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

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[07:26:20] <edheldil> Morgen!
[07:29:22] <pupnik_> moin edheldil
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[15:23:13] <CIA-93> GemRB: 03lynxlupodian * rb9c43087c02f 10gemrb/gemrb/ (core/Core.cpp includes/globals.h): Core: added SquaredPersonalDistance
[15:23:15] <CIA-93> GemRB: 03lynxlupodian * r9133c7c91fe4 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed GameScript::BashDoor to be more like the original
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[19:01:57] <CIA-93> GemRB: 03avenger_teambg * r12c9cfeb9495 10gemrb/gemrb/ (core/EffectQueue.cpp override/bg2/findtrap.spl): implemented detect illusions in bg2
[19:02:01] <CIA-93> GemRB: 03avenger_teambg * r0a0e7df19cc0 10gemrb/gemrb/core/Inventory.cpp: honor the equipped flag in steal (only the currently equipped weapon has this set)
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[19:02:13] <Avenger> hello
[19:06:40] <CIA-93> GemRB: 03avenger_teambg * r0897753aebfe 10gemrb/gemrb/docs/en/Engine/Effects.txt: doc for the probability hack
[19:27:00] <Lightkey> edheldil: tach :-P
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[20:49:21] <pupnik_> o/
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[21:12:11] <lynxlynxlynx> Avenger: how does that work?
[21:12:18] <lynxlynxlynx> did you forget to commit something?
[21:30:21] <Avenger> did i?
[21:31:07] <lynxlynxlynx> i'm asking you :P
[21:31:33] <Avenger> i committed the updated spl, added 4-5 lines to EffectQueue and that should be fine
[21:31:39] <lynxlynxlynx> by that i mean detect illusion
[21:31:59] <lynxlynxlynx> there was no spell update in any of these three commits
[21:32:12] <Avenger> findtrap.spl?
[21:32:19] <lynxlynxlynx> it was
[21:32:22] <lynxlynxlynx> huh
[21:32:30] <Avenger> gemrb/override/bg2/findtrap.spl
[21:32:31] <lynxlynxlynx> i can see it from cia
[21:32:39] <Avenger> it contains 2 new effects
[21:32:48] <Avenger> one is a remove school (illusion)
[21:33:00] <lynxlynxlynx> sorry for the noise
[21:33:05] <Avenger> the other is a destself call on gender/illusion critters
[21:33:15] <Avenger> :)
[21:33:26] <lynxlynxlynx> i hope it doesn't kill party illusion
[21:33:26] <Avenger> didn't test it
[21:33:37] <Avenger> actually, it does
[21:33:47] <Avenger> wouldn't the original do that too?
[21:33:51] <lynxlynxlynx> no
[21:33:55] <Avenger> hmm
[21:34:22] <lynxlynxlynx> now it probably reveals the caster too - but the thief could be under improved invisibility
[21:34:41] <Avenger> what projectile is on findtraps?
[21:34:54] <Avenger> if it is *np (no party) then it is fine
[21:36:00] <Avenger> hmm, well, it has no projectile
[21:40:08] <Avenger> well, lets hope this will do it
[21:40:45] <CIA-93> GemRB: 03avenger_teambg * r0e34a9a6086a 10gemrb/gemrb/override/bg2/findtrap.spl: changed projectile to no party
[21:42:58] <lynxlynxlynx> it would be really good if you focused on the loadscreen stuff
[21:43:09] <lynxlynxlynx> presently it is a major regression
[21:43:41] <fuzzie> was this the crash in the update scripts code?
[21:45:12] <fuzzie> for that, i think moving the queue update out of the map draw to copies at both the beginning and end of Map::UpdateScripts should be harmless
[21:46:20] <Avenger> i would simply avoid drawing the gamecontrol while in the loadscreen
[21:49:35] <fuzzie> yes, but that just hides the bug
[21:50:03] <fuzzie> if the queue is going to handle updates, it needs to be updated outside the draw function
[21:50:48] <lynxlynxlynx> one is the crash, the other is the flickering and deterioration
[21:51:01] <lynxlynxlynx> maybe they're related, but i don't know
[21:51:09] <fuzzie> they probably are
[21:51:41] <lynxlynxlynx> the loadscreen is also shown during cutscenes, not sure if that was intended
[21:51:55] <fuzzie> the loadscreen is always shown
[21:52:03] <lynxlynxlynx> ok
[21:52:16] <fuzzie> which makes things a bit complicated, since we can't just hide everything and show it again
[21:53:11] <fuzzie> i don't see any easy way to fix that
[21:53:32] <fuzzie> the moment it does LoadWindowPack, i would think it has messed everything up
[21:54:00] <Avenger> yes
[21:54:07] <Avenger> i can do it easily, though
[21:54:11] <fuzzie> because you can be in the middle of dialog
[21:54:20] <fuzzie> or loads of other things
[21:55:43] <fuzzie> so i'm not really sure how to stop it messing up the windowing at all
[21:56:28] <Avenger> it should just avoid drawing the game control window
[21:56:33] <fuzzie> that doesn't fix anything
[21:56:39] <fuzzie> i mean, it stops the crash, but the crash is a bug anyway
[21:57:13] <Avenger> but all else is not a crash, and can be handled by the guiscript. i'm pretty sure the modal stuff works
[21:57:26] <fuzzie> yes, but this isn't doing modal stuff, it is switching CHU files
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[22:13:09] <lynxlynxlynx> no mention of movetoarea in bg1/ bg2/ how/ iwd2/ dialogs
[22:13:51] <fuzzie> dialog isn't always pausing
[22:13:52] <lynxlynxlynx> plenty of the leavearealua ones though
[22:14:18] <fuzzie> so you have scripts reacting to the var changes in the dialogs
[22:14:32] <fuzzie> the original engine doesn't actually load new areas unless a PC is present
[22:14:51] <CIA-93> GemRB: 03avenger_teambg * r9b120745deeb 10gemrb/gemrb/core/ (Game.cpp Interface.cpp Interface.h): don't draw the game control window while loading game
[22:14:53] <lynxlynxlynx> yeah
[22:14:55] <fuzzie> but gemrb doesn't do the magic of carrying actors around until they're done
[22:15:14] <fuzzie> but i don't know how that works
[22:15:23] <Avenger> yeah, that is not easy
[22:15:39] <Avenger> you need to load/save an area to change items
[22:15:48] <fuzzie> but i don't think adding super hacks like that commit of Avenger's is really the solution :P
[22:15:51] <Avenger> and the genie in bg2 does that
[22:16:06] <fuzzie> i am not in a position to compile things, but that queue thing really should be moved
[22:16:50] <fuzzie> well, the genie in bg2 is done from the cutscene i think? so not a big problem here
[22:17:01] <Avenger> well, probably, but one shouldn't draw the maps while loading anyway
[22:17:05] <fuzzie> sure
[22:17:34] <Avenger> well the problem is that it moves to another area, and drops an item
[22:17:49] <Avenger> that means: you gotta load the area, change the heap, save the area
[22:18:00] <fuzzie> but those ones are not so hard to fix, i think
[22:18:05] <lynxlynxlynx> which genie?
[22:18:13] <fuzzie> if we don't load the tile map then it's fast enough and we can just not show the load screen
[22:18:20] <fuzzie> lynxlynxlynx: the genie in the bg2 dungeon
[22:18:32] <lynxlynxlynx> there are two
[22:18:33] <Avenger> yes, that's probably how it is done
[22:18:35] <fuzzie> it is in the first area, and is then teleported away at the end of the cutscene
[22:18:44] <fuzzie> i mean, the one which is not meant to be in the first area
[22:18:47] <lynxlynxlynx> ah, aataqah or something
[22:18:51] <fuzzie> yes
[22:19:03] <Avenger> it is some weird scripting, but it is a good test case :)
[22:19:24] <lynxlynxlynx> he drops something in another area?
[22:19:33] <fuzzie> he drops something in the area he's meant to be in
[22:19:39] <fuzzie> i think
[22:22:00] <Avenger> ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],14))
[22:23:12] <Avenger> i dont see if it drops anything, though
[22:23:19] <fuzzie> i don't see that either, but it's been a while
[22:25:13] <fuzzie> the EsscapeAreaMove actions in dialog are the ones i know as problematic btw
[22:26:19] <fuzzie> but i guess only MoveBetweenAreas and LeaveAreaLUA are actually immediate problems
[22:26:40] <fuzzie> and the prior seems to be fairly ToB-speciifc
[22:26:58] <lynxlynxlynx> i always battle the ogre mage and he drops a bastard sword
[22:27:17] <Avenger> not that djinni, lynx :)
[22:27:29] <fuzzie> i assume that one starts in the first area and stays there
[22:27:42] <lynxlynxlynx> malaaq is in the astral plane?
[22:27:46] <Avenger> there is another, which moves to ar0601
[22:27:57] <Avenger> it starts in ar0602
[22:28:03] <fuzzie> i don't know what the different areas are, honestly
[22:28:14] <fuzzie> the one behind the door which requires some item
[22:28:17] <lynxlynxlynx> yeah
[22:28:22] <Avenger> well ar0601 is the weird area with those fans
[22:28:24] <lynxlynxlynx> airy area
[22:30:02] <Avenger> see you later!
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[22:30:44] <fuzzie> i don't remember or see why the genie does that
[22:31:03] <lynxlynxlynx> maybe they were one and the same at one point
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