#gemrb@irc.freenode.net logs for 1 Jul 2011 (GMT)

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[16:28:34] <lynxlynxlynx> uhh, freedom is targetting gender of 66
[16:29:45] <fuzzie> a quick google suggests adding '66 IMPRISONED_SUMMONED' to gender.ids
[16:30:48] <lynxlynxlynx> it's a fixpack thing
[16:30:51] <lynxlynxlynx> i already have it
[16:30:54] <fuzzie> fixpack thing?
[16:30:57] <fuzzie> i mean
[16:31:06] <fuzzie> sorry, i typed 'fixpack thing?' before you typed that :P
[16:31:16] <fuzzie> i mean, is the whole thing a fixpack thing?
[16:31:40] <lynxlynxlynx> http://forums.gibberlings3.net/lofiversion/index.php?t7382.html <-- appears so
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[16:41:48] <lynxlynxlynx> odd spell
[16:42:27] <lynxlynxlynx> all but this limited effect is selftargetting
[17:02:57] <CIA-40> GemRB: 03avenger_teambg * refce31946c02 10gemrb/gemrb/ (8 files in 5 dirs):
[17:02:57] <CIA-40> GemRB: moved quicksave from GameControl to guiscript
[17:02:57] <CIA-40> GemRB: moved autosave from GameControl to map
[17:20:05] <lynxlynxlynx> is GameScript::GlobalTimerExpired and co checking for the timer being nonzero sensible? i appears to be breaking the mindflayer lair
[17:21:21] <lynxlynxlynx> well, changing that certainly helps
[17:25:13] <lynxlynxlynx> nothing sets the timer except a dialog later, when the timer is reused
[17:25:26] <lynxlynxlynx> so it looks like a legit change to me
[17:25:57] <fuzzie> add a comment?
[17:26:06] <fuzzie> i mean, change it and add a comment
[17:28:18] <lynxlynxlynx> ok :)
[17:29:16] <lynxlynxlynx> i'll change just that one to be safe
[17:32:49] <lynxlynxlynx> huh
[17:35:19] <fuzzie> hm?
[17:37:30] <lynxlynxlynx> stuck again, but it doesn't appear to be the timer
[17:37:43] <lynxlynxlynx> it's at a near spot though
[17:45:25] <lynxlynxlynx> could be the same issue again, a block was partially executed
[17:46:14] <lynxlynxlynx> HaveOgreOpenDoor is 1 and i'm stuck in cutscene mode
[17:46:16] <lynxlynxlynx> http://pastebin.com/ymAGvenp
[17:46:55] <lynxlynxlynx> actually, scratch the last bit, i'm not in cutscene mode >>
[17:47:27] <fuzzie> what did it get executed on?
[17:47:52] <lynxlynxlynx> the trigger block?
[17:47:55] <fuzzie> yes
[17:48:05] <lynxlynxlynx> GlobalTimerExpired("udWaitOgreDoor","GLOBAL")
[17:48:05] <lynxlynxlynx> Global("HaveOgreOpenDoor","AR2400",0)
[17:48:05] <lynxlynxlynx> Global("udGithDead","AR2400",0)
[17:48:05] <lynxlynxlynx> !Global("udMind","GLOBAL",30)
[17:48:05] <fuzzie> i mean, the ClearActions there will kill player scripts
[17:48:17] <lynxlynxlynx> this is the area script
[17:48:26] <fuzzie> then it should fully execute..
[17:49:02] <fuzzie> in fact those are all instants, so there's no way it should stop running in the middle
[17:49:44] <lynxlynxlynx> i'm replaying
[17:51:40] <lynxlynxlynx> same result
[17:52:06] <lynxlynxlynx> it didn't even try to lookup cut44i
[17:53:11] <fuzzie> but you think some of it ran?
[17:54:40] <lynxlynxlynx> no, it opens the door infront of you and starts another dialog
[17:57:40] <fuzzie> doesn't make any sense
[18:00:41] <fuzzie> could possibly be some related bug but i don't understand
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[18:11:37] <lynxlynxlynx> nothing new on a retry
[18:11:53] <lynxlynxlynx> want me to check with some of the debug masks on?
[18:12:23] <fuzzie> only if this is blocking you
[18:13:47] <lynxlynxlynx> it is, but i can probably cheat through it
[18:14:26] <fuzzie> busy day, so maybe i can glance at it in mornign and it'll be obvious
[18:17:12] <lynxlynxlynx> starting the cutscene manually was enough
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[19:54:22] <CIA-40> GemRB: 03lynxlupodian * rd057c21e4fd9 10gemrb/gemrb/core/GameScript/Triggers.cpp:
[19:54:23] <CIA-40> GemRB: GlobalTimerExpired: also look at timers that are 0
[19:54:23] <CIA-40> GemRB: fixes mind flayer lair's ogre timer (never set for first use)
[19:54:26] <CIA-40> GemRB: 03lynxlupodian * r9082613648f0 10gemrb/gemrb/core/ (GameScript/Actions.cpp Scriptable/Scriptable.cpp): fixed unselectable timer size and use
[20:05:20] <lynxlynxlynx> that script slot ordering issue, could it affect which scripts are still run for dead actors?
[20:05:38] <fuzzie> no
[20:06:13] <fuzzie> dead actors get one single chance to run any script block they want, that should be working?
[20:07:03] <lynxlynxlynx> my problem is the opposite, too much script blocks
[20:07:44] <lynxlynxlynx> beholders have scripts with no deadness checks in them, but with forcespell, so even once they're dead, they keep spamming those spells
[20:09:06] <fuzzie> i expect that forcespell should have AF_ALIVE set
[20:09:15] <fuzzie> but in any case you should really only get the one
[20:16:43] <lynxlynxlynx> nope, it's a factory of antimagic and death rays
[20:22:48] <lynxlynxlynx> and the beholder doesn't appear to be dead completely judging from the feet circle too - it is still visible
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[21:10:20] <lynxlynxlynx> heh, probably already found a counterbug for that timer change
[21:15:42] <lynxlynxlynx> yep, makes the whole ustnatha hostile due to a block in baldur.bcs
[21:45:54] <lynxlynxlynx> traps are ST_PROXIMITY, right?
[21:47:18] <lynxlynxlynx> looks like we deactivate them too aggressively / activate them too slowly; i have a very obvious case now
[21:47:33] <fuzzie> i think this is a known bug
[21:48:58] <fuzzie> where the trap code deactivates the traps way too soon
[21:49:07] <fuzzie> i also thought we'd fixed it, but it doesn't actually look like it
[21:51:11] <lynxlynxlynx> Trapped is still 1
[21:51:26] <lynxlynxlynx> like it started with
[21:51:59] <lynxlynxlynx> but it is deactivated
[21:52:19] <lynxlynxlynx> a bit unintuitive debug dump for infopoints:
[21:52:28] <lynxlynxlynx> Deactivated: Yes
[21:52:28] <lynxlynxlynx> Active: Yes
[21:53:42] <fuzzie> InfoPoint.cpp line 142 or so
[21:54:38] <fuzzie> correct behaviour is: if TRAP_RESET is not set, unset Trapped.
[21:54:48] <fuzzie> incorrect behaviour is anything which fiddles with TRAP_DEACTIVATED
[21:55:22] <fuzzie> i guess this is all dealt with in Highlightable::TriggerTrap
[21:55:38] <fuzzie> and so therefore only the 'return true;' should remain around line 142 of InfoPoint.cpp
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[21:58:08] <Avenger> lynx, i don't think your globaltimer change was good. non existent timers are not expired
[21:58:18] <fuzzie> yes, lynx already discovered this
[21:58:24] <Avenger> oook :D
[21:58:35] <fuzzie> by finding that it broke another script :P
[21:59:07] <lynxlynxlynx> the trigger above doesn't check for it either btw
[21:59:55] <fuzzie> it seemed reasonable to me, but i'm not sure what the actual issue was
[22:00:36] <lynxlynxlynx> nothing set the timer, so a block on the critical path didn't execute
[22:00:58] <lynxlynxlynx> re line 142: also remove the entered hack?
[22:01:03] <fuzzie> es
[22:01:04] <fuzzie> yes
[22:01:06] <fuzzie> that is all fixed now
[22:01:14] <fuzzie> in theory :P
[22:01:46] <lynxlynxlynx> which one was problematic, opened?
[22:01:58] <fuzzie> were any?
[22:02:04] <lynxlynxlynx> i know we still have a bug in one of these trap triggers
[22:02:23] <lynxlynxlynx> eg, the deadly trap in the bridge triggers even after a disarm
[22:02:32] <fuzzie> our trap logic is a bit broken
[22:02:36] <lynxlynxlynx> iirc it was entered/opened
[22:02:44] <fuzzie> we don't check the right flags etc
[22:03:28] <fuzzie> will try and look at it tomorrow, but prod me pointedly on monday otherwise
[22:08:26] <lynxlynxlynx> ok
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[22:09:17] <lynxlynxlynx> deactivation solved, now isoverme turns out to not be cooperating
[22:09:36] <lynxlynxlynx> it doesn't detect anyone over due to the object parameter being null
[22:09:59] <fuzzie> that sounds very broken
[22:10:25] <fuzzie> this is because the object param is [ANYONE]?
[22:10:31] <fuzzie> in which case GetAllObjects should return everyone
[22:10:49] <fuzzie> but i see that it helpfully does no such thing
[22:11:52] <lynxlynxlynx> yes
[22:12:33] <fuzzie> i'd usually say 'ask Avenger' here
[22:13:10] <lynxlynxlynx> too late
[22:13:14] <lynxlynxlynx> in both senses
[22:13:18] <fuzzie> i mean, you could just do 'return GetAllActors(Sender, ga_flags)' instead of 'return NULL;' at the top of GetAllObjects there
[22:13:41] <lynxlynxlynx> but should that happen for all callers with null there?
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[22:14:06] <fuzzie> at a glance, yes
[22:14:23] <fuzzie> i mean, i removed a bunch of those callers anyway..
[22:14:55] <fuzzie> so i only actually see two left
[22:15:14] <fuzzie> and one of those is fx_teleport_to_target which always passes non-NULL
[22:15:20] <fuzzie> so i think you're safe here!
[22:15:56] <lynxlynxlynx> cool, tommorow will start easy
[22:16:06] <fuzzie> night :)
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