#gemrb@irc.freenode.net logs for 27 Aug 2009 (GMT)

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[00:03:01] <Edheldil> good night
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[05:14:10] <felix_the_red> Anyone know why each plugin is a separate library?
[05:17:07] <felix_the_red> I've been trying to build using the VS8 solution, but core.lib and effects.lib seem to have a circular reference to each other.
[07:17:19] <pupnik_> interesting
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[07:31:41] <wjp> effects.lib?
[07:31:52] <wjp> hi lynxlynxlynx
[07:39:44] <lynxlynxlynx> oj
[07:42:53] <lynxlynxlynx> felix_the_red: you're doing something wrong then; only the FXOpcodes part is a plugin and thus a separate dll, the core of the effect stuff is part of the core lib
[08:04:10] <fuzzie> the plugins are seperate dlls so that (in theory) you can simply swap them at runtime for each other
[08:04:35] <fuzzie> but effects.lib sounds rather strange :)
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[09:36:40] <lynxlynxlynx> release time
[09:47:30] <pupnik_> :)
[10:07:20] <CIA-22> gemrb: 03lynxlupodian * r7058 10/gemrb/trunk/NEWS: NEWS: 0.5.1 and reordered by perceived importance
[10:08:49] <CIA-22> gemrb: 03lynxlupodian * r7059 10/gemrb/trunk/ (configure.in gemrb/includes/globals.h): changed the version to 0.5.1
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[10:37:56] <lynxlynxlynx> felix_the_red: any luck?
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[11:17:06] <pupnik_> any "service" provided by the folks with guns to our heads will be inferior to voluntary purchases in an open market
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[11:40:04] <CIA-22> gemrb: 03lynxlupodian * r7060 10/gemrb/tags/GEMRB_0_5_1/: tagging 0.5.1
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[11:52:31] <lynxlynxlynx> testing complete
[11:56:28] <lynxlynxlynx> "Note: We are working on a site issue that is preventing newly added files from appearing immediately. You may have to wait up to 15 minutes for new files to appear and be available for download. We apologize for the inconvenience and appreciate your patience as we work to resolve this issue." At least the double auth is gone
[11:59:12] <lynxlynxlynx> too soon to be happy, it's all web3 broken now
[12:02:13] <lynxlynxlynx> each release something new :<
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[14:05:21] --- lynxlynxlynx has changed the topic to: GemRB 0.5.1 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots!
[14:08:31] <lynxlynxlynx> only g3 to go
[14:12:20] <CIA-22> gemrb: 03lynxlupodian * r7061 10/gemrb/trunk/gemrb/docs/en/Release.txt: Release.txt: document the new file release process and sf ate fm
[14:12:57] <CIA-22> gemrb: 03lynxlupodian * r7062 10/gemrb/trunk/NEWS: restarted NEWS
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[14:34:04] <Taimon> hi there :)
[14:34:52] <wjp> hi
[14:35:07] <lynxlynxlynx> oj
[14:35:21] * lynxlynxlynx pokes fuzzie
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[14:56:47] <Avenger> hi
[14:56:55] <lynxlynxlynx> oj
[14:57:16] <lynxlynxlynx> please propagate the news to the modding news forum
[14:57:39] <Avenger> uh ok, i'm still a bit dizzy from the reading :)
[14:57:42] <lynxlynxlynx> that's the only thing left on the checklists
[15:01:29] <Avenger> what do you want to be in the news?
[15:02:15] <lynxlynxlynx> you can just copy the intro paragraph like the last time
[15:02:27] <lynxlynxlynx> maybe add a link to the full anouncement
[15:03:52] <Avenger> do we have a windows executable?
[15:05:04] <lynxlynxlynx> not yet
[15:05:36] <lynxlynxlynx> felix_the_red is trying to make it work with vs8, but my bet is on you or zefklop
[15:06:19] <Avenger> G3 is pretty stoned
[15:09:41] <Avenger> ok, i think i pushed it through
[15:11:01] <lynxlynxlynx> yes, it worked
[15:12:58] <Gekz> mingw crosscompile on linux?
[15:13:40] <lynxlynxlynx> that could work too, i think this is what zefklop uses
[15:13:52] <Gekz> it's pretty easy to set up
[15:14:27] <lynxlynxlynx> so you volunteer? :)
[15:16:06] <Gekz> to compile gemrb in mingw for windows on linux?
[15:16:07] <Gekz> by when?
[15:16:19] <lynxlynxlynx> asap
[15:16:29] <Gekz> let me find my crosscompiler env
[15:16:41] <Gekz> obviously you want static compilation
[15:17:11] <Gekz> ah shit
[15:17:12] <Gekz> lol
[15:17:13] <lynxlynxlynx> if it works
[15:17:19] <Gekz> I'd have to compile openal for gemrb
[15:17:31] <Gekz> and it's 1.20am
[15:17:36] <Gekz> there's no way I'd do it corrcetly right now
[15:17:43] <Gekz> if it's still needed tomorrow, i'll do it
[15:19:03] <lynxlynxlynx> ok
[15:19:16] <Gekz> lol
[15:19:21] <Gekz> lynxlynxlynx: I just fucked up my fedora install too
[15:19:26] <Gekz> epic timing tonight
[15:19:26] <Gekz> :D
[15:19:28] <lynxlynxlynx> nugrud was correct yesterday, this is important
[15:19:28] <Gekz> I'm on a roll
[15:19:35] <Gekz> wh?
[15:19:49] <lynxlynxlynx> most of our direct downloaders seem to go for the win stuff
[15:19:55] <Gekz> yeah well
[15:20:00] <Gekz> I can definitely do it tomorrow
[15:20:38] <lynxlynxlynx> btw, did you invent anything new or was it some standard screwup on your fedora? :)
[15:20:51] <Gekz> I tested the Fedora 12 alpha
[15:20:53] <Gekz> it didnt boot
[15:20:54] <Gekz> haha
[15:21:30] <lynxlynxlynx> heh
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[15:22:32] <Gekz> ok, going to sleep now
[15:22:34] <Gekz> cya tomrrow
[15:23:17] <lynxlynxlynx> nn
[15:32:00] <fuzzie> i'm somewhere in amsterdam helping someone move, lynx, anything needed?
[15:32:15] <lynxlynxlynx> no
[15:32:36] <lynxlynxlynx> just pinged you since Taimon arrived and you maybe had something to say
[15:32:55] <fuzzie> ah :)
[15:33:33] <fuzzie> "god, what were these coders thinking"? :)
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[15:39:06] <felix_the_red> No luck last night, I'll keep working. Any interest in an msi or other installer for windows?
[15:39:07] <fuzzie> actually it mostly seems a fine design, now we see so much
[15:43:29] <lynxlynxlynx> some kind, yes; not sure what was used before
[15:54:31] <Avenger> i'm talking with him
[15:57:10] <felix_the_red> Okay, if the project is planning a release soon, don't wait for me.
[15:57:21] <felix_the_red> Off to work.
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[16:24:40] <D_T_G> hi ppl
[16:24:44] <Avenger> hello
[16:24:45] <D_T_G> congratz on release :)
[16:25:42] <D_T_G> i guess it would be easier to run gemrb on nokia n900 than motorola sholes?
[16:26:09] <D_T_G> that maemo linux does not need extra java launcher like android right?
[16:26:19] <Avenger> dunno
[16:26:45] <Avenger> i routinely google for gemrb, and i know some maemo forums talked about it
[16:27:04] <D_T_G> is pupnik present?
[16:27:44] <Avenger> apparently not :)
[16:28:12] <D_T_G> http://www.engadgetmobile.com/2009/08/27/nokia-n900-running-maemo-5-officially-500-in-october/
[16:28:25] <D_T_G> 800x480
[16:33:41] <Avenger> pupnik is arnims?
[16:34:09] <pupnik> yes
[16:34:38] <Avenger> hehe, good to know whose notes i read
[16:34:55] <Avenger> i hope you are more happy now than in 2008?
[16:35:05] <pupnik> yes
[16:35:13] <pupnik> shitty year
[16:35:34] <pupnik> d_t_g maemo does not require java
[16:35:53] <pupnik> it is pretty close to desktop debian
[16:37:25] <D_T_G> so gemrb should run smooth :)
[16:38:03] <pupnik> you buying one?
[16:38:37] <Avenger> wow 1G memory?
[16:38:43] <Avenger> that's surely enough
[16:39:09] <D_T_G> not buying
[16:39:32] <pupnik> i hope some ppl do
[16:40:22] <D_T_G> hmm, you work for nokia?
[16:46:29] <Avenger> hmm wtf is this : http://sourceforge.net/projects/freshmeat_gemrb/
[16:46:30] <Avenger> :)
[16:46:43] <Avenger> it looks like some shadow
[16:55:44] <lynxlynxlynx> sf ate fm ;)
[16:57:30] <pupnik> i do not. i want linux available on many platforms
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[18:30:26] <fuzzie> hoi all
[18:37:50] <Avenger> hello fuzzie
[18:38:01] <Avenger> congrats for the release
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[18:42:42] <fuzzie> now i can rewrite things to fit with Avenger's discoveries, i guess :)
[18:45:50] <lynxlynxlynx> http://forums.sun.com/thread.jspa?threadID=5404590&start=0
[18:49:19] <Avenger> java programmers...
[18:51:34] <Avenger> hah, UseContainer is quite a misnomer
[18:51:54] <fuzzie> what's it do?
[18:52:08] <Avenger> LeaveParty calls a function which is called by UseContainer
[18:52:17] <Avenger> it could be said: UseContainer < LeaveParty
[18:52:44] <Avenger> probably moves the critical items to some other partymembers
[18:52:55] <Avenger> not sure, but it browses through the inventory
[18:53:02] <fuzzie> hm, that is a good idea for it to do :)
[18:53:36] <Avenger> we could test it, but i want to find this out by reading the code :)
[18:53:54] <fuzzie> well, that is easier for my testing schedule :)
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[18:57:16] <fuzzie> anything you do want tested right now?
[18:58:05] <Avenger> yes, i now see it does exactly what i said :)
[18:58:12] <fuzzie> hm, i guess IF_NOINT should be for SetInterrupt usage
[18:58:20] <fuzzie> so we need another flag for interruptable state?
[18:58:24] <Avenger> please clone a critical item, and text usecontainer :)
[18:58:31] <Avenger> test, i mean
[18:58:35] <Avenger> then we could implement it
[18:58:45] <Avenger> in leaveparty and as separate function too
[18:59:32] <Avenger> it skips undroppable/not movable items (there are 2 bits for this), then checks for the critical item bit
[19:01:15] <Avenger> hmm what is 15-34... inventory slots?
[19:01:40] <Avenger> yep, oh hmm
[19:01:49] <Avenger> looks like if stuff is worn, it isn't moved
[19:02:00] <Avenger> even if it is plot critical
[19:03:42] <Avenger> i just don't quite see why they do this: for(slots=0;slots<MAX_SLOT;slots++) { ... .. if(slots<min_inventory) continue; if(slots>max_inventory) continue; } instead if for(slots=min_inventory;slots<=max_inventory;slots++)
[19:06:33] <Avenger> ok, i post this finding on g3, i've posted less sure things before :)
[19:07:18] <Murrlin> after 6 or 7 readthroughs, I get the line(s)
[19:08:03] <Murrlin> (shhh. I'm idling. huhuhuhuhu.)
[19:08:39] <Avenger> hello Murrlin
[19:08:52] <Murrlin> hi avenger, everyone
[19:09:24] <Murrlin> looks like an interesting project going on.
[19:09:27] <Avenger> for quite some years, yes
[19:10:10] <Murrlin> goodness
[19:11:26] <Avenger> hmm i wonder if UseDoor() is something similar misdirected name
[19:12:35] <fuzzie> meh, i was hoping we wouldn't have to abuse all the nidspecial actions :P
[19:13:01] <Avenger> usedoor does something
[19:13:34] <Avenger> well fuzzie, addwaypoint and backstab are duff or asserting
[19:13:45] <Avenger> so we got some free room :)
[19:13:46] <fuzzie> that is good news
[19:14:05] <fuzzie> because i couldn't make them work
[19:14:17] <Avenger> well no wonder
[19:14:23] <Avenger> layhands is also empty
[19:14:42] <Avenger> but there is a mystery action: 101
[19:14:52] <fuzzie> i think we discussed previously that layhands is used in iwd2 though
[19:15:00] <fuzzie> so we can't just reuse these actions at random, got to check all games :)
[19:15:03] <Avenger> in iwd2 it is a spell!
[19:15:14] <Avenger> at least i think
[19:15:25] <Avenger> even find traps is a spell in iwd2
[19:15:37] <Avenger> it is possible they don't use the action
[19:15:38] <Avenger> do they?
[19:15:41] <fuzzie> well, find traps is a spell in gemrb's bg2 too, i thought :)
[19:15:52] <fuzzie> that is just an implementation detail
[19:15:53] <Avenger> well, iwd2 gave a good idea :)
[19:16:20] <Avenger> some of their ideas are very good, compared to iwd1 and pst :)
[19:16:29] <Avenger> either they became better, or hired a good programmer
[19:16:45] <fuzzie> well, pst was just done in a hurry
[19:16:57] <fuzzie> if you have no time, everything has to be a hack
[19:17:51] <Avenger> usedoor does something remove traps does too
[19:17:55] <fuzzie> and is iwd1 particularly bad?
[19:17:58] <Avenger> hmm, that is inconclusive yet
[19:18:00] <fuzzie> is that not just 'set trigger'
[19:18:01] <fuzzie> ?
[19:18:17] <Avenger> not sure what is it
[19:18:24] <fuzzie> ok
[19:18:30] <Avenger> it has no parameters
[19:18:36] <Avenger> that's what makes it weird
[19:18:58] <Avenger> it has pretty assertions,
[19:19:48] <fuzzie> no hints in the assertion text?
[19:20:16] <Avenger> hmm no :(
[19:20:20] <Avenger> i hoped for more
[19:20:45] <Avenger> only creature ai is mentioned, which is trivial as this is an actor action
[19:21:34] <Avenger> checks a door flag
[19:21:48] <Avenger> the open/close flag
[19:23:28] <Avenger> i think it 'toggles' the door. But i don't see which door, yet
[19:23:37] <fuzzie> well
[19:23:42] <fuzzie> maybe it's like my gemrb ToggleDoor action
[19:23:57] <Avenger> hmm
[19:24:04] <fuzzie> which pulls a door reference from a class member
[19:24:07] <Avenger> that you glued onto a nidspecial?
[19:24:11] <fuzzie> yes
[19:24:13] <Avenger> heh
[19:24:18] <Avenger> maybe this does exactly that
[19:24:21] <fuzzie> i don't like it, it hands a pointer around
[19:24:34] <fuzzie> but we have no nice way of handing a Door reference around
[19:24:58] <Avenger> well the IE has global ID for all scriptables and even some nonscriptables
[19:25:19] <fuzzie> yes, we should have that :)
[19:25:33] <Avenger> it is a design problem, i don't like theirs too much either
[19:25:52] <Avenger> sometimes it is not good to mix all kinds of objects when you need only actors
[19:26:08] <Avenger> it is extra collecting time, then extra filtering time
[19:26:48] <fuzzie> well, the possibility of referencing everything is nice
[19:26:55] <Avenger> but i'm sure you will find a nice way
[19:26:57] <fuzzie> even if there's no need to include them in the normal filtering code
[19:27:14] <Avenger> hmm, our actor id is a word, right?
[19:27:33] <fuzzie> yes
[19:27:42] <Avenger> what if it would be a dword, with the Type as high word
[19:27:58] <Avenger> for non-actors the low word could be the index of the object
[19:28:20] <fuzzie> that doesn't help for pile containers, which are one of the annoying problems here
[19:28:39] <Avenger> hmm why, they don't get removed only at save
[19:28:51] <fuzzie> oh, we just hide empty piles?
[19:29:05] <Avenger> i don't want to say silly things, but i think, yes
[19:29:17] <Avenger> they are culled on save
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[19:31:04] <fuzzie> i don't see where we do the draw check, but that makes sense
[19:31:16] <Avenger> on save, we remove the empty ones...
[19:31:22] <Avenger> ConsolidateContainers
[19:31:24] <fuzzie> i think of other problems, such as the index is into an area
[19:31:50] <fuzzie> but i think it's not an important problem
[19:33:31] <Avenger> well ground piles show the top 3 item's outline, so if there are no items, it doesn't show much
[19:33:55] <fuzzie> i'm more interested in fixing the remaining bg2 bugs
[19:33:57] <Avenger> i think if you do a region highlight, you will see some blue rectangles all over
[19:34:06] <Avenger> ok
[19:34:12] <fuzzie> i am thinking: maybe ActionOverride automatically sets the internal non-interrupt flag?
[19:34:18] <fuzzie> or maybe it runs the action once immediately
[19:34:51] <Avenger> next time taimon is here, ask him :)
[19:34:53] <fuzzie> i know Taimon said on forums that cutscenes have an automatic SetInterrupt call at start/end
[19:34:58] <fuzzie> but that is a different interrupt
[19:35:02] <fuzzie> hey you should check that! :)
[19:35:12] <fuzzie> can you make sure that SetInterrupt toggles some internal bit, rather than just returning some magic?
[19:35:42] <Avenger> whic haction specifically
[19:35:58] <fuzzie> 86
[19:36:00] <Avenger> startcutscenemode, startcutscene?
[19:36:17] <Avenger> 86 is setinterrupt
[19:36:20] <fuzzie> yes
[19:36:33] <fuzzie> i mean, the cutscene stuff adds an 86 to the start and end of the queue, apparently
[19:36:45] <Avenger> fun, it has a living and a non-living counterpart
[19:36:56] <Avenger> setinterrupt does different things it seems
[19:36:59] <fuzzie> i don't think that code will be in the cutscene actions, but if it is, it will be in 120 StartCutScene.
[19:37:50] <fuzzie> but Taimon said it just reads the target from the first action in the script (usually CutsceneId), adds an 86 to the start+end of the script and appends the whole thing to the target's queue
[19:38:03] <fuzzie> and that agrees with my tests
[19:39:32] <Avenger> in creatures, the interrupt flag is in the MCflags: 80000000h
[19:39:49] <Avenger> heh, they use those flags for all kinds of hacks
[19:40:09] <fuzzie> meh, different for non-living?
[19:40:16] <Avenger> yes, i told you :)
[19:40:27] <fuzzie> well, i thought maybe the living one just did more checks
[19:40:28] <Avenger> for non living it is very simple
[19:41:28] <fuzzie> again from forum, i think people said that the non-interrupt flag isn't saved
[19:42:07] <Avenger> well, just because they use it in a field which is saveable, it doesn't mean ...
[19:42:10] <Avenger> you can try this:
[19:42:12] <fuzzie> oh, sure
[19:42:18] <Avenger> setinterrupt(true); savegame()
[19:42:21] <fuzzie> i mean, they said the flag was in that saved field, but the flag itself wasn't saved
[19:42:25] <Avenger> and check the mc flag bit
[19:42:25] <fuzzie> and i believe them :)
[19:42:34] <Avenger> ahh they said ?
[19:42:39] <Avenger> then why do i work :P
[19:42:43] <fuzzie> but i just want to know if i have to use two flags for SetInterrupt and the 'return 0' for actions
[19:42:52] <fuzzie> and they didn't say anything about non-living :)
[19:42:56] <Avenger> well,
[19:43:03] <Avenger> non livings don't have this mc flags field
[19:43:12] <Avenger> but livings got that other non-living field
[19:43:16] <Avenger> so this is a smelly hack
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[19:43:24] <fuzzie> i guess you don't know what 'return 0' does, though
[19:43:46] <Avenger> mutiplayersync does it when it is not in sync
[19:44:07] <Avenger> setinterrupt is returning -1 always
[19:44:25] <fuzzie> i mean
[19:44:41] <Avenger> setinterrupt makes a section of actions not interruptable (atomic)
[19:44:42] <fuzzie> i guess you don't know what the engine does when something returns 0
[19:44:48] <Avenger> return 0 stays with the action
[19:44:53] <Avenger> AND not interruptable
[19:44:55] <Avenger> i gues
[19:44:55] <fuzzie> that is the interesting bit
[19:45:04] <fuzzie> because i'm pretty sure that 'return 0' doesn't set the setinterrupt bit
[19:45:08] <Avenger> return 0 doesn't pop the action
[19:45:21] <Avenger> but there is return 1 too :)
[19:45:25] <fuzzie> so there's got to be some other magic there
[19:45:27] <Avenger> which also doesn't pop it
[19:45:49] <fuzzie> and i guess it's like 'if (result == 0) { dont_interrupt_now = true; }'
[19:45:49] <Avenger> i think return 0 freezes the actor in that particular action
[19:45:56] <Avenger> hmm
[19:45:58] <Avenger> could be
[19:46:02] <fuzzie> but i want to know what the dont_interrupt_now is :)
[19:46:16] <Avenger> i would have to go to the end of switch/case structure
[19:46:24] <Avenger> then look what happens to the return value
[19:47:52] <Avenger> lol, it gets stored in a new place, and returned again, exiting this function
[19:48:01] <fuzzie> but if you SetInterrupt(FALSE), Wait(5), MoveToObject([PC]), SetInterrupt(TRUE), then Wait is going to 'return -1' but the SetInterrupt flag stays
[19:48:12] <Avenger> yes
[19:48:18] <fuzzie> so it's got to be two flags, i hope!
[19:48:44] <Avenger> wait never returns 0 anyway
[19:48:48] <Avenger> wait returns -1 or 1
[19:48:49] <fuzzie> oh, huh
[19:48:51] <fuzzie> well, Wait is non-interruptable
[19:48:53] <fuzzie> so that is unhelpful
[19:49:06] <Avenger> 00498670 66 A1 50 67 AA 00 mov ax,[00AA6750] ;;-1 - remove from queue
[19:49:08] <Avenger> 00498676 EB 06 jmp 0049867E
[19:49:09] <Avenger> 00498678 66 A1 52 67 AA 00 mov ax,[00AA6752] ;;1 - stay on queue
[19:49:11] <Avenger> 0049867E 8B E5 mov esp,ebp
[19:49:13] <Avenger> 00498680 5D pop ebp
[19:49:14] <Avenger> 00498681 C3 ret
[19:49:15] <fuzzie> you sure you don't look at the interruptible wait?
[19:49:25] <Avenger> ahh
[19:49:30] <Avenger> there is a not interruptible?
[19:49:39] <Avenger> Wait(5) you said
[19:49:48] <Avenger> that's pretty much interruptible
[19:49:52] <fuzzie> 63 Wait is non-interruptible, as far as i tested
[19:49:55] <fuzzie> but you said you found another one
[19:50:03] <Avenger> they are doing the same
[19:50:16] <Avenger> and wait doesn't say anythng about the... hmm lemme see
[19:51:20] <Avenger> wait is interruptible
[19:51:47] <Avenger> if it isn't, then there is some other magic that checks if it is a wait on the stack
[19:52:13] <fuzzie> you have other examples of interruptible and non-interruptible actions, judging by your return results?
[19:52:16] <fuzzie> i have to check them, i guess
[19:52:35] <Avenger> wait simply sits on the top, counts its int0Parameter down (twice as fast if sender is hasted actor) and returns -1 or 1
[19:52:46] <Avenger> yes
[19:53:07] <Avenger> let me find some very good example
[19:53:34] <Avenger> that is, the same code for a non-interruptible and an interruptible variation
[20:29:13] <fuzzie> i think the Wait thing is a red herring, maybe
[20:29:31] <fuzzie> maybe scripts on non-livings are never interruptible
[20:29:39] <fuzzie> and also maybe ActionOverride interferes
[20:30:32] <Avenger> could be
[20:30:55] <fuzzie> if i simply try it with an actor script, Wait seems to be interrupted
[20:31:02] <Avenger> but then why is there a setinterrupt for non-livings :)
[20:31:12] <fuzzie> yes, that confuses me
[20:31:29] <Avenger> oh you interrupted a wait?
[20:31:46] <Avenger> hehe, cool
[20:33:18] <fuzzie> yes, i can interrupt a wait on an actor, it seems
[20:33:31] <fuzzie> so mph
[20:34:12] <fuzzie> the exact same script doesn't interrupt a door or trap
[20:34:26] <fuzzie> so i guess it is non-living difference
[20:35:37] <fuzzie> well, that makes things simpler
[20:39:56] <fuzzie> maybe SetInterrupt defaults to true/false depending on non-living..
[20:41:55] <fuzzie> yes indeed
[20:42:40] <fuzzie> a SetInterrupt(FALSE) in the actor script makes it behave like the door one
[20:42:50] <fuzzie> a SetInterrupt(TRUE) in the door script makes it behave like the actor one!
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[20:43:07] <fuzzie> ok mystery solved :)
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[20:53:11] <Avenger> so, non actors are by default not interruptable?
[20:54:07] <fuzzie> well, i am not sure yet
[20:54:24] <fuzzie> i only tested on party members for actors so far
[20:54:33] <fuzzie> i check some other things first, before checking other actors
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[21:27:18] <anji> wooh GemRB rocks .. much love to those who put so much effort into it :)
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[22:32:07] <Edheldil> helo
[22:32:11] <fuzzie> hi!
[22:32:40] <Edheldil> congrats on the release, guys
[22:33:32] <anji> congrats!
[22:35:33] <fuzzie> SetInterrupt(TRUE) does not appear to persist between script executions
[22:38:54] <fuzzie> SetInterrupt(FALSE) also not
[22:56:15] <fuzzie> ok, i braindumped interrupt stuff at the forun :)
[22:56:40] <pupnik> good
[22:57:07] <fuzzie> night
[23:16:32] <Edheldil> good night
[23:24:24] <CIA-22> gemrb: 03edheldil * r7063 10/ie_shell/trunk/ (iezip infinity/format.py infinity/formats/sav.py):
[23:24:24] <CIA-22> gemrb: Simple utility to (un)compress IE archives, only SAV for now.
[23:24:24] <CIA-22> gemrb: It's not fully working yet.
[23:24:24] <CIA-22> gemrb: Fixes for SAV writing