#gemrb@irc.freenode.net logs for 24 Jul 2010 (GMT)

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[06:58:02] <Avenger> hello
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[07:46:45] <lynxlynxlynx> moo
[08:05:18] <Avenger> hi lynx
[08:05:29] <Avenger> can you write dual classing?
[08:06:13] <Avenger> i will port/test it if you made it for iwd
[08:08:19] <lynxlynxlynx> that's what i said
[08:08:56] <Avenger> k i read your post after i asked :)
[08:09:17] <lynxlynxlynx> :)
[08:10:18] <Avenger> i added 4 new opcodes, 2 of them actually works, and one of them exists in the original engine too :)
[08:11:53] <lynxlynxlynx> heh
[08:11:55] <Avenger> the worst thing is when you get only some vague idea what an opcode should do, because it is only partially or buggy implemented
[08:12:41] <Avenger> all i have is: an effect.src file from iwd2, that gives hints of param1/2 and names of effects
[08:12:51] <Avenger> and a disassembly of bg2 opcodes
[08:13:36] <Avenger> it looks like they stopped short of implementing the opcode, guess it was near the deadline :)
[08:14:12] <lynxlynxlynx> as long as it doesn't work in the original, the importance is small
[08:14:30] <Avenger> yeah, i know, but with tobex, it might be revived
[08:14:50] <lynxlynxlynx> let them figure it out ;)
[08:14:51] <Avenger> and i have only these half assed opcodes left to be implemented
[08:15:29] <Avenger> anyway, one of them: the restrict item by resource is working perfectly :)
[08:16:05] <Avenger> and now we got the restrict item by itemtype, which would have been very useful for glory of istar, anno
[08:16:22] <Avenger> we planned a minotaur npc, which couldn't wear boots :)
[08:16:41] <lynxlynxlynx> hehe
[08:18:42] <lynxlynxlynx> the ApplyEffectItemType one could be used to restrict the monk apr bonus to fists
[08:19:24] <lynxlynxlynx> i'm just not sure yet how to give it the right bonus, because it is based on the level and not on the type of fist
[08:22:33] <Avenger> why not add the effect to the monk fist item?
[08:23:00] <lynxlynxlynx> because it is based on the level and not on the type of fist (=item)
[08:23:16] <lynxlynxlynx> and that way we'd have to override the items
[08:23:20] <Avenger> but it could be directly in the fist, no?
[08:23:57] <lynxlynxlynx> oh, the spell could have different levels
[08:23:58] <Avenger> as an equipping effect
[08:24:41] <Avenger> there are different fist objects for monks
[08:24:46] <Avenger> mfist1/mfist2/ etc
[08:24:59] <Avenger> can't you imply add the effect to their equipping block?
[08:25:07] <Avenger> s/imply :)
[08:25:46] <lynxlynxlynx> yes
[08:27:06] <Avenger> i don't really have any idea what applyeffectitem[type] should do, so it is only a crappy implementation that can change. restrict item type is working as the iwd2 effects.src dictates
[08:27:32] <Avenger> i will let the tobex guys figure it out, that was a good idea :)
[08:32:32] <lynxlynxlynx> dualclassing mostly works as-is
[08:32:46] <lynxlynxlynx> it gets stuck on proficiencies, but this was expected
[08:33:01] <lynxlynxlynx> and this will be different in all three :(
[08:38:50] <Avenger> iwd and bg1 are very similar
[08:39:10] <Avenger> only the number of proficiencies are different, no?
[08:43:08] <lynxlynxlynx> kinda
[08:43:54] <lynxlynxlynx> the new profs don't follow the id patterns, so you have to do two loops
[08:44:41] <lynxlynxlynx> we already do this for levelup, i just need to fix up for dualclassing as well
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[10:42:26] <lynxlynxlynx> ugh, column moving required
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[11:57:36] <CIA-27> GemRB: 03lynxlupodian * r4064a0a61c0e 10gemrb/gemrb/GUIScripts/iwd/CharGen.py: iwd: reset the charname in the end of cg, so next characters start with an empty name field
[11:57:38] <CIA-27> GemRB: 03lynxlupodian * r164c74234a7d 10gemrb/gemrb/GUIScripts/bg2/DualClass.py: DualClass: prepared for iwd1 and bg1
[11:57:41] <CIA-27> GemRB: 03lynxlupodian * r36ff2f415f43 10gemrb/gemrb/GUIScripts/ (DualClass.py bg2/DualClass.py):
[11:57:41] <CIA-27> GemRB: moved DualClass up, so it can be shared
[11:57:41] <CIA-27> GemRB: don't forget to remove the .pyc
[11:57:43] <CIA-27> GemRB: 03lynxlupodian * r1df6759c929c 10gemrb/gemrb/GUIScripts/ (LUProfsSelection.py LUSkillsSelection.py): LU{Profs,Skills}: prepared for iwd1 and bg1 (only skills)
[11:57:45] <CIA-27> GemRB: 03lynxlupodian * rbc2bde60e3aa 10gemrb/gemrb/GUIScripts/LevelUp.py: Levelup: generalised the base class reactivation to work in bg1 and iwd too
[11:57:47] <CIA-27> GemRB: 03lynxlupodian * r535c91d18265 10gemrb/gemrb/GUIScripts/iwd/GUIREC.py: iwd: enabled dualclassing
[11:57:52] <CIA-27> GemRB: 03lynxlupodian * r15745a628986 10gemrb/gemrb/override/ (how/classes.2da iwd/classes.2da): iwd, how: added MC_WAS_ID to the classes table
[11:57:53] <CIA-27> GemRB: 03lynxlupodian * ra9f231f8d7b8 10gemrb/gemrb/GUIScripts/bg1/GUIREC.py:
[11:57:53] <CIA-27> GemRB: bg1: enabled dualclassing
[11:57:53] <CIA-27> GemRB: LUProfsSelection needs to be updated!
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[12:36:53] <CIA-27> GemRB: 03lynxlupodian * r0284eda63426 10gemrb/gemrb/GUIScripts/LUSpellSelection.py: fixed dualclassing to mages
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[14:21:55] <CIA-27> GemRB: 03avenger_teambg * r8a16b5633f3f 10gemrb/gemrb/ (3 files in 2 dirs): fixed/improved item ability selection in bg2
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[14:33:04] <CIA-27> GemRB: 03avenger_teambg * racd88d314428 10gemrb/gemrb/GUIScripts/bg1/GUIINV.py: added ability selection to bg1
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[14:42:08] <CIA-27> GemRB: 03avenger_teambg * r9c1ce82bb249 10gemrb/gemrb/GUIScripts/iwd/GUIINV.py: added item selection to iwd
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[14:46:38] <Avenger> lynx: check out the quick item ability selection :) wand05 is a good item to play with
[14:46:54] <lynxlynxlynx> wand of fire?
[14:46:56] <Avenger> it is now working from the action button row
[14:46:58] <Avenger> yes
[14:47:33] <Avenger> i didn't test weapon ability selection, ax1h04 is a good item for testing that
[14:48:07] <lynxlynxlynx> i'll check my saves
[14:48:36] <Avenger> something is fishy with the weapons, they work only partially
[14:48:59] <Avenger> the selection window seems fine, but the selection doesn't happen, it seems
[14:50:10] <Avenger> doh, the scorcher projectile doesn't hit anyone
[14:50:19] <Avenger> graphically it is correct, at least
[14:50:40] <lynxlynxlynx> i think i fixed it so it doesn't hurt the caster anymore
[14:50:49] <lynxlynxlynx> nothing in the line gets burnt though
[14:51:00] <Avenger> not even the target, yes
[14:51:06] <Avenger> at one point, it worked
[14:51:41] <lynxlynxlynx> i don't recall that
[14:51:58] <lynxlynxlynx> the how one doesn't seem to do a range check either
[14:52:00] <Avenger> hehe, if you fixed it to not hurt the caster, then it worked
[14:52:19] <Avenger> i mean, if it hurt the caster, at one point :)
[14:52:28] <Avenger> maybe your fix was not correct then
[14:52:52] <Avenger> lets see if i find that
[14:53:13] <lynxlynxlynx> changing the item ability works in how (tried the wand of armory), but only from the inventory
[14:53:17] <Avenger> hmm, you just changed the .pro file?
[14:53:42] <lynxlynxlynx> PSF_IGNORE_CENTER
[14:53:58] <Avenger> yes, i didn't implement the action button version in bg1/how
[14:54:02] <Avenger> only the inventory stuff
[14:54:02] <lynxlynxlynx> i tried with some other flags, but couldn't make any other improvement
[14:54:13] <Avenger> maybe you can fix HoW, bg2 works
[14:55:15] <Avenger> and yeah, if you just added the bit in the .pro file, then it should work. Though, ignore center was not implemented with line projectiles in mind ;)
[14:55:27] <Avenger> so there could be some bug
[14:55:45] <Avenger> i wonder if i turn it off it would hurt anyone
[14:56:23] <lynxlynxlynx> try it
[14:56:27] <lynxlynxlynx> git revert 50718288b532
[14:56:33] <lynxlynxlynx> test
[14:56:43] <Avenger> LineTarget would actually always ignore the caster....
[14:56:48] <lynxlynxlynx> and then undo the revert
[14:56:52] <Avenger> so, i wonder why you needed that
[14:57:59] <Avenger> what happens if i use git revert? will i get the new (old) file then?
[14:58:07] <lynxlynxlynx> yes
[14:59:09] <Avenger> oh wow, it hit me!
[14:59:35] <Avenger> but it is supposed to be a line target
[14:59:58] <lynxlynxlynx> i can confirm that the header selection doesn't work fully for weapons - i can't get the fire tooth to do melee
[15:00:12] <lynxlynxlynx> maybe the start of the line overlaps the caster
[15:01:09] <Avenger> oh, there is no else
[15:01:35] <Avenger> it should be if(PEF_LINE) LineTarget(); else SecondaryTarget();
[15:02:34] <lynxlynxlynx> btw, arbane's sword is a good example of a todo - spells shouldn't be listed
[15:02:46] <lynxlynxlynx> the staff of magi probably has the same issue
[15:05:34] <Avenger> hmm actually i think your change was fine
[15:07:35] <Avenger> how can i revert a revert? :)
[15:08:27] <lynxlynxlynx> do you have any changes?
[15:08:37] <Avenger> yes
[15:08:38] <lynxlynxlynx> = does git diff show anything?
[15:08:40] <lynxlynxlynx> ok
[15:08:50] <Avenger> i got one very small change
[15:08:56] <Avenger> i can repeat it if needed
[15:09:11] <Avenger> i fixed LineTarget :)
[15:09:17] <lynxlynxlynx> i should've told you to use -n
[15:09:29] <lynxlynxlynx> commit your changes
[15:09:33] <lynxlynxlynx> git branch bla
[15:09:48] <lynxlynxlynx> git reset --hard HEAD~2
[15:10:07] <lynxlynxlynx> git cherry-pick bla
[15:10:14] <lynxlynxlynx> git branch -D bla
[15:10:19] <lynxlynxlynx> git push
[15:10:21] <Avenger> huh, this is complicated
[15:10:48] <lynxlynxlynx> you can also do just git reset --hard HEAD~1 and then redo your change
[15:12:32] <Avenger> ok
[15:14:26] <CIA-27> GemRB: 03avenger_teambg * r35418fa47d53 10gemrb/gemrb/core/Projectile.cpp: fixed LineTarget
[15:15:00] <Avenger> it is weird that fire damage plays electical animation
[15:15:07] <Avenger> electric...
[15:15:16] <lynxlynxlynx> it plays both
[15:15:22] <Avenger> huh
[15:15:34] <lynxlynxlynx> i suspect we have the wrong line in one of the tables
[15:16:04] <lynxlynxlynx> the staff of magi unleashes a fireball-lightning thing, maybe this one was used instead of the correct one
[15:18:00] <Avenger> could be
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[15:19:39] <Avenger> actually, the damage animation type is 7, which is electricity
[15:19:42] <Avenger> hmm
[15:20:26] <Avenger> i see why
[15:20:30] <Avenger> damage level cannot be 3
[15:21:13] <lynxlynxlynx> it still doesn't hurt the target btw
[15:22:15] <Avenger> hmm
[15:22:34] <Avenger> mine hurt a bystander
[15:22:47] <Avenger> maybe it doesn't hurt the end...
[15:22:53] <lynxlynxlynx> it does hurt in the line
[15:28:48] <Avenger> yep, maybe the far end is still not hurt, but it is not the ignore center bit
[15:29:05] <lynxlynxlynx> well duh
[15:30:24] <Avenger> well, i shoot it on minsc, and he got hit
[15:30:48] <Avenger> he got totally burned :D
[15:31:11] <lynxlynxlynx> i tried a party member and an ettin
[15:31:29] <lynxlynxlynx> didn't work on either round
[15:31:34] <lynxlynxlynx> tried in bg2/how
[15:32:11] <Avenger> weird
[15:32:21] <Avenger> you got r35418fa47d53 ?
[15:32:30] <CIA-27> GemRB: 03avenger_teambg * r20761ccbe6e5 10gemrb/gemrb/core/ (Scriptable/Actor.cpp damages.h): fixed damage animation (fire no longer will be electricity)
[15:32:51] <Avenger> anyway, try with this, now the fire animation should work as well
[15:36:56] <lynxlynxlynx> the ettin has no effects
[15:37:17] <lynxlynxlynx> it does work in bg2 now though
[15:38:32] <Avenger> the projectile may be different in how
[15:41:11] <lynxlynxlynx> it is
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[16:37:27] <CIA-27> GemRB: 03lynxlupodian * rd2d59fea12e7 10ie_shell/infinity/formats/pro.py: pro.py: fixed the call to the area header, so projectiles can be read again
[16:38:32] <lynxlynxlynx> well, the how one has projectile type of 2, while the bg2 one 3
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[18:14:44] <Avenger> hey nickdaly
[18:15:11] <nickdaly> hey
[18:15:29] <nickdaly> what's going on?
[18:15:55] <Avenger> slowly we add bits and bytes :)
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[18:17:36] <nickdaly> my congratulations, i'm impressed by what's been going on recently
[18:18:19] <nickdaly> has anyone heard from Nick White recently? he's sort of dropped off the radar best I can tell
[18:20:53] <lynxlynxlynx> nope
[18:21:17] <nickdaly> hey lynx
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[18:41:56] <Avenger> yep, it helps a lot that i'm not coding it alone :) we got enough people so that someone always works on it, even when the rest takes a nap
[18:49:28] <lynxlynxlynx> all of the spscorch projectiles are the same except for the bg2 one
[18:53:27] <Avenger> well, i will test them later :)
[18:53:35] <Avenger> or you can try to experiment :)
[18:53:57] <Avenger> the bg2 one is now almost fine
[18:53:59] <lynxlynxlynx> i tried to use the bg2 one in how before, but it didn't help
[18:54:05] <Avenger> hmm
[18:54:10] <lynxlynxlynx> maybe it would now, in the light of the new changes
[18:54:25] <Avenger> well, the one about LineTarget really helped
[18:54:26] <lynxlynxlynx> like i said, only the bg2 one has an area of effect
[18:56:58] <nickdaly> i wish I had a bit more free time to work on this, but today is my first opportunity in a while
[18:59:52] <lynxlynxlynx> i wish fuzzie had more free time :)
[19:00:32] <nickdaly> what's fuzzie been up to?
[19:00:44] <lynxlynxlynx> teasing
[19:01:18] <nickdaly> similar to, but slightly more fun than testing :)
[19:01:20] <Avenger> yeah, fuzzie could wake up
[19:01:46] <Avenger> teasing or testing?
[19:02:08] <lynxlynxlynx> well both
[19:02:25] <Avenger> i wonder which is more fun :P
[19:02:56] <lynxlynxlynx> eh you two :P
[19:03:13] <nickdaly> you should try both at once :P
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[19:05:18] <nickdaly> do you need anything documented or tested?
[19:05:45] <lynxlynxlynx> do you have dltcep?
[19:06:23] <nickdaly> no, but I could
[19:07:25] <lynxlynxlynx> well, you can save Avenger some time by checking something for me
[19:07:43] <nickdaly> sure
[19:07:44] <lynxlynxlynx> so go fetch dltcep (ni should be fine too if it can read chus)
[19:09:11] <fuzzie> i have become somewhat distracted playing original bg2
[19:09:35] <Avenger> wow, play gemrb :)
[19:09:47] <Avenger> hopefully you made lots of saves at some points
[19:10:04] <fuzzie> yes, i have a huge number of saves, everywhere
[19:10:25] <Avenger> btw, if you produce a save game in gemrb that doesn't load in bg2, i would try to fix it
[19:10:37] <Avenger> at the moment, only crashers
[19:11:40] <lynxlynxlynx> i'll do another playthrough once the scripting changes get done
[19:12:29] <lynxlynxlynx> nobody did how/totl yet either
[19:13:43] <Avenger> what scripting changes?
[19:14:03] <nickdaly> I'm still trying to play through bg2 for the first time, I should start archiving my saves for testing
[19:14:13] <Avenger> yep
[19:14:29] <Avenger> thats very useful
[19:14:49] <fuzzie> the scripting stuff needs a whole bunch of fixes which i didn't make work properly yet
[19:15:29] <fuzzie> and they depend on messages, and i never finished working out how object ids work in the original engine
[19:15:53] <Avenger> most of the messages seem to be needed only for multiplay
[19:16:08] <lynxlynxlynx> there's no hurry
[19:16:25] <lynxlynxlynx> for playthrough things like keybindings are much better
[19:16:26] <fuzzie> i implemented messages for clearing actions, effects and .. cutscenes, i think
[19:17:20] <fuzzie> i don't think anything else is necessary, even if the original engine does execute code in the messages
[19:17:42] <fuzzie> but that is just a "i didn't find any other script bugs caused by this"
[19:17:50] * nickdaly has dltcep
[19:18:48] <lynxlynxlynx> ok, do you have bg1 installed?
[19:20:01] <nickdaly> yeah, I have all of them (except pst) as minimal installs on a flash drive
[19:20:18] <lynxlynxlynx> ok, point dltcep to bg1
[19:21:59] <CIA-27> GemRB: 03lynxlupodian * ra704d58490ea 10ie_shell/iediff: iediff: added a simple ieparse/diff wrapper
[19:23:15] <nickdaly> wait, does dltcep run well under wine?
[19:23:22] <lynxlynxlynx> well enough
[19:23:35] <nickdaly> ok
[19:23:52] <lynxlynxlynx> we can skip this and try a blind test, there's a possibility it will just work
[19:24:13] <lynxlynxlynx> but i doubt it
[19:24:32] <nickdaly> any particular options in the setup?
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[19:25:48] <lynxlynxlynx> no
[19:26:56] <nickdaly> i'm good then
[19:28:00] <lynxlynxlynx> ok, edit->interface (CHU)
[19:28:10] <lynxlynxlynx> should be at the bottom
[19:30:11] <nickdaly> yup
[19:30:47] <lynxlynxlynx> now click load and choose guirec
[19:31:16] <nickdaly> yup
[19:31:39] <lynxlynxlynx> window 5
[19:32:05] <nickdaly> window 5.4 of 23
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[19:32:28] <lynxlynxlynx> make it 15
[19:32:35] <nickdaly> nevermond
[19:32:39] <lynxlynxlynx> does it have guicdpfb as the background?
[19:32:50] <lynxlynxlynx> you can always press "select control" to get a preview
[19:33:48] <nickdaly> yes, 15 does have guidcpfb as the background
[19:34:29] <lynxlynxlynx> ok, is control id 0 a button (the first star in the row?)
[19:36:04] <nickdaly> it appears ti be the fifth
[19:37:04] <nickdaly> button id 4 is in the first (from the left)
[19:37:07] <lynxlynxlynx> good
[19:37:19] <nickdaly> button id 0 is furthest right
[19:37:37] <lynxlynxlynx> how many rows is there?
[19:37:49] <lynxlynxlynx> 8?
[19:38:23] <nickdaly> yes, 8 rows in all!
[19:38:54] <lynxlynxlynx> control id 41
[19:39:06] <lynxlynxlynx> is this the label with the name of the first prof?
[19:39:59] <nickdaly> yes
[19:40:11] <nickdaly> "bow", in this case
[19:40:21] <lynxlynxlynx> 40 the label with the amount of points?
[19:41:55] <nickdaly> difficult to tell
[19:42:56] <lynxlynxlynx> select another control and retry
[19:43:06] <nickdaly> strref 0, "Someone disturbs me..."
[19:43:17] <lynxlynxlynx> that's fine
[19:43:35] <lynxlynxlynx> think about where the value could be displayed or get a screenshot
[19:43:45] <nickdaly> good call
[19:43:45] <lynxlynxlynx> i'll assume this is the correct place
[19:44:01] <lynxlynxlynx> next we have 50
[19:44:14] <lynxlynxlynx> it should be the first + button
[19:44:33] <nickdaly> yes
[19:44:51] <lynxlynxlynx> good
[19:45:08] <lynxlynxlynx> 74
[19:45:12] <lynxlynxlynx> textarea?
[19:45:57] <nickdaly> uo
[19:45:59] <nickdaly> yup
[19:46:08] <lynxlynxlynx> ok, now just the annoying bit
[19:46:48] <lynxlynxlynx> better do that later
[19:47:16] <nickdaly> fair enough
[19:47:29] <lynxlynxlynx> start bg1
[19:47:47] <lynxlynxlynx> create a fighter with 15 str/con/dex and 17 int
[19:48:08] <nickdaly> still need dltcep?
[19:48:14] <nickdaly> in gemrb, yes?
[19:48:16] <lynxlynxlynx> you can close it
[19:48:18] <lynxlynxlynx> yes
[19:48:29] <lynxlynxlynx> http://pastebin.ca/1907642 <-- apply this, so you can cheat some xp
[19:48:40] <lynxlynxlynx> select your char, then press on the pause button
[19:48:53] <lynxlynxlynx> go to the records and levelup, then dualclass into a mage
[19:48:57] <lynxlynxlynx> get back
[19:49:02] <lynxlynxlynx> click pause again
[19:49:07] <lynxlynxlynx> level up again
[19:49:16] <lynxlynxlynx> it should all work
[19:51:00] <lynxlynxlynx> first get the latest gemrb, including this commit
[19:51:11] <nickdaly> gimme a minute, but sure
[19:51:17] <CIA-27> GemRB: 03lynxlupodian * re6b49009b6ea 10gemrb/gemrb/GUIScripts/LUProfsSelection.py:
[19:51:17] <CIA-27> GemRB: LUProfsSelection: support also bg1 dualclassing
[19:51:17] <CIA-27> GemRB: thanks nick
[19:51:19] <lynxlynxlynx> if you already created the char, you don't need to do it again
[19:52:44] <nickdaly> oh dear, i broke the launcher again.
[19:56:16] <nickdaly> whoops, I'm processing the luaAuto.cfg as a gemrb.cfg
[19:59:27] <nickdaly> running make, it'll be a minute
[20:17:05] <Avenger> did i mention how much i hate pst spells?
[20:17:51] <Avenger> worst so far is: spwi704
[20:17:58] <nickdaly> why so?
[20:18:59] <Avenger> it is supposed to 'deflect all physical attacks'. As such, it surely has some real effect
[20:19:21] <Avenger> but i simply don't see where it is set up
[20:19:42] <Avenger> it is worse than the majority of pst spells, which hardcode the effect in their projectile
[20:19:50] <Avenger> this one hasn't even a real projectile
[20:20:04] <Avenger> i bet the pst exe has spwi704 all over it :)
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[20:20:35] <lynxlynxlynx> it does
[20:20:48] <lynxlynxlynx> 3 places
[20:21:17] <Avenger> one of them is surely for the special trigger: 'IsInGuardianMantle'
[20:21:26] <Avenger> utterly ridiculous
[20:21:40] <Avenger> why not: AffectedBy(S:SpellResRef)
[20:21:41] <lynxlynxlynx> two of the matches are in spell lists
[20:22:26] <nickdaly> it just had to be bg1, didn't it, lynx?
[20:22:51] <lynxlynxlynx> why do you bother with the launcher? :P
[20:23:05] <nickdaly> no, I'm just trying to go through regular gemrb now
[20:23:19] <lynxlynxlynx> where's the problem?
[20:23:23] <nickdaly> I just have the TOTSC 3CD set, which is painful to setup
[20:25:43] <nickdaly> syntax errors in GUICommon
[20:25:53] <nickdaly> File "/home/nick/.gemrb/gemrb/GUIScripts/GUICommon.py", line 176
[20:25:53] <nickdaly> n if Usability & ms['SpellExclusion']:
[20:25:53] <nickdaly>
[20:26:12] <Avenger> what's that n
[20:26:14] <nickdaly> removed that n
[20:26:16] <nickdaly> no idea why
[20:26:29] <nickdaly> now it's working
[20:26:58] <Avenger> in pst we just miss this guardianmantle trigger :)
[20:27:17] <Avenger> there are other unimplemented stuff but those are unused too
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[20:28:30] <lynxlynxlynx> i hope you have the latest code
[20:28:38] <nickdaly> where do I cheat the xp?
[20:28:38] <lynxlynxlynx> that nif was local
[20:28:46] <lynxlynxlynx> press the pause button
[20:29:02] <nickdaly> yup
[20:29:20] <nickdaly> oh duh
[20:29:47] <nickdaly> Missing function:DualClassWindow
[20:30:38] <lynxlynxlynx> no
[20:30:39] <fuzzie> need to delete pyc files?
[20:30:42] <nickdaly> ok, i have to run, but I'll test this more tonight if you'll be on
[20:30:55] <nickdaly> i ran make clean all
[20:31:10] <lynxlynxlynx> bg1 didn't have the file before, so it should be fine wrt pyc
[20:34:29] <lynxlynxlynx> i'll be back tommorow evening; it sounds like you have a broken install
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[20:42:13] <CIA-27> GemRB: 03avenger_teambg * rdd6cb9715b19 10gemrb/gemrb/core/GameScript/GameScript.cpp: add numeric values before missing triggers/objects/actions for better reference
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