#gemrb@irc.freenode.net logs for 25 May 2011 (GMT)

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[05:40:51] <alx3apps> Hello, all. I'm first time here. Found some bug yesterday, that blocks IWD gameplay. Seems like typo in source code. Can someone (preferably the codemaster) have a look ? http://forums.gibberlings3.net/index.php?showtopic=18810&st=465&p=186659&#entry186659
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[08:23:38] <fuzzie> oh, more stupid \ errors
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[08:35:55] <wjp> we have a codemaster? cool :-)
[08:36:45] <fuzzie> oh i was just typing a reply into the forum :P
[08:38:01] <fuzzie> now i have to remember where i said we should fix this
[08:38:19] <fuzzie> PathAppend, i suppose
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[19:32:26] <lynxlynxlynx> no one wants to claim code mastery? :)
[19:32:47] <fuzzie> i think we'll just put that hat on Avenger's head while he's not around to disclaim it
[20:07:35] <lynxlynxlynx> anyone noticed backslashes anywhere else than on start? it could get expensive
[20:07:53] <fuzzie> how do you mean?
[20:07:57] <fuzzie> oh, right
[20:08:18] <fuzzie> i went through and checked everything i could find and i only found them at the start of HoW filenames
[20:09:06] <fuzzie> and putting a check in PathAppend seems more reasonable than my existing hack in .. BIFImporter? but i have no idea where else we might encounter them.
[20:12:57] <lynxlynxlynx> i only see a hack in keyimporter for badly named biffs themselves
[20:13:21] <fuzzie> ah, ok, there then.
[20:22:06] <lynxlynxlynx> http://sprunge.us/iKEY?diff <-- something like that? maybe sizeof(char) for clarity
[20:23:08] <lynxlynxlynx> i think it is safe since we're always appending longer strings, but i'm not sure; maybe the allocated memory could be noncontiguous and this would cause a bad access
[20:23:19] <fuzzie> umm
[20:23:30] <fuzzie> i'm not sure
[20:24:38] <fuzzie> the thing is, it's specifically '\' which you want to strip
[20:25:21] <lynxlynxlynx> that's true, but is there any use of leading /?
[20:25:22] <fuzzie> the reason I check for PathDelimiter in KEYImporter is because there's a loop above which already replaced all the '\'s with PathDelimiter
[20:27:27] <fuzzie> but checking both sounds like a sensible idea
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[20:30:33] <lynxlynxlynx> so, do you think i should commit it or do some further refinement?
[20:30:44] <fuzzie> well, if you can actually check for '\'?
[20:31:10] <lynxlynxlynx> \\ probably
[20:32:38] <fuzzie> it looks fine otherwise, if it compiles - maybe remove the code in KEYImporter and move the comment from there into the new code?
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[20:36:13] <lynxlynxlynx> looks like it ends up in the same spot, yes
[20:41:36] <CIA-39> GemRB: 03lynxlupodian * r9e174c18c3bd 10gemrb/gemrb/core/GameScript/Actions.cpp: MoveToPoint: removed some dead code from 6d1ef50327ffa
[20:41:36] <CIA-39> GemRB: 03lynxlupodian * rab70a141109e 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::GetHit: only change the stance if the actor is mobile
[20:41:36] <CIA-39> GemRB: 03lynxlupodian * r51cc4b46c235 10gemrb/gemrb/core/Scriptable/Actor.cpp: simplify a check by using TimeStoppedFor
[20:41:36] <CIA-39> GemRB: 03lynxlupodian * r660d8ace091d 10gemrb/gemrb/ (core/System/VFS.cpp plugins/KEYImporter/KEYImporter.cpp): moved some code to fix the backslash backlash
[20:44:30] <lynxlynxlynx> right, forgot where i ended
[20:45:07] <lynxlynxlynx> yesterday i figured out where the immobile jumping (like in timestop) happens
[20:45:52] <lynxlynxlynx> it does when the effect expires and the script update loop then does one step each tick
[20:46:20] <lynxlynxlynx> so it only looks immediate
[20:46:56] <lynxlynxlynx> the last thing i tried was to reset the step time, but that wasn't enough or wrong
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[20:51:43] <fuzzie> i wrote that code to try and 'smooth out' walking with variable framerate
[20:51:56] <fuzzie> but i think that is wrong and it should just do one tick's worth of walk per frame
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[20:57:50] <lynxlynxlynx> cool, a different approach worked
[20:58:09] <lynxlynxlynx> i just cleared the path :)
[21:00:05] <fuzzie> doesn't that break movements after timestop though?
[21:00:15] <fuzzie> i guess it shouldn't, with correctly-functioning actions
[21:03:28] <lynxlynxlynx> i'm testing only with movetopoint, which handles it nicely
[21:05:12] <lynxlynxlynx> same trick works for web too
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[21:15:31] <lynxlynxlynx> http://sprunge.us/JcjJ?diff <-- this (ignore the if_visible bit, it's from that activate/deactivate problem)
[21:16:11] <fuzzie> looks great :)
[21:18:59] <lynxlynxlynx> you do think it should eventually be fixed elsewhere?
[21:19:56] <fuzzie> um.
[21:20:23] <lynxlynxlynx> re the HACK comments
[21:20:44] <fuzzie> i think the HACK comments are a good reminder that it's not quite clear, anyway
[21:20:58] <lynxlynxlynx> ok
[21:21:08] <fuzzie> i hope it wouldn't be a problem if we do everything per-frame. but honestly i have no clue.
[21:23:07] <fuzzie> (and no idea what the original engine does, the walkpath code is scary)
[21:25:01] <CIA-39> GemRB: 03lynxlupodian * ra858bf663013 10gemrb/gemrb/core/Map.cpp:
[21:25:01] <CIA-39> GemRB: clear the path for immobile actors, so they don't jump to their destination
[21:25:01] <CIA-39> GemRB: when the effect ends (web, hold, timestop ...)
[21:25:01] <CIA-39> GemRB: at that point the initially responsible action properly resets the path
[21:25:12] <fuzzie> :-)
[21:25:13] <fuzzie> thanks
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