#gemrb@irc.freenode.net logs for 13 Dec 2012 (GMT)

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[00:14:20] <lynxlynxlynx> we have plenty of saves, but nobody really made a good effort of playing pst through as far as we know
[00:15:33] <lynxlynxlynx> doubling the play would be far from fun
[00:20:11] <lynxlynxlynx> not sure what the xp would be like, but since pst is mostly about the story, the silly combat and logistics can just be skipped
[00:21:15] <lynxlynxlynx> likely some new crashes now and then, but at least we find them that way :)
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[00:51:03] <chiv> its actually not as bad as you'd think, i mean i dont mind playing through each area twice, as long as I know that the first time round everything is going to work as it should :)
[00:52:11] <chiv> that and, since I understand the engine a bit better, i can probably implement small things myself
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[03:13:05] <chiv> There is definitely something wrong with my ammo patch, it did have a workaround built in but the workaround doesnt seem to be in the git repo. This patch illustrates what the problem is, change characters in the main screen and look at the terminal log: http://pastebin.ca/2293045 . I think the problem results from none of the inventory functions (ie dragitem) were intended to be used from outside inventory.
[03:14:28] <chiv> ^^ that is a hack btw, not a solution...
[03:17:38] <chiv> or it might be a solution, i'm just not sure why there are seperate global ids and pc ids...
[03:27:47] <chiv> on the positive side, i can now choose weapons, abilites, ammo etc from anything in my inventory without going to the inventory page - but if bugs like this are going to happen i might hold on to it until i've done some heavy playing
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[10:03:04] <edheldil> Hi, lynx, I have a script for assembling BAMs based on a recipe
[10:04:28] <lynxlynxlynx> gimp? any format restrictions?
[10:07:10] <edheldil> no, it's a script using iesh. It requires indexed files, because PIL's conversion is terrible (or I do st. wrong)
[10:08:18] <edheldil> but it could be used e.g. in make to assemble bams from source files
[10:08:29] <edheldil> ymmv
[10:13:45] <lynxlynxlynx> indexed in what way?
[10:16:16] <edheldil> I mean color indexed, i.e. paletted images
[10:16:37] <edheldil> e.g. 8 bit bitmaps
[10:16:41] <edheldil> bmps
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[10:28:39] <lynxlynxlynx> aha
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[11:01:51] <edheldil> if you find it useful and lack some feature, tell me .. or if you need st. else
[11:05:06] <lynxlynxlynx> i can guess what an artist would say
[11:05:20] <lynxlynxlynx> "why does it not support png?"
[11:05:47] <lynxlynxlynx> we can commit some of the templates
[11:06:20] <lynxlynxlynx> cursors is mostly 0-20 unpressed then at +20 offset pressed (and some exceptions later)
[11:06:35] <lynxlynxlynx> *0-19
[11:06:54] <lynxlynxlynx> but that can all come later
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[11:17:12] <edheldil> I will look into the conversion from png, I have found some examples
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[12:09:08] <lynxlynxlynx> you could just add a dependency on graphicsmagic or somesuch
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[13:46:06] <edheldil> do you mean imagemagick?
[13:56:09] <lynxlynxlynx> or that
[13:56:17] <lynxlynxlynx> i thought it replaced it
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[15:24:38] <lynxlynxlynx> Avenger: any idea where it would be best to check for AP_ENEMY (on sight)?
[15:25:03] <lynxlynxlynx> we currently do it in a codepath that is ran only at map load and is therefore useless
[15:25:54] <Avenger> i thought it is ran elsewhere as well
[15:27:06] <Avenger> ActorSpottedByPlayer(actor); is called in two places
[15:27:19] <lynxlynxlynx> the other one is for inactive actors
[15:28:00] <lynxlynxlynx> so not really helpful for the main use case
[15:29:19] <Avenger> i don't know, this worked before
[15:29:29] <fuzzie> it worked a long time ago, when we handled inactiveness incorrectly
[15:29:30] <lynxlynxlynx> oh, i think it's not even reached
[15:30:04] <Avenger> yeah, fuzzie is right
[15:30:04] <fuzzie> you should just add a flag for 'is visible' and replace all the relevant draw-queue-using code with it, perhaps, including that ActorSpottedByPlayer bit
[15:30:14] <Avenger> it worked when we started actors inactive
[15:31:10] <fuzzie> presumably it never worked properly for invisible actors
[15:31:23] <lynxlynxlynx> so it actually works in bg1? :)
[15:31:43] <Avenger> yes, but we shouldn't exploit that
[15:31:45] <fuzzie> but you could handle that too, if you make it an actual draw flag
[15:32:41] <Avenger> there are also actors with 'always active ai' i guess those would be buggy too
[15:33:17] <Avenger> so this really needs a new IF_VISIBLE or whatever
[15:33:19] <fuzzie> maybe it'd be better to store the LastDrawnTick for an actor
[15:33:32] <fuzzie> but I don't know how the original handles actors going in/out of sight?
[15:34:01] <Avenger> i have a feeling they go out of sight in the next ai cycle, or something like that
[15:34:01] <lynxlynxlynx> it's odd that they didn't add triggers for this
[15:34:11] <Avenger> they linger a bit on the visibility border
[15:35:08] <Avenger> becamevisible could be triggered by this, if you want. Though i thik that is only for removing invis
[15:35:50] <fuzzie> in any case you will need a flag of some kind
[15:35:53] <Avenger> i thnk there is no trigger to check if an npc is visible by a player
[15:36:18] <Avenger> yes, i don't think a timer is needed, though
[15:36:32] <fuzzie> well, it's kind of difficult with only one flag
[15:36:33] <Avenger> but i don't mind if you do that
[15:36:59] <Avenger> really?
[15:37:04] <fuzzie> but, yes, I guess an IF_NOWVISIBLE or something, and you set it when you check the autopause
[15:37:13] <lynxlynxlynx> don't mind me, i'm already superconfused
[15:37:24] <fuzzie> and then you unset it in ai tick somewhere
[15:51:34] * edheldil helpfully brings a mop in case lynx's head explodes
[15:53:42] <lynxlynxlynx> :)
[16:00:46] <Avenger> i'm already deep in dltcep, sorry.
[16:25:38] <lynxlynxlynx> great, g3 is down
[16:26:04] <lynxlynxlynx> poor ace
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[16:59:33] <lynxlynxlynx> rocket_hamster: do you have any time today?
[17:00:33] <rocket_hamster> for game?
[17:00:46] <lynxlynxlynx> or for a short gemrb quest
[17:01:00] <rocket_hamster> a hour is it enough?
[17:01:07] <rocket_hamster> but not for game
[17:01:13] <rocket_hamster> im to tired to play
[17:01:19] <rocket_hamster> so rather gemrb
[17:02:10] <lynxlynxlynx> sure, it should take about 10 minutes
[17:02:18] <lynxlynxlynx> do you have latest gemrb?
[17:02:54] <rocket_hamster> i will pull new one
[17:04:15] <lynxlynxlynx> thanks
[17:04:51] <rocket_hamster> done
[17:05:21] <lynxlynxlynx> ok
[17:05:33] <lynxlynxlynx> you now have a gemrb/unhardcoded folder
[17:05:49] <lynxlynxlynx> we moved practically all of our "override" files there
[17:06:28] <lynxlynxlynx> one remained, but we don't think it is needed, so just a test will do (only a flag differs)
[17:07:01] <lynxlynxlynx> load a game with a sorcerer or mage / create one with a sorcerer and be sure to pick minor globe of invulnerability
[17:07:13] <lynxlynxlynx> cast it
[17:07:32] <lynxlynxlynx> look at its prettyness
[17:07:33] <lynxlynxlynx> quit
[17:07:43] <rocket_hamster> that all?
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[17:07:54] <lynxlynxlynx> remove gemrb/override/bg2/minorglb.vvc
[17:07:57] <lynxlynxlynx> and retry
[17:08:02] <lynxlynxlynx> there should be no difference
[17:08:05] <lynxlynxlynx> that's all
[17:08:57] <rocket_hamster> im on it
[17:09:41] <rocket_hamster> i have to recompile between the two or is it just game asset?
[17:12:27] <lynxlynxlynx> game asset
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[17:29:52] <rocket_hamster> k
[17:29:55] <rocket_hamster> there is difference
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[17:32:06] <rocket_hamster> with ovveride in place http://91.148.2.85/notremoved.png ; with ovveride deleted http://91.148.2.85/removed1.png
[17:33:47] <lynxlynxlynx> thanks, it's really needed then
[17:34:20] <lynxlynxlynx> could be that bit is on by default, but this is good enough
[17:35:13] <rocket_hamster> what is going on? someone created new assets or just different format encoding?
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[17:35:35] <lynxlynxlynx> we moved the files around to make modding easier
[17:36:26] <rocket_hamster> oh k i will be going, cya later
[17:36:32] <lynxlynxlynx> bye
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[19:26:52] <lynxlynxlynx> Avenger: do you have a mapping of our feats to their names somewhere? the filenames are completely generic
[19:27:18] <Avenger> the filenames are feat<index>
[19:27:34] <lynxlynxlynx> but of what
[19:27:38] <Avenger> so the rownumber in the feat 2da is their index
[19:27:55] <Avenger> there is a 2da describing the feats
[19:28:44] <Avenger> featreq.2da's rownumber
[19:28:58] <Avenger> and the first column is the feat name
[19:29:41] <lynxlynxlynx> ok, so rapidshot would be 31, which we don't have
[19:29:57] <Avenger> probably not needed
[19:30:06] <Avenger> not all feats need a spell
[19:30:42] <lynxlynxlynx> we have an opcode for it
[19:30:53] <lynxlynxlynx> i wanted to check if we already use it
[19:31:06] <lynxlynxlynx> and if we do, if there's a separate effect for the tohit penalty
[19:31:18] <lynxlynxlynx> it's not used from the core
[19:31:45] <Avenger> See LuCommon/def ApplyFeats(MyChar):
[19:32:04] <Avenger> has a line: SetSpell(MyChar, "SPIN279", FEAT_RAPID_SHOT)
[19:32:37] <Avenger> spin279 is original iwd2 stuff
[19:34:35] <Avenger> i didn't reverse extra shapeshifting yet
[19:35:02] <Avenger> maybe with the new ida, i will be able to see it better
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[19:43:35] <lynxlynxlynx> ok, i'll check that then
[19:43:43] <lynxlynxlynx> working on that apr calc btw
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[20:33:02] <lynxlynxlynx> huh
[20:33:36] <lynxlynxlynx> why did they make it so complicated, when the bab tables already contain also apr
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[22:22:06] <lynxlynxlynx> http://kb.speeddemosarchive.com/Infinity_Engine <-- ouch, what a list
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[22:29:49] <Avenger> yeah, ugly stuff
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[22:36:49] <Avenger> i'm pretty sure we break some of these, but likely have 10x more
[22:38:33] <Avenger> haha --> Placing the item into a container and removing it will also work, since containers are implemented as stores in the engine.
[22:38:53] <Avenger> i don't think this works in gemrb
[22:39:10] <lynxlynxlynx> me neither
[22:42:17] <Avenger> yeah, doesn't work in bgee either
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