#gemrb@irc.freenode.net logs for 11 Aug 2011 (GMT)

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[10:27:55] <lynxlynxlynx> StartCutScene("BCWYLSND")
[10:27:55] <lynxlynxlynx> DestroySelf()
[10:28:19] <lynxlynxlynx> is this pattern something we cope with? there's a few uses like that across the games
[10:31:04] <fuzzie> we should cope with it but we probably have some edge cases there
[10:43:25] <lynxlynxlynx> i'm making a post with that wierd tyris cutsceneid problem and this is the cutscene that starts it
[10:43:39] <lynxlynxlynx> this one does call cutsceneid first
[10:44:18] <fuzzie> destroyself should be run first, and there are circumstances in which we don't do that, i guess?
[10:44:32] <fuzzie> i thought the problem was clearer than this
[10:44:49] <lynxlynxlynx> we focused on the problematic scene
[10:45:21] <lynxlynxlynx> http://pastebin.com/BBxyZvkF
[10:45:47] <lynxlynxlynx> no custsceneid nor does the first action have an object it could be taken from
[10:45:56] <fuzzie> yes, i mean, that one gets a null object, and is clearly bad
[10:47:06] <lynxlynxlynx> so you're saying the problem is in the caller already, probably the destroyself timing?
[10:47:16] <fuzzie> no
[10:47:22] <fuzzie> i'm saying that is clearly an invalid script
[10:47:33] <lynxlynxlynx> hehe ok
[10:47:42] <fuzzie> but i make no guarantees that destroyself works or doesn't work..
[10:47:51] <lynxlynxlynx> the problem is that it works in the original
[10:48:23] <fuzzie> yes, i guess i'll have to take a look and see how the original does it
[10:48:52] <fuzzie> but "this script is crazy, who is this cutscene meant to run on?" is also a good question
[10:49:34] <fuzzie> but i'm not sure i can make promises about anything other than that it's crazy
[10:49:38] <fuzzie> if that makes sense
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[10:51:46] <lynxlynxlynx> that's why i'm asking on the forum ;)
[10:52:19] <lynxlynxlynx> when you have some time, rather focus on the bg2 blockers
[11:10:36] <fuzzie> well, i am not keeping track of what they are
[11:10:51] <fuzzie> but can fix obvious script issues i guess
[11:23:16] <lynxlynxlynx> from your initial responses they are more of the headache variety
[11:23:45] <lynxlynxlynx> after irenicus reveals himself in spellhold and you're teleported downstairs, an action bug causes a crash in cut41g (NOHOLD_PARTY cast) <-- eg this crash
[11:23:57] <fuzzie> oh right
[11:24:01] <lynxlynxlynx> i don't remember exactly what it led to, but you surely have it in the log
[11:24:37] <fuzzie> judging by the original it actually looks like global actors might well get instants run anyway, which is a bit awful, but i hope not
[11:26:18] <CIA-26> GemRB: 03avenger_teambg * r65dc4371cb7d 10gemrb/gemrb/ (19 files in 7 dirs):
[11:26:18] <CIA-26> GemRB: implemented function key shortcuts
[11:26:18] <CIA-26> GemRB: separated ie_cursors from Window.h
[11:30:24] <lynxlynxlynx> cool
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[11:33:21] <Avenger> hello
[11:34:20] <Avenger> that is a mod cutscene, right?
[11:34:26] <fuzzie> yes
[11:34:26] <Avenger> how does it work with the original?
[11:34:33] <fuzzie> i didn't work it out
[11:34:54] <fuzzie> sender has DestroySelf and evwerything else obvious is not a good option.. maybe the area
[11:36:10] <lynxlynxlynx> maybe the id is preserved even though the actor is gone
[11:37:31] <Avenger> ok, so the question is, what happens (what will be the default object) if cutscene receives a null object in the first action
[11:37:37] <fuzzie> Avenger: yeah.
[11:37:44] <Avenger> i reboot to windows and check if you won't :)
[11:37:56] <fuzzie> i am not going to get to it any time soon
[11:38:13] <Avenger> on the other hand, review my major commit on function key shortcuts :)
[11:38:19] <Avenger> be right back
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[11:46:56] <Avenger> ok, first i need to build the script structures
[11:47:58] <Avenger> if i'm correct, it looks for the first action that contains an object O_o
[11:48:25] <lynxlynxlynx> function keys seem to work fine! :D
[11:48:50] <Avenger> So, the first smallwait is skipped, and "G#Tyris" is the cutscene owner
[11:49:18] <Avenger> you probably can test this more than theory, Lynx?
[11:49:52] <lynxlynxlynx> if you provide a patch, i think i have a save nearby
[11:54:09] <Avenger> if you add DisplayStringHead("G#TFSkeleton1",~"What the...?"~) after the first smallwait
[11:54:23] <Avenger> the cutscene owner will be skeleton1, by my theory
[11:54:34] <Avenger> it is killed mid cutscene
[11:54:45] <Avenger> so, if my theory is right, it will break the cutscene
[11:54:58] <Avenger> if the cutscene owner is some global object, the cutscene will still run
[11:55:34] <Avenger> well, if Kill() really kills the object, or at least stops its scripts
[11:57:59] <Avenger> this broken cutscene is probably broken enough to not have support?
[11:58:21] <fuzzie> well, the cutscene apparently works
[11:58:34] <fuzzie> so you see why i am confused..
[11:58:53] <Avenger> works, where?
[11:59:15] <fuzzie> in original
[11:59:17] <Avenger> in the original i think it is G#Tyris who will be the owner, so yes, it would work
[11:59:29] <fuzzie> craazy :/
[11:59:36] <Avenger> i just don't want to support this
[11:59:51] <fuzzie> yeah, i didn't find it happening in any scripts except that mod one
[11:59:52] <Avenger> the code looks for the first action that has an object
[12:00:00] <Avenger> it discards all actions before it
[12:00:07] <Avenger> this doesn't deserve support
[12:00:16] <Avenger> it is like ie6 would support broken websites
[12:01:03] <Avenger> btw, if there IS an action with an object, it will be still discarded
[12:01:19] <Avenger> so, if you remove the smallwait, you won't see the headtext, but the cutscene will be fine
[12:01:33] <Avenger> that is also somewhat broken, but we let that go
[12:02:28] <Avenger> what mod is this?
[12:03:45] <Avenger> g3: tyris flare?
[12:03:49] <lynxlynxlynx> yes
[12:04:23] <Avenger> and what is the cutscene filename?
[12:05:01] <Avenger> BCWYLSND ?
[12:10:26] <Avenger> huh, 11M mod? this is not a simple npc mod :)
[12:10:50] <Avenger> is there some new area?
[12:13:29] <Avenger> ahh just full soundset
[12:29:38] <lynxlynxlynx> yeah
[12:46:19] <Avenger> http://forums.gibberlings3.net/index.php?showtopic=22744&st=0&#entry189177 :)
[12:47:41] <Avenger> anyway, while i'm here i decode the script loading code
[13:17:18] <lynxlynxlynx> sounds good
[13:17:38] <lynxlynxlynx> the way we assign them to slots is still under question too
[13:55:43] <Kiranos> just bought both bg1 and bg2 on gog.com you know if these work on gemrb, still have my disks but wanted to play it with official support for windows7
[13:56:12] <Kiranos> otherwise I can transfer saves and have the disk version on my tablet/phone
[13:56:55] <Kiranos> you know what would be great :) having separate save folder in the gemrb.cfg and having it in dropbox mount
[14:00:11] <lynxlynxlynx> yes, these work
[14:00:22] <lynxlynxlynx> they're just repackaged
[14:02:02] <lynxlynxlynx> you can also specify a different save dir in the config, but gemrb doesn't do any networking, so you'd first have to mount that thing transparently
[14:10:24] <Kiranos> yes dropbox does that all by itself
[14:10:36] <Kiranos> thanks
[14:11:02] <Kiranos> nice to just close it down on the desktop and pick it up again on the phone :P
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[14:19:16] <Avenger> ok, it truly does that. Removes first action from list, parses its object, if there was none, loops back. If there was an object, the remaining actions are queued to it.
[14:19:17] <lynxlynxlynx> i hope it works
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[14:19:28] <lynxlynxlynx> ugh
[14:19:36] <Avenger> but we don't have to do this
[14:19:39] <Avenger> :)
[14:20:06] <fuzzie> yeah, it's only relevant for severely broken scripts which no-one has checked
[14:24:58] <Vikthor> Hi, I am using git version of gemrb with pst and I have run into issue that I was not able to learn spells. I've tried to fix it myself and think that problem is that slot_item shouldn't be accesed through GetSlotItem but through ItemHash(at least that's what I found done elsewhere in the code). So I prepared this patch http://pastebin.com/tkGH7NH5, is it good enough?
[14:26:12] <lynxlynxlynx> looks good, only the import worries me
[14:26:29] <lynxlynxlynx> does it not get into a loop? GUIINV imports GUICommon
[14:27:24] <lynxlynxlynx> put it after the pst check and i'll commit it right away
[14:27:41] <lynxlynxlynx> you can make a proper commit if you want more reckognition
[14:29:21] <Vikthor> OK, I am onto it
[14:29:55] <lynxlynxlynx> git format-patch afterwards, then send it over / upload it
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[14:57:55] <Vikthor> Ok, here it is http://www.edisk.cz/stahni/15762/0001-fixed-spell-learning-for-PST.patch_1.58KB.html
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[15:27:07] <edheldil> Vikthor: you can put patches to pastebin or SF patch tracker, does not impose the stupid delays
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[15:30:24] <Vikthor> I will remeber that for the next time
[15:49:54] <CIA-26> GemRB: 03noviktor * r185e071df943 10gemrb/gemrb/GUIScripts/ (GUICommon.py InventoryCommon.py): fixed spell learning for PST
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[17:53:55] <CIA-26> GemRB: 03lynxlupodian * r9375cf83797e 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GUIScript::RunFunction: improved the error message
[18:14:11] <CIA-26> GemRB: 03lynxlupodian * r318af5593a5b 10gemrb/gemrb/core/KeyMap.cpp: keymap: only print keys without an attached function
[18:14:14] <CIA-26> GemRB: 03lynxlupodian * r602f30d35020 10gemrb/gemrb/core/GameScript/ (Actions.cpp GameScript.cpp GameScript.h): added unused actions ForceSpell{,Point}Range{,Res}
[18:39:41] <CIA-26> GemRB: 03avenger_teambg * r7f5ba810a138 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: properly handle the optional 4. parameter
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[19:26:14] <Beh0lder> hi all
[19:31:21] <lynxlynxlynx> oj
[19:45:58] <CIA-26> GemRB: 03avenger_teambg * r7f89562ff4ed 10gemrb/gemrb/core/ (5 files in 2 dirs): restore functionbar status after a window became visible again
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[20:34:52] <lynxlynxlynx> hah
[20:35:18] <lynxlynxlynx> there's some fun to be had at the forums again (not gemrb related though)
[20:45:29] <Beh0lder> lynx, do you plan to repair HP adjusting in BG?
[20:46:04] <lynxlynxlynx> eh, only a visual glitch remains
[20:46:52] <Beh0lder> I'll plan to release new version, but this issue stops me.
[20:48:20] <Beh0lder> hm
[20:48:33] <Beh0lder> yes, only visual glitch
[20:48:56] <Beh0lder> reopening record window fixed this
[20:50:51] <Beh0lder> mmm, group selection now not works on android and scrolling with touch areas too :'(
[20:52:47] <Beh0lder> may be new SDL port bug. Global map moving does not works too
[21:02:37] <Beh0lder> Ok. Selection works, but scrolling is not
[21:06:47] <lynxlynxlynx> did you set the config options
[21:06:51] <lynxlynxlynx> which you added :)
[21:08:56] <Beh0lder> yes)) areas are shown but not works
[21:10:08] <Beh0lder> I lose my old code. Can't compare(
[21:14:20] <lynxlynxlynx> TouchScrollAreas=1
[21:15:01] <lynxlynxlynx> as for worldmap, i have no clue
[21:15:09] <Beh0lder> Yes, I set this parameter, areas drawn but not works
[21:15:15] <lynxlynxlynx> i don't think anything has changed there since the last time you built
[21:15:19] <Beh0lder> worldmap works well
[21:15:39] <lynxlynxlynx> what is the global map then?
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[21:17:01] <Beh0lder> i forgot to set up mouse before run new version. reinstalling clears all old configuration
[21:21:50] <lynxlynxlynx> can't you put the config somewhere else?
[21:30:35] <Beh0lder> some lines from my path are not been added
[21:30:45] <Beh0lder> first
[21:31:13] <Beh0lder> in GameControl.cpp
[21:31:40] <Beh0lder> lines 1864-1866 is not needed
[21:32:46] <Beh0lder> in function void GameControl::UpdateScrolling()
[21:34:21] <Beh0lder> need to add line 'if (touchScrollAreasEnabled) touched=true;'
[21:34:59] <Beh0lder> but this function is not same with old one
[21:35:24] <lynxlynxlynx> scrolling was reworked a bit since
[21:35:27] <Beh0lder> as old one
[21:35:54] <lynxlynxlynx> i can't try the touchscreen support, so if you have problems with that bug brad_a or SyntaxError on the forum
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[21:41:36] <Beh0lder> I'll try to rewrite my code...
[21:42:54] <Beh0lder> rather write a new one
[21:43:44] <Beh0lder> problem in variable 'touched'
[21:44:13] <Beh0lder> this flag is never set to true
[21:45:12] <Beh0lder> in old code I set it to true in UpdateScrolling()
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[21:52:48] <Beh0lder> I fixed. Please replace three lines 1864-1866 in GameControl.cpp to one line 'if (touchScrollAreasEnabled) touched=true;'
[21:52:57] <Beh0lder> nothing more
[21:59:45] <lynxlynxlynx> you didn't have TOUCHSCREEN defined?
[22:00:57] <lynxlynxlynx> with that gone, it looks like the whole define can be removed, it's not used anywhere else anymore
[22:01:04] <Beh0lder> now is not used anymore
[22:03:25] <Beh0lder> Works fine now. I post test build in forum.
[22:06:29] <CIA-26> GemRB: 03lynxlupodian * r7383be7686d1 10gemrb/ (CMakeLists.txt INSTALL cmake_config.h.in): removed last mentions of TOUCHSCREEN
[22:06:31] <CIA-26> GemRB: 03lynxlupodian * r588d9eb29b0f 10gemrb/gemrb/ (GUIScripts/GUICommon.py override/shared/keymap.2da):
[22:06:31] <CIA-26> GemRB: GUICommon: added a placeholder for unimplemented and hardcoded key actions
[22:06:31] <CIA-26> GemRB: shuts up the missing function warning for these cases (they're listed on init anyway)
[22:06:31] <CIA-26> GemRB: 03lynxlupodian * r1d47d64fa943 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GamePause: also display the head text, like the gamecontrol does
[22:06:41] <CIA-26> GemRB: 03lynxlupodian * r763c67080faa 10gemrb/gemrb/core/GUI/GameControl.cpp: Beholder changed the last use of TOUCHSCREEN to the configurable variable
[22:11:09] <Beh0lder> bye
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