[00:03:26] <Malignant_Manor> You said the crash was reproducable?
[00:04:26] <Dominus> http://dl.dropbox.com/u/7737184/exult50si.sav
[00:04:57] <Dominus> enter the house, hug the left wall and go to the end of it. bats should come and attack
[00:05:20] <Malignant_Manor> The gamewin.cc thing mentioned is getting the coordinate.
[00:05:29] <Dominus> enter combat mode and you might crash. with paths.cc reverted to SVN I couldn't reproduce the crash
[00:05:58] <Malignant_Manor> With the paths.cc change you could reproduce it?
[00:06:26] <Dominus> not everytime but three times
[00:07:23] <Malignant_Manor> With the gamewin change removed, can you get a dialog tree from Dupre?
[00:07:57] <Dominus> no
[00:08:59] <Malignant_Manor> I'll close that tracker then.
[00:11:06] <Dominus> the crash happens all over the place... reproduced and it crashed ShapeID::get_shape (this=0x1193af830) at shapeid.h:196
[00:11:16] <Dominus> Game_window::get_shape_rect (this=0x100e44d30, obj=0x1193af830) at gamewin.cc:1189
[00:14:03] <Dominus> i haven't found a sure way to reproduce this yet
[00:16:46] <Malignant_Manor> This is with plain svn right?
[00:17:29] <Dominus> plain svn, just the paths.cc patch
[00:17:46] <Malignant_Manor> Without the patch, it still crashes right?
[00:18:41] <Dominus> I couldn't reproduce it without the patch
[00:19:08] <Dominus> but even with the patch I could "reproduce" only three out of about 20 times now
[00:19:29] <Dominus> btw, you haven't submitted the patch but your paths.cc file :)
[00:22:04] <Dominus> another bt http://pastebin.com/WKDKfdiH
[00:25:35] <Malignant_Manor> I made a new patch that just focuses on the one function that is used for conversation and item manipulation.
[00:25:37] <Malignant_Manor> http://pastebin.com/PLR9ieHQ
[00:27:00] <Malignant_Manor> The crash might happen with pathfinding failure or something.
[00:27:01] <Dominus> ok, I'll give that a try... that crash is a nuisance... I know it crashes and vaguely how to eproduce but only happens once every 20 tries
[00:27:41] <Malignant_Manor> That might be why it is easier to reproduce with the patch.
[00:28:04] <Malignant_Manor> It might also be a coincidence that you could reproduce it better with the patch.
[00:28:13] <Dominus> i haven't been able to reproduce without the patch
[00:30:14] <Malignant_Manor> Does it occur when toggling combat on?
[00:30:52] <Dominus> shortly after. I *think* it has something to do with iolos position and the bats position
[00:34:12] <Dominus> ok, now I got it unpatched
[00:35:24] <Dominus> and again a different bt
[00:36:06] <Dominus> http://pastebin.com/Sbxmi5PL
[00:37:24] <Dominus> so the party has to hug the left middle wall inside the house, steer the avatar to the north end of the wall, place a bat near the end of the wall on the OTHER side, enter combat...
[00:37:54] <Malignant_Manor> The latest crash is without the patch?
[00:37:59] <Dominus> yes
[00:49:03] <Dominus> with placing the bat I'm getting better to reproduce the crash... still not always
[00:49:10] <Dominus> another bt http://pastebin.com/YkMF6u8z
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[00:56:26] <Dominus> your second patch for speaking through doors seems to work as well. Blocks Dupre
[01:02:44] <Malignant_Manor> I'm going to leave for at lease a little while.
[01:02:51] <Dominus> me too :)
[01:02:59] <Dominus> got to sleep
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[01:03:45] <Dominus> tried valgrind with exult but am too tired and valgrind is slooooooooooowwwwwwwwwwing it down
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[14:45:30] <Dominus> hmm, malignant has been busy... tI think we have found a couple of bad things out in the last few days...
[14:58:58] <wjp> great
[15:01:03] <Dominus> now we'd *only* need someone to look the patches over....
[15:01:12] * Dominus whistles innocently...
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[15:03:54] <Malignant_Manor> I had the disappearing bug happen to me.
[15:05:14] <Malignant_Manor> I was testing temporary items with serving food and when I teleported back to the diner, everything in a chunk got deleted.
[15:06:30] <Malignant_Manor> This is including npcs. The objects still blocked movement. After I reloaded the save, the npcs came back, the objects didn't, and the deleted objects no longer took up space.
[15:18:28] <Dominus> I think I encountered this also yesterday
[15:19:17] <Dominus> in the save that has that hard to reproduce crash, when I went down the stairs and fought the rats suddenly stuff had disdappeared... (hence the name of the savegame)
[15:20:14] <Dominus> so we have a couple of gremlins aboard :(
[15:32:25] <Malignant_Manor> Dead bodies are obstacles in the original too. It seems like Exult has more problems placing corpses on the ground.
[15:32:59] <Malignant_Manor> If you stack bodies in the original, they block. You could probably create a corpse stairway.
[15:35:05] <Malignant_Manor> The original game displays reagent counts above 99.
[15:51:52] <Dominus> I noticed that about bodies myself... I made a note here in the channel about it...
[15:52:46] <Dominus> I also said yesterday that the sitting in the air still happened for me when I teleported or suddenly woke up at the monitor Inn :) (some misunderstanding there :))
[15:56:08] <Malignant_Manor> Too bad I 3 of the intrinsics I looked at earlier didn't seem to use the last parameter. At least UI_add_party_items is proven to be a temporary bool.
[15:56:51] <Malignant_Manor> The possible uses I list for the unknown 3 make a lot of sense though.
[16:15:01] <Malignant_Manor> I think I found out the reason that some temporary items aren't saving.
[16:15:26] <Malignant_Manor> If the item is quality flags type, it won't save the temporary flag.
[16:19:09] <Malignant_Manor> Ireg_game_object::write_ireg makes a separate case for quality flags but it left out the temporary flag.
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[22:59:16] <Malignant_Manor> When fixing unconcious party members get stair-teleported - ID: 2799398 https://sourceforge.net/tracker/?func=detail&aid=2799398&group_id=2335&atid=102335,
[23:00:07] <Malignant_Manor> should I just add a check for teleport eggs or all party teleports?
[23:02:03] <Dominus> did you check the original?
[23:03:56] <Malignant_Manor> I'm not sure what to test offhand.
[23:04:19] <Malignant_Manor> This could easily cause scripting errors.
[23:07:15] <Dominus> in the original, at least SI, a sleeping party member would not stair teleport
[23:07:53] <Malignant_Manor> Stair teleports are eggs.
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[23:08:36] <Malignant_Manor> It's used in move_object, recall_virtue_stone, teleport_to_saved_pos, teleport eggs, and teleport cheat commands.
[23:10:03] <Dominus> the bug report is explicitly about stairs... interestingly in the original a thus left behind party memebr does not catch up on its own when reawakened
[23:11:30] <Malignant_Manor> Long range backpacks
[23:11:46] <Malignant_Manor> I guess I will test each case.
[23:11:47] <Dominus> I think this could be a game breaking change if not done right...
[23:12:08] <Malignant_Manor> That's why I was thinking about only on eggs at first.
[23:12:41] <Malignant_Manor> I also need to check each different case in both game.
[23:12:41] <Dominus> yes, probably safest
[23:12:59] <Dominus> all party teleports could really be problematic...
[23:20:17] <Malignant_Manor> crappy 1 week restriction on amulet
[23:23:42] <Malignant_Manor> teleport_to_saved_pos leaves paralyzed and asleep members behind
[23:25:48] <Malignant_Manor> move_object 262 hits in SI
[23:28:29] <Dominus> I think I got a "good" savegame for reproducing the crash
[23:31:44] <Dominus> yup, second savegame in https://sourceforge.net/tracker/index.php?func=detail&aid=3131920&group_id=2335&atid=102335
[23:31:56] <Dominus> the newer one :)
[23:32:00] <Dominus> #53
[23:33:25] <Dominus> immediately enter combat and it *should* crash
[23:33:40] <Dominus> it'S still an SI Fixes game though...
[23:40:46] <Malignant_Manor> Is FE9b party?
[23:42:24] <Dominus> ?
[23:54:14] <Malignant_Manor> UCC output is horrible.
[23:55:07] <Malignant_Manor> Instead of using negative numbers for npcs, they start at 0xFFFF and then count down for each npc.