#firstname.lastname@example.org logs for 9 Mar 2012 (GMT)Archive Today Yesterday Tomorrow
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[00:15:02] <edsrzf> I made a patch for another bug I found: https://gist.github.com/2004278
[00:15:10] <edsrzf> Not sure if the fix is "correct" but it seems to work
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[08:53:59] <edheldil> Speaking of Actor::CommandActor(), should the 1 case really fallthrough to the 2 case?
[08:55:49] <edheldil> second, should not it use some consts instead of magic numbers?
[08:58:15] <fuzzie> patch? :-)
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[08:58:52] <edheldil> the first one was a question :)
[08:58:53] <fuzzie> but I don't see why it shouldn't fallthrough, otherwise it wouldn't work
[08:59:03] <fuzzie> yes/no? :)
[08:59:27] <fuzzie> oh, right, of course, they're PST-specific
[08:59:45] <fuzzie> right, I am confused. I don't know either way.
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[08:59:51] <demago> hello
[09:00:03] <edheldil> hi
[09:00:08] <fuzzie> there's way too many Roll calls in there.
[09:01:09] <demago> I want to install gemrb on my android device to play BG2. Should I use the gemrb from the Market, or should I use the latest build from the repository? Which is more stable for BG2?
[09:01:28] <fuzzie> Avenger added that 'case 2' very recently so you're probably right and it's a bug.
[09:01:36] <fuzzie> I don't get it, though.
[09:01:47] <fuzzie> demago: people were reporting crazy bugs in the one from the Market.
[09:01:58] <demago> k, thx
[09:02:12] <fuzzie> I don't know if the latest repository build is really any better...
[09:04:38] <fuzzie> lynxlynxlynx: maybe you have an idea on the second patch edsrzf provided
[09:05:17] <demago> I'll try ti install it myself, prolly end up here later asking for help ^_^
[09:05:20] <demago> cheers o/
[09:07:17] <edsrzf> edheldil: Probably case 2 should just disappear entirely and the rare sound handling should be outside the switch, as in SelectActor
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[09:07:28] <edsrzf> And yeah, some constants would probably be nice
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[09:13:46] <edheldil> I don't know how it's supposed to work, I just noticed the missing break when reading your patch
[09:14:45] <fuzzie> well, if it's *meant* to be fallthrough then it should be outside the switch, indeed
[09:14:57] <fuzzie> unless pst has 4 notches
[09:18:56] <edsrzf> I don't know how it works either
[09:19:22] <edsrzf> But I'd guess that there's still a chance for "seldom" sounds to trigger the rare sounds
[09:20:25] <edsrzf> Anyway, I'm out for tonight. I'll follow up tomorrow
[09:23:55] <edheldil> fuzzie: indeed in PST all the feedbacks have 4 notches
[09:24:12] <fuzzie> heh
[09:24:23] <fuzzie> I did check my paper manual but it is remarkably uninformative :)
[09:28:37] <edheldil> I can't check the effects right now
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[09:47:40] <Avenger> hehe, pst has 4 notches. The code may be not perfect, but a step in the right direction ;)
[09:48:14] <fuzzie> yeah, it just could do with explaining what it's trying to do :P
[09:48:43] <Avenger> i thought i added a comment
[09:48:50] <fuzzie> yes, but it makes no sense :-)
[09:48:54] <Avenger> isn't there anything about raresnd?
[09:49:01] <fuzzie> it says 'PST has rare sounds'
[09:49:09] <fuzzie> but rare sounds are already checked in the VerbalConstant call
[09:49:27] <fuzzie> so, my head confused
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[09:49:43] <Avenger> yeah, there should also be something about pst has 4 notches instead of 3
[09:50:29] <fuzzie> yes
[09:51:25] <Avenger> see you later, gotta work :(
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[10:01:57] <edheldil> that did not explain much :)
[10:02:07] <edheldil> at least to me
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[11:11:25] <demago> hello again
[11:11:45] <demago> can someone help me out with getting BG2 to run on my android?
[11:13:40] <demago> I'm having some problems right at the start, seems like gemrb can't make the /mnt/sdcard/app-data/net.sourceforge.gemrb/AUTHORS. aLogcat says "cannot create file:java.io"
[11:13:54] <alx3apps> demago: hi, yes I think I can help
[11:14:13] <demago> =D
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[11:15:09] <alx3apps> demago: you have this problem on APK installation? Are you using market version?
[11:15:35] <demago> yes, I installed the Market version and ran it once
[11:15:41] <demago> it asked to dl some files
[11:15:56] <demago> I confirmed, then it displayed an error
[11:16:04] <demago> Error writing to/mnt/sdcard/app-data/net.sourceforge.gemrb/AUTHORS
[11:16:20] <demago> I used aLogcat and it says the same thing with the java.io thingy
[11:16:35] <demago> I have a samsung galaxy s 2 if it helps any
[11:17:33] <demago> I checked the filesystem and there is no net.sourceforge.gemrb folder
[11:18:30] <demago> Could I copy the files manually after I create the folder? If so, where could I get the files?
[11:22:05] <alx3apps> Are you sure you don't have /mnt/sdcard/app-data/net.sourceforge.gemrb folder at all? It should have been created on installation even without additional downloads. Do you have your SD mounted on /mnt/sdcard/ (and symlinked as /sdcard) as usual on android, or some custom SD config?
[11:22:57] <alx3apps> Yes, additional files and game data may be copied manually in any folder, but no /sdcard/app-data/net.sourceforge.gemrb seems strange
[11:26:36] <demago> what does symlinked mean?
[11:26:37] <demago> hmmm
[11:27:08] <demago> on my phone, the sd card is actually on the mnt/sdcard/external_sd directory
[11:27:34] <demago> the mnt/sdcard is the phone memory I guess
[11:32:52] <demago> oh
[11:33:12] <demago> gemrb has an option to choose the location of data storage
[11:33:25] <demago> I pointed it the right way, now it's installing stuff =9
[11:36:12] <demago> trying to locate the folder now
[11:37:08] <alx3apps> demago: it means /mnt/sdcard and /sdcard are the different names for the same folder. Yes, you can point gemrb to some folder at /sdcard/external_sd , but you should copy there some files (e.g. GemRB.cfg) from initial installation folder.
[11:37:18] <demago> just a sec
[11:38:30] <demago> there is a mnt/asec/net.sourceforge.gemrb-1/ folder now
[11:39:44] <demago> there's a pkg.apk file in there and a folder named lib with some .so files
[11:40:09] <demago> Should I copy my game files in that folder now?
[11:40:49] <alx3apps> demago: In my galaxy tab /mnt/sdcard is the phone inner non-removable storage but it's not the inner phone memory anyway. And external SD is also mounted as /sdcard/external_sd . So after installation I copy everything from /sdcard/app-data/net.sourceforge.gemrb to /sdcard/external_sd/bg1 and point gemrb there
[11:41:10] <alx3apps> demago: no, I think asec is some inner android stuff like installed APK's
[11:41:38] <culot> demago: btw I suggest you not to use the market version as it has several annoying bugs (such as crashes when traps are triggered in BG2)
[11:41:47] <demago> it's one of the phone memories
[11:41:54] <alx3apps> demago: maybe your /sdcard storage (inner flash memory) is broken or have no room?
[11:41:59] <demago> the samsung has 3 kinds of memory for some reason
[11:41:59] <culot> demago: use the git version instead, it runs smoothly for me on an acer a500 and no issues so far
[11:42:11] <demago> kay
[11:42:24] <demago> I'll dl the git one then, install it and see what happens
[11:42:51] <alx3apps> demago: I can upload gemrb folder somewherer (without game data) for you to place it to /sdcard/external_sd
[11:43:21] <demago> yes, please! =D
[11:44:00] <alx3apps> SF versions and market one differs only in gemrb version, I don't recommend you to install SF versions until you've got market one running
[11:44:09] <alx3apps> ok, some minutes
[11:45:30] <demago> err, I am confused about which one to install and use now
[11:45:56] * demago scowls at the phone in hope it starts behaving
[11:49:23] <alx3apps> demago: I recommend got market one running, then switch to weekly build from SF
[11:52:32] <demago> hmmm
[11:52:40] <demago> it's installing on the correct location now
[11:53:31] <demago> \o/
[11:53:49] <culot> demago: I would recommend the same as alx3apps as it is what I did and considering that I have a working installation now
[11:53:52] <alx3apps> demago: checked it, it seems gemrb really creates it folder only after first download, not after intallation itself. So the things are even simpler. Specify directory as data installation location as something like /mnt/sdcard/external_sd/gemrb (make command line parameter empty), than enable gemrb daata (override) and gemrb data (guiscripts) in download menu. Then run, after crash it creates nesessary files
[11:56:55] <alx3apps> demago: then prepare and copy game data files there and modify GemRB.cfg file
[11:57:21] <alx3apps> demago: this link might be helpful for data files preparation http://forums.gibberlings3.net/index.php?showtopic=24008&st=0&p=197748entry197748
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[12:02:02] <demago> arr
[12:02:29] <demago> my IP is in league with the devil
[12:02:51] <demago> imma copy the gamefiles now ad see what happens after that
[12:02:54] <demago> and*
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[12:05:49] <alx3apps> demago: not sure you still were online when I posted link about data files, so I'll post it another time, IWD: http://forums.gibberlings3.net/index.php?showtopic=24008&st=0&p=197748entry197748 and BG1 specific one http://forums.gibberlings3.net/index.php?showtopic=23727&view=findpost&p=195056
[12:06:35] <demago> no, I wasn't and thx
[12:43:36] <edheldil> argh, another tempting discount at GOG
[12:57:19] <demago> unbeliveble =O BG2 works
[12:57:33] <demago> hmmm
[12:57:41] <demago> so, should I install the git version now?
[12:58:28] <demago> hmmm
[12:58:39] <demago> imma ty this one to see what the kinks are frst
[12:58:46] <demago> o/
[12:58:47] <demago> thanks everyone
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[13:04:20] <alx3apps> edheldil: krondor for 3$ sounds sweet :) Though, I'm going to check whether android dosbox supports external mouse to play it
[13:08:20] <edheldil> which one do you like? BaK was great for it's time (and still is, to some degree), RoK was a huge disappointment
[13:08:26] <edheldil> to me
[13:09:01] <wjp> hm, I'm just at the point in reading Feist where the book BaK would be next
[13:09:40] <wjp> the book (written after the game) is rumoured to be pretty bad, so maybe I should just play the game :-)
[13:18:20] <alx3apps> I didn't have it in teen ages on on 486dx. In recent times I'm playing golden era CRPG's on tab/phone. Tried krondor, but controls were hard without mouse, so I went to Pool of Radiance and other goldboxes instead. Can tell that PoR is great, completed it half a year ago. And it have much better combats then GemRB :)
[13:23:06] <culot> talking about dosbox, is it possible to play utlima 7 on android with it?
[13:27:59] <alx3apps> I have it ran very slow on anDosBox, but there's new dosbox on market which claims itself faster. Installed it some days ago but haven't tried yet.
[13:29:18] <alx3apps> also seen somewhere exult (engine like gemrb, but for U7 instead IE) built for android
[13:31:33] <culot> alx3apps: I'd like to have your feedback on this if you manage to make u7 run :)
[14:18:20] <alx3apps> culot: tried U7, it works after some dosbox tweaking, but barely playable. Some actions runs fast, but it has half-a-second hangs constantly.
[14:25:05] <culot> alx3apps: too bad :'( but thanks for trying.
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[17:40:35] <Avenger> meh, someone did something with dictionary :( iwd2 movies are not seen on the movies list
[17:41:04] <fuzzie> with dictionary?
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[17:42:36] <Avenger> i don't see the change, though
[17:42:42] <Avenger> it is still using Variables
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[17:42:49] <Avenger> but this worked before
[17:42:57] <fuzzie> where does it break exactly?
[17:43:19] <Avenger> all i see is GemRB.GetVar(<movieName>) doesn't return 1 anymore
[17:43:30] <fuzzie> oh, right
[17:43:58] <Avenger> i know it wasn't entirely correct, being in another section
[17:44:05] <fuzzie> yes, that probably got sabotaged
[17:44:08] <Avenger> but it was working, so i want my movies back :)
[17:44:35] <fuzzie> i don't think anyone else realised that something depended on that
[17:44:49] <Avenger> yeah, i found it just now, totally accidentally
[17:44:56] <fuzzie> it got rewritten so we can work on writing the ini files back
[17:45:10] <Avenger> ok, maybe i just remove the movie check
[17:45:17] <fuzzie> the plan is to keep the INIImporter around
[17:45:26] <Avenger> that will let you play all movies (before you seen them in game)
[17:45:32] <Avenger> if that's fine
[17:45:40] <fuzzie> well, it seems fine as a temporary thing
[17:45:43] <Avenger> k
[17:45:44] <fuzzie> we should fix it properly I guess
[17:46:40] <brad_a> heh sorry for breaking it :-p
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[17:48:22] <Avenger> hmm, even then i can't play these damn movies...
[17:49:39] <Avenger> ahh i see, too many checks
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[17:51:16] <edheldil> Avenger: what 's the deal With Actor::CommandActor() ? Is the fallthrough intentional? If yes, it should be tagged :)
[17:52:27] <Avenger> yes, intentional
[17:53:07] <Avenger> fuzzie: some iwd2 movies are still ugly for me, i thought this was fixed :)
[17:53:20] <Avenger> maybe this is some local compiler problem, though
[17:53:45] <fuzzie> yes, I think we fixed everything for everyone who wasn't you :/
[17:54:24] <CIA-28> GemRB: 03avenger_teambg * rde556b6a2b69 10gemrb/gemrb/GUIScripts/iwd2/Movies.py: movies as variables were broken, temporarily removed the check
[17:54:25] <Avenger> meh
[17:54:41] <fuzzie> or, well, wjp did
[17:54:53] <Avenger> btw, if brad wants to write the ini back, he should write the movies section too, how is that going to work
[17:55:07] <fuzzie> the plan is to keep the INIImporter around
[17:55:20] <fuzzie> so we can keep all sections as they were before
[17:55:41] <fuzzie> except for the settings which we deliberately change
[17:55:42] <Avenger> hmm, then maybe i just should have de-sabotaged the dictionary?
[17:56:04] <fuzzie> well, that isn't going to work in the long term
[17:56:17] <Avenger> why, do you expect name collision?
[17:56:24] <Avenger> maybe we should use a namespace :)
[17:56:45] <fuzzie> no, but I mean, that makes things complicated :P
[17:56:48] <Avenger> like GetVar(moviename,"Movies")
[17:57:03] <fuzzie> we can just write a function to get a value out of the ini
[17:57:42] <fuzzie> it isn't actually kept inside Interface right now, but it really should be
[17:59:13] <fuzzie> I mean of course it's broken right now so you can add a hack which adds everything to Vars as a temporary thing if you want :-p
[17:59:40] <Avenger> btw, i do some very ugly stuff now, as the spelltables are stored in creimporter
[17:59:51] <fuzzie> we should move them
[17:59:56] <Avenger> i didn't want to move them to Interface, so i just left them in there
[18:00:12] <Avenger> anyone who can't resist the urge to clean this up , feel free :)
[18:00:39] <fuzzie> you test this on linux, right? :)
[18:00:43] <Avenger> no
[18:00:48] <Avenger> i tested this on windows
[18:01:00] <fuzzie> but you're not making calls from core into CREImporter?
[18:01:08] <Avenger> i do
[18:01:11] <Avenger> :)
[18:01:19] <fuzzie> i don't know if that works
[18:01:57] <Avenger> PluginHolder<ActorMgr> gm(IE_CRE_CLASS_ID);
[18:01:59] <Avenger> spl->Type = gm->FindSpellType(spell->Name, spl->Level, clsmsk, kit);
[18:02:05] <fuzzie> oh, right
[18:02:08] <fuzzie> well ok, that works :)
[18:02:18] <Avenger> it is admittedly ugly
[18:02:30] <fuzzie> I thought by 'very ugly stuff' you meant worse :-p
[18:02:39] <fuzzie> that kind of thing can just be tidied up
[18:03:02] <Avenger> well, the spell tables need to be moved to interface, or gamedata, or something more central
[18:03:38] <Avenger> my rules of usage are usually: if only one thing uses a table, i let it load itself. But if more uses it, i move it to core
[18:04:00] <Avenger> i didn't expect i will have to use these tables outside creimporter
[18:04:36] <Avenger> the original does something similar, btw. But for a long time i didn't know why it needs these extra chores
[18:04:55] <Avenger> then i saw, that some spells are stored in different spellbooks even at different level
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[18:05:16] <Avenger> this system is extremely complicated
[18:05:38] <fuzzie> sigh :/
[18:38:59] <CIA-28> GemRB: 03edsrzf * r895a1058b09b 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[18:38:59] <CIA-28> GemRB: Fix segfault for games with no monk class
[18:38:59] <CIA-28> GemRB: When an unarmed character attacked, the engine tried to apply monk bonuses
[18:38:59] <CIA-28> GemRB: even when no monk class was available, causing a segfault.
[18:39:04] <CIA-28> GemRB: 03edsrzf * r340bd66ae9b5 10gemrb/gemrb/ (6 files in 5 dirs): (log message trimmed)
[18:39:04] <CIA-28> GemRB: Fix select and command sound issues
[18:39:04] <CIA-28> GemRB: * Correct the radio button values for CommandSounds and SelectionSounds in
[18:39:04] <CIA-28> GemRB: all games.
[18:39:05] <CIA-28> GemRB: * When Selection Sounds Frequency is Seldom, play sound 20% of the time
[18:39:05] <CIA-28> GemRB: instead of 25% of the time to match the option description.
[18:39:06] <CIA-28> GemRB: * When Command Sounds Frequency is Seldom, play a sound only once after
[18:39:20] <lynxlynxlynx> thanks
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[20:35:50] <Avenger> maybe that monk bonus bug was behind some reported crashes
[20:37:29] <edsrzf> Could be. It's probably more common than you'd guess because when NPCs join they don't have any weapons equipped
[20:37:42] <edsrzf> That might be a bug in itself
[20:45:16] <edsrzf> Nope, that's how the real game behaves too
[20:45:21] <lynxlynxlynx> this bug was very recent, due to an iwd2 compatibility change
[20:46:08] <lynxlynxlynx> Feb 26
[20:46:25] <lynxlynxlynx> so not really iwd2 related
[20:49:48] <CIA-28> GemRB: 03avenger_teambg * r0f02da12f443 10gemrb/gemrb/plugins/CREImporter/ (CREImporter.cpp CREImporter.h): iwd2:write spellbooks of creatures properly in saved games/exports
[20:50:49] <Avenger> ok, iwd2 spell stuff is mostly done \O/
[20:51:42] <lynxlynxlynx> awesome
[20:52:01] <lynxlynxlynx> this release will be pretty iwd2 centric :)
[20:53:04] <Avenger> well, i try to aim at barn sized holes, and let you fix the small ones. And this was a rather large hole.
[20:53:34] <lynxlynxlynx> it just makes me nervous, since some of the changes were pretty deep
[20:53:49] <Avenger> yep, this needs intensive testing
[20:55:28] <Avenger> i still didn't add spell memorization/forgetting in the guiscript
[20:56:40] <lynxlynxlynx> You taught this remorhaz how to burrow through doors :D
[20:56:48] <Avenger> ah yes, a wrong strref
[20:57:13] <Avenger> i just dont know how it popped in, i thought it was good for some time
[20:57:18] <lynxlynxlynx> i think it worked before too
[20:57:28] <lynxlynxlynx> will check later
[20:59:22] <lynxlynxlynx> oh and the changed actionbar now has an extra shield button at the end, overlaying the first portrait
[20:59:38] <Avenger> huh?
[21:00:34] <Avenger> i don't see that
[21:01:06] <lynxlynxlynx> i started a new game with lady's lament
[21:03:53] <Avenger> i don't see that
[21:04:12] <Avenger> can you drop a screenshot on me?
[21:04:38] <lynxlynxlynx> sure
[21:04:55] <lynxlynxlynx> it's odd, in the iwd2 dump, i don't even have strrefs that high for autosave
[21:05:11] <lynxlynxlynx> the remorhaz one is at 21556, my max around 40k, but we store 50k
[21:06:31] <lynxlynxlynx> git log is odd too
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[21:06:33] <lynxlynxlynx> wtf :)
[21:07:53] <lynxlynxlynx> found out what's with the shield
[21:08:11] <lynxlynxlynx> actually we now draw the same hp damage overlay as in bg2 instead of just adjusting the bottom bars
[21:08:32] <CIA-28> GemRB: 03avenger_teambg * r6be0a0de265d 10gemrb/gemrb/override/iwd2/strings.2da: no more remorhaz burrowing through the door (strrefs came from pst)
[21:08:37] <lynxlynxlynx> and that reddish tinting reveals the shield icon, so i guess something wasn't ok internally
[21:09:11] <Avenger> iwd2 has both methods
[21:09:23] <Avenger> but defaults to the new method
[21:10:05] <Avenger> Old Portrait Health=1
[21:10:08] <lynxlynxlynx> seems you overrode it in daf042f6ccddddb454d9a9025760cae7ebca8c74 (the strings)
[21:10:17] <lynxlynxlynx> ah
[21:10:21] <Avenger> did i mess more strings?
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[21:11:26] <Avenger> hmm google is totally awesome, it indexes stuff like that hash number!
[21:11:54] <lynxlynxlynx> it's hard to tell, since almost all the lines changed
[21:12:10] <lynxlynxlynx> a side-by-side diff would be easier to check
[21:12:22] <lynxlynxlynx> ignoring whitespace doesn't help
[21:12:53] <Avenger> i fear i just copied a pst version over it
[21:13:02] <lynxlynxlynx> seems like it
[21:13:09] <Avenger> that sucks
[21:13:10] <lynxlynxlynx> door bashing is wrong too, reverted to -1
[21:13:17] <Avenger> and all the feat messages
[21:13:44] <Avenger> i wonder what was the goal
[21:13:59] <lynxlynxlynx> another oddity, the barbarian with +2 con bonus regenerates fast
[21:14:14] <Avenger> can you revert this file?
[21:14:16] <lynxlynxlynx> snakebite probably has a message of its own?
[21:14:19] <lynxlynxlynx> sure
[21:14:54] <Avenger> i didn't even add the snakebite strref for iwd2
[21:15:07] <Avenger> should probably be: HELD 14102
[21:15:08] <lynxlynxlynx> yes, only HELD in that one
[21:15:22] <Avenger> no, snakebite prints HELD :)
[21:15:50] <Avenger> it is just not set in the iwd2 string table, instead i just overwritten it with the pst version
[21:16:11] <Avenger> and pst has no commit for this
[21:16:30] <Avenger> so i guess, i just forgot to change dirs when moving the files for commit
[21:16:55] <lynxlynxlynx> ugh
[21:17:22] <Avenger> just revert the iwd2 file, and add 14102 :)
[21:17:40] <lynxlynxlynx> it's not trivial, but it's on its way
[21:19:31] <CIA-28> GemRB: 03avenger_teambg * r3f1d9e1bcf16 10gemrb/gemrb/override/pst/strings.2da: missing HELD string
[21:19:47] <lynxlynxlynx> it's uglier than that
[21:20:32] <Avenger> i can recover it easily, i think
[21:21:11] <edsrzf> Anyone want to take a look at this patch? There might be a better way to do it. https://gist.github.com/2008760
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[21:23:18] <CIA-28> GemRB: 03avenger_teambg * rf9e17955b1d5 10gemrb/gemrb/override/iwd2/strings.2da: fixed messed up strings table for iwd2
[21:24:43] <Avenger> yeah looks good
[21:26:18] <Avenger> i'm just totally inept at copying patches :)
[21:26:28] <fuzzie> you never get commands other than by clicking, in original?
[21:26:53] <edsrzf> What do you mean?
[21:27:07] <Avenger> what other ways you have in mind? scripting?
[21:27:19] <brad_a> IIRC attacking should cause all PCs to talk
[21:27:52] <edsrzf> brad_a: I'll double check
[21:27:58] <fuzzie> Avenger: yes, specifically AI scripts
[21:28:32] <brad_a> if not i still like it :)
[21:28:54] <fuzzie> stupid Let's Play videos mostly have character sounds disabled.. :p
[21:29:44] <edsrzf> Seems like only one character speaks when attacking, but not necessarily the lead character
[21:29:59] <wjp> Avenger: hm, still iwd2 movie problems? :-(
[21:30:07] <lynxlynxlynx> bah
[21:30:16] <lynxlynxlynx> waste of my time
[21:30:32] <fuzzie> hmm
[21:30:37] <edsrzf> Or maybe a random selection of characters
[21:30:40] <fuzzie> is this not the attacks feedback?
[21:30:40] <edsrzf> Sometimes more than one
[21:30:41] <edsrzf> Gah
[21:31:18] <fuzzie> the Attack actions in original tries to do 'attacks' feedback if it's the first tick of the action and it isn't the AttackNoSound action
[21:31:35] <fuzzie> oh, that isn't it of course
[21:32:07] <fuzzie> it's: if Attack action, if first tick, and if either not PC or the rand() check succeeds
[21:32:12] <fuzzie> so indeed, random selection
[21:33:00] <fuzzie> ok, I am not awake
[21:33:14] <fuzzie> I mean, that is attack feedback..
[21:33:35] <fuzzie> now i'm confused
[21:33:51] <fuzzie> we call CommandActor from TryToAttack..?
[21:35:03] <edsrzf> I think the movement part is correct, anyway. Should I limit my patch to just that? That'd get rid of most of the annoyance.
[21:35:06] <fuzzie> doesn't that cause both command sound and attack sound?
[21:35:36] <edsrzf> Could be...
[21:36:31] <fuzzie> ok, gemrb is suddenly all broken for me
[21:37:16] <fuzzie> i can no longer use =
[21:39:15] <fuzzie> but yeah, with one character I get multiple sounds, so that is really bad
[21:39:33] <fuzzie> oh I see, Avenger added this very recently
[21:39:42] <edsrzf> Ok, so maybe that CommandActor goes away entirely?
[21:40:16] <fuzzie> that sounds ok, but I think I don't understand this very well :)
[21:41:01] <edsrzf> I'd never seen this code base before yesterday, so you have a better chance than me :)
[21:46:12] <fuzzie> the verbal constants are done using messages, so I can't easily look at what they're doing, I guess
[21:48:48] <Avenger> yes wjp, and the bug isn't there if i use the original ffmpeg player
[21:49:31] <wjp> Avenger: very frustrating :/
[21:50:07] <Avenger> yeah, but luckily i'm not a player. Maybe it happens only to me :)
[21:50:11] <wjp> Avenger: I think I fixed everything I could reproduce
[21:50:27] <Avenger> maybe i just have a buggy cpu :D
[21:50:32] <wjp> do you see it on both windows and linux?
[21:50:45] <Avenger> iirc, yes, but i didn't check it recently on windows
[21:51:15] <Avenger> the color mask problem for ios is more important to fix
[21:51:25] <brad_a> yes please :)
[21:51:31] <wjp> I'll find some time next week for that
[21:51:36] <brad_a> thank you sir
[21:51:47] <Avenger> see you later!
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