#gemrb@irc.freenode.net logs for 13 Jan 2013 (GMT)

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[00:32:52] <traveler> huh
[00:32:54] <traveler> http://pastebin.com/EzZYMP96
[00:32:55] <Seniorita> [New Thread 801c07400 (LWP 100059)] Core was generated by `gemrb'. Program ter - Pastebin.com
[00:34:45] <traveler> commit b0277a23e13c9c3ab040a6780f7e2a3622227eca brw
[00:34:47] <traveler> *btw
[00:35:05] <traveler> cannot start gemrb at all
[00:47:57] <traveler> eh?
[00:48:00] <traveler> regarding scrolls
[00:48:03] <traveler> b0277a23e13c9c3ab040a6780f7e2a3622227eca is the first bad commit
[00:48:09] <traveler> that doesn't make sense?
[00:48:25] <traveler> Date: Mon Aug 13 13:34:01 2012 +0200 only bg1 actors start active by default
[00:57:54] <traveler> but well, reverting indeed fixes it
[01:08:12] <traveler> and i cannot directly chech b0277a23e13c9c3ab040a6780f7e2a3622227eca tree as it core dumps at start
[01:08:15] <traveler> *chekc
[01:08:21] <traveler> ....
[01:08:24] <traveler> time to sleep
[01:19:19] <traveler> http://pastebin.com/eZM9HuvY with gcc47
[01:19:20] <Seniorita> [New process 101283] [New Thread 801c07400 (LWP 101283)] Core was generated by - Pastebin.com
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[08:11:11] <Avenger> hi
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[09:34:54] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: remove useless float window settings http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=eb1ef42a69f888320e677de565a7e0c113bc9821
[09:34:55] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: fixed memorization count display for "stacked" spells http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=47eb9a87acc5dec899c46190b07d3826bcf59329
[09:34:56] <Seniorita> [commit] Jaka Kranjc: CREImporter: hack domain spell memorability count to 1 (was not stored) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=60b89acfd7a7a2ce588e7e795d3e816a23389ed7
[09:34:57] <Seniorita> [commit] Jaka Kranjc: CREImporter::ResolveSpellIndex: make the odd case assert http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5913a303b2be91e5a7b0d6573b28ec6bfc87f461
[09:34:58] <Seniorita> [commit] Jaka Kranjc: iwd2::guispl: disabled button flashing while paused http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=4e61c490d28922ef664ecb7a0fa6b6d939ecd45c
[09:35:00] <Seniorita> [commit] Jaka Kranjc: iwd2::guirec: fixed bonus spells display for multicasters http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=8fab89c204a0fe14184b9a1e347e8f5da8485f28
[09:43:15] <edheldil_> Hi, Avenger
[09:43:25] <Avenger> hello Ed
[09:43:29] <edheldil_> and hi, others
[09:43:50] <lynxlynxlynx> gmornin
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[11:02:45] <Seniorita> [commit] Jaka Kranjc: print the control id when controls can't be found http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2734fbc794dd6a3b024246e4f0b1cc43e0c2aa30
[11:02:46] <Seniorita> [commit] Jaka Kranjc: guistore: fixed iwd2's rumour window http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c1bafe36c1da0c3cb4e7112ea5daea4ecfe75591
[11:05:27] <lynxlynxlynx> and heh, there's a buggy fireplace in iwd2 too
[11:05:40] <lynxlynxlynx> what's so special about them :s
[11:37:52] <Avenger> fireplaces are background animations. but i think iwd2 handles the height or the background flag differently
[11:42:21] <lynxlynxlynx> iwd2 is no special case here, we have the same bug in iwd1 and iirc bg1 too
[11:48:46] <Avenger> i know i changed this multiple times
[11:49:08] <Avenger> there is a roasting spit animation in how, i think
[11:49:17] <Avenger> that is the worst of all
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[11:57:14] <Avenger> there are 2 things, rendering order and y position. I think the order is determined by Y-z position (in the file). But there is also some no cover flag in bg2 (0x40)
[11:59:44] <lynxlynxlynx> yeah, that roasting pig is the problem in how's tavern
[12:00:17] <lynxlynxlynx> the fireplaces are simpler, since you can't get behind them like with the pig or lamps
[12:05:49] <Seniorita> [commit] Jens Granseuer: reenable dreams in inns, too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=3ba50952eb3f4065cb7fd3c837c5031bf117ec8d
[12:11:58] <wjp> ah, right, that static background that's drawn over both the rotating roast and actors
[12:12:51] <lynxlynxlynx> fizzle: so we close the store now?
[12:13:09] <fizzle> right now, yes
[12:13:21] <fuzzie> i'm confused
[12:13:24] <fuzzie> why 'too'?
[12:13:31] <fizzle> it would be better to remain in the store, I guess
[12:14:03] <fizzle> hm, bad wording
[12:14:24] <fuzzie> it's fine, I just don't follow the logic any more
[12:15:18] <lynxlynxlynx> cool, didn't know anything changed in that area
[12:15:34] <wjp> is that '1' the '1' the TODO talks about?
[12:15:45] <wjp> if so, shouldn't that TODO be removed and/or rephrased?
[12:15:50] <lynxlynxlynx> yes
[12:15:54] <fizzle> eh, yeah, should remove that, too
[12:16:09] <fizzle> -too :_)
[12:16:11] <fuzzie> is RestParty called with dream!=0 in any other situations?
[12:16:20] <lynxlynxlynx> resting outside
[12:16:29] <fuzzie> but where?
[12:16:54] <fuzzie> oh, it's dream>=0
[12:17:00] <fuzzie> in that case, isn't this code broken for bg1?
[12:17:05] <fizzle> the store calls it with 1, everything else with 0, apparently
[12:17:08] <fuzzie> i.e. won't you get bg1 text dreams when resting outside?
[12:17:10] <lynxlynxlynx> fizzle: did you check bg2 dreams too?
[12:17:19] <fizzle> no
[12:17:37] <fizzle> fuzzie: yes, but that's ok
[12:17:48] <lynxlynxlynx> is the closing part of the dreamtxt handling or elsewhere? if the latter, bg2 should not be a problem
[12:17:53] <fuzzie> fizzle: why is that ok?
[12:18:04] <fizzle> because bg1 does get dreams outside
[12:18:07] <fuzzie> does it?
[12:18:16] <lynxlynxlynx> would be odd if not
[12:18:17] <fuzzie> I couldn't reproduce that in the original. Could only make it happen in inns.
[12:19:12] <fizzle> lynxlynxlynx: no, it's the CloseOtherWindow in TextScreen
[12:19:28] <fizzle> called always
[12:19:32] <lynxlynxlynx> ok
[12:19:53] <fuzzie> but I can find youtube videos of it. hm,.
[12:20:04] <fizzle> fuzzie: I did get dreams outside when I tried it
[12:20:13] <lynxlynxlynx> so everything is fine :)
[12:20:42] <fuzzie> so what does the dream parameter mean?
[12:21:05] <fuzzie> it means which restmovie to use, I guess
[12:21:33] <fuzzie> but that seems bg2-specific?
[12:23:13] <fizzle> I only know about bg1 dreams
[12:23:27] <fuzzie> yes, this is not relevant to you
[12:23:36] <fuzzie> the second param to RestParty in this case has been '1' forever
[12:24:58] <fuzzie> this is some pst thing I guess
[12:25:44] <fuzzie> so probably unused pre-bg1 stuff..
[12:27:58] <fuzzie> so we're just using it for 'area type' and 1 is just triggering the right one for inn I guess.
[12:31:55] <fuzzie> aha
[12:32:12] <fuzzie> so sleeping outside does get the dream sequences, but sleeping in general does not
[12:34:02] <fuzzie> will check that against original later.
[12:34:10] <fuzzie> I mena, code.
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[13:02:37] <fuzzie> hm, I really don't get any of it :/
[13:05:14] <wjp> Avenger: that roasting spit really does look like something we're doing fundamentally wrong there. The typical rendering order comparisons are for "vertical" objects (standing up, and you can't stand on top of them), while this fireplace anim 9101ms1.bam is a flat/horizontal one with pieces of floor even (that you definitely should be able to stand on top of)
[13:05:58] <Avenger> so probably its cover is not calculated correctly?
[13:06:36] <Avenger> i couldn't make it cover the ground but not cover the sprites above it
[13:09:37] <wjp> hm, I'm not sure it can really fit in this main rendering order anywhere
[13:10:16] <wjp> if it's drawn before the cover, it would be hidden by the cover
[13:10:27] <wjp> but if it's drawn after the cover, it would be drawn on top of actors
[13:12:16] <fuzzie> But could you fit it if drawn per-piece?
[13:12:39] <wjp> there's a single bam that has both the spit and the floor behind it
[13:12:50] <fuzzie> a single frame, you mean?
[13:12:51] <wjp> (in each frame)
[13:12:54] <wjp> yes
[13:12:55] <fuzzie> hm :/
[13:13:00] <wjp> yes...
[13:13:25] <wjp> so that's why it feels very different from the type of objects we expect in this rendering order (more horizontal than vertical)
[13:14:10] <fuzzie> well, I don't understand this, I just thought the areanim-specific covers were meant to magically deal with this
[13:16:58] <wjp> but anything cover-related still wouldn't solve them being drawn over actors
[13:17:56] <fuzzie> right, if the single frame has the spit and the floor, and there's no convenient cover, then my head explodes. :)
[13:18:39] <wjp> if would pretty much have to be drawn in a different queue than actors altogether
[13:19:07] <wjp> unless there are serious hacks specific to this animation we're missing
[13:20:21] <wjp> (with it using a different height for sorting purposes than for covers)
[13:20:28] <fuzzie> oh, ar9101 is the expansion join area?
[13:20:58] <fuzzie> (not relevant I imagine.)
[13:21:14] <wjp> never played these games, so no idea
[13:21:24] <wjp> but its number would at least indicate expansion
[13:21:36] <fuzzie> yes, I just mention it because I checked the binary and 9101 shows up in the hard-coded hacks htere
[13:21:47] <wjp> fun
[13:29:41] <lynxlynxlynx> probably partly for worldmap reasons
[13:29:54] <lynxlynxlynx> the whole totl still shows as if in ar9000
[13:29:59] <lynxlynxlynx> err 9100
[13:30:14] <fuzzie> right, but in any case definitely not relevant for animations
[13:30:24] <fuzzie> was just glancing through the binary, but there's nothing helpful at a glance
[13:30:57] <fuzzie> no doubt some insight could be had by looking at how it does the sorting.
[13:32:24] <lynxlynxlynx> maybe the iwd2 case is easier to look at
[13:32:34] <lynxlynxlynx> i couldn't find a bg1 one in my saves
[13:32:44] <lynxlynxlynx> let's see what's documented
[13:33:57] <lynxlynxlynx> maybe unrelated, but in tob: WK4: ar3017: the 6 torches, once lit, are not drawn properly (half of the flames behind the bowl)
[13:34:14] <lynxlynxlynx> you'd have to cheat in the oils to see though
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[13:37:32] <traveler> lynx: seen my bisect ?
[13:37:48] <lynxlynxlynx> yeah
[13:38:08] <lynxlynxlynx> no need to revert that, you can just use latest gemrb and set the gemrb.ini option to 0
[13:38:20] <lynxlynxlynx> would be a good test, since it looks like an odd commit to break this
[13:38:23] <lynxlynxlynx> bblunch
[13:41:10] <fuzzie> um
[13:41:17] <fuzzie> how does that commit even work?
[13:42:22] <fuzzie> oh, it didn't :)
[13:42:39] <fuzzie> it's a red herring, commit is broken but was fixed two commits later by 4378428f5f1811e14b84674092dc55b6044a528b
[13:44:52] <fuzzie> commit does indeed look fairly irrelevant otherwise for usability..
[13:51:07] <traveler> oh well, time for another bisect
[13:51:14] <traveler> 4378428f5f1811e14b84674092dc55b6044a528b is good
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[14:22:17] <wjp> the original HoW has rendering issues with that spit too due to the cover not adapting to the rotation
[14:22:23] <wjp> although they're extremely minor
[14:55:23] <traveler> this time
[14:55:24] <traveler> 814a7c0d0751b2812a62e368aa53a684fb71da1f is the first bad commit
[14:58:27] <traveler> first time i needlessly tagged crasher as 'bad'
[14:58:34] <fuzzie> that commit seems to have a few problems for bg1
[14:58:38] <traveler> this time, one commit didn;t build so i jt skipped it
[14:58:45] <traveler> i mean git skip
[14:59:06] <fuzzie> it sets ReverseDoor to 1 also
[14:59:10] <traveler> so this time it should be indeed 'it' ?
[14:59:34] <lynxlynxlynx> CheckAbilities is the only one that looks related, but is correct and would only affect eg. minimum strength requirements
[14:59:47] <fuzzie> ah, ReverseDoor is fixed already.
[15:00:38] <lynxlynxlynx> yeah
[15:00:55] <lynxlynxlynx> traveler: which one?
[15:01:02] <fuzzie> what's failing at present, CheckUsability?
[15:01:17] <lynxlynxlynx> kit usabilities
[15:02:21] <fuzzie> is it correct that CheckAbilities=1 for bg1?
[15:02:36] <fuzzie> I just ask because iesdp says 'unused in BG1' for all the fields.
[15:03:43] <lynxlynxlynx> hmm, dunno about that
[15:04:07] <lynxlynxlynx> ah
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[15:05:37] <lynxlynxlynx> if the fields aren't zeroed, that could explain it
[15:05:48] <lynxlynxlynx> traveler: try setting CheckAbilities to 0
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[15:38:58] <traveler> ok
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[15:42:59] <traveler> yep
[15:43:01] <traveler> that's it
[15:43:42] <traveler> some wjp commit, which he fixes in next one
[15:44:07] <traveler> re: commit that did not built
[15:49:36] <traveler> ok, my git got detached, and i cannot pull (i'm not on a branch) but i cannot merge too, as my repo is already up to date?
[15:49:46] <traveler> *merge head
[15:49:49] <lynxlynxlynx> err, so setting that to 0 helped?
[15:49:57] <brada> git checkout origin/master
[15:50:45] <wjp> no
[15:50:45] <traveler> lynx: yes it helped
[15:50:46] <lynxlynxlynx> or if you haven't ended the bisect session: git bisect reset
[15:50:55] <traveler> bisect ended long ago
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[15:50:59] <wjp> brada: that's a remote branch; don't checkt hat out
[15:51:15] <wjp> just checkout master?
[15:51:21] <lynxlynxlynx> traveler: well have you ended it like that?
[15:51:31] <traveler> yes
[15:51:35] <lynxlynxlynx> ok
[15:51:37] <wjp> did you manually check out an old commit?
[15:52:00] <lynxlynxlynx> i'll keep that mind, in the middle of fixing chiv's series
[15:52:01] <traveler> okkk
[15:52:03] <traveler> fixed
[15:52:10] <traveler> thanks wjp
[15:52:24] <brada> why wouldnt origin/master be ok?
[15:52:37] <traveler> i don't know why previously i didn't checkout master
[15:52:38] <brada> they are probably the same commit anyway
[15:52:41] <traveler> maybe i tried to merge
[15:52:51] <lynxlynxlynx> you should never work on remote branches brada
[15:53:48] <brada> ah im thnking of when i do git reset
[15:55:21] <brada> just woke up. still very tired :p
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[16:11:42] <wjp> hm, that cover problem would be fixed if I invert the meaning of the roast animation's height
[16:12:07] <wjp> (that would place it _just_ before the offending cover's base line)
[16:12:43] <fuzzie> there's a comment with a bg2 testcase in the code too, right
[16:12:43] <fuzzie> ?
[16:13:10] <wjp> hm, or maybe I'm flipping its meaning myself accidentally. Confusing
[16:13:30] <fuzzie> oh, right, that was the background one
[16:13:32] <wjp> (In any case the animation's height is not taken into account in cover calculations at all currently)
[16:15:30] <fuzzie> umm
[16:15:34] <wjp> for sorting purposes it considers it to be at Pos.y + height
[16:15:54] <wjp> if I do that for cover purposes too, nothing changes relatively to the problematic cover
[16:16:07] <fuzzie> right, where height is specified by the are
[16:16:20] <wjp> yes
[16:17:23] <wjp> (by "do that for cover purposes too" I mean check Pos.x, Pos.y+height as the point to compare to cover baselines)
[16:17:34] <wjp> s/check/take/
[16:27:45] <lynxlynxlynx> choo choo
[16:28:26] <Seniorita> [commit] Laurie Chilvers: Sync the GUICommonWindows headers http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=29cd4abdc1851d26f518f623b4111c1d7911792f
[16:28:28] <Seniorita> [commit] Laurie Chilvers: Merge / tidy option pane controls in SetupMenuWindowControls http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=76cc7f0dc06d11cb1b47b12e070f08f7d0b4a13f
[16:28:29] <Seniorita> [commit] Laurie Chilvers: Merge the pst clock window function and the action bar init http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c7e9199ea4560081f24718cbb6fee6c7fb89f3da
[16:28:30] <Seniorita> [commit] Laurie Chilvers: Synch the basic group actions, and remove a redundant pst stop action http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=de492de6bd733b0c3bfb077e2ed72532c7906739
[16:28:31] <Seniorita> [commit] Jaka Kranjc: Merge AI button handling, best from both http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b1057b8537e92fa93089a98af02d53ea07062e2b
[16:28:32] <Seniorita> [commit] Jaka Kranjc: gcw: use the existing functions to init the AI button http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=952e124591533779107ba55b545545f0412b00a0
[16:28:34] <Seniorita> [commit] Laurie Chilvers: Merge the lock view button, and improve its display slightly http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e20e33a5bc4a7cd8e5a0ff83534ce8ba79972f02
[16:28:35] <Seniorita> [commit] Laurie Chilvers: Merge some more action functions that could be useful in PST http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b5714127b0bf2160b3d4cb23b3028e40c045fca5
[16:28:36] <Seniorita> [commit] Laurie Chilvers: Merge the last chunk of action bar functions into pst http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=1f458a351001e2ad43636469edb5c553a06759bf
[16:28:37] <Seniorita> [commit] Laurie Chilvers: Merge the selection changed handler http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=1830d33d1e7e22ee2ad1330dc2e1432a655f9cb6
[16:28:38] <Seniorita> [commit] Laurie Chilvers: Merge some minor functions at the end of file http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e55e8810d07fa5f125f6a38a5b23701661c0f35b
[16:28:40] <Seniorita> [commit] Laurie Chilvers: Merge the last of the non-threatening game specific functions together http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=aa58268685a0e93007a198849db6dd1b7d5e5d1e
[16:28:41] <Seniorita> [commit] Laurie Chilvers: Merge UpdatePortraitWindow function http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=be3819c9de2d49c783db9d806b2d06145750e809
[16:28:42] <Seniorita> [commit] Laurie Chilvers: Merge OpenPortraitWindow functions http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2ceee395e0ce9d8641f0725534d4995c94b334aa
[16:28:43] <Seniorita> [commit] Jaka Kranjc: bg1 has undefined stat requirement fields, so disable that option http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=cd0f15e8e441e73c151139b82d289f2825f8262a
[16:28:47] <fuzzie> :o
[16:29:35] <traveler> oh
[16:31:14] <lynxlynxlynx> now for the cherry topping
[16:31:30] <Seniorita> [commit] Jaka Kranjc: deleted the now redundant pst version of GUICommonWindows.py http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=d1c6dfb0fd2cffd9a49e79537512ff99e7c238a5
[16:32:25] <lynxlynxlynx> back to spells :s
[16:40:25] <traveler> aww, cannot get over 100% fire resistance with scrolls in bg1
[16:40:35] <traveler> i don't know what behaviour of original was
[16:42:57] <lynxlynxlynx> don't know about scrolls, but i know it had the disputable bug of healing if taking damage while resistant to it at more than 100%
[16:43:24] <traveler> well
[16:43:29] <traveler> i think it is not bug
[16:43:45] <traveler> i thought it was intended
[16:44:12] <lynxlynxlynx> hard to tell
[16:44:13] <traveler> that's whati was trying to replicate
[16:44:33] <traveler> p&p rules?
[16:44:46] <lynxlynxlynx> irrelevant
[16:45:07] <lynxlynxlynx> we don't limit it in combat, but maybe the stats themselves are capped
[16:45:35] <lynxlynxlynx> one of the most cheesy bg2 stories comes to mind when talking about this exploit
[16:47:10] <lynxlynxlynx> somebody wanted to fight the whole ustnatha with scsii or tactics installed and achieved it by always being in two incendiary clouds (to heal himself) and dual wielding holy avengers (modded obviously)
[16:52:52] <traveler> haha
[16:53:38] <wjp> sadly in ar0602 using ypos+height is clearly the right interpretation of height :-(
[16:54:01] <wjp> so that doesn't look like it would be the cause of the cover problem
[16:56:55] <wjp> although actually for that one that ypos+height is still slightly too small for what should be visually correct
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[17:30:29] <wjp> Avenger: I can't seem to enter negative values for area animation height in dltcep
[17:30:58] <Avenger> aww :)
[17:31:08] <fuzzie> can you enter values up to 0xffff though? :-)
[17:31:16] <Avenger> no he can't
[17:31:33] <Avenger> it restricts keys to 0-9 :D
[17:31:48] <wjp> fortunately it doesn't seem to mind if there's already a - in there :-)
[17:32:38] <Avenger> yes, apparently when ticking the 'numeric' field msvc is dumb enough to allow only 0-9
[17:34:20] <Avenger> you can even ctrl-c ctrl-v a - into it
[17:34:28] <wjp> heh, good to know
[17:34:42] <wjp> the current ARE isn't saved in the savegame or anything like that, is it?
[17:34:59] <Avenger> it is saved in a .sav file
[17:35:09] <wjp> ah
[17:35:12] <fuzzie> they're all saved
[17:35:19] <wjp> drat :-)
[17:35:20] <fuzzie> all the actors get embedded, etc
[17:35:21] <fuzzie> sorry :)
[17:35:24] <Avenger> you can extract the .sav, edit the .are then repack it
[17:35:49] <fuzzie> Avenger: do you have a bg1 idb?
[17:35:54] <wjp> let's see if I can find the magic buttons
[17:35:58] <Avenger> of course
[17:36:03] <fuzzie> Avenger: can I have it? :)
[17:36:19] <Avenger> sure, its size is ...
[17:36:55] <lynxlynxlynx> >9000
[17:36:55] <wjp> oh look, an .are in the .sav :-)
[17:37:24] <Avenger> 12 m
[17:37:54] <Avenger> can i email it to you ?
[17:38:02] <fuzzie> sure
[17:38:16] <Avenger> hmm, lets see if google allows it
[17:38:20] <Avenger> or i have to reboot
[17:39:05] <fuzzie> I'm not in a hurry, I can just ask you next time you're on Windows.
[17:39:11] <lynxlynxlynx> gmail has a limit at 25M iirc
[17:39:24] <fuzzie> I just wanted to check a few things and it's not very easy starting from scratch.
[17:42:28] <wjp> hm, I think I'm missing something about 'recompress sav'
[17:42:36] <fuzzie> Avenger: that is perfect, thanks
[17:43:27] <Avenger> wjp for recompress sav, you need to select the saved game dir. Hopefully, when you uncompressed it, it went into the saved game dir, not into the override :D
[17:43:46] <wjp> yes, I get the .are files in the savegame dir
[17:43:58] <wjp> but I don't see what recompress did
[17:44:15] <Avenger> hmm, i think it creates a tmp file
[17:44:30] <wjp> ah, I do see a baldur.tmp
[17:44:33] <Avenger> if i recall correctly, it doesn't overwrite the .sav file there
[17:44:40] <wjp> so that's icewind.sav?
[17:44:49] <Avenger> hmm, yes, that too
[17:45:09] <Avenger> the last step was omitted partly laziness partly precaution
[17:45:35] <Avenger> i didn't want to get accused of destroying saved games
[17:45:52] <wjp> makes sense :-)
[17:45:59] <wjp> ok, now re-extracting it shows the new values
[17:45:59] <lynxlynxlynx> why not put it in a new dir - save
[17:46:26] <Avenger> lynx: laziness. this is the first time anyone asked me about this feature
[17:46:56] <lynxlynxlynx> that's probably why everyone is using NI to hack saves
[17:47:13] <Avenger> yeah, probably it is easier
[17:47:59] <Avenger> i just improve parts that annoy me :) or someone else who in turns nags me ;D
[17:48:59] <wjp> right, managed to do some experiments now :-)
[17:49:02] <wjp> thanks for the pointers
[17:49:14] <wjp> at the default height = -10 it looks ok
[17:49:33] <wjp> at height = -1000, the actors are still properly drawn on top of the roast, but it no longer turns
[17:49:54] <wjp> at height = 1000, it hides actors but properly turns
[17:50:29] <wjp> (and at height = -1000 there's not even a small corner that's turning like in gemrb)
[17:52:07] <Avenger> if it doesn't turn then it is not drawn
[17:52:15] <Avenger> was this in the original?
[17:52:29] <wjp> this is all in the original
[17:53:52] <Avenger> i will make a new release of dltcep so you can edit the height normally
[17:54:48] <wjp> thanks, but there's no hurry on my part
[18:08:01] <wjp> this does not make sense
[18:08:10] <wjp> at height <= 0, everything looks ok
[18:08:34] <wjp> at height > 0, it is drawn on top of actors, regardless of the y pos of those actors
[18:11:37] <wjp> unless in iwd maybe (height <= 0) implies background?
[18:11:57] <wjp> (or in all games, for all I know)
[18:12:39] <wjp> and if that then also implies no cover...
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[18:15:07] <wjp> doesn't explain why it isn't drawn at all at height -1000 (or -300), but that might be some secondary offscreen/clipping test
[18:15:35] <wjp> (not that I'm convinced...)
[18:21:51] <wjp> tried with the fireplace in ar9106 too
[18:21:57] <wjp> normal height = -30
[18:22:05] <wjp> at 0 everything still seems the same
[18:22:24] <wjp> at 1 it starts to overlap actor ground circles
[18:22:36] <wjp> (but not the actors itself)
[18:22:59] <wjp> so that does seem to point at some actual behaviour difference at <= 0 vs > 0
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[18:32:32] <chiv> yay, nice surprise in the log
[18:33:07] <chiv> i promise i won't do anything drastic like that again... it just sort of happened on its own because I was finding it really hard to play torment....
[18:33:17] <brada> nonsence
[18:33:27] <brada> you should do more!
[18:33:31] <brada> nice work btw
[18:33:45] <chiv> well, i will wait and see if there is any fallout at least :)
[18:33:52] <chiv> i did lots of testing, but i am only me
[18:34:10] <brada> even if there is fallout so what?
[18:34:16] <lynxlynxlynx> i did some as well, of course
[18:34:27] <brada> big changes often have unforseen consequences even to seasoned programmers
[18:34:33] <lynxlynxlynx> too bad we got caught up on that comment misunderstanding yesterday
[18:34:38] <brada> dont let it deisourage you
[18:34:44] <brada> discourage
[18:35:16] <lynxlynxlynx> i rewrote that ai bit and fixed the init, so it should be all dandy now
[18:35:18] <chiv> its no problem, i was just tired and finding it hard to learn rebase and talk and test the code at the same time...
[18:35:45] <lynxlynxlynx> iwd2 has a different control id (14), but it looks like it is different in different windows, since i see it only in guirec
[18:35:50] <lynxlynxlynx> haven't investigated further
[18:35:58] <chiv> doh, i wanted to say i thought it was 14
[18:36:22] <chiv> but i hadn't had time to veryify it
[18:36:25] <lynxlynxlynx> and it's getting updated like mad, maybe due to the clock
[18:36:36] <lynxlynxlynx> so best i got was a blink
[18:36:55] <chiv> haha, veryify
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[18:37:26] <chiv> i swear to god everything i type looks right until i press enter
[18:39:44] <lynxlynxlynx> :)
[18:42:26] <Seniorita> [commit] Jaka Kranjc: Actor: store booksiwd2 unshifted, so types can be used directly too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=20111d5591afe30aa7450c5f056f8f885e5c4a03
[18:42:27] <Seniorita> [commit] Jaka Kranjc: Actor: implemented iwd2 bonus spells http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2f411d282e7bbfc1f2ed5bd4422ba5d7e4e3cad3
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[19:03:17] <Seniorita> [wiki] todo http://www.gemrb.org/wiki/doku.php?id=todo&rev=1358103593&do=diff
[19:03:55] <chiv> awesome
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[19:14:19] <fizzle> there's a todo in RestParty about removing special handling of the PST rest strings
[19:14:43] <fizzle> that would free up three strrefs
[19:15:00] <fizzle> if I do that should I move some from the end to fill the gap
[19:15:11] <fizzle> or leave them unused for now?
[19:19:04] <lynxlynxlynx> no preference here, though if you do the second, don't forget to leave a gap in strings.2da, since the row number is used for lookup
[19:19:27] <fizzle> that'd be the main reason for closing the gap, I think
[19:20:22] <brada> i actually have a patch for that
[19:21:10] <fizzle> that'd be a good reason for not doing anything at all :-)
[19:22:06] <lynxlynxlynx> moving sounds better now, since i fear the gap may get forgotten
[19:22:43] <fizzle> brada: you do it?
[19:22:48] <brada> yes
[19:23:36] <brada> btw i also found my patch for the hot keys
[19:25:18] <lynxlynxlynx> (if a config option is set: Hotkeys On Tooltips)
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[19:34:42] <brada> fizzle: http://paste.debian.net/224335/
[19:34:43] <Seniorita> debian Pastezone
[19:34:50] <brada> i think thats the patch
[19:35:10] <brada> i cant remember why i didnt commit it
[19:35:26] <brada> so maybe somebody should test it :p
[19:37:26] <brada> looks like it should at least be amended
[19:37:39] <brada> no nee for both REST and PST_REST for example
[19:37:43] <brada> need
[19:38:53] <lynxlynxlynx> it's clearly incomplete
[19:40:53] <brada> well its a starting place for him then :p
[19:43:48] <brada> i thought i had completed this. if i did i guess i lost it
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[19:49:47] <wjp> bah, annoyingly this sudden discontinuous jump at height 0/-1 doesn't seem to happen in bg2
[19:50:38] <fizzle> brada: heh, I was further than that already...
[19:50:56] <brada> well by all means finish it!
[19:51:03] <lynxlynxlynx> Avenger, fuzzie: http://sprunge.us/bGcB?diff <-- any comments? just to prevent bonus spells from giving access to new(higher) spell levels
[19:51:58] <lynxlynxlynx> and unrelated, any objection to renaming fx->Probability[12] to ProbabilityLow/High or min/max?
[19:52:38] <Avenger> lynx: why not sm->slotcountwithbonus :)
[19:52:50] <lynxlynxlynx> the fact that 1 is higher than 2 in all but our special case is pretty confusing
[19:52:56] <Avenger> if (sm->SlotCountWithBonus) {
[19:53:03] <lynxlynxlynx> that would work too
[19:54:18] <Avenger> not a big difference, it would be slightly shorter machine code :D
[19:54:31] <Avenger> i mean, faster
[20:02:18] <lynxlynxlynx> ok, something funky is going on with iwd2 druids
[20:02:29] <lynxlynxlynx> instant memorisation and booming
[20:03:44] <Seniorita> [wiki] users:chiv - [Mod Ideas] notes for the most important torment mod that will ever be made http://www.gemrb.org/wiki/doku.php?id=users:chiv&rev=1358107382&do=diff
[20:07:37] <lynxlynxlynx> hmm, probably booktype of 5
[20:07:47] <lynxlynxlynx> i guess that has something to do with wild shapes
[20:10:27] <lynxlynxlynx> nope, no change when reverted to 1
[20:11:30] <Avenger> wildshapes are working like sorceror spells
[20:11:54] <Avenger> no need to memorize them, but their number is fixed
[20:30:07] <lynxlynxlynx> chiv: the merge revealed a nice bug - we had no updateanimation for other games and it is actually a callback from core
[20:31:27] <chiv> hmm, i didnt realise the core called it, i thought it was some pst specific
[20:35:52] <lynxlynxlynx> looks like it is for updating the paperdoll
[20:36:06] <lynxlynxlynx> maybe so it works while paused too
[20:37:51] <chiv> only N.O. really had any seperate paperdolls
[20:38:12] <chiv> isnt that the game screen avatar though?
[20:39:22] <chiv> its probably a good place for me to work out why the zombie disguise isnt used
[20:40:37] <lynxlynxlynx> pst uses it mostly for the disguise, all for weapons and armor
[20:41:26] <brada> i have both bam and ttf fonts working with chinese now
[20:41:56] <chiv> sweet, it actually prompted me to resume studying....
[20:42:14] <brada> not sure at all how to actually implement it tho
[20:42:44] <brada> since dbString[dbLen] = (string[i]-0x81)*255 + string[i+1] + 128; is quite specific to Chinese ill bet...
[20:43:18] <lynxlynxlynx> next release will be kickass
[20:43:29] <lynxlynxlynx> maybe time to bump to 0.8
[20:43:30] <brada> yup
[20:43:33] <brada> prolly
[20:43:54] <lynxlynxlynx> i need another gamer like traveler though
[20:44:01] <lynxlynxlynx> how and totl need a recheck
[20:44:46] <thySEus1> first, let me thank all developers for gemrb. its a wonderful piece of software :)
[20:45:19] <thySEus1> then - i just started playing planescape:torment with gemrb 0.7.2 - all works fine except some random hangups with the GUIScripts, i just get stuck in the menus sometimes
[20:45:31] <thySEus1> is this a known problem? should i try git-master ?
[20:45:45] <Avenger> you might see some report in the console
[20:45:46] <brada> well those just got some loving so either it whould be better now or that is the cause :D
[20:46:09] <chiv> planescape is still quite hard to play, you might want to browse my bug log
[20:47:00] <thySEus1> ok, so do you suggest using wine ?
[20:47:15] <chiv> http://www.gemrb.org/wiki/doku.php?id=pst_quests
[20:47:16] <Avenger> ifr you try git-master, delete all guiscripts before install
[20:47:17] <Seniorita> pst_quests [GemRB wiki]
[20:47:27] <thySEus1> it actually works quite stable (for the 1 hour i played), just the random guiscript errors are problematic
[20:47:41] <thySEus1> ok, thanks, i will try it
[20:47:57] <Avenger> well, this is still work in progress, especially pst and iwd2
[20:48:09] <chiv> well, the git version is better, but there are still hard bugs
[20:48:20] <thySEus1> so its not completable ?
[20:48:28] <Seniorita> [commit] Jaka Kranjc: Actor: use named clskills columns directly, so there is no problem with iwd2 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=f2d576aa71c34cd26fb295163219d844fd7a907c
[20:48:29] <Seniorita> [commit] Jaka Kranjc: Actor: removed useless comment http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=17c5c46c0d493605303ba2ae2ccfb5d331d21b53
[20:48:30] <Seniorita> [commit] Jaka Kranjc: Actor: fix druid isclass detection under iwd2 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=4053075be1ae0adbcebe771f52547072cc5192a4
[20:48:31] <Seniorita> [commit] Jaka Kranjc: don't give access to new spell levels through ability boni http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=1ccc1a69f28332ffb0304723c46d32fe5f1221b8
[20:48:32] <Seniorita> [commit] Jaka Kranjc: gcw: shortcircuit updateanimations if anims.2da is missing http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=8360c3d31cb797feffc737d000c0658f385a5a64
[20:48:34] <Seniorita> [commit] Jaka Kranjc: GemRB_MemorizeSpell: support iwd2 innates too (and don't confuse them with others) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=cdb7bf0357c9b229d627a7156a8c9ba61a1f2467
[20:48:38] <chiv> no, not yet, sorry
[20:48:45] <Avenger> so if you are into playing you might try wine. On the other hand, if you help us, it is probably faster to complete
[20:49:12] <Avenger> i'm pretty sure one day it will be better than running through wine :)
[20:49:13] <thySEus1> yes, unfortunately i have no development skills. i _could_ try to give some good bug reports though
[20:49:31] <Avenger> that is enough, we got enough devs
[20:49:34] <lynxlynxlynx> currently that is not needed for pst though, so better get a good experience through wine
[20:49:52] <lynxlynxlynx> Avenger: chiv made a huge bug list
[20:50:02] <lynxlynxlynx> more than a release worth of things to fix and investigate
[20:50:06] <chiv> well, enough to chew on for now :)
[20:50:12] <Avenger> well lynx if he got a guiscript bug that mightrequire a quick fix
[20:50:43] <lynxlynxlynx> but that's only the tip of the iceberg
[20:50:59] <chiv> there is actually one that I havent investigated, with the save progress bar coming back like a zombie sometimes
[20:51:00] <thySEus1> only 640x480 is working. other resolutions are totally broken. and i often hang in the inventory and are not able to get out again, i need to SIGTERM gemrb then.
[20:51:40] <lynxlynxlynx> pst had no other resolutions, so you'd need widescreen anyway
[20:51:46] <chiv> yeah, you need a widescreen patch for anything higher than 640x480, the game just didnt ship with the graphic support
[20:51:54] <thySEus1> oh, ok
[20:52:27] <chiv> i'm working on a gemrb native solution, but little things like spell graphics etc means its probably going to be a while
[20:52:38] <thySEus1> another question, just because i am interested: are you planning to implement some GUI features of BG:EE into gemrb ?
[20:52:52] <thySEus1> for example, the "zoom" with the mouse wheel?
[20:52:54] <chiv> i like the coloured circles...
[20:53:05] <thySEus1> yes, i like them too
[20:53:34] <Avenger> i like the gui resize the best, turned off colored circles and use zoom occasionally :)
[20:54:03] <Avenger> i think all of them will be eventually implemented
[20:54:19] <lynxlynxlynx> the extra stats they print are handy too, though i hear it was pretty buggy
[20:54:19] <lynxlynxlynx> still nothing as detailed as iwd2
[20:54:22] <chiv> i think the focus is on having a bug free game at the moment though...
[20:55:06] <Avenger> yes, better we finish iwd2 and pst so they are completable
[21:02:56] <lynxlynxlynx> wjp: if you need more test cases, the buggy iwd2 fireplace is in ar1106
[21:05:01] <wjp> where is that in the game?
[21:05:10] <wjp> oh, iwd2
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[21:05:50] <lynxlynxlynx> Unknown object filter: 255 nothing <-- i guess we should just ignore this value?
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[21:11:27] <fizzle> hm, I no longer get the WED errors I had a couple of days ago
[21:11:32] <fizzle> weird
[21:12:44] <lynxlynxlynx> heisenbugs are the best
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[21:18:37] <fizzle> but I still have a save from back then and there the error is still readily apparent
[21:18:49] <brada> fuzzie: here?
[21:21:20] <lynxlynxlynx> bah, iwd2 uses Nothing a whole lot
[21:26:26] <lynxlynxlynx> IF ~PartyHasItem("10GenGBo ") <-- grrr
[21:28:20] <Seniorita> [commit] Jens Granseuer: remove obsolete comment http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=ab2e4f127fbdf1a46c522ca0fc5779013fbe2b21
[21:28:21] <Seniorita> [commit] Jens Granseuer: don't special-case rest messages for pst http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7b75c738342b80c290b178b79cdcbe5b2fa78b62
[21:46:52] <wjp> ugh, can't leave this silly area anim stuff alone. Did some more testing in ar2105 in iwd1 and it's very clear there what happens wrt z-ordering
[21:47:15] <wjp> there's definitely a discontinuity between height 0/1
[21:47:51] <wjp> whereas in bg2 ar0206 it's very clear there isn't one
[21:48:06] <Avenger> what's wrong with that lynx?
[21:48:19] <wjp> don't have any other IE games installed in windows atm to try there
[21:49:09] <wjp> so for iwd1/how it seems we should behave as if the A_ANI_BACKGGROUND flag is set when height <= 0
[21:50:02] <Avenger> wjp: when a_ani_background is set, we just use height=-1000 ;D or something like that
[21:50:22] <Avenger> so if height <0, we should use height=-1000 ?
[21:50:25] <wjp> <= 0
[21:51:03] <wjp> interestingly iwd also draws areanims with height > 0 above actor circles
[21:51:19] <wjp> even if it is drawn below the actor itself
[21:51:56] <lynxlynxlynx> Avenger: it has an extra space
[21:52:06] <Avenger> lol!
[21:52:15] <lynxlynxlynx> anyway, we strip it probably
[21:52:39] <lynxlynxlynx> the problem is that attack(0) hack when matching
[21:55:06] <lynxlynxlynx> it's also not clear to me what everything this should check: ItemIsIdentified("10Vellum", Nothing)
[21:55:35] <lynxlynxlynx> just the other dialog target, whole area, something else
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[22:00:10] <wjp> lynxlynxlynx: haven't tested iwd2's ar1106 in the original IWD2, but this looks very much the same as the IWD1 fireplaces
[22:00:22] <lynxlynxlynx> cool
[22:00:38] <wjp> is iwd1/2 behaving the same but differently from bg2 something that makes sense?
[22:00:45] <wjp> (code lineage-wise)
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[22:16:09] <wjp> anyway, what would be the way to handle this? A new flag ImplicitAniBackground in gemrb.ini?
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[22:23:11] <i30817> question; what is 'default.tot' in BG2 ToB temp folder?
[22:23:12] <i30817> Wine requires a absurd trick for the savegame not to hang with this file
[22:23:14] <i30817> (on startup):
[22:23:15] <i30817> #bug on baldur's gate with saves in wine
[22:23:17] <i30817> rm -f ./temp/default.tot
[22:23:18] <i30817> ln -s ./temp/default.tot ./temp/default.tot
[22:23:21] <i30817> I don't know why this works.
[22:23:50] <i30817> This is on the original engine of course
[22:25:23] <i30817> Not linking (a normal file) doesn't work
[22:25:30] <lynxlynxlynx> wjp: yeah, definitely if there isn't a single rule
[22:26:16] <lynxlynxlynx> i30817: you really have problems with that? afaik it was fixed a long time ago
[22:27:05] <lynxlynxlynx> and of course http://gemrb.org/iesdp/file_formats/ie_formats/tot.htm
[22:27:07] <Seniorita> TOT File Format
[22:31:54] <i30817> So i'm actually deleting map notes (which i never use) when doing that, figures
[22:32:16] <wjp> lynxlynxlynx: yeah, I've double-checked iwd1 and bg2 definitely behave differently :-(
[22:32:39] <i30817> May try to remove it if it's really fixed in wine
[22:33:11] <lynxlynxlynx> last time i played, i didn't see this
[22:34:30] <i30817> I got it from some comments on the wineDB page when searching for why saves hanged.
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[22:58:17] <lynxlynxlynx> wjp: iwd2 ar1107 has the same issue, but it looks also like an identical fireplace, so not sure if it is worth investigating
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[23:21:41] <Avenger> bye
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[23:31:08] <lynxlynxlynx> interesting, we evaluate all OR conditions