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[09:28:10] <traveler> *ping*
[09:29:06] <traveler> hi lynx, my last ambush was insta-killed
[09:29:36] <traveler> it was more common, but it was first time i saw it clearly
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[09:55:11] <edheldil> hi
[10:05:21] <traveler> hi
[10:26:36] <lynxlynxlynx> instakilled?
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[12:24:03] <traveler> they died
[12:24:13] <traveler> instantly
[12:24:16] <traveler> droped dead
[12:24:19] <traveler> *p
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[12:42:20] <lynxlynxlynx> that's odd
[12:42:35] <lynxlynxlynx> too bad you probably don't have a savegame
[12:48:25] <traveler> its ambush area
[12:49:08] <traveler> ar5900
[12:49:11] <traveler> let me test smt
[12:50:01] <traveler> i have savegame
[12:50:10] <traveler> you need to just mta to 145900
[12:50:13] <traveler> *ar
[12:50:33] <traveler> and one more thing... it could be like that in original too
[12:50:43] <lynxlynxlynx> please add it to the wiki, i probably can't check today
[12:51:13] <traveler> ok
[12:54:50] <traveler> oook
[12:55:12] <traveler> level of ambushes is connected to character lvl- you can't test it just starting new game
[12:55:26] <traveler> you need 8-9lvl character to mta to 5900
[12:56:55] <traveler> original tosc has lvl limit about 8 i think
[13:00:18] <lynxlynxlynx> all games have an xp limit
[13:00:26] <lynxlynxlynx> the level at that point depends on the class
[13:01:05] <traveler> yes
[13:01:20] <traveler> i mean that fighter has 8lvl in tosc
[13:01:39] <traveler> i'm already 9lvl fighter in gemrb
[13:02:50] <traveler> and gemrb errors starts after lvl 18 (2750000 xp)
[13:03:36] <traveler> bg1 without tosc expansion had lower limit so maybe it wasn't affected. but i think i could see something similar in tosc with maxed lvl party.
[13:04:53] <traveler> there were mods uncapping bg1 xp to about 50lvl i think
[13:05:11] <traveler> and game could extrapolate to about 30 without adding anything
[13:05:59] <traveler> oh, npcs are no longer mute, thanks
[13:06:13] <traveler> but they only whine once, when meeting for the first time
[13:06:53] <traveler> moreover, sound is played when dialogue is started, originally i think that sound was when you instantly clicked them
[13:07:01] <traveler> cows are mute though :(
[13:30:59] <traveler> hmm
[13:31:12] <traveler> i can't find what sets ambush levels
[13:31:25] <traveler> i started new game, imported 9lvl character, started 2 chapter
[13:31:37] <traveler> yet ar5900 is filled with wild dogs
[13:39:27] <lynxlynxlynx> it depends on the area and average party level
[13:39:44] <lynxlynxlynx> not much randomness in it iirc
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[13:53:01] <traveler> yet
[13:53:07] <traveler> when i import 9lvl character
[13:53:13] <traveler> and start new game
[13:53:26] <traveler> i'm stuck with 1lvl creatures in ar5900
[13:53:40] <traveler> not so with my original saves
[13:54:03] <traveler> speaking of, they are available upon request
[13:54:47] <traveler> strange thing, i cannot set stet with reputation
[13:54:53] <traveler> **set stat
[13:55:04] <traveler> yet wit xp, gol it works fine
[13:55:08] <traveler> *gold
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[14:20:13] <lynxlynxlynx> you can, but reputation is actually stored tenfold
[14:20:52] <lynxlynxlynx> and maybe even that won't be enough, since there's a party level reputation
[14:20:59] <lynxlynxlynx> different guiscript command
[14:21:55] <traveler> oh
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[14:51:52] <traveler> i have absolutely wild idea
[14:51:56] <traveler> what if
[14:52:43] <traveler> game gets confused i'm actually using "turn undead" even if i'm pure class fighter?
[14:52:54] <traveler> large disparity between
[14:53:00] <traveler> monster lvls
[14:53:14] <traveler> and my char. lvl would cause instagib
[14:53:20] <traveler> moreover... when hobgoblins die
[14:53:22] <traveler> i get
[14:53:25] <traveler> skeletons- death
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[14:56:01] <lynxlynxlynx> uhhh no :)
[14:58:11] <traveler> :p
[14:58:49] <traveler> but how would you explain skeleton - death when i'm clearly see hobgoblins die?
[15:00:00] <traveler> well ok, hobogoblins are in output too
[15:00:33] <traveler> but still, insta death is when you have big gap in monster vs character lvl when using turn undead
[15:02:05] <lynxlynxlynx> there are apparently also skeletons on the map
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[15:09:39] <traveler> i dont see their bodies though
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[16:35:30] <brad_> lynx: i have implemented showing the direction arrow for hovering portraits. however, the color argument to the blitter doesnt appear to do anything
[16:35:39] <brad_> the arrow is always golden
[16:37:02] <lynxlynxlynx> doesn't matter
[16:37:14] <brad_> ?
[16:37:14] <lynxlynxlynx> it was green in the original, but who cares
[16:37:17] <brad_> ok
[16:37:36] <lynxlynxlynx> the bug itself may be interesting, but that's not my cup of tea
[16:37:40] <brad_> i see
[16:37:53] <wjp> did someone say blitter?
[16:37:58] <lynxlynxlynx> ;)
[16:37:58] <brad_> yes i did :)
[16:38:55] <lynxlynxlynx> i haven't tried in a while, but i think the silly tob tracking hla already works
[16:39:09] <lynxlynxlynx> did you reuse any code?
[16:39:29] <brad_> yes im using the DrawArrowMarker method in game control
[16:40:08] <brad_> the tracking does work but nothing was being done for friendlies
[16:40:17] <brad_> it was a simple few lines of code
[16:41:23] <lynxlynxlynx> cool
[16:42:02] <CIA-31> GemRB: 03bradallred * r41e5d3e0722c 10gemrb/gemrb/core/ (GameScript/GameScript.h Scriptable/Actor.cpp): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[16:42:03] <CIA-31> GemRB: 03bradallred * r1ecf087dfde7 10gemrb/gemrb/core/GUI/GameControl.cpp: GameControl: implement directional arrow for indicating offscreen position of characters when their portrait is hovered.
[16:42:10] <CIA-31> GemRB: 03bradallred * rff3c7a4ccae7 10gemrb/gemrb/core/GUI/ (GameControl.cpp GameControl.h): GameControl: make DrawArrowMarker take a color argument.
[16:44:45] <brad_> lynx: i am able to load those BG2 saves on mac but not on iOS
[16:44:52] <brad_> o_O
[16:44:58] <brad_> very odd
[16:45:14] <wjp> tinting will do nothing if you don't pass any flags
[16:45:35] <brad_> i see
[16:45:42] <wjp> and even if you do, it won't actually make it the right colour unless it was white originally
[16:45:51] <brad_> right i figure that
[16:45:56] <lynxlynxlynx> what saves?
[16:46:12] <brad_> those BG2 saves i was complaining about last week
[16:46:22] <brad_> the ones i downloaded from our archive
[16:46:31] <lynxlynxlynx> ah, ed's
[16:46:34] <brad_> yes
[16:46:51] <lynxlynxlynx> app gets killed or what?
[16:47:00] <brad_> ill paste the BT
[16:47:09] <brad_> but yes its a crash
[16:47:26] <brad_> and i havent changed any ios specific code in quite sometime....
[16:48:39] <brad_> lynx: it crashes in the same place every time so at least its not random :)
[16:50:41] <brad_> wjp: looks green to me :)
[16:51:41] <CIA-31> GemRB: 03bradallred * rce971b16c626 10gemrb/gemrb/core/GUI/GameControl.cpp: GameControl: if you want a colored arrow pass a flag!
[16:52:20] <brad_> i noticed that the enemy arrow color is black. shouldnt that be red?
[16:52:46] <brad_> or does gold tinted with black make a redish color?
[16:52:57] <wjp> you should change the default value from black to white, though
[16:53:11] <wjp> if you want to keep the behaviour of the old call unchanged
[16:53:18] <wjp> tinting black turns everything black
[16:53:29] <wjp> (tinting is multiplicative)
[16:53:40] <wjp> tinting white is a NOP
[16:54:42] <wjp> if it's gold, tinting with either red or green should produce red or green, resp.
[16:55:03] <wjp> (assuming it's a gold with a lot of R and G in it)
[16:55:16] <brad_> lynx: http://pastebin.com/DR7eiwDu
[16:55:59] <brad_> about the arrows, i dont know what color enemy arrows are supposed to be
[16:56:06] <brad_> i just imagine red
[16:56:28] <lynxlynxlynx> uh
[16:56:36] <lynxlynxlynx> like it was paralellizing our code
[16:58:24] <lynxlynxlynx> i guess you're running it in the simulator?
[16:59:39] <brad_> yes
[17:00:13] <brad_> odd that it would crash in the same spot if it were a threading thing isn't it?
[17:04:23] <lynxlynxlynx> it can't be threading anyway, since we only have another for audio and this is clearly in the main thread
[17:04:56] <brad_> right. im confused by what you mean about paralellizing
[17:06:53] <brad_> IIRC this used to work fine on the same iOS version in the simulator. I have newer xcode (and presumably simulator executable) and a different computer tho
[17:06:53] <traveler> original green arrow was just outline
[17:06:54] <lynxlynxlynx> http://sprunge.us/HWJd?diff
[17:06:57] <traveler> bu it works too :)
[17:07:06] <brad_> right. but we dont care :p
[17:07:10] <lynxlynxlynx> try with that, you can ignore the bottom bit, it won't change anything related
[17:08:33] <brad_> i had to rebuild python from scrach on this new machine maybe i forgot do set o0
[17:09:05] <brad_> not sure that would effect this case but it used to cause other crashes
[17:09:21] <lynxlynxlynx> shouldn't matter here (most likely)
[17:09:51] <lynxlynxlynx> it got there through the main update loop, and iirc it's crashing with st_global of all
[17:09:57] <brad_> iirc my old one was compiled with gcc too
[17:12:16] <brad_> wish i had realize i could remove the ?diff from that url to get the raw text sooner :p
[17:13:03] <brad_> lynx: that doesnt crash, but it doesnt finish loading
[17:13:37] <lynxlynxlynx> what happens?
[17:14:21] <brad_> well music keeps going. levelup/effect sounds are played if applicable and all status icons are drawn
[17:14:42] <brad_> the gui controls are active but clicking on them seems to cause a freeze
[17:14:53] <brad_> some dont like formation
[17:15:13] <brad_> the gameControl still shows the loading screen, but thats probably because it didnt update
[17:15:39] <lynxlynxlynx> check the log for anything interesting
[17:16:26] <CIA-31> GemRB: 03lynxlupodian * r5c80b7e4e5ce 10gemrb/gemrb/core/GameScript/Triggers.cpp: AreaCheck: avoid an odd ios crash
[17:17:45] <brad_> lynx: here is the log from the time i click load
[17:17:46] <brad_> http://pastebin.com/iPGFmNj2
[17:17:47] <traveler> is this correct that character only gets +3hp /lvl after lvl 9 even if he has +5hp /lvl due to constitution alone?
[17:17:59] <brad_> that sounds wrong
[17:18:11] <lynxlynxlynx> no, that's ok
[17:18:16] <traveler> haha
[17:18:20] <lynxlynxlynx> that's what the table dictates
[17:18:23] <traveler> i sense some hp slowing
[17:18:34] <traveler> but lower than const bonus alone?
[17:18:35] <lynxlynxlynx> you could change it, but it was a way of balancing
[17:18:40] <traveler> i get it
[17:19:01] <lynxlynxlynx> hpconbon.2da has the bonus
[17:19:52] <traveler> on my character page it says +5
[17:19:52] <lynxlynxlynx> haha
[17:19:55] <lynxlynxlynx> [Unknown]: Cannot find data/AREA060A.bif... Resource unavailable.
[17:19:55] <lynxlynxlynx> [ResourceManager/ERROR]: Couldn't find 'ar0602.wed'.
[17:19:55] <lynxlynxlynx> [Unknown]: [AREImporter]: No Tile Map Available.
[17:20:05] <lynxlynxlynx> brad_: that must look familiar :P
[17:20:05] <brad_> yup i was just about to paste that
[17:20:08] <traveler> hp/ level +5
[17:20:17] <brad_> hmm
[17:20:19] <brad_> wtf?
[17:20:25] <traveler> and it was so till 9lvl
[17:21:05] <brad_> hah
[17:21:34] <brad_> lynx: i think its because i was using my old non gog config so the CD paths were automatic, but on my new comp i installed the gog bg2
[17:23:59] <brad_> i really really really want to figureout a way that gemrb can work without having to configure cd paths
[17:24:07] <brad_> some sort of automatic probe
[17:24:16] <brad_> but im not sure what i should look for
[17:26:13] <lynxlynxlynx> we could just set some saner defaults
[17:26:37] <brad_> yeah thats certainly quicker
[17:26:45] <lynxlynxlynx> data/data GamePath
[17:26:56] <brad_> just add the data dir to the serach paths
[17:26:57] <lynxlynxlynx> i think those two are the most common
[17:27:06] <lynxlynxlynx> it already is, of course
[17:27:10] <lynxlynxlynx> but sometimes it is nested
[17:27:28] <lynxlynxlynx> and gog pst has some bifs in the top dir
[17:27:34] <brad_> wow
[17:28:10] <brad_> yes bg2 gog is data/Data
[17:28:42] <brad_> lets see what bgee does :p
[17:29:08] <brad_> may just recursively scan for any directories containing bifs
[17:29:09] <lynxlynxlynx> i think we already handle data/data btw
[17:29:43] <lynxlynxlynx> the problem is that sometimes the files are not just basenames in chitin.key
[17:30:12] <brad_> well i had to add CD1=…./data/Data to my config jsut now
[17:30:35] <brad_> could be we check data/data instead of data/Data
[17:30:50] <brad_> iOS is case sensitive, but shouldnt matter in the simulator...
[17:32:21] <lynxlynxlynx> Interface.cpp:1556
[17:39:15] <brad_> that raises the question why i had to add it...
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[17:44:36] <lynxlynxlynx> isn't everything in the subdir?
[17:44:52] <lynxlynxlynx> then it would be one of the other changes
[17:45:09] <brad_> i see what it is
[17:45:23] <brad_> we arent adding Data to data Data is just a description
[17:45:54] <brad_> or is it supposed to search recursively to an added path
[17:46:28] <lynxlynxlynx> right, ups
[17:47:08] <lynxlynxlynx> i doubt we do any recursing, it's mostly all flat anyway
[17:48:06] <brad_> right so should i just add another path or should we search recursively?
[17:48:21] <lynxlynxlynx> another path
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[17:51:00] <lynxlynxlynx> ah
[17:51:10] <lynxlynxlynx> the change i was thinking about was cebc9de5bc42b1cb52b270324cd1f685b014de89
[17:52:12] <traveler> cleric can't level up beyond 110000xp
[17:52:28] <traveler> you have then one point of proficiency to give
[17:52:51] <traveler> but you have only 3 weapons and only can have 1 point in each
[17:53:04] <traveler> so you spent 3 points and are left with one
[17:55:43] <lynxlynxlynx> hmm, maybe a rounding error
[17:55:51] <traveler> nowhere to spent
[17:55:52] <lynxlynxlynx> bbl
[18:00:57] <brad_> lynx: this doesnt work but i cant see why
[18:00:58] <brad_> http://pastebin.com/z8UCZUG9
[18:01:10] <brad_> running though GDB reveals the path is indeed correct
[18:01:18] <brad_> and is infact added sucessfully
[18:01:34] <brad_> yet it only finds the area if it is a CD path
[18:02:55] <brad_> by GDB i mean lldb :p
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[18:05:49] <brad_> probably that type isnt what i want
[18:08:56] <brad_> btw didn't we remove the ability to run game from CDs?
[18:09:06] <brad_> shouldnt WaitForDisc be nixed?
[18:09:25] <brad_> yes i see it is unused
[18:12:52] <brad_> lynx: it appears to me that bifs are searched for only in CD paths
[18:14:06] <brad_> see FindBIF
[18:14:33] <brad_> unsure what the best aproach here would be
[18:14:44] <brad_> i dont want to stomp actual cd paths
[18:15:30] <brad_> if we really did remove game on CD function maybe we should remove CD paths altogether
[18:15:55] <brad_> maybe add a new path type for BIFS?
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[18:58:04] <traveler> ok, i checked again
[18:58:20] <traveler> thief has the same problem as cleric, but you can level
[18:58:57] <traveler> you can add thos spare proficiency points in other weapons- the '+' and '-' buttons near them are missing
[18:59:09] <traveler> but it works
[18:59:36] <traveler> if you click where they should be
[18:59:38] <brad_> well thats a bug :p
[18:59:59] <traveler> well, better than not levelling at all due to spare point ;q
[19:01:16] <brad_> except the button bug makes me wonder what else is broken like that
[19:08:43] <traveler> heh, what good is 18lvl cleric, if only there are 5lvl spells in bg1 :)
[19:09:18] <brad_> does gemrb not have the XP cap?
[19:09:24] <brad_> or did you remove it?
[19:10:28] <traveler> it does not
[19:11:10] <traveler> but you can't level beyond 18lvl or 2750000 xp
[19:12:33] <brad_> so probably a cap that applies to all games i guess
[19:13:10] <traveler> i don't think so
[19:13:20] <brad_> what else would it be?
[19:13:35] <brad_> the tables stop at lvl 18
[19:13:51] <traveler> http://pastebin.com/7nP1SQvQ
[19:14:12] <traveler> in iwd2 too?
[19:14:39] <brad_> i dont know about that but our support of IWD2 isnt as good as BG2
[19:15:13] <brad_> i think it goes BG2, IWD, TOB/BG1/HOW, PST, IWD2
[19:15:22] <brad_> in terms of compatibility
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[19:16:40] <traveler> i thought that bg1 is before iwd
[19:16:49] <brad_> it may be
[19:16:53] <traveler> i must go now, but will be back
[19:17:22] <traveler> and i thought that original game would extrapolate without tables
[19:17:37] <traveler> anyway, thats what i heard
[19:17:58] <traveler> there were uncapping mods for all ie games
[19:18:02] <traveler> without actally adding content
[19:18:40] <brad_> probably
[19:18:59] <brad_> obviously something in gemrb breaks that high
[19:19:06] <brad_> does it break for all chars
[19:19:07] <brad_> ?
[19:19:15] <brad_> and all classes?
[19:21:19] <traveler> about pastebin?
[19:21:47] <traveler> it is like it for all classes around 18lvl or 2750000 whichever is lower
[19:22:13] <traveler> about invisible button, thief and cleric, when you have spare points and you can have only one in given weapon
[19:23:25] <traveler> so you must choose new weapon, and they are buttonless (heh)
[19:23:29] <traveler> must go.
[19:24:43] <brad_> LUCommon.GetNextLevelExp (Level, Class) must be failing
[19:25:54] <brad_> i wonder if that return 0 shouldnt be return '0'
[19:26:23] <brad_> then again i doubt that execution reaches there
[19:26:52] <brad_> and python is certainly capable of turning 0 into a string as expected
[19:28:02] <brad_> that function is defiantly looking in a table tho. i wonder how we are supposed to cope? maybe we dont plan to support arbitrarily high levels
[19:29:30] <brad_> i aslo wonder why this function returns a string. maybe something to do with scripting
[19:30:25] <brad_> anyhow if we dont plan on supporting levels beyond the tables then CanLevelUp needs to return 0 for those cases i imagine
[19:31:08] <brad_> maybe GetNextLevelExp simply needs to do an extrapolation
[19:33:22] <brad_> i dont know if it follows the rule at all but you can try doing return str(currentExp * 2) as a test
[19:33:56] <brad_> i have no idea how to get currentExp mind you :p
[19:34:30] <brad_> oh i see
[19:34:33] <brad_> thats for class
[19:34:58] <brad_> so you would have to look up the last value in the table and then multiply by how many levels beyond that you want to go
[19:46:21] <lynxlynxlynx> we don't have an xp cap
[19:46:34] <lynxlynxlynx> i'm not sure if we even honor the originally defined ones
[19:47:02] <brad_> apparently we dont
[19:47:04] <lynxlynxlynx> totsc had it at 161000xp, so 7-9 level
[19:47:47] <brad_> i dont know if this would solve his problem or not
[19:47:48] <brad_> http://pastebin.com/QgYrw8hw
[19:47:54] <lynxlynxlynx> so yeah, plenty of tables run out sooner or later
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[19:48:28] <brad_> probably if it does get past there it will fail elsewhere
[19:48:43] <brad_> lynx: did you see what i said about CD paths?
[19:48:58] <lynxlynxlynx> yeah
[19:49:15] <lynxlynxlynx> sounds like an odd assertion
[19:49:31] <lynxlynxlynx> are you sure the chitin entry isn't wierd?
[19:49:37] <lynxlynxlynx> but good night
[19:49:59] <brad_> night
[19:59:45] <brad_> triveler: use this diff instead: http://pastebin.com/VciGsyn0
[20:00:56] <brad_> its not correct but it should be adequate to see if that alone will get around the faux lvl cap
[20:01:53] <-- lynxlynxlynx has left IRC (Ping timeout: 272 seconds)
[20:03:54] <brad_> this one is prolly more correct: http://pastebin.com/8YqmPFvb
[20:12:32] <traveler> im back
[20:18:23] <traveler> _I'm equal to Gods_ muahahah
[20:18:36] <traveler> so this means yes, it gets around it
[20:18:47] <traveler> I used this one http://pastebin.com/8YqmPFvb
[20:19:30] <brad_> so it worked without issue?
[20:19:32] <traveler> but there are no added hp per level
[20:19:36] <brad_> yeah
[20:19:37] <traveler> i'm testing
[20:19:46] <brad_> i figured there would be some side effects
[20:19:48] <traveler> it gets to 40lvl
[20:19:55] <traveler> for fighter
[20:19:56] <brad_> tho those should be able to be worked around in the same manner
[20:20:18] <brad_> what happens after 40?
[20:20:19] <traveler> well
[20:20:23] <brad_> possibly some xp overflow?
[20:20:24] <traveler> now cap is aas 40lvl
[20:20:28] <traveler> *at
[20:20:34] <traveler> no
[20:20:39] <brad_> then what?
[20:20:43] <traveler> wait a moment
[20:21:48] <brad_> hopefully i can now make my first python code commit :p
[20:22:13] <traveler> hmm
[20:22:28] <traveler> 40lvl fighter needs 126000000xp
[20:22:47] <traveler> after that
[20:23:33] <traveler> next lvl apparently needs 126000000 too
[20:23:40] <traveler> but nothing happens
[20:23:49] <brad_> thats prolly why
[20:23:57] <traveler> regardless how much xp you have
[20:24:08] <brad_> because if next lvl needs the xp you have now i imagine that causes gemrb to get confused :p
[20:24:46] <traveler> you can 'level up'
[20:24:50] <traveler> but nothing happens
[20:25:09] <traveler> i think thats the way cap worked in orginal games
[20:27:01] <brad_> well thats what i mean
[20:27:17] <brad_> i dont know why you are getting the same xp needed for lvl up tho
[20:27:44] <brad_> the cap must be somewhere outside that function
[20:33:30] <traveler> uh
[20:33:44] <traveler> i broke your diff
[20:33:46] <brad_> btw what is the proper formula for determining xp needed to lvl up?
[20:34:00] <brad_> probably varies by class...
[20:34:05] <traveler> yes
[20:34:18] <traveler> after 18lvl
[20:34:22] <traveler> there is 40 now....
[20:34:46] <brad_> well my "fix" is just multiplying p * 2
[20:34:50] <brad_> xp * 2
[20:34:53] <brad_> which is wrong
[20:35:05] <traveler> i mean
[20:35:17] <traveler> 2750000 gives 40lvl
[20:35:22] <traveler> not 19lvl
[20:35:27] <brad_> right
[20:35:39] <brad_> because the formula i used i jsut made up to test :p
[20:35:43] <traveler> that would explain why 40lvl gets only +3hp to 18lvl
[20:36:03] <brad_> so what is a formula that we can extrapolate with?
[20:36:16] <brad_> x3?
[20:36:43] <traveler> a hope it does not differ between games
[20:36:51] <traveler> because
[20:36:54] <traveler> it could
[20:36:54] <brad_> well thats not a problem if it is
[20:36:59] <traveler> *i hope
[20:37:13] <brad_> just more work creating another set of tables to store class with formula
[20:37:21] <brad_> if formula indeed varies with class
[20:38:16] <traveler> http://www.planetbaldursgate.com/bg/character/classes/tables/xp.shtml
[20:41:01] <brad_> looks like mage is x2
[20:41:12] <brad_> well no
[20:41:18] <traveler> no
[20:41:26] <traveler> its x2 only at low lvl
[20:41:30] <brad_> i see
[20:41:42] <brad_> well what is the formula then?
[20:41:46] <traveler> we could find xp tables from paper game
[20:42:04] <brad_> are you trying to say there is no xp formula?
[20:42:17] <brad_> and to support higher levels we need to add them to the table?
[20:43:27] <wjp> you want to go past 40?
[20:45:58] <brad_> wjp: 40 is a lie
[20:46:00] <traveler> i think that original game mods worked with high levels by extrapolating, but i'm not sure if this was 'correct' way
[20:46:10] <brad_> i see
[20:46:16] <brad_> well i can fudge it better then
[20:46:36] <brad_> that probably doesnt fix other issue
[20:47:00] <traveler> bg1 is ad&d correct?
[20:47:09] <wjp> all of them except IWD2 are
[20:47:17] <wjp> (IWD2 = D&D 3rd)
[20:47:23] <traveler> it had tables for 20 max i think
[20:47:43] <traveler> but i'm not sure if it worked the same as pen&paper in games
[20:49:32] <wjp> there was a later supplemental book adding rules for 21-30, but I've never seen that one
[20:50:13] <brad_> i always thought there was just an easy formula to follow
[20:50:21] <wjp> in ToB at least, it looks like levels past some point are simple linear progressions
[20:50:34] <wjp> (that point being below 20)
[20:50:47] <wjp> but this is just from a quick visual inspection of the 2da file
[20:53:23] <traveler> http://community.wizards.com/alas/blog/2011/03/14/add_experience_tables_are_completely_whack,_and_i_feel_fine
[20:53:49] <traveler> i'm more confused than i was...
[20:54:56] <DrMcCoy> AD&D is very weird with its XP -> level tables, yes
[20:55:03] <traveler> "in ToB at least, it looks like levels past some point are simple linear progressions" hah the point is... what is 'correct' way?
[20:55:15] <traveler> supplementing with pen&paper rules
[20:55:23] <traveler> or following original games
[20:55:38] <wjp> I would vote for not hardcoding any formulas :-)
[20:55:40] <traveler> ecvven if they were lazy and just extrapolating
[20:56:08] <Yoshimo> isnt the goal to be as close to the game as possible?
[20:56:32] <wjp> I have no idea what the topic of discussion is, to be honest
[20:56:34] <brad_> what does it matter once the tables run out?
[20:56:48] <brad_> im not talking about replacing xp tables
[20:57:01] <brad_> im talking about using a formula to extrapolate additional levels
[20:57:13] <wjp> why?
[20:57:18] <brad_> so that we can be like original untill you pass the point of xp that original allows
[20:57:35] <brad_> apparently people want to play past lvl 18 ;)
[20:58:23] <brad_> gemrb breaks at once the table progression is expended
[20:58:48] <traveler> it would be beneficial to mods i think
[20:58:49] <wjp> make a larger table?
[20:59:00] <brad_> but how big?
[20:59:12] <brad_> at what point do we stop and tell people too bad?
[20:59:46] <wjp> switching to linear progressions past the end of the table would probably be the easiest alternative (just duplicating the last step in the table)
[20:59:48] <DrMcCoy> I'd be careful with that. That can probably lead to horrible problems with mob scaling and the like
[21:00:17] <traveler> i would say that most 'correct' to me would be following games behaviour then pen&paper and at last extrapolating
[21:00:33] <wjp> ToB goes far beyond pen&paper level-wise
[21:00:47] <brad_> traveler there isnt any extrapolating formula
[21:02:12] <traveler> i was thinking about linear progression
[21:04:11] <traveler> http://www.monkeysushi.net/gaming/DnD/math.html
[21:04:53] <wjp> that's 3rd
[21:06:12] <brad_> we can still use it imo
[21:06:24] <brad_> since it would only apply after the table is done
[21:06:37] <brad_> unless there is a huge dif
[21:06:45] <wjp> there's a huge difference
[21:06:59] <wjp> (linear vs quadratic)
[21:09:08] <traveler> http://forum.rpg.net/showthread.php?228600-D-amp-D-3-3-5-XP-Formula&s=9ad1d9b8e5f32487c7c019af4e2a416c&p=4866485#post4866485
[21:09:28] <traveler> 3.5 and more ocnfusion
[21:10:23] <wjp> ?
[21:10:58] <traveler> *confusion
[21:11:04] <traveler> so there is a formula, after all?
[21:11:07] <brad_> no
[21:11:11] <brad_> thats is 3rd ed
[21:11:55] <brad_> plus the formula would be diffrent for 2.5 vs 3rd ed (iwd2) so you cant hardcode it anyway
[21:12:11] <brad_> probably best to extend the tables to lvl 20 or 25
[21:12:36] <brad_> tho i guess there is probably a way to ask gemrb what ruleset its using
[21:26:35] <traveler> http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts
[21:26:39] <traveler> i wonder what it is
[21:27:13] <brad_> traveler: feel free to update the tables to lvl 40
[21:27:25] <brad_> we will commit it
[21:28:23] <traveler> it's consistent with iwd form what i can tell
[21:28:23] <brad_> or as high as you care to anyway
[21:28:31] <brad_> iwd or iwd2?
[21:28:35] <traveler> iwd
[21:28:42] <brad_> iwd is 2nd ed
[21:28:53] <brad_> only iwd2 is 3
[21:31:03] <traveler> yes, but i still wonder from where those tables were lifted :)
[21:31:18] <brad_> probably a D&d book
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[21:51:32] <traveler> i will get back to it in some time, have to ask few thing few people
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[23:44:32] <brad_> i have implemented a very nice logger for the message window
[23:44:55] <brad_> i think the best way to use it is to make a console command to toggle it
[23:45:18] <brad_> having it onby default is somewhat spammy
[23:45:30] <brad_> but its ever so useful for debugging on android or ios
[23:47:05] <brad_> dont quite know what i should call the function