#gemrb@irc.freenode.net logs for 23 Jul 2011 (GMT)

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[05:03:05] <Hellcommander> anyone know how I can get sdl 1.3 to compile with all the symbols
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[09:21:24] <Hellcommander> did a little checking up the 1.3 from repository is a old 1.2 if you read the log 1.3 is in beta and the prerelease can only be downloaded it seems default seems to be 1.2 btw
[09:22:00] <Hellcommander> just a unstable 1.2.14 :P
[09:22:30] <Hellcommander> its missing files that are needed
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[09:24:51] <Hellcommander> sdl 1.3 can be download at http://www.galaxygameworks.com/products.html
[09:37:17] <lynxlynxlynx> yes
[09:49:17] <fuzzie> the 1.3 in the repository is the up-to-date 1.3
[09:50:08] <fuzzie> you just have to make sure to check out the default branch, not the branch labelled 1.3
[09:59:43] <fuzzie> the 5557 zip on the webpage there is more than 2 weeks old, but the only relevant fixes since then are on OS X or iPhone
[10:07:35] <Hellcommander> does the vs compile work?
[10:07:53] <lynxlynxlynx> it should
[10:08:06] <lynxlynxlynx> atleast if you mean of gemrb
[10:09:14] <Hellcommander> its missing files from previous releases
[10:09:25] <Hellcommander> headers
[10:09:48] <Hellcommander> but i found them online so I can fix that
[10:17:35] <Hellcommander> 1>AmbientMgrAL.obj : error LNK2001: unresolved external symbol _SDL_CondSignal
[10:17:35] <Hellcommander> 1>AmbientMgrAL.obj : error LNK2001: unresolved external symbol _SDL_CondWaitTimeout
[10:17:35] <Hellcommander> 1>OpenALAudio.obj : error LNK2001: unresolved external symbol _SDL_CreateCond
[10:17:35] <Hellcommander> 1>OpenALAudio.obj : error LNK2001: unresolved external symbol _SDL_DestroyCond
[10:17:44] <Hellcommander> same error
[10:19:24] <fuzzie> are you sure you're linking OpenALAudio against SDL?
[10:22:34] <Hellcommander> yes cmake used to
[10:23:13] <Hellcommander> can't get 1.3 to compile right but their are no errors
[10:29:35] <Hellcommander> which tool do you use to compile sdl?
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[10:44:51] <Avenger> hello!
[10:45:15] <Avenger> hey lynx, anything clear for the release?
[10:45:32] <Avenger> i mean, anything to fix :)
[10:45:41] <lynxlynxlynx> oj
[10:46:21] <lynxlynxlynx> check bg1 proficiency boni
[10:46:21] <lynxlynxlynx> set lasthitter only for nonmagic combat
[10:46:29] <lynxlynxlynx> these two are left
[10:47:00] <lynxlynxlynx> first i already checked - we don't give any bonus for bg1/iwd profs
[10:47:23] <lynxlynxlynx> so we need another table, they check itemtype
[10:48:45] <Avenger> what bonus?
[10:49:15] <Avenger> ahh you mean, we don't use the bg1 style proficiencies
[10:50:01] <Avenger> i would simply modify the base stats of the actor
[10:50:07] <Avenger> on load
[10:51:00] <Avenger> hmm, do we handle proficiency bonus of any type :)
[10:51:08] <lynxlynxlynx> yes, we do bg2
[10:51:26] <Avenger> ahh i see
[10:51:41] <lynxlynxlynx> it's not the actor that is problematic, the items don't have the proficiency field set
[10:51:49] <lynxlynxlynx> so we could fix them on import
[10:52:09] <Avenger> ok, if the weapon has NO proficiency, we need to find one based on itemtype, as you said
[10:52:16] <Avenger> wi.prof = item->WeaProf;
[10:52:23] <lynxlynxlynx> yeah, that's 0
[10:52:26] <Avenger> needs a supplement 2da when weaprof is 0
[10:52:41] <Avenger> that is easy, i guess?
[10:52:56] <lynxlynxlynx> but 0 is also a valid bg1 proficiency, large swords
[10:53:08] <lynxlynxlynx> i don't think that's a problem though
[10:53:10] <Avenger> ok, then we need a game flag
[10:53:21] <Avenger> lets do this with a gameflag
[10:54:43] <Avenger> so, GF_PROFINWEAPON --> bg2 style, else use a table
[10:54:48] <lynxlynxlynx> if it is 0 and we look it up with the extra table, it'd be set to 0 again, so i'm not sure we need the gf
[10:55:25] <Avenger> yes, maybe, what if a bg2 weapon has no proficiency
[10:55:41] <Avenger> but maybe that's a bug anyway
[10:55:48] <lynxlynxlynx> didn't check if there are any
[10:56:02] <Avenger> ok, we can always add the flag if needed
[10:56:24] <lynxlynxlynx> yeah
[10:56:58] <lynxlynxlynx> you handle that and I'll go do the second bug
[10:57:05] <Avenger> ok
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[10:57:21] <lynxlynxlynx> http://www.pocketplane.net/volothamp/chap4.htm#profs
[10:57:32] <lynxlynxlynx> mnja, the map
[11:32:39] <CIA-26> GemRB: 03lynxlupodian * r278153bdbdb9 10gemrb/gemrb/core/Scriptable/Actor.cpp: added two combat related comments
[11:32:50] <CIA-26> GemRB: 03lynxlupodian * r2bd555d414bd 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp):
[11:32:50] <CIA-26> GemRB: only set LastHitter for conventional combat
[11:32:50] <CIA-26> GemRB: fixes fireshield ping-pong
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[11:50:54] <Avenger> bg2 uses the bg1 proficiencies too
[11:51:37] <Avenger> it uses the new style proficiencies only when the actor has 0 old proficiency.
[11:52:28] <Avenger> hmm, no, if the item has 0 weapon proficiency
[11:53:15] <lynxlynxlynx> nythrun said it uses the best of either bonus
[11:53:51] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=8458&st=15&p=73772&#entry73772
[11:54:38] <lynxlynxlynx> so since we don't have both prof tables, that is equal to using the higher prof
[11:57:40] <Avenger> it is a bit complicated :)
[12:01:20] <Avenger> it defaults to 1 sometimes
[12:01:49] <Avenger> for example, it assumes, the actor has 1 as old xbow proficiency
[12:02:42] <Avenger> and if the weapon proficiency in the item is out of range, it is also assumed as if the actor has 1
[12:03:08] <Avenger> out of range, but not 0
[12:03:43] <Avenger> well, this is full of tweaks
[12:10:36] <Avenger> i wonder if we want this
[12:19:08] <Avenger> ah, this is not the crossbow, but hand to hand proficiency
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[12:41:32] <CIA-26> GemRB: 03avenger_teambg * rc58d0c7dae15 10gemrb/gemrb/override/ (bg1/proftype.2da bg2/proftype.2da): bg1 weapon proficiencies for itemtypes
[12:41:42] <CIA-26> GemRB: 03avenger_teambg * rd3410e57c299 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[12:43:11] <CIA-26> GemRB: 03avenger_teambg * rf127ae5242d9 10gemrb/gemrb/plugins/ITMImporter/ITMImporter.cpp: set the weapon proficiency based on item type
[13:04:20] <CIA-26> GemRB: 03avenger_teambg * r41732f12487f 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): handle the old weapon proficiency types correctly
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[13:17:58] <Avenger> clskills.2da is still messed up for iwd/pst
[13:18:23] <Avenger> i wanted to add a new column for the thac0 penalty for non proficient weapons there
[13:18:42] <Avenger> but it needs to be cleaned up first
[13:23:31] <lynxlynxlynx> you can probably just copy proftype.2da for iwd and how btw
[13:24:01] <lynxlynxlynx> pst has Axes Clubs Edged Fists Hammers Missiles
[13:24:51] <lynxlynxlynx> so proftype.2da can be in shared/ and just overriden for pst, maybe iwd2 (not sure if it matters)
[14:16:32] <Avenger> i thought iwd has a differnet proficiency table
[14:16:53] <Avenger> i'll get the table soon :)
[14:19:02] <lynxlynxlynx> i don't think so, let me check
[14:23:00] <lynxlynxlynx> maybe how added some more, i remember trouble with the levelup screen
[14:25:05] <lynxlynxlynx> yeah, there's more
[14:25:07] <lynxlynxlynx> http://guidesarchive.ign.com/guides/13559/images/basics_15.jpg
[16:01:55] <CIA-26> GemRB: 03lynxlupodian * r94f0ff7fd14d 10gemrb/gemrb/core/ (5 files in 2 dirs):
[16:01:55] <CIA-26> GemRB: fixed TakePartyItemNum to respect the Num part
[16:01:55] <CIA-26> GemRB: fixes spellhold token machine eating all the tokens at once
[16:01:56] <CIA-26> GemRB: 03lynxlupodian * rae528547ef7c 10gemrb/gemrb.6.in: gemrb.6.in: removed extra large indentation of the files section
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[17:07:07] <Avenger> hah nice catch lynx
[17:07:25] <lynxlynxlynx> :)
[17:07:47] <lynxlynxlynx> i'm working on another one, but it is trickier
[17:09:07] <Avenger> i just think you shouldn't count the items. Can't you just modify MoveItemCore to return the removed amount?
[17:09:53] <Avenger> what if count is passed by address, and adjusted in MoveItemCore
[17:10:59] <lynxlynxlynx> i'm sure there are plenty other ways of doing it, i just picked the least intrusive one
[17:40:58] <lynxlynxlynx> Avenger: any special reason we're not using learnspell+removeitem for learning from scrolls?
[17:41:08] <lynxlynxlynx> i think we did that in the past
[17:42:12] <lynxlynxlynx> now we have a problem when learning from a stack of scrolls - the whole stack is destroyed, since the stack amount is in the first header, but the spell learning in the second
[17:42:34] <lynxlynxlynx> with a count of one, it makes the whole stack vanish
[17:42:51] <lynxlynxlynx> but we can't just check both due to wands and other items with multiple abilities
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[18:18:17] <CIA-26> GemRB: 03lynxlupodian * rd6c984d54a33 10gemrb/gemrb/core/GUI/GameControl.cpp: don't change stance to attacking when drinking or casting from items
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[20:30:36] <Avenger> lynx: the scrolls suck. I think we should do exacly what the original does, i will check that soon
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