#gemrb@irc.freenode.net logs for 20 Aug 2011 (GMT)

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[06:59:35] <Yoshimo> lynx, do i have to worry about logentries that dialogs cant be compiled and files not found if i play bg1?
[07:00:16] <lynxlynxlynx> during the startup? no
[07:00:42] <lynxlynxlynx> not compiled dialogs is something more interesting
[07:01:24] <Yoshimo> does gemrb dump the log to file? cant copy from the window somehow
[07:05:36] <lynxlynxlynx> if you redirect it
[07:05:57] <lynxlynxlynx> anyway, if it is an important dialog, i'm sure you'd notice any problems
[07:06:22] <Yoshimo> are questlogentries considered dialogs too?
[07:15:34] <lynxlynxlynx> no
[07:31:11] <Yoshimo> can you redirect the logwindow to a file on windows somehow?
[07:32:56] <lynxlynxlynx> no idea
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[09:05:06] <Yoshimo> At the chatwindow, there is a red button to scroll the window, i can move this button below the chatbox, 1step further than it would make sense
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[09:19:30] <lynxlynxlynx> mhm
[09:51:10] <CIA-26> GemRB: 03lynxlupodian * r7cf8208af590 10gemrb/gemrb/GUIScripts/bg2/Start.py:
[09:51:11] <CIA-26> GemRB: bg2: added a basic game test with no return value value
[09:51:11] <CIA-26> GemRB: export GEMRB_TEST to run it
[09:52:02] <Yoshimo> what does "could not assign function to action " mean? not supported features?
[09:56:46] <Yoshimo> the diary issue looks like this: http://i.hebimage.com/0811/4e4f84a13a806.png
[10:02:19] <Yoshimo> also the diary looks weird: all entrys have "day , hour (, ) " in the log, i think the variables are not filled with proper values
[10:10:00] <lynxlynxlynx> ignore the first, it means we didn't implement something (but it may be unused)
[10:12:50] <fuzzie> yeah, not everything is implemented in original engine either
[10:14:26] <lynxlynxlynx> i don't have the journal problem
[10:15:11] <Yoshimo> so fuzzie, you want to say that the bg1 gamefiles call stuff that is not implemented in the original engine? ;)
[10:16:46] <Yoshimo> lynx, good for you^^
[10:18:24] <fuzzie> no, but the bg1 gamefiles reference stuff that is not implemented in the original engine
[10:18:53] <fuzzie> you get big red confused error if they *call* this stuff.
[10:21:05] <Yoshimo> right now its pink
[10:29:14] <fuzzie> the bg2 datafiles still mention all the deathmatch stuff they never even implemented, for an obvious example of stuff which can't be used
[10:29:20] <fuzzie> but, time to go do groceries
[10:50:56] <Yoshimo> why do i hear english "this container is logged " warnings, although the whole game is german? ;)
[10:54:20] <lynxlynxlynx> they translated only the text?
[10:55:08] <Yoshimo> not really, i have mixed stuff
[10:56:24] <Yoshimo> so far only this error is english, and thats weird
[10:59:29] <lynxlynxlynx> if you can find the proper sound then we can look into it
[11:00:43] <Yoshimo> ok
[11:00:52] <Yoshimo> how about this picture, game currently is frozen
[11:00:57] <Yoshimo> http://i.hebimage.com/0811/4e4f93cd9de5a.png
[11:11:31] <lynxlynxlynx> something got screwed up really badly
[11:12:16] <lynxlynxlynx> you have an old build of gemrb; this was already fixed (a previous expected python error was not cleared)
[11:17:10] <CIA-26> GemRB: 03lynxlupodian * r89371e5bb078 10gemrb/gemrb/core/SaveGameIterator.h:
[11:17:11] <CIA-26> GemRB: allow more of the special chars in savegame names
[11:17:11] <CIA-26> GemRB: now they were displayed up until the first non-matching character
[11:17:21] <CIA-26> GemRB: 03lynxlupodian * r73f5a7d966ca 10gemrb/gemrb/GUIScripts/GUISAVE.py: GUISAVE: can't have path separators in the save names
[11:25:40] <Yoshimo> lynx, 0.6.5 is there something more recent?
[11:26:10] <lynxlynxlynx> not in a build sense
[11:26:14] <lynxlynxlynx> what platform are you on?
[11:29:32] <Yoshimo> windows 7 32bit
[11:30:35] <lynxlynxlynx> nope, can't help
[11:30:51] <Yoshimo> do you have an idea why i dont see proper values for the diary timestamps?
[11:31:07] <lynxlynxlynx> could be a translation error
[11:31:19] <lynxlynxlynx> special strings(tokens) are used as placeholders
[11:31:32] <lynxlynxlynx> if they translated or modified them, they can't work
[11:40:58] <Yoshimo> anything i could do to help?
[11:45:52] <lynxlynxlynx> do you have weidu, ni or dltcep?
[11:46:18] <Yoshimo> first one
[11:48:28] <lynxlynxlynx> get me the last line of WeiDU.exe --string 15980
[11:51:12] <lynxlynxlynx> eg String #15980 is ~Day <GAMEDAYS>, Hour <HOUR> (<DAYANDMONTH>, <YEAR>)~
[11:54:43] <Yoshimo> [WeiDU.exe] Using scripting style "BG2"
[11:54:43] <Yoshimo> String #15980 is ~<GAMEDAY>. Tag, <HOUR>. Stunde (<DAYANDMONTH> im Jahre <YEAR>)
[11:54:43] <Yoshimo> ~ (MALE)
[11:54:43] <Yoshimo> String #15980 is ~< GAMEDAY >. Tag, < HOUR >. Stunde (<DAYANDMONTH > im Jahre <
[11:54:43] <Yoshimo> YEAR >)~ (FEMALE)
[11:55:23] <Yoshimo> this bg2 irritates me, ill recheck
[11:58:17] <Yoshimo> [WeiDU.exe] Using scripting style "BG1"
[11:58:17] <Yoshimo> String #15980 is ~Tag < GAMEDAY >, Stunde < HOUR > (<DAYANDMONTH >, < YEAR >)~
[12:04:27] <lynxlynxlynx> looks broken, there are spaces around <>
[12:05:24] <lynxlynxlynx> and GAMEDAYS was changed to GAMEDAY
[12:06:15] <Yoshimo> well first one is bg2 and second one the bg1 version
[12:07:03] <lynxlynxlynx> String #15980 is ~Day <GAMEDAY>, Hour <HOUR> (<DAYANDMONTH>, <YEAR>)~ # apparently bg1 was different
[12:07:13] <lynxlynxlynx> the style doesn't matter, it is the game data
[12:07:39] <lynxlynxlynx> so the last bit is irrelevant
[12:29:40] <Yoshimo> so next task: compile my own gemrb ;)
[12:33:50] <CIA-26> GemRB: 03lynxlupodian * rd75422e01c82 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: cap casting time at 10 (like initiative) and some comments
[12:34:00] <Yoshimo> bbl
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[13:17:16] <Avenger> fuzzie, i think dialogs are bad, the dialog handler runs the actions with the wrong actor
[13:19:43] <fuzzie> quite possibly
[13:19:57] <fuzzie> i already said that the swap stuff seems to get it wrong sometimes
[13:20:16] <fuzzie> but dialogs are bad *anyway* because we wipe queues in the wrong place
[13:20:27] <fuzzie> you have a specific example which isn't just this weird swap stuff?
[13:22:27] <Avenger> i don't know, but the lim lim merchant is wrong because of that
[13:22:34] <fuzzie> oh, god, pst :P
[13:22:41] <Avenger> i added a hack, but that isn't correct
[13:22:58] <fuzzie> i already had to hack pst to make it switch back to the correct actor
[13:23:06] <Avenger> in all case, when you talk with an npc, the action is running in them (just think about Enemy()
[13:23:12] <fuzzie> since we completely failed to keep track of it
[13:23:19] <fuzzie> yeah, isn't that just swap?
[13:23:28] <Avenger> but why is it swapped in pst?
[13:23:29] <fuzzie> we run the actor on the *PC* in some cases, and have some 'swap' hack
[13:23:40] <fuzzie> and i don't see why
[13:23:58] <fuzzie> but i'm pretty sure you wrote all that code.. :P
[13:24:48] <Avenger> well, i wrote code for 'protagonist talks' and i still see it in the needed features
[13:25:00] <Avenger> so, it might have been morphed :)
[13:25:03] <fuzzie> protagonist talks is handled in the gamecontrol, i thiiink
[13:25:11] <fuzzie> which is the wrong place afaik
[13:25:41] <Avenger> in old times all dialog stuff was handled by there :)
[13:25:51] <Yoshimo> we do have builts for android and ios as nightlys, is there something similiar for linux?
[13:25:54] <Avenger> so, well, apparently it isn't just me
[13:25:58] <fuzzie> Avenger: well, it should be in the action
[13:26:25] <fuzzie> no?
[13:26:28] <fuzzie> maybe not
[13:26:30] <fuzzie> i dunno
[13:26:45] <Avenger> we have some buildbot, but its results are not available
[13:26:57] <fuzzie> Yoshimo: the android/ios builds usually seem pretty out-of-date, no?
[13:27:14] <fuzzie> i think lynxlynxlynx got the opensuse build farm to produce some builds, maybe ask
[13:28:27] <Avenger> anyway, on linux, you get much better results with compiling from git, it is the same as the developers see
[13:28:47] <lynxlynxlynx> yes, there are no nightlies
[13:29:03] <lynxlynxlynx> i can produce linux binaries at any given moment via the obs though
[13:29:49] <Yoshimo> if i do a make install, do the plugins get moved somewhere?
[13:30:19] <Avenger> if you have an install dir, then yes
[13:32:04] <Yoshimo> is there a default install dir? i just typed the commands from the web, git clone, cmake and make install
[13:33:09] <Maighstir> there are defaults, yes
[13:34:25] <lynxlynxlynx> under /usr
[13:34:34] <lynxlynxlynx> but you don't need to install to run it
[13:34:45] <lynxlynxlynx> it can as easily be done from the build dir
[13:35:43] <Avenger> the wiki is actually quite helpful there
[13:35:47] <Avenger> --> You can pass -DLAYOUT with “home” or “opt” to change the general layout and -DPREFIX to change the install path prefix
[13:38:34] <Yoshimo> ill mess with it
[13:38:56] <Yoshimo> if i leave candlekeep and the ambush happens, several soundfiles play at once with 0.6.5
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[13:55:41] <Avenger> lynxlynxlynx: it seems the pet lim lim bug didn't even need my hack
[13:55:55] <Avenger> it works without that too
[13:57:16] <lynxlynxlynx> cool
[13:57:33] <lynxlynxlynx> there was a note about something like that on the wiki todo
[13:58:53] <Avenger> yes i read that yesterday, 'fixed' it blind, then i checked, and it works without the fix
[13:58:58] <Avenger> :)
[13:59:26] <Avenger> and i don't remember i changed anything about dialogs in a long time
[14:11:09] <Avenger> hmm, this bug is tough: container highlight is not drawn over animated tiles (bg2 ar0205)
[14:11:24] <Avenger> though it is not animated tile, but area animation (a tile would be fine)
[14:11:52] <Avenger> but if i move the highlight rendering past, it will also cover actors
[14:12:21] <lynxlynxlynx> did the original highlight over the animated part or was it like a mask?
[14:14:20] <Avenger> the original highlight covers the animated part
[14:14:56] <lynxlynxlynx> :(
[14:16:04] <lynxlynxlynx> how would it cover an actor, like a wall?
[14:16:52] <Avenger> the highlight won't cover the actors in the orignal
[14:17:25] <lynxlynxlynx> is it really a big deal? we don't have to copy it exactly
[14:17:35] <Avenger> it is ugly in ar0205
[14:22:02] <Avenger> well, the best possible solution is to have it cover the actors, that is also ugly, but not as much
[14:22:51] <Avenger> i think the original keeps doors and containers on an ordered list
[14:23:21] <Avenger> we have separate lists, and it gets complicated
[14:37:11] <lynxlynxlynx> looking into why spellcasting can take so long
[14:37:38] <lynxlynxlynx> we set the duration just fine, setwait gets called just fine and yet we take too long
[14:41:43] <lynxlynxlynx> ah :)
[14:41:51] <fuzzie> why are you calling AuraPolluted in all cases?
[14:42:02] <fuzzie> seems like that'd be a disaster when it comes to cast time
[14:43:53] <lynxlynxlynx> that was exactly it
[14:44:05] <CIA-26> GemRB: 03lynxlupodian * rf954bb288b5d 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[14:44:05] <CIA-26> GemRB: don't check the aura in the middle of spellcasting
[14:44:05] <CIA-26> GemRB: fixes odd casting times
[14:44:46] <fuzzie> hehe!
[14:53:49] <lynxlynxlynx> Avenger: did you do anything for spell interruption (field_3608)?
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[15:23:07] <CIA-26> GemRB: 03lynxlupodian * ra8366a57d76d 10gemrb/gemrb/ (8 files in 8 dirs):
[15:23:07] <CIA-26> GemRB: check the indoor flag when determining if the spell can be cast
[15:23:07] <CIA-26> GemRB: used atleast by call lightning
[15:23:34] <fuzzie> you got the other ones too?
[15:24:23] <fuzzie> (for bg2, spin649 in ar4500/ar2600, spin649 in ar3020 .. i seem to remember avenger already de-hardcoded them though)
[15:25:10] <lynxlynxlynx> that's the pocket plane one
[15:25:50] <Yoshimo> what means "de-hardcode"?
[15:26:25] <lynxlynxlynx> externalise
[15:28:22] <fuzzie> i.e. place into a data file
[15:28:30] <fuzzie> so we don't have game-specific hacks in gemrb
[15:33:26] <Yoshimo> im not a friend of hacks either
[15:35:14] <CIA-26> GemRB: 03lynxlupodian * r04dee336074e 10gemrb/gemrb/ (7 files in 7 dirs): added the "spell disrupted" string
[15:41:12] <lynxlynxlynx> heh, upon another grep i see we already have SPELLDISRUPT which has an anagram strref (but in different person)
[15:43:17] <Yoshimo> do i see this right? bg is a 16bit program?
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[15:55:14] <lynxlynxlynx> i doubt it
[15:59:47] <lynxlynxlynx> eh, i'll just implement it and it can be improved later
[16:19:21] <Yoshimo> i admit this is the first time i play bg, but according to imoen there should be a corpse of gorion at this place , walkthroughs confirm it, and the place is empty
[16:20:00] <lynxlynxlynx> worked for me
[16:20:23] <lynxlynxlynx> it is easy to find too, since it is already explored on the map if you don't remember the surroundings
[16:22:11] <Yoshimo> there are 3 rings of stones on the eastern circle he should lie, but isnt
[16:22:21] <Yoshimo> can we show all interactable stuff, highlight it somehow?
[16:23:33] <lynxlynxlynx> alt
[16:28:04] <Yoshimo> ill replay, hopefully its just the savegame
[16:31:51] <fuzzie> well, hm, the other issues sound like buggy (unpatched) or modified game data
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[16:34:15] <MadMan_> does gemrb support original iwd saves?
[16:34:59] <lynxlynxlynx> sure
[16:37:59] <fuzzie> we should get Avenger to look at the iwd troll scripts thing
[16:38:07] <Avenger> you can lose the corpse and other weird stuff, if the cache is not configured correctly. But this is more like on windows
[16:40:05] <Avenger> fuzzie: splspec.2da
[16:40:18] <fuzzie> Avenger: you fixed it?
[16:40:35] <Avenger> fixed?
[16:40:43] <fuzzie> i am wondering why you say a 2da file :P
[16:40:45] <Avenger> the cache?
[16:40:52] <fuzzie> the iwd trolls
[16:41:11] <Avenger> i said it for this old note, i was sleeping : (for bg2, spin649 in ar4500/ar2600, spin649 in ar3020 .. i seem to remember avenger already de-hardcoded them though)
[16:41:29] <Avenger> iwd trolls, meh, i heard only a specific one is bugged
[16:41:32] <Avenger> but which one
[16:41:37] <lynxlynxlynx> any objections to using int2Parameter for the setwait replacement in spellcore?
[16:41:44] <fuzzie> several are bugged in one area, some script ordering issue
[16:41:57] <fuzzie> lynxlynxlynx: why not use CurrentActionState?
[16:42:09] <Avenger> yes, use currentactionstate, like the original :D
[16:42:14] <lynxlynxlynx> good idea
[16:42:15] <Yoshimo> gemrb gives me a debugdump for a dialog action since "target for dialog couldnt be found (Sender: none , Type: 0)
[16:42:55] <Avenger> it would be nice to know how you got that
[16:43:02] <fuzzie> Avenger: the troll ends up with "Scripts: <none> <none> <none> <none> gnmmg3gh gnmmg9gh <none> <none>", where the gnmmg3gh is meant to be eftrolg
[16:43:12] <fuzzie> i don't know if that gives you any clue
[16:43:34] <Avenger> which troll?
[16:43:50] <Yoshimo> my debugprint happens when you get "ambushed" by imoen in candle keep for the first time
[16:44:03] <fuzzie> i dunno, presumably someone in ar4002 judging by logs
[16:44:24] <fuzzie> but the bug seemed reproducible with more than one troll
[16:45:12] <Avenger> ar4002 trolls got their script overriden by area
[16:46:26] <fuzzie> yeah, and it seems to break after save/load
[16:46:43] <Avenger> GNMMG3GH is supposed to be the 'general' script, while EFTROLG is a 'specific' script
[16:47:16] <Avenger> we still mix the script levels?
[16:47:35] <fuzzie> that was my theory, but the irc logs say i ruled it out
[16:48:58] <fuzzie> there's still a "TODO: script order" in the AREImporter though..
[16:50:39] <fuzzie> i don't see how it could be the problem if it's loaded/saved the same
[16:54:01] <fuzzie> ah well, i guess it is likely the race script for this one
[16:54:22] <MadMan_> ok, thx
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[16:56:53] <Avenger> fuzzie, did you see EFTROLG?
[16:56:58] <fuzzie> yes
[16:57:07] <Avenger> !HasItem("REG1HP2",Myself)
[16:57:09] <Avenger> !Dead("YSELF)")
[16:57:11] <Avenger> O_o
[16:57:12] <fuzzie> sure
[16:57:16] <fuzzie> all the iwd scripts are like that
[16:57:30] <fuzzie> the bioware compiler would produce that if you gave it !Dead(Myself())
[16:57:31] <Avenger> and i wonder how these still work
[16:57:34] <fuzzie> they don't
[16:57:39] <fuzzie> they return false, which is fine :)
[16:59:15] <Avenger> it has no "TROLLDE" item
[16:59:35] <fuzzie> that is created by the script
[16:59:58] <Avenger> but the script should have did that
[17:00:05] <Avenger> IF
[17:00:07] <Avenger> !HasItem("TROLLDE",Myself)
[17:00:09] <Avenger> !Dead("YSELF)")
[17:00:11] <Avenger> THEN
[17:00:11] <fuzzie> it has the script?
[17:00:12] <Avenger> RESPONSE #100
[17:00:14] <Avenger> GiveItemCreate("TROLLDE",Myself,1,0,0)
[17:00:16] <Avenger> Continue()
[17:00:18] <Avenger> END
[17:00:19] <Avenger> yes
[17:00:30] <fuzzie> oh well you broke it :P
[17:00:35] <fuzzie> that isn't the bug i was seeing
[17:00:46] <Avenger> no i didn't
[17:00:56] <Avenger> it doesn't even play dead for more than a tick
[17:01:10] <Avenger> that wasn't me but someone else :P
[17:01:32] <fuzzie> well, the buggy savegames i got all had the troll missing the eftrolg script
[17:01:39] <fuzzie> in which case, sure, of course you get no item :P
[17:01:57] <Avenger> i tested this with a plain new one
[17:02:14] <lynxlynxlynx> hehe
[17:02:18] <fuzzie> but you think the script still runs?
[17:02:23] <fuzzie> it's not misordered and some other block takes priority?
[17:02:43] <Avenger> it has one script above it, and one script below it
[17:03:19] <fuzzie> i think the 3gh/9gh ones always have blocks which can run
[17:03:23] <Avenger> two rapid ctrl-y killed the troll
[17:03:45] <fuzzie> well sure, if it didn't have the script running then it'll never work right :P
[17:04:10] <Avenger> it got the trollde item
[17:04:22] <Avenger> it laid down too
[17:04:27] <fuzzie> well it sounds even more broken than i thought, then :(
[17:04:55] <Avenger> this troll has eftrolg in a different place
[17:05:02] <Avenger> from a brand new game!
[17:05:04] <Avenger> so....
[17:05:13] <fuzzie> sure, there's one troll in there with it in the race slot
[17:05:22] <fuzzie> afaik
[17:05:50] <Avenger> yes, so the other scripts influence it differentlly
[17:06:32] <fuzzie> hum
[17:06:50] <fuzzie> i don't understand the script anyway, what's the creature state var?
[17:07:00] <Avenger> the troll which has eftrolg in the wrong place doesn't lay down
[17:07:22] <fuzzie> i imagine it is that one which gets the messed-up scripts
[17:07:35] <fuzzie> i mean, the one without eftrolg at all
[17:11:18] <Avenger> i didn't find one
[17:11:36] <Avenger> you can get them with old saved games, but i wouldn't care about that
[17:12:05] <Avenger> i found one which wouldn't attack and would just stay in a place
[17:12:11] <Avenger> it reacts to ctrl-y
[17:12:21] <Avenger> so it isn't held or such
[17:12:31] <Avenger> it also has many scripts
[17:12:39] <Avenger> including eftrolg, but it doesn't die
[17:13:42] <Avenger> it has EFDELHRD in the override slot
[17:14:10] <Avenger> it shouldn't have that
[17:14:15] <Avenger> IF
[17:14:17] <Avenger> Difficulty(4,LESS_THAN)
[17:14:19] <Avenger> !See([PC])
[17:14:20] <Avenger> THEN
[17:14:22] <Avenger> RESPONSE #100
[17:14:23] <Avenger> DestroySelf()
[17:14:25] <Avenger> END
[17:14:26] <Avenger> IF
[17:14:28] <Avenger> True()
[17:14:29] <Avenger> THEN
[17:14:31] <Avenger> RESPONSE #100
[17:14:32] <Avenger> ChangeCurrentScript("")
[17:14:34] <Avenger> END
[17:14:35] <Avenger> it should be removed, but it won't get removed, instead gives a script loop
[17:14:39] <Avenger> whee
[17:15:21] <Avenger> do we properly handle AF_SCRIPTLEVEL?
[17:16:20] <fuzzie> oh ugh
[17:16:22] <fuzzie> right, this is my fault :P
[17:17:20] <fuzzie> i really got to rewrite that action code
[17:17:29] <Avenger> the override scriptlevel is 0, no?
[17:17:57] <Avenger> so it works correctly when it loads the script
[17:18:06] <Avenger> lets see how it works when reaches changeaiscript
[17:19:09] <Avenger> meh
[17:19:19] <Avenger> ok, here is definitely some problem
[17:19:24] <fuzzie> the action doesn't work properly due to instants issues
[17:19:34] <fuzzie> because i did it wrong originally and still haven't patched it up
[17:20:13] <Avenger> no, it is something else
[17:20:20] <Avenger> at least there is something else TOO
[17:20:20] <fuzzie> it should not cause this bug though
[17:20:36] <Avenger> what i seen, the actor had no script on override level
[17:20:45] <Avenger> like there is a permutation
[17:21:01] <Avenger> isn't 0 is the override level?
[17:21:05] <fuzzie> yes
[17:21:59] <fuzzie> but AF_SCRIPTLEVEL is only checked in ReadResponse at the time of *reading the script*
[17:22:07] <fuzzie> that is crazy and wrong
[17:23:21] <fuzzie> because the script gets cached, and then loaded into two different slots, and now your action doesn't work properly
[17:23:47] <Avenger> uh oh
[17:23:49] <Avenger> i know
[17:23:59] <Avenger> yes, i just found that too!
[17:24:23] <Avenger> the scriptlevel hack should be done elsewhere
[17:24:29] <Avenger> not load time
[17:24:30] <Avenger> that's all
[17:24:47] <Avenger> i will replace the level there with a -1
[17:24:54] <Avenger> and modify changeaiscript
[17:25:04] <fuzzie> you can't do it there
[17:25:15] <fuzzie> because you don't know which script the action came from
[17:25:40] <fuzzie> hack it in GameScript.cpp:1875 perhaps?
[17:25:59] <fuzzie> add a scriptlevel param to Execute()
[17:26:14] <Avenger> or just put scriptlevel in a scriptable member var as the original does :P
[17:26:27] <fuzzie> oh?
[17:26:34] <fuzzie> how does that work?
[17:27:35] <Avenger> for (int i = 0;i<scriptCount;i++) { --> for (scriptlevel = 0;scriptlevel<scriptCount;scriptlevel++) {
[17:27:52] <fuzzie> how does that help?
[17:28:30] <fuzzie> then you just have scriptlevel = scriptCount
[17:28:43] <Avenger> hmm
[17:29:03] <fuzzie> it might help in gemrb right now but that is a super bad bug :P
[17:29:18] <Avenger> i don't know
[17:32:10] <Avenger> also added this line in addaction:
[17:32:13] <Avenger> if (actionflags[aC->actionID] & AF_SCRIPTLEVEL) {
[17:32:14] <Avenger> aC->int0Parameter = scriptlevel;
[17:32:16] <Avenger> }
[17:32:17] <Avenger> :P
[17:32:35] <fuzzie> yeah, that's a horrible hack but that works i guess
[17:32:38] <fuzzie> fair enough
[17:33:00] <Avenger> i still wonder how the original works
[17:33:11] <Avenger> because it has a member var for scriptlevel
[17:33:20] <Yoshimo> hacks hacks hacks, i only read hacks instead of proper code ;)
[17:33:21] <Avenger> and that is valid in action time
[17:33:31] <fuzzie> Yoshimo: welcome to the infinity engine!
[17:33:46] <Avenger> you don't know what the original engine looks like :D
[17:34:06] <Avenger> all our new 2da's replace some internal hack in the original
[17:35:42] <Yoshimo> well i tried to look at it avenger, but my knowledge of assembler is equal to 0 and the hexrays decompiler doesnt want to work
[17:36:28] <Avenger> works for me
[17:38:02] <Avenger> yeah, scriptlevel is 2 for this silly troll
[17:38:32] <Avenger> whooa
[17:38:39] <Avenger> it started to chase me
[17:38:40] <Avenger> cool
[17:38:47] <Avenger> no more braindead trolls
[17:39:07] <Avenger> though, one ctrl-y made it still running on me
[17:39:41] <Avenger> it has 3 scripts now, that's good
[17:39:54] <Avenger> but it won't create the trollde item
[17:41:16] <Avenger> script order is fine, btw
[17:41:42] <fuzzie> nice work fixing the nasty bug though!
[17:42:06] <Avenger> IF
[17:42:08] <Avenger> See(Nearestenemyof(Myself))
[17:42:09] <Avenger> THEN
[17:42:11] <Avenger> RESPONSE #100
[17:42:13] <Avenger> AttackReevaluate(Lastseenby(Myself),75)
[17:42:14] <Avenger> END
[17:42:25] <Avenger> attackreevaluate doesn't give time to the next script
[17:42:49] <Avenger> it should run every 75 tick only
[17:42:56] <Avenger> no?
[17:42:58] <fuzzie> no
[17:43:12] <Avenger> but then this script blocks the next level
[17:43:14] <fuzzie> we do misimplement it in gemrb, but it always runs
[17:43:27] <Avenger> its condition is always true
[17:43:29] <fuzzie> sure, but that's ok
[17:43:45] <fuzzie> because it shouldn't see nearest enemy at the start, right?
[17:43:51] <fuzzie> so it gets a chance to set all the items up
[17:43:55] <Avenger> it already fights me :D
[17:44:00] <Avenger> oh
[17:44:03] <Avenger> hmm
[17:44:35] <Avenger> ok, i start with a brand new game
[17:45:38] <fuzzie> but then it won't work after that, so it's confusing
[17:46:14] <fuzzie> but if the script block evaluates to true, and there's no continue, then it will always block there
[17:46:33] <fuzzie> doesn't matter what action is in the block, that is ignored, right?
[17:47:06] <Avenger> yes, but maybe attackreevaluate skips it
[17:47:14] <Avenger> at least, i hoped for that
[17:47:16] <fuzzie> but it can't
[17:47:31] <fuzzie> unless there is some iwd-specific hack in iwd's script evaluation, which i doubt
[17:47:44] <Avenger> well, as you said, i loaded the game with me in sight of the troll
[17:47:50] <Avenger> so it never ran the lower priority scripts
[17:47:58] <fuzzie> which script is that?
[17:48:08] <fuzzie> oh, gnmmg9gh
[17:48:11] <Avenger> no
[17:48:11] <fuzzie> yeah that is the troublesome one
[17:48:17] <Avenger> something about artkmel
[17:48:20] <fuzzie> oh
[17:48:24] <Avenger> atkmel
[17:48:36] <fuzzie> EFATKMEL?
[17:48:48] <Avenger> yes
[17:48:53] <fuzzie> 'NEW Troll 1', not really very confidence inspiring
[17:49:20] <fuzzie> with EFDELHRD in specific which self-destructs?
[17:49:27] <Avenger> but i have another with gnmmg9gh too
[17:49:58] <fuzzie> but surely class script takes priority over general script
[17:50:01] <Avenger> the scripters of this area were totally nuts
[17:50:15] <Avenger> like some entropic monkeys
[17:50:59] <fuzzie> i mean, general slot is 6th
[17:51:47] <fuzzie> so this is back to script order
[17:51:51] <fuzzie> ielister's order makes sense
[17:51:57] <fuzzie> gemrb loads them in an order which makes no sense
[17:52:01] <Avenger> if they had the self destruct setup script in override, and the rest in the other slots, then it would work
[17:52:05] <Avenger> what?
[17:52:18] <fuzzie> ielister says override, general, class, race, default, specific, with EFTROLG in class and EFATKMEL in general
[17:52:27] <fuzzie> gemrb loads them as override, class, race, general, default, specific
[17:53:09] <fuzzie> so you get EFATKMEL in class slot and EFTROLG in race slot?
[17:53:29] <fuzzie> and so the scripts run in wrong order
[17:53:45] <fuzzie> now we ask, is this my fault?
[17:53:55] <Avenger> it should be override, area, specifics, ..., class, race, general, default :)
[17:54:25] <fuzzie> for ARE?
[17:54:56] <Avenger> nah, this is the script scrlev order :)
[17:54:59] <fuzzie> ah right
[17:55:15] <fuzzie> so you see, i think it is AREImporter's script order still :)
[17:56:57] <Avenger> worths a try
[17:57:33] <Avenger> basically class/race skips general, or general jumps ahead to 2nd place
[17:58:04] <Avenger> same in save
[17:58:18] <fuzzie> yeah
[18:01:52] <Avenger> well, i got a troll which has 2 eftrolg scripts
[18:01:55] <Avenger> MEH
[18:02:08] <Avenger> it works
[18:02:11] <Avenger> but still
[18:02:23] <fuzzie> well maybe it's yet a different script order :-/
[18:02:27] <Avenger> one in slot 2 and one in slot 4
[18:05:44] <Avenger> trolls got eftrolg in their class script too
[18:05:47] <Avenger> so, meh
[18:06:07] <Avenger> this may be fine
[18:06:30] <Avenger> i think the area is just a hack to make them work :)
[18:06:49] <Avenger> i mean, the scripts set in area
[18:07:04] <-- Avenger has left IRC (Quit: ChatZilla 0.9.87 [Firefox 6.0/20110811165603])
[18:16:12] <fuzzie> well, that was more successful than i'd hoped
[18:16:27] <CIA-26> GemRB: 03avenger_teambg * r85f5f38bc356 10gemrb/gemrb/plugins/AREImporter/AREImporter.cpp: scriptlevel permutation in area load (all old savegames are invalid)
[18:16:31] <CIA-26> GemRB: 03avenger_teambg * rd5d07b6ed025 10gemrb/gemrb/core/ (3 files in 2 dirs): SetCurrentScript fix
[18:16:32] <CIA-26> GemRB: 03avenger_teambg * r34577c1cefa4 10gemrb/gemrb/ (12 files in 12 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[18:17:29] <Avenger> lynx, don't allow * in save game names :P
[18:17:57] <lynxlynxlynx> why not?
[18:18:24] <Avenger> * in filenames?
[18:18:30] <Avenger> what would that accomplish
[18:18:44] <Avenger> i think ? is also not working
[18:19:12] <Avenger> ? may be wrong only on windows, though
[18:19:34] <lynxlynxlynx> globbing is not on by default
[18:19:52] <lynxlynxlynx> ? works the same on posix
[18:20:24] <Avenger> well, allow characters that exist in windows, and restrict that with anything that may cause problem in ANY OS :D
[18:20:45] <Avenger> if you allow weird chars, it may cause problems
[18:20:52] <lynxlynxlynx> these are all ascii, i'm sure they're available on windows :P
[18:21:02] <Avenger> this isn't an ascii problem
[18:21:19] <lynxlynxlynx> the original even allowed all of them in the charname
[18:21:36] <Avenger> the charname is fine, as it never goes into filename
[18:21:42] <Avenger> well, maybe in export
[18:22:06] <lynxlynxlynx> anything but path separators should be fine
[18:22:36] <fuzzie> the original doesn't like all chars though, right?
[18:22:40] <lynxlynxlynx> and even if globbing suddenly sneaked in there, ? and * would still expand properly
[18:23:01] <lynxlynxlynx> you can't use alt gr combos
[18:23:15] <fuzzie> @17133 = ~The name of the saved game cannot contain the following characters:
[18:23:15] <fuzzie> ? . : \< \> | * / \\ "~
[18:23:26] <Avenger> see * and ? is there
[18:23:33] <Avenger> so, pull them :P
[18:23:44] <lynxlynxlynx> this is silly
[18:23:45] <fuzzie> yeah i'm not sure that's actually true
[18:24:59] <Avenger> those chars are all windows special chars
[18:25:40] <Avenger> & would be nasty on linux, but i don't mind if you want to mess with that
[18:26:28] <lynxlynxlynx> i'll gladly change it if someone can break it
[18:27:12] <fuzzie> well, save a game and then try loading it in some windows tool, i imagine :P
[18:27:33] <fuzzie> since file open box will obey wildcards i guess?
[18:27:57] <Avenger> or just imagine this: i name a game something like this xxx & shutdown -0 :)
[18:28:07] <fuzzie> sure, but that doesn't matter
[18:28:15] <fuzzie> all the unix tools will happily escape all of that
[18:28:27] <Avenger> you mean, command line shell?
[18:28:33] <fuzzie> and all the gui stuff etc
[18:28:48] <fuzzie> but yes, try making such a file and then tab-completing it in the shell
[18:29:04] <Avenger> you can also type it in :D
[18:29:07] <fuzzie> you get something like "ls hi\ avenger\ \&\ hello/"
[18:29:17] <Avenger> yes, i know it gets \ by tab completion
[18:29:27] <fuzzie> i think if you type it in manually then you perhaps deserve what you get ;p
[18:29:57] <Avenger> thats why i said this: & would be nasty on linux, but i don't mind if you want to mess with that :)
[18:30:22] <Avenger> only * and ? shouldn't be there, because they were not in the original either
[18:30:48] <fuzzie> although i would argue that if people use weird chars then they always deserve what they get
[18:31:25] <Avenger> except when you get some savegame from someone else, to try and check it out ;)
[18:32:08] <fuzzie> then you send it back with annoyed note and a bloody troll head :P
[18:33:15] <Yoshimo> the ultimate goal for me would be: run the bigworldproject with gem under android on an ipad^^
[18:33:49] <Avenger> lol
[18:33:50] <fuzzie> for an inefficient experience compared to just running on ipad? :)
[18:37:46] <Yoshimo> i think its hard to make it more complicated and find more bugs than that^^
[18:38:10] <Yoshimo> reversing the apple devices and porting android is worked on at the moment
[18:38:27] <Yoshimo> gemrb is the next layer of complexity, and also doesnt work perfectly yet
[18:38:54] <Yoshimo> and then the bwp, which combines bg1+bg2 +2 addons and extra mods, and there are also bugs in there :D
[18:42:02] <Avenger> what would be the hardware specs for that, is there a large enough sdcard?
[18:42:30] <fuzzie> 32gb sd cards are cheap now, you know :p
[18:44:02] <fuzzie> i guess 64gb is less cheap
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[18:47:38] <Yoshimo> fuzzie, maximum for a total bwp install is 30gig
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[18:54:36] <Avenger> so, 2 g is probably enough for everything else :D a very expensive bwp playing machine
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[18:55:00] <Avenger> i guess, it will require the 64 g card?
[18:56:32] <lynxlynxlynx> maybe it can eat two
[18:56:43] <fuzzie> most android devices only come with a few gb card
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[19:00:40] <Avenger> yeah, they didn't design them to run bwp :)
[19:01:10] <Yoshimo> well, first we need android running and even more important, more gemrb code done ;)
[19:01:45] <Avenger> i hope the iwd troll fix will be enough for today :)
[19:01:55] <Avenger> fuzzie: how are your exams?
[19:02:27] <fuzzie> i think, over insomuch as i am going to do them this summer
[19:02:43] <fuzzie> which is why i can sit here and help debug iwd trolls :P
[19:05:53] <Avenger> so you can work on more action/trigger tweaking too?
[19:06:06] <Avenger> not like i know what else you have in mind
[19:06:19] <Avenger> they are already pretty good :)
[19:07:10] <fuzzie> they are completely broken :p
[19:07:18] <fuzzie> but don't look too close, it is embarassing
[19:07:56] <fuzzie> i got distracted at the end of last week fixing Backyard Soccer for scummvm people who bugged me more often
[19:11:51] <Avenger> meh, i should bug you more? :P
[19:12:39] <fuzzie> well, i should be less useless
[19:12:45] <fuzzie> but weekends are busier times atm
[19:14:22] <Avenger> well, your help in fixing the double bug with iwd trolls was good :)
[19:14:41] <fuzzie> i am so glad that you found it, since it has been an annoying iwd blocker
[19:14:43] <Avenger> i didn't expect it to be caused by 2 bugs
[19:39:10] <lynxlynxlynx> oh, so we just need to be more annoying? :)
[19:39:47] * lynxlynxlynx brings in some trolls
[19:41:47] <Avenger> lynx, you could bring me more easy to kill bugs :)
[19:41:58] <lynxlynxlynx> no problem
[19:42:17] <lynxlynxlynx> do you have any of the combat code?
[19:42:21] <Yoshimo> what could cause soundfiles to overlap when the first cutszene in bg1 is played?
[19:42:29] <lynxlynxlynx> i think we have a luck vs damageluck problem
[19:42:39] <fuzzie> lynxlynxlynx: the higher-level stuff
[19:42:40] <Avenger> do you know what sound files, Yoshimo?
[19:43:25] <lynxlynxlynx> well, we used to use normal luck for the lucky roll, but the kensai kai ability (max damage) uses just damageluck
[19:43:41] <Yoshimo> avenger, you devs tend to ask this a lot, but how should i know?
[19:43:44] <fuzzie> but is damageluck in the combat code, not damage effect?
[19:43:44] <lynxlynxlynx> could be the luck opcode increases both or maybe they're even additive
[19:43:49] <Avenger> logs :)
[19:44:11] <Avenger> which opcode, Lynx?
[19:44:13] <lynxlynxlynx> fuzzie: well, effect, but it ends up back in actor
[19:44:20] <lynxlynxlynx> fx_damage
[19:44:38] <Avenger> hmm
[19:44:55] <fuzzie> avenger is definitely our fx_damage expert :)
[19:46:11] <Avenger> i need to reboot to see the db
[19:46:31] <lynxlynxlynx> no, actually it is in PerformAttack
[19:46:44] <fuzzie> well i'm thinking in terms of the original
[19:50:00] <Avenger> there is at least one luck specific line in fx_damage, it uses 1404h in actor but i don't know which luck is it atm
[19:50:18] <Avenger> i see only my old disasm files :)
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[20:09:44] <MadMan_> hi, i have a problem
[20:09:52] <MadMan_> when I launch gemrb there's only bluescreen
[20:10:04] <fuzzie> when you start a game, you mean?
[20:10:17] <MadMan_> i mean, when i load a game there's normal GUI
[20:10:21] <fuzzie> if so, you're missing the area data files, check your CD paths if you didn't do a full install
[20:10:28] <MadMan_> but there's no game area, just blue area
[20:10:31] <MadMan_> khm
[20:10:32] <MadMan_> ok
[20:10:44] <fuzzie> the blue is displayed instead of missing area graphics
[20:10:51] <Avenger> check your log for missing cd paths
[20:11:04] <MadMan_> seems you're right
[20:11:08] <lynxlynxlynx> we should add some giant text there
[20:11:17] <MadMan_> ah, my fault
[20:11:25] <lynxlynxlynx> if you can read this, you set up your gemrb game paths incorrectly
[20:11:30] <Avenger> lol
[20:11:48] <lynxlynxlynx> it's true :)
[20:12:05] <Avenger> we already have lots of code just to avoid this
[20:12:16] <lynxlynxlynx> yet people still hit it a lot
[20:12:31] <MadMan_> gametype=iwd
[20:12:34] <MadMan_> is it correct?
[20:12:44] <lynxlynxlynx> sure
[20:12:53] <fuzzie> not how?
[20:12:53] <lynxlynxlynx> if you have heart of winter, rather set it to how
[20:14:49] <MadMan_> still no luck
[20:15:44] <fuzzie> but blue area graphics are always bad paths or missing CDs, right?
[20:15:47] <MadMan_> seems that I have full iwd installation
[20:15:54] <MadMan_> 2.1 GB on hd
[20:16:40] <fuzzie> or else old broken gemrb version
[20:17:30] <MadMan_> haha, works
[20:17:36] <MadMan_> it's quite strange installation i think
[20:26:22] <MadMan_> it's unusalbe now...
[20:26:23] <MadMan_> :<
[20:27:13] <fuzzie> what did you do?
[20:27:43] <MadMan_> "searching for chmf4g1e.bam - error - couldn't create animationfctory: chmf4g1e (6100)
[20:27:56] <MadMan_> and it's repeating a lot times every second
[20:28:55] <Avenger> that is not the reason for your blue screen
[20:29:08] <Avenger> that is a character animation missing
[20:31:18] <MadMan_> nono
[20:31:24] <MadMan_> i don't have blue screen now
[20:46:49] <Avenger> well, there is a big difference between iwd and how regarding character animations
[20:47:00] <Avenger> so you must be sure it is the right gametype
[20:48:02] <Avenger> there are no 'e' animations, hmm
[20:48:21] <MadMan_> it's IWD+HoW
[20:48:28] <Avenger> why would it look for e...
[20:48:31] <MadMan_> so how?
[20:48:49] <Avenger> yes, that's how
[20:49:00] <MadMan_> ok
[20:49:50] <Avenger> i just don't understand why is that 'e' in the end of the resref
[20:51:03] <Avenger> their type is 0 in avatars.2da, see 0x6100 line
[20:51:36] <Avenger> the 0 type is named IE_ANI_CODE_MIRROR (even its name says that the mirror animation is done by code), so the 'e' animation is not needed/used
[20:51:52] <Avenger> so... meh
[20:52:37] <Avenger> i'm pretty sure you use gemrb override/iwd/avatars.2da
[20:52:51] <Avenger> that means, you didn't change the gametype
[20:54:18] <MadMan_> i have something broken in my game I think
[20:54:28] <MadMan_> so... nevermind
[20:54:32] <MadMan_> I was sure it's iwd
[20:54:34] <MadMan_> not how
[20:54:35] <MadMan_> :)
[20:54:48] <Avenger> so, configure gemrb to use how?
[20:55:03] <MadMan_> i've configured it (i think)
[20:55:10] <MadMan_> but game or save is somehow broken
[20:55:11] <MadMan_> :<
[20:55:17] <Avenger> hmm, this isn't a save thing
[20:55:25] <MadMan_> game itself crashes when i go through the door
[20:55:48] <Avenger> gemrb crashes? well, what is in the log
[20:55:54] <MadMan_> game crashes
[20:56:37] <MadMan_> gemrb can't load game saved in location in which normal game crashes
[20:57:07] <Avenger> that may be fine, if something is seriously broken
[21:05:14] <lynxlynxlynx> i ended up using both CurrentActionState and int2parameter; the first for the actual casting tick count, the second just as a switch (like CurrentActionState was before)
[21:18:51] <Avenger> hehe
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