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[00:11:07] <mrugiero> Hi, is there anyone expert in Baldur's Gate here?
[00:11:36] <mrugiero> There's something happening in my playthrough which I'm not sure if it's a bug or just how the game works.
[00:11:56] <mrugiero> Some quests supposed to give me items as reward, lack such item after I complete them.
[00:13:17] <mrugiero> The ones I recall where such thing happened were the hunt for half-ogres for a paladin located in the Jovial Juggler Inn, and the one where I have to go find Brage (Nashkel's captain of the guard), when I take him to the Temple I should get his cursed sword, but I don't.
[00:14:08] <mrugiero> The latter I know (because I checked) my main character's inventory is full, so my guess is that it's either a bug or it's either that I'm supposed to have space on my main's character inventory for the sword. In the other quest I can't remember, actually.
[00:14:21] <mrugiero> Other characters on my party do have space on their inventories.
[00:20:14] <brada> do you have the fixpack mod?
[00:20:48] <brada> and are you using gemrb or original?
[00:21:22] <brada> also i dont think you are correct about getting the cursed sword that way
[00:21:32] <brada> iirc you get it of his corpse
[00:21:52] <brada> so go back to where you killed him and it should be there
[00:22:06] <mrugiero> gemrb, GOG version just as I downloaded it from them, I assumed any must-have patches were included already.
[00:22:21] <brada> i dont think thats a safe assumption at all :p
[00:22:29] <brada> fixpack is a mod not a patch
[00:22:45] <brada> it sort of acts like a patch i guess since it fixes bugs
[00:22:52] <mrugiero> According to Dan Simpson's FAQ, you should get it. Also, the dialog hints this, as he explicitly asks you to take his sword because he regrets buying it.
[00:23:12] <mrugiero> I call those kind of mods "unofficial patches".
[00:23:17] <brada> i just played BGEE and im pretty sure i got the sword from the corps
[00:23:27] <brada> i know for a fact i didnt turn his body into the temple
[00:23:32] <brada> because i was playing evil
[00:23:41] <mrugiero> I don't know, AFAIK they do include all the patches with Fallout, even the unofficial ones, so my guessed was based on induction.
[00:23:59] <brada> anyway since its an "unofficial" patch its silly to think its distributed with the GOG version
[00:24:02] <mrugiero> Sure, but I took him alive :P
[00:24:12] <brada> ok then i dont know
[00:24:22] <mrugiero> So, those are known bugs of the game?
[00:24:22] <brada> so when you say body you dont mean dead body :p
[00:24:36] <brada> i couldnt tell you if thats a gemrb bug or not
[00:24:48] <brada> you would have to test in the original
[00:24:54] <mrugiero> Did I say body? I didn't mean to.
[00:25:06] <mrugiero> I meant he gives it to you after you complete the quest.
[00:25:21] <mrugiero> Hmmm, save games are compatible, right?
[00:25:34] <brada> you didnt i just assumed incorrectly :)
[00:25:52] <brada> anyway if your inventory was full it should be on the ground
[00:26:21] <brada> there should have been a message in the mesage window too
[00:26:31] <mrugiero> I'll double check that, but when this happens it usually comes with a message. I know it does at least when pickpocketing.
[00:26:40] <brada> but also check all your containers and all PC inventories
[00:27:10] <mrugiero> Checked all PC inventories. I don't know what you mean by my containers.
[00:27:21] <brada> i know we have had at last one issue in the past with full inventories :/
[00:27:40] <brada> i mean like bags of holding or even containers that shouldnt be able to hold said item
[00:27:44] <brada> like a gembag
[00:28:50] <mrugiero> Oh, I haven't got any. Didn't even know they existed.
[00:28:55] <mrugiero> (In the game, I mean)
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[00:31:06] <mrugiero> Well, the original crashed trying to load the saved game, but it was most likely something wrong with WINE.
[00:42:40] <brada> maybe... ive heard of such incompatibilities before too
[00:42:51] <brada> so we likely do something incompatible
[00:48:44] <mrugiero> Nope, not your fault.
[00:48:53] <mrugiero> Ah, sorry, you meant about the crash.
[00:49:03] <mrugiero> I thought you were talking about the missing item.
[00:49:06] <mrugiero> Fixpack fixed it.
[00:49:42] <mrugiero> I advanced too much for the +1 medium shield to be worth the trouble, but I can get the sword.
[00:49:52] <mrugiero> Is there any way to remove curses from items in BG?
[00:50:07] <mrugiero> Or the only help I can get is to removing them from my characters?
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[00:59:58] <mrugiero> Are there any other mods I should totally install?
[01:02:54] <brada> you cant remove the cursed status of an item without cheating
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[01:03:12] <brada> and the +1 medium shield you get for pickpoketing him
[01:03:25] <brada> unless you have fixpack or unfinished business maybe
[01:03:38] <brada> been a long while since i played the original
[01:19:27] <mrugiero> Hmmm, so that's how I got the one I was using :p
[01:19:46] <mrugiero> I thought I'd get an extra one.
[01:21:29] <mrugiero> On another subject, I jus found out when the main character is having a dream, the hotkeys are not disabled, leading to odd behaviours (and in my case, a crash).
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[07:01:22] <lynxlynxlynx> that's easy to fix, just another InCutSceneMode() check
[07:02:16] <lynxlynxlynx> re pickpocketing and expecting items later: it depends on the action used to give the item
[07:02:32] <lynxlynxlynx> there was a similar exploit in bg2 to get two rings of gaxx
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[07:06:29] <Beholder> good morning
[07:23:20] <wjp> morning
[08:01:48] <fuzzie> morning
[08:26:09] <edheldil> Hi
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[17:12:41] <Beholder> now i implementing selections
[17:12:58] <Beholder> may be do this a different then in original?
[17:14:06] <Beholder> filled semi-transparent ellipse instead non-filled solid
[17:14:25] <fuzzie> to make it easier to code?
[17:14:58] <Beholder> I think there is no difference
[17:15:11] <fuzzie> we usually default to the original engine behaviour
[17:15:15] <fuzzie> then anything else is an option
[17:15:20] <Beholder> right
[17:15:44] <fuzzie> since everyone has different opinions on what is nice
[17:16:21] <fuzzie> I would worry that anything semi-transparent would be more difficult to see, too
[17:17:18] <Beholder> i think no, many games used this
[17:18:08] <fuzzie> games like bg?
[17:18:20] <fuzzie> the only one which I can think of is toee, and it uses circles too
[17:19:07] <edheldil> lionheart has circles as well, I think
[17:19:36] <fuzzie> lionheart is a good one
[17:19:58] <Beholder> i can make anti-aliased ellipse
[17:20:30] <Beholder> should looks fine i think
[17:20:44] <fuzzie> well, the recticle is more of a problem I guess
[17:20:57] <Beholder> yes
[17:21:12] <fuzzie> I do like the BGEE selections
[17:21:35] <Beholder> where i can see?
[17:21:40] <Beholder> google?
[17:22:12] <edheldil> hmm, actually LH used some targeting sprite and no feet circles
[17:22:30] <fuzzie> could you see who on earth was where in LH at all?
[17:23:12] <fuzzie> Beholder: yes http://www.incgamers.com/wp-content/uploads/2012/11/1Screen20.jpg for example I guess
[17:24:06] <Beholder> double border?
[17:24:22] <edheldil> you were alone in LH, I think
[17:29:45] <fuzzie> edheldil: enemies!
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[17:38:10] <mrugiero> Hi, I found out something strange on how the inventory is handled on saved games.
[17:38:30] <mrugiero> When I have some stacked items.
[17:39:02] <mrugiero> Specifically I've seen it happen with gems and bandit scalps.
[17:39:06] <mrugiero> I have several.
[17:39:08] <mrugiero> Then I save.
[17:39:10] <mrugiero> Then I load.
[17:39:23] <mrugiero> Each group of those stacked items become a single item.
[17:39:41] <mrugiero> I've lost a considerable amount of loot from the Xvar Village this way.
[17:39:47] <mrugiero> And two bandit scalps.
[17:40:22] <mrugiero> Luckily I have to saved games to reproduce the problem, one where I have some non-stacked gems and the saved game after stacking them.
[17:41:00] <mrugiero> I'd report it as a bug, but as it crashes when I try to load it in the original version in WINE I can't make sure this doesn't happen in the original.
[17:41:58] <fuzzie> ooh, that sounds bad
[17:42:12] <fuzzie> this is with git?
[17:42:14] <mrugiero> Also, I just relized I get a segfault if I close it through the window's close button and then cancel.
[17:42:17] <mrugiero> This is with git.
[17:42:29] <mrugiero> Yesterday's build.
[17:43:00] <mrugiero> Only changes since I built are in the bg2 GUIScript and the demo's readme. I'm playing bg1.
[17:43:48] <mrugiero> My guess is that for those items it's only checking what is there at load time, and not how many. Scrolls and potions work fine stacked.
[17:44:13] <mrugiero> But I don't know where in the source to look to try to fix it.
[17:46:42] <fuzzie> 4ce88f0d7882128efd1d956eb1b27448217ba5db looks wrong (from May!)
[17:46:53] <fuzzie> that function looks further wrong too
[17:47:29] <fuzzie> there's a note at the top which says "we don't update all flags here" and then someone's changed the function so it updates all the flags
[17:48:42] <fuzzie> but someone (lynx?) has to comment on this I guess
[17:49:27] <mrugiero> I'm not familiar with looking for a particular commit, how do I get to see it without manually searching in github?
[17:49:52] <lynxlynxlynx> lemme read the backlog
[17:51:47] <fuzzie> 'git show <commit id>'
[17:52:05] <fuzzie> the commit is setting charges to 0 (!), so
[17:52:37] <fuzzie> oh it would help if I linked the right commit
[17:52:53] <lynxlynxlynx> so what do you want me to chirp in with?
[17:53:17] <fuzzie> lynxlynxlynx: this didn't get review?
[17:53:30] <fuzzie> all of those item sanitising changes look kind of iffy
[17:53:50] <fuzzie> I thought you might have a better idea of any context around them
[17:54:28] <lynxlynxlynx> no, i didn't review much that, fizzle in general did a great job
[17:54:41] <lynxlynxlynx> but i guess it's easy to forget about certain item specialties
[17:54:50] <mrugiero> I meant through the web UI, although the git command did the work.
[17:55:22] <lynxlynxlynx> click through to any commit and then replace the sha1 used
[17:55:32] <mrugiero> Handy.
[17:55:35] <fuzzie> <fuzzie> it seems silly to make you write all this code like the "try harder to aggregate" if we could just force the charges to a sane value
[17:55:40] <fuzzie> <fuzzie> so if that makes sense I would say, don't hesitate
[17:56:01] <fuzzie> ^- so I guess I firmly have the person-who-should-have-reviewed hat here
[17:57:38] <fuzzie> anyway we really need to get rid of all the code there which isn't in the item->Usages[i]==0 branch
[17:57:56] <fuzzie> but then we have to go see what knock-on effect that has I guess..
[17:58:04] <fuzzie> so I can't just do it right now
[17:58:21] <lynxlynxlynx> i'll just revert it if nobody gets around to it before release
[17:58:37] <lynxlynxlynx> currently at 3 regressions and about 10 things to check, besides the trial run
[17:59:26] <mrugiero> On the crash, I just found it happens only if you are in an interface other than the main game.
[17:59:37] <mrugiero> (The one when closing is canceled)
[18:00:41] <lynxlynxlynx> yeah, that close window is a bit dodgy
[18:00:54] <mrugiero> I reverted locally, I'll check if that fixes the issue, just in case we got the wrong commit.
[18:00:56] <lynxlynxlynx> probably not closing everything else before quitting
[18:01:34] <mrugiero> My guess is more like closing something before it should, as I canceled the closing and the idea of it is it still works :p
[18:02:45] <mrugiero> Yep, it fixes it. And I can confirm the problem manifests on loading, as the saved game keeps having the stacked items.
[18:02:56] <fuzzie> great, thanks
[18:02:56] <lynxlynxlynx> cool, thanks
[18:03:03] <lynxlynxlynx> :)
[18:03:16] <mrugiero> Thanks to you,
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[19:19:25] <Beholder> i get a strange coordinates in DrawEllipse, too big and cy is negative
[19:19:31] <Beholder> what is it?
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