#gemrb@irc.freenode.net logs for 19 Sep 2010 (GMT)

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[01:13:53] <-- raevol has left IRC (Quit: Leaving.)
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[04:04:30] <Gekz> morning chaps
[04:18:05] <Gekz> so I'd like to write a patch to implement the feature in the engine where you double click on a spot and the screen centres there
[04:18:13] <Gekz> I am preparing to test GemRB on a tablet system :P
[04:41:10] <Gekz> where is the code that controls movement L/
[04:53:30] <Gekz> :/ can't find anything related to clicking in the viewport
[04:53:30] <Gekz> :<
[05:02:39] <Gekz> aha
[05:02:42] <Gekz> GameControl.cpp
[05:55:45] <Gekz> cannot find -ldl wtf
[07:04:15] --> Avenger has joined #GemRb
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[07:04:22] <Avenger> hi
[07:04:56] <Avenger> gekz when do you want to use that feature? while viewing area map or while in the main game screen?
[07:05:05] <Gekz> I already worked out what to change
[07:05:07] <Gekz> and am testing it
[07:05:15] <Gekz> main game screen
[07:05:21] <Gekz> it seems to be in GameControl.cpp as i said
[07:06:04] <Avenger> you know you can already permanently center on the active actor?
[07:06:46] <Gekz> that's not exactly what I want
[07:06:54] <Gekz> I'm reimplementing the double click to center on where you click feature
[07:07:16] <Avenger> was that in the original? i never seen that
[07:07:35] <Gekz> yep
[07:07:36] <Gekz> it is
[07:07:47] <Gekz> I found that out _today_ when looking for a way to make it scroll on a touchscreen
[07:13:12] <spike411> lynxlynxlynx: http://img6.imageshack.us/img6/6530/gemrb062iwd2bow.png is it related to ‘any twohanded will fail‘? I lost the second weapons slot when I picked up the shortbow which in it.
[07:13:36] <spike411> *which was in it
[07:23:36] <Gekz> Avenger: ok, code is added :)
[07:23:44] <Gekz> I'll post patch now, it works pretty damn flawlessly
[07:23:52] <Avenger> ok
[07:24:04] <Gekz> actually, might try one more thing
[07:25:21] <Gekz> just checking to make sure it's the best way to do it
[07:25:24] <Gekz> it only adds 5 lines
[07:25:30] <Gekz> but I'm seeing if a break; will make a difference
[07:26:40] <Gekz> break makes absolutely no difference, lolk
[07:27:58] <Gekz> Avenger: one issue I'm finding with it is that when you double click, it still takes the single click function into account, so it still moves/talks etc
[07:28:03] <Gekz> not sure if that's a bug or a feature really.
[07:28:25] <Avenger> i guess the original won't do that
[07:28:34] <Gekz> yep
[07:28:40] <Gekz> I just dont know what to do to stop that
[07:28:50] <Avenger> yeah, that is pretty much impossible
[07:28:53] <Gekz> I doubt it would be hard, it's _where_ that's the issue for me
[07:29:02] <Gekz> it's not impossible
[07:29:16] <Gekz> if(!DoubleClick)
[07:29:31] <Avenger> you can do two things: 1. stop the moving when you find out there was a doubleclick.
[07:29:57] <Avenger> 2. change the keyboard input handler to not pass the keyboard events until the doubleclick timer is over
[07:29:58] <Gekz> pc->ClearPath(); pc->ClearActions();
[07:30:13] <Gekz> we don't want that.
[07:30:21] <Gekz> because it might be paused and you're just moving the screen around
[07:30:41] <Gekz> the latter would be best.
[07:31:21] <Avenger> well, if you can do it, it is not impossible :)
[07:32:29] <Gekz> Avenger: http://dl.dropbox.com/u/7611623/gemrb-double-click-to-pan-screen.patch
[07:32:43] <Gekz> the code finds the centre of the viewport
[07:32:51] <Gekz> and increments or decrements where you are based on that
[07:33:18] <Gekz> methinks some kind of overflow check is warranted
[07:37:20] --> lynxlynxlynx has joined #GemRb
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[07:39:40] <Gekz> ok
[07:41:19] <Gekz> http://dl.dropbox.com/u/7611623/gemrb-double-click-to-pan-screen-v2.patch
[07:41:21] <Gekz> there we go
[07:42:01] <lynxlynxlynx> pst uses doubleclick for running instead of walking
[07:42:46] <lynxlynxlynx> did it also center?
[07:42:56] <Gekz> it centered :)
[07:43:11] <Gekz> I am aware of the PST thing
[07:43:15] <Gekz> which is why it should check for PST
[07:43:38] <lynxlynxlynx> nah, that'd be ugly
[07:43:47] <Gekz> that'd be right though.
[07:43:50] <lynxlynxlynx> it's just a warning
[07:44:02] <lynxlynxlynx> a better approach would be to add a game flag
[07:44:13] <Gekz> that's what I meant by check for PST lynxlynxlynx
[07:44:13] <Gekz> lol
[07:44:19] <Gekz> I didn't mean use a function to check each time
[07:44:35] <lynxlynxlynx> that's how it is done :P
[07:44:48] <Avenger> huh that patch does a lot of stuff... with the bink player?
[07:44:50] <lynxlynxlynx> check for pst == check for the game
[07:45:12] <lynxlynxlynx> but all the games could support running
[07:45:19] <Gekz> Avenger: that's just a bug with windows line endings
[07:45:24] <Gekz> the patch is the beginning 3 parts
[07:45:30] <Avenger> checking for "pst" stuff shouldn't be in the game
[07:46:04] <Gekz> then why is a PST-specific function in the core
[07:46:33] <Avenger> any other file got cr/lf endings?
[07:46:41] <Gekz> no idea.
[07:46:51] <Gekz> I didnt even notice that until you pointed it out
[07:47:26] <Avenger> well, somehow you converted it back :)
[07:47:38] <CIA-93> GemRB: 03avenger_teambg * r32b0f37e2c78 10gemrb/gemrb/plugins/BIKPlayer/GetBitContext.cpp: removed dos line endings
[07:47:41] <Gekz> haha
[07:47:48] <Gekz> I guess I accidentally opened the files in vim on windows
[07:48:00] <Avenger> what do you mean pst specific sutff in the core?
[07:48:07] <Gekz> the doubleclick to run
[07:48:10] <Gekz> that'
[07:48:11] <Avenger> we tried to remove most
[07:48:13] <Gekz> is in GameControl
[07:48:33] <Avenger> yeah Actor.cpp has } else if (stricmp( core->GameType, "pst" ) == 0) { too
[07:48:48] <Avenger> well, those should be eliminated slowly :)
[07:48:57] <Gekz> right now it makes uglies in the output :P
[07:51:38] <Avenger> especially because we already have this GF_ONSCREEN_TEXT
[07:51:56] <Gekz> Avenger: where is DoubleClick reset to false?
[07:52:08] <Gekz> it doesn't seem to happen
[07:52:22] <Avenger> don't know right now
[07:52:33] <Gekz> it does happen though
[07:53:08] <Gekz> humbug
[07:53:10] <Gekz> that patch has an issue
[07:53:23] <Avenger> evntmgr->SetDCDelay sets the double click delay
[07:53:29] <Avenger> so it should be in the eventmanager
[07:54:19] <Gekz> yep
[07:54:26] <Gekz> but there's a logic error here somewhere
[07:56:52] <Gekz> yep fixed it
[07:56:59] <Gekz> without error correction, the patch works perfectly
[07:57:00] <Gekz> lol
[07:57:11] <Gekz> the event mgr must take into account attempts to leave the viewport
[07:57:21] <Gekz> http://dl.dropbox.com/u/7611623/gemrb-double-click-to-pan-screen.patch <-- works.
[07:58:05] <CIA-93> GemRB: 03avenger_teambg * r0bff89c4c2a5 10gemrb/gemrb/core/Scriptable/Actor.cpp: use the existing game feature bit
[07:58:39] <Avenger> that seems to be exactly like the previous?
[07:58:53] <Gekz> that was the previous one.
[07:58:57] <Gekz> that's what I said
[07:59:02] <Gekz> I overthought it in the new one lol
[08:02:17] <Gekz> erm
[08:02:25] <Gekz> what is this ButtonOnDoublePress stuff in Button.cpp
[08:02:58] <Avenger> ok, i'll test this
[08:03:28] <Avenger> that is to provide python callbacks for doubleclicking buttons, like in splitting items
[08:03:37] <Gekz> oh ok
[08:04:14] <Avenger> i never seen this center screen on double click
[08:04:30] <Avenger> it is in all games? from bg1 to iwd2?
[08:06:09] <Avenger> actually, it is very good, with the moving of viewport too :)
[08:06:38] <Avenger> i guess handheld users will like it,
[08:07:10] <Gekz> yes
[08:07:13] <Gekz> this is why I'm doing it
[08:07:20] <Gekz> I'm planning to test playing it on a touchbook :)
[08:07:33] <Gekz> no buttons
[08:07:35] <Gekz> stylus only
[08:11:23] <lynxlynxlynx> does it support different pressures?
[08:13:57] <Gekz> afaik, no
[08:13:58] <Gekz> why
[08:14:33] <lynxlynxlynx> how do you plan to handle rightclick?
[08:16:42] <Gekz> what is right click needed for
[08:17:30] <CIA-93> GemRB: 03avenger_teambg * ra72f16ff3a82 10gemrb/gemrb/core/GUI/ (GameControl.cpp GameControl.h): don't spam the console with errors on doubleclick
[08:17:36] <Gekz> lol yay
[08:18:16] <Avenger> actually this doubleclick is not perfect
[08:18:32] <Gekz> oh?
[08:18:46] <Avenger> memorize where you doubleclicked
[08:19:00] <Avenger> it will become the center of screen, ok.
[08:19:05] <Avenger> But... where you walk?
[08:19:24] <Gekz> what do you mean
[08:19:29] <Avenger> you walk to the screen point where you originally clicked, not the area point where you originally clicked
[08:19:36] <lynxlynxlynx> Gekz: everywhere
[08:19:46] <lynxlynxlynx> inspecting, extra actions
[08:19:58] <Gekz> oh right
[08:20:02] <Avenger> lynx: you will need two styluses :P
[08:20:08] <Gekz> lynxlynxlynx: perhaps a mousedown timer
[08:20:17] <Gekz> hold down for one second = click
[08:20:24] <Gekz> make it a "tablet enhancement"
[08:21:22] <Avenger> gekz, do you see what i mean?
[08:21:33] <Gekz> Avenger: I have no idea what you mean
[08:21:42] <Gekz> oh wait.
[08:21:44] <Gekz> let me try
[08:21:49] <lynxlynxlynx> or triple click
[08:21:59] <Gekz> triple click exists?
[08:22:34] <Gekz> Avenger: it moves to the area point for m
[08:22:51] <Gekz> let me see what code I'm using..
[08:23:15] <Gekz> . case GEM_MB_ACTION|GEM_MB_DOUBLECLICK:
[08:23:15] <Gekz> DoubleClick = true;
[08:23:15] <Gekz> Viewport.x += tx;
[08:23:15] <Gekz> Viewport.y += ty;
[08:23:15] <Gekz> core->timer->SetMoveViewPort( Viewport.x, Viewport.y, 0, false );
[08:23:17] <Gekz> core->GetVideoDriver()->MoveViewportTo( Viewport.x, Viewport.y );
[08:23:17] <Avenger> you need to move the new functions to the end of the case construct
[08:23:19] <Gekz> that
[08:23:33] <Avenger> after the movement calculation
[08:24:03] <Avenger> oh shit, even that isn't enough :(
[08:24:14] <Gekz> Avenger: what you're explaining isnt happening to me
[08:24:50] <Gekz> haha, if I move that to be second, everywhere i click centerd
[08:28:17] <Avenger> of course use if (DoubleClick) ...
[08:28:30] <Avenger> but that isn't enough
[08:28:40] <Avenger> the movement is created only in MouseUp
[08:29:31] <Avenger> if you use a tablet, maybe your mousedown/up events happen very fast, before the viewport moves :)
[08:30:06] <Gekz> ?
[08:30:23] <Gekz> why do click events occur before double click is checked?
[08:33:01] <Avenger> because events are processed right when they happen
[08:33:47] <Avenger> a doubleclick is two clicks happening fast enough to be considered one event
[08:33:58] <Gekz> evidently not
[08:34:07] <Gekz> a doubleclick is being picked up as a single click followed by a double click event
[08:34:10] <Gekz> I'd call that a bug
[08:34:11] <Avenger> we cannot 'revoke' an event
[08:34:32] <Avenger> ?
[08:34:45] <Gekz> if you double click, the PC moves, and then the screen does
[08:34:50] <Gekz> the first event should not occur if what you said is true
[08:35:08] <Avenger> i said: we cannot 'revoke' an event
[08:35:23] <Gekz> I understand that, but the event shuoldnt occur in the first place
[08:39:11] <Avenger> that's the same when i said: 2. change the keyboard input handler to not pass the keyboard events until the doubleclick timer is over
[08:39:26] <Avenger> it is mouse input handler, but well :)
[08:39:53] <Avenger> anyway, i don't think we need that
[08:42:13] <Gekz> let's see if that nasty hack works.
[08:42:19] <Avenger> it is possible to hack the higher level code without messing with the event handler :)
[08:42:20] <Gekz> NASTY HACK INDEED
[08:42:30] <Gekz> I want to break the lowest level code.
[08:43:51] <Avenger> before gutting the code, check this patch
[08:43:51] <CIA-93> GemRB: 03avenger_teambg * rbe584cfea082 10gemrb/gemrb/core/GUI/ (GameControl.cpp GameControl.h): fix run to point
[08:47:04] <spike411> Meh, I cannot advance in IWD2… I cannot open the warehouse door. a) Skill bar is broken so I cannot pick the lock b) somehow attacking the door doesn't do anything.
[08:48:01] <Avenger> the skill bar break is terrible, yeah
[08:48:32] <Avenger> but it is so messed up, it needs fuzzie :)
[08:48:32] <fuzzie> what happened to it? it was working well
[08:48:42] <Avenger> ah, heh, hi
[08:48:55] <spike411> Well I might try starting a new game, this one was saved.
[08:49:38] <Avenger> fuzzie: i think the iwd2 action bar conversion to gemrb borked
[08:49:40] <lynxlynxlynx> spike411: don't bother
[08:49:57] <lynxlynxlynx> iwd2 is far away
[08:50:17] <lynxlynxlynx> even pst is probably more playable
[08:50:33] <Avenger> yeah, unless you use those weird spells
[08:50:40] <Avenger> pst spells: doomed
[08:50:48] <spike411> Final Fantasy-esque spells? :)
[08:51:10] <Avenger> no, spaghetti a la BlackIsle
[08:51:39] <Avenger> they mixed up projectiles and effects
[08:51:43] <Avenger> totally
[08:52:12] <Avenger> most of the spell opcodes just hold visual effects, while the projectile type contains most of the spell code
[08:52:18] <Avenger> totally switched the functionality
[08:53:28] <Avenger> even iwd/iwd2 has some of this, but iwd2 has evidence of someone trying to clean it up
[08:53:46] <Avenger> maybe they actually hired some programmer ;)
[08:54:03] <spike411> Haha
[08:54:13] <spike411> Instead of writer.
[08:54:36] <Avenger> well, yes, pst is a better game, iwd2 is a better engine
[08:59:39] <Gekz> I return from dinner
[09:00:59] <lynxlynxlynx> welcome back, o fed one
[09:01:25] <Gekz> aha!
[09:01:29] <Gekz> this code works a bit
[09:06:33] <Avenger> heh on slashdot, linux got a leak: http://linux.slashdot.org/article.pl?sid=10/09/18/2325240
[09:06:45] <Gekz> yeah I saw
[09:06:46] <Gekz> I got lulz
[09:06:54] <Gekz> I should set up my dual core for building this shit.
[09:07:24] <Gekz> oh right, my vpro has no wifi
[09:14:36] <spike411> Ha ha those spells really do like something from Finaly Fantasy http://www.youtube.com/watch?v=OKZZEPoVb4c
[09:14:41] <spike411> *Final
[09:14:49] * spike411 had to remind himself
[09:21:31] <Avenger> that spell is best experienced in the modron cube, where the environment is the same
[09:22:07] <Avenger> my favourite is the skull mob :)
[09:24:33] <CIA-93> GemRB: 03lynxlupodian * r0b523143f6b8 10gemrb/gemrb/GUIScripts/ (InventoryCommon.py pst/GUIINV.py): pst: make some more use of InventoryCommon
[09:24:43] <CIA-93> GemRB: 03lynxlupodian * re85944a3cd97 10gemrb/gemrb/GUIScripts/InventoryCommon.py: InventoryCommon: cleaned up DisplayItem by predetermining the strrefs
[09:24:55] <Gekz> Avenger: // FIXME: ugly hack! What is the actual viewport size?
[09:24:56] <Gekz> ViewWidth = (short) (core->Width * MAP_DIV / MAP_MULT);
[09:24:56] <Gekz> ViewHeight = (short) (core->Height * MAP_DIV / MAP_MULT);
[09:25:07] <Gekz> cant you use a Region for that
[09:25:14] <Gekz> and use .h and .w
[09:25:27] <Avenger> where is that
[09:25:36] <Gekz> MapControl.cpp
[09:27:02] <fuzzie> would using a Region help?
[09:27:28] <Avenger> i don't know how :) the problem is not with the field types, but their actual value
[09:27:58] <Gekz> Region Viewport = core->GetVideoDriver()->GetViewport();
[09:28:11] <Gekz> Viewport.h, Viewport.w
[09:28:23] <Gekz> if you set it to 640x480 in the config, it outputs just that
[09:28:54] <Avenger> well, you could try that,
[09:31:56] <Avenger> i just don't think it will work
[09:32:35] <Avenger> this code is in Realize(), which is called before we actually set Viewport in video :)
[09:33:39] <Gekz> lolk
[09:34:08] <lynxlynxlynx> Avenger: will you test the bg1 inventory if i kill most of it? :)
[09:34:17] <Avenger> sure
[09:34:25] <Avenger> you moved more stuff to common?
[09:35:13] <lynxlynxlynx> not yet for bg1, but the rest retained only the top opening/updating functions (which are also the most diverse)
[09:36:23] <Gekz> question
[09:36:40] <Gekz> wouldn't it make more sense to just work on bg2 and incorporate a bgtutu-style solution for BG1 into GemRB?
[09:36:50] <fuzzie> but bgtutu sucks
[09:36:57] <Gekz> it does?
[09:37:00] <Gekz> how so
[09:37:01] <lynxlynxlynx> and what if you don't have bg2?
[09:37:14] <lynxlynxlynx> or what if you're a purist
[09:37:24] <fuzzie> the bg2 engine changed loads of stuff which you can't fix back there
[09:37:31] <Gekz> I can't answer the first one but I can answer the second
[09:37:37] <Gekz> if you're a purist, what are you using an engine reimplementation for
[09:37:39] <fuzzie> and if you fix all of that in gemrb, you have .. a bg1 mode, right?
[09:37:59] <fuzzie> just wondering what you think we'd gain in simplicity there
[09:38:16] <Gekz> fuzzie: it was a question without much basis.
[09:39:38] <Gekz> Avenger: which specific function in which file deals with movement
[09:39:42] <Gekz> I can't find it :/
[09:39:57] <Avenger> actor movement?
[09:40:01] <Gekz> yes
[09:40:35] <Avenger> i guess you look for the Movable class
[09:41:04] <Gekz> o.o
[09:41:43] <Gekz> ActorBlock
[09:42:06] <fuzzie> yes, that is a silly filename
[09:42:16] <fuzzie> but do you want movement itself, or pathfinding?
[09:42:33] <Gekz> I want the function that causes the little "go here" icon to appear
[09:42:46] <Gekz> DrawTargetPoint?
[09:42:50] <fuzzie> something like that
[09:42:56] <Gekz> and what calls that
[09:43:01] <Gekz> let's grep this shit and find out
[09:43:07] <fuzzie> probably easier than asking me :P
[09:43:28] <Gekz> hmm
[09:43:33] <Gekz> nothing ever calls it according to grep
[09:43:35] <Gekz> what fuck the.
[09:44:25] <fuzzie> grepping the wrong files? :)
[09:44:29] <Gekz> nope
[09:44:32] <Gekz> turns out it's called once
[09:44:33] <Gekz> from ACTOR
[09:44:34] <fuzzie> i would imagine it would be called from Actor::Draw
[09:44:36] <Gekz> wtf naming scheme.
[09:48:09] <Gekz> this code is not clear.
[09:48:54] <Gekz> I am boggled in the mind
[09:48:57] <Gekz> so very boggled.
[09:53:21] <Gekz> so when I click somewhere, I am actually calling actor->Draw() ?
[09:53:21] <fuzzie> no
[09:53:21] <fuzzie> when you click somewhere, it does pathfinding and updates the target
[09:53:21] <Gekz> ok, so what is the first function run on click
[09:53:21] <fuzzie> but the target point is not *drawn* until draw time, at which point the owning actor draws it.
[09:53:21] <fuzzie> you are looking for GUI/GameControl.cpp
[09:53:21] <Gekz> so I was in the right place at the beginning lol
[09:53:21] <fuzzie> which is responsible for the game view
[09:53:21] <Gekz> OnMouseDown and OnMouseUp don't do what I expect thuogh
[09:53:21] <Gekz> hmm
[09:53:21] <fuzzie> what do you expect?
[09:53:21] <Gekz> depends what you think I've done xD
[09:53:21] <fuzzie> OnMouseUp has the code, it seems
[09:54:13] <Gekz> um wtf
[09:54:24] <Gekz> Avenger: did you add the if (DoubleClick) Center(x,y) part
[09:55:36] <Gekz> you eie
[09:55:37] <Gekz> did* lol
[09:56:48] <lynxlynxlynx> that's what he told you to look for
[09:56:58] <Gekz> I didn't see it until now
[09:57:00] <Gekz> I'm tired
[09:57:01] <Gekz> :/
[10:00:56] <Gekz> there is no current way to keep count of hold time time, right?
[10:01:22] <lynxlynxlynx> hold time?
[10:01:34] <CIA-93> GemRB: 03lynxlupodian * rcc5d32ed43ae 10gemrb/gemrb/GUIScripts/bg1/GUIINV.py: bg1: use UpdateInventorySlot for ground item slots too
[10:01:35] <lynxlynxlynx> as in hold down? no idea
[10:01:38] <CIA-93> GemRB: 03lynxlupodian * r9b83d9d95f93 10gemrb/gemrb/GUIScripts/bg1/ (GUICommonWindows.py GUIINV.py): bg1: use InventoryCommon
[10:01:38] <Gekz> MouseDown timer
[10:01:45] <Gekz> I can just check time when pressed
[10:01:48] <Gekz> and time when up'd
[10:02:58] <lynxlynxlynx> so just store it
[10:03:09] <Gekz> I can use GetTime from anywhere it seems
[10:03:37] <Avenger> dc_time is the double click treshold
[10:03:42] <Gekz> yep
[10:03:49] <Gekz> I'm talking about hold down time
[10:03:54] <Gekz> like, mouse down, hold it there for 2 seconds
[10:03:56] <Gekz> then mouse up
[10:04:23] <Avenger> well, if you need the original time then dc_time-dc_delay is the original time
[10:04:44] <Gekz> this has nothing to do with double clicking
[10:05:24] <Avenger> if dc_time is nonzero, dc_time-dc_delay is the original time of the mouse down event
[10:05:30] <Gekz> lynxlynxlynx: what is right click meant to do
[10:05:35] <Gekz> when clicking the viewport
[10:05:40] <Gekz> iirc, it just did move as well
[10:05:46] <Gekz> perhaps we could repurpose it for scrolling?
[10:05:55] <lynxlynxlynx> it depends on the context
[10:06:05] <Gekz> lynxlynxlynx: the map.
[10:06:06] <Gekz> the game map.
[10:06:31] <lynxlynxlynx> rc plus drag rotates the formation, rc when an action is chosen cancels it, plain rc i don't remember
[10:06:52] <Gekz> I'm pretty sure plain right click was just a mirror for move
[10:07:07] <lynxlynxlynx> but it probably does set the target to move or the rotation would have to be silly
[10:07:42] <Gekz> lynxlynxlynx: it just moves it
[10:10:08] <Gekz> so perhaps thats something to consider
[10:10:13] <Gekz> using right click to pan
[10:10:46] <Gekz> put it under GUI Enhancements
[10:11:20] <lynxlynxlynx> that would break a lot of stuff
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[10:12:43] <Gekz> lynxlynxlynx: I'm talking about after a timeout of 2 seconds
[10:12:49] <Gekz> I'm not sure how that would be implemented in this code though
[10:12:59] <Gekz> I dont see how you can check how long you held it down until after you let go
[10:18:34] <Gekz> hey wait...
[10:18:47] <Gekz> the original BG double click to screen pan, it also does what GemRB does
[10:18:48] <Gekz> :<
[10:20:15] <Gekz> well I guess I'm satisfied then
[10:21:22] <Avenger> lynx: what is IWDMOD in dmgtypes.2da ?
[10:22:26] <Avenger> oh cool, and the engine already uses TranslateStat for the stat column
[10:22:36] <Avenger> so, it is possible to use stat names instead of numbers
[10:22:42] <lynxlynxlynx> how/iwd2 stats for specific damage(type) boni
[10:26:06] <Avenger> stats?
[10:27:03] <Avenger> it is 9 for crushing damage, 9 as stat is SAVEFORTITUDE
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[10:29:12] <fuzzie> well, the numbers there are stat numbers
[10:29:21] <fuzzie> oh, no
[10:29:22] <fuzzie> confusing
[10:29:40] <Avenger> yeah, it is a specific damage bonus opcode parameter
[10:29:46] <Avenger> ok, now i see what is it
[10:29:58] <lynxlynxlynx> aha
[10:30:00] <Avenger> nice
[10:30:09] <Avenger> it was you who did it i'm sure :)
[10:30:17] <lynxlynxlynx> yep
[10:30:42] <lynxlynxlynx> i was playing and came upon an item that give +15% cold damage
[10:30:59] <lynxlynxlynx> iwd2 has a feat like that for each elemental type too
[10:31:33] <lynxlynxlynx> IWDMOD - value of the type parameter to the bonus damage modifier effect in iwd
[10:31:39] <lynxlynxlynx> i documented it too :P
[10:32:52] <CIA-93> GemRB: 03avenger_teambg * r1aab490735f8 10gemrb/gemrb/override/shared/dmgtypes.2da: use stat symbols instead of numbers in dmgtypes.2da
[10:33:04] <Avenger> ok
[10:38:33] <Avenger> hmm we don't handle fatigue/intox yet
[10:39:06] <lynxlynxlynx> nope
[10:56:43] <CIA-93> GemRB: 03avenger_teambg * r333590c2b6cf 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): added GetSafeStat (always returns a final stat value)
[10:57:19] <Avenger> fuzzie, i think this can help with some of the effect problems
[10:58:52] <fuzzie> this is the third set of stats?
[10:58:59] <fuzzie> but i have no time to think about it, really :/
[11:02:46] <Avenger> sort of a third set, but without any additional memory usage
[11:16:32] <Avenger> later
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[11:21:10] <lynxlynxlynx> bag
[11:21:11] <lynxlynxlynx> bah
[11:21:14] <lynxlynxlynx> bah
[11:26:06] <CIA-93> GemRB: 03lynxlupodian * r2784d4ae48ce 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed the previous commit to compile
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[13:37:42] <lynxlynxlynx> spike411: oh, you can just cheat your way forward if you want
[13:37:48] <lynxlynxlynx> ctrl-y on the door
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[13:47:13] <spike411> lynxlynxlynx: Thanks… but that's not the point. I guess. :)
[13:48:08] <lynxlynxlynx> it would allow you to find other bugs
[13:48:22] <spike411> Alright alright :)
[13:49:22] <lynxlynxlynx> but iwd2 is so underdeveloped that that shouldn't take long
[13:49:31] <spike411> Haha yeah
[13:51:09] <spike411> Still it's strange I cannot bash the door. I certainly did bash a chest or two before.
[13:51:46] <lynxlynxlynx> maybe it's protected
[13:51:55] <lynxlynxlynx> ctrl-m on it
[13:52:06] <spike411> Yeah I was thinking of doing it. I'm on it.
[13:52:19] <lynxlynxlynx> or maybe your actor is a weenie
[13:52:44] <lynxlynxlynx> or maybe we just don't display the failed attempt message in iwd2
[13:52:57] <spike411> Yeah there was no failed attempt message.
[13:53:08] <spike411> From what I saw anyway.
[13:53:28] <lynxlynxlynx> yeah, it's -1
[13:53:31] <lynxlynxlynx> DOORBASH_FAIL
[13:54:41] <spike411> The NPC told me I could try to bash it if I don't have a thief!
[13:55:07] <lynxlynxlynx> i don't see a good string
[13:55:31] <lynxlynxlynx> @20460 = ~Bash door check. Roll %d + %d Str mod > %d door DC.~ <-- this is how it is supposed to work btw
[13:55:38] <spike411> Huh I got this when I opened Load game dialogue http://paste.jabbim.cz/4876
[13:56:04] <lynxlynxlynx> wtf
[13:56:04] <spike411> Never seen it before.
[13:56:48] <lynxlynxlynx> @9913 = ~You have failed to force the door.~
[13:56:49] <lynxlynxlynx> @9915 = ~You have successfully forced the door open!~
[13:59:11] <spike411> BTW shouldn't the character in the first char slot bash the door? I moved the characters so I have a stronger one in the first slot but still the one who was in the first slot originally tries to bash it.
[13:59:35] <CIA-93> GemRB: 03lynxlupodian * rb83bad7066bf 10gemrb/gemrb/override/iwd2/strings.2da: iwd2: added the container/door bashing strings
[13:59:42] <lynxlynxlynx> that manifests elsewhere too
[14:01:41] <spike411> DC = defense class?
[14:01:53] <lynxlynxlynx> difficulty check
[14:01:56] <spike411> ah
[14:02:07] <lynxlynxlynx> much simpler than in the other games
[14:02:30] <lynxlynxlynx> ok, maybe not in this case
[14:02:33] <spike411> Heh :)
[14:03:31] <spike411> BG1 rules were too simple so the character development was quite boring… but D&D 3rd Edition rules were… too overwhelming for me.
[14:03:41] <spike411> I guess I like
[14:03:41] <spike411> (
[14:03:50] <spike411> liked something in the middle :)
[14:07:19] <spike411> So these MAYNOTSETTRAP -1 etc. are unimplemented messages?
[14:07:22] <lynxlynxlynx> bg1 is more boring, since you're at lower levels
[14:07:27] <spike411> Yeah
[14:07:48] <spike411> You get like… level 3 or level 4 spell(s) at most?
[14:08:00] <spike411> Can't remember.
[14:08:03] <lynxlynxlynx> the message either doesn't exist, the one who added it didn't find it for (iwd2) or didn't look at all
[14:08:11] <spike411> Haha OK
[14:09:09] <spike411> So you fired up some resource editor and poked around to find the right strings?
[14:09:14] <lynxlynxlynx> it's easy to check if you have dltcep or weidu handy
[14:09:23] <lynxlynxlynx> i have a dump of all the strings
[14:09:29] <spike411> I think I've tried dltcep before.
[14:09:39] <lynxlynxlynx> in this case the strrefs were the same as in the other games
[14:11:59] <spike411> I didn't get the ugly Load game messages this time. Strange. Maybe some cosmic particles hit my RAM or something.
[14:14:44] <lynxlynxlynx> STOPPED_FEAT definitely exists in iwd2
[14:14:50] <lynxlynxlynx> it's the only game with feats
[14:16:42] <spike411> BTW bashing the door still doesn't seem to produce anything… any result, any message… Debugdump looks uninteresting http://paste.jabbim.cz/4877
[14:18:45] <spike411> Also when I attack/bash the door, the cursor still has the sword icon but when I click the action seems to be to open the door… and when I move the cursor a little it changes to the open door icon
[14:21:15] <spike411> Or rather: I press Attack (F2: 4666: Atack), cursor changes to sword, I click on the door, characters (sometimes?) moves in front of the door (but there doesn't seem to be any character animation of attacking the door), if I don't move the cursor it's still shown as sword / if I move it it changes to open door icon.
[14:25:39] <lynxlynxlynx> nothing special there, we currently only update the cursor on move
[14:26:29] <spike411> OK
[14:27:02] <spike411> Still sometimes it seems that the characters don't move at all even though they are quite far from the door.
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