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[19:20:55] <lynxlynxlynx> fuzzie: here?
[19:23:12] <fuzzie> sort of
[19:24:04] <lynxlynxlynx> i'm looking at another script issue
[19:24:18] <lynxlynxlynx> bg2/movie02a.baf the one at the start of ch3
[19:24:49] <fuzzie> what goes wrong?
[19:25:07] <lynxlynxlynx> the viewport is bad, since the MoveViewPoint happens before the area transition finishes and actor centering is on, so it gets reset
[19:25:48] <lynxlynxlynx> so it looks like something should block there or maybe multiplayersync is useful in singleplayer too
[19:25:50] <fuzzie> oh, well, that's not a script issue
[19:25:57] <fuzzie> our actor centering is just incorrect
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[19:27:32] <fuzzie> maybe a temporary fix could be to fail to center if a cutscene is running?
[19:28:16] <lynxlynxlynx> that's what i'm trying, but i'm have no idea about the other use cases
[19:28:26] <fuzzie> i *think* the centering is only meant to happen if you actually use a travel region
[19:28:36] <fuzzie> but i didn't look, that's just a guess from when i was poking around
[19:29:38] <fuzzie> and doesn't seem to be correct, looking at the scripts
[19:30:29] <lynxlynxlynx> what about dialog centering?
[19:31:05] <fuzzie> is there an issue with that? i thought it looked like you had it right
[19:32:28] <fuzzie> oh, i guess you're asking about the 'only meant to happen' - i mean, the centering on the selected actor without any dialog/etc being involved
[19:32:47] <fuzzie> i guess it shouldn't be hard to try it in the original engine
[19:33:10] <lynxlynxlynx> ah ok :)
[19:46:39] <lynxlynxlynx> this hack doesn't work either, somehow cutscene mode is disabled at that point
[19:48:59] <fuzzie> i like how Interface::InCutSceneMode doesn't even check cutscene mode now
[19:49:23] <lynxlynxlynx> yes, that's funny
[19:49:36] <lynxlynxlynx> was the flag added later'
[19:49:38] <lynxlynxlynx> ?
[19:49:55] <fuzzie> i'm waiting for git to check, but i know it didn't have the dialog check until semi-recently
[19:49:57] <lynxlynxlynx> eh, doesn't matter
[19:50:10] <fuzzie> but the two scripts which call movie02a seem to definitely set cutscene mode
[19:50:22] <lynxlynxlynx> the flags are at 0 anyway
[19:50:38] <fuzzie> so i'm looking at it because i'm wondering if something gets unset
[19:50:58] <lynxlynxlynx> that's it, because in a previous breakpoint, it was still set
[19:52:00] <lynxlynxlynx> at first i thought we reset them every tick, but that isn't true
[19:53:15] <fuzzie> which viewport mover is responsible? the one in ChangeMap?
[19:57:08] <lynxlynxlynx> yes
[20:06:07] <fuzzie> very weird
[20:37:58] <lynxlynxlynx> more fun at the forum ><
[21:24:05] <fuzzie> which one?
[21:24:24] <lynxlynxlynx> sdl
[21:24:39] <fuzzie> i mean, compiling with SDL 1.3 without knowing what you're doing is a bit silly :P
[21:25:04] <fuzzie> it has different palette handling
[21:25:11] <lynxlynxlynx> and no release yet
[21:27:52] <fuzzie> although actually that screenshot makes little sense
[21:28:41] <fuzzie> i mean, the displayed stuff there is 256color and the rest is RGBA..
[21:31:11] <CIA-39> GemRB: 03avenger_teambg * rbc195e0ddcf7 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp:
[21:31:11] <CIA-39> GemRB: added global option to another guiscript command
[21:31:11] <CIA-39> GemRB: implemented SetupQuickSpell
[21:31:43] <CIA-39> GemRB: 03avenger_teambg * r31a2d880ad9f 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: implemented quick spell selection in bg2
[21:31:48] <fuzzie> yes, i'm told that the only typical breakage by using SDL 1.2 code is in palette stuff
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[21:32:50] <Avenger> someone broke spell selection when they changed GameGetFirstSelectedPC to return global, but didn't fix all commands
[21:33:46] <lynxlynxlynx> it just wasn't used this way
[21:34:01] <lynxlynxlynx> the global addition was made specifically so summons could cast
[21:34:44] <fuzzie> normal spell selection was working fine
[21:34:46] <Avenger> yep, but all guiscript commands originally worked without global
[21:34:57] <Avenger> fuzzie: scrolling didn't work
[21:35:10] <lynxlynxlynx> sure it did
[21:35:10] <Avenger> does it work for you?
[21:35:15] <fuzzie> it worked fine for me
[21:35:16] <Avenger> hmm
[21:35:24] <fuzzie> i didn't try it after all your recent changes though..
[21:35:41] <fuzzie> i'm kind of busy recently, just here because i'm wondering about those SDL 1.3 problems
[21:35:45] <lynxlynxlynx> yeah, it broke recently
[21:35:53] <lynxlynxlynx> like really recently
[21:35:54] <Avenger> ActionRightPressed was broken
[21:36:10] <lynxlynxlynx> the last time i played i could scroll just fine, now i can't
[21:36:25] <Avenger> i'm pretty sure i didn't break it, though :)
[21:36:35] <fuzzie> well, i will look
[21:38:38] <fuzzie> i don't see anything recent that would have broken it
[21:39:27] <lynxlynxlynx> i don't remember when i last played, but it is definitely within a month
[21:39:49] <Avenger> i know that i recently noticed that GameGetFirstSelectedPC returns global instead of slot count
[21:40:17] <fuzzie> that happened a long time ago though
[21:40:23] <Avenger> that's what changed, but some commands still use only party slot
[21:40:33] <fuzzie> we spent a while debugging everything used, so this is really weird :P
[21:40:36] <lynxlynxlynx> btw, the guiscripts will need to know more about the internals of the actionbar for the f1-f12 bindings
[21:40:53] <fuzzie> maybe we did it stupidly and tried the wrong thing
[21:41:13] <fuzzie> since maybe it would work if globalid==0?
[21:41:32] <lynxlynxlynx> aren't those starting at 1000?
[21:41:39] <fuzzie> i meant to do that, i forget if i did
[21:41:42] <lynxlynxlynx> you did
[21:41:47] <fuzzie> hm, no, i did, that's good
[21:41:48] <Avenger> oh, that is a good idea
[21:42:02] <lynxlynxlynx> it made the process much easier
[21:42:03] <Avenger> so, i just have to delete some pc = xxx stuff
[21:42:49] <fuzzie> it's really important that everything uses real global ids, with no hacks
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[21:43:03] <Avenger> yep
[21:43:19] <fuzzie> because otherwise it breaks for summons as lynx says, but also other controllables
[21:43:25] <fuzzie> it's weird how that worked though
[21:44:46] <fuzzie> wait, which game were you using?
[21:45:09] <lynxlynxlynx> bg2 here
[21:45:26] <fuzzie> i did only test with bg2
[21:46:09] <fuzzie> doesn't look different though. i don't know.
[21:46:15] <fuzzie> good that it works fine now.
[21:47:13] <Avenger> i fixed only bg2, and only there, other uses of that command may still be buggy
[21:47:29] <fuzzie> I think the issue is that SDL 1.3 doesn't support our 32bpp surface masks, btw.
[21:47:59] <Avenger> old version did?
[21:48:32] <fuzzie> well, SDL 1.3 is really 'SDL totally different'
[21:48:56] <lynxlynxlynx> target: kin to source
[21:48:59] <fuzzie> it breaks compatibility
[21:49:30] <fuzzie> and our MOS masks aren't accepted by the pixel format check function
[21:49:37] <lynxlynxlynx> no wonder priests cast restoration on their colleagues
[21:49:49] <fuzzie> because we make a 32bpp surface with no alpha
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[21:52:11] <fuzzie> and the SDLVideoDriver::showFrame thing doesn't work because we're trying to make an 8bpp surface with 16bpp pixels in it?!
[21:52:23] <fuzzie> i mean, of course that's not going to work, it's an 8bpp surface..
[21:52:55] <fuzzie> someone should change 0x7C00, 0x03E0 and 0x001F on SDLVideo.cpp:2449 to 0 and make sure it still plays the bg2 intro
[21:53:12] <fuzzie> if so, that should fix the reported crash there
[21:54:27] <fuzzie> the MOSImporter problem is more complicated, either it has to ignore the alpha (and make a 24bpp surface) or provide an alpha mask instead of 0 and hope the MOS alpha is valid
[21:54:32] <fuzzie> i can't really mess with this right now
[21:54:41] <fuzzie> but that showFrame thing is really silly :P
[21:55:14] <Avenger> fuzzie: i can do that, but shouldn't i set it to 8bpp too?
[21:55:27] <fuzzie> it is already 8bpp, it is just trying to provide 16bpp masks :P
[21:55:57] <fuzzie> SDL 1.2 just ignores the masks, but SDL 1.3 returns an error because it checks the masks :)
[21:55:59] <Avenger> sprite = SDL_CreateRGBSurfaceFrom( buf, bufw, bufh, 8, bufw, 0, 0, 0, 0 );
[21:56:01] <Avenger> ?
[21:56:09] <fuzzie> no
[21:56:11] <Avenger> ahh, so sprite remains null?
[21:56:20] <fuzzie> i mean, yes, that's what it should be
[21:56:21] <lynxlynxlynx> plays them all three just fine here
[21:56:24] <fuzzie> and yes, so sprite returns null
[21:57:03] <Avenger> ok, so i set that, and see the movies?
[21:57:14] <fuzzie> well i guess if lynxlynxlynx already did then maybe that is already fine :)
[21:57:35] <Avenger> all movies are fine
[21:57:59] <Avenger> i'm on 64 bits :D
[21:58:15] <Avenger> probably doesn't mean much, but still, a bit different system
[21:59:54] <CIA-39> GemRB: 03avenger_teambg * r481bf453fe55 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: well... this supposed to fix an Apple crasher
[22:00:11] <lynxlynxlynx> this one is 64b too, the old machine is dead
[22:00:24] <Avenger> oh, all hail the new machine
[22:00:49] <lynxlynxlynx> :)
[22:06:23] <Avenger> see you later
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