#gemrb@irc.freenode.net logs for 23 Jul 2012 (GMT)

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[11:43:42] <Adam007> hello everyone
[11:43:59] <Adam007> http://pastebin.com/GcbxDdnq
[11:44:23] <Adam007> seems to fix "NPCs following invisible actor to make attack"
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[12:04:07] <lynxlynxlynx> ojla
[12:05:56] <lynxlynxlynx> what GA flag is 1? you should use a constant
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[12:18:05] <Adam007> oh yes sec to fix
[12:19:42] <wjp> and the change to Actor.cpp looks like it just adds trailing whitespace?
[12:20:07] <Adam007> yes probably btw
[12:20:17] <Adam007> have a look at bool Actor::IsInvisibleTo(Scriptable *checker, int flags) const
[12:20:22] <Adam007> in actions.cpp
[12:20:30] <Adam007> if ((flags&1) || (Modified[IE_EA]>EA_GOODCUTOFF)) {
[12:20:34] <Adam007> from original source
[12:20:43] <Adam007> thats why i use 1
[12:21:01] <Adam007> because there is no other way to pass that function it breaks everything ;)
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[12:23:19] <Rocket_Hamster> in case you missed it bool Actor::IsInvisibleTo(Scriptable *checker, int flags) const
[12:23:27] <Rocket_Hamster> has confusling if
[12:23:35] <Rocket_Hamster> if ((flags&1) || (Modified[IE_EA]>EA_GOODCUTOFF))
[12:23:53] <Rocket_Hamster> and since there is no way to tell what modified[ie_ea] or goodcutoff is
[12:24:03] <Rocket_Hamster> i had to use "1"
[12:27:08] <wjp> how does that 1 that you pass end up in any IsInvisibleTo call?
[12:28:01] <Rocket_Hamster> well that 1 was there, i didnt add it, i just add it so i can pass that "if" statement
[12:28:09] <Rocket_Hamster> because other values in that statement are unknown
[12:28:32] <Rocket_Hamster> at least I couldnt find anyone here who knows what they are exactly
[12:28:54] <Rocket_Hamster> i mean it was in IsInvisible previously
[12:29:38] <wjp> what I mean: how does the 1 that you pass affect that if statement in any way?
[12:29:55] <Rocket_Hamster> here if ((flags&1) || (Modified[IE_EA]>EA_GOODCUTOFF))
[12:30:09] <wjp> please read what I'm asking :-)
[12:30:33] <Rocket_Hamster> well it allows the function to work correctly
[12:30:43] <Rocket_Hamster> because those other two constants are undocumented
[12:30:49] <Rocket_Hamster> and there is no way to set them properly
[12:30:54] <wjp> I don't see how 'flags' in that if is touched by what you change
[12:31:15] <Rocket_Hamster> well you pass a flag with correct bit enabled
[12:31:19] <wjp> where?
[12:31:45] <Rocket_Hamster> oh i know, CanSee calls ValidTarget calls IsInvisibleTo
[12:31:55] <wjp> yes, but ValidTarget doesn't pass any flags to InvisibleTo
[12:31:57] <Rocket_Hamster> thats probably what you want to know right
[12:32:04] <Rocket_Hamster> sec
[12:32:44] <Rocket_Hamster> hmm
[12:33:51] <Rocket_Hamster> yes it probably should pass that flag
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[12:34:17] <lynxlynxlynx> Rocket_Hamster: re validtarget: i'm looking at why the ea check was added
[12:35:02] <lynxlynxlynx> found out how to make git happy about nonexisting paths
[12:36:04] <lynxlynxlynx> we added it in there so one of the suldanessar dummy characters work
[12:36:13] <Rocket_Hamster> :)
[12:36:18] <lynxlynxlynx> i think it's the one with the symbol ordering riddle
[12:36:45] <lynxlynxlynx> you're supposed to be talking to an altar, but there's actually a wizard nearby that does all of it
[12:36:53] <lynxlynxlynx> without that, he was visible ;)
[12:37:13] <wjp> "don't mind the man behind the curtain"? ;-)
[12:37:36] <Rocket_Hamster> so i guess flag|=1 is correct in this case it even explains it in the comment
[12:38:17] <lynxlynxlynx> fuzzie provided the fix, but there may be a better way
[12:38:30] <lynxlynxlynx> then we could remove the flag bit alltogether
[12:38:55] <Rocket_Hamster> about the invisibility: the best way would probably be to force reevaluate targets in AttackCore
[12:39:03] <Rocket_Hamster> but i was unable to find how that is done
[12:39:13] <Rocket_Hamster> i could stuck at triggers and objects etc
[12:39:25] <Rocket_Hamster> i was*
[12:39:44] <lynxlynxlynx> did you try setting currentactionstate to 0?
[12:40:01] <Rocket_Hamster> nope
[12:40:10] <Rocket_Hamster> will that trigger addtarget routine?
[12:40:40] <Rocket_Hamster> you see I dont understand how exactly targets are evaluated is it in some time-interval or is it triggered by some value in gameloop?
[12:41:04] <Rocket_Hamster> i noticed there is some time interval but there could be also a trigger
[12:41:20] <lynxlynxlynx> i wouldn't mess with it here too much
[12:41:24] <lynxlynxlynx> a reset is enough
[12:41:46] <Rocket_Hamster> ok, i just wanted to know for better understanding of the engine
[12:42:52] <lynxlynxlynx> it's complicated
[12:42:58] <lynxlynxlynx> there are two kinds of triggers
[12:43:28] <lynxlynxlynx> i never touched any of it, so can't be of much help
[12:43:51] <lynxlynxlynx> most are cleared each tick
[12:43:54] <Rocket_Hamster> oh lynx i thought you are the original developer
[12:44:20] <lynxlynxlynx> nah, i joined much later
[12:44:37] <Rocket_Hamster> where are the originals? are they around or they moved on?
[12:45:23] <lynxlynxlynx> this was refactored a year or two ago anyway
[12:45:23] <lynxlynxlynx> the originator is long gone, the second person is still around - avenger
[12:46:04] <Rocket_Hamster> ah so you carry the weight of the ancestors :)
[12:47:12] <lynxlynxlynx> i guess
[12:47:26] <lynxlynxlynx> wjp and edheldil are also elders in this sense
[12:49:32] <lynxlynxlynx> https://www.ohloh.net/p/gemrb/contributors?query=&sort=oldest
[12:50:27] <lynxlynxlynx> man time flies!
[12:52:08] <Rocket_Hamster> hmm so many people
[12:52:10] <Rocket_Hamster> nice
[12:52:36] <lynxlynxlynx> the project is a bit over 10 years old
[12:53:01] <lynxlynxlynx> since the switch to git, tracking contributors is much easier
[12:54:02] <Rocket_Hamster> wow
[12:54:26] <Rocket_Hamster> thats a lot of manhours and dedicated work
[12:57:57] <lynxlynxlynx> ar2809
[12:58:19] <lynxlynxlynx> the activity fluctuated a lot
[12:58:47] <lynxlynxlynx> but yes :)
[13:01:43] <Rocket_Hamster> what are the plans for multiplayer?
[13:02:28] <lynxlynxlynx> ok, confirmed the wizard bit
[13:02:42] <lynxlynxlynx> he was getting visible due to casting too
[13:03:03] <lynxlynxlynx> multiplayer: no plans, at least not until singleplayer is done
[13:03:29] <lynxlynxlynx> some people came around wanting to implement it, but never produced any code
[13:04:02] <Rocket_Hamster> well Im not elite but I would say that multiplayer based engine needs different aproach then singleplayed oriented engine
[13:04:03] <lynxlynxlynx> and it's true that the engine itself needs to be prepared for that, the networking part is likely the easier half
[13:04:07] <Rocket_Hamster> it might be quite a bit of work
[13:04:27] <lynxlynxlynx> the design is good enough
[13:04:38] <lynxlynxlynx> we're a lot like the original
[13:04:50] <Rocket_Hamster> great, i would like a multiplayer game of bg running on gnu
[13:05:25] <Rocket_Hamster> so there was some inside info on original IE?
[13:12:42] <lynxlynxlynx> almost none, there is some now with bgee though, but we already knew practically all of it
[13:13:09] <lynxlynxlynx> that's part of the reason why it is taking so much time - the original had to be reverse engineered
[13:13:33] <lynxlynxlynx> and where it isn't, it's hard to know what the correct thing to do and stay compatible is
[13:16:46] <Rocket_Hamster> was there some deassembling involved?
[13:17:25] <Rocket_Hamster> oh my shift is over better get back home, cya later
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[13:26:44] <lynxlynxlynx> :)
[13:45:56] <CIA-31> GemRB: 03lynxlupodian * rc5c40fe43a99 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: simplified caster level logic in CastSpell*End
[13:45:57] <CIA-31> GemRB: 03lynxlupodian * r8389b8611f85 10gemrb/gemrb/core/Scriptable/Scriptable.cpp:
[13:45:57] <CIA-31> GemRB: only remove invisibility for non-instant casting
[13:45:57] <CIA-31> GemRB: fixes mage helper in ar2809 appearing when dealing damage for wrong answers
[13:46:08] <CIA-31> GemRB: 03lynxlupodian * r67c87add0747 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: always check the caster level fallback in CastSpell*End
[13:58:32] <CIA-31> GemRB: 03lynxlupodian * rfd2a68ea80ae 10gemrb/gemrb/core/ (3 files in 2 dirs):
[13:58:32] <CIA-31> GemRB: removed the ea check from IsInvisibleTo as it is no longer needed
[13:58:32] <CIA-31> GemRB: was added in 1a7017d4289df to fix a bug in ar2809
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[15:54:02] <lynxlynxlynx> Adam007: you'll be glad to hear the ea check is no more
[15:56:07] <Adam007> yes I checked the log
[15:56:14] <Adam007> it is a great day for me :D
[16:04:50] <CIA-31> GemRB: 03lynxlupodian * rd3aeba7d614b 10gemrb/gemrb/ (4 files in 3 dirs): renamed SetTarget to FaceTarget to reflect what it really does
[16:05:06] <lynxlynxlynx> well, we still don't have the right solution for fixing following
[16:05:15] <lynxlynxlynx> AddTarget should not be touched at all
[16:10:38] <Adam007> hmm
[16:11:14] <Adam007> It is not actually
[16:11:34] <Adam007> it needs only to drop current action and forget last target
[16:12:01] <Adam007> but it will still have that target in array i guess, at least thats how i understood the code
[16:12:58] <Adam007> but my guess it should be in decision logic probably, like the piece of code that is responsible for picking target but i couldnt find it
[16:27:08] <lynxlynxlynx> yes
[16:27:47] <lynxlynxlynx> press ctrl-m on the one following people ingame
[16:27:55] <lynxlynxlynx> it's a npc, right?
[16:28:37] <Adam007> hmm?
[16:28:44] <Adam007> im not sure i understand
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[16:31:35] <lynxlynxlynx> you'll get a debug dump of the actor
[16:31:45] <lynxlynxlynx> included are the scripts he runs
[16:32:13] <lynxlynxlynx> those could be responsible for retargetting
[16:33:58] <Adam007> oh really? great! thanks
[16:39:59] <lynxlynxlynx> IF
[16:39:59] <lynxlynxlynx> See(NearestEnemyOf(Myself))
[16:39:59] <lynxlynxlynx> THEN
[16:39:59] <lynxlynxlynx> RESPONSE #100
[16:39:59] <lynxlynxlynx> Attack(NearestEnemyOf(Myself))
[16:40:00] <lynxlynxlynx> END
[16:40:08] <lynxlynxlynx> just an example
[16:40:46] <lynxlynxlynx> if you check See and then SeeCore, it is clear there is no way GA_NO_HIDDEN gets passed through
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[16:42:47] <lynxlynxlynx> for a quick try, OR it to the flags passed to CanSee in SeeCore
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[17:26:44] <CIA-31> GemRB: 03avenger_teambg * re42e2b8972f9 10ielister/ielister.cpp: small fixes
[17:28:18] <CIA-31> GemRB: 03avenger_teambg * re8be98c686d8 10ielister/ielister.cpp: proper indentation
[17:50:14] <lynxlynxlynx> brad__: do you have any plans for next developments?
[17:50:50] <brad__> I have some ideas
[17:51:01] <brad__> not committed to anything in particular
[17:51:11] <brad__> obviously i want to finish and merge that font refactoring
[17:51:28] <brad__> Id like to make gemrb multibyte compatible
[17:51:36] <brad__> but i havent a dataset to test with
[17:54:32] <lynxlynxlynx> that could be created easily though
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[17:55:11] <lynxlynxlynx> & thanks for the info
[17:55:59] <brad__> while im attacking fonts i may as well rewrite the TTF plugin to use freetype library directly and get rid of the SDL_ttf dependency
[17:56:05] <lynxlynxlynx> reminds me that we don't handle dialogF.tlk
[17:58:55] <brad__> yeah we should implement that. i dont know what is required but it doesnt seem that difficult
[17:59:53] <brad__> I'd like to actually make use of SDL 2 (opengl), but its proving most difficult for me.
[18:00:17] <lynxlynxlynx> btw, did you hear? a final release can be expected soon
[18:00:24] <lynxlynxlynx> re tlk: i'm not sure either
[18:00:36] <brad__> final release?
[18:00:46] <lynxlynxlynx> it at least depends on the gender of the protagonist, but it could be also the talkee in general
[18:00:48] <lynxlynxlynx> 2.0
[18:01:00] <lynxlynxlynx> final/first
[18:01:09] <lynxlynxlynx> /actual release
[18:01:17] <brad__> ah. no i didnt hear
[18:32:21] <CIA-31> GemRB: 03avenger_teambg * re2d1177f3098 10dltcep/ (16 files): dltcep update
[18:43:22] <brad__> loading bg2 save games is crashing for me
[18:43:24] <brad__> in GameScript::AreaType
[18:43:28] <brad__> map is NULL
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[18:46:37] <lynxlynxlynx> how old is the save?
[18:47:04] <brad__> they are from the save game downloads we have
[18:47:11] <brad__> http://www.eowyn.cz/gemrb/bg2/saves/
[18:47:38] <lynxlynxlynx> ah, original
[18:47:42] <brad__> they all worked fine last i tried them about a month ago
[18:47:51] <brad__> maybe 2
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[18:48:43] <lynxlynxlynx> sounds like a script is run too early
[18:48:51] <lynxlynxlynx> do you have a full bt?
[18:49:34] <lynxlynxlynx> but we should also just be more defensive, i guess
[18:50:43] <brad__> yes i can get you a bt
[18:52:31] <brad__> http://pastebin.com/Mv6gu333
[18:53:51] <lynxlynxlynx> main loop, boring
[18:54:03] <CIA-31> GemRB: 03lynxlupodian * rdf084f03d9a1 10gemrb/gemrb/core/GameScript/Triggers.cpp:
[18:54:03] <CIA-31> GemRB: AreaType/IsExtendedNight/AreaFlag/AreaRestDisabled: dont crash when the map
[18:54:03] <CIA-31> GemRB: has not been loaded yet
[18:54:13] <lynxlynxlynx> this should get you a bit further
[18:54:18] <brad__> sweet
[18:54:19] <brad__> try in a bit
[19:08:32] <brad__> http://pastebin.com/d83ZUa3f
[19:08:52] <brad__> now it crashes in GameScript::AreaChec because sender area is null
[19:11:33] <lynxlynxlynx> njeh
[19:13:02] <lynxlynxlynx> print me Sender->GetName(1)
[19:13:43] <lynxlynxlynx> could be the "all critters start active" change has some bad side effects
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[19:20:05] <brad__> ok
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[20:30:42] <brad__> lynx: GetName(1) is returning NULL too???
[20:30:55] <lynxlynxlynx> ok
[20:31:01] <lynxlynxlynx> GetScriptName()
[20:31:09] <lynxlynxlynx> must be some random actor
[20:35:01] <brad__> that is blank
[20:35:08] <brad__> not NULL but just empty
[20:38:37] <CIA-31> GemRB: 03bradallred * r3fb6434b2def 10gemrb/gemrb/ (3 files in 2 dirs): Video: remove now unused BlitSpriteRegion()
[20:38:40] <CIA-31> GemRB: 03bradallred * r04cd2b988a82 10gemrb/gemrb/plugins/BAMImporter/ (BAMImporter.cpp BAMImporter.h): BAMImporter: remove now unused GetFont() method.
[20:38:40] <CIA-31> GemRB: 03bradallred * r82287de6a8af 10gemrb/gemrb/ (5 files in 3 dirs): Font: simplify fonts by using the sprite array instead of flattening it into a single sprite map and maintaining size entries for blitting.
[20:38:41] <CIA-31> GemRB: 03bradallred * reac5ef577139 10gemrb/gemrb/core/ (Font.cpp Font.h): Font: use named index for whiteSpace
[20:38:41] <CIA-31> GemRB: 03bradallred * r24890e342b5c 10gemrb/gemrb/ (10 files in 4 dirs): Merge branch 'font'
[20:38:42] <CIA-31> GemRB: 03bradallred * rbe2f9db6f506 10gemrb/gemrb/plugins/BAMImporter/BAMFontManager.cpp:
[20:38:42] <CIA-31> GemRB: BAMFontManager: use an animation factory to get the font.
[20:38:42] <CIA-31> GemRB: Gives us the benefit of BAM sprites for the fonts + shorter/simpler code than BAMImporter::GetFont
[20:38:46] <CIA-31> GemRB: 03bradallred * r3440f158fc9c 10gemrb/gemrb/ (3 files in 2 dirs): Video: let BlitSprite take an optional palette that will allow us to override the sprite palette when blitting.
[20:43:51] <lynxlynxlynx> huh
[20:44:25] <lynxlynxlynx> what about Type
[20:45:59] <brad__> ST_GLOBAL
[20:47:50] <lynxlynxlynx> whaaa
[20:48:43] <lynxlynxlynx> the game object itself? eg. owner of baldur.bcs
[20:52:02] <lynxlynxlynx> btw, the enablecap var in Print is unused
[20:53:25] <lynxlynxlynx> do you plan to reuse it sometime? Otherwise it should just be killed, as it breaks the compile http://sprunge.us/LJPQ?diff
[20:54:25] <lynxlynxlynx> - (void)enablecap; //HACK: shut up unused-but-set warnings, until the var is reused <-- you removed this :P
[20:56:33] <brad__> hmm yes i did
[20:58:43] <brad__> how does removing that break compile?
[20:59:24] <brad__> oh i see
[20:59:33] <brad__> why does it exist then???
[21:01:45] <lynxlynxlynx> leftover from older code
[21:01:58] <brad__> it seems to me we should kill enablecap and use the capital var instead
[21:02:26] <lynxlynxlynx> i imagine it wasn't removed since we had all those capitals bugs and it was unclear if it'll come handy
[21:03:01] <brad__> i see
[21:03:04] <brad__> well im removing it
[21:03:18] <lynxlynxlynx> actually no, i added it, so i bet someone removed the use with a different compiler
[21:03:23] <lynxlynxlynx> like now
[21:04:30] <brad__> the cap bugs are mostly fixed
[21:04:46] <brad__> and the one remaining bug needs to be addressed in setupstring IIRC
[21:05:38] <brad__> thats why im trying to get that BG2 save to work :p
[21:05:41] <brad__> so i can fix it
[21:09:55] <CIA-31> GemRB: 03bradallred * r9903501f76a8 10gemrb/gemrb/core/Font.cpp: Font: remove unused variable 'enablecap'
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[21:18:08] <lynxlynxlynx> in the bg2 case, the initial is buggy on exit
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[21:18:26] <lynxlynxlynx> the image drops a few lines and is drawn behind the text
[21:25:36] <brad__> yeah if i can ever get this save to load ill fix that :-p
[21:27:33] <lynxlynxlynx> you could just start a game and jump to the next chateau area
[21:27:43] <lynxlynxlynx> found a memory corruption now
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[21:30:53] <lynxlynxlynx> yay
[21:30:57] <lynxlynxlynx> death by valgrind overheating
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