#gemrb@irc.freenode.net logs for 26 Jul 2015 (GMT)

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[05:42:16] --> Avenger has joined #gemrb
[05:42:40] <Avenger> hi lynx
[05:45:25] <Avenger> shall i post a g3 news for the new release?
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[11:00:27] <Pepelka> [commit] lynxlynxlynx: added losegame from tobex https://github.com/gemrb/gemrb/commit/fa2e4487c107cd2f1b8c096489f83cfa13784fd4
[11:00:28] <Pepelka> [commit] lynxlynxlynx: Scriptable::CanCast: bit 22 also skips dead magic zones https://github.com/gemrb/gemrb/commit/f34d4bc7456d670b7070362aa3493658c324e092
[11:00:29] <Pepelka> [commit] lynxlynxlynx: GemRB_GetSpell: also make the header flags available https://github.com/gemrb/gemrb/commit/af355f2a795f6c402dba860cc273c5b4d5451279
[11:00:30] <Pepelka> [commit] lynxlynxlynx: Spell.h: more notes/bits for header flags https://github.com/gemrb/gemrb/commit/46395468c6a9d2614077e6ed450acfbb822864bf
[11:00:31] <Pepelka> [commit] lynxlynxlynx: implemented the tobex SF_IGNORES_SILENCE spell bit https://github.com/gemrb/gemrb/commit/1989ea2d4f70760cc12dcad7f8b7b428c260356f
[11:00:32] <Pepelka> [commit] lynxlynxlynx: SpellCore: implemented the SF_NO_LOS spell header bit https://github.com/gemrb/gemrb/commit/ffdbef521da1f8ef1cc1dc48477c843fc3c30191
[11:00:34] <Pepelka> [commit] lynxlynxlynx: implemented another tobex spell bit: SF_TARGETS_INVISIBLE https://github.com/gemrb/gemrb/commit/99b86eb12054d39f721ca36114d03decec458b36
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[13:55:48] <lynxlynxlynx> edheldil: got some time for iesh?
[13:56:28] <lynxlynxlynx> i tried to dump all the cre flags used in iwd2, but it errored out immediately with a missing format error
[13:56:42] <lynxlynxlynx> cre 9.1, which according to iesdp doesn't even exist :)
[13:56:52] <lynxlynxlynx> just binding iwd2's 2.2 to it doesn't work either
[14:36:41] <lynxlynxlynx> oh, looks like developments stuff
[14:37:41] <lynxlynxlynx> ielister has no problem reading it either
[14:40:05] <lynxlynxlynx> looks more like older formats, so perhaps it's based on 9.0 as the name suggests
[14:42:52] <lynxlynxlynx> mhm
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[15:14:38] <fizzle> udchal.dlg has flags set to 0x1 so we don't freeze scripts
[15:14:52] <fizzle> that's what's causing the problem with chalinthra
[15:15:24] <lynxlynxlynx> ah
[15:15:37] <lynxlynxlynx> just before the release i added some notes on what they do
[15:15:50] <lynxlynxlynx> found that old taimon's thread
[15:16:54] <fizzle> iesdp says that in addition when any bits are set scripts aren't paused
[15:17:18] <fizzle> if that's true then gem's implementation seems to be correct
[15:17:34] <lynxlynxlynx> it's the same knowledge pool though
[15:18:14] <lynxlynxlynx> we could just dump all the dialog flags of all dialogs and see if there are any other outliers
[15:19:55] <fizzle> go ahead :)
[15:20:56] <fizzle> oh
[15:21:39] <fizzle> found a message by fuzzie that says the queue of the current speaker isn't processed even with scripts unfrozen
[15:22:27] <fizzle> so that'd mean we need to freeze the speaker's script regardless
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[15:28:27] <lynxlynxlynx> i'll check anyway, but iesh needs some love first
[15:40:48] <lynxlynxlynx> uff, in iwd2 there are tons of high bits set
[15:41:54] <fizzle> taimon said: "When the creature is in dialogue, no actions are run except if the stat from opcode 0x0C2 is set."
[15:42:01] <fizzle> which is IGNORE_DIALOGPAUSE
[15:42:50] <lynxlynxlynx> same for iwd/how
[15:46:13] <lynxlynxlynx> i'll just leave it at that
[16:26:24] <fizzle> is there a better way to check for whether a given actor is in dialog than to ask DialogHandler for speaker and target?
[16:34:27] <fizzle> in any case, this seems to help:
[16:34:29] <fizzle> http://paste.debian.net/hidden/cb275802/
[16:34:31] <Pepelka> Debian Pastezone
[16:34:48] <lynxlynxlynx> dunno, only ever needed to check if the game was in dialog, not actors themselves
[16:36:28] <lynxlynxlynx> looks ok
[16:36:40] <lynxlynxlynx> did you also check without the target?
[16:37:37] <lynxlynxlynx> you could add a DialogHandler::InDialog(Actor *)
[16:42:04] <fizzle> having to reach out to the DialogHandler is kind of annoying to begin with
[16:42:29] <fizzle> but yeah, it would look a little nicer that way
[16:45:16] <lynxlynxlynx> we could use another internal flag, but then you just have potential synchronisation problems
[17:27:50] <lynxlynxlynx> having all our constants as const variables would help with finding which bits are yet unimplemented
[17:28:09] <lynxlynxlynx> plus, you could use them directly in gdb
[17:46:56] <fuzzie> bear in mind that iwd2 is weird and you shouldn't worry about adding gametype checks
[17:47:01] <fuzzie> also yes const variables good :)
[17:52:18] <Pepelka> [commit] fizzet: don't run scripts for actors in dialogs (implement IE_IGNOREDIALOGPAUSE) https://github.com/gemrb/gemrb/commit/ce2574de80b34b3c9235c0fe27140f26ee64789c
[17:52:30] <lynxlynxlynx> perfect timing
[17:53:18] <Pepelka> [commit] lynxlynxlynx: implemented MC_INVULNERABLE https://github.com/gemrb/gemrb/commit/a137c6bfc9676636c77f33d7c91e982275165968
[17:53:19] <Pepelka> [commit] lynxlynxlynx: documented more iwd2 MC_ bits https://github.com/gemrb/gemrb/commit/74ca9027cf02eb7a1386274386d51e5f46e47eec
[17:53:20] <Pepelka> [commit] lynxlynxlynx: iwd2: read and save specflags https://github.com/gemrb/gemrb/commit/5f752d4a7b5ddd82f6bf8dea3614e809b28c9b52
[17:53:21] <Pepelka> [commit] lynxlynxlynx: iwd2: implemented the critical immunity spec flag https://github.com/gemrb/gemrb/commit/17496aae68d5286903c3f13355c6d8849c70ae71
[17:53:23] <Pepelka> [commit] lynxlynxlynx: iwd2: implemented the second specflag bit https://github.com/gemrb/gemrb/commit/07bebf903a8d4b414c160b077d7e54d2ddeedbd4
[17:53:24] <Pepelka> [commit] lynxlynxlynx: Actor::ConcentrationCheck: use the cached 3ed rules check result https://github.com/gemrb/gemrb/commit/173ec8a429392407942c8f62c185312a5d14d097
[17:57:14] <lynxlynxlynx> i can confirm this works also on fixpack
[17:57:41] <lynxlynxlynx> and also that the escapearea should happen, but that's nitpicking
[17:59:14] <lynxlynxlynx> ok, actually it's not so harmless, since then there are two chalinthras remaining and after the fight ends, the previous one turns hostile as well
[18:00:58] <fizzle> after the fight with her?
[18:01:13] <lynxlynxlynx> yes
[18:01:32] <lynxlynxlynx> when you first talk, she's supposed to go upstairs
[18:01:43] <fizzle> she does here
[18:01:48] <lynxlynxlynx> she moved closer, but didn't vanish, so could be something else
[18:02:31] <fizzle> hm, actually, not always...
[18:03:17] <lynxlynxlynx> the rest of the duels work fine :)
[18:03:53] <lynxlynxlynx> we clearly have some more combat/scripting gaps somewhere though, as the mages are puny
[18:04:04] <lynxlynxlynx> but that's for some other time
[18:04:33] <lynxlynxlynx> fizzle: oh, you know what, the problem could be related to timing
[18:04:51] <lynxlynxlynx> we have historical problems with fadetocolor/fadefromcolor
[18:05:04] <lynxlynxlynx> it's not completely halting now, since it breaks bg2
[18:06:14] <lynxlynxlynx> http://sourceforge.net/p/gemrb/bugs/97/
[18:06:15] <Pepelka> GemRB Game Engine / Bugs / #97 wrong fadetocolor behaviour
[18:07:07] <fizzle> hm, I tried about 10 times now, and except for the first, she always vanished
[18:10:43] <lynxlynxlynx> classic heh
[18:22:54] <fizzle> I can't seem to reproduce that any more
[18:31:09] <lynxlynxlynx> chalinthras?
[18:32:07] <fizzle> yes
[18:32:43] <lynxlynxlynx> me neither
[18:33:13] <lynxlynxlynx> let's just leave it be until someone hits it reproducibly
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