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

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[00:00:16] <fuzzie> there are very active forum/etc communities on shsforums.net and gibberlings3.net with a lot of information about this stuff, if no-one else here is awake. night!
[00:03:45] <MrJones> nite :D
[00:03:48] <MrJones> thanks for all the explanations
[00:03:52] <MrJones> it has been extremely insightful
[00:05:44] <MrJones> ummmm
[00:06:02] <MrJones> just wondering how baldur's gate 2 did the soft shadows
[00:06:16] <MrJones> or were they still crisp 1 bit things as in baldur's gate 1? I actually don't remember :D
[00:10:50] <pupnik> me neeithru
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[09:01:47] <edheldil> Hi all.
[09:04:11] <edheldil> What about this change? http://pastebin.com/nS0qPwnV
[09:04:47] <edheldil> I would rather made it an error until we get at least some GameType autodetection
[09:04:52] <lynxlynxlynx> i'd make it LIGHT_RED
[09:05:06] <lynxlynxlynx> or worse, yes
[09:08:11] <edheldil> heh, git diff crops to terminal extents. The warning line should continue: . This is possibly an error in your config file", YELLOW);
[09:15:39] <fuzzie> i am ok with it being an error
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[09:27:38] <edheldil> ok, like this? http://pastebin.com/Vz5zEY6x
[09:28:36] <fuzzie> not awake yet, but the idea looks fine
[09:35:08] <CIA-28> GemRB: 03edheldil * r5d475679c0d1 10gemrb/gemrb/core/Interface.cpp:
[09:35:08] <CIA-28> GemRB: Error out if there's no GameType in config file
[09:35:08] <CIA-28> GemRB: It's a common enough user error
[09:36:00] <fuzzie> :)
[10:12:43] <pupnik_> moin
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[19:18:37] <lynxlynxlynx> huh, this totl door has a 300 discovery difficulty, no wonder i couldn't find it
[19:20:34] <fuzzie> i guess you fixed the thing where gemrb was capping everything at 100
[19:22:01] <lynxlynxlynx> maybe it is intentional, i'll check it later
[19:22:14] <lynxlynxlynx> this hiding of hidden doors
[19:25:52] <lynxlynxlynx> yeah it is
[19:26:23] <lynxlynxlynx> the door is not locked, so you could skip a few quest steps were you able to just autodetect it
[19:30:14] <fuzzie> *nod*
[20:15:33] <lynxlynxlynx> is our continue still broken?
[20:18:30] <lynxlynxlynx> cool
[20:19:04] <lynxlynxlynx> i won one of the gog bg1 copies (i posted the link here days ago)
[20:25:15] <pupnik> nice
[20:27:38] <CIA-28> GemRB: 03avenger_teambg * rc9b2579fda78 10gemrb/gemrb/ (6 files in 3 dirs):
[20:27:38] <CIA-28> GemRB: GUIScript: implemented SetJournalEntry (remove/delete journal entries)
[20:27:38] <CIA-28> GemRB: added documentation
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[20:44:43] <Bo_Thomsen> How do I update my version of gemrb with git?
[20:45:20] <lynxlynxlynx> git pull
[20:45:25] <Bo_Thomsen> Ahh thank you
[20:45:49] <lynxlynxlynx> & ouch, this totl cutscene also starts two new cutscenes
[20:47:09] <Bo_Thomsen> It says I have to specify a branch though
[20:48:18] <lynxlynxlynx> git pull origin master
[20:49:58] <Bo_Thomsen> Thank you
[21:16:13] <fuzzie> the cutscene stuff shouldn't be too hard to fix
[21:20:52] <lynxlynxlynx> i'm looking at the openstate trigger now
[21:21:10] <lynxlynxlynx> can't find any matches anywhere, so it looks like it was new in totl
[21:21:37] <fuzzie> interesting
[21:21:48] <fuzzie> hopefully trivial to do, though?
[21:22:05] <lynxlynxlynx> we already have it, it is just negating too much
[21:22:21] <lynxlynxlynx> 0x4076 OpenState(O:Object*,I:Open*BOOLEAN)
[21:22:23] <lynxlynxlynx> NT Returns true only if the open state of the specified door matches the state specified in the 2nd parameter.
[21:22:40] <fuzzie> sounds like a pretty good guess?
[21:23:10] <lynxlynxlynx> aha
[21:24:07] <lynxlynxlynx> the scripts appear to want it inverted though
[21:24:15] <fuzzie> then i guess change it :)
[21:24:23] <fuzzie> it is a 0x4xxx trigger so nothing to do with my pending-sometime changes
[21:24:31] <lynxlynxlynx> http://pastebin.ca/1979913
[21:25:22] <fuzzie> :nod:
[21:26:38] <lynxlynxlynx> checking if the area script is broken instead
[21:30:06] <lynxlynxlynx> hmm, the area script has open/closedoor for something else, but it shows the trigger is fine
[21:30:17] <lynxlynxlynx> checking the dump i see i can't open the door at all
[21:30:40] <lynxlynxlynx> the "door", it's a lever :)
[21:31:26] <fuzzie> imaginative :)
[21:31:45] <lynxlynxlynx> iwd is full of them
[21:32:05] <lynxlynxlynx> curtains, chests, real doors
[21:34:54] <lynxlynxlynx> where are our nidspecials defined? i only see code for 1 and 2
[21:35:15] <fuzzie> different names
[21:35:30] <fuzzie> see GameScript.cpp
[21:35:43] <lynxlynxlynx> ah
[21:35:52] <fuzzie> many of those will be shortly removed
[21:36:27] <lynxlynxlynx> well, it doesn't get that far anyway
[21:37:56] <lynxlynxlynx> ah
[21:38:20] <lynxlynxlynx> door->TrapDetected didn't get reset, so it keeps trying to pick it
[21:38:58] <fuzzie> that check shouldn't be there anyway, right?
[21:39:22] <lynxlynxlynx> not really
[21:39:36] <fuzzie> i saw from the log the other day that i already removed it from the container one
[21:39:40] <lynxlynxlynx> maybe it was meant as hid improvement, but wasn't implemented completely
[21:40:26] <fuzzie> but if you want to leave it, check door->Trapped too
[21:41:09] <lynxlynxlynx> nah
[21:41:27] <lynxlynxlynx> it would have to be more complicated
[21:47:43] <CIA-28> GemRB: 03lynxlupodian * r7bc909bdfcb2 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fx_leveldrain_modifier: added todo and fixme
[21:47:47] <CIA-28> GemRB: 03lynxlupodian * r2aa60276341d 10gemrb/gemrb/core/GUI/GameControl.cpp:
[21:47:47] <CIA-28> GemRB: GameControl::HandleDoor: don't try to disarm trapped doors automatically
[21:47:47] <CIA-28> GemRB: (wrong and broken check)
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