#gemrb@irc.freenode.net logs for 29 Sep 2009 (GMT)

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[14:18:02] <CIA-22> gemrb: 03lynxlupodian * r7290 10/gemrb/trunk/TODO: updated TODO
[14:18:59] <CIA-22> gemrb: 03lynxlupodian * r7291 10/gemrb/trunk/gemrb/docs/en/GUIScript/CreateLabelOnButton.txt: CreateLabelOnButton doesn't have a text parameter
[14:19:00] <CIA-22> gemrb: 03lynxlupodian * r7292 10/gemrb/trunk/gemrb/override/shared/sneak.spl: added sneak.spl for hide in shadows
[14:19:26] <lynxlynxlynx> oh, didn't see that coming
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[16:17:09] <Avenger> hello
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[16:17:28] <Avenger> i read yesterday's log about some hardcoded stuff?
[16:18:03] <fuzzie> sure
[16:18:10] <fuzzie> if you read the log then i guess you know it all
[16:18:27] <fuzzie> i don't know how to implement it though, i guess you don't want us to hardcode it so much
[16:19:01] <Avenger> definitely, but, the global script is not used in iwd
[16:19:18] <fuzzie> is it even possible to script this?
[16:19:28] <Avenger> that's what i want to find out
[16:19:35] <fuzzie> well, i mean, i guess we can add new actions
[16:19:37] <Avenger> enabling a container is possible, based on a variable
[16:19:42] <fuzzie> it's not a container
[16:20:39] <fuzzie> it's just, there are two sets of exits in some areas: the exits leading to one area must be used when the var is unset, and the exits leading to the other area must be used when the var is set
[16:20:50] <fuzzie> but you can repurpose an nidspecial action
[16:21:19] <fuzzie> i just don't know where i'd put the scripting, if i were to do that
[16:21:19] <Avenger> well, lets see, initially the good exit is active?
[16:21:33] <fuzzie> well, there's no way to actually enable/disable exits
[16:21:42] <Avenger> exits are infopoints
[16:22:23] <fuzzie> well, maybe i misread this in DLTCEP
[16:22:32] <fuzzie> was tired last night, let me look
[16:22:37] <lynxlynxlynx> same door, two portals
[16:23:01] <Avenger> hmm, i don't know yet, if it is possible
[16:23:24] <Avenger> it just seems weird there is no action to de/activate an infopoint
[16:23:36] <fuzzie> the thing is
[16:23:40] <fuzzie> the infopoint just has one area set
[16:23:55] <fuzzie> so you have to change that destination area, if you want it to work
[16:24:16] <fuzzie> and that surely requires a new action, if to be scripted?
[16:24:39] <Avenger> didn't you say there are 2 infopoints?
[16:24:44] <fuzzie> no
[16:24:50] <fuzzie> for the infopoint side, there's just the one infopoint
[16:25:11] <fuzzie> that is the hardcoded bit, i think?
[16:25:34] <fuzzie> see ar6005 if you have iwd
[16:25:37] <Avenger> i hate hardcoders :)
[16:25:42] <fuzzie> the to6004a, to6004b, to6004c infopoints
[16:27:25] <Avenger> ok, so, what i have to do is to change a travel trigger's destination?
[16:27:46] <fuzzie> yes
[16:27:48] <Avenger> from ar6004 to ar6013?
[16:27:56] <fuzzie> that is what i believe :)
[16:28:17] <Avenger> after the change, its name is still toar6004?
[16:28:22] <fuzzie> i haven't tried it
[16:28:29] <fuzzie> buried in homework
[16:28:58] <Avenger> this will require a new action i fear
[16:29:11] <Avenger> and not a nidspecial
[16:29:13] <fuzzie> yes, and i guess then we'll need action.ids merging?
[16:29:23] <Avenger> yeah, seems like that
[16:29:26] <fuzzie> so, not so nice
[16:29:31] <Avenger> not at all
[16:30:46] <lynxlynxlynx> why can't we just add another table
[16:31:00] <Avenger> at least the entrances are already in ar6005
[16:31:11] <Avenger> lynx: that is what fuzzie meant with action.ids merging
[16:31:15] <Avenger> and that is ugly
[16:31:24] <Avenger> like with projectiles
[16:31:30] <lynxlynxlynx> i meant instead of a real action
[16:31:58] <fuzzie> well, this is a better long-term solution, probably
[16:32:18] <fuzzie> we're going to need to reproduce other hardcoded behaviour, you can see this in the exe files for the games
[16:32:33] <fuzzie> and it's not really any more work
[16:32:37] <Avenger> yep, i'm sure pst and iwd2 will be even more uglier
[16:32:57] <fuzzie> pst doesn't seem as bad as i thought
[16:33:06] <Avenger> haha
[16:33:07] <fuzzie> there are some bits certainly, like the maze and the fortress
[16:33:13] <Avenger> effects too
[16:33:14] <fuzzie> and of course TNO is completely hardcoded
[16:33:15] <Avenger> spells
[16:33:21] <fuzzie> well, i leave the projectiles to you, mostly ;p
[16:33:32] <Avenger> they are terrible
[16:33:34] <fuzzie> but other than those, most things seem to work
[16:33:45] <Avenger> projectiles include all spell code
[16:34:22] <Avenger> and inside, they mostly just build effects
[16:34:33] <fuzzie> but i mean: it seems not too hard to replicate this behaviour, if you can make the projectiles work
[16:34:37] <Avenger> i don't know who did that, but definitely didn't know the IE :)
[16:35:06] <Avenger> i just need to assign spells to projectiles
[16:35:30] <Avenger> a lot of spl files
[16:35:55] <Avenger> and then, some of the pst overlays are scary
[16:36:11] <Avenger> they are not just those graphical adjustments like in bg2/iwd
[16:36:30] <Avenger> the pst overlays are saved in the .cre, and add special effects
[16:37:06] <Avenger> iwd/bg2 has 'cast spell on condition' for this kind of stuff
[16:37:31] <Avenger> for pst i will have to add a new spl for every overlay
[16:41:37] <Avenger> -->GameScript::TriggerActivation
[16:41:56] <Avenger> this one enables travel triggers
[16:42:22] <Avenger> so, basically, if they made that fsck'ing area with two travel triggers, the area script could have selected between the two
[16:42:58] <Avenger> but since they have no two travel triggers, we have to modify the existing one, with a new action
[16:45:49] <lynxlynxlynx> hmm
[16:46:03] <Avenger> this new action is so needless, with triggeractivation one could do so much more, because they could change any attribute of the trigger
[16:46:32] <Avenger> just implement it in both way, and select the one needed
[16:46:32] <fuzzie> well, maybe there's something we miss here
[16:46:40] <fuzzie> but then i don't see why it would be hardcoded into the exe then, so i guess not
[16:47:14] <Avenger> yep, it could be decided only by seeing what exactly it does in the hardcoded part
[16:47:46] <lynxlynxlynx> i see double entraces in dltcep
[16:47:58] <Avenger> yes, the entrances are doubled
[16:48:03] <fuzzie> lynxlynxlynx: that just tells the actors where to arrive from that area
[16:48:07] <fuzzie> sorry, i was a bit confusing about it last night
[16:48:10] <Avenger> they are prepared to allow reentry from both places
[16:48:33] <Avenger> but for my solution with triggeractivation you would need duplicated travel triggers too
[16:48:35] <lynxlynxlynx> i have a simpler idea
[16:49:06] <fuzzie> gemrb can't check the entrances, it would break other areas
[16:49:52] <lynxlynxlynx> what if we just mod ar6005
[16:50:11] <lynxlynxlynx> it has a script override, so if just overriding the gnmmg3g could work
[16:50:31] <lynxlynxlynx> s/if//
[16:50:54] <Avenger> we need duplicate triggers for this
[16:50:59] <Avenger> what is gnmmg3g
[16:51:09] <fuzzie> we need to fix the actions/triggers thing anyway
[16:51:14] <lynxlynxlynx> a script
[16:51:24] <lynxlynxlynx> in the default slot though
[16:51:29] <fuzzie> there's at least one trigger used in SoA that isn't in the SoA trigger ids file
[16:51:40] <fuzzie> it's in the ToB one, but that's not really so nice to leave broken
[16:52:46] <Avenger> lynx: the area needs to be hacked, because there are no 2 triggers, so we cannot do this without a new action
[16:54:09] <lynxlynxlynx> those can't be generated on the fly?
[16:54:26] <fuzzie> they're polygons
[16:54:34] <fuzzie> so that would be .. difficult
[16:54:51] <fuzzie> plus needing a new action anyway
[16:54:54] <Avenger> generated on the fly? by another nonexistent action :)
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[16:55:15] <Avenger> that would be even more fishy
[16:55:34] <Avenger> the real solution would be if we go back in time, and fix the original area :D
[16:55:54] <fuzzie> we shall put wjp on time-machine construction duty
[16:56:08] <Avenger> write a mail to the black isle dev to consider the suggestion with TriggerActivation :)
[16:57:10] <Avenger> well, i'm sure he failed, because if he succeeded, he would come in now that it is done, and they changed it :D Or tells us why it wouldn't work.
[16:58:19] <Avenger> fuzzie, can you do the action.ids merging?
[16:58:37] <fuzzie> not today, at least
[16:58:48] <wjp> fuzzie: I'll get on it in 10 years, and report back the results yesterday
[17:01:02] <CIA-22> gemrb: 03avenger_teambg * r7293 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp GameScript.cpp GameScript.h): added ChangeDestination action
[17:02:02] <Avenger> well, i guess that's what it does, from what i understood :)
[17:02:55] <Avenger> oh damn, its wrong
[17:05:14] <Avenger> i realized, it is just better to have the infopoint as an objectparameter but didn't change the parsing part
[17:06:16] <CIA-22> gemrb: 03avenger_teambg * r7294 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: ChangeDestination(Object infopoint, String destination)
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[21:07:50] <lynxlynxlynx> so what next? we provide a new are with a new script in the override?
[21:09:02] <fuzzie> or just make a global script?
[21:10:15] <fuzzie> but it needs me to write action.ids merging if Avenger didn't, i guess
[21:17:37] <lynxlynxlynx> icewind dale doesn't have the analogue of baldur.bcs?
[21:17:55] <lynxlynxlynx> or can there be more than one
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[21:17:59] <fuzzie> i have no idea
[21:18:03] <fuzzie> ask Avenger :)
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[21:18:05] <lynxlynxlynx> hehe
[21:18:18] <Avenger> the suldanessellar house with the holy symbol puzzle --> which resref it?
[21:18:20] <Avenger> *is it*
[21:19:01] <Avenger> ar28..
[21:19:18] <lynxlynxlynx> let me look it up
[21:19:21] <Avenger> ar2809?
[21:20:03] <Avenger> that one clones a rillpuzz creature
[21:20:21] <lynxlynxlynx> does it have a time stop scroll?
[21:20:35] <lynxlynxlynx> but the name is good too
[21:20:42] <lynxlynxlynx> since you're dealing with rillifane
[21:21:19] <Avenger> so it creates a creature, it isn't any bad area flag then
[21:21:37] <lynxlynxlynx> this was already known
[21:21:37] <Avenger> its state is not invis either
[21:22:05] <fuzzie> no equipped items?
[21:22:14] <lynxlynxlynx> what about avatar removal?
[21:22:21] <Avenger> it has a mage01 item
[21:22:28] <Avenger> if that won't do anything then nothing
[21:22:50] <Avenger> it has no embedded effects at least
[21:23:07] <Avenger> ok, it makes it invis
[21:23:22] <Avenger> mage01 item is invis while equipped
[21:24:07] <lynxlynxlynx> not equipped?
[21:24:13] <Avenger> it is
[21:24:16] <Avenger> it should work
[21:24:28] <Avenger> ctrl-m on the mage wouldn't list it?
[21:24:44] <lynxlynxlynx> i'll go check, i have a save at the start of the city
[21:25:55] <Avenger> it has 100% magic resistance
[21:26:04] <Avenger> and the ring has resist type 1 (resistable)
[21:26:08] <Avenger> MEh
[21:26:09] <lynxlynxlynx> heh
[21:26:28] <Avenger> so this is the problem with 'self' i guess
[21:26:44] <Avenger> self affecting resistables are not resistable
[21:27:03] <Avenger> it sucks, really, why they made this so complex
[21:27:18] <fuzzie> well, they didn't, in bg1, and that didn't work out so well
[21:27:24] <lynxlynxlynx> so your drow can use magic
[21:27:31] <lynxlynxlynx> exactly
[21:27:44] <Avenger> they should have changed beneficial spells not resistable
[21:27:46] <Avenger> easy :)
[21:27:55] <Avenger> especially stuff like this invis hack
[21:28:11] <Avenger> ok, so did we already change self affecting spells?
[21:28:17] <fuzzie> i don't think so
[21:28:53] <Avenger> then i make a game flag? DONT_RESIST_SELF ?
[21:29:15] <lynxlynxlynx> i added one for the different mr handling
[21:29:30] <Avenger> hmm ok so i just have to actually use it?
[21:29:41] <lynxlynxlynx> GF_SELECTIVE_MAGIC_RES
[21:30:04] <lynxlynxlynx> remember i was working on it, but it required those pesky createeffect changes
[21:30:17] <lynxlynxlynx> you said you'll think of something better
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[21:33:04] <Avenger> i don't know what it requires, it seems pretty easy
[21:33:42] <Avenger> checkresistance gets actor and fx, what else it needs?
[21:33:53] <fuzzie> well, there are other things to check for fixed resistance
[21:33:56] <Avenger> if fx->Target==SELF and resistance is selective, then jump out
[21:34:19] <Avenger> this may be insufficient, but correct, no?
[21:34:22] <fuzzie> but lynx probably remembers better than me
[21:34:51] <Avenger> well, i add it this way, should be good enough to let the mage go invis
[21:34:55] <lynxlynxlynx> i targetted a broader problem
[21:35:17] <fuzzie> just the self check would help a lot, i guess
[21:35:20] <lynxlynxlynx> we need the SourceFlags field to determine if the source spell is a hostile one
[21:35:39] <CIA-22> gemrb: 03avenger_teambg * r7295 10/gemrb/trunk/gemrb/plugins/Core/EffectQueue.cpp: self affecting spells are not resisted
[21:36:02] <Avenger> well, i check if it is 'self' not if pretarget is self
[21:36:16] <Avenger> so if you target yourself with a hostile spell, it is resisted
[21:36:26] <Avenger> 'or healing' ;)
[21:36:26] <Avenger> well
[21:36:26] <lynxlynxlynx> so now you can get cursed by an item even if you have 100% mr?
[21:36:29] <Avenger> not correct completely
[21:36:42] <Avenger> why? couldn't you before?
[21:36:48] <Avenger> if you equip it, it is always cursing
[21:37:06] <lynxlynxlynx> shouldn't you be able to resist that?
[21:37:07] <Avenger> i never seen resisting equipping a cursed item
[21:37:18] <Avenger> you may want to test it
[21:37:30] <Avenger> also you can test the puzzle box now :)
[21:37:58] <lynxlynxlynx> i found out i don't have the save anymore, maybe i'll cheat it out later
[21:38:05] <Avenger> k
[21:38:20] <Avenger> i can check it too, do i need any item to activate it?
[21:38:36] <lynxlynxlynx> no
[21:38:41] <Avenger> i'll just move to ar2801
[21:40:12] <Avenger> ctrl-y won't kill the now?
[21:40:29] <lynxlynxlynx> the who?
[21:40:44] <Avenger> them...
[21:40:51] <Avenger> ok, just switched keyboard mapping
[21:40:53] <Avenger> haha
[21:41:00] <lynxlynxlynx> i added mass murder
[21:41:06] <lynxlynxlynx> ctrl-shift-y
[21:41:29] <Avenger> hmm no, keyboard mapping is right
[21:41:33] <Avenger> wtf they don't die
[21:41:40] <Avenger> some rakshasa
[21:42:02] <lynxlynxlynx> that would mean 100% immunity to magic damage, acid and crushing damage
[21:43:18] <fuzzie> well, we should probably do more types
[21:44:00] <lynxlynxlynx> immunity to magic damage can only come through effects
[21:44:16] <fuzzie> maybe add another keyboard shortcut for insta-kill
[21:44:16] <lynxlynxlynx> so most critters die from it
[21:44:22] <fuzzie> with warning, this will break your game
[21:44:48] <lynxlynxlynx> i would rather know why the current method doesn't work for him
[21:45:25] <lynxlynxlynx> it is simpler to just force join the target to the party heh
[21:52:31] <lynxlynxlynx> doesn't work here either
[21:52:51] <Avenger> i wonder why
[21:52:52] <lynxlynxlynx> they have some impressive immunity effects, but nothing damage specific
[21:53:03] <Avenger> why wouldn't they join :)
[21:53:27] <Avenger> even ctrl-r doeesn't heal it
[21:53:34] <lynxlynxlynx> immune2 item maybe
[21:57:05] <Avenger> haha and i should have moved to ar2809 anyway
[21:57:16] <lynxlynxlynx> can't even hurt it with my +3 fists :s
[21:58:34] <lynxlynxlynx> ooh
[21:58:46] <Avenger> ok, the mage is still visible
[21:58:54] <Avenger> it has the state invisible effect, though
[21:59:04] <Avenger> i wonder why would i see it if it is invis
[21:59:29] <lynxlynxlynx> our fx_immune_to_weapon looks dodgy
[21:59:40] <Avenger> yep that too
[21:59:43] <lynxlynxlynx> Avenger: are you a dragon?
[21:59:47] <lynxlynxlynx> :)
[21:59:58] <Avenger> a what?
[22:00:13] <lynxlynxlynx> dragons can see invisble
[22:00:21] <lynxlynxlynx> and invisible
[22:00:36] <Avenger> you would see it too
[22:03:05] <lynxlynxlynx> i do
[22:03:38] <lynxlynxlynx> has a lot of protection effects
[22:04:00] <lynxlynxlynx> i don't have invisibility though
[22:04:14] <Avenger> "Actor.cpp" line 4347
[22:04:26] <Avenger> well, did you download my last commit?
[22:04:34] <lynxlynxlynx> oops
[22:04:57] <Avenger> line 4347 would make it invisible
[22:05:10] <fuzzie> is the EA really >EA_GOODCUTOFF?
[22:05:26] <Avenger> sure, it has blue circle
[22:05:33] <lynxlynxlynx> allegiance:128
[22:05:33] <fuzzie> but is it GOODBUTBLUE?
[22:05:39] <fuzzie> oh, ok
[22:05:41] <fuzzie> weird, then
[22:05:53] <Avenger> goodcutoff is 0x1e, i think
[22:05:58] <Avenger> anything below it is green
[22:06:39] <Avenger> well, my commit is apparently doing something good, but not good enough
[22:06:56] <Avenger> gotta sleep now, i'm sure we can fix it easily ;)
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[22:10:29] <fuzzie> maybe change Trans there to 255
[22:10:39] <fuzzie> i mean, on Actor.cpp:4350
[22:11:06] <fuzzie> otherwise tint.a goes to -1 goes to 0xffffffff goes to 0xff -> fully visible?
[22:12:43] <lynxlynxlynx> trying
[22:12:48] <lynxlynxlynx> nice catch
[22:13:37] <lynxlynxlynx> yes, that fixes the visibility
[22:13:44] <fuzzie> yay
[22:14:17] <lynxlynxlynx> but it doesn't match the original completely yet
[22:14:40] <lynxlynxlynx> you can still talk to him on hover
[22:15:00] <lynxlynxlynx> nothing really significant
[22:15:33] <lynxlynxlynx> it is a bit odd that he can be targetted at all
[22:15:48] <fuzzie> yes, GA_NO_HIDDEN should catch invis
[22:16:07] <fuzzie> Actor.cpp:3135
[22:16:36] <fuzzie> probably wants the same check as the render, both IE_EA and the INVIS state?
[22:16:47] <fuzzie> i would commit the 255 fix seperately though
[22:17:13] <lynxlynxlynx> sounds good
[22:19:20] <lynxlynxlynx> bah, snaily svn again
[22:21:30] <lynxlynxlynx> of course it refuses to die too
[22:22:00] <lynxlynxlynx> so it's kill dash nine, no more cpu time!
[22:22:34] <CIA-22> gemrb: 03lynxlupodian * r7296 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: fuzzie fixed the elven wizard visibility
[22:22:35] <lynxlynxlynx> heh, always behaves nicely afterwards
[22:23:02] <lynxlynxlynx> but i may have screwed it up
[22:23:10] <lynxlynxlynx> yep
[22:23:29] <lynxlynxlynx> i started working while it was trying to commit, so now both are in the same one
[22:25:05] <fuzzie> heh
[22:25:07] <fuzzie> does it work? :P
[22:25:25] <lynxlynxlynx> nope, it doesn't even compile, trying it in a better form now
[22:25:41] <lynxlynxlynx> i'm not sure if the ea check should be in there
[22:26:18] <lynxlynxlynx> it works, i can't target him
[22:26:26] <fuzzie> well, if the effect can be on enemies, can it not be on party members too?
[22:26:52] <fuzzie> i mean, i have no idea, that was just my thought
[22:28:02] <lynxlynxlynx> sure, anyone can be invisible
[22:28:44] <lynxlynxlynx> and there are other flags that a caller could use to filter on ea
[22:28:47] <fuzzie> so without the ea check, you'd be unable to target party members? that seems like the ea check should be there
[22:29:40] <fuzzie> you can't combine any of the caller flags to mean "don't give me invisible chars, unless they're good EA", i think
[22:29:50] <lynxlynxlynx> true, although for dialog it is not that important
[22:30:36] <CIA-22> gemrb: 03lynxlupodian * r7297 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: fixed compilation, blame svn
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