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

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[08:07:30] <fuzzie> ah, poor barra :)
[08:11:23] <fuzzie> good to hear they're preparing to move to hg, though
[08:14:08] <edheldil> fuzzie: Japanese has no capitals as far as I know, but they have three alphabets
[08:14:32] <fuzzie> yes, original engine seems to have F3 to toggle between alphabets
[08:15:20] <edheldil> the third one, Kanji, would be used both with Hiragana and Katakana
[08:16:42] <edheldil> I have not looked, but probably Hiragana and Katakana are offset by something. Anyway, it was a JIS-16 or something like that
[08:17:31] <fuzzie> *nod*
[08:17:46] <fuzzie> they seem to have struggled a bit with implementing it
[08:20:27] <fuzzie> i'm not quite seeing how barra can say their agile thing doesn't have mandatory trac tickets either, especially since barra seems to have *written* the relevant docs very recently :P
[08:22:47] <fuzzie> but maybe it, like the meetings, hasn't had much testing, since there's only been the single sprint
[08:23:56] <fuzzie> they have a post-sprint thread where someone's saying the depgraphs were helpful, that's interesting
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[08:31:09] <edheldil> I wounder if it could work for them
[08:32:14] <fuzzie> they seem to have gotten quite a bit done during this first experimental sprint, although complaints about tickets simply not being created too, predictably
[08:32:43] <fuzzie> but that was a rather random comment anyway
[08:32:59] <fuzzie> my important question is, are there open-source isometric tiles somewhere which we could try testing with a gemrb iso tile renderer?
[08:33:11] <fuzzie> and barra seems more likely to know this than anyone else around
[08:37:17] <fuzzie> so if barra returns, someone pounce about the tiles, pls
[08:38:30] <dhewg> for automated testing?
[08:38:50] <fuzzie> for trying to write something in the first place
[08:40:24] <dhewg> i guess my next question is: whats not so isometric on the current renderer?
[08:40:36] <fuzzie> isometric *tiles*
[08:41:21] <fuzzie> the current renderer is awesome and perfect, but the sheer workload required to produce the art is crazy
[08:41:31] <dhewg> ah, missed an important detail then :)
[08:42:00] <fuzzie> and people occasionally mention that they considered gemrb, but there's no way to produce that amount of art etc
[08:46:30] <fuzzie> there's some bits on opengameart.org i guess, for what's now FLARE, like cave tileset
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[11:28:06] <fuzzie> ok, time to go see if anyone remembered i was meant to be in this exam
[11:28:20] <wjp> good luck
[11:29:14] <dhewg> yeah, gl with that
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[12:59:44] <fuzzie> well, who knows how that went
[13:00:41] <fuzzie> i see that in the meantime, the scummvm folksen are conspiring to slow down scummvm even more on my machine
[13:01:30] <wjp> we are?
[13:01:40] <dhewg> the unaligned topic?
[13:01:47] <fuzzie> yes
[13:02:04] <fuzzie> it's all dhewg's fault now
[13:02:18] <dhewg> <insert evil laughter here>
[13:02:53] <dhewg> but feel free to step in? maybe my conclusion there is wrong?
[13:03:08] <dhewg> i was mostly looking at 750 and its derivate on the wii
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[13:03:17] <edheldil> fuzzie: good way to keep you focused on gemrb, probably
[13:03:21] <fuzzie> it's a very good argument that i would've made if i wasn't lazy
[13:04:53] <dhewg> so.. that means that unaligned access on your box is faster?
[13:05:07] <dhewg> and more importantly.. working?
[13:05:58] <fuzzie> sure, manual futzing with alignment is a lot slower on all non-embedded x86/ppc stuff, right?
[13:07:42] <dhewg> ok
[13:07:55] <dhewg> how do we find out in configure is embedded or not?
[13:09:14] <fuzzie> you could do something crazy like see if you're targeting a gamecube or wii
[13:09:21] <fuzzie> but i shall stop spamming poor #gemrb now
[13:47:02] <edheldil> don't cmake/automake provide hints on alignment?
[13:47:21] <fuzzie> not useful ones
[13:52:43] * fuzzie flails
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[17:09:09] <fuzzie> barra_notebook: will be interested to see if your hg migration goes well :)
[17:09:42] <barra_notebook> fair enough :-) we're prolly be the target of your jokes again though
[17:10:17] <barra_notebook> just was a little pissed off last night as the old bullshit "1 trac ticket per commit" story was brought up again after I commented on it in the past
[17:10:27] <fuzzie> yes
[17:10:32] <fuzzie> except we were talking about agile :-)
[17:10:54] <fuzzie> i saw that the post-sprint-review commentary seemed fairly positive about trying to keep track of it in trac tickets, though
[17:11:21] <barra_notebook> I didn't take any offence in the remarks about agile: there are a couple of natural drawbacks that make it hard to apply Agile principles in a distributed team, volunteer, part time environment
[17:11:45] <fuzzie> yes, it is an interesting experiment
[17:12:13] <barra_notebook> it's mainly a question of available menpower and if it's possible to have short 15 minute meetings twice a week
[17:12:31] <barra_notebook> it worked for our sprint but it gets trickier once a key dev isn't available for a week or two
[17:13:52] <fuzzie> the sprint seems to have been productive, which is what matters in the end
[17:14:19] <barra_notebook> yep, from a productivity POV it was a success indeed :-)
[17:15:05] <barra_notebook> it's just hard to keep up sprinting once one or more of your key devs have to take a break
[17:15:25] <barra_notebook> so that's a point where sprinting doesn't work that well in such an environment
[17:16:17] <fuzzie> the reason i mentioned parpg at all was what i was pondering about available tilesets to play with, but i'm guessing the stuff on opengameart.org is going to be more useful to me
[17:17:14] <barra_notebook> what are you trying to do?
[17:22:59] <fuzzie> i was wondering whether we could build a tileset-based map importer for gemrb
[17:23:43] <fuzzie> so dungeon/cave/building inside walls/scenery, external tiles, etc
[17:26:22] <fuzzie> but it'd just be an experiment so it's really unimportant
[17:46:13] <dhewg> the color of the circle hilighting party members isn't reset in some instances
[17:46:46] <dhewg> i just got yellow instead of green (i think due to "panic"), and it wasnt reset after the effect expired
[18:04:48] <dhewg> similar issue with mindflayers
[18:05:01] <dhewg> they stun themselves, get a yellow circle and i cant attack them
[18:31:20] <fuzzie> hm
[18:31:28] <fuzzie> well we don't handle any of that cases well atm
[18:31:49] <fuzzie> but yellow only happens if they're paniced
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[18:32:46] <fuzzie> i don't really understand how that works though..
[18:35:45] <fuzzie> seems like it shouldn't be possible, if the effect expired it expired
[18:37:24] <dhewg> obviously i cant reproduce
[18:37:42] <fuzzie> i think i've seen it before
[18:37:57] <dhewg> a little more annoying is the purple circle
[18:38:13] <dhewg> like when i mutate into the slayer
[18:38:25] <dhewg> i can only regain control by save+load
[18:38:36] <fuzzie> mm, that is a bug introduced on master
[18:39:01] <dhewg> luckily loading isnt that annoying anymore \o/ :)
[18:40:00] <fuzzie> but, well, complicated
[18:40:04] <fuzzie> i have some time maybe this weekend
[18:47:39] <dhewg> and i think i just ran into the save-not-saving issue again
[18:47:44] <dhewg> 'q' didnt work
[18:48:02] <dhewg> i was searching for 'savegame.2da' but nothing happened
[18:48:05] <dhewg> *it
[18:48:57] <fuzzie> well
[18:49:18] <fuzzie> i looked at it when tomprince was fiddling last, and it seems to not actually be reporting the can't-save-here failures properly
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[19:44:55] <dhewg> this sequence where you kick jon out of spellhold is funky
[19:45:30] <dhewg> i was running into yoshi and he attacked me
[19:45:42] <dhewg> but he just made him invisible
[19:45:54] <dhewg> i hear footsteps, but nothing happens
[19:46:16] <dhewg> other party members can magically see him and try to attack
[19:46:36] <dhewg> they all walk to a certain map position and i get "attack without a valid target"
[19:46:56] <fuzzie> hehe
[19:47:08] <fuzzie> that's weird, he should be invisible to all
[19:47:11] <dhewg> its more madness than downstairs!
[19:49:38] <dhewg> whats supposed to happen?
[19:50:23] <fuzzie> he goes invisible and then proceeds to backstab and turn invisible again
[19:50:30] <fuzzie> repeat for all the murderers who should wander in
[19:51:02] <dhewg> oh, that worked for the other dudes
[19:51:08] <dhewg> just not on him
[19:52:58] <fuzzie> did you get the dialog?
[19:53:17] <dhewg> yeah
[19:53:20] <dhewg> well, some
[19:53:27] <dhewg> dunno if it was all
[19:54:02] <dhewg> blah blah job ohnoez *attack*
[19:59:25] <dhewg> i also get a shitload of leftover ani refcounts
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[19:59:58] <dhewg> one out of ~50: AnimationFactory mvafg26 has refcount 615
[20:03:18] <fuzzie> yes, something is clearly leaking them
[20:10:06] <fuzzie> stupid code
[20:20:13] <dhewg> Error: MVE player couldn't open audio. Will play silently.
[20:20:34] <dhewg> is the openal plugin messing up its buffer list or something?
[20:21:24] <fuzzie> well
[20:21:31] <fuzzie> maybe?
[20:21:42] <fuzzie> my ongoing assumption, as mentioned before, is that people are using broken audio systems
[20:22:23] <dhewg> avenger also posted that other oal error #3
[20:22:27] <fuzzie> but the openal driver is a rather huge mess
[20:22:45] <fuzzie> avenger is known to have a broken openal driver :P
[20:23:17] <dhewg> also, my whole game is now silent
[20:23:47] <fuzzie> but i implemented looping audio at some point, and also beholder added some activate/deactivate code which i haven't looked at very closely
[20:24:06] <fuzzie> so it could be one of those, or the rather huge mess bit
[20:30:25] <dhewg> and another prio issue i think: http://static.hackmii.com/dhewg/prio2.png
[20:30:36] <dhewg> i cant access the smaller rock container there
[20:35:35] <fuzzie> yes, top one should come first, but i'm not sure how it works quite
[20:35:48] <lynxlynxlynx> the activate/deactivate code is only used on android afair
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[21:14:47] <fuzzie> so what's the worst gemrb thing right now, unselectable?
[21:17:10] <dhewg> uh sexy, black&white
[21:17:30] <fuzzie> timestop?
[21:17:47] <dhewg> yeah
[21:18:01] <dhewg> dunno who casted it, but everyone on screen was affected
[21:18:09] <dhewg> even the caster
[21:19:32] <fuzzie> couldn't move?
[21:19:50] <dhewg> no, everything was halted
[21:25:28] <lynxlynxlynx> the caster is the one that is colorful
[21:25:34] <lynxlynxlynx> the most colorful
[21:26:01] <lynxlynxlynx> if you're still in the final spellhold battle, that's the old elven mage
[21:26:07] <lynxlynxlynx> vanev?
[21:27:19] <lynxlynxlynx> i don't remember any of the code caring if it was a party caster or not
[21:27:50] <fuzzie> lynxlynxlynx: why does the check in DrawActorSprite not use your TimeStoppedFor?
[21:29:25] <dhewg> yeah, its still the spellhold scene
[21:29:33] <dhewg> retried a few times
[21:29:46] <dhewg> that yoshi thing is reproducible
[21:32:16] <dhewg> wanev is the time stop dude
[21:32:24] <dhewg> casts it on jon
[21:32:53] <lynxlynxlynx> timestop has a target? :)
[21:33:06] <dhewg> thats what the log reads
[21:33:24] <lynxlynxlynx> fuzzie: i forgot about it
[21:33:25] <dhewg> and if time stop is active, tiax' true seeing is going insane
[21:33:38] <dhewg> he casts it like 1/s
[21:35:05] <fuzzie> i would ignore it for now
[21:38:55] <dhewg> weird thing is that it only goes crazy like ~3s after the start of time stop
[21:39:51] <fuzzie> yes
[21:40:13] <fuzzie> the timestop check is not stopping effects and not doing cleanup/updates
[21:40:18] <fuzzie> i don't know what it's meant to do
[21:48:55] <dhewg> if i run into the cell where yoshi is, and keep a distance so he's not initiating the dialog, he's already stuck in some walking animation
[21:49:21] <dhewg> i can hear footsteps while he doesnt move at all
[21:49:34] <dhewg> same frame of the animation too, doesnt change
[21:54:29] <dhewg> can i overcome that somehow?
[21:57:07] <fuzzie> stabble!
[21:57:15] <fuzzie> no-one capable of reversing invis? :P
[21:57:42] <fuzzie> Keldorn's really useful for that
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[22:06:59] <dhewg> dispel inv doesnt work there
[22:07:34] <dhewg> but he's there, there's one spot where no char can walk to, the keep circling it :P
[22:18:39] <fuzzie> hm
[22:18:45] <fuzzie> then definite script fail i guess
[22:19:56] <dhewg> i can kill him with aoe stuff
[22:21:51] <fuzzie> :<
[22:22:09] <fuzzie> i'm not quite sure what the failure is
[22:22:13] <fuzzie> you get dialog, but invis after?
[22:22:51] <dhewg> yeah
[22:23:19] <dhewg> but like i said, the bug seems to occur already before the dialog
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