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[01:22:27] <raevol> dire wolves wiped out my party again
[01:22:40] <raevol> and the gui disapearing in combat happens even after just quicksaving :[
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[08:20:19] <fuzzie> raevol: did you save manually in the UI before quicksaving? once you saved manaully i think it's broken until you restart gemrb, we don't know why
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[09:29:47] <raevol> fuzzie: i had a load of manual saves from before i even knew about quicksaving
[09:30:20] <raevol> wait, which bug are you talking about?
[09:31:11] <raevol> my quicksaving works fine now that i have a quicksave file
[09:31:20] <raevol> didn't work when there wasn't one already there
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[10:03:34] <fuzzie> sorry, i mean: the gui-disappearing thing should only happen once you already used the manual save screen
[10:03:48] <fuzzie> and it'll randomly start disappearing until you restart gemrb
[10:03:50] <raevol> oh isee
[10:03:55] <fuzzie> did you get it without using the save screen at all that session?
[10:04:01] <raevol> yea i had it happen once when all i had done was quicksave
[10:04:05] <fuzzie> ok, thanks
[10:04:06] <raevol> right
[10:04:10] <fuzzie> i really need to work out what's going on there!
[10:04:49] <raevol> also, sometimes the map stays on top of the screen after you've switched to it, if you go from the map to the menu or to the world map
[10:05:12] <raevol> i didn't spend much time seeing exactly when it showed up, so i don't have concrete cases :(
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[12:14:38] <lynxlynxlynx> saving is equally borked as in bg1
[12:14:48] <lynxlynxlynx> both are worse than bg2
[12:16:05] <lynxlynxlynx> ah, there is one line of difference actually
[12:17:12] <fuzzie> i screwed with the Open/Close window code somewhere i think
[12:17:20] <fuzzie> it should be an Open call in reality
[12:17:33] <fuzzie> but no combinations actually helped
[12:19:08] <lynxlynxlynx> how did raevol get over this? I can't quicksave at all, moving the bad stuff out of the way, overwritting the save, making an empty dir - nothing helped
[12:19:34] <fuzzie> oh
[12:19:40] <fuzzie> are you getting the 'bad slot' thing?
[12:19:52] <fuzzie> if so, you have to make sure you have an autosave in slot 0 and a quicksave in slot 1
[12:20:37] <fuzzie> just copying any valid save into those is fine
[12:20:47] <lynxlynxlynx> ah, didn't think of the autosave
[12:21:33] <lynxlynxlynx> great, thanks
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[14:19:16] <CIA-22> gemrb: 03lynxlupodian * r7180 10/gemrb/trunk/gemrb/override/ (how/strings.2da iwd/strings.2da): iwd doesn't have the armor-spell-disabling string
[14:19:41] <lynxlynxlynx> hi jcompton!
[14:21:47] <jcompton> Hey. I came hoping to find Avenger... I need a Hungarian favor and he's the first Hungarian I could think of. :)
[14:22:03] <fuzzie> he's usually around after work (an hour or so's time)
[14:24:07] <jcompton> I wait in eager anticipation, then.
[14:25:17] <lynxlynxlynx> heh
[14:25:55] <jcompton> Unless someone else knows someone who is both fluent in the Magyar language and feels like doing me a favor.
[14:26:26] <lynxlynxlynx> nope
[14:26:39] <lynxlynxlynx> i live pretty near, but that language is too wierd
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[14:47:11] <lynxlynxlynx> chapter 1 of iwd plays perfectly
[14:48:12] <fuzzie> nice :)
[14:48:20] <lynxlynxlynx> jcompton: how is planewalker doing?
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[15:46:52] <jcompton> lynx: Moving along a little better now, I've been able to keep someone working on implementation for me pretty consistently. It costs more than I would like, but it's the only way it will ever get finished in a reasonable timeframe.
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[17:48:01] <Avenger> hi
[17:50:31] <Avenger> hey lynx you are melting
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[20:37:05] <CIA-22> gemrb: 03avenger_teambg * r7181 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: add familiars to .gam (MakeGlobal) as the original engine does it
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[21:01:31] <lynxlynxlynx> jcompton: nice to hear
[21:02:00] <jcompton> We're still finding occasional pieces of weirdness in the engine.
[21:02:15] <jcompton> Like the combat that took 20 seconds to start because the AI was thinking way, way, way too hard about something.
[21:02:25] <jcompton> (we fixed that.)
[21:03:24] <fuzzie> hehe :)
[21:06:01] <lynxlynxlynx> every project has its share of wierd bugs :)ž
[21:06:20] <jcompton> We also recently had to limit the ability of creatures to pick up lootpiles. It was a nice idea that I really liked, but as combats wore on and there got to be a number of lootpiles laying around, it was too slow for the remaining creatures to evaluate whether the contents of a lootpile would be worth picking up and equipping.
[21:06:38] <jcompton> So the capability is still in, but now most opponents won't have it.
[21:07:26] <lynxlynxlynx> nice idea
[21:07:47] <lynxlynxlynx> kill everyone quick or they'll steal your loot
[21:08:18] <jcompton> Well, more like "if your tank wielding the +12 hackmaster dies, the baddies should pick it up and use it on you."
[21:08:33] <lynxlynxlynx> or that :)
[21:17:54] <CIA-22> gemrb: 03avenger_teambg * r7182 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp ActorBlock.cpp ActorBlock.h GSUtils.cpp):
[21:17:54] <CIA-22> gemrb: fixed MoveGlobalObject
[21:17:54] <CIA-22> gemrb: more consts in ActorBlock
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[21:19:19] <fuzzie> familiars all fixed now?
[21:19:26] <Avenger> familiars *almost* fixed
[21:19:39] <Avenger> i still have a pending fix, and there is a fundamental problem
[21:19:56] <Avenger> moving a non party member to area transitions will crash
[21:20:07] <Avenger> because game->GetSelectedPC is null
[21:21:02] <Avenger> the small fix has been committed
[21:21:05] <CIA-22> gemrb: 03avenger_teambg * r7183 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIINV.py: use 'SELF' as forced target
[21:21:57] <Avenger> so, familiars now work, except when you move them to area transition, the same problem occurs with all summoned critters
[21:22:18] <fuzzie> hm :(
[21:22:35] <Avenger> btw, this is more than just familiars. Global objects are always targetable by their scriptname
[21:22:39] <fuzzie> did you work out how the iwd2 format should work? i'm a bit confused by it, but i could take more of a look
[21:22:42] <Avenger> like exists("imoen") always works
[21:23:08] <fuzzie> you fixed the targeting for globals or just fixed it in MoveGlobalObject for now?
[21:23:18] <Avenger> fixed targeting globally
[21:23:23] <fuzzie> neat
[21:23:37] <Avenger> there was an unused method for it already
[21:23:44] <Avenger> looks like another half-done code :)
[21:24:42] <Avenger> i think you could do more by fixing GetActorFromObject, to not use lists
[21:25:14] <fuzzie> oh, does that actually cause a problem?
[21:25:20] <Avenger> i don't know
[21:25:28] <fuzzie> i thought the lists worked fine, they were just overkill
[21:25:40] <Avenger> i had no idea to work out more tests
[21:25:46] <Avenger> they are a tremendous overkill
[21:25:59] <fuzzie> i guess that code is used an awful lot.. :(
[21:26:13] <Avenger> i didn't do profiling, but it is surely used
[21:27:04] <Avenger> maybe i will fix the iwd2 spell importing tomorrow
[21:27:08] <Avenger> no time today
[21:28:07] <fuzzie> well, there's no rush, i just wondered if it should be on my list..
[21:32:50] <lynxlynxlynx> so far there's almost nothing new reported with the bg1 and iwd plays
[21:34:05] <fuzzie> it is good :)
[21:35:07] <lynxlynxlynx> yes indeed :)
[21:35:49] <lynxlynxlynx> their levelup is also complete
[21:36:23] <lynxlynxlynx> the next release will be sweet :)
[21:41:26] <lynxlynxlynx> heh, my archers say they're doing crushing damage
[21:42:05] <Avenger> a little side questing in bg2/bg1 wouldn't hurt either
[21:42:30] <fuzzie> we surely have no shortage of non-showstopper bugs
[21:42:32] <lynxlynxlynx> that'll happen, the bg1 players aren't lazy like me ;)
[21:43:00] <lynxlynxlynx> i started iwd and immediately leveled the party up high
[21:43:21] <fuzzie> i can never choose a party composition in iwd..
[21:43:34] <fuzzie> i keep restarting to try something new, never get very far
[21:44:00] <fuzzie> not the best of testing strategies maybe :)
[21:44:19] <Avenger> well, it is good for chargen testing
[21:44:26] <lynxlynxlynx> the difference fade at higher levels where you have enough hp to compensate for bad choice
[21:45:09] <Avenger> the only IE game where i couldn't do it right was iwd2
[21:45:45] <Avenger> i started it twice, but i couldn't finish it. The very last encounter always did me in
[21:48:18] <Avenger> see you later!
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