#gemrb@irc.freenode.net logs for 4 Dec 2012 (GMT)

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[00:09:11] <-- lynxlynxlynx has left IRC (Read error: Connection reset by peer)
[01:03:58] <Dakkus> Argfh... You must be the only ones who can help me...
[01:04:11] <Dakkus> Trying to play through pst for the first time...
[01:04:22] <Dakkus> And of course I have apparently lost the Godsmen Receipt.
[01:05:06] <Dakkus> (I'm fairly sure I haven't gotten it in the first place, though, because I have the habit of right clicking everything in my inventory and the explanation doesn't seem familiar)
[01:05:45] <Dakkus> Anyway, I was thinking that I could send someone my savegame so that that someone could hack the item into my savegame.
[01:06:16] <Dakkus> I can't do it by myself, because the torment hack program crashes on my computer.
[01:06:23] <Dakkus> So, anybody alive?
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[01:36:04] <brada> Dakkus: what in the world are you talking about?
[01:39:47] <edheldil> if you are playing w/ gemrb, something like GemRB.GetPlayerItem(...)
[01:41:07] <brada> or GemRB.CreateItem()
[01:51:25] <edheldil> probably :)
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[08:57:57] <avenger> Dakkus: http://gemrb.sourceforge.net/wiki/doku.php?id=guiscript:createitem
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[10:05:54] <xrogaan> http://www.reddit.com/r/baldursgate/comments/1486ku/found_a_dead_cat_in_a_waterfall/ win
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[14:11:09] <lynxlynxlynx> interesting, Map::ActorSpottedByPlayer never gets called
[14:28:37] <lynxlynxlynx> the isvisible check fails, but not sure why
[14:28:51] <lynxlynxlynx> both the explored and unexplored bitmaps are zeroed
[14:30:41] <fuzzie> it's not about those
[14:30:55] <fuzzie> is it?
[14:31:03] <fuzzie> oh you mean explored and visible?
[14:31:28] <fuzzie> it doesn't look like it should be called
[14:32:40] <fuzzie> maybe once upon a time it worked with the legacy broken activation behaviour
[14:34:06] <fuzzie> but actors no longer get IF_ACTIVE unset just because they're not visible
[14:35:56] <fuzzie> there is a FIXME there in a 1.5y-old commit from me :-p
[14:36:00] <fuzzie> not sure how to deal with that
[14:36:18] <fuzzie> well, it should work in bg1..
[14:36:28] <fuzzie> but for first sight only, and I don't really know if it's the right behaviour at all
[14:39:55] <fuzzie> it's astonishing how much more work gemrb is than just writing an engine from scratch due to all this stuff :/
[14:43:34] <chiv> well, we are all in awe of the talented developers who produce such wonderful results despite that ;)
[14:45:07] <lynxlynxlynx> how is first sight defined? doesn't work in that case either
[14:45:22] <lynxlynxlynx> breaking on the isvisible before the call gets me stuck only on load
[14:45:47] <lynxlynxlynx> in bg2 that is
[14:46:12] <lynxlynxlynx> was just trying to make autopause on enemy sighted work again
[14:46:19] <lynxlynxlynx> maybe it should be put elsewhere
[14:50:08] <fuzzie> right, bg2 will only do it on load
[14:50:18] <fuzzie> and it should be elsewhere, but I don't know where
[14:50:49] <lynxlynxlynx> i see we don't have any appropriate triggers
[14:51:08] <lynxlynxlynx> detect is probably too broad if it works on actors at all
[14:51:15] <fuzzie> well, there's no way to mark stuff as seen
[14:52:57] <fuzzie> as far as I can see, anyway
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[14:56:05] <edheldil_> if there's a firstsight, somebody should implement love at the first sight :)
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[15:01:54] <chiv> ive been trying to pin down my crash problem, and it turns out that version 0.6.6, which I managed to use issue free for weeks on end, is also no longer working on my netbook... so, lost cause i think
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[15:47:00] <Kindle> Hello everyone :)
[15:47:15] <Kindle> Icewind dale 2 just loads up and has the pointer graphic that i can control, but apart from that it doesnt do anything else.
[15:47:17] <Kindle> black screen.
[15:47:22] <Kindle> This is my Log im getting http://pastebin.ca/2289341
[15:48:13] <Kindle> and this is my config http://pastebin.ca/2289342
[15:48:19] <Kindle> Any help would be very much appreciated :)
[15:48:52] <brada> IWD2 isnt playable you know
[15:49:21] <Kindle> What at all?
[15:49:32] <fuzzie> you're missing data files
[15:49:39] <brada> no in any way that would be fun for you
[15:49:42] <brada> no
[15:50:11] <brada> im sure there is something wrong with your config or something too but what im saying is you are putting in a lot of effort for little payoff
[15:50:21] <Kindle> :(
[15:50:24] <Kindle> oh :(
[15:50:28] <fuzzie> yeah, iwd2 is a bit sad
[15:51:03] <fuzzie> you can play for a bit, but you soon hit showstoppers
[15:51:08] <fuzzie> it's been getting better though
[15:51:13] <fuzzie> or was when I last tried it
[15:51:22] <Kindle> Ah ok then, well i guess ill try when the new patch is out for Gemrb
[15:51:32] <fuzzie> re your config, 640x480 isn't enough
[15:51:32] <Kindle> Thanks
[15:51:36] <fuzzie> (iwd2 is 800x600 minimum)
[15:51:41] <Kindle> ah ok ill try that
[15:52:12] <fuzzie> I'm guessing you're missing all those data files too, but as brad said, maybe it's not worth the effort of trying to fix all of that.
[16:03:46] <edheldil_> well, lynx said you should use WSM
[16:06:05] <fuzzie> well, in any case 640x480 doesn't suffice
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[17:41:46] <Avenger> hi
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[18:59:05] <lynxlynxlynx> fuzzie: any objections to making Actor::StopAttack() public and then using it in the bail-out cases of AttackCore?
[19:13:36] <fuzzie> yes
[19:14:31] <fuzzie> but let me work out if they're still relevant objections
[19:15:42] <lynxlynxlynx> ok
[19:16:14] <fuzzie> if you make StopAttack set lastattack to 0 then I guess it works
[19:16:30] <fuzzie> the autopause thing belongs in the bail-out cases
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[19:17:23] <fuzzie> and there's nothing else harmful in there any more, so it's fine
[19:30:16] <lynxlynxlynx> ok
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[19:38:30] <lynxlynxlynx> maybe it should also be triggered on enemy death
[19:38:49] <lynxlynxlynx> anyway, i've checked all the rest and only the on-sight one remains
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[21:00:10] <etenil> hi there
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[21:48:55] <brada> lynx: isnt weapon ineffective diffrent from unusable?
[21:51:27] <lynxlynxlynx> not for autopause
[21:51:34] <lynxlynxlynx> you can't use an unusable weapon
[21:54:23] <brada> there isnt an AP for ineffective?
[21:55:01] <brada> i guess im just thinking of the diffrent message
[21:55:09] <brada> which isnt part of auto pause
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[22:11:21] <lynxlynxlynx> the message is misleading
[22:12:17] <lynxlynxlynx> there are very few corner cases when a weapon could become unusable
[22:13:20] <lynxlynxlynx> a script chaning your class, stat lowering (not sure if we even check that), breakage (bg1 nonmagical)
[22:14:37] <chiv> im not sure even vanilla checks if you havent got the stats to use a weapon anymore
[22:15:24] <lynxlynxlynx> i'm not sure we even check it for equipping
[22:15:40] <lynxlynxlynx> easier to test with a bow than look up
[22:15:55] <lynxlynxlynx> many of the magic ones have high str requirements
[22:18:30] <chiv> on a side note, meld is a pretty cool diff tool...
[22:25:46] <chiv> hah, all of my iwd characters in my old saves have 18+ strength, and the character screen wont let me delete one to test it...
[22:26:28] <lynxlynxlynx> that's easy
[22:26:42] <lynxlynxlynx> open up the console and sps(IE_STR, 7)
[22:28:24] <chiv> yep, not checking
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[22:30:24] <lynxlynxlynx> add that to the wiki todo then, please
[22:35:18] <chiv> hmm, my password has been ejected from local organic memory
[22:39:57] <chiv> and the mailer doesnt seem to work
[22:43:52] <lynxlynxlynx> i've reset it to your first name
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[22:58:10] <chiv> thats done, much easier wiki-ing it than using the sourceforge tracker...
[22:59:50] <chiv> i just remembered another minor missing feature, vanilla bg in windowed mode scrolls the screen when the mouse is at the edge of the monitor and not just at the edge of the game window
[23:01:03] <chiv> which doesnt sound very spectacular, but it is quite handy :)
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[23:05:47] <lynxlynxlynx> i doubt we can implement that
[23:06:03] <lynxlynxlynx> we do have support for locking the cursor inside the window though
[23:10:09] <brada> its not so much that we cant, but its a bad idea because it complicates our use of touch interfaces.
[23:11:00] <brada> and locking the mouse cursor should be good enough anyway
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[23:14:26] <chiv> actually, i find locking the cursor in the window really annoying
[23:14:53] <chiv> why else would I have windowed mode if not to multitask ? :)
[23:19:21] <lynxlynxlynx> but you don't really multitask with stuff like gemrb
[23:19:32] <lynxlynxlynx> it's more about switching faster
[23:20:13] <lynxlynxlynx> and i really doubt sdl is well aware of xinerama and similar complications
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[23:46:03] <chiv> is there a way of drawing a semi transparent overlay over the game window using GUIscript?
[23:49:41] <lynxlynxlynx> not that i know of
[23:50:04] <lynxlynxlynx> you could maybe open a tiny window as a modal of type grey (semitransparent surroundings)
[23:50:53] <chiv> i was just wondering because of the disabled item shading
[23:51:10] <chiv> if there is I could use it for some really posh looking stuff
[23:52:59] <lynxlynxlynx> you mean icons? those are separate bam frames
[23:53:25] <chiv> thats okay, i can still go with basic look
[23:54:37] <chiv> i want to add a feature that displays the items in a container on the game screen at the actual container location
[23:57:13] <lynxlynxlynx> that is likely already possible through guiscripts - pst uses what we call a floatingwindow
[23:57:48] <chiv> yeah, i noticed the functionality was there so I thought I might stitch it together
[23:58:39] <lynxlynxlynx> zzz
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