#gemrb@irc.freenode.net logs for 1 Feb 2013 (GMT)

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[00:00:24] --> brada has joined #gemrb
[00:14:42] <traveler_> lynx:
[00:14:51] <traveler_> are you sure 1hp for resting outside?
[00:14:56] <traveler_> it's absurdly small
[00:15:20] <traveler_> should it not have something like con/lvl bonus?
[00:15:47] <traveler_> i get 2hp for 13lvl fighter per rest
[00:15:59] <traveler_> 152 hp
[00:17:43] <traveler_> resting button frenzy overloads open al
[00:17:48] <traveler_> = no sounds
[00:18:03] <traveler_> *button
[00:24:16] <-- Coriander has left IRC (Read error: Connection reset by peer)
[00:26:23] <traveler_> argh
[00:26:27] <traveler_> after a fight
[00:26:42] <traveler_> http://pastebin.com/kWfFjZpk
[00:26:46] <Seniorita> [GUIScript/ERROR]: Runtime Error: [Python/ERROR]: Traceback (most recent call l - Pastebin.com
[00:26:51] <-- edheldil_ has left IRC (Ping timeout: 276 seconds)
[00:29:14] <brada> traveler: I agree. that sounds wrong
[00:29:27] <brada> would be nice if you had original to test ;)
[00:29:40] <Seniorita> [commit] Brad Allred: use Log instead of print http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b0cbd92967d0efa539d29a16cd2e86af447d405b
[00:29:42] <Seniorita> [commit] Brad Allred: add FIXME for fullscreen toggle only working on X11 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c8e7bf6e2c6ebcc1b2fc3fd0a1421e7725fd3fe8
[00:29:42] <brada> i dont think there is any bonus
[00:29:43] <Seniorita> [commit] Brad Allred: KeyEvents: fix 'f' key up from always being eaten. http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=eec31b4ce77bc80be8daa1f832885e27c15e8dce
[00:29:44] <Seniorita> [commit] Brad Allred: Remove useless/dead code http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=32a48cf92be946e1b4384628f646937abd9a361f
[00:29:54] <brada> but if you have con 20 you get regen bonus
[00:30:32] <brada> i remember in original resting being pretty useless
[00:30:41] <brada> other then for spells/fatigue
[00:31:00] <brada> it would be nice if there were a % or lvl based mod tho
[00:31:21] <brada> btw if you rest in an inn it shoud give you more hp
[00:31:51] <brada> can you provide logs for the openal stuff?
[00:33:44] <traveler_> probably what i;ve already noted in todo
[00:33:47] <traveler_> but i can test again
[00:33:50] <traveler_> http://gemrb.sourceforge.net/wiki/doku.php?id=todo&#baldur_s_gate
[00:33:52] <Seniorita> todo [GemRB wiki]
[00:34:00] <brada> that py error means GetWeapon is returning null
[00:34:07] <brada> so what weapon was that with?
[00:35:14] <traveler_> SW1H06
[00:36:09] <brada> AL_INVALID_OPERATION heh
[00:36:26] <brada> real descriptive
[00:37:13] <traveler_> http://pastebin.com/3MERTbiT
[00:37:14] <Seniorita> [Unknown]: Looking up key: ( ) [Python/ERROR]: File "<string>", line 1 [Py - Pastebin.com
[00:37:15] <traveler_> eh?
[00:38:17] <brada> i cant replicate the openal stuff with mac and bg2
[00:38:41] <brada> ill fix that indent tho
[00:38:46] <traveler_> it's really random
[00:38:55] <traveler_> this openal
[00:39:03] <traveler_> i;ve hard about it occurs with win
[00:39:11] <traveler_> now i don't have button sounds
[00:39:18] <traveler_> but i don;t see openal in log too
[00:39:24] <traveler_> but when it is in log
[00:39:28] <traveler_> bg music ceases etc
[00:39:35] <traveler_> similar to now
[00:39:42] <traveler_> *heard
[00:40:21] <brada> well try this
[00:40:46] <traveler_> oh
[00:40:52] <traveler_> now i regained button sounds
[00:40:57] <traveler_> but only on quit game dialogue
[00:41:00] <traveler_> weird
[00:41:09] <brada> remove the #ifdef __APPLE__ on line 90 of OpenALAudio.cpp
[00:41:24] <brada> and the coresponding #endif
[00:42:09] <brada> and the else part entirely
[00:42:18] <brada> i hope thats obvious what im asking :D
[00:42:45] <brada> i doubt it will change anything, but the problem you describe sounds like what was happening on the mac
[00:42:47] <traveler_> i hope
[00:42:50] <brada> before i put that there
[00:42:52] <traveler_> to fiind this file first :P
[00:44:13] <brada> btw that indent error is your fault i think
[00:44:20] <traveler_> how?
[00:44:31] <traveler_> mta("ar4900")
[00:44:36] <traveler_> some wild input?
[00:44:36] <brada> mta("ar4900")
[00:44:40] <brada> that is a console command
[00:45:16] <brada> maybe we should trim input there
[00:45:19] <traveler_> it was input in console
[00:45:23] <brada> right
[00:45:29] <brada> looks like you have leading whitespace
[00:45:36] <traveler_> twice?
[00:45:46] <brada> twice?
[00:45:56] <traveler_> i've tried to input it twice
[00:47:13] <traveler_> i don;t know
[00:47:20] <traveler_> maybe i'm this ham handed
[00:48:45] --> Herrman has joined #gemrb
[00:50:28] <brada> well let me try
[00:51:16] <brada> i get no error here
[00:51:38] <brada> tho im in bg2, but i highly doubt any game dependant things have an effect here
[00:53:45] <traveler_> mhm
[00:54:06] <traveler_> i had bad luck with this game
[00:54:08] <traveler_> sound
[00:54:13] <traveler_> strange py error
[00:54:18] <traveler_> and mta at the end
[00:55:08] <brada> did that fix your sound problem?
[00:56:07] <traveler_> sure
[00:56:18] <traveler_> works really nice
[00:56:27] <traveler_> maybe it even fixes background music
[00:56:32] <traveler_> as there is still some
[00:56:42] <traveler_> i needed time to test it with rapid clicking though :P
[00:56:48] <traveler_> looks good so far
[00:57:31] <traveler_> there is some clipping in voice overs (you can't rest)
[00:57:34] <traveler_> but it;s not related
[00:57:40] <brada> yeah
[00:57:43] <traveler_> i mean
[00:57:49] <traveler_> it occurs regardless
[00:57:54] <brada> right
[00:58:23] <traveler_> d'oh
[00:58:27] <traveler_> mta works normal
[00:58:34] <brada> well yeah :p
[00:58:50] <traveler_> yeah, sorry
[00:59:09] <traveler_> i wonder if it could fix this openal thing on todo?
[00:59:19] <traveler_> i'm not sure it's the same one
[00:59:34] <traveler_> if so, no more win porblems too
[00:59:51] <traveler_> avenger was reporting it iirc
[01:00:22] <traveler_> he hoped it ceased after openal bump and i reported it with freshest one...
[01:00:27] <brada> ah
[01:00:33] <brada> i would laugh if this fixes it
[01:00:47] <brada> because this fix has been around almost as long as i have
[01:00:55] <traveler_> but only for mac
[01:00:58] <brada> right
[01:00:59] <traveler_> strangely
[01:01:10] <brada> well i was fixing the audio for mac
[01:01:10] <traveler_> if this is so cross platformed
[01:01:16] <traveler_> i see
[01:01:22] <brada> well apple has their own openal implementation
[01:01:26] <traveler_> ah
[01:01:28] <brada> as you can see in the comments
[01:01:53] <brada> and i thought this only afflicted mac/ios
[01:02:04] <brada> but if it fixes your problem...
[01:02:04] <traveler_> not really paid attention, apart from hackish comment
[01:02:17] <brada> are you sure it fixes your problem?
[01:02:23] <traveler_> well it fixes _this_ button problem
[01:02:34] <traveler_> not sure about the original one i reported
[01:02:37] <brada> but you are sure that change does fix *something*
[01:02:51] <traveler_> yeah, it fixes button sounds
[01:02:53] <brada> ok
[01:03:00] <brada> ill make it apply everywhere
[01:03:01] <traveler_> i will leave it in todo till
[01:03:11] <brada> then ask avenger to check windows
[01:03:12] <traveler_> well, hopefully it will not resurface
[01:03:15] <traveler_> till reasonable time
[01:03:20] <traveler_> makes sense
[01:04:55] <traveler_> awww
[01:05:04] <traveler_> background music is there
[01:05:08] <traveler_> but no button sound again
[01:05:31] <traveler_> it looks you need really rapid clicking
[01:05:46] <traveler_> [Unknown]: Error: MVE player couldn't open audio. Will play silently.
[01:06:21] <traveler_> maybe it could be local thing?
[01:06:21] <brada> hard to play audio if you cant open it
[01:06:24] <traveler_> as in
[01:06:28] <traveler_> no vvhans left
[01:06:30] <traveler_> or something
[01:06:33] <traveler_> *vchans
[01:06:53] <traveler_> at least there is now background music
[01:06:59] <traveler_> then it was no bg music too
[01:07:05] <brada> hmmm
[01:07:27] <brada> so do you ever get "Failed to delete buffers" messages?
[01:07:31] <brada> for openal?
[01:07:51] <brada> because if not then there is certainly no point in that apple hack for you
[01:07:59] <brada> you wont get them with that hack tho
[01:08:09] <traveler_> i got Unable to buffer music data as per todo
[01:08:21] <traveler_> not sure about failed to delete
[01:08:24] <brada> yeah but i mean along side that
[01:08:25] <traveler_> will pay attention
[01:08:40] <brada> like if it cant buffer due to them being full
[01:09:16] <traveler_> well, it could be like 'oh openal is failing again" and i did not differentiate between errors
[01:09:34] <traveler_> currently i got this [Unknown]: Error: MVE player couldn't open audio. Will play silently. which is pretty new for me?
[01:09:46] <traveler_> no other soudn related errors
[01:10:18] <traveler_> just [OpenAL]: Playing Next Music /queuing
[01:10:41] <traveler_> but! i;m pretty sure that before this hack when button sound failed i've lost background music too
[01:11:15] <traveler_> and if this could make sense, now was a lot harder to 'overload' button sound
[01:11:38] <traveler_> it all could be just mind playing tricks on me
[01:11:40] <traveler_> though
[01:11:46] <brada> my assumption is that the rapid clicking kills audio because the buffers fill up
[01:12:20] <brada> so i dont know that this needs to be fixed
[01:13:47] <brada> that mve error is openal related too
[01:13:52] <traveler_> is there chance of buffers being full and no message?
[01:14:04] <traveler_> or to the same effect
[01:14:12] <brada> basically you are running out of streams
[01:14:18] <brada> we allocate 30
[01:14:29] <brada> but i think at least one is reserved
[01:15:11] <brada> we only free up streams if they are stopped
[01:16:12] <traveler_> On Windows, I don't always hear sound, especially when clicking buttons. Possible cause: You have got a wrong version of OpenAL. Solution: Install OpenAL Soft 15.1. The best is if you copy soft_oal.dll as OpenAL32.dll somewhere on your game's dll path.
[01:16:54] <traveler_> and this was usually associated with such openal error I put on todo
[01:17:04] <traveler_> thus, 15.1 is not solution, at least for me
[01:22:55] <brada> those errors on the wiki are unrelated to yours
[01:23:03] <brada> please provide me a log
[01:23:11] <brada> strip out anything not openal tho
[01:24:43] <traveler_> log of what?
[01:24:48] <traveler_> post apple hack or pre?
[01:24:58] <brada> pre
[01:25:15] <brada> then trigger the problem and send me a stripped log
[01:25:45] <traveler_> will do
[01:25:55] <traveler_> but i;m afraid there is not much openal there
[01:26:06] <traveler_> is there some swotch for verbosity?
[01:27:06] <brada> no
[01:28:54] <brada> no failed to delete or failed to unqueue buffer errors?
[01:31:20] <brada> there must be an openal error of some kind
[01:31:20] <traveler_> who is syntaxerror on g3 btw?
[01:31:24] <brada> me
[01:31:26] <brada> why?
[01:31:36] <traveler_> i thought so
[01:31:56] <traveler_> but somehow on forum your presence is appears more like
[01:32:21] <traveler_> "install teh -git or do not talk to me at all"
[01:32:32] <traveler_> "INSTALL TEH -GIT11!!"
[01:32:50] <brada> a side effect of most problems being android users using ancient versions :p
[01:32:51] <traveler_> but i was not readinf forum much, so maybe it wrong impression
[01:33:03] <traveler_> well yes, android is probably worst offender
[01:33:09] <brada> definately
[01:33:24] <brada> hopefully by next release we will have a build bot
[01:33:28] <brada> for android
[01:33:37] <-- Herrman has left IRC (Quit: Yo momma has an afro with a chin strap.)
[01:34:12] <traveler_> yeah
[01:34:17] <traveler_> speaking of silent buttons
[01:34:29] <traveler_> they look associated with occurrence of [Unknown]: Error: MVE player couldn't open audio. Will play silently.
[01:34:31] <traveler_> in log
[01:35:03] <traveler_> other is [OPENAL]: Music in INITIAL State. AutoStarting which probably is background music, which works...
[01:36:24] <traveler_> nothing other related to audio i see
[01:36:26] <traveler_> this time
[01:36:50] <traveler_> well obvious, [ResourceManager]: Found 'DUNG2/DUNG2A.acm' in 'Music'. [Unknown]: Playing: DUNG2/DUNG2A
[01:37:14] <brada> there should be several open al messages
[01:37:21] <traveler_> [ResourceManager]: Found 'REST.mve' in 'chitin.key'. [ResourceManager]: Searching for 'DUNG2/DUNG2A'... [ResourceManager]: Found 'DUNG2/DUNG2A.acm' in 'Music'. [Unknown]: Playing: DUNG2/DUNG2A [OPENAL]: Music in INITIAL State. AutoStarting [ResourceManager]: Searching for 'eff_e05'... [ResourceManager]: Found 'eff_e05.wav' in 'chitin.key'. [ResourceManager]: Searching for 'eff_e07'... [ResourceManager]: Found 'eff_e07.wav' in 'chitin.
[01:37:37] <traveler_> maybe this is this mve plugin which got hanged?
[01:37:42] <brada> none of that is of interest
[01:37:45] <traveler_> resting is associating with playing mve now
[01:37:49] <traveler_> *associated
[01:38:03] <brada> yeah but mve playe doesnt actually play audio
[01:38:14] <brada> it hands it off to openal
[01:38:32] <traveler_> uhm
[01:39:26] <traveler_> well i kind of knew theis is not so interesting, but jsut proving point that there is no other audio things
[01:39:39] <traveler_> argh, sorry for sloppy typing
[01:40:30] <brada> me too :D
[01:42:24] <traveler_> after first occurrence of mva problem
[01:42:29] <traveler_> it's just a loop of
[01:42:31] <traveler_> [Unknown]: Error: MVE player couldn't open audio. Will play silently. [ResourceManager]: Searching for 'DUNG2/DUNG2A'... [ResourceManager]: Found 'DUNG2/DUNG2A.acm' in 'Music'. [Unknown]: Playing: DUNG2/DUNG2A [OPENAL]: Music in INITIAL State. AutoStarting [ResourceManager]: Searching for 'REST'... [ResourceManager]: Found 'REST.mve' in 'chitin.key'. [Unknown]: Error: MVE player couldn't open audio. Will play silently.
[01:42:43] <traveler_> and nothing more
[01:43:29] <traveler_> correct loop is
[01:43:31] <traveler_> [ResourceManager]: Found 'REST.mve' in 'chitin.key'. [ResourceManager]: Searching for 'DUNG2/DUNG2A'... [ResourceManager]: Found 'DUNG2/DUNG2A.acm' in 'Music'. [Unknown]: Playing: DUNG2/DUNG2A [OPENAL]: Music in INITIAL State. AutoStarting [ResourceManager]: Searching for 'REST'... [ResourceManager]: Found 'REST.mve' in 'chitin.key'. [ResourceManager]: Searching for 'DUNG2/DUNG2A'... [ResourceManager]: Found 'DUNG2/DUNG2A.acm' in 'Mus
[01:48:34] <brada> traveler: try git checkout d74cc1e8e0fc12bd27434ad3df7c4c92165d602a
[01:48:44] <brada> see if you can replicate these errors there
[01:51:19] <traveler_> ok
[01:52:07] <traveler_> glad you are onto something
[01:52:13] <traveler_> as i see no relation
[01:52:45] <brada> relation?
[01:52:51] <traveler_> apart for some old warnings ;)
[01:53:07] <Seniorita> [commit] Brad Allred: Audio: add logging for out of streams case http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=32dd1df2435a927f7ea51889b78a111c1b4d16b9
[01:54:14] <traveler_> eh
[01:54:20] <traveler_> so you wanted me to co head?
[01:54:28] <traveler_> or this old one?
[01:55:39] <brada> i want to know if that old revision has the same problems
[01:56:02] <traveler_> yes
[01:56:08] <traveler_> exactly the same loop
[01:56:17] <brada> ok then i didnt break it :p
[01:56:31] <traveler_> hahaha
[01:56:34] <traveler_> now i see :P
[01:56:36] <brada> then go back to head and try and see if you get a message about no available streams
[01:56:40] <traveler_> suer
[01:56:42] <traveler_> *re
[01:56:58] <brada> the one i just added
[01:57:23] <traveler_> eh i get that
[01:59:20] <traveler_> another day without finishing bg1
[01:59:30] <traveler_> but this is all for good cause i hope ;)
[02:00:02] <brada> well it would be nice to track the openal issues down
[02:00:08] <traveler_> well you could say that's why i'm playing bg1 at all
[02:00:15] <traveler_> and that would ba a point too
[02:01:41] <traveler_> for a moment it looked like a heisenbug
[02:01:42] <traveler_> but no
[02:01:48] <traveler_> i replicated it
[02:01:52] <traveler_> time to look in console
[02:02:11] <traveler_> pretty blatant i would say
[02:02:14] <traveler_> wall of
[02:02:21] <traveler_> [OpenAL/ERROR]: No available audio streams out of 30
[02:03:42] <traveler_> btw, how this mysterious case of gcc vs clang compile ended?
[02:03:58] <traveler_> did infact gcc silently optimized debug build?
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[02:25:09] <traveler_> brada: are you working on something?
[02:25:23] <traveler_> it gets absurdly late
[02:25:40] <traveler_> i mean day time
[02:26:55] <traveler_> so will probably be going to sleep in a moment
[02:32:28] <brada> the gcc/clang stuff i dont know exactly the problem
[02:32:39] <brada> i just changes some types and it magically worked
[02:32:46] <brada> but the types shouldnt have mattered
[02:33:13] <traveler_> uhm
[02:33:20] <brada> im not working on anything just eating dinner :p
[02:33:23] <brada> but go to bed
[02:33:25] <traveler_> lol
[02:33:34] <traveler_> ok, gn then
[02:33:40] <traveler_> it's 3:33 am here
[02:33:44] <brada> yeah
[02:43:24] <edheldil_> good night
[02:43:58] <edheldil_> I was just woken up by a duty call
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[08:33:53] <lynxlynxlynx> traveler_: if you do have superhuman con or magic regeneration, then you will heal more on rest - we just advance time
[08:34:11] <lynxlynxlynx> the original also cast any healing spells, at least in bg2
[08:34:29] <lynxlynxlynx> if you had them memorised of course
[08:34:57] <lynxlynxlynx> the con bonus itself plays no role
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[10:44:41] <Seniorita> [commit] Jaka Kranjc: fx_armor_of_faith enhances magic damage resistance, not magic resistance http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c50e9e557af05376b2efcf26abaa74260c7e95e3
[10:44:42] <Seniorita> [commit] Jaka Kranjc: removed silly fixme http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=307fda3509e28c949c754412535cac58250af12f
[10:44:43] <Seniorita> [commit] Jaka Kranjc: mislead and projected images can't make physical attacks http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=64693a724c42578ba3c5a83181542287d0356e73
[10:44:44] <Seniorita> [commit] Jaka Kranjc: EffectQueue: removed obsolete & commented out function http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=498413b04bc47dc1f563e7a5fef95ba4cdf72f30
[10:44:45] <Seniorita> [commit] Jaka Kranjc: fixed the damage reduction effects' reduction value http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=78fb5eeb15000d7d0a31a5cd7dd318c0001e0de4
[10:55:01] <Seniorita> [commit] Jaka Kranjc: centirevisional NEWS bump http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9a1d86720a06c48b0b267a1ff2a181f91603d9b2
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[11:28:33] <traveler_> speaking of rest again
[11:28:56] <traveler_> i've bumped con in 21 thanks to bhaalspawn ability
[11:29:30] <traveler_> bu don't think it had apparent effect on rest/hp
[11:29:51] <traveler_> i know this technique was used in original
[11:29:54] <lynxlynxlynx> the effect expires, no?
[11:30:01] <traveler_> yes it expires
[11:30:13] <traveler_> i don't know it is considered exploit
[11:30:31] <traveler_> ut in original you got bonus from effect con bump i think
[11:30:41] <traveler_> for first rest at least
[11:31:02] <lynxlynxlynx> depends on how long it lasts
[11:31:21] <lynxlynxlynx> kagain(?) has a natural 20 con
[11:32:01] <lynxlynxlynx> he should heal faster -> 1hp/minute -> 5hp/hour -> 40hp/rest
[11:32:18] <traveler_> i have 19hp unfortunately
[11:32:25] <traveler_> and i heal 2hp at rest
[11:32:33] <traveler_> *19 natural con
[11:33:01] <traveler_> there is such bump between 19 and 20?
[11:33:26] <traveler_> moreover, with bhaalspawn i have 21 con
[11:33:36] <traveler_> i don't see to have any regen
[11:33:43] <traveler_> 1hp/ minute
[11:34:14] <traveler_> wait, maybe it's <1min duration?
[11:38:16] <traveler_> actually i get 1/hp +
[11:38:25] <traveler_> effect last a little bit longer than minute
[11:38:41] <traveler_> so casting it before rest
[11:38:59] <traveler_> i should get +3hp, and without +2hp
[11:39:52] <traveler_> but i get +2hp both cases
[11:42:43] <lynxlynxlynx> i don't follow
[11:43:05] <lynxlynxlynx> 19 con gives no regen bonus
[11:43:07] <traveler_> ok
[11:43:10] <traveler_> i know
[11:43:17] <traveler_> rephrasing
[11:43:39] <traveler_> casting bhaalspawn ability bumps my con from 19 to 21
[11:44:00] <traveler_> now i have indeed regen +1hp/minute
[11:44:08] <traveler_> it last a little bit longer thanminute
[11:44:12] <traveler_> effect
[11:44:28] <traveler_> so casting it before rest should give me +3hp
[11:44:46] <traveler_> and not casting +2hp as usual with 19con
[11:44:57] <traveler_> but in both cases 8h/rest gives +2hp
[11:45:05] <lynxlynxlynx> where do you get that +2 from?
[11:45:30] <traveler_> that's my normal hp per rest
[11:45:48] <traveler_> it looks very minuscule to me
[11:46:05] <traveler_> though
[11:46:08] <lynxlynxlynx> oh, you're in an inn?
[11:46:14] <traveler_> no
[11:46:17] <traveler_> wilderness
[11:46:45] <traveler_> 13lvl fighter/19con, 159hp, +2hp per rest
[11:46:46] <lynxlynxlynx> that's odd
[11:46:55] <lynxlynxlynx> you should get 1
[11:47:48] <traveler_> you are sure it was always lik this even after leveling up?
[11:48:04] <traveler_> it's reasonable with 1-5lvl characters
[11:48:05] <lynxlynxlynx> anyway, that simple spell is too short to have an effect, we increase the time in hour increments when resting
[11:48:07] <traveler_> after this, not so much
[11:48:27] <traveler_> ah ok, that explains it
[11:48:28] <lynxlynxlynx> resting removes fatigue, not magically mend broken limbs etc
[11:49:22] <traveler_> by this point in game you are resting so much, that there is barely any case of fatigue ;)
[11:49:57] <lynxlynxlynx> solo problems
[11:50:06] <traveler_> possibly
[11:50:28] <traveler_> but with full party with tosc fighters easily get in 99-115hp area
[11:51:48] <traveler_> possibly more iwth gemrb as it alway rolls max hp on levelup
[11:52:10] <lynxlynxlynx> that's difficulty level dependant
[11:52:18] <traveler_> really?
[11:52:31] <lynxlynxlynx> and you can force it for higher difficulties too, there's a config option
[11:52:48] <traveler_> forcing random hp on levelup?
[11:53:01] <lynxlynxlynx> yeah, not maxing the toll
[11:53:03] <lynxlynxlynx> roll
[11:53:09] <traveler_> ah
[11:53:14] <traveler_> to be frank i prefer it this way
[11:53:31] <traveler_> because i remember all this save/reloads and levelup ;)
[11:53:48] <traveler_> there is also another difference
[11:53:58] <traveler_> in orginal when you had you con bumped by tome
[11:54:19] <traveler_> all levels already gained lost their potential hp
[11:54:40] <traveler_> in gemrb i think you regain all hps you would have if having higher con from start
[11:55:59] <traveler_> i don't think it's a bad thing, maybe it prevents 1-2lvl hasted pc frenzy for tome in alarik's cave from obsessive players
[11:56:25] <traveler_> as you could remember this is gave of flesh golems
[11:56:51] <traveler_> so it's not really suitable and more of a luck exploit to get con early
[11:56:59] <traveler_> *cave
[11:57:47] <lynxlynxlynx> silly restriction to reproduce if you ask me
[11:58:08] <traveler_> well, i'm not asking to reproduce it :P
[11:59:30] <traveler_> all in all it amounts to pcs usually having higher hp in gemrb, not necessarily a bad thing
[12:20:29] <edheldil> btw, 3e: With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
[12:20:29] <edheldil> If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
[12:23:12] <edheldil> recovering just unscaled 2hp would make rest rather pointless as a game mechanism - or did you mean 2hp/level?
[12:26:33] <traveler_> no
[12:26:34] <traveler_> i mean
[12:26:39] <traveler_> i only recover 2hp
[12:26:43] <traveler_> 2 measly hp
[12:26:49] <traveler_> for 13lvl character
[12:27:22] <traveler_> for 8h rest cycle
[12:27:59] <traveler_> but you are speaking of 3rd edition not adnd?
[12:28:25] <traveler_> ahhh
[12:28:29] <traveler_> 3 euros, ok
[12:28:29] <edheldil> yes. But was there even fatigue in ADnD?
[12:28:42] <traveler_> there is in bg1 for sure ;)
[12:30:18] <traveler_> if it is like you told, then original error was not wrong hp for resting outside but not multiplyingx lvl for resting in taverns?
[12:30:32] <traveler_> thus, more hp outside
[12:33:15] <lynxlynxlynx> official rules are one thing, the game another
[12:33:22] <lynxlynxlynx> plus the versions don't match :)
[12:34:12] <lynxlynxlynx> all the lore suggests it is as we have it, whether it makes the game hard or not
[12:37:08] <traveler_> ok then
[12:44:32] <lynxlynxlynx> any experimental proof of the contrary is welcome though
[12:45:51] <lynxlynxlynx> the sleep until healed option really showed how bad a choice was healing through rest if you had no healers
[12:46:25] <lynxlynxlynx> i remember an iwd(2) screenshot with some 130 days of rest as a result :)
[12:48:39] <edheldil> heh :)
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[13:49:31] <lynxlynxlynx> hey
[13:49:51] <lynxlynxlynx> last time you said the sorcerer/monk mod didn't work - weidu couldn't find it
[13:50:06] <lynxlynxlynx> what if you copy our files to override/ instead of data/?
[14:00:17] <hadrian> Hi. I got it working. Needed to include the unhardcoded files in the mod directory and ~copy~ them otherwise chitin.key wouldn’t have a record of them and weidu wouldn’t be able to edit them.
[14:02:39] <hadrian> also, modified unhardcoded files had to be copied from bg2/override to gemrb/bg2/override as gemrb/bg2/override has those files too and that directory seems to have priority
[14:07:08] <hadrian> Also, your .tp2 might have BEGIN, VERSION and LANGUAGE in the wrong order.
[14:07:37] <traveler_> lynx: i will try to remember to check it in original if having a chance
[14:08:09] <traveler_> http://forgottenrealms.wikia.com/wiki/Angelo_Dosan humph. some autoscaling in work? when i;ve dumped him in game end battle he was something like 12/12
[14:08:10] <Seniorita> Angelo Dosan - The Forgotten Realms Wiki - Books, races, classes, and more
[14:10:26] <traveler_> yup
[14:10:30] <traveler_> he is 12/12 in gembr
[14:12:18] <lynxlynxlynx> hadrian: oh, you have old gemrb
[14:12:39] <traveler_> http://pastebin.com/4ihzVmXk any idea why sarevok looks stalled like morale break?
[14:12:40] <Seniorita> [Actor/DEBUG]: Debugdump of Actor Sarevok (Sarevok, Sarevok): Scripts: sarevok - Pastebin.com
[14:12:42] <lynxlynxlynx> pretty useless exercise, i thought you were on -git
[14:14:19] <traveler_> he just stares in empty space
[14:14:27] <traveler_> his all allies are dead
[14:14:39] <traveler_> i had this before in similar scenario
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[14:28:02] <traveler_> will wait to see if he is asleep ort something
[14:28:09] <traveler_> but doesn't look like form dump?
[14:34:30] <lynxlynxlynx> the dump doesn't show the state flags, so it's impossible to tell
[14:35:34] <traveler_> i have new lead
[14:36:03] <traveler_> http://pastebin.com/SSbpgMPD
[14:36:04] <Seniorita> [Actor/DEBUG]: Debugdump of Actor Sarevok (Sarevok, Sarevok): Scripts: sarevok - Pastebin.com
[14:36:07] <traveler_> see at end
[14:36:18] <traveler_> no idea what he is attacking though
[14:36:20] <traveler_> just standing
[14:36:55] <traveler_> i did not attack him, i believe it would 'woken him up'
[14:37:06] <traveler_> he just got some side damage from me playing with traps
[14:52:09] <traveler_> hm
[14:52:24] <traveler_> this protection from... scroll effects are really resistant
[14:52:41] <traveler_> all wearied off beside them
[14:53:10] <traveler_> uh or i just used up all scrolls before finall fight
[14:53:17] <traveler_> porbably 1-3 from each kind
[14:53:20] <traveler_> makes sense
[14:58:38] <lynxlynxlynx> he want's to attack, but we don't let him
[14:58:59] <lynxlynxlynx> add it to the todo, that weapon unusable bit
[14:59:13] <lynxlynxlynx> he has a special weapon, not what you see him wielding
[15:00:17] <traveler_> i know about his weapon
[15:00:33] <traveler_> but it's not like he stalls every time
[15:00:41] <traveler_> he is very capable of using it... usually
[15:03:16] <traveler_> hm
[15:03:17] <traveler_> nope
[15:03:32] <traveler_> attacking him doesn't change anything
[15:05:10] <traveler_> hah
[15:05:12] <traveler_> ctrl+c
[15:05:17] <traveler_> on game screen
[15:05:29] <traveler_> lol
[15:05:39] <traveler_> i just have killed myself after endgame with ctrl+y
[15:05:47] <traveler_> well that is epic ending right there
[15:06:53] <traveler_> still, a bit aggressive control grabbing after end game doesn't allow to use menu properly
[15:07:03] <traveler_> there is no cursor
[15:12:42] <lynxlynxlynx> i guess a cutscene didn't end
[15:14:04] <traveler_> i think it should just get back to main menu
[15:14:11] <traveler_> after films
[15:16:44] <traveler_> http://www.youtube.com/watch?v=D6gkl4CprQQ hm
[15:16:45] <Seniorita> BG:EE - Only fighter team - Sarevok last fight - YouTube
[15:16:51] <traveler_> to oflashy for me
[15:19:18] <traveler_> looks we don't gain experience in gemrb after killing sarevok
[15:20:09] <traveler_> haha in this film bgee crashed aftter killing sarevok?
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[15:47:26] <lynxlynxlynx> i don't think any game besides soa handled engame well (and soa only with tob installed)
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[15:58:49] <edheldil> pst? :)
[16:00:07] <lynxlynxlynx> only played it once and i don't remember
[16:32:22] <traveler_> brada: just lost music after [OpenAL/ERROR]: Error playing music source: 0xa004 [OpenAL/ERROR]: Unable to buffer music data: 0xa004 , as usual
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[16:37:00] <brada> traveer_: you are oosin your opena context
[16:37:25] <traveler_> loosing?
[16:37:33] <brada> and i get my keyboard fixed today
[16:37:38] <brada> losin
[16:37:49] <brada> losing
[16:38:34] <traveler_> well i didn't see othere errors
[16:39:23] <traveler_> 30 streams are related to losing button sounds & this one above loosing bg music
[16:40:10] <traveler_> Fission Slime looks like another xp farm
[16:40:25] <traveler_> it multiplies but still grants 3k xp for each 'killing'
[16:40:56] <brada> the only documented way to get AL_INVALID_OPERATION after attempting to play is due to no context
[16:42:49] <brada> traveler_: run with debugger and put a watch on alutContext
[16:43:22] <brada> that maybe wont catch anything tho
[16:43:40] <traveler_> well for now
[16:43:57] <traveler_> i still don't know how to replicate [OpenAL/ERROR]: Error playing music source: 0xa004
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[16:50:59] <fuzzie> traveler_: do you have the line before the error one?
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[16:56:27] <traveler_> excellent.
[16:56:53] <fuzzie> so our openal code is buggy here
[16:57:00] <traveler_> amulet of missiles cast 'fireballs' albeit they are not 'fire' thus multiplying fission slime...
[16:57:05] <fuzzie> there's a missing checkALError after the alSourceQueueBuffers call
[16:57:08] <traveler_> well i will dig for line
[16:57:21] <brada> no need
[16:57:35] <fuzzie> and so almost certainly that error is coming from that call
[16:58:25] <traveler_> [OpenAL]: Queuing New Music [OPENAL]: Music in INITIAL State. AutoStarting [OpenAL/ERROR]: Error playing music source: 0xa004 [OpenAL/ERROR]: Unable to buffer music data: 0
[16:58:27] <fuzzie> or I guess the alBufferData..
[16:58:28] <traveler_> nothing more
[16:58:47] <brada> ah that mis-led me then
[16:59:53] <brada> There is no current context, an attempt was
[16:59:54] <brada> made to add a new buffer which is not the
[16:59:55] <brada> same format as the buffers already in the
[16:59:56] <brada> queue, or the source already has a static buffer
[16:59:57] <brada> attached.
[17:00:18] <fuzzie> you know you should never trust the documentation, right? :)
[17:00:23] <fuzzie> the code does agree though.
[17:00:35] <fuzzie> well, assuming this is openal soft
[17:01:01] <traveler_> it is
[17:01:21] <brada> i think one of the 3 errors is right :D
[17:02:26] <brada> off to the repair center. bbl
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[17:06:12] <traveler_> aaaargh
[17:06:16] <traveler_> that's not fair
[17:06:30] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359738109&do=diff
[17:06:36] <traveler_> i've 'made' lots of fission slime by slicing them
[17:07:04] <traveler_> yet game still counts that as defeating them and teleports me after pehonix guard death
[17:09:33] <fizzle> oi, I just noticed pretty much all strncpy calls in gemrb are unsafe...
[17:19:03] <traveler_> every time you travel from subarea to AR0513
[17:19:08] <traveler_> or load game
[17:19:30] <traveler_> there is nasty cumulated/overlapped fireball sound
[17:20:49] <fuzzie> fizzle: hm, I thought we were pretty good for stuff that doens't come from user config
[17:21:07] <traveler_> or after rest
[17:21:19] <fuzzie> strncpy is so stupid though.
[17:21:39] <fizzle> fuzzie: it doesn't look like strings are ever NUL-terminated (or rarely, in any case)
[17:21:42] <traveler_> this is artefact from fire trap at entrance, yes. unneeded? probably.
[17:21:51] <fuzzie> fizzle: in any relevant cases though?
[17:21:51] <fizzle> we should really use strlcpy, though
[17:22:09] <fizzle> I haven't looked at all occurences
[17:22:27] <fizzle> if we don't, that begs the question why we use strncpy at all, though
[17:22:44] <fuzzie> yes, it's totally unnecessary in most of these cases
[17:22:58] <fuzzie> in fact if I grep, they're largely copying static strings into static-size buffers
[17:23:07] <fizzle> many times, yes
[17:24:02] <fuzzie> but yes, it would be nice to fix stuff like SaveGameIterator
[17:24:21] <fuzzie> openbsd's manpage for strlcpy isn't very clear
[17:24:56] <fuzzie> but really, I would be happy to have anything which doesn't idiotically fill the target buffer with nulls
[17:25:16] <fizzle> and more importantly, NULL_terminates
[17:25:26] <fuzzie> that isn't really so important to me :P
[17:25:45] <fuzzie> if you put stupid things in your config file and over-fill internal buffers, your own fault
[17:25:46] <fizzle> I think that's far more important actually
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[17:26:41] <fizzle> failing nicely instead of just crashing saves on unnecessary bug reports :)
[17:26:51] <fuzzie> sure
[17:27:06] <fuzzie> but idiotically filling the target buffer with nulls means we actually deliberately avoid strncpy for performance reasons
[17:27:10] <fuzzie> which is insane
[17:27:20] <fuzzie> so putting a strlcpy implementation somewhere sounds quite a good idea just for that
[17:27:30] <fizzle> strncpy *should* be avoided
[17:27:39] <fuzzie> not for performance reasons :-)
[17:28:02] <fizzle> I'll grant you that
[17:29:16] <fuzzie> it might be important that we don't use strlcpy for resrefs though
[17:30:17] <fuzzie> well, for some resrefs. some of this code is really insane. :P
[17:30:54] <fuzzie> but I remember there was something about savegame compatibility and filling with nulls.
[17:31:08] <fuzzie> a patch to fix the obvious stuff would be brilliant though, if you feel like one.. :p
[17:31:27] <fizzle> I'll put it on my list
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[17:52:29] <traveler_> while it's only of minuscule interest, i've developed new xp mining strategy... in durlag's chess board when pawn reaches your pc it becomes queen... largest xp bounty (5k xp) but not real threat in melee (opposite from distance so better not to be seen by real one). you can bait all pawns and took them one by one for largest xp ;)
[17:53:26] <traveler_> i think this is nothing new, probably even used it first time around
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[18:27:10] <lynxlynxlynx> Being magically asleep not using proper stance (lying).
[18:27:25] <lynxlynxlynx> which avatars/animations did you see this with?
[18:29:33] <fizzle> this seems kind of hacky: http://nopaste.me/paste/598165664510c0976bb8bd
[18:29:40] <fizzle> is there a better way to do it?
[18:29:42] <Seniorita> Safe disarming - Diff - NoPaste.me - Secure and Anonymous
[18:39:23] <traveler_> pc
[18:39:26] <traveler_> lynx:
[18:39:33] <traveler_> as we spoke already
[18:40:53] <lynxlynxlynx> important info
[18:41:03] <traveler_> added
[18:41:12] <lynxlynxlynx> you know you were asleep due to the debug dump?
[18:41:34] <traveler_> yes
[18:41:55] <traveler_> or rather icon on portrait and game console
[18:41:57] <traveler_> multiple times
[18:42:31] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1359743897&do=diff
[18:42:56] <traveler_> you said iirc that it uses proper stance
[18:42:59] <traveler_> but something resets it
[18:42:59] <lynxlynxlynx> you weren't stunned or held at the same time?
[18:43:28] <lynxlynxlynx> if you do anything, then maybe one of our paths is not inhibited yet/anymore, yes
[18:43:46] <lynxlynxlynx> i guess it can only happen with the selected char
[18:44:05] <lynxlynxlynx> fizzle: doesn't look that ugly
[18:44:25] <traveler_> well i probably was frantically clicking attack at that time ;)
[18:44:31] <traveler_> or something to this effect
[18:44:57] <traveler_> as i've said, we are not speaking og one particular case
[18:47:12] <fizzle> lynx: if you say so...
[18:48:26] <lynxlynxlynx> for effects we have a bit nicer way to get the id, but i don't know if it would be sensible to port this mechanism to actions
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[18:48:50] <lynxlynxlynx> just wait for fuzzie to take a look
[18:57:53] <traveler_> what a run of bad luck... couldn't force chest with 70% difficulty...
[19:06:00] <traveler_> huh? ettercaps run on all fours? first time i noticed
[19:14:10] <fuzzie> whu?
[19:15:31] <fuzzie> oh, traps
[19:16:02] <fuzzie> if you want to do it based on action id, you should just hardcode the action id
[19:17:58] <fizzle> really?
[19:18:08] <fizzle> what if some game overrides it?
[19:18:19] <fuzzie> it's hardcoded in all the original games
[19:18:41] <fizzle> I thought gemrb was (also) about modding...
[19:18:43] <fuzzie> I imagine the 'nice' way to do it is to have the action set a flag/field in the actor and then clear that in ReleaseCurrentAction though.
[19:18:52] <fuzzie> yes, but you can't mod it the way you have it, either
[19:19:12] <fizzle> well, you can use a different id
[19:19:15] <fuzzie> if you're going to hardcode it to the RemoveTraps action
[19:19:45] <fuzzie> then you're effectively hardcoding it to the id anyway.
[19:21:02] <fizzle> don't really see how, but anyway, I can do it the flag way, too
[19:22:17] <fuzzie> I mean, there'd be no advantage to modders changing the ids of actions.
[19:22:37] <fuzzie> What a modder might want to do is add a *different* removetraps action, to handle things differently.
[19:22:45] <fuzzie> But then that doesn't work if you do it based on action id.
[19:22:50] <fuzzie> I don't know if that makes any more sense.
[19:23:04] <fizzle> how do you add new actions, anyway?
[19:23:17] <fuzzie> There's a table in GameScript.cpp.
[19:23:29] <fizzle> yes, I mean, as a modder
[19:23:37] <fuzzie> by modifying gemrb :)
[19:23:50] <fizzle> nya
[19:23:55] <fuzzie> I mean, if you *don't* modify gemrb then you're not going to be building a new game anyway.
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[19:24:27] <fuzzie> But, yes, the chance of someone messing with this stuff is pretty much near zero.
[19:24:40] <brada> we have discussed the string stuff before
[19:24:51] <brada> tomprince suggested using st::string
[19:25:00] <brada> cant remember why that didnt happen
[19:25:31] <fuzzie> well, it involves depending on the sanity of STL code
[19:26:31] <fizzle> I'd say it's a pretty invasive change for not much gain
[19:27:31] <fizzle> anyway, re: traps: actionid or flag?
[19:27:46] <fizzle> I assume the IF_ flags are purely internal?
[19:27:47] <fuzzie> well, Avenger's policy is to not hardcode any actionids
[19:27:52] <fuzzie> yes
[19:28:01] <fizzle> it's certainly somewhat cleaner
[19:28:04] <fuzzie> the disadvantage of an IF_ flag is that you can't store the trap id
[19:28:24] <fizzle> I can get the action anyway
[19:28:40] <fuzzie> right, but it's silly hard-coding an action hack if you can avoid it
[19:28:51] <fuzzie> people keep dreaming about the idea of using Lua or something
[19:29:47] <fuzzie> oddly enough the original only checks actionId==28, that's it. you'd think that'd be noticable.
[19:30:11] <fizzle> noticable where?
[19:30:51] <fuzzie> well, noticable because presumably you can walk across a trap to disarm another one :)
[19:31:08] <fizzle> oh, it doesn't check the trap?
[19:32:49] <fuzzie> the trap code ignores actors running action id 28.
[19:33:39] <fizzle> if people don't expect to be able to do that, I guess most won't even try :)
[19:34:28] <brada> i remember being really confused by htat behvior
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[20:07:21] <fizzle> hm
[20:07:39] <fizzle> is there a reason we're never overriding functions right now?
[20:08:09] <fizzle> ie. ReleaseCurrentAction() is in Scriptable but the trap stuff would only be needed for Actors
[20:08:39] <fizzle> but if I add it to Actor I'm going to have to override ReleaseCurrentAction
[20:08:52] <fizzle> (or add ugliness)
[20:11:29] <fuzzie> do you have to care?
[20:11:44] <fizzle> about what exactly?
[20:11:57] <fuzzie> I mean, if you use an IF_, you can just unset that in the Scriptable one.
[20:12:00] <fuzzie> It's kind of harmless to do.
[20:12:08] <fizzle> oh, I'm not using an IF
[20:12:17] <fizzle> because I can't set the trap id...
[20:12:42] <fizzle> adding a new property
[20:12:46] <fuzzie> otherwise making ReleaseCurrentAction virtual seems harmless enough if you want to
[20:13:00] <fizzle> okay, I'll do that then
[20:13:17] <fuzzie> my personal goal is to aim for understandability
[20:13:33] <fizzle> http://nopaste.me/paste/1209257673510c21de9e554
[20:13:33] <fuzzie> but gemrb is largely just a huge unplanned mess.
[20:13:34] <Seniorita> Safe disarming 2 - Plain-Text - NoPaste.me - Secure and Anonymous
[20:13:52] <fizzle> this would be the change except for the missing virtual
[20:14:06] <fuzzie> well ieDword is unsigned so srtting it to -1 should produce warnings..?
[20:14:29] <fuzzie> but that seems clean and simple otherwise
[20:19:01] <fizzle> actually, no, it doesn't cause a warning
[20:19:11] <fizzle> although I'm not quite sure why
[20:23:17] <fuzzie> if it works, commit, I would say
[20:24:16] <fizzle> will do
[20:28:45] <fuzzie> certainly it looks like the right design to me.
[20:36:59] <Seniorita> [commit] Jens Granseuer: don't trigger traps while the actor is trying to disarm them http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2b5a8185d2780a549e4dac265b83f09487fb7036
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[21:24:04] <traveler_> it is possible than aec'letec death gaze doesn't work
[21:24:11] <traveler_> as not once it worked on me
[21:27:54] <traveler_> "I think I mentioned several times around now - I think that the global gains of BG + ToTSC, experience wise, are around 1.5 million XP
[21:28:48] <traveler_> that's a pity, because I;m currently about 1488000.... 1500000 needed for 14lvl
[21:29:19] <traveler_> humph. drizzt gives 15k ;)
[21:29:27] <traveler_> + there is this iron throne party...
[21:29:53] <traveler_> with bit of luck maybe i will crack 14lvl
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[22:00:43] <traveler_> yeah
[22:18:27] <traveler_> something is wrong with xp counters though
[22:18:30] <traveler_> in detailed info
[22:18:41] <traveler_> i have 1.600.000 xp for killing
[22:18:53] <traveler_> while my total xp is little over 1.500.000 now
[22:19:33] <traveler_> there is no xp loss in bg1
[22:19:36] <traveler_> level drain etc
[22:21:12] <traveler_> could the counter be switched?
[22:21:15] <traveler_> *s
[23:14:03] <lynxlynxlynx> were you always alone?
[23:16:26] <traveler_> yep
[23:16:42] <traveler_> 100% xp per character
[23:18:43] <traveler_> well technically you are not alone in candlekeep
[23:18:58] <traveler_> but i doubt it would explain 100.000 xp difference
[23:19:32] <traveler_> nah
[23:19:50] <traveler_> those summoned tutorial monster dont give xp
[23:27:38] <traveler_> from whole bg1 game this ending is a bit pointless
[23:28:04] <traveler_> boring maze and undercite fill of plain grunt monsters, no interesting items
[23:28:10] <traveler_> just a spped bump to sarevok
[23:28:18] <traveler_> were they running out of idead/time?
[23:28:20] <traveler_> *idas
[23:28:22] <traveler_> eh
[23:28:27] <traveler_> *ideas
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[23:37:03] <lynxlynxlynx> in my final save all looks fine, though it is harder to judge with a party of 5
[23:37:36] <traveler_> check in detail view
[23:37:50] <traveler_> xp gained in level and xp gained drom killing
[23:38:40] <traveler_> *wrong, there is only kill count in chapter
[23:39:01] <traveler_> i mean if all characters have 100% taking part in killings
[23:39:08] <lynxlynxlynx> it's a party
[23:39:23] <lynxlynxlynx> you can't have 100% for more than one
[23:39:28] <traveler_> right
[23:39:33] <traveler_> i have forgotten
[23:39:48] <traveler_> and thought it was equal to just being in party at time of kill
[23:40:31] <traveler_> but still, all xp of party members < all xp from killing
[23:40:41] <traveler_> not he other way around like here
[23:41:08] <traveler_> argh * >
[23:41:53] <traveler_> if you would add al xp from character sheets it should amount > that if you would add all xp from detailed view from killing
[23:44:44] <traveler_> interesting, it almost looks like basic enemies (skeletons, zombies) are spawning on the fly
[23:44:51] <traveler_> because they are missing from map dump
[23:52:17] <traveler_> ok
[23:52:25] <traveler_> now i have smomething more intresting
[23:52:30] <traveler_> potion37
[23:52:39] <traveler_> it correctly gives +3 dex +3 int
[23:52:57] <traveler_> but also dumbness icon on portrait and in character sheet
[23:53:11] <traveler_> which is as far from truth as it could be
[23:53:36] <traveler_> potn37 potion of mind focusing
[23:54:34] <lynxlynxlynx> if you load it in dltcep, it surely has an effect specially for the icon