#gemrb@irc.freenode.net logs for 3 Jul 2010 (GMT)

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[00:12:29] <fuzzie> if tomprince wanders by, maybe a good ideafor him to check that path stuff
[00:12:49] <fuzzie> night all
[00:15:53] <edheldil_> night, fuzzie
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[11:37:34] <CIA-23> GemRB: 03avenger_teambg * reaa211035d93 10gemrb/gemrb/GUIScripts/bg1/ (CharGenCommon.py GUICG6.py): added auto-repeat in thief skill CG screen
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[13:40:44] <Avenger> lynx did you write the bg1 chargen?
[13:42:10] <Avenger> i don't quite see where it is decided to call guicg6 (thieving skill selection)
[13:42:23] <Avenger> it shouldn't be called for bards
[13:44:51] <fuzzie> hm
[13:45:25] <Avenger> hi fuzzie
[13:45:28] <fuzzie> the controller doesn't call it
[13:45:34] <fuzzie> oh, it does
[13:45:38] <Avenger> haha
[13:45:42] <Avenger> it is confusing :P
[13:45:54] <fuzzie> i'm confused
[13:46:03] <fuzzie> skills.2da is thieving skills?
[13:46:49] <fuzzie> if so, it is decided by guardSkills()
[13:48:04] <fuzzie> uhh
[13:48:06] <Avenger> there is a SKILLSBRD.2da
[13:48:14] <Avenger> but it is automatic
[13:48:51] <fuzzie> well, skills.2da is checked by guardSkills(), so i assume that is what you are looking for
[13:49:34] <fuzzie> i was wondering why my gemrb was suddenly broken, but my fault
[13:50:02] <fuzzie> i was fiddling with that GF_IGNORE_BUTTON_FRAMES hack
[13:50:56] <Avenger> but a bard is not in skills.2da
[13:51:18] <fuzzie> is a bard a kit?
[13:51:31] <Avenger> it is a class
[13:52:04] <Avenger> it is listed in clskills
[13:52:10] <Avenger> but it has no thieving skills set
[13:53:17] <fuzzie> oh, you broke the build
[13:54:05] <fuzzie> oh, wtf
[13:54:10] <Avenger> ?
[13:54:17] <fuzzie> this is lynx :)
[13:54:32] <Gekz> ?!
[13:54:39] <fuzzie> # make sure there is an entry at the given level (bard)
[13:54:42] <fuzzie> GemRB.SetNextScript("GUICG6")
[13:55:15] <fuzzie> so it is not in the bg1 code at all
[13:55:46] <Avenger> i don't see that line
[13:56:06] <fuzzie> it is not in the bg1 code
[13:56:09] <fuzzie> it is in LUSpellSelection
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[13:56:39] <fuzzie> clskills.2da has a value in the MAGESPELL column for bards (MXSPLBRD), so the bg1 chargen calls LUSpellSelection, and LUSpellSelection runs GUICG6 for bards
[13:56:42] <Avenger> it is in the common section
[13:57:05] <fuzzie> i will add a hack
[13:57:06] <Avenger> interestingly enough it is not called by bg2
[13:57:54] <Avenger> but you got a sharp eye :) i missed that common part
[13:58:03] <fuzzie> i already fixed this for the 'cancel' button :P
[13:58:57] <fuzzie> well, i think lynx did the actual code
[13:59:22] <CIA-23> GemRB: 03fuzzie * rdc5515fca0d9 10gemrb/gemrb/GUIScripts/LUSpellSelection.py: duplicate LUSpellSelection chargen hack for bg1 bard path
[13:59:30] <Avenger> ok, brb
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[14:00:14] <pupnik> is kit a subclass of 'class'?
[14:00:58] <fuzzie> well, they're stuff which is layered on top of classes
[14:01:55] <pupnik> ok
[14:02:09] <CIA-23> GemRB: 03fuzzie * r42265f9996fe 10gemrb/gemrb/core/Interface.cpp: try fixing an snprintf
[14:02:20] <fuzzie> you can have multiple kits applied at once, i think
[14:02:24] <fuzzie> but i am no expert
[14:02:50] <pupnik> i have no idea how to add keybindings to BG2 to enable party selection with char 1,2,3,4,5 etc
[14:03:14] <fuzzie> you don't, yet
[14:03:23] <fuzzie> i am being lazy and didn't finish the new keybindings code yet
[14:03:24] <pupnik> would be nice to quickly select characters without moving mouse pointer away from active playfield area
[14:03:28] <pupnik> ok
[14:03:33] <fuzzie> but i thought it should work as-is
[14:04:16] <pupnik> different people probably use different features of the bioware games. i used the party selection constantly so i could seperate those functions from mousing
[14:04:17] <fuzzie> just with it hard-coded to 0/1-6/-/=
[14:04:26] <CIA-23> GemRB: 03avenger_teambg * r83d06a01e79d 10gemrb/gemrb/plugins/KEYImporter/KEYImporter.cpp: removed a debug print
[14:04:28] <pupnik> oh, lemme test
[14:05:31] <pupnik> wtheck, it works
[14:05:33] <pupnik> sorry
[14:05:37] <fuzzie> :_)
[14:06:03] <pupnik> if you see my mind crawling around anywhere, i'd like it back
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[14:08:33] <fuzzie> works now?
[14:08:37] <Avenger> yes
[14:08:39] <pupnik> yes fine.
[14:08:39] <Avenger> though it is ugly :)
[14:08:41] <pupnik> oh sorry
[14:08:52] <fuzzie> well, hard-coding GUICG6 is much uglier :P
[14:08:55] <fuzzie> but yes, both horrible
[14:09:41] <pupnik> clicking on first chest in BG2 doesn't work on first try, need to reposition characters and re-click on chest
[14:09:51] <fuzzie> yes, personaldistance isn't quite right for some reaon
[14:09:55] <fuzzie> i thought Avenger fixed it, but i guess not
[14:10:22] <Avenger> even worse is that i cannot enter a door in iwd2
[14:10:42] <pupnik> should i playtest with a different setting Avenger ?
[14:10:43] <fuzzie> you tried with a single party member selected?
[14:10:48] <Avenger> it is the door to ulbrec or whatever is his name
[14:10:58] <Avenger> yes, in fact, i got a solo char
[14:11:15] <fuzzie> huh, any idea what goes wrong?
[14:11:20] <Avenger> no
[14:11:29] <fuzzie> i never played iwd2, ever
[14:11:45] <Avenger> got it?
[14:11:46] <fuzzie> except once, to check what was going on with those barrels :)
[14:12:14] <fuzzie> yes, i bought some IWD triple pack thing, with iwd+how+iwd2
[14:12:23] <Avenger> the door is easily found, after a new game, go up on the steps to the next part of Targos
[14:12:28] <Avenger> then go to the eastern part
[14:12:42] <Avenger> there is a door in middle of the eastern edge
[14:13:04] <pupnik> could the 'recenter display' command be made to work while game is paused?
[14:13:14] <Avenger> not easily
[14:13:33] <pupnik> ok damn
[14:13:39] <fuzzie> the code is in the global timer, which makes things abit complicated
[14:14:10] <pupnik> i can move display with keyboard
[14:14:25] <fuzzie> i don't know which door you mean, Avenger
[14:15:17] <Avenger> ar1100
[14:15:25] <pupnik> where would i look to add one more command to the keyboard-arrow commands :)
[14:15:31] <fuzzie> there are some buildings on the east side?
[14:15:40] <Avenger> ar1100 [2298.1470]\
[14:16:02] <fuzzie> ah hm
[14:16:47] <Avenger> Travel Region: to1101
[14:17:00] <fuzzie> yes, i see it
[14:17:13] <Avenger> oh i get: [GameScript]: Invalid scripting action: runtopoint([2309.1405])
[14:17:21] <Avenger> lol
[14:17:27] <fuzzie> that is harmless
[14:17:42] <Avenger> if there is no runtopoint, it shouldn't try
[14:18:01] <Avenger> hmm, can we easily fix that?
[14:18:23] <fuzzie> well, you could just check if it's PS:T or not
[14:18:33] <fuzzie> or make the error silent
[14:19:18] <Avenger> ahh it is truly harmless
[14:19:32] <Avenger> ok, i can live with that
[14:19:57] <Avenger> i cannot use that door anyway
[14:20:00] <fuzzie> that travel region is odd
[14:20:43] <Avenger> i can use other doors
[14:21:05] <fuzzie> the launch point is (2388,1492)
[14:21:50] <Avenger> how do you highlight travel regions, i thought it is alt-4
[14:23:08] <Avenger> ah, maybe ctrl-4
[14:23:11] <fuzzie> ctrl-4
[14:23:12] <fuzzie> yes
[14:23:51] <fuzzie> there is a comment in the code from me
[14:24:00] <fuzzie> "maybe we should really be checking for distance from the outline for travel regions instead"
[14:24:19] <Avenger> yes
[14:24:47] <Avenger> this launch point is not working for travel regions , obviously
[14:24:50] <fuzzie> but we have no code to do that yet
[14:25:02] <fuzzie> and the behaviour is different for different games, it is annoying
[14:25:19] <Avenger> easiest would be to overwrite the launch point for travel regions
[14:25:28] <fuzzie> i don't think that works
[14:25:30] * pupnik snuffles plugins/Core/WorldMapControl.cpp
[14:25:48] <fuzzie> we tried it, and if you just try with points, you break something else
[14:26:15] <fuzzie> it's really annoying
[14:27:20] <fuzzie> pupnik: you should be using a copy of the code which is more recent than 6 months ago :p
[14:27:53] <Avenger> 6 months? haha, that is surely smelling
[14:28:08] <fuzzie> Avenger: if you change something for the door, please add another comment with the area/region name?
[14:28:41] <Avenger> ok, fuzzie, you can surely create a function: Distance(Pos, Polygon) ?
[14:28:43] <pupnik> i grabbed svn, this is outdated?
[14:28:53] <Avenger> pupnik: yes, we moved to git
[14:28:56] <pupnik> oh dear
[14:29:07] <pupnik> >_<
[14:29:31] <fuzzie> Avenger: yes, i want that for traps too, i just didn't do it yet
[14:30:06] <fuzzie> pupnik: 'git clone git://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb'
[14:36:01] <fuzzie> maybe we should replace svn with a note :)
[14:36:07] <pupnik> i think i like cmkae
[14:36:08] <pupnik> ake
[14:36:40] <Avenger> it's nice colourful :P
[14:36:50] <pupnik> pretty colors :)
[14:36:51] <fuzzie> it is horrible, but at least it isn't full of weird bugs which you need an expert to fix
[14:37:32] <pupnik> nice easy build/install thank you
[14:37:36] <Avenger> i couldn't compile lynx's bg1 branch with it
[14:38:24] <pupnik> do you know offhand how i could 'make' using both cores?
[14:38:55] <fuzzie> 'make -j2'
[14:39:30] <pupnik> ty, now laptop is getting nicely warm
[14:43:22] <pupnik> default instruction (make install) doesn't create an installed plugins dir
[14:43:50] <pupnik> (from cmake 'build' dir)
[14:44:29] <fuzzie> it should install to /usr/local/lib/gemrb/plugins by default
[14:44:59] <pupnik> ok, changing gemrb.cfg
[14:45:06] <fuzzie> and gemrb will automatically look there, if you don't provide a different PluginsPath in the config
[14:46:17] <pupnik> PluginsPath=/usr/local/lib/gemrb/pluginsbadpath
[14:46:41] <pupnik> [PluginMgr]: Loading Plugins from /usr/local/lib/gemrb/pluginsbadpath/
[14:46:41] <pupnik> [Core]: Plugin Loading Failed, check path...[ERROR]
[14:47:03] <pupnik> works with correct path in gemrb.cfg
[14:47:14] <fuzzie> it should work fine if you don't provide a path in gemrb.cfg at all
[14:47:20] <fuzzie> it doesn't?
[14:47:51] <pupnik> it doesn't work with badpath
[14:48:09] <pupnik> with the path commented-out it works
[14:49:12] <fuzzie> i think gemrb assumes that if you provide a path, you know what you're doing :)
[14:52:02] <pupnik> oh i see pathjoin isn't active yet
[14:54:24] <pupnik> wait nm
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[17:43:15] <lynxlynxlynx> so what did i miss, the log is a bit confusing
[17:45:15] <fuzzie> nothing interesting
[17:45:50] <fuzzie> you can safely ignore it all, i think
[17:50:17] <fuzzie> i mean, the travel trigger activation is a problem, but i already have comments there noting that it's a problem and with your example from iwd and my example from pst..
[17:50:40] <fuzzie> and i just copied the bg1 chargen thing you added after my bug report on the cancel button to the bard code, so that's sorted
[17:52:17] <fuzzie> i assume it's ok, but i also assume you saw the commit
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[17:55:18] <lynxlynxlynx> not yet, that wasn't me on the comp in the morning
[17:57:10] <fuzzie> well, very unexciting, anyway.
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