#gemrb@irc.freenode.net logs for 28 Oct 2010 (GMT)

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[05:22:15] <Gekz> I always saw ToB as one large conclusion to SoA
[05:22:19] <Gekz> I never saw it as a true expansion pack
[05:27:48] <pupnik_> anything i shouldn't do to avoid ruining the experience Gekz ?
[05:28:04] <Gekz> pupnik_: of ToB?
[05:28:11] <pupnik_> yes
[05:28:12] <Gekz> are you romancing any characters?
[05:28:26] <pupnik_> do i need to play through all of SoA to play ToB?
[05:28:58] <pupnik_> um. i was giving them all mixed signals :P
[05:29:37] <Gekz> you should play SoA before ToB
[05:29:43] <Gekz> it _is_ an expansion lol
[05:29:53] <Gekz> ToB is just one big boss battle
[05:30:11] <Gekz> if you havent installed the Ascension mod then it isnt worth it I reckon
[05:37:46] <pupnik_> ok
[05:37:59] <pupnik_> guess i won't bother
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[15:33:40] <lynxlynxlynx> what to do?
[15:39:59] <fuzzie> if you're looking for busywork, a 2da file for the temple spells?
[15:40:49] <lynxlynxlynx> what for?
[15:41:48] <lynxlynxlynx> reading 2das annoys me or i'd add npclevel already
[15:42:14] <fuzzie> for the hardcoded stuff, i mean
[15:42:28] <fuzzie> but i guess that is not trivial for you to do
[15:43:00] <lynxlynxlynx> who can buy what or?
[15:43:09] <fuzzie> yes
[15:43:49] <lynxlynxlynx> i'd rather do a fix/missing feature than enhancement
[15:44:09] <lynxlynxlynx> looking at the how party bug now
[15:45:06] <fuzzie> i'm not following the how bug situation at all
[15:46:02] <fuzzie> the scripting stuff is the biggest issue?
[15:46:04] <lynxlynxlynx> this one looks trivial, i suspect we don't hide the effect vvc for actors with avatar removal or some state
[15:46:11] <fuzzie> ah
[15:46:19] <fuzzie> Vaarglan's?
[15:46:22] <lynxlynxlynx> yeah
[15:46:24] <fuzzie> that is indeed avatar removal
[15:47:54] <lynxlynxlynx> :)
[15:48:51] <fuzzie> so your guess would appear to be right :)
[15:48:55] <lynxlynxlynx> in iwd it's called TransparencyModifier
[15:49:11] <lynxlynxlynx> so it's another effect
[15:50:35] <fuzzie> well, i don't know any of the details
[15:50:52] <fuzzie> i just know that i stopped AI scripts from attacking them by checking for the avatar removal stat
[15:51:28] <lynxlynxlynx> it's the IE_TRANSLUCENT for this effect, but maybe they just have avatar removal permanently set
[15:52:09] <fuzzie> and the script which de-hides them unsets the avatar removal
[15:52:28] <fuzzie> oh, i see, you're looking at the effects
[15:52:35] <fuzzie> yes, avatar removal is stored in the CREs
[15:53:19] <lynxlynxlynx> :)
[15:53:40] <fuzzie> i mean, i don't know which one is relevant here, if there's also a transparencymodifier :-)
[15:56:49] <lynxlynxlynx> i'll check the rat in brynnlaw
[16:02:52] <lynxlynxlynx> nah, that one doesn't have, only invisible and nocircle
[16:37:02] <CIA-23> GemRB: 03lynxlupodian * re5750ac78189 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp:
[16:37:02] <CIA-23> GemRB: SpellCast: don't display the casting "glow" if the actor has avatar removal set
[16:37:02] <CIA-23> GemRB: fixes Vaarglan's mage exposing his location with the dimension door's animation
[16:37:04] <CIA-23> GemRB: 03lynxlupodian * r66fbbd025fde 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: dispel the sanctuary only when casting offensive spells
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[16:40:25] <lynxlynxlynx> ups, not exactly how i documented it
[16:42:03] <CIA-23> GemRB: 03lynxlupodian * rd5f9100f2343 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: ups, fixed 66fbbd025f
[16:43:04] <lynxlynxlynx> and i remember the rat
[16:44:22] <lynxlynxlynx> i wanted to add an invisibility check once, but avenger said it is not so simple and it is true some under/overlays are displayed even when invisible
[16:46:22] <fuzzie> hmm
[16:51:43] <lynxlynxlynx> hmm, it also has an dontjump effect, setting DNJ_FIT -> DNJ_BIRD
[16:52:45] <lynxlynxlynx> that would be pretty safe to match, but i have no idea if it is correct
[16:53:10] <fuzzie> for render checks? i don't think so
[16:54:00] <fuzzie> i don't know how this works though
[16:54:04] <fuzzie> can't see any hints
[16:55:48] <fuzzie> what kind of effect is on the rat?
[16:55:50] <lynxlynxlynx> ah, this is just so it stays in the water
[16:56:23] <lynxlynxlynx> normal invisibility, nocirclestate and a bunch of protections
[16:57:47] <fuzzie> sorry, i meant, which overlay
[16:59:01] <fuzzie> if this is OV_SHIELDGLOBE or OV_MINORGLOBE, those should be simple to deal with
[16:59:27] <fuzzie> since the VVCs aren't added in the effects, but in hard-coded code
[17:00:57] <lynxlynxlynx> yeah, one of those probably
[17:01:26] <lynxlynxlynx> Protection:SpellLevel / Protection:Weapons
[17:02:09] <fuzzie> so, yes, OV_MINORGLOBE
[17:04:42] <fuzzie> since all of those hard-coded ones are in hc_overlays[] (hard coded overlays i guess?), you could just check for a match before drawing, but it is probably nicer to write something more complex in pcf_state and etc, blah
[17:06:03] <lynxlynxlynx> but what to check for?
[17:06:17] <fuzzie> would checking for invisibility be wrong?
[17:06:57] <fuzzie> maybe i'm missing the point here
[17:06:59] <lynxlynxlynx> the globe is visible for improved invisibility
[17:07:03] <lynxlynxlynx> not sure about the regular
[17:07:34] <fuzzie> huh
[17:07:49] <lynxlynxlynx> they have different states, so it'd be easy to check
[17:08:06] <lynxlynxlynx> but there's also potential the drawing is different for party members (eg. always on)
[17:08:49] <fuzzie> something to check in the original, i suppose
[17:08:52] <lynxlynxlynx> yep
[17:10:43] <fuzzie> um
[17:11:39] <fuzzie> so, i guess our protection_spelllevel does quite a bit more than the original's
[17:15:42] <lynxlynxlynx> that'd be funny, it's like 6 lines long
[17:16:03] <fuzzie> it just sets something to 1, looks like isPower1 in CDerivedStats
[17:16:27] <lynxlynxlynx> we set two bits
[17:16:46] <lynxlynxlynx> one for the immunity, one for minor globe
[17:17:29] <fuzzie> well, what i mean here is, i can't just glance at the original opcode, clearly it does the visual effect somewhere deeper :)
[17:18:33] <fuzzie> presumably they just waste a lot of memory, storing things inefficiently
[17:18:56] <fuzzie> so in conclusion, i am very unhelpful
[17:20:51] <lynxlynxlynx> our globe stat is meant to hold the amount of resisted levels, i guess for spell trap
[17:36:30] <lynxlynxlynx> party members always have it
[17:36:59] <lynxlynxlynx> similar to invisibility, where they just get translucent
[17:49:26] <lynxlynxlynx> haven't found an appropriate enemy yet
[17:50:16] <lynxlynxlynx> the liches also cast some other globe
[17:50:44] <lynxlynxlynx> for some reason wine is even slower at running the game now
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[18:04:02] <lynxlynxlynx> http://www.gibberlings3.net/tools/iwd2_scripting_info.txt <-- this looks interesting
[18:04:21] <fuzzie> it is very much 'folk stories'
[18:04:46] <fuzzie> but it is interesting :)
[18:04:47] <lynxlynxlynx> it has the same SetVisualRange info
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[18:05:54] <fuzzie> yes
[18:06:16] <fuzzie> i have a firefox alias set to do google search '<terms> site:gibberings3.net', it's helpful for forum posts and it occasionally finds that file too
[18:06:48] <fuzzie> but i don't know anything about the iwd2 specifics other than a few things which i remember were wrong in there. don't even know what MSAO is :)
[18:07:26] <fuzzie> i assume just a hardcoded heap of state checks
[18:10:28] <lynxlynxlynx> no idea
[18:14:11] <fuzzie> sorry, not asking, just rambling
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[18:26:38] <lynxlynxlynx> no need to feel sorry
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[21:31:06] <lynxlynxlynx> new wine is no better
[21:31:51] <lynxlynxlynx> the globe overlay is hidden for invisible enemies, but i don't know yet which state matters or if they are different
[21:32:33] <lynxlynxlynx> mislead causes an improved invisibility (internally; judging by description) and that definitely hid the globe
[21:36:30] <fuzzie> but there are cases where the globe shows?
[21:37:23] <lynxlynxlynx> of course?
[21:37:31] <lynxlynxlynx> rephrase
[21:38:31] <fuzzie> i mean, with invisibile states set
[21:38:36] <fuzzie> i am maybe too tired to be coherent :)
[21:39:15] <lynxlynxlynx> so far i can confirm that only for pcs
[21:45:23] <fuzzie> Avenger's forum posts say "i don't intend to draw anything if a creature is totally invisible"
[21:45:57] <lynxlynxlynx> that's not saying much
[21:46:30] <lynxlynxlynx> but checking for membership and plain invisibility is a good first step, even if it turns out to be incorrect
[21:46:41] <fuzzie> well, i'm just left a bit confused, if he doesn't think disabling video cells on invisible actors is right..
[21:46:54] <fuzzie> but, *nod*
[21:47:19] <fuzzie> i see also a note from someone else, "I've noticed that hardcoded BG1 overlays (minor globe, normal missiles, sanctuary) disappear when the creature becomes invisible, and continue to play during timestop. This is not true for the hardcoded BG2 overlays (turning, deflection)."
[21:47:44] <fuzzie> regardless of accuracy, i guess it is probably not worth trying to work out from observation, if there are differences like that.
[21:48:19] <lynxlynxlynx> turning stays on for invisibles, yes
[21:50:18] <lynxlynxlynx> http://pastebin.ca/1975885 <-- this solves it, i just need to move it inside the function
[21:50:19] <fuzzie> which is to say, what you say makes sense and i would go for it :)
[21:51:20] <fuzzie> although, i would comment that it's a guess.
[21:52:25] <lynxlynxlynx> ok
[21:53:27] <lynxlynxlynx> hmm, our sanctuary is unhardcoded and all those overlays in the table shouldn't be hidden
[21:54:32] <lynxlynxlynx> i'll leave it in the pcf for minimum impact
[21:57:06] <lynxlynxlynx> oh
[21:57:19] <lynxlynxlynx> i could just extend the table instead
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[22:11:00] <lynxlynxlynx> zzz
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