#gemrb@irc.freenode.net logs for 1 Mar 2015 (GMT)

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[00:10:39] <Crevs_Away> #! /bin/sh
[00:10:39] <Crevs_Away> sed -e "=" $@ | sed -e '
[00:10:39] <Crevs_Away> s/^/ /
[00:10:39] <Crevs_Away> N
[00:10:39] <Crevs_Away> s/^ *\(......\)\n/\1 /
[00:10:42] <Crevs_Away> '
[00:10:58] <Crevs_Away> cat -n in bash/sed
[00:56:58] <Crevs_Away> the problem with the timezones is that I go to sleep at 2am and wake up around 1pm
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[07:01:41] <CrevsDaak> lynx, I've put more ideas but little useful code
[07:01:52] <CrevsDaak> I'll commit and i'll go to sleep
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[07:11:57] <CrevsDaak> ok, baf estend routine added
[07:13:05] <CrevsDaak> it's mostly theorical except the commented out part, that one needs line looping I'd say
[07:13:51] <CrevsDaak> the [ ] check for spaces but I feel like that's not right
[07:14:15] <CrevsDaak> anyway supprasses other days' 4am work lol
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[12:02:57] <lynxlynxlynx> progress :)
[12:03:20] <lynxlynxlynx> the extender is still a skeleton, but now at least the noop test passes
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[12:56:25] <Seniorita> [commit] fizzet: add journal entries to the correct sections (regression from f76448d0) https://github.com/gemrb/gemrb/commit/e38aa49119451f1d0ca3b80bfff4c4720a634bba
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[15:59:11] <CrevsDaak> lynx
[15:59:22] <lynxlynxlynx> oj
[15:59:33] <lynxlynxlynx> plenty of progress while you slpet
[15:59:34] <lynxlynxlynx> slept
[16:00:19] <lynxlynxlynx> as you'll see, i used a more structured approached, since we can't just regex out everything
[16:00:35] <lynxlynxlynx> or maybe we could, but it would be unreadable
[16:00:37] <CrevsDaak> yeah, that saves time
[16:01:01] <CrevsDaak> one thing
[16:01:22] <CrevsDaak> should the decompiled scripts be placed in 10pp/temp/baf?
[16:02:36] <lynxlynxlynx> somewhere in the mod dir (once it is run)
[16:02:52] <CrevsDaak> ok
[16:02:59] <lynxlynxlynx> for the test suite it always goes to the same file that is then thrown away after comparison
[16:03:23] <lynxlynxlynx> i'm trying to regenerate my bg2 scripts, but weidu is complaining ><
[16:03:41] <CrevsDaak> what does it say?
[16:03:42] <lynxlynxlynx> want to check that syntax problem before i split test9 into two
[16:03:56] <lynxlynxlynx> ERROR: problem printing script [scrdump/01pool1]: Not_found
[16:04:19] <lynxlynxlynx> but it does find it, since it does create the baf version, just let's say half of it
[16:05:12] <lynxlynxlynx> doesn't happen with all of them though
[16:05:21] <CrevsDaak> are you taking them out of the game?
[16:06:17] <CrevsDaak> afaik checking for an object in a script isn't reliable
[16:06:56] <CrevsDaak> so all of the scripts will have to be decompiled
[16:11:27] <CrevsDaak> is 10pp planned to work in PST/IWD2?
[16:12:15] <lynxlynxlynx> the mod sure, but gemrb would need extra work
[16:12:43] <lynxlynxlynx> maybe widescreen is smart enough and for iwd2 it wouldn't be that hard
[16:13:01] <lynxlynxlynx> the scripts if first grabbed all and now converting to bafs
[16:13:22] <lynxlynxlynx> but some get mangled
[16:14:40] <CrevsDaak> what are you using to decompile them?
[16:15:32] <CrevsDaak> COPY_EXISTING_REGEXP ~^.+\.bcs$~ ~10pp/temp/baf~ DECOMPILE_BCS_TO_BAF on a .tp2 should be enough
[16:16:06] <lynxlynxlynx> command line
[16:16:44] <lynxlynxlynx> WeiDU --biff-get "01pool1.bcs"; WeiDU 01pool1.bcs
[16:16:58] <lynxlynxlynx> does that give you an error and a cut off baf?
[16:18:20] <CrevsDaak> nope
[16:18:26] <lynxlynxlynx> cool
[16:18:50] <CrevsDaak> also weidu name-of-script.bcs does the same if it's on the biffs and not in the current directory
[16:20:13] <lynxlynxlynx> btw, since bcs are still ascii, we won't have to decompile all scripts in the mod (only for development)
[16:21:23] <lynxlynxlynx> and what's in the file for you? 01pool1
[16:21:36] <lynxlynxlynx> mine gets cut off in the second block, right after ActionOverride(Player1,
[16:24:11] <CrevsDaak> nope
[16:29:33] <lynxlynxlynx> so what's the next param?
[16:31:25] <CrevsDaak> ActionOverride(Player1,LeaveAreaLUAPanicEntry("AR6002","Entry1",[0.0],W))
[16:31:25] <CrevsDaak> ActionOverride(Player1,LeaveAreaLUAEntry("AR6002","Entry1",[0.0],W))
[16:31:25] <CrevsDaak> ActionOverride(Player2,LeaveAreaLUAEntry("AR6002","Entry1",[0.0],W))
[16:31:27] <CrevsDaak> ActionOverride(Player3,LeaveAreaLUAEntry("AR6002","Entry1",[0.0],W))
[16:31:42] <CrevsDaak> up to player6
[16:35:02] <lynxlynxlynx> looks like i played with action.ids
[16:35:41] <lynxlynxlynx> yep, that fixed it
[16:36:09] <lynxlynxlynx> LeaveAreaLUAPanicEntry is missing from the default
[16:40:03] <CrevsDaak> maybe that's why weidu's failing
[16:40:56] <lynxlynxlynx> it was, yes
[16:41:00] <lynxlynxlynx> completely useless error though
[16:59:25] <lynxlynxlynx> phew, that took a while
[17:04:25] <lynxlynxlynx> CrevsDaak: if you decompile deck622.bcs, do you get a proper file?
[17:04:46] <lynxlynxlynx> Dead("layer1)") // layer1) <-- or does it have junk like this?
[17:05:41] <lynxlynxlynx> --nocom doesn't help here
[17:21:22] <lynxlynxlynx> a gem from the perl docs (nongeneral regex modifiers): o - pretend to optimize your code, but actually introduce bugs
[18:34:56] <lynxlynxlynx> looks like sed still has a few features over perl
[18:50:20] <CrevsDaak> it has no layer1, just Player1
[18:50:32] <CrevsDaak> which means it's correct
[18:50:50] <lynxlynxlynx> awesome
[18:51:06] <lynxlynxlynx> i'll upgrade my weidu then
[18:51:19] <lynxlynxlynx> hopefully it changed mostly for the better
[18:51:30] <CrevsDaak> yeah
[18:51:45] <CrevsDaak> it fixed several bugs, afaik introduced non
[18:58:59] <lynxlynxlynx> that's not true, but it's been long enough since the bgee breakages
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[19:55:06] <lynxlynxlynx> ok, OR is working :)
[20:00:44] <CrevsDaak> nice
[20:04:28] <CrevsDaak> brb
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[20:16:59] <ZombieChicken> Can anyone tell me if PS:T is playable and completable with 0.8.2?
[20:19:13] <lynxlynxlynx> yes and kinda and no
[20:21:28] <ZombieChicken> How about the Baulder's Gate series?
[20:27:18] <lynxlynxlynx> sure
[20:28:29] <ZombieChicken> well then. Back to trying to sort out how to get things to run
[20:28:33] <ZombieChicken> thanks for the info
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[20:33:37] <CrevsDaak> back
[20:35:09] <lynxlynxlynx> ZombieChicken: let me know if you need any help
[20:35:32] <lynxlynxlynx> CrevsDaak: i'm just moving stuff to a separate function, then i'll push
[20:39:25] <CrevsDaak> ok
[20:39:25] <CrevsDaak> cool
[20:40:45] <CrevsDaak> i hate posts like this http://www.shsforums.net/topic/57944-thalantyr-item-upgrade-updated-again/?p=575707
[20:40:46] <Seniorita> Thalantyr Item Upgrade updated (again) - Mod Resurrections - Spellhold Studios
[20:40:48] <Seniorita> ┬╗Thalantyr Item Upgrade updated (again) - posted in Mod Resurrections: Ive updated the Thalantyr item upgrade mod to work with the Enhnaced Editions (and gave it a skeleton of EET compatibility too).The only thing that remains to be done is updating the item descriptions and checking if HANDLE_CHARSETS doesnt make everything crash. Ive updated all of the languages references (yay for copy/paste and intuitiveness) so there wont be a need for new strings.Do
[20:40:57] <CrevsDaak> O,O
[20:48:00] <lynxlynxlynx> yeh
[20:48:05] <lynxlynxlynx> my stuff is up now
[20:48:32] <lynxlynxlynx> let's see if it survives new tests
[20:49:01] <lynxlynxlynx> if you want to tackle something else now, the framework and approach should be much clearer now
[20:58:43] <lynxlynxlynx> hmpf, i screwed something up
[21:31:25] <CrevsDaak> do you want me to write the weidu installer?
[21:31:53] <CrevsDaak> since the changes you've made to the extender it can be called with a 1-liner from weidu while looping through the files
[21:34:23] <ZombieChicken> hrm. I managed to get through character creation for the tutorial in BG2, but when I finished it showed me what looked like the UI with a blue screen in the middle and when I hit one of the buttons on the side of the screen, the program segfaulted
[21:35:32] <ZombieChicken> using the files from the GOG version of BG2, v. 0.8.2 of gemrb, compiled on Funtoo
[21:42:49] <lynxlynxlynx> i'm done for today
[21:43:30] <lynxlynxlynx> ZombieChicken: what tutorial?
[21:43:57] <lynxlynxlynx> CrevsDaak: if that's easier for you than hacking on the extender, sure
[21:44:13] <CrevsDaak> yeah, ok
[21:44:28] <CrevsDaak> i'm calling the extender from a perl one liner
[21:45:26] <ZombieChicken> lynxlynxlynx: the tutorial for BG2
[21:45:37] <lynxlynxlynx> it has a tutorial?
[21:45:54] <ZombieChicken> yes
[21:46:08] <ZombieChicken> button for it is on the same screen at the New Game option
[21:46:42] <CrevsDaak> does the same happen if you start a normal BG2 game?
[21:46:42] <lynxlynxlynx> woah :)
[21:46:46] <lynxlynxlynx> works for me though
[21:46:55] <lynxlynxlynx> what resolution are you using?
[21:47:11] <ZombieChicken> 1280x1024
[21:47:23] <lynxlynxlynx> did you set that in the config?
[21:47:26] <ZombieChicken> yes
[21:47:30] <lynxlynxlynx> ok
[21:48:50] <lynxlynxlynx> my monitor is too small, but some gui glitches are visible (widescreened install though)
[21:49:01] <lynxlynxlynx> it only crashed after the second guy came
[21:49:04] <ZombieChicken> no widescreen mod install
[21:49:29] <ZombieChicken> CrevsDaak: just started a new game to see. It does crash when starting a normal game
[21:49:39] <lynxlynxlynx> ooh, now it did asap
[21:49:48] <lynxlynxlynx> i suggest you just start your game, i'll take a look
[21:50:06] <lynxlynxlynx> huh in 0.8.2?
[21:50:12] <ZombieChicken> yeah
[21:50:18] <lynxlynxlynx> crash as in segfault?
[21:50:21] <ZombieChicken> yes
[21:50:54] <lynxlynxlynx> i guess it is the different gui then
[21:51:05] <lynxlynxlynx> i test bg2 before that release extensively
[21:51:26] <lynxlynxlynx> ok, there's a chance something was missed, but anyway, can you try under gdb?
[21:52:15] <ZombieChicken> lynxlynxlynx: are you using the GOG version of the original game?
[21:52:53] <lynxlynxlynx> don't remember
[21:52:56] <lynxlynxlynx> shouldn't matter
[21:53:14] <ZombieChicken> I'm 99% sure GOG made some changes, so I'm thinking that might be it
[21:55:53] <ZombieChicken> I'll muck about with this a little later when I don't have a headache
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[21:57:22] <lynxlynxlynx> grrr
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[21:58:49] <lynxlynxlynx> ZombieChicken: doesn't matter; if it's crashing, we should fix it
[22:02:51] <ZombieChicken> Okay, since this is my first time setting this up
[22:04:17] <lynxlynxlynx> i found a bug in master, but that's unlikely the same
[22:04:19] <ZombieChicken> what I did was copy the game directory (...BaldursGate2_gog/drive_c/GOG\ Games/Baldur\'s\ Gate\ 2/) to .local/share/gemrb/bg2 (set that path in the config), and created .local/share/gemrb/bg2/save for my saves.
[22:04:44] <lynxlynxlynx> two bugsies for brad
[22:04:57] <lynxlynxlynx> that's fine, we don't care where you have your files
[22:04:58] <ZombieChicken> https://bpaste.net/show/8a6c2003ec7b
[22:05:00] <Seniorita> show at bpaste
[22:05:06] <ZombieChicken> ^ There is the gemrb.cfg I'm using
[22:05:29] <lynxlynxlynx> better check if the console has anything useful before the crash
[22:05:46] <lynxlynxlynx> if you saw no area but plain blue, then your gamepath is wrong
[22:07:32] <lynxlynxlynx> hmm, not sure if it's needed, but if you have cdx folders in the game path, add those too
[22:07:47] <ZombieChicken> I don't think so
[22:07:54] <lynxlynxlynx> GamePath=~/ie/bg2
[22:07:54] <lynxlynxlynx> CD1=~/ie/bg2/cd1
[22:07:54] <lynxlynxlynx> CD2=~/ie/bg2/cd2/CD2
[22:07:54] <lynxlynxlynx> CD3=~/ie/bg2/cd3/CD3
[22:07:54] <lynxlynxlynx> CD4=~/ie/bg2/cd4/CD4
[22:07:56] <lynxlynxlynx> CD5=~/ie/bg2/tob/CD5
[22:08:08] <lynxlynxlynx> that's mine, let me see if it is still valid
[22:08:28] <ZombieChicken> again, GOG version. There are no CDs involved and I would imagine everything is in the same directory
[22:09:50] <lynxlynxlynx> well check how many "data" folders you have there
[22:10:13] <lynxlynxlynx> find .local/share/gemrb/bg -type d -iname data
[22:10:15] <ZombieChicken> ../bg2/data/Data. There is also ..bg2/data/Movies
[22:10:49] <lynxlynxlynx> is bg2/data empty otherwise?
[22:11:01] <lynxlynxlynx> i think we do support their stupidity
[22:11:01] <ZombieChicken> one moment
[22:12:12] <ZombieChicken> okay
[22:12:58] <ZombieChicken> https://bpaste.net/show/a0efe83bc35b Added some new CD? paths and things seem to work now. I moved the screen and things went black, but I managed to get something new
[22:12:59] <Seniorita> show at bpaste
[22:20:00] <ZombieChicken> okay
[22:20:14] <ZombieChicken> so said black screen was the start of a cutscene, so I think it's good now
[22:20:35] <ZombieChicken> I've gotten to some gameplay, so I think that those few lines in the config really were all the problems
[22:20:42] <ZombieChicken> lynxlynxlynx: thanks for the help. It seems to work now
[22:20:45] <lynxlynxlynx> the data/Data one
[22:20:56] <ZombieChicken> I'll keep the rest, just in case
[22:23:12] <lynxlynxlynx> does funtoo use gentoo packages?
[22:23:18] <ZombieChicken> yes
[22:26:08] <lynxlynxlynx> cool, less work
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[23:11:40] <CrevsDaak> lynx
[23:11:53] <CrevsDaak> did the new version of weidu fix the bug when decompiling?
[23:12:12] <lynxlynxlynx> i'm downloading it right now
[23:12:18] <lynxlynxlynx> it's 236, right?
[23:21:05] <lynxlynxlynx> nope, newer weidu doesn't help
[23:24:19] <lynxlynxlynx> looks like fixpack takes care of them
[23:24:19] <lynxlynxlynx> if I dump an install with that, everything is fine
[23:24:36] <lynxlynxlynx> core fixes
[23:25:54] <lynxlynxlynx> Broken Dead Checks - A very common problem encountered throughout the game was the incorrect usage of triggers to detect if a creature is dead or not, typically in AI combat scripts. Because the trigger only accepts 'scripting names' (i.e. a specific creature with a unique name such as Keldorn or Bodhi) and not objects (i.e. a more flexible description such as enemy or nearest gibberling), many of these triggers were not working. In
[23:25:54] <lynxlynxlynx> lieu of Dead(), StateCheck() is used instead against a new entry on the state list.
[23:27:11] <lynxlynxlynx> so weidu is likely expecting a quote and goes boom