#gemrb@irc.freenode.net logs for 28 Jun 2009 (GMT)

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[01:12:40] <CIA-20> gemrb: 03edheldil * r6641 10/gemrb/trunk/autogen.sh: Fix /bin/sh compatibility, at least on Ubuntu
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[05:47:31] <Edheldil> Hi, DarkStar
[05:48:38] <Edheldil> k kjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj nmj jk
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[08:30:27] <Avenger> hey
[08:30:29] <Gekz> hais
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[08:30:57] <Gekz> Avenger: can GemRB load saves from Infinity?
[08:31:07] <Avenger> sure it can
[08:31:14] <Avenger> that was about the first thing it could do :D
[08:31:15] <Gekz> cool
[08:31:17] <Gekz> hah
[08:31:19] <Gekz> ok
[08:31:26] <Gekz> so that screenshot thing should be a bit easier
[08:31:28] <Gekz> I can do that in two weeks
[08:31:35] <Gekz> right now I'm coding python like a fucktard
[08:31:40] <Gekz> I'm writing a verb conjugator :)
[08:31:43] <Gekz> well, wrote
[08:31:44] <Gekz> debugging it now
[08:31:56] <Avenger> well, you definitely don't have to play gemrb to the screenshot
[08:32:14] <Avenger> but it would be good if you move a little, not just load something :)
[08:32:19] <Gekz> dah
[08:32:25] <Gekz> I'd play it a little
[08:32:26] <Avenger> like you get some combat log, or such
[08:32:28] <Gekz> to see how its progressed
[08:32:35] <Gekz> like, the final boss battle
[08:32:36] <Gekz> lol
[08:32:38] <Gekz> see how that goes down
[08:32:46] <Avenger> well, that won't, i believe
[08:32:58] <Gekz> "Rolls a 1"
[08:32:59] <Gekz> "Rolls a 1"
[08:32:59] <Gekz> "Rolls a 1"
[08:33:07] <Avenger> it is too effect intensive, it surely has lots of unsupported features
[08:33:32] <Avenger> try to get some spell effects on screen :)
[08:33:38] <Gekz> the goal of 1.0 is to support the playthrough of the entire of the Infinity series, yes
[08:33:42] <Gekz> ?
[08:33:45] <Avenger> yes
[08:33:48] <Gekz> cool
[08:33:51] <Avenger> err no
[08:33:53] <Avenger> just one
[08:33:57] <Gekz> ah
[08:33:59] <Gekz> which one
[08:33:59] <Avenger> and that will be most likely bg2
[08:33:59] <Gekz> BG2?
[08:34:02] <Gekz> excellent
[08:34:09] <Gekz> perhaps from then on
[08:34:17] <Avenger> definitely not pst or iwd2
[08:34:17] <Gekz> the versioning should be something like
[08:34:21] <Avenger> bg2 or bg1
[08:34:22] <Gekz> 1.x for every new game supported
[08:34:32] <Gekz> and 1.x.x for bug fixes and incremental updates
[08:34:50] <Gekz> and I gather the versioning format isn't decimal
[08:34:55] <Gekz> ie, 0.9, 0.10, 0.11
[08:34:56] <Avenger> bg1 requires only the projectiles coded, and i got a good progress in it, otherwise it has fewer features :)
[08:35:43] <Avenger> complete tob is not likely to be in 1.0
[08:35:57] <Gekz> lol
[08:36:07] <Gekz> ohloh's price estimate for the code is hilariously large
[08:36:08] <Avenger> but this doesn't mean it isn't playable
[08:36:19] <Avenger> well, developing a game like this is not cheap
[08:36:23] <Gekz> just means missing effects and such
[08:36:53] <Avenger> there is really a lot of man hours in this code
[08:37:34] <Gekz> I am well aware of that
[08:37:41] <Gekz> I've worked on 600 lines of code for about... 9 months
[08:37:41] <Gekz> :<
[08:37:47] <Gekz> lol
[08:39:21] <Avenger> the biggest problem with coding this clone is that we have to conform exactly to the original code versions (5 separate programs), without real specification.
[08:40:07] <Avenger> even if we code something that would be perfect for a first game, and let the scripters and artists to write around it, we have to reimplement all the quirks of the original ones, and support them simultaneously
[08:45:41] <Gekz> yeah
[08:45:44] <Gekz> it's a pain
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[09:25:42] <fuzzie> morning all
[09:25:51] <fuzzie> Avenger: do you understand the worldmap?
[09:26:11] <Avenger> sure
[09:26:46] <fuzzie> in bg2, if i try doing Nalia's quest, she does RevealAreaOnMap("AR1300"), but when I go to the City Gates and try to leave, AR1300 is visible but I can't travel there
[09:27:06] <fuzzie> and I don't understand how any of it is meant to work :)
[09:27:15] <Avenger> hmm, 2 possible problems
[09:27:20] <Avenger> 1. there is no route to it
[09:27:28] <Avenger> 2. revealareaonmap doesn't set the walkable bit
[09:27:38] <Avenger> there are 2 different bits, iirc
[09:27:40] <fuzzie> there's a link 'north' and 'east' of the city gates to it, but RevealAreaOnMap doesn't set walkable
[09:27:45] <Avenger> 1. visible, 2. reachable
[09:27:56] <Avenger> ok
[09:28:04] <Avenger> then i guess, it should set that bit too
[09:28:05] <fuzzie> i don't know if it's meant to, some comments on the forum say that RevealAreaOnMap in PS:T doesn't always set walkable
[09:28:22] <Avenger> i think in pst it is more like the first case 'no route to it'
[09:28:37] <Avenger> so, i say, lets set the walkable bit
[09:28:58] <wjp> I vaguely remember that in BG2 you also need to explore some closer areas before you could visit the d'Arnise Keep
[09:29:17] <Avenger> even if you see it?
[09:29:36] <Avenger> it is surely based on route, but fuzzie said there is a route from the city gates
[09:29:51] <fuzzie> well, i also can't get to any other areas :)
[09:30:12] <Avenger> even if you leave by the citygates?
[09:30:14] <fuzzie> i was confused by the "directions" thing of the worldmap links mostly
[09:30:33] <Avenger> it could be that the directions are mixed up, The fileformat is damn confusing
[09:30:35] <fuzzie> the city gates exit is direction 2 (NE)
[09:31:02] <fuzzie> while the worldmap links from that area are in all directions
[09:32:03] <Avenger> i think you need to set the reachable bit, if that's not enough, then our worldmap directions are mixed up
[09:32:42] <Avenger> i just hope dltcep got it right
[09:32:54] <Avenger> i spent some time with that, ~3 years ago
[09:33:29] <fuzzie> well, dltcep matches what everyone else says fine, such as IESDP
[09:33:46] <Avenger> that is not a 100% but the best available :)
[09:34:09] <fuzzie> i'll have to check in the original game, it's easy enough to look
[09:35:00] <Avenger> there are lots of routes set. And it is clever enough to find a route. There is a pathfinder algorithm in it
[09:35:52] <fuzzie> it seems to work really well for bg1, at least
[09:39:02] <wjp> looking at the map I think I was confusing some of the areas. The d'Arnise Keep is one of the closer ones to Athkatla
[09:41:16] <fuzzie> It has been probably 5 years since I played original SoA much beyond Athkatla, so my memory is just missing :)
[09:45:44] <fuzzie> There certainly is no shortage of .exe patching mods..
[09:46:05] <Avenger> hehe
[09:46:41] <Avenger> we should have finished much early, so they don't have to resort to exe hacking
[09:46:47] <fuzzie> This one is patching the avatars so I guess they'd need to change our avatars.2da :)
[09:47:02] <Avenger> huh, new anims?
[09:47:13] <fuzzie> http://www.shsforums.net/index.php?autocom=downloads&showfile=808
[09:47:30] <fuzzie> adds unique animations for thieves
[09:47:53] <Avenger> if the game resources are there, we could add those anims ourselves
[09:48:00] <fuzzie> no, these are new :)
[09:48:07] <Avenger> then no :(
[09:48:45] <Avenger> not a big deal to modify a 2da, though. I just hope when gemrb is out, modders will upgrade their exe hacking mods
[09:48:48] <Avenger> or someone else
[09:48:49] <fuzzie> maybe we need an avatars override mechanism too
[09:49:00] <Avenger> how?
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[09:49:18] <Avenger> there is no softcoded way in the IE, so no need of override
[09:49:26] <fuzzie> an 'newavtrs.2da' or similar which could be modded :)
[09:50:28] <Avenger> you mean, we let them put something like that in the game dir?
[09:50:35] <fuzzie> yes
[09:50:54] <Avenger> why would it be bad to mod directly the gemrb override
[09:51:07] <fuzzie> because the gemrb override will be impossible to find, i think
[09:51:19] <fuzzie> with a newavtrs.2da we could just write something now and have it work in weidu
[09:51:48] <Avenger> there could be some better way
[09:51:50] <fuzzie> it's just a thought :)
[09:52:02] <Avenger> there are lots of things a modder want to access
[09:52:17] <fuzzie> but i think there's no way for weidu to know where gemrb's installed, and it would be nice to stay compatible with mods installed before gemrb is
[09:52:20] <Avenger> and duplicating the resource names one by one is not productive
[09:52:37] <Avenger> well, there could be some other way
[09:52:46] <fuzzie> plus if someone reinstalls gemrb they'll lose their mods. but there is probably a better way.
[09:52:52] <Avenger> like if it finds avatars.2da in the game override it takes precedence
[09:53:16] <fuzzie> *nod*
[09:53:43] <Avenger> i wouldn't like an one by one implementation for these tables, we got dozens of them :)
[09:54:27] <fuzzie> well, avatars.2da is something huge and something we'll probably need to keep changing for a while, i think just a plain override would work for most things
[09:55:34] <Avenger> well, maybe an intelligent 2da reader could merge them
[09:55:49] <Avenger> you can define which file takes precedence in case of conflicts
[09:56:07] <Avenger> this would be a better solution for projectl.ids too
[09:56:21] <Avenger> err, it needs ids and 2da too :)
[09:56:24] <fuzzie> yes :)
[09:56:48] <fuzzie> the gemprjtl.ids thing was just done in a hurry, to have something working
[09:57:12] <Avenger> and contrary to avatars, projectiles are not fully hardcoded
[09:57:21] <Avenger> the bg2 engine allows you to override the non-hardcoded ones
[09:57:28] <Avenger> but not the hardcoded ones
[09:57:54] <Avenger> so, in that case the gemrb copy should have priority, if you want full compatibility
[09:58:22] <fuzzie> hehe, but then the gemrb copy overrides non-hardcoded ones :)
[09:58:24] <Avenger> but i wouldn't mind if the modder can override a projectile
[09:58:43] <Avenger> no, because the gemrb copy doesn't define non-hardcoded ones
[09:58:53] <Avenger> except for that engine fixup
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[10:00:07] <D_T_G> hi
[10:00:10] <Avenger> more precisely projectile.ids fixup, where one entry projectl.ids was misplaced
[10:00:35] <Avenger> hello
[10:01:10] <fuzzie> i wouldn't be surprised if modders had changed those entries too
[10:01:28] <fuzzie> although i can't imagine anyone wanting to do anything but fix them
[10:02:19] <Avenger> there is no point in anything else, it is not like they need to fight for a new slot
[10:02:31] <Avenger> weidu would normally just append it to the end :)
[10:02:40] <fuzzie> yes, if the projectile is not already used in engine spells/etc
[10:03:30] <Avenger> hmm, talking about projectiles. Do you still plan to work on the curved path? ;)
[10:04:30] <fuzzie> yes, i got very distracted with trying to fix the other pathing
[10:04:31] <Avenger> hmm, i found another odd projectile, chain lightning in how
[10:04:40] <Avenger> it is very bad
[10:04:51] <Avenger> after hit, it picks another target in range
[10:05:08] <Avenger> and it somehow modifies its own effect block
[10:05:14] <Avenger> if the spell description is correct
[10:05:38] <Avenger> also, it doesn't hit anyone it already hit in that instance :)
[10:06:02] <fuzzie> agh :(
[10:06:09] <Avenger> i don't know how much of the spell intelligence is coded in the projectile, but this smells like pst projectiles :D
[10:07:02] <Avenger> i guess i will leave this for later
[10:07:04] <D_T_G> I made a small change to my yesterday's work: http://wklej.org/id/113247/?zawin=0
[10:07:06] <fuzzie> well, they were both from Black Isle :)
[10:07:43] <fuzzie> D_T_G: ok
[10:08:17] <D_T_G> maybe better to include it in scrollbar dynamicness patch?
[10:08:20] <fuzzie> you got the tabs right there! :)
[10:08:49] <fuzzie> it seems easier to apply it now, if that's okay
[10:08:56] <fuzzie> i was thinking of doing the same myself
[10:09:17] <D_T_G> comments are unfinished :)
[10:10:11] <fuzzie> well, if you want to fix them :)
[10:11:52] <D_T_G> http://wklej.org/id/113255/?zawin=0
[10:13:27] <D_T_G> now dynamicness :]
[10:15:37] <fuzzie> hm, i broke it
[10:16:25] <fuzzie> chargen dies in OnLoad()
[10:16:56] <D_T_G> doesn't for me
[10:17:38] <fuzzie> yes, i don't think it's your code
[10:18:56] <fuzzie> huh, I guess we have a race condition lurking :(
[10:23:25] <CIA-20> gemrb: 03fuzzie * r6642 10/gemrb/trunk/gemrb/GUIScripts/LUSpellSelection.py: LUSpellSelection: tidy-up patch from Nugrud
[10:31:22] <Avenger> hmm, i cheer for valgrind in that race
[10:33:37] <D_T_G> where to find log of talks from this channel?
[10:33:55] <fuzzie> D_T_G: it's in the topic, http://log.usecode.org/gemrblog.php
[10:34:10] <D_T_G> thx
[10:35:09] <fuzzie> Avenger: do you think supporting pst will be so hard, apart from projectiles? i read in the log 'definitely not pst' :)
[10:35:41] <Avenger> the projectiles in pst are sometimes effect code too
[10:35:51] <Avenger> but apart from spellcasting, well
[10:35:58] <Avenger> probably the rest is easy
[10:36:15] <Avenger> but you will miss a lot of cool effects
[10:36:46] <Avenger> it is easier to implement bg2
[10:36:50] <Avenger> we really almost did it now
[10:37:04] <fuzzie> yes, it is really just fixing bugs now
[10:43:13] <fuzzie> well, and a lot of guiscript work :/
[10:57:38] <Avenger> a lot?
[10:58:10] <Avenger> well, a little chargen for some newcomer
[10:58:20] <Avenger> and the contingency setup for me
[10:58:37] <Avenger> what else we lack in gui
[11:00:45] <D_T_G> dynamic scrollbar in spells selection done :D http://wklej.org/id/113284/?zawin=0
[11:01:06] <D_T_G> SetPos made it pretty simple :)
[11:06:14] <fuzzie> i hate the hard-coded coordinates, but i guess they were already there
[11:07:32] <D_T_G> maybe a compatibility table of coordinates for chu-modifying mods?
[11:08:07] <fuzzie> yes, to add later
[11:10:13] <D_T_G> now I'll try to copy my solutions to hla selection
[11:10:33] <D_T_G> LUSkillsSelection.py
[11:10:39] <D_T_G> only?
[11:10:52] <D_T_G> are there mods adding extra hlas really?
[11:11:00] <fuzzie> no idea
[11:11:16] <D_T_G> or this would work only for multiclasses?
[11:11:50] <fuzzie> i thought there was enough space for all HLAs already
[11:12:01] <fuzzie> multiclassed or not
[11:12:42] <D_T_G> hmm mattinm implemented scrollbar and I could scroll down quite a lot in case of f/m/t level up
[11:13:04] <fuzzie> ok, maybe not then :)
[11:13:08] <D_T_G> there is also extra hla slot not used
[11:13:40] <D_T_G> http://gra.midco.net/marshall.mattingly/bg2_saves/
[11:14:06] <D_T_G> fmt-hla save to test it
[11:18:38] <D_T_G> http://img222.imageshack.us/img222/7278/hlas.jpg
[11:19:10] <D_T_G> it is not used in chargen and bg1 I hope :P
[11:19:18] <fuzzie> heh, no :)
[11:20:39] <D_T_G> the coordinates for 25th hla button seems to be the same as for sorcs spells lu window
[11:20:52] <fuzzie> how does it work in the original game?
[11:21:00] <D_T_G> no scrollbar
[11:21:07] <fuzzie> and nothing in the 25th button?
[11:21:19] <D_T_G> a second
[11:21:45] <fuzzie> if you're going to add a 25th button, i would suggest two patches again
[11:22:51] <D_T_G> http://img29.imageshack.us/img29/9149/originalhla.jpg
[11:23:09] <D_T_G> from bgmain.exe
[11:23:25] <D_T_G> odd
[11:23:42] <D_T_G> far less slots used
[11:25:06] <D_T_G> maybe indeed it was never overfilled in origal bg2
[11:26:43] <fuzzie> it might be a good idea to work out why the difference, before trying to fix other things
[11:26:46] <pupnik> im thinking for emus, better mouse control might be using screen as a touchpad, and "-" button for left-click and "+" buttpn for right click
[11:27:24] <pupnik> oops wrong window
[11:27:34] <pupnik> does gemrb usr right-click?
[11:30:04] <fuzzie> i don't think right-click is required
[11:30:35] <fuzzie> but it gets quickly annoying if you can't drag-select easily
[11:30:47] <fuzzie> and right-click does make a lot of things better
[11:31:01] <fuzzie> but that's right-drag too, i think
[11:31:35] <pupnik> k
[11:31:46] <pupnik> then we need buttons for that
[11:31:46] <fuzzie> it's all a bit annoying to do on a primarily touchscreen device
[11:31:55] <pupnik> mhm
[11:32:13] <pupnik> i will address it when it is time
[11:34:37] <D_T_G> "HLA selection with scroll bar allowing selection from all classes; it should be noted, however, that triple-classed mages will NEVER be able to cast the level 9 spells under a the default level cap"
[11:34:58] <D_T_G> from mattinm changelog
[11:35:50] <fuzzie> hm, gemrb doesn't obey the level cap?
[11:37:31] <D_T_G> I don't know, but I guess mattinm knew what he was doing, and so it seems for triple-classed pc-s hlas from all classes should be available to choose on level up
[11:37:43] <fuzzie> well
[11:37:49] <fuzzie> we should do whatever the original game does
[11:38:00] <fuzzie> but this is perhaps unrelated to your patches
[11:38:18] <D_T_G> a paper describing original game behaviour should be somewhere
[11:39:11] <D_T_G> I could find anything in paper manual of tob about handling hlas in case of 3classed pcs :/
[11:39:20] <D_T_G> * couldn't
[11:41:18] <fuzzie> maybe lynx knows what was intended
[11:41:42] <fuzzie> i don't really care about ToB that much, i just want SoA to work
[11:41:53] <fuzzie> so i am not a good person for this
[11:44:57] <Avenger> yep, lets focus on SoA, it is required for ToB anyway
[11:45:37] <Avenger> we already put lots of consideration into the tob part
[11:45:51] <D_T_G> but I could implement my scrollbar thingies for hla's anyway :)
[11:46:32] <Avenger> thats fine, but it is really low priority compared to chateau irenicus
[11:47:05] <Avenger> fuzzie: did you find the problem with the escape cutscene?
[11:47:29] <fuzzie> no
[11:47:55] <fuzzie> there are some missing clouds at the start, but maybe that is a timing bug
[11:48:16] <fuzzie> and there are some missing projectile animation parts but it's really difficult to tell what belongs to what..
[11:48:17] <Avenger> i saw them at one point, i'm sure
[11:48:38] <fuzzie> and we don't implement trails and things anyway
[11:48:44] <Avenger> the missing clouds could be results of some blocking vs non blocking stuff
[11:49:05] <Avenger> hm, smoke and trail are not as important as complete anims missing
[11:49:06] <fuzzie> i think the clouds appear and then time is advanced.
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[11:49:55] <Avenger> for the smoke, i will need some new avatars.2da entries
[11:50:35] <Avenger> the infinite wisdom of the bio developers made smoke and fragment graphics as class objanim (charanimations in our engine)
[11:50:49] <Avenger> i have absolutely no idea why
[11:50:59] <Avenger> i will just convert them to child projectiles anyway
[11:51:23] <Avenger> still the animID to resref conversion belongs to avatars.2da
[11:54:57] <fuzzie> *nod*
[11:55:09] <fuzzie> the clouds in the scripting look like they should be fine, actually
[11:55:18] <fuzzie> but there are lots of other bugs here
[11:56:01] <fuzzie> but i have to go for a while, bye :)
[11:57:25] <pupnik> cheers fuzzie
[11:57:27] <Avenger> bye fuzzie
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[12:34:06] <Avenger> useitempoint seems to be crippled now
[12:34:14] <Avenger> it lacks the actual call to useitem
[12:38:31] <pupnik> fix?
[12:38:35] <Avenger> sure i did
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[12:44:27] <CIA-20> gemrb: 03avenger_teambg * r6643 10/gemrb/trunk/gemrb/override/bg2/avatars.2da: smoke puff animation
[12:46:16] <Lightkey> the magic dragon~
[12:49:48] <CIA-20> gemrb: 03avenger_teambg * r6644 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: fixed UseItemPoint action to call UseItemPoint in actor
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[13:07:16] <Lightkey> Edheldil: you have a cat?
[13:12:44] <Avenger> that was his head hitting the keyboard
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[13:20:03] <D_T_G> http://wklej.org/id/113374/?zawin=0 -> LUHLASelection.py patch
[13:20:38] <D_T_G> tested on mattinm's hla test saves, all works, scrolling by line, scrollbar was already dynamic
[13:26:57] <lynxlynxlynx> why do you need ExtraHLAButtons?
[13:27:12] <D_T_G> http://img222.imageshack.us/img222/7278/hlas.jpg
[13:27:34] <D_T_G> the same reason as in sorcs spells level up
[13:28:01] <lynxlynxlynx> i don't rember seeing it in those patches, but it doesn't matter at all
[13:28:09] <lynxlynxlynx> i was trying to say you don't need it
[13:28:15] <lynxlynxlynx> why not just check the global?
[13:28:27] <D_T_G> hmm
[13:28:33] <D_T_G> you mean the function?
[13:28:40] <D_T_G> oh, it would simplify a bit
[13:30:45] <D_T_G> in sorcs spells it was needed, here indeed not
[13:32:22] <D_T_G> http://wklej.org/id/113383/?zawin=0
[13:41:58] <lynxlynxlynx> looks ok
[13:42:15] <lynxlynxlynx> i hope the whitespace is ok too, otherwise i suggest you find another pastebin
[13:42:40] <D_T_G> I used only tabs to make whitespace
[13:48:46] <fuzzie> the pastebin seems to preserve the input file, the input was just bad previously
[13:52:33] <fuzzie> Avenger: i seem to have crippled UseItemPoint by accident, sorry :(
[13:52:56] <Avenger> it is fixed now
[13:53:42] <fuzzie> but now you broke the whitepsace
[13:53:44] <fuzzie> :(
[13:53:53] <fuzzie> so i have to revert those
[13:55:34] <Avenger> i did?
[13:55:56] <fuzzie> you changed a bunch of while(something) ; to while(something);
[13:55:59] <Avenger> oh, those spaces before ; ?
[13:56:01] <fuzzie> gcc refuses to compile that
[13:56:03] <Avenger> eww
[13:56:12] <Avenger> i hate those
[13:56:21] <fuzzie> well, i'll replace with empty blocks then
[13:56:44] <Avenger> oh good, something that won't fall prey to my formatting :)
[13:57:18] <Avenger> i shouldn't have edited it in windows :) then i need no reformatting
[13:58:26] <Avenger> lets hope no compiler complains on empty blocks
[13:58:38] <fuzzie> i had a look, and empty blocks is pretty standard code
[13:58:41] <CIA-20> gemrb: 03fuzzie * r6645 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: replace while(); statements with while() { }, to fix build
[13:59:19] <fuzzie> if you're in Windows maybe test it with msvc though :)
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[14:09:58] <D_T_G> I'm trying to enable extrabutton for kits selection window: http://img150.imageshack.us/img150/2903/kitselectionm.jpg
[14:10:06] <D_T_G> but it's failing
[14:10:27] <D_T_G> File "./GUIScripts/bg2/GUICG22.py", line 182, in RedrawKits
[14:10:27] <D_T_G> KitName = KitListTable.GetValue(Kit, 1)
[14:10:27] <D_T_G> File "./GUIScripts/MetaClasses.py", line 39, in <lambda>
[14:10:27] <D_T_G> return lambda self, *args: M(self.ID, *args)
[14:10:27] <D_T_G> SystemError: NULL result without error in PyObject_Call
[14:11:01] <lynxlynxlynx> check what value Kit has
[14:15:36] <D_T_G> it's stored in 2da somewhere?
[14:16:32] <fuzzie> no, the 'Kit' variable is set by the python code
[14:16:44] <fuzzie> the error means you're looking up an invalid value, so 'Kit' is wrong there
[14:18:09] <fuzzie> a task for someday would be to make the guiscript layer stop returning NULLs without errors
[14:26:18] <D_T_G> the kit didn't failed before so it must be my fault
[14:27:33] <lynxlynxlynx> you're probably trying to add buttons while there are no kits to occupy them
[14:32:34] <lynxlynxlynx> Avenger: how do i bif my override? "build bif" is greyed out in dltcep
[14:33:09] <Avenger> huh, i think i never finished that
[14:34:31] <Avenger> it can seriously screw up a game, so i didn't bother with it
[14:35:01] <lynxlynxlynx> i've got 7k of files in there, so i think i need it
[14:35:06] <lynxlynxlynx> i'll check the other tools
[14:35:09] <fuzzie> weidu will do it, somehow
[14:35:25] <Avenger> the problem is not the bif itself, but to add it to chitin.key
[14:36:12] <fuzzie> 'weidu --make-biff override' from main game folder, it seems
[14:36:20] <fuzzie> but indeed it can seriously screw up your game
[14:36:34] <lynxlynxlynx> i'll try ramdisking it then first
[14:36:53] <fuzzie> are you hitting the wine performance problems, or is this native win?
[14:37:00] <lynxlynxlynx> wine
[14:37:26] <lynxlynxlynx> didn't have serious performance issues for ie before
[14:37:38] <lynxlynxlynx> but i think i'm pushing it with all these mods
[14:37:58] <fuzzie> yes, the wine/override thing is a known problem, wine bug #17956
[14:38:51] <fuzzie> there's some workarounds there but basically it boils down to biffing your override and then never touching your override again
[14:40:16] <fuzzie> so not v.helpful :/
[14:41:24] <Gekz> i ran the cache in tmpfs
[14:41:27] <Gekz> when using wine for bg2
[14:42:01] <D_T_G> tried generalized biffing from the bigg?
[14:43:53] <D_T_G> he also uses linux so it's certainly tested natively
[14:45:10] <fuzzie> it has very large notices saying it's not tested much :p
[14:46:00] <D_T_G> oh
[14:46:42] <D_T_G> guys from big world projected are testing it heavily
[14:47:07] <fuzzie> presumably it'll work just as well as any override biffing
[14:59:21] <D_T_G> success - kits selection no more crashes, extra button is clickable, but not choosable
[15:04:08] <lynxlynxlynx> what good is that?
[15:04:36] <D_T_G> partial success i meant - compared to my previous crashing :)
[15:04:58] <D_T_G> i'm experimenting with setstate and set flags
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[15:07:01] <Avenger> sh.t
[15:07:11] <Avenger> some iwd projectiles got effects attached to them
[15:07:22] <Avenger> kill kill kill
[15:08:02] <fuzzie> the black isle coders love you too :)
[15:08:30] <Avenger> absolutely unneeded projectile
[15:08:51] <Avenger> they just duplicated one existing, and slapped some effects on it
[15:09:29] <Avenger> it is one of the death fogs, i couldn't even see which, because i died too fast :D
[15:12:12] <Avenger> 212 Death fog, my least favourited projectile so far
[15:12:24] <fuzzie> but you haven't made it to PS:T yet :)
[15:12:44] <Avenger> it is also used in a wand, which has only movement rate effects in the extended header, the rest of the effects are in the projectile itself
[15:13:57] <Avenger> yes, pst has more like these, but i didn't know about iwd
[15:14:46] <Avenger> i don't know what to do, i guess, i need some 'default' effect block for some projectiles
[15:15:21] <Avenger> and i still have to find somehow what effects are hardcoded, or how
[15:15:32] <Avenger> chances are they separated them in some spell
[15:15:48] <Avenger> so the projectile just applies that spell
[15:18:02] <fuzzie> huh, if i empty my SoA override folder, SoA crashes
[15:18:30] <Avenger> well, some stuff in it surely needed to be overridden
[15:18:53] <fuzzie> annoying :)
[15:18:53] <Avenger> it installs with stuff in override
[15:20:51] <fuzzie> we need to implement exploding actor death properly sometime
[15:21:07] <fuzzie> apparently that is just avatar anims
[15:22:34] <D_T_G> http://wklej.org/id/113424/?zawin=0 - GUICG22.py extra kit button enabled
[15:25:05] <D_T_G> I'm not sure about extrakit.SetSprites("GUICGBC",0, 0,1,2,3)
[15:25:23] <D_T_G> it was nowhere else used in the script
[15:34:45] <D_T_G> for example if a disabled for a race class in that slot would render properly because of that
[15:35:25] <fuzzie> well, the other buttons will already exist, so presumably they should get the sprites from the CHU
[15:38:10] <D_T_G> I see, so it's ok
[15:38:41] <D_T_G> the scrolling unmarks selected kits
[15:39:08] <fuzzie> existing bug?
[15:39:09] <D_T_G> but the previous implementation too
[15:39:16] <fuzzie> *nod*
[15:39:31] <D_T_G> I'll try to fix it
[15:42:22] <fuzzie> i am trying to look at the original game, but Windows has broken itself somehow now, bleh
[15:46:19] <fuzzie> D_T_G: well, small patches are good, if these are done you might want to put them on sourceforge, in the 'Patches' tracker
[15:47:10] <D_T_G> I would have to create an sf account :P
[15:48:00] <D_T_G> I post my unmerged patches here: http://forums.gibberlings3.net/index.php?showtopic=17329&st=30
[15:48:13] <Avenger> huh, ok, found the second projectile that's screwed up
[15:48:25] <lynxlynxlynx> the tracker is the only place we can't forget
[15:48:55] <fuzzie> the forum is probably ok, as long as you remind us in a few days if we forgot
[15:49:01] <D_T_G> hmm, all right
[15:51:27] <fuzzie> didn't i apply the ExtraSpellButtons one?
[15:51:58] <D_T_G> it is applied
[15:52:05] <fuzzie> you linked to it
[15:52:48] <D_T_G> hmm
[15:53:04] <fuzzie> i guess you linked the wrong patch for 'scrollbar dynamicness'
[15:53:06] <D_T_G> wrong link than :)
[15:54:55] <D_T_G> fixed
[15:55:49] <lynxlynxlynx> Terrain Hugging=0
[15:55:51] <fuzzie> that first one looks pretty trivial, the other ones i'd have to check
[15:57:11] <D_T_G> storing marked kit on scrolling seems not so easy
[15:57:26] <D_T_G> to fix
[15:58:07] <fuzzie> well, you coudl file a bug, but i guess that also needs an sf account :)
[15:58:20] <D_T_G> exactly :P
[15:59:14] <fuzzie> Avenger: in the worldmap file in the original game, the link to ar1300 only has WMP_ENTRY_VISIBLE set
[15:59:49] <fuzzie> oh, wait, maybe the link flags are different?
[15:59:52] <Avenger> after a reveal area?
[16:00:30] <Avenger> there are no link flags, only node flags
[16:00:41] <fuzzie> i go to 'edit links' and then look at 'flags'
[16:01:06] <Avenger> uhm, ok, those are not important
[16:01:41] <fuzzie> if i pick the area from the main worldmap editor, then it is flags '3'
[16:02:13] <fuzzie> which is WMP_ENTRY_VISIBLE and WMP_ENTRY_VISIBLE_ADJACENT
[16:02:24] <fuzzie> but i can travel there fine
[16:03:12] <fuzzie> 'reachable' (WMP_ENTRY_ACCESSIBLE) seems to mean i can travel there from anywhere
[16:03:56] <Avenger> so why can't you reach ar1300 then
[16:04:21] <fuzzie> because it doesn't have WMP_ENTRY_ACCESSIBLE set and the worldmap code rejects it as a possibility
[16:05:37] <fuzzie> i guess because UpdateAreaVisibility is checking directions
[16:06:06] <Avenger> visible from adjacent means it will be revealed if you try to leave an adjacent area with a link to this area
[16:06:17] <fuzzie> the direction check is incorrect
[16:06:25] <Avenger> hmm, i suspected that
[16:07:05] <fuzzie> the direction of the exit is North-East (2) but the code is not checking north or east but instead South, which is 2 in the worldmap (3rd entry)
[16:07:08] <Avenger> the exit link indexes are permutated in a strange way
[16:07:41] <fuzzie> oh, 2 is southwest. so the exit direction is southwest, then
[16:08:11] <Avenger> i thought the link directions are simple directions like north,east,west,south
[16:08:21] <fuzzie> yes, but it checks the wrong one of those
[16:08:31] <Avenger> that could be
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[16:09:06] <fuzzie> i don't really understand it
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[16:09:37] <Avenger> calculatedistances is called with the wrong parameter?
[16:09:44] <fuzzie> yes
[16:10:50] <Avenger> int Map::WhichEdge(Point &s)
[16:10:53] <fuzzie> the python passes it the contents of the var 'Travel', which comes from WhichEdge(actor->Pos)
[16:11:36] <Avenger> so 0 is north? or not
[16:11:47] <Avenger> WMP_NORTH=0,
[16:11:49] <Avenger> WMP_WEST=1,
[16:11:50] <Avenger> WMP_SOUTH=2,
[16:11:51] <fuzzie> it currently returns WMP_SOUTH (2) when i go north-east
[16:11:52] <Avenger> WMP_EAST=3
[16:11:53] <fuzzie> so there is the bug
[16:12:00] <Avenger> in whichedge?
[16:12:03] <fuzzie> yes
[16:12:11] <Avenger> well, i was always bad in coordinate geometry
[16:13:11] <Avenger> it works by the diagonals
[16:13:21] <Avenger> i guess i mixed them up :)
[16:15:00] <fuzzie> i'll draw some diagrams
[16:16:57] <fuzzie> the code seems ok to me, hm
[16:17:30] <Avenger> add some debug to whichedge
[16:17:32] <Avenger> or the guiscript
[16:18:03] <fuzzie> will do
[16:18:19] <Avenger> it is very odd, if it goes 0, i would say it lost the value
[16:18:24] <Avenger> but it is 2
[16:18:40] <fuzzie> good too, i would not notice if it were 0
[16:23:07] <fuzzie> i also see what wjp means about bg2 ambushes
[16:23:48] <fuzzie> will have to fix that too
[16:26:19] <lynxlynxlynx> can hardly get out of the area? or the fact that we do the starting position ok?
[16:26:26] <lynxlynxlynx> do/don't
[16:26:47] <fuzzie> the way you can't continue where you were going
[16:27:31] <fuzzie> huh, now WhichEdge is giving me the right direction
[16:28:00] <Avenger> huh
[16:28:10] <fuzzie> still doesn't work
[16:29:23] <fuzzie> but that is just us not setting the right flags
[16:45:04] <CIA-20> gemrb: 03fuzzie * r6646 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: set WMP_ENTRY_ADJACENT in RevealAreaOnMap
[16:46:03] <Avenger> hmm, the original did that too?
[16:46:15] <fuzzie> i only tested it in bg2
[16:46:20] <fuzzie> i put a comment there about it
[16:46:41] <Avenger> anyway, it is probably fine
[16:46:44] <fuzzie> but flags go from 0 to 3 when RevealAreaOnMap is called, in bg2
[16:46:55] <Avenger> ahh, good
[16:47:12] <fuzzie> so that is nice :)
[16:47:28] <fuzzie> the random ambush code is just broken i think
[16:47:40] <Avenger> because continue doesn't work?
[16:48:14] <fuzzie> because it assumes chance is a %
[16:48:27] <fuzzie> and so if the link has a chance above 100, the ambush always happens, and you cannot use that link
[16:48:42] <fuzzie> WorldMap.cpp:390
[16:49:14] <Avenger> where would go the chance above 100 O_o
[16:49:25] <fuzzie> the city gate links have encounter chances 0, 102 and 106, for example
[16:50:05] <Avenger> city gate to east has 25%
[16:50:25] <Avenger> ok there are 100% places
[16:50:34] <Avenger> but those should then clear the chance
[16:50:41] <Avenger> after the encounter
[16:50:56] <fuzzie> you see the above-100 values?
[16:51:03] <Avenger> no
[16:51:08] <fuzzie> maybe you are fixpacked?
[16:51:19] <fuzzie> i removed everything from my override earlier to be sure
[16:51:20] <Avenger> yes lemme see original soa
[16:51:50] <Avenger> yes i see 102
[16:51:56] <Avenger> but still, these will be removed
[16:52:03] <Avenger> once they happened
[16:52:06] <fuzzie> that's fine, i just wonder if the chance is really 100%
[16:52:16] <Avenger> they are 102 so they will always happen
[16:52:24] <Avenger> well fixpack set them to 100
[16:52:49] <Avenger> i wouldn't care about them, what's worse is why they are not reset to 0
[16:53:16] <fuzzie> apparently the bits above 100 are maybe flags
[16:53:19] <fuzzie> things like 'trigger once'
[16:53:33] <fuzzie> (SimDing0) You don't need to fuck around with SetEncounterProbability. If you set the encounter probability to 101, it occurs once, then never again.
[16:54:04] <fuzzie> (devSin) the engine handles random encounter probability by (continuously?) subtracting 100 from the encounter probability when the probability is greater than 100. The first time you encounter Drizzt, the random encounter fires and the probability is reduced to 1%
[16:54:04] <Avenger> interesting
[16:54:32] <Avenger> ok, so we should remove 100 from it
[16:54:42] <Avenger> that's all
[16:54:48] <fuzzie> ok, i can try that :)
[16:54:59] <Avenger> i thought it is some script that decreases it
[16:55:03] <Avenger> but this is also possible
[16:56:29] <fuzzie> what would the action be? i could search
[16:56:55] <fuzzie> i'm checking what devSin said first
[16:57:10] <Avenger> 347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)
[16:57:22] <Avenger> but it seems to be a tob specific action
[16:57:26] <Avenger> so, meh :)
[16:57:51] <Avenger> not even sure if we implement it
[16:58:26] <Avenger> ok we do
[16:58:39] <Avenger> ok, just remove 100 from it if it is >=100
[16:59:53] <fuzzie> yes, the original engine does what devSin said
[17:00:00] <fuzzie> it picks 'north' for the city gates exit and not 'east' though
[17:00:46] <fuzzie> so different link is modified
[17:03:54] <fuzzie> but i can't change it in GetEncounterLink..
[17:05:07] <fuzzie> because the guiscript calls GetDestinationArea() which calls GetEncounterLink() in the tooltips etc too
[17:07:29] <fuzzie> so i guess we probably want a parameter to that, 'actually_move' or similar
[17:07:37] <fuzzie> too complicated for now anyway, i have to cook
[17:33:00] <Avenger> So GemRB_GetDestinationArea will need a flag: evaluate_encounter
[17:33:16] <Avenger> if it is not set, then the whole if (encounter) part is not needed
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[17:41:38] <CIA-20> gemrb: 03avenger_teambg * r6647 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: optionally evaluate and update random encounters in GetDestinationArea
[17:43:25] <CIA-20> gemrb: 03avenger_teambg * r6648 10/gemrb/trunk/gemrb/plugins/Core/Projectile.cpp: force the PlayOnce flag of the VVC played in the center of explosion
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[17:51:52] <CIA-20> gemrb: 03fuzzie * r6649 10/gemrb/trunk/gemrb/GUIScripts/ (bg1/GUIMA.py bg2/GUIMA.py iwd/GUIMA.py iwd2/GUIMA.py): use new GetDestinationArea flag in all working GUIs
[17:52:15] <fuzzie> ok, that works. now the heightmap is incredibly broken.
[17:54:21] <fuzzie> because the heightmap values are all 135
[17:54:48] <fuzzie> DLTCEP is very unhelpful there
[17:59:11] <fuzzie> in fact if i load the ar1300ht.bmp in Paint, it is fine
[18:05:06] <fuzzie> dammit, the BMPImp does funny games with pointers too
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[18:16:33] <fuzzie> ok, so it's just an index thing; the indexes here are 112, 117, 118, 125, 135, 137, 247
[18:17:37] <fuzzie> i'll have to ask Avenger
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[18:18:40] <Avenger> huh, stupidity is really in iwd. Now i found that some projectiles do a 'display text' code :)
[18:18:47] <fuzzie> Avenger: the heightmap for AR1300 has a full 256-colour palette, with indexes like 112, 117, 118, 125, 135, 137 and 247, any idea what to do?
[18:19:03] <fuzzie> gemrb just makes the actors at utterly crazy heights right now :)
[18:19:31] <fuzzie> also DLTCEP does not like it very much :P
[18:19:35] <Avenger> you mean, they are floating?
[18:19:40] <fuzzie> yes
[18:20:12] <fuzzie> the heightmap files are usually 4-bit, with just 16 possible colours
[18:20:18] <Avenger> yes, i know
[18:20:45] <Avenger> i don't know how the original engine copes with it, unless it ignores it completely, or masks it down
[18:20:57] <Avenger> any internet lore?
[18:21:04] <fuzzie> nothing i can find so far
[18:21:22] <Avenger> the random encounters work now?
[18:21:36] <fuzzie> yes, random encounters fixed now
[18:22:42] <Avenger> well g3 works
[18:22:45] <Avenger> lets ask it
[18:23:00] <fuzzie> well, there is a post by Avenger agreeing that all known heightmaps are 4bpp :)
[18:23:40] <fuzzie> let's see how it looks in original engine i guess
[18:23:53] <Avenger> i didn't notice ar1300
[18:25:03] <fuzzie> 135 is about normal, the actors are about in the middle of their circles, maybe a bit higher
[18:26:35] <fuzzie> it seems pretty proportional to the scale, the 247 area is near the top, like how 15 would be normally
[18:28:48] <Avenger> so, it is divided by 16?
[18:29:12] <fuzzie> that is my guess, but i'd prefer someone else check
[18:29:24] <Avenger> i wonder if that's the only area with 8bpp
[18:29:28] <fuzzie> the heightmap for ar1300 is pretty obvious
[18:30:45] <fuzzie> ImageMgr is pretty unhelpful here, it gives me no way of knowing the depth of an image
[18:32:32] <Avenger> the problem is there are values like 135 and 137
[18:32:50] <Avenger> so i don't quite see what they wanted with it
[18:32:54] <fuzzie> well, i don't see a difference between those area
[18:33:05] <fuzzie> i expect they just forgot to convert it to 4-bit colour
[18:33:26] <Avenger> but which part to use?
[18:33:39] <fuzzie> for one pixel, it maybe doesn't matter very much for now :)
[18:34:13] <Avenger> ok, then just mask the value by 15
[18:34:19] <fuzzie> i would just add a hack which divided values >=16 by 16
[18:34:39] <Avenger> so you would use the high nibble?
[18:34:50] <fuzzie> that is what is intended
[18:34:54] <fuzzie> the higher values are the higher areas
[18:35:29] <Avenger> i'm not sure
[18:36:03] <fuzzie> well, i'm not sure either, but i don't think using the low bits is right, because they would've been doing this in an image editor
[18:36:35] <Avenger> ahh, well, lets see its palette
[18:36:36] <fuzzie> and the image map colours look perfectly normal, lighter colours (higher indexes) for higher areas
[18:37:11] <fuzzie> DLTCEP doesn't like the file at all, but other tools on the .bmp work fine
[18:37:35] <Avenger> load it in the bmp editor
[18:37:37] <Avenger> you will be wiser
[18:37:57] <fuzzie> the dltcep one?
[18:38:20] <fuzzie> it shows the high indexes fine there, but then it's unreadable because they all overlap :)
[18:38:24] <fuzzie> so i just used gimp
[18:38:41] <Avenger> i loaded it into dltcep
[18:39:06] <fuzzie> also dltcep complains terribly when i put numbers like '135' into the field in the bmp editor, but it does work after complaining
[18:39:17] <Avenger> it seems the used values are: 0-15, 0x70-0x8f and 0xf0-0xff
[18:39:34] <fuzzie> interesting
[18:39:38] <Avenger> i think you simply need to subtract 128 from the value
[18:40:25] <fuzzie> i think that doesn't give correct results
[18:40:51] <Edheldil> Avenger, that was my daughter, not cat :)
[18:41:01] <fuzzie> the offset for 0xf7 is almost at the top of the circle
[18:41:11] <fuzzie> maybe i don't understand you
[18:41:15] <Avenger> is that place normally accessible?
[18:41:30] <fuzzie> probably not
[18:41:36] <fuzzie> i think most of the map is normally inaccessible
[18:41:44] <Avenger> oh wait, what if you use the value as signed byte?
[18:42:21] <Edheldil> +1 :)
[18:42:26] <fuzzie> that is definitely not it, 0xf7 is at top of circle
[18:43:19] <Avenger> well if you use 0xf7 as unsigned, -128, then it is quite high
[18:43:26] <Avenger> if you use it as signed, then it is -8
[18:43:36] <Avenger> so, one of them would give it top :D
[18:44:23] <Edheldil> is not the bmp by chance paletized?
[18:44:49] <fuzzie> if you treat negative values as moving upwards, then the 0x87 value makes no sense
[18:45:07] <Avenger> it has a palette, yes
[18:45:24] <fuzzie> yes, maybe we should be using the palette entries :( but i think it is maybe a question for the forums at that point
[18:45:34] <Avenger> it uses 64 slots out of 256
[18:45:48] <Avenger> 0-15, 0x70-0x8f and 0xf0-0xff
[18:46:33] <fuzzie> the indexes make sense if you just divide by 16 to get an offset, but that doesn't mean it's how they work
[18:47:35] <fuzzie> they don't seem to make sense signed or using the lower bits, and i didn't look at any palettes.
[18:49:50] <Avenger> ar5003 uses >16 palette entries too, but it uses only the low part
[18:50:00] <Avenger> ahh shit, this is a lightmap
[18:56:38] <Edheldil> could it be just a heightmap with extra range for extra range needs? Perhaps controlled by some unknown flag or autodetected?
[18:57:20] <Edheldil> or perhaps resolution rather than range
[18:58:45] <Edheldil> if it uses 64 values, they perhaps felt they needed them for smooth movement
[19:02:19] <Avenger> but the values are not in a consistent range
[19:03:55] <Avenger> fuzzie, did you check which values are used?
[19:04:11] <fuzzie> no
[19:05:38] <Avenger> the actually used values are 0x70-0x7e, some of the 0x80-0x8f, and some of the 0xf0-0xff
[19:05:56] <Avenger> dividing by 16 would result in 3 values
[19:06:09] <Avenger> 7,8,15
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[19:06:55] <fuzzie> hmm
[19:07:22] <fuzzie> well, i can no longer check in-game
[19:07:34] <fuzzie> but jumping to the area in the original and taking some screenshots at the right spaces ought to make it clear
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[20:18:38] <fuzzie> ok, should i post on the forums about the heightmap thing, then?
[20:20:19] <Avenger> yes
[20:20:35] <Avenger> i've almost done the inventory of the how projectiles
[20:20:51] <Avenger> there are some pretty tough ones
[20:21:33] <Avenger> i have to say, the black isle people were more imaginative with the effects
[20:21:44] <fuzzie> and you say this before pst :)
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[20:21:54] <Avenger> yes, those are similar
[20:22:05] <Avenger> do you remember the whirlwind effect?
[20:22:16] <fuzzie> are you going to write about the how projectiles somewhere? it would be nice to have some docuemtnation, although nicer for pst
[20:22:27] <Avenger> a random sprite wandering about hitting everyone in its path
[20:22:30] <fuzzie> i've seen the whirlwind, at least :)
[20:23:04] <Avenger> well, i document our flags, at least
[20:23:23] <Avenger> i still don't know how to implement some of the weirdest effects
[20:23:28] <fuzzie> hehe, will we not run out of flags? :)
[20:23:32] <Marscel> anybody here who might test gemrb 0.5 binaries for windows?
[20:24:04] <fuzzie> the power supply in the x86 box here seems to have given up the ghost, so not now, but maybe tomorrow
[20:29:21] <Marscel> I'm not sure if this is right here, but I built 0.5 on Win32 and now I tried launching BG2, a screen shortly appears but then it's gone, console says last: [SDLVideo]: CreateDisplay... [OK]
[20:29:58] <Avenger> so it doesn't work? :)
[20:30:16] <fuzzie> The next thing gemrb does is try to run the Start python script.
[20:30:32] <Avenger> you first gotta check if all plugins are loaded
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[20:30:41] <Marscel> I don't know, might be that or maybe a thing of SDL ...
[20:30:44] <fuzzie> Does the GUI Script Engine load successfully at the start of the console output?
[20:30:50] <Marscel> everyhting is loaded, no failures there
[20:31:02] <Marscel> ehm, wait
[20:31:12] <fuzzie> that CreateDisplay doesn't say 'OK' until it's finished with the SDL init
[20:31:28] <Marscel> GUIScript.dll was loaded successfully
[20:31:56] <Avenger> hmm, you compiled on the same machine?
[20:32:07] <Marscel> yes
[20:32:25] <fuzzie> but we do some things after the SDL init; we set gamma, for example
[20:32:25] <Avenger> configured?
[20:32:27] <fuzzie> perhaps your SDL is old
[20:32:45] <Marscel> no, SDL is 1.2.13 which was built 5 minutes ago again :)
[20:32:56] <Marscel> configured... yes, with the default bg2 settings
[20:32:58] <fuzzie> http://linux.prinas.si/gemrb/doku.php?id=known_problems
[20:32:58] <Avenger> there is a bug in sdl, hmm which version
[20:33:03] <fuzzie> ^- 1.2.13 is broken
[20:33:16] <Avenger> ah yes
[20:33:18] <Avenger> that is it
[20:33:25] <fuzzie> SDL svn should work fine
[20:33:39] <Marscel> ok, i'll try
[20:33:39] <fuzzie> or you can rebuild it with the mentioned patch
[20:33:44] <Avenger> i fixed sdl by getting the 1.2.13 sources and adding that line
[20:34:33] <Avenger> lol this is the ONLY known problem?
[20:34:44] <Avenger> fun
[20:34:50] <fuzzie> maybe the page should be 'known disasters' :)
[20:35:07] <fuzzie> but i think everything else belongs on the bug tracker
[20:35:42] <Avenger> my openal sound problems are also out of our scope :(
[20:36:42] <Avenger> woo finished the review of the HoW projectiles
[20:36:58] <Avenger> this is just adding them some name, and annotating most of the projectile code
[20:37:06] <Avenger> it is immense, compared to bg1 or bg2
[20:37:48] <fuzzie> it will keep you occupied while we break the rest of the code, i guess :)
[20:37:54] <Avenger> yes
[20:38:00] <Marscel> thanks, it works
[20:38:02] <Avenger> this will take some time
[20:38:21] <fuzzie> ok, i posted on the heightmap, i have to go now
[20:38:27] <Avenger> bye fuzzie
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[20:38:34] <Marscel> are you interested in these binaries? on sf.net there're they're a bit out of date
[20:38:46] <Avenger> what zlib you use?
[20:39:01] <Marscel> 1.2.2.
[20:39:03] <Avenger> and did you compile in release / optimised mode?
[20:39:15] <Marscel> Release (MSVC 08 Express Edition)
[20:39:40] <Avenger> i have only zlib debug, and when i compile in release, it crashes after some time
[20:40:02] <Avenger> also which python you used?
[20:40:11] <Marscel> 2.6.0
[20:40:39] <Avenger> do you need the python libs installed? or it is in the pack somehow
[20:41:06] <Marscel> there's a python26.dll inside the directory
[20:41:15] <fuzzie> the python standard libs are where we had the problem last time
[20:41:17] <Avenger> that may be not enough to run atandalone
[20:41:24] <fuzzie> the binaries on sf don't work because there's no python included
[20:41:26] <Avenger> standalone
[20:41:28] <Marscel> but wait, I got a python runtime-error when trying to start a new game
[20:41:48] <lynxlynxlynx> show it
[20:42:02] <Marscel> Failed to lookup name 'GScrollBar'
[20:42:02] <Marscel> [GUIScript]: Runtime Error:
[20:42:02] <Marscel> Traceback (most recent call last):
[20:42:02] <Marscel> File ".//GUIScripts/bg2\CharGen.py", line 26, in OnLoad
[20:42:02] <Marscel> DisplayOverview (1)
[20:42:03] <Marscel> File ".//GUIScripts/bg2\CharGenCommon.py", line 78, in DisplayOverview
[20:42:05] <Marscel> ScrollBar = CharGenWindow.GetControl (10)
[20:42:07] <Marscel> File ".//GUIScripts\GUIClasses.py", line 70, in GetControl
[20:42:07] <Avenger> it could be a simple config problem
[20:42:09] <Marscel> return GemRB.GetControlObject(self.ID, control)
[20:42:11] <Marscel> RuntimeError: Couldn't construct Control object for control 10 in window 2!
[20:42:49] <Avenger> hmm, or maybe buggy script :)
[20:43:05] <lynxlynxlynx> bg2!?
[20:43:07] <Marscel> yes
[20:43:10] <Avenger> what did you do?
[20:43:15] <Avenger> import character?
[20:43:21] <Marscel> I just clicked on "New Game" in main menu
[20:43:29] <Marscel> now it hangs
[20:43:30] <Avenger> hmm, that should work
[20:43:49] <lynxlynxlynx> to put it mildly ;)
[20:44:02] <Marscel> hehe
[20:44:31] <Avenger> we really need the standalone python stuff
[20:44:56] <Marscel> let me try it on a "pure" computer
[20:45:02] <Marscel> few minutes
[20:45:29] <Avenger> if you have pythonXX.dll compiled in, you need to install the same python at least
[20:46:23] <Avenger> ok new game works here
[20:47:09] <Marscel> is there any trouble known with Python 2.6?
[20:47:15] <Avenger> no
[20:48:03] <Avenger> though i use python25
[20:48:10] <Avenger> i got both installed, so i can try 26
[20:50:35] <Avenger> works
[20:50:48] <Avenger> how old are your guiscripts?
[20:51:30] <Marscel> taken from the 0.5. tar.gz
[20:53:28] <Avenger> odd
[20:53:52] <Avenger> Failed to lookup name 'GScrollBar'
[20:53:57] <Avenger> this is the problem
[20:54:32] <Marscel> ok, i will get the svn
[20:54:54] <Avenger> this should be in guiclasses: class GScrollBar(GControl):
[20:55:35] <Avenger> guiclasses.py in gemrb/GUIScripts
[20:55:48] <Marscel> ok
[20:56:40] <lynxlynxlynx> what's the md5sum of the tarball you downloaded?
[20:56:51] <lynxlynxlynx> 6b371992c1971d2cbefd06233f1edd51 /var/spool/sorcery/gemrb-0.5.0.tar.gz
[20:57:43] <Avenger> heh, don't think he got md5 calculator on windows
[20:58:16] <lynxlynxlynx> they do exist
[20:58:25] <Marscel> hehe, yes :) ... I think I have on but I don't know where at the moment ;)
[20:58:29] <Marscel> by the way
[20:58:36] <Marscel> my standalone Python26.dll works now
[20:58:38] <Avenger> yep, i know, we have a plugin for total commander
[20:58:52] <Avenger> i mean md5 :)
[20:58:53] <Marscel> and with your fix the menu problem is gone
[20:59:07] <Avenger> what fix?
[20:59:47] <Marscel> telling me that my GUIclasses.py was too old ;)
[20:59:59] <Avenger> ahh well
[21:00:08] <Avenger> our 0.5.0 is old?
[21:00:41] <Avenger> or you didn't update it?
[21:00:51] <Marscel> obviously... I can check out my tarball by md5 ;)
[21:00:55] <Avenger> that would suck, coz we had a lot of improvements :)
[21:01:03] <Avenger> lots of script improvements
[21:01:11] <lynxlynxlynx> the tarball is fine
[21:01:18] <Marscel> I thought... 0.5. was stable
[21:01:32] <lynxlynxlynx> i tested it and git log proves that the last change was a comment change in may, before that, april
[21:01:59] <Marscel> I'll update all scripts
[21:03:01] <Avenger> lol, you had very old scripts
[21:03:29] <Avenger> well, at least very old in the root dir
[21:04:02] <Marscel> I took the latest GUIScripts dir from the repo now
[21:04:31] <fuzzie> that won't work properly against 0.5 either
[21:04:33] <Avenger> uhm, we changed some parameters just today
[21:04:52] <Avenger> you will need to update all, then a clean build
[21:05:11] <lynxlynxlynx> do a clean install, you mixed it all up
[21:05:23] <fuzzie> are the tarball guiscripts all good, lynx?
[21:05:29] <Avenger> they should
[21:05:38] <Marscel> I just took 0.5 tarball :P
[21:05:42] <fuzzie> i wonder if they are good
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[21:05:50] <lynxlynxlynx> they work for me
[21:05:59] <Avenger> huh, ok, i gotta see it now
[21:06:02] <lynxlynxlynx> and we know this guiclasses thing is silly
[21:06:31] <lynxlynxlynx> Marscel: get the md5, so you'll know if you have a corrupted archive or not
[21:06:52] <Marscel> I'm on the way
[21:07:15] <Marscel> mine is 6b371992c1971d2cbefd06233f1edd51
[21:07:31] <Marscel> so, yes
[21:07:53] <fuzzie> the tarball does seem fine inside
[21:08:14] <Avenger> the tarball guiclasses.py has class gscrollbar in it
[21:08:32] <Avenger> its date is june 18, so it is well after the changes :)
[21:08:46] <Marscel> ok, the script folder was my mistake
[21:09:05] <Marscel> I accidentally put the folder from 0.3.2 in it
[21:09:10] <fuzzie> aha :)
[21:09:11] <Avenger> eep
[21:09:47] <Avenger> well, at least you got a nice patched sdl
[21:10:19] <Avenger> i wonder how many people give up on gemrb because of similar problems
[21:11:36] <Marscel> I did at once ... until I saw CMakeLists in your repo ;)
[21:12:12] <fuzzie> it occurs to me that we should actually note somewhere that svn has vc++ project files
[21:12:55] <Avenger> hehe
[21:13:01] <fuzzie> because they are hidden where no-one will find
[21:13:15] <Marscel> yes... I saw them when I was already finished
[21:13:15] <Avenger> yes, probably
[21:13:19] <Avenger> though they are by no means complete
[21:13:28] <Avenger> i try to keep up with msvc6 and 7
[21:13:51] <fuzzie> but i guess msvc6/7 are the ones least likely for anyone to want, unfortunately
[21:14:01] <Avenger> yeah, probably
[21:14:10] <Avenger> but i couldn't get arsed to use msvc8 :D
[21:14:33] <fuzzie> i had the vc++10 beta installed somewhere
[21:14:51] <Avenger> huh
[21:15:06] <fuzzie> so i guess 7 is at least 2 releases old now
[21:15:17] <Marscel> yes
[21:16:58] <Marscel> it's necessary to have disc #2 when you launch the game with default installation, right?
[21:17:21] <fuzzie> yes
[21:17:38] <Marscel> It says: Cannot find D:\data\AREA060A.cbf
[21:17:47] <Marscel> and shuts down
[21:17:51] <fuzzie> that means it needed AREA060A.bif and couldn't find it
[21:18:22] <Marscel> well, AREA060A.bif is in D:\data\
[21:18:28] <fuzzie> that is indeed on cd2
[21:18:37] <Marscel> no, sorry
[21:19:11] <fuzzie> you might be missing a 'cd2' in your path
[21:19:37] <Marscel> yes... now I even see the movies :D
[21:19:40] <fuzzie> bear in mind that gemrb doesn't cope with disk-swapping
[21:20:20] <fuzzie> so if you try moving from cd2 to cd3 it often (always?) fails if you have them pointing at the same drive
[21:20:50] <fuzzie> but i guess most people will get frustrated with the bugs far before then, i think all of Athkatla is on CD 2
[21:21:13] <Marscel> I know, but I just wanted to test BG2 on GemRB ;)
[21:21:37] <fuzzie> hehe, actually I guess you can't leave Athkatla with 0.5 anyway!
[21:21:45] <Avenger> why?
[21:21:58] <Avenger> the random encounters will block him?
[21:21:59] <fuzzie> Avenger: because the area links don't work
[21:22:13] <fuzzie> without the flag, you cannot go to any area
[21:22:26] <Avenger> hehe
[21:22:28] <fuzzie> (there are no areas outside Athkatla visible by default)
[21:22:41] <fuzzie> of course that is fixed in svn. :-)
[21:22:56] <Avenger> a lot of other things too :)
[21:22:59] <fuzzie> so now you can go to AR1300 and walk on giant invisible stilts.
[21:23:11] <Avenger> *cough*
[21:23:29] <fuzzie> giant invisible stilts, today's new gemrb feature addition!
[21:23:41] <Avenger> no, we just implemented Z axis :D
[21:24:33] <Marscel> so is my compiled stuff still relevant? Or do you want an all-in-one python26.dll? ;)
[21:24:53] <Avenger> an all in one python would be good
[21:25:03] <Avenger> otherwise it is a pain
[21:25:08] <fuzzie> and we break things in svn also, so releases to put on sourceforge would probably be great
[21:25:28] <Avenger> yes, the 0.5.0 is stable enough
[21:25:46] <Avenger> so if you can compile it with python inside, it would be useful
[21:26:10] <Marscel> a static linkage?
[21:26:23] <fuzzie> just inside a zip or similar :)
[21:26:33] <Avenger> no need to be static, but all the python source dependencies need to be included
[21:26:35] <fuzzie> our current binaries don't have python included, you must install it seperately
[21:26:55] <Avenger> python has not only a dll, but lots of .py files
[21:27:02] <fuzzie> if the .dll has enough builtin then it should be fine
[21:27:10] <Avenger> so even if we supply the dll with the exe, it is still not enough
[21:27:27] <Avenger> string is outside, and we use string
[21:27:47] <fuzzie> i think it depends on how python is built
[21:27:51] <fuzzie> but it should be easy to check
[21:27:59] <Marscel> ok, if we're already talking about: OpenAL32 still needs to be installed (or include NullAudio? But then the log says something about doubled plugins), and as it has been built by MSVC9 ... MSV C runtime 9
[21:28:25] <Avenger> compile with openal if you can, and supply the dlls too
[21:28:42] <Avenger> and remove nullsound
[21:28:43] <Marscel> I did it... ok
[21:28:43] <fuzzie> i think you can't bundle the modern msvc runtime dlls easily
[21:28:47] <fuzzie> but you should remove nullsound
[21:29:06] <Marscel> you normally need the Redistributable Package by Microsoft
[21:29:48] <fuzzie> maybe put a readme with the url?
[21:29:53] <fuzzie> it is publically downloadable from their site
[21:30:05] <Marscel> okay
[21:30:07] <fuzzie> one for the windows openal installer too
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[21:30:30] <fuzzie> i think those should be the only problems
[21:30:54] <Marscel> I tried just copying OpenAL32.dll in the folder of another PC ... crash. I needed the installer
[21:32:24] <fuzzie> i think that should work (maybe you need wrap_oal.dll too) but you have to make sure it's an openal32.dll from the installer, not from a sound card driver
[21:33:00] <fuzzie> it is easier to just link to the installer
[21:33:00] <Marscel> good to know
[21:33:06] <Marscel> ok
[21:34:30] <CIA-20> gemrb: 03avenger_teambg * r6650 10/gemrb/trunk/gemrb/override/how/gemprjtl.ids: added all projectiles to the list, now just gotta implement them!
[21:36:30] <Marscel> do you want me to include gemrb_core.lib?
[21:36:47] <fuzzie> if it works without, no
[21:37:10] <Marscel> it does, ok
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[21:41:23] <Marscel> I will provide you a link to the package in a few seconds
[21:42:37] <Marscel> Here it is: http://marscel.aplh.de/files/gemrb-0.5.0_Win32.zip
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[21:44:09] <fuzzie> ok, i took a copy. can't test it now.
[21:44:41] <Marscel> ok, if there are still questions or anything to mention, you can write to marscel at googlemail com
[21:45:07] <fuzzie> thankyou
[21:45:43] <Marscel> yeah, no problem
[21:45:50] <fuzzie> i'll email if it works too :)
[21:46:04] <Marscel> hehe, ok :)
[21:47:18] <Marscel> I have to do military service this wednesday so please do not expect a response or possibilities to do big things immedeatly ;)
[21:50:42] <Marscel> see you
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[22:07:18] <Avenger> hmm, i don't know how to 'bump' a release so it stays on the main page
[22:07:54] <Avenger> i just got zefklop's mingw dependencies, and also uploaded the latest dltcep. Now it is the 'latest update' :(
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[22:09:52] <fuzzie> wjp: any ideas?
[22:11:11] <wjp> hm?
[22:12:08] <fuzzie> making sf's big green download button a bit less stupid :)
[22:13:13] <wjp> what should it be? sources?
[22:13:46] <fuzzie> i think ideally, yes
[22:15:43] <wjp> hm, I don't understand this
[22:15:51] <wjp> what happens when you click on that green button now?
[22:17:03] <fuzzie> it magically gives me the gemrb source
[22:17:11] <fuzzie> that is an improvement :)
[22:17:17] <wjp> but the caption is still wrong I guess?
[22:17:27] <wjp> (on the button itself, I mean)
[22:17:29] <fuzzie> yes
[22:17:37] <wjp> gr, silly thing
[22:19:10] <fuzzie> i wouldn't worry about it, i was just trying to read the docs when Avenger mentioned it there, and I thought I'd see if you had ideas (especially since you're an admin)
[22:19:39] <wjp> https://sourceforge.net/apps/trac/sourceforge/ticket/665
[22:20:08] <wjp> I've set the default download to the 0.5.0 sources, but that button is hardwired to the latest upload :/
[22:20:19] <wjp> so nothing to be done about that for now
[22:20:25] <fuzzie> thanks for looking at it
[22:20:31] <wjp> np
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