#gemrb@irc.freenode.net logs for 8 Dec 2009 (GMT)

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[10:34:22] <Avenger> hi
[10:37:20] <Avenger> fuzzie: the bink audio part is working in my test hack :) At least, it gets the same bits via GetBitContext, and appears to create nice 16 bit output samples
[10:38:00] <Avenger> now i just have to stuff them into openal, i guess
[10:50:41] <fuzzie> well, *that* bit is easy, if you write a gemrb plugin :)
[10:53:03] <Avenger> i'm working on that part
[11:15:53] <Avenger> hehe, it is quite ruined right now: GemRB.exe - 619 error(s), 16 warning(s)
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[12:47:03] <tomprince> Has anybody had a chance to test out my patches to KeyImporter yet?
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[12:57:35] <fuzzie> they're to be applied in numbered order?
[13:02:50] <fuzzie> i guess patch #4 is where it gets complicated :-) i'll try and find some time this afternoon if no-one else does
[13:05:22] <fuzzie> patch 6 is pretty dirty with stream vs str..
[13:07:51] <fuzzie> and using typeid() requires RTTI?
[13:08:09] <fuzzie> so that is probably not a good idea
[13:14:08] <fuzzie> and where's ResourceDesc.h?
[13:15:16] <fuzzie> i can't try building now, but it's included all over the place and i don't see it in the current tree or the patches?
[13:31:06] <tomprince> No, I forgot to add it :(.
[13:37:58] <tomprince> Yes numeric order.
[13:38:29] <Avenger> yep, no new dependencies, so rtti is out
[13:39:09] <Avenger> i have enough troubles with converting ffmpeg source to msvc :(
[13:39:34] <tomprince> Well, it is simple enough to change.
[13:39:39] <Avenger> msvc6 doesn't know #pragma align(16), it sucks greatly
[13:39:49] <tomprince> It doesn't actually do anything at runtime.
[13:40:22] <Avenger> we need the simplest syntax possible, so it is more portable
[13:40:31] <tomprince> It is just a quick&easy way to get a unique value for each distinct class.
[13:40:56] <Avenger> well, just roll your dice, and add type in a literal ;)
[13:40:58] <fuzzie> mmhm, we can just add a bunch of defines somewhere
[13:41:02] <fuzzie> or an enum or whatever :)
[13:41:26] <Avenger> enum would be better
[13:41:29] <fuzzie> at a *glance* it all looks fine otherwise, although i'd want to look closer at the audio patch, since it's pretty noisy
[13:41:52] <Avenger> i don't think those numbers should be fuzzy. a simple enumeration is good eough
[13:41:58] <fuzzie> the first three patches seem simple enough to apply seperately though
[13:42:15] <Avenger> i don't know why balrog had those random numbers
[13:42:51] <fuzzie> yes, we were discussing the other day how none of us have any idea what those numbers might have meant..
[13:43:04] <Avenger> i don't think they mean anything
[13:43:17] <fuzzie> i just picked at random, so meh
[13:43:18] <Avenger> when i needed one, balrog said just pick a unique number :)
[13:43:35] <Avenger> do we use those numbers at all?
[13:43:48] <fuzzie> i don't know how banters work so i can't check #2909449
[13:44:47] <fuzzie> we do use the numbers, although i guess with tomprince's patches they're not really needed any more
[13:45:32] <fuzzie> without ResourceDesc.h i can't see why they're still stored in ResourceDesc :)
[13:46:56] <tomprince> I have posted an update patch#5.
[13:47:32] <Avenger> hmm it looks like i don't know enough about banters either
[13:47:55] <Avenger> i still have to understand what tom wanted with the dialogchoose patch
[13:48:48] <Avenger> first part of the patch is not needed for sure, the middle part (string parameter for findtablevalue) is ok, if really needed
[13:48:52] <fuzzie> well, i ignore the QueryField removal
[13:49:12] <fuzzie> and the rest doesn't look like it'd harm anything, i just don't understand :-)
[13:49:20] <Avenger> yep, the last part
[13:49:43] <Avenger> we don't use interdia at all, yet, right?
[13:50:22] <Avenger> ahh this is the banter dialogs, but ...
[13:51:11] <Avenger> so, it looks like it always 'falls back' to the banter dialog if the normal dialog had not yielded result, i don't quite see why
[13:51:13] <lynxlynxlynx> interjections?
[13:51:15] <fuzzie> if it is necessary it should probably go before my GetActorByDialog hack, also. because that is meant to be a "something went wrong, desperate attempt" thing.
[13:51:44] <Avenger> i thought you initiate the banter dialogs with Interact()
[13:52:04] <fuzzie> yes, but this isn't about initiation, this is about what happens during banter dialogs
[13:52:20] <fuzzie> as lynx said I guess it is probably trying to return from an interjection to the original banter?
[13:52:22] <Avenger> i don't think it should fall back to bdialog without considering some state
[13:52:40] <tomprince> Well, I haven't looked at the stock files. But if you have multiple people talking back and forth in a Banter Dialog file, then it doesn't pick up the next person to speak, since their Dialog file is only associated with them through interdia.2da
[13:52:49] <fuzzie> and tr->Dialog matching a banter is maaaybe sufficient state
[13:52:59] <Avenger> yes, it should probably set a banter state
[13:53:09] <Avenger> and pick the banter dialog if it is in that state
[13:53:38] <tomprince> Is there any reason to? If a dialog points into a banter dialog file, then the obvious actor is the one whose banter file it is.
[13:53:43] <Avenger> i'm pretty sure it shouldn't just randomly pick a banter dialog/normal dialog
[13:54:08] <fuzzie> it would be nice to have it generalised
[13:54:27] <Avenger> either they are bantering, or normal talking. if it is a banter, initiated by Interact, then it should always go back and forth between bdialog entries
[13:54:37] <fuzzie> i already tried with this originalTargetID thing to keep track of the actors involved in dialog
[13:55:02] <fuzzie> i don't know if a generalisation of that would help.
[13:56:36] <Avenger> there is a trigger InteractingWith(..)
[13:56:47] <fuzzie> do we implement it?
[13:57:01] <fuzzie> not properly, i guess
[13:57:02] <Avenger> not sure, but that is for these banters, that's sure
[13:57:43] <Avenger> i guess, but this is only a guess, if a is 'interactingwith' b, then b will pick the banter dialog when coming from a
[13:58:24] <fuzzie> makes my head hurt :)
[13:58:38] <tomprince> Well, we don't control the dialog files, and I don't know if the original engine handles it, but it seems sensible to handle dialog files that point back and forth between the normal and banter files.
[13:59:04] <tomprince> It does seem crazy, but if somebody created such files, is there any reason not to deal with them?
[13:59:12] <Avenger> tom: ever you experienced a dialog path between banter/normal dialog files?
[13:59:43] <Avenger> is it possible even?
[13:59:45] <fuzzie> tomprince: well, i just wonder if there's situations where this code does the wrong thing..
[14:00:15] <Avenger> yes, my problem is the same, if it picks a bdialog state incorrectly, then it will go from normal dialog to this bdialog state now
[14:00:41] <tomprince> No.
[14:00:43] <fuzzie> a question of whether the original engine does a similar lookup, or whether the original engine knows the actor in question and some mod might well abuse this to have shared dialog files
[14:00:54] <Avenger> buggy interjects will pick up bdialog entries, no?
[14:02:04] <Avenger> buggy interject: there is no valid dialog entry returned in a party npc's dialog. Now it will check its bdialog too.
[14:03:09] <Avenger> if the original engine does the same, then i will fold, of course :)
[14:04:26] <tomprince> The reason I don't think is a problem is that the dialog transitions include the next dialog file, and it appears that it picks the actor based on the file. I haven't looked at the original engine code, but it seems that the only assoication between the B*.DLG files is interdia.2da. And the change only fires if the transition specifically points at a Banter Dialog file, to determine the next speaker.
[14:04:40] <fuzzie> i usually hack Imoen's intro dialog for this kind of thing
[14:05:03] <tomprince> If the transition doesnt point at a banter dialog file as listed in interdia.2da, the code does nothing.
[14:05:21] <Avenger> hmm... i don't understand it then
[14:05:49] <Avenger> tgt = target->GetCurrentArea()->GetActorByDialog(tr->Dialog); <--- if this is 0, then it will pick a bdialog instead
[14:05:56] <fuzzie> well, you see that tr->Dialog is the dialog to be transitioned to
[14:06:01] <fuzzie> and it looks up tr->Dialog in the 2da
[14:06:18] <Avenger> no, this tr->Dialog is anything
[14:06:36] <Avenger> it could be a normal dialog
[14:06:47] <Avenger> just it doesn't happen to have a right entry
[14:06:50] <fuzzie> yes, but it is the dialog which the transition is using
[14:07:00] <fuzzie> and if it isn't a bdialog then it won't be in interdia.2da, right?
[14:07:03] <Avenger> yes, but it is not necessarily a bdialog
[14:07:20] <fuzzie> the problem is when it's in interdia.2da but we're *not* meant to use the listed actor, if that ever happens
[14:07:20] <Avenger> hm, thats right
[14:07:26] <fuzzie> but i don't think that will.
[14:07:41] <fuzzie> if i were to apply it, i'd be sure to add a warning comment, though.
[14:07:55] <Avenger> but i still dont' see wtf this is doing :)
[14:08:38] <Avenger> ok, i see that i was wrong, tgt is not a dialog state, but the actor :)
[14:08:59] <Avenger> but i still don't see why it wouldn't find the actor
[14:09:15] <Avenger> oh, now i see
[14:09:34] <Avenger> ok, now i see
[14:09:44] <Avenger> this should be still fixed differently :)
[14:10:21] <Avenger> something like this: if there is a banter going on, then GetActorByDialog should handle interdia
[14:11:00] <fuzzie> that is probably a better design :)
[14:11:30] <Avenger> well, probably we should see hor Interact really works :)
[14:12:30] <tomprince> Is there any reason for the check if a banter is going on?
[14:13:05] <fuzzie> well, we become a bit paranoid about these dialog transitions because mods depend on the behaviour fairly strictly
[14:13:32] <Avenger> i don't think it will pick up an actor if a banter isn't going on
[14:13:49] <Avenger> and we should copy exact behaviour otherwise mods will break
[14:14:26] <fuzzie> this should be simple to check, just add a ->bdialog transition in a non-banter and see if it breaks the original engine or not
[14:14:26] <Avenger> but, i will accept your word, if you test it and you say it does pick up actors outside banters :)
[14:14:46] <fuzzie> but i am in no position to do so atm, busy with work
[14:15:03] <Avenger> well, it would be easier if it goes how tom wants it
[14:15:11] <Avenger> it wouldn't require a banter state
[14:15:24] <Avenger> even so, i would put that code in GetActorByDialog...
[14:15:46] <Avenger> if the dialog is in interdia, do an extra lookup
[14:16:16] <fuzzie> well, then NearbyDialog() behaviour is maybe broken
[14:16:37] <Avenger> yes, maybe, or maybe that's the correct behaviour :)
[14:16:56] <Avenger> that's the only other code that uses GetActorByDialog?
[14:17:08] <fuzzie> sigh
[14:17:22] <fuzzie> PS:T fixpack notes suggest that actor Dialog is actually changed during PS:T banters
[14:17:38] <fuzzie> oh, no, the PS:T fixpack people do that deliberately!
[14:17:42] <fuzzie> okay, never mind then
[14:17:46] <Avenger> LOL
[14:18:18] <Avenger> i wish i know why they did that, maybe because NearbyDialog didn't work as they wanted :)
[14:18:29] <fuzzie> apparently the PS:T engine's banter code is so buggy that they remove all banters and do it manually with scripting
[14:18:38] <Avenger> hehe
[14:18:47] <Avenger> we shouldn't copy engine bugs, though
[14:18:59] <fuzzie> but NearbyDialog(bdialog) returns false normally, according to these notes. ok.
[14:19:00] <Avenger> if gemrb would play the banters without their needed hack, it is a plus
[14:19:13] <Avenger> oh i see
[14:19:33] <Avenger> then i guess it wouldn't be good by my way
[14:20:20] <Avenger> unless that's what broke it for them?
[14:21:44] <tomprince> Posted a patch to stop using RTTI. It just reimplements what RTTI provied by hand, using an empty static struct member in the abstract base classes.
[14:21:44] <fuzzie> no, i think the problem with the original was timing
[14:22:01] <Avenger> well, only nearbydialog uses it
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[14:24:37] <Avenger> when i look at the interact disassembly i just see letters and numbers :( i think i worked too hard on bink today...
[14:31:00] <Avenger> see you later
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[18:05:25] <virl> hi, on which cd is chitin.key on planescape torment, or what is a good way of getting the CDs on the harddrive, when the normal installation doesn't copy them all to it?
[18:06:08] <fuzzie> chitin.key is part of the normal install
[18:06:46] <fuzzie> and you can install simply by doing a basic install and then copying the CD2/CD3/CD4 folders to the hard drive, I think?
[18:07:43] <fuzzie> yes, indeed
[18:08:12] <fuzzie> (or you can just copy their contents into a single directory, which saves a bit of space due to duplicates; see step 2 of http://thunderpeel2001.blogspot.com/2009/01/planescape-torment-fully-modded.html for example)
[18:11:08] <virl> hmm.. indeed here is a chitin.key but in uppercase, so the case sensitivity switch in the config file failed
[18:12:10] <fuzzie> if you're on a case-sensitive filesystem then 'CaseSensitive=1' should handle the uppercase filenames?
[18:15:15] <virl> fuzzie, it should...
[18:15:23] <virl> but it doesn't
[18:15:41] <Maighstir> that option doesn't do anything on non-case sensitive filesystems, so wouldn't it be easier to simply not have the option and always assume "enabled"? Or is there some great saving of being able to turn it off?
[18:18:43] <virl> Maighstir, I'm on linux, ext2 and that is a case sensitive filesystem.
[18:19:19] <virl> and it doesn't do anything here.
[18:19:53] <Maighstir> yeah, I figured as much, I was commenting on the option, not your situation... it may very well be buggy for all I know
[18:20:23] <Maighstir> and I don't know a lot
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[18:44:08] <tomprince> I just tried here with CHITIN.KEY captalized. With that file *only* capitalized, things seem to work. There are a number of places where the handling of file case is inconsistent.
[18:44:39] <tomprince> I have posted some patches, which among other things, imporve this.
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[19:26:50] <lynxlynxlynx> i'm suspecting a bad GamePath
[19:27:03] <lynxlynxlynx> chitin is just one of the first things we look for
[19:30:02] <tomprince> There is a good chance that if the GamePath is incorrectly captilized, wacky things might happen.
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[19:41:36] <virl> actually it's not the game path.. it's more the files in the directory
[19:42:25] <lynxlynxlynx> you could strace it to get more clues, but first tell us what you set GamePath to
[19:44:57] <virl> /home/core/.wine/drive_c/Programme/Black\ Isle/Torment/
[19:48:28] <lynxlynxlynx> remove that backslash
[19:56:18] <virl> still doesn't work
[19:56:39] <virl> oh.. you meant backslash
[19:57:41] <lynxlynxlynx> yes, by backslash I mean backslash :)
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[20:45:33] <lynxlynxlynx> so did it work then?
[22:00:55] <virl> yes
[22:01:15] <virl> but it has a bug with the dialog screen
[22:02:11] <lynxlynxlynx> flickering on progress?
[22:32:10] <virl> no
[22:33:10] <virl> but the dialog screen has a part which flickers like hell, when I move the cursor over it and then a part which is just solid.
[22:33:27] <virl> and that is annoying. any idea to get that away?
[22:34:32] <fuzzie> odd. do you have the widescreen mod applied?
[22:35:27] <virl> how should I? I'm running on linux
[22:38:17] <fuzzie> that is strange, then. does it always flicker, even if you restart gemrb?
[22:41:53] <virl> even then
[22:42:06] <virl> has that something todo with the screen resolution?
[22:42:18] <virl> 800x600
[22:43:35] <fuzzie> well, PS:T only supports the resolution 640x480 by default
[22:44:19] <fuzzie> if you haven't applied the widescreen mod (there is a linux version of weidu, the community modding tool), then it does strange things at other resolutions, i think. in the original .exe engine, too.
[22:50:21] <virl> what is projectl.ids ?
[22:50:32] <virl> why doesn't it start now?
[22:50:41] <virl> it exits with that error
[22:51:39] <virl> ok
[22:51:48] <virl> see ya.
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[23:40:42] <tomprince> I've been looking at python interface in GUIScript, and it seems that some of the code there is for interfacing with python, and other code is actual logic.
[23:42:11] <tomprince> Right now, I am looking at GemRB_LoadWindowPack, and this both calls core->LoadWindowPack, and then does some checks.
[23:42:47] <tomprince> It would seem to make more sense to push logic like this either right into python, or into core.
[23:43:54] <tomprince> Another example is SetWindowSize, which both sets the size, and calls Window::Invalidate. If the call to Invalidate needs to be done, it would make more sense for Window to know about this and handle it.