#gemrb@irc.freenode.net logs for 23 Sep 2009 (GMT)

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[03:13:59] <raevol> ._. is resting not implemented yet in BG1?
[03:22:03] <raevol> and how do i take screenshots?
[03:27:43] <raevol> i've got a screenshot of a random encounter gone terribly wrong
[04:51:29] <pupnik_> what OS?
[05:21:26] <raevol> xubuntu, i got a screenshot, but i need to send it to someone or something
[05:21:27] <raevol> heh
[05:38:03] <fuzzie> is 'gone terribly wrong' just meaning 'full of spawns'?
[05:39:25] <raevol> yes
[05:40:31] <raevol> in my screenshot i have 7 gibberlings, 4 xvarts, a ghast, an ogrillion, 2 wolves, some sort of ogre warrior, 3 glowing green skeleton archers
[05:40:36] <raevol> and there's probably loads more offscreen
[05:41:28] <fuzzie> i think all of those are present in the area data, and we're just not handling the spawn conditions properly or similar
[05:41:35] <raevol> oh! there's a gnoll and 2 enemies where the animation is missing, so i dunno what they are
[05:41:40] <raevol> mm isee
[05:43:51] <raevol> it's a pretty hilarious shot to be honest :D
[05:46:22] <raevol> i really want to tackle that sight bug, i wish i knew where to start
[05:51:50] <fuzzie> well, you could try writing a custom AI script with only one trigger, and so work out what exactly is triggering, maybe
[05:51:53] <fuzzie> i have to go though, bye!
[06:03:37] <raevol> cya
[06:41:47] <fuzzie> hi again
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[07:48:48] <pupnik> sounds like a plan
[07:49:02] <pupnik> otherwise how can you narrow it down
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[08:26:52] <raevol> hello
[08:27:00] <raevol> yea not sure how to write AI scripts :[
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[17:00:25] <Avenger> hmm where is the rest button in bg1?
[17:00:43] <Avenger> i see it only in the inventory screen
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[17:01:23] <fuzzie> it should be on all the non-game screens, i thought
[17:01:33] <fuzzie> i didn't check in gemrb though
[17:02:48] <Avenger> i wonder why it isn't in the main game screen
[17:02:52] <Avenger> that's just lame :)
[17:03:12] <fuzzie> i think it just doesn't fit, at 640x480?
[17:03:39] <fuzzie> yes, it doesn't fit
[17:05:13] <Avenger> well i added the rest function to the button where i found it
[17:06:07] <CIA-22> gemrb: 03avenger_teambg * r7249 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUICommonWindows.py: added the rest button function
[17:07:13] <raevol> cool
[17:07:24] <raevol> i had to go back to nashkell when i needed to rest before
[17:07:31] <Avenger> lol
[17:07:42] <raevol> and that involved several attempts, dieing to gangrape random encounters
[17:07:52] <fuzzie> yes, the random encounters need fixing
[17:08:02] <fuzzie> i assume we just don't implement spawns correctly?
[17:08:11] <raevol> "want to travel? SAYS YOU AND WHAT ARMY"
[17:08:21] <raevol> i dunno
[17:08:21] <Avenger> check the change :) i believe it is so simple you could have added it :)
[17:08:23] <raevol> but i find it terribly amusing :D
[17:08:31] <lynxlynxlynx> oj
[17:08:38] <Avenger> well, the random spawns suck
[17:08:47] <fuzzie> i aim the question about spawns more at Avenger :)
[17:09:23] <Avenger> we don't implement them halfway correctly, because the spawn struct wasn't understood enough before
[17:09:38] <Avenger> but recently a lot of fields were found
[17:09:59] <Avenger> so i guess some refinement is possible
[17:10:09] <fuzzie> gemrb currently doesn't seem to check any of the difficulty/level/whatever stuff which is presumably there
[17:10:21] <fuzzie> so you end up with areas packed with hundreds of monsters, every single possibility is present
[17:10:23] <Avenger> the spawn frequency thingie
[17:10:33] <Avenger> that's what we need the most
[17:10:47] <fuzzie> but it seems something for an REer :)
[17:11:04] <Avenger> it needs the g3 forums to be open again :)
[17:11:10] <Avenger> there are notes about the spawn struct
[17:11:26] <Avenger> though probably it already made it into iesdp
[17:11:43] <Avenger> no, it didn't
[17:15:34] <fuzzie> hm, google cache only has one page of the thread, and it's the wrong one :p
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[18:21:20] <Avenger> atari sucks, it is impossible to buy "mysteries of westgate" in Hungary, the drm makes the torrent useless, and there isn't much incentive for crackers to decrypt it. In response i won't even buy atari games when i could.
[18:54:15] <lynxlynxlynx> hmm
[18:57:54] <lynxlynxlynx> is there something special i should be doing to set those _visited vars?
[18:58:04] <Avenger> what do you mean
[18:58:16] <lynxlynxlynx> i do a core->GetDictionary()->SetAt(key, 1); and the printf shows it worked
[18:58:39] <lynxlynxlynx> but when i check the var ingame via GetGameVar it is 0
[18:59:11] <Avenger> no
[18:59:32] <Avenger> game->locals->SetAt(key,1)
[19:00:04] <lynxlynxlynx> locals are local to what?
[19:00:09] <Avenger> the variables you tried to set are the option variables
[19:00:18] <lynxlynxlynx> ah
[19:00:19] <Avenger> the 'global' variables are the local variables of game.
[19:00:45] <Avenger> core->GetGame()->locals
[19:00:59] <lynxlynxlynx> game is available ;)
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[19:16:33] <CIA-22> gemrb: 03lynxlupodian * r7250 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: set an <area>_visited var on entry to the area <area>
[19:21:53] <lynxlynxlynx> dragon's eye, here i come
[19:22:02] <Avenger> lynx
[19:22:08] <Avenger> this isn't perfect, i think
[19:22:22] <Avenger> you don't get movetonewarea for the first area, do you?
[19:22:37] <Avenger> neither if you were moved by movebetweenareas
[19:22:45] <lynxlynxlynx> who would want to check if you were in the first area?
[19:22:55] <lynxlynxlynx> hmm
[19:23:25] <lynxlynxlynx> is movebetweenareas used also for pcs?
[19:23:51] <Avenger> definitely
[19:24:12] <Avenger> grep on it :)
[19:24:46] <lynxlynxlynx> so i should add it to that action too or do you have something else in mind?
[19:25:38] <Avenger> i would add it elsewhere
[19:25:53] <Avenger> void Map::AddActor(Actor* actor)
[19:26:01] <Avenger> if (actor->InParty)
[19:26:23] <Avenger> game is also used in that method
[19:26:35] <Avenger> and the area name is there too
[19:26:39] <Avenger> so it is a fine place
[19:27:03] <lynxlynxlynx> ok
[19:27:22] <lynxlynxlynx> having it reset for each member is also not a problem
[19:27:42] <Avenger> well, i don't care about that, it isn't like a frequent event
[19:28:11] <Avenger> it would take more time to check on the variable :)
[19:28:37] <Avenger> well, actually, the same time
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[20:13:23] <CIA-22> gemrb: 03lynxlupodian * r7251 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: moved the visited var setting to Map::AddActor
[20:16:01] <lynxlynxlynx> level one of dragon eye went by uneventful :)
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[20:28:20] <CIA-22> gemrb: 03lynxlupodian * r7252 10/gemrb/trunk/gemrb/override/ (iwd2/modal.2da shared/modal.2da):
[20:28:20] <CIA-22> gemrb: added an action column to modal.2da;
[20:28:20] <CIA-22> gemrb: iwd2 uses a different action for bard song, so it got an override
[20:38:30] <Avenger> Map.cpp:1281: warning: format ‘%s’ expects type ‘char*’, but argument 4 has type ‘Map*’
[20:41:11] <lynxlynxlynx> odd, it compiled here, let me fix it
[20:44:23] <Avenger> yeah, odd, i'm sure i have an older gcc :)
[20:45:48] <lynxlynxlynx> that shouldn't matter
[20:48:36] <lynxlynxlynx> must've been my oversight
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[20:56:22] <CIA-22> gemrb: 03lynxlupodian * r7253 10/gemrb/trunk/gemrb/plugins/Core/ (GameControl.cpp Map.cpp):
[20:56:22] <CIA-22> gemrb: made ctrl-y construct an effect, so it works in all games
[20:56:22] <CIA-22> gemrb: fixed compilation errors
[21:02:12] <lynxlynxlynx> hmpf
[21:02:25] <lynxlynxlynx> the normal trolls don't seem to be killable in iwd
[21:07:09] <lynxlynxlynx> fire wakes him up
[21:10:57] <Avenger> hehe
[21:11:21] <Avenger> does this work in bg2?
[21:11:35] <lynxlynxlynx> yes
[21:11:40] <Avenger> hmm
[21:11:46] <Avenger> then it is a damage type problem
[21:11:46] <lynxlynxlynx> it was fixed there
[21:12:23] <lynxlynxlynx> how displays the damage type string, so besides the spell description, i know it was fire
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[21:16:07] <lynxlynxlynx> even if i change ^y to do 1k of fire damage, it just wakes him up from playing dead
[21:17:08] <Avenger> i don't know what lets them die
[21:17:11] <lynxlynxlynx> maybe there's something wrong with the triggers
[21:17:18] <Avenger> they wear a minhp1 ring
[21:17:26] <lynxlynxlynx> BitGlobal("LOCALS:CREATURE_STATE_VAR","",32768,AND) + not dead
[21:17:39] <lynxlynxlynx> yeah, something similar in iwd too
[21:17:50] <lynxlynxlynx> REG1HP2
[21:17:50] <Avenger> in eftrolg?
[21:17:56] <lynxlynxlynx> yes
[21:18:14] <Avenger> how does that help?
[21:18:30] <lynxlynxlynx> that being?
[21:18:33] <Avenger> how they die, i don't see that
[21:18:39] <Avenger> they wear reg1hp2
[21:18:47] <fuzzie> in bg1, they transform into 1-hp trolls and then there's a spell to remove the minhp item in the convert script
[21:18:50] <lynxlynxlynx> EquipItem("REG1HP2",0)
[21:18:50] <fuzzie> erm, in bg2, even
[21:18:56] <fuzzie> it is not similar in iwd?
[21:19:00] <Avenger> no
[21:19:06] <Avenger> they don't transform
[21:19:15] <lynxlynxlynx> that isn't a deequip?
[21:19:19] <Avenger> there is sethp(1) and playdead(600)
[21:19:53] <Avenger> trollde
[21:20:07] <lynxlynxlynx> the playing dead part happens ok
[21:20:08] <Avenger> yeah, equipitem
[21:20:14] <Avenger> equipitem is the buggy
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[21:21:16] <Avenger> we don't support unequip
[21:21:28] <Avenger> it seems if int0Parameter==1, it is unequip
[21:22:43] <Avenger> doh
[21:22:48] <Avenger> we have XEquipItem
[21:23:00] <lynxlynxlynx> we check the opposite in EquipItem btw
[21:23:09] <lynxlynxlynx> if (parameters->int0Parameter==0) { //unequip
[21:23:30] <Avenger> aahh, yes
[21:23:33] <Avenger> that's the problem
[21:23:38] <lynxlynxlynx> /iwd2 also has a flag for unequip (it might collide with original!)
[21:24:37] <Avenger> don't think so
[21:24:46] <Avenger> but you could look for example
[21:25:31] <lynxlynxlynx> that's a comment from the code
[21:25:46] <lynxlynxlynx> but we already do the unequipping, so it shouldn't matter
[21:26:27] <Avenger> i guess it shouldn't be blocking
[21:27:03] <Avenger> but now i can check that
[21:27:34] <fuzzie> i hope i added comments to all the blocking actions which i don't think should be blocking
[21:27:59] <fuzzie> but some are maybe blocking only in some games, which complicates things
[21:28:06] <fuzzie> since examining bg2 is not enough
[21:28:09] <Avenger> ahh, in bg2 it is not working
[21:29:10] <lynxlynxlynx> fuzzie: Sender->ReleaseCurrentAction(); //why blocking??? ;)
[21:29:19] <fuzzie> that would be it :)
[21:30:14] <Avenger> i removed it
[21:30:37] <CIA-22> gemrb: 03avenger_teambg * r7254 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GameScript.cpp): removed blocking flag from EquipItem, switched equipunequip flag (hopefully fixed trolls in iwd)
[21:38:23] <lynxlynxlynx> the minimum hp effect persists
[21:41:44] <Avenger> so unequip doesn't work?
[21:42:50] <lynxlynxlynx> doesn't seem so
[21:43:10] <Avenger> well, if you cannot fix it, i will do it tomorrow
[21:43:19] <lynxlynxlynx> Equipped: 0 always
[21:43:35] <lynxlynxlynx> isn't that the weapon slot? that's fine
[21:43:50] <Avenger> no, this is a ring slot
[21:43:56] <lynxlynxlynx> great
[21:44:08] <lynxlynxlynx> reg1hp2 has the ring item type
[21:44:28] <Avenger> so unequip should move it to the inventory
[21:45:57] <lynxlynxlynx> i'll check if the call to UnEquipItem fails
[21:46:22] <Avenger> i see the problem
[21:47:58] <lynxlynxlynx> even better :)
[21:49:36] <Avenger> this is probably better
[21:50:07] <CIA-22> gemrb: 03avenger_teambg * r7255 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: use autoequip and inventory slots correctly
[21:56:12] <lynxlynxlynx> nope
[21:56:53] <Avenger> sucks
[21:57:00] <Avenger> well, i gotta sleep now
[21:57:04] <Avenger> bye!
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