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[02:56:50] <tomprince> fuzzie: A solution to cmakes dependency idiocy. (At least if it doesn't use the dep info for msvc) "#define SFINAE(x) x\n#include SFINAE("include.h")\n#undef SFINAE"
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[03:46:29] <tomprince> I stated hacking on properly tracking the cache directory. cache-dir-hack
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[07:32:45] <fuzzie> tomprince: the include thing really works and isn't eaten by some preprocessor bug? :)
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[08:28:33] <edheldil> tomprince: ArchiveImporter for SAV is really a bit unlucky choice, it's a BIF for me :)
[08:29:32] <fuzzie> certainly imo a SAV is not first an Archive
[08:30:12] <edheldil> fuzzie: I think (and at least in DnD 3e it is so) that creature's HPs are defined by only its hit die, i.e. 3d12 or some such.
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[08:31:53] <fuzzie> edheldil: definitely not the case for normal bg2 chars, though
[08:32:11] <edheldil> by chars you mean PCs?
[08:32:23] <fuzzie> and also enemies with player classes
[08:36:52] <edheldil> possibly, so maybe it's defined by their class... e.g. looking into MM, Avalancher: Hit Dice: 6d10+30 (63hp) (it has con 21)
[08:37:07] <fuzzie> yes
[08:37:23] <fuzzie> so what I wrote is that the bonuses only happen if you're a player class, which seems reasonable to me :)
[08:37:43] <edheldil> Changeling (1st lev warrior, con:12) has 1d8+1, (3rd lev rogue, con:10) had 3d6
[08:38:16] <fuzzie> the die roles are manually done at level up, i think
[08:38:18] <edheldil> poor changelings don't get full HP on the 1st level :)
[08:38:37] <fuzzie> but i think the idea of the constitution bonus is that it changes when your constitution changes
[08:39:11] <edheldil> yep. you get levl*dCON on a change, I think
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[08:41:05] <edheldil> but e.g. in the changelings above, they clearly have the con bonus already counted in
[08:43:43] <edheldil> and undeads have no con bonus at all
[08:44:14] <fuzzie> yes
[08:44:18] <fuzzie> but bg2 saves them with no con bonus :)
[08:44:28] <fuzzie> and i think undeads all have non-player class
[08:45:08] <fuzzie> for player classes you have MAGE, FIGHTER, up to MONK, then it starts with non-player classes like ANKHEG and GHOUL and SKELETON and etc
[08:45:35] <fuzzie> this stuff is easy to test for the player classes, because you can simply load original savegames into gemrb and compare the char info screens
[08:49:32] <edheldil> I think that just testing whether the class is one of PC ones sounds reasonable
[08:49:44] <edheldil> I can't test now and here :)
[08:50:33] <fuzzie> well, it stops the squirrels from dying, i am happy with it :P
[08:50:43] <fuzzie> tomprince would like to remove the GameOnCD diskswapping stuff, also
[08:52:28] <fuzzie> since that is all your stuff, i said you should be asked about it
[08:53:39] <edheldil> I am afraid that my ability to fix it is rather limited these days (I can hack only for a half an hour when commuting to work), so do as you please with it
[08:54:15] <edheldil> if you keep BIFs open, it will not be able to eject the disk anyway
[08:55:07] <fuzzie> well, that is why the plan, i think
[08:55:15] <fuzzie> but i think BIFs are copied to hard drive before use
[08:55:38] <edheldil> is there a reason for removing it other than stands in the path of current progreass? :)
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[08:58:12] <fuzzie> well, it doesn't work, no-one seems likely to use it, and it causes problems for keeping BIFS open etc, i guess?
[08:58:42] <edheldil> btw, what is exultbot good for? Logging the channel?
[08:58:49] <fuzzie> yes
[08:59:06] <fuzzie> i think that's all but you'd have to ask wjp :)
[08:59:24] * edheldil kicks exultbot
[08:59:31] <lynxlynxlynx> do we crash if you force-join a nonpc-classed npc?
[08:59:37] <edheldil> no fun with it :)
[09:00:10] <fuzzie> no idea
[09:00:38] <edheldil> if it gets PCStruct, it could work, I think ;/
[09:01:59] <edheldil> ahh ... no portraits
[09:02:06] <edheldil> -s
[09:02:13] <edheldil> no paperdoll
[09:04:07] <lynxlynxlynx> portraits have a fallback and i think paperdoll isn't mandatory
[09:04:26] <lynxlynxlynx> i don't know if we bound the force-join to a key yet though
[09:04:33] <lynxlynxlynx> but i should be working, bbl ;)
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[09:36:29] <wjp> edheldil: pretty much only logging
[09:37:01] <edheldil> thanks :)
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[12:07:11] <Beh0lder> hi all
[12:08:28] <Beh0lder> I found a bug in current GemRB
[12:10:15] <Beh0lder> Creating preview in saves is incorrect, it always a part of game menu (GUIOPT)
[12:10:21] <Beh0lder> BG1
[12:10:46] <fuzzie> you have a clean tree?
[12:11:05] <fuzzie> by which I mean, you didn't just copy the new files without removing the old ones?
[12:11:46] <Beh0lder> Hm, may be.
[12:11:47] <fuzzie> you should make sure you don't have any GUIScripts/bg1/GUISAVE files
[12:13:01] <Beh0lder> Thanks, I try to delete old ones and copy latest from GIT.
[13:00:21] <lynxlynxlynx> there is a bug with the preview too, but maybe different
[13:00:38] <lynxlynxlynx> well, definitely different
[13:01:01] <lynxlynxlynx> if the msgwin is expanded to its full size, it creeps into the shot on some resolutions
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[17:53:47] <fuzzie> hi
[17:54:04] <tomprince> hello
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[19:26:07] <dhewg> was anyone so kind to test if the hashmap works on a msvc6 binary?
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[19:58:12] <tomprince> The boot test appears to run...
[19:58:30] <fuzzie> w/DirectoryImporter?
[19:58:44] <fuzzie> i think i have to go install it in a vm, myself, for it to be convenient
[19:58:48] <tomprince> http://localhost:9010/builders/msvc%2B%2B6/builds/169
[19:59:19] <tomprince> s/localhost:9010/buildbot.gemrb.org/
[20:01:23] <tomprince> And it claims there is a binary there ...
[20:02:44] <tomprince> For some reason it takes ~4x as long as the mingw binary to upload.
[20:03:06] <fuzzie> hm, 43.2mb?!
[20:04:06] <fuzzie> i mean, i can grab that, but it means i'm saturating your upstream
[20:06:01] <tomprince> np.
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[20:53:05] <Avenger> i thought cia will be gone for good, but it looks like i was wrong
[20:54:46] <fuzzie> someone mumbled something about it having very quickly been taken over by others
[20:55:18] <Avenger> yep, it was quick
[20:55:39] <Avenger> apparently it is a good service :D
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[21:03:43] <fuzzie> well, i guess it's obvious why the msvc6.zip is huge :P
[21:03:58] <tomprince> ....
[21:04:29] <fuzzie> all the intermediate link files are in there too, etc
[21:04:44] <fuzzie> and i guess that's not enabled for any mingw builds (does it do that?)
[21:06:11] <tomprince> I don't know. I just told it to install, using the cmake generated install target, and then zipped up that directory.
[21:07:09] <fuzzie> you zipped up the build dir too, apparently
[21:07:49] <tomprince> That would do it.
[21:07:59] <fuzzie> install/ dir is grat