#gemrb@irc.freenode.net logs for 19 Jun 2009 (GMT)

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[06:51:07] <-- barraAway has left IRC ("Verlassend")
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[07:12:12] <pupnik> hi!
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[07:45:04] <pupnik> wb me :)
[07:53:17] <pupnik> how r things going?
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[09:20:47] <fuzzie> morning, pupnik.
[09:21:19] <pupnik> hi!
[09:21:45] <pupnik> got dsl working in new house
[09:21:54] <pupnik> boxes wverywhere
[09:23:58] <pupnik> .
[09:24:57] <fuzzie> wb, then :)
[09:26:49] <pupnik> mhm
[09:27:09] <pupnik> trying to fix my back without surgery
[10:42:41] <fuzzie> lynxlynxlynx: when were you thinking of a release?
[11:39:37] <lynxlynxlynx> 25th
[11:42:31] <fuzzie> Ok. I escaped the dungeon from the start without cheating in gemrb yesterday, hopefully a week should be enough to fix the hugely annoying bugs I found on the way.
[11:46:29] <lynxlynxlynx> we could postpone it, but we've already done so much, so i don't particularly like that idea
[11:48:23] <fuzzie> I was just wondering if you were intending to release this weekend, mostly. A week sounds fine.
[11:49:16] <fuzzie> I'd like to release with a "you can now play all the way through the dungeon without any game-breaking bugs" note if possible :)
[11:49:46] <lynxlynxlynx> there are game-breaking bugs or just annoyances/polish?
[11:50:17] <lynxlynxlynx> did you add the new stuff to the online todo?
[11:51:00] <fuzzie> The pathfinding/traps issues are kind of gameplay-breaking.
[11:52:02] <fuzzie> I think it's okay otherwise. I'll make a summary later and then put things on todo..
[11:53:42] <lynxlynxlynx> traps can still be disarmed from only one point or something else?
[11:56:33] <fuzzie> Yes, and the point is always in the middle of the trap, so it never works.
[11:56:48] <fuzzie> Resetting traps are handled wrong, too.
[11:57:55] <fuzzie> (That breaks the druergar/assassin scene on the last level.)
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[13:51:23] <CIA-18> gemrb: 03lynxlupodian * r6522 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2: fixed guirec resistance strings (some were from pst, some mixed up)
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[13:52:57] <Avenger> hello
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[13:53:54] <lynxlynxlynx> oj
[13:59:44] <lynxlynxlynx> Avenger: is there any good reason why fx_set_charmed_state modifies the base stats vs the modified ones?
[14:00:16] <lynxlynxlynx> the one result i see is that when the effect expires, IE_EA is not restored back to its former value
[14:00:26] <Avenger> i think it depends on the timing method
[14:00:47] <lynxlynxlynx> yes, some do update Modified, but not all
[14:01:45] <lynxlynxlynx> i think the problem is that it assumes the target was already hostile
[14:02:52] <lynxlynxlynx> that's true anyway, what i wanted to say is that when an enemy dominates one of your partymembers, his allegiance is not restored, since domination == target hostile after charm
[14:03:09] <lynxlynxlynx> but that hostility is vs the caster not vs you
[14:03:57] <lynxlynxlynx> so maybe all it needs is a few if(InParty) checks to decide which stat to update
[14:04:47] <Avenger> the base setters are for the state AFTER the event
[14:05:11] <lynxlynxlynx> yes
[14:05:16] <fuzzie> yes, and the base setters set to enemy
[14:05:19] <fuzzie> that is bad
[14:05:55] <lynxlynxlynx> your parties IE_EA should never be permanently hostile
[14:06:03] <Avenger> are you sure?
[14:06:11] <lynxlynxlynx> let me give you an example
[14:07:11] <lynxlynxlynx> first challenge in the pp; ogre mages spawn and use domination; after the effect ends (you can see it nicely since the icon disappears) your companions are still at 255 EA
[14:07:43] <lynxlynxlynx> and they have the red feet circle as enemies that they are
[14:08:02] <Avenger> which spell is used?
[14:08:19] <Avenger> i mean, resref
[14:08:21] <lynxlynxlynx> i think it was domination, but i can go check again
[14:08:56] <lynxlynxlynx> spwi506 is the normal strref
[14:09:42] <Avenger> ok, try to comment those out
[14:11:43] <lynxlynxlynx> time for some asskicking
[14:14:01] <lynxlynxlynx> (unrelated) woah, the challengers now have a nice on-death effect
[14:14:28] <fuzzie> is that correct?
[14:14:57] <lynxlynxlynx> no idea, it's a bit wierd blueish impulse
[14:22:56] <lynxlynxlynx> the challenge got a bit time-flaky :/
[14:24:54] <lynxlynxlynx> retrying, i didn't get the ogres anyway
[14:28:08] <fuzzie> It's all dependant on your starting party size/level.
[14:28:17] <lynxlynxlynx> that's a constant for me
[14:28:24] <fuzzie> Huh.
[14:28:39] <lynxlynxlynx> it also looks like held creatures can't be attacked, since you can't click them
[14:30:37] <lynxlynxlynx> hah, bolt of biting ftw
[14:31:17] <fuzzie> http://fuzzie.org/nfs/gemrb/dungeon.html <- ok, this is my new dungeon summary
[14:31:29] <fuzzie> some of it needs transplanting to todo, some verifying
[14:31:44] <lynxlynxlynx> i got the same critters this time as the last time, but after the drow are dead, a pause
[14:32:51] <lynxlynxlynx> the scrolls thing was not fixed?
[14:33:07] <fuzzie> No, because they also appear in chests etc.
[14:33:20] <fuzzie> They probably need to be patched up at load time or something.
[14:34:35] <lynxlynxlynx> still nothing in ch1 :s, even if i sleep
[14:35:02] <lynxlynxlynx> after a minute or so of the last kill, a few of those ugly sparkle effects were drawn, but that's it
[14:35:10] <fuzzie> Strange, the script is pretty resistant to breaking.
[14:35:22] <fuzzie> Well, if you're using ctrl-y then you can kill something vital.
[14:35:24] <lynxlynxlynx> it used to work better
[14:35:38] <lynxlynxlynx> ^Y is for weenies
[14:35:55] <fuzzie> Avenger: I want to add a "do large amounts of damage" keystroke, is that okay?
[14:37:37] <fuzzie> Well,
[14:37:45] <fuzzie> I guess the script can break if there's a still-alive actor somewhere.
[14:39:24] <lynxlynxlynx> too bad i don't have keldorn here
[14:40:07] <fuzzie> The actor circle feedback would maybe help a bit there :)
[14:42:27] <lynxlynxlynx> detect evil didn't detect anyone
[14:42:39] <lynxlynxlynx> not even sarevok, just the goodie old me
[14:44:03] <lynxlynxlynx> i just get this sparkle shower once in a while
[14:44:42] <lynxlynxlynx> of the bodies, only one doppelganger's remains, others are gone already
[14:46:01] <fuzzie> you could ctrl-y it :)
[14:46:12] <lynxlynxlynx> bodies as in corpses ;)
[14:46:20] <fuzzie> they're still actors
[14:46:23] <lynxlynxlynx> but no, i tried anyway, no effect
[14:46:59] <fuzzie> anything in console?
[14:48:07] <lynxlynxlynx> last thing was chevil06 getting killed, nothing interesting since
[14:48:14] <fuzzie> ok, so no action issues
[14:48:30] <lynxlynxlynx> (only runtopoint, but that's only good in pst)
[14:48:55] <lynxlynxlynx> and it was triggered by me
[14:49:15] <fuzzie> yes, just repeated "action cancelled by death" will stop the actual death from happening :)
[14:52:00] <lynxlynxlynx> all i got was a few Stance overridden by death
[14:54:24] <lynxlynxlynx> bah, the cowards
[14:54:51] <lynxlynxlynx> Avenger: while commenting out should work, I don't think it is the correct solution
[14:55:19] <lynxlynxlynx> eg. if you charmed a neutral and made him do unspeakables, he'd be still neutral after the expiry
[15:35:12] <lynxlynxlynx> no better luck with a four member party
[16:00:44] <lynxlynxlynx> i'll just commit this /charming/ thing
[16:02:10] <CIA-18> gemrb: 03lynxlupodian * r6523 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: charm: don't make party members permanently hostile
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[16:14:41] <CIA-18> gemrb: 03zefklop * r6524 10/gemrb/trunk/gemrb/plugins/Core/Projectile.cpp: Fix build.
[16:17:22] <fuzzie> hi, zefklop
[16:17:30] <zefklop> hi fuzzie
[16:17:39] <zefklop> hi everybody
[16:18:04] <fuzzie> hm, r6524 is full of whitespace changes again :)
[16:18:06] <lynxlynxlynx> oj
[16:18:26] <zefklop> will try to have eclipse to not commit them :/
[16:23:29] <lynxlynxlynx> fuzzie: i'll change the users of STR_DOOR_CANTPICK to STR_LOCKPICK_FAILED and then substitute it with some other string in the table (so there's no need for renumbering); ok with you?
[16:26:36] <fuzzie> sure, if you match the original game behaviour
[16:27:13] <fuzzie> it's certainly broken now :/
[16:28:13] <lynxlynxlynx> NOPICK is used for nonpickables, CANTPICK where we fail (but we don't do any roll yet), so that seems good to me
[16:28:55] <fuzzie> it sounds fine to me too
[16:29:25] <lynxlynxlynx> the bigger challenge is to find two strings we'll need in the core that we don't have yet
[16:30:25] <lynxlynxlynx> i know there are such strings, since i remember once seeing one
[16:32:46] <fuzzie> zefklop: do you have time now? i wonder if you might know understand the combat code
[16:33:02] <lynxlynxlynx> 4 "can't save" strings already :)
[16:33:33] <zefklop> fuzzie: I think taht some explanations would help me :)
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[16:34:06] <fuzzie> lynxlynxlynx: oh, i was meant to remind you sometime about the barbarian/half-orc thing, i don't know if i ever did
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[16:34:29] <lynxlynxlynx> right
[16:34:48] <lynxlynxlynx> some races' barbarians can assign 5 prof points iirc
[16:37:16] <fuzzie> i just checked in original game, doesn't work there
[16:37:23] <fuzzie> barbarians always capped at 2
[16:37:43] <fuzzie> well, they can put 3 in two weapon style..
[16:37:46] <lynxlynxlynx> i think we allow more races to be barbarians
[16:38:01] <lynxlynxlynx> we allow all
[16:38:13] <fuzzie> so does the original
[16:38:20] <lynxlynxlynx> ok
[16:38:57] <fuzzie> i have it open, if you'd like me to test things
[16:39:12] <lynxlynxlynx> no need, thanks
[16:39:19] <lynxlynxlynx> i'll look into it later/tommorow
[16:40:15] <fuzzie> There's no rush, I just realised that I'd forgotten about it.
[16:42:33] <fuzzie> I've been fiddling hopelessly with the scripting. Not having much success.
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[16:47:45] <pupnik> ponders
[16:56:37] <CIA-18> gemrb: 03fuzzie * r6525 10/gemrb/trunk/gemrb/plugins/Core/ (ActorBlock.cpp Map.cpp): move actor PerformAttack call into Map::UpdateScripts
[17:04:07] <Avenger> fuzzie where are you stuck?
[17:04:44] <fuzzie> Just some complicated interactions between actions and attack code and movement and etc..
[17:05:26] <Avenger> did you find where the golems bug on enable offscreen ai?
[17:05:51] <Avenger> i'll check that out, if you haven't made any progress on that
[17:08:06] <fuzzie> I didn't find it, yet.
[17:08:08] <CIA-18> gemrb: 03lynxlupodian * r6526 10/gemrb/trunk/gemrb/ (8 files in 8 dirs):
[17:08:08] <CIA-18> gemrb: subsituted the duplicate CANTPICK strings with missing bg2 "can't save" strings
[17:08:08] <CIA-18> gemrb: and made the callers use LOCKPICK_FAILED
[17:08:15] <lynxlynxlynx> bbl
[17:08:36] <Avenger> i think i found it :)
[17:08:51] <Avenger> the problem is that actors start with IF_ACTIVE unset (intentionally)
[17:09:25] <Avenger> this was to fix a bug in bg1 start, where imoen walked up to you at the beginning of the game if she wasn't inactive
[17:09:28] <fuzzie> Yes, but that would be solved once I viewed them, no?
[17:09:34] <Avenger> yes
[17:09:36] <fuzzie> And it is not.
[17:10:18] <fuzzie> The script doesn't get processed until they're on-screen, even if I already viewed and interacted with them. :/
[17:10:58] <Avenger> ok, i will check what turns their active flag off
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[17:22:12] <fuzzie> Avenger: Do you have an idea how to fix the GoNearAndRetry to cope with moving destinations? At the moment it just generates a MoveToPoint with specific coordinates.
[17:22:49] <Avenger> i don't think we have to improve that much
[17:22:49] <pupnik> use a pointer to x,y of destination?
[17:23:24] <fuzzie> It is the most annoying bug in gemrb right now, I think.
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[17:24:31] <Avenger> i thought the original engine just does attackreevaluate to cope with that
[17:24:37] <fuzzie> No.
[17:25:26] <Avenger> so you say, a single movetoobject would adjust the path if the target moved?
[17:25:31] <fuzzie> It is done every frame (the original engine does not run AI scripts every frame), and it works for everything, such as MoveToObject and Dialogue and etc.
[17:26:40] <fuzzie> And it works for things without AttackReevaluate in their scripts.
[17:27:03] <Avenger> i dont know
[17:27:18] <fuzzie> I'm not looking for an answer, just wondering if you have any ideas..
[17:27:52] <Avenger> i have an idea if that's really needed, but most of the times the engine is simpler than i thought :)
[17:28:01] <fuzzie> So far I'm thinking of using MoveToObject and pushing it back onto the actions every time.
[17:28:26] <Avenger> would you recalculate the path always? or just when the target moved
[17:28:39] <fuzzie> Oh, and we need to clear the path when adding new actions, but there is a comment about that anyway.
[17:28:55] <fuzzie> "//IE even clears the path, shall we?" and the answer is: yes.
[17:29:53] <fuzzie> Avenger: I think it's only necessary when the target moves.
[17:30:19] <fuzzie> We should be re-evaluating the MoveToPoint paths occasionally anyway, but that can be done in the movement code.
[17:30:50] <fuzzie> But I don't know what the original engine does.
[17:31:10] <fuzzie> I think we must match it very well in order to make all the scripts work.
[17:31:26] <fuzzie> Some of them make a lot of assumptions.
[17:32:12] <zefklop> yay!! I managed to make selection rectangle work for summonedcreature
[17:32:36] <Avenger> good work zefklop :) Just make sure you didn't break something else, hehe.
[17:32:45] <fuzzie> zefklop: movement still won't work though :/
[17:33:00] <fuzzie> That is not so hard to fix, but you have to be careful not to break it for parties.
[17:33:15] <zefklop> I did not test it... with only two ppl in party, this works
[17:33:26] <zefklop> anyway, single-click selection don't work
[17:34:01] <fuzzie> Oh, I already fixed movement!
[17:34:03] <fuzzie> Sorry, ignore me.
[17:34:18] <zefklop> and gamecontrol->onmouseup is, hmm, "beyond horrible" as said in comments :)
[17:34:57] <fuzzie> yes, that is my code :)
[17:36:03] <fuzzie> the problem is that GameControl::SelectActor takes a party id
[17:36:03] <zefklop> lol
[17:36:14] <zefklop> see you later, I must go
[17:36:18] <fuzzie> bye!
[17:40:32] <Avenger> interesting, the golems don't come even in the original game
[17:41:55] <Avenger> ahh i know why, the doors are locked all around :)
[17:42:35] <fuzzie> Hm, the 'LastTarget' is shared between spells and combat.
[17:42:42] <fuzzie> I wonder how we're meant to tell whether we're attacking or casting a spell!
[17:43:41] <fuzzie> My best guess is checking if SpellHeader is -1..
[17:44:10] <Avenger> in gemrb?
[17:44:14] <fuzzie> yes
[17:44:48] <Avenger> spellCount in gamecontrol is 1 if you use an item or cast a spell, i think
[17:45:21] <fuzzie> That is not very helpful for while the spell is being cast, though.
[17:46:01] <fuzzie> At the moment the combat code attacks LastTarget always, and it must not do that if the actor is casting a spell.
[17:46:22] <Avenger> spellheader
[17:46:51] <Avenger> in void Scriptable::CastSpellEnd( const ieResRef SpellResRef ) it checks if spellheader and lasttarget are both exist
[17:47:07] <fuzzie> yes, I said a bit above, SpellHeader is my best guess.
[17:47:15] <fuzzie> I would have to tidy up the code a bit, but it seems that it would work.
[17:47:19] <Avenger> you also attack people you cast healing on?
[17:47:23] <fuzzie> yes :)
[17:47:31] <fuzzie> it is annoying, i kill my party by accident!
[17:48:07] <Avenger> maybe chck if lasttarget is the same as lastattacker :)
[17:49:03] <fuzzie> That doesn't fix the problem for combat spells. I think SpellHeader makes sense.
[17:49:14] <Avenger> or if lasttarget is set for all spells
[17:49:16] <fuzzie> Do you think the golems work in the original game?
[17:49:24] <Avenger> not sure yet
[17:49:30] <Avenger> i work on creating a savegame
[17:49:36] <fuzzie> I remember them working, but it might be fixpacked.
[17:49:49] <Avenger> i just teleported there
[17:49:53] <Avenger> left a lot of closed doors behind
[17:54:36] <Avenger> hehe, quicksave works when normal save doesn't
[17:54:39] <Avenger> in original game
[17:58:02] <Avenger> no golems , with fixpack
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[17:58:24] <Avenger> ahh they are here
[17:58:33] <Avenger> ran into them on a corridor
[17:59:09] <fuzzie> Oh, I am silly.
[18:00:14] <fuzzie> I was overcomplicating the attack thing.
[18:00:54] <Avenger> these golems seem to forget coming
[18:00:58] <Avenger> even in original
[18:01:12] <Avenger> but i remember them coming, and i know how they do that
[18:01:23] <Avenger> the offscreen ai thing
[18:01:25] <fuzzie> It seems that they should work fine .. they have the effect. :/
[18:01:32] <Avenger> mine don't!
[18:01:39] <fuzzie> Oh, that is strange.
[18:01:50] <Avenger> fixpack screws them?
[18:01:56] <fuzzie> I will check again..
[18:04:06] <Avenger> ok, i see they got a ring 'aifast'
[18:06:00] <Avenger> they come after a reload!
[18:06:02] <Avenger> hm
[18:07:04] <Avenger> maybe too long path
[18:14:05] <fuzzie> hm
[18:14:18] <fuzzie> ok, so the original actors don't have an effect, nor a ring
[18:14:40] <fuzzie> they simply have a script that does ChangeAnimation() to another actor?
[18:17:35] <Avenger> hmm the golem has the aifast item, but it isn't equipped
[18:17:36] <fuzzie> but I don't see why that script would get run while they are offscreen.
[18:17:52] <Avenger> yes, changeanimation
[18:18:02] <Avenger> me neither :)
[18:18:21] <Avenger> but, i have a save after they already move
[18:18:29] <Avenger> after changeanim, etc
[18:18:46] <Avenger> they are about the otyugh room
[18:18:54] <Avenger> and it has the aifast ring
[18:18:57] <Avenger> but no effect !
[18:19:00] <fuzzie> yes, but that is after the ChangeAnimation
[18:19:05] <Avenger> yes
[18:19:14] <fuzzie> so the original script ran somehow
[18:19:19] <Avenger> i just say, there are about 2-3 separate bugs
[18:19:30] <fuzzie> darn :)
[18:19:31] <Avenger> and even the original game is buggy a bit :)
[18:19:46] <fuzzie> well, it is not important
[18:19:49] <Avenger> they stop moving but after a reload they restart moving
[18:20:04] <fuzzie> The only annoying bugs I found were the MoveToObject type bugs, and the trap bugs.
[18:20:20] <fuzzie> It's not an annoying bug if the golems don't work, just a normal bug :)
[18:20:29] <Avenger> ahh, and another weirdness: i reload the game, and there is a trap marked!
[18:20:35] <Avenger> without even detecting
[18:20:42] <Avenger> it was detected earlier
[18:21:02] <Avenger> but then the highlight vanished, and i saved after that
[18:21:14] <fuzzie> I think marked traps are just 'eye-candy'.
[18:21:30] <fuzzie> Either you have detected them, or you have not. The red highlight appears for a while after, but is just a timed highlight.
[18:21:44] <Avenger> apparently in gemrb it is permanent
[18:21:52] <fuzzie> Yes, that is under 'trap bugs' :)
[18:22:11] <fuzzie> The traps get highlighted in a few cases where they shouldn't be.
[18:23:20] <fuzzie> I want to fix that, but I need to find a fix for the pathfinding problems first, I think.
[18:23:52] <Avenger> ok
[18:24:02] <Avenger> i'm away a bit, i'm hungry
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[18:29:27] <zefklop> so, I'm back :)
[18:31:39] <fuzzie> I looked at the OnMouseUp code and found bugs, but maybe you're fixing them so I'm not touching :)
[18:32:42] <zefklop> I did not touch anything right now.
[18:33:07] <zefklop> I'm trying to get how the clicked actor is selected, and i did not find out...
[18:33:13] <fuzzie> it is GameControl.cpp:1832
[18:33:22] <fuzzie> but it only works for party members because it uses actor->InParty!
[18:34:08] <zefklop> ok, I'll use the same trick as for rectangle selections :)
[18:34:16] <fuzzie> i would change it to use 'Actor *whom', passing NULL instead of -1 for 'select everyone'
[18:34:27] <fuzzie> but i didn't look very hard
[18:34:47] <fuzzie> It looks like rectangle selections should work already, really.
[18:34:52] <fuzzie> It works for familiars, who are not InParty.
[18:36:44] <fuzzie> You have to be careful not to interfere with selected directly, I think.
[18:36:52] <zefklop> so, the test should be selectActor(Ector->GetStat(IE_EA)==IE_GOOODCUTOFF) ?
[18:37:23] <fuzzie> no, you have to check IE_EA <= IE_GOODCUTOFF
[18:37:33] <zefklop> ok :)
[18:37:48] <fuzzie> but this is already handled
[18:38:09] <fuzzie> look at GameControl.cpp:1808 - type is only ACT_NONE if it is a good/party actor
[18:40:14] <zefklop> line 1731
[18:40:28] <zefklop> actor=game.selected[0] seems weird
[18:40:48] <zefklop> forget it
[18:40:50] <fuzzie> that code only happens when the selected.size()==1 :)
[18:40:58] <zefklop> it is in case that actor==NULL
[18:41:06] <fuzzie> yes
[18:41:21] <fuzzie> that line 1832 is definitely executed when i click on a summon
[18:41:52] <fuzzie> it just doesn't work because the code should not be passing InParty values around :)
[18:43:20] <zefklop> and rectangle selection does not work with current trunk for summoned reatures
[18:43:33] <fuzzie> that one i don't understand
[18:44:26] <fuzzie> oh, that 'true' is stupid :)
[18:45:01] <zefklop> http://pastebin.com/d2de3bf7a
[18:45:11] <zefklop> no, it won't work
[18:45:19] <fuzzie> i don't think that is right
[18:45:23] <zefklop> if there is no true
[18:45:33] <fuzzie> changing GetActorInRect is good
[18:45:35] <zefklop> but the IE_GOODCUTOFF trick is better :)
[18:45:52] <fuzzie> but you should check IE_EA <= EA_CHARMED.
[18:45:57] <zefklop> that would also work for charmed nes
[18:46:17] <zefklop> isn't EA_CHRMED <= EA_GOODCUTOFF ?
[18:46:23] <fuzzie> yes
[18:46:32] <zefklop> so go ahead
[18:46:32] <fuzzie> but you don't want to select all good creatures.
[18:46:50] <fuzzie> that SelectActor() change is also not going to work, but i guess you know that
[18:46:51] <zefklop> why not?
[18:47:11] <zefklop> rectangle => I select anyone in my party
[18:47:17] <fuzzie> there are EA_CHARMED < IE_EA <= EA_GOODCUTOFF creatures who are not in your party
[18:47:30] <zefklop> meh
[18:48:53] <zefklop> s*** I can't get eclipse to ignore white spaces!
[18:50:18] <Avenger> lol
[18:50:26] <Avenger> the golems 'resist' the aifast effect
[18:50:51] <Avenger> looks like if the resistance field is 2, it doesn't meant to be resisted
[18:52:01] <Avenger> dltcep says 2 = not dispellable, bypass resistance, but gemrb says otherwise
[18:53:33] <fuzzie> zefklop: I can't work out how to make it stop messing with the whitespace, either.
[18:54:36] <zefklop> there is a "ignore white spaces" otption under compare/patch options tab, no change...
[18:54:42] <fuzzie> zefklop: nothing under 'General -> Compare/Patch'?
[18:54:53] <zefklop> don't work
[18:55:19] <zefklop> as if subclipse was using its own utility, and does not let me configure it
[18:55:45] <zefklop> I'll go file a bug, this is not nice!
[18:59:20] <zefklop> asking the maling list would avoid me to open an account :/
[19:02:46] <fuzzie> i am trying to fix this stupid attack code
[19:03:02] <fuzzie> the attack code just assumes that the 'default state' is attacking, that is very annoying.
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[19:06:12] <fuzzie> and roundTime should only be zeroed when CombatCounter is 0, but we abuse CombatCounter as some kind of count of fighting actors! :(
[19:09:06] <fuzzie> CombatCounter is a *countdown*, in AI rounds, of how long since a possibly combat-related action happened. Talking, spells, everything counts.
[19:09:55] <fuzzie> So, meh.
[19:16:08] <Avenger> how do you know that?
[19:16:17] <Avenger> i thought combatcounter is nonzero if there is any combat
[19:16:41] <fuzzie> yes
[19:16:53] <fuzzie> it is set to 100 or so when anythign combat-related happens, and counts down
[19:17:29] <fuzzie> it gets set again whenever any attacking/spells/dialog happen, so when it is 0, no combat happened recently.
[19:17:43] <Avenger> i see
[19:18:07] <fuzzie> and rounds should not 'reset' until the combatcounter is 0, as far as i can tell
[19:18:09] <Avenger> how did you find that out
[19:18:21] <fuzzie> you can check it by using CombatCounterLT etc, in the original game
[19:18:41] <Avenger> so you tested that? i never seen that documented
[19:18:43] <fuzzie> i didn't check the rounds thing, maybe there is another mechanism for that
[19:18:49] <fuzzie> it is documented in IESDP, but as '150'
[19:18:53] <fuzzie> and i never saw it higher than 100
[19:19:03] <Avenger> maybe it is 150 in bg1
[19:20:13] <fuzzie> 150 is 10 seconds and 90 is 6 seconds, so they would be my guesses at likely values
[19:20:17] <fuzzie> i'll have to look at bg1
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[19:27:34] <zefklop> fuzzie: it seems that it is the text editor which changes white spaces
[19:27:56] <fuzzie> huh, I tried it and default Eclipse doesn't seem to change them
[19:28:33] <zefklop> I think it switches line-return (shift+enter) and "what is it called in english?" (enter)
[19:32:33] <CIA-18> gemrb: 03fuzzie * r6527 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: PerformAttack shouldn't run if !roundTime, and set roundTime to zero (bad hack) if target died
[19:36:49] <fuzzie> zefklop: well, if you cannot fix it, i guess there is nothing you can do about the whitespace
[19:37:36] <zefklop> apart from sending patches and patches to get eclipse editor happy...
[19:37:44] <zefklop> that is not nice!
[19:43:52] <fuzzie> ok, I just changed http://fuzzie.org/nfs/gemrb/dungeon.html to have the difficult things that I don't know how to fix in bold :)
[19:44:05] <fuzzie> I give up on them for today.
[19:45:17] <fuzzie> Avenger: are you fixing the not dispellable thing? it seems it would fix other bugs also
[19:45:31] <Avenger> i did fix it here
[19:45:37] <zefklop> fuzzie
[19:45:43] <Avenger> ok, i'll upload
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[19:46:15] <zefklop> EA_CHARmED is set only set for creatures chramed only by PC
[19:46:31] <zefklop> else it is set to EA_ENEMY
[19:46:41] <fuzzie> yes, so you should check <= EA_CHARMED, that is correct?
[19:47:14] <zefklop> EA_GOODCUTOFF should be right, no?
[19:47:23] <fuzzie> then you catch other characters
[19:47:25] <fuzzie> did you check those?
[19:47:50] <zefklop> right
[19:48:03] <zefklop> there are goodbutblue and goodbutred :/
[19:48:04] <fuzzie> i don't think that selecting >EA_CHARMED characters is correct, but i didn't check
[19:48:17] <zefklop> you're right :)
[19:49:33] <fuzzie> our EA_ defines are not complete anyway
[19:49:53] <fuzzie> there is EA_ENEMY_OF_EVIL at 20 for example
[19:50:36] <fuzzie> and it would be no surprise if the original games used more which aren't in EA.IDS :/
[19:51:19] <zefklop> true... this jump from 6 to 20 is weird
[19:52:13] <fuzzie> maybe put a comment that the cutoff might be higher but EA_CHARMED is the highest you know about?
[19:53:26] <zefklop> yes
[19:55:19] <fuzzie> do you want me to fix the single-character selection code?
[19:55:33] <zefklop> no, that is done :)
[19:55:47] <zefklop> but guiscripts don't like that...
[19:56:06] <zefklop> I'll have to tweak them too
[19:56:07] <fuzzie> we can fix those later
[19:56:12] <zefklop> yes
[19:56:15] <zefklop> commiting
[19:58:11] <CIA-18> gemrb: 03zefklop * r6528 10/gemrb/trunk/gemrb/plugins/Core/ (GameControl.cpp Map.cpp): Allow selection of charmed/summoned creature.
[19:58:43] <fuzzie> neat :)
[19:59:20] <zefklop> GetActorINrect is only used with onlyparty=true there
[19:59:24] <zefklop> so it is safe
[19:59:41] <fuzzie> yes, i think your changes are fine
[20:00:03] <fuzzie> it fixes familiars too
[20:01:26] <zefklop> I think it is the biggest hack I've ever made...
[20:01:42] <zefklop> GuiScript won't like it at all
[20:01:59] <zefklop> as all actor manipulation is done by getting their party index
[20:02:05] <fuzzie> guiscript seems okay with it
[20:02:25] <fuzzie> i mean, it doesn't give you an action bar :) but it doesn't cause errors
[20:02:34] <zefklop> what if you summon a creature with a spellbook?
[20:02:40] <fuzzie> maybe the 'real' fix is to include summons in the party
[20:02:46] <fuzzie> but i don't know at all
[20:03:43] <zefklop> yeah, complex summoned creature, like devas, won't work with this point of view
[20:03:59] <fuzzie> but this is a good start :)
[20:17:38] <zefklop> I think I could add a guiscript function
[20:17:48] <zefklop> something like GetSelectedClass
[20:18:32] <zefklop> all index related function would then be useless :/
[20:18:57] <fuzzie> yes, it is probably something that would require a lot of work
[20:19:14] <zefklop> a python class actor would be useful
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[20:19:38] <fuzzie> mattinm was working on that, but he seems to have disappeared
[20:20:12] <zefklop> All right
[20:20:25] <zefklop> anyway, I don't have much time right now
[20:20:42] <Edheldil> hi
[20:20:46] <fuzzie> hi, Edheldil
[20:20:59] <Edheldil> working on what? installers?
[20:21:26] <fuzzie> Edheldil: an Actor class in python which isn't restricted to party actors
[20:21:44] <Edheldil> ah
[20:22:36] <zefklop> That would help handling summoned/charmed creatures
[20:24:08] <zefklop> That might not be necessary though
[20:24:14] <fuzzie> but it might be more sensible to just put summons/charms InParty
[20:24:23] <fuzzie> either way you have to change quite a bit of code
[20:24:49] <zefklop> yes
[20:25:03] <fuzzie> but i see things in the core which use InParty that should work for summons/etc
[20:25:06] <zefklop> but adding them to the party seems the most straightforward method
[20:25:25] <zefklop> and I see others that should not
[20:25:29] <fuzzie> a lot of things :/
[20:25:36] <fuzzie> so either way it'll be a huge pain
[20:25:40] <zefklop> yes
[20:27:49] <CIA-18> gemrb: 03avenger_teambg * r6529 10/gemrb/trunk/gemrb/plugins/Core/ (Effect.h EffectQueue.cpp): there is no FX_CAN_RESIST_NO_DISPEL resistance type
[20:33:34] <zefklop> bye everybody
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[20:51:54] <lynxlynxlynx> cool
[21:10:26] <fuzzie> BG1 is quite interesting to play
[21:10:36] <fuzzie> you can see the MoveToPoint recticles when you do some things
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[21:22:06] <lynxlynxlynx> for the profs thing, the kit isn't being set correctly
[21:22:18] <lynxlynxlynx> a bit wierd since the correct kit name is shown in the description
[21:23:25] <fuzzie> Hm, it doesn't show for me in GUIREc, once I made the char.
[21:23:32] <fuzzie> I just have a 'Fighter'.
[21:24:25] <lynxlynxlynx> yes, it creates a fighter
[21:24:41] <lynxlynxlynx> the description is ok since it redoes the lookup the old way
[21:31:06] <lynxlynxlynx> i think i know where the issue starts
[21:31:25] <lynxlynxlynx> it was 2003
[21:35:01] <lynxlynxlynx> yep
[21:37:30] <lynxlynxlynx> barbarians, the everhaunting threat
[21:37:31] <CIA-18> gemrb: 03lynxlupodian * r6530 10/gemrb/trunk/gemrb/override/bg2/ (k_bn_g.2da k_bn_he.2da k_bn_hl.2da k_bn_ho.2da): bg2: added missing barbarian race table "overrides" (originally hardcoded)
[21:37:57] <fuzzie> heh :)
[21:39:10] <lynxlynxlynx> the first were added in r1212 :)
[21:42:27] <fuzzie> it looks like 'true' enemies in bg1 don't have hp shown in actor tooltips, hm
[21:43:01] <lynxlynxlynx> true enemies?
[21:43:37] <fuzzie> ones that aren't just the rats i was testing with :)
[21:43:52] <fuzzie> i'll look at it tomorrow
[21:45:15] <lynxlynxlynx> in gemrb or the original?
[21:46:10] <fuzzie> the original, which i am playing through in a fit of madness :)
[21:47:28] <lynxlynxlynx> wierd
[21:49:33] <fuzzie> and I just equipped an unidentified Ring of Protection +1 in original bg1 and it reduced my AC, heh.
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[23:13:55] <fuzzie> ok, the bg1 script compiler documentation explains how the movement actions work
[23:14:59] <fuzzie> movement will continue as long as the next action is NoAction or the target of the next action is the same as the target of the movement (and requires movement)
[23:15:51] <fuzzie> but actions continue to be evaluated.
[23:18:10] <fuzzie> the readme also notes that modal actions should be turned off when actions occur
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[23:30:50] <fuzzie> I only checked the bg2 manual before and it is considerably less informative.
[23:32:05] <CIA-18> gemrb: 03avenger_teambg * r6531 10/gemrb/trunk/gemrb/override/bg2/gemprjtl.ids: dimension door projectile
[23:32:47] <CIA-18> gemrb: 03avenger_teambg * r6532 10/gemrb/trunk/gemrb/plugins/Core/ (Projectile.cpp Projectile.h): implemented new projectile flags: draw in background, pop in/hold/pop out animation sequence
[23:33:39] <fuzzie> Avenger is up late. Maybe forgot a .pro file, too?
[23:33:54] <CIA-18> gemrb: 03avenger_teambg * r6533 10/gemrb/trunk/gemrb/override/bg2/spdimdr.pro: dimension door projectile datafile
[23:34:05] <fuzzie> ah :)
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