#gemrb@irc.freenode.net logs for 26 Nov 2010 (GMT)

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[08:58:52] <edheldil> welcome back to work, tom ;-)
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[10:19:21] <fuzzie> hehe
[10:32:26] <tomprince> I have a twisted webserver running in GemRB :)
[10:32:47] <tomprince> With a page that has live updating hitpoints for all the PCs.
[10:32:50] <fuzzie> interesting
[10:33:22] <fuzzie> have you seen the forum post from quite a while ago, about someone wanting to know if they could hook some kind of AI up?
[10:34:22] <fuzzie> i guess they found something else to do it with, but i think they were wanting some nice I/O interface, and i guess http is the modern thing to use :)
[10:36:23] <tomprince> I was thinking that it would be useful for doing things like script debuging.
[10:37:56] <fuzzie> *nod*
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[11:33:29] <tomprince> https://github.com/tomprince/gemrb/commits/twisted
[11:43:23] <fuzzie> the tick hook seems worth having in trunk?
[11:44:31] <tomprince> I thought perhaps.
[11:51:50] <tomprince> Do you want me to push it?
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[12:24:00] <fuzzie> sure
[12:49:39] <CIA-28> GemRB: 03tom.prince * rbf074daba4f9 10gemrb/gemrb/ (3 files in 2 dirs):
[12:49:39] <CIA-28> GemRB: GUIScript: Add SetTimerHook, to allow python to hook in to main loop.
[12:49:39] <CIA-28> GemRB: This is for doing crazy stuff like twisted web browsers.
[12:49:39] <CIA-28> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
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[13:38:17] <edheldil> nice
[13:38:37] <edheldil> do you have a webserver running somewhere? :)
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[15:04:26] <CIA-28> GemRB: 03lynxlupodian * rf23987a02590 10gemrb/gemrb/core/GUI/GameControl.cpp: reset the modal state when trying to start other actions (eg. disarming)
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[15:37:50] <tomprince> @edheldil: Have a look at the branch I posted. If you have twisted istalled, run that and have a game loaded. Then you should have a webserver running on 8080.
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[17:40:48] <tomprince> In GSUtils: BeginDialog, should the the CanSee check perhaps try moving, before failing and doing a debug dump? (line ~833)
[17:42:33] <fuzzie> well, this has been puzzling me
[17:42:51] <fuzzie> because we *do* try moving, if we can see each other but aren't near enough
[17:43:00] <fuzzie> possibly it was a hack from before i fixed object targetting
[17:44:17] <fuzzie> yes, blame says it's from 2005..
[17:44:41] <fuzzie> oh, blame is being confused
[17:45:21] <tomprince> It looks like there is code to do moving, but that it only kicks in after the sight check.
[17:45:57] <lynxlynxlynx> maybe we try it before too
[17:46:10] <lynxlynxlynx> the original was pretty persistent
[17:46:24] <lynxlynxlynx> once you were targetted, you were followed
[17:46:27] <fuzzie> well, there was a lot of confusion about the imoen thing at the start of bg1, i think
[17:46:36] <fuzzie> she would talk to [PC]
[17:46:54] <fuzzie> but the sight there is handled inside the object mathcing
[17:46:55] <fuzzie> matching
[17:47:06] <fuzzie> so if it's really such old code, i would comment the whole lot out
[17:47:42] <fuzzie> (or remove, if someone feels like testing all of the dialog functions first, but that sounds like not much fun)
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