#gemrb@irc.freenode.net logs for 20 Feb 2014 (GMT)

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[09:02:15] <edheldil> Hi, tomprince et al.
[09:02:43] <edheldil> nice to see you again
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[14:22:32] <Mackiemesser> cheers everyone
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[14:28:40] <Mackiemesser> I've got a small problem concerning spawnrates running bgt on gemrb 0.8.0.1-1. Problem: Enormous spawns of monsters everywhere. For example after starting in and leaving Candlekeep and getting the cutscene with sarevok. When running in wine or windows there is a spawn of 1 or 2 wolves a bit right from the place where the cutscene happens, running gemrb the same place spawns half a dozen bears and an asortment of wolves.
[14:29:48] <SeaOtter_> In the beginning of the game I have 2 Minsc 2 Jaheira and 2 Imoen
[14:29:52] <SeaOtter_> don't know if it's linked :)
[14:30:19] <SeaOtter_> (I am on a regular install of BG2 though...)
[14:32:14] <Mackiemesser> I tried finding something in the wiki or at the gibberlings forum but there is only discussion of how to modify spawnrates in the area files.
[14:33:41] <Mackiemesser> the 2 minsc 2 jaheira 2 imoen actually does not happen for me not even on a naked bg2
[14:34:01] <Mackiemesser> but it sounds similar
[14:34:03] <lynxlynx> yes, we didn't have perfect understanding on how it works
[14:34:29] <lynxlynx> i think it was amended after the release though
[14:34:50] <lynxlynx> double npcs?? huh
[14:35:18] <Mackiemesser> same thing with built directly from git
[14:36:11] <Mackiemesser> well thats assuming that the buildscript from the archlinux aur actually pulls the latest git ;)
[14:36:30] <lynxlynx> ok, that just means we still don't understand it completely
[14:37:03] <Mackiemesser> allright, can I help you with some kind of data here?
[14:37:35] <lynxlynx> pkgbuild looks fine
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[14:38:19] <Mackiemesser> I didn't yet try modifying difficulty
[14:38:33] <Mackiemesser> btw, great work you are doing here, this is an awesome project
[14:39:07] <lynxlynx> SeaOtter_: i started a new soa game and the npcs are fine
[14:39:13] <SeaOtter_> unrelated question : if I add SDL2.dll to my build with a simple copy/paste, will it just use it instead of SDL.dll ? :o
[14:39:18] <lynxlynx> no
[14:39:35] <SeaOtter_> (on the double NPC, it might come from me loading a save from another playthrough)
[14:40:08] <SeaOtter_> I have ni idea how DLL work, I never worked with DLL until now :p
[14:41:00] <lynxlynx> you'd have to rebuild gemrb
[14:41:21] <lynxlynx> it has to detect sdl2 presence to decide to build the sdl2 video plugin instead
[14:41:50] <lynxlynx> Mackiemesser: difficulty will affect it to some degree
[14:41:59] <SeaOtter_> ok, so I paste it in the build folder, I run a build, and then the build will detect what's in the build folder
[14:42:03] <SeaOtter_> and process accordingly
[14:42:30] <lynxlynx> when i last played bg1, the spawns really made it almost like a bad tactics mod was installed, but people have been working on it since
[14:42:59] <lynxlynx> SeaOtter_: put it where the other sdl dll is
[14:43:08] <SeaOtter_> ok
[14:43:11] <lynxlynx> that's clearly a place where it should be found
[14:43:30] <Mackiemesser> lynxlynx: I'll try different difficulties and get back to you
[14:43:30] <SeaOtter_> I find that place strange that's why I asked
[14:43:32] <SeaOtter_> :P
[14:43:32] <lynxlynx> and either pass the flag to use sdl2 or rename/remove sdl.dll
[14:43:55] <lynxlynx> there are several search paths, this is just easiest for you :P
[14:44:34] <SeaOtter_> isn't all this searching taking some time ?
[14:44:44] <Mackiemesser> lynxlynx: easiest 4 teddies 4 wolves
[14:44:55] <lynxlynx> everything takes time
[14:45:16] <SeaOtter_> well I worked on sh*tty technologies until then so I had to always take care of this
[14:45:35] <Mackiemesser> lynxlynx: exact same spawn on max difficulty
[14:46:01] <SeaOtter_> (trying to make a game with Adobe AIR was the worst idea ever)
[14:46:23] <Mackiemesser> lynxlynx: anyway, I don't want to bother you more than neccessary, I assume there is no workaround for this right?
[14:46:36] <lynxlynx> i didn't know we had a problem
[14:46:59] <lynxlynx> spawngroups take level into account, but this looks bad
[14:47:28] <lynxlynx> what area are you in?
[14:47:32] <Mackiemesser> level 1 0 xp
[14:47:40] <Mackiemesser> first area after candlekeep
[14:47:59] <Mackiemesser> well not 0 xp anymore but thats what I set for the start in candlekeep ;)
[14:49:02] <lynxlynx> which part of the area?
[14:49:55] <Mackiemesser> right were gorion is killed and then a bit to the right
[14:51:27] <Mackiemesser> I seem to get a few errors from the ressource manager when the spawn happens
[14:52:06] <Mackiemesser> [ResourceManager/ERROR]: Couldn't find '0.cre'.
[14:52:06] <Mackiemesser> [ResourceManager]: Found 'bearca.cre' in 'chitin.key'.
[14:52:06] <Mackiemesser> [ResourceManager/ERROR]: Couldn't find '0.cre'.
[14:52:06] <Mackiemesser> [ResourceManager]: Found 'bgwolf.cre' in 'chitin.key'.
[14:52:44] <lynxlynx> just got one wolf there now
[14:53:22] <lynxlynx> those warnings are fine
[14:53:40] <lynxlynx> do you have any mods installed?
[14:54:18] <Mackiemesser> bg2 fixpack and bgt
[14:54:35] <Mackiemesser> but I can run the blank bg1 to check
[14:54:46] <Mackiemesser> will take me a few minutes though
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[14:56:17] <SeaOtter_> mmm well that didn't work :(
[14:57:08] <SeaOtter_> putting the DLL where I've put the others had no effect mmm
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[15:02:56] <lynxlynx> check cmake's output, it is explicit about what it finds and uses
[15:03:29] <lynxlynx> Mackiemesser: aha, bgt may be the culprit then; you did run it with the bg2 gametype?
[15:04:08] <Mackiemesser> sure did
[15:04:54] <lynxlynx> that probably explains it
[15:05:10] <Mackiemesser> thats why I had to fix the start xp from 89000 to 0 in the overrides
[15:05:27] <lynxlynx> spawns are handled differently in the bg2 engine, but i don't know what we use to detect and switch
[15:05:41] <lynxlynx> lemme see if we have a relevant game flag
[15:05:47] <Mackiemesser> hmm I'm running bg1 right now to try and find out
[15:06:22] <Mackiemesser> sorry about the confusion, probably shoud have made the BGT part clearer in my original msg
[15:08:39] <SeaOtter_> ah I'm stupid
[15:08:44] <SeaOtter_> I was on BGT too
[15:08:47] <SeaOtter_> with like 1/2 millions mods
[15:09:03] <SeaOtter_> ~_~
[15:09:39] <lynxlynx> that's not a problem per-se, it's just much less tested and much harder to debug
[15:10:02] <SeaOtter_> I'll see if I have the same problems on SoA classic
[15:11:33] <Mackiemesser> bg1 spawns a single wolf... so the problem seems to be with bgt
[15:14:28] <lynxlynx> i don't see any preferences in the code, but i forgot what the difference was
[15:14:44] <lynxlynx> maybe bg2 just ignores spawngroups and uses normal traps
[15:16:31] <Mackiemesser> would that explain spawning an aditional type of monster and this many?
[15:17:32] <lynxlynx> it could, yes
[15:17:58] <lynxlynx> like i said, the spawning is level dependant, in tricky ways
[15:18:23] <lynxlynx> if you tried your bgt install with bg1 gamemode, i'd expect sane spawns
[15:18:40] <Mackiemesser> I'll try that...
[15:18:42] <lynxlynx> unless the actual bgt-isation is the problem
[15:19:05] <SeaOtter_> mmm I no longer have double spawns with regular BG2
[15:19:14] <SeaOtter_> however my others problems remains
[15:19:50] <lynxlynx> which are?
[15:19:52] <SeaOtter_> - my GUI doesn't scale to 1680x1050, it's still 640x480 (but the world is in 1680x1050, the GUI flickers)
[15:19:58] <SeaOtter_> - I have no sound
[15:20:19] <SeaOtter_> - I have no mouse pointer if I alt+tab
[15:20:26] <lynxlynx> the gui isn't scalable
[15:20:43] <lynxlynx> no sound? you probably didn't build any of the audio plugins
[15:20:44] <Mackiemesser> seaotter: try widescreen mod ;)
[15:21:00] <SeaOtter_> I'm on the gemrb build
[15:21:03] <SeaOtter_> I didn't build it :p
[15:21:13] <SeaOtter_> this one was downloaded
[15:21:30] <lynxlynx> that's an automated build that nobody really tests
[15:21:37] <SeaOtter_> and the GUI is ALL in the top left corner
[15:21:41] <SeaOtter_> thats the problem
[15:21:55] <SeaOtter_> (and it flickers...)
[15:22:00] <lynxlynx> no, the way they designed it is the problem
[15:22:03] <Mackiemesser> lynxlynx: bgt takes bg1 and adds it to bg2
[15:22:28] <SeaOtter_> ah you mean it's expected to be like that ? (given the bioware format)
[15:22:29] <lynxlynx> it's not just extra content for bg2
[15:22:42] <Mackiemesser> => half of the stuff is invisble, throwing errors left and right when running bg1 mode on gemrb
[15:22:44] <lynxlynx> if the engines were that similar, we'd have much easier work
[15:22:52] <lynxlynx> hehe
[15:23:01] <SeaOtter_> I see, so I need to use an accepted resolution
[15:23:10] <Mackiemesser> I hit enter in the middle of the sentence -.-
[15:23:19] <lynxlynx> bg2 comes with up to 1024*768 iirc
[15:23:30] <SeaOtter_> note that the problem persist on the demo, though the GUI is not the BG2 one
[15:24:10] <Mackiemesser> spawn is still massive, I think its due to just the BGT mod
[15:24:13] <SeaOtter_> (which means I don't see the DEMO DEMO DEMO DEMO DEMO dialog until I pass over it with my mouse... in which case it flickers)
[15:25:03] <SeaOtter_> the strange thing is, in BG2, only the lateral left bar is normal
[15:25:19] <SeaOtter_> the bottom and right bars are invisible / flickering
[15:25:23] <SeaOtter_> :x
[15:35:42] <lynxlynx> not our problem
[15:35:56] <lynxlynx> though of course, it's a common feature request
[15:36:54] <SeaOtter_> you mean, higher resolutions ?
[15:40:46] <lynxlynx> arbitrary
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[16:05:40] <Mackiemesser> cheers, sorrry network crashed
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[21:30:15] --- Topic for #gemrb is: GemRB 0.8.0 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php
[21:30:15] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Sat Apr 27 10:20:08 2013
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