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

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[08:44:21] <wirehead`> hi, anyone here know how to fix the journal crash in Planescape?
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[18:35:57] <CIA-26> GemRB: 03lynxlupodian * r834130b84902 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: Scriptable::CreateProjectile: renamed a variable for clarity
[18:36:07] <CIA-26> GemRB: 03lynxlupodian * r8ad02df9f4b1 10gemrb/gemrb/core/Scriptable/Scriptable.cpp:
[18:36:07] <CIA-26> GemRB: Scriptable::CastSpell: added an assert to ensure we get passed a proper target
[18:36:07] <CIA-26> GemRB: Reverting to selftargeting is bad!
[18:36:07] <CIA-26> GemRB: 03lynxlupodian * rcbbe720549e7 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: Scriptable::CheckWildSurge: fixed two fixmes
[18:56:41] <lynxlynxlynx> hmm
[19:23:22] <CIA-26> GemRB: 03lynxlupodian * r5da902ecaea5 10gemrb/gemrb/core/Spell.cpp:
[19:23:22] <CIA-26> GemRB: only check the pst friendly spell flag in pst
[19:23:22] <CIA-26> GemRB: fixes for example Remove Fear being treated as hostile
[19:23:32] <CIA-26> GemRB: 03lynxlupodian * r1dd897c6fa0e 10gemrb/gemrb/core/Scriptable/Actor.cpp: GenerateActionDirect already works with all scriptables
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[19:31:57] <Avenger> hey lynx, do you know anything about the 'journal crash in pst' ?
[19:32:21] <lynxlynxlynx> no
[19:33:58] <lynxlynxlynx> works for me
[19:38:53] <lynxlynxlynx> tried with an old save, but fresh entries, no problem
[19:39:04] <lynxlynxlynx> it was empty before
[19:40:05] <Avenger> weird, zombies don't die in pst?
[19:40:24] <Avenger> i just started game, killed first zombie, its circle remains red, and looks weird
[19:41:31] <Avenger> it has -3 hp, but refuses to die
[19:41:54] <Avenger> also getting: Aborted action due to death
[19:42:29] <fuzzie> hmph. they were working.
[19:42:42] <fuzzie> i still didn't get pst installed on this new machine though.
[19:43:17] <lynxlynxlynx> i can confirm that
[19:43:37] <lynxlynxlynx> though the first one i killed died properly (maybe it was chunky)
[19:43:48] <Avenger> i managed to kill one too
[19:44:01] <Avenger> but the first one which has the key failed
[19:44:21] <lynxlynxlynx> they die properly after a while
[19:44:26] <Avenger> which one faile dfor you lynx?
[19:44:27] <fuzzie> all of that code is wrong in gemrb, i guess
[19:44:55] <lynxlynxlynx> third one from top to bottom (on the left)
[19:45:07] <Avenger> the one with the key?
[19:45:21] <lynxlynxlynx> let me check the loot
[19:45:33] <lynxlynxlynx> yes
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[19:45:56] <Avenger> it must have some special script
[19:46:24] <lynxlynxlynx> you said this one gave you problems?
[19:46:28] <Avenger> ok, interesting, now i managed to kill it without problem
[19:46:34] <fuzzie> do you get 'Aborted action due to death' more than once?
[19:46:36] <Avenger> so this is not reproducible
[19:46:39] <Avenger> yes fuzzie
[19:46:40] <lynxlynxlynx> fuzzie: yes
[19:46:42] <fuzzie> that's not good
[19:47:05] <Avenger> but it is not reproducible :(
[19:47:38] <fuzzie> oh, Die() is stupid
[19:47:46] <lynxlynxlynx> ignore the key holder
[19:48:03] <fuzzie> no, i guess Die() is fine
[19:48:15] <fuzzie> that's really weird, it should only run scripts once
[19:48:44] <Avenger> hmm, it looks like group attack doesn't work either
[19:49:21] <fuzzie> ok, i guess that is just a consequence of the CheckOnDeath hack
[19:49:58] <Avenger> interesting, now it died after 2 tries (printed Aborted action due to death' twice
[19:50:00] <fuzzie> because otherwise gemrb deletes corpses
[19:50:12] <fuzzie> and that is game-breaking
[19:50:13] <Avenger> last time it printed it at least 4 times and
[19:50:50] <fuzzie> you could change Scriptable::TickScripting to check for IF_REALLYDIED instead of STATE_DEAD
[19:51:01] <Avenger> ok, i will try that
[19:51:38] <Avenger> lol, this stuff is getting similar to the IE :)
[19:52:13] <Avenger> if (Ticks % 16 != globalID % 16) <---- i see this here first, i guess it was here for some time
[19:52:37] <fuzzie> yep
[19:54:16] <Avenger> ok, fuzzie is this correct: if ( (InternalFlags& (IF_REALLYDIED|IF_JUSTDIED))==IF_REALLYDIED)
[19:54:34] <fuzzie> looks good
[19:55:36] <Avenger> i will try 5 times, if it works, i consider it fixed :)
[19:56:47] <fuzzie> well i don't see why it happens at all, so i don't think this will fix
[19:56:47] <Avenger> no, second try.... fail
[19:57:09] <Avenger> oops, wait, it worked after 2 prints of 'aborted action'
[19:57:46] <fuzzie> i guess it gets one 'aborted action' for the attack, then one 'aborted action' for the next script attempt
[19:58:41] <fuzzie> but it shouldn't get more than 16 ticks for both of those, and i don't see why you'd notice, since it will be busy doing the IE_ANI_DIE stance
[19:58:44] <Avenger> i think that is fine, just getting stuck isn't. It is good to run the script on death, modders always complained that ie won't let them run stuff
[19:59:35] <fuzzie> i wonder if we can move the inventory dropping back into Die() now, since you fixed it to delay removing the effects, so it shouldn't crash any more
[20:00:42] <fuzzie> oh, Actor::StopAttack is setting IE_ANI_READY, why does it do that..
[20:01:09] <Avenger> i see these too:
[20:01:10] <lynxlynxlynx> probably to stop the attack animation
[20:01:13] <Avenger> [OpenAL]: Error playing music source: 0xa003 [ERROR]
[20:01:15] <Avenger> [OpenAL]: Unable to buffer music data: 0xa003 [ERROR]
[20:01:20] <fuzzie> but i expect that is the bug, if it is visual
[20:01:44] <lynxlynxlynx> the only visual bug is the visible foot circle
[20:02:03] <fuzzie> since UpdateScripts() is not checking for dead actors :)
[20:02:32] <fuzzie> ah, well
[20:02:45] <fuzzie> Actor::ShouldDrawCircle is checking IF_JUSTDIED instead of IF_REALLYDIED
[20:02:53] <fuzzie> simple to fix that!
[20:03:42] <fuzzie> everything else uses the flags correctly.
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[20:28:22] <Avenger> hmm so what should be there?
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[20:33:38] <Avenger> now the circle isn't arund the guy, but it still dies twice, sometimes
[20:33:54] <Avenger> so the change is fine, dying people lose their circle
[20:35:21] <CIA-26> GemRB: 03avenger_teambg * r4a40c18bc21c 10gemrb/gemrb/core/Scriptable/Actor.cpp: don't draw circle while dying
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[20:48:43] <pugvader> http://www.vim.org/scripts/script.php?script_id=931 Vim-IRC... an irc client running in Vi
[21:17:00] <lynxlynxlynx> fuzzie: i noticed we don't reset LastAttacker; do you think it would be ok to zero it when combat counter returns to 0?
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