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

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[08:09:50] <lynxlynxlynx> taimon popped back, but not much new info
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[08:44:49] <edheldil> lynxlynxlynx: about RE?
[08:44:58] <lynxlynxlynx> yes
[08:45:30] <lynxlynxlynx> i think we know all that he said about triggers already, except maybe what the second counter is for
[08:45:45] <lynxlynxlynx> but i'm not really following this
[08:46:46] <fuzzie> i don't think avenger mentioned the whole counter thing
[08:46:50] <edheldil> REing IE games is tedious, but at least IDA is reasonable. I was REing some tiny win app, which was compiled by gcc, probably - IDA was unable to resolve args, because they were not pushed, but moved and reused again and again
[08:46:54] <edheldil> ugly
[08:47:47] <fuzzie> just be grateful that it doesn't stick all the args into memory, allocate a LDT descriptor and then access them all via a segment register :-)
[08:48:24] <edheldil> hehe
[08:48:37] * wjp might just delete that from the logs to prevent anyone getting ideas ;-)
[08:48:43] <wjp> hi
[08:49:14] <fuzzie> they seem to have spoiled it in amd64 land by taking away the segment registers :( but am sure you can't do it under OSes anyway
[08:49:41] <fuzzie> not quite sure what the trigger counters woud be doing
[08:50:04] <fuzzie> i mean, why they would do this :) i guess just convenient for the AI scripts to be 'reset'
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[13:55:13] <Avenger> about the idle counter: i saw the field, but i couldn't figure out its use.
[13:59:15] <fuzzie> ok
[13:59:26] <fuzzie> makes more sense now?
[14:00:39] <Avenger> not really, i couldn't find where it is set to 75
[14:01:30] <Avenger> i just see there is a [0x35fc]-- in the main script loop i told you about earlier
[14:03:23] <Avenger> from Taimon's text, i guess, it is some kind of 'alertness timer' ?
[14:03:54] <Avenger> the AI doesn't go idle until it counts down to 0, but it is set to 75 when the ai does some select actions?
[14:06:02] <fuzzie> don't ask me :)
[14:07:58] <fuzzie> but is this the 're-create trigger objects' code you saw, or another piece of code?
[14:08:22] <fuzzie> so very confusing
[14:13:11] <Avenger> the script loop (the only place where i saw 35fc) is not the same where it re-creates trigger objects. Though i wouldn't be surprised if it is called by it :)
[14:13:34] <Avenger> any scripting/effect stuff is called from the script loop
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[17:01:05] <Avenger> lynxlynxlynx or fuzzie: do you know if any script uses the EscapeAreaNoSee action?
[17:01:14] <lynxlynxlynx> i'll check
[17:01:36] <lynxlynxlynx> 3 bg2 ones
[17:01:41] <lynxlynxlynx> ok, 2
[17:01:49] <lynxlynxlynx> c6elf.baf c6extra.baf
[17:01:59] <Avenger> i bet they didn't work
[17:02:06] <Avenger> i don't know if they will work now :)
[17:02:08] <lynxlynxlynx> no use in dialogs
[17:02:13] <CIA-93> GemRB: 03avenger_teambg * rcae4318c25a6 10gemrb/gemrb/core/GameScript/ (Actions.cpp GameScript.cpp GameScript.h): added missing EscapeAreaNoSee
[17:03:24] <lynxlynxlynx> could be they didn't, there was some funkyness in the war camp
[17:03:31] <Avenger> ok, c6extra is easy to check
[17:03:37] <Avenger> yeah, elhan should vanish
[17:03:46] <lynxlynxlynx> + printf("EscapeArea/EscapeAreaMove\n");
[17:04:08] <Avenger> huh, i left in some debug?
[17:04:27] <lynxlynxlynx> no, it's ifdefed, but the string is misleading
[17:04:42] <Avenger> right
[17:04:54] <Avenger> especially before testing :)
[17:06:20] <CIA-93> GemRB: 03avenger_teambg * re17cdc20c4f9 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed debug text
[17:39:28] <lynxlynxlynx> :)
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[23:31:32] <pharoah> well, i have finally managed to get gemrb compiled and installed on ubuntu lol
[23:32:00] <pharoah> was a little bit of a pain in the back side, might write up guide to getting all the required packages