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

Archive Today Yesterday Tomorrow
GemRB homepage

[00:22:35] <-- Gekz has left IRC (Read error: 145 (Connection timed out))
[00:55:58] --> Gekz has joined #GemRB
[01:00:25] <-- barra_library has left IRC ("Verlassend")
[03:21:02] --> Forgetful_Lion has joined #GemRB
[04:35:38] <-- exultbot has left IRC (ping timeout: 15 minutes)
[16:01:07] <-- exultbot has left IRC (shutting down)
[16:03:55] <-- exultbot has left IRC (shutting down)
[16:06:13] <-- exultbot has left IRC (shutting down)
[16:07:41] --> exultbot has joined #gemrb
[16:07:42] --- Topic for #gemrb is: GemRB 0.5.1 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots!
[16:07:42] --- Topic for #gemrb set by lynxlynxlynx at Thu Aug 27 14:07:31 2009
[16:08:02] <fuzzie> oh, that is not in original?
[16:08:15] <Avenger> yeah, it is in bg2 too
[16:08:44] <lynxlynxlynx> no, that was gemrb
[16:09:01] <lynxlynxlynx> Avenger: you mean the original had the same problem?
[16:09:12] <Avenger> no
[16:09:15] <Avenger> in gemrb only
[16:09:41] <lynxlynxlynx> yeah ok
[16:11:24] <Avenger> it has 30 height, not covered by wall, visible
[16:11:34] <Avenger> AM0602AB
[16:12:25] <fuzzie> again, we don't pay attention to height when sorting objects, only sorting relative animations, right?
[16:13:29] <fuzzie> so if 'height' is meaningful at all for zorder with actors, our SelectObject needs fixing
[16:14:20] <Avenger> i think i know what's the problem
[16:18:51] <Avenger> hmm no
[16:28:01] <Avenger> well, i don't know what's the problem
[16:35:35] <Avenger> the higher the (height + y), the latter you have to draw the object. When drawing, only y counts.
[16:36:18] <Avenger> i added GetHeight to areaanimation, but it didn't help
[16:36:23] <fuzzie> but SelectObject doesn't adjust the height while calculating the zorder?
[16:37:35] <Avenger> if it calls GetHeight() it doesn't need to do that again
[16:40:56] <Avenger> i think i know what's wrong, hehe
[16:41:10] <Avenger> the actors are not ordered
[16:41:22] <Avenger> they should be ordered in queue
[16:41:26] <Avenger> by z order
[16:44:04] <Avenger> ah, they are ordered
[16:44:22] <Avenger> but dead actors seem to confuse selectobject
[16:45:38] <-- |Cable| has left IRC (Remote closed the connection)
[16:49:50] <Avenger> ok, this was the problem
[16:50:07] <Avenger> now i see the cambion room rendered correctly
[16:50:27] <fuzzie> cool
[16:51:39] <Avenger> ar9101 is still bad
[16:52:22] <lynxlynxlynx> 1014 probably too, since it doesn't have dead actors
[16:52:27] <fuzzie> even just the cambion room is great
[16:52:31] <lynxlynxlynx> yep
[16:52:58] <Avenger> :(
[16:53:07] <Avenger> well, i could upload this
[16:53:12] <Avenger> but i hoped everything is fixed
[16:53:18] <-- Avenger has left IRC ("ChatZilla 0.9.85 [Firefox 3.5.3/20090824101458]")
[16:55:08] <-- D_T_G has left IRC ()
[17:00:59] <CIA-22> gemrb: 03avenger_teambg * r7399 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: fixed dead actors not messing up the queue (area animation height is still not handled correctly)
[17:03:33] --> |Cable| has joined #gemrb
[17:04:35] --> Avenger has joined #gemrb
[17:04:40] --- ChanServ gives channel operator status to Avenger
[17:05:06] <Avenger> this fixes only the biggest problems, but the animation's height and z order is still not perfect
[17:05:37] <Avenger> i didn't add AreaAnimation::GetHeight, because it wasn't working
[17:09:10] <-- pupnik has left IRC (Read error: 110 (Connection timed out))
[17:32:57] --> pupnik has joined #gemrb
[19:10:11] <-- pupnik has left IRC (Read error: 110 (Connection timed out))
[19:45:15] --> fuzzie_ has joined #gemrb
[19:46:46] --> CIA-66 has joined #gemrb
[19:48:45] <Avenger> we got 2 cia bots? we are rich!
[19:50:00] <fuzzie_> ok
[19:50:20] <fuzzie_> i did a stupid hack: i changed the SelectObject to do "aah = a->height;"
[19:51:37] <fuzzie_> i guess that is useless, but at least something fixes it, even if it is useless
[19:52:25] <Avenger> that is almost surely not good
[19:52:41] <fuzzie_> sure, it just helps by coincidence
[19:53:03] <lynxlynxlynx> nice variable name
[19:53:21] <fuzzie_> but i mention it just in case it helps anyone work things out :)
[19:54:18] <Avenger> i think the solution would be to create small test cases with few objects in it, then go around with debug
[19:54:32] <Avenger> i'm just damn lazy
[19:54:33] <fuzzie_> i tried a bunch of other silly things, like ordering the animations by Pos.y+height instead of just height, but nothing else helped
[19:55:21] <Avenger> well, i think they should be ordered by y+height ;)
[19:55:37] <Avenger> and selectobject should choose by y+height too
[19:55:45] <fuzzie_> yes, so that was the obvious first thing to try
[19:55:51] <Avenger> only blitting shouldn't use height
[19:55:55] <fuzzie_> so i came home, and tried it, and it doesn't work :(
[19:56:02] <Avenger> yep, same here
[19:56:20] <Avenger> i thought i found it when i noticed the dead actors mess with the order
[19:56:27] <Avenger> but that was only partial fix :(
[19:56:58] <-- fuzzie has left IRC (Read error: 110 (Connection timed out))
[19:57:38] <-- CIA-22 has left IRC (Read error: 110 (Connection timed out))
[20:01:45] <fuzzie_> meh :)
[20:01:54] --- fuzzie_ is now known as fuzzie
[20:07:11] --> tombhadAC has joined #gemrb
[20:09:21] <fuzzie> oh well, i am happy you found the dead actors thing
[20:11:37] <fuzzie> Avenger: you still work on savegame compatibility with the original engines?
[20:11:49] <fuzzie> i want to implement the actor expiry time in gemrb, which i guess would help
[20:12:02] <fuzzie> i just wonder if you know any of the other problems
[20:13:01] <Avenger> how breaks heavily
[20:13:25] <fuzzie> i just saw the note on the iwd_playthrough_bugs page
[20:13:30] <Avenger> it breaks the game list
[20:13:36] <fuzzie> that one is interesting
[20:13:39] <Avenger> yep, that's the worst i know of
[20:13:58] <Avenger> i don't know if it happens always, though
[20:14:08] <Avenger> i just had an autosave from gemrb
[20:14:41] <Avenger> the original always crashed (asserted) when i went to the game list to load a game
[20:15:11] <fuzzie> at least that is an obvious bug, with the assertion
[20:18:43] <Avenger> yeah, and painful too
[20:19:13] <Avenger> it isn't just a single saved game, it 'corrupts' the whole original game
[20:20:54] <fuzzie> well, the good news is, now you can complete the whole game in gemrb, you don't need the original engine! it is simply an encouragement in the right direction :)
[20:23:11] <lynxlynxlynx> yes, it is great for morale
[20:23:38] <lynxlynxlynx> also makes a better progress indicator
[20:25:17] <fuzzie> did anyone try completing ToB?
[20:25:41] <fuzzie> i guess for how we are stuck in the worldmap
[20:25:49] <fuzzie> Avenger: any idea how the HoW world map works?
[20:26:19] <Avenger> you mean how it switches to and from the maps?
[20:26:24] <fuzzie> yes
[20:26:46] <Avenger> well, not entirely
[20:26:56] <Avenger> i just know some savegames contain 2 maps
[20:27:02] <Avenger> worldmap.wmp and expmap.wmp
[20:27:18] <Avenger> it really sucks, because the original worldmap format already allowed multiple maps
[20:27:23] <lynxlynxlynx> expmap is the how one, yes
[20:27:27] <fuzzie> arealink.2da has a bunch of areas marked as EAR and one marked as ZAR9700
[20:27:54] <lynxlynxlynx> atleast afair totl doesn't update the wmap :)
[20:28:23] <fuzzie> ar9700 being totl, and the EAR ones being how
[20:28:40] <fuzzie> but that's the only hint i found so far
[20:29:06] <Avenger> dltcep's check map says expmap is corrupt :)
[20:29:52] <Avenger> well, maybe that's true. entries 4/7/8 seem to be partially deleted
[20:30:24] <-- tombhadAC has left IRC ("Verlassend")
[20:30:51] <Avenger> what arealink.2da you talk about
[20:31:02] <fuzzie> the one in my totl install's override
[20:31:04] <Avenger> ahh i see it
[20:31:11] --> tombhadAC has joined #gemrb
[20:31:38] <Avenger> i don't understand its format
[20:32:08] <Avenger> wtf are those crem* entries
[20:32:37] <Avenger> seem like:cre + avatar animation prefix
[20:32:39] <fuzzie> from memory, i think arealink.2da has the BIF files to cache
[20:32:41] <Avenger> but wtf!!!
[20:32:48] <fuzzie> see the bif filenames in Data/
[20:32:52] <Avenger> cre mcyc
[20:33:01] <fuzzie> but i don't look at that bit, which is boring bif names, but the entries in the first column :)
[20:33:17] <Avenger> bif names?
[20:33:41] <fuzzie> cremcyc means "preload CREmcyc.bif for this area"
[20:33:49] <Avenger> heh,
[20:33:56] <Avenger> as in cache?
[20:34:00] <fuzzie> yes
[20:34:12] <Avenger> it is not too important for us then
[20:34:16] <fuzzie> nope
[20:34:37] <fuzzie> sorry, i mean, it is not a useful 2da
[20:34:44] <fuzzie> but i just noticed that the bif names are there
[20:34:51] <fuzzie> and that the expansion bifd are stored in different bif names
[20:34:53] <Avenger> yep, i understood as such
[20:35:02] <fuzzie> i'm sure it's irrelevant :) but it's the only thing i found so far
[20:35:12] <fuzzie> so i wondered, does anyone have a less silly idea
[20:35:44] <Avenger> well, it was nice to notice they are bif names. But i don't think this will affect us anyway
[20:36:05] <fuzzie> i'm not even sure if they're used
[20:36:13] <fuzzie> i think the pst copy is unchanged from bg1, for example..
[20:36:34] <Avenger> arealink is in the .exe
[20:36:49] <Avenger> oh pst had this too?
[20:37:17] <fuzzie> ah
[20:37:26] <fuzzie> i guess iesdp has all this already
[20:38:37] <Avenger> http://forums.gibberlings3.net/index.php?showtopic=3837&mode=threaded
[20:39:16] <fuzzie> ok :) so i hope it's useless to us
[20:39:55] <Avenger> did you make the hardcoded entrance simulator?
[20:40:13] <fuzzie> yes, i didn't commit it yet
[20:40:24] <fuzzie> i got distracted by that weird hard-coded door
[20:40:28] <Avenger> i can make the scripts if the core is fine
[20:40:56] <Avenger> not like a leaveparty or playmovie is hard :)
[20:41:00] <fuzzie> the scripts were easy, just a bunch of .. yes, those :)
[20:42:00] <Avenger> got some 5M email space?
[20:42:03] <fuzzie> sure
[20:42:23] <fuzzie> fuzzie@ccdevnet.org is maybe better than gmail, i don't know what gmail's limits are
[20:42:33] <Avenger> ok
[20:42:38] <fuzzie> but the ccdevnet machine has some 5gb of space :)
[20:42:56] <fuzzie> hm, what else is there on my todo list..
[20:43:04] <fuzzie> "allow selection of held characters"
[20:43:10] <fuzzie> i'm not sure why we don't allow this already
[20:44:12] <lynxlynxlynx> some paralysis does mean unselectability, but all should be targettable
[20:44:26] <fuzzie> sorry, i mean: on windows like the Record window
[20:44:43] <Avenger> held characters?
[20:44:53] <Avenger> i thought they are unselectable
[20:44:54] <fuzzie> obviously they get force-unselected on the main screen
[20:45:02] <fuzzie> but you should be able to see they are Held :)
[20:45:14] <Avenger> there should be a portrait icon
[20:45:21] <fuzzie> but i don't see why this doesn't work already, the guiscript maintains its own selection?
[20:45:54] <Avenger> the guiscript queries it, but this selection thing seems to be messed up
[20:46:00] <fuzzie> i know why the stupid moving-between-screens stuff breaks
[20:46:11] <fuzzie> because SetSelectionChangeHandler is called with None first, and then with the new selection handler
[20:46:27] <fuzzie> and when it gets called with None, it thinks that we go back to the main screen
[20:47:49] <Avenger> ok sent the file
[20:48:04] <fuzzie> ah
[20:48:16] <fuzzie> Game::SelectPCSingle checks for ValidTarget(GA_SELECT)
[20:48:20] <fuzzie> that is probably wrong?
[20:48:37] <Avenger> why? it allows selectable targets only
[20:48:55] <fuzzie> yes, but you can always select all party members from other screens
[20:49:23] <Avenger> hmm, ok, maybe you can select them
[20:49:28] <Avenger> but they are greyed out
[20:49:35] <fuzzie> i guess we don't implement greyed-out inventory :) but that comes later
[20:49:49] <lynxlynxlynx> perhaps we we do actually
[20:49:59] <Avenger> i have a bigger problem with held actors
[20:50:09] <fuzzie> Avenger: thanks, i got the zip
[20:50:15] <Avenger> if you have just ONE held actor, you cannot cast spells with anyone else in the party
[20:50:29] <lynxlynxlynx> yep
[20:50:32] <Avenger> i don't quite understand that
[20:54:32] <fuzzie> that is gemrb bug?
[20:55:08] <lynxlynxlynx> how could it not be?
[20:55:18] <fuzzie> very bad game design decisions? :)
[20:55:45] <fuzzie> ok: when i hit ctrl-y while paused, why do the actors disappear?
[20:57:00] <lynxlynxlynx> not all do iirc, so maybe it is an animation data thing
[20:57:17] <fuzzie> it's very odd
[20:59:09] <fuzzie> hm
[20:59:12] <fuzzie> gah
[20:59:20] <fuzzie> that ValidTarget thing is useless
[20:59:37] <fuzzie> we've got to fix that Immobile check somehow
[21:00:02] <fuzzie> because that is the real culprit here, and in a few other places
[21:00:18] <fuzzie> it shouldn't be just refusing to ever consider an actor as invalid just because they're held :/
[21:06:10] <raevol> hello
[21:06:54] <fuzzie> Avenger: btw, do you have a better idea how to do the LeaveParty thing?
[21:07:07] <fuzzie> my current code just hacks LeaveParty to take an object parameter
[21:07:09] <Avenger> better than what_
[21:07:25] <fuzzie> you can't ActionOverride, that happens too late, it's got to be instant
[21:07:34] <Avenger> ActionOverride(Player2-6,LeaveParty()) ?
[21:07:37] <Avenger> oh
[21:09:05] <Avenger> so it isn't that easy, meh
[21:10:41] <Avenger> 294 ForceLeaveAreaLUA(S:Area*,O:Object*,I:Xpos*,I:Ypos*,I:Facing*) could be helpful in moving someone out :)
[21:10:46] <Avenger> but that is hackish
[21:11:21] <fuzzie> well, the party members have got to stay where you leave them :)
[21:12:12] <Avenger> you can also add some new action, or hack LeaveParty then
[21:13:09] <Avenger> 1. ForceLeaveParty(object), or even 2. AllLeaveParty() <-- this would make everyone leave except player1
[21:13:30] <fuzzie> any preferance?
[21:13:36] <Avenger> i don't know, pick one you like
[21:13:47] <Avenger> all would mean additional core code, sadly
[21:14:06] <Avenger> maybe hacking leaveparty is the best?
[21:14:19] <fuzzie> well, that is what i did :)
[21:14:22] <Avenger> it would be like 1. just with a single action knowing both cases
[21:14:42] <Avenger> you could even add it to gemact.ids :)
[21:15:10] <Avenger> it is possible to have polymorph actions
[21:15:45] <fuzzie> sure
[21:15:51] <Avenger> pst got some weird actions, i don't know
[21:16:09] <Avenger> 286 SetCorpseEnabled(S:Name*,I:State*)
[21:16:13] <fuzzie> the pst coders really liked weird actions
[21:16:21] <Avenger> maybe this is a container enable action
[21:16:33] <Avenger> or trigger enable
[21:16:54] <fuzzie> it will be for the speak-to-bones action
[21:17:12] <fuzzie> "Stories-Bones-Tell"
[21:17:12] <Avenger> ahh yes, trigger enable
[21:17:25] <Avenger> i actually implemented it, it seems
[21:17:29] <fuzzie> cool :)
[21:17:37] <Avenger> i don't know if it works, though
[21:18:02] <Avenger> --> {"setcorpseenabled", GameScript::AmbientActivate, 0},//another weird name
[21:18:31] <fuzzie> i find some of the pst actions seem to do completely different things in gemrb
[21:18:48] <fuzzie> i don't know if they were implemented with guesses or what :)
[21:19:29] <Avenger> oh there are 2 actions: SetNamelessDeath and SetNamelessDeathParty
[21:19:35] <Avenger> those are not imped, are they used?
[21:19:42] <Avenger> i believe they modify IniSpawn
[21:20:01] <fuzzie> the only SetNameless* action used is SetNamelessDisguise
[21:20:13] <Avenger> ok
[21:20:18] <Avenger> lets see if it is used
[21:20:24] <Avenger> i mean implemented
[21:20:36] <Avenger> yes
[21:21:19] <Avenger> i just set the appearance flag, and update the animation
[21:21:39] <fuzzie> but for example, pst's SinisterPoof is only meant to PlayOnce. in gemrb this is wired to CreateVisualEffect. do i fix with a new action, or is CreateVisualEffect meant to play once? it is very confusing
[21:21:50] <Avenger> what about GeneratePartyMember?
[21:22:04] <fuzzie> that is used, yes
[21:22:21] <Avenger> it depends on the vvc
[21:22:24] <fuzzie> for the fortress battle
[21:22:32] <Avenger> but pst has no vvc, only bam
[21:22:35] <fuzzie> which is all hardcoded
[21:23:23] <Avenger> there is an 'iterations' parameter
[21:24:13] <Avenger> but that would be 0
[21:24:15] <Avenger> hmm
[21:24:16] <fuzzie> well, the call i looked at was ("SE10FIZZ",Myself,1) i think, and it looped
[21:24:32] <Avenger> permanently?
[21:24:36] <fuzzie> yes
[21:25:20] <Avenger> is this stickysinisterpoof, or just sinisterpoof :)
[21:25:30] <fuzzie> here i think it is stickysinisterpoof
[21:25:56] <Avenger> well, that 1 would mean 1 iteration
[21:26:51] <Avenger> vvc->SetDefaultDuration( vvc->GetSequenceDuration(1000 * iterations));
[21:26:58] <Avenger> that 1000 is probably bad
[21:27:10] <Avenger> i don't quite see why there is an 1000
[21:27:30] <Avenger> getsequenceduration would give the time of a single sequence
[21:27:36] <Avenger> iterations would be a multiplier
[21:27:44] <Avenger> but i don't quite see why i multiplied that by 1000
[21:28:20] <Avenger> so, i would advice removal of that 1000 and test with that
[21:28:28] <fuzzie> perhaps GameTime was bad when it was written
[21:28:37] <Avenger> if it works, try use ("SE10FIZZ",Myself,2)
[21:28:40] <Avenger> yes it could be
[21:31:20] <fuzzie> hm, removing the 1000 doesn't work
[21:31:39] <fuzzie> then i only get one frame of the animation, it seems
[21:32:46] <fuzzie> ah, GetSequenceDuration divides by FrameRate..
[21:34:40] <fuzzie> i guess that is why Map.cpp passes 15
[21:35:02] <fuzzie> ok, i try that instead
[21:36:03] <fuzzie> ok, it works beautifully with 15
[21:36:55] <fuzzie> i am guessing that should be AI_UPDATE_TIME and not 15 hard-coded
[21:38:05] <Avenger> ok, then 15
[21:38:12] <Avenger> i mean AI_UPDATE_TIME
[21:38:59] <fuzzie> thankyou, this was confusing me :)
[21:40:18] <CIA-66> gemrb: 03fuzzie * r7401 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: fix VVC effect durations
[21:43:29] <fuzzie> all the projectiles and effects in bg2 really are pretty now
[21:47:46] <lynxlynxlynx> uuuu
[21:48:35] <lynxlynxlynx> Avenger: do you know which vvcs should be still drawn for dead actors?
[21:49:05] <Avenger> i don't know of any
[21:49:37] <Avenger> is this a bg2 question?
[21:49:43] <lynxlynxlynx> great, yes
[21:50:00] <lynxlynxlynx> spell turning doesn't "expire" on death
[21:51:05] <lynxlynxlynx> so i changed it in the actor::draw method, but fuzzie said you previously had some ideas to the contrary
[21:51:39] <lynxlynxlynx> and it has been sitting here uncommited since
[21:51:51] <Avenger> 0xd7, which is the generic vvc player effect in bg2 disables the vvc when the actor stops twitching (so it keeps playing a little after the actor is technically dead)
[21:52:33] <Avenger> lemme see how spell turning works
[21:53:01] <lynxlynxlynx> i haven't tried it in a while, but you can find a user in the first tob challenge
[21:53:10] <lynxlynxlynx> irenicus uses it
[21:53:20] <Avenger> 0xcf BounceSpell?
[21:53:20] <lynxlynxlynx> i'll go try it too
[21:53:23] <Avenger> or some bounce level effect
[21:53:30] <fuzzie> there's some vvc effect which stays on an actor in the assassin battle when leaving the soa dungeon
[21:53:30] <Avenger> 0xcf has no death check
[21:55:25] <Avenger> 13a - stoneskins golem goes away when the target is dead
[21:55:46] <Avenger> 112 randomteleport doesn't affect dead actors
[21:56:16] <Avenger> 0xec copyself doesn't work on dead actors
[21:56:35] <Avenger> hmm, i could fix all opcodes
[21:58:01] <Avenger> 0xd7 was already done so
[22:05:06] <lynxlynxlynx> Bounce:Projectile, so maybe it is his cloak
[22:06:51] <lynxlynxlynx> yeah, the Cloak of Reflection
[22:07:39] <Avenger> but dead actors lose equipped items
[22:07:49] <Avenger> so the effect should vanish
[22:07:49] <lynxlynxlynx> but doh, ch1 is not a good test, we do actor removal properly there now
[22:08:50] <CIA-66> gemrb: 03avenger_teambg * r7402 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: added some state checks where the original engine did so
[22:16:18] <-- raevol has left IRC ("Leaving.")
[22:17:16] <-- lynxlynxlynx has left IRC (Remote closed the connection)
[22:20:12] <fuzzie> hm
[22:20:17] <fuzzie> i wonder why erik's bow doesn't get wielded
[22:20:37] <fuzzie> BOW03 is in the first weapon slot..
[22:23:39] <Avenger> you cannot equip 2 ranged weapons of the same type
[22:24:08] <Avenger> or, is it a single weapon?
[22:24:20] <fuzzie> single weapon
[22:24:34] <Avenger> which game and who is erik :)
[22:24:35] <fuzzie> DLTCEP says '0-slot_weapon' but ctrl-m says "Equipped: 1000"
[22:25:02] <Avenger> hmm, there was a bug where npcs didn't autoequip, but i thought it is fixed
[22:25:05] <fuzzie> bg1, erik is created using CreateCreature by Jondalar in first area
[22:26:00] <fuzzie> hmm
[22:26:15] <fuzzie> it is probably EquipMostDamagingMelee call
[22:28:13] <fuzzie> no, EquipRanged is called!
[22:28:22] <Avenger> hmm
[22:28:37] <Avenger> so it isn't even a bug at load time
[22:28:52] <Avenger> got arrows too?
[22:29:06] <fuzzie> quiver has AROW13 with 20 charges
[22:29:56] <Avenger> haha, pressing tab makes the hp displayed over head vanish slowly
[22:30:14] <Avenger> we need some more features there it seems
[22:30:36] <fuzzie> fixing that one is not so hard :)
[22:32:17] <-- tombhadAC has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- CIA-66 has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- barra_away has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- Maighstir has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- wjp has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- anji has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- Avenger has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- fuzzie has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- |Cable| has left IRC (calvino.freenode.net irc.freenode.net)
[22:32:17] <-- Enverex has left IRC (calvino.freenode.net irc.freenode.net)
[22:33:35] --> Avenger has joined #GemRb
[22:33:35] --> CIA-66 has joined #GemRb
[22:33:35] --> fuzzie has joined #GemRb
[22:33:35] --> |Cable| has joined #GemRb
[22:33:35] --> barra_away has joined #GemRb
[22:33:35] --> Enverex has joined #GemRb
[22:33:35] --> anji has joined #GemRb
[22:33:35] --> Maighstir has joined #GemRb
[22:33:35] --> wjp has joined #GemRb
[22:33:44] <Avenger> it refuses to equip 0 damage arrows?
[22:33:44] <Avenger> :)
[22:33:56] <fuzzie> i guess fixing that doesn't seem to help
[22:35:01] <Avenger> yes
[22:35:07] <Avenger> hmm you fixed it?
[22:35:25] <Avenger> damage = 0; and weapondamage>damage
[22:35:30] <fuzzie> and GetDamagePotential returns 0 on no header anyway, so i'd have to change that too
[22:35:33] <Avenger> that makes it never equip 0 damage
[22:35:38] <fuzzie> Avenger: i changed to 'damage = -1'
[22:35:42] <Avenger> ok
[22:35:54] <Avenger> should return -1 on no header
[22:36:08] <fuzzie> yep
[22:44:18] <fuzzie> meh, my code works fine! what happens?
[22:44:28] <Avenger> ?
[22:44:36] <fuzzie> it picks the right item
[22:44:44] <Avenger> so, it cannot equip it?
[22:45:00] <fuzzie> i guess time for more printfs :)
[22:46:00] <fuzzie> yes, i guess EquipItem fails
[22:49:26] --> Forgetful_Lion has joined #GemRB
[22:52:26] <fuzzie> incompatible bow..
[22:52:41] <Avenger> incompatible with the arrow?
[22:53:15] <fuzzie> arrow ProjectileQualifier is 2, bow ProjectileQualifier is 1
[22:53:34] <Avenger> heh
[22:53:42] <Avenger> what arrow is that
[22:53:42] <fuzzie> i have no idea what that means
[22:53:46] <fuzzie> it is AROW13
[22:54:21] <Avenger> arow13 has no qualifier set
[22:55:13] <Avenger> odd
[22:55:32] <fuzzie> well, it is a dummy training arrow :)
[22:55:46] <CIA-66> gemrb: 03fuzzie * r7403 10/gemrb/trunk/gemrb/plugins/Core/ (Inventory.cpp Item.cpp): allow BestWeapon that does zero damage
[22:55:50] <Avenger> the projectile qualifier is a flag, it shows if a projectile could be loaded into a shooter
[22:56:20] <Avenger> like bolt/arrow/bullet
[22:56:40] <Avenger> it is weird
[22:56:54] <Avenger> though dltcep doesn't scream about it
[22:56:57] <Avenger> it should...
[22:57:30] <Avenger> so i don't know what to do, maybe if there is no qualifier set, assume arrow?
[22:58:10] <Avenger> try to clone some arow13, and load it into an xbow
[22:58:19] <Avenger> the problem is arow13 is not movable
[22:58:33] <Avenger> so you need to clone it into the quarrel, directly
[22:58:38] <Avenger> quiver...
[22:59:09] <fuzzie> i'll just hack ERIK to have an xbow, but not now, i guess
[22:59:39] <Avenger> i will test this tomorrow if i don't hear from you :)
[22:59:55] <Avenger> it is a weird case
[23:04:22] <fuzzie> ok
[23:04:39] <fuzzie> i switched bow03 for xbow04, and he equips his staff instead
[23:04:53] <Avenger> thats odd
[23:05:32] <fuzzie> well, it makes sense that EquipRanged would only use fists as a last resort, i think..
[23:06:30] <fuzzie> i try with BOW01 and he shoots the arrows
[23:06:35] <fuzzie> anything else to try?
[23:10:47] <Avenger> i don't quite see who he equips staff
[23:11:29] <Avenger> the best slot is the fist if there is nothing else
[23:11:38] <Avenger> and the flag allows only ranged weapons
[23:11:44] <Avenger> it wouldn't try staff
[23:11:44] <fuzzie> i mean
[23:11:50] <fuzzie> sorry, this is all in original engine
[23:11:59] <Avenger> oh
[23:12:18] <Avenger> EquipRanged considers staff in the original?
[23:12:40] <fuzzie> or else it just doesn't equip anything and the staff is already equipped at load?
[23:12:44] <fuzzie> i test that
[23:12:49] <Avenger> hmm could be
[23:13:06] <Avenger> we could simulate that too
[23:13:40] <Avenger> if the damage remains -1, don't equip anything
[23:15:28] <fuzzie> if i comment out the EquipRanged he has a staff still, at least
[23:16:40] <Avenger> just do an if(damage>=0) EquipItem(best_slot), and we do the same
[23:16:43] <fuzzie> needs more testing to be sure, not quite sure how to do that :)
[23:17:01] <fuzzie> but still leaves weird question of these arrows
[23:17:04] <Avenger> i will test the projectile qualifiers simply by editing a bow and arrow
[23:17:09] <Avenger> and using a normal pc
[23:17:11] <fuzzie> ok :)
[23:17:19] <fuzzie> i'll leave it to you
[23:17:23] <Avenger> but not today
[23:17:29] <Avenger> i will have to reboot to windows
[23:22:36] <Avenger> see you tomorrow!
[23:22:42] <-- Avenger has left IRC ("bye!")
[23:55:52] <-- Enverex has left IRC ("Leaving")