#gemrb@irc.freenode.net logs for 11 Sep 2010 (GMT)

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[07:50:55] <Avenger> hi
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[09:08:29] <Avenger> fuzzie, are you here?
[09:16:58] <fuzzie> hi
[09:18:03] <Avenger> hi
[09:18:25] <Avenger> i just found the part where it loads a game, and upgrades a raw soa game to soa with watcher's keep, and such
[09:18:44] <Avenger> as you said earlier: 3 - old soa, 4 - soa with keep, 5 - tob
[09:19:18] <Avenger> i guess, we need to support this partly from script
[09:20:04] <fuzzie> :-)
[09:20:15] <fuzzie> sure, i thought we could just call the script with the number
[09:20:43] <fuzzie> and it can call guiscript to say 'update with xnewarea' and 'set the game number to X' and stuff
[09:21:00] <fuzzie> but then you started implementing it, so i'm not sure how much you already did, i guess almost everything :)
[09:21:47] <Avenger> well, i didn't add the upgrade logic, just the possible addition of xnewarea by guiscript
[09:22:16] <Avenger> it is currently upgrading only new games, which is wrong
[10:07:46] <pupnik> :/
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[10:56:59] <Avenger> btw, starting dialogs mess up lots of windows: worldmap, container, etc.
[10:58:07] <fuzzie> as in, while you're in the window?
[10:58:36] <Avenger> yes
[10:58:55] <fuzzie> well, there are a few problems there
[10:59:05] <Avenger> in HoW/IWD: went to kuldahar's eastern side. A guy is following me, and initiates dialog
[10:59:06] <fuzzie> one of which is that gemrb has no way of saying "pause the game temporarily"
[10:59:21] <Avenger> if he catches me after the worldmap is opened, there is a big mess
[10:59:45] <fuzzie> it should be impossible for dialog to interrupt you in most screens, because the game should be silently paused
[10:59:58] <fuzzie> and for the other screens, the dialog code should just force-close the window you're in
[11:00:12] <Avenger> yep
[11:00:23] <Avenger> worldmap should definitely pause the game
[11:00:52] <Avenger> but the normal area map shouldn't
[11:01:10] <fuzzie> sure
[11:01:31] <Avenger> maybe we need two pause fields
[11:01:33] <fuzzie> but we only have to handle area map in viewing mode (not label editing) and the inventory in viewing mode (not with extra windows open)
[11:02:03] <fuzzie> so yes, we need some way of saying "the game should stop running" and "the game can start running again", i guess a second flag would be fine
[11:02:13] <Avenger> or the pause variable should be a bit field with player pause/gui pause
[11:02:25] <fuzzie> well, at the moment the pause variable is a dialog flag :P
[11:02:57] <fuzzie> but yes, i think that one is not too hard to fix
[11:02:57] <Avenger> well, then we need another bit in it :)
[11:03:31] <Avenger> i keep messing with the worldmap/game upgrade
[11:03:56] <Avenger> which script file should have the upgrade functions?
[11:04:08] <fuzzie> i would ask lynx
[11:04:20] <fuzzie> i think this stuff has been going into GUICommonWindows
[11:04:26] <Avenger> and, how can i pass a variable in guiscript->RunFunction( ...
[11:05:03] <fuzzie> you can only pass an integer
[11:05:13] <Avenger> cool, that's enough
[11:05:15] <fuzzie> and then it's just the last parameter :)
[11:05:28] <Avenger> yeah, there is some bool before it
[11:05:34] <fuzzie> RunFunction(module, functionname, true, someinteger);
[11:06:02] <Avenger> i would use false, so it won't error out if the upgrade function is missing
[11:07:13] <fuzzie> well, it depends where you call it, i guess
[12:11:32] <Avenger> did you ever tell me that having the expansion field set to 0 decreases the reputation when we load a gemrb game in the original game?
[12:11:57] <Avenger> it always annoyed me slightly ;) now i know why it happens
[12:12:05] <Avenger> it is the bg1 -> SoA upgrade
[12:27:20] <lynxlynxlynx> i went to how from iwd and the worldmap is still the same
[12:28:19] <lynxlynxlynx> what gives?
[12:28:40] <Avenger> just for info: iwd/how also has 3 in the expansion field
[12:28:54] <Avenger> lynx: i expected that ;)
[12:31:27] <lynxlynxlynx> explain
[12:36:43] <Avenger> well, it is untested
[12:38:53] <lynxlynxlynx> where is the transition supposed to happen?
[12:44:33] <Avenger> i don't know, most likely when you load a game in HoW, it prepares the expmap
[12:44:56] <Avenger> this can be done in gemrb by SetMasterScript("baldur","worldmap","expmap")
[12:45:20] <lynxlynxlynx> that would help with loaded games only
[12:45:26] <Avenger> ?
[12:45:37] <lynxlynxlynx> you can start how from iwd
[12:46:00] <Avenger> it has the expmap, always
[12:46:09] <lynxlynxlynx> and when iwd is started, that line is already run
[12:46:12] <Avenger> start a new iwd game in HoW
[12:46:36] <Avenger> well, if there is no expmap in the savegame, it should find the default one
[12:46:49] <Avenger> that's probably what is missing
[12:47:19] <Avenger> in Interface, the two maps always handled the same way (side by side)
[12:47:21] <lynxlynxlynx> it's not even looking for it
[12:47:58] <Avenger> i want to finish the bg2 line first
[12:50:31] <Avenger> kool, now gemrb behaves the same way with old saves like the original
[12:50:51] <Avenger> so, there is a reputation decrease after loading the crippled saves :)
[12:51:10] <Avenger> and watcher's keep is on the map
[12:51:12] <Avenger> too
[12:51:25] <Avenger> i hope i didn't mess up pure soa either
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[13:04:55] <Avenger> lynx, i threw some more code at HoW, will commit soon
[13:06:11] <lynxlynxlynx> i think what is missing for how is the automatic choice of which worldmap to use
[13:06:37] <lynxlynxlynx> because unlike tob you can go back and forth
[13:08:36] <Avenger> that is already in the engine
[13:08:44] <Avenger> it is needed for IWD2
[13:08:52] <Avenger> so it was in for a long time
[13:09:40] <Avenger> if i'm right, the problem is not selecting the right map, but loading/importing all maps that are needed
[13:09:43] <lynxlynxlynx> so is there a table linking area names and worldmaps or something?
[13:10:04] <lynxlynxlynx> ah
[13:10:04] <Avenger> if the area is not on the current map, it looks for it on other maps
[13:10:17] <lynxlynxlynx> yeah, much cleaner
[13:10:20] <Avenger> we have a 'WorldMapArray' not a single worldmap
[13:10:50] <Avenger> actually, the worldmap files are worldmap arrays, but except for iwd2, they don't store more than one
[13:11:00] <Avenger> it is a lame crap what BIS did with HoW
[13:11:31] <Avenger> they should have imported the 'expmap' as a second worldmap and store both in the same savegame
[13:11:46] <Avenger> same wmp
[13:27:14] <Avenger> better remove any games that were created by gemrb
[13:28:40] <Avenger> hmm cutscenes disable mouse in textareas again :(
[13:29:08] <Avenger> lynx which is the starting area for the expansion?
[13:32:11] <lynxlynxlynx> ar9100 is the first new one
[13:33:11] <Avenger> ok works for me
[13:34:22] <CIA-93> GemRB: 03avenger_teambg * r7ccce3fea76f 10gemrb/gemrb/ (11 files in 6 dirs): even more code thrown at game version upgrades
[13:34:33] <CIA-93> GemRB: 03avenger_teambg * rcb6144703222 10gemrb/gemrb/core/GameScript/Actions.cpp: missed from previous commit
[13:35:19] <lynxlynxlynx> you can do git commit --amend #when you want to fix something you just committed
[13:37:21] <CIA-93> GemRB: 03avenger_teambg * rfbd16c49f65f 10dltcep/ (7 files): dltcep source update
[13:38:34] <Avenger> ok
[13:39:35] <Avenger> lets hope this fixes the worldmap stuff everywhere
[13:39:40] <CIA-93> GemRB: 03avenger_teambg * r61b827f8c451 10ielister/ielister.cpp: ielister update
[13:39:56] <lynxlynxlynx> GemRB_GameUpgrade <-- this has a bad description or missing code
[13:40:02] <Avenger> there is still some problem with xnewarea support, the links are not in the proper order, probably even messing up something
[13:40:41] <Avenger> oops, yes, that is not needed
[13:41:44] <Avenger> GameSetExpansion is doing that
[13:41:52] <CIA-93> GemRB: 03avenger_teambg * ra5e57891787d 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: removed unneeded code
[13:46:27] <fuzzie> Avenger: did you work out how instants work yet?
[13:46:50] <Avenger> we even talked about them
[13:47:00] <fuzzie> well, you talked about some code which runs the queue
[13:47:13] <fuzzie> but that code executed non-instants too, so it's not so helpful
[13:47:36] <fuzzie> i need the code which executes instants and does *not* execute non-instants :P so it can't use the return code, since it can't execute non-instant actions
[13:47:59] <Avenger> the instant ids are enabling some code whose return value is also fine to behave like 'instants'. These don't break the execution queue
[13:48:06] <fuzzie> it's a bit difficult to fix the relevant parts of the action code, without knowing how that works
[13:48:23] <Avenger> but it determines to continue the queue by the return value
[13:48:29] <fuzzie> but you can clearly see that the non-instants *don't get executed*, so it can't be about returnj values
[13:48:44] <Avenger> hmm, i don't see that :)
[13:48:55] <fuzzie> sure, so there must be some other piece of code
[13:49:22] <fuzzie> this is trivial to see, just start queueing actions on something which can only run instants (e.g. a held character, or something in dialog pause, etc)
[13:50:04] <fuzzie> and then, anything which isn't in instant.ids doesn't get executed.
[13:51:12] <fuzzie> of course, it could be something else, like the messaging code deleting messages which weren't made by instant actions, i don't know how the internals work, i just want to know what causes that behaviour..
[13:57:05] <Avenger> ok, so: you got a character which is held, it has an empty queue. Then you force it to execute an action, if the action is not an instant, it is not executed, if it is an instant, it is executed?
[13:58:17] <fuzzie> yes
[13:58:28] <fuzzie> i tried it by writing garbage over the code for an action :p
[13:58:50] <fuzzie> but you can also try it with a non-instant show message action, for example
[13:59:27] <fuzzie> but obviously i could be wrong, as usual
[13:59:36] <fuzzie> i just don't see any other explanation, maybe you can work it out
[13:59:41] <Avenger> what about doing something easier :)
[13:59:47] <Avenger> like global id for every scriptable
[14:00:33] <Avenger> actually, in the original engine, even some non scriptables got global ID :)
[14:00:36] <Avenger> like projectiles
[14:00:42] <fuzzie> are they non-scriptables?
[14:00:56] <fuzzie> i mean, i thought everything was just a 'game object'
[14:00:58] <Avenger> projectiles got no scripts running, but they inherit gameobject
[14:01:14] <Avenger> they are game objects, but not scriptable game objects
[14:01:21] <Avenger> there are more levels :)
[14:01:33] <Avenger> a long chain of inheritance
[14:01:45] <fuzzie> ah
[14:01:50] <Avenger> scriptables got the 10-12 objects in them (lastattacker/etc)
[14:02:49] <Avenger> their type is always odd too
[14:02:59] <Avenger> like 0x31, 0x71 etc
[14:05:09] <Avenger> ok, i go back to windows and do some scripting tests. Take a peek at the worldmap changes for a rest :)
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[14:06:39] <Lightkey> Mataniko: you should try out a virtualizer
[14:06:44] <Lightkey> whoops
[14:06:51] <Lightkey> -Mataniko:
[14:07:04] <Lightkey> I meant Avenger ;-)
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[15:23:43] <lynxlynxlynx> Avenger: i get the wrong worldmap even if i start a fresh how-only game
[15:25:51] <fuzzie> the switching code isn't implemented yet
[15:25:57] <fuzzie> if you mean wrong as in non-how
[15:26:29] <fuzzie> unless i am behind
[15:26:38] <Avenger> i thought it would work
[15:26:50] <fuzzie> how?
[15:26:52] <Avenger> it worked for me when i did a movetoarea("ar9100")
[15:26:54] <Avenger> yes
[15:26:57] <fuzzie> i mean
[15:26:59] <fuzzie> how does it work?
[15:27:11] <Avenger> it loads both wmps
[15:27:27] <Avenger> if there is no expmap in the saved game, it loads the original expmap
[15:27:38] <fuzzie> sure, but how does it know to use the expmap if you're in an area which isn't in the worldmap?
[15:27:48] <lynxlynxlynx> this is without a save btw
[15:27:49] <fuzzie> i didn't see any code for that
[15:28:03] <Avenger> if the area isn't in the current map, it looks for the area in other maps (all maps are loaded)
[15:28:09] <Avenger> but i already said that :)
[15:28:23] <Avenger> this worked in iwd2 already
[15:28:43] <fuzzie> well, in iwd2 it isn't hardcoded, i thought
[15:28:59] <Avenger> i don't know what you mean by hardcoded
[15:29:08] <Avenger> in iwd2 a single wmp holds all maps
[15:29:18] <Avenger> in how 2 wmps hold two maps
[15:29:19] <fuzzie> ok
[15:29:27] <fuzzie> in how: go into an area which isn't in any wmap
[15:29:35] <fuzzie> how does your code know which wmap to display?
[15:29:52] <Avenger> it won't change
[15:30:12] <Avenger> but the original wouldn't know either :)
[15:30:16] <fuzzie> oh?
[15:30:24] <fuzzie> i mean, in the original, if you teleport around, it works
[15:30:31] <fuzzie> i think we concluded it checked the first digit of the area name
[15:30:46] <Avenger> really?
[15:30:50] <Avenger> i never heard about that
[15:31:10] <Avenger> you can move to a map not in expmap, and it will display the expmap?
[15:31:15] <fuzzie> yes
[15:31:20] <fuzzie> indoors is an obvious example..
[15:31:43] <fuzzie> but you can just pick an area
[15:31:46] <fuzzie> and now, dinnertime for me
[15:35:31] <Avenger> well, about instants and such: it checks the stats before ever touching the action queue. So, it would block any instants as well
[15:35:50] <Avenger> i gotta check this now
[15:41:21] <fuzzie> :)
[15:42:19] <Avenger> yes, it doesn't executes the instants in this part
[15:42:39] <Avenger> it looks like instants are executed when added :)
[15:42:54] <fuzzie> squee :p
[15:42:58] <Avenger> or rather, after added
[15:43:10] <fuzzie> i execute them when added right now
[15:43:19] <fuzzie> but that isn't quite right, because it breaks Continue() :)
[15:43:31] <Avenger> because?
[15:43:46] <fuzzie> because the instants execute before the rest of the triggers are checked
[15:43:49] <Avenger> you consider continue as not instant?
[15:43:51] <Avenger> or what
[15:44:20] <Avenger> ah, i see
[15:44:23] <fuzzie> so if you have SetGlobal and then Continue, the global is set too soon
[15:44:31] <Avenger> so you work like iwd2
[15:44:36] <Avenger> allegedly
[15:44:40] <fuzzie> yes :) which is why i mentioned it in a query
[15:45:00] <fuzzie> assuming SetGlobal isn't just a message and that is why it works this way :)
[15:45:10] <fuzzie> working only from observation, it is difficult to tell
[15:46:22] <fuzzie> i was going to fix it just by making a list of actions to add when we check scripts, and then adding them all at once
[15:46:37] <fuzzie> but then you said all this stuff about instants, and i wasn't sure any more whether my idea was good
[15:48:01] <Avenger> what i said still holds, instants get executed in the same loop
[15:48:12] <Avenger> but it seems actions are executed elsewhere too
[15:48:28] <fuzzie> sure, that is interesting, i guess we need two flags
[15:48:39] <fuzzie> one for the instant.ids and one which says whether it 'returns 0' or not :)
[15:49:19] <Avenger> that's not a problem, there are dozens of flags, and special conditions in the IE :)
[15:49:40] <Avenger> it is total spaghetti in this part
[15:52:51] <fuzzie> oh hm
[15:53:01] <fuzzie> ok, i should ask you about this code i have here
[15:53:23] <fuzzie> the ReplaceCreature effect seems to actually *replace* the creature on one path, so you don't get any death stuff run
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[15:53:49] <fuzzie> from your notes it looks like there's just a 'remove sprite' flag on the actor, is it fine to just do that in gemrb?
[15:53:51] <Avenger> yes that's true
[15:54:27] <fuzzie> just some "self-destruct" thing which removes itself from the search map and then gets deleted at the end of the frame somewhere, where it's safe
[15:54:42] <Avenger> yes, but i thought i already did that
[15:54:45] <Avenger> which opcode is this
[15:55:21] <fuzzie> no, we have no way to kill creatures
[15:55:28] <fuzzie> i mean, to destroy them without them being killed
[15:55:34] <Avenger> 0x97 ReplaceCreature does this
[15:56:10] <fuzzie> oh, you're right
[15:56:22] <fuzzie> i wonder where it's going wrong with my test
[15:57:47] <fuzzie> not sure why it is unset in SetMap :)
[15:57:58] <fuzzie> ok, i will go back and look at it some more
[16:00:46] <lynxlynxlynx> uh
[16:01:28] <lynxlynxlynx> so moving to ar9100 from an iwd area doesn't change the wmap to expmap because ar9100 isn't on it? how can it work for you then?
[16:01:57] <fuzzie> i haven't looked to see whether ar9100 is on the wmap or not :)
[16:02:12] <fuzzie> presumably it must be..
[16:03:48] <lynxlynxlynx> i think so too, but i'll go check
[16:04:26] <lynxlynxlynx> yep
[16:06:14] <fuzzie> you tried it after the sizeof commit?
[16:06:15] <lynxlynxlynx> dltcep displays an odd number of area links though: n-0,w-0,s-0,e-2 (and i know there's at least one east link) and the total of 6
[16:06:35] <lynxlynxlynx> i'm checking in dltcep, the tries were with the latest code
[16:08:22] <Avenger> i did a movetoarea("ar9100") and i got the new map
[16:08:30] <Avenger> though, i didn't see the area on it :)
[16:09:28] <Avenger> it doesn't become visible
[16:10:51] <lynxlynxlynx> from where did you start?
[16:11:11] <fuzzie> lynxlynxlynx: iwd/Start.py:48 does get reached?
[16:11:15] <lynxlynxlynx> starting how-only, i get only easthaven on the old map
[16:12:28] <lynxlynxlynx> movetoarea from an existing iwd save doesn't change it either
[16:13:56] <lynxlynxlynx> huh
[16:15:43] <lynxlynxlynx> yeah that was it fuzzie
[16:17:20] <CIA-93> GemRB: 03lynxlupodian * rc3fc4dea43d5 10gemrb/gemrb/GUIScripts/iwd/Start.py: iwd: always set the worldmaps on start
[16:17:58] <fuzzie> :)
[16:19:08] <lynxlynxlynx> which begs the question why he has intro movies enabled ;)
[16:20:34] <Avenger> haha
[16:20:43] <Avenger> now i see why you had a different result
[16:21:24] <Avenger> i wonder if the extra code in Interface is needed
[16:21:55] <Avenger> near line 3767
[16:22:14] <Avenger> or rather 3776
[16:52:02] <lynxlynxlynx> put an abort there, no need to think
[16:52:32] <lynxlynxlynx> with regard to the missing wmap icon: this shows up in other places too, so i doubt it is related
[16:53:12] <lynxlynxlynx> i'd expect that when the party moves to an area, its position on the wmap is automatically revealed and marked as visited
[16:53:35] <lynxlynxlynx> it shows since there are non-wmap ways of travelling to other wmap areas
[16:54:32] <fuzzie> i thought we handled this somewhere
[16:55:13] <fuzzie> oh, i guess only the %s_visited var
[16:55:34] <lynxlynxlynx> we also don't handle the wmap for ambushes
[16:57:56] <fuzzie> i have no idea how that even works
[17:06:38] <Avenger> there are two area fields in the game data, i'm pretty sure one of them is the last wmap area
[17:07:38] <lynxlynxlynx> for ambushes in bg2 only the current location icon/cursor is shown, since there is no real wmap icon for it
[17:08:34] <lynxlynxlynx> that would require areas to also have the position on the wmap
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[18:00:42] <lynxlynxlynx> ups
[18:00:49] <lynxlynxlynx> i pickpocketed someone's fist
[18:02:15] <Avenger> LOLLer
[18:02:36] <Avenger> pickpocket should try only inventory slots, no?
[18:03:20] <lynxlynxlynx> probably
[18:05:49] <Avenger> hah, you cannot steal from people who are currently buying stuff from store
[18:05:58] <Avenger> this is probably for multiplayer :)
[18:07:14] <Avenger> ok, i see the relevant code
[18:07:58] <Avenger> you cannot steal: fist, armor, belt, boots, cloak, gauntlets, helmet and shield. The currently equipped quiver and weapon
[18:08:09] <fuzzie> do you see which order it's done in?
[18:08:26] <Avenger> what do you mean
[18:08:36] <fuzzie> i think we pickpocket slots in the wrong order
[18:09:00] <fuzzie> but maybe it's just because we shouldn't be looking at any of those slots you named :)
[18:09:38] <Avenger> the slots are iterated from 0 to max
[18:10:25] <fuzzie> ok
[18:10:32] <fuzzie> gemrb does it in the 'Avenger order', predictably
[18:10:53] <Avenger> what would that be?
[18:11:08] <fuzzie> 'while (size--)' :P
[18:12:03] <Avenger> ahh
[18:12:07] <Avenger> the lazy way
[18:12:31] <Avenger> there are other unstealable items
[18:12:34] <Avenger> like boo
[18:12:55] <Avenger> misc84 cannot be stolen from minsc, misc88 cannot be stolen from alora
[18:13:03] <Avenger> and some others
[18:13:06] <Avenger> maybe this is already coded
[18:13:13] <fuzzie> hehe
[18:15:06] <Avenger> lol, this code is extremely lame
[18:15:41] <Avenger> it first builds an array of inventory size (39), with boolean values, they mark if the given slot is free for stealing
[18:15:53] <Avenger> i would build a vector if stealable items
[18:16:17] <Avenger> because they retry if they fail
[18:17:04] <Avenger> hmm maybe they don't retry but go for the next in order
[18:17:46] <Avenger> anyway, you asked for order, the original has a random (inventory_size) here
[18:18:09] <Avenger> if that slot is empty or unstealable for any reason, it goes ++
[18:19:41] <pupnik> oh this is interesting
[18:20:50] <pupnik> vector -> linked list?
[18:21:46] <Avenger> one of them, probably linked list is good too, since i just need to go ++
[18:28:29] <Avenger> on second thought, i wouldn't bother building a list, just get a random, and check the inventory slots one by one
[18:37:36] <Avenger> yeah, our current code is very primitive, it takes the first movable item, without considering any slot types or randomizing
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[19:20:59] <pupnik> hnmm
[19:33:24] <lynxlynxlynx> crash, this time by turning
[19:37:00] <CIA-93> GemRB: 03lynxlupodian * rd3b8d8d0e919 10gemrb/gemrb/core/GameScript/GSUtils.cpp: don't crash in CanSee if the map isn't available yet
[19:41:15] <fuzzie> hmm
[19:41:20] <fuzzie> that isn't the caller's fault?
[19:42:35] <lynxlynxlynx> it's not one of the parameters
[19:51:53] <lynxlynxlynx> bah
[19:52:22] <lynxlynxlynx> how's version of the mace of disruption has the death effect with target-self
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[20:22:02] <lynxlynxlynx> appears we also don't always clear the panic after a while
[21:02:49] <CIA-93> GemRB: 03lynxlupodian * r5799e32c1a49 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp:
[21:02:49] <CIA-93> GemRB: fx_mace_of_disruption: target the current effect target or the Owner can
[21:02:49] <CIA-93> GemRB: get hit instead (example: three white doves)
[21:04:26] <lynxlynxlynx> but now i'm stuck in a cutscene
[21:04:37] <lynxlynxlynx> looks like a familiar problem
[21:05:29] <fuzzie> non-delayed queue clear?
[21:06:31] <lynxlynxlynx> could be
[21:06:43] <lynxlynxlynx> there's clearing and wait
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[21:38:51] <Avenger> lynx: your doves.itm has target self?
[21:39:30] <Avenger> that's odd, mine has pre-target
[21:39:44] <lynxlynxlynx> the effect has
[21:40:16] <Avenger> mine has a single effect: 284 with pre target
[21:40:50] <Avenger> so, it might be a bug in your game
[21:41:15] <lynxlynxlynx> mine has it too, but it's target-self when it matters
[21:41:46] <lynxlynxlynx> we should maybe be also adding it directly to the queue, so the resistance checks aren't repeated
[21:43:00] <Avenger> maybe just change the effect itself, then?
[21:43:33] <Avenger> see how fx_lich_touch is done
[21:45:32] <lynxlynxlynx> isn't that a bit ugly?
[21:47:43] <lynxlynxlynx> btw
[21:48:06] <lynxlynxlynx> i don't have time to play with this now, but maybe you know off the top of your head
[21:49:13] <Avenger> what?
[21:49:21] <lynxlynxlynx> one of the spells has no projectile (dltcep shows 1) and 3 effects (summon2, sound, visual); now at least the visual is done, since i can see it, but the summoning one is never run
[21:49:46] <lynxlynxlynx> there is no resistance messages on the console or anything funny
[21:50:57] <lynxlynxlynx> which i find odd
[21:52:53] <Avenger> yep
[21:53:40] <Avenger> the effects are handles together, so the projectile shouldn't be a problem
[21:54:00] <lynxlynxlynx> yeah
[21:54:14] <lynxlynxlynx> i was trying to say that it has no projectile
[21:55:29] <lynxlynxlynx> it can be confusing since i guess the number dltcep shows for it is actually the line number in our gemprjtl.ids, not the id
[21:56:06] <Avenger> 0 and 1 are no projectile
[21:57:05] <Avenger> see missile.ids
[21:57:32] <Avenger> it is shifted by one compared to projectl.ids
[21:57:58] <Avenger> very annoying
[21:58:24] <lynxlynxlynx> looks like this is from bg2
[21:58:28] <lynxlynxlynx> how doesn't have it
[22:25:52] <spike411> Where can I find the Ctrl+M function which should display some item/creature info? Maybe I could try to create a test-case to see if it works on Mac OS X?
[22:26:40] <Avenger> you mean the code that runs whe you press ctrl-m?
[22:26:44] <spike411> Yes
[22:26:51] <Avenger> GameControl.cpp
[22:27:23] <spike411> Thanks
[22:36:27] <spike411> Avenger: Hmm, I guess I just don't have cheats enabled…?
[22:36:55] <Avenger> i don't think we need that
[22:37:32] <Avenger> but ctrl-m is probably a tricky combination. try to modify the 'm'
[22:39:24] <spike411> In the original game, you have to first open the game console with Ctrl+Tab?
[22:40:29] <lynxlynxlynx> iirc it depends on the game
[22:40:52] <lynxlynxlynx> you don't need this for ctrl-m
[22:41:43] <spike411> OK
[22:41:47] <lynxlynxlynx> for bg2 we automatically enable them, for others just set it in the config
[22:42:22] <lynxlynxlynx> our config that is
[22:42:42] <Avenger> bye
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[22:43:18] <spike411> Ah right… the config. Good point :)
[22:47:00] <spike411> That's better. :)
[22:47:24] <spike411> This is Jorun's trapped steellocker which crashes my game when the trap is triggered http://paste.jabbim.cz/4861
[22:50:39] <spike411> Oh didn't crash this time? Somebody was so kind and fixed it already?
[22:52:12] <fuzzie> i think lynx managed to reproduce it
[22:52:20] <spike411> Aha, I missed that.
[22:53:42] <spike411> All my characters seem to have ridiculous weight limit… is that caused by corrupted savegame, or the cheat mode enabled…?
[23:00:50] <fuzzie> isn't it based on strength somehow?
[23:01:14] <fuzzie> i'm not quite sure, in iwd2
[23:01:38] <spike411> I guess so. But the numbers would then mean I have infinite strength or something. They are HUEG!
[23:03:16] <fuzzie> this is the max encumbrance?
[23:03:49] <spike411> http://img814.imageshack.us/img814/2163/weightlimit.png
[23:04:11] <fuzzie> oh, hah
[23:04:25] <fuzzie> 39537 is a string id :-)
[23:04:40] <fuzzie> so that is 118/90 and you are badly encumbered
[23:04:58] <spike411> Oh I see
[23:05:25] <spike411> I thought that colon looked out of place.
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[23:24:40] <nfrs> hi
[23:24:56] <nfrs> does gemrb work with bgtutu?
[23:28:53] <fuzzie> i'm not sure
[23:29:16] <fuzzie> the exe hacks don't actually modify gemrb, so you probably have to modify our starting xp tables..
[23:32:35] <nfrs> this is way over my head. I just want an easy way to play my existing bgtutu savegame under linux
[23:35:53] <nfrs> I don't know how tutu or gemrb actually work, and I'd like to avoid knowing it :)
[23:37:35] <fuzzie> it is probably far easier to just install under wine
[23:37:46] <fuzzie> bgtutu should work fine under wine, maybe you have to turn on/off 3d acceleration
[23:51:45] <nfrs> fuzzie: it does work with wine, but I get some very unpleasant texture flickering
[23:54:26] <nfrs> so I hoped there were an easy way to run it under linux, before I try fixing the wine problems
[23:54:34] <nfrs> s/were/was/
[23:55:18] <nfrs> thanks anyway
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