#gemrb@irc.freenode.net logs for 20 Nov 2010 (GMT)

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[00:51:32] <pupnik> i was invited to do music for Blair Witch Project
[00:51:56] <pupnik> You can hear my friends Mike and Bryan on it
[01:40:48] <pupnik> http://www.filedump.net/dumped/895157eafd9129e23114dee7de030cd31753961290084603.pdf Plethysymographic imaging. Detecting human heart rate from photographs.
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[09:14:21] <Avenger> hi
[09:14:32] <lynxlynxlynx> oj
[09:17:32] <fuzzie> hi
[09:21:37] <Avenger> the applyeffect effect (0xb1) copies the firstapply field from itself to the applied effect
[09:21:59] <Avenger> I didn't check if we do that :)
[09:22:26] <fuzzie> i think lynx added it
[09:23:41] <lynxlynxlynx> no idea
[09:24:08] <fuzzie> hm, i guess not
[09:24:15] <lynxlynxlynx> we don't copy it
[09:24:19] <fuzzie> funny, i remember looking at something involving it and thinking "why do we copy this?" before realising
[09:24:54] <Avenger> i'm right in this code now, seeing what's copied after the effect was loaded
[09:25:23] <fuzzie> are we all good for the release?
[09:25:25] <Avenger> even things you wouldn't expect
[09:25:30] <Avenger> like duration!
[09:25:53] <lynxlynxlynx> we already do that
[09:25:55] <fuzzie> we *do* copy duration
[09:26:05] <fuzzie> oh, we do copy FirstApply to.
[09:26:06] <fuzzie> too.
[09:26:12] <lynxlynxlynx> plus target, timing mode
[09:26:13] <fuzzie> "ret = target->fxqueue.ApplyEffect(target, myfx, fx->FirstApply);"
[09:26:23] <fuzzie> that fx is the applyeffect.
[09:26:39] <fuzzie> so i am not going mad :P
[09:27:00] <Avenger> O_o me nether, i am already :D
[09:28:56] <Avenger> yes, timing mode target and caster are also copied
[09:29:26] <Avenger> timing mode/duration are the really interesting stuff, that are not trivial
[09:30:12] <Avenger> but, there is some juggling with param3 too!
[09:30:47] <Avenger> the resistance against the new effect is checked/not checked based on param3
[09:31:37] <Avenger> param3 of the applying effect, so i wonder who sets that
[09:31:59] <Avenger> i see, it is set here
[09:32:06] <Avenger> after one apply
[09:32:14] <Avenger> i bet we don't do that, and it hurts us
[09:33:39] <fuzzie> heh
[09:34:26] <Avenger> so, if the applying effect is taking longer, then it will check the resistance only first time
[09:35:28] <Avenger> applyeffect_curse doesn't check the resistance, iirc
[09:35:32] <Avenger> that's the difference
[09:36:48] <Avenger> yes, that is a simpler stuff not juggling with tryapplyeffect and param3
[09:36:58] <fuzzie> :)
[09:39:48] <Avenger> we don't copy timing mode, and i wonder how that would hurt us
[09:40:07] <Avenger> err we do
[09:40:24] <Avenger> i meant, target, but i think that's fine
[09:41:09] <Avenger> at this point, target is always personal, the effect is already in the affected actor's queue
[09:43:49] <Avenger> fuzzie, what if ApplyEffect takes a 4. parameter (check resistance needed?)
[09:57:20] <Avenger> 0x11b fx_apply_effect_curse doesn't 'get a chance to roll new percents', the comment is wrong
[10:05:30] <lynxlynxlynx> there, caster id and this roll
[10:05:52] <CIA-28> GemRB: 03lynxlupodian * r2f8b3b10819f 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: copy more fields in fx_apply_effect*
[10:08:12] <Avenger> i see you are already in there
[10:08:51] <Avenger> lynx: could you do some more changes?
[10:09:16] <Avenger> ---> int EffectQueue::ApplyEffect(Actor* target, Effect* fx, ieDword first_apply, ieDword resistance) const
[10:09:58] <Avenger> if resistance is !=0, do the probability/level/resistance checks inside if(first_apply)
[10:10:32] <Avenger> like this: http://pastebin.com/52j1M36Z
[10:11:14] <Avenger> in 0xb1, do this:
[10:11:17] <Avenger> ret = target->fxqueue.ApplyEffect(target, myfx, fx->FirstApply, fx->Parameter3);
[10:11:19] <Avenger> fx->Parameter3=1;
[10:11:27] <Avenger> and in 0x11b just pass a 0
[10:11:48] <Avenger> hmm, or something like this...
[10:12:31] <Avenger> in 0xb1, it should be: ret = target->fxqueue.ApplyEffect(target, myfx, fx->FirstApply, !fx->Parameter3);
[10:25:15] <lynxlynxlynx> ok
[10:30:11] <lynxlynxlynx> why an ieDword and not just a bool for the resistance switch?
[10:31:08] <Avenger> a bool is an ieDword anyway
[10:31:33] <Avenger> it will just avoid a few 'performance warnings' if you don't use a bool
[10:31:58] <lynxlynxlynx> sucks
[10:33:18] <Avenger> yep, bools are big chunks or default storage size :)
[10:33:23] <Avenger> or->of
[10:33:40] <fuzzie> alignment is important!
[10:33:49] <fuzzie> you put a char in there, you just waste 3 bytes on padding :P
[10:34:09] <Avenger> yep, and lots of code that 'converts' from and to char
[10:34:42] <lynxlynxlynx> atleast the bool vector is specialised
[10:35:22] <Avenger> hmm, i hope i told you all of my changes
[10:35:36] <fuzzie> lynxlynxlynx: but slower, so it's a tradeoff
[10:37:01] <Avenger> fuzzie: what is the alignment of ieDword? lawful evil?
[10:38:17] <fuzzie> Avenger: everything <=4 bytes is aligned on 4 byte boundaries
[10:39:08] <fuzzie> since otherwise you force the processor to do all kinds of internal shifting around
[10:39:22] <fuzzie> well, or it just explodes, on non-x86 :)
[10:39:31] <Avenger> yep, sounds like a law, and an evil one :)
[10:41:33] <fuzzie> hehe, it's like those silly string instructions which nothing implements any more
[10:42:10] <CIA-28> GemRB: 03lynxlupodian * rcf882eee018d 10gemrb/gemrb/ (3 files in 2 dirs): fx_apply_effect_curse doesn't check for resistance on application
[10:46:04] <xrogaan> push push pushy push
[10:47:50] <Avenger> ahh a nice use of default parameter :)
[10:48:16] <Avenger> another reason to use C++ instead of Java
[11:24:08] <xrogaan> so, mh, incewind dale2 isn't fully supported, right ?
[11:24:20] <fuzzie> no
[11:24:24] <fuzzie> i mean, it isn't fully supported
[11:28:16] <xrogaan> sad
[11:28:32] <xrogaan> But I can't buy it right now, I don't have any credit card
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[11:50:12] <lynxlynxlynx> you don't need to buy it
[11:50:52] <lynxlynxlynx> there's too much missing for the usual hit-and-run testing
[11:51:14] <Avenger> yep, pst and iwd2 are not easy
[11:51:34] <Lightkey> you mean it's a challenge?
[11:51:45] <Lightkey> think positive ;-)
[11:52:08] <Avenger> they are very different from the stock engine, so it requires lots of new flags and tweaks
[11:52:12] <Avenger> and reverse engineering too
[11:52:42] <lynxlynxlynx> we are positively-minded, what i was trying to say is that these aren't ready for much tester assistance - they need developer attention first
[11:53:45] <Lightkey> darn it, nobody can take a joke
[11:55:13] <lynxlynxlynx> we can, but an explanation is in order, since the question comes up often
[12:16:06] <Avenger> Actually, i don't like challenges. It is a good question, though. Why do i work on gemrb, if i don't like challenge? I just wanted to play games similar to bg2 or pst. But i guess, no one will write one for me, even if gemrb is capable
[12:17:38] <lynxlynxlynx> the closer we get, the more interest we stir
[12:17:56] <Lightkey> and soon, total world domination!
[12:18:09] <lynxlynxlynx> the sad state of the industry and things like gog help things remain active
[12:18:19] <Lightkey> oh sorry, wrong movie
[12:24:46] <CIA-28> GemRB: 03lynxlupodian * r5f0949a47b8e 10gemrb/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py bg2/LUHLASelection.py):
[12:24:46] <CIA-28> GemRB: GUICommon: redefine ceil, so we don't need to import the math module
[12:24:46] <CIA-28> GemRB: (which isn't available on all platforms)
[12:26:57] <Avenger> you go to great lengths to make us compatible with Android :)
[12:27:30] <Avenger> can't we just distribute the required modules?
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[12:27:53] <lynxlynxlynx> i doubt it
[12:28:08] <lynxlynxlynx> android wasn't the first with this problem btw
[12:28:35] <lynxlynxlynx> it just triggered my i'm-fed-with-this-sheet switch
[12:29:16] <fuzzie> well, usually math is built into the dll/so
[12:32:34] <lynxlynxlynx> i screwed it up though, even with the test
[12:32:36] <wjp> hm, it might be cleaner to skip floats entirely in this particular usage of ceil
[12:33:14] <wjp> and have a ceildiv (or such) function with two integer parameters instead
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[12:42:16] <lynxlynxlynx> i'll just kill the floats; a floaty version can easily be added if the need arises
[12:46:03] <Avenger> kill all floats!
[12:49:10] <CIA-28> GemRB: 03lynxlupodian * r4c26c1b6ea9d 10gemrb/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py bg2/LUHLASelection.py): GUICommon: fixed ceil to care about all the decimals and made it return an int
[12:51:48] * wjp still doesn't get why floats are being used there at all
[12:52:01] * Avenger agrees with wjp.
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[13:57:47] <Avenger> re: <lynxlynxlynx> the sad state of the industry and things like gog help things remain active. Yeah, but if there wasn't this sad state, i could play happily. I'm happy about GoG, though. I'll probably buy witcher2 through them, just to support them
[13:58:25] <Avenger> i liked witcher1, even though it was this crappy 3d thing :)
[13:58:44] <Avenger> it was not linear at least
[14:01:08] <lynxlynxlynx> i plan to try it some day
[14:01:20] <lynxlynxlynx> it's probably patched enough now
[14:02:55] <Avenger> hehe, yes, i had to buy a new computer just to play it, and it was still a bit laggy on the new one :)
[14:03:24] <Avenger> there was a major update and more patches
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[17:10:11] <Avenger> so, what about the release?
[17:10:29] <lynxlynxlynx> tommorow or the next day
[17:11:05] <lynxlynxlynx> so fixes are still welcome
[17:21:40] <lynxlynxlynx> like the 61 probability thing
[17:22:03] <lynxlynxlynx> now we treat it as a data bug, but i don't remember the spell ever to fail in the original
[17:23:01] <lynxlynxlynx> a bounds change in that check would fix it, but that changes the logic for all
[17:49:36] <Avenger> in the IE, the effects don't have this random number field. They store the random number similarly to the saving throws
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[18:20:37] <lynxlynxlynx> oh, another thing
[18:22:22] <lynxlynxlynx> Avenger: do we really do "detect illusions" yet? for some reason i added it in the news, but i don't see any code for that in fx_find_traps
[18:24:42] <fuzzie> UpdateActorState casts 'detect' every frame
[18:25:00] <fuzzie> which i think is what was meant at the time
[18:25:18] <lynxlynxlynx> yes, that calls find traps, which also deals with secret doors
[18:25:45] <lynxlynxlynx> hmm
[18:25:57] <Zenve> Hey I have a quick question on the engine
[18:26:24] <lynxlynxlynx> Avenger: any idea how the original decided whether to dispel invisibility when detecting traps?
[18:28:34] <lynxlynxlynx> must be a long question Zenve
[18:29:31] <Zenve> Lol didn't want to interrupt. Is it compatible at all with BGT and all the mods that are available for it?
[18:29:59] <lynxlynxlynx> mostly
[18:30:16] <lynxlynxlynx> i wouldn't suggest using it yet though
[18:33:26] <Zenve> Alright, well, good to hear that nonetheless. Btw, can the engine be compiled on vs express 2010?
[18:34:59] <fuzzie> in theory :)
[18:39:49] <tomprince> Zenve: We would like to fully support BGT and all the mods, but the main focus right now is on getting the original games working.
[18:40:47] <lynxlynxlynx> do any of you have good knowledge on where the problems lie?
[18:40:55] <lynxlynxlynx> it would be good to have this documented on the wiki
[18:41:22] <Zenve> I understand completely, it would be pretty pointless to impliment full support for the mods when the original games don't work yet.
[18:41:39] <fuzzie> well, fixing bugs which are obvious in mods is often helpful for support for the original games
[18:41:41] <lynxlynxlynx> mods are just mods, they should just work
[18:41:47] <Zenve> I'm just starting to learn c++ and I've been interested in the gem rb engine for some time.
[18:42:38] <Zenve> So it actually is functions more as a complete emulator of the original game engine then. I take it you're trying to get as close as possible?
[18:43:03] <Zenve> just functions* damn typos
[18:43:42] <tomprince> I am not aware of any issues with mods, other than the interact banter bug, which I don't know if it ever got fixed.
[18:43:49] <lynxlynxlynx> no, we don't try to emulate the original's bugs where possible
[18:43:57] <fuzzie> i applied your patch for the interact banter bug a while ago
[18:44:02] <Zenve> Lol
[18:44:07] <fuzzie> if that's what you're thinking of
[18:44:11] <tomprince> Yes.
[18:44:39] <fuzzie> since i checked it in the original engine and it seems to behave exactly the way you coded it.
[18:45:47] <tomprince> So, I don't think there are any known bugs with mods.
[18:45:50] <fuzzie> still broken for ToB though :(
[18:46:19] <lynxlynxlynx> interjections too
[18:46:28] <Zenve> no, I meant if the mods work for the original engine, the scripting system can be interpreted by gemrb. Hence the mods work in exactly the same way yes?
[18:46:35] <lynxlynxlynx> but this is all core stuff, not introduced by mods
[18:46:46] <lynxlynxlynx> Zenve: pretty much
[18:46:59] <lynxlynxlynx> recently some started to do exe patching, which of course makes no sense for us
[18:47:03] <Zenve> Aha, that clears things up, thanks.
[18:47:22] <Zenve> I agree, I've been thinking why don't they just help contribute to gemrb???
[18:48:21] <tomprince> Although, we would be willing to implement (read: have someone implement) the exe patches.
[18:49:54] <lynxlynxlynx> we already do some of that
[18:49:55] <tomprince> Well, taimon doesn't code for gemrb, but does reverse-engineering for us.
[18:50:24] <Zenve> If only there was more collaboration. I can't quite understand why people are still stuck on using such a roundabout method when a very feasible alternative now exists.
[18:51:41] <lynxlynxlynx> it's not so feasible as you may think
[18:52:15] <lynxlynxlynx> the wider infinity community is not a hacker fest
[18:52:58] <lynxlynxlynx> and for windows users (=majority) there is little benefit currently
[18:53:17] <Zenve> Ah I see your point there.
[18:54:25] <lynxlynxlynx> there are some killer mod possibilites that will make them flock though :)
[18:55:01] <Zenve> Also, having all the classic ie games be entirely multiplatform is a great endeavor in itself, though.
[18:55:13] <lynxlynxlynx> next year, if i don't get too clobbered, i plan to make the 10-party mod, which everyone drools over
[18:55:28] <Zenve> For linux there's only wine which is not mod friendly and would probably incur more bugs than gemrb
[18:55:29] <lynxlynxlynx> sure, but desktop users don't care about that
[18:55:48] <lynxlynxlynx> wine works pretty well if you don't hit a bad version
[18:56:14] <lynxlynxlynx> heavy modding makes it damn slow though, even with extra biffing
[18:56:30] <Zenve> Yep, that pretty much kills it since everyone has gotten so into that big world thing
[18:57:29] <Zenve> So how much C++ skill would be required to assist in bug squashing? Any chance for a beginner looking to sharpen up his C++ skills or are you guys all CS majors lol
[19:00:24] <tomprince> No, not all of us are.
[19:00:27] <lynxlynxlynx> very little c++ (but general C), unless you try to fix something from tomprince
[19:01:12] <lynxlynxlynx> part of the fun can be had in python
[19:01:20] <fuzzie> if you ask about things in particular, someone can generally point you to where the issues lie
[19:01:50] <Zenve> python, no kidding?
[19:02:03] <Zenve> There are python bindings?
[19:02:40] <tomprince> The GUI is mostly implemented in python.
[19:02:47] <fuzzie> the UI is written in python, the theory being that all non-CHU GUI modding can be done that way
[19:03:18] <Zenve> I love python, that's great news to me
[19:03:29] <Zenve> have you guys heard of SWIG by chance or maybe cython?
[19:03:48] <lynxlynxlynx> we heard but blea
[19:03:57] <fuzzie> generally we turn into large growling monsters when people mention adding build dependencies
[19:04:03] <lynxlynxlynx> when we say gui, we mean the glue, not the widgets
[19:04:11] <Zenve> lol okay, okay
[19:04:26] <lynxlynxlynx> the games come with their own data formats for them, so we just have to add the glue
[19:04:50] <wjp> i.e., the actual logic behind the buttons
[19:05:13] <Zenve> So from the sound of it, gui aside, you guys are sticking with good old C and the IE scripting system.
[19:05:26] <fuzzie> yes, it really is primarily a reimplementation project
[19:05:26] <wjp> the python bits are called 'GUIScripts' if you're browsing through the gemrb sources
[19:05:40] <tomprince> Except me :) I would very much like something more automated to generate the python bindings, but I haven't come up with something compelling enough yet.
[19:06:01] <Zenve> Swig doesn't work hmm?
[19:06:04] <wjp> I've used cython in another project that's very enthusiastic about it
[19:06:31] <wjp> it's more of a matter that what we have now works
[19:06:51] <wjp> so there's no real pressing need to use a tool to (re)create the bindings
[19:06:57] <wjp> (at least from my point of view)
[19:07:01] <lynxlynxlynx> pretty late in the game for that
[19:07:14] <fuzzie> well, it would be nice to have when we have a 1.0, imo
[19:07:18] <Zenve> I agree, not good to chainge horses midstream as they say eh lol
[19:07:23] <Zenve> and make things overly complicated for no reason
[19:07:30] <fuzzie> but i am still firmly in the "make it work" part of the "make it work, make it right, make it fast" thing
[19:08:44] <fuzzie> although i got a little derailed with win16 stuff
[19:08:59] <fuzzie> assuming i know nothing about effects, lynx, is there anything else needed for the release?
[19:09:29] <lynxlynxlynx> the worldmap bit, but i got that covered
[19:09:46] <lynxlynxlynx> and the ranged/melee cleanup, but those are effects
[19:09:48] <Zenve> o that's right you guys are doing a release some time this month aren't you? I heard about that. Can't wait to try it out.
[19:11:02] <lynxlynxlynx> very soon
[19:21:23] <Zenve> Oh btw, since I'm on XP I can just use mingw right? From what was said earlier that would probably be better than using VS for compiling wouldnt it?
[19:22:03] <lynxlynxlynx> shouldn't be much of a difference
[19:22:19] <lynxlynxlynx> however, gcc4 had a serious bug on mingw last time we tried it
[19:22:40] <lynxlynxlynx> caused a major memory leak, so we didn't release a windows binary the last time
[19:23:47] <fuzzie> some destruction order mess, i guess
[19:24:20] <Zenve> hmm now I'm thinking I should use vs after all lol
[19:24:36] <fuzzie> you should just be able to run cmake and get a visual studio project file, i think
[19:25:06] <Zenve> yep< I'll just go that route
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[19:46:40] <Avenger> actually, the next release should be around tomorrow
[19:47:06] <Avenger> zenve: i use msvc to compile gemrb, and it is fine
[19:47:35] <Avenger> vs6 and 7 are supported
[19:47:40] <Avenger> dunno about later compilers
[19:49:56] <Avenger> lynxlynxlynx: yes we do detect illusions
[19:50:55] <lynxlynxlynx> http://pastebin.ca/1997347
[19:51:06] <lynxlynxlynx> i'm working on it, i guess we're not on the same page
[19:51:48] <Avenger> this --> core->ApplySpell("detect", this, this, 0);
[19:51:59] <lynxlynxlynx> that only takes care of secret doors
[19:52:10] <lynxlynxlynx> thieves can detect invisible enemies
[19:53:29] <Avenger> if you do anything, do it in the spell, don't hardcode anything
[19:53:48] <Avenger> the original engine just applies a few effects there too
[19:54:05] <Avenger> i thought i added all of them...
[19:54:07] <Avenger> odd
[19:54:35] <lynxlynxlynx> check the diff, i'm modifying the effect
[19:55:02] <lynxlynxlynx> it has this silly loop, since the effect doesn't use an area projectile yet
[19:55:59] <Avenger> i would rather add new effects
[19:56:10] <Avenger> let me see what exactly is done in the original
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[20:06:21] <Avenger> doh, i know i wrote this already
[20:06:37] <Avenger> look in EffectQueue --> //gemrb specific, stat based chance
[20:06:58] <Avenger> i should have committed it along with that comment
[20:07:12] <Avenger> i remember creating the spell too :(
[20:08:03] <Zenve> Thanks Avenger, The oldest edition I have atm is 9 (2008) Hope it turns out to be compatible.
[20:08:27] <Avenger> i doubt it will be compatible out of the box
[20:09:04] <Avenger> anyway, you might want to try either the msvc6 or 7 project files, even if they are a bit out of date
[20:09:39] <lynxlynxlynx> Avenger: you committed only the probability bit
[20:09:58] <lynxlynxlynx> the part that you just quoted
[20:10:15] <Avenger> really? :(
[20:10:19] <Avenger> that sucks
[20:10:28] <Avenger> which revision is that... got a link?
[20:10:49] <lynxlynxlynx> 12c9cfeb9495faa635d8acd0f0512c6926e1fe81
[20:11:57] <Zenve> Thanks I'll give it a shot, only one way to find out I guess. I might just try the updated mingw as well.
[20:12:44] <Avenger> heh lynx, the missing bits are in findtrap.spl
[20:12:52] <Avenger> i don't know what did i think
[20:13:02] <Avenger> findtrap.spl shouldn't have them, of course
[20:13:23] <Avenger> i put them in the wrong spell
[20:14:10] <Avenger> yep, those 2 effects should go into detect
[20:14:46] <lynxlynxlynx> oh
[20:15:20] <Avenger> i've done it
[20:16:08] <lynxlynxlynx> how is the difficulty/chance computed?
[20:16:53] <Avenger> hmm, on the other hand...
[20:17:01] <Avenger> doh, it is good as it is
[20:17:10] <Avenger> the illusions are detected when you do a find traps
[20:17:19] <Avenger> hehe
[20:17:26] <Avenger> ok, then it is good this way
[20:19:28] <Avenger> so, you need to actively look for invisible opponents using the find traps modal action
[20:19:31] <Avenger> that should work
[20:19:38] <lynxlynxlynx> how??
[20:20:01] <lynxlynxlynx> firing up dltcep
[20:20:03] <Avenger> you click on find traps
[20:20:29] <Avenger> the probability is set to 100/136 for them
[20:20:51] <Avenger> 100 means, prob2 is a stat, whose value is the actual chance
[20:20:59] <Avenger> 136 is detect illusions
[20:21:17] <Avenger> the newest dltcep can actually tell you :)
[20:21:38] <Avenger> if you hover over the stat values, read the tooltip
[20:21:39] <lynxlynxlynx> i'm on the old one and findtrap shows 0-100 there
[20:21:57] <Avenger> the old dltcep 'corrected' the values
[20:22:02] <Avenger> don't save it :)
[20:22:27] <Avenger> you can get a new one from g3
[20:24:17] <lynxlynxlynx> so the skill doesn't matter at all
[20:25:17] <Avenger> ?
[20:25:21] <Avenger> it sure does
[20:25:33] <lynxlynxlynx> oh, right
[20:26:00] <lynxlynxlynx> does that hack mean the detection will always succeed if you have the skill above 100?
[20:26:06] <Avenger> only for the illusion specific stuff
[20:26:10] <Avenger> yes
[20:26:14] <lynxlynxlynx> ok
[20:26:19] <Avenger> and that is how the original works too
[20:26:41] <Avenger> it sets the effect chance from the det. illusion skill
[20:27:33] <lynxlynxlynx> a very powerful ability then
[20:28:04] <lynxlynxlynx> our 136 is complete? surely the nondetection state should avoid it?
[20:28:25] <Avenger> it disables the effect, i guess
[20:28:52] <Avenger> oh hmm
[20:29:02] <Avenger> no
[20:29:14] <Avenger> remove school wouldn't be disabled by nondetection
[20:29:19] <Avenger> i dont know
[20:29:25] <Avenger> i saw no other stuff here
[20:29:31] <lynxlynxlynx> don't worry about it
[20:29:45] <lynxlynxlynx> i know the original was flaky with that state
[20:30:03] <lynxlynxlynx> the cloak of nondetection was buggy, but the fixpack deals with that
[20:30:14] <lynxlynxlynx> i don't know what the problem was though
[20:30:24] <lynxlynxlynx> next
[20:31:12] <Avenger> the 'detected' trigger is not sent, though
[20:31:37] <Avenger> hmm that should be in findtraps
[20:31:47] <Avenger> do we send the trigger in findtraps opcode?
[20:32:17] <lynxlynxlynx> so, for that melee/ranged effect move i was thinking of adding another two fxqueues, one for each type, copying their effects or adding just one and reusing the unknown field in the effect object to separate them; in either case, their contents would be copied to the attack projectile when it is used and cleared each tick in Actor::RefreshEffects
[20:32:32] <lynxlynxlynx> ... if the underlying door/container code does
[20:32:48] <Avenger> yeah probably they do. Why do you need 2 new fxqueues?
[20:33:53] <Avenger> can't we just cherry pick them from the original fxqueue?
[20:33:53] <lynxlynxlynx> one for ranged and one for melee effects; one alternative was also mentioned, probably there's more
[20:34:21] <Avenger> i don't want to manage (clear, rebuild) new lists
[20:34:33] <fuzzie> what problem are you trying to fix, lynx? i forget
[20:34:49] <lynxlynxlynx> we create the attack projectile just when we need it, that's why the current approach works only when we're lucky
[20:35:04] <Avenger> the problem with lists is you will have to clear them at the beginning of each effect update
[20:35:27] <fuzzie> how does the original engine maintain this stuff?
[20:35:31] <Avenger> you can find them by fishing for them in the fxqueue
[20:35:39] <Avenger> fuzzie: it maintains 12 lists :P
[20:35:42] <fuzzie> well, that is slower :)
[20:35:46] <fuzzie> i mean, fishing around in the fxqueue
[20:35:49] <Avenger> or 14
[20:36:06] <lynxlynxlynx> only the parent are in the queue, these effects are basically specialisations of fx_apply_effect
[20:36:07] <Avenger> no, because you need to use them only when you hit
[20:36:23] <Avenger> but you have to maintain them in every ai tick
[20:37:23] <Avenger> yes lynx, it is easy to go through the fxqueue, and fish for them, see how i did the weapon/creature immunity
[20:37:39] <Avenger> the original engine maintains separate lists for those too
[20:37:50] <lynxlynxlynx> i don't see a problem with the second level
[20:38:59] <lynxlynxlynx> (and we don't set the detected trigger, unless it is done outside actorblock)
[20:43:27] <Avenger> actually, fuzzie: what if each effect that would have a list in the original, sets a bit in a stat. If the bit is 0, we assume the list is empty, if it is set, only then we go fish. Is that still slower than the original?
[20:43:52] <fuzzie> i doubt it :)
[20:44:15] <fuzzie> but in the end, it is probably an irrelevant difference
[20:46:27] <Avenger> lynx, i can create you the filtering function if you want
[20:46:47] <Avenger> it will take an fxqueue, and add the relevant effects to it
[20:47:00] <Avenger> i guess, that's what you need?
[20:47:07] <lynxlynxlynx> sure
[20:47:10] <Avenger> k
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[20:50:10] --> Avenger has joined #GemRb
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[21:36:37] <CIA-28> GemRB: 03avenger_teambg * r3155aa58db60 10gemrb/gemrb/ (4 files in 3 dirs): melee / ranged effects
[21:37:23] <CIA-28> GemRB: 03avenger_teambg * ra0367f883498 10gemrb/gemrb/override/ (iwd2/effects.ids pst/effects.ids): removed bogus effect name (0xa4 is cure intoxication)
[21:38:43] <Avenger> lynxlynxlynx: i think this will do it :) or something similar.
[21:40:08] <lynxlynxlynx> yeah, looks like it
[21:40:11] <lynxlynxlynx> thanks
[21:52:05] <lynxlynxlynx> let's see
[21:53:05] <lynxlynxlynx> ups, core dump, double free
[21:53:30] <lynxlynxlynx> the game's way of telling me not to attack kids
[21:59:42] <Avenger> eep
[22:00:38] <Avenger> yes, don't delete fx after Addeffext(fx,true)
[22:01:37] <Avenger> and probably that true is a false too :(
[22:02:37] <lynxlynxlynx> does it matter?
[22:04:46] <lynxlynxlynx> btw, the reputation triggers work, didn't notice it before :)
[22:06:25] <lynxlynxlynx> perfection :D
[22:06:49] <lynxlynxlynx> the paladins are of low enough level and have enough hp for a good test
[22:17:33] <lynxlynxlynx> hah
[22:17:57] <lynxlynxlynx> jan cast invisibility 10' radius and the town crier got hit too :)
[22:24:57] <Avenger> hmm
[22:25:06] <Avenger> it should be party only, i guess
[22:27:01] <lynxlynxlynx> friendly only
[22:27:10] <lynxlynxlynx> don't forget summons ;)
[22:28:51] <CIA-28> GemRB: 03lynxlupodian * r872666ca32d9 10gemrb/gemrb/core/EffectQueue.cpp: EffectQueue::AddWeaponEffects: don't delete a borrowed reference
[22:31:00] <CIA-28> GemRB: 03lynxlupodian * rc8369d5a3573 10gemrb/NEWS: NEWS bump
[22:32:04] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r09d471f7502e 10gemrb/gemrb/override/bg2/walksnd.2da: initial bg2 walk sound table
[22:32:05] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r5a6ba85a922b 10gemrb/gemrb/ (8 files in 8 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[22:32:11] <CIA-28> GemRB: 03fuzzie 070.6.3 * rd82e65492b47 10gemrb/gemrb/GUIScripts/pst/LoadScreen.py: unload the loading window in EndLoadScreen
[22:32:17] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rc6d2f4525af7 10gemrb/gemrb/ (7 files in 3 dirs): walksounds initial implementation
[22:32:18] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * ra50e1b7a464a 10gemrb/gemrb/GUIScripts/pst/LoadScreen.py: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[22:32:19] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * re6832c07b19c 10gemrb/gemrb/ (core/Scriptable/Actor.h plugins/FXOpcodes/FXOpcodes.cpp): implemented a brittle fx_melee_effect/fx_ranged_effect
[22:32:20] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rced4b8016eb5 10gemrb/gemrb/ (core/Effect.h plugins/EFFImporter/EFFImporter.cpp): read more effv2 fields
[22:32:21] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r2afe46a351a0 10gemrb/gemrb/core/EffectQueue.cpp: disable multiple instances of same sequencer
[22:32:24] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r3479b1695e4c 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed unpause target to correctly remove ALL pause target effects
[22:32:27] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r5638bb7057da 10gemrb/gemrb/core/Map.cpp: fixed crash caused by the recent searchmap refactoring
[22:32:28] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * re3ecd2feb893 10gemrb/gemrb/core/System/FileStream.cpp: print filename when encountering invalid seek position
[22:32:31] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r93f2107d040f 10gemrb/gemrb/ (core/WorldMap.cpp plugins/WMPImporter/WMPImporter.cpp): fixed the worldmap patcher (forgot to increment the area link count)
[22:32:33] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rf6d8062156ed 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::DebugDump: added levels and combined globalid with inparty
[22:32:38] <CIA-28> GemRB: 03fuzzie 070.6.3 * r700a76173692 10gemrb/gemrb/core/GameScript/Actions.cpp: release MoveViewObject/AddWayPoint on bad target
[22:32:39] <CIA-28> GemRB: 03fuzzie 070.6.3 * r72e86486214c 10gemrb/gemrb/core/GameScript/Actions.cpp: don't ClearActions on Sender if target doesn't exist
[22:32:42] <CIA-28> GemRB: 03fuzzie 070.6.3 * r4cfcf7bed8c4 10gemrb/gemrb/ (6 files in 4 dirs): get rid of CutSceneId hack
[22:32:47] <CIA-28> GemRB: 03fuzzie 070.6.3 * r2cfe649ed165 10gemrb/gemrb/core/GameScript/Actions.cpp: add a hack to (temporarily) fix dhjollde dialog problems
[22:32:49] <CIA-28> GemRB: 03fuzzie 070.6.3 * r3c7189154dde 10gemrb/gemrb/core/GameScript/Actions.cpp:
[22:32:49] <CIA-28> GemRB: Revert "add a hack to (temporarily) fix dhjollde dialog problems"
[22:32:49] <CIA-28> GemRB: This reverts commit 2cfe649ed165f18d43739bb64dab884f43936248.
[22:32:52] <CIA-28> GemRB: 03fuzzie 070.6.3 * r9fa87393513f 10gemrb/gemrb/core/DialogHandler.cpp: disable cutscene mode when moving to a new dialog node
[22:32:52] <CIA-28> GemRB: 03fuzzie 070.6.3 * r987695c97593 10gemrb/gemrb/core/GameScript/GameScript.cpp: break any current action only after queueing cutscene actions
[22:32:53] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r98cf0cc915a1 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): proper walksounds
[22:32:56] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rd60baa228534 10gemrb/gemrb/core/Map.cpp: remove expired effects from dead actors too
[22:33:00] <CIA-28> GemRB: 03fuzzie 070.6.3 * rd0c7f618d72a 10gemrb/gemrb/ (10 files in 6 dirs): add basic sound handles (untested, implemented for openal only)
[22:33:03] <CIA-28> GemRB: 03fuzzie 070.6.3 * re25065b6b60d 10gemrb/gemrb/override/ (how/gemrb.ini iwd/gemrb.ini):
[22:33:03] <CIA-28> GemRB: disable CutsceneAreascripts for iwd/how
[22:33:03] <CIA-28> GemRB: (since it causes problems with at least one area, presumably this is correct)
[22:33:06] <CIA-28> GemRB: 03fuzzie 070.6.3 * r1336d339f749 10gemrb/gemrb/override/shared/gemact.ids: add internal LeaveAreaName action to gemact.ids
[22:33:08] <CIA-28> GemRB: 03fuzzie 070.6.3 * rc99730fd5e8f 10gemrb/gemrb/core/GameScript/ (GameScript.cpp GameScript.h): allow Scriptables to be passed to GenerateActionDirect
[22:33:09] <CIA-28> GemRB: 03fuzzie 070.6.3 * rdc70f23b6666 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.h: compile fix for OpenAL
[22:33:13] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rb86e9bb8263c 10gemrb/gemrb/ (3 files in 2 dirs):
[22:33:13] <CIA-28> GemRB: fixed death scream on load
[22:33:13] <CIA-28> GemRB: refactored the housekeeping stuff of creature loader into the actor (less referencing)
[22:33:18] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r9f21972143d8 10gemrb/gemrb/core/Scriptable/Actor.cpp: removed some cruft
[22:33:19] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rc7406231e1fa 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed some more misplaced comments
[22:33:23] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rcd950fce4819 10gemrb/gemrb/ (core/EffectQueue.cpp plugins/EFFImporter/EFFImporter.cpp):
[22:33:23] <CIA-28> GemRB: for v1 effects, copy the dice values into the v2 min/max fields and
[22:33:23] <CIA-28> GemRB: simply check that in check_level
[22:33:23] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rb79d19847300 10gemrb/CMakeLists.txt: cmake: check the right python variable and be more verbose about it
[22:33:26] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rf05f4571f45f 10gemrb/NEWS: NEWS bump
[22:33:26] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r4c55a932f936 10gemrb/gemrb/tests/minimal/README: fixed typo, thanks Lightkey
[22:33:29] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r49f08c32559e 10gemrb/gemrb/ (4 files in 3 dirs): Spell::AddCastingGlow: do the casting sound directly and mind the duration
[22:33:32] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rb31aca06e3f1 10gemrb/gemrb/override/ (bg1/bloodclr.2da how/bloodclr.2da iwd2/bloodclr.2da): cloned bg2 blood color table for all games (iwd might need additional lines)
[22:33:34] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r7c9dbd3b8e73 10gemrb/gemrb/override/iwd/bloodclr.2da: sorry, this one left out...
[22:33:36] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r8939491d7a31 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::CopySelf: create the derived stats after the spellbook copying
[22:33:39] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r8e5dd011224c 10gemrb/gemrb/core/Spellbook.cpp:
[22:33:39] <CIA-28> GemRB: Spellbook::CopyFrom: clear the spellbook first
[22:33:39] <CIA-28> GemRB: fixes illusionary illusionary spellcasting
[22:33:49] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r799396f0b676 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: msvc7 compatibility fix
[22:33:53] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r25001101e8ff 10gemrb/gemrb/GUIScripts/ (bg1/GUIMA.py iwd/GUIMA.py pst/GUIMA.py): center worldmap viewport on current area in bg1, pst, how
[22:33:53] <CIA-28> GemRB: 03fuzzie 070.6.3 * rab6d5c312450 10gemrb/gemrb/ (core/Audio.h plugins/OpenALAudio/OpenALAudio.cpp): add GEM_SND_LOOPING flag and handle it in OpenALAudio
[22:33:55] <CIA-28> GemRB: 03fuzzie 070.6.3 * rbdf3fe66753f 10gemrb/gemrb/core/ (Projectile.cpp Projectile.h): try adding sound handles for looping projectiles, try fixing hover sound too
[22:33:59] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r907b6876f6de 10gemrb/gemrb/core/Projectile.cpp: projectile: looping sound fix
[22:34:01] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * ra4559841372e 10gemrb/gemrb/core/GUI/GameControl.cpp:
[22:34:01] <CIA-28> GemRB: display the selection message only when selecting not also when targetting
[22:34:01] <CIA-28> GemRB: for combat or other actions
[22:34:02] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r349f3a6ae1a9 10gemrb/gemrb/core/ScriptedAnimation.cpp:
[22:34:02] <CIA-28> GemRB: fuzzie fixed the vvc sound playing for the onset phase
[22:34:02] <CIA-28> GemRB: fixes summoning vvcs not playing their sound
[22:34:04] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r63c7b70389d3 10gemrb/gemrb/core/ (ScriptedAnimation.cpp ScriptedAnimation.h):
[22:34:04] <CIA-28> GemRB: stop playing the vvc sound when the animation ends
[22:34:05] <CIA-28> GemRB: fixes spmonsum's sound playing too long
[22:34:05] <CIA-28> GemRB: 03fuzzie 070.6.3 * r700279450950 10gemrb/gemrb/ (3 files in 2 dirs): add SetPos and StopLooping functions to SoundHandle
[22:34:06] <CIA-28> GemRB: 03fuzzie 070.6.3 * r4954254ea0bc 10gemrb/gemrb/core/Projectile.cpp: move projectile sounds when projectiles move
[22:34:08] <CIA-28> GemRB: 03wjpalenstijn 070.6.3 * r8a24a120da6e 10gemrb/gemrb/ (core/Map.cpp plugins/IWDOpcodes/IWDOpcodes.cpp): Fix off-by-ones in strnuprcpy calls
[22:34:11] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r51166e8a953c 10gemrb/gemrb/ (5 files in 4 dirs): factored out the EFFv2 saving into EFFImporter
[22:34:12] <CIA-28> GemRB: 03fuzzie 070.6.3 * r145c160a7f5b 10gemrb/gemrb/core/Scriptable/Actor.cpp: only call pcf in SetStat when stat actually changed
[22:34:13] <CIA-28> GemRB: 03fuzzie 070.6.3 * r085019127c2a 10gemrb/gemrb/core/Scriptable/Actor.cpp: fix GetHpAdjustment
[22:34:17] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r5bd867afe1a6 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fx_apply_effect: don't reroll the random value
[22:34:18] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * radd9fe7277c2 10gemrb/gemrb/ (core/EffectQueue.cpp plugins/FXOpcodes/FXOpcodes.cpp): roll the effect random number between 0 and 99
[22:34:21] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * redb221b0ba21 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[22:34:21] <CIA-28> GemRB: fx_apply_effect: *do* reroll the random value
[22:34:21] <CIA-28> GemRB: This reverts commit 5bd867afe1a693a1842776357d3cad1b1955a9c7.
[22:34:23] <CIA-28> GemRB: 03fuzzie 070.6.3 * r4274e9b55cbd 10gemrb/gemrb/core/ (Interface.cpp Interface.h): add ApplyEffectQueue, which does CheckImmunity for a queue, and use it
[22:34:25] <CIA-28> GemRB: 03fuzzie 070.6.3 * rf3e59abd517c 10gemrb/gemrb/core/Spell.cpp: Spell::GetEffectBlock: apply all self-targeted effects at once (maybe not best fix)
[22:34:28] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r11f7bae0f2be 10gemrb/gemrb/ (6 files in 5 dirs):
[22:34:29] <CIA-28> GemRB: new stat: IE_CASTING
[22:34:29] <CIA-28> GemRB: use IE_CASTING in fx_disable_spellcasting and fx_polymorph (other effects may also disable casting)
[22:34:30] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r19aa5f439dde 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed missing weapon slots
[22:34:33] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r5c16db99914f 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: display scriptable's position in debugdump
[22:34:36] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r30a7d072bb08 10gemrb/gemrb/core/Scriptable/Actor.cpp: don't play walksounds when game is paused
[22:34:39] <CIA-28> GemRB: 03fuzzie 070.6.3 * r2fdeb484a746 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): add ShouldDrawCircle() function, use it in Draw()
[22:34:41] <CIA-28> GemRB: 03fuzzie 070.6.3 * r1844a44090d1 10gemrb/gemrb/core/Scriptable/Actor.cpp: fix build
[22:34:45] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r0a94ef74d7fb 10gemrb/gemrb/core/GUI/Button.h:
[22:34:45] <CIA-28> GemRB: it turned out, there IS a multiline flag in the button. Swapped two bitfields so
[22:34:46] <CIA-28> GemRB: it is moved to its original place
[22:34:47] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rd1c2cb0a7cc4 10gemrb/gemrb/ (3 files in 2 dirs): Button:read the custom anchor point (also read the button frame indices correctly)
[22:34:50] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r35bd93ca297d 10gemrb/gemrb/plugins/CHUImporter/CHUImporter.cpp: fix previous commit (the hardcoded flags are shifted in our internal representation)
[22:34:52] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r4905e221f3c6 10gemrb/gemrb/ (GUIScripts/GUIDefines.py plugins/CHUImporter/CHUImporter.cpp):
[22:34:52] <CIA-28> GemRB: 1. convert the byte before shifting it
[22:34:52] <CIA-28> GemRB: 2. sync the guiscripts with the bitfield swap in Button
[22:34:54] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * rae663660d389 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed fx_disable_casting (swapped cleric/mage in bg2 and keep the stat after FirstApply)
[22:34:59] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r2bc713215318 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[22:35:00] <CIA-28> GemRB: SetupFist: avoid ugly memory overwritting
[22:35:00] <CIA-28> GemRB: hopefully fixes two arm alignment issues
[22:35:02] <CIA-28> GemRB: 03fuzzie 070.6.3 * r2d48e86c3db2 10gemrb/gemrb/core/Scriptable/Actor.cpp: try another fix for SetupFist
[22:35:06] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * ra11d32125f20 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): split out Actor::SetupFistData
[22:35:09] <CIA-28> GemRB: 03fuzzie 070.6.3 * r5b1050f61d63 10gemrb/gemrb/core/ (Map.cpp Scriptable/Actor.cpp Scriptable/Actor.h): split out animation/misc updates in Actor
[22:35:10] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r2f8b3b10819f 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: copy more fields in fx_apply_effect*
[22:35:13] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rcf882eee018d 10gemrb/gemrb/ (3 files in 2 dirs): fx_apply_effect_curse doesn't check for resistance on application
[22:35:16] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r5f0949a47b8e 10gemrb/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py bg2/LUHLASelection.py):
[22:35:16] <CIA-28> GemRB: GUICommon: redefine ceil, so we don't need to import the math module
[22:35:16] <CIA-28> GemRB: (which isn't available on all platforms)
[22:35:18] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r4c26c1b6ea9d 10gemrb/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py bg2/LUHLASelection.py): GUICommon: fixed ceil to care about all the decimals and made it return an int
[22:35:22] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * r3155aa58db60 10gemrb/gemrb/ (4 files in 3 dirs): melee / ranged effects
[22:35:25] <CIA-28> GemRB: 03avenger_teambg 070.6.3 * ra0367f883498 10gemrb/gemrb/override/ (iwd2/effects.ids pst/effects.ids): removed bogus effect name (0xa4 is cure intoxication)
[22:35:26] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * r872666ca32d9 10gemrb/gemrb/core/EffectQueue.cpp: EffectQueue::AddWeaponEffects: don't delete a borrowed reference
[22:35:37] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rc8369d5a3573 10gemrb/NEWS: NEWS bump
[22:35:47] <lynxlynxlynx> tada
[22:36:21] <Avenger> hehe
[22:36:27] <lynxlynxlynx> next time we'll branch only if there's already a reason to
[22:36:41] <fuzzie> well, that got gemrb on the 'most active projects' list of cia :P
[22:36:48] <Avenger> you copied all commits?
[22:38:02] <lynxlynxlynx> updated the branch with the new commits since its creation
[22:38:46] <lynxlynxlynx> now you can go break everything again
[22:40:13] <lynxlynxlynx> i used the branch again, since i will reenable d66dff09f68d6360cab54a7b34a2dfe0ade62d61 for the release
[22:40:28] <lynxlynxlynx> while it should be fixed properly in the mainline
[22:43:17] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rb9f9552ae73a 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[22:43:17] <CIA-28> GemRB: reinstated d66dff09f68d6 due to incomplete replacement:
[22:43:17] <CIA-28> GemRB: MoveBetweenAreasCore: update the worldmap if needed
[22:45:38] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rf95c50f3fc8c 10gemrb/NEWS: NEWS 0.6.3
[22:45:41] <CIA-28> GemRB: 03lynxlupodian 070.6.3 * rfa19c2ac87c4 10gemrb/ (configure.in gemrb/includes/globals.h): version 0.6.3
[22:46:59] <wjp> eep
[22:48:44] <CIA-28> GemRB: 03lynxlupodian * rfd0af184ae79 10gemrb/ (configure.in gemrb/includes/globals.h): setting the new version to 0.6.3-git
[22:48:56] <CIA-28> GemRB: 03lynxlupodian * r265905b201d0 10gemrb/NEWS: restarted the NEWS cycle
[22:49:15] <wjp> this happened by fast-forwarding 0.6.3 to master?
[22:49:36] <lynxlynxlynx> yes
[22:49:48] <wjp> the commit mail logic seems to be better :-)
[22:50:15] <lynxlynxlynx> aha
[22:50:49] <lynxlynxlynx> for tommorow only the testing and writing remains
[22:51:26] <lynxlynxlynx> and maybe figuring out what went wrong in the factory
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[23:24:15] <Lightkey> highlight again *grmbl* :-P
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[23:30:23] <wjp> which python version(s) do we target?
[23:30:50] <wjp> (specifically regarding the / and/or // operators)
[23:32:49] <fuzzie> 2.5+ or so?
[23:33:07] <wjp> and < 3 I guess
[23:33:08] <wjp> ?
[23:33:09] <fuzzie> 2.6 for the division stuff i'm not sure about
[23:33:12] <fuzzie> yes
[23:34:06] <wjp> ok, so / should "just" be flooring integer division
[23:51:38] <CIA-28> GemRB: 03wjpalenstijn * r64ba0745c447 10gemrb/gemrb/GUIScripts/ (GUICommon.py LUSpellSelection.py bg2/LUHLASelection.py): Use new integer ceildiv instead of float ceil
[23:53:53] <wjp> I wonder what will happen with the current reference to 0.6.2 in the commit mails
[23:54:18] <wjp> it seems to be referencing commits as 'n commits past the 0.6.2 tag' right now
[23:55:08] <wjp> but 0.6.2 was directly tagged on master