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[01:40:59] <Gekz_> Guten Morgen
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[03:16:25] <raevol> is there a recommended rss somewhere that i can watch GemRB announcements from?
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[08:15:19] <fuzzie> raevol: you can get sourceforge to email you announcements, i think
[08:15:25] <fuzzie> but i don't think we found an rss
[08:16:11] <Gekz> hi
[08:18:05] <lynxlynxlynx> there was a rss for news, at least in the old layout
[08:18:08] <lynxlynxlynx> bbiaf
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[08:51:06] <raevol> fuzzie: thanks, looking
[09:01:00] <zipi> can somebody help me a bit in GUIScripts? i'm trying to define a new function, but if I call it it says Missing function
[09:01:43] <fuzzie> where are you calling it?
[09:02:00] <zipi> from cpp
[09:02:47] <fuzzie> you're calling core->GetGUIScriptEngine()->RunFunction?
[09:03:17] <fuzzie> if so, usually that means that the loaded python module isn't the right one
[09:04:51] <zipi> sorry i'm not really in python. if i call let's say OpenInventoryWindow it works fine, but if I call myfunction (that is defined in the same place where OpenInventoryWindow is) it does not work
[09:06:02] <fuzzie> That's strange, it should work.
[09:07:34] <zipi> do i have to compile python files?
[09:07:39] <fuzzie> no
[09:07:43] <zipi> ok
[09:07:45] <fuzzie> perhaps the python function is not correctly defined?
[09:08:02] <zipi> i copy it here it's not that big
[09:08:21] <fuzzie> well, here is fine, or maybe a site like pastebin.be (you paste into it, and it gives a url) is more useful
[09:08:37] <zipi> ok
[09:09:26] <zipi> http://www.pastebin.be/20145
[09:10:34] <fuzzie> that is probably conflicting with a variable called 'Inventory'
[09:10:40] <fuzzie> so the C++ is finding the variable instead
[09:11:55] <fuzzie> although there is only one of those, in GUISTORE, so if that is loaded it is strange :)
[09:12:49] <fuzzie> I would suggest adding a prefix like 'key_' to make it 'key_Inventory' if you can? but you probably have a better idea than me
[09:12:52] <zipi> yeah, strang
[09:12:54] <zipi> yes
[09:12:59] <zipi> good idea
[09:13:29] <zipi> i'm trying to implement the use of Keymap.ini
[09:13:42] <fuzzie> making keymap.ini call python functions is exactly what I thought someone should do, so it is nice to see you have the same idea :)
[09:16:16] <zipi> yeah the problem is i want to keep the use of the original keymap.ini
[09:16:40] <zipi> but in that ini are strings like: "Inventory","Return to game", etc..
[09:16:57] <zipi> so it needs some remapping
[09:17:52] <fuzzie> the ini for planescape torment has things like "Cast Mage Spell: Elysium's Tears" :( but if you can just make it call python - removing spaces from the names - then it can all be handled in python
[09:19:30] <zipi> yeah, i thought of replacing spaces with _
[09:19:38] <fuzzie> that sounds good
[09:19:40] <zipi> it is more readable i think
[09:19:56] <zipi> and then you just define the corresponding function names
[09:20:01] <zipi> in python
[09:21:23] <fuzzie> yes - some clever python can add all of the spells automatically by writing code, too
[09:21:34] <zipi> btw: it worked with the key_prefix
[09:21:44] <zipi> thanks for helping
[09:24:01] <zipi> do you know a place where i can get the keymap.ini for all ie games
[09:26:19] <fuzzie> http://fuzzie.org/nfs/gemrb/keymap/ is the ones I have
[09:26:35] <fuzzie> I'll see if I can find the IWD one later.
[09:27:01] <zipi> thx
[09:46:17] <zipi> can you help me with some python? is there something like an event handler on keypress?
[09:50:26] <fuzzie> how do you mean? i don't think the python does keypresses at all
[09:50:50] <zipi> cause now when i enter the inventory, keypresses arent handled at all
[09:50:51] <zipi> :S
[09:51:44] <fuzzie> did you put the keypress handling in the GameControl?
[09:54:30] <fuzzie> if so, the GameControl is the main game view, it is only focused when in that screen - you probably want to put your code in EventMgr
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[10:07:29] <zipi> i'm inspecting the code but a few things are not clear yet
[10:09:58] <fuzzie> it might be simpler to just make it work for the main screen first
[10:11:15] <fuzzie> and then make it work for the other screens later
[10:14:51] <fuzzie> i am not sure of the best way to do it for the other screens - sometimes the user will be typing into a text field, for example
[10:15:07] <fuzzie> so i think that is definitely something to fix later
[10:16:25] <zipi> ok
[10:17:03] <zipi> the part of the code that is in the core is almost complete, i optimize the code a bit
[10:17:09] <zipi> and will commit to svn
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[10:55:39] <zipi> re
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[11:53:10] <zipi> found the part where you can handle key presses
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[12:12:08] <CIA-22> gemrb: 03lynxlupodian * r6794 10/gemrb/trunk/ (81 files in 2 dirs):
[12:12:08] <CIA-22> gemrb: added metaclass info to the guiscript docs
[12:12:08] <CIA-22> gemrb: and fixed a few strays
[12:12:33] <fuzzie> yikes
[12:12:47] <lynxlynxlynx> don't worry, it was scripted :)
[12:13:02] <fuzzie> i'm glad :)
[12:13:39] <lynxlynxlynx> and only half of the functions have metaclass equivalents
[12:13:49] <lynxlynxlynx> now i'll rebuild the docs and refresh the wiki
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[13:01:42] <lynxlynxlynx> the wiki docs are now fully updated :)
[13:04:53] <CIA-22> gemrb: 03lynxlupodian * r6795 10/gemrb/trunk/gemrb/docs/en/GUIScript/data_exchange.txt: data_exchange.txt: added some spaces to the example, so it will be autoformatted
[13:06:05] <CIA-22> gemrb: 03lynxlupodian * r6796 10/gemrb/trunk/admin/guidoc_wikifier.sh: guidoc_wikifier.sh: a few tweaks to improve the output and speed
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[13:42:53] <fuzzie> I really have no idea how to fix that action bar thing properly.
[13:45:08] <fuzzie> I can add an iwd2 check, but then it's broken for iwd2 chargen.
[13:45:35] <fuzzie> So I guess we need both an iwd2 check *and* a forced action bar reset after chargen.
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[14:46:56] <CIA-22> gemrb: 03lynxlupodian * r6797 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: removed a recently realised TODO comment
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[14:52:15] <fuzzie> Traceback (most recent call last):
[14:52:15] <fuzzie> File "./GUIScripts/bg1/GUICG7.py", line 59, in OnLoad
[14:52:15] <fuzzie> OpenSpellsWindow (Slot, TableName, Level, Level, KitValue, 1,False,False)
[14:52:15] <fuzzie> TypeError: OpenSpellsWindow() takes at most 7 arguments (8 given)
[14:52:22] <fuzzie> ^- what happened here? that worked before :(
[14:53:41] <lynxlynxlynx> def OpenSpellsWindow (actor, table, level, diff, kit=0, gen=0, recommend=True): <-- 7
[14:54:00] <lynxlynxlynx> looks like it was a bad merge
[14:54:25] <lynxlynxlynx> ups, my fault with applying the GUIEnhancements stuff
[14:55:53] <CIA-22> gemrb: 03lynxlupodian * r6798 10/gemrb/trunk/gemrb/GUIScripts/bg1/GUICG7.py: bg1: fixed a regression from 6755
[14:56:04] <fuzzie> thanks
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[14:58:03] <CIA-22> gemrb: 03fuzzie * r6799 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: force re-init of actor's buttons after chargen
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[15:12:18] <zipi> i am happy to announce that i'm finished with the keymap.ini patch, is anyone interested in trying it out?
[15:12:36] <lynxlynxlynx> is it on sf yet?
[15:12:58] <zipi> no, should i commit to svn?
[15:13:50] <lynxlynxlynx> you can't
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[15:14:29] <lynxlynxlynx> upload it somewhere so we can review and try it
[15:14:37] <zipike> ok
[15:14:42] <fuzzie> https://sourceforge.net/tracker/?group_id=10122&atid=310122 <- here, ideally
[15:15:05] <fuzzie> i assume those msv8 patches are so old they're useless at this point..
[15:15:38] <fuzzie> but i'll have to check
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[15:30:53] <CIA-22> gemrb: 03lynxlupodian * r6800 10/gemrb/trunk/gemrb/GUIScripts/bg2/Start.py: fixed #2830893: after clicking on back in BG2 videos plays again
[15:32:08] <zipi> nice ;)
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[15:40:08] <CIA-22> gemrb: 03lynxlupodian * r6801 10/gemrb/trunk/gemrb/ (2 files in 2 dirs): fixed a typo in the description of GetControlObject
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[16:09:46] <CIA-22> gemrb: 03avenger_teambg * r6802 10/gemrb/trunk/gemrb/override/pst/ (111 files): common projectiles for pst
[16:14:40] <CIA-22> gemrb: 03lynxlupodian * r6803 10/gemrb/trunk/gemrb/GUIScripts/ie_stats.py: renamed the last use of IE_MELEETHAC0 to IE_MELEEHIT
[16:15:03] <CIA-22> gemrb: 03lynxlupodian * r6804 10/gemrb/trunk/gemrb/ (4 files in 4 dirs): renamed IE_MELEEHIT to the clearer IE_MELEETOHIT
[16:15:14] <CIA-22> gemrb: 03lynxlupodian * r6805 10/gemrb/trunk/gemrb/GUIScripts/ie_stats.py: renamed the last use of MISSILETHAC0BONUS to IE_MISSILEHITBONUS
[16:15:29] <fuzzie> heh, git push all at once?
[16:15:33] <CIA-22> gemrb: 03lynxlupodian * r6806 10/gemrb/trunk/gemrb/ (docs/en/Tables/wssingle.txt override/bg2/wssingle.2da): bg2: renamed a column in wssingle.2da to be the same as in wstwohnd.2da
[16:15:40] <lynxlynxlynx> dcommit, yes
[16:15:50] <fuzzie> really nice to have all this fixed up, though :)
[16:16:29] <lynxlynxlynx> i restarted the work on weapon styles and stumbled on these
[16:20:38] <fuzzie> did anyone get anywhere on the wand-of-summoning pedestal?
[16:22:29] <CIA-22> gemrb: 03avenger_teambg * r6807 10/gemrb/trunk/gemrb/docs/en/GUIScript/GetMessageWindowSize.txt: a small fix in the documentation
[16:29:56] <CIA-22> gemrb: 03avenger_teambg * r6808 10/gemrb/trunk/gemrb/docs/en/GUIScript/GetDestinationArea.txt: fixed documentation
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[16:35:53] <Avenger> hi
[16:37:40] <fuzzie> hi
[16:38:48] <fuzzie> i ended up adding the InitButtons to FillPlayerInfo as you suggested, since it turns out we need that for iwd2 too - will worry about multiclassing in non-iwd2 another time
[16:39:09] <Avenger> ok
[16:39:22] <Avenger> what about the wand of whatever in bg2?
[16:39:34] <Avenger> it doesn't work?
[16:39:48] <fuzzie> it used to summon allied creatures
[16:39:53] <fuzzie> but it's a trap :)
[16:40:22] <Avenger> the summoned monster's EA depends on a table
[16:40:58] <Avenger> static int eamods
[16:41:19] <Avenger> the index is parameter2
[16:41:31] <Avenger> so, do you know param2?
[16:42:19] <fuzzie> i can't run DLTCEP any more to check - it's one of the top traps in ar0603
[16:42:33] <fuzzie> i was just wondering if anyone had fixed it, don't have time today to do much
[16:42:48] <fuzzie> algorithms exam tomorrow morning :)
[16:42:52] <lynxlynxlynx> the ea was the cause, yes
[16:42:55] <Avenger> no one, but i can at least look into it
[16:43:06] <Avenger> ea depends on param2
[16:43:32] <Avenger> it could be either: ally with the summoner, enemy of the summoner, or default (as in the cre file)
[16:43:43] <Avenger> in case of a trap, the summoner is ???
[16:43:57] <lynxlynxlynx> exactly, i think the trap works just like the wand
[16:43:57] <Avenger> but first i gotta see if it is using the 'default' or not
[16:44:10] <lynxlynxlynx> i don't remember the ea value though
[16:45:26] <Avenger> gtms.bcs
[16:45:45] <Avenger> spwi014
[16:45:50] <fuzzie> opcode 007f, parameter 2 is '1'
[16:46:34] <Avenger> did you know: you can press F1 on ForceSpell(Lasttrigger,TRAP_MONSTER_SUMMONING) (highlight TRAP_MONSTER_SUMMONING), and it will tell you SPWI014 :)
[16:46:57] <fuzzie> oh, that would be very useful
[16:47:04] <fuzzie> i spent ages going back and looking them up in ids..
[16:47:13] <Avenger> you can get help on triggers/actions too, of course
[16:47:52] <Avenger> if you got more ideas what could be trivially looked up in the script editor tell me
[16:52:01] <Avenger> 2 will summon EAM_ALLY
[16:52:15] <Avenger> it is not even EAM_SOURCEALLY, so it will be always player ally
[16:52:16] <Avenger> sucks
[16:52:30] <Avenger> gotta check how 0x7f works in iesdp
[16:53:29] <Avenger> 0 MONSUM01 Monster Summon 1
[16:53:30] <Avenger> 1 MONSUM02 Monster Summon 2
[16:53:32] <Avenger> 2 MONSUM03 Monster Summon 3
[16:53:34] <Avenger> 3 ANISUM01 Animal Summon 1
[16:53:35] <Avenger> 4 ANISUM02 Animal Summon 2
[16:53:37] <Avenger> 5 MONSUM01 Monster Summon 1 Hostile
[16:53:38] <Avenger> 6 MONSUM02 Monster Summon 2 Hostile
[16:53:40] <Avenger> 7 MONSUM03 Monster Summon 3 Hostile
[16:53:42] <Avenger> 8 ANISUM01 Animal Summon 1 Hostile
[16:53:43] <Avenger> 9 ANISUM02 Animal Summon 2 Hostile
[16:53:45] <Avenger> shit
[16:53:50] <Avenger> so, i guess, 0-4 should be default, maybe
[17:00:21] <CIA-22> gemrb: 03avenger_teambg * r6809 10/gemrb/trunk/gemrb/plugins/ (Core/Interface.h FXOpcodes/FXOpc.cpp IWDOpcodes/IWDOpc.cpp): fixed EA of summoned creatures
[17:00:35] <Avenger> hope it works now and i didn't break something else
[17:00:58] <fuzzie> will try it once it rebuilds, thanks :)
[17:01:02] <Avenger> this was the only place where i rely on a formula
[17:01:15] <Avenger> like eamod = param2/5
[17:01:29] <Avenger> so i just reordered the symbols
[17:09:52] <fuzzie> hm, everything else on my list of things to look at is annoying things, no nice effect/projectile things to ask you about :)
[17:12:12] <Avenger> the most annoying thing for me was when a ground pile container was open, and imoen talked to me, breaking the gui
[17:12:27] <Avenger> and i remember this was working at one time too
[17:12:39] <fuzzie> oh? i think it's been broken all this year
[17:12:51] <Avenger> an opening dialog should close the container
[17:12:53] <fuzzie> i have a simple plan to fix it, i was trying to walk D_T_G through coding it yesterday
[17:13:12] <Avenger> yep, it is most likely a guiscript level problem
[17:13:21] <fuzzie> yes, it can be fixed there with no problem
[17:13:41] <fuzzie> but i thought we might as well fix the problem with dialogs starting while you are in other screens, too
[17:13:47] <fuzzie> can all be done in one fix
[17:14:07] <Avenger> well, that bug stopped me from escaping the dungeon :)
[17:14:26] <fuzzie> we also need to be sure to close the container when moving areas, that makes ToB segfault for everyone who doesn't know to avoid it :)
[17:14:30] <Avenger> ahh, and another, target is not reset when casting spells, like healing
[17:14:42] <Avenger> uh oh
[17:14:55] <Avenger> i knew that leaving pointers around is not good
[17:15:04] <Avenger> most stuff should be done by ids
[17:15:07] <fuzzie> yes :/
[17:16:18] <Avenger> so you have an exam tomorrow?
[17:16:33] <fuzzie> tomorrow, and wednesday, and friday :) so not much time
[17:17:13] <Avenger> will you pass them? :)
[17:18:43] <fuzzie> well, i hope so! maybe not the wednesday one, but none of them are very important.
[17:21:30] <fuzzie> ok, the monsters summoned are enemies now :)
[17:23:40] <Avenger> no chance to learn now?
[17:24:04] <Avenger> it would suck if you gotta repeat an exam due to gemrb :)
[17:27:16] <fuzzie> not gemrb's fault, i've been ill the last few months and the hospital is busy until *after* the exams!
[17:27:46] <fuzzie> in fact i have a doctor's note saying i should be doing less study, heh
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[17:45:10] <lynxlynxlynx> sucks
[17:49:47] <CIA-22> gemrb: 03lynxlupodian * r6810 10/gemrb/trunk/gemrb/plugins/ (Core/Actor.cpp Core/Actor.h GUIScript/GUIScript.cpp): added the critical hit bonus from the "equipped" weapon style
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[17:56:30] <D_T_G> hi
[17:56:43] <D_T_G> make install fails for me in r6809
[17:56:59] <fuzzie> what's the error?
[17:57:02] <D_T_G> sorry
[17:57:09] <D_T_G> can't paste it here properly
[17:57:21] <lynxlynxlynx> only the first error is important
[17:57:23] <lynxlynxlynx> one line
[17:57:41] <D_T_G> permission denied
[17:57:52] <D_T_G> cannot create regular filecannot create regular file
[17:58:12] <fuzzie> is this cmake?
[17:58:26] <D_T_G> no, the standard way through ./autogen.sh
[17:59:02] <D_T_G> what the hell
[17:59:25] <D_T_G> cannot create regular file /usr/local/lib/libgemrb_core.so.0.0.0: Permission denied
[18:00:12] <D_T_G> sry, my fault :P
[18:00:55] <lynxlynxlynx> yep
[18:00:55] <D_T_G> took wrong command from bash history for other sources ;)
[18:02:22] <D_T_G> for other game engine os rewrite :)
[18:03:38] <D_T_G> the makefile.am from pst override need update to copy *.pro-s
[18:04:17] <D_T_G> oh no it doesn't
[18:05:50] <Avenger> hehe
[18:06:05] <Avenger> you think i didn't learn from past errors?
[18:06:30] <fuzzie> i'm sure i would have forgotten, if i had added them
[18:06:43] <D_T_G> when i did svn update i saw A for pros but mislooked mod of makefile.am, sry
[18:07:06] <Avenger> is it the only makefile to mod?
[18:07:18] <fuzzie> yes, cmake already works
[18:07:50] <zefklop> hi everybody
[18:08:02] <fuzzie> hi again zefklop
[18:08:03] <Avenger> Actor.cpp: In member function ‘bool Actor::GetCombatDetails(int&, bool, WeaponInfo&, ITMExtHeader*&, ITMExtHeader*&, ieDword&, int&, int&, int&)’:
[18:08:04] <Avenger> Actor.cpp:3396: warning: ‘stars’ may be used uninitialized in this function
[18:08:06] <zefklop> isn't it possible to use macros as in cmake in makefile.am?
[18:08:08] <D_T_G> hi grosbill :)
[18:09:05] <zefklop> D_T_G: are you nugrud on forums?
[18:09:07] <Avenger> this is more like r6810, just to kick the blame around
[18:09:18] <D_T_G> zefklop: yes
[18:09:30] <zefklop> ok :-)
[18:09:33] * Avenger pokes lynxlynxlynx.
[18:09:38] <D_T_G> i just have D_T_G registered as a nick
[18:09:46] <lynxlynxlynx> Avenger: yes, i know
[18:10:00] <lynxlynxlynx> wierd that i didn't get a break though
[18:10:21] <Avenger> got a pendantic compiler flag set?
[18:10:23] <lynxlynxlynx> i'll commit the fix later, doing some other modification in there now
[18:10:40] <Avenger> ok, i can live without testing gemrb for 10 minutes
[18:10:47] <lynxlynxlynx> isn't it included in -W?
[18:10:48] <zefklop> out of curiosity, does the 9th frame thing work for all games?
[18:10:58] <lynxlynxlynx> even if it isn't, i have it specified
[18:11:27] <zefklop> isn't gemrb compiled with -Wall -Werror ?
[18:11:43] <fuzzie> maybe Avenger just has a newer gcc
[18:11:44] <lynxlynxlynx> yep
[18:11:59] <Avenger> no, i'm usually the conservative, or retro guy :)
[18:12:05] <lynxlynxlynx> maybe i didn't compile at the right time
[18:12:21] <zefklop> maybe avenger has an older gcc :-D
[18:12:24] <Avenger> gcc (GCC) 4.2.4 (Ubuntu 4.2.4-1ubuntu4)
[18:13:20] <fuzzie> ok, i guess Avenger has an older gcc :)
[18:13:44] <fuzzie> strange, because the warning seems quite correct
[18:14:00] <lynxlynxlynx> it is
[18:14:16] <lynxlynxlynx> just don't think about it for a few minutes and it will be history
[18:15:01] <D_T_G> 6810 fails on gcc 4.4.1 too
[18:15:09] <Avenger> roll for a will save
[18:15:24] <Avenger> dtg failed :)
[18:15:58] <D_T_G> with the same error :]
[18:16:05] <fuzzie> so, why is the save window so broken in bg2?
[18:16:06] <D_T_G> gcc (SUSE Linux) 4.4.1 [gcc-4_4-branch revision 149935]
[18:16:16] <fuzzie> did we forget to include a line of python or somethig?
[18:16:21] <Avenger> how is it broken
[18:16:40] <fuzzie> Avenger: when you click 'save', it doesn't go back to the game
[18:16:57] <fuzzie> and funny text appears when you click things and you get GUI bugs after manually closing the screen
[18:17:37] <Avenger> eww
[18:24:13] <fuzzie> the last relevant commit seems to be "fixed a lot of problems in GUISAVE" by you in 2006, so i wonder if you have ideas
[18:24:49] <fuzzie> you commented out the call to CloseSaveWindow for example
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[18:35:24] <Avenger> try to add it back
[18:40:48] <fuzzie> that helps, but i still get strange things happening, so i'll have to look some more
[18:43:23] <CIA-22> gemrb: 03lynxlupodian * r6811 10/gemrb/trunk/gemrb/plugins/ (Core/Actor.cpp Core/Actor.h GUIScript/GUIScript.cpp): also save the determined weapon style in GetCombatDetails
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[19:12:10] <lynxlynxlynx> thunder clap
[19:12:28] <lynxlynxlynx> contingency firing
[19:12:46] <pupnik> neurons
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[19:44:51] <CIA-22> gemrb: 03avenger_teambg * r6812 10/gemrb/trunk/gemrb/override/pst/ (nbolt.pro rdead.pro): new projectiles
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[20:18:52] <zefklop> fuzzie: you are working on script, aren't you?
[20:19:23] <zefklop> did you touch attacknosound,
[20:19:24] <zefklop> ?
[20:19:43] <fuzzie> well, i changed the attack code
[20:20:00] <zefklop> hmm...
[20:20:11] <fuzzie> what's the problem?
[20:20:24] <zefklop> the first cutscen of BG1 is broken
[20:20:43] <fuzzie> the one where gorion dies?
[20:20:51] <fuzzie> that was working after my changes
[20:20:52] <zefklop> yes
[20:20:58] <zefklop> oh
[20:21:32] <fuzzie> there has always been a bug where sometimes the actors pick the wrong targets i think
[20:21:38] <fuzzie> but the cutscene should finish anyway
[20:21:52] <zefklop> it doen't for me
[20:23:15] <fuzzie> the AttackNoSound action will simply never end there
[20:23:28] <zefklop> yeah
[20:23:35] <fuzzie> it is interrupted by Player1's Kill()
[20:23:56] <zefklop> hmm... why didn't it work for me?
[20:24:28] <fuzzie> do spells start being cast?
[20:24:33] <zefklop> yes
[20:24:42] <fuzzie> but Gorion never dies?
[20:25:21] <zefklop> no, and once he dies from the hand (takes some time), the script does not end either
[20:25:44] <fuzzie> i guess player1's script is getting stuck, perhaps in MoveToPoint
[20:25:55] <zefklop> and what's wrong with sourceforge?
[20:26:11] <zefklop> it's a blocking action
[20:26:17] <zefklop> maybe it is unblocked
[20:26:34] <fuzzie> movetopoint should always give up eventually though
[20:27:10] <fuzzie> let me go back to my computer and try it..
[20:27:40] <zefklop> ok
[20:29:08] <CIA-22> gemrb: 03zefklop * r6813 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: Always set equipped slot when we get a map, and not before. Should fix a bug, no way to get its number as sourceforge seems down! (no weapon equipped when starting a game)
[20:30:06] <fuzzie> hm, the cutscene works for me
[20:30:33] <zefklop> meh, am I that unlucky?
[20:30:50] <zefklop> with saved game?
[20:31:00] <zefklop> mine was freshly created
[20:31:05] <fuzzie> yes, this is a saved game, i'll try from scratch after 46813
[20:31:07] <fuzzie> erm, r6813
[20:32:07] <fuzzie> but I changed almost all the actions in the last few months, and there are still many bugs left
[20:35:14] <zefklop> works from a saved game here
[20:35:54] <fuzzie> hm
[20:36:05] <fuzzie> well, the bug is probably that Player1 is not returning the player
[20:36:17] <zefklop> yeah
[20:36:25] <fuzzie> i changed that in the last few days
[20:36:39] <fuzzie> because Player1 was incorrectly returning the first portrait
[20:38:17] <zefklop> you fixed the action bar thing?
[20:38:21] <zefklop> wow
[20:38:37] <fuzzie> but it returns GetPC(0) which is simply PCs which should always be set..
[20:39:37] <zefklop> hmm
[20:40:05] <fuzzie> actually, you don't even leave Candlekeep if Player1 is broken
[20:40:22] <zefklop> it's worse tha that
[20:40:35] <zefklop> player1 has been killed by the ogre!
[20:40:50] <fuzzie> hehe, oh dear
[20:41:05] <zefklop> meh!
[20:42:04] <fuzzie> that is very strange, the cutscene should have them locked into attacking until Gorion is dead
[20:42:20] <zefklop> but what I can't understand is why he is so slow to ge taway
[20:43:10] <fuzzie> well, there's a Wait(7), then a MoveToPoint to somewhere which is meant to be off-screen but our broken viewport code still has on-screen
[20:43:28] <zefklop> I think that the gorion part of the script is blocking other parts
[20:43:45] <fuzzie> but after that first move, the player is truly meant to just sit there
[20:43:57] <zefklop> yu
[20:44:20] <zefklop> yes
[20:45:42] <zefklop> how does work cutsceneid in gemRB?
[20:46:32] <fuzzie> player1 seems to only wait for 7 seconds and then move
[20:46:55] <fuzzie> but on a new game, i do get the ogre immediately attacking player1 :/
[20:47:21] <zefklop> I have the same...
[20:47:41] <fuzzie> look at GameScript.cpp:3016, that is where the actions are added to the queue
[20:48:50] <zefklop> no, I just had the same with a saved game
[20:48:52] <fuzzie> the CutSceneID action is a instant one, so that sets it up
[20:49:11] <fuzzie> so when evaluating each block, CutSceneID is instant, and then it adds everything to the queue based on that
[20:49:38] <zefklop> yes, but it should clear all actions first
[20:49:51] <zefklop> the ogre sees player1, and attacks him
[20:50:13] <zefklop> so the cutscene actions comes after
[20:50:40] <fuzzie> yes, i think that is probably true
[20:51:07] <fuzzie> for normal blocks, GameScript::Update() does that
[20:51:21] <fuzzie> it calls ClearActions and then ClearPath if the target is an actor
[20:51:42] <fuzzie> but cutscenes don't run that code at all
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[20:52:35] <Edheldil> hi
[20:52:37] <fuzzie> but i'm not sure where that should go - try storing the actor in CutSceneID and clearing actions and path there?
[20:52:41] <fuzzie> hi Edheldil
[20:53:39] <fuzzie> i would appreciate you not making any big changes to that code if you don't have any of the other games to test against, because it is very fragile
[20:53:48] <fuzzie> but i think it makes sense to simply add those two calls
[20:54:16] <zefklop> hi edheldil
[20:54:33] <fuzzie> (also i don't know if this is correct, perhaps cutscenes simply wipe all actions?)
[20:54:46] <zefklop> I think they do
[20:54:58] <zefklop> that would be something to test
[20:56:02] <zefklop> I think there is some priority, like cutscene>override scipt>class script etc...
[20:56:29] <zefklop> maybe startcutscene stops every script?
[20:56:38] <fuzzie> i think that might be the case
[20:56:39] <zefklop> that would be something to ask on G3
[20:57:07] <fuzzie> if you add the ClearActions and ClearPath calls to CutSceneID, perhaps add a "maybe startcutscene stops every script?" comment :)
[20:57:53] <zefklop> look at iesdp
[20:58:10] <fuzzie> IESDP is often wrong :(
[20:58:22] <zefklop> 121 StartCutSceneMode()
[20:58:24] <zefklop> This action starts a cutscene. Player control is removed, and scripts stop running. Note that actions already in the action list are not cleared without an explicit call to ClearAllActions. The example script is from are0507.bcs.
[20:58:41] <zefklop> 120 StartCutScene(S:CutScene*)
[20:58:43] <zefklop> This action starts a cutscene; a cinematic sequence that removes the GUI and player control. The cutscene parameter is the script name to run. The example script is from the Irenicus cutscene cut01.bcs.
[20:59:05] <zefklop> there is no mention of previous action for startcutscene
[20:59:14] <zefklop> I'll ask at G3!
[20:59:25] <fuzzie> i think CutSceneId is the most likely thing to be clearing actions
[21:01:10] <zefklop> so every script is running, except the one of the object of cutsceneid, which is overriden by the cutscene?
[21:02:36] <zefklop> let's as at G3
[21:02:40] <zefklop> ask
[21:02:53] <fuzzie> yes, i expect devSin will know, if no-one else there does
[21:04:30] <fuzzie> but our ClearAllActions code looks maybe wrong anyway
[21:05:03] <fuzzie> if Schedule() doesn't return true for the given gametime..
[21:05:21] <fuzzie> but i guess whoever added it had a reason :)
[21:13:08] <zefklop> http://forums.gibberlings3.net/index.php?showtopic=18027
[21:13:30] <zefklop> I won't touch the code until I have an answer
[21:13:46] <fuzzie> another idea is that the ogre shouldn't have a script
[21:13:57] <fuzzie> or that the script shouldn't have any possibility to execute
[21:14:17] <zefklop> this is ogre2
[21:14:35] <fuzzie> but i have an exam tomorrow so i should sleep
[21:15:09] <zefklop> ok, good night and good luck
[21:15:30] <zefklop> eh, this is the title of a movie!
[21:16:25] <zefklop> if no one knows, that will be an excuse to start the test suite I had spoken about before
[21:17:26] <fuzzie> did you read the posts I wrote about the action code? it is all very complicated and almost impossible to test without a lot of work :(
[21:18:37] <zefklop> yeah, I had a look, but was very busy at this time
[21:19:34] <zefklop> anyway, if I give you a base, that could prove useful, even if not perfect
[21:19:47] <fuzzie> sure
[21:19:57] <fuzzie> i am just too lazy to make it work myself :(
[21:21:01] <zefklop> yeah I am too, but the cutscene thing is tricky, and last time I spoke to it to avenger, he was very unsure of how it worked
[21:21:37] <zefklop> you know, that will be very simple at first
[21:23:12] <zefklop> like start a cutscene as in BG2; and don't open the cell door so the player can't do anything :-D
[21:23:47] <fuzzie> well, you can see that i have no idea how it works :)
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[21:24:28] <zefklop> :-)
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[21:44:01] <CIA-22> gemrb: 03edheldil * r6814 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: Fixed a docstring typo
[21:46:42] <Edheldil> zefklop, what test suite were you talking about?
[21:47:20] <zefklop> something like a mod, with scripts and very oriented user acctions to test
[21:48:02] <zefklop> run it in ooriginall games, run it in gemRB, and see waht's wrong in our iplementation
[21:48:34] <zefklop> weidu-ished of course
[21:49:40] <zefklop> some IF GLOBAL("TestVariable", 1) would permit to check if the test has been run successfully
[21:49:58] <zefklop> that would really be useful from a scrip POV I thin
[21:50:01] <zefklop> k
[21:53:37] <zefklop> I think I'll begin to work on it tomorrow
[21:53:56] <zefklop> until then, good night everybody!!
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[22:06:52] <Edheldil> ah
[22:06:56] <Edheldil> good idea
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