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

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[09:38:58] <edheldil> Hi all, I have created this text: http://pastebin.com/L8VQbbJ7 . Its intended use is a lightweight introduction to GemRB engine. Apparently it needs to be filled with more info on Core, but what is your opinion? Whould I commit it as is?
[09:39:29] <edheldil> s/Whould/Should/
[09:42:42] <fuzzie> Heh, engine ancestry. :P
[09:43:46] <fuzzie> And I think if you're going to point out the scripting is in the core library, you should point out why. :P
[09:44:12] <edheldil> why? :-)
[09:44:36] <fuzzie> Because the original engine tied the scripting intimately into the game objects.
[09:44:43] <fuzzie> As such games do.
[09:45:12] <fuzzie> And this gives an opportunity to add entries for the 'gemrb/core/Scriptable/' directory and the 'gemrb/core/GameScript' directory I guess?
[09:45:27] <fuzzie> But I am being picky about the wrong thing.
[09:45:31] <fuzzie> Why not put it on the wiki?
[09:45:50] <fuzzie> Or was that the intention, and you just mean 'commit' that way?
[09:47:33] <edheldil> it can be both. I used the wiki markup already. Do you think it's better suited for wiki than docs/en ?
[09:48:16] <fuzzie> Well, it seems like the kind of thing which might get edited a lot, and also non-developers might want to add their own notes to?
[09:48:22] <edheldil> it's meant as a link for somebody asking 'I want to code, is there a doc about GemRB?'
[09:49:07] <fuzzie> I gathered - it is useful.
[09:49:43] <edheldil> no problem, I will put it to wiki, then. Is there anything I should correct beforehand?
[09:50:59] <fuzzie> I think MVEPlayer is more of a resource loader. :P
[09:51:08] <fuzzie> And mentioning OpenALAudio there would be smart.
[09:51:12] <fuzzie> But there's nothing important.
[09:51:49] <fuzzie> I'm sure I could spend a while fiddling with it!
[10:19:52] <edheldil> btw, do you think that GameScript really has to live in Core?
[10:20:19] <fuzzie> No, but in order to remove *all* of it from the core, you'd have to add an awful lot of abstraction.
[10:22:28] <fuzzie> Because half the logic revolves around GameScript.
[10:23:55] <fuzzie> It is annoying because I'd quite like to be able to add an isometric renderer, python scripting, and then have something which is rather more immediately useful for all these little "I want to make an RPG" projects, but I think it would be *so* much abstraction that it would ruin any chances of the IE games ever working.
[10:27:44] <fuzzie> It's just all the tiny little details; for example, the details of wiping the event queue on the target when you switch actors during dialog, or the specifics on exactly when to stop area scripts running.
[10:33:09] <edheldil> Well, but these details really do not prevent making your own RPG - they are just quirks you have to live with when creating the game (unless you rely on them and we have to change them later because of RE discovery)
[10:33:26] <edheldil> The text was added to the wiki. Try to find it ;-)
[10:33:29] <fuzzie> But it makes it a lot harder. :/
[10:33:59] <fuzzie> And, well, there is a recent changes list, you know. :P
[10:34:10] <edheldil> ahh :)
[10:34:13] <edheldil> true :)
[10:34:19] <edheldil> but try w/o it
[10:34:43] <fuzzie> hehe, I have it as RSS :)
[10:35:26] <fuzzie> It's a pity I can't get RSS of just the gemrb forum..
[10:36:08] <edheldil> Maybe we should dedicate the upper portion of the start page as a news box, would make the page a bit more interesting
[10:36:52] <fuzzie> well, it is the main page for gemrb, so it is nice to keep the 'what is GemRB' at the top there
[10:37:04] <fuzzie> I don't know if it's possible to do two-column or anything.
[10:37:07] <edheldil> rss could be proxied through some filter :)
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[10:38:43] <edheldil> for IMO a nicely done page look e.g. at http://pcgen.sourceforge.net/
[10:39:35] <fuzzie> well, if you are volunteering.. :P
[10:39:56] <fuzzie> it is certainly easy enough to skin docuwiki in whichever way
[10:40:32] <lynxlynxlynx> tldr;
[10:40:57] <lynxlynxlynx> yes, skinning is easy and i've put a request out on the forum; no replies yet
[10:41:31] <edheldil> lynxlynxlynx: thank you ;-)
[10:41:48] <lynxlynxlynx> (weeks ago)
[10:42:09] <edheldil> I mean, rtfa or else :-P
[10:42:34] <edheldil> request for what, lynx?
[10:42:56] <lynxlynxlynx> a transmuter
[10:43:38] <edheldil> ah, on the rss feed, right?
[10:43:54] <lynxlynxlynx> no, on the skin
[10:47:17] <edheldil> is it some g3 forum feature? I can't find nor the post or anything relevant on transmuter
[10:47:26] <fuzzie> hehe
[10:47:28] <fuzzie> poor edheldil :)
[10:47:45] <edheldil> grr
[10:47:53] <fuzzie> a transmuter is someone who changes things, such as someone who changes our site to a new skin
[10:48:15] <edheldil> ah-ha!
[10:49:11] <edheldil> I understand now
[10:52:11] <edheldil> anyway, folks, feel free to correct or change the article.
[10:52:17] <fuzzie> :)
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[11:22:28] <lynxlynxlynx> transmutation, a cooler word for alteration ;)
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[19:52:03] <CIA-29> GemRB: 03avenger_teambg * r966f302a64de 10gemrb/gemrb/core/ (GUI/GameControl.cpp GameScript/Matching.cpp): a use global ids for more scripting actions, resolve global ids for non-actors
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[20:13:37] <lynxlynxlynx> fuzzie: here?
[20:13:53] <fuzzie> yes
[20:14:14] <lynxlynxlynx> i have trouble understanding what goes wrong in action parsing
[20:14:23] <fuzzie> ugh
[20:14:24] <lynxlynxlynx> useitempoint doesn't work in bg1
[20:14:36] <fuzzie> with what input?
[20:15:30] <lynxlynxlynx> generateactioncore is called with "(", all the parameters from the ids and the proper action id
[20:16:00] <lynxlynxlynx> since the first parameter is a string, the generation exits prematurely
[20:16:27] <lynxlynxlynx> at 1490
[20:17:10] <fuzzie> i mean, what's the whole input?
[20:17:49] <lynxlynxlynx> generateaction is called with just useitempoint() (hardcoded by us)
[20:18:12] <lynxlynxlynx> for wands in this case
[20:19:43] <fuzzie> huh.
[20:20:27] <fuzzie> Oh I see, the GameControl is hacking the action.
[20:21:14] <fuzzie> So GenerateActionCore is working as intended.
[20:21:35] <lynxlynxlynx> GameControl::TryToCast in case it is still a mistery
[20:22:51] <fuzzie> Meh.
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[20:23:41] <fuzzie> The thing is, fixing GenerateActionCore to let this stuff through is just going to mean erros aren't notice.
[20:23:49] <Avenger> hi, i didn't review GameControl, maybe there are other places where GenerateActionDirect is usable
[20:23:59] <fuzzie> I would just add UseItemPointHack etc items to our action.ids.
[20:24:07] <fuzzie> Or whatever it's called, gemact.id?
[20:24:30] <Avenger> what's wrong with bg1?
[20:25:10] <fuzzie> It doesn't seem that this would be bg1-specific.
[20:25:26] <Avenger> maybe we just need a new function that looks up the action name and returns an opcode, the parameters are better 'hacked' in manually
[20:25:30] <fuzzie> If you pass no parameters to an action which wants a paramter, this breaks.
[20:25:35] <fuzzie> Yeah, that seems best.
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[20:25:47] <fuzzie> Or a flag to GenerateAction which lets you say "don't parse parameters".
[20:25:51] <lynxlynxlynx_> grr, flaky wifi
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[20:26:27] <Avenger> well, some of the trap removal/pickpocket actions didn't use parameters, i fixed those :)
[20:27:10] <Avenger> and now the global ids for door/trap/container finally work, i wanted that for a long time
[20:27:44] <Avenger> that might fix some problems where the scripting names are the same
[20:29:37] <lynxlynxlynx_> please fix this one too :)
[20:30:05] <fuzzie> it is trickier, not just a target?
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[20:31:03] <Avenger> useitempoint also has an ability count, and a point
[20:31:22] <fuzzie> and the caller is using those
[20:31:30] <fuzzie> by manually poking them into the action
[20:32:07] <Avenger> ok, i can write UseItemPoint("",[0.0],0)
[20:32:17] <Avenger> for now :)
[20:33:18] <fuzzie> oh, i suppose :P
[20:33:36] <lynxlynxlynx> i wonder why this only came up now
[20:35:31] <CIA-29> GemRB: 03avenger_teambg * r0a3405cf018a 10gemrb/gemrb/core/GUI/GameControl.cpp: trying to fix point target spells/items
[20:35:32] <Avenger> maybe no one tried to use a fireball wand yet
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[20:36:06] <Avenger> they work if you target an actual actor
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[20:36:31] <Avenger> so, it takes some time to notice the cheesy smell
[20:39:53] <lynxlynxlynx> i'm pretty sure i've used atleast wands of cloudkill in bg2
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[20:40:39] <Avenger> they work if you target an actual actor :)
[20:40:43] <lynxlynxlynx> it would hard for me to target an actor, since i know i can bypass some resistance checks by /pointing/
[20:40:51] <lynxlynxlynx> ;9
[20:40:52] <Avenger> hmm
[20:41:07] <lynxlynxlynx> but it's water under the bridge now
[20:41:10] <Avenger> not just actors, but any items
[20:41:19] <Avenger> containers/doors etc
[20:41:30] <Avenger> well, lets hope it works now
[20:41:37] <Avenger> i didn't test it :)
[20:42:32] <CIA-29> GemRB: 03avenger_teambg * rdbc140764362 10gemrb/gemrb/core/GUI/ (GameControl.cpp GameControl.h): removed unused TryToBash
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[21:23:06] <lynxlynxlynx_> python 2.7 spits a lot of valgrind errors ttt
[21:38:14] <CIA-29> GemRB: 03lynxlupodian * rab7193751a29 10gemrb/gemrb/plugins/WEDImporter/WEDImporter.cpp:
[21:38:14] <CIA-29> GemRB: don't immediately crash if the tilemap isn't available
[21:38:14] <CIA-29> GemRB: now the gui loads and the problem becomes obvious
[21:38:37] <fuzzie> More obvious than the tilemap being blue?
[21:48:02] <lynxlynxlynx_> it crashed before the drawing
[21:48:11] <fuzzie> It often didn't.
[21:48:23] <lynxlynxlynx_> i know, but now it covers also my case too
[21:48:24] <fuzzie> Which is why people kept coming in and asking why it was blue and would crash when they tried doing anything.
[21:48:30] <fuzzie> I was just curious whether it was any different now.
[21:48:37] <lynxlynxlynx_> need to figure out what's wrong with my install - it worked on the other comp
[21:48:42] <fuzzie> Not crashing is obviously good!
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[23:00:22] <Avenger> we could print large 'ITFG' letters on the blue screen - install the fucking game :)
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