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

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[12:49:14] <CIA-41> GemRB: 03lynxlupodian * rc8c12d751d47 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[12:49:14] <CIA-41> GemRB: added hack to skip the busy check for StartDialog, since it makes no sense
[12:49:14] <CIA-41> GemRB: and breaks the move to hell at the end of soa and an illithid prison move
[13:13:40] <lynxlynxlynx> the rest of the part to tob is still fine
[13:14:07] <lynxlynxlynx> only that new map blocker left
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[16:40:30] <CIA-41> GemRB: 03lynxlupodian * r396ea7946e9c 10gemrb/gemrb/core/Game.cpp:
[16:40:30] <CIA-41> GemRB: CheckForReplacementActor: don't check when the level is too low,
[16:40:30] <CIA-41> GemRB: since the table starts with an offset
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[17:56:44] <Yoshimo> has jeremy linked a second copy of his pickpocket patch yet? i can only see that he planned to rework it
[18:03:44] <brad_a> i dont think so
[18:03:59] <brad_a> it seems most people are very busy this time of year ;-)
[18:24:11] <Yoshimo> well it is still a week left, im done already ;)
[18:26:15] <brad_a> germans do love efficiency! ;-)
[18:39:57] <Yoshimo> its amazing we are far less people than our us subcompany and still do the same amount of profit, we come earlier than the english and have more holidays, and it still works^^ i vote for 30h weeks or less:P
[18:47:10] <lynxlynxlynx> hmm, i wonder how this worked before
[18:47:33] <lynxlynxlynx> the worldmap entry doesn't have the reachable bit set in either vanilla or fixpack
[18:47:44] <Yoshimo> reachable bit?
[18:47:59] <lynxlynxlynx> of a flags field
[18:48:45] <lynxlynxlynx> comparing the setups, the total link count varies wildly, but only vanilla has a few links dltcep can actually inspect
[18:49:22] <fuzzie> isn't it script-toggled?
[18:51:30] <lynxlynxlynx> i haven't found it yet
[18:52:58] <lynxlynxlynx> maybe RevealAreaOnMap itself should also toggle that
[18:54:39] <lynxlynxlynx> the bg2 uses agree, all the sea maps don't get revealed this way
[18:56:09] <lynxlynxlynx> lloyd: how goes the verbal constant work?
[18:56:28] <lynxlynxlynx> & brad_a ttf
[18:56:30] <fuzzie> so which flag do you think is missing?
[18:57:08] <lynxlynxlynx> WMP_ENTRY_ACCESSIBLE 0x4
[18:57:21] <fuzzie> that definitely shouldn't be set by RevealAreaOnMap
[18:57:26] <brad_a> as far as i know TTF just needs some minor cleanup and an adjustment to the autotools build.
[18:57:50] <fuzzie> should be set when you leave the area i guess?
[18:57:57] <brad_a> but nobody has been able to test with BG1
[18:58:08] <brad_a> or really anything expept BG2
[18:58:09] <fuzzie> maybe WorldMap.cpp:489
[18:58:12] <lynxlynxlynx> fuzzie: no, then you could return to the sea maps
[18:58:24] <fuzzie> lynxlynxlynx: without a path?
[18:58:52] <lynxlynxlynx> hmm
[18:59:20] <fuzzie> or did you check an original save after that point?
[18:59:56] <lynxlynxlynx> i haven't
[19:00:26] <lynxlynxlynx> i see the link count is probably a total for the whole map
[19:01:35] <lynxlynxlynx> yeah, looks fine
[19:03:00] <lynxlynxlynx> brad_a: where is it available? it'd be great to have it in the release, but i wouldn't want a late merge
[19:04:12] <brad_a> agreed. i will definately find time to do wht i know needs doing tonight after work. the repo is here: https://github.com/bradallred/gemrb/tree/fonts
[19:06:46] <lynxlynxlynx> ping me once it is in final form for testing
[19:07:17] <brad_a> will do
[19:09:27] <CIA-41> GemRB: 03lynxlupodian * r066210496d90 10gemrb/gemrb/core/WorldMap.cpp:
[19:09:27] <CIA-41> GemRB: UpdateAreaVisibility: also set the accessible bit, so the underdark exit
[19:09:27] <CIA-41> GemRB: is reachable once you exit it
[19:10:29] <lynxlynxlynx> thanks fuzzie
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[19:33:02] <Yoshimo> have you tried http://dl.dropbox.com/u/17088718/fix_unstealables.patch yet?
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[20:10:50] <lynxlynxlynx> no, that patch is silly
[20:11:11] <lynxlynxlynx> most of it is a cosmetic change, while the one important line a hack
[20:11:48] <lynxlynxlynx> if bg1 is different than bg2 there, we need a gameflag, not just sabotage
[20:17:20] <fuzzie> i asked for it to be split, and looks like it was
[20:17:37] <fuzzie> hm, maybe that was another patch actually
[20:18:10] <fuzzie> since i also remember suggesting some explanatory comments about how only bg2 was tested there and that isn't changed
[20:19:18] <fuzzie> it might be worth gameflagging anyway, i don't know
[20:21:10] <lynxlynxlynx> first we need to find out if there is any difference
[20:24:49] <Yoshimo> ill have a look at a pure bg1 after this wow raid
[20:25:05] <Yoshimo> will look ugly and hurt the eyes
[20:27:27] <fuzzie> i think likely weirdnesses would be in bg1 or iwd2
[20:27:30] <fuzzie> or pst
[20:27:38] <fuzzie> but i'm not sure it's likely
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[20:50:53] <Yoshimo> you mean they tend to differ from the average?
[20:54:49] <fuzzie> yes; pst is largely pre-bg1 code, and iwd2 is altered a lot too
[20:56:22] <Yoshimo> but both of the games allow to pickpocket stuff , dont they?
[20:57:22] <fuzzie> sure, but they might well have quite different code for doing so
[21:11:14] <Yoshimo> well i havent played them yet, so forgive me
[21:30:29] <fuzzie> i don't think any of this is visible from the play side, beyond the obvious (e.g. iwd2 using different ruleset)
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[22:47:55] <lynxlynxlynx> meh, more bork
[22:48:23] <lynxlynxlynx> after killing gromnir and returning to the pocket plane, the second challenge started immediately and i got teleported there
[22:48:41] <lynxlynxlynx> once they stopped talking i got teleported to challenge 3 and so on
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[23:02:07] <brad_a> registered for a python class for next semester 8)
[23:10:20] <lynxlynxlynx> BeginChallenge2 is already set to 1 :s
[23:12:32] <lynxlynxlynx> chall02.baf does that, but there's no caller in scripts or dialogs
[23:13:04] <lynxlynxlynx> i guess it is on the floor
[23:19:58] <lynxlynxlynx> eh
[23:20:00] <lynxlynxlynx> too late
[23:20:16] <lynxlynxlynx> older save has sane variables
[23:22:59] <lynxlynxlynx> i guess it comes from an effect
[23:23:25] <lynxlynxlynx> something for tommorow
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[23:28:10] <CIA-41> GemRB: 03avenger_teambg * r551ded4e94be 10gemrb/gemrb/ (11 files in 5 dirs): PST: implemented UsedExit, unhardcoded first part of teleport to Lady's maze (moving around in sigil with lady variable>=50)