#gemrb@irc.freenode.net logs for 10 Jul 2010 (GMT)

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[10:36:46] <fuzzie> computers really don't like me very much recently
[10:36:55] <fuzzie> but i finally have bg2 installing
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[10:52:55] <Avenger> hi
[10:53:59] <lynxlynxlynx> oj
[10:57:02] <fuzzie> hm, and now i have bg2 running, but it's very flickery
[10:59:42] <lynxlynxlynx> slow machine?
[11:00:04] <fuzzie> 1.8ghz sempron
[11:00:46] <lynxlynxlynx> maybe tweaking the gfx settings would help
[11:01:08] <lynxlynxlynx> try with the capabilities at minimum
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[11:12:12] <fuzzie> seems much happier in windowed mode
[11:25:06] <Avenger> i'm trying to give a better list of missing scripting entities, sometimes we know them by a different name and they are listed under aliases in the 2da
[11:40:14] <fuzzie> i guess the 'tiles precache' option in bgconfig makes it obvious they don't load all the tiles at once
[11:40:20] <fuzzie> and i don't know what a scripting entity is :)
[11:41:19] <Avenger> yes
[11:41:32] <Avenger> object, trigger, action whatever
[11:41:36] <fuzzie> ah
[11:41:50] <fuzzie> i also worked out that the original game doesn't properly load areas until they get a player actor in them
[11:42:20] <fuzzie> you can see this in saved AREs very clearly, and also you can remove required files and see it still works
[11:42:51] <fuzzie> so that is good news for me
[11:46:22] <Avenger> that means they don't waste resources on unneeded areas? We should try to do that too
[11:46:52] <fuzzie> well, it means you don't get a load screen whenever an actor moves between areas :)
[11:47:13] <Avenger> in bg2 starting script the genie moves between areas, i think.
[11:47:24] <fuzzie> yes, that is the easiest to check
[11:48:22] <fuzzie> but there are lots of other examples; for instance, joinable NPCs going 'back' somewhere to wait for you
[11:48:32] <fuzzie> i think Yoshimo for example
[11:53:32] <Avenger> ah yes
[12:30:08] <fuzzie> ok, if i turn off hardware acceleration in Windows settings, bg2 is fine
[12:41:13] <Avenger> hmm
[13:06:58] <CIA-23> GemRB: 03avenger_teambg * r3bf3acacbdbe 10gemrb/gemrb/core/GameScript/GameScript.cpp: added better warning messages when initializing the GameScript engine
[13:07:00] <Avenger> ok, now it is more obvious which action/trigger/object is not implemented
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[13:43:00] <pupnik> vmware + vncserver makes for nice development environment at home
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[15:17:27] <pupnik> http://www.gp32x.com/board/index.php?/topic/53848-has-anyone-done-anything-on-gemrb/page__st__15__p__878630&#entry878630
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[16:30:12] <Gekz> Hello there
[16:32:02] <fuzzie> hi.
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[18:00:09] <fuzzie> i wonder what the trigger for the combat music is
[18:04:45] <lynxlynxlynx> my best guess would be: someone with ea > evil_cutoff becomes visible
[18:05:39] <fuzzie> in bg2, at least, it actually seems to be much more at the other extreme
[18:05:55] <fuzzie> maybe when >evil_cutoff performs an attacking action on a party member?
[18:06:22] <fuzzie> i was trying to work out when the battle music should stop when exiting the dungeon (in gemrb, you get a weird transition out of battle music half way through the cutscene)
[18:06:25] <lynxlynxlynx> should be easy to test my theory - hide in shadows and explore
[18:06:27] <fuzzie> and it turns out that there's no battle music at all there
[18:07:11] <fuzzie> so i went experimenting with scriptless enemies, although i haven't tried hide-in-shadows
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[18:19:48] <fuzzie> forecast says it might actually be a reasonable temperature here tomorrow, might finally get some things done
[18:20:01] <fuzzie> but for now i am just fiddling around in bg2
[18:26:28] <lynxlynxlynx> i'll escape to the cold heights
[18:28:24] <fuzzie> lucky :)
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[21:33:15] <Avenger> i made an action entrypoint listing for iwd2, i can already see which action opcodes do something. Or which ones belong to the same family
[21:34:32] <Avenger> though some of the code absolutely makes no sense to me. Like the one for SetMyTarget
[21:53:16] <fuzzie> heh
[22:01:59] <Avenger> ok, i found it
[22:03:09] <Avenger> i started to peek into the wrong function, the one that only parses the target. No wonder it was very similar :)
[22:03:27] <Avenger> one was a generic scriptable the other was an actor only :)
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[22:45:48] <Avenger> bye
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