#gemrb@irc.freenode.net logs for 16 Aug 2009 (GMT)

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[00:49:31] <Enverex> Damn, strong smell of cheese burgers coming in from outside and making me -damn- hungry >.<
[00:50:31] <pupnik> hehe
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[09:00:25] <lynxlynxlynx> Avenger: that works :)
[09:00:31] <lynxlynxlynx> sanik gets assassinated now
[09:00:32] <Avenger> phew
[09:00:34] <Avenger> good
[09:01:00] <Avenger> i hope i didn't break spells
[09:01:06] <lynxlynxlynx> took 7 shots though, i guess the bastard has a high thac0 :)
[09:01:45] <Avenger> i changed spells with absolute duration to have timing method = 0x1000
[09:02:12] <Avenger> those should get saved like that too
[09:02:26] <lynxlynxlynx> do you know any spells that use that duration off-the-top-of-your-head?
[09:03:35] <Avenger> all spells
[09:03:41] <lynxlynxlynx> oh
[09:03:48] <Avenger> they start with 0
[09:04:05] <Avenger> then when their duration is converted to absolute, they change timing method to 0x1000
[09:04:26] <Avenger> the high byte was/is hidden by most editor tools
[09:04:35] <lynxlynxlynx> summon monster summoned a hostile worg :/
[09:04:37] <Avenger> i guess it is going by 'unknown' in iesdp
[09:05:00] <Avenger> hehe last time you complained about not hostile summons :D
[09:05:10] <lynxlynxlynx> that works now
[09:05:13] <Avenger> you better make up your mind, LOL
[09:05:38] <Avenger> ok, so which spell was this, which opcode, what parameter2, who cast it
[09:06:00] <lynxlynxlynx> sm1 by imoen
[09:06:38] <lynxlynxlynx> great, now an assertion failed
[09:06:54] <Avenger> spwi309?
[09:07:06] <lynxlynxlynx> mhm
[09:07:59] <Avenger> doh, it should be allied summon
[09:09:45] <Avenger> hmm, what was the previous problem?
[09:09:48] <Avenger> with summons
[09:10:04] <lynxlynxlynx> a wand of summoning trap summoned friendlies
[09:10:05] <Avenger> because this is using param2=0, target self
[09:10:31] <Avenger> the wand also targeted a PC
[09:10:35] <Avenger> O_o
[09:10:54] <Avenger> 0 is now 'default' EA
[09:11:02] <Avenger> so, hmm, gotta see what's the EA of the worg
[09:11:48] <Avenger> worgsu.cre
[09:12:00] <Avenger> the summoning stuff is complex
[09:12:24] <Avenger> doh worgsu starts out with ea=enemy
[09:12:26] <lynxlynxlynx> Assertion failed: canary == (unsigned long) 0xdeadbeef [0xDEAD0000] Line 358Aborted <-- what's with these asserts all of a sudden?
[09:12:47] <lynxlynxlynx> btw, switching to melee when out of ammo works too
[09:12:48] <Avenger> heh, i didn't change any scripting
[09:13:00] <lynxlynxlynx> but it switches to fists instead of any real weapon
[09:13:20] <Avenger> that's correct i think
[09:13:27] <lynxlynxlynx> it should probably run something like EquipMostDamagingMelee
[09:13:28] <Avenger> it would need scripting to switch to weapon
[09:13:41] <Avenger> there is a scripting event: out of ammo
[09:13:56] <lynxlynxlynx> ok, it will need further testing then
[09:14:16] <Avenger> there is a bug, though, the fist icon didn't appear in the quickslot
[09:14:25] <Avenger> don't know how the original works
[09:14:37] <Avenger> and we need to fix that script crasher
[09:14:51] <Avenger> something writes into the script data illegally
[09:15:10] <Avenger> its good we keep those canarys around
[09:18:48] <Avenger> back to the summon stuff, now this is odd. maybe 0 means EA depends on the summoner.
[09:19:13] <lynxlynxlynx> it gets worse
[09:19:19] <Avenger> i could do some juggling with the EA values to still work with the wand and imoen
[09:19:33] <lynxlynxlynx> now i got two rabid dogs - 255 and a kobold commando - 5
[09:19:44] <lynxlynxlynx> so the kobold is fine
[09:19:51] <Avenger> kobold is friend?
[09:20:11] <Avenger> that's explainable
[09:20:17] <Avenger> koboldsu has EA=5 in the cre file
[09:20:21] <Avenger> so the code works as planned
[09:20:25] <lynxlynxlynx> EA_CONTROLLED
[09:20:28] <lynxlynxlynx> ok
[09:20:45] <Avenger> could you do a recompile?
[09:20:54] <lynxlynxlynx> sure
[09:21:21] <Avenger> #define EAM_SOURCEALLY 0
[09:21:23] <Avenger> #define EAM_SOURCEENEMY 1
[09:21:25] <Avenger> #define EAM_ENEMY 2
[09:21:26] <Avenger> #define EAM_ALLY 3
[09:21:28] <Avenger> #define EAM_NEUTRAL 4
[09:21:30] <Avenger> #define EAM_DEFAULT 5
[09:21:33] <Avenger> set these in interface.h
[09:21:43] <fuzzie> hi
[09:21:57] <Avenger> this will make summoning based on source, isntead of target
[09:21:59] <Avenger> hi fuzzie
[09:22:14] <Avenger> probably that will fix imoen's spell without screwing the wand
[09:22:40] <lynxlynxlynx> kobold commandos are great! they're killing all the goblins for me
[09:22:50] <Avenger> well, no idea what will be counted as source since the wand is not an actor
[09:23:05] <Avenger> but that could be covered, all nonliving source will be enemy (environment)
[09:23:15] <fuzzie> on a scriptless PC, i'm pretty sure we autoswitch to next weapon
[09:23:19] <fuzzie> but i'll have to check
[09:23:51] <fuzzie> i mean, we should
[09:24:01] <lynxlynxlynx> we switch to the fist
[09:24:02] <Avenger> meh, that sucks, fuzzie, KillSlot was started as a purely data oriented method, now it is containing a huge game logic
[09:24:32] <Avenger> maybe someone could refactor this mess
[09:24:52] <fuzzie> yes, maybe we should have the callers call another function
[09:25:31] <Avenger> on the other hand, the original bg2 could even crash if you destroyed an item :)
[09:25:45] <Avenger> well, if you destroyed the wrong item the wrong time
[09:26:12] <Avenger> our killslot code is very bullet proof
[09:26:30] <fuzzie> our pc-destroying code isn't though :p
[09:26:38] <Avenger> no matter how you lose your weapon, you will get another in hand
[09:26:43] <Avenger> i don't like that...
[09:26:51] <Avenger> there is an opcode: drop weapon
[09:27:11] <Avenger> that would make you reequip another weapon if we do as you wanted
[09:27:21] <fuzzie> well, i think killslot is the wrong place
[09:27:33] <Avenger> fuzzie: bg2 dies if you call destroyself on a pc :D
[09:27:37] <fuzzie> maybe the logic should be in the arrow/bolt destruction
[09:28:11] <fuzzie> i forget how this works with breakable weapons, but probably there too
[09:28:25] <Avenger> i think breakable weapons stay in the slot
[09:28:46] <Avenger> killslot isn't the good place to do the weapon switching, i think
[09:29:14] <fuzzie> NoMoreWeapon() function to handle it?
[09:29:22] <Avenger> i just couldn't find a better place, as it already destroys all traces of the wielded item
[09:29:34] <Avenger> once you are past killslot, you don't know the projectile type
[09:29:41] <Avenger> that's why i put it there
[09:29:49] <fuzzie> yes, that is difficult
[09:30:00] <fuzzie> i guess we have to check beforehand?
[09:30:21] <Avenger> we have to keep the projectile type beforehand, and check if the projectile is gone after shooting
[09:31:04] <Avenger> lynx: how goes the summoning?
[09:31:24] <lynxlynxlynx> haven't tried yet, trying to catch that assert in gdb
[09:32:12] <Avenger> ahh ok
[09:32:21] <Avenger> actually, i strongly hope the wand will now crashing
[09:32:27] <Avenger> as there is no Owner
[09:32:40] <Avenger> if there is Owner, i fear it will be the target, and we are back to square #1
[09:33:12] <fuzzie> hm, lots of problems in a short period of time :(
[09:33:37] <Avenger> if there is a crash, it will be easy to make the default owner hostile
[09:34:07] <Avenger> all this because the bio creators were dirt lazy
[09:34:10] <fuzzie> doesn't that just break it in the other direction? :)
[09:34:19] <Avenger> koboldsu ea=5, worgsu ea=255
[09:34:23] <Avenger> they suck
[09:34:42] <Avenger> no fuzzie, if imoen summons the owner will be imoen
[09:34:56] <Avenger> the old code considered the target
[09:35:14] <lynxlynxlynx> Action::Release ends up in abort
[09:35:14] <Avenger> but the wand and imoen target PC
[09:35:26] <fuzzie> but what if an enemy uses a wand?
[09:35:51] <Avenger> well i just told lynx to use EAM_SOURCEALLY for 0
[09:36:06] <Avenger> so if the summoner is an enemy, the worg will be his ally, IE enemy of the part
[09:36:08] <Avenger> y
[09:36:43] <fuzzie> ok, that makes sense, if the summoner/owner is always fine? i'm confused, i'll get some coffee instead of asking stupid questions, sorry :)
[09:37:14] <Avenger> owner is the summoner, yeah, but it could be something weird in case of a trap
[09:37:18] <Avenger> that's why i didn't use it
[09:37:32] <Avenger> i don't know what it will be
[09:37:56] <Avenger> either a NULL, hopefully, causing a crash. Or at some point the NULL Owner defaults to the target
[09:38:01] <Avenger> i fear that's the case :(
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[09:38:20] <lynxlynxlynx> i don't have a save near that trap
[09:38:33] <Avenger> meh
[09:38:43] <Avenger> does imoen work at least?
[09:39:00] <Avenger> with EAM_SOURCEALLY 0?
[09:39:37] <lynxlynxlynx> still rebuilding
[09:40:12] <fuzzie> Avenger: did you work out whether energy drain could have a duration?
[09:40:15] <Avenger> and this isn't even the most complex stuff. Just have to set up the parameters correctly
[09:40:21] <Avenger> yes fuzzie
[09:40:29] <Avenger> i comitted it
[09:40:37] <fuzzie> oh :)
[09:40:47] <fuzzie> i get lost in big commits
[09:40:57] <lynxlynxlynx> we still need to handle immunity
[09:41:09] <Avenger> i think i made them coalesce into a single effect on my own before i considered duration vs. permanent
[09:41:28] <Avenger> lynx: one thing at a time, or we get lost
[09:41:48] <lynxlynxlynx> ogrillon is fine now
[09:41:54] <lynxlynxlynx> kobolds as before :)
[09:42:02] <Avenger> what?
[09:42:09] <lynxlynxlynx> they're fine
[09:42:10] <Avenger> kobolds still attack?
[09:44:01] <Avenger> doh, my party stands at the dryads, there are 2-3 walls between us and the cambion
[09:44:11] <Avenger> and yet minsc and jaheira runs at it
[09:44:13] <Avenger> grrr
[09:44:25] <lynxlynxlynx> nothing new
[09:44:29] <Avenger> the visibility range is far far away
[09:44:37] <Avenger> they shouldn't see it at all
[09:44:48] <lynxlynxlynx> of course not
[09:45:25] <Avenger> interestingly, when i go closer, they stop shouting
[09:45:32] <Avenger> so there is some space time warp
[09:46:06] <Avenger> yes, definitely some warped space
[09:46:42] <lynxlynxlynx> looks like only one save is giving me this assert trouble
[09:47:04] <Avenger> still odd
[09:47:11] <Avenger> got valgrind?
[09:47:22] <lynxlynxlynx> yes
[09:47:37] <lynxlynxlynx> the worg is fine too
[09:47:55] <Avenger> this cambion stuff is annoying
[09:48:14] <fuzzie> the attack stuff is more complicated than visibility, i think
[09:48:17] <lynxlynxlynx> they usually notice the otyugh first
[09:48:39] <fuzzie> in the original game, PC scripts will happily start shooting through walls sometimes, or running around a little maze
[09:48:54] <fuzzie> but obviously gemrb gets it wrong
[09:50:49] <Avenger> whoever changed ctrl-y, grrr
[09:50:54] <Avenger> the kobolds don't die
[09:51:15] <fuzzie> yes, it shouldn't be resistable
[09:51:21] <fuzzie> but this leads back to our resistance problems
[09:51:49] <lynxlynxlynx> tob deals damage twice
[09:51:52] <Avenger> why, is it applydamage, it goes through the effect loop too?
[09:52:02] <fuzzie> yes, it goes through the effect loop
[09:52:05] <Avenger> meeh
[09:52:13] <lynxlynxlynx> we could also use magic damage besides electricity
[09:52:23] <lynxlynxlynx> nobody can resist that without special items :)
[09:52:24] <Avenger> well it should use 0 as resist flag anyway
[09:52:27] <fuzzie> a long time ago, people found bugs if you didn't go through the effect loop, i believe
[09:52:57] <fuzzie> but it would be nice to know exactly what the original engine does
[09:53:08] <Avenger> but no, it calls actor->Damage
[09:53:17] <Avenger> it doesn't create a new effect there, i'm sure
[09:53:25] <Avenger> as the damage opcode calls Damage itself
[09:54:10] <fuzzie> hm, i wonder if that is correct
[09:54:34] <Avenger> it should be, Damage should be the lowest level
[09:54:40] <fuzzie> i thought ctrl-y should respect opcode resistance
[09:54:49] <lynxlynxlynx> it's missing a modifydamage though
[09:55:13] <Avenger> well the code is blocked earlier
[09:55:21] <Avenger> applydamage is added to the queue, but never executed
[09:55:43] <Avenger> btw, stunned actors don't execute any action, so this is wrong
[09:56:01] <Avenger> maybe if i call a processaction?
[09:56:09] <Avenger> but that might trigger the previous problem
[09:56:09] <fuzzie> i still think it should be an effect
[09:56:21] <Avenger> yes, i guess you are right
[09:56:29] <Avenger> it is definitely an effect in the IE
[09:56:39] <Avenger> multiple effects most likely :)
[09:56:53] <fuzzie> yes, when i was testing it, it looked like it applied several effects
[09:57:06] <fuzzie> and then the damage output was simply the addition of all the effects that had worked
[09:59:29] <Avenger> doh, i got an abort with corrupted item cache
[10:00:31] <Avenger> melf's meteor
[10:00:44] <Avenger> used up the last one, chargeitem destroyed it, and there is a freeitem :)
[10:00:53] <Avenger> sucks
[10:01:37] <Avenger> gotta save the resref before chargeitem, it seems
[10:01:54] <Avenger> why this didn't cause problem with arrows, i don't know
[10:03:45] <lynxlynxlynx> meh
[10:03:52] <lynxlynxlynx> the trap summons allies now
[10:03:59] <lynxlynxlynx> ea 4
[10:04:13] <Avenger> as i feared, Owner is the target
[10:04:20] <Avenger> ea 4?
[10:04:27] <lynxlynxlynx> EA_ALLY
[10:04:35] <Avenger> that's unexpected :)
[10:04:56] <lynxlynxlynx> Gnoll Elites btw
[10:05:39] <Avenger> just fixed this minute meteors crash
[10:06:31] <Avenger> i see: cambion did 1000 damage to cambion
[10:06:35] <Avenger> yet it doesn't die
[10:06:53] <fuzzie> minhp?
[10:07:12] <lynxlynxlynx> you forgot to lift his shield
[10:07:52] <Avenger> i don't even see ANY change to hp, where is it now
[10:08:00] <Avenger> starting with Actor::Damage
[10:08:06] <Avenger> where is the actual damaging
[10:08:44] <Avenger> i see displaycombatfeedback
[10:08:50] <Avenger> i see playdamageanimation
[10:08:55] <Avenger> but nothing about hitpoints
[10:09:48] <Avenger> ahh newbase
[10:11:34] <Avenger> oh minhp, you were right fuzzie
[10:20:43] <Avenger> ok, i got feed up with the lack of hotkeys, it is good enough to have just this: case 'm':
[10:20:45] <Avenger> core->GetGUIScriptEngine()->RunFunction("OpenMapWindow");
[10:20:47] <Avenger> break;
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[10:21:45] <Avenger> the keymap stuff of Zipi can work before this to convert the key to 'm'. I don't see any need of pythoning, though
[10:22:11] <fuzzie> that is hardcoding the gui
[10:22:18] <fuzzie> which is kind of awful
[10:22:34] <fuzzie> we don't want to hard-code every single possible keystroke
[10:22:43] <Avenger> oh hmm
[10:22:52] <Avenger> ok
[10:22:54] <fuzzie> but other people don't want it done in python
[10:23:06] <Avenger> we could have something like 'm':'OpenMapWindow' then?
[10:23:07] <fuzzie> so that is why no-one's applied zipi's patch, because no-one can agree
[10:23:10] <Avenger> in a file?
[10:23:27] <fuzzie> well, we can use keymap.ini for the lookup
[10:23:43] <fuzzie> and then have a lookup table from keymap.ini names to functions, yes
[10:24:06] <fuzzie> i thought we could simply have that table in python, it's very easy to do
[10:24:31] <Avenger> ok, for now i will have this hardcoded stuff, because i need the hotkeys badly :)
[10:24:39] <fuzzie> but i didn't implement it because everyone argued about it.
[10:24:41] <Avenger> but feel free to do anything not slow
[10:24:49] <Avenger> i didn't even say too much
[10:24:51] <Gekz> heys
[10:24:57] <Avenger> did i?
[10:25:01] <fuzzie> no :)
[10:25:07] <fuzzie> it was Ed and zefklop, i think
[10:25:10] <Avenger> who else said too much python would hurt?
[10:25:13] <Avenger> because i agree :)
[10:25:20] <Avenger> it would slow stuff down, i fear
[10:25:24] <fuzzie> the python is really fast
[10:25:43] <fuzzie> that fog code change had more of an effect than python ever will, i thik
[10:25:54] <Avenger> which fog change?
[10:26:02] <fuzzie> making the alpha size bigger
[10:26:16] <Avenger> but those fogs are precompiled at startup?
[10:26:28] <Avenger> the alpha channel is always there
[10:26:37] <Avenger> i don't believe it has ANY impact
[10:26:41] <fuzzie> oh, i thought you change the size of the sprite
[10:26:44] <Avenger> no
[10:26:50] <fuzzie> i know that right now, the fog rendering is the slowest
[10:27:05] <Avenger> well, that's possible
[10:27:08] <fuzzie> well, and the bitmap updates, but we can fix that
[10:27:14] <wjp> hm, maybe we should optimize the fog rendering
[10:27:30] <Avenger> and fix the fog artifact too if you are there :)
[10:27:32] <wjp> it's a very specific type of sprite, so there's probably quite a bit of room
[10:27:34] <fuzzie> python is at 1% or so, even when we call the portrait functions every frame and run huge amounts of code
[10:27:54] <fuzzie> and the hotkeys are not something which will run unless someone presses a key :P
[10:28:06] <Avenger> hmm, if you say so, i don't know why i felt like python is slow
[10:28:11] <Avenger> the gui seemed slow
[10:28:15] <fuzzie> we have to call into python anyway for the gui code
[10:29:17] <fuzzie> even for things like the 1-6 keys, python needs to do it
[10:29:31] <fuzzie> i should really fix that code, actually, it drives me mad
[10:29:40] <Avenger> i guess you also want a more generic hotkey system than simply doing one from GameControl
[10:29:58] <Avenger> that means: hotkeys work only when you are seeing the main game area
[10:30:05] <fuzzie> yes, and they need to work everywhere
[10:30:15] <fuzzie> and often we have to run different code if we're not in the main game area
[10:30:21] <fuzzie> for example, the number keys :)
[10:30:56] <Avenger> well, i don't have time for such grand stuff
[10:31:03] <Avenger> if you do it, ok :)
[10:31:31] <fuzzie> things like the 1000h effect timing are far better, i just don't know how to do those :)
[10:31:44] <fuzzie> so i fix little things and i am happy
[10:32:01] <Avenger> i still hunt that wand :(
[10:32:28] <Avenger> doh
[10:32:33] <Avenger> died :)
[10:32:41] <Avenger> i should let minsc open trapped containers
[10:33:02] <Avenger> or start on level 20
[10:33:10] <fuzzie> we still miss some VVCs in cutscenes
[10:33:18] <fuzzie> i should work out if they're being resisted
[10:33:39] <fuzzie> starting on level 20 and creating a minhp item works well :)
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[10:34:04] <D_T_G> hi ppl
[10:35:02] <Avenger> doh ctrl-r doesn't work on the icons yet :P
[10:36:54] --- pupnik_ is now known as pupnik
[10:37:29] <Avenger> ok, leveling up with imoen doesn't work
[10:37:33] <Avenger> she is dual classed
[10:37:45] <fuzzie> python error?
[10:37:49] <fuzzie> we tested imoen a lot
[10:37:54] <Avenger> no, just cannot proceed
[10:38:07] <Avenger> i see her weapon proficiencies odd too
[10:38:07] <fuzzie> disabled accept button?
[10:38:10] <Avenger> yes
[10:38:48] <Avenger> gave her 1M xp
[10:39:00] <Avenger> wait, make that 10M :)
[10:39:02] <Avenger> level 36
[10:39:04] <Avenger> hehe
[10:39:11] <fuzzie> maybe we have table problems at level 36 :)
[10:39:24] <Avenger> no, i just had to set the HLA's too
[10:39:26] <Avenger> LOL
[10:42:15] <Avenger> the levelup code is perfect
[10:42:20] <-- D_T_G has left IRC (Read error: 60 (Operation timed out))
[10:45:05] <Avenger> huh, my screen is very odd when i go to the mephit room
[10:45:11] <Avenger> i wonder what's happening there
[10:45:20] <Avenger> how did lynx go past this place, i wonder
[10:45:53] <Avenger> haha, i got broken swords in place of my minute meteors
[10:49:19] <fuzzie> isn't the mephit room in the dungeon?
[10:49:39] <fuzzie> the dungeon should have been fine for a few months now, apart from the traps
[10:50:16] <Avenger> there are many not good things in the dungeon
[10:50:22] <Avenger> now i cannot open a door, heh
[10:50:53] <fuzzie> http://fuzzie.org/nfs/gemrb/soa.html has my list of dungeon problems at the top
[10:51:03] <fuzzie> if you have more problems, i would wonder if corruption has happened
[10:52:01] <Avenger> smoke mephit has sparkle projectiles that are known to be ugly
[10:52:29] <Avenger> maybe the game screen falling apart is a side effect of my hotkeys
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[10:54:49] <Avenger> ok, i got script corruption too
[10:55:16] <Avenger> but this is strange, it is a null object
[10:55:29] <Avenger> after ob = new Object() ob == NULL
[10:55:42] <fuzzie> can you run valgrind?
[10:55:45] <Avenger> could be out of memory
[10:55:47] <Avenger> i'm in windows
[10:55:53] <Avenger> just loaded a saved game
[10:55:58] <Avenger> hopefully it is reproducible
[10:57:39] <Avenger> meh now it loads
[11:00:47] <fuzzie> i'll build latest svn and valgrind it
[11:01:30] <Avenger> hehe, hobgoblins are allies
[11:01:36] <Avenger> back to square 1 :(
[11:03:15] <Avenger> oops cloudkill killed minsc, he was level 40
[11:03:32] <Avenger> maybe he died because boo died
[11:04:31] <Avenger> and at quit i got another canary dead
[11:05:06] <Avenger> i fear this is my fault
[11:09:45] <fuzzie> the area decompression is really slow under valgrind, i wonder why
[11:13:51] <fuzzie> it is still decompressing!
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[11:20:22] <fuzzie> ok, valgrind sees no problems with effects and no problems when shooting arrows, let me try running out of ammo
[11:21:40] <fuzzie> is there other code i should be checking?
[11:25:31] <fuzzie> ==30579== by 0xFEFB34B: FileStream::Write(void const*, unsigned int) (FileStream.cpp:194)
[11:25:34] <fuzzie> ==30579== by 0xF3E2D1F: GAMImp::PutActor(DataStream*, Actor*, unsigned int, unsigned int, unsigned int) (GAMImp.cpp:783)
[11:25:37] <fuzzie> ==30579== by 0xF3E362F: GAMImp::PutNPCs(DataStream*, Game*) (GAMImp.cpp:963)
[11:25:55] <fuzzie> oh, that's just the 'filling
[11:26:18] <fuzzie> i wonder why it has a problem there
[11:28:03] <fuzzie> i see no actual problems, anyway
[11:28:12] <fuzzie> lots of incredibly awful speed stuff
[11:28:24] <fuzzie> we need to stop re-opening sto files to search them
[11:30:36] <Avenger> hehe
[11:31:28] <Avenger> why is it complaining about filling
[11:31:29] <fuzzie> every few frames, gemrb is opening about 20 sto files
[11:31:33] <fuzzie> and then saving them back to disk
[11:31:34] <Avenger> it is memsetted to 0
[11:31:40] <fuzzie> yes, i don't know why it's complaining
[11:32:51] <fuzzie> but this is surely not a bug, anyway
[11:33:53] <fuzzie> but i can't find any problems in svn gemrb
[11:40:56] <pupnik> !!!
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[11:50:53] <pupnik> wb D_T_G
[11:51:56] <D_T_G> hi pupnik
[11:53:51] <D_T_G> today my third attempt to GUICG22.py
[11:54:54] <pupnik> what are you trying to do?
[11:55:04] <lynxlynxlynx> GUICG22.py
[11:55:23] <pupnik> :)
[11:55:30] <D_T_G> reproduce bg2 main.exe behaviour there
[11:56:08] <D_T_G> it's different in gemrb
[11:56:13] <pupnik> i really hate all this svn metadata i checked out
[11:56:18] <pupnik> it RUINS my find/locate
[11:56:28] <pupnik> /home/pupnik/gemrb/gemrb/trunk/gemrb/tags/GEMRB_0_5_0/gemrb/GUIScripts/bg1/GUICG22.py
[11:56:32] <pupnik> stuff like that
[11:56:44] <lynxlynxlynx> svn-grep () { grep -Rn --color=auto "$@" | grep -sEv "\.svn|Binary file|\.deps|Makefile"; }
[11:56:50] <fuzzie> yes, just checking out trunk is best
[11:56:54] <fuzzie> also, using git-svn :)
[11:57:14] <lynxlynxlynx> pupnik: that's data, not metadata
[11:57:22] <lynxlynxlynx> D_T_G: what bothers you?
[11:57:40] <D_T_G> TextAreaControl
[11:57:58] <D_T_G> it does not refresh after my changes
[11:58:10] <D_T_G> and i don't understand where it is braking
[11:58:25] <pupnik> hmm ty
[11:58:26] <lynxlynxlynx> what did you change?
[11:59:03] <D_T_G> added marking of the button on start and refresh
[11:59:36] <lynxlynxlynx> i don't follow
[12:00:11] <D_T_G> in bg2 when you click class and the kits window appears the first button si automarked in bg2main.exe
[12:00:43] <lynxlynxlynx> you mean the golden border?
[12:00:46] <D_T_G> in gemrb it's not and you're also loosing selected mark on scroll
[12:00:50] <D_T_G> yes
[12:01:58] <lynxlynxlynx> up the diff
[12:02:43] <Avenger> i've removed the Owner defaulting to target, hopefully i run into a crash in the monster summoning now :)
[12:03:58] <D_T_G> lynxlynxlynx: here's my current attempt: http://wklej.org/id/135730/txt
[12:04:55] <D_T_G> i had more complicated patches but without luck
[12:06:14] <D_T_G> but i guess it needs more rewrite
[12:09:20] <lynxlynxlynx> i'd just leave the KitPress change and change the state in there: reset the state of the old button, set the new state for the pressed one
[12:14:00] <D_T_G> hm, thx, i'll try that in 4th attempt ;)
[12:14:11] <Gekz> fuzzie: ever used an emac?
[12:15:10] <fuzzie> nope
[12:15:16] <lynxlynxlynx> emacs is a plural word
[12:15:19] <Gekz> no
[12:15:27] <Gekz> it's a form of macintosh
[12:15:29] <fuzzie> i think Gekz means an eMac
[12:15:34] <Gekz> a g4 eMac
[12:15:35] <fuzzie> which was some old CRT macintosh, i think
[12:15:37] <lynxlynxlynx> yes
[12:15:40] <Gekz> lol yep
[12:15:47] <Gekz> I've been offered one
[12:15:51] <Gekz> for money
[12:15:56] <fuzzie> i had an original bondi blue imac, they were cool :)
[12:16:13] <fuzzie> i upgraded it to 192mb and put baldur's gate on it.
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[12:16:36] <Gekz> I can get one of those for $40
[12:16:57] <fuzzie> the eMac?
[12:19:23] <Gekz> no
[12:19:27] <Gekz> he hasnt got back to me about the emac
[12:24:48] <fuzzie> Hamsters and rangers, everywhere!
[12:28:15] <Avenger> meh this sucks
[12:28:29] <Avenger> the wand casts the summon monster at itself!
[12:28:44] <Avenger> i mean the wand trap
[12:29:23] <pupnik> :)
[12:29:29] <Gekz> lolol
[12:30:13] <pupnik> Can you apply a potion of enlargement to boo and make him a fierce battle-hamster?
[12:30:21] <Gekz> lol
[12:32:03] <fuzzie> Avenger: maybe we have to special-case it to fire at the last person to trigger?
[12:32:32] <Avenger> it fires at the person, but the effect opcode has a targeting mode of 'self'
[12:33:04] <Avenger> the opcode doesn't get the target, it has Owner = NULL, Target = NULL
[12:33:08] <Avenger> so, SUCKS
[12:33:41] <Avenger> all opcodes should be rewritten to allow nulls all over
[12:34:40] <Avenger> i don't quite see how will i get the CurrentArea
[12:34:52] <Avenger> maybe the target of spells is not actor, but scriptable
[12:37:40] <Avenger> the BG2 summon opcode starts with the equvivalent of : if (!target->GetCurrentArea()) return FX_NOT_APPLIED;
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[12:44:26] <lynxlynxlynx> pupnik: i think there's a mod for that, yes
[12:50:04] <edheldil> sounds like fun... ;-)
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[13:38:01] <Gekz> lynxlynxlynx: no
[13:38:05] <Gekz> it's a spell called Boolets
[13:38:09] <Gekz> and it spawns a rat
[13:38:22] <Gekz> it comes with the Minsc loses Boo quest
[13:42:43] <lynxlynxlynx> both Tortured Souls and NEJ have him as a familiar :P
[13:43:02] <Gekz> lol
[13:43:07] <Gekz> time fo bed
[13:43:09] <Gekz> naight
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[14:35:09] <CIA-22> gemrb: 03avenger_teambg * r6877 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: some temporary shortcut keys, just to have something to improve :)
[14:41:18] <fuzzie> pathfinding in original bg2 sure is awful sometimes
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[14:41:52] <fuzzie> hi
[14:42:00] <Avenger> hi :)
[14:42:27] <Avenger> the shortcuts are not the only changes i made, but this other change is a bit too big to just dump it on you :)
[14:42:41] <Avenger> and the crasher is all around
[14:42:47] <Avenger> found any clues?
[14:42:53] <fuzzie> i don't get any crashes
[14:42:57] <Avenger> hmmmmmm
[14:43:00] <fuzzie> although maybe your shortcut keys cause them, let me see
[14:43:10] <Avenger> i doubt that
[14:43:26] <Avenger> lynx got some script corruption
[14:43:29] <Avenger> so, you should too
[14:43:31] <fuzzie> you don't have clues as to what causes the crashes?
[14:43:43] <Avenger> no, it is completely random memory overwrite with zero
[14:43:49] <fuzzie> i spent a while testing the out-of-ammo code, it is fine
[14:43:55] <fuzzie> and i spent a while applying effects, also fine
[14:44:08] <Avenger> well, i could dump this stuff on you :)
[14:44:15] <fuzzie> what is it?
[14:44:17] <Avenger> i just changed all Owners to Scriptable
[14:44:25] <Avenger> in all applyeffects
[14:44:40] <fuzzie> does the original engine do that?
[14:44:47] <fuzzie> maybe we should see what is causing crashes first :/
[14:44:57] <fuzzie> i'll try summons
[14:45:15] <Avenger> the original engine has about 5 effects that could work with scriptable targets, and all owners could be scriptables too
[14:45:31] <Avenger> so my change is a big step in the right direction
[14:46:12] <fuzzie> ack
[14:46:20] <fuzzie> your shortcut key code really needs replacing :P
[14:46:21] <Avenger> heh?
[14:46:27] <fuzzie> i press ctrl-r and it activates!
[14:46:31] <Avenger> lol
[14:47:29] <fuzzie> ok, with lots of summons and the summon trap, no crash
[14:47:42] <Avenger> but it is impossible
[14:47:45] <Avenger> i mean the ctrl-r
[14:48:05] <fuzzie> i expect the input manager code is doing something wrong with the modifiers
[14:48:15] <Avenger> if (Mod&GEM_MOD_CTRL) { ... ... return;}
[14:48:27] <Avenger> it does a return in the end of GEM_MOD_CTRL
[14:48:32] <fuzzie> it seems to only happen intermittently
[14:48:35] <fuzzie> maybe there's an SDL problem or something
[14:48:40] <fuzzie> i'll look at it later
[14:49:14] <Avenger> hmm, maybe it gets a message at key release too?
[14:49:35] <Avenger> hmm it is always key release
[14:49:35] <fuzzie> if you're handling in OnKeyPress or whatever it is called, i don't think so
[14:49:46] <Avenger> i handle it in keyrelease
[14:49:50] <Avenger> only
[14:49:54] <fuzzie> that is probably the problem, then
[14:50:03] <fuzzie> i wouldn't be surprised if i let go of ctrl before the r, sometimes
[14:50:07] <fuzzie> works in original though :)
[14:50:17] <fuzzie> but don't worry about it, i'll look at it
[14:50:25] <fuzzie> i'm trying as much random effect/spell/etc stuff as i can, no crashes
[14:50:53] <Avenger> ahh i see
[14:51:42] <Avenger> yes, if you release ctrl first, then r, it will count as a normal r
[14:52:11] <fuzzie> the original game does that too, though
[14:52:16] <fuzzie> so there must be a timing problem
[14:52:43] <fuzzie> oh, no, the original game doesn't
[14:52:48] <fuzzie> original game handles hotkeys at key down time
[14:53:10] <fuzzie> UI seems to have broken after using hotkeys, though
[14:53:16] <Avenger> ==20489== Invalid write of size 2
[14:53:24] <Avenger> ==20489== at 0x4EF9F7E: Actor::SetEquippedQuickSlot(int, int) (Actor.cpp:4813)
[14:53:31] <Avenger> this is the random overwrite bug
[14:54:11] <fuzzie> 4813 seems to just change EquippedHeader?
[14:54:47] <fuzzie> if that's the bug then the actor must be bad, so problem must be further up the stack?
[14:55:10] <fuzzie> bad cast from a caller, perhaps?
[14:56:54] <Avenger> it shouldn't be called when the weapon is the fist slot
[14:56:58] <Avenger> in SetMap
[14:57:15] <Avenger> move the setequippedquickslot up
[14:57:18] <Avenger> i think
[15:13:12] <CIA-22> gemrb: 03avenger_teambg * r6878 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: force initialisation of saving throws
[15:13:18] <Avenger> i didn't find anything crashy
[15:13:30] <Avenger> the first saving throw was memory garbage
[15:15:05] <fuzzie> wjp: can you reproduce crashes?
[15:17:17] <Avenger> well, i think that weapon slot thing was the cause
[15:19:58] <wjp> any specific crashes?
[15:22:05] <Avenger> i think not anymore
[15:22:13] <CIA-22> gemrb: 03avenger_teambg * r6879 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: fixed a string leak
[15:22:25] <Avenger> but a little valgrinding won't hurt
[15:22:42] <Avenger> after half minute playing i got half M leak
[15:23:14] <Avenger> and the above patch fixed only 566 bytes :)
[15:23:52] <Avenger> my projectiles are leaking too
[15:25:13] <lynxlynxlynx> the script thing was caused by something committed early today or yesterday
[15:25:16] <lynxlynxlynx> i didn't have it before
[15:26:47] <lynxlynxlynx> healing yourself with ctrl-r while polymorphed crashes
[15:28:38] <Avenger> huh someone did some uglybugly hack with the projectiles
[15:28:52] <Avenger> something with attackProjectile
[15:29:35] <Avenger> ahh this is to keep the projectile from firing until the xth frame
[15:29:49] <Avenger> well, sometimes this projectile leaks out :)
[15:30:35] <Avenger> i have a question, if x = NULL; delete x; is fine?
[15:31:45] <Avenger> ok answer is fine
[15:31:51] <lynxlynxlynx> no need to check i think
[15:37:39] <lynxlynxlynx> silly bodhi
[15:42:42] <fuzzie> Avenger: you can delete NULL, if that's what you mean
[15:44:16] <lynxlynxlynx> ouch!
[15:44:38] <lynxlynxlynx> spore colonies reproduce exponentially
[15:45:45] <lynxlynxlynx> screenfull of mushrooms until the game halts to a grind
[15:48:51] <fuzzie> hehe
[15:49:16] <fuzzie> scripting bug? which script?
[15:49:27] <fuzzie> there's still some timing/interruption issues left
[15:49:36] <fuzzie> but am busy with cooking, chores, etc
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[15:50:29] <lynxlynxlynx> they spawn more spawners ...
[15:54:34] <lynxlynxlynx> it's icfung02.baf, but i think it is fine
[15:54:49] <lynxlynxlynx> since we spawn more reproducables, i think the spell is at fault
[15:54:52] <Avenger> i don't think this attackProjectile is a good solution
[15:59:31] <Avenger> are oyu sure they spawn more spawners?
[15:59:58] <Avenger> as far as i see, only icfung02 spawns others
[16:01:49] <lynxlynxlynx> the matrons spawn myconids and more matrons which repeat the process
[16:02:00] <Avenger> matrons?
[16:02:02] <lynxlynxlynx> try summoning one
[16:02:04] <Avenger> you mean spore colonies?
[16:02:16] <lynxlynxlynx> yes
[16:02:23] <Avenger> i see no code that would create a spore colony
[16:03:18] <Avenger> the spore colony casts only summon_fungus, which spawns only myconids
[16:03:29] <Avenger> myconids don't summon at all
[16:04:37] <Avenger> one colony could spawn 4 myconids, no more
[16:04:50] <lynxlynxlynx> i can retry, but there was a clear separation in the head sprites (the only thing visible) and how else would you explain the flood?
[16:05:10] <Avenger> hmm, well, maybe i have a fixed script
[16:05:19] <Avenger> i vaguely remember a flood in the original game
[16:05:33] <Avenger> can you post your script somewhere?
[16:05:41] <Avenger> icfung02
[16:05:41] <lynxlynxlynx> but this was cataclysmic, not just a dosen
[16:06:16] <lynxlynxlynx> i have the one from fuzzie, not sure if it is from a fixpacked game
[16:06:21] <lynxlynxlynx> i'm plain vanilla soa
[16:06:36] <lynxlynxlynx> i can extract my version, of course
[16:06:52] <fuzzie> sorry, those scripts are base tob+patch
[16:07:05] <fuzzie> because i don't want to miss things that they fixed in the fixpack but should work in gemrb anyway
[16:07:31] <Avenger> the mushroom might be out of control in the original game too
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[16:07:36] <lynxlynxlynx> i doubt this is the cause though, hundreds of myconids!?
[16:07:49] <fuzzie> where is this?
[16:07:52] <fuzzie> i mean, which area
[16:07:55] <Avenger> well i told you to post the script
[16:08:23] <lynxlynxlynx> don't have the area anymore, it is the first sanity check
[16:08:38] <lynxlynxlynx> i can look later, i'm just about to quit back to upper spellhold
[16:08:53] <fuzzie> icfung02 does Delay(20) -> SUMMON_FUNGUS, in two blocks which check the global
[16:09:18] <lynxlynxlynx> cutscenes should freeze custom pc scripts, my actor isn't teleported out of one challenge, since she attacks some trolls she can't kill
[16:09:25] <Avenger> a local variable
[16:09:28] <Avenger> i hope
[16:09:35] <fuzzie> cutscenes freeze all scripts
[16:09:36] <Avenger> all scope fields are locals
[16:09:58] <fuzzie> if you encounter a pc attack then it's likely that it triggered outside the cutscene
[16:10:06] <fuzzie> in particular, dialogs within cutscenes can cause this
[16:10:23] <fuzzie> but i thought i fixed that
[16:10:48] <lynxlynxlynx> i talk to the apparition, the cutscene starts and once the dialog was over my char immediately attacked again (that's agen for you)
[16:11:07] <lynxlynxlynx> out of sight, of course >>
[16:11:33] <fuzzie> which dialog, is maybe the important question
[16:12:07] <fuzzie> Delay() looks like it's broken
[16:12:34] <lynxlynxlynx> bg2/elearb10.d
[16:12:39] <fuzzie> it does weird stuff that can't work
[16:13:08] <lynxlynxlynx> so it's not actually a real cutscene
[16:13:09] <fuzzie> lynxlynxlynx: so that doesn't start a cutscene
[16:13:16] <lynxlynxlynx> :)
[16:13:28] <fuzzie> the bug is probably our actionoverride not deleting the action queue
[16:13:37] <lynxlynxlynx> maybe the custom script is reevaluated too often?
[16:13:45] <lynxlynxlynx> ok
[16:14:01] <fuzzie> yes, custom scripts are reevaluated too often, i think
[16:14:16] <fuzzie> but they could happen at any time anyway
[16:14:26] <fuzzie> what's a StateOverrideFlag?
[16:14:40] <lynxlynxlynx> with agen, it is practically imposible to casts spells or innates if there are targets nearby
[16:14:47] <fuzzie> seems to be "ignore current state for a while", maybe that's it
[16:16:12] <fuzzie> agen doesn't do that in the original game?
[16:16:40] <fuzzie> the other AI scripts deliberately check if ActionListEmpty)
[16:17:05] <lynxlynxlynx> i don't usually use scripts when playing
[16:17:08] <fuzzie> but it seems that even with correct triggert code, agen is going to interrupt your actions every second or so..
[16:19:01] <fuzzie> ok, i guess i need to fix our actionoverride code more urgently
[16:19:26] <fuzzie> and work out the interrupt situation ther
[16:20:20] <Avenger> ok the majority of the leaks were projectile palettes
[16:20:25] <CIA-22> gemrb: 03avenger_teambg * r6880 10/gemrb/trunk/gemrb/plugins/Core/Projectile.cpp: fixed a major leak in projectiles
[16:20:59] <CIA-22> gemrb: 03avenger_teambg * r6881 10/gemrb/trunk/gemrb/plugins/Core/Spell.cpp: fixed a leak
[16:21:20] <lynxlynxlynx> bah, a crash just when i "kill" jon
[16:22:00] <Avenger> and i just committed a major change
[16:23:04] <Avenger> oops, some line feed inconsistencies
[16:23:07] <Avenger> i love windows
[16:23:32] <CIA-22> gemrb: 03avenger_teambg * r6882 10/gemrb/trunk/gemrb/plugins/ (10 files in 4 dirs):
[16:23:32] <CIA-22> gemrb: fixed some more leaks
[16:23:32] <CIA-22> gemrb: converted Effect Owner to Scriptable
[16:24:08] <Avenger> use r6882 only after you found the crasher :)
[16:24:25] <fuzzie> do you think it causes more crashes?
[16:24:38] <Avenger> actually, i think it fixed it :D
[16:25:00] <Avenger> in actor::SetMap
[16:25:03] <Avenger> SetEquippedQuickSlot( inventory.GetEquipped(), EquippedHeader );
[16:25:11] <Avenger> this should go inside the bracket
[16:26:00] <lynxlynxlynx> my crash is my crash; from the levelup stub i put in there
[16:26:11] <Avenger> oh interesting
[16:26:25] <Avenger> you would have leveled up from jon?
[16:27:04] <lynxlynxlynx> yes, but this is really my fault, it is incomplete code
[16:27:18] <lynxlynxlynx> i was adding the "Level up" feedback
[16:27:49] <Avenger> ok going back to windows
[16:27:56] <lynxlynxlynx> the annoying bit is how to only display it once
[16:28:03] <Avenger> the wand trap won't summon anything right now :(
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[16:28:09] <lynxlynxlynx> since the pcf is run each time you get xp
[16:29:58] <fuzzie> yes, it is a pain because you have no real way of identifying actors from python
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[16:30:35] <fuzzie> i didn't look at any of the code, but perhaps you could keep a copy of the LEVEL stats each time the pcf is called and only call into python when it changed from the last time
[16:31:05] <fuzzie> have to be careful about level drain hacks though
[16:31:55] <Avenger> does the record screen check for level drain?
[16:31:56] <lynxlynxlynx> i was planning to reuse a global var and reset it on levelups
[16:32:02] <lynxlynxlynx> Avenger: nope
[16:32:10] <lynxlynxlynx> not yet that is :)
[16:32:15] <Avenger> when you are level drained, it disables printing the xp
[16:32:51] <fuzzie> what kind of global var, though?
[16:33:22] <lynxlynxlynx> gemrb
[16:33:36] <fuzzie> but how do you tell between party members?
[16:33:39] <lynxlynxlynx> Avenger: yes, it also displays the lower level
[16:33:41] <fuzzie> they can be swapped from under you
[16:33:56] <lynxlynxlynx> that's a problem, yes
[16:34:05] <lynxlynxlynx> i could have 10 vars, but that's silly
[16:34:49] <fuzzie> maybe i got too obsessed with solutions always being the right ones, something working for now would be an improvement
[16:35:07] <lynxlynxlynx> i don't have it working yet
[16:36:58] <Avenger> btw, i tried to reload a gemrb saved game into the original
[16:37:24] <Avenger> we are away only by one zeroed out field causing division by zeros
[16:37:38] <fuzzie> gemrb's weird resrefs aren't a problem?
[16:37:52] <Avenger> dunno, the area losts its actors :)
[16:38:04] <Avenger> but the zero field is in some spawnpoint
[16:38:24] <Avenger> i manually set it to some nonzero value, then managed to resave the area in IE ;)
[16:38:58] <lynxlynxlynx> underdark!
[16:39:15] <lynxlynxlynx> fuzzie: seems your forum inspired horrors about spellhold are not true
[16:39:37] <fuzzie> strange :)
[16:39:43] <fuzzie> you didn't skip anything?
[16:41:47] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs#misc
[16:41:50] <lynxlynxlynx> see bottom
[16:41:55] <lynxlynxlynx> only a few issues
[16:42:23] <lynxlynxlynx> had to ctrl-y the spore colony, jump from bodhi
[16:42:43] <lynxlynxlynx> run from trolls, since i can't kill most of their kind (plain fists)
[16:42:54] <fuzzie> and maybe some cutscene bugs simply paper over other ones (eg, the glass things)
[16:43:28] <lynxlynxlynx> the glass and the picture thing seem similar
[16:43:37] <lynxlynxlynx> positional offset
[16:44:05] <lynxlynxlynx> oops
[16:44:44] <lynxlynxlynx> i forgot to write down the only substantial hack i had to make
[16:45:06] <lynxlynxlynx> i had to shortcircuit that bhaal cutscene, since we don't do following to subareas yet
[16:45:07] <fuzzie> and some more data (script/dialog) would be helpful for a lot of these, of course
[16:45:21] <lynxlynxlynx> i have a few saves :)
[16:47:42] <lynxlynxlynx> you want to know anyone in particular?
[16:48:06] <lynxlynxlynx> i'm anchored in underdark now and can go back quite easily
[16:48:20] <fuzzie> wondering about the apparition challenge
[16:48:33] <lynxlynxlynx> the cloak one?
[16:48:40] <fuzzie> i guess so :)
[16:48:50] <lynxlynxlynx> ok
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[16:56:50] <Edheldil> hi
[16:58:02] <fuzzie> hi
[16:58:22] <lynxlynxlynx> it's the elepuz0* dialogs in ar1511
[16:58:47] <lynxlynxlynx> maybe they did all talk to me and just the viewport didn't change
[17:01:00] <fuzzie> it does look like it should have
[17:01:17] <fuzzie> but yes i don't think we change the viewport on dialog transitions
[17:01:24] <fuzzie> that is probably game-specific anyway
[17:01:47] <lynxlynxlynx> since the actors all look the same, the speaker color isn't a good indicator
[17:02:59] <fuzzie> i wonder how it's indicated in the original game, speaker circle highlight?
[17:03:34] <lynxlynxlynx> we don't do that either
[17:03:52] <fuzzie> yes, that is noticable very quickly in bg1
[17:04:04] <lynxlynxlynx> maybe it centered on the talker or just made sure both he and the target are on screen
[17:04:44] <lynxlynxlynx> it was definitely obvious the quiz was a round robin
[17:15:28] <lynxlynxlynx> Avenger: you were right, no new spore colonies, just too many myconids
[17:16:33] <fuzzie> well, if Delay() is broken then they're all going to spawn at once
[17:16:38] <fuzzie> but it should just be 3 spawns total
[17:16:49] <lynxlynxlynx> by round three there are at least 150 of them :)
[17:17:05] <fuzzie> spell bug?
[17:17:13] <lynxlynxlynx> and it happens the fourth time too
[17:17:45] <fuzzie> sorry, 4 spawns total
[17:18:26] <fuzzie> i assume the SUMMON_FUNGUS spell is buggy if you really have so many..
[17:18:35] <lynxlynxlynx> http://lynxlynx.info/bugs/mushroom.madness.jpg
[17:18:55] <fuzzie> but i think i learnt now that the summoning spells are scary
[17:19:02] <lynxlynxlynx> i think it repeats again afterwards, but there is no room left :)
[17:19:15] <lynxlynxlynx> i can only guess from the console output
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[17:29:01] <fuzzie> that screenshot is very neat, my brother thought it was some kind of new red-floor area :)
[17:29:34] <lynxlynxlynx> heh
[17:32:41] <fuzzie> bg2 seems to treat traps as points too
[17:32:55] <fuzzie> it's just careful to not set them off
[17:42:37] <lynxlynxlynx> does anyone have a guirec screenshot of a leveldrained char from the original game?
[17:43:02] <fuzzie> hum, i just restored my char :(
[17:51:46] <Avenger> hehe nice
[18:15:09] <Avenger> hmm which script causes irenicus summon the copies?
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[18:29:59] <Avenger> i found it: ppjon
[18:33:08] <Avenger> fixed the fake calahans :)
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[18:40:53] <lynxlynxlynx> token foo
[18:41:23] <lynxlynxlynx> i see some tokens in guirec even though they are not in any strref or part of the existing chu values
[18:42:18] <lynxlynxlynx> so i have no idea where they come from and how to disable them for level-drained chars
[18:42:44] <lynxlynxlynx> (they come with extra strings, so not setting the token is not enough)
[18:42:55] <CIA-22> gemrb: 03avenger_teambg * r6883 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: CreateCreatureObjectCopy won't create a copy if there is no one to be copied
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[18:43:10] <Avenger> ok at least one easy bug is done
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[18:43:58] <lynxlynxlynx> Avenger: please check the log :)
[18:44:50] <pupnik> aclocal/libtoolize is giving me problems now
[18:45:16] <fuzzie> pupnik: you need recent versions, i think
[18:45:42] <fuzzie> we added flags that older versions don't like at some point
[18:45:56] <lynxlynxlynx> i made that optional iirc
[18:46:00] <Avenger> how do you strike out text?
[18:46:43] <lynxlynxlynx> http://perfectlytimedphotos.com/perfectly-timed-photo/7238-i-am-skeletor <-- bodhi anyone?
[18:46:47] <pupnik> http://paste.debian.net/44370/ there is my error
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[18:48:00] <lynxlynxlynx> edit autogen.sh and remove that
[18:48:08] <pupnik> vi autogen.sh
[18:48:17] <pupnik> hehe
[18:48:20] <pupnik> man i'm tired
[18:48:20] <Avenger> look for -W ?
[18:48:28] <lynxlynxlynx> $my_aclocal -W no-syntax || exit 1
[18:48:46] <Avenger> lynx how do you strike out text in the wiki?
[18:48:54] <pupnik> ty
[18:48:55] <lynxlynxlynx> oh, in the wiki :)
[18:49:04] <lynxlynxlynx> Avenger: just remove it if it is done
[18:49:07] <Avenger> yes, i wanted to mark that bug :)
[18:49:16] <Avenger> remove it only when someone TESTED it :D
[18:49:35] <pupnik> hmm now it complains about "no-syntax"
[18:49:42] <pupnik> oh that was a param for -W
[18:49:43] <Avenger> remove no-syntax too
[18:50:18] <lynxlynxlynx> otherwise wrap it in <del></del>
[18:50:24] <lynxlynxlynx> or just click on the toolbar icon
[18:51:39] <Avenger> oh there is a toolbar icon?
[18:51:45] <Avenger> hehe, i guess, noscript killed it
[18:55:01] <lynxlynxlynx> any idea about that tokens thing?
[18:57:22] <fuzzie> what do you want to know in particular?
[18:57:27] <fuzzie> i mean, we do have gemrb specific tokens
[18:58:12] <fuzzie> and they're handled in TLKImp::BuiltinToken
[18:58:21] <lynxlynxlynx> one is NEXTLEVEL
[18:58:27] <fuzzie> but adding more logic there sounds like a bad idea
[18:58:33] <CIA-22> gemrb: 03lynxlupodian * r6884 10/gemrb/trunk/autogen.sh: autogen.sh: try $my_aclocal with warnings too, incase it doesn't support -W
[18:58:34] <lynxlynxlynx> doesn't match anywhere with grep except the scripts
[18:59:01] <fuzzie> and the scripts don't set it in the token dictionary?
[18:59:24] <fuzzie> they do seem to
[18:59:33] <lynxlynxlynx> not always
[18:59:43] <fuzzie> it does get looked up from there, anyway
[19:00:11] <lynxlynxlynx> it doesn't explain why there's the "Next Level: " prefix
[19:00:21] <lynxlynxlynx> the tokens themselves are easy to ignore
[19:00:38] <lynxlynxlynx> (when leveldrained, these are not displayed, only the class+level)
[19:01:05] <lynxlynxlynx> stats.append ( (16480,1,'c') )
[19:01:07] <lynxlynxlynx> if LevelDrain:
[19:01:08] <lynxlynxlynx> stats.append ( (57435,1,'c') ) # LEVEL DRAINED
[19:01:22] <lynxlynxlynx> #16480 - <CLASS>: Level <LEVEL>
[19:01:51] <lynxlynxlynx> but i get also "Next Level: " and Current XP in between the two
[19:04:20] <fuzzie> that is in the strref
[19:04:25] <fuzzie> perhaps you're grepping by line?
[19:04:48] <fuzzie> <CLASS>: Level <LEVEL>
[19:04:48] <fuzzie> Experience: <EXPERIENCE>
[19:04:50] <fuzzie> Next Level: <NEXTLEVEL>
[19:04:53] <fuzzie> ^-
[19:05:17] <lynxlynxlynx> hmm, i guess it was a flaw in my extraction then
[19:05:30] <lynxlynxlynx> they are all separate oneliners here
[19:05:57] <lynxlynxlynx> thanks
[19:06:18] <lynxlynxlynx> 11293 will do
[19:06:35] <fuzzie> http://fuzzie.org/nfs/gemrb/bg2_strings.txt is what I'm grepping (just weidu output)
[19:07:24] <lynxlynxlynx> i parsed the ie_sh output
[19:07:36] <lynxlynxlynx> i have dumps for all the games
[19:07:51] <fuzzie> do you want the others dumped?
[19:09:22] <lynxlynxlynx> no need, thanks
[19:12:27] <fuzzie> sorry, do you still need a level drain screenshot?
[19:12:33] <fuzzie> i could go hunt down some vampires
[19:15:46] <lynxlynxlynx> i checked single and dual classes
[19:16:07] <lynxlynxlynx> if you have any multis that could help
[19:16:29] <lynxlynxlynx> vampiric mists saved me :) all my saves were too late in the game for vampires
[19:16:55] <pupnik> IWDOpc.cpp:455 / 456 breaks in new svn checkout 'make'
[19:17:14] <lynxlynxlynx> how?
[19:17:19] <Avenger> hmm i wonder how habib's weapon ended up in the magic weapon slot
[19:17:31] <lynxlynxlynx> Avenger: i have a save for that and it is reproducible
[19:17:39] <pupnik> http://paste.debian.net/44377/
[19:17:41] <lynxlynxlynx> definitely the wierdest bug
[19:18:02] <lynxlynxlynx> ah, this is from today's change
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[19:19:12] <Avenger> hmm the EARelation is my oversight
[19:19:51] <lynxlynxlynx> fuzzie: currently I display the "level drained" for each class in multis
[19:20:58] <fuzzie> Avenger: the AL_TRUE_NEUTRAL is your changes as well
[19:21:14] <Avenger> is that buggy?
[19:21:20] <fuzzie> no such define exists
[19:21:25] <Avenger> heh
[19:21:32] <fuzzie> yikes, you really changed a lot of lines
[19:22:19] <Avenger> ok i need to upload some more
[19:22:42] <pupnik> ':)
[19:23:28] <CIA-22> gemrb: 03avenger_teambg * r6885 10/gemrb/trunk/gemrb/ (5 files in 3 dirs): missing uploads
[19:24:06] <Avenger> i'm not sure i needed to change the EARelations stuff, but i did it, the second parameter is always an Actor
[19:26:45] <Avenger> lynx: the habib stuff, the code is in sw1h57
[19:27:00] <Avenger> it creates sw1h56 in the inventory of a person hit
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[19:27:11] <Avenger> opcode 0xff
[19:27:18] <Avenger> but it should look only for inventory slots
[19:27:25] <Avenger> and slotyype.2da is correct
[19:27:29] <Avenger> slottype
[19:27:59] <Avenger> and i'm sure you had no full inventory
[19:28:11] <Avenger> so a normal inventory slot should have been found
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[19:32:13] <Avenger> oh i see
[19:32:25] <Avenger> if ((i<SLOT_INV || i>LAST_INV)
[19:32:34] <Avenger> probably LAST_INV is not the last inventory slot
[19:35:45] <Avenger> hmm weird, there is code to exclude the magic slot ALWAYS
[19:36:22] <lynxlynxlynx> yes, the original creates it in your pack
[19:36:47] <lynxlynxlynx> the inventory wasn't full
[19:36:49] <Avenger> but the 0xff effect should do the same!
[19:37:14] <lynxlynxlynx> i can send you a save if you want to step through it
[19:37:18] <Avenger> it calls Inventory::AddSlotItem with -3 as second parameter
[19:37:38] <Avenger> no, i can always clone the habib dagger item
[19:38:11] <Avenger> i simply cannot se how addslotitem would pick the magic weapon slot, gotta debug this
[19:38:23] <Avenger> hmm but first
[19:38:26] <Avenger> what if you look at it
[19:38:42] <Avenger> can you look at it sw1h57?
[19:38:55] <lynxlynxlynx> ingame or in dltcep?
[19:39:10] <Avenger> dltcep or any editor
[19:39:35] <Avenger> its extended header should have opcode 0xff (create item days)
[19:40:00] <Avenger> Item: Create Inventory Item (days) [255]
[19:40:08] <lynxlynxlynx> yep
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[19:40:25] <Avenger> ok, then i gotta see this with my own eyes :)
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[19:56:48] <pupnik> yaay it worksen
[20:06:37] <CIA-22> gemrb: 03lynxlupodian * r6886 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2: display the level-drainedness in the stat overview
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[20:07:58] <Avenger> heh, i couldn't reproduce the habib bug
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[20:09:12] <lynxlynxlynx> my first inventory slot has a nondroppable item, could that affect it?
[20:09:17] <lynxlynxlynx> i can send you the save
[20:12:20] <CIA-22> gemrb: 03lynxlupodian * r6887 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2: also display the poison resistance in the stat overview
[20:17:45] <Avenger> how can i get the save?
[20:18:39] <lynxlynxlynx> i'll mail it to you or dcc if it works
[20:19:05] <Avenger> lets try dcc, but i'm almost sure it wont
[20:19:39] <pupnik> dcc sender must open a port
[20:19:46] <pupnik> if behind nat
[20:20:04] <pupnik> or that's how it used to be
[20:20:07] <lynxlynxlynx> it's already over ;)
[20:20:26] <Avenger> wow it worked
[20:20:30] <lynxlynxlynx> you will find him at the north slums exit
[20:20:50] <Avenger> but windows sucks at bz2
[20:21:03] <lynxlynxlynx> winrar should be able to handle it
[20:21:19] <Avenger> i got only 7zip
[20:21:24] <Avenger> that should work?
[20:22:01] <Avenger> yeah works
[20:23:38] <Avenger> where is habib
[20:23:45] <Avenger> i've loaded the save
[20:23:59] <lynxlynxlynx> <lynxlynxlynx> you will find him at the north slums exit
[20:24:19] <Avenger> here is habib!
[20:26:50] <Avenger> heh, i couldn't reproduce!
[20:26:57] <Avenger> it appeared in the inventory correctly
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[20:27:35] <Avenger> the inventory slots are going from top left corner to bottom left corner, then second column, etc.
[20:27:47] <Avenger> it is in the second row, second column (4th item)
[20:27:53] <Avenger> as expected
[20:28:18] <lynxlynxlynx> what kind of bg2 is that?
[20:28:23] <lynxlynxlynx> this is plain tob
[20:28:24] <Avenger> gemrb
[20:28:46] <Avenger> tob
[20:28:52] <Avenger> but i started a soa game
[20:28:55] <fuzzie> but fixpacked?
[20:29:06] <Avenger> yes
[20:29:11] <fuzzie> so maybe that is the difference
[20:29:20] <Avenger> can you check fuzzie?
[20:29:28] <fuzzie> i have to rebuild gemrb again, but if someone could dcc it, once it's built :)
[20:30:18] <Avenger> sending
[20:30:24] <lynxlynxlynx> me too
[20:30:28] <Avenger> hehe
[20:30:34] <lynxlynxlynx> doesn't fare well
[20:30:49] <lynxlynxlynx> Avenger had autoaccept :)
[20:30:54] <Avenger> no
[20:30:57] <Avenger> i clicked on it
[20:31:47] <Avenger> fuzzie ?
[20:32:01] <lynxlynxlynx> Habib's 'Mighty Scimitar' Fix removes the erroneous ability of his thrown scimitars to become permanently stuck in characters' quick-weapon slots.
[20:32:03] <lynxlynxlynx> that's from baldurdash
[20:32:16] <Avenger> hehe
[20:32:19] <lynxlynxlynx> so it's definitely in g3
[20:32:22] <Avenger> but then gemrb is innocent
[20:32:25] <lynxlynxlynx> yep
[20:32:31] <Avenger> and i asked you about the effect
[20:32:34] <Avenger> it is 0xff
[20:32:42] <Avenger> so it shouldn't go to the quick weapon slot
[20:32:43] <lynxlynxlynx> item removed :)
[20:33:12] <Avenger> dcc aborted
[20:33:15] <fuzzie> oh, i am distracted
[20:33:23] <lynxlynxlynx> there's no point anymore
[20:33:23] <Avenger> yeah, we noticed :P
[20:33:29] <fuzzie> apparently not :)
[20:33:46] <Avenger> hmm, wait
[20:33:55] <Avenger> you say, it sticks in your original game too?
[20:34:31] <Avenger> i just wonder how would it stick with the 0xff opcode, that opcode creates items only in the inventory
[20:34:46] <lynxlynxlynx> i only tried gemrb
[20:35:00] <Avenger> could you send me the file?
[20:35:05] <Avenger> sw1h57.itm
[20:36:24] <lynxlynxlynx> isn't 56 that's problematic?
[20:36:37] <Avenger> sw1h57 creates sw1h56
[20:36:39] <lynxlynxlynx> oops
[20:36:40] <Avenger> send both
[20:36:47] <lynxlynxlynx> i was looking at a patched game
[20:36:58] <Avenger> and used an unpatched?
[20:37:00] <Avenger> grrrr
[20:37:01] <lynxlynxlynx> my dltcep path points to a modded install
[20:37:09] <Avenger> lol
[20:37:20] <Avenger> ok, then just look at sw1h57
[20:37:26] <Avenger> in the unpatched
[20:37:51] <lynxlynxlynx> not in the override, meh
[20:38:29] <Avenger> extract it :D
[20:38:35] <Avenger> err
[20:38:39] <Avenger> you don't have to extract
[20:38:43] <Avenger> just load in dltcep
[20:38:53] <Avenger> you can have multiple setups
[20:39:00] <lynxlynxlynx> yep
[20:39:39] <Avenger> ok, but anyway, it is not gemrb problem, it seems
[20:40:31] <Avenger> where is the bug list?
[20:41:22] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs
[20:42:13] <lynxlynxlynx> yeah, that one doesn't have 255, but 111 - create magical weapon
[20:42:29] <Avenger> cool
[20:45:41] <Avenger> added link to your page from the todo page
[20:45:46] <wjp> Avenger: quick question: by fog-of-war artifacts, do you mean the tiles not connecting properly?
[20:46:07] <Avenger> i meant the corner tiles that are fully seen
[20:46:23] <Avenger> err, fully unseen, probably
[20:46:43] <Avenger> you can see it mostly on snowy areas
[20:46:45] <Avenger> try iwd2
[20:47:37] <wjp> humm, segfault on startup
[20:48:06] <wjp> in chargen, I should say
[20:48:13] <Avenger> huh
[20:48:25] <lynxlynxlynx> Avenger: there was already a link
[20:48:51] <Avenger> ahh yes now i see it
[20:51:17] <lynxlynxlynx> i see what needs to be done for damage resistance
[20:52:41] <Avenger> wjp do you need a screenshot?
[20:54:26] <wjp> yes please
[20:54:39] <wjp> I don't really see anything standing out in iwd1
[20:55:02] <lynxlynxlynx> bordering over doors looks crappy too, not sure if it is related
[20:55:10] <fuzzie> that's a different bug
[20:55:20] <fuzzie> i think, anyway
[20:55:36] <Avenger> sending
[20:55:38] <lynxlynxlynx> it is clearly visible in one of the big doors in spellhold
[20:55:51] <lynxlynxlynx> you can see badly blended door blocks
[20:56:41] <wjp> Avenger: your firewall seems to be blocking the dcc
[20:57:45] <wjp> (or at least, I'm assuming that since the connection is stuck in the SYN_SENT state on my end)
[20:58:11] <Avenger> http://tinypic.com/r/5sfbk/3
[20:58:52] <Avenger> got it?
[20:59:05] <wjp> hm, that does look kind of bad
[20:59:24] <Avenger> yes, those types don't have a bitmap
[20:59:37] <Avenger> they are affected by their neighbour only
[20:59:50] <Avenger> there are NULL fogsprites, though
[21:00:06] <Avenger> those nulls should cover these
[21:03:28] <Avenger> heh i wonder why temples don't have real cures, the cures are stored as resref
[21:03:38] <Avenger> so it shouldn't convert to 'spitxxx'
[21:04:01] <fuzzie> difference with another game version?
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[21:04:27] <Avenger> well, this is bg2
[21:04:32] <Avenger> should be ok
[21:04:42] <Avenger> i gotta see a temple
[21:07:42] <lynxlynxlynx> what does "it" there stand for?
[21:09:53] <Avenger> item
[21:10:00] <lynxlynxlynx> ah
[21:10:05] <Avenger> i planned enchantments :)
[21:10:27] <Avenger> item enchantments :)
[21:12:20] <wjp> Avenger: it's tempting to redo alpha fog-of-war drawing entirely, as this is rather hard to fix with a tile approach
[21:12:49] <Avenger> i agree, i thought about that, but i lack the skills :)
[21:13:47] <fuzzie> let us place the crown of volunteering upon wjp
[21:14:27] <Avenger> lynx: gemrb core returns the temple spells correctly O_o
[21:14:53] <Avenger> and isee them in the temple gui correctly
[21:14:55] <Avenger> hmm
[21:14:58] <Avenger> what's the problem
[21:15:14] <lynxlynxlynx> i see them in the gui listed too
[21:15:27] <Avenger> ok, then casting doesn't work?
[21:15:38] <lynxlynxlynx> sometimes
[21:16:06] <lynxlynxlynx> and by that "isee" do you mean you get resurrection/raise dead disabled?
[21:16:15] <CIA-22> gemrb: 03wjpalenstijn * r6888 10/gemrb/trunk/gemrb/plugins/SDLVideo/SDLVideoDriver.cpp: Tweak fog of war alpha channel slightly to reduce corner/edge artifacts
[21:16:22] <lynxlynxlynx> maybe it was related to my magic immunity ;)
[21:16:39] <lynxlynxlynx> but i definitely got those spit errors
[21:16:50] <Avenger> hmm the store descriptions are crap!
[21:17:26] <Avenger> i mean the spell descriptions in the cure section
[21:18:58] <Avenger> i see the error
[21:19:24] <fuzzie> just make sure you don't break other games!
[21:24:08] <Avenger> this is guiscript
[21:24:17] <Avenger> so i should make sure i FIX all games :D
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[21:53:58] <pupnik> hmmm
[21:55:10] <pupnik> have there been changes to cpu-intensive fog-of-war things?
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[21:57:07] <wjp> no
[21:57:50] <wjp> although that may happen in the future :-)
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[22:08:26] <fuzzie> I'd forgotten so much about Baldur's Gate 2, heh.
[22:08:39] <fuzzie> It's quite nice having the opportunity of being ill to play it all again.
[22:08:53] <fuzzie> Just finished the Planar Prison, don't remember it at all..
[22:09:37] <wjp> that one was easy to miss entirely, though
[22:09:53] <wjp> (at least, I don't think it was required, right?)
[22:10:11] <fuzzie> No, not at all required, but I *do* remember the entrance portal! So I must have made it that far.
[22:11:22] <fuzzie> Alas, I found so many new gemrb bugs that I'd thought were normal behaviour before. But also pleasantly surprised by the pathfinding not being perfect, there still being plenty of broken-looking things, etc.
[22:15:23] <Avenger> wow, restoration has the 'not evil' targettype?
[22:16:09] <Avenger> i didn't know it is actually used
[22:16:14] <Avenger> maybe it is a fixpack thing
[22:17:16] <CIA-22> gemrb: 03avenger_teambg * r6889 10/gemrb/trunk/gemrb/GUIScripts/ (4 files in 4 dirs): fixed temple spells
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[22:32:09] <CIA-22> gemrb: 03avenger_teambg * r6890 10/gemrb/trunk/gemrb/plugins/Core/ (Effect.h EffectQueue.cpp): added FX_TARGET_NOT_EVIL target type
[22:43:57] <Avenger> bye
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