#gemrb@irc.freenode.net logs for 22 Aug 2009 (GMT)

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[04:35:57] <pupnik_> i think it is
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[08:35:53] <fuzzie> morning
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[10:46:33] <fuzzie> i should ask Avenger why the JON_ALL_DEAD spell fails
[11:01:17] <Edheldil> Hi, fuzzie
[11:08:42] <fuzzie> i don't suppose you have any idea? :)
[11:50:19] <fuzzie> i guess gemrb's fx_kill_creature_type isn't working
[11:51:12] <fuzzie> and this is because EffectQueue::match_ids doesn't work properly when the id is 0 (match all)
[11:53:05] <fuzzie> oh, it does
[11:53:06] <fuzzie> huh
[11:53:22] <fuzzie> maybe INAREANP isn't catching the right targets or something
[11:56:35] <fuzzie> but CalculateTargetFlag seems ok
[12:01:43] <Edheldil> I am sure you will figure it out :)
[12:02:28] <fuzzie> hehe, I won't, but Avenger will see the log :)
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[12:27:46] <fuzzie> hm, maybe the actors do die and gemrb's doing something stupid elsewhere
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[12:47:43] <Avenger> hi
[12:47:47] <fuzzie> hi
[12:48:23] <Avenger> is lynx awake?
[12:48:46] <fuzzie> well, lynx hasn't said anything yet
[12:48:46] <Avenger> or anyone who feels like guiscripting?
[12:49:02] <Avenger> this is an easy task :)
[12:50:55] <CIA-22> gemrb: 03avenger_teambg * r7006 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Spellbook.cpp Spellbook.h): implemented sorcerer spellbooks
[12:51:06] <Avenger> well, i wanted to ask him if i implement sorcerer spellbooks, would he fix the gui :)
[12:51:32] <Avenger> but i guess, i will have to do it
[12:51:45] <fuzzie> does DLTCEP have an easy way to open a spell by spells.ids name?
[12:51:58] <Avenger> hmm
[12:52:15] <Avenger> you can get the name from the script editor
[12:52:17] <fuzzie> it would be a nice feature if not
[12:52:32] <fuzzie> well, it is easier to grep the ids file than open the script editor and type a Spell action :)
[12:52:36] <Avenger> you select the symbol and press f1
[12:52:42] <Avenger> hmm well
[12:52:46] <fuzzie> it's no big thing though
[12:52:55] <Avenger> but where would you see that spell symbol if not in a script?
[12:53:29] <fuzzie> well, i usually don't view scripts or dialogs in DLTCEP
[12:53:38] <Avenger> aha :)
[12:53:40] <fuzzie> often they're on forums etc
[12:53:45] <Avenger> i see
[12:53:52] <lynxlynxlynx> woah
[12:54:03] <Avenger> so lynx? some easy gui work?
[12:54:07] <fuzzie> i guess now lynx is awake :)
[12:54:32] <fuzzie> i don't see why this JON_ALL_DEAD doesn't work, the effect seems to work fine :(
[12:54:42] <lynxlynxlynx> the spellbook? Maybe later, i'm working on resistances now
[12:54:46] <Avenger> k
[12:54:59] <lynxlynxlynx> the guiscript stuff i was doing earlier drove me crazy
[12:55:23] <fuzzie> the refactoring?
[12:55:43] <lynxlynxlynx> yes
[12:55:49] <fuzzie> yes, that seems a huge pain :(
[12:55:51] <lynxlynxlynx> i hate the import statements
[12:56:03] <lynxlynxlynx> cpp include / sh source ftw
[12:56:32] <lynxlynxlynx> so i learned a way to emulate that with python, but that doesn't work for some reason either
[12:56:44] <Avenger> huh when does this jon_all_dead effect happen
[12:56:59] <lynxlynxlynx> if you visit him when you shouldn't :)
[12:57:05] <fuzzie> Avenger: when you're escaping Spellhold, if you visit him before releasing the prisoners
[12:57:06] <lynxlynxlynx> game over
[12:58:10] <Avenger> odd, it would have an effect radius
[12:58:14] <fuzzie> it seems to successfully kill me
[12:58:17] <fuzzie> and then nothing happens!
[12:58:24] <Avenger> inareanp has a radius
[12:58:51] <fuzzie> the Death effect does damage of resistable types, but the Die() seems like it should kill me anyway
[12:59:06] <fuzzie> but i stopped looking at it, need to fix the action code
[12:59:28] <Avenger> does the spark hit you?
[12:59:40] <Avenger> ahh it has no sparks
[12:59:51] <fuzzie> my animation does change to the DIE one though
[12:59:54] <Avenger> it is just a plain 30' area effect
[13:00:10] <Avenger> huh, then it isn't projectile bug
[13:00:11] <fuzzie> so i don't see what's going wrong, but i think the effects are fine
[13:00:34] <Avenger> well, the slay effect might be buggy
[13:00:46] <Avenger> tried to add a printf in it?
[13:02:13] <fuzzie> i have to rebuild after you changed Spellbook.h :)
[13:08:17] <fuzzie> ok, so the fx_death isn't managing to do a successful kill
[13:09:27] <fuzzie> but it does the right thing, so definitely no effect bug
[13:10:17] <Avenger> interesting, i died easily from some effects
[13:10:26] <Avenger> cloudkill for example
[13:10:40] <Avenger> it has the same kill by level effect
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[13:10:48] <Avenger> hmm, maybe that's the problem
[13:10:51] <fuzzie> it's maybe being interrupted by scripting
[13:10:58] <Avenger> oh
[13:11:05] <Avenger> that must be new
[13:11:27] <fuzzie> i think it might only happen here
[13:14:23] <CIA-22> gemrb: 03lynxlupodian * r7007 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: fixed luck damage bonus
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[13:23:20] <fuzzie> meh
[13:25:08] <fuzzie> the scripting is being de-scheduled!
[13:25:25] <fuzzie> my IF_ACTIVE flag disappears and we're stuck forever
[13:26:43] <fuzzie> two bugs there: we shouldn't be deactivated, and we have to fix IF_ACTIVE, i guess
[13:28:22] <fuzzie> well, also i need to fix the casting glow time before I go mad
[13:31:28] <CIA-22> gemrb: 03fuzzie * r7008 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: don't deactivate actors who haven't had a chance to run a script yet
[13:32:02] <fuzzie> now i die :)
[13:32:52] <fuzzie> i need to remember to add AF_ALIVE to a lot more actions - to ForceSpell, for example
[13:33:03] <Avenger> why do we deactivate actors?
[13:33:55] <fuzzie> should we deactivate anything?
[13:33:55] <Avenger> hmm, well, actually, dead actors might deactivate, i didn't test that :)
[13:34:11] <Avenger> well, i don't know
[13:34:41] <fuzzie> maybe we can simply use IF_ACTIVE as the "run scripts at full speed" flag
[13:35:05] <fuzzie> but it needs some more testing, so i simply added a hack for now
[13:38:47] <fuzzie> i think we probably shouldn't change scheduling code any more before the release, otherwise we're sure to break things
[13:39:58] <fuzzie> although if you know exactly how it works (i don't, yet) then it's no problem :)
[13:42:53] <Avenger> yeah, we shouldn't break things more than we fix them
[13:43:58] <fuzzie> i spend so long testing recently, i am so glad DLTCEP exists
[13:44:22] <fuzzie> well, i am also glad that bg2 reloads scripts when you load a game, heh :)
[13:44:28] <Avenger> hehe yes
[13:44:39] <Avenger> maybe we should do the same
[13:44:46] <Avenger> if only for testing purposes
[13:45:31] <Avenger> it sounds simple: empty the gamedata cache before load
[13:45:57] <fuzzie> sure, this is the 'clearing game data' thing it does? it sounds good
[13:51:43] <fuzzie> huh, DialogChoose fails now
[13:52:12] <fuzzie> oh, it's using the stupid single-area GetActorByGlobalID version
[13:54:41] <Avenger> why would you need to do cross area dialog
[13:55:10] <fuzzie> i don't think you do
[13:55:15] <fuzzie> this is just happening in the wrong order
[14:02:23] <fuzzie> this actionoverride spam is annoying too
[14:02:34] <fuzzie> but we can't just remove it because it's somtimes important
[14:07:34] <fuzzie> meh
[14:07:41] <fuzzie> the old area script is running once we already moved into the new area
[14:08:41] <fuzzie> and the old area script overwrites an important global variable
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[14:19:01] <Avenger> doh
[14:19:09] <Avenger> these kind of bugs are hard to fix
[14:21:02] <CIA-22> gemrb: 03fuzzie * r7009 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: we only have to check sight for dialogs if we're also checking distance
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[14:26:54] <Avenger> ok i started to implement the sorceror book
[14:37:12] <fuzzie> hm, GetActorCount is weird
[14:37:58] <fuzzie> when i pass 'false', is it meant to return only PCs or only non-PCs?
[14:39:52] <fuzzie> Map::UpdateScripts assumes it returns PCs and EffectQueue assumes non-PCs
[14:41:51] <fuzzie> i guess it's meant to only return non-PCs
[14:43:04] <CIA-22> gemrb: 03avenger_teambg * r7010 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIMG.py: sorcerer spellbook gui
[14:47:18] <Avenger> lynx, i think maybe Roll should know about the damageluck value. Maybe a separate Roll function.
[14:47:32] <Avenger> There are other cases where you might need minimum or maximum dice values
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[14:49:34] <lynxlynxlynx> ye bah
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[15:11:34] <fuzzie> meh
[15:11:44] <fuzzie> that exit code Avenger wrote is not so great
[15:12:03] <fuzzie> actors will go through an exit and then end up on a travel trigger so they go back through the same exit again..
[15:14:27] <fuzzie> and i still can't escape Brynnlaw!
[15:14:32] <fuzzie> i am getting very frustrated
[15:14:39] <CIA-22> gemrb: 03fuzzie * r7011 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: change the logic for running areas and area scripts
[15:15:07] <lynxlynxlynx> you just had to go by boat :P
[15:15:22] <fuzzie> i liked the boat! :)
[15:15:55] <fuzzie> actually the above is not true
[15:16:11] <fuzzie> Avenger's exit code is wonderful, because it works and fixes loads of things
[15:16:17] <fuzzie> i just get frustrated with the minor bugs
[15:19:48] <fuzzie> ok, so: after r7011, AsylumPlot is correctly 80 when I enter AR1607
[15:19:54] <fuzzie> it has to be 200 for the escape to work
[15:21:05] <fuzzie> this is set by ppsailor.dlg announcing the ship is sinking..
[15:21:32] <fuzzie> which is started when GithTimer1 expires
[15:22:03] <fuzzie> which is set by cut41zg, which only runs when AsylumPlot is 200.
[15:22:54] <fuzzie> i guess i'm missing an intermediate step here.
[15:26:19] <lynxlynxlynx> the only possible solution, it's a loop otherwise
[15:26:48] <fuzzie> i think it's meant to go to 90 at first, and then to 81, and *then* to 200, after staring at the dialogs
[15:28:07] <fuzzie> ah, it's another "dialog isn't initiated automatically" bug now
[15:29:28] <fuzzie> aaand the boat sunk :D
[15:29:47] <fuzzie> hooray
[15:31:06] <fuzzie> and now i'm chatting to Ix
[15:34:34] <fuzzie> ok, that seems very successful.
[15:34:51] <fuzzie> i wonder why the dialog doesn't start immediately.
[15:39:23] <lynxlynxlynx> with the priestess? I had to do it manually in my last original play
[15:39:54] <fuzzie> no, with the ship owner, i forget his name
[15:39:56] <lynxlynxlynx> i probably bailed out (or tried, not sure if they let you) with the "we need to rest etc" line
[15:40:16] <lynxlynxlynx> desharik?
[15:40:35] <lynxlynxlynx> but but, Ix sounds like a shorthand for some sahuagin
[15:40:49] <fuzzie> yes, sorry, Ix is the King, came after my problems
[15:41:14] <fuzzie> there's meant to be dialog when the gith start invading the ship, "we're being boarded!", which also sets a vital variable
[15:43:28] <lynxlynxlynx> ah
[15:51:18] <fuzzie> trying to work out Dili, seeing if that's a clue
[16:03:45] <fuzzie> can't see any reason why she wouldn't talk!
[16:03:50] <fuzzie> but she doesn't even try
[16:04:41] <lynxlynxlynx> you can get only so far with madmen
[16:04:47] <fuzzie> :)
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[16:35:46] <fuzzie> the ubuntu packager removed the /var/cache/gemrb thing
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[16:55:25] <fuzzie> ugh, something is going very wrong here
[16:56:45] <fuzzie> gemrb is perhaps misparsing the bcs
[16:58:11] <fuzzie> hm, guess not
[17:04:28] <fuzzie> turns out that damn coordinator is the trouble
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[17:11:06] <Avenger> hi again
[17:11:19] <fuzzie> hi
[17:12:23] <Avenger> i see you compllain about npcs using exits
[17:12:33] <fuzzie> yes
[17:12:38] <Avenger> well, theoretically, they shouldn't automatically use an exit
[17:12:47] <Avenger> there is an IF_ flag
[17:12:48] <fuzzie> if an npc uses an exit and then in the process lands on another exit, he goes back
[17:12:55] <fuzzie> i guess the flag doesn't have time to clear?
[17:13:09] <Avenger> i guess, the exit code itself shoudl clear it
[17:13:18] <fuzzie> or maybe the bug is elsewhere, it is simple to see - get Bhaal to follow you inside, and then go outside once he's in
[17:14:09] <Avenger> well, THAT kind of bug exists in any game with npcs using exits
[17:14:23] <Avenger> in some it even causes the loss of the npc :)
[17:14:33] <fuzzie> no, it works fine in the original
[17:14:37] <fuzzie> maybe i don't explain it very well?
[17:14:51] <Avenger> you go in, then go out fast, and you see the npc walk in
[17:14:56] <Avenger> but never come out
[17:14:56] <fuzzie> no
[17:14:59] <fuzzie> that is not the bug :)
[17:15:04] <fuzzie> i mean, wait for Bhaal to be inside, and then go outside
[17:15:25] <lynxlynxlynx> he goes too? sounds natural
[17:15:29] <fuzzie> sure
[17:15:32] <fuzzie> but then he goes back in :)
[17:15:42] <lynxlynxlynx> ah :)
[17:15:57] <fuzzie> if you run away from the door quickly, then it doesn't happen
[17:16:01] <Avenger> as i said, disable the IF_ flag right after the npc used an exit
[17:16:35] <lynxlynxlynx> Avenger: i didn't do anything else with luck, since i got confused due to two luck stats
[17:17:18] <Avenger> hehe
[17:17:33] <lynxlynxlynx> modifying Roll would be bad, since only some need luck PLUS for skill rolls luck gives a 5% bonus, so just using luckdamage in there wouldn't be good
[17:21:14] <fuzzie> Avenger: if i put an 'actor->UseExit(false)' after the UseExit call in Map, it doesn't help
[17:22:03] <fuzzie> there's a "[GameScript]: MoveNearerTo failed to use an exit" just before the first exit use
[17:23:36] <fuzzie> i don't see how your code works anyway, it does UseExit(false) right there..
[17:24:46] <fuzzie> i guess it only works if it hits the "failed to use an exit" bit, at which point it releases the action
[17:24:57] <fuzzie> and when the action is released, CannotPassEntrance returns false, allowing entrance use
[17:27:39] <Avenger> then you put it in the wrong place
[17:27:48] <fuzzie> no, the code is fine
[17:27:55] <fuzzie> this action releasing is the problem
[17:28:44] <fuzzie> the "MoveNearerTo failed to use an exit" part always happens
[17:29:15] <fuzzie> and there's no actual NPC check on the exits
[17:29:32] <fuzzie> well, i guess i'll try fixing it later, but you maybe understand the idea better
[17:51:09] <lynxlynxlynx> woo, it compiles
[17:52:42] <fuzzie> working on luck?
[17:52:42] <fuzzie> i'm trying to debug spellhold
[17:53:22] <lynxlynxlynx> something much better :)
[17:56:33] <lynxlynxlynx> http://pastebin.ca/1539191 <--
[17:56:54] <fuzzie> oh, nice
[17:56:55] <lynxlynxlynx> damage resistance
[17:57:07] <lynxlynxlynx> now i need to test if it actually works
[17:57:30] <lynxlynxlynx> i hope i got the map stuff correctly
[17:58:03] <fuzzie> why a multimap?
[17:58:14] <lynxlynxlynx> three types have the same value
[17:58:51] <lynxlynxlynx> blame iwd2, but this probably could use some more research
[17:59:18] <fuzzie> it looks fine at a glance, anyway
[17:59:35] <lynxlynxlynx> but it isn't -> Unhandled damagetype:0
[17:59:50] <lynxlynxlynx> i must be missing a step, that's crushing ;)
[18:04:08] <fuzzie> meh, whenever i do the Bodhi bit, i don't stop being the Slayer
[18:04:44] <pupnik> we need experienced evil playtesters
[18:05:44] <fuzzie> oh, i had fog-of-war off
[18:11:40] <fuzzie> actual bug: it doesn't work unless you had an AI script running, and the fact it works then is a bug
[18:17:15] <fuzzie> whoops
[18:17:21] <fuzzie> segfault
[18:18:07] <Avenger> hehe, i can ditch bhaal in the original engine too.
[18:18:23] <Avenger> but only because he still didn't issue the attack before i move away
[18:18:36] <Avenger> he never goes back like in gemrb, and doesn't follow for dialog
[18:18:43] <Avenger> at least now i seen it myself :)
[18:19:07] <fuzzie> i've been having a lot of fun playing with that scene :)
[18:19:54] <Avenger> wow, custom damagetypes?
[18:20:06] <Avenger> you really picked up the spirit of gemrb :D
[18:20:22] <lynxlynxlynx> the goal wasn't customisation, but cleaner code
[18:20:57] <lynxlynxlynx> it doesn't work yet either
[18:21:40] <Avenger> there is a missing text: Bhaal - weapon ineffective (i see this when it tries to hit me)
[18:21:43] <fuzzie> Inventory.cpp:452 is not so clever
[18:22:22] <fuzzie> is it simply intended to display a message when an actor loses an item?
[18:22:24] <lynxlynxlynx> the map in actor is empty :(
[18:22:36] <Avenger> yes fuzzie, but only once
[18:22:52] <lynxlynxlynx> Avenger: isn't that the VB_IMMUNE message?
[18:23:15] <Avenger> yes lynx, i guess, but when an enemy hits you, would you see it?
[18:23:31] <lynxlynxlynx> you never see it, since that code is broken
[18:24:11] <CIA-22> gemrb: 03fuzzie * r7012 10/gemrb/trunk/gemrb/plugins/Core/Inventory.cpp: don't try accessing inventory owner if it doesn't have one
[18:24:24] <lynxlynxlynx> were you saying that you're seeing too much in gemrb or too little?
[18:25:26] <Avenger> i said 'only once' about the inventory thing
[18:25:39] <Avenger> huh fuzzie when doesn't have an inventory an owner?
[18:26:08] <fuzzie> 'Owner' is an Actor*
[18:26:40] <Avenger> oh and destroyitem can be called on containers
[18:26:42] <Avenger> lol
[18:26:44] <Avenger> ok
[18:26:53] <fuzzie> i tried sacrificing the troll head and, segfault :)
[18:27:04] <Avenger> well at least you get straight bugs
[18:27:15] <Avenger> i try to fix this exit thing
[18:27:23] <fuzzie> well, i'm trying to debug some awful other bugs right now
[18:27:24] <Avenger> if i debug it, bhaal behaves nicely
[18:27:32] <Avenger> if i let it run, bhaal runs like a chicken
[18:27:47] <fuzzie> lynxlynxlynx: i did a run through Spellhold and the coordinator is gone this time
[18:27:59] <lynxlynxlynx> good, dili too?
[18:28:03] <Avenger> what fixed it?
[18:28:12] <fuzzie> dili still won't talk to me, though, so i am irritated
[18:28:22] <lynxlynxlynx> i meant her disappearance
[18:28:29] <fuzzie> i didn't check that far yet
[18:28:41] <lynxlynxlynx> doh!
[18:28:45] <lynxlynxlynx> [KEYImporter]: Searching for damage_t.2da...[ERROR]
[18:29:43] <fuzzie> i think maybe i have to fix interruption for dili
[18:29:45] <fuzzie> lynxlynxlynx: oops :)
[18:29:55] <fuzzie> but it's nice to fix these other bugs too
[18:30:41] <fuzzie> UnselectableTimer doesn't count down if no script ran, that is broken
[18:30:56] <fuzzie> it is deliberate, someone wrote that code
[18:32:04] <fuzzie> and I guess by someone I mean Avenger in r4805 :)
[18:32:33] <Avenger> sure i had some good reason
[18:32:36] <Avenger> but don't ask me
[18:32:42] <fuzzie> i guess it is too long ago
[18:41:20] <lynxlynxlynx> ah, hex in the table == not good
[18:41:33] <lynxlynxlynx> all the 0xn get read as 0 :)
[18:43:38] <Avenger> ok fuzzie, i nailed down the bhaal following bug
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[18:43:49] <fuzzie> nice
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[18:57:35] <fuzzie> ReactToDeath probably shouldn't SetWait() and block scripts?
[18:58:15] <fuzzie> i guess asking that is silly, i'm going to have to work it out. nm.
[19:07:32] <fuzzie> huh, i just successfully disarmed all the traps in the room with the portal key
[19:09:03] <fuzzie> i guess i accidentally improved the situation
[19:09:24] <lynxlynxlynx> ;)
[19:13:55] <CIA-22> gemrb: 03avenger_teambg * r7013 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp ActorBlock.cpp GSUtils.cpp GameControl.cpp Map.cpp): fixed npc following through exits
[19:14:11] <lynxlynxlynx> | Damage 3d10+0 = 25 <-- luckily golem hands are nonmagical
[19:18:53] --> Avenger has joined #gemrb
[19:19:01] <Avenger> lynx 0x10 should read as 16
[19:19:19] <lynxlynxlynx> it does, i just needed to use strtol
[19:19:19] <Avenger> strtoul can convert numbers starting with 0x
[19:19:27] <lynxlynxlynx> :)
[19:19:32] <Avenger> where?
[19:19:38] <Avenger> valid_number works
[19:19:41] <fuzzie> i wish Inventory::RemoveItem would let me remove items
[19:19:51] <lynxlynxlynx> valid_number just checks validity
[19:20:03] <lynxlynxlynx> where? in the particular table loader
[19:20:22] <Avenger> no valid_number converts the value
[19:20:32] <Avenger> inline bool valid_number(const char* string, long& val)
[19:20:41] <Avenger> val is the value returned
[19:20:54] <Avenger> if valid_number returns true, val is usable
[19:21:11] <fuzzie> Avenger: how do i remove an item from an inventory?
[19:21:13] <lynxlynxlynx> yes, but the way i had it, it didn't work
[19:21:28] <Avenger> fuzzie what is known? slot or resref?
[19:21:31] <fuzzie> resref
[19:21:36] <lynxlynxlynx> i'll commit soon, only the spell change test remains :)
[19:21:55] <fuzzie> but RemoveItem does some stuff with flags which stops it working
[19:21:59] <Avenger> DestroyItem(resref,0,1)
[19:22:29] <fuzzie> then i lose the item :/
[19:22:42] <Avenger> ahh you want to remove :)
[19:23:15] <Avenger> GetItem works only with slots
[19:23:34] <Avenger> inventory->GetItem(..) will remove the item from the inventory and returns a pointer to you
[19:24:18] <fuzzie> but it's probably easier to add a parameter to RemoveItem than to find the slot, i guess
[19:24:18] <Avenger> int Inventory::FindItem(const char *resref, unsigned int flags) const will find the resref for you
[19:24:30] <fuzzie> FindItem is also broken :P
[19:25:07] <Avenger> i cannot answer that
[19:25:17] <fuzzie> this flags^IE_INV_ITEM_UNDROPPABLE is the trouble
[19:25:24] <fuzzie> they try to stop me from removing items i must remove
[19:25:37] <Avenger> ?
[19:25:53] <Avenger> you can pass IE_INV_ITEM_UNDROPPABLE as flag
[19:25:58] <fuzzie> but then it doesn't work for the other items
[19:27:57] <Avenger> well you can fix it by using 2 flags, one for 'must be set' and other for 'must be unset' flag bits
[19:29:00] <fuzzie> hm, this worked before and you changed it this way to fix a bug
[19:30:25] <fuzzie> so apparently i shouldn't go changing this without thinking more
[19:32:12] <lynxlynxlynx> the resistances are working great
[19:32:22] <fuzzie> commit it? :)
[19:32:33] <lynxlynxlynx> the only thing i'm uncertain about are the magiccold and magicfire
[19:32:43] <fuzzie> they're not used, i think?
[19:32:55] <fuzzie> i seem to remember they even have conflicting ids
[19:33:07] <lynxlynxlynx> having the belt of inertial barrier which gives magic damage resistance only resists *magic* damage, a fireball goes through
[19:33:14] <lynxlynxlynx> need to check them out
[19:33:25] <fuzzie> got a resref for the belt?
[19:33:44] <fuzzie> belt10, i guess
[19:33:57] <lynxlynxlynx> yes
[19:34:40] <fuzzie> at a glance that seems correct, from both description and effects
[19:34:41] <fuzzie> it is not?
[19:34:43] <lynxlynxlynx> fireball does just pure fire
[19:35:09] <lynxlynxlynx> i think in the original the belt resisted all kinds of nonphysical damage
[19:35:40] <lynxlynxlynx> that's why it is a so popular item
[19:35:57] <lynxlynxlynx> but this needs more research; later
[19:36:18] <fuzzie> well, it changes IE_MAGICDAMAGERESISTANCE
[19:36:27] <lynxlynxlynx> yes
[19:36:57] <fuzzie> as opposed to IE_RESISTMAGIC
[19:37:02] <lynxlynxlynx> that stat is not in the cre, it is dynamicly assigned - nobody is resistant to it, so it is the best damage type
[19:37:04] <fuzzie> so perhaps we have those mixed up somehow
[19:37:09] <lynxlynxlynx> IE_RESISTMAGIC is the mr
[19:38:06] <fuzzie> but it just bumps IE_MAGICDAMAGERESISTANCE, IE_SAVEVSBREATH and IE_RESISTMISSILE by the looks of the item, and i guess you also see that in gemrb?
[19:38:23] <lynxlynxlynx> yes
[19:38:32] <lynxlynxlynx> the data looks fine
[19:39:57] <fuzzie> some forum posts suggest that it does nothing vs fire damage
[19:40:33] <fuzzie> but my real install is all fixpacked and modded to death right now, so i can't really test it reliably
[19:47:45] <CIA-22> gemrb: 03lynxlupodian * r7014 10/gemrb/trunk/gemrb/ (10 files in 7 dirs):
[19:47:45] <CIA-22> gemrb: implemented damage resistance
[19:47:45] <CIA-22> gemrb: made Actor::Damage call ModifyDamage, so everything uses resistance
[19:47:50] <fuzzie> :)
[19:55:57] <fuzzie> Avenger: i was thinking, maybe we could hack MoveToExpansion for now to just move your party to the right place (around [495.755]) to AR4000?
[19:56:38] <Avenger> sure, it is easy to read the value from 2da
[19:57:06] <Avenger> but if you don't want to mess with the 2da. just use the values
[19:57:21] <fuzzie> it seems a pity if we can complete SoA but not continue to ToB :)
[19:57:58] <Avenger> that's the only bug now?
[19:58:11] <fuzzie> no, i also have to finish fixing triggers
[19:58:23] <fuzzie> but i'm still testing that, if i'm going to commit this then i want it to be right
[19:59:35] <fuzzie> otherwise the game is completeable - there aren't even that many annoying bugs on a run
[20:00:41] <fuzzie> oh, and I have to commit the action objects thing before the release, I guess.
[20:01:14] <fuzzie> and fix that UnselectableTimer. meh. :P difficult to make it always work without cheats
[20:05:35] <lynxlynxlynx> now to try the sorcerers
[20:05:49] <fuzzie> i don't seem to have broken pst with all my changes, which is nice
[20:07:36] <CIA-22> gemrb: 03avenger_teambg * r7015 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp Game.cpp Game.h): move actors to starting position in expansion
[20:07:38] <Avenger> here is your hack, fuzzie ;)
[20:08:32] <fuzzie> thankyou! :)
[20:08:58] <fuzzie> damn, we still have to change that to lookup by name, sometime :(
[20:09:49] <Avenger> yes, modders abused that table too much
[20:10:15] <lynxlynxlynx> Avenger: the TODO you had about removing spell levels for sorcerer casting - isn't it obsolete?
[20:10:24] <Avenger> yes
[20:10:27] <Avenger> i do it
[20:10:44] <Avenger> you may remove the coment
[20:12:14] <Avenger> this bug-->the portal key isn't removed once you're out of the dungeon
[20:12:23] <Avenger> i simply cannot believe it
[20:12:26] <CIA-22> gemrb: 03lynxlupodian * r7016 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUICG9.py: bg1: fixed ProfsSave
[20:12:28] <Avenger> it should be easy
[20:12:42] <fuzzie> that is what i was trying to fix
[20:12:50] <fuzzie> you can do it :D
[20:13:08] <Avenger> but you need destroyitem for that
[20:13:16] <Avenger> you asked me for GetItem
[20:13:20] <fuzzie> it's RemoveItem
[20:13:29] <fuzzie> which removes an item and gives you the Item*
[20:13:47] * Avenger is confused.
[20:13:55] <Avenger> do you know the script resref?
[20:13:55] <fuzzie> it is 'TakePartyItem'
[20:14:15] <fuzzie> and it tries moving the item to the Sender's inventory if possible
[20:14:30] <Avenger> But who executes that takepartyitem?
[20:14:33] <Avenger> areascript?
[20:14:44] <fuzzie> it is an infopoint with no inventory
[20:14:49] <Avenger> if Sender has no inventory, it should be destroyitem
[20:15:22] <fuzzie> well, the current code does the destroying itself
[20:15:41] <fuzzie> but i surely didn't write it :)
[20:15:57] <fuzzie> the script is tele0700 i believew
[20:16:33] <fuzzie> but it's really simple, it just does TakePartyItem and it fails on the flag
[20:16:41] <Avenger> no the current returns INVALID :)
[20:17:04] <Avenger> the current one cannot take items if the Sender has no inventory
[20:17:11] <Avenger> it needs a flag
[20:17:17] <Avenger> DESTROY :)
[20:17:23] <fuzzie> no
[20:17:36] <Avenger> not all moveitemcore should destroy
[20:17:38] <fuzzie> if you look at the second half, that works for items with no inventory - it simply does 'delete item'
[20:18:04] <fuzzie> the first check is for the 'Sender', but that is actually the actor when called from TakePartyItem :)
[20:18:09] <Avenger> switch(Sender->Type) { default: return MIC_INVALID;
[20:18:41] <fuzzie> it moves from the 'Sender' to the 'target', maybe someone should rename that
[20:19:09] <fuzzie> i tested it and it returned MIC_NOITEM due to the flags, and then i got tired
[20:19:20] <Avenger> oh isee
[20:19:22] <Avenger> ok
[20:19:35] <Avenger> it is confusing, really, but i wrote it ;)
[20:19:45] <fuzzie> it is so easy to forget
[20:20:08] <Avenger> ok, and why would it return mic_noitem
[20:20:14] <Avenger> the portal key is movable
[20:20:18] <fuzzie> it isn't
[20:20:50] <fuzzie> maybe you have to actually take it from the chest :)
[20:21:17] <Avenger> you cannot drop it?
[20:21:28] <fuzzie> you can't pick it up from the inventory slot
[20:22:43] <Avenger> you cannot, i can
[20:23:25] <Avenger> we talk about: misc4g
[20:23:27] <Avenger> right?
[20:23:33] <fuzzie> yes
[20:23:37] <Avenger> i can drop it
[20:23:43] <fuzzie> did you pick it up from the container?
[20:24:03] <Avenger> yes
[20:24:11] <Avenger> from the trapped chest in ellesime room
[20:24:15] <fuzzie> yes, that's the one
[20:24:29] <fuzzie> maybe it's fixpacked?
[20:24:33] <Avenger> maybe
[20:25:37] <Avenger> Undroppable Portal Key Could Trap Party in Opening Area
[20:25:41] <Avenger> yes, it is fixpacked
[20:25:59] <Avenger> imagine someone is killed while carrying the item
[20:26:23] <fuzzie> yes, it is a very silly idea to have
[20:26:34] <fuzzie> but there are other places where you have an undroppable item removed too, i think
[20:26:45] <Avenger> yeah, and this should be fixed
[20:26:56] <Avenger> as the original engine can takepartyitem it :)
[20:27:19] <lynxlynxlynx> cool, another fixpack thing
[20:27:21] <Avenger> this just explains why i didn't notice it
[20:27:29] <fuzzie> the fixpack makes so many things better
[20:27:46] <fuzzie> it is a bit frustrating :)
[20:27:57] <Avenger> in other words, the bio devs screwed up too many things they didn't patch :P
[20:28:06] <fuzzie> yep
[20:28:53] <Avenger> lol, remind me not to stand near imoen when she disarms a trap
[20:29:15] <Avenger> fireball-->death hand movie
[20:29:45] <Avenger> odd fireball, it has electricity damage
[20:29:53] <lynxlynxlynx> it doesn't
[20:29:57] <lynxlynxlynx> the animation does
[20:30:05] <Avenger> yes i mean the anim
[20:30:24] <Avenger> another bug
[20:31:20] <CIA-22> gemrb: 03lynxlupodian * r7017 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIMG.py: bg2: display the number of spells sorcerers can cast
[20:31:23] <lynxlynxlynx> i was thinking one of our mappings may be wrong
[20:31:50] <lynxlynxlynx> didn't the staff of magi have something fireball+electricity?
[20:33:59] <lynxlynxlynx> ah, extra effect
[20:35:05] <Avenger> wow, i levelup, and get a spell, as sorcerer, cool
[20:35:21] <lynxlynxlynx> yep :)
[20:35:28] <fuzzie> magic
[20:35:30] <Avenger> hehe, and i can pick shout ;)
[20:35:39] <Avenger> i just ported that spell from iwd
[20:36:04] <Avenger> so this works with custom spells perfectly
[20:36:28] <fuzzie> there's so much stuff in that Random Notes thread to implement
[20:36:29] <CIA-22> gemrb: 03lynxlupodian * r7018 10/gemrb/trunk/gemrb/plugins/Core/Spellbook.cpp: removed a bad TODO from Spellbook::DepleteLevel
[20:36:53] <Avenger> gemrb really improved in this month
[20:37:49] <Avenger> thieves can wield longswords?
[20:38:27] <fuzzie> hm, i was going to say 'yes', but i only tried it in gemrb recently :)
[20:38:31] <Avenger> oops
[20:38:33] <fuzzie> i start to forget which one is real
[20:38:40] <Avenger> sorcerers can equip all weapons too
[20:38:44] <Avenger> something is bad
[20:39:05] <fuzzie> maybe the shield slot change i asked you about?
[20:39:20] <fuzzie> i think that's all that changed there recently
[20:40:27] <lynxlynxlynx> the highlight appears and you can't equip everything
[20:40:40] <Avenger> i can equip all weapons :(
[20:40:44] <lynxlynxlynx> so it is not completely broken
[20:40:54] <Avenger> and no fuzzie, this before my chances
[20:41:10] <Avenger> actor->Unusable should return error
[20:42:29] <fuzzie> hm, in ToB my sorceror can equip all starting weapons except the Hammer, that does sound broken
[20:43:15] <fuzzie> it works fine for other classes, though
[20:43:21] <Avenger> yes, looks like it checks only stats
[20:43:26] <Avenger> not the usability flags
[20:43:38] <Avenger> int Actor::CheckUsability(Item *item) const
[20:43:45] <Avenger> that should work, though
[20:43:51] <fuzzie> my cleric/thief can't equip anything weird
[20:43:56] <lynxlynxlynx> i couldn't equip the bow, it said it had no useful abilities
[20:44:09] <fuzzie> i get 'Cannot use item', same as usual
[20:44:24] <fuzzie> but it is broken for sorcerors. more broken kit masks?
[20:45:01] <Avenger> ok i might have moved stats around
[20:45:10] <Avenger> i will fix the itemuse table to allow stat symbols
[20:50:30] <lynxlynxlynx> i get crashes when spellcasting
[20:50:48] <lynxlynxlynx> could be just a too old save
[20:52:18] <lynxlynxlynx> specifically with sorcerers though, the gnome illusionist is fine
[20:52:25] <Avenger> hehe
[20:52:32] <Avenger> then use gdb
[20:52:45] <lynxlynxlynx> useless bt
[20:53:35] <fuzzie> even seemingly-useless ones can give enough clues sometimes
[20:54:19] <lynxlynxlynx> the core dump or whatever that is has more info
[20:54:22] <lynxlynxlynx> the bt is all ??
[20:54:43] <lynxlynxlynx> _ZN9Spellbook12DepleteLevelEP20CRESpellMemorization <-- this is the last symbol before it gets into glibc
[20:55:25] <lynxlynxlynx> http://pastebin.ca/1539397
[20:55:50] <fuzzie> that loop looks like it'll break because 'cnt' isn't changed on erasing
[20:55:59] <fuzzie> put a cnt-- after the i--, maybe?
[20:57:18] <lynxlynxlynx> wouldn't it be too late?
[20:57:33] <fuzzie> no, you just want to stop the 'for' statement from running off the end later
[20:57:50] <lynxlynxlynx> for (size_t i = cnt; i >= 0; i--) { <-- like this?
[20:58:17] <fuzzie> oh, huh, i was looking at the old one!
[20:58:21] <Avenger> oh shit
[20:58:29] <fuzzie> oh, no, i wasn't
[20:58:40] <Avenger> yes fuzzzie, cnt-- is needed too
[20:59:12] <lynxlynxlynx> wouldn't the reverse loop work too?
[20:59:12] <fuzzie> lynxlynxlynx: i don't even see where anything like that is, i meant at the end of the function
[20:59:26] <Avenger> no reverse loop wouldn't
[20:59:34] <Avenger> i normally use it, but here it canot work
[20:59:54] <Avenger> the problem is: the spell is already depleted, searching from the beginning
[21:00:15] <Avenger> it would remove 2 spells if i start from the end
[21:00:29] <Avenger> one would be depleted, and one would be unmemorized
[21:00:41] <Avenger> i should start from the beginning, and be careful :(
[21:00:45] <fuzzie> you can simply replace the whole cnt thing with a size check, though
[21:00:54] <fuzzie> unless avenger intends to change it later
[21:01:24] <lynxlynxlynx> i won't touch it
[21:01:30] <Avenger> normally i would use cnt=size(); while(cnt--) :)
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[21:01:39] <Avenger> that is the standard way
[21:01:44] <Avenger> but here, i cannot :(
[21:03:19] <Avenger> lynx, try this?
[21:03:31] <Avenger> oops someone touched it
[21:03:47] <lynxlynxlynx> tod
[21:04:42] <CIA-22> gemrb: 03avenger_teambg * r7019 10/gemrb/trunk/gemrb/plugins/Core/Spellbook.cpp: fix DepleteLevel (cannot go backwards, sorry)
[21:04:44] <Avenger> ok
[21:07:51] <lynxlynxlynx> i changed my mind, the next release should be 0.6.0 :)
[21:08:41] <fuzzie> maybe test it a little more if you call it 0.6.0 :)
[21:08:44] <Avenger> why, what else?
[21:08:59] <fuzzie> i am back to study on the 31st august, but i should be around for gemrb until then
[21:09:01] <Avenger> it should be 0.6.0, and should work for soa :)
[21:09:17] <lynxlynxlynx> i'll do another run through
[21:09:33] <Avenger> i will upload some item usability stuff soon ;)
[21:09:45] <lynxlynxlynx> summon ea is still not perfect
[21:10:05] <Avenger> but that won't break the runthrough
[21:10:10] <lynxlynxlynx> of course not
[21:10:21] <Avenger> err, i mean, my usability change
[21:10:43] <lynxlynxlynx> looks like i broke monks though
[21:11:11] <lynxlynxlynx> just in the old saves, since before the apr bonus was stored as permanent
[21:11:18] <fuzzie> i will be happy to break the runthrough with things though
[21:11:24] <Avenger> a very annoying thing: selected actors don't keep selection in the subwindows
[21:11:29] <Avenger> it worked once
[21:11:32] <Avenger> but broke somewhen
[21:11:44] <fuzzie> that whole system is broken
[21:11:53] <fuzzie> the guiscript changes the party selections
[21:12:00] <fuzzie> and the subwindows use the selected PC
[21:12:11] <fuzzie> it should be keeping its own internal selection instead
[21:12:20] <fuzzie> but it can be fixed entirely in python
[21:12:20] <lynxlynxlynx> oops, looks like i committed some c stuff along the python
[21:12:41] <Avenger> hey, turns out sorcerors can use most items
[21:13:01] <Avenger> they can use halberds????
[21:13:27] <fuzzie> ok, does gemrb's CRE loader not do HP properly or something?
[21:14:40] <Avenger> oh sorcerors don't have usability bit!
[21:14:51] <Avenger> i guess they use mage?
[21:15:13] <lynxlynxlynx> me too
[21:15:27] <lynxlynxlynx> i had to fallback to mages in a few other circumstances too
[21:15:35] <CIA-22> gemrb: 03lynxlupodian * r7020 10/gemrb/trunk/gemrb/plugins/ (Core/Actor.cpp Core/Inventory.cpp FXOpcodes/FXOpc.cpp): reverted unintentional wip code dump from 6980
[21:16:17] <Avenger> ok i see the bug
[21:19:38] <Avenger> huh what is that
[21:19:39] <fuzzie> gemrb loads this creature with a max hit points of 1, instead of 100. strange
[21:20:36] <Avenger> ahh you tried to implement applyeffectitemtype?
[21:20:42] <lynxlynxlynx> yes
[21:20:47] <lynxlynxlynx> fuzzie: which creature?
[21:25:01] <Avenger> dualclas.2da was hardcoded in bg1?
[21:25:25] <CIA-22> gemrb: 03avenger_teambg * r7021 10/gemrb/trunk/gemrb/ (9 files in 7 dirs):
[21:25:25] <CIA-22> gemrb: allow stat names in itemuse
[21:25:25] <CIA-22> gemrb: fix sorceror usability (same as mage)
[21:25:25] <CIA-22> gemrb: dual class table for bg1 (it was hardcoded in bg1?)
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[21:28:47] <fuzzie> huh, now my gemrb won't run at all.
[21:28:52] <lynxlynxlynx> mp odea
[21:28:56] <lynxlynxlynx> arrr
[21:28:58] <lynxlynxlynx> no idea
[21:32:03] <Avenger> does it compile?
[21:33:05] <Avenger> spellcast and spellcastpriest are unhandled
[21:33:13] <Avenger> these are not needed in a walkthrough???
[21:33:34] <fuzzie> they are not in bg2
[21:33:35] <Avenger> heh, i know, the cowled wizards
[21:33:45] <Avenger> are you sure?
[21:33:54] <Avenger> i thinkthe cowled wizards won't come :)
[21:33:57] <fuzzie> well, i don't know what you refer to
[21:34:00] <Avenger> that is a major bug
[21:34:11] <fuzzie> you mean, the triggers?
[21:34:14] <Avenger> you may not cast spells in athkatla!
[21:34:30] <Avenger> spellcast and spellcastpriest are triggers, yes
[21:34:32] <fuzzie> if so, i work on those
[21:34:49] <fuzzie> i thought you meant the iwd2 action, spellcasteffect or something
[21:35:10] <Avenger> i recently impleemnted one of those iwd2 specific things :)
[21:35:12] <fuzzie> but don't add more triggers at the moment please, unless you take over rewriting the whole system :)
[21:35:21] <Avenger> no, i let you
[21:35:42] <lynxlynxlynx> as a monk you don't cast much
[21:35:44] <Avenger> you can guess why i didn't implement this yet :)
[21:35:53] <Avenger> well, i started a sorcerer
[21:35:55] <lynxlynxlynx> innates probably don't upset the cws
[21:36:03] <Avenger> that's why i needed the spell table, heheh
[21:36:10] <lynxlynxlynx> not sure about the priest scrolls you can read
[21:36:24] <Avenger> spellcastinnate should be there too
[21:36:27] <fuzzie> well, there are seperate triggers for priest/innate
[21:36:33] <lynxlynxlynx> yep
[21:36:36] <fuzzie> but i didn't check what exactly spellcast checks, yet
[21:36:44] <fuzzie> i'm still trying to work out exactly how to do the rest
[21:36:57] <fuzzie> i think i will give up and have a seperate trigger for every possibility
[21:37:08] <fuzzie> and someone can re-merge them later when they work out which can be shared
[21:37:35] <Avenger> 0x00A7 SpellCastInnate(O:Object*,I:Spell*Spell)
[21:37:52] <Avenger> i think it should simply check if the object cast the spell
[21:38:01] <fuzzie> yes, i keep track of the spell
[21:38:09] <Avenger> and for that, we should store the last cast spell
[21:38:16] <fuzzie> also the last spell cast on you
[21:38:31] <Avenger> that is needed too
[21:38:34] <fuzzie> that is for SpellCastOnMe, say my notes
[21:38:44] <Avenger> 0x00A1 SpellCastOnMeRES(S:Spell*,O:Caster*)
[21:38:45] <Avenger> yes
[21:38:47] <Avenger> also with RES
[21:38:56] <Avenger> but that is easy, i have a resolvespellname
[21:39:09] <fuzzie> sure, i mostly use your code already :)
[21:39:33] <Avenger> but for spellcastonmeres, you need to store the caster object :)
[21:39:41] <Avenger> that's 'meh'
[21:39:45] <Avenger> i hate objects
[21:39:52] <fuzzie> i am intending to cheat and store the actor only
[21:40:03] <Avenger> you meant the actor ID?
[21:40:06] <fuzzie> yes
[21:40:19] <fuzzie> nothing in bg2 uses it except with actors
[21:40:22] <Avenger> ok, for a moment i thought you meant an Actor * ;)
[21:40:34] <fuzzie> hehe, i learnt my lesson with pointers :(
[21:40:58] <Avenger> we still have some pointers, but i don't create new ones
[21:41:00] <CIA-22> gemrb: 03lynxlupodian * r7022 10/gemrb/trunk/gemrb/plugins/Core/ (GameControl.cpp Map.cpp Map.h): ctrl+shift+m on areas also dumps the living actors
[21:41:05] <Avenger> we have pointers for stores, for example
[21:41:11] <fuzzie> well, i still have one pointer lying around, for doors
[21:41:28] <Avenger> that's probably not dangerous, if used in area
[21:41:33] <Avenger> doors cannot be removed
[21:41:45] <fuzzie> lynxlynxlynx: neat
[21:41:58] <Avenger> so areas may use pointers to doors
[21:42:17] <Avenger> hmm, maybe the night/day change breaks that?
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[21:42:48] <fuzzie> no, the door objects are kept
[21:43:10] <fuzzie> the overlay pointers in them are wrong, but i changed the night/day code to update those
[21:43:34] <Avenger> encumbrance doesn't slow me down :)
[21:43:47] <fuzzie> that would be a good fix :)
[21:44:26] <lynxlynxlynx> the tiles aren't updated 100% properly in trunk for night/day
[21:45:09] <lynxlynxlynx> i was checking Edwin's door at night and when you open it, the light floods outside
[21:45:23] <lynxlynxlynx> when you close it, we don't reshade everything
[21:45:46] <lynxlynxlynx> but this is not related to the night/day transition, so nevermind now :s
[21:47:17] <fuzzie> yes, you can see that in a lot of places, i'm not sure why
[21:47:20] <Avenger> doh, sometimes i see sorcerer book with imoen and mage book with charname
[21:47:41] <Avenger> this is also because of that ugly bugly selection senility
[21:48:02] <fuzzie> it is on my list of things the next time someone asks if they can help :P
[21:49:36] <fuzzie> ok, so why would gemrb have GetStat(IE_MAXHITPOINTS) as 1?!
[21:50:21] <lynxlynxlynx> level drain?
[21:50:33] <fuzzie> it's troll02, newly-created, no interesting effects
[21:50:48] <fuzzie> the CRE has 1/100 hp, gemrb gives it 1/1 hp
[21:50:59] <fuzzie> i'm sure i overlook something obvious
[21:51:22] <Avenger> there is some troll effect which sets maxhp to 1
[21:52:10] <fuzzie> it has MagicDamageResistanceModifier, MovementRateModifier, MoraleBreakModifier and Protection/Icon effects
[21:52:14] <Avenger> for the 'troll regeneration' phase
[21:52:53] <Avenger> see troll02.bcs
[21:53:00] <fuzzie> ah, meh
[21:53:12] <Avenger> that's correct
[21:53:22] <fuzzie> it leads to problems
[21:53:45] <Avenger> pcf mayhem?
[21:54:06] <Avenger> would it kill the troll or what?
[21:54:40] <fuzzie> no
[21:55:00] <fuzzie> just the feedback in the original game is different
[21:55:12] <fuzzie> but spin700 does indeed change it
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[21:56:02] <fuzzie> so i guess 1/1 is correct and there has to be code changed elsewhere. ok, thanks
[21:56:03] <Avenger> hey Ed
[21:56:04] <fuzzie> hi Edheldil
[21:56:12] <Avenger> you are not active anymore?
[21:58:52] <Avenger> huh, when i fight, the screen sometimes goes wild
[21:59:30] <Avenger> and the mephit machine seems to work despite i turned it off
[21:59:32] <Avenger> uhhh
[22:00:49] <fuzzie> the action and portrait bars get replaced with some other ui?
[22:01:02] <Avenger> yes
[22:01:05] <fuzzie> i can never reliably reproduce that, it is very very irritating, something is really going wrong
[22:01:14] <Avenger> it happens during fights
[22:01:16] <fuzzie> i think everyone reported seeing it sometime
[22:01:30] <fuzzie> often you get into a state where it does it when you hit someone, maybe when the message window is updated
[22:01:48] <Avenger> and the mephit machine went crazy
[22:01:55] <Avenger> eventually it stopped, though
[22:02:04] <Avenger> like it queued up some actions
[22:02:11] <Avenger> i'm sure it was your doing :)
[22:02:20] <fuzzie> hehe, it is UI code somewhere :)
[22:02:59] <Avenger> btw, i still randomly 'attack' enemies behind walls
[22:03:09] <Avenger> at least i get it displayed
[22:03:13] <fuzzie> you removed the sight code! :p
[22:03:19] <Avenger> i thought the [xxx] code will fix it
[22:03:33] <Avenger> the [pc] stuff you did
[22:03:35] <fuzzie> most attack scripts don't use [] targetting
[22:03:51] <fuzzie> they're just meant to try walking around the wall if they detect you
[22:04:02] <fuzzie> but i didn't commit the [pc] visibility stuff yet
[22:04:19] <fuzzie> i got annoyed by the blocking actions object stuff so i'm just finishing that now
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[22:07:48] <Edheldil> Avenger, fuzzie: hi
[22:08:13] <Edheldil> I am still awake, if you meant me
[22:11:05] <fuzzie> huh, what's ForceAttack?
[22:11:30] <Avenger> forceattack makes someone else attack a target
[22:11:35] <Avenger> i think it is pst specific
[22:11:47] <CIA-22> gemrb: 03avenger_teambg * r7023 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: unwanted debug printf
[22:12:28] <fuzzie> ok, i'll leave it alone
[22:12:49] <Avenger> yes Ed, i meant you :) did you try gemrb recently?
[22:13:24] <Edheldil> not really recently. Shoould I?
[22:13:33] <Avenger> fuzzie: i think the ui breakdown happens when projectiles are rendered
[22:13:39] <Avenger> ed: sure :)
[22:14:33] <Avenger> but not always
[22:14:47] <Edheldil> I will try when I have some time... I would like to change plugin registration code
[22:15:11] <Edheldil> but the "time" is the key part :(
[22:22:26] <Avenger> jaheira cannot harm ANYONE
[22:22:30] <Avenger> barehanded :)
[22:22:40] <Avenger> these resistances seem to be a bit dizzy
[22:23:03] <fuzzie> well, jaheira being unable to harm anyone barehanded is not odd :)
[22:24:15] <Avenger> and me dying suddenly from mephits?
[22:25:35] <fuzzie> i don't know about that, are you a weakling mage? :)
[22:25:45] <Avenger> huh and this: Tried to set invalid stance id (4294967284)
[22:25:58] <Avenger> well it could be a weakling mage
[22:26:12] <fuzzie> AttackStance doesn't get initialised in Actor i think
[22:26:37] <Avenger> but i think it dies straight from 36 hp
[22:26:43] <fuzzie> i added 'AttackStance = 0' to the constructor because i was tired of valgrind complaining
[22:26:47] <Avenger> it is some spell effect, i think
[22:27:15] <fuzzie> huh you really fixed exits, neat :)
[22:27:19] <Avenger> ahh, and if the protagonist is held, everyone else is held
[22:27:36] <fuzzie> oops, is that my fault?
[22:27:40] <Avenger> i cannot cast spells with imoen when charname is held o_o
[22:27:47] <Avenger> dunno
[22:28:15] <Avenger> this must be some gui crap
[22:30:24] <Avenger> there is definitely somethiing buggy with the mephits
[22:30:52] <Avenger> it is one of the area affecting spells, kills me outright, not even in their line of sight
[22:31:00] <Avenger> i wonder what is it
[22:31:25] <fuzzie> usually the SPL is obvious in the console output
[22:31:55] <CIA-22> gemrb: 03fuzzie * r7024 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GSUtils.cpp GSUtils.h): store marked targets of blocking actions while the action is running
[22:31:56] <fuzzie> ok, i implemented that 'better' now, so you don't have all this spam in the console when a target dies
[22:33:04] <fuzzie> because that was irritating me :)
[22:33:17] <fuzzie> also that fixes lots of scripts, yay
[22:33:31] <Avenger> well, i suspect the stun effect, but that's insane
[22:34:18] <Avenger> HP: -2 current HP:0
[22:34:23] <Avenger> this is how i die :)
[22:35:11] <fuzzie> 38 HP is surely not stun :)
[22:36:09] <fuzzie> or, any HP
[22:38:46] <Avenger> none of the mephit spells can cause this
[22:38:54] <Avenger> there is a 2d6 'boiling rain'
[22:39:04] <Avenger> and a water jet '1d3'
[22:39:08] <Avenger> that's all they cast
[22:39:44] <Avenger> i will debug this
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[22:42:06] <fuzzie> hm, MoveToObjectCore doesn't use MoveNearerTo but i obviously wrote it, weird
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[22:47:25] <Avenger> haha lynx, i got this on windows: GemRB.exe - 0 error(s), 328 warning(s)
[22:47:31] <Avenger> just because of that <map>
[22:47:47] <fuzzie> heh, it doesn't like the include order?
[22:47:50] <Avenger> this is an msvc problem
[22:47:59] <fuzzie> or it just doesn't like map? :)
[22:48:13] <Avenger> no, it has a maximum function name length of 256 in the object browser
[22:48:27] <Avenger> so these fancy template classes cause it whining
[22:48:54] <Avenger> i use my own Variables for mapping
[22:49:06] <Avenger> it wouldn't work here?
[22:49:28] <fuzzie> lynx wanted multiple keys of the same value
[22:50:15] <fuzzie> and Variables has its own problems, this POSITION thing is a hack
[22:50:50] <fuzzie> in fact i guess Variables doesn't even do integer keys?
[22:51:00] <Avenger> it does
[22:51:28] <Avenger> ah wait, no
[22:51:30] <Avenger> integer values
[22:51:33] <Avenger> no keys
[22:51:34] <Avenger> :(
[22:51:59] <Avenger> well it is just terrible for looking for other warning types
[22:52:04] <Avenger> and it is the fault of msvc
[22:52:21] <fuzzie> you can disable the warning type by number in the options, or with a pragma
[22:52:26] <Avenger> yes
[22:52:30] <fuzzie> i used to have to do that a lot, when i used vc++6 at work
[22:52:32] <Avenger> i hope i find it
[22:53:59] <Avenger> hmm something is bad
[22:54:10] <Avenger> pcf_hitpoint runs repeatedly on dead actors
[22:54:20] <Avenger> calls ->Die again and again
[22:54:59] <fuzzie> well, the effects keep running on dead actors, but the pcf should surely only run once
[22:55:14] <fuzzie> i added a printf() in Die earlier to test some other code, and it only ran once for me
[22:55:23] <fuzzie> but maybe an effect is changing the hp
[22:55:47] <fuzzie> Die() will simply ignore any attempts to call it repeatedly anyway
[22:57:06] <fuzzie> oh, except Die() won't let you kill things with minimum hp set, so maybe your actors aren't really dead?
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[22:59:18] <Avenger> it sets hp back to minhp, even if minhp = 0
[22:59:26] <fuzzie> Traceback (most recent call last):
[22:59:26] <fuzzie> File "./GUIScripts/bg2/GUISAVE.py", line 155, in ConfirmedSaveGame
[22:59:26] <fuzzie> StartLoadScreen()
[22:59:26] <fuzzie> File "./GUIScripts/bg2/LoadScreen.py", line 40, in StartLoadScreen
[22:59:26] <fuzzie> Middle.SetMOS (LoadPic)
[22:59:28] <fuzzie> File "./GUIScripts/MetaClasses.py", line 61, in <lambda>
[22:59:31] <fuzzie> return lambda self, *args: M(self.WinID, self.ID, *args)
[22:59:37] <Avenger> ugly
[22:59:42] <fuzzie> ^- this is kind of irritating also, half the time i can't use the save window
[23:00:40] <fuzzie> SetButtonMos returns NULLs instead of nice exceptions, so i don't know what goes wrong
[23:05:41] <Avenger> oh i know what's the problem
[23:06:34] <Avenger> hitpoints are not real stats
[23:06:48] <Avenger> there is no 'modified' hp
[23:06:50] <Avenger> just current hp
[23:07:06] <Avenger> there is current hp, base max hp, and modified max hp
[23:07:19] <fuzzie> hm, something resisted damage and gemrb crashed on me
[23:07:20] <Avenger> any change to hp is permanent
[23:07:28] <Avenger> hehe
[23:11:09] <fuzzie> you're right, this "my attack has no effect" spamming gets old :)
[23:13:19] <fuzzie> damn, the code is crashing in ChargeItem again
[23:14:20] <fuzzie> because 'anims' is null and it tries changing it anyway
[23:15:12] <fuzzie> Avenger: maybe you know what to do there?
[23:15:17] <Avenger> hmm what is the difference between hplost and damagetaken
[23:15:52] <fuzzie> what's hplost?
[23:16:11] <fuzzie> oh, iwd2
[23:16:16] <fuzzie> i don't know, i didn't test iwd2
[23:16:28] <fuzzie> but iwd2 has no damagetaken, so maybe they're the same
[23:16:42] <Avenger> ok i go to sleep, i found lots of problems with hp
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[23:27:53] <pupnik> mmm
[23:28:06] <pupnik> good job with hp
[23:29:39] <fuzzie> ok, so gemrb has gotten to the point where i am annoyed when i have to stop playing to fix a bug
[23:29:45] <CIA-22> gemrb: 03fuzzie * r7025 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: don't crash in ChargeItem on NULL anims
[23:38:09] <Edheldil> good night
[23:39:59] <pupnik> n8 edelhil