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

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[09:12:46] <traveler> hi
[09:13:07] <traveler> thanks for fixing bill (checked) and names (not checked)
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[17:17:19] <lynxlynxlynx> brada: that disabled all mouse input on android?
[17:17:36] <brada> sure
[17:17:49] <lynxlynxlynx> definitely needs a config option then
[17:17:52] <brada> yes
[17:17:54] <brada> i agree
[17:18:12] <lynxlynxlynx> we know people use mouse when they can, since they get frustrated
[17:18:24] <brada> but as of today touch input on sdl emulates mouse input for some insane reason
[17:18:46] <brada> as you can imagine that would cause chaos in gemrb
[17:19:05] <lynxlynxlynx> no reason given?
[17:19:25] <brada> for why they made that change?
[17:19:30] <lynxlynxlynx> yes
[17:19:33] <brada> no they didnt give one
[17:19:41] <lynxlynxlynx> boring commit message?
[17:19:46] <brada> yup
[17:20:02] <brada> http://hg.libsdl.org/SDL/rev/17ef8a7cab55
[17:20:54] <brada> i assume for the time being beholder will build 2 versions of the android buld
[17:21:02] <brada> sdl 2 is just too slow for some devices
[17:22:25] <brada> i dont know why sdl itself doesnt supply an option for the mouse emulatin
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[17:23:48] <lynxlynxlynx> odd change too, it sends both event types now
[17:23:55] <brada> exactly
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[19:51:38] <Avenger> hello
[19:53:02] <Avenger> i read we cannot get a sane sdl version?
[19:53:20] <Avenger> what about forking it :P
[19:56:52] <lynxlynxlynx> oj
[19:56:58] <lynxlynxlynx> re yesterday
[19:57:14] <lynxlynxlynx> setplayerstat runs the pcf by default, we added the last param to be able to disable it
[19:58:05] <lynxlynxlynx> should I just add another guiscript function to call it directly? Not all pcfs are safe to be called that early (pcf_level is a crasher for example)
[19:58:33] <Avenger> ah i see
[19:58:48] <Avenger> no
[19:59:24] <Avenger> if you move the innate setup to the constructor, it would work for now
[19:59:38] <Avenger> the one dealing with innate from setbooktype
[19:59:56] <Avenger> later we can improve setbooktype if needed
[20:00:21] <Avenger> most likely the existing bits set to 1 won't go back to 0
[20:01:00] <Avenger> You implemented config saving in PST too?
[20:01:11] <lynxlynxlynx> sure, that's easy, but weren't you worried about not having the pcfs run at all?
[20:01:22] <lynxlynxlynx> yes
[20:01:28] <Avenger> not much, they will be run when time starts flowing
[20:01:44] <lynxlynxlynx> ok, trivial then
[20:01:59] <lynxlynxlynx> maybe i'll make a release this week
[20:02:11] <Avenger> we just be aware that during chargen stats won't affect each other like expected
[20:02:26] <lynxlynxlynx> leaving for st. petersburg in two days, so it would be from there :D
[20:02:34] <Avenger> nice
[20:02:42] <Avenger> So, have you implemented config saving in PST too?
[20:02:46] <lynxlynxlynx> yes
[20:02:51] <Avenger> i'll be closing some old tracker entries then!
[20:02:57] <Avenger> our oldest open tracker entry is closed
[20:03:02] <lynxlynxlynx> people use that? ;)
[20:03:13] <Avenger> sure they do
[20:03:18] <Avenger> and i even tend to it
[20:03:39] <Avenger> this one was open since 2007, lol
[20:06:33] <lynxlynxlynx> :)
[20:07:31] <Avenger> gorion doesn't have the overhead text upon leaving candlekeep
[20:09:18] <Avenger> lol bg1 is so lame compared to bgee :) the screen size .... ugh
[20:10:04] <lynxlynxlynx> comments on renaming Number and Number2 to Count and CountWithBonus?
[20:11:22] <Avenger> ok
[20:11:37] <Avenger> When it was named Number2 i had absolutely no idea what is it
[20:11:54] <lynxlynxlynx> that much is clear
[20:12:36] <lynxlynxlynx> maybe SlotCount would be better
[20:12:43] <Avenger> this bug by edheldil: Closing GemRB window shouldn't close without warning
[20:12:50] <lynxlynxlynx> fixed
[20:12:52] <Avenger> did you fix this only in bg2 or in pst too?
[20:13:04] <lynxlynxlynx> brad's work, in all the games
[20:13:17] <Avenger> ah excellent, one more bug to die
[20:13:32] <lynxlynxlynx> you'd notice had you not been gone testing bgee
[20:13:32] <brada> yay
[20:13:39] <lynxlynxlynx> it was pretty annoying for a while ;)
[20:14:02] <Avenger> we got 36 bugs open
[20:14:14] <Avenger> oldest is still from 2007
[20:14:30] <lynxlynxlynx> broken tiles?
[20:14:41] <Avenger> In BG2 (and probably other games) the currently selected window (game, inventory, paperdoll, priest scroll, etc...) isn't correctly reset when returning to game.
[20:14:53] <Avenger> reported by wjp
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[20:16:12] <lynxlynxlynx> that's about the button border?
[20:16:13] <Avenger> apparently it is just about highlightning the topmost button in the left menubar
[20:16:19] <lynxlynxlynx> aha
[20:16:46] <lynxlynxlynx> i added some code for that, but it's not reliable (MarkButton?)
[20:17:20] <Avenger> actually, it works
[20:17:34] <lynxlynxlynx> ok then :)
[20:17:44] <Avenger> what doesn't work: pressing hotkeys won't highlight thebutton associated with the selected window
[20:17:50] <Avenger> lol
[20:17:52] <Avenger> i will keep this open
[20:18:16] <lynxlynxlynx> different games have different behaviour too, but it's much easier to play with this now that gcw is shared
[20:18:20] <brada> i have that fixed in my repo
[20:18:51] <Avenger> cool
[20:19:15] <Avenger> lets kill these 5 years bugs before they grow on us
[20:19:20] <brada> but there was some debate about if i had done it in an acceptable way :p
[20:19:47] <Avenger> why? you had to include third party libraries? or what :D
[20:19:59] <brada> iirc i made all the key down / up events ruturn a boolean indicating wether or not they were handled
[20:20:02] <Avenger> i guess it is just 1 line per window
[20:20:10] <Avenger> to enable the correct button
[20:20:39] <lynxlynxlynx> it's part of a greater problem
[20:21:07] <lynxlynxlynx> their tooltips can also display the associated key if a config option is on (iirc on by default)
[20:21:25] <Avenger> oh well, that is another problem
[20:21:30] <Avenger> it can be separated
[20:21:32] <lynxlynxlynx> Hotkeys On Tooltips
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[20:21:51] <Avenger> hey tom!
[20:22:12] <lynxlynxlynx> i don't remember what we didn't like at that point, but it's all in the logs
[20:23:04] <Avenger> well, if it was full with keydown/keyup events hooked. i guess it was just too complicated to understand :0
[20:23:28] <Avenger> and bad things can happen with these hooks
[20:24:56] <Avenger> also: daytime indicator on clock. How difficult is to implement that?
[20:25:05] <Avenger> we can already stack multiple layers on a button
[20:25:21] <Avenger> shall it have some more core support?
[20:25:47] <lynxlynxlynx> [20:55.28] <brad_a> ^VI have a project addition id like to commit. i was told to ask here. <-- best first line ever :)
[20:26:19] <lynxlynxlynx> for the clock we already use the button animation and an overlay
[20:26:26] <Avenger> yes, i like people coming here with code in hand too :D
[20:26:54] <brada> heh
[20:26:55] <lynxlynxlynx> it was long ago, but i think we even tried with all of the layers; maybe the input was broken then
[20:27:36] <Avenger> buttons got a picturelist
[20:27:38] <Avenger> StackPicture
[20:28:03] <Avenger> it is called only from SetButtonPLT
[20:28:13] <Avenger> so, likely it works only for plt's
[20:28:30] <Avenger> wait, it works for bams
[20:30:03] <Avenger> it might be ugly because we expect clown colored bam/plt there
[20:30:13] <lynxlynxlynx> just try it, it's been a long while
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[20:30:45] <lynxlynxlynx> searching the logs just pointed me again to the fact that lostLinSoul vanished along with his pastes -.-
[20:32:07] <Avenger> setting the first color to -1 might work
[20:32:52] <lynxlynxlynx> can't find the discussion
[20:36:26] <Avenger> So something like: SetButtonPLT(WindowIndex, ControlIndex, "cdial", -1, 0, 0, 0, 0, 0, 0, 0, 1) <--
[20:36:39] <Avenger> but we don't have a way to switch cycles in that action
[20:36:56] <Avenger> i will fix this with a hack, ok?
[20:37:46] <lynxlynxlynx> maybe better for post-release?
[20:39:48] <Avenger> ok
[20:41:06] <lynxlynxlynx> i guess it will be time to tackle something annoying again
[20:41:56] <edheldil_> the problem w/ button layers is that theyhave different features
[20:42:14] <edheldil_> better would be imo st. generalized
[20:43:45] <Avenger> yes
[20:44:33] <Avenger> my function will let you select a single frame from an arbitrary bam, and add it to a button as a layer
[20:44:48] <Avenger> everything else is up to your script
[20:45:03] <Avenger> i don't know what will call it every hour....
[20:45:29] <Avenger> can we use the delayed callback?
[20:46:04] <lynxlynxlynx> oh, there is solar movement depicted?
[20:46:16] <lynxlynxlynx> the bg2 one is constant
[20:47:41] <Avenger> constant?
[20:47:50] <Avenger> no, it is 1 frame for every hour
[20:48:11] <Avenger> actually, my hack is not required
[20:51:16] <Avenger> GUICommon.GameIsBG2 <--- this is true in ToB too?
[20:55:29] <lynxlynxlynx> yes
[20:55:51] <lynxlynxlynx> the pendulum is different according to the time of day?
[21:03:18] <Avenger> no
[21:03:24] <Avenger> there is a cdial
[21:03:38] <Avenger> cdial's frame# is time of day
[21:05:24] <lynxlynxlynx> ah
[21:05:27] <lynxlynxlynx> sundial
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[21:08:46] <lynxlynxlynx> found another simple missing feature
[21:08:57] <lynxlynxlynx> traveling on the wmap does not advance time
[21:10:00] <lynxlynxlynx> should be trivial to fix on the guiscript side
[21:10:14] <lynxlynxlynx> the hours is in a strref, but we have it resolved there
[21:14:37] <lynxlynxlynx> huh, GameScript::AdvanceTime has a really odd factor. If it is really supposed to be passed in seconds, it should just be multiplied by 15
[21:15:03] <Avenger> yeah
[21:15:27] <Avenger> i now see the cdial frame :)
[21:30:54] <Avenger> Well, UpdateActionsWindow is not updated every hour
[21:31:13] <Avenger> i saw it tries to update the tooltip of the clock
[21:31:38] <Avenger> so i won't commit the guiscript
[21:34:12] <lynxlynxlynx> right, that was annoying too
[21:34:20] <lynxlynxlynx> i think it works in bg1, but not in bg2
[21:36:31] <Avenger> i switched the order of animated pictures with the bam picture when rendering a button
[21:36:42] <Avenger> do you think it needs to wait after release?
[21:37:06] <Avenger> i could at least commit that part :0
[21:37:38] <Avenger> the rest is simply using Button.SetBAM("CDIAL",0,hour) after hour is determined
[21:37:55] <Avenger> it is determined when you calculate the HOUR token
[21:38:01] <Avenger> and it should be updated every hour
[21:40:37] <lynxlynxlynx> you decide
[21:40:45] <lynxlynxlynx> i guess it is pretty localised
[21:41:20] <lynxlynxlynx> if i add an existing action to our gemacts.ids, it will just be available under two ids?
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[22:00:56] <lynxlynxlynx> gembot: unmute
[22:00:56] <gembot> I'm baaaaaaaaaaack!
[22:03:49] <gembot> build #107 of cmake g++-4.2 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
[22:03:49] <gembot> build #107 of cmake g++-4.2 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
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[22:07:27] <gembot> build #107 of cmake g++-4.4 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
[22:07:27] <gembot> build #107 of cmake g++-4.4 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
[22:08:45] <Avenger> i expect that to cause problems
[22:09:09] <Avenger> if it is a different id
[22:09:43] <Avenger> but you can always use a different name and link that name to the very same function
[22:11:01] <gembot> build #107 of cmake g++-4.6 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
[22:11:01] <gembot> build #107 of cmake g++-4.6 started, including [d4f05dec1aa26ca560fd3e4f02decb77112a3c7c, b3822afc9411ecbe0dcdb0a7056889d22015c80c, c744d247dcd66f009866ef00e208792df0a2beee]
[22:12:50] <lynxlynxlynx> gembot: mute
[22:12:51] <gembot> Shutting up for now.
[22:13:22] <lynxlynxlynx> i don't have any good iwd2 saves to test
[22:13:42] <lynxlynxlynx> it's not present in any of the others
[22:13:49] <Avenger> what do you need to test
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[22:14:45] <lynxlynxlynx> if it still works
[22:14:49] <Avenger> advancetime?
[22:14:58] <lynxlynxlynx> yes
[22:15:04] <Avenger> if you are using a different id, then it won't work
[22:15:43] <Avenger> why did you need this?
[22:16:36] <lynxlynxlynx> it's only available in iwd2
[22:17:28] <Avenger> but we don't need it in other games, do we?
[22:17:46] <lynxlynxlynx> we do now
[22:17:59] <Avenger> why?
[22:18:23] <Avenger> you can always call the function instead of the action
[22:18:35] <lynxlynxlynx> we don't have it exposed
[22:18:53] <Avenger> game->AdvanceTime(1);
[22:19:03] <lynxlynxlynx> and the data is readily available only on the guiscript side, so it seemed stupid to recreate the logic in core
[22:20:02] <lynxlynxlynx> why wouldn't the new id work though, it's not replacing any other action?
[22:20:34] <Avenger> i don't really understand. You mean, you needed more than ctrl 't' ? You want to use it as guiscript command?
[22:20:47] <Avenger> with executescript?
[22:21:10] <Avenger> and you didn't want to write a new guiscript command?
[22:21:26] <lynxlynxlynx> yes
[22:21:30] <lynxlynxlynx> didn't you get the commit mail?
[22:21:43] <Avenger> i'm on windows
[22:21:51] <Avenger> mail is on linux :)
[22:22:03] <Avenger> besides i get only digest
[22:22:09] <lynxlynxlynx> ah
[22:22:33] <Avenger> if you are going to use this from guiscript, i advice making a real guiscript command
[22:22:46] <Avenger> i hate using gamescript actions from guiscript
[22:22:49] <lynxlynxlynx> http://paste.debian.net/206768/
[22:23:20] <lynxlynxlynx> it seemed redundant, since the action is useful for other games too
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[22:24:38] <Avenger> well, i don't know if this will be good in iwd2
[22:29:17] <lynxlynxlynx> i can add an iwd2/gemacts.ids with 393 noop
[22:31:04] <Avenger> meh, snow (and likely rain) is wrong
[22:31:32] <Avenger> it doesn't cover the whole map, only the left side
[22:31:42] <Avenger> i thought i fixed this once
[22:33:33] <lynxlynxlynx> i can test rain quickly
[22:33:37] <lynxlynxlynx> start of tob
[22:33:45] <lynxlynxlynx> not sure if i ever saw snow
[22:34:08] <Avenger> that's good enough
[22:34:42] <Avenger> i see snow in iwd2 of course :)
[22:34:44] <lynxlynxlynx> rain still works fine
[22:35:19] <Avenger> more crap in iwd2 :(
[22:35:19] <Avenger> ar1106 has a wrong wall
[22:36:00] <Avenger> weird, it covers where it shouldn't and it doesn't cover where it should
[22:36:27] <Avenger> ah, it is not a wall, but an animation
[22:36:45] <Avenger> an animation that shouldn't cover actors, but it does
[22:37:57] <Avenger> crap, it has no 'ground' bit set
[22:38:07] <Avenger> i wonder how iwd2 determines this
[22:44:25] <Avenger> i see now, if an animation has 0 height, it is considered not covering
[22:44:37] <Avenger> i wonder if this is an iwd2 specialty or not
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[23:05:31] <lynxlynxlynx> Avenger: later, can you check sedjinni from totl - he never becomes visible, only attacks, so it looks like this could also be related to instants (no wand either)
[23:05:42] <lynxlynxlynx> it is spawned in ar9708
[23:05:47] <Avenger> ok
[23:09:43] <Avenger> see you later
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