#gemrb@irc.freenode.net logs for 19 Sep 2015 (GMT)

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[08:53:18] <decker^> any idea why i suddenly get this:
[08:53:21] <decker^> gemrb/core/Scriptable/Actor.cpp:1441:1: error: this decimal constant is unsigned only in ISO C90 [-Werror]
[09:02:51] <wjp> try changing #define MAX_FEATV 2147483648 into #define MAX_FEATV 2147483648U
[09:03:07] <decker^> do you know what file it is in
[09:03:33] <decker^> nm
[09:03:34] <decker^> found it
[09:05:23] <decker^> cool worked
[09:05:26] <decker^> thank you very much
[09:11:21] <decker^> so on note of your todo as far as speed being too fast in bg1, I did a test. more out of curiosity, not sure if it helps but...
[09:11:28] <decker^> according to bg1 manual:
[09:12:03] <decker^> This is consistent with movement rate
[09:12:41] <decker^> (we have balanced these such that a character moving at sixty feet per round, which is the average humanoid movement rate in the AD&D rules, can travel the screen in approximately one round)
[09:13:00] <decker^> my own testing shows about 1.5x that
[09:19:13] <decker^> some ways it's nice having it faster though... i.e. it's not a bug, it's a feature ;)
[09:24:49] <lynxlynx> haste doesn't work though
[09:25:02] <lynxlynx> in bg1 it doesn't double the speed, just sets it to a higher value
[09:25:19] <lynxlynx> and our default is not low enough
[09:31:42] <decker^> ah i see
[09:32:56] <decker^> good point... and haste is one of my fav. spells
[09:35:38] <lynxlynx> and the manuals are not really to be trusted
[09:36:04] <lynxlynx> speed, just like probably casting height, is again animation dependant
[09:37:16] <decker^> makes sense.
[09:39:28] <lynxlynx> but annoyingly hardcoded
[09:39:44] <lynxlynx> only bg2ee and iwdee use tables and they're the same engine
[09:45:14] <decker^> yeah sucks they are hardcoded
[09:46:37] <decker^> got my char sounds to work in iwd... it's cause all the .wavs were in sub folders
[09:47:20] <lynxlynx> we have code to handle that
[09:47:49] <lynxlynx> what did you do?
[10:19:28] <decker^> moved them from say sounds/male_fighter_2 to just sounds/
[10:19:44] <decker^> possible my .cfg is not getting them in a path
[10:19:53] <decker^> strange because the .log said it found them in the folder
[10:20:00] <decker^> or output rather
[10:20:36] <decker^> yeah
[10:20:38] <decker^> [ResourceManager]: Searching for 'how_female_1/hfone003'...
[10:20:38] <decker^> [ResourceManager]: Found 'how_female_1/hfone003.wav' in 'Sounds'.
[10:21:13] <decker^> could be case
[10:21:30] <decker^> since my folder is named HoW_Female_1
[10:23:27] <decker^> then again the file itself is all caps so... *shrug*
[10:23:29] <decker^> i dunno
[10:27:09] <lynxlynx> names don't matter
[10:27:30] <lynxlynx> you do have CaseSensitive = 1 in the cfg, right?
[10:28:14] <lynxlynx> hmm, we could have an internal test and autodetect that actually
[10:28:22] <lynxlynx> nice small task for the todo
[10:39:02] <decker^> yeah i do
[10:39:32] <decker^> man phase spiders are awesome... and a real pain lol
[10:40:31] <decker^> the weird thing was, i heard the sounds from "customize" sounds and they played fine, but once in game they didn't work.
[10:41:01] <decker^> it didn't even print "searching for ..." until i moved them out of the subfolder and into just sounds
[10:41:27] <lynxlynx> which sounds are these, selection/ordering?
[10:41:32] <decker^> yes
[10:42:05] <lynxlynx> usually you don't get them if you set too low feedback levels, but the file move changed that so that's weird
[10:42:24] <lynxlynx> /sounds/ like a bug in either cas
[10:42:26] <lynxlynx> case
[10:42:54] <decker^> haha :)
[10:43:05] <decker^> liked your pun there
[10:45:12] <decker^> well, i will probably try to track it down then sometime.
[10:46:00] <lynxlynx> you can look at CommandActor, it probably leads to a PlaySound call
[10:46:07] <decker^> does gemrb read both game.ini and gemrb-game.ini (e.g. icewind.ini/gemrb-icewind.ini)
[10:46:13] <lynxlynx> no
[10:46:16] <decker^> ok i'll try that
[10:46:23] <lynxlynx> only one
[10:46:35] <decker^> ah k
[10:46:53] <decker^> what is difficulty lvl for middle, 2?
[10:47:09] <decker^> that's what i have in gem-icewind.ini
[10:47:31] <decker^> or does that depend on game
[10:48:38] <lynxlynx> 2 or 3, i'd have to check
[10:48:55] <decker^> if there's 5 lvls it makes sense it is 3
[10:49:23] <decker^> might be in docs folder
[10:50:32] <lynxlynx> could be 0 indexed
[10:51:04] <decker^> oh true
[10:52:14] <Pepelka> [commit] lynxlynxlynx: MAX_FEATV: mark as unsigned https://github.com/gemrb/gemrb/commit/11f6d956d2cec249c06cb257d5ea6a56ff999c5b
[10:52:15] <Pepelka> [commit] lynxlynxlynx: fx_barbarian_rage: added basic fatigue malus https://github.com/gemrb/gemrb/commit/12db124e84c69a0065f6584aff03d96e6f16f3ca
[10:52:16] <Pepelka> [commit] lynxlynxlynx: iwd2: don't use luck when checking magic resistance https://github.com/gemrb/gemrb/commit/3a8a67e4d0c28c650321a61454297225e40a0d66
[10:52:17] <Pepelka> [commit] lynxlynxlynx: iwd2: implemented "Diamond soul" clab https://github.com/gemrb/gemrb/commit/479a43674530d375b0a517e0242e9daef64c40a6
[10:53:13] <lynxlynx> only four clabs to go :)
[10:53:37] <decker^> what's a clab? class ability?
[10:53:45] <lynxlynx> yep
[10:53:49] <decker^> nice :)
[10:54:14] <lynxlynx> the shorthand comes from the names of tables they are listed in (by level): clab + two chars for class + number
[10:54:32] <decker^> so once you get 3ed rules done would it be possible to mod bg1 and bg2 to use 3ed?
[10:54:40] <decker^> ah :)
[10:55:00] <decker^> albeit a lot of work...
[10:55:31] <lynxlynx> it's already possible
[10:55:37] <lynxlynx> mostly data work, yes
[10:55:46] <lynxlynx> tedious tedious work
[10:55:49] <decker^> oh really, cool
[10:55:57] <decker^> yeah no doubt
[10:56:07] <lynxlynx> there was a bg2-in-iwd2 project iirc
[10:56:13] <lynxlynx> or vice versa
[10:56:37] <decker^> oh
[10:56:43] <decker^> still active? or dead now
[10:56:47] <decker^> maybe too ambitious
[10:57:18] <lynxlynx> no idea
[10:57:35] <lynxlynx> it helped us a bit, since they hit a lot of the same engine differences we have to care about
[11:03:06] <decker^> you know of any links for mod tutorials (besides like iesdp)? trying to add my own spell to bg1... does nearinfinity automatically put it in chitin.key
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[11:08:06] <lynxlynx> you don't always need it there
[11:08:15] <lynxlynx> what do you want to use the spell for / how?
[11:08:43] <lynxlynx> drop a file into the game override/ and it will be accessible
[11:09:22] <decker^> just trying to put cure moderate wounds in there, kind of odd bg1 is missing it. i made a .spl file and it is in override
[11:09:31] <decker^> maybe i have to edit my cleric to give her the spell though ?
[11:10:51] <lynxlynx> yes
[11:10:55] <decker^> ah
[11:11:09] <lynxlynx> since this is gemrb, it's simple to do it in one game
[11:11:15] <lynxlynx> ctrl+space for the console
[11:11:54] <lynxlynx> LearnSpell(portrait number (1-6), spellresref)
[11:12:17] <lynxlynx> ctrl+space
[11:12:40] <decker^> so that's the secret! kept seeing console in the code but ~ never worked... stupid quake lol
[11:12:42] <lynxlynx> ... eg. LearnSpell(1, "SPPR304")
[11:12:43] <decker^> awesome i'll try that
[11:15:53] <decker^> sweet!!
[11:15:56] <decker^> thanks man :)
[11:16:58] <decker^> well, now that i know how to open that ... i've got a new toy lol
[11:21:30] <decker^> hey do you know where the sounds might play from within the customize menu... a gui script maybe?
[11:21:39] <decker^> found the sound part in actor
[11:22:59] <decker^> nm
[11:27:49] <decker^> is RES_WAV and IE_WAV_CLASS_ID equivalent
[11:29:33] <lynxlynx> the customize window surely uses GemRB.PlaySound
[11:29:46] <lynxlynx> -> GemRB_PlaySound
[11:30:08] <lynxlynx> git has inbuilt grep btw
[11:30:13] <lynxlynx> git grep -n whatever
[11:30:18] <lynxlynx> awesome tool
[11:31:19] <decker^> oh nice
[11:31:41] <decker^> seems nicer than what i was doing, grep -r
[11:37:53] <decker^> is it possible the difference is
[11:38:01] <decker^> [Unknown]: dmf_16 data does not exist!!!
[11:38:10] <decker^> [Python]: male_fighter_2/dmf_
[11:38:10] <decker^> [ResourceManager]: Searching for 'male_fighter_2/dmf_02'...
[11:38:27] <decker^> the customize sounds has the male_fighter_2 included in the resource name
[11:38:36] <decker^> while the playsound function doesn't?
[11:39:32] <lynxlynx> that's exactly what you'd expect from how you fixed it initially
[11:40:28] <lynxlynx> check how/where GF_SOUNDFOLDERS is used
[11:40:58] <decker^> ok, will do. first though just did this, renamed male_fighter_2 to data and put in cfg
[11:41:07] <decker^> CD5=/media/DeathNote/Icewind Dale/Sounds/
[11:41:14] <decker^> and sound worked fine
[11:41:34] <lynxlynx> haha
[11:47:50] <decker^> what is strnlwrcpy
[11:48:29] <lynxlynx> string lower copy
[11:48:33] <decker^> ah
[11:49:45] <decker^> and pathjoin is supposed to give a new path for resourcemanager to find resources?
[11:50:15] <decker^> or it just builds a path string
[11:50:49] <lynxlynx> 2nd
[11:51:53] <decker^> k
[12:03:14] <decker^> think i see the problem here...
[12:05:50] <decker^> yeah
[12:06:13] <decker^> it has a SetFolderSound... but Actor.cpp never uses GetFolderSound
[12:06:33] <decker^> only thing that uses that is GUIScript for the Customize
[12:07:20] <decker^> err GetSoundFolder rather
[12:07:57] <decker^> could be fixed easy enough it looks like, inside Actor::VerbalConstant
[12:08:46] <lynxlynx> do it
[12:09:12] <decker^> k
[12:09:24] <lynxlynx> verbalconstant is called a lot, so perhaps it should be done elsewhere though - the dir only changes at chargen or if you change it via customisation
[12:09:35] <lynxlynx> would be silly to look it up all the time if we don't have to
[12:10:06] <decker^> hmm...
[12:10:18] <decker^> DisplayStringCore <-- does that lead to playing sounds
[12:10:32] <lynxlynx> yes, since the strings have sounds attached
[12:10:33] <decker^> if not, it doesn't look like verbalconstant actually plays the sound
[12:11:28] <lynxlynx> bbl
[12:12:05] <decker^> ok
[12:19:05] <decker^> verbalconstant doesn't need setsoundfolder just getsoundfolder
[12:20:10] <decker^> anyway i gtg myself i'll keep playing with it though
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[13:20:04] <decker^> well here is my fix if you want to look at it: http://sprunge.us/KPfM
[13:21:32] <decker^> anyway bbl
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[15:52:42] <chiv> hallo
[16:04:36] <lynxlynxlynx> oj
[16:04:59] <lynxlynxlynx> re that 0-1 guy: i don't think a full restart is needed, his dialog is pretty simple
[16:05:12] <lynxlynxlynx> besides internals, only checks if you know about ravel yet
[16:09:50] <chiv> Yeah I'm just not sure how I tripped it out, because my saves were from the original game
[16:11:08] <chiv> Bit of a mystery really, but I'm going to assume I was unlucky until I can prove otherwise
[16:11:45] <chiv> Torment was full of bugs just like all the other IE games
[16:13:23] <chiv> I see you've done masses of work though so I'm going to give it a fresh playthrough
[16:13:37] <lynxlynxlynx> oh cool
[16:13:44] <lynxlynxlynx> i'll try that fellow sometime later
[16:14:03] <lynxlynxlynx> trying to finish iwd2 levelup work, then all these decker's diffs
[16:14:36] <lynxlynxlynx> but i just started vacation and the weather sucks, so there should be plenty of time
[16:14:47] <chiv> just resurrecting my games machine at the moment, it crashed and burned a while ago and I just couldn't be bothered with the hassle
[16:15:38] <lynxlynxlynx> ouch
[16:17:47] <chiv> but I'm currently 'freelancing' so loads of free time, yay
[16:18:14] <chiv> gotta shutdown, be back when I have any news
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[16:28:12] <Pepelka> [commit] lynxlynxlynx: iwd2: added improved evasion handling https://github.com/gemrb/gemrb/commit/e4716c367c91f4633e16cc5d2859f6e2ef34e62c
[16:28:13] <Pepelka> [commit] lynxlynxlynx: iwd2: implemented normal evasion too https://github.com/gemrb/gemrb/commit/9ef062965b14dc280c1656915c3c7b856f126c1f
[16:28:14] <Pepelka> [commit] lynxlynxlynx: MAX_FEATV was too low for the last bit https://github.com/gemrb/gemrb/commit/13a1afe5a04940a34f8da9c0e8103c860d699c92
[16:28:15] <Pepelka> [commit] lynxlynxlynx: Revert "Actor::SetFeat: also update the modified stat" https://github.com/gemrb/gemrb/commit/2d35d2b7ca5d1cb523581d789c0fd1e45cadfdf9
[16:28:17] <Pepelka> [commit] lynxlynxlynx: always check the base feat holder stats https://github.com/gemrb/gemrb/commit/8619518d10e599ad67f1fa6c891dad9b81950e58
[16:28:18] <Pepelka> [commit] lynxlynxlynx: iwd2: give monks improved evasion https://github.com/gemrb/gemrb/commit/e672643194ce11d5a37b2b153b80a9bb22229cd0
[17:32:58] <Pepelka> [commit] lynxlynxlynx: iwd2: added "Timeless body" clab - immunity to fatigue https://github.com/gemrb/gemrb/commit/4196a2647f0fb6e2fc1cfd07e13e6a622767be6b
[17:32:59] <Pepelka> [commit] lynxlynxlynx: how: fixed druid fatigue immunity clab to also reset the fatigue first https://github.com/gemrb/gemrb/commit/7d6e9310a7a75100bb635f8c5ece3e2066287053
[17:33:00] <Pepelka> [commit] lynxlynxlynx: FinishLevelUp: removed todo, only one clab remains https://github.com/gemrb/gemrb/commit/e7c221e6922530925a4393568fde4b9f52cdb4af
[17:33:01] <Pepelka> [commit] lynxlynxlynx: ApplyClab_internal: added remove mode to the iwd2 types too https://github.com/gemrb/gemrb/commit/f77f671235369633765231cd2ad2cc8ab9e0b407
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[18:51:58] <Pepelka> [wiki] chiv: pst_bugs - [Animation] another annoyance bit the dust http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1442688439&do=diff
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