#gemrb@irc.freenode.net logs for 2 Aug 2010 (GMT)

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[07:53:18] <lynxlynxlynx> wow
[07:54:07] <lynxlynxlynx> window preservation and custom action bars :)
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[08:23:31] <fuzzie> morning :)
[08:24:46] <barra_library> heya fuzzie, good morning
[08:26:53] <fuzzie> lynxlynxlynx: i'm not sure what exactly to check for the disabled inventory, nor which other screens should be grayed out
[08:29:05] <fuzzie> fx_maze seems to only set MC_HIDDEN which we don't seem to check anywhere else, so i don't know if that even works
[08:29:35] <fuzzie> and our fx_imprisonment doesn't actually set IE_AVATARREMOVAL?
[08:32:03] <lynxlynxlynx> i think the other screens were left alone
[08:33:31] <fuzzie> ok, i just thought i'd say that the inventory tweak was just a guess..
[08:33:48] <lynxlynxlynx> it's fine
[08:34:09] <lynxlynxlynx> so marginal
[08:36:11] <fuzzie> i guess
[08:36:24] <fuzzie> we do need to start pausing on screens though
[08:38:55] <fuzzie> i reproduced the "vertical distance doesn't matter when attaxking" bug on the soa_playthrough_bugs list in the original engine
[08:39:50] <fuzzie> and i guess STATE_PANIC is another candidate for that inventory test, then
[08:42:05] <lynxlynxlynx> all the helpless states diable the inventory
[08:42:34] <lynxlynxlynx> so the original indeed prohibits meleeing those column kobolds?
[08:43:32] <fuzzie> no, you can melee them
[08:43:44] <fuzzie> (the ones at the bottom)
[08:45:56] <fuzzie> the 'not your glass jar' gemrb bug is reproducible when you're teleported from the tutorial to the SoA intro, too :)
[08:48:41] <fuzzie> the AdjustPosition code says " //lets make it slightly random where the actor will appear", probably not what we want
[08:51:39] <lynxlynxlynx> oh good, so it was false
[08:52:00] <lynxlynxlynx> we also do randomisation for mirror image
[09:05:39] <fuzzie> it helps that i've actually played through all of SoA now
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[09:05:51] <fuzzie> oops
[09:06:26] <fuzzie> our party-centering code really only centres at the worst possible moments :)
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[11:00:45] <lynxlynxlynx> huh, no helm of balduran in the room
[11:23:21] <lynxlynxlynx> apparently it can be swapped by other bg1 items if you import a party
[11:23:24] <fuzzie> meh, i am missing a CD of data, apparently
[11:23:54] <lynxlynxlynx> i didn't import though :s
[11:25:37] <fuzzie> so did you get anything?
[11:28:15] <fuzzie> i mean, if you don't import a party from bg1, you don't get the bg1 items
[11:29:02] <fuzzie> and if you did import, you get the first item from the 2da lists import01/import03
[11:31:17] <fuzzie> oh hey, all this time trying to find a good map of Baldur's Gate online, and there's one in the box
[11:32:27] <lynxlynxlynx> no, the cabinet only has the chromatic orb scroll
[11:33:01] <lynxlynxlynx> the only mention of the helm in scripting is in something odd related to keldorn
[11:33:11] <fuzzie> yes
[11:33:15] <fuzzie> it is an import
[11:33:30] <fuzzie> it's in import03.2da
[11:34:03] <lynxlynxlynx> so this is an ancient bug huh
[11:34:12] <fuzzie> i'm confused :)
[11:34:22] <fuzzie> i mean, if you don't import a party, you don't get any bg1 items
[11:34:48] <lynxlynxlynx> no, this helm is for normal gameplay too
[11:35:29] <fuzzie> you get it later in the game?
[11:35:49] <lynxlynxlynx> no in that cabinet
[11:35:52] <fuzzie> no
[11:35:55] <fuzzie> really :P
[11:36:15] <fuzzie> i made a new game from unmodded data, checked, nothing extra there
[11:36:26] <lynxlynxlynx> maybe it's a fixpack change then
[11:36:33] <fuzzie> i guess
[11:36:36] <lynxlynxlynx> i always got it there when playing
[11:36:49] <lynxlynxlynx> it's the best helmet in the game, so it is hard to forget
[11:38:28] <fuzzie> there are other people being confused about it too
[11:41:43] <fuzzie> hmm
[11:41:46] <fuzzie> maybe my bg2 is simply broken
[11:41:56] <fuzzie> clearly it is broken for other people
[11:42:18] <fuzzie> i'll go and boot the VM i've been using in a minute
[11:42:58] <fuzzie> but if this is a gemrb bug, the fix would be in TakeItemListPartyNum
[11:43:12] <lynxlynxlynx> yes
[11:43:28] <fuzzie> the idea is: if that doesn't manage to take *any* items, add the 2da default, i guess?
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[11:44:14] <fuzzie> it seems to be only used with count==1
[11:45:39] <lynxlynxlynx> yeah, that's it
[11:46:06] <lynxlynxlynx> you should get the mail of the dead as loot from the druergars and the sword of chaos is the reward for freeing the djini
[11:46:38] <fuzzie> the druergars give chan03 by default
[11:46:57] <fuzzie> which i guess is, indeed, mail of the dead
[11:47:17] <fuzzie> and sword of chaos should already work, i hope, that works fine in my original install
[11:47:32] <lynxlynxlynx> i'm checking it now
[11:47:50] <fuzzie> meh, i wonder why this doesn't work
[11:48:27] <fuzzie> the selection-preserving fix should be trivial to copy into iwd, btw, if you can try it
[11:48:41] <fuzzie> i don't know how much anyone cares, but it was driving me mad
[11:49:54] <lynxlynxlynx> the sword works, yes
[11:50:05] <fuzzie> i would just assume my install is broken, then
[11:50:21] <lynxlynxlynx> i didn't get the mail, but i'll retry
[11:50:25] <fuzzie> and fix up TakeItemListPartyNum to add the default item if count>0
[11:54:13] <lynxlynxlynx> nope, no mail (i thought it was from illych, but then checked everything)
[11:59:50] <fuzzie> hmm
[11:59:56] <fuzzie> does the horn work?
[12:00:06] <lynxlynxlynx> brynlaw?
[12:00:10] <fuzzie> the action code doesn't look like it will work at all
[12:00:14] <fuzzie> sorry, i mean, the helm
[12:01:22] <fuzzie> oh, no, it should be ok
[12:01:23] <lynxlynxlynx> i have to start a new game
[12:02:08] <fuzzie> the trouble is, i messed with this code
[12:02:16] <fuzzie> but i guess that wouldn't affect you
[12:14:32] <lynxlynxlynx> would it be ok if i called another action from there? In this case the whole GameScript::CreateItem is needed
[12:18:01] <fuzzie> well
[12:18:11] <fuzzie> you really don't want the feedback
[12:19:10] <fuzzie> so i wouldn't do that :)
[12:19:16] <lynxlynxlynx> these two cases wouldn't trigger it
[12:19:20] <fuzzie> but just calling the function of another action is fine
[12:19:45] <fuzzie> as long as you don't modify parameters or the queue
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[13:19:20] <fuzzie> lynxlynxlynx: could you verify "mouse cursor doesn't indicate an action target over portraits" + "shapeshifting doesn't change actor animation" + "held and stunned creatures are not attackable" + "portrait selections don't remain when switching game screens" from todo are fixed?
[13:19:49] <lynxlynxlynx> "shapeshifting doesn't change actor animation" works
[13:20:49] <lynxlynxlynx> "mouse cursor doesn't indicate an action target over portraits" too
[13:21:03] <lynxlynxlynx> "portrait selections don't remain when switching game screens" somewhat
[13:21:56] <lynxlynxlynx> it only doesn't work when returning to the game control
[13:22:13] <fuzzie> i think that also happens with the original game, but i will check
[13:23:59] <lynxlynxlynx> held creatures are attackable
[13:24:58] <lynxlynxlynx> the status orb is misplaced though and another thing to remove on death
[13:25:19] <lynxlynxlynx> seems like the PlaySound effect from the spell lingers
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[13:25:52] <fuzzie> i tried setting a trap with Imoen at some point and noticed that the animation lingered
[13:26:09] <fuzzie> but i don't have much of an idea, as usual, about how the effect stuff works
[13:26:15] <fuzzie> any idea what effect the status orbi s?
[13:28:57] <lynxlynxlynx> only this playsound is left
[13:29:06] <lynxlynxlynx> maybe it can display stuff too?
[13:29:38] <lynxlynxlynx> doesn't look like it
[13:30:25] <lynxlynxlynx> it's effect 215, play 3d effect
[13:30:36] <fuzzie> right
[13:30:44] <fuzzie> i changed that to work recently
[13:31:01] <fuzzie> it should stop on death..
[13:31:13] <fuzzie> but i guess we might not refresh the queue on death at all
[13:31:31] <lynxlynxlynx> that effect is not in the queue anymore
[13:31:56] <fuzzie> well, ok, maybe it did get stopped on death :)
[13:32:13] <fuzzie> i would guess that it is set to loop, and we just do AddVVCell there
[13:32:31] <fuzzie> any idea of which spell/whatever i should look at?
[13:35:59] <fuzzie> i guess we probably need to tag actor VVCs with the last time they were updated, and only loop if they actually got touched since then, but i'd have to ask Avenger
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[13:36:47] <fuzzie> while playsound, on the other hand, should leave the queue immediately
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[13:39:11] <fuzzie> i'll go look at these other things, anyway
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[13:49:55] <fuzzie> patched ToB: changing selection on non-main screens have no effect on main screen selection, whether you have one or more sleected
[13:51:06] <lynxlynxlynx> can you have more than one person selected on non-main screens?
[13:51:32] <fuzzie> no
[13:51:48] <lynxlynxlynx> ok
[13:52:18] <fuzzie> i just mean that even if you only have one char selected in-game, if you go to a screen, select another and go back to the main screen, you don't change it
[13:52:40] <lynxlynxlynx> yes, like you implemented it
[14:03:00] <fuzzie> that is really just coincidence though
[14:03:13] <fuzzie> i didn't check beforehand, just wanted to fix the screns
[14:13:41] <fuzzie> is the goal to try and make things identical to bg2?
[14:13:53] <fuzzie> i'm running gemrb and bg2 side-by-side agin
[14:14:25] <lynxlynxlynx> http://pastebin.com/e3Gnw9ju <-- this works for me
[14:14:54] <lynxlynxlynx> my goal isn't 100% equality
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[14:15:22] <lynxlynxlynx> even if you disregard the originaly broken stuff
[14:15:48] <fuzzie> just looking at inventory: we have blue borders everywhere, 'ability' buttons where we don't need them, some highlight issues, etc
[14:18:31] <lynxlynxlynx> the blue borders are an intended feature from iwd(2)
[14:20:48] <fuzzie> ok. so i should look into optioning this, i guess
[14:20:51] <fuzzie> this is why i am asking
[14:21:21] <fuzzie> same for the lighter tints of unusable items
[14:21:41] <fuzzie> i guess the fact the quiver highlights when i pick up unusable items is simply a bug
[14:22:51] <lynxlynxlynx> the tint is too dark now
[14:23:15] <lynxlynxlynx> while the blood one for the portraits is too light
[14:24:02] <fuzzie> so what is the blue border meant to indicate?
[14:25:36] <fuzzie> and, yes, portraits are too light
[14:26:10] <lynxlynxlynx> magic items
[14:33:57] <fuzzie> but, no, unusable items also too light
[14:36:40] <fuzzie> the blue borders are irritating me because 100% of my items in these saves are labelled with blue borders
[14:37:13] <fuzzie> but i guess that is quite likely to happen in bg2, everything except bags/quest items/etc is likely to be magical in some way
[14:38:01] <fuzzie> my items are labelled with their stack number in a different place in gemrb, too
[14:38:19] <fuzzie> i just don't want to go around 'fixing' these things if they're deliberate and i should be making them an option instead
[14:38:58] <lynxlynxlynx> btw, the removeitem changes did not affect the portal key removal
[14:39:19] <fuzzie> i think that one is DestroyItem, but a similar hack would probably fix it
[14:40:03] <fuzzie> the states in the GUIREC are rendered differently by gemrb: i'm not sure if the dashes are better, but i guess the wrapping would be a good thing to have working
[14:40:55] <lynxlynxlynx> yes, it's annoying when reading item descriptions
[14:41:18] <fuzzie> the original has actual saving throws in () after the base ones in GUIREC, i guess we're just missing that feature?
[14:41:55] <fuzzie> and original has "+2" hit points per level, not just "2"
[14:42:16] <lynxlynxlynx> we're missing it, yes
[14:42:19] <fuzzie> and our chance to learn spell is "x%", better than original :)
[14:42:30] <fuzzie> same for resistances
[14:42:46] <lynxlynxlynx> i'll go fix these few
[14:43:04] <lynxlynxlynx> what do you think of that TakeItemListPartyNum patch?
[14:43:37] <fuzzie> you need to delete the action, i think
[14:44:00] <fuzzie> oh, the logic is wrong
[14:44:13] <fuzzie> the check should be afterwards
[14:44:56] <fuzzie> in a regular game, count will still be 1 after the 'for' loop, and then you gift the default item
[14:45:30] <lynxlynxlynx> the action constructor has autofree for true
[14:46:11] <fuzzie> and can int0Parameter not be left at 0?
[14:46:19] <lynxlynxlynx> i ran it also with delete and got no double free nor the assert in Release, so i don't really know what's happening
[14:46:49] <fuzzie> the autoFree doesn't get checked if you manually construct it
[14:47:44] <lynxlynxlynx> so true/false doesn't matter, but i should delete
[14:47:53] <fuzzie> yes :)
[14:48:11] <lynxlynxlynx> and the charges thing will be taken care of by the lowlevel core
[14:49:14] <fuzzie> well, i think you understand that better than i do, but it looks like this stuff is changed by mods, and i think sometimes you might get items with charges
[14:49:48] <lynxlynxlynx> true, better to leave it be
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[14:54:18] <fuzzie> and colour-picker should highlight current selection, i guess
[14:54:35] <fuzzie> i know these are very minor things, but when they make it *better*, i'd like to at least have it on my list
[15:35:12] <lynxlynxlynx> does it show the modified saving throw only if it is different from the base?
[15:38:30] <fuzzie> not sure, will look
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[15:42:23] <fuzzie> no.
[15:42:29] <fuzzie> i man
[15:42:31] <fuzzie> i mean, sorry
[15:42:41] <fuzzie> it does show the modified saving throw only if it is different
[15:44:09] <lynxlynxlynx> ok
[15:56:34] <CIA-26> GemRB: 03lynxlupodian * rb93498b4d2bd 10gemrb/gemrb/core/GameScript/Actions.cpp:
[15:56:34] <CIA-26> GemRB: TakeItemListPartyNum: grant the default item in non-imported games
[15:56:34] <CIA-26> GemRB: this is otherwise used to let a few bg1 items carry over to bg2
[15:56:36] <CIA-26> GemRB: 03lynxlupodian * r232be72debcc 10gemrb/gemrb/GUIScripts/ (GUICommon.py bg2/CharGenEnd.py): bg2: removed two now unneeded snippets for spell learning
[15:56:38] <CIA-26> GemRB: 03lynxlupodian * r4e5c7a98b3ac 10gemrb/gemrb/GUIScripts/ (bg1/GUIREC.py bg2/GUIREC.py iwd/GUIREC.py): show the hp con bonus with a + prefix when it is positive
[15:56:41] <CIA-26> GemRB: 03lynxlupodian * rf56ff7acf894 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: only print the charmed message on the first application
[15:57:02] <CIA-26> GemRB: 03lynxlupodian * r1bf2dea5d844 10gemrb/gemrb/GUIScripts/ (bg1/GUIREC.py bg2/GUIREC.py iwd/GUIREC.py): show both base and modified saving throws if they are different
[16:00:34] <fuzzie> great :)
[16:01:37] <SiENcE> hey
[16:01:44] <fuzzie> i guess you fixed a bug in TakeItemListPartyNum, too
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[16:01:52] <SiENcE> i got my gemrb dingux port to play videos
[16:02:02] <SiENcE> i downscale 640x480 -> 320x240
[16:02:15] <SiENcE> but after the intro movies it breaks
[16:02:31] <SiENcE> i putted in some print debugs
[16:02:48] <fuzzie> how/where are you downscaling?
[16:03:12] <SiENcE> it crashes when it comes to Start2.py "GemRB.LoadWindowPack()"
[16:03:21] <SiENcE> i downscale just before SDL_Flip
[16:03:26] <fuzzie> ok
[16:03:28] <SiENcE> with a new buffer
[16:03:45] <fuzzie> i seem to remember having this conversation recently
[16:03:52] <SiENcE> ?
[16:03:57] <lynxlynxlynx> do you restore the size later?
[16:04:06] <SiENcE> why?
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[16:04:24] <fuzzie> but that was another bug, if i look at the logs
[16:04:34] <lynxlynxlynx> fuzzie: anything specific? You probably don't mean that miniscule optimisation for count
[16:04:44] <fuzzie> lynxlynxlynx: it is not an optimisation :p
[16:05:00] <SiENcE> does GemRB.LoadWindowPack() in Startup2.py line 41 need much RAM?
[16:05:15] <fuzzie> SiENcE: it loads a lot of graphics
[16:05:21] <SiENcE> mh
[16:05:33] <SiENcE> maybe thats the problem of having less ram?
[16:05:41] <fuzzie> how much do you have fre?
[16:05:50] <fuzzie> it needs about 10mb
[16:05:52] <SiENcE> 18-22mb
[16:06:32] <fuzzie> but LoadWindowPack is also where it checks the GUI size, i think
[16:06:54] <SiENcE> GemRB.LoadWindowPack("START", 640, 480) <-- where is "START" defined?
[16:07:03] <lynxlynxlynx> it reads it from the chu if it isn't passed, yes
[16:07:05] <fuzzie> it is game data
[16:07:08] <fuzzie> start.chu
[16:07:14] <SiENcE> yes but why should the guisize be a problem?
[16:07:23] <SiENcE> i downscale just before displaying
[16:07:32] <SiENcE> and i set my own video mode
[16:07:39] <SiENcE> i never touch the disp buffer
[16:07:40] <fuzzie> as long as you patched SDLVideo to provide the right width/height, not a problem
[16:07:56] <lynxlynxlynx> wouldn't it break functionality-wise though?
[16:08:11] <SiENcE> gemrb even works...on my windows when i set 320x240
[16:08:15] <SiENcE> also the menu works
[16:08:23] <SiENcE> so this shouldn't be a problem
[16:08:30] <fuzzie> i think SiENcE is just trying to make something work
[16:08:39] <SiENcE> yes
[16:08:43] <SiENcE> for later
[16:08:45] <lynxlynxlynx> cool, i thought you'll have problems with the fixed coordinates
[16:09:01] <fuzzie> and the first menu, you mean?
[16:09:12] <fuzzie> if so, then LoadWindowPack already got called successfully for that
[16:09:37] <SiENcE> fuzzie, yes
[16:09:48] <SiENcE> but on windows
[16:09:53] <SiENcE> on dingux it crashes
[16:10:08] <SiENcE> right on GemRB.LoadWindowPack("START", 640, 480)
[16:10:12] <SiENcE> in Start2.py
[16:10:16] <fuzzie> so, you added printfs?
[16:10:20] <SiENcE> yes
[16:10:33] <SiENcE> print "debug xx" in python
[16:10:37] <fuzzie> i mean, in the core
[16:10:49] <SiENcE> can i disable the mainmenu and load something other?
[16:10:51] <lynxlynxlynx> does it work if you change that to GemRB.LoadWindowPack("START", 320, 240) ?
[16:10:52] <fuzzie> plugins/GUIScript/GUIScript.cpp has the LoadWindowPack implementation
[16:11:06] <lynxlynxlynx> or just without the numbers
[16:11:10] <fuzzie> which simply calls into the LoadWindowPack in core/Interface.cpp
[16:11:28] <SiENcE> not in the guiscript yet
[16:11:39] <SiENcE> but guiscript works
[16:11:41] <SiENcE> anyway
[16:12:14] <fuzzie> but none of this code does very much at all
[16:12:28] <SiENcE> i know :/
[16:12:36] <SiENcE> can i disable the mainmenu
[16:12:45] <SiENcE> and jump to ssometing other?
[16:12:55] <fuzzie> yes, but then it'll just crash on the next LoadWindowPack, i imagine
[16:12:58] <SiENcE> i mean modifying the py scripts
[16:14:07] <fuzzie> ok, LoadWindowPack uses no RAM, i guess
[16:15:56] <SiENcE> mh
[16:16:11] <SiENcE> but it loads a lot of objects into ram?
[16:16:14] <fuzzie> no
[16:16:20] <SiENcE> do you check for a mouse?
[16:16:22] <fuzzie> it just opens the file, reads 12 bytes and closes it again
[16:16:38] <fuzzie> then does the width/height check and returns to python
[16:17:05] * lynxlynxlynx summons Avenger
[16:17:06] <SiENcE> when i comment out LoadWindowPack and everything behind....but let Load Music in....it don't crash
[16:17:20] <SiENcE> mh strange
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[16:26:01] <SiENcE> ok thank you for your help. i have to go deeper and debug the problem
[16:26:03] <SiENcE> cya
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[16:30:56] * fuzzie goes to shops
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[16:54:36] --- ChanServ gives channel operator status to Avenger
[16:54:43] <Avenger> hi
[16:56:05] <lynxlynxlynx> oj
[16:56:14] <lynxlynxlynx> question
[16:56:38] <lynxlynxlynx> why is there enemyally code in fx_set_charmed_state at all?
[16:58:40] <fuzzie> you think it should go elsewhere?
[16:59:05] <lynxlynxlynx> i'm confused about the goal
[16:59:20] <lynxlynxlynx> is this so the effect works also for enemy casters?
[16:59:23] <fuzzie> yes
[16:59:47] <Avenger> yes, and it is actually in the original engine
[17:00:03] <Avenger> i just found it where it selects the 'enemy' of the affected creature
[17:00:06] <fuzzie> i repeat my question about how to handle recurrent damage, though
[17:00:07] <lynxlynxlynx> ok, so it probably just needs the same FirstApply treatment to work
[17:00:16] <Avenger> berserk also has this enemy seeking
[17:00:53] <Avenger> fuzzie: the original engine creates a queue for recurrent damage, but i don't think it is needed
[17:00:57] <fuzzie> sure
[17:01:11] <fuzzie> but how do i make an effect not repeatedly apply damage on the same tick?
[17:01:20] <Avenger> same tick?
[17:01:24] <fuzzie> i asked if there was an Effect field i could use, but i got no answr :)
[17:01:26] <Avenger> why would an effect run twice
[17:01:36] <fuzzie> if it is recurrent, it is in the queue
[17:01:46] <fuzzie> so i run update effects because i added/removed an item, for exampe
[17:01:53] <fuzzie> and now i get damaged
[17:01:59] <Avenger> ah i see
[17:02:57] <fuzzie> we also want to know how to handle VVC effects; looped VVCs don't get removed along with their effect, we have to store a 'effect last played this' field for each VVC and make the VVC die if that isn't recent?
[17:03:29] <fuzzie> or maybe i miss some important point :)
[17:05:07] <Avenger> vvc lists are not removed at each effect update cycle?
[17:05:20] <fuzzie> no
[17:05:32] <Avenger> something like that is needed, though
[17:05:34] <fuzzie> because effects don't always last that long
[17:06:11] <fuzzie> which is why i thought maybe some 'bool keep_playing' to check at loop time, reset at every effect update cycle? maybe you have a better idea
[17:06:25] <Avenger> first we should make the previous stats available to the opcodes
[17:06:36] <Avenger> that would improve compatibility in many ways
[17:06:53] <fuzzie> that is probably easiest for you to do, though
[17:07:11] <fuzzie> so i look at smaller things :)
[17:07:16] <Avenger> ok
[17:08:50] <fuzzie> i am just happy to have that stupid selection fixed
[17:09:19] <lynxlynxlynx> i also have another effect question
[17:09:49] <lynxlynxlynx> for slow, the bg2 description says it should also give a malus to thac0 and ac and i wonder if it really did that
[17:20:04] <Avenger> not directly, unless there is code to check on the state
[17:20:24] <Avenger> the effect doesn't modify any thac0 or ac stat
[17:21:02] <Avenger> a slow removes a haste, or a haste removes a slow, but we got that
[17:21:11] <lynxlynxlynx> we got both :)
[17:21:29] <Avenger> other than that, it sets the state, and adds portrait icons
[17:21:31] <Avenger> nothing else
[17:22:34] <lynxlynxlynx> i'll check the other descriptions and if they have it, i'll add it into the combat code
[17:24:34] <Avenger> what did you change in takeitemlistpartynum?
[17:24:59] <lynxlynxlynx> if nothing is found from the table, the default entry gets spawned
[17:25:13] <lynxlynxlynx> fixes missing helm of balduran and mail of the dead
[17:25:13] <Avenger> when taking away items?
[17:25:21] <lynxlynxlynx> no, on area init
[17:25:31] <lynxlynxlynx> this is used only in chateau irenicus
[17:25:32] <fuzzie> also fixed the count
[17:25:45] <lynxlynxlynx> inadvertently
[17:25:52] <fuzzie> but still, fixed :)
[17:27:02] <Avenger> i have not heard about this
[17:27:13] <fuzzie> it is a very simple action
[17:27:29] <fuzzie> you give it a list, and it moves the first [count] that it finds
[17:27:50] <fuzzie> and then gives you some default item if it didn't move anything/something
[17:28:05] <Avenger> hmm
[17:28:13] <Avenger> i thought it takes ALL items from the party
[17:28:16] <fuzzie> no
[17:28:21] <fuzzie> that was wrong
[17:28:42] <fuzzie> in bg2 it is only used with count==1, so it takes only the first item it finds in the list
[17:28:55] <lynxlynxlynx> the item taking is done separately in the startup script
[17:28:57] <fuzzie> the rest are then destroyed with DestroyAllEquipment()
[17:29:28] <Avenger> so it takes all items, and if there is none, it creates the default?
[17:29:30] <fuzzie> i'm not sure exactly how the default item works with count!=1, feel free to test it
[17:29:40] <fuzzie> no, it takes at most count items
[17:29:53] <lynxlynxlynx> the item lists are in the import01 - 03 2das
[17:30:00] <Avenger> yes, i know those
[17:30:07] <Avenger> i just thought it takes all on the list
[17:30:09] <fuzzie> you only get to keep *one* item from bg1
[17:30:12] <fuzzie> the rest get destroyed
[17:30:21] <fuzzie> well, one item per list, so two
[17:30:26] <Avenger> i see
[17:30:42] <Avenger> that's a big difference ;)
[17:30:45] <fuzzie> yes :P
[17:30:56] <Avenger> iesdp is ?
[17:31:03] <fuzzie> i didn't check iesdp
[17:31:32] <fuzzie> it doesn't mention the default
[17:32:29] <Avenger> yeah
[17:33:41] <Avenger> This action will remove the specified number of items from the party, as listed in the specified 2DA file.
[17:33:44] <Avenger> that's all it says
[17:33:45] <fuzzie> forum posts from devSin/etc imply that slow does cause ac/thac0 penalties
[17:34:04] <fuzzie> but claims they're cumulative..
[17:34:19] <Avenger> i just said it doesn't modify stats, they cannot be cumulative that's sure
[17:34:42] <Avenger> it is possible that the attack routine checks the state
[17:34:48] <Avenger> but nothing else
[17:34:49] <fuzzie> everyone is sure that it's cumulative
[17:35:03] <Avenger> i'm sure it isn't
[17:35:07] <fuzzie> so this is surely not in the effect
[17:35:21] <Avenger> the effect can stack
[17:35:35] <Avenger> but it has no effect on stats, only the state
[17:35:50] <Avenger> so there is almost no way to count them (ie surely doesn't)
[17:35:50] <fuzzie> yes, it is surely in the spell
[17:35:55] <Avenger> ahh
[17:35:57] <Avenger> well
[17:36:09] <Avenger> the spell can do any number of things
[17:36:11] <fuzzie> the fixpack also fixes all slow immunity to also be slow to ac/thac0 penalties
[17:36:19] <CIA-26> GemRB: 03lynxlupodian * r1e23ce151b20 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed charming to be persistent
[17:36:29] <fuzzie> "Slow immunity also adds explicit protections against slow spells--otherwise a slow immune creature would not be slowed, but still suffer the related AC and THAC0 penalties"
[17:36:58] <Avenger> i don't even care about spells :) just opcodes
[17:37:04] <lynxlynxlynx> yes, it is in the spell
[17:37:12] <Avenger> if the opcodes are perfect, the spells will work
[17:37:19] <Avenger> or the fixpacked spells will work
[17:37:24] <Avenger> so we don't have to care
[17:38:13] <Avenger> about the charm lynx just did, fuzzie you seen it?
[17:38:49] <lynxlynxlynx> something wrong?
[17:38:53] <Avenger> charm has different timing modes
[17:39:09] <Avenger> no lynx, i don't know if anything is wrong with it
[17:39:12] <fuzzie> i don't understand effects :P
[17:39:51] <fuzzie> but that commit looks ok
[17:41:15] <fuzzie> misleading commit message reallu :)
[17:41:19] <lynxlynxlynx> qslot2.2da - does this need more entries?
[17:41:42] <Avenger> GetCaster, hmm, i did it?
[17:41:47] <Avenger> i don't remember
[17:41:50] <lynxlynxlynx> no
[17:41:59] <Avenger> it should be part of fx
[17:42:03] <Avenger> and callable from iwd/pst
[17:42:12] <lynxlynxlynx> it was me for the recurring damage stuff
[17:42:15] <Avenger> otherwise it is an interesting idea that might work
[17:42:45] <fuzzie> lynx did it a while ago i think, it works already for other effects
[17:42:47] <Avenger> there is something like 'original caster'
[17:42:56] <Avenger> a special targeting mode
[17:42:57] <fuzzie> this is using the CasterID field in the Effect
[17:43:17] <Avenger> yeah, i just don't know how that holds over saves
[17:43:45] <Avenger> it surely won't. But it gets set to something
[17:43:47] <fuzzie> doesn't the game just not allow saves when this kind of effect is active?
[17:44:15] <Avenger> you can't save when you are ... what?
[17:44:18] <Avenger> depends on what already uses it
[17:44:20] <fuzzie> chamred
[17:44:23] <fuzzie> erm, charmed
[17:44:27] <Avenger> and what else
[17:44:30] <fuzzie> i forget :)
[17:44:32] <lynxlynxlynx> poisoned
[17:44:39] <Avenger> you can save with poisoned
[17:44:41] <fuzzie> poisoned is recurrent damage
[17:44:48] <Avenger> can't you?
[17:45:02] <Avenger> i should check how charm works :)
[17:45:06] <lynxlynxlynx> i'm not sure
[17:45:15] <lynxlynxlynx> but maybe it is done differently
[17:45:27] <fuzzie> hmm
[17:45:40] <fuzzie> so if you poison someone, save, and then load, and they die, who gets the XP? :p
[17:45:59] <fuzzie> if that works properly in the original engine, they must have some way to preserve IDs, no?
[17:46:06] <lynxlynxlynx> ~You cannot save at this time because you do not have control of all your party members.~ <-- this one if for charm and other mindbenders
[17:46:39] <fuzzie> i don't remember getting that specific message, just the normal 'you cannot save' one
[17:46:40] <lynxlynxlynx> there's also a variant with rest instead of save
[17:47:20] <lynxlynxlynx> these two strings are only present in bg2
[17:47:32] <Avenger> that is a simple ea check
[17:47:56] <lynxlynxlynx> ea or state
[17:48:23] <Avenger> yes, true, could be both, i think i had that with green circle
[17:48:27] <Avenger> but this is irrelevant
[17:48:39] <Avenger> i'm sure we got effects that use the original caster
[17:48:44] <fuzzie> yes
[17:48:51] <lynxlynxlynx> well, the other checks will use state
[17:48:53] <fuzzie> they use this CasterID thing
[17:48:55] <Avenger> and they are saved, without original caster
[17:49:01] <fuzzie> yes, and then they break
[17:49:05] <fuzzie> you think the original engine works better?
[17:49:08] <fuzzie> i don't see how
[17:49:09] <Avenger> no
[17:49:17] <Avenger> i know it isn't
[17:49:21] <Avenger> but we must follow all quirks
[17:49:27] <fuzzie> well
[17:49:35] <fuzzie> you say that, but then we have no recurrent damage :P
[17:49:37] <Avenger> if it sets the original caster to 0, then we should
[17:49:49] <Avenger> if it sets the original caster to target, then we should
[17:49:55] <fuzzie> but you mean, when it saves? i guess that is the save code's problem
[17:49:57] <Avenger> that are the options i know
[17:50:04] <Avenger> save or load
[17:50:14] <Avenger> i know that it saves some ids
[17:50:24] <Avenger> actually....
[17:50:24] <fuzzie> everyone told me that it doesn't load any ids
[17:50:32] <fuzzie> and they are corrupted on save
[17:50:36] <fuzzie> that's all i know :)
[17:50:39] <Avenger> yes that's what know too
[17:51:13] <Avenger> if it is able to use them to make the link on load, even if it generates new ids, we are shot
[17:51:42] <fuzzie> i can make that work, if you find out it does that
[17:52:04] <fuzzie> just if everyone says it doesn't bother loading any ids, i'm not going to find out :)
[17:53:40] <Avenger> yes, fixing engine limitations is not top priority
[17:54:00] <fuzzie> oh
[17:54:01] <fuzzie> hey
[17:54:07] <fuzzie> i had to disable your infravision code, did you see?
[17:55:07] <fuzzie> you changed the light level code to call back into the global tint code which calls the IsDark check on a PC which calls the light level code which, well, you get the idea :)
[17:55:30] <Avenger> yes
[17:55:35] <Avenger> i saw that
[17:55:40] <Avenger> can you fix it to work?
[17:56:18] <fuzzie> well, i would remove infravision from the global tinting entirely
[17:56:38] <Avenger> and use it outside the call?
[17:56:52] <fuzzie> no
[17:56:53] <fuzzie> i mean
[17:57:03] <Avenger> but infravision affects the global tint
[17:57:08] <fuzzie> in which games?
[17:57:12] <Avenger> all
[17:57:14] <fuzzie> no
[17:57:21] <fuzzie> Maighstir_laptop and I both checked bg1, no global tint
[17:57:33] <Avenger> then why it turns all red? :)
[17:57:36] <fuzzie> Maighstir took some screenshots
[17:57:42] <fuzzie> http://imgur.com/qoEQc&IYUFMl is without and http://imgur.com/qoEQcl&IYUFM is with
[18:00:45] <fuzzie> if it's always like that, then we can just move the tinting change somewhere in the actor code.. otherwise i need to know which game does it :)
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[18:07:18] <fuzzie> hmm, is recurrent damage even saved?
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[18:08:14] <Maighstir_laptop> Though, I did not check thoroughly as I didn't realise there are different versions of infravision than may be handled differently
[18:09:09] <Avenger> oh, hmm
[18:09:17] <Avenger> ok, i have to check
[18:09:23] <Maighstir_laptop> s/than/that
[18:09:27] <Avenger> that was bg1?
[18:09:31] <Maighstir_laptop> yes
[18:09:41] <Avenger> i used bg2
[18:09:52] <Avenger> there is a helm of infravision
[18:11:31] <Avenger> fuzzie; recurrent damage isn't saved, i think it is reinitiated by the effect
[18:12:30] <Avenger> helm05 is the helm of infravision if you want to test it. Also remember, there is a group infravision option
[18:13:29] <fuzzie> so, did you test one, and it gave you a global tint?
[18:14:40] <Avenger> i cannot swear now
[18:14:51] <fuzzie> ok, so if you save/load, the caster info for poison/acid/etc is just lost
[18:14:51] <Avenger> but as far as i remember yes
[18:14:55] <Avenger> the area was full in red
[18:15:35] <Avenger> yep, you get damaged(z) instead of 'xy damages you for z' or something like that?
[18:16:02] <fuzzie> yep
[18:16:03] <Avenger> we should add that difference to our output too ;)
[18:16:05] <fuzzie> so that is a good thing
[18:16:37] <Avenger> just to see if we know the source of damage like the original
[18:16:41] <fuzzie> and i think things like charm just break, which is why it doesn't want you to save
[18:16:50] <Maighstir_laptop> Elf, half-elf, and helmet of infravision on a human looks exactly the same in bg1
[18:17:05] <Avenger> hmm, then my memory is faulty ;)
[18:17:14] <Avenger> so only sprites get tinted?
[18:17:22] <Avenger> that helps a lot
[18:17:30] <Avenger> and requires a totally different approach
[18:17:53] <fuzzie> well, it is quite possible that bg1 is different
[18:17:54] <Avenger> part of the code is salvageable
[18:18:17] <fuzzie> i think you need SDLVideo work if you want to tint actors like this, though
[18:21:28] <Avenger> there is some red tint in sdlvideo
[18:23:02] <fuzzie> i think that makes them very dark though
[18:23:17] <fuzzie> it just divides blue and green by 2, or something
[18:23:29] * fuzzie summons wjp
[18:24:19] <fuzzie> Maighstir_laptop: thankyou, by the way
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[18:26:36] <fuzzie> the only game i have screenshottable is bg2, in the VM
[18:26:46] <fuzzie> useful for comparison shots of the inventory
[18:29:30] <edheldil_> there are screenshots of PST at least on my pages
[18:29:41] <fuzzie> you have the url handy?
[18:30:07] <edheldil_> http://www.eowyn.cz/gemrb
[18:30:10] <edheldil_> bg1 too
[18:30:37] <Avenger> infravision?
[18:30:44] <edheldil_> and iwd
[18:31:01] <edheldil_> just gui , I think
[18:31:43] <fuzzie> hmm
[18:31:46] <fuzzie> that is very helpful, edheldil_
[18:33:34] <Maighstir_laptop> I didn't check the infravision spell, I'm about to check bg2 though
[18:35:18] <fuzzie> i guess i should just fix gemrb's inventory borders for all games, if i can
[18:35:30] <fuzzie> not today though
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[19:40:26] <wjp> fuzzie: yes?
[19:41:22] <wjp> so only reddish actors?
[19:42:03] <fuzzie> yes
[19:42:23] <fuzzie> i just wanted to know if this RED thing in the BAM blit might be relevan
[19:42:24] <fuzzie> t
[19:42:36] <wjp> I was wondering the same thing
[19:42:55] <wjp> I don't know what the purpose of the current 'red' mode is
[19:44:29] <fuzzie> ok. i wouldn't worry about it :)
[19:47:48] <wjp> but the SpriteBlitFlags enum suggests it's a VVC thing
[19:48:16] <wjp> I think I copied the BLIT_RED behaviour from earlier code
[19:48:32] <wjp> BLIT_RED = IE_VVC_RED_TINT, // 0x02000000
[19:50:21] <wjp> I wonder what would happen if we remove the tint and enable this BLIT_RED for infravision
[19:52:56] <lynxlynxlynx> maybe it is used for this
[19:53:32] <lynxlynxlynx> Edheldil could script iesh to check all the vvc if this is used and how often
[19:56:28] <fuzzie> hmm
[19:56:38] <fuzzie> this VVC description posted on the forum is more useful than i remember
[19:58:11] <fuzzie> i'd forgotten that the original engine does opengl
[19:59:57] <wjp> URL?
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[20:00:29] <fuzzie> and look, bgmain.exe has a single function which imports all the ogl functions
[20:00:36] <fuzzie> wjp: http://forums.gibberlings3.net/index.php?showtopic=20115 but i don't see a red flag
[20:01:15] <wjp> Bit 25 (9): area dream colour (force sepia/red tint)
[20:02:25] <fuzzie> well, i mean, i don't remember any dream stuff being red :)
[20:03:43] <wjp> me neither (nor sepia)
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[20:05:15] <lynxlynxlynx> me neither
[20:05:59] <fuzzie> the global tint for dreams is sepia, i thought
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[20:06:25] <fuzzie> maybe i am thinking of something else, because i seem to remember the candlekeep dream being purple
[20:08:09] <wjp> static const Color DreamTint={0xf0,0xe0,0xd0,0x10}; //light brown scale
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[20:12:27] <fuzzie> so, yes :)
[20:16:47] <edheldil_> anything in VVC I should check?
[20:19:15] <wjp> hm, so anyway, this infravision effect will be different
[20:25:43] <fuzzie> the original engine's output is very biased towards red
[20:26:06] <fuzzie> halving green/blue (and ignoring darkness tints) doesn't seem entirely far-fetched3~
[20:28:09] <fuzzie> red is going up to 255 but green/blue max out at .. well, about ~100 for this sample data
[20:28:40] <fuzzie> so 255/127 doesn't seem far-fetched
[20:30:10] <fuzzie> of course a 255/0/0 tint would do that, i suppose :)
[20:54:22] <wjp> no, that'll kill GB entirely
[20:54:40] <wjp> (tint is multiplicative)
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[20:55:50] <fuzzie> oh :)
[20:56:02] <fuzzie> well, the equivalent, anyway
[20:56:15] <edheldil_> don't forget cyan tint for door/containers in PS:T
[20:56:40] <fuzzie> i think we looked at that and decided it was complicated
[20:57:15] <wjp> (but, yes, a 255/128/128 tint will roughly halve G and B)
[20:57:22] <edheldil_> it's the same as red tint for actors, is not it?
[20:57:38] <fuzzie> wjp: http://fuzzie.org/nfs/gemrb/split_out_pollevents.txt look sane for a move with minimal changes?
[20:57:54] <fuzzie> edheldil_: i thought it turned out to be stippled or some weird thing
[20:59:28] <edheldil_> well, cyan tint is the same like red one, just delete the red channel ;-)
[21:01:08] <wjp> fuzzie: yeah
[21:05:26] <lynxlynxlynx> that was easy :)
[21:06:39] * fuzzie pokes CIA-26
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[21:10:07] <fuzzie> do held/stunned party members still disable casting?
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[21:10:18] <fuzzie> i can't imagine why that bug would happen
[21:10:41] <fuzzie> and i have no idea where to even start on the blindness one
[21:11:46] <CIA-26> GemRB: 03fuzzie * r24373deec9b3 10gemrb/gemrb/plugins/SDLVideo/ (SDLVideo.cpp SDLVideo.h): move SDL event polling into a seperate function
[21:13:42] <lynxlynxlynx> the hold stuff is easily checked in tob
[21:14:03] <lynxlynxlynx> the first challenge has a few aggressors casting it
[21:14:50] <CIA-26> GemRB: 03lynxlupodian * rabefcc590ad2 10gemrb/gemrb/core/GUI/GameControl.cpp: disable deselecting everyone when with empty selection rects
[21:14:51] <lynxlynxlynx> the blindness one needs rechecking, but it may well be the same off-screen update issue
[21:15:17] <lynxlynxlynx> easily checked with the imp behind the first golem in soa
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[21:19:14] <lynxlynxlynx> yeah, looks like it
[21:19:43] <lynxlynxlynx> but the effect may be broken, i don't remember being completely blind in the original
[21:20:13] <lynxlynxlynx> iirc you had ~5' of clearance around you
[21:21:35] <fuzzie> hmm
[21:23:50] <fuzzie> http://forums.gibberlings3.net/index.php?showtopic=3494 might be useful to bookmark (devSin's manual spell description vs reality check)
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[21:25:02] <fuzzie> i hate this object matching :(
[21:25:41] <fuzzie> anyway, visual range of 2 is correct for blindness
[21:26:14] <fuzzie> but Map::UpdateFog forgets to add the size of the actor themselves
[21:28:02] <fuzzie> and it should be 14 by default but our CREImporter::GetActor sets it to 30..
[21:28:20] <fuzzie> (that is marked with 'this is just a hack' though)
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[21:32:42] <CIA-26> GemRB: 03fuzzie * r95599a48e632 10gemrb/gemrb/ (2 files in 2 dirs): update IE_MOVEMENTRATE base in SetAnimationID, not at load time
[21:41:06] <lynxlynxlynx> adding the circle size fixes the blindness :)
[21:41:20] <fuzzie> :)
[21:42:55] <fuzzie> i think the original engine modifies IE_VISUALRANGE somewhere to handle the setting to 2
[21:45:37] <fuzzie> really hate object matching..
[21:46:24] <lynxlynxlynx> the spells don't have any stat altering effects added, so it may be in the main one
[21:46:36] <fuzzie> it's not in the blind effect
[21:46:43] <fuzzie> so, magic!
[21:50:52] <lynxlynxlynx> meh
[21:56:31] <lynxlynxlynx> i'll just commit it
[21:56:42] <lynxlynxlynx> that 30 hack is from 2004 btw
[21:58:17] <fuzzie> sorry, i didn't mean you shouldn't commit it
[21:58:31] <fuzzie> i think we have to add the circle size there in any case
[21:59:10] <lynxlynxlynx> i didn't understand it that way, just took some time to explore the rest of the mentioned stuff ;)
[21:59:43] <fuzzie> so i guess Detect() does some magic special object matching
[22:02:12] <CIA-26> GemRB: 03lynxlupodian * ra336eca88e8b 10gemrb/gemrb/core/Map.cpp:
[22:02:12] <CIA-26> GemRB: account for the actor size in Map::UpdateFog
[22:02:12] <CIA-26> GemRB: also fixes blindness disabling combat
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[22:05:49] <fuzzie> i think that will crash
[22:05:54] <fuzzie> hm, too late :)
[22:28:17] <fuzzie> meh, the attack code is broken
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[22:32:12] <fuzzie> oh, it was me
[23:00:13] <fuzzie> [GameScript]: Invalid scripting action: open("door06")
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[23:09:27] <fuzzie> oh
[23:09:40] <fuzzie> it was Avenger optimising away my local map malloc, perhaps
[23:11:30] <fuzzie> meh, lots of bugsd
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[23:33:45] <fuzzie> is the CureInvisibility stuff in the combat really valid?
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[23:50:27] <fuzzie> dammit, object matching got completely broken