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

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[08:20:37] <fuzzie> morning
[08:21:03] <fuzzie> the forums seem quite busy all of a sudden..
[08:24:08] <lynxlynxlynx> oj
[08:26:36] <lynxlynxlynx> maybe ia is to blame
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[11:33:07] <lynxlynxlynx> fuzzie: any comments? http://pastebin.ca/1976255
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[11:36:17] <pupnik> wow
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[11:52:15] <fuzzie> well, it is just nitpicking now
[11:52:30] <fuzzie> i would put the inparty/invis check above, also with a 'return;'
[11:52:55] <fuzzie> but also i'm not sure it'll work now?
[11:53:39] <lynxlynxlynx> the rat is hidden, turning is still visible for invisible party members
[11:53:39] <fuzzie> if you have an overlay playing and you turn invisible, it will keep playing
[11:53:55] <lynxlynxlynx> hmm
[11:54:38] <fuzzie> well, except for entangle
[11:55:10] <fuzzie> but this stuff always confuses me
[11:55:21] <fuzzie> and if it fixes your rat problem, it can be fixed later
[11:57:16] <lynxlynxlynx> i guess it should be in Actor::Draw then
[11:58:13] <fuzzie> well, but then i'm not sure how to check what should and shouldn't be played
[11:58:44] <lynxlynxlynx> yeah
[11:59:01] <lynxlynxlynx> it's already mixed there
[11:59:21] <fuzzie> i wonder why there's no 'return;' in entangle
[12:00:58] <fuzzie> it was there..
[12:01:18] <fuzzie> a051bb2f removed it
[12:01:27] <fuzzie> looks like a mistake to me
[12:02:03] <fuzzie> but maybe it makes no difference, and there shouldn't be a 'return;' anywhere. so never mind.
[12:03:43] <lynxlynxlynx> doesn't appear to
[12:18:48] <CIA-29> GemRB: 03lynxlupodian * r942c1a162bee 10gemrb/gemrb/ (7 files in 7 dirs):
[12:18:48] <CIA-29> GemRB: added configurable hiding of the hardcoded overlays when npcs are invisible
[12:18:48] <CIA-29> GemRB: also fixes the omnipotent rat observer in brynlaw
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[13:03:23] <pupnik> hahah
[13:11:31] <pupnik> aha! clamping integers without conditionals http://bob.allegronetwork.com/prog/tricks.html#clamp
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[13:14:23] <fuzzie> i wonder if shifting is really faster than conditionals on something like the P4
[13:15:42] <wjp> you mean in the MMX/SSE instruction sets?
[13:18:10] <wjp> ARM can probably do it quite efficiently with predicates too
[13:18:39] <fuzzie> netburst had no barrel shifter
[13:19:55] <fuzzie> accounting somewhat for the atroicious performance for some things, since compilers historically quite liked shifts..
[13:20:19] <fuzzie> so just curious given the dates on that page :)
[13:21:33] <wjp> ah, so you even mean actual conditional jumps :-)
[13:22:45] <fuzzie> oh, right. sorry. continuing from pupnik's line :)
[13:23:02] <pupnik> i'm also thinking of eventually moving to glsl and texel shaders, where conditionals may be less desirable
[13:23:37] <pupnik> the goal is to fade-out colors without crossing zero
[13:23:38] <wjp> those may have clamped operations as primitives
[13:23:45] <pupnik> ah
[13:23:49] <wjp> it's quite a common thing when blending colours
[13:23:51] <fuzzie> it's a nice theory
[13:24:15] <fuzzie> and you can just pretend that it isn't being expanded into incredibly slow branches
[13:24:34] <wjp> fading by subtracting the same number from r,g,b will warp the colours by the way
[13:25:03] <pupnik> is there another fast operation to fade colors nicely?
[13:25:15] <fuzzie> i guess clamp() seems to be implemented natively in pretty much everything except what i was using for glsl, heh.
[13:25:16] <pupnik> besides subtraction
[13:25:29] <pupnik> hmm
[13:25:53] <fuzzie> ok, rpm defeated, very late lunchtime
[13:29:01] <wjp> pupnik: depends very much on your exact rendering pipeline and API. OpenGL-based things might have direct support for blending, for example
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[15:38:31] <Avenger> hi
[15:41:22] <lynxlynxlynx> oj
[15:46:47] <fuzzie> ask Avenger about the overlay stuff
[15:47:09] <fuzzie> i shall give this pointy stick to whoever volunteers, but i need to cook
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[15:52:28] <Avenger> what's up about overlays?
[15:53:18] <Avenger> if it is about visibility, then i think you can find that out better by testing. I could always miss something while reading the code
[15:53:57] <Avenger> anyway, i think avatar removal removes all kind of visual feedback
[15:54:10] <Avenger> invisibility doesn't
[15:54:21] <Avenger> translucent stat doesn't remove any overlays
[15:54:42] <fuzzie> but invisibility state does seem to remove overlays
[15:54:50] <Avenger> invisibility is fishy, it might be even different in engine versions
[15:55:07] <fuzzie> but the effect opcodes are unhelpful, they just set something in CDerivedStats
[15:55:56] <Avenger> there are a lot of points where you can disable the visual feedback, the engine is very complicated
[15:56:24] <Avenger> i think they got 1-2 fields more dealing with overlays than us :)
[16:00:47] <lynxlynxlynx> yeah, just more testing required
[16:01:01] <lynxlynxlynx> i created two new wiki pages today, one specifically for testers
[16:01:31] <lynxlynxlynx> but i couldn't think of much http://gemrb.sourceforge.net/wiki/doku.php?id=ietesting
[16:02:03] <Avenger> we could open the wiki to more people, i mean we could let people who offer testing to use the wiki :)
[16:10:47] <lynxlynxlynx> anyone can use the wiki and plenty of people have registered
[16:10:53] <lynxlynxlynx> ... just nobody does
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[17:02:55] <lynxlynxlynx> any luck with the global ids fuzzie?
[17:03:28] <lynxlynxlynx> i'm rereading the logs about the action bars (missing spellcasting icon etc)
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[17:04:00] <lynxlynxlynx> and there's also some talk of converting the selection handling for this
[17:05:35] <fuzzie> um
[17:05:49] <fuzzie> action bars don't depend on anything i am failing to do
[17:06:15] <lynxlynxlynx> :P
[17:06:27] <fuzzie> if you want to try converting the action bars, you should just be able to do it
[17:07:41] <fuzzie> the idea is just to replace the game->FindPC( slot ) stuff with game->GetActorByGlobalID( globalid )
[17:07:54] <fuzzie> although someone has broken that!
[17:08:03] <fuzzie> Avenger: you broke global ids?
[17:08:49] <fuzzie> ok, so, that needs reverting..
[17:08:52] <Avenger> why
[17:08:56] <fuzzie> because you broke SoA!
[17:09:05] * lynxlynxlynx hides
[17:09:13] <Avenger> game->findpc should be replaceable with the current function
[17:09:17] <fuzzie> GetActorByGlobalID needs to return actors by globalid, not just some random party members :)
[17:09:32] <Avenger> did it ever do that?
[17:09:36] <fuzzie> yes
[17:09:38] <fuzzie> you commented out my code
[17:09:42] <fuzzie> and put in something else
[17:10:13] <Avenger> hmm
[17:10:14] <fuzzie> i spent half an hour trying to work out why nothing was working last night, i didn't expect you to have commented out the working version :P
[17:10:37] <Avenger> still better than removing it completely :P
[17:11:10] <fuzzie> ok, i am just going to revert that
[17:11:14] <Avenger> we need my function too, it cannot be replaced by yours where i use it
[17:11:20] <fuzzie> why not?
[17:11:22] <fuzzie> oh, right
[17:11:25] <fuzzie> well, ok, i will rename it
[17:11:37] <fuzzie> or, hm
[17:11:46] <fuzzie> well, the correct thing to do is to have a hashmap, i guess
[17:11:57] <fuzzie> but i'll rename your one for now
[17:12:01] <Avenger> feel free to refactor them, but we need one that wouldn't look on all available maps
[17:12:17] <fuzzie> i renamed it to GetGlobalActorByGlobalID for now?
[17:12:23] <Avenger> also, ok
[17:12:42] <fuzzie> but i think best is to have a hashmap, which holds both global actors and also all actors on loaded maps?
[17:12:48] <Avenger> also, you probably need to call mine additionally where you use yours. Maybe not everywhere, but in some places
[17:13:07] <Avenger> especially in parseobject calls :)
[17:13:28] <lynxlynxlynx> long names
[17:13:33] <Avenger> to be honest, i think parseobject calls look only on the current area AND the global actors
[17:13:50] <lynxlynxlynx> maybe leave GetActorByGlobalID and add GetPCByGlobalID
[17:13:53] <Avenger> that's why i removed yours, i don't think there is ever any need to look on other maps except for global actors
[17:13:55] <fuzzie> sure, let's just replace the relevant parseobject bit
[17:14:02] <Avenger> which are just looked for by mine
[17:14:09] <fuzzie> well, the original just stores whole objects
[17:14:18] <fuzzie> i guess?
[17:14:31] <Avenger> but npcs are never found across maps
[17:14:42] <Avenger> i mean non-globals, do they?
[17:14:51] <fuzzie> hmm, i see your point
[17:14:57] <fuzzie> i wonder why this is breaking, then
[17:15:22] <Avenger> maybe one call needs an additional currentArea()->GetActorByGlobalID
[17:15:29] <Avenger> which i might broke
[17:15:32] <fuzzie> oh, right, yes, it doesn't do that
[17:15:44] <fuzzie> anyway, i'll rename it
[17:16:21] <Avenger> well, eventually we'll get this right. The problem is we have little artistic freedom :)
[17:16:37] <fuzzie> and i'll try remembering how this works exactly
[17:18:46] <fuzzie> i think maybe the problem is that, yes, i should be using the area here
[17:19:08] <fuzzie> i don't see why i wasn't..
[17:19:49] <Avenger> because it didn't follow actors to other areas then
[17:20:11] <Avenger> if you didn't use the global actor finder additionally
[17:20:35] <fuzzie> i mean, sorry, i see that
[17:20:35] <Avenger> like sarevok in the dream sequence
[17:20:48] <Avenger> ok
[17:20:51] <lynxlynxlynx> this was new in bg2 afaik
[17:20:53] <fuzzie> but this is some different code
[17:21:07] <fuzzie> the sarevok thing worked already i think
[17:21:15] <fuzzie> because he only follows PCs, right?
[17:23:07] <Avenger> yep
[17:23:27] <fuzzie> so i think you just exposed some stupid mistake in existing code
[17:23:35] <Avenger> huh, if i compile gemrb on windows, there is a crash on exit
[17:23:38] <fuzzie> but still would be nice if you didn't just comment out stuff without mentioning :-P
[17:23:54] <Avenger> well, sorry :)
[17:24:56] <fuzzie> crash with vc6?
[17:25:41] <Avenger> yes
[17:26:01] <Avenger> i see some weird *!&@&%.spl doesn't exist too :) so there is memory garbage
[17:28:46] <Avenger> i'ml trying to compile a runnable windows binary
[17:32:00] <fuzzie> well, we could try valgrind
[17:33:29] <Avenger> hmm, where can i upload this stuff... it's 3.5M
[17:34:18] <fuzzie> you can't just put on swf?
[17:34:19] <fuzzie> sf
[17:34:29] <Avenger> i would like to test it first
[17:34:47] <Avenger> but i probably could
[17:35:23] <Avenger> there is just no point in making it available if it misses some dll
[17:40:08] <fuzzie> well, it is no worse than not having one?
[17:40:12] <fuzzie> if it's a problem, then you can just replace it
[17:44:18] <fuzzie> Bhaal scene still works fine, btw
[17:44:54] <Avenger> upload breaks midway :(
[17:45:25] <Avenger> i tried twice, once i got 2.5m up, now only 1.5
[17:46:08] <fuzzie> other stuff works fine with my changes it seems
[17:46:29] <lynxlynxlynx> you can mail to me if you want me to try
[17:46:32] <fuzzie> i am just going to apply what i have, and i will worry about doing it 'properly' once i fixed global ids
[17:46:46] <Avenger> whoa, it says 100%
[17:47:24] <Avenger> ok, anyone with windows, please test it :)
[17:47:35] <lynxlynxlynx> after you're done, download and check if the md5sum matches, so you'll know the upload was flawless
[17:47:43] <CIA-29> GemRB: 03fuzzie * r0d24ef2a77ce 10gemrb/gemrb/core/ (Game.cpp Game.h GameScript/Matching.cpp): fixes/changes to actor lookup by global id, incomplete
[17:47:44] <Avenger> gemrb.0.6.2-git.zip
[17:48:18] <lynxlynxlynx> i see it :)
[17:48:56] <Avenger> it is identical to my upload
[17:49:35] <Avenger> well, i hope it doesn't miss the dll's. It freezes somewhat on quit
[17:49:52] <Avenger> i think it is because the openal dll has debug info in it
[17:50:29] <Avenger> if a library was build with debug, it does some weird memory guard settings, overwriting memory they shouldn't
[17:50:44] <Avenger> i'm almost sure that's the problem
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[17:55:11] <fuzzie> Avenger: so, do you know any reason we need localID?
[17:55:41] <fuzzie> i looked and i thought and i wondered some more, and i can't think of any reason not to get rid of it
[17:57:13] <Avenger> i thought we already did
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[17:57:47] <Avenger> the whole localID stuff is based on a misunderstanding
[17:57:51] <fuzzie> great
[17:57:56] <fuzzie> because my patch gets rid of it :P
[17:57:59] <Avenger> internally i see a single dword (eOwner)
[17:58:06] <fuzzie> you have time to explain what the misunderstanding is? :)
[17:58:11] <Avenger> yes
[17:58:33] <Avenger> in saved .cre's i seen two identical words, that was thought to be the local/global id
[17:58:45] <Avenger> i still don't know what they really are
[18:02:24] <Avenger> if you open an original game in dltcep, look up a PC, then go to the unused tab
[18:02:35] <Avenger> you will see 'internal object identifier (iwd2)'
[18:02:54] <Avenger> that field is actually written in all games
[18:03:24] <Avenger> though i'm 99% sure it is ignored on load
[18:04:50] <fuzzie> ok
[18:05:05] <fuzzie> well, everyone try to avoid committing annoying things for a while please :)
[18:05:24] <lynxlynxlynx> i'll only touch override
[18:05:31] <lynxlynxlynx> te
[18:05:37] <Avenger> hmm tobex has this: Enum eOwner; //8h, if this is set, evaluation of Ids and name is skipped. (this is what you implement by the storedobject, heh)
[18:06:17] <fuzzie> sounds about right
[18:06:27] <Avenger> i mean, this is true for all objects, i hope it is always filled for the stored objects, where we store only the global id :)
[18:06:31] <fuzzie> i prefer my code though :)
[18:07:19] <Avenger> yep, if it is used only for some select actions, and they store the object in the currentaction, your solution is perfect
[18:07:37] <Avenger> i'm almost sure it is
[18:08:17] <Avenger> it is really fun we don't have to store 20 bytes per objects only 4. there are some 12 such objects in each .cre
[18:08:29] <Avenger> and 20 bytes only in bg1/bg2
[18:08:41] <Avenger> the blackisle branch eats much more
[18:09:15] <fuzzie> hehe, we don't need all their fields :P
[18:10:01] <Avenger> yes, you use the fields only for that storedobject thingie. Which i first didn't believe to exist
[18:10:41] <Avenger> now i see it is used for stuff like attackreevaluate
[18:14:58] <fuzzie> :-)
[18:15:35] <fuzzie> i try to only implement things as long as i have a bug which clearly shows they are needed
[18:17:18] <fuzzie> the storedobject stuff is actually important in quite a few places
[18:17:29] <fuzzie> attackreevaluate is the boring case
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[18:21:03] <Avenger> the worst bug i see now: if an exit is not 'party required' you cannot move through it with the whole party :(
[18:21:27] <Avenger> it is a regression, it was good at one point
[18:21:33] <fuzzie> well, the exit stuff just needs rewriting
[18:21:39] <fuzzie> patience :)
[18:22:33] <Avenger> hmm, the steal button is totally removed?
[18:22:44] <fuzzie> i thought lynx fixed that
[18:23:00] <Avenger> no he broke it :)
[18:23:19] <Avenger> i'm almost sure he tested this only on iwd, where there is no stealing
[18:23:39] <lynxlynxlynx> i tested it in bg2
[18:23:43] <Avenger> hmm
[18:23:51] <Avenger> then i don't know what's up
[18:24:00] <Avenger> this is friendly arms inn, in bg1
[18:24:06] <Avenger> i'm sure it allows stealing
[18:24:33] <lynxlynxlynx> checkout the code from a year ago - does it work with that?
[18:24:54] <lynxlynxlynx> could be we just always did it wrong, although i don't see why they'd make bg2 different
[18:26:46] <Avenger> oh ok, friendly arms inn doesn't have stealing in original either
[18:28:05] <Avenger> where is a stealable shop in bg1 ....
[18:28:25] <lynxlynxlynx> beregost?
[18:30:01] <Avenger> lol, is there ANY?
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[18:31:21] <Avenger> i tried 2 pubs and the smithy
[18:31:40] <fuzzie> those are the wrong ones :)
[18:31:50] <lynxlynxlynx> http://www.forgottenwars.com/bg1/miscellany.htm <-- this says fai is stealable
[18:31:52] <Avenger> pfft, tell me a good one
[18:32:18] <fuzzie> ok, it was a lot easier to just rewrite that globalid patch than try fixing the merge
[18:32:26] <fuzzie> that will teach me not to leave patches lying around for 6 months..
[18:32:37] <Avenger> interesting
[18:32:45] <fuzzie> i moved too much in the meantime
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[18:33:23] <Avenger> friendly arms inn has no stealable flag set!
[18:33:47] <Avenger> it has the difficulty set to 20 though
[18:33:51] <Avenger> now wtf
[18:33:55] <lynxlynxlynx> indeed
[18:34:10] <lynxlynxlynx> you said you can't steal from there in the original either? then there's no problem
[18:34:16] <Avenger> yep
[18:34:21] <Avenger> it is just totally odd
[18:34:29] <Avenger> looks like bg1 has no such feature?
[18:34:37] <fuzzie> there are a bunch of weird things like that in the data files
[18:34:39] <Avenger> i thought only iwd has it missing
[18:34:51] <fuzzie> you can steal from the store right at the start, right?
[18:34:56] <Avenger> can you
[18:35:06] <Avenger> yeah
[18:35:08] <fuzzie> oh, when i load this game, i lose 10 reputation
[18:35:09] <Avenger> it has the flag
[18:35:17] <fuzzie> why? :(
[18:35:22] <Avenger> fuzzie: game version
[18:35:30] <Avenger> you load a bg1 game to bg2?
[18:35:36] <fuzzie> damn
[18:35:43] <fuzzie> yes, this is probably a gemrb save
[18:35:47] <Avenger> you can probably edit it with dltcep
[18:36:03] <Avenger> yes, the original gemrb didn't save the game version, remember we talked about it :)
[18:36:06] <fuzzie> doesn't matter, i have a complete set of SoA games
[18:36:45] <Avenger> this is really funny, of all inns you can steal only from the starting area inn
[18:37:14] <fuzzie> but you should be able to steal from other stores?
[18:37:28] <Avenger> frien3 where ever is it allows it
[18:37:49] <Avenger> it is probably one version of the friendly arms inn
[18:38:03] <Avenger> maybe it is different at some points of the story
[18:38:49] <Avenger> there are not many other stores where you can steal
[18:39:58] <Avenger> there are some called 'general store'
[18:40:20] <Avenger> ahh carnival shop
[18:41:38] <Avenger> and there it works
[18:41:39] <Avenger> phew
[18:41:57] <lynxlynxlynx> :)
[18:45:12] <CIA-29> GemRB: 03fuzzie * rb04703b3df1d 10gemrb/gemrb/ (21 files in 6 dirs): remove localID, move globalID into Scriptable, use GetGlobalID() everywhere
[18:45:19] <fuzzie> ok, now i can work on the 1000 bugs which depended on that
[18:45:53] <Avenger> steal doesn't work even if you got 195% success ;(
[18:46:04] <fuzzie> Avenger: are you still REing much?
[18:46:07] <Avenger> the actual move doesn't work
[18:46:14] <Avenger> fuzzie: generally yes. not today
[18:46:15] <fuzzie> heh
[18:46:18] <fuzzie> ok, i am just curious
[18:46:24] <fuzzie> not asking for anything, i have a lot to do anyway
[18:46:40] <Avenger> i just want to fix this stealing problem then i can dive in it
[18:48:03] <Avenger> ok, so GemRB.ChangeStoreItem (pc, LeftIndex, SHOP_STEAL) doesn't seem to work
[18:48:24] <fuzzie> lynxlynxlynx: you want to fix the action bars for global ids? i forgot
[18:49:12] <lynxlynxlynx> no, that was just a side question
[18:49:18] <Avenger> while (item->PurchasedAmount) { is 0
[18:49:28] <lynxlynxlynx> first the main issue of the default row
[18:50:01] <fuzzie> what is wrong with that?
[18:51:36] <lynxlynxlynx> the simple thing is that our default data is bad and now i'm checking why it didn't get used
[18:52:21] <lynxlynxlynx> it looks like we always use the other table when encountering npc classes
[18:53:38] <lynxlynxlynx> i'll manage, start with your 1k ;)
[18:54:18] <fuzzie> this isn't npc stuff in general?
[18:54:26] <fuzzie> because anything non-party is broken due to the slots thing
[18:55:18] <lynxlynxlynx> will see
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[19:04:07] <Avenger> lol, someone just beat me by one second at commit
[19:04:56] <lynxlynxlynx> nope
[19:05:05] <Avenger> fuzzie die :P
[19:05:11] <CIA-29> GemRB: 03avenger_teambg * r65aa3d26b08f 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed stealing
[19:05:12] <CIA-29> GemRB: 03avenger_teambg * r4b669641c5c7 10gemrb/gemrb/ (27 files in 12 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[19:05:15] <fuzzie> that was 20 minutes ago, keep up :)
[19:05:21] <Avenger> huh?
[19:05:30] <Avenger> i thought i did a git pull
[19:05:59] <lynxlynxlynx> too long ago aparently
[19:14:57] <CIA-29> GemRB: 03lynxlupodian * r5a2a4db2c8e6 10gemrb/gemrb/override/ (bg1/qslots.2da bg2/qslots.2da how/qslots.2da iwd/qslots.2da): qslots.2da, cosmetic: fixed spacing for easier reading for humans
[19:15:00] <CIA-29> GemRB: 03lynxlupodian * r776dcb292c28 10gemrb/gemrb/ (core/Scriptable/Actor.cpp override/bg2/qslots.2da): changed the default action row to match bg2
[19:15:56] <lynxlynxlynx> and yes, you were right, it can't find the actor afterwards
[19:16:26] <fuzzie> it shouldn't be hard to fix
[19:17:59] <Avenger> lynx: did this qslot fixing fix bards ?
[19:18:19] <Avenger> i see that in HoW the bard action buttons don't match the original
[19:18:25] <CIA-29> GemRB: 03fuzzie * r2fc915fce2be 10gemrb/gemrb/core/ (Map.cpp Map.h): add door/container/infopoint globalid lookup functions to Map
[19:18:27] <CIA-29> GemRB: 03fuzzie * rcb68cb4d06b4 10gemrb/gemrb/core/ (4 files in 3 dirs): change TargetDoor to be a globalid
[19:18:41] <Avenger> there is some weirdness with selected bardsongs
[19:19:02] <Avenger> huh, fuzzie really started pushing stuff :)
[19:20:21] <fuzzie> well, that was trivial
[19:21:48] <Avenger> so now doors get a global id on load?
[19:21:57] <fuzzie> yep
[19:22:06] <fuzzie> eeeeverything gets a global id on load
[19:22:10] <lynxlynxlynx> i didn't check, but i doubt it Avenger. iwds have selectable bard songs
[19:22:15] <fuzzie> i am not done yet though
[19:22:37] <Avenger> yep lynx, and it is 'almost' working
[19:22:50] <Avenger> i just see 2 bardsong buttons
[19:22:57] <Avenger> one is the regular one, the other is the selected
[19:23:51] <Avenger> it might be it can be fixed by simple script hacking, but i'm not sure
[19:27:09] <lynxlynxlynx> i haven't seen how it works in the original, so i can't say
[19:27:26] <lynxlynxlynx> both my how and iwd installs were broken the last time i tried them
[19:30:26] <lynxlynxlynx> fuzzie: so i just add a guiscript function so the scripts can find out the global id and then convert the slot users to that?
[19:32:57] <lynxlynxlynx> not sure what they'd pass to it, hmm
[19:33:12] <lynxlynxlynx> oh, just the selectee, nvm
[19:34:26] <lynxlynxlynx> better to change the remaining selection stuff
[19:37:05] <fuzzie> probably, yes
[19:39:03] <CIA-29> GemRB: 03fuzzie * r68718197cdde 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: print scriptable global ids in debug dumps
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[20:00:55] <fuzzie> i forget which important bugs need this stuff, and not messaging
[20:00:57] <fuzzie> perhaps not very much
[20:14:34] <lynxlynxlynx> much of the trigger stuff
[20:20:49] <deepinthewoods> http://www.mediafire.com/download.php?dny52dythmg9ssc
[20:21:22] <deepinthewoods> walk cycle, colorable.
[20:30:07] <lynxlynxlynx> nice and limping
[20:37:24] <CIA-29> GemRB: 03lynxlupodian * rd1b95db3ddc5 10gemrb/NEWS: centirevisional NEWS bump
[20:39:10] <fuzzie> really must fix pst animations
[20:39:14] <fuzzie> very sad otherwise
[20:39:18] <fuzzie> everyone just stands there :(
[20:42:36] <lynxlynxlynx> global id of 2 sounds legit?
[20:43:39] <fuzzie> for a party member
[20:44:48] <lynxlynxlynx> game->GetActorByGlobalID doesn't find him
[20:45:02] <lynxlynxlynx> is it supposed to be InParty for party members?
[20:45:23] <fuzzie> they're assigned in order as created
[20:45:43] <fuzzie> you're using a recent build?
[20:46:38] <lynxlynxlynx> GetLoadedMapCount was 0, so it didn't even try
[20:46:47] <lynxlynxlynx> yes, this is during loading
[20:47:21] <lynxlynxlynx> by it i meant Game::GetActorByGlobalID
[20:47:46] <lynxlynxlynx> maybe we should just delay the gui loading
[20:48:36] <fuzzie> use GetGlobalActorByGlobalID?
[20:50:25] <lynxlynxlynx> yay
[20:51:46] <lynxlynxlynx> now loads without the gui crashing, but there's plenty of functions yet to convert
[20:52:04] <lynxlynxlynx> something for the next days
[20:52:09] <lynxlynxlynx> good night
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