#gemrb@irc.freenode.net logs for 7 Jan 2014 (GMT)

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[00:02:50] <chiv> there's something odd with the scroll bars on the loading page, is it just me?
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[00:07:54] <brada> lemme check
[00:08:09] <chiv> i cant drag em anymore
[00:09:59] <brada> oh yeah
[00:10:12] <brada> undoubtedly my fault
[00:10:17] <brada> brb
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[00:12:48] <brada> b
[00:13:48] <brada> chiv: no problem here that i see
[00:14:19] <brada> are you at the tip of master?
[00:15:46] <brada> is it only in PST?
[00:16:09] <chiv> bg2+pst i checked
[00:16:30] <edheldil_> no, in how as well
[00:16:33] <chiv> i can't drag the little slider button
[00:16:46] <edheldil_> It jumps to start
[00:16:59] <edheldil_> Maybe I broke that...
[00:17:23] <chiv> i havent got your last two commits ed
[00:17:55] <brada> i doubt you broke it edheldil
[00:17:57] <edheldil_> oh, It's not
[00:18:13] <chiv> it's not killing me, but it was working semi recently im sure
[00:18:20] <edheldil_> so it's you, as always :-D
[00:18:26] <brada> guilty
[00:18:35] <brada> but i cant seem to replicate
[00:19:17] <brada> oh duh
[00:19:24] <brada> im on my font-rewrite branch
[00:19:31] <brada> so let me actually try and replicate now
[00:20:56] <brada> grr
[00:21:31] <brada> odd that they work fine on other screens
[00:31:03] <brada> guess i need more saves so i can properly test that next time :p
[00:31:20] <brada> still dont understand how removing CalculateStep broke it
[00:32:13] <brada> in the debugger i see stepPx is 0, but Value is 14. doesnt make sense
[00:32:59] <brada> oh Value is public :/
[00:34:04] <brada> ok then obviously we need that back
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[00:35:33] <edheldil_> Hi
[00:35:51] <chiv> fuzzie: are you able to walk through ar0502 without http://pastebin.com/qk4gTq4n <- this crash happening?
[00:35:52] <Pepelka> backtrace gemrb torment godsmen foundry - Pastebin.com
[00:36:43] <chiv> or anyone with pst really
[00:38:14] <edheldil_> what's the command to travel there?
[00:38:16] <brada> so sprite is null then
[00:38:41] <chiv> mta("AR0502") iirc
[00:38:44] <brada> we could probably just return there, but it would be nice to know why its null
[00:39:29] <brada> are you missing a resource? was there a warning about something before the abort?
[00:39:51] <chiv> there's something fishy going on, because in torment.exe the location where the animation would be has no visible animation
[00:40:27] <edheldil_> crashes on area load for me
[00:40:43] <brada> do you get the "Frame fetched while animation is inactive2!" error?
[00:40:51] <chiv> probably you spawn right next to it
[00:41:40] <edheldil_> [ResourceManager/WARNING]: '��������.dlg' not found...
[00:41:59] <edheldil_> [IniSpawn/ERROR]: Invalid spawn entry: GUARD5
[00:42:28] <edheldil_> the last msg is [ResourceManager]: Found 'defsound.2da' in 'GemRB Unhardcoded data'.
[00:42:35] <edheldil_> nothing interesting
[00:53:52] <brada> chive i dont get a crash
[00:54:30] <chiv> strange.. gog version of pst?
[00:54:43] <brada> yeah but i typoed the area >_<
[00:54:50] <brada> but when it loads all i get is black
[00:54:54] <brada> still no crash
[00:55:26] <brada> so is that the real AR number?
[00:56:10] <chiv> yeah, mta spawns you in a weird place, try jumping all over
[00:56:15] <brada> oh
[00:56:39] <brada> yup there is the crash
[00:57:21] <chiv> i think the gog version might be corrupt? it really looks like there should be something there in windows, but there isnt
[00:58:14] <brada> well ac is 0...
[00:58:24] <brada> oh
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[01:03:57] <brada> you have to step though a lot before you run into the null frame
[01:05:36] <chiv> oh, theres actually an event that triggers the dissapearance of that animation, never min
[01:05:55] <brada> this time the frame wasnt nulll, but it crashed with a general protection fault :/
[01:10:27] <brada> so just checking for null is unlikely to be a good fix
[01:18:48] <brada> yup i see a good reason
[01:19:54] <brada> for some reason frames is showing only 10 allocated
[01:20:04] <brada> but the cound is 18
[01:21:22] <brada> i dont see how thats possible so maybe my debugger is crazy or the other frames were freed
[01:24:21] <Lightkey> hm.. ScummVM supports the first two games but they don't like to talk about this RPG stuff, so here it is: http://www.mindwerks.net/projects/thirdeye-an-aesop-replacement-engine/
[01:24:24] <Pepelka> Thirdeye: An AESOP Replacement Engine | Mindwerks
[01:25:13] <Lightkey> 0.86.0 is the first version, he kept the version numbers from the previous project, which was DOS only
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[02:01:17] <chiv> this one: InrementGlobalOnce("Good_Uhir_1", "GLOBAL", "Good", "GLOBAL", 1) <-- I cant work out how it would be handled by Actions.cpp 3305
[02:05:11] <Pepelka> [wiki] pst_quests - [Buried Village] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1389060230&do=diff
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[02:35:26] <Pepelka> [wiki] pst_quests - [Clerk's Ward] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1389062052&do=diff
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[03:23:53] <chiv> Help([]) < it looks like pst has a super complicated help trigger, I can't find anything like this one in bg2
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[03:47:33] <chiv> nm, I read how it works on IESDP - but it isn't working in some cases for some reason
[03:50:12] <chiv> see 0108cmp1.bcs
[04:04:40] <chiv> although... the help command seems to actually work when the actors team is very close together...
[04:05:19] <chiv> yes, that seems to be the problem...
[04:06:41] <chiv> meh, too tired to chase that one any further right now
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[08:02:16] <edheldil> Good morning
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[12:02:03] <Beholder> hi
[12:16:16] <lynxlynxlynx> ojla
[12:35:32] <Beholder> where we using masks in blittile?
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[12:38:26] <lynxlynxlynx> no idea
[12:38:57] <lynxlynxlynx> i'd guess for the wallgroups
[12:46:02] <fuzzie> no
[12:46:10] <fuzzie> it's used for water for example
[12:47:46] <fuzzie> in the first bg1 area which Beholder has been testing using, the water below the castle is an example
[12:49:09] <fuzzie> in bg1 it's self-masking, so the tiles themselves are used as the masks - but that's not true in other games.
[12:51:18] <lynxlynxlynx> are you sure? it would explain a bug in one of the bg2 areas
[12:51:46] <fuzzie> :(
[12:53:14] <fuzzie> thought we had that fixed
[13:00:16] <lynxlynxlynx> it needs to be rechecked, it was noticed ages ago
[13:00:35] <lynxlynxlynx> maybe the fix for the tob candles or the fireplace one helped
[13:00:41] <lynxlynxlynx> let's see
[13:01:07] <lynxlynxlynx> ar0512
[13:02:18] <lynxlynxlynx> the rects are gone, but the water is green
[13:04:09] <fuzzie> gah.
[13:04:45] <fuzzie> are you fixpacked?
[13:07:21] <lynxlynxlynx> yes and no
[13:07:39] <fuzzie> notourbug, prbly
[13:07:53] <lynxlynxlynx> i forgot to mention the blue rect problem exists in the fixpacked version (water color ok), while the no-rect (ok) green color is from vanilla
[13:08:18] <lynxlynxlynx> so neither is fine
[13:08:21] <fuzzie> if it's http://forums.gibberlings3.net/index.php?app=gallery&image=464
[13:08:23] <Pepelka> Helm Temple Graphics Fix - BG2 Fixpack - Gallery - The Gibberlings Three Forums
[13:08:24] <Pepelka> »At the Helm Temple in the bridge district, the two bowls where water is supposed to be were showing lime green holes due to errors in the area graphi...«
[13:09:07] <lynxlynxlynx> yeah, but i have a halftile and a tile of translucent blue over their general area
[13:10:39] <fuzzie> in vanilla?
[13:12:25] <lynxlynxlynx> no
[13:21:36] <lynxlynxlynx> http://lynxlynx.info/bugs/ar0512.png
[13:23:46] <Beholder> let me see a printscreen of water in Candlekeep please
[13:26:20] <fuzzie> it should be blue
[13:26:42] <fuzzie> that's the only important bit
[13:26:44] <fuzzie> a screenshot doesn't really help so much otherwise: the reason for the mask is that water is animated
[13:27:35] <wjp> lynxlynxlynx: funky. That's in gemrb?
[13:28:11] <wjp> (current git master?)
[13:28:18] <lynxlynxlynx> yep
[13:29:01] <lynxlynxlynx> you'll need a fixpacked bg2 though
[13:29:12] <wjp> I wonder what the masks look like
[13:30:25] <Beholder> i need to see a transparency effect
[13:31:05] <Beholder> water animated using few sprites, not a mask animation
[13:31:05] <lynxlynxlynx> Beholder: http://lynxlynx.info/bugs/candlewater.png
[13:33:08] <Beholder> not this
[13:33:18] <Beholder> water around castle
[13:33:34] <fuzzie> I'm confused
[13:33:41] <fuzzie> does the water work for you, Beholder?
[13:34:49] <fuzzie> the working should be pretty obvious: it should first BlitTile the background sprite, and then BlitTile the water tile with a mask
[13:35:00] <fuzzie> did you already make that bit work?
[13:35:52] <Beholder> http://i-fotki.info/16/5d101f811d41cf5f5d343da9d132d6b3bc8616171761772.jpg.html
[13:35:53] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[13:35:53] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[13:35:55] <Beholder> this water draws with mask
[13:36:14] <fuzzie> yes
[13:36:23] <fuzzie> that works fine?
[13:36:25] <Beholder> its normally that not semi-ransparent?
[13:36:28] <lynxlynxlynx> yes, looks fine
[13:36:33] <Beholder> ok
[13:37:22] <Beholder> water in fountains looks same as on screenshot
[13:37:36] <fuzzie> and it animates ok?
[13:38:09] <Beholder> yes
[13:38:44] <fuzzie> the water, I mean
[13:39:44] <Beholder> i understood
[13:40:21] <fuzzie> so you must be using the mask, so it's all fine
[13:41:25] <Beholder> but i see a strange glow effect in daytime
[13:41:26] <Beholder> http://i-fotki.info/16/695d8929c4e94aaeff07fe0d28d608e1bc8616171762128.jpg.html
[13:41:26] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[13:41:28] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[13:41:41] <Beholder> it's ok?
[13:42:04] <lynxlynxlynx> nice
[13:42:19] <fuzzie> i'm waiting for stupid cutscene
[13:42:26] <lynxlynxlynx> it was brighter for me, so cool
[13:42:27] <fuzzie> I assume someone changed dialog pause since it's a bit buggy now :)
[13:42:44] <fuzzie> which is to say, totally broken
[13:42:59] <fuzzie> drat
[13:43:01] <lynxlynxlynx> you mean the escaping one?
[13:43:11] <lynxlynxlynx> oh
[13:43:14] <lynxlynxlynx> i almost forgot
[13:43:40] <lynxlynxlynx> Beholder: nobody reminded you to send us the code today yet ;)
[13:44:48] <fuzzie> I turned off masking here, it all looks delightfully crazy
[14:00:54] <lynxlynxlynx> ehh, more input foo
[14:01:29] <lynxlynxlynx> now for some reason the numerical keyboard keys 2468 don't obey number lock
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[16:42:14] <brada> fuzzie: is this likely to be a worthwhile optimization: http://pastebin.com/5kP2Gsqq
[16:42:16] <Pepelka> [Diff] diff --git a/gemrb/core/GUI/Window.cpp b/gemrb/core/GUI/Window.cpp index 3fc328 - Pastebin.com
[16:45:11] <fuzzie> well I think if you're asking that you can probably guess.. :)
[16:45:43] <fuzzie> but now that you wrote it, why not push/
[16:45:50] <brada> ok
[16:47:50] <wjp> erase+push_back isn't an optimal way to handle a replacement in a std::vector though
[16:48:29] <wjp> not that it matters too much
[16:48:59] <brada> wjp: i havent pushed yet, please educate me
[16:50:38] <brada> can you just assign to the iterator?
[16:51:26] <wjp> to r even
[16:51:48] <brada> oh cuz its a reference?
[16:52:48] <wjp> yes
[16:53:05] <brada> makes sense, thank you
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[17:34:01] <edheldil_> I know how Alice had to feel, going down the rabbit hole
[17:35:55] <edheldil_> I have to create some debian package here, and each time I start to package some of its dependencies, I find *their* unpackaged dependencies, on and on
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[17:56:22] <edheldil_> hi raevol
[18:12:13] <raevol> hihi
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[18:56:47] <Pepelka> [wiki] pst_bugs - [Sound] http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1389120828&do=diff
[18:58:46] <lynxlynxlynx> where's chiv?
[19:01:51] <lynxlynxlynx> edheldil_: edheldil: do you remember if you could remove nameless' eyes on your own in inventory?
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[19:06:07] <chiv> estoy aqui
[19:07:41] <chiv> you could move eyes about in inventory as much as you liked, but you could only swap an equipped eye for another one
[19:07:45] <chiv> I started working on a patch, but it mutated into something horrible
[19:07:47] <lynxlynxlynx> i'm fixing this now
[19:08:06] <lynxlynxlynx> currently looking at the eye/earing mismatch
[19:08:11] <lynxlynxlynx> silly new slots
[19:08:12] <chiv> everything was fine, until I realised they eye is just an earring
[19:08:19] <chiv> >:(
[19:08:32] <lynxlynxlynx> btw, did you really recheck vhailor? It wasn't the disguise fix that was supposed to fix him
[19:08:48] <lynxlynxlynx> it was the polymorphex one
[19:09:01] <lynxlynxlynx> so i guess you'd have to check before he joins the party
[19:09:12] <chiv> yeah i have a save from just before that
[19:09:27] <lynxlynxlynx> ok, so just misleading comment then
[19:09:51] <chiv> yeah sorry, I didn't realise it was something else
[19:13:41] <lynxlynxlynx> hah, nice bored strings
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[19:14:21] <lynxlynxlynx> and nordom has the eyepiece in the earing slot
[19:15:36] <chiv> I'm pretty sure that is dealt with by usability bits
[19:17:17] <lynxlynxlynx> nordom works fine, it's nameless that's screwed
[19:17:49] <lynxlynxlynx> if you disallow earings in eyes, you can't equip earings anymore
[19:18:34] <lynxlynxlynx> so i'll have to check the slot types aren't messed up
[19:18:51] <chiv> i was trying to reproduce the logic of "only equip an eye, if you are taking an eye out of the equip slot"
[19:19:19] <chiv> In other words *sunglasses* An Eye For an Eye
[19:24:06] <lynxlynxlynx> ffg's bodices can't be handled either
[19:24:19] <lynxlynxlynx> i'll check if the swap flag handling is ok
[19:26:47] <fuzzie> [Python/ERROR]: File "../gemrb/GUIScripts/InventoryCommon.py", line 789, in DialogItemWindow
[19:26:50] <fuzzie> [Python/ERROR]: ResRef = slot_item['ItemResRef']
[19:26:53] <fuzzie> [Python/ERROR]: TypeError: 'NoneType' object has no attribute '__getitem__'
[19:27:01] <Pepelka> [wiki] pst_bugs - [Inventory] http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1389122531&do=diff
[19:28:26] <lynxlynxlynx> fuzzie: what did you do?
[19:28:33] <fuzzie> talking to ffg's diary
[19:29:55] <fuzzie> after trying to remove her bodice
[19:30:55] <fuzzie> that order is required apparently
[19:31:25] <lynxlynxlynx> it works here, though i have the nocantmove bit disabled
[19:31:29] <fuzzie> probably that is responsible
[19:31:30] <lynxlynxlynx> you're not supposed to be able to swap it yourself?
[19:31:49] <fuzzie> this is just-after-joining so only the base item is present
[19:31:55] <lynxlynxlynx> but it's also a far away save, so it was definitely not the first time the item was removed
[19:31:58] <fuzzie> I guess? you know this better than me
[19:32:05] <lynxlynxlynx> chiv? :)
[19:34:46] <lynxlynxlynx> the data is in our table, so it can't be altered at runtime without a hack on the python side
[19:36:15] <fuzzie> 'elif GameCheck.HasTOB:' check in InventoryCommon probably not intended?
[19:38:10] <lynxlynxlynx> missing ()
[19:38:11] <fuzzie> that's not relevant, I'm just seeing it as I go past :)
[19:39:01] <lynxlynxlynx> the logic is fine otherwise
[19:39:13] <fuzzie> right, it's not used in pst anyway
[19:39:33] <lynxlynxlynx> and it wasn't brad's fault either :D
[19:39:38] <fuzzie> indeed :o
[19:39:44] <brada> o_O
[19:40:52] <lynxlynxlynx> wow, it was fizzle
[19:42:03] <chiv> important: grace and dakkon should never let you have their special items
[19:42:29] <fuzzie> this bug of mine is pretty unreliable
[19:42:39] <fuzzie> had to try a few times to get it
[19:43:00] <fuzzie> I don't understand why the slot_item would be None though?
[19:43:21] <lynxlynxlynx> chiv: that's what bit 1 was probably meant for
[19:43:51] <chiv> iirc, the code just ignores the check for items in basic inventory slots
[19:43:54] <lynxlynxlynx> 1 - named actor cannot remove it <-- is a bit stricter though
[19:44:01] <lynxlynxlynx> not anymore
[19:44:18] <chiv> ah cool, just thought i would mention it
[19:44:31] <lynxlynxlynx> ah no, it was added for bgs for boo and edwin's necklace
[19:44:49] <lynxlynxlynx> so maybe we'll just add another flag
[19:47:48] <chiv> did I ever mention that nordom's xbow gives me a headache?
[19:47:54] <lynxlynxlynx> i read
[19:48:15] <lynxlynxlynx> oh, so what about grace? can you redress her at will?
[19:48:30] <chiv> you can swap her armor, you just can't remove it
[19:48:50] <chiv> that just wouldn't be very polite
[19:48:59] <fuzzie> in current pst, I can't pick up armor from her inv, but I assume you know that and this is the problem
[19:49:15] <chiv> hmm.. it was working afaik
[19:50:40] <fuzzie> same with hannah's
[19:51:11] <Pepelka> [wiki] pst_bugs - [Inventory] note highlighting works too http://gemrb.org/wiki/doku.php?id=pst_bugs&rev=1389123957&do=diff
[19:52:04] <lynxlynxlynx> yeah, that's due to my last change
[19:52:11] <lynxlynxlynx> trivially fixed
[19:52:16] <fuzzie> :)
[19:52:17] <fuzzie> no rush
[19:52:36] <lynxlynxlynx> i'm in the middle of it, just checking which items should behave like i think
[19:52:56] <lynxlynxlynx> so grace can only swap the item and nothing else
[19:53:11] <lynxlynxlynx> the eyes are different from that if i understood correctly?
[19:53:40] <chiv> should be the same
[19:54:02] <chiv> just the eyes need an extra check to avoid going in an empty earing slot
[19:54:39] <chiv> and by same I mean you can move them about where ever you like, but you can only swap them with their own type of item
[19:55:28] <lynxlynxlynx> but that's nothing special
[19:56:10] <lynxlynxlynx> so to reequip grace, you have to pick up the other armor from the normal inventory and swap and drop the other one back
[19:56:24] <chiv> yes
[19:56:29] <lynxlynxlynx> my commit broke part of that
[19:58:07] <lynxlynxlynx> this was all a dudd, the circle don't have the movable bit set
[19:58:22] <fuzzie> the pst spellbook is broken for non-mages only I guess
[19:58:38] <lynxlynxlynx> netheir the ffg diary
[19:58:52] <lynxlynxlynx> perhaps we convert it, i remember some magic
[19:59:00] <chiv> I've been able to move the circle
[19:59:21] <chiv> fuzzie: broken how?
[19:59:33] <fuzzie> chiv: doesn't appear on-screen
[19:59:43] <chiv> i really just avoid magic so I wouldn't have noticed anything
[20:00:09] <Beholder> i have a bug with "dotted" fog. one sprite(down-left) not mirrors(or flips). I don't understand why... "Black" fog sprites draws properly. Which func draws these sprites?
[20:00:21] <Beholder> http://i-fotki.info/16/1db5d6680f91842fb83a8c36ab219834bc8616171784715.jpg.html
[20:00:24] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[20:00:39] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[20:00:58] <Beholder> and may be replace dotted sprites to semi-transparent?
[20:01:04] <fuzzie> if you want alpha fog, set '3D Acceleration' in your baldur config
[20:01:14] <fuzzie> but that is not true to the original
[20:02:00] <Beholder> :)
[20:02:15] <chiv> eh? it was an option in the original...
[20:02:15] <fuzzie> chiv: in bg1?
[20:02:21] <fuzzie> was really not :p
[20:02:52] <chiv> bg2 counts
[20:03:27] <fuzzie> Beholder: the code looks pretty simple, it just sets both the horizontal and vertical flip flags..
[20:03:41] <brada> yeah
[20:03:55] <chiv> sad to take all that lovely artwork and dither black dots over it
[20:04:10] <Beholder> right, my code works for black fog)
[20:04:44] <chiv> it looks super cool by the way
[20:05:11] <brada> one fog type uses bam and the other uses regular sprites iirc
[20:06:07] <fuzzie> FogSprites 0-15 are black and the rest are grey
[20:06:32] <fuzzie> so I stand by my 'horizontal and vertical flip flags'
[20:06:43] <fuzzie> that definitely sounds most likely to be the bug
[20:06:46] <Beholder> http://pastebin.com/d2zpW8Jr
[20:06:47] <Pepelka> [C++] // we do flipping here bool hflip = spr->renderFlags & RENDER_FLIP_HORIZONTAL; - Pastebin.com
[20:08:15] <fuzzie> your third set of coords are wrong?
[20:08:33] <fuzzie> I don't follow it very well
[20:09:03] <fuzzie> I mean the 2nd/3rd pairs of the first one
[20:09:16] <fuzzie> need more coffee
[20:09:26] <Beholder> :)
[20:10:54] <brada> well
[20:11:16] <brada> what happens if you flip a sprite one way then the other?
[20:11:34] <brada> i meah vertical then a seprate call to horizontal
[20:11:40] <brada> or vice versa
[20:11:41] <fuzzie> you get both flags
[20:11:44] <fuzzie> that should be fine
[20:12:40] <Beholder> you are right, flip vertical may be wrong
[20:13:52] <Beholder> but no...
[20:14:15] <fuzzie> well if you think about where the texcoords should go, the hflip&&vflip case just has the wrong coords, no?
[20:16:18] <lynxlynxlynx> are these factors for all the vertices?
[20:17:00] <Beholder> or cource
[20:17:03] <Beholder> of
[20:17:14] <Beholder> I am surprised that with the black fog that works well
[20:17:22] <fuzzie> the black flog doesn't do both flips
[20:17:47] <brada> thats what i tried to say...
[20:17:53] <fuzzie> oh, no, it totally does
[20:17:54] <fuzzie> hmmmm
[20:18:30] <Beholder> http://i-fotki.info/16/3c31f16c81ab70efbd6102c02b8d0ad0bc8616171785914.jpg.html
[20:18:30] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[20:18:31] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[20:18:31] <fuzzie> yes ok you shouldn't talk to me before coffee
[20:19:03] <fuzzie> the only difference in the grey case is that we free the intermediate sprite
[20:19:44] <fuzzie> afaict?
[20:20:23] <fuzzie> did you check if we're drawing the right sprite, Beholder? :)
[20:21:21] <Beholder> how? we drawn a more than 100 sprites per frame... too hard
[20:22:15] <fuzzie> it does look ok with sdlvideo
[20:22:27] <fuzzie> you preserve them on copy, right?
[20:22:42] <brada> probably not heh
[20:22:48] <fuzzie> the Sprite2D one does
[20:22:55] <fuzzie> and the black code depends on the same behaviour
[20:24:39] <Beholder> fixed)
[20:25:34] <Beholder> misplaced coordinates in vflip+hflip
[20:27:52] <fuzzie> so why did it work for black? :/
[20:28:36] <brada> maybe black was broken on a different orientation
[20:28:44] <Beholder> dont know)
[20:29:03] <brada> like bottom right
[20:29:07] <brada> who knows
[20:29:29] <Beholder> flips, tint, halftrans, sepia, gray, mask now works
[20:29:58] <brada> what remains?
[20:30:00] <chiv> how about disco?
[20:30:08] <Beholder> :)
[20:30:42] <Beholder> cover the next
[20:30:54] <Beholder> and i get missed colorkey on loading screen:)
[20:32:25] <lynxlynxlynx> quick, make a backup
[20:33:06] <Beholder> http://i-fotki.info/16/6c00df7673ddde753b0e78f9c7d84303bc8616171786831.jpg.html
[20:33:06] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[20:33:08] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[20:56:29] --> edheldil__ has joined #gemrb
[20:58:47] <Beholder> i got cover without pixels in BlitGameSprite
[21:07:29] <chiv> hmm... how do I compile pst's baldur.baf
[21:12:18] <fuzzie> weidu?
[21:12:56] <chiv> but with the new unhardcoded actions & triggers?
[21:14:37] <chiv> I essentially just want to know if this will do what I hope it does: https://github.com/chilvence/gemrb/commit/3d5078c48cfc048fa5edaecd824577069da11939
[21:14:38] <Pepelka> Some additions to baldur.baf for testing · 3d5078c · chilvence/gemrb · GitHub
[21:14:39] <Pepelka> »gemrb - Engine Made with preRendered Background«
[21:21:00] <Beholder> what about covers?
[21:21:17] <Beholder> blit function gets pixel from source?
[21:22:21] <fuzzie> chiv: yes with them :)
[21:22:24] <fuzzie> Beholder: what are you asking?
[21:22:56] <Beholder> how to covers works?
[21:23:49] <fuzzie> you get a non-NULL cover with NULL pixels?
[21:25:02] <fuzzie> that shouldn't be possible
[21:25:40] <fuzzie> otherwise: it's a mask
[21:29:35] <fuzzie> you should only draw when the cover mask is zero, and you have to use the right coords (compare sprite->XPos/YPos to cover->XPos/YPos)
[21:31:24] <fuzzie> maybe you'll want us to change it so you can keep a texture for it, I'm not sure
[21:33:11] <Beholder> cover and sprite is same size?
[21:33:13] <fuzzie> no
[21:33:26] <fuzzie> cover is larger
[21:33:40] <fuzzie> as wjp was saying the other day, you might not want to code this at all
[21:34:54] <fuzzie> because the cover is created from polygons
[21:35:39] <Beholder> ok, I'll ask wjp about covers
[21:35:39] <fuzzie> the code calls Video::InitSpriteCover and then adds polygons with Video::AddPolygonToSpriteCover
[21:36:47] <fuzzie> so instead of doing the mask, an opengl version could tesselate the polygons and render them into the stencil buffer, for example
[21:37:17] <fuzzie> you can't use the fixed pipeline stippling but that would be easy to recreate in a shader
[21:37:40] <Beholder> stencil is not supported by iphones
[21:38:04] <fuzzie> it should work on all iphones which support shaders, no..?
[21:38:34] <Beholder> should, but many users says that not work
[21:39:10] <Beholder> i used texture for masks
[21:39:23] <fuzzie> adding another texture will be very slow
[21:39:29] <Beholder> no
[21:39:32] <fuzzie> and stencil definitely works on all modern iphones, very well
[21:40:13] <fuzzie> not very slow?
[21:40:17] <Beholder> I did not see performance degradation
[21:40:22] <fuzzie> with three textures?
[21:40:27] <Beholder> right
[21:40:43] <fuzzie> hm, well, mask is definitely the lazy way to do it
[21:40:48] <fuzzie> since we already generate the mask for you
[21:41:23] <Beholder> i create mask textures only if needed
[21:42:17] <Beholder> btw, today i installed GLextensionView on my phone
[21:42:30] <Beholder> phone supports many texture formats
[21:42:42] * wjp looks up
[21:42:59] <Beholder> more than 10
[21:43:27] <Beholder> including 8 bit ones
[21:43:52] <Beholder> but i think this is hardware specific
[21:44:23] <Beholder> HTC One (Snapdragon 600 chip)
[21:46:16] * wjp has nothing to add :-)
[21:46:20] <wjp> but do ask if I can clarify anything
[21:48:10] <Beholder> too late, it's time to drink tea and go to sleep :)
[21:50:27] <Beholder> btw, unofficial git plugin for VS works fine
[21:52:18] <Beholder> now working with actual version
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[22:00:40] <fuzzie> good :)
[22:01:13] <fuzzie> and yes, do keep asking if you have questions
[22:01:31] <fuzzie> I'm not very good at explaining this but I can keep trying :p
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[22:58:41] <Pepelka> [wiki] pst_spells - nothing to see here, just reformatting in preparation for a complete and thorough test http://www.gemrb.org/wiki/doku.php?id=pst_spells&rev=1389135381&do=diff
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[23:26:30] <lynxlynxlynx> Seems to work, visually, difficult to confirm bonus
[23:26:47] <lynxlynxlynx> use ctrl-m before and after the cast, compare and voila
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