#gemrb@irc.freenode.net logs for 10 Aug 2009 (GMT)

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[08:20:33] <fuzzie> morning
[08:26:41] <lynxlynxlynx> meow
[08:59:51] <fuzzie> zefklop's test suite is really quite neat
[09:00:07] <fuzzie> i would never have worked out enough weidu to make it work myself
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[17:25:32] <zefklop> hii
[17:25:54] <fuzzie> hi
[17:35:50] <zefklop> fuuzzie: thisis startcutscenemode which freezes script (meaning,stop evaluating action blocks)
[17:36:09] <zefklop> EndCutsceneMode should enable it again
[17:36:34] <fuzzie> oh good, because that's what gemrb does
[17:37:02] <zefklop> does it do that across maps?
[17:37:12] <fuzzie> it sets a global flag
[17:37:18] <zefklop> hmmm
[17:37:23] <fuzzie> which is checked before we evaluate action blocks
[17:37:28] <fuzzie> is that different from the original?
[17:37:38] <zefklop> no I don't think so
[17:38:00] <zefklop> but why does the ogre kill us?
[17:38:06] <fuzzie> well, i guess gemrb has a bug :)
[17:38:09] <zefklop> have to go
[17:38:13] <fuzzie> thanks!
[17:38:24] <fuzzie> i will look for the bug
[17:43:39] <fuzzie> oh, i added this code
[17:43:48] <fuzzie> in bg1, starting a dialog ends a cutscene
[17:43:51] <fuzzie> i mean, in bg2
[17:44:27] <fuzzie> so i added code to stop cutscene mode in dialogs
[17:45:57] <fuzzie> oh, it is pst that i added the code for, apparently
[17:45:58] <fuzzie> hrm
[17:46:15] <fuzzie> that needs testing, i guess..
[17:53:12] <fuzzie> r6272 is to blame, anyway
[17:54:05] <fuzzie> perhaps it's different per-game, or perhaps it is more subtle (for example, only ending the cutscene if no new cutscene is run)
[17:54:25] <fuzzie> in fact maybe it isn't dialog-related at all, perhaps cutscene mode simply ends once all the cutscene scripts end
[17:54:32] <fuzzie> but it certainly needs some testing
[17:57:33] <fuzzie> maybe it is simply wrong and dialogs don't end cutscenes, i don't understand why i added the code
[17:57:35] <pupnik> good? bad?
[17:57:52] <fuzzie> aha, if i check the irc log then it tells me, heh
[18:01:36] <fuzzie> it's ToB scripts which are the problem; for example, ar4500 calls StartCutSceneMode and then starts 'cutch1a', cutch1a does StartDialogNoSet to start chalsp01.dlg, and that doesn't ever stop the cutscene
[18:04:45] <fuzzie> so it could be that StartDialogueNoSet interrupts cutscenes but StartDialog doesn't!
[18:05:34] <fuzzie> but no
[18:05:40] <fuzzie> okay, ignore everything i said
[18:05:49] <fuzzie> cutsar.dlg has StartCutsceneMode() in it
[18:07:19] <fuzzie> so obviously dialogs do interrupt cutscenes
[18:08:00] <fuzzie> i guess the problem is actually that the ogre is doing ExecuteScript() between the dialog starting and the dialog ending
[18:08:42] <fuzzie> and that is because we have a big loop which does ExecuteScript and then ProcessActions on each actor
[18:08:53] <fuzzie> perhaps we should first do ExecuteScript on each actor, and then ProcessActions
[18:09:14] <fuzzie> or perhaps we should be saving the script frozen state at the beginning of the Map::UpdateScripts run
[18:09:17] <fuzzie> either way, this is not simple
[18:13:18] <fuzzie> although actually it's far more likely to be a seperate loop, since the original engine staggers the script reevaluations anyway
[18:29:30] <fuzzie> zefklop: try http://fuzzie.org/nfs/gemrb/fix_cutscene_race_condition.txt please
[18:34:47] <fuzzie> lynxlynxlynx: i have http://fuzzie.org/nfs/gemrb/guisave_closewindow.txt lying around in my local tree to make the bg2 save window actually close when we're done, do you know why it's not already like that in svn?
[18:54:46] <lynxlynxlynx> nope
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[19:25:13] <zefklop> fuzzie: I'll test this
[19:25:40] <fuzzie> the patch?
[19:26:14] <zefklop> es
[19:26:16] <zefklop> yes
[20:05:21] <zefklop> hmmm
[20:05:28] <zefklop> compile error
[20:05:56] <zefklop> gemrb\plugins\Core\Projectile.cpp:1267: warning: converting to `int' from `double'
[20:06:18] <fuzzie> put an (int) before the sqrt, i guess
[20:07:23] <zefklop> I'm looking to the code
[20:07:33] <zefklop> mmaybe amp should be a float$
[20:08:32] <fuzzie> well, it is unused - i should have finished this and i haven't - so you could also just comment it out for now
[20:09:09] <zefklop> done :-)
[20:26:05] <CIA-22> gemrb: 03zefklop * r6833 10/gemrb/trunk/gemrb/plugins/TLKImporter/TlkOverride.cpp: dword is not a pointer, NULL is.
[20:26:40] <zefklop> fuzzie: your patch works
[20:27:02] <zefklop> I think this won't brak anything.
[20:27:54] <zefklop> if someone were fool enough to rely on weird cutscenes behaviours, then we might consider fixing it
[20:31:00] <fuzzie> ok. what goes next wrong in bg1 after the cutscene? :)
[20:31:48] <CIA-22> gemrb: 03fuzzie * r6834 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: avoid a race condition in script execution
[20:32:51] <zefklop> checking :-)
[20:33:01] <CIA-22> gemrb: 03fuzzie * r6835 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUISAVE.py: bg2: close the save window after saving the game
[20:33:11] <zefklop> ahh thanks
[20:33:22] <zefklop> will apply this to bg1 too
[20:34:13] <fuzzie> meh, why is it like that in all the files?
[20:34:25] <fuzzie> it is very mysterious
[20:34:45] <fuzzie> maybe my fix is no good, but it seems fine..
[20:41:45] <CIA-22> gemrb: 03zefklop * r6836 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUISAVE.py: apply 6835 to BG1 too
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[20:43:13] <zefklop_> for now I think I'll try to get the "click on portrait" thing working
[20:43:26] <fuzzie> for spells?
[20:43:57] <zefklop_> for any action :-)
[20:44:58] <fuzzie> that one is quite annoying
[20:46:04] <fuzzie> i guess either you want to define guiscript functions for TryToCast, TryToAttack and TryToDefend, or else the core will have to know about portrait windows
[20:46:52] <fuzzie> oh, i suppose you can just have one guiscript function which checks target_mode and does whatever is relevant, and returns whether it did something or not (if not, then you select as normal)
[20:46:56] <fuzzie> complicated anyway :)
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[21:27:26] <pupnik> yaay for click on portrait
[21:28:00] <fuzzie> it would be very nice :)
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[23:04:08] <zefklop> here you are
[23:04:16] <CIA-22> gemrb: 03zefklop * r6837 10/gemrb/trunk/gemrb/ (2 files in 2 dirs): Some primary support for clicking on portrait for quick action in BG1. Support for other game is easily done, shame that I don't have them here and now...
[23:04:18] <zefklop> criticisms will come tomorrow
[23:04:29] <zefklop> good night everybody :-)
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[23:08:08] <fuzzie> haha, that is cheating :)
[23:08:16] <fuzzie> but it's a good start
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