#gemrb@irc.freenode.net logs for 26 Feb 2011 (GMT)

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[11:29:07] <CIA-36> GemRB: 03avenger_teambg * rd40ec64b8375 10gemrb/gemrb/core/Spell.cpp: fixed simplified duration with cfb
[11:33:26] <CIA-36> GemRB: 03avenger_teambg * rbc6afff94bdf 10gemrb/gemrb/core/EffectQueue.cpp: gemrb extension: variable damage based on caster level
[11:38:36] <CIA-36> GemRB: 03avenger_teambg * rbd761de14319 10gemrb/gemrb/core/Scriptable/Actor.cpp: use ITEM_CASTERLEVEL
[11:44:49] <CIA-36> GemRB: 03avenger_teambg * rd347e9452b58 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: blind opcode, support for pst power word blind
[11:48:58] <CIA-36> GemRB: 03avenger_teambg * r537a59c35076 10gemrb/gemrb/ (7 files in 3 dirs): support caster level in effectqueues
[11:50:03] <CIA-36> GemRB: 03avenger_teambg * r4ab14478dbbb 10gemrb/gemrb/override/pst/ (7 files): binary data
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[12:05:43] <MikeChelen> what should cd1 be for icewind dale?
[12:06:51] <wjp> hi
[12:07:04] <wjp> the root dir of the game, so the one containing chitin.key, icewind.ini and such
[12:11:50] <MikeChelen> hey great, that seems to have worked :)
[12:12:28] <MikeChelen> putting quotes around the path seems to have been the problem
[13:07:22] <MikeChelen> hmm, saving doesn't seem to work?
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[13:17:31] <Avenger> hi
[13:17:42] <wjp> hi
[13:18:44] <Avenger> Mike: saving works for me. Maybe your savegame dir is write protected?
[13:22:07] <Avenger> normally it is the original game dir + "save" or "mpsave"
[13:22:35] <Avenger> if your original game is in a read only fs, you can set SavePath in gemrb.cfg
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[15:43:29] <CIA-36> GemRB: 03avenger_teambg * r9d0e430a93f1 10gemrb/gemrb/GUIScripts/pst/GUISAVE.py: fixed delete confirmation window in GUISAVE
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[16:53:23] <MikeChelen> oh it looks like my save dir does not exist
[16:55:38] <MikeChelen> yay, that did it
[16:55:49] <MikeChelen> it is still a little confusing when saving, there is no confirmation screen
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[17:26:49] <lynxlynxlynx> there is if you're overwriting
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[18:16:57] <MikeChelen> yeah there is a warning then
[18:17:05] <MikeChelen> think maybe some windows are not loading properly for me
[18:33:04] <lynxlynxlynx_> check the console for python errors
[19:05:35] <MikeChelen> here is one that is crashing the whole game: http://pastebin.com/Wp3M34yg
[19:49:58] <CIA-36> GemRB: 03avenger_teambg * rb92b3ee9282e 10gemrb/gemrb/GUIScripts/iwd/ (LoadScreen.py PartyFormation.py): probably fixed loadscreen problem in IWD/HoW
[20:15:11] <lynxlynxlynx_> silly typo
[20:15:48] <lynxlynxlynx_> it was fixed by that commit too
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[20:41:25] <Avenger> lynx, i didn't see any typo there
[20:41:42] <Avenger> it is simply window.Unload() doesn't make window false
[20:42:13] <lynxlynxlynx_> you removed it
[20:42:15] <Avenger> though i couldn't reproduce the bug
[20:42:24] <Avenger> what typo
[20:42:46] <lynxlynxlynx_> LoadScreen.LoadScreen
[20:42:50] <Avenger> LoadScreen.LoadScreen was a window in the LoadScreen module :P
[20:42:53] <lynxlynxlynx_> i didn't check though
[20:42:54] <Avenger> it is silly
[20:42:58] <Avenger> but that was correct
[20:43:00] <lynxlynxlynx_> oh, silly indeed
[20:43:08] <Avenger> window.Unload is buggy, though
[20:43:20] <Avenger> it won't set window to false
[20:43:25] <lynxlynxlynx_> i just checked if we merged the screens and i forgot about, but saw no shared module
[20:43:49] <Avenger> huh
[20:44:17] <lynxlynxlynx_> there was talk about nullifying the windows on unload sometime last year
[20:44:30] <Avenger> and what was the result
[20:44:37] <fuzzie> well, it is tricky, because you can't actually do it as simply as that
[20:44:39] <Avenger> it is causing bugs all over
[20:44:53] <fuzzie> it's like calling 'window->unload();' in C++ and expecting window to get NULLed
[20:45:01] <Avenger> i think even the old numeric window handles were better
[20:45:13] <lynxlynxlynx_> it wasn't all pessimistic :)
[20:45:23] <Avenger> well fuzzie, window checks itself
[20:45:23] <fuzzie> were the numeric ones any better?
[20:45:38] <Avenger> so if window.deleted == true, then window can return false
[20:45:45] <lynxlynxlynx_> maybe it can be done in the metaclass layer
[20:45:49] <Avenger> i thought it is actually doing it
[20:46:06] <fuzzie> can you make window false in either C++ or python? i don't think so
[20:46:12] <fuzzie> but we could easily add a window.loaded() or something
[20:46:42] <Avenger> def __nonzero__(self):
[20:46:44] <Avenger> return self.ID != -1
[20:46:54] <Avenger> this is in
[20:47:32] <Avenger> so Unload should simply set ID to -1
[20:48:24] <Avenger> it is probably even done, but sometimes it is the core that closes (unloads) a window
[20:48:41] <Avenger> and in that case we cannot wipe the python object
[20:48:45] <Avenger> that's why i hate it
[20:49:08] <fuzzie> does that really help anything?
[20:49:22] <fuzzie> i mean, if the core unloads a window, it doesn't reset the python window id, either
[20:49:39] <fuzzie> i think if the core is unloading windows, and you don't add any checks to the python code, it will never work
[20:50:22] <Avenger> well, i just want it to be working, whatever means
[20:50:29] <Avenger> it is totally broken right now
[20:50:48] <Avenger> it doesn't simplify things, but makes some other things impossible
[20:51:45] <fuzzie> i don't see windows getting deleted from anywhere except guiscript or DelAllWindows
[20:52:01] <Avenger> yes
[20:52:15] <fuzzie> so unless something calls StartGameControl randomly during the game, fixing it in python is fine
[20:52:42] <Avenger> i just don't think that my method was a pretty way
[20:52:48] <Avenger> it should be done centrally
[20:52:56] <fuzzie> which i guess means, nothing sets QF_ENTERGAME except new games
[20:52:58] <Avenger> not case by case
[20:53:47] <Avenger> it isn't just DelAllWindows, though THAT is totally broken and unfixable
[20:53:51] <fuzzie> so it should be fine doing it in python
[20:54:19] <Avenger> it should be done centrally, but that is not possible
[20:54:22] <fuzzie> well, the core doesn't seem to do it anywhere else itself, although i didn't look in detail
[20:56:24] <fuzzie> tricky.
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[21:45:52] <CIA-36> GemRB: 03avenger_teambg * rd0e56d14c232 10gemrb/gemrb/core/ (5 files in 3 dirs): update mouse cursor after door opened/closed
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[22:02:25] <tomprince> https://gist.github.com/845663 handles part of the python side at least.
[22:03:13] <CIA-36> GemRB: 03avenger_teambg * rc3208b182a1d 10gemrb/gemrb/core/GUI/GameControl.cpp: reset targetmode instead of just update
[22:03:18] <CIA-36> GemRB: 03avenger_teambg * re2437d07e058 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed using items with target self
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[22:44:14] <CIA-36> GemRB: 03avenger_teambg * r31c9f7a4b03a 10gemrb/gemrb/core/Interface.cpp: safer InCutSceneMode