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[08:00:11] <edheldil> hi!
[08:03:28] <lynxlynxlynx> oj
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[08:42:16] <fuzzie> g'morning
[08:49:24] <wjp> hi
[08:51:08] <fuzzie> :-)
[08:52:26] <fuzzie> i wanted to just put the game/expansion mode in Expansion
[08:52:39] <fuzzie> but it's really difficult to see how to do this without hard-coding numbers
[08:56:36] <fuzzie> i suppose just a bunch of ToB-only 2da files. alas. :(
[09:34:32] <lynxlynxlynx> for that abort-on-dead action thing it would have to clear the whole block (whole queue?), not just abort the current action
[09:34:58] <lynxlynxlynx> or plenty of the action should have the same check
[09:35:56] <lynxlynxlynx> in this case StartCutSceneMode, ReallyForceSpellRES, Wait, EndCutSceneMode
[09:39:44] <fuzzie> yes, and StartCutSceneMode has no such check
[09:40:11] <fuzzie> and not the others either, afaics
[09:41:06] <lynxlynxlynx> :s
[09:41:23] <lynxlynxlynx> scripts should still run for corpses?
[09:42:03] <fuzzie> well, i think your bug is that ReplaceCreature should be replacing the creature
[09:42:41] <fuzzie> so the old creature should be removed from the area and be unable to run any scripts
[09:42:41] <lynxlynxlynx> it does, it Dies the caster
[09:42:54] <fuzzie> but instead it is killing the original, which is not the same :)
[09:43:32] <fuzzie> Avenger has it commented as "CGameEffectReplaceSelf::ApplyEffect calling pSprite->SetRemoveFromArea(TRUE)"
[09:44:07] <fuzzie> for param2==0
[09:44:10] <fuzzie> any idea what your params are?
[09:44:16] <lynxlynxlynx> 1
[09:44:44] <fuzzie> oh, it does that for param2==0 or not a party member
[09:45:15] <fuzzie> and i think scripts probably *shouldn't* run for corpses, but this doesn't help your problem
[09:46:09] <fuzzie> if you bug me later today, i can rewrite this silly death stuff, it is at least an easier target
[09:46:24] <fuzzie> but i think i am again out for most of the afternoon
[09:47:27] <lynxlynxlynx> didn't avenger already implement proper actor removal?
[09:49:46] <fuzzie> no
[09:49:57] <fuzzie> we have completely the wrong logic for it, right now
[09:50:31] <fuzzie> i mean, Avenger made it not crash :)
[09:51:04] <fuzzie> but basically: actors should only be removed when their corpse timer expired (we don't implement one), when unsummoned, or when manually done by an effect (like replaceself)
[09:51:48] <fuzzie> chunked actors just get an animation change (to chunked), 'no corpse' actors just (as far as i remember) get their avatar removed
[09:52:21] <fuzzie> but there's no 'safe' way to do a removal from an effect right now, because we have no SetRemoveFromArea flag
[09:52:54] <fuzzie> and you can't do it directly because you'll delete the actor --> crash, i think.
[09:53:43] <lynxlynxlynx> ugh ok
[09:54:08] <lynxlynxlynx> so when should i start bugging you?
[09:57:03] <fuzzie> well, you could just add some flag and check it everywhere yourself :)
[09:58:00] <fuzzie> i think just in Die(), the script updating and CheckOnDeath() should be more than ewnough
[09:58:03] <fuzzie> will be back later..
[10:08:54] <pupnik_> kk
[10:10:35] <pupnik_> lynxlynxlynx: is this something we can do now? :)
[10:11:13] <pupnik_> btw my summoned monsters in BG2 seem to work fine
[10:11:16] <lynxlynxlynx> this being?
[10:11:25] <pupnik_> fixed actor removal
[10:11:50] <lynxlynxlynx> later :)
[10:22:58] <pupnik_> lynxlynxlynx: are dual-weapons things working?
[10:23:09] <pupnik_> minsc should be able to attack with two maces
[10:23:14] <lynxlynxlynx> yep
[10:23:19] <pupnik_> [Attack]: (Main) Left: 0 | Next: 1147441 | Damage 1d8+0 = 7 [Missed]
[10:23:19] <pupnik_> [Attack]: (Leaving attack)[Actor]: Unregistered attack. We shouldn't be here?
[10:23:38] <pupnik_> ah nm
[10:24:05] <pupnik_> that looks like it's the monster attacking
[10:24:28] <pupnik_> but the cutscene fade-out in bg2 circus tent is still brokend
[10:25:19] <pupnik_> it goes into a loop of these two messages
[10:25:20] <pupnik_> [ResourceManager]: Searching for cut86a.bcs...[chitin.key]
[10:25:20] <pupnik_> [ResourceManager]: Searching for GUIW.chu...[chitin.key]
[10:27:25] <lynxlynxlynx> probably cut86a exposes one of our action bugs
[10:30:23] <lynxlynxlynx> my guess would be that SetMasterArea should unload the previous area too
[10:30:37] <pupnik_> there's something about areas being handled differently in iwd and bg2
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[11:41:41] <pupnik_> wb edheldil_
[11:50:09] <edheldil> I am still here, I just opened a notebook as well :) Sorry for confusion
[12:07:16] <pupnik_> i accept your sympathy
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[13:47:23] <lynxlynxlynx> later passed and i'm back!
[13:48:15] * lynxlynxlynx casts insect swarm in the general direction of fuzzie
[13:49:15] <pupnik_> passed?
[13:54:29] <lynxlynxlynx> the absolute previous later is gone
[14:05:43] <pupnik_> i see
[14:06:02] <pupnik_> for some reason bg2 won't run from my installed tgz
[14:06:14] <pupnik_> i suppose this is some copy protection
[14:17:26] <fuzzie> hello
[14:21:45] <fuzzie> the trouble with this 'master area' stuff is: what's a master area?
[14:22:22] <fuzzie> if they're the mastarea.2da ones, then unloading the previous area breaks the games.
[14:22:59] <fuzzie> so it is irritating.
[14:23:14] <fuzzie> but pupnik's bug is just the area-script-during-cutscenes thing i think.
[14:23:49] <pupnik_> :/
[14:30:25] <edheldil> does it complain about missing play disc?
[15:04:06] <pupnik_> nop
[15:04:22] <pupnik_> just gives me the 'install' option
[15:04:27] <pupnik_> clicking that closes wine
[15:06:02] <fuzzie> you're probably missing the registry entries?
[15:06:12] <pupnik_> yah
[15:14:45] <fuzzie> but you should be able to just run bgmain.exe
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[15:39:09] <pupnik_> that gives me a window with "-1". then clicking ok gives me a window "An assertion failed in ChDimm.cpp at line number 805"
[15:40:12] <pupnik_> this is unpatched afaik
[15:42:12] <pupnik_> aha found it http://www.bioware.com/games/shadows_amn/support/assertion/#1.03
[15:44:13] <pupnik_> hmm i'm missing cd1
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[16:25:29] <pupnik> liver
[16:32:14] <lynxlynxlynx> fuzzie: bzzz
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[17:04:32] <pupnik> got a savefile with a broken weapon here
[17:04:37] <pupnik> can't see how i created it though
[17:05:15] <pupnik> there's a weapon like a longsword or smth in all the slots
[17:05:25] <pupnik> yet no weapon is eqipped
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[21:04:54] <spike411> No commits today? What happened? :o Real life? :D
[21:22:02] <lynxlynxlynx> poke fuzzie, she's a night owl
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[21:25:09] <fuzzie> i am a bit busy with some more social stuff and social coding
[21:25:14] <fuzzie> not very helpful for gemrb :/
[21:46:20] <Lightkey> eww, socializing
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