#gemrb@irc.freenode.net logs for 18 Jul 2010 (GMT)

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[07:29:41] <Avenger> fuzzie can you fix the save game vs. python memory problem?
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[08:19:20] <CIA-23> GemRB: 03avenger_teambg * rdb5a14de84f9 10gemrb/gemrb/core/Scriptable/PCStatStruct.cpp: better compatibility with original (invalid weapon slot ability fields)
[08:24:16] <CIA-23> GemRB: 03avenger_teambg * rcb9dff92985c 10gemrb/gemrb/plugins/SDLVideo/TileRenderer.inl: fixed SDLVideo compile problem on msvc6
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[09:14:34] <fuzzie> avenger (if you read logs): will look
[09:18:57] <CIA-23> GemRB: 03avenger_teambg * rc2e59fd4a5dd 10gemrb/gemrb/core/ (Interface.cpp Store.cpp): fixed initialization of Store items (caused crash on windows)
[09:21:14] <CIA-23> GemRB: 03avenger_teambg * r0ff9292033bb 10gemrb/gemrb/GUIScripts/bg1/GUIMP.py: removed unimplemented button event (breaks game)
[09:24:20] <CIA-23> GemRB: 03avenger_teambg * redb6ca146fd4 10gemrb/gemrb/core/Game.cpp: preventing a crash in multiplayer bg1
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[09:34:17] <fuzzie> hello
[09:34:38] <fuzzie> lots of impressive-looking commits
[09:38:14] <Avenger> just fixing bugs
[09:40:27] <Avenger> compiling on windows reveals a different set of bugs, that's why i insist on using msvc6
[09:42:17] <Avenger> btw, now i can start a HoW game in gemrb, and load it in the original, and everything is just normal :)
[09:42:42] <Avenger> i'm trying the same with bg1 now
[09:46:09] <Avenger> LOL: http://www.youtube.com/watch?v=xSBHpJmjk9k
[09:46:22] <fuzzie> cool
[09:48:54] <Avenger> in bg1 chargencommon.py, i get a deprecation warning about callable. I never seen this before
[09:49:44] <Avenger> i wonder when 'hasattr' was introduced
[09:50:13] <fuzzie> porting gemrb to 3.x will have a lot more problems than callable :P
[09:51:02] <fuzzie> but hasattr has been around for all of 2.x i think, so you can go ahead and replace it.
[09:52:39] <Avenger> yes
[09:53:02] <Avenger> well, i just don't like these warnings :)
[09:53:13] <Avenger> and it seems it is safe to change
[09:57:57] <Maighstir_laptop> starting a new game in PST, the STR number doesn't change when clicking the appropriate +/- button, but only when one of the other attributes change
[09:58:59] <fuzzie> odd
[09:59:34] <fuzzie> in fact, nothing updates when you click the buttons
[09:59:40] <fuzzie> the character points don't too
[09:59:49] <fuzzie> oh, this is lynx's recent changes
[09:59:50] <Maighstir_laptop> that is, when I click another button, str yncs up with the number of times I clicked its +/- buttons
[09:59:59] <fuzzie> there should be errors on the command line
[10:00:07] <fuzzie> File "/home/fuzzie/src/gemrb/gemrb/GUIScripts/pst/NewLife.py", line 357, in StrPress
[10:00:10] <fuzzie> x = CommonTables.StrMod.GetValue(s,0) + CommonTables.StrModEx.GetValue(e,0)
[10:00:12] <fuzzie> AttributeError: 'NoneType' object has no attribute 'GetValue'
[10:03:31] <fuzzie> adding a 'CommonTables.Load()' after 'import CommonTables' will probably fix that
[10:04:07] <fuzzie> yes, it does
[10:05:35] <CIA-23> GemRB: 03fuzzie * r2c00d7363ede 10gemrb/gemrb/GUIScripts/pst/NewLife.py: fix pst NewLife by loading common tables
[10:06:42] <fuzzie> oh dear, OnIsland uses polygons?
[10:06:55] <fuzzie> that is terrible
[10:10:57] <Avenger> the original doesn't use polygons, but a lot of conditions on x/y position of the target
[10:11:11] <Avenger> basically determines if the target is in a region
[10:11:57] <Avenger> i don't know why they didn't use a harmless trap region and use the InTrap trigger
[10:12:04] <fuzzie> well, i mean, yes, that
[10:12:47] <Maighstir_laptop> PST containers doesn't work? the GUI disappears, the game pauses, and nothing happen until I move away (never having seen the contents of the container)
[10:13:13] <fuzzie> i expect more fallout from lynx. let me look.
[10:13:26] <Maighstir_laptop> no errors in the console though
[10:15:30] <fuzzie> try commenting out the GUIWORLD.CloseContainerWindow() on line 450 of pst/GUICommonWindows.py?
[10:23:04] <Maighstir_laptop> more things seem broken as well... can't get to the inventory screen or other screens, seems like I can't attack zombies
[10:23:24] <Maighstir_laptop> also, commenting that line out makes no change, even with removing the pyc files
[10:23:27] <fuzzie> hmm
[10:23:35] <fuzzie> well, i haven't really been paying attention
[10:23:45] <fuzzie> it was working well before people started fiddling with it :P
[10:24:42] <fuzzie> oh dear
[10:24:56] <fuzzie> i guess 74e045da is probably to blame
[10:25:29] <fuzzie> i don't know if lynx tested that with chu files which weren't broken by the widescreen mod
[10:25:48] <Maighstir_laptop> mine sure aren't
[10:26:00] <fuzzie> well, mine aren't either, and it's broken for me
[10:26:27] <fuzzie> but i don't understand what lynx was doing there, exactly
[10:28:39] <fuzzie> you can probably do 'git revert --no-commit 74e045da' to see if it is blame
[10:28:58] <Avenger> haha, bg1 game loader: it actually contains separate code for each partymember. huge chunks of nearly identical code
[10:29:25] <Avenger> i didn't realize they are all the same until i looked up the string references
[10:32:12] <CIA-23> GemRB: 03fuzzie * r4e79cd44184b 10gemrb/gemrb/GUIScripts/pst/MessageWindow.py:
[10:32:12] <CIA-23> GemRB: Revert "pst: updated MessageWindow to remove "More than one bottom window!" errors"
[10:32:12] <CIA-23> GemRB: This reverts commit 74e045da6c0fb6f92dc01d3ce170c574e96c490e.
[10:33:55] <fuzzie> ok, a few minutes of pst seems to work fine for me now
[10:34:22] <budlust> /clear
[10:35:01] <Maighstir_laptop> yeah, reverting works
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[10:37:45] <Avenger> hi lynx
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[10:52:29] <lynxlynxlynx> gmorning
[10:52:59] <lynxlynxlynx> finally
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[10:55:07] <fuzzie> morning
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[11:47:49] <CIA-23> GemRB: 03avenger_teambg * rd56e2f8e6519 10gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp: fixed save game header for bg1 (now bg1 loads it)
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[13:44:06] <quantummy> hi, with bg2: what does de CD5 in GemRB.conf mean? where do i need to point it to, because i just have 4 cds ( on linux, used git )
[13:45:00] <quantummy> and, cool to find an engine port being developed :)
[13:47:46] <quantummy> http://gemrb.sourceforge.net/wiki/doku.php?id=unshield although helpfull, the "END" section didn't really help with "Don't forget to set the GameType and CD5 in gemrb.cfg accordingly. " is there a page about how to set your gemrb.conf file?
[13:49:08] <quantummy> id did get BG2 working, although it is missing stuff i think. sound works, but no voic samples are being player for example
[13:49:14] <quantummy> *voice
[13:49:20] <fuzzie> if you don't have a CD5, don't list one in the config file :)
[13:49:42] <fuzzie> CD5 is for ToB, i suppose
[13:49:54] <quantummy> so i can comment it out?
[13:50:07] <fuzzie> yes
[13:50:18] <quantummy> okido
[13:50:51] <fuzzie> if you get no voice samples, then there's probably missing files or bad paths, the relevant errors should hopefully be red-coloured gemrb's output
[13:51:12] <quantummy> yes, i'll spam about them in a sec i gues :)
[13:55:45] <quantummy> ah, i see, allot of errors while searching in a "data" folder, where is probly "Data"
[13:56:34] <fuzzie> if you set 'CaseSensitive=1', it should check all cases
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[13:57:31] <quantummy> already set
[14:00:25] <quantummy> well he can't find: data/CREAnim.bif , data/GUIMosc.bif and some more, but i thought i've seen them before, i'll first look if i can find them
[14:04:31] <quantummy> i can see they are on CD1 and CD2, and the conf file points to "cd1=/mnt/cd1/" and "cd2=/mnt/cd2/CD2/" where there are the subdirs with "Data" .. do i have to copy the dif files to.. my (unshielded) instalation folder? it worked before but probly not the right way
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[14:05:19] <lynxlynxlynx> most of us use full installs
[14:06:03] <lynxlynxlynx> so, yes, i'd copy it over to the unshield place
[14:06:40] <quantummy> ok, and no need to put them in sepperate folder: CD1 CD2 etc?
[14:07:45] <lynxlynxlynx> no, but it would be easier
[14:08:11] <lynxlynxlynx> did you unshield all the cabs?
[14:08:40] <quantummy> the first 2 on CD1, the others didn't work somehow
[14:09:09] <quantummy> um, let me check that
[14:10:22] <quantummy> yep
[14:10:55] <quantummy> and when tryin to unshield the next cab file "cd2/data3.cab" i get: Failed to open /mnt/cd2/data3.cab as an InstallShield Cabinet File
[14:11:16] <quantummy> although i should look that up, in the unshield manual
[14:14:02] <lynxlynxlynx> ok
[14:14:31] <fuzzie> i think we concluded the other day that only the first cab file matters
[14:15:53] <quantummy> got some more detailed error msges from unshield, talking about "File /mnt/cd2/data1.hdr not found even case insensitive"
[14:16:26] <lynxlynxlynx> i think the cab is irrelevant if it doesn't have a matching hdr
[14:17:13] <quantummy> dunno what is means, but i'll keep on searching, although when you say only the first cab files are needed.. yeah.. its just about the files in data/
[14:18:25] <lynxlynxlynx> just copy the CDx dirs into the unshield dir
[14:18:32] <quantummy> on a "normal" install, what is te layyout of the .bif files ( different folders? or just all in data/ )
[14:18:47] <quantummy> ok will do
[14:19:02] <lynxlynxlynx> you could move all of the extra data/* and movies/* into the originals or leave them in the cd dirs
[14:19:12] <lynxlynxlynx> don't forget to adjust the paths in the end
[14:19:26] <fuzzie> i assume you haven't changed GameDataPath in the config
[14:19:26] <quantummy> yep
[14:19:57] <quantummy> dunno, checking
[14:20:50] <quantummy> hmz.. i did actually, i'll uncomment that first then ( changed it to "Data" )
[14:20:55] <quantummy> um.. comment that
[14:21:02] <quantummy> ununcoment
[14:21:45] <fuzzie> you want GameDataPath to be commented out, and GameOnCD to be 0
[14:22:14] <fuzzie> then it should really just work
[14:23:26] <quantummy> i'm trying it out right now with it commented, maybe i don't have to copy all the data stuff on the CDs
[14:23:56] <fuzzie> (if GameOnCD is 1, then you do need a 'proper' install with a whole bunch of things from CD 2 copied to data, but i think it still doesn't work anyway)
[14:24:48] <quantummy> yeah, i still get "can't find xxx"
[14:25:17] <quantummy> i'll just copy the stuff, changed the dirs in conf and let you what happens
[14:25:28] <quantummy> *let you know what happens
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[14:37:28] <quantummy> well, itsa,.. not really working, but i didn't tried everything yet
[14:37:55] <quantummy> the files it can't find are there, so i'll just have to find out where they belong
[14:38:19] <Avenger> what is the first error message you see?
[14:39:04] <lynxlynxlynx> it's probably not looking for them where you expect
[14:39:36] <lynxlynxlynx> do something like strace gemrb/gemrb -c gemrb.cfg 2>&1| grep somefile.*ENOENT
[14:39:52] <Avenger> there is an installer somewhere, so one doesn't have to manually unshield, hmm?
[14:40:25] <Avenger> http://forums.gibberlings3.net/index.php?showtopic=17189
[14:40:30] <fuzzie> the installer isn't really maintained recently
[14:40:42] <fuzzie> unless there's a copy by someone who isn't Nick White
[14:41:48] <fuzzie> it didn't give me a working SoA last time i tried it
[14:41:56] <Avenger> pfft
[14:42:13] <Avenger> you would believe making an installer is easy :)
[14:42:30] <fuzzie> well, no-one has every copy of the games :)
[14:43:07] <fuzzie> so someone makes it work for their US original, and someone else for the UK one, but it's still flaky for the US DVD re-release and for all the non-English versions, etc..
[14:43:16] <quantummy> i'll try to put the output in a file and check for the first error msg
[14:46:23] <fuzzie> lynxlynxlynx: any idea what you were trying to accomplish with the commit i reverted, btw?
[14:47:20] <lynxlynxlynx> yes
[14:47:50] <lynxlynxlynx> the pst bottom row is made of three windows - the "menu", the portait and the options window
[14:47:57] <fuzzie> well
[14:48:06] <fuzzie> it's the SetVar with the IDs which confused me
[14:48:35] <fuzzie> making stuff BottomAdded so it doesn't trigger the error seems like a good idea
[14:48:45] <lynxlynxlynx> i'm not sure that was really needed, but i haven't checked once i got everything to work
[14:49:05] <lynxlynxlynx> it took me almost two weeks >>
[14:49:06] <fuzzie> but i couldn't make it work by fiddling with the lines
[14:49:20] <fuzzie> not with plain pst, nor with normal-mode-widescreen-mod pst
[14:49:21] <lynxlynxlynx> just using -1 as before didn't work?
[14:51:20] <fuzzie> no, but let me try some more
[14:52:16] <quantummy> the first error is: [KEYImporter]: Cannot find data/progtest.bif...[ERROR], but it does not give me much help in undestanding where its trying to search, a few lines above that is: [Core]: Initializing KEY Importer...[KEYImporter]: Opening /home/thijs/games/BG2/chitin.key...[OK]
[14:52:34] <fuzzie> some of the bif files are not in bg2 at all
[14:53:01] <wjp> yeah, not all errors are critical
[14:53:16] <fuzzie> the CDs don't have them, they're just referenced
[14:54:10] <lynxlynxlynx> maybe with also PortraitWindow setting omitted as before
[14:54:25] <lynxlynxlynx> the rest was just position changes
[14:54:28] <fuzzie> i have reduced it to just changing the three lines which were '#Bottom'
[14:54:31] <fuzzie> still doesn't work
[14:54:43] <fuzzie> in fact, it breaks even more if i try that
[14:55:10] <Avenger> haha, the gui is magic
[14:55:14] <lynxlynxlynx> huh
[14:55:24] <fuzzie> i mean, i don't understand it, so i'm probably doing it wrong
[14:57:24] <Avenger> i wonder why the characer names in the party window are written in all caps. wrong font? wrongly implemented button flag?
[14:57:47] <Avenger> this is HoW, btw
[14:59:47] <lynxlynxlynx> it's different in the original?
[15:00:10] <Avenger> yes
[15:00:32] <Avenger> in the original the names are written with proper capitalization (also the text)
[15:00:48] <Avenger> the weird thing is that HoW has no UpperButtonText set
[15:00:52] <Avenger> so it should work
[15:00:58] <Avenger> i guess it is bad font then
[15:01:48] <Avenger> button fonts are not in the .chu, so the might have hacked it for that screen
[15:02:09] <fuzzie> oh, how we love you, Black Isle.
[15:03:04] <lynxlynxlynx> don't we have flags to alter the case of the strings? i remember it also from dltcep
[15:04:09] <fuzzie> yes, but their .chu files don't have them, i guess
[15:04:52] <Avenger> there is a 'lowercase' flag in the button struct, but it is unset
[15:05:32] <Avenger> so, nothing should alter the case, and for pc names, i'm pretty sure their strings are capitalized correctly
[15:05:41] <Avenger> because they appear correctly elsewhere
[15:06:04] <Avenger> so, it should be the font or somewhere the flag is still set
[15:09:19] <Avenger> hmm, i printed the text out, it is correct, so it seems the font is wrong
[15:27:05] <quantummy> right, i've got less error msges but still no progtest.bif and ProgTes2.bif, where are they normally located?
[15:27:17] <lynxlynxlynx> nowhere
[15:27:38] <lynxlynxlynx> probably the original coders had them as the basic dataset to play around with
[15:28:01] <quantummy> ah alright, so i don't have to worry about them?
[15:29:22] <lynxlynxlynx> indeed
[15:30:38] <quantummy> ok thanks, do you guys mind if i just keep spamming with some error msges while playing?
[15:30:40] <Avenger> if you see something like 'desound' you can also ignore it
[15:30:53] <quantummy> check
[15:38:47] <lynxlynxlynx> you can ignore all the errors until you get into problems
[15:40:40] <quantummy> right
[15:41:07] <lynxlynxlynx> most will be about searching for stuff
[15:42:34] <quantummy> true, the first thing i notice is some snds not playing, and there's no run command ( when double clicking ), but that does not really giving problems
[15:43:32] <quantummy> *is not really giving me problems
[15:43:34] <quantummy> bleh
[15:43:34] <CIA-23> GemRB: 03avenger_teambg * rc906e3b29299 10gemrb/gemrb/GUIScripts/iwd/PartyFormation.py: better font for the party formation screen (PC names)
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[15:44:32] <lynxlynxlynx> you're trying pst?
[15:44:34] <Avenger> running?
[15:45:05] <Avenger> ah, probably you see an extra message on the console
[15:45:10] <fuzzie> gemrb always tries to run if you double-click
[15:45:13] <fuzzie> it is harmless
[15:46:52] <quantummy> yep just checking the msges on console while running the game
[15:51:31] <Avenger> i wonder if the chargen code could be more standardized
[15:51:52] <Avenger> they are probably the most diversely written :)
[15:52:33] <fuzzie> isn't it standardized?
[15:52:49] <fuzzie> oh, chargen
[15:52:51] <fuzzie> sorry, not awake
[15:52:55] <Avenger> bg1 has an interesting mechanism, that contained the 'callable' stuff
[15:52:57] <CIA-23> GemRB: 03avenger_teambg * r1be35b18e006 10gemrb/gemrb/GUIScripts/bg1/CharGenCommon.py: changed callable to hasattr
[15:53:22] <Avenger> i guess each chargen code has some good parts
[15:53:27] <fuzzie> yes
[15:53:33] <fuzzie> i really like the simplicity of the iwd one
[15:54:07] <Avenger> yeah, if one part is broken, you will see it in the beginning
[15:54:08] <fuzzie> i am grateful that we don't have to do chargen for pst :)
[15:54:37] <Avenger> well, others don't like that :)
[15:54:48] <Avenger> they say, they are forced into a single character
[15:55:02] <fuzzie> that is kind of the point of the game, of course :P
[15:55:05] <Avenger> from a coding viewpoint, yeah, not much could go wrong
[15:55:13] <fuzzie> lynx seems to be merging everything very well
[15:56:39] <Avenger> yes, but even more common stuff would be good
[15:58:08] <lynxlynxlynx> that's the plan
[15:58:31] <lynxlynxlynx> i think i'll do the stores next, they're almost identical
[15:58:37] <Avenger> ahh, yes, yesterday i found a huge problem: if you started the game once, you will have a selectionhandler. If you go back to chargen, it breaks
[15:58:48] <Avenger> this could affect most of the games
[15:59:11] <lynxlynxlynx> should be trivial to fix
[15:59:23] <Avenger> i tried hard, and maybe i hacked iwd to not break
[15:59:25] <lynxlynxlynx> GUICommonWindows.SetSelectionChangeHandler( None )
[15:59:33] <Avenger> that WON'T work :P
[15:59:44] <lynxlynxlynx> too bad then :P
[16:00:08] <Avenger> i tried that first, but even when you set it to none, it calls some stuff it shouldn't
[16:00:16] <Avenger> so i simply set the variable to None
[16:00:40] <lynxlynxlynx> it could be changed to not run the handler in the end when called with a certain parameter
[16:01:44] <lynxlynxlynx> GUICommonWindows.SelectionChangeHandler = None
[16:01:51] <lynxlynxlynx> that would have the same effect
[16:01:53] <Avenger> yes, that's what i did
[16:02:08] <Avenger> but it turned out, i forgot to commit it :)
[16:02:40] <fuzzie> the trouble with merging the stores is that since iwd2/pst stores don't work, it seems difficult to do
[16:03:13] <Avenger> you will also need to import GUICommonWindows
[16:03:42] <fuzzie> so, should i just add some guiscript hack for the bg2 guistore.chu buttons?
[16:03:48] <lynxlynxlynx> pst stores mostly work
[16:04:32] <lynxlynxlynx> nonexistant controls can be ifdefed out by gametype
[16:04:39] <lynxlynxlynx> currently they're just commented out
[16:04:41] <fuzzie> they are driving me mad
[16:05:16] <lynxlynxlynx> where? the pst store should work now
[16:05:43] <fuzzie> the bg2 store
[16:05:58] <fuzzie> all the item buttons except the topmost one have no 'selected' bitmap set
[16:06:07] <lynxlynxlynx> the hiding of some buttons needs to be fixed (the last tree type choosers), but other than that and something with the encumbrance button vrischika's store worked fine
[16:06:14] <lynxlynxlynx> oh that, yes, ugly
[16:06:32] <fuzzie> i don't see a solution other than a hack
[16:06:46] <lynxlynxlynx> we do it in other places too
[16:07:10] <Avenger> hacks in guiscript are ok
[16:07:49] <fuzzie> well, there's this weird GF_IGNORE_BUTTON_FRAMES hack in the CHUImporter which i don't understand
[16:08:45] <Avenger> that overwrites the values in the button frame fields
[16:08:52] <fuzzie> well, this is about the button frame fields :)
[16:09:43] <Avenger> what do you not understand in it?
[16:09:47] <fuzzie> well, why is it there?
[16:10:08] <fuzzie> i just wonder if that code should be handling the guistore button frames too, or if they're really seperate problems
[16:10:09] <Avenger> if the feature is set, and the button bam has 4 standard cycles, it forces some fields to the given values
[16:10:19] <Avenger> because some buttons had bad frames
[16:10:31] <Avenger> like the map notes
[16:10:33] <fuzzie> but there's no comment about which buttons it deals with, and clearly it doesn't deal with them all :)
[16:10:36] <Avenger> check the map notes
[16:10:47] <Avenger> probably in bg2
[16:11:47] <Avenger> guimap.chu window 5
[16:12:42] <Avenger> hmm, they are very ugly, but probably not fixed by this code
[16:13:05] <fuzzie> it was originally added for pst stores, i think
[16:14:01] <fuzzie> but so long ago, in early 200
[16:14:04] <fuzzie> early 2004
[16:14:56] <Avenger> well, i don't know
[16:15:29] <fuzzie> Edheldil: wake up! :)
[16:15:30] <Avenger> it is better to use the guiscript function than hack this code further
[16:16:12] <fuzzie> i am mostly just curious if we can get rid of this hack completely, but i didn't look at the pst chus, if they're all useless then it would be too messy
[16:33:11] <Avenger> hehe
[16:33:18] <Avenger> only pst uses the GF?
[16:33:42] <Avenger> bg2 too
[16:34:02] <Avenger> haha you can try to turn it off, and test stuff
[16:35:46] <Avenger> this python memory corruption is annoying
[16:36:18] <Avenger> it gives 2-3 screenfuls of dump
[16:36:34] <fuzzie> which game are you using?
[16:37:06] <Avenger> HoW
[16:37:09] <Avenger> but why?
[16:37:17] <Avenger> it is not how specific
[16:37:36] <Avenger> which game you got? bg2?
[16:37:58] <fuzzie> and it happens only when you overwrite games?
[16:39:04] <Avenger> not sure
[16:39:35] <lynxlynxlynx> hey, while you're in how mode, you could fix the worldmap switching for totl
[16:39:46] <Avenger> eep
[16:39:51] <lynxlynxlynx> did you see the note on the todo?
[16:40:07] <Avenger> i don't know how it is supposed to work
[16:40:20] <Avenger> there are two separate worldmap files
[16:40:27] <Avenger> how the engine knows which one to use
[16:40:38] <Avenger> can it switch back from expmap?
[16:40:40] <fuzzie> yes
[16:40:46] <lynxlynxlynx> i think it just checks the area name prefixes
[16:40:48] <fuzzie> both must be preserved
[16:40:54] <Avenger> it sucks
[16:40:56] <fuzzie> i also think it just checks the area name prefixes
[16:41:07] <Avenger> the worldmap struct allows for separate pages (even in bg1)
[16:41:21] <Avenger> these lamers didn't use that only in iwd2
[16:41:33] <lynxlynxlynx> maybe like amiinwatcherskeepsorryfortheapostrophes but for the worldmap :)
[16:42:02] <Avenger> i added a mechanism to go from normal map to the expmap (though didn't test it either)
[16:42:16] <lynxlynxlynx> currently it is one-way only iirc
[16:42:18] <Avenger> doooh
[16:42:28] <Avenger> bg2 doesn't play the initial cutscene
[16:42:37] <Avenger> imoen cannot talk to me, because one of us is busy ;)
[16:42:57] <lynxlynxlynx> ups
[16:42:58] <Avenger> someone fixed something? like playdead?
[16:44:43] <Avenger> yes fuzzie, overwriting an existing game causes the bug
[16:44:47] <fuzzie> thanks
[16:45:24] <fuzzie> i think the existing normal->expmap system just overwrites the map, which is not so useful
[16:45:26] <Avenger> lynx i will try to fix the how stuff, i had it in mind :)
[16:45:32] <Avenger> fuzzie: no
[16:45:34] <fuzzie> you really get two WMP files in HoW saves
[16:45:39] <Avenger> how saved games got 2 wmps
[16:45:51] <fuzzie> i mean, gemrb's system just overwrites the worldmap struct
[16:46:09] <Avenger> well, not entirely true either ;)
[16:46:16] <Avenger> there is an UpdateMasterScript
[16:46:21] <Avenger> which sets the worldmap name
[16:46:27] <Avenger> the problem is, it cannot go back
[16:46:42] <Avenger> it goes to Exmap in 'movetoexpansion'
[16:46:55] <Avenger> but i have no idea how it goes back
[16:47:01] <fuzzie> it doesn't
[16:47:09] <fuzzie> you have to select it based on area prefix
[16:47:10] <Avenger> lynx said it would
[16:47:34] <fuzzie> try opening original HoW and teleporting between areas
[16:47:38] <Avenger> well, that means i have to load both files
[16:48:05] <lynxlynxlynx> btw, grepping for ar9 shows two other hardcoded variables only present in how: AR9604_Exit AR9603_Door
[16:48:24] <Avenger> hmm isn't that the forge?
[16:48:37] <lynxlynxlynx> that would also be in plain iwd
[16:49:13] <lynxlynxlynx> Icasaracht's Sanctum - Level 3 AR9603 Icasaracht's Lair AR9604
[16:49:21] <lynxlynxlynx> end boss stuff
[16:49:38] <Avenger> ah yes, there is some savegame thing
[16:49:43] <lynxlynxlynx> no idea what it does and why it wasn't just scripted
[16:50:13] <Avenger> but i think we already made code for that ;)
[16:50:15] <Avenger> woo
[16:50:25] <Avenger> in pst there are some of those too
[16:51:27] <Avenger> ar9604_exit is a door, without script, yeah
[16:51:30] <fuzzie> it is in my stack of uncommitted stuff, because it is difficult to do properly
[16:52:07] <fuzzie> but if you just have to save, what i have already would work fine for that
[16:52:18] <Avenger> hmm do these doors move you back to the normal game?
[16:52:33] <fuzzie> normal game?
[16:52:52] <lynxlynxlynx> the starting village
[16:53:06] <lynxlynxlynx> you probably don't have to backpedal out of the dungeons
[16:53:25] <Avenger> is that village on expmap, or the original map
[16:53:50] <lynxlynxlynx> not sure
[16:54:06] <fuzzie> you really have to load both maps :P
[16:54:25] <lynxlynxlynx> i'm pretty certain you have to get back to the starting exmap one to tell them you did it
[16:54:48] <fuzzie> from memory, some of the scripts really just teleport you around, no expansion code at all
[16:54:56] <lynxlynxlynx> you have to go to easthaven at some point in the middle for the dragon sword upgrade
[16:55:29] <Avenger> hmm, i will test this
[16:55:48] <fuzzie> it's really simple to test
[16:56:05] <Avenger> yes, movetoarea and check if the maps are working
[16:56:35] <fuzzie> i already tested it and they do, but double-checking is good :P
[16:56:42] <Avenger> pfft
[16:56:44] <fuzzie> i don't see why this stupid python code is failing though
[16:58:25] <Avenger> be back later
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[18:08:07] <fuzzie> ah, the portal-opening in bg2 with the play troupe is a wonderful example of sparkles
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[20:16:21] <CIA-23> GemRB: 03avenger_teambg * r4f4bd8a19c4f 10gemrb/gemrb/core/GameScript/ (Actions.cpp GameScript.cpp GameScript.h): Ankheg actions
[20:16:25] <CIA-23> GemRB: 03avenger_teambg * r4ce41d9db3db 10gemrb/gemrb/GUIScripts/iwd/PartyFormation.py: clear up selectionchange handler
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[20:59:48] <Maighstir_laptop> When importing a character in chargen, appearance is the next page in the original games, not name (you get the chance to customise colours, sound, and name on an imported character). And when starting a new game, the whole group is selected in the original games (not a biggie, but a small detail).
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[21:04:07] <lynxlynxlynx> currently we don't preserve selection at all
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