#gemrb@irc.freenode.net logs for 4 Apr 2011 (GMT)

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[00:38:00] --- Topic for #GemRb is: GemRB 0.6.4 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots! | We now have our own domain, http://www.gemrb.org
[00:38:00] --- Topic for #GemRb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Sun Mar 27 17:05:21 2011
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[08:26:45] <MikeChelen> getting a seg fault, what debug info is needed in a bug report?
[08:38:19] <edheldil> depends on a bug. Stack trace, at least
[08:38:27] <edheldil> and how to repeat it
[08:38:41] <edheldil> at least the latter
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[11:04:25] <pupnik> wow 8 minutes idle warning just zoning out looking at my new background gfx
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[12:33:21] <edheldil> pupnik: where? at work? ;-)
[12:34:57] <pupnik> edheldil: :) no, using graphics work for mellow-right-brain-time
[12:35:12] <pupnik> game server warns you on idleness
[12:46:43] <pupnik>
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[18:05:54] <CIA-52> GemRB: 03lynxlupodian * rcee5501a6aec 10gemrb/gemrb/ (9 files in 8 dirs): added lockpicking sound (start)
[18:09:16] <lynxlynxlynx> it's more complicated than that though and i also didn't find the one for disarming traps
[18:09:16] <lynxlynxlynx> then i spent a few hours surfing and picking npcs for the next playthrough >>
[18:15:25] <boriskr> hi
[18:15:46] <boriskr> lynxlynxlynx: what game are you playing/testing?
[18:19:54] <lynxlynxlynx> this was with the bg2 data
[18:20:09] <lynxlynxlynx> the playing part will have to wait though
[18:21:38] <lynxlynxlynx> waiting for fuzzie to dismantle and reassemble some important parts; before that, another playthrough would be of little value besides entertainment
[18:23:12] <fuzzie> right, yes
[18:23:46] <fuzzie> my code is currently in a state where clicking on the portal to escape the dungeon doesn't work
[18:24:18] <fuzzie> which is not so great
[18:24:39] <fuzzie> but i can't for the life of me work out why
[18:28:29] <fuzzie> well, i guess it's probably because TriggerTrap is wonky
[18:28:47] <fuzzie> i see someone has helpfully split it between Scriptable.cpp and InfoPoint.cpp to make it annoying to follow :P
[18:37:08] <fuzzie> ok, it is IF_ACTIVE fail
[18:37:10] <fuzzie> what on earth
[18:41:38] <fuzzie> if i don't check for IF_ACTIVE then it's fine
[18:44:57] <edheldil> lynxlynxlynx: how do you feel about making the scrollbars default behaviour be pageup/down instead of jump? The jump would be on mmb/rmb
[18:48:50] <lynxlynxlynx> hmmm
[18:49:40] <lynxlynxlynx> that's what the original does?
[18:49:59] <lynxlynxlynx> mmb is what is usually used for this, so i'm fine with it
[18:50:41] <lynxlynxlynx> fuzzie: maybe you should just commit it and then we can help you test it
[18:50:55] <lynxlynxlynx> more eyes never hurt, even if i'm much slower
[19:31:49] <fuzzie> it breaks an awful lot
[19:32:06] <fuzzie> but yes, might be best
[20:01:29] <lynxlynxlynx> wjp: around?
[20:03:28] <CIA-52> GemRB: 03lynxlupodian * r4e204626687f 10gemrb/gemrb/core/Map.cpp:
[20:03:29] <CIA-52> GemRB: Map::UpdateScripts: fixed the check for IE_DISABLETIMESTOP
[20:03:29] <CIA-52> GemRB: now the others at least can't move
[20:03:31] <CIA-52> GemRB: 03lynxlupodian * r5e0d61b416e9 10gemrb/gemrb/core/Game.cpp:
[20:03:31] <CIA-52> GemRB: Game::TimeStop: take an absolute duration, since this is what the only
[20:03:31] <CIA-52> GemRB: working user passes
[20:03:31] <CIA-52> GemRB: fixes infinite timestop
[20:06:30] <wjp> lynxlynxlynx: yes
[20:10:04] <lynxlynxlynx> cool
[20:10:19] <lynxlynxlynx> i'm obviously playing with timestop
[20:10:50] <fuzzie> usual 'don't fiddle too much in the game loops' disclaimer applies
[20:11:22] <lynxlynxlynx> static const Color TimeStopTint={0xe0,0xe0,0xe0,0x20}; //greyscale <-- is this a correct tint for grayscaling?
[20:11:24] <fuzzie> although at least it is simple behaviour :P
[20:11:40] <lynxlynxlynx> it is fetched and applied, since it is visually obvious it clears the previous night tint, but it doesn't do any desaturation
[20:12:08] <fuzzie> i'm not sure we have any clue about the correct tints at all
[20:12:33] <fuzzie> but i guess wjp is indeed expert
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[20:13:02] <Avenger> hi
[20:13:29] <Avenger> timestop was infinite???
[20:14:11] <fuzzie> you sound surprised :P
[20:14:23] <Avenger> yep
[20:14:40] <Avenger> i'm surprised it actually DID something :D
[20:14:42] <lynxlynxlynx> well not infinite, but roughly double gametime
[20:14:58] <Avenger> ah, just double?
[20:15:03] <Avenger> not even 15 * ?
[20:15:05] <Avenger> meh
[20:15:07] <lynxlynxlynx> the pst effect that uses it is still broken though
[20:15:09] <wjp> if you want grayscaling you can't use tinting
[20:15:10] <Avenger> that's almost perfect :)
[20:15:19] <wjp> but there's a blit flag for grayscale I believe
[20:15:40] <Avenger> the blit flag should be used, that's why is it there in the first place
[20:16:02] <fuzzie> but it's only going to work for sprites i guess?
[20:16:03] <lynxlynxlynx> gemrb/core/Video.h:52: BLIT_GREY = IE_VVC_GREYSCALE, // 0x80000; timestop palette <-- indeed
[20:16:30] <lynxlynxlynx> grey/gray -.-
[20:16:45] <Avenger> well, i guess, a little more code needs to be added for projectiles and whatnot
[20:17:01] <Avenger> the should all blit themselves greyscaled (with a few notable exceptions)
[20:17:12] <Avenger> i think there is a vvc bit that overrides timestop greyness
[20:17:28] <fuzzie> i am thinking of the tiles :)
[20:17:48] <Avenger> the tiles are easy: if timestop is active, they should blit themselves with grey bit on
[20:18:04] <fuzzie> sure but i don't think we can draw tiles like that yet
[20:18:06] <Avenger> that would be a huge visual improvement
[20:18:12] <fuzzie> i didn't look though
[20:18:13] <Avenger> why not?
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[20:20:08] <Avenger> hmm BlitTile doesn't take any flags
[20:20:17] <fuzzie> ;p
[20:20:24] <Avenger> except a trans boolean
[20:20:29] <fuzzie> that is not a problem, necessarily
[20:20:39] <fuzzie> it already checks GetGlobalTint(), it can check for timestop state
[20:20:54] <fuzzie> but you still have to add some grayscale code
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[20:21:38] <Avenger> yep
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[20:22:14] <Avenger> the global tint approach wouldn't work, i guess
[20:22:34] <Avenger> it wouldn't make r=g=b
[20:22:35] <fuzzie> i am still being confused about IF_ACTIVE
[20:23:10] <Avenger> well, you refactored that part, so even if i still remember, i couldn't help now :P
[20:23:33] <fuzzie> well i guess i need to delete all that code
[20:24:05] <Avenger> IF_IDLE was to mark the actor/scriptable to go inactive in the next round, if_active marks if the scriptable should run its script
[20:24:25] <Avenger> these bits were implemented before any RE, so feel free to rewrite everything
[20:24:33] <fuzzie> yes
[20:24:38] <fuzzie> i would just like to commit some of this :-)
[20:25:01] <Avenger> but if you just commit half of it, it will be very broken, and i'm upset :)
[20:25:07] <fuzzie> yes :P
[20:25:25] <wjp> branch? :-)
[20:25:27] <fuzzie> well it is really difficult to do right, because gemrb is full of hacks which i break
[20:25:34] <fuzzie> like the recticles thing
[20:25:53] <Avenger> yep, it is a tangled mess
[20:26:05] <Avenger> but... the original is similar, just differently tangled
[20:26:11] <fuzzie> yes
[20:26:57] <Avenger> the branch is a good idea
[20:27:35] <Avenger> i'm not going to implement script related stuff in the near future
[20:27:37] <fuzzie> i guess :) i will tidy it up and push it somewhere, but not right now
[20:27:46] <fuzzie> well, there's a surprising amount of things which are script-related
[20:27:48] <Avenger> so i won't collide with it, at last
[20:27:57] <fuzzie> that EnterWav thing causes me problems for example :P
[20:28:07] <Avenger> projectiles are somewhat separated
[20:28:10] <fuzzie> because it is in code which i deleted
[20:28:16] <Avenger> :P
[20:28:21] <fuzzie> but i don't touch projectiles at all, i am definitely leaving them to you
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[20:28:45] <Avenger> you could touch the bouncing lightning stuff, but scripting is much more important :)
[20:28:58] <Avenger> maybe i will do it anyway
[20:29:02] <fuzzie> and i guess the EnterWav is simply in InfoPoint's DoAIUpdate() in the original
[20:29:25] <Avenger> enterwav is in the same place where it triggers the trap
[20:29:26] <fuzzie> the bit where it walks through all of the actors, and checks if they're in the trap
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[20:30:19] <Avenger> we do the same, don't we?
[20:30:28] <fuzzie> kinda :P
[20:30:37] <fuzzie> we do it in Map, not in the InfoPoint
[20:31:00] <Avenger> ok, because we check all traps the same time
[20:31:42] <Avenger> i'm pretty sure, they do something like this for their currentarea
[20:31:53] <Avenger> they keep the infopoints in a list in the area too
[20:31:59] <fuzzie> yes
[20:32:01] <lynxlynxlynx> merge early or it will only get worse
[20:32:18] <wjp> hm, so tiles have to be grayscalable? I'll have to refactor the tilerendering a little bit for that I suppose
[20:32:22] <fuzzie> but they just do if (ip->DoAIUpdate()) ip->AIUpdate();
[20:32:30] <lynxlynxlynx> let's have the bleeding in the bleeding edge :)
[20:32:40] <Avenger> yes wjp, unless the tinting code could be used for them
[20:32:42] <Avenger> which i doubt
[20:32:59] <fuzzie> there's some interesting stuff in there, like the 'TrapTriggered' trigger being sent to everyone in visual range
[20:33:02] <Avenger> timestop/dream (grey / sepia tinting)
[20:33:15] <Avenger> both are used for tiles
[20:34:32] <Avenger> fuzzie: in the original?
[20:34:38] <fuzzie> yes
[20:34:42] <fuzzie> it is used for exactly one script :P
[20:34:51] <Avenger> oh
[20:34:59] <Avenger> that's surprising
[20:35:09] <fuzzie> (guard in the Copper Coronet gets annoyed with you, when you set off a trap nearby)
[20:35:12] <Avenger> and i guess, we break that script ?
[20:35:20] <fuzzie> sure, but it's easy to fix
[20:35:24] <fuzzie> it is one line :P
[20:35:34] <fuzzie> well, no, i guess it is three lines, but still
[20:35:41] <Avenger> hmm, you already implemented trigger lists?
[20:35:44] <fuzzie> yeah
[20:35:55] * Avenger drools.
[20:36:05] <fuzzie> i didn't make everything work with it
[20:36:18] <fuzzie> e.g. the spell cast stuff
[20:37:45] <fuzzie> but i dn't have time to tidy this now, finishing up homework
[20:37:57] <Avenger> but that should be easy, i guess. It is just adding a trigger to the list, no?
[20:38:02] <fuzzie> yep
[20:38:12] <fuzzie> but the trigger matches by string
[20:38:41] <fuzzie> i thought
[20:38:43] <Avenger> the framework is done, and the list is evaluated
[20:38:44] <fuzzie> does it just use numbers?
[20:38:55] <Avenger> btw, there are more than one trigger lists ;)
[20:39:02] <Avenger> there is one for contingencies
[20:39:04] <fuzzie> yeah, i only implemented one
[20:39:10] <fuzzie> i ignored contingencies
[20:39:31] <fuzzie> i assume it's easy for someone to add if they know what they're doing
[20:39:58] <Avenger> yep, it is just copying the other list, and doing some extra stuff in the cast spell on condition opcode
[20:40:37] <Avenger> and getting rid of those fields used by it atm
[20:40:57] <fuzzie> well, i would appreciate no-one fiddling with it too much :)
[20:41:01] <edheldil> time to go home :/
[20:41:21] <Avenger> you should be happy Ed :)
[20:42:03] <edheldil> I am. That face was for being here so long :)
[20:42:07] <edheldil> later
[20:42:15] <Avenger> bye Ed
[20:48:15] <lynxlynxlynx> http://sprunge.us/aScF?diff <-- any comments? does a lot of good for timestop
[20:49:06] <fuzzie> why can't you just reset timestop_owner centrally?
[20:49:47] <fuzzie> and i guess timestop_owner should be a globalid, but not your problem
[20:50:14] <fuzzie> but, sure, fine
[20:50:19] <fuzzie> the original does something similar
[20:50:47] <Avenger> as long as you don't call into timestop_owner, i prefer the direct value
[20:50:49] <lynxlynxlynx> reset? this is all readonly
[20:51:26] <fuzzie> i mean, this would be simpler if timestop_owner just got cleared when the timestop ended
[20:51:36] <fuzzie> then you don't have to check the time
[20:51:38] <Avenger> isn't it?
[20:51:58] <Avenger> hmm, when it was ended, it should be cleared, yes
[20:51:58] <fuzzie> well i don't know, but lynx put a check in here :)
[20:52:04] <fuzzie> so i guess it is not
[20:53:06] <fuzzie> also checking if target is set seems a bit unnecessary
[20:53:12] <fuzzie> see, now we picked the whole commit apart line-by-line
[20:53:13] <Avenger> yep
[20:53:16] <lynxlynxlynx> it isn't
[20:53:26] <Avenger> i would just use game->timestop_owner == this :)
[20:53:31] <lynxlynxlynx> all the users compare the time
[20:53:38] <Avenger> and clear timestop_owner if the time has expired
[20:54:24] <fuzzie> well, i don't mind having the function, GetGame() everywhere is ugly
[20:54:43] <fuzzie> but this is the kind of thing you should commit before we can complain about it i think :)
[20:57:08] <lynxlynxlynx> the target check is there so the function can also be used to just check for the time match
[20:57:09] <lynxlynxlynx> i need to think ahead a bit more; if there'll be any other uses
[20:57:09] <lynxlynxlynx> besides the coloring, i see only three more problems
[20:57:09] <lynxlynxlynx> pcs just jump to the target location when the timestop ends
[20:57:09] <lynxlynxlynx> projectiles are not suspended (this could be ugly)
[20:57:34] <fuzzie> the projectiles should be forced into the Grand Unified New Time Model, probably
[20:57:54] <fuzzie> just as soon as it works
[20:58:15] <fuzzie> i guess the same issue for the PCs
[20:58:24] <Avenger> uhm
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[21:00:01] <fuzzie> at the moment we sync all this stuff to Game->Ticks
[21:00:01] <fuzzie> i didn't look at how the projectiles are meant to work, though
[21:00:49] <fuzzie> are they synced to the 30fps ticks timer in the original like everything else is?
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[21:02:18] <Avenger> i dont know
[21:02:59] <Avenger> i don't know where it calls into their version of projectile->Update/Draw
[21:03:18] <fuzzie> do you know where the projectile list is?
[21:03:23] <lynxlynxlynx> <lynxlynxlynx> and timestop immunity is maybe not checked for everywhere
[21:03:23] <lynxlynxlynx> <lynxlynxlynx> in this diff for example <<
[21:03:35] <lynxlynxlynx> the third one got split ;)
[21:03:45] <fuzzie> haha :)
[21:03:46] <Avenger> hmm, i think it is easy to find
[21:05:44] <Avenger> yep lynx, add the timestop immunity :)
[21:06:16] <fuzzie> huh, you can be immune to projectiles?
[21:06:26] <Avenger> btw, pst's timestop is not a real timestop
[21:06:35] <Avenger> yes fuzzie, or bounce them
[21:06:43] <fuzzie> i didn't realise that
[21:06:58] <Avenger> heh, protection from arrows
[21:07:08] <Avenger> cloak of reflection (for beholder rays)
[21:07:25] <fuzzie> ok, so i guess projectiles are just game objects
[21:07:30] <Avenger> yes
[21:08:02] <fuzzie> they all have AIUpdate and CompressTime
[21:08:06] <Avenger> yes
[21:08:32] <Avenger> they even have an alignment, and race, and such :)
[21:08:46] <fuzzie> in the object?
[21:08:50] <Avenger> yes
[21:09:12] <Avenger> that's totally weird
[21:09:31] <fuzzie> well, it makes sense, if they just want to have a single Object struct which can represent everything
[21:09:47] <Avenger> we can get away without it
[21:10:01] <fuzzie> well, so far i just put globalids in triggers
[21:10:06] <fuzzie> i don't think it will work, but we'll see
[21:10:11] <fuzzie> 001c3230 <CProjectile::AIUpdate(void)>:
[21:10:11] <fuzzie> 1c3230: blr
[21:10:15] <Avenger> yes, good enough
[21:10:17] <fuzzie> ^- ok, i guess that is not it :P
[21:10:27] <Avenger> hmm blr?
[21:11:01] <fuzzie> it is powerpc, an instruction which is like 'ret' here
[21:11:09] <Avenger> eww
[21:11:38] <Avenger> well, i guess having all symbols written in the code has its benefits
[21:11:47] <fuzzie> yes :)
[21:12:16] <fuzzie> it is useful for a glance at things
[21:12:41] <Avenger> somehow you could relay back the function names to me, i'm curious how close were my guesses
[21:13:20] <Avenger> the function order is different, you already told me that
[21:13:26] <fuzzie> well, sometime i will try writing something which you can import, for the names, but first i need more of an idea of where they match
[21:13:33] <fuzzie> obviously you can just look at the list though..
[21:13:58] <Avenger> well, even the list would be good, i would see the class boundaries
[21:14:10] <Avenger> and could probably map it onto my markings
[21:14:10] <fuzzie> http://ccdevnet.org/~fuzzie/bg2_symbols
[21:14:26] <Avenger> thanks
[21:14:58] <fuzzie> usually, if you find one function, the others nearby are in the same order, just *reversed* order
[21:16:04] <fuzzie> i am just sad there was no mac port of pst
[21:17:24] <Avenger> hmm the class order is different too
[21:17:27] <fuzzie> i have loads of structure improvements too, but i will have to dig them out
[21:18:05] <Avenger> but i will be able to map major classes which already got multiple anchor points
[21:18:16] <fuzzie> yes, it is only really useful once you already got the anchor points
[21:18:22] <fuzzie> this is why the powerpc disassembly is useful
[21:18:37] <fuzzie> you can see which functions call which other functions, and get new anchor points that way
[21:18:44] <fuzzie> but it's a lot of work
[21:19:22] <Avenger> the message list is a real treasure :)
[21:19:37] <fuzzie> yes, it seems to be in the right order too
[21:20:04] <fuzzie> i got confused a bit because i was trying to use the vtables, which are in the wrong order :P
[21:20:36] <Avenger> yep, and i marked mostly the vtables only
[21:20:44] <fuzzie> yes :P
[21:20:49] <Avenger> because those what get referenced in the code
[21:21:20] <Avenger> i have to sleep, thanks for the list!
[21:21:23] <fuzzie> night!
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[21:55:24] <CIA-52> GemRB: 03lynxlupodian * r3bc62a330377 10gemrb/gemrb/core/ (Game.cpp Game.h Map.cpp Scriptable/Actor.cpp): actors under timestop are immobile
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[22:02:21] <edheldil_> fuzzie: the projectiles have alignment, race and so on so that e.g. Protection from Evil works as expected, no?
[22:02:35] <fuzzie> no
[22:02:44] <fuzzie> that is done in the object matching code :-P
[22:03:07] <fuzzie> e.g. [PC] in an evil actor's script doesn't match PCs with protection from evil
[22:04:20] <edheldil_> but would that work if you would have (let's say) half damage from evil?
[22:05:08] <fuzzie> no because you can't have it :)
[22:05:18] <fuzzie> it's a nice idea, but it's really just a useless artifact in the original
[22:05:46] <edheldil_> ok ... so it's not filled with caster data, right? :)
[22:06:03] <fuzzie> nope
[22:06:28] <fuzzie> not a bad idea, if you were hacking around on the original, maybe :P
[22:07:01] <fuzzie> but the projectiles are not 'high level' enough to participate in the effect model i think
[22:13:10] <tomprince> whp: Pretty please support 32bit tiles, if it isn't to difficult, if you are in there rewriting that code anyway.
[22:13:52] <tomprince> s/whp/wjp/
[22:15:04] <fuzzie> well, you have to write new code for that, i guess?
[22:15:34] <fuzzie> e.g. the current one is pretty fast because it only tints the palette entries
[22:17:43] <fuzzie> but that doesn't look hard to do, just another templated func
[22:19:18] <fuzzie> and presumably easier for someone who has a source of 32bit tiles.. :P
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[22:19:19] <tomprince> No, I don't think it is too difficult, I'm just scared of the blitting code.
[22:19:29] <fuzzie> the tile blitting code is much nicer
[22:19:38] <fuzzie> see SDLVideo/TileRenderer.inl
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[23:03:16] <CIA-52> GemRB: 03tom.prince * r689a20603c66 10gemrb/gemrb/ (3 files in 2 dirs):
[23:03:16] <CIA-52> GemRB: CachedFileStream: Make slice constructor just take a DataStream.
[23:03:16] <CIA-52> GemRB: CachedFileStream doesn't actually care that it is slicing a CachedFileStream,
[23:03:16] <CIA-52> GemRB: and it isn't even guaranteed that it is getting one.
[23:03:16] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:20] <CIA-52> GemRB: 03tom.prince * rfa465a01176f 10gemrb/gemrb/core/System/ (FileStream.cpp FileStream.h):
[23:03:20] <CIA-52> GemRB: FileStream: Remove offset handling code.
[23:03:20] <CIA-52> GemRB: FileStream obviously used to be used for sliced files.
[23:03:20] <CIA-52> GemRB: This removes the unused code.
[23:03:21] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:22] <CIA-52> GemRB: 03tom.prince * rfabfb5f6a4b9 10gemrb/gemrb/plugins/AREImporter/AREImporter.cpp: AREImporter: Get rid of useless temporary.
[23:03:24] <CIA-52> GemRB: 03tom.prince * r7fcd03a953a6 10gemrb/gemrb/ (15 files in 14 dirs):
[23:03:24] <CIA-52> GemRB: Make TypeExt and ResourceDesc::GetExt return the extension without leading dot.
[23:03:24] <CIA-52> GemRB: PathJoinExt adds the dot automatically, so it couldn't be used with the return
[23:03:24] <CIA-52> GemRB: value of TypeExt or GetExt. This changes things over to use PathJoinExt
[23:03:24] <CIA-52> GemRB: consistently.
[23:03:25] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:28] <CIA-52> GemRB: 03tom.prince * r6d9fb510e753 10gemrb/gemrb/ (7 files in 5 dirs):
[23:03:28] <CIA-52> GemRB: FileStream: Add OpenFile allocate a FileStream and open a file.
[23:03:28] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:33] <CIA-52> GemRB: 03tom.prince * ra68759ae4211 10gemrb/gemrb/plugins/BIFImporter/ (BIFImporter.cpp BIFImporter.h):
[23:03:33] <CIA-52> GemRB: BIFImporter: Don't use CachedFileStream for opening files already in Cache.
[23:03:33] <CIA-52> GemRB: CachedFileStream copies files to the cache. If they are already there, this is
[23:03:33] <CIA-52> GemRB: superfluous.
[23:03:34] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:35] <CIA-52> GemRB: 03tom.prince * r70ce4d2226f1 10gemrb/gemrb/ (7 files in 5 dirs):
[23:03:35] <CIA-52> GemRB: FileStream: Remove auto-free capability.
[23:03:35] <CIA-52> GemRB: We don't use the functionality. Nor does it make sense, since
[23:03:36] <CIA-52> GemRB: there is no way to access the underlying FILE* of the stream.
[23:03:49] <CIA-52> GemRB: 03tom.prince * re4ff22aac90b 10gemrb/gemrb/ (8 files in 6 dirs):
[23:03:49] <CIA-52> GemRB: Add helper function for decompressing files to the cache.
[23:03:49] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:03:53] <CIA-52> GemRB: 03tom.prince * r88d5f9694e61 10gemrb/gemrb/ (3 files in 2 dirs): (log message trimmed)
[23:03:53] <CIA-52> GemRB: CacheFile: Add a helper function to copy a file from CD to the cache.
[23:03:53] <CIA-52> GemRB: This is part of phasing out CachedFileStream.
[23:03:53] <CIA-52> GemRB: CachedFileStream is used for two orthogonal purposes:
[23:03:53] <CIA-52> GemRB: - Acting as a FileStream, but copying the file from a CD on open.
[23:03:54] <CIA-52> GemRB: - Treating a range of an existing stream as a stream.
[23:03:54] <CIA-52> GemRB: This removes the only user of the first part.
[23:03:57] <CIA-52> GemRB: 03tom.prince * r1505dd371e9c 10gemrb/gemrb/core/System/ (DataStream.cpp DataStream.h FileStream.cpp FileStream.h): DataStream: Add a function to clone a stream.
[23:04:02] <CIA-52> GemRB: 03tom.prince * r0acfb4ee345c 10gemrb/gemrb/ (10 files in 5 dirs):
[23:04:02] <CIA-52> GemRB: Replace CachedFileStream with SlicedStream.
[23:04:02] <CIA-52> GemRB: The only remaining uses of CachedFileStream are for slicing an
[23:04:02] <CIA-52> GemRB: existing stream. Make this purpose explicit, and simplify the code.
[23:04:02] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:05] <CIA-52> GemRB: 03tom.prince * r82efa9724b71 10gemrb/gemrb/core/ (CMakeLists.txt System/MemoryStream.cpp System/MemoryStream.h):
[23:04:05] <CIA-52> GemRB: Remove unused MemoryStream.
[23:04:05] <CIA-52> GemRB: When somebody needs it, they can grab it from git.
[23:04:05] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:08] <CIA-52> GemRB: 03tom.prince * rf89b321e8780 10gemrb/gemrb/core/System/ (DataStream.cpp DataStream.h SlicedStream.cpp SlicedStream.h):
[23:04:08] <CIA-52> GemRB: DataStream: Move generic ReadLine up to DataStream.
[23:04:08] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:09] <CIA-52> GemRB: 03tom.prince * r1e63503a1ab3 10gemrb/gemrb/ (7 files in 4 dirs):
[23:04:09] <CIA-52> GemRB: ZLibManager: Write to DataStream, rather than FILE*.
[23:04:09] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:10] <CIA-52> GemRB: 03tom.prince * rdf320f055563 10gemrb/gemrb/core/FileCache.cpp:
[23:04:10] <CIA-52> GemRB: FileCache: Switch to using FileStreams instead of FILE*s.
[23:04:10] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:13] <CIA-52> GemRB: 03tom.prince * rb7d205c28ddb 10gemrb/ (166 files in 37 dirs):
[23:04:13] <CIA-52> GemRB: Merge branch 'loadconfig' of https://github.com/edheldil/gemrb into 'files'
[23:04:13] <CIA-52> GemRB: Conflicts:
[23:04:13] <CIA-52> GemRB: gemrb/plugins/AREImporter/AREImporter.cpp
[23:04:20] <CIA-52> GemRB: 03tom.prince * rff2382f4693b 10gemrb/gemrb/core/Interface.cpp:
[23:04:20] <CIA-52> GemRB: Interface: Change LoadConfig and LoadINI to use FileStream.
[23:04:20] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:22] <CIA-52> GemRB: 03tom.prince * rc9d73e139dc5 10gemrb/gemrb/ (3 files in 2 dirs):
[23:04:22] <CIA-52> GemRB: SaveGame: Don't include System/FileStream.h in header.
[23:04:22] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:33] <CIA-52> GemRB: 03tom.prince * r72877d0aba88 10gemrb/gemrb/core/System/ (FileStream.cpp FileStream.h SlicedStream.cpp SlicedStream.h):
[23:04:33] <CIA-52> GemRB: msvc6: Covariant return types are not supported.
[23:04:33] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[23:04:38] <CIA-52> GemRB: 03tom.prince * r0cd3e93e71aa 10gemrb/gemrb/core/System/FileStream.cpp: win32: GetFileSizeEx is supported by msvc6.
[23:04:43] <CIA-52> GemRB: 03tom.prince * rd367b91a74f1 10gemrb/gemrb/core/Makefile.am: autotools: Add missing files.
[23:05:06] <CIA-52> GemRB: 03tom.prince * r28c105b661cd 10gemrb/gemrb/ (47 files in 22 dirs): Merge branch 'files' of git://github.com/tomprince/gemrb
[23:08:11] <tomprince> *
[23:08:11] <tomprince> *
[23:08:12] <tomprince> *
[23:08:28] <tomprince> https://gist.github.com/902666 <--- This should speed up commits maybe?
[23:29:03] <edheldil_> biig changes :)
[23:29:10] <tomprince> :)
[23:29:23] <tomprince> lots of little changes, mostly.
[23:31:28] <tomprince> The script doesn't really work for merging in large patch sets.
[23:39:01] <edheldil_> hmm, the merge from my github has nothing to do with my work :-D
[23:39:50] <tomprince> That was your LoadConfig work, plus all the other stuff that landed on master from when I branched to when you branched.
[23:40:16] <edheldil_> eh :)
[23:41:49] <edheldil_> good night
[23:42:28] <edheldil_> if you have tested that script, commit it
[23:42:41] <tomprince> I haven't.
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[23:51:19] <CIA-52> GemRB: 03tom.prince * r62f25e47ac08 10gemrb/gemrb/core/System/SlicedStream.cpp:
[23:51:20] <CIA-52> GemRB: SlicedStream: Fix bogus size in strncpy.
[23:51:20] <CIA-52> GemRB: This only didn't blow up because nobody cared about the names, and the struct
[23:51:20] <CIA-52> GemRB: was padded afterwards.
[23:51:20] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>