#gemrb@irc.freenode.net logs for 6 Dec 2013 (GMT)

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[00:11:35] <Seniorita> [wiki] users:chiv - [Inventory Autosorting and Simplification] did something, yay http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1386288547&do=diff
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[01:02:28] <chiv> evening all
[01:06:01] <Seniorita> [wiki] users:chiv - [Repositories] http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1386291615&do=diff
[01:10:06] <chiv> I'm gearing myself up for another stab at Torment testing, so just dusting off my old patches and scratching some itches
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[04:49:48] <Seniorita> [wiki] pst_bugs - [Gameplay] mark wrong dialog bug as dead http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1386305134&do=diff
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[04:55:50] <Seniorita> [wiki] pst_quests - [Mortuary] morte now correctly suggests hooking up with dead chicks http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1386305651&do=diff
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[12:54:55] <edheldil> Hi all
[13:02:10] --> chiv has joined #gemrb
[13:02:26] <chiv> g'day
[13:17:37] <lynxlynx> ojla
[13:19:08] <chiv> dzien dobry?
[13:27:12] <chiv> just been playing some of my old saves from torment - I dunno if you guys have been working on it directly, but a few things seem to work better than before
[13:31:41] <edheldil> Hi, chiv
[13:31:59] <chiv> hello again
[13:32:26] <edheldil> I have see your wiki updates, but there are even more issues is pst :)
[13:33:28] <chiv> its certainly still rough, yes
[13:33:42] <chiv> or have you found new issues?
[13:34:26] <edheldil> the numeric labes are shifted, again
[13:34:31] <edheldil> labels
[13:35:23] <chiv> hmm... numeric labels?
[13:36:13] <edheldil> load, item count...
[13:37:06] <chiv> on items?
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[13:41:46] <edheldil> 'Click to close' button active when it should not. Cutscene should display empty portrait bar.
[13:42:45] <edheldil> font in container item count is wrong (and shifted)
[13:43:23] <edheldil> I meant inventory screen font is shifted left, at least
[13:43:26] <chiv> fair point, I was ignoring issues like that for the most part though, I was looking for game breakers
[13:43:31] <edheldil> (in numeric labels)
[13:44:09] <edheldil> well, the load is unreadable
[13:45:07] <edheldil> blood displayed on feet height instead of midbody height
[13:45:46] <edheldil> wrong frame color or highlighting for unarmed "weapon"
[13:46:30] <edheldil> I want to fix at least some of the easy ones :)
[13:46:41] <edheldil> but the more you fix, the better
[13:47:23] <edheldil> it would be good if you could add the above to your list as well
[13:47:52] <chiv> I will, no doubt, after I return from work
[13:48:44] <chiv> i'm not sure what you mean about the load being unreadable though...
[13:50:32] <chiv> the most annoying bug that still remains is all the info-points are always 'you are too far away to examine this', which breaks, well, every main quest...
[13:51:24] <chiv> i never really understood that because it's fine in bg1/2/iwd etc
[13:52:26] <chiv> but yeah, thats my plan as a starting point
[13:58:13] <edheldil> eh, the inventory screen uses wrong item count font a well, just a different one
[14:15:21] <chiv> doh, you mean encumbrance? I kept thinking you meant the load screen...
[14:19:15] <chiv> I'll carry this on later
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[14:24:30] <Seniorita> [wiki] pst_bugs - [Inventory] note some more problems http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1386339524&do=diff
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[14:33:30] <Ninja_Thomek> hello, just a quick question. Is GemRB easy to use if you want to make a simple, your first RPG?
[14:33:39] <Ninja_Thomek> i have a gf who is an animator
[14:33:48] <Ninja_Thomek> and is looking for making a little game
[14:34:51] <Ninja_Thomek> i will support her with a little coding, and assistance
[14:37:10] <Ninja_Thomek> of course, artwork will be original
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[15:21:20] <edheldil> sigh
[15:22:04] <edheldil> Ninja_Thomek: I suspect there might be much easier systems for a simple first RPG
[15:22:49] <edheldil> Ninja_Thomek: as GemRB has to support idiosyncracies of the original engines, it's rather comples and moreover it's still developed
[15:23:45] <edheldil> Ninja_Thomek: on the other hand, we need a nice redistributable dataset and you would be FIRST :-)
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[15:56:55] <brada> edheldil: i suspect that PST inv font broke when we discovered the other games were using the wrong state font and changed it in the GUI.py
[15:57:10] <brada> so maybe PST is an exception like IWD2 was
[15:57:29] <brada> this was of course forever ago
[15:59:02] <edheldil> what is 'state' font?
[15:59:17] <brada> you sknow state.bam or state2.bam
[15:59:34] <brada> then again doesnt PST only have one?
[16:00:55] <brada> I havent played PST so maybe I dont know what you are talking about
[16:01:02] <edheldil> I can't see the connection... For stack amounts the NUMERICx font is used
[16:01:18] <brada> still i vaguely recall changing that stuff too
[16:01:22] <brada> around the same time
[16:02:35] <edheldil> possibly.. I can't check atm, but I suspect that moving things to common might have caused it
[16:02:56] <brada> yes thats what I'm talking about :p
[16:03:07] <brada> there was a refactor around then too
[16:06:04] <brada> and if you could figure out the vertical alignment on avatar effects that would be swell :p
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