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

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[08:53:44] <Avenger> hi
[08:54:25] <pupnik> hola Avenger
[08:59:17] <edheldil> Hi, Avenger, what brings you here so early?
[08:59:36] <Avenger> i woke up and didn't have to go to work
[08:59:46] <lynxlynxlynx> nice
[09:00:41] <Avenger> actually, i should be working on the projectiles :)
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[09:07:19] <pupnik> yes
[09:07:53] <Avenger> brb
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[09:18:33] <lynxlynxlynx> Avenger: looks like the gold item from the stat is not marked as movable
[09:18:59] <Avenger> that sucks, so it is glued to the floor?
[09:20:22] <Avenger> do you know how to make it movable? :)
[09:20:57] <Avenger> btw, i don't understand this. CREItem has no movable bit
[09:21:08] <Avenger> And misc07 should be movable
[09:22:22] <fuzzie> lynxlynxlynx: if you could try reproducing that machine gun thing with trunk, i would appreciate it - i don't really know what i'm looking for.
[09:22:35] <lynxlynxlynx> i'm doing that right now :)
[09:22:38] <lynxlynxlynx> so far so good
[09:23:08] <Avenger> fuzzie, wanna test the unpickable gold maybe? :)
[09:23:21] <lynxlynxlynx> Avenger: yes, it was glued; i could pick it up through the inventory though, but then it's unmovable once i place it in mine
[09:23:32] <Avenger> what???
[09:23:37] <fuzzie> heh
[09:23:44] <Avenger> but when you pick up a gold item, it should go *ding*
[09:23:51] <lynxlynxlynx> it does
[09:24:06] <lynxlynxlynx> but it looks like these stat dumps are different, since we create them
[09:24:20] <lynxlynxlynx> most of the gold dumps are from the inventory and those work just fine
[09:24:30] <Avenger> hmm
[09:24:50] <fuzzie> the DropItemAtLocation code doesn't seem to check if IE_GOLD is 0?
[09:25:01] <Avenger> you shouldn't be able to move the gold
[09:25:07] <Avenger> oh
[09:25:35] <Avenger> right
[09:25:42] <lynxlynxlynx> fuzzie: seems ok
[09:25:58] <Avenger> it's not ok, it shouldn't create 0 gold
[09:26:00] <lynxlynxlynx> not sure if it is related, but sometimes it seems to take more than a round to start an attack
[09:26:05] <Avenger> maybe that's why it wasn't picked up
[09:26:21] <lynxlynxlynx> it was 20 gold and i was talking about combat ;)
[09:26:27] <Avenger> k
[09:26:46] <lynxlynxlynx> the ogre mage from the starting genie in the chateau btw
[09:27:22] <fuzzie> um
[09:28:45] <fuzzie> does the modal effect really apply at the beginning of combat rounds, btw?
[09:29:56] <Avenger> i don't know when. but i see detect being applied a lot :)
[09:30:16] <fuzzie> i know that combat rounds and spell rounds are different
[09:30:25] <fuzzie> because you can cheese them in the original engine
[09:30:39] <lynxlynxlynx> yeah, something else to tackle someday
[09:30:42] <Avenger> that is the aura cleansing variable, maybe
[09:30:54] <lynxlynxlynx> we need spell rounds for the aura pollution
[09:30:58] <Avenger> there is a separate counter
[09:31:00] <Avenger> yeah
[09:31:04] <fuzzie> right
[09:31:13] <fuzzie> i am just wondering if i have to care about any other code, if i fix this code up a bit
[09:31:23] <fuzzie> i thought about it and i can't think why it isn't simple to fix
[09:31:28] <Avenger> right now, it is like you are permanently affected by the aura cleansing effect :)
[09:31:33] <fuzzie> which probably means i forgot some important thing.
[09:32:04] <fuzzie> is this week holiday, Avenger?
[09:32:23] <Avenger> no, just national holiday, yesterday and today
[09:32:27] <fuzzie> ah, ok
[09:32:33] <Avenger> and i will have to work on saturday too
[09:32:36] <fuzzie> i was wondering if you knew how actions did or didn't work when dead
[09:32:41] <fuzzie> oh :( sucks
[09:33:21] <Avenger> fuzzie: some actions don't work then you cannot follow the target, they give up
[09:33:32] <fuzzie> i mean, when the actor running them is dead :)
[09:33:52] <Avenger> btw, this applies to attack, when you are held/dead/petrified etc: the attack action gives up
[09:33:58] <fuzzie> we have AF_ALIVE flag, but not set on many actions
[09:34:20] <fuzzie> so, i wonder if we can fix that, or whether we should fix the actions
[09:34:26] <Avenger> well, if you tell me an action i can peek at it, they are all handcoded in the original :)
[09:34:36] <fuzzie> well i want to know if i can do it in one place :-P
[09:34:46] <Avenger> i hope you can
[09:35:03] <fuzzie> it would suck if we have to write code in a lot of actions.
[09:35:13] <lynxlynxlynx> not sure if they did it with actions, but picking stuff up was more intuitive in the original - if the actor couldn't get near enough due to others and was roughly near enough it opened the container anyway
[09:35:15] <fuzzie> but for now, it would be nice to know which states are checked by attack
[09:35:15] <Avenger> yep, it would look like the original :D
[09:35:26] <fuzzie> lynxlynxlynx: yes, i think with actions
[09:35:34] <lynxlynxlynx> (something like with leavearea)
[09:35:48] <Avenger> frozen/dead/petrified is always checked in a call (though 3 separate checks)
[09:38:41] <fuzzie> always checked for every action? or for attack?
[09:40:06] <Avenger> i mean, there is a call for them :)
[09:40:29] <Avenger> i found it in attack, but it seems to be meant for the target (to see if the target is mobile or no)
[09:40:32] <fuzzie> ah, ok.
[09:40:48] <fuzzie> hm, not so helpful :)
[09:41:04] <fuzzie> it is really nice seeing all these posts from android users about how great gemrb is
[09:41:18] <Avenger> btw, i could pick up gold
[09:42:47] <Avenger> both ways: as opening a container (dead pile), and also when standing on it, as a ground item
[09:42:57] <Avenger> clicking on it converts it to partygold
[09:43:03] <lynxlynxlynx> but is this stat dumped??
[09:43:22] <lynxlynxlynx> like i said, if it was an inventory item there is no problem
[09:43:40] <Avenger> partygold is a game field
[09:43:46] <Avenger> but you can see it all over the screen
[09:44:10] <Avenger> and see 'Gained gold: 100' too :)
[09:44:12] <fuzzie> yes
[09:44:15] <fuzzie> but is it stat dumped? :P
[09:44:18] <Avenger> in pst too, which is weird
[09:44:31] <fuzzie> heh :)
[09:44:47] <Avenger> i guess it is the wrong strref for pst
[09:44:54] <Avenger> they surely changed it to copper
[09:45:09] <fuzzie> yes, we are still pretty bad with strrefs in some places
[09:45:13] <Avenger> no need to dump the stat
[09:45:22] <fuzzie> but, pst still suffers from attack+action+trigger bugs too much
[09:45:34] <fuzzie> i don't suppose you implemented any of the weird actor flags?
[09:45:59] <Avenger> like?
[09:46:00] <fuzzie> what we mean is, did the gold come from the IE_GOLD stat, for your testing?
[09:46:07] <Avenger> ahh yes, of course
[09:46:16] <fuzzie> because usually it is inventory items, of course
[09:46:20] <Avenger> i stripped my test actor of any rnditem, and set its gold stat to 100
[09:46:23] <fuzzie> cool
[09:46:36] <fuzzie> and i mean, for example, there's a flag which sets all actors hostile when one actor goes hostile
[09:46:53] <Avenger> no, i didn't even know about that :)
[09:46:58] <fuzzie> oh, dammit
[09:47:04] <fuzzie> feet circle size is in CRE files?
[09:47:16] <Avenger> now, that i know about, and we save it wrong
[09:47:33] <fuzzie> i guess that means i can delete almost all of avatars.2da in my branch
[09:47:35] <Avenger> i already noticed gemrb games give the wrong feet circle back to the original
[09:47:44] <lynxlynxlynx> this time i could pick up the ogre's gold
[09:47:46] <fuzzie> i only kept it for the feet circle size column
[09:47:53] <lynxlynxlynx> maybe the flags are still random
[09:48:38] <Avenger> i don't initialize the creitem fields that are locally maintained
[09:48:46] <Avenger> i just use new CREItem()
[09:48:53] <Avenger> and set the ones that would come from a file
[09:48:58] <Avenger> i thought that's enough
[09:49:39] <Avenger> oh sh... i forgot to initialize Flags?
[09:49:56] <lynxlynxlynx> that's my guess, since the two results differ
[09:49:58] <Avenger> yeah ;)
[09:50:14] <fuzzie> ah, the flag i want is APP_BUDDY
[09:50:19] <lynxlynxlynx> expired and usages only
[09:50:21] <fuzzie> but the comment is not correct
[09:50:36] <fuzzie> and we do not implement yet anyway
[09:51:28] <Avenger> i guess there is a specific match or other stat to match ?
[09:51:39] <fuzzie> i don't know, which is why i bring it up
[09:51:54] <Avenger> ok, i can find it, i'm already looking at pst
[09:51:54] <fuzzie> it is used a *lot* in PST
[09:52:07] <Avenger> hehe, they hardcode stuff instead of scripting
[09:52:11] <Avenger> sucks
[09:52:14] <fuzzie> it's really strange
[09:52:29] <fuzzie> all the avatar anims are completely un-hardcoded, in a nice ini file or in CRE fields
[09:52:39] <fuzzie> and then they hardcode half of the rest of the game
[09:52:43] <lynxlynxlynx> btw, from where is this info that feet circle size is in the cre?
[09:52:56] <Avenger> fuzzie: different coders, most likely
[09:52:56] <fuzzie> lynxlynxlynx: well, i saw comment in CREImporter, and then i looked at IESDP
[09:53:10] <lynxlynxlynx> haha, so nothing new?
[09:53:19] <lynxlynxlynx> i hope it's not just in pst
[09:53:22] <fuzzie> it is just in pst
[09:53:27] <lynxlynxlynx> meeeeh
[09:53:39] <fuzzie> well, all the anims are hardcoded in non-pst, so there's not much point
[09:53:40] <Avenger> yeah, the app flags are only pst
[09:54:13] <Avenger> it is funny how we name these, the first known bit names the whole field :)
[09:54:21] <fuzzie> i have no idea why they didn't put the feet circles in the ini file though
[09:54:44] <Avenger> me neither, it is a bad design
[09:55:04] <Avenger> it never changes in game, so it is just another thing the cre designer has to care for
[09:55:23] <fuzzie> but it is slightly nicer than hardcoding it :P
[09:55:38] <Avenger> well, not for us
[09:55:52] <Avenger> you have to support cre based feet circles now :P
[09:55:56] <fuzzie> sure
[09:56:02] <Avenger> or... we could just keep that field around, load/save it
[09:56:04] <fuzzie> but i already had to rewrite a bunch of this code anyway
[09:56:06] <Avenger> and don't give a damn
[09:56:18] <fuzzie> because i wrote code to ignore avatars.2da
[09:56:28] <fuzzie> so if i ever get this merged, it is nice
[09:56:28] <Avenger> oh, how nice of you :P
[09:56:52] <Avenger> well, in that case, if everything comes from outside sources, preferably game data, it is good
[09:57:02] <fuzzie> yes, i think everything can come from game ata now
[09:57:07] <Avenger> you can even ditch the one byte anim id game flag
[09:57:15] <fuzzie> yes :)
[09:57:19] <Avenger> which is not even correct
[09:57:24] <fuzzie> well, maybe not, actually
[09:57:38] <fuzzie> i think we still use it in one stupid place
[09:57:42] <Avenger> you may rename it 'ignore avatars' or somehting like that
[09:58:25] <fuzzie> well, i am just using GF_RESDATA_INI atm
[09:58:39] <Avenger> oh, we got duplicate flags then :)
[09:58:52] <wjp> wha? feet circle size in the CRE? Wow. In all games? Or is this PST?
[09:58:53] <Avenger> they are for the same thing, just from different angles
[09:58:55] <fuzzie> since that is all i changed, i ignore avatars.2da and i use resdata.ini for all data
[09:58:58] <fuzzie> wjp: pst only
[09:59:00] <Avenger> wjp: pst only
[09:59:04] <wjp> :-)
[09:59:15] <wjp> the same even up to punctuation. Well done ;-)
[09:59:29] <Avenger> :)
[09:59:52] <Avenger> you talk to the same AI
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[10:00:52] <wjp> ah, efficient. Can you fork more copies to speed up development even more? ;-)
[10:01:05] <Avenger> already melting cores
[10:01:59] <CIA-27> GemRB: 03lynxlupodian * r4be28b5667e0 10gemrb/gemrb/core/Inventory.cpp: initialise the Flags field of gold dropped from IE_GOLD
[10:02:04] <CIA-27> GemRB: 03lynxlupodian * r9712ca6127dc 10gemrb/gemrb/core/Inventory.cpp: don't bother creating a zero charged gold item
[10:03:11] <lynxlynxlynx> i wonder why the CREItem constructor doesn't initialise all the members
[10:03:53] <Avenger> because it assumes you will,
[10:04:02] <Avenger> i always hated double initing :)
[10:04:26] <fuzzie> Avenger: how is ActuallyInCombat trigger implemented in original engine?
[10:04:29] <Avenger> you just have to know what you are doing :) and i forgot
[10:04:44] <Avenger> fuzzie: that is a bg2 question, i guess?
[10:04:49] <lynxlynxlynx> sounds like a crappy optimisation
[10:04:50] <fuzzie> i don't know
[10:05:05] <Avenger> not in pst...
[10:05:06] <fuzzie> yes it is bg2
[10:05:14] <fuzzie> so ok, wait until you find APP_BUDDY please :)
[10:05:24] * lynxlynxlynx returns to work
[10:05:27] <fuzzie> but i would really like to know if possible.
[10:05:38] <fuzzie> i am at home waiting for plumber, who is apparently not coming until this afternoon..
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[10:07:43] <Avenger> so far: actuallyincombat works for any scriptable
[10:08:15] <Avenger> it simply checks the combat counter(s)
[10:08:19] <fuzzie> at the moment it is '// FIXME before commit'
[10:08:29] <fuzzie> because i removed the attackers array
[10:08:49] <Avenger> do we have a combatcounter?
[10:09:14] <Avenger> i used the attackers array as a distributed combatcounter :)
[10:09:19] <fuzzie> we have a hacky single combatcounter
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[10:09:50] <Avenger> that will do, though bg2 has this weirdness with a combat counter that doesn't stop counting back at 0
[10:09:51] <fuzzie> which i replaced with a 'bool PartyAttack' in Game here, which is set in attacking code, and then the Game loop checks if it's true and if so, resets combatcounter to high
[10:10:07] <Avenger> i don't know if it has a bottom at all
[10:10:15] <fuzzie> i'm sure there is something better but i don't want to rewrite the whole thing right now :)
[10:10:19] <Avenger> i know actuallyincombat checks if it is -45 or below
[10:10:33] <Avenger> if it is above -45, it thinks you are in combat
[10:10:34] <fuzzie> well it is easy enough for us to make it keep going negative forever
[10:11:00] <Avenger> yeah, and it is unlikely to hit max int :)
[10:11:04] <Avenger> it is just soo scary
[10:11:27] <fuzzie> 'WARNING: do not run gemrb for more than a few decades'
[10:11:52] <Avenger> besides, only bg2 has this double combatcounter
[10:12:01] <Avenger> the other games need only one, that stops at 0
[10:12:22] <Avenger> so, until we know better, we can have the simple one
[10:12:37] <fuzzie> ok.
[10:13:03] <Avenger> the combatcountergt/lt triggers also use both, in a weird and likely buggy way
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[10:13:38] <fuzzie> the check in TryToHide is also a problem
[10:14:07] <Avenger> what check is in there?
[10:14:08] <fuzzie> it checks whether you can hide by checking if the actor is in the Attackers list
[10:14:12] <Avenger> ah
[10:14:23] <Avenger> check if it is seen by enemies
[10:14:30] <Avenger> that's what the original does
[10:14:40] <fuzzie> great
[10:14:59] <Avenger> you should be able to hide, if you are chased but turn around the corner
[10:15:06] <Avenger> you can do that in the original too
[10:16:18] <fuzzie> well i guess in gemrb you can hide in full sight of a lot of enemies :)
[10:16:42] <Avenger> you just need to mind the EA setting of the sneaky one
[10:17:03] <fuzzie> so i try to fix this, just by deleting huge amounts of code
[10:17:15] <fuzzie> and then i guess the triggers will need fixing
[10:17:57] <Avenger> and then add patches and it will be regrown :)
[10:18:33] <fuzzie> but i really want to make PST work, meh
[10:19:35] <Avenger> me too :)
[10:22:10] <Avenger> huh, there are 3 projectiles for strength: strength, improved strength and power of one. They seem to be very similar, i need to find the differences
[10:22:18] <Avenger> i won't be happy when i see them :(
[10:22:36] <fuzzie> heh
[10:23:10] <fuzzie> well my notes say that avenger say it is screwed up
[10:23:25] <fuzzie> that the power of one projectile creates a strength bonus effect and the bonus calculation is insane
[10:23:28] <Avenger> it is most likely in the hardcoded spell parts where it calculates the strength
[10:23:32] <Avenger> yeah
[10:23:40] <Avenger> that's what i'm afraid of
[10:23:49] <Avenger> there are 3 of it :P
[10:26:02] <Avenger> the other explanation is the coder was paid on an item count base :)
[10:26:36] <Avenger> they are damn identical
[10:33:12] <Avenger> haha, very small differences
[10:35:01] <Avenger> power of one: white glow, strength: red glow, improved strength: red glow+animation. i think
[10:40:35] <lynxlynxlynx> only three blockers for the release left :)
[10:40:56] <lynxlynxlynx> i was thinking about sometimes next week or its weekend
[10:41:22] <lynxlynxlynx> something silly came up at work
[10:41:45] <fuzzie> ok, so when i commit this it will be at the most inconvenient moment
[10:42:51] <lynxlynxlynx> why not wait?
[10:44:20] <fuzzie> because i have a really bad track record for that
[10:44:31] <fuzzie> i'll stuff in a branch maybe, if i even make this work
[10:45:54] <Avenger> yeah, it is probably something that needs caution
[10:46:37] <Avenger> not because of fuzzie, but because that code is deep in the core
[10:46:59] <fuzzie> it is no use for a release
[10:49:31] <lynxlynxlynx> branch it and push it there
[10:49:58] <lynxlynxlynx> then we can pick on you when nothing happens or help with the effort
[10:50:09] <lynxlynxlynx> in no particular order :)
[10:52:07] <Avenger> lol, this was damn annoying. I copied the power of one spell for the strength spell, changed the glow color code in dltcep. But it just didn't change when i tested it.
[10:52:33] <Avenger> i deleted everything from the gemrb folder, keeping the edited stuff in pst override, still no budge
[10:52:42] <Avenger> it turned out, i just didn't save in dltcep :)
[10:54:47] <edheldil> Avenger: circle size is in CRE? Is it in IESDP already?
[10:54:54] <Avenger> yes
[10:54:58] <Avenger> it is old news
[10:55:12] <Avenger> even dltcep edits it for 2 years or more
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[10:55:38] <Avenger> the dialog range field besides it is not so well experimented
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[10:55:51] <Avenger> i don't think it is working that way
[10:55:56] <fuzzie> i thought we only care about dialog range in iwd/iwd2 anyway
[10:55:58] <Avenger> it might be something else
[10:56:55] <Avenger> i don't know how the dialog range field works in pst
[10:57:08] <Avenger> it was not my finding :) neither the circle size
[10:58:52] <Avenger> edheldil: http://iesdp.gibberlings3.net/file_formats/ie_formats/cre_v1.2.htm at 0x02dd
[10:59:31] <Avenger> the app flags are beneath that too
[10:59:34] <edheldil> yeah, just found it in ie_shell too
[10:59:37] * edheldil blushes
[10:59:41] <Avenger> lol
[10:59:59] <Avenger> you reached a state where you start to forget what you once learned? :)
[11:00:12] <edheldil> apparently :)
[11:01:12] <Avenger> does ie shell have a full structure knowledge? i mean, is it a goal?
[11:01:19] <Avenger> if yes, then compare it to ie_lister
[11:01:29] <Avenger> there have been new fields not in iesdp
[11:01:44] <edheldil> I will have to do it's it's lagged behind a lot
[11:02:05] <Avenger> especially for projectiles :) since they are gemrb specific, hehe
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[11:30:04] <CIA-27> GemRB: 03avenger_teambg * r3b5ee01c264c 10gemrb/gemrb/override/pst/ (14 files): more projectiles
[11:30:08] <CIA-27> GemRB: 03avenger_teambg * ra6c1036ced76 10gemrb/gemrb/core/Inventory.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[12:33:23] <fuzzie> oh, lynx broke gametype=bg2
[12:42:08] <fuzzie> and SoA is completely broken
[12:46:44] <CIA-27> GemRB: 03fuzzie * r3244cbf45220 10gemrb/gemrb/GUIScripts/GUICommon.py: fix GameIsBG2Demo when GameType isn't autodetected
[13:01:28] <fuzzie> grr
[13:05:30] <edheldil> is it something I have missed?
[13:05:36] <fuzzie> no
[13:05:43] <fuzzie> nothing to do with autodetection, sorry
[13:05:54] <fuzzie> i mean, SoA isn't completable any more
[13:06:15] <fuzzie> everyone broke different bits, i am finding out :P
[13:17:48] <CIA-27> GemRB: 03fuzzie * r84a16ea53171 10gemrb/gemrb/core/GameScript/GSUtils.cpp: fix following between areas
[13:17:51] <CIA-27> GemRB: 03fuzzie * r48bc33e592bb 10gemrb/gemrb/core/GameScript/GSUtils.cpp: don't set IF_NOINT in MoveNearerTo
[13:17:54] <CIA-27> GemRB: 03fuzzie * r791fc422b23f 10gemrb/gemrb/core/DialogHandler.cpp: don't call NoInterrupt() directly in DialogHandler
[13:38:46] <fuzzie> ok, i removed half the combat code and it still seems to work
[13:39:28] <fuzzie> i really miss some things from scummvm sometimes, like the error/warning functions and the console, i wonder if we can steal them
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[14:21:55] <edheldil> fuzzie: what does their console do? Output directly to the display?
[14:22:31] <fuzzie> yes
[14:24:05] <fuzzie> nothing complicated
[14:26:23] <edheldil> we would have to hijack/ print and printf()
[14:26:43] <edheldil> for tht to work, no? Or fix ...
[14:29:44] <fuzzie> someone, i expect tomprince, already took a look at fixing our logging system
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[14:47:21] <edheldil> is there a hash# ?
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[14:47:39] <fuzzie> i have no idea, presumably a branch on github
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[16:37:25] <tomprince> I don't seem to have a copy of it availble right now.
[16:37:48] <tomprince> Mostly it was changing the logging macros into proper functions, and making logMessage be printf like.
[16:37:59] <tomprince> And then changing all the printfs to logMessages.
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[16:41:19] <edheldil> ok
[16:42:22] <edheldil> do you have a rationale for that? (IMO it's good, just wanting to know the reasons)
[16:43:13] <tomprince> Not really.
[16:43:39] <tomprince> I just think the macros are unnecssary, and that we want control of logging, rather than using printf directly.
[16:43:46] <tomprince> That makes it easier to change the backend.
[16:44:07] <tomprince> That was mostly the first step, before figuring out what to do.
[16:44:50] <fuzzie> from what i remember, it was a good plan, but i remember thinking the changes were too invasive for while we were still trying to figure out what to do
[16:44:58] <fuzzie> that might not be remotely true, however
[16:47:59] <tomprince> I think part of your objection was that I went it touched all the printfs, even for things that were obsolete debugging messages and the like.
[16:48:41] <fuzzie> well, that doesn't sound very sensible of me
[16:50:11] <fuzzie> but i also appear not to have the branch here
[16:50:22] <edheldil> on the other hand, better do it just once and disable printf to force it
[16:53:01] <fuzzie> well, i mostly just want to be able to have configurable logging
[16:53:28] <fuzzie> so we can disable all of the normally-useless stuff from appearing on console
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[17:14:38] <edheldil> Avenger: interesting, I have PRO file format in iesh already. But with slight difefrences :)
[17:15:58] <Avenger> even the gemrb fields?
[17:16:25] <Avenger> i just added 2 more an hour ago :)
[17:18:30] <edheldil> not those, I have just added them (the '*'-marked are GemRB's own?)
[17:19:04] <edheldil> but e.g. instead of 7*color I have color and 6*gradient color
[17:19:26] <Avenger> in ielister? yes
[17:20:26] <Avenger> there are two more words in the projectile extension now. TileX and TileY. They are for homogenous spread of child projectiles all over the AoE
[17:20:33] <fuzzie> did you find APP_BUDDY, Avenger?
[17:21:12] <Avenger> didn't look
[17:21:22] <Avenger> i'm working on a very complex projectile
[17:21:26] <Avenger> meteor swarm
[17:21:43] <fuzzie> ah, fun
[17:21:55] <fuzzie> how far through the pst projectiles are you?
[17:22:03] <edheldil> is itr easily changed to bat swarm? :)
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[17:30:14] <Avenger> i'm done about 80%
[17:31:13] <Avenger> huh, this swarm is loud :) maybe i shouldn't give sound to every piece
[17:33:06] <fuzzie> very nice
[17:36:26] <edheldil> hmm, smoke puff frequency or smoke puff period? There's a sliiiiight difference :)
[17:36:55] <fuzzie> did i bother people about incorrect VVC offsets yet?
[17:36:58] <fuzzie> i should look at it
[17:41:22] <tomprince> 2
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[17:44:28] <fuzzie> hm i guess our VVC importer just happily skips over the relevant fields
[17:48:14] <Avenger> what incorrect vvc offsets?
[17:48:21] <fuzzie> they appear in the wrong place
[17:48:30] <fuzzie> but if we don't even read half the VVC fields, i am not surprised :)
[17:48:46] <fuzzie> and ielister knows even less than gemrb does, it seems
[17:49:17] <Avenger> the height stuff is read, it is just z / y pos and a few bits in sequence flags
[17:49:58] <Avenger> ahh, and the heightmap
[17:50:18] <fuzzie> i don't see why heightmap would be relevant though, for on-actor played anims
[17:50:18] <Avenger> the heightmap is also needed for some adjustment, it seems
[17:50:59] <Avenger> because actors position should also be affected by it :)
[17:51:26] <fuzzie> sure, but if you play at actor position, it should be fine, you'd think
[17:52:52] <fuzzie> 0x20 is 8, so.. i don't get it
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[17:57:15] <fuzzie> i guess the effect code is responsible then
[18:03:32] <Avenger> meh i just found a bug in the projectile: if(!TrailSpeed[i] && TrailBAM[i])
[18:03:36] <Avenger> should be if(!TrailSpeed[i] && TrailBAM[i][0]) {
[18:03:46] <Avenger> TrailBAM[i] is always nonzero
[18:04:13] <Avenger> not a big deal, it won't cause a crash, but not nice
[18:09:36] <edheldil> later ...
[18:10:07] <CIA-48> GemRB: 03edheldil * rb489d879bae8 10ie_shell/infinity/ (cache.py core.py defaults.py stream.py):
[18:10:07] <CIA-48> GemRB: Caching of open BIF files
[18:10:07] <CIA-48> GemRB: This can significantly speed up some operations.
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[18:43:45] <Avenger> oh sh...
[18:44:14] <Avenger> i should stop mixing capital lettered variables with normal ones :) like pos vs. Pos
[18:44:43] <Avenger> as a result, i drawn all of the tiled projectiles onto each other :P
[18:45:15] <fuzzie> well we should have a consistent naming style for variables, but there is not much hope of that, it would just be a huge annoying mess trying to change it
[18:45:40] <Avenger> yeah, but i just wasted 2 hours or maybe more
[18:46:48] <fuzzie> so maybe worth it
[18:47:12] <fuzzie> i'm glad you found it
[18:47:35] <fuzzie> you should ask for another pair of eyes when things are so weird, maybe :)
[18:56:11] <Avenger> once this is done, it will be very good for modding. You could do all the hardcoded mess just with data :)
[18:57:09] <Avenger> but this involves more than 40 new bits, and about 10 fields and counting
[19:11:35] <lynxlynxlynx> is it just me or do you also don't get commit mails anymore?
[19:12:38] <Avenger> i got one in the morning
[19:12:58] <Avenger> but i don't get one for every mail, i use the digest method
[19:14:58] <fuzzie> lynxlynxlynx: please review my guiscript change
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[19:19:46] <fuzzie> argh, even 24bpp is broken
[19:20:40] <lynxlynxlynx> looks fine; i'm amazed that python is so smart about evaluation order
[19:20:51] <lynxlynxlynx> you got an undefined exception?
[19:21:00] <fuzzie> yep
[19:24:02] <fuzzie> so the troll is stuck doing AttackReevaluate
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[19:25:13] <fuzzie> as it should be, in fact
[19:25:38] <fuzzie> that's interesting
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[19:32:48] <lynxlynxlynx> i wonder if the iwd troll has problems due to the same thing
[19:33:16] <fuzzie> i am looking at iwd troll right now
[19:33:19] <fuzzie> it appears to be functioning
[19:33:31] <fuzzie> it doesn't look like i have anything for fire damage though
[19:33:32] <lynxlynxlynx> cool, that's how i remember it too
[19:33:37] <fuzzie> any idea what the resref is?
[19:33:48] <fuzzie> for fire arrows for example
[19:34:09] <lynxlynxlynx> POTN13 try this
[19:34:18] <lynxlynxlynx> oil of fiery burning
[19:35:58] <fuzzie> huh
[19:36:02] <fuzzie> what do i pass as party id parameter?
[19:37:00] <fuzzie> (in passing, i see that SetMapAnimation returns GemRB_CreateItem__doc on failed attributes)
[19:37:24] <fuzzie> i thought CreateItem(1, "potn13") but it says "Actor not found!"
[19:38:42] <fuzzie> hm, it works if i do GemRB.CreateItem
[19:39:09] <fuzzie> anyway: troll is dead, in ar4002
[19:39:39] <fuzzie> of course this is in my tree, so it might be my combat changes, but i doubt it..
[19:42:23] <lynxlynxlynx> huh at the createitem
[19:46:51] <fuzzie> yes i am really confused
[19:47:55] <fuzzie> anyway, i think it works but would appreciate another confirmation
[19:49:03] <lynxlynxlynx> i can't reach iwd anymore and it won't be solved anytime soon :(
[19:49:24] <fuzzie> ok.
[19:49:34] <lynxlynxlynx> i think trolls were reported as buggy also in bg2 though
[19:49:48] <fuzzie> any idea where to find them?
[19:50:57] <lynxlynxlynx> dearnise hold
[19:51:06] <lynxlynxlynx> don't have the area num yet
[19:51:07] <Avenger> createcreature(1,"troll")
[19:51:17] <fuzzie> Avenger: not a very reliable method of testing :P
[19:51:37] <Avenger> actually troll01 :)
[19:51:42] <lynxlynxlynx> i just remembered something else to fix in combat - for ranged weapons now the equipping effect overrides the fighter apr bonuses
[19:52:11] <lynxlynxlynx> ar1300
[19:52:13] <fuzzie> well i am staying away from anything in the combat code which might mean understanding how the bonuses work
[19:53:50] <fuzzie> and, ok, thanks, trolls in ar1300 are fine too
[19:54:00] <Avenger> ar1902 is good too
[19:54:04] <fuzzie> except they try doing the death animation after they're dead, i see
[19:55:44] <fuzzie> i played through a bit of SoA and it seems ok after my three minor bugfixes
[19:55:51] <Avenger> sparks are so nice now :)
[19:56:05] <fuzzie> everything is better
[19:56:27] <lynxlynxlynx> we also display the message that they're dead and that we gave xp
[19:56:43] <lynxlynxlynx> over and over (each time you knock them down)
[19:56:51] <fuzzie> really?
[19:57:23] <fuzzie> i guess i didn't pay too much attention in bg2
[19:57:28] <fuzzie> and the iwd trolls are completely different
[19:57:36] <lynxlynxlynx> yep
[19:57:59] <lynxlynxlynx> maybe we don't catch the negative hp quick enough, this is one badass monk
[19:58:14] <lynxlynxlynx> the goblins usually chunk :)
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[20:23:49] <pupnik> my speakers are VMPS RM/2
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[20:41:47] <Beh0lder> hello all
[20:45:00] <Beh0lder> I found two new issues in BG1 (details in forum).
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[20:52:14] <Avenger> pfft
[20:53:09] <Avenger> it is odd that gender change doesn't work, maybe it is just not updating the avatar
[20:55:06] <fuzzie> all very silly bugs
[20:55:26] <lynxlynxlynx> exactly what i posted :)
[20:57:16] <Avenger> well, some of those bugs really exist. But some i cannot believe :)
[20:58:09] <Avenger> bug 27 for example
[20:58:33] <Avenger> bug 20 is also fishy
[20:58:50] <lynxlynxlynx> try it, re 27
[20:58:59] <fuzzie> where is 27?
[20:59:05] <lynxlynxlynx> if you have any of his saves from nashkel
[20:59:06] <Avenger> http://aom-game.org/downloads/gemrb_bugs.txt
[20:59:10] <lynxlynxlynx> http://aom-game.org/downloads/gemrb_bugs.txt
[20:59:14] <lynxlynxlynx> heh
[20:59:18] <fuzzie> thanks
[20:59:21] <Avenger> :)
[20:59:34] <Avenger> lynx is officially part of the collective
[21:00:08] <lynxlynxlynx> bg1 dreams need more work anyway
[21:00:20] <lynxlynxlynx> we don't support dreamtxt.2da
[21:00:35] <Avenger> meh, even more bg1 specific crap?
[21:00:42] <fuzzie> do we do any bg1 dreams at all?
[21:00:53] <Avenger> i hope it is scriptable
[21:01:03] <fuzzie> it is not very usefully scriptable
[21:01:05] <lynxlynxlynx> make that drmtxtX.2da
[21:01:30] <Avenger> heh, wanted to ask :)
[21:01:32] <fuzzie> it is triggered by .. sleeping in an inn? so should be doable in guiscript, i think i concluded
[21:01:32] <lynxlynxlynx> http://iesdp.gibberlings3.net/files/2da/2da_tots/drmtxtx.htm
[21:01:49] <lynxlynxlynx> looks like it can be used to apply spells - give abilities
[21:02:14] <Avenger> this should be scripted
[21:02:36] <Avenger> isn't it initiated by the textscreen?
[21:02:46] <Avenger> so it is already hooked to guiscript
[21:02:58] <fuzzie> we don't do the dream textscreens
[21:03:12] <Avenger> huh, isn't it an action?
[21:03:16] <Avenger> i thought it is
[21:03:21] <fuzzie> no
[21:03:23] <Avenger> its hardcoded somehow?
[21:03:28] <fuzzie> it is triggered by sleeping in an inn, i'm pretty sure
[21:03:28] <Avenger> omg :(
[21:03:33] <fuzzie> after a chapter transition
[21:04:00] <Avenger> ok, next line of defense, can it be scripted by gamescript?
[21:04:00] <lynxlynxlynx> still, something we can do mostly in textscreen
[21:04:19] <fuzzie> we can surely do it in guiscript, Avenger
[21:04:24] <lynxlynxlynx> we just need to know if a transition occurred
[21:04:44] <fuzzie> yes, i wonder where it is saved
[21:04:47] <lynxlynxlynx> but note the totsc stuff; can you go there and back only once?
[21:04:49] <Avenger> fuzzie, no, it needs a gamescript action too, that will call textscreen :)
[21:04:57] <fuzzie> Avenger: why?
[21:05:01] <Avenger> i think there is a variable
[21:05:10] <Avenger> because its firing condition is complex
[21:05:24] <fuzzie> i mean, why would the gamescript be involved
[21:05:26] <lynxlynxlynx> nothing that couldn't be exposed to python
[21:05:27] <Avenger> PartyRested() + current Chapter etc
[21:05:35] <fuzzie> it is not triggered by random resting
[21:05:46] <Avenger> hmm, only Inn ?
[21:05:48] <fuzzie> well, i don't *know* how it is triggered, but i spent half an hour trying it, and i could only get it to trigger in an inn
[21:06:13] <Avenger> well, if it is Inn, only, then it is GUI-scriptable, yippee
[21:06:22] <fuzzie> otherwise i think we can just use the bg2 dream scripting
[21:07:01] <Avenger> yes, that's what i meant earlier
[21:07:09] <fuzzie> but i think it is different
[21:07:15] <fuzzie> but i guess you have never REed anything like it
[21:07:16] <Avenger> we just need a secondary global script
[21:07:19] <Avenger> but that is easy
[21:07:31] <fuzzie> well, i mean, gemrb already triggers player1d.bcs on rest
[21:07:47] <Avenger> oh there is a player1d...
[21:07:50] <fuzzie> for bg2 :)
[21:07:59] <Avenger> well, we can write it for bg1
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[21:09:01] <Avenger> yes, that will be fine
[21:09:31] <Avenger> we just need to find what global vars are used in bg1 for the same thing
[21:09:36] <Avenger> my bet is 'dream' :)
[21:09:40] <fuzzie> but i'm pretty sure doing that would be wrong, so
[21:10:10] <Avenger> why?
[21:10:14] <fuzzie> and, well, the exe has a DREAM var right next to the CHAPTER check, so..
[21:10:32] <fuzzie> because i'm pretty sure it is not bg2-style and we do it from guiscript :)
[21:10:47] <Avenger> it is not bg2 style, but we can call textscreen
[21:10:51] <fuzzie> if you have bg1 REed, then i guess you can see what references the DREAM code
[21:10:59] <Avenger> textscreen("drmtxt2")
[21:11:01] <fuzzie> sure
[21:11:06] <fuzzie> but what would you put for triggers?
[21:11:37] <Avenger> if dream!=chapter; chapter=2 then dream=2; textscreen
[21:11:57] <Avenger> uhm, if dream!=2
[21:12:01] <fuzzie> yes
[21:12:04] <Avenger> because we cannot compare variables
[21:12:08] <Avenger> in bg1
[21:12:09] <fuzzie> but then it triggers outside inns
[21:12:15] <Avenger> yes, of course
[21:12:22] <fuzzie> this is what i mean by i don't think it's bg2-style
[21:12:26] <Avenger> if it is Inn only, you just hook it to the rest button !
[21:12:29] <fuzzie> yes
[21:12:33] <fuzzie> and i hope we can do that :P
[21:12:41] <fuzzie> i could go open bg1 in IDA, i guess
[21:12:46] <Avenger> both should be easy without modifying core
[21:12:49] <fuzzie> but i'm sure i won't understand a word
[21:12:57] <Avenger> i won't look at it today
[21:13:08] <Avenger> switching tasks is difficult, and it is late
[21:13:23] <fuzzie> sure
[21:13:26] <fuzzie> you work on projectiles more?
[21:13:28] <Avenger> i'm reviewing the projectiles already done, because i added dozens of lines
[21:13:37] <fuzzie> they are something only you can do, and only you can review
[21:13:46] <fuzzie> because no-one else understands anything of it :)
[21:13:58] <Avenger> hopefully it won't mess with regular ones, like the fireball earlier
[21:14:39] <fuzzie> i wouldn't worry too much about it, we can track those bugs down
[21:15:40] <Avenger> hmm, a little coordinate geometry. I have x and y, their interval is -radius to +radius. How do i assure they are in the circle with o=0,0 ?
[21:16:07] <Avenger> i forgot even basics like this :(
[21:16:46] <fuzzie> their interval?
[21:16:57] <Avenger> their value
[21:17:21] <Avenger> is in the interval of [-radius,+radius]
[21:17:33] <fuzzie> why not just measure the distance?
[21:17:35] <Avenger> x*x+y*y< ???
[21:17:50] <fuzzie> radius*radius if that is your circle size :)
[21:17:59] <Avenger> oh, hehe, ok ;)
[21:18:09] <fuzzie> oh, no
[21:18:11] <fuzzie> ok, i am not awake either
[21:18:25] <fuzzie> i guess you want just 'radius'
[21:18:31] <Avenger> i would have hated a square shaped aoe
[21:19:18] <Avenger> i still didn't restrict this with the cone shape, but nevermind
[21:19:29] <Avenger> it needs to be done later
[21:19:39] <Avenger> that is the key for perfect cone of cold :)
[21:20:12] <fuzzie> no, it is surely radius^2
[21:20:18] <edheldil_> it is
[21:20:28] <fuzzie> but i think you should not ask me, clearly i can't function without coffee
[21:20:31] <Avenger> yes it is
[21:20:57] <fuzzie> i will put the hat on edheldil_
[21:20:57] <Avenger> btw, we also need the brighten flag support
[21:21:05] <fuzzie> that is rendering issue?
[21:21:12] <Avenger> tinting makes these damn projectiles too dark
[21:21:20] <Avenger> i need another tinting, i guess
[21:21:26] <edheldil_> fuzzie: not a good idea, I have forgotten my math as well
[21:21:33] <Avenger> brighten is a vvc flag
[21:22:30] <fuzzie> oh, ascension64's ever-helpful vvc notes document that
[21:22:36] <Avenger> though this may require some more re, or ascension, yeah
[21:22:44] <fuzzie> http://forums.gibberlings3.net/index.php?showtopic=20115 for reference
[21:23:06] <fuzzie> we can do that
[21:23:22] <Avenger> yeah sounds like good
[21:23:36] <Avenger> Sets all palette colours less than [32.32.32] to transparent (12.5% blend)
[21:23:48] <Avenger> this seems to be what we miss
[21:25:09] <Avenger> also this: Bit 21 (5): Use own gamma
[21:25:21] <Avenger> this just causes more brightness, i guess
[21:26:17] <fuzzie> i don't understand the y-location stuff though
[21:26:44] <Avenger> where is that
[21:27:23] <fuzzie> no, i mean, why it doesn't work properly for the finger of death vvc, i guess it is the effect playing it in the wrong place or something
[21:27:40] <fuzzie> i will look at it another time, i don't mean to distract you from projectiles
[21:27:51] <Avenger> the y drawing position = y - z (the original y is used to determine drawing order)
[21:28:08] <Avenger> hmm what's wrong with finger of death?
[21:28:10] <fuzzie> it is the super simplest vvc ever, ypos=1, zpos=0, no flags set :)
[21:28:33] <Avenger> hmm
[21:28:39] <Avenger> ypos = 1 ?
[21:28:57] <Avenger> that should always make it drawn over a target it is stickied to
[21:29:09] <Avenger> because its y is +1 compared to the target
[21:29:22] <Avenger> i guess, the problem is that i mixed up z and y :)
[21:29:29] <fuzzie> no, i think it is fine
[21:30:11] <Avenger> its ypos should be targety+owny, it is always drawn after target
[21:30:14] <fuzzie> it is too far down with fx_visual_spell_hit, that is all. and the heightmap bit is not set.
[21:30:27] <Avenger> oh
[21:30:48] <Avenger> i guess, sticky anims should be drawn at CG height?
[21:31:28] <fuzzie> it also doesn't have Parameter1 set so it isn't sticky
[21:31:30] <Avenger> the cg height is calculated from the target's avatar animation
[21:31:39] <Avenger> huh
[21:31:40] <fuzzie> not that fx_visual_spell_hit is ever sticky, it never sticks
[21:31:51] <Avenger> wait, it is a spell hit
[21:32:09] <Avenger> that may also be a hint for a cg height adjustment
[21:32:33] <fuzzie> well i guess this is hardcoded in the original, because shtable.2da is our own
[21:32:45] <Avenger> yep
[21:33:19] <Avenger> but i won't look at it today :)
[21:35:03] <fuzzie> the opcode doesn't seem to do anything interesting at all
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