#gemrb@irc.freenode.net logs for 18 Aug 2009 (GMT)

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[05:54:17] <pupnik> morning
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[07:35:21] <CIA-22> gemrb: 03avenger_teambg * r6919 10/gemrb/trunk/gemrb/plugins/ (7 files in 2 dirs):
[07:35:21] <CIA-22> gemrb: fixed book of infinite spells
[07:35:21] <CIA-22> gemrb: (don't resist items based on spell immunities
[07:35:21] <CIA-22> gemrb: actually execute spellcasting in opcodes 0x92 and 0x94)
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[07:39:11] <Avenger> a lot of stuff should work now better
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[07:47:38] <Avenger> the kurtulmak crystal is still not working
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[07:50:46] <pupnik> that's IWD2?
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[07:56:03] <Avenger> no, that's bg2, in the asylum
[07:56:20] <Avenger> one of the walkthrough blockers, i think
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[08:00:19] <pupnik> is there a common set of savegames you developers use?
[08:00:23] <pupnik> for bg2 for e.g.?
[08:00:55] <pupnik> or like maybe a bug-related savegame database?
[08:01:23] <Avenger> lynx has something
[08:01:37] <Avenger> he got saves for all the bugs he found
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[08:14:59] <pupnik> maybe the bugs or bug comments should have links to savegames
[08:17:39] <Avenger> well the games are not on the net
[08:17:51] <Avenger> and the link exists in lynx :)
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[08:41:34] <the_drow> hello
[08:41:54] <the_drow> is this channel idle?
[08:42:37] <Avenger> no
[08:43:08] <the_drow> hello
[08:43:10] <Avenger> you can see activity on: http://log.usecode.org/gemrblog.php
[08:43:16] <the_drow> are the DND rules implemented inside?
[08:43:28] <Avenger> what are the dnd rules?
[08:44:25] <the_drow> the one's icewind dale uses for example
[08:44:52] <Avenger> well iwd2 specific stuff is not really supported, but some yes
[08:45:10] <the_drow> also in what language was this programmed?
[08:45:13] <the_drow> C or C++?
[08:45:20] <Avenger> c++ and python
[08:45:32] <the_drow> ok good
[08:45:39] <the_drow> any way I can contribute?
[08:45:42] <Avenger> sure
[08:46:00] <the_drow> python using what binding btw?
[08:46:24] <Avenger> the first thing we ask from everyone who wants to contribute: download the svn head, compile, install, try to run
[08:47:11] <Avenger> hmm, we don't use anything else outside of core python, we do our own python functions
[08:47:40] <Avenger> i don't know what are those bindings, we don't use any python based lib or c++ based python stuff
[08:47:59] <Avenger> we don't even use python libs like string
[08:48:07] <the_drow> something like Boost.Python
[08:48:16] <Avenger> no, we don't have anything like that, no need
[08:48:17] <the_drow> it helps binding python to C++ code
[08:48:25] <the_drow> oh dear
[08:48:30] <the_drow> I hate dealing with C code
[08:48:36] <Avenger> well, look at the code first :)
[08:48:45] <the_drow> link please
[08:48:47] <Avenger> we have about 100 python functions
[08:49:04] <Avenger> a python coder has no need to look at the engine
[08:49:24] <Avenger> well, the best is to look at the python function docs
[08:49:34] <the_drow> I'm a C++ coder
[08:49:52] <Avenger> http://sourceforge.net/projects/gemrb/
[08:50:04] <Avenger> heh, then how can you say something like i hate dealing with c code :)
[08:50:45] <Gekz> the_drow: so you're no coder at all :O
[08:50:46] <Gekz> you'
[08:50:56] <Gekz> you're just a student from the New Delhi University
[08:51:03] <the_drow> because I use other's code that already abstracted the ugly things in nice objects :)
[08:51:07] <Gekz> similar to a cattle farm, but C++ coders come out
[08:51:10] <Avenger> lol gekz don't be rude on newcomers
[08:51:18] <Gekz> Avenger: but he goaded me
[08:51:20] <Gekz> he said C++
[08:51:20] <Avenger> you didn't even contribute anything
[08:51:23] <Gekz> without "lol" after it
[08:51:24] <Gekz> :D
[08:51:33] <Gekz> Avenger: I contribute moral support
[08:51:40] <Avenger> hehe, i see
[08:51:47] <Avenger> really supportive to the noob
[08:51:57] <Gekz> You're raised a good point
[08:52:01] <Gekz> lol
[08:52:05] <Gekz> but honestly
[08:52:08] <Gekz> I do plan to contribute
[08:52:12] <Gekz> my studies have raped and pillaged me
[08:52:12] <Gekz> :/
[08:52:24] <Avenger> well, anyway, anyone wants to contribute: download the source, compile, install, run
[08:52:26] <Avenger> that's the first
[08:52:37] <Avenger> i cannot talk to someone who didn't even run gemrb
[08:52:48] <Avenger> source is on sourceforge
[08:53:06] <Gekz> Avenger: I ran a 0.2 :o
[08:53:45] <D_T_G> what was the gemrb version in late 2005?
[08:55:43] <the_drow> Avenger: wait most of the engine is in python?
[08:55:58] <Avenger> no, most of the engine is in c++
[08:56:03] <Avenger> the gui stuff is in python
[08:56:17] <the_drow> I don't see many headers in the svn
[08:56:29] <Avenger> headers?
[08:56:45] <Avenger> like Button.h ?
[08:57:17] <the_drow> I don't see that file as well
[08:57:35] <Avenger> well, then you strayed somewhere else
[08:57:48] <Avenger> what is the path you look at
[08:58:50] <Avenger> the core of the core is in : gemrb/trunk/gemrb/plugins/Core
[08:59:13] <Avenger> that's full of those headers you wanna see :)
[08:59:34] <the_drow> oh why are those plugins?
[08:59:50] <Avenger> because they are replaceable, or could be
[09:00:07] <the_drow> ok, do you have any graphic designers?
[09:00:15] <Avenger> for what?
[09:00:29] <Avenger> we use original game data, not our own
[09:00:41] <Avenger> we don't need design, only implementation
[09:01:13] <Avenger> we completely reimplement the original IE engine, will all its gui and stuff
[09:01:21] <Avenger> will->with
[09:01:32] <the_drow> ok
[09:02:00] <the_drow> that's neat
[09:02:12] <the_drow> and you reserved engenieered that data files?
[09:02:20] <Avenger> well, not alone
[09:02:30] <Avenger> do you know iesdp.gibberlings3.net ?
[09:02:45] <the_drow> nope
[09:02:56] <Avenger> there are many modding communities, g3 is the best because of iesdp ;)
[09:03:10] <Avenger> forums.gibberlings3.net
[09:03:39] <Avenger> there are also the gemrb/dltcep forums
[09:03:42] <Gekz> Avenger: no
[09:03:45] <Gekz> you're slightly wrong
[09:03:48] <Gekz> we do need a designer
[09:03:52] <Gekz> to create an open-source GUI
[09:03:57] <Avenger> oh well
[09:04:01] <Gekz> that can be easily extended for 800x480 resolution xD
[09:04:02] <Avenger> that's way ahead
[09:04:08] <Gekz> whyyy
[09:04:15] <Avenger> we need an open source gui designer in a year, yes
[09:04:25] <Avenger> maybe
[09:04:37] <Avenger> but first i want to finish the engine
[09:04:55] <Gekz> >_>
[09:04:56] <the_drow> in what state this project is?
[09:04:58] <Gekz> lol
[09:05:09] <Avenger> well, we say it is almost beta
[09:05:21] <Avenger> a complete walkthrough of the bg2 dataset happened yesterday
[09:05:30] <Avenger> with only 1-2 big bumps
[09:05:48] <Avenger> i'm trying to work on one of those, just as of now :D
[09:06:12] <Gekz> sexy
[09:09:13] <the_drow> Avenger: well the engine looks great actually
[09:09:20] <the_drow> I'd love to make my own game with it
[09:10:10] <the_drow> do you need someone who will implement the d20 rules
[09:10:14] <the_drow> for all of the games
[09:10:22] <the_drow> ?
[09:10:43] <Avenger> we plan to have all the rules in python
[09:10:49] <Avenger> nothing ever hardcoded
[09:10:56] <Avenger> so everything needs to be flexible
[09:12:13] <Avenger> so, if some crazy guy wants 4 saving throws, they can get it
[09:12:20] <Avenger> or whatever
[09:14:11] <fuzzie> morning all
[09:14:15] <Avenger> hi fuzzie
[09:14:57] <D_T_G> cze
[09:15:18] <the_drow> ok
[09:15:21] <the_drow> maeks sense
[09:15:33] <the_drow> but I actually hardcoded some of the DND rules myself
[09:15:41] <the_drow> I have a lot of experience :)
[09:15:55] <the_drow> how many devs are working on this project?
[09:16:23] <Gekz> the_drow: for what did you do the rules?
[09:16:36] <the_drow> just a library
[09:16:36] <Avenger> fuzzie: interesting stuff on http://forums.gibberlings3.net/index.php?showtopic=18118
[09:16:38] <fuzzie> i think there are usually 5 or so people contributing code
[09:16:43] <fuzzie> the people differing depending on who is busy
[09:16:44] <the_drow> nice
[09:17:08] <Avenger> maybe that's the solution for resistance etc
[09:17:20] <Avenger> people don't resist their own magic, and such
[09:17:46] <fuzzie> yes, wjp suggested that a few days ago
[09:18:04] <fuzzie> i couldn't make anyone resist their own magic in bg2
[09:18:09] <fuzzie> it works in bg1 though
[09:19:05] <fuzzie> but i didn't test it properly! so no promises
[09:19:35] <the_drow> anyway is my help needed?
[09:19:39] <Gekz> always
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[09:20:05] <the_drow> have you guys tested this on GCC 4.5.0?
[09:20:13] <Avenger> i didn't
[09:20:15] <Gekz> I did
[09:20:17] <Gekz> it compiled
[09:20:25] <the_drow> good
[09:20:25] <Avenger> which version you compiled?
[09:20:26] <Gekz> at least with the snapshot I have
[09:20:30] <Gekz> Avenger: svn
[09:20:33] <Gekz> two nights ago
[09:20:38] <Avenger> well, that's good enough :)
[09:20:52] <Gekz> the_drow: is the final gcc 4.5 out?
[09:20:56] <Gekz> or is it still experimental
[09:21:01] <Avenger> these things need to be tested continuously
[09:21:03] <the_drow> it should
[09:21:04] <fuzzie> heh, so much changed in the last two days..
[09:21:38] <fuzzie> in fact my last compile failed with a SetText error, but i guess Avenger already fixed that
[09:22:08] <Avenger> the_drow: you can help the most by trying to make it run then install and play with an original game. I hope you can get at least one of the original datasets
[09:22:17] <fuzzie> oh hey, Taimon worked out bit 4 of the door flags
[09:22:17] <Avenger> if you cannot, then it is rather futile yet
[09:22:39] <the_drow> why is the gui api procedural?
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[09:22:52] <fuzzie> it's not, it's event-based
[09:23:13] <fuzzie> you pass it callback functions
[09:23:26] <Avenger> oh he figured out some of those 'low mem bits'
[09:23:33] <Avenger> those we might skip out too
[09:23:33] <fuzzie> or you mean, as opposed to functional?
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[09:24:00] <the_drow> as opposed to oo or functional yes
[09:24:14] <fuzzie> the priority for the guiscript is to make it simple for non-coders to change
[09:24:34] <fuzzie> We started wrapping it in OO on the python side, though.
[09:24:44] <the_drow> ok
[09:24:53] <Avenger> but only as much as it is helpful
[09:25:17] <Avenger> like everyone would like to do Button.SetText()
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[09:25:35] <Gekz> oooh
[09:25:43] <the_drow> it's more comfortable
[09:25:46] <Gekz> the new gcc-snapshot can compile firefox pgo on x86_64!!
[09:25:49] <Gekz> this is epic win
[09:26:01] <the_drow> hehe
[09:26:03] <fuzzie> so we have some horrible metaclass hackery which wraps the C functions in classes :)
[09:26:05] <Avenger> heh, the ability to compile firefox is a 'win' ?
[09:26:10] <fuzzie> so you can do Button.SetText()!
[09:26:33] <Gekz> Avenger: pgo
[09:26:35] <fuzzie> but the C side is a very simple api.
[09:26:38] <Gekz> profile-guided optimisations
[09:26:45] <Gekz> making the linux version run as fast as the windows one
[09:27:10] <the_drow> so everything that is bindable to python is C?
[09:27:11] <fuzzie> unfortunately the linux version of firefox has a few more problems than the lack of pgo :(
[09:27:21] <Gekz> fuzzie: such as flash
[09:27:29] <fuzzie> the_drow: Well, it's non-OO C++ because it has to interact with the core, but yes.
[09:27:45] <the_drow> but the core is in c++
[09:27:52] <the_drow> boost.python guys... hehe
[09:27:58] <fuzzie> We try and keep dependencies minimal because we have target platforms of Visual C++ 6 and some nasty embedded gccs.
[09:28:05] <Gekz> the_drow: never.
[09:28:12] <Gekz> Ne'er
[09:28:21] <Gekz> fuzzie: enforce no Boost libs pl0x
[09:28:32] <the_drow> who uses those?
[09:28:32] <the_drow> Gekz: why?
[09:28:40] <fuzzie> the_drow: other devs do :)
[09:28:53] <the_drow> pitty for them
[09:28:56] <Gekz> the_drow: more deps than required will ruin it.
[09:29:25] <the_drow> I donnu if you tested it, but boost is useful...
[09:29:39] <fuzzie> it's also slooow and incompatible, a lot of the time. :/
[09:29:45] <Gekz> yep
[09:29:45] <fuzzie> I don't know about boost.python in particular.
[09:29:49] <Gekz> does Boost run on ARM?
[09:29:51] <Gekz> or MIPS?
[09:29:53] <the_drow> yes
[09:30:05] <the_drow> NIPs - donnu know it so I can't tell
[09:30:17] <the_drow> who will use this engine on an embedded cpu?
[09:30:23] <Gekz> me
[09:30:25] <Gekz> mobile phones
[09:30:25] <fuzzie> I used boost in another project and it multipled compile times by 8x or so, through boost::variant and some other heavily-templated stuff.
[09:30:28] <Gekz> the Nokia system
[09:30:43] <the_drow> fuzzie: so? more time to slack off
[09:30:53] <fuzzie> the_drow: people try it on the Freerunner, on the N810, on a MIPS netbook, on an ARM netbook
[09:31:20] <Gekz> the reason I love GemRB is because it's portable
[09:31:22] <Gekz> very portable
[09:31:23] <Gekz> :)
[09:31:29] <fuzzie> i think if you only care about x86 then most people will just run the original engine under wine and patch the exe for their new rules :)
[09:31:29] <Gekz> destroy that and it will kill my love.
[09:31:34] <the_drow> ok
[09:31:37] <fuzzie> there is quite a scene of exe patching out there
[09:32:09] <the_drow> but boost compiles where c++ compiles
[09:32:13] <fuzzie> but, yes, patches which add dependencies are usually not kindly looked upon
[09:32:18] <fuzzie> and we don't want python in the core
[09:32:39] <the_drow> boost.python binds c++ to python
[09:32:41] <the_drow> that's it
[09:32:45] <fuzzie> so i'm not sure of how much a gain it would be
[09:33:49] <fuzzie> but, yes, sorry, boost::python is perfectly portable, as is most of the rest of boost, they're a bit obsessive about it
[09:34:07] <Gekz> how big is it?
[09:34:21] <the_drow> not very
[09:34:30] <Gekz> and I still dont see the need
[09:34:30] <the_drow> it's a header only lib imo
[09:34:36] <fuzzie> but it is the kind of thing which would make the embedded porters despair
[09:34:39] <Gekz> sounds like it'd be a lot to rewrite it
[09:34:48] <Gekz> sounds like it'd be a lot to rewrite it
[09:34:50] <Gekz> just for this
[09:34:51] <Gekz> lol
[09:34:53] <Gekz> missed enter
[09:34:55] <Gekz> and hit up
[09:36:12] <fuzzie> (and, no, boost::python is another binary to ship)
[09:36:22] <the_drow> yeh it's quite a rewrite
[09:36:36] <the_drow> but I don't mind if it makes the engine more comfortable to use
[09:36:42] <fuzzie> it's probably far more productive to try rewriting things on the python side
[09:36:46] <the_drow> especially if I'll do it myself
[09:36:51] <fuzzie> but if you're a C++ coder i suppose that's a less attractive idea :)
[09:37:10] <the_drow> if you were binding JS I'd be more interested :)
[09:37:17] <the_drow> v8 is an amazing engine
[09:37:29] <fuzzie> i seem to remember that v8 is amazingly unportable
[09:37:48] <the_drow> it was but I believe it's much better now
[09:37:52] <fuzzie> last time i looked it didn't even work on my machine, quite an impressive feat
[09:37:59] <Gekz> lol
[09:38:04] <the_drow> lol what's your machine
[09:38:08] <fuzzie> powerpc :)
[09:38:14] <Gekz> G2
[09:38:16] <Gekz> xD
[09:38:45] <the_drow> lol what's that?
[09:39:40] <fuzzie> one of those pesky processor architectures with modern versions sitting in hundreds of millions of households worldwide, obviously irrelevant :)
[09:40:15] <the_drow> why aren't you running x86 like everyone else
[09:40:26] <the_drow> ?
[09:40:40] <fuzzie> why would I want to spend money on x86?
[09:40:58] <fuzzie> i guess nanojit would be the most portable fast js choice
[09:41:37] <fuzzie> no MIPS though
[09:41:37] <the_drow> because it's the most commonly used
[09:41:39] <the_drow> like windows
[09:41:42] <the_drow> it might suck
[09:41:45] <fuzzie> well, i am also not running windows :)
[09:41:47] <the_drow> but you can run games on it
[09:42:00] <the_drow> then you miss most of the good games out there
[09:42:03] <fuzzie> sure, but if i want games, i just use a modern powerpc machine
[09:42:11] <the_drow> I have dual boot
[09:42:16] <fuzzie> such as an Xbox 360, or a PS3, or a Wii :)
[09:42:34] <Gekz> GameCube
[09:42:44] <Gekz> fuzzie: I'm going to port GemRB to the GameCube one day
[09:42:47] <Gekz> I promise you
[09:43:03] <fuzzie> Gekz: i think someone claimed it compiled under GC Linux, actually
[09:43:11] <fuzzie> they were talking about trying it on the Wii, but never game back
[09:43:11] <Gekz> compiled != playable
[09:43:13] <fuzzie> came back
[09:43:17] <fuzzie> well, yes :(
[09:43:23] <Gekz> I mean
[09:43:25] <Gekz> the whole working thing
[09:43:26] <the_drow> anyway I'm off
[09:43:29] <Gekz> lol
[09:43:29] <Gekz> bais
[09:43:32] <the_drow> bbl
[09:43:42] <Gekz> fuzzie: plus, cross compiled or native?
[09:43:57] <fuzzie> i think natively compiling on these kind of machines is a huge pain, no RAM
[09:44:04] <Gekz> lol indeed
[09:44:08] <Gekz> like 64MB
[09:44:12] <Gekz> say, what kind of RAM is it?
[09:44:17] <Gekz> I'
[09:44:19] <fuzzie> i have 768mb in this machine after a disaster and it's still not enough
[09:44:28] <Gekz> I've ripped apart the gamecube before
[09:44:33] <Gekz> I'm not afraid of modding some ram into it
[09:45:09] <fuzzie> i think it's not possible
[09:45:16] <fuzzie> but i don't know
[09:45:29] <fuzzie> ok, i should get coffee and then go back to battling beholders
[09:45:34] <Gekz> bais
[09:45:48] <fuzzie> boost::python is very tempting but i'm sure it'd make compiling a huge pain
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[09:49:05] <Gekz> fuzzie: NO
[09:49:10] <Gekz> don't be tainted by the evil that is boost
[09:49:12] <Gekz> -.-
[09:49:32] <Gekz> think of all the space required
[09:49:35] <Gekz> think of the extra dep!
[09:49:38] <Gekz> THE EXTRA DEP
[09:49:50] <fuzzie> hehe, well, i'm sure the others would veto it
[09:49:57] <Gekz> damn straight
[09:50:05] <fuzzie> and i really did already make the mistake of using boost in another project
[09:50:23] <fuzzie> i still love shared_ptr very much though. but it's going into the latest C++ standard.
[09:50:25] <Avenger> well, if we came this far without boost, we don't need boost
[09:50:41] <Gekz> lol
[09:50:58] <Avenger> the only boost i could accept is the source of the original IE :D
[09:51:04] <Gekz> lolol
[09:51:23] <Gekz> Avenger: have you ever emailed them to request it?
[09:51:41] <Gekz> you could source the opensourcing of quake 3
[09:51:44] <Avenger> btw, fuzzie, taimon just gave a major hint about effects :)
[09:51:45] <fuzzie> they say no, they are bound by huge amounts of license agreements
[09:52:10] <Gekz> eww
[09:52:15] <Gekz> they outsourced?!
[09:52:20] <Gekz> this is bad
[09:52:31] <fuzzie> well, yes, they used the D&D rules and Black Isle had a contract :)
[09:52:42] <Gekz> Black Isle is defunct
[09:52:45] <fuzzie> now no-one is quite sure who exactly owns what, it's great
[09:52:49] <Gekz> thus no license exists lol
[09:53:04] <Gekz> so this is why GemRB can exist
[09:53:07] <Gekz> because no-one can sue haha
[09:53:23] <Avenger> i don't think they could sue even then
[09:53:26] <Gekz> I'm pretty sure this is covered under the American DMCA actually
[09:53:32] <Avenger> on what basis? copyright? patent? trademark?
[09:53:36] <Gekz> lol
[09:53:44] <Gekz> my brain owns this
[09:53:44] <Gekz> gtfo
[09:53:51] <fuzzie> yes, we are all silly europeans, hooray
[09:53:53] <Avenger> there is no IP, just those 3
[09:54:05] <Avenger> copyright, trademark or patent
[09:54:07] <Gekz> the DnD ruleset is the kicker
[09:54:08] <Avenger> no IP
[09:54:15] <fuzzie> but the ownership thing is annoying
[09:54:30] <Avenger> the dnd ruleset is mostly trademark
[09:54:33] <fuzzie> gametap had a license arranged via Sierra, someone bought someone and now they have to work out ownership all over again
[09:54:38] <Avenger> we cannot say we implement DnD, big deal
[09:54:44] <fuzzie> so you can't even download the games, again
[09:54:45] <Avenger> we don't implement it, actually
[09:54:51] <Gekz> oh?
[09:55:00] <Avenger> we implement a framework which is able to emulate even the dnd rules
[09:55:04] <Gekz> ah
[09:55:05] <Gekz> sexy
[09:55:09] <fuzzie> it would be nice to move more of the logic into the data files
[09:55:10] <Gekz> ScummVM style
[09:55:13] <Avenger> like you sue the world because the world is capable of dnd
[09:55:17] <fuzzie> but the logic we implement is really bg2-logic and not DnD-logic
[09:55:24] <Gekz> Avenger: I would if I could win
[09:55:25] <Gekz> :D
[09:55:55] <Avenger> the only thing they can 'force' us is that we skip playing the wotc logo
[09:55:59] <Avenger> and i would happily comply
[09:56:09] <Gekz> lol
[09:56:20] <Gekz> make it a flag in a config.h
[09:56:27] <fuzzie> it's just python :)
[09:56:27] <Gekz> __H_LOLWHUT
[09:56:30] <Gekz> aw.
[09:57:29] <Avenger> if not skip_videos and not GemRB.GetVar ("SeenIntroVideos"):
[09:57:31] <Avenger> GemRB.PlayMovie ("BISLOGO", 1)
[09:57:33] <Avenger> GemRB.PlayMovie ("BWDRAGON", 1)
[09:57:34] <Avenger> GemRB.PlayMovie ("WOTC", 1)
[09:57:36] <Avenger> skip_videos is a flag
[09:57:52] <Gekz> cool
[09:58:02] <Gekz> I have a silly question
[09:58:05] <Gekz> oh wait, this is normal
[09:58:08] <Gekz> _anyway_
[09:58:09] <lynxlynxlynx> i'm back
[09:58:14] <Gekz> the Baldurs Gate data files
[09:58:19] <Gekz> are they compressed at all?
[09:58:21] <Avenger> hi lynx, i fixed the book of infinite spells
[09:58:25] <lynxlynxlynx> i agree that rewriting for boost makes little sense
[09:58:28] <Avenger> gekz some
[09:58:36] <lynxlynxlynx> no tangible gain has been shown yet
[09:58:39] <Gekz> could they be recompressed with lzma?
[09:58:55] <lynxlynxlynx> Avenger: i saw, i'll go test it :)
[09:58:57] <Avenger> only if you provide the lz plugin
[09:59:09] <Gekz> so
[09:59:11] <Gekz> it's possible
[09:59:17] <Gekz> would it be hard to implement?
[09:59:20] <Avenger> yes, that's the wonder of plugins
[09:59:28] <lynxlynxlynx> not really, Gekz
[09:59:32] <Gekz> cool
[09:59:38] <Gekz> Avenger: in python or C++?
[09:59:42] <lynxlynxlynx> c++
[09:59:45] <Gekz> awe.
[09:59:47] <Gekz> aw*
[09:59:47] <Avenger> this would be in the core
[09:59:51] <Gekz> lol
[09:59:56] <Gekz> I'm not good at C++
[09:59:58] <fuzzie> you'd have to add one of those scary subdirectories under plugins/
[09:59:58] <Gekz> ie, I know none.
[10:00:02] <fuzzie> so, alas
[10:00:03] <Gekz> well, I guess I could learn it xD
[10:00:07] <fuzzie> go fix the GUI! :)
[10:00:12] <Gekz> fuzzie: haha what
[10:00:22] <Gekz> if I attempted to "fix" the GUI
[10:00:27] <Gekz> it would end up worse than when I began
[10:00:33] <fuzzie> that's ok, everyone else does that too
[10:00:40] <Avenger> well, you could at least find little bugs
[10:00:47] <Avenger> i just fixed the temple spell list yesterday
[10:00:58] <Avenger> anyone could have found that, and many could have fixed it :)
[10:01:16] <lynxlynxlynx> it was pretty refreshing, that playthrough
[10:01:26] <Avenger> yeah, much needed
[10:01:33] <lynxlynxlynx> everyone is sick of the chateau :)
[10:01:46] <fuzzie> yes, that is why i was trying Umar Hills etc :)
[10:01:50] <Avenger> i'm trying to find the problem with the kurtulmak shard
[10:02:00] <Avenger> i know what's the problem
[10:02:05] <Avenger> but i don't have a solution yet
[10:02:10] <fuzzie> ok, can i mark things on the todo list as "i am fixing this" somehow?
[10:02:11] <lynxlynxlynx> some more goblins should spawn
[10:02:18] <lynxlynxlynx> one has the wooden stake
[10:02:18] <Avenger> the problem is that the altar creature goes deactivated
[10:02:24] <Avenger> but never reactivates
[10:02:32] <lynxlynxlynx> yeah, that's how the script starts
[10:02:32] <Avenger> i don't see why it wouldn't reactivate
[10:02:40] <Avenger> it doesn't even run that part, lynx
[10:02:47] <lynxlynxlynx> oh
[10:02:54] <Avenger> it is simply 'dead'
[10:03:47] <lynxlynxlynx> i still can't target with the book of infinite spells - anywhere i click (disregarding the bad cursor), the target is the caster
[10:04:14] <Avenger> hmm then oyu miss something
[10:04:18] <Avenger> i shoot at cespenar
[10:04:36] <lynxlynxlynx> core dump on exit
[10:04:36] <fuzzie> there are definitely problems with the deactivation ode
[10:05:00] <lynxlynxlynx> i'll make a clean rebuild
[10:05:26] <Avenger> core dump on exit is mixed pointers
[10:05:31] <lynxlynxlynx> Avenger: cespenar is an actor, you should be able to target any Pos
[10:05:32] <Avenger> like the name pointers you did :)
[10:05:39] <Avenger> not with the book, no
[10:05:43] <Avenger> it targets creature
[10:05:55] <lynxlynxlynx> oh, silly book
[10:05:56] <Avenger> its target type is creature
[10:06:43] <Avenger> though, i think the targeting shouldn't go away when you click on invalid target
[10:06:58] <Avenger> this is the same category as you can deselect all party accidentally
[10:07:07] <D_T_G> been away for a moment and so much reading :O
[10:07:13] <fuzzie> Avenger: nothing ever sets IF_ACTIVE again
[10:07:26] <lynxlynxlynx> so the deselect is not intentional? there's even a hotkey for it iitc
[10:07:30] <Avenger> fuzzie: sure there must be something, as it starts unsetted :D
[10:07:47] <fuzzie> oh
[10:07:55] <Avenger> the actors start with IF_ACTIVE unset
[10:07:57] <fuzzie> the Deactivate() action doesn't deactivate, heh
[10:08:08] <Avenger> yeah, it just hides
[10:08:21] <fuzzie> that is probably the cause of some pst bugs
[10:08:23] <fuzzie> but i'll look later
[10:08:30] <Avenger> silly bioware :)
[10:08:38] <Avenger> deactivate makes actors still run their scripts
[10:09:05] <Avenger> they are just unselectable and invisible
[10:09:11] <Avenger> they cannot move either
[10:09:23] <fuzzie> i think it must change script behaviour somehow
[10:09:29] <fuzzie> but this is not relevant
[10:09:40] <Avenger> well, they cannot do go_near stuff
[10:09:49] <Avenger> maybe they cannot do dialogue either
[10:10:07] <Avenger> i'm not sure about the dialogue
[10:10:25] <Avenger> there are some places where an invisible actor speaks for area objects
[10:11:25] <lynxlynxlynx> like that elven altar
[10:11:35] <lynxlynxlynx> just that we don't make the dude invisible yet
[10:12:11] <lynxlynxlynx> the magic floating rat in brynlaw could be the same thing
[10:12:13] <Avenger> well, somehow IF_VISIBLE doesn't work
[10:12:19] <Avenger> yes, it is a 'cutspy'
[10:12:31] <Avenger> it has the exploration flag set, but it is invisible
[10:12:40] <Avenger> it is to make part of the area always seen
[10:13:14] <fuzzie> there's one in the pocket plane intro too, i think?
[10:13:22] <Avenger> dunno
[10:13:36] <Avenger> anywhere when there is a need of additional visibility
[10:13:40] <fuzzie> and i think we don't load the flags from the CRE properly for those
[10:13:50] <Avenger> could be
[10:14:12] <fuzzie> it's not a scripting problem, anyway
[10:18:03] <fuzzie> Deionarra seems to still work fine, too
[10:19:46] <the_drow> back
[10:24:01] <Avenger> oh with a little luck i fixed the kurtulmak shard and the elfgate bug too :)
[10:24:09] <CIA-22> gemrb: 03lynxlupodian * r6920 10/gemrb/trunk/gemrb/GUIScripts/GUICommon.py:
[10:24:09] <CIA-22> gemrb: GUICommon: improved the fit of the magical item's slot border;
[10:24:09] <CIA-22> gemrb: also causes less visual problems for singledigit stack counts
[10:24:21] <Avenger> some code here did: Unhide() when it should have done Activate()
[10:24:59] <lynxlynxlynx> i'll go ask about the subarea following
[10:25:03] <Avenger> *CHEER*
[10:25:11] <Avenger> kurtulmak shard awoke!
[10:25:22] <fuzzie> hehe, what was it?
[10:25:30] <Avenger> some code here did: Unhide() when it should have done Activate()
[10:25:51] <Avenger> if (IsVisible(actor->Pos, false) && actor->Schedule(gametime) ) {
[10:25:53] <Avenger> priority = PR_SCRIPT; //run scripts and display, activated now
[10:25:55] <Avenger> //not unhide! activate!
[10:25:56] <Avenger> actor->Activate();
[10:25:58] <Avenger> ActorSpottedByPlayer(actor);
[10:26:42] <fuzzie> ah!
[10:26:56] <fuzzie> is that the queue creation code?
[10:27:05] <Avenger> somewhere inside yes
[10:27:06] <fuzzie> i did see that there were some lurking bugs there,m if so
[10:27:12] <Avenger> going back to linux to commit
[10:27:15] <fuzzie> ok :)
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[10:27:54] <the_drow> fuzzie: so after I compile what do you need me to do?
[10:28:32] <fuzzie> well, without data it's difficult to do much, and i'm not sure what happened to the test dataset
[10:29:20] <the_drow> :/
[10:31:55] <lynxlynxlynx> the_drow: get a game
[10:31:59] <fuzzie> lynxlynxlynx: i guess the 'installers' svn module is dead?
[10:32:18] <lynxlynxlynx> not really, but there may be some more work in the hg repo
[10:32:49] <lynxlynxlynx> which there is
[10:33:59] <CIA-22> gemrb: 03avenger_teambg * r6921 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: fixed kurtulmak's shard
[10:36:21] <raevol> is BG1 playable at this point?
[10:36:32] <fuzzie> no, because there's no level-up code
[10:36:39] <raevol> ah haha lame
[10:36:41] <raevol> :)
[10:36:43] <raevol> that's awesome
[10:36:43] <fuzzie> yeah :(
[10:37:04] <raevol> that sounds like a challenge :D
[10:37:06] <fuzzie> someone needs to refactor the bg2 levelup code so we can share it
[10:37:24] <raevol> how difficult would that be
[10:37:31] <fuzzie> the trouble is that we got the bg2 levelup perfect and then everyone lost interest
[10:37:45] <lynxlynxlynx> maybe i'll just install bg1 and do it
[10:37:46] <raevol> i'm interested but i'm not a super coder
[10:37:54] <lynxlynxlynx> but i can tutor any interested parties :)
[10:38:05] <fuzzie> lynxlynxlynx: you would have everyone's undying love if you could help with it, i'm sure
[10:38:08] <lynxlynxlynx> the one for bg1 will be simpler
[10:38:28] <the_drow> well I'm not going to buy a game just to participate :P
[10:38:39] <lynxlynxlynx> raevol: tell me when you want to get started
[10:38:49] <the_drow> and I'm actually more interested in the engine itself then re-creating one of the games
[10:38:55] <raevol> well, again, how difficult would it be? what would i have to do?
[10:38:58] <lynxlynxlynx> that's odd the_drow
[10:39:07] <the_drow> why?
[10:39:15] <fuzzie> well, gemrb is probably the most useful open-source RPG engine out there
[10:39:25] <lynxlynxlynx> raevol: just some python stripping and viewing controls in dltcep
[10:39:33] <fuzzie> we are miles beyond other projects, even now
[10:39:34] <CIA-22> gemrb: 03avenger_teambg * r6922 10/chitem/trunk/ (14 files): dltcep update
[10:39:38] <the_drow> I like Icewind Dale but not that much
[10:39:51] <fuzzie> but without an example set of game data, i imagine it would be difficult to see what to do
[10:39:55] <raevol> see i'm not sure what that means :[
[10:40:00] <lynxlynxlynx> fuzzie: you really believe that?
[10:40:00] <raevol> maybe i'm a bad candidate
[10:40:14] <lynxlynxlynx> maybe if you exclude the topdown 2d engines
[10:40:17] <fuzzie> lynxlynxlynx: well, unless i am missing a decent 2D isometric engine out there..
[10:40:26] <fuzzie> the zelda-style stuff is useless trivial code with little value for the most part
[10:40:40] <fuzzie> although there was one thing which looked pretty nice, if you liked topdown zelda-style
[10:40:45] <lynxlynxlynx> raevol: which games do you have?
[10:40:56] <raevol> all the BGs
[10:41:00] <lynxlynxlynx> ok
[10:41:06] <fuzzie> but gemrb really has huge amounts of code for all kinds of things
[10:41:14] <lynxlynxlynx> let's start slow then, first some easy picks to get you started and familiar
[10:41:17] <raevol> i haven't messed with gemrb at all
[10:41:20] <raevol> i'm on xubuntu 64 bit
[10:41:30] <raevol> ok
[10:41:47] <fuzzie> i guess the trick for new game data is to make a new subfolder of GUIScripts/, a new subfolder of override/ and then just seeing what gemrbg complains about first
[10:42:05] <lynxlynxlynx> fuzzie: do you have any bg1 gui annoyances you want fixed (that are not related to the horrible stuff)?
[10:42:24] <fuzzie> um,
[10:42:25] <lynxlynxlynx> fuzzie: test1 is still there
[10:42:28] <fuzzie> my annoyances are mostly in the core
[10:43:03] <fuzzie> there are some obvious problems with the character generation still, though
[10:43:04] <the_drow> fuzzie: there are bugs that can be solved without looking in the GUI
[10:43:10] <the_drow> are you using a tracker?
[10:43:25] <fuzzie> the_drow: we have a tracker on sourceforge, and a disorganised 'todo' list on the wiki
[10:43:49] <the_drow> ok, do you guys use it freqently?
[10:44:06] <the_drow> and where are the docs? are you using doxygen?
[10:44:09] <fuzzie> but in almost all cases, you can't test it without data, and you need a basic gui for testing
[10:44:26] <fuzzie> there are no real docs for the C++ side at all :) it would be nice to have that
[10:44:34] <the_drow> oh dear
[10:44:57] <fuzzie> and the bug tracker is used, but for long-term bugs which we're not likely to fix immediately
[10:45:08] <the_drow> fuzzie: we should check if the D20 Lisence is competitable with GPL
[10:45:08] <fuzzie> as long as you don't ask for UML diagrams..
[10:45:19] <fuzzie> there is no public D20 license
[10:45:23] <the_drow> there is
[10:45:33] <fuzzie> i mean, not one which covers anything that gemrb uses
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[10:47:26] <Avenger> hmm, the 'no usable item ability' code causes some ugly red overlays for most items
[10:47:33] <lynxlynxlynx> yep
[10:47:42] <fuzzie> is that wrong?
[10:47:54] <lynxlynxlynx> yep
[10:48:13] <lynxlynxlynx> the code to determine whether to use the overlay is a simple GemRB.CanUseItemType (SLOT_ANY, Slot['ItemResRef'], pc):
[10:48:38] <lynxlynxlynx> you can equip and reequip them just fine
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[10:48:50] <lynxlynxlynx> before that commit everything was peachy
[10:49:20] <Avenger> i know
[10:49:25] <fuzzie> re licensing: the idea is that the tables are in the game data, the copyrightable stuff is in the game data, and we are left with a relatively simple core framework
[10:49:40] <lynxlynxlynx> trying the shard
[10:49:53] <raevol> lynxlynxlynx: brb
[10:49:55] <Avenger> the shard works funny
[10:50:09] <CIA-22> gemrb: 03avenger_teambg * r6923 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: don't mark items when not asked
[10:50:12] <the_drow> fuzzie: hmm they removed the OGL
[10:50:15] <the_drow> strange
[10:51:56] <the_drow> fuzzie: so basically I'll have to wait for the development to end so I can use the engine for my own game?
[10:52:03] <the_drow> or do you want the d20 rules implemented?
[10:52:18] <the_drow> (if someone is willing to help me bind it to python it will be lovely)
[10:52:42] <lynxlynxlynx> you can use it as you want
[10:52:47] <fuzzie> well, development doesn't have to end :) but the rules framework will still be in flux for a long while yet, i think
[10:53:26] <fuzzie> we managed to get all of the levelup code into python already, which is a large part of the rules that we care about
[10:53:27] <Avenger> you can start by procuring the artwork assets :D
[10:53:50] <Avenger> that takes a lot of time, to get a proper avatar animation
[10:54:10] <Avenger> if you want an own game, you cannot use any graphic from the original dataset
[10:54:37] <Avenger> well, you can, if you tell your users to buy the original game :)
[10:55:17] <the_drow> no, I want to use my own
[10:55:23] <the_drow> but I am no graphic designer
[10:55:42] <raevol> back
[10:56:09] <raevol> d20 rules? as in 3rd edition? or?
[10:56:17] <the_drow> 3.5
[10:56:20] <the_drow> I hate 4
[10:56:24] <raevol> in BG?
[10:56:46] <the_drow> sure why not
[10:56:47] <the_drow> :P
[10:56:51] <raevol> not going to use second edition? like the original games?
[10:57:00] <lynxlynxlynx> because the data doesn't support it ;)
[10:57:04] <the_drow> you can implement the second edition yourself if you want to
[10:57:11] <lynxlynxlynx> raevol: he is talking about his own project
[10:57:16] <the_drow> the data doesn't support what?
[10:57:19] <raevol> oh, drow was talking about it
[10:57:21] <raevol> ok gotcha
[10:57:29] <lynxlynxlynx> dnd3+
[10:57:47] <the_drow> howcome?
[10:57:48] <fuzzie> iwd2 does 3rd edition
[10:57:54] <the_drow> true
[10:57:56] <lynxlynxlynx> but it is alone
[10:58:09] <raevol> is iwd2 infinity engine?
[10:58:10] <fuzzie> but, yes, someone would have to produce a whole new set of data tables and python
[10:58:14] <fuzzie> raevol: yes
[10:58:17] <raevol> ok
[10:58:27] <lynxlynxlynx> not just tables fuzzie
[10:58:31] <fuzzie> we don't support iwd2 yet - it loads and you can do a lot, but it's fundamentally broken
[10:58:39] <lynxlynxlynx> simplified duration and other missing fields
[10:58:46] <raevol> yea i never played any iwd.... i should sometime
[10:59:02] <Avenger> actually simplified duration has some support, just never tested
[10:59:17] <Avenger> the biggest problem is you cannot click on the spellcasting icon
[10:59:21] <lynxlynxlynx> yes, but the bg items don't have it set
[10:59:24] <Avenger> probably only a guiscript problem
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[10:59:32] <lynxlynxlynx> since it is an iw2 thing
[10:59:33] <Avenger> there is a game flag
[11:00:56] <raevol> lynxlynxlynx: i'd love to help getting BG1 up to speed, but you're seriously going to have to hold my hand through getting me started
[11:01:12] <Avenger> lynx: tried the shard?
[11:01:13] <fuzzie> raevol: we have lots of time :)
[11:01:18] <fuzzie> ok, i should go get breakfast
[11:01:22] <lynxlynxlynx> raevol: first task is to create a few characters
[11:01:25] <raevol> i'm smart and i've done some coding, but i haven't messed with gemrb or pyrthon at all. and "advanced" coding things on linux i haven't done
[11:01:31] <lynxlynxlynx> Avenger: no luck
[11:01:42] <Avenger> no luck?
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[11:01:49] <lynxlynxlynx> nothing changed for me
[11:01:50] <Avenger> heh, it works for me
[11:02:04] <lynxlynxlynx> and i do start from another area
[11:02:19] <Avenger> well, i got a savegame from the area entrance
[11:02:25] <lynxlynxlynx> what is your game plan? I just go there and masacre everyone
[11:02:35] <Avenger> same
[11:02:46] <Avenger> you should make sure there are no enemies visible from the shard
[11:03:07] <lynxlynxlynx> ok
[11:03:11] <Avenger> and the spawn point south of the wall may cause problem
[11:03:24] <lynxlynxlynx> will kill off the other random spawns, we know we have visibility issues
[11:03:26] <Avenger> the shard might see through the wall, just as you do
[11:03:41] <Avenger> yep
[11:03:50] <Avenger> then go back to the shard
[11:04:04] <Avenger> i did this a few times
[11:04:23] <Avenger> if you still cannot manage, i might need your save
[11:04:52] <the_drow> btw has anyone here played Dangoun Siege 2?
[11:04:55] <the_drow> or even 1?
[11:05:30] <raevol> drow i have
[11:05:45] <the_drow> isn't it a better engine for RPGs then infinity?
[11:05:56] <lynxlynxlynx> ugh
[11:06:03] <Avenger> LOL
[11:06:06] <the_drow> graphic wise atleast
[11:06:16] <raevol> it depends what you are looking for
[11:06:27] <lynxlynxlynx> we're not looking for diablo
[11:06:31] <Avenger> dungeon siege is not rpg
[11:06:42] <D_T_G> hack'n'slash :>
[11:06:57] <D_T_G> like iwd1
[11:06:58] <the_drow> 2 is much better in the roleplaying part but 1 is fun
[11:07:14] <raevol> neither has much roleplaying at all
[11:07:21] <raevol> they're just hack n slash
[11:07:32] <raevol> they're fun, but they're very different
[11:07:41] <raevol> you could build a real rpg with the engine
[11:07:46] <Avenger> well, i agree, iwd1 isn't much of an rpg, but at least you got a team
[11:07:58] <lynxlynxlynx> it has a fine story
[11:08:01] <raevol> by neither i meant DS1 and 2, haven't played iwd :[
[11:08:25] <D_T_G> i especially loved the graphics from id1, so freezy climatic!
[11:08:33] <raevol> hehe
[11:08:40] <the_drow> have you guys read the books?
[11:08:48] <lynxlynxlynx> nope
[11:08:50] <Avenger> which book?
[11:08:50] <raevol> no
[11:09:19] <raevol> lynxlynxlynx: i am going to pass out, should i bug you about the bg1 stuff later?
[11:09:21] <the_drow> lol
[11:09:21] <lynxlynxlynx> Avenger: i've killed everyone in the area except for the manually spawned stuff from that book at the entrance
[11:09:34] <the_drow> Avenger: the story of IW is based on a book
[11:09:38] <lynxlynxlynx> raevol: sure
[11:09:44] <raevol> cool ttys, later all
[11:09:52] <the_drow> later
[11:09:55] <Avenger> hmm, dunno, are you sure you got svn head?
[11:10:00] <lynxlynxlynx> :P
[11:10:38] <lynxlynxlynx> were you testing with my save?
[11:10:52] <Avenger> no, i did a movetoarea 1513
[11:10:55] <fuzzie> this stuff often breaks as soon as you don't MoveToArea
[11:10:57] <D_T_G> the_drow: if you mean the book about drizzt i read it, but its action is from different time than in id1 game...
[11:10:59] <fuzzie> due to variables and etc
[11:11:12] <the_drow> no
[11:11:21] <lynxlynxlynx> maybe it's my mr again, but iirc this isn't about the pc at all
[11:11:28] <the_drow> there is a trilogy about id
[11:11:43] <Avenger> i read some drizzt book about the crystal tower
[11:11:46] <D_T_G> give a link
[11:12:08] <Avenger> but nothing entirely iwd specific
[11:12:12] <lynxlynxlynx> the_drow: i recommend the starlight&shadows trilogy (drow aplenty)
[11:12:24] <the_drow> thanks
[11:12:26] <the_drow> lol google
[11:13:08] <D_T_G> "The PC game does not follow the events of R. A. Salvatore's the Icewind Dale Trilogy novels " - from wikipedia
[11:13:16] <the_drow> oh
[11:13:17] <the_drow> ok
[11:13:19] <D_T_G> http://en.wikipedia.org/wiki/Icewind_Dale
[11:13:27] <the_drow> I thought it did
[11:13:37] <the_drow> I haven't played the first though
[11:13:42] <D_T_G> and afaikt it is about 50 years earlier
[11:13:48] <the_drow> ok
[11:13:56] <D_T_G> drizzt was yet in underdark
[11:14:02] <D_T_G> or maybe not born yet
[11:14:08] <D_T_G> can't tell now
[11:14:25] <Avenger> well, i think i read those
[11:14:43] <Avenger> that's the drizzt book with crystal tower :D
[11:14:55] <D_T_G> yes
[11:15:22] <D_T_G> i especially remember how drizzt faught with cyclops in some tunnels
[11:16:02] <D_T_G> just that fragment, not really more
[11:16:10] <lynxlynxlynx> [Actor]: 126 damage taken. <-- from a kobold!?
[11:16:31] <the_drow> LOL
[11:16:33] <fuzzie> does the kobold have a +100 Sword? :)
[11:16:45] <the_drow> there is no +100 sword
[11:16:59] <D_T_G> maybe a thief kobold that backstabbed you :)
[11:17:04] <fuzzie> with game data, you can do anything you want :-)
[11:17:37] <fuzzie> someone mentioned on the forums that the engine lets non-friendlies backstab you in your front!
[11:17:43] <fuzzie> i should look at that
[11:17:52] <lynxlynxlynx> they have normal rolls, but this was excluded
[11:18:06] <fuzzie> you think it's a bug?
[11:18:06] <Avenger> yes, that's why i never pick thief, pcs cannot backstab so freely
[11:18:57] <lynxlynxlynx> fuzzie: backstab was fixed as late as tob iirc
[11:19:08] <fuzzie> meh
[11:19:10] <lynxlynxlynx> iwd1 also has sneak attack if you want to change it
[11:19:24] <fuzzie> is iwd1 worth playing?
[11:19:35] <lynxlynxlynx> hmm, always this 126
[11:19:42] <D_T_G> for one time it is worth
[11:19:44] <lynxlynxlynx> fuzzie: i think so
[11:19:48] <fuzzie> i'm going to another town later today, with just my netbook
[11:19:55] <D_T_G> it has also a nice mod adding npcs
[11:20:02] <Gekz> my netbook is my primary system
[11:20:02] <Gekz> lol
[11:20:03] <fuzzie> so if i want to play anthing i have to quickly install it now
[11:20:06] <lynxlynxlynx> install how, so you get a higher resolution
[11:20:18] <fuzzie> i bought the triple pack, so it has how and etc
[11:20:41] <D_T_G> pure iwd1 didn't have 640x480+ resolutions?
[11:21:07] <fuzzie> the netbook only does 1280x600, so i imagine i'll be stuck with 800x600
[11:21:25] <the_drow> what's wrong with that?
[11:21:32] <D_T_G> widescreen mod works for id1+how
[11:21:34] <fuzzie> it is tiiny :)
[11:21:50] <fuzzie> D_T_G: isn't it buggy as smomething .. very buggy?
[11:21:59] <D_T_G> but it heavili breaks running the gui under gemrb
[11:22:14] <fuzzie> yes, well, it patches the exe :/
[11:22:16] <D_T_G> so no parallel testings
[11:22:34] <D_T_G> widescreen mod is pretty stable
[11:22:59] <lynxlynxlynx> iwd1 without how has only some crappy gui resources for padding
[11:23:08] <fuzzie> the pst widescreen stuff is awful broken
[11:23:10] <lynxlynxlynx> maybe the ones from bg1
[11:23:13] <fuzzie> and that's the only place i tried it
[11:23:19] <lynxlynxlynx> they work, but it ain't pretty
[11:23:47] <D_T_G> iwd1 + widescreen is much better than pst withou ghostdog frontend
[11:24:02] <D_T_G> http://www.bg2.gram.pl/screens/widescreen_6.JPG
[11:24:30] <D_T_G> other windows are well centered too
[11:24:55] <Avenger> fog of war is not nice
[11:25:01] <Avenger> it should be blended :)
[11:25:27] <D_T_G> gemrb's one is not yet better :P
[11:25:38] <Avenger> sure it is
[11:25:47] <Avenger> if you enable 3d acceleration
[11:25:47] <fuzzie> well, gemrb's fog is just buggy
[11:25:57] <fuzzie> which kind of ruins it
[11:26:01] <Avenger> 3D Acceleration=1
[11:26:04] <fuzzie> we need to fix the doors and wall polys
[11:26:15] <D_T_G> 3d accel in gemrb?
[11:26:29] <Avenger> it is in the icewind.ini
[11:26:31] <fuzzie> in the game config file
[11:26:39] <Avenger> but gemrb will blend the fog of war if it is set
[11:26:46] <D_T_G> it's not my screenshot
[11:26:47] <Avenger> the original engine does that too
[11:26:55] <Avenger> if you patch it
[11:27:11] <Avenger> there is some patch to fix the directx problems
[11:27:28] <Avenger> then 3d acceleration works
[11:27:40] <D_T_G> hm, under wine too?
[11:27:48] <Avenger> don't think so
[11:27:55] <Avenger> maybe
[11:28:36] <Avenger> the patch converts some hardware rendering into software rendering
[11:28:43] <lynxlynxlynx> ah, it's poison
[11:28:54] <Avenger> lynx?
[11:29:00] <lynxlynxlynx> the 126
[11:29:14] <fuzzie> why so high?
[11:29:39] <Avenger> ahh, i see
[11:29:44] <fuzzie> oh, my iwd1.iso is 1.5gb already, i guess it is a dvd
[11:30:05] <the_drow> lol
[11:30:51] <D_T_G> fuzzie: the id1 was 2 cd, how was 1 cd, totol was about 75mb
[11:31:00] <D_T_G> *totl
[11:31:18] <fuzzie> well, i have a seperate how disc
[11:31:29] <fuzzie> but this iso of iwd1 is already 2gb
[11:31:55] <fuzzie> maybe i should have checked the contents first, maybe it is full of junk :)
[11:32:06] <D_T_G> sounds so
[11:34:00] <D_T_G> btw
[11:34:02] <D_T_G> http://img34.imageshack.us/i/82615080.jpg/
[11:34:13] <D_T_G> what a kind of gemrb bug could it be?
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[11:34:34] <fuzzie> what's the problem?
[11:34:41] <D_T_G> i mean the halfling near fire, the one from totl that gives you luremaster quest
[11:34:58] <D_T_G> only his head is rendered by gemrb :O
[11:35:16] <fuzzie> oh :) maybe animation problems
[11:35:23] <fuzzie> ok, so this was 2.9gb
[11:36:09] <fuzzie> oh, haha
[11:36:23] <the_drow> .join #d
[11:36:25] <fuzzie> it has German, French, Italian, Spanish and English copies of CD 2 :)
[11:37:11] <D_T_G> [KEYImporter]: Searching for lwhobart.bcs...[ERROR]
[11:37:23] <D_T_G> that halfling is named hobart
[11:37:32] <fuzzie> the 'bcs' is just a script
[11:38:04] <D_T_G> hmm, i'll try to load that save in idmain.exe
[11:38:21] <fuzzie> it is more likely that either we don't support the animation type properly, or else there is only graphics for one set of armour/weapons and we pick the wrong one
[11:40:30] <fuzzie> but lynx is the expert here
[11:40:40] * fuzzie runs away
[11:40:54] <lynxlynxlynx> many animation problems cause a flood of red errors on the console
[11:41:15] <lynxlynxlynx> for disappearing, i know of only whole frame invisibility
[11:41:25] <lynxlynxlynx> D_T_G: try talking to him from various angles
[11:41:56] <D_T_G> now i tried to load it in original exe
[11:42:11] <D_T_G> it renders but has broken dialog
[11:42:28] <D_T_G> so maybe i had diffrent install when saving and loading
[11:42:36] <D_T_G> http://img168.imageshack.us/i/36031555.jpg/
[11:43:35] <lynxlynxlynx> huh
[11:44:00] <D_T_G> talking from different angles does not help
[11:44:04] <lynxlynxlynx> whatever inflicts that poison, does it with the percent mod and 100 for param -> no matter how tough you are, it'll eat you up
[11:44:07] <D_T_G> http://img168.imageshack.us/i/74817941.jpg/
[11:44:41] <fuzzie> is this the percent code which has a comment from me noting it's broken?
[11:44:52] <lynxlynxlynx> yep
[11:44:58] <fuzzie> yes, sorry, that's broken
[11:44:59] <lynxlynxlynx> / this is all wrong
[11:45:09] <fuzzie> the percent is meant to be for the whole period of the effect
[11:45:37] <lynxlynxlynx> that can't be all
[11:45:54] <lynxlynxlynx> sure it should be applied gradually, but 100%!?
[11:46:01] <lynxlynxlynx> something is fishy in the data
[11:46:17] <fuzzie> well, 100% is not unreasonable for many traps etc
[11:46:28] <fuzzie> the effect lasts a minute or two and you can get a heal or remove poison
[11:46:34] <fuzzie> but from a kobold it sounds unlikely
[11:47:11] <lynxlynxlynx> (gdb) p ((Actor*)Owner)->GetName(0)
[11:47:12] <lynxlynxlynx> $4 = 0x89951c0 "Arrr"
[11:47:17] <lynxlynxlynx> it is selfinflicted! hah
[11:47:42] <lynxlynxlynx> next best thing since habib
[11:47:51] <fuzzie> well, i'm glad you think so
[11:49:12] <D_T_G> lynxlynxlynx: there are some errors in console output, but on loading 2da's
[11:49:19] <D_T_G> mostly
[11:49:23] <lynxlynxlynx> that's ok
[11:49:58] <D_T_G> Cannot open tlk override! is ok too?
[11:50:19] <lynxlynxlynx> fuzzie: isn't it just missing a division by the duration though?
[11:50:24] <lynxlynxlynx> D_T_G: yes
[11:50:38] <lynxlynxlynx> if anything is fatal so early, it is fatal :)
[11:50:57] <D_T_G> and kind of png fail bmp found like: [KEYImporter]: Searching for dmc_s.png...[ERROR]
[11:50:57] <D_T_G> [KEYImporter]: Searching for dmc_s.bmp...[FOUND] ?
[11:51:20] <fuzzie> lynxlynxlynx: slightly more complicated than that, but yes, it should do a subtract, divide, and conversion into another type
[11:51:54] <lynxlynxlynx> D_T_G: also fine
[11:52:03] <lynxlynxlynx> dwarves are all in one pic ;)
[11:52:13] <fuzzie> no trouble to provide a patch
[11:52:50] <D_T_G> it's halfling, not dwarf
[11:53:03] <lynxlynxlynx> even smaller :P
[11:53:59] <D_T_G> so it's maybe a different bug than the standard
[11:54:09] <lynxlynxlynx> it's new to me
[11:54:20] <lynxlynxlynx> he's not behind any of the scenery from the looks of it
[11:54:32] <fuzzie> ok, i installed iwd1+how, do i need patches/fixpacks?
[11:54:51] <D_T_G> maybe it's the same that this: http://forums.gibberlings3.net/index.php?s=&showtopic=11868&view=findpost&p=151515
[11:55:01] <D_T_G> revelead in gemrb behind the fireplace
[11:55:12] <lynxlynxlynx> try this: ctrl+q on him and move him around
[11:55:21] <D_T_G> fuzzie: totl is the newest patch at the same time
[11:56:03] <fuzzie> where do i get that?
[11:56:07] <fuzzie> sorry, i had no idea about iwd
[11:56:14] <fuzzie> and i thought asking you all is the best way
[11:56:34] <D_T_G> ctrl+q wanted to kick out someone from my team...
[11:56:43] <lynxlynxlynx> of course
[11:56:52] <fuzzie> ctrl-q is "force-join to my party"
[11:57:20] <D_T_G> nice!
[11:57:30] <D_T_G> it's that bug!
[11:57:37] <D_T_G> uploading screenshot now
[11:57:52] <fuzzie> hm, wikipedia links to planet baldur's gate, which links to nonexistant download pages for totl
[11:58:09] <lynxlynxlynx> it's probably hosted on bioware.com too
[11:58:14] <D_T_G> hm, i could link polish version ;)
[11:58:22] <D_T_G> http://img194.imageshack.us/i/80947774.jpg/
[11:58:47] <D_T_G> when i joined the halfling the gui crashed, and when i moved the body appeared
[11:58:51] <fuzzie> sorcerors.net have a how142eng.rar which claims to be totl, i'll get that
[11:58:51] <lynxlynxlynx> so if you move anyone near the fire, they are hidden?
[11:58:53] <wjp> fuzzie: wasn't totl part of the iwd pack you got?
[11:59:04] <wjp> fuzzie: I think I got it on a CD in mine
[11:59:17] <fuzzie> wjp: the iwd1 dvd only has iwd1, and the how CD only provides how (1.40)
[11:59:41] <wjp> hm, weird
[12:00:09] <fuzzie> and the box doesn't mention totl at all, maybe i got an older version
[12:00:24] <D_T_G> lynxlynxlynx: yes, when i move other pcs there, they're bodys also dissapear
[12:00:25] <wjp> newer probably, if it has a DVD
[12:00:51] <lynxlynxlynx> D_T_G: please file a bug on the tracker then, with the important screenshots
[12:01:07] <D_T_G> ok, but later today
[12:01:13] <lynxlynxlynx> no rush
[12:01:27] <D_T_G> fuzzie could test it to once trying how+totl :)
[12:02:02] <D_T_G> going now, by
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[12:23:13] <hanicka> hi
[12:23:58] <hanicka> before a moment i complete porting gemrb trunk to OSX
[12:24:07] <hanicka> https://akela.mendelu.cz/~xdusiko1/compile_on_osx.diff
[12:24:12] <hanicka> there's patch :)
[12:25:11] <fuzzie> hi
[12:25:16] <fuzzie> that looks pretty simple
[12:25:24] <hanicka> yop
[12:25:39] <hanicka> you need only cmake && make && make install
[12:26:20] <hanicka> for todo is compiling of universal binary (ppc & intel) and possible create app bundle
[12:27:58] <hanicka> change cmake is pretty simple in contrast to fight with automake :)
[12:28:02] <fuzzie> "patch by hanicka" or would you prefer otherwise?
[12:28:21] <hanicka> hanicka is good, it's my firstname and nickname :)
[12:28:41] <lynxlynxlynx> cool
[12:29:04] <CIA-22> gemrb: 03fuzzie * r6924 10/gemrb/trunk/ (5 files in 3 dirs): fix compilation (with cmake) on OS X, patch by hanicka
[12:29:05] <fuzzie> thanks!
[12:29:28] <hanicka> a thank you for gemrb :)
[12:29:51] <hanicka> in oneday I can play pst on my mac, and thats good
[12:30:15] <fuzzie> i tried fixing the openal myself, but i couldn't make the headers work
[12:30:28] <lynxlynxlynx> i managed to hack through the whole soa plot this week :)
[12:30:43] <fuzzie> pst is another game which would benefit from refactored level up
[12:31:27] <fuzzie> although that is more difficult, since gemrb already has some TNO-specific pst levelup bits
[12:31:41] <lynxlynxlynx> which are probably needed anyway
[12:31:47] <hanicka> in automake you must create pkg-config fake bundle, call glibtoolize (something with different autoconf version??) and call CPPFLAGS="-I /opt/local/include/libpng12" LDFLAGS="-L/opt/local/lib -L/usr/local/lib -lSDLmain -lSDL -Wl,-framework,Cocoa" ./configure
[12:31:54] <lynxlynxlynx> the class switching is wierd
[12:32:20] <lynxlynxlynx> hanicka: a working cmake system is enough
[12:32:22] <fuzzie> the class switching basically just makes an internal copy of all of the stats
[12:32:43] <lynxlynxlynx> we got it exactly for portability :)
[12:32:52] <hanicka> for both way of compile you need install libpng, can anyone test it? i have mess on my system :)
[12:33:12] <fuzzie> i only have 10.4, so i'm not sure it works at all
[12:33:13] <lynxlynxlynx> yes, it is needed
[12:33:27] <fuzzie> but i will try later
[12:33:45] <hanicka> lynxlynxlynx: cmake can create xcode project but xcode have different way saving libraries with prefix debug/ or release/
[12:34:16] <fuzzie> cmake with makefiles should be fine, though
[12:34:23] <fuzzie> you can get cmake to make universal binaries and bundles itself
[12:34:37] <fuzzie> but i think no-one else here has a mac :)
[12:35:12] <hanicka> fuzzie: it's hard :) i see cmake today first
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[12:47:57] <fuzzie> ok, the widescreen mod is very nice
[12:48:20] <fuzzie> strange if it doesn't work with gemrb
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[12:56:10] <D_T_G> i'm reinstalling iwd1 in wine too
[12:56:18] <lynxlynxlynx> ah, it was the imp
[12:56:24] <D_T_G> maybe i had a broken data or sth
[12:56:36] <lynxlynxlynx> some projectile of his
[12:57:27] <Avenger> lynx send me your save
[12:57:40] <lynxlynxlynx> for the shard?
[12:57:43] <Avenger> yes
[12:57:46] <lynxlynxlynx> ok
[12:58:56] <Avenger> btw, you could try the elf gate now
[12:59:09] <Avenger> i guess it won't make the elf gate wizard visible now
[12:59:15] <lynxlynxlynx> i will
[12:59:31] <lynxlynxlynx> was there any resolution for the wis+chr bonus?
[12:59:42] <Avenger> your game is buggy?
[12:59:51] <Avenger> dunno
[13:00:27] <lynxlynxlynx> could be a patch thing, yes
[13:00:37] <lynxlynxlynx> need to recheck all the notes
[13:00:43] <Gekz> fuzzie: I have a mac
[13:01:20] <fuzzie> the wis+chr thing is fixpacked to appear in white
[13:01:36] <fuzzie> seems unlikely they'd have done that if it worked before..
[13:01:56] <lynxlynxlynx> appear in white?
[13:02:08] <fuzzie> oh, right, your problem is the temporary nature?
[13:02:12] <fuzzie> i don't think we fixed that
[13:02:16] <D_T_G> fuzzie: do you have a working install of iwd1 now?
[13:02:20] <fuzzie> but the logic seems sound, so it's strange
[13:02:22] <fuzzie> D_T_G: yes
[13:02:33] <D_T_G> and wchich wine version?
[13:02:42] <fuzzie> not wine :)
[13:02:59] <D_T_G> oh
[13:03:14] <fuzzie> i put it on this borrowed netbook to play when i'm not here, it has XP
[13:03:29] <D_T_G> under wine 1.1.27 it crashes on startin new expansion game :/
[13:03:31] <fuzzie> i can try it under wine later, but i have to go shout at university lecturers right now
[13:04:14] <lynxlynxlynx> Avenger: it worked now! But i had to gas the chamber
[13:05:04] <Avenger> hmm
[13:05:16] <Avenger> something died?
[13:05:30] <lynxlynxlynx> i guess so
[13:05:41] <lynxlynxlynx> we should make the area debug dump list all actors
[13:08:19] <fuzzie> well, optionally
[13:08:28] <lynxlynxlynx> works nicely
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[13:08:38] <lynxlynxlynx> let me reduce the list :)
[13:09:37] <lynxlynxlynx> hmpf, it worked again now
[13:10:45] <lynxlynxlynx> i think i know what the problem is
[13:11:02] <lynxlynxlynx> if i load a save from that area things work, if i start before, they don't
[13:11:15] <lynxlynxlynx> so something is not initialised properly
[13:12:40] <lynxlynxlynx> nah, it just works now
[13:13:06] <lynxlynxlynx> wtf happened? I tried this a silly times before with no luck
[13:15:04] <lynxlynxlynx> i only disabled the custom script, but with it enabled again, it works too
[13:15:23] <Avenger> cool, i found out how the wand of summoning works
[13:15:31] <Avenger> taimon helped a lot :)
[13:15:35] <fuzzie> :)
[13:15:53] <Avenger> when the target is 'self' the effect doesn't go into the projectile
[13:16:03] <Avenger> it is evaulated instead
[13:16:24] <fuzzie> always?
[13:16:33] <Avenger> there is a targeting type, original caster (9), that is the same as self, that will go into the projectile
[13:16:49] <Avenger> so, with a little coding i will solve a lot
[13:17:08] <fuzzie> interesting
[13:17:10] <Avenger> we implemented 'self' as 'original caster'
[13:17:26] <Avenger> now we'll have both right
[13:17:42] <Avenger> i just need to hack a lot
[13:17:59] <Avenger> instead of stuffing the effect into the projectile, i should give it out immediately
[13:18:07] <fuzzie> i am having some problems with effect application order
[13:18:17] <Avenger> what problem?
[13:18:19] <fuzzie> if i have a spell with 'display string'
[13:18:32] <fuzzie> then sometimes it's instantly displayed and sometimes it waits for other things
[13:18:34] <fuzzie> it's strange
[13:18:43] <fuzzie> i wonder if it's a display string opcode thing
[13:19:02] <Avenger> i don't know
[13:19:29] <Avenger> there is no additional delay in our system, when a display string opcode is executed, it displays the string immediately
[13:19:42] <fuzzie> is the original engine different?
[13:20:01] <Avenger> well, if the target is self, we do it differently right now
[13:20:06] <Avenger> we have a delay
[13:20:15] <Avenger> the projectile's time
[13:20:23] <Avenger> that's what i will fix now
[13:20:27] <Avenger> otherwise, i don't know
[13:20:39] <lynxlynxlynx> btw, did my save work for you?
[13:20:46] <fuzzie> ok, thanks
[13:20:47] <lynxlynxlynx> i'll just remove that item then
[13:20:49] <Avenger> i didn't see any dcc
[13:20:56] <lynxlynxlynx> mail
[13:21:01] <Avenger> but it isn't important :)
[13:21:20] <D_T_G> can i post bugs on sf tracker not being registered?
[13:21:26] <fuzzie> D_T_G: i think so
[13:21:31] <fuzzie> you probably want to make an account eventually though
[13:21:48] <Avenger> i got the mails
[13:21:56] <D_T_G> they want to know to much about me :<
[13:22:11] <Avenger> i disabled anon posting, i think
[13:22:15] <Avenger> there was some spam
[13:22:18] <fuzzie> D_T_G: you can simply lie
[13:22:38] <lynxlynxlynx> but that will bring your alignment a few points toward evil
[13:22:42] <fuzzie> i lied when i made my sf account :p
[13:23:02] <lynxlynxlynx> i'm a supporter of discordianism :P
[13:23:17] <Avenger> not evil, chaotic
[13:23:19] <fuzzie> wouldn't it really be more towards chaotic? :)
[13:23:33] <lynxlynxlynx> i don't think so
[13:23:43] <lynxlynxlynx> a LE char would lie too
[13:23:48] <Avenger> you didn't play pst :)
[13:23:56] <fuzzie> perhaps for different reasons than this, though
[13:23:58] <Gekz> a chaotic neutral char would too
[13:24:12] <Avenger> in pst, every lie was chaotic
[13:24:15] <Gekz> lol
[13:24:34] <Gekz> je pense que je devrais installer Baldurs Gate sur mon eeepc
[13:26:13] <Avenger> not my language
[13:32:33] <D_T_G> registered on sf
[13:38:42] <Avenger> hmm ctrl-r is resisted :)
[13:38:49] <Avenger> sucks
[13:39:08] <Avenger> i couldn't heal my pc because of the minor globe, hehe
[13:40:21] <lynxlynxlynx> btw, the elven talker still appears
[13:41:00] <Avenger> and my shard doesn't come
[13:41:37] <lynxlynxlynx> maybe it's a curse; by sending you the save i got rid of it and now you have problems
[13:45:45] <Avenger> where is a stake?
[13:46:08] <Avenger> vampires work perfectly :)
[13:46:38] <fuzzie> some do..
[13:47:07] <Avenger> hmm
[13:47:25] <Avenger> Ave did 1971973 damage to Dace Sontan
[13:47:38] <Avenger> somehow that doesn't seem right
[13:52:36] <D_T_G> i filled the bug on tracker
[13:56:24] <wjp> D_T_G: please use .png in the future
[13:56:56] <wjp> jpeg artifacts make looking at things on a pixel-level rather unpleasant
[13:57:06] <D_T_G> ok
[13:59:21] <wjp> in this case it's rather obvious fortunately :-)
[14:00:42] <D_T_G> so it's different than that: http://forums.gibberlings3.net/index.php?s=&showtopic=11868&view=findpost&p=151515 ?
[14:01:13] <wjp> no idea
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[14:03:00] <Avenger> lynx: if you save the game after killing everything around the shard, and reload, it works
[14:03:11] <Avenger> make sure you save when you are near the shard :)
[14:03:32] <Avenger> it seems the shard can go dormant and cannot wake up now :)
[14:05:36] <Gekz> I wonder what I've done with my PS:T download
[14:05:36] <Gekz> :/
[14:05:52] <Gekz> btw, how does one play through Icewind Dale and not get bored?
[14:05:57] <Gekz> the lack of storyline gets to me
[14:06:28] <D_T_G> at first playthrough it's quite entertaining
[14:07:03] <Gekz> I couldn't play through it without being bored
[14:07:09] <Gekz> meaning I never attempted Icewind Dale 2
[14:07:12] <Avenger> i didn't like it as much as bg or pst
[14:07:18] <D_T_G> neither did i :)
[14:07:20] <wjp> Gekz: I don't know... I lost interested when reaching some mage's tower or something
[14:07:26] <D_T_G> i mean iwd2 and ps:t too
[14:07:29] <Gekz> so I'm not the only one lol
[14:07:38] <Gekz> BG was the win for me
[14:07:40] <Gekz> BG2 also the win
[14:07:46] <Gekz> ToB shall remain nameless
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[14:17:20] <lynxlynxlynx> i beat it twice already :)
[14:17:53] <hanicka> i play iwd, how too many times, iwd2 is not good as 1 for me
[14:18:12] <lynxlynxlynx> iwd has better graphics, a bit more detailed and colorful
[14:18:14] <hanicka> i liki it because i like books from salvatore :)
[14:18:27] <lynxlynxlynx> and seven eyes
[14:22:37] <lynxlynxlynx> oh and now there's even a full npc mod, so you can have a conventional party
[14:25:03] <hanicka> i want wulfgar, drizzt, bruenor and catti :)
[14:26:05] <fuzzie> in that era? :)
[14:27:40] <hanicka> :) in what year is crystal shard and iwd?
[14:29:25] <fuzzie> iwd is a century or so before crystal shard, i think
[14:30:31] <hanicka> thanks :)
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[14:59:36] <D_T_G> hanicka: there are two "drizzt" mods i know, drizzt saga for bg1/tutu/bgt and region of terror for bg2/bgt
[15:00:08] <D_T_G> both with wulfgar, bruenor etc
[15:09:15] <D_T_G> so quiet, everybody eating or what
[15:09:34] <fuzzie> i'm packing clothes etc
[15:18:32] <hanicka> i'm exporting photo of son of my boy-cousin :)
[15:19:14] <D_T_G> is there a doc from gemrb about that GemRB.SetPlayerStat parameteres?
[15:19:29] <D_T_G> i again forgot which was for xp
[15:20:16] <fuzzie> oh
[15:20:27] <fuzzie> it's GemRB.IE_XP i think, symbolically
[15:20:41] <lynxlynxlynx> shouldn't GameScript::Deactivate also use Deactivate instead of Hide now?
[15:20:44] <fuzzie> see GUIScripts/ie_stats.py
[15:20:54] <fuzzie> lynxlynxlynx: no
[15:20:58] <lynxlynxlynx> D_T_G: 44
[15:21:02] <D_T_G> thx
[15:21:11] <lynxlynxlynx> ok :)
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[15:21:45] <fuzzie> i mean, did i miss Activate being changed?
[15:22:20] <D_T_G> naaah, i forgot iwd1/how has not implement level up, heh
[15:22:33] <lynxlynxlynx> wasn't Hide changed to not change activate anymore? I'll go find the commit
[15:22:40] <D_T_G> good, raevol is on it :)
[15:23:05] <fuzzie> avenger just changed the priority queue code, i think
[15:23:18] <lynxlynxlynx> for the shard, yes, but something before that
[15:23:58] <lynxlynxlynx> hide and unhide now just toggle IF_VISIBLE
[15:24:10] <lynxlynxlynx> it was the book of infinite spells commit
[15:24:34] <fuzzie> hum, i wonder if that was deliberate
[15:24:45] <lynxlynxlynx> so to me it looks like another call needs to be added to GameScript::Deactivate
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[15:24:51] <fuzzie> i thought the original did toggle IF_ACTIVE also on hide/unhide
[15:25:01] <lynxlynxlynx> Avenger: perfect timing
[15:25:08] <Avenger> hmm
[15:25:10] <fuzzie> but this is another Avenger commit with an unrelated commit message, so i can't tell :)
[15:25:33] <Avenger> and the worst isn't yet committed
[15:25:35] <fuzzie> i can't test now, i packed my computer away
[15:25:54] <Avenger> i did some more hackery
[15:26:04] <Avenger> now the summoning wand works
[15:26:20] <fuzzie> well, i don't really care about the non-action stuff :)
[15:26:25] <fuzzie> but i work hard to try and keep actions working properly
[15:26:35] <lynxlynxlynx> we were talking about the change to Scriptable::Hide
[15:26:36] <Avenger> i added a new action too :)
[15:26:44] <Avenger> what did i change?
[15:26:51] <lynxlynxlynx> - InternalFlags &=~(IF_ACTIVE|IF_VISIBLE);
[15:26:53] <lynxlynxlynx> + InternalFlags &=~(IF_VISIBLE);
[15:27:06] <Avenger> hm, is that bad?
[15:27:11] <fuzzie> well, is it correct?
[15:27:14] <fuzzie> i thought it is incorrect
[15:27:34] <Avenger> well, this Hide should only remove the actor from the screen, but not stop it from running scripts
[15:27:39] <Avenger> otherwise the shard won't work
[15:27:48] <Avenger> the shard is 'hidden' but its script still runs
[15:27:55] <fuzzie> even when off-screen?
[15:28:06] <Avenger> well
[15:28:26] <Avenger> actually you are right, i made another hack which would make it active when onscreen
[15:28:48] <fuzzie> well, i haven't tested it, and i think pst is different here
[15:28:58] <Avenger> previously it wouldn't reactivate because actor->Schedule didn't allow it if it was once hidden
[15:29:10] <Avenger> so if it was hidden, it couldn't activate :)
[15:29:20] <Avenger> but i changed that
[15:29:33] <Avenger> i can add that IF_ACTIVE back if it breaks something
[15:29:39] <Avenger> does it?
[15:30:06] <fuzzie> i think something in pst required it, but i forgot what
[15:30:10] <fuzzie> so don't change it for now
[15:30:16] <Avenger> ok
[15:30:17] <fuzzie> i mean, don't change it back, i'll have to check pst
[15:31:12] <lynxlynxlynx> GameScript::Activate has a commented out tar->Activate();
[15:32:00] <fuzzie> maybe Activate needs to call tar->Activate() too, if Avenger sabotaged Unhide
[15:32:04] <fuzzie> that is maybe a better solution
[15:32:17] <fuzzie> but again, needs testing :)
[15:32:19] <Avenger> well, i don't know
[15:32:26] <Avenger> this stuff is complicated
[15:32:37] <Avenger> if i fix one side, something else breaks
[15:32:46] <Avenger> but we are getting closer to the real thing
[15:32:51] <fuzzie> but as it is, Activate will not enable IF_ACTIVE on a scriptable, and that is not so nice
[15:33:03] <Avenger> don't die from this mega commit
[15:33:14] <Avenger> it is in the air :)
[15:33:45] <Avenger> hopefully this fixes all the shard, wand whatever bugs
[15:33:46] <CIA-22> gemrb: 03avenger_teambg * r6925 10/gemrb/trunk/gemrb/plugins/ (21 files in 3 dirs):
[15:33:46] <CIA-22> gemrb: target type 'self' won't go into the projectile
[15:33:46] <CIA-22> gemrb: more coding so null target effects will not die
[15:33:46] <CIA-22> gemrb: null target effects will get their target coordinate earlier (when it was still available)
[15:33:46] <CIA-22> gemrb: code formatting (just for the fun)
[15:34:24] <fuzzie> hm
[15:34:30] <fuzzie> you should really check your code formatting first :P
[15:34:35] <fuzzie> sometimes it only makes the formatting worse
[15:34:44] <Avenger> hmm what did i break now
[15:34:47] <Avenger> which file
[15:34:59] <Avenger> i blame msvc
[15:35:17] <fuzzie> but the commit looks pretty fine
[15:35:30] <Avenger> heh, no way you comprehend it, i don't :)
[15:35:50] <Avenger> or you meant the format?
[15:36:10] <fuzzie> well, most of it seems to just be changing Schedule and the projectile stuff
[15:36:36] <fuzzie> maybe it's *wrong*, but it's understandable at least :)
[15:37:18] <Avenger> the schedule thing is about enabling hidden actors (the kurtulmak shard stuff)
[15:37:28] <fuzzie> ok, i have to go now
[15:37:34] <Avenger> schedule didn't allow hidden actors, now it does if you want
[15:37:37] <Avenger> oh a pity
[15:38:04] <fuzzie> be back in an hour or two, will look then
[15:38:12] <Avenger> k
[15:38:36] <Avenger> Lynx? wanna try another speedrun?
[15:39:00] <lynxlynxlynx> nah, not until we fix the following
[15:39:18] <lynxlynxlynx> no point in having to say it was a hack
[15:39:44] <lynxlynxlynx> the next run needn't be bugfree, but it shouldn't require any cheating
[15:40:09] <Avenger> ctrl-y is ok :)
[15:41:15] <lynxlynxlynx> when it is a convenience, sure
[15:41:34] <lynxlynxlynx> also healing, since we don't have any damage resistance yet
[15:42:21] <Avenger> ok so, i fixed the shard now i'm pretty sure
[15:42:31] <Avenger> what other really blocking bugs?
[15:42:40] <Avenger> the bhaal not following into sub area?
[15:42:47] <lynxlynxlynx> yes
[15:42:54] <lynxlynxlynx> i've asked on the forum for any info
[15:42:55] <Avenger> send me a save
[15:43:02] <Avenger> i will do that too
[15:43:17] <lynxlynxlynx> i'm pretty sure it's not an action bug
[15:43:20] <Avenger> it is not really difficult :)
[15:43:36] <Avenger> sure it is, it is a mssing feature
[15:43:49] <lynxlynxlynx> but not a missing action
[15:43:55] <Avenger> if the followed actor is in a different area, the follower should find an exit that brings you to that area
[15:44:08] <Avenger> before doing any pathfinding
[15:44:13] <Avenger> easy :)
[15:44:32] <lynxlynxlynx> only for subareas, but yes
[15:44:51] <Avenger> following works only like that
[15:45:07] <Avenger> if you stay in the same area, the pathfinder is confused by transits
[15:45:20] <Avenger> even in the original engine
[15:45:26] <Avenger> so we don't have to bother with that
[15:46:51] <Avenger> ok imoen summons friendly worgs, wand of summoning trap summoned evil gnolls
[15:46:57] <Avenger> all seems right
[15:46:58] <lynxlynxlynx> :)
[15:47:08] <lynxlynxlynx> what about gate?
[15:47:11] <Avenger> stoneskin casting still works
[15:47:17] <Avenger> gate spell?
[15:47:23] <lynxlynxlynx> any of the demons, yes
[15:47:37] <Avenger> hmm, spwi...
[15:47:41] <Avenger> or sppr ?
[15:47:47] <Avenger> don't know which resref
[15:47:49] <lynxlynxlynx> the mage elementals should be interesting too, since they start neutral
[15:48:18] <lynxlynxlynx> scrl9n
[15:48:27] <lynxlynxlynx> scrl7y
[15:49:04] <Avenger> hmm gate is not copyable?
[15:49:18] <lynxlynxlynx> maybe your stats suck
[15:49:48] <Avenger> hmm imoen has only int 17, well
[15:50:07] <Avenger> any int booster?
[15:51:18] <lynxlynxlynx> potion of genious
[15:51:30] <lynxlynxlynx> potn29
[15:51:37] <lynxlynxlynx> why don't you just read the scroll?
[15:51:40] <Avenger> that's not permanent
[15:51:50] <lynxlynxlynx> so what?
[15:52:07] <Avenger> ok
[15:52:13] <Avenger> got one mean demon
[15:53:10] <lynxlynxlynx> :)
[15:53:27] <lynxlynxlynx> scrl7y is the elemental
[15:54:22] <Avenger> summon planetar works
[15:54:41] <Avenger> but it moves like a dancer
[15:54:44] <Avenger> very odd
[15:54:46] <Avenger> :)
[15:55:22] <Avenger> air elemental is neutral :(
[15:55:35] <lynxlynxlynx> that's good!
[15:55:38] <Avenger> oh it became friendly
[15:55:40] <Avenger> wow
[15:55:43] <lynxlynxlynx> mages have to bargain with them ;)
[15:55:53] <lynxlynxlynx> only druids can summon them friendly
[15:55:55] <Avenger> cool
[15:55:59] <Avenger> well, this worked
[15:56:14] <lynxlynxlynx> nice test too
[15:56:18] <Avenger> i didn't expect this :)
[15:57:17] <Avenger> well, the damage spell did some million damage
[15:57:40] <Avenger> imoen did 3943950 damage to the air elemental :)
[15:57:54] <Avenger> i wonder what's this
[15:58:25] <Avenger> the first attack is always some insane amount
[15:58:52] <Avenger> either with the minute meteors or the energy blades
[15:59:20] <lynxlynxlynx> air elementals suck
[15:59:21] <Avenger> and when they deplete, they become broken sword :(
[15:59:42] <Avenger> also, summoned creatures give xp
[15:59:44] <Avenger> which is bad
[15:59:48] <lynxlynxlynx> something without a name killed the air elemental infront of the air elemental portal (ar2100). Maybe it is related, but then the portal didn't spawn any new ones. The earth and fire portals worked fine. /…/ The air elemental guardians of the tree of life parasites also immediately died.
[16:00:06] <Avenger> this is unrelated
[16:00:22] <lynxlynxlynx> i actually manage to save one of the elementals if i made it chase me away from the portal
[16:00:25] <Avenger> my energy blades/minute meteors always do this insane damage for the first hit
[16:04:28] <lynxlynxlynx> try this for the xp http://pastebin.ca/1533985
[16:07:49] <lynxlynxlynx> but iirc you got xp for killing enemy summons
[16:08:07] <lynxlynxlynx> not for your own and if that's the case another check has to be made
[16:12:50] <Avenger> yes
[16:13:37] <lynxlynxlynx> do specifics match?
[16:17:03] <Avenger> ?
[16:17:26] <Avenger> well i will simply remove the xp value of the summoned creature if its EA is less than goodcutoff
[16:17:41] <Avenger> at summoning time
[16:19:13] <Avenger> hmm this won't disable the elementals which start as neutral :)
[16:19:27] <Avenger> gotta check if they are disabled in the IE
[16:20:10] <lynxlynxlynx> i meant specifics the stat
[16:20:26] <lynxlynxlynx> since i know enemies use it for grouping
[16:21:36] <CIA-22> gemrb: 03avenger_teambg * r6926 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: own summons won't worth xp
[16:22:00] <Avenger> but i don't understand the question
[16:22:19] <Avenger> i know you meant the stat,
[16:22:41] <Avenger> is it set to some value by summons?
[16:23:05] <Avenger> hmm, i think the gender is what counts for summon limit
[16:23:14] <Avenger> gender and EA
[16:24:21] <Avenger> hmm, though the code comment mentions special IE_SPECIFIC
[16:24:23] <Avenger> hehe
[16:24:54] <lynxlynxlynx> i meant it as a way to distinguish between the party summons from the enemy summons
[16:39:31] <Avenger> hmm summoned critters don't vanish, yet
[16:39:44] <Avenger> working on it :)
[16:40:04] <lynxlynxlynx> nice
[16:43:40] <D_T_G> lynxlynxlynx: so, have you read my explanation of my last patch?
[16:47:07] <lynxlynxlynx> the pastebin from yesterday? yes
[16:47:23] <lynxlynxlynx> we have a communication issue, clearly
[16:47:36] <lynxlynxlynx> there wasn't much new in there
[16:48:19] <D_T_G> i mean this: http://wklej.org/id/136361/txt
[16:49:55] <Avenger> that large comment block?
[16:50:08] <Avenger> the images are not working already
[16:50:26] <D_T_G> what images?
[16:50:44] <lynxlynxlynx> oh, a bit more than what i rad
[16:50:46] <lynxlynxlynx> read
[16:51:05] <D_T_G> oh from the imageshack
[16:51:05] <Avenger> the images in the comment
[16:51:11] <lynxlynxlynx> i still think we should have i be the button index and not have the kit associated directly
[16:51:18] <Avenger> actually the first is missing
[16:51:26] <D_T_G> oh i don't know why, they used to work
[16:53:03] <D_T_G> you mean i to retrieve id of KitTable?
[16:53:12] <D_T_G> *from KitTable
[16:53:57] <lynxlynxlynx> buttons would be associated with 1..10 (w/e the count is), you'd get the kit id by i+topindex, like most other scrolls do
[16:54:27] <lynxlynxlynx> that way you don't need to slow things down by constantly reassociate the button values
[16:54:42] <D_T_G> but id of kits within class is not incremental by one
[16:55:02] <lynxlynxlynx> kits are in tables
[16:55:21] <lynxlynxlynx> i+topindex would be the row number
[16:55:45] <D_T_G> ah
[16:55:53] <Avenger> yes, that's how we do it usually :)
[16:55:55] <D_T_G> i'm getting it
[16:56:13] <D_T_G> row number where the real id is kept
[16:56:24] <Avenger> its good to do it the same way, because later someone might think of simplifying the button menus with some common function
[16:56:25] <lynxlynxlynx> yes, kitlist
[16:56:43] <D_T_G> sth like buttonID = Kit = KitTable.GetValue (i+TopIndex, 0)
[16:56:57] <lynxlynxlynx> uhh
[16:57:22] <Avenger> what would the button ID do there
[16:57:33] <D_T_G> sry
[16:57:45] <D_T_G> that would be the same
[16:57:57] <D_T_G> hm
[16:58:03] <D_T_G> but i think i'm getting it :)
[16:58:24] <lynxlynxlynx> buttonID = 1..10, + TopIndex -> 1..99 = fakeKitindex, + kitoffset -> KitIndex -> KitTable.GetValue -> Kit
[16:58:40] <lynxlynxlynx> something like that
[17:00:32] <D_T_G> instead of Button.SetVarAssoc("Class Kit", sth) would be Button.SetVarAssoc("PositionInKitTable", i)
[17:01:12] <D_T_G> or Button.SetVarAssoc("PositionInKitTable", i+TopKit) in the loop
[17:01:35] <D_T_G> *topindex
[17:02:51] <D_T_G> or without TopIndex, just i, and in refresh kits getvar and what returns add to it topkit
[17:03:03] <D_T_G> *topindex
[17:03:44] <D_T_G> ok, maybe i just make a patch and you tell me if that was what you think :)
[17:05:01] <lynxlynxlynx> no
[17:05:47] <lynxlynxlynx> Button.SetVarAssoc("ButtonID", i)
[17:05:58] <Avenger> if you don't use topindex, then scrolling would be buggy
[17:06:17] <Avenger> it should be i+topindex, i'm pretty sure
[17:06:25] <lynxlynxlynx> yeah, will be simpler than adding it later
[17:06:45] <D_T_G> but it would resetvarassoc on every refresh
[17:06:58] <D_T_G> with just i it would need to be assigned to button only once
[17:07:07] <lynxlynxlynx> right!
[17:07:15] <Avenger> but how would you do scrolling?
[17:07:25] <D_T_G> and than compute kitid in functions from ButtonID and TopIndex
[17:07:29] <Avenger> and still keep the right button selected?
[17:07:41] <D_T_G> scrolling will still schange topindex properly
[17:07:57] <Avenger> well, as you wish :)
[17:09:27] <D_T_G> the complicating thing here is the ifs like if not KitTable/ if classid
[17:09:47] <D_T_G> if there is no kittable so it is sorceror, barbarian and monk right?
[17:09:59] <D_T_G> i flcassid is 1 it is a mage?
[17:10:13] <lynxlynxlynx> not sure about the first, but the second is true
[17:10:42] <lynxlynxlynx> in the original those 3 definitely weren't normally kittable
[17:10:44] <Avenger> i would let people have sorceror and monk kits
[17:10:59] <lynxlynxlynx> yes, so just checking for table existance is a bad idea
[17:11:13] <lynxlynxlynx> they can be identified from the class table if you need to
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[17:11:35] <lynxlynxlynx> but you don't :)
[17:11:45] <lynxlynxlynx> if there is no kittable, there are no kits
[17:11:53] <lynxlynxlynx> nothing needs to be hardcoded :)
[17:11:56] <D_T_G> sth like if kitid == kitidofbarbarian: hack
[17:12:50] <D_T_G> or maybe not, jou can also delete kits of every class
[17:12:57] <D_T_G> so no special treatment
[17:16:17] <lynxlynxlynx> just that barbarians are nasty and they will require a hardcoded hack
[17:16:31] <lynxlynxlynx> they are fighter kits themselves
[17:16:44] <lynxlynxlynx> so basically you can't have barbarian kits
[17:17:25] <D_T_G> and this hardcoded barbarian hack is already in guicg22, where?
[17:17:40] <lynxlynxlynx> it's in the original data
[17:17:57] <lynxlynxlynx> the hack is everywhere we need to deal with it :(
[17:18:03] <D_T_G> hm, so it's transparent to guiscripts
[17:18:19] <D_T_G> cause it works already in chargen
[17:19:25] <lynxlynxlynx> it isn't
[17:19:31] <lynxlynxlynx> but yes, we made it work
[17:20:43] <D_T_G> - Kit = GemRB.GetVar("Class Kit")
[17:20:43] <D_T_G> + ButtonPressed = GemRB.GetVar("ButtonPressed")
[17:20:43] <D_T_G> + Kit = KitTable.GetValue (ButtonPressed+TopIndex,0)
[17:21:07] <D_T_G> is that what you meant?
[17:21:23] <lynxlynxlynx> roughtly, but this exact code won't work
[17:21:28] <lynxlynxlynx> -t
[17:23:04] <D_T_G> i guess it's related to '+21' stuff
[17:24:00] <lynxlynxlynx> first you need to get to the right kits, yes, but this is different for every class
[17:24:22] <D_T_G> so, so many if as originally in the loop
[17:24:28] <lynxlynxlynx> you'll have to check the class column each time for matches
[17:24:28] <D_T_G> *ifs
[17:29:17] <D_T_G> hm, i think i need a function like getkitid(int), getkitname(int)
[17:29:38] <-- xrogaan_ has left IRC ("Why ?")
[17:31:39] <D_T_G> nope, it's not that easy, i'll start from scratch in my next attempt :)
[17:31:39] <lynxlynxlynx> we already have GetKitIndex
[17:32:05] <D_T_G> in guicommons?
[17:32:11] <lynxlynxlynx> no idea
[17:32:25] <lynxlynxlynx> you can assume that the kit ranges are contiguous
[17:35:14] <D_T_G> thx, i'll rethink all the script tomorrow, bye
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[17:43:34] <fuzzie> ok, hello again
[17:47:03] <fuzzie> Avenger is probably right about the following thing being so simple, heh
[17:48:40] <fuzzie> might want to reply to Taimon and ask about whether it's done because of actions, and which actions do it, and etc
[17:49:25] <fuzzie> also, re that thread in gemrb forum: i think Oliver Saunder is likely the person who ships the config file pointing at /var/cache/gemrb (root-only) for cache
[17:49:46] <fuzzie> so Avenger hprobably has te right idea there
[17:50:00] <fuzzie> worrying that it crashes though
[17:50:04] <fuzzie> i thought i added checks there
[17:51:34] <fuzzie> but the following thing is perhaps closely connected to the actions not re-evaluating their parameters every frame, and i didn't finish that patch yet :(
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[17:54:35] <fuzzie> but the code is subtle so would appreciate no-one breaking it too much :p
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[18:43:57] <lynxlynxlynx> forwarded
[18:44:21] <fuzzie> sorry, was battling windows wifi drivers
[18:44:28] <fuzzie> gave up, rebooted into ubuntu .. this seems backwards somehow
[19:06:05] <hanicka_> to which file i can insert little function to determinine bundle root? i'm working on it after study on cmake documentation :)
[19:07:34] <fuzzie> maybe look for which one has the gemrb-specific bits?
[19:07:37] <fuzzie> i'm afraid i don't know the cmake files
[19:08:31] <hanicka_> it's c++ function in #ifdef but i don't know coding style of placing function as this
[19:09:47] <wjp> hanicka_: where would it be used?
[19:10:19] <hanicka_> i'm planing add search path of resources
[19:10:28] <hanicka_> before seting path?
[19:10:31] <hanicka_> setting
[19:12:25] <fuzzie> Interface::LoadConfig maybe
[19:12:48] <fuzzie> depends what you want to do, specifically
[19:15:21] <hanicka_> http://pastebin.ca/1534193
[19:15:32] <hanicka_> this function get "root" of app bundle
[19:15:42] <fuzzie> but what do you want in the app bundle?
[19:16:17] <hanicka_> i'm planing modify compile to create app bundle, it's more familiar for mac users
[19:17:00] <wjp> it would probably make sense to have some default 'system data path' that is used as a default setting for the guiscript and gemrb-override directory
[19:17:17] <fuzzie> yes, that makes sense
[19:17:23] <fuzzie> but the bundle is going to have to provide the game data too
[19:17:27] <wjp> then in a bundle build it could use this, and in a typical unix build it could use the --prefix passed to configure
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[19:17:40] <fuzzie> so i'm not sure how you would make that work
[19:17:43] <wjp> game data? how do you mean?
[19:17:58] <wjp> I'd assume that would still need to be configured as before?
[19:18:15] <fuzzie> wjp: if you're making a bundle, presumably the cfg belongs inside it
[19:18:53] <wjp> hm, really?
[19:19:04] <hanicka_> with this gemrb on osx can have everything inside bundle, gamedata, config, override, but save and temp will be in ~/Library/Cache and ~/Library/Application Support/
[19:19:18] <fuzzie> well, there's no real advantage to a bundle unless you bundle everything inside, pretty much :)
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[19:19:30] <fuzzie> so something is going to have to do the configuration anyway
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[19:20:05] <hanicka_> fuzzie: adventage is making binary for mac users without using terminal
[19:20:18] <fuzzie> hanicka_: but they're going to have to configure it anyway
[19:20:26] <fuzzie> you can simply put that code in main.cpp and then chdir() to the path
[19:20:41] <hanicka_> yes, edit textfile inside the bundle, bundle is ordinary directory
[19:20:43] <fuzzie> that will make it look inside the bundle by default
[19:22:11] <fuzzie> but then users will still have to configure it manually before it will work, and you won't get a nice command line giving errors when you don't configure it properly, so i'm not sure just that code is very helpful
[19:22:44] <hanicka_> bundle have own special structure where main binary is in Contents/MacOS/ and resources (plugins too) will be in Contents/Resources/...
[19:23:28] <hanicka_> bundle app can be still run from console by calling GemRB.app/Contents/MacOS/GemRB
[19:24:04] <hanicka_> and everything from stdout is going to application log in system logs
[19:24:25] <fuzzie> gemrb output uses ansi colour codes, it will be unreadable in the log
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[19:24:33] <fuzzie> i don't think it is a bad idea, but it think it needs more code
[19:24:53] <hanicka_> i can disable colors by ifdef
[19:25:36] <fuzzie> well
[19:25:43] <fuzzie> i would like you to not break my OS X builds
[19:25:57] <fuzzie> so ifdeffing everything by apple is not a great idea
[19:26:40] <fuzzie> but a bundle ifdef which displays important errors via Carbon might work
[19:27:15] <hanicka_> i can use -Dbundle and ifdef this
[19:28:48] <fuzzie> anyway, i think putting the bundle thing in GemRB.cfg is not bad, as long as you really do ifdef it for bundles only, since your code doesn't check any results
[19:28:52] <fuzzie> erm, in GemRB.cpp
[19:29:29] <fuzzie> and also in GemRB.cpp you can see where you would use Carbon to display an error message
[19:29:56] <lynxlynxlynx> ReallyForceSpell(Myself,SUMMON_DEATH_KNIGHT) <-- this should work, right?
[19:30:04] <fuzzie> lynxlynxlynx: yes
[19:30:41] <fuzzie> assuming the source is not dead, and the spell exists, and etc
[19:31:21] <lynxlynxlynx> ah, i think i see the problem
[19:31:52] <lynxlynxlynx> one line before invokes GameScript::IncrementGlobal, but that uses the same param twice - i think it should be int1 there, no?
[19:32:22] <lynxlynxlynx> nah
[19:32:34] <lynxlynxlynx> i'll stay out of actions >>
[19:33:12] <lynxlynxlynx> the source was an infopoint btw
[19:33:30] <fuzzie> shouldn't be a problem
[19:33:35] <fuzzie> do you see the .spl being loaded on the console?
[19:35:08] <lynxlynxlynx> yes, but let me check if it is the right one
[19:35:26] <hanicka_> :/ i'm getting collision betweenstruct point in carbon and gemrb ... :/
[19:35:48] <lynxlynxlynx> it is ok
[19:35:55] <lynxlynxlynx> spin856
[19:36:01] <lynxlynxlynx> this is ppportal.bcs btw
[19:36:13] <fuzzie> hanicka_: that is difficult to resolve
[19:36:39] <lynxlynxlynx> Opal Stone click; i get the message, the spell is looked for, but no death knight
[19:36:54] <fuzzie> you could try some hack, including the carbon header last and '#define Point CarbonPoint' before it
[19:37:36] <fuzzie> lynxlynxlynx: you could try adding some debug to Scriptable::CastSpellPointEnd (in ActorBlock.cpp)
[19:38:18] <lynxlynxlynx> i'll step through, but first some commits
[19:38:43] <fuzzie> i should probably add some optional permanent debug statements there
[19:38:52] <fuzzie> i keep having to add checks there to make sure spells actually get cast
[19:39:16] <fuzzie> so far it almost always turns out to be a problem in the effect/projectile code, but have to check every time
[19:40:41] <CIA-22> gemrb: 03lynxlupodian * r6927 10/gemrb/trunk/gemrb/ (8 files in 8 dirs):
[19:40:41] <CIA-22> gemrb: added one flavour of the "Item Dropped: Inventory Full" strref
[19:40:43] <CIA-22> gemrb: pst has only strings with names unfortunately; using TNO
[19:41:23] <fuzzie> the pst strrefs are useless anyway
[19:41:42] <fuzzie> we're going to need another system there
[19:41:53] <fuzzie> so i wouldn't worry about it at all for now
[19:43:08] <CIA-22> gemrb: 03lynxlupodian * r6928 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GSUtils.cpp Inventory.cpp): added item gain/removal feedback to actions
[19:43:58] <fuzzie> actually i bet this stuff just makes pst worse, usually :/
[19:45:07] <lynxlynxlynx> in what way?
[19:45:53] <fuzzie> in that it adds messages that shouldn't happen
[19:46:27] <fuzzie> hopeless to try and avoid, though
[19:46:43] <lynxlynxlynx> oh, this wouldn't be floated in the original?
[19:47:36] <fuzzie> i believe some of them get no float, and some of them only display in dialog
[19:47:36] <fuzzie> but i don't have pst here, so i can't look
[19:48:23] <fuzzie> ok, devSin explained the following thing quite well
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[19:49:49] <fuzzie> but i don't imagine it will work well until someone fixes action objects
[19:50:44] <fuzzie> although i think that may be far more trivial than i thought
[19:53:02] <fuzzie> my question is: are there ever blocking actions with multiple object parameters?
[19:53:58] <Avenger> sure
[19:54:05] <fuzzie> which?
[19:54:16] <Avenger> you mean stuff like Attack([Enemy]) ?
[19:54:24] <Avenger> or,
[19:54:33] <fuzzie> i mean like Attack(Myself,Player1)
[19:54:53] <fuzzie> because i have to store the object somewhere, and it would be nice if i only had to store one :)
[19:54:56] <Avenger> ahh ok, so it isn't a parameter to evaluate, simply 2 parameters
[19:55:30] <Avenger> hehe, interesting, i guess this is the stored object even saved .cre files contain
[19:56:17] <fuzzie> i looked at that and i don't see why people think an object is stored
[19:56:37] <fuzzie> the IDS fields are for something else
[19:56:49] <Avenger> you mean, the hole in the ids fields
[19:56:50] <fuzzie> but i don't know the disassembly
[19:56:59] <Avenger> 5 bytes, iirc
[19:57:32] <fuzzie> does the hole have things which seems like an object id?
[19:57:32] <Avenger> i think the common belief is that those 5 butes are the last object's filters
[19:57:42] <fuzzie> *nod*
[19:57:56] <Avenger> but Taimon surely knows
[19:57:57] <fuzzie> hm, maybe i have to store those too
[19:58:03] <fuzzie> that would be annoying also
[19:58:26] <fuzzie> i asked about this on the forum, let me find the thread
[19:59:33] <fuzzie> oh yes, that is needed but for a different reason
[20:01:53] <hanicka_> have gemrb icon?
[20:02:37] <Avenger> no we don't have icon for gemrb, if that's what you asked
[20:04:04] <lynxlynxlynx> not yet
[20:04:32] <lynxlynxlynx> designers like macs, maybe it is easy for you to get us someone to draw an icon and logo? :)
[20:07:50] <lynxlynxlynx> hmm
[20:08:15] <CIA-22> gemrb: 03avenger_teambg * r6929 10/gemrb/trunk/gemrb/plugins/BIFImporter/BIFImp.cpp: before a crash, print some message if the Cache dir is not writable
[20:09:34] <fuzzie> hm
[20:09:49] <fuzzie> if you reject Minsc at the start of bg2, he's just meant to disappear
[20:10:02] <fuzzie> gemrb loads the area he moves to, which is kind of irritating
[20:10:09] <fuzzie> i wonder how the original engine handles this
[20:10:11] <Avenger> hehe
[20:10:30] <fuzzie> i mean, it works fine, but gemrb is hung for 10 seconds, and the original game doesn't try loading the new are at all
[20:10:32] <Avenger> i guess if he isn't in the party the original wouldn't load
[20:10:39] <lynxlynxlynx> gemrb does that each time a npc teleports away
[20:10:49] <fuzzie> we should prbly fix that. but not a huge priority.
[20:11:03] <Avenger> on the other hand, there is some weirdness in the beginning of the game
[20:11:14] <Avenger> some genie moves around and plants your stuff
[20:11:34] <Avenger> it wouldn't be possible without actually loading those areas
[20:11:35] <fuzzie> yes, and then we have the same loading problem with the genie
[20:11:41] <fuzzie> it happens a lot of other places too
[20:11:59] <fuzzie> i expect the original engine is probably much smarter when loading areas
[20:12:13] <Avenger> yes, it doesn't load all the tileset
[20:12:18] <Avenger> that's one of the tricks
[20:12:21] <fuzzie> gemrb loads everything from them, all the tis files, all the items, all creatures, etc
[20:12:27] <Avenger> and it doesn't load the ambients either
[20:12:44] <fuzzie> but it's not important
[20:12:44] <Avenger> i think the ie loads the creatures and embeds them
[20:12:49] <Avenger> but you can find that out
[20:12:56] <Avenger> just start a game, save when you can
[20:13:07] <Avenger> and then check how many saved areas are in the saved game
[20:13:30] <fuzzie> well, check if the creatures already got embedded in the area
[20:13:30] <Avenger> you will see embedded creatures in them too
[20:13:41] <fuzzie> that doesn't seem necessarily true
[20:13:49] <Avenger> i'm pretty sure they are
[20:14:09] <fuzzie> since they did a lot of work to speed up the engine
[20:14:16] <fuzzie> but i can't check now, i will add it to my list
[20:14:22] <Avenger> hey, someone works besides me!
[20:14:39] <fuzzie> they do?
[20:14:57] <Avenger> sure, i couldn't commit my next mega change
[20:15:00] <fuzzie> it seems all i do recently is test things :(
[20:15:18] <fuzzie> but lynx is continuing to code :)
[20:16:01] <lynxlynxlynx> something is fishy though
[20:16:24] <Avenger> i try to improve the complicated opcodes
[20:16:31] <Avenger> and other easier stuff
[20:16:37] <CIA-22> gemrb: 03avenger_teambg * r6930 10/gemrb/trunk/gemrb/plugins/ (7 files in 3 dirs):
[20:16:37] <CIA-22> gemrb: improved Apply Effect opcode to be more like the original
[20:16:37] <CIA-22> gemrb: fixed magic weapon breakage
[20:17:26] <Avenger> the apply effect opcode is one of the trickiest
[20:18:02] <fuzzie> does the scheduling stuff already work fine for actors in other areas?
[20:18:13] <fuzzie> i mean, do they get scheduled, even if the party moved away
[20:18:30] <Avenger> based on IDs targeting, it applies an effect on the target, the effect comes from an .eff file. It is important what fields you keep from the file, what fields you copy from the parent effect, and what fields you set to some computed value
[20:18:52] <Avenger> the scheduling simply disables actors when they are out of time
[20:19:00] <Avenger> they are still 'in the area'
[20:19:05] <Avenger> they are saved, and such
[20:19:06] <lynxlynxlynx> uh, now things unsummon?
[20:19:10] <Avenger> but they are invisible, invulnerable
[20:19:16] <Avenger> lynx: i hope
[20:19:19] <Avenger> do they?
[20:19:36] <lynxlynxlynx> haven't tried yet
[20:19:41] <Avenger> well, then assume they don't
[20:19:46] <Avenger> i tried to make that too
[20:19:57] <lynxlynxlynx> i was just reading the commit
[20:20:11] <Avenger> the unsummoning didn't work until i fixed apply effect
[20:20:13] <lynxlynxlynx> make that skimming
[20:20:22] <Avenger> but then i didn't go back to test it
[20:20:37] <Avenger> the problem is that the eff file has the summon as permanent ;D
[20:20:45] <Avenger> but the apply effect opcode has the normal timing
[20:20:51] <Avenger> sucks bigtime
[20:20:59] <fuzzie> meh, GenerateQueues is called from DrawMap
[20:21:20] <Avenger> don't break it further unless it's broken :)
[20:21:21] <fuzzie> ah, there is a comment there about that
[20:21:34] <fuzzie> "if it is only here, then the scripting will fail?", it says
[20:21:38] <fuzzie> and yes indeed
[20:21:57] <Avenger> i already filled the quota of new bugs i fear :)
[20:22:53] <fuzzie> there is other logic in here too
[20:22:55] <fuzzie> silly
[20:23:10] <Avenger> thanks, chances are big it was me :D
[20:23:13] <fuzzie> :)
[20:23:23] <fuzzie> sorry, maybe lost in translation, 'silly' doesn't mean bad
[20:23:53] <fuzzie> a lot of things i write turn out to be silly, you can't predict everything :)
[20:25:58] <fuzzie> and i think almost all the code is you, your commits outnumber everyones :)
[20:27:09] <fuzzie> ok, back to windows to test things
[20:28:10] <lynxlynxlynx> hmm, i don't get the feet circles for summons now, not sure if this was working before; they get the proper one on hover or on pause
[20:29:42] <fuzzie> i most likely broke that by checking InParty
[20:30:09] <fuzzie> í don't know quite how you'd check summons
[20:30:20] <lynxlynxlynx> just checking ea doesn't work?
[20:31:22] <fuzzie> i don't know :) you can try it, i think the code is in Actor::Draw
[20:33:32] <lynxlynxlynx> i'm waiting
[20:33:48] <lynxlynxlynx> not sure if the unsummoning doesn't work or if the spell just has a long duration
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[20:34:47] <hanicka_> hurray, bundle is nearly working :)
[20:35:11] <Avenger> ctrl-m on the summon
[20:35:12] <hanicka_> it can load config and plugins, but throwing bus error :(
[20:35:20] <Avenger> if you see unsummon effect in the stack, ok
[20:35:44] <Avenger> bus error, meh
[20:36:05] <fuzzie> where does it throw it?
[20:36:10] <Avenger> is it an endian challenged machine?
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[20:36:44] <Avenger> it could be the EndianSwitch then
[20:36:47] <hanicka_> i have powerpc, probadly this error is my error, i'm playing with path strings
[20:37:10] <Avenger> do you have EndianSwitch=1 ?
[20:37:26] <hanicka_> endianswitch is set tu bigendian
[20:37:28] <fuzzie> we should really have EndianSwitch default to 1 on big-endian machines
[20:38:04] <Avenger> yeah
[20:38:10] <Avenger> it could be done
[20:38:18] <hanicka_> avanger: yes :)
[20:38:53] <Avenger> on the forums i read someone creashing, i think it was because gemrb couldn't unpack any file into cache
[20:39:08] <fuzzie> yes, i think the package they install probably has /var/cache/gemrb as the default cache dir
[20:39:11] <hanicka_> first bus error is after libCREImporter.so
[20:39:14] <hanicka_> loading of libCREImporter.so
[20:39:21] <Avenger> huh
[20:39:23] <Avenger> that's terrible
[20:39:31] <fuzzie> that is probably indeed your path breaking things, i would guess
[20:39:32] <Avenger> creimporter has nothing special
[20:39:34] <fuzzie> try it under gdb and see
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[20:40:30] <lynxlynxlynx> nothing in the queues
[20:40:54] <Avenger> well, then the summoning is still buggered
[20:41:36] <hanicka> why i kill irc instead gemrb? :)
[20:41:58] <Avenger> meh, when creatures are loaded as dead, they all scream again
[20:42:12] <Avenger> this is one of the most annoying bugs
[20:43:40] <fuzzie> maybe we don't set the right flags when loading dead creatures?
[20:45:14] <CIA-22> gemrb: 03lynxlupodian * r6931 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp:
[20:45:14] <CIA-22> gemrb: GameScript::CreateItem: in case of a full inventory and an actor target,
[20:45:14] <CIA-22> gemrb: put the item at her feet (if she doesn't equal the sender)
[20:45:49] <CIA-22> gemrb: 03avenger_teambg * r6932 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: the summons come with the 'controlled' EA
[20:45:50] <lynxlynxlynx> now the crystal shard is put at your feet if your inventory is full, rather than vanishing into the unknown
[20:45:57] <Avenger> heh
[20:46:01] <Avenger> i thought that already works
[20:46:16] <fuzzie> only for item movements, i guess
[20:46:19] <Avenger> that should work with the opcode too!
[20:46:27] <Avenger> i thought i did it at a lower level
[20:46:31] <Avenger> huh
[20:46:38] <lynxlynxlynx> there's more than one way to trigger that
[20:47:09] <fuzzie> ok, the original game doesn't do this silly store re-opening stuff
[20:47:14] <fuzzie> i guess we should keep stores open
[20:47:29] <Avenger> ahh, i see, you just changed the target
[20:47:49] <Avenger> yes fuzzie, we need more stores open at a time
[20:48:53] <Avenger> i guess they should be cached and kept in memory, at least bags.
[20:49:04] <fuzzie> yes
[20:49:21] <lynxlynxlynx> bags spam now, pretty badly
[20:49:55] <fuzzie> they're also very slow :)
[20:52:34] <lynxlynxlynx> if you're a nokia
[20:53:06] <Avenger> meh, this sucks, bg2 has the inventory full text in the npc soundset
[20:53:13] <Avenger> pst don't
[20:53:37] <Avenger> but pst has one text for all npc, right?
[20:53:41] <Avenger> i mean, one for each
[20:54:13] <fuzzie> i'm not sure
[20:54:27] <fuzzie> i certainly don't remember these funny [Name] things in-game
[20:54:31] <lynxlynxlynx> strings? yes
[20:54:36] <Avenger> sure you don't
[20:54:41] <Avenger> those are stripped from the output
[20:54:49] <Avenger> even gemrb does it :)
[20:54:52] <fuzzie> so i don't see why we have to worry about it, if they're all the same
[20:55:03] <Avenger> because there is an attached sound
[20:55:06] <Avenger> which isn't :D
[20:55:06] <fuzzie> or does the TLK also include sounds?
[20:55:11] <Avenger> yes
[20:55:16] <fuzzie> oh, darn, i thought the sounds were in the soundsets
[20:55:20] <fuzzie> annoying
[20:55:22] <lynxlynxlynx> verbal constants
[20:55:52] <Avenger> the sounds are in the tlk entries, which are referenced by the verbal constants
[20:56:01] <Avenger> for the PC, there is a soundset
[20:56:10] <Avenger> but for joinable npcs, there are verbal constants
[20:56:28] <Avenger> complex :)
[20:56:34] <fuzzie> :(
[20:57:00] <Avenger> there are even monsters, which got avatar specific soundsets. like mgib.2da
[20:57:16] <Avenger> and if you shapeshift to one, you get the new soundset, the monster specific
[20:57:20] <lynxlynxlynx> and their vbs are usually empty
[20:57:29] <Avenger> but your verbal constants dont' change :)
[20:57:33] <lynxlynxlynx> that's why our combat is full of useless messages
[20:58:00] <Avenger> well, empty strings shouldn't be printed
[20:59:32] <fuzzie> i thought they should default to other strings
[20:59:43] <lynxlynxlynx> they should and shouldn't
[20:59:44] <fuzzie> and we need some more functions for this
[20:59:52] <lynxlynxlynx> for things like Death, that'd be fine
[20:59:57] <Avenger> even more ? :)
[21:00:06] <lynxlynxlynx> for things like taking damage, I think we have to override it
[21:00:17] <Avenger> well, probably they just need some reconsideration
[21:00:23] <Avenger> priorities
[21:00:25] <Avenger> whatever
[21:00:36] <lynxlynxlynx> now we get plenty of just "$name - " messages
[21:00:41] <Avenger> i think the avatar specific sounds are the top priority
[21:00:44] <Avenger> because of shapeshifts
[21:01:05] <fuzzie> shapeshifts are pretty rare, the strings happen all the time :P
[21:01:30] <Avenger> but i won't like a bear talking like jaheira
[21:02:14] <Avenger> on priorities i meant the order in which you resolve the strings
[21:02:31] <fuzzie> oh i see :)
[21:02:49] <fuzzie> well, i obviously don't understand the system
[21:02:51] <Avenger> otherwise i don't really care about these sounds, they are not game breaking
[21:02:55] <fuzzie> maybe i should try it a bit too
[21:03:21] <lynxlynxlynx> changing the drawing to use ea for the pc check works almost perfectly btw
[21:03:48] <lynxlynxlynx> the summons' circles are always drawn as if they were selected though
[21:03:56] <Avenger> dunno what you means
[21:04:04] <Avenger> mean...
[21:04:25] <fuzzie> you have to change the circle-drawing function too, it also checks InParty
[21:04:45] <fuzzie> i should have refactored the code but i didn't want to make too many changes at once, i'm tired of breaking things
[21:05:19] <lynxlynxlynx> btw, you'll be pleased to know that also purple circles work
[21:05:26] <fuzzie> :)
[21:05:29] <Avenger> unselectable?
[21:05:37] <lynxlynxlynx> yes
[21:05:42] <Avenger> heh, good
[21:05:47] <lynxlynxlynx> happens when you turn into the slayer
[21:06:03] <Avenger> happens in iwd2 too
[21:06:07] <Avenger> when you run away from some warded entrance
[21:06:42] <Avenger> well, i hoped the unsummon opcode sticks
[21:15:08] <Avenger> heh, i guess i wanted to be too clever with this timing mode
[21:15:17] <lynxlynxlynx> fuzzie: changing IsPC seems to work fine and it is only used for this drawing and a pathfinding check
[21:15:33] <lynxlynxlynx> oh and party ai
[21:15:44] <lynxlynxlynx> - if (((Actor *) this)->InParty) {
[21:15:45] <lynxlynxlynx> + if (((Actor *) this)->Modified[IE_EA] <= EA_CHARMED) {
[21:15:52] <fuzzie> the party ai is maybe a problem :)
[21:16:18] <fuzzie> i forget which slot it uses
[21:17:25] <lynxlynxlynx> slot?
[21:17:57] <fuzzie> which script slot
[21:18:22] <fuzzie> i mean, i wonder if summons ever have anything important there which you shouldn't disable
[21:20:44] <lynxlynxlynx> hmm
[21:21:21] <lynxlynxlynx> well, it is still one case against three others, so it is better to uglify this one
[21:21:37] <fuzzie> sure
[21:21:59] <fuzzie> i thought IsPC was used for other things, but i don't have the source, so maybe i'm thinking of something else
[21:21:59] <lynxlynxlynx> the summons have at least something like agen set and some of the more intelligent have better ones
[21:22:40] <lynxlynxlynx> it isn't :)
[21:26:59] <lynxlynxlynx> our demons are too powerful
[21:27:15] <lynxlynxlynx> they turn my planetar against me pretty fast
[21:27:40] <fuzzie> action bug, or effect bug, or ? :)
[21:28:21] <lynxlynxlynx> will see
[21:32:28] <lynxlynxlynx> GameScript::Enemy
[21:32:47] <lynxlynxlynx> lets see what the two have in their scripts
[21:35:17] <lynxlynxlynx> nothing really interesting to me
[21:35:28] <lynxlynxlynx> the nabassu casts a death gaze
[21:35:54] <lynxlynxlynx> that goes fine
[21:36:47] <fuzzie> it's so amazing that gemrb progressed enough for these kind of bugs to be interesting :-)
[21:36:49] <lynxlynxlynx> the paralyze one is next and then a melee attack
[21:39:14] <lynxlynxlynx> the planetar's script just takes care of his spellcasting
[21:39:31] <lynxlynxlynx> but he is the sender of that Enemy action
[21:43:15] <fuzzie> you looked at all the scripts?
[21:43:46] <lynxlynxlynx> he has only wtasight besides plangood
[21:43:48] <fuzzie> there's often a block in a generic script which sets Enemy if attacked by friendlies
[21:43:52] <fuzzie> like wtasight :)
[21:44:02] <fuzzie> and maybe one of those is triggering
[21:44:18] <lynxlynxlynx> must check the demon's ea
[21:44:37] <lynxlynxlynx> 28 is definitely not 255
[21:44:50] <lynxlynxlynx> EA_GOODBUTRED hehe
[21:45:15] <lynxlynxlynx> so yes, wtasight does it
[21:48:01] <CIA-22> gemrb: 03avenger_teambg * r6933 10/gemrb/trunk/gemrb/plugins/ (5 files in 3 dirs): more efforts to add the unsummon effect on summons (with duration)
[21:48:34] <fuzzie> some of those scripts are really annoying if not fixpacked, like grpsht01
[21:49:18] <lynxlynxlynx> this guy has the ea preset
[21:49:27] <lynxlynxlynx> this is another thing the fixpack addresses
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[21:50:54] <fuzzie> so not gemrb bug?
[21:51:00] <CIA-22> gemrb: 03lynxlupodian * r6934 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: show the feet circle for friendly summons too
[21:51:15] <lynxlynxlynx> i'm not sure yet
[21:51:37] <lynxlynxlynx> we set the ea explicitly in a few places, but never to EA_GOODBUTRED
[21:51:51] <lynxlynxlynx> in the hardcoded sense
[21:57:16] <lynxlynxlynx> hmm
[21:57:48] <lynxlynxlynx> maybe this is used for the protection from evil; on the other hand, they also have a demonic gender
[22:01:29] <lynxlynxlynx> eh, the fixpack only fixes the alignment
[22:02:07] <lynxlynxlynx> so we do need more changes to summoncreature
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[22:08:08] <Avenger> isn't ea_goodbutred set in the .cre file
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[22:08:15] <Avenger> or by the script
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