#gemrb@irc.freenode.net logs for 23 Oct 2010 (GMT)

Archive Today Yesterday Tomorrow
GemRB homepage


[02:16:11] --> pupnik_ has joined #GemRb
[02:19:35] <-- pupnik has left IRC (Ping timeout: 276 seconds)
[02:52:40] --> Gekz has joined #GemRb
[05:52:00] --> Avenger has joined #GemRb
[05:52:00] --- ChanServ gives channel operator status to Avenger
[05:52:55] <Avenger> hi
[05:54:50] <Avenger> lightkey you have little faith in us, we actually got a checklist for 0.6.3
[05:55:38] <Avenger> in one sentence: the next version should be able to let you play HoW through. But there is a detailed list of things to fix to achieve that.
[06:27:01] <Avenger> heh weird, on windows, the lesser shadows of HoW look like a salamander
[06:27:22] <Avenger> this is definitely some uninitialized memory
[06:49:43] <Avenger> whoo, first successful resurrection spell cast
[08:47:18] --> lynxlynxlynx has joined #GemRb
[08:47:18] --- ChanServ gives channel operator status to lynxlynxlynx
[08:51:41] <Avenger> hi lynx
[08:54:49] <lynxlynxlynx> gmornin
[08:57:37] <Avenger> resurrection works in same area already, still hacking on using global targets
[09:00:37] <lynxlynxlynx> do we keep the corpse in the area where it died now?
[09:02:06] <fuzzie> not as far as i remember
[09:02:35] <Avenger> it is not required
[09:03:00] <Avenger> all these spells work on global actors
[09:03:13] <Avenger> that means, the target is not in the same area
[09:03:24] <fuzzie> lynx means, there is another bug, where corpses follow you
[09:03:51] <Avenger> well, i don't know about that, and i won't let me distracted :P
[09:03:57] <fuzzie> :)
[09:04:06] <Avenger> i already fixed 3-4 bugs along the way
[09:05:39] <lynxlynxlynx> :)
[09:06:30] <lynxlynxlynx> they should probably follow you anyway, just be without the avatar
[09:06:46] <lynxlynxlynx> resurrection/raise dead brings them back in the current area
[09:07:22] <Avenger> yes
[09:07:33] <Avenger> the second line is what i do
[09:07:45] <fuzzie> i don't think they should follow
[09:07:52] <fuzzie> but the original engine is all funny about that anyway
[09:07:59] <fuzzie> but Avenger is doing fine for the latter :)
[09:08:02] <fuzzie> also good morning
[09:08:41] <Avenger> ok, jaheira popped back into life in a different area, for the first time...
[09:08:49] <Avenger> going to commit :)
[09:08:53] <-- Avenger has left IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.11/20101012113537])
[09:43:26] <CIA-47> GemRB: 03avenger_teambg * rba2bef235503 10gemrb/gemrb/ (21 files in 8 dirs): fixed con hp bonus, max hp bonus effect, resurrection and heal
[09:45:47] --> Avenger has joined #GemRb
[09:45:47] --- ChanServ gives channel operator status to Avenger
[10:09:06] --> Maighstir has joined #GemRb
[10:13:56] <Avenger> hah, i killed lysan and her yetis without cheating :) that combat is full of glitches but quite close to original ;)
[10:14:48] <Lightkey> Avenger: what has faith got to do with anything? I just know you :-P
[10:15:13] <Avenger> but we got the checklist which you didn't know about :P
[10:15:40] <Lightkey> is it on the wiki?
[10:16:10] <fuzzie> i expect it's in Avenger's head
[10:16:19] <Avenger> http://gemrb.sourceforge.net/wiki/doku.php?id=todo
[10:16:29] <lynxlynxlynx> mine is on the wiki, yes
[10:16:29] <Avenger> see the HoW section, the bold parts
[10:16:50] <lynxlynxlynx> but it's more of a wishlist, i'll probably get short on time again soon
[10:17:36] <Avenger> i think i fixed some major bugs like the crasher in some iwd areas which got the extended night flag set
[10:18:00] <Avenger> still don't know if resurrection in a temple works
[10:18:05] <Avenger> but the spell should
[10:18:17] <Avenger> i think the rest can be fixed in the gui
[10:18:24] <fuzzie> meh, git is not magically merging my globalID patches
[10:18:46] <Avenger> hehe fuzzie you waited too long with them
[10:18:54] <fuzzie> i did
[10:19:02] <Avenger> i had to mess with the stored actor stuff
[10:19:28] <fuzzie> this is from months ago
[10:19:34] <fuzzie> so i rewrote too much in the mean time
[10:19:40] <fuzzie> doesn't matter, i'll manually apply it later
[10:20:36] <Avenger> my current understanding is: global ids are found in the same area OR if the global id belongs to a global actor (in npc/pc list of game)
[10:20:58] <fuzzie> sure
[10:21:00] <Avenger> part of the code may need some refactoring
[10:21:06] <fuzzie> i just want to make scriptables have them
[10:21:09] <fuzzie> then i can apply the messaging patches
[10:21:13] <Avenger> yeah, that too
[10:21:15] <fuzzie> then i can apply a large heap of other fixes..
[10:22:10] <fuzzie> i assume there is no release soon :P
[10:22:11] <Avenger> lysan's bless caused some loud racket, it seems some of the effects need to go away with death
[10:22:30] <Avenger> well, when HoW is declared 'playable' we do a release
[10:22:38] <fuzzie> last time i wanted to apply this stuff, i think we were frozen for a release
[10:22:49] <fuzzie> you have any coments on the dialog stuff?
[10:23:03] <fuzzie> http://forums.gibberlings3.net/index.php?showtopic=20801 are my notes from August
[10:23:05] <Avenger> no, i don't know how to fix that exactly
[10:23:31] <Avenger> but i believe it is the last major bug (hjolder cannot leave)
[10:23:41] <Avenger> i fixed the dialog range thing recently
[10:24:04] <Avenger> i think that was also a blocking bug in iwd games
[10:24:22] <lynxlynxlynx> the recursive cutscene is also a problem
[10:24:33] <fuzzie> well, the cutscene stuff is fixable
[10:24:46] <fuzzie> i think i should just rewrite it to be like the original
[10:24:48] <Avenger> hmm fuzzie, i have one comment: it seems actors store 2 dialogs in them
[10:24:54] <fuzzie> in iwd?
[10:24:58] <Avenger> one is their own dialog, the other is the dialog they are currently in
[10:25:02] <Avenger> no, in all games
[10:25:04] <fuzzie> oh
[10:25:05] <fuzzie> heh
[10:25:20] <Avenger> i'm not entirely sure of this yet
[10:25:22] <fuzzie> i just hacked some 'this was the actor speaking' in
[10:25:36] <Avenger> but there are 2 dialog resrefs in every actor
[10:25:55] <fuzzie> but that would be just as good, i guess
[10:26:17] <Avenger> hmm, i got some other stuff but i forgot :)
[10:27:16] <fuzzie> i am mostly worried about the actions
[10:27:40] <Avenger> yep, what lynx said: the recursive cutscene stuff in the dragon's death needs to be done for 0.6.3
[10:27:53] <fuzzie> i haven't looked at what the problem is there
[10:28:09] <Avenger> it is a cutscene that spawns 2 more cutscenes sequentially :)
[10:28:13] <fuzzie> but i don't see why there would be a problem
[10:28:19] <fuzzie> cutscenes just add actions to queues, right?
[10:28:20] <Avenger> so, you cannot wipe the action queue
[10:28:22] <Avenger> yes
[10:28:28] <fuzzie> oh dear, we wipe the queue right now?
[10:28:33] <Avenger> but i thought we wipe it...
[10:28:35] <Avenger> not sure
[10:28:40] <Avenger> if not, then fine
[10:28:43] <fuzzie> well, that would be an easy fix if so :P
[10:29:00] <fuzzie> but i still am not sure about which cutscene stuff sends messages and what does stuff in the action
[10:29:02] <Avenger> then we just have to make it 'reentrant' :)
[10:29:15] <Avenger> i think my hack won't work anymore
[10:29:17] <fuzzie> that would be helpful to know, for TextScreen and IncrementChapter too
[10:29:21] <Avenger> where i store the cutscene id in the actor
[10:29:34] <fuzzie> well, if we do it like the original, we know it'll work
[10:30:01] <Avenger> it passes the actor id along (in the message)
[10:30:16] <Avenger> so it needs to be on the stack
[10:31:26] <Avenger> also, our code is probably relying on CutSceneID as an action?
[10:31:46] <Avenger> The original doesn't do anything at the point (CutSceneID is a nop action)
[10:32:25] <Avenger> it is just a placeholder to keep an object at the beginning of each response block
[10:33:12] <Avenger> so basically, startcutscene takes a script, gets the first object from each response block, and stuffs it in the queue of that object
[10:34:10] <Avenger> as far as i know it totally ignores the condition block or the response probability part
[10:35:00] <fuzzie> yeah
[10:35:07] <fuzzie> that is what i have in notes :)
[10:35:25] <fuzzie> there's some CutSceneID(Myself) in places, don't know what that's meant to do
[10:36:59] <Avenger> i'm pretty sure it is the object who runs StartCutScene :)
[10:37:48] <Avenger> hopefully there are no [PC.0.0] objects
[10:38:04] <Avenger> only strings/object ids
[10:39:38] <fuzzie> *nod*
[10:39:38] <fuzzie> ok
[10:39:46] <fuzzie> i mean, it looks like the code is actually in the StartCutScene action
[10:40:01] <fuzzie> but i shouldn't be looking at this now
[10:40:19] <lynxlynxlynx> pst uses objects
[10:40:27] <lynxlynxlynx> scripts/pst/3012cut6.baf: CutSceneId([0.0.0.0.0.0.PERSON_5][0.0.10000.10000])
[10:40:29] <Avenger> yes, the action should do all the stuff
[10:40:46] <Avenger> meh lynx...
[10:40:55] <fuzzie> haha.
[10:41:01] <fuzzie> well, we don't even *do* pst object matching right now
[10:41:04] <fuzzie> so i wouldn't worry about it
[10:41:22] <Avenger> i hope it is always a single object
[10:41:40] <fuzzie> well, we can implement it, whatever it is
[10:41:41] <Avenger> so startcutscene can parse the script, find a single object, stuff its queue
[10:41:41] <lynxlynxlynx> for pst it is always just using the last field
[10:41:47] <lynxlynxlynx> scripts/how/bcscut4.baf: CutSceneId([PC][0.0.10000.10000]) //
[10:41:49] <lynxlynxlynx> scripts/how/lwalpend.baf: CutSceneId([PC]) //
[10:41:50] <lynxlynxlynx> scripts/how/lwctsend.baf: CutSceneId([PC][0.0.10000.10000]) //
[10:41:52] <lynxlynxlynx> scripts/iwd2/52cview0.baf: CutSceneId([PC][0.0.10000.10000])
[10:42:00] <lynxlynxlynx> decompiling errors?
[10:42:02] <fuzzie> oh great
[10:42:31] <fuzzie> i thought those coord fields weren't used in iwd/iwd2
[10:44:17] <fuzzie> but i guess it doesn't matter, we can happily match those
[10:52:58] <lynxlynxlynx> 135 uses of it with Myself, one in pst, the rest in how or iwd2
[10:53:57] <lynxlynxlynx> from the names it looks plausible that it refers to the object who runs StartCutScene
[10:55:03] <Avenger> i'm not sure they are coordinates
[10:55:12] <Avenger> that was just a first guess
[10:55:31] <Avenger> anyway, i never seen anything else than 0.0.10000.10000
[10:55:36] <lynxlynxlynx> 10000 is a bit large too
[10:56:02] <Avenger> i'm pretty sure it is an unnecessary hack in the bis side
[10:56:09] <Avenger> it makes the objects bloated
[10:56:22] <Avenger> all objects keep to those fields
[10:56:46] <fuzzie> pst has loads of different ones
[10:57:17] <fuzzie> the pst fixpack seriously broke a lot of quests for a while, because weidu miscompiled the coord fields
[10:58:05] <fuzzie> see things like Exists([0.0.0.0.0.0.NAMELESS_ONE][859.1789.982.2020])
[10:58:48] <fuzzie> but you can also do range inside there, such as [PC][1070.1040.400.-1]
[10:59:07] <fuzzie> which is something like 400 pixels around 1070,1040
[11:11:59] <Avenger> oh, so it could be a rectangle or a circle?
[11:12:34] <fuzzie> yes
[11:13:04] <Avenger> do you want to implement this?
[11:13:12] <Avenger> i don't want to mess with the objects :)
[11:13:15] <fuzzie> i don't really know if it *works* though, but when weidu mangled those -1 ones, a lot of stuff in pst stopped working
[11:13:54] <fuzzie> unfortunately they do also seem to be used in HoW
[11:14:02] <Avenger> i guess, 0.0.10000.10000 is a kind of default value, it wouldn't filter much
[11:14:17] <Avenger> except if it is added to filter out global objects
[11:14:34] <fuzzie> iwd2 too
[11:14:48] <fuzzie> oh no, i got them messed up
[11:14:52] <fuzzie> iwd2 and pst, not iwd
[11:15:06] <Avenger> iwd doesn't have them?
[11:15:08] <fuzzie> i see only these [0.0.10000.10000] ones in iwd, which can be ignored
[11:15:11] <Avenger> their objects are large
[11:15:17] <Avenger> ah i see
[11:15:28] <Avenger> well, that's what i meant in the first place :)
[11:15:41] <fuzzie> but iwd2 uses both the rectangle and distance/circle ones
[11:15:49] <Avenger> and we are lucky then, this isn't required for HoW :)
[11:16:47] <fuzzie> lynxlynxlynx: you aroujnd
[11:16:48] <fuzzie> ?
[11:17:00] <lynxlynxlynx> ja
[11:17:02] <fuzzie> i am doing "grep \\]\\[ * | less" but i don't have HoW dialog
[11:17:05] <fuzzie> maybe you do?
[11:17:46] <Avenger> ok, i go back to exploration mode and see why the bless effect caused that racket
[11:17:50] <-- Avenger has left IRC (Quit: bye!)
[11:17:59] <lynxlynxlynx> nothing found
[11:18:05] <lynxlynxlynx> only iwd2 matches two times
[11:18:41] <lynxlynxlynx> again with the 10000
[11:19:04] <fuzzie> it is possible that the 10000 one has some kind of side effect, but i can't imagine what it could be
[11:19:18] <fuzzie> and i don't see any instances where it would make sense to add restrictions..
[11:19:52] <fuzzie> while the scripts with non-10000 coordinates are clearly trying to match actors in a certain area/range, i think. (see iwd2's scripts for some obvious examples)
[11:52:19] <fuzzie> f33r :(
[11:52:32] <fuzzie> oop, wrong channel
[11:52:44] <fuzzie> although that pretty much sums up this coordinate stuff too
[12:06:35] --> Avenger has joined #GemRb
[12:06:35] --- ChanServ gives channel operator status to Avenger
[12:34:30] <lynxlynxlynx> the portrait handling is even more complex than i thought
[12:34:55] <lynxlynxlynx> bg2 hides dead actor's portraits in most shop screens
[12:44:26] <Avenger> hmm, removes from the list completely?
[12:44:50] <Avenger> i guess all except the temple screen
[12:46:13] <lynxlynxlynx> the buttons are disabled
[12:48:14] <Avenger> well, disabling is easy
[12:48:24] <lynxlynxlynx> yep
[12:50:56] <CIA-47> GemRB: 03lynxlupodian * r49f19a760fd5 10gemrb/gemrb/GUIScripts/ (bg1/GUIREC.py bg2/GUIREC.py iwd/GUIREC.py): guirec: display DEAD in the overview if the actor is dead
[13:11:18] <fuzzie> helpful :)
[13:16:06] <-- Avenger has left IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.11/20101012113537])
[13:16:35] <lynxlynxlynx> it's not visible yet, since we still have them as unselectable
[13:16:56] <lynxlynxlynx> i'm working on ammending the other screens that need adaptations for it
[13:36:07] --> deepinthewoods has joined #GemRb
[13:44:56] --> Avenger has joined #GemRb
[13:44:56] --- ChanServ gives channel operator status to Avenger
[13:46:25] <CIA-47> GemRB: 03avenger_teambg * r65aa53489a41 10gemrb/gemrb/ (5 files in 4 dirs): properly? implemented cynicism (opcode 0x11b)
[13:46:28] <CIA-47> GemRB: 03avenger_teambg * r923ca5b6e6cc 10gemrb/gemrb/GUIScripts/ (bg1/GUIREC.py bg2/GUIREC.py iwd/GUIREC.py): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[13:48:34] <Avenger> interface now caches simple 2da lists, just telling... this might cause some double frees now, if the list was maintained by hand, i fixed only one of them so far.
[13:49:06] <fuzzie> you checked valgrind?
[13:50:04] <Avenger> ah, i found one, clearair
[13:50:17] <Avenger> no fuzzie, it is used in rare opcodes :)
[13:50:54] <fuzzie> hm
[13:50:57] <fuzzie> you checked it on linux?
[13:51:09] <fuzzie> seems like it should crash
[13:52:34] <fuzzie> oh, no, it should be fine
[13:52:48] <fuzzie> we should really get a nice hashmap though..
[13:55:00] <Avenger> i love my variables :P
[13:55:04] <CIA-47> GemRB: 03avenger_teambg * rf22c084fdfb2 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed projectilelist for clear air opcode (recently bugged)
[13:55:21] <Avenger> but i don't mind if someone changes all of them to hashmap
[13:55:37] <Avenger> (just don't break anything)
[13:57:03] <Avenger> i tested only the cynicism opcode, that one worked, though i didn't check with valgrind
[13:57:19] <fuzzie> at a glance, i think it should all be fine
[13:58:03] <Avenger> i hope i use the 2da list only in those 3 places
[13:59:14] <fuzzie> you changed how it works?
[13:59:53] <fuzzie> oh, you did
[14:00:07] <Avenger> the list itself isn't changed, only caching it now
[14:00:22] <Avenger> so in the past i always had to free its pointer
[14:00:36] <Avenger> now it is freed in interface at exit
[14:01:22] <fuzzie> looks fine now
[14:01:51] <fuzzie> the clearair and the two calls in iwdopcodes are the only ones
[14:27:32] <CIA-47> GemRB: 03lynxlupodian * rd1718e2485ba 10gemrb/gemrb/core/GameScript/Triggers.cpp: added a few fixmes to the level checking triggers
[14:27:33] <CIA-47> GemRB: 03lynxlupodian * r460c883af265 10gemrb/gemrb/GUIScripts/ (14 files in 5 dirs): shade the inventory and spellbooks for dead denizens
[14:28:18] <lynxlynxlynx> resurrection from temples works btw
[14:28:34] <lynxlynxlynx> i don't remember if it should resurrect it where the corpse was or in the temple though
[14:29:06] <lynxlynxlynx> i had to change Game::SelectPCSingle to test this, of course
[14:34:04] <-- tomprince has left IRC (Ping timeout: 265 seconds)
[14:34:32] <lynxlynxlynx> could be problematic, since the actor gets resurrected as a party member, so if this is in another area, i guess it could prevent travel
[14:34:45] --> tomprince has joined #GemRb
[14:47:38] <Avenger> it should be resurrected in the temple
[14:47:55] <Avenger> so, the spell's target point needs to be set somehow
[14:47:57] <Avenger> meh
[14:48:02] <Avenger> still some stuff to do
[14:48:23] <Avenger> somehow the caster of the spell should be set to a partymember ?
[14:48:35] <Avenger> can you do that with the current scripting?
[14:49:25] <lynxlynxlynx> maybe
[14:49:33] <lynxlynxlynx> i'm working on the hiding now
[14:50:12] <Avenger> i will later try to look at how it is actually done in the iE :)
[14:50:35] <lynxlynxlynx> i remember the cure info from the store is very limited
[14:50:56] <lynxlynxlynx> only strref and price i think
[14:51:14] <Avenger> sure, it is some internal hack in the engine
[15:48:11] --> SiENcE has joined #GemRb
[17:00:53] <CIA-47> GemRB: 03lynxlupodian * r155ca694ef74 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py:
[17:00:53] <CIA-47> GemRB: bg2: let dead pcs be visible only in temple type of stores
[17:00:53] <CIA-47> GemRB: somewhat buggy
[17:00:53] <CIA-47> GemRB: 03lynxlupodian * rfe08c4d06849 10gemrb/gemrb/core/Game.cpp: Game::SelectPCSingle: allow selection of dead pcs
[17:09:40] <lynxlynxlynx> Avenger: how about just making the store owner the caster (pretty realistic too)? it would require pretty small extensions
[17:21:24] <fuzzie> is there always a store owner?
[17:23:18] <fuzzie> i guess at least for anything going to cast spells
[17:24:23] <Avenger> it is possible to start store from an item dialog
[17:24:32] <Avenger> i don't know who's the store owner then
[17:24:50] <lynxlynxlynx> the inventory owner, but as fuzzy notes, bags can't cast spells
[17:24:58] <lynxlynxlynx> ups
[17:25:19] <Avenger> lynx: when is it possible to select dead pcs?
[17:25:26] <fuzzie> i am thining of pst, actually
[17:25:34] <fuzzie> thinking of
[17:25:42] <Avenger> i hope only in temples?
[17:25:55] <Avenger> hmm maybe in record window too
[17:26:03] <fuzzie> in all the non-game windows, no?
[17:26:07] <lynxlynxlynx> in bg2 in all the game windows, except for the game control
[17:26:11] <Avenger> well, maybe
[17:26:32] <fuzzie> it's fine, this is why the single selection stuff is there
[17:26:44] <Avenger> i remember only it isn't possible in the main game screen so it might be even good
[17:26:46] <fuzzie> i did note when i removed the other restrictions that we should probably allow dead too
[17:30:04] <Avenger> so it is now possible to ress people in bg2?
[17:31:23] <lynxlynxlynx> yes
[17:31:31] <lynxlynxlynx> in all the games
[17:32:39] <Avenger> when did you commit that part
[17:34:29] <fuzzie> wasn't the SelectPCSingle bit the only thing needed?
[17:34:50] <Avenger> ah, maybe
[17:35:03] <Avenger> i thought the buttons are disabled in script
[17:35:43] <fuzzie> i think lynx fixed that bit a month ago
[17:35:58] <lynxlynxlynx> no idea
[19:34:03] <Avenger> hmm i cannot select a dead one in bg1
[19:35:48] <fuzzie> in the temple?
[19:39:13] <Avenger> i tried the one in friendly arms inn
[19:40:26] <Avenger> lol, dead partymembers really get lugged around
[19:40:36] <fuzzie> strange, it should be okay, but there are some issues with the bg1 portrait window in the store
[19:42:11] <fuzzie> and the dead partymembers thing is not so easy to fix, but i guess the obvious case is trivial :)
[19:43:34] <Avenger> in bg2 i don't even see jaheira
[19:43:45] <Avenger> the icon is hidden
[19:44:30] <lynxlynxlynx> yes
[19:44:43] <Avenger> so how do i ress a dead?
[19:44:53] <fuzzie> go to the heal spell page
[19:45:00] <Avenger> i did
[19:45:01] <lynxlynxlynx> she should only be hidden in the others, yes
[19:45:09] <Avenger> she is hidden everywhere
[19:45:13] <Avenger> hmm
[19:45:14] <lynxlynxlynx> there's a problem with the callbacks
[19:45:24] <lynxlynxlynx> try scrolling
[19:45:35] <fuzzie> or just clicking a portrait icon
[19:45:49] <Avenger> meh, where is the nearest temple
[19:45:57] <Avenger> i moved along a lot :)
[19:46:04] <Avenger> while i found one ;)
[19:47:21] <fuzzie> obviously you need to have removed any GUISTORE.pyc in GUIScripts/bg2, too
[19:48:39] <fuzzie> although i would recommend deleting all the .pyc files. death to .pyc files. :)
[19:53:07] <Avenger> i thought they were already disabled
[19:53:16] <Avenger> make install should remove them
[19:54:05] <lynxlynxlynx> we don't generate them anymore if you have recent enough python
[19:54:10] <lynxlynxlynx> (which you do)
[19:55:10] <Avenger> didn't help
[19:55:23] <Avenger> i got 2.6.5 i think
[19:55:39] <Avenger> btw, ar0902 has a good temple
[19:56:22] <Avenger> hey, my guistore is old
[19:56:40] <Avenger> how could that be
[19:57:15] <Avenger> guistore is in the common dir?
[19:57:28] <Avenger> i got one in bg2 too
[19:57:30] <Avenger> heh
[19:57:57] <lynxlynxlynx> why do you make install at all?
[19:58:22] <fuzzie> ok, so get rid of your installed guiscript dir and reinstall, maybe :)
[19:59:05] <lynxlynxlynx> http://pastebin.ca/1971220 <-- this makes the resurrect be in the same area, but the coords are still silly
[19:59:50] <Avenger> i dragged some guys around in the portrait pane, this made the jaheira portrait visible, but still unselectable
[19:59:59] <Avenger> btw, my guistore.py is OLD
[20:00:06] <fuzzie> you deleted the one in bg2, right?
[20:00:17] <Avenger> yes
[20:00:22] <Avenger> but it is still from sept 27
[20:00:28] <fuzzie> sept 27 is fine
[20:00:28] <Avenger> the one in common
[20:00:30] <fuzzie> that is the last chang
[20:00:31] <fuzzie> e
[20:00:45] <Avenger> it still starts with a disabled portrait
[20:00:59] <Avenger> which is unselectable
[20:01:14] <Avenger> even if i swap someone with jaheira
[20:02:25] <fuzzie> so, the portrait looks normal after you drag around, but you still can't select?
[20:02:40] <Avenger> not normal, grayed, like a dead guy used to be
[20:02:55] <Avenger> but still unselectable
[20:03:03] <Avenger> in the temple spells window
[20:03:07] <fuzzie> that's ok
[20:03:18] <fuzzie> you're sure you built with the SelectPCSingle change?
[20:03:32] <Avenger> i did git pull and make install
[20:03:47] <Avenger> i might have some other residue .py
[20:03:51] <Avenger> i will delete all
[20:04:20] <lynxlynxlynx> i'm not sure it's necessary
[20:04:21] <Avenger> we need a better installer
[20:04:45] <lynxlynxlynx> like i noted in the commit, it is still dodgy, but that may be unrelated to that single change
[20:04:58] <fuzzie> yes, i was talking about the installer the other day, and no-one else seemed to think it was annoying :)
[20:05:17] <fuzzie> but nowadays cmake installs stuff into all kinds of subdirectories by default
[20:05:40] <fuzzie> but as far as i can tell, lynx did it right, you should be able to select without problems
[20:05:48] <Avenger> ok this doesn't budge
[20:06:08] <Avenger> fuzzie, you can resurrect a dead partymember?
[20:06:13] <lynxlynxlynx> if you're not happy about the files getting left behind, do a make uninstall first, before reinstalling
[20:06:24] <Avenger> i deleted all guiscripts before install
[20:06:24] <lynxlynxlynx> package managers take care of that for us
[20:06:42] <lynxlynxlynx> are you still in bg2?
[20:06:46] <Avenger> i'm sure you left something out
[20:06:47] <fuzzie> Avenger: i can't run the games, so i'm just looking at the code
[20:06:59] <Avenger> well, it doesn't work for me
[20:07:01] <fuzzie> but there's no reason that clicking the portrait shouldn't work, with latest git
[20:07:07] <fuzzie> maybe the portrait icons don't get updated, though
[20:07:08] <lynxlynxlynx> it doesn't right at the start for me either
[20:07:15] <Avenger> what file would be responsible for the selection
[20:07:22] <lynxlynxlynx> switching to another shop window fixes it
[20:07:33] <Avenger> didn't fix for me
[20:07:38] <lynxlynxlynx> i don't remember if this was a problem before the hiding, so it would be better if you tested bg1
[20:07:48] <Avenger> believe me, i tried to click through all windows, moved the guys around
[20:08:02] <Avenger> the best i could get is to make the portrait button visible
[20:08:08] <lynxlynxlynx> with some mucking around, i can resurrect
[20:08:11] <fuzzie> it doesn't seem like the hiding could be a problem, though, if the portrait buttn ends up visible
[20:08:27] <lynxlynxlynx> y
[20:08:30] <Avenger> it is still unselectable, so how could i use it?
[20:10:08] <fuzzie> hmm
[20:10:15] <fuzzie> silly question: you do have a portait window visible in the main screen, right?
[20:11:00] <fuzzie> hmm
[20:11:09] <Avenger> hah, ok, now i made jaheira selectable, but i got runtime error too
[20:11:12] <fuzzie> lynxlynxlynx: OpenStoreHealWindow doesn't call SetSelectionChangeHandler
[20:11:39] <Avenger> Traceback (most recent call last):
[20:11:40] <Avenger> File "./GUIScripts/bg2/GUICommonWindows.py", line 713, in PortraitButtonOnPress
[20:11:42] <Avenger> RunSelectionChangeHandler ()
[20:11:43] <Avenger> File "./GUIScripts/bg2/GUICommonWindows.py", line 568, in RunSelectionChangeHandler
[20:11:44] <Avenger> SelectionChangeHandler ()
[20:11:46] <Avenger> File "./GUIScripts/GUISTORE.py", line 1197, in UpdateStoreDonateWindow
[20:11:48] <Avenger> UpdateStoreCommon (Window, 0x10000007, 0, 0x10000008)
[20:11:49] <Avenger> File "./GUIScripts/GUISTORE.py", line 587, in UpdateStoreCommon
[20:11:51] <Avenger> Label = Window.GetControl (title)
[20:11:51] <fuzzie> Avenger: i am seconds ahead of you :P
[20:11:53] <Avenger> AttributeError: 'NoneType' object has no attribute 'GetControl'
[20:12:01] <Avenger> hehe
[20:12:15] <Avenger> i thought you cannot run the game???
[20:12:24] <fuzzie> i am just reading the code :-)
[20:12:41] <Avenger> huh? you got a simulator built in your head?
[20:12:42] <Avenger> wow
[20:12:57] <Avenger> that's a really expert reading ability :)
[20:13:06] <fuzzie> i spent a while working out how this works, to fix keeping the selection between game screens
[20:13:39] <fuzzie> i guess OpenStoreRumourWindow and OpenStoreRentWindow have the same problem
[20:14:11] <Avenger> well, i clicked around madly, dragging the guys around on every window
[20:14:20] <lynxlynxlynx> just continue
[20:14:42] <Avenger> finally i found the corpse of jaheira, in a pile of messed up spaghetti code :)
[20:15:00] <fuzzie> can you add these missing calls, lynx?
[20:15:12] <lynxlynxlynx> i said there was a problem with stale callbacks and fuzzie already tracked it down
[20:15:26] <lynxlynxlynx> tommorow, i should really go to sleep
[20:15:58] <fuzzie> ok. ninight
[20:16:20] <Avenger> oh cool
[20:16:31] <Avenger> fuzzie, you tell me what to add and i can check it
[20:16:39] <fuzzie> i will just commit it :P
[20:16:41] <Avenger> it is really just the missing updatehandler
[20:16:48] <Avenger> ok i can test
[20:17:15] <fuzzie> well, as lynx says, it should work after the error appears
[20:17:29] <Avenger> yes it works
[20:17:31] <fuzzie> i guess you don't get an updated border, but the res should work
[20:18:30] <Avenger> the gold amount isn't updated either
[20:19:11] * fuzzie kicks CIA-47
[20:19:56] <fuzzie> well, i guess CIA is sulking, but i did the trivial fix
[20:19:58] <CIA-47> ow
[20:19:59] * Lightkey hugs CIA-47
[20:20:07] <Avenger> got it
[20:20:34] <Avenger> jaheira got ressed, but woke up at the death site
[20:21:05] <fuzzie> you saw lynx's note earlier?
[20:21:12] <fuzzie> 21:59 <lynxlynxlynx> http://pastebin.ca/1971220 <-- this makes the resurrect be in the same area, but the coords are still silly
[20:21:30] <Avenger> i will check that too
[20:21:41] * CIA-47 hugs Lightkey
[20:21:41] <CIA-47> GemRB: 03fuzzie * r79f778453020 10gemrb/gemrb/GUIScripts/GUISTORE.py: GUISTORE: add some missing SetSelectionChangeHandler calls (untested)
[20:21:43] <Avenger> btw, the portrait still starts invisible
[20:21:52] <Avenger> but, the spells are updated now
[20:21:58] <Avenger> that's a plus :)
[20:22:56] <Avenger> the problem is: when switching windows, the portrait pane isn't updated
[20:23:20] <Avenger> but they got a different display method (dead guys are visible only on the heal screen)
[20:24:06] <Avenger> but now if i move them around in the heal screen, jaheira shows up and selectable, and the spells are updated
[20:24:37] <Avenger> the 'speaker in shop' flag is weird too
[20:24:46] <Avenger> looks like it is tied to position, not character
[20:24:56] <Avenger> so when i move them around, it remains in place
[20:25:13] <Avenger> if i select someone else, though, it moves :)
[20:25:41] <Avenger> it always goes to the selected person
[20:27:37] <-- lynxlynxlynx has left IRC (Remote host closed the connection)
[20:27:39] <fuzzie> well, i don't really know how the draggingcode works
[20:28:28] <Avenger> the store owner code would probably work better with global id, instead of scripting name
[20:29:09] <Avenger> but that's a problem of the original store
[20:29:32] <fuzzie> i mean, i see this code does SwapPCs
[20:30:03] <fuzzie> but then i don't see where anything updates the portrait window
[20:30:09] <Avenger> the selection status isn't swapped
[20:30:16] <Avenger> that's probably the problem
[20:30:24] <fuzzie> ah
[20:30:39] <fuzzie> ok :)
[20:30:54] <fuzzie> i guess SwapPCs sets EF_PORTRAIT, which is what i wasn't seeing
[20:30:56] <Avenger> it could also be fixed, if the selection would work with global id :)
[20:31:09] <fuzzie> it seemed like the python was just swapping two characters and then not updating the display!
[20:31:26] <Avenger> we should change all code to use global ids
[20:31:31] <fuzzie> yes, we should, but it is a huge change
[20:31:36] <Avenger> instead of slot index, and such
[20:31:45] <Avenger> it would be safer everywhere
[20:31:48] <fuzzie> but it is a nice task for someone who has a lot of time :)
[20:32:13] <fuzzie> i think it would mostly be testing
[20:33:17] <fuzzie> i'm sure i could just do an automatic search/replace to make a lot of it work..
[20:38:59] <fuzzie> but i'm not so sure i'm happy with it being so slow
[20:39:10] <fuzzie> maybe it'd better wait until we hash globalids
[21:01:50] <Avenger> ok, store owner's global id is in store, applyspell uses it, and jaheira appears in the right area (position is still fishy, but that's the opcode's fault)
[21:02:04] <Avenger> it should move the subject somewhere near the caster
[21:08:14] <CIA-47> GemRB: 03avenger_teambg * r2642aade2cc2 10gemrb/gemrb/ (8 files in 4 dirs):
[21:08:14] <CIA-47> GemRB: store owner's globalid is now accessible to scripts (scripting name was removed, it is unreliable)
[21:08:14] <CIA-47> GemRB: added store owner id to temple spellcast based on lynx's idea
[21:34:18] <-- SiENcE has left IRC (Ping timeout: 245 seconds)
[21:34:50] <-- Avenger has left IRC (Quit: bye!)
[21:44:01] --> SiENcE has joined #GemRb
[21:44:05] <CIA-47> GemRB: 03avenger_teambg * r22cd302e8d04 10gemrb/gemrb/core/Game.cpp: update selection status when swapping pcs too
[22:10:50] --> Avenger has joined #GemRb
[22:10:50] --- ChanServ gives channel operator status to Avenger
[22:29:30] <Avenger> bye
[22:29:32] <-- Avenger has left IRC (Quit: bye!)