#gemrb@irc.freenode.net logs for 2 Apr 2011 (GMT)

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[00:03:08] <Chocrates> lol
[00:03:18] <Chocrates> im a tard
[00:04:10] <Chocrates> but still, im gonna dig through the source in a bit, is it meant to be a complete rewrite of IE?
[00:04:31] <Chocrates> and thanks!
[00:04:36] <Maighstir> With some added functionality, yes.
[00:04:52] <Chocrates> interesting
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[08:03:36] <boriskr> Hello! I've installed gemRB in Ubuntu. How can I make F1...F12 keys work?
[08:05:04] <boriskr> also scrolls and spells screens (P and W) dont work :(
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[13:15:38] <Avenger> hi
[13:15:53] <Avenger> boriskr can you compile new versions from git?
[13:20:37] <CIA-31> GemRB: 03avenger_teambg * rce6d5cd4b56e 10gemrb/gemrb/core/GUI/GameControl.cpp: temporary mage/priest hotkeys
[13:22:03] <Avenger> we don't handle any custom keymapping yet. I hope someone will do it for the next release :)
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[13:33:35] <boriskr> yes, it is from git
[13:35:31] <boriskr> and i'm playing BGT
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[13:37:49] <Avenger> i added the priest/mage screens
[13:41:21] <boriskr> i'm not expirienced with git... can you tell me how to pull changes?
[13:42:20] <boriskr> error: Your local changes to 'gemrb/core/GUI/GameControl.cpp' would be overwritten by merge. Aborting.
[13:42:30] <boriskr> i mean this
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[13:47:52] <boriskr> ok, i got it
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[13:50:27] <Avenger> did you change something?
[13:51:16] <boriskr> yes, file permissions
[13:51:48] <boriskr> with chmod 777 -R
[14:11:58] <boriskr> Avenger: it switches screens, but it is a lot more to be done: cursor doesnt changes and when i look at Imoen spells, and then pick Jaheira, and press W - it shows Imoen's spells
[14:12:39] <boriskr> thanks for patch anyway :)
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[15:41:17] <Avenger> strange, it should do the same as if you clicked on the wizard/priest scroll button on the left side
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[17:08:14] <Avenger> hi lynx
[17:08:25] <lynxlynxlynx> oj
[17:08:49] <wjp> hi
[17:09:02] <wjp> does anybody have wiki access to reset the front page?
[17:09:06] <lynxlynxlynx> the sun is trying to kill me
[17:09:18] <lynxlynxlynx> sure
[17:09:30] <lynxlynxlynx> i'll archive it somewhere
[17:38:53] <boriskr> guys, what IDE do you use for python developing?
[17:39:40] <tomprince> I tend to use vim.
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[17:59:03] <lynxlynxlynx> nano or kdevelop
[17:59:24] <lynxlynxlynx> but that's nothing python specific
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[18:03:37] <MikeChelen> now when running gemrb from playdeb package, there is a GemRB.cfg not found error, even though ~/.gemrb/gemrb.cfg exists
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[18:05:42] <tomprince> MikeChelen: does gemrb still run?
[18:06:10] <MikeChelen> tomprince: nope, but just found the problem, it doesn't like any lines to start with spaces in gemrb.cfg
[18:06:53] <MikeChelen> think this is a known bug / software limit
[18:06:56] <tomprince> What version is that? I know 8.4 got a new config parser, but I don't know if it ever got merged to head.
[18:07:28] <MikeChelen> 0.6.4-1
[18:07:36] <MikeChelen> does that sound right?
[18:10:43] <tomprince> Apprently it didn't make it into 0.8.4
[18:11:21] <tomprince> It is a know bug that is fixed in HEAD.
[18:12:15] <MikeChelen> ah ok cool
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[18:14:39] <MikeChelen> trying the packaged version now after having trouble getting compiled version running
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[19:21:11] <MikeChelen> hmm looks like there is a bug on this level
[19:21:25] <MikeChelen> or maybe caused by something else
[19:21:52] <MikeChelen> after leaving an area and returning the same monsters are back
[19:22:00] <MikeChelen> and the explored area is unexplored again
[19:34:18] <lynxlynxlynx> huh
[19:34:22] <lynxlynxlynx> that'd be a first
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[19:51:01] <theli_ua> i have this bug in both 0.6.3/4 - in dialogs NPC's text has almost the same as background color and is unreadable, is this a known thing? (bg2 demo and bg1)
[19:53:40] <theli_ua> oh, and the first dialog whenever i create new game/load is ok, but is as described afterwards :(
[19:59:17] <Avenger> someone messed the dialog color, i guess?
[20:00:33] <Avenger> it is not the right color for sure
[20:00:49] <theli_ua> dunno, i think this may be a local problem
[20:01:04] <Avenger> my npc texts are dark cyan
[20:01:13] <Avenger> but sometimes i saw different color
[20:01:45] <theli_ua> i wouldn't care if it was readable, just a moment, ding a ss
[20:03:00] <theli_ua> http://img6.imagebanana.com/img/9tohlhj5/screenshot_021.png
[20:03:22] <Avenger> yours is worse than mine, i agree
[20:03:33] <Avenger> it looks like this color is random
[20:04:21] <theli_ua> mine is always like that in both bg1 and bg2demo
[20:05:07] <Avenger> oddly enough, the code tries to display it as green
[20:05:16] <theli_ua> well, not always, the first dialog (regardles of whom i talk first) in bg1 when i create the game is ok (green) , but all after that are like on screenshot
[20:05:24] <Avenger> in dialoghandler, line 376
[20:05:48] <Avenger> i have no idea why it goes wrong
[20:06:04] <lynxlynxlynx> someone on the forum reported the same (if that's not you)
[20:06:13] <theli_ua> not me
[20:06:16] <lynxlynxlynx> i haven't seen that either though
[20:06:20] <theli_ua> i'm not registered on forums yet
[20:06:31] <Avenger> did someone change the Font rendering code?
[20:06:36] <lynxlynxlynx> computer version or something else?
[20:06:42] <Avenger> i'm pretty sure someone tampered with Font.cpp
[20:07:06] <lynxlynxlynx> oh right
[20:07:20] <lynxlynxlynx> edheldil added a hack for map notes and journals
[20:07:28] <Avenger> around font.cpp line 216 maybe?
[20:07:38] <Avenger> that's where it handles the color
[20:08:01] <lynxlynxlynx> Palette* newPal = core->CreatePalette( c, palette->back ); <-- yep
[20:08:27] <Avenger> i don't see anything wrong with that,though
[20:08:34] <Avenger> i don't know how it looked like earlier :)
[20:08:43] <lynxlynxlynx> it was black before, so that's not it
[20:09:31] <Avenger> or line 388
[20:10:02] <Avenger> hmm, what if the color= value is no longer valud
[20:10:02] <lynxlynxlynx> but that function changed too
[20:10:04] <Avenger> valid
[20:10:27] <Avenger> then it would leave the color as the speaker's major color
[20:10:35] <Avenger> which is exactly what i experience
[20:10:59] <Avenger> what if sometimes color=<rgb> is not matching the scanf mask
[20:11:02] <lynxlynxlynx> where did it come from anyway? i doesn't match any current speaker color in the screenshot
[20:11:27] <theli_ua> avenger has issue other than on screenshot
[20:11:36] <Avenger> not necessarily
[20:11:55] <Avenger> this color=x /color stuff is sensitive, if there is a missing /color
[20:12:04] <Avenger> then it overwrites the base color, i guess
[20:12:17] <Avenger> so once it goes wrong, it remains wrong
[20:13:19] <Avenger> the format strings are here: DisplayMessage.cpp" line 36
[20:13:42] <theli_ua> sigh, never looked at gemrb's sources before .. feels so wrong :( .. why does it mix C with C++ this much? :(
[20:13:51] <Avenger> hmm, some of them starts with /color...
[20:14:06] <Avenger> we use c++ when it is necessary
[20:14:47] <fuzzie> Do we have much real C stuff at all?
[20:15:01] <Avenger> the python interface probably
[20:15:18] * theli_ua is looking at void Font::Print( atm and its like 95% C inside
[20:15:50] <theli_ua> malloc, strlen, C-style strings,sscanf, etc
[20:15:56] <theli_ua> well, nvm
[20:16:41] <fuzzie> Some of the code is *old*, but I don't think I'd call any of it C-style.
[20:17:07] <Avenger> well malloc/strlen/sccanf is c style. and i like it that way :)
[20:17:43] <fuzzie> I'm not sure off the top of my head if you could do it clearer in C++.
[20:17:54] <Avenger> i agree
[20:18:20] <Avenger> every 'new' just translates to malloc anyway :)
[20:18:26] <fuzzie> Well, it doesn't. :P
[20:18:26] <theli_ua> fuzzie, C++ style would be use std::string, new/delete instead of malloc/free .. etc
[20:18:38] <theli_ua> but anyway, lets return to font colour :P
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[20:19:29] <Avenger> this line displays the wrong colored text: displaymsg->DisplayStringName( ds->StrRef, 0x70FF70, target, IE_STR_SOUND|IE_STR_SPEECH);
[20:19:41] <Avenger> DialogHandler.cpp" line 376
[20:20:01] <Avenger> it displays the npc's string with its own color, then the text in green color
[20:20:09] <Avenger> 0x70ff70 is green
[20:20:22] <fuzzie> I guess those bits of the Font code date back to 2003, heh.
[20:20:31] <fuzzie> Anyway, I leave you to it and go back to sleep. :P
[20:20:49] <Avenger> but a lot of it was whacked around :)
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[20:25:55] <Avenger> string:[color=7E7000]Wallace - [/color][p][color=BA56667E0070FF70]Hello, friend. Would you care to see my wares?[/color][/p]
[20:25:59] <Avenger> lol
[20:26:12] <Avenger> some memory garbage in it
[20:26:31] <Avenger> 64 bit sucks
[20:26:52] <Avenger> i bet someone changed the format string?
[20:26:56] <Avenger> or something like that
[20:27:13] <lynxlynxlynx> not that i remember
[20:28:34] <Avenger> that BA56667E0 shouldn't be there
[20:29:20] <theli_ua> can you rerun that under valgrind?
[20:29:45] <theli_ua> that doesn't look like wrong memory access though :(
[20:29:50] <Avenger> sure
[20:30:59] <Avenger> loading the game takes some time .... dum-de-dum
[20:31:44] <theli_ua> btw, is bg1 playable with gemrb for the one who never played bg series?
[20:32:10] <Avenger> well, if these annoying bugs won't go on their nerves
[20:32:38] <Avenger> the combat is probably annoying. You cannot hit moving npcs too easily with melee
[20:32:52] <fuzzie> that is still broken?
[20:33:05] <Avenger> i didn't test it
[20:33:08] <Avenger> you fixed that?
[20:33:19] <fuzzie> well, i rewrote it locally in stuff i didn't commit
[20:33:30] <Avenger> LOL
[20:33:31] <fuzzie> but i put something in trunk which i thought helped temporarily
[20:33:41] <Avenger> ok, well, i didn't test it
[20:34:18] <Avenger> ==5827== Conditional jump or move depends on uninitialised value(s)
[20:34:19] <fuzzie> i have thousands of lines of code here which rewrite the action/trigger stuff, just no time to finish it right now :(
[20:34:19] <Avenger> ==5827== at 0x5DB6DF8: _itoa_word (_itoa.c:196)
[20:34:21] <Avenger> ==5827== by 0x5DB8138: vfprintf (vfprintf.c:1613)
[20:34:22] <Avenger> ==5827== by 0x5E6F75F: __vsnprintf_chk (vsnprintf_chk.c:65)
[20:34:24] <Avenger> ==5827== by 0x5E6F699: __snprintf_chk (snprintf_chk.c:36)
[20:34:26] <Avenger> ==5827== by 0x4ED1861: DisplayMessage::DisplayStringName(char const*, unsigned int, Scriptable const*) const (stdio2.h:66)
[20:34:27] <Avenger> ==5827== by 0x4ED1990: DisplayMessage::DisplayConstantStringName(int, unsigned int, Scriptable const*) const (DisplayMessa
[20:34:29] <Avenger> ge.cpp:185)
[20:34:30] <Avenger> this may be something
[20:34:38] <lynxlynxlynx> theli_ua: there are spawn bugs that will make the game a bigger challenge
[20:34:56] <edheldil_> Hi all
[20:35:25] <lynxlynxlynx> good night :)
[20:35:56] <fuzzie> those display formats are using %lX which is a bit strange
[20:35:59] <Avenger> lynx can't you check what changed with the displaystring format strings
[20:36:07] <fuzzie> nothing changed in a long time
[20:36:09] <Avenger> yes, that l is bad
[20:36:12] <Avenger> i think
[20:36:37] <Avenger> this stuff was wrong for some time, but i didn't care
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[20:36:47] <Avenger> actually, ithought it was done by someone intentially
[20:36:55] <Avenger> i thought they didn't like the constant green :)
[20:39:18] <fuzzie> well the %lX stuff dates back to 2004 or something
[20:39:39] <fuzzie> probably no-one was using 64-bit then?
[20:40:14] * theli_ua is using 64bit build
[20:40:47] <fuzzie> it looks like simple 64-bit bug since %lX is used, but i am very tired and should not be looking at code
[20:40:54] <Avenger> yes
[20:41:01] <Avenger> i just don't understand it
[20:41:09] <theli_ua> where is that %lX you talk about? fuzzie
[20:41:15] <Avenger> 0x70ff70 is a nice number
[20:41:18] <fuzzie> theli_ua: top of DisplayMessage.cpp
[20:41:29] <Avenger> "DisplayMessage.cpp" line 36
[20:41:35] <fuzzie> has been in the 'to rewrite' list forever
[20:41:53] <theli_ua> lol
[20:41:55] <theli_ua> let me check
[20:42:59] <Avenger> i bet it is because we use C :P
[20:43:12] <Avenger> int newlen = (int)(strlen( DisplayFormat ) + strlen(name) + strlen( text ) + strlen(text2) + 18)
[20:43:30] <Avenger> what if this newlen is not enough
[20:43:32] <fuzzie> yeah, that means you get it cut off if you pass junk in the colour param
[20:43:37] <theli_ua> Avenger , see mixing C++ and C this much makes things complicated
[20:43:57] <Avenger> yes, i know, but with a little consideration, you can do it right
[20:44:00] <fuzzie> but then if you didn't do that, you'd just hide the underlying bug.
[20:44:05] <fuzzie> so i don't think this is good example. :P
[20:44:07] <Avenger> and when you do it right, it is faster
[20:44:08] <fuzzie> someone fix it!
[20:44:41] <theli_ua> do you have some 32/64bit specific defines?
[20:45:58] <fuzzie> just '%08x' would be sensible here, right?
[20:46:05] <theli_ua> hm
[20:46:11] <theli_ua> i guess
[20:46:12] <fuzzie> i mean, 'l' is completely wrong, an unsigned int is passed.
[20:46:24] * theli_ua is already playing a game after changing it to %X :P
[20:46:56] <Avenger> and why is that wrong, fuzzie?
[20:47:09] <Avenger> unsigned int in a 64 bit system, is 64 bits, no?
[20:47:15] <fuzzie> no
[20:47:17] <Avenger> oh
[20:47:52] <boriskr> I'm on 64 bit Ubuntu
[20:48:09] <fuzzie> it would be sensible but you will all be using amd64, which has 32-bit ints :P
[20:48:33] <Avenger> ok, how do i make it always 32 bits
[20:48:42] <Avenger> the color code should be always 32 bits
[20:48:46] <fuzzie> just don't add the 'l'.
[20:48:58] <Avenger> i wonder why it was added...
[20:49:14] <fuzzie> well you can ask Avenger of 2004 :p
[20:49:14] <theli_ua> i guess someone just likes that letter
[20:49:27] <fuzzie> although the code is super confusing back then, maybe it was balrog
[20:49:52] <Avenger> but i'm pretty sure i saw it green for a long time
[20:50:02] <theli_ua> fuzzie, btw %08X is wrong
[20:50:42] <fuzzie> no alpha in gemrb colours?
[20:50:48] <Avenger> %06X
[20:52:08] <Avenger> theli_ua: that's good?
[20:52:24] <theli_ua> looks good
[20:53:29] <theli_ua> ohwait
[20:53:30] <theli_ua> no
[20:53:31] <Avenger> ok, lets hope changing the format string length didn't mess with the "C code"
[20:54:04] <theli_ua> i'm a bit sleepy atm
[20:54:07] <Avenger> what's wrong now
[20:54:21] <theli_ua> so, %X works fine for me, %06X segfaults on dialog for me
[20:54:33] <fuzzie> that sounds quite bad
[20:54:46] <Avenger> uh
[20:55:07] <Avenger> got gdb or valgrind?
[20:55:12] <Avenger> because it works for me
[20:55:25] <theli_ua> are you on 23b system?
[20:55:26] <CIA-31> GemRB: 03avenger_teambg * r8540918988b5 10gemrb/gemrb/core/DisplayMessage.cpp: fixed dialog text random color
[20:55:36] <theli_ua> *32
[20:55:52] <Avenger> no, this is 64 bits
[20:56:00] <Avenger> that's why i saw random color in the first place :)
[20:56:30] <Avenger> i'm on a 64 bit ubuntu
[20:57:24] <edheldil_> if %06x crashes, that would point to a mem overwrite some time earlier
[20:58:55] <Avenger> well, there is a memory allocation for the string :)
[20:59:39] <Avenger> but the string produced by %06X should be shorter than %lX, and itself is longer
[20:59:45] <Avenger> so i thought there wouldn't be any trouble
[20:59:54] <Avenger> ooh
[21:00:11] <Avenger> maybe it should be %06.6X ?
[21:00:18] <Avenger> or what
[21:00:50] <Avenger> anyway, i see fewer Conditional jump or move depends on uninitialised value(s)
[21:00:58] <Avenger> so i'm content
[21:01:29] <Avenger> and no memory problem here
[21:01:32] <theli_ua> lol, with %06X empty dialogs, then segfault in DisplayMessage::DisplayStringName
[21:02:36] <theli_ua> i'm not comfortable ith cmake how do i configure gemrb to build with debug info?
[21:02:51] <Avenger> i thought it is by default
[21:02:59] <fuzzie> it is indeed by default
[21:03:10] <wjp> should we copy a printf that automatically grows buffers from scummvm?
[21:03:22] <fuzzie> no
[21:03:32] <Avenger> phew, i'm relieved ;)
[21:03:45] <fuzzie> well, in my ideal world we'd just copy the whole scummvm common library and use that in gemrb, and get rid of STL :P
[21:03:53] <Avenger> oh
[21:04:00] <fuzzie> but i mean i would like to know what's going on here :)
[21:04:27] <theli_ua> i can't use valgrind, need to recompile glibc for that :-/ .. thats ~25minutes
[21:04:39] <Avenger> ok, what if you print that string like i did
[21:04:53] <Avenger> before DisplayString, printf it to console
[21:06:17] * theli_ua is just going to break there in gdb
[21:06:37] <wjp> a backtrace and values of a few vars should be enough to track it down
[21:07:39] <boriskr> I've noticed a magic constant in DisplayMessage.cpp,164: int newLen = ... + 18); <- Is it ok?
[21:08:40] <edheldil_> there is a lot of magic in gemrb :)
[21:09:41] <Avenger> yep, i'm sure if you change that 18 to 1000 it would be fixed :)
[21:10:10] <Avenger> well, it would worth a shot, just to see if that string length is the problem
[21:11:46] <wjp> hm, + 18 _should_ be sufficient for what it's doing
[21:12:53] <theli_ua> wjp, http://pastebin.com/uJLb6V75
[21:13:06] <Avenger> it is already too much, with %06x anyway
[21:13:52] <wjp> can you do a 'print strlen(text)' ?
[21:16:19] <theli_ua> sigh, avenger, as i said i'm a bit sleepy, that segfault was entirely my fault
[21:16:29] <theli_ua> i accidentally put %%06x
[21:16:47] <theli_ua> so, %06x is ok
[21:16:50] <Avenger> cool, then just get the stuff i committed ;)
[21:16:55] <wjp> oh, of course; I should have noticed that in newstr :/
[21:18:21] <Avenger> you helped a lot, i wouldn't have bothered with this color problem without you coming around
[21:18:34] <theli_ua> on a side note ... would you recommend first-time bg1 walkthrough with gemrb or wine? :D
[21:18:41] <Avenger> wine
[21:18:47] <theli_ua> thought so :(
[21:19:00] <Avenger> if it breaks, then try gemrb :)
[21:19:08] <Avenger> at least with gemrb, you can fix the stuff
[21:19:43] <theli_ua> without previous bg experience i doubt i will notice that something is off
[21:19:54] <Avenger> well, then gemrb, lol
[21:19:55] <theli_ua> i was planning to test android version though
[21:20:02] <Avenger> and fix segfaults :P
[21:20:26] <theli_ua> anyone here tried gemrb on 4" phone?
[21:20:31] <Avenger> i think playing with the wine version simultaneously is the best
[21:20:56] <Avenger> so you see if something is broken in gemrb or it is just bad game data
[21:21:01] <Avenger> which happens
[21:21:12] <theli_ua> Avenger, i don't think i'll have time even for one wine/gemrb playthrough ...not both lol ..
[21:21:14] <Avenger> sometimes people report bugs that happen in original games too
[21:21:58] <Avenger> well, you would probably help us more if you play the gemrb version
[21:22:29] <theli_ua> what are the major issues with gemrb atm? you guys have had a long way it seems
[21:22:36] <Avenger> spawnpoints
[21:22:45] <Avenger> they are spawning crazily :)
[21:24:23] <Avenger> at the moment i focus on finishing the remaining unimplemented pst projectiles
[21:24:35] <theli_ua> :-/ and what needs to be done with that(spawns)? (i don't know much about ie/gemrb)
[21:24:37] <Avenger> fuzzie fixes scripting, but it is more like a major rewrite
[21:24:49] <fuzzie> Avenger: by the way, the crazy world map distances i saw the other day are game data bug :)
[21:25:15] <Avenger> heh, you mean the newarea?
[21:25:22] <Avenger> but we fixed some bugs in it
[21:25:31] <fuzzie> yes, we fixed the infinite loop, that was gemrb bug
[21:25:51] <fuzzie> but the really high distances, they are just bad game data, i saw it is fixed in the fixpack
[21:26:02] <Avenger> oh cool, so the remaining problems are not ours, that's relieving
[21:26:04] <Avenger> thanx
[21:26:08] <fuzzie> :)
[21:26:53] <Avenger> theli_ua, i think the spawnpoints just need 1-2 new conditions on triggering
[21:27:10] <Avenger> you probably wouldn't want to work with that, it would require reverse engineering
[21:27:40] <Avenger> i already got that part decoded, i just have to read it carefully
[21:28:03] * theli_ua is more comfortable with reverse engineering than with coding actually
[21:28:39] <theli_ua> have re-engineered quite a few network protocols, data formats ... some cracking history :$
[21:28:43] <Avenger> hmm
[21:28:54] <Avenger> are you familiar with ida pro ?
[21:29:01] <theli_ua> of course,lol
[21:29:12] <fuzzie> as fair warning here, the bg2 binary is 7.3mb
[21:29:29] <fuzzie> but i think we are pretty backlogged on the 'actually coding stuff' front atm
[21:29:43] <theli_ua> :D
[21:30:05] <Avenger> the ida db is 100m :)
[21:30:17] <Avenger> anyway, there is a major subsystem we didn't touch
[21:30:21] <Avenger> the multiplayer stuff
[21:30:25] <Avenger> you said network protocols
[21:30:28] <Avenger> so....
[21:30:48] <Avenger> you do that, you earn a massive karma
[21:30:50] <theli_ua> but why would anyone bother with ultiplayer before having singleplayer fully functional? O_O
[21:31:07] <Avenger> well, to get more people interested in it
[21:31:10] <fuzzie> because it's going to be a lot harder to add once everything else is set in stone, too
[21:31:21] <spike411> Discovering bugs and missing features in more people = more fun!
[21:34:12] <fuzzie> but if you seriously want to work on gemrb, the IE modding community is the place to start for docs
[21:34:17] <Avenger> and yes, what fuzzie said, she is working on scripting rewrite. It may involve converting some functions to delayed functions (messages), we seen that multiplayer requires a lot of that
[21:34:32] <fuzzie> yes, i just hardwired everything right now instead :P
[21:34:50] <fuzzie> we need it at least for a few things..
[21:36:17] <fuzzie> although really it is not so hard with symbols
[21:36:43] <fuzzie> since you can just go 'oh, hey, this is CMessageSetRestEncounterProbability'
[21:37:21] <Avenger> yep, but that messages goes across the network and modifies everyone's local copy of the area
[21:37:44] <Avenger> and there are a lot of such things
[21:38:00] <fuzzie> i guess the pathfinder+bumping would be an interesting RE exercise
[21:38:20] <Avenger> ah hmm, yes, a better pathfinder
[21:38:30] <Avenger> so our guys don't walk on angles
[21:38:55] <fuzzie> i didn't even start looking at that
[21:40:15] <theli_ua> avenger, you plan to support multiplayer between gemrb/original ?
[21:40:37] <theli_ua> fuzzie, bumping?
[21:41:04] <fuzzie> 'bumping' is the system where PCs can temporarily bump other friendly characters out of the way while walking
[21:41:41] <theli_ua> oh,i see
[21:42:44] <Avenger> theli_ua i didn't think of that. We support switching back and forth gemrb and the original, but that's mostly for testing reasons
[21:43:04] <Avenger> and it isn't fully working either
[21:43:20] <theli_ua> why do you want to re original protocol?
[21:43:21] <fuzzie> i think you can't possibly make multiplayer work between gemrb/original
[21:43:43] <theli_ua> wouldn't it be much better to design that from scratch to be gemrb-friendly?
[21:43:56] <fuzzie> but since scripting etc is written with the original network assumptions, you can't deviate massively, probably
[21:44:16] <fuzzie> but it would be an 'RE to see how it works' project, not an 'RE to copy'
[21:44:31] <Avenger> yep
[21:44:40] <fuzzie> i'm sure you could spend months full-time even on that though, even with existing notes
[21:46:30] <Avenger> i don't care either way, both has some benefits, but i personally don't need multiplayer at the moment. A totally new protocol would be good for people who want to change gemrb into an mmo :)
[21:46:34] <theli_ua> hm, pathfinding/bumping feels better in original indeed (was playing with bg2 demo just now)
[21:47:06] <fuzzie> well, i implemented some simple tweaks as coincidence in the action fixes which i didn't implement yet, like slightly staggered walking
[21:47:12] <Avenger> a totally compatible protocol would be good for players of the original game, though i'm unsure how many still plays an IE game in multiplayer
[21:47:40] <theli_ua> I heard a lot of bg series, never even knew it had multiplayer
[21:47:58] <Avenger> i think all has mp, except pst
[21:48:04] <Avenger> even pst has it in the code
[21:49:41] <Avenger> there are other things, probably much simpler
[21:49:51] <Avenger> like bouncing lightning bolts :)
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[21:59:55] <theli_ua> i wonder how do you find time for your own projects (what is an average age in team?) i can't find much time for own projects with work/family :-/
[22:00:11] <fuzzie> you have to bear in mind gemrb's age..
[22:00:22] <edheldil_> don't tell me that :/
[22:00:42] <fuzzie> Avenger manages to do most of the work, squeezing it in between everything else somehow
[22:13:09] <Avenger> gemrb itself is 10 years old, and i was old when it started :)
[22:13:49] <theli_ua> so how old are you now? o_O
[22:13:53] <Avenger> almost 40
[22:14:16] <theli_ua> nice
[22:14:20] <Avenger> meh
[22:14:28] <theli_ua> :D
[22:16:57] <Avenger> btw, i work as a programmer, doing boring banking stuff. So, when it is quiet at the office, i just play with IDA pro :)
[22:17:45] <theli_ua> that worked for me at my previous job
[22:17:47] <Avenger> and when i'm at home, and not playing some of the 'awesome' new bioware games, i work on this one
[22:18:19] <Avenger> it is really motivating that their new games are so crappy :0
[22:18:27] <theli_ua> now, with new job i don't have spare time ... i hope i'll have it a bit later... :(
[22:18:27] <theli_ua> and at home its a baby mostly
[22:19:02] <edheldil_> hehe
[22:19:46] <Avenger> yeah, babies sure eat away on the free time :)
[22:19:55] <edheldil_> :-D
[22:20:36] <Avenger> hmm, gotta sleep, bye!
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[22:21:01] <theli_ua> night
[22:21:18] <theli_ua> going to sleep too :-/ its 1:21 am here :(
[22:21:43] <edheldil_> are you from Kiiv?
[22:21:59] <theli_ua> yes, Kiyv/Kiev
[22:22:30] <theli_ua> *Kyiv :D
[22:23:00] <theli_ua> why do you ask? edheldil_
[22:23:06] <edheldil_> pesky letters :) I am from Prague
[22:23:51] <theli_ua> never been to Czech
[22:24:04] <theli_ua> always wanted to visit Prague and drink some Czech beer :(
[22:25:08] <edheldil_> I used to have some coworkers from UA :)
[22:29:37] <theli_ua> nice, anyway, time to sleep, good night
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[22:45:55] <edheldil_> night too
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