#gemrb@irc.freenode.net logs for 1 Aug 2010 (GMT)

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[00:00:11] <fuzzie> my level 8+8 Jaheira has .. 10hp :(
[00:01:37] <fuzzie> LRSuffix2 Animation: unhandled stance: mgib 16
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[00:24:50] <CIA-26> GemRB: 03fuzzie * r692eb0997a93 10gemrb/gemrb/GUIScripts/bg2/GUIINV.py: add some more hackery to broken bg2 LearnSpell hack
[00:24:53] <CIA-26> GemRB: 03fuzzie * r4378847fd02d 10gemrb/gemrb/core/Inventory.cpp: try to fix Inventory::RemoveItem
[00:28:07] <raevol> how's it goin folks
[00:28:21] <fuzzie> slowly :)
[00:28:47] <raevol> haha
[00:28:52] <raevol> welcome to open source
[00:32:39] <fuzzie> and i go slowly mad
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[00:32:53] <fuzzie> gemrb's Turn code refuses to turn enemies which aren't GEN_UNDEAD
[00:33:01] <fuzzie> which means that this skeleton is just sitting around being smug
[00:34:01] <raevol> huh
[00:34:03] <fuzzie> oh, it is not that :(
[00:34:05] <fuzzie> it is worse
[00:34:06] <raevol> sounds like time to write some debugging
[00:38:57] <fuzzie> so the skeleton has 100% magic resistance
[00:39:10] <fuzzie> and gemrb resists all effects, heh :)
[00:44:06] <raevol> hmm i see
[00:44:18] <raevol> so why isn't the skeleton GEN_UNDEAD
[00:47:13] <fuzzie> it is, i was just looking at the wrong number
[00:47:20] <fuzzie> but it resists the turn :) i will leave the problem for lynx
[00:48:24] <CIA-26> GemRB: 03fuzzie * r62e3843672c4 10gemrb/gemrb/GUIScripts/bg2/GUIWORLD.py: bg2: try force-closing any open windows during dialog (still broken, though)
[00:48:25] <fuzzie> if i remove its magic resistance, and with one extra fix i didn't apply yet, the bg2 tutorial works to the end
[01:02:33] <raevol> nice, almost there
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[03:00:35] <nickdaly> Fun bug in the BG2 IE engine: Wizards can drop familiars: if the familiar is in the first inventory slot and the protagonist is accepting a quest reward.
[03:02:04] <nickdaly> I discovered that when winning Lilarcor in the sewers under the Slaver Stockade - the 4 items required for the quest aren't removed until after the reward is given, and the reward takes the place of the first item's slot, forcing the first item to the ground, in this case, my familiar.
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[12:18:52] <spike411> Hey guys
[12:19:51] <fuzzie> hi
[12:20:22] <spike411> So I'm continuing my Mac OS X build adventure… :)
[12:21:15] <spike411> With this diff I actually got it to link with SDL installed via ports libsdl-framework: http://paste.jabbim.cz/4755
[12:22:17] <fuzzie> and it runs?
[12:23:53] <spike411> But then I got to the issue with libvorbis detection I had eons ago… http://paste.jabbim.cz/4754 :/ So I tried to hard-code #include /opt/local/include/vobis/vorbisfile.h to OGGReader.cpp: http://paste.jabbim.cz/4756
[12:24:19] <spike411> We actually had conversation about that problem almost a year ago http://log.usecode.org/gemrblog.php?log=8Sep2009
[12:24:37] <spike411> I guess I could disable that plugin, but still it bugs me. :)
[12:24:43] <fuzzie> well
[12:25:01] <fuzzie> there's not much we can do about that.
[12:25:09] <spike411> I've also tried to insert some -L/opt/local/include/vorbis parameters here and there to no avail…
[12:25:26] <fuzzie> i mean, about the 'defined but not used' stuff.
[12:25:33] <fuzzie> you could just comment them out in the header.
[12:26:09] <fuzzie> or define OV_EXCLUDE_STATIC_CALLBACKS before including it?
[12:27:09] <spike411> IIRC the old-style ./configure has also some checks for the OV_ feature?
[12:27:12] <fuzzie> bit of a weird hack to have enabled by default
[12:28:01] <fuzzie> nothing relevant to this
[12:29:14] <fuzzie> we should fix the include path thing, though
[12:30:38] <fuzzie> same thing i said in that log, we should use FIND_PATH..
[12:30:52] <spike411> Good think I reminded you, eh. ;)
[12:30:55] <spike411> *thing
[12:31:22] <fuzzie> our resident cmake expert has been tomprince, but he's on vacation
[12:32:01] <fuzzie> and i am lazy for my OS X builds, i just use trunk SDL and install everything system-wide, so i forget
[12:32:44] <spike411> Well I guess if there were official OS X binary bundles for SDL, I wouldn't go through all this.
[12:33:06] <spike411> Unofficial, even.
[12:33:34] <fuzzie> well, as i probably noted before, it's a mess
[12:33:46] <fuzzie> the only supported method is to use SDL.framework and link SDLmain.m in
[12:34:32] <spike411> So you have vanilla libvorbis built from sources?
[12:35:06] <fuzzie> yes
[12:35:17] <fuzzie> and apparently a different compiler version
[12:35:49] <spike411> Now that I think of it I don't have the latest XCode (but still fairly recent one).
[12:37:24] <fuzzie> but i am more interested in whether it works :)
[12:38:52] <spike411> Well it doesn't build with OGG Vorbis support. I haven't tried anything further yet.
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[12:40:33] <fuzzie> if you hardcode the include file path and put a '#define OV_EXCLUDE_STATIC_CALLBACKS' above the include line, that should buld
[12:40:54] <fuzzie> but i wouldn't spend too much time trying to fix unnecessary plugins if you're not sure if it even runs yet
[12:41:51] <spike411> OK
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[12:43:57] <spike411> I guess I should get my Baldur's Gate or ID2 CDs now… :D
[12:44:56] <spike411> Yay, found ID2. BG1 is boring anyways.
[12:52:09] <spike411> (Now I'll find out ID2 works like a charm in CrossOver and I don't need GemRB… :))
[12:57:36] <fuzzie> it probably runs pretty well
[12:57:57] <fuzzie> and afaik iwd2 runs pretty badly in gemrb :p
[12:58:08] <spike411> Heh, yeah, I thought so. :)
[13:13:29] <spike411> Well, gotta work now, I will study GemRB.cfg later. Other than that, it built 100%, ran and complained about missing cfg.
[13:13:37] <fuzzie> ok :) thanks for the patch
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[14:30:28] <Avenger> hmm fuzzie why did you change the scroll learning ?
[14:35:02] <Avenger> this will make you learn the spell even if you failed
[14:36:20] <Avenger> and it won't remove the scroll???
[14:40:22] <Avenger> hmm, actually, it truly uses the scroll. Just made a scroll which teaches two spells :)
[14:47:17] <Avenger> it works this way: it uses the scroll, then checks if the first spell of the scroll went in the book.
[14:58:06] <fuzzie> yes
[14:58:08] <fuzzie> it's not my fault
[14:58:15] <fuzzie> lynx hacked the guiscript to try doing the scroll learning directly
[14:59:26] <fuzzie> and i don't understand it well enough to know how to check if we learnt successfully
[14:59:34] <fuzzie> so i thought i'd ask lynx to fix that today, but lynx hasn't appeared
[15:00:39] <fuzzie> i think the trouble is that UseItem just queues some projectile
[15:01:37] <fuzzie> we have the same problem with effects and items, the GUI doesn't work because nothing is applied until the next frame
[15:04:40] <fuzzie> but for me, scrolls not working is worse than my hack causing some double-learn issues, until someone fixes it, and i *did* write 'HACK' :p
[15:07:18] <Avenger> if the target is self, then there shouldn't be projectile, i think
[15:08:06] <fuzzie> it makes one anyway
[15:09:23] <fuzzie> but you see what i did? i thought my comment was pretty clear :)
[15:11:21] <Avenger> i tested a scroll with two spells in it, but i don't think there is any such scroll in the game
[15:11:47] <fuzzie> see ttscrl01 :)
[15:12:23] <Avenger> oh, i see
[15:12:26] <fuzzie> unfortunately, tutorial doesn't work, because our Turn effect is resisted, because the skeleton has 100% magical resistance and the EffectQueue code resists all effects :(
[15:12:45] <fuzzie> but otherwise i have the whole tutorial working now, with some object matching fixes i didn't apply yet
[15:12:46] <Avenger> even if the turn spell is made nonmagical?
[15:13:03] <Avenger> is our turn spell set to nonmagical?
[15:13:03] <fuzzie> it resists all effects
[15:13:07] <fuzzie> every one
[15:13:37] <fuzzie> ieDword val = actor->GetStat(IE_RESISTMAGIC);
[15:13:37] <fuzzie> if( fx->random_value < val) {
[15:13:41] <fuzzie> return false;
[15:13:47] <fuzzie> }
[15:13:55] <Avenger> is that fx level or spell level
[15:14:02] <fuzzie> fx level
[15:14:14] <Avenger> then i wonder why isn't there a resist flag check
[15:14:23] <Avenger> there is an effect type that is never resisted
[15:14:43] <fuzzie> it checks FX_CAN_RESIST_CAN_DISPEL above therer
[15:15:06] <fuzzie> but i think turn *is* affected by saving throws, which is after that check?
[15:15:25] <Avenger> the only effect that is resisted is: FX_CAN_RESIST_CAN_DISPEL
[15:16:16] <Avenger> i bet the turn spell wasn't written correctly :)
[15:16:20] <fuzzie> ok
[15:16:22] <Avenger> it is our spell
[15:16:22] <fuzzie> well, maybe you can fix it :P
[15:16:40] <Avenger> just change its resist flag to 0 from 1
[15:17:28] <Avenger> yes, it is flagged as resistable
[15:18:22] <fuzzie> but the tutorial is a good test of many things
[15:18:45] <Avenger> yep, this spell thing is a good catch
[15:18:59] <fuzzie> triggers, pickpocketing, hide in shadows, turning, combat, resting, dialog, traps, unlocking, doors, etc
[15:20:45] <fuzzie> so it is a helpful way for me to test changes to the object/action code, so i want it to work :P
[15:22:40] <Avenger> i don't have any fist weapon in the tutorial
[15:22:42] <Avenger> hmm
[15:22:57] <fuzzie> you can't get to the turning bit right now :(
[15:23:15] <Avenger> i'm in windows
[15:23:19] <Avenger> wanna me edit the spell?
[15:23:23] <fuzzie> please
[15:23:28] <Avenger> you don't have a dltcep?
[15:23:30] <fuzzie> i can't run dltcep here
[15:23:33] <Avenger> meeh
[15:23:36] <fuzzie> i am using a mac :P
[15:23:40] <Avenger> ok
[15:23:52] <fuzzie> but i will do it later, if you want
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[15:34:12] <CIA-26> GemRB: 03avenger_teambg * r19bdf0a6f14d 10gemrb/gemrb/override/shared/turn.spl: removed the resistable flag from the turn spell
[15:34:34] <fuzzie> meh
[15:34:38] <fuzzie> my RemoveItem commit is no good
[15:34:57] <fuzzie> i guess it needs another parameter
[15:35:45] <fuzzie> was hoping to avoid that
[15:50:28] <Avenger> turn works?
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[16:04:09] <fuzzie> Avenger: yes, works marvellously, thankyou
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[16:10:49] <fuzzie> Avenger: yes, works marvellously, thankyou
[16:11:18] <fuzzie> i'll commit the other object/action fixes later
[16:11:23] <fuzzie> any idea what to do about the UseItem?
[16:17:11] <Avenger> i'm working on it
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[16:26:23] <Avenger> haha, i found a bug in bg2, if you copy a spell already in your book, but fail, the message will be a success message.
[16:27:01] <Avenger> i don't know how it manages this bug
[16:28:30] <fuzzie> cute
[16:41:06] <Avenger> lol, when grouping items, the ie seems to add up usage2/usage3 too
[16:41:15] <Avenger> i had 30 scrolls, and wondered why it goes away
[16:41:23] <Avenger> because usage2 was still 1 :)
[16:46:42] <fuzzie> we still have problems with gems which have 0 charges
[16:46:53] <fuzzie> so any info about the charges would be good to hear
[16:50:11] <Avenger> hmm, it seems grouped items always use usage[0]
[16:50:25] <Avenger> that is an important discovery :)
[16:59:18] <Avenger> hmm, interesting, even if i set it non stacked, learning still uses usage[0]
[17:01:39] <Avenger> scrolls are so screwed up
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[18:40:02] <CIA-26> GemRB: 03avenger_teambg * r97171b38cc3c 10gemrb/gemrb/ (4 files in 3 dirs): better learning from scrolls (oddly, charges should come from Usage[0])
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[18:41:10] <Avenger> fuzzie, i made it, the only problem is that it will devour a stack of scrolls
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[18:45:35] <fuzzie> hhe
[18:49:59] <fuzzie> looks ok
[19:09:43] <fuzzie> still trying to finish original SoA..
[19:23:10] <fuzzie> ok, Jon defeated..
[19:29:48] <fuzzie> ok, ToB :)
[19:31:21] <fuzzie> and so i completed SoA in less than 10 years, hoorah
[19:37:22] <Avenger> hmm i guess that was not gemrb?
[19:49:06] <fuzzie> no
[19:49:10] <fuzzie> sorry :)
[19:49:16] <fuzzie> but i worked out how a lot of things work on the way
[20:23:25] <fuzzie> we need to force-pause a lot more in the gui script
[20:26:10] <Avenger> yes, but be careful with the timed events
[20:27:51] <Avenger> i was looking into the action button handling, i found out that the wizard eye (class) is handled specially
[20:28:06] <Avenger> there are the normal classes, the wizard eye, and all the rest
[20:30:23] <Avenger> just another hardcoded hack we need to externalize. Sadly the wizard eye's class is 0xd1, quite a distance from the rest, i guess, the current 2da structure is impractical
[20:59:50] <fuzzie> hmm
[20:59:53] <fuzzie> ok.
[21:00:04] <fuzzie> easy to fix.
[21:00:20] <fuzzie> the annoying thing about our effect stuff is things like fx_poison
[21:00:39] <fuzzie> since we have no recurrent damage
[21:02:24] <fuzzie> can we store 'last applied on tick' in the Effect somewhere, maybe? or you have some better solution?
[21:03:15] <spike411> fuzzie: http://paste.jabbim.cz/4757 (I've tried creating a symlink CHITIN.KEY -> chitin.key and also changing CaseSensitive)
[21:03:15] <Avenger> hmm you can actually use the action button row in dialog?
[21:03:54] <fuzzie> spike411: you need to remove the slashes in your path
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[21:04:15] <spike411> oh
[21:04:30] <fuzzie> i thought we had code which warned about that!
[21:04:33] <fuzzie> did we forget to apply it?
[21:06:09] <spike411> Remove or add slashes?
[21:06:10] <spike411> # Note: You have to terminate all paths with the #
[21:06:10] <spike411> # path separator character ('\' for Windows users, #
[21:06:10] <spike411> # '/' for Linux users) #
[21:06:10] <spike411> (Found some GemRB.cfg.sample on the interwebs.)
[21:07:12] <fuzzie> that is old :P
[21:08:30] <fuzzie> i guess we did forget to apply it
[21:08:46] <wjp> spike411: backslashes
[21:08:56] <wjp> (are what you have to remove, I mean)
[21:09:09] <wjp> i.e., don't try to escape the spaces
[21:09:18] <spike411> Oh I see!
[21:14:44] <CIA-26> GemRB: 03fuzzie * rbdf4466140df 10gemrb/gemrb/plugins/KEYImporter/KEYImporter.cpp: add backslash check patch from anthiste (probably should be moved to a better place)
[21:14:54] <spike411> Still no luck: http://paste.jabbim.cz/4759
[21:15:03] <spike411> My cfg
[21:15:09] <spike411> The error is the same.
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[21:15:30] <spike411> [Core]: Initializing KEY Importer...[KEYImporter]: Opening /Users/spike411/Library/Application Support/CrossOver/Bottles/IWD2/drive_c/Program Files/Black Isle/Icewind Dale II/chitin.key...[ERROR]
[21:17:03] <fuzzie> and if you do 'ls "/Users/spike411/Library/Application Support/CrossOver/Bottles/IWD2/drive_c/Program Files/Black Isle/Icewind Dale II/chitin.key" it does show up?
[21:18:46] <spike411> $ ls /Users/spike411/Library/Application\ Support/CrossOver/Bottles/IWD2/drive_c/Program\ Files/Black\ Isle/Icewind\ Dale\ II/chitin.key
[21:19:40] <fuzzie> you're using a really old example configuration file there, i can't tell if that might be breaking it in some weird way
[21:19:54] <spike411> OK
[21:20:29] <fuzzie> i guess it must be
[21:20:34] <fuzzie> it should be case-corrected before you get there
[21:20:47] <fuzzie> oh wait, i guess it doesn't need to be case-corrected, it's OS X
[21:21:03] <fuzzie> ok, better question: do you have crossover running?
[21:21:52] <spike411> No, CrossOver is not running. And my filesystem is on the default OS X setting, which is IIRC case-preserving, non case-sensitive.
[21:22:11] <fuzzie> gemrb tries opening the *exact* filename it prints
[21:22:29] <spike411> Well I've created the symlink for that reason.
[21:23:09] <fuzzie> if you delete the symlink and do 'file' on the chitin.key, it works fine?
[21:23:42] <fuzzie> the KEYImporter really just calls fopen() on the filename it prints out
[21:23:49] <fuzzie> and you only get that error if it fails
[21:25:32] <fuzzie> so my only guess is that the permissions on the file are set so it isn't readable, or something
[21:27:10] <fuzzie> actually, come to think of it, you can't make such a symlink because the filesystem is case-sensitive
[21:28:56] <lynxlynxlynx> good night in an introductory sense
[21:29:09] <fuzzie> so http://fuzzie.org/nfs/gemrb/iwd2_orig_chitin.key if you accidentally overwrote it :)
[21:29:16] <fuzzie> hi lynx
[21:32:44] <CIA-26> GemRB: 03fuzzie * r6c5684b2c7fd 10gemrb/gemrb/core/GameScript/GSUtils.cpp: replace MatchActor
[21:32:45] <CIA-26> GemRB: 03fuzzie * rf0fb6b9bc875 10gemrb/gemrb/core/Inventory.cpp: try to handle both zero and non-zero flag usages of Inventory::RemoveItem
[21:33:11] <fuzzie> Avenger: your last commit seems to have included a bonus "break the inventory" bit :p
[21:33:29] <fuzzie> - if GemRB.CanUseItemType (SLOT_ANY, Slot['ItemResRef'], pc, Equipped):
[21:33:29] <Avenger> hmm
[21:33:32] <fuzzie> + if GemRB.CanUseItemType (SLOT_ALL, Slot['ItemResRef'], pc, Equipped):
[21:33:35] <fuzzie> ^- this, igues
[21:33:38] <fuzzie> now everything is red :P
[21:33:45] <spike411> fuzzie: Thanks :)
[21:33:51] <Avenger> everything is red?
[21:33:55] <fuzzie> yes
[21:34:07] <fuzzie> no matter where i put anything, in the inventory or not, it is red
[21:34:10] <Avenger> not for me
[21:34:29] <fuzzie> hmm
[21:34:33] <fuzzie> ok, let me do a clean rebuild then
[21:34:52] <Avenger> what is red for you?
[21:34:54] <Avenger> item resref?
[21:35:13] <fuzzie> staf01, for example
[21:35:30] <fuzzie> if it is not like this for you, wait until i rebuilt, maybe i broke it?
[21:35:38] <Avenger> that's red for me too ;(
[21:36:09] <Avenger> i wonder why
[21:37:01] <fuzzie> your learn-from-scroll fix works great though
[21:37:23] <fuzzie> oh hm, i guess some items aren't red
[21:37:27] <fuzzie> i just picked the wrong ones?
[21:37:49] <Avenger> i know why
[21:38:02] <Avenger> if ((slottype&SLOT_SHIELD) && (slottype!=SLOT_ANY) ) {
[21:41:41] <fuzzie> anyway, bg2 tutorial is completable with the code in git
[21:42:11] <fuzzie> but Imoen can pick the lock of the tutorial door, so oops :)
[21:42:55] <Avenger> is that good or bad
[21:43:21] <fuzzie> i didn't check in the original, but i think it's meant to be unpickable
[21:44:37] <fuzzie> oh, hehe
[21:44:49] <fuzzie> our "impossible to pick lock" check is inside the stat fail check!
[21:47:34] <Avenger> haha
[21:47:57] <Avenger> yes, the ==100 check should be before any picking attempt
[21:48:02] <fuzzie> already committed :-)
[21:48:27] <CIA-26> GemRB: 03fuzzie * r181e4fbce745 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: fix unpickable checks
[21:49:23] <lynxlynxlynx> :)
[21:52:49] <spike411> fuzzie: make install'ed: http://paste.jabbim.cz/4760
[21:52:49] <spike411> I guess it's incorrectly looking for libgemrb_core.dylib in the same directory as gemrb executable…
[21:53:50] <fuzzie> well, it expects /usr/local/lib to be in your library path, or for rpath to work, i don't know how either of those work on OS X
[21:54:01] <spike411> I see.
[21:54:14] <fuzzie> or i don't remember at midnight, anyway :(
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[21:58:21] <spike411> fuzzie: http://www.cocoadev.com/index.pl?ApplicationLinking
[21:59:00] <spike411> The relevant paragraph is the one beginning with ‘Unlike many OSes?, OS X does not have a search path for the dynamic linker**.’ I guess.
[21:59:04] <fuzzie> well
[21:59:08] <fuzzie> yes
[21:59:15] <fuzzie> but the rpath should handle it
[21:59:22] <fuzzie> but apparently it doesn't either
[22:00:00] <fuzzie> and all the cmake notes i can find on INSTALL_PATH say you should be using bundles
[22:00:23] <fuzzie> so i have no magic fix, other than to just use install_name_tool on your binary for now
[22:00:43] <spike411> Yeah, thought so.
[22:01:13] <spike411> Well… to be continued. :) Now… sleep!
[22:01:20] <fuzzie> thanks for the updates
[22:01:22] <Avenger> well, the wizard eye is not completely done
[22:01:39] <CIA-26> GemRB: 03avenger_teambg * r6a1b778dfe05 10gemrb/gemrb/ (6 files in 4 dirs):
[22:01:39] <CIA-26> GemRB: implemented special quickslot configurations
[22:01:39] <CIA-26> GemRB: fixed CanUseItemType
[22:01:39] <CIA-26> GemRB: fixed a crasher with wizard eye
[22:02:46] <fuzzie> um
[22:03:30] <fuzzie> meh
[22:03:34] <fuzzie> you broke selections
[22:03:35] <fuzzie> why
[22:03:39] <Avenger> broke?
[22:03:49] <fuzzie> there was this code to order them correctly
[22:03:55] <Avenger> that's still there
[22:04:14] <Avenger> ok, maybe it is backwards now :)
[22:04:43] <Avenger> i was working on it when you came up with the red staff :)
[22:04:48] <fuzzie> well
[22:04:57] <fuzzie> i just wonder why you changed it :)
[22:05:19] <Avenger> to make it prettier
[22:05:32] <Avenger> if push_front would work, it would be perfect :0
[22:05:46] <Avenger> anyway, just reverse the first loop
[22:05:47] <fuzzie> and much slower? :P
[22:06:14] <Avenger> well, i'm sure the second loop is faster :)
[22:07:07] <fuzzie> yes
[22:07:44] <Avenger> ok, i can fix the first one
[22:10:01] <fuzzie> and remove the printf? :)
[22:10:17] <Avenger> hehe, late
[22:10:22] <CIA-26> GemRB: 03avenger_teambg * r4e7c9500a861 10gemrb/gemrb/core/GUI/GameControl.cpp: fix order
[22:10:29] <Avenger> at least you can see it is fixed :)
[22:10:33] <fuzzie> the problem is, IsSelected() doesn't work right
[22:10:43] <fuzzie> but i guess someone should fix that, now
[22:10:57] <fuzzie> since that is clearly a stupid bug
[22:11:56] <fuzzie> and you crash now if there are null actors around, but again, that is a stupid bug which should be fixed anyway
[22:12:26] <Avenger> if there are no selected actors, right?
[22:12:57] <fuzzie> no, this code is never reached if no-one is selected
[22:13:17] <fuzzie> in theory, anyway
[22:13:54] <Avenger> then what null actor you talk about
[22:14:10] <fuzzie> dammit, cmake is really stupid sometimes
[22:14:23] <fuzzie> well, what happens if selected[i] is NULL for some i?
[22:14:27] <-- spike411 has left IRC (Quit: Manga & anime pokec na Jabberu: manga.cz@conf.netlab.cz)
[22:14:52] <fuzzie> oh hm, i guess that shouldn't happen any more
[22:15:00] <fuzzie> i seem to have fixed all the cases i remember
[22:15:17] <fuzzie> i really hate that selection code
[22:15:48] <Avenger> ok, i added some more fix
[22:16:17] <fuzzie> and that Immobile check in ValidTarget needs to die
[22:18:09] <CIA-26> GemRB: 03avenger_teambg * r20fbe404ce86 10gemrb/gemrb/core/GUI/GameControl.cpp: more fixes
[22:18:10] <Avenger> ok, i'm done for today
[22:18:12] <fuzzie> i am just going to remove it
[22:18:22] <Avenger> see you later
[22:18:25] <-- Avenger has left IRC (Quit: bye!)
[22:18:26] <fuzzie> bye!
[22:34:13] <CIA-26> GemRB: 03fuzzie * ra97ac4d86308 10gemrb/gemrb/core/Game.cpp: disable broken infravision tint code
[22:34:17] <CIA-26> GemRB: 03fuzzie * rae70b7fabb7a 10gemrb/gemrb/core/Scriptable/Actor.cpp: immobile actors can be valid targets
[22:34:19] <CIA-26> GemRB: 03fuzzie * rb7d92e5753fd 10gemrb/gemrb/core/Game.cpp: SelectPCSingle shouldn't check GA_SELECT
[22:45:16] <-- SiENcE has left IRC (Quit: cya @all)
[22:49:06] --> nickdaly has joined #GemRb
[22:53:16] <CIA-26> GemRB: 03fuzzie * r086058166e79 10gemrb/gemrb/GUIScripts/ (bg1/GUIINV.py ie_stats.py): shade bg1 inventory window if IE_HELD or IE_CASTERHOLD is set
[23:09:42] <-- Maighstir_laptop has left #GemRb
[23:22:22] <fuzzie> grr
[23:28:59] <CIA-26> GemRB: 03fuzzie * r6d2e6c022e56 10gemrb/gemrb/GUIScripts/ (GUICommon.py bg1/GUICommonWindows.py bg2/GUICommonWindows.py): add some hack to bg1/bg2 to preserve selection across screens
[23:29:05] <fuzzie> that has been driving me mad for far too long
[23:35:17] <nickdaly> Does the original engine do that?
[23:36:06] <fuzzie> yes
[23:37:20] <fuzzie> it is reset when going to/from the main screen
[23:39:24] <fuzzie> when you're going back/forth between spells, the char sheet (to check stats) and the inventory, it is pretty vital
[23:39:39] <fuzzie> and now, sleep for me
[23:40:36] <nickdaly> good night!