#gemrb@irc.freenode.net logs for 31 Dec 2010 (GMT)

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[04:55:02] <pupnik> my new toy: archos a70s running Angstrom linux http://i.imgur.com/g9d5l.jpg
[04:57:43] <raevol> sexy
[04:57:45] <raevol> touch screen?
[05:02:52] <pupnik> yes raevol
[05:03:11] <raevol> good stuff
[05:03:11] <pupnik> but i have synergy running for mouse+keyboard control from my laptop
[05:03:14] <raevol> i just got a droid x
[05:03:18] <raevol> hahaha nice
[05:30:02] <pupnik> need... crosscompile... now
[05:30:22] <raevol> man i haven't messed with gemrb in a long time
[05:30:41] <raevol> do you guys have any plans for packaging it up? or making a front end for configuring it?
[05:32:43] <pupnik> it is packaged by various people
[05:32:46] <pupnik> for e.g. on debian
[05:32:51] <pupnik> or red hat
[05:33:08] <raevol> yea those have got to be ancient packages though...
[05:35:35] <pupnik> i don't know of one
[06:17:01] <pupnik> is this a cool algorithm or is this a cool algorithm http://www.youtube.com/watch?v=HM3WWurYmLw
[06:22:51] <raevol> wow
[06:22:55] <raevol> that is really cool
[06:23:24] <pupnik> :) thanks
[06:23:56] <pupnik> i did the basic algo and then my crazy polish friend made the waves go in square spirals
[06:24:04] <raevol> hahah awesome
[06:25:42] <pupnik> do you have linux?
[06:25:45] <raevol> yupyup
[06:26:09] <pupnik> want to run them?
[06:26:23] <raevol> hmm, is it going to require compiling o_o?
[06:26:45] <pupnik> not really but it's more fun if you play with them and make your own
[06:26:53] <raevol> hmm
[06:26:55] <raevol> ok!
[06:27:10] <pupnik> join #liqbase then so we don't fill the logs with offtopic
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[08:34:00] <Avenger> new bugs on sf?
[08:42:42] <edheldil_> somebody submitted a lot of iwd bugreports, yes
[08:45:07] <Avenger> i don't know what's the problem with the party order. I can reorder the party, and the formation changes accordingly
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[09:14:48] <CIA-29> GemRB: 03avenger_teambg * r09f7cd360066 10gemrb/gemrb/ (7 files in 7 dirs): allocated strrefs for the find familiar opcode
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[10:46:00] <CIA-29> GemRB: 03avenger_teambg * r1c63c5f17d36 10gemrb/gemrb/GUIScripts/LevelUp.py: don't care with the wisdom bonus when setting up priest spells on level up
[10:46:18] <Avenger> this fixes part of one of the new bugs
[10:46:47] <barra_home> heya Avenger!
[10:57:31] <Avenger> what is the problem (if there is any) with python 3.* ?
[10:57:52] <Avenger> it might be the cause of bug #3144369
[11:00:11] <fuzzie> it is incompatible with python 2
[11:01:17] <fuzzie> so they wouldn't have made it as far as they did
[11:03:05] <fuzzie> so red herring, i expect they just checked which packages they had installed and not what gemrb was built against
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[12:44:20] <Avenger> ok, i think i fixed the area travel problem
[12:44:33] <CIA-29> GemRB: 03avenger_teambg * rada3fdaeeee5 10gemrb/gemrb/core/ (5 files in 3 dirs): fixed travel regions
[12:46:01] <fuzzie> the game-breaking one, or the annoying one?
[12:46:26] <fuzzie> oh,hnm, i see
[12:47:33] <Avenger> this is an annoying one
[12:48:02] <Avenger> i didn't fix the one where the whole polygon should be checked for PersonalDistance
[12:48:13] <Avenger> that is a math problem :P
[12:49:22] <Avenger> this is the one where i needed the exit's global ID to proceed, you did the global id, so i could do this. i wanted it for a long time :)
[12:51:27] <fuzzie> and you don't think you broke traps?
[12:51:38] <Avenger> i hope i didn't
[12:51:51] <fuzzie> well, you removed a lot of checks
[12:51:58] <Avenger> no
[12:52:07] <Avenger> i just moved one that could affect traps
[12:52:10] <Avenger> didn't remove any
[12:52:11] <fuzzie> - //don't trigger again for this actor
[12:52:11] <fuzzie> - if (!(actor->GetInternalFlag()&IF_INTRAP)) {
[12:52:11] <fuzzie> - goto check;
[12:52:11] <fuzzie> - }
[12:52:11] <fuzzie> + goto check;
[12:52:18] <Avenger> that is moved
[12:52:20] <fuzzie> ^- everything after that doesn't get checked now
[12:52:46] <fuzzie> so, it always returns false if IF_INTRAP is set
[12:52:58] <Avenger> yes, and it should, if you are already in trap
[12:53:07] <Avenger> it shouldn't be triggered again, isn't it?
[12:54:57] <fuzzie> the check for repeated triggers is in the trap-triggering code
[12:55:26] <fuzzie> i added all these comments here and i still can't remember why this was important
[12:55:40] <Avenger> well, then that line is not needed at all, if it is also checked elsewhere
[12:55:52] <Avenger> i mean this : if (actor->GetInternalFlag()&IF_INTRAP) {
[12:56:39] <fuzzie> the idea is: if you have IF_INTRAP set, the trap should still trigger
[12:56:51] <Avenger> when?
[12:57:03] <fuzzie> and then the flags on the trap will decide whether it should actually go off repeatedly or not
[12:57:19] <Avenger> the two checks after it only care about travel triggers anyway
[12:57:39] <Avenger> except the 3rd one
[12:58:13] <fuzzie> it's the USEPOINT one which is relevant here, i think?
[12:58:22] <Avenger> well, if what you said is true, then that line should be removed completely
[12:58:39] <Avenger> yes, that's true, the usepoint one is that could be affected
[12:58:59] <Avenger> but i dont think it is
[12:59:42] <fuzzie> but, yes, now you made all traps only trigger once, as far as i can tell from the diff :)
[13:00:30] <Avenger> what is this usepoint anyway? ;)
[13:00:36] <fuzzie> the comment says that IF_INTRAP gets repeatedly cleared, but only if you go *outside* the outline
[13:00:49] <Avenger> i'm sure no traps ever triggered outside of the polygon
[13:01:01] <fuzzie> this is not for traps, though, it is for infopoints
[13:01:37] <fuzzie> so it also deals with the infopoints where you have to be at a certain point before they run the script
[13:01:37] <Avenger> ok, then the type==TRAVEL should be changed to Type!=ST_PROXIMITY
[13:02:30] <fuzzie> the one we had problems with was the ToB party-summoning thing i think?
[13:03:01] <fuzzie> but i'm pretty sure the poly doesn't overlap with the usepoint there
[13:03:01] <Avenger> where is that?
[13:03:47] <fuzzie> the one in the pocket plane, but if the poly doesn't overlap then it can't break this
[13:03:56] <fuzzie> i just don't see how repeatedly-triggering traps would work with this new code
[13:04:02] <Avenger> infopoints should be always triggered (their script run) when they are clicked on. The usepoint is where you walk when you click on a trap.
[13:04:28] <fuzzie> if you click on an infopoint with some flag set - i thought it was this one - then it walks to another point before the script runs
[13:04:35] <Avenger> you don't walk towards infopoints
[13:04:48] <fuzzie> it is not towards the infopoint, but towards another point set in the infopoint struct
[13:05:09] <Avenger> i think that works only with traps
[13:05:10] <fuzzie> i'm pretty sure it is usepoint
[13:05:22] <fuzzie> well, by 'infopoint' i mean our InfoPoint class
[13:05:25] <Avenger> yes, it is usepoint, but only with traps
[13:05:33] <fuzzie> i don't remember which exact thing it was :)
[13:05:57] <fuzzie> i only know things by their names in gemrb
[13:06:19] <fuzzie> what are they meant to be called?
[13:06:29] <Avenger> well, we 'inherited' InfoPoint name, where Region is a better name
[13:06:48] <Avenger> we use ST_PROXIMITY for traps
[13:06:49] <fuzzie> ok. so i mean, region :) so, it might only work with traps.
[13:07:16] <Avenger> i would rather rename all the stuff
[13:07:22] <Avenger> it is confusing
[13:07:30] <fuzzie> yes, that sounds like a good idea
[13:07:36] <fuzzie> ok, i have to go help cook
[13:08:05] <Avenger> infopoint is the stuff you click on and gets triggered regardless of distance. Normally it just displays some message, but can run a script
[13:09:49] <Avenger> anyway, that single line can be moved back if it breaks something
[13:18:03] <fuzzie> sure, and the rest of it is great
[13:18:17] <fuzzie> although, we should really still use the action ,sometime
[13:18:50] <fuzzie> but i am not really managing to do that
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[13:48:45] <CIA-29> GemRB: 03avenger_teambg * rbe8f4c454cfd 10gemrb/gemrb/ (core/Game.cpp core/Game.h plugins/FXOpcodes/FXOpcodes.cpp): improve find familiar
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[22:02:01] <pupnik> Happy New Year! Check out an INCREDIBLE 4096-byte directX9 demo http://www.youtube.com/watch?v=I5CTFMuFvb0 http://pouet.net/prod.php?which=52938
[22:02:19] <fuzzie> it's not incredible if it's just calling directx9 :P
[22:03:29] <pupnik> i understand your point but it's still incredible
[22:03:30] <fuzzie> but happy new year :)
[22:03:35] <pupnik> thanks!
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[23:04:53] <lynxlynxlynx> may your magic not fizzle :)
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[23:35:04] <pupnik_> new year should be floating-point -- so we can do a wave of firecrackers east to west
[23:36:34] <Maighstir> they've been doing those darn things almost constantly for the last two days here.
[23:55:02] <pupnik_> too expensive here for that