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

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[09:19:44] <lynxlynxlynx> http://pastebin.com/KtvYQs7g indeed it is simpler
[09:21:05] <fuzzie> you should do 'state >= ModalSpell.size()' and allow future expansion, although i don't know if that's hardcoded anywhere else
[09:21:09] <fuzzie> erm
[09:21:10] <fuzzie> could do!
[09:21:40] <lynxlynxlynx> ok
[10:17:11] <CIA-13> GemRB: 03lynxlupodian * rbc92d3b33cca 10gemrb/gemrb/override/ (bg2/modal.2da iwd2/modal.2da pst/modal.2da shared/modal.2da): modal.2da: added columns with starting/ending/failing strings
[10:17:13] <CIA-13> GemRB: 03lynxlupodian * r55c30841c2f6 10gemrb/gemrb/ (4 files in 2 dirs): display entering/leaving modal action messages
[10:17:17] <CIA-13> GemRB: 03lynxlupodian * r1ca3859dcfec 10gemrb/gemrb/docs/en/Tables/modal.txt: modal.txt: documented the new columns
[10:17:21] <CIA-13> GemRB: 03lynxlupodian * r37e5f81b7265 10gemrb/gemrb/ (9 files in 9 dirs): removed redundant constant strings from the core
[12:14:07] <lynxlynxlynx> huh
[12:14:34] <lynxlynxlynx> checking the times in Actor::UpdateActorState, it doesn't appear to be run every round
[12:15:30] <lynxlynxlynx> first time window was 3060, the second 720 in gameTime; roundTime is always 0
[12:16:21] <lynxlynxlynx> seems pretty much random
[12:17:18] <fuzzie> roundTime is for combat rounds
[12:18:14] <fuzzie> are modal effects really synced to those?
[12:18:25] <lynxlynxlynx> yes at -2, but this function still isn't called just each round
[12:19:15] <fuzzie> UpdateActorState is called every script update round, so every AI_UPDATE_TIME, 1/15th of a second
[12:19:27] <lynxlynxlynx> i don't know if they're synced, but the time gap should be at least one round (900 ticks in bg2 afaik)
[12:20:10] <lynxlynxlynx> ((gameTime-roundTime)%ROUND_SIZE==0) <-- so this isn't adequate
[12:20:20] <fuzzie> but that ((gameTime-roundTime)%ROUND_SIZE==0) is going to sync it to combat rounds
[12:20:40] <fuzzie> which will be erratic, because combat rounds get reset etc
[12:20:40] <lynxlynxlynx> ((gameTime-roundTime)%(ROUND_SIZE*AI_UPDATE_TIME)==0) <-- something like this?
[12:20:52] <fuzzie> no, ROUND_SIZE is already in AI_UPDATE_TIME multiples, i think
[12:21:00] <fuzzie> //default (ROUND_SIZE) is 6 seconds: 15 (AI_UPDATE_TIME)*6 (ROUND_SECODS)=90
[12:21:39] <lynxlynxlynx> ah
[12:22:53] <fuzzie> GameTime is increased by GlobalTimer using game->AdvanceTime, but it looks like it is going to be very unreliable
[12:23:07] <lynxlynxlynx> even without the combat complication
[12:23:09] <fuzzie> it's not doing one increment per frame
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[12:27:35] <fuzzie> i guess that is trying to compress things when the framerate is too low, but it probably needs to be modified to single-step
[12:27:57] <fuzzie> i tried fixing some of the users a long time ago, but i think it just leads to confusing bugs
[12:29:23] <lynxlynxlynx> yep, i bet the remaining spellcasting timing issues are just general
[12:33:12] <fuzzie> it's confusing how IE has several 'round times'
[12:33:40] <fuzzie> you have the combat one, the spell one, and some things which just happen to run at intervals of a round
[12:33:49] <fuzzie> i still haven't worked out exactly how PS:T changes it
[12:34:23] <lynxlynxlynx> the first two may be the same
[12:35:24] <fuzzie> well, i mean, they're different in the sense that their start points can differ
[12:35:31] <lynxlynxlynx> which reminds me, we don't do recovery times yet, everyone has improved alacrity
[12:35:32] <fuzzie> so you can cast and then jump right into combat and then cast
[12:36:33] <fuzzie> and it makes sense because, yes, they're more recovery times than actual rounds, but it confuses me :)
[12:37:55] <fuzzie> i think the most important bit there is working out which actions obey recovery times and which don't, but someone's probably already worked that out
[12:38:12] <lynxlynxlynx> maybe they're still the same and you can only do that manuever with high apr / quick weapons PLUS quick casting spells; just competing for the same round ticks
[12:38:33] <lynxlynxlynx> recovery time sounds so boring, there's a very fancy name for it
[12:38:52] <fuzzie> no, you can count the seconds with the slower ranged weapons and longer spells :)
[12:39:14] <fuzzie> there's a whole bunch of walkthroughs out there discussing how to take advantage
[12:39:49] <fuzzie> but it gets complicated with melee weapons, so i never quite worked it out
[12:40:51] <fuzzie> and, yes, your aura is filled with magical residue or something, hence the aura cleansing
[12:41:29] <fuzzie> it's very .. dorky? :)
[12:41:35] <Gekz> kinky
[12:49:00] <lynxlynxlynx> apparently spellcasting also does an initiative roll
[12:49:21] <lynxlynxlynx> aura cleansing, yes!
[12:52:22] <lynxlynxlynx> no mention of it in the manual
[13:06:58] <edheldil> lynxlynxlynx: it's called cooldown in WoW, I think it's a cool name ;-)
[13:08:15] <lynxlynxlynx> pfft
[13:08:48] <edheldil> whereas in DnD 3 and 3.5 there's (as you probably know) move action, standard action, full-round action, but I do not know whether it applies to IWD2
[13:12:03] <fuzzie> i think iwd2's rounds are not modified much from bg2
[13:12:22] <fuzzie> but it is a bit difficult to test these things
[13:12:26] <fuzzie> and manuals lie
[13:31:49] <CIA-13> GemRB: 03lynxlupodian * r53c982a0e9eb 10gemrb/gemrb/core/ (Actions.cpp Actor.cpp Actor.h):
[13:31:49] <CIA-13> GemRB: do a skill check before (re)applying the modal effect and display the
[13:31:49] <CIA-13> GemRB: failed attempt message on failure
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[18:11:45] <lynxlynxlynx> edheldil: here?
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[21:07:47] <fuzzie> anyone here familiar with openal?
[21:09:19] <lynxlynxlynx> less than you
[21:15:58] <wjp> a bit
[21:21:36] <fuzzie> i'm just trying to work out whether there's a nice way to say "play this .wav file, then this .wav file 150ms later, then this one 200ms later", but i am thinking not
[21:22:01] <fuzzie> it is not gemrb-related so i will write something horrible instead :)
[21:28:04] <wjp> hm, don't know any clean ways
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