#gemrb@irc.freenode.net logs for 9 Jan 2012 (GMT)

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[00:20:10] <Gravedigger4> sorry its taking me such a long time to get the log, but the log just continues and thats it, I see no end of it at the current moment, gona leave the android overnight and post it tomorrow
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[02:19:25] <Gravedigger4> 4 hours later, the log didnt stop flowing :F sorry the battery is running low I'm not sure if it will last before the program finishes it's job
[02:20:07] <Gravedigger4> please tell me if there's another way to do it. But I will try to leave it on after I recharge so it has full battery, maybe it will last enough for the aLogcat to finish.
[02:20:37] <Gravedigger4> I might not be here, but I guess I can read your reply via archive and we can discuss it later while I get on.
[02:20:41] <Gravedigger4> ciao
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[08:39:47] <edheldil> lynxlynxlynx: Hi, still need help
[08:39:50] <edheldil> ?
[08:40:04] <lynxlynxlynx> nope, thanks
[08:41:03] <edheldil> sorry for that, I did not get to the comp at all during the weekend
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[10:30:17] <basse> whoah, sorry about the before, i noticed one should compile with cmake, so i downloaded git and did that. works fine :) thanks.
[10:30:24] <basse> now testdrive
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[10:46:35] <lynxlynxlynx> :)
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[11:26:15] <basse> lynxlynxlynx: one thing though.. what is this non-fullscreen mode that fills my entire desktop?
[11:30:23] <lynxlynxlynx> windowed?
[11:31:45] <lynxlynxlynx> what kind of resolution do you have and did you set any in the gemrb config?
[11:33:55] <basse> lynxlynxlynx: i have windowed mode selected in gemrb (fullscreen=0) but it opens up into my whole desktop.. which is two monitors!
[11:37:17] <basse> ok, well it seems to go into windowed if i select that from graphics options once the game is running
[11:38:35] <lynxlynxlynx> it overlaps with the original game config
[11:38:58] <fuzzie> are we still overriding our own config with the original game one?
[11:40:11] <fuzzie> we should really note that in the sample config if we are, but i thought Avenger reverted that bit for me..
[11:40:11] <lynxlynxlynx> appears so
[11:40:27] <lynxlynxlynx> we should fix it, choose one option
[11:40:34] <lynxlynxlynx> but bbl
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[12:32:11] <Baldurer> gemrb doesn't save gameplay settings between playing sessions? I have to change difficulty etc. everytime I run gemrb
[12:32:36] <edheldil> is not it the same case as fullscreen?
[12:33:31] <edheldil> or maybe we don't save them at all, because IIRC we do not write baldur.ini
[12:37:49] <basse> hmm.. should ESC close the dialogs in bg2? things like map, journal, etc?
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[12:38:15] <basse> only way i can get out is click the icons twice on the left..
[12:38:56] <Gravedigger4> Hello I am back
[12:38:57] <lynxlynxlynx> Baldurer: yes, change baldur.ini in the game folder
[12:39:28] <lynxlynxlynx> basse: it should, yes, but not currently possible
[12:39:35] <Baldurer> ok thx =)
[12:39:56] <Gravedigger4> is there something to speed the aLogcat ? I've ran it overnight but I guess the battery discharged. I am sure it didnt finish after 4 hours of logging
[12:40:18] <lynxlynxlynx> what are you trying to catch?
[12:40:34] <Gravedigger4> I am the guy you've told to use it
[12:40:42] <Gravedigger4> trying to catch the planescape UI bug
[12:40:58] <Gravedigger4> when after you try to select another character UI becomes stuck and the game - unplayable
[12:41:25] <lynxlynxlynx> it won't happen by itself, so leaving it alone is pointless
[12:41:47] <Gravedigger4> how does it work then
[12:41:51] <lynxlynxlynx> quit gemrb once you reproduce the problem
[12:42:27] <Gravedigger4> should I exit the game and all that stuff or just press the HOME button to get me back to desktop?
[12:42:41] <Gravedigger4> actually I cant exit the game D: since UI gets bugged
[12:42:42] <lynxlynxlynx> i don't know how alogcat works, but if you leave gemrb alone, the log will probably be full of just music change
[12:43:06] <lynxlynxlynx> try the aggressive methods then
[12:43:13] <Gravedigger4> smashing android?
[12:43:16] <basse> is the bg2 the only game that you can play through so far? i ask this before i rummage through the cellar for my copies of icewind dale and planescape :)
[12:43:32] <fuzzie> the android log buffer is one shared buffer for the whole system
[12:43:53] <lynxlynxlynx> the main iwd plot should also be fine
[12:44:06] <lynxlynxlynx> heart of winter was, but not sure of the status anymore
[12:44:06] <fuzzie> on android 2.x it's a pretty small buffer so you have to be fairly quick to catch any log output
[12:44:09] <lynxlynxlynx> totl is broken
[12:44:31] <Gravedigger4> so what should I do then :o
[12:45:06] <wjp> reproduce the problem, quit, view the logs?
[12:45:30] <Gravedigger4> okay, where should I upload them?
[12:46:37] <edheldil> pastebin
[12:48:13] <Gravedigger4> ok reproduced
[12:48:19] <Gravedigger4> howlong should Alog be runing?
[12:48:48] <basse> well, very cool project! i've been watching this for some time now, glad to see how far it's gone. now, i only need to find some playtime ..
[12:49:18] <Gravedigger4> hey, chief, you ok? you playing the corpse or ... D:
[12:49:57] <lynxlynxlynx> what are you working on nowadays basse?
[12:50:16] <Gravedigger4> ok left it running for 1min hope thats enough, uploading soon
[12:50:59] <basse> lynxlynxlynx: webdesign, graphicdesign.. some coding (websites mostly)
[12:51:13] <lynxlynxlynx> no 3d anymore?
[12:52:13] <basse> well blender is on my toolbox still.. mostly using it for above now...
[12:52:54] <basse> some animations, i did couple of video projections for theather plays..
[12:53:01] <Gravedigger4> http://pastebin.com/YKw8xxAW
[12:53:33] <Gravedigger4> hope it helps
[12:54:56] <lynxlynxlynx> cool
[12:56:35] <Gravedigger4> you mean cool log or the guy that cool guy who works as a graphicdesigner?
[12:57:09] <basse> lynxlynxlynx: and you?
[12:58:13] <lynxlynxlynx> i've lost interest in freedroid long ago, so now on the floss side there are various other projects, gemrb being one of the major ones
[12:58:46] <fuzzie> Gravedigger4: you have gemrb configured to run at 640x480?
[12:59:13] <Gravedigger4> yea probably, I thought the icons are gona be bigger
[12:59:20] <Gravedigger4> but I've got it set to fullscreen=1
[13:02:52] <fuzzie> the log looks perfectly normal, which usually makes me suspicious of an incorrect resolution
[13:03:00] <fuzzie> but I haven't looked at backscroll to see what's been discussed
[13:03:17] <Gravedigger4> okay here's the problem:
[13:04:09] <fuzzie> just, UI failure without python errors in log almost always means broken UI files, and usually that means you picked a resolution that doesn't match your game files
[13:04:19] <Gravedigger4> After selecting another character (morte), cuz nameless is default after the beginning, the UI gets bugged, I mean eveery interraction with the gameworld except for npc interraction (talking to zombie)
[13:04:35] <Gravedigger4> mmm, what resolution should I try then?
[13:05:44] <fuzzie> well, the only officially supported resolution for PST is 640x480 - as long as you didn't modify that with the Widescreen Mod, that should work fine, so it's odd
[13:06:32] <Gravedigger4> I didnt apply the widescreen mod, since it makes my game bugged? cant run it at all, didnt try it on android though only on PC but installed it as for gemrb (maybe thats the case)
[13:07:16] <fuzzie> well, the widescreen mod modifies your data files so they only work with some different resolution
[13:08:07] <fuzzie> so if you used it for some different resolution, it probably moved all the UI to a position off-screen or something
[13:08:27] <fuzzie> but if you didn't apply it and you're using 640x480 and there's no errors, that is weird
[13:09:04] <Gravedigger4> the only thing I applied was the 1.1 patch
[13:11:39] <Gravedigger4> also one strange thing I've noticed
[13:13:06] <Gravedigger4> that whenever I click on the characters portrait, it doesnt select one, instead it offers to move the position of it in the battle (if you know what I mean) like when you set tactics, the first character in portrait row is take first position in the tactical line
[13:13:31] <Gravedigger4> I've played this game long time ago, but I'm sure that it should select a character on a portrait click instead
[13:17:30] <lynxlynxlynx> you produced a drag motion
[13:17:43] <lynxlynxlynx> (not just a click)
[13:17:53] <Gravedigger4> yea, is it possible to set the left mouse click just to click ?
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[13:23:08] <lynxlynxlynx> eh? you managed to make that not the default?
[13:25:10] <Gravedigger4> I think it was set as default
[13:26:16] <Gravedigger4> because I didnt go browsing in the gemrb settings before facing the UI bug
[13:28:52] <lynxlynxlynx> maybe i should rephrase - is it really possible to change a click to a drag event just with some settings? sounds pretty silly to me
[13:29:15] <lynxlynxlynx> a click is a click and a drag is induced with click-hold-move
[13:30:52] <basse> lynxlynxlynx: yes, well i just simply havent had time to work on these projects for some time now.. been wanting to get back on the horse, but job takes major of my time.. rest goes to family.. that's what you get when you are freelancer :(
[13:31:03] <Gravedigger4> it becomes a drag motion on click
[13:31:06] <Gravedigger4> even if I dont hold it
[13:31:10] <Gravedigger4> just a short click
[13:31:23] <Gravedigger4> the cursor becomes a drag movement
[13:31:32] <Gravedigger4> untill I click somewhere
[13:31:48] <lynxlynxlynx> maybe the touchscreen sucks
[13:32:28] <Gravedigger4> hey
[13:32:32] <Gravedigger4> that could be the case!!!!
[13:32:40] <basse> lynxlynxlynx: the idea of gemrb is not only to run bg2 etc games.. but also to provide tools for people to create this kind of games, right=? how far you are on that currently..
[13:32:42] <Gravedigger4> I press something on UI and it becomes stuck just like that?
[13:32:57] <Gravedigger4> I mean it becomes something like a drag motion
[13:33:07] <Gravedigger4> the UI button is pressed but theres no effect
[13:33:12] <lynxlynxlynx> basse: most of the tools already exist, since you can use the ones for the original games; gemrb just makes some of that easier
[13:34:25] <lynxlynxlynx> the current focus is still on making everything work though
[13:34:41] <lynxlynxlynx> still, we already have gemrb-only mods and features
[13:35:23] <basse> lynxlynxlynx: well but do they exist on linux?
[13:36:10] <fuzzie> not really
[13:36:20] <lynxlynxlynx> some are general, like blender and gimp could be used for graphics
[13:36:33] <lynxlynxlynx> the structure editors run in wine, one less is in java
[13:36:38] <lynxlynxlynx> *lesser
[13:38:15] <Gravedigger4> ah nvm the UI works perfectly untill I try to select a character
[13:38:34] <Gravedigger4> still cant explain how the drag is produced just by a click
[13:39:12] <fuzzie> if you want to seriously target gemrb then you need to use DLTCEP (in gemrb's sf git repo) which indeed runs nicely under wine
[13:39:57] <Gravedigger4> how do I do that?
[13:40:08] <fuzzie> that was aimed at basse
[13:40:15] <Gravedigger4> and what "wine"? u mean the "wine bridge" from the bg1?
[13:40:16] <Gravedigger4> ahhh
[13:40:17] <Gravedigger4> k
[13:40:50] <fuzzie> the android touchscreen stuff was pretty hypersensitive when I last tried it, but I don't know anything about it
[13:43:15] <basse> Gravedigger4: wine as in "nice bottle of douce nature merlot"
[13:44:18] <Gravedigger4> whiskey!
[13:47:24] <Gravedigger4> I really want to play planescape on the android ! is there anything at all you guys could suggest?
[13:50:44] <basse> tablet or phone?
[13:50:52] <basse> is the screenspace really enough for roleplaying games?
[13:53:12] <Gravedigger4> tablet
[13:53:54] <Gravedigger4> but its 2in 1 I guess, but I'm not going to use it as a phone, a little too big D: like 4.5 K530 Sony ericssons
[13:54:12] <Gravedigger4> maybe I'll just buy some sim card with cheap limitless net for it and thats it
[13:54:21] <Gravedigger4> just got it recently
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[13:58:57] <basse> yea just wonderin how these types of games will ever fit on those machines.. so many little icons .. and you want to see some landspace too
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[14:02:06] <edheldil> basse: and tiny text, which for ps:t and my eyes is a serious problem :)
[14:02:37] <fuzzie> well, we have this fancy ttf font renderer now!
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[14:03:53] <edheldil> that's only half of the logical expression above ^^^
[14:03:55] <edheldil> ;-)
[14:04:32] <edheldil> sorry, confused a bit
[14:05:07] <edheldil> anyway, the maemo port has other problems as well
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[14:07:12] <fuzzie> ah, well, the maemo devices seem mostly incredibly tiny..
[14:08:27] <fuzzie> >200ppi with such low resolution is always going to be painful, I imagine
[14:08:50] <Gravedigger4> should I try some older versions of gemrb? if so which ones would u suggest
[14:09:23] <fuzzie> i think you'd be better off asking on the forum about which android versions might be more useful
[14:09:48] <fuzzie> but then pst really works less well in anything older, i assume
[14:14:30] <lynxlynxlynx> the only sane choice is between the latest gemrb and what is on market
[14:15:40] <Gravedigger4> would you kindly download whats on the market and upload it ? I cant access the internet from my android it the moment
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[14:25:46] <edheldil> fuzzie: would it make sense to create a debug proc to output pos of all UI elements?
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[17:17:38] <Gravedigger4> Hello I am back
[17:18:03] <Gravedigger4> so could someone please download the market gemrb version and send it to me
[17:29:33] <Gravedigger4> pretty please with cherry on top ?
[17:31:19] <edheldil> I have no android
[17:32:27] <Gravedigger4> uhm I see on the market it says the version is as of 31st of october, any clue which one is that?
[17:33:33] <edheldil> 0.6.6, I think
[17:33:55] <edheldil> later
[17:34:05] <Gravedigger4> thank you
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[18:37:42] <brad_a> lynx/fuzzie: iirc it was deiced that interface::init should return nothing and replace the print/returns with calls to error()
[18:37:48] <brad_a> does that sound right?
[18:40:56] <lynxlynxlynx> isn't that a big much?
[18:41:15] <lynxlynxlynx> can't look right now, but does this function do the plugin loading etc?
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[18:47:44] <brad_a> yes. i was wanting a way to catch all load errors for displaying an alert and fuzzie suggested routing everything though error and hooking into that function for displaying alert boxes. IIRC
[18:49:18] <tomprince> brad_a: Yes, that sounds right.
[18:49:44] <lynxlynxlynx> error won't be enough though
[18:50:01] <lynxlynxlynx> plenty of warning/notice-level stuff goind on
[18:51:46] <tomprince> Well, but the returnonly occured on an error path, so turning that into an error() seems logical. It would certainly make sense to clean up the warning/notice stuf though.
[18:52:00] <brad_a> yes
[18:52:23] <brad_a> im not concerned with catching non fatal load warnings atm
[18:54:04] <brad_a> tomprince: owner would be like "core" etc right?
[18:58:34] <tomprince> That would be a reasonable guess, although perhaps some of them perhaps want something more specific. Are log output is a mess currently.
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[19:34:17] <brad_a> tomprince: does this look good?
[19:34:18] <brad_a> http://dl.dropbox.com/u/13866402/init-patch.patch
[19:40:02] <fuzzie> thought: you think the print/getc is a good idea on e.g. iOS? or is that all secretly #ifdeffed?
[19:42:22] <brad_a> i was going to override the error function for mac/ios to display alerts
[19:42:59] <brad_a> on ios/mac getc is somewhat of a noop
[19:43:09] <brad_a> since stinput isnt a console
[19:43:14] <brad_a> stdin
[19:44:17] <brad_a> i think beholder needs to do something similar for android as we have a ton of people needing to be directed towards alogcat
[19:46:32] <fuzzie> it's not so easy
[19:46:37] <brad_a> really?
[19:46:43] <fuzzie> i mean, you have to do it in Java
[19:46:56] <brad_a> sure and i have to do it in cocoa but its super easy
[19:47:05] <brad_a> i dont know java tho :-P
[19:47:11] <fuzzie> well, no, you have to do it in Objective-C, right?
[19:47:21] <fuzzie> which you can just stick directly into that function
[19:47:32] <brad_a> oh i see what you mean
[19:47:44] <brad_a> i was going to just do a #define error like i did with main
[19:48:00] <brad_a> but i havent decided yet
[19:48:25] <fuzzie> while if you want to do it on Android you have to add a whole set of build infrastructure to allow you to make the relevant calls, afaik
[19:48:37] <brad_a> that sounds awful
[19:49:52] <fuzzie> well, they just don't support this kind of app on pre-2.3
[19:50:03] <brad_a> i see
[19:50:21] <fuzzie> also no C++ iostreams/STL, no exceptions, no RTTI, etc
[19:50:22] <brad_a> tho there isnt anything stoppiing him/us from only doing such a dialogue on 2.3+
[19:50:47] <fuzzie> on 2.3+ you can use a whole new native activity system, but you have to convert the whole app
[19:51:34] <fuzzie> presumably you could hack some JNI up to just directly poke at some error dialog.. or hack the SDL build system to include your own Java
[19:52:45] <brad_a> i was hoping maybe something esy like compile the android java error call as its own object file and have the linker hook it together
[19:53:02] <fuzzie> right, but you can't link in Java :)
[19:53:24] <brad_a> my ignorance of java is overhelming. in retrospect i knew that
[19:53:51] <fuzzie> basically: the Android version of GemRB is a Java app, which starts up and then opens an .so file and calls main() from it
[19:54:01] <brad_a> interesting
[19:54:43] <fuzzie> then the SDL code calls back into the Java side using JNI for things like initialising OpenGL on a surface, etc
[19:55:10] <Gravedigger4> guys
[19:55:24] <Gravedigger4> I've tried running pst on older version 0.6.6
[19:55:27] <Gravedigger4> same problem
[19:55:34] <brad_a> im glad i deal with c based languages w compilers and linkers :)
[19:55:50] <Gravedigger4> any 1 got any other solutions?
[19:56:00] <fuzzie> brad_a: alas, iOS is the only mobile platform doing that now..
[19:56:09] <brad_a> >_<
[19:56:11] <fuzzie> Gravedigger4: you're sure your data isn't corrupt? it seems weird
[19:56:25] <fuzzie> i really can't go try it myself this week, which is unfortunate
[19:56:57] <Gravedigger4> I've completely uninstalled and reinstalled
[19:57:03] <Gravedigger4> the game runs perfectly on PC
[19:57:19] <Gravedigger4> but as soon as I select another character it becomes unplayable
[19:57:29] <brad_a> on pc in gemrb or on pc with original binary?
[19:57:38] <Gravedigger4> on android
[19:57:44] <Gravedigger4> on pc with original
[19:57:52] <Gravedigger4> on android in gemrb
[19:58:16] <brad_a> i meant do you have the same issues with gemrb on pc
[19:58:25] <Gravedigger4> I've got no gemrb on pc
[19:58:36] <brad_a> it would be easier for you to fix the issues with gemrb on pc first i imagine
[19:58:51] <Gravedigger4> well cant fix a thing since I dont know how
[19:58:58] <fuzzie> well, people have played considerably further than this with pst+gemrb on android
[19:59:49] <brad_a> yeah i dont think is a gemrb android thing
[20:00:14] <Gravedigger4> mm
[20:00:28] <Gravedigger4> further, you mean its impossible to complete the game?
[20:00:43] <brad_a> i dont think its possible to complete without using the console
[20:01:08] <brad_a> but you are the first i am hearing of with this specific problem
[20:01:11] <Gravedigger4> console? you mean the touchkeyboard?
[20:01:21] <brad_a> no i mean the console :-P
[20:01:25] <Gravedigger4> okay :F
[20:01:28] <brad_a> the cheat console
[20:01:35] <Gravedigger4> then I shouldnt be bothering I guess
[20:01:39] <brad_a> i mean edeveloper console :-P
[20:01:39] <Gravedigger4> i it aint playable
[20:01:43] <Gravedigger4> ye got it
[20:01:46] <brad_a> oh it is playable
[20:01:57] <Gravedigger4> but its unfinishable without console
[20:02:20] <brad_a> i think there are just a few places you need that to complete
[20:02:30] <fuzzie> but, yes, some parts of it don't work very well
[20:02:33] <Gravedigger4> like
[20:02:53] <brad_a> there should be a wiki page about PST issues iirc
[20:03:14] <brad_a> i know ATM only BG saga is 100% completable
[20:03:30] <brad_a> still some broken sidequests and such of course
[20:03:34] <fuzzie> +iwd
[20:03:38] <brad_a> oh yes
[20:04:02] <brad_a> but nobody haas verified if HOW is right?
[20:04:32] <fuzzie> i was under the impression it was, but apparently not? lynx is, as usual, the expert
[20:05:15] <brad_a> well i only know what i read but i believe it was completeable at some point but hasnt been re-ran and its possible that it is no longer the case
[20:05:47] <lynxlynxlynx> afaik i'm the only one to play it through
[20:06:11] <lynxlynxlynx> there were some odd spots and especially since there was a lot of fixing on the way and since, it should be reverified
[20:06:43] <lynxlynxlynx> i'm pretty certain totl doesn't work, since that was due to a dialog range or visual range problem iirc and i don't remember anything changing there
[20:07:44] <fuzzie> oh ugh, yes, iwd has weird visual range
[20:07:48] <fuzzie> or something
[20:08:02] <Gravedigger4> I never played IWD
[20:08:08] <Gravedigger4> I could try playing through it
[20:08:10] <Gravedigger4> and reporting :p
[20:12:02] <brad_a> fuzzie/lynx: does that patch look fine?
[20:12:35] <lynxlynxlynx> no time to look, sorry
[20:12:53] <lynxlynxlynx> i'll probably be pulling a most-nighter
[20:13:08] <lynxlynxlynx> and then a press conference in the morning -.-
[20:13:59] <brad_a> i hope i never have to be part of a press conference
[20:14:32] <brad_a> did you see 5th ed D&D has been announced?
[20:14:57] <Gravedigger4> :o
[20:18:43] <brad_a> be back shortly. I will have quite a bit of freetime to work on gemrb if anybody wants to make any assignments. i guess dialogf is probably the thing i should do?
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[20:48:09] <Yoshimo> brad_a : how about detailed combat rolls?
[20:48:36] <brad_a> you mean like echoing the x + y = z stuff?
[20:49:03] <Yoshimo> guess so
[20:52:28] <Yoshimo> although dialogf support is more important, and i think partymembers moving out of the pc way when it tries to find a path to its target would be more important
[20:57:28] <lynxlynxlynx> i'll do the combat one
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[21:48:55] <tomprince> brad_a: I don't like the getc. I'd find it very anoying.
[21:50:31] <tomprince> brad_a: But the second patch looks reasonable to me.
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