[00:18:32] <tomprince> fuzzie: Perhaps the warnings, but mostly because it shouldn't really have an effect that late.
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[05:54:30] <pupnik> 0ornin
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[08:48:48] <edheldil> hi!
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[09:14:47] <fuzzie> morning
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[09:43:05] <pupnik> Mark Pincus has amassed a $US1 billion fortune (Farmville, CityVille, Mafia Wars)
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[10:40:22] <fuzzie> i don't understand any of these commits
[10:41:06] <fuzzie> like, Avenger started using extension_targetcount in Projectile::SecondaryTarget()
[10:42:00] <fuzzie> but it defaults to 1 for original engine, except that actually leads to running the loop twice, because the check is extension_targetcount<=0 before the extension_targetcount--
[10:49:13] <fuzzie> i guess there are a lot of likely culprits for fireball failing :/
[11:19:43] <lynxlynxlynx> mnja, will have to step through
[12:19:41] <fuzzie> well i would be suspicious of the FailedIDS if you want to put printf somewhere
[12:20:39] <fuzzie> there's both one added in Payload() and one added in SecondaryTarget()
[13:10:01] <lynxlynxlynx> effects is null, so it goes wrong earlier
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[13:12:26] <fuzzie> null in Payload()?
[13:13:22] <fuzzie> but SecondaryTarget() was fine and you got all the secondary projectiles made?
[13:14:00] <lynxlynxlynx> in payload, yes
[13:14:11] <lynxlynxlynx> the caster level changes are suspicious
[13:14:22] <fuzzie> yes, they are the only other thing which jumps out
[13:19:01] <fuzzie> but i couldn't see any bugs at a glance in the level changes
[13:19:40] <lynxlynxlynx> secondarytarget looks fine, unless the fireball is supposed to have ExplProjIdx set
[13:20:27] <fuzzie> well, if it doesn't, you don't get any projectiles?
[13:20:55] <lynxlynxlynx> i don't know how fireball is structured
[13:21:05] <lynxlynxlynx> i can see the splash and then the spfirimp stuff
[13:21:22] <lynxlynxlynx> payload runs for every actor hit
[13:21:43] <fuzzie> ok, so that should be fine
[13:22:24] <fuzzie> so you probably are right about the level changes being more suspicious then
[13:24:02] <lynxlynxlynx> it could still just be a data bug and one of these indices should be set
[13:24:12] <lynxlynxlynx> need to try more aoe spells
[13:26:57] <fuzzie> but the check for ExplProjIdx being non-zero is new
[13:27:20] <lynxlynxlynx> sure, we know it worked before
[13:27:59] <fuzzie> well
[13:28:04] <fuzzie> i mean, is it simply bad?
[13:30:42] <lynxlynxlynx> trying without the if check
[13:31:12] <lynxlynxlynx> yep, that's it
[13:31:53] <fuzzie> there is no such projectile of course, but passing 0 gets you a default one
[13:33:16] <lynxlynxlynx> yep
[13:33:19] <fuzzie> so, bad data?
[13:34:10] <lynxlynxlynx> why? most spells have nothing in that field
[13:34:25] <fuzzie> sorry, i am asking
[13:34:28] <lynxlynxlynx> i'd just change the check to look at pro once it is fetched
[13:34:46] <fuzzie> i don't know anything about this, not even if it is original or gemrb projectile
[13:35:44] <lynxlynxlynx> it's ours
[13:36:05] <lynxlynxlynx> the spell works fine, so i don't think we're missing any subprojectiles
[13:46:54] <lynxlynxlynx> i'll commit it for now, maybe avenger has some other ideas
[13:47:51] <CIA-27> GemRB: 03lynxlupodian * r7eddbbec89b2 10gemrb/gemrb/core/Projectile.cpp: fixed the fireballs
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[15:52:30] <SiENcE> hey. yesterday i managed to compile gemrb via cmake for dingux
[16:00:42] <SiENcE> i can provide a XCompile_Dingoo.txt for cmale
[16:00:45] <SiENcE> cmake
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[16:22:27] <lynxlynxlynx> what's that?
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[17:28:32] <SiENcE> @ lynxlynxlynx: it's just my way of building via cmake for different platforms
[17:28:40] <SiENcE> you call it like
[17:28:51] <SiENcE> cd build
[17:28:54] <SiENcE> cmake -DCMAKE_INSTALL_PREFIX=/usr/local/games/gemrb -DCMAKE_TOOLCHAIN_FILE=../XCompile_Dingoo.txt ..
[17:29:17] <SiENcE> or
[17:29:23] <SiENcE> cmake -DCMAKE_INSTALL_PREFIX=/usr/local/games/gemrb -DCMAKE_TOOLCHAIN_FILE=../XCompile_Caanoo.txt ..
[17:29:36] <SiENcE> but one question
[17:29:45] <SiENcE> when i use make install
[17:30:09] <SiENcE> i need to install it into one folder
[17:30:39] <SiENcE> not splitted to bin, etc, lib, share
[17:30:52] <lynxlynxlynx> use -DLAYOUT=home
[17:30:55] <SiENcE> i need something like when i build gemrb using autotools
[17:31:17] <SiENcE> ah ok
[17:31:18] <lynxlynxlynx> or provide a one level deeper prefix
[17:31:30] <lynxlynxlynx> can you upload that file somewhere?
[17:31:51] <SiENcE> i need to add some params...than i give it to you
[17:32:00] <lynxlynxlynx> having it separate is not an issue, but it doesn't make much sense if there are not many changes
[17:33:00] <SiENcE> what you mean?
[17:33:17] <SiENcE> if you want to cross compile, you need different setups
[17:33:30] <lynxlynxlynx> oh cool
[17:33:46] <lynxlynxlynx> didn't know you were crosscompiling
[17:34:00] <SiENcE> :)
[17:34:47] <SiENcE> i buildi make two scripts dingoo and caanoo
[17:35:10] <SiENcE> and give you all libs you need to build it
[17:35:45] <lynxlynxlynx> even better
[17:35:45] <SiENcE> it should be fairly easy to setup a crosscompiler system using linux to build all systems automatically
[17:37:24] <SiENcE> ok.thanks cya
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[19:33:46] <Akileos> Hi world
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[19:39:19] <lynxlynxlynx> oj
[19:39:30] <lynxlynxlynx> yesterday's problems are gone
[19:40:34] <Akileos> Read some backlog
[19:40:41] <Akileos> regarding firewall I imagine
[19:40:52] <Akileos> ..... I hate my job
[19:40:59] <Akileos> FireBBBBall
[19:41:43] <Akileos> I'm building latest git
[19:42:01] <Akileos> Found out for the entropsit issue ?
[19:42:09] <Akileos> was my painful bisect useful ?
[19:44:17] <lynxlynxlynx> yep
[19:44:49] <Akileos> So I can now start a game, entropist and even pass saradush ? :D
[19:57:21] <Akileos> Hahaha
[19:57:25] <Akileos> crashed again
[19:57:32] <Akileos> I'm cursed !!!
[19:57:48] <lynxlynxlynx> where, what was going on?
[19:58:00] <lynxlynxlynx> best to just run gemrb in gdb ;)
[19:58:03] <Akileos> http://pastebin.com/fLV5S0jZ
[19:58:15] <Akileos> Well that'd be hard to explain
[19:58:25] <Akileos> as en antropist you got a speel to cast any spell
[19:58:35] <Akileos> dunno english name, level 1 mandoatory spell
[19:58:55] <Akileos> Wanted to cast improved haste on myself this way
[19:59:05] <Akileos> and ... bang :D
[19:59:33] <Akileos> you mean if I was starting with gdb I could resume ?:D
[20:00:21] <fuzzie> oh dear
[20:01:53] <Akileos> So you guys never start new games ? :D
[20:02:08] <fuzzie> no-one's been testing bg2 recently
[20:02:19] <Akileos> iwd ?
[20:02:22] <fuzzie> i think so
[20:02:26] <fuzzie> and bg1
[20:02:30] <Akileos> never tried that one
[20:02:46] <Akileos> bg2 has always been my favorite
[20:03:29] <lynxlynxlynx> oh
[20:03:33] <fuzzie> so how is that FreeSpell ever meant to work?
[20:04:01] <fuzzie> oh, i see
[20:04:17] <lynxlynxlynx> it's maybe just the rewriting bug
[20:05:08] <fuzzie> i'm not sure that code is so good
[20:05:31] <fuzzie> HandleHardcodedSurge seems to cast spells?
[20:06:32] <fuzzie> so bad bad idea trying to FreeSpell using SpellResRef afterwards
[20:06:54] <fuzzie> because you get mismatched FreeSpell params --> abort()
[20:07:27] <fuzzie> and indeed that is surely the bug
[20:07:39] <fuzzie> because SpellResRef = 0; is executed before HandleHardcodedSurge returns false.
[20:08:00] <Akileos> You're the boss, I never had a real look into gemrb sourcecode
[20:08:09] <fuzzie> well i am mostly babbling at lynxlynxlynx here
[20:08:20] <Akileos> mumble mumble
[20:08:22] <Akileos> :(
[20:08:31] <fuzzie> That is mostly what I do around here nowadays, I look at code and find bugs and complain about them in channel.
[20:08:48] <fuzzie> Sometime I will sit down and actually fix stuff myself again.
[20:08:53] <Akileos> I find bugs, you do the forensics :p
[20:09:12] <fuzzie> well yes, sometimes I get to just research bugs instead :)
[20:10:05] <lynxlynxlynx> yeah, the reroll surge casts new spells
[20:10:19] <fuzzie> so you need to take a copy of SpellResRef, for use in FreeSpell
[20:11:15] <Akileos> Was my saradush issue just a typo ?
[20:11:21] <fuzzie> but there are other problems
[20:11:58] <fuzzie> if you cast a spell and return *true*, then it will just crash in SpellCast instead, i guess, because the SpellResRef changed from under it
[20:12:37] <fuzzie> so i guess you also need to copy it back after a successful surge.
[20:13:26] <fuzzie> and then sacrifice chickens, i expect
[20:13:32] <Akileos> Can't you just return some pointer to the spell ?
[20:14:04] <fuzzie> i think we don't talk about the crazy spell member variables
[20:14:08] <fuzzie> in the hope of retaining our sanity
[20:14:30] <fuzzie> also i think i mixed up the booleans in what i said above but i'm sure someone will work it out.
[20:14:47] <fuzzie> and your saradush issue was probably caused by bad data due to us mixing up the override order.. no idea what bad data specifically though
[20:15:30] <Akileos> fuzzie: I'm just teasing you, you know if fell so helpless in there
[20:16:32] <Akileos> Really wishing I could be some cpp/py guru
[20:18:07] <Akileos> Still don't even get how you run python into cpp
[20:19:46] <fuzzie> gemrb is so large it is difficult to understand at first anyway
[20:19:59] <fuzzie> you just sort of start somewhere and gradually work out how things connect and work :)
[20:20:16] <Akileos> Where should I start then ?:D
[20:20:42] <fuzzie> people usually start in the python, because it is friendlier and there are always things to be fixed in the GUI
[20:23:05] <wjp> (aside: running python from C/C++ is something that python itself provides via a C library)
[20:23:18] <fuzzie> spoilsport, isn't it much more fun to pretend it is magic? :)
[20:24:12] <Akileos> Some voodoo
[20:24:13] <Akileos> :D
[20:26:03] <Akileos> Well the thing I prefer is tweaking
[20:27:47] <lynxlynxlynx> then you don't even have to know the code - you can change the values in the override tables
[20:27:55] <lynxlynxlynx> to some undocumented degree ;)
[20:28:27] <Akileos> Can put some 42's every here and there
[20:28:36] <Akileos> and get credit for it, what an idea
[20:30:09] <Akileos> Could also do some commenting, but who really needs this
[20:32:49] <CIA-27> GemRB: 03avenger_teambg * r35425f2fa30f 10gemrb/gemrb/override/pst/ (astorm.pro astorm.spl istorm.pro istorm.spl s075wdsh.vvc): added stygian ice storm projectile, fixed acid storm delays
[20:32:57] <CIA-27> GemRB: 03avenger_teambg * rd5985ad29a96 10gemrb/gemrb/core/ (Interface.cpp Projectile.cpp): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[20:34:18] <Avenger> hi! the fireball fix surely broke some newly made pst projectile. But fireball was first. I will just need to find the broken projectile and find an alternative solution
[20:34:25] <fuzzie> ah
[20:34:29] <Akileos> hi
[20:34:31] <fuzzie> i was about to ask if it had broken anything :P
[20:35:07] <Avenger> fireball is a standard .pro, so it should work without changes to it
[20:36:18] <Avenger> i just remember doing that hack that broke fireball, maybe you can even tell which projectile was committed near the hack
[20:37:14] <Avenger> this may be more serious --> Fix search path order.
[20:37:37] <fuzzie> yes, i fixed all our other mysterious bugs with that one
[20:37:48] <fuzzie> stupid stupid thing to miss, and i did review that :P
[20:38:08] <Avenger> what was the original order and what is now?
[20:38:17] <fuzzie> this is correct now
[20:38:25] <fuzzie> edheldil accidentally moved the gemrb override to have lowest priority
[20:38:38] <Avenger> LOL
[20:38:41] <fuzzie> yes
[20:38:48] <fuzzie> no wonder we couldn't work out the mysterious bugs :)
[20:38:56] <fuzzie> so that commit just puts it back :P
[20:38:57] <Avenger> THAT's why the projectile i freshly modified worked for me
[20:39:02] <Avenger> it shouldn't have
[20:39:08] <Avenger> and i was wondering why it did work
[20:39:18] <Avenger> i had the old version in gemrb override
[20:39:25] <Avenger> and just edited it in the game override
[20:39:29] <Avenger> and it worked miraculously
[20:39:58] <Avenger> cool, what mystery bugs it fixed?
[20:40:09] <fuzzie> the saradush comet thing, for example
[20:40:10] <Akileos> Last question before leaving, are you guys using some Cpp IDE ? Or vi/whatever
[20:40:23] <fuzzie> Avenger mostly uses Visual Studio i think
[20:40:28] <wjp> argh. I had meant to ask if that part of the autodetect patch was ok, but completely forgot :-(
[20:40:29] <Avenger> akileos: when i'm on windows i use msvc 6 and 7
[20:40:39] <Avenger> on linux i use vim
[20:40:40] <fuzzie> wjp: yes, lynx said something similar, and i just didn't notice it
[20:41:49] <Avenger> i'm glad it wasn't me who broke the comet :)
[20:42:08] <fuzzie> you broke the code with FreeSpell instead :P
[20:42:08] <Avenger> because i was clueless what would have done it, in the pro
[20:42:14] <Avenger> hmm?
[20:42:17] <fuzzie> but it looks like we have to fix that anyway
[20:42:56] <Avenger> freespell? i wrote some in the wild magic code?
[20:43:07] <fuzzie> yes
[20:43:12] <Avenger> and it was wrong?
[20:43:24] <fuzzie> you passed SpellResRef to FreeSpell after it got nulled :)
[20:43:35] <fuzzie> but the existing code does the same thing
[20:43:47] <fuzzie> so it is good after all, it made me notice that we need a copy there
[20:43:55] <Avenger> well...
[20:44:09] <Avenger> so it wasn't the call that was wrong :) it just needs even more lines
[20:44:18] <fuzzie> oh, yes, the call is good
[20:44:38] <fuzzie> sorry, i am tired and bit distracted. just stupid bugs :)
[20:45:05] <fuzzie> the projectile thing made me read the recent patches carefully, which is good, since a lot changed
[20:45:10] <Avenger> yeah, there are lots of them when we just throw new code on existing code
[20:45:46] <Avenger> but eventually they will settle in
[20:45:50] <Avenger> i hope :)
[20:47:02] <lynxlynxlynx> the last few weeks were pretty horrible
[20:47:25] <lynxlynxlynx> luckily we have all those patient androiders
[20:59:35] <Akileos> think my screen is too small to test
[20:59:36] <Akileos> :D
[21:00:15] <lynxlynxlynx> the one here too
[21:00:32] <lynxlynxlynx> ok, maybe with the dingo downscaler
[21:01:32] <Akileos> htc magic here
[21:01:43] <Akileos> Anyway, time to leave
[21:02:00] <Akileos> Goodbye
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[23:20:59] <MikeChelen> ok posted ctrl-m output from immortal troll bug https://sourceforge.net/tracker/?func=detail&aid=3200851&group_id=10122&atid=110122
[23:21:16] <fuzzie> did you see if it is fixed now?
[23:21:41] <fuzzie> but, heh, you should press ctrl-m when mouse cursor is above the troll :)
[23:22:45] <fuzzie> but ok, they are EFTROLG / GNTEAM9M / GNMMG3GH
[23:23:18] <fuzzie> i think the bug is almost definitely IF_NOINT being set
[23:23:43] <fuzzie> especially since GNTEAM9M is using MoveToObject
[23:24:33] <MikeChelen> oh did it get fixed? let me pull and recompile
[23:25:39] <fuzzie> i think it probably didn't get fixed
[23:25:53] <MikeChelen> ah ok got the proper ctrl-m info
[23:25:55] <fuzzie> but we fixed some very wide-ranging bug yesterday
[23:26:00] <MikeChelen> oh no?
[23:26:03] <MikeChelen> well thats good
[23:27:19] <fuzzie> if it's not fixed and you can edit the source and rebuild, you can try removing what i think is the problem
[23:28:01] <MikeChelen> ok that might be good
[23:28:53] <MikeChelen> yeah it still won't die
[23:29:04] <MikeChelen> stays almost dead forever
[23:29:41] <fuzzie> it has the minimum HP modifier set
[23:29:55] <MikeChelen> how are you supposed to kill it?
[23:30:09] <fuzzie> there is a script which is meant to unequip that item
[23:30:21] <MikeChelen> ah
[23:30:29] <MikeChelen> so that script is not working?
[23:30:36] <fuzzie> apparently not
[23:31:03] <fuzzie> the confusing thing is that the script is also responsible for the death animation..
[23:31:29] <MikeChelen> the death anim is not working properly either
[23:32:08] <MikeChelen> it only occurs at the same moment one of my party dies
[23:32:22] <fuzzie> the troll stays upright until then?
[23:32:26] <MikeChelen> yup
[23:32:29] <fuzzie> excellent
[23:32:43] <MikeChelen> not for my party :D
[23:33:50] <fuzzie> my theory is that the 'IF_NOINT' on line 1624 of GSUtils.cpp should be '0'
[23:36:46] <MikeChelen> hmm ok lets see
[23:37:46] <MikeChelen> where is GSUtils.cpp?
[23:38:17] <fuzzie> oh, sorry
[23:38:22] <fuzzie> gemrb/core/GameScript/GSUtils.cpp
[23:38:52] <fuzzie> if you can't use line numbers, there are only three IF_NOINT occurances in the file, this is the one in the MoveNearerTo function
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