#gemrb@irc.freenode.net logs for 12 Dec 2010 (GMT)

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[10:16:51] <Avenger> hi
[10:20:54] <fuzzie> hi
[10:21:11] <fuzzie> can you fix RealGlobalTimerExpired? i thought we had both timers
[10:26:18] <Avenger> we don't?
[10:27:10] <Avenger> i thought we got it, it is just buggy :) i'll check
[10:27:24] <fuzzie> well, you said last night it is broken, so i thought if you know that, maybe you can fix it :)
[10:28:04] <Avenger> well, i just assume it is broken, because romance scripts fire too fast after each other
[10:28:24] <Avenger> i don't know 'how' is it broken, but i already loaded ida pro to have a look :)
[10:29:20] <Avenger> i think those bool valid = true; things are wrong
[10:31:32] <Avenger> but i admit i don't understand what is it supposed to do :)
[10:31:35] <Avenger> even though, i did it, most likely
[10:36:45] <fuzzie> the trigger shouldn't return true if the first 6 chars are unknown, i think
[10:37:40] <Avenger> realsetglobaltimer may need to multiply the value by some constant
[10:38:06] <Avenger> what do you mean by that?
[10:38:28] <fuzzie> if you have "LOCALblah", valid is true
[10:38:40] <fuzzie> if you have "BROKENblah", valid is not true
[10:38:51] <fuzzie> i mean, LOCALSblah
[10:40:34] <Avenger> yes, valid is false only if the scope (the first 6 chars) is invalid
[10:40:54] <Avenger> it won't be false when the variable doesn't exist, though
[10:41:01] <Avenger> and i'm not sure if that's good
[10:41:10] <Avenger> maybe yes
[10:42:15] <Avenger> anyway, i think it is more likely a scale problem in realsetglobaltimer
[10:42:29] <Avenger> we have: RealSetGlobalTimer("AerieRomance","GLOBAL",30)
[10:42:45] <Avenger> and RealSetGlobalTimer("AerieRomance","GLOBAL",3200)
[10:43:15] <Avenger> i'm almost sure it is not simply adding 3200 to game->realtime
[10:43:55] <fuzzie> we store milliseconds in RealTime, i think
[10:44:30] <fuzzie> so, you have to multiply by AI_UPDATE_TIME and then divide by 1000 to get the normal timing
[10:47:12] <Avenger> huh
[10:47:56] <Avenger> you mean i should multiply 3200 by 1000 and divide by 15 :)
[10:48:12] <Avenger> if i want to add it to realtime
[10:48:21] <fuzzie> no
[10:48:29] <fuzzie> well, i guess
[10:48:38] <fuzzie> but i don't know if that'll work so well
[10:49:05] <fuzzie> because, you could run out of space in an ieDword before the game ends
[10:49:20] <fuzzie> so if the original does that, it seems odd
[10:49:42] <fuzzie> oh, no, unsigned, so you get more than a month
[10:50:24] <Avenger> i don't quite see this, we read/write the value in realtime unchanged
[10:50:37] <Avenger> so we must be using the same scale as the original game?
[10:51:00] <fuzzie> we don't use RealTime for anything except these broken timers
[10:51:19] <fuzzie> and the comment in GAMImporter is, "this isn't correct" :P
[10:51:45] <Avenger> the original game multiplies the value by 15 before adding it to realtime/gametime (depending on the action)
[10:52:35] <fuzzie> ok. so maybe the action/trigger takes seconds, and our RealTime should be in ticks not milliseconds?
[10:53:31] <Avenger> i don't know that part, i will just multiply by ai_update_time for now, since that's how it is done in all other cases, even in our engine
[10:53:51] <fuzzie> ok.
[10:53:59] <fuzzie> won't fix it though :P
[10:54:04] <fuzzie> but i agree that seems fine
[10:54:26] <Avenger> well, it won't fix it if we still need an 1000 scale to add in :)
[10:54:39] <Avenger> but the action should do this
[10:55:46] <fuzzie> well, if the original doesn't divide by 1000, then surely we shouldn't, and so we should do that in GlobalTimer instead
[10:58:30] <fuzzie> i also don't understand the EnterGame in the bg1 patches on the forum
[10:59:16] <fuzzie> i guess it is there because it deletes and recreates all the controls, but that is not a good fix :P
[11:02:58] <Avenger> i didn't see that
[11:03:14] <fuzzie> some big patch with a mix of BG1 fixes and Android patches
[11:03:48] <Avenger> beholder's patch? i see that at least the bg1 window size patches are ok
[11:04:01] <Avenger> that we can do anytime without problem
[11:04:29] <Avenger> the android specific things... dunno, i guess an ifdef makes them safe :)
[11:05:04] <fuzzie> well, some of the other guiscript changes are a bit weird
[11:05:18] <Avenger> the extra entergame... hmm
[11:05:26] <Avenger> why would he write that
[11:05:46] <fuzzie> because the gui is messed up right now
[11:05:52] <fuzzie> and you can 'fix' it by resetting the game :P
[11:05:54] <Avenger> we shouldn't do entergame twice
[11:06:00] <Avenger> hmm
[11:06:02] <fuzzie> but it is the wrong change
[11:06:21] <Avenger> but it is doing that 'hackfix' in an arbitrary point
[11:06:40] <fuzzie> the GUIOPT stuff is just wrong in some parts
[11:06:47] <fuzzie> i don't get it, is this just copied from another game?
[11:06:49] <Avenger> and entergame closes more than windows, iirc
[11:06:55] <Avenger> i think it closes 2da's too
[11:07:59] <Avenger> i wonder how did he come to the idea to use entergame to fix the gui bug :)
[11:08:15] <fuzzie> well, some of the other fixes are clever too
[11:08:37] <Avenger> ahh it is documented 'closes all windows'
[11:08:56] <Avenger> but i think there is a simpler way to close all windows
[11:09:25] <fuzzie> well, it also has a delay due to the flag usage
[11:09:29] <fuzzie> maybe that helps. i don't know.
[11:09:37] <fuzzie> it would be nice to have it fixed though.
[11:10:42] <Avenger> i would like to close those stray windows manually if possible
[11:12:15] <Avenger> heh, ok, unload doesn't allow closing of all windows... it says 'feature unsupported' :)
[11:12:52] <fuzzie> without entergame, you don't get a new GUI, anyway
[11:12:57] <fuzzie> so just closing all windows, will not help :)
[11:13:57] <Avenger> yes
[11:14:26] <Avenger> entergame clears the table, and recreates the gamecontrol
[11:15:00] <Avenger> and does a changemap, which hopefully won't cause a problem?
[11:15:50] <fuzzie> i think we do changemap a lot anyway
[11:44:39] <Avenger> i don't think we implement unarmed penalty for non-monks
[11:46:07] <Avenger> and i see this in our code: TODO: Elves get a racial THAC0 bonus with all swords and bows in BG2 (but not daggers), though i didn't see anything about this in the original engine
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[12:46:13] <CIA-5> GemRB: 03avenger_teambg * r431bcda41973 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h):
[12:46:13] <CIA-5> GemRB: handle unarmed vs armed combat
[12:46:13] <CIA-5> GemRB: constification of many methods in Actor.cpp
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[14:21:24] <lynxlynxlynx> the racial bony are varied, we'll need another table
[14:21:50] <lynxlynxlynx> then we can just list the effects in there
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[14:33:51] <Avenger> hello lynx
[14:33:59] <Avenger> what racial bonus?
[14:34:17] <Avenger> to hit for race?
[14:45:47] <lynxlynxlynx> all of them except for saves (which are already handled by the original) - to hit with bows/sword/sling, (limited) infravision, to hit vs giants and maybe more
[14:56:15] <Avenger> where is this to hit by race thingie?
[14:57:22] <Avenger> is it hardcoded? because i didn't see it in the code
[14:58:29] <fuzzie> which code?
[14:58:52] <fuzzie> you found the hardcoded bonuses in the exe?
[14:58:53] <lynxlynxlynx> i think it is only in iwd
[14:59:02] <Avenger> ah
[14:59:05] <Avenger> ok,
[14:59:15] <lynxlynxlynx> dwarves and maybe the other midgets get +4
[14:59:25] <Avenger> do you mean iwd2 or iwd1/how?
[14:59:35] <lynxlynxlynx> iwd1
[14:59:49] <lynxlynxlynx> iwd2 probably has it done properly, as part of the subraces
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[22:43:22] --- Topic for #GemRb is: GemRB 0.6.3 | 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!
[22:43:22] --- Topic for #GemRb set by lynxlynxlynx!~navaden@sourcemage/warlock/lynxlynxlynx at Sun Nov 21 09:34:05 2010
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