#gemrb@irc.freenode.net logs for 30 Sep 2009 (GMT)

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[10:09:37] <fuzzie> lynxlynxlynx: so that wizard is all fixed now?
[10:11:16] <fuzzie> re the 'predetected' thing: it is almost certainly a game data bug, but there's a gemrb bug in there too, which is that predetected things shouldn't show up as red highlighted until you do 'detect traps' again
[10:12:48] <lynxlynxlynx> i think the wizard thing is good enough now, i don't remember exactly how it behavedi in the original
[10:21:49] <fuzzie> could you link the bg1/iwd walkthroughts from the todo page?
[10:22:13] <fuzzie> i suppose an iwd2 walkthrough page would consist of 'crashes at startup' :(
[10:27:23] <fuzzie> the g3 forums thing is perhaps getting a little worrying, too
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[10:47:09] <lynxlynxlynx> yeah, annoying
[10:50:20] <lynxlynxlynx> i think we should focus on bg1 and iwd for now
[10:50:42] <lynxlynxlynx> there's not much wrong and it would be awesome if they were completable for the next release
[10:54:24] <fuzzie> well, i owe a lecturer three weeks homework, but if i can somehow actually get it finished, then i can work on all of those iwd bugs, i guess
[10:59:49] <lynxlynxlynx> there's no hurry, plus there's more of us
[11:00:28] <lynxlynxlynx> it looks like raevol got stuck, but he can probably continue with some cheating
[11:00:34] <fuzzie> just sitting on irc and pointing out where to fix things seems to be working quite well :)
[11:00:53] <lynxlynxlynx> indeed
[12:45:09] <CIA-22> gemrb: 03lynxlupodian * r7298 10/gemrb/trunk/gemrb/GUIScripts/ (bg2/GUICommonWindows.py iwd/GUICommonWindows.py): iwd: added basic portrait icon support and synced that part a bit with bg2
[13:43:34] <lynxlynxlynx> iwd quest experience is crazy now
[13:43:44] <fuzzie> oh?
[13:43:54] <lynxlynxlynx> leveled up a 18level paladin three times in 15 minutes
[13:44:20] <lynxlynxlynx> smart talking gets you far
[14:07:24] <pupnik> wow
[14:14:53] <CIA-22> gemrb: 03lynxlupodian * r7299 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da): fixed two iwd salamanders
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[15:09:45] <lynxlynxlynx> Maighstir: http://www.shsforums.net/index.php?showtopic=42359
[15:12:50] <fuzzie> i linked to that the first time :p
[15:21:18] <lynxlynxlynx> ah
[15:35:03] <Maighstir> Oh, yeah... thanks
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[18:46:37] <CIA-22> gemrb: 03lynxlupodian * r7300 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: print the actor's long name in the enhanced area debug dump
[18:47:00] <CIA-22> gemrb: 03lynxlupodian * r7301 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da): more iwd avatar fixes
[18:48:55] <CIA-22> gemrb: 03lynxlupodian * r7302 10/gemrb/trunk/gemrb/override/ (how/avatars.2da iwd/avatars.2da): iwd: the original salamanders don't have all the animations either
[18:55:23] <lynxlynxlynx> almost through iwd
[18:55:50] <raevol> hello
[18:55:55] <lynxlynxlynx> my archers can attack invisible thieves
[18:56:09] <raevol> hehe
[18:56:25] <fuzzie> heh
[18:56:36] <fuzzie> i know where that problem is, sorry
[18:56:37] <lynxlynxlynx> maybe a flag is missing for the validtarget call?
[18:56:49] <lynxlynxlynx> it is the same as with the offscreen attack?
[18:56:53] <fuzzie> yes
[18:56:57] <lynxlynxlynx> ah ok
[18:57:44] <lynxlynxlynx> what was wrong with that bg1 cutscene again?
[18:57:53] <raevol> the one i got stuck on?
[18:58:02] <lynxlynxlynx> the prison one, yeah
[18:58:23] <raevol> what is supposed to happen is someone comes and talks to you, and then he leaves and someone else comes and teleports you out of the prison
[18:58:34] <raevol> instead no one comes and you just sit there waiting indefinitely
[18:59:12] <raevol> i've got a save right before the cutscene if you need more info
[18:59:36] <fuzzie> do you have the area name, .dlg file, .bcs files?
[18:59:44] <fuzzie> lynx is maybe better to debug it, i guess :)
[18:59:55] <lynxlynxlynx> i'm on final iwd duty
[19:00:01] <fuzzie> i am finally caught up with my past-due homework
[19:00:07] <lynxlynxlynx> animations keep fighting, now it's a crasher >:)
[19:00:11] <fuzzie> unfortunately there is more due tomorrow, so no gemrb quite yet
[19:00:18] <raevol> http://pastebin.com/m22a6fe6c
[19:00:22] <raevol> at the bottom of that
[19:01:14] <raevol> ar2631
[19:05:20] <lynxlynxlynx> that's already in the cutscene area?
[19:05:23] <CIA-22> gemrb: 03lynxlupodian * r7303 10/gemrb/trunk/gemrb/override/how/avatars.2da:
[19:05:23] <CIA-22> gemrb: iwd: reverted 0xEB18 back to MANI (vs MAN1), since there are creatures that use
[19:05:23] <CIA-22> gemrb: this avatar, while the MAN1 animation doesn't exist
[19:05:59] <raevol> the end of that log is, the log is from loading the game, loading a save immediately before the incident, going upstairs and talking to an npc, and being transported to the prison
[19:06:20] <raevol> i wasn't sure where the relevant information was so i saved the whole thing
[19:06:26] <fuzzie> gatewa2.dlg is the dialog, i guess?
[19:07:11] <fuzzie> the ~I'm glad you still have some of the sense Gorion taught you. Please, follow me. I'm sure everything wil be sorted out quickly.~ type response?
[19:07:24] <raevol> let me check
[19:07:40] <fuzzie> that just moves the player to ar2631, which makes it easier
[19:07:55] <raevol> yes, that's the one
[19:08:00] <fuzzie> oh, right, i remember this bug
[19:08:32] <fuzzie> it needs someone to do a little testing with scripts
[19:08:55] <fuzzie> it's expecting new scripts to be executed during a cutscene and i'm not quite sure exactly why
[19:09:04] <fuzzie> do you stay in the cutscene mode while waiting, raevol, with the GUI disabled?
[19:09:10] <raevol> yes
[19:09:44] <lynxlynxlynx> oh right, i remember now
[19:10:12] <lynxlynxlynx> i knew there was something more known already, but i didn't want to wade through the logs
[19:10:23] <fuzzie> this was basically the last thing on zefklop's list of things to verify
[19:11:11] <raevol> i've gotta clean some stuff up, i'll be back in a bit and probably wandering in and out intermittently
[19:11:33] <fuzzie> raevol: if you'd like to continue testing, you can break out of the cutscene mode with gemrb's console
[19:11:55] <fuzzie> just 'ExitCutSceneMode()'
[19:12:20] <fuzzie> and then wait and make sure it continues
[19:17:01] <raevol> hmm ok
[19:18:22] <raevol> it's GemRB.ExitCutSceneMode() ?
[19:18:34] <lynxlynxlynx> yes
[19:18:47] <raevol> says 'module' object has no attribute
[19:18:58] <raevol> for 'ExitCutSceneMode' and 'GemRB'
[19:19:43] <fuzzie> oh, it's EndCutSceneMode
[19:19:44] <fuzzie> sorry
[19:19:44] <raevol> ah k
[19:20:24] <raevol> the first NPC comes in and talks, then it goes back to cutscene move
[19:20:25] <raevol> mode*
[19:20:38] <raevol> and seems to hang again
[19:20:40] <fuzzie> once more
[19:20:53] <fuzzie> Ulrant's dialogue breaks it again, but
[19:20:59] <fuzzie> it should work after Tethtoril
[19:21:08] <raevol> yep, got teleported
[19:21:57] <raevol> cool
[19:22:07] <raevol> i'll keep playing soon, off to clean more atm
[19:23:04] <lynxlynxlynx> don't delete that preprison save thogh
[19:23:06] <lynxlynxlynx> though
[19:24:54] <raevol> gotcha
[19:25:08] <raevol> i still have a save at scar as well, where his dialogue is broken
[19:25:45] <fuzzie> thanks :)
[19:26:01] <fuzzie> it would maybe be helpful if you could email the scar save to me
[19:26:10] <fuzzie> but lots of other things to check
[19:27:01] <raevol> sure, let me know when you get around to it
[19:31:42] <raevol> hmm :/ i actually need to head out and run some errands
[19:31:56] <raevol> so i will see you guys, if you want me to do anything soon, feel free to PM me
[19:33:03] <lynxlynxlynx> no rush, just keep playing
[19:33:09] <raevol> cool
[19:33:13] <lynxlynxlynx> i just started the final iwd fight
[19:36:40] <fuzzie> that's pretty impressive considering how linear iwd is
[19:43:41] <lynxlynxlynx> it's broken in a funny way
[19:43:51] <lynxlynxlynx> the main antagonist doesn't go hostile
[19:47:22] <lynxlynxlynx> cutscene running another custscene
[19:48:30] <lynxlynxlynx> oh
[19:48:38] <lynxlynxlynx> looks like just another case of _dead
[19:50:52] <fuzzie> just add that to the code?
[19:51:43] <lynxlynxlynx> that wasn't the cas
[19:51:45] <lynxlynxlynx> case
[19:52:52] <lynxlynxlynx> it's a wierd script for the archenemy that doesn't react on direct attack
[19:53:15] <lynxlynxlynx> retrying the whole scene
[19:58:06] <lynxlynxlynx> long sequence
[20:04:17] <lynxlynxlynx> could be that an Attack should make him my enemy?
[20:04:32] <lynxlynxlynx> he attacks a third party though
[20:04:56] <fuzzie> maybe
[20:06:04] <fuzzie> do you know the scripts?
[20:06:39] <lynxlynxlynx> ah, no
[20:06:42] <lynxlynxlynx> it is in the dialog
[20:07:28] <lynxlynxlynx> but i think the creature is replaced, so the new one has it's own ea
[20:07:39] <lynxlynxlynx> eeevealv.baf eepeqtlk.baf eecrnent.baf eecrnatk.baf eecrnmve.baf eepoqcng.baf eeendct*.baf eebelhi1.baf eebelw* <-- scripts ;)
[20:07:49] <fuzzie> oh boy
[20:07:55] <lynxlynxlynx> DBELHIFE.dlg and deverard.dlg
[20:08:19] <lynxlynxlynx> yeah, the transformation is done by using a new creature
[20:08:51] <fuzzie> the INNATE_FLASH_DESTROY_SUMMON_BELHIFET?
[20:09:02] <lynxlynxlynx> probably
[20:09:16] <lynxlynxlynx> the new one is belhif.cre.
[20:09:47] <lynxlynxlynx> poquelin.cre is the original
[20:10:04] <lynxlynxlynx> hmpf, that one has ea_enemy in the cre
[20:10:46] <fuzzie> this is probably another problem caused by hacks in SummonCreature
[20:11:18] <lynxlynxlynx> yeah
[20:11:44] <fuzzie> hm, that calls with EAM_DEFAULT, should be ok
[20:12:06] <lynxlynxlynx> i'll break on it
[20:15:11] <lynxlynxlynx> heh, it appears there is an unimplemented story fragment there
[20:15:23] <lynxlynxlynx> but now i've hit the breakpoint
[20:15:56] <lynxlynxlynx> it gets called with EAM_NEUTRAL
[20:16:08] <fuzzie> not good, what's the caller?
[20:16:35] <lynxlynxlynx> fx_summon_creature2
[20:16:49] <lynxlynxlynx> looks like it is in iwdopc, so it didn't get so much love
[20:17:04] <fuzzie> hmm
[20:17:17] <fuzzie> if it's EAM_NEUTRAL, then that must have come from the fx Param2
[20:18:13] <lynxlynxlynx> yes, it is 3
[20:19:47] <fuzzie> iesdp documents 3 as 'force summon at source'
[20:20:06] <fuzzie> i would change that check to <3 for now
[20:20:30] <fuzzie> and see if it fixes the problem, at least
[20:20:36] <lynxlynxlynx> maybe the eamod map is bad
[20:20:44] <lynxlynxlynx> eamods
[20:21:11] <fuzzie> well, if iesdp is right, then it just should only have the three entries, i guess
[20:21:45] <lynxlynxlynx> ah, 3 would also match the fxopc one
[20:22:06] <lynxlynxlynx> one less than the number of elements
[20:22:42] <fuzzie> the fxopc one seems like it is a bug
[20:23:51] <fuzzie> and that last EAM_ALLY just shouldn't be there
[20:24:38] <fuzzie> the iesdp for iwd's fxopc creature summon is interesting too, it also talks about value 4 controlling summon location
[20:24:49] <fuzzie> i'm sure this was discussed on the g3 forums, but meh
[20:26:53] <CIA-22> gemrb: 03lynxlupodian * r7304 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: disallow backstabbing with ranged weapons :)
[20:27:12] <lynxlynxlynx> iesdp could be wrong
[20:27:26] <fuzzie> well, i think this was discussed on the iesdp forum and merged
[20:28:38] <lynxlynxlynx> yep, that 3 helped
[20:29:35] <fuzzie> please add a comment about why, if you commit it
[20:34:56] <lynxlynxlynx> can't hurt the thing
[20:35:07] <lynxlynxlynx> again i suspect Protection:Weapons
[20:35:22] <lynxlynxlynx> but iirc i could kill them when i was doing the monk playthrough
[20:36:20] <lynxlynxlynx> the other funny thing is he doesn't have a weapon equipped, so his attacks are 1d2
[20:44:54] <lynxlynxlynx> ...so maybe the resistance changes are the cause
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[21:04:44] <lynxlynxlynx> i screwed something subtly
[21:11:06] <CIA-22> gemrb: 03lynxlupodian * r7305 10/gemrb/trunk/gemrb/override/ (bg2/avatars.2da pst/avatars.2da):
[21:11:06] <CIA-22> gemrb: fixed the pst avatar table for the constant change in r7268
[21:11:06] <CIA-22> gemrb: same with the bg2 mist animation which uses a pst type
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[21:38:21] <lynxlynxlynx> hmm, those rakshasa don't even receive the click on ctrl-y
[21:42:04] <raevol> i return
[21:42:45] <lynxlynxlynx> even the mass murder doesn't affect them
[21:48:56] <lynxlynxlynx> ah
[21:49:33] <lynxlynxlynx> lastActor is null
[21:56:32] <lynxlynxlynx> maybe the mislead images are causing problems
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[22:36:38] <pupnik> :/