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

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[00:13:31] <CIA-29> GemRB: 03avenger_teambg * r6b470a59bb44 10gemrb/gemrb/override/pst/ (cloudkil.pro fbomb.pro frain.pro gemprjtl.ids): fiery rain projectile
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[18:13:05] <CIA-29> GemRB: 03avenger_teambg * rce80db9aa0d3 10gemrb/gemrb/override/pst/ (10 files): new projectiles binary data
[18:16:52] <CIA-29> GemRB: 03avenger_teambg * rfb250e7bb828 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: fix leaking Spell refcounts
[18:21:05] <CIA-29> GemRB: 03avenger_teambg * r27b40c279282 10gemrb/gemrb/plugins/PSTOpcodes/PSTOpcodes.cpp: fixed fx_flash_screen
[18:21:12] <CIA-29> GemRB: 03avenger_teambg * r25589ec7e33c 10gemrb/gemrb/plugins/PSTOpcodes/PSTOpcodes.cpp: fixed fx_play_bam_blended (no more infinite animations)
[18:27:19] <CIA-29> GemRB: 03avenger_teambg * raa816a40fb46 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed a possible abort in ForceAIScript
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[18:27:58] <Avenger> the big commit is still held back, i practice with git add -p :P
[18:28:31] <Avenger> i guess i cannot cut any more pieces from it without consistency failure
[18:31:13] <CIA-29> GemRB: 03avenger_teambg * r48bbd56b1f92 10gemrb/gemrb/ (11 files in 7 dirs):
[18:31:14] <CIA-29> GemRB: added caster level to projectile
[18:31:14] <CIA-29> GemRB: implemented missing forced spell level feature
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[20:08:14] <lynxlynxlynx> forced spell level? now we can break the wands to cast at level 10 like in the original (bg2)
[20:18:37] <Avenger> i think i already did that
[20:20:05] <lynxlynxlynx> cool
[20:20:38] <Avenger> pro->SetCaster(GetGlobalID(), 10);
[20:20:46] <Avenger> that 10 is the caster level
[20:20:49] <lynxlynxlynx> what are your plans in the near future?
[20:21:12] <Avenger> continue pst projectiles
[20:21:13] <lynxlynxlynx> it's getting time for a new release
[20:21:24] <Avenger> we need to fix any regressions from 0.6.3
[20:21:28] <lynxlynxlynx> yeah
[20:21:31] <Avenger> including the wild magic problem
[20:21:44] <Avenger> i fixed only the spl leak
[20:22:26] <Avenger> do you think you can fix GetProjectile in a way it won't involve cloning the spell?
[20:22:28] <lynxlynxlynx> i'll again skip the new 2das, so there's only some magic that needs to be implemented
[20:22:46] <lynxlynxlynx> maybe, have to check it out and think about it some more
[20:23:03] <lynxlynxlynx> i think i won't be so terribly busy like last week :)
[20:23:28] <Avenger> pst projectiles are really terribly hacked up
[20:23:47] <Avenger> so i dont think i will finish them soon
[20:23:53] <lynxlynxlynx> as long as it's gf-defed, there's no problem :)
[20:24:11] <Avenger> even those i made are not always totally the same
[20:24:24] <Avenger> sometimes they are better, but most of the times they need more work
[20:24:29] <lynxlynxlynx> still, a good starting point
[20:24:48] <Avenger> i think our version of the tinted flash screen is better
[20:24:49] <lynxlynxlynx> evolution, not intelligent design heh
[20:25:05] <lynxlynxlynx> this works good in floss software, since otherwise nothing gets done
[20:25:59] <Avenger> btw,i found bugs in the original engine too :)
[20:26:15] <Avenger> ax of torment has a chance to teleport the target somewhere around
[20:26:32] <Avenger> but in fact, it sets a target point exactly the same as the target's current location
[20:26:41] <Avenger> so, it doesn't move a pixel
[20:27:58] <Avenger> it is a really ugly projectile. If caster level <9 it has 3 different effects, if caster level >=9 it has 5 other effects
[20:28:12] <Avenger> i made all that crap with a spell :)
[20:29:42] <Avenger> it doesn't really help that alpha blend doesn't work on windows
[20:30:00] <Avenger> i can never be sure i did it right, until i check it on linux
[20:31:01] <lynxlynxlynx> why doesn't in work?
[20:31:35] <lynxlynxlynx> i'll go read the mails
[20:32:39] <Avenger> dunno
[20:32:58] <Avenger> it doesn't use the alpha channel, or uses it differently on windows
[20:36:04] <fuzzie> what should be using alpha?
[20:36:34] <lynxlynxlynx> you think it's a sdl on windows bug?
[20:40:25] <Avenger> sdl on windows
[20:41:01] <CIA-29> GemRB: 03avenger_teambg * rba787980c710 10gemrb/gemrb/override/pst/litany.pro: this projectile somehow left out
[20:42:22] <fuzzie> i guess there's one obvious thing: you're using 24bpp for gemrb?
[20:45:09] <Avenger> i guess, yes
[20:46:26] <Avenger> Bpp=32
[20:46:36] <fuzzie> that should be fine
[20:47:18] <Avenger> same on linux
[20:47:33] <fuzzie> so what is this?
[20:47:47] <fuzzie> i mean, what is making an alpha channel and displaying it
[20:48:14] <Avenger> well, there is this CreateAlphaChannel thing in Video.cpp
[20:48:21] <Avenger> but it is all the same on the platforms
[20:48:57] <Avenger> it is not entirely without effect, just the transparency is working better on linux
[20:49:19] <Avenger> maybe it is just different contrast or brightness or something between the two systems
[20:49:50] <Avenger> anyway, original torment on windows looks better regarding blended animations
[20:50:01] <Avenger> and linux is somewhere between
[20:50:07] <fuzzie> you mean the CreateLight thing?
[20:50:12] <Avenger> no
[20:50:19] <Avenger> createlight is just the lightspot
[20:50:37] <Avenger> ok, maybe not in video
[20:50:53] <Avenger> i read createlight earlier, maybe that's why i said video.cpp ;)
[20:50:58] <fuzzie> it is, CreateAlpha
[20:51:08] <Avenger> Palette.cpp
[20:51:18] <Avenger> oid Palette::CreateShadedAlphaChannel()
[20:51:43] <fuzzie> oh
[20:52:22] <fuzzie> and that works at all?
[20:53:02] <Avenger> ScriptedAnimation::SetBlend calls it, via ScriptedAnimation::PreparePalette
[20:53:23] <Avenger> i think it does, i traced execution into Palette
[20:53:32] <Avenger> it does something
[20:53:34] <fuzzie> i mean, for rendering
[20:53:39] <Avenger> yes
[20:53:50] <Avenger> without it, the transparent part would be totally ugly black
[20:53:54] <Avenger> instead of transparent
[20:54:43] <fuzzie> and i guess this is using BAMs
[20:54:51] <Avenger> bams, yes
[20:55:12] <Avenger> is there still a difference?
[20:55:42] <fuzzie> yes, no-one has dared to touch that code
[20:56:15] <Avenger> it is wjp's thing ;)
[20:56:52] <fuzzie> but i wonder if it's simply that CreateShadedAlphaChannel just doesn't set the right values
[20:57:13] <Avenger> it could be that it needs more aggressive values
[20:57:14] <Avenger> yes
[20:57:21] <fuzzie> wjp's alpha code looks fine
[20:57:27] <lynxlynxlynx> + //FIXME: i don't know the level info <-- AREImporter; why not use the caster level there?
[20:58:02] <Avenger> lynx: which caster level? I didn't check what is the caster level for imoen's traps
[20:58:46] <Avenger> i didn't check if it is important for skull traps either
[20:58:56] <Avenger> also, it might be that the level is just stored in that unknown field :)
[20:59:12] <lynxlynxlynx> you have the caster pointer at that point
[20:59:21] <Avenger> i have
[20:59:36] <Avenger> but i still don't know which level of imoen to use
[20:59:47] <lynxlynxlynx> oh, dc/mc bleh
[21:00:11] <Avenger> actually, i don't know what level is used for SPIN*
[21:00:20] <lynxlynxlynx> skull trap's level is now stored in the projectile? the damage depends on the level
[21:00:39] <Avenger> well, the effects also get the level
[21:01:02] <lynxlynxlynx> right, so it should be fine if it is restored properly
[21:01:03] <Avenger> and to be honest, fxqueue[0]->CasterLevel should be the correct value
[21:01:29] <Avenger> it should be 10 for items too
[21:02:20] <Avenger> whoo
[21:02:32] <Avenger> i found a bad animation cover in irenicus dungeon :)
[21:02:36] <Avenger> wjp wake up :P
[21:02:49] <Avenger> AR0602 [3867.970]
[21:03:02] <Avenger> it is the fireplace in the trapped room
[21:03:07] <lynxlynxlynx> yeah
[21:03:32] <Avenger> well, that means even bg2 is bugged by this thing
[21:03:39] <Avenger> now only HoW
[21:03:44] <Avenger> now->not
[21:03:45] <lynxlynxlynx> funny how it's always the fireplace, i don't remember any other problematic animation cover
[21:03:52] <Avenger> hehe
[21:04:20] <lynxlynxlynx> ok, there was the cambion contraption in the same area, but that got fixed already
[21:05:22] <Avenger> it is flagged with 'ground'
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[21:05:40] <Avenger> that means, it shoudl always be covered by actors
[21:06:15] <Avenger> i guess i don't handle the zposition correctly
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[21:28:11] <Avenger> is this ok? --> for(iter=animations.begin(); (iter!=animations.end()) && ((*iter)->height<anim->height); iter++) ;
[21:28:33] <Avenger> it should insert ground animations to the beginning
[21:28:49] <Avenger> ground animations get -9999 as height
[21:34:09] <Avenger> i think i know what's wrong
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[21:38:47] <Avenger> haha, i wonder why no one separated AreaAnimation from Map, yet
[21:39:10] <Avenger> it is getting the complexity even i consider exploding it :)
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[22:16:16] <CIA-29> GemRB: 03avenger_teambg * r2934c80dd868 10gemrb/gemrb/core/ (Map.cpp Map.h): fixed ar0602 animation cover, ar9101 is still wrong
[22:16:44] <Avenger> well, ar9101 is still wrong, with the commented out part the animation didn't cover actors, but it was covered by the wallgroup, maybe wallgroups need some more work too
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