#gemrb@irc.freenode.net logs for 3 Aug 2015 (GMT)

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[15:12:22] <lynxlynxlynx> wow
[15:12:29] <lynxlynxlynx> Help can take an object
[15:12:50] <lynxlynxlynx> about a thousand uses like that in total and even iesdp is silent
[15:16:54] <lynxlynxlynx> nevermind, there's a help trigger too
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[15:52:19] <Pepelka> [commit] lynxlynxlynx: iwdopcodes: ignore unscheduled actors https://github.com/gemrb/gemrb/commit/a4b6ef4e03f0b6bd96074b6876020d5927998e38
[15:52:20] <Pepelka> [commit] lynxlynxlynx: voodooconst: added header with our poorly understood constants https://github.com/gemrb/gemrb/commit/91457cb9f4abcca9dca87f463fc753a56497ab82
[16:01:54] <lynxlynxlynx> hey fizzle
[16:02:03] <lynxlynxlynx> let me know if you need a new nut to crack
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[16:38:07] <fizzle> lynx: my bowl's empty right now :)
[16:42:56] <Pepelka> [commit] fizzet: make EndCredits() quit the game, too https://github.com/gemrb/gemrb/commit/3eaac4ac68e6ae9567c8fde5c77a0b822634195b
[16:42:57] <Pepelka> [commit] fizzet: implement XP cap via xpcap.2da https://github.com/gemrb/gemrb/commit/fc5342ea5a5bb1ca456c0796ac7b2437b444ebe3
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[17:28:37] <lynxlynxlynx> hmm, do you have any favourite parts of the codebase or should i just ask you to do stuff i don't like? ;)
[17:29:21] <lynxlynxlynx> like inventory stuff grrr
[17:30:14] <lynxlynxlynx> oh, if you like scripting foo, ebarret noticed that the gorion vs sarevok cutscene is a bit off
[17:31:13] <lynxlynxlynx> the ogre script fires too fast and they attack you (off screen), since gorion is neutral
[17:33:36] <fizzle> I think the last time I looked at the inventory code I blacked out and only came to about a week later...
[17:34:13] <fizzle> I'd rather spend my time in the company of ogres...
[17:34:54] <lynxlynxlynx> hehe
[17:35:27] <lynxlynxlynx> what i mentioned are just symptoms
[17:35:33] <lynxlynxlynx> i was comparing against a vanilla video
[17:36:52] <fizzle> I'll take a look
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[18:37:36] <fizzle> lynx: it looks to be related top the force dialog GF
[18:38:01] <fizzle> as it is we don't stop script execution during dialogs in bg1
[18:38:41] <fizzle> does bg1 need scripts during dialogs?
[18:38:52] <fizzle> it doesn't have the flags that bg2 dialogs have
[18:39:22] <lynxlynxlynx> i forgot why we added that gf, but the commit should mention the reason
[18:40:43] <lynxlynxlynx> looks like iwd, not bg1
[18:40:53] <lynxlynxlynx> so you can treat it as unknown
[18:41:32] <fizzle> so it might well be the same as iwd
[18:43:43] <fizzle> although fuzzie says not so
[18:47:18] <lynxlynxlynx> bg1 was the first game
[18:48:56] <lynxlynxlynx> hmm, pst wasn't examined enough to say which model it fits
[18:49:18] <fizzle> changing the flag for bg1 fixes this instance, fwiw
[18:49:19] <lynxlynxlynx> it would be odd if there were more than two though
[18:51:40] <fizzle> a possible alternative would be that dialogs inhibit script execution for *all* scriptables, not just those that are part of the dialog
[18:51:52] <fizzle> that would work here as well, I suspect
[18:53:53] <lynxlynxlynx> would make sense
[18:54:15] <lynxlynxlynx> and would also help for something in pst
[18:57:33] <lynxlynxlynx> i'll try to write a test case tomorrow, should be simple to do - spawn some blabbering actors nearby and see if they polymorph or something like that
[19:11:36] <lynxlynxlynx> right, zefklop wrote some stuff already, i'll just put it in our repo and then do the rest
[19:23:22] <fizzle> it's probably not so easy to find out which of the two options it is, though
[19:23:26] <fizzle> if it is either
[19:25:53] <lynxlynxlynx> at least we'll have more data
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[20:24:02] <lynxlynxlynx> There is an additional action, SetCutSceneLite(TRUE), which functions similarly to StartCutSceneMode(). However, crucially, it allows other scripts besides the cutscene script to remain running. This opens up a number of possibilities, allowing for conditions to be checked during cutscenes. SetCutSceneLite(FALSE) functions for this as EndCutSceneMode() would. <-- hmm
[20:25:38] <lynxlynxlynx> we don't even implement SetCutSceneLite
[20:25:59] <lynxlynxlynx> SetCutSceneLine is aliased to SetCursorState :D
[20:26:07] <lynxlynxlynx> the first is used, the second not
[20:39:00] <lynxlynxlynx> ok, it's not that bad, just odd naming and only end-of-tob use
[20:42:06] <Pepelka> [commit] lynxlynxlynx: testing: imported zefklop's cutscene test https://github.com/gemrb/gemrb/commit/fb99c3efcdc68322b471fd0a218edd3ea745195e
[20:42:07] <Pepelka> [commit] lynxlynxlynx: gitattributes: don't include testing/ in archive generation https://github.com/gemrb/gemrb/commit/a7015d51cb41833252114c27a5f3ea249d58331e
[20:42:08] <Pepelka> [commit] lynxlynxlynx: Release.txt: remembered why we have make dist https://github.com/gemrb/gemrb/commit/ef860d3443e03d5bae872142c97c83bfa6eac0ec
[20:42:09] <Pepelka> [commit] lynxlynxlynx: cutscene_test: fixed too long global names https://github.com/gemrb/gemrb/commit/b11b9ebab60d678dd35c19d1350ef4279f81a4b5
[20:42:11] <Pepelka> [commit] lynxlynxlynx: fixed SetCutSceneLite typo https://github.com/gemrb/gemrb/commit/04f2f44cb8bed60b83693a36415e8b4a589fd1cb
[20:46:06] <Pepelka> [bug] Jaka Kranjc: #265 PST: Cutscenes hide portrait bar http://sourceforge.net/p/gemrb/bugs/265/?limit=25#fe6e
[20:50:07] <Pepelka> [bug] Jaka Kranjc: #224 Mouse terrain clicking behaviour http://sourceforge.net/p/gemrb/bugs/224/?limit=25#e34c
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