#gemrb@irc.freenode.net logs for 14 Aug 2009 (GMT)

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[00:16:30] <fuzzie> bg1 chargen won't let me increase my constitution past 18..
[00:21:55] <fuzzie> also, the rats hurt me :(
[00:22:11] <fuzzie> wow, the rats killed me
[00:36:49] <Enverex> Surely that's supposed to happen if your character is very low level, or left alone with them for a long time...
[00:37:41] <fuzzie> this was in about 5 seconds, but perhaps something to check in the original
[00:38:01] <Enverex> Hrm, does sound rather quick...
[00:38:16] <Enverex> Did you have the "To hit rolls" turned on to see what was going on?
[00:40:55] <fuzzie> probably not :) good idea to try
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[09:55:47] <fuzzie> morning
[10:00:17] <wjp> hi
[10:00:24] <lynxlynxlynx> oj
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[10:12:09] <fuzzie> lynxlynxlynx: in backscroll I related a sad tale of how the rats in bg1 Candlekeep viciously slaughtered me in moments, any ideas?
[10:12:49] <lynxlynxlynx> starvation
[10:12:58] <fuzzie> they seemed to critical hit every time
[10:13:08] <lynxlynxlynx> nice
[10:13:44] <lynxlynxlynx> there's no stat for such bonus
[10:14:28] <lynxlynxlynx> can you reproduce? maybe they just got lucky
[10:14:42] <fuzzie> yes, happens every time
[10:15:34] <fuzzie> actually, i was hitting critical hit with 'damage 1d10+0 = 2', too
[10:16:04] <lynxlynxlynx> that's ok, 1x2 = 2
[10:16:07] <fuzzie> oh, right, that roll is a different one
[10:16:59] <fuzzie> looking at the code, CriticalBonus doesn't seem to get initialised.
[10:18:23] <lynxlynxlynx> true, only for the guiscript
[10:18:33] <fuzzie> same for style
[10:18:40] <fuzzie> no, for PerformAttack, i mean
[10:18:41] <lynxlynxlynx> but it is the same with some others
[10:19:01] <lynxlynxlynx> maybe they get always set to something
[10:19:11] <fuzzie> it does 'int CriticalBonus;' -> GetCombatDetails which doesn't set it -> using unitialised variable which is very high
[10:19:31] <fuzzie> so i guess that should be 'int CriticalBonus = 0;' but not sure what to do about style
[10:19:34] <lynxlynxlynx> the critical bonus is purely from style, we don't handle luck yet
[10:19:38] <fuzzie> oh, i guess style doesn't matter
[10:20:06] <lynxlynxlynx> 0 too
[10:25:39] <fuzzie> i need to take another look at bg1 chargen; in-game proficiencies are off the scale and i can't increase stats above 18
[10:26:09] <fuzzie> and my Lore seems to be -9, i don't know if that's correct?
[10:26:11] <lynxlynxlynx> not as human, right?
[10:26:21] <lynxlynxlynx> what's your int and wis?
[10:26:30] <fuzzie> low; int 9, wis 12
[10:26:56] <fuzzie> if your Lore can legitimately be negative then it's probably fine
[10:27:15] <lynxlynxlynx> that gives a -10 penalty
[10:27:24] <lynxlynxlynx> and +1 per level, i guess
[10:27:45] <lynxlynxlynx> maybe we should just display negatives as 0
[10:27:54] <lynxlynxlynx> i already do that for a few stats in bg2
[10:29:51] <CIA-22> gemrb: 03fuzzie * r6847 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: be sure to initialise CriticalBonus in GetCombatDetails
[10:30:14] <fuzzie> ok, now the rats don't kill me :) the battle still seems a bit crazily overpowered, my 19 con character with splint mail took some heavy damage
[10:30:37] <fuzzie> maybe that is a bug with my interfering with the round code
[10:31:36] <fuzzie> unfortunately it's pretty difficult to play bg1 seriously in gemrb, since you're stuck at level 1 forever
[10:32:37] <fuzzie> kind of a pity because the game is so simple, comparatively (only 517 scripts, most of them trivial..)
[10:33:00] <lynxlynxlynx> heh, that's right, i'm again stuck in scripts here
[10:34:44] <fuzzie> i know of two current big scripting bugs: scripts on death are broken, and we don't preserve objects properly between script rounds
[10:34:56] <fuzzie> otherwise i am hoping it's all relatively easily fixable
[10:35:20] <lynxlynxlynx> any known problems with the See trigger?
[10:35:59] <fuzzie> no, except maybe interactions with that preserving objects prblem
[10:42:52] <lynxlynxlynx> pirmur10.baf is what's confusing me
[10:43:13] <lynxlynxlynx> the first block is irrelevant, since it is for another area, the other one just moves
[10:43:31] <lynxlynxlynx> no idea how the dialog of the same name is initiated, i can't do it manually
[10:43:47] <fuzzie> is that the only script on the actor?
[10:44:00] <lynxlynxlynx> shout
[10:44:27] <lynxlynxlynx> i guess that's for the terrified shriek
[10:44:57] <lynxlynxlynx> wtrunsgt is generic too
[10:45:52] <fuzzie> it could be another script in the area
[10:47:24] <Enverex> fuzzie, Got that list yet? :P
[10:47:46] <lynxlynxlynx> nothing with the area id in the list
[10:48:02] <fuzzie> Enverex: well, you could see if Lore turns out negative (in character information) if you make a BG1 character with very low intelligence/wisdom :)
[10:48:15] <lynxlynxlynx> maybe i *am* supposed to initiate the dialog and she is just buggily marked as not having anything to say
[10:48:22] <Enverex> fuzzie, On it
[10:48:30] <fuzzie> lynxlynxlynx: the only mention of the actor pirmur10 in scripting seems to be a forced move to ar1600 in cut46e
[10:48:34] <lynxlynxlynx> i'm sure it does
[10:48:47] <lynxlynxlynx> that's afterwards, yes
[10:48:58] <lynxlynxlynx> when her dialog ends
[10:49:10] <fuzzie> the death variable is 'pirmur10'?
[10:50:07] <lynxlynxlynx> how can i tell? she's not supposed to die btw :=)
[10:50:10] <fuzzie> i have a huge list of "things to test in the original games", but all of them require knowledge of BGScript, which is not very helpful
[10:50:16] <fuzzie> it should be in ctrl-m, i think
[10:50:52] <fuzzie> maybe it's "scripting name" in gemrb - "death variable" is a really silly name that has just stuck in the community for some reason
[10:51:09] <lynxlynxlynx> yeah, that's the same
[10:51:17] <Enverex> Are you guys using GIT or SVN?
[10:51:23] <lynxlynxlynx> both
[10:51:35] <fuzzie> Enverex: the gemrb repository is in svn, lynx and I use git-svn to access it
[10:51:55] <fuzzie> but we have various Windows developers, and they don't like git
[10:52:05] <Enverex> Ahh right
[10:53:36] <fuzzie> lynxlynxlynx: very strange
[10:53:53] <lynxlynxlynx> mhm
[10:54:14] <lynxlynxlynx> what determines if an actor is willing to talk to you?
[10:54:50] <fuzzie> $ ~/src/ielister/ielister pirmur10.cre | grep Dialog
[10:54:52] <fuzzie> 02cch Dialog pirmur10
[10:54:56] <fuzzie> ^- certainly has the dialog..
[10:55:10] <fuzzie> what does the console output give you?
[10:55:22] <lynxlynxlynx> could it be that here movement action never finishes due to pathfinding (even though she goes to her cell just fine)
[10:55:43] <lynxlynxlynx> nothing too interesting
[10:57:20] <fuzzie> just no output at all?
[10:57:31] <Enverex> fuzzie, Oddly enough it's refusing to compile - http://xnode.org/np/?ZDEyMD - should the CVS be in a working state at the moment?
[10:57:45] <lynxlynxlynx> nothing after i kill the other pirmurs
[10:58:29] <fuzzie> lynxlynxlynx: but you do get the dialog cursor?
[10:58:49] <lynxlynxlynx> yes, i can try to talk to her just fine
[10:59:11] <fuzzie> Enverex: oh, that's interesting
[10:59:48] <Enverex> System is an up-to-date Gentoo install on x86_64
[10:59:56] <fuzzie> which g++ version?
[11:00:18] <Enverex> 4.3.3
[11:00:25] <lynxlynxlynx> same as me
[11:00:38] <lynxlynxlynx> trying a clean build
[11:00:41] <fuzzie> other people have reported that and then disappeared before anyone could try and fix it
[11:00:56] <lynxlynxlynx> i'm on 32b though
[11:01:04] <fuzzie> apparently it's an optional glibc feature
[11:01:22] <fuzzie> to add warning_unused_result to these functions which we should technically not be ignoring
[11:02:15] <lynxlynxlynx> Enverex: if you want it compiled just sed out the -Werror from the Makefile
[11:02:19] <fuzzie> unfortunately you can't supress it with (void) because that still counts as ignoring
[11:02:34] <Enverex> lynxlynxlynx, Yeah, I was assuming that would fix it, just thought it was odd that I was seeing it
[11:03:38] <Enverex> -Werror in the makefile had 2 spaces infront of it so it looks like something has already been removed without being tidied up...
[11:05:41] <lynxlynxlynx> compiles fine here on glibc 2.10.1
[11:05:56] <fuzzie> i should say: optional off-by-default glibc feature
[11:06:04] <lynxlynxlynx> must really be something optional or maybe one of the extra patches
[11:06:16] <lynxlynxlynx> exactly, mine is vanilla
[11:07:28] <CIA-22> gemrb: 03fuzzie * r6848 10/gemrb/trunk/gemrb/plugins/Core/CachedFileStream.cpp: don't ignore fwrite return value when trying to cache a file, abort on failure instead
[11:07:44] <fuzzie> it looks like that should be the only problem, but i would appreciate knowing if there are any others (even if you remove -Werror, you should still get the warnings while compiling)
[11:10:45] <Enverex> Another - http://xnode.org/np/?NzFhN2
[11:10:58] <fuzzie> oh, damn, i forgot to check the other plugins
[11:11:39] <Enverex> That seems to have been it, it's compiled nw
[11:12:38] <fuzzie> we don't even seem to use that function
[11:13:02] <lynxlynxlynx> hmm, maybe it is vadek
[11:13:19] <fuzzie> nor anything in that file
[11:13:20] <lynxlynxlynx> he casts what i think is simulacrum, but the original disappears
[11:13:38] <lynxlynxlynx> so maybe he's not properly dead, checking the var
[11:15:22] <fuzzie> hm
[11:15:27] <CIA-22> gemrb: 03fuzzie * r6849 10/gemrb/trunk/gemrb/plugins/ACMImporter/riffhdr.cpp: try to suppress another warning in riffhdr.cpp (which we don't even seem to use)
[11:15:31] <fuzzie> there are some effect paths which don't set death variables
[11:16:16] <lynxlynxlynx> it's mislead actually and he's unsummoned
[11:16:21] <lynxlynxlynx> i get 25 gp for that!?
[11:16:22] <fuzzie> Enverex: does that one fix it?
[11:16:48] <fuzzie> i feel terrible for even having made that patch
[11:16:49] <Enverex> I'll check in a sec, just making a cfg file for BG1
[11:18:17] <fuzzie> But I'm rather grateful if you can confirm that it builds okay, since I haven't been able to pin down anyone else with that problem.
[11:21:05] <Enverex> Yeah no problem, I'll check in a second for you. Regarding Lore, was it any particular class/race you needed me to check?
[11:21:06] <lynxlynxlynx> CheckVariable GLOBALSPRITE_IS_DEADpirmur07: 0
[11:21:57] <lynxlynxlynx> Enverex: it's not really needed; i know it can be negative and it isn't tied to chargen
[11:22:27] <lynxlynxlynx> stupid fools get a lore penalty :)
[11:23:20] <Enverex> Ah right, just made a char for it, Aarnold the Dim, lol
[11:24:45] <Enverex> Yup -40 Lore :P - http://xnode.org/i/?p=25
[11:26:01] <fuzzie> ok, so that seems to have worked well
[11:26:20] <Enverex> fuzzie, Just testing a compile now in another folder
[11:28:32] <Enverex> fuzzie, Yup, compiles fine now. I always thought it would take longer than that, 44 seconds :)
[11:28:44] <fuzzie> hooray
[11:28:58] <fuzzie> and sound works for you? that's another thing that we always had problems with
[11:29:07] <Enverex> Yeah, worked fine on BG1 at least
[11:29:14] <Enverex> Music, sound effects, etc
[11:30:08] <Enverex> (OpenAL via ALSA on a Creative X-Fi Elite Pro)
[11:30:14] <fuzzie> lynxlynxlynx: did you test summoning familiars in bg2?
[11:30:26] <lynxlynxlynx> not yet
[11:30:37] <fuzzie> that would be something to test, then, since it's still on the bugs list
[11:30:40] <lynxlynxlynx> only had a save with one already in the bag
[11:30:51] <lynxlynxlynx> should be trivial
[11:31:05] <lynxlynxlynx> cg a sorcerer, sleep, cast
[11:31:10] <fuzzie> i don't understand the code for the portal key thing, so i guess that is still a bug
[11:31:45] <lynxlynxlynx> it is, you can't get rid of it
[11:32:00] <fuzzie> another listed bug is 'traps are detected far too quickly with Imoen's find traps skill, in BG2', that should also be easy to test
[11:33:22] <fuzzie> and another thing to test would be if arrows are still shot from the wrong place or at the wrong time - probably best to use existing savegames for that, to try and test with different kinds of projectile weapons too
[11:34:42] <fuzzie> http://www.eowyn.cz/gemrb/bg2/saves/ is pretty bare apart from wjp's saves, we should make an appeal :)
[11:42:21] <Enverex> Is there a cruft removal script for the games? (to get rid of unnecessary files that GemRB doesn't actually need for them)
[11:42:51] <fuzzie> there is not very much cruft, really
[11:43:10] <fuzzie> there's installer scripts (for those of us who don't use wine) which offer to remove the cruft, but then they remove necessary files, argh :(
[11:44:27] <Enverex> lol
[11:44:42] <Enverex> i.e. for ToB do you just need the CD5 folder?
[11:45:30] <fuzzie> and some updates to other files, i think
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[12:43:51] <lynxlynxlynx> level 1 of spellhold works fine
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[13:24:00] <lynxlynxlynx> can't get bhaal to enter candlekeep
[13:24:22] <lynxlynxlynx> it was sometimes hard in the original, but by now it should've worked
[13:25:29] <Enverex> Hrm, can't get BG2 to install in Wine, keeps asking for discs that are already in, grr. Unshield doesn't work either, claims it's not an installshield file when it is so not sure what to do there
[13:26:56] <lynxlynxlynx> wine has sometimes problems like that, yes
[13:27:11] <lynxlynxlynx> i worked around it by making a dvd out of all the cds
[13:27:29] <Gekz> is it possible to compile gemrb on windows?
[13:27:33] <lynxlynxlynx> no idea what you're doing wrong with unshield though
[13:27:39] <lynxlynxlynx> Gekz: sure
[13:27:44] <Gekz> lynxlynxlynx: how
[13:27:47] <Gekz> mingw?
[13:27:49] <Gekz> msvc?
[13:27:51] <Enverex> I tried that, didn't work (copied all the discs into one folder). It got to 95% then asked for disc 1 again (no idea why)
[13:27:57] <lynxlynxlynx> both actually
[13:28:06] <Gekz> I've never done the msvc wya
[13:28:10] <Gekz> I dont know how actuall
[13:28:10] <Gekz> ylol
[13:28:21] <lynxlynxlynx> Enverex: that's fine; it's more problematic when it asks for num_disks+1 :9
[13:28:33] <Gekz> I have the DVD
[13:28:38] <lynxlynxlynx> open up the project and order a build, i guess
[13:28:39] <Gekz> so installing was easy for me
[13:28:51] <Gekz> lynxlynxlynx: with what version of MSVC?
[13:28:51] <Gekz> lol
[13:29:07] <lynxlynxlynx> definitely not 8, we have some stale patches on sf about that
[13:29:15] <lynxlynxlynx> probably 6 works :P
[13:29:20] <Gekz> omg
[13:29:21] <Gekz> thats old
[13:29:22] <Gekz> _old_
[13:29:28] <lynxlynxlynx> i hear it is better
[13:29:30] <Gekz> that's pre .net
[13:29:37] <Gekz> lol
[13:30:57] <Enverex> lynxlynxlynx, Yeah, I remember that "Please insert Disc 6". Serious WTF moment. Not sure what files it's failed to copy in the last 5% though
[13:31:13] <lynxlynxlynx> nothing important
[13:31:29] <Enverex> Well the intro videos didn't play, are they supposed to be working?
[13:31:30] <lynxlynxlynx> if anything at all, actually
[13:31:42] <lynxlynxlynx> i think so
[13:31:52] <lynxlynxlynx> did you do a full install manually afterwards?
[13:32:18] <Enverex> This was me trying to do a full install...
[13:32:31] <Gekz> lulz
[13:33:17] <Enverex> So in short, if I go the individual disk route it fails to find the next disc each time. If I copy them all into the same folder it gets to 95% -then- fails. Quite annoying.
[13:34:03] <Gekz> unshield like a man
[13:34:04] <Gekz> do it right
[13:34:06] <Gekz> DO IT RIGHT
[13:34:07] <pupnik> :/
[13:34:20] <Gekz> pupnik: \:
[13:34:48] <pupnik> unshield is basically an unzipper for installshield stuff?
[13:35:00] <lynxlynxlynx> yes
[13:35:13] <lynxlynxlynx> Enverex: just do the full install manually afterwards
[13:35:33] <lynxlynxlynx> ancient lore :P
[13:36:49] <Enverex> lynxlynxlynx, How can I do a full install? As I said it fails trying to install. Are you referring to some other method?
[13:37:27] <lynxlynxlynx> yes
[13:38:10] <lynxlynxlynx> it's even in the bioware faq
[13:39:34] <Enverex> Are you referring to setting it to "Full Install" rather than "Regular" when going through the install process?
[13:41:29] <lynxlynxlynx> no
[13:41:53] <Enverex> Ok
[13:42:04] <lynxlynxlynx> 3rd time: *manual* full install
[13:42:32] <Enverex> Ah, sorry, missed off "manual" before
[13:51:29] <fuzzie> the 'disc 6' thing is it wanting disc 1 back, i thought
[13:51:35] <fuzzie> only it checks labels or something horrible
[13:52:14] <fuzzie> i had success doing a bg2 full install normally under wine once i'd accepted that wine's eject tool was broken, though :/
[13:53:57] <fuzzie> but i can give unshield instructions if necessary
[13:54:33] <lynxlynxlynx> we have them on the wiki + an installer
[13:55:36] <fuzzie> oh, useful
[13:55:41] <fuzzie> i don't think there's a working installer though?
[13:55:43] <Gekz> I need food
[13:55:45] <Gekz> can you feed me?
[13:55:52] <fuzzie> but the instructions on the wiki look great
[13:56:08] <Enverex> Following the instructions on the Wiki seems to have all the files in place, apart from some base ones. i.e. GemRB fails to start as it can't locate chitin,key
[13:56:09] <lynxlynxlynx> i think it works, but i haven't tried
[13:56:26] <fuzzie> wiki should probably mention that you need to copy the CDs, though
[13:56:27] <lynxlynxlynx> rename it
[13:57:44] <Enverex> Hrm, a step seemed to be missing before, should be ok now
[14:06:29] <Enverex> Remapped the drive, changed a few things and the game's own installer finally worked through Wine, no idea why it was so unstable though
[14:07:07] <fuzzie> if the game actually works under wine for you, comparing behaviour would be invaluable, too
[14:07:52] <Enverex> BG1 was flawless when I last played under Wine, I've not tried BG2 for some time though
[14:08:03] <lynxlynxlynx> works for me
[14:08:34] <lynxlynxlynx> hmm
[14:08:45] <fuzzie> i related this story yesterday: bg2 won't save for me unless i delete a file every time (there's a bug in the wine bugtracker), and i upgraded wine and now it just crashes X when i try to save
[14:09:09] <fuzzie> if anyone has fixes for those i'd like to hear (downgrading wine would be trivial), but the bug entry has no solutions :/
[14:09:11] <lynxlynxlynx> maybe this candlekeep thing doesn't work due to missing chase support
[14:09:30] <lynxlynxlynx> in the original critters follow you to subareas
[14:09:31] <fuzzie> do you know the scripts involved?
[14:09:42] <lynxlynxlynx> nothing interesting there
[14:09:45] <lynxlynxlynx> ppbhaal
[14:09:51] <lynxlynxlynx> ar0028
[14:09:59] <fuzzie> oh, yes, the code for them to follow you in battle just isn't there, i think
[14:10:02] <fuzzie> i don't know how that's meant to work
[14:10:18] <lynxlynxlynx> that's a real blocker now
[14:10:30] <lynxlynxlynx> hmm
[14:10:36] <fuzzie> i don't even have a guess at how that's meant to work..
[14:11:29] <lynxlynxlynx> my starting guess would be: if my target vanished to a subarea and there's no other thing to switch to, follow
[14:12:03] <lynxlynxlynx> and i must have seen the exit :)
[14:12:29] <fuzzie> what about spellcasters, though?
[14:12:40] <lynxlynxlynx> ?
[14:12:50] <fuzzie> they don't necessarily have an active target
[14:13:00] <fuzzie> often they're simply waiting
[14:13:04] <fuzzie> i mean, i don't know if they even follow you
[14:13:19] <lynxlynxlynx> liches do
[14:15:21] <lynxlynxlynx> i've got about 40 notes already
[14:15:34] <Enverex> Ok, if you go into New Game >> Import Character, you're stuck, it doesn't let you back out again
[14:15:54] <fuzzie> yes, gemrb's bg2 character generation doesn't let you import characters
[14:16:02] <lynxlynxlynx> i am the only one that like character generation? :)
[14:16:39] <fuzzie> it is nice the first few times :p
[14:16:40] <Enverex> fuzzie, Well it's not that I can't import anything, it's that I now can't get back out of the Import screen, the back button doesn't work :P
[14:16:52] <Enverex> (I was just seeing if there was a pre-made Sorc)
[14:16:52] <fuzzie> ok, we should probably fix that, let me look
[14:17:39] <fuzzie> that is an interesting one
[14:17:59] <Enverex> "[GUIScript]: Loading Script ...ValueError: Empty module name [ERROR]"
[14:18:34] <fuzzie> > GemRB.SetNextScript(GemRB.GetToken("NextScript"))
[14:18:39] <fuzzie> not so clever
[14:19:04] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs
[14:19:30] <lynxlynxlynx> heh
[14:20:01] <fuzzie> i don't know how to fix that, though
[14:20:12] <lynxlynxlynx> should probably just fallback to chargen1 or whatever the first one is
[14:20:59] <Enverex> That's not good... I get past character creation, the game interface appears but the actual game screen is blue, if I click anywhere the game segfaults...
[14:21:12] <fuzzie> that means you're missing the data files
[14:21:35] <fuzzie> if you did the unshield method, you probably don't have the configuration pointing to CD2
[14:21:51] <fuzzie> this is why i was saying that someone should fix the wiki page to point out you need to install the CDs
[14:22:16] <Enverex> No, that all went a bit wrong, so I managed to get the game to install fully (and normally) through Wine
[14:22:20] <lynxlynxlynx> we have some ondemand cd code though
[14:22:28] <fuzzie> lynxlynxlynx: doesn't actually work though :)
[14:22:51] <fuzzie> Enverex: then you probably just don't have the 'CD1', 'CD2', etc pointing to the right place in the config?
[14:22:57] <fuzzie> GamePath=/home/fuzzie/src/gemrb/bg2/
[14:22:57] <fuzzie> CD1=/home/fuzzie/src/gemrb/bg2/
[14:22:57] <fuzzie> CD2=/home/fuzzie/src/gemrb/bg2/CD2/
[14:23:00] <fuzzie> ^- should look like this
[14:23:36] <Enverex> fuzzie, Ahh, my bad, I thought those were only needed for non-full installs (where the CDs would be needed still)
[14:24:20] <lynxlynxlynx> time to start on that list
[14:25:33] <fuzzie> lynxlynxlynx: 'magical resistance is broken' stuff should maybe be grouped, randomwalk is indeed to blame, can i have a save for ch3 cutscene?, birds are maybe my bad, leveldrain is prbly resistance again?, secret doors are my bad
[14:26:11] <lynxlynxlynx> yeah, i've just dumped it now, no make up yet
[14:26:54] <lynxlynxlynx> the ch3 thing is just an instance of not centering on the party on entry
[14:27:22] <lynxlynxlynx> you can keyboard move to jon
[14:28:46] <fuzzie> ok
[14:35:38] <Enverex> Summon Familiar works in BG2
[14:36:30] <lynxlynxlynx> good
[14:36:35] <lynxlynxlynx> the monk desc is also ok
[14:36:41] <lynxlynxlynx> i guess it was fixed by a fixpack
[14:38:00] <pupnik> so fixpacks are things that change/override bioware game data to make stuff work with gemrb?
[14:38:14] <fuzzie> no, fixpacks are things that change/override bioware game data to make things work at all :)
[14:38:21] <fuzzie> i don't think there are any gemrb-specific patches
[14:38:56] <pupnik> Ok, my question then is, aren't there some situations where a lot of time would be saved with the ability to override/patch bioware game data for GemRB?
[14:39:11] <pupnik> *development time
[14:39:18] <fuzzie> not really, because we also want to stay compatible with all the mods available
[14:39:25] <fuzzie> and we can't patch all of those too
[14:39:30] <pupnik> mhm.
[14:39:41] <pupnik> ty
[14:39:48] <lynxlynxlynx> it's the engine that is crappy, the data not so much ;)
[14:40:10] <fuzzie> i do wonder where all the other devs have gone
[14:40:47] <pupnik> gitmo
[14:42:40] <fuzzie> my immediate todo list: trap disarming, centering on actor, lack of teleporting in bg2 start cutscene, scripts with Die()
[14:42:59] <lynxlynxlynx> :)
[14:43:02] <fuzzie> i shall gesture at lynxlynxlynx about fixing 'back' in the import dialog
[14:43:07] <lynxlynxlynx> mine: killing another lich
[14:43:23] <lynxlynxlynx> your ids targetting supposedly fixes that
[14:43:43] <fuzzie> i didn't actually test that at all, so possibly not
[14:47:25] <fuzzie> i aqm wondering about that teleporting thing, it works fine in other cutscenes so it's not a broken animation
[14:49:32] <Gekz> lol
[14:51:19] <fuzzie> oh, those use CreateCreatureDoor, not the spell
[14:51:37] <fuzzie> "we hack this to death", says the gemrb source
[14:52:22] <Gekz> lololol
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[14:53:50] <Avenger> hello
[14:54:14] <Avenger> woot, i'm on 2 weeks holiday
[14:54:31] <fuzzie> Avenger: gemrb seems to not really have any code for resistances, do you know how it should work, should it all be done in EffectQueue's check_resistance?
[14:54:43] <fuzzie> it seems like it all belongs in the effect code so you are the expert there :)
[14:55:28] <Avenger> damage should calculate resistances
[14:55:44] <fuzzie> but then there is level drain and poisoning and etc
[14:55:55] <fuzzie> which should not be added at all if resisted
[14:56:26] <fuzzie> and then check_resistance seems to resist things it shouldn't (such as heals)
[14:58:01] <Avenger> still?
[14:58:12] <Avenger> hmm, i thought i fixed that
[14:58:21] <lynxlynxlynx> definitely not completely
[14:58:48] <lynxlynxlynx> i played a 100% mr monk up to spellhold and had problems with that numerous times
[15:00:05] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs notes
[15:00:34] <Avenger> which spell exactly?
[15:01:18] <lynxlynxlynx> even potions
[15:01:36] <lynxlynxlynx> what came through was the level drain innate of vampires
[15:02:04] <fuzzie> great, i add printfs to this code and it works now
[15:02:10] <lynxlynxlynx> melf and undead strength drain (at least i got the portrait icon)
[15:03:18] <lynxlynxlynx> the traps one may be bogus - could be i only triggered the ones with physical punishment
[15:03:27] <Avenger> melf acid arrow has 3 as resist type
[15:03:42] <Avenger> i mean, its damage has 1 its icon has 3
[15:05:30] <fuzzie> i don't think the spwi402 bug is anything in the scripting, the projectile just doesn't do anything sometimes
[15:07:07] <Avenger> melf has the same damage resisting ability as healing potion???
[15:07:18] <Avenger> resist type = 1
[15:07:35] <fuzzie> yes, so there must be something more complicated in the effects there, no?
[15:07:47] <Avenger> yes
[15:07:56] <Avenger> and maybe even in gametypes
[15:08:05] <Avenger> i think in iwd/how you can resist healing
[15:08:09] <fuzzie> yes, in bg1 too
[15:09:16] <lynxlynxlynx> bg1 definitely
[15:09:26] <lynxlynxlynx> they fixed that in bg2 due to all the complaints :)
[15:13:26] <Gekz> btw
[15:13:29] <Gekz> theres a bug
[15:13:34] <Gekz> where you drink a potion while paused
[15:13:41] <Gekz> then you change the potion to a scroll
[15:13:43] <Gekz> and it casts the spell
[15:13:54] <Gekz> dont know if it happens in GemRB
[15:14:01] <Gekz> although I think it would be worth trying :P
[15:14:13] <fuzzie> i think we are hopefully not so silly
[15:14:26] <fuzzie> i did like the way the speedruns abuse that for the ch3 money, though
[15:14:38] <Gekz> lol
[15:14:47] <Gekz> I've never seen a BG speedrun
[15:14:48] <Gekz> :o
[15:14:54] <Gekz> link?
[15:15:43] <fuzzie> http://www.archive.org/download/2008-11-SDA_Speed_Runs/BaldursGate2_4131.mp4
[15:15:58] <fuzzie> that is the one that i've been using to check cutscenes against, i think
[15:15:59] <Gekz> archive.org?
[15:16:24] <fuzzie> archive.org is useful for hosting this kind of thing
[15:16:38] <fuzzie> since they have huge amounts of bandwidth and will not mangle your video
[15:16:57] <Gekz> ah
[15:17:10] <fuzzie> there is probably also a youtube version but i wanted a download copy and i can't remember where the url came from :)
[15:17:56] <Gekz> theres a HQ vesion
[15:17:57] <Gekz> version*
[15:17:59] <Gekz> in that dir
[15:19:13] <fuzzie> Avenger: ok, after GetSpell on spwi402 (dimension door), GetProjectile and then AddProjectile, sometimes it doesn't do anything
[15:19:16] <fuzzie> help please :)
[15:21:49] <fuzzie> i don't see any way to debug it after that because there's no way to dump the state of a projectile that i can find
[15:23:15] <Avenger> hmm, what do you need?
[15:23:37] <pupnik> cool
[15:24:29] <fuzzie> well, it doesn't do the disappearing and it doesn't display the animation, so maybe that helps you know where it goes wrong?
[15:25:15] <pupnik> they got a great voice actor for Irenicus
[15:26:04] <Avenger> meh spellcast/spellcastpriest is still not implemented
[15:28:25] <Avenger> dimension door works utterly perfectly fabulously good
[15:28:32] <fuzzie> except sometimes it fails
[15:28:34] <fuzzie> and does nothing :/
[15:28:51] <Avenger> ok, that's not MY fault, targeting sometimes fails with healing too
[15:28:58] <fuzzie> if you try the SoA intro 10 times, it will fail twice
[15:29:01] <lynxlynxlynx> i've seen that only with the first irenicus cutscene recently
[15:29:02] <pupnik> :)
[15:29:02] <fuzzie> and the projectile gets created
[15:29:06] <fuzzie> so it's the projectile at fault
[15:29:09] <Avenger> hmm
[15:29:26] <Avenger> ok, imoen memorised it five times so i can try to reproduce
[15:29:31] <pupnik> so it's the targeting code that is breaking some of my cast-on-party-member spells?
[15:29:34] <Avenger> got any hint how to break it?
[15:29:39] <fuzzie> i have no idea
[15:29:55] <Avenger> actually, i'm amazed dim door works :)
[15:29:58] <fuzzie> i thought it would be the action code, but no, every time it works fine all the way to AddProjectile..
[15:29:58] <Avenger> i never tested it
[15:30:06] <fuzzie> it works great when it does work!
[15:30:26] <pupnik> do we have a place to share savegames, along with our notes/bugreports?
[15:30:28] <fuzzie> and it seems to work fine with CreateCreatureDoor
[15:30:29] <Avenger> it doesnt' even have a special projectile, hm?
[15:30:42] <Avenger> its just '1'
[15:31:28] <fuzzie> but the spell adds the effects to that one, i thought
[15:34:01] <fuzzie> so i thought maybe it was resisted or something
[15:34:10] <fuzzie> but i don't even know where to start debugging it
[15:36:01] <Avenger> hmm, i almost forgot, there was a recent change...
[15:37:37] <CIA-22> gemrb: 03lynxlupodian * r6850 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: made ctrl+y also kill doors and containers (force unlock)
[15:42:03] <CIA-22> gemrb: 03fuzzie * r6851 10/gemrb/trunk/gemrb/plugins/ACMImporter/ (Makefile.am riffhdr.cpp riffhdr.h): remove unused riffhdr files
[15:42:11] <fuzzie> that is a better way to fix the riffhdr thing :)
[15:46:21] <Avenger> kill doors, LOL
[15:46:35] <Avenger> kill traps too: disarm
[15:46:46] <lynxlynxlynx> we already have that somewhere else
[15:46:54] <Avenger> didn't know
[15:47:03] <lynxlynxlynx> i'm just editing the cheats doc
[15:47:23] <lynxlynxlynx> Ctrl-C - Force casts a hardcoded spell <-- do you know of what use is this?
[15:47:26] <fuzzie> oh, i have another question for Avenger
[15:47:55] <fuzzie> Avenger: in TakePartyItem and the similar actions, the IE_INV_ITEM_UNSTEALABLE flag seems to make it not work
[15:48:21] <fuzzie> you added that along with some code to stop pickpocketing of unstealable items, so i am asking you about it now :)
[15:50:43] <Avenger> takepartyitem should override that flag, i guess
[15:51:11] <Avenger> but there is something weird about one of those unstealable flags anyway
[15:51:44] <Avenger> if you read the topic on g3, it is indeed not an unstealable bit, but something about dual wielding
[15:52:03] <fuzzie> yes, i liked your screenshot :)
[15:52:30] <Avenger> i just don't quite see what's the normal use of that bit
[15:53:12] <fuzzie> huh
[15:53:59] <fuzzie> i misread the code anyway
[15:54:04] <fuzzie> that IE_INV_ITEM_UNSTEALABLE is fine
[15:54:17] <fuzzie> well, maybe not if the flag is used differently (maybe it's different per-game?), but it doesn't cause the bug i thought it did
[15:55:08] <Avenger> ok, i found one bug: take imoen in the pocket plane, give her some arrows, and target practice on cespenar
[15:55:16] <Avenger> while doing so, cast dimension door
[15:55:22] <Avenger> it won't work, at all
[15:55:45] <Avenger> ok not even magic missle works while shooting around
[15:55:59] <Avenger> missIle :) i hate when i read missle :)
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[15:56:21] <fuzzie> TryToCast does not clear the queue first
[15:57:03] <fuzzie> and it adds to the end of the queue, after the attack one
[15:57:53] <fuzzie> i think it is more likely to be something specific to CSJon like a resistance
[15:58:07] <fuzzie> but someone should fix TryToCast too i guess
[16:00:34] <Avenger> hmm, shouldn't any gui actions, like trytocast, etc clear the queue?
[16:00:40] <fuzzie> yes
[16:01:07] <fuzzie> so it needs a ClearPath and ClearActiosn in there, the same as the other tryto functions
[16:01:15] <Avenger> yeah trytobash does it
[16:01:22] <Avenger> yes, all of them
[16:01:30] <fuzzie> could you add them?
[16:02:28] <CIA-22> gemrb: 03lynxlupodian * r6852 10/gemrb/trunk/gemrb/docs/en/CheatKeys.txt: CheatKeys.txt: added missing combos and updated for 2009
[16:02:40] <Avenger> i add it
[16:02:49] <fuzzie> thankyou
[16:05:08] <CIA-22> gemrb: 03avenger_teambg * r6853 10/gemrb/trunk/gemrb/plugins/Core/ (GameControl.cpp Interface.cpp): added clearing of the queue to TryToCast
[16:05:15] <fuzzie> ok, so in both of my leaving-dungeon savegames, Imoen has the portal key
[16:05:22] <fuzzie> lynxlynxlynx: do you have a more useful one?
[16:07:58] <lynxlynxlynx> i don't think so
[16:09:19] <lynxlynxlynx> nope
[16:09:56] <Avenger> lynx it seems the cheatkey.txt is not up to date, i'm refreshing it
[16:10:56] <lynxlynxlynx> ok
[16:11:03] <lynxlynxlynx> i changed what i noticed, not more
[16:13:47] <CIA-22> gemrb: 03avenger_teambg * r6854 10/gemrb/trunk/gemrb/docs/en/CheatKeys.txt: fixed some more incorrect descriptions
[16:14:22] <Avenger> there is a cheatkey to trigger banters/interaction too
[16:14:34] <Avenger> in the original game, i mean
[16:14:34] <lynxlynxlynx> i added it ;)
[16:14:36] <Avenger> oh
[16:14:38] <Avenger> when
[16:14:44] <lynxlynxlynx> previous commit?
[16:14:45] <Avenger> i didn't even notice???
[16:14:58] <Avenger> ctrl-i
[16:15:00] <Avenger> wow
[16:15:23] <lynxlynxlynx> btw, l sorts after k :P
[16:15:26] <Avenger> i didn't even recall we had it!
[16:16:23] <fuzzie> Avenger: do you know how the equipped stuff works? a lot of creatures come with Equipped pointing to a bow (0), but we never equip their ammo
[16:16:35] <fuzzie> sorry, lots of questions :)
[16:16:43] <Avenger> hmm
[16:16:45] <CIA-22> gemrb: 03avenger_teambg * r6855 10/gemrb/trunk/gemrb/docs/en/CheatKeys.txt: order!
[16:17:07] <Avenger> isn't it in their script?
[16:17:09] <fuzzie> the dimension door and resistance bugs are more important, maybe
[16:17:37] <Avenger> i don't feel too motivated about the resistance, it needs more research before doing something
[16:17:59] <Avenger> i don't really see any difference between melf and a healing potion
[16:18:35] <Avenger> it could be this is also something ugly hardcoded crap
[16:18:58] <fuzzie> we were looking at a cutscene which simply does Attack() with a ranged weapon and expects it to work, but that also needs more research perhaps
[16:19:10] <lynxlynxlynx> the ammo thing was the only thing i had to hack around so far in the playthrough
[16:19:24] <fuzzie> but the original game seems to switch to the next available ammo automatically
[16:19:31] <Avenger> and the melf portrait icon is different from the melf damage opcode
[16:19:35] <lynxlynxlynx> now i am at the next point, but stopped to fix a few of the found bugs
[16:19:42] <Avenger> fuzzie: isn't it because they got a script?
[16:19:51] <fuzzie> Avenger: even on PCs without a script
[16:19:54] <lynxlynxlynx> yep
[16:20:02] <Avenger> i see
[16:20:14] <Avenger> well, actually, that's probably not THAT hard to fix
[16:20:30] <Avenger> there is already code path for running out of ammo
[16:20:35] <fuzzie> well, the attack code already has a comment "//out of ammo event"
[16:20:51] <Avenger> and also code to reequip the bow, finding a fitting quiver
[16:20:54] <fuzzie> but i can't work out how to switch ammo without maybe switching weapons by mistake
[16:20:55] <lynxlynxlynx> it doesn' make the actor switch to melee though
[16:20:58] <Avenger> so, it is just a function call, i guess
[16:21:14] <fuzzie> but if you know how it works maybe you can fix it :)
[16:21:34] <fuzzie> that comment is in Actor.cpp if that is the right place, i don't know if it is..
[16:22:00] <fuzzie> it does look like the right place
[16:22:03] <pupnik> < fuzzie> we were looking at a cutscene which simply does Attack() with a ranged weapon <patch system for data? :) >
[16:22:18] * pupnik runs away hooting
[16:22:29] <fuzzie> pupnik: again, if we patch the data then we don't fix the other 1000 cases :P
[16:22:36] <pupnik> yep
[16:22:53] <Avenger> ok i will look at the arrow reloading
[16:23:08] <fuzzie> we have to equip ammo *before* the attack begins, but that comment is in GetCombatDetails which is called at the right time, so it is fine
[16:23:29] <fuzzie> well, except apparently i forgot to apply the patch which fixes that
[16:24:36] <fuzzie> oh right, because GetCombatDetails calls SetStance..
[16:25:07] <fuzzie> silly code
[16:30:13] <Avenger> meh, i hate spaces before ;
[16:30:48] <fuzzie> if it's a while loop, change it to { }?
[16:30:57] <Avenger> no these are not like that
[16:32:59] <Avenger> hmm there is no verbal constant for out of ammo?
[16:33:04] <Avenger> i thought they complain somehow
[16:33:17] <fuzzie> i thought so too
[16:33:23] <fuzzie> the verbal constants differing per game is annoying
[16:33:28] <fuzzie> i wish they hadn't done that
[16:33:32] <Avenger> yep
[16:33:39] <Avenger> maybe we'll need another layer
[16:34:10] <Avenger> or just some ugly switch case for the differing values
[16:38:36] <Gekz> fuzzie: I Just watched that speed game
[16:38:37] <Gekz> holy fuck
[16:38:38] <Gekz> lol
[16:38:40] <Gekz> night
[16:38:47] <fuzzie> it's very cool :) ninigh
[17:14:09] <Avenger> hmm, the code never reaches the out of ammo part :(
[17:15:59] <fuzzie> well, GetRangedWeapon will return the bow if Equipped isn't pointing at a quiver, i think?
[17:16:02] <fuzzie> i get very confused about the code
[17:16:59] <fuzzie> because it seems to try 'automatically' picking a bow, and that surely doesn't work if i have multiple bows
[17:20:07] <Avenger> fuzzie there is something in UpdateActorState i don't understand
[17:20:40] <Avenger> Why would it stop attack if there is a target
[17:20:58] <fuzzie> it does say it is a hack :)
[17:21:09] <fuzzie> and because attacks only happen when an action is running
[17:21:50] <fuzzie> i was hoping mattinm would come back and fix the round code instead
[17:22:27] <Avenger> i somehow get the printout of printMessage("Attack","(Leaving attack)", GREEN); when i run out of the first stack of arrows
[17:22:38] <Avenger> i shouldn't
[17:22:42] <Avenger> the attack continues
[17:23:06] <Avenger> just instead of reloading, she enters melee
[17:23:10] <fuzzie> if that code runs, there was no attack code run in the last two frames
[17:23:40] <Avenger> hmm, maybe it is because of the melee started?
[17:23:44] <fuzzie> most likely because AttackCore() gave up because distance was too large
[17:23:53] <fuzzie> i am working on fixing that, if that is the problem
[17:23:58] <Avenger> no, she starts walking and contiues with melee
[17:24:32] <Avenger> i just don't know what happens first: leaving attack, or unequipping the bow
[17:24:52] <fuzzie> well, the leaving attack code is a hack, so it might be to blame
[17:25:23] <fuzzie> well, no, because it doesn't make a difference to your situation
[17:26:16] <fuzzie> i mean, all that code does is call OutAttack, that just changes Attackers, which is broken code that needs fixing anyway
[17:31:09] <fuzzie> but rewriting that code doesn't seem important now, all it changes is some complicated action stuff and the music
[17:37:41] <Avenger> well, i have to take a better look at the execution path
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[18:02:13] <fuzzie> it sounds like the distance thing though..
[18:14:03] <CIA-22> gemrb: 03avenger_teambg * r6856 10/Win32/trunk/MSVC6/GemRB/plugins/ACMImporter/ACMImporter.dsp: removed riffhdr from msvc 6 projectfile
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[18:15:00] <fuzzie> hi, Edheldil!
[18:15:26] <Edheldil> hi, fuzzie
[18:15:37] <CIA-22> gemrb: 03fuzzie * r6857 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: use GetCombatDetails from AttackCore, at least for now
[18:15:56] <CIA-22> gemrb: 03avenger_teambg * r6858 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Inventory.cpp): auto-reloading of projectile weapons in case of a stack runs out (make this an option?)
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[18:16:57] <Avenger> ok, auto reload works now :)
[18:17:01] <fuzzie> cool
[18:17:18] <Edheldil> Hi, Avenger
[18:17:21] <fuzzie> although i guess you also added loads of console spam? :)
[18:17:23] <Avenger> hi Ed
[18:17:34] <Avenger> huh, some printfs remained in
[18:17:39] <fuzzie> it's ok, i like the printfs!
[18:17:52] <fuzzie> or, well, not the getcombatdetails ones
[18:17:55] <Avenger> well, when you don't need them feel free to scrap them
[18:18:04] <fuzzie> but the performattack is nice :) i'll poke at them later
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[18:18:46] <Avenger> it turned out, it was my sanity code that changed to a fist attack as soon as the arrow got scrapped
[18:18:54] <fuzzie> hehe, oops :)
[18:19:20] <Avenger> so as soon as an arrow stack is removed for ANY reason, it will reequip a stack of same type now
[18:19:37] <fuzzie> ok, neat
[18:19:46] <fuzzie> do you think it also works if Equipped is pointing at the bow?
[18:20:11] <fuzzie> i didn't test that in the original game
[18:20:12] <Avenger> heh, you want to spare the first load time screwup of actors?
[18:20:34] <Avenger> bow wielders... hmm
[18:20:37] <Avenger> no idea
[18:20:38] <fuzzie> i think there's quite a bit of that
[18:20:53] <fuzzie> but i didn't test it, so maybe i'm just messing up the scripts instead
[18:21:11] <Avenger> the original game changes the equipped field to the quiver too
[18:21:22] <Avenger> i guess, this touch up should be done in the cre importer
[18:21:35] <fuzzie> ok
[18:21:49] <fuzzie> i think lynx might appreciate that, it ruined his bg2 speed run in gemrb :)
[18:23:31] <Avenger> ok it isn't in the creature importer
[18:23:47] <Avenger> it is in Actor::SetMap
[18:24:21] <Avenger> or maybe in Inventory::SetEquippedSlot
[18:24:49] <fuzzie> if you call that with Equipped as 0, you don't get a quiver selected
[18:24:55] <fuzzie> i mean, in gemrb
[18:29:06] <Avenger> i think i found it
[18:29:23] <Avenger> do you have a test case?
[18:30:00] <Avenger> check this out
[18:30:12] <CIA-22> gemrb: 03avenger_teambg * r6859 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: maybe made bows auto fill with arrows on load time....
[18:31:04] <Avenger> this might also fix the weapon slots in the inventory screen
[18:31:15] <fuzzie> i used to be able to reproduce it simply by selecting a bow in the inventory
[18:31:26] <Avenger> hmm
[18:31:27] <fuzzie> but i think that got fixed, and i guess it's different code
[18:31:53] <Avenger> i thought selecting a bow, or dropping a bow always picked the quiver correctly
[18:32:02] <Avenger> there is additional code in guiscript.cpp for that
[18:32:12] <Avenger> that's what i copied now
[18:32:22] <Avenger> reinitquickslots after equipping the weapon
[18:33:16] <fuzzie> it does seem to work fine
[18:33:24] <Avenger> *cheer*
[18:33:39] <fuzzie> so hoorah
[18:33:47] <fuzzie> will have to try it in lynx's specific cutscene, see if it helps there
[18:34:28] <Avenger> some cutscene with arrows?
[18:35:13] <Avenger> got any motivation for the curved magic missile path?
[18:35:29] <fuzzie> well, i couldn't work out how it works in the original game
[18:35:44] <fuzzie> i thought the missiles were all the same speed and time, but some of them stop in the middle!
[18:36:00] <fuzzie> so i have to slow down the frame rate and watch some more, unless you have ideas
[18:36:34] <Avenger> heh
[18:36:52] <Avenger> we don't have to copy all quirks
[18:37:25] <fuzzie> well, it makes a big difference to how it looks
[18:37:45] <Avenger> i would implement it more like how it works in nwn2
[18:37:53] <Avenger> they are not started simultaneously
[18:38:06] <fuzzie> just making each missile an arc is simple, but looks completely different
[18:38:21] <fuzzie> i guess we could have two paths and make them configurable
[18:38:34] <Avenger> well, it is enough to have an arc
[18:38:37] <Avenger> i can do the rest
[18:39:02] <Avenger> even if all of them are the same arc, but there is a constant or two for tweaking
[18:39:57] <Avenger> well, moving the target might be tricky a bit
[18:40:24] <Avenger> in case the target is moving, you might want to simply recalculate the path from the current point
[18:40:42] <fuzzie> that is also annoying, recalculating the path makes it look broken
[18:41:06] <Avenger> well, how it works in the original
[18:41:18] <Avenger> it is too fast to see
[18:41:35] <Avenger> maybe i will modify the exe to have slow motion magic missiles :)
[18:42:23] <fuzzie> i have been trying to see just by quickly pausing, but i'm always too slow
[18:42:50] <fuzzie> that dimension door is confusing too
[18:43:48] <Avenger> it works for me :(
[18:43:57] <fuzzie> did you try the initial cutscene a few times?
[18:44:15] <fuzzie> it works fine everywhere else i tried it
[18:44:15] <Avenger> i saw it a few times, yes
[18:44:43] <Avenger> do you have uncommitted scripting stuff?
[18:44:46] <fuzzie> no
[18:44:58] <fuzzie> but it's definitely not the scripting, because the projectile's added
[18:45:12] <Avenger> what projectile?
[18:45:13] <fuzzie> and i didn't find the bug
[18:45:20] <Avenger> the animation there is not a projectile
[18:45:40] <Avenger> i think it is a play animation effect
[18:45:41] <fuzzie> the spell adds a projectile with the effects attached
[18:45:52] <Avenger> oh you debugged it
[18:45:54] <fuzzie> and the action manages to add that projectile correctly
[18:46:06] <fuzzie> but then nothing happens
[18:46:44] <Avenger> well the projectile code is complex and hacked up to support all the features, so it could be that sometimes it doesn't work
[18:46:58] <Avenger> but a cutscene is supposed to happen always the same way
[18:47:09] <fuzzie> or maybe the effects don't work sometimes, which is why i wondered about resistance
[18:47:54] <Avenger> and i guess, you are already fed up with continuously replaying the cutscene
[18:48:10] <Avenger> i really hate it :)
[18:48:14] <fuzzie> well, it is a bit boring when sometimes i have to do it 5 times for it to happen, but mostly i just don't know where to add printfs now :)
[18:48:21] <fuzzie> i have study to do, so waiting is ok
[18:48:47] <Avenger> well, added a printf in the dim door fx code?
[18:49:03] <Avenger> and one to create projectile
[18:50:00] <Avenger> also there is a good point in Projectile::Payload
[18:50:17] <lynxlynxlynx> that fix didn't make the assassin equip his arrows
[18:50:18] <Avenger> if createprojectile works, but Payload doesn't, then it is definitely a projectile bug
[18:50:24] <lynxlynxlynx> | Damage 0d6+0 = 0 [Hit]
[18:50:46] <lynxlynxlynx> there's plenty of those getcombatdetails printfs btw
[18:50:46] <Avenger> what has 0d6 ?
[18:50:55] <lynxlynxlynx> i guess the bow?
[18:51:16] <lynxlynxlynx> he has arrows +1 in a quiver slot
[18:51:18] <fuzzie> we should break out of the cutscene and see if the arrows are at fault
[18:51:23] <lynxlynxlynx> pirmur02
[18:51:41] <lynxlynxlynx> that's the cre, not the cutscene
[18:51:45] <Avenger> interesting
[18:51:52] <lynxlynxlynx> that one is cut45a
[18:52:00] <fuzzie> it could simply be an attack bug
[18:52:09] <Avenger> what game is this
[18:52:15] <lynxlynxlynx> soa
[18:52:36] <Avenger> hehe, i should look among .cre not .itm ;)
[18:52:36] <fuzzie> but we need a keystroke for "stop cutscene mode"
[18:52:46] <fuzzie> because i guess right now you can't ctrl-m the actor?
[18:52:48] <Avenger> go to console
[18:52:54] <Avenger> GemRB.EndCutSceneMode()
[18:53:30] <lynxlynxlynx> nice
[18:53:41] <fuzzie> nice :)
[18:53:54] <Avenger> ok, ReinitQuickSlots doesn't work for npcs :(
[18:55:37] <Avenger> it wasn't a good change, we need something else in place of it
[18:55:45] <fuzzie> Avenger: ok, Payload() happens for dimension door always
[18:55:59] <Avenger> even when there is no visible effect?
[18:56:01] <Avenger> wow
[18:56:04] <fuzzie> i added an effects->dump() before the AddAllEffects call
[18:56:05] <fuzzie> and:
[18:56:12] <fuzzie> EFFECT QUEUE:
[18:56:13] <fuzzie> 0: 0x7c: DimensionDoor (0, 0) S:spwi402
[18:56:13] <fuzzie> 1: 0x8d: VisualSpellHit (0, 38) S:spwi402
[18:56:13] <fuzzie> 2: 0xae: PlaySound (0, 0) S:spwi402
[18:56:13] <fuzzie> 3: 0x8d: VisualSpellHit (1, 38) S:spwi402
[18:56:45] <Avenger> got printf in dimension door effect itself?
[18:56:48] <fuzzie> but my printf in fx_dimension_door is never displayed
[18:56:59] <Avenger> that's fun
[18:57:37] <Avenger> you could learn more if you check if the target is correct, in Payload
[18:57:40] <fuzzie> any idea where to add next printf? :)
[18:57:51] <Avenger> ahh you added effects->dump
[18:57:58] <Avenger> that means there is a target
[18:58:05] <fuzzie> the target is the caster, correctly
[18:58:21] <fuzzie> i added some more printfs, it uses the code which is commented as for dimension door
[18:59:25] <Avenger> there is resistance check
[18:59:37] <fuzzie> am adding printf there now
[19:00:25] <Avenger> i hope they didn't set saving throws or such
[19:00:37] <fuzzie> i added printfs there too, we'll see :)
[19:01:58] <Avenger> well, i don't know what these resistance types do
[19:02:05] <Avenger> there could be, 0 1 2 3
[19:02:11] <Avenger> but 1 and 3 seem the same
[19:02:18] <fuzzie> well, we can ask the clever forum peeople some more, maybe
[19:02:26] <Avenger> yep
[19:02:28] <fuzzie> they seem to keep finding new things
[19:02:55] <Avenger> yes, it is good that there are several people who still look into it
[19:03:11] <fuzzie> resisted: DimensionDoor
[19:03:11] <fuzzie> resisted: VisualSpellHit
[19:03:11] <fuzzie> resisted: PlaySound
[19:03:11] <fuzzie> resisted: VisualSpellHit
[19:03:16] <Avenger> hehe
[19:03:18] <fuzzie> ^- so, there is the cause :)
[19:03:23] <Avenger> yes
[19:03:31] <fuzzie> damn
[19:03:31] <Avenger> maybe make type 1 irresistable
[19:03:44] <Avenger> but then, melf's acid arrow would be irresistable too
[19:03:55] <fuzzie> i wonder if there's another field
[19:03:55] <Avenger> i don't quite see how this crap works
[19:09:39] <wjp> could it be there's some check to see if caster and target are allied?
[19:10:01] <fuzzie> that's a good point
[19:13:12] <CIA-22> gemrb: 03fuzzie * r6860 10/gemrb/trunk/gemrb/plugins/Core/EffectQueue.cpp: add printfs when effects are resisted/immune/saved
[19:13:13] <fuzzie> maybe those printfs will get quickly annoying, but they can always be commented out, and we have an awful lot of resistance problems recently
[19:15:58] <CIA-22> gemrb: 03fuzzie * r6861 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: remove some leftover printfs
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[19:22:11] <fuzzie> in any case we need a game feature for the two different resistance types anyway?
[19:22:34] <fuzzie> and i still don't understand how poison resistance and things are meant to work, does the effect just get dropped on first apply?
[19:23:05] <fuzzie> it seems a bit strange if you could stop poison simply by equipping an item which resists it, but i don't know
[19:25:00] <lynxlynxlynx> doesn't seem strange to me
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[19:32:33] <fuzzie> maybe poison is a fairly unique case here, 0xad is quite far away from the damage resistance opcodes
[19:33:14] <fuzzie> IE_RESISTMAGIC is kind of a confusing name too, since magic damage resist is IE_MAGICDAMAGERESISTANCE
[19:36:26] <fuzzie> how does protection from level drain work, fx_resist_spell?
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[19:39:27] <Avenger> i'm back
[19:40:04] <Avenger> what is the question? protection from level drain as spell?
[19:40:19] <fuzzie> well, i know that 'immunity from level drain' exists
[19:40:23] <fuzzie> i just wonder what makes it work
[19:41:25] <Avenger> is it an opcode?
[19:41:27] <Avenger> or a spell
[19:41:31] <Avenger> if spell, which spell
[19:41:34] <fuzzie> i don't know :)
[19:42:05] <wjp> the death ward spell has that effect, right?
[19:42:14] <Avenger> well, level drain is an opcode, and there is a generic opcode immunity opcode
[19:42:22] <fuzzie> ah, so i guess that will be it
[19:42:23] <Avenger> wjp: i dont think so
[19:42:30] <fuzzie> some items have that effect, i know
[19:42:57] <fuzzie> google suggests the Improved Mace of Disruption, the 'Runehammer', the Amulet of Power
[19:43:09] <Avenger> death ward protects from : pwk, disintegrate, slay effects
[19:44:05] <wjp> oh, I probably meant Negative plain protection
[19:44:13] <Avenger> yes
[19:44:14] <wjp> s/ain/ane/
[19:44:18] <Avenger> now i remember
[19:44:59] <Avenger> it protects from the level drain opcode
[19:45:14] <Avenger> that effect is working in gemrb, but level drain isn't
[19:45:26] <wjp> right, 'immunity to effect' (101) with effect 'level drain' (216)
[19:45:39] <fuzzie> i get level drained in gemrb despite immunity, i think
[19:45:43] <Avenger> it also protects from some display strings
[19:45:44] <fuzzie> but lynx has had the problem more recently
[19:46:08] <Avenger> it has a portrait icon immunity
[19:46:16] <Avenger> maybe that's the buggy part
[19:46:31] <fuzzie> i think the portrait icon is hidden, but you get level drained anyway
[19:46:38] <Avenger> huh?
[19:46:42] <fuzzie> and you lose huge amounts of HP from the effect
[19:46:44] <Avenger> gemrb has a working level drain?
[19:46:56] <fuzzie> no, it just drains HP
[19:47:03] <fuzzie> but that gets quickly annoying :)
[19:47:12] <Avenger> oh it has
[19:47:30] <Avenger> it removes hp continuously?
[19:47:45] <fuzzie> no, but it removes hp even when you're supposed to be immune, i think
[19:47:50] <Avenger> ok
[19:48:13] <wjp> according to the NPP spell description the hit point damage isn't blocked
[19:48:13] <Avenger> and you say negative plane protection doesn't protect against it?
[19:48:25] <fuzzie> wjp: but the max hit point damage is, i guess?
[19:48:47] <Avenger> well npp protects from the leveldrain opcode itself, not the damage opcode
[19:48:50] <fuzzie> Avenger: i tried with some item, maybe the item is buggy or i broke it with local changes :)
[19:48:55] <fuzzie> i think lynx encountered problems too though
[19:50:02] <Avenger> i need to fix this bow autoload thing first
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[19:53:56] <pupnik_> bow bow
[19:54:08] <pupnik_> i am such a bow, pause, runaway abuser
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[19:54:42] <lynxlynxlynx> Avenger: i had the amulet of power plus the monk has 100% mr
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[20:59:02] <CIA-22> gemrb: 03lynxlupodian * r6862 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py bg2/GUIWORLD.py):
[20:59:02] <CIA-22> gemrb: bg2: fixed container transfer display by adding UpdateInventorySlot
[20:59:02] <CIA-22> gemrb: now the items have the blue border, overlay, stack count and consistently
[20:59:02] <CIA-22> gemrb: correct tooltips
[20:59:24] <fuzzie> nice :)
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[21:07:40] <lynxlynxlynx> takes two items off my list :)
[21:08:19] <lynxlynxlynx> still have to figure a detail out and maybe merge some more
[21:08:55] <fuzzie> quite a lot of my wishlist could be done in guiscript land
[21:09:17] <fuzzie> but python is scary and etc
[21:10:08] <lynxlynxlynx> somewhat
[21:11:10] <fuzzie> re dying animation: that's because they drop their items at once
[21:11:23] <fuzzie> i guess we should be doing that after the animation?
[21:12:34] <lynxlynxlynx> sounds sane
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