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[14:27:47] <fizzle> anyone here have a working iwd install?
[14:29:53] <lynxlynxlynx> yes
[14:30:06] <lynxlynxlynx> how though
[14:30:11] <fizzle> me too
[14:30:31] <fizzle> I am apparently missing many/most of the PC animations for some reason
[14:30:42] <fizzle> where are they located in your installation?
[14:30:54] <fizzle> e.g. chff1g1e.bam
[14:31:44] <fizzle> and chitin.key doesn't seem to reference them, either...
[14:43:05] <lynxlynxlynx> how does the problem manifest itself?
[14:43:59] <fizzle> lots of "couldn't create animationfactory" errors
[14:44:17] <fuzzie> did you set 'how' as gametype?
[14:44:24] <fuzzie> (or 'iwd' if you lack how)
[14:44:53] <fizzle> hm
[14:45:01] <fizzle> I set iwd but I do have how...
[14:45:33] <fizzle> oi
[14:45:47] <fizzle> works if you do it right
[14:45:49] <fuzzie> probably we should get a script to complain about that case
[14:45:54] <fizzle> who'd have figured :P
[14:46:01] <fizzle> thanks for the pointer
[14:48:48] <lynxlynxlynx> i was just about to report back that i don't see any issues
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[19:46:54] <fizzle> lynx: do you think ignoring that weapon projectile is a fix, or merely a workaround?
[19:48:32] <lynxlynxlynx_> it's an extension, avenger checked the original
[19:49:14] <fuzzie> the original ignores the projectile entirely unless the attacktype is 2?
[19:49:23] <fizzle> hm, I know of two weapons with a projectile in bg2
[19:49:29] <fuzzie> not that I know what 2 is
[19:49:42] <lynxlynxlynx_> probably the type, 2 for melee
[19:49:52] <fizzle> both have special abilities and afaics they aren't activated now
[19:49:53] <fuzzie> 2 is ITEM_AT_PROJECTILE I assume
[19:50:17] <fuzzie> which would make sense
[19:50:35] <lynxlynxlynx_> there are about 15 items
[19:50:57] <fuzzie> so that would make sense
[19:51:48] <lynxlynxlynx_> so which two weapons do you doubt now?
[19:52:07] <fuzzie> we don't do attack anims properly atm, right? that would be a nice thing to do, I have full notes
[19:52:18] <fizzle> still the staff of t&l, actually, and Carsomyr
[19:52:42] <fizzle> I can't seem to get the stun effect for the staff go off
[19:52:56] <fizzle> and Carsomyr should cast dispel on hit
[19:52:57] <fuzzie> is it in a projectile?
[19:53:44] <fizzle> for the staff, at least, the projectile is necessary for targetting afaict
[19:53:55] <fuzzie> hm
[19:53:55] <fizzle> because it seems to be intended as an area effect
[19:54:43] <fuzzie> let me look
[19:55:13] <fuzzie> the main projectile creation is definitely only for ITEM_AT_PROJECTILE
[19:55:24] <lynxlynxlynx_> nah, t&l should definitely not be using that projectile
[19:55:31] <lynxlynxlynx_> it is inareap
[19:55:42] <lynxlynxlynx_> so the enemy would never get hit by it, just like you noticed
[19:55:46] <fuzzie> and i assume the ext header in question is not of attack type 2?
[19:56:02] <lynxlynxlynx_> i think i managed to stun one of the mephits
[19:56:13] <lynxlynxlynx_> retrying
[19:56:52] <fuzzie> there's separate code for effects
[19:57:16] <lynxlynxlynx_> eh, i've deleted the save
[19:57:57] <fuzzie> if weapon hits and not resisted, walk through all effects on the active ability, apply them all.
[19:59:24] <fuzzie> then apply all ranged effects if type 2. then apply all launcher effects if launcher exists.
[20:00:04] <fuzzie> only the launcher effects are attached to a projectile.
[20:00:37] <fuzzie> don't know if that is helpful at all :-P
[20:02:57] <fizzle> if lynx doesn't check it out I'll give it a shot when my plate is clean
[20:03:11] <fizzle> won't be all that soon, though
[20:03:16] <lynxlynxlynx_> i can't get a stun either, things die too fast :)
[20:03:24] <fizzle> :)
[20:03:30] <lynxlynxlynx_> i guess i should've used invtrav like i originally thought, instead of 0
[20:04:09] <lynxlynxlynx_> but yeah, the current attack projectile could was just a guess (zefklop iirc)
[20:04:17] <lynxlynxlynx_> could/code
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[20:27:06] <fizzle> fuzzie: btw, did you have a chance to look at that demon dialog again?
[20:27:26] <fuzzie> no, it's confusing
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