#gemrb@irc.freenode.net logs for 28 Jun 2011 (GMT)

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[08:42:45] <edheldil> if the xcode changes are integrated into cmake files, then no problem, but w/o the integration, should they ve in their separate project, like win32 ones?
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[15:30:23] <brad_a> edheldil: about the xcode stuff. its fine by me if its a separate project just as long as its available to people.
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[15:51:45] <lynxlynxlynx> ideally it should be done with cmake
[15:52:11] <lynxlynxlynx> msvc is something it can handle, so that extra project is of more historic value
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[16:25:20] <CIA-40> GemRB: 03lynxlupodian * r7b4e763c6fd5 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[16:25:20] <CIA-40> GemRB: GetSpellDistance: increase the conversion constant so you can cast fireball
[16:25:20] <CIA-40> GemRB: without burning yourself
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[16:59:51] <lynxlynxlynx> fuzzie: here?
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[17:00:26] <lynxlynxlynx> the problem with the grove trolls changing to attack you instead of continuing to fight the druid band appears to be an ordering issue
[17:00:30] <lynxlynxlynx> Scripts: dgtrol01 <none> <none> <none> gensht01 attkneut <none> wtasight
[17:00:43] <lynxlynxlynx> wtasight over attkneut
[17:05:55] <lynxlynxlynx> it works for the first iteration, but then they immediately switch
[17:06:57] <lynxlynxlynx> i'm pretty sure you could just watch the battle unfold itself in the original, provided you didn't get too close
[17:09:26] <lynxlynxlynx> they do switch back sometimes, so it appears random :s
[17:09:29] <fuzzie> oh
[17:09:34] <fuzzie> well
[17:09:47] <fuzzie> you didn't save the area?
[17:10:52] <fuzzie> AREImporter has "//TODO: script order" which worries me
[17:10:53] <lynxlynxlynx> mhm?
[17:11:21] <lynxlynxlynx> the starting save is from the same area, but the problem was there on first load too (back then)
[17:12:35] <fuzzie> i forget if the creatures are embedded or not, i don't think so
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[17:14:00] <fuzzie> but, wait, grove trolls?
[17:14:21] <lynxlynxlynx> druid grove area
[17:14:54] <fuzzie> huh
[17:14:59] <fuzzie> ok, i didn't know about that one
[17:15:12] <lynxlynxlynx> ar1900
[17:15:25] <lynxlynxlynx> well, i noticed it only recently
[17:15:30] <lynxlynxlynx> didn't visit that area before
[17:15:33] <fuzzie> the spell calls fx_set_ai_script or something?
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[17:16:16] <lynxlynxlynx> the only casters are on the druid side and i doubt they do anything like that
[17:17:16] <fuzzie> i mean, the DGTROLL_CHANGE spell in dgtrol02.baf
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[17:18:39] <lynxlynxlynx> replace creature
[17:19:14] <lynxlynxlynx> with dgtrol01
[17:20:12] <lynxlynxlynx> they all start as that anyway
[17:22:47] <fuzzie> yes, that just seemed the most likely spot for the corruption
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[17:24:43] <lynxlynxlynx> but that doesn't happen until combat, dgfig01.baf creates 01 variants
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[18:10:54] <brad_a> is the best way to pause the game from sdlvideo.cpp to send a fake key event or is there a core method i can use?
[18:13:49] <lynxlynxlynx> check what pausegame in guiscript.cpp does
[18:19:35] <brad_a> i saw that but i couldnt find the implementation. it appears it is implemented in actions.cpp
[18:23:04] <brad_a> it looks like gc->SetDialogueFlags(DF_FREEZE_SCRIPTS, BM_OR); should do what i need
[18:23:52] <brad_a> unless the sender->setWait is what really does it
[18:24:19] <brad_a> probably ought to just send a phony key event
[18:25:53] <fuzzie> that isn't reliable, though
[18:27:45] <brad_a> yeah but there doesnt seem to be a good easy way :-(
[18:27:56] <brad_a> i suppose i could make one
[18:28:05] <fuzzie> what exactly do you want to do?
[18:28:37] <brad_a> i need to respond to the sdl window events that occur when switching to/from background
[18:28:48] <brad_a> so when the user hits the home button the game pauses
[18:28:52] <fuzzie> but sdl doesn't automatically pause the process for you?
[18:29:21] <brad_a> the thing im reading claims that it doesnt but maybe on iOS it does
[18:29:39] <brad_a> im not doing this specifically for ios tho
[18:29:44] <fuzzie> well, gemrb keeps doing stuff when it's paused, you see
[18:29:52] <brad_a> i want to be able to command+tab out of gemrb and have it pause
[18:30:19] <fuzzie> and the in-game pause mechanism isn't really what you want i think
[18:30:30] <fuzzie> since you're going to also want to pause things like movies?
[18:31:09] <brad_a> im concerned with just pausing game play but i can pause everything that works too
[18:31:33] <brad_a> so would pausing the video driver work?
[18:32:45] <fuzzie> setting the DF_FREEZE_SCRIPTS is sufficient probably
[18:32:54] <fuzzie> i'm not sure how you'd properly pause the video driver
[18:33:06] <brad_a> i thought i saw a pause method somewhere
[18:33:25] <brad_a> oh is on sdlaudio
[18:34:25] <brad_a> ok so pause the audio and set ddf_freeze_scripts should do what i want i hope
[18:34:56] <brad_a> if these window events are in sdl 1.2 then this would cure the android ifdef in gemrb.cpp
[18:35:47] <brad_a> well if they are in there and sdl issues them on android when going into the background like it should
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[19:13:06] <Avenger> hello
[19:14:07] <Avenger> lynx: how did you get the idea to add the illithid to races? How is that done in the original mod? Do they change the exe?
[19:14:45] <lynxlynxlynx> no
[19:15:23] <lynxlynxlynx> i thought it was all hardcoded, so i just added another entry
[19:15:36] <Avenger> the original exe has no such entry
[19:15:44] <Avenger> so, i wonder...
[19:16:00] <Avenger> maybe we support the mod better than the original engine now :P
[19:16:25] <Avenger> do you have the mod?
[19:16:39] <lynxlynxlynx> yes, the weidu stuff is simple
[19:16:46] <lynxlynxlynx> and there's no appropriate strings anywhere
[19:17:05] <Avenger> i'm pretty sure it wouldn't display the race name correctly in the original exe without some exe hacking
[19:17:23] <lynxlynxlynx> maybe they do a reverse ids lookup
[19:17:26] <Avenger> the switch/case works only for player races, plus thiefling
[19:17:40] <Avenger> it doesn't work for anything else
[19:19:00] <lynxlynxlynx> http://gfx.gexe.pl/upl/3/2011/4/23081550.png <-- indeed :)
[19:19:15] <lynxlynxlynx> race is missing
[19:19:38] <Avenger> ok, now i'm happy :D
[19:19:57] <lynxlynxlynx> :)
[19:21:29] <Avenger> this change is fine and won't hurt anything, i guess we can add a few more races easily
[19:21:53] <lynxlynxlynx> yeah, if there are text entries
[19:22:04] <lynxlynxlynx> iirc there's a halfdragon mod
[19:22:10] <lynxlynxlynx> there's a few vampires
[19:22:29] <Avenger> half-dragon is not possible, sadly
[19:22:34] <Avenger> there is no stock string for it
[19:22:36] <lynxlynxlynx> yeah
[19:22:39] <Avenger> it isn't even a stock race
[19:23:00] <lynxlynxlynx> mhm
[19:23:01] <Avenger> so that's not good, vampire/ogre/minotaur/golem that come in my mind
[19:23:27] <lynxlynxlynx> the only other mindflayer mod in existance is also a demon or beholder
[19:23:27] <Avenger> all the hated races
[19:23:46] <Avenger> the hated races got stock strings, and they are stock races too :)
[19:23:53] <lynxlynxlynx> hehe, we could enhace the polymorph effects with that
[19:24:02] <Avenger> hmm... yes
[19:24:27] <Avenger> they already zero out the race name, it would look better with 'squirrel' :D
[19:24:56] <Avenger> or the druid polymorphs
[19:25:01] <lynxlynxlynx> something more annoying to fix:
[19:25:25] <lynxlynxlynx> temple greater restoration is using FX_TARGET_OWN_SIDE for targetting
[19:25:39] <lynxlynxlynx> so the clerics heal themselves instead of the party :)
[19:26:02] <Avenger> meh
[19:26:07] <Avenger> but why???
[19:26:08] <lynxlynxlynx> we're checking the specifics, so they are excluded
[19:26:20] <lynxlynxlynx> maybe it should be an ea check instead
[19:26:37] <fuzzie> oh, i thought this was decoded
[19:26:58] <Avenger> but why would the temple version have such a weird targeting
[19:26:59] <fuzzie> it is decoded
[19:27:07] <fuzzie> FX_TARGET_OWN_SIDE for non-PCs = party, right?
[19:27:11] <fuzzie> and for PCs, it is specifics
[19:27:27] <lynxlynxlynx> i don't think it is temple special, the number looks normal - sppr713
[19:27:47] <fuzzie> while FX_TARGET_OTHER_SIDE is specific of target
[19:27:48] <fuzzie> always
[19:27:59] <Avenger> but greater restoration never targets more than one person
[19:28:07] <lynxlynxlynx> fuzzie: ok, great, will add that bit
[19:28:14] <Avenger> so, why isn't it normal pre-target?
[19:28:20] <fuzzie> greater restoration from temple is whole party, no?
[19:28:50] <Avenger> if it is whole party, then make the caster as the one currently talking to the temple
[19:28:58] <fuzzie> or just fix the targeting
[19:29:02] <Avenger> then its side will be the party
[19:29:03] <fuzzie> as i'm sure lynx is doing :P
[19:29:27] <Avenger> fuzzie: he said it is the regular sppr713 spell
[19:29:33] <fuzzie> yes
[19:29:47] <fuzzie> not with altered targeting?
[19:30:10] <Avenger> he said sppr713 has the weird targeting
[19:30:23] <lynxlynxlynx> we actually already have a party check, it's just missing a negation
[19:30:47] <Avenger> i'm pretty sure our code is correct in targeting
[19:31:03] <fuzzie> our code was crashing while targeting until recently
[19:31:42] <fuzzie> so not so sure
[19:31:44] <Avenger> btw, my sppr713 has target self O_o
[19:31:48] <fuzzie> lynxlynxlynx: well, maybe i am missing the negation ;p
[19:32:05] <fuzzie> so i wouldn't change it if there's almost-right code there
[19:32:24] <lynxlynxlynx> target other side also has the same check
[19:32:48] <lynxlynxlynx> Avenger: why don't you take a look at the decoded function too?
[19:32:59] <fuzzie> i don't have the disasm here, only my notes, so they could easily be incorrect
[19:33:03] <fuzzie> i wouldn't touch it for now
[19:33:25] <lynxlynxlynx> well, if we can sort it out, that much better
[19:33:35] <lynxlynxlynx> it's one of the bugs on the release todo
[19:33:56] <Avenger> i just booted into linux won't reboot to windows today anymore :)
[19:34:13] <lynxlynxlynx> oh right
[19:34:36] <fuzzie> my notes make totally no sense there anyway
[19:34:43] <fuzzie> specifics like that would be crazy
[19:36:12] <fuzzie> definitely should be checking specifics and not EA, though
[19:36:15] <fuzzie> how does the cast happen?
[19:37:35] <fuzzie> ah, GemRB.ApplySpell(pc, CureResRef, StoreOwner)
[19:37:46] <Avenger> check iesdp too on the topic
[19:38:23] <fuzzie> the ApplySpell docs don't have a casterID?
[19:38:28] <fuzzie> oh but the code does
[19:39:22] <Avenger> http://iesdp.gibberlings3.net/file_formats/ie_formats/spl_v1.htm (6 and 7 use specifics)
[19:39:40] <fuzzie> you really want us to trust iesdp here?:P
[19:39:44] <Avenger> yes
[19:39:52] <Avenger> because it was checked by asc64 and me too
[19:40:03] <Avenger> and we read the ida stuff
[19:40:04] <fuzzie> ah, that actually looks ok
[19:40:18] <fuzzie> since FX_TARGET_OTHER_SIDE there is noted as not checking party
[19:40:39] <Avenger> that is fine with ea
[19:41:52] <fuzzie> i wish we had a 'checked with ida' note on iesdp stuff though
[19:41:56] <Avenger> Effect.h:#define FX_TARGET_PARTY 3
[19:41:57] <Avenger> Effect.h:#define FX_TARGET_ALL 4
[19:41:59] <Avenger> Effect.h:#define FX_TARGET_ALL_BUT_PARTY 5
[19:42:07] <Avenger> we have the all_but_party too
[19:42:27] <fuzzie> sure, i'm pretty sure it's complete
[19:43:09] <Avenger> the only problem would be that 'who is the caster' in temple spell casting
[19:43:20] <Avenger> that was not tested
[19:44:06] <Avenger> but i guess, the caster is the one who talks to the temple
[19:44:25] <Avenger> otherwise target self spells wouldn't work
[19:47:00] <fuzzie> but should be tested
[19:47:11] <fuzzie> not going to do it myself now, still melting
[19:48:12] <lynxlynxlynx> none of the temple cures except for dispel magic are level dependant, so an arbitrary caster doesn't sound so bad
[19:48:34] <lynxlynxlynx> maybe mass cure too
[19:57:55] <Avenger> well, maybe we should test it with special spells :)
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