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

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[09:59:35] <lynxlynxlynx> the forum is back
[10:04:59] <fuzzie> hoorah
[10:05:12] <fuzzie> heh, Avenger posts already
[10:15:24] <fuzzie> got to remember from that Taimon thread: bit 4 of door flags is 'forced/bashed successfully', and a heap of spawn stuff in that 'random notes' thread
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[10:50:39] <fuzzie> ok, all caught up on homework, sort of.
[10:51:46] <lynxlynxlynx> one day for 3 week's worth??
[10:52:09] <lynxlynxlynx> but good to hear :)
[10:52:10] <fuzzie> heh, only for two courses :)
[10:55:45] <fuzzie> also everyone is kindly letting me do it in English, making it less of a struggle
[10:55:57] <fuzzie> anyway, let's see if i can install iwd+etc onto my machine somehow
[11:16:49] <fuzzie> meh, i guess there's no installer from Nick White for anything but basic iwd
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[14:16:10] <D_T_G> hm [KEYImporter]: Searching for containr.2da...[ERROR]
[14:16:10] <D_T_G> bg1
[14:16:33] <lynxlynxlynx> any problem?
[14:16:50] <D_T_G> bg1 crash
[14:17:00] <D_T_G> erm, gui crash
[14:17:01] <lynxlynxlynx> svn up
[14:17:14] <lynxlynxlynx> we provide that file
[14:17:19] <D_T_G> built a few minutes ago
[14:17:29] <lynxlynxlynx> ./gemrb/override/shared/containr.2da
[14:18:04] <D_T_G> it did not land when make install into empty dir
[14:18:10] <D_T_G> hm
[14:18:12] <lynxlynxlynx> ah
[14:18:29] <lynxlynxlynx> good point, i forgot to change the makefiles
[14:21:54] <D_T_G> [GUIScript]: Missing function:CheckLevelUp
[14:22:01] <lynxlynxlynx> ignore that
[14:22:07] <D_T_G> ok
[14:22:19] <lynxlynxlynx> it will be there when it will be needed
[14:23:14] <CIA-22> gemrb: 03lynxlupodian * r7306 10/gemrb/trunk/gemrb/override/ (4 files in 2 dirs): added the shared override to the "build" system
[14:23:17] <lynxlynxlynx> you'll have to reconfigure
[14:23:55] <D_T_G> lots of random ppl in beregost are freezed in walking animation :)
[14:24:11] <D_T_G> http://img194.imageshack.us/img194/522/73331578.jpg
[14:25:44] <lynxlynxlynx> i saw that only once myself
[14:25:50] <lynxlynxlynx> sliding
[14:26:50] <D_T_G> sliding too with imoen once
[14:27:52] <CIA-22> gemrb: 03lynxlupodian * r7307 10/gemrb/trunk/gemrb/GUIScripts/bg2/LevelUp.py: bg2: fixed a comment typo
[14:33:03] <D_T_G> it's not building now
[14:33:16] <D_T_G> no rules for all in override/shared
[14:34:06] <lynxlynxlynx> did you run configure?
[14:34:17] <D_T_G> ./autogen.sh
[14:35:19] <D_T_G> hm, maybe my fault, will redo :)
[14:37:04] <D_T_G> nope, make clean, autogen.sh and make still ends with compilation error
[14:37:53] <lynxlynxlynx> what kind of makefile did it create?
[14:38:50] <D_T_G> i don't see autogen.sh created any Makefile in gemrb/override/shared ...
[14:39:18] <D_T_G> it did it for other but skipped shared dir
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[14:42:01] <lynxlynxlynx> a
[14:42:11] <lynxlynxlynx> i probably have to edit configure.ac too
[14:42:28] <lynxlynxlynx> yeah
[14:43:33] <CIA-22> gemrb: 03lynxlupodian * r7308 10/gemrb/trunk/configure.in: taught also configure about the shared override
[14:48:14] <lynxlynxlynx> hehe, silly silly
[14:48:25] <lynxlynxlynx> no nullglob
[14:50:10] <CIA-22> gemrb: 03lynxlupodian * r7309 10/gemrb/trunk/gemrb/override/shared/Makefile.am: removed globs that don't match any files
[14:55:56] <CIA-22> gemrb: 03lynxlupodian * r7310 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: added strength bonus to damage
[15:09:22] <fuzzie> ok, hello
[15:09:29] <D_T_G> hi
[15:09:38] <fuzzie> random people might be doing RandomWalk, which is broken in svn
[15:09:54] <fuzzie> shouldn't happen with anyone in your party, though
[15:10:24] <lynxlynxlynx> unless your custom script contains RandomWalk hehe
[15:10:52] <D_T_G> i'm pretty sure it happened to Imone, in Beregost
[15:11:03] <fuzzie> well, if you're using weird custom scripts then i disclaim all responsibility, really :)
[15:11:08] <fuzzie> i finally have some time this evening, so yay
[15:11:27] <fuzzie> i can't find any scripts/instructions/etc for installing iwd, so i guess i'll be playing with bg1
[15:12:49] <D_T_G> no wine?
[15:13:18] <fuzzie> not on powerpc, no :)
[15:13:30] <D_T_G> oh
[15:13:58] <fuzzie> i can probably borrow an x86 machine over the weekend, but not now
[15:14:43] <D_T_G> is it hard to swap world maps in iwd1/how like in bg2 soa/tob?
[15:15:20] <fuzzie> the old world map is destroyed when you go soa to tob
[15:15:34] <fuzzie> can't you return to iwd from how?
[15:15:56] <D_T_G> yes
[15:16:02] <D_T_G> no
[15:16:04] <D_T_G> sry :)
[15:16:19] <fuzzie> i installed iwd on someone's machine
[15:16:23] <fuzzie> but i only got about 10 minutes in
[15:16:31] <fuzzie> because i kept deciding my party needed to be different and starting again
[15:16:50] <fuzzie> so the extent of my knowledge is the first town thing and the caves near it
[15:16:58] <D_T_G> i didn't playthrough how under gemrb so i don't know if i can return to kuldahar
[15:17:25] <D_T_G> but i don't even know if i could playthrough how without how world map
[15:17:27] <fuzzie> but we have game-breaking worldmap problems with iwd under gemrb too
[15:17:39] <fuzzie> so someone needs to take a look at it, sometime
[15:18:59] <lynxlynxlynx> D_T_G: i'm just about to kill belhifet, but a funny regression has crept up and he is invincible
[15:19:10] <lynxlynxlynx> in current HEAD also very docile :)
[15:20:40] <D_T_G> good :)
[15:23:07] <lynxlynxlynx> iwd will be playable by next release
[15:23:39] <lynxlynxlynx> there's not much stopping it now, but the blockers can be annoying
[15:25:38] <fuzzie> bg1, i would hope
[15:25:52] <fuzzie> i mean, bg1 too, i would hope
[15:26:05] <fuzzie> i'd also really like to stop iwd2 from crashing
[15:26:16] <lynxlynxlynx> bg1 isn't too far either
[15:26:25] <fuzzie> and to fix some pst blockers, i didn't find many so far
[15:26:38] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=developers:lynx <-- i made a short checklist for 0.6.0
[15:26:49] <lynxlynxlynx> bg1 is in tactics mode now :)
[15:27:06] <lynxlynxlynx> though the ability to shoot across the map softens it a bit
[15:28:20] <fuzzie> raevol: around?
[15:30:10] <D_T_G> i'm trying to play iwd1 a bit to see the transition to how
[15:30:57] <D_T_G> i raised xp to 100k for my thief and the lu icon is seen on every screen but the main :)
[15:31:13] <D_T_G> i mean on portrait
[15:31:49] <lynxlynxlynx> do not speak of the portraits
[15:32:10] <D_T_G> oh i see it not updating at all
[15:32:46] <D_T_G> i lu-ed and have 48 of HP but on main screen it still claims 6/6
[15:33:16] <lynxlynxlynx> not for long
[15:36:49] <D_T_G> oh sheet, goblins moved from eastheaven to the cave quest behind it :|
[15:37:01] <D_T_G> this never happened in original game
[15:37:27] <D_T_G> Couldn't create animationfactory: mgo2a2
[15:38:51] <lynxlynxlynx> hmm, i think i played with that avatar already
[15:39:21] <D_T_G> goblins attacking
[15:39:29] <lynxlynxlynx> yes
[15:39:42] <D_T_G> i built gemrb today, you know :)
[15:40:22] <lynxlynxlynx> ah, it was mgo4
[15:41:33] <lynxlynxlynx> maybe the whole family is defunct, but it is annoying to check
[15:41:35] <D_T_G> i have 180 in hide in shadows but they see, follow and attack me, bit irritating
[15:41:43] <lynxlynxlynx> much easier if someone just hits it ingame
[15:42:01] <lynxlynxlynx> D_T_G: same applies to you
[15:44:03] <D_T_G> yeah, i'll add that bug to wiki
[15:44:10] <lynxlynxlynx> no need
[15:44:18] <lynxlynxlynx> it is known and shared
[15:44:28] <CIA-22> gemrb: 03lynxlupodian * r7311 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da): 98 goblins on the wall ...
[15:44:47] <lynxlynxlynx> but if you meant the animation one ... :)
[15:47:53] <D_T_G> is hide in shadows supposed to be working in gemrb?
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[15:52:21] <lynxlynxlynx> now it always works
[15:52:28] <lynxlynxlynx> so not reallly
[15:53:35] <D_T_G> well, the avatar is transparent but all enemies always see me, so i would say never works for me :P
[15:53:56] <D_T_G> so how to move to kuldahar?
[15:54:22] <D_T_G> from kuldahar past?
[15:54:46] <lynxlynxlynx> teleport
[15:55:05] <lynxlynxlynx> movetoarea uhh ar2100 ?
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[15:55:50] <D_T_G> GemRb.MoveToArea('ar2100')?
[15:56:04] <D_T_G> yep
[15:56:44] <D_T_G> WOW :D
[15:56:54] <fuzzie> wow?
[15:57:13] <D_T_G> i just saw random encounter making MOONWALK like Michael Jackson :)
[15:57:26] <D_T_G> walking back i mean :)
[15:58:28] <pupnik> hqh
[15:58:37] <lynxlynxlynx> sure, panic
[15:58:57] <lynxlynxlynx> there are different kinds of retreats
[15:59:37] <D_T_G> the doors in kuldahar which should be open when one has how installed are locked in gemrb
[15:59:58] <D_T_G> so no ability to move to how quest/lonelywood at all
[16:00:25] <fuzzie> well, that's one way to avoid the bugs
[16:00:29] <fuzzie> hoorah!
[16:01:27] <lynxlynxlynx> D_T_G: i walked into that room and talked to the guy just fine
[16:01:45] <lynxlynxlynx> maybe i broke in though
[16:01:45] <D_T_G> hmm
[16:01:53] <fuzzie> kuexpdor.baf checks an EXPANSION_DOOR global
[16:01:59] <fuzzie> and unlocks itself if it's set to 1
[16:02:02] <D_T_G> no ability to thief crack into
[16:02:10] <lynxlynxlynx> ctrl-m on the door
[16:02:39] <fuzzie> maybe we should switch gemrb into 'tainted' mode the moment that you unlock a perma-locked door :p
[16:02:48] <D_T_G> Debugdump of Door ar2100door11:
[16:02:48] <D_T_G> Door Open: No
[16:02:48] <D_T_G> Door Locked: Yes
[16:02:48] <D_T_G> Door Trapped: No
[16:02:48] <D_T_G> Secret door: No (Found: No)
[16:02:48] <D_T_G> Script: kuexpdor, Key (NONE) removed: No
[16:04:20] <D_T_G> when you have iwd1 installed the doors are always closed, when how is installed they should be always opened
[16:10:38] <D_T_G> http://img183.imageshack.us/img183/2296/84527931.jpg
[16:10:47] <pupnik> good to have an experienced player
[16:12:37] <lynxlynxlynx> so what's with the map?
[16:13:00] <D_T_G> nothing just to show which doors i'm talking about
[16:13:11] <D_T_G> i thouth maybe you was thinking about other
[16:13:55] <lynxlynxlynx> EXPANSION_DOOR matches in the exe :s
[16:14:07] <lynxlynxlynx> D_T_G: nobody else offers you to go the island
[16:14:19] <lynxlynxlynx> ... i don't see it getting set anywhere
[16:14:49] <lynxlynxlynx> i can fix it real quick though
[16:15:05] <D_T_G> hm, in the pure iwd1 does it appear in exe too?
[16:15:16] <lynxlynxlynx> no idea
[16:15:18] <fuzzie> i doubt it
[16:16:05] <fuzzie> someone should load an original iwd+how save from iwd, and see if the var is set
[16:16:06] <D_T_G> maybe the gemrb mode should preset it to 0 when in iwd1 and 1 when in how mode in cfg
[16:17:56] <lynxlynxlynx> i'll just set it in start.py if how is installed
[16:18:21] <fuzzie> the complicated case is: install iwd, start a new game, save it, then install iwd, load the game
[16:18:48] <fuzzie> erm, then install how
[16:19:09] <D_T_G> in that case maybe even in the exe it would work
[16:19:14] <D_T_G> but am not sure
[16:19:24] <D_T_G> *wouldn't work
[16:19:24] <fuzzie> so it needs to be set somewhere which gets fired for both chargen and loading
[16:19:36] <lynxlynxlynx> start :)
[16:19:38] <fuzzie> well, supposedly it works
[16:19:46] <fuzzie> lynxlynxlynx: in start it'll just get wiped out by the loader
[16:19:58] <fuzzie> (does it even work there?)
[16:20:06] <lynxlynxlynx> oh
[16:21:58] <D_T_G> if it was working before maybe it's a regresion when mergin iwd1/how gui scripts?
[16:22:50] <lynxlynxlynx> could be, but i'm doubtful
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[16:23:52] <fuzzie> g3 forums didn't last very long
[16:23:59] <D_T_G> should i add this to a wiki?
[16:24:16] <fuzzie> D_T_G: i think lynx can probably fix it now
[16:24:35] <D_T_G> ok, good luck, i must go, bye
[16:24:36] <lynxlynxlynx> i can add a hack somewhere, yes
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[16:24:49] <lynxlynxlynx> maybe some gui code
[16:25:10] <fuzzie> i would just add it wherever in the chargen and load code you construct the new Game object
[16:26:10] <fuzzie> so after LoadGame() in LoadGamePress in GUILOAD
[16:26:39] <lynxlynxlynx> EnterGame may be better
[16:27:15] <lynxlynxlynx> heh
[16:27:32] <fuzzie> we should be displaying the PartyFormation window at every load, right?
[16:27:40] <lynxlynxlynx> yeah
[16:27:49] <fuzzie> so it could just go there, in EnterGamePress
[16:27:57] <fuzzie> where the expansion handling code is anyway
[16:28:03] <lynxlynxlynx> no, i meant the EnterGame gemrb function
[16:28:16] <fuzzie> sure, it doesn't matter whether it goes before or after that
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[16:28:20] <lynxlynxlynx> which happens to be right after that line you mentioned and is also used by chargen
[16:28:26] <fuzzie> i just noticed that we could put it in a single place, PartyFormation
[16:28:37] <fuzzie> which would be good for chargen and loading, in theory
[16:29:45] <lynxlynxlynx> if loading used it
[16:29:58] <lynxlynxlynx> i'm not really fond of that feature, so i didn't add it
[16:30:14] <fuzzie> well, either way, it should go in PartyFormation and not chargen
[16:30:29] <lynxlynxlynx> sure
[16:30:34] <fuzzie> and then maybe in loading too
[16:30:45] <fuzzie> sorry, i'm sure i'm stating the obvious :)
[16:31:06] <lynxlynxlynx> loading would be just a bonus for dtg, wouldn't it?
[16:31:19] <fuzzie> well, i thought it was required
[16:31:26] <fuzzie> when you install how, the door becomes open in your existing saves
[16:31:40] <fuzzie> but i can't go and try it now
[16:32:13] <lynxlynxlynx> oh, not just unlocked
[16:32:41] <fuzzie> i mean, unlocked
[16:32:41] <raevol> fuzzie: hallo
[16:32:53] <fuzzie> the variable just unlocks the door, so
[16:33:10] <fuzzie> raevol: hi, could you email the savegame with the scar issues to fuzzie@gmail.com when you have some time?
[16:33:20] <raevol> yes, i'll sent right now
[16:34:47] <fuzzie> the need to fix existing savegames is the only reason the variable exists, i think
[16:34:57] <fuzzie> otherwise you can simply replace the ARE
[16:35:05] <lynxlynxlynx> yes
[16:35:34] <lynxlynxlynx> they even advertise: either start a new game directly or load an old save from your normal game
[16:35:43] <raevol> fuzzie: sent
[16:35:48] <fuzzie> ok :)
[16:35:50] <fuzzie> raevol: thanks
[16:36:00] <raevol> np :)
[16:37:50] <CIA-22> gemrb: 03lynxlupodian * r7312 10/gemrb/trunk/gemrb/GUIScripts/iwd/PartyFormation.py:
[16:37:50] <CIA-22> gemrb: how: enable entry to the kuldahar house where it all starts;
[16:37:50] <CIA-22> gemrb: currently a new game is required
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[17:35:50] <D_T_G> :/
[17:35:51] <D_T_G> File "./GUIScripts/iwd/PartyFormation.py", line 141, in EnterGamePress
[17:35:52] <D_T_G> GemRB.SetGlobal ("EXPANSION_DOOR", "GLOBAL", 1) # entrance to the HOW start
[17:35:52] <D_T_G> RuntimeError: Can't find GameControl!
[17:36:27] <fuzzie> huh, SetGlobal needs a GameControl?
[17:37:01] <fuzzie> oh, it tries to do it on the main actor, how silly
[17:37:32] * fuzzie puts the hat onto lynxlynxlynx
[17:39:16] <fuzzie> all we need is a game->locals->SetAt call
[17:39:29] <fuzzie> but adding a new python call for that seems silly
[17:39:33] <lynxlynxlynx> meh
[17:39:55] <fuzzie> or someone could fix SetGlobal to happily continue as long as we have a game and are setting "GLOBAL"
[17:40:03] <fuzzie> either way it is kind of icky :/
[17:42:20] <lynxlynxlynx> D_T_G: just delete that and run it ingame manuall
[17:42:22] <lynxlynxlynx> y
[17:43:50] <D_T_G> ok
[17:44:10] <D_T_G> but for now starting new game in gemrb is broken cause of that
[17:44:18] <lynxlynxlynx> of course
[17:44:30] <lynxlynxlynx> fuzzie: i'm thinking of checking the context in the guiscript
[17:44:42] <lynxlynxlynx> so it would only be deadly when the sender is really needed
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[17:46:00] <fuzzie> yes
[17:46:13] <fuzzie> as long as you check we have a game, and we're trying to set a
[17:46:21] <fuzzie> "GLOBAL", it seems that the code should be allowed to continue
[17:47:54] <D_T_G> i'm in lonelywood :)
[17:48:02] <D_T_G> but the world map from iwd stayed
[17:48:45] <fuzzie> if it calls MoveToExpansion, that should be easy enough to fix
[17:49:34] <D_T_G> i forgot how to progress to barbarians camp
[17:50:55] <lynxlynxlynx> fuzzie: yes or the other two cases
[17:51:45] <fuzzie> i think you can probably pretty safely ignore those
[17:52:01] <fuzzie> if you don't want to, then i guess rejecting MYAREA and LOCALS is cleaner? meh
[17:52:06] <fuzzie> well, i'm glad you do it
[17:52:57] <D_T_G> yep, world map not swapping is a showstopper to progress in how just like the entering to kuldahar
[17:53:43] <fuzzie> but it works fine if you start a how-only game?
[17:54:09] <D_T_G> you can't start how-only game in gemrb yet
[17:54:50] <D_T_G> loading how save from exe also does not have how world map
[17:55:28] <fuzzie> hum.
[17:55:47] <D_T_G> but all this extends to world map iwd1 issues to work out, i guess
[17:57:14] <D_T_G> the diffrence from save from gemrb and exe is that kuldahar was clickable to move in gemrb in exe save
[17:57:51] <D_T_G> and in gemrb save it was not even on world map, just not reachable eastheaven and kuldahar pass
[17:58:22] <D_T_G> [WorldMap]: CalculateDistances for invalid Area: ar9100
[17:58:22] <D_T_G> CloseWorldMapWindow found Mapwindow = None
[17:58:22] <D_T_G> Traceback (most recent call last):
[17:58:22] <D_T_G> File "./GUIScripts/iwd/GUIMA.py", line 211, in MoveToNewArea
[17:58:22] <D_T_G> GemRB.CreateMovement (tmp["Destination"], tmp["Entrance"], tmp["Direction"])
[17:58:22] <D_T_G> KeyError: 'Destination'
[17:58:40] <CIA-22> gemrb: 03lynxlupodian * r7313 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: GemRB_SetGlobal: only require the Sender when it will be needed
[17:58:56] <lynxlynxlynx> Start.py hardcodes the expansion var to 0 iirc
[17:59:07] <lynxlynxlynx> try with that D_T_G
[17:59:14] <D_T_G> k
[17:59:23] <lynxlynxlynx> bbiaf
[17:59:35] <fuzzie> D_T_G: what's that error from?
[18:00:19] <fuzzie> it means that you're trying to travel, using the map, to somewhere which isn't on the map
[18:00:28] <D_T_G> from trying to move from lonelywood (how world map) to kuldahar (iwd world map)
[18:00:48] <D_T_G> the gui exposes only iwd map
[18:01:08] <fuzzie> okay, but there's no bug in the error, just in the map displayed, i guess :)
[18:01:22] <fuzzie> i can't really look at it without having iwd installed here
[18:07:53] <lynxlynxlynx> r7076 is key
[18:08:06] <lynxlynxlynx> we just need to add a python UpdateMasterScript like bg2 has
[18:08:08] <D_T_G> how did the GUIMA.py looked for how before merger with iwd1?
[18:08:20] <D_T_G> oh
[18:09:09] <lynxlynxlynx> i can do it later, i think it is expmap
[18:10:04] <D_T_G> i guess it has to be reverted when back to kuldahar
[18:10:27] <lynxlynxlynx> yuck
[18:18:48] <fuzzie> that is where i worry, since the ToB code just overwrites everything
[18:21:00] <D_T_G> major todo?
[18:28:12] <lynxlynxlynx> perhaps
[18:29:58] <D_T_G> k, iwd1 does not crash now
[18:30:59] <D_T_G> but it wan't be opened in pure-iwd1 gemrb mode?
[18:33:19] <D_T_G> about r7076 i think it didn't work before that commit neither
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[18:35:06] <fuzzie> in a new iwd+how game in iwd mode, EXPANSION_DOOR is indeed set to 1
[18:38:00] <fuzzie> KNOW_HROTHGAR is also set but i assume that's due to the dialog
[18:38:14] <fuzzie> DREAM is -1, CHAPTER is 0, CHAPTER_BREAK_0 is 1, and a bunch of _SPAWN vars are 1.. and of course the _VISITED for the first area
[18:40:08] <fuzzie> and in later games, _DEAD is indeed set for everything
[18:40:55] <fuzzie> %s_DEAD is set to 1 on death
[18:41:04] <fuzzie> SPRITE_IS_DEAD%s is set according to the number of deaths
[18:41:29] <fuzzie> ugh
[18:41:36] <fuzzie> so, KILL_GOBLIN_CNT is 15
[18:42:03] <fuzzie> SPRITE_IS_DEAD_GOBLIN10 is set, as well as SPRITE_IS_DEAD_GOBLIN25 and some in between
[18:42:19] <fuzzie> same for GOBLIN10_DEAD and friends
[18:43:15] <fuzzie> but on the other hand, SPRITE_IS_DEADEHBEETLE is 4, KILL_BEETLE_CNT is 4, EHBEETLE_DEAD is 1, EHBEETLE_KILL_CNT is 4
[18:43:21] <fuzzie> so, uh, o.O
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[18:46:19] <fuzzie> and the death variable for ehbeetle.cre is '_MBFI'..
[18:46:24] <fuzzie> i guess the 'BEETLE' bit comes from RACE.IDS
[18:46:46] <fuzzie> so the KILL_%s_CNT is based on race
[18:46:59] <fuzzie> makes sense: this save has KILL_BEETLE_CNT, KILL_GOBLIN_CNT and KILL_WOLF_CNT
[18:49:02] <fuzzie> i guess ehbeetle.cre can't be the one i'm looking for
[18:50:07] <fuzzie> it makes sense for wolf.cre, death var EHWOLF, race wolf
[18:50:46] <fuzzie> i guess %s_KILL_CNT is set when _DEAD is already 1
[18:50:59] <fuzzie> so this all makes sense, just gemrb's current code is completely wrong
[18:52:41] <fuzzie> oh, except the GOBLINxx stuff, hrm
[18:56:23] <fuzzie> as far as i can tell, those goblins (gobaxe, gobbow) have death var GHAST
[18:56:46] <fuzzie> oh, there are flags lurking in DLTCEP under 'icewind dale specific'
[18:56:55] <fuzzie> the goblins have 'set death var' and 'killvar count' set
[18:59:40] <fuzzie> but so does the wolf, which uses the death var..
[18:59:59] <fuzzie> gosh, horrible :(
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[19:06:43] <fuzzie> and iesdp isn't responding either, whee
[19:07:20] <fuzzie> hm, the team.ids in my iwd install seems a little bit suspicious
[19:07:34] <D_T_G> you did install?
[19:07:46] <fuzzie> i am remote-controlling another machine that has iwd installed
[19:08:01] <D_T_G> oh
[19:08:23] <fuzzie> i was trying to work out how death variables work in the original game
[19:08:31] <fuzzie> the answer appears to be very complicated
[19:08:46] <D_T_G> http://speeddemosarchive.com/demo.pl?IcewindDale_3257 - the quickest iwd1 playthrough
[19:09:19] <D_T_G> you can't follow it since hide in shadow does not cover you from enemies :/
[19:09:36] <fuzzie> D_T_G: do you know which area has the problem that you can't leave it due to the east exit not letting you get to the next area?
[19:09:59] <-- tombhadAC has left IRC (Remote closed the connection)
[19:10:10] <fuzzie> also, my original iwd+how saves have a HOWMAP right from the beginning of iwd mode, so i guess we have to keep two world maps around :/
[19:10:34] <D_T_G> kuldahar pass
[19:10:38] <fuzzie> i mean, the area code
[19:10:42] <fuzzie> although i guess i can google that
[19:10:45] <D_T_G> oh
[19:10:49] <D_T_G> no
[19:11:01] <fuzzie> ar2000, google says
[19:13:06] <fuzzie> okay, if i teleport to ar2000 and save, no worldmap flags set
[19:13:09] <fuzzie> let's try using the exit
[19:13:46] <D_T_G> you can even remotely play :)
[19:14:14] <fuzzie> kind of difficult, goblins killing me
[19:14:35] <D_T_G> http://speeddemosarchive.com/flash.pl?IcewindDale_3257_mp4:IcewindDale_3257_part1 - try this tactics ;)
[19:15:14] <D_T_G> you can see also goblins should not travel behind between areas in exe
[19:16:34] <fuzzie> once i use the exit (ie, world map appears), then the 'visible', 'visible from adjacent' and 'reachable' flags are set for both ar2000 (kuldahar pass) and ar2100 (kuldahar)
[19:16:42] <fuzzie> so my theory is correct and we just have to set all the flags when using the exit
[19:17:13] <fuzzie> D_T_G: i think nothing travels between areas in bg1/iwd, ever?
[19:17:17] <fuzzie> same for pst
[19:17:27] <fuzzie> but it's required in bg2, so we need a game flag
[19:17:41] <D_T_G> in gemrb when i travel from eastheaven to cave goblins followed me there and almost killed ...
[19:18:06] <D_T_G> i think it's bg2 and maybe iwd2 feature only
[19:18:54] <fuzzie> that is good to hear
[19:19:22] <fuzzie> i am hoping for lynx to wake up and magically implement everything
[19:19:36] <fuzzie> although gemrb-gameinstallers has a plain iwd installer, that's probably enough for testing
[19:21:00] <D_T_G> you can't donwload files from remote host?
[19:21:43] <fuzzie> i think iwd is several gb, so it would be a huge pain
[19:21:47] <fuzzie> let me check
[19:22:09] <fuzzie> hm, only 2gb, i guess i might as well
[19:22:36] <D_T_G> you can install iwd with script and download only different files :)
[19:23:36] <D_T_G> you could do mass md5sum or sth and do a diff
[19:26:59] <D_T_G> about map flags diff between gemrb and exe, i think i can confirm
[19:27:26] <fuzzie> oh, i already know it's a flag problem
[19:27:30] <D_T_G> when i playthrough from eastheaven to lonelywood and checked the world map
[19:27:44] <fuzzie> basically: in bg1, bg2, etc, you have to have 'visible from adjacent' set in order to travel to an area from one next to it
[19:27:52] <fuzzie> in iwd, none of these flags are set, but you can still travel
[19:27:55] <D_T_G> on the map was only eastheaven and kuldahar pass, not visited
[19:28:01] <D_T_G> oh, ok
[19:28:01] <fuzzie> i just wanted to know whether it ignored the flags, or whether they set them
[19:28:16] <fuzzie> and it seems that it sets them
[19:28:47] <fuzzie> i don't know if there's more secrets than that, i have no idea about visibility of the map of 'not visited' things
[19:29:02] <lynxlynxlynx> heh, that video is like walking into mordor
[19:29:31] <fuzzie> anyway
[19:29:56] * fuzzie puts the Hat Of Death Variables Which Make No Sense and the Amulet Of Annoying World Map Flags onto lynxlynxlynx and runs away
[19:30:49] <lynxlynxlynx> bah timing huh
[19:35:54] <D_T_G> you watched all parts of speed run? :)
[19:36:55] <lynxlynxlynx> just the first two
[19:39:35] <CIA-22> gemrb: 03lynxlupodian * r7314 10/gemrb/trunk/gemrb/GUIScripts/iwd/MessageWindow.py: added UpdateMasterScript for the iwd->how transition (but not back)
[19:41:17] <fuzzie> i don't think that's a good fix
[19:42:03] <fuzzie> well, it's a broken fix, but maybe we can fix that in the core, i guess
[19:42:50] <D_T_G> does it need new game?
[19:43:03] <lynxlynxlynx> no
[19:43:16] <D_T_G> cause it didn't work with just repleaced .py and loaded save before transition
[19:43:31] <lynxlynxlynx> this will only trigger when MoveToExpansion is called
[19:43:58] <D_T_G> maybe it was not called by gemrb
[19:44:08] <lynxlynxlynx> maybe it's not called by the game
[19:45:53] <fuzzie> i don't think iwd has a MoveToExpansion action
[19:46:38] <D_T_G> major major todo ? :)
[19:46:49] <fuzzie> well, it's a todo, i think
[19:46:49] <lynxlynxlynx> what's that guy's name D_T_G?
[19:47:01] <D_T_G> whose?
[19:47:06] <lynxlynxlynx> teleporter
[19:47:11] <D_T_G> oh, hjolldar
[19:47:27] <fuzzie> lynxlynxlynx: do you know what worlde.2da does? it might be the secret behind the world map flags, since it has both AR2100 and AR2000 listed next to AR2000_VISITED
[19:47:37] <D_T_G> hjollder
[19:47:55] <lynxlynxlynx> fuzzie: i don't
[19:49:43] <fuzzie> the transition script is bctoil, but it does nothing interesting
[19:49:56] <fuzzie> i mean, other than a bunch of sanity stuff and triggering the area move
[19:51:51] <lynxlynxlynx> i don't see anything interesting in the other scripts either
[19:51:59] <fuzzie> since the game keeps both world maps around right from the beginning and doesn't have a master script, i wonder if it has true 'expansions' at all
[19:52:19] <fuzzie> i suspect it might just display different world maps depending on the current area, which is why i was poking at the 2das to see if i could find a list
[19:53:32] <fuzzie> (although starting in how mode clearly uses the expansion startpos, etc)
[19:54:21] <D_T_G> i think transition script could be kutolw.bcs
[19:54:30] <fuzzie> some 2das refer to the expansion areas with EAR and not AR, i wonder why
[19:55:35] <fuzzie> D_T_G: well, that goes to 9100 instead of 9600, but otherwise identical
[19:55:55] <D_T_G> lua9100.bcs is also run during transition
[19:57:17] <fuzzie> but just an area move, and no destination scripts do anything interesting
[19:58:53] <D_T_G> btw, looots of "[KEYImporter]: Searching for backstab.2da...[FOUND] ", redundant searches?
[19:59:36] <lynxlynxlynx> just a bit
[20:01:24] <lynxlynxlynx> When the area's listed in the 3rd column (headed "1") are entered, the variable listed in column 2 (headed "0") it set to 1.
[20:01:31] <lynxlynxlynx> that's the description of worlde.2da
[20:01:35] <D_T_G> Taimon does not researches non-bg2tob exes, right?
[20:01:38] <lynxlynxlynx> local copy of iesdp ftw
[20:01:58] <fuzzie> D_T_G: no, but he does note leftovers from bg1
[20:02:35] <fuzzie> lynxlynxlynx: i wonder how correct that is
[20:02:42] <fuzzie> i mean, most of the entries in column 2 are _VISITED
[20:02:49] <D_T_G> but how is the only ie expansion that does such world map swappings
[20:02:50] <fuzzie> and those are automatically set
[20:03:07] <lynxlynxlynx> iwd2 also has this table btw
[20:03:32] <lynxlynxlynx> there they are all just _REVEALED though
[20:03:45] <fuzzie> could you check for, eg, 'Vale_Quest' in how dialogs?
[20:03:56] <lynxlynxlynx> it is
[20:04:02] <fuzzie> checked, or set?
[20:04:09] <lynxlynxlynx> i don't think it would be safe to always set it to 1
[20:04:32] <D_T_G> must go, bye!
[20:04:36] <-- D_T_G has left IRC ()
[20:04:37] <lynxlynxlynx> also set
[20:04:39] <fuzzie> this file seems far more likely to be 'we enable travel to these areas when this is set' than 'we set this variable when in this area'
[20:04:56] <lynxlynxlynx> yeah, would be consistent with iwd2 too
[20:05:40] <lynxlynxlynx> but that Destroyed row is odd
[20:06:07] <fuzzie> how do you view the file?
[20:06:16] <lynxlynxlynx> dltcep?
[20:06:16] <fuzzie> DLTCEP seems to be mangling it on load for me
[20:06:25] <lynxlynxlynx> it only complains here, then loads it
[20:06:35] <fuzzie> i think the complaint involves it mangling that Destroyed row
[20:06:44] <lynxlynxlynx> hehe
[20:06:58] <lynxlynxlynx> just says minor inconsistency
[20:07:07] <fuzzie> yes, DLTCEP mangles it
[20:07:14] <fuzzie> the first column is 'Destroyed Easthaven'
[20:07:23] <fuzzie> the second is AR1100_VISITED, third is AR1100
[20:07:37] <lynxlynxlynx> spaces -.-
[20:07:41] <fuzzie> i guess the original engine probably just ignores this, since DLTCEP is interpreting it correctly
[20:08:00] <fuzzie> although this file uses tabs everywhere else, so not sure
[20:08:29] <lynxlynxlynx> exporting it doesn't preserve it either
[20:08:36] <lynxlynxlynx> i'll try weidu
[20:08:39] <fuzzie> you can go to 'extract' in DLTCEP then 'extract from bif'
[20:08:51] <fuzzie> and it'll export you the unmangled copy with the broken space in it
[20:09:06] <lynxlynxlynx> ah
[20:09:48] <fuzzie> DLTCEP maybe shouldn't say 'minor inconsistency' when it drops a column like that :p
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[20:13:39] <fuzzie> anyway, gemrb doesn't do worlde at all right now?
[20:13:45] <fuzzie> i could hack a patch up
[20:14:03] <lynxlynxlynx> nope, it doesn't
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[20:23:42] <fuzzie> http://fuzzie.org/nfs/gemrb/worlde.patch
[20:26:05] <fuzzie> i'm surprised that cast compiles, probably not best
[20:26:07] <lynxlynxlynx> will try
[20:26:29] <fuzzie> but i poked at iwd some more, and that seems the correct behaviour for worlde
[20:27:38] <fuzzie> iwd doesn't seem to set WMP_ENTRY_VISITED at all, but i don't touch that for now..
[20:36:30] <lynxlynxlynx> didn't seem to help
[20:36:56] <lynxlynxlynx> the table was loaded, that much i can say
[20:37:33] <lynxlynxlynx> i'll go break it
[20:42:31] <fuzzie> meh, i can't see any faults in the code, but it's untested, needs more printfs i guess
[20:43:07] <lynxlynxlynx> varval stays 0
[20:43:32] <fuzzie> but varname is correct?
[20:44:19] <lynxlynxlynx> yep
[20:44:34] <lynxlynxlynx> i of course don't count easthaven
[20:45:25] <fuzzie> odd
[20:45:51] <fuzzie> is the global actually set?
[20:47:29] <lynxlynxlynx> that's the problem
[20:47:49] <lynxlynxlynx> varname holds the areaname, not the varname
[20:48:06] <fuzzie> i'm off-by-one in the column numbers?
[20:48:11] <lynxlynxlynx> yep
[20:48:34] <fuzzie> silly me thinking the row names would be 0, i guess
[20:48:39] <fuzzie> well, i guess you can fix that :)
[20:49:33] <lynxlynxlynx> it works
[20:49:41] <fuzzie> hooray
[20:50:34] <lynxlynxlynx> can you commit it or should i?
[20:51:04] <CIA-22> gemrb: 03fuzzie * r7315 10/gemrb/trunk/gemrb/plugins/Core/ (WorldMap.cpp WorldMap.h): handle worlde.2da
[20:51:13] <lynxlynxlynx> :)
[20:52:17] <fuzzie> i guess the resistances of belhifet can be left to you? did you commit the EA fix?
[20:52:30] <fuzzie> otherwise both the _dead thing and the forge_on fix should be relatively simple
[20:52:35] <lynxlynxlynx> i didn't
[20:52:45] <lynxlynxlynx> i was hoping avenger would come around to shed some history
[20:53:20] <lynxlynxlynx> btw, the undead summoning uses the regular fx_summon, so both still have ea problems
[20:53:37] <fuzzie> yes, i noticed the regular fx_summon did it wrong for iwd too :/
[20:53:53] <fuzzie> oh well, maybe Avenger will know
[20:54:27] <fuzzie> although that IWDOpc code dates back to r4019, so i doubt there's any interesting history there
[20:54:54] <fuzzie> just simply the eamods array having one too many entries
[20:55:49] <lynxlynxlynx> are you sure it is just that
[20:56:26] <fuzzie> well, no, we're also not implementing parameter2 values 4 and 5 properly
[20:56:42] <fuzzie> but that seems a fix for a later time
[20:56:47] <lynxlynxlynx> btw, is it just me or is it annoyingly hard to get to highnumbered effects on iesdp? each time i reload the page ends at a different place, never where it should
[20:56:53] <fuzzie> same for the EAM_DEFAULT entries which should be in FXOpc's eamods, at least for iwd
[20:57:11] <fuzzie> i usually just have firefox's search thing set to search for the hex number of the effect
[20:57:14] <fuzzie> and then i just hit find again
[20:57:31] <fuzzie> but i don't have it randomly cut off or anything
[21:11:09] <fuzzie> http://fuzzie.org/nfs/gemrb/iwd_deathvars.txt summarises my death vars problem
[21:11:55] <fuzzie> only thought so far is that 0x3c is set in the ARE for those goblins
[21:12:31] <fuzzie> and not set for anything else there
[21:12:47] <fuzzie> but then where does the 'GOBLINARCHER' text come from?
[21:13:25] <fuzzie> the only difference in the CRE is really the creature anim (axe vs bow)
[21:13:37] <lynxlynxlynx> could be that
[21:13:53] <lynxlynxlynx> SPRITE_IS_DEAD %s is consistent with the previous one
[21:14:22] <fuzzie> well, the .txt examples are from an original iwd savegame, so i'm sure the examples are correct
[21:15:02] <fuzzie> just wondering where those names come from
[21:17:19] <lynxlynxlynx> i have an idea
[21:17:50] <lynxlynxlynx> area overrides
[21:18:14] <lynxlynxlynx> when i check the death vars in gemrb, they're also all gobliny
[21:18:20] <lynxlynxlynx> Script name:goblin6
[21:18:22] <lynxlynxlynx> Script name:goblinarchermarsha
[21:18:23] <lynxlynxlynx> Script name:goblinarchermarsha
[21:18:25] <lynxlynxlynx> Script name:goblinarcher1
[21:18:32] <fuzzie> interesting!
[21:18:50] <fuzzie> i was trusting DLTCEP to show me everything
[21:20:10] <lynxlynxlynx> i see goblin elite has ghast
[21:20:29] <fuzzie> i suppose that 0x3c is probably the AF_NAME_OVERRIDE flag, then
[21:21:33] <fuzzie> my savegame only has death vars for GOBLINxx and GOBLINARCHERxx, but i don't know if i killed everything
[21:22:07] <fuzzie> there are 15 of them, heh, i guess they're not all from ar1000. drat.
[21:22:58] <lynxlynxlynx> i was testing in the pass
[21:23:14] <fuzzie> ah :)
[21:23:24] <fuzzie> well, i shall proceed on the assumption that scriptname is good enough
[21:23:44] <fuzzie> and then i guess death vars can be implemented
[21:24:22] <fuzzie> do we already have some game feature flag i can test for this?
[21:25:05] <fuzzie> GF_IWD_DEATHVARFORMAT is set for iwd2, unhelpfully
[21:25:10] <fuzzie> because i don't know if any of this applies to iwd2
[21:26:20] <fuzzie> i'll try abusing it anyway
[21:27:46] <lynxlynxlynx> how and iwd2 share quite a few bits
[21:32:04] <fuzzie> how do i lookup something in the race table?
[21:32:25] <fuzzie> its an .ids thing
[21:35:11] <lynxlynxlynx> which table?
[21:35:20] <fuzzie> hm, i wrote something using LoadSymbol and SymbolMgr now
[21:36:20] <fuzzie> http://fuzzie.org/nfs/gemrb/iwd_deathvars_patch.txt
[21:36:25] <fuzzie> ^- again, i can't test this right now
[21:37:08] <lynxlynxlynx> i can tommorow
[21:37:16] <fuzzie> would be neat :)
[21:47:52] <fuzzie> the cutscene problem in bg1 just eludes me completely
[21:50:19] <lynxlynxlynx> did you just try switching the behaviour of those two actions?
[21:50:26] <fuzzie> that breaks other games
[21:50:52] <lynxlynxlynx> and there's no possible way it was different in bg1, the first game?
[21:51:02] <fuzzie> it is possible :)
[21:51:07] <fuzzie> it is just a pain to test
[21:51:44] <fuzzie> since it could be all kinds of things: for example, the actor which started a cutscene could be exempt from the cutscene restrictions, which would make sense
[21:51:56] <fuzzie> but also break other games, i think
[21:52:06] <fuzzie> last time i touched this i broke bg1, so :|
[22:15:42] <-- lynxlynxlynx has left IRC (Remote closed the connection)
[22:18:08] <fuzzie> zefklop is awesome
[22:27:47] <fuzzie> so if i remove the StartCutSceneMode call from his test script, then scripts interrupt
[22:27:58] <fuzzie> so it must be StartCutSceneMode which disables interruptions
[22:28:59] <fuzzie> indeed, if i call StartCutSceneMode and don't start a cutscene, then no scripts run
[22:29:17] <fuzzie> so, um.
[22:29:50] <fuzzie> theory: timers override cutscene blocking
[22:31:54] <fuzzie> meh, they don't seem to make a difference
[22:32:17] <fuzzie> an alternative theory is that the area script still runs in a cutscene
[22:36:25] <fuzzie> that is it :)
[22:44:45] <fuzzie> some issue with globals is driving me mad though
[22:53:50] <CIA-22> gemrb: 03fuzzie * r7316 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: area scripts still run for at least the current area, in bg1 (see ar2631, confirmed by testing)
[22:59:43] <fuzzie> hm, i can't build svn
[23:04:34] <fuzzie> r7316 seems to fix ar2631 (the jail), anyway
[23:04:49] <fuzzie> raevol: whenever you're awake, would appreciate a test
[23:06:23] <raevol> hey i'm here
[23:06:27] <raevol> test which?
[23:06:33] <raevol> ah the jail
[23:06:33] <raevol> on it
[23:09:45] <raevol> yes seems to work as expected now
[23:09:54] <fuzzie> great :)
[23:10:05] <raevol> cutscene mode triggers correctly and the npcs show up appropriately, with dialogue, and i am teleported out
[23:10:48] <-- pupnik has left IRC (Remote closed the connection)
[23:11:14] <raevol> oh i have a crash in the area pretty soon after getting teleported
[23:11:16] <raevol> [KEYImporter]: Searching for defsound.2da...[Found in GemRB Override]
[23:11:16] <raevol> Unnamed palette, it should be x1;q80�q!
[23:11:16] <raevol> Aborted
[23:11:31] <fuzzie> damn
[23:11:37] <fuzzie> could you email me the save for that one, too?
[23:11:43] <raevol> yes
[23:11:45] <fuzzie> before the jail is probably best
[23:11:56] <raevol> well my quicksave is right before the travel?
[23:12:33] <raevol> wait, do you still have the before the jail save?
[23:12:54] <fuzzie> any is fine, just as long as the crash happens when i try it :p
[23:13:03] <fuzzie> i think i only have the scar save from you
[23:13:08] <raevol> oh scar save, right
[23:14:49] <raevol> sent
[23:15:00] <fuzzie> thankyou
[23:15:04] <raevol> yus :)
[23:19:04] <raevol> oh i get that same crash when i try to load that quicksave i sent you white in-game with that quicksave
[23:19:41] <fuzzie> the crash happens when the quicksave current area is unloaded
[23:19:47] <fuzzie> so it will also happen when you quit, i think
[23:19:52] <raevol> ok
[23:20:04] <raevol> yep
[23:30:04] <fuzzie> meh, valgrind finds nothing
[23:30:17] <fuzzie> will have to look at it in the morning :)
[23:30:30] <raevol> haha l
[23:30:32] <raevol> k*