#gemrb@irc.freenode.net logs for 6 Jun 2010 (GMT)

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[10:14:44] <goddard> whats up
[10:15:13] <goddard> Can I install gemrb off mounted iso files under 64 bit ubuntu?
[10:15:30] <Gekz> confusion has occurred
[10:15:44] <pupnik> hehe
[10:16:21] <pupnik> i am sure gemrb has an ubuntu package
[10:16:35] <Gekz> not a recent one I bet
[10:17:04] <fuzzie> look for 'unshield' in the wiki if you don't want to install using wine, if i interpret the question correctly :)
[10:17:41] <goddard> I dont have much experience compiling and such
[10:21:02] <goddard> does lion heart work?
[10:24:43] <goddard> does NJW's GemRB Installer work well?
[10:28:08] <Maighstir_laptop> Lionheart isn't an Infinity Engine game, so no.
[10:28:45] <pupnik> confusion continues
[10:29:45] <goddard> CMake Error at core/CMakeLists.txt:10 (INSTALL): install TARGETS given no LIBRARY DESTINATION for shared library target "gemrb_core".
[10:30:33] <goddard> CMake Error at plugins/2DAImporter/CMakeLists.txt:1 (ADD_GEMRB_PLUGIN): Unknown CMake command "ADD_GEMRB_PLUGIN".
[10:30:43] <goddard> what do these errors mean?
[10:40:58] <goddard> anyone throw me a bone here?
[10:48:27] <pupnik> i dunno
[10:48:57] <pupnik> look where you can edit the LIBRARY DESTINATIOM
[10:49:17] <pupnik> foe e.g. maybe
[10:49:56] <pupnik> grep -ri library * |grep -i destination
[10:50:14] <pupnik> forot if "library destination" works
[10:56:49] <lynxlynxlynx> there's an ubuntu package for 0.6.0
[10:57:12] <lynxlynxlynx> compiling will get you more general trouble and less gemrb trouble (and more fixes and features)
[10:57:49] <lynxlynxlynx> i don't know what source you are trying, but you can also try with autotools
[10:58:10] <lynxlynxlynx> what is your cmake version?
[10:58:23] <lynxlynxlynx> bbiaf
[10:59:38] <goddard> I just got it off git and just installed cmake
[11:15:40] <lynxlynxlynx> nxlynx> what is your cmake version?
[11:25:11] <goddard> 2.8.0
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[11:42:40] <lynxlynxlynx> that should be fine
[11:43:12] <goddard> i got it working!
[11:43:14] <goddard> :D
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[11:45:40] <goddard> the game seems way more responsive
[11:46:14] <lynxlynxlynx> what did you do?
[11:46:30] <Lightkey> lynxlynxlynx: still not giving up? ;-)
[11:46:51] <lynxlynxlynx> on what? :s
[11:47:04] <Lightkey> ah well, continue
[11:47:36] <goddard> only thing that is missing is multiple player
[11:47:39] <goddard> who is working on that?
[11:47:52] <lynxlynxlynx> nobody
[11:48:03] <goddard> Is anyone working on this any more?
[11:48:12] <lynxlynxlynx> none ever has
[11:48:35] <lynxlynxlynx> and really, the engine isn't complete yet, as i'm sure you'll find out soon enough
[11:49:35] <goddard> no one has every worked on this?
[11:49:54] <goddard> I heard soa has had complete play throughs with no problem
[11:49:56] <lynxlynxlynx> on multiplayer
[11:50:10] <goddard> oh ahh
[11:50:15] <goddard> gotcha
[11:50:27] <lynxlynxlynx> soa, iwd1 and bg1 had playthroughs, but there are some problems
[11:50:56] <lynxlynxlynx> they're most noticable in soa, since it is the most complicated of the three
[11:53:21] <lynxlynxlynx> but all the three are completable and iwd was pretty similar to the original experience
[11:53:26] <lynxlynxlynx> pretty/very
[12:01:34] <goddard> I tried creating a wiki account but never got an email
[12:02:07] <lynxlynxlynx> ok, what username do you want?
[12:02:19] <goddard> Goddard
[12:02:32] <lynxlynxlynx> a lowercase goddard is already in
[12:02:37] <goddard> thats me
[12:02:42] <goddard> i never got the email
[12:03:15] <lynxlynxlynx> pm me the prefered password and i'll (re)set it
[12:15:23] <Lightkey> tehe
[12:49:57] <CIA-23> GemRB: 03lynxlupodian * r70840c4be240 10gemrb/gemrb/GUIScripts/ (6 files in 6 dirs): factored OnIncreaseSize & OnDecreaseSize out of individual MessageWindow.py's
[12:49:59] <CIA-23> GemRB: 03lynxlupodian * r6a67d4b1bdc2 10gemrb/gemrb/GUIScripts/pst/GUICommonWindows.py: pst: fixed an error in OpenWaitForDiscWindow
[12:50:04] <CIA-23> GemRB: 03lynxlupodian * r28f94c0762bf 10gemrb/gemrb/GUIScripts/ (5 files in 5 dirs):
[12:50:04] <CIA-23> GemRB: TextScreen.py: merged all of the variants;
[12:50:04] <CIA-23> GemRB: the bg1 path is untested
[12:56:45] <fuzzie> that first commit doesn't break iwd2+pst?
[12:57:52] <lynxlynxlynx> no
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[16:47:52] <fuzzie> Lightkey: you bought some huge stack of games?
[16:51:18] <Lightkey> every jumble sale, the biggest is along the river Main and is like 1 km x 20 m, every few months
[16:52:00] <Lightkey> I get four bags of games for the price of two new ones
[16:55:59] <lynxlynxlynx> four bags is a lot, considering they don't make them in boxes anymore
[16:56:38] <Lightkey> no no, old games
[16:57:32] <Lightkey> two bags with the old big boxes and two mostly in jewel cases
[17:00:25] <Lightkey> big boxes like Stonekeep, Dune, Wizardry "The New Generation" (riight), Alone in the Dark 2, Lands of Lore..
[17:00:57] <Lightkey> those you get for 2-3 Euro usually
[17:07:25] <Dark-Star> sounds interesting, where exactly was that jumble sale? There are no decent ones around here that I know of so I might be tempted to drive a bit for a good one :)
[17:07:52] <Lightkey> Wuerzburg
[17:08:07] <Lightkey> http://alpha-team-noll.de/
[17:09:41] <fuzzie> alas, a bit inconvenient from here
[17:10:26] <Lightkey> Dark-Star: also, marktcom.de/
[17:11:27] <Lightkey> enter your zip code and find out where others are in your reach
[17:11:44] <Dark-Star> it's about 1:45 from here... and considering that you have to be one of the first before the good things are all gone would mean a very early start
[17:12:05] <Dark-Star> ah thanks for that second link that will be helpful :)
[17:13:59] <Lightkey> it is not so much that the good things are gone if you are late than that you just can not get around everywhere before it ends otherwise, it is so big ;p
[17:14:20] <Lightkey> 5+ hours
[17:14:52] <Dark-Star> well, the ones around here are so small that you cann completely cover them in like 30-60 minutes...
[17:15:02] <Dark-Star> at least the ones I've been to in the past
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[21:07:15] <Avenger> hi
[21:07:38] <Avenger> lynx: are you sure it was a wise idea to merge TextScreen without testing?
[21:09:34] <tomprince_loki> Well, I certainly think that merging is the right thing to do.
[21:10:21] <tomprince_loki> And I think that even if the current code is broken, it can be fixed without splitting up the code.
[21:11:24] <fuzzie> not much hope for gemrb if things don't actually get tested before commit,but the commit looked ok
[21:11:45] <Avenger> yes, bg1 prologue works
[21:12:21] <Avenger> i'm not sure if bg1 has different textscreens though
[21:12:42] <Avenger> the emphasis here is removing stuff without testing is not good
[21:13:43] <Avenger> i don't really remember what's different between the bg1 and bg2 textscreens, but there was some
[21:14:10] <Avenger> and this code covers two different things
[21:15:16] <Avenger> IncrementChapter and TextScreen
[21:17:34] <Avenger> btw, anyone tried to fix the drop capitals?
[21:17:55] <fuzzie> i looked at it months ago
[21:18:33] <fuzzie> the fix is to always render from the start of the text, basically
[21:18:40] <Avenger> i remember that, but i thought you fixed it :)
[21:18:52] <tomprince_loki> Avenger: From the looks of the code, the differences between bg1 and bg2 are reflected in the new code.
[21:19:09] <fuzzie> at the moment we try and be clever and only calculate for the visible text
[21:19:40] <fuzzie> but that doesn't work, even if you add cleverness for the drop capitals, the wrapping can affect the whole thing
[21:19:52] <fuzzie> i think this is also the cause for some pst bugs
[21:20:19] <Avenger> that sucks, for the textscreen we can afford the performance impact, i'm just worried about other applications
[21:20:55] <fuzzie> yes, so this is why i didn't look at it yet, it needs some thought
[21:21:14] <fuzzie> because the pst bugginess is in the dialog text, which is the message window, which is an awful lot of text
[21:22:03] <fuzzie> so it needs some clever storage of the line to start calculating at, i guess
[21:23:35] <Avenger> eep, pst stores are really unimped?
[21:23:42] <Avenger> omg :)
[21:23:47] <Avenger> we'll never get to the end of this
[21:23:54] <fuzzie> i think they worked, and then you broke them at some point
[21:24:04] <Avenger> meh
[21:24:23] <fuzzie> i thought they worked far more recently, but i don't have the time to work it out
[21:24:51] <fuzzie> iwd2 stores are unimped though
[21:25:02] <tomprince_loki> It shouldn't be too hard, it just needs the store code that is common factored out.
[21:25:06] <Avenger> i just read tomprinces's note
[21:25:13] <fuzzie> i couldn't make them work so i went looking for why, and they were just copied from bg2 and then never changed
[21:25:20] <fuzzie> which doesn't work at all
[21:25:53] <tomprince_loki> I have plans to refactor all the code which displays scrolling lists.
[21:26:29] <fuzzie> as long as it ends up actually simpler :|
[21:26:56] <Avenger> and working :D
[21:27:35] <tomprince_loki> It should.
[21:27:55] <fuzzie> but it did seem like it'd be trivial to do with some python class and slicing
[21:28:51] <tomprince_loki> What I envision is needing to specify
[21:28:54] <tomprince_loki> 1) the scrollbar
[21:29:21] <Avenger> is there any shop in the beginning of pst? hive?
[21:29:56] <tomprince_loki> 2) a list of some sort, each entry of which describes the gui controls of one list display item.
[21:30:05] <tomprince_loki> 3) a list of elements to display
[21:30:22] <fuzzie> well, but what is a 'list display item'? :)
[21:30:23] <tomprince_loki> 4) how to take an element of 2 and an element of 3, and wire them together.
[21:30:58] <tomprince_loki> Well, in the savegame case, it would be all the buttons an text areas of one row.
[21:31:01] <fuzzie> i am thinking of for instance the spell lists, which have multiple buttons in a row, each one representing a seperate element
[21:32:08] <fuzzie> Avenger: i can't remember, not in the first area outside the mortuary i think
[21:32:10] <tomprince_loki> I hadn't considered that. But, conceptually, is that any different than if all the buttons were stacked one on top the other?
[21:32:23] <fuzzie> well, only because you want to skip a whole row at once.
[21:32:50] <tomprince_loki> Well, I guess you would just need to specify a coarseness of the list?
[21:33:03] <fuzzie> so you have two obvious choices, one of which is you have some multiplier for the scrollbar, and the other being that you require elements be passed in sets appropriate for a whole row?
[21:33:09] <fuzzie> and i just wondered which was good
[21:33:29] <tomprince_loki> I think the first makes more sense.
[21:33:32] <fuzzie> ok.
[21:33:34] <fuzzie> me too :)
[21:33:55] <fuzzie> sorry, i am lagged a bit behind your responses, iguess
[21:34:53] <Avenger> lol, TakePartyGold, if done by a teammember will take away the gold, then give it back to the actor (a partymember), so it won't take gold
[21:35:06] <Avenger> i got the pet lim-lim for free this way
[21:35:39] <Avenger> i don't know how this should work
[21:35:51] <Avenger> the dialog is run by the party member?
[21:36:49] <fuzzie> shouldn't be?
[21:37:37] <fuzzie> the dialog actions are run by whoever is speaking there
[21:37:46] <fuzzie> but only TNO can initiate dialog in PS:T
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[21:39:17] <Avenger> well if dialog actions should be run by tno, then TakePartyGold needs some refinement
[21:39:26] <fuzzie> you're running original PS:T, not fixpacked?
[21:39:41] <Avenger> i think this is totally fixpacked
[21:39:43] <fuzzie> i remember the fixpack hacks the action
[21:39:56] <fuzzie> and then the scripts assume that
[21:39:56] <Avenger> i think this worked
[21:40:06] <fuzzie> but i don't remember how it is changed
[21:40:48] <fuzzie> yeah, it is fixpacked
[21:41:15] <fuzzie> by default it does just take and then give back.
[21:41:57] <Avenger> oh, hmm
[21:42:05] <fuzzie> but i think you surely see another bug
[21:42:06] <Avenger> so this is a non fixpacked code?
[21:42:27] <Avenger> i swear i applied all and even some more fixpack :)
[21:42:32] <fuzzie> you know which dialog file?
[21:42:39] <Avenger> d300mer5
[21:43:10] <fuzzie> that one should really be running on the seller
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[21:45:38] <Avenger> then there is a global bug of running dialogs
[21:45:41] <Avenger> that's what i feared of
[21:46:03] <Avenger> btw, i asked Morte's opinion, so there was a dialog transfer
[21:46:20] <Avenger> maybe i should check what happens if there is no transfer
[21:46:26] <fuzzie> no error on the console?
[21:46:42] <Avenger> it is full with stance bugs :(
[21:47:23] <Avenger> well, i added this bug to the wiki, maybe checking later
[21:47:28] <Avenger> see you later!
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[21:47:50] <fuzzie> tomprince_loki: i don't understand some recent patch
[21:48:04] <tomprince_loki> Which?
[21:48:18] <fuzzie> oh i see
[21:48:23] <fuzzie> you introduced some buggy code and then fixed it
[21:48:26] <tomprince_loki> Yes.
[21:48:46] <fuzzie> ok, i was just wondering whether you knew how on earth it had ever worked before!
[21:49:16] <tomprince_loki> Yes, I missed changing those two bits of code when I redid savegames.
[21:50:00] <fuzzie> oh, not that
[21:50:05] <fuzzie> - if (!dlg->EvaluateDialogTrigger(target, ds->transitions[x]->trigger)) {
[21:50:09] <fuzzie> + if (!ds->transitions[x]->condition &&
[21:50:11] <fuzzie> + ds->transitions[x]->condition->Evaluate(target)) {
[21:50:14] <fuzzie> ^- this
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[21:51:02] <tomprince_loki> Ah, yes, I must have made a mistake rebasing there.
[21:51:38] <fuzzie> i just thought i should review this code if Avenger was seeing bugs
[21:52:04] <fuzzie> but it looks ok
[21:54:52] <tomprince_loki> Looking at it again, it does change the behaviour in the case there is an action of "".
[21:55:13] <fuzzie> don't think that matters
[21:55:58] <fuzzie> more concerned about how the compile failures are a bit less obvious, but you noted this
[21:55:59] <tomprince_loki> Wouldn't think so.
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[22:36:55] <CIA-23> GemRB: 03tom.prince * r9897383d6925 10gemrb/gemrb/plugins/DLGImporter/DLGImporter.cpp:
[22:36:55] <CIA-23> GemRB: DLGImporter: Better reporting of script compiler errors.
[22:36:55] <CIA-23> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
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[22:57:44] <tomprince> Is Pox's dialogue buggy, or are we buggy? It seems like it requires some non-obvious work to be able to get him to smuggle you in.
[22:58:18] <tomprince> Or is this what devsin was talking about about instants in dialogue?
[23:01:32] <tomprince> If it is, the easist solution is probably to sort the actions on load?
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