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

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[09:27:05] <lynxlynxlynx> hmpf, suddenly many innates don't work
[09:29:42] <lynxlynxlynx> and it doesn't appear to be from yesterday :s
[09:31:04] <lynxlynxlynx> the thing is i noticed kai didn't have any effect yesterday, so i fixed it this morning, but can't even cast it anymore :o
[09:31:27] <fuzzie> valgrind time?
[09:31:36] <lynxlynxlynx> i reliably get two [Control]: Nested event handlers are not supported!
[09:31:54] <lynxlynxlynx> but why did it work yesterday :s
[09:58:49] <lynxlynxlynx> nothing in valgrind
[09:58:53] <lynxlynxlynx> time to step through
[10:06:55] <lynxlynxlynx> looks like some vars are unset, it just reinits the slots twice instead of casting and reiniting
[10:16:15] <lynxlynxlynx> quick spells seem to be the problem
[10:32:09] <lynxlynxlynx> aha
[10:36:02] <CIA-40> GemRB: 03lynxlupodian * r02602ebfa3d2 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[10:36:02] <CIA-40> GemRB: actor: use the damageluck stat for determining combat damage
[10:36:02] <CIA-40> GemRB: fixes kensai's kai ability (maximised attacks)
[10:36:02] <CIA-40> GemRB: 03lynxlupodian * r6c0de13a4eb4 10gemrb/gemrb/core/GameScript/Matching.cpp:
[10:36:02] <CIA-40> GemRB: GetAllObjects: return all object if a null oC is passed
[10:36:02] <CIA-40> GemRB: fixes uses of [ANYONE] with it
[10:36:03] <CIA-40> GemRB: 03lynxlupodian * r9a4140adceaf 10gemrb/gemrb/core/Scriptable/InfoPoint.cpp: InfoPoint::TriggerTrap: don't deactivate traps prematurely
[10:36:03] <CIA-40> GemRB: 03lynxlupodian * r57c4b2a3d748 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: ActionInnatePressed: also clear out QSpell or most innates stop working
[10:36:04] <CIA-40> GemRB: 03lynxlupodian * r1554d5f1761e 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: bg2: don't error out in SetupItemAbilities if the item slot is empty
[10:36:04] <CIA-40> GemRB: 03lynxlupodian * rd18a3ccedd13 10gemrb/gemrb/core/GameScript/Triggers.cpp:
[10:36:05] <CIA-40> GemRB: Revert "GlobalTimerExpired: also look at timers that are 0"
[10:36:05] <CIA-40> GemRB: wrong fix, this makes the entire ust natha hostile
[10:36:06] <CIA-40> GemRB: This reverts commit d057c21e4fd9c9fe29d97dc7e901ba523bd0a97e.
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[13:20:18] <lynxlynxlynx> left underdark succesfully
[13:20:48] <lynxlynxlynx> immediately trouble on the surface :|
[13:36:34] <lynxlynxlynx> skipping the war elves helps
[13:36:44] <lynxlynxlynx> something turns them hostile
[13:39:04] <lynxlynxlynx> appears to be one of the general scripts
[13:44:25] <lynxlynxlynx> something for later
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[15:06:40] <brad_a> before engaging in a potentially long hunt does somebody know where i can see why the dialogue choices would be gold instead of red or what class/method that is done it?
[15:10:49] <lynxlynxlynx> that gold looks like the default color
[15:11:14] <lynxlynxlynx> you can check DisplayMessage.cpp to see how we format and do colors
[15:11:23] <lynxlynxlynx> the nitty-gritty is again in the video driver
[15:12:12] <brad_a> thanks
[15:14:42] <lynxlynxlynx> sigh, another crash
[15:16:52] <brad_a> another cutscene?
[15:25:50] <CIA-40> GemRB: 03lynxlupodian * rae83c26a1153 10gemrb/gemrb/core/Interface.cpp:
[15:25:50] <CIA-40> GemRB: SummonCreature: don't crash when both target and Owner are NULL
[15:25:50] <CIA-40> GemRB: happens with the summoning trap in ar0906
[15:25:53] <CIA-40> GemRB: 03lynxlupodian * rad84972aa833 10gemrb/gemrb/GUIScripts/InventoryCommon.py:
[15:25:53] <CIA-40> GemRB: InventoryCommon: don't show anything for unhandled errors in ReadItemWindow
[15:25:53] <CIA-40> GemRB: (instead of the wrong error message)
[15:27:03] <lynxlynxlynx> nope
[15:28:41] <lynxlynxlynx> fuzzie: just a heads up re traps: entered is still mishandled
[15:29:29] <fuzzie> oh?
[15:32:06] <lynxlynxlynx> maybe we don't disable the trap now
[15:32:40] <lynxlynxlynx> i still have problems with the one in the bridge with entered|opened, but now i see a simpler one in ar0906 with just entered
[15:33:09] <lynxlynxlynx> kettaatk.baf
[15:33:41] <lynxlynxlynx> and it doesn't have reseting set
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[15:38:42] <lynxlynxlynx> ugh, it also seems there's an edge case for e8 we don't handle: ping-pong
[15:43:24] <fuzzie> ping-pong?
[15:44:10] <lynxlynxlynx> two fireshields hurting each other
[15:44:18] <fuzzie> oh fun
[15:44:25] <lynxlynxlynx> boom :)
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[16:15:21] <lynxlynxlynx> twisted rune boom boom
[16:15:31] <lynxlynxlynx> the same repeating trap problem, but manageable
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[17:55:48] <lynxlynxlynx> cool, one bug was false
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[21:17:09] <lynxlynxlynx> no problems in suldanesselar
[21:37:26] <lynxlynxlynx> ehh, spoke too soon, it breaks right at the end -.-
[21:53:54] <lynxlynxlynx> doesn't appear to be the instant problem, at least not directly
[21:54:33] <lynxlynxlynx> the cutscene fires and at the end where a monologue is supposed to start, a message appears that "" is busy and thus cannot talk
[22:03:46] <lynxlynxlynx> ah, it's the one in begindialog
[22:04:25] <lynxlynxlynx> the actor is has both if_noint set and a current action running
[22:14:08] <lynxlynxlynx> ahaha
[22:14:24] <lynxlynxlynx> the current action is startdialog :)
[22:14:55] <lynxlynxlynx> exactly what calls begindialog
[22:15:32] <lynxlynxlynx> i guess the fact that it is a monologue is problematic here (though there are some others even in baldur.bcs)
[22:17:11] <lynxlynxlynx> this script is the only one where it is not used with an action override
[22:26:55] <lynxlynxlynx> just checking for that case isn't enough, since also the next action is set
[22:49:24] <lynxlynxlynx> ok, that was the only barrier
[22:49:47] <lynxlynxlynx> zzzzzzz
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