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

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[04:49:24] <duffolonious> http://pastebin.com/EdA9Ayng
[05:36:44] <duffolonious> this seems to more or less crash the game (can't do anything, the GUI overlay vanishes)
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[08:18:29] <pupnik_> hi duffolonious
[08:19:15] <pupnik_> what wa the key to generate that again, i forgot
[08:36:40] <fuzzie> did iwd have a Biff?
[08:55:19] <edheldil> fuzzie: http://www.eowyn.cz/gemrb/iwd/manifests/Manifest_IWD_HOW_cs.txt
[09:02:08] <fuzzie> i mean, a Biff the Understudy :)
[09:02:25] <edheldil> ahh, sorry :)
[09:03:02] <edheldil> I wondered whether you still had the fever :)
[09:03:15] <fuzzie> i do :(
[09:03:23] <fuzzie> going to go croak at doctors some more today
[09:03:33] <edheldil> :(
[09:03:43] <fuzzie> i guess i will probably have more time for gemrb after, though, since i already failed half my courses :P
[09:03:45] <edheldil> and TP is so far MIA
[09:04:25] <fuzzie> it looks like only pst (with zombies) had a Biff the Understudy equivalent though
[09:04:59] <lynxlynxlynx> you sure are a magnet for little green nasties :/
[09:09:01] <edheldil> zombies in pst worked like that? I always loaded when I had lost a party member, so I do not know :)
[09:09:29] <fuzzie> lynxlynxlynx: re your last commit: you're now not setting 'target' if a spell has no name?
[09:10:27] <lynxlynxlynx> hmm, indeed, i'll check if it was set before
[09:10:46] <fuzzie> i think the 'if (LastTarget) {' bit with the GetActorByGlobalID should be above the GetString bit, and then if the internal check is changed to 'if (target)' then it fixes a bug which was there before, which is that it would crash on target no longer existing
[09:11:29] <fuzzie> the internal check meaning the one which is now inside the stricmp check, i mean
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[09:13:28] <fuzzie> i'd also appreciate you reviewing f8fad776 if you haven't already
[09:13:35] <fuzzie> (the clasweap changes)
[09:14:52] <lynxlynxlynx> http://pastebin.ca/1959932 <-- you meant like this?
[09:15:15] <fuzzie> that looks perfect
[09:18:36] <fuzzie> the 'char' for the lingering song round count is a bit silly though, were you just trying to save space?
[09:18:49] <fuzzie> oh, i am forgetting to actually type lines
[09:18:57] <fuzzie> there was meant to be a "everything else committed recently looks good"
[09:19:20] <lynxlynxlynx> yes, just trying to save space
[09:21:38] <lynxlynxlynx> the classweap commit looks okish, but i haven't tested it
[09:22:57] <CIA-22> GemRB: 03lynxlupodian * r185572fe4c62 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: fixed the last commit to set and check the target more often, thanks fuzzie
[09:22:58] <fuzzie> all i'm unsure about is the kits stuff: if it is fine for all bg1/iwd stuff to ignore kits and just lookup their classname in clasweap, i think it is fine
[09:23:32] <lynxlynxlynx> i'm not sure about the table difference, but iirc one of our overrides was adjusted for it
[09:23:47] <lynxlynxlynx> and yeah, mage schools could be problematic
[09:30:05] <CIA-22> GemRB: 03lynxlupodian * rab8f3f5ae7ed 10gemrb/gemrb/override/shared/bardsong.spl: bardsong.spl: changed the duration to one bg round (from almost 16)
[10:16:38] <pupnik> :)
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[16:38:44] <Avenger> hello
[16:39:11] <Avenger> fuzzie: your latest commits fix the lysan dialog bug?
[16:39:40] <Avenger> oops, that wasn't yours
[16:39:43] <fuzzie> i haven't committed anything :P
[16:40:24] <fuzzie> i asked lynx to apply a spellcasting fix but i don't think it would change dialog
[16:40:41] <Avenger> yeah, so that's a still pending bug
[16:40:45] <fuzzie> but our dialog stuff is a mess anyway
[16:40:57] <Avenger> i started an iwd game, but i'm still not near lysan :)
[16:41:17] <fuzzie> i made a forum post about some of it, months ago
[16:42:25] <fuzzie> but i guess it is probably some script bug.
[16:45:13] <Avenger> first condition in lysan's script:
[16:45:17] <Avenger> IF
[16:45:19] <Avenger> !Global("LYSAN_DEAD","GLOBAL",0)
[16:45:20] <Avenger> !Dead("YSELF)")
[16:45:22] <Avenger> THEN
[16:45:23] <Avenger> lol
[16:45:34] <Avenger> i really like these black isle gems
[16:45:56] <fuzzie> there are *loads* of those in iwd
[16:46:03] <fuzzie> all kinds of different kinds
[16:46:57] <fuzzie> i was worried for a while about whether they actually worked in the original engine :)
[16:47:05] <Avenger> well, there is a setdialoguerange(300) and a dialog([pc]) there
[16:47:24] <fuzzie> and we don't handle dialoguerange
[16:47:35] <fuzzie> so probably just that simple
[16:47:44] <Avenger> dialog[pc] would make it walk to the pc anyway
[16:47:55] <fuzzie> yes, but it fails if it can't path-find
[16:48:07] <Avenger> hmm ok, that is a possibility
[16:48:28] <Avenger> probably the cave is full of yetis
[16:48:33] <fuzzie> that happens a lot
[16:48:40] <Avenger> and the range is set in the original to 'hack' the pathfinder :)
[16:48:43] <fuzzie> there is a situation at the start of iwd2 which breaks the game a lot
[16:49:07] <fuzzie> where you leave the ship and someone tries speaking to [pc]
[16:49:10] <Avenger> ok, maybe this is just an unsupported feature
[16:49:22] <Avenger> hmm, if the pc is no the first?
[16:49:32] <Avenger> or how could that happen
[16:49:39] <Avenger> wouldn't they try to talk to the nearest pc?
[16:50:34] <Avenger> yeah reig also has SetDialogueRange(300)
[16:50:41] <Avenger> so maybe this is the same problem
[16:51:56] <Avenger> it has a Range(LastSeenBy(Myself),18,LESS_THAN) check too
[16:52:19] <Avenger> so, i wonder what is the default dialog range
[16:52:25] <fuzzie> i thought you already worked that out
[16:52:29] <Avenger> and how it scales with SetDialogeRange
[16:52:42] <Avenger> not in iwd :)
[16:53:06] <fuzzie> oh, maybe you worked out visual range
[16:55:00] <Avenger> max operating distance is 40 pixels
[16:55:07] <Avenger> that is the talking distance now
[16:55:17] <Avenger> that is probably too small
[16:56:01] <Avenger> i don't think it is the same, let me see
[16:56:41] <Avenger> i mean, it is the same in our engine, but i really doubt that's the case in the ie
[17:01:59] <Avenger> well, i already see it is using personalspace
[17:07:05] <Avenger> (((circlesize1-1)/2) + ((circlesize1-1)/2) +1) ^2 should be less than distance square
[17:07:23] <Avenger> hmm, that is almost touching circles?
[17:08:21] <Avenger> the second circlesize is of course of the second talker
[17:09:23] <fuzzie> but where is the dialog range there?
[17:10:14] <Avenger> nowhere
[17:10:20] <Avenger> i saw no constant
[17:11:33] <fuzzie> that doesn't make much sense
[17:11:34] <Avenger> the code starts near 009380F7
[17:11:53] <fuzzie> this is measured in pixels, not search squares?
[17:12:00] <Avenger> squares
[17:12:16] <Avenger> it divides the coordinates by square sizes
[17:12:36] <fuzzie> it makes a bit more sense with search squares
[17:12:43] <fuzzie> i mean, if this is bg2
[17:12:48] <Avenger> then multiplies it by itself
[17:12:50] <Avenger> yes bg2
[17:13:01] <fuzzie> bg2 requires you be pretty close for dialog
[17:13:16] <Avenger> then calculates that formula i almost correctly wrote above :)
[17:14:22] <fuzzie> annoying if true though, the BIS games are not like this
[17:14:22] <Avenger> hmm, i forgot how the circlesize data scales
[17:14:49] <Avenger> i can check pst
[17:15:16] <fuzzie> pst definitely allows a bit more distance
[17:15:31] <Avenger> i don't see its code just as well, but i think i can find it
[17:15:49] <fuzzie> but it has no dialog range magic
[17:15:53] <Avenger> hmm, well, didn't find the action code yet
[17:18:10] <fuzzie> i wouldn't worry about it
[17:19:09] <Avenger> ok, then i won't force it :) i started with the pst effect code because i already got that manually earlier
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