#gemrb@irc.freenode.net logs for 14 May 2016 (GMT)

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[10:21:24] <fizzle> lynxlynxlynx: here?
[10:29:43] <lynxlynxlynx> ye
[10:29:51] <fizzle> hey
[10:30:10] <fizzle> I've got two (unrelated) questions
[10:30:15] <lynxlynxlynx> sure
[10:30:45] <fizzle> first, if I remember correctly you didn't want to extends avatars.2da further, right?
[10:31:26] <fizzle> so, a new 2da for different avatar-related stuff?
[10:31:34] <lynxlynxlynx> it has so many columns already, yes — even avenger was for new tables
[10:31:54] <lynxlynxlynx> but it's just an opinion, i don't know if it is feasible
[10:32:10] <fizzle> why wouldn't it be feasible?
[10:32:13] <lynxlynxlynx> we treat it specially, by taking animid ranges into account
[10:32:27] <lynxlynxlynx> i don't know if that's problematic for extra tables
[10:32:35] <lynxlynxlynx> iow not all ids are in there
[10:33:09] <lynxlynxlynx> the ideal solution would be to migrate to the pst system of inis for individual animation types
[10:34:11] <fizzle> hm, I'll keep that in mind
[10:34:42] <fizzle> the second issue is more hands-on :)
[10:35:05] <fizzle> the seniyad encounter in bg1 isn't quite working correctly
[10:35:06] <lynxlynxlynx> (one of the rare beauties in pst)
[10:35:23] <lynxlynxlynx> seniyad - some type of dryad?
[10:35:35] <fizzle> yeah, in cloakwood
[10:35:54] <fizzle> you can aid aldeth sashenstar against the druids or the other way around
[10:36:27] <fizzle> anyway, after talking to aldeth, seniyad and three of his druid freinds should walk up to the party
[10:37:08] <fizzle> however, depending on how the party is positioned, only one of them follows seniyad because the others remain inactive
[10:37:24] <fizzle> possible reasons I've come up with:
[10:37:53] <fizzle> 1) it was broken in the original; my google-fu hasn't turned up anything so that's probably unlikely
[10:38:44] <fizzle> 2) our visibility radius is a little too small; if it was slightly bigger the druids would get activated; no idea how firmly reserached the current setting is
[10:39:26] <fizzle> 3) CreateCreature() should automatically activate created creatures
[10:39:59] <fizzle> any thoughts about that?
[10:41:49] <lynxlynxlynx> 2 is about visual range, right?
[10:42:01] <lynxlynxlynx> their scripts don't try to increase it?
[10:42:22] <lynxlynxlynx> all i found is that sometimes jaheira's interjection didn't work
[10:43:58] <lynxlynxlynx> how much did you have to deviate from 30 for the range to be ok?
[10:44:22] <fizzle> I haven't tried to narrow it down yet, just doubled it for testing
[10:44:23] <lynxlynxlynx> a good test for 3 would be the intro to windspear hills in bg2; that illusion fight can still be broken if you're careful enough
[10:44:46] <lynxlynxlynx> createcreature is used a lot though, so a deeper inspection would be in order
[10:45:23] <fizzle> in bg2 creatures start active anyway, so that shouldn't change anything for bg2
[10:46:47] <lynxlynxlynx> looks like setvisualrange is only used in iwds
[10:47:09] <lynxlynxlynx> oh, right - we have a separate game flag for that
[10:47:44] <lynxlynxlynx> 3 should be easy to test in the original
[10:49:28] <lynxlynxlynx> i think the value of 30 is pretty well established, though there could be small errors when converting to the different systems
[10:50:25] <fizzle> I'll try to get an exact number fo how much bigger it would need to be
[10:51:54] <lynxlynxlynx> yeah, if you need more than 2, i highly doubt it'd be the way to go
[10:54:55] <fizzle> maybe there's a 4), too
[10:55:38] <fizzle> 4) maybe the check in Map::GenerateQueues for when actors get activated is wrong
[10:56:54] <lynxlynxlynx> for the script override test, something like this should work: http://paste.debian.net/683846/ ()
[10:56:56] <Seniorita> debian Pastezone
[11:11:02] <fizzle> visualrange 40 still isn't enough...
[11:28:53] <lynxlynxlynx> yeah, then 30 definitely stays; even some of the iwd uses are reverts back to 30
[11:35:34] <fizzle> I guess. would be awesome if you could check 3) with the original
[11:35:36] <fizzle> bbl
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[15:07:21] <lynxlynxlynx> hmpf, bg1 also doesn't have a global script
[16:31:11] <lynxlynxlynx> grrr, silly me; debugging why hotkeys don't work and after an hour realise party ai is off
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[16:55:32] <lynxlynxlynx> fizzle: testing in gemrb with candlekeep, the creations always start active, regardless of the fogs of war / range
[16:55:57] <lynxlynxlynx> i thought it could be from my use of actionoverride, but i don't see any specific activation on its use
[16:57:49] <fizzle> hm, in this particular case they are called to action by Shout()
[16:58:18] <fizzle> shouldn't make a difference, though, I suppose
[16:58:29] <fizzle> either scripts are executed or they aren't
[17:00:18] <fizzle> I can definitely confirm that adding an Activate() in CreateCreatureCore() fixes the Seniyad problem, though
[17:02:23] <lynxlynxlynx> oh, does the area script deactivate them?
[17:02:54] <fizzle> let me check; I doubt it, though
[17:03:05] <lynxlynxlynx> only aldeth is embedded
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[17:04:04] <fizzle> aldcut01.bcs
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[17:05:11] <lynxlynxlynx> yeah, there's no area script
[17:05:28] <lynxlynxlynx> i guess you can just put it in
[17:05:51] <lynxlynxlynx> monster summoning spells manually freeze the summon for the animation to finish
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