#gemrb@irc.freenode.net logs for 12 Aug 2009 (GMT)

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[10:00:58] <pupnik> moo
[10:10:21] <Gekz> hi
[10:14:36] <pupnik> :)
[10:19:56] <lynxlynxlynx> starting the playthrough
[10:20:35] <fuzzie> is your install heavily modded? i am wondering if you could provide savegames when things go wrong
[10:22:39] <lynxlynxlynx> i think this one is, yes
[10:23:36] <lynxlynxlynx> nope, this is a plain unshield
[10:24:18] <lynxlynxlynx> first regression i see is that irenicus didn't teleport during the cutscene, but just vanished at the end
[10:24:32] <lynxlynxlynx> but mabe it's due to my whooping mr
[10:26:11] <fuzzie> i patched up cast times and didn't fix the casting glow times, which leads to some odd-looking cutscenes
[10:28:32] <lynxlynxlynx> my monk doesn't get any fists :(
[10:28:49] <lynxlynxlynx> maybe zefklop's fault
[10:29:05] <lynxlynxlynx> i'll retry with a simple monk
[10:32:28] <lynxlynxlynx> 1024 doesn't work right
[10:32:45] <lynxlynxlynx> need to start writting this down
[10:33:22] <fuzzie> hm, did zefklop change any of that code? i thought only you'd been working on that code
[10:33:23] <lynxlynxlynx> doh, ignore the last one
[10:33:46] <fuzzie> but, add/remove from todo occasionally, if you could :)
[10:33:46] <lynxlynxlynx> he changed the actionbar recently
[10:34:10] <lynxlynxlynx> i'll check the 4 you mentioned
[10:34:59] <fuzzie> hm, i changed the actionbar init order again, too
[10:37:15] <lynxlynxlynx> a monk works in plain tob, maybe my char had too much xp
[10:37:25] * lynxlynxlynx ponders
[10:39:46] <lynxlynxlynx> there are some game area positioning problems in 1024x though
[10:40:24] <fuzzie> with too-small areas, or just the camera trying to see off-map?
[10:41:47] <lynxlynxlynx> the sidebars are fine, but the center part of the actionbar isn't offset properly (thus higher) and then the meessagewindow gets cut by the game area
[10:42:15] <fuzzie> oh, strange
[10:44:09] <lynxlynxlynx> a reload fixed the monk issue
[10:46:19] <fuzzie> i can't reproduce ui issues
[10:47:47] <lynxlynxlynx> that's good
[10:57:13] <lynxlynxlynx> can't heal through potions
[10:58:12] <lynxlynxlynx> maybe the mr is working bg1-style
[10:59:37] <lynxlynxlynx> protection from poison doesn't seem to work either
[11:06:31] <pupnik> mr = ?
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[11:12:13] <lynxlynxlynx> magic res
[11:12:27] <lynxlynxlynx> 1h typing shortcut
[11:24:30] <pupnik> ty
[11:37:33] <lynxlynxlynx> fuzzie: i still have the portal key
[11:37:42] <fuzzie> that is strange
[11:39:07] <fuzzie> MISC4G?
[11:40:50] <fuzzie> oh, TakePartyItem does MoveItemCore which returns MIC_INVALID, wha
[11:41:08] <fuzzie> oh, misread
[11:45:23] <fuzzie> this is the ( ((flags^(IE_INV_ITEM_UNDROPPABLE|IE_INV_ITEM_EQUIPPED))&item->Flags)!=flags) check that i don't understand, again
[11:46:54] <pupnik> that returns true if the two flags differ.
[11:46:57] * pupnik ducks for cover
[11:47:02] <fuzzie> TakePartyItem passes IE_INV_ITEM_UNSTEALABLE as flags
[11:47:16] <pupnik> ohhhhh what is that ^ for
[11:47:27] <fuzzie> and if that check passes, then it ignores the item
[11:47:35] <pupnik> ah it pushes to the correct bit
[11:48:05] <fuzzie> so it seems like this is going to fail for anything without UNSTEALABLE set, at a glance, but i am tired and confused
[11:51:03] <fuzzie> Avenger added that UNSTEALABLE thing in r4667 for some reason
[11:52:21] <pupnik> without commenting what it fixes? :)
[11:52:50] <fuzzie> "setting stolen flag in pickpocket action and unstealable flag in takeitem* action"
[11:52:57] <fuzzie> :-p
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[12:22:38] <lynxlynxlynx> is there a cheat for unlocking doors?
[12:27:31] <Gekz> not that I recall
[12:29:01] <Gekz> lynxlynxlynx: my friend says
[12:29:01] <Gekz> CLUAConsole:CreateItem("SCRL91")
[12:29:29] <Gekz> I lol'd at him
[12:30:05] <lynxlynxlynx> i+m not a caaster
[12:30:26] <Gekz> thats what I said to him
[12:30:30] <Gekz> and I said
[12:30:33] <Gekz> what about script locked doors
[12:30:37] <lynxlynxlynx> forcing it open keeps failing too (21str)
[12:32:16] <Gekz> haha
[12:32:19] <Gekz> he just said minsc chop it
[12:32:20] <Gekz> xD
[12:32:34] <Gekz> lynxlynxlynx: cheat your str up
[12:32:37] <Gekz> then cheat it back down?
[12:32:41] <lynxlynxlynx> minsc is even weaker
[12:33:21] <lynxlynxlynx> maybe we just don't do forcing good enough yet or this door has a really high limit
[12:36:08] <lynxlynxlynx> we only have a cheat for disarming
[12:36:21] <fuzzie> i think there's a feature request for a open cheat
[12:37:35] <Gekz> lol
[12:37:38] <Gekz> it would be grande
[12:37:46] <Gekz> oh ffs
[12:37:49] <Gekz> my mouse doesnt work
[12:37:51] <Gekz> on my laptop
[12:37:54] <Gekz> fuck xorgs new hotplugging
[12:52:55] <lynxlynxlynx> silly mages
[12:53:14] <pupnik> :)
[12:53:21] <lynxlynxlynx> i was hoping for a good fight, but one of the enemy mages cast death spell, killing almost every mate
[12:53:41] <Gekz> lolo
[13:01:14] <lynxlynxlynx> only with gemrb: a lich committed suicide
[13:11:20] <lynxlynxlynx> bah, knock doesn't cut it
[13:21:09] <Gekz> lolol
[13:21:43] <fuzzie> there are some hilarious bugs where scripting will target whoever is running the script
[13:21:55] <fuzzie> i wrote a patch and Avenger said it would break everything else
[13:23:35] <Gekz> lolol
[13:23:42] <Gekz> why
[13:24:13] <fuzzie> because the code is scary and weird
[13:24:29] <fuzzie> ok, i think i give up on university this semester, let's see if i can fix gemrb instead
[13:25:08] <Gekz> lol
[13:29:04] <fuzzie> apparently my patch changes it so that Myself doesn't ever return Myself
[13:31:23] <fuzzie> i don't think Avenger is right though
[13:31:23] <fuzzie> let's try applying the patch and see
[13:34:21] <fuzzie> meh, i wish bg2 chargen was finished
[13:34:43] <lynxlynxlynx> what's missing?
[13:35:10] <lynxlynxlynx> bio, export are not complete and maybe something with multimages
[13:35:24] <lynxlynxlynx> but that's all i can think of
[13:36:04] <fuzzie> it stores everything in variables -> import doesn't work -> chargen takes too long when testing
[13:36:29] <lynxlynxlynx> you can do chargen in less than half a minute
[13:36:40] <lynxlynxlynx> don't forget the enter button :)
[13:37:19] <lynxlynxlynx> i bet i could make a fighter in 10
[13:37:47] <lynxlynxlynx> and it doesn't store everything in vars anymore either
[13:40:15] <fuzzie> erm
[13:41:10] <fuzzie> and, well, i am not so fast, it takes me a minute or so to do anything complicated
[13:41:22] <fuzzie> it might help if we did 'pick for me' like the original
[13:44:57] <pupnik> hmm
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[13:47:20] <fuzzie> ok, with my patch, illy summons an Ogrillon which then just walks towards me and doesn't do anything
[13:47:28] <fuzzie> but i think maybe that is an existing bug
[13:47:44] <fuzzie> because the wtasight script does MoveToObject() if Heard([ANYONE],111) returns true
[13:47:53] <lynxlynxlynx> we do pick for me too :P
[13:48:05] <fuzzie> lynxlynxlynx: it's meant to pick all at once
[13:48:18] <lynxlynxlynx> that didn't exist in the original
[13:48:31] <fuzzie> i've done it 8 times in ToB today
[13:48:38] <fuzzie> perhaps a patch thing
[13:48:55] <lynxlynxlynx> i've seen it only for spells, not the whole chargen
[13:49:04] <fuzzie> oh, sure
[13:49:16] <lynxlynxlynx> aah
[13:49:19] <fuzzie> but in the original, if you click 'pick for me' for spells, you're done :)
[13:49:28] <fuzzie> while in gemrb it takes a lot longer
[13:49:29] <lynxlynxlynx> well i think our approach gives more control, which is good
[13:49:36] <fuzzie> yes, it is better
[13:49:41] <lynxlynxlynx> just click enter click ...
[13:49:44] <fuzzie> but it's a bit frustrating time-wise with importing not working
[13:49:52] <lynxlynxlynx> and default buttons ftw
[13:50:01] <fuzzie> would help if the bg1 chargen had default buttons, too
[13:50:09] <lynxlynxlynx> the thing that takes a while is anything with thief skills
[13:50:32] <lynxlynxlynx> i think it does, maybe not fully
[13:50:47] <lynxlynxlynx> and maybe things were disabled with the merge
[13:50:52] <fuzzie> i think the merge broke a lot of it
[13:52:50] <fuzzie> ok, so, Shout() sets LastShout/LastHelp and then nothing ever unsets it
[13:53:04] <fuzzie> so all AI scripts that do Heard() are stuck in a constant loop the moment they're Shout()ed at
[13:54:23] <fuzzie> i guess Heard() tries to deal with this with AddTrigger
[13:55:56] <fuzzie> let's try unsabotaging that..
[13:56:18] <lynxlynxlynx> owned by habib -.-
[14:06:15] <pupnik> heh
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[15:56:32] <pupnik> does double-clicking on a character portrait center the game screen on them yet?
[15:57:01] <Gekz> did it used to?
[15:59:05] <fuzzie> it doesn't work when paused, is the problem
[15:59:21] <Gekz> ah
[15:59:30] <fuzzie> because the code which does the centering only runs when unpaused, and the 'center on this actor' flag is unset after every frame or similar
[15:59:44] <fuzzie> but i daren't make the centering code run when paused because i don't know why it doesn't already!
[16:05:07] <Gekz> lolo
[16:06:05] <Gekz> fuzzie: because its waiting for the end of the frame?
[16:06:08] <fuzzie> and now i tried fixing one script and my local svn is full of changes
[16:06:12] <Gekz> and therefoer never has the chance?
[16:06:22] <fuzzie> Gekz: i mean, it specifically does 'if (not paused) { center on actor }'
[16:06:29] <Gekz> whyyy
[16:06:41] <lynxlynxlynx> you just have to unpause/pause
[16:06:52] <Gekz> thats still bad
[16:08:23] <fuzzie> hm, it is not that simple any more
[16:08:44] <Gekz> lol
[16:09:14] <fuzzie> Interface::GameLoop only calls gc->ChangeMap for the first selected PC if we are unpaused, and then ChangeMap does the centering
[16:09:32] <fuzzie> seems like it'd be pretty easy to move that snippet of code from ChangeMap to elsewhere
[16:10:20] <fuzzie> or just make the guiscript do the centering at once..
[16:11:51] <lynxlynxlynx> besides habib, i find the missing centering the most annoying bug to this point
[16:12:05] <fuzzie> it is one of the big irritations now, along with the guiscript portrait windows not keeping their own selections and the whole locator circle thing where I can't see party members and enemies and etc
[16:13:59] <lynxlynxlynx> "when entering new areas, the viewport doesn't always center on the party" <-- i meant this
[16:14:11] <fuzzie> yes, looking at that now
[16:14:33] <fuzzie> in theory, the switch to the new map should only happen via ChangeMap, which does the centering
[16:14:36] <lynxlynxlynx> great
[16:14:45] <fuzzie> i assume the reality is that other code is sneakily doing the switch instead
[16:15:40] <fuzzie> specifically, MoveToNewArea doing it right at the top there
[16:16:01] <fuzzie> oh, no, 'false' means don't move
[16:17:28] <fuzzie> hm, looks like ChangeMap really is the only thing which switches areas
[16:18:51] <lynxlynxlynx> maybe it tries to center before the party is there yet?
[16:19:20] <fuzzie> perhaps something else is overwriting the move-viewport timer in between
[16:19:28] <lynxlynxlynx> if the code always centers and the result doesn't match, the centering sometimes fails :=
[16:20:44] <fuzzie> i think MoveBetweenAreasCore does the actual actor moving, which changes the map at the same time as changing the position
[16:21:21] <fuzzie> it *also* sets CENTERONACTOR on anyone in party though, which could be a disaster if the area moves in a weird split-up order
[16:21:27] <fuzzie> do you have anywhere it reproducibly happens?
[16:23:05] <lynxlynxlynx> i think the bottom (looking from the inside) entry to the cc
[16:23:34] <lynxlynxlynx> not sure if it happens always though, but it definetly did a few times
[16:23:47] <lynxlynxlynx> even for a one man band
[16:24:07] <lynxlynxlynx> my favourite segfault
[16:24:29] <lynxlynxlynx> [CharAnimations]: Couldn't create animationfactory
[16:26:14] <pupnik> that single youtube i posted of GemRB on N810 got almost 25,000 views. I'd like to film some more 'working stuff'. But i lost both cameras this year.
[16:26:40] <fuzzie> the N810 thing was very cool
[16:27:07] <pupnik> is there somethingi like fraps for X11?
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[16:27:44] <fuzzie> i think there are a few different things
[16:27:50] <fuzzie> i never made any of them work well :/
[16:27:50] <lynxlynxlynx> guisave is still broken here :(
[16:28:00] <fuzzie> lynxlynxlynx: what happens?
[16:28:08] <lynxlynxlynx> same as before
[16:28:34] <lynxlynxlynx> not completely hidden/removed, so it flickers over the abar and mwin
[16:29:24] <fuzzie> meh
[16:30:56] <fuzzie> and you just saved a game, no deletion/etc?
[16:31:04] <lynxlynxlynx> yep
[16:31:37] <lynxlynxlynx> i'm mostly using qsave, but did a manual for bug reproduction reasons
[16:33:24] <fuzzie> that CloseSaveWindow() i re-added to GUISAVE should maybe be OpenSaveWindow()
[16:34:04] <fuzzie> in fact, almost definitely
[16:34:08] <fuzzie> could you try that?
[16:38:43] <fuzzie> i can't reproduce it either way
[16:39:38] <lynxlynxlynx> overwritting saves is now quickly bad; don't know if this is due to this change or from before
[16:41:52] <lynxlynxlynx> if CloseOtherWindow (OpenSaveWindow):
[16:41:54] <lynxlynxlynx> - CloseSaveWindow ()
[16:41:55] <lynxlynxlynx> + OpenSaveWindow ()
[16:42:05] <lynxlynxlynx> if you meant this, it didn't help
[16:42:10] <fuzzie> no, that will make it worse :)
[16:42:24] <fuzzie> line 159, apparently
[16:42:29] <lynxlynxlynx> i see no difference ;)
[16:42:32] <lynxlynxlynx> ok
[16:43:44] <lynxlynxlynx> nope
[16:44:04] <lynxlynxlynx> got the save tip clip in my message window
[16:45:35] <fuzzie> well, my next guess is that the core does HideGUI() and then core->DrawWindows() when creating the preview..
[16:46:15] <fuzzie> but neither seem like likely culprits
[16:52:21] <pupnik> "recordmydesktop" looks good
[16:52:43] <lynxlynxlynx> yuck, looks like i'll have to add anther animation type
[16:53:21] <pupnik> :/
[16:55:16] <lynxlynxlynx> one of the vampire mist forms has just two files, each with just one cycle
[16:55:30] <lynxlynxlynx> of course they look the same too :)
[17:16:39] <lynxlynxlynx> "centering" doesn't always work for saves either - loading an autosave threw me offscreen
[17:19:54] <lynxlynxlynx> and i can't do the mook quest, something is wrong with lassal's script, he doesn't mistify
[17:28:39] <pupnik> it must be difficult to 'fix' things in a generalizable way
[17:28:54] <pupnik> "i just changed something, now to test it in every bioware game..."
[17:33:17] <fuzzie> lynxlynxlynx: which script?
[17:33:54] <fuzzie> i never finished the death script code, i am looking for more examples
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[19:48:43] <lynxlynxlynx> prob. his death one, yes
[19:49:40] <lynxlynxlynx> the scene is cut73c
[19:52:05] <fuzzie> hm, odd
[19:52:26] <fuzzie> the ~Hahahahahaha!!!!!~ appears?
[19:53:36] <fuzzie> and you fight, and then no death?
[19:54:25] <fuzzie> i mean, no mist
[19:54:30] <fuzzie> if so, i guess i'd need the script line from ctrl-m
[19:55:46] <lynxlynxlynx> yes, it prints
[19:56:14] <lynxlynxlynx> and Script name:lassal
[19:56:53] <fuzzie> i mean, the one with the individual scripts listed.. <lassal>, <none>, <none>, <wtasight> or similar
[19:57:26] <lynxlynxlynx> lassal <none> <none> <none> <none> <none> <none> wtasight
[19:57:46] <fuzzie> huh
[19:57:54] <fuzzie> does he talk to you before dying?
[19:58:41] <lynxlynxlynx> probably, LASSAL is his dlg
[19:59:02] <fuzzie> well, the only possible bug that i can see is that perhaps he initiates dialog while dead
[19:59:10] <fuzzie> which would mean the mist script would never be run
[20:00:08] <lynxlynxlynx> he has a minhp effect
[20:00:23] <lynxlynxlynx> HP: -84 current HP:1
[20:00:44] <fuzzie> but he dies anyway? or he just sits there?
[20:02:51] <lynxlynxlynx> we just fight ad inf
[20:02:55] <fuzzie> strange
[20:02:58] <fuzzie> the script seems pretty clear
[20:03:06] <fuzzie> no errors on the console about failure to initiate dialog?
[20:04:10] <fuzzie> he's meant to initiate dialog with you, curse you, and then { mistify + add journal entry }
[20:04:40] <fuzzie> so if just the mistify is failing, you can check for the journal entry about Mook with "cursing us as he fled"
[20:05:42] <lynxlynxlynx> i don't see anything noncombat in the console after it starts except for two string displays
[20:07:04] <fuzzie> but if the dialog isn't appearing at all, i have no idea what would cause that
[20:07:28] <lynxlynxlynx> i'll go replay it
[20:07:46] <lynxlynxlynx> what triggers the mistification?
[20:08:07] <fuzzie> the dialog
[20:08:14] <lynxlynxlynx> i deal tons of damage quick, so is there any chance of jumping some hp compare?
[20:08:19] <fuzzie> there's a Die() check in there too
[20:09:08] <fuzzie> it's possible, but i'm pretty sure the minhp is enforced before HP is set..
[20:10:24] <fuzzie> it's just HPLT(Myself,10) + Global("LassalTalk","LOCALS",0), and that LassalTalk is only set after the dialog
[20:12:07] <lynxlynxlynx> the running away dlg, not the one with mook, right?
[20:12:13] <fuzzie> yes
[20:12:49] <lynxlynxlynx> do we still have any bugs related to immediate targetting?
[20:12:52] <fuzzie> SetGlobal("LassalTalk","LOCALS",1), ReallyForceSpell(Myself,VAMPIRE_GAS_FORM_CHANGE), UNSOLVED_JOURNAL #47805
[20:12:59] <fuzzie> sorry, what's immediate targetting?
[20:13:23] <lynxlynxlynx> i've got the monk on the std attack script, so she attacks as soon as things turn sour
[20:13:51] <lynxlynxlynx> we /had/ problems with illy
[20:14:00] <fuzzie> oh, yes, that code is all completely broken
[20:14:13] <fuzzie> i tried fixing it earlier in my local tree and i just kept adding more and more fixes
[20:14:37] <fuzzie> this is 'default.bs'?
[20:15:09] <lynxlynxlynx> agen
[20:15:48] <fuzzie> hm, that one might switch targets too fast
[20:15:59] <fuzzie> it should be okay otherwise, though
[20:16:12] <lynxlynxlynx> only one target in this case
[20:18:43] <fuzzie> what are the symptoms?
[20:19:43] <lynxlynxlynx> no dialog, no mist, no end
[20:21:24] <fuzzie> the HPLT(Myself, 10) uses the 'current HP' in the debug
[20:21:26] <lynxlynxlynx> Displaying string on: lassal <-- this doesn't seem to show though and it happened right after breaching the 10hp mark
[20:22:27] <fuzzie> the dialog on lassal is definitely 'lassal'?
[20:23:07] <lynxlynxlynx> Dialog: LASSAL
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[20:27:51] <fuzzie> very mysterious :)
[20:29:59] <lynxlynxlynx> i can send you the save if you want
[20:30:58] <fuzzie> that would be great, either upload or fuzzie@gmail.com
[20:31:04] <fuzzie> i'm sure it's something obvious..
[20:35:13] <lynxlynxlynx> sent
[20:35:35] <lynxlynxlynx> rename as necessary
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[20:53:09] <fuzzie> well, the script block certainly doesn't get triggered
[21:03:36] <fuzzie> the block is checked constantly until the fatal damage
[21:03:41] <fuzzie> at which point it is never checked again
[21:04:32] <fuzzie> can't be SF_CUTSCENE because not everything pauses, can't be WaitCounter because the attacks still happen --> IF_JUSTDIED gets set?
[21:12:00] <lynxlynxlynx> sorry, can't test anymore now
[21:12:04] <lynxlynxlynx> good night
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[21:15:14] <fuzzie> so that was yet another "let's use SetWait instead of blocking actions" bug
[21:15:23] <fuzzie> it is going to take forever to rewrite all this action stuff to work properly
[21:15:53] <fuzzie> unfortunately gemrb crashes immediately after with the animationfactory bug lynx already found :) but oh well
[21:17:30] <CIA-22> gemrb: 03fuzzie * r6840 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: remove the SetWait from SetTarget
[21:18:36] <CIA-22> gemrb: 03fuzzie * r6841 10/gemrb/trunk/gemrb/plugins/Core/ (ActorBlock.cpp Triggers.cpp): try going back to resetting triggers every frame, remove incorrect LastSeen clear
[21:37:05] <CIA-22> gemrb: 03fuzzie * r6842 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: don't return Sender in IDS targeting
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[22:30:22] <pupnik> governments are fucking satan
[22:43:10] <fuzzie> yes.
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