#gemrb@irc.freenode.net logs for 30 Jan 2011 (GMT)

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[07:53:31] <Avenger> hello
[08:10:47] * Textmode huggles Avenger :3
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[09:23:00] <Avenger> looks like i found all bits of the maze record :)
[09:27:04] <Avenger> huh, what a hardcoded mess
[09:27:35] <Avenger> the maze random treasure stuff is totally hardcoded
[09:44:56] <Textmode> hmm :/
[09:45:33] <fuzzie> good work on that, Avenger :)
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[10:07:05] <Avenger> fuzzie, can you help? how would an item resref like 'rndtre01' be resolved?
[10:07:37] <fuzzie> are those maze-specific?
[10:07:39] <Avenger> i see bool Interface::ResolveRandomItem(CREItem *itm), but i don't see how it separates the 01
[10:07:40] <Avenger> no
[10:07:58] <fuzzie> i was going to say
[10:08:01] <Avenger> rndtre01 should pick an item from rndtreas.2da's 1st row
[10:08:10] <fuzzie> it should :)
[10:08:29] <Avenger> randitem maps rndtreas to rndtre
[10:08:49] <Avenger> but i don't see any separating of rndtre,01
[10:09:57] <Avenger> oh, i think i know, rndtre01 is an itemlist,
[10:10:19] <Avenger> each row is a list in itself
[10:10:29] <Avenger> ok, now i see :)
[10:10:59] <Avenger> so i just need to add a few lines to an already overridden table, and somehow make the constructs drop rndtre's :)
[10:11:02] <fuzzie> ok, i'm glad you do, i haven't had enough coffee yet to work it out :P
[10:11:33] <Avenger> actually they already drop rndtre01 :(
[10:12:15] <fuzzie> so it should work? :P
[10:12:24] <Avenger> no
[10:12:32] <Avenger> those are other items
[10:12:42] <Avenger> i think they are additional to the maze specific ones
[10:12:46] <Avenger> so i cannot overwrite it
[10:13:07] <Avenger> i need to insert new items, it seems
[10:13:57] <Avenger> oddly enough, the treasure quality doesn't depend on difficulty
[10:14:27] <Avenger> the best item you can get in the modron maze is very expensive, i used to grind there for money ;)
[10:15:25] <Avenger> portal lens : 4000 cc
[10:16:13] <Avenger> it is really odd they didn't just use their normal treasure distribution
[10:16:35] <Avenger> blackisle coders --> meh
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[10:40:35] <raevol> which game is this?
[10:40:43] <fuzzie> PS:T
[10:40:46] <raevol> ah
[10:41:03] <raevol> was gonna say i don't really remember bring able to grind in any of the BGs
[10:41:13] <fuzzie> Oh, I should ask Avenger about the stupid huge function o'stuff. :P
[10:41:43] <fuzzie> Avenger: There's a single function in the PS:T binary which seems to handle a huge amount of hardcoded stuff, including the entrance stuff I have failed to commit to gemrb, any idea what it *is*?
[10:41:46] <Avenger> raevol: i grinded for xp in bg1 at the ankheg site
[10:41:58] <raevol> do those respawn?
[10:42:04] <Avenger> yep
[10:42:17] <fuzzie> The magic of CompressTime.
[10:42:17] <raevol> huh i see
[10:42:49] <Avenger> fuzzie: i think we implemented those
[10:43:03] <fuzzie> Avenger: There's loads of other stuff in the function, I mean.
[10:43:04] <Avenger> if you talk about the 'click on travel trigger' stuff
[10:43:18] <Avenger> lets review it?
[10:43:21] <raevol> brb
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[10:44:17] <fuzzie> I don't have it here, I've just been curious what it *is*.
[10:44:36] <fuzzie> Since it had loads of other magic strings in it.
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[10:45:08] <raevol> phai
[10:45:10] <raevol> ohai even
[10:47:08] <Avenger> you don't happen to know the offset?
[10:47:22] <fuzzie> Phft, half the strings in the binary point to it, use the string list. :P
[10:48:14] <fuzzie> Ah, it is the code with 'MAZE1' in it.
[10:48:30] <fuzzie> You said it was an action and then disappeared, last time I asked.
[10:49:04] <fuzzie> I was hoping it was LeaveAreaName, because that would make my life easier.
[10:50:23] <fuzzie> But is that function just a huge blob'o'action?
[10:50:25] <Avenger> it is leaveareaname
[10:50:33] <fuzzie> Well, hooray!
[10:51:05] <Avenger> that is the action between selectweaponability and groupattack
[10:51:41] <fuzzie> Hm, I guess everyone has been REing the Windows binaries?
[10:58:43] <fuzzie> Hmm, I don't have the Mac ones here.
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[11:04:52] <Avenger> i found something weird, it looks like every 'leaveareaname' sets the 'GLOBAL:LADY' variable to 0
[11:04:57] <Avenger> does that make sense?
[11:05:24] <Avenger> it is the variable where you annoy the lady of pains
[11:05:40] <Avenger> so, basically if you switch areas, this variable is cleared?
[11:06:39] <Avenger> ahh no, sorry, this is just getting the variable :)
[11:07:21] <fuzzie> ok, i seem to have successfully distracted you into decoding that code :P
[11:07:24] <fuzzie> i will go get breakfast.
[11:10:52] <Avenger> yep, while i'm here, i mark the variable access stuff
[11:19:16] <Avenger> actually this code handles only the teleportation to the lady's maze
[11:20:15] <Avenger> i hope we can script this
[11:20:31] <fuzzie> We can script anything. :P
[11:21:33] <fuzzie> It's a little tricky to do right, but as long as we use the LeaveAreaName action, it can do the right fudging.
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[11:34:10] <Avenger> well, i mean, we don't have to add 1000 lines of hard code :)
[11:34:56] <Avenger> the conditions to getting poofed to the lady's maze involve 3 variables
[11:35:17] <Avenger> global,lady>49, pregnant quest and ar1900_visited
[11:35:31] <Avenger> pregnant_quest must be > 0
[11:35:41] <Avenger> ar1900_visited is the count of maze visits
[11:35:55] <Avenger> 0 -> maze1, 1->maze2, >1 -> game_over
[11:38:04] <Avenger> maybe not
[11:38:08] <Avenger> hmm, more complexity
[11:39:55] <Avenger> this code is totally insane :)
[11:41:22] <Avenger> it first checks if you are in the modron maze, but then it checks if you are actually in Sigil, in some specific areas
[11:41:33] <Avenger> so, why it wouldn't simply check them first
[11:42:26] <Avenger> it looks like there are only 10-12 area transitions that activate the maze teleport
[11:43:41] <Lightkey> pregnant quest o_O
[11:46:11] <Avenger> hehe
[11:46:37] <Avenger> sigil is a living city, and she's pregnant :)
[11:47:01] <Avenger> you'll see how parts of the city are being born
[12:19:13] <Gekz> this is planescape?
[12:19:20] <fuzzie> yes
[12:19:31] <Lightkey> THIS IS PLANESCAAAAPE!
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[14:44:41] <Avenger> huh, lots of obscure stuff is going on in pst
[14:44:54] <fuzzie> Hardcoded stuff, or obscure?
[14:45:06] <Avenger> i think it counts dialogs you initiate with doors
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[14:45:18] <Avenger> in a variable named 'dialog_with_doors'
[14:45:22] <fuzzie> haha.
[14:45:24] <Avenger> definitely hardcoded
[14:45:37] <Avenger> and obscure i guess :)
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[14:49:30] <Avenger> actually it counts the number of dialogs initiated with containers, in the variable dialog_with_doors
[14:50:11] <fuzzie> hehe.
[14:50:20] <fuzzie> this isn't iwd2? :P
[14:51:08] <Avenger> no, and i know a place where you actually talk to a container, in grace's brothel
[14:51:15] <Avenger> armoire
[14:51:49] <fuzzie> yes, pst has it all
[14:52:31] <fuzzie> also, you say incrementkillstat increments only unused vars?
[14:52:55] <fuzzie> not the kill stats?
[14:53:18] <Avenger> yes
[14:53:47] <Avenger> well, killstats are dedicated fields in the game struct?
[14:53:58] <Avenger> i just didn't find how they are loaded
[14:54:16] <Avenger> i just say, incrementkillstats doesn't bother with global/kaputz vars
[14:54:34] <Avenger> it increments some fields in the game struct
[14:57:02] <fuzzie> hmm, i guess the only killstats are globals
[14:58:52] <Avenger> incrementkillstats doesn't seem to be read from the .gam
[14:59:21] <Avenger> it is just 50 shorts
[14:59:58] <fuzzie> and in the game struct and not the creature struct, that's so strange
[15:00:05] <fuzzie> so probably useless
[15:13:35] <Avenger> meh, in pst 0x3f8 is .chr not .eff and even iesdp documents it
[15:14:19] <Avenger> whoa, they even document 0x802 which i saw but didn't know what is it
[15:19:29] <Avenger> heh, i must have known about it, it is in gemrb too
[15:21:21] <fuzzie> What is it?
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[15:35:52] <Avenger> spawn ini files
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[15:55:45] <Avenger> omg, hacks again
[15:57:03] <Avenger> there are cases when the nameless goes alone, this is enforced by LeaveParty. Some items need to be passed to him, instead of marking them quest critical, like in other games, they just hardcoded these important items :(
[15:57:15] <fuzzie> Mmhm.
[15:57:31] <fuzzie> All games have quest critical?
[15:57:34] <Avenger> we will implement this by special items, and setting the quest flag when loading them
[15:57:36] <fuzzie> I thought it was a new thing.
[15:57:46] <Avenger> well, i guess no
[15:57:59] <Avenger> but we'll mark these items as such :)
[15:58:05] <Avenger> instead of some hardcoded crap
[15:58:16] <fuzzie> Sure, I'm just wondering how those items are handled.
[15:58:57] <Avenger> i hope this isn't some fixpack hackery :P
[15:59:35] <Avenger> BSPHERE, NTOKEN and BLADEIM are the item resrefs
[16:00:05] <fuzzie> I mean, how they're handled in non-LeaveParty cases.
[16:02:29] <fuzzie> What I *mean* is, I'm wondering if there are other side-effects to setting that flag on the items.
[16:03:31] <Avenger> i see, they are indestructible, in bg2
[16:05:12] <lynxlynxlynx> that may be problematic
[16:05:31] <lynxlynxlynx> you can use the bronze sphere like a potion iirc
[16:07:24] <Avenger> that's not a problem
[16:07:50] <Avenger> indestructible is an overstatement :)
[16:09:08] <Avenger> ok, i found the rest of the leaveareaname stuff
[16:09:16] <fuzzie> great
[16:09:17] <Avenger> i doubt we handle this
[16:09:35] <Avenger> ar0502 has a to0512 exit
[16:10:04] <Avenger> if sabotage variable was set to 7, it is changed
[16:12:03] <Avenger> i think its destination area is changed to ar0513
[16:16:04] <fuzzie> it is difficult to handle any of this if no-one REed it :P
[16:16:11] <fuzzie> but if it's on irc, then it is easy to refer back to
[16:21:08] <Avenger> ok, i'm done for today
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[16:46:31] <CIA-29> GemRB: 03avenger_teambg * r8565f808b10a 10gemrb/gemrb/override/pst/rndtreas.2da: added maze specific random treasure list
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[20:37:00] <lynxlynxlynx> uff, i like the new gained speed, gemrb compiles so quicker :)
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