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

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[00:11:29] <raevol> is it save to svn and compile over a previous gemrb directory, or should i empty that directory first?
[00:12:08] <raevol> safe*
[00:17:59] <raevol> i'll just start fresh
[00:18:53] <Edheldil> good night, folks
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[00:20:49] <pupnik_> nigte
[00:21:08] <pupnik_> raevol: it should be
[00:21:16] <pupnik_> that's what svn is for - just check out changed files
[00:21:56] <raevol> ah ok
[00:22:05] <raevol> it's not finding my plugins :[ even though the path is correct
[00:22:16] <raevol> i had this problem before, forget what i need to do to fix it...
[00:22:51] <raevol> oh plugins-prepare
[00:23:40] <pupnik_> i forgot what svn checkout does if it finds newer (locally modified) files
[00:23:50] <pupnik_> tell me tell me
[00:23:52] <raevol> eh, i don't have any anyway
[00:24:03] <raevol> i started fresh :/ so i just got all new files
[00:28:09] <raevol> voice select fixed :)
[00:28:15] <raevol> i reported that bug ;D
[00:29:12] <raevol> hmm the fancy character on the intro speech goes away as it scrolls into view
[00:29:30] <pupnik_> bg1?
[00:29:33] <raevol> oop it came back, oh and went away
[00:29:34] <raevol> yea
[00:30:04] <pupnik_> i'm trying to get sound
[00:37:48] <raevol> woah combat is causing the loading interface to show through the game interface
[00:37:48] <raevol> wierd
[00:38:40] <raevol> and the concerned monk who shows upa fter you get ambushed in the starting are teleported out of nowhere...!
[00:38:47] <raevol> hehe
[00:42:33] <raevol> i got wtfpwned by rats
[00:43:19] <raevol> the rat did 12463828 damage to me according to the log
[01:27:00] <pupnik_> heh
[01:27:02] <pupnik_> heheheh
[01:27:57] <pupnik_> puh cmake ist schon geil
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[08:15:49] <CIA-22> gemrb: 03lynxlupodian * r7153 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUIREC.py iwd/GUIREC.py): more guirec fixes
[08:35:01] <CIA-22> gemrb: 03lynxlupodian * r7154 10/gemrb/trunk/gemrb/GUIScripts/iwd/GUIREC.py: iwd: show the effective ac
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[08:37:45] <raevol> lynxlynxlynx: ping
[08:37:52] <lynxlynxlynx> pong
[08:37:54] <raevol> hey
[08:38:00] <lynxlynxlynx> i've replied to your remarks
[08:38:02] <raevol> i'm looking at your replies to my BG1 bugs
[08:38:03] <raevol> yes
[08:38:19] <raevol> for the bashing one, i'm not sure we're talking about the same thing? i don't understand your reply
[08:38:39] <lynxlynxlynx> in bg2 this can be seen:
[08:39:19] <lynxlynxlynx> if you click the bash icon, you get the bashing cursor and when you click on something the cursor doesn't go away (not sure about the outline) until you move the mouse (1px is enough)
[08:40:15] <fuzzie> "highlighted in gold" to me is action bar bug
[08:40:19] <raevol> no, this is if you click your weapon on the quickbar? at the bottom? it gets selected in gold there, then you bash, then it stays selected in gold after that
[08:40:25] <fuzzie> and our action bar is incredibly buggy, it doesn't update at all
[08:41:23] <fuzzie> i guess i should write some window debug code for that save thing
[08:41:45] <lynxlynxlynx> ah, the bar
[08:41:46] <raevol> i just got pwned by some rats, which part of the log is pertinent to the resistances?
[08:42:02] <lynxlynxlynx> resisted x of y :P
[08:42:27] <fuzzie> the rats were working a month or so ago, but i guess resistance is newer
[08:42:28] <raevol> oops ctrl c doesn't copy in the terminal mehehe
[08:43:18] <raevol> Resisted -12463826 of 2 at -623191334% resistance to 2048
[08:43:29] <lynxlynxlynx> yeah, just as i thought
[08:44:19] <raevol> what is the quicksave button btw?
[08:44:20] <raevol> q?
[08:44:24] <lynxlynxlynx> i have to go, but you can look at the rat in dltcep to see if the bad values are saved there or if we screw it up
[08:44:49] <raevol> ok ttys
[08:45:29] <lynxlynxlynx> and it is q, yes
[08:46:11] <raevol> thanks
[08:46:15] <lynxlynxlynx> oh wait, no need to check the rats
[08:46:18] <raevol> ok
[08:46:22] <lynxlynxlynx> it is you who is the vulnerable
[08:46:24] <lynxlynxlynx> one
[08:46:25] <raevol> i can't find the dltcep anyway haha
[08:46:33] <lynxlynxlynx> so it would be in charbase
[08:46:40] <raevol> where is that
[08:47:18] <lynxlynxlynx> huh, that's stunning damage
[08:47:24] <raevol> hehehe
[08:47:26] <lynxlynxlynx> just play ahead
[08:47:30] <lynxlynxlynx> (bare fists)
[08:48:04] <raevol> bare fists?
[08:51:25] <raevol> hmm quick save doesn't seem to work, complains about buggy code trying to delete slot 8
[08:53:00] <fuzzie> do you get errors from the SaveGameIterator?
[08:53:18] <raevol> nope
[08:53:33] <raevol> or at least not in the console, i only get this:
[08:53:34] <raevol> gemrb's buggy save code is trying to delete slot 8
[08:53:34] <raevol> that is not the slot 1 we were trying to save to, erroring out!
[08:53:48] <fuzzie> i added that because otherwise gemrb will delete random savegames :/
[08:53:54] <raevol> also i can't seem to overwrite save games?
[08:54:38] <raevol> well quicksaves don't seem to be showing up in the "load game" menu? would i load the from somewhere else?
[08:54:49] <fuzzie> yes, quicksaving won't be working
[08:55:00] <fuzzie> i guess this is a new gemrb-specific bg1 install, not used before?
[08:55:37] <raevol> i used it a while ago, though i just redownloaded the whole svn and recompiled
[08:55:52] <raevol> but i've used the BG1 data and data in my ~ before? my saves from before still exist?
[08:56:15] <fuzzie> well, if you have a 000000000-Auto-Save and 000000001-Quick-Save in save already, it should work
[08:56:18] <raevol> i can make new saves but not overwrite
[08:56:18] <fuzzie> do you?
[08:56:26] <raevol> i've never seen those, no
[08:56:33] <fuzzie> gemrb's save code simply doesn't work if you don't have those in your save/ directory
[08:56:46] <fuzzie> and they've got to be valid savegames
[08:57:19] <raevol> hmm, where is my save directory?
[08:57:27] <fuzzie> in your bg1 game directory
[08:57:34] <raevol> i see
[08:57:41] <raevol> no, no quicksave or autosave
[08:58:09] <fuzzie> meh, got to rewrite that save code
[08:58:18] <raevol> hehe
[08:58:38] <raevol> want me to write that on bg1 playthrough bugs on the wiki? or pass?
[08:58:56] <fuzzie> having it in the list might help remind me to fix it..
[08:59:01] <raevol> k
[09:00:34] <fuzzie> for now i would suggest you copy some valid savegames into those slots (and move any savegames currently in 000000000 or 000000001) :/
[09:01:06] <raevol> my saves actually seem to start at 7 and 8
[09:01:13] <raevol> (with preceding 0s)
[09:03:11] <raevol> ok but i can delete games
[09:03:12] <raevol> woo
[09:04:41] <raevol> is the text in dialogues supposed to be green?
[09:11:00] <raevol> ok so with those the quick save works
[09:11:01] <raevol> awesome
[09:18:13] <fuzzie> someone else reported the green text thing, it is a bug
[09:18:20] <raevol> ok
[09:19:02] <raevol> oh man the combat music isn't ending either
[09:19:08] <raevol> the most epic looting and npc chatter ever
[09:19:53] <fuzzie> hehe
[09:20:09] <fuzzie> i think gemrb keeps the combat music going as long as it thinks there are people fighting?
[09:20:29] <raevol> yea one of the assassins came after me, been going ever since
[09:35:15] <raevol> it ended after the gorion/sarevok encounter
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[12:02:31] <CIA-22> gemrb: 03lynxlupodian * r7155 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: removed doubled commented out includes
[12:07:27] <CIA-22> gemrb: 03lynxlupodian * r7156 10/gemrb/trunk/gemrb/ (7 files in 7 dirs):
[12:07:27] <CIA-22> gemrb: fixed damage resistance for damage types without it
[12:07:27] <CIA-22> gemrb: aka rats lost their superpowers
[12:07:57] <lynxlynxlynx> raevol: you can try killing the rats now :)
[12:58:38] <CIA-22> gemrb: 03lynxlupodian * r7157 10/gemrb/trunk/gemrb/GUIScripts/iwd/GUIINV.py: iwd: show the effective ac in the inventory too
[13:01:31] <CIA-22> gemrb: 03lynxlupodian * r7158 10/gemrb/trunk/gemrb/GUIScripts/ (iwd/GUICommonWindows.py pst/GUICommonWindows.py): fixed a CheckLevelUp hiccup
[13:04:45] <CIA-22> gemrb: 03lynxlupodian * r7159 10/gemrb/trunk/NEWS: NEWS bump
[13:51:10] <CIA-22> gemrb: 03lynxlupodian * r7160 10/gemrb/trunk/gemrb/GUIScripts/iwd/GUICommonWindows.py: iwd: added missing "include"
[15:24:45] <CIA-22> gemrb: 03lynxlupodian * r7161 10/gemrb/trunk/gemrb/GUIScripts/ (4 files in 2 dirs):
[15:24:45] <CIA-22> gemrb: iwd: proficiencies are now saved on levelup
[15:24:45] <CIA-22> gemrb: more prof and skill work (most of the display is ok now)
[15:48:47] <CIA-22> gemrb: 03lynxlupodian * r7162 10/gemrb/trunk/gemrb/GUIScripts/iwd/CharGenCommon.py: iwd: removed unused file
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[18:29:01] <D_T_G> lynxlynxlynx: you there?
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[19:13:21] <Avenger> hello
[19:15:30] <fuzzie> hi
[19:16:11] <Avenger> i see lynx worked a lot today
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[19:33:33] <lynxlynxlynx> i am here
[19:36:03] <Avenger> fuzzie did you see the 'latest' bink patch for ffmpeg?
[19:36:33] <Avenger> ---> http://codecs.multimedia.cx/wp-content/uploads/2009/09/binkpatch.gz
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[19:41:15] <fuzzie> pity we can't easily merge that into our code at all
[19:41:45] <Avenger> because it uses the ffmpeg framework?
[19:42:32] <fuzzie> yes, we'd need to pull in quite a lot of their code
[19:42:41] <fuzzie> it's no stupid format like the mve one :)
[19:43:45] <lynxlynxlynx> ffmpeg is a nightmare
[19:44:44] <Avenger> i hoped either you or wjp can tackle it :)
[19:45:29] <fuzzie> ffmpeg's mve code doesn't even play all the IE movies, i wonder if they ever fixed that
[19:45:53] <lynxlynxlynx> i am strongly opposed to adding ffmpeg as a dependency
[19:46:04] <fuzzie> lynxlynxlynx: sure, avenger just proposes copying code from ffmpeg
[19:46:06] <lynxlynxlynx> even wasting time ripping the code out seems silly
[19:46:26] <Avenger> silly?
[19:46:26] <fuzzie> i mean, people do want the movies, you'd be surprised
[19:46:31] <lynxlynxlynx> what's wrong with the current player? All I can think of are subtitles
[19:46:35] <Avenger> well, we need iwd2
[19:46:38] <fuzzie> lynxlynxlynx: it doesn't play the iwd2 movies
[19:46:45] <fuzzie> which are a different format entirely
[19:46:46] <lynxlynxlynx> o
[19:46:56] <fuzzie> so this would be a new plugin
[19:47:01] <lynxlynxlynx> iwd2 had movies? :)
[19:47:10] <Avenger> yes, it will be a new plugin
[19:47:20] <fuzzie> well, i never saw the iwd2 movies, i hope they're not all awful :)
[19:50:23] <Avenger> http://www.youtube.com/watch?v=Mye-9wJA6Sk
[19:50:27] <Avenger> this is one
[19:50:48] <Avenger> not a terribly impressing one, but it is 'part' of the game
[19:51:56] <fuzzie> oh, another silly book scene :p
[19:52:02] <Avenger> i could use subtitles
[19:52:59] <lynxlynxlynx> even dragon age will have a book video :)
[19:54:33] <Avenger> http://www.youtube.com/watch?v=MtKrevCmUrA&feature=related
[19:54:38] <Avenger> heh, this one is book too
[19:54:45] <Avenger> i guess all iwd2 movies are similar
[19:55:01] <fuzzie> they really do love books in game videos
[19:55:22] <lynxlynxlynx> yeah, iwd2 is told by the niece
[19:55:30] <lynxlynxlynx> documentary :()
[19:55:30] <Avenger> yep, the music is better :)
[19:57:06] <Avenger> this is the best, if you wait till the end : http://www.youtube.com/watch?v=glTSZ3t4Be0&feature=related
[19:57:56] <fuzzie> ok, so gemrb segfaults when trying to make a new iwd2 game now
[19:58:00] <fuzzie> [CREImporter]: Unresolved spell index: 2078 level:1, type: 1[CREImporter]: More spells still known than memorised.
[19:58:03] <fuzzie> Segmentation fault
[19:58:10] <fuzzie> i guess this is fallout from Avenger's spellbook changes?
[19:58:13] <Avenger> waaah :(
[19:58:17] <Avenger> surely
[19:59:25] <Avenger> 2078 is a bit huge for a spell index
[20:01:50] <fuzzie> it reads only 7*9 offsets but calls GetIWD2Spellpage 8*9 times?
[20:02:04] <fuzzie> oh, no, there's a second for loop :)
[20:05:34] <fuzzie> it is reproducible, and valgrind just tells me that FindSpell doesn't like being passed invalid spell indexes, no other corruption
[20:06:43] <fuzzie> oh, in fact, it's ResolveSpellIndex: it doesn't check the index for spllist[index]
[20:08:03] <Avenger> can you fix it?
[20:08:31] <fuzzie> i assume the actual problem is that spellindex is no dword? it's 30 if you mask with 0xff
[20:08:52] <Avenger> 2078 is just 'word'
[20:09:07] <Avenger> i'm not sure if it is a byte or a word, though
[20:09:48] <Avenger> if it is just a byte, then there are only 256 spells?
[20:09:57] <fuzzie> no, there are more in the 2da
[20:10:07] <fuzzie> 327 entries
[20:10:13] <Avenger> is it an endian problem maybe?
[20:10:21] <fuzzie> nope
[20:10:35] <Avenger> darn, i hoped for an easy explanation :)
[20:10:57] <Avenger> iirc, ielister can list them
[20:11:04] <fuzzie> i can't work out which CRE it is
[20:11:17] <fuzzie> CREImp doesn't seem to have the resref stored?
[20:12:10] <Avenger> you should see it on the console
[20:12:15] <Avenger> the last .cre printed
[20:12:19] <fuzzie> this crash is in GetActor
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[20:12:24] <fuzzie> a long time after the cre was loaded
[20:12:31] <Avenger> hmm
[20:12:55] <Avenger> still, which is the last .cre
[20:12:59] <fuzzie> actually there's no cre at all
[20:12:59] <Avenger> O_o
[20:13:03] <fuzzie> the area doesn't even get loaded
[20:13:38] <Avenger> what's the scripting name, or long/short name of it
[20:13:45] <Avenger> that is helpful too
[20:13:50] <fuzzie> scripting name is charbase, so it's got to be chargen's fault i guess
[20:14:02] <Avenger> yeah, that helps a lot
[20:14:11] <fuzzie> the other names are empty, but InParty is 3 and portrait is dff
[20:14:24] <Avenger> is it a newgame or you loaded a saved game
[20:14:28] <fuzzie> new game
[20:14:42] <Avenger> pregen party?
[20:14:44] <fuzzie> i am picking Annals of Halgren
[20:14:54] <fuzzie> if i pick another party, it segfaults without the spell errors
[20:14:56] <Avenger> ok, then you can check the chr
[20:15:10] <Avenger> hmm, another segfault?
[20:15:36] <fuzzie> no, same bug
[20:16:28] <Avenger> hehe
[20:16:32] <Avenger> 81e is not a spell id, it is an offset
[20:16:37] <Avenger> so the code is very confused
[20:16:58] <Avenger> it is in akchar1
[20:17:08] <Avenger> ielister shows it pretty good :)
[20:17:39] <Avenger> it is a bug in the cre loader
[20:19:05] <Avenger> it is 81e in most or all characters, so it is a permanent crash :(
[20:22:30] <Avenger> ok, Protagonist and Player1 are doing exactly the same
[20:22:39] <Avenger> good to know :)
[20:40:02] <Avenger> Aaand... LeaderOf is also the same
[20:56:30] <fuzzie> you're looking at bg2?
[20:59:32] <fuzzie> i think a lot of those bg2 objects are broken
[20:59:38] <fuzzie> like GroupOf..
[20:59:42] <fuzzie> iwd2 fixes them though?
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[21:02:15] <Avenger> groupof and nearest are dead code
[21:03:04] <fuzzie> yes, from my notes, most of this stuff only works in iwd2
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[21:03:22] <fuzzie> but at least some of it seemed to work fine there
[21:03:29] <pupnik_> :)
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[21:08:03] <Avenger> i think our implementation of the object parsing might be too sophisticated
[21:08:40] <Avenger> when they chain objects, it is never done on a list, just a single object, i think
[21:10:30] <Avenger> so i think, those [xx.yy.zz] things resolve to the nearest visible object fulfilling the spec.
[21:15:47] <fuzzie> yes
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[21:32:54] <raevol> lynxlynxlynx: yep rats work as expected now, wee :)
[21:33:29] <raevol> exit
[21:33:33] <raevol> oop wrong window
[21:34:08] <lynxlynxlynx> i guess they made them do stunning damage, so they're more newbie friendly
[21:34:38] <lynxlynxlynx> most of the things you reported is not new, so that's good
[21:34:50] <raevol> stunning as in huge? or stunning as in it stuns?
[21:34:53] <raevol> cool yea
[21:35:01] <lynxlynxlynx> stuns
[21:35:10] <raevol> hmm they did 1hp damage to me
[21:35:10] <lynxlynxlynx> you can't kill with that damage type
[21:35:22] <lynxlynxlynx> the target gets unconscious instead
[21:35:29] <lynxlynxlynx> i don't think we do that yet
[21:36:04] <raevol> mm ok
[21:38:01] <raevol> gotta reboot
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[21:41:37] <Avenger> huh, it sucks: in iwd the proficiency buttons are not continuous
[21:41:45] <Avenger> how will you overcome that?
[21:41:55] <Avenger> pass a list of button ids?
[21:43:15] <lynxlynxlynx> i already did :)
[21:43:31] <lynxlynxlynx> 3 more vars + some extra code
[21:43:58] <lynxlynxlynx> there's still plenty to do
[21:44:14] <lynxlynxlynx> i want to fix the completability first
[21:44:28] <lynxlynxlynx> since iwd uses a different table, some chars can't exit the lu screen
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[21:45:40] <fuzzie> so how much would we have to bribe lynx to get pst synced too?
[21:46:54] <lynxlynxlynx> first bg1 and iwd need to work
[21:49:08] <Avenger> i agree, bg1-how are easy, pst and iwd2 are difficult
[21:49:18] <fuzzie> pst is just hacks on top of bg1
[21:49:28] <Avenger> but they are nasty hacks :)
[21:49:48] <fuzzie> well, if we just quietly ignore TNO then they're not so bad :p i guess you wrote all this existing levelup for pst
[21:50:10] <Avenger> actually, it wasn't me
[21:50:10] <CIA-22> gemrb: 03lynxlupodian * r7163 10/gemrb/trunk/gemrb/GUIScripts/LUProfsSelection.py: LUProfsSelection.py: a few fixes and the other half of the iwd proficiencies
[21:50:15] <fuzzie> some patch?
[21:50:21] <Avenger> yes, i think so
[21:50:26] <fuzzie> ah, Lotana, i guess
[21:50:33] <fuzzie> it works quite well as it is, really
[21:50:37] <Avenger> the name sounds familiar
[21:51:03] <Avenger> we had some one time contributors, a pity they didn't stick around
[21:52:14] <Avenger> bye!
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[21:59:44] <lynxlynxlynx> it was much harder to get and stay excited in the early stages
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[22:26:10] <pupnik_> :)
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