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[07:35:44] <Lightkey> jitro :-)
[08:23:43] <edheldil> nooo, we say mupy mup :-P
[08:24:01] <edheldil> at least I do :)
[08:57:07] <Lightkey> is that something like moin moin?
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[09:21:03] <Lightkey> czech invasion
[09:21:41] <spike411> Yay
[09:22:49] <Lightkey> Nay :p
[09:23:20] <spike411> Any idea why at first I can go through the dialogues using Shift+Number but once there's this part with Continue, I can select the the following dialog options with Numbers only? (Mac OS X, Czech QWERTY layout)
[09:23:49] <spike411> Normally Shift+Num would type the number using Czech layout.
[09:24:23] <Lightkey> spike411: do you say mupy mup?
[09:24:46] <spike411> Never said that.
[09:25:09] <Lightkey> so edheldil is just being childish
[09:25:27] <lubos> Lightkey: I'm from Czech republic:)
[09:25:34] <Lightkey> lubos: I know
[09:26:38] <lynxlynxlynx> spike411: nope, haven't heard of that problem before
[09:28:21] <spike411> Using ‘U. S. International - PC’ layout I can select the options with bare numbers all the time.
[09:30:21] <lynxlynxlynx> i'm on qwertz, no mac, no problems
[09:30:28] <spike411> :)
[09:30:42] <lynxlynxlynx> bbl
[09:30:48] <Lightkey> -i'm on qwertz,
[09:31:08] <Lightkey> SCNR :<
[09:35:58] <edheldil> Lightkey: I was just being playful (and bored by work)
[09:51:23] * spike411 is on ‘vacation’.
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[10:36:23] <lubos> I have a suggestion for icons.
[10:36:50] <lubos> Artwork/logo04-rb_only.svg icon should be installed with cmake to / usr / share / icons / hicolor / scalable / apps / gemrb-logo.svg .
[10:37:10] <lubos> gemrb-logo.svg and gemrb-logo.png should have the same name as the binary.
[10:37:56] <lubos> (It requires update .desktop file.)
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[10:59:40] <pupnik_> lubos: why?
[11:00:50] <lubos> svg is better
[11:03:39] <lubos> and it simplify my package rules http://svn.debian.org/viewsvn/pkg-games/packages/trunk/gemrb/debian/rules?revision=11371&view=markup
[11:06:15] * lubos dh_install cannot rename files
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[11:14:25] <lubos> http://standards.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html
[11:27:45] <edheldil> lubos: rename them in rules, if you haven't already done that :)
[11:30:03] <spike411> So… what about difficulty settings (in IWD2)?
[11:30:23] <spike411> How does gemrb handle that?
[11:31:56] <edheldil> they are in BG too
[11:32:58] <lubos> edheldil: Yes, I did it. When this is done in the upstream, so it will facilitate the work of all.
[11:34:08] <lubos> *all packagers.
[12:16:42] <lynxlynxlynx> spike411: you mean the regular or the hof mode?
[12:17:07] <lynxlynxlynx> lubos: so there is a need for them? I added only the png on purpose
[12:17:18] <lynxlynxlynx> the other is just the base
[12:19:48] <spike411> Well I originally meant the Very Easy – Easy – Normal – Hard – Insane settings.
[12:21:10] <spike411> Somehow it seems to me my characters are dying faster than in the original. :D
[12:26:29] <lubos> lynxlynxlynx: PNG is usually sufficient (and required like fallback), but SVG provides "greater comfort" when is icon resized.
[12:27:00] <lubos> Old Debian menu system still require xpm :)
[12:27:15] <lynxlynxlynx> spike411: i don't know all of the codebase, but i know of only one place where the setting is implemented
[12:27:27] <lynxlynxlynx> so we're pretty much on normal/core
[12:27:54] <spike411> OK OK So I just suck at playing IWD2.
[12:28:05] <lynxlynxlynx> lubos: ok, please ping me later, i'll add it to the build
[12:28:22] <lynxlynxlynx> spike411: well, maybe we don't do the whole challenge-rating thing yet
[12:28:40] <lynxlynxlynx> i know we have a function for that, but that's just by name
[12:32:17] <lubos> lynxlynxlynx: OK, thx.
[12:33:51] <fuzzie> i imagine the iwd2 game rules just aren't implemented properly
[12:35:32] <spike411> Isn't Jorun Tamewater supposed to fight the goblins which appear near him?
[12:37:50] <lynxlynxlynx> well that too
[12:38:08] <lynxlynxlynx> spike411: would you let them just kill you in his place?
[12:38:32] <lynxlynxlynx> he's a fully equipped veteran and a dwarf to top it
[12:38:42] <lynxlynxlynx> of course he fights them
[12:39:11] <spike411> He seemed to be doing nothing.
[12:39:17] <fuzzie> targeting issues?
[12:39:33] <fuzzie> i'm sure you've realised that it's pretty rare for any of us to actually look at iwd2..
[12:39:49] <fuzzie> i remember it uses some pretty unique mark-and-target stuff
[12:39:53] <spike411> Yeah :)
[12:44:02] <spike411> Crashed when triggered the trap in Jorun's chest: http://paste.jabbim.cz/4857
[12:45:00] <spike411> Program received signal EXC_BAD_ACCESS, Could not access memory.
[12:45:01] <spike411> Reason: KERN_INVALID_ADDRESS at address: 0x00000000000004b4
[12:45:50] <lynxlynxlynx> mouse over the chest and press ctrl-m
[12:46:06] <spike411> OK
[12:46:16] <lynxlynxlynx> it will also print which spell is cast
[12:46:55] <lynxlynxlynx> from there we can find out which effect can't handle a null target if that's where it crashed
[12:47:39] <lynxlynxlynx> the line number is odd
[12:48:03] <lynxlynxlynx> and even at the same time :)
[12:49:26] <spike411> Is it printed to the console?
[12:49:32] <spike411> (terminal)
[12:56:39] <spike411> Huh You gain experience for surviving Testocles' song
[12:57:20] <spike411> And there I was just hiding in Jorun's house…
[13:04:29] <lynxlynxlynx> yes, all the debug stuff goes to the term
[13:06:11] <lynxlynxlynx> oh, doh
[13:07:58] <spike411> Anyways… it seems this Ctrl+M thingie might be broken on Mac OS X. Ctrl+C doesn't seem to do anything and Cmd+C shows map.
[13:08:31] <lynxlynxlynx> are you sure your sdl works?
[13:09:16] <lynxlynxlynx> it looks like the chest tried to spring a trap on itself
[13:09:47] <lynxlynxlynx> bug me later to check it, need to make lunch
[13:10:00] <spike411> Yay for lunch.
[13:11:49] <spike411> I'm still using SDL 1.2.14 if that information is any useful…
[13:15:21] <lynxlynxlynx> it's the same as mine, but who knows what they had to do to port it
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[13:17:43] <pupnik_> Would it be worth my time to hack in some more keyboard shortcuts? I miss selecting party members numerically when in inventory/character/spells screens
[13:24:11] <lynxlynxlynx> ask fuzzie
[13:24:47] <lynxlynxlynx> the keybinding part is only half of the problem, i don't know if she already put in all the places where they need to affect things
[13:25:08] <lynxlynxlynx> if not, the hack would be beneficial and would just need to be unhardcoded later
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[14:53:47] <xrogaan> it's very satisfying to throw a fireball and kill all those buggers in the room
[15:43:24] <pupnik_> yes :)
[15:43:28] <pupnik_> what game xrogaan
[15:44:38] <pupnik_> i wonder if it would be useful to collect stats of combats
[15:45:25] <pupnik_> what character performed what attack or action - (overlooking for the moment the physical combat space and positioning)
[15:46:03] <pupnik_> would be useful to track along with times (in rounds, or delta-rounds from the combat origin
[15:47:33] <edheldil> would be good for balancing gameplay in (hypothetical) new games
[15:48:25] <pupnik_> keeping it simple, what minimum set of info should one collect?
[15:48:39] <pupnik_> party 1, party 2 composition at combat start
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[15:49:02] <pupnik_> spells (including the implemented duration)
[15:49:38] <pupnik_> attacks along with ... to hit roll, dmg roll, dmg and secondary rolls/effects
[15:50:17] <edheldil> the whole thing should be off by default, probably :)
[15:50:32] <pupnik_> well yes
[15:50:52] <pupnik_> prby
[15:51:43] <pupnik_> but 'record combat statistics' isn't necessarily bad for folks, like you say balancing new games
[15:51:52] <pupnik_> for example i dream of a gemrb based Dungeon Keeper
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[16:03:28] <lynxlynxlynx> there is already a record for some stats
[16:03:44] <lynxlynxlynx> total kills, total xp and the same for the whole party
[16:03:50] <lynxlynxlynx> in some games also perchapter
[16:04:23] <lynxlynxlynx> most support verbose combat output btw
[16:04:38] <lynxlynxlynx> we don't implement that yet, but it showed all the rolls and all the bonuses separately
[16:12:24] <pupnik_> what would be the best info to gather while people play, for bugtracking?
[16:14:13] <pupnik_> ah it's a bigger question than i imagined
[16:16:22] <lynxlynxlynx> i don't think we're at a stage where we need to worry about this yet
[16:16:46] <lynxlynxlynx> big discrepancies are noticed quick, especially if you put a powergamer before the pc
[16:45:55] <pupnik_> yea true
[16:55:16] <xrogaan> pupnik_: baldur's gate
[16:55:19] <xrogaan> 2
[16:55:32] <xrogaan> first time i throw a fireball in that place
[16:55:45] <pupnik_> they work well against the shadows
[16:55:46] <xrogaan> first time i start with an entropist too
[16:56:18] <pupnik_> the sorceror is my favorite, from a combat mgmt feel
[16:56:41] <pupnik_> i like summoning animals for shock troops, not using my party for that
[16:57:02] <pupnik_> of course sometimes the animals can't really do any damage to the opponents
[16:57:38] <pupnik_> http://www.youtube.com/watch?v=WjIM4eNmp-g MAME4all on pandora
[17:02:34] <lynxlynxlynx> animal hater! :P
[17:02:41] <lynxlynxlynx> xrogaan: entropist == wild mage?
[17:02:53] <xrogaan> mmh
[17:03:00] <xrogaan> with random stuff
[17:03:17] <pupnik_> heh @ druids summoning animals to get slaughtered as shock troops
[17:03:30] <pupnik_> "i... love... nature... eyaaagh!"
[17:03:43] <xrogaan> so yeah, wild mage
[17:03:46] <lynxlynxlynx> that's not so unreasonable
[17:04:11] <lynxlynxlynx> druids do stuff for the natural causes, so of course nature is interested in helping - it is helping itself in a way
[17:04:21] <pupnik_> well put!
[17:06:17] <xrogaan> i kinda like the wild mages :3
[17:06:26] <pupnik_> i gotta learn about them
[17:06:30] <pupnik_> newfangled stuff
[17:08:41] <lynxlynxlynx> yeah, they're fun
[17:08:54] <lynxlynxlynx> pretty safe in bg2
[17:09:15] <lynxlynxlynx> we haven't implemented all their stuff yet though
[17:10:12] <lynxlynxlynx> i think almost everything is there except checking when to do a surge
[17:10:25] <lynxlynxlynx> ...and doing it
[17:11:08] <lynxlynxlynx> the first level spell doesn't work, since we don't have a full implementation of the effect it uses, so you can't choose the spell to try to cast
[17:12:29] <xrogaan> aaah, i understand now
[17:32:25] <xrogaan> so, your next step shall be the wild mage !
[17:35:17] <pupnik_> :)
[18:11:24] <pupnik_> https://www.squarefree.com/bookmarklets/color.html !! Drag the 'invert lightness' to your bookmark bar and you can darken any webpage in chromium
[18:14:42] <CIA-93> GemRB: 03lynxlupodian * r5ce4f54eb7f9 10gemrb/gemrb/GUIScripts/iwd2/GUIINV.py: iwd2: fixed item-to-portrait dragging
[18:19:16] <pupnik_> cool, oool
[18:32:49] <xrogaan> i didn't have iwd2
[18:45:53] <lynxlynxlynx> cool, i can reproduce that crash
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[20:24:41] <lynxlynxlynx> i'm not sure what to do about it
[20:26:58] <fuzzie> it's an effect cast on a trap?
[20:26:59] <lynxlynxlynx> Avenger: is there any special reason we init the sparkles all the time? from what i gather, the stuff it does never changes
[20:27:38] <lynxlynxlynx> fuzzie: it's odd, since it doesn't crash right away
[20:28:13] <lynxlynxlynx> if i fix that first position problem, it then aborts when checking the delay
[20:28:35] <lynxlynxlynx> maybe we corrupt the effect somehow somewhere
[20:28:41] <lynxlynxlynx> (gdb) p fx->TimingMode
[20:28:43] <lynxlynxlynx> $16 = 39551
[20:28:44] <fuzzie> we don't have effect queues for scriptables, so delayed effects on a scriptable are no-no
[20:29:09] <fuzzie> but Avenger would know more
[20:29:29] <lynxlynxlynx> the spell it casts is a shorter version of stinking cloud
[20:30:10] <lynxlynxlynx> and it doesn't even crash right in the second application, two of my chars already resisted it by then
[20:32:00] <Avenger> i didn't know they are inited all the time
[20:35:01] <lynxlynxlynx> looks like inited is never set to true
[20:35:50] <lynxlynxlynx> that was too easy
[20:36:58] <lynxlynxlynx> but works :)
[20:37:43] <Avenger> cool
[20:38:03] <Avenger> so it was an uninited variable
[20:38:18] <lynxlynxlynx> no, it was inited as false
[20:39:19] <Avenger> uh i see
[20:39:37] <Avenger> this is the static data part
[20:40:20] <Avenger> i'm busy, working on xnewarea support
[20:40:27] <Avenger> so you can actually enter the watcher's keep
[20:40:48] <lynxlynxlynx> oh, i didn't try that, only went to the top for the store
[20:41:42] <lynxlynxlynx> yeah, this looks very random, now it aborted only after 4 applications
[20:42:02] <CIA-93> GemRB: 03lynxlupodian * rde5ba1917e49 10gemrb/gemrb/core/Particles.cpp: only run InitSparks once
[20:42:02] <CIA-93> GemRB: 03lynxlupodian * r2404898697bf 10gemrb/gemrb/core/EffectQueue.cpp: EffectQueue::ApplyEffect: print the bad delay type before aborting
[20:42:56] <Avenger> how did you get it on the worldmap?
[20:43:10] <Avenger> i guess you started the game in the original?
[20:43:25] <lynxlynxlynx> no, this was tob
[20:43:38] <lynxlynxlynx> - it's there by default
[20:44:01] <Avenger> hmm, i suspected that, i need to call this new function only on the soa mode of tob
[20:45:13] <lynxlynxlynx> ooh, maybe it crashes as soon as the effct isn't resisted
[20:46:17] <lynxlynxlynx> aha, makes sense too
[20:55:31] <Avenger> fuzzie, do you remember the worldmap code?
[20:56:30] <Avenger> is there any difference now on worldmap link directions?
[21:02:41] <fuzzie> how do you mean?
[21:03:07] <fuzzie> for working out paths, it always takes the first direction or something like that
[21:03:27] <fuzzie> but the directions are still important, for setting the area visibility flags
[21:04:42] <Avenger> but there is a permutation which we didn't really handle
[21:05:33] <fuzzie> well, i thought it worked fine, and it was other code which was broken
[21:05:43] <fuzzie> but quite possible that there's something i haven't seen
[21:06:17] <fuzzie> well, there's also some weirdness in non-bg2 games
[21:08:24] <Avenger> the directions are in a north, west, south, east ordering, in the header. But the links are ordered in a north east south west order
[21:09:42] <fuzzie> ok. well, i think i just left that code as it was, with the header ordering.
[21:10:12] <Avenger> yep, i wonder if that can cause any problem
[21:10:18] <fuzzie> if you change it, make sure to also check the links in the right order..
[21:10:50] <fuzzie> i think i only really tested that north was always first
[21:11:01] <Avenger> well, i don't know if i have to change anything
[21:11:38] <Avenger> or rather: i don't know what to change, if i want to insert a link
[21:12:42] <Avenger> hmm ok, i think i know
[21:14:46] <Lightkey> lol
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[21:59:33] <lynxlynxlynx> the timing mode is different even in the same run
[22:00:00] <lynxlynxlynx> we must be doing something pretty silly somewhere
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