#gemrb@irc.freenode.net logs for 5 Jan 2014 (GMT)

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[00:33:14] <edheldil> those could be done better with rect, no?
[00:46:39] <brada> likely some subtle reason why not
[00:59:44] <lynxlynxlynx> hehe
[00:59:55] <lynxlynxlynx> we did use rects until last year :P
[01:00:19] <lynxlynxlynx> then edheldil proved that they used a tint, not just a translucent red overlay
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[01:03:35] <brada> thats too funny :)
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[10:21:50] --- Topic for #gemrb is: GemRB 0.8.0 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php
[10:21:50] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Sat Apr 27 10:20:08 2013
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[10:25:42] <Beholder> hi
[10:25:57] <Beholder> anybody answer me about tint
[10:26:12] <Beholder> what is tint, what is global tint
[10:26:47] <fuzzie> how do you mean?
[10:27:23] <fuzzie> you want a definition of the word 'tint', or you want an explanation of how gemrb uses it?
[10:29:13] <Beholder> blitGameSprite adds a tint effects to sprites and i must to know what is it. I don't want to explore *.inl files :)
[10:29:41] <fuzzie> doesn't the tile renderer do it?
[10:29:42] <fuzzie> it does
[10:30:03] <Beholder> its a colored tint for weather effects, magic, etc?
[10:30:23] <fuzzie> yes, just like the grey/sepia ones, I think?
[10:31:41] <fuzzie> you have grey (for timestop) and sepia (for dreams), and then also dark/light tints for weather
[10:32:09] <Beholder> hm
[10:32:21] <fuzzie> and time-of-day
[10:33:42] <fuzzie> but as they said last night, it's also used for a few other things (like a red tint for the blood overlay on portraits)
[10:34:09] <Beholder> i can add tint option to "palette" shader or create a new separate shader (and program)
[10:34:24] <Beholder> the first one is more universal
[10:34:35] <fuzzie> as I said the other day, I think you have to be smarter than that
[10:34:38] <Beholder> the second may be faster for non-tinted sprites
[10:34:45] <fuzzie> there are a whole bunch of flags
[10:35:38] <fuzzie> you can see in the existing BlitGameSprite, which ones we specialise
[10:35:49] <Beholder> sepia and grayscale may be used with tint?
[10:36:02] <fuzzie> this one is the 'remflags == BLIT_TINTED' specialisation, for example
[10:36:56] <fuzzie> but we combine that also with BLIT_NOSHADOW, BLIT_HALFTRANS and BLIT_TRANSSHADOW
[10:37:14] <fuzzie> and, no, I don't think so
[10:37:33] <Beholder> what is noshadow and transshadow?
[10:40:12] <wjp> noshadow makes palette entry 1 fully transparent. transshadow makes palette entry 1 half-transparent black
[10:40:25] <fuzzie> I was about to say, best to ask wjp
[10:41:32] <wjp> the .inl files aren't _that_ scary though
[10:41:44] <fuzzie> they're pretty difficult to understand at a glance
[10:41:55] <Beholder> i need a separate file for shaders now :)
[10:42:07] <fuzzie> the cover will be annoying to handle
[10:42:21] <fuzzie> three texture units will be a big performance loss
[10:43:45] <wjp> I did a fixed-function GL cover once with a stencil
[10:44:08] <fuzzie> yes, the stencil buffer would be kind of ideal
[10:44:46] <fuzzie> it's still supported in the shader pipeline, right?
[10:45:17] <fuzzie> oh, it's optional?
[10:46:09] <Beholder> i'll see
[10:46:22] <fuzzie> hm, it looks pretty mandatory in the spec
[10:47:15] <fuzzie> sure, I'm just going through and wondering about what help you might need with any other flags
[10:48:30] <fuzzie> the tint/shadow stuff isn't really very important. the mirror flags are important, and the cover
[10:50:50] <Beholder> tell me more about cover
[10:51:22] <fuzzie> it's a mask
[10:51:29] <fuzzie> well
[10:51:55] <wjp> it's used for when actors are partially hidden behind walls
[10:52:09] <fuzzie> it's made of polygons: for example, http://www.simpilot.net/~sc/dltcep/areamaking/image35.jpg
[10:53:08] <fuzzie> but by default, we construct a mask from it (a 'SpriteCover')
[10:55:40] <fuzzie> at the start of bg1, you can see one by walking under the castle tower
[10:56:40] <wjp> is GL_POLYGON_STIPPLE interesting?
[10:57:41] <fuzzie> and you can highlight all cover polygons by pressing ctrl-4 (with cheats enabled) .. but we implement that using DrawPolyline so probably it won't work with your opengl :)
[10:58:28] <fuzzie> wjp: nope
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[11:21:35] <Beholder> tint alpha is always 0?
[11:23:11] <lynxlynxlynx> in the palette?
[11:23:24] <lynxlynxlynx> no and no
[11:25:48] <fuzzie> if the palette has alpha then the tint alpha modifies it, otherwise the tint alpha is used as the alpha channel
[11:28:33] <fuzzie> again I'm not sure how much of this is actually correct, wjp is the expert
[11:30:05] <wjp> that's correct
[11:45:04] <lynxlynxlynx> derp, my time for shaming
[11:49:43] <fuzzie> ..?
[11:50:18] <lynxlynxlynx> i took a shortcut and it backfired
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[12:38:54] <jackhunter> hello
[12:39:22] <jackhunter> i am playing fallout tactis and i wanted to know if anyone tried the redux mod?
[12:48:22] <lynxlynxlynx> nope, only vanilla
[12:49:44] <jackhunter> ok thats because i have been looking at this mod and it says it improves a lot of stuff
[12:49:58] <jackhunter> for example, it seems that original biographies of characters were very poor
[12:50:20] <jackhunter> Fixing disgracefully inept writing. Epileptic wild monkeys chained to rusty typewriters could have done a better job than the "professionals" at Microforte-- most of whom apparently never graduated from elementary school. The text files of the standard game contain legion grammar and spelling errors. In some files I edited every... single... line of text, and often found individual sentences crowded with three, four, or even fi
[12:51:08] <jackhunter> it also fixes some bugs : Addressing the "Game crashes after finding all Special Encounters" bug.
[12:52:38] <jackhunter> when you played vanilla, did you feel those problems were there actually?
[12:54:14] <lynxlynxlynx> i don't remember being annoyed about the spelling
[12:54:28] <lynxlynxlynx> and i'm sure i didn't find all special encounters
[12:59:54] <jackhunter> eimagining the recruit pool of potential teammates for the player-character. Many of the npcs in the standard game are silly and frankly insulting to a player's intelligence. I rewrote most of the recruit biographies, gave the soldiers different skill sets, changed some of the more questionable sprite color choices to traditional military-appropriate hues, and replaced some portraits of the dowdiest MF employees who had faces ev
[13:11:48] <lynxlynxlynx> i did play both times with the inital crew
[13:12:26] <lynxlynxlynx> claws are mostly melee and mutants mostly for heavy guns, but my play style had little use of that
[13:12:41] <lynxlynxlynx> iirc i used one mutant in the second run as a mule and minigunner
[13:13:03] <lynxlynxlynx> the ghouls and techies came too late too weak to have mattered
[13:13:36] <lynxlynxlynx> so if he did more than cosmetic fixes (rebalancing), that part could be interesting
[13:14:37] <jackhunter> actually he has rebalanced encounters
[13:18:04] <lynxlynxlynx> did find that as a weak spot
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[15:33:42] <brada> is the only documentation about this "tag" text what is in the code?
[15:34:16] <brada> it doesnt appear that we support nested tags, would i be wasting my time implementing that?
[15:38:03] <lynxlynxlynx> i think so
[15:38:13] <lynxlynxlynx> is there anything else besides color and initials?
[15:38:47] <fuzzie> it's only used internally
[15:38:54] <fuzzie> you can do whatever you want with all of it
[15:40:50] <brada> well i was wrong about nesting anyway, there is a"p" tag
[15:43:48] <brada> fuzzie: why you say used internally, do you mean its markup that we generate from some source?
[15:44:09] <brada> if so it doesnt appear that anything actually uses the 'capital' tag
[15:44:39] <lynxlynxlynx> drop caps?
[15:44:57] <brada> yeah, not used
[15:45:05] <lynxlynxlynx> plenty of uses
[15:45:06] <brada> as a tag i mean
[15:45:10] <lynxlynxlynx> also for status symbols
[15:45:36] <brada> yup its used there
[15:45:45] <lynxlynxlynx> plenty = 20
[15:48:01] <brada> the textareas like item descriptions dont actually use tags tho
[15:48:04] <fuzzie> brada: you're grepping the wrong half of the source code :P
[15:48:16] <brada> what half should i be loking at
[15:48:21] <fuzzie> *.py
[15:48:38] <brada> ah
[15:48:51] <brada> explains why i cant find anything. making me think it was part of the data
[15:49:02] <fuzzie> I'm 99% sure it's nothing at all to do with the data
[15:49:25] <fuzzie> so the stuff in our codebase is everything
[15:50:09] <brada> ok
[15:50:11] <brada> good to know
[15:50:16] <lynxlynxlynx> data uses tokens
[15:50:31] <lynxlynxlynx> and some even printf format in iwd2
[15:50:32] <brada> oh right like <CHARNAME>
[15:53:24] <lynxlynxlynx> oh and [voiceactor notes]
[15:55:31] <brada> im confused by the capital o_O
[15:55:38] <fuzzie> oh?
[15:55:42] <fuzzie> it's pretty simple
[15:55:53] <brada> what is [capital=0]?
[15:57:08] <brada> i mean it seems to be used as a boolean, but im not sure
[15:57:23] <brada> anyway i have to go, ill be back later on
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[16:40:07] <jackhunter> your heart has been saved and given to the priest
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[17:18:33] <lynxlynxlynx> hmm, iwd has the same worldmap icon problem as pst
[17:18:40] <lynxlynxlynx> disabling the setpallete call fixes it
[17:22:31] <lynxlynxlynx> yeah, same bam format
[17:27:09] <lynxlynxlynx> ok, the recoloring was only meant for bg1, which has b&w icons
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[17:52:28] <chiv> hey, regarding the recent guima synchage, will I help anyone if I do the same for pst/GUIMA.py ?
[17:57:07] <lynxlynxlynx> nah, the pst one is trivially short, so there would be more lost than gained
[17:57:27] <lynxlynxlynx> that mebbeth response should work now
[17:57:54] <chiv> oh cool, i will try it out
[17:59:58] <lynxlynxlynx> i just checked the importer, but there's no reason for it to not work
[18:08:10] <chiv> just because I haven't done it for a while, what type of build do I need for valgrind/debuggin etc? relwithdebinfo ok?
[18:09:14] <lynxlynxlynx> shouldn't matter for valgrind, but Debug is best for a debugger
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[18:51:24] <lynxlynxlynx> any comments on http://sprunge.us/RDQG?diff ?
[18:51:44] <lynxlynxlynx> i found no other way to discriminate through the data
[18:55:45] <chiv> meh, I am getting a segfault, and I traced it to here: https://github.com/gemrb/gemrb/commit/2977a4c9003924c4e229b85ff4fe40ecf9cb8ace
[18:55:47] <Pepelka> ModalWindows fix · 2977a4c · gemrb/gemrb · GitHub
[18:55:48] <Pepelka> »gemrb - Engine Made with preRendered Background«
[19:00:23] <fuzzie> odd
[19:00:37] <chiv> i don't get it :(
[19:01:05] <fuzzie> did you catch it in a debugger?
[19:01:31] <chiv> no I just stepped through the commits until I could get the game working again
[19:01:41] <fuzzie> which game?
[19:01:52] <fuzzie> pst?
[19:02:12] <chiv> well torment specifically, but this crashes just after plugins have been loaded
[19:02:21] <lynxlynxlynx> gui stuff has an easier time crashing everything now
[19:02:27] <chiv> yay
[19:02:33] <lynxlynxlynx> but pst works here
[19:02:45] <fuzzie> none of this is relevant there
[19:02:59] <fuzzie> if this crashes so close to startup then your build is bad, I would guess
[19:02:59] <chiv> I don't even get a gemrb window...
[19:02:59] <lynxlynxlynx> so maybe it's one of your mods
[19:03:16] <lynxlynxlynx> but she's right, too early
[19:03:20] <fuzzie> since all of this is wrapped in checks for modal windows, and there are no modal windows at startup
[19:03:33] <chiv> ? it would be silly of me to not test with a clean build of gemrb only
[19:04:12] <fuzzie> how are you cleaning?
[19:04:38] <fuzzie> and where exactly does it crash, really right at the plugins?
[19:04:42] <fuzzie> not at console create time?
[19:04:57] <chiv> reset --hard to master & delete build dir
[19:05:19] <fuzzie> and you're definitely running the gemrb binary in the build dir?
[19:05:43] <chiv> yeah thats how I mainly use it now
[19:05:45] <fuzzie> strange question but this crash would happen if your main gemrb binary was slightly out of sync and you used external plugins
[19:06:12] <fuzzie> since the commit adds a new member of Interface and the 'new Interface' is in GemRB.cpp
[19:07:50] <fuzzie> (or in CocoaWrapper.mm if you use that)
[19:08:07] <fuzzie> if it's definitely not that, then what's the last log entry?
[19:10:15] <chiv> I've even gone so far as to purge all gemrb traces i can find from /usr/local, and the last message is '[Core]: Plugin Loading Complete...'
[19:10:57] <fuzzie> intrsting
[19:11:12] <fuzzie> the next step is to run the initializers
[19:12:30] <fuzzie> so there are five plugins with one
[19:13:04] <fuzzie> the three opcode ones, the CREImporter and the TTFImporter, but the latter should be totally harmless
[19:13:44] <fuzzie> so that's v.v.mysterious
[19:13:52] <fuzzie> can only suggest debugging
[19:15:14] <chiv> I am just going to boil it down to the uselesness of my computer... I bet if I open my netbook now and compile it, everything will be fine
[19:17:29] <fuzzie> could be a corruption bug or something caused by another commit and only happens to show up with this one, for example
[19:20:43] <fuzzie> or us missing the obvious
[19:29:40] <lynxlynxlynx> you could run it through strace to verify there's no path funkyness
[19:32:01] <lynxlynxlynx> anyway, fuzzie, do you think it'd be better if i added a gameflag for that icon thing?
[19:32:31] <wjp> check /proc/#/maps to double-check loaded plugin paths?
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[19:39:46] <fuzzie> lynxlynxlynx: it would be more elegant as a flag on the mapcontrol maybe? if I understand it right
[19:40:03] <chiv> sorry about all this by the way, it probably is something at my end but I had to bring it up just in case it wasn't
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[19:40:33] <lynxlynxlynx> set from python?
[19:40:55] <fuzzie> yes
[19:47:09] <chiv> aaaand solved, by nuking everything from orbit just to be sure
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[19:54:29] <chiv> and I am happy to confirm I can now finish the 'become mage' quest
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[20:13:40] <Pepelka> [wiki] pst_quests - scratch off lots of issues that are now non issues http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388952570&do=diff
[20:13:41] <Pepelka> [wiki] pst_bugs - [GUI] http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1388952674&do=diff
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[20:37:20] <lynxlynx> what's the value of keeping records with the del tag?
[20:37:36] <fuzzie> ..?
[20:38:14] <chiv> so that regressions can be crushed quickly?
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[20:39:24] <fuzzie> it's nice for QA to make sure things are really fixed sometimes
[20:39:42] <chiv> yeah i mean I like to be able to say 'i had some notes on this somewhere', because my brain matter is quite porous
[20:40:01] <fuzzie> although I just haven't really worked out how to use the wiki thing very well
[20:40:31] <lynxlynx> but most of these were confirmed hits
[20:40:46] <chiv> the quests page isn't really supposed to be a bug tracker, its more a log of what you are supposed to be able to do
[20:40:54] <lynxlynx> and wiki has a history for every page
[20:40:55] <fuzzie> *is* there a simple way to get diffs of a wiki change?
[20:41:04] <lynxlynx> yep
[20:41:15] <fuzzie> I'm still just clicking two checkboxes and then the button for every single change
[20:41:37] <lynxlynx> chiv: yeah, the list + status is fine, it's the "del"eted stuff that is annying
[20:42:16] <chiv> I couldn't think of a better way to make the remaining problems visually obvious
[20:42:28] <chiv> even I get lost reading it
[20:42:37] <lynxlynx> more text can't help
[20:42:47] <lynxlynx> you can use colors for example
[20:43:04] <lynxlynx> fuzzie: so you'd like something more akin to git log?
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[20:43:22] <fuzzie> that would be great
[20:43:31] <fuzzie> or something I can middle-click
[20:43:42] <fuzzie> dokuwiki forum is not v.hopeful though
[20:43:42] <lynxlynx> the more efficient manual way is to middle click the 3d glasses icons
[20:43:53] <fuzzie> it doesn't do the right thing though
[20:43:54] <chiv> there aren't really that many remaining problems
[20:44:05] <fuzzie> 3d glasses diffs with very-latest-revision
[20:44:20] <fuzzie> anyway sorry it doesn't matter I'm just pondering while I'm trying to look at the diffs.
[20:45:52] <chiv> I can rewrite it without all the dead bugs if it's that much of an issue
[20:46:33] <chiv> but I hadn't really given it a lot more thought since the initial creation
[20:47:54] <fuzzie> hm
[20:48:26] <fuzzie> the pst_bugs page is kind of messy
[20:48:39] <fuzzie> why is the 640x480 thing in there?
[20:48:51] <lynxlynx> no plugins for a log like view
[20:49:01] <lynxlynx> self promotion probably
[20:49:13] <chiv> 640x480 is a bug :P
[20:49:18] <chiv> blech
[20:49:20] <fuzzie> are the corpses still buggy?
[20:49:40] <fuzzie> anyway
[20:50:11] <chiv> the bug is you can change gemrb.cfg to whatever you like, but you won't actually be able to play the game like that
[20:50:52] <chiv> it's like the option is a tease.. anyway, I put the classic widescreen mod before my own self promotion
[20:51:19] <lynxlynx> but it's not a bug, that's just the way the originals are set up
[20:51:30] <lynxlynx> annoying, but true
[20:52:58] <lynxlynx> Find a gardner who has Mebbeth's herbs GOOD <-- eg
[20:53:12] <lynxlynx> it's an actual subpage link and it's not clear if everything in it is fixed
[20:53:42] <lynxlynx> things should just be removed as the are killed and then the status will be more obvious
[20:55:28] <lynxlynx> Kill the wererat in Phineas' basement BAD <-- yet the area still got an A+ :s
[20:55:33] <chiv> meh, I have a fix for that
[20:56:12] <lynxlynx> the idea of a quest list is good otherwise, since it is then clear which have been tried at least once
[20:56:38] <lynxlynx> you could even get a percentage out and say pst is x% completable :>
[20:57:10] <chiv> hah, I may like making arbitrary ratings, but even I wouldn't go that far
[20:57:27] <lynxlynx> Magic is extremely unstable, especially ball lightning and adders kiss - fixing just those spells would probably allow the game to be much more playable <-- btw, these two don't crash for a long time now, though their users will probably regret casting them
[20:58:49] <chiv> anyway: https://github.com/chilvence/gemrb/commit/8f837c43302aac60d6bdfe2fe9d132475555ea78 <that is the fix, and the reason for the A+ is because that is the only thing left to commit
[20:58:51] <Pepelka> Make sure to append _DEAD to the actor name when checking kaputz for dea... · 8f837c4 · chilvence/gemrb · GitHub
[20:58:52] <Pepelka> »gemrb - Engine Made with preRendered Background«
[20:59:11] <fuzzie> you should just commit that
[20:59:55] <lynxlynx> that will probably take care of the cyclic dependency murder quest too
[21:03:12] <chiv> ok, sent
[21:08:22] <lynxlynx> it's in, thanks
[21:08:30] <lynxlynx> can i reformat the quest page?
[21:09:12] <chiv> well, I was just about to, but if you want to do it...
[21:10:41] <lynxlynx> i can do it afterwards
[21:11:01] <chiv> I havent actually started, I need to eat anyway
[21:11:15] <lynxlynx> ok, it will be locked anyway
[21:14:09] <Pepelka> [wiki] pst_bugs - Winston made frequent use of the memory hole http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1388956237&do=diff
[21:38:20] <Pepelka> [wiki] pst_quests http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388957800&do=diff
[21:38:30] <lynxlynx> i removed deleted lines only where it was clear they are already fixed in our master, so many remain
[21:39:58] <chiv> yeah that looks better, I'll finish the cleanup later
[21:42:05] <lynxlynx> as for testing, the crashes are the easiest and most important to fix
[21:42:34] <lynxlynx> rechecks are for when you don't have much time or energy
[21:43:07] <chiv> i noticed that there was some sort of safety check that worked for one of them, but I don't really understand it
[21:43:12] <lynxlynx> try to include a bit of the gemrb log for backtraces
[21:43:37] <lynxlynx> eg. the Strahans one is useless - it is clear it has to do with spells, but not which
[21:43:41] <chiv> those are all from last year anyway
[21:44:23] <Pepelka> [wiki] quest:pst:learntheart - mebbeth dlg fixed http://www.gemrb.org/wiki/doku.php?id=quest:pst:learntheart&rev=1388958023&do=diff
[21:45:11] <chiv> I'm beginning to wish I hadn't made all this nesting...
[21:47:06] <lynxlynx> pages can always be deleted
[21:47:18] <lynxlynx> if nobody depends on them outside, there's no problem
[21:51:31] <chiv> thats better, I saved the one useful note and emptied a page
[21:57:13] <Lightkey> why can't websites just use the whole available width? :-/
[21:57:17] <Lightkey> http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388952570&do=diff this is stupid
[21:57:19] <Pepelka> pst_quests [GemRB wiki]
[21:59:33] <lynxlynx> yeah, annoying that it doesn't wrap
[22:02:31] <Pepelka> [wiki] pst_quests - [Ragpicker's Square] mage quest is completable now. new type of tag might be illuminating http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388959142&do=diff
[22:08:30] <lynxlynx> the Ratbone one sounds interesting
[22:09:55] <chiv> i mean to look into it next
[22:15:26] <lynxlynx> IF ~!Global("Lawful_Rbone_1", "GLOBAL", "Law", "GLOBAL", 1)~
[22:15:33] <lynxlynx> even weidu gets confused
[22:15:44] <lynxlynx> still haven't gotten to the point where you ask to train though
[22:22:45] <lynxlynx> doesn't look like he can train you
[22:24:24] <lynxlynx> besides dakkon, there are 4 other fighter trainers
[22:24:26] <lynxlynx> not him
[22:26:58] <lynxlynx> Korur, Porphir, Marquez and Qui-Sai
[22:27:22] <chiv> weird, after i go through the dialog once, the second time it does change my class to theif
[22:28:23] <lynxlynx> aah, so thief & the other ratbone
[22:28:45] <lynxlynx> dr_bone vs dratbone
[22:31:40] <lynxlynx> well, there are two identical endpoints that trigger the actions
[22:32:35] <lynxlynx> no reason why it shouldn't try if you get to the "Ye knows ye gots ta stop doin' whatever ye're doin' now, right? Ye can't be a warrior
[22:32:35] <lynxlynx> or what-not *an'* a thief. Are ye alright with that, cutter?" part
[22:39:21] <chiv> The only difference I can see is the lack of Wait(2) in the one that works, but that wouldn't make a difference would it?
[22:42:47] <chiv> oh. it was the thing that made the difference. What the hell?
[22:51:25] <lynxlynx> broken instants would be my age old response
[22:51:48] <lynxlynx> you know who to bother, but not today
[22:52:03] <lynxlynx> not tomorrow morning either
[22:52:48] <chiv> tomorrow brunch then ? :)
[22:53:21] <chiv> what is the 'broken instants' thing anyway
[23:09:03] <Pepelka> [wiki] pst_quests - [Market Quarter] area should be good to go http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388963137&do=diff
[23:27:36] <lynxlynx> just a guess
[23:30:39] <-- lynxlynx has left IRC (Remote host closed the connection)
[23:33:14] <Pepelka> [wiki] pst_quests - [Ravel's Maze] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388964430&do=diff
[23:51:21] <Pepelka> [wiki] pst_quests - [Baator] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388965660&do=diff