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

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[01:32:13] <dawid> still there?
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[07:48:07] <ltleitkie> hallo fans
[07:57:56] <CIA-20> gemrb: 03lynxlupodian * r6633 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG22.py: bg2: display all mage schools in cg
[08:08:52] <ltleitkie> so some X developer told me it is a limitation in the panel, actually but there could be a solution to add black borders, let's see..
[08:28:54] <CIA-20> gemrb: 03lynxlupodian * r6634 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG12.py: nalia and cernd be gone
[08:32:29] <lynxlynxlynx> if i got a dime every time i created a char ... :)
[08:38:23] <CIA-20> gemrb: 03lynxlupodian * r6635 10/gemrb/trunk/gemrb/GUIScripts/LUSpellSelection.py: LUSpellSelection: fixed bad borders on the last spell buttons
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[09:11:58] <Avenger> lynx: the part in the mage kit selection you thought is never reached is for gnome illusionists
[09:12:13] <Avenger> don't mess with the gnomes :)
[09:13:31] <lynxlynxlynx> it isn't
[09:14:08] <lynxlynxlynx> or doesn't appear to be - i only modified the other cases to display all schools, but they just work too now
[09:18:44] <Avenger> it was to replace the text 'mage' with the text 'illusionist'
[09:20:07] <lynxlynxlynx> yes, but now when you create a gnome they will get only the illusionist available in the correct spot anyway
[09:20:24] <lynxlynxlynx> no need to replace the generalist with illusionist anymore ;)
[09:20:35] <lynxlynxlynx> well, at least not in this screen
[09:22:52] <Avenger> i just wonder why they don't let gnomes to be wild mages
[09:23:19] <lynxlynxlynx> jan should definitely be one
[09:23:46] <Avenger> <burp> Sorry, turnip reflex.
[09:33:54] <Avenger> hmm, i found what are those extra projectiles in the 0x1000 range :)
[09:33:59] <Avenger> in iwd
[09:34:47] <Avenger> all of them are spell hit graphics, so they are not really interesting as projectile
[09:34:58] <Avenger> they are what iwd does instead of a vvc
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[09:41:40] <ltleitkie> this did not go so well..
[09:43:14] <ltleitkie> lynxlynxlynx: anyway, how did you mean to only specify GUI-LEFT and GUI-TOP?
[09:43:26] <lynxlynxlynx> "" for the other two
[09:43:32] <ltleitkie> okay
[09:43:37] <lynxlynxlynx> don't know if that'd work though
[09:50:42] <ltleitkie> ..
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[09:56:03] <D_T_G> hi ppl
[09:56:47] <lynxlynxlynx> oj
[09:56:52] <lynxlynxlynx> i suggest you svn up ;)
[09:57:10] <D_T_G> I noticed
[09:57:39] <ltleitkie> great, now it keeps segfaulting, even though I changed it back to normal
[09:58:05] <lynxlynxlynx> then you didn't change it back to normal
[09:58:23] <ltleitkie> probably
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[10:12:17] <ltleitkie> hellas!
[10:12:35] <tasos86> hello everyone!
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[10:19:09] <D_T_G> http://wklej.org/id/112799/?zawin=0 :)
[10:19:44] <D_T_G> 25th sorcs spell and scrolling by rows all works for me :)
[10:30:07] <fuzzie> you seem to be mixing 'S25' and 'Sorc25thSpellButton
[10:30:19] <fuzzie> ' and GetVar('Sorc25thSpellButton')
[10:34:32] <fuzzie> and you're mixing tabs and spaces, but that can be fixed at commit
[10:53:06] <ltleitkie> it was the indentation again..
[11:00:32] <ltleitkie> no dice, line 52, SystemError: error return without exception set
[11:01:50] <fuzzie> what're you trying to change?
[11:02:22] <ltleitkie> removed the GUI-RIGH and GUI-BOTT, so I could see the panel on the bottom
[11:02:32] <fuzzie> LoadWindowFrame will SystemError if any of the resources don't exist
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[11:05:31] <fuzzie> empty resource names should return a different error, but it'll still error out if you don't provide four frames, as far as I can tell
[11:05:55] <fuzzie> that's pretty unhelpful
[11:32:04] <D_T_G> I mixed S25 and Sorc25th.. because I didn't quite got how globals in python work
[11:32:20] <D_T_G> so I followed the usage of Scroll/scroll by mattinm
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[11:35:03] <fuzzie> that makes sense, but you want to be using "Sorc25thSpellButton
[11:35:08] <fuzzie> " and not the GetVar()
[11:35:19] <fuzzie> i'll fix it if you'd like
[11:35:33] <D_T_G> I would want to understand that
[11:36:07] <fuzzie> the GetVar("name") function is for retrieving variables from GemRB's C++ core
[11:36:15] <D_T_G> oh
[11:36:33] <fuzzie> You don't want to be using that at all, I think.
[11:36:41] <D_T_G> right
[11:36:45] <fuzzie> The reason it's used for "SpellTopIndex" is because the C++ scrollbar changes that.
[11:37:43] <fuzzie> And you use both an 's25' parameter and a 'Sorc25thSpellButton' variable; you probably meant to use Sorc25thSpellButton in the 'S25 = s25' line?
[11:38:19] <fuzzie> I would advise you remove the parameter entirely, and just use your Sorc25thSpellButton variable.
[11:38:20] <D_T_G> it didn't seem to work for me in OpenSpellWindows S25 = Sorc25thSpellButton so i tried other way
[11:38:38] <D_T_G> which worked :)
[11:38:47] <fuzzie> It *should* work fine doing 'S25 = Sorc25thSpellButton'.
[11:38:53] <D_T_G> ok
[11:38:57] <fuzzie> If you can work out the error message then I'll try and help :)
[11:39:14] <fuzzie> I should perhaps go install The Darkest Day, but it's kind of huge!
[11:41:13] <D_T_G> maybe there are smaller spellpacks just adding spells
[11:41:44] <fuzzie> I couldn't find any, when mattinm was trying to fix what you're fixing.
[11:42:53] <D_T_G> I have to installations now: bg2+tdd and bg2+bgt
[11:47:01] <D_T_G> http://wklej.org/id/112847/?zawin=0
[11:47:43] <fuzzie> that one looks fine
[11:47:46] <fuzzie> it works fine?
[11:47:55] <D_T_G> yes
[11:48:47] <D_T_G> I may retest if those little changes didn't brake chargen, though
[11:51:57] <D_T_G> all works :)
[11:55:21] <D_T_G> should I post it somewhere else?
[11:55:37] <D_T_G> not on sf.net
[11:56:19] <fuzzie> i downloaded it, i'll try it now
[11:56:30] <D_T_G> thx
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[12:06:40] <fuzzie> http://fuzzie.org/nfs/gemrb/dtg_patch_spellscrolling.txt has the whitespace fixed
[12:06:56] <fuzzie> i have to go deal with visitors now, will check it for sorcerors in a bit if no-one pre-empts me
[12:07:02] <D_T_G> I used -B param to diff
[12:07:51] <lynxlynxlynx> why use two variables at all? You can do everything with Sorc25thSpellButton
[12:08:28] <D_T_G> mattinm used 2 for scrollbar
[12:08:34] <fuzzie> yes, if it works then i'll probably change that and apply
[12:09:00] <fuzzie> i think it's just confusion with parameters vs variables
[12:09:02] <lynxlynxlynx> and you could make a function to determine the step, now there are some 4 places where this is duplicated
[12:10:49] <fuzzie> also not hard for me just to quickly fix on apply :)
[12:11:06] <fuzzie> or someone else, if they want to. bbiab.
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[12:19:58] <D_T_G> lynxlynxlynx you mean determining j ?
[12:20:32] <D_T_G> and rangevar
[12:21:46] <lynxlynxlynx> j/k yes
[12:23:43] <D_T_G> or better make those vars global?
[12:26:09] <lynxlynxlynx> no
[12:29:16] <D_T_G> may a function return two variables at once?
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[12:30:08] <D_T_G> or instead or rangevar to use 24+Sorc25thSpellButton
[12:30:20] <D_T_G> ?
[12:30:32] <lynxlynxlynx> you could return a tuple or list
[12:30:55] <D_T_G> i think i'll try 24+Sorc25thSpellButton instead of rangevar
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[12:35:29] <lynxlynxlynx> rangevar is unrelated anyway
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[12:54:01] <D_T_G> like this: http://wklej.org/id/112886/?zawin=0
[12:54:16] <D_T_G> I brok sthg
[12:54:28] <D_T_G> gemrb starts save without gui :/
[12:55:35] <pupnik> ibad u
[12:58:56] <lynxlynxlynx> look at the console
[12:59:05] <lynxlynxlynx> python crapped out
[13:00:03] <D_T_G> hmm could it be: [GUIScript]: Missing function:UpdateControlStatus
[13:00:38] <D_T_G> nothing else in log
[13:01:21] <lynxlynxlynx> that function is not missing
[13:06:55] <D_T_G> so I have no idea where could i do wrong
[13:07:21] <lynxlynxlynx> check the log, you probably missed something
[13:09:55] <D_T_G> def RowIndex ()
[13:09:55] <D_T_G> ^
[13:09:55] <D_T_G> SyntaxError: invalid syntax
[13:10:10] <D_T_G> missing ":"
[13:10:14] <D_T_G> yes, I'm dumb
[13:10:18] <D_T_G> :)
[13:11:54] <D_T_G> so wich params to use for diff?
[13:12:42] <fuzzie> the whitespace problems are you using spaces and not tabs, i think you can't fix them with diff :)
[13:13:11] <fuzzie> but i can patch it up again if you just make a diff with -B
[13:13:29] <D_T_G> ok
[13:15:05] <D_T_G> http://wklej.org/id/112906/?zawin=0
[13:16:40] <lynxlynxlynx> btw, about globals
[13:16:55] <lynxlynxlynx> you only need to declare their use if you want the function to be able to change them
[13:17:15] <D_T_G> oh, ok
[13:18:15] <fuzzie> You probably needn't have the variable in globals anywhere, if it is just a toggle.
[13:18:28] <fuzzie> sometimes i seem to be able to scroll to an empty row of spells, but maybe that is a bug in our scrollbar
[13:18:44] <lynxlynxlynx> off-by-1 error somewhere
[13:18:57] <D_T_G> it didn't happen to me
[13:19:02] <fuzzie> i see other bugs in the C++ side of the scrollbar
[13:19:08] <D_T_G> with tdd could I reproduce it?
[13:19:20] <fuzzie> D_T_G: well, it only happens if you have the whole area filled up but there are no more spells
[13:19:48] <D_T_G> oh, I must go now, seeya
[13:19:54] <fuzzie> bye!
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[13:22:51] <fuzzie> gibberlings3 host seems to have fallen off the internet
[13:23:10] <fuzzie> or at least their dns servers have
[13:24:00] <lynxlynxlynx> mhm
[13:27:28] <fuzzie> perhaps i should make a copy of their modding forum, there's so much useful information there
[13:29:00] <lynxlynxlynx> heh
[13:29:30] <fuzzie> also so much *wrong* information, some of it very carefully provided with test scripts to run and all
[13:30:35] <pupnik> my thinkpad died again.
[13:31:55] <Edheldil> and they are apparently content with the status quo :)
[13:32:27] <fuzzie> i am currently battling with someone's thinkpad here, it works okay until you make the mistake of moving it, at which point it hiccups
[13:33:03] <Edheldil> hehe. Some bad soldering on motherboard? Or bad battery contact
[13:33:08] <fuzzie> which would be all fine and well but i need their desktop machine for running the original games, so i want to fix this :)
[13:33:41] <fuzzie> yes, i suspect i'll have to open it up and see if there's obvious solder problems or similar..
[13:42:09] <Edheldil> hehe, I see that the "one last death throe on load" bug is still there :)
[13:42:32] <fuzzie> it seems to make sound too, it's kind of hilarious with hundreds of corpses present
[13:42:42] <fuzzie> should be easy to fix, you'd think, i just didn't look yet
[13:43:05] <wjp> I have this savegame right after a major slaughter in the underwater city in BG2. That makes a lot of noise :-)
[13:43:16] <fuzzie> my local svn is full of combat changes, which serves only to show up more pathfinder problems :/
[13:45:56] <fuzzie> should all be fixable though
[13:48:18] <fuzzie> With fixes to combat, pathfinding, charges, traps and scripting, I'm hoping I'll have fixed enough annoyances that I can just play the games for a while.
[13:50:16] <Avenger> 10 minutes tops :)
[13:50:56] <fuzzie> Grmph. :)
[13:52:16] <fuzzie> I think it's not that bad, but I know I am outnumbered on that opinion. :)
[13:52:18] <Edheldil> fog of war (resp. its' uncovering) is still broken
[13:52:38] <fuzzie> yes, the fog-of-war is especially broken in Planescape: Torment
[13:52:47] <Avenger> and in bg1
[13:52:49] <fuzzie> it makes it very difficult to play in some areas
[13:53:17] <fuzzie> It's a bit broken in all games but I don't think I found it game-breaking in bg1.
[13:53:19] <Edheldil> mouse scroll speed is a bit too quick on low speed setting
[13:53:33] <Avenger> do you know pathfind.2da ?
[13:53:47] <fuzzie> Avenger: no, is that helpful?
[13:53:53] <Avenger> yes, i think
[13:54:04] <Avenger> there are flag bits in it
[13:54:23] <Avenger> i think one tells you if you can see through a certain searchmap type
[13:54:38] <Avenger> maybe it is different for pst/bg1
[13:54:40] <fuzzie> ah, i need that!
[13:54:49] <Avenger> yes, i'm sure ;)
[13:55:33] <fuzzie> is it extracted from original engine or just made up?
[13:55:41] <Edheldil> isn't NO supposed to say st. when trying to open locked door?
[13:55:43] <Avenger> experimentation, in bg1
[13:55:44] <Avenger> err bg2
[13:55:59] <fuzzie> Edheldil: none of the PS:T feedback works
[13:56:13] <fuzzie> ok
[13:56:21] <fuzzie> gemrb doesn't try pathfinding through doors, i noticed
[13:56:22] <Avenger> pst feedback is actor specific
[13:56:25] <fuzzie> it is very annoying
[13:56:30] <Avenger> they need verbal constant (VB_
[13:56:39] <fuzzie> i'll have to look at it later in more detail
[13:57:50] <Avenger> huh, my head spins from the work on projectiles :)
[13:57:56] <Edheldil> also the container highlight should look different. Should I make bug reports for it?
[13:58:09] <fuzzie> Edheldil: yes :) either the 'todo' page on the wiki or the sourceforge bug tracker would be fine
[13:58:37] <fuzzie> i only checked bg2 for the highlight colours
[13:58:50] <fuzzie> they should probably be in a 2da
[14:00:38] <fuzzie> i should perhaps try mass-creating bugs in the bug tracker from our todo list at some point
[14:00:48] <Edheldil> not just color, the pst's are without frame and done differently... value mapping, I suppose
[14:01:06] <Edheldil> I think it would be good to have them in BT
[14:01:25] <fuzzie> if anyone has time to start doing that, it would be great
[14:01:30] <Edheldil> well, I attacked the zombie in the first room and everybody just stops moving
[14:02:28] <Edheldil> yes, the combat music is playing, but nobody is able to move
[14:03:23] <fuzzie> huh
[14:03:32] <fuzzie> it works here, but i rewrote the code so that's maybe not useful :)
[14:03:32] <Edheldil> they started to move when I cancelled attack mode
[14:05:13] <Edheldil> hmm, p[ossibly it was autopause at the end of round
[14:05:19] <fuzzie> ah
[14:05:33] <fuzzie> yes, that is in big letters on my list, 'pause text in PS:T'
[14:05:50] <fuzzie> maybe also file a bug for that, if you can
[14:05:57] <Edheldil> ok
[14:06:09] <fuzzie> also corpses in PS:T disappear instantly instead of doing the death anim
[14:06:22] <fuzzie> i think because we misinterpret the CRE remove_corpse flag
[14:06:53] <lynxlynxlynx> similar in bg2
[14:07:04] <lynxlynxlynx> the death animation plays and it is gone
[14:07:22] <fuzzie> if the death animation plays then it's maybe an animation bug :)
[14:08:03] <fuzzie> this is just 'death -> CheckOnDeath -> delete actor', which i think is always wrong behaviour, removed corpses just shouldn't be saved
[14:08:17] <Edheldil> the ground pile appeared only after I moved cursor over its's location
[14:12:44] <fuzzie> i'll do my best to get to anything filed in the tracker, anyway, and i hope it'll be a useful place to point new people if we have enough relatively easy bugs, too :)
[14:12:56] <Edheldil> hehe
[14:27:30] <lynxlynxlynx> i didn't mean while loading
[14:27:55] <fuzzie> if the death animation plays, then the actor didn't get deleted at death
[14:28:09] <fuzzie> so if the actor disappears after death animation, that seems more likely to be an animation bug
[14:28:25] <fuzzie> our ctrl-m unhelpfully ignores dead actors, someone should fix that.
[14:28:36] <fuzzie> although it's not simple to fix.
[14:31:35] <lynxlynxlynx> looks like it was either temporary or i made a mistake
[14:31:42] <lynxlynxlynx> corpsing looks fine now
[14:39:36] <fuzzie> well, if it's an animation issue, maybe it only happens for some actors
[14:44:17] <Edheldil> btw, fussie, you could put that list of actions on GemRB wiki until IESDP bucks in :)
[14:44:31] <fuzzie> yes, i started a scripting: namespace
[14:44:50] <fuzzie> although right now it just has a little gemrb-specific documentation :)
[14:48:23] <Edheldil> heh
[14:55:36] <fuzzie> in #2533715, i think sprotte has the right idea
[14:56:43] <fuzzie> Bumping is a bg2 feature in any case.
[15:28:28] <pupnik> and a big feature
[15:29:25] <pupnik> i mean, if it helps prevent stuck chars, would you consider user-enablable bumping in bg1?
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[15:32:14] <fuzzie> yes
[15:32:20] <fuzzie> but covering over bugs with it, not a good idea :)
[15:44:27] <ltleitkie> *winkewinke*
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[15:45:40] <pupnik> ah
[15:47:02] <Edheldil> nudge-nudge, wink-wink? :)
[15:48:11] <fuzzie> i guess FindPath's AdjustPosition() call is kind of dumb
[15:48:48] <fuzzie> but i'd better do some testing in the original engine
[15:55:51] <Avenger> fuzzie: once you change something, a lot of stuff that depend on it will appear dumb
[15:57:10] <fuzzie> yes
[15:58:35] <fuzzie> a lot of the 'intellgence' here must be moved to the caller, or made optional
[15:59:42] <Avenger> where is the call you called dumb?
[16:00:33] <Avenger> the one in movetopointformation?
[16:00:59] <Avenger> ahh i see it
[16:01:06] <Avenger> the findpath thing
[16:02:18] <Avenger> well if you don't have that, actors will try to enter the wall :)
[16:02:50] <Avenger> that is to ensure the goal is walkable
[16:03:40] <Avenger> hmm, on the other hand, i guess birds don't need it
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[16:10:42] <fuzzie> but if we do have it, actors will not try and path to/through blocked spaces
[16:10:48] <fuzzie> and this breaks various things
[16:11:05] <fuzzie> it needs to be cleverer and the callers presumably need to be cleverer also
[16:11:52] <fuzzie> of course the GetBlocked variant with a size returns a *bool* right now, which is kind of a complete disaster :)
[16:12:07] <fuzzie> but it needs a lot of thought
[16:12:50] <fuzzie> the one in MoveToPointFormation also needs some work, but that is seperate
[16:34:37] <fuzzie> It looks like what I need from the pathfinder is (a) it always returning a path, and (b) it not second-guessing the caller on the goal.
[16:34:49] <fuzzie> Shouldn't be so hard to just do with some parameters.
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[17:45:36] <CIA-20> gemrb: 03avenger_teambg * r6636 10/gemrb/trunk/gemrb/override/how/ (109 files): some projectiles for how (just to see if they work)
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[18:14:20] <mattinm> hello everybody... just stopping in to say I'm not dead
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[18:15:40] <Avenger> hmm why do i get the edwin portrait in the portrait selection first?
[18:15:54] <Avenger> is that how the original works?
[18:17:30] <Avenger> i get cerndt as first, so i wonder why it had to be changed O_o
[18:18:03] <fuzzie> was it changed?
[18:18:08] <fuzzie> i thought it was just a bugt.
[18:18:09] <fuzzie> bug.
[18:18:24] <Avenger> lynx did it
[18:18:35] <fuzzie> i mean
[18:18:38] <Avenger> r6634
[18:18:40] <fuzzie> the svn from a few days ago was broken
[18:18:46] <fuzzie> i didn't check it recently
[18:19:54] <fuzzie> mattinm: hi!
[18:20:03] <Avenger> well, in my original i get nalia and cernd as first and that was the case until now in gemrb too
[18:20:13] <Avenger> i had portrait problem only in bg1
[18:20:17] <fuzzie> your original is fixpacked to broken, i thought :)
[18:20:20] <fuzzie> let me check
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[18:20:40] <Avenger> well, i'm pretty sure that cerndt and nalia was the first in bg2 too
[18:21:07] <Avenger> besides, i think the bg2 in my linux partition is avoid of fixpack
[18:21:12] <Avenger> devoid i mean
[18:21:14] <lynxlynxlynx> no
[18:21:17] <lynxlynxlynx> i did this today
[18:21:21] <Avenger> but why?
[18:21:32] <fuzzie> but, yes, i only checked it against the original in bg1, where it's still broken
[18:21:39] <lynxlynxlynx> i guess the commit message is not clear enough
[18:21:58] <lynxlynxlynx> i'm tired of seeing those two every time i create a char to test something
[18:22:09] <fuzzie> did you make it random?
[18:22:10] <Avenger> heh
[18:22:13] <lynxlynxlynx> yep
[18:22:15] <fuzzie> that would seem to be the right solution :)
[18:22:26] <fuzzie> but i didn't look at the commit
[18:22:33] <fuzzie> probably should be a config toggle, too
[18:22:35] <Avenger> i se
[18:22:44] <Avenger> but this is a 'new feature'
[18:22:48] <lynxlynxlynx> it is
[18:22:49] <fuzzie> but i'm in favour of having config for every improvement over the original, i think
[18:23:03] <fuzzie> such as whoever hacked the horn to stay present in the quickslots
[18:23:29] <lynxlynxlynx> i'm not so conservative
[18:23:40] <Avenger> i thought the horn vanishes
[18:23:43] <fuzzie> although i don't see a downside of the portrait thing
[18:23:58] <Avenger> the downside was that i didn't know what was wrong :)
[18:24:07] <Avenger> i always pick the cerndt portrait
[18:24:13] <fuzzie> maybe we need a 'list of things which differ' :)
[18:24:37] <fuzzie> Avenger: someone changed the horn to not vanish, i don't know who
[18:24:42] <lynxlynxlynx> there already is a start in doc (engine changes or something like that)
[18:24:52] <lynxlynxlynx> fuzzie: git blame
[18:25:03] <lynxlynxlynx> the code has a comment
[18:25:10] <fuzzie> ok, let me do that
[18:25:30] <Avenger> that was me
[18:25:38] <Avenger> "GUIScript.cpp" line 8256
[18:25:40] <fuzzie> yes, it seems to have been avenger :) that should be a config
[18:26:16] <fuzzie> although i am too lazy to make it a config
[18:27:11] <Avenger> import in bg2 still doesn't work?
[18:27:19] <fuzzie> the bg2 chargen still keeps things in variables
[18:27:30] <fuzzie> i tried fixing the first two bugs and there are loads more
[18:27:34] <fuzzie> so i gave up :)
[18:27:39] <Avenger> pfft
[18:27:40] <fuzzie> it would be a good task for a new person
[18:27:56] <fuzzie> or someone who isn't me, anyway
[18:28:01] <Avenger> they should simply copy the bg1 version, and merge in the achievements
[18:28:35] <Avenger> well, what about a wiki page with : easy TODO
[18:28:47] <Avenger> and if someone wants to help, direct them to that page
[18:29:02] <lynxlynxlynx> our main communication channel is this irc and we can name such things of the top of our heads
[18:29:20] <fuzzie> well, someone asked a few days ago and i couldn't come up with anything
[18:29:21] <lynxlynxlynx> but it could get repetitive when we're big and famous :)
[18:29:41] <fuzzie> i know that is my failing, but at least for me i am not that good at remembering :)
[18:29:48] <Avenger> see, even fuzzie forgets stuff, not just i :D
[18:30:11] <fuzzie> ok, in the original engine, actors will try and walk through walls and doors if necessary
[18:30:25] <lynxlynxlynx> i have good memory for that kind of stuff
[18:30:39] <Avenger> hehe fuzzie, what is their success rate?
[18:30:40] <fuzzie> i shall remember to just point at you
[18:30:49] <fuzzie> Avenger: about zero, until I open a door somewhere :)
[18:31:07] <fuzzie> *then* they will repath and go through the open door, if is a possible path
[18:31:13] <Avenger> if you point inside a wall? don't they go to the nearest walkable point?
[18:31:25] <fuzzie> i didn't check that yet
[18:31:32] <fuzzie> i am just checking if you try to walk on the other side of a wall, for now
[18:32:05] <Avenger> well, that was the point of that 'dumb call' ;D dynamic search map effect is just collateral damage
[18:32:13] <fuzzie> well, the 'dumb call' is dumb
[18:32:28] <fuzzie> because it doesn't check for the special case of walking to an actor
[18:32:41] <Avenger> it should handle only the static searchmap, that's all
[18:32:44] <fuzzie> but, yes, it should probably be checking for static only
[18:32:50] <Avenger> so adjustpoint needs a flag
[18:32:55] <fuzzie> that is easy to do
[18:32:58] <Avenger> yep
[18:33:04] <fuzzie> but i don't want to do it and then the original engine be different! :)
[18:33:13] <Avenger> at the time that call was made, there was probably no dynamic searchmap :)
[18:33:22] <Avenger> well, try to point inside a wall
[18:33:28] <fuzzie> hehe, yes, the searchmap code was committed by you a long long time ago, i saw
[18:33:36] <fuzzie> and didn't really get changes since then
[18:33:52] <Avenger> i'm pretty sure i added that adjust call after testing :)
[18:33:55] <fuzzie> except to add the distance thing
[18:34:05] <Avenger> without it, actors didn't walk, at all
[18:34:07] <fuzzie> well, you might have only tested by clicking
[18:34:24] <fuzzie> and that code is handled quite differently
[18:34:30] <fuzzie> but let's try a movetopoint, it should be simple
[18:34:42] <Avenger> the reason: the pathfinder works from the goal to the target point
[18:34:52] <Avenger> err goal to the actor's current point
[18:35:17] <fuzzie> yes, i don't know how to deal with that
[18:35:28] <Avenger> so if you point at an unwalkable point, there won't be any path
[18:35:32] <fuzzie> because often we need to walk to the nearest point to certain coords
[18:35:40] <fuzzie> and so i can't specify a goal at all
[18:36:50] <fuzzie> maybe i'll have to write something new for that circumstance
[18:39:23] <fuzzie> trying to walk into a wall simply fails to find a path, in bg2
[18:44:55] <fuzzie> this is another thing that i don't know how to fix, anyway
[18:45:01] <Avenger> well, it sets the recticle to the nearest point, starts to walk, then stops
[18:45:50] <Avenger> that's what i do too, except that there is no dynamic path validation
[18:45:55] <fuzzie> I think the 'nearest point' thing is maybe the only change which needs making.
[18:47:06] <Avenger> another thing: if i click again the same point, it doesn't try to move, so it somehow knows where i clicked last time
[18:47:21] <fuzzie> the clicking code seems to work differently than MoveToPoint
[18:47:23] <Avenger> if i click to another point which is also unreachable, it tries again
[18:47:34] <fuzzie> the formation code too
[18:48:11] <Avenger> oh
[18:48:33] <Avenger> the walk was stopped because my actor i tested with has some permanently running script :)
[18:48:40] <Avenger> if i use minsc, he walks all the way
[18:48:42] <fuzzie> The formation code makes sense, we do AdjustPosition() there too.
[18:49:10] <fuzzie> Avenger: but you can't work out 'nearest point' without pathing
[18:49:16] <fuzzie> that is my problem
[18:50:08] <fuzzie> i want the pathfinder to path to the nearest point that it can path to
[18:50:48] <fuzzie> right now the AdjustPosition() is just picking a random nearby point, and often there is no path there
[18:50:51] <pupnik> hehe
[18:51:01] <Avenger> then you have to change the source and destination points
[18:51:03] <fuzzie> sometimes the nearest point is on the other side, sometimes it's on the near side
[18:51:06] <Avenger> i think
[18:51:14] <fuzzie> the only way to work it out is to pathfind from the start
[18:51:15] <Avenger> you need to start the pathfinder from the startpoint
[18:51:23] <fuzzie> ok, i guess i have to write that then :)
[18:51:41] <Avenger> heh, i guess we won't hear from you for some time :D
[18:52:02] <fuzzie> damn, i hoped i could just comment out a line :(
[18:52:32] <fuzzie> hehe, now mattinm is here, I can break his combat code
[18:52:48] <Avenger> is he?
[18:53:05] <Avenger> seems idle to me
[18:53:12] <fuzzie> well, he hasn't been on irc for weeks
[18:53:22] <fuzzie> he came in and said he's not dead :)
[18:54:11] <Avenger> oh well, i'm back to my projectiles, i guess that's what i'll do in the rest of the development :D
[18:54:16] <fuzzie> hehe
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[18:55:21] <CIA-20> gemrb: 03fuzzie * r6637 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Actor.h GSUtils.cpp Map.cpp): move PerformAttack calls into AttackCore, use MoveNearerTo too
[18:55:40] <fuzzie> and now the combat music never stops
[18:55:57] <fuzzie> so i have to go work out how that's supposed to work now :)
[18:57:08] <fuzzie> i'm sure that also broke other things, bug reports please
[18:58:54] <fuzzie> lynxlynxlynx: do you know if there are convenient strings to represent different states while debugging, in bg2? i'm looking for numbers or something similar
[18:59:43] <fuzzie> ah, 62860 and friends sound helpful
[18:59:57] <fuzzie> ok, never mind, my grepping was just bad
[19:00:03] <lynxlynxlynx> i'm not sure what exactly you need, but for the modal states, we currently don't output anything, but the original does
[19:01:01] <lynxlynxlynx> ah
[19:04:38] <fuzzie> i'm trying to test some things in the original engine
[19:04:51] <fuzzie> so i want to display text corresponding to which triggers fire :)
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[19:07:00] <fuzzie> it looks like IESDP is actually correct for CombatCounter
[19:07:24] <fuzzie> it starts around 150 as soon as you start a combat-type action, and counts down when there's nothing happening
[19:09:07] <fuzzie> attempting to initiate dialog changes it from 0 to something low (below 50)
[19:10:16] <fuzzie> and spellcasting has no effect
[19:12:28] <fuzzie> so it seems pretty useless, the reset to 150 seems to happen at random during combat, not on attack or hit or round end
[19:13:23] <fuzzie> the dialog thing is predictable though, it happens when the actual dialog attempt happens
[19:19:07] <fuzzie> so I've added that to the bug
[19:20:00] <lynxlynxlynx> woah
[19:20:06] <lynxlynxlynx> somehow managed to install tob this time
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[19:22:09] <fuzzie> neat?
[19:22:34] <lynxlynxlynx> high on the scale of awesome
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[19:31:54] <D_T_G> so how to reproduce in tdd that scrolling bug to empty row?
[19:34:17] <fuzzie> add/remove spells until you get a full grid?
[19:34:32] <fuzzie> the dungeon-leaving cutscene is actually not too bad compared to the original game..
[19:36:05] <D_T_G> add/remove? how?
[19:36:28] <fuzzie> i don't know :)
[19:36:52] <fuzzie> let me look at the patch again
[19:38:39] <D_T_G> it's faulty now :)
[19:38:40] <fuzzie> if you have 24 spells, then "int ( ceil ( ( len (Spells[i])-24 ) / 6.0 ) ) + 1 )" is 1
[19:39:10] <fuzzie> but then surely the "len(Spells[i]) > 24" check would not pass anyway
[19:39:12] <D_T_G> 24+Sorc25thSpellButton fails in chargen
[19:39:44] <fuzzie> ah, okay
[19:39:54] <fuzzie> i only checked chargen
[19:40:23] <D_T_G> int ( ceil ( ( len (Spells[i])-24 ) / 6.0 ) ) + 1 ) - I had to add that "1" to make it work
[19:40:53] <D_T_G> I don't know why it didn't without it
[19:41:09] <fuzzie> i would try +0.5 to make sure it rounds upwards
[19:41:20] <fuzzie> but maybe it's fine as it is, the old code got a '1' there for 24 spells too
[19:41:32] <fuzzie> and the code isn't called for 24 spells anyway!
[19:41:37] <fuzzie> so i obviously don't understand it :)
[19:42:19] <D_T_G> I'll try with 0.5 too
[19:42:36] <fuzzie> well, i wouldn't bother, it is just a minor problem
[19:44:13] <D_T_G> for i in range (24 + (Sorc25thSpellButton and chargen==0)) - would that work in python?
[19:44:49] <fuzzie> yes
[19:45:03] <fuzzie> 'and (not chargen)' would be better
[19:46:14] <fuzzie> and it might be clearer to do it seperately; with an 'extrabuttons' variable, for example, that you set to 0 normally and 1 in that case
[19:46:45] <D_T_G> extra button is only in sorcs level up not in chargen
[19:48:08] <fuzzie> http://pastebin.ca/1476740
[19:48:11] <fuzzie> ^- that is what i'd suggest
[19:48:35] <D_T_G> I see now :)
[19:57:41] <D_T_G> here it goes again:
[19:57:43] <D_T_G> http://wklej.org/id/113102/?zawin=0
[19:57:45] <D_T_G> tadam :D
[19:59:57] <fuzzie> all working?
[20:00:21] <D_T_G> yes chargen for mages, specialist mages sorcs, and levelup of sorcs tested
[20:00:43] <D_T_G> I don't know where this window coulc be used else
[20:02:16] <D_T_G> I could also test turning of Sorc25thSpellButton and scrollbar
[20:02:22] <D_T_G> *off
[20:02:48] <fuzzie> i think it's just used there, and in bg1 chargen
[20:03:51] <fuzzie> but bg1 chargen has Scroll disabled entirely, so that should be fine
[20:04:52] <D_T_G> turning off Sorc25thSpellButton works as expected
[20:05:57] <D_T_G> no scrollbar in bg1 and it does not crash, so I think I didn't brake anything there :)
[20:08:07] <D_T_G> it's all working so tomorrow I'll try to implement dynamicness of scrollbar :>
[20:08:46] <fuzzie> ok, the code reads fine to me at a glance, i'll have to test it myself before applying though
[20:09:05] <D_T_G> all right
[20:09:10] <D_T_G> you installed tdd?
[20:09:31] <fuzzie> no, i just have to check that it doesn't break the original games :)
[20:10:07] <D_T_G> I tested bgt with no extra spells so it shouldn't
[20:10:11] <fuzzie> as long as it doesn't break what worked before, it's fine
[20:10:21] <D_T_G> nah
[20:11:12] <D_T_G> I forgot to delete global definition of Sorc25thSpellButton in functions where it's not changed
[20:11:46] <fuzzie> make a new patch?
[20:12:08] <fuzzie> it isn't changed anywhere, i suppose, so you needn't change 'global' at all
[20:13:16] <D_T_G> the new patch will be simpler thanks to that
[20:14:42] <D_T_G> http://wklej.org/id/113113/?zawin=0
[20:15:02] <fuzzie> you don't need that topmost one either
[20:15:44] <D_T_G> topmost?
[20:16:37] <D_T_G> I don't understand
[20:16:57] <fuzzie>
[20:16:59] <fuzzie> erm
[20:17:03] <fuzzie> - global KitMask, Scroll
[20:17:03] <fuzzie> + global KitMask, Scroll, Sorc25thSpellButton
[20:17:06] <fuzzie> ^- that
[20:17:14] <D_T_G> oh, sry
[20:17:21] <D_T_G> new patch ? :>
[20:17:27] <fuzzie> sure
[20:19:06] <D_T_G> http://wklej.org/id/113118/?zawin=0
[20:22:38] <fuzzie> want me to apply it with Sorc25thSpellButton as 1 by default?
[20:23:03] <D_T_G> for better exposing to for players - yes :>
[20:23:17] <fuzzie> ok
[20:23:23] <D_T_G> showing how gemrb can be better from bgmain.exe :]
[20:24:53] <fuzzie> http://fuzzie.org/nfs/gemrb/dtg_patch_spellscrolling.txt is what i'm going to test, then
[20:26:19] <D_T_G> - global KitMask, Scroll
[20:26:19] <D_T_G> + global KitMask, Scroll, Sorc25thSpellButton
[20:26:28] <D_T_G> I deleted it in newest patch
[20:26:40] <fuzzie> oops, i applied that wrong
[20:26:55] <fuzzie> oh, no, i applied it right
[20:27:00] <fuzzie> try refreshing that page?
[20:27:17] <D_T_G> sry, my fault
[20:27:26] <D_T_G> old patch in brower's cache
[20:27:49] <fuzzie> seems fine in bg1 and bg2 chargen
[20:30:42] <D_T_G> the scrollbar for bg1 would have to look different I think
[20:31:01] <D_T_G> the one from bg2 wouldn't fit there artistically
[20:31:39] <fuzzie> the scrollbar graphics are from the game anyway
[20:31:51] <fuzzie> it seems fine for me for sorcerors, too
[20:31:54] <fuzzie> lynxlynxlynx: any objections?
[20:32:13] <lynxlynxlynx> nope
[20:33:05] <D_T_G> my good have you already seen new 1pp work :o
[20:33:12] <D_T_G> :O
[20:33:51] <D_T_G> http://img5.imageshack.us/img5/6440/hugescreex.png
[20:34:05] <fuzzie> what name do you want this listed under, 'D_T_G'?
[20:34:18] <D_T_G> Nugrud would be better
[20:34:34] <fuzzie> "LUSpellSelection: scrolling-by-line improvement patch from Nugrud"?
[20:35:23] <D_T_G> fine
[20:35:54] <CIA-20> gemrb: 03fuzzie * r6638 10/gemrb/trunk/gemrb/GUIScripts/LUSpellSelection.py: LUSpellSelection: scrolling-by-line improvement patch from Nugrud
[20:35:58] <fuzzie> i would suggest you 'svn revert LUSpellSelection.py' before updating, otherwise your copy will conflict
[20:36:12] <D_T_G> ok
[20:36:52] <fuzzie> i only changed whitespace/comments, so shouldn't be a problem if you didn't change anything since
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[20:49:45] <fuzzie> so, StopAttack() is no longer ever called
[20:49:49] <fuzzie> i'm not really sure where to put it
[20:50:45] <fuzzie> the round code is all messed up anyway, it's stopping rounds on lost target
[20:57:01] <fuzzie> but all of this check code in PerformAttack has been nicely sabotaged by me only calling it when an attack is to be made
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[21:10:09] <fuzzie> no volunteers to fix it, i take
[21:16:31] <CIA-20> gemrb: 03fuzzie * r6639 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: change checks in PerformAttack to print errors (since they should no longer happen)
[21:17:33] <fuzzie> The broken code in AttackReevaluate is a lot more obvious now, too.
[21:22:37] <pupnik> blech
[21:45:44] <CIA-20> gemrb: 03fuzzie * r6640 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Actor.h Map.cpp): add some hacks to UpdateActorState to force actors out of attacks, for now
[21:48:28] <fuzzie> maybe the hackishness will motivate someone :p
[22:20:12] <fuzzie> hm, I seem unable to actually leave Athkatla
[22:23:18] <fuzzie> this is slightly inconvenient
[22:31:08] <fuzzie> the worldmap seems to have lots of exits in all directions for the city gate area (ar0020)
[22:31:18] <fuzzie> but it's too late for me to try understanding
[22:32:18] <wjp> maybe for random encounters?
[22:34:45] <fuzzie> I think they're all 'normal', but I don't know.
[22:38:48] <fuzzie> I was trying to do Nalia's quest; it does RevealAreaOnMap("AR1300") but this doesn't seem to actually enable travel in gemrb.
[22:39:43] <fuzzie> But not sure where the problem lies.
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