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

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[07:32:24] <CIA-2> gemrb: 03mattinm * r6441 10/gemrb/trunk/gemrb/GUIScripts/bg2/LUHLASelection.py:
[07:32:24] <CIA-2> gemrb: save HLA counts (so prereqs work next level up)
[07:32:24] <CIA-2> gemrb: limit HLACount to the maximum assignable count
[07:32:34] <mattinm> i picked up my friend from the airport a couple days ago and have been swamped :/
[07:32:53] <mattinm> hopefully i'll have a little time the next couple days to help out
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[07:59:36] <mattinm> it seems that i can only level fighters to 30
[07:59:52] <mattinm> the python looks like it is saving the correct value based on debug output
[08:00:03] <mattinm> it's odd that it is only effecting fighters from what i can see
[08:00:26] <fuzzie> heh, nice to know you're looking
[08:00:43] <mattinm> also: the MaxHLACount fix only checks currently selectable HLAs for sanity (and for the fact that this shouldn't happen in normal circumstances)
[08:00:53] <mattinm> it doesn't check "if you put pre-reqs in..."
[08:01:26] <mattinm> i'm usually the only one on right now :D
[08:04:44] <mattinm> actually, it's only allowing all classes to go to level 30
[08:07:01] <fuzzie> it should ideally have a sanity-check to print out "hey, i'm broken, fix me!" if it *down* levels a char :)
[08:07:34] <mattinm> hehe; yes, i'll add one right quick :)
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[08:15:41] <fuzzie> hi lynx
[08:17:23] <lynxlynxlynx> oj
[08:18:12] <fuzzie> danamin submitted a reworked chargen patch if you have any time to look
[08:18:44] <fuzzie> it needs perhaps more work, but the "moving sharable code out of bg2/" bit might be a start for committing
[08:21:05] <CIA-2> gemrb: 03mattinm * r6442 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICommonWindows.py: added check for GetNextExpLevel returning 0 (cannot level anymore)
[08:21:25] <lynxlynxlynx> i'll take a look
[08:28:33] <mattinm> well, that was an easy find:
[08:28:36] <mattinm> #define MAX_LEVEL 30
[08:29:04] <fuzzie> oh dear
[08:29:06] <mattinm> so, currently, the actors *should* only be allowed to go to level 30
[08:29:33] <fuzzie> that should be 128
[08:30:08] <mattinm> i'll change and commit, unless you want to do it
[08:30:17] <fuzzie> not sure why, i guess the original engine stores it in a signed char
[08:30:32] <fuzzie> no, go ahead :)
[08:30:42] <mattinm> makes sense, considering there can be negative hp
[08:31:05] <mattinm> perhaps you are allowed negative levels under some crazy circumstance
[08:31:31] <fuzzie> or else the original coders were just lazy :-)
[08:31:50] <fuzzie> i don't know how far the ToB level cap goes, but pst lets you level up to the limit
[08:32:32] <fuzzie> the "realistic" pst level cap is mid-40s or something, but it'll just haunt us if we make guesses at a realistic limit, i think.
[08:32:50] <mattinm> yeah; i know ToB caps at 40, but there are mods to uncap it
[08:32:58] <mattinm> i think the "realistic" cap would be around 50 or so
[08:34:40] <mattinm> well, that fixed that problem, obviously :)
[08:34:47] <CIA-2> gemrb: 03mattinm * r6443 10/gemrb/trunk/gemrb/plugins/Core/Actor.h: changed MAX_LEVEL from 30 to 128
[08:35:36] <mattinm> alright, i've got to go to bed now; early day tomorrow
[08:36:03] <mattinm> hopefully i'll have some free time tomorrow night to catch up with what's changed or needs fixing
[08:36:06] <fuzzie> night :)
[09:35:24] <CIA-2> gemrb: 03lynxlupodian * r6444 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: DisplayStringCore: don't display empty strings
[09:43:39] <fuzzie> lynxlynxlynx: i think "not all the saradush guards attack you after the cutscene" is all fixed now
[09:44:03] <fuzzie> i expect it also fixes the druergar fight, but haven't checked
[09:44:06] <lynxlynxlynx> the commits sound promising :)
[09:46:48] <lynxlynxlynx> i will try both later
[10:09:06] <CIA-2> gemrb: 03lynxlupodian * r6445 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: display the name of the lucky helmet owner
[10:19:30] <lynxlynxlynx> nice, apparently there are updated freebsd packages for gemrb: http://www.freebsd.org/cgi/query-pr.cgi?pr=135399
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[10:43:22] <lynxlynxlynx> i hate renames
[10:43:38] <fuzzie> renames?
[10:43:57] <lynxlynxlynx> in the scm sense
[10:44:03] <fuzzie> ah. yes. :/
[10:44:27] <fuzzie> svn doesn't really help itself there
[10:44:30] <lynxlynxlynx> git can detect them, but those patches don't just move stuff
[10:45:20] <fuzzie> I figured we'd commit in two stages: (1) moving the files to wherever (bg/ ? or just root?) and (2) applying whichever changes, but i didn't look in detail
[10:46:59] <lynxlynxlynx> yeah, but that's not simple
[10:47:27] <lynxlynxlynx> will have to do some extra diffing
[10:48:53] <fuzzie> hooray, i found the obvious pathfinding bug that has been annoying me for weeks
[10:49:18] <lynxlynxlynx> nice
[10:49:45] <lynxlynxlynx> i'll go check out the guards (something fun for a change)
[10:56:16] <lynxlynxlynx> blade thac0 is foobared
[10:56:27] <lynxlynxlynx> heardalis now has a base of -100 :)
[11:06:31] <CIA-2> gemrb: 03fuzzie * r6446 10/gemrb/trunk/gemrb/plugins/Core/ (ActorBlock.cpp Map.cpp Map.h): cope with overlapping actor search map blocking
[11:06:33] <fuzzie> and suddenly, you can tell your party to walk somewhere in formation and they often actually manage it. :)
[11:07:12] <wjp> nice :-)
[11:07:40] <fuzzie> (the pathfinder was doing BlockSearchMap(...,0) and not restoring surrounding actors, and so the generated path would walk right into those actors)
[11:08:47] <fuzzie> it seems to do The Right Thing(tm) in all the games/saves I tested, so hopefully it is not too wrong.
[11:09:25] <fuzzie> wjp: i guess you're the expert so if you find time to tell me if it's horribly wrong.. :)
[11:11:18] <wjp> hm, I hardly know anything about the pathfinder :-)
[11:13:32] <fuzzie> the 'shapes' file is what I based this on :)
[11:14:55] <fuzzie> ok, i tested it some more, pretty sure it's fine.
[11:15:04] <fuzzie> time for some more study, bbiab.
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[12:54:09] <fuzzie> ok, something poisoned my khalid in bg1 (a hobgoblin?) and he was dead in under a second, that is not right :P
[12:56:51] <fuzzie> and Imoen keeps on running away at the speed of light, which is kind of worrying
[12:57:36] <lynxlynxlynx> poison was always deadly
[12:57:45] <lynxlynxlynx> check the effect timing
[12:58:06] <fuzzie> it was always a huge pain, but not that fast on a fighter with 13 hp
[12:58:06] <lynxlynxlynx> at some point it wasn't so bad, since regeneration was miraculous too :)
[12:58:16] <lynxlynxlynx> lunch
[13:00:09] <fuzzie> also, bg1's MoveToNewArea gets a None from GetDestinationArea somewhere here..
[13:04:37] <CIA-2> gemrb: 03fuzzie * r6447 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: always use first party member for region travel
[13:20:03] <lynxlynxlynx> what a mess
[13:21:55] <fuzzie> i'm impressed at how playable bg1 is, really
[13:22:27] <fuzzie> journal entries working, ambushes working, region travel is now fine, the scripts run fine
[13:22:56] <fuzzie> the formations were getting on my nerves but now they're good too
[13:25:54] <lynxlynxlynx> except for the rotation hehe
[13:26:08] <lynxlynxlynx> i'm still amazed you and someone else didn't know about it
[13:55:04] <CIA-2> gemrb: 03fuzzie * r6448 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: don't display tooltips for dead actors
[14:11:55] <lynxlynxlynx> Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. <-- from the bg1 manual
[14:12:31] <fuzzie> yes, but it's not very informative :)
[14:12:44] <fuzzie> since we don't know by how much or exactly how it works
[14:14:21] <lynxlynxlynx> yeah, the manual is also mixing adnd and what is actually in the game
[14:22:04] <CIA-2> gemrb: 03lynxlupodian * r6449 10/gemrb/trunk/gemrb/override/bg1/skills.2da: bg1 has fewer thief skills - patch by danamin + rename to STEALTH
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[14:52:42] <CIA-2> gemrb: 03lynxlupodian * r6450 10/gemrb/trunk/gemrb/GUIScripts/ (BGCommon.py bg2/GUICommonWindows.py):
[14:52:42] <CIA-2> gemrb: split some shared functions from bg2/GUICommonWindows.py to BGCommon.py
[14:52:42] <CIA-2> gemrb: initial patch by danamin; more functions still need to be migrated
[14:54:44] <CIA-2> gemrb: 03lynxlupodian * r6451 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUICommonWindows.py bg2/GUICommonWindows.py): forgot to commit part of the last changeset
[15:03:30] <fuzzie> hm, actor tooltips don't hide when actors jump from under them
[15:04:39] <fuzzie> huh, there's some terrible borkenness with actors near the edge of the map in pst, i wonder if i caused that
[15:04:44] <fuzzie> they're just snapping back and forth
[15:30:08] <CIA-2> gemrb: 03lynxlupodian * r6452 10/gemrb/trunk/gemrb/GUIScripts/ (LUProfsSelection.py bg2/LUProfsSelection.py):
[15:30:08] <CIA-2> gemrb: moved LUProfsSelection up and generalised it to be usable for bg1 too
[15:30:08] <CIA-2> gemrb: initial patch by danamin (7!=8, syntax)
[15:40:03] <CIA-2> gemrb: 03lynxlupodian * r6453 10/gemrb/trunk/gemrb/GUIScripts/ (LUSkillsSelection.py bg2/LUSkillsSelection.py):
[15:40:03] <CIA-2> gemrb: moved LUSkillsSelection up and generalised it to be usable for bg1 too
[15:40:03] <CIA-2> gemrb: patch by danamin
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[15:48:31] <Avenger> hello
[15:52:58] <lynxlynxlynx> oj
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[16:06:00] <fuzzie> that was a short visit :)
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[17:35:18] <CIA-2> gemrb: 03lynxlupodian * r6454 10/gemrb/trunk/gemrb/GUIScripts/ (LUSpellSelection.py bg2/LUSpellSelection.py): moved bg2's LUSpellSelection up
[17:35:30] <CIA-2> gemrb: 03lynxlupodian * r6455 10/gemrb/trunk/gemrb/GUIScripts/LUSpellSelection.py:
[17:35:30] <CIA-2> gemrb: LUSpellSelection: generalised so bg1 and bg2 can share it
[17:35:30] <CIA-2> gemrb: the bg1 version was done by danamin
[17:35:30] <CIA-2> gemrb: someone with both bgs should check if all the recommend (bg1/bg2) checks
[17:35:31] <CIA-2> gemrb: are really necessary
[17:37:47] <fuzzie> heh, those pst actors which are playing up are constantly doing JumpToPoint in their script
[17:38:32] <fuzzie> there is a nice comment in the gemrb source telling me how to fix that
[17:39:19] <fuzzie> unfortunately the implementation is completely wrong
[17:41:11] <fuzzie> in addition to TimerExpired being supposed to reset the timer, StartTimer/TimerExpired are meant to live in actors, not in Game
[17:41:33] <fuzzie> someone went to all the trouble of putting it in Game, though, i wonder why
[17:50:07] <fuzzie> i guess it is no surprise that Avenger wrote it all, in r3960, so i will ask him
[17:54:21] <fuzzie> a MAX_TIMER of 32 is also not so useful, too, i think it should be 256
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[18:03:27] <fuzzie> lynxlynxlynx: do you have a diff of danamin's chargen patch against current svn?
[18:04:50] <lynxlynxlynx> yes
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[18:06:03] <lynxlynxlynx> i'll upload it
[18:06:09] <fuzzie> because it seems you changed enough that i can't just apply what's on sf, but i do have bg1
[18:09:42] <lynxlynxlynx> https://sourceforge.net/tracker/download.php?group_id=10122&atid=310122&file_id=331088&aid=2802437
[18:15:12] <fuzzie> well, first failure: clicking 'import' spouts a python error because there's no importFn()
[18:16:01] <CIA-2> gemrb: 03avenger_teambg * r6456 10/gemrb/trunk/gemrb/docs/en/Engine/Projectile.txt: new projectile flag doc
[18:16:16] <fuzzie> next failure: the sprites for the proficiency slots are wrong, and you can assign too many per proficiency (limit should be 2)
[18:16:29] <fuzzie> and now it segfaulted on that darn spellbook bug
[18:17:25] <fuzzie> and 'accept' fails because we didn't apply the GTable.GetValue patch, but i think we should probably just fix the caller
[18:18:23] <CIA-2> gemrb: 03avenger_teambg * r6457 10/gemrb/trunk/gemrb/plugins/Core/ (Projectile.cpp Projectile.h): implemented half-transparent travel projectile (for holy might)
[18:20:02] <CIA-2> gemrb: 03avenger_teambg * r6458 10/gemrb/trunk/gemrb/override/bg2/ (flmstrk.pro hlymite.pro lightb.pro): more projectiles
[18:20:21] <fuzzie> and LUSpellSelection fails on line 267 because 'recommend' is not defined
[18:21:39] <CIA-2> gemrb: 03avenger_teambg * r6459 10/chitem/trunk/ (6 files): dltcep update (gemrb specific projectile flags)
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[18:22:44] <fuzzie> Avenger: did you have a reason for putting StartTimer, TimerExpired etc in Game? they are meant to be per-actor
[18:23:01] <Avenger> are you sure?
[18:23:07] <Avenger> i thought they are global
[18:23:28] <fuzzie> iesdp says they're local, forums say they're local, and all of the PS:T scripts use them as locals :)
[18:23:47] <fuzzie> but i wondered if maybe this is different for one game
[18:24:46] <Avenger> no, i think they wouldn't change such a thing
[18:24:57] <Avenger> it is local then
[18:24:59] <fuzzie> (also MAX_TIMER of 32 is far too low, must be 256, but i expect that was just a guess)
[18:25:21] <Avenger> G3 is dead?
[18:25:23] <fuzzie> i'm not going to fix it now because i have the exam in the morning, but maybe tomorrow
[18:25:36] <fuzzie> yes, g3 has broken half an hour or so ago
[18:26:23] <Avenger> i need the projectile merging, zefklop said he wants to work on projectiles, and you are doing the exam, so if he still wants to do something about projectiles, this seems to be an easy task
[18:26:42] <fuzzie> sure, but he is gone until the weekend
[18:27:15] <Avenger> hmm, i would rather create some new projectiles, because that seems to be less trivial :)
[18:27:31] <fuzzie> it's a really easy piece of code though, if you want to do it now, or else i'll try very hard to do it tomorrow afternoon :) maybe you can give me the ids/filenames, if so
[18:27:43] <fuzzie> i was just testing with lightning
[18:28:03] <Avenger> i've made flame strike, holy might, call lightning
[18:28:15] <fuzzie> oh, i guess i can just see from what you committed..
[18:28:39] <Avenger> 65 HLYMITE
[18:28:41] <Avenger> 66 FLMSTRK
[18:29:07] <fuzzie> my accomplishment of today was fixing the odd searchmap bug, try moving actors in a formation now :)
[18:29:21] <Avenger> but also: 145 FLMSTRK
[18:29:23] <Avenger> 146 HLYMITE
[18:29:34] <Avenger> they seem to be the same code, completely
[18:30:00] <Avenger> i think this is just to overcome projectile immunity or something like that
[18:30:26] <fuzzie> it makes sense that they are the same, they look the same
[18:30:30] <Avenger> the second 2 are accessible via spell hit
[18:30:56] <Avenger> hmm call lightning is probably 22... lemme see
[18:31:05] <fuzzie> yes, it is
[18:31:36] <Avenger> skybolt is the name
[18:32:14] <Avenger> that's all, i will try to find other pillar type projectiles, brb
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[18:53:27] <lynxlynxlynx> the LUSpellSelection one is my fault
[18:55:11] <lynxlynxlynx> please add the other bugs as a note to the report
[18:58:09] <fuzzie> done
[18:58:14] <lynxlynxlynx> it's a bit wierd that i didn't have problems - i both created a sorcerer and leveled her up
[18:58:24] <fuzzie> it works fine in bg2, fails in bg1
[18:59:08] <fuzzie> so i don't understand at all :)
[18:59:25] <fuzzie> it is possible i mis-merged, so i'll have to try it later
[18:59:25] <lynxlynxlynx> odd, undefined vars always break
[18:59:36] <fuzzie> the var is *in the function header*, though :/
[18:59:37] <lynxlynxlynx> but it is definitely a problem i'm addressing now
[18:59:47] <lynxlynxlynx> only for the first function
[18:59:59] <fuzzie> so i think it's not likely to be your fault
[19:00:08] <fuzzie> unless i am missing something
[19:00:32] <lynxlynxlynx> only the first function has it as a parameter
[19:00:40] <fuzzie> oh, i see
[19:01:02] <lynxlynxlynx> i'll change the checks to test if the game is bg1
[19:05:22] <lynxlynxlynx> just have to think of a good resource to check against
[19:06:21] <fuzzie> whee, i got a lightning bolt in the first room
[19:07:17] <lynxlynxlynx> does it bounce and all?
[19:07:23] <fuzzie> not at all :)
[19:07:26] <fuzzie> but it appears, at least
[19:10:00] <fuzzie> let me see if i have a save with holy might
[19:10:28] <lynxlynxlynx> it is easy to get it as a bhaal power
[19:11:01] <fuzzie> yes, i do, and it works, although it is very ugly
[19:11:04] <lynxlynxlynx> but i think it is important to note that the innate version uses a different path to the animation
[19:13:10] <fuzzie> i just used some priest :)
[19:13:46] <CIA-2> gemrb: 03fuzzie * r6460 10/gemrb/trunk/gemrb/plugins/Core/ (ProjectileServer.cpp ProjectileServer.h): add support for a gemprjtl.ids file containing built-in projectiles
[19:14:39] <CIA-2> gemrb: 03fuzzie * r6461 10/gemrb/trunk/gemrb/override/bg2/gemprjtl.ids: add a mostly-empty gemprjtl.ids to bg2 override for testing
[19:14:47] <fuzzie> i am tired so maybe there is a bug, but it works for me in the situations i checked
[19:14:56] <fuzzie> and Avenger seemed anxious for it
[19:40:26] <CIA-2> gemrb: 03lynxlupodian * r6462 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py): added GameIsBG1() and used it in LUSpellSelection
[19:50:11] <wjp> hm, don't we have access to the GameType from the config file in python?
[19:51:17] <wjp> This could cause very weird effects if a mod should add that area
[19:52:41] <lynxlynxlynx> GameType would be cleaner, yes
[19:53:35] <lynxlynxlynx> i think it should already be accessible, let's see
[19:56:57] <lynxlynxlynx> nope
[19:58:04] <lynxlynxlynx> i'll expose it somewhere
[20:33:21] <CIA-2> gemrb: 03avenger_teambg * r6463 10/gemrb/trunk/gemrb/override/bg2/redholy.pro: red holy might projectile
[20:35:53] <CIA-2> gemrb: 03avenger_teambg * r6464 10/gemrb/trunk/gemrb/docs/en/Engine/Projectile.txt: another flag
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[20:48:55] <Edheldil> Oi!
[20:49:08] <lynxlynxlynx> oj
[20:49:17] <fuzzie> hm, Haer'Dalis's race is "GemRB v0.4.0" when I summon him in PP :)
[20:49:29] <wjp> heh
[20:49:29] <lynxlynxlynx> he's a thiefling
[20:49:39] <lynxlynxlynx> we don't have that in the tables
[20:49:52] <wjp> tiefling
[20:49:59] <fuzzie> and Resistances include "Summon Havarian!: 15%' and 'Not you again! Just go away and leave me alone.: 15%', among other things
[20:50:10] <wjp> haha
[20:50:12] <lynxlynxlynx> oh, he's not alone with that
[20:50:24] <lynxlynxlynx> especially in modded games you can get all kinds of funk
[20:50:31] <wjp> a resistance against Havarian popping up would actually be useful :-)
[20:50:35] <CIA-2> gemrb: 03avenger_teambg * r6465 10/gemrb/trunk/gemrb/plugins/Core/ (Projectile.cpp Projectile.h): static tint for travel BAM
[20:50:40] <lynxlynxlynx> my kivan has a name of "Aerie, you wingless freak" :)
[20:50:46] <lynxlynxlynx> you/ye
[20:50:46] <fuzzie> this is a shiny new gemrb savegame with ToB from the CDs, alasa
[20:51:01] <lynxlynxlynx> good
[20:52:01] <CIA-2> gemrb: 03avenger_teambg * r6466 10/chitem/trunk/ (Chitem.h ProjGemRB.cpp ProjGemRB.h chitem.clw chitem.rc): projectile tint flag in dltcep
[20:54:27] <lynxlynxlynx> I have a problem with this global GameType thing. :s I define it at the start of the GemRB module and can print it and use it in game just fine. But when it comes to simple function use, I get a NameError: global name 'GameType' is not defined!
[20:55:01] <wjp> GemRB.GameType?
[20:55:19] <Edheldil> hehe
[20:55:19] <CIA-2> gemrb: 03avenger_teambg * r6467 10/gemrb/trunk/gemrb/override/bg2/gemprjtl.ids: added new unhardcoded projectiles (+bugfix hack of holdnecr/fireblns)
[20:55:43] <fuzzie> oh good, he did notice :)
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[20:55:59] <lynxlynxlynx> from the console, a simple print GameType works, so I don't understand why a module prefix would be needed
[20:56:36] <fuzzie> the console does 'import * from GemRB' or equivalent, i thought
[20:56:45] <Edheldil> nasty
[20:56:48] <wjp> yes, that's what I remember too
[20:56:52] <lynxlynxlynx> import GemRB
[20:56:57] <Avenger> i see you added gemrbprojectile.ids :)
[20:57:11] <fuzzie> Avenger: it seems to work great :)
[20:57:20] <lynxlynxlynx> oh, i see now
[20:58:03] <lynxlynxlynx> the guiscript init imports it too and also the file with the function that complains (the only user)
[21:00:14] <fuzzie> so, GUIScript::ExecString just concaternates "GemRB." on the beginning of input :) that is kind of evil
[21:00:57] <lynxlynxlynx> not always, but it doesn't seem to work as expected
[21:03:38] <lynxlynxlynx> but i guess it happened in this case, since it works with that
[21:04:35] <CIA-2> gemrb: 03lynxlupodian * r6468 10/gemrb/trunk/gemrb/ (GUIScripts/GUICommon.py plugins/GUIScript/GUIScript.cpp): exposed GameType to the python module
[21:07:40] <fuzzie> Everything is also executed in a single module which probably confuses things terribly over time..
[21:08:02] <Edheldil> lynxlynxlynx, would not it be better to define it by ading entry to module dictionary, than calling eval?
[21:08:32] <lynxlynxlynx> the first thing i tried was adding it to the dictionary, but we support only integer return values
[21:08:49] <fuzzie> something to fix at a later date, maybe
[21:09:02] <CIA-2> gemrb: 03lynxlupodian * r6469 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: fixed State:Silence vs State:Silenced typo
[21:09:15] <lynxlynxlynx> vars->SetAt( "GameType", GameType ); // this dict
[21:09:57] <Edheldil> no, I mean python module dictionary. The thing holding module local vars :)
[21:10:30] <fuzzie> you can just add python variables to the namespace of a module with the right python function, but it's overly complicated if you're not familiar with the python api
[21:10:37] <lynxlynxlynx> i thought what i did will create a module global var
[21:10:53] <lynxlynxlynx> but feel free to improve it, you all have access :)
[21:11:07] <fuzzie> vars-> creates variables for use with GetVar/SetVar
[21:11:18] <lynxlynxlynx> yes
[21:11:31] <fuzzie> you should just be able to do 'GemRB.varname' really, is i think Edheldil's point:)
[21:11:53] <fuzzie> someone can look at it when bored, maybe we could use that elsewhere too
[21:12:39] <lynxlynxlynx> oh, just GemRB.varname = bla instead of varname = bla
[21:12:49] <lynxlynxlynx> i'll try it, but first another effect typo
[21:13:06] <fuzzie> i guess just evaluating that would work fine too
[21:13:13] <fuzzie> i think of too complicated things :)
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[21:13:17] <lynxlynxlynx> since i remembered this wasn't the first occurence, i did a grep and found another one
[21:14:51] <CIA-2> gemrb: 03lynxlupodian * r6470 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: another one: State:Diseased vs State:Disease
[21:15:05] <Avenger> heh lots of typos
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[21:26:47] <lynxlynxlynx> that didn't help
[21:37:47] <fuzzie> what's the bug?
[21:38:19] <lynxlynxlynx> no bug, i was trying to make GameType accessible without the GemRB, prefix
[21:38:37] <lynxlynxlynx> but maybe this way is more clear
[21:38:52] <fuzzie> ah
[21:40:13] <fuzzie> you were saying that the start of bg2 gave a bad impression to people if they tried the spells; apart from the timing problems, it might be an idea to start putting together a list of any non-obvious bugs
[21:40:49] <lynxlynxlynx> we know of at least three
[21:41:12] <lynxlynxlynx> one is the timing, one the area effects, one summoned critters
[21:42:14] <fuzzie> the inability to select summoned critters, or they're more fundamentally broken?
[21:43:02] <lynxlynxlynx> can't say much more due to that
[21:43:43] <lynxlynxlynx> we have to implement some missing effects and spells (like the sequencers/contingencies)
[21:44:11] <lynxlynxlynx> the last one already has entry points in the engine
[21:45:01] <fuzzie> hopefully those shouldn't be hard to implement, they're pretty well-documented by many people
[21:45:13] <fuzzie> i mean, the sequencers/contingencies
[21:45:20] <lynxlynxlynx> yeah, we just lack the gui
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[22:07:48] <CIA-2> gemrb: 03avenger_teambg * r6471 10/gemrb/trunk/gemrb/override/bg2/ (gemprjtl.ids spsmkjet.pro): smoke puff projectile
[22:11:25] <CIA-2> gemrb: 03avenger_teambg * r6472 10/ielister/trunk/ielister.cpp: gemrb flags field in ielister
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