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

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[09:56:38] <CIA-22> gemrb: 03avenger_teambg * r7276 10/gemrb/trunk/gemrb/plugins/Core/ (Game.cpp Game.h): dream cutscenes in ToB
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[12:16:07] <Edheldil> Hello!
[12:19:45] <Avenger> hi Ed
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[14:23:29] <Avenger> hi lynx
[14:23:52] <lynxlynxlynx> oj
[14:24:03] <Avenger> dream cutscenes now work in bg2
[14:24:27] <pupnik_> +++++
[14:26:38] <lynxlynxlynx> annoying :P
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[15:23:47] <lynxlynxlynx> the forums are still down :/
[17:14:30] <lynxlynxlynx> GiveItemCreate("OrkTres",Protagonist,1,1,1) <-- anything fishy about this?
[17:15:41] <lynxlynxlynx> it works, the item get given, but the item itself looks pretty much like a placeholder
[17:15:59] <lynxlynxlynx> no icon, no description, no anything
[17:22:16] <pupnik_> :/
[17:22:55] <lynxlynxlynx> the gamebanshee walktrough suggest the item is random
[17:23:30] <lynxlynxlynx> and the items are even mentioned in that dialog block, but disabled
[17:23:56] <fuzzie> heh
[17:24:02] <lynxlynxlynx> IF ~False()~ THEN REPLY #276 /* ~Thank you. I must take my leave now. Farewell.~ */ DO ~GiveItem("cloakmi", Protagonist)~ EXIT
[17:24:22] <fuzzie> well, the 'Tres' thing is maybe a clue we should be looking in a 2da?
[17:25:19] <lynxlynxlynx> i'll check if there is any table
[17:25:57] <lynxlynxlynx> worlde.2da looks interesting for the var problem of before
[17:26:39] <lynxlynxlynx> indeed
[17:26:54] <lynxlynxlynx> rndtres has an orktres row
[17:27:29] <fuzzie> there was some discussion about unused treasure stuff in bg2 on forums
[17:27:35] <lynxlynxlynx> and we have a randitem.2da in the override already
[17:27:51] <lynxlynxlynx> that was the txxx.2da or something like that
[17:43:26] <lynxlynxlynx> the table gets read fine, so my next idea is that we just don't use it in that action
[17:44:03] <fuzzie> i could't find any relevant uses of 'tres' in the whole of gemrb
[17:45:04] <lynxlynxlynx> it is RtRows
[18:02:53] <lynxlynxlynx> yeah, the resolving is only done on area load
[18:06:07] <lynxlynxlynx> the action uses AddSlotItem, but only AddSlotItemRes does the resolving
[18:08:05] <fuzzie> looks like it should be okay to just replace?
[18:08:21] <fuzzie> it'll have this stupid usages/etc bug, but that already exists
[18:10:08] <fuzzie> or just call the resolve function from the action, i guess
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[18:12:27] <Avenger> which game has this orktres? iwd?
[18:12:44] <fuzzie> yes
[18:13:09] <Avenger> it is an entry in rndtres.2da
[18:13:14] <fuzzie> yes :)
[18:13:22] <Avenger> so, hmm, it isn't resolved?
[18:13:23] <fuzzie> lynx worked that all out already
[18:13:30] <lynxlynxlynx> read the scrollback first Avenger ;)
[18:13:33] <fuzzie> the action in question just doesn't call the treasure resolve function
[18:14:18] <Avenger> i see
[18:15:07] <Avenger> we should use one method for item creation :)
[18:15:44] <Avenger> the one which uses the treasure tables
[18:16:33] <Avenger> so, what's the problem with SetSlotItemRes?
[18:16:41] <fuzzie> it doesn't create the item
[18:16:45] <fuzzie> it just tries adding it straight away
[18:17:16] <Avenger> SetSlotItemRes calls the resolve function
[18:17:16] <fuzzie> so it's not so nice to use in actions like CreateItem
[18:17:33] <fuzzie> which want an item to make sure it can drop at feet
[18:17:35] <lynxlynxlynx> the action uses SetSlotItem
[18:17:48] <lynxlynxlynx> same problem is maybe somewhere with AddSlotItem
[18:17:51] <fuzzie> so just replacing with SetSlotItemRes is no good fix, i guess?
[18:17:52] <lynxlynxlynx> or the reverse
[18:17:55] <Avenger> SetSlotItemRes calls SetSlotItem too, after resolving
[18:18:22] <fuzzie> because there's still no way to get the required CREItem.
[18:18:40] <Avenger> we have SetSlotItem and AddSlotItem, all come with +Res for item resolving
[18:18:41] <fuzzie> since SetSlotItemRes destroys it if it fails!
[18:18:52] <Avenger> hmm, how could it fail
[18:19:12] <fuzzie> oh, hm
[18:19:14] <fuzzie> this design is just bad
[18:19:20] <fuzzie> i mean, we want to drop the item if the AddSlotItem fails
[18:19:33] <fuzzie> so we need the item resolved before we call AddSlotItem
[18:19:51] <fuzzie> or else AddSlotItemRes needs to return the item *and* whether it failed or not
[18:20:31] <Avenger> You can call dropitematlocation with a resref
[18:20:38] <Avenger> sure, it creates the item anew
[18:20:53] <Avenger> but you can do the whole stuff with the existing methods
[18:21:22] <Avenger> oh that's not good
[18:21:25] <Avenger> well
[18:22:24] <fuzzie> the resref version of DropItemAtLocation doesn't allow you to pass charges/etc
[18:22:49] <Avenger> ok
[18:23:01] <Avenger> the problem is: createitemcore needs the item resolve function
[18:23:10] <fuzzie> that sounds like the best solution :)
[18:23:13] <Avenger> that would solve a lot of createitem functions
[18:24:52] <fuzzie> lynxlynxlynx: maybe you can try adding the call there, since you have a test?
[18:24:56] <Avenger> one single line :)
[18:24:59] <Avenger> added it
[18:25:14] <CIA-22> gemrb: 03avenger_teambg * r7277 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: call resolverandomitem in createitemcore
[18:25:51] <lynxlynxlynx> i guess i'll just test then hehe
[18:25:58] <fuzzie> :_)
[18:26:04] <fuzzie> nice when things are simple
[18:26:38] <Avenger> yep, i like one line fixes almost as much fixing by deletion
[18:26:50] <Avenger> as much as...
[18:27:18] <Avenger> test the dream cutscenes too!
[18:27:25] <lynxlynxlynx> works fine :)
[18:27:26] <Avenger> i tested it with one case only
[18:28:02] <lynxlynxlynx> i'm in iwd mode
[18:28:23] <Avenger> hehe, and how goes the walkthrough? any blocker?
[18:28:44] <lynxlynxlynx> http://linux.prinas.si/gemrb/doku.php?id=iwd_playthrough_bugs
[18:29:07] <Avenger> kuldahar sucks
[18:29:08] <lynxlynxlynx> i'm about halfway through
[18:29:22] <Avenger> any idea how this works in the original?
[18:29:27] <lynxlynxlynx> just about to go underground
[18:29:34] <lynxlynxlynx> yeah, you can go there ;)
[18:29:35] <fuzzie> the world map thing? i think it just auto-enables any direct links
[18:29:48] <lynxlynxlynx> but how do you know if it is a direct link?
[18:29:50] <fuzzie> rather than bothering to check the adjacent/reachable flags
[18:30:00] <fuzzie> lynxlynxlynx: because it's in the world map file as 'east' of the other area
[18:30:10] <lynxlynxlynx> ah
[18:30:17] <Avenger> that would work only if adjacent is set
[18:30:25] <fuzzie> yes, but adjacent is not set
[18:30:25] <Avenger> in the bg2 engine, no?
[18:30:28] <fuzzie> and it works anyway in iwd
[18:30:33] <fuzzie> so it obviously doesn't pay attention :)
[18:30:44] <fuzzie> i sabotaged all scripting, teleported to the area and it still worked fine for me
[18:30:44] <Avenger> well, we could simply set that bit in the loader
[18:31:12] <Avenger> if it isn't used for something else, that is
[18:31:14] <fuzzie> well, i wonder if that causes compatibility issues, i didn't look to see if it actually set the bits
[18:31:17] <Avenger> the original engine will ignore it
[18:31:40] <Avenger> well, if it causes ANY problems, we will know what that bit is used for :)
[18:31:55] <fuzzie> the _dead thing should be simple to fix too
[18:32:12] <fuzzie> it's there in the executable, it's right next to the other death var string, it seems it must be hardcoded..
[18:32:21] <Avenger> i don't think the _dead thing is automaticallyt set, at least i thought it isn't
[18:32:51] <Avenger> anyway, it is a substitute for the sprite_is_dead<name> instead it is <name>_dead
[18:32:57] <fuzzie> no
[18:33:25] <fuzzie> iwd has KILL_%s_CNT to replace SPRITE_IS_DEAD%s
[18:33:33] <fuzzie> but after the KILL_ and _CNT in the exe, it also has _DEAD
[18:33:53] <fuzzie> well, maybe it's the other way around and no-one noticed, i don't know..
[18:34:01] <Avenger> sprite_is_dead is a counter? oh, i see
[18:34:20] <fuzzie> i was hoping you would know :)
[18:35:45] <Avenger> i will take up this job
[18:35:55] <Avenger> you know, the more i know, the more i forget :)
[18:40:28] <Avenger> we already use the _DEAD field, but only for pst
[18:58:13] <Avenger> ok, i cannot untangle my pending changes from the deathvar change, so i dump all
[18:58:16] <CIA-22> gemrb: 03avenger_teambg * r7278 10/gemrb/trunk/gemrb/plugins/Core/ (7 files):
[18:58:16] <CIA-22> gemrb: DeathVarFormat is now available via Interface
[18:58:16] <CIA-22> gemrb: separated effectqueue update and cleanup
[18:58:16] <CIA-22> gemrb: more consts in Interface
[18:58:16] <CIA-22> gemrb: Use the locals of the actor in player1d (it is not yet clear in which context this script runs)
[18:58:45] <Avenger> this breaks item equipping a bit. The updating of the inventory window is lagging again
[18:59:17] <Avenger> i simply couldn't fix that problem
[19:00:04] <fuzzie> well, with only a single effect list, it is difficult
[19:00:16] <Avenger> sucks
[19:00:54] <Avenger> so we already talked about it is separated in the IE?
[19:01:02] <fuzzie> yes :)
[19:01:31] <Avenger> well, first look at my changes, and tell me why it wouldn't work ;)
[19:02:01] <Avenger> why would it work if the cleanup function is called right after update
[19:02:34] <Avenger> proper name is: EffectQueue::ApplyAllEffects
[19:03:34] <fuzzie> well, i think of the case where the game is paused
[19:07:12] <lynxlynxlynx> i see what the name problem is, shortname/longname are reversed
[19:09:19] <lynxlynxlynx> but not always, huh
[19:09:21] <fuzzie> i don't see why it wouldn't work as it is now, huh
[19:09:31] <fuzzie> i mean, portrait icon refresh
[19:09:39] <fuzzie> maybe the flag handling is wrong
[19:19:31] <lynxlynxlynx> ah, SetName is called with the wrong type / bad
[19:32:10] <lynxlynxlynx> maybe we're saving the actors badly? The call comes from CREImp::GetActor and the names are the first thing it reads
[19:32:37] <fuzzie> well, that code is also in CREImp
[19:32:39] <fuzzie> so should be clear
[19:34:07] <lynxlynxlynx> ah, iwd uses a different cre file format, so bg2 was fine
[19:35:12] <lynxlynxlynx> but it works ok sometimes, that's what is wierd
[19:37:46] <Avenger> this shortname/longname mismatch is annoying, yeah
[19:53:23] <lynxlynxlynx> the order in CREImp::PutHeader is inverse
[19:59:30] <lynxlynxlynx> it doesn't seem to help though
[19:59:46] <lynxlynxlynx> i saved, cleared the cache and on load the names are still wrong
[20:00:02] <lynxlynxlynx> am I missing another purging step?
[20:00:02] <fuzzie> the creatures are saved into the save
[20:02:15] <lynxlynxlynx> i saved in another area
[20:02:49] <fuzzie> once you entered the area, it's saved
[20:03:04] <fuzzie> so you have to load from a save before that area ever got loaded
[20:03:10] <lynxlynxlynx> aha
[20:03:12] <fuzzie> and this can be difficult to tell, because scripts can load areas behind your back
[20:03:40] <fuzzie> you can probably just use dltcep to remove the ARE though
[20:03:49] <Avenger> yes, you can
[20:03:57] <Avenger> the skim save function does this
[20:05:01] <Avenger> damn g3, i wonder what's wrong with it.
[20:05:25] <fuzzie> i guess they're trying to upgrade their copy of IPS
[20:05:31] <fuzzie> erm, IPB
[20:06:51] <lynxlynxlynx> where do i find this editing part? I looked at gam and are
[20:07:01] <fuzzie> it's the SAV file which has it
[20:07:04] <Avenger> skimming ?
[20:07:04] <fuzzie> see the main menus
[20:07:12] <Avenger> it is in the extract menu
[20:07:25] <lynxlynxlynx> ah, thanks
[20:07:55] <Avenger> the filemask you specify will be removed from the .sav file
[20:08:03] <lynxlynxlynx> * -> 101
[20:08:17] <Avenger> 101?
[20:08:27] <lynxlynxlynx> matches
[20:08:30] <Avenger> select .are ;)
[20:08:36] <lynxlynxlynx> i did
[20:08:38] <Avenger> to not remove stores
[20:08:39] <Avenger> ok
[20:09:00] <lynxlynxlynx> it didn't make a difference though
[20:09:06] <Avenger> check out the save dir
[20:09:08] <lynxlynxlynx> do i need to manually save it afterwards?
[20:09:13] <Avenger> i think it creates a tmp file
[20:09:24] <Avenger> so you need to manually copy it over the original
[20:09:30] <Avenger> it is a safety step :)
[20:09:37] <Avenger> so i won't be accused of ruining saves
[20:09:50] <lynxlynxlynx> no, it creates a backup
[20:09:54] <Avenger> hmm
[20:10:03] <lynxlynxlynx> unless it fakes the timestamp
[20:10:06] <Avenger> so the new save is the smaller?
[20:10:12] <Avenger> is it smaller? significantly?
[20:10:14] <lynxlynxlynx> they're the same size
[20:10:23] <Avenger> then it didn't do anything
[20:10:24] <lynxlynxlynx> i'll retry
[20:10:25] <Avenger> meh
[20:10:43] <Avenger> it could be that i forgot how this crap works
[20:10:50] <lynxlynxlynx> ah, "couldn't rename file"
[20:11:12] <lynxlynxlynx> probably just because the save of the save is there
[20:11:23] <Avenger> yes, i guess that's it
[20:11:34] <lynxlynxlynx> it is
[20:12:00] <lynxlynxlynx> i reran it, but it is the same, it only says it copied 101 files
[20:12:00] <lynxlynxlynx> i'll try targetting a specific area now
[20:12:28] <lynxlynxlynx> that worked
[20:12:36] <Avenger> remove the *
[20:12:42] <Avenger> it doesn't need *
[20:12:58] <Avenger> if it copied 101 files, then it kept all of them because none of them matched *
[20:13:27] <Avenger> yeah, i should have a tooltip for that :)
[20:13:32] <Avenger> at least
[20:13:42] <lynxlynxlynx> fixed the issue
[20:13:46] <lynxlynxlynx> i'll commit the swap
[20:14:09] <Avenger> hmm, was this a permanent flip flop swapping?
[20:14:25] <lynxlynxlynx> uh what?
[20:14:29] <lynxlynxlynx> ab vs ba
[20:14:35] <Avenger> then back to ab?
[20:14:43] <Avenger> at next save?
[20:15:14] <lynxlynxlynx> i just changed this in PutHeader:
[20:15:18] <lynxlynxlynx> + stream->WriteDword( &actor->LongStrRef);
[20:15:19] <lynxlynxlynx> stream->WriteDword( &actor->ShortStrRef);
[20:15:21] <lynxlynxlynx> - stream->WriteDword( &actor->LongStrRef);
[20:15:29] <lynxlynxlynx> since that is the order in the cres
[20:15:35] <Avenger> meeh, i mean the bug :)
[20:15:43] <lynxlynxlynx> which one?
[20:15:50] <Avenger> the bug did swap the names at every save?
[20:16:06] <Avenger> so you would get the right names every second iteration?
[20:16:31] <Avenger> if not, then you just made it :)
[20:16:31] <lynxlynxlynx> i'm not so sure about that
[20:16:50] <lynxlynxlynx> since they get saved permanently
[20:17:34] <Avenger> if there was no flipping then now will be
[20:18:11] <lynxlynxlynx> they only got saved once
[20:18:21] <Avenger> but you can save again
[20:18:29] <Avenger> load it, and save it
[20:18:36] <lynxlynxlynx> that didn't change anything before
[20:18:46] <Avenger> that's what i say, now it will :)
[20:18:58] <Avenger> just try it
[20:19:10] <lynxlynxlynx> not only for the existing saves?
[20:19:32] <Avenger> save one, load it, save again, load the new save, etc. etc
[20:19:54] <lynxlynxlynx> i don't see the problem
[20:20:15] <fuzzie> Avenger theorises that you can test it by doing that
[20:20:22] <lynxlynxlynx> that's what i did
[20:20:33] <fuzzie> if it loads in a different order than it saves, either you will find it swaps the names repeatedly with your patch, or it swapped names repeatedly before
[20:20:36] <Avenger> well i just don't see how this is possible
[20:20:46] <fuzzie> if neither of those are the case, something different is broken
[20:20:48] <Avenger> yeah, fuzzie sees what i meant
[20:20:52] <lynxlynxlynx> they were saved badly before
[20:20:57] <lynxlynxlynx> now the load and save are in synx
[20:21:00] <lynxlynxlynx> sync
[20:21:07] <Avenger> ok
[20:21:24] <lynxlynxlynx> but when i was trying before, i didn't see the swapping due to the ares in the save
[20:21:44] <Avenger> huh, that one sentence ruined my understanding again
[20:22:04] <lynxlynxlynx> before = before my change
[20:22:07] <fuzzie> as long as you stay in the problem area, it will re-save the creatures every time
[20:22:16] <fuzzie> so you should see swapping in that case
[20:22:21] <Avenger> that means, it stabilised in the old case
[20:22:27] <Avenger> so it will flipping now
[20:22:32] <lynxlynxlynx> there is no swapping now, the buggy goblin stays the goblin
[20:22:43] <Avenger> even if you reload your new save?
[20:22:58] <lynxlynxlynx> yes
[20:23:06] * Avenger shrugs.
[20:23:15] <Avenger> i don't quite see how this could happen
[20:23:21] <lynxlynxlynx> i can load+save ad nauseum
[20:23:33] <fuzzie> but you saw swapping before your patch?
[20:23:38] <lynxlynxlynx> yes
[20:23:49] <Avenger> that was what i asked first :)
[20:23:56] <lynxlynxlynx> but not always
[20:24:21] <lynxlynxlynx> i think this is just a misunderstanding
[20:24:26] <Avenger> well, lets hope you fixed this
[20:24:39] <Avenger> if not, then recall what you changed last time :)
[20:25:00] <Avenger> i know, i changed these names to and from a few times
[20:25:05] <lynxlynxlynx> the actors in the current area stay bugged (no swapping), the one in the new area is ok
[20:25:27] <Avenger> erase any saves by gemrb :)
[20:25:36] <Avenger> those are infected by swapping
[20:25:41] <lynxlynxlynx> that would be all :P
[20:25:47] <Avenger> right
[20:26:08] <lynxlynxlynx> luckily it is a cosmetical problem
[20:26:08] <Avenger> it is like a swarming nest of bugs
[20:26:30] <fuzzie> it is annoying when gemrb really corrupts things
[20:26:43] <fuzzie> i fixed a couple of those bugs, and ha to delete all saves
[20:26:55] <Avenger> yep, i realized that, that's why i play my game in the original, i got some 120 saves :)
[20:27:05] <Avenger> so now i can continue at any point
[20:27:25] <lynxlynxlynx> i like complete testing
[20:27:49] <Avenger> unit testing always precludes system testing
[20:28:00] <CIA-22> gemrb: 03lynxlupodian * r7279 10/gemrb/trunk/gemrb/plugins/ (CREImporter/CREImp.cpp Core/Actor.cpp):
[20:28:00] <CIA-22> gemrb: fixed the saving order of the creature shortname/longname;
[20:28:00] <CIA-22> gemrb: made the actor debug dump more verbose about names
[20:30:51] <Avenger> i mean, forego... in hungarian we have the same word, bad translation ;)
[20:34:10] <Avenger> was there a test for the crash bug which was caused by reapplying all effects while creating an item?
[20:34:40] <Avenger> my previous commit intented to fix that
[20:35:13] <lynxlynxlynx> the one with Item:Remove calls hmmm
[20:35:53] <lynxlynxlynx> i have a save :)
[20:36:14] <lynxlynxlynx> seems to be fixed
[20:36:35] <Avenger> ok, you will see gui bugs now, instead
[20:36:45] <Avenger> if you remove items, the ac won't change immediately
[20:36:55] <Avenger> it is still more acceptable than the crash :)
[20:37:25] <lynxlynxlynx> not immediately but when?
[20:37:41] <Avenger> if you click on the SAME actor's icon, it is enough
[20:38:03] <Avenger> i don't know why it isn't refreshed, i tried to set the gui refresh flag
[20:38:13] <Avenger> but it seems the effects themselves are not applied
[20:38:47] <Avenger> fuzzie says this will need a separation of the equipping / not equipping effects. The original has this separation, but i don't know why is it needed.
[20:39:41] <Avenger> two queues cause lots of code repetition, or if i just handle the two queues as one in effectqueue, then why the change :)
[20:40:04] <Avenger> how do i ignore half of the effects, and when
[20:40:09] <Avenger> lots of questions
[20:40:27] <Avenger> if it turns out to be needed, then we'll need a 3rd copy of the stats, as the original has them
[20:40:33] <Avenger> that would suck greatly
[20:42:23] <lynxlynxlynx> indeed
[20:42:56] <fuzzie> well, if you remove items, then the gui doesn't know to update the AC, but it should update the icons
[20:44:26] <lynxlynxlynx> can it not be done with some scheduling? first remove all the known effects and if they cause other effect changes, do those last
[20:48:45] <lynxlynxlynx> original iwd breaks if i tried to load a gemrb how save
[20:49:03] <lynxlynxlynx> need to find another way to check lethias' appearance
[20:49:25] <lynxlynxlynx> googling gets me only area pics and porn ><
[20:51:33] <Avenger> lethias_
[20:51:35] <Avenger> ?
[20:51:56] <fuzzie> my problem with effects is simple
[20:52:06] <fuzzie> apply a damage-per-second effect to yourself
[20:52:07] <Avenger> animated plate
[20:52:15] <fuzzie> then pause the game, go into inventory, and add/remove an item repeatedly
[20:52:18] <fuzzie> what happens?
[20:52:21] <Avenger> lethias is an animated plate (that means, no avatar animation) only equipment
[20:52:29] <fuzzie> if you re-apply the effects every time, then the damage effects gets applied, no?
[20:53:02] <lynxlynxlynx> yes, but which plate to choose?
[20:53:05] <Avenger> yeah, but the repeating effects are done differently
[20:53:12] <lynxlynxlynx> oh
[20:53:21] <fuzzie> i mean, in gemrb, that is where the problem seems to lie
[20:53:36] <fuzzie> if we can fix that in gemrb without multiple lists, then they don't seem necessary
[20:54:05] <Avenger> well, in IE there are 3 things: 1, equipping effect queue, 2: other effect queue, 3: repeating damage list :)
[20:54:43] <Avenger> i never said i wouldn't create the repeating damage list, that requirement is already admitted by me
[20:54:44] <fuzzie> well, i can see you need an equipping queue and a not-equipping queue
[20:54:54] <fuzzie> i'm not sure why you'd need to split the not-equipping one into different parts, though
[20:55:43] <Avenger> the repeating damage list is not a real effect queue
[20:56:29] <Avenger> it is a relatively small structure, something like : type, frequency, amount, duration
[20:56:33] <fuzzie> well, i guess that explains it, then
[20:56:46] <fuzzie> you want to make sure non-equipping effects don't activate when paused
[20:56:54] <Avenger> it is used for poison,regen,disease
[20:56:58] <fuzzie> and if the repeating damage list is not a real list, you need that also
[20:57:12] <Avenger> and in iwd, i think burning blood, and probably 1-2 other effects
[20:57:39] <Avenger> :(
[20:57:50] <Avenger> i don't want a third copy of stats
[20:57:57] <Avenger> it would be so ugly
[20:58:36] <fuzzie> well, maybe it's avoidable by being clever, i just see that it might have been an easier design for them
[20:59:06] <Avenger> the IE code has them, they usually don't use the base stats (those that also get saved), but they use the 2nd and 3rd copy of stats in all possible ways
[20:59:29] <Avenger> sometimes only the 2nd, sometimes the 3rd, and sometimes pick from the 2 based on another field
[20:59:34] <Avenger> it is damn complex
[21:00:46] <Avenger> most of the IE is the redundant mess about picking the right stat :) and fighting through several layers of ->
[21:02:52] <Avenger> hmm this lethias had that ugly linefeed in the name too
[21:03:15] <lynxlynxlynx> man3 is the best of the animation i could find
[21:03:24] <lynxlynxlynx> and the others are used by the other armory types already
[21:03:41] <lynxlynxlynx> except for the axe, it looks pretty elven too
[21:04:40] <Avenger> well i could probably chew myself through the avatar animation code
[21:05:15] <lynxlynxlynx> nah, i'll just teleport to that area from the real game
[21:06:07] <Avenger> hmm no createcreature in iwd
[21:06:12] <Avenger> that sucks :)
[21:07:01] <Avenger> hmm MAN2/MAN3 are not in our avatar list
[21:07:09] <lynxlynxlynx> man2 is
[21:07:11] <Avenger> so you might have found them
[21:07:22] <Avenger> oops
[21:07:24] <Avenger> hmm
[21:07:38] <lynxlynxlynx> i just need to confirm man3
[21:08:18] <Avenger> yes, it is highly likely
[21:08:41] <Avenger> it is near MAN2 and MANI
[21:08:41] <Avenger> the order is odd
[21:08:53] <Avenger> it would be MAN3/MANI/MAN2
[21:09:27] <Avenger> i read somewhere, that someone found out why these codes are so seemingly random in iwd
[21:12:00] <lynxlynxlynx> nah, he's a regular skeleton
[21:12:37] <lynxlynxlynx> or maybe i'm seeing wrong
[21:12:44] <lynxlynxlynx> transluscent bastard
[21:13:43] <lynxlynxlynx> yeah, definitely a mani
[21:14:50] <lynxlynxlynx> 3 for size though
[21:16:17] <lynxlynxlynx> hja, not 3 nor 2 in the original
[21:18:42] <CIA-22> gemrb: 03lynxlupodian * r7280 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da): added a missing iwd avatar type
[21:27:47] <Avenger> but mani was already there
[21:28:48] <Avenger> and man3 is still missing
[21:28:50] <Avenger> meeh
[21:29:04] <Avenger> i guess it is all wrong :)
[21:29:18] <Avenger> maybe it is MANI/MAN2/MAN3
[21:29:23] <Avenger> that would be too nice to be true
[21:30:31] <lynxlynxlynx> maybe something else is using man3
[21:31:08] <Avenger> well, i will decode the animation code
[21:31:13] <lynxlynxlynx> but i don't have examples to check
[21:31:13] <-- Avenger has left IRC ("bye!")
[21:33:15] <-- lynxlynxlynx has left IRC (Remote closed the connection)
[22:53:49] --- pupnik_ is now known as pupnik
[23:57:42] <pupnik> back in the day, people paid $90 dollars for aklabeth