#gemrb@irc.freenode.net logs for 29 Aug 2010 (GMT)

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[06:14:51] <CIA-26> GemRB: 03avenger_teambg * ra22ed40d9e81 10gemrb/gemrb/GUIScripts/ie_stats.py: updated ie_stats.py so it is not so different from the core version
[06:22:32] <CIA-26> GemRB: 03avenger_teambg * rb3c86dd82671 10gemrb/gemrb/ (2 files in 2 dirs): added new option to GetPlayerName to query the scripting name of a PC
[06:53:45] <CIA-26> GemRB: 03avenger_teambg * rafc56245237c 10gemrb/gemrb/GUIScripts/ (bg2/GUICommonWindows.py iwd2/GUICommonWindows.py): fixed iwd2 portrait dragging
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[07:51:48] <lynxlynxlynx> mooorning
[07:52:15] <lynxlynxlynx> when i went to bed i also figured how the original displays the "true seeing" messages
[07:52:52] <lynxlynxlynx> it is just the usual spellcasting feedback - the spell just queues casting effects for later rounds
[07:53:19] <spike411> Morning
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[08:23:20] <CIA-26> GemRB: 03lynxlupodian * rfafa59ab2a2d 10gemrb/gemrb/core/GameScript/Triggers.cpp: NumCreatureVsParty* triggers take the party size into account
[08:28:55] <fuzzie> hehe, i see avenger really does read irc logs :)
[08:31:23] <lynxlynxlynx> need to blame him more
[09:15:05] <fuzzie> well, for things like the script syncing, i think he probably remembers what he intended better than me
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[09:41:36] <spike411> Hmm, summoning a monster on myself… not a good idea I guess. http://paste.jabbim.cz/4827 (segfault)
[09:43:07] <spike411> Although it seems like some audio-related thread crashed?
[09:43:07] <fuzzie> o.O
[09:43:23] <fuzzie> yes
[09:43:28] <lynxlynxlynx> which spell?
[09:43:34] <fuzzie> not even our thread
[09:43:51] <spike411> Cleric's Summon Monster. Let me check again. I was doing some random stuff. :)
[09:45:25] <fuzzie> would be good to know
[09:45:37] <fuzzie> the backtrace doesn't tell much except that it's the audio
[09:45:47] <lynxlynxlynx> yeah, would be good, there's no such spell ;P
[09:45:52] <fuzzie> well, and that it's not an audio-related crash :)
[09:46:07] <fuzzie> lynxlynxlynx: in iwd2?
[09:46:13] <spike411> Tried Lady's Lament default party – Laeris (Cleric – Painbearer of Ilmater). Tried Heal, didn't work on Reig, then Summon Monster I on Laeris…
[09:46:19] <lynxlynxlynx> ooh
[09:47:00] <fuzzie> i wonder if we ever fixed that weird door in iwd2. i forget.
[09:48:00] <lynxlynxlynx> heal is broken in bg2 too, but i haven't looked at it yet
[09:48:17] <spike411> Yep, reproduced. Summoning the monster in an area works, but when I select the spell and click on Laelis' portrait, it crashes.
[09:48:26] <fuzzie> mph.
[09:48:48] <fuzzie> what happens if you select the spell and click on Laelis in-game?
[09:48:54] <spike411> Console log http://paste.jabbim.cz/4828
[09:48:58] <spike411> Let me try.
[09:49:17] <spike411> I think I clicked on Laelis in-game the first time, but I'll just check.
[09:49:28] <fuzzie> could be that we're passing crazy coordinates and something is taking the opportunity to crash.
[09:50:38] <spike411> Savegames really are kinda messed up in IWD2, aren't they. :D
[09:54:06] <fuzzie> with spellbooks, probably :/
[09:54:33] <fuzzie> i never played iwd2, so my fiddling with it is mostly "ooh, i can speak to these barrels. fun. ok, what now? help!"
[09:55:27] <spike411> Heh. I've played it only once, I got in 1/3 then it got mad I missed a quest and stopped playing. :D
[09:55:35] <spike411> *then I got mad
[09:55:43] <spike411> that I missed a quest
[09:56:22] <spike411> Crashed when clicked on the avatar in-game, yes.
[09:57:12] <spike411> On second try, though. Once it summoned a bunch of dogs just fine. I used the spell right on the start though. On the second try I moved the party a little then cast the spell.
[09:58:45] <spike411> Another crash report http://paste.jabbim.cz/4829 I guess it doesn't help more than the last one though. :)
[09:59:44] <spike411> Hmm, seems like a different thread this time, though.
[10:03:16] <CIA-26> GemRB: 03lynxlupodian * rb7c896adc7cc 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: display spellcasting (end) feedback
[10:04:37] <spike411> lynxlynxlynx: http://paste.jabbim.cz/4830 (I know, I know, I could treat warnings not as errors… :))
[10:05:58] <CIA-26> GemRB: 03lynxlupodian * r58f325f00534 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: added spellcast autopause
[10:07:30] <CIA-26> GemRB: 03lynxlupodian * r69168c2be7fc 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: CastSpellEnd: initialise target
[10:07:58] <spike411> thx
[10:09:49] <lynxlynxlynx> that's good, but it doesn't fix true sight, since we use ApplySpell directly for it
[10:31:37] <spike411> Some glitches in IWD2 UI http://img130.imageshack.us/gal.php?g=gemrb062iwd2glitch001.png
[10:34:12] <spike411> 001 – weight info is displaced; 002 – sometimes part of the inventory screen is missing; 003-004 – messed up actions/spells/abilities; 005 – a port of the journal window is missing; 006 – talking to Reig using Laedis (cleric) and there is no paladin and/or druid in this party
[10:34:22] <spike411> *a part
[10:36:17] <lynxlynxlynx> 001 will be hard to fix, since it is resolution dependant
[10:38:27] <spike411> I see. I have 1024x768 IIRC
[10:39:26] <spike411> I can try to write some details about the glitches later if you want me to. Now -> gonna eat lunch and watch Leap Year with my gf. :)
[10:40:13] <lynxlynxlynx> no need, these are known
[10:40:24] <lynxlynxlynx> only the last is interesting
[10:41:10] <spike411> Yeah. I guess it shouldn't happen. :) Also I cannot trigger the paladin option with the default party with aasimar paladin (what's its name?).
[10:42:41] <lynxlynxlynx> need to dump the iwd2 dialogs first
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[10:53:12] <lynxlynxlynx> fuzzie: got the weidu command handy? i haven't found a quick way yet
[10:53:42] <fuzzie> um
[10:54:39] <fuzzie> only the "./weidu.asm.exe --game ~/src/gemrb/bg2 --list-files | grep BCS | xargs ./weidu.asm.exe --game ~/src/gemrb/bg2" one
[10:55:41] <lynxlynxlynx> ok
[10:59:31] <lynxlynxlynx> in the end, a simple --biff-get ".*dlg" did the job
[11:01:13] <lynxlynxlynx> or so i thought, since they're not decompiled
[11:06:44] <lynxlynxlynx> The keg remains oddly silent. :)
[11:09:09] <lynxlynxlynx> ah, it does kit matching
[11:09:56] <lynxlynxlynx> and classex for the druid/paladin
[11:10:10] <lynxlynxlynx> spike411: here?
[11:13:05] <lynxlynxlynx> hmpf, looks like classex isn't classmask as we though
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[11:24:26] <lynxlynxlynx> ouch, sdlaudio can get in a loop
[11:24:37] <lynxlynxlynx> [SDLAudio]: Playing Next Music and finally a crash
[11:25:19] <lynxlynxlynx> SDLAudio::music_callback fills the backtrace
[11:26:32] <lynxlynxlynx> very fast, i'm at frame #14578 already and still no sign of the start
[11:27:27] <lynxlynxlynx> cool, bt can take a negative argument
[11:27:44] <lynxlynxlynx> #82875 0xb7d9fe87 in SDLAudio::music_callback (udata=0x818d738, stream=0x8370890, len=2964) #<-- but just the same spam, no luck
[11:28:46] <wjp> and all frames before that are the same?
[11:30:16] <lynxlynxlynx> before as in after? this is the first frame
[11:30:35] <wjp> before as in earlier in time :-)
[11:30:55] <lynxlynxlynx> #82875 is the first one stored, so i don't know how it got to that point
[11:31:24] <wjp> ah
[11:31:40] <wjp> does it have line number info?
[11:31:53] <lynxlynxlynx> gemrb/plugins/SDLAudio/SDLAudio.cpp:100
[11:33:02] <wjp> ah, it actually calls itself
[11:33:06] <lynxlynxlynx> yes
[11:33:23] <wjp> surprising
[11:33:34] <lynxlynxlynx> the length is shortened though, so maybe cnt is 0
[11:34:36] <wjp> is it me or does music_callback forget to unlock the mutex in the 'No Other Music to play' case?
[11:35:20] <fuzzie> i was going to steal the StackLock thing, and never got around to it
[11:35:59] <fuzzie> but the recursive calling is a mess
[11:36:05] <wjp> quite
[11:37:25] <lynxlynxlynx> found it
[11:37:41] <lynxlynxlynx> when the chapter music isn't found, cnt is indeed 0
[11:37:44] <fuzzie> feel free to rewrite the whole thing :-)
[11:40:24] <wjp> the OpenAL version seems to check driver->MusicPlaying after PlayNext
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[11:45:31] <Avenger> hi
[11:47:11] <lynxlynxlynx> oj
[11:47:12] <CIA-26> GemRB: 03avenger_teambg * re3c89935440d 10gemrb/gemrb/ (12 files in 5 dirs): implemented ToB importgame functionality
[11:47:26] <lynxlynxlynx> turns out classex is used
[11:47:46] <lynxlynxlynx> the use in dialogs shows it isn't the same as classmask
[11:48:15] <Avenger> iwd2?
[11:49:47] <fuzzie> hmm
[11:49:51] <fuzzie> did you do that properly, Avenger?
[11:49:58] <wjp> fuzzie: a quick attempt at a fix: http://www.usecode.org/gemrb/sdlaudio_callback.txt
[11:50:02] <Avenger> no :)
[11:50:03] <fuzzie> i don't see any of the game mode flags
[11:50:23] <fuzzie> ok
[11:51:09] <lynxlynxlynx> and the extra gear and xpvalue
[11:51:24] <Avenger> the extra gear is somewhat in
[11:51:27] <lynxlynxlynx> there's a bunch of them listed on the wiki, but i don't remember which of you two added it
[11:51:34] <fuzzie> avenger did
[11:52:01] <Avenger> the extra gear is done by the chargen item stuff (which may be wrong)
[11:52:11] <Avenger> extra xp: not done, familiars: not done
[11:52:19] <fuzzie> wjp: i'm pretty ill today, commit whatever you think looks ok :)
[11:52:37] <lynxlynxlynx> i'm testing the fix
[11:52:44] <fuzzie> but i can't review
[11:53:09] <Avenger> i spent my whole time on forcing imoen leave the team+destroyself+give any items to the team while already in the new area so items dropped would be on the ground
[11:53:58] <lynxlynxlynx> wjp: cool, now it survives
[11:54:34] <fuzzie> Avenger: well, it is a big improvement :)
[11:54:56] <Avenger> yes, the main game screen buttons are now like in the original
[11:55:06] <Avenger> and you can actually import a soa game into tob
[11:55:42] <fuzzie> just got to fix the pdialog/interdia column lookupd
[11:56:26] <Avenger> hmm where is that
[11:56:47] <Avenger> ah, i know what you mean
[11:57:10] <Avenger> hmm, the game engine doesn't handle that in joinparty/leaveparty either
[11:57:12] <fuzzie> two uses of each one
[11:58:04] <fuzzie> sorry, it's just an observation
[11:58:38] <fuzzie> i mean that if we fix pdialog/interdia and the game mode, then the bugs i know about should be fixed
[12:01:02] <CIA-26> GemRB: 03avenger_teambg * r2bd6d0e820f9 10gemrb/NEWS: a news update
[12:01:09] <Avenger> i hope you got an idea how to do that
[12:02:10] <fuzzie> well, i don't really understand how the original does either
[12:02:19] <Avenger> i still don't know if the BG1 expansion stuff could be handled with the ToB expansion code, most likely not
[12:02:43] <fuzzie> as far as i know, the only thing which needs handling for the BG1 expansion is the world map and XP
[12:02:47] <Avenger> there is some field in Game which tells which game you are in
[12:03:00] <fuzzie> well, and the bump to the totsc game mode
[12:03:01] <Avenger> if you are in tob, it uses other columns
[12:03:26] <fuzzie> *all* the other expansion stuff is ToB-only, not in any other game
[12:03:39] <Avenger> this field is a boolean, and i use 'Expansion' for that
[12:03:52] <fuzzie> well, the 0x64 one is the only one i care about
[12:04:23] <fuzzie> i didn't look at what changes for the columns :)
[12:05:50] <Avenger> 0x64?
[12:06:16] <fuzzie> the game mode i keep going on about
[12:06:36] <fuzzie> "str->ReadDword( &KillVarsCount ); //this is still unknown" in our GAMImporter
[12:06:44] <Avenger> ahh
[12:07:20] <Avenger> hmm it is set to 5 in tob?
[12:07:58] <fuzzie> yes
[12:08:01] <fuzzie> if you are in tob
[12:08:06] <Avenger> i'm pretty sure if it is 5, then totsc has its own number
[12:08:14] <fuzzie> 0 is bg1, 1 is totsc, 3 is SoA, 4 is SoA with ToB map additions, 5 is ToB
[12:08:40] <fuzzie> oh, right!
[12:08:42] <Avenger> alright, lets make it the Expansion field
[12:08:50] <Avenger> and when it is 5, we use the tob columns
[12:08:53] <fuzzie> you meant, it is a boolean for totsc :)
[12:09:05] <fuzzie> so sure, that sounds exactly right
[12:09:14] <Avenger> it is a boolean in ToB, oddly enough
[12:09:26] <Avenger> probably tob uses only 4 or 5, or it has more fields
[12:09:40] <Avenger> the one in game->4d7ch is a boolean
[12:09:49] <fuzzie> the ToB exe only ever uses 4 or 5, i think
[12:09:51] <Avenger> see your tobex source
[12:09:55] <Avenger> yeah
[12:09:57] <fuzzie> if you load an older game, it will update it
[12:10:02] <Avenger> yep
[12:10:15] <Avenger> probably you can import a bg1 game too?
[12:10:18] <fuzzie> yes
[12:10:46] <fuzzie> and it will mess with your chars, capping their XP and messing with their max HP and stuff, i think
[12:10:52] <Avenger> alright, then lets load that field into game->Expansion, and handle it correctly
[12:11:09] <fuzzie> but i don't really care about that, as long as we save a '5' in that field
[12:12:00] <Avenger> Well, so we need to tweak the code i did today a bit more
[12:12:11] <spike411> lynxlynxlynx: I'll be back later. Now going to see Scott Pilgrim.
[12:12:21] <fuzzie> Avenger: i wouldn't worry about it
[12:12:41] <Avenger> i hope you'll be better and do it :P
[12:12:43] <lynxlynxlynx> spike411: have fun
[12:12:48] <fuzzie> that would be best :)
[12:12:55] <Avenger> i would go back to IDA
[12:13:26] <lynxlynxlynx> one question first
[12:14:02] <lynxlynxlynx> spells that get applied via fx_cast_spell -> ApplySpell don't show the feedback
[12:14:19] <lynxlynxlynx> do you think this should be in the effect or in all the ApplySpell uses?
[12:14:32] <Avenger> what feedback?
[12:14:54] <Avenger> applyspell shouldn't have much feedback, but i don't know what you mean
[12:15:12] <wjp> lynxlynxlynx: ok, thanks for testing. I'll commit that SDLAudio change then
[12:15:14] <fuzzie> the '<actor> casts <spell name>'?
[12:15:23] <lynxlynxlynx> yes
[12:15:26] <Avenger> castspell (with level) should have some casting glow and such
[12:15:29] <Avenger> applyspell don't
[12:15:36] <Avenger> yeah, that too
[12:15:44] <Avenger> applyspell is low level stuff
[12:15:48] <CIA-26> GemRB: 03wjpalenstijn * r44d7e2464804 10gemrb/gemrb/plugins/SDLAudio/SDLAudio.cpp:
[12:15:48] <CIA-26> GemRB: Check driver->MusicPlaying in SDLAudio::music_callback.
[12:15:48] <CIA-26> GemRB: Also remove recursion.
[12:16:00] <lynxlynxlynx> so in the spell it goes
[12:16:08] <lynxlynxlynx> the other part is already taken care of
[12:16:14] <fuzzie> maybe the effect should cast via the actor methods?
[12:16:28] <lynxlynxlynx> it does, just not for this instant case
[12:16:36] <fuzzie> i know that some of the instant spell actions are non-instant in gemrb, which is not so good
[12:17:24] <Avenger> the casting glow (with level, etc) is done by executing the ForceSpellRES action
[12:17:45] <Avenger> the direct apply spell is done by the apply spell message
[12:17:49] <Avenger> that is not an action
[12:18:07] <Avenger> and we don't really need it as a message, i guess
[12:18:32] <Avenger> there is a small trick, if the actor has no area, the effect is delayed
[12:18:51] <Avenger> not thrown away, but delayed
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[12:51:35] <edheldil_> Avenger: what version of PS:T do you have? is it patched? Your offsets do not match mine :(
[12:51:58] <Avenger> i got 2 of them
[12:53:04] <lynxlynxlynx> heh, iwd2 also has a remnant from pst
[12:53:08] <Avenger> size is 5713981 or 5718077
[12:53:24] <Avenger> they kept the spawn ini code
[12:56:05] <edheldil_> I have the latter
[12:56:31] <edheldil_> but you probably RE the former :)
[13:15:43] <Avenger> yes, i re the former, the latter is the 2 cd variant
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[13:49:11] <CIA-26> GemRB: 03lynxlupodian * r75a0e8434896 10gemrb/gemrb/core/GameScript/ (GameScript.cpp GameScript.h Objects.cpp):
[13:49:11] <CIA-26> GemRB: Revert "removed ID_AVClass and linked avclass.ids to ID_CLASS"
[13:49:11] <CIA-26> GemRB: avclass is used in classex (we use classmask there now), which breaks the
[13:49:11] <CIA-26> GemRB: starting wounded dialog in iwd2
[13:49:11] <CIA-26> GemRB: This reverts commit 3cc52d96d182206da2cc629380811a4cc84ee8a9.
[13:49:12] <CIA-26> GemRB: 03lynxlupodian * r3e80c72b3b26 10gemrb/gemrb/core/GameScript/Objects.cpp: iwd2: implemented id_avclass and id_class
[13:49:17] <CIA-26> GemRB: 03lynxlupodian * rc2ab67d10d47 10gemrb/gemrb/core/GameScript/Triggers.cpp: GameScript::ClassEx actually checks avclass/class20
[13:49:20] <CIA-26> GemRB: 03lynxlupodian * rb63e49904846 10gemrb/gemrb/ (core/GameScript/GameScript.cpp override/iwd2/script.2da): iwd2/script.2da: there's no avclass.ids, it's class20.ids
[13:50:06] <lynxlynxlynx> spike411: that fixes that dialog and more :)
[14:10:42] <lynxlynxlynx> crap
[14:11:06] <lynxlynxlynx> with the playmode changes, all the tob saves are now ignored
[14:13:22] <lynxlynxlynx> i wonder why the worldmap setting was removed
[14:17:10] <fuzzie> gemrb tob saves?
[14:30:53] <lynxlynxlynx> yes
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[14:32:20] <avenger> lynx, you hardcoded some class_all stuff recently. But, it is not complete at all. We need to think about this much more.
[14:32:31] <avenger> for example: mage (1) is true for sorcerors
[14:32:44] <avenger> and rogue (2) is true for monks
[14:33:01] <avenger> and there are some EA aliases too
[14:33:16] <lynxlynxlynx> i've covered all the ids entries including masks
[14:33:23] <lynxlynxlynx> monks are fighters iirc
[14:33:37] <avenger> considering this is different in engines, and totally arbitrary, it is not good to hardcode
[14:33:53] <avenger> hmm you are right about monks, it is 2
[14:33:53] <lynxlynxlynx> it is different only in iwd2
[14:34:04] <avenger> 2 is fighter, ok
[14:34:18] <lynxlynxlynx> sorcerers are taken care of too
[14:34:25] <avenger> i can tell you all the aliases
[14:34:55] <lynxlynxlynx> are they different from the indentifiers?
[14:35:09] <avenger> what do you mean
[14:35:32] <lynxlynxlynx> there are ids files for these matchers
[14:35:39] <avenger> i looked up the class ids matching for scripts
[14:36:02] <avenger> that is those files, yes
[14:36:14] <avenger> effects are not this tricky
[14:36:27] <avenger> btw, that sucks
[14:36:45] <avenger> if there is an effect that affects mages, it won't affect sorcerors
[14:36:54] <avenger> but the script will see a 'mage'
[14:38:48] <lynxlynxlynx> sucky, but not so much
[14:39:16] <lynxlynxlynx> why did you remove the worldmap setting in the startup scripts?
[14:39:28] <fuzzie> where was it?
[14:39:38] <fuzzie> in new game, or savegames?
[14:39:39] <avenger> the EA: 0x7e will match anything
[14:40:14] <avenger> no wonder, its name is 0x7e ANYTHING in the file ;)
[14:40:41] <avenger> 0x1e will match anything 1-1e, that is goodcutoff
[14:40:44] <lynxlynxlynx> fuzzie: it was done at startup, when you press either image
[14:41:47] <fuzzie> oh, right
[14:41:53] <fuzzie> it's important that's there
[14:42:27] <avenger> oh looks like this is already coded
[14:43:13] <fuzzie> avenger: did you work out whether ToB checked savegames by world map name or not?
[14:43:41] <avenger> no, i didn't see it yet
[14:44:44] <lynxlynxlynx> i just reverted that change and all seems well
[14:44:45] <avenger> hmm 198 is like 'not neutral'
[14:45:02] <fuzzie> lynxlynxlynx: i think it will break SoA->ToB imports
[14:45:09] <fuzzie> but i'm not sure
[14:45:38] <fuzzie> no, i guess it doesn't, it's just silly
[14:45:39] <lynxlynxlynx> isn't the worldmap changed?
[14:45:41] <fuzzie> i would put it back
[14:46:48] <avenger> hmm, what worldmap setting is missing?
[14:46:52] <fuzzie> but i guess maybe we need a SetWorldMapName or something
[14:47:12] <fuzzie> avenger: you commented out all the SetMasterScript lines, so the game no longer knows the default world map
[14:47:24] <CIA-26> GemRB: 03lynxlupodian * r6496afe4c624 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: show spellcasting feedback in the instant case of fx_cast_spell
[14:47:27] <CIA-26> GemRB: 03lynxlupodian * r1120f03be87f 10gemrb/gemrb/GUIScripts/bg2/Start.py: bg2: reverted part of e3c89935 so tob saves are not mistakenly discarded
[14:49:14] <avenger> yep, i don't know any better
[14:49:36] <avenger> you don't need setworldmapname, since you need to set them together anyway?
[14:49:56] <fuzzie> well, i think the original engine does almost everything based on the savegame fields
[14:50:03] <avenger> yes
[14:50:05] <avenger> i think so to
[14:50:07] <avenger> too
[14:50:11] <fuzzie> but the world map needs to be known *before* a game is loaded
[14:50:38] <fuzzie> so to make that obvious, you could have a seperate function for that. but it is not necessary.
[14:50:46] <avenger> only if your guess is right about it determines the savegame list based on worldmapname
[14:51:02] <fuzzie> well, other people think so too, and the code looks like it does that, and it works by experiment :)
[14:51:50] <fuzzie> in any case, i don't see how else it would work it out
[14:52:28] <fuzzie> well, i guess they could load all the GAM files and check the fields
[14:53:16] <fuzzie> they probably already do that for the game time, since they load that on screen load time
[14:57:14] <lynxlynxlynx> avenger: got the effect re handy?
[14:57:53] <avenger> i'm in the tob code, yes, just looking for the worldmap savegame stuff
[14:58:12] <lynxlynxlynx> our 0x137 GenerateWish only chooses between 25 spells, but there are 46 candidates
[14:58:26] <lynxlynxlynx> ok, this can wait
[14:58:29] <avenger> the effect is unused
[14:58:40] <avenger> and it is only picking one of those 25
[14:58:48] <avenger> the real wish code is done by the setupwishobject code
[14:59:04] <avenger> action
[14:59:14] <lynxlynxlynx> ok
[14:59:35] <avenger> i hope i fixed the wisdom limits :)
[14:59:39] <lynxlynxlynx> our limited wish variant works great, but that is probably completely dialog based
[14:59:43] <avenger> not like it is important
[14:59:54] <avenger> wish should also work
[15:00:08] <lynxlynxlynx> it doesn't give you any choice
[15:00:17] <avenger> huh
[15:00:35] <avenger> so it doesn't set wishpower variables
[15:00:54] <lynxlynxlynx> at the end of the negotiations nothing is presented and when i tried it, i always got the same effect applied
[15:03:19] <lynxlynxlynx> yeah, you're right
[15:03:52] <fuzzie> not just a dialog bug?
[15:04:15] <lynxlynxlynx> the dialog looks fine and has these wishpower vars as conditions
[15:04:20] <lynxlynxlynx> (wish25.d)
[15:05:10] <avenger> the action should set wishpower<nn> based on the target object's wisdom and the 2da given
[15:05:32] <avenger> and at one point, it worked
[15:07:19] <lynxlynxlynx> i'll work it out
[15:09:28] <avenger> while you are there, add these lines to Objects.cpp, in id_allegiance:
[15:09:31] <avenger> case EA_NOTNEUTRAL:
[15:09:33] <avenger> return value >=EA_EVILCUTOFF || value <= EA_GOODCUTOFF;
[15:09:45] <avenger> and set EA_NOTNEUTRAL to 0xc6
[15:10:05] <avenger> it is not in the .ids files, but in the code
[15:10:10] <avenger> i'm unsure if anything uses it
[15:11:06] <lynxlynxlynx> wish.2da does look wisdom based
[15:19:05] <lynxlynxlynx> ah, it's ordered to only pick one
[15:20:42] <CIA-26> GemRB: 03lynxlupodian * r6a1d4ff40c5e 10gemrb/gemrb/plugins/CHUImporter/CHUImporter.cpp: CHUImporter: silenced a spammy message for special controls
[15:20:48] <CIA-26> GemRB: 03lynxlupodian * r8b0e25470911 10gemrb/gemrb/ (core/GameScript/Objects.cpp includes/ie_stats.h): added EA_NOTNEUTRAL
[15:46:43] <lynxlynxlynx> fuzzie: maybe it is also a dialog problem
[15:47:01] <lynxlynxlynx> the choices are all end nodes, not replies - is that supported?
[15:47:23] <fuzzie> as far as i know
[15:48:38] <lynxlynxlynx> testing
[15:49:38] <lynxlynxlynx> it does :)
[15:50:26] <lynxlynxlynx> so it is SetupWishCore that is broken - doesn't set anything to 1
[15:53:22] <fuzzie> is some action meant to do it?
[15:54:34] <fuzzie> SetupWish isn't an instant..
[15:54:38] <lynxlynxlynx> it just unloads the work
[15:54:44] <lynxlynxlynx> i may have found the bug
[15:56:01] <lynxlynxlynx> table parsing
[15:56:04] <fuzzie> oh, it is, i was looking at SoA
[15:56:18] <lynxlynxlynx> soa doesn't have it ;)
[15:56:22] <fuzzie> idd
[15:59:36] <lynxlynxlynx> yeah, table parsing was the main problem
[16:00:08] * spike411 is back from Scott Pilgrim
[16:00:26] <lynxlynxlynx> integer <-> string ambiguity
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[16:05:00] <avenger> uh
[16:05:11] <spike411> lynxlynxlynx: Great, the wounded arm dialog seems OK, at least with Laeris.
[16:05:29] <avenger> atoi didn't work?
[16:05:55] <lynxlynxlynx> it did
[16:06:01] <lynxlynxlynx> wait for it
[16:06:16] <spike411> Still can't heal the poor bastard Reig though. Sucks to be him.
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[16:06:50] <lynxlynxlynx> eh, cia is lazy
[16:07:13] <lynxlynxlynx> for wis>17 the lookup was out of bounds, since the column names are numeric
[16:08:12] <lynxlynxlynx> but still only one choice is given, while the original gave 5
[16:08:37] <lynxlynxlynx> this leads me to believe the second int param is unused or not used for this
[16:08:56] <CIA-26> GemRB: 03lynxlupodian * rd4ed0f4da72c 10gemrb/gemrb/core/GameScript/GSUtils.cpp: SetupWishCore: fixed table lookup being out of bounds for the wisest pcs
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[16:24:42] <lynxlynxlynx> For extra fun, produce some bunnies with Limited Wish's "I wish to summon a horde to overrun my enemies!" right next to your favorite baddy to make sure he gets to share in the twenty Horrid Wiltings cast on the bunnies. <-- hehe, awesome strategy (combined with wish's buggy horrid wilting)
[16:31:46] <CIA-26> GemRB: 03lynxlupodian * r2102f52a3e50 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[16:31:46] <CIA-26> GemRB: SetupWishCore: added an override, so the original game gives 5 choices like
[16:31:46] <CIA-26> GemRB: expected
[16:36:54] <CIA-26> GemRB: 03lynxlupodian * r3815927c2d09 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[16:36:54] <CIA-26> GemRB: SetupWishCore: fixed a braino from d4ed0f4
[16:36:54] <CIA-26> GemRB: it would cause the lookup to fail sometimes (if the leftover was 0)
[16:36:57] <CIA-26> GemRB: 03lynxlupodian * r482e6296c185 10gemrb/gemrb/core/GameScript/Objects.cpp: ID_Allegiance: removed useless comments and made it use a named constant
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[18:03:35] <Avenger> huh, once i assigned structs to all stack variables, the stuff is getting quite readable ;)
[18:16:03] <Avenger> interesting, why would it save the current xp of the caster of a summoning spell
[18:17:31] <lynxlynxlynx> no idea
[18:21:45] <Avenger> ahh, no, it is not that, it is the multiple summoning stuff, i also do :)
[18:22:32] <Avenger> param1 has the amount of xp worth of creatures to summon
[18:28:19] <spike411> I feel like I miss years of IE modding experience to understand most of the stuff. >_<
[18:28:50] <spike411> Or my brain is just deteriorating really fast.
[18:29:12] <lynxlynxlynx> it just takes time to learn
[18:36:51] <Avenger> we don't handle xnewarea.2da?
[18:37:06] <Avenger> it looks like a list of worldmap entries
[18:37:16] <Avenger> it should be trivial to add the data to a worldmap
[18:38:12] <fuzzie> that is the 3->4 bump
[18:38:26] <fuzzie> and the reason i don't handle it is that i don't know where we'd do that without just hardcoding it
[18:38:49] <Avenger> i would support this by script
[18:39:13] <Avenger> just a guiscript function that inserts a worldmap entry
[18:39:15] <fuzzie> have some GetExpansionMode function?
[18:39:20] <lynxlynxlynx> fuzzie: instants are executed in the listed order?
[18:39:35] <fuzzie> lynxlynxlynx: i'm not sure what you're asking :)
[18:39:38] <Avenger> well, in infancy, the UpdateMasterScript function is doing exactly that, fuzzie, from 4->5
[18:39:58] <lynxlynxlynx> listed = written in the script
[18:40:16] <fuzzie> then, yes
[18:40:23] <fuzzie> and they are blocked by any non-instants which come first
[18:40:24] <Avenger> well, it is not getting it, but we could return game->Expansion :)
[18:40:42] <Avenger> or rather, supply it as a parameter to UpdateMasterScript
[18:40:52] <lynxlynxlynx> blocked as in the blocker executes before the next batch, right?
[18:40:55] <fuzzie> but as discussed, a lot of actions - like Kill(Myself) - are subtle, because they don't actually do the work themselves
[18:41:02] <fuzzie> yes
[18:41:15] <fuzzie> instants are only instant if the queue is empty when they're added. otherwise they're like normal actions.
[18:41:32] <lynxlynxlynx> scripts/bg2/08pool1.baf <-- this is what baffles me
[18:41:39] <fuzzie> there is a bit of a crazy bug in gemrb right now: Continue() is probably in iwd2 mode.
[18:42:08] <fuzzie> where does it go wrong?
[18:42:11] <lynxlynxlynx> the first block works (atleast i get the message) and i can trigger the second, but the actionoverrides don't do anything
[18:42:39] <lynxlynxlynx> it's like the third block was clearing them since there are 6s of waits, which is more than the timer
[18:43:11] <fuzzie> but this isn't an area script?
[18:43:20] <lynxlynxlynx> this area has no script
[18:43:27] <lynxlynxlynx> this is attached to an infopoint
[18:43:32] <fuzzie> and the fade happens?
[18:43:35] <lynxlynxlynx> yes
[18:44:45] <lynxlynxlynx> i think the code actually does get run, since i see a bunch of entries.2da loads
[18:44:51] <lynxlynxlynx> i'll go look there
[18:45:02] <fuzzie> it looks like the actions are broken
[18:45:52] <fuzzie> although you should still get the area move.
[18:46:29] <fuzzie> but i guess you'll work it out
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[18:55:37] <lynxlynxlynx> the lookup in GetEntryPoint fails, so the action shortcircuits
[18:56:36] <lynxlynxlynx> it's doing with the current area instead of the passed one
[19:18:47] <lynxlynxlynx> i forgot to say it worked
[19:19:56] <CIA-26> GemRB: 03lynxlupodian * rbc08a85dd979 10gemrb/gemrb/core/GameScript/Actions.cpp: GameScript::LeaveAreaLUA(Panic)Entry: lookup the target area, not the current one
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[20:17:32] <lynxlynxlynx> cool
[20:17:43] <lynxlynxlynx> the best cutscene in the game works too
[20:17:48] <fuzzie> oh?
[20:25:45] <lynxlynxlynx> yep
[20:30:03] <Avenger> inmygroup trigger: simply checks if the target and sender has the same specific, lol, easy
[20:31:07] <Avenger> i don't know what is the specific (or any other ids targeting value) of non-actors, though.
[20:33:22] <lynxlynxlynx> you think they group?
[20:34:14] <lynxlynxlynx> again a corrupted save and again after an illusionary battle
[20:34:19] <fuzzie> don't we already do that one?
[20:34:35] <lynxlynxlynx> maybe we don't copy enough stats in CopySelf?
[20:36:01] <Avenger> that wouldn't cause a corrupted save
[20:39:16] <lynxlynxlynx> it's again in the spell part
[20:39:50] <Avenger> spellbook or effects?
[20:40:03] <lynxlynxlynx> [CREImporter]: Duplicate memorized spell (174) in creature!
[20:40:31] <Avenger> interesting
[20:40:59] <lynxlynxlynx> also with 0-2, then it crashed
[20:41:56] <lynxlynxlynx> MemorizedCount and MemorizedIndex are blown again
[20:53:42] <lynxlynxlynx> GetSpellMemorization bumps it at one point
[20:54:34] <lynxlynxlynx> garbage i guess
[20:55:23] <lynxlynxlynx> first three spells were ok though
[21:01:48] <Avenger> actuallyincombat is the same as combatcountergt(0)
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[21:11:38] <pupnik> right
[21:20:48] <lynxlynxlynx> http://pastebin.ca/1928572 <-- this is the only thing that is noticed during saving besides a harmless overlap in strcpy in PathJoin
[21:20:58] <lynxlynxlynx> this save is still usable though
[21:22:40] <fuzzie> that is harmless, we couldn't work out what on earth
[21:23:35] <fuzzie> you have asserts enabled, i assume
[21:24:13] <lynxlynxlynx> extra param for valgrind?
[21:25:36] <lynxlynxlynx> http://pastebin.ca/1928576 <-- this one doesn't make much sense either
[21:26:15] <lynxlynxlynx> i think one element may be left, but that's not what the error claims
[21:27:15] <lynxlynxlynx> i'll go try to break it now
[21:27:43] <fuzzie> :q
[21:27:44] <fuzzie> oop
[21:28:12] <fuzzie> the planepositions thing is as it says, no?
[21:28:27] <fuzzie> it does 'delete', but it wasn't allocated with 'new'
[21:29:51] <lynxlynxlynx> why doesn't it complain about savedpositions too?
[21:30:23] <fuzzie> i assume there weren't any?
[21:30:28] <lynxlynxlynx> oh
[21:30:53] <fuzzie> just making it free() should fix it
[21:31:01] <lynxlynxlynx> yeah
[21:33:54] <fuzzie> i am waiting for gemrb to build on this stupid atom..
[21:35:28] <pupnik> atoms don't seem to compile fast
[21:35:48] <Lightkey> maybe they were not meant to ;p
[21:35:56] <lynxlynxlynx> wow
[21:35:59] <fuzzie> they don't do anything fast
[21:36:06] <lynxlynxlynx> now it crashed while grinding
[21:36:26] <fuzzie> most things i benchmark are *several* times slower than a 32-bit sempron of comparable clock speed
[21:36:58] <Lightkey> fuzzie: that's not fair, Atom being in-order 'n everything :p
[21:37:00] <lynxlynxlynx> null pointer dereference
[21:37:13] <fuzzie> but i think last time Lightkey suggested something decent, it was way out of my price range :(
[21:38:25] <Lightkey> with notebooks it always is, if you want anything decent
[21:39:06] <fuzzie> just something which keeps up with 6-year-old CPUs would be good, really
[21:39:43] <fuzzie> but i'm not really strong enough to lug around anything larger, so this will have to do :p
[21:40:08] <Lightkey> it's not the performance, I thought you meant decent as in quality
[21:40:39] <fuzzie> well, there seems to be just a large gap where the quality should be
[21:41:54] <CIA-26> GemRB: 03fuzzie * r3249dfc67067 10gemrb/gemrb/plugins/ (AREImporter/AREImporter.cpp GAMImporter/GAMImporter.cpp): more asserts on saved creature sizes
[21:44:23] <fuzzie> thereotically that should now assert if the save is bad
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[21:49:27] <lynxlynxlynx> well, i did corrupt it this time, but i see nothing extra in the log
[21:53:00] <fuzzie> 'grep NDEBUG CMakeCache.txt' shows it as off?
[21:53:13] <lynxlynxlynx> i didn't have your asserts yet
[21:53:17] <fuzzie> ah
[21:53:28] <CIA-26> GemRB: 03lynxlupodian * rb3470f5004de 10gemrb/gemrb/core/Game.cpp: Game: silenced two valgrind warnings
[21:53:29] <lynxlynxlynx> my machine isn't that fast either ;)
[21:56:35] <CIA-26> GemRB: 03fuzzie * r6341c65d4371 10gemrb/gemrb/plugins/CREImporter/CREImporter.cpp: another random assert
[21:57:22] <lynxlynxlynx> good idea, because those weren't enough
[21:58:15] <lynxlynxlynx> this one will just make it assert instead of crash
[21:58:16] <fuzzie> i doubt that last one shows anything which valgrind doesn't
[22:00:22] <lynxlynxlynx> Address 0x4835518 is 0 bytes inside a block of size 14 alloc'd <-- are this of any importance?
[22:00:28] <lynxlynxlynx> these
[22:00:30] <fuzzie> yes
[22:00:49] <fuzzie> i mean, anything is helpful, probably
[22:01:00] <lynxlynxlynx> one is in Game::GetPlaneLocationEntry's calloc
[22:05:40] <fuzzie> hm, just tripped one of my newest asserts :(
[22:06:52] <fuzzie> so many bugs
[22:07:56] <fuzzie> this one might be your bug, actually
[22:08:01] <lynxlynxlynx> http://pastebin.ca/1928592 <-- here's the last third of the log
[22:08:20] <lynxlynxlynx> it start well before the saving
[22:09:12] <lynxlynxlynx> one new thing i noticed was the one from p2DAImporter::~p2DAImporter(), but that's on exit
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[22:20:11] <CIA-26> GemRB: 03fuzzie * r33b142acd5fa 10gemrb/gemrb/plugins/CREImporter/CREImporter.cpp: yet more asserts
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[22:34:41] <D_T_G> OMG
[22:35:18] <Lightkey> NOU
[22:35:43] <D_T_G> if you start a HoW game in gemrb in Lonelywood and your mage summons any monsters
[22:35:55] <D_T_G> those monsters attack "something"
[22:36:12] <D_T_G> and then they kill that "something"
[22:36:49] <D_T_G> that "something" leaves some armours and weapons :)
[22:37:03] <D_T_G> i was shocked
[22:39:32] <fuzzie> in latest code?
[22:39:55] <D_T_G> http://i37.tinypic.com/auehyh.jpg
[22:39:55] <fuzzie> stupid code is meant to check invis :P
[22:40:26] <D_T_G> git bc08a85dd9799296143c6b16dfb4cefaaea5b67e
[22:40:38] <D_T_G> from half an hour ago
[22:40:43] <D_T_G> i'm still shocked
[22:40:46] <fuzzie> huh :)
[22:40:59] <Lightkey> shocked, I say!!1
[22:41:10] <D_T_G> they still attack that "something"
[22:41:17] <D_T_G> killin' spring!
[22:42:01] <D_T_G> done, they seemed killed them all!
[22:42:53] <fuzzie> haha, they really are there
[22:44:14] <D_T_G> what for?
[22:44:20] <D_T_G> and who?
[22:46:59] <fuzzie> i guess they probably have avatar removal set?
[22:48:49] <fuzzie> i expect they're for Vaarglan's thing
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[22:50:00] <fuzzie> yes, they are for Vaarglan's thing
[22:50:55] <fuzzie> and yes, it is avatar removal, which i guess we have to chec
[22:50:56] <fuzzie> k
[22:51:28] <D_T_G> oh
[22:52:35] <fuzzie> sorry, boring :)
[22:54:06] <fuzzie> and now i ruin your fun
[22:54:58] <D_T_G> well, i once played how but did not remember vaarglan at all
[22:55:33] <CIA-26> GemRB: 03fuzzie * rba7eed2fda28 10gemrb/gemrb/core/GameScript/Matching.cpp: matching: check for avatar removal
[22:55:39] <fuzzie> optional side quest, maybe
[22:55:56] <D_T_G> thx for fix and good night, bye
[22:56:04] <fuzzie> night!
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