#gemrb@irc.freenode.net logs for 14 Mar 2011 (GMT)

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[01:28:48] <dalroth> I installed a trunk build of gemrb on my laptop (mac os x) and it seems to work very well, the game time is clearly moving very fast. Is there a way I can slow down in game time?
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[02:07:50] <pupnik> yes
[02:27:29] <pupnik> #3 reactor just blew up
[02:31:40] <pupnik> http://www.youtube.com/watch?v=C0vP8-uEZSw 2nd explosion ?
[03:01:57] <ar> pupnik: reactor explosion, or explosion of gasses from the chambers?
[03:02:27] <pupnik> what is a 'reactor explosion'?
[03:02:42] <pupnik> the nuclear material cannot explode
[03:02:56] <pupnik> if that's what you mean...
[03:03:22] <ar> pupnik: reactor explosion as in sometihng like what happened in chernobyl
[03:16:24] <pupnik> yes, like that
[03:16:43] <pupnik> the reactor explodes
[03:17:20] <pupnik> how much is released is still unknown
[03:20:16] <pupnik> chernyobl had the fantastic flaw that the core material was strewn far and wide
[03:30:27] <pupnik> 04:19 < Aleister93> i saw a headline, "Japan asks US Navy for help"
[03:30:28] <pupnik> 04:28 < pupnik> US navy answers japan: "Whom do you want us to bomb?"
[05:00:55] <MikeChelen> can anyone help with this bug? https://sourceforge.net/tracker/?func=detail&aid=3200851&group_id=10122&atid=110122
[05:01:05] <MikeChelen> IWD: Troll cannot be killed
[05:05:51] <MikeChelen> oh, maybe it has been fixed
[05:15:04] <MikeChelen> nope it still won't really die
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[15:23:32] <Barayev> Hello, is anyone familiar with Gemrb for android ?
[15:24:00] <CIA-27> GemRB: 03avenger_teambg * rcdaa800aefcd 10gemrb/gemrb/plugins/CREImporter/CREImporter.cpp: don't read past the inventory indices
[15:24:09] <Barayev> cant seem to find any answers on the wiki
[15:24:17] <fuzzie> you are best asking on the forum
[15:24:50] <Barayev> ok, thank you
[15:25:23] <CIA-27> GemRB: 03avenger_teambg * rc96ef5b068f3 10gemrb/gemrb/override/shared/dmgtypes.2da: pst needs the magic cold damage type (as magic cold, not missile)
[15:27:19] <CIA-27> GemRB: 03avenger_teambg * rb4d23fde20b9 10gemrb/gemrb/override/pst/ (bstorm.pro bstorm.spl bstorm2.pro bstorm2.spl gemprjtl.ids): bladestorm projectile
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[18:34:42] <pupnik> pizza with a height of a and a radius of z has a volume of pi*z*z*a
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[19:59:51] <Avenger> hello
[20:02:37] <Aki_> Hi
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[20:53:35] <pupnik> i just discovered how good gimp's sinc scaler for enlarging images - http://i.imgur.com/0nisj.gif
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[21:19:29] <Beh0lder> hello all
[21:19:40] <fuzzie> hi
[21:24:06] <Beh0lder> Avenger, I posted some comments about Boots of Grounding and Protection from Petrification scroll in BG1 bug thread. Casting from scroll still not works properly.
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[21:27:52] <fuzzie> what is machine gun effect?
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[21:30:34] <Beh0lder> I think sling shoots too fast. More fast than in original game.
[21:31:29] <lynxlynxlynx> sometimes we have a silly rate of fire
[21:31:41] <fuzzie> ok. not animation issue?
[21:31:47] <lynxlynxlynx> no
[21:32:05] <lynxlynxlynx> 1 per second or even faster :)
[21:32:23] <lynxlynxlynx> it's not consistent though
[21:32:24] <Beh0lder> yes)
[21:32:37] <fuzzie> without console output about leaving attack?
[21:33:20] <lynxlynxlynx> i was suspicous of the apr setting we finally honour (fx_ranged_effect stuff), but that's clean as a raindrop to me
[21:34:07] <lynxlynxlynx> need to find a reproducible case to test with
[21:34:29] <fuzzie> that attack stuff needs to die
[21:35:45] <fuzzie> i expect you get repeated round starts
[21:36:00] <lynxlynxlynx> maybe
[21:36:00] <Beh0lder> ranged weapons in GemRB now is more powerful than in original game, that disturbed game balance
[21:36:22] <fuzzie> hm
[21:36:30] <lynxlynxlynx> hmm, maybe the combat counter changes then
[21:36:38] <fuzzie> i ask git blame
[21:37:12] <fuzzie> which is being very slow
[21:37:37] <fuzzie> it says it was .. fuzzie.
[21:38:27] <fuzzie> well that is very inconvenient for me
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[21:39:35] <fuzzie> someone should move Actor.cpp:4555 (the attackcount==0 check) further down
[21:39:50] <fuzzie> just before the IF_STOPATTACK check would be fine
[21:40:37] <fuzzie> i don't understand why it isn't completely broken as-is
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[21:43:28] <fuzzie> ok nm
[21:45:19] <lynxlynxlynx> i'm going to bed early; just shout in the log if nobody tackles it
[21:45:29] <fuzzie> looking myself
[21:46:05] <Avenger> if slings are faster, then all projectiles are faster
[21:46:12] <fuzzie> no this is combat bug
[21:46:17] <fuzzie> i imagine
[21:46:28] <fuzzie> not projectile speed, speed of attacking
[21:46:38] <Avenger> well, then all attacks are faster :P
[21:46:50] <lynxlynxlynx> it's not limited to slings
[21:46:53] <fuzzie> if it is the bug i think it is, it depends on where in the round it happens
[21:47:06] <lynxlynxlynx> i didn't try melee enough to say conclusively it doesn't happen there
[21:47:15] <lynxlynxlynx> but zzz
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[21:47:24] <Avenger> sleep well !
[21:50:39] <Beh0lder> I think bows also shoots too fast, but I could be wrong. But melee weapons not, exactly...
[21:50:46] <fuzzie> i will think about the whole thing a bit, but maybe hack i just committed helps for now
[21:50:56] <fuzzie> or maybe it is completely differnt thing
[21:51:02] <CIA-27> GemRB: 03fuzzie * r3d367daab2a7 10gemrb/gemrb/core/Scriptable/Actor.cpp: Add another temporary hack to the combat code.
[21:54:50] <fuzzie> stupid code makes no sense whatsoever
[21:55:07] <fuzzie> no idea why i wrote it this way
[21:55:36] <Avenger> LOL
[21:55:44] <Beh0lder> I went to sleep. Bye.
[21:55:58] <Avenger> bye
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[21:56:09] <fuzzie> so Avenger
[21:56:12] <Avenger> fuzzie, if all stuff is temporary, we'll never finish :)
[21:56:24] <fuzzie> when action queue is cleared in original engine, does any special code get run?
[21:56:36] <Avenger> what do you mean by special?
[21:56:45] <fuzzie> action-specific
[21:56:56] <Avenger> all actions that are marked as 'non removable' stay in the queue
[21:57:10] <fuzzie> i am mostly curious how actions like PlayDeadInterruptible are cleared
[21:57:45] <Avenger> there is no action specific callback, if that's what you meant
[21:57:48] <fuzzie> they just get removed and stance is handled elsewhere, or some flag is set and the action self-removes?
[21:58:09] <fuzzie> because at the moment our stance code sucks
[21:58:26] <Avenger> i just guess, that there is nothing in playdead that would set the stance back
[21:58:30] <Avenger> but i need to check that
[21:58:38] <Avenger> let me see
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[22:03:45] <Avenger> oops, ok, it wasn't entirely true. PlayDead counts int0Parameter back, when it reaches 0 it changes stance to stand up
[22:04:10] <fuzzie> yes
[22:04:25] <fuzzie> so you see i am curious
[22:04:25] <Avenger> it is a pretty simple action.
[22:04:38] <Avenger> when it is removed, i doubt it issues the stand up
[22:04:48] <fuzzie> because PlayDeadInterruptible is interruptible and i thought it managed to stand up then
[22:05:16] <Avenger> there could be some 'garbage collection code' elsewhere
[22:05:32] <Avenger> if current action is not playdead, actor is alive, then issue stand up
[22:05:44] <Avenger> wanna me find it?
[22:05:54] <fuzzie> no
[22:05:56] <fuzzie> not important :)
[22:06:02] <fuzzie> was just wondering if it was in the action code
[22:17:17] <Avenger> meh, the situation in japan just doesn't go better.
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[22:31:42] <Avenger> fuzzie: yeah, i'm now 90% sure i see the maintenance code for standing up :)
[22:31:47] <fuzzie> cool
[22:32:08] <Avenger> i still don't see how playdead disables it, though ;)
[22:32:36] <Avenger> but there is a code in the ai cycle, that forces the actor to stand up if it is non dead and has no state_sleep
[22:32:51] <Avenger> there are other variables, that may be affected by playdead
[22:34:14] <Avenger> playdeadinterruptable and playdead are different only in their return value
[22:34:44] <Avenger> one returns blocking, the other returns blocking stopped
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[23:05:37] <Avenger> bye!
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