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

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[06:44:14] <barra_home> heya Textmode!
[06:45:25] <Textmode> whats up?
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[08:20:35] * Textmode huggles lynxlynxlynx
[08:29:05] <barra_home> in hug mode Textmode ?
[08:29:24] <barra_home> I'm in an awesome wiki brainstorming session, what about you?
[08:29:55] <lynxlynxlynx> gmornin
[08:31:20] <barra_home> heya lynxlynxlynx
[08:33:14] <Textmode> playing minecraft, beed time was three hours ago :/
[08:33:49] <barra_home> hehe
[08:33:54] <barra_home> if it makes you feel better
[08:34:00] <barra_home> bed time was 9 hours ago here
[08:34:30] <barra_home> I'll hit the hay after I finally split up the download article
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[11:48:56] <CIA-85> GemRB: 03avenger_teambg * r6e5dbed66c2c 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: fixed msvc6 compilation problem
[11:50:34] <lynxlynxlynx> heh, i've got that in my tree
[11:53:10] <CIA-85> GemRB: 03avenger_teambg * r9593600c4e67 10gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp: fixed a compatibility problem with iwd2
[12:31:04] <lynxlynxlynx> memset(&(caster->wildSurgeMods), 0, sizeof(wildSurgeMods)); <-- why does this throw an out-of-scope/undeclared wildSurgeMods error? wildSurgeMods is a public struct in caster (actor) and I can use it normally elsewhere
[12:31:35] <lynxlynxlynx> eh, i had to see it another time, i take it the second use is the problematic one
[12:32:06] <lynxlynxlynx> yes, nevermind
[12:32:10] <lynxlynxlynx> classic :)
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[12:41:22] <Avenger> hi
[12:41:34] <Avenger> hey lynx how goes the wildsurge?
[12:41:46] <lynxlynxlynx> pretty good
[12:41:57] <lynxlynxlynx> i've got some uncommitted stuff
[12:42:06] <Avenger> i saw you unhardcoded most of the hardcoded parts :)
[12:42:19] <lynxlynxlynx> the only thing that could get ugly is the one where it has to reroll the surges multiple times
[12:42:45] <lynxlynxlynx> for multiple casting i just multipy the projectile count
[12:43:21] <lynxlynxlynx> i'll push some changes later today :)
[12:43:45] <Avenger> will you unhardcode the changed projectile type too?
[12:43:56] <Avenger> case '1':
[12:45:41] <lynxlynxlynx> yes, but i haven't looked up the exact procedure yet
[12:45:48] <lynxlynxlynx> now it loads it from the spell
[12:46:22] <Avenger> does iwd2 have metaspells?
[12:46:53] <lynxlynxlynx> what's that?
[12:47:09] <Avenger> you can modify the spell at the cost of a level increase
[12:47:14] <lynxlynxlynx> it has spontaneous casting - clerics can convert any spell to either healing (good) or harming (evil)
[12:47:34] <lynxlynxlynx> no, nothing like that
[12:48:03] <Avenger> it is a mage spell feature, you can make your spells longer duration or higher damage (by manipulating the lucky roll) or piercing resistance, etc
[12:48:20] <Avenger> it was in nwn and toee too.
[12:49:37] <lynxlynxlynx> not in iwd2
[12:49:57] <Avenger> well, at least we don't have to implement it for original games ;)
[12:49:58] <lynxlynxlynx> it only has something similar with the melee feats (power attack)
[12:50:15] <lynxlynxlynx> ah, i see what you mean
[12:50:34] <Avenger> well, i know how to implement the power attack stuff :)
[12:50:38] <Avenger> that is easy
[12:50:43] <lynxlynxlynx> first the actionbar needs to be fixed though and we can't even display iwd2 spellbooks either
[12:50:59] <Avenger> yep
[12:51:05] <lynxlynxlynx> yeah, i think most of the feats will just be externalised to spells
[12:51:38] <Avenger> the hamstring/power attack etc stuff will need some extra guiscript support
[12:52:00] <lynxlynxlynx> not much, you only need to choose the level
[12:52:01] <Avenger> these store some fields in the character (near the modal state field)
[12:52:17] <Avenger> yes
[12:52:32] <lynxlynxlynx> we could just treat them as modal states - isn't that accurate?
[12:53:30] <lynxlynxlynx> nah, they need more than a round based precision
[12:53:56] <lynxlynxlynx> you could change the feat level for each attack if you're pausing timing is good
[12:54:04] <Avenger> you should rather look at them as separate modal states
[12:56:13] <lynxlynxlynx> -> lunch
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[13:13:44] <CIA-85> GemRB: 03avenger_teambg * r2cea77593fdb 10gemrb/gemrb/ (3 files in 2 dirs): export/import iwd2 specific extra PC settings (like hamstring, expertise, arterial strike)
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[14:53:41] <CIA-85> GemRB: 03lynxlupodian * rdf7ede1e2d7d 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: Scriptable::CreateProjectile: find out if the caster is an actor earlier
[14:53:44] <CIA-85> GemRB: 03lynxlupodian * r9e8ddb60f7cb 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h ActorBlock.cpp):
[14:53:44] <CIA-85> GemRB: added a WildSurgeSpellMods struct to Actor for the tricky wild surges
[14:53:44] <CIA-85> GemRB: populate it when needed
[14:53:46] <CIA-85> GemRB: 03lynxlupodian * rcd897e45dc40 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcoded the "cast spell x times" surge
[14:53:50] <CIA-85> GemRB: 03lynxlupodian * re959da2c23e0 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcoded the projectile speed modifying surge
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[15:35:55] <Avenger> lynx: one of your commits seems to cause compile error for me.
[15:36:09] <Avenger> count isn't declared in ActorBlock
[15:36:24] <lynxlynxlynx> hmm, bad merge then
[15:37:13] <Avenger> yep, it could be because of that msvc6 compatibility patch
[15:37:30] <lynxlynxlynx> yes, you beat me to it there
[15:37:57] <CIA-85> GemRB: 03lynxlupodian * r179000620716 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: initialise count
[15:40:41] <Avenger> i'm just building the scripting interface for the extra settings stuff
[15:42:06] <lynxlynxlynx> nice
[15:42:36] <lynxlynxlynx> once i'm done with wild magic, it would be nice if you made the actionbar refresh again
[15:43:09] <lynxlynxlynx> spells are properly depleted on use, but the actionbar stays the same, so you can cast them infinitely
[15:43:49] <lynxlynxlynx> it got broke when you implemented fx_select_spell (it affects normal casting too btw)
[15:43:59] <Avenger> hmm, weird
[15:44:32] <lynxlynxlynx> it's very convenient currently :)
[15:44:39] <Avenger> EF_ACTION should update the action button row
[15:45:45] <lynxlynxlynx> it's updated when you enter the spellbook, right? so that can't be the problem
[15:46:04] <lynxlynxlynx> i mean when you click the casting button and the list is presented
[15:48:25] <Avenger> yes
[15:48:54] <Avenger> do you work with bg2?
[15:50:54] <Avenger> i have bad news
[15:51:22] <Avenger> the list is changed, but it isn't the right spell that is removed
[15:51:44] <Avenger> yes, it is always the first spell that is removed
[15:51:59] <Avenger> this is because of the spell index vs. spell name change
[15:52:24] <Avenger> we cannot remove spells by index anymore, from the spellbook
[15:52:43] <Avenger> because not all spells that are cast via the action bar are real spells, or need to be removed :)
[15:55:01] <lynxlynxlynx> couldn't the fx_select_spell stuff just set a mark for the spellbook to ignore this stuff?
[15:56:32] <lynxlynxlynx> how does the name approach solve things? you could cast anything from the dweomer, but it should remove the dweomer, not the cast spell (possible name conflict)
[15:59:48] <Avenger> there is a flag for it, i think
[16:00:02] <Avenger> heh, actually, the index is set to -1 :)
[16:00:19] <Avenger> i think the problem is with normal spells, because their index isn't set properly
[16:00:26] <Avenger> maybe i cut a line where it was set?
[16:01:05] <Avenger> btw, dweomer is not removed from the spellbook
[16:01:28] <Avenger> you need to memorize it once, and you can cast it as many times as you are alive :P
[16:01:58] <Avenger> it is probably a slight bug in the original engine
[16:02:48] <Avenger> anyway, when the target type isn't 7, the index should be set right before, so the core could remove the spell from the spellbook
[16:03:18] <Avenger> when target type is 7, (dweomer), the original engine didn't remove the spell, so it is fine at -1
[16:06:54] <lynxlynxlynx> maybe it's also handled elsewhere in the original
[16:07:00] <lynxlynxlynx> dweomers definitely don't persist
[16:11:45] <Avenger> what do you mean?
[16:12:18] <Avenger> when you cast them, they are removed?
[16:12:31] <lynxlynxlynx> dweomers are memorised and removed from the spellbook just like any other spell in the original *from the user's perspective*
[16:12:39] <Avenger> odd
[16:12:49] <Avenger> i got the patched exe
[16:13:02] <Avenger> and they stayed in my spellbook :)
[16:13:13] <lynxlynxlynx> otherwise you could cast infinitely
[16:13:17] <Avenger> and i do
[16:13:22] <lynxlynxlynx> and at high levels you usually break the 100
[16:13:33] <Avenger> 100?
[16:13:36] <Avenger> 100 what?
[16:13:47] <Avenger> chaos shield?
[16:13:49] <lynxlynxlynx> the surge roll, 100 or more means the selected spell is cast
[16:14:06] <lynxlynxlynx> 1d100+casterlevel+chaos shield
[16:14:14] <Avenger> well, did you recently test this with the original engine?
[16:14:15] <lynxlynxlynx> so it's not that hard
[16:14:25] <lynxlynxlynx> ~half a year ago
[16:14:28] <lynxlynxlynx> i will retry
[16:14:34] <Avenger> yeah, try it
[16:14:40] <Avenger> i didn't believe it myself :)
[16:15:09] <Avenger> i saw the weird stuff first through IDA, so i went to test it, and yep, it didn't get unmemorized
[16:16:18] <Avenger> btw, you can also do this: pause game, try cast dweomer, if the casting level is not good, cast again
[16:16:34] <Avenger> it will print the casting level before actually casting the spell
[16:20:59] <lynxlynxlynx> nope, works like i thought
[16:21:25] <lynxlynxlynx> the dweomer slot greys out and also the correct count is displayed in the spell list in the actionbar
[16:22:01] <lynxlynxlynx> but maybe we're not talking about the same thing
[16:22:23] <lynxlynxlynx> the dweomer allows you to cast any known spell, no matter if it is memorised or not
[16:22:50] <lynxlynxlynx> if it is and you select it through the dweomer, it won't get unmemorised, the dweomer will
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[16:33:35] <Avenger> btw, there is no spell memorization menu in bg2 chargen
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[16:35:10] <lynxlynxlynx> good
[16:35:29] <lynxlynxlynx> it's appropriate too, since you're being tortured and who knows when you last rested
[16:36:27] <Avenger> ok, i've started a new wildmage game
[16:37:50] <Avenger> heh, weird, now the dweomer goes away, right when i click on it
[16:38:47] <Avenger> i don't know what is different now
[16:39:52] <Avenger> btw, this is also fine
[16:40:09] <Avenger> it would be difficult only when it is removed after you selected the other spell
[16:40:57] <lynxlynxlynx> yeah, i saw it was a bit different too
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[20:00:38] <lynxlynxlynx> what a mess
[20:02:10] <pupjitte1s> hola
[20:02:14] <pupjitte1s> what is the mess lynxlynxlynx ?
[20:02:32] <lynxlynxlynx> this code i've been pouring over
[20:04:41] <pupjitte1s> that can be very confusing
[20:05:04] <lynxlynxlynx> indeed
[20:05:10] <pupjitte1s> did you write it?
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[20:06:10] <pupjitte1s> sorry, bad joke
[20:06:24] <lynxlynxlynx> nope :)
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[20:51:43] <lynxlynxlynx> victory
[21:01:00] <CIA-85> GemRB: 03lynxlupodian * rdf7ce5d63bda 10gemrb/gemrb/core/EffectQueue.cpp: check_type: fx_store_spell_sequencer already displays this message
[21:01:06] <CIA-85> GemRB: 03lynxlupodian * r9fb808f9c643 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: implemented the "random target" surge
[21:02:54] <pupjitte1s> :) congrats lynxlynxlynx
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[21:42:20] <CIA-85> GemRB: 03lynxlupodian * r1620566b64c6 10gemrb/gemrb/ (core/Scriptable/ActorBlock.cpp override/bg2/wildmag.2da): partly unhardcoded the "also target x" surge (also target caster in ie)
[21:46:31] <CIA-85> GemRB: 03lynxlupodian * r066bf0527461 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcoded the "target x" surge
[21:50:42] <CIA-85> GemRB: 03lynxlupodian * r7ab414a133c4 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcoded the "saving throw mod" surge
[22:21:50] <CIA-85> GemRB: 03lynxlupodian * r847ec431d56c 10gemrb/gemrb/ (core/Scriptable/ActorBlock.cpp override/bg2/wildmag.2da): changed the speed mod surge id to 8, so there is no gap
[22:22:00] <CIA-85> GemRB: 03lynxlupodian * r4e13753c833d 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcoded the "change projectile" surge
[22:22:02] <lynxlynxlynx> only the ugliest one remains! :)
[22:22:50] * pupjitte1s partially understands
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[22:30:10] <pupjitte1s> ok awesome put-down by female in TLE... Man: "Haven't we met somewhere before?" Woman: "It's possible" [looks up and down man] "I don't think I would have remembered."
[22:32:27] <Textmode> ouch.
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[22:35:35] <CIA-85> GemRB: 03lynxlupodian * r93a744f545ed 10gemrb/gemrb/docs/en/Tables/wildmag.txt: added wildmag.2da documentation
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