#gemrb@irc.freenode.net logs for 13 Jan 2014 (GMT)

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[00:24:39] <edheldil_> @seek Circle of treason
[00:24:58] <edheldil_> sorry
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[08:07:18] <edheldil> Good morning, everyone
[08:09:53] <lynxlynxlynx> oj
[08:14:13] <edheldil> Hi, lynx. What's the problem with bg2demo's tokens? Do you know why they do not get replaced?
[08:14:57] <lynxlynxlynx> nobody sets them
[08:15:48] <edheldil> they should be set by bg2's scripts, no?
[08:16:05] <lynxlynxlynx> only if the real game uses the same ones
[08:17:03] <edheldil> I have yesterday seen literal "Hey, <CHARNAME> ..." , so I am a bit confused, because it's the same as in full bg2
[08:18:07] <lynxlynxlynx> hmm, we also set min/max
[08:18:47] <edheldil> I suspected that's the case
[08:18:58] <lynxlynxlynx> so i'd check everything is ok with the host strings themselves (do these just appear as tokens or are they real?) and if we rely on some list of them
[08:19:15] <edheldil> I will check when I get to it
[08:19:50] <edheldil> would be a shame, as I wrote, bg2demo is the closest we have to "free dataset"
[08:20:21] <edheldil> would be a shame if bg2demo did not work
[08:20:58] <lynxlynxlynx> doesn't seem to be any 2da involved
[08:24:52] <edheldil> hm, load screen, <HOUR> token not resolved... looks like some systematic problem with (my installation of) demo
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[09:02:41] <edheldil> Ah, stupid demo strrefs do not have "has tags" flag set
[09:12:52] <fuzzie> oh yes, I remember that from a long long time ago
[09:16:12] <edheldil> should I add a config option to ignore this flag or set it on tlk load?
[09:16:52] <fuzzie> GF_?
[09:17:14] <fuzzie> GF_ALL_STRINGS_TAGGED specifically
[09:17:23] <edheldil> game demo does not have a separate game type
[09:17:29] <fuzzie> well, give it one :p
[09:17:49] <fuzzie> there are some other clear engine differences too, although I forget if any need another GF_
[09:18:43] <fuzzie> is bg2demo available in convenient form soemwhere?
[09:19:15] <edheldil> hm, possibly. There are also missing mos tiles or whatever on load screen, but that might have more mundane reasons
[09:19:31] <edheldil> so you need a link?
[09:19:51] <edheldil> http://www.fileplanet.com/164134/160000/fileinfo/Baldur%27s-Gate-II-Demo-%5BFull-Install%5D
[09:19:52] <Pepelka> FilePlanet: Baldur's Gate II Demo [Full Install]
[09:19:53] <Pepelka> »Download Baldur's Gate II Demo [Full Install] now from the world's largest gaming download site, FilePlanet!«
[09:19:59] <fuzzie> so, no? :P
[09:20:18] <edheldil> though I would not call it convenient
[09:20:27] <fuzzie> well, my question is "can I extract the files here?"
[09:33:16] <fuzzie> ok, thanks edheldil
[09:33:35] <fuzzie> opengl backend so buggy :)
[09:37:53] <fuzzie> and I guess the GUI needs fixing to be able to play
[09:38:54] <fuzzie> lynxlynxlynx: pst has no fizzling anim? (no idea either way, just I know pst does much more complex spell anims)
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[10:05:26] <lynxlynxlynx> no idea, but i added that note when working on bg2 and there i just confused it with the casting animation not being prematurely terminated
[10:08:04] <fuzzie> ah
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[12:53:46] <lynxlynxlynx> edheldil: i'd just make a guiscript method for changing GF flags and toggle it from there
[12:54:05] <lynxlynxlynx> adding a whole new folder is wasteful
[13:04:39] <edheldil> agreed
[13:05:16] <edheldil> I think rthat it could be detected in autodetect phase
[13:12:22] <fuzzie> that works
[13:21:40] <lynxlynxlynx> the demo already is autodetected
[13:21:58] <lynxlynxlynx> iirc there's some special code for it in Start.py or 2.py
[13:40:46] <edheldil> ah, ok :)
[13:41:33] <edheldil> another thing autodetected should be a language
[13:43:56] <fuzzie> go implement :p
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[15:37:53] <dawidzik> hi, is GemRB working properly on jailbraked ios7? I have problem, application after install on ipad (mini) does not turn on. After selecting the application nothing happens
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[16:06:51] <lynxlynxlynx> i don't know, i don't follow where it was all tested
[16:07:00] <lynxlynxlynx> best to wait for brada to come around
[16:07:13] <lynxlynxlynx> any logs you can provide would be good
[16:24:08] <dawidzik> ok, thanks, I will look for some logs
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[16:30:45] <brada> dawidzik: speak to me
[16:32:09] <brada> gemrb does run on oOS 7, but there may not be a build on our site for it sadly
[16:32:38] <brada> i could build yourself or wait until later this month after the next release I will have the build bot back online
[16:34:41] <dawidzik> hi brada, i can wait, so thanks for information
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[18:59:09] <chiv> hi all
[19:12:48] <lynxlynxlynx> oj
[19:14:57] <edheldil_> hi
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[19:19:16] <fuzzie> chiv: the exits in your baldur.baf are infopoints?
[19:20:02] <chiv> yeah, just ordinary travel regions I think
[19:22:03] <chiv> the script works partially, but every time I enter any new area the console fills up with garbage area loading attempts...
[19:23:10] <fuzzie> hm
[19:24:09] <fuzzie> right, you're not using the trigger very sensibly
[19:24:41] <chiv> probably not, I haven't the first clue about baf scripting
[19:25:34] <fuzzie> you shouldn't be calling UsedExit unless you think there are actors in the area
[19:25:58] <fuzzie> e.g. by using a CreatureInArea check first
[19:27:52] <fuzzie> because gemrb has to load the area to check the exit names
[19:28:03] <chiv> doh
[19:29:03] <chiv> i guess that's what the multiple triggers in the maze teleport bit are avoiding
[19:29:31] <fuzzie> maybe we should do that on the engine side
[19:30:39] <chiv> there is a difference I noticed between gemrb & torment, in that the teleport script doesn't seem to run until the area the player tried to exit to has been loaded
[19:31:03] <fuzzie> yes it's weird I thought we ran the checks *before* using an exit
[19:31:07] <fuzzie> but I can't find any code for that
[19:33:57] <chiv> looking at sigil.2da, does the game really load those 6 different areas just to check an exit has been used?
[19:34:28] <chiv> surely you can't use an exit in an area you aren't in...
[19:38:22] <fuzzie> no, it loads the area which the PC last used an exit in
[19:38:37] <fuzzie> I think
[19:38:42] <fuzzie> it's something stupid
[19:39:05] <chiv> I forsee one problem with that - when you enter the tomb area, the party needs to abandon you outside, not inside :)
[19:39:21] <fuzzie> phft
[19:39:25] <fuzzie> they can just stay in the tomb
[19:39:45] <fuzzie> they should really have known better
[19:40:52] <chiv> anyway, that means I don't presently know how to fix this
[19:42:02] <chiv> I'd be interested to know if you can verify what IncrementGloablOnce actually does in the original game
[19:42:47] <chiv> I've only done my best guess that works for the one usage case I found, there are 1500 uses of it nearly
[19:57:38] <chiv> back in a short while
[20:04:37] <lynxlynxlynx> there's also a few uses in how
[20:05:35] <lynxlynxlynx> the Once part may be problematic
[20:05:57] <lynxlynxlynx> wouldn't they just use two calls if they wanted to modify two vars?
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[20:29:35] <chiv> looks like the overwhelming majority of the uses were just to change a quest variable while simultaneously measuring the alignment based on the dialog response used- so, a sort of macro that makes sense for torment, and then kind of hung around
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[20:33:01] <lynxlynxlynx> since there are uses in how, this was likely already available before both, which would mean bg1
[20:34:50] <fuzzie> noo
[20:35:20] <fuzzie> bg1 code didn't come before pst code
[20:36:22] <lynxlynxlynx> no?
[20:36:59] <lynxlynxlynx> anyway, the action is not available in bg1
[20:37:15] <fuzzie> no
[20:38:44] <fuzzie> (pst development started in 97, bg1 release was dec 98)
[20:39:47] <fuzzie> lots of pst code was clearly written to do things which they added to bg1 differently
[20:40:37] <lynxlynxlynx> how has no mentions of Law except for these calls
[20:40:50] <lynxlynxlynx> pst also almost only dialogs
[20:41:14] <lynxlynxlynx> so it looks like the alignment system tracker and changer was hardcoded
[20:41:48] <lynxlynxlynx> and yes, it matches in the exe
[20:41:51] <lynxlynxlynx> LAW
[20:41:51] <lynxlynxlynx> law_mod
[20:42:29] <chiv> I think that's probably less worrying to me than the fact that not changing the first parameter breaks some dialog options
[20:43:29] <lynxlynxlynx> World ends at 10:00, Film at 11:00
[20:43:51] <lynxlynxlynx> and this one can't be a coincidence either:
[20:43:55] <lynxlynxlynx> ____W___O___o____W__WW__OW__oW___O__WO__OO__oO___o__Wo__Oo__oo____W_W_W_O_W_o_W__WW_WWW_OWW_oWW__OW_WOW_OOW_oOW__oW_WoW_OoW_ooW___O_W_O_O_O_o_O__WO_WWO_OWO_oWO__OO_WOO_OOO_oOO__oO_WoO_OoO_ooO___o_W_o_O_o_o_o__Wo_WWo_OWo_oWo__Oo_WOo_OOo_oOo__oo_Woo_Ooo_ooo____WW__WO__Wo__W_W_WWW_WOW_WoW_W_O_WWO_WOO_WoO_W_o_WWo_WOo_Woo_W__WWW_WWO_WWo_WW_WWWWWWWOWWWoWWW_OWWWOWWOOWWoOWW_oWWWoWWOoWWooWW__OWW_OWO_OWo_OW_WOWWWOWOWOWoWOW_OOWWOOWOOOWoOOW_oOWWoO
[20:43:55] <lynxlynxlynx> Wo_oWoWoWoOoWoooWo__OoW_OoO_Ooo_Oo_WOoWWOoOWOooWOo_OOoWOOoOOOooOOo_oOoWoOoOoOoooOo__ooW_ooO_ooo_oo_WooWWooOWoooWoo_OooWOooOOoooOoo_oooWoooOooooooo
[20:44:29] <lynxlynxlynx> but we know the maze was done differently, so it's not that :]
[20:45:25] <lynxlynxlynx> hey, i think i found all the walk sounds
[20:45:36] <chiv> well alright, potentially 1500 dialog options :p
[20:48:04] <lynxlynxlynx> yeah, it's a start
[20:48:27] <lynxlynxlynx> please just clean that change up and it can go in
[20:48:36] <Lightkey> oh wow
[20:53:20] <lynxlynxlynx> it would be a perfect comment for our action queueing switch, it's a shame it's so long
[20:53:46] <lynxlynxlynx> re walk sounds: pst has no resources for them there
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[20:58:10] <lynxlynxlynx> ERR:BWAHAHahahahahahaha!!
[20:58:53] <lynxlynxlynx> ERR:Yeeeeee-Haaaaaaaa!!???
[20:58:57] <chiv> is this alright with this comment? I don't really want to give an illusion of 'finality' https://github.com/chilvence/gemrb/compare/fixesonly
[20:58:59] <Pepelka> Comparing gemrb:master...chilvence:fixesonly · chilvence/gemrb · GitHub
[20:59:00] <Pepelka> »gemrb - Engine Made with preRendered Background«
[20:59:15] <lynxlynxlynx> it's so full of crap, even direct .cre file mentions and bg1 ncps
[20:59:39] <chiv> how are you looking inside? Im curious now...
[21:00:22] <lynxlynxlynx> strings
[21:00:28] <lynxlynxlynx> ... a list of all the sources
[21:00:46] <lynxlynxlynx> Further, you may not reverse engineer, decompile or otherwise <-- eheheh
[21:02:06] <fuzzie> that's the MVE code
[21:02:14] <lynxlynxlynx> FYI:Enter te World's Start Dialog routine <-- this may be helpful fuzzie, don't know how much coverage we have there
[21:02:19] <chiv> 'here is a loaf of bread. by purchasing this loaf of bread, you agree not to reverse engineer the recipe to create your own bread' <-somehow, I don't think this would fly
[21:02:44] <fuzzie> the pst license has the more standard 'except as permitted by law' clause
[21:03:24] <fuzzie> (you agree not to eat the loaf except as permitted by law.)
[21:03:48] <lynxlynxlynx> and apparently expect also containers and doors to want to talk to you
[21:04:15] <chiv> you may not distribute the loaf of bread to third parties without express written consent
[21:05:12] <fuzzie> EULAs, our fun not-legally-binding full-of-illegal-idiocy friends.
[21:08:18] <lynxlynxlynx> LUA INIT: Torment has had LUA Lobotomy! No more LUA!!!!!!
[21:09:32] <chiv> Luabotomy?
[21:10:15] <fuzzie> hehe
[21:10:33] <brada> nice
[21:10:42] <brada> you forgot to put on your sunglasses
[21:15:44] <lynxlynxlynx> no matter where you go, there you are
[21:15:52] <lynxlynxlynx> that's no master area, that's my wife
[21:16:00] <fuzzie> that's a bg one I think :)
[21:16:35] <lynxlynxlynx> ok, i'm done :)
[21:22:11] <lynxlynxlynx> chiv: re diff: aren't you reseting the value there?
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[21:23:38] <chiv> the one in string0paramter? I'm following the existing comment that nothing is changed unless it is zero
[21:25:46] <lynxlynxlynx> you're right, not enough context
[21:26:23] <lynxlynxlynx> looks fine, just add to the wiki todo that we don't have alignment changing yet, since it was hardcoded
[21:26:40] <lynxlynxlynx> you can add a note there that this function is not well understoof
[21:26:54] <lynxlynxlynx> s/f/d/2
[21:27:28] <chiv> ok, will do
[21:28:07] <lynxlynxlynx> and open a pull request please :)
[21:30:58] <chiv> modified comment & sent
[21:41:39] <chiv> hmm
[21:42:06] <chiv> baldur.bcs doesn't really know if the player just clicked on an exit, does it
[21:44:47] <fuzzie> no, you have to shout at me about it now that avenger is gone I think
[21:46:15] <chiv> well... for now it only majorly affects the endgame, and you can't really get there anyway yet
[21:52:49] <chiv> maybe instead of baldur.bcs, what about a 2da that matches specific exits to a certain script, which is excecuted first, instead of directly doing the travel action?
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