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

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[00:14:04] <chiv> has anyone else found spell memorisation to be broken?
[00:15:37] <pugvader> not that i recall
[00:16:58] <brad_a> can you be more specific?
[00:17:18] <chiv> when i rest i no longer get renewed spells
[00:25:59] <pugvader> i forgot, was there something in game that prevents mages from doing that?
[00:26:07] <pugvader> did you get level drained?
[00:26:27] <chiv> nah, tested on a clean build in bg1 and 2
[00:40:03] <pugvader> you're talking mages not sorcerors?
[00:46:36] <chiv> yeah
[00:46:54] <chiv> just doing a revert to a few days ago to check
[00:53:30] <chiv> works on 3baa3cda9b061a4261267a24834e2d60839b9ae4
[00:53:58] <chiv> git is nice
[01:07:58] <chiv> broken between rv c53f3e01e671a658d31cd878724e36e2c3f142e8 and aaafe9e1a6c589404d0cbfbe75b17a82b3229312 ..., will try to investigate
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[01:40:16] <chiv> actor::rest has a potentially infinite while loop
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[01:43:53] <brad_a> chiv: use git bisect
[01:44:04] <brad_a> it will pinpoint the exact commit
[01:44:43] <chiv> well... http://pastebin.com/LnYkav9q patch - not sure if its intended behaviour, but its not broken behaviour at least :)
[01:45:43] <chiv> the rest cycle was breaking early because level was always less than hours remaining
[01:46:35] <chiv> fixed that bit and then the while x > 0 statement hardlocked the machine
[01:46:38] <brad_a> that looks like its only going to restore 1 per level
[01:47:13] <brad_a> what is "remaining"?
[01:47:37] <chiv> function sets it up as hours + 80
[01:47:43] <chiv> i mean hours * 80
[01:47:56] <chiv> actually you are correct, ignore that patch
[01:48:01] <brad_a> oh remaining hours or rest i see
[01:48:13] <brad_a> or something
[01:48:21] <chiv> it was supposed to restore 8 spells per hour it seems
[01:48:26] <brad_a> hard for me to tell just looking at that diff
[01:48:30] <chiv> i guess that is a dnd rule
[01:55:10] <chiv> description says 'restores hours * 10 spell levels', I guess a level 2 spell is two spell levels then
[01:55:30] <chiv> because that is wierd enough to be right
[01:58:26] <brad_a> that sounds right
[01:58:37] <brad_a> but i dont actually know d&d rules
[02:02:41] <pugvader> i did once
[02:04:37] <brad_a> in all honesty i havent even played an IE game in at least 6 months
[02:05:29] <CIA-44> GemRB: 03bradallred * rdb6372400e0c 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper.m]: make accessory view into a custom subclass so that we can hack the keyboard window into being semi-transparant.
[02:05:41] <CIA-44> GemRB: 03bradallred * r8368ee5799d0 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper.m]: be sure to default button selected state and call super method.
[02:05:41] <CIA-44> GemRB: 03bradallred * r16f34e1edf39 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper.m]: add some visual feedback for when a modifier key is toggled.
[02:05:43] <CIA-44> GemRB: 03bradallred * rb23d9de21d7c 10gemrb/gemrb/plugins/SDLVideo/CocoaWrapper.m: SDLVideo [CocoaWrapper]: use both left and right modifier keys and fix modifier key type.
[02:05:47] <chiv> if I quit again, its because my brain was to mashed to concentrate :)
[02:07:51] <brad_a> chiv: you will get it. i know nothing about git and little about c++ when i started working on gemrb in july. now i have a decent handle on both.
[02:08:33] <chiv> sigh... back in 5, reboot time
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[02:14:07] <chiv> its always the small things that get me, i have the short term memory of a.... a ... er ... something thats not got a very good short term memory
[02:14:16] <brad_a> a gnat?
[02:14:55] <chiv> what about a gnat? :)
[02:15:30] <brad_a> they have short memory i would think :-P
[02:16:02] <chiv> cor thats going back a bit...
[02:17:37] <brad_a> you are right i think about the rest code being broken
[02:17:56] <brad_a> i would think it should be remaining < level break
[02:18:19] <brad_a> which you changed essentially
[02:18:26] <brad_a> by reversing the <
[02:19:15] <chiv> yes but theres no handling for when chargespelllevel returns 0
[02:20:30] <brad_a> that while remaining>0 loop seems wrong to me too
[02:20:54] <brad_a> oh nevermind
[02:21:24] <brad_a> now what is this chargespelllevel thing?
[02:21:51] <chiv> sorry, restorespelllevel
[02:22:13] <brad_a> i see
[02:22:21] <brad_a> yes i think this needs rework
[02:22:35] <chiv> i have one to test
[02:24:18] <brad_a> it seems like it would have been easier/simpler to loop remaining instead...
[02:25:36] <brad_a> just a while(remaining > 0) with a remaining -= RestoreSpellLevel(level++,0);
[02:25:59] <brad_a> then a check of some other kind to preven infinate loop
[02:26:02] <chiv> well, thats what I thought, but
[02:26:27] <chiv> restorespelllevel is a misnomer, it restores one spell of the given level, not the whole level
[02:26:28] <brad_a> i havent actually looked at what restorespelllevel does tho
[02:26:40] <brad_a> right
[02:26:44] <brad_a> thats what i thought
[02:27:01] <brad_a> oh
[02:27:19] <chiv> i have a switch that sets remaining = 0 though so that should be safe right?
[02:27:20] <brad_a> i see why tht wouldnt work. remaining is spell levels not spells
[02:28:35] <brad_a> restoreSpellLevel returns the number of restored spells for the passed level right?
[02:28:58] <chiv> actually the level of the restored spell
[02:29:07] <brad_a> really?
[02:29:18] <brad_a> wow im all sorts of wrong on my assumptions then
[02:29:37] <chiv> i think ive cracked it/earned another reboot
[02:29:45] <chiv> tiredness kills
[02:29:54] <brad_a> why reboot?
[02:30:15] <chiv> because for some odd reason, it locks the window in a state which cant be killed
[02:30:54] <chiv> which really takes the gung out of my gung ho attitude
[02:31:10] <brad_a> what OS?
[02:31:25] <chiv> ubuntu
[02:31:44] <brad_a> are you running in windowed mode?
[02:32:10] <brad_a> i mean as long as you can get to a cmd prompt you should be able to kill it with killall right?
[02:32:42] <brad_a> are you running it though a debugger?
[02:33:38] <brad_a> im guessing that you are and you simply need to stop the debugger for the window to die
[02:33:49] <chiv> nah just from terminal
[02:34:06] <chiv> It only takes damage from a killall+1
[02:34:33] <brad_a> interesting
[02:34:41] <brad_a> im not on linux so i dont know what to tell you
[02:34:43] <chiv> anyway, seem to have sorted it, spells restore properly and only 80 combined spell levels
[02:34:59] <brad_a> i would think sudo killall GemRB would do it
[02:35:30] <brad_a> thats for an 8 hour rest i assume
[02:38:08] <chiv> yeah, heres a patch to try, heh not bad for an hours work http://pastebin.com/ZvVuHXmS
[02:39:06] <brad_a> it gets easier with time
[02:40:38] <chiv> I was actually chasing the reason why I cant get the spellinfo from guiscript properly
[02:44:19] <brad_a> assuming that logic is sound your loop could be limplified by while (remaining > 0 && level < 16)
[02:44:38] <brad_a> then you dont need that bottom part also you wouldnt need continue
[02:44:53] <brad_a> since setting remaining to 0 would exit
[02:44:58] <chiv> oh yeah
[02:45:02] <brad_a> break in place of that would also work
[02:45:23] <brad_a> but id just use the double condition on the loop for simplicity
[02:45:55] <brad_a> but show lynx tomorrow.
[02:48:04] <brad_a> rather level <= 16
[02:48:14] <brad_a> there are really 16 level? what is this?
[02:49:19] <brad_a> looks like i was right the first time :-P according to the loop you are replacing
[02:49:49] <brad_a> but i thought there were only 8 spell levels so im not sure i know what is going on here fully
[02:50:29] <chiv> I have no idea why it was 16, but I thought better not change it
[02:50:56] <brad_a> i feel the same way :)
[02:51:13] <chiv> I think the code had a missing ??? step somewhere
[02:52:07] <brad_a> maybe PST or something has 16 levels i dont know
[02:53:56] <brad_a> hmm g3 is still down
[02:54:44] <chiv> thats one thing with big projects I've found, until I've had a sniff at everything it never seems to make any sense, so I tend not to worry :)
[02:58:23] <brad_a> im sure lynx can tell us why its 16
[03:31:58] <tomprince> chiv: What name and email do you want on the commit?
[03:32:51] <chiv> chiv / chilvence@gmail.com would be cool :)
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[03:45:25] <CIA-44> GemRB: 03tom.prince * r62dadc963e64 10gemrb/gemrb/core/Scriptable/Actor.cpp: Restore all spells when resting, not just mage spells.
[03:45:35] <CIA-44> GemRB: 03chilvence * r19a8f9db1e31 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actually restore spell levels when resting.
[03:45:54] <tomprince> lynxlynxlynx/fuzzie: It seems that sanctuary is blocking potions and healing spells.
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[09:25:18] <edheldil> Good morning, gals and guys
[09:25:33] * fuzzie sneezes.
[09:33:23] <edheldil> do you have cold, fuzzie?
[09:33:52] <fuzzie> hm, let's hope not :) good morning
[09:35:53] <edheldil> ichi should look for a better hosting :)
[09:53:25] <edheldil> Reading some of the android comments it seems that we really need some configuration utility and/or launcher. Something that would autostart if it can't find config file or the configured chitin.key
[09:54:43] <fuzzie> how's your Java? :)
[09:54:53] <edheldil> perhaps it should be done as a special gametype (e.g. "config") that would utilize resources shipped with gemrb on compiled-in paths
[09:55:32] <fuzzie> spoilsport :p
[09:55:50] <edheldil> good enough to write proggies in it, but do we need it?
[09:57:04] <fuzzie> well, i guess it would depend how well you could do a launcher in gemrb itself
[09:59:00] <edheldil> about the biggest problem (I imagine) would be writing a FileSectionControl
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[09:59:11] <fuzzie> well, writing one which android users can deal with :)
[09:59:14] <edheldil> FileSelectionControl
[09:59:23] <fuzzie> and you have to start with the thought that they can't make the config files work.
[09:59:45] <fuzzie> seems smarter to just offer a filesystem scan?
[09:59:52] <lynxlynxlynx> gemrb should be able to just take the gamepath and figure out the rest itself
[10:00:12] <edheldil> so? Unable to edit config != dumb as hell
[10:00:52] <edheldil> lynxlynxlynx: and it more or less is true already, is not it?
[10:00:54] <fuzzie> edheldil: right, but presumably also not techy users
[10:01:14] <fuzzie> i haven't read the thread to work out what the issue is, though.
[10:01:16] <lynxlynxlynx> more or less doesn't cut it
[10:01:23] <fuzzie> i just clicky-clickied and got a working gemrb.
[10:01:28] <edheldil> right, but they are probably acustomed to do that on desktop
[10:01:56] <fuzzie> i was very impressed by that bit.
[10:02:13] <fuzzie> and seems that "these games are on your SD card, which one to play?" is a bit more obvious than a file browser.
[10:03:01] <edheldil> lynxlynxlynx: if you have set GameType to auto and things are installed in the right locations, then everything you really need is the GamePath and CDxPath
[10:03:34] <edheldil> yes, but scan is slow
[10:03:38] <lynxlynxlynx> yes and we don't handle that yet
[10:03:56] <edheldil> although it's a possible approach
[10:04:03] <lynxlynxlynx> it would be nice if you could do: gemrb /some/game
[10:04:12] <fuzzie> but these users are all doing plain installs?
[10:04:20] <fuzzie> no widescreen mod applied to cause screen resolution issues, etc?
[10:05:08] <edheldil> fuzzie: let's catter to the common crowd first
[10:05:25] <fuzzie> well i mean, i don't know who the common crowd is :)
[10:06:08] <edheldil> hehe. GOG, perhaps?
[10:06:52] <fuzzie> one of the gog users in here had just applied all the fixpacks/mods suggested by gog forums i think
[10:06:59] <fuzzie> which is why i was asking
[10:07:04] <edheldil> we could detect the WSM during auto detection, but I would leave that for later
[10:11:51] <edheldil> fuzzie: so what about path in config file, which would cause the autodetect code to first scan the path for chitin.key, autodeetect the gametypes, ??created the configs??
[10:13:14] <edheldil> ... then display some gui to select one of the found games
[10:15:48] <fuzzie> I dooon't know.
[10:16:06] <fuzzie> kinda difficult to give input when I can't see the threads I'm afraid :)
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[12:00:16] <edheldil> fuzzie: I mean thread at https://market.android.com/details?id=net.sourceforge.gemrb
[12:01:20] <edheldil> Yoshimo: it should have been "Ja tjebja ljublju", not "La ..." ;-)
[12:03:50] <Yoshimo> to be even more precise it has to be cyrillic ;)
[12:04:14] <Yoshimo> regarding the link to weidu i posted yesterday, i think its easy why thebigg wants to detect gemrb too. Right now the original engine of bg2 has limits. you need a tobexlike hack when adding more than 100 entries to
[12:04:15] <Yoshimo> Adding more than 100 entries to songlist.2da for example requires a hack like tobex.
[12:04:15] <Yoshimo> If the user tries to do so, and tobex is detected, no warning appears, otherwise it does. GemRB would qualify for "no warning needed" too, and might be as simple as a marker file "gemrb_isinstalled" .
[12:04:31] <Yoshimo> screw my grammar dammit
[12:21:16] <lynxlynxlynx> gemrb is not a replacement
[12:21:20] <lynxlynxlynx> tobex is
[12:21:25] <lynxlynxlynx> who would put the file there?
[12:44:53] <Yoshimo> we?
[12:48:48] <lynxlynxlynx> how?
[12:49:14] <lynxlynxlynx> and we're not a replacement, so it could cause problems
[12:50:12] <Yoshimo> so you think people patch the original exe as before and we make sure that we behave similiar?
[12:51:17] <fuzzie> they should patch the original exe as before, and note what they changed in some machine-readable file
[12:54:11] <lynxlynxlynx> the simplest thing is just to change that weidu warning to include a gemrb clause
[13:04:11] <Yoshimo> meaning what exactly?
[13:04:51] <Yoshimo> fuzzie: tobex, stores its config in an ini, might that be what you refert to?
[13:06:50] <fuzzie> Yoshimo: tobex is not the only thing out there modifying exes though
[13:06:52] <edheldil> Yoshimo: "Beware won't work unless you use gemrb"
[13:07:27] <fuzzie> and a file where mods list "this is what i expect to be present" seems sensible approach for everything
[13:11:19] <Yoshimo> in the bigworld setup i see right now 2 parts that modify bgmain.exe which are "throne of bhaal extender " and "throne of bhaal hacks" which i see is more or less adding the same stuff, so i wonder why both are offered
[13:15:58] <lynxlynxlynx> taimon's hacks predate tobex
[13:19:49] <Yoshimo> still doesnt show why we dont get rid of the old stuff then ;)
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[13:29:35] <lynxlynxlynx> well, as far as i know, tobex doesn't do everything that it does
[13:30:00] <lynxlynxlynx> nor do some modders want to induce a new dependency (the hacks are easily packages alongside)
[13:47:36] <Yoshimo> you got the wrong message color problem already. quite a challenge to find something you dont have on the todo list
[13:49:58] <Yoshimo> If my baldur.ini gives a diffrent resolution than my gemrbconfig, which one is taken?
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[13:57:49] <lynxlynxlynx> gemrb's
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[14:18:41] <edheldil> Perhaps it warrants some documentation, which parameters are not ignored in baldur.ini and which are
[14:21:19] <lynxlynxlynx> we just need to implement more of them
[14:21:38] <lynxlynxlynx> i'm not sure if it is reasonable to have the volume settings duplicated for example
[14:22:09] <lynxlynxlynx> resolution and fullscreen i can understand to some extent
[14:22:12] <edheldil> yeah, that's what I mean. But where to save it when user changes it? Back into the ini?
[14:22:23] <lynxlynxlynx> yes
[14:22:32] <lynxlynxlynx> but then fuzzie mentions nfs
[14:22:34] <lynxlynxlynx> :)
[14:22:59] <edheldil> ..or readonly fs :)
[14:23:47] <edheldil> why nfs? for the same reasons? Game installed without the perms to change anything there?
[14:27:54] <Yoshimo> i also dont think that will happen in real life
[14:28:09] <Yoshimo> more like a constructed exotic "could be " situation
[14:28:51] <edheldil> RO mounted ntfs partition is not that improbable
[14:29:37] <edheldil> fuzzie: would you mention nfs or ntfs?
[14:30:52] <lynxlynxlynx> yes, for ro reasons
[14:37:29] <Yoshimo> when would you mount the game filesystem read only?
[14:37:59] <wjp> the aforementioned ntfs
[14:38:05] <wjp> and then there's multi-user systems
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[14:43:14] <Yoshimo> ntfs, if im not mistaken linux can mount this windows filesystem with write support
[14:46:02] <lynxlynxlynx> it can
[14:49:19] <edheldil> but user does not necessarily want to
[15:00:49] <fuzzie> nfs works fine :-p
[15:01:31] <fuzzie> i think readonly ntfs is more common
[15:01:39] <fuzzie> but is it worth catering for? not sure.
[15:02:03] <wjp> I kind of dislike the idea of writing to "original" files
[15:02:31] <wjp> not entirely sure why
[15:02:31] <fuzzie> it is a much cleaner design to just write to our own copies
[15:02:52] <fuzzie> but i'm not sure which is best.
[15:03:00] <fuzzie> other than an immediate dislike indeed :P
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[15:12:57] <edheldil> if we write to our own, Avenger brings case of somebody who wants to play alternatively on Win and Linux :)
[15:13:16] <edheldil> I mean, if we ignore baldur.ini
[15:14:09] <lynxlynxlynx> then we need to support all the other hundred config options from the original :s
[15:14:36] <lynxlynxlynx> i don't want our config to become like that of a http server or samba
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[15:22:49] <edheldil> look at squid or ratbox and you will see what hell is. Apache, bah!
[15:25:26] <brad_a> anything with a million regex lines looks like hell :)
[15:27:24] <edheldil> aaaah, sendmail.cf. Forgot that one sucker
[15:27:57] * edheldil facepalms in disbelief
[15:30:10] <brad_a> *shudders*
[15:30:23] <brad_a> i have to go to work and mess with that
[15:32:34] <brad_a> i must say thow, after setting up an IIS server and getting it to play nice with everything i wouldnt change httpd.conf for anything in the world :)
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[16:06:33] <lynxlynxlynx> ffmpeg has a -bug autodetect parameter :)
[16:08:40] <fuzzie> heh.
[16:09:02] <fuzzie> really must try and get some codec stuff merged into ffmpeg/libav/whatever
[16:10:43] <Yoshimo> what kind of stuff fuzzie?
[16:11:32] <fuzzie> well i am assuming they fixed playing the IE-style interplay movies :)
[16:11:40] <fuzzie> haven't actually tried that recently.
[16:11:53] <fuzzie> i would like to get a softvideo (fractal video) decoder in though.
[16:12:51] <fuzzie> and i guess broderbund's cdtoons.
[16:13:09] <fuzzie> but it's all so time-consuming so it'll never get done
[16:26:37] <Yoshimo> what is broderbunds cdtoons?
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[21:18:22] <thebigg> hi
[21:20:01] <fuzzie> hi
[21:20:31] <thebigg> I'd like to integrate GemRB detection in WeiDU
[21:20:35] <fuzzie> ah
[21:20:42] <fuzzie> we discussed that a bit after seeing your post
[21:20:54] <thebigg> as such, I'd like to propose that GemRB writes its version number to {game directory}/gemrb_version.txt
[21:20:59] <fuzzie> the problem is: there is no way to detect GemRB because generally users are running it on another device
[21:21:18] <fuzzie> e.g. android/iOS/etc where weidu would be a huge pain to compile, never mind run
[21:21:42] <thebigg> You'd install the mods on your desktop and then copy the install dir over, no?
[21:21:47] <fuzzie> yes
[21:22:18] <fuzzie> so by the time gemrb runs for the first time, it's way too late to write any helpful files for weidu :/
[21:22:24] <thebigg> well, in that case the user would have to write gemrb_version.txt manually; a pain, but not a showstopper
[21:23:12] <fuzzie> right. and they can always install tob_hacks/etc on their install. it seems fine, and we can document it.
[21:23:16] <Yoshimo> why do you want to detect us anyway?
[21:23:23] <Yoshimo> us , i meant gemrb
[21:23:48] <fuzzie> if there's anything requiring a non-standard feature then we'd appreciate a 2da or similar being written somewhere, but if weidu is just checking for things like kit maximums then that isn't relevant for weidu, i guess.
[21:24:00] <thebigg> yeah, for stuff like kit maximum
[21:24:42] <thebigg> it currently checks that tobex.dll is present; I'm adding a version-check for gemRB
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[22:35:00] <lynxlynxlynx> chiv: any progress?
[22:35:36] <chiv> well, me and python arent the closest of friends...
[22:36:15] <lynxlynxlynx> http://pastebin.com/tJx0Jud0 <-- this is how i imagine the controlling 2da
[22:36:29] <lynxlynxlynx> i generalised your idea
[22:38:24] <chiv> yeah makes sense
[22:38:32] <brad_a> awesome. i was about to ask for possibilities of commenting inside a 2da and lynx has answered. :)
[22:41:09] <lynxlynxlynx> i think we also ignore //
[22:41:21] <lynxlynxlynx> check the 2daimporter
[22:43:29] <brad_a> i prefer # comments in files like that for some reason. i guess cuz of apache and friends
[22:43:52] <chiv> I'm starting to wonder... what took me 10 minutes to work out in c++ has so far taken several hours to not work out in python
[22:46:21] <chiv> I get the feeling it will probably be a while before I understand python well enough to be productive
[22:48:09] <chiv> so I am probably just going to ignore it for now and find simple stuff to do
[22:52:08] <lynxlynxlynx> i learnt all the python i know from gemrb too
[22:52:18] <lynxlynxlynx> send me what you have and i'll finish it
[22:52:35] <lynxlynxlynx> by checking everything for you, i got very interested )
[22:52:53] <chiv> its not much but 2 secs
[22:54:46] <chiv> I just dont understand how python data types work, so the following is completely non functional: http://pastebin.com/pu3pXg61
[22:55:08] <lynxlynxlynx> it's best to run the interactive console and play with it
[22:55:39] <chiv> good idea, restarting every time is no fun
[22:58:38] <chiv> regarding the 2da file - i actually organised the stuff in a non- linear fashion ie spelltype 9, then 6, then 11, so would that be feasible?
[23:03:47] <lynxlynxlynx> how is that nonlinear?
[23:04:06] <lynxlynxlynx> oh, i see, not 3 keys but no order
[23:07:17] <chiv> well, not just ordering by type 1 to 10 but a specific order, cos the categories arent in any particular order as is
[23:07:59] <chiv> it was to get fireballs on top and identify on page 2
[23:08:52] <chiv> which is nice because once you get used to the order, you could choose spells quicker
[23:09:56] <lynxlynxlynx> any order gives you that
[23:10:38] <lynxlynxlynx> i think another useful key would be whether the spell is considered hostile
[23:10:46] <chiv> yeah true, but its nice to progress the order from most to least combat useful
[23:11:08] <lynxlynxlynx> then you'd get all the buffs and illusions and counterspells at one end
[23:11:35] <chiv> that was the idea, yeah
[23:12:57] <lynxlynxlynx> ok, i'll try with the hostile bit then
[23:13:03] <lynxlynxlynx> it's much easier and cleaner to do
[23:13:13] <chiv> the only way I can think of to do it my way is have two 2da files
[23:14:01] <chiv> the second one containing fine order info
[23:16:55] <chiv> by the way I think you might have accidentally commited my core hack version of this to the master, not sure if thats what you intended
[23:18:03] <chiv> unless i am getting confused by git...
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[23:27:52] <brad_a> chiv: you are probably looking at your local repo. the only commit from you was the one last night
[23:28:23] <chiv> yeah ive got a mixup from that patch vs my local change
[23:28:34] <brad_a> it happened to me a couple times too :)
[23:35:07] <chiv> i seem to have ended up with the master being my local repo
[23:35:45] <chiv> well, best guess
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[23:38:05] <lynxlynxlynx> git branch
[23:38:07] <lynxlynxlynx> git status
[23:38:14] <lynxlynxlynx> git goodnight
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