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

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[11:23:45] <Avenger> lol, obsidian is also doing a retro rpg? I wonder what engine they use
[11:25:57] <lynxlynxlynx> i wrote to them yesterday, suggesting collaboration
[11:27:23] <Avenger> well, that's interesting. I wrote Avellone 2-3 months ago something along the same lines :D
[11:27:53] <Avenger> but that time it sounded like they would rather implement wasteland or something else, not planescape
[11:29:35] <Avenger> well, actually, this one sounds like a totally new setting, i guess they are tired of getting rights
[11:30:42] <lynxlynxlynx> mhm
[11:30:56] <lynxlynxlynx> i heard bgee was delayed
[11:31:23] <lynxlynxlynx> more testing for you? :s
[11:32:08] <Avenger> well, kinda
[11:32:27] <Avenger> i was the first who dared to mention on the forum that we need more time
[11:32:58] <Avenger> it looks like it will be done, though
[11:34:36] <lynxlynxlynx> do we already know the whole vvc format?
[11:34:54] <Avenger> obsidian and trent should group their forces, they are too small on their own, but together they could be strong enough
[11:35:08] <lynxlynxlynx> i forgot if we already know where that height offset info is that could be used to fix hold and other effects
[11:35:09] <Avenger> well, they published the vvc structure
[11:35:17] <Avenger> lets see
[11:37:56] <Avenger> yeah, down to the 'orbit' flag
[11:37:59] <Avenger> CVEFVIDCELL_OFFSET_ROTATE
[11:38:20] <Avenger> i don't think there was too much hidden from us ;)
[11:39:58] <lynxlynxlynx> well, can you fix it then? :)
[11:40:45] <Avenger> what's wrong?
[11:41:44] <Avenger> i'm not too good at coordinate geometry :D i couldn't even fix the bouncing missiles
[11:42:15] <Avenger> so if you want me to implement the rotation flag... then i run away
[11:42:25] <Avenger> it isn't used by anything anyway
[11:42:46] <lynxlynxlynx> not the rotate
[11:43:11] <Avenger> fireshield works, though it is quite complex, no?
[11:43:14] <lynxlynxlynx> if someone gets held or maybe even stunned, the visual effect is drawn at their feet instead of over their heads
[11:43:21] <Avenger> oh, i see
[11:43:27] <lynxlynxlynx> fireshield is just two halves
[11:43:34] <Avenger> and 3 phases!
[11:43:36] <lynxlynxlynx> ... that wierd orb thing
[11:44:01] <Avenger> ok, there is a flag that raises the video cell over head, if i remember correctly
[11:44:25] <Avenger> probably: CVEFVIDCELL_HEIGHT 0x00000004
[11:45:53] <Avenger> that's what dltcep calls 'flying'
[11:47:11] <Avenger> do you know the vvc resref that is bad? spmindat?
[11:47:44] <Avenger> ok, it has the flying flag set
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[11:49:12] <Avenger> and yeah, we don't use IE_VVC_HEIGHT anywhere
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[11:49:20] <Avenger> so this is kinda unfinished
[11:53:52] <Avenger> we have a lame way to determine the head level :(
[11:54:28] <Avenger> for casting glow we do this: int heightmod = target->GetAnims()->GetCircleSize()*12;
[11:55:15] <Avenger> for projectiles we have a constant: FLY_HEIGHT
[11:55:23] <Avenger> so, this is quite lame yet
[11:58:09] <lynxlynxlynx> yep
[11:58:16] <lynxlynxlynx> casting glow is hardcoded, not just with that 12
[11:58:26] <lynxlynxlynx> doesn't scale at all
[11:58:41] <lynxlynxlynx> iirc you said the original has it hardcoded in the internal avatars table
[12:05:20] <Avenger> yeah, if i recall correctly
[12:05:51] <Avenger> but if it is hardcoded, we can always create a new table for it :)
[12:06:02] <Avenger> like with bloodcolor/walksound
[12:06:35] <Avenger> i'm more worried about formulas that could hide in the code
[12:06:54] <Avenger> for head level, i will just take the current sprite's height, i hope that's ok
[12:07:08] <lynxlynxlynx> better than feet :)
[12:11:00] <Avenger> did i say, i hate how they implemented dragons?
[12:11:06] <Avenger> with those cut up animations?
[12:11:15] <lynxlynxlynx> 9x :)
[12:11:16] <Avenger> how the f..k i calculate the height :(
[12:11:34] <lynxlynxlynx> triple it for that type
[12:11:48] <Avenger> lol
[12:11:49] <Avenger> no
[12:17:53] <Avenger> oh, hmm, we got a bounding box
[12:18:41] <Avenger> but actually, that's not useful
[12:19:19] <Avenger> FIXME: currently using the animarea instead of the real bounding box of this (multi-part) frame. Shouldn't matter much, though. (wjp)
[12:19:21] <Avenger> Well, now it matters :/
[12:19:24] <lynxlynxlynx> some demons are in two frames, but i don't remember if vertically
[12:19:38] <Avenger> yes, carrion crawler, wyvern
[12:19:40] <Avenger> etc
[12:19:53] <Avenger> there are 2x1, 2x2,3x3 anims
[12:20:18] <Avenger> there is a bbox, but looks like wjp was lazy :D
[12:23:45] <Avenger> looks like BBox.h is exactly what i need, but i don't want to jinx it
[12:25:49] <wjp> me? lazy? surely not :-)
[12:26:15] <Avenger> that 'shouldn't matter much' part feels a bit unsure
[12:26:35] <Avenger> can i always use Actor->BBox.h for their head level?
[12:26:40] <Avenger> even for multipart anims?
[12:27:01] <Avenger> we'll see soon :)
[12:29:12] <Avenger> huh lynxlynxlynx i see 'identify' in the spell list when i cast spells
[12:29:24] <Avenger> did you mess with the spell list recently?
[12:29:54] <Avenger> though it is deactivated with a green highlight
[12:32:08] <lynxlynxlynx> yeah, that's how the original had it
[12:32:33] <lynxlynxlynx> maybe we'll enable it one day and then it would open the inventory with an identify cursor
[12:32:43] <lynxlynxlynx> there were either some comments or code already for that
[12:35:55] <Avenger> the original listed identify???
[12:36:34] <lynxlynxlynx> i think so, just without the green border
[12:38:02] <CIA-45> GemRB: 03avenger_teambg * re907ea4a767b 10gemrb/gemrb/core/ (4 files in 2 dirs): implemented VVC_HEIGHT flag
[12:38:05] <Avenger> ok, here is your height flag :)
[12:38:10] <Avenger> i hope it still compiles
[12:38:38] <Avenger> i don't think the original listed it at all
[12:40:34] <lynxlynxlynx> trying
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[12:42:20] <lynxlynxlynx> core is done, so it looks fine
[12:43:19] <Avenger> well, i hope nothing else calls into scriptedanimation directly
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[12:44:08] <lynxlynxlynx> for pcs and illithid, the globe is now displayed in the middle of their body
[12:44:21] <lynxlynxlynx> you sure that flag check shouldn't be adding height?
[12:45:55] <Avenger> middle? meh
[12:46:09] <Avenger> sure, the top of the screen is less
[12:46:52] <Avenger> this is weird
[12:47:02] <Avenger> spmindat has a zpos, i count with that too
[12:47:13] <Avenger> so this should be working
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[12:47:26] <Avenger> do you have an original spmindat?
[12:47:33] <Avenger> or you erased the zpos
[12:47:57] <lynxlynxlynx> pretty sure it's the original
[12:48:38] <Avenger> well, i'm pretty sure i shouldn't further subtract the animation size
[12:48:44] <Avenger> that would be so lame if i have to
[12:49:08] <Avenger> and when i cast it, it went over anomen's head
[12:49:12] <Avenger> lets see again
[12:50:39] <lynxlynxlynx> spflayer.vvc <-- different vvc
[12:51:57] <Avenger> it is the same
[12:52:07] <Avenger> flying + zpos= 32
[12:52:09] <Avenger> for me
[12:52:34] <Avenger> btw, why hold person works on anomen :D
[12:52:45] <Avenger> i thought hold person is enemy only
[12:53:14] <lynxlynxlynx> i'm not sure
[12:53:21] <lynxlynxlynx> but maybe the mage and the cleric version differ
[12:53:42] <lynxlynxlynx> however, we definitely have targetting bug somewhere in there, since mind flayers hold even themselves
[12:53:57] <lynxlynxlynx> iirc we already checked that the projectile has the ignore center flag set
[12:54:08] <Avenger> yes, i thought this was fixed
[12:54:23] <Avenger> the hold projectile is enemy only
[12:54:34] <Avenger> so some bug crept back or what...
[12:55:44] <Avenger> meh, and i thought i will just go back to bgee, but this bug has to be killed
[12:56:13] <lynxlynxlynx> i don't remember hold ever working properly
[13:02:29] <Avenger> i think there is a bug in the projectile
[13:02:38] <Avenger> if it doesn't find a valid target, it affects the caster :)
[13:02:59] <Avenger> that's why your illithid ko themselves too, i guess
[13:08:00] <lynxlynxlynx> but it also affects everyone
[13:08:09] <lynxlynxlynx> other enemy illithid
[13:08:12] <lynxlynxlynx> and pcs
[13:08:19] <lynxlynxlynx> so it's not just an ea issue on top
[13:09:33] <Avenger> yes, i see the problem now
[13:09:48] <Avenger> the hold projectile creates another area projectile 'sharea'
[13:10:02] <Avenger> which has no ea targeting
[13:10:05] <Avenger> meh
[13:10:32] <lynxlynxlynx> uhh, this could be problematic
[13:10:37] <lynxlynxlynx> what all to inherit?
[13:11:02] <Avenger> aoe flag couldn't be inherited, though
[13:11:11] <Avenger> i don't create a new object, iirc
[13:11:41] <Avenger> on the other hand, i don't know if i should even pass the effects to this secondary projectile
[13:11:52] <Avenger> i will try without
[13:20:54] <Avenger> ok, it works
[13:21:17] <Avenger> my kobold's head is fully covered by the anim, i think the original had it above
[13:21:30] <Avenger> so yeah, something is still missing here
[13:21:48] <Avenger> and i might broke some other projectiles
[13:22:52] <CIA-45> GemRB: 03avenger_teambg * ra92273548e62 10gemrb/gemrb/core/Projectile.cpp: fixed the hold projectile but probably broke something on the way
[13:24:09] <Avenger> apparently the fragment projectile shouldn't carry the effects
[13:30:11] <lynxlynxlynx> seems to work :)
[13:31:08] <lynxlynxlynx> i guess we need to check many of aoe spells, especially the cloudlike ones
[13:32:33] <Avenger> yep
[13:32:41] <Avenger> and iwd and pst O_o
[13:33:22] <Avenger> i guess these 2 fixes are enough for some time, i don't want to break too much at once
[13:33:28] <lynxlynxlynx> ok, will add it to the release todo
[13:34:37] <Avenger> and probably i will have to dig deeper into the engine to see why spmindat isn't drawn above head
[13:34:44] <Avenger> or beg for some info :D
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[21:05:45] <lynxlynxlynx> maybe i'll go to nl next week
[21:06:16] <lynxlynxlynx> but amsterdam, so not anywhere close you two
[21:08:10] <fuzzie> amsterdam being a good 40 minutes journey from here :P
[21:10:54] <lynxlynxlynx> oh, forgot it's completely flat :P
[21:11:41] <lynxlynxlynx> by train, it's 10h just to get to bonn from here, but we'll drive
[21:11:50] <lynxlynxlynx> either nl or fr
[21:12:00] <lynxlynxlynx> cloud computing at its finest >>
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