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

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[09:30:52] <Lightkey> wjp: http://rop.gonggri.jp/?p=89 wth?
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[10:47:18] <D_T_G> hello
[10:47:46] <lynxlynxlynx> oj
[10:50:05] <D_T_G> the original engine tooks song from songlist by which collumn from 2da?
[10:56:27] <lynxlynxlynx> i'd guess the first, since it has the name
[10:58:28] <D_T_G> yes, it was written on iesdp, sorry for asking ;)
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[11:02:18] <D_T_G> so in the game scripts and area files the also should be referenced by number
[11:02:56] <D_T_G> erm, by name
[11:04:24] <lynxlynxlynx> probably
[11:05:51] <D_T_G> taimon did a hack to bgmain.exe letting load of >100 positions in songlist
[11:06:19] <D_T_G> and in the new version of bwp they wil probably let the songlist grow huge
[11:06:43] <D_T_G> I wonder if it will work without modifying tp2-s of mods
[11:11:49] <lynxlynxlynx> why not? They could always just add new music over the 100 barrier
[11:12:39] <D_T_G> before it was crashing the engine
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[11:34:15] <D_T_G> do you plan to merge iwd1 with how as you did with bg2/tob?
[11:42:09] <pupnik> http://www.offworld.com/2009/07/day-made-mind-blown-its-portal.html Day made, mind blown: it's Portal in ASCII
[12:16:24] <lynxlynxlynx> D_T_G: they are merged
[12:19:47] <Gekz> that's possibly the most horrible demake I've seen
[12:22:04] <D_T_G> lynxlynxlynx: but they use seperate gemrb overrides and so on, don't they?
[12:28:36] <lynxlynxlynx> yes, overrides
[12:28:46] <lynxlynxlynx> those were not viable to merge
[12:32:05] <D_T_G> only guiscripts were merged?
[12:33:43] <lynxlynxlynx> yes
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[14:08:52] <D_T_G> funny bug in how
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[14:09:49] <D_T_G> in lonelywood somewhere in the empty space on snow the cursor changes that I can talk with someone there
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[14:10:25] <fuzzie> hit ctrl-m over it?
[14:11:15] <D_T_G> nothing happens with ctrl-m
[14:11:30] <D_T_G> the tooltip says it's vaarglan
[14:12:05] <fuzzie> i haven't played how so i don't know what could be happening, but i would suspect a script bug
[14:13:25] <D_T_G> the projectiles play nice
[14:14:27] <D_T_G> the experience when playing with gemrb seems really smooth
[14:15:04] <fuzzie> the projectiles are all built into the original engine, so Avenger has done quite a lot of magic reproducing them all
[14:16:00] <fuzzie> not only did he have to write the engine code but he had to make all those .pro files too..
[14:17:51] <D_T_G> really good work then :)
[14:18:18] <fuzzie> yes :)
[15:03:15] <D_T_G> [KEYImporter]: Searching for chmt3g1e.bam...[ERROR]
[15:03:15] <D_T_G> [CharAnimations]: Couldn't create animationfactory: chmt3g1e
[15:03:28] <D_T_G> this was in huge loop of output of gemrb
[15:03:33] <D_T_G> running bg1
[15:04:33] <D_T_G> on the area the whole party was chosen, but in gui only one actor
[15:05:38] <fuzzie> i think those are bugs in avatars.2da for the most part
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[15:07:27] <D_T_G> in avatars.2da there is: 0x5300 CHMT1 CHMT2 CHMT3 CHMT4 6 2 0 L
[15:08:46] <fuzzie> the '6'is prbly the wrong type. but lynx/Avenger are the experts
[15:09:02] <lynxlynxlynx> "expert"
[15:09:21] <lynxlynxlynx> bg2 has only chmt2 and for that one 6 as the type looks correct
[15:09:47] <lynxlynxlynx> IE_ANI_TWENTYTWO is the original bg1 format
[15:09:59] <D_T_G> it's bg1
[15:11:42] <lynxlynxlynx> it looks like a thief btw
[15:12:11] <D_T_G> in dltcep the bams named chmt* end on 2
[15:12:16] <D_T_G> I don't see 3 or 4
[15:13:06] <D_T_G> there are chmf chmw but no "3" for chmt
[15:13:33] <lynxlynxlynx> the fifth char is the important one
[15:14:49] <lynxlynxlynx> thieves can only wear leather and studded leather, so it makes some sense that there's no 4 (not sure about 3, since they can be without)
[15:15:11] <D_T_G> in the preview chmt* look like mages
[15:15:26] <lynxlynxlynx> chmw should be a mage
[15:15:32] <lynxlynxlynx> chmf a fighter
[15:15:39] <D_T_G> sorry, thiefs indeed
[15:16:33] <D_T_G> the preview of dltcep goes crazy
[15:16:35] <lynxlynxlynx> do you have totsc?
[15:16:42] <D_T_G> maybe it's a wine bug
[15:16:46] <D_T_G> yest with totsc
[15:16:52] <lynxlynxlynx> good
[15:17:03] <lynxlynxlynx> so if totsc doesn't have it, neither does the original
[15:17:55] <lynxlynxlynx> CHMT1 CHMT2 CHMT2 CHMT2 6 2 # try changing all the three occurrences in gemrb/override/bg1/avatars.2da to this
[15:18:14] <lynxlynxlynx> then check if you have problems ingame
[15:18:16] <D_T_G> ok
[15:20:02] <D_T_G> white spaces matter in 2da-s?
[15:20:09] <lynxlynxlynx> no
[15:20:14] <lynxlynxlynx> i see this is the same in iwd
[15:20:24] <lynxlynxlynx> females are also affected
[15:21:25] <lynxlynxlynx> other classes look fine
[15:21:28] <D_T_G> hm there are more lines in avatars.2da that have chmt2
[15:21:34] <lynxlynxlynx> yes
[15:21:41] <D_T_G> change it everywhere?
[15:22:06] <lynxlynxlynx> # try changing all the three occurrences in gemrb/override/bg1/avatars.2da to this <-- :P
[15:22:19] <lynxlynxlynx> unless you know which one is problematic for you
[15:22:57] <D_T_G> works
[15:23:05] <D_T_G> no more loop of errors in output
[15:23:08] <fuzzie> hm, that .pro install patch still needs applying also :/
[15:23:30] <D_T_G> avenger commited changes to Makefile.am
[15:23:49] <fuzzie> but not for everything or cmake, i thought
[15:23:54] <fuzzie> i didn't look
[15:24:12] <fuzzie> i''m on a borrowed windows netbook for today, no tools/code/games!
[15:24:49] <D_T_G> btw, next playstation portable will surely be able to run gemrb :)
[15:25:08] <D_T_G> it'll have 4-core processor :o
[15:25:27] <fuzzie> can it do 640x480?
[15:25:28] <lynxlynxlynx> i can fix the cmake
[15:25:47] <lynxlynxlynx> looks like all races have only two armor levels for thieves
[15:25:54] <fuzzie> lynxlynxlynx: that would be great
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[15:27:49] <lynxlynxlynx> just .pro or anything else too?
[15:28:36] <fuzzie> well, .pro was the problem, i don't think we noticed anything else missing .. maybe check the Makefile.am files?
[15:29:27] <lynxlynxlynx> heh, the cmake one already includes more globs
[15:44:40] <CIA-19> gemrb: 03lynxlupodian * r6719 10/gemrb/trunk/CMakeLists.txt: added *.pro to the cmake override macro
[15:44:51] <CIA-19> gemrb: 03lynxlupodian * r6720 10/gemrb/trunk/CMakeLists.txt: CMakeLists.txt: changed to unix line endings
[15:45:05] <CIA-19> gemrb: 03lynxlupodian * r6721 10/gemrb/trunk/gemrb/override/ (bg1/avatars.2da iwd/avatars.2da): thieves have only two armor levels
[15:48:21] <lynxlynxlynx> fuzzie: the glob is everywhere it needs to be afaict
[15:49:18] <lynxlynxlynx> once the relevant how projectiles are copied to iwd, iwd will need it too, but not yet
[16:01:14] <fuzzie> *nod*, avvenger suggested an arrow projectile or similar
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[18:39:02] <Lightkey> projectiles are built *into* the engine? with the textures or how is that supposed to mean?
[18:40:50] <fuzzie> Lightkey: the data that gemrb has in the .pro files; not the graphics, but all of the settings/flags and references to the graphics
[18:41:14] <Lightkey> ah, you mean hardcoded
[18:41:20] <fuzzie> yes :)
[18:44:44] <fuzzie> so Avenger has been hard working at un-hardcoding everything for gemrb, and hence the how projectiles working so well. maybe that is a better summary.
[18:45:24] <Avenger> some are awfully totally hardcoded
[18:45:41] <Avenger> that means, they contain effects on their own
[18:45:50] <Avenger> that's the worst
[18:47:00] <Lightkey> wow
[18:47:01] <Avenger> btw, i'm almost done with the easy to medium projectiles, there are only some very difficult ones remaining
[18:47:28] <Avenger> earthquake-->causes screenshake, but screenshake isn't an available effect in HoW
[18:48:06] <Avenger> and there is no mechanism to trigger a spell right on success, right now. Only triggering spells for failure
[18:48:11] <Avenger> so i will need more flags
[18:49:09] <Avenger> the very difficult ones: prayer/recitation. They seem to select enemy and friend. And affect them differently. (this is completely hardcoded)
[18:49:14] * Lightkey hands Avenger a pirate flag
[18:49:17] <Avenger> i will need to provide a spell
[18:50:06] <Avenger> lightkey: do you have HoW?
[18:50:14] <Lightkey> nope :-(
[18:50:18] <lynxlynxlynx> i do
[18:50:41] <Avenger> what about trying to shot some screens?
[18:50:47] <Avenger> flashy spell effects?
[18:50:50] <Lightkey> anyway, Wesnoth is far more interesting to me right now, it is just perfect for the netbook :-)
[18:51:40] <Avenger> i play wesnoth sometimes too, but writing these projectiles is more interesting :P
[18:52:55] <lynxlynxlynx> http://www.sorcerers.net/Main/SotW/image.php?image=July08/Popcorn.jpg
[18:56:03] <Lightkey> zomg ponies!
[18:59:06] <Avenger> huh, that's not gemrb, i guess?
[19:00:16] <Avenger> but most of those projectiles are done already
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[19:09:51] <lynxlynxlynx> no, that's original
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[19:20:26] <Lightkey> on drugs
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[19:52:24] <CIA-19> gemrb: 03lynxlupodian * r6722 10/gemrb/trunk/CMakeLists.txt: cmake: added shortcut for setting the install prefix
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[19:58:44] <D_T_G> hwot join strings in python?
[19:58:50] <D_T_G> #how to
[20:00:30] <Avenger> see how join is used
[20:00:37] <Avenger> like "\n".join
[20:01:10] <D_T_G> join is a function?
[20:01:31] <lynxlynxlynx> a+b doesn't work?
[20:01:46] <D_T_G> SPText.SetText ((SubPageIndex+1)+"/"+SubPageNum)
[20:01:54] <D_T_G> TypeError: unsupported operand type(s) for +: 'int' and 'str'
[20:02:20] <Avenger> they are not string
[20:02:24] <lynxlynxlynx> apples and oranges
[20:02:26] <Avenger> str(SubPageNum) will help
[20:03:23] <CIA-19> gemrb: 03lynxlupodian * r6723 10/gemrb/trunk/ (CMakeLists.txt cmake_uninstall.cmake.in): cmake: added make uninstall target
[20:04:00] <D_T_G> hmmm SPText.SetText ((str(SubPageIndex+1))+"/"+SubPageNum)
[20:04:01] <D_T_G> TypeError: cannot concatenate 'str' and 'int' objects
[20:04:12] <D_T_G> sry
[20:04:49] <D_T_G> nm, got it working
[20:23:38] <CIA-19> gemrb: 03lynxlupodian * r6724 10/gemrb/trunk/NEWS: NEWS digest
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[20:32:27] <CIA-19> gemrb: 03avenger_teambg * r6725 10/gemrb/trunk/gemrb/override/how/ (29 files): new/improved projectiles
[20:34:33] <CIA-19> gemrb: 03avenger_teambg * r6726 10/gemrb/trunk/gemrb/plugins/Core/ (GameControl.cpp Projectile.cpp):
[20:34:33] <CIA-19> gemrb: fixed a crasher in spell casting
[20:34:33] <CIA-19> gemrb: improved projectile code
[20:44:48] <D_T_G> http://wklej.org/id/118317 -> SetEvent (IE_GUI_BUTTON_ON_PRESS, does not seem working :/
[20:45:06] <D_T_G> I will investigate it tomorrow
[20:46:10] <lynxlynxlynx> our dragons look wierd
[20:46:53] <lynxlynxlynx> D_T_G: lsp/rsp
[20:47:49] <lynxlynxlynx> whitespace is bad too
[20:48:59] <D_T_G> kate seems not respecting whitspace/tab difference like kwrite
[20:49:43] <lynxlynxlynx> it uses the same kpart
[20:49:51] <lynxlynxlynx> maybe you have it configured differently
[20:50:01] <D_T_G> on copy and paste to browser i think
[20:50:12] <D_T_G> I updated whole kde recently
[20:50:23] <D_T_G> maybe it is it
[20:51:15] <lynxlynxlynx> that would be a klipper problem
[20:56:02] <D_T_G> nevertheless IE_GUI_BUTTON_ON_PRESS works extremely weird
[20:56:25] <D_T_G> sometimes it works but most time not
[20:56:56] <D_T_G> I have to click it numerous times so that it jumps to SubPageDown function
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[21:39:13] <pupnik> hnm
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