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

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[00:13:25] <Maighstir_laptop> hmm, I get errors when running mingw32-make
[00:13:26] <Maighstir_laptop> [ 37%] Building CXX object gemrb/plugins/Core/CMakeFiles/gemrb_core.dir/PluginMgr.obj
[00:13:26] <Maighstir_laptop> C:\Users\Maighstir\dev\GemRB-Git\gemrb\gemrb\plugins\Core\PluginMgr.cpp: In destructor `PluginMgr::~PluginMgr()':
[00:13:26] <Maighstir_laptop> C:\Users\Maighstir\dev\GemRB-Git\gemrb\gemrb\plugins\Core\PluginMgr.cpp:190: error: cannot convert `PluginMgr::PluginDesc' to `HINSTANCE__*' for argument `1' to `BOOL FreeLibrary(HINSTANCE__*)'
[00:13:26] <Maighstir_laptop> mingw32-make[2]: *** [gemrb/plugins/Core/CMakeFiles/gemrb_core.dir/PluginMgr.obj] Error 1
[00:13:26] <Maighstir_laptop> mingw32-make[1]: *** [gemrb/plugins/Core/CMakeFiles/gemrb_core.dir/all] Error 2
[00:13:26] <Maighstir_laptop> mingw32-make: *** [all] Error 2
[00:16:27] <Maighstir_laptop> And, yeah, that's on Windows (7, 64-bit)
[00:16:41] <Gekz_> Maighstir_laptop: clue, dont use mingw32-make
[00:16:45] <Gekz_> use the make from msys
[00:18:36] <Maighstir_laptop> oh... I guess this is just a case of "it's always worked before", I'll see if switching helps then
[00:21:08] <Gekz_> oh
[00:21:24] <Gekz_> I've found most of my problems were to do with the make that came with mingw
[00:21:33] <Gekz_> and I always used gcc4 with mingw, from TDM
[00:21:47] <Gekz_> never got mingw64 working right though
[00:21:47] <Gekz_> :<
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[00:24:17] <tomprince_loki> Maighstir, change the FreeLibrary(libs[i]) to FreeLibrary(libs[i].handle)
[00:30:29] <tomprince_loki> Maighstir_laptop: ?
[00:30:47] <Maighstir_laptop> awesome, it compile sucessfully, now to see how it runs
[00:36:37] <Maighstir_laptop> The procedure entry point _ZN8ClassID1Emm could not be located in the dynamic link library libgemrb_core.dll
[00:36:48] <Maighstir_laptop> ...never seen that one before
[00:38:06] <tomprince_loki> We changed the names of all the plugins, you should delete all the old DLLs.
[00:44:29] <Maighstir_laptop> alright, it runs, but there's no sound
[00:46:08] <Maighstir_laptop> in BG2, if it matters
[00:47:42] <tomprince_loki> Does the log say anything about sound?
[00:48:37] <tomprince_loki> You probably need to update your GemRB.cfg with the new plugin names for SkipPlugin.
[00:49:01] <tomprince_loki> Or DelayPlugin
[00:49:24] <Maighstir_laptop> I probably need to do that, yeah... I'm too used to stuff "just working"
[00:50:56] <tomprince_loki> You can blame me, I've been mucking about with all sorts of things in the build system in the past few days.
[00:51:22] <tomprince_loki> Probably most of it will get shaken out in a week or two, and it will probably settle down some after that.
[00:52:22] <Maighstir_laptop> heh, it's all for the greater good, I assume... or something like that
[00:52:48] <tomprince_loki> Hopefully.
[00:53:56] <tomprince_loki> Although there is much directly user visible benefit to any of the changes that I have made.
[00:54:41] <tomprince_loki> Just a fresh pair of eyes cleaning up the cruft that accumulated from just trying to get the games to work.
[00:55:09] <tomprince_loki> Since I didn't start working until the games were all mostly working I had the leisure to look at the stucture of the code.
[00:55:31] <Maighstir_laptop> one thing I've been wondering about... other than deciding which guiscript and override directory to use, what dos the "gametype" config variable do?
[00:55:48] <Maighstir_laptop> s/dos/does/
[00:57:40] <Maighstir_laptop> and if it does do anything else, what happens if it's set to a non-expected value?
[00:58:26] <tomprince_loki> That is the only thing it does. If you create a new override and guiscript directory, and set the gametype to that, things should just work.
[00:58:47] <tomprince_loki> For values of work that include already having interesting stuff in the override/guiscript directory. :)
[00:59:31] <tomprince_loki> There is a file gemrb.ini in each override directory that controls a bunch of stuff specific to each game.
[01:00:09] <Maighstir_laptop> great, I was worried it made some other hard coded choices depending on what game was chosen
[01:01:19] <tomprince_loki> No. GemRB tries to have nothing hard coded, and if anything was, it could probably be considered a bug.
[01:02:56] <tomprince_loki> I actually had a game type bwp at one point, for running the big world project mod, and I need to change some values in the override, to match up with the enigine patches.
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[01:11:08] <tomprince> I'd like to get autotools working on win32, but I don't have a machine to test it on. (OSX as well)
[01:13:36] <Gekz_> I have linux, osx and windows
[01:13:37] <Gekz_> :)
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[01:14:11] <Gekz_> STOP BREEDING, FUCK
[01:16:09] <tomprince_loki> Do you know if gemrb autotools works on win32/osx? and if not, does http://repo.or.cz/w/gemrb.git help?
[01:16:25] <tomprince_loki> Alas, I cannot account for babies. :)
[01:16:47] <tomprince_loki> or.cz: the plugins branch.
[01:21:49] <Gekz_> lol
[01:21:59] <Gekz_> I know I use cmake on windows
[01:22:01] <Gekz_> >_>
[01:23:36] <tomprince_loki> Well, personally, I think it would be good if there was a single build system.
[01:24:24] <Gekz_> go for cmake then
[01:24:26] <Gekz_> it's more portable
[01:24:41] <Gekz_> just a fucker to learn
[01:27:09] <tomprince_loki> Well, I don't really have a preference, but I am more familiar with autotools.
[01:29:50] <Gekz_> also I
[01:29:54] <tomprince_loki> I have suggested switching to one or the other. But people don't seem to interested in giving autotools despite the fact that cmake works on other platforms.
[01:30:33] <tomprince_loki> I don't really know if that is the case.
[01:32:11] <tomprince_loki> But, if I can get autotools working on win32/osx ...
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[06:18:52] <Genrazn> Tom
[06:18:58] <Genrazn> You about?
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[07:34:12] <Edheldil> good morning
[07:37:53] <Genrazn> sup ed
[07:43:22] <Edheldil> nothing special
[07:43:33] <Edheldil> Hi, Genrazn
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[08:26:12] <fuzzie> DelAllWindows patch looks sensible, SetNextScript also, and the Win32 fix obviously also. GetControlByID should be in another patch? need to test the strnlen one.
[08:27:58] <fuzzie> also good morning.
[08:28:15] <fuzzie> i have been dreaming about those silly pst zombies rising again from the animation death.
[08:41:24] <CIA-43> GemRB: 03tom.prince * r817e72eff115 10gemrb/gemrb/plugins/Core/PluginMgr.cpp:
[08:41:24] <CIA-43> GemRB: PluginMgr: Fix freeing of plugin modules on win32.
[08:41:24] <CIA-43> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[08:44:53] <fuzzie> really need to do some Windows builds, I guess.
[09:01:34] <Edheldil> feeling masochistic? :)
[09:01:55] <fuzzie> desperately wanting to get that patch queue down :)
[09:04:14] <fuzzie> oh, i need to ask lynx about wiki emails.
[09:09:37] <Edheldil> wiki emails? for watching a page?
[09:09:40] <wjp> "Get rid of extraneous *.h from Makefile.am" looks good too. I'll push that one
[09:11:09] <fuzzie> Edheldil: for signing up to the wiki, i thought it was not sending emails.
[09:11:35] <CIA-43> GemRB: 03tom.prince * r93370fb763b9 10gemrb/gemrb/plugins/ (3 files in 3 dirs):
[09:11:35] <CIA-43> GemRB: make dist: Get rid of extraneous *.h from Makefile.am.
[09:11:35] <CIA-43> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[09:11:42] <fuzzie> i am going to have to find an organised way of keeping track of everyone's branches
[09:12:06] <fuzzie> i see Nick Daly already has one
[09:12:26] <Edheldil> page on wiki
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[09:13:06] <fuzzie> good idea.
[09:18:23] <wjp> ah, multiple configs
[09:20:31] <fuzzie> that got NACKed, i think.
[09:21:15] <fuzzie> hm, no, maybe i'm wrong.
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[09:23:38] <fuzzie> Avenger was unhappy with #2766054, which doesn't look too different to this one (#2933944).
[09:28:08] <CIA-43> GemRB: 03tom.prince * rd38a6fcfd3f1 10gemrb/gemrb/plugins/ (4 files in 2 dirs):
[09:28:08] <CIA-43> GemRB: GUIScript: Add function SetNextScript.
[09:28:08] <CIA-43> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[09:28:40] <Genrazn> alberta?
[09:32:51] <Edheldil> fuzzie, wjp: the patches you commit have "signed-off-by" by tp only... a bit unintuitive. Would not it be better if you added your signed-off-by for forwarded patches? git commit -s
[09:42:53] <fuzzie> Well, they have us as committer.
[09:43:34] <fuzzie> If you'd prefer signed-off-by lines as well, I'd be happy to add them.
[09:44:44] <fuzzie> In almost all these cases I'm modifying the patches before committing them, which I'm not too happy about.
[09:47:06] <Edheldil> ah, ok. np then
[09:50:18] <fuzzie> But I'm not really used to this workflow.
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[10:35:32] <fuzzie> sigh, 15 seconds into iwd2 and it's already failed
[10:40:02] <fuzzie> IE_DIALOGRANGE issues plus pathfinding, I guess.
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[14:08:06] <gardintrapp> I tried to play iwd with how but I am unable to turn and use bardsong. I get errors like "Searching for turn.spl...[ERROR]". I can not find the missing files anywhere.
[14:11:34] <fuzzie> Huh, the sneak.spl and findtrap.spl are there, but not turn/bardsong.
[14:14:10] <gardintrapp> I do not see any errors about sneak.spl but I do not think hide did work in the game
[14:14:59] <gardintrapp> i get sneak.spl...[Found in shared GemRB Override]
[14:19:25] <gardintrapp> findtrap.spl also found in GemRB Override
[14:23:30] <tomprince_loki> Fuzzie: Feel free to get rid of GetControlByID. Most of the stuff in the fixes branch is stuff that I had sitting around in my tree, but had never pushed.
[14:24:01] <tomprince_loki> I'm just trying to be a ble to nuke my old branches.
[14:24:28] <tomprince_loki> I'll reroll the GetControlByID with code that actually uses it.
[14:28:02] <fuzzie> i would suggest getting lynx to check anything re: the release building, btw
[14:29:08] <lynxlynxlynx> i think i already did
[14:29:19] <lynxlynxlynx> will see once there's an actual release to do
[14:29:51] <lynxlynxlynx> gardintrapp: those two modal actions are not implemented yet, sorry
[14:30:12] <fuzzie> someone should add the .spl files
[14:30:38] <lynxlynxlynx> they first need to be created and the game actions made perfect
[14:30:55] <tomprince> Well, I don't really care about the makefile stuff. But I thought it would make sense to have the tags all be the same.
[14:31:26] <lynxlynxlynx> i was working on this in the last activity blurb; iirc we nailed the details of hiding
[14:31:56] <lynxlynxlynx> i think sneak.spl now casts invisibility with hardly any checks
[14:32:18] <lynxlynxlynx> tomprince: you restored the tags we had in svn?
[14:32:35] <fuzzie> i think they ended up named differently
[14:32:43] <tomprince> Yes, but I renamed them to v9.9.9
[14:32:53] <gardintrapp> lynxlynxlynx: Ok, maybe I can get the game to work in wine.
[14:33:15] <fuzzie> on wjp's advice
[14:33:17] <lynxlynxlynx> tomprince: ok, i'll adjust the docs
[14:33:27] <fuzzie> we can probably help if you have problems with wine
[14:33:51] <lynxlynxlynx> small caps ftw
[14:34:01] <tomprince> Nah, the tag names was entirely my idea.
[14:34:22] <gardintrapp> I am using a slow computer, the only problem I had in wine was that the game was slow. It was much faster in gemrb
[14:35:41] <CIA-43> GemRB: 03lynxlupodian * r780676edd4b6 10gemrb/gemrb/docs/en/Release.txt:
[14:35:41] <CIA-43> GemRB: Release.txt: change the tag name template to be consistent with the
[14:35:41] <CIA-43> GemRB: previous ones (different than in svn)
[14:37:22] <tomprince> I guess I am not making very easy to get that patch queue down. :/
[14:37:43] <fuzzie> gardintrapp: and this is how? make sure you have opengl turned off.. otherwise i think there is no reason gemrb should be faster
[14:39:30] <tomprince> Although ... I think most of the patches were written back around the new year.
[14:42:30] <fuzzie> Is there anything from then left which doesn't involve big changes? I thought only the sound + ImageMgr-dependant bits.
[14:42:53] <fuzzie> There's the hash table. I looked at 2map but it seems to store a char* in the map.
[14:45:05] <gardintrapp> fuzzie: Maybe the problem was opengl, it worked ok now when I disabled it. Thank you.
[14:45:34] <fuzzie> (what's a RESKey?)
[14:46:18] <fuzzie> Oh, the RESKey is from the other attempt.
[14:46:41] <fuzzie> gardintrapp: hoorah
[14:48:05] <tomprince> fuzzie: I have a fixed 2map, I
[14:48:12] <tomprince> must have forgoten to push.
[14:50:07] <fuzzie> but some patches need decisions; eg, if there's to be an attempt to broaden autotools support, the autotools patch is counterproductive
[14:51:30] <tomprince> Yes. no rush.
[14:51:38] <tomprince> bbl.
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[14:54:47] <fuzzie> is resting meant to just restore a fixed amount of HP to every party member?
[14:55:07] <lynxlynxlynx> it's not fixed
[14:55:19] <lynxlynxlynx> if an option is turned on, you rest until healed
[14:55:33] <fuzzie> i mean, other than that
[14:55:36] <lynxlynxlynx> in bg2 also the remaining healing spells were cast on rest
[14:55:43] <fuzzie> no more healing for higher levels?
[14:56:00] <lynxlynxlynx> the rate of regeneration is probably that derived from constitution
[14:56:57] <lynxlynxlynx> people with rings of regeneration do heal fully in 8h too
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[15:02:57] <fuzzie> Imoen in bg1 shouldn 't leave my party simply due to death, right?
[15:07:11] <CIA-43> GemRB: 03fuzzie * r4fe9bc3b7778 10gemrb/gemrb/plugins/Core/Game.cpp: don't rest/heal dead party members
[15:13:17] <lynxlynxlynx> no idea, maybe raevol remembers, but alas, he's not here
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[15:20:04] <fuzzie> oh, btw, did you fix the email for the wiki?
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[15:21:53] <tomprince_loki> fuzzie: I did mean my comment negatively. Simply commenting that I am not generating *new* patches faster than you are applying them.
[15:22:24] <tomprince_loki> s/did/didn't/ !!!!!
[15:22:28] <fuzzie> hehe
[15:22:33] <tomprince_loki> :)
[15:24:09] <tomprince_loki> You have actually been very efficent about testing and applying my patches.
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[15:25:35] <tomprince_loki> And pointing out where they should be fixed.
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[15:38:39] <lynxlynxlynx> fuzzie: re resting&zombies: is changing that function enough? There's plenty of them for resting
[15:39:17] <lynxlynxlynx> and what about the wiki email??
[15:39:57] <fuzzie> The wiki isn't sending any mail out.
[15:40:22] <fuzzie> Someone the other day got a misconfigured message making an account, my password change emails just don't arrive.
[15:41:55] <lynxlynxlynx> sfoo
[15:52:13] <lynxlynxlynx> i've set a different mail, but if that doesn't work we'll have to use an external mailer
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[16:09:35] <Edheldil> lynxlynxlynx: so iis it possible to request password change now?
[16:09:51] <lynxlynxlynx> won't know until someone tries it
[16:09:57] <lynxlynxlynx> you can always ask me though
[16:09:59] <fuzzie> Well, sf mail is kind of slow anyway.
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[16:17:21] <lynxlynxlynx> oj
[16:18:21] <lynxlynxlynx> Avenger: so how do you like this: http://ops-area.net/annat/GemRB/logo04-2versions.svg
[16:18:53] <Avenger> nice, the top one has all the features being asked for ;)
[16:19:38] <lynxlynxlynx> i know! :)
[16:19:52] <lynxlynxlynx> ok, so i can declare it as out official logo
[16:20:00] <Edheldil> just a stupid q. but wouldn't it be maybe better for the middle stem of "m" be slightly longer? Just asking ...
[16:20:03] <Avenger> well, if others like it too
[16:20:13] <Edheldil> I do
[16:20:13] <Avenger> yes maybe
[16:20:17] <lynxlynxlynx> fuzzie does, wjp does (although he prefers the cogless one)
[16:20:50] <Edheldil> I prefer the cogless, the cogs make "lips" to the "e"
[16:20:53] <lynxlynxlynx> and for when we need squary pics, on the rb part would be used
[16:20:55] <Avenger> what about a little cogwheel in the g
[16:21:05] <Avenger> inside
[16:21:08] <lynxlynxlynx> too small
[16:22:06] <Avenger> it makes the e a bit unreadable, but i asked for a cog, i guess i got what i asked for :)
[16:22:08] <lynxlynxlynx> view it at let's say 20% and you'll see that even the cogs in the e are on the verge of disappearing
[16:22:18] <Avenger> k
[16:22:35] <Edheldil> what a shame there's no "o" in gemrb :)
[16:22:51] <lynxlynxlynx> who thought of this silly name anyway? :P
[16:22:57] <Avenger> balrog
[16:23:43] <Avenger> i didn't like it in the beginning, but now it is close to 10 years i got used to it
[16:24:07] <Edheldil> let's rename it goomrb, we will have TWO interlocking cogwheels ;-)
[16:24:14] <Avenger> lol
[16:24:56] <Avenger> i don't really care as long as it is readable, and won't change later
[16:25:39] <Avenger> it would have been good to see the cog somewhere, as to represent the 'engine' but not important
[16:26:08] <lynxlynxlynx> well, the g looks almost like q in small scales, but I feel I've stretched the artists enough
[16:26:38] <Avenger> yeah :)
[16:26:47] <lynxlynxlynx> Edheldil mentioned the m and there's also the fact that rb is higher than the other letters
[16:27:04] <Avenger> the m could have a stronger middle, yes
[16:27:15] <lynxlynxlynx> i think the logo is great, even if some of the minor details could be maybe improved
[16:27:33] <Edheldil> but it might be hard to change and preserve the font "character"
[16:27:55] <lynxlynxlynx> mhm
[16:27:58] <Edheldil> I will live with either choice
[16:28:22] <Avenger> ok
[16:28:32] <Avenger> we call it a winner, and adopt it then?
[16:28:38] <lynxlynxlynx> i'm for it
[16:29:31] <Avenger> what about this: http://forums.gibberlings3.net/index.php?s=&showtopic=18589&view=findpost&p=164857
[16:30:04] <lynxlynxlynx> scales badly
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[16:31:09] <Avenger> ok, we should thank sam and maighstir
[16:31:36] <lynxlynxlynx> everyone that participated
[16:31:56] <lynxlynxlynx> i can do the formalities later, i have to go to a meeting now
[16:32:13] <lynxlynxlynx> but of course someone else can do it for me, for us! :)
[16:32:41] <fuzzie> i like the outside cog one a lot when big, it is a pity
[16:32:59] <Edheldil> yep
[16:33:11] <Maighstir_laptop> If you want an svg of the "outside cog" one: http://ops-area.net/annat/GemRB/logo04-3versions.svg
[16:34:10] <Edheldil> maybe the cogs could be rotated a bit to get rid of the "lips" effect
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[16:35:23] <Maighstir_laptop> the trouble is that the space between the cogs fit almost exactly between the lower and upper part of the e, so there really isn't any space to rotate them
[16:35:58] <Avenger> we could use it for big logos
[16:36:11] <Avenger> like one on the wiki header
[16:36:38] <Maighstir_laptop> it'd be easier with 7 cogs, I only vectorised the 9-cog one that Sam made
[16:37:46] <Maighstir_laptop> eh, Sam and the guest, that is
[16:37:49] <fuzzie> the logos can be changed, anyway :)
[16:39:49] <Edheldil> Maighstir_laptop: I meant something similar to the outer cogs version, rotate and remove the one over the gap
[16:41:46] <Avenger> fuzzie, your change in the dead actor drawing, is it a removal of some of my changes?
[16:41:51] <fuzzie> yes
[16:42:14] <Avenger> just changed it back to some original state? coz then it will surely bug somehow :)
[16:42:25] <Avenger> i don't remember this one, though
[16:42:28] <fuzzie> well, everything else changed in the meantime
[16:42:30] <Avenger> so i don't know how to test it
[16:42:47] <Avenger> yeah, true, could be that something apparently unrelated fixed it
[16:42:48] <fuzzie> so this is why i added the commen t
[16:43:04] <Avenger> i don't understand what i said :0
[16:43:17] <Avenger> oh, that is a revision number?
[16:43:22] <fuzzie> yes :)
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[16:43:29] <Avenger> still didn't get used to git
[16:43:30] <fuzzie> you can do 'git show <revision>'
[16:43:53] <fuzzie> but i expect it was to fix a deactivation problem, and you fixed all of that in the meantime
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[16:44:29] <fuzzie> unfortunately this just exposes worse bugs, like animations being dropped..
[16:44:42] <Avenger> hmm
[16:44:52] <Avenger> maybe i intented to fix those?
[16:45:06] <Avenger> i really don't remember :)
[16:45:30] <fuzzie> CharAnimations::DropAnims gets called in a lot of places
[16:46:05] <Avenger> oh and i see wjp got into gui scripting
[16:46:10] <fuzzie> not such a great idea, because the anim pos/endReached is in the Animation class :)
[16:47:07] <Avenger> why is it a problem
[16:47:07] <fuzzie> there's some "TODO: Only drop helmet anims?" and "TODO: Only drop weapon anims?" and etc in there
[16:47:31] <fuzzie> it resets animations when armour/helmet/weapon/etc change
[16:47:33] <Avenger> That is a performance question
[16:47:36] <fuzzie> so you get them playing twice
[16:48:19] <Avenger> i don't mind that, if the result is flicker free :) it is surely be more consistent
[16:48:25] <fuzzie> well, it isn't :)
[16:48:28] <Avenger> hmm
[16:48:42] <fuzzie> something animates half way through, and then the entire char animation is reset
[16:49:00] <Avenger> that is weird
[16:49:13] <Avenger> the redrawing should be outside of the loop
[16:49:16] <Avenger> completely
[16:49:25] <fuzzie> because DropAnims() deletes all the Animation objects, and then on the next Draw(), it makes a new Animation entirely
[16:49:38] <fuzzie> and so pos==0 and endReached==false, it plays again from the start
[16:49:54] <fuzzie> i didn't understand this right, do you think?
[16:50:27] <Avenger> wait a moment, you talk about game area avatars, i think you can see only weapon changes that way
[16:50:41] <fuzzie> DropAnims() deletes all animations
[16:50:42] <Avenger> i thought we talk about the paperdoll
[16:50:47] <fuzzie> yes, sorry, avatars :)
[16:51:13] <fuzzie> the actor->GetAnims() version
[16:51:44] <Avenger> but you can change only weapons that way, to see any flicker
[16:51:48] <Avenger> right?
[16:51:58] <fuzzie> armour too, i think
[16:52:21] <Avenger> hmm, pst?
[16:52:22] <fuzzie> when testing, i see it when items are dropped
[16:52:57] <Avenger> but it should be done hidden, while you are in the inventory screen
[16:53:02] <fuzzie> by scripts :)
[16:53:09] <Avenger> oh, hmm, i see
[16:53:25] <Avenger> never checked that in the original
[16:53:40] <fuzzie> also when dying, but i think that is a different bug
[16:54:30] <fuzzie> (we should only play the death animation once!)
[16:54:47] <Avenger> hmm, ok, i think i understand what you mean. You say, the animation is restarted from the beginning, when an item is replaced?
[16:54:56] <fuzzie> yes
[16:55:14] <fuzzie> and as far as i can tell, it is because DropAnims is called inside CharAnimations, which deletes all animations
[16:55:15] <Avenger> i would check the original first :)
[16:55:24] <Avenger> yes, it is, it creates new animations
[16:55:32] <Avenger> and to be honest, they need to be in sync
[16:55:41] <fuzzie> so i thought you might know what is meant to happen :)
[16:55:56] <fuzzie> i can see that it's not good to just reset some animations..
[16:56:01] <Avenger> so, you gotta drop/recreate them. the only thing you can do is to reset the animation frame number
[16:56:37] <Avenger> they should run in sync with the main anim
[16:56:40] <fuzzie> so it is confusing
[16:56:53] <Avenger> i bet the original had only a single animation frame counter
[16:57:22] <Avenger> (and crashed if a sub animation had not enough frames)
[16:57:30] <fuzzie> well, gemrb is more flexible, i don't want to change that
[16:57:42] <Avenger> but it is flickering
[16:58:08] <Avenger> but it is true, this way we could have variable animation lenghts
[16:58:23] <fuzzie> for the death thing, i thought we can just force any already-dead actors to the last frame of each part
[16:58:56] <Avenger> this is about the messy replay of the death sequence on reload?
[16:59:05] <fuzzie> well, it also happens during gameplay :)
[16:59:17] <Avenger> that should be a separate bug
[16:59:25] <fuzzie> yes, i just worry about the during-gameplay one
[16:59:28] <Avenger> there is a twitch sequence in many games
[16:59:37] <Avenger> probably it is not selected correctly
[16:59:51] <Avenger> the death sequence is not a single frame in many cases
[16:59:57] <fuzzie> oh, right
[17:00:00] <fuzzie> see, i look at pst :-)
[17:00:04] <Avenger> on reload, it should be the last frame, though
[17:00:27] <fuzzie> so if you do DropAnims() in pst, it causes the death sequence to play again
[17:00:40] <Avenger> well, either pst has no twitch sequence at all, or it has been selected wrongly
[17:01:14] <fuzzie> yes, it has no twitch sequence
[17:01:18] <fuzzie> only the die one
[17:01:46] <Avenger> ok, then we need to make the twitch sequence to select the death sequence's last frame for pst anims
[17:01:56] <Avenger> not a big deal, i guess?
[17:02:06] <fuzzie> that is easy, i guess
[17:02:54] <Avenger> that will solve the reload problem too
[17:03:40] <fuzzie> well, i am mostly wondering about the reload problem
[17:03:41] <Avenger> hmm, actually, the bg2 has a single flat dead sequence too
[17:03:52] <Avenger> so probably pst misses 2 sequences
[17:04:01] <fuzzie> because i don't think DropAnims() should ever get called on a dead actor.
[17:04:15] <fuzzie> it does right now, but that is another bug
[17:04:33] <Avenger> they drop the equipment at the moment of death, then they don't really get dropanims
[17:04:42] <fuzzie> yes, exactly
[17:05:02] <Avenger> so what calls it?
[17:05:03] <fuzzie> except gemrb drops too late
[17:05:08] <Avenger> oh i see
[17:05:29] <fuzzie> because we had problems with the effect code, another messaging bug i assume
[17:05:36] <Avenger> so they die weirdly, by restarting the death sequence?
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[17:06:39] <fuzzie> when they have death scripts which take time.
[17:07:03] <Avenger> well, we need those
[17:07:19] <Avenger> hmm, the messaging will just delay this
[17:07:37] <Avenger> so, you somehow need to save the sequence?
[17:07:44] <Avenger> i mean save the frame #
[17:08:03] <Avenger> and reset it after an animation change
[17:08:16] <Avenger> i'm fairly sure the original does that :)
[17:08:26] <fuzzie> that is easy to do, i'll put it on the list sometime for checking
[17:08:29] <Avenger> that's why they have copies of all the same animations in several files
[17:08:46] <Avenger> they don't reset the frame # while changing sequences
[17:08:48] <fuzzie> so which death anims are which?
[17:09:16] <fuzzie> IE_ANI_DIE is dying, IE_ANI_TWITCH is dead?
[17:09:26] <Avenger> there should be3
[17:09:35] <Avenger> die,twitch,dead
[17:09:42] <fuzzie> current CharAnimation code always uses IE_ANI_TWITCH for pst, which seems the wrong way around :)
[17:10:11] <Avenger> because pst has only 2, or 1?
[17:10:28] <fuzzie> well, i only see these two
[17:10:31] <fuzzie> in the source code
[17:10:39] <Avenger> i think we lack the feature to select the last frame of a sequence
[17:10:53] <fuzzie> it would be easy to add that
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[17:11:57] <fuzzie> i just only see 2 anims in gemrb, so am confused :)
[17:11:59] <Avenger> hmm yes, you are right, creanimation sets the twitch one for dead
[17:12:19] <Avenger> but, it should select the LAST frame for that one
[17:12:28] <Avenger> that's a subsequence of sorts
[17:12:43] <Avenger> it normally stops on that sequence's last frame
[17:12:55] <Avenger> maybe we should have a pseudo sequence
[17:13:14] <Avenger> IE_ANI_DEAD which is IE_ANI_TWITCH's last frame
[17:14:12] <fuzzie> but where is TWITCH used?
[17:14:29] <Avenger> after the death (going down) sequence
[17:14:36] <Avenger> not in pst
[17:14:47] <fuzzie> it's only used there, and for new actors
[17:15:02] <Avenger> new?
[17:15:05] <fuzzie> and only plays once..
[17:15:21] <Avenger> well, any death seqs should play only once
[17:15:31] <fuzzie> oh, i see
[17:15:52] <fuzzie> that is strange, why would TWITCH ever have multiple frames?
[17:16:03] <fuzzie> if it only ever plays after dying
[17:16:21] <Edheldil> twitch is last spasms
[17:16:28] <fuzzie> but ok, IE_ANI_DEAD sounds great
[17:16:58] <fuzzie> Edheldil: i just wonder why it's not just included at the end of the death animation :)
[17:17:01] <Avenger> it is a few frames, twitching :) it should really be in the normal going down anim, but probably it isn't used in all death types, i don't know
[17:17:12] <Edheldil> is not it used e.g. for characters with 0..-9 HP ?
[17:17:22] <Avenger> yeah, same thoughts,
[17:17:53] <Avenger> but no, if you got -10 or less, you explode
[17:18:07] <fuzzie> only if you have the gore option on :)
[17:18:13] <fuzzie> silly Bioware
[17:18:26] <Edheldil> nah
[17:18:32] <fuzzie> (i guess also only for non-party members, at low difficulty?)
[17:19:01] <fuzzie> anyway, IE_ANI_DEAD seems perfect solution, can just check for it in GetAnimation
[17:19:04] <Avenger> well, these are small nuances, we shouldn't really copy. except the visual bugs
[17:19:33] <fuzzie> i will add it sometime if no-one else does :)
[17:19:36] <Edheldil> if you are damaged so that you get to 0..-9 hp, you lose 1hp each round, until -10, when you die. I guess you would not explode then
[17:19:56] <Avenger> ed: i don't think that is implemented
[17:20:03] <Edheldil> at least in 3.5e it's so
[17:20:15] <Avenger> oh, in iwd2?
[17:20:28] <Avenger> i dont remember
[17:20:35] <Edheldil> in 3.5e :). Dunno how it's in IWD2
[17:21:14] <fuzzie> hmm
[17:21:17] <fuzzie> lynxlynxlynx: you here?
[17:21:20] <Avenger> well, if it is not anywhere in IE, then it is not important, regarding ie visuals
[17:22:01] <Avenger> see you later!
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[17:22:17] <Edheldil> also, when on 0, you might lie unmoving indefinitely, or do a single action, but you lose the 1hp, so you start dieing if it was not drinking potion
[17:22:45] <Edheldil> dying
[17:23:11] <Edheldil> bye
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[17:25:16] <fuzzie> previous discussion is very confused about whether items are dropped on death or at the end of the death animation
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[17:30:23] <fuzzie> but p5tweaks is certainly dropping inventory in the death scripts..
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[18:16:01] <lynxlynxlynx> back, whew, that was short :)
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[19:40:01] <Lightkey> holy macaroni, batman! don't you guys have work at day?
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[20:35:21] <fuzzie> lynxlynxlynx: there are some other places in general we don't check for dead actors, but i think that catches all the resting stuff
[20:36:07] <fuzzie> but, for example, GivePartyAllEquipment will give equipment to a dead actor, I think
[20:36:16] <fuzzie> I think most are harmless since dead actor inventories ought to be empty
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[20:37:16] <fuzzie> GameScript::Protagonist maybe also, and MostDamagedOf?
[20:38:18] <fuzzie> and perhaps the overhead hp/maxhp.
[20:38:53] <fuzzie> (that list is mostly for me to look back to..)
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