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

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[02:35:06] --- pupnik64 is now known as pupnik
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[06:05:49] <pupnik> http://pouet.net/prod.php?which=53880 'spilled' 4k demo
[06:05:50] * pupnik feels around on the floor for eyes
[06:08:18] <raevol> woah cool
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[06:11:25] <raevol> hmm i had a huge bug with an npc in peldvale earlier
[06:11:36] <raevol> but now when i try to reproduce he just walks up to me and disapears
[06:21:25] <raevol> alright i broke it: can't travel to the "third cloakwood area"
[06:21:36] <raevol> shows up in blue on the world map but isn't selectable
[06:22:21] <raevol> oh wierd it is selectable but not on where it shows up on the map
[06:23:06] <Gekz_> hi
[06:23:11] <raevol> hello
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[07:16:10] <fuzzie> raevol: so you're not broken after all?
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[07:24:18] <raevol> well no, but i'm not sure many people would click around furiously like i did
[07:24:19] <raevol> heh
[07:24:47] <fuzzie> it is worth noting, but i think it's a known bug
[07:24:58] <raevol> ok, i got it on the bg1 page
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[07:27:52] <lynxlynxlynx> only the title of a wmap area is surely clickable for travel. It looks like bad clipping / click region is used - ~half of the icon works and a ~dozen pixels below the label too. <-- sounds like this
[07:28:10] <raevol> yea that sounds about right
[07:28:21] <raevol> though there's not always titles on the bg1 map?
[07:28:32] <fuzzie> there's a similar problem with mapnotes when present
[07:28:42] <fuzzie> i looked into fixing it, but it does the coordinate transform at the wrong time, so meh
[07:30:25] <lynxlynxlynx> which reminds me to fix the map windows
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[07:30:36] <lynxlynxlynx> both bg1 and iwd have it horribly broken
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[07:58:57] <CIA-22> gemrb: 03lynxlupodian * r7262 10/gemrb/trunk/gemrb/GUIScripts/ (bg2/GUIMA.py iwd/GUIMA.py): iwd: fixed the map window managment by syncing it with bg2
[08:02:47] <raevol> should that have fixed my cloakwood bug?
[08:03:35] <lynxlynxlynx> no
[08:03:39] <raevol> ok
[08:03:51] <lynxlynxlynx> that fixes only iwd and the use of map window
[08:04:03] <lynxlynxlynx> i can try porting it to bg1, but i can't test that
[08:04:55] <raevol> i'm not sure what effect it would have
[08:05:03] <raevol> if you think it'd be useful i can test it though
[08:06:22] <lynxlynxlynx> don't you get gui bugs if you go to the check the map?
[08:06:29] <lynxlynxlynx> something similar like with saving?
[08:06:38] <raevol> hmm, no
[08:07:03] <raevol> once upon a time the map bugged out on me big time but i really don't remember what was happening, and it was only that one time, map is fine otherwise
[08:08:13] <lynxlynxlynx> try it
[08:08:19] <lynxlynxlynx> then go to combat
[08:08:27] <lynxlynxlynx> maybe also check the worldmap
[08:08:45] <raevol> oh, i just did actually, no problems
[08:09:02] <raevol> updated and rebuilt to check my bug
[08:09:15] <lynxlynxlynx> good
[08:09:28] <raevol> oh here's that other bug
[08:09:33] <lynxlynxlynx> i'll still try to break it though, just so the scripts are more alike
[08:09:39] <raevol> when the game is paused and i go to the world map, the area map is drawn on top of it
[08:10:03] <raevol> when it's not paused you can see the area map flicker on top of the world map a second, but it goes away
[08:11:51] <raevol> oh no sad day :( boots of speed have no effect
[08:14:07] <lynxlynxlynx> the effect is implemented
[08:14:23] <lynxlynxlynx> i'm not sure if we use that stat though
[08:14:27] <raevol> hmm, i'm wearing them but still going regular speed
[08:14:28] <raevol> ah
[08:14:34] <fuzzie> we use IE_MOVEMENTRATE
[08:14:46] <lynxlynxlynx> yes
[08:14:57] <lynxlynxlynx> the animation frame count is just for the base?
[08:15:00] <fuzzie> i don't know if that's the stat which the boots change
[08:15:16] <fuzzie> yes
[08:16:16] <lynxlynxlynx> it is
[08:16:40] <fuzzie> odd, then
[08:19:13] <raevol> ctrl+y stops working for me sometimes :[
[08:20:26] <lynxlynxlynx> you're just targetting badly
[08:20:51] <raevol> no, i think it's when i reload a save..
[08:21:24] <fuzzie> if the save window doesn't get unloaded, it might remain focused
[08:21:29] <fuzzie> try clicking in the main game area once
[08:27:54] <raevol> oh hey i have higherthanlevel1 spells on my paladin now...
[08:28:42] <lynxlynxlynx> http://pastebin.ca/raw/1578944
[08:28:49] <lynxlynxlynx> try if that changes anything
[08:30:01] <raevol> could you show me how to apply that diff with a command? like you were saying last time when we were messing with long sword prof?
[08:35:10] <lynxlynxlynx> wget -O - http://pastebin.ca/raw/1578944 | patch -p0
[08:35:14] <lynxlynxlynx> from the top gemrb dir
[08:35:25] <raevol> ok
[08:36:07] <raevol> it says only garbage was found in the patch input
[08:37:59] <lynxlynxlynx> grrr
[08:38:53] <raevol> oh wait sorry
[08:39:17] <lynxlynxlynx> the bastard add \rs
[08:39:25] <lynxlynxlynx> added
[08:39:34] <lynxlynxlynx> i'll just commit it
[08:40:07] <raevol> wait i got it, it was my mistype
[08:40:12] <lynxlynxlynx> too late
[08:40:23] <CIA-22> gemrb: 03lynxlupodian * r7263 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUIMA.py bg2/GUIMA.py): bg1: synced the map window with bg2
[08:40:39] <raevol> that definitely fixed it
[08:40:59] <raevol> i'll update from svn to confirm
[08:41:11] <lynxlynxlynx> it's the same
[08:41:15] <lynxlynxlynx> good
[08:42:17] <raevol> yup fixed, looks really clean now
[08:47:45] <raevol> haha my main character was dire charmed btu he's still under my control
[08:48:04] <lynxlynxlynx> yeah
[08:56:29] <raevol> cool cloakwood mines finished
[09:04:40] <raevol> i may have asked this before, but someday in the distant future, should GemRB allow BG1 to play at higher resolutions?
[09:04:56] <lynxlynxlynx> it does
[09:05:08] <raevol> oh?
[09:06:00] <lynxlynxlynx> whatever the windowpacks are included should work
[09:06:15] <lynxlynxlynx> for everything else you can use the widescreen mod from git
[09:06:35] <raevol> i'll have to check it out
[10:25:17] <CIA-22> gemrb: 03lynxlupodian * r7264 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da iwd2/avatars.2da): fixed histachii feet circle size
[11:56:07] <lynxlynxlynx> looks like there's more autogenerated vars
[11:56:48] <lynxlynxlynx> <actor>_Dead
[11:57:36] <fuzzie> not just a death variable?
[11:57:54] <lynxlynxlynx> no script or dialog sets it
[11:58:09] <fuzzie> hm, i guess we have that code in gemrb wrapped in GF_HAS_KAPUTZ and a pst-specific check
[11:58:51] <lynxlynxlynx> some were set with scripts, but Yxunomei_Dead isn't
[11:58:56] <fuzzie> fiddle with Actor::Die, i guess
[11:59:35] <fuzzie> might want to run strings on the iwd exe file to make sure it has _DEAD in it, iwd2 certainly does
[11:59:48] <lynxlynxlynx> and maybe the lizard king that is done via a script wasn't working and silenty fell back to the internal way (i had to set this one manually too)
[12:00:17] <lynxlynxlynx> the lizard king triggers on Die()
[12:00:47] <fuzzie> hm, Die() was very flaky in original bg1/iwd but it should be fine in gemrb
[12:01:02] <fuzzie> well, unless another set of triggers evaluates to true first..
[12:01:24] <lynxlynxlynx> it's how/5001lk.baf
[12:01:40] <fuzzie> do you still have those files uploaded somewhere? i'm on another machine
[12:02:25] <lynxlynxlynx> yes
[12:03:39] <lynxlynxlynx> lynxlynx.info/ie/how.baf.tbz2
[12:03:43] <lynxlynxlynx> lynxlynx.info/ie/how.dlg.tbz2
[12:05:04] <fuzzie> i can see the '<actor>_Dead' vars being set by engine, but not ones without underscore
[12:05:41] <fuzzie> strange though, 5001lk seems like it should set the variable fine
[12:05:58] <lynxlynxlynx> grepping for _dead matches in idmain
[12:06:53] <lynxlynxlynx> but in other strings
[12:07:36] <lynxlynxlynx> ite _CNTKILL__DEADn <-- although this one looks promising
[12:07:54] <fuzzie> the KILL_ and _CNT bits there are already implemented in gemrb
[12:08:03] <fuzzie> so i guess that leaves you with the needed _DEAD :)
[12:08:47] <lynxlynxlynx> /no sprite is dead for iwd, they use KILL_<name>_CNT
[12:08:51] <lynxlynxlynx> maybe it's a how difference
[12:08:58] <fuzzie> oh?
[12:09:05] <fuzzie> i mean, you maybe misunderstand that
[12:09:16] <fuzzie> 'no sprite is dead' means that SPRITE_IS_DEAD doesn't get set
[12:09:31] <fuzzie> we properly implement KILL_/_CNT instead, using DeathVarFormat
[12:09:45] <fuzzie> the _DEAD thing might well be seperate, we just have it hardcoded for pst-only right now
[12:10:55] <fuzzie> certainly if those three strings come after each other in the iwd executable, that seems likely to all be set in the same place..
[12:11:31] <lynxlynxlynx> static ieVariable IWDDeathVarFormat = "KILL_%s_CNT"; <-- but this looks like just one
[12:12:05] <fuzzie> that's just because we don't hard-code it so much in gemrb
[12:12:17] <fuzzie> i mean, maybe i'm misunderstanding
[12:12:55] <lynxlynxlynx> i thought there would be three vars, that's all
[12:15:12] <fuzzie> AppearanceFlags should really be set to 0 in the constructor..
[12:21:01] <CIA-22> gemrb: 03fuzzie * r7265 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: default Actor::AppearanceFlags to 0, to avoid weirdness in non-pst modes
[12:57:11] <CIA-22> gemrb: 03lynxlupodian * r7266 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: implemented the close combat archer defense penalty
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