#gemrb@irc.freenode.net logs for 12 Feb 2012 (GMT)

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[00:05:45] <brad_a> we do they just are a terrible scrolling mechanic imo. plus that doesnt help scrolling TextAreas
[00:06:36] <brad_a> i guess he specifically wanted to know about map scrolling tho
[00:06:40] <lynxlynxlynx> he asked about maps and that's still better than just using it as mouse
[00:06:50] <lynxlynxlynx> but good night
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[00:09:46] <lostLinSoul> @lynxlynxlynx - I have emailed you the files
[00:10:09] <lostLinSoul> Whoops he just left...
[00:10:15] <lostLinSoul> Nevermind - night all
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[11:20:29] <kalimann> what is the sdl code for mouse right click?
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[11:26:43] <kalimann> anyone who knows what sdl code i should choose when i want to set my right click in the configuration menu?
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[11:37:35] <lostLinSoul> Hello all!
[11:43:55] <lostLinSoul> Though I might have a look at modifying the party size but I have no idea what I have to do to get started.
[11:45:49] <lostLinSoul> I thought I would start by getting a git clone, but would I have to get developer access or would an ordinary git clone suffice?
[11:50:46] <lynxlynxlynx> ordinary is fine
[11:50:53] <lostLinSoul> Also it have come to my attention that the Rest() function clears the shield spell - which it shouldn't, perhaps it would alos clear other buffs.
[11:51:06] <lynxlynxlynx> you'd need developer access if you wanted to push into our repo directly
[11:51:08] <lostLinSoul> alos -> also
[11:51:42] <lynxlynxlynx> shield has a duration of 12h?
[11:55:10] <lostLinSoul> Shiled is 9 hours in my moded bgt and armour is 5 turns - which also gets removed
[11:55:52] <lostLinSoul> Dag nabbit, these tpos are getting on my nerves! Shiled -> Shield
[11:56:05] <lostLinSoul> tpos -> typos
[11:58:39] <lostLinSoul> From what I understand, no time should pass with Rest(), however spells are refreshed - not sure about healing will have to check that.
[11:59:39] <lynxlynxlynx> huh, no time should pass?
[12:05:32] <lostLinSoul> Yeah, I'm double checking that in a wine load now.
[12:06:46] <lynxlynxlynx> that wasn't a question
[12:06:51] <lynxlynxlynx> resting takes time
[12:07:33] <lynxlynxlynx> except if you mean the rest game scripting action, which may be buggy
[12:08:16] <lynxlynxlynx> indeed, iesdp agrees
[12:08:24] <lynxlynxlynx> 96 Rest()
[12:08:25] <lynxlynxlynx> This action applies the benefits of resting (i.e. healing, restoring spells and restoring abilities) to the active creature. The action does not play the rest movie or advance game time. The example script is from cut28a.bcs.
[12:08:28] <lostLinSoul> But in scripting I think it is a way of refreshing spells without the need to rest. At the moment no time passes and spells are refreshed, but the armour and shield spells are no longer active after Rest() has been called
[12:09:09] <lynxlynxlynx> we implement it without actual time passing
[12:09:36] <lostLinSoul> But the sheild and armour buffs are removed
[12:09:46] <lostLinSoul> When Rest is called
[12:10:16] <lynxlynxlynx> we do some effect expiry though and it looks very suspicious
[12:10:19] <lostLinSoul> If I cast Armour and Shiled, then call Rest on the character, those spell are no longer active
[12:11:01] <lostLinSoul> That doesn't happen in WINE...
[12:11:10] <lostLinSoul> The buffs remain
[12:11:23] <lynxlynxlynx> yes, it was unclear at first what you meant
[12:11:52] <lynxlynxlynx> because saying Rest() makes me think of the guiscript or the actor function
[12:12:33] <lostLinSoul> Sorry about that, thought there was only one Rest() function, although there is also RestNoSpell() PartyRest(), etc
[12:14:57] <lynxlynxlynx> ancient code, last change was in 2007
[12:14:58] <lostLinSoul> Why do you do effect expiry if no time should have passed?
[12:15:23] <lynxlynxlynx> no idea
[12:15:47] <lynxlynxlynx> avenger is the only one to know for sure, fuzzie would likely just confirm the wtf
[12:18:15] <lostLinSoul> Heh
[12:19:16] <lostLinSoul> Is something up with the git service at the mo? I keep getting "fatal: unable to connect to gemrb.git.sourceforge.net: gemrb.git.sourceforge.net[0: 216.34.181.91]: errno=Connection timed out"
[12:33:31] <lynxlynxlynx> works here
[12:33:44] <lostLinSoul> Does your git server use port 9418 on tcp? Maybie my firewall is blocking it...
[12:37:19] <lostLinSoul> Yup it was iptables. It's cloning now
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[12:53:16] <lostLinSoul> Okay I have compiled in the build directory and made a cfg to use . as the path to make life easier - done want to replace 0.7.0
[12:54:28] <lostLinSoul> the subfolders only have cmake_install.cmake and a Makefile in them, do I need to run make in each subdirectory?
[12:56:33] <wjp> no
[13:02:45] <lostLinSoul> Well when I tried running the version I just built, I got this "Check if ./GUIScripts/GUIDefines.py exists!". The GUIScripts folder just contains bg1 bg2 CMakeFiles cmake_install.cmake iwd iwd2 Makefile pst - no py file...
[13:03:09] <wjp> it needs to point outside of build
[13:03:23] <wjp> since the GUIScripts are in the source tree
[13:05:27] <lostLinSoul> Thanks, will amend the cfg
[13:13:34] <lostLinSoul> Now I get "[ResourceManager]: Searching for gemrb.ini...[ERROR]". I found gemrb/override/bg2/gemrb.ini and copied it to build/gemrb/ but that has made no difference.
[13:14:11] <wjp> don't copy around files
[13:15:00] <wjp> you'll end up with old out-of-sync copies...
[13:15:20] <wjp> you should probably set GemRBPath to the gemrb/ dir in the source tree, not in the build tree
[13:15:30] <wjp> it should automatically pick up the overrides then
[13:16:01] <lostLinSoul> I will try that now
[13:17:20] <wjp> (with GemRBPath set like that, you shouldn't have to set GUIScriptsPath and GemRBOverridePath)
[13:20:14] <lynxlynxlynx> one of the example configs is preconfigured for in-build running
[13:20:27] <lostLinSoul> It didn't like that, its now trying to load everything from /usr/local/lib/gemrb/plugins and failing for some reason
[13:20:56] <lostLinSoul> I do have 0.7.0 properly installed so it should find files from that shouldn't it?
[13:21:31] <fuzzie> no, because it's incompatible - if you mix different versions then it will break
[13:21:37] <lostLinSoul> @lynxlynxlynx - I'll have a look
[13:21:45] <wjp> you do have to set PluginsPath
[13:21:55] <wjp> the relevant file is GemRB.cfg.noinstall.sample
[13:27:26] <lostLinSoul> Off to lunch be back kto pick this up afterwards
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[14:21:52] <lostLinSoul> I'm back and hit another snag with my customised version of 'GemRB.cfg.noinstall.sample'. Which directory are the paths provided in the cfg relative to? My current error is "'Unable to create cache directory './gemrb/Cache'"
[14:22:40] <lostLinSoul> I run './gemrb -c ~/.gemrb/bgtDv.cfg' from 'gemrb/build/gemrb'
[14:25:48] <lostLinSoul> Got it to run by running 'gemrb/gemrb -c ~/.gemrb/bgtDv.cfg' from 'gemrb/build'
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[14:28:08] <lostLinSoul> Right then now to deal with the party size! First thing I guess is to disable the reform screen from popup up if I save with a party larger than six, then move on from there
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[14:38:43] <lynxlynxlynx> lostLinSoul: why did you send me a save from candlekeep?
[14:39:36] <lostLinSoul> Err... you've lost me...
[14:40:32] <lostLinSoul> I should should have a female mage and imoen at the bottom of the nashkel map waiting to cross into the nashkel mines map.
[14:40:35] <lynxlynxlynx> for prism
[14:40:54] <lostLinSoul> Sorry It should
[14:41:05] <lynxlynxlynx> hmm, maybe it is from someone else
[14:41:20] <lostLinSoul> What was the name of the file
[14:41:49] <lynxlynxlynx> 000000022-gemrb_bg1_900_PrismDeathTest
[14:42:11] <lostLinSoul> That is defintiely from me
[14:42:37] <lostLinSoul> Maybe because of my mods?
[14:43:30] <lynxlynxlynx> it's already in the mines
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[14:45:14] <Avenger> yep, the rest action should just remove fatigue (both stat and effects)
[14:45:39] <Avenger> i don't even see the heal here
[14:46:17] <lynxlynxlynx> we pass 0xfffffffff and add it to the gametime
[14:46:26] <lynxlynxlynx> of course everything expires
[14:47:08] <lostLinSoul> Hmm... That's odd, becuase I just loaded that save and I'm at the bottom of the Nashkel map wait to cross into the Nashkel Mines map
[14:47:16] <Avenger> that is a 'remove all expirable effects' thing, from FakeEffectExpiryCheck
[14:47:40] <Avenger> i simply went with that instead of just removing the fatigue effect :)
[14:47:44] <lynxlynxlynx> but rest should do it for 8h if at all
[14:47:59] <Avenger> the gui rest is different
[14:48:06] <Avenger> this is for action/spell
[14:48:20] <Avenger> none advance the gametime, so this is not needed
[14:48:26] <lynxlynxlynx> exactly
[14:48:38] <lynxlynxlynx> lostLinSoul: then i guess it is due to bgt
[14:49:54] <lostLinSoul> You mean Prism dieing?
[14:50:19] <Avenger> it should be this --> static EffectRef fx_fatigue_ref = { "FatigueModifier", -1 }; actor->fxqueue.RemoveAllEffects(fx_fatigue_ref); actor->SetBase(IE_FATIGUE,0);
[14:50:24] <lynxlynxlynx> lostLinSoul: maybe that too
[14:50:46] <lostLinSoul> Doh! Don't say that!
[14:51:23] <lostLinSoul> Bear with me a sec. think there may be a quick way for yoiu to test in yours.
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[14:59:56] <lynxlynxlynx> Avenger: re ambidexterity and 2w: it's not just simple boni, so i'll hardcode it
[15:00:09] <Avenger> k
[15:00:19] <lynxlynxlynx> the offhand penalty also depends on whether the weapon is light
[15:00:43] <lynxlynxlynx> small vs martial weapons
[15:02:20] <lostLinSoul> lynxlynxlynx: After starting a new game, try the following in the console 'GemRB.MoveToArea("AR5400")'
[15:02:59] <lostLinSoul> That should drop you straight onto the Nashkel Mines map if your game is not modded
[15:03:14] <lostLinSoul> At least I think it should.....
[15:03:56] <lynxlynxlynx> btw, you can omit GemRB. in the console
[15:04:39] <lostLinSoul> Ah, that's good to know - thanks
[15:05:43] <lynxlynxlynx> also, i added a shortcut, since this is used often: mta
[15:05:59] <lynxlynxlynx> prism is still fine here
[15:16:54] <lostLinSoul> Weird - why doesn't he die when playing in WINE then?
[15:20:13] <lostLinSoul> Is there any way of getting extra info on what is happening in the game?
[15:20:51] <lostLinSoul> On my console output all is can is is:
[15:21:00] <lostLinSoul> ""[ResourceManager]: Searching for prism.cre...[Override]
[15:21:15] <lostLinSoul> 'Displaying string on: prism'
[15:21:56] <lostLinSoul> What I presume is "Prism - Death" that I see in the game
[15:22:54] <lynxlynxlynx> hmm, iwd2 doesn't use the itemprof field either
[15:23:17] <lynxlynxlynx> the string thing is probably some overhead text
[15:25:50] <lynxlynxlynx> oh
[15:25:58] <lynxlynxlynx> if you just want him alive, respawn him
[15:26:04] <lynxlynxlynx> cc("prism")
[15:28:21] <lostLinSoul> ...
[15:28:35] <lostLinSoul> I currently have 12 dead Prisms'
[15:28:51] <lynxlynxlynx> great
[15:28:59] <lynxlynxlynx> you can debug it easily then
[15:29:05] <lostLinSoul> As soon as he spawns he dies!
[15:30:17] <lostLinSoul> How do I do that?
[15:31:00] <lynxlynxlynx> Avenger: so i was thinking of extending itemdata.2da with proficiency info (connected feat) - i guess the weapon prof feats aren't there yet? It's impossible to tell from those spell names
[15:31:23] <lynxlynxlynx> lostLinSoul: you're on linux, right?
[15:31:31] <Avenger> i thought that data is already in some table
[15:31:35] <lostLinSoul> Yes I am
[15:31:43] <lynxlynxlynx> install gdb if you don't have it
[15:31:49] <lynxlynxlynx> Avenger: bg1 uses itemtype
[15:32:07] <lynxlynxlynx> err proftype
[15:33:01] <Avenger> iwd/how/pst ?
[15:33:38] <Avenger> i really thought we already have this mapping
[15:35:54] <Avenger> itmimporter uses it
[15:36:02] <Avenger> looks like it was done only for bg1
[15:36:36] <lynxlynxlynx> the others use weapprof.2da
[15:36:44] <Avenger> that is different thing
[15:36:47] <lynxlynxlynx> not sure why we remap in bg1
[15:37:04] <Avenger> weapprof.2da is for proficiency selection
[15:37:14] <Avenger> proftype is to map itemtypes to proficiencies
[15:37:20] <Avenger> bg2 didn't need this
[15:37:27] <Avenger> because bg2 items contain the proficiency
[15:37:31] <Avenger> other games don't
[15:37:37] <lynxlynxlynx> yes
[15:37:50] <lynxlynxlynx> not sure about iwd, but bg1 has it unset
[15:37:51] <Avenger> so, you just need to compile proftype for pst/how/iwd2 :)
[15:38:14] <Avenger> all other games got a hardcoded internal table
[15:38:32] <Avenger> i missed to create proftype for iwd it seems
[15:43:10] <lynxlynxlynx> ok, something for next week
[15:44:39] <Avenger> meh, iwd is so disappointing, they even hardcoded the potential hated race list
[15:46:21] <lynxlynxlynx> yep, but we already have that
[15:46:40] <lynxlynxlynx> too bad the item types aren't sorted
[15:54:24] <Avenger> why do you need that?
[15:54:36] <Avenger> small weapons?
[15:55:24] <lynxlynxlynx> yes
[15:55:31] <lynxlynxlynx> i'll just add another column
[15:57:22] <Avenger> if you really need another column, maybe use the itemdata thing
[15:58:08] <lynxlynxlynx> itemdata is already used for two other things
[15:58:11] <Avenger> the itemtype.2da is better stay a pure matrix
[15:58:14] <lynxlynxlynx> in the same column :P
[15:58:22] <Avenger> yes, but you can add a new column
[15:58:25] <lynxlynxlynx> not itemtype, proftype
[15:59:15] <Avenger> actually, i would merge those two and handle all this crap in the item loader
[15:59:56] <Avenger> maybe later :)
[16:00:34] <lostLinSoul> lynxlynxlynx: right I started gemrb from gdb, but have no idea how to step through code after reviving prism through the console
[16:01:34] <lostLinSoul> nor how to access gdb while gemrb is running for that matter...
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[16:05:07] <lynxlynxlynx> i suggest you break on RefreshHP
[16:05:23] <lynxlynxlynx> wait
[16:05:28] <lynxlynxlynx> first Actor::Die
[16:05:30] <tomprince> and you don't want to be running fullscreen.
[16:05:42] <lynxlynxlynx> then respawn him
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[16:20:51] <lostLinSoul> Forgive my incompetance, but one I start stepping through the actor::Die, I am unable to use gemrb console to revive prism and if I have actor::refreshhp on it keeps returning to the debugger continually
[16:21:45] <lostLinSoul> What function does cc call?
[16:26:17] <lynxlynxlynx> createcreature
[16:26:32] <lynxlynxlynx> but just use actor::die
[16:26:40] <lynxlynxlynx> continue until the game loads
[16:26:43] <lynxlynxlynx> then respawn him
[16:26:51] <lynxlynxlynx> it should trigger again
[16:27:20] <lynxlynxlynx> following through cc is pretty pointless, unless you just want to check some stats
[16:37:01] <lostLinSoul> Not sure what I'm looking for here
[16:37:49] <lostLinSoul> From what I can see nothing/no-one killed prism "Breakpoint 1, Actor::Die (this=0x3ad71c0, killer=0x0)"
[16:38:30] <lostLinSoul> And he had a lot of hp? "pcf_hitpoint (actor=0x3ad71c0, hp=4294967294)"
[16:38:58] <wjp> that's -2
[16:39:15] <wjp> can you get a backtrace to see what called Die?
[16:43:22] <lostLinSoul> I tryped backtrace and got:
[16:43:30] <lostLinSoul> #6 0x00007ffff7d385b0 in Map::AddActor (this=0x3c46930, actor=0x3b047c0)
[16:43:40] <lostLinSoul> #5 0x00007ffff7d99eee in Actor::SetMap (this=0x3b047c0, map=<optimized out>)
[16:43:51] <lostLinSoul> #4 0x00007ffff7d2e23d in Inventory::EquipItem (this=0x3b05860, slot=10)
[16:43:59] <lostLinSoul> #3 0x00007ffff7d2cf8c in Inventory::AddSlotEffects (this=0x3b05860, index=<optimized out>)
[16:44:07] <lostLinSoul> #2 0x00007ffff7d9ed6e in Actor::RefreshEffects (this=0x3b047c0, fx=<optimized out>)
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[16:44:14] <lostLinSoul> #1 0x00007ffff7da0fca in pcf_hitpoint (actor=0x3b047c0, hp=4294967294)
[16:44:22] <lostLinSoul> #0 Actor::Die (this=0x3b047c0, killer=0x0)
[16:44:52] <wjp> hm, so he's damaged and killed by an item he has in his inventory?
[16:44:54] <fuzzie> that's interesting
[16:46:05] <lostLinSoul> I just took from where I thought relevant onwards
[16:46:26] <lostLinSoul> When he dies there are no items on the ground...
[16:46:44] <lostLinSoul> If he has inventory, he should drop it right?
[16:47:12] <fuzzie> not all inventory is droppable
[16:47:17] <lostLinSoul> He doesn't even have the stolen items...
[16:49:34] <wjp> if you do, in gdb: "frame 3" (to go to AddSlotEffects), and then "print itm->Name" you should get the name of the responsible item, I think
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[16:49:53] <wjp> (assuming I'm not confused and it hasn't been optimized out)
[16:51:32] <lostLinSoul> #3 0x00007ffff7d2cf8c in Inventory::AddSlotEffects (this=0x3b05860, index=<optimized out>)
[16:51:37] <lostLinSoul> 281 Owner->RefreshEffects(eqfx);
[16:51:44] <lostLinSoul> $1 = "fist\000\000\000\000"
[16:52:34] <lostLinSoul> So he's putting up his dukes and he dies!?
[16:53:01] <lostLinSoul> Without even hitting anything???
[17:04:45] <lostLinSoul> I'm sorry to say I'm a complete novice at this stuff, although I have some basic c++, using gdb is a first for me. Anyone have any other ideas?#
[17:08:16] <fuzzie> it is pretty weird :)
[17:08:51] <tomprince> Is it just the first time RefreshEffects is being called on that actor?
[17:09:13] <fuzzie> that seems quite likely
[17:09:44] <lostLinSoul> I'm assuming so because of Map::AddActor()
[17:10:46] <lostLinSoul> I used the cc command to create the actor who immediately dies, so this is all related to him
[17:21:48] <lostLinSoul> Prism dies every time I enter the map in which he is so I'm trying to find out why...
[17:25:18] <tomprince> lostLinSoul: Perhaps try breaking on Map::SpawnCreature and Actor::RefreshEffects, then respwan him, and then continue, to verify that the RefreshEffects triggering the death is the first one that occurs on the actor.
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[17:48:43] <lostLinSoul> Yes the RefreshEffects is the first on that occurs on that actor
[17:49:16] <lostLinSoul> 1st one that occurs on that actor
[17:49:33] <lostLinSoul> Then he dies
[18:00:30] <tomprince> So, the question is what effect is triggering it.
[18:01:25] <lostLinSoul> I did a print of the effect name previously and it was $1 = "fist\000\000\000\000"
[18:02:59] <wjp> if you mean the things I suggested, that was the name of the item triggering the RefreshEffects
[18:03:16] <lostLinSoul> Well that is comming from the item equip of EquipItem
[18:05:12] <lostLinSoul> I did try to print out the previous and Modified of RefreshEffects, but that was just a long list of numbers and I had no idea what was what
[18:05:34] <lostLinSoul> Should I relay them here?
[18:15:59] <lynxlynxlynx> no
[18:16:07] <lynxlynxlynx> only one or two are important here
[18:16:47] <lynxlynxlynx> too bad pcf_hitpoint doesn't use the old value
[18:18:36] <lynxlynxlynx> break at that spot in Map::AddActor
[18:18:41] <lynxlynxlynx> then respawn him
[18:19:08] <lynxlynxlynx> then: p BaseStats[0]
[18:19:24] <lynxlynxlynx> then: p BaseStats[41]
[18:22:55] <lostLinSoul> I'm in Map::AddActor, but there is no BaseStats in that function...
[18:24:33] <lynxlynxlynx> right
[18:24:38] <lynxlynxlynx> act-> or actor->
[18:24:49] <lynxlynxlynx> actor->BaseStats[0]
[18:25:32] <lostLinSoul> I realised I was being daft...
[18:25:45] <lostLinSoul> p actor->BaseStats[0] : $14 = 4294967294
[18:26:00] <wjp> i.e., -2
[18:26:17] <lostLinSoul> p actor->BaseStats[41] : $15 = 7
[18:27:32] <brad_a> i know what is going on i think
[18:27:45] <brad_a> doesnt he die after the quest completes?
[18:27:55] <brad_a> that is probably being triggered
[18:28:13] <lostLinSoul> He should do, but he dies as soon as I enter the map
[18:29:32] <fuzzie> you would think that negative HP leading to death would be correct :p
[18:30:26] <lostLinSoul> So BaseStats[0] is HP?
[18:31:13] <lostLinSoul> No wonder...how does he survive in wine then...
[18:31:27] <fuzzie> IE_HITPOINTS is 0
[18:31:38] <lostLinSoul> Prism give a nic amount of XP which is why I care
[18:31:44] <fuzzie> what is 83 (IE_MINHITPOINTS)?
[18:32:10] <fuzzie> although I suppose if that is the culprit then it would probably be set by a *later* item
[18:35:45] <lostLinSoul> Does that mean that the item is being equiped *before* it should be?
[18:36:29] <lostLinSoul> Just to make all aware I am using a BGT install
[18:36:56] <lostLinSoul> That should be a problem though, should it?
[18:37:30] <lostLinSoul> lynxlynxlynx says his prism does not die, so could have something to do with it...
[18:37:54] <lostLinSoul> But what and why?
[18:38:31] <lynxlynxlynx> still looks like low constitution penalty
[18:39:05] <lostLinSoul> Penalty?
[18:39:28] <lynxlynxlynx> but 7 is fine, it is 0 there unless bgt changed it
[18:40:11] <lynxlynxlynx> so two things to check
[18:40:14] <lynxlynxlynx> the inventory
[18:40:29] <lynxlynxlynx> something like actor.inventory->dump()
[18:40:49] <lynxlynxlynx> that should help determining if he has any minhp items
[18:41:19] <lynxlynxlynx> and checking the hp even earlier, where creimporter reads it from disk
[18:47:12] <lostLinSoul> the is an actor.inventory->dunmp(), but gdb won't let me run it
[18:50:16] <lostLinSoul> call actor.inventory->dump
[18:50:36] <lostLinSoul> returned: $19 = {void (Inventory * const)} 0x7ffff7d2d9a0 <Inventory::dump()>
[18:51:06] <lostLinSoul> Should there be a file I can find somewhere now?
[18:56:04] <wjp> you missed the ()
[19:03:03] <lostLinSoul> call actor.inventory->dump()
[19:03:10] <lostLinSoul> Cannot resolve method Inventory::dump to any overloaded instance
[19:03:25] <lostLinSoul> Doesn't work
[19:03:59] <lostLinSoul> actor.inventory->dump()
[19:04:06] <lostLinSoul> Undefined command: "actor". Try "help".
[19:04:14] <lostLinSoul> Doesn't work either
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[19:06:07] <wjp> which function are you in atm?
[19:06:27] <lostLinSoul> Mal::AddActor
[19:06:35] <lostLinSoul> Map::AddActor
[19:07:19] <wjp> ah, the '->' should be a .
[19:08:06] <lostLinSoul> Thanks, that worked
[19:08:29] <lostLinSoul> Prisms inventory:
[19:08:41] <lostLinSoul> 10: fist - (1 0 0) Fl:0x2029 Wt: 0 x 0Lb
[19:08:49] <lostLinSoul> 15: misc43 - (2 0 0) Fl:0x2ca1 Wt: 20 x 0Lb
[19:08:56] <lostLinSoul> Equipped: 1000
[19:09:04] <lostLinSoul> Total weight: 0
[19:09:09] <lostLinSoul> $23 = void
[19:15:01] <fuzzie> hrmph.
[19:15:35] <lostLinSoul> Trying to figure out where to break in creimporter
[19:17:37] <wjp> a printf might be easier if you only want hp
[19:19:31] <lostLinSoul> Either way still need to find where it has to go...
[19:22:11] <lostLinSoul> would ReadChrHeader be the best place?
[19:23:54] <lostLinSoul> Or GetActor?
[19:25:09] <wjp> from what I can tell it's setting hitpoints in GetActor(), with the lines
[19:25:12] <wjp> str->ReadWordSigned( &tmps );
[19:25:12] <wjp> act->BaseStats[IE_HITPOINTS]=(ieDwordSigned)tmps;
[19:26:31] <wjp> I'd probably print the longname where it's reading that, and then later print the hitpoints there
[19:28:24] <wjp> so that's printMessage("CREImporter", "name: %s", WHITE, poi); after the "setting longname" line (before the free)
[19:28:57] <wjp> and printMessage("CREImporter", "hitpoints: %d", WHITE, tmps); directly after setting the IE_HITPOINTS stat
[19:29:42] <lostLinSoul> Is printf message a debug function that was written?
[19:30:18] <lostLinSoul> "printf message" -> printMessage
[19:30:47] <lostLinSoul> I was literally going to use printf
[19:33:33] <lynxlynxlynx> yes, it uses printf internally
[19:34:07] <wjp> oh, I forgot the \n's
[19:34:45] <wjp> we have sabotaged printf in gemrb
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[19:41:25] <lostLinSoul> lol, seems that is often done!
[19:41:38] <lostLinSoul> Well that worked!
[19:41:39] <VicTT> Hi there
[19:41:52] <lostLinSoul> [ResourceManager]: Searching for prism.cre...[Override]
[19:41:53] <lostLinSoul> [CREImporter]: name: Prism
[19:42:00] <lostLinSoul> [CREImporter]: hitpoints: 4
[19:42:36] <wjp> hello VicTT
[19:42:50] <lostLinSoul> Hello VicTT
[19:42:56] <VicTT> Is anyone free to help me out with probably #1 on the Top 10 FAQ?
[19:43:23] <VicTT> Or at least point me in the direction of the logfile?(There *is* a logfile somewhere on my Android device, isn't there?)
[19:43:23] <brad_a> which is?
[19:43:36] <VicTT> How to run GemRB on an Android Device :)
[19:44:05] <VicTT> i.e. how I should modify the .cfg file, since that's the only way I can interpret the silent fail..
[19:44:36] <-- Yoshimo has left IRC (Read error: Operation timed out)
[19:44:43] <lostLinSoul> No idea abouit Android, so that's me out...
[19:44:54] <VicTT> Idea no. 1: Should the paths towards the games be full paths, or do relative paths work too?i.e. are
[19:44:56] <VicTT> GamePath=./BG2/
[19:44:56] <VicTT> CD1=./BG2/
[19:44:56] <VicTT> CD2=./BG2/CD2/
[19:44:56] <VicTT> CD3=./BG2/CD3/
[19:44:56] <VicTT> CD4=./BG2/CD4/
[19:44:56] <VicTT> CD5=./BG2/CD5/
[19:45:02] <VicTT> legit paths?
[19:46:19] <brad_a> http://forums.gibberlings3.net/index.php?showtopic=23913
[19:46:39] <VicTT> which is a longer version of RTFM..alright..I'm on it..thank you :)
[19:46:49] <brad_a> http://forums.gibberlings3.net/index.php?showtopic=24008
[19:47:35] <brad_a> sorry i dont know what else to tell you. i dont know anything about running on android
[19:47:53] <VicTT> thanks..that should get me started up nicely..
[19:48:13] <brad_a> hopefully one day there will be a nice gui interface on android for doing setup
[19:48:59] <lostLinSoul> So it appears that equiping his fists causes him to die and for some reason that is happen before it should, or am I off track here
[19:50:48] <VicTT> Until that fateful day, I think I'm gonna script one via Tasker..if anyone's interested in the end product, just holler..should be done in a week, tops..
[19:53:36] <brad_a> before i completely sabatoge video playback: is there a reason truecolor is checked each frame instead of at setup?
[19:54:09] <lynxlynxlynx> if you let it download the demo, it will also drop in a working config file and then you'd just install the real game at the same location as the demo
[19:54:13] <lynxlynxlynx> (removing it first)
[19:54:50] <lynxlynxlynx> lostLinSoul: can you upload your hpconbon.2da somewhere? it should be in override/
[19:54:56] <lynxlynxlynx> no problem if you don't have it
[19:55:52] <VicTT> Question..How do I disable the "Ab" at the top-left corner?
[19:56:21] <lynxlynxlynx> whatever that is
[19:56:21] <VicTT> There is a faded out Button-like-thingie that says "Ab"..(game started, yes..relative paths don't work)
[19:57:13] <lynxlynxlynx> for android build/wrapper stuff it is best to ask on the forum, since both developers are only present there
[19:57:46] <lostLinSoul> I only have one occurance of that file in my build directory in gemrb/tests/minimal/data/hpconbon.2da, is that what you are referring to or should there be another?
[19:59:47] <fuzzie> from your game data, lynx means
[20:00:21] <lostLinSoul> oh wait let me have another look
[20:01:48] <VicTT> so "no" developers are present here?
[20:02:03] <lynxlynxlynx> not android related
[20:02:06] <VicTT> ever?
[20:02:14] <lynxlynxlynx> most of the time
[20:02:20] <lynxlynxlynx> beholder comes here rarely
[20:02:27] <lynxlynxlynx> alx i think i saw only once
[20:02:49] <fuzzie> you should be able to disable "Ab" button (virtual keyboard) in SDL options at the start, I thought
[20:02:53] <fuzzie> but I only have vague knowledge
[20:03:37] <VicTT> Thanks, fuzzie..I thought it might be SDL-related..had no way to check, because my device crashed shortly after it going to sleep with BG2 running
[20:12:06] <VicTT> question, hopefully irrelevant of Android build - do stacks of items (like arrows) show their number somewhere to the middle-right of the inventory slot, as opposed to bottom-right, like in the original game(s) (Baldur's Gate 2)?Also, are there blue rectangles that delimit inventory slots?
[20:12:10] <lostLinSoul> lynxlynxlynx: It's winging it way to you email
[20:12:50] <lostLinSoul> lynxlynxlynx: It's winging it's way to your email
[20:13:13] <lostLinSoul> My typos are really getting me down these days...
[20:13:20] <fuzzie> the blue rectangles indicate magical items, which is possibly an iwd2-ism
[20:14:42] <lynxlynxlynx> it is
[20:14:57] <VicTT> then either every item that I own is magical in its own lil way, or they made it android-build-specific..
[20:15:03] <lynxlynxlynx> the labels are aligned like in bg2
[20:15:08] <lynxlynxlynx> misaligned a bit
[20:15:38] <VicTT> Bug :)
[20:15:53] <VicTT> Lemme check if it's outstanding, or if it's new..
[20:16:30] <lynxlynxlynx> the border is a feature
[20:17:09] <VicTT> Oh, no..I'll take it as such, it's just that I found a bug..
[20:17:17] <VicTT> another bug, that is..
[20:18:17] <VicTT> There is absolutely *no* difference in the core engine between builds, right?
[20:18:42] <VicTT> So any core engine bug that pertains to the Android build should also be reproducible in the Windows build, for instance, right?
[20:18:57] <fuzzie> yes
[20:19:05] <VicTT> Good..
[20:19:32] <VicTT> Should I post the bug in its current form, or do some research of my own to figure out where else it applies?
[20:24:16] <VicTT> Initial form: "Jan Jansen has Arbane's Sword+2 equipped and is in the Copper Coronet. Jan Jansen casts "Hold Monster" at "Commoner", and is in range of the effect. The icon for "Held" appears on his portrait, statistics show the same, yet the spell does not affect allies. "Arbane's Sword+2" makes the wielder immune to "Hold Person"-like effects."
[20:24:40] <VicTT> should I try and narrow it down on my own, or will that do?
[20:25:11] <brad_a> that sounds good to me
[20:25:32] <VicTT> does anyone have a link to the forum where I can post bugs?Should I post my savegame as well?
[20:25:58] <VicTT> Does the main build also have that weird button that only appeared in multiplayer games in the original BG2?
[20:30:24] <VicTT> well, this sucks..there's even the wrong casting sounds/animation AND animation stops prematurely..
[20:31:27] <lynxlynxlynx> aha
[20:31:39] <lynxlynxlynx> that hpconbon has a -2 modifier
[20:32:22] <lynxlynxlynx> so that could be it somehow
[20:33:03] <lostLinSoul> What the heck? Is that not normally there?
[20:33:35] <lynxlynxlynx> it's modified if i compare it to bg2
[20:33:42] <VicTT> Okay, this is screwed up bigtime..
[20:33:46] <lynxlynxlynx> but that's perfectly legitimate
[20:34:05] <VicTT> "Remove Magic" dispels effects on party members..
[20:34:42] <lostLinSoul> When you say legitimate, does that mean it should not kill Prism?
[20:34:47] <VicTT> Question..does GemRB mind that I have the latest patch/bg2fixespack installed?
[20:34:53] <lynxlynxlynx> lostLinSoul: yes
[20:35:07] <lynxlynxlynx> VicTT: no
[20:36:28] <VicTT> so then it can't be that..
[20:36:38] <lostLinSoul> Well this is getting us nowhere really..
[20:37:25] <fuzzie> lostLinSoul: is this *only* BGT? because it doesn't seem to touch that table at all
[20:38:36] <lostLinSoul> it's bgt with some other mods, I sent lynxlynxlynx my wiedu log
[20:39:52] <VicTT> Fascinating..hold monster holds the caster..
[20:40:56] <fuzzie> this is with 0.7 Android build?
[20:41:09] <VicTT> yep
[20:41:48] <VicTT> (has nothing to do with Arbane's Sword+2, it just protected from the effect and the icon stayed there)
[20:42:10] <VicTT> the rabbit hole's getting deeper..
[20:42:19] <fuzzie> actual 0.7 or market one?
[20:42:27] <VicTT> Downloaded it off the market..
[20:42:52] <lynxlynxlynx> lostLinSoul: follow on from creimporter
[20:43:01] <fuzzie> it is marked '0.7.0.1' which is a bit suspicious
[20:43:23] <lynxlynxlynx> try braking on actor:refreshhp then
[20:43:34] <VicTT> the version I downloaded is "0.7.0.1", EXACTLY..
[20:43:36] <lynxlynxlynx> that's where the con malus would come into play
[20:43:50] <lynxlynxlynx> fuzzie: that's about a week old upload
[20:44:14] <fuzzie> but is it 0.7.0 or is it a random snapshot?
[20:44:27] <lynxlynxlynx> snapshot
[20:44:40] <VicTT> so you think something as serious as "Hold Monster holds the caster" and "Remove Magic works like Dispel Magic" would've been fixed in the last week?
[20:45:07] <VicTT> Would I check that via Android Market?
[20:45:10] <wjp> hrm, unrelated, but all those ability bonuses seem to be using the wrong formula in 3rd ed, unless IWD2 uses something else than regular D&D? ( (value-10)/2 instead of value/2-5 )
[20:47:05] <wjp> but I suppose it's just wrong
[20:47:17] <lynxlynxlynx> VicTT: no
[20:47:24] <fuzzie> VicTT: they are the kind of thing which get broken in development versions, but I am not keeping track.
[20:47:34] <lynxlynxlynx> some of that is surely still broken
[20:47:48] <fuzzie> hold monster was definitely working last time I played
[20:48:08] <lynxlynxlynx> for me atleast the silly illithid version
[20:48:26] <lynxlynxlynx> don't remember any mishaps with remove magic, but haven't used it much
[20:48:45] <lynxlynxlynx> it would almost need to have the wrong projectile assigned though
[20:49:02] <VicTT> well..okay..
[20:49:20] <fuzzie> but there's all this iwd2 effect stuff recently that I can't make heads nor tails of
[20:49:29] <lynxlynxlynx> so it's also important if your game is modded
[20:49:39] <VicTT> It's just that it was the first spell I casted..what are the odds that purely by chance, I picked a broken spell?
[20:49:52] <VicTT> Well, it is..I suppose..
[20:49:58] <VicTT> It has bg2fixpacks installed..
[20:50:06] <VicTT> but that's not supposed to break anything spell-wise..
[20:50:16] <lynxlynxlynx> wjp: would it make any difference?
[20:50:46] <wjp> yes, the current git one has no penalty for 9, but in D&D that's a penalty of 1
[20:51:00] <wjp> ( / rounds towards zero)
[20:51:16] <lynxlynxlynx> ok, then it needs fixing
[20:51:21] <wjp> will commit
[20:51:50] <VicTT> let me check their official bugfix list to see if there's anything remotely related to remove magic or hold monster..
[20:51:56] <fuzzie> VicTT: gemrb is *definitely* very experimental, but those are common spells
[20:52:05] <lostLinSoul> lynxlynxlynx: what do you want me to do once I break at Actor::RefreshHP
[20:52:06] <fuzzie> and everyone plays with fixpack for bg2 I would think
[20:52:41] <lynxlynxlynx> step through slowly
[20:52:42] <VicTT> fuzzie: if I compile a list of issues, could you submit them for me?
[20:52:49] <VicTT> fuzzie: I know..what the heck?:P
[20:52:59] <lynxlynxlynx> checking the various hp values after every change
[20:53:34] <CIA-125> GemRB: 03wjpalenstijn * r7c19fe060d2a 10gemrb/gemrb/core/Interface.cpp:
[20:53:34] <CIA-125> GemRB: Fix 3rd ed ability penalties.
[20:53:34] <CIA-125> GemRB: In D&D 8 and 9 give a penalty of 1; 6 and 7 of 2, etc...
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[20:54:27] <VicTT> wow..this just got a lot more interesting
[20:55:12] <VicTT> "Hold Person" is the same BUT, there's an interesting twist that I hadn't noticed before..
[20:55:41] <VicTT> You know the animation that comes with someone being held? (the spinning ball-thingie over the top of their heads)
[20:55:51] <lostLinSoul> lynxlynxlynx: did youi see anything in ly weidu log that could case the Prism issue (that you are aware of) via a conflict of some sort?
[20:56:21] <VicTT> Well, it appears somewhere below (I'd say around 5' south of the caster, atop NOTHING) and the caster is held..
[20:56:54] <VicTT> fuzzie: you were saying something about projectiles?
[20:57:47] <lynxlynxlynx> the location is a known bug
[20:58:10] <lynxlynxlynx> lostLinSoul: not really, maybe the changelog output would help, but it's probably not just the cre file
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[20:59:13] <VicTT> Tried to cast "Clairvoyance", nothing happened, clicked again, nothing happened, moved, got "Casting failed: indoors" and now are unable to cast any spells
[20:59:40] <VicTT> wait, no..sorry..I'm a moron, that's 'cause I'm silenced..
[21:01:12] <VicTT> uhm...:-s
[21:02:21] <VicTT> right...Chant doesn't work..
[21:02:39] <VicTT> only works on the caster, even though party's inside a 30' radius
[21:02:59] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=developers:bugs:badspells
[21:03:01] <lynxlynxlynx> do it there
[21:03:15] <VicTT> thank you for the link ;))
[21:04:07] <VicTT> so how would I post them?
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[21:05:26] <VicTT> fuzzy: Are you using fixpack version 9?
[21:06:34] <lynxlynxlynx> register and update the page
[21:10:13] <VicTT> this is not confined to spells..scripts are acting weird too..
[21:10:48] <VicTT> for instance, the mages in the slaver stockade are attacking melee after casting defensive spells..
[21:10:58] <lostLinSoul> lynxlynxlynx: After breaking at Actor::RefreshHP(), I did one step then 'p BaseStats[0]': $26 = 4294967294
[21:11:17] <lostLinSoul> That's already dead isn't it?
[21:11:38] <lostLinSoul> Or am I looking at the wrong stat?
[21:11:48] <lynxlynxlynx> that's -2, yes
[21:12:02] <lynxlynxlynx> what was the first step? sorry, can't look at the code
[21:12:20] <lostLinSoul> int bonlevel = GetXPLevel(true);
[21:13:46] <VicTT> and they're casting spells they don't have (like high-level Finger-of-death's, by the looks/duration/sound of it) that don't show up in the log, and after they're done casting all that crap, bam! Chromatic orb that actually works..
[21:14:02] <VicTT> and registers in the log and does damage..
[21:14:05] <lostLinSoul> Seems that the HP is already at -2 when RefreshHP is called.
[21:14:39] <VicTT> (Talking about mage in red in Slaver Stockade, Athkatla that doesn't have high-level spells)
[21:14:52] <brad_a> mods?
[21:15:19] <VicTT> bg2fixpackBG2 Fixpack
[21:15:19] <VicTT> A Gibberlings Three Mod
[21:15:19] <VicTT> Authors: Multiple, see below
[21:15:19] <VicTT> Project Lead: CamDawg, aka 'Cam' Camagna
[21:15:19] <VicTT> On the web: Home page and discussion forum
[21:15:20] <VicTT> Version 9 - Check for the most recent version
[21:15:20] <VicTT> Languages: English, French, German, Italian, Korean, Polish, and Spanish
[21:15:21] <VicTT> Platforms: Windows, Mac OS X, and Linux
[21:17:25] <lynxlynxlynx> VicTT: casting spells that you don't have is normal, the ai does it all the time
[21:17:42] <lynxlynxlynx> think for example how silly jon would look if the normal rules applied
[21:20:31] <VicTT> Well, sure..but they take time to do it...
[21:20:34] <VicTT> Nice..
[21:20:53] <VicTT> I just loaded a savegame from the beginning of the game, the first dungeon..
[21:21:02] <VicTT> Main char is a fighter/mage/cleric
[21:21:15] <VicTT> Main char casts Glitterdust (is in range) and gets blinded..
[21:21:21] <VicTT> FMC - Glitterdust: FMC
[21:21:24] <VicTT> FMC - Blinded
[21:21:31] <VicTT> Icon appears
[21:22:21] <lynxlynxlynx> VicTT: nope, depending on which action is used they can also be instantaneus, uninterruptable, nondepleting, cast by dead actors
[21:24:19] <VicTT> Update: "You have rested for 8 hours.", tried casting Glitterdust farther away from myself to test whether being in range for the effect has any relevance. Click. Character walks in range to fire the spell. And then pauses. And waits, and waits..Frustrated, I click "Cast spell" and glitterdust again..I don't get to aim it, he starts casting it, takes him 1 round for a 3 cast time (approx.) spell,
[21:24:19] <VicTT> and nothing happens..
[21:24:22] <VicTT> the spell is wasted..
[21:26:01] <VicTT> lynxlynxlynx: That's all nice and fine, but does that mean that the AI should start casting animations for spells they don't have, and waste time while you pound them?
[21:26:31] <VicTT> that negatively affects gameplay; it isn't just theoretical anymore..
[21:26:53] <lynxlynxlynx> yes, that's what happens in the original too
[21:27:26] <lynxlynxlynx> for some of those special cases we should maybe not draw the casting graphics, but that's it
[21:27:59] <VicTT> hmmm..
[21:28:01] <lynxlynxlynx> if only their (ai) reaction is problematic, then there is maybe an action bug somewhere, but you haven't actually shown anything odd yet
[21:28:16] <VicTT> okay..
[21:28:26] <VicTT> what about Glitterdust affecting the PC?
[21:28:44] <VicTT> so it's not odd for a mage to go melee?
[21:29:19] <VicTT> It also seems to blind you no matter what.
[21:29:27] <VicTT> i.e. doesn't care about saves..
[21:29:39] <VicTT> I got blinded 4 times in a row..
[21:30:52] <VicTT> Sound plays for spells expiring (blindness@Glitterdust) even when they should replace each other..
[21:32:40] <lynxlynxlynx> glitterdust is unrelated and clearly buggy
[21:32:41] <VicTT> "Dispel Magic" has the wrong casting sound associated..
[21:32:53] <lynxlynxlynx> data bug
[21:33:46] <VicTT> Minor Spell Turning has the wrong spell casting animation associated (should be blue ball, is currently green thingie - like the one for lower resistance)
[21:35:25] <VicTT> wrong casting sound for "dire charm" - is like 'lower resistance', should be like 'hold person'..
[21:35:56] <lynxlynxlynx> also data bugs
[21:35:59] <VicTT> any way you could index these for me somehow, or point me in the right direction, so I can just submit a list of them?
[21:36:04] <VicTT> what do "data bugs" mean?
[21:36:16] <lynxlynxlynx> the sound reference is stored in the item file
[21:36:23] <lynxlynxlynx> hard for us to get it wrong
[21:36:45] <lynxlynxlynx> the school thing is similar, though there's a bit bigger chance it's more complicated
[21:36:58] <lynxlynxlynx> VicTT: i already pointed you to the wiki, do it there
[21:37:10] <VicTT> okay.....so where do data bugs come from, why are they there in the first place?
[21:37:24] <VicTT> I can't find a register button..
[21:37:33] <VicTT> How can you fix them?
[21:37:45] <VicTT> gimme the lowdown so I know if I should submit them or not
[21:39:24] <VicTT> Minor Spell Sequencer: the caption where it should say "Level 1" or "Level 2", says "Level 111", and "Level 112" respectively..
[21:39:56] <VicTT> just tell me one thing...
[21:40:20] <VicTT> are these bugs related at all to bg2fixpack v9?Has anyone checked compatibility with v9?What about v8?
[21:40:25] <VicTT> What are you using, fuzzie?
[21:41:02] <lynxlynxlynx> the version shouldn't really matter
[21:41:34] <lynxlynxlynx> look for the login button, i don't think there's one separate for registration
[21:42:04] <VicTT> "FMC - Casts Chromatic Orb: Pseudo Dragon
[21:42:11] <VicTT> Pseudo Dragon - Magic Resistance
[21:42:15] <VicTT> Pseudo Dragon - Magic Resistance
[21:42:16] <VicTT> Pseudo Dragon - Magic Resistance
[21:42:21] <lynxlynxlynx> data bugs can come from mods, the original or our misunderstanding
[21:42:22] <VicTT> Pseudo Dragon - Death
[21:42:32] <VicTT> FMC - did 12 damage to FMC
[21:42:36] <VicTT> "
[21:42:42] <VicTT> what kind of bug is this one?
[21:43:05] <lynxlynxlynx> damage was misapplied?
[21:43:11] <VicTT> Methinks so..
[21:43:21] <VicTT> Yeah..It was misapplied..
[21:44:36] <VicTT> This is a clean install with only bg2fixpack v9 applied
[21:45:02] <lynxlynxlynx> no patch?
[21:45:37] <VicTT> well, sure..patch as well.
[21:45:45] <VicTT> mod-wise, only bg2fixpack
[21:45:56] <VicTT> Baldur's Gate II: Throne of Bhaal Patch Version 26498 ReadMe
[21:48:26] <VicTT> how do I find out if I'm running the US/EU version?
[21:54:07] <VicTT> could anyone be bothered to post their PC "override" directory in .7z form somewhere?
[21:54:41] <VicTT> or at least an md5 hash list for all the files so I can see where/who screwed what over?
[21:54:46] <VicTT> if not why..
[21:56:22] <VicTT> get back to me when you can...I'll be gone a while..
[22:10:56] <lynxlynxlynx> i don't think that would help
[22:16:50] <lostLinSoul> lynxlynxlynx I think that Prisms health is already at -2 once GameData.GetCreature is finished
[22:18:41] <fuzzie> presumably it is the con bonus then
[22:18:52] <lostLinSoul> But I'm completely lost now
[22:20:48] <fuzzie> Actor::GetHpAdjustment (core/Scriptable/Actor.cpp:4515) adjusts the hitpoints of player classes up/down depending on their constitution by looking up a value in hpconbon and multiplying by GetXPLevel(false)
[22:21:51] <lynxlynxlynx> yes
[22:22:13] <lynxlynxlynx> prism would need to have a few levels and a player class
[22:26:15] <lostLinSoul> what's the difference between ie_level, ie_level2, ie_level3? Is it for multiclassing
[22:28:23] <lynxlynxlynx> yes
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[22:48:30] <lostLinSoul> Looks as if his level is set to 3
[22:50:19] <lostLinSoul> So I'll need to modify my game a gamefile and set his level to 1?
[22:51:29] <lostLinSoul> As a test what can I use to do that
[22:51:35] <tomprince> I'd not suggest changing his level to fix this.
[22:51:36] <wjp> no, you should probably set his HP higher
[22:51:37] <lynxlynxlynx> 3? but's that only -6 then
[22:51:51] <lynxlynxlynx> you said he has 7 on import
[22:52:52] <lostLinSoul> No he has 4, his constitution is 7
[22:53:31] <tomprince> I guess he has a minhp1 item, or some such?
[22:53:34] <lostLinSoul> I think BaseStats[41] is constitution...
[22:54:11] <wjp> so everything is consistent I guess? 4 hp, 3 levels at -2 each -> -2 -> dead?
[22:54:20] <lynxlynxlynx> here, ingame, he's at 4hp, also 3rd level
[22:54:49] <lynxlynxlynx> Class: 1
[22:55:14] <lynxlynxlynx> a true npc
[22:55:14] <lostLinSoul> YOu said my hpconbon was different to yours didn't you?
[22:55:20] <lynxlynxlynx> yep
[22:55:43] <wjp> I wonder if the original BG2 didn't apply the con mod here, or if it just didn't kill him
[22:55:53] <lynxlynxlynx> we currently only check if the class is a player class when applying the con mod
[22:56:06] <lynxlynxlynx> maybe ea should be used too
[22:56:29] <lostLinSoul> ea?
[22:57:13] <lynxlynxlynx> enemy/ally stat
[22:57:31] <lynxlynxlynx> we could check for neutrals, so it wouldn't affect those where it really matters
[22:57:40] <lynxlynxlynx> it would also fix this case of yours
[22:57:53] <lynxlynxlynx> good hunting btw!
[22:58:57] <lostLinSoul> Thanks, I thought I'd failed...hard
[22:59:15] <lynxlynxlynx> well, iesdp also has 0 at 7, so maybe it is bgt's fault
[22:59:49] <lynxlynxlynx> not sure if adding hacks to accomodate that is so good
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[23:01:16] <lostLinSoul> I think I have a mod which tweaks bonuses and I went for the P&P rules maybe that is the cause?
[23:01:24] <lynxlynxlynx> even with that change on our end, he'd die immediately if you made him turn hostile
[23:01:34] <lynxlynxlynx> yeah, sounds likely
[23:01:53] <lostLinSoul> Damn it!
[23:03:18] <lostLinSoul> How about not applying the bonus if it kill the char!
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[23:04:51] <lostLinSoul> So if the bonus reduces health to 1 (or some reasonably low number) that fine, but below that it is not applied...
[23:05:52] <Avenger> if glitterdust affects the caster, then it is a projectile targeting bug. I thought that is working.
[23:07:13] <lostLinSoul> Just to make sure NPC don't get killed off...unless you are atacking them!
[23:07:33] <lostLinSoul> Or they have been scripted to die
[23:07:56] <CIA-125> GemRB: 03lynxlupodian * ra0fb98254d7e 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[23:07:56] <CIA-125> GemRB: be more lenient with hp con bonus/malus - ignore neutral actors
[23:07:56] <CIA-125> GemRB: shuts up atleast one incomplete p&p ruleset conversion
[23:08:06] <CIA-125> GemRB: 03lynxlupodian * rdde8a2a47ca5 10gemrb/gemrb/core/Scriptable/Actor.cpp: implemented iwd2 dualwielding penalties/boni except for light weapons
[23:08:27] <Avenger> about the con bonus: i'm pretty sure it is applied on all actors, non player classes are treated as fighter
[23:08:30] <lynxlynxlynx> lostLinSoul: the mod should account for the consequences of its actions
[23:08:43] <Avenger> if there is a bug about the hp, then it affects all
[23:09:05] <tomprince> But, bg2 handles it (since it works in wine?
[23:09:21] <lostLinSoul> ...
[23:09:24] <lynxlynxlynx> definitely not all, don't you remember all the squirrels and rabits dying?
[23:09:27] <Avenger> try this: in original game create a character with low con, set it to level 10, make it hurt below 10 hp. Save.
[23:09:31] <Avenger> load in gemrb
[23:09:34] <lostLinSoul> Yes it work fin in wine
[23:09:36] <Avenger> lets see if it survives
[23:10:15] <lostLinSoul> That's how I notice my change to get 3000+ XP plus a few goodies!
[23:10:35] <Avenger> lynx, i'm pretty sure it is a bug
[23:11:16] <lynxlynxlynx> it's a buggy mod
[23:11:36] <Avenger> the squirrel hack may keep them alive, but it is not a correct implementation
[23:11:36] <lynxlynxlynx> ok, maybe it works like poison in wesnoth, it can't kill
[23:11:50] <lostLinSoul> lol
[23:12:45] <Avenger> hit die cannot be less than 1, in that aspect, yeah,
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