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

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[12:05:32] <Adam007> hey guys
[12:06:21] <Adam007> /gemrb/core/Inventory.cpp line:1889
[12:06:30] <Adam007> // If an item with bit 25 set is equipped in a non-helmet slot, aversion is enabled
[12:06:31] <Adam007> / If an item with bit 25 set is equipped in a helmet slot, aversion is disabled
[12:06:32] <Adam007> why
[12:06:58] <Adam007> in original I *think* only helmet could avert crits
[12:08:37] <Adam007> and also
[12:08:42] <Adam007> line 1903
[12:08:43] <Adam007> if ( !(flag&IE_ITEM_TOGGLE_CRITS) != ((int) i==SLOT_HEAD) ) return true;
[12:08:51] <Adam007> this will never be 0
[12:10:43] <wjp> that is an impressively convoluted expression
[12:11:26] <Adam007> well ingame i get always criticals averted even with no armor at all
[12:11:49] <Adam007> SLOT_HEAD = 6
[12:12:10] <Adam007> and that IE_ITEM... has 25th bit set to 1
[12:12:32] <wjp> this seems to want to check for items in the head slot without the TOGGLE_CRITS set, or items outside the head slot with TOGGLE_CRITS set
[12:12:52] <wjp> the != is comparing two booleans though, isn't it?
[12:13:13] <Adam007> != is comparing any value
[12:13:18] <Adam007> i is number of item
[12:16:48] <wjp> it looks like this should just be an == instead of != ?
[12:17:28] <Adam007> if ( ((flag&IE_ITEM_TOGGLE_CRITS) >0) || ((int) i==SLOT_HEAD) ) return true;
[12:17:30] <Adam007> i think
[12:17:45] <wjp> no, that doesn't match the comment
[12:17:46] <Adam007> this checks if item averts criticals or if any item is worn on head
[12:17:51] <Adam007> yes
[12:17:55] <Adam007> thats second problem
[12:18:04] <Adam007> helmet should avert crits
[12:18:06] <wjp> the comments says TOGGLE_CRITS _toggles_ the state of averting crits, not averts crits
[12:18:29] <wjp> so: "if the item is worn on head, toggle crits must be 0, otherwise it must be 1"
[12:18:42] <wjp> (note that I have no specific knowledge of this flag, and am just following the comments)
[12:19:13] <Adam007> oh
[12:19:13] <wjp> i.e., according to the comment it should return true if either it's a helmet _without_ the flag, or a non-helmet _with_ the flag
[12:19:35] <wjp> so, if "is helmet" is opposite to "has flag"
[12:19:51] <wjp> but it's checking if "is helmet" is opposite to "doesn't have flag" right now
[12:20:52] <Adam007> if i get it right flag is set of properties of an item
[12:21:09] <wjp> yes
[12:21:43] <Adam007> ./Item.h:#define IE_ITEM_TOGGLE_CRITS 0x02000000 //toggles critical hit avertion
[12:22:37] <Adam007> so my line would return true if item had that property or if item was worn on head
[12:22:54] <Adam007> if that is whats desired
[12:23:01] <wjp> the comment says it isn't
[12:25:12] <Adam007> but the way as it is now you will get crits averted every time
[12:26:39] <wjp> well, my quick analysis above seems to indicate the check is just inverted accidentally
[12:26:53] <Adam007> !(flag&IE_ITEM_TOGGLE_CRITS) returns 1 when Flags is not set
[12:26:57] <Adam007> and 0 is flag is set
[12:27:07] <Adam007> and head =6
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[12:38:42] <lynxlynxlynx> btw, this critical aversion is an extension
[12:38:53] <lynxlynxlynx> in the original only head gear, any head gear did it
[12:39:04] <lynxlynxlynx> tobex adds a separate flag and we honor it
[12:39:50] <Adam007> tobex?
[12:40:03] <Adam007> throne of bhaal?
[12:57:00] <Adam007> do you know any items that prevent criticals apart from helmet so i can debug this correctly?
[13:35:14] <edheldil> the point is that helmets avert critical, so it the flag is set, it does not avert.
[13:36:03] <edheldil> the '!' is there to cast the result of bin and to 0 or 1
[13:36:42] <edheldil> but it's ugly, that's given
[13:40:02] <Adam007> so if TOGGLE_CRIT is set criticals are allowed
[13:40:56] <Adam007> but its doesnt matter comparing Toggled flag and position of item on character with != has no logic
[13:43:40] <Adam007> another thing
[13:43:42] <Adam007> (gdb) print item.ItemResRef
[13:43:43] <Adam007> $36 = "sw1h05\000\000"
[13:43:51] <Adam007> thats item on attacker
[13:43:57] <Adam007> not on defending person
[13:44:09] <Adam007> You see i poke this because it doesnt work as it should be
[13:50:54] <lynxlynxlynx> you will not find any original items with that bit set
[13:51:08] <lynxlynxlynx> tobex is an engine hack
[13:53:25] <lynxlynxlynx> not sure why you care about the weapon, but the flag is a TOGGLE like the name suggests
[13:54:11] <lynxlynxlynx> for what was hardcoded to have aversion in the original (any item in SLOT_HEAD) it flips it and for anything else that has it set, it enables it
[13:54:27] <lynxlynxlynx> so eg. full plate could give you critical aversion
[13:54:39] <Adam007> but why?
[13:54:45] <Adam007> it shouldnt
[13:54:59] <lynxlynxlynx> that's up to the modders to decide
[13:55:14] <lynxlynxlynx> it's pretty lame that ioun stones grant immunity from criticals
[13:55:27] <Adam007> so this is some extension for modders?
[13:55:34] <lynxlynxlynx> item revisions already takes this into consideration, yes
[13:56:21] <Adam007> you see now you get critical aversion even with character with no items at all
[13:56:29] <Adam007> with latest build
[13:56:41] <Adam007> so there must be something wrong
[13:57:52] <lynxlynxlynx> if that's true, then it is indeed a bug
[13:58:28] <Adam007> also bool Inventory::ProvidesCriticalAversion() examines attacking item
[13:58:34] <Adam007> not defenders items
[13:58:43] <Adam007> that why i pasted $36 = "sw1h05\000\000"
[13:59:02] <Adam007> this is what that function is examining
[13:59:05] <lynxlynxlynx> it's probably called on all the items
[13:59:13] <lynxlynxlynx> but brb, need to make lunch
[13:59:21] <Adam007> k
[14:01:23] <lynxlynxlynx> ok, water's on
[14:09:11] <Adam007> i presume GemRB::Inventory::ProvidesCriticalAversion is called only on defending character?
[14:09:34] <Adam007> ie on items of defending char
[14:17:02] <Adam007> Breakpoint 5, GemRB::Actor::ModifyWeaponDamage (this=0xa0bae0, wi=..., target=0xa198b0, damage=@0x7fffffffdcac, critical=@0x7fffffffdcab)
[14:17:02] <Adam007> at /home/adam/Projects/gemrb/gemrb/core/Scriptable/Actor.cpp:7278
[14:17:02] <Adam007> ProvidesCriticalAversion() gets called on attacked not on target
[14:17:07] <Adam007> imho
[14:17:26] <lynxlynxlynx> yep
[14:17:34] <lynxlynxlynx> i was about to say it's missing a target->
[14:17:54] <Adam007> target->inventory.Provides....
[14:17:58] <Adam007> like that?
[14:19:22] <wjp> lynxlynxlynx: since it may have gotten lost in the backlog, the check for this critical aversion is just inverted accidentally
[14:19:40] <wjp> (in current git, that is)
[14:19:55] <lynxlynxlynx> i'm looking at history
[14:20:31] <lynxlynxlynx> modifydamage was changed to always run on the target, but it's not used like that here
[14:21:31] <lynxlynxlynx> but then got changed again and refactored incompletely, so a bug was born
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[14:26:28] <lynxlynxlynx> mhm
[14:26:37] <lynxlynxlynx> nice spotting guys
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[14:27:28] <wjp> I'd maybe refactor this into bool togglesCrits = ...; bool isHelmet = ...; if (togglesCrit ^ isHelmet) return true;
[14:27:56] <Adam007> target->ProvidesCriticalAversion() now properly checks targets inventory but it ignores all items except equipped swords
[14:28:21] <wjp> (I'd even commit that, but I can't test right now...)
[14:29:15] <Adam007> if (!item || ! (item->Flags & IE_INV_ITEM_EQUIPPED)) will trigger only on equipped sword
[14:31:38] <lynxlynxlynx> yes, they're skipped
[14:32:02] <Adam007> but why :D
[14:32:18] <lynxlynxlynx> part of the spec
[14:32:26] <Adam007> then ProvidesCriticalAversion() cannot examine armor and helmet
[14:32:50] <lynxlynxlynx> it can, this equipped flag is not what you think
[14:34:41] <lynxlynxlynx> wjp: i'll make it happen
[14:35:00] <lynxlynxlynx> did you do anything about check_library_exists yesterday?
[14:36:08] <lynxlynxlynx> Adam007: no, i'm wrong, that was Equipped for weapons
[14:36:11] <wjp> no, won't be able to actually work on things until Monday, unfortunately
[14:36:24] <Adam007> target->ProvidesCriticalAversion() will skip every item except equipped sword
[14:36:28] <Adam007> so it will always be bugged
[14:37:49] <lynxlynxlynx> seems there is some decoherence; we do currently only mark weapons
[14:38:35] <Adam007> oh
[14:39:04] <Adam007> so it should be switched for all equipped items but it is only or swords atm
[14:39:10] <Adam007> for*
[14:39:19] <wjp> ah, it's used to distinguish between active and non-active weapon equipment slots, I see
[14:40:16] <Adam007> oh tricky name :D
[14:40:41] <Adam007> equipped as in "in hand" not on body
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[14:44:57] <lynxlynxlynx> reading the original discussion, i see no mention of excluding weaponry
[14:45:56] <Adam007> thing is that ProvidesCriticalAversion should check if character has any items that protect from critical damage but since it checks items with IE_INV_ITEM_EQUIPPED flag it will only examine equipped swords
[14:48:19] <lynxlynxlynx> yes
[14:48:29] <lynxlynxlynx> probably my mistake from the initial implementation
[14:48:47] <lynxlynxlynx> it should check only noninventory slots (=what you thought was equipped)
[14:49:03] <Adam007> and i still think this is bugged
[14:49:04] <Adam007> if ( !(flag&IE_ITEM_TOGGLE_CRITS) != ((int) i==SLOT_HEAD) ) return true;
[14:49:24] <Adam007> last condition in mentioned function
[14:50:47] <lynxlynxlynx> yes, it should be ==, but wjp's idea is even better, XOR
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[14:54:16] <Adam007> that will make different logic for helmet and non helmet
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[14:58:32] <Adam007> actually why bother with helmet slot, just make all equipment with IE_ITEM_TOGGLE_CRITS flag
[14:58:39] <Adam007> and you can have only one condition
[14:58:44] <Adam007> and leave out helmet part
[14:58:56] <lynxlynxlynx> that would break compatibility
[14:59:02] <Adam007> i see
[14:59:34] <lynxlynxlynx> the original hardcoded the helmet slot for this
[14:59:50] <lynxlynxlynx> even if you put a daisy in it, you'd get critical aversion
[15:00:00] <Adam007> :D
[15:02:57] <Adam007> then it has to be OR
[15:03:29] <Adam007> or XOR and all helmets added by modders will have switched logic
[15:05:03] <lynxlynxlynx> no
[15:05:15] <lynxlynxlynx> / extension to allow more or less than head gear to avert critical hits:
[15:05:15] <lynxlynxlynx> / If an item with bit 25 set is equipped in a non-helmet slot, aversion is enabled
[15:05:15] <lynxlynxlynx> / If an item with bit 25 set is equipped in a helmet slot, aversion is disabled
[15:05:46] <Adam007> yes
[15:05:50] <Adam007> thats what i mean
[15:05:57] <Adam007> different rule for helmet and non helmet
[15:06:11] <lynxlynxlynx> of course
[15:06:20] <Adam007> i see now why it is called TOGGLE
[15:06:22] <Adam007> yes it makes sense
[15:09:40] <Adam007> will SLOT_ANY instead of IE_INV_ITEM_EQUIPPED work?
[15:14:23] <Adam007> seems not..
[15:15:55] <lynxlynxlynx> http://sprunge.us/QcjX?diff
[15:16:01] <lynxlynxlynx> that's what i'll commit
[15:20:15] <lynxlynxlynx> makes sense?
[15:20:26] <lynxlynxlynx> i tested about half of it
[15:20:33] <Adam007> this confusles me
[15:20:34] <Adam007> 18 + if (!((i == SLOT_ARMOR) || (i == SLOT_HEAD)) && !(item->Flags & IE_INV_ITEM_EQUIPPED)) {
[15:20:34] <Adam007> 19 continue;
[15:20:34] <Adam007> 20 }
[15:20:55] <Adam007> other seems more readable and ok for me
[15:21:27] <lynxlynxlynx> there are multiple slots that can contain weapons and it was shorter to list the others and invert the selection
[15:22:39] <Adam007> how about rings?
[15:22:45] <Adam007> they can protect vs crit also
[15:23:19] <Adam007> nvm
[15:23:23] <Adam007> this is legit
[15:24:53] <Adam007> i get it now not equipped weapons in weapon slot wont provide defense vs crits
[15:28:56] <Adam007> wait a sec
[15:29:01] <Adam007> i == SLOT_INV
[15:29:10] <Adam007> SLOT_INV is a bit
[15:29:12] <Adam007> not a value
[15:29:24] <Adam007> isnt it
[15:32:04] <lynxlynxlynx> no, it holds the first inventory slot
[15:33:10] <Adam007> ok, I was looking at some defines at inventory.h and it confused me
[15:33:26] <lynxlynxlynx> need to check the whole range
[15:38:02] <CIA-31> GemRB: 03lynxlupodian * rad91c3011857 10gemrb/gemrb/core/Inventory.cpp:
[15:38:02] <CIA-31> GemRB: ProvidesCriticalAversion: fixed the bit check and improved readability
[15:38:02] <CIA-31> GemRB: thanks Adam and wjp for spotting and suggestions
[15:38:05] <CIA-31> GemRB: 03lynxlupodian * r19f0f1352ac5 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[15:38:05] <CIA-31> GemRB: call ProvidesCriticalAversion on the target, not the attacker
[15:38:05] <CIA-31> GemRB: bad leftover from earlier refactorings
[15:38:05] <CIA-31> GemRB: 03lynxlupodian * r53c68f02d775 10gemrb/gemrb/core/Inventory.cpp:
[15:38:06] <CIA-31> GemRB: ProvidesCriticalAversion: check all the equipment slots
[15:38:06] <CIA-31> GemRB: only weapons can have the equipped bit set, so we were discarding too many
[15:38:07] <CIA-31> GemRB: slots.
[15:39:43] <Adam007> yay
[15:41:13] <lynxlynxlynx> teamwork ftw :)
[15:42:58] <lynxlynxlynx> ok, now for the vlc thing
[15:43:18] <lynxlynxlynx> it's good that you did not upgrade, so you'll be able to test :)
[15:45:10] <Adam007> :D
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[16:00:01] <Adam007> heya
[16:00:03] <Adam007> if (!item || (i>=SLOT_INV) || (i<=LAST_INV)) { // ignore items in the backpack
[16:00:38] <Adam007> if (!item || (i<=SLOT_INV) || (i>=LAST_INV)) { // ignore items in the backpack
[16:00:42] <Adam007> imho
[16:00:46] <Adam007> HEAD=6
[16:00:50] <Adam007> so now it will skip helmet
[16:00:59] <Adam007> SLOT_INV=18
[16:01:06] <Adam007> LAST_INV=33
[16:02:39] <Adam007> sec it doesnt make sense
[16:02:48] <lynxlynxlynx> should be an AND in between
[16:03:07] <Adam007> well if SLOT_INV is 18
[16:03:22] <lynxlynxlynx> and parenthesis
[16:03:25] <lynxlynxlynx> it's a range check
[16:03:32] <Adam007> shouldnt it be just !item || i>=SLOT_INV ?
[16:03:36] <lynxlynxlynx> (!item || ((i>=SLOT_INV) && (i<=LAST_INV)))
[16:03:45] <Adam007> or that
[16:04:10] <Adam007> cos I dont know how exactly slots are organized i just know head is 6
[16:04:13] <lynxlynxlynx> well, people could add new slots, better to be more defensive
[16:04:19] <Adam007> yes yes
[16:07:02] <CIA-31> GemRB: 03lynxlupodian * r7a68217fa6a8 10gemrb/gemrb/core/Inventory.cpp: fixed mistake from 53c68f02d: check the slot range properly
[16:09:00] <Adam007> works like charm
[16:31:15] <edheldil> have a nice time, guys, I won't be here the next week
[16:32:41] <lynxlynxlynx> enyoj the vacation :)
[16:33:01] <Adam007> cya later
[16:38:14] <edheldil> :)
[16:38:17] <edheldil> cya
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[16:41:57] <wjp> lynxlynxlynx: it'll check all weapon slots now right, even the ones not currently active?
[16:42:14] <wjp> ah, no, missed the block below, sorry :-)
[16:42:48] <Adam007> any idea how to enable gore in baldur.ini?
[16:44:28] <lynxlynxlynx> not really, but if this is from the todo, it has been recently fixed more sensibly
[16:44:41] <lynxlynxlynx> sometimes, but not very often, we do deviate from the original
[16:48:33] <lynxlynxlynx> this cmake detection is turning bad
[16:48:44] <lynxlynxlynx> tried all three methods already :|
[16:52:48] <Adam007> sadly, I know nothing about cmake
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[17:23:51] <brad__> lynx: is it just the vlc detectin that is giving you trouble?
[17:23:58] <brad__> or can you not get it to build either?
[17:24:06] <lynxlynxlynx> the v2 detection
[17:24:11] <lynxlynxlynx> i'll just do it manually
[17:24:20] <brad__> we could just make a parameter to build it for now
[17:24:38] <brad__> since it is mostly useless. at least for the time being
[17:24:46] <brad__> no need to put effort into it
[17:28:09] <lynxlynxlynx> not true
[17:30:28] <Adam007> if u have <vl-2 it wont build
[17:31:03] <Adam007> less than vlc-2.0 *
[17:31:34] <Adam007> so anyone who doesnt know how to fix source is not able to build it ATM
[17:31:49] <Adam007> if he doesnt have vlc2 ofc
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[18:12:59] <lynxlynxlynx> Adam007: http://sprunge.us/IdZV <-- please try this
[18:13:51] <lynxlynxlynx> just apply it and rerun make
[18:22:25] <Adam007> erm... how do i apply it?
[18:26:56] <lynxlynxlynx> patch -p1 < that file
[18:30:05] <Adam007> [adam@mainframe build]$ make
[18:30:05] <Adam007> Detected version: 0.7.0-git
[18:30:05] <Adam007> -- Looking for Python libraries and headers: found
[18:30:05] <Adam007> -- Looking for SDL: found
[18:30:05] <Adam007> -- Looking for Zlib: found
[18:30:06] <Adam007> -- Looking for OpenAL: found
[18:30:08] <Adam007> -- Looking for SDL_mixer: found
[18:30:10] <Adam007> 1111111: /lib64/libvlc.so + /usr/include : 2 ~
[18:30:12] <Adam007> CMake Error at cmake/modules/FindLIBVLC.cmake:64 (message):
[18:30:16] <Adam007> The VLCPlayer plugin requires at least VLC 2.0.0 to build, skipping!
[18:30:18] <Adam007> Call Stack (most recent call first):
[18:30:20] <Adam007> CMakeLists.txt:206 (INCLUDE)
[18:30:22] <Adam007> -- Configuring incomplete, errors occurred!
[18:30:24] <Adam007> make: *** [cmake_check_build_system] Error 1
[18:44:21] <lynxlynxlynx> excellent
[18:45:07] <lynxlynxlynx> remove FATAL_ERROR in cmake/modules/FindLIBVLC.cmake and retry
[18:45:15] <lynxlynxlynx> that will allow you to go ahead
[18:47:40] <Adam007> sec
[18:50:06] <Adam007> oh k it works again
[18:53:12] <CIA-31> GemRB: 03lynxlupodian * rf2fb924bce09 10gemrb/cmake/modules/FindLIBVLC.cmake: cmake to vlc < 2.0: you shall not pass!
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[19:09:02] <CIA-31> GemRB: 03lynxlupodian * r281bedbb3fcd 10gemrb/gemrb/GUIScripts/GUIREC.py: GUIREC: the bg2 demo lacks NOPORTMD
[19:17:59] <brad__> yay :)
[19:20:46] <Adam007> how do you run demo?
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[19:43:21] <lynxlynxlynx> like the games
[19:45:23] <Adam007> ah so its not a subset of original bg2
[19:58:55] <lynxlynxlynx> it is
[19:59:06] <lynxlynxlynx> the first bg2 dungeon
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[20:10:55] <Adam007> oh because Ive heared there was also non playable demo
[20:12:29] <lynxlynxlynx> heh, what would that be, a video?
[20:13:56] <Adam007> well, game scene
[20:14:03] <Adam007> without user interaction
[20:15:38] <Adam007> http://www.youtube.com/watch?v=OdVYHM1Iqoc
[20:15:43] <Adam007> it starts at 0:35
[20:16:16] <Adam007> its some kind of showcase but it shows some things that were not part of original bg
[20:16:17] <Adam007> i think
[20:18:20] <Adam007> i never played bg1 but i think those effects as well as characters and sprites were not there
[20:18:26] <Adam007> but there sure look interesting
[20:25:46] <lynxlynxlynx> nice
[20:26:03] <lynxlynxlynx> explains the FROZEN state
[20:27:19] <lynxlynxlynx> looks like they had it cone of cold, but removed it later
[20:27:31] <lynxlynxlynx> overpowered i guess
[20:28:29] <Adam007> well it is as long as hit in frozen state will make instakill
[20:28:46] <Adam007> :D
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[22:01:16] <Adam007> lynx is there a way to skip irenicus dungeon in gemrb?
[22:01:50] <lynxlynxlynx> the dungeonbegone mod should work
[22:02:03] <lynxlynxlynx> if you want to just get out faster, jumping will do as well
[22:02:07] <lynxlynxlynx> ctrl-j
[22:02:24] <lynxlynxlynx> get the key, get to the portal, blabla, get out
[22:02:41] <Adam007> ill try mod as I dont want to break story/quests
[22:02:42] <Adam007> etc
[22:02:50] <lynxlynxlynx> ctrl-(shift)-y if anyone is too annoying
[22:03:19] <lynxlynxlynx> you can't break anything that early, unless you leave the npcs behind
[22:03:42] <lynxlynxlynx> but dbg makes it like you played it all, so you get all the xp and items
[22:03:44] <Adam007> what about dryads?
[22:04:07] <lynxlynxlynx> i'm not sure, maybe having the acorns is enough
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[22:18:16] <Adam007> wine is bullying me :(
[22:18:26] <Adam007> it wont finish install of the mod
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