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[10:08:49] <fuzzie> argh
[10:09:37] <fuzzie> so, I can solve this werewolf problem by having Die() strip effects from the actor, but then gemrb quickly crashes because the effect queue calls Die() deletes the effect queue data, crash :(
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[10:11:46] <fuzzie> maybe fx_replace_creature should be forcing real death immediately..
[10:18:24] <lynxlynxlynx> what's the problem about? the wws don't really die?
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[10:49:48] <CIA-22> gemrb: 03lynxlupodian * r6761 10/gemrb/trunk/gemrb/plugins/ (4 files in 2 dirs): implemented int/wis lore bonus
[10:50:16] <fuzzie> awesome
[10:50:46] <lynxlynxlynx> i think this was the last thing from one of your old comparison screenshots (with imoen iirc)
[10:50:50] <fuzzie> the problem with the wws is that the original actor gets a huge queue of fx_replace_creature with werewolf effects stacked
[10:51:23] <fuzzie> and all of the effects get applied at once, instead of only the first one happening, because the original creature isn't actually destroyed at once
[10:51:27] <lynxlynxlynx> this is for shapeshifting?
[10:51:36] <fuzzie> not sure where the bug is :/ it's for a script somewhere
[10:51:46] <fuzzie> rngwlf01.dlg maybe? not at a gemrb machine
[10:52:15] <lynxlynxlynx> there's one such encounter in the windspear hills
[10:52:21] <fuzzie> the lore thing is really great though .. i don't care so much about the comparison, but it'll be really nice if we have enough Lore to actually use Imoen to id things
[10:52:34] <lynxlynxlynx> hehe
[10:52:41] <lynxlynxlynx> this only adds 7 points for her
[10:53:41] <fuzzie> 'temple ruins: entering cave and threatening werewolf leads to werewolf explosion' is my notes
[10:53:49] <Gekz> lolol
[10:55:43] <lynxlynxlynx> heh
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[12:54:37] <fuzzie> zefklop: hi!
[12:54:47] <zefklop> hi fuzzie!
[12:55:48] <zefklop> I was away for some time, but now that my exams are done, I'm back
[12:55:55] <zefklop> so, what needs to be done?
[12:56:06] <fuzzie> i have exams on tuesday, friday, the week after :/
[12:56:13] <zefklop> :-(
[12:56:22] <fuzzie> glad to hear that yours are over, though
[12:56:38] <zefklop> you don't have holidays?
[12:57:22] <fuzzie> i was sick for the exams, so i have to do most again now
[12:57:54] <fuzzie> i am looking at death scripts/variables and spellcasting, myself
[12:58:36] <Gekz> someone should make an ncurses port of the gui
[12:58:36] <Gekz> :D
[12:58:53] <Gekz> Go Minsc, you crazy bold asterisk you
[12:59:12] <fuzzie> magic missiles need their curved paths to be handled properly.. that needs someone to look at the original more i think, i took http://fuzzie.org/magicmissiles.jpghttp://fuzzie.org/magicmissiles.jpg as an example but i think it's a bit more complicated in reality
[12:59:29] <fuzzie> oops, i hope someone can extract the proper url there :)
[12:59:43] <zefklop> Ok I'll work on this
[12:59:50] <Gekz> it's clearly some kind of wacky encryption fuzzie
[12:59:59] <zefklop> but first I want projectiles to follow their target
[13:00:30] <zefklop> This should help to make actors follow their target too
[13:00:40] <fuzzie> i think both of those should be mostly fixed now
[13:00:49] <fuzzie> i mean, the target following
[13:01:10] <zefklop> Cool, I've seen you had worked on pathfinder recently
[13:01:16] <zefklop> it was that?
[13:01:26] <fuzzie> that was part of it :)
[13:01:32] <zefklop> fine :-)
[13:01:47] <fuzzie> it is still just a hack, it is not finished - when I have time, the pathfinder needs rewriting to use A* :/
[13:01:48] <Gekz> fuzzie: is that wine or windows?
[13:01:52] <fuzzie> Gekz: windows
[13:01:55] <Gekz> ouch
[13:02:03] <Gekz> a vm?:
[13:02:10] <fuzzie> yes, on someone else's machine :)
[13:02:17] <fuzzie> i borrow it sometimes just to run vmware for testing
[13:02:20] <Gekz> haha cool
[13:02:30] <Gekz> she wont taint her system
[13:02:34] <zefklop> I think wine does a pretty good job with BG2 now
[13:02:39] <fuzzie> my system is powerpc, no wine or vm :(
[13:02:44] <Gekz> zefklop: very good
[13:02:46] <zefklop> :-(
[13:02:50] <Gekz> fuzzie: oh that's horrible
[13:02:51] <Gekz> make it stop
[13:02:52] <fuzzie> maybe i should find a copy of bg2 for mac :)
[13:02:57] <Gekz> fuzzie: I have one
[13:02:59] <Gekz> want it?
[13:03:04] <Gekz> BG2 and ToB I think
[13:03:06] <fuzzie> i mean, i'm sure i can find it in a shop
[13:03:10] <zefklop> or develop gemrb to be able to play with it :_D
[13:03:14] <Gekz> fuzzie: I doubt it
[13:03:18] <Gekz> it hasnt been sold since OS9
[13:03:23] <fuzzie> don't ruin my dreams!
[13:03:40] <Gekz> do you find file sharing morally apprehensive?
[13:03:43] <zefklop> is Vbox so slow that you can't even play it?
[13:03:49] <Gekz> zefklop: not anymore
[13:03:58] <zefklop> I mean, on PPC
[13:04:04] <Gekz> oh
[13:04:07] <Gekz> dahhh.
[13:04:12] <fuzzie> you can't use vbox on ppc
[13:04:16] <zefklop> I even played cossacks on vbx
[13:04:25] <zefklop> qemu?
[13:04:29] <fuzzie> you're stuck with qemu, which is about 486 speeds
[13:04:37] <Gekz> she's right
[13:04:38] <zefklop> sh*t
[13:04:47] <fuzzie> well, it is not so bad, i don't mind borrowing a machine
[13:04:54] <fuzzie> this is really some of my motivation for gemrb though :)
[13:05:15] <zefklop> yeah, mine was fun and linux
[13:05:26] <zefklop> now that I'm on windows, fun remains :-)
[13:05:38] <fuzzie> heh, the only mac baldur's gate 2 on the pirate bay is just the windows one with wine
[13:06:05] <Gekz> fuzzie: pm
[13:06:06] <fuzzie> that is pretty dedicated, going to all the effort of wrapping the windows one nicely :)
[13:07:08] <fuzzie> zefklop: anyway, i don't really know about projectiles too much, but if you think something needs pathfinder work, i'd be happy to fix it
[13:08:03] <fuzzie> the actor side should be fixed for dialogue and combat
[13:08:08] <zefklop> I'll have a look this evening I think, or at least tomorrow
[13:08:16] <zefklop> ok
[13:09:07] <fuzzie> still broken for spells and pickpocketing, but working on those :)
[13:09:20] <lynxlynxlynx> otherwise there's still the detailed todo on the wiki
[13:09:48] <zefklop> lynxlynxlynx: yes
[13:10:30] <zefklop> so, I have to go. I think I'll be around in the evening
[13:10:32] <zefklop> bye :-)
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[13:11:14] <fuzzie> lynxlynxlynx: any thoughts on using a python variable for keeping track of selected portraits?
[13:11:42] <lynxlynxlynx> sounds fine to me
[13:12:28] <fuzzie> the existing code seems to check 'SelectionChangeHandler' to see if it's in a non-game window, which seems to make sense
[13:13:20] <fuzzie> just not sure if there's a trap waiting for me there :)
[13:13:43] <lynxlynxlynx> oh, i forgot something from the real tob intro - you don't need to rush with the looting since all the loot is teleported with you to the pp
[13:14:00] <lynxlynxlynx> fuzzie: i haven't played with that code
[13:15:17] <fuzzie> it's funny, i had a look at that and the teleport to the pp seems to happen in the gemrb code - it's the 'CopyGroundPilesTo' action
[13:16:55] <fuzzie> might be an idea to add some printfs if someone has time
[13:17:27] <lynxlynxlynx> first i'll check the familiar release bug
[13:56:05] <lynxlynxlynx> nothing really interesting in the familiar items
[13:56:21] <lynxlynxlynx> they seem to all be of the broken weapon/earing type though
[14:20:54] <lynxlynxlynx> 0x26 = Familiars (BG2; IESDP says "broken sword/earring")
[14:21:01] <lynxlynxlynx> g3 <3
[14:32:05] <CIA-22> gemrb: 03lynxlupodian * r6762 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIINV.py: show the "release familiar" button for familiars
[14:45:16] <CIA-22> gemrb: 03lynxlupodian * r6763 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG12.py: added a guard to prevent portrait randomization hangups
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[18:40:18] <Avenger> hello
[18:41:34] <Avenger> fuzzie: did you solve the werewolf crash?
[18:42:20] <Avenger> the solution is to use remove effects (change the effect's timing method to 1000), instead of deleting the complete effectqueue
[18:42:44] <fuzzie> well, I thought I'd better check behaviour in the original game first
[18:43:11] <fuzzie> but that is good to know, thankyou :)
[18:44:25] <Avenger> actually, i think the original engine works differently, a few graphical effects check if their target is dead, and remove themselves
[18:44:36] <Avenger> this wouldn't be needed if they are all removed automatically
[18:44:47] <Avenger> maybe even the replace creature effect does so :)
[18:45:09] <fuzzie> well, the real bug here is probably that we shouldn't have a stack of 20 replace creature effects anyway :)
[18:45:48] <fuzzie> it is spin876.spl but I don't have DLTCEP here to check it!
[18:47:53] <Avenger> right, and replace creature should work with dead actors, that's how vampires work, i guess
[18:48:06] <fuzzie> yes
[18:48:06] <Avenger> they replace their dying form with the mist form
[18:48:25] <fuzzie> they all have a block which checks if they're dead and then changes to mist
[18:48:48] <Avenger> which script causes the stacking effects?
[18:48:56] <Avenger> maybe this is a trigger problem
[18:48:58] <fuzzie> it is just a cast of spin876 from a dialog
[18:49:03] <fuzzie> definitely one-time
[18:49:14] <fuzzie> maybe it is an action bug, but it didn't look like it from some printfs
[18:49:16] <Avenger> but how would it duplicate then O_o
[18:51:22] <fuzzie> the problem is perhaps that ForceSpell doesn't keep state, it just checks LastTarget, and then if the effect is in the start-casting block then it'll call Die(), but then die will delete the ForceSpell action anyway
[18:51:26] <fuzzie> so it's very strange
[18:53:04] <Avenger> hmm should the gemrb core know about the familiars?
[18:54:05] <fuzzie> ah, i got spin876.spl using weidu! wonderful, now i can use ielister :)
[18:54:05] <Avenger> i personally don't mind the current code, the rest of the special item flags was done because of the complex detection code
[18:54:32] <Avenger> hehe, nothing can stop fuzzie from coding
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[18:57:15] <Edheldil> hi all
[18:57:20] <fuzzie> hi!
[18:58:46] <fuzzie> that action is definitely only called once, just the cast and then the finish
[18:59:39] <Avenger> i wonder how the effect duplicates
[19:01:24] <fuzzie> let me try dumping the queue, maybe it doesn't get duplicated and it's another bug
[19:02:06] <fuzzie> in fact, after some other fixes, i only get one set of printf statements from the effect..
[19:02:25] <fuzzie> so it's bound to be SummonCreature spawning too much
[19:03:55] <fuzzie> ok, no, there are still too many calls, but SummonCreature is spawning 10 at once too
[19:04:04] <fuzzie> so my screenful of creatures is two bugs, i guess
[19:09:11] <fuzzie> to me it looks like I can just change the last parameter (level) to -1 and then it only spawns a few too many
[19:10:10] <fuzzie> and the other problem is a death script problem.
[19:13:35] <CIA-22> gemrb: 03fuzzie * r6764 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: fx_replace_creature: try to be sure to only spawn one creature
[19:15:40] <fuzzie> maybe that is still wrong? it seems to match IESDP and the intention of the spells which use it, but i don't know, maybe someone else might have an idea
[19:17:52] <CIA-22> gemrb: 03fuzzie * r6765 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: better (but unfinished) spell casting times
[19:21:03] <CIA-22> gemrb: 03fuzzie * r6766 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: try to avoid running multiple death scripts
[19:21:37] <fuzzie> need to make sure that we only execute blocks if Dead() is in the triggers, too
[19:27:39] <Avenger> fuzzie do you have pst on a big endian machine?
[19:27:50] <fuzzie> yes
[19:28:05] <Avenger> i would like to know if the fields we call Appearance1/2 are two words, or one dword
[19:28:10] <fuzzie> but it's the same windows pst, they never released a mac one
[19:28:19] <fuzzie> so this is maybe unhelpful to you
[19:28:25] <Avenger> str->ReadWord( &act->AppearanceFlags1 );
[19:28:27] <Avenger> str->ReadWord( &act->AppearanceFlags2 );
[19:29:32] <Avenger> these fields contain the flags for the good/law/lady/murder counting
[19:29:46] <fuzzie> hm, i thought from the disassembly it was a DWORD
[19:30:23] <Avenger> well, i suspect that too
[19:30:32] <Avenger> that's why i ask, so i change it to dword now
[19:30:43] <fuzzie> yes, it definitely seems to be a dword. ok :)
[19:37:41] <CIA-22> gemrb: 03avenger_teambg * r6767 10/ielister/trunk/ielister.cpp: added newly discovered fields in pst creature structure
[19:38:07] <fuzzie> Avenger: do you have a suggested CRE to test with?
[19:39:05] <Avenger> hmm, uhir.cre ? i think that one has these counters
[19:39:21] <Avenger> deionarra is half transparent
[19:39:34] <Avenger> dunno the resref
[19:40:41] <Avenger> 02b8h Good count ff
[19:40:42] <Avenger> 02b9h Law count ff
[19:40:44] <Avenger> 02bah Lady count 01
[19:40:46] <Avenger> 02bbh Murder count 01
[19:40:47] <Avenger> 02bch Bestiary ref collector
[19:40:49] <Avenger> 02dch Dialog radiu 03
[19:40:50] <Avenger> 02ddh Personal spa 03
[19:40:52] <Avenger> 02deh UNKNOWN 00
[19:40:53] <Avenger> 02dfh Colour count 00
[19:40:55] <Avenger> 02e0h Display flag 00003c70
[19:40:56] <Avenger> this is in uhir.cre
[19:40:58] <fuzzie> ok, that matches both copies i have :)
[19:41:29] <Avenger> btw, 2dc, 2dd is not correct, i don't really know what are those fields
[19:51:44] <CIA-22> gemrb: 03avenger_teambg * r6768 10/gemrb/trunk/gemrb/plugins/ (CREImporter/CREImp.cpp Core/Actor.h): updated pst creature loading with newly discovered fields
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[19:58:19] <Edheldil> looks like I will have to update ie_shell ..
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[20:23:36] <fuzzie> there is probably quite a bit more of PS:T to change..
[20:23:53] <fuzzie> another circumstance where it would be nice to have a wiki rather than it being scattered everywhere
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[20:34:07] <Edheldil> fuzzie, I wanted to cry in despair reading those threads
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[20:35:09] <fuzzie> Well, it's better in the threads than not anywhere at all..
[20:35:21] <fuzzie> I've learnt a lot just by reading old threads, even if it takes far too much time.
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[21:59:41] <CIA-22> gemrb: 03avenger_teambg * r6769 10/chitem/trunk/ (10 files): dltcep update
[22:03:42] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=7457 <-- for more item type clarifications if you're reading the log
[22:03:49] <lynxlynxlynx> good night
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[22:46:23] <Edheldil> good night
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[23:21:08] <Gekz> k