#gemrb@irc.freenode.net logs for 25 Dec 2010 (GMT)

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[10:40:55] <fuzzie> merry christmas.
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[11:02:35] <CIA-29> GemRB: 03avenger_teambg * r322e8b35efd7 10gemrb/gemrb/plugins/ (FXOpcodes/FXOpcodes.cpp IWDOpcodes/IWDOpcodes.cpp): remove confusion opcode is the same in the bg and iwd branches
[11:02:36] <CIA-29> GemRB: 03avenger_teambg * r5252ef7215a8 10gemrb/gemrb/override/ (how/effects.ids iwd/effects.ids iwd2/effects.ids): fixed how effect names
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[13:19:57] --- Topic for #GemRb is: GemRB 0.6.3 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots! | We now have our own domain, http://www.gemrb.org
[13:19:57] --- Topic for #GemRb set by edheldil!~edheldil@2001:1488:ac14:1400:222:19ff:fe31:415e at Mon Dec 20 08:34:18 2010
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[21:29:53] <CIA-29> GemRB: 03lynxlupodian * r1ea3a8e144d3 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: unhardcode one FOG_DITHERSPRITES use
[21:33:45] <CIA-29> GemRB: 03lynxlupodian * r437ae03c869e 10gemrb/gemrb/core/GUI/GameControl.cpp: unhardcode some more uses of FOG_*
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[22:10:52] <lynxlynxlynx> fuzzie: do you know why disabled fog is handled like it is in Map::UpdateFog? if i remove the return and make the visibility setting conditional, it fixes the inability to interact
[22:11:02] <lynxlynxlynx> it's all five year old code btw :)
[22:12:21] <fuzzie> um
[22:13:05] <fuzzie> well, updating the fog is a bit cpu-intensive, i think
[22:13:07] <lynxlynxlynx> it will be less of a performance save that way though
[22:13:11] <lynxlynxlynx> yeah
[22:13:52] <lynxlynxlynx> now you have to be in visual range of another pc to be able to do anything (you get the blocked cursor otherwise)
[22:15:37] <fuzzie> the GameControl checks GetCursor() which should be fine you'd think
[22:17:00] <fuzzie> oh, GetBlocked() fiddles with the result
[22:19:32] <fuzzie> no, that isn't relevant
[22:19:36] <fuzzie> do you know why it doesn't work?
[22:19:58] <fuzzie> it seems like you'd just need all the map visibility bits to be set, and -1 would do that
[22:20:23] <lynxlynxlynx> not really
[22:20:29] <fuzzie> but i think you probably have to remove the return and make the visibility setting conditional, because of the spawn code in there
[22:20:46] <lynxlynxlynx> that too
[22:21:17] <fuzzie> so i guess the answer is that i can only imagine it's for performance reasons but it seems like it has to be removed :)
[22:22:20] <lynxlynxlynx> it was one of those commit-after-half-a-year commits, so the history doesn't help much
[22:26:47] <lynxlynxlynx> oh, i see
[22:26:58] <lynxlynxlynx> the explored bitmap isn't updated
[22:27:18] <lynxlynxlynx> if that one is cleared, we can still return :)
[22:27:25] <fuzzie> oh, sorry, yes; that's what made me go back and work out where the spawn stuff was
[22:29:07] <lynxlynxlynx> well, since the only use case is performance related, wouldn't this clearing be preffered over the exploring?
[22:29:16] <lynxlynxlynx> the spawn stuff can still be called
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[22:30:37] <fuzzie> but then you get everything spawned at once
[22:30:44] <fuzzie> if i'm not missing something
[22:31:15] <fuzzie> oh i see, i am
[22:31:18] <fuzzie> never mind :)
[22:31:33] <fuzzie> for some reason i thought it was cleverer than that
[22:31:57] <fuzzie> must have had too much wine
[22:36:13] <lynxlynxlynx> well it is cleverer, it has the range check to prevent that
[22:36:42] <fuzzie> i just thought it actually checked the explored bitmap :)
[22:36:57] <fuzzie> since it does not, clearing the explored bitmap sounds ideal
[22:41:03] <lynxlynxlynx> you can still walk through door though
[22:41:48] <lynxlynxlynx> http://sprunge.us/PVQU?diff <-- anything to add?
[22:42:25] <fuzzie> CANTSEE should or shouldn't disable spawns?
[22:43:17] <lynxlynxlynx> no idea where it is used (currently it is not set anywhere)
[22:44:07] <lynxlynxlynx> but, spawning is explained with the time/range when the critters see you, not the reverse
[22:44:37] <lynxlynxlynx> so it's the same as blindness to me
[22:47:20] <fuzzie> well, then IE_EXPLORE probably shoudln't continue
[22:47:36] <fuzzie> maybe the spawn stuff should go first?
[22:47:59] <fuzzie> (and CANTSEE is a combination of bits, set in lots of places)
[22:52:38] <lynxlynxlynx> IE_EXPLORE is like an inparty check
[22:52:54] <lynxlynxlynx> otherwise npcs would also trigger spawn points
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[23:56:58] <CIA-29> GemRB: 03lynxlupodian * r2b1a1069b7da 10gemrb/gemrb/core/Map.cpp: update the explored bitmap and trigger spawns when (also) when the fog is off
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