#gemrb@irc.freenode.net logs for 4 Aug 2009 (GMT)

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[00:55:07] <mattinm> whew, i'm finally free to help out on the project again
[00:55:32] <mattinm> i'll attempt to catch up in the next few days and hopefully i'll become useful again
[01:27:38] <pupnik_> :)
[01:27:43] <pupnik_> o/
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[06:58:21] <fuzzie> morning
[06:58:54] <zefklop> morning
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[07:06:48] <zefklop> does anyoe know how to do a bg1 multi install?
[07:07:02] <zefklop> which bif file should I copy?
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[07:11:32] <zefklop> I copied everything that is not ar****.bif, but I wonder if I can eliminate some of them
[07:23:24] <pupnik_> hmm
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[09:37:08] <zipi> do you have any advice where should I put my python code?
[09:37:16] <zipi> into which file
[09:38:17] <lynxlynxlynx> what does it do?
[09:38:31] <zipi> it's a simple alias for anothe function
[09:39:01] <zipi> like this:
[09:39:05] <lynxlynxlynx> which will be used in all games? somewhere in the toplevel then
[09:39:09] <zipi> www.pastebin.be/20145
[09:39:21] <zipi> yeah i though of it too, the problem is i'm not really in python
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[09:40:01] <zipi> scope is not clear for me :S
[09:40:03] <lynxlynxlynx> why don't you just use the original name?
[09:40:17] <zipi> because of compatibility
[09:40:24] <zipi> or shouldn't I care?
[09:40:38] <lynxlynxlynx> what compatibility?
[09:40:42] <zipi> eg: in keymap.ini I=Inventory
[09:41:01] <zipi> and my code works like mapping keyboardbuttons to python function calls
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[09:41:17] <lynxlynxlynx> oh, you take the strings directly
[09:41:25] <lynxlynxlynx> that will only work for the basic stuff
[09:41:44] <zipi> not directly, because it already had some problems
[09:41:52] <zipi> like can't define python function named Inventory
[09:41:57] <zipi> so they get a prefix key_
[09:41:58] <lynxlynxlynx> so i think you'll end up with plenty of aliases, which would be fine in their own new file
[09:42:04] <zipi> great
[09:42:42] <zipi> but it's not clear for me, what steps should I take if I make a new .py file
[09:42:42] <lynxlynxlynx> then import it where it is needed or if it is always needed, import it in the init of GUIScript.cpp
[09:43:18] <lynxlynxlynx> use ie_slots.py as a template
[09:43:47] <zipi> ok, thanks I will try
[09:43:47] <lynxlynxlynx> modify Makefile.am and CMakeLists.txt in the same dir
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[10:28:31] <lynxlynxlynx> ah, another item vs inv_item bug
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[10:38:10] <fuzzie> i'm not so sure a global file will work for the keymap stuff, since a lot of it must be overriden per-screen
[10:40:51] <fuzzie> and if there is no patch submitted until it's done, i worry that we'll end up rewriting bits of it
[10:40:58] <fuzzie> but i guess neither of those are huge problems
[10:43:04] <lynxlynxlynx> they could be
[10:43:32] <CIA-22> gemrb: 03lynxlupodian * r6815 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: GetCombatDetails: small improvement to the logic and docs
[10:43:32] <lynxlynxlynx> zipike: we also like split patches
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[10:49:57] <CIA-22> gemrb: 03lynxlupodian * r6816 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: fixed bad twohandedness check in GetCombatDetails
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[10:53:40] <CIA-22> gemrb: 03lynxlupodian * r6817 10/gemrb/trunk/gemrb/ (4 files in 3 dirs): renamed GetToHit to GetCombatDetails and made it return a dict
[10:58:04] <CIA-22> gemrb: 03lynxlupodian * r6818 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2::guirec: added weapon style bonus display to the stat overview
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[11:36:09] <Gekz_> BONJOUR
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[12:31:07] <fuzzie> yes.
[12:45:15] <fuzzie> ok, i guess that cutscene thing is meant to just do action overrides, but we don't actually do action overrides properly right now, because we don't wipe the action list, because i have absolutely no idea how to do that
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[13:49:43] <Gekz_> hmm
[13:49:48] <Gekz_> pupnik: you lived!
[13:49:49] <Gekz_> :D
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[16:40:38] <CIA-22> gemrb: 03avenger_teambg * r6819 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Actor.h GameScript.cpp): implemented PST death counters
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[16:56:49] <Avenger> hi
[16:56:59] <lynxlynxlynx> oj
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[16:58:44] <fuzzie> hi
[17:03:03] <Avenger> lynx, we are close to another news batch :)
[17:03:23] <lynxlynxlynx> indeed
[17:03:53] <lynxlynxlynx> can BGDeathVarFormat be removed, since it is the same as DeathVarFormat?
[17:06:48] <Avenger> no, it is the default value
[17:07:04] <Avenger> check out how it is used
[17:08:13] <fuzzie> but DeathVarFormat is already initialised in the definition
[17:08:31] <fuzzie> so the memcpy use of BGDeathVarFormat seems unnecessary
[17:09:53] <lynxlynxlynx> exactly
[17:11:10] <Avenger> hmm, k, you may fix that
[17:11:32] <Avenger> it is unlikely we will need a reinit without restarting the whole program
[17:13:34] <lynxlynxlynx> you can't change the availability of GF_IWD_DEATHVARFORMAT without restarting anyway
[17:17:39] <CIA-22> gemrb: 03lynxlupodian * r6820 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: removed BGDeathVarFormat since it is the same as the initial DeathVarFormat
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[17:37:17] <fuzzie> hi zefklop
[17:37:26] <zefklop> hi fuzzie
[17:39:11] <fuzzie> do you have any other obvious bg1 bugs? :)
[17:39:32] <Avenger> who?
[17:39:38] <Avenger> i got only obvious bg2 bugs
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[17:43:14] <zefklop> not yet...
[17:43:49] <zefklop> I'm doing a weidu mod to test the cutscene bug
[17:43:51] <fuzzie> Avenger: i don't have time to work on anything, i just am curious about zefklop's progress :)
[17:44:30] <zefklop> I think I'll add it to svn, so anyone can have a look at it and add things
[17:44:51] <zefklop> but be patient, I don't have much time
[17:44:55] <fuzzie> add another entry to the svn root, maybe?
[17:45:07] <fuzzie> because it's not really gemrb-specific :)
[17:45:53] <zefklop> yes, something like tests/bg1
[17:46:26] <zefklop> that will be a base, once the first work is done, that will be easy to add things :)
[17:56:01] <pupnik> hi Gekz_ yep. The surgeons performed a miracle. No more pain.
[17:56:12] <fuzzie> that is good to hear
[17:56:44] <pupnik> :)
[17:56:50] <pupnik> hard to get used-to
[18:00:09] <lynxlynxlynx> hah, another hardcoded win95 image
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[19:44:16] <Edheldil> ahoj!
[19:44:27] <lynxlynxlynx> ojla!
[19:45:14] <Edheldil> lynx, should not the 'object' be part of the metaclass info? Thank you for the work, though :)
[19:46:25] <lynxlynxlynx> perhaps it would help
[19:47:43] <lynxlynxlynx> i have no plans on adding it though
[19:49:01] <lynxlynxlynx> should not be hard to strip out the info from guiclasses
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[21:26:55] <lynxlynxlynx> wierd, i can't edit the biography in bg2's cg
[21:27:14] <lynxlynxlynx> the text area doesn't seem to be editable at all
[21:27:42] <fuzzie> in gemrb?
[21:27:46] <lynxlynxlynx> yes
[21:27:55] <fuzzie> it's probably not getting focused
[21:28:18] <lynxlynxlynx> i tried clicking at various places and blind typing, but nothing changed
[21:30:02] <lynxlynxlynx> and it should have the editable flag, since convertedit explicitly sets it
[21:30:05] <fuzzie> i sabotaged focus-on-click a while ago
[21:30:15] <lynxlynxlynx> oh
[21:30:23] <fuzzie> is it necessary in that screen, or should the editbox be auto-focused?
[21:31:49] <lynxlynxlynx> it probably is autofocused, but we replace the control for greater ease of editing
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[21:33:35] <fuzzie> hm, i wonder if you can focus a control from python
[21:34:02] <lynxlynxlynx> no function, but it looks like IE_GUI_CONTROL_FOCUSED could do it
[21:34:44] <zefklop> woaw
[21:35:10] <fuzzie> yes, i guess that is indeed the trick :) i see a bug there from my changes, too, but not relevant to you
[21:35:26] <lynxlynxlynx> SetControlStatus
[21:35:40] <fuzzie> if you grep for IE_GUI_CONTROL_FOCUSED in the guiscript, lots of examples
[21:35:43] <zefklop> it seems that accessing a variable created in a cutscene while this latter is running crashes the game
[21:36:01] <fuzzie> seems that Control.SetStatus( IE_GUI_CONTROL_FOCUSED ) is fine
[21:36:25] <fuzzie> which i guess is indeed SetControlStatus, i am running behind yo :-)
[21:36:27] <fuzzie> you
[21:36:31] <fuzzie> zefklop: strange
[21:36:47] <lynxlynxlynx> yes, but if the control was focused before the conversion, i think we should preserve that in the conversion code itself
[21:37:08] <zefklop> fuzzie; I'm speaking of the ooriginal BG1
[21:37:12] <zefklop> yes strange
[21:37:22] <fuzzie> i mean, it is still strange :) although the original bg1 scripts are mostly simple
[21:38:54] <fuzzie> lynxlynxlynx: there are enough uses of SetStatus in the guiscripts that I wonder if it's a gemrb extension, but I don't know how to work that out
[21:39:40] <lynxlynxlynx> git blame :)
[21:40:05] <lynxlynxlynx> inheriting hasFocus doesn't seem to help
[21:41:21] <fuzzie> perhaps the on-click handler for text areas should be focusing them anyway
[21:41:35] <fuzzie> i tested this in the original engines but can't remember the conclusion
[21:43:11] <lynxlynxlynx> i'll try without the conversion
[21:45:57] <lynxlynxlynx> hard to say, the win95 bam reappears :)
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[21:46:19] <zefklop> does anyone here feel comfortable with weidu?
[21:46:43] <fuzzie> i don't know anything about weidu other than how to extract files with it :(
[21:47:43] <zefklop> meh
[21:48:11] <lynxlynxlynx> it has plenty of docs iirc
[21:48:34] <zefklop> yes, but I am unable to make use of them :/
[21:48:40] <fuzzie> and forums full of people being completely confused
[21:52:27] <CIA-22> gemrb: 03lynxlupodian * r6821 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUICG23.py: bg2::cg: make the bio editable again by giving the textarea focus
[21:53:17] <zefklop> woa, another crash!
[21:53:25] <Avenger> bye
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[21:53:33] <fuzzie> i don't think it should be so easy to crash bg1
[21:53:43] <fuzzie> you're not missing files or providing corrupted ones or something?
[21:54:05] <zefklop> I"m modifying some cres...
[21:54:17] <zefklop> maybe wrong offset, or non-null teerminating strings
[21:54:47] <zefklop> resref are non null terminated right?
[21:55:51] <fuzzie> yes, they are just fixed-length
[21:56:06] <fuzzie> (8 chars)
[21:56:38] <zefklop> ok, that's wha i thought too
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[22:08:38] <zefklop> if the variable "foo" in global("foo", "blah", 1) has not been defined before, the result will be fallse no?
[22:08:46] <zefklop> or undefined?
[22:09:04] <fuzzie> if "blah" is valid, it should be false
[22:09:40] <zefklop> meh
[22:09:42] <fuzzie> (might crash otherwise)
[22:10:13] <zefklop> I'm a pprofessionnal crasher, although I got them down
[22:12:30] <fuzzie> pst has a hardcoded list of variables
[22:12:47] <fuzzie> but it seems that random GLOBAL vars in bg1 should work fine, at least
[22:14:44] <zefklop> meh!
[22:14:57] <fuzzie> that might be it, though, this all looks very funny for non-GLOBALs
[22:15:04] <fuzzie> don't know what you're trying exactly..
[22:15:06] <zefklop> will change "blah" to "GLBAL" then
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[22:19:14] <zefklop> ok, I'm a moron... weidu does write quotes when setting strings
[22:19:30] <fuzzie> eek, confusing
[22:19:35] <fuzzie> i would't expect that
[22:24:17] <zefklop> what i had not expected is taht it is THAT easy to crash BG1 with it
[22:31:57] <zefklop> YAY!!
[22:32:04] <zefklop> I got it running
[22:33:58] <zefklop> I'll upload it to sourceforge.
[22:34:39] <zefklop> and cutscene _does_ freeze all scripts!
[22:35:16] <zefklop> running those in gemrb now
[22:35:44] <fuzzie> freeze, or clear?
[22:36:17] <zefklop> freeze
[22:37:08] <fuzzie> so queued actions keep running after? even if you ran CutsceneId scripts? i guess that is the question
[22:37:41] <zefklop> hmm, I'll add some lines of code, i forgot this case
[22:37:44] <fuzzie> gemrb just blocks new actions from being added to the queue in cutscenes, i think
[22:37:53] <zefklop> still, I have the base, that would be quick
[22:38:04] <fuzzie> :)
[22:47:34] <zefklop> hmmm
[22:48:08] <zefklop> what happens if I call attack() and wait(5) just after it?
[22:48:28] <zefklop> will the actor attack for 5s and proceed the next action?
[22:48:32] <fuzzie> nope
[22:48:38] <fuzzie> Attack blocks until target is dead or interrupted
[22:49:09] <zefklop> meh
[22:49:41] <fuzzie> there's AttackOneRound but i'm not sure of the timing there
[22:50:19] <zefklop> one round :)
[22:50:38] <fuzzie> well, is it one round after the actual attack starts or one round after the action starts? :)
[22:50:56] <zefklop> eh, would be something to test!
[22:51:00] <fuzzie> but maybe that doesn't matter for you now
[22:51:46] <fuzzie> i just use DisplayString when i'm testing
[22:52:11] <fuzzie> but I just wrote random scripts every time I needed to check anything..
[22:52:22] <zefklop> I want something that will be interrupted
[23:39:45] <zefklop> will see this tomorrow
[23:39:57] <zefklop> it's time to sleep now!
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[23:46:56] <Edheldil> good night
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