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[10:12:08] <Gekz> guys
[10:12:13] <Gekz> I'm doing that regular thing I do
[10:12:21] <Gekz> that "why does he test queer environments for the lulz" thing
[10:12:28] <Gekz> this time, it's pure uClibc environment
[10:12:30] <Gekz> for GemRB
[10:12:34] <Gekz> hopefully with sound :D
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[13:15:50] <pupnik_> wow
[13:15:59] <pupnik_> nice gekz
[13:16:10] <Gekz> danke
[13:16:11] <Gekz> lol
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[14:18:36] <Avenger> hi
[14:20:06] <barra_library> hola Avenger!
[14:20:37] <Avenger> hello barra, did you finish your game?
[14:24:10] <lynxlynxlynx> heh
[14:33:21] <barra_library> it's coming along quite well Avenger
[14:33:26] <barra_library> http://www.parpg.net
[14:33:37] <barra_library> check the latest blog updates
[14:35:54] <barra_library> we plan to ship a first techdemo release around the end of the year, hopefully that works out
[14:36:03] <wjp> wow, nice graphics
[14:36:17] <Avenger> i'm going through the install guide
[14:36:25] <fuzzie_> i keep an eye on it just to admire the art :)
[14:36:28] <Avenger> http://wiki.parpg.net/Download
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[14:39:51] <barra_library> thanks wjp
[14:40:12] <barra_library> we still have a hard time to find interested 3d artists but we got some talented concept artists on the team
[14:46:43] <barra_library> and don't get too excited: the SVN version does not offer anything spectacular
[14:51:12] <Avenger> omg, lots of dependencies
[14:52:24] <fuzzie> hehe, i think Avenger is spoiled with gemrb's lack of them :)
[14:52:54] <Avenger> a ton of boost, truetype fonts, etc
[14:55:22] <Avenger> i see a dependency named: zliblg-dev
[14:55:34] <Avenger> or is it 1g?
[14:55:58] <Avenger> ok got it
[14:57:28] <barra_library> there are surely easier engines to build than FIFE
[15:02:03] <barra_library> it all comes at a price though
[15:02:29] <barra_library> you can either decide to have a lot of dependencies or you have to implemented some functionality on your own as you don't use a library for it
[15:03:41] <Avenger> too many dependencies suck. Though FIFE isn't the worst i seen :)
[15:04:02] <Avenger> there was some open source reimplementation of Orion
[15:04:03] <fuzzie> well, gemrb has the advantage that there aren't really many suitable libraries, i guess
[15:04:05] <Avenger> i don't remember the name
[15:04:18] <fuzzie> we support libvorbis and libpng but they're not requires since none of the original content comes like that..
[15:04:50] <Avenger> it seems i compiled it :)
[15:05:07] <Avenger> works
[15:05:13] <barra_library> coolio :-)
[15:05:34] <Avenger> meh, you cannot scroll the game area :)
[15:06:15] <Avenger> no talking either?
[15:06:39] <Avenger> what can i do?
[15:07:03] <barra_library> walk around, talk to some specific character
[15:07:08] <barra_library> switch maps via the door
[15:07:20] <Avenger> cool, i could move my legs into my backpack
[15:07:26] <barra_library> though it's still broken in SVN, but there is already a patch to fix it in trac, it just gets reviewed
[15:07:36] <barra_library> hehe the inventory is still heavy WIP as well
[15:07:58] <Avenger> ok, i will check this in a year :)
[15:07:59] <barra_library> as mentioned: don't expect anything groundbreaking or you'll be quite disappointed
[15:08:16] <barra_library> sounds good to me, you might actually check the first techdemo release
[15:08:49] <Avenger> that will be in January?
[15:09:15] <Avenger> i hope we'll have another release this year
[15:13:39] <barra_library> yep Avenger, end of December, early January (if everything goes well)
[15:14:12] <fuzzie> :)
[15:14:35] <fuzzie> where's #parpg, here?
[15:15:13] <fuzzie> i suppose so
[15:18:10] <barra_library> indeed
[15:18:21] <barra_library> general perception roll failed by me
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[16:02:36] <Avenger> fuzzie: is there a bug you want me to fix?
[16:02:57] <lynxlynxlynx> i do
[16:03:07] <Avenger> which one?
[16:03:14] <lynxlynxlynx> i can send you a save with the pomab scene
[16:03:28] <lynxlynxlynx> it's the only iwd blocker left
[16:03:34] <Avenger> ok
[16:04:20] <lynxlynxlynx> done
[16:07:22] <fuzzie> for me, fixing spawn difficulty would be nice, but it doesn't really block bg1, you can always run away
[16:19:50] <Avenger> i still didn't fix the spawn editor in dltcep
[16:20:05] <Avenger> i'm still confused by the fields, i guess :)
[16:25:58] <lynxlynxlynx> i was thinking of releasing 0.6.0 next weekend
[16:26:33] <fuzzie> it would be nice if we could fix the HoW map for that, maybe
[16:28:23] <lynxlynxlynx> a volunteer, great :)
[16:29:17] <fuzzie> well, i discussed splitting up the functions and stuff with Avenger, but never got around to actually doing it
[16:49:07] <Avenger> lynx, if you answered me, i didn't see it.
[16:53:37] <lynxlynxlynx> oh
[16:53:42] <lynxlynxlynx> your sf address
[17:03:09] <Avenger> lol, and now i got both
[17:08:05] <Avenger> i see all pomabs as 'shopkeeper'
[17:08:07] <Avenger> is that right?
[17:08:19] <fuzzie> i think so
[17:08:42] <fuzzie> the original engine *always* uses the generic name
[17:09:32] <lynxlynxlynx> it would be too easy otherwise, 5x False Pomab + 1x Real Pomab
[17:09:49] <fuzzie> heh :)
[17:12:01] <fuzzie> you're right, those names are a bit specific!
[17:12:18] <fuzzie> i'd only been testing it with nugrud's examples
[17:15:39] <lynxlynxlynx> oh
[17:16:01] <lynxlynxlynx> i remember reading somewhere about a flag that toggles the displayed name
[17:16:16] <lynxlynxlynx> could have been for items or spells though
[18:30:48] <Avenger> fuzzie do you know how this fake pomab stuff should work?
[18:31:47] <fuzzie> well, i never played the game
[18:32:03] <fuzzie> from the script it looks like: any damage to the real pomab should destroy one fake pomab?
[18:32:35] <Avenger> where is the script for that?
[18:32:45] <fuzzie> it's one of the scripts on the real pomab
[18:32:53] <Avenger> eepomabr?
[18:33:13] <fuzzie> yes
[18:33:39] <fuzzie> the HPLT(Myself,3000) block sets a global, which triggers suicide (and variable reset) of a fake fomab
[18:34:04] <Avenger> i see that both variables that are used for this are zero
[18:34:21] <Avenger> so i just have to find where is the break in the chain
[18:34:24] <fuzzie> KILL_FAKE_POMAB should get set for a single frame
[18:34:29] <fuzzie> and then reset when the pomab suicides
[18:34:38] <fuzzie> POMAB_DEAD is set when at least 5 fake pomabs have died? which should be all
[18:34:43] <Avenger> yes
[18:35:04] <Avenger> the crystal guards are invincible, right?
[18:35:06] <fuzzie> but if you just randomly check then both should be zero
[18:35:13] <fuzzie> yes
[18:35:19] <fuzzie> and the fake pomabs are effectively invicible
[18:35:21] <Avenger> well, i ctrl-y-d the real pomab
[18:35:33] <Avenger> but it didn't increase any variable
[18:35:34] <fuzzie> ctrl-y breaks the scripts, because none of them have minhp
[18:35:45] <Avenger> it shouldn't break it
[18:35:47] <fuzzie> well, i guess lynx maybe fixed that
[18:35:51] <fuzzie> if it just does damage now
[18:35:52] <Avenger> it gives 300 hp damage
[18:36:05] <Avenger> it should work in theory
[18:36:07] <fuzzie> maybe there's a race condition
[18:36:17] <fuzzie> because of the SetHP(Myself,3000) action
[18:36:19] <Avenger> i go to windows, so i can debug it normally
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[18:49:23] <fuzzie> that fake pomab scripting is going to go miserably wrong in gemrb because of the disconnect i added between script updates and execution, to try and fix other race conditions
[18:50:12] <fuzzie> i guess the real fix for that one is messages
[18:50:26] <fuzzie> specifically that SetCutSceneMode should be sending a message and not interfering directly?
[18:52:50] <fuzzie> meh, there are other bugs that changing that would cause too, probably more messages needed?
[18:53:19] <fuzzie> Avenger: you know if SetCutSceneMode sends a messsage or interferes directly?
[18:54:54] <Avenger> hmm, let me find it first
[18:55:02] <Avenger> i see SetCutSceneLite only
[18:55:08] <Avenger> that is doing message
[18:55:50] <Avenger> ahh, i have it as 'startcutscenemode' :)
[18:55:56] <fuzzie> um
[18:56:00] <fuzzie> maybe it is that? :)
[18:56:03] <Avenger> does message
[18:56:05] <fuzzie> i work entirely from memory, sorry
[18:56:19] <fuzzie> ok. good
[18:57:36] <Avenger> hmm setcutscenelite(1) seems to be equivalent of startcutscenemode()
[18:57:47] <Avenger> odd
[18:58:30] <Avenger> they call the same message, but setcutscenelite uses the int0parameter to pass to the message
[18:58:39] <Avenger> startcutscenemode passes a constant 1
[18:58:54] <fuzzie> well, the message parameter is the "disable script processing", i guess
[18:59:06] <fuzzie> it seems strange that they'd bother with int0parameter rather than 0
[18:59:15] <Avenger> oh no
[18:59:19] <Avenger> i got out of practice :)
[18:59:39] <Avenger> i saw the base message object's id there
[18:59:40] <Avenger> :)
[18:59:45] <Avenger> that is of course the same
[18:59:48] <fuzzie> ok :)
[19:01:39] <Avenger> well, at least now i put these on my message list :)
[19:02:04] <Avenger> do you want me to look deeper into them? or i could go on with the pomab bug?
[19:02:21] <Avenger> i didn't look into it yet
[19:02:32] <fuzzie> well, i think this probably breaks the pomab stuff a bit
[19:02:43] <fuzzie> because all of the pomabs will die at once
[19:02:51] <fuzzie> i don't think that is intentional?
[19:03:02] <fuzzie> but nothing happening at all, i still don't understand
[19:04:13] <Avenger> hmm does pomab use his wand?
[19:04:25] <Avenger> ahh that is the mirror pomabs, right?
[19:14:02] <Avenger> huh
[19:14:07] <Avenger> this is some big bug
[19:15:38] <Avenger> it never goes INTO the response block which does SetGlobal("KILL_FAKE_POMAB","GLOBAL",1)
[19:15:55] <Avenger> it is because of those continues
[19:17:14] <fuzzie> the 'lastAction==a' check?
[19:17:42] <fuzzie> i did put a 'needs more testing' comment there, you might try uncommenting the line i added
[19:17:46] <Avenger> oh: ClearActions(Lastattackerof(Myself))
[19:17:52] <fuzzie> oh, ugh
[19:18:00] <fuzzie> again: needs to be a message
[19:18:03] <fuzzie> right now it is an AF_INSTANT i think
[19:18:10] <fuzzie> but if you fix that, then everything else breaks
[19:18:32] <Avenger> no, wait, our clearactions is not right
[19:18:41] <Avenger> you cannot call clearactions on myself
[19:18:51] <fuzzie> you can't?
[19:19:00] <Avenger> and our clearactions doesn't even parse the parameter
[19:19:02] <fuzzie> it seemed to work fine in my testing, just delayed due to the message delay
[19:19:16] <Avenger> pomab has: ClearActions(Lastattackerof(Myself))
[19:19:32] <Avenger> but our clearactions just does Sender->ClearActions
[19:19:35] <fuzzie> hm, more broken in gemrb than i thought :(
[19:19:44] <fuzzie> well, you can certainly fix that one :)
[19:20:15] <Avenger> yes
[19:20:25] <fuzzie> but you have to make sure ClearActions() still works of course
[19:20:27] <Avenger> i wonder why you didn't find this one
[19:20:32] <Avenger> this definitely breaks a lot of stuff
[19:20:46] <fuzzie> well, because ClearActions is fundamentally broken
[19:20:49] <Avenger> please make a grep for clearactions?
[19:20:50] <fuzzie> it must be a message
[19:20:57] <fuzzie> it must never execute instantly
[19:21:09] <Avenger> and check if it always got a parameter or not
[19:21:20] <fuzzie> so fixing it seemed silly when it needed to be converted to message anyway
[19:21:38] <fuzzie> but, it is pretty boring: ClearActions() and ClearActions(someActor)
[19:21:47] <fuzzie> those are the only possibilities which appear anywhere
[19:21:56] <fuzzie> someActor is usually Myself, but often someone else too
[19:22:02] <Avenger> so there is 'clearactions' ?
[19:22:08] <Avenger> without parameter?
[19:22:10] <Avenger> ok
[19:22:12] <fuzzie> yes, in pst
[19:22:20] <Avenger> so we fall back to 'myself'
[19:22:25] <Avenger> i wanted to know that
[19:22:32] <fuzzie> if you want to fix this, you've got to remove the AF_INSTANT in GameScript.cpp too
[19:22:43] <fuzzie> but if you do that, you break bg2
[19:22:50] <fuzzie> so beware :)
[19:23:21] <fuzzie> i had completely forgotten that ClearActions didn't check param though :|
[19:29:05] <Avenger> woo
[19:29:10] <Avenger> kill fake pomab is now 1
[19:29:17] <Avenger> but, ctrl-y doesn't work
[19:29:25] <Avenger> it would still clear pomab's actions
[19:29:32] <Avenger> because lastattacker is not set
[19:29:43] <Avenger> but now, i shot an arrow at the real pomab
[19:29:52] <Avenger> and the variable is now incremented
[19:30:05] <fuzzie> do you get fake pomab deaths when that happens?
[19:30:22] <Avenger> now fake_pomab_dead is 1 too
[19:30:50] <Avenger> but, kill_fake_pomab is -1 :(
[19:30:50] <Avenger> that shouldn't happen, i guess
[19:31:06] <Avenger> yep
[19:31:09] <fuzzie> that is the race condition i discussed
[19:31:13] <Avenger> one good shot, and he is dead
[19:31:24] <Avenger> because now it underflows due to the race condition
[19:31:39] <fuzzie> i guess we've really got to fix the messages
[19:31:53] <fuzzie> we need a message for ClearActions, a message for applying an effect and a message for cutscene mode?
[19:32:09] <Avenger> so, one shot is enough now
[19:32:18] <Avenger> then he shouts: no, this cannot be, stay back
[19:32:26] <Avenger> then you can kill the crystal sentries
[19:32:27] <fuzzie> but one-shot is not a game-ruining bug :)
[19:32:34] <fuzzie> so that's great
[19:32:49] <Avenger> pomab is rip
[19:33:09] <Avenger> ok, the clear actions bug was a huge bug
[19:33:12] <Avenger> so, cheers
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[19:45:35] <CIA-66> gemrb: 03avenger_teambg * r7422 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: accept objectparameter in ClearActions (this broke the pomab scene)
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[19:57:26] <Avenger> does it work for you?
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[22:53:36] <Avenger> bye
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[23:29:01] <Gekz> the toolchain is still building hahaha