#gemrb@irc.freenode.net logs for 2 Nov 2012 (GMT)

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[13:10:25] <rocket_hamster> heya
[13:10:36] <lynxlynxlynx> oj
[13:11:04] <rocket_hamster> lynx what do you think about currect combat system implementation in gemrb?
[13:11:34] <lynxlynxlynx> i don't understand that question
[13:12:03] <rocket_hamster> well the thing with combat rolls etc
[13:12:07] <rocket_hamster> how is it implemented
[13:12:10] <rocket_hamster> good/bad?
[13:12:32] <rocket_hamster> the rule set
[13:12:37] <lynxlynxlynx> pretty ok
[13:12:38] <rocket_hamster> that kind of thing
[13:12:45] <lynxlynxlynx> things need to be cleaned up
[13:13:03] <lynxlynxlynx> 3ed paths are not present everywhere
[13:13:24] <rocket_hamster> wouldnt it be better if rule sets were scripted?
[13:13:33] <rocket_hamster> instead of hard coded
[13:13:35] <lynxlynxlynx> silly design decisions from the original make some things unnecessarily harder
[13:13:48] <lynxlynxlynx> definitely
[13:14:53] <rocket_hamster> yes well from the expansion standpoint
[13:15:03] <rocket_hamster> like if in futre someone wants to add different rule set
[13:16:11] <rocket_hamster> i dont have much knowledge about python calling c++ so i dont know how hard that would be to implement
[13:19:38] <lynxlynxlynx> we do it all the time
[13:19:53] <lynxlynxlynx> it's a bit nastier to do it the other way, but we do that too
[13:20:20] <lynxlynxlynx> it could pose a performance issue, but i bet it would still be dwarfed by the graphics
[13:20:41] <lynxlynxlynx> the real problem is the complexity and interconnectedness
[13:22:58] <rocket_hamster> at the moment you use sdl and framebuffer for graphics?
[13:23:11] <lynxlynxlynx> but we have to tackle that someday too, if we want to go to the next level
[13:23:26] <lynxlynxlynx> sdl, yes
[13:23:28] <rocket_hamster> you know opengl can be used for 2d graphics aswell
[13:23:35] <rocket_hamster> its faster
[13:24:12] <lynxlynxlynx> if the stack is ok
[13:24:36] <lynxlynxlynx> sdl supports opengl, but we're not using it yet
[13:25:00] <rocket_hamster> they work together quite nicelu
[13:25:39] <wjp> the problem is finding someone to actually do the work
[13:26:17] <rocket_hamster> as with everything :)
[13:27:19] <wjp> yes :-)
[13:27:55] <rocket_hamster> anyway it shouldnt be hard as far as characters and areas are concerned im not sure about the effects
[13:29:08] <wjp> palette management is probably the trickiest bit
[13:38:10] <edheldil> rocket_hamster: if somebody would implement alternative ruleset, however simplistic, it would be apreciated
[13:42:04] <rocket_hamster> http://www.youtube.com/watch?v=tGvHNNOLnCk&feature=g-high-rec
[13:46:06] <rocket_hamster> ill need more xp but i think it should be doable in upcomming years
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[14:22:42] <lynxlynxlynx> back
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[14:24:42] <lynxlynxlynx> btw, yesterday i ended giving up on agen and checking why invisible irenicus is not attacking
[14:25:02] <lynxlynxlynx> the bisect led me straight to the introduction of isinvisibleto
[14:25:24] <rocket_hamster> yes
[14:25:29] <rocket_hamster> its strange logic right there
[14:25:38] <lynxlynxlynx> so it's partly your fault ;)
[14:25:42] <rocket_hamster> not really
[14:25:57] <rocket_hamster> i noticed it before it just works strange
[14:26:10] <lynxlynxlynx> now, reverting part of it while at the problematic commit helped, but the same tactic didn't on head
[14:26:13] <rocket_hamster> there should be some streamlining in whole invisible thing
[14:26:32] <lynxlynxlynx> so the journey continues
[14:26:52] <lynxlynxlynx> adding back the ea check had no magic effect either
[14:27:46] <rocket_hamster> btw there can be "not visible" due to spell or ability, or due to distance as well
[14:28:13] <lynxlynxlynx> spell or ability is the same thing
[14:28:22] <lynxlynxlynx> distance == line of sight
[14:28:32] <lynxlynxlynx> or just visible range
[14:28:47] <rocket_hamster> yes but those checks are interconnected somehow in code last tiem i looked
[14:28:57] <rocket_hamster> or functions are called very similiarly
[14:28:57] <lynxlynxlynx> what the function handles is also a special state where the actor is missing for most intents and purposes
[14:29:55] <lynxlynxlynx> that's natural
[14:30:29] <rocket_hamster> also the reversed logic bugs me
[14:31:02] <lynxlynxlynx> ?
[14:31:46] <lynxlynxlynx> (i also forgot to mention that the irenicus issue is likely the same one)
[14:31:58] <rocket_hamster> if (Modified[IE_AVATARREMOVAL]) return true;
[14:32:01] <rocket_hamster> what does this do?
[14:32:55] <lynxlynxlynx> if the stat is set, it means the actor is treated as if it was invisible
[14:33:01] <rocket_hamster> my logic is like if true do something, but now with isinvisibleto, logic is if true do nothing, its just the way my mind is setup
[14:33:10] <lynxlynxlynx> this is the special state i mentioned (except it's not a regular state)
[14:33:39] <lynxlynxlynx> if the effect that sets it is in place, it will be 1 - true, otherwise, by default it is 0 - false
[14:34:06] <lynxlynxlynx> if there is no avatar, the actor is invisible to everyone
[14:34:17] <rocket_hamster> i see
[14:34:49] <lynxlynxlynx> regardless of the checker, so even allseeing dragons and co are affected
[14:35:03] <rocket_hamster> i just dont like the function as whole, its hard foir me to read properly
[14:35:26] <lynxlynxlynx> any suggestions?
[14:35:36] <rocket_hamster> seer = ((Actor *) checker)->GetSafeStat(IE_SEEINVISIBLE);
[14:35:42] <rocket_hamster> change "seer"
[14:35:57] <rocket_hamster> to something more apropriate
[14:36:12] <lynxlynxlynx> like what?
[14:36:16] <rocket_hamster> im thinking :)
[14:36:17] <lynxlynxlynx> oracle? :)
[14:36:49] <rocket_hamster> bah whole function is wrong :D
[14:40:23] <rocket_hamster> there really are not many words one can use here
[14:40:28] <edheldil> beholder
[14:40:31] <rocket_hamster> omniscient is too long
[14:40:41] <rocket_hamster> and not used regularly
[14:40:58] <edheldil> watcher
[14:41:06] <edheldil> onlooker
[14:41:33] <rocket_hamster> it needs to describe checker as being able to see invisible actors
[14:41:45] <rocket_hamster> ill be back in 20
[14:42:06] <edheldil> the_old_one
[14:42:10] <edheldil> cthulhu
[14:42:17] <edheldil> ... lots of possibilities
[14:43:25] <lynxlynxlynx> btw, seer is not meant as see-er
[14:43:50] <rocket_hamster> its vague
[14:44:24] <lynxlynxlynx> canSeeInvisibles
[14:44:30] <rocket_hamster> yes
[14:44:34] <rocket_hamster> a lot better
[14:44:45] <lynxlynxlynx> but redundant too
[14:45:03] <rocket_hamster> well for you it is, but imagibe someone esle reading through code
[14:45:41] <rocket_hamster> also is this really correct if (!seer && (Modified[IE_STATE_ID] & state_invisible))
[14:45:43] <rocket_hamster> ?
[14:46:02] <rocket_hamster> i have to go be back later
[14:47:18] <lynxlynxlynx> it's only used once and near, so it does seem redundant to me
[14:48:17] <lynxlynxlynx> the whole seeinvisible stat is dedicated to ignoring the true invisibility state(s)
[14:48:40] <lynxlynxlynx> that's what that check accomplishes
[15:07:06] <fuzzie> hmph, we have TV live on the fibre, but no network
[15:08:52] <fuzzie> you shouldn't try adding other 'not visible' stuff to invisibility checks if you're going to use them in attack code, btw
[15:15:06] <lynxlynxlynx> are there any more? :)
[15:15:17] <rocket_hamster> ive seen more
[15:15:23] <rocket_hamster> all kinds of invisible stuff
[15:18:06] <rocket_hamster> previously there was some with checks on death
[15:18:09] <rocket_hamster> and switch
[15:18:12] <rocket_hamster> i remember that one
[15:18:20] <fuzzie> there's all kinds of checks done at target time
[15:18:31] <rocket_hamster> i mean visibility regarded
[15:18:33] <fuzzie> but you will break the games if you try adding them manually into action code
[15:18:38] <fuzzie> and then I will glare at you
[15:18:47] * rocket_hamster turns into stone
[15:18:54] <rocket_hamster> :D
[15:19:17] <fuzzie> e.g. the 'protection against creature' stuff
[15:19:38] <fuzzie> but also line-of-sight, visual range, etc
[15:19:45] <rocket_hamster> yes
[15:19:56] <rocket_hamster> all handles invisibility in its own way
[15:20:14] <lynxlynxlynx> but those are not missing from attack code, no?
[15:20:26] <fuzzie> they are handled higher-up
[15:21:55] <fuzzie> from memory I think if something does [PC]-style filtering or various specific target filters, then DoObjectChecks is called to do the checks
[15:22:18] <rocket_hamster> attackcore will release action if if (!seer && (Modified[IE_STATE_ID] & state_invisible)) if (!seer && (Modified[IE_STATE_ID] & state_invisible)) for ST_ACTOR
[15:22:18] <fuzzie> but if a script targets directly by name then it always matches
[15:22:20] <rocket_hamster> atm
[15:22:40] <fuzzie> e.g. Dialog(Player1) can't fail because Player1 is invis
[15:22:51] <rocket_hamster> second paste should be this if (!actor->GetCombatDetails(tohit, leftorright, wi, header, hittingheader, DamageBonus, speed, CriticalBonus, style, tar)) {
[15:22:58] <fuzzie> but I can't check the details here
[15:23:01] <lynxlynxlynx> most end up calling validtarget without GA_NO_HIDDEN though
[15:23:26] <fuzzie> yes, well, ValidTarget is the cause of various bugs, the last time I looked :|
[15:24:44] <fuzzie> all my written notes on this are in a box .. somewhere
[15:25:37] <fuzzie> aha
[15:25:37] <fuzzie> this box.
[15:25:45] <lynxlynxlynx> hehe
[15:26:24] <fuzzie> yes ok, you get target gone and released action if invis||sanctuary
[15:26:34] <fuzzie> same for dead
[15:26:43] <fuzzie> and same for sleep if attacker is monk with fists
[15:27:26] <fuzzie> no, if attacker is *not* monk but using fists?
[15:28:16] <lynxlynxlynx> yeah, more likely
[15:28:25] <lynxlynxlynx> "stunning" damage, remember
[15:29:08] <fuzzie> in all cases, as well as the real invalid target case (not in loaded area, or target is NULL), you also get a trigger target unreachable
[15:29:49] <fuzzie> but that's pretty irrelevant
[15:30:16] <fuzzie> unfortunately I really can't play with this myself right now
[15:30:30] <fuzzie> fibre people said they'd try and get the connection live today, we'll see :P
[15:31:26] <lynxlynxlynx> we don't trigger trigger_targetunreachable anywhere yet
[15:33:33] <lynxlynxlynx> how and iwd2 use it a lot, so i'll add it
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[15:50:02] <lynxlynxlynx> fuzzie: if weapons are unusable, it triggers trigger_unusable?
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[16:12:36] <avenger> hello everyone
[16:16:10] <lynxlynxlynx> oj
[16:16:11] <rocket_hamster> heya
[16:16:38] <rocket_hamster> 17 pm and its pitch black outside
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[16:36:30] <edheldil> winter time
[16:48:07] <rocket_hamster> yes but im just shocked it happened so rapidly
[16:59:08] <rocket_hamster> AttackCore is run even for actors that are moving ?
[16:59:20] <rocket_hamster> and not attacking?
[17:00:15] <rocket_hamster> oh wait a sec, some cat is attacking mouse
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[17:03:15] <lynxlynxlynx> nice detail, eh?
[17:04:41] <rocket_hamster> i know... details
[17:04:42] <rocket_hamster> :)
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[17:32:06] <avenger> so i thought i fixed Cespenar
[17:45:46] <lynxlynxlynx> the issue was he wasn't removing any items, now it seems he only removes 1
[17:45:51] <lynxlynxlynx> maybe different actions are used
[17:48:05] <avenger> takepartyitemnum is used
[17:48:12] <avenger> now he doesn't remove scrolls
[17:48:16] <avenger> but removes the cloak
[17:50:43] <lynxlynxlynx> maybe it just reduces the charges
[17:52:23] <avenger> haha
[17:52:28] <avenger> interesting idea
[17:53:48] <avenger> But, RemoveItem would still do a KillSlot if you remove >= chargecount
[17:54:01] <avenger> so, no... nope :D as Cespenar would say.
[17:55:00] <lynxlynxlynx> what if he had multiple scrolls and didn't notice? ;)
[17:56:51] <avenger> no
[17:56:56] <avenger> i tried that already
[17:57:06] <avenger> i created a new cloak, but no scrolls
[17:57:17] <avenger> and cespenar wouldn't make the item until i created a scroll
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[17:59:19] <lynxlynxlynx> do all the actions get called?
[18:00:02] <avenger> no
[18:00:11] <avenger> doesn't try to take more than the cloak
[18:00:15] <avenger> i just found that
[18:00:37] <avenger> wait... actually. it might try, but doesn't see
[18:00:40] <avenger> meh
[18:00:57] <avenger> takepartyitemnum's item counter doesn't find them, but hasitem does
[18:00:59] <avenger> why...
[18:03:23] <avenger> if (stacks && (item->Flags&IE_INV_ITEM_STACKED) ) {
[18:03:23] <avenger> count+=item->Usages[0];
[18:03:23] <avenger> }
[18:03:37] <avenger> If this doesn't add the number of scrolls, then we are screwed
[18:03:55] <avenger> i swear i'll put an assertion in that :D
[18:04:03] <avenger> item->Usages[0] should be nonzero there
[18:07:53] <avenger> well, it doesn't try to execute the action
[18:08:11] <avenger> didn't die from assertion, and now i print even if it found 0
[18:08:18] <avenger> it tries to count only the clck02
[18:10:29] <avenger> all these actions are instants, so they should be executed in the same cycle
[18:11:23] <avenger> looks like another debugging session in windows :)
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[18:16:13] <lynxlynxlynx> ouch
[18:16:32] <lynxlynxlynx> i found a fix for irenicus in the meantime
[18:16:50] <lynxlynxlynx> reverting 782faaf77c8c6e3 does it
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[18:19:12] <lynxlynxlynx> trying with setting the flag later
[18:19:15] <Avenger> hey Lynx, don't you want to implement iwd2 levelup? :D
[18:19:29] <lynxlynxlynx> not yet
[18:19:44] <lynxlynxlynx> need to sort out the actor structures first
[18:19:54] <lynxlynxlynx> all the different ac fields for example
[18:20:10] <lynxlynxlynx> i guess it was all recomputed at runtime
[18:20:11] <Avenger> i think they have all the same ac fields, just reverse
[18:20:35] <lynxlynxlynx> yes, nothing extra is saved afaik, but they differentiate a lot of them, so they don't stack
[18:20:52] <lynxlynxlynx> natural, shield, armor, dodge, ??? ac bonus
[18:20:55] <Avenger> i can write down the formula for ac calculation
[18:21:02] <Avenger> i saw it in ida :D
[18:21:32] <Avenger> but first, i gotta kill this takeitem bug
[18:21:51] <lynxlynxlynx> sure
[18:22:02] <lynxlynxlynx> we're really close to the next release
[18:22:23] <Avenger> lets time it to xmas
[18:22:32] <lynxlynxlynx> only a few bugs on my list left and one feature that i may well postpone if more will be creeping up
[18:22:44] <lynxlynxlynx> nah, lets time it before bgee
[18:22:53] <Avenger> lol, why?
[18:22:59] <lynxlynxlynx> no reason, we are just ready
[18:23:18] <Avenger> well, no problem
[18:23:41] <Avenger> i just have some free weeks in mid december
[18:23:45] <lynxlynxlynx> and the previous release had a bad regression, so the sooner we move on the better
[18:23:57] <lynxlynxlynx> great, more stuff for the next release
[18:24:04] <lynxlynxlynx> you know, early and often
[18:25:21] <Avenger> after nov30 i will scale down my bgee involvement too. Unless they really need me in bg2ee. bgee seems to be fine
[18:27:51] <Avenger> hmm action 169 seems to be nasty
[18:28:09] <Avenger> destroyitem
[18:28:18] <Avenger> apparently it is not wanting to be an instant
[18:28:41] <Avenger> but cespenar's stuff relies on being instants, because it starts new stuff in next cycle
[18:28:47] <Avenger> and erases the action queue
[18:29:01] <Avenger> sh.t
[18:30:17] <Avenger> it is not in instant.ids that is coming with ToB
[18:30:19] <Avenger> now wtf
[18:30:49] <Avenger> so, instant.ids is not reliable?
[18:32:19] <Avenger> i wish fuzzie is around
[18:33:04] <Avenger> making it an instant worked out
[18:33:19] <Avenger> but there could be several other actions that are not listed
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[18:37:52] <Avenger> ok commit done. check please.
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[18:38:20] <lynxlynxlynx> doesn't bgee come out earlier?
[18:39:13] <Avenger> earlier than ?
[18:39:23] <Avenger> it will come out nov 30, as far as i know
[18:39:40] <lynxlynxlynx> ah
[18:40:01] <lynxlynxlynx> still no commit mail, but i also pushed my fix
[18:41:35] <Avenger> if you see tomprince, ask him to add commit notices to his buildbot :)
[18:42:24] <lynxlynxlynx> he can hear you
[18:42:43] <Avenger> i don't know, he didn't say anything
[18:42:46] <lynxlynxlynx> gembot: watch nmake-msvc++10
[18:42:46] <gembot> there are no builds currently running
[18:43:09] <lynxlynxlynx> hmm
[18:43:32] <Avenger> i see you changed something in See code
[18:43:41] <Avenger> did you talk with fuzzie about it?
[18:44:03] <Avenger> this is a sensitive part of the code :D
[18:44:27] <lynxlynxlynx> gembot: notify on
[18:44:27] <gembot> The following events are being notified: ['started', 'exception', 'successToFailure', 'finished', 'failureToSuccess']
[18:44:47] <lynxlynxlynx> i changed it for the better :)
[18:45:30] <gembot> build #82 of nmake-msvc++10 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:45:31] <gembot> build #88 of cmake clang++ started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:46:04] <Avenger> i don't see how moving that flag changed stuff
[18:46:36] <lynxlynxlynx> GetActorFromObject doesn't get it
[18:47:23] <Avenger> but if it is invisible, it shouldn't.
[18:48:35] <Avenger> well, maybe GA_NO_HIDDEN does something else . Otherwise that hack with IF_VISIBLE wouldn't be there
[18:48:49] <Avenger> i wonder why that was there too :)
[18:49:05] <gembot> build #88 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/88
[18:49:06] <gembot> build #88 of cmake g++-4.2 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:52:41] <gembot> build #88 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/88
[18:52:43] <gembot> build #88 of cmake g++-4.4 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:53:56] <lynxlynxlynx> gembot: notify on started exception successToFailure
[18:53:57] <gembot> The following events are being notified: ['started', 'exception', 'successToFailure', 'finished', 'failureToSuccess']
[18:54:00] <Avenger> this long commit reference could be a link too
[18:54:02] <lynxlynxlynx> gembot: notify on started exception successToFailure
[18:54:03] <gembot> The following events are being notified: ['started', 'exception', 'successToFailure', 'finished', 'failureToSuccess']
[18:54:07] <lynxlynxlynx> gembot: notify off
[18:54:08] <gembot> The following events are being notified: []
[18:54:10] <lynxlynxlynx> gembot: notify on started exception successToFailure
[18:54:11] <gembot> The following events are being notified: ['started', 'exception', 'successToFailure']
[18:54:17] <Avenger> http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commit;h=....
[18:54:42] <lynxlynxlynx> sure
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[18:56:15] <gembot> build #88 of cmake g++-4.6 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:56:15] <gembot> build #88 of cmake g++-4.6 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:56:18] <wjp> isn't 'started' a bit noisy?
[18:57:16] <lynxlynxlynx> i can't limit it to only one builder
[18:57:35] <lynxlynxlynx> without that it's not a cia replacement since we'd only get a message on failure
[18:58:46] <wjp> hm
[18:59:36] <wjp> the buildbot-bot we have in #scummvm seems to be able to combine reports for multiple builders
[18:59:56] <gembot> build #84 of cmake g++-4.5 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[18:59:56] <gembot> build #84 of cmake g++-4.5 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[19:00:07] <lynxlynxlynx> buildbot-0.8.6p1 at your service
[19:00:57] <tomprince> wjp: That has a custom irc status .
[19:02:08] <Avenger> oh hi tom
[19:02:12] <wjp> should we borrow it? I like its output much more
[19:02:20] <Avenger> and hi wjp too
[19:02:23] <wjp> hi :-)
[19:02:35] <lynxlynxlynx> let's see what .7 brought
[19:05:18] <gembot> build #76 of mingw32 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[19:05:18] <gembot> build #76 of mingw32 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[19:06:29] <tomprince> Nothing particularly relevant.
[19:06:44] <wjp> scummvm's is at https://github.com/scummvm/scummvm-sites/blob/buildbot/config/scumm.py
[19:07:09] <wjp> it seems it wouldn't be too hard to make that output 'started' messages only once too
[19:15:20] <gembot> build #72 of msvc++6 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
[19:15:20] <gembot> build #72 of msvc++6 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
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[19:19:58] <gembot> build #67 of nmake-msvc++6 started, including [050abf7a0cf4823db5d3564b0a462c1e5b31da5d, b3a53f38559e10b90bf503879884a60f9f975da0]
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[19:30:13] <Avenger> lol: http://apple.slashdot.org/story/12/11/02/1311240/apple-loses-trademark-claim-against-ifone-in-mexico
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[20:01:56] <fuzzie> Avenger: original uses instants.ids directly, no?
[20:02:35] <fuzzie> but I can't look at original or commits now, sorry
[20:04:13] <Avenger> fuzzie: it uses instants.ids for something, but i don't know what, and it has some defaults that ignore instants.ids
[20:04:51] <fuzzie> well there's special-casing everywhere
[20:05:45] <fuzzie> but I'm at the old apartment right now (removing carpets etc) so I can't even check my notes
[20:05:58] <fuzzie> is it only DestroyItem/169 which is odd?
[20:06:09] <Avenger> it is the only one we found so far
[20:06:12] <fuzzie> and which script is it?
[20:06:24] <Avenger> cespenar's dialog, not script (botsmith.dlg)
[20:06:32] <fuzzie> ok, thanks
[20:06:42] <fuzzie> will look at it when I get home
[20:07:20] <Avenger> the problem is, it issues the commands in dialog. There could be other such actions, that are executed in dialog but not in instant.ids
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[20:07:34] <Avenger> btw, iwd2 has 2 separate instant list
[20:07:40] <fuzzie> yeah, I hate iwd2 :P
[20:07:51] <fuzzie> it has loads of action stuff changed
[20:09:01] <Avenger> ok, iwd2: dlginst.ids contains destroyitem, scrinst.ids doesn't
[20:09:28] <Avenger> i wouldn't be surprised, if dlginst.ids would be hardcoded entirely in tob
[20:10:34] <fuzzie> I decoded the relevant bits of code and I'm pretty sure there's nothing like that in there.
[20:10:38] <fuzzie> I mean, in tob.
[20:10:53] <fuzzie> There are definitely a few hardcoded action ids though.
[20:11:02] <Avenger> are you sure? when i last seen it, there were some hardcoded opcodes
[20:11:10] <Avenger> ah... i'm laggy a bit
[20:11:11] <fuzzie> But, definitely not all of them.
[20:11:16] <Avenger> well
[20:11:36] <fuzzie> no harm in changing gemrb for now though..
[20:11:37] <Avenger> you don't happen to know the address
[20:11:55] <Avenger> or some clue how to find it again
[20:11:58] <fuzzie> no, the only thing I have here is a black-and-white text mode display, and an ssh client :/
[20:12:19] <Avenger> haha, so retro
[20:12:22] <fuzzie> usually I just search in IDA for the relevant action id as an immediate, and tick the 'show all results' option
[20:13:40] <Avenger> well, i will look for that
[20:14:05] <Avenger> though in tob half of the references are not immediate but a literal constant in the data area
[20:14:12] <Avenger> so, i need 2 searches
[20:14:42] <fuzzie> yes, it is annoying how inconsistent it is :-)
[20:18:07] <Avenger> if i write 0xa9, i will get only bytes?
[20:18:25] <Avenger> i found no references, not even db 0x00a9
[20:18:30] <Avenger> err, dw
[20:19:20] <fuzzie> should get everything
[20:19:33] <fuzzie> I will be home later tonight if you jsut want me to do it though.
[20:19:43] <Avenger> ok
[20:19:48] <Avenger> i will be here :)
[20:20:17] <Avenger> i want to fix all possible actions with this not-instant-but-should-be problem
[20:24:52] <fuzzie> well, I still didn't apply my proeprly-written instants code anyway
[20:24:58] <fuzzie> it's totally wrong in gemrb atm
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[21:00:31] <gembot> build #83 of nmake-msvc++10 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:00:31] <gembot> build #83 of nmake-msvc++10 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:00:32] <gembot> build #89 of cmake clang++ started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:00:32] <gembot> build #89 of cmake clang++ started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:04:28] <gembot> build #89 of cmake g++-4.2 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:04:28] <gembot> build #89 of cmake g++-4.2 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:08:10] <gembot> build #89 of cmake g++-4.4 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:08:11] <gembot> build #89 of cmake g++-4.4 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:11:19] <fuzzie> hi.
[21:11:50] <gembot> build #89 of cmake g++-4.6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:11:50] <gembot> build #89 of cmake g++-4.6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:12:57] <Avenger> are you the real, ida capable fuzzie? :D
[21:13:08] <fuzzie> thereotically
[21:13:28] <Avenger> i'm still looking for that part where it decides if an action is an instant or not :(
[21:13:34] <fuzzie> mbut more importantly I have my paper notes
[21:13:44] <Avenger> ahh cool
[21:13:48] <Avenger> paper notes
[21:13:48] <fuzzie> in the dialog code, or generally?
[21:13:58] <Avenger> anywhere, where instant is used
[21:14:05] <Avenger> oh damn... i should have just looked for instant
[21:14:07] <Avenger> O_o
[21:14:10] <fuzzie> yes :P
[21:14:18] <Avenger> hey, you didn't tell !
[21:14:30] <fuzzie> RestoreInstants is the name I have for the standard loop
[21:14:49] <Avenger> restoreinstants?
[21:14:59] <Avenger> is that a name i made up?
[21:15:04] <fuzzie> that doesn't sound like my naming, so probably something you made up
[21:15:24] <gembot> build #85 of cmake g++-4.5 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:15:24] <gembot> build #85 of cmake g++-4.5 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:15:27] <fuzzie> ah yes, my notes for the AI loop span 10 pages of tiny writing
[21:17:08] <fuzzie> don't see anything special for destroyitem
[21:17:29] <fuzzie> it might well just be special-case run for the end of dialog though, I don't see that right now
[21:21:50] <gembot> build #77 of mingw32 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:21:50] <gembot> build #77 of mingw32 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:22:47] <lynxlynxlynx> hmm, why are they duplicated?
[21:32:42] <gembot> build #73 of msvc++6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:32:42] <gembot> build #73 of msvc++6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:33:46] <Avenger> so it is spammy :)
[21:40:24] <gembot> build #68 of nmake-msvc++6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:40:24] <gembot> build #68 of nmake-msvc++6 started, including [b3b46c71b52491d4fadf2275f67802cf2ef2a835]
[21:45:17] <lynxlynxlynx> well, pick one
[21:48:35] <Avenger> first?
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[21:53:05] <Avenger> fuzzie: so far i see only leavearealua is handled specially (instant.ids)
[21:58:02] <fuzzie> right, that is handled specially in loads and loads of places
[21:58:13] <fuzzie> there's some other actions in some places
[21:58:42] <fuzzie> but you might be right about instants, assuming leavearealua is 110
[22:00:26] <Avenger> 0x6e
[22:00:34] <Avenger> yes
[22:01:17] <Avenger> so, how destroyitem is executed in the original engine in a dialog, when it is not an instant?
[22:03:45] <Avenger> i think i remember some parts where a lot of action opcodes were hardcoded but i don't remember where exactly
[22:07:12] <Avenger> hmm yes, there is a chase.ids too. I doubt we use it
[22:08:00] <Avenger> they seem to be actions involving move near to target
[22:09:56] <Avenger> and actsleep.ids
[22:09:58] <Avenger> meeh
[22:11:42] <Avenger> i guess we could at least load them and set an action flag, like we do with instants
[22:12:38] <Avenger> actsleep seems to be actions that a living actor can perform while sleep flag is set
[22:27:45] <Avenger> ok actsleep/chase are loaded :)
[22:28:56] <Avenger> huh... of course buggy
[22:30:31] <gembot> build #84 of nmake-msvc++10 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:30:31] <gembot> build #84 of nmake-msvc++10 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:30:32] <gembot> build #90 of cmake clang++ started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:30:32] <gembot> build #90 of cmake clang++ started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:34:13] <gembot> build #90 of cmake g++-4.2 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:34:13] <gembot> build #90 of cmake g++-4.2 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:37:52] <gembot> build #90 of cmake g++-4.4 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:37:52] <gembot> build #90 of cmake g++-4.4 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:38:10] <Avenger> hehe, this will be a bit spammy
[22:38:13] <Avenger> sorry :)
[22:41:24] <gembot> build #90 of cmake g++-4.6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
[22:41:24] <gembot> build #90 of cmake g++-4.6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
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[22:45:00] <gembot> build #86 of cmake g++-4.5 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8]
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[22:49:23] <gembot> build #91 of cmake clang++ started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:49:23] <gembot> build #91 of cmake clang++ started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
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[22:51:17] <gembot> build #78 of mingw32 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:51:17] <gembot> build #78 of mingw32 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:52:37] <gembot> build #91 of cmake g++-4.2 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:52:37] <gembot> build #91 of cmake g++-4.2 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:56:28] <gembot> build #91 of cmake g++-4.4 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:56:28] <gembot> build #91 of cmake g++-4.4 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:59:59] <gembot> build #91 of cmake g++-4.6 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[22:59:59] <gembot> build #91 of cmake g++-4.6 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:01:08] * rocket_hamster slaps gembot around a bit with a large trout
[23:02:52] <gembot> build #74 of msvc++6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:02:52] <gembot> build #74 of msvc++6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:03:57] <gembot> build #87 of cmake g++-4.5 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:03:57] <gembot> build #87 of cmake g++-4.5 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:08:29] <gembot> build #69 of nmake-msvc++6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:08:29] <gembot> build #69 of nmake-msvc++6 started, including [d39fe4e4cff95464c242aa3a5bd2d0efc1eb4ce8, eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:18:13] <gembot> build #85 of nmake-msvc++10 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
[23:18:13] <gembot> build #85 of nmake-msvc++10 started, including [eecb5d24581161596a0de1c14316cbc49bd5522e, cc48e3794244ef0c3a8384dd7450dcf61bae02d3]
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