#gemrb@irc.freenode.net logs for 11 Nov 2014 (GMT)

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[14:55:36] <desic> I found my problem! and solved it (I think)
[14:56:23] <desic> BGT was not installing correctly.
[14:57:15] <desic> the BGT installer was not finding libjpeg. I found the solution here: http://www.shsforums.net/topic/54445-overhauling-the-importation-of-german-audio-files-from-bg1-plus-ike/page-2
[14:57:17] <Pepelka90> Overhauling the importation of German audio files from BG1 (plus Ike) - Page 2 - BGT-WeiDU - Spellhold Studios - Page 2
[14:57:18] <Pepelka90> »Page 2 of 3 - Overhauling the importation of German audio files from BG1 (plus Ike) - posted in BGT-WeiDU: @Hurricane: do you have a baldur.ini in your BG1 game? I think the syntax errors have to do with trying to rename that file. I will check the syntax - something in the changes must have broken it. Also, there probably is a redundant AT_EXIT ~del tis2bg2.exe~ somewhere, since I decided to get rid of it straight after tileset conversion in Win systems
[15:05:22] <lynxlynxlynx> cool
[15:05:43] <lynxlynxlynx> i added an early warning, but it was pretty clear it was an "upstream" data issue
[15:19:05] <desic> still, thanks for your help. I appreciate it.
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[19:50:19] <edheldil_> The new pst journal indeed looks and behaves much better!
[19:55:20] <brada> ed: are there any remaining issues there?
[19:57:06] <lynxlynxlynx> for me the npc list doesn't show up on the second attempt
[19:57:06] <lynxlynxlynx> switch pc, npc
[19:57:06] <lynxlynxlynx> you have to give focus to the text area for it to change contents
[19:59:33] <brada> lynx: you dont have the latest changes then
[20:00:02] <lynxlynxlynx> did you commit anything since my last changes to that branch=
[20:00:30] <brada> about an hour ago
[20:00:35] <brada> little one liner
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[20:11:34] <lynxlynxlynx> then no, i don't
[20:17:13] <fizzle> lynx: I'm experiencing some major issues when moving from SoA to ToB
[20:17:33] <lynxlynxlynx> what's up?
[20:17:39] <fizzle> some party members unable to move, python crash when going to character screen,...
[20:17:50] <fizzle> no idea what's wrong, though
[20:18:01] <lynxlynxlynx> ufff, sounds new
[20:18:29] <lynxlynxlynx> can you try with HEAD~300?
[20:19:03] <lynxlynxlynx> should cover my latest changes there, though I can't see how they could have such effects (iirc i just upgraded the tob powers for the protagonist and the familiar)
[20:20:19] <fizzle> on it
[20:22:23] <lynxlynxlynx> thanks
[20:44:00] <edheldil_> I don't see a problem
[20:44:40] <edheldil_> brada: thank you
[20:45:50] <edheldil_> just: should not double click in movie list work? Not sure about vanilla
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[20:48:39] <lynxlynxlynx> isn't that just about adding a callback?
[20:49:08] <edheldil_> possibly
[20:49:24] <lynxlynxlynx> same for the soundsets, clicking or playing manually should also fetch the next sound (a->b->c ...)
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[21:00:58] <fizzle> lynx: HEAD~300 is broken wrt to locating the plugins for me
[21:01:08] <fizzle> ~180 is broken, too, though
[21:02:14] <brada> edheldil_: I belive thats how it is supposed to work. didnt check vanilla
[21:02:33] <lynxlynxlynx> that being 264fe290 from may?
[21:05:03] <fizzle> ef47a1e
[21:05:41] <Seniorita> [commit] lynxlynxlynx: iwd2: show the correct amount of available spells for sorcerers in guispl https://github.com/gemrb/gemrb/commit/74e005f1992e7be92cd472fd1feff8ef8a3332bf
[21:05:42] <Seniorita> [commit] lynxlynxlynx: iwd2::cg: recharge all memorizable spells before game entry https://github.com/gemrb/gemrb/commit/087166e12f4b7c8393451b193b865e6209bc5064
[21:05:43] <Seniorita> [commit] lynxlynxlynx: GUISPL: don't error out on spell stacks https://github.com/gemrb/gemrb/commit/a457079803618f2ffa6a13c8982815d0ee2906f6
[21:05:44] <Seniorita> [commit] lynxlynxlynx: Actor: read the spelltype from classes.2da, so pcf_class can be better https://github.com/gemrb/gemrb/commit/2a2242cedeec3bc850159d0d3c548423f96c9b99
[21:06:01] <lynxlynxlynx> ok, so still may
[21:06:16] <lynxlynxlynx> perhaps it's not my fault then :)
[21:06:37] <lynxlynxlynx> i did the transition only once, but it was ages ago
[21:07:10] <lynxlynxlynx> you can try a normal bisect, but i'm not sure how helpful that would be
[21:07:26] <lynxlynxlynx> where did python crash?
[21:11:49] <fizzle> GemRB_GetCombatDetails
[21:12:19] <fizzle> in SelectionChangedHandler somewhere
[21:14:12] <lynxlynxlynx> null map, anything like that?
[21:14:28] <lynxlynxlynx> it's deep in core, so we may assume too much
[21:14:38] <fizzle> no, no hitting header
[21:20:19] <fizzle> bisect probably isn't too helpful because there's a long phase in between where Makefiles were broken for me
[21:21:51] <fizzle> eg. the range from ~550 to ~200 doesn't work at all so no idea whether they're good or bad
[21:22:00] <brada> the change log for the relavant files, i find, are much more useful than bisect anyway.
[21:22:33] <fizzle> I kind of doubt it's the immediate files in this case
[21:25:49] <fizzle> 21e467f631 seems fine fwiw...
[21:45:42] <lynxlynxlynx> maybe the inventory got borked
[21:45:59] <lynxlynxlynx> equipped stuff not properly equipped and things like that
[21:46:10] <lynxlynxlynx> did you figure out why some were immobile?
[21:46:49] <fizzle> unfortunately no
[21:47:15] <fizzle> movement rate seems fine for all of them
[21:47:41] <fizzle> they actually try to move (the anim is played) but never get anywhere
[21:48:05] <brada> are they “encumbered” by something being broken?
[21:48:28] <fizzle> doesn't look like it
[21:51:22] <brada> and no effects on them?
[21:51:40] <fizzle> none that look suspicious
[21:51:44] <fizzle> however
[21:52:01] <brada> im having a vague recollection...
[21:52:11] <brada> with something i did
[21:52:12] <fizzle> if I save and reload that game everything is fine again
[21:55:20] <lynxlynxlynx> i still suspect the inventory
[21:55:27] <fizzle> possible
[21:55:37] <lynxlynxlynx> but the last cutscene just teleports you out
[21:56:04] <lynxlynxlynx> so i doubt there's a scripting problem, more likely the version upgrade
[21:56:52] <lynxlynxlynx> if you ctrl-y and ctrl-r a pc, can he then move?
[21:59:07] <fizzle> no
[22:00:32] <lynxlynxlynx> anything interesting for Equipped and weight in the dump?
[22:01:17] <lynxlynxlynx> since reloading helps, it's clearly a runtime member
[22:01:23] <fizzle> euipped 1000
[22:01:26] <fizzle> so fist
[22:01:34] <fizzle> after the resurrection
[22:01:46] <lynxlynxlynx> valgrind would detect any corruption during the move
[22:01:49] <fizzle> weight 0
[22:02:04] <lynxlynxlynx> of course
[22:02:41] <brada> what about my timestop fixes back in december?
[22:03:33] <brada> 7d457ad and some others after
[22:04:08] <brada> i remember observing very similar behavior to what you are describing while working on that
[22:04:26] <lynxlynxlynx> yeah, it's worth breaking and checking what Actor::Immobile() returns
[22:05:16] <lynxlynxlynx> i can easily imagine scripting laziness to cause that
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[22:07:40] <fizzle> immobile is 0
[22:08:23] <fizzle> here's a save in the final battle of soa: https://dl.dropboxusercontent.com/u/7644877/end-of-soa.zip
[22:08:39] <brada> is DoStepForActor getting called?
[22:09:08] <lynxlynxlynx> i'll go try with my own first
[22:09:46] <fizzle> brada: yes
[22:10:17] <brada> fizzle: for the actors that are stuck too?
[22:10:22] <fizzle> yes
[22:10:26] <brada> hmmm
[22:10:58] <brada> so the time variable probaby is to blem i guess
[22:11:30] <fizzle> sry, have to go get some sleep now
[22:11:54] <fizzle> gn
[22:11:57] <brada> sure, i probably meant to ask about DoStep anyway
[22:12:00] <brada> but gn
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[22:15:16] <lynxlynxlynx> morale failure can also cause it
[22:15:27] <lynxlynxlynx> we shouldn't maintain control either
[22:16:20] <lynxlynxlynx> but it would be obvious from feet circles, unless that went bad too
[22:24:10] <lynxlynxlynx> hah!
[22:24:15] <lynxlynxlynx> i can only move right and down
[22:24:55] <lynxlynxlynx> any in the 3rd quadrant
[22:26:02] <lynxlynxlynx> no gui problems
[22:27:45] <brada> thats even more bizzare o_O
[22:28:15] <lynxlynxlynx> comparing internal flags, something set IF_FORCEUPDATE
[22:28:20] <lynxlynxlynx> there's no other difference
[22:29:32] <lynxlynxlynx> what would call that all the time though? It gets reset each use
[22:32:21] <lynxlynxlynx> the one dialog can't be, the one in actor is only on death, the other one is when triggers are added
[22:33:03] <lynxlynxlynx> nothing stands out
[22:36:06] <brada> ImmediateEvent?
[22:37:03] <lynxlynxlynx> yes
[22:37:38] <brada> so i am assuming that the tob transition advances gametime
[22:37:47] <brada> and that is the cause somehow
[22:38:22] <brada> m not sure this other thing is related
[22:39:03] <brada> it could be as simple as calling Stop() before transitioning
[22:39:40] <lynxlynxlynx> then sleeping and travelling would cause it too
[22:40:08] <lynxlynxlynx> actually, even right after load into hell, the flag is already on
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[22:41:18] <brada> thats not necessarily true if those actions already result in actors being stopped.
[22:41:53] <brada> but i dont know how any of it is implemented reall. im just guessing based off the expirience i had when dealing with timestop and hold
[22:42:50] <lynxlynxlynx> hah
[22:43:05] <lynxlynxlynx> ctrl-m itself triggers trigger_hotkey
[22:43:16] <brada> what is ctrl-m for?
[22:43:21] <lynxlynxlynx> debug dump
[22:43:46] <lynxlynxlynx> EventMgr::KeyPress calls SetHotKey
[22:46:08] <lynxlynxlynx> but yeah, doesn't happen in the tob area
[22:46:20] <lynxlynxlynx> this is getting more interesting by the minute
[22:48:36] <lynxlynxlynx> let's see which of the conditions fails usually
[22:53:50] <lynxlynxlynx> eh, now i get it also in tob, just no side effects
[22:57:20] <lynxlynxlynx> something for another day
[22:58:54] <brada> let fizzle fix it h aha
[23:09:11] <lynxlynxlynx> his patience is better spent elsewhere :)
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