#gemrb@irc.freenode.net logs for 27 Nov 2012 (GMT)

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[00:38:26] <xrogaan> You SHOULD start a kickstarter and kickbutt those amateurs: http://www.kickstarter.com/projects/1719196889/iceblink-engine
[00:38:35] <xrogaan> 'just say'ng
[00:40:34] <xrogaan> Avenger working on bgee ? SOLD!
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[07:11:46] <avenger> hi
[07:16:43] <avenger> xrogaan: yeah, it seems like everyone and their doggie wants to build a 2d rpg engine now
[07:20:46] <avenger> if i knew how to work with 3d studio, i would have built something with gemrb by now
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[20:20:09] <Avenger> added favourite weapon registration, without checking :)
[20:22:55] <lynxlynxlynx> saw it
[20:26:45] <Avenger> it seems to be working
[20:27:23] <Avenger> first i let imoen to hit pc with fist, fist became favourite
[20:27:38] <Avenger> then gave her a dagger, after a few hits, i checked as it counted, it became fav
[20:28:03] <Avenger> i think ours is even better than the original, which appears to choke after 3 favourites
[20:28:39] <Avenger> as far as i see, the original won't swap the best weapon with the 4th slot during game
[20:30:58] <lynxlynxlynx> i couldn't understand the system, since there's a limited amount of slots
[20:31:16] <lynxlynxlynx> where would the sixth weapon usage count be stored?
[20:31:27] <lynxlynxlynx> or 17th
[20:32:23] <Avenger> it stores only 3+1
[20:32:37] <Avenger> the 4th is always the smallest, and it is always replaced by a new one
[20:33:21] <Avenger> btw, i didn't see any safeguards to defend from overflow 65535 in the original
[20:33:49] <Avenger> i wonder how many counts are expected in a full game
[20:34:47] <Avenger> anyway, i'm happy with my implementation. I checked the original only after i wrote mine :D
[20:35:52] <lynxlynxlynx> :)
[20:37:03] <fuzzie> probably much better way of doing it :p
[20:45:39] <lynxlynxlynx> so, what about spells?
[20:45:54] <Avenger> that one is easier, i think
[20:46:03] <Avenger> every cast spell appears to be registered
[20:46:05] <lynxlynxlynx> it shouldn't be done on a too low level or too many will be in play
[20:46:22] <Avenger> it should be in spellcast
[20:46:30] <Avenger> or something like that
[20:46:33] <Avenger> let me see
[20:46:48] <lynxlynxlynx> that's too low i think
[20:47:00] <lynxlynxlynx> all the wild magic is already resolved there
[20:47:11] <lynxlynxlynx> casts from items and effects too
[20:47:37] <Avenger> it should be in spellcastend, at the point where we send the triggers
[20:47:39] <lynxlynxlynx> ok, you can check SourceType
[20:47:48] <Avenger> if items use that, then they are buggy anyway :0
[20:47:59] <Avenger> spellcastend/spellcastpointend
[20:48:09] <lynxlynxlynx> effects call them, yes
[20:48:10] <Avenger> i mean: CastSpellPointEnd
[20:48:18] <lynxlynxlynx> not the actions, but our internal code directly
[20:49:37] <Avenger> i think the original engine does the same
[20:50:07] <Avenger> the original does it when you become visible from casting
[20:54:22] <lynxlynxlynx> that's good, also ignores all the forced variants
[20:54:34] <lynxlynxlynx> not that we care what values the npcs would have
[20:56:23] <Avenger> we don't call into this for npcs without pcstat
[20:56:42] <Avenger> so, it is unlikely they accumulate any
[20:59:28] <Avenger> ok added it too
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[22:05:58] <Avenger> i so much hate pixels... grrr.
[22:30:31] <lynxlynxlynx> huh?
[22:30:43] <lynxlynxlynx> a fan of voxels or something?
[23:00:50] <Avenger> 2 more days, and i can finally tell you
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[23:32:33] <lynxlynxlynx> heh
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