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[00:48:35] <Textmode> meep?
[00:51:55] <pupG0AT> hi
[00:52:10] <pupG0AT> getting late
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[00:57:35] <Textmode> yeah, almost midday.
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[10:25:43] <lynxlynxlynx> found out why slayer changes are fatal
[10:26:51] <fuzzie> isn't it just that the damage isn't resisted?
[10:26:54] <lynxlynxlynx> when you polymorph into it, you get delayed damage effects attached, but the return to normal state doesn't clear them, just sets your damage resistance to 100% for the remaining duration
[10:27:08] <fuzzie> we keep the old stats around now, so we could check them when checking damage resistance
[10:27:21] <fuzzie> We did work this out together at the time. :-)
[10:27:34] <lynxlynxlynx> this resistance mod comes later in the spell queue than the damage, so when the damage delay is over, the damage is applied before the resistance
[10:28:07] <lynxlynxlynx> ok, i'll try with the safe stat instead
[10:28:19] <lynxlynxlynx> beats reordering
[10:28:29] <lynxlynxlynx> i forgot about the details
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[10:28:46] <fuzzie> Hehe, I'm just sorry if you spent a while working that out!
[10:28:49] <Avenger> hi
[10:28:53] <fuzzie> It was a while ago.
[10:28:58] <fuzzie> hey Avenger.
[10:29:00] <Avenger> bioware should follow this example: http://www.ultimaaiera.com/blog/arx-fatalis-updated-source-code-released/
[10:30:28] <fuzzie> Wouldn't expect anything from an EA-owned company :(
[10:30:38] <Avenger> lol poor lynx
[10:31:02] <Avenger> GetSafeStat was implemented exactly for the slayerchange bug
[10:31:33] <Avenger> hope you didn't waste much time on that bug
[10:32:19] <lynxlynxlynx> part of this morning :)
[10:32:42] <Avenger> it will take some time to rewrite all effects
[10:32:51] <Avenger> because, not all effects should be rewritten
[10:33:48] <Avenger> well, the one responsible for the bug, should be :)
[10:34:20] <CIA-85> GemRB: 03lynxlupodian * r4f48d6aad7c0 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[10:34:21] <CIA-85> GemRB: use the safe (previous) stat when determining damage resistance
[10:34:21] <CIA-85> GemRB: fixes the fatal slayer transformation end
[10:34:28] <fuzzie> Works?
[10:36:11] <lynxlynxlynx> yes
[10:36:20] <fuzzie> Great. :)
[10:41:19] <Avenger> lol, in iwd2 source: it sets 8 characters in a shared string, one by one. That means, it always creates a copy before modification
[10:42:06] <Avenger> i hope we don't have this kind of silliness :)
[10:46:33] <Avenger> fuzzie, i'm really puzzled by the stack variables recycling. Did you learn any way for alternative mapping? I don't think unions are feasible
[10:48:15] <fuzzie> I'm not sure there's anything except unions which would make sense.
[10:50:01] <Avenger> the problem with unions is that i will need to define 2 structs (+1 union) per function. the structs list will be crowded
[10:50:17] <Avenger> and it might not be too readable even after that
[10:50:27] <Avenger> so, i guess, i will just skip this
[10:51:05] <Avenger> at least fixing the stack pointer is working, even if it is a bit tedious
[10:51:09] <fuzzie> You can collapse stuff in the structure list with the '-' key.
[10:51:17] <Avenger> yes i know
[10:51:24] <Avenger> but it is long even with collapsed :)
[10:51:25] <fuzzie> Which helps keep it a bit less of a mess.
[10:51:41] <fuzzie> But yes, it seems like a lot of work unless you really need it.
[10:51:46] <Avenger> i use the reorder function frequently
[10:51:56] <fuzzie> I never work with structs on the stack.
[10:52:23] <fuzzie> Well, not enough to do anything except deal with them manually.
[10:52:39] <Avenger> i defined them in the other re's. because it helps understanding when accessing member fields
[10:53:02] <Avenger> a lot of stuff suddenly became understandable :)
[10:53:53] <Avenger> btw, this recycling is unbearable only in those large functions, like performAction
[10:54:14] <Avenger> huge switch/case with lots of local scope structs
[10:54:43] <fuzzie> But you don't think defining unions there might be worth it?
[10:55:28] <stargoat> "Eriadain was a module for BioWare’s Neverwinter Nights that is based on the original storyline of Ultima 9: Ascension. This original storyline, also known as the Bob White Plot, was a much larger, more detailed plot that remained much more true to the Ultima tradition and the history of the series."
[10:57:58] <stargoat> sad
[11:05:29] <Avenger> well, that reminds me of our aborted project called glory of istar :) We never made it past the first chapter and released it as a demo
[11:09:26] <stargoat> istar? was a commercial game iirc
[11:10:13] <lynxlynxlynx> istar was an accadian goddess
[11:12:04] <Avenger> a city in the dragonlance world
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[11:24:22] <stargoat> hm
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[13:32:19] <stargoat> hey SiENcE hows the porting?
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[13:36:06] <SiENcE> hey
[13:44:32] <SiENcE> im going to release the dingoo/dingux germrb version
[13:44:36] <SiENcE> this week
[13:44:49] <stargoat> got a log for your changes?
[13:44:54] <stargoat> i'm curious about your UI work
[13:44:55] <SiENcE> its tested and confirmed working iwd1,bg1,bg2 and pst
[13:45:10] <SiENcE> i only added a downscaler
[13:45:19] <SiENcE> and some mouse key handlings
[13:45:25] <stargoat> k
[13:45:35] <SiENcE> sadly you cant configure keys or joystick on gemrb
[13:46:27] <SiENcE> you really need a config file for keybinds and mouse/joystick
[13:52:34] <stargoat> not so easy
[13:57:43] <Avenger> i thought sdl can fake a joystick as a mouse transparently
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[15:43:10] <CIA-85> GemRB: 03lynxlupodian * r1960b1d66bde 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: display the surge feedback before it happens (like in the original)
[15:43:12] <CIA-85> GemRB: 03lynxlupodian * rab041be47cc6 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: implemented the last hardcoded surge - roll x more times
[15:43:19] <CIA-85> GemRB: 03lynxlupodian * rd85afc6c3758 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: HandleHardcodedSurge: moved the 7th surge case, so they are in order
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[16:13:29] <CIA-85> GemRB: 03lynxlupodian * r9c01dce9b4ac 10gemrb/gemrb/docs/en/Tables/wildmag.txt: wildmag.txt: added a note about the last row
[16:13:32] <CIA-85> GemRB: 03lynxlupodian * r43e645125060 10gemrb/gemrb/override/shared/dummy.spl: dummy.spl: added a dummy extended header, so it doesn't cause crashes
[16:13:34] <CIA-85> GemRB: 03lynxlupodian * r901067dbb0a0 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: HandleHardcodedSurge: preserver the caster level, also killing some spam
[16:26:00] <CIA-85> GemRB: 03lynxlupodian * rdb52a8f1f107 10gemrb/NEWS: centirevisional NEWS bump, right when needed :)
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[17:08:54] <lynxlynxlynx> g3 admins ignore me :(
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[17:32:07] <Avenger> lynx: i get a response only rarely too
[17:33:21] <lynxlynxlynx> i don't know what's the matter
[17:33:48] <lynxlynxlynx> i've sent them a follow up and one responded, so i resent the message as offered
[17:34:19] <lynxlynxlynx> i know the second one was read, since the forum has a tracking feature you can turn on :(
[18:08:57] * Textmode huggles Avenger and lynxlynxlynx
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[20:24:19] <Avenger> hmm wtf is moncrate.2da
[20:25:28] <Avenger> heh, actually we have it already :)
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[20:41:43] <Maighstir|away> I'm getting a compilation error, in both Linux and Windows/MinGW: F:\__gemrb\git\gemrb\gemrb\core\Scriptable\ActorBlock.cpp:620:15: error: 'pro' may be used uninitialized in this function
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[20:49:04] <lynxlynxlynx> njeh, silly
[20:50:05] <CIA-85> GemRB: 03lynxlupodian * r97a91fee0150 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: make some other gcc happy
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