#gemrb@irc.freenode.net logs for 17 Aug 2009 (GMT)

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[07:00:22] <Avenger> hi
[07:04:47] <Avenger> hmm, i wonder if it is easy to fix this image writing bug (endian problem). It looks like we just have to flip the rgb writing order in BAMImp
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[07:35:23] <Gekz> hi.
[07:40:41] <Avenger> hi
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[08:04:06] <Avenger> heh, i hate these monster summoning effects
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[08:13:42] <fuzzie> morning
[08:14:08] <fuzzie> Avenger: the endian bug is in SDL
[08:14:36] <Avenger> i see
[08:15:04] <Avenger> well, finally managed monster summoning (not the wand) to summon creatures at the targeted point
[08:15:12] <Avenger> the wand still bugs
[08:15:16] <fuzzie> oh, that's nice :)
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[08:27:53] <Avenger> fuzzie: back to the image problem. The original previews are good or bad?
[08:28:06] <fuzzie> SDL generates the previews incorrectly
[08:28:11] <fuzzie> i mean, our SDL code
[08:28:18] <Avenger> but we can always hack it to do good
[08:28:27] <Avenger> just flipping the red and blue
[08:28:43] <fuzzie> yes, but there are some other bugs, we should fix it properly
[08:29:58] <fuzzie> looks like we can simply check SDL_BYTEORDER, though
[08:31:11] <Avenger> summoned creatures trigger traps, i think it is a fun feature, but not in the original :)
[08:31:35] <fuzzie> which creatures are meant to trigger traps, i wonder
[08:32:16] <fuzzie> Avenger: did you see the purple text problem that was reported?
[08:32:29] <Avenger> no
[08:32:48] <Avenger> i think there is a flag in traps
[08:32:50] <fuzzie> http://xnode.org/i/?p=26
[08:32:53] <Avenger> either all, or just party
[08:32:57] <CIA-22> gemrb: 03avenger_teambg * r6891 10/gemrb/trunk/gemrb/plugins/ (6 files in 3 dirs):
[08:32:57] <CIA-22> gemrb: fixed effects to honor the preselected target point (mostly in summoncreature effects)
[08:32:57] <CIA-22> gemrb: SummonCreature now will display the vvc over the appearing creature, not the target point
[08:33:25] <Avenger> winthrop has funny colors
[08:33:54] <Avenger> i use one of the character colors directly, bg2 has some lookup table, i guess
[08:34:23] <Avenger> oh wait no
[08:34:32] <Avenger> we use the character color only for the name
[08:34:34] <Avenger> hmm
[08:34:36] <Avenger> this is ODD
[08:34:42] <fuzzie> i wonder if you know what the problem might be
[08:34:46] <Avenger> no
[08:34:49] <Avenger> i'm baffled
[08:34:51] <fuzzie> it works okay for everyone else :)
[08:35:07] <fuzzie> ok, i'll add it to the list.
[08:35:17] <Avenger> it would be good to see what's in the textarea
[08:35:19] <fuzzie> the trap thing is easy to fix if you know the flag, of course :)
[08:35:24] <Avenger> i mean, the tagged string
[08:35:31] <fuzzie> it's a plain string, no tags
[08:35:58] <Avenger> the textarea has tags
[08:36:00] <Avenger> for color
[08:36:07] <fuzzie> oh, right
[08:36:15] <fuzzie> a printf() there would work, i guess
[08:37:10] <Avenger> i wonder what made the greater restoration spell use 6 (not evil) as target type
[08:37:19] <Avenger> my file's timestamp is back from 2001
[08:37:22] <Avenger> so it wasn't me :)
[08:37:47] <fuzzie> which file is it? i could check the unpatched one
[08:38:13] <Avenger> sppr7?? will check
[08:38:31] <fuzzie> where's the latest dltcep, anyway, on the forums or on sourceforge?
[08:38:42] <fuzzie> i've been using ielister but maybe dltcep is more useful for searching :)
[08:38:45] <Avenger> sppr713
[08:39:42] <fuzzie> ielister's "Target type" for that is all 01 or 02
[08:39:55] <Avenger> yes, that's the normal self or pre-target
[08:40:09] <Avenger> and your file timestamp is?
[08:41:06] <fuzzie> that's from original ToB, which doesn't have it in override - the ToB patch fixes it to 05 and 06
[08:41:39] <Avenger> hmm
[08:42:21] <Avenger> the official patch?
[08:42:24] <fuzzie> yes
[08:42:50] <fuzzie> the only thing mentioned in the patch notes is "Greater Restoration scrolls would appear as Lesser Restoration in the Quick-Item slot"
[08:42:53] <Avenger> but if 'not evil' means own side, then this effect will affect not a single creature but all party
[08:43:16] <Avenger> i guess not evil means, pre-target, but only if the target is own side?
[08:43:36] <fuzzie> that sounds like a good guess
[08:43:40] <Avenger> if it isn't using the pre-target, you couldn't use greater restoration on targeted creatures
[08:43:49] <fuzzie> do you want me to try testing? i guess there's not much to guess because it does work
[08:43:51] <Avenger> this is why i asked on g3
[08:44:11] <Avenger> well, try a bit
[08:44:24] <Avenger> i noticed we didn't implement this targeting type when i tested the temple spells :)
[08:44:37] <Avenger> i thought first, that the spellcasting is still wrong, hehe
[08:45:09] <Avenger> you could test monster summoning too
[08:45:26] <Avenger> the vvc's now correctly appear where the creature actually appears
[08:48:22] <Avenger> read iesdp? taimon found another fun flag, startdialogoverride has a flag for when you talk with items.
[08:49:28] <fuzzie> huh, i thought that was only possible in pst
[08:50:23] <lynxlynxlynx> lilarcor
[08:52:05] <Avenger> a pity you can't talk to boo :)
[08:52:20] <Avenger> i mean, minsc
[08:52:23] <Avenger> :D
[08:57:47] <fuzzie> my list of things to fix just grows larger and i haven't fixed anything, grr
[08:58:05] <fuzzie> maybe i should give up for a while and just fix easy things
[08:58:33] <fuzzie> Taimon's really useful for knowledge about scripting, though
[09:00:10] <fuzzie> so i guess i should ask some things on the forum too
[09:02:42] <Avenger> huh, mdgu1* resources are very empty, no wonder the grimwarders don't appear
[09:03:20] <Avenger> very odd
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[09:09:03] <fuzzie> hm, dltcep is a bit broken with large fonts
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[09:10:53] <Avenger> hehe, they are empty animations, they rely completely on the equipped weapon :)
[09:16:27] <pupnik_> yep use available human resources fuzzie :)
[09:20:41] <lynxlynxlynx> makes sense, since they're just animated suits of armor and weaponry
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[09:26:13] <lynxlynxlynx> iirc it's a helmet + (shield,sword)/bow
[09:26:58] <Avenger> ok it's fixed
[09:27:15] <Avenger> if you got time to test it: take your avatars.2da
[09:27:19] <Avenger> look up 0x6405
[09:27:29] <Avenger> set M as size, and L for the next entry's size
[09:27:38] <Avenger> this will enable weapon rendering
[09:28:21] <Avenger> i tested this only by giving minsc a ring which sets his animation id to 0x6405
[09:28:45] <Avenger> hmm shadows are not rendered
[09:28:47] <Avenger> odd
[09:29:02] <Avenger> this might be wjp's field
[09:29:47] <Avenger> it renders the shadows of pc avatars, but not the grimwarder animation's
[09:31:33] <lynxlynxlynx> why don't you just summon a few of them?
[09:32:42] <Avenger> because minsc is easier to control :D
[09:34:04] <Avenger> now he is a skeleton anyway, i'm going through all animations
[09:34:15] <Avenger> it is easier to set it in an item than finding proper creatures
[09:34:21] <lynxlynxlynx> i remember something funny about the ea - when you cheated in a silver dragon, it was friendly :); others aren't so i had a few draconic duels
[09:34:49] <lynxlynxlynx> this was before the recent changes
[09:34:54] <Avenger> sure, the ea is loaded in the .cre
[09:35:02] <Avenger> it should stay so
[09:35:09] <Avenger> the silver dragon starts friendly
[09:35:14] <Avenger> so it is friendly in the .cre
[09:35:28] <lynxlynxlynx> bodfgt01 bodfgt02 are the wardens
[09:36:11] <Avenger> shield, helmet, big sword
[09:36:22] <Avenger> no shadow, though
[09:36:52] <Avenger> wow, when they die, there is a nice animation
[09:36:58] <Avenger> even in gemrb
[09:37:10] <fuzzie> :)
[09:37:19] <fuzzie> the scripted death stuff looks pretty nice now too
[09:37:28] <Avenger> i'm sure that's fuzzie's work
[09:37:45] <fuzzie> can i run scripting on creatures from python somehow?
[09:37:52] <Avenger> yes
[09:37:54] <lynxlynxlynx> we still need to do stripping after death
[09:38:05] <lynxlynxlynx> GemRB.ExecuteString
[09:38:15] <Avenger> that's it
[09:38:43] <Avenger> stripping?
[09:38:50] <fuzzie> lynxlynxlynx: does the original game really strip?
[09:38:59] <fuzzie> or does the animation remain on the corpse?
[09:39:12] <lynxlynxlynx> i doubt it strips
[09:39:28] <lynxlynxlynx> the dying animation is naked - any armor is stripped beforehand <-- i meant this
[09:39:32] <fuzzie> yes
[09:39:40] <fuzzie> but when the dying animation is over, is the armour stripped then, in the original game?
[09:39:47] <fuzzie> so do we have naked corpses?
[09:40:04] <Avenger> yes
[09:40:08] <lynxlynxlynx> on the ground? i think so
[09:40:08] <Avenger> and it works, no?
[09:40:15] <fuzzie> waiting on the animation is no problem
[09:40:33] <fuzzie> i guess i need to write the death stuff in gemrb
[09:40:36] <Avenger> when something dies, stuff falls on the ground before they hit it, even in the original, no?
[09:40:40] <fuzzie> stupid CheckOnDeath is so broken
[09:40:57] <fuzzie> Avenger: that is what i found, and what i coded in gemrb
[09:41:07] <fuzzie> but if we do that, then the animation is stripped of armour
[09:41:17] <Avenger> ahh, hehe
[09:41:18] <fuzzie> so i need to check exactly how it works in the original
[09:41:24] <Avenger> i see
[09:41:37] <Avenger> this is such a minor problem i cannot even imagine :D
[09:41:55] <fuzzie> hehe :)
[09:41:58] <lynxlynxlynx> it's minor, but it looks silly
[09:42:00] <Avenger> fixing avatars is more important, and even more important to fix the game breakers
[09:42:21] <fuzzie> well, the death code still has some quest-breaking problems, maybe related
[09:42:28] <fuzzie> so that's why i'm interested
[09:42:49] <fuzzie> lynxlynxlynx: does your walkthrough need any hacks other than the problem with following between areas, now?
[09:43:07] <lynxlynxlynx> nothing that some clever cheating wouldn't solve
[09:43:13] <lynxlynxlynx> see the first paragraph
[09:43:23] <Avenger> ok skeletons are fully dressed too (not your problem, i mean skeleton anims)
[09:43:31] <lynxlynxlynx> mostly teleporting and instakill
[09:44:03] <fuzzie> do you have a save before the Bhaal thing?
[09:44:14] <lynxlynxlynx> yep
[09:44:46] <fuzzie> i wish we could load games in the original :)
[09:44:52] <Avenger> cool skeleton minsc looks impressive with the horned helmet and big sword
[09:44:59] <fuzzie> did you fix the divide-by-zero on gemrb side, Avenger?
[09:45:20] <Avenger> no
[09:45:27] <lynxlynxlynx> sent
[09:45:34] <Avenger> i dont really know where is it, somewhere in the spawn headers, i guess
[09:45:49] <Avenger> but it was a single position, so it could be the area rest header
[09:45:51] <Avenger> dunno
[09:46:16] <Avenger> it is also not a top priority, as it is a gemrb->original engine transition bug
[09:46:30] <fuzzie> it would be very useful for testing if that worked, that is all
[09:46:32] <Avenger> but it will be fixed eventually
[09:46:39] <Avenger> hmm i agree
[09:46:41] <fuzzie> because it lets me see which flags we don't set, what we break, etc
[09:46:45] <Avenger> yes
[09:46:51] <Avenger> it would be good for that purpose
[09:46:59] <fuzzie> but yes there are more important things :)
[09:47:02] <fuzzie> like summoning :)
[09:52:36] <lynxlynxlynx> dispel magic can remove the boots of grounding's electrical resistance portrait icon (bad resistance in the effect?), temple spells work now as promoted though :)
[09:54:04] <lynxlynxlynx> the icon has a 2-nondispel/nonbypass though
[09:59:31] <Avenger> heh
[10:00:00] <CIA-22> gemrb: 03lynxlupodian * r6892 10/gemrb/trunk/gemrb/override/bg2/avatars.2da: bg2: fixed mgib animation type (IE_ANI_FOUR_FILES_2)
[10:00:16] <Avenger> ok so the temple spells bug could be removed from the todo :)
[10:01:00] <lynxlynxlynx> way ahead of you
[10:01:19] <Avenger> brb
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[10:08:32] <CIA-22> gemrb: 03avenger_teambg * r6893 10/gemrb/trunk/gemrb/override/ (5 files in 5 dirs): skeleton/grimwarder animation equipment rendering
[10:09:57] <CIA-22> gemrb: 03avenger_teambg * r6894 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: fixed the set animation id opcode
[10:27:14] <CIA-22> gemrb: 03lynxlupodian * r6895 10/gemrb/trunk/gemrb/override/bg2/avatars.2da: bg2: fixed the giant spider's animation type
[10:31:43] <lynxlynxlynx> meh, yet another new type
[10:32:14] <lynxlynxlynx> and just due to a few missing cycles
[10:39:01] <CIA-22> gemrb: 03avenger_teambg * r6896 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIINV.py: use StartDialogOverride with item dialogue (so it won't overwrite the dialog of the PC)
[11:04:13] <lynxlynxlynx> woah
[11:04:45] <lynxlynxlynx> i added a new animation type for the small spiders and they have 400px feet circles now
[11:05:33] <fuzzie> the circle size comes from the avatars.2da
[11:05:52] <lynxlynxlynx> yep
[11:05:55] <fuzzie> so maybe it got broken
[11:05:57] <lynxlynxlynx> changed the wrong column
[11:15:23] <CIA-22> gemrb: 03lynxlupodian * r6897 10/gemrb/trunk/gemrb/docs/en/GUIScript/SetEquippedQuickSlot.txt: updated SetEquippedQuickSlot doc for the latest change
[11:17:42] <CIA-22> gemrb: 03lynxlupodian * r6898 10/gemrb/trunk/gemrb/ (3 files in 2 dirs): added a new animation type for the smallest spiders
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[11:42:34] <fuzzie> lynxlynxlynx: i forgot to link http://imgur.com/XjUSJ.jpg, i guess it's irrelevant now
[11:43:26] <lynxlynxlynx> oh cool, i think that's how it looks in gemrb too
[11:49:02] <lynxlynxlynx> meh, you can't simply walk out of underdark
[11:49:22] <lynxlynxlynx> apparently you either have to go the long way or just piss the whole city off
[12:00:10] <lynxlynxlynx> can't seal the balor pit
[12:00:45] <fuzzie> do you have a savegame where i can easily reproduce the spore colony thing, also?
[12:01:02] <lynxlynxlynx> yep
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[12:04:24] <lynxlynxlynx> any idea why reading a scroll would just cause an attack animation while nothing is read and the item not destroyed?
[12:04:49] <Avenger> which scroll
[12:04:56] <lynxlynxlynx> misca5
[12:05:06] <Avenger> how do you ready it?
[12:05:10] <Avenger> use it?
[12:05:10] <lynxlynxlynx> Attacktype: 3 Target: 5
[12:05:13] <lynxlynxlynx> quickslot
[12:05:31] <Avenger> maybe it is a target confusion?
[12:05:46] <Avenger> i don't know if that's still around
[12:05:50] <lynxlynxlynx> it doesn't even give me the chance to target
[12:05:59] <Avenger> well, 5 = self
[12:06:44] <Avenger> it should just set a global variable
[12:06:49] <Avenger> pretty simple item..
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[12:09:04] <lynxlynxlynx> EarQ1 is still 0, so it definitely isn't used up
[12:09:10] <Avenger> the global variable is set in my game
[12:10:05] <lynxlynxlynx> I checked with CheckVar("EarQ1","GLOBAL")
[12:10:28] <D_T_G> lynxlynxlynx: in GUICG22.py when you add 'Button.SetVarAssoc("ButtonPressed", i)' after 125th line of code is braking textarea control refresh
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[12:10:32] <Avenger> me too
[12:10:34] <Avenger> earq1=1
[12:10:54] <lynxlynxlynx> [GUISCript]: GLOBAL EarQ1=0
[12:10:56] <Avenger> the item doesn't vanish
[12:11:05] <Avenger> and there is truly an attack anim
[12:11:08] <Avenger> but the variable is set
[12:11:09] <lynxlynxlynx> that's fine, ar2100.bcs takes care of it
[12:11:20] <Avenger> ah well, i'm not in that area
[12:11:56] <lynxlynxlynx> well, the balor is dead and that probably went ok
[12:12:03] <Avenger> this item has a per day charge removal
[12:12:05] <lynxlynxlynx> the only other thing checked is this var
[12:12:17] <Avenger> so it should vanish, but it should be disabled
[12:12:19] <Avenger> and it isn't
[12:12:29] <Avenger> i mean, shouldn't vanish
[12:12:34] <Avenger> but should go dormant
[12:12:50] <Avenger> oh it has 0 charges set
[12:12:52] <Avenger> doh
[12:13:00] <lynxlynxlynx> D_T_G: i doubt it, something else is more like to be wrong (but i don't know where that line is)
[12:13:04] <Avenger> basically they say: it has 0 charges per day, LOL
[12:13:26] <lynxlynxlynx> i have 1 in the qs icon
[12:13:36] <Avenger> yes, but it should go down to 0
[12:13:42] <Avenger> or vanish
[12:14:03] <D_T_G> lynxlynxlynx: i didn't suspect it to do that too, but it does that, shocking
[12:14:12] <Avenger> shouldn't the scroll vanish anyway?
[12:14:12] <lynxlynxlynx> nothing changed after sleep, so it doesn't regenerate
[12:14:16] <Avenger> i mean by the script
[12:14:29] <lynxlynxlynx> the script removes it, yes
[12:14:34] <Avenger> ok
[12:14:36] <lynxlynxlynx> but only when that var is 1 and the balor is dead
[12:15:02] <lynxlynxlynx> if the balor wasn't dead, i'd even get a nice warning, but i don't get either
[12:15:09] <lynxlynxlynx> no idea why it doesn't set the var for me
[12:15:23] <Avenger> wouldn't the area script reset it?
[12:15:48] <lynxlynxlynx> no
[12:16:41] <Avenger> hmm then why it doesn't work for you
[12:16:46] <Avenger> it did for m
[12:16:48] <Avenger> me
[12:17:01] <Avenger> maybe some bug in the item :)
[12:17:01] <lynxlynxlynx> oh!
[12:17:17] <lynxlynxlynx> must be the same problem as usual in this play
[12:17:27] <lynxlynxlynx> my monk is immune to magic and this targets self
[12:17:44] <Avenger> but this frigging scroll is 0-nonmagical
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[12:18:52] <lynxlynxlynx> yeah, no effect or extremely bad luck
[12:19:08] <lynxlynxlynx> i'll open up the item, maybe it got fixed in the patch
[12:19:28] <lynxlynxlynx> not in baldurdash though
[12:19:30] <fuzzie> hm, this Delay code seems to be an Avenger change
[12:19:39] <Avenger> what delay code
[12:19:44] <fuzzie> Avenger: the Delay() trigger
[12:19:53] <Avenger> that's not recent for sure
[12:19:57] <fuzzie> 2007 :)
[12:20:25] <lynxlynxlynx> looks ok
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[12:22:03] <Avenger> interesting, the kuo-toa prince blood has the same use as the stoneshape scroll
[12:22:05] <Avenger> misca7
[12:22:37] <lynxlynxlynx> huh
[12:23:35] <D_T_G> can i actually define more variables name than one with button.SetVarAssoc ?
[12:23:47] <lynxlynxlynx> no
[12:23:58] <Avenger> you can set more variables by a button, though
[12:24:08] <Avenger> just assign a function to it
[12:24:17] <Avenger> and you can set as many variables in that function as you want
[12:24:53] <Avenger> setvarassoc is more like setting a button according to a variable's value. Like radiobuttons and checkboxes
[12:26:05] <D_T_G> the buttons i'm talking about already have assigned a function
[12:26:44] <D_T_G> so i just need define params for it, right?
[12:27:33] <D_T_G> Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, "KitPress")
[12:28:26] <lynxlynxlynx> you can't use params
[12:29:18] <lynxlynxlynx> whatever you put in the second argument will be literally treated as a function name
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[12:30:13] <D_T_G> so is there a way to retrieve in KitPress which exact buttons was clicked?
[12:30:21] <D_T_G> *button
[12:30:25] <lynxlynxlynx> Avenger: huh, reloading the game fixed this issue
[12:30:43] <lynxlynxlynx> D_T_G: that's why you associate a var
[12:31:51] <D_T_G> Button.SetVarAssoc("Class Kit", 0) - one is already associated, i couldn't associate second one, Button.SetVarAssoc("ButtonPressed", i) because it was braking the refreshing
[12:32:20] <lynxlynxlynx> SetVarAssoc("Class Kit", 0) !?
[12:32:29] <lynxlynxlynx> that would mean all are the same
[12:32:48] <D_T_G> yes, that's line 120 in the script
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[12:33:41] <fuzzie> yes, but that's only one if clause
[12:33:49] <fuzzie> so you can still identify the button using that
[12:34:27] <lynxlynxlynx> KitName = ClassList.GetValue(GemRB.GetVar("Class")-1, 1) <-- my line 120
[12:34:34] <D_T_G> hmm
[12:35:03] <lynxlynxlynx> Button.SetVarAssoc("Class Kit",Kit) <-- only this assoc
[12:35:06] <fuzzie> lynxlynxlynx: in GUICG22?
[12:35:15] <lynxlynxlynx> yes
[12:35:17] <lynxlynxlynx> oh
[12:35:21] <lynxlynxlynx> bg1 oops
[12:35:40] <lynxlynxlynx> ok
[12:41:48] <lynxlynxlynx> nice to see the surface again
[12:53:13] <pupnik_> http://www.youtube.com/watch?v=GQ7644w9DvA birth of the universe accelerated to one second - sim running on linux + GPUs
[12:53:17] <pupnik_> sorry
[12:55:09] <fuzzie> hm, summons indeed don't set off traps
[12:55:10] <fuzzie> interesting
[12:55:25] <lynxlynxlynx> but pretty silly
[12:55:51] <lynxlynxlynx> many traps aren't magical and i doubt any are attuned specifically to your party
[12:58:50] <fuzzie> well, some traps are definitely set off by monsters
[13:02:57] <D_T_G> i can't really identify which button was clicked because it's buggy when combined with scrollbar in the trunk :)
[13:03:34] <fuzzie> that should be your fix, though
[13:04:20] <D_T_G> ok
[13:05:35] <fuzzie> frustrating code.
[13:09:35] <fuzzie> heh, you can have gold in your inventory?
[13:14:36] <D_T_G> on pick up of gold it should be appended to team's gold, so not really
[13:14:57] <fuzzie> you can; pickpocket gold
[13:15:16] <D_T_G> it's also immidiately appended
[13:15:24] <fuzzie> nope
[13:15:29] <fuzzie> i mean, i'm playing ToB right now :)
[13:15:52] <fuzzie> if you pickpocket gold you get a gold heap in your inventory, only appended on click
[13:15:55] <D_T_G> my memory may be fault ;)
[13:16:36] <D_T_G> oh, i rarely used pickpocketing :P
[13:16:41] <fuzzie> me neither
[13:16:52] <fuzzie> which is why i'm doing it now :)
[13:18:18] <fuzzie> turns out you can pickpocket weapons from people who are about to go hostile, hooray
[13:20:22] <D_T_G> there is an exe hack in aTweaks that makes a dialog option on pickpocket failt
[13:20:34] <D_T_G> in original exe it was disabled
[13:20:43] <fuzzie> yes, but you have to patch all the scripts if you want to use it
[13:21:21] <Gekz> bonjour
[13:21:25] <D_T_G> it wouldn't be a proble to load the modified scripts by gemrb?
[13:21:52] <fuzzie> gemrb could just have an option to enable the pickpocket trigger
[13:21:58] <fuzzie> but you can't enable it by default
[13:24:10] <Gekz> pupnik_: epic video
[13:25:01] <pupnik_> Gekz: one more GPU video -- http://www.youtube.com/watch?v=IJ0HNHO5Uik&hd=1
[13:27:42] <D_T_G> i read havok api is computed by cpu not by any gpu
[13:28:01] <D_T_G> the accelerated api is physx
[13:28:37] <fuzzie> this was their gpu-accelerated havok, i imagine
[13:28:42] <fuzzie> they gave up on it
[13:30:10] <Gekz> pupnik_: http://www.youtube.com/watch?v=WCU7wlusSDI
[13:32:32] <D_T_G> could gemrb use opencl hardware acceleration in future ? :>
[13:32:59] <fuzzie> i think we can safely say no :)
[13:33:20] <Gekz> :<
[13:33:27] <Gekz> but
[13:33:31] <Gekz> we could speed play BG
[13:33:32] <Gekz> xD
[13:33:42] <Gekz> 300Gflops of BG2
[13:48:41] <D_T_G> ok, so the guicg22.py in the trunk need resettingvarassoc on scroll which it does not
[13:51:27] <lynxlynxlynx> nah
[13:51:47] <D_T_G> copying the block of code doing that from onload to redraw fixes that
[13:51:56] <lynxlynxlynx> that's better
[13:52:36] <D_T_G> instead in redrawkits there's a different block with enabledbuttons
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[13:53:12] <D_T_G> i don't understand what makes it better from the block in onload?
[13:53:53] <D_T_G> some kind of optimization?
[13:54:46] <lynxlynxlynx> i meant the no-need for resettingvarassoc
[13:55:26] <D_T_G> button.setvarassoc stay unchanged on srolling - that's definitely a bug
[13:55:53] <D_T_G> so when you scroll down and you click last button there appears a wrong description in textarea
[13:56:16] <D_T_G> from the kit that was associated with that button before scrolling
[13:57:11] <D_T_G> i need this fixed for my further patches to work :>
[13:59:46] <fuzzie> the code is kind of mad
[13:59:49] <lynxlynxlynx> it should be fine as-is, just add TopIndex when using the value
[14:00:17] <D_T_G> would not work, the numbers of kits are really random
[14:00:33] <lynxlynxlynx> so?
[14:01:01] <fuzzie> so you can't reverse the process
[14:01:12] <D_T_G> for example the kit that at first is associated to button 9 has a number let say 59
[14:01:34] <fuzzie> the code is crazy, it should just have a function to convert the button number to the kit id
[14:01:43] <fuzzie> rather than trying to associate it directly to the var
[14:01:46] <D_T_G> on scroll down by on the next kit can have number for example 95 - you can't compute that number with just topindex!
[14:01:52] <lynxlynxlynx> fuzzie: yes
[14:02:31] <lynxlynxlynx> i thought it was obvious that the mapping needs to change
[14:03:00] <lynxlynxlynx> crap, can't get back to elhan
[14:03:55] <lynxlynxlynx> the underdark exit is marked red like underdark and brynlaw are after you're back (those two aren't shown at all here) aka can't go there
[14:04:33] <D_T_G> hmm, i'll rethink that mapping in my 6th attempt to guicg22 :P
[14:04:46] <D_T_G> gone eating, by
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[14:06:28] <lynxlynxlynx> ah, had to go to the gates
[14:09:02] <lynxlynxlynx> suldanessellar! :D
[14:25:33] <lynxlynxlynx> the dragon is dead :)
[14:27:13] <wjp> that dragon was such an anti-climax when I first played BG2 a long time ago
[14:27:24] <wjp> my first spell, a single finger of death got him :-)
[14:28:01] <lynxlynxlynx> lucky rolls
[14:29:17] <lynxlynxlynx> fuzzie: i'm stuck in the very end of cut56a.baf; is the suicide problematic?
[14:30:29] <fuzzie> yes
[14:31:51] <fuzzie> our version of Kill acts immediately
[14:31:59] <lynxlynxlynx> so if i put another CutSceneId after it, the thing will probably end ok?
[14:32:05] <fuzzie> no
[14:32:13] <fuzzie> not that easy i'm afraid :(
[14:32:22] <fuzzie> putting the Kill(Myself) at the end should be a hackyh fix
[14:36:36] <lynxlynxlynx> bah, dltcep creates an empty file
[14:36:47] <fuzzie> yes, you have to use weidu :)
[14:37:10] <fuzzie> but it could be our version of Kill acting immediately, or it could be our buggy interruption code
[14:37:26] <fuzzie> simple to check though
[14:40:13] <lynxlynxlynx> ah, new configuration -> defaults for the script stuff
[14:40:40] <fuzzie> unfortunately
[14:41:26] <lynxlynxlynx> that worked, thanks
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[14:48:54] <lynxlynxlynx> hmm, the tree of life is also problematic
[14:49:20] <lynxlynxlynx> GiveItemCreate("miscb4",LastTrigger,0,0,0) <-- these fail
[14:50:17] <fuzzie> script name?
[14:50:27] <lynxlynxlynx> bg2/treenuts.baf
[14:50:43] <fuzzie> sigh
[14:51:09] <lynxlynxlynx> bad LastTrigger?
[14:51:11] <D_T_G> lynxlynxlynx: i have installed 19 kits of clerics, and their kit ids are: 0, 19, 20, 21, 32, 33, 34, 35, 36, 37, 38, 39, 41, 92, 93, 94, 95, 98, 99
[14:51:26] <fuzzie> D_T_G: so change the variable to be the index of the button :)
[14:51:42] <D_T_G> on first OnLoad only 0, 19, 20, 21, 32, 33, 34, 35, 36, 37 gets assigned to 10 available buttons
[14:51:50] <lynxlynxlynx> D_T_G: you are lucky that gemrb doesn't provide any custom tables for kits :)
[14:52:17] <D_T_G> hm
[14:52:22] <fuzzie> the problem with LastTrigger is that our whole triggers system is a hack
[14:53:09] <fuzzie> i guess i'm going to have to sit down and work out how it works
[14:53:28] <fuzzie> no immediate fix though, other than changing it to Player1
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[14:53:31] <D_T_G> well, the quickest way for me to fix all that was to remove the block from OnLoad to RefreshKits - it works,
[14:53:40] <fuzzie> the existing code just wipes LastTrigger constantly
[14:54:14] <D_T_G> without need to redone mapping or anything like that
[14:54:40] <fuzzie> ok, that is also acceptable
[14:55:06] <lynxlynxlynx> i'll just create them myself
[14:55:06] <fuzzie> if that is a fix, submit that as a patch?
[14:56:57] <D_T_G> well, it needs more testing
[15:01:59] <fuzzie> ok, i now have a huge list of things to test in the original engine
[15:02:12] <fuzzie> is there anything anyone else particularly needs to know that's testable?
[15:02:55] <lynxlynxlynx> bg2/vine1.baf doesn't trigger either :(
[15:03:28] <lynxlynxlynx> i'm definitely over the traps, i have them drawn
[15:04:00] <fuzzie> and you have the item?
[15:04:06] <lynxlynxlynx> so either IsActive or IsOverMe is bad
[15:04:08] <lynxlynxlynx> yes
[15:04:21] <lynxlynxlynx> otherwise i'd get the first reply anyway
[15:05:00] <fuzzie> well, Delay has problems
[15:05:02] <fuzzie> so maybe not
[15:05:44] <lynxlynxlynx> i'll gdb GameScript::IsOverMe
[15:05:44] <fuzzie> if you ctrl-m the trap, is it active?
[15:06:10] <lynxlynxlynx> i get the area dump
[15:07:05] <Avenger> hmm, ctrl-m should get the trap too
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[15:07:40] <lynxlynxlynx> it's not a real trap
[15:07:45] <Avenger> oh yes, it won't
[15:08:01] <Avenger> ctrl-m works only with detectable infopoints :(
[15:08:13] <Avenger> this is a side-effect
[15:08:30] <fuzzie> it doesn't bother retrieving the infopoint itself, it just uses overInfopoint?
[15:08:33] <fuzzie> someone should fix that stuff
[15:08:38] <Avenger> yes
[15:09:08] <fuzzie> so much broken in the infopoint code anyway, meh
[15:09:37] <Avenger> hehe, point at some subsystem not broken
[15:09:55] <fuzzie> uh, buttons work okay :-)
[15:10:04] <fuzzie> oh, but the fonts on them are broken, i guess, never mind
[15:10:17] <lynxlynxlynx> we can't do a proper time dial either
[15:10:47] <fuzzie> ok, now i have 10 things to test, i am going to stop looking at gemrb source
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[15:14:36] <D_T_G> http://pastebin.ca/1532627 - move buttons SetVarAssoc block from OnLoad to RefreshKits - fixes bad refreshing of TextAreaControl on scroll fro >10 kits
[15:16:22] <D_T_G> RefreshKits is fired before SetVisible(1) so i think it doesn't have to be in OnLoad at all
[15:18:23] <D_T_G> to test you have to have more than 10 kits for a class
[15:18:38] <D_T_G> i think the quickest way is to install Divine Remix mod :)
[15:21:10] <lynxlynxlynx> hah! I'm in hell
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[15:31:17] <D_T_G> remarking of selected kit on scroll is now easier but when it goes out of sight and you click 'Done' button it fails
[15:32:17] <D_T_G> hm, but sometimes works, odd
[15:34:25] <lynxlynxlynx> crash
[15:34:50] <D_T_G> actually it works with not additional code :) nice
[15:35:10] <lynxlynxlynx> Avenger: i get a crash in Scriptable::GetGlobalID, because it was called with a null caster
[15:35:27] <Avenger> sucks
[15:35:31] <lynxlynxlynx> http://pastebin.ca/1532661
[15:35:49] <lynxlynxlynx> this is just as jon should appear, in the middle of a cutscene
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[15:38:37] <lynxlynxlynx> GameScript::ApplySpell deliberately sets it to null if it isn't an actor
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[15:45:03] <lynxlynxlynx> brr
[15:46:51] <lynxlynxlynx> so close
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[15:53:43] <Avenger> why is this spell cast on a nonliving target?
[15:53:55] <Avenger> it is to disable permanent death
[15:54:57] <D_T_G> how gemrb remembers state IE_GUI_BUTTON_SELECTED on scroll where it's nowhere in python code set?
[15:55:11] <Avenger> it is cast on a point with no actor there, i guess
[15:55:36] <Avenger> in stores?
[15:55:39] <lynxlynxlynx> i hacked around it, but now jon doesn't want to die
[15:55:56] <lynxlynxlynx> D_T_G: sure it is
[15:56:08] <lynxlynxlynx> the buttons stay the same
[15:56:25] <Avenger> no, if you scroll, they don't
[15:56:40] <D_T_G> yes, but when it's out of sight and you scroll to it back it forgets the state
[15:56:44] <lynxlynxlynx> we talk about something else
[15:56:45] <D_T_G> i won't to fix that
[15:56:55] <Avenger> you gotta remember which was selected
[15:57:06] <Avenger> and simply if (topindex+i==selected) mark it as selected
[15:57:54] <D_T_G> but when setting that i don't need to reset states of all other buttons?
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[15:58:15] <Avenger> i thought the button update works on all buttons
[15:58:53] <Avenger> you do a loop in Update...Window
[16:01:10] <D_T_G> i have sth, will test
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[16:03:39] <lynxlynxlynx> ah, the jon thing is another example of the mislead foo
[16:04:49] <fuzzie> mislead?
[16:05:45] <lynxlynxlynx> vadek, jon, jon
[16:05:52] <lynxlynxlynx> galvena's vadek wierdnesses - mislead (not in spellbook), gives his gold, origin vanishes, but doesn't die properly. /…/ Similar problem when Irenicus casts it on the tree of life. Or when he turns into a slayer in hell. I bet any scripted use of this spell causes problems.
[16:07:00] <fuzzie> ah
[16:08:57] <lynxlynxlynx> bah, you're stuck in suldanessellar afterwards too
[16:09:39] <lynxlynxlynx> cut100b.baf
[16:09:47] <lynxlynxlynx> i guess we don't have that action yet
[16:10:05] <lynxlynxlynx> this wraps up the first successful gemrb soa game! :D
[16:10:29] <wjp> you completed SoA in gemrb?
[16:10:51] <lynxlynxlynx> yep
[16:10:55] <wjp> wow, awesome
[16:10:56] <fuzzie> he cheated though :P
[16:11:04] <fuzzie> but some script patching over the next week should fix that
[16:11:13] <lynxlynxlynx> not too much though
[16:11:33] <lynxlynxlynx> some things we fixed already, but there are not many blockers
[16:11:40] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=soa_playthrough_bugs
[16:12:41] <fuzzie> does anyone have a real pst install?
[16:12:46] <fuzzie> ie, not vmware, not wine, etc
[16:12:51] <Avenger> if you manage an unaided playthrough, we will promote gemrb to beta :)
[16:13:27] <fuzzie> 'unaided' perhaps prohibits the use of a high-level starting char :P
[16:13:49] <Avenger> well, i think only cheating keys are forbidden
[16:13:58] <Avenger> especially endcutscene, and ctrl-y and such :)
[16:14:36] <lynxlynxlynx> ctrl-y was needed only for these misleads
[16:14:58] <Avenger> how did you get through bhaal not following into the new area
[16:15:28] <lynxlynxlynx> script cheating and force join and force leave
[16:15:38] <Avenger> ok, those are off too :)
[16:15:42] <lynxlynxlynx> like it says, bhaal and this caster crash were the only big hacks
[16:15:44] <fuzzie> Avenger: is there a way to stop dltcep from saving scripts into the override folder?
[16:15:48] <fuzzie> it is annoyinf
[16:15:55] <fuzzie> maybe it's weidu at fault
[16:16:29] <Avenger> hmm, dunno
[16:16:52] <Avenger> i thought it saves them only in the decompiled scripts folder
[16:17:02] <fuzzie> i mean, when you compile
[16:17:20] <fuzzie> i'm editing ai scripts and every time i have to copy them using explorer
[16:17:50] <Avenger> i see, no way, it is not weidu's fault, i use the override for all end results
[16:17:52] <lynxlynxlynx> why? they work from the override
[16:18:12] <fuzzie> lynxlynxlynx: as .bcs?
[16:18:24] <lynxlynxlynx> yes
[16:18:26] <Avenger> dltcep doesn't really support the ai scripts
[16:18:30] <fuzzie> well, it doesn't work for me
[16:18:33] <fuzzie> they don't show up in the list
[16:18:43] <fuzzie> maybe you know how to make it work?
[16:18:45] <Avenger> yes, you gotta copy them and rename to bs
[16:18:55] <Avenger> no other way
[16:19:00] <lynxlynxlynx> what list? the custom ai scripts? didn't try that
[16:19:09] <lynxlynxlynx> was talking about scripts in general
[16:19:17] <Avenger> custom ai
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[16:19:39] <fuzzie> i don't see any easy way to test scripts other than custom ai scripts
[16:19:42] <lynxlynxlynx> maybe you can edit the weidu commandline dltcep uses, but then you'd have to revert it back and forth
[16:24:27] <Avenger> yes, the custom weidu commandline can alter the output path
[16:24:40] <Avenger> and you can always have a separate dltcep setup for that
[16:25:12] <Avenger> fuzzie i test them by having a savegame with 'test' as override script
[16:25:32] <Avenger> when i test something script related, i write it in test.bcs
[16:25:36] <fuzzie> Avenger: but then how do you test script changes?
[16:25:45] <fuzzie> reloading the savegame works?
[16:25:51] <Avenger> yes
[16:26:02] <fuzzie> i'd need a lot of override scripts, but maybe that would work
[16:26:04] <Avenger> in original engine reloading purges the cache
[16:26:26] <fuzzie> i wish bgconfig wasn't broken on this machine
[16:26:27] <Avenger> any file updates are noticed on a reload
[16:26:39] <Avenger> well, almost any
[16:27:08] <fuzzie> i have no computer luck today, i setup dltcep and bg2 on another computer and it just stopped working
[16:27:16] <fuzzie> so back to the netbook
[16:29:04] <D_T_G> grr, IE_GUI_BUTTON_SELECTED is somewhere set automagically, where could it be?
[16:29:18] <D_T_G> no way triggered from python script
[16:29:43] <CIA-22> gemrb: 03lynxlupodian * r6899 10/gemrb/trunk/gemrb/override/bg2/avatars.2da:
[16:29:43] <CIA-22> gemrb: bg2: fixed two more avatars
[16:29:43] <CIA-22> gemrb: MKUL actually has a few more files, so another type would be needed for perfection
[16:30:30] <lynxlynxlynx> D_T_G: by clicking?
[16:30:34] <CIA-22> gemrb: 03lynxlupodian * r6900 10/gemrb/trunk/gemrb/plugins/Core/CharAnimations.cpp: fixed a printf in CharAnimations::AddVHR3Suffix
[16:31:03] <D_T_G> no, that not too, i click only scrollbar
[16:31:37] <lynxlynxlynx> only the core is left then
[16:33:54] <D_T_G> where in the core could it be
[16:34:18] <lynxlynxlynx> the button control code?
[16:34:48] <lynxlynxlynx> you could run it in gdb, put a few breakpoints and see it immediately
[16:35:30] <Avenger> lynx no need to create new types, you can handle small differences in the type itself
[16:35:42] <Avenger> if a cycle doesn't exist, fall back to another
[16:36:14] <lynxlynxlynx> how can you check for existance?
[16:36:38] <D_T_G> lynxlynxlynx: i suspect it is set in python code but with different name, could it be?
[16:37:19] <Avenger> hmm
[16:37:23] <Avenger> good question
[16:37:28] <lynxlynxlynx> different name? You can only do it with IE_GUI_BUTTON_SELECTED
[16:38:04] <Avenger> right, i use only full file existance as fallback, in pst suffix
[16:38:19] <Avenger> no cycle checks :(
[16:38:53] <D_T_G> everwhere where i had that I put print but the selection marks jumps automagically on top scroll up to first button with no single print in console output :S
[16:39:14] <Avenger> i hate the bg2 animation system
[16:39:22] <Avenger> it is something iwd does better
[16:41:04] <CIA-22> gemrb: 03fuzzie * r6901 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: actions are apparently not cleared on death
[16:41:29] <fuzzie> damn
[16:41:37] <fuzzie> i was a bit too soon with that
[16:41:47] <fuzzie> the original engine behaves very strangely here
[16:43:38] <fuzzie> poor Minsc, dying again and again in the name of science
[16:43:40] <D_T_G> i deleted all setting of the selected state, but it is still somewhere automagically stored and reset :O
[16:44:20] <fuzzie> ok, the Kill action is not immediate.
[16:44:35] <fuzzie> is there a 'kill self' effect?
[16:46:00] <Avenger> tes
[16:46:01] <Avenger> yes
[16:46:12] <fuzzie> can you think of any way to test if the original engine uses that?
[16:46:33] <fuzzie> there seems no 'remove effects' action
[16:46:41] <Avenger> the heal action does it
[16:46:46] <Avenger> just as i wrote
[16:46:57] <Avenger> i copied exactly what's in the engine
[16:47:09] <Avenger> err heal opcode
[16:47:28] <fuzzie> i'd be dead before the opcode runs, though
[16:47:41] <fuzzie> is there a spell or similar with that opcode in ToB?
[16:47:50] <fuzzie> maybe i can try it beforehand and see if it applies in the right order
[16:48:44] <lynxlynxlynx> mislead works if a pc casts it
[16:49:01] <lynxlynxlynx> maybe just the invisibility it gives to the caster never vanishes
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[16:49:21] <lynxlynxlynx> it should be dispelled when the puppet dies, but i also tried detecting traps
[16:49:55] <D_T_G> i never used gdb
[16:50:13] <CIA-22> gemrb: 03fuzzie * r6902 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: revert that last commit for now, it is probably more complicated
[16:50:16] <D_T_G> any quick howto?
[16:50:44] <D_T_G> my current patch: http://wklej.org/id/136256/txt
[16:51:40] <D_T_G> when scrolling selection marks (selected state) moves correctly on buttons
[16:51:57] <D_T_G> eventhough it is nowhere coded in gui script
[16:52:02] <D_T_G> how to track that in gdb?
[16:52:42] <lynxlynxlynx> why do you change the associations?
[16:53:24] <lynxlynxlynx> just make them mark the button that was clicked (like we already suggested) and then you can get the kit out of that
[16:53:42] <CIA-22> gemrb: 03avenger_teambg * r6903 10/gemrb/trunk/gemrb/ (7 files in 7 dirs): new strref (item has no usable ability)
[16:53:49] <lynxlynxlynx> that way it'll always be 0-buttoncount
[16:54:13] <D_T_G> no, it's not like you say
[16:54:28] <D_T_G> on click marking works
[16:54:32] <D_T_G> on scroll it works
[16:54:59] <D_T_G> just that damn scrolling back to top resets marking on 0 button
[16:55:23] <D_T_G> just that
[16:55:31] <D_T_G> everything else works like a charm
[16:55:44] <lynxlynxlynx> but the design is bad
[16:55:46] <fuzzie> you seem to have removed a bunch of code that i don't understand
[16:56:02] <fuzzie> i don't mind the association thing, the first patch was pretty clear
[16:56:07] <D_T_G> yes because it's very double in other function
[16:56:20] <CIA-22> gemrb: 03avenger_teambg * r6904 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: fix a possible crasher (original engine died here)
[16:56:28] <lynxlynxlynx> what if you reset the button manually afterwards?
[16:57:00] <D_T_G> the very same blocks are in onload in in refreshkits but refreshkits is run before visible so there is no need to have that blocks of code in onload
[16:57:05] <D_T_G> i hope you understand me
[16:57:36] <D_T_G> you would have to look at original trunk code
[16:57:37] <fuzzie> ok, yes, there are two copies there in svn, strange
[16:57:55] <lynxlynxlynx> yes, but it only needs to be done once, not each repaint
[16:58:22] <D_T_G> i already explained why it needs to be done on every refresh ...
[16:58:40] <fuzzie> something is going to have to do some kind of logic on every refresh
[16:58:55] <fuzzie> the button-numbering way is better, but more invasive
[16:59:38] <lynxlynxlynx> perhaps the code will look better though
[16:59:39] <fuzzie> and http://pastebin.ca/1532627 at least doesn't seem unreasonable in the absence of someone rewriting the entire file
[17:00:13] <lynxlynxlynx> ah, we definitely don't dispell the invisibility when the illusion dies
[17:00:21] <D_T_G> the 2nd patch also have this change
[17:00:25] <fuzzie> lynxlynxlynx: are we meant to
[17:00:26] <fuzzie> ?
[17:00:36] <lynxlynxlynx> yes
[17:00:37] <fuzzie> apparently there's a fixed list of effects that are dispelled on death, mostly visual effects
[17:00:56] <fuzzie> D_T_G: the 2nd patch looks like a mess, with both changes in it
[17:01:03] <lynxlynxlynx> never ruined an illusionists plan with a true sight? :)
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[17:01:20] <fuzzie> lynxlynxlynx: like i said, i haven't played for a long long time :)
[17:01:43] <fuzzie> Avenger: i ask again if there's a built-in spell with that heal opcode :)
[17:02:03] <Avenger> ahh
[17:02:12] <Avenger> no, but you can make one
[17:02:28] <fuzzie> ah, this is my opportunity to complain about dltcep not supporting multiple windows :P
[17:02:34] <fuzzie> i guess i'll have to open a new dltcep
[17:02:53] <D_T_G> hmm, i'l redo 1st patch with more code comments
[17:03:13] <fuzzie> well, the 1st patch seems reasonable to me, unless lynx wants to rewrite the whole code
[17:03:20] <D_T_G> with a debuggins story behind ok? :)
[17:03:30] <fuzzie> the whole thing could do with more comments, but that is already a problem
[17:03:58] <D_T_G> today i understood in much
[17:04:06] <D_T_G> *it - the script
[17:04:52] <fuzzie> Avenger: which opcode is this heal one?
[17:05:06] <Avenger> hmm 0xc i think
[17:05:11] <Avenger> something about current hp
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[17:05:34] <fuzzie> ok, 'current hp modifier'
[17:06:14] <Avenger> oops yes, 0x11
[17:09:30] <fuzzie> hm, doesn't make a difference, but that means little
[17:11:31] <CIA-22> gemrb: 03avenger_teambg * r6905 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GameScript.h): BD_ITEM flag (still not used - should display the item's name used in the conversation)
[17:12:11] <CIA-22> gemrb: 03avenger_teambg * r6906 10/gemrb/trunk/gemrb/plugins/Core/ (Interface.cpp Inventory.cpp Item.cpp Item.h): implemented the 'item has no usable ability' warning
[17:12:37] <Avenger> it should remove some effects
[17:13:10] <fuzzie> ok, the spell just doesn't work
[17:13:25] <Avenger> all effects with timing method 0, 1
[17:13:25] <fuzzie> i do ReallyForceSpellRES("HEALTST", Myself)
[17:13:36] <Avenger> ctrl-r does the same
[17:13:40] <fuzzie> but my effects are in casting features
[17:13:49] <Avenger> hmm
[17:14:05] <Avenger> you mean, you got effects from a cfb?
[17:14:06] <fuzzie> do i need some other setup for the spell?
[17:14:17] <fuzzie> or does ReallyForceSpell ignore the cfb?
[17:14:28] <Avenger> reallyforcespell ignores the cfb, yes
[17:14:43] <fuzzie> that needs fixing in gemrb i think, then
[17:15:10] <Avenger> because the original engine doesn't ignore it?
[17:15:33] <fuzzie> gemrb always evaluates the cfb, i thought
[17:15:59] <Avenger> reallyforcespell has 0 casting time
[17:16:05] <Avenger> isn't that right?
[17:16:17] <fuzzie> yes, but that doesn't stop the cfb from being run
[17:16:21] <Avenger> hmm though that wouldn't itself disable the cfb
[17:16:35] <fuzzie> the original engine does not run the cfb, though
[17:16:47] <fuzzie> works fine once i put the effects in the extended effects
[17:18:03] <Avenger> hmm
[17:18:23] <Avenger> so reallyforcespell is more like an applyspell
[17:18:33] <Avenger> but it does create the projectile, right?
[17:18:42] <Avenger> hmm, what about casting glow
[17:18:51] <fuzzie> no casting glow, no cfb at all, as far as i can see
[17:18:55] <fuzzie> but i'm testing other things :)
[17:19:03] <Avenger> ok
[17:19:21] <fuzzie> sigh
[17:19:26] <Avenger> anyway, if you are going to change this, test other engine versions too :)
[17:19:35] <Avenger> it could be iwd2 is different or pst
[17:19:39] <fuzzie> well, this is all terribly complicated
[17:19:50] <fuzzie> that 'display string' opcode is instant
[17:20:09] <fuzzie> you cast the spell, the 'display string' is instantly applied
[17:20:30] <fuzzie> does that happen in gemrb?
[17:21:38] <lynxlynxlynx> i think i've only ever seen the contingency/trigger texts like that
[17:21:42] <fuzzie> ok, i guess AddEffect does do it instantly
[17:21:42] <lynxlynxlynx> not normal spellcasting
[17:21:59] <lynxlynxlynx> (which we don't display yet)
[17:22:05] <fuzzie> so i wonder how the death works
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[17:23:03] <fuzzie> well, maybe our pcf is just wrong
[17:24:12] <fuzzie> ApplyDamage(Myself, 1000, 0) will also not take effect until the current frame is finished with actions
[17:25:32] <fuzzie> you get a 'Damage Taken (750)' then a 'Death'
[17:27:19] <fuzzie> but if i cast a spell before and after the applydamage, then the first 'display string' works but the second doesn't
[17:27:45] <fuzzie> oh, i guess that's probably because the opcode's permanent, nm
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[17:30:16] <fuzzie> well, this ordering makes no sense to me at all
[17:31:10] <fuzzie> string1, damage, spell, string2 --> string1, spell cast, string2, damage taken, death, spell effect
[17:31:37] <fuzzie> but: string1, spell, damage, string2 --> string1, spell cast, spell effect, damage taken, death
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[17:45:57] <fuzzie> now i have a whole page full of examples and i'm even more confused, heh
[17:46:17] <lynxlynxlynx> do you repeat the same examples?
[17:46:30] <lynxlynxlynx> just to rull out any random chance
[17:46:31] <fuzzie> yes, the behaviour is the same always
[17:46:39] <lynxlynxlynx> *rule
[17:46:41] <fuzzie> which is nice
[17:47:32] <lynxlynxlynx> Avenger: any objections to me adding an if (caster) check to Interface::ApplySpellPoint, so we don't crash anymore?
[17:48:07] <lynxlynxlynx> fuzzie: what if you add some Waits in between?
[17:48:46] <fuzzie> then it is all nice and predictable up until the moment of death :)
[17:49:58] <lynxlynxlynx> :s
[17:50:34] <fuzzie> i guess there are probably internal queues of things
[17:50:41] <fuzzie> i shall ask on the forums and move onto checking something else
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[17:57:54] <lynxlynxlynx> hmm, that's not a good hack
[17:58:05] <fuzzie> another thing: trap scripts always run
[17:58:15] <fuzzie> and LastTrigger is never cleared
[17:58:42] <fuzzie> so gemrb's silly trigger code needs rewriting
[17:59:13] <Avenger> lynx the problem is that projectiles cannot transfer all scriptables
[17:59:19] <Avenger> only actors
[17:59:32] <Avenger> i still didn't find out how is it handled by the engine
[18:00:41] <lynxlynxlynx> the check doesn't make sense there anyway, since the whole function would be a noop then
[18:04:16] <Avenger> what about this one
[18:04:24] <CIA-22> gemrb: 03avenger_teambg * r6907 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: don't make NULL from non-actors
[18:05:56] <fuzzie> Avenger: ok, do you have any preferences for how Clicked(), Entered(), etc should be handled?
[18:06:12] <Avenger> somehow i need to kick the caster all the way to the function, so i could get the current area
[18:06:20] <fuzzie> same for pretty much every trigger with AddTrigger in it
[18:06:23] <Avenger> fuzzie: just make it right :)
[18:06:48] <fuzzie> LastTrigger has to stay valid forever, so we have to add a new variable for every one
[18:07:18] <Avenger> well, we don't know how many variables are in the engine
[18:08:43] <fuzzie> well
[18:08:58] <fuzzie> at the moment, we try using the same variables for object.ids and for the triggers
[18:09:02] <fuzzie> we have to stop that, at least
[18:09:46] <Avenger> are you sure there are no overlaps?
[18:10:04] <fuzzie> not between those, no
[18:10:14] <fuzzie> LastTrigger stays valid forever, we can't wipe it for trigger purposes
[18:10:51] <fuzzie> so we need a WasTriggered boolean, i think
[18:10:52] <Avenger> well, maybe it isn't used ever as a trigger
[18:11:08] <fuzzie> and the same for everything else used like that
[18:11:13] <Avenger> maybe it is always Clicked/Entered etc
[18:11:36] <Avenger> maybe it always sets lastrigger and another trigger
[18:11:45] <Avenger> and lastrigger is never wiped but never used as trigger
[18:11:45] <fuzzie> well, as another example, LastSeenBy stays valid forever, and same for LastHelp and LastHeardBy and etc
[18:12:03] <fuzzie> it seems likely that they are completely seperate ideas
[18:12:04] <Avenger> yes, but some are cleared, right?
[18:12:09] <fuzzie> i don't see any being cleared
[18:12:25] <Avenger> well i thought Clicked/Entered also sets LastTrigger
[18:12:46] <fuzzie> yes, but it doesn't ever clear it
[18:12:57] <Avenger> it clears Clicked and Entered
[18:13:04] <fuzzie> yes, but it doesn't clear LastTrigger
[18:13:12] <Avenger> that's what i said :)
[18:13:14] <fuzzie> so i think there are two completely seperate types of variables here
[18:13:38] <Avenger> maybe it always sets lastrigger and another trigger, and lasttrigger is never wiped, but also not used as trigger
[18:13:40] <fuzzie> there's the object.ids ones which are never cleared, and the other ones which are always cleared
[18:14:11] <Avenger> but lasttrigger (the object one) is set when a trigger is set, no?
[18:14:23] <fuzzie> yes
[18:14:47] <Avenger> and there is always one lasttrigger
[18:14:55] <Avenger> for a scriptable, at least
[18:15:19] <Avenger> so, it could be set where you set a trigger
[18:15:37] <fuzzie> yes, i think that is right
[18:15:48] <fuzzie> but LastTrigger is not a trigger itself, i think
[18:15:51] <Avenger> yes
[18:15:58] <Avenger> i agree
[18:16:03] <fuzzie> so i have to make new triggers, i think
[18:16:09] <Avenger> trigger is what needs to be cleared
[18:16:12] <fuzzie> but that solves a lot of problems
[18:16:21] <lynxlynxlynx> yep, that worked as advertised Avenger
[18:16:29] <Avenger> hmm good news lynx
[18:16:49] <Avenger> i always like cutting code to make it work :)
[18:16:52] <fuzzie> but i wonder why triggers in gemrb are like they are
[18:17:04] <fuzzie> a lot of triggers seem to try and use the same variable
[18:17:28] <Avenger> well uhm, the reason for that is i don't like unused fields :)
[18:17:52] <Avenger> and when i needed a new one, i looked if there is an unused field
[18:17:59] <Avenger> and repurposed it ;)
[18:18:23] <fuzzie> that makes sense, i guess :)
[18:18:29] <Avenger> there is a chart for their usage
[18:18:41] <fuzzie> ActorBlock.h has comments on them all
[18:19:05] <fuzzie> so it's not hard to decode
[18:19:07] <Avenger> docs/en/engine/triggers
[18:19:16] <fuzzie> Clicked() also works in gemrb when it shouldn't
[18:19:34] <fuzzie> but i guess that is probably just a flag or something
[18:19:36] <Avenger> well, if it doesn't hurt, then keep it :)
[18:20:17] <fuzzie> oh damn, IsOverMe() is implemented using LastEntered
[18:20:23] <fuzzie> no wonder that doesn't work properly
[18:21:08] <Avenger> oh hmm
[18:21:12] <Avenger> so it is cleared, you say?
[18:21:19] <Avenger> that's the problem?
[18:21:21] <fuzzie> IsOverMe doesn't use triggers at all
[18:21:26] <Avenger> yes, i guess
[18:21:31] <Avenger> it shouldn't be a trigger
[18:21:39] <fuzzie> if i put several actors on a trap, it doesn't work right now, confused me for ages :)
[18:21:40] <Avenger> it should be an ad hoc test
[18:22:26] <fuzzie> this is the cause of the khalid death trigger not working properly
[18:22:37] <fuzzie> well that is one mystery solved! hooray
[18:23:06] <fuzzie> i am cheerful now, this is fixable
[18:23:13] <lynxlynxlynx> probably also my tree of life branching, since IsOverMe was one of the tests
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[18:23:26] <fuzzie> yes exactly :)
[18:24:03] <fuzzie> although, i think that was [PC]?
[18:24:09] <fuzzie> so that should have worked unless there were other actors around
[18:24:24] <fuzzie> i've forgotten the script now, sorry
[18:24:49] <lynxlynxlynx> it was PC, yes
[18:25:17] <fuzzie> it's possible this was at fault
[18:25:32] <fuzzie> i guess that IsActive() is designed to stop the expensive IsOverMe check..
[18:25:32] <lynxlynxlynx> but then IsActive(Myself) would have to be faulty if that one was ok
[18:25:42] <fuzzie> since IsOverMe([PC]) is going to be slow
[18:26:42] <fuzzie> but i couldn't see any code which would deactivate a trap.
[18:28:36] <fuzzie> maybe the code is simply not run
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[18:29:09] <fuzzie> gemrb has some broken code which doesn't run scripts for deactivated traps
[18:29:25] <fuzzie> so if the deactivated flag is set on the trap, the script would never be checked
[18:29:41] <Avenger> it is deactivated for that
[18:29:58] <fuzzie> the original game runs trap scripts always
[18:29:58] <Avenger> if it is deactivated, it doesn't run scripts
[18:30:03] <Avenger> always?
[18:30:19] <fuzzie> yes, try a True() block in a trigger trap script
[18:30:24] <fuzzie> it will always run, even once you deactivate the trap
[18:30:45] <fuzzie> even if there's no-one over the trap
[18:31:04] <Avenger> even if used Deactivate() on it? or whatever
[18:31:10] <fuzzie> oh
[18:31:14] <fuzzie> i think we talk about different things
[18:31:18] <fuzzie> i mean the TRAP_DEACTIVATED flag :)
[18:31:32] <Avenger> that means, disarmed?
[18:31:35] <fuzzie> yes
[18:31:52] <fuzzie> lynxlynxlynx: do you have a savegame around the tree? if so, try changing wasActive to always be 'true' on Map.cpp line 725
[18:31:54] <Avenger> hmm, but if the script runs on a disarmed trap, how will it not harm you
[18:32:04] <fuzzie> because the trap scripts check Entered()
[18:32:17] <Avenger> shit
[18:32:26] <lynxlynxlynx> will try in a few
[18:32:30] <Avenger> then we need to make difference
[18:32:39] <Avenger> in pst there is 'HarmlessEntered'
[18:33:23] <fuzzie> ok, i'll have to test those too
[18:34:46] <fuzzie> HarmlessOpened and HarmlessClosed seem strange
[18:36:08] <fuzzie> but i guess doors can have traps too
[18:37:36] <Avenger> i didn't know about those
[18:37:43] <lynxlynxlynx> Avenger: i can confirm the calahans are not so numerous anymore, but there's still the problem of the wrong name
[18:37:57] <Avenger> huh
[18:37:57] <fuzzie> well, i never saw a door with a trap, but gemrb has DOOR_RESET labelled as 'reset trap'
[18:38:07] <Avenger> you mean your copy is named calahan
[18:38:15] <lynxlynxlynx> Avenger: my simulacrum should have my name, yes
[18:38:22] <Avenger> meh
[18:38:34] <lynxlynxlynx> i wonder where it got that name from at all
[18:38:50] <Avenger> it uses a .cre which has calahan as name
[18:39:04] <Avenger> all these copy actions use a creature as base
[18:39:09] <Avenger> and polymorph it
[18:39:15] <lynxlynxlynx> oh
[18:39:30] <Avenger> what i fixed was that if there is nothing to copy, they shouldn't load the base
[18:39:54] <Avenger> apparently the name needs to be copies
[18:39:57] <Avenger> copied
[18:39:59] <Avenger> not a big deal
[18:40:08] <Avenger> you could do it as practice :)
[18:40:31] <Avenger> fuzzie: no door with trap???
[18:41:41] <fuzzie> well, obviously they exist :)
[18:41:45] <fuzzie> i just can't remember, i mean
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[18:44:26] <fuzzie> ok, i answered 5 of my questions, back to testing
[18:45:31] <fuzzie> dltcep needs to not say 'script saved and compiled' if weidu failed :(
[18:46:16] <fuzzie> the weidu output log is nice, though
[18:48:40] <fuzzie> ActionOverride is confusing
[18:50:05] <fuzzie> i think what it does is that it calls the equivalent of ReleaseCurrentAction()
[18:51:07] <fuzzie> so if you do ActionOverride(Player1,Wait(20)), then ActionOverride(Player1,DisplayString(Myself,~hi~)), then Wait(2), then ActionOverride(Player1,DisplayString(Myself, ~ho~))
[18:51:17] <fuzzie> then player1 will say 'hi' and 'ho' after 2 seconds.
[18:52:30] <fuzzie> it definitely doesn't wipe the queue, and it definitely stops the current action, so i hope that is how it works :)
[18:55:37] <fuzzie> i still don't understand the TeamBG cutscene tutorial though
[18:55:39] <fuzzie> it is completely mad
[18:55:48] <Avenger> hmm
[18:56:06] <Avenger> but how it stacks multiple actions BEFORE any pending actions
[18:56:32] <Avenger> we cannot do that
[18:57:22] <fuzzie> it doesn't
[18:57:29] <fuzzie> it adds actions to the end of the queue
[18:57:50] <Avenger> huh
[18:57:52] <fuzzie> it just force-stops any current blocking action
[18:58:08] <Avenger> but i thought cutscene stuff runs before pending actions
[18:58:26] <fuzzie> oh, the cutscene stuff
[18:58:37] <Avenger> what if the next action is blocking too
[18:59:03] <fuzzie> but, no, cutscene stuff runs after pending actions
[18:59:03] <Avenger> uhm, actually, i guess it is not possible to have 2 blocking actions
[19:00:25] <fuzzie> well, you can have a blocking action as the next one in the action queue, but then it simply runs that second blocking action as the next one
[19:01:08] <fuzzie> if you have an Attack("Avenger") running, and an Attack("lynx") in the queue, ActionOverride will simply stop the first one, and then add its parameter to the queue
[19:01:11] <fuzzie> so it is very simple to do :)
[19:02:04] <Avenger> and i skip to attack lynx? instead of doing the actionoverride?
[19:02:07] <fuzzie> yes
[19:02:14] <fuzzie> and then once lynx is dead, you do the actionoverride :)
[19:02:29] <Avenger> oh, so actionoverride does a single break
[19:02:40] <Avenger> kinda dumbly
[19:02:44] <fuzzie> yep
[19:02:52] <fuzzie> not so nice for modders, but just one line of code for us :)
[19:03:14] <Avenger> well, the bio programmers were not gods either, the original ie is just lines of code too :)
[19:03:35] <fuzzie> lynxlynxlynx: did you test the tree, or are you busy?
[19:03:35] <Avenger> though sometimes the ie is truly enigmatic
[19:03:50] <lynxlynxlynx> fuzzie: soon, i'm fixing the naming
[19:03:57] <fuzzie> i expect the IE code makes sense if you could only read it..
[19:04:03] <Avenger> yeah
[19:04:32] <fuzzie> damn, this means i have to implement waiting properly in gemrb
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[19:07:33] <fuzzie> that bodhi trigger thing sounds like it could be this kind of code too, i would like to know which scripts that is
[19:07:50] <lynxlynxlynx> the i-need-to-jump?
[19:08:03] <fuzzie> yes
[19:08:23] <lynxlynxlynx> maybe ppbodhi4.baf
[19:09:31] <fuzzie> hm, not so useful :) needs a save, maybe, but i haven't looked at the others yet
[19:09:59] <lynxlynxlynx> i have one
[19:10:40] <lynxlynxlynx> the code is in the area script, i'll get that
[19:10:45] <CIA-22> gemrb: 03lynxlupodian * r6908 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp:
[19:10:45] <CIA-22> gemrb: also copy the cre name in PolymorphCopyCore
[19:10:45] <CIA-22> gemrb: bye bye calahan
[19:11:02] <fuzzie> :)
[19:11:25] <lynxlynxlynx> ar1514.baf
[19:12:04] <D_T_G> i started writing my explenation to the patch :)
[19:12:10] <fuzzie> so, ok, that is this ActionOverride problem :)
[19:12:11] <fuzzie> nice to know
[19:12:25] <fuzzie> i can suggest a simple check for that, too, if you're willing
[19:12:41] <D_T_G> http://wklej.org/id/136335/ - what i wrote so fat
[19:12:53] <D_T_G> would you want to read it ? :)
[19:13:07] <fuzzie> wow, 19 cleric kits?
[19:13:10] <fuzzie> i should get this mod :)
[19:13:28] <lynxlynxlynx> too bad it doesn't do much to druids
[19:13:38] <fuzzie> yes :(
[19:13:41] <D_T_G> it adds quite a lot druid classes
[19:13:47] <fuzzie> but maybe if we fix the gui, we can get many more kits
[19:14:05] <D_T_G> oh, maybe not that much i only have 10 druid kits
[19:16:07] <lynxlynxlynx> but the remix hardly changes them
[19:16:40] <fuzzie> "However, each ActionOverride must be completed before the next action is executed."
[19:16:44] <lynxlynxlynx> the spell globe thing is nice and a bit more choices too, but druids are still nonlinear
[19:16:46] <fuzzie> ^- why do all the tutorials say this?
[19:16:47] <fuzzie> it is madness
[19:17:10] <fuzzie> i guess i must check ActionOverrides in cutscenes
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[19:19:46] <fuzzie> ok, it is definitely not true
[19:19:50] <fuzzie> these people are all crazy
[19:22:40] <lynxlynxlynx> probably just unthorough and lazy
[19:23:00] <Avenger> make sure you test bg1 too
[19:23:45] <fuzzie> lynxlynxlynx: i doubt it, they're very specific about this
[19:23:51] <fuzzie> i think, yes, i must check bg1
[19:23:59] <Avenger> and i didn't even mention iwd2, i know that iwd2 was completely rewamped, scriptwise
[19:24:03] <fuzzie> zefklop has a great weidu mod for testing things in bg1
[19:24:20] <fuzzie> yes, iwd2 will be a huge amount of work, let's not talk about it
[19:24:25] <fuzzie> every time i test something it's different in iwd2
[19:26:00] <lynxlynxlynx> the map.cpp hack didn't work for the acorns
[19:26:30] <fuzzie> ok. do you have a save there?
[19:26:38] <lynxlynxlynx> yes
[19:26:45] <fuzzie> can i have it?
[19:26:56] <fuzzie> simple to just run it with script debug on and see where it fails, i hope
[19:27:49] <lynxlynxlynx> that's annoying though, all that baldur.bcs spam
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[19:29:20] <fuzzie> well, this is why i asked for the save :)
[19:32:18] <Avenger> lynx these bugs are hard to find, couldn't you supply more clues about items, areas, scripts, etc?
[19:32:33] <lynxlynxlynx> just ask
[19:32:44] <Avenger> tear of sarevok
[19:32:45] <lynxlynxlynx> i should up all the saves somewhere
[19:33:03] <lynxlynxlynx> i have a save :)
[19:33:09] <Avenger> The charisma and wisdom bonus you get from sarevok's tear are not permanent ...
[19:33:36] <Avenger> well no need of a save unless you cannot give any hint otherwise
[19:33:46] <fuzzie> lynxlynxlynx: oh, the map.cpp hack was intended for the vines
[19:34:09] <lynxlynxlynx> Avenger: it all looks like it only changes Modified instead of BaseStats
[19:34:25] <Avenger> there is a way to modify stats permanently
[19:34:43] <lynxlynxlynx> fuzzie: oh, i'll retry then
[19:34:59] <Avenger> if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
[19:35:00] <Avenger> BASE_MOD( IE_CHR );
[19:35:01] <fuzzie> sorry, it gets so confusing with all the different bugs now :)
[19:35:02] <Avenger> } else {
[19:35:04] <Avenger> STAT_MOD( IE_CHR );
[19:35:05] <Avenger> }
[19:35:12] <Avenger> all stat modifiers are like this
[19:35:34] <lynxlynxlynx> sure, but it did the wrong thing
[19:35:38] <lynxlynxlynx> i'll look up the script
[19:35:44] <Avenger> script?
[19:35:52] <Avenger> scripts always modify the base stats
[19:36:15] <Avenger> well, unless htey apply a spell
[19:37:07] <fuzzie> spell HELL_GAIN_CHR?
[19:38:09] <fuzzie> it has a permanent stat modifier effect..
[19:38:23] <Avenger> 1 or 9 for timing?
[19:38:24] <fuzzie> 0x6, timing mode 1
[19:38:41] <Avenger> that would do a totally permanent stat change
[19:39:14] <lynxlynxlynx> HELL_WRATH_GOOD
[19:39:52] <Avenger> use f1 on it to get the resref
[19:40:04] <fuzzie> that's 3750, also permanent
[19:40:23] <fuzzie> it has the timing field set to '45' in
[19:40:32] <fuzzie> the stat modifiers, though
[19:40:39] <Avenger> that's not important
[19:41:04] <fuzzie> but it has both WIS and CHR modifiers, both permanent
[19:41:32] <fuzzie> this is the "permanent forever, effect is irrelevant" kind of permanent, i guess
[19:41:46] <Avenger> yes
[19:41:57] <Avenger> the effect won't stay on you
[19:42:01] <Avenger> and modifies base stat
[19:42:34] <Avenger> well, this should work
[19:43:25] <Avenger> the charisma modifier has a weird dice size
[19:43:32] <fuzzie> yes
[19:43:54] <Avenger> i don't think gemrb will like that
[19:44:02] <fuzzie> but the other modifier is fine
[19:44:11] <Avenger> but then this effect wouldn't run at all
[19:44:21] <fuzzie> but apparently it does
[19:45:18] <lynxlynxlynx> maybe it is again a thing of my unpatched game
[19:45:24] <Avenger> oh hell
[19:45:33] <Avenger> you better check it then :)
[19:45:49] <Avenger> i know there was some bug about these hell bonuses in unpatched
[19:46:27] <D_T_G> first patch v2: http://wklej.org/id/136361/txt :)
[19:46:59] <Avenger> i couldn't see those images, btw
[19:47:01] <fuzzie> oh, damn
[19:47:05] <fuzzie> yes, i am checking against fixpack here
[19:47:05] <CIA-22> gemrb: 03lynxlupodian * r6909 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: tried to make polymorph change the animation
[19:47:08] <fuzzie> that is dumb, i will check ToB
[19:48:04] <fuzzie> ah yes
[19:48:11] <fuzzie> patched ToB has timing method 9
[19:48:27] <Avenger> huh
[19:48:31] <Avenger> i have 1
[19:48:37] <Avenger> with fixpacked tob
[19:48:45] <fuzzie> yes, i also have the fixpack installed
[19:48:46] <Avenger> 9 is permanent, but with color
[19:49:25] <Avenger> ctrl-r won't remove it
[19:49:32] <Avenger> but you can remove it if you know the spell source
[19:49:37] <fuzzie> well, i guess then it's a fixpack thing
[19:49:54] <Avenger> like spin750
[19:50:10] <D_T_G> i'll link my patch on forum if you want to take a look later
[19:50:11] <Avenger> interesting, i have fixpack and it is 1, not 9
[19:50:18] <fuzzie> someone fixed it :)
[19:50:35] <fuzzie> $ ~/src/ielister/ielister spin750.spl | grep "Timing metho 09"
[19:50:35] <fuzzie> 00d6h Timing metho 09
[19:50:35] <fuzzie> 0136h Timing metho 09
[19:50:39] <fuzzie> ^- i assume i read this correctly
[19:50:56] <lynxlynxlynx> it's 9 here too
[19:51:24] <Avenger> well 9 will have color in both engines
[19:51:47] <lynxlynxlynx> color is not so elevant, the bonus was gone
[19:51:52] <lynxlynxlynx> i'll go retest, but first a snack
[19:52:00] <Avenger> hmm bonus gone
[19:52:07] <Avenger> but then the spell had time :)
[19:52:18] <Avenger> regardless of the permanent timing method
[19:52:26] <fuzzie> yes, duration is set
[19:52:33] <fuzzie> but presumably we should be ignoring that?
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[19:53:13] <Avenger> yes
[19:53:19] <Avenger> check DelayType
[19:53:21] <Avenger> in effectqueue
[19:55:12] <Avenger> well i changed the timing method handling recently
[19:55:19] <Avenger> i changed it to word from byte
[19:55:37] <Avenger> but i thought i did it right
[19:56:22] <fuzzie> would ielister not show that?
[19:56:27] <Avenger> dunno
[19:56:35] <Avenger> maybe still as a separate field
[19:57:00] <fuzzie> it does AddDword for param2, AddByte for timing and then AddByte for resistance
[19:57:07] <Avenger> ok no, it shows timing as dword
[19:57:17] <Avenger> in eff v2
[19:57:37] <Avenger> CreateOutputEFF
[19:58:03] <fuzzie> but this is a SPL, isn't that not eff v2?
[19:58:09] <Avenger> well spells have v1
[19:58:17] <Avenger> and itms too
[19:58:28] <fuzzie> so here it doesn't matter anyway
[19:58:34] <Avenger> they don't need absolute timing anyway
[19:58:50] <Avenger> it would be a fun spell that works only once :)
[20:02:02] <lynxlynxlynx> map hack doesn't help with vines
[20:02:27] <fuzzie> meh
[20:02:34] <fuzzie> do you have a savegame *there*?
[20:03:14] <lynxlynxlynx> just made one :)
[20:03:41] <Avenger> ok so what to do with the charisma stat bonus
[20:03:42] <lynxlynxlynx> will overwrite your qsave if you unpack directly
[20:03:48] <Avenger> gimme a save?
[20:04:17] <Avenger> though chances are my fixpack fixes it :)
[20:04:32] <lynxlynxlynx> i'll have to generate one first
[20:04:37] <lynxlynxlynx> time to kill sarevok again
[20:04:39] <Avenger> you better give me a save after the effect happened
[20:04:53] <Avenger> save after you got the bonus
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[20:07:54] <Avenger> ok, i go back to windows
[20:08:09] <lynxlynxlynx> it is in the save
[20:08:17] <lynxlynxlynx> you'll get it
[20:08:19] <Avenger> cloudkill in the first area also kills people without level check
[20:08:30] <Avenger> so i fix that first
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[20:08:53] <fuzzie> lynxlynxlynx: looks like it's IsActive at a glance
[20:12:04] <fuzzie> printf time
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[20:24:25] <fuzzie> ok, so GetActorFromObject doesn't work so well for triggers
[20:24:59] <fuzzie> don't know why
[20:26:54] <fuzzie> maybe i broke it
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[20:28:33] <CIA-22> gemrb: 03avenger_teambg * r6910 10/gemrb/trunk/gemrb/plugins/Core/EffectQueue.cpp: fixed level based effect resistance (cloudkill will no longer kill everyone)
[20:28:49] <fuzzie> oh, because AddTarget rejects infopoints
[20:28:53] <fuzzie> gosh i hate you gemrb
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[20:29:44] <fuzzie> Avenger: why does AddTarget reject any scriptables?
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[20:30:05] <Avenger> you mean anyone not actor?
[20:30:07] <fuzzie> no
[20:30:16] <Avenger> it rejects non actors
[20:30:18] <fuzzie> it already works for CONTAINER, DOOR and AREA
[20:30:29] <Avenger> hmm
[20:30:32] <fuzzie> otherwise Myself doesn't work
[20:30:41] <fuzzie> i would like to make it work for everything except ST_GLOBAL, at least
[20:31:09] <Avenger> well, in the past it was an actor list, i guess, and most of the filters didn't work nicely on non actors
[20:31:23] <Avenger> but then we found htat most of the filters work only on party members anyway :)
[20:31:33] <Avenger> like strongestof, etc
[20:31:47] <Avenger> these filters are more like smoke and mirrors
[20:31:58] <Avenger> more than 60% of them is useless
[20:33:07] <lynxlynxlynx> nice, that fixed my death spell problem too Avenger :)
[20:33:17] <Avenger> yep, i know
[20:33:17] <fuzzie> well, the tree of life is growing things and giving me paths
[20:33:20] <fuzzie> is that what it's meant to do?
[20:33:25] <Avenger> it fixes the level based slay opcode mostly
[20:33:43] <Avenger> you can remove it from the buglist, i tested it :)
[20:34:01] <Avenger> yes fuzzie, if you do something for it
[20:34:14] <lynxlynxlynx> already done ;)
[20:34:55] <Avenger> heh lynx your polymorph change is just a few lines of comments?
[20:35:32] <lynxlynxlynx> i don't know how to undo it, it doesn't autoundo on effect expiry
[20:36:18] <Avenger> eep and the name copy will cause pointer mixup :)
[20:36:24] <CIA-22> gemrb: 03fuzzie * r6911 10/gemrb/trunk/gemrb/plugins/Core/GameScript.cpp: change AddTarget to allow all valid scriptable targets
[20:36:25] <fuzzie> ok, that fixes the vines
[20:36:31] <lynxlynxlynx> polymorph into human form didn't work either, so i could only morph and morph and never return
[20:36:32] <Avenger> never assign a char * from one object to a char * of another :)
[20:36:55] <Avenger> if one of the objects is removed, it will cause ugly bugly crash
[20:36:58] <fuzzie> well, it is confusing, because sometimes we do that and it's fine, like with many strings :)
[20:37:09] <fuzzie> so you can't really tell unless you know which objects get deleted
[20:37:11] <Avenger> you need SetName
[20:37:39] <lynxlynxlynx> i'll change it then
[20:38:30] <Avenger> err SetText
[20:38:45] <Avenger> weird thing i thought i do this
[20:39:14] <Avenger> Actor *Actor::CopySelf()
[20:39:21] <Avenger> oh but this is not copyself
[20:39:42] <Avenger> or is it
[20:39:55] <lynxlynxlynx> copyobjectsomething
[20:41:32] <Avenger> well, there are now 2 different copying
[20:41:40] <Avenger> dunno how many we need
[20:42:03] <Avenger> anyway, i fixed the name copy
[20:42:19] <lynxlynxlynx> ok
[20:42:20] <CIA-22> gemrb: 03avenger_teambg * r6912 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: copy names correctly
[20:42:40] <lynxlynxlynx> i knew there was a GetName, but searching for name didn't find me a setter
[20:43:05] <lynxlynxlynx> SetText is a wierd name for just setting the names
[20:43:10] <Avenger> i don't know why is it so
[20:43:17] <Avenger> maybe there is a setname in scriptable
[20:43:34] <Avenger> yes there is
[20:43:55] <Avenger> but only in Door
[20:43:57] <Avenger> meh
[20:44:00] <lynxlynxlynx> yep
[20:44:04] <Avenger> we can have setname instead of settext
[20:44:06] <Avenger> it sucks
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[20:46:42] <lynxlynxlynx> something else
[20:47:03] <lynxlynxlynx> should the INAREAPA projectile be working correctly?
[20:47:22] <lynxlynxlynx> i see that the golem haste spell has it
[20:47:32] <lynxlynxlynx> golem haste has an area of effect (probably just casts the spell currently) <-- this
[20:47:40] <lynxlynxlynx> the golem hastes you too :)
[20:49:41] <Avenger> i wonder why the golem has area effect spells
[20:50:10] <lynxlynxlynx> to haste any coworkers?
[20:50:23] <lynxlynxlynx> the clay golem has haste, the others fart
[20:51:05] <Avenger> ok inareapa should affect only friends
[20:51:19] <Avenger> in a 30' circle
[20:51:32] <lynxlynxlynx> that's why i ask
[20:51:37] <lynxlynxlynx> we're not friends
[20:52:02] <fuzzie> i think Avenger might go mad with all the EA_ bugs :)
[20:52:22] <Avenger> no fuzzie, this is not so much of a problem
[20:52:39] <Avenger> it isn't EA what makes the wand of summoning annoying
[20:53:10] <CIA-22> gemrb: 03avenger_teambg * r6913 10/gemrb/trunk/gemrb/plugins/ (6 files in 3 dirs): changed SetText to SetName
[20:53:29] <Avenger> it is the inanimate trap which targets ITSELF but with a position of you when it summons creatures, which are supposed to be ITS friends :)
[20:54:11] <Avenger> there are at least 3 twists in this crappy chain
[20:54:42] <Avenger> at least, now the effect's point is honoured when summoning critters
[20:55:14] <Avenger> the only problem is to pass the inanimate caster in a projectile
[20:55:22] <Avenger> projectiles use global ID
[20:55:29] <Avenger> inanimates don't have global id
[20:56:09] <Avenger> i need the inanimate caster only to know which is the current area
[20:57:01] <Avenger> i guess i could use game
[20:57:12] <Avenger> if the caster is null, then game->getcurrentarea
[20:57:22] <fuzzie> but then that is a hack, because getcurrentarea may not be the right one
[20:57:38] <Avenger> well, you will never find that out
[20:58:12] <Avenger> but you are right, the coordinates won't match the area
[21:13:21] <D_T_G> lynxlynxlynx, did you made a movie from the speedrun? :>
[21:13:56] <lynxlynxlynx> the speedrun is in there just as a note that i didn't bother with sidequests
[21:14:14] <lynxlynxlynx> pretty much the quickest way possible out of things
[21:16:08] <CIA-22> gemrb: 03avenger_teambg * r6914 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: another settext
[21:16:11] <D_T_G> well, the record is 0:41:31, and if i.e. gemrb has faster load times etc. it could be faster :)
[21:16:12] <Avenger> hehe, luckily no one tried to download and compile my last commit
[21:17:31] <CIA-22> gemrb: 03avenger_teambg * r6915 10/gemrb/trunk/gemrb/plugins/GAMImporter/GAMImp.cpp: yet another settext
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[21:18:25] <D_T_G> i hope i won't miss r7000, so round :)
[21:18:33] <D_T_G> tomorrow?
[21:18:43] <lynxlynxlynx> who knows
[21:18:47] <lynxlynxlynx> i doubt it though
[21:19:19] <fuzzie> my next commit is going to be another hugely invasive breaking-things one, i think
[21:19:43] <fuzzie> but i have beholders to defeat first
[21:31:59] <D_T_G> fpg pf war in bg1 is different from the icewind1
[21:32:09] <D_T_G> *fog of
[21:32:17] <D_T_G> i didn't know
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[21:32:25] <D_T_G> bg1 looks better
[21:33:52] <lynxlynxlynx> hmpf, really can't get that crystal shard
[21:34:01] <lynxlynxlynx> but enough for today
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[22:00:48] <CIA-22> gemrb: 03avenger_teambg * r6916 10/gemrb/trunk/gemrb/plugins/ (4 files in 2 dirs): fixed spawnpoints to not crash when areas are loaded back into the original engine
[22:01:20] <fuzzie> neat
[22:01:49] <CIA-22> gemrb: 03avenger_teambg * r6917 10/ielister/trunk/ielister.cpp: ielister update
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[22:06:52] <fuzzie> hmph, i just did a quest which got me to 749890 xp, next level is 750000
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[22:29:15] <Avenger> hmm, lynx is gone, well
[22:29:17] <Avenger> bye
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[23:30:36] <CIA-22> gemrb: 03avenger_teambg * r6918 10/ielister/trunk/ielister.cpp: fixed false errors in the end of area dumps
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