#gemrb@irc.freenode.net logs for 3 Jul 2013 (GMT)

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[05:46:11] <lynxlynxlynx> is 0.8.0 with the chmod fix backported
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[06:19:59] <Techna_Rave_Pony> How do I make the gemrb open with different configs than the default one?
[06:20:36] <Techna_Rave_Pony> I tried the "-c" command
[06:20:52] <Techna_Rave_Pony> but it gave me this error /home/cheerilee/.PlayOnLinux/wineprefix/BaldursGate2_gog/drive_c/GOG Games/Baldur's Gate 2
[06:20:57] <Techna_Rave_Pony> oops
[06:21:08] <Techna_Rave_Pony> this error "[Core]: GemRB Core Version v0.8.0.1 Loading...
[06:21:08] <Techna_Rave_Pony> [Config]: attempting to initialize config with PST.cfg
[06:21:08] <Techna_Rave_Pony> [Core]: Initializing the Event Manager...
[06:21:10] <Techna_Rave_Pony> [Core/FATAL]: Unable to create cache directory './Cache2'
[06:21:12] <Techna_Rave_Pony> "
[06:22:34] <Techna_Rave_Pony> nevermind
[06:22:37] <Techna_Rave_Pony> think I fixed it
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[06:23:17] <Techna_Rave_Pony> yup
[06:23:25] <Techna_Rave_Pony> sorry to bother you all
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[17:41:41] <fizzle> any ideas what should happen with "while equipped" effects that aren't ever equipped?
[17:43:58] <fuzzie> but should be applied?
[17:44:08] <fizzle> I suppose so
[17:44:16] <fizzle> Identify does it
[17:44:18] <fuzzie> how are they applied?
[17:44:34] <fizzle> spell/projectile in this case
[17:45:26] <fuzzie> does it have a duration or similar?
[17:46:12] <fizzle> duration 0
[17:46:37] <fuzzie> well
[17:46:39] <fizzle> which might be what's intended
[17:46:54] <fuzzie> what should happen is, it should stay applied.
[17:46:57] <fuzzie> what does gemrb do?
[17:46:58] <fizzle> GemRB implements identification entirely differently
[17:47:15] <fizzle> it does stay applied (until next reload)
[17:47:21] <fuzzie> right, that's correct
[17:47:23] <fizzle> but I doubt that's what should happen
[17:47:40] <fizzle> since it sets lore for the entire party to 100
[17:48:19] <fizzle> so once you've cast identify you'll auto-identify anything
[17:48:20] <fuzzie> you don't think the bug is elsewhere?
[17:48:56] <fuzzie> bg1?
[17:49:02] <fizzle> there's a bug in the lore_fx
[17:49:15] <fizzle> but that just means it now permanently sets lore to 0 instead :P
[17:49:18] <fizzle> bg2
[17:49:40] <fuzzie> ok, then the timing stuff should work like that
[17:50:40] <fuzzie> which spell is it? (which name?)
[17:50:59] <fizzle> spwi110
[17:52:28] <fuzzie> that's .. interesting
[17:53:56] <fuzzie> hacked in the engine, I assume
[17:54:30] <fuzzie> yep
[17:54:41] <fizzle> yay
[17:55:07] <fuzzie> don't we do the same?
[17:55:24] <fizzle> kind of; we don't use the spell for identification
[17:55:43] <fizzle> but the effect is still applied
[17:55:50] <fuzzie> well, that's bad
[17:55:54] <fizzle> indeed
[17:58:41] <fuzzie> where do we apply it?
[17:59:32] <fuzzie> using a scroll?
[18:00:02] <fizzle> yes
[18:00:24] <fuzzie> the spell case is commented-out (and has been, always)
[18:02:08] <fuzzie> hmph
[18:04:38] <fuzzie> I guess it should just be hard-coded to remove the scroll/spell, anyway, rather than using it.
[18:05:01] <fuzzie> I had to check git history to remember where that wouldn't work: it's the learning-from-scroll effects that must be applied.
[18:05:12] <fuzzie> So, not relevant here.
[18:10:06] <fizzle> okay, I'll try that then
[18:12:15] <fizzle> hm, I guess we'll have to deplete charges, too?
[18:12:21] <fuzzie> I have no clue how to do that but probably you're better at it than me at this point..
[18:13:41] <fizzle> just removing the scroll would be simple but probably also buggy
[18:13:52] <fuzzie> yes.
[18:13:58] <fizzle> there are those Glasses of Identification, for example...
[18:14:03] <fuzzie> same for the spell, I guess, you just want to kill the one memorisation :)
[18:14:18] <fizzle> isn't that what's happening for the spell already?
[18:14:35] <fuzzie> is the spell depleted somewhere?
[18:15:16] <fizzle> HaveSpell does it, I believe
[18:15:16] <fuzzie> HasSpecialSpell has a 'useup' parameter but it's unused (the SpellCast is commented-out, presumably due to exactly this problem, don't know, it's always been like that from the first commit).
[18:15:37] <fizzle> haven't try it though
[18:15:50] <fizzle> the spells *are* removed, however
[18:16:03] <fuzzie> well, I'd like to know where, I don't see
[18:16:10] <fuzzie> Oh, I see.
[18:16:14] <fuzzie> You're right, HaveSpell does it.
[18:16:33] <fuzzie> thanks!
[18:24:03] <tomprince> ~/
[18:46:35] <fizzle> works nicel
[18:46:38] <fizzle> y
[18:47:15] <fizzle> although being able to use the effect as-is would be kinda neat
[19:07:56] <fuzzie> yes, but the effect as-is is junk
[19:10:58] <fuzzie> and I'm not sure how you'd do it properly
[19:12:32] <fizzle> I'm not going to argue with that :)
[19:24:07] <fizzle> different question: if I have, say, three weapon slots I guess only one of them can be equipped at any time
[19:24:26] <fizzle> and therefore only that one slot should have its effects applied?
[19:25:48] <Lightkey> that's the Monty Hall problem, right?
[19:26:12] <fizzle> what's the Monty Hall problem?
[19:26:33] <Lightkey> nevermind..
[19:27:38] <fizzle> maybe I should have said four instead...
[19:27:52] <lynxlynxlynx> yes, only one
[19:28:15] <lynxlynxlynx> the Equipped slot
[19:28:18] <fizzle> alright. fixy, fixy...
[19:28:59] <lynxlynxlynx> we're still wanky there, so maybe you'll hit some inconsistencies while testing
[19:29:34] <lynxlynxlynx> and for some reason we have some of the slot stuff duplicated in Actor
[19:32:03] <fizzle> not going down that hole :)
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[20:10:26] <fizzle> heh, fun exercise:
[20:10:41] <fizzle> equip the Crossbow of Affliction
[20:11:02] <fizzle> then repeatedly equip and unequip some bolts...
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