#gemrb@irc.freenode.net logs for 1 Jul 2009 (GMT)

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[11:17:42] <fuzzie> our weapon ranges seem *huge*
[11:18:12] <fuzzie> with the pathing fixed, i can hit an enemy standing behind another party member
[11:19:09] <fuzzie> someone who can remember real bg2 should confirm that that is insane
[11:23:18] <fuzzie> http://fuzzie.org/nfs/gemrb/weapon_distance.jpg <-
[11:24:40] <Lightkey> http://picasaweb.google.de/commel/Linuxtag2009#5352456556767307522 btw :-)
[11:24:58] <Lightkey> guess what that is
[11:25:22] <fuzzie> cool :)
[11:25:48] <Lightkey> that too but I meant which game ;p
[11:26:52] <fuzzie> i guess IWD? i haven't tried it in years
[11:27:24] <Lightkey> ja
[11:29:50] <Lightkey> http://picasaweb.google.de/commel/Linuxtag2009#5352454809544506626 me behind rettichschnidi (he does installers for LIfLG too)
[11:30:48] <Lightkey> and that reminds me, I totally need one of those game pads, he said it costed 10, it has a built-in fan!
[11:40:08] <pupnik_> is that from linuxtag Lightkey ?
[11:40:13] <dawid1> fuzzie: at least in bg2 it isnt that uncommon to hit an opponent while not directly next to it
[11:40:43] <fuzzie> dawid1: but all of the party members in that screenshot can hit the enemy
[11:40:43] <dawid1> fuzzie: and especially if You cant get closer the game seems to accept it even better
[11:41:26] <dawid1> fuzzie: You mean they attacked without approaching?
[11:41:54] <dawid1> fuzzie: then its completely not orig-alike
[11:43:19] <dawid1> fuzzie: one more question: the movies repeat all the time, why not add GemRB.SetVar ("SkipIntroVideos", 1) right under GemRB.PlayMovie ("WOTC", 1) with same indentation?
[11:43:19] <fuzzie> well, i'm sure we have lots of bugs
[11:43:39] <fuzzie> dawid1: because you'd skip the later videos
[11:44:51] <dawid1> fuzzie: well if You mention it,You remember maybe when i asked if we cant equip weapons? i asked because i couldnt equip a 2hand sword with my fighter, he definitely should be able to
[11:45:22] <fuzzie> no error message either?
[11:46:43] <dawid1> fuzzie: it behaved as if it wasnt usable for this class, like a sword for a priest or so, it later caused me not to be able to equip anything at all for some time,but thats maybe just my timing problem in the game
[11:48:27] <pupnik_> try to do more testing
[11:49:47] <dawid1> pupnik_: if You mean me,then its sort of problematic, if have problems with timing in the game all time and i just dont know whats my pcs problem and whats the game
[11:50:02] <pupnik_> hmm
[11:50:07] <pupnik_> what do you mean 'timing' dawid1 ?
[11:51:17] <dawid1> i already talked to some devs from gentoo and radeon and xorg but they dont know whats happening; the rate of timeflow changes all the time in the game, and some scripts do things they dont do for other ppl
[11:51:47] <dawid1> like irenicus standing directly next to the thief in the begginig scene when hes killing him -.-
[11:51:50] <fuzzie> we should really have an opengl renderer
[11:53:21] <dawid1> fuzzie: it wouldnt change anything i think, ill just have to do things under windoze,which is far from what i really wanted to -.-
[11:54:02] <dawid1> fuzzie: now i could equip it with the first try,so again some timing thing prolly -.-
[11:54:24] <fuzzie> we should cope better with varied timing anyway
[11:55:25] <dawid1> fuzzie: that is a thought, i mean the original one does cope with 10-15 fps even
[11:58:18] <fuzzie> and we should probably stop targetting 60fps anyway
[11:58:57] <dawid1> lol
[11:59:10] <dawid1> im close to that :D
[12:00:18] <fuzzie> as far as I can tell, >30fps is mostly just wasting CPU time
[12:00:49] <dawid1> at least it wont change a lot in the feeling of the game
[12:01:16] <dawid1> im off for now, bye
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[12:15:31] <pupnik_> ya pls no 60 fps
[12:15:45] <pupnik_> really want to get this running nice on pandora
[12:15:58] <pupnik_> preferably by nagging better developers to do it for me
[12:31:48] <lynxlynxlynx> weapons ave various ranges and you use 2h stuff in the screenshot, so it doesn't look bad to me
[13:11:32] <CIA-18> gemrb: 03fuzzie * r6667 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: MoveNearerTo: account for PersonalDistance
[14:21:06] <fuzzie> valgrind finds some interesting problems with current pathfinder
[14:22:25] <fuzzie> eg, it seems like Map::RunAway is always going to give you a path two nodes long, because it doesn't update StartNode in the loop - and so it leaks all the other nodes it makes
[14:28:11] <fuzzie> which explains why actors suddenly end up a whole screen away when they try running
[14:32:06] <CIA-18> gemrb: 03fuzzie * r6668 10/gemrb/trunk/gemrb/plugins/Core/ (Map.cpp Map.h): add new Map::FindPathNear
[14:38:04] <fuzzie> also, projectiles should really stop when their owners (eg, mage) dies
[14:43:08] <fuzzie> the RunAway thing was Avenger trying to tidy up in r3189, i guess
[14:45:18] <fuzzie> although it didn't look as though it worked before either
[14:46:27] <CIA-18> gemrb: 03fuzzie * r6669 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: don't drop intermediate nodes in Map::RunAway
[14:47:39] <CIA-18> gemrb: 03fuzzie * r6670 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: use FindPathNear when a distance is passed to Movable::WalkTo
[14:47:46] <fuzzie> ok, combat is considerably less annoying now :)
[14:49:02] <fuzzie> although it keeps restarting for some actors, i think because our AttackReevaluate implementation is completely wrong, and we call SetTarget every frame which calls SetWait (not sure which of those should be fixed).
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[15:16:00] <Avenger> hi everyone
[15:16:02] <fuzzie> Illasera seems to have stopped cooperating again
[15:16:03] <fuzzie> hi Avenger
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[15:16:17] * Avenger is innocent.
[15:17:25] <Avenger> projectiles don't stop? eh
[15:17:39] <Avenger> well, the original engine does that, so they should
[15:17:59] <Avenger> on the other hand, why would an arrow fall from the sky if the archer dies
[15:18:03] <fuzzie> yes, i didn't look yet, i just noticed that when i killed mages, the scorcher kept going
[15:18:12] <fuzzie> and that is definitely not right :)
[15:18:16] <Avenger> uhm yes, the scorcher
[15:18:31] <Avenger> if done right, it should explode in a mini fireball :D
[15:19:08] <Avenger> the original does the cheesy way of removing the projectile when the caster is not reachable
[15:19:23] <Avenger> not reachable: in another map, or vanished
[15:19:31] <Avenger> i don't know if it is removed when the caster dies
[15:19:53] <fuzzie> ah, so the scorcher not disappearing is really just a missing feature?
[15:20:13] <Avenger> not sure
[15:20:19] <Avenger> tried the original?
[15:20:38] <Avenger> cast scorcher with some expendable npc, then ctrl-y
[15:20:46] <Avenger> i think it keeps working
[15:20:56] <Avenger> the projectile goes away only when the caster is not reachable
[15:21:15] <Avenger> at least, that's how i read the source
[15:21:17] <fuzzie> didn't try original yet
[15:21:21] <Avenger> err, binary :D
[15:22:26] <fuzzie> but i think reading binary is maybe not most reliable way to confirm things :) i will look later if no-one else does
[15:22:42] <fuzzie> i also never checked if trap projectiles kept going after a new projectile started
[15:22:59] <Avenger> no it isn't. but i prefer finding proof for all 'discovered or supposed' features
[15:23:18] <Avenger> i found lots of interesting stuff that way
[15:24:03] <Avenger> so you found where the pathfinder leaks?
[15:24:13] <Avenger> i think i saw some leaks too
[15:24:18] <fuzzie> i didn't find any more leaks yet
[15:24:25] <fuzzie> i just had to valgrind my new code before committing it
[15:24:47] <Avenger> there is a long standing leak in the script code
[15:24:54] <Avenger> maybe your new blocking actions will fix that too
[15:25:51] <fuzzie> yes, saw that to
[15:25:53] <fuzzie> o
[15:35:24] <fuzzie> i want to fix AttackReevaluate first, which will be complicated
[15:35:41] <fuzzie> well, it is easy, i suppose.
[15:39:58] <fuzzie> the jwchnlgt still fails, i thought we fixed that
[15:42:01] <Avenger> chain lightning?
[15:42:31] <fuzzie> i think it's the chain lightning projectile, but it doesn't seem to load any projectile at all
[15:43:57] <fuzzie> it should load lightcha.pro which has a trail, i thought
[15:46:58] <fuzzie> i'll have to look at the action code later
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[15:50:38] <fuzzie> lynxlynxlynx: that "held or stunned creatures not attackable" thing is ValidTarget() always returning false if Immobile(), i think
[15:50:56] <fuzzie> and i think "druergars sometimes slide on hit" should be fixed by r6669
[15:51:07] <fuzzie> and i can't reproduce the portal key not being removed
[15:53:26] <fuzzie> Avenger: do you remember what you wanted sound handles for?
[15:53:59] <Avenger> moving projectiles
[15:53:59] <lynxlynxlynx> the portal key is removed upon exiting the dungeon iirc; defintely not just after using it
[15:54:32] <fuzzie> yes, otherwise you can't go back through the portals :) but i lose it when exiting the dungeon
[15:54:47] <Avenger> i want to be able to dynamically remove a sound, change its position and set it to looping
[15:54:54] <fuzzie> Avenger: ok, thanks
[15:54:56] <Avenger> the looping stuff doesn't require the handle
[15:55:12] <Avenger> but i will need the handle to finally remove it when needed
[15:55:15] <fuzzie> i want to change the 'speech' code and thought maybe i could look into that at the same time
[15:55:33] <Avenger> there is also a bug about the volumes
[15:55:39] <Avenger> i filed it in the tracker
[15:57:11] <Avenger> i found the code responsible for the IE version of avatars.2da
[15:57:30] <Avenger> they have some extra code we don't have yet: footstep sounds
[15:57:37] <Avenger> and i think there is something about blood color too
[15:57:47] <Avenger> spider blood is green ;)
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[16:05:22] <Avenger> and i think i see what makes animations invulnerable
[16:07:06] <Avenger> hmm, another thing: it seems animations with the same high byte are using the same class
[16:07:28] <Avenger> that means, they have the same animation scheme, i think
[16:08:33] <fuzzie> interesting
[16:08:51] <fuzzie> the footstep sounds are something i miss :)
[16:09:39] <fuzzie> so if you're bored of projectiles it would be nicer to have more avatars data :)
[16:22:23] <Avenger> i found this only because of the smoke animations
[16:22:50] <Avenger> but i definitely look deeper into this, and it is more than curiousity :)
[16:23:27] <fuzzie> in fact if you're bored of projectiles you can look at PS:T avatars
[16:23:35] <fuzzie> i still don't understand them at all
[16:23:38] <Avenger> huh :)
[16:23:48] <Gekz> </3 software design documentation
[16:23:49] <fuzzie> maybe i should start digging through the forums
[16:23:55] <Gekz> so many thousands of charts and diagrams
[16:23:58] <Gekz> for no logical reason
[16:24:08] <fuzzie> Gekz: UML and the such?
[16:24:12] <Avenger> what do you miss fuzzie?
[16:24:16] <Gekz> and such indeed fuzzie
[16:24:43] <fuzzie> Avenger: Well, I want the missing PS:T stances to work :) but for that I must understand how the animations work for PS:T, i think
[16:24:56] <Avenger> uh ok
[16:25:10] <Avenger> that would mean adding the pst specific stances
[16:25:21] <Avenger> which is 'later' to me :)
[16:25:25] <fuzzie> yes, and there are lots :/
[16:25:40] <fuzzie> so i don't suggest it as important
[16:25:40] <Avenger> lets concentrate on bg
[16:25:52] <fuzzie> just pst is my 'second priority' :)
[16:26:08] <Avenger> there is a real chance we can finish bg by the end of summer
[16:26:27] <Avenger> i wish there are more fuzzies :)
[16:27:12] <fuzzie> I have holiday and study later :) but maybe mattinm will be back soon!
[16:28:36] <Avenger> study?
[16:28:47] <Avenger> uh oh
[16:35:17] <Avenger> heh, these frequent assertion lines in the code are a great way of telling me where i am in the source :)
[16:35:58] <Avenger> i could almost recreate the source code :)
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[17:52:40] <fuzzie> Avenger: if i set people walking over a scorcher trap, the previous projectile is removed when the new one fires
[17:53:04] <Avenger> hmm
[17:53:07] <Avenger> strange
[17:53:22] <fuzzie> maybe just a timing thing though
[17:53:38] <fuzzie> the scorcher is much faster-disappearing in the original game
[17:53:41] <fuzzie> let me add some more actors
[17:53:51] <Avenger> yes, the projectile timing isn't perfect
[17:55:19] <fuzzie> ok, it's a combination of traps behaving differently and projectiling timing, i think.
[17:55:30] <fuzzie> if i'm quick then i can get the scorcher firing at three actors at once.
[17:58:26] <fuzzie> scorcher from a mage doesn't stop at death, either.
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[17:58:33] <fuzzie> that looks really stupid when you've chunked the mage :)
[17:59:18] <fuzzie> but i guess that doesn't need fixing in gemrb, then..
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[18:26:47] <fuzzie> hm, where'd Avenger go :/
[18:29:51] <dawid1> fuzzie: no idea
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[18:35:41] <fuzzie> i fixed a bug, but it is in projectile stuff, so maybe the wrong way, i'll have to wait for him
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[19:00:21] <fuzzie> woah, when'd sourceforge change
[19:01:06] <Edheldil> today :)
[19:01:18] <fuzzie> very shiny
[19:04:37] <wjp> the download button is apparently even stranger now :-)
[19:05:05] <fuzzie> yes, it is offering me an i386 binary tarball, that is a little silly
[19:06:34] <wjp> I at least get sources, but it seems to (try to) do some OS/arch detection now
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[19:17:00] <fuzzie> ok, ccdevnet.org/~fuzzie/gemrb-0.5.0_Win32.zip seems to both work and pass a virus check
[19:17:16] <fuzzie> it is not quite 0.5.0 but one patch off isn't bad
[19:19:02] <fuzzie> but the FRS is a bit beyond me right now
[19:27:36] <Edheldil> it's easy
[19:27:52] <Edheldil> sif they did not change it since yesterday
[19:28:07] <Edheldil> should I upload it?
[19:28:17] <fuzzie> please :)
[19:28:28] <fuzzie> i was worried about the 'math' module but it turns out it's built into the dll on windows
[19:45:52] <Edheldil> grr, how comes the files is already there?
[19:54:10] <kingron> Ed, have you tried pst with the latest 0.5.0 linux build?
[19:55:36] <fuzzie> Edheldil filed some pst-related bugs, but i think he gave up fairly quickly :)
[19:58:12] <Edheldil> yes :)
[19:59:31] <fuzzie> imo it is playable for quite a while if you don't mind the missing text
[20:00:10] <fuzzie> certainly you can do all the mortuary quests and start doing the hive ones
[20:06:09] <Edheldil> either I am living n a matrix, SF is undergoing massive split, or sb. is editing the same pages as I do
[20:06:30] <fuzzie> i think SF's synchronisation has come apart at the seams
[20:06:56] <fuzzie> some places it says Edheldil has uploaded gemrb-0.5.0_Win32.zip, some places it still missing hours-old commits
[20:07:50] <fuzzie> (and some pages it tells me that I am not logged in, I guess they have some faulty caching going on)
[20:08:40] <Edheldil> fuzzie, change http to httpss, it happened to me too
[20:09:47] <Edheldil> for some reason, the only file I am able to SET as a primary downloadd, is linux binary 0.3.0 :-D
[20:12:11] <Edheldil> are you able to see other files when editing windows primary download?
[20:12:39] <fuzzie> i don't think i have access, i badgered wjp into poking at it before :)
[20:12:55] <wjp> I only see that file too
[20:14:00] <Edheldil> what's so special about it? L(
[20:14:45] <Lightkey> wth is that smiley?
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[20:17:22] <Edheldil> Lightkey, typo, but it could be an SF admin with an axe in their head
[20:17:25] <fuzzie> sf's latest laconica update links to a status page which 404s on their new site, heh
[20:17:51] <Edheldil> our green button give 404 too, at least for me
[20:23:30] <fuzzie> oh well
[20:26:06] <Edheldil> I have submitted a trouble ticket
[20:28:26] <CIA-18> gemrb: 03fuzzie * r6671 10/gemrb/trunk/gemrb/plugins/Core/Spell.cpp: Spell::GetProjectile should return a projectile even if no effects are present
[20:29:05] <fuzzie> i think that can lead to a possible crash in some circumstances, but it turns out there's other code doing exactly the same thing
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[20:33:12] <fuzzie> also RandomWalk() is not very clever, i should fix that
[20:33:41] <fuzzie> the code goes RandomWalk() -> action done! -> new action -> RandomWalk() -> etc etc
[20:33:49] <fuzzie> mustn't do that
[20:51:47] <fuzzie> MGCL anim is broken
[21:00:32] <fuzzie> otherwise i can mostly forget i'm playing in gemrb
[21:02:30] <fuzzie> of course having said that, i found a showstopepr bug now
[21:04:17] <fuzzie> namely that none of the EscapeAreaCore() callers ever provide a valid exit coordinate
[21:07:50] <fuzzie> normally this wouldn't be so bad, but the action doesn't do the "disappear if there's no easily-reachable exit" thing either. so bla.
[21:08:39] <Lightkey> noooo, I missed the number of the beast :-(
[21:09:51] <dawid1> Lightkey: beasts have rights too :)
[21:16:41] <Edheldil> Lightkey, do you mean 6666? :)
[21:30:41] <lynxlynxlynx> fuzzie: which frame / ani type? I can maybe look at it tommorow
[21:31:19] <fuzzie> i have no idea how to work that out
[21:31:57] <fuzzie> i just found it kept disapparing on the east frames :)
[21:32:16] <lynxlynxlynx> oh, no console errors
[21:32:47] <fuzzie> yes, sorry
[21:33:01] <fuzzie> i'll have a closer look tomorrow, there are a couple of them in the Umar Hills along with some other flaky anims
[21:35:51] <lynxlynxlynx> it still sounds like it could be a type issue - let's say we assume the east files are there, but in reality we should derive them
[21:36:07] <fuzzie> mhm
[21:36:14] <CIA-18> gemrb: 03avenger_teambg * r6672 10/gemrb/trunk/gemrb/override/how/ (areapro.2da dfog.pro mrage.pro pathfind.2da sstone.pro):
[21:36:14] <CIA-18> gemrb: new HoW projectiles
[21:36:14] <CIA-18> gemrb: added walksounds to pathfind.2da (just to not forget about them)
[21:38:47] <CIA-18> gemrb: 03avenger_teambg * r6673 10/gemrb/trunk/gemrb/override/bg1/pathfind.2da: added walksounds to bg1 pathfind.2da too
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[21:58:36] <Edheldil> I am trying to untagle the mess in PluginMgr
[22:00:04] <fuzzie> i thought that it would be nice if NullSound didn't get loaded first if it happens to come earlier in readdir(), but PluginMgr is a bit scary
[22:01:46] <Lightkey> kowaii~
[22:06:22] <fuzzie> ninight
[22:11:31] <Edheldil> fuzzie, I am implementing module_blacklist. But a hack for nullsound would be probably enough
[22:12:05] <Lightkey> in other news: Edheldil is hacking again :o
[22:12:36] <Lightkey> is she old enough to be left alone? ;-)
[22:12:58] <Edheldil> just trivial things, I do not grok gemrb code any longer :(
[22:14:23] <fuzzie> Well, you're always welcome to ask about how to fix things, I think I have a reasonable grasp of how things work currently but little patience to fix many things..
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[22:34:46] <Edheldil> stupid _findfirst API ....
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