#gemrb@irc.freenode.net logs for 15 Aug 2009 (GMT)

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[00:19:37] <fuzzie> so much stuff to implement
[00:20:02] <fuzzie> reading Taimon talking about backstab direction check being bypassed for > GOODCUTOFF, or 'backstab every hit', whatever that is :)
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[08:03:06] <CIA-22> gemrb: 03lynxlupodian * r6863 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: enhanced a printf in DisplayCombatFeedback
[08:10:20] <CIA-22> gemrb: 03lynxlupodian * r6864 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py bg2/GUIINV.py): bg2: use UpdateInventorySlot for ground slots in the invenory too
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[08:44:58] <Avenger> hello everyone
[08:46:05] <lynxlynxlynx> oj
[08:47:44] <Avenger> it turns out non party actors also got an 'used weapon header' field. So, basically, there is an 'actual weapon quickslot' The used slot/used header fields make up a dword, which is in the end of the inventory. I ignored the used header field until now.
[08:49:02] <Avenger> when you select a weapon quickslot , its content (used slot+used header) is copied to those fields.
[08:49:41] <Avenger> this npcs don't have the quickslots, yet they can select the weapon ability, for example.
[08:50:53] <Avenger> i gotta rewrite lots of code, we got some GetHeader(0)'s which are incorrect
[08:51:06] <lynxlynxlynx> ok
[08:51:42] <Avenger> this also affects the arrow slot reequipping, and stuff
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[09:24:34] <Gekz> hai
[09:25:57] <lynxlynxlynx> oj
[09:26:07] <Gekz> dutch greeting
[09:38:45] <pupnik> i need to learn more shell shortcuts besides Ctrl-U
[09:38:59] <pupnik> and Ctrl-W
[09:39:22] <lynxlynxlynx> alt+.
[09:39:36] <lynxlynxlynx> ctrl-k kills to the eol
[09:39:44] <pupnik> whoah alt .
[09:40:05] <pupnik> ty!
[09:40:06] <lynxlynxlynx> alt + f/b forward/back a word
[09:40:27] <pupnik> YAAY
[09:40:43] <lynxlynxlynx> ctrl+bkspc delete the last regex type word (not bound by just spaces but any \W)
[09:40:46] <pupnik> ok that's enough for one day
[09:40:49] <pupnik> brain full
[09:40:55] <lynxlynxlynx> alt+. ftw
[09:45:20] <Gekz> whats alt+.
[09:46:34] <lynxlynxlynx> shortcut for !$
[09:47:17] <lynxlynxlynx> one of the best things besides tab and incremental history search
[09:54:55] <CIA-22> gemrb: 03lynxlupodian * r6865 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py bg2/GUIINV.py bg2/GUIWORLD.py):
[09:54:55] <CIA-22> gemrb: use UpdateInventorySlot for the main inventory too;
[09:54:55] <CIA-22> gemrb: improved it to show the nonusability overlay
[09:58:26] <lynxlynxlynx> in total that's 32 lines less and now all the containers/inventories work much better :)
[10:05:50] <pupnik> nice nice
[10:05:50] <Avenger> heh i don't count my lines, just hacking all around, but there are still unfinished corners
[10:06:11] <pupnik> what is the slowest thing (bottleneck) during savegame loads?
[10:06:23] <Avenger> i guess we read all tiles?
[10:06:48] <pupnik> ok that sounds like a place to start looking
[10:07:31] <pupnik> would adding some more state information to the save allow less time spent loading unneeded stuff?
[10:07:55] <Gekz> I dont think changing the format would help much
[10:08:03] <Avenger> i don't know what you meant, but we cannot change the format
[10:08:05] <Gekz> considering the Infinity engine manages fine
[10:08:44] <Avenger> first loading of an area always took time on the IE
[10:08:59] <Avenger> if the area was in the saved game, it loaded was faster
[10:09:08] <Avenger> err, -was
[10:09:12] <Gekz> da
[10:09:27] <CIA-22> gemrb: 03lynxlupodian * r6866 10/gemrb/trunk/gemrb/ (8 files in 8 dirs): added "Level Up" string; pst also has strings for each individual
[10:09:32] <pupnik> load-times would be on my short list of performance improvement for low-power portables.
[10:09:43] <pupnik> but afk
[10:09:52] <Avenger> that's because a saved area contains all actors embedded
[10:10:16] <lynxlynxlynx> pupnik: with ssds this won't be much of a problem
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[10:11:16] <pupnik> hmm
[10:11:41] <Gekz> why cant I buy a powerpc motherboard :<
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[10:13:05] <pupnik> another solution would be to playback a floppy drive spinning sound during game load
[10:13:36] <Gekz> lol.
[10:13:44] <Gekz> thats horrible
[10:13:55] <Gekz> you could just wait until the loading algorithm is improved
[10:14:36] <Gekz> Avenger: can GemRB handle overrides and whatnot
[10:15:57] <lynxlynxlynx> of course
[10:16:18] <Gekz> good good
[10:18:56] <CIA-22> gemrb: 03avenger_teambg * r6867 10/gemrb/trunk/gemrb/plugins/SDLVideo/SDLVideoDriver.cpp:
[10:18:56] <CIA-22> gemrb: better fog of war edges? (use a 3x3 square with chipped corners to determine alpha channel)
[10:18:56] <CIA-22> gemrb: There are fully filled map squares which still need some care (their corners need to be shaded)
[10:21:07] <pupnik> ah SDlVideoDriver.cpp is one i need to learn
[10:21:49] <CIA-22> gemrb: 03lynxlupodian * r6868 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: not all the innate level drain abilities show the portrait icon
[10:21:51] <fuzzie> oh dear, that commit sounds slow
[10:21:59] <wjp> hum, that looks more like 7x7 than 3x3
[10:22:11] <CIA-22> gemrb: 03avenger_teambg * r6869 10/gemrb/trunk/TODO: fog of war artifacts
[10:23:29] <fuzzie> lynxlynxlynx: strings for each individual as in, individual strings? or with a tag?
[10:23:52] <lynxlynxlynx> #36991
[10:23:54] <lynxlynxlynx> Level Up [Nameless One]
[10:23:55] <lynxlynxlynx> #36992
[10:23:57] <lynxlynxlynx> Level Up [Morte]
[10:23:58] <lynxlynxlynx> ...
[10:24:46] <fuzzie> i don't think those are used
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[10:25:10] <lynxlynxlynx> that's good, it would be a needless complication
[10:25:11] <fuzzie> although the [ could be special in some way and they could have sounds attached?
[10:25:35] <CIA-22> gemrb: 03avenger_teambg * r6870 10/gemrb/trunk/gemrb/plugins/ (7 files in 3 dirs):
[10:25:35] <CIA-22> gemrb: Support of the 'Used weapon header' field in saved .cre
[10:25:35] <CIA-22> gemrb: handle item removal in out of ammo situations
[10:25:44] <lynxlynxlynx> should be easy to check with dltcep
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[10:27:25] <fuzzie> Avenger: that is a great find and fix :)
[10:27:29] <Avenger> lynx: good catch about the energy drain portrait icon
[10:27:46] <Avenger> fuzzie: does it work too?
[10:28:05] <Avenger> there are so many cases, i tested it for a long time, but still
[10:28:37] <Avenger> the fist icon doesn't appear when imoen goes out of ammo
[10:28:47] <lynxlynxlynx> the cure drain effect will remove that icon, right?
[10:29:01] <Avenger> yes, it will remove the effect itself, so goes the portrait icon
[10:29:11] <lynxlynxlynx> good, as i thought :)
[10:29:25] <Avenger> if an effect sets a portrait icon, and the effect is removed, the framework does its magic :)
[10:29:30] <lynxlynxlynx> trying this quiver stuff
[10:29:47] <Avenger> it should fix your npcs wielding a bow autoequipping their quiver
[10:29:51] <Avenger> i hope
[10:30:24] <Avenger> hmm, maybe not, damn, i didn't check that
[10:33:58] <fuzzie> lynxlynxlynx: do you have a save before spellhold goes wrong?
[10:35:10] <lynxlynxlynx> yep
[10:35:32] <lynxlynxlynx> but as you know it isn't an action problem
[10:35:52] <fuzzie> well, i'm not sure where the problem lies :)
[10:36:06] <lynxlynxlynx> no following to subareas
[10:36:13] <fuzzie> if you're sure it's the following thing, then i would like to ask on the forums about that, as well as asking on the forums about resistances
[10:36:49] <lynxlynxlynx> Avenger: yes, doesn't work
[10:37:22] <fuzzie> and breaking out of the cutscene still shows no quiver equipped?
[10:37:53] <lynxlynxlynx> btw, about leveldrain and mr - the innate i remember had a resistance of type nonmagical, so i think it ignores it
[10:38:21] <lynxlynxlynx> i didn't check that, just saw there is no damage like before (0d6+0)
[10:38:48] <fuzzie> it might be an idea, i'm not sure why it would even be causing damage
[10:38:55] <Avenger> fuzzie: the problem is that in Actor::SetMap the actor needs to equip the quiver slot, not the bow weapon slot
[10:39:10] <fuzzie> Avenger: i worked that out :_)
[10:39:20] <Avenger> you mean you got a fix?
[10:39:37] <fuzzie> i just wrote something to manually equip the first quiver slot
[10:39:44] <fuzzie> it's useless
[10:41:03] <Avenger> well: if the item ability of the equipped weapon is a ranged ability (you have both the item and the header index at hand), then you need to look for the quiver with the same ability (findtypedweapon whatever)
[10:41:13] <Avenger> i just thought i can use some already existing function
[10:41:27] <Avenger> we got so many dealing with weapons and quickslots
[10:41:37] <fuzzie> yes, i got lost in them
[10:42:06] <Avenger> me too
[10:42:29] <Avenger> the problem is that there are many different representations of the same thing
[10:43:12] <Avenger> there are at least 3: item slot, item slot - first weapon slot, quick slot index
[10:45:10] <fuzzie> well, you can at least ignore the quick slot index here :)
[10:45:56] <CIA-22> gemrb: 03avenger_teambg * r6871 10/gemrb/trunk/gemrb/plugins/Core/Inventory.cpp: initialise a field
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[10:53:56] <lynxlynxlynx> hmpf
[10:54:09] <lynxlynxlynx> we don't display glyphs that aren't in the font
[10:54:32] <lynxlynxlynx> in practice this means that we can't have spaces when using any of the number fonts
[10:54:50] <fuzzie> do the number fonts have empty sprites there?
[10:54:58] <lynxlynxlynx> none
[10:55:03] <fuzzie> if the glyphs really aren't in the font, we could substitute
[10:55:04] <lynxlynxlynx> 0-9 + " lbs"
[10:55:52] <lynxlynxlynx> hmm, maybe i can use [font] to change it for the space
[10:56:27] <lynxlynxlynx> nope, we only have color
[10:58:39] <lynxlynxlynx> nothing critical
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[11:01:19] <fuzzie> ok.
[11:01:43] <fuzzie> i'm pretty busy this weekend, but lots of scripting fixes to do, and i should write a hack to fix trap disarming, since it's the last showstopper in the dungeon
[11:03:12] <lynxlynxlynx> you mean the thing about not treating it as a point?
[11:03:48] <fuzzie> well, i'm going to add a hack so that we avoid triggering it, for now
[11:05:39] <lynxlynxlynx> i'm in a dillema
[11:06:06] <fuzzie> there doesn't seem like a lot in your list that i'd consider showstoppers; i don't know what 'grimwardens aren't drawn' means :) and the soul stealing issues and galvena's vadek wierdnesses maybe too?
[11:06:07] <lynxlynxlynx> to display when an actor got enough xp to levelup, a whole bunch of checks need to be done
[11:06:35] <lynxlynxlynx> not drawn - invisible
[11:06:49] <Avenger> an avatar problem?
[11:06:52] <fuzzie> i mean, i don't know what the grimwardens are
[11:07:02] <fuzzie> so i don't know if it's avatar or otherwise
[11:07:10] <lynxlynxlynx> vadek is pretty critical, since clair doesn't talk to you if you don't ctrly him asap
[11:07:40] <lynxlynxlynx> probably an avatar issue, but i was busy killing, so i wasn't too careful for the console
[11:08:07] <fuzzie> i would add a pcf_xp and call a python function from there
[11:08:14] <lynxlynxlynx> ... but this is the only critical thing besides sanik and bhaal
[11:08:38] <fuzzie> or i guess you could simply call python from AddExperience, if nothing else changes it, as long as we're sure to call the python at load time too
[11:08:39] <lynxlynxlynx> fuzzie: that's what i was getting at, we have it implemented in python already
[11:08:49] <fuzzie> but i think calling the python is definitely the right idea :)
[11:08:50] <Avenger> the grimwardens were some shadow creatures outside of the asylum, iirc
[11:08:56] <lynxlynxlynx> just not sure if it is a sane idea
[11:09:05] <lynxlynxlynx> Avenger: yes and in the inner sanctum
[11:09:11] <fuzzie> i should maybe stop working on gemrb and play BG2 for a few days instead :)
[11:09:20] <Avenger> avatar is 0x6405
[11:09:31] <lynxlynxlynx> ... but you think it is fine, so this is simple :)
[11:09:38] <Avenger> and 0x6406 maybe
[11:09:55] <fuzzie> i think the more game rules we have in python the better
[11:10:30] <Avenger> i agree
[11:11:24] <Avenger> no rule should be hardcoded both for flexibility and because of the d&d rules copyright crap
[11:13:04] <lynxlynxlynx> now to count my way through the pcf list
[11:13:49] <fuzzie> well, nothing changes IE_XP except AddExperience and the CRE loader
[11:14:25] <Avenger> that's good, as nothing should change it :) maybe leveldrain
[11:14:44] <Avenger> i still didn't figure out how leveldrain works
[11:15:00] <fuzzie> i think mattinm worked out that leveldrain doesn't really drain anything, it just reduces everything by some hack
[11:15:07] <fuzzie> but he's disappeared again, which is unfortunate
[11:15:22] <Avenger> you mean, it just alters 'modified' ?
[11:15:42] <Avenger> well, it has some effect on xp
[11:15:44] <fuzzie> yes
[11:16:00] <lynxlynxlynx> yeah, we have code for it
[11:16:21] <lynxlynxlynx> we just disable levelup, lower both hp and change the leve
[11:16:24] <lynxlynxlynx> l
[11:16:44] <Avenger> who changes the level? python code?
[11:16:48] <lynxlynxlynx> but iirc it also destroyed your spell levels
[11:16:56] <lynxlynxlynx> no, the effect
[11:17:20] <Avenger> the effect changes only hp/maxhp adds a leveldrain stat and now the portrait icon
[11:17:47] <lynxlynxlynx> yeah, no real level effect
[11:17:48] <Avenger> btw, i think there should only be one leveldrain modifier
[11:17:49] <fuzzie> we use the IE_LEVELDRAIN to fake the level
[11:17:55] <lynxlynxlynx> i see we also don't substract it
[11:18:04] <fuzzie> except it seems we didn't actually code that, i thought that was the idea
[11:18:39] <fuzzie> Avenger: isn't Energy Drain different?
[11:18:41] <Avenger> the leveldrain effect (on first apply) should find if there is already a leveldrain effect in the queue, if there is, it should just increase param2
[11:18:56] <Avenger> well, i think in opcodes
[11:19:03] <fuzzie> do you think the original leveldrain opcode does that?
[11:19:12] <Avenger> yes, i'm almost sure
[11:19:22] <fuzzie> and, yes, i was thinking fx_energy_drain
[11:19:31] <Avenger> you can try it, kiss a vampire twice, save, and check how many 0xd8 you got
[11:19:32] <fuzzie> which does what you are describing
[11:19:42] <fuzzie> Effect *oldfx = target->fxqueue.HasEffect(fx_energy_drain_ref);
[11:19:42] <fuzzie> if (oldfx) {
[11:19:42] <fuzzie> oldfx->Parameter2+=fx->Parameter2;
[11:19:48] <Avenger> hmm,
[11:19:58] <Avenger> where is that?
[11:20:02] <fuzzie> IWDOpcodes
[11:20:06] <Avenger> oh, ok
[11:20:07] <Avenger> right
[11:20:12] <Avenger> there are 2 opcodes
[11:20:24] <fuzzie> but someone could simply copy that for level drain
[11:20:34] <Avenger> yes
[11:21:00] <Avenger> i'm pretty sure it is similar, but not the same, iwd reimplemented it
[11:21:18] <lynxlynxlynx> energy drain the spell is more powerful than the vamp innates
[11:21:30] <lynxlynxlynx> not sure if black razor does anything special
[11:21:44] <fuzzie> i think level drain uses param1 anyway
[11:21:46] <pupnik> do you *have* to implement energy drain? :|
[11:21:53] <pupnik> jk
[11:22:05] <Avenger> yeah, that's one difference fuzzie :)
[11:22:05] <Gekz> lol
[11:22:22] <Avenger> also i think the iwd implementation is buggy
[11:22:29] <Avenger> it will find itself
[11:22:58] <Avenger> so it will overflow and finally vanish in a black hole
[11:24:50] <fuzzie> there are never any timed level drains, always permanent?
[11:25:32] <Gekz> whatwhatwhat
[11:25:38] <Gekz> level drain is permanent?
[11:25:52] <Gekz> bug or ruleset?
[11:26:18] <fuzzie> you have to get it cured :)
[11:26:28] <Gekz> yeah
[11:26:29] <Gekz> thought so
[11:30:22] <Avenger> yes, it is always permanent
[11:30:32] <Avenger> hmm, maybe
[11:30:34] <Avenger> huh
[11:30:37] <Avenger> gotta test this too
[11:31:00] <Avenger> the gemrb implementation will vanish with a duration now
[11:31:21] <Avenger> and if you got one leveldrain with 10 minutes, THEN a permanent one, it will still hold for less than 10 minutes :)
[11:32:08] <Avenger> gotta test this with the engine, the engine always used permanent leveldrains, but it allows duration for the effect
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[11:32:45] <pupnik> where are my pdfs
[11:33:34] <lynxlynxlynx> i don't remember any temporary drains
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[11:43:04] <fuzzie> well, before we break temporary drains, i'd like to know they don't work :p
[12:01:11] <pupnik> part of the trend in DnD to "not kill the players and not make them lose any items"
[12:19:30] <lynxlynxlynx> meh
[12:20:18] <lynxlynxlynx> RunFunction can't take arguments and CallbackFunction returns python objects, which means I'd have to polute actor.cpp with some python c api to use it
[12:20:50] <lynxlynxlynx> and ExecString is too simple
[12:21:40] <fuzzie> you could just have a CheckLevelUp() function
[12:22:17] <fuzzie> which just checked everyone and called back into the core for response?
[12:23:21] <lynxlynxlynx> not a bad idea
[12:24:04] <fuzzie> although there's no problem adding another function to the GUIScript class, if you'd prefer that - i think keeping python api out of the core is a good idea, though
[12:24:51] <lynxlynxlynx> this is the first such use, so I don't think it is needed yet
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[12:45:04] <Gekz> http://tech.slashdot.org/story/09/08/14/0346249/Australian-ISPs-Soon-To-Become-Copyright-Cops
[12:49:56] <pupnik> inevitable, without strong public resistance
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[13:50:40] <Avenger> both level drain effects use parameter1, and they allow multiple effects on the target, so separate effects might have a different duration
[13:51:24] <Avenger> the bg2 effect lowers current hp once, does some weird trick with level and xp, decreases lore, thief skills (based on class), and saving throws
[13:51:32] <Avenger> the iwd2 effect is much simpler
[13:51:40] <Avenger> it just decreases saving throws and max hp
[13:51:52] <Avenger> it lowers current hp once too
[13:54:42] <Avenger> the bg2 effect decreases hp/max hp by the value stored in parameter3, and level by parameter4, but i didn't find how those values are calculated.
[13:55:03] <Avenger> param3/param4 are not stored in an eff v1 structure
[13:56:03] <fuzzie> ok, interesting
[14:03:14] <fuzzie> i still wonder how the duration works for casting glows
[14:08:28] <fuzzie> if i just use FX_DURATION_INSTANT_LIMITED then the duration is in seconds
[14:08:47] <fuzzie> but there seems no alternative
[14:13:26] <fuzzie> stupid effects :(
[14:15:13] <pupnik> :/
[14:16:44] <fuzzie> i just want to pass it a duration in ticks, which it will then pass to the VVC
[14:16:55] <fuzzie> it seems not so hard
[14:22:38] <lynxlynxlynx> stupid me
[14:23:41] <fuzzie> need help?
[14:24:25] <lynxlynxlynx> not yet
[15:01:24] <fuzzie> ok, i may borrow this netbook for a few more weeks, so i shall put bg2 on the windows partition and play it a bit
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[15:59:21] <fuzzie> should i install anything except the patch, fixpack and dungeon-be-gone?
[15:59:33] <fuzzie> i'm sure you're all the wrong people to ask, but i ask anyway
[16:00:33] <pupnik> where do i find what 'fixpack' and 'dungeon-be-gone' are for?
[16:01:42] <fuzzie> the fixpack is a gibberlings3 mod which fixes a bunch of bugs in the game scripts/animations/etc
[16:02:02] <fuzzie> and dungeon-be-gone is a silly mod which allows you to skip the dungeon at the start of bg2, because it gets very annoying after the first 20 times :)
[16:02:55] <pupnik> ah skips the irenicus
[16:02:57] <pupnik> ok
[16:03:07] <pupnik> yeah good point
[16:03:23] <pupnik> k i also use fixpack
[16:03:26] <pupnik> now
[16:03:27] <pupnik> ty
[16:03:49] <lynxlynxlynx> depends on what you want
[16:04:05] <lynxlynxlynx> the patch + the g3 fp is a must any way
[16:05:07] <fuzzie> well, i haven't played original bg2 in 5 years or so, i just want to remember how it's supposed to go :)
[16:05:35] <fuzzie> alas, clicking 'Test' in bgconfig has crashed it
[16:08:15] <fuzzie> but if i simply ignore bgconfig it's fine, yay
[16:10:08] <pupnik> can the fixpack be distributed with gemrb?
[16:10:11] <pupnik> legally?
[16:10:33] <fuzzie> i think just linking people to it makes sense
[16:10:39] <fuzzie> i mean, it has to be applied to the data files anyway
[16:11:07] <pupnik> today is the first time i heard of it
[16:11:26] <fuzzie> lynxlynxlynx: so if i want to rush through the game, is a monk a good idea?
[16:11:56] <pupnik> one would expect so. less inventory/spell to manage
[16:17:36] <lynxlynxlynx> fuzzie: yep
[16:18:05] <lynxlynxlynx> there's still my hack that i need to fix, but a high level monk will be a killing machine and resistant
[16:18:21] <lynxlynxlynx> cheat in some gear and it's not funny anymore
[16:19:00] <lynxlynxlynx> pupnik: you must've not looked at all
[16:19:15] <lynxlynxlynx> pupnik: it is the base mod that replaces baldurdash
[16:19:17] <fuzzie> the reverb is pretty nice
[16:19:19] <pupnik> avoided G3 forums due to information overload
[16:19:27] <Gekz> :o
[16:19:35] <fuzzie> yes, the forums are just .. huge
[16:19:36] <lynxlynxlynx> you don't need to visit the forums
[16:20:15] <fuzzie> when i last played, i installed some 'baldurdash' set of fixes
[16:21:02] <Avenger> baldurdash is old, isn't it
[16:21:12] <Gekz> yes
[16:21:14] <Gekz> very
[16:21:21] <Gekz> Alhan elf bugs still exist in it
[16:21:22] <fuzzie> yes, that was 5 years ago :P
[16:22:16] <lynxlynxlynx> Gekz: when will you forget Elhan? ;P
[16:22:25] <Gekz> never!
[16:22:26] <fuzzie> never forget!
[16:22:30] <Gekz> he ruined my holidays
[16:22:33] <Gekz> I had to do a bug fix
[16:22:42] <Gekz> MY OWN BUGFIX
[16:22:43] <Avenger> btw, you shouldn't install dungeon be gone, you would miss lots of nasty bugs in the beginning of the game
[16:23:06] <fuzzie> Avenger: i'm playing through the original
[16:23:18] <fuzzie> because i've forgotten how anything past the start is meant to work
[16:23:20] <Avenger> well you asked :)
[16:23:25] <fuzzie> and i think people are tired of my stupid questions :)
[16:23:43] <fuzzie> also i would like a set of good savegames
[16:23:58] <Gekz> lol
[16:24:04] <fuzzie> but i play through the dungeon enough in gemrb, it gets so tiring
[16:24:08] <Gekz> fuzzie, I think my stupid questions are the tiring ones
[16:24:10] <Gekz> :
[16:24:11] <Gekz> :P*
[16:24:17] <Avenger> gemrb.movetoarea ftw
[16:24:32] <lynxlynxlynx> which save did i send you the last time?
[16:24:47] <lynxlynxlynx> you could use the monk from there, she's probably equipped already
[16:25:11] <Avenger> lynx you are a monk expect, which thief skills monks get?
[16:25:35] <Avenger> i found 'set traps' in level drain
[16:25:36] <lynxlynxlynx> hide, thread lightly and find traps
[16:26:37] <Avenger> oh good, i knew i should ask you
[16:26:48] <Avenger> now with that knowledge i noticed the other two ;)
[16:27:11] <lynxlynxlynx> but not the rest?
[16:27:23] <fuzzie> level drain working will be nice for making saradush as annoying as it's meant to be
[16:27:33] <Gekz> lol
[16:27:44] <lynxlynxlynx> by saradush time it is dead simple
[16:27:54] <Gekz> Saradush is a stupid name btw
[16:27:55] <lynxlynxlynx> just have viconia tag along :D
[16:28:18] <lynxlynxlynx> implement turning first though >>
[16:28:44] <lynxlynxlynx> npp works either way
[16:28:50] <Avenger> why is it silly?
[16:28:52] <lynxlynxlynx> iirc angurvadal has it
[16:28:59] <Avenger> Amn is sillier
[16:29:31] <Gekz> no
[16:29:36] <Gekz> Saradush
[16:29:40] <Gekz> Sara is a name in English
[16:29:46] <Gekz> and a douche is a vaginal expunger
[16:29:52] <Gekz> so it just sounds stupid to me
[16:30:03] <Avenger> haha
[16:30:03] <Gekz> its a cultural thing
[16:30:04] <Gekz> lol
[16:30:31] <Avenger> it is not coming from bioware
[16:31:21] <Gekz> right
[16:31:23] <Gekz> time for bed
[16:31:29] <Gekz> bonne nuit tous
[16:31:53] <Avenger> night
[16:32:11] <fuzzie> how much work would it be to make levelup work for bg1 too?
[16:32:25] <lynxlynxlynx> not much
[16:32:34] <Avenger> i guess it is to port bg2 stuff to bg1 and cut some extra
[16:32:44] <fuzzie> well, i should say: i don't really want to copy the code
[16:32:46] <lynxlynxlynx> and fix all the control ids
[16:33:06] <Avenger> but be aware if there is any good thing in bg1 before overwrite the code there
[16:33:07] <fuzzie> because every time i go to change the bg1+bg2 code, they're different in some subtle way
[16:33:13] <lynxlynxlynx> much of mechanics are already shareable
[16:33:17] <fuzzie> so i'm wondering how much is shareable
[16:33:32] <Avenger> i would let lynx do it :)
[16:33:49] <Avenger> he knows more about the script part
[16:34:14] <lynxlynxlynx> he just doesn't like bg1
[16:34:32] <fuzzie> bg1 is boring :)
[16:34:52] <fuzzie> but it's so much simpler to make work
[16:34:53] <lynxlynxlynx> the cool thing about this though is that the code will be the same for iwd
[16:35:26] <fuzzie> and i think fixing bugs that are obvious in bg1 helps a lot to get the basics right
[16:35:35] <fuzzie> but it's a bit difficult to play in gemrb now because i am stuck at level 1 :)
[16:36:04] <lynxlynxlynx> force join elminster into the party :)
[16:36:29] <lynxlynxlynx> there's nothing a bit of silver rain couldn't fix
[16:37:52] <lynxlynxlynx> meh, this level up msg thing is annoying
[16:39:35] <lynxlynxlynx> time for more spellhold
[16:44:11] <lynxlynxlynx> Avenger: is there any simple way of movetoarea-ing a npc? I don't see any actions for it
[16:44:31] <Avenger> no simple way
[16:44:48] <Avenger> force join the npc into the party
[16:45:16] <Avenger> hmm, you need to do this in gemrb? or just testing
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[16:45:38] <lynxlynxlynx> it worked :)
[16:46:17] <fuzzie> Avenger: so, how do i make a casting glow with a duration in ticks?
[16:49:08] <fuzzie> maybe you know if the original game does it via effects at all
[16:49:10] <Avenger> why do you need that
[16:49:21] <fuzzie> because it looks wrong if you do it in seconds
[16:49:26] <fuzzie> because it's often half a second wrong
[16:49:46] <Avenger> maybe because we don't do it with ticks
[16:50:12] <Avenger> it should be casting time
[16:50:19] <fuzzie> casting time is in ticks
[16:50:43] <fuzzie> i tried it by casting a bunch of spells at the same time in the original engine, and they're not forced to the nearest second as far as i can tell
[16:50:54] <Avenger> hmm it has this: fx->Duration=ext_headers[ext_index].CastingTime;
[16:51:07] <fuzzie> yes, but CastingTime is measured in 10ths of a round
[16:51:13] <Avenger> but Duration isn't?
[16:51:15] <fuzzie> no
[16:51:19] <fuzzie> Duration is in seconds
[16:51:24] <Avenger> seconds???
[16:51:28] <fuzzie> yes
[16:51:34] <Avenger> but that's not good
[16:51:46] <fuzzie> the EffectQueue does PrepareDuration(fx)
[16:52:06] <fuzzie> and that changes fx->Duration to GameTime + fx->Duration*15
[16:52:24] <Avenger> hmm
[16:52:29] <fuzzie> i would like the EffectQueue to *not* do that :) do you know how?
[16:53:04] <Avenger> you could calculate that duration yourself
[16:53:16] <Avenger> and set a timing mode that doesn't trigger prepareduration
[16:53:30] <Avenger> that sounds doable
[16:54:44] <lynxlynxlynx> ctrl+q doesn't seem to work
[16:56:00] <Avenger> fuzzie: calculate the duration+gametime yourself, then set fx->FirstApply to false
[16:56:22] <Avenger> hmm, ok, that's not working
[16:57:07] <fuzzie> the duration calculation is a bit complicated, but i already wrote that code
[16:57:26] <fuzzie> i just need fx->Duration to not be changed :)
[16:59:25] <fuzzie> another effect type would be fine, i guess
[17:00:41] <Avenger> not sure if there is any good, maybe 7
[17:01:26] <Avenger> i think the original engine had a hack in it
[17:01:38] <Avenger> something about Duration>magicnumber --> no need of prepare
[17:04:24] <fuzzie> hm, there are some long durations (3600?) in the game data
[17:05:33] <fuzzie> i wonder where GameTime starts in the original
[17:05:45] <fuzzie> how is it set, by a pre-existing GAM?
[17:07:01] <fuzzie> because i don't see any code in gemrb which sets it
[17:08:14] <fuzzie> i wonder if lastsaved in the ARE file is meant to be in seconds or ticks..
[17:08:28] <Avenger> those are all good questions
[17:09:52] <Avenger> i don't see this magic number in the iwd2 code, and i don't have the others in file, damn. ANyway, if iwd2 solved it without magic number, then we probably don't need it
[17:11:00] <Avenger> oh damn, i see it now
[17:11:13] <Avenger> this is odd
[17:11:26] <Avenger> iwd2 converts the timing mode from 0 to 1000
[17:11:35] <Avenger> but 1000 is the 'just expired' timing mode
[17:11:50] <Avenger> they don't purge effects with 1000 out of the queue, only when they expired
[17:12:06] <Avenger> this is a very elegant solution, but i wonder if the timing mode is saved this way
[17:12:17] <Avenger> i never seen 1000 in files, only internally
[17:12:29] <Avenger> 1000h
[17:12:32] <Avenger> hmm
[17:12:55] <Avenger> maybe i didn't see it because dltcep cuts the high byte
[17:13:16] <lynxlynxlynx> interesting, we have docs for ctrl-w, but no code :)
[17:13:26] <Avenger> anyway, i prefer this solution over any magic number hacks
[17:13:41] <Avenger> what is in the doc?
[17:14:04] <lynxlynxlynx> leave the party
[17:14:09] <lynxlynxlynx> should be easy
[17:14:20] <Avenger> yeah
[17:14:28] <lynxlynxlynx> oh, we have it at k
[17:14:36] <lynxlynxlynx> Ctrl-K - Kicks the actor out of the party.
[17:14:40] <Avenger> hmm
[17:14:40] <lynxlynxlynx> Ctrl-W - The pointed actor will leave the party.
[17:14:51] <Avenger> ctrl-k doesn't work like that in the original
[17:15:38] <Avenger> oops
[17:15:40] <Avenger> it does!
[17:15:47] <Avenger> ctrl-k works like that in iwd2
[17:15:51] <Avenger> damnit
[17:16:04] <Avenger> i guess ctrl-w is bg2
[17:16:43] <Avenger> no ctrl-w is nothing
[17:16:45] <Avenger> heh
[17:20:09] <lynxlynxlynx> i'll just remove that line then
[17:24:52] <CIA-22> gemrb: 03lynxlupodian * r6872 10/gemrb/trunk/gemrb/docs/en/CheatKeys.txt: CheatKeys.txt: removed inexistent Ctrl-W shortcut doc (it's at Ctrl-K)
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[17:30:44] <fuzzie> Avenger: ok, but gemrb doesn't do 1000h timing mode right now?
[17:39:48] <fuzzie> (we don't have to care about saving this effect, it just adds the VVC and returns FX_NOT_APPLIED)
[18:01:21] <Avenger> we use timing mode 1000 to destroy effects
[18:02:11] <Avenger> or maybe not
[18:03:14] <Avenger> just_expired is 10, well, we could use 11, it isn't saved
[18:06:52] <Avenger> the timing field is a dword
[18:07:03] <Avenger> i just used the lowest byte
[18:11:37] <Avenger> oh nice
[18:11:42] <Avenger> 1000h is actually saved!
[18:12:11] <Avenger> so, it is the missing 'absolute time duration'
[18:12:29] <Avenger> and it is saved in tob
[18:12:51] <pupnik> i saw some spell effects in bg2 that didn't stop. these little sprites of little white dots creeping down the game map
[18:13:09] <Avenger> i know, that's the spark bug
[18:13:15] <pupnik> ok ty
[18:13:49] <Avenger> fuzzie: gemrb should do the 1000h timing mode, because it is saved
[18:13:52] <pupnik> Your search - gemrb "spark bug" - did not match any documents.
[18:15:13] <Avenger> http://linux.prinas.si/gemrb/doku.php?id=todo&s[]=sparkle
[18:16:33] <Avenger> we still have endian problems, heh?
[18:16:35] <fuzzie> Avenger: well, if you understand it, can you code it? :)
[18:16:44] <Avenger> i try
[18:16:47] <fuzzie> yes, stupid 24-bit graphics bugs
[18:17:05] <fuzzie> i guess i should add endianism to cmake/autoconf
[18:17:08] <Avenger> i hate it, it is 1000h it needs to be handled specially :(
[18:17:18] <Avenger> i will just convert it to 11h internally
[18:17:40] <fuzzie> that seems best, then you can simply add to the end of the lookup arrays
[18:18:15] <pupnik> looks like it's in Projectile.cpp
[18:18:17] <pupnik> yes?
[18:18:38] <fuzzie> well, the actual code is Particles.cpp
[18:18:44] <fuzzie> and we are all avoiding it
[18:18:48] <pupnik> ah k
[18:18:56] <pupnik> not a good place to poke around as a noob then
[18:19:04] <fuzzie> so it would be a good candidate for a C++ coder to poke around at, prbly
[18:19:26] <fuzzie> but probably confusing if you don't know C++..
[18:20:59] <pupnik> eh it is... maybe Projectile::DrawTravel is just being called with wrong region
[18:21:32] <fuzzie> the particles aren't projectiles :(
[18:21:36] <pupnik> i'll try rebuilding for armel and look for something slow i can speed up
[18:21:37] <pupnik> oh
[18:21:39] <pupnik> duh
[18:21:44] <pupnik> bbl
[18:21:57] <fuzzie> i think someone must simply check if the particle went out of range, in Particles.cpp
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[18:30:15] <pupnik> on a first pass, i don't see what ends/deletes them in Particles.cpp
[18:31:27] <Avenger> they got a lifetime
[18:31:36] <Avenger> if it goes to -1, they are considered dead
[18:32:00] <fuzzie> if Update() returns false, they are deleted
[18:32:00] <pupnik> while (i--) ...?
[18:32:05] <pupnik> hm
[18:32:08] <pupnik> ty
[18:32:12] <fuzzie> that is the clue to working out the logic
[18:36:48] <fuzzie> heh, it is interesting playing real bg2, i can see that some of my guesses were correct :)
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[19:10:44] <fuzzie> oh, huh, sparkles are more complicated than i thought
[19:10:53] <fuzzie> difficult :(
[19:11:49] <fuzzie> i mean, a simple fix would be fine for now
[19:12:43] <lynxlynxlynx> hmpf, got killed
[19:12:55] <lynxlynxlynx> lich ambush
[19:13:08] <lynxlynxlynx> but i think it was mostly disease damage
[19:15:53] <fuzzie> "Lore: 0" for extremely low lore in bg2, btw
[19:16:18] <lynxlynxlynx> the value or just the displayed stat?
[19:16:26] <fuzzie> the displayed stat
[19:16:30] <lynxlynxlynx> yeah
[19:17:20] <lynxlynxlynx> another NN will fix it
[19:31:09] <fuzzie> http://forums.gibberlings3.net/index.php?showtopic=14686 <- we don't implement this?
[19:32:18] <fuzzie> the core has some kind of hack to bring us down to visual range 2 for STATE_BLIND anyway, so i guess that's not the reason for broken blindness
[19:32:51] <lynxlynxlynx> we only set the state
[19:34:36] <fuzzie> >>> STATE_DISEASED & STATE_CANTSEE
[19:34:36] <fuzzie> 524288
[19:34:44] <fuzzie> ^- this seems like a disaster, though
[19:45:49] <Enverex> Hello again, need me to try anything out while I'm around again?
[19:53:24] <lynxlynxlynx> crash
[19:55:50] <fuzzie> well, checking whether a variety of arrow/shooting animations work would be good, but not sure how you'd spawn all the needed equipment without savegames
[19:56:19] <lynxlynxlynx> the animation for arrows is still bad
[19:56:29] <lynxlynxlynx> maybe the filler one or maybe it just gets bad after a while
[19:56:41] <lynxlynxlynx> with a trained archer it is painfully obvious
[19:57:05] <fuzzie> well, the question is when/where it is bad :)
[19:57:43] <lynxlynxlynx> i suspect the filler
[19:57:57] <lynxlynxlynx> iirc the first two shots are ok, the third one bad and then it repeats
[19:58:02] <fuzzie> i didn't think we even did the filler
[19:58:05] <lynxlynxlynx> and iirc that is with apr=="
[19:58:07] <lynxlynxlynx> 2
[19:58:10] <fuzzie> shows how much attention i am paying, i guess :/
[19:58:32] <lynxlynxlynx> i don't know it for a fact, but didn't combat look really silly before?
[19:58:38] <fuzzie> yes
[20:01:20] <pupnik> well this is shutting me up nicely, ty for the pointers
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[20:02:20] <fuzzie> ok, so the mimic in umar hills is only meant to appear once you try the container
[20:02:34] <fuzzie> that is a gemrb bug that i didn't realise was a bug before
[20:02:37] <lynxlynxlynx> or if you're detecting traps
[20:03:06] <lynxlynxlynx> (so also if you just stand near too long there is a small chance to discover it - like with other secrets)
[20:03:13] <fuzzie> bolts/arrows at least seem like they're not meant to have filler animations
[20:03:30] <fuzzie> if i take a 1apr archer in bg2 then i get one animation per round
[20:03:34] <fuzzie> which makes sense
[20:03:54] <lynxlynxlynx> how did you get such a crappy apr?
[20:04:07] <lynxlynxlynx> you can get a shortbow in the pickles room
[20:04:12] <fuzzie> spawned cre
[20:05:59] <fuzzie> in fact, Jan does one shot per round :)
[20:09:36] <lynxlynxlynx> but he's not an archer :)
[20:11:06] <fuzzie> yes, this is using bolts instead
[20:13:48] <fuzzie> so we shouldn't be using filler animations in all circumstances, certainly
[20:17:00] <Enverex> fuzzie, Well I can test BG1 as you start with money next to a store. or is it BG2 you need specifically?
[20:17:57] <fuzzie> i think either is fine :)
[20:18:19] <fuzzie> playing bg1 in gemrb is a bit of a lost cause because we don't support level-up for it yet
[20:20:12] <fuzzie> but other than that it should be fairly well-supported
[20:25:21] <lynxlynxlynx> this crash is wierd
[20:26:17] <fuzzie> also, as well as iwd1 working with the same levelup code as bg1, i bet pst would work fine too apart from the TNO hacks
[20:26:19] <lynxlynxlynx> CopyPolymorphStats sigsegvs but there is no null anywhere except for where it makes sense to me
[20:26:40] <fuzzie> 'this' isn't null?
[20:26:58] <fuzzie> oh, it's in fxc
[20:26:59] <lynxlynxlynx> No symbol "this" in current context. :)
[20:27:05] <lynxlynxlynx> it makes no sense to check it
[20:27:23] <lynxlynxlynx> 0xb74f04f1 in CopyPolymorphStats (source=0x9962990, target=0x88b8a18) at FXOpc.cpp:3423
[20:27:25] <lynxlynxlynx> 3423 polymorph_stats[i]=core->TranslateStat(tab->QueryField(i,0));
[20:27:52] <fuzzie> nothing initialises polymorph_stats
[20:27:56] <lynxlynxlynx> too bad gdb doesn't allow me to print tab->QueryField(i,0); but this should be ok, since other table accesses work just fine
[20:28:05] <fuzzie> that spell_abilities should probably be polymorph_stats, on the line two lines above
[20:28:13] <lynxlynxlynx> memset?
[20:28:20] <fuzzie> same for the one in (1tob)
[20:28:20] <lynxlynxlynx> hmm
[20:28:23] <fuzzie> erm, (!tob)
[20:28:34] <fuzzie> someone copy-and-pasted code there
[20:28:44] <fuzzie> and forgot to change the important bit
[20:29:26] <fuzzie> as it is, it destroys spell_abilities and then tries writing to a NULL array - 'print polymorph_stats' should confirm that
[20:30:07] <lynxlynxlynx> yes, but i didn't know that wasn't allowed :)
[20:30:31] <fuzzie> gdb's 'print' will even let you call functions :)
[20:30:50] <lynxlynxlynx> not always
[20:31:06] <lynxlynxlynx> (gdb) print tab->QueryField(0,0)
[20:31:07] <lynxlynxlynx> Couldn't find method AutoTable::QueryField
[20:31:09] <fuzzie> well, it gets confused with inlining sometimes with C++ templates :/
[20:31:54] <fuzzie> 'tab->table->QueryField(0,0)' should work
[20:31:58] <Enverex> fuzzie, True but I dont need to level up to try a few of the bows, slings, etc
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[20:33:25] <lynxlynxlynx> indeed
[20:33:49] <fuzzie> but fixing those two lines looks like it should work
[20:34:12] <fuzzie> am amazed no-one came across that before :) maybe i should glance through the other functions later
[20:34:27] <lynxlynxlynx> yeah, i'm playing with it
[20:35:02] <lynxlynxlynx> polymorph is not that easy to get and the spells suck
[20:35:06] <lynxlynxlynx> this was the slayer change
[20:36:31] <Enverex> Hrm, is it possible to support EAX via OpenAL?
[20:36:47] <fuzzie> it's possible to have the same effects, yes
[20:36:56] <fuzzie> there's a recent thread on the gemrb forum about it
[20:37:14] <Enverex> Erm, 1 thing I noticed now, lots of the text (in dialog) comes up dark purple and isn't readable. Is there any particular reason for that?
[20:38:12] <fuzzie> that sounds strange - could you make a screenshot?
[20:38:21] <fuzzie> unless lynx already knows of this
[20:39:56] <Enverex> Happened in BG1 and 2
[20:40:02] <Enverex> Ok, Heavy Crossbow seems fine
[20:40:19] <lynxlynxlynx> dark purple text, can't say i saw that :)
[20:41:02] <Enverex> http://xnode.org/i/?p=26
[20:41:38] <lynxlynxlynx> text can have color tags, but this is silly
[20:42:03] <Enverex> Light Crossbow is fine too, are you expecting any particular ranged weapons to be wrong?
[20:42:05] <lynxlynxlynx> can you make out a few consecutive words so it will be easier to search for?
[20:42:54] <Enverex> Super eyes go... "Haw! Just having a bit o fun with my friend. Them monks may be"
[20:43:45] <lynxlynxlynx> Haw! is great
[20:44:08] <lynxlynxlynx> 7750 and clean
[20:44:51] <Enverex> lynxlynxlynx, I noticed it at the start of BG2 as well so it looks like it's not just BG2. Also I'm not sure the text normally should be teal, lol
[20:45:19] <lynxlynxlynx> sounds like there's something wrong with your system or setup
[20:45:53] <fuzzie> or any number of subtle bugs in the code :)
[20:46:12] <fuzzie> the colouring looks okay apart from the text, perhaps we're mis-initialising something
[20:46:17] <Enverex> lynxlynxlynx, GemRB compiled cleanly and the game installed without issue so not sure where the issue would be
[20:46:33] <Enverex> fuzzie, Are you expecting any particular ranged weapons to be broke? They all seem fine...
[20:46:44] <lynxlynxlynx> what's your system like?
[20:47:41] <Enverex> C2D Q9450, ATi 4850HD, 4GB PC 1066Mhz, Kernel 2.6.28
[20:47:42] <fuzzie> Enverex: they've all been broken for a long time, it's only recently that they had any semblance of working
[20:48:03] <Enverex> fuzzie, Arrows seem slightly misplaced but bolts were all fine
[20:49:57] <Enverex> The problem is they are only in sight for about 2 frames so it's hard to tell where they came from/end anyway, lol. Honestly can't remember if the original was like that...
[20:50:26] <CIA-22> gemrb: 03lynxlupodian * r6873 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2: never display lore as negative
[20:51:03] <Enverex> fuzzie, That and he seems to shoot just before raising the bow but again not sure if it's normally like that
[20:52:09] <fuzzie> does that happen with bolts too?
[20:53:17] <Enverex> Yes, but only very slightly (infact the second shot seemed to be fine). Where as with the bow the arrow seems to launch just as the raising weapon animation starts, so it's far too early
[20:54:36] <fuzzie> that is the kind of thing i was looking for :)
[20:55:05] <fuzzie> although the purple text is more interesting!
[20:56:30] <Enverex> With the arrows, the arrow seems to appear about 1.5m infront of him as well, but as I said it's only visible for 2 frames so that may not be an actual issue (can't tell if it appears there, or if its just only visible on that frame at that position)
[20:58:23] <lynxlynxlynx> it is an issue
[20:59:06] <lynxlynxlynx> sounds like what i saw - when firing SE, one of the arrows doesn't start from the bow, but somewhere behind the shooter
[21:02:51] <Enverex> It seems that normal conversation text is teal and dialog directly after I've answered a question is purple
[21:03:55] <Enverex> Teal - http://xnode.org/i/?p=27
[21:05:51] <lynxlynxlynx> looks fine
[21:06:49] <fuzzie> that looks correct, although not the name colouring, but i think we know we havew problems there
[21:09:24] <Enverex> IIRC the text was white (or just off-white) in the original
[21:10:19] <fuzzie> i think that teal/green is correct for bg1
[21:14:25] <CIA-22> gemrb: 03lynxlupodian * r6874 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp:
[21:14:25] <CIA-22> gemrb: fuzzie fixed a crash in CopyPolymorphStats;
[21:14:25] <CIA-22> gemrb: blindness now inflicts the massive tohit penalty
[21:16:23] <lynxlynxlynx> bodhi doesn't want to flee in terror though :(
[21:23:56] <lynxlynxlynx> fuzzie: is there a way to get dialogs in a greppable form?
[21:24:24] <Enverex> I've just spent 20 minutes looking through Google images to find a picture to prove you wrong but oddly enough there weren't any, anyway, found one on Wikipedia - http://en.wikipedia.org/wiki/File:Duchal_palace_sarevok_speaks_BGI.png
[21:24:32] <Enverex> See, white text
[21:25:07] <Enverex> Sub-titles had a slightly blue tint to them though, normal conversation was white (well, efefef# sort of white)
[21:25:29] <fuzzie> lynxlynxlynx: yes
[21:25:43] <fuzzie> i have them for bg1 and bg2
[21:26:33] <lynxlynxlynx> please upload them then
[21:27:49] <lynxlynxlynx> checking scripts and dialogs is so pingpongy
[21:27:54] <fuzzie> they might well have the tags stripped, though
[21:28:39] <lynxlynxlynx> what tags? I'm interested in the actions/conditions
[21:29:13] <fuzzie> that is easy then
[21:29:16] <fuzzie> Enverex: that is interesting!
[21:29:34] <Enverex> My memory is never wrong on these things, just everything else, lol
[21:29:49] <fuzzie> lynxlynxlynx: http://fuzzie.org/nfs/gemrb/dialog.tar.bz2
[21:30:03] <fuzzie> the only method i found for extracting those took about 6 hours, there is probably a less stupid way :/
[21:30:45] <lynxlynxlynx> interestingly dltcep's check fails on a few items
[21:30:52] <lynxlynxlynx> do you know if it is reliable?
[21:32:07] <fuzzie> which check?
[21:32:20] <fuzzie> there are seemingly-corrupt items in the bg2 data
[21:32:35] <fuzzie> i think the fixpack's super modder thing tries to fix them
[21:32:40] <lynxlynxlynx> "Check Dialog"
[21:33:28] <fuzzie> I don't remember.. I know pst had bad dialog links, don't know about anything else.
[21:34:54] <lynxlynxlynx> here it logs about incorrect variables, but that sounds bogus to me, since half of the "cutscene" works and it uses some of those
[21:36:49] <lynxlynxlynx> and thanks for the ds
[21:41:51] <fuzzie> i think that's about all i can usefully extract
[21:42:07] <fuzzie> i have a script which runs ielister on items/etc but they're not really usefully greppable :)
[21:45:00] <lynxlynxlynx> ouch, trying to cheat heal a polymorphed form also causes a crash
[21:51:56] <lynxlynxlynx> good night
[21:52:20] <-- lynxlynxlynx has left IRC (Remote closed the connection)
[22:01:11] <CIA-22> gemrb: 03avenger_teambg * r6875 10/gemrb/trunk/gemrb/plugins/ (14 files in 7 dirs):
[22:01:11] <CIA-22> gemrb: use the EquippedHeader field
[22:01:11] <CIA-22> gemrb: improved level/energy drain
[22:03:41] --> Avenger has joined #gemrb
[22:03:52] <fuzzie> hi :)
[22:04:15] <Avenger> fuzzie: i forgot but i added some other stuff, like the 0x1000 timing method, also using it with the casting glow
[22:04:38] --- ChanServ gives channel operator status to Avenger
[22:04:56] <Avenger> i think i've also fixed lynx's problem with the bow equipping npcs
[22:06:24] <fuzzie> oke, neat
[22:06:49] <fuzzie> i'll make it apply the real casting time later tonight, thanks :)
[22:07:47] <fuzzie> did you see my note about STATE_CANTSEE and STATE_DISEASED?
[22:08:01] <fuzzie> they seem to share a bit, so i am wondering how it works
[22:17:25] <Avenger> me too
[22:17:42] <Avenger> i didn't know there is a STATE_CANTSEE
[22:18:36] <Avenger> you meant the deactivate flag?
[22:18:47] <Avenger> #define STATE_DISEASED 0x00080000
[22:18:49] <Avenger> #define STATE_DEACTIVATED 0x00080000
[22:19:17] <fuzzie> no
[22:19:31] <fuzzie> the sight code checks for STATE_CANTSEE and doesn't do sight if it matches
[22:21:06] <Avenger> cantsee is a collection of bits
[22:21:46] <Avenger> it seems the original engine doesn't set any bits in state for disease
[22:21:53] <fuzzie> ok
[22:22:01] <Avenger> do i set any?
[22:22:08] <fuzzie> the sight code just does 'if (state & STATE_CANTSEE)'
[22:22:20] <fuzzie> and i wanted to know what CANTSEE was, that's all
[22:22:32] <Avenger> //STATE_CURE( STATE_DISEASED ); //the bit flagged as disease is actually the active state. so this is even more unlikely to be used as advertised
[22:23:20] <Avenger> cantsee is a collection of bits, if an actor has ANY of those set, it means ,they don't have visibility range
[22:23:44] <Avenger> #define STATE_CANTSEE 0x00080fc0 //can't explore (even itself)
[22:23:55] <fuzzie> i want to know why illy blinds you
[22:24:06] <Avenger> illy?
[22:24:12] <fuzzie> because the code for STATE_BLIND seems like it should work for 2 squares
[22:24:13] <Avenger> ahh illasera
[22:24:31] <fuzzie> but it doesn't work
[22:25:12] <Avenger> i'm pretty sure it is the blindness causing a short visibility range, and my visibility range calculator is buggy (most likely)
[22:26:25] <Avenger> you might want to test this using: GemRB.RevealArea(x, y, radius, type)
[22:26:56] <Avenger> type should be -1
[22:27:00] <Avenger> radius = 2
[22:28:19] <Avenger> but i think we already talked about this, maybe the visibility should be calculated from all tiles the personalspace of an actor covers
[22:28:37] <Avenger> so, even with a range 1, the personal space itself would be wholly explored
[22:29:27] <Avenger> a dragon with visibility range 1 would still see itself
[22:44:02] <CIA-22> gemrb: 03avenger_teambg * r6876 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: improved the blind opcode: blindfighting feat support, BG2 stacking bug fixed
[22:54:48] <Avenger> bye
[22:54:51] <-- Avenger has left IRC ("bye!")
[23:01:20] <fuzzie> oh, Avenger is quite right
[23:02:25] <fuzzie> i am forgetful :(
[23:06:13] <fuzzie> also Minsc is awesome
[23:11:13] <pupnik> i'd never imagined a really nutso beserker before. usually thought of them as kind of viking/norse types
[23:11:38] <pupnik> mmm A-One beef ramen is relatively good