#gemrb@irc.freenode.net logs for 6 Dec 2011 (GMT)

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[01:22:38] <jeremyagost> I redid the thieving patch, separating the changes more clearly http://dl.dropbox.com/u/17088718/fix_unstealables_redux.patch
[01:37:39] <jeremyagost> brad_a: were those mac build errors related to the IPHONE #ifdefs in SDLVideo.cpp submitted?
[01:38:54] <brad_a> i pushed this:http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=411561934ed30dbf6647fd5af0c30cf131170ac0;hp=96c1179cdb8cb6b206d1608152e47f30f2acc72e
[01:38:58] <brad_a> is that what you mean?
[01:39:33] <jeremyagost> ah yes thanks
[01:40:10] <jeremyagost> did you also submit the fix related to SDL_EventType?
[01:54:29] <jeremyagost> tomprince: you've got a github mirror right?
[01:59:05] <brad_a> yes i fixed the event type too
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[04:31:13] <lloyd> where would be a good place to put a #define about how many select sounds to check for
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[06:59:06] <tomprince> jeremyagost: I do. but you shold fork from fuzzies.
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[08:55:37] <lloyd> is there a reason that Actor::SelectActor isn't used with OnMouseUp?
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[08:58:01] <lloyd> I just made the patch to fix the select sounds but it seems like I should have replaced the GetStringCore with SelectActor rather than VerbalConstant
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[09:18:22] --- Topic for #gemrb is: GemRB 0.6.6 | http://gemrb.org | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots! | import pdb; pdb.set_trace()
[09:18:22] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Mon Oct 3 19:43:19 2011
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[11:16:14] <edheldil> Hi all.
[11:17:06] <edheldil> freeing mem in plugin that was allocated in core doesn't work on windows, right?
[11:35:24] <fuzzie> should work fine nowadays
[11:35:55] <fuzzie> we error out if you have non-shared mem allovator
[11:36:08] <edheldil> ah, ok
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[12:47:04] <lloyd> http://pastebin.com/CZTdjzUL -- patch for fixing select sound errors
[12:47:43] <lloyd> can someone apply it/tell me if I'm doing right :)
[12:47:46] <fuzzie> well, the obvious comment there is that you've messed up the spacing :)
[12:48:04] <lloyd> lol what was it? tabs?
[12:48:08] <fuzzie> yes
[12:48:22] <lloyd> okay
[12:50:06] <fuzzie> why did you disable the check for GetVerbalConstant being 0?
[12:51:38] <fuzzie> also why did you disable sel_snd_freq?
[12:52:12] <lloyd> it doesn't work
[12:52:17] <lloyd> but it wasn't using it b4
[12:52:40] <lloyd> is it meant to use the menu setting?
[12:52:44] <fuzzie> yes
[12:52:51] <lloyd> Doesn't for me :S
[12:53:00] <fuzzie> did you debug it?
[12:53:02] <lloyd> I tried to see if I could fix it but nope
[12:53:23] <fuzzie> i'm wondering specifically why you disabled it
[12:53:34] <lloyd> because it's always 0
[12:53:40] <lloyd> no matter what is in menu
[12:53:43] <fuzzie> you tried changing the ini?
[12:53:52] <lloyd> baldur.ini?
[12:53:55] <fuzzie> yes
[12:54:05] <fuzzie> i don't think sabotaging C++ code for some GUI issue sounds like a good idea
[12:54:31] <lloyd> but it wasn't using the varible in the code b4 so...
[12:54:39] <fuzzie> no?
[12:54:45] <lloyd> selecting actor didn't even use that function b4
[12:54:59] <fuzzie> sure it did
[12:55:26] <fuzzie> i'm looking at the portrait selection code right now
[12:55:35] <fuzzie> oh, hm
[12:55:48] <lloyd> hmm I'm talking about on select on actual game
[12:55:50] <fuzzie> right, stupid refactoring happened
[12:56:00] <lloyd> ya I thought it was weird
[12:56:27] <lloyd> but anyway I'll test to see if changing ini works
[12:56:29] <fuzzie> but i mean, do you have a better reason for sabotaging it than "it wasn't working before"?
[12:56:51] <fuzzie> it is taking the setting from the config setting "Selection Sounds Frequency", for reference
[12:57:32] <lloyd> ya I looked though...as far as I can see that hash never gets initialised except from whatver file its meant to
[12:57:43] <fuzzie> it should come from the original game .ini
[12:57:50] <lloyd> err get rid of except from that last sentence
[12:57:54] <lloyd> ok that helps
[12:58:00] <lloyd> I'll see if it works
[12:58:09] <fuzzie> afaik *none* of the GUI options work
[12:58:33] <fuzzie> changing them in gemrb's GUI just seems to do nothing, for me
[12:58:56] <fuzzie> but as usual, maybe i'm doing it wrong
[13:03:46] <lloyd> which var do you think select sounds are in baldur.ini?
[13:04:11] <lloyd> maybe voices..
[13:04:25] <fuzzie> they're exactly that var
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[13:04:25] <lloyd> nvm that's a volume
[13:04:31] <fuzzie> see pst/iwd
[13:05:03] <lloyd> as in "Selection Sounds Frequency"?
[13:05:15] <fuzzie> iwd/icewind.ini:Selection Sounds Frequency=3
[13:05:15] <fuzzie> pst/torment.ini:Selection Sounds Frequency=3
[13:05:48] <lloyd> hmm bg2 doesn't have that though....that except b4 was because I think the var is at least initialised in pst
[13:06:10] <lloyd> but not sure because don't have it installed
[13:06:35] <lloyd> but yeh it's not in baldur.ini
[13:06:51] <fuzzie> so put it in :)
[13:07:13] <lloyd> lol that works ok
[13:10:43] <lloyd> it works :D
[13:11:26] <lloyd> would it be a huge pain to make the menu work for each game...
[13:11:58] <lloyd> maybe gemrb can at least check if they are set in the ini and if not set them....otherwise everyone has no select or action sounds by default
[13:13:25] <lloyd> ie if the hash returns -1 or something then set it to some default value
[13:13:44] <lloyd> right now it returns 0 which is a valid value
[13:13:53] <fuzzie> just change the default?
[13:14:03] <fuzzie> as in, the sel_snd_freq default
[13:14:07] <fuzzie> to something less crazy
[13:14:45] <lloyd> hmm that might work
[13:21:44] <fuzzie> just a guess at a solution
[13:24:47] <lloyd> works! :)
[13:31:51] <lloyd> lol bored sounds still continue when on options menu
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[13:58:25] <lynxlynxlynx> yeah, we should pause on all the main screens
[13:58:32] <lynxlynxlynx> except for the inventory in bg1
[14:02:32] <edheldil> and except of multiplayer? :)
[14:03:30] <lloyd> I just somehow deleted all my changes I'd done today with git....derp
[14:04:21] <lloyd> I was trying to squash them into one commit but instead they dissapeared
[14:04:30] <lynxlynxlynx> using what?
[14:04:43] <lloyd> git rebase -i HEAD~4
[14:04:51] <lynxlynxlynx> if the changes were committed, you can use git reflog
[14:04:54] <lynxlynxlynx> so yes
[14:05:56] <lloyd> how do I retrieve them from reflog :?
[14:06:50] <lloyd> nvm found guide :)
[14:12:56] <lloyd> yay its back thanks :P
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[15:04:26] <lloyd> how do you check what game you're in bg,iwd etc?
[15:05:15] <edheldil> lloyd: if you mean game type detection, look in GUIScript/*/Autodetect.py
[15:05:34] <lloyd> ok ty
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[16:06:48] <lynxlynxlynx> i don't remember any recent changes to the way we treat global actors except for the npclevel adjustment
[16:07:23] <lynxlynxlynx> dynaheir now starts in nashkel, though she wasn't replaced
[16:14:52] <lynxlynxlynx> hmm, that's a bug too
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[16:24:41] <lynxlynxlynx> ah, it is my fault somehow :)
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[16:50:50] <lynxlynxlynx> yep
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[17:59:11] <brad_a> http://androidandme.com/2011/12/news/android-market-surpasses-10-billion-downloads-drops-10-popular-apps-to-10-cents/
[17:59:19] <brad_a> if somebody didnt know :)
[17:59:50] <brad_a> i hope anybody interested has better luck actually checking out of the market than myself :\
[18:01:48] <Yoshimo> im still trying to play bgt on my android cell, but it is more difficult than i thought
[18:02:43] <Yoshimo> filetransfer fails shortly before its complete and i have no idea why it hang up
[18:02:53] <lynxlynxlynx> still, it could be worse - did you see the dingux video?
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[18:05:00] <brad_a> yoshimo: try transferring in chunks
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[18:05:36] <Yoshimo> what the hell is that?
[18:05:54] <brad_a> what?
[18:06:08] <Yoshimo> ah the gameconsole you meant, no i havent seen it
[18:25:30] <CIA-44> GemRB: 03lynxlupodian * r1e78f9e16d98 10gemrb/gemrb/core/Game.cpp: be more careful when calling CheckForReplacementActor
[18:25:30] <CIA-44> GemRB: 03lynxlupodian * r9117e4b7b23a 10gemrb/gemrb/core/Map.cpp: don't concatenate two strings of the debug dump
[18:29:59] <fuzzie> brad_a: oh nice, i wanted SketchBook Mobile.
[18:30:33] <brad_a> well now you can for the low low price of what ever 0.10 USD is in the netherlands
[18:30:48] <brad_a> or euros
[18:31:15] <fuzzie> it charged me 0.10eur, indeed
[18:31:31] <lynxlynxlynx> bastards
[18:32:06] <brad_a> that sucks
[18:32:14] <brad_a> still cheap :)
[18:32:47] <fuzzie> yes, i don't quite think i can complain, thanks for the link!
[18:32:54] <brad_a> yup
[18:40:41] <brad_a> ha ha my bank keeps rejecting payment because it thinks they are duplicate charges >_<
[18:43:50] <tomprince> lloyd: For figuring out what game you are in, you probably want to look at game flags: we can mix and match the different behaviours
[18:45:35] <Yoshimo> how difficult would it be for gemrb to find out wether people installed 1pp or infinity animations on their base install?
[18:47:08] <lynxlynxlynx> not really
[18:53:52] <brad_a> it would probably be better for the mods to ask about patching gemrb files instead of us doing it if that is why you ask
[18:54:37] <Yoshimo> how would a mod author know where the gemrb files are?
[18:55:10] <brad_a> can they ask for a path to the override?
[18:55:24] <fuzzie> they can put information about their changes in the game override
[18:55:37] <fuzzie> and we could pick it up from there
[18:55:42] <brad_a> that too
[18:55:53] <brad_a> as long as they are responsible for the information
[18:57:53] <lynxlynxlynx> for widescreen, i just added a query to the start
[18:58:18] <lynxlynxlynx> but that one is data-only
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[22:57:00] <Yoshimo> what is supported better iwd1 or2? or doesnt that matter?
[23:14:33] <lynxlynxlynx_> iwd1
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