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[10:14:52] <fuzzie> morning
[10:15:05] <D_T_G> good good
[10:15:58] <fuzzie> hi, D_T_G
[10:16:33] <fuzzie> i was looking at making a BGT install, but apparently weidu isn't good enough for them? so i can't install
[10:16:55] <D_T_G> you have linux?
[10:16:58] <D_T_G> atm
[10:17:01] <fuzzie> yah
[10:17:09] <fuzzie> there's a thread with a shell, but it just ends up running .exe files
[10:17:21] <fuzzie> so i'll have to install on someone's windows and copy over
[10:18:01] <D_T_G> well, worked for me
[10:18:19] <fuzzie> it's this "tis2bg2.exe" which ruins it, i think?
[10:18:24] <D_T_G> http://www.shsforums.net/index.php?showtopic=41200
[10:18:34] <fuzzie> yeah, it talks about this in the thread
[10:18:39] <fuzzie> "tis2bg2 runs through wine"
[10:18:53] <fuzzie> and then he biffed using windows weidu, also :p
[10:19:17] <D_T_G> he assumed wine should be standard across all linuxes
[10:19:28] <fuzzie> wine is not an emulator :)
[10:19:31] <D_T_G> but forgot about nonx86 :)
[10:19:34] <fuzzie> it works only where you can also run windows
[10:19:44] <fuzzie> well, he didn't forget
[10:19:54] <fuzzie> he actually says: this is no problem, because you need wine for bg2 anyway
[10:22:07] <fuzzie> but maybe gemrb can include a tis2bg2 tool. we'll se.
[10:22:50] <D_T_G> there is somewhere tis2bg2 linux binary?
[10:23:12] <fuzzie> no, but it is surely not hard to write our own :)
[10:23:24] <D_T_G> :)
[10:23:43] <D_T_G> with gemrb we don't need to convert ogg to wav too :)
[10:24:08] <D_T_G> one of the most common failure when installing mods with linux weidu binary
[10:24:27] <fuzzie> yes, i'm not sure why no-one had fixed gemrb for that already
[10:25:05] <D_T_G> i've just updated todo about HoW
[10:25:18] <fuzzie> it had all this vorbis stuff, all this code, someone had spent loads of time, and then it didn't try opening the .ogg o.O
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[10:26:37] <fuzzie> any idea of the area name for the Whistling Gallows Inn??
[10:26:49] <D_T_G> hm
[10:27:20] <D_T_G> ar9101
[10:28:01] <D_T_G> previously the gemrb crashed when i tried to move from lonelywood to kuldahar but now it just moved me
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[10:28:31] <fuzzie> the todo entry isn't really correct, i think; i'm pretty sure we're not meant to change worldmaps, just show the right one according to where we are
[10:28:41] <fuzzie> but whoever fixes it will work it out
[10:29:44] <D_T_G> any clue about Hobart?
[10:29:50] <fuzzie> he's in my ar9101.are.
[10:30:06] <fuzzie> did you install TotL after already playing into that area?
[10:30:32] <D_T_G> yes, but he does not appear even if i start from scratch in eastheaven
[10:31:19] <fuzzie> oh, DLTCEP shows him placed directly above the central fire/well thing
[10:31:30] <fuzzie> is this the guy who had the rendering bug?
[10:31:38] <D_T_G> yep
[10:31:57] <D_T_G> lynx discovered that bug in other place too
[10:32:06] <D_T_G> http://lynxlynx.info/bugs/gemrb-iwd-fireplace-overlap-NE-easthaven.jpg
[10:32:14] <fuzzie> oh, i see
[10:32:19] <fuzzie> he's invisible
[10:33:03] <D_T_G> if he was place like in exe at least he's head should be visible in gemrb, though :)
[10:34:09] <fuzzie> $ strings /tmp/idmain.exe | grep HOB
[10:34:09] <fuzzie> 9101_SPAWN_HOBART
[10:34:09] <fuzzie> 9101_HOBART_INIT
[10:34:25] <fuzzie> aren't Black Isle such awesome people?
[10:34:33] <D_T_G> hardcoded?
[10:34:47] <fuzzie> yes, those two are hardcoded in the same place as EXPANSION_DOOR
[10:35:10] <D_T_G> hm
[10:35:15] <fuzzie> while i remember: there's also an AR2109 with 'HOWSEER' set there
[10:35:31] <D_T_G> i guess gemrb has no function to discover if totl was installed
[10:35:55] <fuzzie> try SetGlobal("9101_SPAWN_HOBART", "GLOBAL", 1) at gemrb's console
[10:36:00] <fuzzie> you probably want to do both :)
[10:36:07] <D_T_G> ok
[10:37:23] <D_T_G> worked, i see his head now :)
[10:38:07] <fuzzie> ok. i can't find the script responsible, but i guess i don't need to :)
[10:38:32] <D_T_G> btw, he's mouse-hovered tooltip says Hobart Stubbletoes when in exe it was just a "halfling"
[10:39:12] <D_T_G> crash!
[10:39:19] <D_T_G> [KEYImporter]: Searching for mharwk.bam...[ERROR]
[10:39:19] <D_T_G> Cannot find /data/zcMHar.bif... Resource unavailable.
[10:39:19] <D_T_G> [CharAnimations]: Couldn't create animationfactory: mharwk
[10:39:19] <D_T_G> fish: Job 1, './gemrb -c GemRB.cfg.id1' terminated by signal SIGSEGV (Address boundary error)
[10:39:51] <D_T_G> when transferring to luremasters castle
[10:40:09] <fuzzie> you're missing zcMHar.bif ?
[10:40:18] <D_T_G> hm
[10:40:34] <fuzzie> should be in data/ once TotL is installed
[10:41:08] <fuzzie> re the tooltip thing: is this an old savegame? i think lynx fixed a bug in the importer, but it already corrupted old games
[10:41:15] <D_T_G> zcMHar.bif - i have it
[10:41:34] <D_T_G> yeah, old save game
[10:42:00] <D_T_G> i had quite problems to do a save in id1 with gui i guess
[10:42:41] <D_T_G> oh, it expects data dir is all lowercase?
[10:42:57] <D_T_G> maybe i'll try to rename it from Data
[10:43:00] <fuzzie> it should be an ini setting
[10:43:13] <fuzzie> 'CaseSensitive=1'
[10:43:55] <D_T_G> CaseSensitive=1 - i have it set
[10:44:22] <fuzzie> strange
[10:45:00] <D_T_G> when set to 0 it fails on chitin.key
[10:45:06] <fuzzie> reassuring :)
[10:45:39] <fuzzie> ah
[10:45:42] <fuzzie> ok, this is gemrb bug
[10:46:08] <fuzzie> ToTL's chitin.key has every data file listed as "data\filename.bif", except this one, which is "\data\zcMHar.bif"
[10:46:18] <fuzzie> so we must not be doing it right
[10:47:04] <D_T_G> mv Data data fixed the crash :)
[10:47:17] <D_T_G> i'm in luremaster's castle
[10:47:45] <fuzzie> i need to remember that one, i guess it will break again if you loweer-case zcMHar.bif?
[10:47:48] <fuzzie> and a lot of people do that
[10:47:59] <D_T_G> haha, harps attack wyverns instead of me :)
[10:49:32] <D_T_G> yes
[10:50:20] <D_T_G> http://img169.imageshack.us/img169/3964/how3.jpg
[10:50:42] <fuzzie> :)
[10:50:51] <fuzzie> i only saw that in gemrb so far when it was correct
[10:50:55] <D_T_G> enemy of my enemy is my friend, so who :)
[10:51:07] <fuzzie> i never played TotL, so i have no idea how it's meant to go
[10:51:30] <D_T_G> hm, i'm not sure neither
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[11:00:04] <D_T_G> TotL is very nonhack&slash and in bg2 style quest
[11:00:39] <D_T_G> well, you hack and slash but the quest is nicely puzzled :)
[11:04:17] <fuzzie> woohoo, tax return.
[11:04:49] <fuzzie> if only there were more IE games to buy with my riches :(
[11:10:25] <D_T_G> hm, no chapter text in chap1 iwd1
[11:10:33] <fuzzie> just blank?
[11:10:37] <D_T_G> i remember it working in gemrb
[11:10:44] <D_T_G> blank
[11:10:48] <fuzzie> odd
[11:10:54] <D_T_G> no narration speech too
[11:11:11] <fuzzie> i am clearing space on this laptop to copy iwd+how+totl install from someone's Windows box
[11:11:11] <D_T_G> repeat button worked
[11:13:02] <fuzzie> D_T_G: walkthrough says "you will find some wyverns and harpies fighting each other", btw
[11:13:24] <D_T_G> cool, so no bug there
[11:14:20] <D_T_G> hm, i thought dialog with arundel should update world map to shadows dale
[11:14:40] <fuzzie> you tried world map travel?
[11:15:23] <D_T_G> after arundel talk the shadows dale don't appear on world map, but just after that talk you can travel there
[11:15:37] <fuzzie> that is my bug, if it's a bug
[11:15:46] <D_T_G> if i tried to travel there before the talk i couldn't
[11:16:13] <fuzzie> i wrote the code so that it only updates the world map when you travel, because that's what i found in iwd
[11:16:24] <fuzzie> maybe i missed some other circumsta
[11:16:27] <fuzzie> circumstance.
[11:16:56] <D_T_G> there at update world map during talk in iwd1
[11:17:01] <D_T_G> at-> are
[11:17:14] <fuzzie> could you tell me the dialog file which does it?
[11:17:38] <D_T_G> with arundel in kuldahar i think
[11:17:58] <D_T_G> barbarian camp too in lonelywood
[11:18:12] <D_T_G> but that note appears in gemrb so it works i guess
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[11:18:25] <D_T_G> just the world map is old
[11:18:53] <fuzzie> grmph
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[11:19:00] <fuzzie> the dialog doesn't actually update the world map
[11:19:13] <fuzzie> it just sets a variable and hopes the engine does it..
[11:19:19] <fuzzie> i guess i have to do it on world map display, too
[11:19:56] <D_T_G> "you world map has been updated"
[11:20:03] <D_T_G> works in lonelywood
[11:20:09] <fuzzie> you get the text?
[11:20:13] <D_T_G> yes
[11:21:56] <fuzzie> well, i don't know how that's meant to work
[11:22:00] <D_T_G> i started iwd1 from scratch in easthaven again and reached lonelywood, whistling gallow, and hobart still has tooltip "hobart" instead of "halfling"
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[11:22:17] <D_T_G> http://img185.imageshack.us/img185/6990/how4.jpg
[11:22:25] <fuzzie> D_T_G: meh :) both texts are there in the creature, so i guess we pick the wrong one
[11:22:26] <D_T_G> ^note
[11:23:45] <fuzzie> Roald's dialog does it properly, it does RevealAreaOnMap from the dialog
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[11:24:30] <fuzzie> Arundel's dialog doesn't, it just sets 'Vale_Quest', which means that the world map doesn't get updated immediately
[11:24:57] <fuzzie> so i'm pretty sure Arundel's dialog shouldn't say "your world map has been updated"
[11:25:17] <fuzzie> but it is possible that the world map should be updated when you next check it, i'll have to look
[11:26:30] <D_T_G> in exe? i wanted too, but my suse linux sometimes fails with mounting cds
[11:26:41] <D_T_G> i would have to restart pc to fix this
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[11:26:56] <fuzzie> well, it is difficult to see in exe :)
[11:26:59] <D_T_G> works, works, and than fails, crazy linux
[11:27:06] <fuzzie> you have to save and look at the world map in the save
[11:27:36] <fuzzie> because looking at the world map screen will change the world map :)
[11:27:42] <D_T_G> i couldn't find nocd patch for iwd1 v1.42
[11:27:54] <D_T_G> it would save a lot of time when testing for me ;)
[11:27:57] <fuzzie> i use an 'infinitycracker.exe'
[11:28:11] <fuzzie> i don't know where i got it, want me to upload it somewhere?
[11:28:30] <fuzzie> i borrowed a netbook to run it, and it has no CD drive, so i have no choice :)
[11:28:35] <D_T_G> yeah, nugrud(at)gmail.com, thx :)
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[11:31:00] <fuzzie> hm, i wonder if gmail will let me send an exe, heh
[11:31:10] <fuzzie> apparently not
[11:32:20] <fuzzie> and it won't let me attach the zip, awesome
[11:32:28] <D_T_G> just rename it
[11:33:07] <fuzzie> http://fuzzie.org/infinitycracker_v1.1.zip
[11:33:13] <D_T_G> thx
[11:33:19] <Gekz> infinity cracker works on everything
[11:33:28] <Gekz> fuzzie: cant that be incorporated into gemrb?
[11:33:36] <Gekz> wait
[11:33:42] <Gekz> redundant
[11:33:42] <Gekz> MOVING ON
[11:38:51] <D_T_G> wine 1.1.31 crashes in how when clicking load game :/
[11:39:00] <D_T_G> 1.1.30
[11:42:51] <D_T_G> must go for now, bye
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[12:17:33] <lynxlynxlynx> re tooltips
[12:18:11] <lynxlynxlynx> many times the name is fetched with -1, which means the short name (halfling) if it is the first time we're talking, otherwise the long one
[12:23:19] <fuzzie> i guess i don't do that in tooltip code?
[12:28:26] <lynxlynxlynx> tooltipping doesn't increase the talk count, of course
[12:28:37] <lynxlynxlynx> i don't think we have a bug
[12:28:56] <fuzzie> i mean
[12:29:03] <fuzzie> my DisplayTooltip just does GetName(1)
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[12:29:35] <fuzzie> because i didn't know of this -1 magic :)
[12:29:53] <fuzzie> so if the tooltip should be doing GetName(-1) then i guess that is a bug.
[12:30:13] <lynxlynxlynx> i'm not sure how the original behaves
[12:32:16] <fuzzie> original bg1 turns out to not display anything but name in tooltips, it has been driving me mad
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[13:20:32] <fuzzie> lynxlynxlynx: is there a guiscript funciton for detecting TotL?
[13:21:15] <lynxlynxlynx> nope
[13:21:52] <fuzzie> hm
[13:22:13] <fuzzie> no convenient worldmap to detect for it, i guess
[13:22:37] <lynxlynxlynx> it could be done with other files, but it would still just detect the presence
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[13:51:29] --- Topic for #gemrb is: GemRB 0.5.1 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots!
[13:51:29] --- Topic for #gemrb set by lynxlynxlynx at Thu Aug 27 14:07:31 2009
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[14:33:03] <CIA-22> gemrb: 03fuzzie * r7387 10/gemrb/trunk/gemrb/plugins/KEYImporter/KeyImp.cpp: add a stupid hack for totl path weirdness
[14:36:17] <fuzzie> that one was annoying, i hadn't noticed that it messed with the paths at load time
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[15:34:37] <D_T_G> re: tooltips: i found earlier examples of diffrence between exe and gemrb
[15:35:06] <D_T_G> in eastheaven, easy to check
[15:35:22] <D_T_G> http://img525.imageshack.us/img525/1475/whered.jpg
[15:36:14] <D_T_G> in the SW corner of map, a girl named Elisia has a tooltip "Strange Woman with Blue Skin"
[15:36:39] <Gekz> hahaha
[15:37:09] <Gekz> D_T_G: can you try it in the english localisation
[15:37:14] <Gekz> and see if the result is the same>?
[15:37:31] <D_T_G> i don't have english localisation
[15:37:35] <Gekz> ah.
[15:37:48] <Gekz> I thought the polish version was also english
[15:37:53] <D_T_G> in gemrb she has a tooltip "elisia"
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[15:59:28] <Avenger> hello
[16:01:06] <Avenger> i see totlm messed with you ;)
[16:08:52] <fuzzie> ack, i missed D_T_G again
[16:08:56] <fuzzie> hi Avenger :)
[16:29:08] <Avenger> what does tis2bg2 do?
[16:29:40] <Avenger> isn't it a tisunpack, which makes tilesets from mpeg?
[16:31:27] <fuzzie> from mpeg?
[16:32:09] <fuzzie> anyway, no, it converts a TIS/WED/MOS from bg1 to bg2
[16:33:41] <Avenger> ahh is ee
[16:34:12] <Avenger> but we don't need that
[16:34:24] <Avenger> we can display bg1 areas just as nicely
[16:34:49] <Avenger> this is more likely about overlay green, i guess
[16:35:11] <fuzzie> i think there's a seperate tool to fix the green
[16:35:37] <Avenger> so maybe you can replace that tool with some shell script
[16:36:03] <Avenger> there is not much to convert in areas from bg1 to bg2
[16:38:33] <fuzzie> well, they have to change huge amounts of are stuff, but they just have converted .are files
[16:39:11] <Avenger> i'm fairly sure gemrb can cope with both area formats :)
[16:39:27] <Avenger> it does some conversions on the fly, while doing the import
[16:39:37] <fuzzie> yes, but BGT will not work with old areas :)
[16:39:50] <Avenger> bgt in gemrb?
[16:39:57] <fuzzie> that is what i look at, yes
[16:40:09] <Avenger> that should work
[16:40:35] <Avenger> maybe you just need to copy the files
[16:40:50] <fuzzie> well, it works once you get it installed
[16:41:03] <fuzzie> well, sort of, it's very broken, but i look at that later
[16:41:08] <fuzzie> not really a priority yet :)
[16:42:15] <fuzzie> heh, http://home.comcast.net/~shorter18/tis2bg2.zip is source code! with big-endian, even
[16:43:08] <fuzzie> it does just seem to fix the green, heh
[16:43:40] <fuzzie> with some weirdnesses like "fireplaces!!!!!"
[16:43:54] <fuzzie> Avenger: you don't know why fireplaces are misrendered in gemrb, i guess?
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[17:18:52] <fuzzie> D_T_G: try changing GameControl.cpp line 1027 from 'GetName(1)' to 'GetName(-1)'
[17:19:04] <D_T_G> ok
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[17:30:31] <D_T_G> kinda worked
[17:32:28] <D_T_G> http://img183.imageshack.us/img183/7802/where1.jpg
[17:32:44] <D_T_G> some dirt on the end of tool tip, though
[17:33:12] <fuzzie> heh, 32 chars!
[17:33:36] <D_T_G> i have a linux question
[17:33:58] <D_T_G> how to kill the process that is unkillable with kill -9 ??
[17:34:19] <fuzzie> if -9 doesn't kill a process, then it is probably stuck in a kernel call
[17:34:31] <D_T_G> wine process status is D, i can't kill it and it's blocking running idmain.exe
[17:34:37] <fuzzie> how to kill that depends on what it's stuck on
[17:34:58] <fuzzie> eg, if it's waiting for a filesystem, then force-disconnect the filesystem - this is what the '-f' to umount is for
[17:35:27] <fuzzie> but sometimes it's just a broken driver and there's not much you can do
[17:35:27] <D_T_G> i don't know what's blocking it
[17:35:51] <D_T_G> this happens to me quite from time to time with wine and java
[17:36:24] <fuzzie> do you have some strange filesystem mounted, like ntfs-3g or smb? that is usually the culprit for me
[17:36:34] <D_T_G> no
[17:36:39] <D_T_G> ext3
[17:36:42] <D_T_G> and swap
[17:37:01] <fuzzie> nothing in 'dmesg'? i am maybe not good to ask for advice, otherwise
[17:37:47] <D_T_G> [ 3180.352565] hda: possibly failed opcode: 0xa0
[17:39:05] <D_T_G> sh, i don't understand this, maybe bad sectors or sth
[17:39:16] <fuzzie> i think it's always a driver fault
[17:39:23] <fuzzie> maybe try a different kernel, if you can
[17:39:46] <D_T_G> hmm, indeed it started to fail with 2.6.30, and just continues with 2.6.31
[17:39:55] <fuzzie> if you look at google results for that, it seems to always be about flaky CD-ROM driver/drive combinations
[17:40:00] <D_T_G> i never reported kernel bug
[17:40:10] <fuzzie> is your hda a cd-rom?
[17:40:18] <D_T_G> no, hard drive
[17:40:39] <D_T_G> but cd-rom fails to often too
[17:41:45] <fuzzie> yes, everything i can find is about cd-rom stuff being flaky..
[17:41:53] <Avenger> fuzzie: what's up with fireplaces?
[17:42:07] <fuzzie> Avenger: sometimes they render over actors
[17:42:12] <D_T_G> "bad z-order"
[17:42:18] <fuzzie> i guess it is not so much 'fireplaces' as 'bad z-order on animations in areas'
[17:42:42] <Avenger> at one point z order was fine, i think
[17:42:51] <fuzzie> i think these have always been bad
[17:42:58] <Avenger> hmm
[17:43:32] <D_T_G> wjp once said it should be easy to fix :)
[17:44:02] <wjp> I did?
[17:44:18] <D_T_G> yes :P
[17:44:33] <D_T_G> lemme search archive
[17:46:31] <D_T_G> i reported it on hobart in lonelywood once
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[17:47:54] <CIA-22> gemrb: 03fuzzie * r7388 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: try to use appropriate actor name in tooltips
[17:50:32] <D_T_G> re:tooltips, i'm not sure idmain.exe ever displays Elisia in tooltip
[17:50:48] <D_T_G> after many talks it was still "Strange Woman..."
[17:51:15] <D_T_G> i would like to check again, but can't kill wine's process :|
[17:51:17] <fuzzie> well, someone has to work out how it works in all the games, i guess
[17:51:26] <D_T_G> yes
[17:51:44] <fuzzie> if wine is really stuck on IDE, then i guess you can't kill it
[17:51:45] <lynxlynxlynx> -1 sounds like an improvement to me
[17:51:54] <lynxlynxlynx> over the originals, i mean
[17:52:15] <fuzzie> well, the trouble is, maybe sometimes the other string is bad
[17:52:35] <lynxlynxlynx> missing, yes
[17:52:50] <fuzzie> or gives some secret away, or etc
[17:52:53] <lynxlynxlynx> GetName could fallback
[17:53:10] <fuzzie> so i'm not sure about long-term, but -1 seems ok for now
[17:53:25] <D_T_G> 18Aug2009 [13:59:21] <wjp> in this case it's rather obvious fortunately :-)
[17:58:25] <wjp> I wasn't referring to the cause of the problem there :-)
[17:58:40] <fuzzie> ok, that bg1 off-by-one error should be easy too
[18:01:42] <fuzzie> just GUIINV.py:536 i guess
[18:05:11] <CIA-22> gemrb: 03fuzzie * r7389 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUIINV.py: bg1: fixed off-by-one portrait issue from r7102 sync
[18:08:08] <fuzzie> Avenger: DLTCEP claims that 'cannot load TIS' when it extracts areas from the CDs, i think
[18:08:20] <fuzzie> it works sometimes and then seems to forget that it extracted anything..
[18:08:31] <Avenger> interesting
[18:08:48] <Avenger> maybe it could be fixed by an option, though
[18:08:57] <fuzzie> i was surprised to find that it extracted things at all
[18:09:15] <Avenger> use game config for cds
[18:09:21] <fuzzie> it's very useful :)
[18:09:37] <Avenger> if it doesn't work, try to flip that option
[18:09:45] <Avenger> that changes some cd path resolution logic
[18:09:55] <fuzzie> well, the problem is: it manages to extract the TIS to override
[18:10:17] <fuzzie> and it works if you try viewing the area the first time, but not after?
[18:10:24] <Avenger> that's odd
[18:10:26] <fuzzie> i don't have a very reliable way to reproduce it :/
[18:10:43] <Avenger> i never experienced that
[18:10:53] <fuzzie> i just think, maybe that is what the person in the thread encounters, and they might have luck copying the bif to their hard drive
[18:11:05] <fuzzie> since it seems fine from data/
[18:11:37] <fuzzie> DLTCEP also gets very very unhappy if i delete the files in override, it refuses to let me open the area again until i restart it :) but i guess it keeps some internal file list
[18:18:09] <Avenger> yes
[18:18:16] <Avenger> but you can do a 'reload game files'
[18:18:22] <Avenger> or 'scan chitin'
[18:18:25] <Avenger> i forgot which
[18:18:28] <Avenger> probably both
[18:18:42] <fuzzie> 'reload chitin', i see
[18:18:46] <fuzzie> i had never noticed that before :)
[18:18:56] <Avenger> yes
[18:18:59] <fuzzie> every time i ask you things i find more things in DLTCEP :)
[18:20:24] <Avenger> it went through lots of evolutionary phases. So some things are weird in it, and it is damn complex. Sometimes i forgot to finish a feature too
[18:20:40] <Avenger> it is mostly what i needed for research and modding
[18:21:14] <fuzzie> hmm, when i click on that ar1700d1, Morte wanders off
[18:21:15] <Avenger> though sometimes i implemented stuff others asked for
[18:21:25] <Avenger> wanders off???
[18:21:33] <fuzzie> moves away from the door
[18:21:45] <Avenger> oh
[18:21:52] <Avenger> is that some special thing?
[18:22:11] <Avenger> i mean, hardcoded?
[18:22:41] <fuzzie> well, 'ar1700d1' is hardcoded into exe, so i try and work out why
[18:22:51] <fuzzie> and party members moving away is not normal, i think?
[18:23:16] <fuzzie> Morte is moving to the same place every time, so i think this is maybe it
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[18:24:11] <fuzzie> heh
[18:24:18] <fuzzie> if you click the door with Morte, Morte moves away and TNO goes to open it!
[18:25:25] <fuzzie> if that is the hardcoded bit then it doesn't matter, anyway
[18:37:44] <fuzzie> i think that's it. okay.
[18:39:03] <Avenger> i hope it is good what i do with SDLVideo, it seems futile until we have another graphics plugin
[18:39:37] <fuzzie> well, eventually i'm sure someone will write an opengl one, at least
[18:40:01] <fuzzie> but it is long-term thinking
[18:40:02] <Avenger> i just do it so sdlvideo is not so overwhelming
[18:40:05] <CIA-22> gemrb: 03avenger_teambg * r7390 10/gemrb/trunk/gemrb/plugins/ (11 files in 3 dirs): moved more functions from SDLVideoDriver
[18:40:43] <Avenger> prepare for breakage
[18:41:05] <Avenger> SetPalette seemed particularly nasty
[18:41:33] <Avenger> i get spammed continuous [KEYImporter]: Searching for kitlist.2da...[ERROR] in pst
[18:41:44] <fuzzie> yes, that is lynx's barbarian check
[18:42:05] <Avenger> i supply an empty kitlist
[18:42:08] <fuzzie> Actor.cpp:5740
[18:42:20] <fuzzie> i asked in irclog whether adding an empty kitlist would make sense
[18:42:26] <fuzzie> but i forgot to ask you afterwards :)
[18:42:50] <fuzzie> if it exists it will get auto-loaded into memory, so no more spam
[18:43:23] <Avenger> i think it is a good solution
[18:43:34] <CIA-22> gemrb: 03avenger_teambg * r7391 10/gemrb/trunk/gemrb/override/pst/kitlist.2da: empty kitlist for pst
[18:43:38] <Avenger> anything that uses kitlist in core (if there is any) will be content with it
[18:46:33] <fuzzie> Avenger: did you ever get a chance to see if you could work out how/why IE mangles global IDs when saving?
[18:47:01] <Avenger> i don't even understand the question :(
[18:47:13] <Avenger> i understood the words, at least :)
[18:47:33] <Avenger> global ids are? the numeric ones?
[18:47:56] <fuzzie> hm
[18:48:06] <Avenger> because the global ids i know (are numeric, and not used on reload)
[18:48:24] <fuzzie> from the log, it says .. the id is at 0x30, and i suggest you set a debugger on a living-only action and see what the ids are like?
[18:48:54] <fuzzie> the reason is, we were wondering why there are 'global' and 'local' ids saved
[18:49:18] <Avenger> yep, i wonder, they seem to be ignored
[18:49:39] <fuzzie> because i would like to add global/local IDs to scriptables too, and you said all scriptable objects have the id at 0x30 in the original? and maybe it would help for gemrb's implementation to know more
[18:49:44] <Avenger> hmm, isn't it a simple sequence then?
[18:50:03] <Avenger> yes, all scriptables got a dword at 0x30
[18:50:13] <Avenger> and it is used as an id
[18:50:50] <fuzzie> i can't think why it matters, i guess i can just move the id to scriptables and be done
[18:51:10] <Avenger> i didn't work out how is that connected to the saved numbers in the .cre, though (before the scripting name)
[18:51:25] <fuzzie> since the globalid get code just checks the actor array, so it's no slower
[18:51:44] <fuzzie> i think we were just maybe worried about savegame incompatibilities or something, but if the numbers are not used, i don't see why it would be a problem
[18:51:48] <Avenger> yep, it should be an attribute of scriptable
[18:52:10] <Avenger> i didn't worry about that. i think the ids are generated on load
[18:52:24] <Avenger> i worried about generating them for other than actors, though
[18:53:01] <Avenger> and i guess, your question could be altered to ask that. How the globalids are generated? The answer is: i don't know.
[18:53:18] <fuzzie> well: i think it doesn't matter, if we don't have to worry about savegames?
[18:54:00] <Avenger> well, it doesn't really matter. I just know: the actors got 2 words saved (which are almost always identical)
[18:54:42] <Avenger> i don't know how it converts a dword to 2 identical words, but i don't think it matters.
[18:54:49] <Avenger> not for the IE, nor for us
[18:55:01] <Avenger> so, i guess, we could simply save 0's
[18:55:05] <fuzzie> hehe, i imagine some Bioware programmers trying to confuse future REers :)
[18:55:59] <Avenger> reading code helps, but it is a large piece, and i can proceed slowly
[18:56:06] <fuzzie> hm
[18:56:08] <Avenger> i think we shouldn't copy everything anyway
[18:56:15] <fuzzie> we don't save the Schedule when reading actors from an ARE?
[18:56:18] <Avenger> i suggest: do a unique global id in scriptable
[18:56:21] <fuzzie> that is .. not good
[18:56:23] <Avenger> we should
[18:56:28] <Avenger> that is not good, i agree
[18:56:44] <Avenger> i cannot imagine how could that happen :)
[18:56:53] <fuzzie> no wonder the schedule stuff doesn't work :)
[18:57:26] <fuzzie> heh, PutActors does save it!
[18:57:54] <Avenger> stream->WriteDword( &ac->appearance);
[18:58:07] <fuzzie> that is the right thing
[18:58:13] <Avenger> so, what doesn't?
[18:58:23] <fuzzie> the reading code :)
[18:58:39] <fuzzie> it reads into ieDword 'Schedule' and then doesn't store it in appearance!
[18:59:20] <Avenger> wow
[18:59:29] <Avenger> how does ANYTHING appear?
[18:59:36] <Avenger> maybe because it is inverted?
[18:59:38] <fuzzie> the Actor constructor defaults it to 0xffffffff
[18:59:44] <Avenger> oh
[18:59:49] <Avenger> how annoying
[18:59:55] <fuzzie> we try and have 'good' defaults for everything in the constructor
[18:59:58] <Avenger> good catch
[19:00:08] <fuzzie> because things like CopySelf() don't initialise very much
[19:00:33] <Avenger> well, set appearance then :) somewhere around orientation
[19:00:46] <Avenger> between orientation and talkcount
[19:00:47] <Avenger> meh
[19:00:53] <Avenger> i wonder how it got left out
[19:02:05] <CIA-22> gemrb: 03fuzzie * r7392 10/gemrb/trunk/gemrb/plugins/AREImporter/AREImp.cpp: store schedule when reading area actors
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[19:05:19] <fuzzie> ok, that seems to fix the random encounter thing..
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[19:09:53] <fuzzie> the ARE load looks ok otherwise .. we don't save the TrapResRef anywhere, for ToB projectile saving?
[19:17:49] <Avenger> don't we?
[19:18:57] <Avenger> strnuprcpy(name, pro->GetName(), 8);
[19:19:04] <Avenger> stream->WriteResRef( name );
[19:19:09] <fuzzie> i mean, when loading
[19:19:10] <Avenger> we do :)
[19:19:15] <Avenger> ah
[19:19:52] <Avenger> hmm, well, it seems no
[19:20:08] <Avenger> we use the projectile id
[19:20:17] <Avenger> it seemed to me as redundant info
[19:20:49] <Avenger> i just save it so it won't corrupt original areas
[19:21:17] <Avenger> well, it will give some traps funny names
[19:21:24] <Avenger> those that are not in projectl.ids
[19:21:32] <Avenger> we name all traps, IE doesn't
[19:22:05] <Avenger> most likely either TrapResref is not the projectile's name, or not used in the IE
[19:24:39] <CIA-22> gemrb: 03fuzzie * r7393 10/gemrb/trunk/gemrb/plugins/AREImporter/AREImp.cpp: fix reading dialogs from PST doors, maybe needs more work
[19:26:25] <Avenger> i wonder how did you fix that
[19:26:30] <Avenger> it needs a game flag, hmm?
[19:26:42] <fuzzie> the AREImporter already abuses the automap_ini game flag
[19:26:56] <fuzzie> this is why i say "needs more work" :)
[19:27:02] <Avenger> well, nice, actually
[19:27:13] <Avenger> if i'm at my full brain capacity, i would have done that too :)
[19:27:17] <fuzzie> well, also i throw away data which is maybe important, but it seems always all zero..
[19:27:50] <CIA-22> gemrb: 03fuzzie * r7394 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.h: remove duplicate Dialog member from Door
[19:28:59] <Avenger> the only sucky thing in this is that we don't have a hybrid format which knows all
[19:29:25] <fuzzie> well, so far, there is nothing in this special PST format which doesn't fit in the normal one
[19:29:29] <Avenger> but that is only for the far future when we work on the gemrb specific game
[19:30:26] <Avenger> oh, pst just put these fields in the wrong place?
[19:30:30] <Avenger> i see
[19:30:39] <Avenger> there is a 8 bytes empty field
[19:30:53] <Avenger> blackisle at its top :)
[19:31:23] <fuzzie> it is very weird
[19:31:34] <Avenger> yep, confused me successfully
[19:31:56] <fuzzie> i don't think the field at the end is empty, just useless
[19:32:14] <Avenger> not empty but useless --> garbage?
[19:32:17] <fuzzie> yes
[19:32:32] <fuzzie> i should write something to dump the fields and make sure
[19:32:47] <Avenger> ielister?
[19:33:12] <fuzzie> the problem is: ielister doesn't know the game type?
[19:33:17] <Avenger> it could be improved to display those fields differently in pst, it can detect pst areas
[19:33:22] <Avenger> from the header
[19:33:31] <fuzzie> oh, i see, there is 'pst'!
[19:33:36] <Avenger> yes
[19:33:52] <Avenger> it detects it from another weirdness, with the noteoffset/counts
[19:34:28] <Avenger> i'm actually grateful for that quirk ;)
[19:35:11] <fuzzie> ok, everything seems unknown
[19:35:32] <fuzzie> DLTCEP puts weird characters in the 'Dialog' field for PST areas
[19:35:56] <fuzzie> which made me worry there might be something at the end there, but it seems all zeros
[19:38:39] <Avenger> ok, so pst got 6 unknown dwords, then dialog, then name strref and 2 more unknown dwords?
[19:38:57] <Avenger> starting at the area link field in other games
[19:38:57] <fuzzie> i think it is as i put it in gemrb, they're just always unused
[19:39:39] <fuzzie> ok
[19:39:43] <fuzzie> these final unknowns are not always zero
[19:40:05] <fuzzie> they look like maybe garbage though..
[19:40:52] <fuzzie> i see 0x88 for every byte, sometimes just 0x1f, sometimes just 0x10, sometimes 0xff00 for both dwords, and a lot of garbage
[19:43:16] <fuzzie> http://fuzzie.org/nfs/gemrb/unknown_values_end_of_pst_door.txt
[19:43:45] <fuzzie> when i sort it like that, it looks like two independent words, maybe
[19:46:10] <Avenger> seems like independent garbage to me :)
[19:46:14] <fuzzie> ok: the 'Region link' is always empty, the 'Failed strref' is always 0
[19:46:55] <Avenger> that's fine
[19:47:03] <CIA-22> gemrb: 03avenger_teambg * r7395 10/ielister/trunk/ielister.cpp: updated ielister to handle pst doors better
[19:47:04] <fuzzie> the 'Name strref' is usually -1 or 0, but sometimes .. a name strref :)
[19:47:20] <Avenger> can you tell me an area?
[19:47:21] <fuzzie> eg, the Painted Door has name strref 0xb67c, which is 'Painted Door'.
[19:47:49] <fuzzie> that one is in ar3005 i think?
[19:48:33] <fuzzie> ah, heh, you labelled it all as unknown?
[19:48:47] <fuzzie> ah, you left the Name strref. ok, that makes sense, i think.
[19:50:27] <Avenger> well, it isn't an area link so i got to scrap that field for pst
[19:51:28] <Avenger> eep
[19:51:46] <Avenger> ar0702 has some good dialog fields
[19:51:55] <Avenger> and some fields are filled by garbage
[19:52:11] <Avenger> the first door has a good name strref and a good dialog resref
[19:52:15] <fuzzie> yes
[19:52:24] <fuzzie> see that 0x88 there is also in the unknowns after it
[19:52:29] <fuzzie> i guess it is some generic 'filling'
[19:52:43] <Avenger> it is memory garbage
[19:52:56] <fuzzie> but i don't think the garbage matters..
[19:53:07] <Avenger> look at the next door
[19:53:17] <Avenger> it has 0xff 0xff 0xff 0xff 0xff 0x88 0x88
[19:53:23] <fuzzie> the 0xffffffffffffff88? yes, silly
[19:53:30] <Avenger> yes
[19:53:49] <Avenger> the rest of them are fine
[19:54:10] <fuzzie> huh
[19:54:12] <Avenger> luckily it has no script so it won't start a dialog
[19:54:16] <Avenger> it won't cause any problem
[19:54:18] <fuzzie> DLTCEP explodes on me if i try opening 0702lips.bcs?
[19:54:27] <Avenger> explodes?
[19:54:29] <fuzzie> oh, it explodes on me if i try anything
[19:54:43] <fuzzie> i guess torment.exe probably has some important file open
[19:54:56] <Avenger> ah sure
[19:54:57] <Avenger> :)
[19:55:12] <fuzzie> well, i hoped it wouldn't try re-reading files once i already opened it :)
[19:55:25] <fuzzie> 0702lips uses FailedToOpen
[19:55:39] <Avenger> we don't send that trigger yet?
[19:55:52] <fuzzie> we do
[19:56:18] <fuzzie> but not for doors, it seems
[19:56:26] <fuzzie> it is abused for the pickpocket action, heh :)
[19:57:18] <Avenger> well,
[19:57:25] <Avenger> did you test it in the original?
[19:57:43] <fuzzie> no, it goes on the list
[20:32:28] <Avenger> wow, we actually won against italy in u20 football 1/4 final :)
[21:07:05] <raevol> hello
[21:08:43] <fuzzie> raevol: did i fix the off-by-one portrait problem for you?
[21:09:02] <fuzzie> i am sort of hoping i also fixed random encounters :)
[21:09:10] <raevol> let me check
[21:09:11] <fuzzie> but you will still get dire wolves spawning, need to fix spawns
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[21:14:45] <fuzzie> meh, why can i not escape the SoA dungeon?
[21:15:04] <fuzzie> it's going to be that stupid stupid travel trigger thing, blah!
[21:15:54] <Avenger> huh?
[21:16:31] <fuzzie> with svn, i can't activate the leaving trigger from the dungeon
[21:16:41] <fuzzie> because it's a Trap, and we changed the code there
[21:16:54] <fuzzie> i really should rewrite that code
[21:16:54] <xrogaan> yeah
[21:17:01] <xrogaan> http://www.youtube.com/watch?v=fI0zwAYz044
[21:17:45] <xrogaan> this guy is awesome
[21:18:21] <raevol> off by one seems fixed
[21:18:42] <raevol> i can't tell with random encounters, my level 10 party ran into a horde of gibberlings and dogs and bandits, which seems broken
[21:18:52] <raevol> but my level 1 party ran into a gnool and a basilisk and that's it
[21:19:58] <raevol> gnoll* haha
[21:20:02] <fuzzie> ok
[21:20:19] <fuzzie> oh, the actual leaving trigger for the dungeon is a travel trigger, meh
[21:22:57] <fuzzie> this stuff is broken everywhere
[21:23:10] <fuzzie> i click on a travel trigger, i travel through another travel trigger in the meantime, it activates the one i travel through..
[21:23:18] <fuzzie> don't know what to do about it for now
[21:44:18] <lynxlynxlynx> a timer
[21:46:23] <fuzzie> i think a timer just makes the other situations worse :/
[21:46:43] <fuzzie> if i fix the global ids at least we can reliably store the infopoints :)
[21:51:14] <fuzzie> Avenger: why does RefreshEffects not clear GlobalColorMod too?
[21:51:25] <Avenger> i don't know
[21:51:34] <fuzzie> or maybe that question is best asked of someone else, i don't know who wrote this
[21:51:45] <Avenger> wjp or me
[21:52:19] <Avenger> i think it should clear
[21:52:21] <fuzzie> i just look at the bug list, and maybe fx_glow_rgb doesn't wear off?
[21:52:34] <Avenger> yes, this is highly likely
[21:58:28] <fuzzie> i think this doesn't fix the observed problem, though
[21:58:38] <CIA-22> gemrb: 03fuzzie * r7396 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: reset GlobalColorMod in RefreshEffects too
[22:07:04] <Avenger> was it ever cleared there?
[22:07:22] <fuzzie> i don't know, you think i should look?
[22:07:46] <Avenger> i try to find an answer myself
[22:10:30] <Avenger> it looks like never
[22:11:13] <fuzzie> the bug i was wondering about is, the bg1 walkthrough page says the protection from evil visual effect never fades
[22:11:30] <fuzzie> but that doesn't set global glows, so that can't have been it
[22:11:41] <Avenger> hmm, i hoped it will fix the color mod caused by sanctuary, for example
[22:12:01] <Avenger> or stoneskin
[22:13:54] <Avenger> i will test sanctuary now
[22:14:01] <lynxlynxlynx> i don't remember any stoneskin trouble in bg2
[22:14:25] <Avenger> when it finishes, would the avatar get its color back?
[22:14:48] <Avenger> maybe try sanctuary before getting r7396
[22:15:00] <Avenger> hmm, i tried, it kept it
[22:15:11] <Avenger> heh, maybe i didn't recompile
[22:15:11] <Avenger> lets see
[22:15:27] <Avenger> doh, no, i recompiled
[22:15:42] <Avenger> so, this change didn't work like i hoped, either
[22:15:50] <fuzzie> does it work if you change animations after?
[22:15:52] <Avenger> that's odd
[22:16:00] <Avenger> hmm you mean, if i move?
[22:16:10] <fuzzie> the code didn't all look correct for the 'resetting' case, but i didn't look so close
[22:16:38] <Avenger> it is terribly complicated
[22:17:13] <Avenger> i know i fixed a crasher, and it caused some of these palette problems
[22:17:36] <Avenger> maybe it should be refactored completely
[22:18:10] <Avenger> the global color didn't change
[22:18:15] <Avenger> aerie is still ice blue :(
[22:18:46] <Avenger> even if i use a brand new animation, like attack by sling
[22:19:19] <Avenger> sanctuary uses LockPalette
[22:20:07] <fuzzie> hm
[22:20:15] <fuzzie> bg1 guiscript tries using "floattxt" as the worldmap font?
[22:20:26] <Avenger> don't know
[22:20:33] <Avenger> there is no floattxt?
[22:20:37] <fuzzie> no
[22:21:44] <Avenger> no it doesn't use floattxt
[22:21:49] <Avenger> fonts.2da has no such entry
[22:22:18] <Avenger> oops
[22:22:24] <Avenger> guima.py sets it
[22:22:29] <Avenger> that's surely wrong then
[22:23:02] <Avenger> this could be some synchronisation problem, bg2 uses it too
[22:23:15] <fuzzie> guima.py was like that from the start
[22:23:26] <Avenger> well, then it was never fixed with the correct font
[22:23:30] <fuzzie> r3719, "WorldmapControl: added font pointer"
[22:23:34] <Avenger> probably uses normal
[22:23:43] <Avenger> what about guima.py ?
[22:23:53] <fuzzie> i mean, that's what added it to guima.py
[22:24:20] <Avenger> ah ok
[22:24:32] <Avenger> well, it just needs fixing the font name
[22:25:20] <fuzzie> i wonder what it is
[22:25:31] <fuzzie> not 'normal'
[22:25:47] <Avenger> toolfont?
[22:26:03] <Avenger> there are no other candidates
[22:26:05] <fuzzie> not that either
[22:26:12] <Avenger> huh
[22:26:19] <fuzzie> well, maybe they are just very misrendered
[22:26:23] <Avenger> all others are big fonts
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[22:26:42] <Avenger> you mean the color stuff is wrong?
[22:26:58] <fuzzie> and the borders?
[22:27:27] <fuzzie> if you look in the exe, i guess it is TOOLFONT
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[22:28:48] <Avenger> yes, it is used in infscreenworldmap
[22:29:09] <Avenger> those assertion strings are helpful
[22:29:17] <fuzzie> yes :)
[22:29:26] <fuzzie> i try messing with the colours to be sure..
[22:29:41] <fuzzie> ugh
[22:30:06] <fuzzie> we render them completely wrong, but i guess the font is right
[22:31:41] <Avenger> i expected far worse
[22:31:58] <CIA-22> gemrb: 03fuzzie * r7397 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUIMA.py: bg1 worldmap font is toolfont
[22:32:15] <Avenger> oops, i just tried to commit the same ;)
[22:33:46] <Avenger> we probably just lack a decent edge smoothing algorithm
[22:34:26] <Avenger> i have to sleep, see you tomorrow!
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