#gemrb@irc.freenode.net logs for 17 Apr 2011 (GMT)

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[00:48:02] <CIA-52> GemRB: 03tom.prince * r8860db4add15 10gemrb/gemrb/core/System/Logging.cpp:
[00:48:02] <CIA-52> GemRB: logging: Split vprint of of print.
[00:48:02] <CIA-52> GemRB: This is so it can be reused in printMessage.
[00:48:02] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[00:48:09] <CIA-52> GemRB: 03tom.prince * r226ef21dca4c 10gemrb/gemrb/core/System/ (Logging.cpp Logging.h):
[00:48:09] <CIA-52> GemRB: logging: Actually poison printf.
[00:48:09] <CIA-52> GemRB: GCC is only up to v4, so don't check for bogus version. Also add
[00:48:09] <CIA-52> GemRB: GemRB specific message.
[00:48:09] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[00:48:10] <CIA-52> GemRB: 03tom.prince * re09418a74217 10gemrb/gemrb/core/System/Logging.h:
[00:48:10] <CIA-52> GemRB: logging: Allow gcc to check format specifiers to print.
[00:48:10] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[00:48:18] <CIA-52> GemRB: 03tom.prince * rf925e442e803 10gemrb/gemrb/ (38 files in 16 dirs):
[00:48:18] <CIA-52> GemRB: logging: Merge a bunch of printMessage followed by printfs.
[00:48:18] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[00:48:21] <CIA-52> GemRB: 03tom.prince * rba905d9ef184 10gemrb/gemrb/core/System/ (Logging.cpp Logging.h):
[00:48:21] <CIA-52> GemRB: logging: Make printMessage accept a format string and arguments.
[00:48:21] <CIA-52> GemRB: NOTE: This causes warnings about non-literal and zero-length format strings.
[00:48:21] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
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[03:14:28] <CIA-52> GemRB: 03tom.prince * r4ef124d08e16 10gemrb/gemrb/core/System/Logging.cpp:
[03:14:28] <CIA-52> GemRB: Fix typo in msvc code.
[03:14:28] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[03:14:38] <CIA-52> GemRB: 03tom.prince * r4a5023a79f78 10gemrb/gemrb/core/System/Logging.h:
[03:14:38] <CIA-52> GemRB: logging: argument to deprecated was added in gcc 4.5.
[03:14:38] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
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[05:01:13] <tomprince> fuzzie: My testing branch has some of the changes I thought of.
[05:03:04] <tomprince> With it, 2DAImporter can almost be linked with just TableMgr and PluginMgr,Plugin,Resource,ResourceDesc VFS,String,DataStream,Logging.
[05:03:23] <tomprince> Except for a couple of links PluginMgr -> core, Variables.
[05:34:11] <tomprince> solved.
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[08:26:32] <fuzzie> oh, i'm not going to review that now :P
[08:28:01] <fuzzie> (why remove license headers?)
[08:30:16] <fuzzie> and i'd want to see some extensive testing of the TableMgr holder thing
[08:30:39] <fuzzie> in the "run the games" sense
[08:30:55] <fuzzie> printMessage merge is nice though :P
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[08:44:59] <fuzzie> my #1 problem of the day is that travel regions aren't working any more
[08:47:14] <fuzzie> oh i forgot about svtriobj.ids
[08:48:21] <fuzzie> ah look, this is where contingency happens, too
[08:52:21] <fuzzie> worryingly svtriobj.ids has weird triggers in it
[08:54:30] <fuzzie> devsin also dubious
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[10:42:30] <dhewg> boy, this gui flickering gets annoying :P
[10:42:58] <fuzzie> hm
[10:43:03] <fuzzie> did you cherry-pick whatever we put in master?
[10:43:20] <dhewg> i thought there's no fix for this?
[10:43:38] <fuzzie> well
[10:43:40] <fuzzie> which flickering?
[10:43:43] <dhewg> that native -> py gui close notification
[10:43:52] <dhewg> at least thats what you suspected
[10:44:14] <dhewg> i get this alot when mages are in epic fights
[10:44:21] <fuzzie> hm
[10:44:28] <fuzzie> i rather concluded it was caused by the saving thing
[10:44:47] <dhewg> i cherry-picked all those pause thingys
[10:45:00] <fuzzie> which is ab842112bcbba8f77905421385ce5ee06810f3f2 but that's post-merge
[10:45:50] <dhewg> also, they tricked me into that dragon dungeon
[10:46:23] <dhewg> i think i call a surrender and come back later :P
[10:46:28] <fuzzie> hehe
[10:46:41] <dhewg> so uhm
[10:46:52] <dhewg> did you actually see this flickering?
[10:46:57] <fuzzie> yes
[10:47:01] <dhewg> k
[10:47:37] <dhewg> in that dungeon, if i cast silly stuff like cloud kill on vampires it seems to trigger faster
[10:48:16] <dhewg> im restarting gemrb like 5 times/30 min because of that
[10:48:29] <dhewg> which in return gets more annoying because of the non saved gui options
[10:48:43] <dhewg> everyone's favorite bug entry \o/
[10:49:09] <fuzzie> you could just change the config :-P
[10:49:51] <dhewg> gemrb.cfg?
[10:50:08] <fuzzie> the original game .ini
[10:50:19] <dhewg> thats used? o_O
[10:50:23] <fuzzie> sure
[10:51:13] <dhewg> what options are used from there?
[10:51:19] <fuzzie> i dunno, lots
[10:51:31] <dhewg> huh, thats confusing
[10:58:31] <dhewg> ah, i think i tried cherry-picking ab842112bc before
[10:58:45] <dhewg> if i use that, i get the savegame screen as thumbnail
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[11:39:16] <ubermad> help! I try to run pst on my phone, I use widescreen mod and change resolution to 640x480 (my phone have 800x600 but I think the smaller resolution can make it faster, or I'm wrong?). I configurated gemrb.cfg and I notice there is set up resolution to 800x480. Could it make problems? Are there logfiles which can I check? Because when I try to run pst, nothing happen.
[11:40:02] <ubermad> my phone *800x480 ;p
[11:43:12] <fuzzie> yes, everything has to match
[11:43:26] <fuzzie> pst is 640x480 anyway..
[11:56:34] <ubermad> any log, or something what I did wrong? so what resolution shoud to set up i wmod?
[12:10:56] <fuzzie> why use the mod?
[12:11:05] <fuzzie> i am confused - if you don't want widescreen, do not use the widescreen mod
[12:30:52] <dhewg> 800x480 kinda is ws :P
[12:32:53] <fuzzie> yeah, but 640x480 isn't
[13:07:32] <fuzzie> so confused
[13:08:09] <fuzzie> and the savegame screen as thumbnail shouldn't happen if you manage to merge the guiscript changes, but they will need manual merging
[13:09:39] <fuzzie> if you did actually do that and it still breaks, do tell
[13:14:54] <dhewg> i did merge that
[13:15:41] <fuzzie> the OpenSaveWindow()/HideGUI combo being vital
[13:15:42] <fuzzie> but bbiab
[14:12:41] <dhewg> gah
[14:17:47] <dhewg> this gui thing drives me crazy
[14:21:23] <fuzzie> i still can't reproduce here with the save changes
[14:21:27] <fuzzie> but it is possible it could be coincidence
[14:32:25] <dhewg> and that cherry-pick doesnt really fix it, i just got it again
[14:32:45] <fuzzie> but your savegame screenshots show up fine?
[14:33:20] <dhewg> not with that, no
[14:34:38] <fuzzie> dammit, i have .pyc all over my guiscripts again
[14:34:50] <fuzzie> dhewg: got a diff of your bg2/GUISAVE.py to 0.6.4?
[14:35:59] <dhewg> sec
[14:38:09] <dhewg> https://github.com/dhewg/gemrb
[14:38:12] <dhewg> 0.6.4 branch
[14:38:24] <dhewg> prolly easier, since its a couple of commits on top
[14:40:51] <fuzzie> not seeing a commit
[14:41:21] <dhewg> for ab842112bc?
[14:41:53] <dhewg> i reverted it, because it didnt fix anything
[14:42:04] <fuzzie> right
[14:42:24] <fuzzie> well, if it showed your previews as the save screen, it wasn't working
[14:42:33] <fuzzie> but difficult to diagnose why without seeing how you merged it :P
[14:42:53] <dhewg> yeah, well, it just conflicted on that one save() line
[14:43:01] <dhewg> where master seems to use a version var
[14:43:16] <dhewg> i kept the old one of that, but took the rest of the changes
[14:43:39] <fuzzie> i'm just wondering if git did the merge right, though
[14:44:01] <fuzzie> "
[14:44:03] <fuzzie> make GameScript::Update return whether action list changed"
[14:44:13] <fuzzie> ^- that only works on master, btww
[14:44:45] <dhewg> does it break stuff this way?
[14:44:57] <fuzzie> yes
[14:45:09] <fuzzie> several things in Spellhold will break with that applied
[14:45:49] <dhewg> oh ok
[14:46:09] <fuzzie> probably more
[14:46:20] <fuzzie> but Spellhold is my standard first-line testing ground
[14:47:01] <dhewg> k, its gone, thx
[14:47:38] <fuzzie> at some point it will make more senser to run master, but i'm still struggling with stupid weird stuff
[14:47:51] <fuzzie> like Jon deciding i'm hostile as soon as i get a few steps into Spellhold
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[14:48:05] <dhewg> yeah, i know. just ping me if i should switch
[14:49:09] <fuzzie> there's also some bug where you can hit the enter key in dialogs
[14:49:30] <fuzzie> and gemrb does .. something
[14:50:27] <fuzzie> and some issue with this idiotic dialog compilation
[14:52:08] <dhewg> heh
[14:53:48] <fuzzie> sure would be nice if we could just abort() on completely bad data
[14:56:53] <fuzzie> grr
[14:57:14] <fuzzie> ok this is a really irritating bug
[14:59:23] <dhewg> huh
[14:59:39] <dhewg> just wanted to recheck master, and got this: http://pastie.org/1803911
[14:59:46] <fuzzie> if an actor queues stuff in a dialog and an interjection happens, then the transition back to the talker fails
[15:00:21] <fuzzie> oh dear lord why is GlobalTimer::Update calling Map::UpdateEffects.
[15:01:57] <fuzzie> dhewg: just in combat, or instantly on loading a save?
[15:02:31] <dhewg> in the tomb in the temple ruins, combat was just over and i ran into a room
[15:02:33] <fuzzie> but, right, i see that it's my bug here
[15:02:39] <dhewg> maybe a leftover from combut, dunno
[15:02:46] <dhewg> was kinda fast with those boots :P
[15:02:57] <fuzzie> grr
[15:03:04] <dhewg> also, that tomb triggers that gui issue pretty fast
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[15:04:13] <fuzzie> in master?
[15:04:28] <dhewg> no, my branch
[15:04:41] <dhewg> i wanted to test on master and i got that crash instead :)
[15:05:55] <CIA-52> GemRB: 03fuzzie * r2993e4c531e9 10gemrb/gemrb/core/Scriptable/Actor.cpp: fix Actor::Damage so it doesn't try using NULL hitter, thanks dhewg
[15:05:58] <fuzzie> i'm fairly sure that code is wrong anyway
[15:06:24] <fuzzie> but my 6 scribbled pages of notes stop before the hitby bit, ala
[15:17:36] <fuzzie> the casting glows and misplaced VVCs are really starting to confuse me
[15:18:54] <fuzzie> also the stupid area replacement algorithm breaks spellhold, that is stupid
[15:20:20] <fuzzie> and the gui changes broke the save success/fail messages, it seems
[15:20:21] <fuzzie> wah.
[15:35:30] <tomprince> fixed the header (cut instead of copy)
[15:36:46] <tomprince> just need to find somebody to test who actullly plays the game ;)
[15:46:37] <fuzzie> well, i'm also missing the point a bit
[15:47:16] <tomprince> partly it is just splitting up unrelated functionallity.
[15:47:56] <tomprince> The motivation was so I could type this:
[15:48:06] <tomprince> g++ -I plugins/2DAImporter/ -I core -I includes -I .. -o 2da plugins/2DAImporter/2DAImporter.cpp core/PluginMgr.cpp core/System/Logging.cpp core/ResourceDesc.cpp core/System/VFS.cpp -ldl core/System/DataStream.cpp core/System/String.cpp core/TableMgr.cpp core/Plugin.cpp core/Resource.cpp
[15:48:10] <fuzzie> sure
[15:48:12] <tomprince> And just have a missing main.
[15:48:13] <fuzzie> but what use is that?
[15:49:15] <tomprince> That allows you to write tests agains 2DAImporter, without having to setup all of the core infrastructure.
[15:49:29] <fuzzie> right
[15:49:55] <fuzzie> but since we all have all the core infrastructure anyway.. :P
[15:50:04] <fuzzie> i'm not objecting to a merge, just wondering if this actually helps
[15:50:27] <fuzzie> well, i *am* objecting to a merge without testing, but i mean other than that.
[15:50:32] <fuzzie> dinnertime.
[15:50:51] <tomprince> The point is to be able to do unit testing.
[15:51:24] <tomprince> I don't want to have to create an Interface object just to test the 2DAImporter.
[16:01:48] <tomprince> fuzzie: I know you always say that gemrb is going to be enherently tightly coupled. This is just part of my attempt to show you wrong. ;)
[16:09:36] <fuzzie> well, no
[16:09:44] <fuzzie> i mean, most of the importers are seperate
[16:10:01] <fuzzie> and the GUI stuff should be, really
[16:11:00] <fuzzie> but C++ unit testing of this stuff seems pointless
[16:12:22] <fuzzie> and so far decoupling stuff is just annoying :P i still have to recouple MOSImporter at some point
[16:12:36] <fuzzie> but not going to go play with that while the game is still so broken
[16:15:49] <fuzzie> i guess it's trivial too
[16:32:22] <dhewg> aww, some gfx glitches on the shadow dragon
[16:33:06] <dhewg> and tons of [CharAnimations]: Couldn't create animationfactory: mdr23118 (1201)
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[16:41:51] <fuzzie> hm, that's new
[16:41:55] <fuzzie> shadow dragon used to be ok
[16:42:07] <fuzzie> haven't even looked at that code, won't find time for a while
[16:44:20] <dhewg> looks like a palette issue
[17:02:44] <dhewg> eh
[17:03:46] <dhewg> a char has 61hp, shade lord casts a chromatic orb, does 7 hp and the char drops dead?
[17:07:57] <fuzzie> high-level chromatic orb requires save against death
[17:08:25] <fuzzie> it's a very useful spell to have for that reason :P
[17:08:41] <dhewg> was it this dangerous on vanilla?
[17:09:03] <dhewg> the tooltip of the dead char still reads 54hp
[17:09:52] <fuzzie> yes
[17:09:59] <fuzzie> the damge is useless, but the death effect is helpful
[17:11:20] <fuzzie> i mean, assuming it only happened to you once :P
[17:11:44] <dhewg> i tried that scene 20 times now, one char is instadead no matter what i do :P
[17:11:52] <fuzzie> same char?
[17:12:02] <dhewg> no, that differs
[17:12:06] <fuzzie> huh
[17:12:50] <fuzzie> in vanilla, the death effect bypasses magic resistance
[17:13:09] <fuzzie> but it has a hefty save bonus, should be rare
[17:14:25] <fuzzie> i mean assuming it isn't casting greater malison on you first :-P
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[17:15:37] <fuzzie> the Shade Lord's AI script casts WIZARD_CHROMATIC_ORB followed by WIZARD_FINGER_OF_DEATH if there's no bounce effect on the target
[17:16:56] <dhewg> http://static.hackmii.com/dhewg/meh.png
[17:17:19] <fuzzie> ok, it really shouldn't be casting Finger of Death at itself :-P
[17:17:46] <dhewg> if he would do that with his orb...
[17:17:54] <dhewg> but really, instadeath every time
[17:18:07] <dhewg> no change on master
[17:18:37] <fuzzie> interesting
[17:18:52] <fuzzie> it's not just the Finger of Death doing it?
[17:19:04] <dhewg> always the orb
[17:19:43] <fuzzie> unfortunately, i have no idea at all how most of this spell stuff works
[17:21:28] <fuzzie> the code looks .. unreliable, but biased in the other way
[17:21:58] <dhewg> can i get some more debug spew about saving throws or whatever is used there?
[17:22:07] <fuzzie> you can add some printfs
[17:22:19] <fuzzie> check_resistance function in EffectQueue.cpp
[17:22:28] <fuzzie> presumably the GetSavingThrow call is the relevant one here
[17:26:16] <ubermad> in PST fullscreen mode should be enabled or dsabled?
[17:26:16] <dhewg> ohboi
[17:26:49] <dhewg> now i added a printf, wanted to run it and that moron casts that orb on himself and drops dead :P
[17:26:56] <fuzzie> :D
[17:27:04] <fuzzie> must fix those
[17:27:13] <fuzzie> but would like to verify against original so not priority
[17:27:32] <fuzzie> ubermad: either is fine? no idea about android specifics
[17:27:38] <dhewg> but still
[17:27:52] <dhewg> i used "printf("ST %s %d %d\n", actor->GetName(0), i, saved)" in that 0..5 loop
[17:28:00] <dhewg> i dont see any output there for his orb
[17:28:14] <fuzzie> yeah, you can't resist your own spells in bg2
[17:28:43] <fuzzie> i think. i forget, honestly.
[17:28:57] <fuzzie> usually i can depend on lynx being around to answer these questions.
[17:29:06] <ubermad> fuzzie: I'm coping files on my mirrosd so I'll try ;p
[17:44:38] <dhewg> hm, it doesnt seem to run through that spot in this case
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[17:44:48] <dhewg> should this worry me? [Actor]: is immune to damage type: unknown.
[17:47:02] <fuzzie> i think only BIS games have damage names
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[18:24:21] <Avenger> hi
[18:24:31] <fuzzie> ah, it's an Avenger!
[18:24:40] <Avenger> are you sure it isn't a displaystring problem? aerie complains about failing to hurt herself in that screenshot
[18:25:20] <fuzzie> there's some really silly bugs with all that code picking the wrong target
[18:25:32] <fuzzie> especially with spells involved
[18:25:41] <fuzzie> but if Aerie actually dies, before the Finger of Death, that seems bad :P
[18:25:47] <Avenger> the aerie complain is not about spells
[18:26:01] <Avenger> aerie: aerie was immune to my damage.
[18:26:16] <Avenger> that should be weapon damage
[18:26:36] <fuzzie> well, it can be any damage
[18:26:47] <Avenger> spell damage isn't complained about
[18:26:57] <fuzzie> oh, no
[18:27:00] <fuzzie> no, yes
[18:27:05] <fuzzie> it comes from the fx_damage caster
[18:27:29] <Avenger> oh, hmm
[18:27:31] <Avenger> i see
[18:27:58] <Avenger> i didn't know we already use fx_damage for weapon damage :)
[18:29:04] <fuzzie> well maybe we don't
[18:29:36] <fuzzie> it does EffectQueue::CreateEffect(fx_damage_ref, damage, (weapon_damagetype[which->DamageType])<<16, FX_DURATION_INSTANT_LIMITED);
[18:29:45] <fuzzie> so i think that is fx_damage :)
[18:31:09] <fuzzie> do you find any time for RE, Avenger?
[18:47:35] <Avenger> i could look into something shortly
[18:48:08] <Avenger> i would need to reboot to windows anyway, i saw Tom did some big changes that may affect msvc6
[18:48:13] <fuzzie> i just thought http://fuzzie.org/nfs/gemrb/cgameanim_vtable.txt might be useful for you to put somewhere
[18:48:48] <Avenger> nice
[18:48:57] <fuzzie> yeah, that took a lot of time :-P
[18:49:41] <fuzzie> i think tomprince already checked the compile in msvc6, although we gained one new file (System/Logging.cpp)
[18:49:49] <Avenger> saved it for later
[18:49:51] <tomprince> yes.
[18:50:06] <Avenger> yes, i need to mod the project files at least
[18:50:09] <Avenger> brb
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[18:51:19] <tomprince> I am not sure of the memcpy in vprintf, but other that it should work.
[18:53:03] <fuzzie> heh
[18:53:07] <fuzzie> that's an interesting hack :P
[18:53:39] <fuzzie> you have a plan if it doesn't work?
[18:54:09] <tomprince> no.
[18:54:26] <tomprince> I guess i could duplicate the code of vprintf in print and printMessage.
[18:55:03] <tomprince> I got that memcpy from http://svn.xiph.org/icecast/branches/kh/icecast/config.h.vc6
[18:55:06] <fuzzie> looks like it should be ok
[18:55:21] <fuzzie> ah, even moreso, then
[18:56:08] <fuzzie> although i wonder how universal va_copy is
[18:56:55] <fuzzie> i guess it predates gcc 3.3
[18:57:04] <tomprince> doesn't matter, since we only need because msvc6 lack vcprint
[18:57:22] <fuzzie> does anything have a vcprint?
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[18:58:53] <tomprince> http://msdn.microsoft.com/en-us/library/1kt27hek.aspx
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[18:59:31] <Avenger> fuzzie: GetNeckOffsets, i bet it is the GetCGHeight method...
[18:59:41] <fuzzie> Avenger: you marked it as something to do with 'terrain'
[18:59:42] <tomprince> I mean: http://msdn.microsoft.com/en-us/library/7c43y44t.aspx
[19:00:20] <fuzzie> ah! interesting, i couldn't find it in docs
[19:01:21] <fuzzie> Avenger: see also GetCastHeight
[19:02:01] <fuzzie> i only decoded monsters so far (see http://fuzzie.org/nfs/gemrb/monster.txt) and i think they have a hardcoded cast height and hardcoded neck offsets, but i forget..
[19:05:22] <Avenger> GetBloodColor was correct at least :)
[19:05:34] <fuzzie> sure, you marked a bunch of them i think
[19:05:39] <ubermad> hi I past my cfg file http://www.speedyshare.com/files/28018557/GemRB.cfg.sample I don't know why pst can't run on my phone (I delete sample from name)
[19:05:53] <Avenger> and there is a chunk color too, that's good to know
[19:06:06] <Avenger> if it is different, we need a new column
[19:06:56] <fuzzie> well, you can see a whole bunch of things in the monster.txt
[19:07:35] <fuzzie> we maybe need columns for walk speed, path smoothing, infravision, walk sound frequencies, etc
[19:07:58] <Avenger> cast frame: an interesting thing
[19:08:40] <Avenger> i guess, it is a frame number in the casting animation, but i don't know how is that used
[19:08:43] <fuzzie> well, it's identical for all the monsters
[19:08:51] <Avenger> good to know
[19:08:52] <fuzzie> i don't know if it's used in some other anim type
[19:09:05] <fuzzie> you can imagine, i guess, how long it took to look at this
[19:09:15] <Avenger> well, i named the field
[19:09:23] <Avenger> were they in order?
[19:09:27] <Avenger> or just randomly
[19:09:40] <fuzzie> randomly
[19:09:49] <Avenger> huh
[19:10:14] <Avenger> well, i hope you enjoyed reading the rosetta stone
[19:10:51] <fuzzie> some of it is interesting, like what is the second anim resref?
[19:11:01] <fuzzie> e.g. solar (MSOL) has one, MSOG
[19:11:34] <Avenger> did you look at the bams?
[19:11:39] <fuzzie> nope
[19:11:50] <fuzzie> i got really fed up, am back to triggers :P
[19:12:03] <fuzzie> ubermad: hm
[19:12:34] <fuzzie> ubermad: you use this on android?
[19:13:00] <ubermad> fuzzie: yes
[19:13:25] <fuzzie> i think you probably need to customise the android config, because stuff like CachePath=./Cache/ will not work well
[19:14:16] <fuzzie> if there's no logging in the app, i guess you can see errors using 'adb logcat' if you have adb, or some app like alogcat from the market
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[19:14:57] <fuzzie> oh it's a lynx too :)
[19:15:10] <lynxlynxlynx> :)
[19:15:30] <lynxlynxlynx> extra tired, but we did it :D
[19:15:35] <ubermad> fuzzie: ok, i'll try
[19:15:39] <ubermad> thx
[19:16:34] <fuzzie> i am going a bit mad trying to work out what i broke of travel triggers
[19:18:01] <Avenger> ok, the GetNeckOffsets thing is not what i thought of
[19:18:07] <fuzzie> it's weird!
[19:18:33] <Avenger> it is getting values from the terraintable, which i thought is the visibility/passability based on searchmap
[19:18:52] <Avenger> every gameobject has it filled with constants
[19:19:01] <Avenger> so, it is weir
[19:19:03] <Avenger> d
[19:19:23] <fuzzie> it is easy to recognise the field
[19:19:27] <fuzzie> because of the function, CGameAnimationType::SetNeckOffsets(short, short, short, short, short, short, short, short, short, short, short, short, short, short, short, short)
[19:20:10] <Avenger> GetCastHeight is what i thought of
[19:20:56] <Avenger> maybe
[19:21:30] <fuzzie> there's the weird Rect functions too
[19:23:20] <tomprince> So, I am trying to get my buildbot run the minimal tests on win32, but I am getting exit code of -1073741515. Weird.
[19:23:40] <Avenger> something isn't right in the end ...
[19:24:18] <fuzzie> tomprince: output is fine up to there?
[19:24:21] <Avenger> GetSeqAndFrame7 is 0087C86A for vtab_anim7xxx,
[19:24:30] <tomprince> no output
[19:24:46] <fuzzie> msvc6, or mingw?
[19:24:54] <tomprince> both, same error.
[19:24:58] <fuzzie> how odd
[19:25:34] <fuzzie> Avenger: beware that vtab_anim7xxx has extra vtable entries
[19:25:37] <fuzzie> don't count from the end :-P
[19:25:44] <Avenger> i see
[19:26:30] <Avenger> huh, armor sound
[19:26:44] <fuzzie> it has SetCurrentShootSequence(short) and SetCurrentShootSplit(char)
[19:28:10] <Avenger> we need lots of new columns in avatars.2da :)
[19:28:15] <fuzzie> yes
[19:28:25] <Avenger> or just ignore some of these
[19:28:39] <fuzzie> i'm not sure which are used yet
[19:29:24] <Avenger> cool, IsInvulnerable is a total match :)
[19:29:48] <fuzzie> well that one was obvious anyway :P
[19:30:10] <fuzzie> but yes, it would have been much more difficult without existing marks
[19:30:39] <fuzzie> 'Brightest' and 'BrightestDesired' are interesting
[19:30:58] <fuzzie> but i don't know anything about these anims, maybe the meaning is obvious
[19:31:10] <fuzzie> i kept finding cool new things, and then finding them already in gemrb :P
[19:35:26] <Avenger> calculatefxrectmax is the wall group cover stuff? maximum bounding box for the whole anim sequence?
[19:35:51] <Avenger> hmm maybe not
[19:36:03] <Avenger> it is quite constant for 0x7xxx anims
[19:36:04] <fuzzie> i have no idea at all :)
[19:38:20] <fuzzie> i worked out the vtable, and i worked out the fields and made monster.txt with the data, and that's it.
[19:40:41] <Avenger> there are some WEIRD hacks :(
[19:41:01] <fuzzie> yep
[19:41:01] <Avenger> like 0087C9D0 (CGameAnim__GetAwakePlayInReverse)
[19:41:07] <fuzzie> ah yes
[19:41:12] <Avenger> it is set only for melissan
[19:41:12] <fuzzie> i thought you commented that one
[19:41:15] <fuzzie> yes
[19:41:21] <fuzzie> there are quite a few of those
[19:41:26] <Avenger> well, i know it is something for melissan, but i didn't know what
[19:41:28] <fuzzie> and some fields which are only set for one or two animations
[19:41:43] <Avenger> your list is really really useful
[19:42:33] <Avenger> even if we still don't know what exactly this brighest thing
[19:42:50] <Avenger> it is something about gamma correction/tinting
[19:43:13] <fuzzie> there's some "weird color flag
[19:43:15] <Avenger> but why is it animation specific
[19:43:20] <fuzzie> " field i noted in monster.txt which does some monster thing
[19:43:32] <Avenger> monster.txt?
[19:43:40] <Avenger> i missed that
[19:43:42] <fuzzie> http://fuzzie.org/nfs/gemrb/monster.txt
[19:44:13] <Avenger> ahh you worked out which field is set for which type?
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[19:44:19] <fuzzie> yes
[19:44:30] <fuzzie> it probably has soem mistakes, i typed it from the disassembly
[19:44:36] <Avenger> hehe, you got lots of time ;)
[19:44:51] <fuzzie> but you can see that brightest is set for BLOB_MIST_CREATURE
[19:44:56] <fuzzie> maybe that is helpful, i don't know :)
[19:45:15] <Avenger> that is some half transparent ghost thing, iirc, but i may be wrong
[19:45:36] <Avenger> not sure why they needed this
[19:45:45] <Avenger> i guess it sets a bit in the vvc flags
[19:49:14] <Avenger> hmm pathsmooth flag - i don't have ANY idea. sounds like different pathfinding based on anim types
[19:49:31] <fuzzie> oh, it is
[19:49:38] <fuzzie> i have notes for that somewhere
[19:50:23] <Avenger> well, we always wanted smooth paths :)
[19:50:41] <Avenger> i didn't know there are different methods in bg2
[19:51:36] <fuzzie> i think it's 'human-type movement in straight lines' vs 'blob-type movement which just drift smoothly along'
[19:52:21] <Avenger> i admit i don't understand
[19:52:58] <Avenger> blob-type movement has some inertia? rounded edges when turning around? or...
[19:53:44] <Avenger> or, the straight line has some noise in it?
[19:54:27] <Avenger> hmm, maybe that's what we already have? and they call and extra straightening for pc anim types?
[19:54:31] <fuzzie> well, the pathfinding code is really complicated
[19:54:33] <fuzzie> so i don't know
[19:54:38] <fuzzie> i just looked in-game for a minute and guessed
[19:54:43] <Avenger> ok
[19:55:05] <Avenger> at least we know that this flag/method is involved in pathfinding
[19:58:12] <fuzzie> yes!
[19:58:27] <fuzzie> the "has extra anim files
[19:58:44] <fuzzie> " indicates whether it adds G1/G2 stuff onto the resref for some sequences
[19:59:49] <fuzzie> so i guess that is our IE_ANI_CODE_MIRROR vs IE_ANI_CODE_MIRROR_2?
[20:00:28] <Avenger> could be
[20:00:41] <Avenger> at least that's something we already support
[20:01:09] <fuzzie> well
[20:01:11] <Avenger> but it is good to get that information straight from the exe
[20:01:22] <fuzzie> my aim here is to stop animations from vanishing
[20:01:30] <fuzzie> which i guess is where we're using bad types
[20:01:41] <Avenger> yeah, and probably we don't have ALL types
[20:01:54] <Avenger> if some of these subtypes are handled by some obscure flags
[20:02:39] <Avenger> anyway, we have room for new types ;)
[20:02:49] <fuzzie> sure
[20:03:13] <fuzzie> maybe should just have subclasses for types, too
[20:03:24] <fuzzie> dunno, maybe overcomplex
[20:03:26] <fuzzie> we'll see
[20:04:17] <fuzzie> anyway, we have MGIB as type 14, IE_ANI_FOUR_FILES_2, same as METT
[20:06:47] <fuzzie> so that is presumably horribly wrong
[20:08:24] <fuzzie> but i don't know about the history of this stuff..
[20:10:15] <Avenger> one or both are wrong :)
[20:10:37] <Avenger> it can get only better, hehe
[20:11:25] <fuzzie> well the trouble is
[20:11:29] <fuzzie> i'm pretty sure METT is wrong
[20:11:32] <fuzzie> but, "#define IE_ANI_FOUR_FILES_2 14 //METT"
[20:13:00] <Avenger> well, then it was most likely first intended for mett
[20:13:15] <Avenger> then someone fixed it for gibberlings :)
[20:13:23] <Avenger> "fixed"
[20:13:53] <fuzzie> i mean, METT is exactly the same code in bg2
[20:13:57] <Avenger> i guess, it was me who set both anims to the same type
[20:14:03] <Avenger> hmm?
[20:15:00] <fuzzie> yeah, METT is broken too
[20:15:09] <Avenger> i lost you... "i'm pretty sure mett is wrong" vs. "mett is exactly the same code in bg2"
[20:15:21] <fuzzie> i mean, METT is broken in-game
[20:15:30] <fuzzie> but it is the same animation code as MGIB
[20:15:36] <Avenger> oh
[20:15:36] <fuzzie> maybe someone 'fixed' CharAnimations..
[20:16:06] <Avenger> you mean, mett is wrong in bg2 then?
[20:16:21] <fuzzie> in gemrb
[20:17:48] <fuzzie> ah yes, it was lynx :P
[20:17:59] <Avenger> well, at a glance, they seem to be the same type
[20:18:17] <Avenger> so, what was wrong with them before lynx?
[20:18:39] <fuzzie> before lynx, they were trying to use too-high cycles
[20:19:00] <Avenger> they are g1/g1e g2/g2e (four_files) first cycle is 48 frames
[20:19:06] <Avenger> that's all i checked so far
[20:19:31] <Avenger> err, i mean, first file is 48 cycles :(
[20:20:03] <Avenger> g2 g2e are 16 cycles
[20:20:06] <fuzzie> but it's *still* trying to load too many cycles, weird
[20:20:31] <Avenger> so i guess first one has 8 cycle types, second one has 2 cycle types. each with 8 directions.
[20:20:42] <Avenger> 5 of them in g1/g2 and 3 in *e
[20:20:44] <lynxlynxlynx> ettercaps work nice now
[20:20:56] <Avenger> but they should be the same as gibberlings
[20:21:05] <fuzzie> ettercaps are identical to gibberlings, though
[20:21:10] <lynxlynxlynx> i think there was a problem with their secondary attack anim before
[20:21:39] <lynxlynxlynx> size of g1 and g2 didn't match or something like that
[20:21:43] <lynxlynxlynx> too long ago
[20:21:45] <fuzzie> yes
[20:21:49] <Avenger> g1 and g2 surely don't match
[20:21:53] <Avenger> 48 vs 16
[20:21:58] <lynxlynxlynx> yeah
[20:21:58] <Avenger> i already said that :)
[20:22:09] <fuzzie> the thing is, the code doesn't use too-high cycles
[20:22:11] <fuzzie> it should be fine
[20:22:25] <lynxlynxlynx> we were using something that did try to use 16+ for g2
[20:22:28] <Avenger> so, the cycles are differently used than we know
[20:23:06] <Avenger> g2 has 2 different attack anims
[20:23:30] <fuzzie> i'm not sure looking at the BAMs for this is so helpful, btw
[20:23:36] <fuzzie> they obviously left some unused
[20:23:54] <Avenger> g2 should be simple, 2 alternate attacks
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[20:27:24] <fuzzie> ok so what's a WeaponRef.
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[20:31:16] <fuzzie> ok, got that now
[20:31:18] <fuzzie> very confusing
[20:32:41] <dhewg> does "energy drain" stack?
[20:34:19] <fuzzie> i think my head has exploded now.
[20:34:41] <fuzzie> dhewg: i think so
[20:34:48] <fuzzie> should ask lynx or Avenger though
[20:35:02] <Avenger> yes, in the original game it should
[20:35:09] <lynxlynxlynx> level drain? yep
[20:35:12] <Avenger> in gemrb, it may be totally wrong
[20:35:15] <lynxlynxlynx> intelligence drain? yep
[20:35:19] <dhewg> k, because some bitches drained me from lvl 11 to 4
[20:35:29] <lynxlynxlynx> :)
[20:35:36] <Avenger> that happens, you can even die if reach level 0 ;)
[20:35:40] <dhewg> at while on that topic, restauration in a temple is broken
[20:35:48] <Avenger> meh
[20:35:50] <Avenger> i thought it works
[20:35:55] <dhewg> i can pay for it, but drain doesnt go away
[20:35:58] <Avenger> make sure you got a save
[20:36:02] <dhewg> a scroll works though
[20:36:12] <Avenger> it should be pretty easy to fix then
[20:36:38] <Avenger> that means, the fx code is correct
[20:36:38] <dhewg> the restauration animation is not cast where the selected char is standing
[20:36:46] <fuzzie> how far off?
[20:36:48] <dhewg> maybe just a char selection issue on the gui
[20:36:59] <dhewg> the ani is in front of the priest
[20:37:01] <Avenger> could be just animation offset
[20:37:06] <dhewg> doesnt seem to depend on where im standing
[20:37:06] <fuzzie> there's some bug where VVCs play *below* chars, which is driving me mad
[20:37:08] <Avenger> oh, then bad target
[20:38:12] <fuzzie> that is hopefully easy enough to fix :)
[20:38:51] <dhewg> do you guys know about the "gather your party" spam?
[20:39:19] <fuzzie> yes
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[20:39:27] <fuzzie> also, you should gather your party before venturing forth.
[20:39:35] <fuzzie> avenger says there's a rate-limiter somewhere
[20:39:43] <dhewg> yeah, the speaker really insists on that
[20:39:45] <fuzzie> i'm pretty sure there's one for the other messages too
[20:39:51] <dhewg> or even: all the speakers
[20:39:54] <fuzzie> but i didn't look yet
[20:39:56] <dhewg> they are gathering kinda hard
[20:40:06] <dhewg> almost yelling at me at the same time
[20:40:14] <fuzzie> but if you'd just gather your party before venturing forth, it wouldn't be an issue
[20:40:22] <dhewg> hehe yeah
[20:40:26] <dhewg> oh, but
[20:41:22] <dhewg> that never works when either using "draw upon holy might" and/or "berserk"
[20:42:02] <dhewg> my char is that figher template, and i got minsc. if i enable both of those specials, i cannot exit any map
[20:42:21] <dhewg> if i cast those after changing the map, there's no problem
[20:43:01] <dhewg> i combined that with haste/bless, dunno if thats related
[20:43:19] <fuzzie> dammit, that exit still doesn't work
[20:43:27] <dhewg> well hast+bless works
[20:43:41] <dhewg> haste+bless+ one or both of those breaks it
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[20:50:16] <fuzzie> well berserk isn't really meant to let you wander places :P
[20:53:52] <dhewg> its supposed to be like that?
[20:54:38] <fuzzie> no, i'm sure it's broken
[20:54:50] <fuzzie> we probaby don't implement beserk stuff
[20:54:58] <fuzzie> not sure, busy hating everything
[20:55:13] <dhewg> :)
[20:56:09] <tomprince> :(
[20:56:44] <dhewg> did i meantion that resting in an inn doesnt rest the party?
[20:57:43] <fuzzie> no
[20:57:46] <fuzzie> that's interesting
[20:58:08] <dhewg> is reads "you rested 8h", but the party is still close to death :P
[20:58:26] <fuzzie> oh, well
[20:58:51] <fuzzie> it seems hilariously hardcoded to restore RentIndex+1 hp
[20:59:45] <fuzzie> the original presumably does something less dumb, but i'd have to check CompressTime
[21:01:24] <wjp> weren't the HP restored by resting pretty limited anyway? I vaguely seem to remember healing spells being the more significant factor
[21:02:38] <dhewg> despite me reporting all these minor annoyances here, i must say: im impressed how well gemrb works. i tried it a few years back and it totally improved
[21:03:20] <fuzzie> yes, i seem to remember resting being mostly to stop party members from being too exhausted to do stuff
[21:03:37] <fuzzie> well, and silly memorization :-/
[21:04:33] <fuzzie> dhewg: in part it is improved because of people happy to complain about all the annoyances and help fix them, so :)
[21:05:23] <dhewg> yeah :)
[21:06:00] <dhewg> maybe i'll dive in on the code and help a little, but for now i'm busy playing :)
[21:06:49] <fuzzie> the code is .. so messy as to be a bit painful :)
[21:07:31] <fuzzie> and it's the actual playthroughs that catch bugs
[21:07:36] <fuzzie> lynx did a lot of them
[21:08:01] <fuzzie> slowly bit-by-bit patching things until games were completeable
[21:09:32] <lynxlynxlynx> re resting: i think the original also autocast all the healing spells if you went to rest with them still uncast
[21:09:41] <lynxlynxlynx> or atleast it was advertised as such
[21:09:45] <fuzzie> it was an option, i think
[21:09:56] <fuzzie> a rather terribly useful one
[21:10:29] <lynxlynxlynx> aha
[21:10:55] <fuzzie> i was going to check if it was TotSC feature, but the manual is not in the box, huh
[21:12:31] <wjp> I recall a checkbox for that too
[21:13:50] <lynxlynxlynx> the other thing is regeneration
[21:14:23] <lynxlynxlynx> compressed time may be a problem there, but apart from gear, you'd need 20+ constitution to get it iirc
[21:14:29] <fuzzie> there's an issue with the regneration timing, dhewg has a patch, must remember that
[21:15:25] <dhewg> yeah, on my branch
[21:15:32] <dhewg> named torgal fix :P
[21:15:35] <fuzzie> can't find the TotSC manual, gr. i did find some Ultima Online stuff, which is interesting, since i've never played it
[21:15:55] <wjp> I can't find any mention of auto-cast heal in the TotSC or BG1 manuals
[21:16:06] <wjp> (with a quick browse-through)
[21:16:49] <wjp> the BG2 manual says casting healing spells is done automatically
[21:17:30] <wjp> related: BG2 apparently has an option to rest until healed
[21:17:49] <lynxlynxlynx> yeah
[21:17:49] <fuzzie> which is not so great if you don't have the spells :P
[21:17:54] <fuzzie> you can rest for days and days
[21:17:58] <lynxlynxlynx> aha
[21:18:07] <fuzzie> so i guess this makes wjp's theory more likely
[21:18:19] <lynxlynxlynx> i wonder if this is also hardcoded - the spellnames should be obvious then
[21:18:24] <wjp> quote: Note: If you select the "Rest Until Healed" Option on the options page, your character will rest until healed, casting their healing spells in the
[21:18:28] <wjp> process.
[21:18:40] <wjp> (from the BG2 manual again)
[21:18:45] <fuzzie> right, 'Heal Party on Rest' in ini
[21:20:20] <fuzzie> it's in the iwd2 binary too
[21:20:32] <wjp> iwd1 apparently has a choice when you rest
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[21:25:12] <fuzzie> ok. so, something to add to the list :)
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[21:52:17] <Avenger> fuzzie, i think i know what ListType is
[21:52:45] <Avenger> if i'm right, it is the drawing priority.
[21:53:47] <Avenger> for example, 0xdxxx anims got 2. That is birds. They are drawn last, because they cover everything.
[21:53:59] <fuzzie> oh, cool
[21:55:15] <Avenger> 0xcxxx anims may have different list types, don't know which one is 2
[21:56:22] <Avenger> 0xc5xx may be 2
[21:56:29] <fuzzie> that is BAT_OUTSIDE
[21:56:34] <fuzzie> :-)
[21:56:36] <Avenger> yeah, flying
[21:56:41] <Avenger> so covers others
[21:57:03] <fuzzie> cool
[21:57:15] <Avenger> coincidentally, they cannot be detected by infra. which is lame. bats are warm blooded
[21:57:31] <fuzzie> yeah, but they're flying waaay above, right?
[21:57:40] <fuzzie> so the range should be too high
[21:57:46] <Avenger> maybe
[21:58:25] <fuzzie> the ankheg stuff is most annoying to me so far
[21:58:36] <fuzzie> since it's hardcoded by animation id in the move code
[21:59:35] <fuzzie> otherwise it all seems nicely possible in a 2da
[22:00:11] <Avenger> yes
[22:00:16] <fuzzie> even stuff like the backwards awake is just one more column
[22:04:01] <fuzzie> hmm, Killed is actually a very useful trigger
[22:07:10] <Avenger> bye
[22:07:17] <-- Avenger has left IRC (Quit: ChatZilla [Firefox 3.6.16/20110319135224])
[22:29:08] <pupnik> everybody have a nokia n900 now? :D
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[23:20:44] <tomprince> no.
[23:55:49] <pupnik> boo :(