#gemrb@irc.freenode.net logs for 15 Aug 2011 (GMT)

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[08:12:04] <CIA-26> GemRB: 03edheldil * r5ad216bf193a 10gemrb/gemrb/GUIScripts/GUISTORE.py: Fixed a typo found by HenneNWH
[08:12:34] <edheldil> thanks for pointing it out
[08:13:52] <lynxlynxlynx> beat me to it :)
[08:14:15] <lynxlynxlynx> i'm still reviewing the large patch from avenger
[08:14:16] <edheldil> hehe, my most fundamental commit in ages :)
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[09:34:08] <CIA-26> GemRB: 03lynxlupodian * r9cb910400da9 10gemrb/gemrb/core/Scriptable/Actor.cpp: removed a TODO, iwd specific damage bonus is already handled
[09:34:10] <CIA-26> GemRB: 03lynxlupodian * ra293babcf8e0 10gemrb/gemrb/docs/en/GUIScript/GetCombatDetails.txt: updated the GetCombatDetails doc with the new dict entries
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[12:14:06] <Beh0lder> hi all
[12:15:50] <lynxlynxlynx> oj
[12:16:35] <Beh0lder> I tried to test spellcasting speed in GemRB comparison with the original, but I can't load my GemRB savegames. Original game crashes on loading process.
[12:18:15] <CIA-26> GemRB: 03lynxlupodian * r9f57b0498217 10gemrb/gemrb/ (2 files in 2 dirs):
[12:18:15] <CIA-26> GemRB: moved the player-class check into GetHpAdjustment as it is used elsewhere too
[12:18:15] <CIA-26> GemRB: fixes npcs dying on load in some circumstances
[12:20:33] <Yoshimo> even more work then ;)
[12:26:54] <lynxlynxlynx> too bad, but until we fix gemrb to be consistent with itself, there's no need to test the original
[12:29:11] <Beh0lder> Ok, please tell me when done
[12:30:08] <lynxlynxlynx> ok, if you'll be around
[12:30:54] <Beh0lder> :)
[12:43:51] <Yoshimo> inconsistent with itself? how can you manage that?
[12:44:54] <lynxlynxlynx> well it is consistent, it does what it was told, just not what you want it to do ;)
[12:45:33] <lynxlynxlynx> i added the aura checks recently (so you can't just cast like in improved alacrity), but that seems to have had a side effect
[12:45:47] <Beh0lder> Hm, I compared casting time)
[12:45:52] <lynxlynxlynx> it looks like the casting time is prolonged, yes
[12:46:23] <Beh0lder> MM 1-1.5 sec in original 9-10 sec in gemrb
[12:46:42] <lynxlynxlynx> need to check again if the aura check is before the stance changes
[12:46:53] <lynxlynxlynx> the first cast is fine
[12:47:06] <Beh0lder> not for me
[12:47:16] <Beh0lder> i loaded game and cast mm
[12:47:27] <Beh0lder> casting time is 9-10 sec
[12:47:34] <Beh0lder> first cast
[12:47:53] <lynxlynxlynx> it's not so consistent here
[12:48:06] <lynxlynxlynx> edwin had a long cast, charname the proper one
[12:48:23] <Beh0lder> :o
[12:48:59] <Beh0lder> I tested for my protagonist
[12:50:22] <Beh0lder> I can provide save, if needed
[12:50:34] <lynxlynxlynx> pretty random
[12:50:41] <lynxlynxlynx> no need, i clearly have the problem too
[12:53:01] <lynxlynxlynx> ah, it was different for the protagonist, since she's wearing the amulet of power
[13:06:02] <CIA-26> GemRB: 03lynxlupodian * r8966a237e729 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: removed the need for a double type cast from CastSpell{,Point}
[13:08:29] <Beh0lder> lynx, you are fixed this?
[13:09:58] <lynxlynxlynx> no
[13:10:29] <lynxlynxlynx> don't hold your hopes up, go do something fun or useful
[13:10:56] <Beh0lder> :)
[13:12:11] <Beh0lder> I listened to your advice
[13:21:56] <Kiranos> like gemrb.cnf gui :P
[13:25:08] <lynxlynxlynx> there's something you can do in the next builds - change GameType to auto in the cfg you provide
[13:25:25] <lynxlynxlynx> it will make it easier for the players who will also try it with other games
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[14:55:41] <brad_a> think I'm finally ready to share the multitouch code
[15:02:55] <brad_a> I want to implement an auto pause for when backgrounding gemrb (for android/ios mostly)
[15:03:13] <brad_a> I see there are a few AP_RESERVED defines
[15:03:25] <brad_a> can i repurpose 1 of those for a generic auto pause?
[15:04:15] <fuzzie> a whole bunch of stuff stays running while paused, so i'm still not convinced it's what you want
[15:04:25] <brad_a> i have already done so in my repo, but I don't have access to dialog.tlk files for anything other than bg2
[15:04:33] <brad_a> it seems to work in my testing
[15:04:45] <brad_a> i pause the audio driver as well in the SDL window event
[15:04:56] <brad_a> so i pause gameplay and audio and thats all i care about
[15:05:08] <brad_a> i think :)
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[15:15:28] <Yoshimo> brad, i have the whole collection bg1,tosc, bg2, tob , anything of that useful for you? ;)
[15:17:12] <brad_a> well IF lynx/fuzzie say its ok to do I will just need the string offset to put in strings.2da for the sting "Auto-Pause"
[15:18:58] <lynxlynxlynx> did you see the small amount of code android already has for this? i think it only suspends the music though
[15:20:02] <lynxlynxlynx> i'm not sure why those constants are reserved, so just add another one
[15:20:49] <lynxlynxlynx> not sure why you need it anyway
[15:26:28] <brad_a> well need is subjective i guess. I would think that most people would want gameplay to pause when taking a phone call
[15:26:52] <fuzzie> but you can't just get the process suepended?
[15:27:05] <brad_a> yes i did see that code and i made a note by it suggesting that if/when android builds with SDL 1.3 to remove it
[15:27:15] <edheldil> brad_a: that and also the game not to deplete batteries when screen is locked
[15:27:18] <fuzzie> i mean, what you want here is weird pause stuff, not the game to pause when a phone happens :p
[15:27:40] <fuzzie> and yes, it seems like you'd want the process suspended for battery reasons
[15:28:12] <brad_a> well you are correct that suspending the execution would be ideal i don't know how to do that on android and it currently doesn't do anything but pause audio
[15:28:27] <brad_a> on iOS the execution is suspended automagically tho
[15:29:18] <fuzzie> android will block on the next SDL draw
[15:29:23] <brad_a> it would also auto pause on other platforms when gemrb is put in background
[15:29:27] <fuzzie> effectively suspending the main thread
[15:29:32] <brad_a> I'm probably the only one that cares tho :-)
[15:29:41] <fuzzie> but since audio is on another thread, then that is why it has to pause/resume audio
[15:29:47] <brad_a> so android does that automatically too?
[15:29:54] <brad_a> oh i see
[15:30:10] <fuzzie> i don't know anything about ios, as i said before, but seems like you do :)
[15:30:15] <brad_a> i guess i was just making assumptions then
[15:30:21] <brad_a> i do ish lol
[15:31:23] <brad_a> well never mind then i guss this is totally not needed but i still did put the audio pause in there so that special android cod can be removed in the future
[15:32:37] <brad_a> although I still think it would be handy for the game to be paused when returning to it so it could still be usefull
[15:32:55] <fuzzie> yes, that might make sense
[15:32:58] <brad_a> in case you get interrupted mid fight by a phone call
[15:33:32] <brad_a> so i will do it then i guess :-p
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[15:49:57] <edheldil> another thing to consider on suspend is that iirc iOS does a screenshot on suspend. I don't know about android, but it might be needed to let something run to at least redraw the screen. So in the end, complete suspend might not be ideal on other that iOS
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[15:50:18] <edheldil> than
[15:59:48] <brad_a> well ill let some android dev worry about that ;) I'm gonna do this just based on being useful to have the game paused when you return and it will work fine in conjunction with a full suspend or otherwise.
[16:03:38] <edheldil> sure. I just hope that most of the code can be shared between the mobile platforms :)
[16:04:06] <edheldil> although on my n900 GemRB is not really usable
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[16:05:14] <brad_a> well everything I'm doing currently is SDL so assuming that SDL keeps feature parity and consistency on how those features work between platforms...
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[16:59:52] <brad_a> would somebody mind testing this on SDL 1.2. if not i can get my sdl 1.2 setup back. http://dl.dropbox.com/u/13866402/sdltouch.patch
[17:00:15] <brad_a> by test i mean make sure all the mouse events still behave properly
[17:00:28] <brad_a> it should have no difference if i did everything right
[17:08:00] <lynxlynxlynx> are you sure you need TOUCHSCREEN? it is gone now
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[17:08:38] <brad_a> well i need something like that
[17:08:43] <Avenger> lynx: that iwd comment was not about elemental damages, but dexterity based damage, and other stuff iwd2 may have
[17:09:08] <Avenger> the to hit roll also needs to handle the feats like weapon finesse, ambidexterity etc
[17:09:21] <lynxlynxlynx> eh well. it said iwd not iwd2
[17:09:27] <Avenger> yes, my bad :P
[17:09:38] <lynxlynxlynx> but i don't remember dex-based damage either
[17:09:59] <Avenger> then no harm done, if there is only to hit change, then all the better
[17:10:02] <lynxlynxlynx> and yes, we don't handle a lot of iwd2 stuff at all
[17:10:11] <Avenger> there is a keen flag in weapons
[17:10:14] <Avenger> and so
[17:10:27] <Avenger> we can add most of these without a gameflag
[17:10:28] <lynxlynxlynx> number of attacks is also different
[17:10:38] <Avenger> because the feats will be simply missing from bg2
[17:10:43] <Avenger> or the keen flag, etc
[17:10:52] <lynxlynxlynx> yeah, most feats will just be spells
[17:11:10] <Avenger> nah, more like just simple flags, at least a lot of feats are just flags
[17:11:20] <Avenger> ok, some will be spell effects
[17:11:33] <lynxlynxlynx> i meant it in the get it stored sense
[17:11:36] <Avenger> i plan them to be permanent non saved effects
[17:11:58] <Avenger> so they won't get stuck on a saved actor
[17:12:14] <lynxlynxlynx> brad_a: i think it would be better if this was all configurable
[17:12:27] <lynxlynxlynx> someone already mentioned they plug a mouse in their istuff
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[17:15:51] <brad_a> hrmm
[17:16:23] <brad_a> ell. i don't remember since ts been awhile since i wrote this but what happens on sdl 1.2 if you take out the touchscreenflags?
[17:16:45] <brad_a> I'm not sure that it breaks anything
[17:16:56] <brad_a> just adds stuff that is useless to non touch screens i think
[17:23:54] <lynxlynxlynx> we've all been runing on the defaults the whole time, so there is no discernible difference
[17:25:55] <brad_a> did you try it? cuz I'm fine with taking out those flags if compiling in that extra touchscreen stuff isn't a problem for non touchscreen input
[17:26:54] <brad_a> does gemrb support having a config file for each game type?
[17:36:55] <lynxlynxlynx> eh? we support infinite config files
[17:41:53] <brad_a> so i can have a different file for each game then pass some argument when starting gemrb to have it pick the correct 1 or similar?
[17:46:03] <lynxlynxlynx> yes
[17:46:09] <lynxlynxlynx> -c config
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[21:01:00] <lynxlynxlynx> fuzzie: here?
[21:01:06] <fuzzie> hi
[21:01:51] <lynxlynxlynx> in Scriptable::AuraPolluted I should really be checking CurrentActionTicks instead of Ticks, right?
[21:02:18] <fuzzie> doesn't sound likely
[21:02:43] <fuzzie> oh, that thing
[21:03:03] <fuzzie> yes; specifically CurrentActionTicks == 0
[21:03:08] <lynxlynxlynx> otherwise it's randomly limited
[21:03:45] <lynxlynxlynx> thanks
[21:09:22] <lynxlynxlynx> hmm, noticed that we don't do any spell interruption
[21:10:13] <fuzzie> i think avenger was looking into that
[21:10:32] <lynxlynxlynx> do you think it would be fine if we just checked the tookdamage trigger in the final casting action part?
[21:10:56] <lynxlynxlynx> we're also missing the vb complaint
[21:10:56] <fuzzie> the trigger can disappear too fast
[21:11:21] <lynxlynxlynx> we can't just drop the current action in actor::damage
[21:12:12] <lynxlynxlynx> heh, the action could store the target's hp and compare it
[21:13:05] <fuzzie> yes, that isn't right
[21:13:11] <fuzzie> one moment
[21:15:07] <fuzzie> hmm
[21:16:15] <fuzzie> i guess this is probably field_3608
[21:16:36] <fuzzie> oh right, it's in a different irc log
[21:16:49] <fuzzie> so yes, it is a field which means 'interrupt running spell'
[21:17:23] <fuzzie> it is set in the damage opcode and in sleep, avenger says
[21:17:59] <fuzzie> then the spell code checks for it being set, and displays message and self-destructs if true
[21:18:37] <lynxlynxlynx> ah
[21:19:00] <fuzzie> seems to make sense?
[21:19:11] <lynxlynxlynx> don't remember this, but maybe this is why he started with the damage cleanup
[21:19:15] <lynxlynxlynx> plenty
[21:19:22] <fuzzie> yes, this was all in a query to me
[21:19:33] <fuzzie> because it was mixed with a lot of x86 asm lines
[21:20:37] <fuzzie> and field_3608 is reset after every action is run
[21:21:12] <lynxlynxlynx> mhm
[21:21:50] <fuzzie> that is obvious i suppose :-)
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[21:49:48] <lynxlynxlynx> http://pastebin.com/C7GLEvKp <-- huh, is it just to late for me to be debugging stuff?
[21:50:08] <lynxlynxlynx> we have stricmp uses all over the place
[21:51:08] <lynxlynxlynx> yeah, it's too late
[21:51:28] <lynxlynxlynx> always the same story -.-
[22:14:03] <CIA-26> GemRB: 03lynxlupodian * r9a4bc5675b1c 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: Scriptable::AuraPolluted: fixed the check for magical aura cleansing
[22:14:08] <CIA-26> GemRB: 03lynxlupodian * rcc8c51f9ecd1 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[22:14:08] <CIA-26> GemRB: SpellCore: only print the missing ref error if it is not the first time
[22:14:08] <CIA-26> GemRB: we're being called. At that point this is expected behaviour.
[22:14:08] <CIA-26> GemRB: 03lynxlupodian * r8d7e010da9a6 10gemrb/gemrb/ (6 files in 5 dirs):
[22:14:09] <CIA-26> GemRB: make sure the caller sets SpellResRef, so we can forget about it inside
[22:14:09] <CIA-26> GemRB: works fine with interrupted casting
[22:15:51] <fuzzie> :)
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