#gemrb@irc.freenode.net logs for 27 Mar 2011 (GMT)

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[00:16:56] <fuzzie> i keep meaning to visit, i've never been in france beyond watching it go past in a train
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[04:06:21] <tomprince> We should rewrite gemrb in a dependently typed programing language, so that we can prove that it is behaviorly identical to the original.
[04:06:25] * tomprince runs and hides.
[04:14:12] <pupnik> evenin tomprince
[04:14:22] <pupnik> y'all are geniuses
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[06:06:22] <pupnik> http://qikr.co/58ydd hq2x scalers just make my eyes melt with happiness
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[08:44:54] <fuzzie> morning
[08:46:33] <felixthered> Do you have a link for the git repository? I'd like to try it on my Mac.
[08:47:50] <felixthered> Oh, nevermind. I found the link under Install.
[08:51:56] <lynxlynxlynx> the chateau plays fine :)
[08:52:10] <lynxlynxlynx> time to check the other games
[08:53:01] <fuzzie> commit the trigger fix?
[08:53:44] <lynxlynxlynx> in the process
[08:54:09] <CIA-48> GemRB: 03lynxlupodian 070.6.4 * r8151a76f17c6 10gemrb/gemrb/core/Map.cpp: fixed infopoints not running their actions, thanks fuzzie
[08:54:32] <fuzzie> :)
[08:55:02] <fuzzie> i confirmed RealTime is meant to be in AI ticks
[08:55:07] <fuzzie> i finally realised why they're called AI ticks, too
[08:57:08] <CIA-48> GemRB: 03lynxlupodian * r618c2635a33e 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.cpp: OpenALAudio: don't crash when music ends, fallout from 264d72d2d1f
[08:57:20] <CIA-48> GemRB: 03lynxlupodian * rddf332ffca01 10gemrb/gemrb/core/Map.cpp: fixed infopoints not running their actions, thanks fuzzie
[08:57:59] <Gekz> GemRB not in GSoC? :<
[08:58:17] <fuzzie> we don't have people with time to run it
[08:58:59] <Gekz> dis is bad
[09:08:36] <felixthered> How do I install SDL on MacOSX? I downloaded the .dmg, but what next?
[09:09:28] <fuzzie> if you're not sure of mac development, it is probably far easier to install the dependencies via macports
[09:09:59] <fuzzie> from memory the SDL and SDL development .dmg files just come with a .framework inside, and you drag them to ~/Library/Frameworks for example? but i also remember there being a 'drag here' icon, it's been a few years :)
[09:11:13] <pupnik> eww
[09:11:25] <lynxlynxlynx> bg1 is fine too
[09:12:33] <fuzzie> cool
[09:12:49] <fuzzie> pst and iwd2 are kinda known-broken
[09:15:31] <lynxlynxlynx> iwd2 regressed in chargen, but it should be easy to fix
[09:16:02] <fuzzie> i have a tendency to just use a premade party
[09:18:52] <CIA-48> GemRB: 03lynxlupodian 070.6.4 * rf98e7980a2a1 10gemrb/gemrb/GUIScripts/iwd2/CharOverview.py: iwd2: fixed a regression from 8a9fda18c1e69
[09:19:51] <fuzzie> right, worked out how timing works in the original.
[09:20:29] <fuzzie> there's a BaldurTimerEvent, it wakes up the AI thread every 1000/fps milliseconds.
[09:20:42] <CIA-48> GemRB: 03lynxlupodian * r38700cb91ef1 10gemrb/gemrb/GUIScripts/iwd2/CharOverview.py: iwd2: fixed a regression from 8a9fda18c1e69
[09:23:05] <fuzzie> i think the easiest approach for me is just to do the same, limit gemrb to 30fps
[10:49:44] <fuzzie> hm, apparently everyone has gone to the beach.
[10:52:42] <felixthered> So now that MacPorts has finished, what is Chitin.key?
[10:54:22] <fuzzie> it's the 'master index' of where the game files are located
[10:55:42] <felixthered> How would I generate one?
[10:56:42] <fuzzie> you almost certainly don't want to
[10:57:29] <fuzzie> if you want to use existing data, it will come with a chitin.key; if you don't, you can use gemrb/tests/minimal/chitin.key which is an empty one with no data in it.
[10:59:35] <fuzzie> wjp: btw, rndbase is not identical across games, due to differing round times
[11:01:11] <fuzzie> and iwd2 and bg2 are clearly different, too
[11:01:45] <fuzzie> bg2 has longer swings i guess?
[11:02:15] <fuzzie> iwd is same as iwd2's
[11:02:39] <fuzzie> oh, bg1's is same as iwd2's too. interesting.
[11:07:45] <fuzzie> so i guess there's a short-round pst version, a standard version, and the tweaked bg2 version.
[11:23:10] <wjp> interesting
[11:24:47] <fuzzie> I'
[11:25:21] <fuzzie> I'm a bit confused about it because the round status seems clipped to [0, 99], on a bitmap which is 102 wide - the last column is a 'stop round' one, but that still seems to miss one.
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[13:09:13] <edheldil_> hello
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[13:29:21] <Edheldil_IETF> I am going to commit the LoadConfig stuff
[13:29:36] <fuzzie> to master?
[13:29:53] <Edheldil_IETF> yes. Any problem with that?
[13:29:54] <fuzzie> i haven't seriously looked at it but it looked harmless enough
[13:30:28] <fuzzie> well i was wondering if you were going to push it to the release branch too, that is all :)
[13:30:54] <Edheldil_IETF> not unless you test it at least once ;-)
[13:31:58] <fuzzie> i am still struggling with really stupid bugs
[13:32:50] <Edheldil_IETF> that was a joke anyway, sorry :)
[13:46:21] <CIA-48> GemRB: 03lynxlupodian 070.6.4 * raf1a8cfcabb8 10gemrb/gemrb/override/bg2/wildmag.2da: wildmag.2da: fixed off-by-1 chromatic orb projectile id
[13:48:38] <lynxlynxlynx> the reroll surge is broken, all the rest seem to work fine :)
[13:48:51] <lynxlynxlynx> no leaks detected either
[13:48:51] <fuzzie> neat
[13:49:29] * lynxlynxlynx summons avenger
[13:49:32] <fuzzie> but, also makes no sense
[13:50:40] <fuzzie> no, i guess that works
[13:50:50] <lynxlynxlynx> the new machine is good for this, gemrb runs almost smoothly under valgrind :)
[13:51:10] <fuzzie> CreateProjectile checks if pro is NULL only for the non-wild-magic case?
[13:51:53] <fuzzie> i see that only ever happens with broken spells
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[13:53:37] <CIA-48> GemRB: 03edheldil * r5d4b5dff20d2 10gemrb/gemrb/core/Interface.cpp: More sane parsing of the config file
[13:53:41] <lynxlynxlynx> it's checked pretty much always, since caster is usually an actor
[13:53:42] <CIA-48> GemRB: 03edheldil * rd084e9beb1de 10gemrb/gemrb/core/Interface.cpp: Deleted leftover debug code
[13:53:45] <CIA-48> GemRB: 03edheldil * rf4c904b515a8 10gemrb/gemrb/core/Interface.cpp: More sane parsing of the config file
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[13:55:29] <fuzzie> maybe i missed changes
[13:57:09] <fuzzie> i guess i don't understand why it doesn't leak and it seems like it doesn't check pro for any non-default case
[13:57:11] <lynxlynxlynx> that didn't change, maybe we're talking about different things
[13:59:04] <fuzzie> > pro = spl->GetProjectile(this, SpellHeader, LastTargetPos);
[13:59:09] <fuzzie> > pro->SetCaster(GetGlobalID(), level);
[13:59:19] <fuzzie> ^- there, for the NULL check
[14:00:15] <lynxlynxlynx> for projectile_id?
[14:00:34] <fuzzie> and all the target_change_type cases
[14:00:54] <lynxlynxlynx> valgrind didn't complain, unless any of the python crap ate it
[14:00:55] <fuzzie> why not just do the pro creation in one place, just before the speed mod is done?
[14:01:08] <lynxlynxlynx> a lot more noise than in 32 bits
[14:01:09] <fuzzie> i realise you have to have two 'if (caster) {' checks then
[14:01:43] <fuzzie> but then you don't leak projectiles, and the NULL check is done there
[14:02:27] <lynxlynxlynx> that could work
[14:02:37] <lynxlynxlynx> i guess it is this way, since i was adding them one by one
[14:04:48] <fuzzie> yes :) just looking at it again, now
[14:13:41] <lynxlynxlynx> doh, silly me, i forgot i need to be extra careful when testing the rerolls
[14:13:56] <lynxlynxlynx> it was all my fault
[14:25:35] <lynxlynxlynx> yeah, rerolling works fine
[14:26:09] <fuzzie> very nice
[14:26:23] <fuzzie> don't suppose you need any of that stuff checked in the original?
[14:27:30] <lynxlynxlynx> not really
[14:27:45] <lynxlynxlynx> only one thing remains and that is probably caused by e2437d07e0587a4dc8d48e46fb810d271f9c9dea
[14:27:49] <lynxlynxlynx> will try a simple revert
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[14:29:12] <fuzzie> this is .. GUIScript bug?
[14:33:38] <lynxlynxlynx> reverting didn't help
[14:33:44] <fuzzie> what's the bug?
[14:33:46] <lynxlynxlynx> it's the scroll targetting one
[14:34:06] <fuzzie> but i thought that was scrolls which didn't have TARGET_SELF?
[14:34:30] <lynxlynxlynx> fireball, summon monster are among the affected
[14:34:52] <lynxlynxlynx> tried two different fireball scrolls too, incase it was again misinitialised
[14:35:01] <fuzzie> and you cast from quickitems?
[14:35:12] <lynxlynxlynx> yes
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[14:36:44] <fuzzie> that's strange
[14:37:10] <fuzzie> do you have a example resref?
[14:38:46] <lynxlynxlynx> scrl1l
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[14:40:10] <lynxlynxlynx> target of 4 / FX_TARGET_ALL on load
[14:41:27] <fuzzie> 4 is TARGET_AREA
[14:41:36] <fuzzie> which is correct
[14:41:56] <fuzzie> put a printf in the UseItemPoint action i guess, see if it gets that far
[14:42:35] <lynxlynxlynx> sure, the scrolls work
[14:42:37] <fuzzie> but i guess the problem is that the effects are FX_TARGET_SELF
[14:43:27] <fuzzie> this should be fine, since Item::GetEffectBlock puts the right pos in..
[14:45:39] <lynxlynxlynx> it's definitely a recent regression, since we were fixing fireballs like a month ago
[14:45:52] <fuzzie> yes, it's confusing
[14:45:55] <fuzzie> i don't see a change
[14:46:33] <fuzzie> i'm just trying to work out how it works
[14:46:41] <fuzzie> i see that AddEffect overwrites the effect position for FX_TARGET_SELF
[14:47:49] <fuzzie> 16408604 maybe
[14:49:18] <fuzzie> no, can't bwe
[14:52:04] <fuzzie> i guess your fx_cast_spell_point changes
[14:55:12] <fuzzie> in conclusion, i have no idea :)
[14:55:55] <lynxlynxlynx> i'll go bisect it
[14:56:49] <fuzzie> but you know fireballs from scrolls were fine?
[14:56:54] <fuzzie> i guess you'll find out
[15:05:32] <lynxlynxlynx> eeeeh, it crashes earlier
[15:06:00] <lynxlynxlynx> trying last release
[15:07:11] <lynxlynxlynx> same problem :s
[15:07:28] <lynxlynxlynx> i guess that makes it an internal data bug
[15:08:45] <fuzzie> it looks like an effect targetting bug
[15:08:50] <fuzzie> but didn't seriously look
[15:09:05] <CIA-48> GemRB: 03lynxlupodian * r9c7e034b8011 10gemrb/gemrb/override/bg2/wildmag.2da: wildmag.2da: fixed off-by-1 chromatic orb projectile id
[15:14:40] <lynxlynxlynx> wands still work in bg1
[15:15:00] <lynxlynxlynx> i think i was trying just the wand and normal spells then
[15:18:12] <fuzzie> well
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[15:18:28] <fuzzie> fx_spell_point casts at target->Pos, not fx->Pos
[15:18:33] <fuzzie> i don't understand why.
[15:18:39] <fuzzie> erm, fx_cast_spell_point.
[15:18:53] <fuzzie> bbiab
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[15:45:00] <lynxlynxlynx> me neither, but that fixes it
[15:46:04] <fuzzie> well, victory :)
[15:53:42] <pupnik_> why is it so hard to make transparent bitmaps
[15:53:49] <pupnik_> there's always crud left over
[15:56:57] <lynxlynxlynx> heh, we're still funny about fireballs
[15:57:22] <lynxlynxlynx> when too far to cast, we move too close and get caught in the effect
[15:57:38] <lynxlynxlynx> but actually it looks like the blast is too wide
[15:59:23] <CIA-48> GemRB: 03lynxlupodian 070.6.4 * r85f190dde96f 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[15:59:23] <CIA-48> GemRB: fx_cast_spell_point: cast at the fx position, not the target one
[15:59:23] <CIA-48> GemRB: fixes bg2 scrollcasting (tested with fireball, summon monster)
[16:03:04] <lynxlynxlynx> well, that's it, time for the final testing
[16:09:05] <CIA-48> GemRB: 03lynxlupodian 070.6.4 * r6e09c41e3b78 10gemrb/ (configure.in gemrb/includes/globals.h): 0.6.4
[16:19:32] <fuzzie> going to apply the fixes to master too?
[16:19:46] <lynxlynxlynx> yep
[16:19:55] <fuzzie> i'll stomp on the region one at some point, but i have to defeat some other gremlins first, so you might as well apply
[16:20:09] <lynxlynxlynx> just did a successful clean test install
[16:20:12] <fuzzie> and fixing regions is a bit tricky
[16:20:30] <fuzzie> especially since you end up getting pretty crazy from the "You must gather your party".
[16:20:45] <lynxlynxlynx> the region one was already pushed to master ;)
[16:20:49] <fuzzie> ah, i am slow :)
[16:22:56] <CIA-48> GemRB: 03lynxlupodian * rcbc01a5d041b 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[16:22:56] <CIA-48> GemRB: fx_cast_spell_point: cast at the fx position, not the target one
[16:22:56] <CIA-48> GemRB: fixes bg2 scrollcasting (tested with fireball, summon monster)
[16:37:23] <lynxlynxlynx> uploading to sf
[16:37:39] <lynxlynxlynx> can anyone do a windows build?
[16:40:26] <tomprince> I think mine still suffers from hang on exit.
[16:53:22] <lynxlynxlynx> too bad
[17:05:21] --- lynxlynxlynx has changed the topic to: GemRB 0.6.4 | 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! | We now have our own domain, http://www.gemrb.org
[17:05:51] <lynxlynxlynx> everything is up but the major announcements
[17:06:10] <fuzzie> oke.
[17:06:22] <fuzzie> thanks for the release work, as ever.
[17:06:49] <lynxlynxlynx> before, the windows crowd accounted for most of the recorded downloads, so if anyone can make that build, we can simply wait
[17:08:23] <tomprince> fuzzie: Did you say that I should be using tdm-gcc?
[17:08:53] <fuzzie> tdm-gcc and mingw's official 4.4 are both good, afaik?
[17:10:10] <fuzzie> someone said mingw64 is good too but i know nothing about it
[17:12:54] <fuzzie> but there's a newish mingw proper too? i really don't keep up
[17:17:01] <Maighstir> what do you need built? just the current git?
[17:17:26] <fuzzie> the 0.6.4 release branch
[17:18:11] <fuzzie> i'd like to think that current git is better, but i fiddled with it quite a bit :P
[17:18:21] <lynxlynxlynx> or the v0.6.4 tag
[17:18:29] <Maighstir> so, uhm.. how do I check a branch out again?
[17:18:40] <lynxlynxlynx> git checkout v0.6.4 :P
[17:18:56] <lynxlynxlynx> same for a branch
[17:21:40] <CIA-48> GemRB: 03lynxlupodian * r2a340d44cdae 10gemrb/ (admin/announcement.template gemrb/docs/en/Release.txt): release docs updates: sf changes, more details on lgdb
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[17:30:00] <fuzzie> ugh, i hadn't noticed what a mess HandleActiveRegion was
[17:32:14] <fuzzie> i have not much idea what it is trying to do
[17:39:06] <lynxlynxlynx> doesn't look that ugy
[17:44:07] <fuzzie> well, the ST_TRAVEL bit is wrong, the ST_TRIGGER bit is wrong and also the other bits are wrong :-)
[17:44:40] <fuzzie> i just noticed it now because it is messing with the scripts
[17:51:11] <Maighstir> Do you want the various dll requirements in the package as well, or is the user supposed to find stuff by themselves? The only one I'm not sure of is Visual C runtime 9 (msvcr90.dll), which python27.dll apparently requires.
[17:51:57] <fuzzie> bundle everything if possible
[17:54:33] <lynxlynxlynx> yeah
[17:54:46] <lynxlynxlynx> & awesome
[17:55:28] <lynxlynxlynx> too bad obs is down today
[17:56:09] <Maighstir> http://www.ops-area.net/annat/GemRB/GemRB_v0.6.4.zip <- please copy that to your usual distribution points, I doubt my server can handle too heavy loads
[17:56:48] <lynxlynxlynx> yeah, of course
[17:57:08] <lynxlynxlynx> can someone verify it works first? tomprince?
[18:06:14] <Maighstir> Hmm, sorry. Copying to a VM to run it, python says there's no module named "site".
[18:13:22] <lynxlynxlynx> that's an internal module
[18:13:39] <lynxlynxlynx> internal to python, i mean
[18:14:17] <lynxlynxlynx> did you use the same dll as last time?
[18:14:43] <lynxlynxlynx> you could try with python26.dll if you have it around
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[18:23:32] <Maighstir> Hmm, need to build against Python 2.6 then... pity I haven't figured out how to keep several python versions installed and recognised at once so I could tell mingw which one to use each time.
[18:30:05] <lynxlynxlynx> maybe wait for the others to reply, maybe there's a simpler solution
[18:30:19] <lynxlynxlynx> i just know the previous builds were against 2.6
[18:31:43] <fuzzie> someone reported this before
[18:32:09] <fuzzie> and it turned out that their machine had a bad PYTHONHOME environment variable set
[18:34:19] <Maighstir> It's not like I need a newer version anyhow, building against python26 now.
[18:54:50] <Maighstir> http://www.ops-area.net/annat/GemRB/GemRB_v0.6.4.zip new file, slightly smaller, seems to work from my testing. Please check if I missed something.
[19:10:49] <CIA-48> GemRB: 03fuzzie * r611d8b88c6ae 10gemrb/gemrb/core/GlobalTimer.cpp: advance GameTime and RealTime in increments of 1 tick
[19:10:57] <CIA-48> GemRB: 03fuzzie * r8acbdec12b38 10gemrb/gemrb/core/ (GlobalTimer.cpp GlobalTimer.h Interface.cpp Interface.h): only update game scripts on a new tick
[19:11:25] <fuzzie> that might accidentally fix the too-fast romances
[19:12:12] <fuzzie> or it might screw up the timing, not ready to commit the removal code yet
[19:15:03] <lynxlynxlynx> Maighstir: thanks, i'll upload it
[19:15:19] <lynxlynxlynx> it works in your vm, which sounds good enough
[19:16:54] <Maighstir> Yeah, the VM is very bare-bones, so that package shouldn't need any extras beyond a dataset.
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[19:25:05] <lynxlynxlynx> ok, only avenger left
[20:00:04] <edheldil_> what movie has Avenger problems with? iwd2 intro videos?
[20:03:58] <fuzzie> yes, but i think it is environment issue
[20:04:33] <edheldil_> I don't see any artifacts
[20:04:57] <fuzzie> neither does anyone else, and it works on avenger's work machine :)
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[20:25:48] <maighstir_> And while we're on the topic of builds, I'm trying to get GemRB to compile through XCode but get an error I don't know how to fix, perhaps someone else here has an idea: http://pastebin.com/yEqYWpZN
[20:26:08] <felixthered> Where do I find gemrb.ini?
[20:27:38] <wjp> that's part of gemrb's data files (in gemrb's override dir). If gemrb can't find it, then one of the paths in your config file probably isn't set correctly
[20:27:46] <fuzzie> or your GameType isn't set
[20:28:24] <fuzzie> maighstir_: that isn't linking gemrb.cpp for some reason
[20:28:52] <fuzzie> oh, no, wait
[20:28:55] <fuzzie> which SDL are you using?
[20:29:14] <Maighstir> 1.2.14
[20:29:21] <fuzzie> but i mean, an official build?
[20:29:48] <fuzzie> i guess probably so, with the '-framework SDL'
[20:30:17] <Maighstir> yeah, downloaded the dmg off libsdl.org
[20:30:18] <fuzzie> those require you to link some SDLmain in too
[20:30:50] <fuzzie> it is a stupid mess
[20:32:01] <Maighstir> So, build an sdlmain.a and get it to find that?
[20:32:21] <fuzzie> the advice in the cmake module is "include SDLmain.h and SDLmain.m your project for the OS X framework based version"
[20:37:05] <fuzzie> but i very rarely have access to an OS X machine to fiddle with this build stuff, and cmake is crazy.
[20:38:27] <lynxlynxlynx> you could ask hanicka
[20:38:39] <lynxlynxlynx> she recently provided another patch to make things work on mac
[20:39:36] <fuzzie> hanicka was using macports, i'm pretty sure
[20:40:00] <fuzzie> it is the 'lazy' way, since if you just make sure only the macports version is there, you end up with a linux-type link
[20:49:38] <fuzzie> trying to work out how Delay() works atm
[20:50:19] <lynxlynxlynx> a patchbomb is brewing, eh?
[20:50:32] <fuzzie> no, honestly i don't have much in-tree
[20:51:14] <fuzzie> i keep 'git reset --hard'ing the whole lot
[20:55:57] <lynxlynxlynx> :/
[20:56:31] <fuzzie> so i thought i would approach it from a different angle
[20:56:35] <fuzzie> and *start* by fixing the timing stuff
[20:57:18] <fuzzie> and it turns out that this means that Delay() needs to be fixed first.
[20:58:26] <fuzzie> but it turns out that the original engine's Delay() depends on the action updates being correct, which I should've predicted :-)
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[21:16:39] <fuzzie> it seems like Delay() ends up being random
[21:18:56] <fuzzie> i guess weimer notes this in a post from 2002
[21:25:34] <lynxlynxlynx> heh
[21:27:09] <fuzzie> well, i thought, it is in IESDP as delays by the number of seconds..
[21:28:27] <fuzzie> but it actually checks (scriptticks % param0) <= idleticks
[21:28:37] <fuzzie> which is just weird
[21:38:14] <lynxlynxlynx> Avenger: post this http://pastebin.com/esQcDyub
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[21:56:46] <edheldil_> good night
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[23:57:07] <pupnik_> http://qikr.co/9gnwn 55 FPS! :D :D :D 55 FPS!