[00:24:22] <Seniorita> [commit] Jaka Kranjc: Actor: load the individual iwd2 tohit tables silently http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=1df593da5ef8fb6f575f90e92e5c4e962857deb7
[00:24:23] <Seniorita> [commit] Jaka Kranjc: InfoPoint::Entered: be more lenient for travel regions http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b79270a290740a9eb490d9ab98d67aab0cf76cc3
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[00:32:40] <traveler> [GameScript]: Displaying string on: none [Unknown]: Resisted 0 of 1 at 0% resistance to 32 [Actor/COMBAT]: 1 unknown damage taken. [GameScript]: Displaying string on: none [Actor/COMBAT]: Damage animation type: 2
[00:32:49] <traveler> what is 32 type of damage?
[00:33:12] <traveler> weird damage near water, second incident
[00:34:48] <traveler> huh, again
[00:34:54] <traveler> [Unknown]: Resisted 0 of 1 at 0% resistance to 32 [Actor/COMBAT]: 1 unknown damage taken. [GameScript]: Displaying string on: none [Actor/COMBAT]: Damage animation type: 2
[00:35:10] <traveler> eh, sorry
[00:35:21] <traveler> plain old poison again
[00:36:37] <lynxlynxlynx> i've closed for the day, but it's odd that we dont reckognize it there
[00:36:49] <lynxlynxlynx> i guess bg1 is again just missing the string
[00:37:06] <lynxlynxlynx> it had the most boring combat output of them all
[00:37:20] <lynxlynxlynx> so don't worry about it or install the iwd2combatoutput mod
[00:37:39] <traveler> hmm.. it looks like lot of damage is 'unknown' type
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[00:38:04] <traveler> but this one just looks like i've been poisoned and (again) didn't notice
[00:39:18] <traveler> so yeah, as long as it makes sense (and as i said, when poisoned it does) i'm fine with it
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[00:52:14] <brada> correct me if im wrong, but shouldnt this be roughly sufficient for elliptical lights?
[00:52:15] <brada> http://paste.debian.net/222991/
[00:52:17] <Seniorita> debian Pastezone
[00:53:34] <chiv> it makes sense to me
[00:55:45] <chiv> brada: on your todo, is the double byte thing to do with chinese support?
[00:56:06] <brada> not Chinese specifically, but yes
[00:56:15] <chiv> hao hao :)
[00:56:33] <brada> well i have no data to work with so i probably will never get around to it
[00:57:18] <chiv> really? I found all the links to the chinese data files
[00:58:34] <chiv> you'd have to navigate the chinese website pages due to anti hotlinking, but if you are intrested in doing it i could send them
[00:58:36] <brada> chinese bam?
[00:58:39] <chiv> yes
[00:58:45] <brada> and tlk?
[00:58:48] <chiv> yes
[00:59:31] <chiv> traditional and simplified
[00:59:51] <brada> if all i have to do is drop them in place of the existing ones sure
[01:00:02] <chiv> thats all it is
[01:00:15] <chiv> there is an exe patch, but thats not really relevant is is
[01:00:17] <chiv> *it
[01:00:33] <brada> we cant do anything with it no
[01:00:46] <brada> i assume all it does is what it is you need me to do
[01:03:00] <brada> why are you interested in chinese?
[01:03:33] <chiv> I just like it, I cant really read it fluently but I enjoy learning
[01:04:04] <brada> i wont have to do any reverse flow stuff will is?
[01:04:06] <brada> i?
[01:04:22] <brada> i mean i can just print it left to right
[01:04:24] <chiv> reverse flow? as in right to left? nah
[01:04:29] <brada> cool
[01:04:47] <chiv> although, if I find an arabic patch...
[01:05:32] <brada> noooo
[01:06:03] <chiv> you would not want to do that, arabic has 4 different forms of every letter...
[01:06:15] <brada> ew...
[01:06:23] <chiv> its because its cursive
[01:06:32] <brada> i hate cursive
[01:06:49] <brada> i write in all caps when i have to write by hand lol
[01:07:28] <brada> go ahead and email those things to me then
[01:07:33] <brada> ill see what the damage is
[01:07:38] <chiv> heh, I when I write things these days it comes out in ransom note handwriting
[01:08:00] <brada> tho since i dont speak chinese yet alone read it im not sure how to best do this
[01:08:15] <chiv> I am just having to go back to the site because i did a terrible job of labelling them, then ill upload them
[01:09:08] <chiv> i would be able to tell you if its working right or not probably
[01:09:29] <chiv> i know thats a bit slow.. but
[01:10:29] <chiv> or i could send screenshots of the win version
[01:11:51] <brada> that would work
[01:12:01] <brada> just give me a screen shot for the main menu
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[01:24:19] <chiv_> try that: https://docs.google.com/open?id=0BzBo2zkBt4guN09RUGRrdjR5czg
[01:24:20] <Seniorita> BG CHINESE.zip - Google Drive
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[01:27:57] <chiv> good luck ...
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[02:23:34] <chiv> there is something fishy with the torment game clock tooltip: when the mouse enters the button, it tries to set its own tip. however it never gets displayed, probably because the mouse event happens after the tip display code. the other games get around this by only updating the tooltip when the window loads.
[02:25:13] <chiv> that means, that until you save and load the game, the clock is broken....
[02:25:45] <chiv> working on a fix
[02:57:41] <chiv> I'll isolate anything that I fix into here from now on: https://github.com/chilvence/gemrb/tree/fixesonly
[02:57:43] <Seniorita> chilvence/gemrb at fixesonly · GitHub
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[09:20:58] <chiv> it looks like there are some original art assets in pst that have the green goo transparency
[09:21:28] <chiv> in the npc portraits in the journal
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[09:53:11] <Seniorita> [wiki] users:chiv - added my github branches. now I know how to use it I can clean up my mess of other stuff http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1357725141&do=diff
[10:17:29] <Seniorita> [wiki] pst_bugs - [GUI] mention widescreen mod http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1357726364&do=diff
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[11:17:20] <chiv> http://ctrlv.in/151346 : Presenting PlaneScape:Torment - Special TallScreen Edition (r)
[11:17:22] <Seniorita> Image #151346 - CtrlV.in Image Hosting
[11:20:37] <traveler> why such ratio?
[11:21:14] <chiv> just so i can turn my monitor sideways :)
[11:21:46] <chiv> nah just testing support of any window size
[11:22:35] <traveler> ah, makes more sense :P
[11:22:52] <chiv> i really think that its important not just to rely on the widescreen mod
[11:24:08] <traveler> + http://www.spellholdstudios.net/ie/ghostdogs-pst-ui usually?
[11:24:09] <Seniorita> Spellhold Studios - Ghostdog's PS:T UI Mod / Planescape: Torment Mod
[11:24:10] <traveler> for gui
[11:25:20] <chiv> I was under the impression that ghostdogs mod did not work in gemrb
[11:25:33] <chiv> in fact I actually obtained permission to adapt it...
[11:26:19] <traveler> i don't know about gemrb really
[11:27:22] <traveler> but it weird if it has problems with gemrb
[11:27:24] <traveler> *it is
[11:28:00] <chiv> i have been trying to keep my install clean of mods, so I have not looked at what breaks
[11:28:59] <traveler> sure
[11:30:29] <chiv> I always thought it was a bit laughable how they made the higher resolutions with seperate CHU files...
[11:31:05] <chiv> bioware i mean
[11:31:41] <traveler> hm... now thinking about it, bg1 gui mod also has special mode for gemrb
[11:31:46] <traveler> so maybe not that weird in the end
[11:32:15] <chiv> its annoying, they dont even mention what is different as far as i can see
[11:32:47] <chiv> and if I have a dual boot computer, I dont want two damn copies of the game just for different versions
[11:32:50] <traveler> well, nobody thought that games would be alive at this point
[11:33:33] <traveler> so few resol. + few chus maybe didn't soud stupid then
[11:34:09] <chiv> well, its just that scaling it was so trivial I as a non-programmer achieved it in a lazy morning
[11:34:53] <traveler> i get your point
[11:51:57] <fuzzie> you have to consider it in the context of the era
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[11:54:05] <lynxlynxlynx> i added the gemrb mode in the widescreen mod just so you can install multiple new resultions with reliably named files
[11:54:21] <lynxlynxlynx> the normal mode always overwrites
[11:54:27] <chiv> ahhh
[11:54:28] <Seniorita> [wiki] users:chiv - [Mod Ideas] I might need a hand with this one http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1357732251&do=diff
[11:54:49] <fuzzie> (i.e. the early games didn't even bother with multiple resolutions)
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[12:05:17] <chiv> how hillarious, you can dominate whoever you like with ctrl-Q
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[12:21:26] <edheldil> chiv: also, different chui files allow you to tune the graphics, scaling would not do that
[12:21:42] <edheldil> be glad that they even thought about different resolutions
[12:21:47] <chiv> heh
[12:22:29] <chiv> in my day we used to walk 15 miles to and from school uphill both ways underwater :)
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[12:43:08] <edheldil> and we were grateful :-P
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[12:57:58] <traveler> http://www.youtube.com/watch?v=DAtSw3daGoo
[12:58:00] <Seniorita> AT LAST THE 1948 SHOW - Brooke-Taylor, Chapman, Cleese, Feldman - Four Yorkshiremen - YouTube
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[13:29:48] <ermo> lynxlynxlynx: The guotes you posted in the "we're back!" G3 hosting issues thread are hilarious :D \o/
[13:30:16] <lynxlynxlynx> :)
[13:32:25] <ermo> Is G3 hosted by the same hosting provider as spellhold now? If so, "Red vs Blue" comes to mind ;)
[13:33:20] <lynxlynxlynx> no idea
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[13:33:57] <lynxlynxlynx> it'd be cool if they shared their user tables though, since they're both on the same software
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[13:48:31] <fuzzie> g3 is .228 and shs is .211 so they're surely the same provider
[13:50:21] <ermo> fuzzie: possibly even on the same subnet, which implies they're even in the same data-center?
[13:53:11] <fuzzie> I think you'd have quite a difficult time persuading anyone to route it otherwise. :p
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[13:56:00] <fuzzie> hetzner offer /28s but those are a little too far apart for that I guess.
[13:56:31] <chiv> lynxlynxlynx: I like how you say "a whole new pst front" :)
[13:58:10] <edheldil> fuzzie: not necessarily you can have a single L2 segment in several datacenters
[13:58:17] <chiv> about the larger party mod, what exactly was left to do?
[13:58:25] <edheldil> ... not necessarily - you ...
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[14:00:02] <fuzzie> edheldil: you'd have to be fairly insane to do that though
[14:00:12] <ermo> </derail>
[14:00:28] * ermo whistles innocently
[14:00:54] <edheldil> why? We have it like that ... vlan spanning multiple sites
[14:01:17] <edheldil> and there are metro networks
[14:01:37] <fuzzie> edheldil: for routing of thousands of hosts down to /27 level though?
[14:01:53] <fuzzie> erm, /28 level.
[14:01:58] <fuzzie> am sticking to my theory that you'd have to be fairly insane.
[14:02:15] <ermo> fuzzie: Strictly speaking, that's not a theory, that's an opinion?
[14:02:34] <ermo> (not that I disagree when viewed from 30k feet)
[14:02:51] <fuzzie> ermo: that sounds like an opinion to me, rather than a fact.
[14:03:44] <fuzzie> I usually have trouble myself just getting single static routing entries right.
[14:03:55] <ermo> heh
[14:04:01] <edheldil> why /27? just because shs and g3 are in the same /27 does not mean they don't have a /18 netmask
[14:04:30] <edheldil> (although I doubt it, but /24 is quite possible)
[14:04:44] <fuzzie> edheldil: yes, but we were discussing the possibility of them being on *different* subnets.
[14:05:36] <edheldil> I was reacting to: ermo> fuzzie: possibly even on the same subnet, which implies they're even in the same data-center?
[14:06:22] <fuzzie> oh, well I was reacting to "possibly even on the same subnet" bit :P
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[14:07:50] <lynxlynxlynx> chiv: is it not explained well enough?
[14:08:04] <ermo> CamDawg: Are the G3 services hosted at the same physical provider site on the same subnet as SHS?
[14:08:40] <chiv> sorry, I don't know if theres a readme, I was just reading the forum post
[14:08:53] <ermo> CamDawg: since the move I mean?
[14:08:56] <fuzzie> I see no-one replied to my MoveToObject thing despite lynx linking it as part of the quotes :(
[14:09:27] <lynxlynxlynx> chiv: no, just wondering
[14:09:48] <lynxlynxlynx> you want harrier details?
[14:10:37] <edheldil> even that could be two different vlans with /28 nets, been there, done that :-D.
[14:10:48] * edheldil slaps hiomself for OT and shuts up
[14:10:57] <ermo> edheldil: ... burned the T-shirt, I presume?
[14:12:13] <chiv> I mean I was just ctrl-Q-ing everything in sight a couple hours ago to see what happened
[14:12:42] <chiv> so I wondered if you can have lots of actors in your command, what is not working
[14:14:39] <lynxlynxlynx> like i wrote, scripts and gui
[14:14:51] <lynxlynxlynx> scripts address player objects individually sometimes
[14:15:20] <lynxlynxlynx> the gui is currently not extandable for larger amounts of portraits or scrolling
[14:15:47] <fuzzie> (for example, teleportation is often implemented by individually teleporting players to specific locations)
[14:16:50] <chiv> but does your script patch not handle that sort of thing?
[14:17:54] <fuzzie> not unless you finish it :)
[14:19:13] <chiv> i might not be the best person for that, I have never even bothered compiling my own player script..
[14:19:32] <chiv> but i could probably do the gui bit
[14:21:24] <lynxlynxlynx> yeh, that's more suited for you
[14:21:33] <lynxlynxlynx> too bad we lost that code
[14:21:56] <lynxlynxlynx> but please, first finish the other stuff or it will just hang in the air
[14:23:03] <chiv> oh dont worry, i don't plan on taking more on yet...
[14:23:45] <lynxlynxlynx> i've got a bit more of the index stuff to do, then i'll check your clock patches
[14:25:34] <chiv> although I appear to be scattering all over the place, my only concrete goal atm is to make the pst ui less rough
[14:26:31] <chiv> merging the guicommonwindows was just a means to find a few bugs
[14:27:23] <chiv> actually one thing that is driving me crazy is I don't know how to change the right click behavior on the game screen
[14:29:20] <lynxlynxlynx> that's handled in the core
[14:29:28] <lynxlynxlynx> GameControl.cpp
[14:29:35] <chiv> doh
[14:30:16] <chiv> it needs some pst ifdefs to work nice with the popup menu...
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[15:24:56] <chiv> heh, this guy that disappeared coding, why didn't he use github?
[15:28:01] <miha> :)
[15:28:07] <miha> miss the code, not the guy?
[15:28:45] <chiv> i dunno, i don't even know who it was... but damn github makes live easier
[15:28:55] <miha> you live forever on github?
[15:29:14] <chiv> *life
[15:35:58] <lynxlynxlynx> he dumped in on a pastebin that expired
[15:36:14] <chiv> aaaargh....
[15:37:19] <lynxlynxlynx> he had an odd approach to the problem, but it would have been easy to adapt/fix up
[15:37:32] <lynxlynxlynx> anyway, it's less work than one'd think
[15:57:49] <Seniorita> [commit] Jaka Kranjc: demo: updated todo http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=74a357d2978bf1cbbe325d6646cd52a0c97d11d9
[15:57:50] <Seniorita> [commit] Jaka Kranjc: CREImporter: fixed iwd2 spell importing and exporting http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=bba9f00248ee48fd5b138273ca90b29836001187
[16:07:27] <lynxlynxlynx> chiv: add this to your ~/.gitconfig
[16:07:30] <lynxlynxlynx> [color]
[16:07:30] <lynxlynxlynx> branch = auto
[16:07:30] <lynxlynxlynx> diff = auto
[16:07:30] <lynxlynxlynx> status = auto
[16:07:47] <lynxlynxlynx> makes diffs much more readable
[16:08:03] <lynxlynxlynx> and is extra helpful for spotting silly whitespace errors
[16:08:31] <chiv> cool
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[16:16:08] <Seniorita> [commit] Jaka Kranjc: Merge branch 'fixesonly' of https://github.com/chilvence/gemrb http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=309eac7c16d1c55b4bebc63455f50509722bf599
[16:16:09] <Seniorita> [commit] Jaka Kranjc: mailmap: chiv chiv http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=6b0c9b8629425b55741334eea31f0f5c2c61f2a2
[16:16:46] <chiv> groovy
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[17:29:11] <brada> chiv: have you even tried using the Chinese data with TOB?
[17:29:31] <brada> the strings for the boxes on the home screen are in english
[17:29:43] <brada> and *not* anything to do with BG2
[17:29:48] <chiv> hmmm, I actually tried the bg1 version
[17:30:05] <brada> says ™ v120923 http://trow.cc/
[17:30:08] <Seniorita> The Ring of Wonder
[17:30:40] <chiv> the ring of wonder is the homepage
[17:31:04] <brada> so this is unofficial then
[17:31:44] <chiv> yeah, but it is a fix to the official version
[17:32:03] <chiv> which was reportedly terrible
[17:33:39] <brada> not entirely sure how its better to replace game stings with your own garbage but whatever
[17:34:18] <chiv> its only on the splash screen though
[17:34:58] <chiv> there is going to be zero chance of me being able to get the official version anyway
[17:39:54] <chiv> in fact the only reason I know of this one is after hours of searching online for the real one, I went back to the guy that made the chinese patch and found it right there on the gemrb forum
[17:41:53] <brada> that patch is basically useless now
[17:42:07] <brada> gemrb looks nothing like that on the inside anymore
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[17:43:12] <chiv> yeah, it was a long time back...
[17:43:13] <fuzzie> which is why I pointed you at it before you started :p
[17:43:25] <chiv> lol
[17:43:50] <brada> well you will notice changes i made took double byte into consideration :)
[17:44:08] <brada> that patch was garbage from the beginning imo
[17:44:10] <fuzzie> 22:17 <fuzzie> bear in mind the Chinese patch..
[17:44:10] <fuzzie> 22:17 <brad_a> :O
[17:44:15] <fuzzie> 22:18 <brad_a> i would keep the current font in core and ttf would be optional
[17:44:18] <fuzzie> ^- liiiiies :-p
[17:44:28] <brada> i do remember for once
[17:45:19] <fuzzie> it wasn't that bad a patch anyway
[17:46:51] <brada> the biggest and possible only change needed now is the changes to the SetupString
[17:46:57] <brada> and type changes
[17:48:05] <fuzzie> hm, really?
[17:48:31] <brada> yeah like i said i mostly *did* keep double byte support in mind
[17:49:37] <miha> utf8 everywhere!
[17:49:44] <brada> and my font.2da changes work around that nasty hack the posted patch put in interface
[17:50:42] <fuzzie> can you just give a replacement filename now?
[17:52:05] <brada> yes
[17:52:26] <brada> just map the resref column to a new font by changing the font_name column
[17:52:36] <fuzzie> yes
[17:52:48] <fuzzie> but at some point you required more (unnecessary) info
[17:53:08] <brada> such as?
[17:53:13] <fuzzie> start/end glyph ids
[17:53:39] <brada> because without that you end up importing the entire TTF font
[17:53:46] <fuzzie> yes, but this isn't ttf :)
[17:53:48] <brada> which is massive and useless
[17:54:00] <brada> right so if we want we can ignore that for bams
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[17:54:20] <fuzzie> yes, that's just one thing that isn't handled any more, if I understand the code right
[17:55:20] <brada> thats a bit of a non issue for actually getting double byte support tho
[17:55:29] <fuzzie> well, it makes it annoying to just change and test it
[17:55:36] <fuzzie> so I don't see how it's a non-issue :)
[17:55:49] <brada> foractually getting this to work it is
[17:56:17] <brada> what i mean is having to set that doesnt prevent it from working and can be dealt with later
[17:56:31] <fuzzie> yes, but it makes it more work right now :p
[17:56:43] <brada> im pretty sure i can handle a few keystrokes...
[17:56:53] <fuzzie> well, if you want to do it .. :)
[17:57:00] <fuzzie> I'm just trying to work out what would need to be done.
[17:57:04] <brada> its already done
[17:57:09] <fuzzie> is it?
[17:57:27] <brada> i was refering to the keystrokes
[17:57:31] <fuzzie> oh
[17:57:33] <fuzzie> you have the values?
[17:57:34] <brada> but you can leave this in my hands
[17:58:07] <fuzzie> I don't have any Chinese games so I can't test Chinese.
[17:58:36] <fuzzie> but it'd be nice to have a known-working case for Chinese.
[17:58:52] <chiv> i have a winxp laptop with chinese bg1 working
[17:58:53] <brada> it shouldnt take me too long
[17:59:05] <fuzzie> mostly you can leave this as char* though for the Chinese case, you realise?
[17:59:16] <fuzzie> I guess you intend to convert to short* but then I wonder where you intend to do the conversion.
[18:01:03] <brada> i guess we dont want to convert everything to double byte
[18:01:31] <fuzzie> well, I don't know
[18:02:08] <fuzzie> just I don't want the patch to be useless and forgotten forever
[18:02:30] <fuzzie> and there's no need to make copies of the strings in the font code, certainly
[18:02:33] <brada> im taking care of it :p
[18:02:42] <fuzzie> for this chinese stuff, the low-byte chars like ' ' and '\n' are still the same
[18:02:44] <brada> yeah i wasnt planning on that
[18:03:03] <brada> i saw that when i loaded it up and was greeted with english
[18:03:12] <brada> well by english i mean latin chars
[18:03:27] <fuzzie> so you could just leave it as char*, then when you need the size/rendering, convert each individual char to a short and do an extra 'len++' if necessary
[18:03:44] <fuzzie> unfortunately I don't think that works with the other multibyte encodings :/
[18:03:54] <chiv> heh, they deserve to have a signature... from what i saw on the forum they put alot of effort into fixing the text
[18:03:56] <fuzzie> so I just mention it as a crazy idea, maybe you have more insight
[18:04:55] <chiv> i reckon it will probably be very similar for the japanese version if anyone ever finds that
[18:05:24] <chiv> (ie the encoding)
[18:05:32] <brada> fussie: why wont that work with others?
[18:09:57] <brada> gemrb has encoding settings right?
[18:10:30] <chiv> i love wikipedia: early variable width encodings were sometimes used to pack english text into fewer bytes in adventure games for early microcomputers
[18:11:58] <chiv> i suppose a byte is a bit of a waste for the latin alphabet...
[18:15:13] <brada> back then it was
[18:15:23] <brada> i mean you are using 2x the space for nothing :p
[18:15:56] <miha> not nothing. all the terminal control chars and currency symbols
[18:15:58] <miha> :)
[18:16:39] <miha> and you are free to pack two chars in byte, if you like. it's just not standard :)
[18:16:54] <miha> standard: IBM
[18:17:12] <brada> by nothing i mean using 2 bytes for something that occupies 1
[18:17:45] <chiv> you can probably fit greek, latin and cyrillic in one byte...
[18:18:37] <miha> yes, but it was only 7bit when it was introduced. 1 bit was parity. it's all legacy over legacy...
[18:18:52] <miha> then nobody dared to change USASCII
[18:19:57] * miha troll :$
[18:20:28] <miha> first there was USASCII then lesser nations had to be compatible
[18:21:40] <miha> ok, IBM was before that? ;)
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[18:23:56] <chiv> I'm glad it turned out all right anyway, all you have to do is look at the first page of wikipedia to see...
[18:46:13] <chiv> just my point of view, it might be nice to put the github repository somewhere more prominent on the wiki
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[18:47:58] <chiv> I didnt even know it existed until you guys pushed me in the direction
[18:48:39] <lynxlynxlynx> it's only a mirror, that's why
[18:48:51] <lynxlynxlynx> there's a bunch of them listed right in the download page
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[18:51:35] <chiv> so there is - but can you make a private fork and start pushing commits as easily with sf.net?
[18:51:54] <chiv> i mean I didnt even read the download page, I just went straight to sf
[18:52:45] <lynxlynxlynx> you'd have to push them somewhere else
[19:00:21] <chiv> i dunno, maybe it's the noob in me talking, but I think the fact that i could look at the page and make my own personal private fork with one click is genius
[19:01:21] <brada> ignoring bam fonts for the moment makes this much easier :p
[19:01:58] <chiv> it doesn't really matter that it isnt bleeding edge, i just have somewhere to stash my crap and come back to it if I need to drop it for any reason
[19:02:19] <brada> you dont need a remote to do that tho
[19:02:51] <brada> it is nice if you have more than 1 comp you work from tho
[19:03:11] <chiv> I do if I want my sanity, i have three computers on right now on my desk
[19:04:56] <chiv> and anyway, i just suggest it as a solution to: "guy comes and does code, then gets bored and lets it rot on local hard drive" problem mentioned earlier...
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[19:08:32] <brada> thats true too, but there is nothing that makes one push to their github fork either
[19:08:56] <brada> you will notice my fork hasnt been touched in ages ;)
[19:12:32] <chiv> well, you mainly push the master anyway right?
[19:14:11] <brada> i have a lot of wips in local repo only :p
[19:22:57] <chiv> theres nothing wrong with that, I just think this github mirror makes it a lot easier to share when you actually want to, i've been wasting time mucking about with patches and pastebin till now
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[19:24:10] <brada> chiv: do you have ttf importer?
[19:24:54] <chiv> yeah
[19:25:23] <brada> ok download a big5 ttf font
[19:31:46] <chiv> that was surprisingly awkward... but done
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[19:33:02] <brada> lol did you run into the same porno i did?
[19:33:43] <chiv> nah i got it of debain, i mean i have chinese fonts installed but i didnt know if they were the right type
[19:34:00] <chiv> i have uming.ttf
[19:34:25] <chiv> also: adblock :)
[19:34:37] <brada> i dont need adblock
[19:34:49] <brada> with chrome i just disallow plugins by default
[19:34:50] <chiv> the internet scares the shit out of me when i dont use adblock...
[19:35:11] <chiv> the sheer horror of stupid compared to how it used to be
[19:35:38] <brada> the one thing i like about flash is that is what everybody uses to serve crap
[19:35:46] <brada> so not having flash helps with that
[19:39:55] <chiv> I wish there was a better alternative to fontforge...
[20:02:49] <chiv> what is that font on the featured screenshot by the way?
[20:03:19] <brada> i have no idea what you are asking
[20:03:54] <chiv> on the wiki front page, theres a pic to show off the ttf
[20:07:52] <lynxlynxlynx> one from diablo
[20:08:33] <chiv> oh right, it seemed to look like what they used in torment
[20:13:31] <chiv> eh, im all set up ready to test btw, in case you were waiting for me ...
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[20:15:45] <Avenger> hi
[20:19:18] <chiv> lynxlynxlynx: Exocet - found it, it was actually used in Torment as well for some trivia
[20:19:54] <lynxlynxlynx> heh, both bought the same font?
[20:20:10] <chiv> torment only uses it for some buttons and things
[20:20:23] <chiv> but i knew it seemed familiar
[20:21:15] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: remove excessive use of hide/unhide, only causes problems http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=91f1c22118115f8c440234b8fb4eb2fd7afca00c
[20:21:16] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: reset the scrollbar on spellbook change http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=04122018c5a241d23286cc02cad500d290772ed3
[20:21:17] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: degrade SpellTopIndex to a normal var http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b1e80e06369a27d47f93e5511802701ec8ca5242
[20:21:18] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: properly update the window for the new spellbook http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=05089935ef23a6e9fbf2fa74f727ae265b26378f
[20:21:20] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: fixed ancient naming (syntax) error http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=1db60e27f81269480087e347e820e57c2ad11553
[20:21:21] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: enable the spell info window for the memorized ones too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=bfd7eb5b2177b8c742968ecfd2df69d998b39319
[20:21:22] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: lock the portrait unclickable http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=dc65c8d874222f4b605f2aa3905dbd02f0079e29
[20:21:23] <Seniorita> [commit] Jaka Kranjc: made GetSpelldataIndex and GetSpelldata also accept Party ID http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7f64f826819a544bfb17e968f8d61407e5ee66f6
[20:25:30] <lynxlynxlynx> still have some unmemorisations problems to solve, but it is mostly servicable now locally (only the stacked spells are problematic)
[20:34:14] <Avenger> looks like a huge step towards iwd2 compatibility :)
[20:37:43] <chiv> on the advantages of bitmap fonts, this was one of mine.. http://2600.gr/projects/doomfromhell/images/doom1-share-000.jpg
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[20:54:52] <lynxlynxlynx> most were small commits
[20:55:00] <lynxlynxlynx> just lots of crap in that file
[20:55:54] <lynxlynxlynx> we don't handle spells during cg yet either
[20:59:14] <lynxlynxlynx> Avenger: do you have any extra info on the SpellWait action? I asked you a few months back, but we quickly started discussing setspelltarget/markspell
[20:59:53] <Avenger> i'm pretty sure it waits the end of spell casting/aura cleansing
[21:00:03] <Avenger> but it is just a guess
[21:00:11] <lynxlynxlynx> just a blocking spell?
[21:01:19] <lynxlynxlynx> our spell action currently is too, ah, but that's different
[21:01:24] <Avenger> yes, but i will look at it
[21:01:47] <lynxlynxlynx> aura cleansing means just an extra round if the magic stat isn't set
[21:04:35] <Avenger> ok, this seems to be something different
[21:05:06] <Avenger> first, if spell is 0, then it defaults to 'markedspell'
[21:05:27] <Avenger> second, it has no 'res' variant
[21:07:26] <Avenger> third, it casts the spell, then adds a wait action to the queue
[21:08:03] <Avenger> the wait action's length is the casting time
[21:08:56] <Avenger> that is: spell's casting time - actor's casting speed bonus
[21:10:26] <Avenger> i think we can still support the res variant if we want
[21:10:51] <Avenger> simply default to marked spell if the string is null and the int param is null too
[21:16:10] <brada> chiv: do you have any larger images?
[21:16:20] <lynxlynxlynx> so it's different from Spell only in the markedspell bit
[21:16:21] <brada> those are so small they are completely worthless for comparrison
[21:17:06] <chiv> i can give you ones from bg1
[21:17:19] <chiv> i havent tracked down the exe i need for bg2
[21:21:18] <brada> also i lied to you earlier
[21:21:21] <Avenger> lynx: http://forums.gibberlings3.net/index.php?showtopic=24441 <-- this might be a gemrb problem. i've implemented various features into param1 :D
[21:21:23] <Seniorita> Baldurs Gate 2 Mage Scroll Scribing - The Gibberlings Three Forums
[21:21:28] <brada> tob is in GBK not big5
[21:22:11] <Avenger> lynx re spellwait: it also adds wait to the queue, normal spell actions don't
[21:22:45] <lynxlynxlynx> they do an internal wait
[21:26:24] <Avenger> the original engine probably didn't :)
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[21:29:04] <chiv> i might have just found it
[21:30:14] <brada> btw apparently there is chinese in those boxes :p
[21:30:37] <brada> the glyphs were just null before for obvious reasons
[21:37:01] <brada> chiv: those screenshots are also useless because the text is out of date
[21:37:07] <brada> the url is diffrent
[21:37:12] <brada> and the version string
[21:37:26] <brada> so i cant tell if i have the right symbols…
[21:37:41] <brada> i have *something* chinese anyway
[21:38:33] <chiv> ugh, sorry, just struggling to get back to chinese xp
[21:38:34] <brada> i see the ™ symbol in both so hopefully htats a good sign
[21:39:06] <brada> tho the parenthesis in mine are missing
[21:39:10] <brada> might be my fault
[21:40:59] <brada> does anybody in here speak chinese?
[21:41:03] <brada> and read it
[21:41:33] <chiv> I only know bits and bobs, but post a screenshot
[21:41:37] <brada> k
[21:43:18] <brada> ch5v- http://picpaste.com/Screen_Shot_2013-01-09_at_2.41.45_PM-ElvzEIMf.png
[21:43:19] <Seniorita> PicPaste - Screen_Shot_2013-01-09_at_2.41.45_PM-ElvzEIMf.png
[21:43:29] <brada> does that make any sense?
[21:47:40] <chiv> well, the last glyph on the first line is actually japanese...
[21:47:54] <chiv> i cant even run the game anymore, i have no idea why
[21:49:39] <brada> its a possibility that i didnt download a chinese font
[21:49:45] <brada> i dont speak asian!
[21:58:02] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357768611&do=diff
[21:58:16] <lynxlynxlynx> ups, forgot the minor change bit
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[22:08:05] <chiv> ARGH... baldur.ini : Double Byte Character Support = 0
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[22:10:29] <chiv> its as simple as flipping that switch apparently
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[22:12:54] <chiv> http://picpaste.com/j00gXyPv.jpg I appear to be missing a font myself,
[22:12:55] <Seniorita> PicPaste - j00gXyPv.jpg
[22:20:36] <chiv> i remember now, the readme just says copy it
[22:24:43] <chiv> no it doesnt, theres actually a setting in baldur.ini to alias fonts...
[22:25:36] <chiv> you know, I could have saved myself a lot of pain if I had just looked at the readme file
[22:28:29] <chiv> http://picpaste.de/start2-gXOQzQbg.jpg <--- that one I know is correct
[22:28:30] <Seniorita> PicPaste - start2-gXOQzQbg.jpg
[22:29:28] <chiv> and that is stretching my vocab....
[22:30:28] <fuzzie> that's a bam font?
[22:30:51] <chiv> yeah
[22:31:26] <chiv> I guess the only practical way is to generate it from a ttf
[22:31:54] <chiv> its something like 5000 glyphs probably
[22:31:57] <fuzzie> yeah, just for gemrb that means you need a mapping table :)
[22:32:12] <fuzzie> so maybe brada would like a known-working font if he's having problems with knowing which font to use
[22:32:40] <chiv> i already uploaded em, in the log somewhere
[22:33:40] <fuzzie> cool, but I meant maybe you know what that was in particular?
[22:33:44] <brada> chiv: ttf font not bam
[22:33:52] <chiv> ahhh
[22:34:00] <brada> bam is more difficult
[22:34:05] <fuzzie> really?
[22:34:12] <fuzzie> you'd think ttf would be more painful
[22:34:19] <chiv> nah sorry, its probably from the official bg2 translation version
[22:34:20] <brada> becaue of some assumptions we made when this was first written
[22:34:41] <chiv> made by a specialist team in taiwan
[22:35:46] <chiv> its quite hard to be sure, but I think whatever fonts I have on my windows machine use the same encoding
[22:35:59] <fuzzie> on chinese windows install?
[22:36:11] <chiv> nah, i'm a font collector....
[22:36:33] <chiv> but you can change the locale to whatever you like
[22:36:39] <fuzzie> It's been some time now, but I think the Japanese IE builds were just using Windows widechar stuff.
[22:37:17] <chiv> somebody uploaded something from the japanese version to that trow.cc by the way
[22:37:18] <fuzzie> Which SDL_ttf doesn't use, so that sounds not-fun.
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[22:38:01] <brada> we dont use sdl_ttf
[22:38:19] <fuzzie> well, you use code copied from SDL_ttf ;p
[22:38:38] <brada> but if we dont have a font that is compatible with either GBK or BIG5 then i guess ill just have to fix the bam stuff
[22:38:40] <fuzzie> but right, I guess you can change the charmap check code if necessary, fair enough
[22:38:49] <fuzzie> had not kept up :)
[22:39:35] <fuzzie> the chinese patch stuff is still using GBK?
[22:40:30] <chiv> theres two patches actually
[22:40:54] <Seniorita> [commit] Jaka Kranjc: added iwd2's SpellWait action http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=a583af4c1c258d54365de50eca6ef165ead3eea9
[22:40:55] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: yet another armored arcana surprise ... http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e513bd3232edb14dd825e0503b4c9344664b7e45
[22:40:56] <Seniorita> [commit] Jaka Kranjc: centirevisional news bump http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e27319bce17ff53d44bc2ae4b700abecb894a247
[22:41:43] <traveler__> if i'm in last bg1 chapter, should i get now flood of dreams?
[22:43:05] <chiv> 'cording to wikipedia, gbk is used for simplified, big5 for traditional
[22:43:09] <lynxlynxlynx> depends on the vars, but i guess so traveler__
[22:43:38] <fuzzie> chiv: right, the forum thread was about simplified chinese (and the patch only does GBK)
[22:44:27] <chiv> oh well, if brada does big5 encoding as well, it'll be better than the one written by the native :)
[22:45:27] <chiv> i have no idea what these terms mean I am throwing around anyway, I am just reading about them on the net....
[22:46:27] <brada> wedll i allededly have a tlk file for both
[22:46:46] <brada> problem is i cant seem to find anything that reads it
[22:47:04] <traveler__> well i got one dream now, but don't know which chapter it is from
[22:47:12] <brada> i set my character encoding to both big5 and gbk and get gibberish im guessing because i have no proper font
[22:47:15] <traveler__> will see
[22:47:51] <traveler__> nah, they are coming in order i think, loooking good
[22:48:25] <chiv> sort like random ascii garbage you mean?
[22:49:24] <chiv> if you open it in near infinity or something, there might be an online decoder like i found for russian
[22:49:34] <chiv> i will have a look
[22:50:13] <brada> yeas i mean its all showing as latin chars in every editor i have even when i set the encoding to big5
[22:50:34] <fuzzie> if you open the tlk file raw, you mean?
[22:51:13] <chiv> i feel a bit thick, i didn't even think to check out their tools category
[22:51:42] <fuzzie> hehe
[22:52:02] <brada> i think the problem is i need to reload the document...
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[22:52:48] <traveler__> are dreams dependant on reputation? i got different one regarding nashkel I think. and cure light wounds? i got laroch drain iirc then
[22:53:11] <chiv> for now I found http://www.string-functions.com/encodedecode.aspx if that is any help
[22:53:12] <Seniorita> Encoding / decoding tool. Analyze character encoding problems and errors.
[22:54:13] <fuzzie> traveler__: yes
[22:54:56] <fuzzie> just good vs evil.
[22:55:34] <traveler__> hmm
[22:55:47] <traveler__> but i was playing chaotic netrual then as well as now
[22:56:47] <traveler__> but i think i got then dream about searching bodies in nashkel for gp, still waiting for that one maybe confusing mines
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[22:59:18] <fuzzie> i mean, yes, reputation-based
[22:59:26] <fuzzie> not alignment, just good rep vs evil rep :)
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[22:59:49] <CamDawg> IIRC dreams are rep-based, but I don't know the cut off.
[23:00:09] <fuzzie> 9/10 I think.
[23:02:09] <traveler__> yeah i would too guess rep based
[23:02:21] <traveler__> i have maxed rep here
[23:02:48] <chiv> heh, i got sense out of one of the strings
[23:03:06] <chiv> iso-8859-9 to big5 is what i used
[23:04:50] <chiv> 13731 is the quit game string, on the main start screen
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[23:06:09] <chiv_bodydouble> should come out as 離開遊戲
[23:06:55] <chiv_bodydouble> xian zai wo xiang he cha
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[23:12:57] <chiv> there is some windows program in the site for working on bg1 strings
[23:14:41] <chiv> did you know that there are input methods to reliably type any possible chinese glyph using just the 9 numpad keys?
[23:17:32] <chiv> note thats plural method_s_... its quite surprising really
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[23:27:24] <brada> hiv: 安姆艺影
[23:27:26] <brada> chiv
[23:27:32] <brada> does that make sense
[23:27:41] <brada> encoded as GBK
[23:27:59] <chiv> that looks like the subtitle for soa
[23:30:09] <brada> what does it say?
[23:30:55] <chiv> heh, i said i know bits and bobs, eg the first glyph is 'an'
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[23:31:29] <chiv> ie equivalent to amn
[23:31:35] <brada> what button is it for?
[23:32:14] <brada> im finally getting somewhere
[23:32:42] <chiv> its hard to say, ive got the traditional patch ...
[23:32:53] <brada> bah!
[23:32:55] <chiv> its probably the soa button
[23:33:02] <chiv> on the splash screen
[23:33:05] <brada> yeah probably
[23:33:13] <chiv> ill swap a second
[23:36:39] <chiv> hmm nah i dont see that one
[23:38:21] <chiv> maybe its something happening elsewhere, but for some reason glyphs 1, 2 and 4 match but 3 is different
[23:39:06] <brada> well that was just the raw bytes for the string so some button on the home screen
[23:50:33] <chiv> this may be more useful: http://zhongwen/zi.htm
[23:51:19] <brada> a 404?
[23:51:39] <chiv> ech,. forgot to type .com
[23:51:52] <chiv> http://zhongwen.com/zi.htm
[23:51:55] <Seniorita> Chinese Characters Dictionary Web
[23:52:27] <chiv> for getting strings from the tlk