#gemrb@irc.freenode.net logs for 12 Nov 2014 (GMT)

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[13:43:41] <fizzle> lynx: there's a pretty obvious bug in VerbalConstant that might be causing the g3 issue
[13:43:50] <fizzle> will trade for a fix for the transition issue :)
[13:46:49] <lynxlynxlynx> hehe
[13:47:10] <lynxlynxlynx> i know it should do a similar check than the other case
[13:47:49] <lynxlynxlynx> yesterday was mostly a fruitless chase after you left, but i'll have more time tomorrow
[13:54:42] <fizzle> I'll check in a fix when I get home
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[14:24:49] <lynxlynxlynx> riiight, i am being silly
[14:25:21] <lynxlynxlynx> i keep forgetting the backtrace is not historically accurate
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[15:29:42] <lynxlynxlynx> t-5
[16:00:33] <fuzzie> bisecting, or rosetta? :P
[16:04:23] <lynxlynxlynx> rosetta :D
[16:08:29] <fuzzie> \o/
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[17:28:24] <edheldil> apparently the harpoons did not fire as previously thought :(
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[18:58:29] <Seniorita> [commit] lynxlynxlynx: GetLearnablePriestSpells: filter out spells from other classes https://github.com/gemrb/gemrb/commit/b54880b9d0f4dceccafb840bf57a39956e039b7b
[20:39:52] <lynxlynxlynx> investigating more, it feels a bit like the map didn't get its search map updated, though that wouldn't explain the one-directionality
[20:40:24] <lynxlynxlynx> jumping around I did find some areas where I can move more freely
[20:42:40] <Lightkey> annual GOG.com D&D sale with all Infinity Engine games, the Neverwinter Nights and three more for $21.10
[20:42:48] <Lightkey> next 17 hours
[20:46:27] <lynxlynxlynx> the ingame overlays prove it's not the case
[20:51:51] <Lightkey> oh, also something new, if you collect (click on a button) on gog.com each day for the next six days, you get The Witcher 2: Assassins of Kings: Enhanced Edition and The Gamers: Director's Cut for free
[20:52:17] <Lightkey> s/six/seven
[20:58:31] <lynxlynxlynx> they're nice
[20:58:41] <lynxlynxlynx> i already have tw2 though
[20:59:00] <lynxlynxlynx> even preorder v3
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[21:01:24] <brada> did anybody try breaking in the DoStep method to see if the values there are sane? or if itss even getting called at all?
[21:01:40] <lynxlynxlynx> i'm in the middle of it
[21:01:52] <lynxlynxlynx> just scratching my head why we call it 82 times per tick
[21:02:11] <lynxlynxlynx> every other call is the failure one DoStep(~0)
[21:03:06] <lynxlynxlynx> http://paste.debian.net/131491/
[21:03:07] <Seniorita> debian Pastezone
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[21:03:41] <brada> how does that compare to when it works tho?
[21:04:14] <brada> walk_speed=4294967295 sure doenst seem right
[21:04:19] <lynxlynxlynx> haven't checked yet, it's an organic session
[21:04:27] <lynxlynxlynx> no, that just the ~0
[21:05:03] <brada> oh
[21:07:04] <lynxlynxlynx> there is some jerking, so it does seem it could be any of the reset logic like for timestops and summons and similar
[21:07:17] <lynxlynxlynx> it's wierd that it's so selective though
[21:09:11] <lynxlynxlynx> and yeah, DoStep is always returning true there causing that
[21:09:59] <brada> yes its updating the orientation so it must be reaching the end
[21:10:17] <brada> er maybe not
[21:10:33] <brada> what is the diff i wonder between SetOrientation and AdjustPositionTowards
[21:11:08] <brada> not that its relevant to this
[21:11:11] <brada> so no matter
[21:12:04] <brada> so is it this check: ( time - timeStartStep ) >= walk_speed
[21:12:05] <lynxlynxlynx> sometimes path is null
[21:12:17] <lynxlynxlynx> so it doesn't even get that far
[21:12:33] <brada> i see
[21:12:46] <brada> i wonder why path being null returns true tho
[21:13:11] <brada> on the surface it seems like not having a path would mean there are no more steps
[21:13:28] <brada> er is that what true does men
[21:13:33] <lynxlynxlynx> yes
[21:14:17] <lynxlynxlynx> that timing check is never true btw
[21:14:48] <lynxlynxlynx> though walk speed is a bit high, i'd expect 9 or 18 since i'm hasted
[21:15:20] <brada> i think that case might be for timestop and friends
[21:15:43] <Seniorita> [commit] fizzet: set default VVC sequence flags on BAM VVCs https://github.com/gemrb/gemrb/commit/ba80d02f8e6beadc5c614587a93f49d68c7490b0
[21:15:44] <Seniorita> [commit] fizzet: use spsmpuff instead of non-existant smokepuffeffect https://github.com/gemrb/gemrb/commit/d958b51d6156c8c205d0eeae1ad9dc54e6754fbc
[21:15:46] <Seniorita> [commit] fizzet: add Map::GetScriptableByGlobalID https://github.com/gemrb/gemrb/commit/e7b780a54f0c1daf26d6ac2e405ce34bf25a5c21
[21:15:46] <brada> its amazing how i did so much work here and have no recollection of it
[21:15:47] <Seniorita> [commit] fizzet: use new Map::GetScriptableByGlobalID https://github.com/gemrb/gemrb/commit/27c2f1a4c3d5edb0fac21e296c0a855c846bfe33
[21:15:48] <Seniorita> [commit] fizzet: VerbalConstant: fix possible out-of-bounds access with missing sound sets https://github.com/gemrb/gemrb/commit/4e6d4a6813e8439e54dee05659351c99f0badc06
[21:16:03] <lynxlynxlynx> nah, it's ok
[21:17:19] <brada> that verbalconstant fix should fix the pst crash right?
[21:17:19] <lynxlynxlynx> however, i do see a difference
[21:17:37] <lynxlynxlynx> in the save that's ok, time is around 2k, not in the millions
[21:18:08] <lynxlynxlynx> however that's likely just the fact that i loaded
[21:18:24] <fizzle> brada: wasn't that bg? but yes
[21:18:42] <brada> fizzle: no, im talking about another crash
[21:18:51] <fizzle> oh
[21:19:09] <brada> the one on lynx’s wiki page
[21:20:29] <lynxlynxlynx> fizzle: that puff is the ugly one for summons?
[21:23:28] <brada> the time is just the game ticks right? so its value itself isnt important, but its value relative to timeStartStep is
[21:25:43] <brada> why is actor->GetBase(IE_STATE_ID)&STATE_CANTMOVE checked separately from Immobile()?
[21:26:05] <brada> I would think Imobile should just incorporate that check
[21:26:15] <fizzle> lynx:yes
[21:27:13] <brada> also raises the question why Game::EveryoneNearPoint isnt calling Actor::Imobile
[21:27:23] <fizzle> later
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[21:28:16] <lynxlynxlynx> brada: all the states and things that cause immobility aren't perfectly understood
[21:28:28] <lynxlynxlynx> don't move it around on a whim please
[21:28:44] <brada> i wont. im just asking :)
[21:29:06] <lynxlynxlynx> but yeah, something is reseting timeStartStep too often
[21:29:21] <lynxlynxlynx> when i do get that far, it always ends up with the same delta
[21:30:34] <brada> unfortunately, there are a few places that gets reset
[21:31:24] <brada> i wonder why it is called in Actor::RefreshEffects
[21:31:42] <brada> presumably something to do with old/timestop since it checks imobile first
[21:32:07] <brada> i guess thats not the culprit then since imobile is returning false for you
[21:32:19] <lynxlynxlynx> i'll test deeper
[21:32:23] <lynxlynxlynx> i can move in some directions
[21:32:28] <lynxlynxlynx> i can move a bit
[21:32:39] <lynxlynxlynx> so Immobile could be true sometimes
[21:34:25] <brada> thats very odd that you can move in some directions...
[21:35:21] <lynxlynxlynx> nope, not triggered
[21:35:29] <brada> so AdjustPositionTowards is what seems to do the actual movement
[21:35:40] <lynxlynxlynx> checking the other two, though one immediately looks impossible
[21:36:34] <lynxlynxlynx> yeah, the other one does it
[21:36:36] <lynxlynxlynx> Scriptable.cpp:2074
[21:39:33] <brada> if timeStartStep is > time then there would be an underflow when calling AdjustPositionTowards
[21:39:59] <brada> that would presumably lead to oddness
[21:40:27] <lynxlynxlynx> here it was always 66 smaller
[21:40:55] <lynxlynxlynx> something is cancelling the steps, so we keep resetting the next one to the same path
[21:42:53] <brada> did you try forcing a stop() on the actor to see if that revives their ability to walk?
[21:44:40] <lynxlynxlynx> by default they have no action running
[21:44:44] <lynxlynxlynx> but let's see
[21:45:15] <brada> stop also calls ClearPath()
[21:45:33] <lynxlynxlynx> Actor->Stop()?
[21:45:41] <lynxlynxlynx> didn't look it cleared the path at all
[21:47:12] <brada> you can try calling ClearPath() directly
[21:48:13] <lynxlynxlynx> yeah, but i have to restart
[21:48:21] <lynxlynxlynx> managed to crash the session
[21:48:32] <brada> he he
[21:49:52] <brada> if you are calling Stop on a scriptable* from gdb you probably have to manually upcast it to an actor to hit the right stop method
[21:51:56] <lynxlynxlynx> i did it from an actor frame
[21:55:16] <lynxlynxlynx> eeh
[22:01:50] <lynxlynxlynx> i'll have to go prepare for my talk, so just doing a lazy valgrind run
[22:03:33] <brada> never hurts
[22:03:49] <brada> after next week hopefully ill have time to dedicate to gemrb in some way
[22:12:09] <lynxlynxlynx> http://sprunge.us/baWF
[22:12:17] <lynxlynxlynx> nothing all that relevant
[22:12:26] <lynxlynxlynx> though i didn't know about the palette / effect one
[22:13:07] <lynxlynxlynx> the fx_puppet_master is from jon's projected images
[22:13:54] <lynxlynxlynx> the saving one is also not new
[22:15:02] <lynxlynxlynx> anyway, no more today
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