#gemrb@irc.freenode.net logs for 25 Aug 2009 (GMT)

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[03:34:23] <felix_the_red> Hello?
[03:34:37] <felix_the_red> Anyone built v0.50 with VC8?
[03:52:18] <pupnik> few prbly
[03:52:42] <pupnik> did you see the thread on building gemrb on windows felix?
[04:11:37] <felix_the_red> That was for mingw, and I'm not a fan. I'm trying to figure out how the Windows build process works, and what __dllexport means.
[04:13:46] <felix_the_red> I'm a windows developer by trade. I've worked with Linux and QNX, but haven't found an IDE that works as well for me as Visual Studio.
[04:18:25] <felix_the_red> I'm also bored at my current programming job, and love the Baldur's Gate series. So I'd like to contribute.
[04:20:08] <pupnik> great!
[04:20:29] <pupnik> usually channel is active during american hours
[04:20:56] <pupnik> i just try to make it run on nokia N810
[04:21:18] <felix_the_red> A phone? That's awesome.
[04:21:53] <felix_the_red> I'll check back during lunch tomorrow
[04:21:59] <felix_the_red> ttfn
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[09:30:31] <fuzzie> morning!
[09:30:44] <wjp> hi
[09:31:57] <lynxlynxlynx> oj
[09:32:13] <fuzzie> wisdom teeth removed, can maybe sleep again now :)
[09:33:08] <fuzzie> all this new information from the G3 forums seems to have stopped flowing :(
[09:35:03] <lynxlynxlynx> early to despair
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[09:43:55] <fuzzie> maybe :) i just looked forward to new stuff every morning
[09:48:25] <lynxlynxlynx> it was odd indeed
[09:53:51] <D_T_G> hi
[09:56:29] <D_T_G> in bgmain.exe in cg in window guicg4 the done button is always enabled, so you can remove all points from stats and still go on
[09:57:09] <D_T_G> gemrb forces you to distribute all points
[09:57:36] <D_T_G> http://wklej.org/id/139899/txt - this patch makes it allow the same what exe
[10:03:49] <D_T_G> or maybe this one's better: http://wklej.org/id/139902/txt
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[10:11:41] <lynxlynxlynx> avenger mo
[10:16:07] <pupnik> morning! :)
[10:16:11] <lynxlynxlynx> oj
[10:16:18] <lynxlynxlynx> and crlfoo
[10:19:47] <fuzzie> ok, this ClearActions thing is simply a disaster
[10:20:14] <CIA-22> gemrb: 03lynxlupodian * r7047 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG4.py: bg2::cg::abilities: please the masochists, patch by nugrud
[10:20:35] <fuzzie> someone's got to check it in the other engine versions i think
[10:21:12] <fuzzie> in pst, it's always simply ClearActions(), and in bg2/iwd2 it's fairly regularly done as ClearActions(Myself), so i wonder what on earth the idea is
[10:21:27] <fuzzie> i can't reproduce the instant behaviour in bg2, i'm sure it was doing that
[10:26:33] <fuzzie> perhaps i misunderstand blocking actions sill
[10:26:35] <fuzzie> still
[10:37:13] <lynxlynxlynx> "Visual candy for the misled image to cast, does nothing, looks pretty." <-- hah
[10:37:24] <lynxlynxlynx> that's the official description
[10:37:25] <pupnik> :/
[10:39:41] <fuzzie> lynxlynxlynx: you mentioned something about asserts?
[10:39:51] <lynxlynxlynx> http://pastebin.com/d1356e7f4
[10:39:56] <lynxlynxlynx> i'm investigating it
[10:40:12] <lynxlynxlynx> i suspect the level stat is not copied
[10:43:13] <fuzzie> a sanity check (and an error printf+Return) before that GetEffectBlock call is probably a good idea
[10:43:25] <fuzzie> even once you fix whatever's triggering it
[10:45:20] <lynxlynxlynx> Spell::GetHeaderIndexFromLevel (this=0x8b043d0, level=163612944) at Spell.cpp:56 :)
[11:14:00] <lynxlynxlynx> changed one crash for another
[11:17:52] <lynxlynxlynx> succes
[11:20:41] <CIA-22> gemrb: 03lynxlupodian * r7048 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: Actor::CopySelf: create all the derived stats too
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[11:30:07] <fuzzie> :)
[11:30:13] <lynxlynxlynx> dili's face change to me, polymorphed me to her and i got her name too
[11:30:18] <fuzzie> also add that sanity check, though?
[11:30:31] <lynxlynxlynx> it's the only polymorph i've seen work so far
[11:31:06] <lynxlynxlynx> i'm not sure it is needed, the assert is pretty clear
[11:31:31] <fuzzie> ok
[11:42:46] <lynxlynxlynx> ugh
[11:43:01] <lynxlynxlynx> greater mummies are tough now that resistance is in play
[11:43:05] <fuzzie> :)
[11:43:16] <lynxlynxlynx> immune to lightning and acid, so you can't even cheat
[11:45:02] <Gekz> make a fire cheat
[11:45:08] <Gekz> or make a cheat that does 1000 of each damage type
[11:45:21] <lynxlynxlynx> fire is even easier to resist
[11:45:39] <lynxlynxlynx> magic damage is the practically inescapable one
[11:45:57] <Gekz> so make a cheat
[11:46:03] <Gekz> that shoots 1000 magic missiles
[11:46:03] <Gekz> :D
[11:46:35] <fuzzie> Minsc will save you, with HUGE SWORDS!
[11:46:55] <Gekz> My weapon has no effect? I need bigger sword!
[11:59:17] <lynxlynxlynx> crap
[11:59:26] <lynxlynxlynx> now i'm stuck with the slayer hands
[11:59:43] <Gekz> lol.
[11:59:44] <lynxlynxlynx> similar to the habib event
[11:59:45] <Gekz> win
[11:59:59] <lynxlynxlynx> Gekz: an i'm in a child body :D
[12:00:09] <Gekz> haahah
[12:00:11] <Gekz> sick
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[12:29:16] <Avenger> hey
[12:29:45] <fuzzie> heya
[12:29:55] <Avenger> getting familiar with the non-living actions :)
[12:30:09] <Avenger> i can tell now, which one sends a trigger
[12:30:17] <Avenger> and which trigger, of course :)
[12:30:29] <fuzzie> what kinds, you mean like SpellCast?
[12:30:41] <Avenger> well, spellcast is a living action, but, yeah
[12:30:57] <fuzzie> i mean, the trigger SpellCast :)
[12:31:04] <Avenger> like i know where TriggerWalkTo calls the WalkedToTrigger :)
[12:31:26] <fuzzie> i think the only triggers i'm really interested in are for livings :(
[12:31:27] <Avenger> well, hmm i didn't see the spellcast trigger, to be honest
[12:31:33] <Avenger> is that trigger a normal trigger?
[12:31:41] <Avenger> only <0x4000 are normal triggers
[12:31:45] <Avenger> the rest are conditions
[12:32:01] <fuzzie> i just want to know how this stuff is stored
[12:32:10] <Avenger> hmm yes, spellcast is normal trigger
[12:32:14] <Avenger> well, i didn't see it yet
[12:32:30] <Avenger> but i just found this some 10 minutes ago :)
[12:32:45] <Avenger> i found a second text displaying routine
[12:32:45] <fuzzie> but the obvious candidates for working that out are LastTrigger/Entered, LastHelp/Help, LastHitter/HitBy, etc
[12:32:48] <fuzzie> and i think they're all living
[12:33:01] <Avenger> and i found that Kill() applies the death opcode
[12:33:22] <Avenger> i think i will probably make spells for these, CallLightning applies different effects in different games
[12:33:26] <fuzzie> Kill doesn't seem to take effect instantly, though
[12:33:40] <Avenger> it applies the death effect, which happens later
[12:33:49] <fuzzie> if you could make that work, it would help
[12:34:06] <fuzzie> i think i tried it in gemrb and i think Die() got called immediately
[12:34:08] <Avenger> oh no, it sends a message, which applies the death effect :)
[12:34:14] <Avenger> so it is delayed twice
[12:34:23] <fuzzie> ok :)
[12:34:33] <fuzzie> did you work out anything more about ClearActions?
[12:34:51] <Avenger> well -2 is an error condition
[12:34:53] <fuzzie> i experimented some more and i can't work it out
[12:34:57] <Avenger> so clearactions doesn't work on self
[12:35:00] <Avenger> by design
[12:35:03] <fuzzie> but the other games use ClearActions() on themselves all the time
[12:35:20] <Avenger> well, i can only talk about ToB atm
[12:35:27] <fuzzie> and bg2 has an object param but it still does ClearActions(Myself) all over the place
[12:35:41] <fuzzie> so i was rather hoping the logic would turn out to be in the action :)
[12:35:48] <fuzzie> if not then i guess i can only ask Taimon or experiment
[12:36:06] <Avenger> hmm ok, maybe i misread
[12:36:12] <Avenger> it returns -2 if it cannot find the object
[12:36:13] <Avenger> :)
[12:36:27] <Avenger> anyway, -2 is an error condition
[12:36:29] <fuzzie> but then i have to ask, what does the action truly do? :)
[12:36:33] <Avenger> used when a resource is not found
[12:36:58] <Avenger> clearactions also uses the messaging system
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[12:37:39] <Avenger> that means, i don't know...
[12:37:49] <fuzzie> ok
[12:37:51] <lynxlynxlynx> elhan crashes now :(
[12:37:51] <Avenger> when a message is initiated, i rarely know what it does
[12:38:03] <Avenger> usually i know it only if it is a text displaying message
[12:38:11] <Avenger> i don't recognise the rest of the messages yet
[12:38:13] <fuzzie> well, for SoA to work, someone's got to work out the LastTrigger/Entered storage, i think
[12:38:24] <fuzzie> i guess i should just ask Taimon/devSin/people if you're too busy with actions
[12:38:36] <fuzzie> they managed to patch some of them, so someone's got to know
[12:38:44] <Avenger> well, i can only proceed slowly
[12:38:58] <D_T_G> http://wklej.org/id/140013/txt - GUICG22.py cleanup and fix for nonhuman mage specialists :)
[12:39:05] <Avenger> but once i find out what a function does, i look a mass search in all listed code
[12:39:13] <Avenger> and thus things make more sense
[12:39:16] <D_T_G> i will upload it on sf for discussion
[12:39:28] <Avenger> the more i look, the more i learn from opcodes too :)
[12:39:40] <fuzzie> :)
[12:39:46] <lynxlynxlynx> D_T_G: wait a bit
[12:39:53] <fuzzie> for scripting, we've just got to be careful not to break the other games
[12:40:10] <D_T_G> ok
[12:40:30] <fuzzie> i still don't handle instant.ids in the dialog, it doesn't seem important so far
[12:41:28] <fuzzie> anyway, i guess i have to go to university now, be back later
[12:41:35] <Avenger> well so far i see OpenDoor and CloseDoor initiating their appropriate triggers :)
[12:41:39] <Avenger> nothing surprising
[12:42:01] <Avenger> see you later
[12:42:07] <fuzzie> do they store the object ids, or just a boolean somewhere?
[12:42:13] <lynxlynxlynx> fuzzie: the crash i get is an out of bounds access in actions
[12:42:14] <Avenger> hmm
[12:42:14] <fuzzie> oh, i guess they've got to match against an object
[12:42:28] <lynxlynxlynx> the leaving-underdark cutscene part 2 is broken
[12:42:31] <fuzzie> so never mind
[12:42:39] <fuzzie> lynxlynxlynx: have a bcs name?
[12:42:49] <lynxlynxlynx> http://pastebin.com/d6c31c5f3
[12:42:54] <lynxlynxlynx> will get it
[12:43:14] <lynxlynxlynx> looks like cut47a.baf
[12:43:47] <Avenger> to be honest, i don't even see who receives the trigger ;)
[12:44:04] <Avenger> this isn't a boolean that's sure
[12:44:10] <Avenger> there are objects involved
[12:44:17] <fuzzie> yes, it's got to be some kind of object pointer/id, i guess
[12:44:41] <fuzzie> i'm really just looking at the long-term triggered objects
[12:44:52] <lynxlynxlynx> the c6elf1 dialog ends and i enter the cutscene
[12:45:08] <lynxlynxlynx> everyone one starts moving, but the viewport doesn't follow
[12:45:17] <lynxlynxlynx> a second or three later it crashes
[12:45:23] <fuzzie> lynxlynxlynx: it sounds like it got corrupted, you don't get an error?
[12:45:38] <fuzzie> i already found lurking disasters with gemrb's action/trigger code
[12:46:05] <lynxlynxlynx> after cut47a.bcs is loaded, nothing really interesting except for the crash
[12:46:05] <Avenger> the trigger itself actually calls the object's pointer when doing the 'triggering', but i guess it is converted to some ID internally
[12:46:05] <fuzzie> we trust trigger.ids/action.ids :/
[12:46:34] <Avenger> oh well i let you find the bug out
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[12:46:38] <lynxlynxlynx> action id is 34032 ><
[12:48:14] <fuzzie> well, i truly have to go, but i would suspect random corruption
[12:49:02] <lynxlynxlynx> it is reproducible
[12:50:57] <fuzzie> cbelf1 gets destroyed in there, maybe i forget to end the dialog properly, but it should be long-ended by then :(
[12:52:30] <lynxlynxlynx> hmm, it worked the fourth time
[12:52:38] <lynxlynxlynx> i guess i was just unlucky
[13:03:46] <D_T_G> ok, guicg22 may be even more cleaned up, but maybe not so much at once?
[13:04:06] <D_T_G> at this point it's tested
[13:05:01] <D_T_G> if i removed some comments patch would be cleaner too
[13:05:07] <D_T_G> should i?
[13:05:32] <lynxlynxlynx> + if not KitTable: #sorcerer or monk <-- isn't this also true for barbarians?
[13:06:03] <D_T_G> i think it is, cause you made it to be emulated to such in core, right?
[13:06:34] <D_T_G> i will do some debug prints to see
[13:06:47] <lynxlynxlynx> huh?
[13:07:06] <lynxlynxlynx> anyway, the patch looks odd, how much did you test it?
[13:08:18] <D_T_G> should i make a screenvid from testing? :)
[13:08:32] <lynxlynxlynx> eh
[13:08:45] <lynxlynxlynx> just describe what you did
[13:10:18] <D_T_G> cg - human - figter - some kit - done - look if the kit assigned - back - back - human - cleric - scroll - kit - done - see if kit assigned - back back - elf - mage - school - next see if it was assigned and so on so on
[13:10:59] <D_T_G> with many races, classes kits, mages, monk too and so on
[13:11:04] <lynxlynxlynx> what about human mages? gnomes? multiclasses
[13:11:10] <D_T_G> i didn't test it ingame it fact
[13:11:44] <D_T_G> human mages too, gnomes ilusionist too
[13:12:12] <D_T_G> i don't quite touch multiclasses i think it's diffrent guiscript responsible for it - isn't it???
[13:12:15] <lynxlynxlynx> just seeing cg is fine, you get debug output that is good enough
[13:12:39] <lynxlynxlynx> for the selection, yes
[13:13:12] <D_T_G> about not kit table - the print prints when monk and sorc is clicked but not when barbarian
[13:13:40] <D_T_G> but barbarian works with every race so i don't really investigate it further :)
[13:13:44] <lynxlynxlynx> ah, this is another table then
[13:15:27] <lynxlynxlynx> [WorldMap]: The worldmap file is corrupted... and it would crash right now! <-- gulp
[13:15:46] <D_T_G> ?
[13:16:42] <lynxlynxlynx> i'll test your patch later
[13:16:46] <D_T_G> ok
[13:17:00] <D_T_G> but no need to upload it on sf tracker?
[13:17:22] <lynxlynxlynx> no
[13:17:36] <D_T_G> ok, so good luck :)
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[13:17:49] <D_T_G> i'll be back at evening
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[14:34:15] <lynxlynxlynx> haha!
[14:34:41] <lynxlynxlynx> fuzzie: the movetoexpansion moved me back to chateau irenicus
[14:35:05] <lynxlynxlynx> aside from the dispel issue, nothing really interesting in this run
[14:35:15] <lynxlynxlynx> the nuts remain the only obstactle
[14:37:03] <fuzzie> i guess MoveToExpanion's got to hack PlayMode to be increased by 2
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[14:38:47] <lynxlynxlynx> indeed
[14:39:34] <fuzzie> do you want me to write a patch? i would guess you can do it
[14:40:05] <lynxlynxlynx> no need
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[15:13:06] <CIA-22> gemrb: 03lynxlupodian * r7049 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: change the playmode in MoveToExpansion, so you don't restart the game
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[16:10:11] <felix_> I'm working on building v0.50 on Windows, using Visual Studio.
[16:10:42] <lynxlynxlynx> it builds using vs6
[16:11:09] <felix_> I can get it to build with VS8, with a few tweaks.
[16:11:44] <felix_> Is it supposed to be built as a DLL?
[16:11:46] <lynxlynxlynx> check the sf tracker, there are a few ancient patches for vs8 in there
[16:11:57] <lynxlynxlynx> many of the targets, yes
[16:12:42] <felix_> Okay, now it's making more sense.
[16:13:36] <felix_> Okay, thanks!
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[17:58:30] <fuzzie> heh
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[18:51:18] <lynxlynxlynx> D_T_G: something is wrong with your patch
[18:51:24] <D_T_G> what?
[18:51:29] <lynxlynxlynx> gnomes can only be illusionists
[18:51:40] <D_T_G> hm
[18:51:47] <D_T_G> did it work on previous code?
[18:51:51] <lynxlynxlynx> yep
[18:51:56] <D_T_G> ok
[18:52:03] <lynxlynxlynx> Avenger: second run complete
[18:52:16] <Avenger> did it work?
[18:52:59] <lynxlynxlynx> i had some class ability issues (kept losing them), i suspect they can get dispelled now, didn't check systematically yet
[18:53:24] <lynxlynxlynx> the tree of life nuts are still inaccessible, but this is the only blocker
[18:53:39] <Avenger> well, then we better not bump version number
[18:53:59] <lynxlynxlynx> i noticed a few new bugs, but not many
[18:54:13] <lynxlynxlynx> this clab thing looks like the only regression
[18:54:16] <Avenger> do you think they are new new, or just unnoticed
[18:54:20] <Avenger> oh ok
[18:54:59] <lynxlynxlynx> another missing animation and some things i didn't notice before
[18:55:11] <lynxlynxlynx> nothing important
[18:55:41] <Avenger> scripts are heavily relying on these messages
[18:56:02] <Avenger> so until i find out how it works, i cannot supply too much data
[18:56:23] <lynxlynxlynx> fuzzie said she can add a temporary hack and that is fine with me
[18:56:50] <lynxlynxlynx> i'll investigate that clab thing and then we can release
[18:58:17] <lynxlynxlynx> oh, the other annoying thing was the combat regression, but that is truly random and rare
[18:59:05] <Avenger> gui falling apart?
[18:59:49] <lynxlynxlynx> no, the invalid stance thing
[19:04:10] <lynxlynxlynx> i also got a problem with the first slayer change - the magic weapons didn't go away after the change
[19:04:33] <lynxlynxlynx> took a lot of time for that to heal itself
[19:08:26] <D_T_G> lynxlynxlynx - i found what was wrong with gnome being able to be plain mage :)
[19:08:33] <D_T_G> http://wklej.org/id/140202/txt
[19:09:10] <lynxlynxlynx> Avenger: that magic weapon slayer thing can be reproduced with the save you already have
[19:10:19] <lynxlynxlynx> D_T_G: better
[19:11:04] <D_T_G> but now it does not mark first button on initial onload at all :/
[19:11:29] <D_T_G> i'll try to find better check for that
[19:25:03] <D_T_G> ok, this is better: http://wklej.org/id/140222/txt
[19:29:37] <D_T_G> the selection marking on init in mages does not appear, but it appeared nowhere before
[19:30:15] <D_T_G> i won't to work on selection marking of first enabled button and remarking of selection on scroll in future
[19:32:24] <D_T_G> wait, it stopped working for gnome ilusionists
[20:09:15] <fuzzie> lynxlynxlynx: you think the tree fix is sufficient for a release?
[20:09:51] <lynxlynxlynx> this weapon thing is annoying, but not game breaking
[20:09:56] <lynxlynxlynx> same for the clabs
[20:10:24] <lynxlynxlynx> i'm not sure yet what that's about
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[20:15:32] <Edheldil> hello!
[20:18:09] <fuzzie> hi
[20:23:09] <fuzzie> lynxlynxlynx: do i have s ave for that? 'suid palace'?
[20:24:11] <lynxlynxlynx> for the tree? yes
[20:29:25] <fuzzie> ok, let me apply the hack and make sure it works
[20:40:51] <fuzzie> lynxlynxlynx: 'Tree of Life Nuts' are good?
[20:40:59] <fuzzie> i seem to have 8
[20:41:03] <lynxlynxlynx> you get two kinds
[20:41:12] <lynxlynxlynx> one can be equipped in the quickslots
[20:41:22] <lynxlynxlynx> they're kinda like berries
[20:41:27] <fuzzie> right, i have 4 of one kind and 4 of another
[20:41:32] <fuzzie> one i can equip in quickslots, one not
[20:42:00] <lynxlynxlynx> good
[20:42:24] <lynxlynxlynx> the branch growth works too
[20:42:51] <CIA-22> gemrb: 03fuzzie * r7050 10/gemrb/trunk/gemrb/plugins/Core/ (6 files): add LastTriggerObject as a hack until someone fixes triggers properly
[20:44:05] <fuzzie> maybe that's actually a perfectly fine fix, whatever :)
[20:45:51] <D_T_G> http://wklej.org/id/140259/txt - seems to work perfectly now :D
[20:46:00] <D_T_G> check it out lynxlynxlynx
[20:49:45] <lynxlynxlynx> can the check not be simpler?
[20:50:08] <D_T_G> i'm afraid not
[20:50:25] <lynxlynxlynx> think about other cases than mages where the first entry may not be available
[20:50:40] <D_T_G> there is not such yet known to me
[20:50:50] <lynxlynxlynx> it's just about button borders, i don't see why mages have to be treated specially
[20:51:15] <D_T_G> even normal classes kits that are not assignable to a race are not grayed out (with disabled button), just skipped
[20:51:40] <D_T_G> this is why mages need special treatment here
[20:52:11] <lynxlynxlynx> which classes? You just said you don't know any :s
[20:52:39] <D_T_G> i see the human has far more thief kits than other races
[20:52:42] <lynxlynxlynx> every class should be treated like the mages with regards to the buttons
[20:54:20] <D_T_G> maybe in onother day, in current code in trunk they are not treated like the mages too
[20:54:45] <lynxlynxlynx> yes, but that is not ideal
[20:55:03] <lynxlynxlynx> half of the patch is fine and I'll apply that
[20:55:13] <D_T_G> which half?
[20:55:23] <lynxlynxlynx> onload
[20:56:17] <D_T_G> believe me kitpress is clean correctly too
[20:56:30] <D_T_G> cause we don't need KitName there at all
[20:56:43] <D_T_G> just KitDescription
[20:57:09] <D_T_G> i added that code there, it's redundant and i cleaned it now
[20:57:51] <lynxlynxlynx> Avenger: yes, class abilities are dispellable now; it is easy to check by buying dispel in a temple
[20:58:49] <fuzzie> i would be tempted to release a 0.5.5, until all these many effects bugs are dealt with
[20:59:20] <lynxlynxlynx> D_T_G: it looks fine, yes
[20:59:22] <fuzzie> Avenger seems to have lost interest in effects a bit, but i could take a look at testing a bit in the original, at least
[20:59:44] <lynxlynxlynx> fuzzie: this is a recent regression, should be easy to find
[21:00:22] <lynxlynxlynx> re release, why the version jump?
[21:01:04] <lynxlynxlynx> and i don't think we have many new effect bugs, just more were tried
[21:01:37] --- D_T_G is now known as D_T_G_away
[21:03:09] <lynxlynxlynx> bleh, big chunk
[21:04:14] <fuzzie> well, i think we can't honestly say 'a run works okay' right now, there's so many disasterous mistakes you could make
[21:04:22] <fuzzie> but i don't really have an opinion, just musing
[21:06:04] <lynxlynxlynx> of course we can't, it was a very specific runthrough
[21:06:22] <fuzzie> i think it's not too hard to fix the disasters :)
[21:06:48] <lynxlynxlynx> with a party it would be hard to get enough xp and bugs are easier to come across
[21:07:02] <lynxlynxlynx> now i didn't even have to leave the city in ch2
[21:07:05] <fuzzie> well, you didn't play fairly with xp in your run, i think?
[21:07:12] <lynxlynxlynx> i didn't
[21:07:23] <lynxlynxlynx> started with a lvl20 monk
[21:07:37] <fuzzie> i'm managing pretty well with a party in ch2, not many show-stopper bugs
[21:07:51] <fuzzie> which is nice considering at the start you couldn't even leave the city :)
[21:07:56] <lynxlynxlynx> did you complete any of the big outside areas?
[21:08:17] <fuzzie> well, i did all the Umar Hills quests, although i had to hack around a bit at the temple
[21:09:09] <fuzzie> the trolls were a bit of a showstopper with Trademeet though :)
[21:09:48] <lynxlynxlynx> that should work now, though :)
[21:11:28] <fuzzie> i'm still amazed that the main storyline works at all
[21:12:42] <fuzzie> are we truly out of showstoppers now?
[21:13:26] <fuzzie> was the coordinator still a problem in your second run?
[21:13:54] <lynxlynxlynx> yep
[21:14:00] <fuzzie> meh
[21:14:10] <fuzzie> maybe actionoverride/interruption problems
[21:14:15] <lynxlynxlynx> i came in via crazies though, so it wasn't him, but jon in a different place
[21:14:42] <lynxlynxlynx> but iirc dili wasn't there anymore :)
[21:15:20] <fuzzie> it might be kind of random if it's interruptability problems
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[21:16:50] <lynxlynxlynx> i got a few actionoverride/interruption problems that looked genuine problems, yes, but i don't know where
[21:17:04] <fuzzie> most of them are pretty invisible, i think
[21:17:14] <lynxlynxlynx> i know to disregard only the 21-25 ones, since i was a one man band
[21:17:41] <fuzzie> and in brynnlaw at least, gemrb complains repeatedly about actionoverrides because the first time around the scripts it already actionoverrided everyone to die :)
[21:17:58] <fuzzie> so at some point, it's spam we have to simply suppress
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[21:28:57] <lynxlynxlynx> D_T_G: i'll commit soon, also simplified that if so preselection works
[21:29:15] <lynxlynxlynx> mostly for the description though
[21:29:30] <D_T_G> ok
[21:30:10] <D_T_G> i'll compare the kits with original engine if it skips not assignable to race kits
[21:30:39] <D_T_G> but i also think they should be just grayed out
[21:31:16] <fuzzie> yes
[21:32:27] <lynxlynxlynx> and if a whole page full is prohibited, the scrollbar should be adjusted
[21:32:37] <lynxlynxlynx> it is just a matter of setting the topindex initially
[21:32:46] <lynxlynxlynx> we already do that with proficiencies
[21:34:59] <CIA-22> gemrb: 03lynxlupodian * r7051 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py: bg2::cg: most of nugrud's kit window cleanup patch and a preselection fix
[21:35:46] <Avenger> 0.5.5 is fine :)
[21:36:11] <lynxlynxlynx> why not .99 or .13? :P
[21:36:49] <fuzzie> well, 0.5.1 is also fine, .5 just seems a more realistic measure of progress
[21:36:53] <lynxlynxlynx> if we don't feel good about 0.6, i think it should just be 0.5.1
[21:37:22] <lynxlynxlynx> there is more progress than with many previous minor releases, but it is an ugly jump
[21:37:36] <fuzzie> if all the showstoppers are fixed and Avenger got distracted with actions then i think i'll play with pst post-release a bit
[21:37:49] <D_T_G> such number are just symbolic in open source world :)
[21:37:56] <D_T_G> who cares
[21:38:01] <lynxlynxlynx> symbolism is important ;)
[21:38:10] <fuzzie> well, people use the symbol to measure progress :)
[21:38:23] <lynxlynxlynx> i'd rather try a project that is at 2.1 than one at 0.0.17
[21:38:30] <Avenger> well 0.6.0 means SoA is playable, we said that before
[21:38:41] <lynxlynxlynx> it is :)
[21:38:50] <Avenger> 0.7.0 will be bg1+tob, 0.8.0 probably iwd or pst :)
[21:38:57] <Avenger> so it is easy
[21:39:00] <fuzzie> i think if you can break it completely by mistake, then 'playable' is not really true
[21:39:16] <lynxlynxlynx> but can you?
[21:39:37] <fuzzie> sure, try doing the cutscene with Kill(Myself) in it, for example
[21:39:54] <lynxlynxlynx> that actually worked
[21:40:07] <lynxlynxlynx> the moonblade one, right?
[21:40:11] <fuzzie> oh, it just freezes gemrb forever for me, until i force-break out :)
[21:40:30] <lynxlynxlynx> that's what it did in the first run, in the second i had no problems
[21:40:36] <fuzzie> and, yes
[21:44:50] <D_T_G> lynxlynxlynx: indeed it is simpler in redrawkits and works :)
[21:45:32] <lynxlynxlynx> marking the button as selected is a different story though
[21:45:37] <D_T_G> btw, my finding about race and kits: i think it is not possible in other than mages that any kit would be disabled
[21:46:00] <D_T_G> a race can be the class and alll it's kit or not at all
[21:46:16] <lynxlynxlynx> that's with the original data
[21:46:28] <lynxlynxlynx> did you try something like the thieves you mentioned before?
[21:46:35] <fuzzie> lynxlynxlynx: did you confirm the tree?
[21:46:37] <D_T_G> yes, i mislooked
[21:46:54] <D_T_G> all races have the same number of thief kits
[21:47:00] <lynxlynxlynx> anyway, it doesn't really matter, we don't have to copy their shortcomings ;)
[21:47:09] <lynxlynxlynx> fuzzie: just about to, the rebuild finished
[21:48:43] <lynxlynxlynx> yes, works fine
[21:49:34] <lynxlynxlynx> tommorow i'll try to bisect where the magic slot and the clab regression started
[21:49:56] <fuzzie> ok, i'm here during work hours if i can help :)
[21:50:41] <lynxlynxlynx> ok
[21:52:01] <fuzzie> otherwise i guess it's a good idea to avoid committing much new now
[21:56:05] <Avenger> hmm, i wonder why restorepartylocations action is so complex. It stays on the queue and has a lot of 'retries' or whatever is it. It seems to wait for some condition happening in the game object
[21:56:46] <fuzzie> waiting on the area load?
[21:58:11] <Avenger> ahh it does a 'multiplayersync' inline :)
[21:58:18] <Avenger> same with the exitpocketplane
[21:58:26] <fuzzie> makes sense
[21:58:32] <Avenger> they are very similar, like in my implementation :)
[21:58:56] <Avenger> well, we don't have multiplayersync :)
[21:59:00] <fuzzie> do you write notes on all this?
[21:59:03] <Avenger> sure
[21:59:05] <fuzzie> well, we should have, someday :)
[21:59:08] <Avenger> i don't just read it
[21:59:18] <Avenger> i have all of them written, and annotated
[21:59:49] <lynxlynxlynx> D_T_G: can you do me a favour?
[22:00:10] <D_T_G> yes
[22:00:23] <lynxlynxlynx> when you get a quest that reveals a new worldmap area you get a message that a new entry was added to your map
[22:00:46] <lynxlynxlynx> i would like to know in which color it is displayed - same as the xp, white, red, other?
[22:01:00] <D_T_G> i think green
[22:01:03] <D_T_G> but am not sure
[22:01:10] <D_T_G> will check now
[22:01:25] <D_T_G> colours of text in gemrb are pretty diffrent from original engine
[22:02:04] <lynxlynxlynx> "Your world map has been updated."
[22:02:31] <lynxlynxlynx> yes, but that's mostly for the content of speeches
[22:02:56] <lynxlynxlynx> we also just color everything with one color, while the original uses font palettes
[22:03:03] <Avenger> its rgb is: 0C8FFC8h ;)
[22:03:08] <Avenger> i see it in the code :)
[22:03:22] <Avenger> at least, i think i see that
[22:03:29] <Avenger> 200,255,200
[22:05:05] <lynxlynxlynx> 0xbcefbc is what we currently use, pretty similar
[22:05:27] <D_T_G> i'm in the process of checking in exe :)
[22:05:34] <Avenger> hehe
[22:05:43] <D_T_G> the newest wine is bit irritating
[22:05:45] <Avenger> i see that particular code already :)
[22:05:53] <lynxlynxlynx> good night, see you tommorow
[22:06:06] <Avenger> bye lynx
[22:06:17] <D_T_G> when i click on panel it minimizes bg2 to icon in virtual wine desktop :o
[22:06:20] <-- lynxlynxlynx has left IRC (Read error: 104 (Connection reset by peer))
[22:06:22] <D_T_G> good night
[22:09:15] <D_T_G> yep, it's green
[22:15:48] <D_T_G> bye
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[22:15:58] <Avenger> wow, hmm
[22:16:11] <Avenger> bg2 has some traces of tiefling as playable race???
[22:17:01] <wjp> PS:T remnants?
[22:17:33] <Avenger> dunno, it is after half-orc
[22:17:39] <Avenger> in the list
[22:19:22] <Avenger> aahh, haer-dalis
[22:19:28] <Avenger> now i understand
[22:20:27] <wjp> oh, of course
[22:23:13] <Avenger> hahaha, now i see how they did the talker specific tokens
[22:23:32] <fuzzie> is it better than our crazy way?
[22:23:44] <Avenger> whenever the talker changed, they actually set ALL tokens according to the speaker
[22:23:57] <fuzzie> mph :/
[22:24:03] <Avenger> ours is crazier?
[22:24:05] <Avenger> :)
[22:24:28] <Avenger> their setgabber action sets all tokens
[22:24:42] <Avenger> we simply query the gabber object, and ask it dynamically
[22:25:29] <Avenger> all strrefs are hardcoded :)
[22:26:18] <Avenger> well in our engine too :(
[22:26:35] <fuzzie> maybe we should do strings via python or something
[22:26:45] <Avenger> eep :)
[22:26:50] <fuzzie> i hate the current system for strings, it is miserable
[22:27:09] <fuzzie> every time i add a string, i just add hardcoding, and it doesn't work for pst at all
[22:28:00] <Avenger> well, that will be fixed, and i don't think i want to use python for it
[22:28:26] <fuzzie> well, hard-coding all possible strings in the .h is madness
[22:28:26] <Avenger> but first we should see how it is done in pst
[22:29:03] <Avenger> it isn't done because i couldn't, simply i don't have time to look into pst yet :)
[22:29:43] <pupnik_> was pst rather plot-bugged?
[22:29:46] <Avenger> but you have to hardcode all strings accessible to the core
[22:29:51] <Edheldil> I am sure you will produce commented IE sources one day :)
[22:29:55] <fuzzie> pupnik: it was pretty good considering how complicated it is
[22:29:58] <Avenger> not the strrefs, but a string ID
[22:30:08] <Avenger> it is done the same way in all engines :)
[22:30:18] <fuzzie> yes, but you don't have to force a 'string ID -> strref' mapping
[22:30:19] <Avenger> actually, they have multiple string dispatchers
[22:30:25] <fuzzie> that's just copying hardcoding from the exe
[22:30:43] <Avenger> fuzzie: i want to make it more flexible, but without python
[22:30:44] <fuzzie> sure, in the end you have to say "display strref", but why hardcode the mapping?
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[22:31:07] <fuzzie> i just don't think you can make it good enough for modding without python
[22:31:13] <Avenger> you hardcode it because the mapping is simple
[22:31:15] <fuzzie> but it's not at all important
[22:31:29] <fuzzie> i just think copying original exe behaviour without imagination is .. boring :)
[22:31:46] <Avenger> heh, you don't know how complicated it is in the exe :)
[22:31:49] <fuzzie> if you don't do it better, why do it?
[22:32:13] <Avenger> as i said, i don't have time to research with pst
[22:32:31] <fuzzie> well, sometime i hope to add the overhead text for pst, at least
[22:32:34] <Avenger> they have personalised strrefs for some, but not all
[22:32:45] <fuzzie> a lot of the strrefs are always the same, so we can do those
[22:34:14] <Avenger> i have a good idea how could i do the strings in pst, flexible enough, even if you suddenly want one strref to be actor specific , but pst is not top priority
[22:37:05] <Edheldil> btw, why not put the notes on wiki? :)
[22:37:31] <fuzzie> that is what i request :) but maybe they're simply mixed with asm, which is not good to have on wiki
[22:43:42] <Edheldil> given today SF emails, have you thought about switching to Git? I believe wjp uses it already
[22:44:09] <wjp> fuzzie too IIRC
[22:45:00] <wjp> hm, I didn't get any SF mails today
[22:46:09] <Avenger> these are annotated asm lists
[22:47:12] <Avenger> i can send the current standing, but this is a work in progress
[22:47:27] <Avenger> i think i sent fuzzie one package a 1-2 months ago
[22:48:44] <Avenger> bye!
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[22:50:05] <Edheldil> wjp: I mean yesterday :). But possibly it's because you have no git using project on sf
[22:51:38] <wjp> what did they announce/say?
[22:58:34] <Edheldil> multiple git repos per project, meaning they will break urls for the existing ones
[23:00:47] <wjp> ah, that one
[23:11:59] <CIA-22> gemrb: 03avenger_teambg * r7052 10/gemrb/trunk/gemrb/ (3 files in 3 dirs): hacked tieflings in
[23:40:02] <Edheldil> good night
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