlikely' paths
[09:40:57] <fuzzie> but 'unlikely' is guesswork and is sometimes *broken* (see https://gcc.gnu.org/bugzilla/show_bug.cgi?id=32089 which wjp mentioned earlier and I mention also in the commit msg)
[09:42:09] <fuzzie> so this seems a reasonable compromise to me
[09:42:53] <edheldil> thanks
[10:17:12] <fuzzie> hm, at some point we've broken visibility through walls again
[10:17:27] <fuzzie> Winthrop can see me through the wall at the start of candlekeep
[10:17:29] <fuzzie> which is inconvenient
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[10:24:56] <fuzzie> first cutscene is a mess too :-/
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[10:27:44] <fuzzie> also I can't open the autopause GUI.
[10:59:23] <lynxlynxlynx> still works here
[10:59:47] <lynxlynxlynx> any errors?
[11:00:59] <fuzzie> yes
[11:01:04] <fuzzie> presumably it's a pure-bg1 issue
[11:04:59] <lynxlynxlynx> the only mod i have is widescreen iirc, but if you get gui errors that may well be it
[11:17:35] <lynxlynxlynx> yep, but i'll try without later
[11:25:33] <fuzzie> well I should debug it myself
[11:25:50] <fuzzie> (29.5C!)
[11:26:00] <fuzzie> but first I am arranging ice cream :p
[11:26:25] <fuzzie> is bg1 meant to be playable through?
[11:27:32] <fuzzie> the wiki makes it sound good
[11:28:51] <edheldil> yeah, SP in bg1 does not work here either
[11:29:01] <edheldil> s/SP/AP/
[11:32:14] <lynxlynxlynx> it is
[11:36:26] <lynxlynxlynx> options work even without widescreen here, what's the error?
[11:38:57] <fuzzie> [Python/ERROR]: File "../gemrb/GUIScripts/GUIClasses.py", line 80, in GetControl
[11:39:00] <fuzzie> [Python/ERROR]: return _GemRB.Window_GetControl(self.ID, control)
[11:39:02] <fuzzie> [Python/ERROR]: RuntimeError: Control (ID: 26) was not found!
[11:39:03] <fuzzie> via
[11:39:04] <fuzzie> [Python/ERROR]: File "../gemrb/GUIScripts/GUIOPTControls.py", line 78, in OptCheckbox
[11:39:07] <fuzzie> [Python/ERROR]: button = window.GetControl (button_id)
[11:39:12] <fuzzie> via
[11:39:13] <fuzzie> [Python/ERROR]: File "../gemrb/GUIScripts/GUIOPT.py", line 471, in OpenAutopauseOptionsWindow
[11:39:16] <fuzzie> [Python/ERROR]: GUIOPTControls.OptCheckbox (18044, 23514, HelpTextArea2, Window, 26, 27, 23516, 'Auto Pause State', None, 128) # enemy sighted
[11:43:55] <fuzzie> 30a44f48530e26b0d911aa6bbb493f6e5035013f broke this
[11:44:33] <fuzzie> by removing the Window.HasControl(26, IE_GUI_BUTTON) check
[11:44:48] <fuzzie> I guess?
[11:45:02] <fuzzie> no..
[11:45:13] <fuzzie> cdaf6ce553bb5071654b693fb0f89724a9da31dc broke it :)
[11:45:25] <fuzzie> (by removing that check)
[11:45:47] <fuzzie> although technically it only actually broke with the other commit, which did the bg1 merge.
[11:48:56] <wjp> hm, almost 2 years old?
[11:53:48] <lynxlynxlynx> yeah
[11:53:54] <lynxlynxlynx> thanks
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[12:13:53] <Pepelka13> [commit] lynxlynxlynx: guiopt: fixed bg1 autopause control issue on some installs https://github.com/gemrb/gemrb/commit/a814f0c75634f1047953b69c16570b5976588bc5
[12:26:30] <lynxlynxlynx> hmm, the ambush is indeed a bit broken
[12:27:08] <fuzzie> I wouldn't worry so much about that
[12:27:11] <lynxlynxlynx> i don't know how it was in the original, but three things are obvious: bad viewport, too long battle, ending up asleep
[12:27:25] <fuzzie> the ending up asleep is new
[12:27:28] <lynxlynxlynx> last time i played through it seemed better
[12:27:32] <fuzzie> at least
[12:27:43] <lynxlynxlynx> sarevok practically instakilled gorion
[12:29:13] <lynxlynxlynx> doesn't seem like saving throws are involved
[12:31:45] <fuzzie> I was seeing successful hits of 22 damage in the debug output
[12:50:26] <lynxlynxlynx> yeah, normal combat
[12:50:36] <lynxlynxlynx> here even gorion landed a few
[12:50:50] <lynxlynxlynx> i don't remember the original though, so maybe this is fine
[12:51:19] <lynxlynxlynx> one of the ogres manages to go red a bit too soon, but that's an old issue
[12:59:41] <fuzzie> I think it's a lot quicker in the original
[13:03:37] <lynxlynxlynx> realistically, one swing should do, but you know ...
[13:05:35] <fuzzie> right :)
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[16:51:26] <fuzzie> if you hit 'mission pack' and then make a new game, you appear to end up saving into the mission pack dir, weird
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[22:02:57] <lynxlynxlynx> that's what it was created for, no?
[22:08:24] <fuzzie> no, I mean, when you back otu after :)
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