#gemrb@irc.freenode.net logs for 18 Dec 2011 (GMT)

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[03:37:22] <brad_a> lynxlynxlynx: https://github.com/bradallred/gemrb/commits/fonts/
[03:37:53] <brad_a> sorry for the delay, I was waylaid by christmas parties.
[03:38:07] <brad_a> anyhow, there is still 1 outstanding concern fuzzie had
[03:39:07] <brad_a> in BAMImporter there is a branch that in theory shouldnt be reached
[03:39:18] <brad_a> the one marked "//something else. dont know what."
[03:40:03] <brad_a> the problem is that in BG2 there is some BAM called GAMETEXT that seems to be only 1 glyph and is hitting that branch, but i dont know what it is or what should be done about it
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[11:41:54] <Avenger> i've made some commits that affect Actor, cia is stoned it didn't report
[11:52:36] <Yoshimo> i rely on http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=shortlog
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[15:03:13] <Avenger> brad_a: gametext isn't a font, i don't think it is used at all.
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[16:31:09] <brad_a> i guess since gametext.bam is apparently unused i can remove it from fonts.2da and trim that logic branch fuzzie didnt like
[16:52:07] <lynxlynxlynx> replace it with an error()
[16:56:03] <brad_a> ok
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[18:08:36] <brad_a> lynxlynxlynx: https://github.com/bradallred/gemrb/commits/fonts/
[18:08:47] <brad_a> as far as i know that is ready to be merged
[18:08:57] <lynxlynxlynx> ok, thanks
[18:08:58] <brad_a> but you probably want to test with BG1/PST/etc
[18:11:58] <gembot> build #310 of cmake g++-4.2.4 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2.4/builds/310 blamelist: Brad Allred <bradallred@me.com>
[18:13:13] <gembot> build #311 of autotools g++-4.4.5 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/311 blamelist: Brad Allred <bradallred@me.com>
[18:13:45] <brad_a> grr
[18:16:35] <gembot> build #306 of autotools g++-4.2.4 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.2.4/builds/306 blamelist: Brad Allred <bradallred@me.com>
[18:16:49] <brad_a> wtf? trying to create a font from fogowar.bam?
[18:16:57] <brad_a> gembot: mute
[18:16:57] <gembot> Shutting up for now.
[18:23:27] <brad_a> I have no such problem running BG2… what gives?
[18:32:38] <brad_a> well at least one of the slaves was able to run: http://buildbot.gemrb.org/waterfall
[18:33:14] <lynxlynxlynx> it was running the minimal test
[18:33:23] <lynxlynxlynx> you can do that too
[18:34:09] <brad_a> what i dont understand is why it is trying to make a font from fogowar.bam
[18:36:26] <lynxlynxlynx> step through it
[18:36:45] <brad_a> well it doesnt do that for me
[18:37:00] <brad_a> to me taht says the fonts.2da has a fogoar entry
[18:37:39] <lynxlynxlynx> and you didn't add it
[18:37:43] <brad_a> nope
[18:38:08] <lynxlynxlynx> and when you run the minimal test it really doesn't claim the same?
[18:38:19] <brad_a> how do i run the minimal test?
[18:38:30] <lynxlynxlynx> tsk
[18:38:39] <lynxlynxlynx> minimal.cfg
[18:38:50] <brad_a> ok
[18:39:59] <brad_a> ah
[18:40:10] <brad_a> so the fonts.2da in test has fogowar in it
[18:40:51] <brad_a> im guessing we have no real font we can distribute
[18:41:07] <lynxlynxlynx> bam font? it could be done
[18:41:38] <brad_a> sure but we havent one at the moment
[18:42:23] <lynxlynxlynx> is fonts.2da still required?
[18:43:02] <brad_a> yes
[18:43:35] <lynxlynxlynx> what has changed that the current fogowar isn't good enough?
[18:43:45] <lynxlynxlynx> no extra columns to fool it?
[18:44:50] <brad_a> it has only 1 cycle and only 1 frame im guessing
[18:45:03] <brad_a> it either needs more cycles or 11 frames
[18:45:18] <lynxlynxlynx> it's just a placeholder so gemrb doesn't barf
[18:45:33] <brad_a> yes that makes sense
[18:45:51] <lynxlynxlynx> so just add the extra data and all will be fine
[18:45:52] <tomprince> Yes, I just added the mininal stuff so that gemrb could be started and stopped.
[18:46:05] <brad_a> ok
[18:46:17] <tomprince> Most of the data files were actually created in vim, using the hex editor.
[18:46:26] <brad_a> no problem
[18:47:01] <brad_a> gembot: unmute
[18:47:01] <gembot> I'm baaaaaaaaaaack!
[18:50:25] <tomprince> I tended to even reuse space for multiple things, c.f http://www.muppetlabs.com/~breadbox/software/tiny/teensy.html
[18:50:39] <tomprince> So, bad data files, by any reasonable standard. ;)
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[19:12:11] <tomprince> brad_a: I'd welcome any improvements to to the minimal test.
[19:13:14] <brad_a> yes i am making a new bam. im not sure what else we could/should add
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[20:55:23] <Avenger> if there is still an error about equipping bow/throwing items in off hand: the IE checks all extended headers of an item, if there is any with 2/4 (projectile/bow) then it issues 0xd456. We can easily do the same
[20:56:07] <Avenger> i didn't know if it checks all extended headers, or only the first, or the active one. But now i see the cycle clearly :)
[21:02:46] <lynxlynxlynx> there is one with equipping stuff with ammo in general
[21:03:09] <lynxlynxlynx> noticed it late, since it all seems fine in the gui
[21:03:30] <lynxlynxlynx> ammo gets selected, but the equipping effects of the launcher are not always applied
[21:03:52] <Avenger> i thought someone reported that autoequipping a bow went to the shield slot
[21:04:22] <lynxlynxlynx> trying
[21:04:28] <Avenger> btw, do we have weapon styles implemented?
[21:04:39] <lynxlynxlynx> bg2? yes
[21:04:41] <Avenger> i'm just looking at the code which determines it from the equipped items
[21:05:18] <Avenger> i'm looking for the target types igi asked about in his 'research topics', so i just glance over this shortly
[21:06:03] <lynxlynxlynx> autoequipping works fine here - by dragging the item on the paperdoll
[21:06:13] <Avenger> there is awfully lot of code that handles projectiles/bows etc. I thought our code is awfully crowded, but actually, it is fine :)
[21:06:55] <lynxlynxlynx> almost ;)
[21:07:58] <Avenger> hmm, and the 'projectile type' is actually used for something. I thought it is just a dummy field, especially in bg2
[21:12:59] <Avenger> can you equip a sling with a shield?
[21:13:24] <lynxlynxlynx> i'm pretty sure you can and you definitely should be able to
[21:13:29] <Avenger> it looks like if projectile type == 3, you can equip it with a shield.
[21:14:06] <lynxlynxlynx> there are no twohanded slings ...
[21:14:21] <Avenger> i mean, if projectile type == 3, it will look for the weapon in the right hand, even if there is a shield in the left hand.
[21:15:09] <Avenger> i didn't know how is that field is used in bg2, because there are multiple ways to associate a launcher with a projectile
[21:15:15] <lynxlynxlynx> sounds like a needless complication
[21:15:17] <lynxlynxlynx> exactly
[21:15:52] <Avenger> well, this means, if your sling bullet has no 3 in this field, then it won't load it, if you have a shield too
[21:15:59] <Avenger> open for some extremely obscure bugs
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[21:51:45] <Avenger> ok, i found the bow itemflag :)
[21:52:12] <Avenger> it is passed as parameter into the animation code, that's why i didn't see it first
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[22:10:58] <Yoshimo> what are you doing at the moment avenger?
[22:11:54] <Avenger> looking for stuff listed here: http://forums.gibberlings3.net/index.php?showtopic=1696
[22:13:23] <Yoshimo> so basically analysing the ie and documenting missing stuff
[22:13:58] <Avenger> yes
[22:15:02] <Avenger> lynxlynxlynx: it looks like the berserker state modifies the thac0 by 2. This isn't in the berserk code, but when thac0 is calculated. I don't understand, though, this seem to be a penalty
[22:15:51] <lynxlynxlynx> it adds 2?
[22:15:54] <Avenger> ahh no, it is a bonus :)
[22:16:03] <Avenger> it is just x-(thac0+2) :D
[22:16:35] <Avenger> it adds 2 to a variable which is later subtracted ;)
[22:16:43] <lynxlynxlynx> yeah
[22:16:57] <lynxlynxlynx> do you think we should mirror this or just leave it in the opcode?
[22:17:47] <Avenger> it is the same place where it calculates the invisibility bonus
[22:18:05] <Avenger> i don't know, do we improve thac0 in invis, or separately
[22:18:59] <Avenger> invis is even more weird :) it is using (thac0-(-4) )
[22:19:15] <Avenger> confusing code, hehe
[22:20:04] <Avenger> so, basically it is basestats[hitbonus]+2(if berserk) --4 (if invis)
[22:20:37] <Avenger> then it is x - thac0bonus - right/lefthand bonus
[22:22:52] <Avenger> i don't know which would be better, if it is handled in the opcode, we could simply add engine specific variants to handle these differences
[22:23:20] <Avenger> on the other hand, probably some numbers displayed would be different from the original, but i'm not sure in this
[22:25:10] <Avenger> if we modify hitbonus in the opcode, then that stat wouldn't be binary compatible. And maybe even cause some bugs with some effects that modify that stat
[22:36:37] <lynxlynxlynx> oh right, some games have detailed combat stats
[22:36:47] <lynxlynxlynx> we'll need to know the components
[22:36:59] <Avenger> yep
[22:37:06] <Avenger> that too
[22:38:50] <Yoshimo> detailed combat is not implemented yet though
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[22:49:27] <CIA-41> GemRB: 03avenger_teambg * r46dcf845f776 10gemrb/gemrb/ (3 files in 2 dirs): PST:personal critical damage animations
[22:49:28] <CIA-41> GemRB: 03avenger_teambg * r47fcf02427d0 10gemrb/gemrb/override/pst/ (crits.2da damage.2da): updated tables for pst damage animations
[22:49:28] <CIA-41> GemRB: 03avenger_teambg * r8f25f740ce32 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[22:50:46] <CIA-41> GemRB: 03avenger_teambg * rd64eb45f150f 10gemrb/gemrb/override/pst/ (baldur.bcs foundry.2da source/baldur.baf): PST:enter ar0513 instead of ar0512 if sabotage global var = 5/7
[22:51:47] <lynxlynxlynx> heh
[22:55:56] <Avenger> hmm, cia woke up
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