#gemrb@irc.freenode.net logs for 16 Jul 2012 (GMT)

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[14:42:26] <Adam007> lynx could you explain what Trigger* is and how to get it from Scriptable Sender in MoveNearerTo function?
[14:45:11] <lynxlynxlynx> triggers are used in scripts to hold state (eg. LastAttacker)
[14:45:43] <lynxlynxlynx> not sure why you'd need any of that in mnt
[14:47:37] <Adam007> im trying to integrate invisibility check for target into MoveNearerTo by using SeeCore function and one of SeeCore arg is a trigger
[14:48:40] <lynxlynxlynx> let's see
[14:51:09] <lynxlynxlynx> ah
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[14:52:29] <lynxlynxlynx> you could create a temporary one, but maybe it is better if it is done higher up
[14:53:57] <Adam007> or I can check state INVISIBLE for target and then detection for sender
[14:54:15] <Adam007> or are there any other things to taek care of?
[14:57:23] <lynxlynxlynx> that would be too naive
[14:57:40] <lynxlynxlynx> actors can be disabled, hidden or something else
[14:58:04] <lynxlynxlynx> visibility is far from just on/off invisible state
[14:59:12] <lynxlynxlynx> that's why there's a whole seecore
[14:59:27] <Adam007> i see
[15:00:27] <lynxlynxlynx> what was wrong with cansee again?
[15:01:12] <Adam007> it doesnt check for state at all
[15:01:24] <Adam007> it just checks visual range
[15:01:40] <lynxlynxlynx> it does check, just not itself
[15:01:46] <lynxlynxlynx> follow the ValidTarget call
[15:02:02] <lynxlynxlynx> you only need to make sure to call it with GA_NO_HIDDEN
[15:04:35] <lynxlynxlynx> it is not clear yet to me whether ValidTarget should have the seeinvisibilty check
[15:06:29] <Adam007> hmm this depends on game mechanics, spells like true sight and infravision can see invisible targets?
[15:06:39] <Adam007> or they dispell invisibility and change target state?
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[15:08:08] <Adam007> Im not sure about this but I thought that for example detect invisibility doesnt dispell invisibility but just allows character to see invisible actors
[15:09:09] <lynxlynxlynx> they dispel
[15:09:25] <lynxlynxlynx> dragons are on of the rare examples of creatures that can see through
[15:09:49] <lynxlynxlynx> well, at least true sight does
[15:09:53] <lynxlynxlynx> infravision has no effect
[15:10:16] <lynxlynxlynx> no idea about detect invisibility (?), but i could check
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[15:14:36] <lynxlynxlynx> detect invisibility also dispels
[15:15:24] <Adam007> hmm ok, but as you said there are ways too see invisible actors, so there should be a state for that i guess
[15:16:12] <Adam007> oh true sight should also dispell
[15:16:16] <Adam007> not grant detection
[15:18:13] <Adam007> accordings to http://www.planetbaldursgate.com/bg2/character/spells/wizard/wizardspell.asp?lvl_id=6&file_name=TrueSight.htm&title=True+Sight
[15:18:36] <lynxlynxlynx> nothing grants detection
[15:19:03] <lynxlynxlynx> use CanSee, i'll go make the change so ValidActor is also good for dragons
[15:19:19] <Adam007> ok
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[15:42:32] <CIA-31> GemRB: 03lynxlupodian * r1548377418bd 10gemrb/gemrb/core/ (3 files in 2 dirs):
[15:42:32] <CIA-31> GemRB: made ValidTarget take an optional Scriptable, so the GA_NO_HIDDEN check
[15:42:32] <CIA-31> GemRB: can account for actors with SEEINVISIBLE set, which is handy for CanSee
[16:00:19] <Adam007> dungeon begone segfaults this commit :( good that i backed up vanilla
[16:04:14] <lynxlynxlynx> no, that's my fault
[16:04:18] <lynxlynxlynx> silly classic
[16:04:55] <Adam007> he is bugged anyway, NULL pointer to actor.area
[16:04:58] <lynxlynxlynx> i started a rewrite, so I didn't notice
[16:05:09] <Adam007> and breaks game on transition
[16:05:34] <Adam007> i mean that jesper guy
[16:07:41] <lynxlynxlynx> never heard of im
[16:08:19] <Adam007> Jasper the guy from Dungeon Begone mod
[16:08:47] <Adam007> he has area pointer set to 0x0 and when you choose to skip dungeon it crashes game
[16:09:00] <Adam007> Area string is set properly though
[16:09:47] <Adam007> Ive set area pointer for him in gdb manualy and managed to skip the dungeon that way
[16:12:35] <Adam007> return value 0 == false btw?
[16:16:46] <CIA-31> GemRB: 03lynxlupodian * r58c5d0b92616 10gemrb/gemrb/core/ (3 files in 2 dirs): moved shared code to IsInvisibleTo and fixed a silly crash on the way
[16:17:36] <lynxlynxlynx> yes, 0 is null is false
[16:18:00] <lynxlynxlynx> iirc c++11 finally makes the first distinction
[16:19:02] <Adam007> ok i got confused bash and kernel uses 0 as success return value
[16:20:03] <lynxlynxlynx> bash sure, but the kernel? it's c too
[16:21:38] <Adam007> I mean they agreed to use 0 as return value for success
[16:22:02] <Adam007> its just a matter of agreement
[16:28:43] <lynxlynxlynx> and not forgetting
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[16:34:57] <Adam007> what does this do? if ((flags&1) || (Modified[IE_EA]>EA_GOODCUTOFF)) {
[16:35:08] <Adam007> in IsInvisibleTo
[16:45:56] <lynxlynxlynx> checks if you're a baddy
[16:46:12] <Adam007> (Modified[IE_EA]>EA_GOODCUTOFF)
[16:46:23] <lynxlynxlynx> i don't remember why validtarget had this distinction, but/so i preserved it
[16:46:27] <Adam007> this line actually breaks it
[16:46:38] <Adam007> and makes actor follow invisible
[16:46:49] <Adam007> i mean follow to attack
[16:47:36] <lynxlynxlynx> maybe we need another GA_ flag
[16:56:44] <lynxlynxlynx> the ea check was there at least since 2009
[16:57:08] <lynxlynxlynx> i don't know how to check earlier, since the code moved
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[17:05:05] <Adam007> i propose: http://pastebin.com/kYg9V2fF
[17:05:35] <Adam007> fixes following invisible target
[17:05:40] <Adam007> but also contains a hack
[17:06:55] <lynxlynxlynx> that second bit clearly can't go in
[17:07:25] <lynxlynxlynx> and btw, the following does stop in half the cases
[17:07:47] <lynxlynxlynx> you're testing with you getting invisible and the enemy vanishing?
[17:07:53] <lynxlynxlynx> it works for the opposite case
[17:09:09] <Adam007> I tested #1 party member attacks another party member, attacked casts invisibility and #2 enemy attacks party member then party member casts invisibility
[17:09:17] <Adam007> both cause problems without that fix
[17:10:05] <Adam007> it never worked correctly for me before tbh
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[17:11:03] <Adam007> those defines at IsInvisibleTo totaly break it
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[17:15:57] <lynxlynxlynx> they don't break it, they preserve the previous mechanism
[17:16:28] <lynxlynxlynx> well, sort of, since it works for one case now
[17:17:11] <lynxlynxlynx> i'm also not sure about the first block, it may need extra checks
[17:17:23] <lynxlynxlynx> it could break at least following otherwise
[17:17:44] <lynxlynxlynx> eg. move around the corner and you don't exist anymore for the tracker
[17:18:52] <Adam007> yes its wrong i just noticed
[17:19:05] <Adam007> enemies font follow invisible actor but will look at it
[17:19:08] <Adam007> wont*
[17:21:05] <Adam007> and they can still target spells
[17:21:37] <lynxlynxlynx> well, the enemies cheat a lot
[17:22:00] <lynxlynxlynx> you really have to be careful to get a normal caster
[17:22:29] <lynxlynxlynx> if the spell is not cast instantly and you see the casting graphics, it is probably fine
[17:22:34] <lynxlynxlynx> otherwise it is scripted
[17:23:20] <lynxlynxlynx> but we also maybe broke the midcasting interruption for invisibility
[17:23:25] <Adam007> like those lightening memphits at irenicus dungeon?
[17:23:28] <lynxlynxlynx> i know i added it at some point
[17:23:42] <lynxlynxlynx> mephits almost definitely
[17:23:58] <lynxlynxlynx> the druergar mage is a better choice
[17:24:07] <Adam007> ok
[17:24:28] <lynxlynxlynx> complex engine, huh
[17:24:47] <lynxlynxlynx> for some reason you started at one of the more obscure ends
[17:25:55] <Adam007> well I played the game and tried to fix what bugs me most :)
[17:26:26] <Adam007> mage can still cast spells at me and NPC are looking at me they just dont move towards me
[17:26:35] <Adam007> i gues they need a target=NULL?
[17:26:43] <Adam007> along with releaseaction
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[17:31:17] <Adam007> or this thing needs to be in attackcore
[17:35:00] <Adam007> yes moving that piece of code to attackcore fixes tracking by enemies
[17:35:40] <Adam007> but they still try to attack :)
[17:39:40] <lynxlynxlynx> it's several pieces of code
[17:42:04] <lynxlynxlynx> grep for AP_NOTARGET and parents to see what we already handle
[17:42:08] <Adam007> yes i just realized there is much more complexity involved
[18:07:04] <Adam007> it needs a switch for npcs so they wont be able to take action on invisible actor
[18:08:06] <Adam007> even if their action gets cancelled in attackcore because of invisibility its too late because they will poll another one in higher functions
[18:09:30] <lynxlynxlynx> you mean another action on the same target?
[18:09:52] <Adam007> yes
[18:10:30] <Adam007> what I did is add a check in attack core (if target is invisible release) but then it gets called again by AI probably in higher functions
[18:10:34] <lynxlynxlynx> sounds like it should break the whole execution, force a reevaluation
[18:11:15] <Adam007> probably, player controller actors behave normaly they dont try to attack, only AI
[18:11:36] <Adam007> controlled*
[18:11:50] <Adam007> brb
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[21:55:22] <tomprince> lynxlynxlynx: building
[21:56:08] <gembot> build #768[VLC] of cmake clang++ is complete: Failure [4failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/768 blamelist: brad_a
[21:56:20] <gembot> build #376[VLC] of cmake g++-4.2 is complete: Failure [4failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/376 blamelist: brad_a
[21:56:32] <gembot> build #381[VLC] of cmake g++-4.4 is complete: Failure [4failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/381 blamelist: brad_a
[21:56:47] <gembot> build #379[VLC] of cmake g++-4.6 is complete: Failure [4failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/379 blamelist: brad_a
[21:56:55] <gembot> build #367[VLC] of cmake g++-4.5 is complete: Failure [4failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/367 blamelist: brad_a
[21:58:08] <lynxlynxlynx> great
[21:58:41] <Adam007> hmm
[21:58:52] <lynxlynxlynx> looks like these are old builds
[21:59:06] <lynxlynxlynx> findvlc is no more
[21:59:34] <gembot> build #769 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/769
[22:02:57] <gembot> build #377 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/377
[22:06:41] <gembot> build #382 of cmake g++-4.4 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/382
[22:07:03] <brad__> that looks better
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[22:25:32] <lynxlynxlynx> can you make one vs10 build exactly at release tag? It's 701453842c7cb5783
[22:26:05] <lynxlynxlynx> i'd then copy it to the main win binaries folder and mark it as the default download
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[23:07:16] <tomprince> 11/msg gembot help force
[23:08:26] <tomprince> gembot: force build --revision=701453842c7cb5783 nmake-msvc++10 release build
[23:08:26] <gembot> Something bad happened (see logs)
[23:09:55] <tomprince> gembot: watch nmake-msvc++10
[23:09:56] <gembot> there are no builds currently running
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[23:18:29] <tomprince> gembot: watch nmake-msvc++10
[23:18:29] <gembot> watching build nmake-msvc++10 #417 until it finishes [18m39s]..
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[23:37:53] <gembot> Hey! build nmake-msvc++10 #417 is complete: Success [3build successful]
[23:37:53] <gembot> Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/417
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