#gemrb@irc.freenode.net logs for 5 Dec 2012 (GMT)

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[00:28:16] <tomprince> chiv: Also, what is exposed in GUIScript isn't set in stone.
[00:38:25] <chiv> oh by the way, although I almost finished getting projectile selection to work, i cant make it equip them without abusing the drag item functions
[00:39:24] <chiv> I am blown away by how useful this meld tool is...
[00:59:28] <chiv> here is a small patch you can test for that, its not perfect but it does the job http://www.2shared.com/file/EIDTVRs7/arow.html?
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[09:05:51] <chiv> bah bad patch above, sorry
[09:07:01] <fuzzie> oh.
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[09:50:53] <chiv> pastebin.ca/2289573
[09:51:37] <chiv> is there a way to reload the gui without reloading the whole game by any chance?
[09:52:24] <chiv> since i am crap with python, it takes painful amounts of time to do anything...
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[11:36:25] <lynxlynxlynx> chiv: check how the gesen bow works; if it has no ammo, it fires lightning, so it likely has that as an ability
[11:36:48] <chiv> thankyou, i knew something was bugging me
[11:36:53] <lynxlynxlynx> as a precaution, we currently display too many item abilities (=all)
[11:39:08] <chiv> yeah, i was wondering if there should be a check to skip items with only one ability
[11:39:42] <lynxlynxlynx> that too
[11:39:52] <chiv> also, not that i have an ipad, but how does right click work on that :) ?
[11:40:01] <lynxlynxlynx> btw, the "#if this item is valid ammo and was really f" is misaligned
[11:40:09] <lynxlynxlynx> some kind of gesture
[11:40:21] <chiv> ouch
[11:41:08] <lynxlynxlynx> likely not painful, since it's not really a gesture but how many fingers you use and how
[11:41:17] <lynxlynxlynx> no drawing
[11:42:34] <edheldil> you have to stage a round of silly walk to right click ;-)
[11:42:55] <edheldil> and both legs have to be silly :)
[11:43:11] <chiv> what happens if it isnt silly enough?
[11:43:40] <lynxlynxlynx> could be an interesting mod, to make spellcasting arx-fatalis-like
[11:44:28] <edheldil> meaning what? I don't know the game
[11:45:03] <lynxlynxlynx> gestures
[11:45:15] <lynxlynxlynx> you had to draw symbols with the mouse
[11:45:24] <lynxlynxlynx> i think black&white had something similar
[11:45:31] <chiv> might be difficult considering dnd has a bazillion spells
[11:45:59] <lynxlynxlynx> chiv: also, since it is a pretty hot code path, please move the table loading to CommonTables, so it is done only once and avoids spamming the console
[11:46:01] <chiv> what about getting input of siri? can you do that?
[11:46:18] <lynxlynxlynx> does it have a public api?
[11:46:20] <lynxlynxlynx> ha ha ha
[11:46:24] <chiv> ah yeah, I found that out later
[11:46:39] <chiv> lightning bolt! lightning bolt!
[11:48:46] <lynxlynxlynx> as for mixing ammo and abilities, just add a counter for how many ammo slots you add and use it to increase the offset and range of the succeeding ability loop
[11:52:36] <edheldil> siri, please pickpocket the bartender
[11:54:07] <chiv> ok i have done those things, ill just test it a bit
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[11:54:41] <lynxlynxlynx> turned out pretty well
[11:54:52] <lynxlynxlynx> and nice how you use the autoequipping feature
[11:55:54] <chiv> its actually the only feature i could find to set the quick slots from python
[11:56:18] <chiv> sort of like, hitting the television to fix it
[11:57:48] <lynxlynxlynx> you can equip stuff directly
[11:59:25] <chiv> i think it was 'how to set the active quickslot' that got me lost
[12:01:13] <lynxlynxlynx> apparently we also have GetEquippedAmmunition exposed
[12:02:07] <lynxlynxlynx> and probably it would be better to extend SetEquippedQuickSlot to not only work with abilities
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[12:04:20] <lynxlynxlynx> hmm, it may even work already
[12:04:20] <chiv> hey-ya
[12:04:50] <noober> hey somebody here with experience with the official android build (not pelya's)
[12:05:17] <noober> i'm kind'a stuck <.<'
[12:05:43] <lynxlynxlynx> the one on sourceforge?
[12:05:56] <lynxlynxlynx> better explain what's wrong
[12:06:40] <noober> yeah, the sourceforge one
[12:06:56] <noober> well i've installed the apk and checked it to download the demo
[12:07:25] <noober> everything starts up fine - no problem, the intro plays, etc
[12:07:43] <noober> but when i click on the Record button it locks up
[12:07:54] <noober> the icon with the head :>
[12:08:08] <noober> inventory, etc is working - only this button is giving me trouble
[12:08:34] <noober> the bad thing is that i'm on stock 4.2.1 (Nexus 7) - aLogcat is not working
[12:08:46] <lynxlynxlynx> probably our fault
[12:08:51] <noober> i just rooted especially for that, but it's still not working - so i can't give feedback
[12:09:00] <lynxlynxlynx> unfortunately we lost both volunteers that did the building
[12:09:04] <noober> so try a previous version?
[12:09:10] <lynxlynxlynx> yeah
[12:09:12] <noober> ah :/
[12:09:17] <lynxlynxlynx> i don't know how old though
[12:09:37] <noober> no problem, i'll try them :)
[12:09:52] <lynxlynxlynx> if you know anyone that does android builds, be sure to recommend us
[12:10:33] <lynxlynxlynx> the apks are at least half a year old and a lot has happened since
[12:10:54] <noober> yeah, i was just writing that i don't know anyone, otherwise i was going to bribe him with rum :)
[12:11:41] <noober> it sucks because it's a great project and with the enhanced edition tending to be suckish...
[12:13:33] <noober> actually the build on SF is the latest (as far as i can see) - 7.2.1
[12:14:45] <noober> ah, but this version has a log!
[12:15:23] <lynxlynxlynx> huh
[12:15:39] <noober> i mean it generates a log (GemRB.log) so aLogcat is not needed
[12:16:17] <lynxlynxlynx> ah yes
[12:16:27] <lynxlynxlynx> still old though
[12:16:37] <lynxlynxlynx> you'll probably see a python error
[12:16:56] <noober> no, mostly [ResourceManager] jabber
[12:17:07] <noober> nothing drastic
[12:17:29] <noober> the funny thing is that when i click Record - the bar that is on the bottom of the screen is clickable
[12:17:40] <noober> but everything else on the screen is nonresponsive
[12:20:45] <noober> nevermind i have to get ready for class
[12:21:10] <noober> thank you for the help :) if i stumble on somebody willing and able, i'll send him your way
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[12:27:43] <chiv> small nuisance : on GUISTORE.py line 633, it resets the storekeep scrollbar when you switch players, im not sure it needs to
[12:32:15] <lynxlynxlynx> it's there so the value is sane across different screens
[12:32:36] <lynxlynxlynx> eg. if you switch from that one to the identify one
[12:33:04] <lynxlynxlynx> but it can be improved, sure
[12:49:10] <edheldil> write it down so that somebody can fixit when lynx has some time to spare :)
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[13:41:42] <chiv_nemesis> i have been doing alot of this: http://www.cojak.org/ and it has somewhat influenced me to do this: http://postimage.org/image/3kz8fyil7/ and this: http://postimage.org/image/h72nt11w9/
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[15:49:54] <cj_schnell> chiv: That is some excellent stuff. No more clicking that "next" button a gazillion times to get to the lvl 9 spells. And please go easy on poor Kangaxx.
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[16:11:36] <lynxlynxlynx> greetings from Tirana :)
[16:14:31] <lynxlynxlynx> cj_schnell: you can already make the list be sorted by level, though i think we can't reverse the sort
[16:14:38] <lynxlynxlynx> easy python change though
[16:14:53] <lynxlynxlynx> chiv, see Spellbook.py and override/shared/spldisp.2da
[16:15:59] <lynxlynxlynx> ROWS and ASCOL are yet unimplemented, but were meant practically exactly what you did
[16:16:04] <lynxlynxlynx> +for
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[16:37:52] <brada> right click is just press and hold on ipad btw
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[17:14:27] <chiv> lynxlynxlynx: I can have the script generate any sized grid , but I don't really know what to do with the 2da file
[17:15:18] <lynxlynxlynx> read from it
[17:15:45] <lynxlynxlynx> btw, are there any redrawing issues?
[17:16:40] <chiv> no it all works quite well, but I dont know how to disable individual controls from interfering with the game window
[17:17:07] <lynxlynxlynx> ?
[17:18:14] <chiv> well i have the floatwindow as a 12x12 button grid, but if there are some unused buttons they stop you clicking on the game area anyway
[17:18:34] <lynxlynxlynx> sure
[17:20:10] <chiv> for the sake of simplicity i was hoping there was a way to disable/enable that individuall
[17:21:18] <lynxlynxlynx> i'm not sure it's possible
[17:21:31] <chiv> well i can work around it then
[17:21:32] <lynxlynxlynx> you mean the non-rectangular shapes, right?
[17:23:52] <chiv> hard to explain, but in http://postimage.org/image/h72nt11w9/ if the spell list is using buttons 0-37, 38-143 should be blanked out and disabled (http://postimage.org/image/3kz8fyil7/)
[17:24:27] <chiv> if that isnt possible i will just move them around
[17:27:59] <lynxlynxlynx> yeah
[17:28:09] <lynxlynxlynx> i'd just make them empty
[17:28:26] <lynxlynxlynx> it would at least be clear why it works like it does
[17:28:53] <chiv> well, what I really want is to minimize the encroachment on the game screen
[17:29:35] <lynxlynxlynx> that's why i left ROWS as a parameter in there
[17:29:56] <lynxlynxlynx> some people would like more space, some less
[17:30:58] <chiv> that functionality is basically there
[17:31:12] <chiv> I just need to read it in
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[17:37:37] <lynxlynxlynx> i've added the ordering switch cj_schnell needed, so please merge before posting the next iteration
[17:38:01] <chiv> cool
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[17:57:37] <brada_> chiv: thats some nice work
[17:58:00] <brada_> i know its not ideal but you could give those empty buttons an action that would close the window
[17:58:35] <chiv> nah its ok, i really want it to blend well with the game screen so I am going to move them
[17:58:59] <brada_> move them where?
[17:59:06] <chiv> just out of the way
[17:59:39] <chiv> so that they are 'fake' disabled and hidden
[18:00:26] <chiv> its really important to me that if you can see something on the game screen, you can click it
[18:00:43] <chiv> ie target it
[18:00:53] <brada_> well i hope you finish this time!
[18:01:14] <brada_> you disappeared and never finished the last thing you were working on ;)
[18:01:26] <chiv> i actually still have all i was working on
[18:01:51] <chiv> just had to do other things in life :)
[18:02:21] <chiv> it was bgee that reminded me to come back
[18:02:58] <brada_> btw it would be nice if you could do some calculations before making the buttons so it could have lvl 1 in the top left
[18:03:01] <brada_> imo anyway
[18:03:22] <brada_> either way is an improvement :p
[18:03:59] <chiv> ah the level buttons are going to be special :)
[18:04:42] <brada_> cool
[18:05:36] <brada_> im not super keen on how the gui works but it seems like you should also be able to make the window only as big as you need instead of always a huge grid that most is unused
[18:08:54] <chiv> eventually, i will probably be using the whole grid
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[18:25:16] <lynxlynxlynx_> what were you working on the last time? i thought we had everything committed already
[18:25:43] <lynxlynxlynx_> anyway, bbl
[18:26:44] <chiv> just random bits
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[18:27:03] <chiv> anything to streamline the ui
[18:27:09] <chiv> small things
[18:27:48] <lynxlynxlynx_> maybe he confused you with someone else
[18:28:03] <chiv> nope, definitely me
[18:28:11] <lynxlynxlynx_> one guy started working on extending the gui for multiple portraits and came quite a long way, but then vanished
[18:28:19] <lynxlynxlynx_> all the pastes expired
[18:28:19] <chiv> ahh
[18:28:30] <chiv> dont know anything about that, but i was here before
[18:28:41] <lynxlynxlynx_> and while the nick was kinda unique, i haven't been able to track him down
[18:28:56] <lynxlynxlynx_> i know, you're immortalised in our commit history ;)
[18:32:27] <tomprince> chiv: I wonder if it would be easier to use, if each level was on its own line.
[18:32:28] <chiv> although, last time it was all too much to take in at once, so im glad I gave it a break
[18:33:21] <chiv> it could be like that
[18:34:52] <chiv> it doesnt look very nice in that pic because the lvl labels are just placeholders
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[18:38:01] <tomprince> My thoughts are more about muscle memory than looks.
[18:39:17] <chiv> lynx did some sorting stuff that could fit in quite nice
[19:13:24] <xrogaan> I really don't like the 2nd edition
[19:13:49] <xrogaan> does someone know if the armor restrein dexterity bonuses ?
[19:14:04] <chiv> no it doesnt
[19:14:43] <chiv> go ahead and set 18 dex on your fighters
[19:23:02] <lynxlynxlynx_> tomprince: i remember you once compiled a list of files in our overrides that are actual overrides, not just unharcoded junk. Do you still have it?
[19:23:11] --- lynxlynxlynx_ is now known as lynxlynxlynx
[19:23:37] <lynxlynxlynx> making the override easily overridable is also on my todo for next release
[19:23:53] <lynxlynxlynx> and that's an obvious solution
[19:26:41] <tomprince> 2012-01-21
[19:28:32] <tomprince> <tomprince> abstart.2da baldur.bcs comet.pro efftext.2da minorglb.vvc repstart.2da rndtreas.2da spells.2da subraces.2da <tomprince> ^----- list of files that we override from chtin.key <tomprince> https://gist.github.com/1655064
[19:28:36] <tomprince> ^---- lynxlynxlynx
[19:29:10] <lynxlynxlynx> thanks
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[20:14:41] <lynxlynxlynx> hmm, some of those are false positives
[20:14:54] <lynxlynxlynx> we don't provide repstart.2da or subraces.2da for example
[20:23:09] <lynxlynxlynx> cool
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