#gemrb@irc.freenode.net logs for 22 Aug 2010 (GMT)

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[00:03:23] --> raevol has joined #GemRb
[00:08:27] <pupnik_> hei raevol
[00:10:39] <raevol> hello hello
[00:14:51] <pupnik_> playin bg2 @ 1024x768 now
[00:23:37] <raevol> nice :)
[00:29:19] <pupnik_> i guess i'll live to see a 300+ dpi color display now
[00:33:12] <raevol> hahaha
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[11:39:18] <Maighstir> MinGW/GCC 4.5.0 gives errors in GAMImporter.cpp
[11:39:22] <Maighstir> [ 80%] Building CXX object gemrb/plugins/GAMImporter/CMakeFiles/GAMImporter.dir/GAMImporter.obj
[11:39:22] <Maighstir> cc1plus.exe: warnings being treated as errors
[11:39:22] <Maighstir> K:\__gemrb\git\gemrb\gemrb\plugins\GAMImporter\GAMImporter.cpp: In member function 'Actor* GAMImporter::GetActor(Holder<ActorMgr>, bool)':
[11:39:22] <Maighstir> K:\__gemrb\git\gemrb\gemrb\plugins\GAMImporter\GAMImporter.cpp:418:21: error: array subscript is above array bounds
[11:39:22] <Maighstir> K:\__gemrb\git\gemrb\gemrb\plugins\GAMImporter\GAMImporter.cpp:418:21: error: array subscript is above array bounds
[11:39:23] <Maighstir> K:\__gemrb\git\gemrb\gemrb\plugins\GAMImporter\GAMImporter.cpp:418:21: error: array subscript is above array bounds
[11:39:24] <Maighstir> mingw32-make[2]: *** [gemrb/plugins/GAMImporter/CMakeFiles/GAMImporter.dir/GAMImporter.obj] Error 1
[11:39:26] <Maighstir> mingw32-make[1]: *** [gemrb/plugins/GAMImporter/CMakeFiles/GAMImporter.dir/all]
[11:39:27] <Maighstir> Error 2
[11:39:28] <Maighstir> mingw32-make: *** [all] Error 2
[11:41:14] <wjp> hm, ouch
[11:47:08] <wjp> ah, PCStatsStruct and PCStruct seem to have gone out of sync
[12:43:48] <fuzzie> that GUIBT_COUNT should maybe be (MAX_QSLOTS + 3) to be clear
[12:45:28] <fuzzie> but yes, what wjp said
[12:46:04] <wjp> I'll commit it
[12:47:46] <CIA-26> GemRB: 03wjpalenstijn * re8d93fe07144 10gemrb/gemrb/core/ (Game.h Scriptable/Actor.h Scriptable/PCStatStruct.h): Sync QSlots in PCStatsStruct and PCStruct
[12:48:25] <fuzzie> perfect
[13:25:31] <Maighstir> I had some fixes/changes to the IWD chargen: http://pastebin.com/hyHYCRps - when I chose Dwarf I got Gnome in-game and vice versa, paperdoll default colours were wrong, and unlike the original, GemRB forced you to use all attribute points
[13:26:02] <fuzzie> i'm not sure about taking the patch about the using-all-attributes thing
[13:26:24] <fuzzie> this way you remove the ability to just hit enter through anything default
[13:26:35] <fuzzie> there's no dialog box or something to use?
[13:26:42] <fuzzie> but i guess ask lynx for an ok on that
[13:27:13] <Maighstir> all points are already used by default, but you can chose to remove points in the original
[13:28:57] <Maighstir> skills are not changed, they still require you to use up all points, like to original
[13:37:45] <Maighstir> http://pastebin.com/LDtQsC2t here's another one without the attribute changes
[13:40:37] <fuzzie> ok
[13:40:44] <fuzzie> you have a username/email pair to be author?
[13:41:02] <Maighstir> Maighstir/maighstir@ops-area.net
[13:41:14] <fuzzie> well, name/email pair i should say
[13:41:22] <Maighstir> Carl Karlsson
[13:42:18] <Lightkey> oO
[13:43:19] <Lightkey> be a bit more creative if you make up a name
[13:43:42] <Maighstir> I would, if I made it up.
[13:44:12] <Lightkey> right
[13:45:24] <CIA-26> GemRB: 03maighstir * rad410432ac81 10gemrb/gemrb/GUIScripts/iwd/CharGen.py: iwd chargen: fix paperdoll default colours, race
[13:46:14] <fuzzie> hmm, git cut that off a bit
[13:46:15] <fuzzie> oh well
[13:49:13] <fuzzie> Maighstir: if you have a diff with the attribute changes now, i can apply that too
[13:49:40] <fuzzie> i'm just not really awake enough to want them both in a single patch, where it might be unnoticed
[13:51:07] <Maighstir> http://pastebin.com/mXriVQzG there
[13:51:53] <Maighstir> eh, that one does what it's supposed to, but there's still stuff to clean up, I realised
[13:52:06] <fuzzie> ok, so wait on that?
[13:52:10] <Maighstir> yeah
[13:52:13] <fuzzie> oke
[14:05:29] <Maighstir> hmm... accidental discovery... if I right-click priest-spells in chargen, they get selected but no points are removed, when I deselect them using left-click though, I get another point to use... meaning I managed to get all 9 spells rather than the two I should have had
[14:06:26] <fuzzie> hehe
[14:07:07] <fuzzie> another thing to ask lynx, i guess
[14:07:18] <fuzzie> i don't know how that stuff works
[14:08:43] <pupnik_> aha i did see an occasional all-tan character
[14:09:34] <Maighstir> and scrolling using the mouse wheel in selectable textareas selects the row that the cursor is currently over... slightly irritating sometimes
[14:10:04] <fuzzie> you can probably fix that
[14:11:47] <Maighstir> http://pastebin.com/egTwXE6i a new diff, another two rows removed because of an unused variable that was left in the previous one
[14:12:36] <fuzzie> you want to uncomment the TextArea::OnMouseUp parameter 'Button' (in GUI/TextArea.cpp) and at the top, do a 'return;' if it's not .. GEM_MB_ACTION, i think?
[14:15:16] <fuzzie> looks like you check ((Button&GEM_MB_NORMAL) == GEM_MB_ACTION), maybe, so it still works for double-clicking
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[14:52:25] <pupnik> in the 'load game' dialog, scrolling up a saved game list is very jerky here
[14:52:46] <fuzzie> yes
[14:52:54] <fuzzie> it loads the savegames as you scroll
[14:58:19] <pupnik> the scrolling text when leaving irenicus' dungeon is a bit too slow (unless one is illiterate)
[14:58:50] <fuzzie> it's meant to match the sound, i think. sort of.
[14:59:53] <pupnik> oh i didn't hear any speaking :/
[15:00:19] <pupnik> it plays pretty great in 1024x768
[15:00:23] <pupnik> i must say, very fun
[15:00:28] <fuzzie> you should definitely get speech there
[15:06:59] <fuzzie> good to hear it's fun :) i am just glad the sparkles are no longer forever
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[15:08:05] <pupnik> me too :) :)
[15:12:48] <avenger> fuzzie, maybe it is possible to speed that up? it reads only the uncompressed file?
[15:13:02] <fuzzie> avenger: it has to read the images off disk to display them
[15:13:09] <fuzzie> you can't really fix that :)
[15:13:19] <avenger> it works in the original
[15:13:28] <fuzzie> the original loads them before displaying the load screen
[15:13:40] <fuzzie> it takes 2 minutes for it to display the load screen for me
[15:13:53] <avenger> yes, and it is long, maybe we could do some intelligent preloading
[15:13:57] <fuzzie> gemrb takes about 1 second, i think this is a plus
[15:14:00] <avenger> that is middle way
[15:15:40] <fuzzie> yes, i guess they are small enough that we can do that
[15:17:19] <fuzzie> not sure it's worth it, though, is it really so slow for anyone?
[15:17:53] <fuzzie> i guess it will be bad on all devices with saves on SD, slow disk i/o
[15:18:22] <fuzzie> but you'd have to be really clever to make any preloading work with them anyway
[15:18:45] <avenger> haha, i have deepinthewoods animation in the game :)
[15:19:15] <fuzzie> cool
[15:19:34] <fuzzie> you worked out what the sheep does yet? :)
[15:19:37] <avenger> looks like its center is not good, lemme see if dltcep can fix that
[15:19:39] <avenger> no
[15:21:37] <avenger> haha, almost good now
[15:23:05] <pupnik> the scrolling is kind of unusable on slower devices
[15:23:33] <fuzzie> the scrolling at edge?
[15:23:46] <avenger> and there is no mousewheel right?
[15:23:53] <pupnik> the scrolling of load screen
[15:23:54] <fuzzie> oh, the savegames
[15:24:08] <pupnik> edge scrolling i could probably change
[15:24:11] <fuzzie> well, we could have a "wait 2 minutes for the load screen" option, like in all the youtube videos
[15:24:14] <pupnik> waiting for the next nokia device really
[15:24:15] <fuzzie> pick one, i guess
[15:24:18] <pupnik> heh
[15:24:42] <pupnik> how about.. save a thumbnail image of the loadgame when creating the savegame?
[15:24:43] <fuzzie> but for every game, it has to load usually 7 bmp files
[15:24:59] <fuzzie> they're tiny, but when your disk is slow, it adds up
[15:25:12] <fuzzie> oh hm
[15:25:14] <fuzzie> wait
[15:25:23] <fuzzie> you're using bg2?
[15:25:26] <pupnik> yes
[15:26:38] <fuzzie> so it has to load 12 bytes of the SAV too
[15:27:02] <pupnik> ahhh
[15:27:17] <avenger> sav or gam :)
[15:27:19] <fuzzie> so, 8 files
[15:27:23] <fuzzie> erm, the GAM
[15:28:09] <fuzzie> when i tested this, all the cost is the OS overhead, finding and opening the files on disk
[15:29:48] <fuzzie> so i guess you could implement some gemrb-specific cache or something
[15:30:05] <avenger> fuzzie got time to add a very simple action?
[15:30:08] <fuzzie> well, it would help if our savegame code put the quicksave/autosave slots in the right place.
[15:30:17] <fuzzie> that would be an easy thing for someone to fix, probably.
[15:30:33] <fuzzie> i guess you could do it in python, even.
[15:30:44] <fuzzie> avenger: which one?
[15:30:58] <fuzzie> i am done with my important stuff for the day, i have some time now
[15:31:15] <avenger> StartCombatCounter: map->PlayAreaSong(3, 1, 1);
[15:31:24] <avenger> put it near StartMusic
[15:31:26] <fuzzie> it doesn't start the combat counter?
[15:31:49] <avenger> yes it does, but both of our engines are 'clever' and start the combat counter when you play the battlemusic
[15:31:58] <fuzzie> ok
[15:32:08] <avenger> i just found it :)
[15:33:13] <fuzzie> no parameter?
[15:34:10] <avenger> no
[15:34:44] <avenger> i really don't know why is it there, when StartMusic(3) would do the same
[15:35:06] <avenger> but i like easy stuff :)
[15:36:01] <fuzzie> well, it is bg2-only
[15:36:14] <fuzzie> both both are instants
[15:37:02] <pupnik> can't enter adventurer's mart on waukeen's promenade (with the dwarf in front)
[15:38:27] <avenger> because?
[15:38:44] <avenger> the dwarf is in way?
[15:38:51] <pupnik> open the door, click on it with party selected, party moves into door and new area doesn't open
[15:39:00] <pupnik> trying a reload
[15:39:14] <avenger> what if you try to enter with a single char
[15:39:21] <avenger> with the party nearby
[15:39:28] <pupnik> testing
[15:39:40] <pupnik> works
[15:39:49] <fuzzie> does everyone move through?
[15:39:50] <avenger> yeah, i saw this bug before
[15:40:04] <pupnik> selecting player+minsc doesn't work
[15:40:12] <fuzzie> or just the actor you tried entering with?
[15:40:18] <pupnik> player plus jaana worked
[15:40:41] <avenger> you can probably move them through one by one, only
[15:41:00] <fuzzie> there's just no code for handling doors
[15:41:12] <fuzzie> if it works, it's just luck
[15:41:24] <pupnik> minsc plus yoshimo worked
[15:41:26] <pupnik> ok
[15:41:34] <pupnik> i guess this isn't useful info
[15:42:42] <CIA-26> GemRB: 03fuzzie * r3564ea13fee8 10gemrb/gemrb/core/GameScript/ (Actions.cpp GameScript.cpp GameScript.h): add silly StartCombatCounter action
[15:43:35] <fuzzie> i think it'll work fine if we just fix the pathfinder a bit, and fix the travel trigger code
[15:44:04] <fuzzie> so far we just tried adding hacks, because we're lazy, and every hack which is vital for one game breaks some other game
[15:44:51] <fuzzie> for example, you can't just change it so it's happier with a larger distance, because then you can't use some exits
[15:44:59] <fuzzie> but it should be properly solvable :)
[15:46:08] <pupnik> maybe the thing to do is allow areas to tweak the necessary parameters
[15:46:08] <fuzzie> the original engine is actually ok with huuuuge distances, at least when leaving an area
[15:46:16] <pupnik> yeah i remember
[15:46:24] <fuzzie> but the trouble is, gemrb doesn't store which exit you clicked on. :)
[15:46:31] <pupnik> hrmph
[15:46:51] <pupnik> you know what i mean - if a global setting is too difficult to find, then localize them
[15:46:53] <fuzzie> will be fixed, but not my first thing, and i want dinner first
[15:47:01] <pupnik> guten appetit :)
[15:49:23] <fuzzie> are you running the latest code, by the way?
[15:51:07] <fuzzie> just wondering if there are any target problems (being unable to click on enemies to attack/cast/etc) left
[15:53:56] <pupnik> i am running the latest 'release candidate' iirc
[15:54:22] <pupnik> gemrb-0.6.2.tar.gz
[15:54:47] <pupnik> oh i can go back and forth between areas by selecting members! lol
[15:54:51] <fuzzie> ok. so not latest. ah well :)
[15:55:02] <fuzzie> and you can do that in the original game, too
[15:56:06] <fuzzie> there are "party-required" travel points, which is where the original game autosaves and all your party members have to go through at once, but otherwise your party members can move between areas as they want :)
[16:07:46] <pupnik> eww oversalted my rame n
[16:31:24] <pupnik> the 'bark skin' spell from jaheira just triggered the menu-borders disappearing/reappearing bug
[16:32:08] <fuzzie> any idea what you were doing before that?
[16:32:14] <fuzzie> i think the thing which sets it off is too late
[16:32:26] <pupnik> ok i'll be a little more alert
[16:32:51] <pupnik> is dual-weapon skill implemented? i seem to only be able to select on one sword at a time
[16:34:42] <fuzzie> you put the second weapon in the shield slot
[16:34:58] <pupnik> ahhh
[16:42:31] <pupnik> the level with the circus and werewolf was kind of hard
[16:48:34] <fuzzie> the illusions?
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[16:52:49] <pupnik> yeah
[16:52:58] <pupnik> they do serious damage
[16:53:24] <pupnik> one of my favorite things about that game was "whoah i just got toasted!"
[16:53:38] <pupnik> and have to stratagemize the assault after reload
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[17:03:25] <avenger> fuzzie, a question: the movetoexpansion action in ToB, sets the global variable 'intob' to 1
[17:03:39] <avenger> we surely don't want this in the core
[17:04:35] <avenger> probably there is already a hook to the guiscripts, because it calls setmasterscript...
[17:05:25] <avenger> ah yeah, there is UpdateMasterScript in the gui
[17:09:11] <avenger> this line should be in UpdateMasterScript: GemRB.SetGlobal("INTOB","GLOBAL",1)
[17:19:36] <-- deepinthewoods has left IRC (Quit: Leaving)
[17:24:14] <pupnik> hmm i see imoen standing by the carnage in the promenade
[17:25:18] <avenger> did you just leave the dungeon?
[17:25:22] <fuzzie> avenger: the movetoexpansion action in ToB does an awful lot of things
[17:25:37] <pupnik> this is from a restored game where i'd been walking around the promenade a bit
[17:25:56] <pupnik> i can see if i can make it happen again
[17:25:59] <avenger> well, maybe it was saved in a time when imoen didn't leave :)
[17:26:14] <fuzzie> ok, so a lot of it is indirect, but i think the intob global is the least important bit :P
[17:26:36] <fuzzie> and i still didn't hear anything from anyone about how to handle 2da columns for ToB
[17:26:59] <fuzzie> i am going to end up just hardcoding it for now, if no-one has a better plan
[17:28:07] <fuzzie> although i guess we don't even have any way of telling if we're in ToB or not, in the core?
[17:29:04] <fuzzie> doesn't look like it
[17:32:05] <fuzzie> so a better question is: does anyone object to me removing this SetExpansion junk and doing the ToB game mode properly?
[17:37:18] * pupnik sits quietly
[17:40:34] <CIA-26> GemRB: 03fuzzie * r92c9876709ea 10gemrb/gemrb/GUIScripts/iwd/MessageWindow.py: remove unused UpdateMasterScript function from iwd
[17:42:41] <fuzzie> well, i'll wait to see if anyone objects
[17:42:55] <fuzzie> but all this SetExpansion stuff in bg1 and iwd really needs to die
[17:43:22] <fuzzie> and i don't see why we need it in ToB, we have to keep track of the game mode properly anyway
[17:44:28] <fuzzie> and if Avenger wants to keep ToB stuff out of the core, we have to do it in python, and the core doesn't have to care.
[17:45:47] <avenger> hmm, i thought we have something,
[17:46:25] <avenger> game->SetExpansion(1) sets it
[17:46:32] <fuzzie> yes, that needs to die
[17:47:01] <avenger> but then how do you tell if you are in the expansion
[17:47:09] <fuzzie> for ToB, you check the game mode
[17:47:17] <fuzzie> it is 5 in the expansion
[17:48:02] <Maighstir> that gets set correctly when you move over from original to expansion?
[17:48:15] <fuzzie> in the original engine
[17:48:22] <Maighstir> or only when starting an expansion game?
[17:48:24] <fuzzie> in gemrb, we corrupt savegames instead
[17:48:27] <fuzzie> but we have to fix that anyway
[17:50:21] <fuzzie> (i think technically, 5 is set as soon as you enter the first ToB area, by the original game)
[17:50:29] <avenger> the problem is that we have 3 games which all has some kind of 'expansion' but they all handle it differently
[17:50:34] <fuzzie> yes
[17:50:43] <fuzzie> but in bg1 and iwd, there is no expansion mode
[17:51:01] <fuzzie> there is just the normal game. in iwd there is a Global set so that scripts can see if you started in 'expansion-only' mode, but it is just a global.
[17:51:25] <fuzzie> (ok, so bg1 has some weird hack where 'load mission pack save' loads from mpsave, but that is the GUIScript's problem)
[17:51:29] <avenger> that variable is also something the guiscript needs to set
[17:51:38] <fuzzie> the guiscript already does so
[17:54:10] <fuzzie> so my question is just, do we want to support SetExpansion for modders, for some reason?
[17:55:13] <avenger> well, not much
[17:55:28] <avenger> the only reason this needs to be in guiscript is that it is ugly in the core
[17:55:40] <fuzzie> sure, we have all the iwd global hacks in the guiscript
[17:56:04] <fuzzie> and i am happy handling ToB's game mode stuff in guiscript
[17:56:47] <avenger> maybe there will be a game (with expansion) written in gemrb, once. But the main reason is truly that i don't want any game specific stuff in the core
[17:56:50] <fuzzie> (cap XP based on game mode, process xnewarea.2da, change world map, kill Yoshimo, etc)
[17:57:14] <avenger> killing yoshimo is done by the engine?
[17:57:17] <fuzzie> yep
[17:57:28] <fuzzie> there's *loads* of hardcoded stuff done by the engine in the first ToB area
[17:57:43] <avenger> hmm, how do you know that
[17:57:48] <fuzzie> because you can try it :)
[17:58:12] <fuzzie> Taimon reversed some of it, i think it's *all* based on the game mode though
[17:58:47] <avenger> i see some yoshimo/etc strings in the exe. Even variable names like hadellesimedream, etc
[17:58:57] <fuzzie> if you're in the first ToB area and 0x64 in the GAM is not 5, then the engine runs loads of hardcoded stuff (force-kill Yoshimo, add all the new ToB items, loads of stuff)
[17:58:59] <avenger> we should explore those things :)
[17:59:21] <avenger> i wonder if i can find those
[17:59:35] <fuzzie> but we can do it all in the guiscript
[18:00:13] <fuzzie> but i would be very happy if you can find it all.
[18:00:25] <avenger> ok, i found some yoshimo reference ;)
[18:00:38] <fuzzie> i remember that it hacks imoen somehow, too
[18:00:46] <avenger> forces yoshimo to leave party
[18:00:54] <fuzzie> that might be it
[18:01:10] <avenger> and applies destroyself effect on him
[18:01:12] <avenger> poor guy
[18:01:16] <fuzzie> ok, that is it :)
[18:01:23] <fuzzie> i hadn't realised you didn't know the engine did this stuff :P
[18:01:43] <avenger> omg, kills imoen too
[18:01:50] <Lightkey> they killed kenny, those bastards!
[18:01:50] <avenger> then the imoen we know is a doppelganger
[18:01:55] <fuzzie> the pre-spellhold imoen :)
[18:02:28] <avenger> edwin gets a spell applied on him
[18:02:31] <avenger> spin661
[18:02:37] <fuzzie> probably fixes his gender
[18:02:51] <fuzzie> spin661 is EDWINA_IN_HELL
[18:03:21] <avenger> yep, sets him back to male
[18:03:25] <fuzzie> oh yes, i remember these spells :)
[18:03:35] <avenger> ok, you want a list of these things?
[18:03:40] <fuzzie> sure
[18:04:50] <fuzzie> > There is a reference to Yoshimo at 0x729cf0 in the .exe (as well as Imoen, Edwin and Anomen)
[18:05:06] <avenger> haha actually this is the same function i found the intob=1 thing
[18:05:10] <avenger> i just didn't read it further
[18:05:21] <fuzzie> well, this is why i was wondering
[18:05:23] <avenger> it is a loooong stuff
[18:05:37] <fuzzie> 19:26 <fuzzie> ok, so a lot of it is indirect, but i think the intob global is the least important bit :P
[18:07:02] <fuzzie> but it shouldn't be in MoveToExpansion, right?
[18:07:08] <fuzzie> this should be in a different function
[18:07:30] <avenger> lots of hadxyzdream = 1
[18:07:38] <fuzzie> so we can just put that whole function in the guiscript, we'll add functions if necessary
[18:07:49] <avenger> this is good in the setmasterscript part
[18:08:01] <fuzzie> but MoveToExpansion isn't the only caller
[18:08:29] <fuzzie> i hope, anyway, because otherwise it makes no sense
[18:08:36] <avenger> in the original engine this function is called from 6 other places
[18:08:36] <fuzzie> but you can surely check this by cross-references :)
[18:08:41] <avenger> one is the movetoexpansion :)
[18:08:43] <fuzzie> right, that makes more sense
[18:08:59] <avenger> 6 is a bit more than i expected
[18:09:04] <fuzzie> i expected 2
[18:09:15] <avenger> 3 here
[18:09:16] <fuzzie> i only know two callers (MoveToExpansion, and the area check)
[18:09:21] <fuzzie> it is not called by chargen
[18:09:50] <fuzzie> well, ok, it is not called at the start of chargen, when the other game mode stuff is done :)
[18:09:53] <fuzzie> maybe later
[18:12:30] <avenger> one i found is something coming from infscreenmultiplayer (probably starting a multiplayer from the gui), then one is surely for singleplayer, and the movetoexpansion by script
[18:12:43] <fuzzie> hmm
[18:12:57] <CIA-26> GemRB: 03fuzzie * rf58efbd6b6fc 10gemrb/gemrb/GUIScripts/ (bg1/Start.py iwd/PartyFormation.py): remove GameSetExpansion calls from bg1/iwd
[18:13:00] <fuzzie> odd
[18:13:21] <fuzzie> does it also handle teleporting?
[18:13:24] <avenger> some chargen stuff calls it at two points
[18:13:33] <fuzzie> oh
[18:13:34] <avenger> their chargen also loads the game
[18:13:39] <fuzzie> ok, does this stuff always run?
[18:13:44] <fuzzie> or does it check a parameter?
[18:13:58] <avenger> no, i guess you can create a tob character
[18:14:09] <fuzzie> the ToB stuff is done when moving from game mode 4->5
[18:14:44] <fuzzie> but baldur.gam has it as 3 (stand-alone SoA mode), and Watcher's Keep is added when it moves from 3->4
[18:15:00] <avenger> this is a field in .gam?
[18:15:05] <fuzzie> i said, offset 0x64
[18:15:06] <fuzzie> :)
[18:15:23] <fuzzie> Taimon says that the chargen does the 3->4 bit when it loads the baldur.gam
[18:15:35] <fuzzie> so i wonder if maybe your function does *all* this mode stuff?
[18:16:47] <fuzzie> (in gemrb, this is "str->ReadDword( &KillVarsCount ); //this is still unknown", so it just corrupts it, so if you load a gemrb game into ToB, you get everything done again)
[18:17:02] <fuzzie> that is easy to fix, but i would like to know what exactly is going on
[18:17:10] <fuzzie> and it sounds like you found all the code
[18:18:46] <avenger> probably
[18:18:57] <avenger> there is some strange stuff though
[18:19:03] <avenger> it is not a plain set this to that
[18:19:11] <avenger> it has some parameters
[18:19:13] <fuzzie> there's some XP capping done by the earlier modes, too
[18:19:30] <avenger> one seems to be a simple 1 or 0 flag
[18:19:51] <avenger> but this is about entering tob, that's sure
[18:20:04] <avenger> because most of the stuff is done unconditionally
[18:21:36] <Maighstir> When loading a game, IWD opens the Party Formation screen, not directly into the game, diff: http://pastebin.com/cehnVdsV
[18:22:06] <fuzzie> you tested that with in-game loading?
[18:23:42] <Maighstir> it works here, both from the start screen and from in-game
[18:23:46] <avenger> i seen that in iwd
[18:25:58] <fuzzie> ok, pushed
[18:26:40] <fuzzie> as long as these are easy to revert if they go wrong, i am not too worried about them
[18:30:17] * fuzzie pokes CIA-26
[18:30:59] <pupnik> :)
[18:32:28] <CIA-26> GemRB: 03maighstir * r7e8ccb724910 10gemrb/gemrb/GUIScripts/iwd/ (GUILOAD.py PartyFormation.py): iwd: open Party Formation screen after loading a game
[18:38:31] <avenger> i don't know what's the deal with imoen's belt
[18:39:01] <avenger> it is the hack belt of the pre-fortress imoen. Imoen will be destroyed after this...
[18:39:24] <avenger> hmm, maybe it would cause her resist the destroying :)
[18:43:59] <fuzzie> or maybe she'd drop it?
[18:44:03] <avenger> well it protects from a lot of stuff but not that, i don't understand why it forces an unequip before
[18:44:10] <avenger> no, it is unmovable
[18:44:16] <avenger> those things are not dropped
[18:44:25] <fuzzie> not party critical?
[18:44:37] <avenger> no
[18:44:50] <avenger> well, we can skip this
[18:45:05] <avenger> it shouldn't be dropped and we won't drop it anyway
[18:45:51] <fuzzie> good to comment it anyway
[18:45:56] <avenger> any idea what Anomen gets?
[18:46:00] <fuzzie> no idea
[18:46:10] <fuzzie> i didn't even know Anomen was in there
[18:46:10] <avenger> spin678
[18:46:19] <fuzzie> ANOMEN_TITLE
[18:46:28] <fuzzie> so, made a knight?
[18:46:38] <avenger> title is made knight
[18:46:40] <avenger> oddd
[18:46:54] <avenger> even if he falls?
[18:47:00] <avenger> he will be knighted in tob?
[18:47:40] <avenger> ooh
[18:47:45] <avenger> only if he is lawful neutral!
[18:47:47] <avenger> whoa
[18:47:57] <fuzzie> haha
[18:47:59] <avenger> well, we can still code this in guiscript
[18:48:02] <fuzzie> sure
[18:48:05] <fuzzie> we can just add guiscript functions
[18:48:11] <fuzzie> please document everything, we'll make it all work
[18:48:24] <avenger> i hope we can avoid adding 10+ guiscript functions for this :)
[18:49:43] <avenger> you get a text for imoen: Imoen cannot be imported in BGII:Throne of Bhaal until you rescue her later in the game. If you have no saves from this point, you can get an updated version of Imoen during the course of Throne of Bhaal.
[18:50:39] <avenger> yoshimo gets his text too
[18:50:58] <avenger> i guess you want those documented too
[18:52:34] <fuzzie> sorry :)
[18:52:44] <fuzzie> oh right, this is probably run on import too
[18:52:48] <fuzzie> especially if it does the XP capping
[18:53:17] <avenger> it runs over all characters, checking their xp, scripting name (kills immi and yoshi)
[18:54:35] <avenger> though im not sure what it does with xp
[18:54:50] <fuzzie> Taimon says that it caps it according to the game mode
[18:54:57] <avenger> at this point it just reads it
[18:55:22] <fuzzie> 0 is bg1 XP limit, 1 is totsc XP limit, and .. maybe 2 is SoA XP limit? it's on forum somewhere i guess
[18:55:46] <fuzzie> but i don't think he really looked into it
[18:55:56] <avenger> oh i see, in the end there is a limit: 1750000
[18:56:55] <fuzzie> i guess that is only the ToB one, then, and there are other functions for the other modes
[18:57:10] <avenger> well, the code at this part is a bit blurry, but one of the outside parameters deals with this
[18:57:39] <avenger> probably this code handles more than just tob...
[18:58:11] <fuzzie> the forum post said:
[18:58:12] <fuzzie> 0 = use BG1 limit (89000)
[18:58:12] <fuzzie> 1 = use TotSC limit (161000)
[18:58:14] <fuzzie> 3 = use SoA limit (2950000)
[18:59:41] <avenger> i don't know what is that 1750000 then
[18:59:56] <fuzzie> something Taimon didn't see? :)
[19:00:02] <fuzzie> maybe he wasn't even looking at this code
[19:00:27] <fuzzie> i just thought i should mention it, in case it helps
[19:01:08] <avenger> hmm there is a minimum value i think
[19:01:49] <fuzzie> well, that is about level 15
[19:02:01] <fuzzie> which seems like it would be a reasonable minimum level for ToB :)
[19:05:16] <avenger> it then gives you a bag of holding :)
[19:05:56] <avenger> or bag19a
[19:06:01] <avenger> based on xp?
[19:08:11] <fuzzie> the bags are definitely based on the game mode
[19:08:25] <fuzzie> you get another one if you load a gemrb ToB save :P
[19:09:06] <fuzzie> and basing them on xp sounds reasonable
[19:31:50] <avenger> ok, one of those flags was the multiplayer flag, if multiplayer game started, it sets startMp to 1
[19:35:47] <fuzzie> ah
[19:35:49] <fuzzie> cool
[19:46:36] <avenger> well, i don't know why the wiki doesn't format the text correctly
[19:47:00] <avenger> if i have one linefeed it merges the lines, if i have two, it keeps two
[19:47:25] <avenger> http://gemrb.sourceforge.net/wiki/doku.php?id=tob_stuff
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[19:49:42] <fuzzie> formatting fixed
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[19:53:40] <Lightkey> standard behaviour
[19:54:03] <Lightkey> oh, he's gone
[19:54:05] <fuzzie> you need two spaces before a '*', is the trouble
[19:54:09] <fuzzie> which is kind of silly behaviour
[19:54:35] <Lightkey> well, that is not standard..
[19:54:49] <Lightkey> just silly ;-)
[19:56:52] <pupnik_> http://www.photoforum.ru/photo/292551/index.en.html << how i sometimes picture walking around in BG2 (woods, sunset)
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