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

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[00:09:57] <pupnik_> Main character cannot talk to minsc when he is in cage. I have to use Jahera for e.g.
[00:13:38] <pupnik_> Level-up symbol not cleared immediately after level-up completed
[00:21:02] <pupnik_> Ctrl-P recentering on character doesn't work while gametime is paused
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[00:35:35] <pupnik_> hello raevol
[00:40:06] <raevol> hello hello
[00:44:43] <pupnik_> you testing latest gemrb>?
[00:48:58] <raevol> ah not at the moment
[00:49:06] <raevol> anything new that needs to be looked at?
[00:50:25] <pupnik_> well i was just starting bg2 and noting glitches/bugs
[00:50:54] <pupnik_> haven't played in a while so it's interesting to see what gets noticed first
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[01:12:25] <raevol> ah yea, i tend to just take a look at things i get asked to
[01:12:37] <raevol> i did a playthrough a while back and there were a lot of issues
[01:12:58] <raevol> most of them haven't been looked at by a dev, so going through again is a little silly
[01:14:15] <pupnik_> maybe some more people looking at these would help
[01:14:38] <pupnik_> i guess it's not as 'glorious' work as kids of today want
[01:14:57] <raevol> well i've worked in QA, so it's old hat to me
[01:15:06] <raevol> i guess it also depends on the time i have...
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[10:27:55] <Lightkey> SiENcE?!
[10:28:15] <Lightkey> watt machstn DU hier? :-D
[10:28:53] <CIA-23> GemRB: 03lynxlupodian * r02d22028b1e3 10gemrb/gemrb/GUIScripts/pst/GUIWORLD.py: pst: added missing import
[10:36:07] <pupnik_> zu warm heut
[10:50:08] <SiENcE> Hey Lightkey
[10:50:21] <SiENcE> wieso was mach ich hier ;) ?
[10:52:37] <Lightkey> das is nich #freedsa :p
[10:53:14] <SiENcE> hehe,....naja freedsa ist ja irgendwie versackt. hab auch keine zeit dafür
[10:53:37] <SiENcE> ich engagiere mich grad sehr in der linux handheld community....dingoo und pandora
[10:53:48] <SiENcE> und nat. noch iris2
[10:53:59] <SiENcE> die alten projekte halt
[10:54:04] <Lightkey> ahja, pupnik_ auch
[10:54:07] <pupnik_> pandora schon bekommen?
[10:54:12] <SiENcE> nope
[10:54:12] <Lightkey> tehe
[10:54:21] <Lightkey> ich muss weg!
[10:54:27] <pupnik_> cu Lightkey
[10:54:30] <SiENcE> cu
[10:54:40] <pupnik_> meine bestellung bei ED ging am 5ten okt ein :/
[10:54:42] <Lightkey> bis zur naechsten DUSMania ;p
[10:54:47] <SiENcE> hab leider keine nummer...die arbeiten erstmal alle anderen ab
[10:54:52] <SiENcE> devmania ;9
[10:55:13] <SiENcE> @lightkey...du bist auch auf der dusmania?
[10:55:24] <SiENcE> ähm devmania dieses jahr?
[11:01:07] <lynxlynxlynx> help, a german invasion :P
[11:02:39] <fuzzie> g'afternoon
[11:02:46] <SiENcE> ;)
[11:13:24] <pupnik_> hey lynxlynxlynx did you see fuzzie's fix for the not-disappearing ground-inventory when clicking on a different character in bg2?
[11:13:52] <pupnik_> seems to work fine here - played a couple hours last night
[11:22:25] <lynxlynxlynx> nope
[11:34:38] <fuzzie> i think calling it my fix is being rather generous
[11:34:45] <fuzzie> my vague irc-relayed suggestion :)
[11:39:16] <lynxlynxlynx> the originals definitely closed the container
[11:39:40] <lynxlynxlynx> pupnik_: you said it worked - did you prepare a patch? :)=
[11:41:52] <lynxlynxlynx> bbl
[11:47:55] <SiENcE> does gemrb only work with opengl?
[11:48:11] <SiENcE> or is an sdl renderer possible without gl?
[11:48:20] <wjp> the sdl renderer doesn't use opengl
[11:49:14] <wjp> (at least, not on our side of things. Maybe it uses opengl internally on some platforms; I don't know)
[12:13:12] <Edheldil> actually OpenGL in addition to SDL is on our wishlist
[12:17:00] <pupnik_> lynxlynxlynx: http://paste.debian.net/79273/
[12:26:31] <lynxlynxlynx> ok, i'll take a look
[12:58:15] <SiENcE> Edheldil, so you not use SDL-opengl? you only use the framebuffer?
[12:59:09] <Edheldil> yes
[12:59:34] <Edheldil> as far as I know :)
[13:00:37] <fuzzie> yes
[13:03:22] <fuzzie> we turn on some features when the '3d acceleration' flag is enabled, but we don't actually do any 3d acceleration
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[13:16:06] <SiENcE> ok great
[13:16:14] <SiENcE> i might port it to dingoo
[13:16:33] <SiENcE> currently i' porting Exult to dingoo
[13:16:36] <fuzzie> the UI is the problem there
[13:17:32] <fuzzie> all the supported games only have GUI data for 640x480 and above, and it's not really possible to go smaller without breaking the games
[13:19:01] <pupnik> SiENcE: any UI mods?
[13:22:04] <SiENcE> mh
[13:22:12] <SiENcE> is downscaling an option?
[13:22:41] <SiENcE> so only UI would be the problem?
[13:25:02] <fuzzie> i would guess that downscaling that much is going to make things unreadable etc, but easy enough to try it with some screenshots
[13:25:25] <fuzzie> we use way too much RAM right now, but i am trying to work on that
[13:32:42] <SiENcE> how much? Dingoo has 32mb and the a330 has 64mb. +we can add SWAP
[13:32:46] <SiENcE> ~64mb
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[14:12:05] <lynxlynxlynx> ouch
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[14:35:12] <pupnik> i think there is a suitability problem here
[14:36:23] <pupnik> though if you downscale all gfx 4x while loading, you solve some memory issues too :)
[14:38:02] <pupnik> but at that res you'd still need to customize the gui for each game
[14:39:40] <pupnik> lynxlynxlynx: is that patch or something like it usable?
[14:41:54] * pupnik is boggled at the whole guiscript thing
[14:44:45] <lynxlynxlynx> yeah
[15:00:42] <Edheldil> adapting bg2 to a small screen would be a huge task, but certainly doable by a dedicated modder
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[15:49:45] <lynxlynxlynx> btw pupnik, we switched to git
[15:54:21] <pupnik> k
[15:57:34] <CIA-23> GemRB: 03lynxlupodian * rf46460ff467f 10gemrb/gemrb/GUIScripts/ (5 files in 5 dirs):
[15:57:34] <CIA-23> GemRB: close the container window when changing the selected actor
[15:57:34] <CIA-23> GemRB: thanks pupnik
[15:59:07] <Edheldil> lynxlynxlynx: aren't inline imports a bit evil?
[15:59:24] <lynxlynxlynx> just a bit
[15:59:35] <lynxlynxlynx> it avoids a cycle that way
[15:59:49] <Edheldil> unsupported in py3k, aren't they?
[15:59:59] <lynxlynxlynx> no idea
[16:00:15] <lynxlynxlynx> it won't matter for the next five years either
[16:15:36] <fuzzie> we can eventually reorganise things a bit better, maybe
[16:15:50] <fuzzie> but it works :)
[16:19:42] <fuzzie> and 64mb RAM should really be fine for basic gemrb, with just a little memory management
[16:19:59] <fuzzie> i just don't see any devices with <128mb which have a high enough resolution..
[16:20:13] <fuzzie> so there doesn't seem much point looking into it atm
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[17:23:00] <budlust> pacman -Rns xf86-video-radeon
[17:23:09] <budlust> sry mt
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[17:45:52] <Avenger> hi
[17:46:08] <fuzzie> hi
[17:51:59] <Avenger> a question, why some imports were moved inside functions?
[17:52:14] <Avenger> it makes the code less readable to me
[17:52:39] <Avenger> like in GUIMA.py the import for GUICommonWindows
[17:52:57] <fuzzie> because otherwise you get circular imports
[17:53:26] <Avenger> how does this work in iwd2 then
[17:54:01] <lynxlynxlynx> it wasn't necessary everywhere
[17:54:57] <fuzzie> hmm, if we removed all the 'from' imports, maybe it should work in most places now?
[17:56:33] <fuzzie> but you have to be v.careful, otherwise it breaks when you least expect it
[17:58:11] <Avenger> i see some code in iwd2's GUIMA.py (fuzzie just copied this from the map window code.) it isn't in the bg2 worldmap, though
[17:58:25] <fuzzie> it is in the iwd2 map, though.
[17:59:04] <Avenger> yep, i just wonder why? ahh, i guess because the portraits are always onscreen?
[17:59:07] <fuzzie> yes
[17:59:17] <fuzzie> it was completely broken before, the UI failed when you used the world map
[17:59:35] <fuzzie> so i just copied/fixed things until the UI stopped breaking
[17:59:45] <Avenger> i wonder why the 'you are here' flag is not in the correct spot
[17:59:55] <fuzzie> there is no more sense to it than that, so feel free to change anything :)
[18:00:42] <Avenger> i just sync up stuff, i don't want to remove things if they are needed, and don't want to think about them yet
[18:00:45] <fuzzie> i think the most important thing to test is switching to the world map, switching back to the map, and then going to another screen (e.g. inventory)
[18:02:23] <fuzzie> but i fixed iwd2 enough that it worked fine until you had to use a store, and then i got bored
[18:02:26] <Avenger> i wonder why the iwd2 worldmap is so ugly
[18:02:36] <fuzzie> the default action for the barrels in the warehouse is 'talk', though
[18:02:48] <fuzzie> i guess because they have a dialog
[18:02:55] <Avenger> and they are neutral
[18:03:03] <Avenger> what would be it in original?
[18:03:16] <fuzzie> i forget, i think attack
[18:03:29] <Avenger> hmm, are they yellow or cyan?
[18:03:32] <fuzzie> but i accidentally deleted my vm, so i have to reinstall this
[18:04:17] <Avenger> maybe their EA is evilbutblue or something like that ;)
[18:04:57] <Avenger> hmm normal kegs are 0x80, neutral
[18:05:31] <fuzzie> yes, my notes say they are attack in the original, by default
[18:05:50] <Avenger> we need to find out what makes that exception
[18:05:56] <Avenger> their EA seems to be 0x80
[18:06:09] <Avenger> maybe script changes it
[18:06:32] <Avenger> but it is some weird special case, you normally cannot save if there is 'hostile' nearby
[18:07:10] <Avenger> it could be race or animation specific exception
[18:07:27] <Avenger> i would hate that very much, but blackisle is famous of this
[18:08:56] <fuzzie> ielister has some stuff in unknowns, that is just junk?
[18:10:02] <fuzzie> like "0594h Unknown flag 00000009" and "0598h UNKNOWN 07000000" in the are. no relevant scripts though
[18:10:47] <fuzzie> oh, i guess every actor has that same UNKNOWN
[18:13:07] <fuzzie> iesdp is a bit unhelpful here
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[18:13:27] <fuzzie> 07000000 is surely not "has been spawned (0=no, 1=yes)"
[18:28:31] <Avenger> 594?
[18:28:49] <fuzzie> inside an actor in the cre
[18:28:59] <fuzzie> the fields right after the positions
[18:29:30] <Avenger> weird, hmm, actor in cre?
[18:29:45] <Avenger> i look at the keg cre files
[18:30:12] <Avenger> 594h is well inside the actor's spellbook
[18:30:30] <Avenger> are you looking at an area maybe?
[18:30:58] <Avenger> if yes, which one
[18:32:08] <fuzzie> the warehouse is ar1001
[18:32:14] <fuzzie> sorry, i meant are
[18:32:24] <fuzzie> i did say "in the are" onthe line with the offsets :)
[18:34:07] <fuzzie> if you don't have any ideas, then i guess the trick is just to try it
[18:35:58] <Avenger> the unknown flag in 594 is not totally unknown
[18:36:52] <Avenger> we even implement some of it
[18:37:07] <Avenger> it is what i call 'used fields' in dltcep
[18:37:28] <fuzzie> i wonder if ielister could be made to parse flags, or if ie_shell could be made less slow
[18:37:46] <Avenger> it is a bitfield to mark if the actor is embedded, for example
[18:37:54] <Avenger> or if its scripting name should be overridden
[18:37:56] <fuzzie> yes, i see some flags noted in iesdp
[18:37:59] <fuzzie> those two flags :)
[18:38:11] <Avenger> how convenient :)
[18:38:33] <Avenger> dltcep also notes them
[18:38:35] <Avenger> in the tooltip
[18:38:40] <Avenger> if you move the cursor over the 9
[18:38:47] <fuzzie> dltcep is not the most convenient tool to look at these , though :p
[18:39:04] <Avenger> that particular 9 is fully covered
[18:39:12] <Avenger> otherwise yep,
[18:39:21] <Avenger> those fields are only vaguely known
[18:39:29] <fuzzie> well
[18:39:34] <Avenger> and, iwd1/2 handles them even worse, actually
[18:39:35] <fuzzie> the thing is, CreOffset is 0 for the kegs
[18:39:46] <fuzzie> oh i see, the flag is inverted
[18:39:47] <Avenger> iwd's ignore the scripting name override flag
[18:39:55] <Avenger> or something like that
[18:40:34] <Avenger> yes, 1 means creature is not embedded (the creature resref field is valid and should be resolved)
[18:40:58] <Avenger> when you click on 'embed creature' in dltcep, it is turned off
[18:41:31] <Avenger> err 'embed it', but you can see what i mean
[18:41:59] <Avenger> i'm sure the other 2 fields are useful too
[18:42:02] <Avenger> between 1 and 8
[18:42:14] <Avenger> and this could be one source of savegame incompatibility
[18:43:03] <fuzzie> well, setting flags and seeing what they do is fun! :)
[18:43:05] <Avenger> sadly we would need to dissect the engine for those bits
[18:43:12] <Avenger> yes, maybe
[18:43:17] <fuzzie> i guess i will get someone to lend me a windows machine
[18:43:19] <Avenger> or maybe you won't notice anything odd
[18:43:50] <Avenger> one of the flags could mark a creature to not be saved (or as a spawned one)
[18:44:28] <Avenger> a statistical analysis would be helpful too
[18:44:39] <Avenger> to see if any other bits are set somewhere
[18:45:10] <fuzzie> *nod*
[18:45:17] <fuzzie> well, i don't really find iwd2 so important
[18:45:20] <Avenger> magdar has 3
[18:45:29] <Avenger> these bits are used in bg2 too
[18:46:10] <Avenger> actually, only kegs got bit 8 set
[18:46:29] <Avenger> maybe iwd2 uses it differently
[18:46:42] <Avenger> in bg2 it is the scripting name override, but in iwd it is not used
[18:46:46] <Avenger> (like that)
[18:46:56] <Avenger> it could very well be the aggro bit for kegs
[18:47:26] <Avenger> in ar1002 kegs are also flagged like that
[18:47:39] <fuzzie> interesting
[18:48:44] <Avenger> yeah, another area, all kegs are 9, the rest are 1
[18:49:15] <Avenger> oh, oswalf is 5
[18:49:22] <Avenger> oswald, in ar1100
[18:50:00] <Avenger> ok, i'm away a bit
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[18:55:26] <budlust> alsa-utils
[19:01:07] <Lightkey> hai?
[19:02:10] <Lightkey> password:
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[19:27:39] <Avenger> yeah, the 8 in 9 marks the creature as 'no talk', but this is a bit complicated
[19:27:48] <fuzzie> :)
[19:27:51] <fuzzie> you're amazing
[19:28:15] <Avenger> when loading the area first time, it sets the creature's creareaflag (see creareafl.ids)
[19:28:29] <Avenger> sadly this bit is the same as the 'was in party' flag
[19:28:34] <Lightkey> our hiro
[19:28:52] <Avenger> because the creareaflags are in the same dword as the mc flags
[19:29:13] <Avenger> they repurposed the 'was in party' bit, because iwd2 has no joinable npcs
[19:29:19] <Avenger> in other word, they suck
[19:30:07] <Avenger> this no talk flag seems to set the creature's EA to 0xc8 (evilcutoff) too
[19:30:15] <fuzzie> that is really annoying
[19:30:34] <Avenger> yes, this is a nasty hack
[19:30:44] <Avenger> i expected it, though :)
[19:30:45] <fuzzie> so much for iwd2 being nice
[19:30:52] <fuzzie> better than a hard-coded animation id
[19:31:14] <Avenger> but this means, iwd2 cannot have joinable npcs
[19:31:19] <Avenger> they reuse a bit
[19:31:49] <fuzzie> i thought there was a joinable npcs mod
[19:32:17] <Avenger> that is not real joinable npcs
[19:32:17] <fuzzie> oh
[19:32:19] <fuzzie> haha
[19:32:23] <fuzzie> import/export :(
[19:32:27] <Avenger> yes
[19:32:45] <fuzzie> well, maybe we can have some feature flag to use another bit
[19:32:53] <Avenger> we can have joinable npcs in iwd2, but the 'was in party' flag cannot be set when they leave
[19:33:22] <Avenger> this really sucks, because they could have used the same bitfield
[19:33:37] <Avenger> in the area actor entry
[19:34:22] <fuzzie> yes
[19:34:24] <fuzzie> grr
[19:34:33] <fuzzie> but, ok, the barrels can be fixed
[19:34:58] <fuzzie> did you look at why the worldmap has bad positioning?
[19:58:45] <Avenger> no
[19:59:11] <Avenger> there are at least 3 problems with the worldmap
[19:59:22] <Avenger> 1. some areas are shown that shouldn't be shown
[19:59:37] <Avenger> 2. the you are here mark is off
[20:00:01] <Avenger> 3. there seems to be some pathfinding problem, i can move to an area, but then i cannot leave it
[20:01:06] <Avenger> the pathfinding problem is most likely because only the north links are set, but i try to leave to the south
[20:01:28] <fuzzie> hm, i thought i fixed that
[20:01:42] <fuzzie> it should try all directions, and pick the first one which exists
[20:01:58] <fuzzie> otherwise you can't get out of the city in bg2
[20:02:16] <Avenger> i don't really see what is the difference
[20:02:30] <Avenger> almost all iwd2 links are north links
[20:02:44] <Avenger> even though many area exits are south or east :)
[20:02:53] <fuzzie> does it complain on the console about corrupt world map?
[20:02:59] <Avenger> yes
[20:03:03] <fuzzie> the thing is
[20:03:07] <fuzzie> there is a 'break;' there
[20:03:13] <fuzzie> so it gives up and doesn't look for any other directions
[20:03:22] <fuzzie> i said yesterday, i don't know why it's not a 'continue;' so it would check them all
[20:03:49] <fuzzie> but i guess north is the first direction? so that doesn't fix your problem
[20:04:00] <Avenger> why not
[20:04:21] <Avenger> i want to leave southwards from the area, but there are no south links, only north links
[20:04:36] <Avenger> if it checks other links, it would work
[20:05:38] <fuzzie> and you try going somewhere you already visited?
[20:06:00] <Avenger> yes
[20:06:47] <Avenger> it is the horde fortress area (ar3000),
[20:06:55] <Avenger> #5 entry
[20:09:57] <fuzzie> ok, so it really is that corrupt thing
[20:12:01] <Avenger> i wonder what corrupted it, is it gemrb, original save file, or original game
[20:12:09] <fuzzie> north index is 9, north count is 4, this is 0xd, so the corrupt check is stupid
[20:12:34] <fuzzie> hmm
[20:12:54] <Avenger> no
[20:12:58] <Avenger> it starts from 0
[20:13:28] <fuzzie> well, i mean, that is what's in the original worldmap.wmp on the cd
[20:13:47] <Avenger> but in the editor it seems to be meaningful
[20:13:52] <Avenger> i mean all 4 entries
[20:16:51] <fuzzie> well
[20:17:41] <fuzzie> our loop is 'for(;j<k;j++) {', so we never reach k?
[20:18:44] <fuzzie> but the corrupt check rejects if k is equal to the size
[20:19:04] <fuzzie> i mean, i am tired, but it seems like the check is just wrong
[20:20:25] <Avenger> hmm
[20:20:27] <fuzzie> and it seems to work fine if i fix the check to be 'k>area_links.size()' instead
[20:21:00] <Avenger> yes, i think you are right
[20:21:43] <Avenger> 9,10,11,12 are 4 entries, that are below 13
[20:22:01] <fuzzie> :)
[20:22:01] <Avenger> so that = is wrong
[20:22:07] <fuzzie> so, fix it!
[20:22:21] <Avenger> i would need to go back to linux
[20:22:25] <fuzzie> ok, fine :P
[20:22:57] <Avenger> well, one less thing to worry about
[20:23:14] <Avenger> this caused the pathfinding bug too
[20:23:17] <Avenger> so great
[20:24:01] <CIA-23> GemRB: 03fuzzie * r71dca9d64fcf 10gemrb/gemrb/core/WorldMap.cpp: fix worldmap corruption check
[20:24:20] <fuzzie> it seems to fix my problems with bg2 pathfinding too!
[20:24:34] <lynxlynxlynx> yay
[20:24:41] <Avenger> yay
[20:25:38] <fuzzie> hm
[20:26:24] <Avenger> sup?
[20:26:54] <Avenger> s..t
[20:27:09] <Avenger> the 16 vs 24 bits rendering strikes again
[20:27:21] <fuzzie> so, the scroll bug is not random items at all, i think
[20:27:45] <fuzzie> it is normal items in area containers etc, which have 0 charges set in the ARE
[20:27:58] <fuzzie> it works fine if i use an original save
[20:28:02] <fuzzie> Avenger: msvc6?
[20:28:06] <Avenger> yes
[20:28:11] <Avenger> what i need to change...
[20:28:12] <fuzzie> wjp has a fix
[20:28:20] <fuzzie> a proper fix :)
[20:28:27] <Avenger> last time he told me only the hack fix
[20:28:35] <Avenger> why didn't he commit it yet
[20:28:54] <fuzzie> we thought that maybe it worked for you without it
[20:29:03] <fuzzie> but i guess not, i hadn't realised you had a hack fix applied
[20:29:13] <fuzzie> wjp: hat!
[20:29:54] <fuzzie> drat, he didn't push the patch anywhere
[20:29:56] <Avenger> where is the bug exactly? i forgot it
[20:30:14] <Avenger> iirc it is two branches of a condition which seem the same to the compiler
[20:30:18] <fuzzie> SDLVideo.cpp
[20:30:22] <fuzzie> line 916
[20:30:39] <Avenger> thankie
[20:30:43] <fuzzie> and, yes, the optimiser thinks that uint32 and uint16 are the same
[20:31:02] <Avenger> it is really crap
[20:31:39] <Avenger> i wonder how is there a proper fix
[20:32:19] <fuzzie> i think you add some unused code which makes it notice they're different
[20:32:31] <fuzzie> harmless for all compilers, since it is unused
[20:32:53] <Avenger> unused code in the branches?
[20:32:59] <Avenger> or in the function call
[20:33:13] <fuzzie> i think, actually, just an unused parameter is enough
[20:33:29] <Avenger> ok so in the call
[20:33:45] <fuzzie> but if wjp is not here, i would just comment out the one you don't need, and i will bug him to apply it
[20:34:07] <fuzzie> so, the scrolls are all fine in an original engine save
[20:34:09] <Avenger> i just replaced uint16 with uint32 :)
[20:34:21] <fuzzie> i guess that it changes the charges to 1 on load
[20:34:29] <Avenger> but i do that too
[20:34:36] <Avenger> at least, i think i do that
[20:34:39] <Avenger> maybe not everywhere
[20:34:40] <fuzzie> this is not random items
[20:34:46] <Avenger> ah, i see
[20:34:54] <fuzzie> this is containers and creature inventories
[20:35:56] <Avenger> yes, resolverandomitem bails out if it is not a 2da entry
[20:36:08] <Avenger> and it replaces the 0 with 1 only after a dereferencing
[20:36:13] <Avenger> sucks
[20:37:53] <fuzzie> you got dltcep handy?
[20:37:56] <Avenger> yes
[20:38:01] <fuzzie> oh, wait, never mind
[20:39:20] <fuzzie> oh, ielister isn't consistent with length of offsets :|
[20:39:54] <Avenger> which file
[20:40:19] <fuzzie> i compare two AREs, and it gives "000000h" for the larger one and "0000h" for the smaller
[20:41:17] <fuzzie> but, yes, ok, this is obvious
[20:41:28] <fuzzie> in ar0602.are, the charges on everything are 0
[20:41:53] <fuzzie> but if you save it, the saved ar0602.are has '1' in charge1 and charge2 for scrolls
[20:43:20] <Avenger> huh
[20:43:32] <Avenger> saving a game in iwd2 doesn't save portrait bams
[20:43:53] <Avenger> is this only iwd2
[20:45:27] <Avenger> PluginHolder<ImageWriter> im(PLUGIN_IMAGE_WRITER_BMP);
[20:45:29] <Avenger> if (!im) {
[20:45:30] <Avenger> printMessage( "SaveGameIterator", "Couldn't create the BMPWriter!\n", LIGHT_RED );
[20:45:32] <Avenger> return false;
[20:45:33] <Avenger> }
[20:45:35] <Avenger> this code fails
[20:45:44] <fuzzie> you have a BMPWriter?
[20:45:48] <Avenger> hmm maybe not?
[20:46:08] <Avenger> that's a new plugin?
[20:46:21] <fuzzie> well, it was new months ago
[20:46:27] <Avenger> oh hehe
[20:46:41] <Avenger> and i just deleted all my 'corrupted' iwd2 saves
[20:46:54] <fuzzie> well
[20:46:56] <fuzzie> they are corrupted :P
[20:47:01] <fuzzie> gemrb messes up iwd2 saves terribly
[20:47:49] <fuzzie> i am pondering this item thing
[20:47:57] <fuzzie> i wonder if it's just hard-coded to do this to scrolls
[20:48:40] <fuzzie> oh, hm
[20:48:59] <fuzzie> the scroll ITM files have charges set to 1 in the 1st and 2nd extended headers
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[20:50:31] <fuzzie> i guess it copies from there on load
[20:50:40] <fuzzie> if charges is 0
[20:51:01] <fuzzie> yes, it does
[20:51:25] <fuzzie> there's a POTN14 in ar0602.are with charges set to 0, and in the saved file, it is 1, copied from POTN14.are's first extended header
[20:51:26] <Avenger> yes that makes sense
[20:51:44] <Avenger> tried to set potn14's charges to 2?
[20:51:50] <fuzzie> i have no working bg2 :(
[20:51:54] <Avenger> ok
[20:53:39] <Maighstir_laptop> Is there a function for printing an arbitrary string or variable to the console through GUIScript? I looked through the docs, but didn't mange to find what I was looking for (I may of course have missed it).
[20:53:51] <fuzzie> which console?
[20:54:12] <Maighstir_laptop> the command line
[20:54:19] <Maighstir_laptop> OS console
[20:54:20] <fuzzie> just use python's 'print'
[20:54:30] <Maighstir_laptop> oh... thanks
[20:54:49] <fuzzie> so, print "hello world" :) comma at the end if you don't want a newline
[21:00:18] <Avenger> someone removed the #pragma lines to disable warnings
[21:01:00] <Avenger> i get 100+ warnings about long prototypes that cannot fit in bsc
[21:01:27] <Avenger> templates generate long prototypes, >256 characters
[21:01:38] <Avenger> looks like tom really hates me
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[21:05:58] <fuzzie> hmm, i don't see any removed #pragma lines, just moved
[21:08:15] <fuzzie> yes, pragmas seem intact since 2007
[21:08:24] <fuzzie> oh
[21:09:26] <CIA-23> GemRB: 03avenger_teambg * r089f69f516be 10win32/MSVC6/GemRB/ (3 files in 2 dirs): updated msvc6 project files
[21:10:40] <fuzzie> well, that is not true, tom added some nasty include loops in r7482 which i guess will not work properly
[21:11:02] <fuzzie> but that was in 2009
[21:13:25] <lynxlynxlynx> maybe some of the new files are missing the include with the moved pragmas
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[21:13:55] <fuzzie> no, that should be ok
[21:14:28] <fuzzie> the trouble comes when you include anything before win32def.h, i guess
[21:14:54] <fuzzie> because tom insisted on moving the pragma out of Interface.h
[21:15:01] <fuzzie> i guess Avenger should put it back there, until someone fixes it properly
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[22:04:17] <fuzzie> so, interestingly, the ar0601.are bundled in an original save doesn't have the scrolls fixed up
[22:04:49] <fuzzie> so i am probably on the right track about areas being loaded extremely minimally if there's no player actor in them
[22:05:24] <fuzzie> but otherwise my theory seems all good, someone go forth and implement
[22:06:37] <fuzzie> i wonder if the best way to deal with this sparkles code would be to throw it out and start again
[22:06:38] <lynxlynxlynx> all the same for potions, scrolls and other charged items?
[22:08:18] <fuzzie> i haven't found anything except potions/scrolls yet
[22:10:25] <lynxlynxlynx> chateau?
[22:10:37] <fuzzie> i don't have a working bg2
[22:10:43] <lynxlynxlynx> oh, right
[22:11:37] <lynxlynxlynx> wands and the misc chargables have the same issue iirc
[22:11:42] <fuzzie> and most of the items have the charges pre-filled in the are files
[22:11:59] <lynxlynxlynx> //skipping bg1 area connection fields <-- interesting note
[22:12:21] <fuzzie> where's that?
[22:13:15] <fuzzie> any idea what the wand items are?
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[22:14:59] <lynxlynxlynx> areimporter
[22:15:20] <lynxlynxlynx> do you mean the names?
[22:15:28] <fuzzie> yes
[22:16:55] <fuzzie> ah, they're not in the area at all
[22:17:02] <fuzzie> script-created
[22:17:26] <lynxlynxlynx> wandXX
[22:17:43] <fuzzie> 100 charges for wand03 (magic missiles) according to header
[22:18:20] <lynxlynxlynx> that wand is wierd
[22:18:53] <lynxlynxlynx> i know scrolls were always cast at level10 in the original, but that doesn't seem to be the case for wands
[22:19:02] <fuzzie> ah
[22:19:12] <lynxlynxlynx> or maybe it is not using the real magic missile - i always got just one missile
[22:19:17] <fuzzie> the script creates it with a single charge
[22:19:27] <fuzzie> does that sound right?
[22:19:51] <lynxlynxlynx> if you're looking at the chateau ones, yes
[22:19:59] <fuzzie> ok
[22:20:15] <fuzzie> that should work already, really
[22:21:36] <fuzzie> hey, CreateItemCore is already doing this extended header charges magic!
[22:22:28] <lynxlynxlynx> maybe it should check also a==0 there
[22:22:41] <fuzzie> i'm not sure, looking at the scripts
[22:22:48] <fuzzie> but those wands are created with a==1, in any case
[22:23:25] <fuzzie> i think we just have a lot of possible paths, this should probably go in the item-resolving function
[22:23:35] <lynxlynxlynx> if wands are always script-created, then it's fine
[22:23:51] <fuzzie> what else is game-breaking?
[22:24:02] <fuzzie> i got a bit distracted from keybindings, i know
[22:24:33] <fuzzie> oh, the stupid held creature stuff
[22:24:48] <fuzzie> but not much to research there, the code is just silly
[22:25:43] <lynxlynxlynx> :)
[22:31:09] <fuzzie> watching sparkles in youtube videos, it looks more like the sparkles fade out from top-down than they move much
[22:31:22] <fuzzie> but i guess i really need an install
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