[00:00:48] <chiv> I think the worst thing is they are designed for 640 480 and nothing else
[00:04:44] <lynxlynxlynx> the movies got annoying pretty quickly
[00:04:45] <Seniorita> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1357257560&do=diff
[00:05:02] <lynxlynxlynx> you see the mechanus cannon a few times and then it's enough
[00:05:58] <chiv> i think by the time you get it, you aren't really supposed to have many opportunities to see them anyway
[00:07:00] <chiv> the only thing I find is how comically over the top they are for the actual damage potential they have
[00:09:12] <chiv> eg I just decided to go spell crazy at the end game, and after half an hour of watching heavenly powers unleash their might, the whole thing was blocked by 2e magic resistance
[00:09:56] <lynxlynxlynx> :)
[00:10:10] <lynxlynxlynx> i remember i had lots of trouble with the ending as a mage
[00:10:50] <chiv> the irony is, the good ending is the one where you dont fight anyway
[00:11:30] <chiv> but I guess you can use the heavenly hordes against all those thugs in the hive that used to bully you
[00:12:42] <traveler> chiv: re quest list - i've pretty much covered all quests in bg1 (beside latest stuck up in drulag's(, so not needed for bg1 at least
[00:14:17] <lynxlynxlynx> bgs and iwd are covered and not only the main plot
[00:14:40] <Seniorita> [commit] Brad Allred: OpenAL: add private QueueALBuffers method http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=454a527d83657c5e7c4d587ce7f69f60fb8ae1ad
[00:14:42] <Seniorita> [commit] Brad Allred: OpenAL: refactor OpenALAudioDriver::Play http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=17d7e3eea29b69916524666885e4678fc5ac71db
[00:14:43] <Seniorita> [commit] Brad Allred: ChapterText: have the audio queue so we can load more text without caring if the... http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=17a5721e6c09366df905a79f0d95233f410089b1
[00:14:44] <Seniorita> [commit] Brad Allred: GUIScript::TextArea::Rewind(): cancel any speaking when beginning chapter text http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c8c0eb5caceeb2f89d67721cb5acf4c85d54d5c2
[00:14:45] <Seniorita> [commit] Brad Allred: GUIScript: update documentation for GemRB.RewindTA http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=c1d528d3612de3f6a713829b99ca7704d564c303
[00:14:56] <brada> i see she works with multiple commits now :)
[00:16:16] <chiv> the main reason I saw the quest list as a good idea is its nice for potential new players to have an instant overview of completeness, but if bg1 and iwd are already complete anyway...
[00:16:57] <lynxlynxlynx> iwd just needs testers
[00:17:19] <lynxlynxlynx> i mean the expansions, the main game was played at least twice through
[00:17:33] <traveler> 100%?
[00:17:53] <traveler> well there could be regressions always
[00:17:54] <lynxlynxlynx> iwd? sure
[00:17:59] <traveler> ah
[00:18:23] <brada> i figure if that is leaky somebody will yell at me soon enough :p
[00:18:28] <lynxlynxlynx> there's a bunch of effect or projectile bugs remaining, but nothing game breaking
[00:19:16] <lynxlynxlynx> i fixed a totl breaker for the previous release and played a bit onward, but my time is better spent developing than gaming
[00:19:44] <lynxlynxlynx> so all this testing and retesting you guys do is really wonderful
[00:20:02] <brada> i suppose i should update SDLAudio now :/
[00:21:08] <chiv> well, I'm glad to be of any help, I know it must seem an endless task given the scale of these games and the fact that they probably had 200 people....
[00:23:25] <traveler> well to be honest, i'm kind of in awe, as when i first saw gemrb (about time i thought about switching to *nix, so quite a while ago) i predicted that it would never take off, lest be that advanced as is now (read: really playable)
[00:23:33] <lynxlynxlynx> brada: sdlaudio is still a second-class citizen, so just making this work not a regression for it is enough imo
[00:24:17] <brada> ok
[00:24:33] <brada> im outta here for today
[00:24:35] <brada> good night
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[00:26:56] <lynxlynxlynx> yeah me too
[00:27:03] <chiv> and to be quite honest, in a lot of ways I enjoy testing/making little mods at least as much as actually playing...
[00:27:13] <lynxlynxlynx> :)
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[01:27:08] <Seniorita> [wiki] todo - [Shared] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357262580&do=diff
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[01:45:20] <Seniorita> [wiki] quest:pst:defeatstrahan - created - just to test using the quest 'database' http://www.gemrb.org/wiki/doku.php?id=quest:pst:defeatstrahan&rev=1357263709&do=diff
[01:45:21] <Seniorita> [wiki] todo - [Shared] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357263851&do=diff
[01:51:28] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357263980&do=diff
[01:57:32] <Seniorita> [wiki] todo - [Shared] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357264359&do=diff
[02:03:39] <Seniorita> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357264798&do=diff
[02:03:41] <Seniorita> [wiki] quest:pst:learntheart - created http://www.gemrb.org/wiki/doku.php?id=quest:pst:learntheart&rev=1357264877&do=diff
[02:04:02] <chiv> oddness... grace just cast a healing spell and her palette went crazy
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[02:36:04] <traveler> gn
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[02:51:37] <Pepelka> [wiki] pst_spells - created - with some initial notes - in order to help testers avoid disappointment :) http://www.gemrb.org/wiki/doku.php?id=pst_spells&rev=1357267807&do=diff
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[04:53:20] <Pepelka> [wiki] pst_bugs - just moving stuff around into organised heaps for protection from future chaos.... http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1357275102&do=diff
[04:53:21] <Pepelka> [wiki] pst_quests - Merging of previous experiences into new page http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357275177&do=diff
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[05:02:36] <Pepelka> [wiki] pst_bugs - [Planescape: Torment general/playthrough bugs] http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1357275531&do=diff
[05:07:37] <chiv> boring work done now, I hope that will help light the way in future. also, I would like to put myself forward as resident torment tester :)
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[05:25:04] <Pepelka> [wiki] pst_quests - add more descriptive names to hive quarters for easier thinking http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357276771&do=diff
[05:35:06] <Pepelka> [wiki] pst_quests - [Mortuary] Morte uses wrong interjection http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357277419&do=diff
[05:41:12] <Pepelka> [wiki] pst_bugs - [Sound] http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1357278058&do=diff
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[06:24:02] <Pepelka> [wiki] pst_bugs - [Gameplay] wrong interjections sometimes used http://www.gemrb.org/wiki/doku.php?id=pst_bugs&rev=1357280461&do=diff
[06:44:35] <Pepelka> [wiki] pst_quests - [Mortuary] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357281691&do=diff
[07:08:18] <zorael> Is the Always Run setting broken in PS:T? Neither it nor shift-clicking to run seem to do much. Double-clicking does work but it also annoyingly centers the screen. [gemrb 0.7.2-1, arch linux]
[07:10:14] <chiv> i know shift clicking doesnt work, i dont miss that with the double clicking though
[07:10:39] <chiv> but your right, it would be better if it didnt jolt the screen
[07:11:24] <chiv> ach, *you're..
[07:11:49] <chiv> yeah always run is broken for me too
[07:12:35] <zorael> :<
[07:13:16] <chiv> i actually prefer my chars to walk ... so I never noticed
[07:13:53] <chiv> the running animation is really broken in gemrb anyway
[07:15:17] <zorael> Aye, but it's *slow*
[07:16:13] <chiv> yes, it is actually slower in gemrb than the original game if i am not mistaken
[07:19:45] <chiv> i think that torment is simply not as focused on as the bg/iwd games
[07:19:56] <chiv> so it always lags a bit
[07:22:14] <chiv> it is the game in largest need of an update though... poxy radial menu...
[07:30:50] <chiv> come to think of it, isnt the radial menu pretty useless for touch interfaces?
[07:37:26] <Pepelka> [wiki] pst_quests - [Dustman's Quarter] started to add extremely scientific area rating scale http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357284870&do=diff
[08:03:07] <chiv> can anybody remind me the debug key to list all actors again?
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[08:18:27] <chiv> I mashed the keyboard... it achieved nothing..
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[09:02:42] <lynxlynxlynx> ctrl-shift-n
[09:03:11] <chiv> aha, thanks... are they written anywhere?
[09:06:47] <lynxlynxlynx> CheatKeys.txt, though probably this one is missing or under M - it was changed recently
[09:08:01] <chiv> doh, i was just searching the wiki
[09:11:13] <lynxlynxlynx> wouldn't be bad to have them there too
[09:13:11] <chiv> im on it
[09:18:57] <lynxlynxlynx> :)
[09:32:25] <Pepelka> [wiki] debug_keys - created http://www.gemrb.org/wiki/doku.php?id=debug_keys&rev=1357291747&do=diff
[09:35:04] <lynxlynxlynx> ctrl-shift-y, but maybe that shouldn't be mentioned, since it can break scripts
[09:52:41] <edheldil> kdo chce kam ...
[09:53:16] <edheldil> it would be best to get those documents from git to wiki directly, not copy-pasting them
[09:55:17] <chiv> well... i can't do that, but its a stopgap at least
[10:38:55] <Pepelka> [wiki] pst_quests - [Alley of Dangerous Angles] dont mess with the lady http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357295592&do=diff
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[11:25:45] <lynxlynxlynx> we do have a dokuwikifier in admin, but it's only suited for the guiscript docs
[11:27:24] <lynxlynxlynx> i guess it would be easier to rewrite the other docs to use the syntax directly - it doesn't hurt when reading as plaintext and then we could really just sync it from the repo
[11:33:24] <edheldil> I support this - I might have even wrote some document like that already.
[11:33:51] <Pepelka> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357299154&do=diff
[11:34:13] <edheldil> But I have to look at doxygem again, to make sure it won't collide
[11:35:33] <lynxlynxlynx> i meant mostly gemrb/docs, not the doxygen ones
[11:37:43] <edheldil> sure, but doxygen could be persuaded to include files from gemrb/docs/ , could not it? But maybe it's overly ambitious
[11:38:54] <lynxlynxlynx> what doxy currently covers is more developer centric, while docs/ are for modders and users
[11:39:55] <lynxlynxlynx> i'm more worried about the appearance
[11:39:56] <edheldil> yeah, but I think that could be improved ... anyway, no need to fret over it right now
[11:40:09] <edheldil> appearance of what?
[11:40:23] <lynxlynxlynx> doxy creates its own web sites
[11:40:53] <edheldil> and?
[11:41:23] <lynxlynxlynx> not easy to integrate with the wiki
[11:41:37] <lynxlynxlynx> so what goes where?
[11:42:02] <lynxlynxlynx> how much of the docs should we really be bundling?
[11:42:47] <edheldil> all the relevant ones :)
[11:43:00] <chiv> why not do it the other way round, write the docs on the wiki and then pull them off into git somehow? :)
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[11:43:21] <edheldil> i.e. GUIScript yes, pst_quest_bugs no
[11:43:21] <lynxlynxlynx> harder to track authorship that way
[11:43:23] <traveler__> more brage wierdness
[11:43:50] <lynxlynxlynx> traveler__: i was just about to say, when you get duplicates, you need to start testing from a save before the first visit to that area
[11:44:19] <traveler__> that's what i just did
[11:44:41] <lynxlynxlynx> :(
[11:45:15] <lynxlynxlynx> i did get triple triplets in the ice temple too btw, but i thought it will end up as a scripting bug
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[11:45:46] <traveler__> that's wy i have this "test" with 20lvl pc and blank map
[11:45:54] <traveler__> *test save"
[11:45:57] <Pepelka> [wiki] todo - [Baldur's Gate] http://gemrb.sourceforge.net/wiki/doku.php?id=todo&rev=1357299769&do=diff
[11:46:11] <traveler__> who is pepelka and what he have done to seniorita?
[11:46:51] <chiv> no se, pero no me gusta...
[11:47:42] <miha> traveler__: it's alternate nick, but as author, i'm not sure when it uses it, it might also just add number to end of nick :$
[11:47:54] <miha> it's a little random
[11:48:11] <miha> !t sl en Pepelka
[11:48:13] <Pepelka> Cinderella
[11:48:54] <chiv> heh, now i get it
[11:50:00] <chiv> !t en fr plate
[11:50:01] <Pepelka> plaque
[11:50:07] <chiv> yay
[11:51:04] <miha> also !t auto en samodejno zaznaj jezik
[11:51:05] <Pepelka> Detect language automatically
[11:51:14] <chiv> !t en hu my hovercraft is full of heels
[11:51:14] <Pepelka> a légpárnás tele van sarok
[11:51:39] <chiv> arg! eels
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[11:56:43] <avenger> ftfy ==> A légpárnásom tele van sarokkal.
[11:58:02] <Pepelka> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357300577&do=diff
[11:59:27] <avenger> !t hu en A légpárnásom tele van sarokkal.
[11:59:28] <Pepelka> the hovercraft is full of corners .
[11:59:36] <chiv> heh, I was trying to refence the monty python sketch, my typing fails though
[11:59:39] <avenger> oh well
[12:00:11] <chiv> !t hu en a légpárnás tele van angolnák
[12:00:12] <Pepelka> the hovercraft is full of eels
[12:00:17] <avenger> LOL
[12:01:01] <miha> hey don't blame me, it just calls Google Translate
[12:01:37] <avenger> !t en hu my hovercraft is full of englishmen
[12:01:38] <Pepelka> a légpárnás tele van angol
[12:02:36] <chiv> http://www.omniglot.com/language/phrases/hovercraft.htm
[12:02:37] <Pepelka> Translations of My hovercraft is full of eels in many languages
[12:03:44] <avenger> yep, that is a much better translation, i wonder when will Google reach that level.
[12:07:33] <traveler__> !t en pl my hovercraft is full of eels
[12:07:34] <Pepelka> mój poduszkowiec jest pełen węgorzy
[12:07:43] <traveler__> not bad
[12:08:18] <chiv> i always wonder if it can really just be fixed by throwing more data at it, like they seem to imply
[12:09:23] <traveler__> their last resort will be some now captcha :(
[12:09:29] <miha> traveler__: :D
[12:09:29] <traveler__> i;m not even joking
[12:09:33] <traveler__> that was with ocr
[12:09:34] <miha> traveler__: yup
[12:10:08] <Pepelka> [wiki] todo - [Baldur's Gate] sorting and deduplication http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357301070&do=diff
[12:28:20] <Pepelka> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357302365&do=diff
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[12:56:37] <Pepelka> [wiki] todo - [Baldur's Gate] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357303861&do=diff
[13:00:03] <lynxlynxlynx> traveler__: can you perhaps save changes and not do them one at a time?
[13:02:09] <chiv> actually, I found you can just click the minor changes checkbox to stop the bot reporting
[13:02:56] <chiv> i have to save everything every two seconds, you would not want to see that...
[13:05:02] <edheldil> !t en cz my hovercraft is full of eels
[13:05:02] <Pepelka> moje vozilo na zračno blazino je polno jegulj
[13:05:32] <edheldil> ehhh .... that's not czech, even
[13:07:31] <edheldil> speaking of the foreign languages, I recommend playing this: http://iplayif.com/?story=http://mirror.ifarchive.org/if-archive/games/zcode/gostak.z5
[13:07:33] <Pepelka> Parchment
[13:10:07] <chiv> that looks... strangely compelling
[13:10:35] <edheldil> it's really good and it's not that hard if you know other IF games
[13:11:57] <edheldil> if you want to see a really great storytelling and atmosphere, try http://iplayif.com/?story=http://mirror.ifarchive.org/if-archive/games/zcode/anchor.z8
[13:11:59] <Pepelka> Parchment
[13:12:48] <chiv> its uncanny how just the basic particle words make it seem familiar to read
[13:13:20] <edheldil> it resembles Lewis Caroll a bit, in this respect
[13:13:50] <edheldil> there are some untranslated nouns and verbs, either by mistake or by design
[13:16:24] <edheldil> (Jabberwocky, of course)
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[13:18:49] <traveler__> lynx: sorry i thought so
[13:18:53] <traveler__> chiv: valuable info
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[14:13:25] <chiv> heh, disabling the audio makes the game run twice as fast on my machine
[14:13:34] <Pepelka> [wiki] pst_quests - [Buried Village] 'better' workaround for crash. does ctrl-y lack permanence? http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1357308758&do=diff
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[14:57:25] <lynxlynxlynx> ctrl-y just deals damage, so any minhp items, clever scripts or respawns can bypass it
[14:58:50] <chiv> not sure what it was, but something brought him back from the dead
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[16:20:04] <brada> is it just me or does only chapter text use IE_GUI_TEXTAREA_OUT_OF_TEXT
[16:20:16] <brada> as far as guiscripts anyway
[16:20:46] <brada> does anything use that handler outside guiscripts?
[16:21:44] <brada> i dont see it being used directly
[16:24:23] <lynxlynxlynx> i doubt there's any other user
[16:26:15] <brada> excelent
[16:26:24] <brada> then even more code can now be removed
[16:26:43] <brada> i just watched gemrb side by side with original bg1 introl
[16:27:19] <brada> looks perfect (aside from the extra indent after the drop cap and a minor clipping issue at the bottom)
[16:27:32] <brada> speed and paragraph spacing and start now match
[16:28:30] <Pepelka> [commit] Brad Allred: ChapterText: adjust speed, text loading, and fix our newlines being after each paragr... http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7ebae174d5b4feae1845143ae2d2131bc3fb86a8
[16:30:26] <brada> can somebody with permission close this bug
[16:30:27] <brada> https://sourceforge.net/tracker/?func=detail&aid=3545833&group_id=10122&atid=110122
[16:30:32] <Pepelka> SourceForge.net: GemRB Game Engine: Detail: 3545833 - BG1: Intro text scrolling problems
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[16:38:50] <Pepelka> [commit] Brad Allred: TextArea: we no loger have use of OutOfText handler http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7e74cd319e79308f343ab4309f286f72b92347b0
[16:39:14] <brada> i love it when fixing problems reduces the overall amount of code in a project :)
[16:48:00] <fizzle> traveler__: what's the problem with all those missing anims exactly?
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[16:52:11] <fizzle> and what does bloodcr have to do with it?
[16:54:47] <fuzzie> did brad fix the audio?
[16:55:30] <fuzzie> can't tell from backscroll :)
[16:58:38] <lynxlynxlynx> yep
[16:59:28] <lynxlynxlynx> only for openal though
[16:59:46] <lynxlynxlynx> and i hope textscreens still work in other games
[17:15:05] <traveler__> fizzle: [AnimationFactory/ERROR]: AnimationFactory ....... has refcount ...
[17:15:24] <fizzle> that's when closing down?
[17:15:34] <traveler__> usually but not always
[17:15:42] <fizzle> not really an animation issue, then
[17:16:01] <fizzle> just resources not being properly released
[17:17:12] <traveler__> ah
[17:18:00] <traveler__> i connected those things, because previously similar messages (nsim?) were correlated with some broken enemy animation
[17:18:33] <fizzle> broken anims are usually "invalid cycle x in anim y" or some such
[17:19:15] <traveler__> oh. and here i'm cnfosing both types of errors...
[17:19:29] <traveler__> definitely some earlier ones were of this type
[17:19:50] <traveler__> but those newer ones are probably bogus then
[17:20:41] <traveler__> if you can, check oldest one
[17:20:44] <traveler__> nsimlg1e, nsimlg1, nsiwlg1, nsiwlg1e
[17:21:23] <traveler__> because i have no idea with what character it was related and was probably invalid cycle type
[17:21:41] <fizzle> I don't know what they belong to, either :-/
[17:22:05] <traveler__> very hard to research them
[17:22:06] <lynxlynxlynx> you could search in dltcep, but now the data is really poor
[17:22:22] <traveler__> almost no info with google beside some weidu install log
[17:22:57] <traveler__> with related *BAM i think
[17:23:01] <lynxlynxlynx> if you want an actual animation to troubleshoot, try any of the dragons - eons ago when wjp implemented them, they were rendered correctly, while now they're noisy-pixelated
[17:23:27] <traveler__> bg1 dragons? or was it fizzle: ?
[17:23:47] <lynxlynxlynx> traveler__: report anymation bugs if you see creatures disappearing or the log getting spammed (or both)
[17:23:53] <lynxlynxlynx> that one was for fizzle
[17:24:24] <traveler__> well i se my pc disappearing sometimes
[17:24:35] <traveler__> but i suppose that doesn't count?
[17:24:45] <lynxlynxlynx> why not?
[17:25:03] <fizzle> not if you cast invisibility :)
[17:25:05] <lynxlynxlynx> figure out how to do it and then it can be addressed
[17:25:08] <traveler__> hahaa
[17:25:54] <traveler__> no i mean split-second-one frame disappearing without related error...
[17:26:38] <traveler__> pc is only green circle for a brief moment
[17:27:12] <traveler__> but it's not replicable at all totally random? or one frame really
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[17:35:59] <lynxlynxlynx> several things are important
[17:36:17] <lynxlynxlynx> orientation, action the pc is doing, race&gender
[17:36:40] <traveler__> action no idea, human fighter male
[17:37:36] <traveler__> will try to take notice what he can be doing, but it doesn't happen often
[17:37:47] <traveler__> are shadows known bug?
[17:37:59] <traveler__> missing them, that is
[17:39:56] <lynxlynxlynx> i only heard about it once and it was maybe from you
[17:51:45] <brada> wtf happened to the wiki?
[17:52:03] <brada> css want loading
[17:52:26] <brada> clear cache fixed it
[17:54:32] <brada> missing shadows is on the todo
[17:54:39] <brada> tho maybe traveler put it there :p
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[18:23:59] <edheldil> brada: what happened?
[18:24:12] <edheldil> G3 is still out off the air, unbelievable
[18:24:14] <brada> the css wasnt loading
[18:24:24] <brada> cache clear fixed it tho so no problem
[18:24:27] <edheldil> not enough mem, probably
[18:31:00] <fizzle> any idea why the ankheg acidblob projectile might be invisible?
[18:31:20] <fizzle> the projectile and anim seem to be there and are loaded properly afaics
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[18:41:16] <brada> invisible could be a few reasons i guess
[18:41:28] <brada> id check that it is actually getting blitted first
[18:41:43] <brada> then you can step through that process and see why
[18:42:33] <brada> and see what parameters are passed to the blitter
[18:43:00] <Avenger> do you see acidblob.bam loaded?
[18:43:01] <brada> could be improper coordinates even
[18:44:34] <Avenger> it is a clown colored bam with only the first 16 palette entries set
[18:44:53] <Avenger> so, hopefully we set the correct palette entries
[18:47:09] <fizzle> yes, the bam is loaded
[18:47:54] <fizzle> and the blitter is called
[18:48:36] <fizzle> however, Pos.x looks rather big at 1545 (if we're talking about screen coords, that is)
[18:49:47] <lynxlynxlynx> game coords
[18:50:10] <lynxlynxlynx> (area)
[18:50:35] <Avenger> that is normal i think
[18:51:04] <fizzle> not sure
[18:51:21] <brada> does the blitter not say what coordinates it expects?
[18:51:24] <fizzle> X/Y of the projectile is 1545/124
[18:51:50] <fizzle> and 'L' yields 252/174
[18:52:16] <brada> a debug dump of the sprite might be helpful
[18:55:03] <fizzle> how do I get that? or just a print?
[18:55:26] <lynxlynxlynx> i think ctrl-x is for area coords
[18:56:07] <lynxlynxlynx> anyway, dumping the ankheg would probably show its coordinates too, so you get some comparison
[18:57:01] <fizzle> problem is I'm going to die with the next hit...
[18:57:41] <fizzle> does the clip rect use the same coordinate system?
[18:58:05] <fizzle> because that's at 64/0
[18:59:56] <fizzle> ah, it subtracts the viewport first
[19:00:10] <fizzle> 133/116 looks better
[19:02:01] <Pepelka> [wiki] todo http://www.gemrb.org/wiki/doku.php?id=todo&rev=1357326021&do=diff
[19:11:41] <fizzle> coords seem to be fine
[19:12:23] <fizzle> 1460/165 for the ankheg
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[19:57:03] <lynxlynxlynx> does it hit you - do you get hurt?
[19:59:07] <fizzle> yes, it does work, apparently
[19:59:25] <fizzle> no idea what I'm looking for, however
[19:59:42] <fizzle> afaics, everything seems to be in order
[20:00:02] <lynxlynxlynx> you can try adding a copy of another bam as acidblob.bam to our override
[20:00:45] <fizzle> is there a proj bam that's known to work?
[20:00:53] <lynxlynxlynx> not sure if it'd be that straightforward to test though
[20:00:57] <lynxlynxlynx> plenty
[20:02:15] <lynxlynxlynx> we don't have anything extracted, so you may as well try with demo/data/cursors.bam
[20:02:42] <lynxlynxlynx> nah, demo/data/carot.bam would be better
[20:02:48] <lynxlynxlynx> the first one has empty frames
[20:04:15] <fizzle> that looks invisible, too
[20:05:55] <fizzle> I don't actually see it load the bam now, though
[20:07:34] <fizzle> ah, no, there it is
[20:08:02] <fizzle> well, the log entry's there, the projectile still isn't
[20:13:10] <lynxlynxlynx> ok, at least nothing is wrong with the bam probably
[20:13:56] <lynxlynxlynx> maybe the projectile has some bad flags set
[20:14:30] <lynxlynxlynx> acidblgr.pro acidblmu.pro acidblob.pro acidbloc.pro <-- which one is used?
[20:14:41] <fizzle> acidblob
[20:16:39] <fizzle> I just tried to use the magic missile bam (that works as magicmis.pro)
[20:16:46] <fizzle> doesn't work either
[20:16:58] <lynxlynxlynx> looks like it only has tinting and the fake color bit set in the flags
[20:17:33] <fizzle> where do those .pro files come from, anyway?
[20:18:26] <Avenger> if they are in gemrb, then i made them
[20:18:31] <lynxlynxlynx> we made them, since they were hardcoded in the original
[20:18:41] <fizzle> how?
[20:18:48] <lynxlynxlynx> dltcep
[20:19:12] <Avenger> basic projectiles are not a big deal
[20:20:49] <fizzle> so this looks like a palette problem?
[20:20:57] <fizzle> maximum alpha?
[20:21:10] <Avenger> probably
[20:21:14] <Avenger> i'm looking at it
[20:22:11] <Avenger> i see that SetupPalette is called with the right value
[20:22:36] <lynxlynxlynx> #define PTF_SMOKE 2 //has smoke
[20:22:36] <lynxlynxlynx> #define PTF_TINT 8 //tint projectile <-- what's 4? magic missile has it set
[20:23:28] <Avenger> core->GetPalette( (Colors>>s)&0xFF, 12, &col[0x04]); is called with colors = 0x73
[20:23:35] <Avenger> that seems correct too
[20:25:07] <Avenger> rgba values seem to be correctly filled. all 'a' are set to 255
[20:25:14] <Avenger> that's correct, right?
[20:25:59] <traveler__> brada: yes, but only recently, as i've was under impression it's known
[20:26:25] <fizzle> 255 is opaque in SDL
[20:27:03] <fizzle> don't know if the driver switches that around maybe
[20:27:52] <Avenger> meh, i don't see the projectile either, but the palette is fine
[20:29:30] <Avenger> tint's alpha is 0
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[20:34:50] <fizzle> changing tint.a to 255 makes the projectile visible (but off-color)
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[20:35:42] <lynxlynxlynx> ugh, textarea changes broke dialogs
[20:38:08] <Avenger> weird thing is: sdldriver wants to render the sprite with flipped x and y
[20:38:11] <Avenger> i wonder why
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[20:39:10] <Avenger> flip_hor and flip_ver are set to 1
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[20:41:52] <fizzle> there's only 5 orientations in the bam
[20:42:07] <fizzle> so depending in where it's going...
[20:42:19] <brada> i have keyboard hot key stuff in the works btw
[20:44:50] <brada> im pretty sure bam blits are internal to gemrb and not done via sdl
[20:45:29] <brada> lynx: what is broken in dialogues now?
[20:45:47] <lynxlynxlynx> they scroll automatically out of view
[20:45:53] <brada> ha ha ha
[20:45:58] <brada> should be easily fixed
[20:47:08] <Avenger> yes, it is orientation specific
[20:47:19] <Avenger> still, it is mirroring in both ways!
[20:47:41] <lynxlynxlynx> huh, also odd journal coloring for a few seconds
[20:47:50] <fizzle> that's possibly still ok
[20:48:04] <fizzle> the bam only has n to e
[20:48:27] <fizzle> so if you need sw you need to mirror x and y
[20:48:32] <brada> yeah
[20:48:43] <brada> we have code that can do that
[20:49:13] <brada> and it should be happening if flip_hor and flip_ver are 1 iirc
[20:50:06] <fizzle> so LightMap.a is 0
[20:50:29] <lynxlynxlynx> not sure if i don't have any appropriate saves or bg2 chapter screens don't work anymore
[20:50:58] <lynxlynxlynx> went to brynlaw -> nothing
[20:51:17] <lynxlynxlynx> same for saradush, spellhold
[20:51:30] <Avenger> ok, it seems the mirror is fine
[20:51:40] <lynxlynxlynx> let's see if i have anything in the chateau, there's definitely one at the end
[20:53:06] <brada> ill look into bg2 chapter stuff
[20:53:45] <brada> i tested it yesterday with bg2 and it worked fine
[20:53:52] <brada> but that was before the last 2 commits
[20:54:23] <lynxlynxlynx> it works
[20:54:55] <brada> ok
[20:55:16] <brada> bg2 ones should actually work better
[20:55:31] <fizzle> Avenger: if LightMap alpha is non-0 it works
[20:55:35] <brada> they dont suffer from the drop cap extra line or clipping issue
[20:55:55] <lynxlynxlynx> don't know why i didn't get one for brynlaw though
[20:56:15] <Avenger> that is something new
[20:56:24] <brada> im not entirely sure if BG2 ones should have the newline before them tho
[20:56:35] <Avenger> so tinting with lightmap requires lightmap alpha?
[20:56:37] <brada> we may need that for BG1 only
[20:57:04] <fizzle> if (TFlags&PTF_TINT) tint = area->LightMap->GetPixel( Pos.x / 16, Pos.y / 12);
[20:57:08] <Avenger> but it works with characters
[20:57:25] <Avenger> characters are also rendered with tinted by lightmap
[20:58:15] <fizzle> in Actor.cpp: tint.a = (ieByte) (255-Trans);
[20:58:49] <fizzle> so alpha is reverse in LightMap
[20:58:51] <Avenger> when i turned the tint off in the projctile it became visible
[20:59:19] <brada> and other projectiles work? do they work correctly tho or do they look "funny"?
[20:59:35] <wjp> if tinting is off it also ignores tint.a, so that seems consistent
[20:59:35] <Avenger> i still don't understand what is the difference between avatar rendering and projectle rendering w tint
[20:59:52] <Avenger> i see this bam has rle on
[20:59:53] <wjp> the line fizzle just pasted
[20:59:57] <fizzle> Avenger: I posted the line in Actor.cpp
[21:00:02] <wjp> it sets tint.a explicitly
[21:00:10] <fizzle> and it's reversed
[21:00:17] <Avenger> oh
[21:00:48] <Avenger> and there is a line in projectile.cpp too ?
[21:01:07] <wjp> fizzle: well, the reverse of the IE_TRANSLUCENT stat
[21:01:22] <fizzle> Avenger: no, there isn't
[21:01:58] <fizzle> but there should, I guess
[21:02:54] <fizzle> doing the same thing in projectile it works
[21:03:08] <Avenger> i see the problem
[21:03:18] <Avenger> we have the same line
[21:03:28] <Avenger> tint = area->LightMap->GetPixel( Pos.x / 16, Pos.y / 12);
[21:03:45] <fizzle> yeah, but no negation
[21:04:07] <wjp> negation?
[21:04:27] <fizzle> complement, whatever you'd like to call it
[21:04:33] <wjp> ?
[21:04:37] <Avenger> i should just add tint.a=255 there
[21:04:39] <wjp> negation of what?
[21:04:45] <Avenger> and everything will be fine
[21:04:49] <wjp> Avenger: yes, that sounds right
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[21:05:12] <wjp> fizzle: the 255-Trans is because the IE_TRANSLUCENT stat is used and that has the opposite meaning
[21:05:16] <fizzle> why would projectiles do it differently than avatars?
[21:05:35] <fizzle> wjp: yes, I understand
[21:05:44] <Avenger> ok works
[21:06:02] <Avenger> good catch fizzle and thanks wjp too :)
[21:06:23] <fizzle> Avenger: why not do it the same way as with avatars, though
[21:06:45] <wjp> please re-read my last few lines :-)
[21:07:09] <Avenger> fizzle - avatars got a transparency stat as wjp said
[21:07:42] <Avenger> projectiles have some fading out effect too, but they don't change their position (so no need to update their area tint)
[21:08:00] <Avenger> so at that point i just decrease tint.a
[21:08:20] <Avenger> did lightmap never return 255 as alpha?
[21:09:00] <fizzle> ah, okay, if the area tint stays constant for projectiles that makes sense, I guess
[21:09:15] <fizzle> don't know, didn't try the entire lightmap
[21:09:28] <fizzle> but everywhere I tried ankhegs it was 0 apparently
[21:10:34] <fizzle> wjp: if the projectile did use the area tint that could work for projectiles as well, couldn't it?
[21:10:40] <Pepelka> [commit] Avenger: fixed alpha of tinted projectiles http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=59b34eaef5786a77141ccc073f90d52d6d6c1944
[21:10:40] <Avenger> it is not constant if they move
[21:10:41] <Pepelka> [commit] Avenger: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7af207f90faefafb7faeac09a61c9151fa360521
[21:10:57] <Avenger> but it is updated in DrawTravel
[21:11:02] <fizzle> I suppose area tint with a 255 means you can't see anything (blackest night)?
[21:12:03] <Avenger> no, the alpha of the area tint would rather tell how much visible is the projectile. It is weird, but i guess it was the easiest way?
[21:12:29] <Avenger> the blackest night would be tint.r/g/b=0
[21:13:45] <fizzle> hm, okay, I'll have to try to get that knot out of my head again
[21:14:01] <fizzle> thanks for the explanation anyway
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[21:25:16] <traveler__> lynx: it looks like my pc disappears for a moment after ctr+j sometimes, so it's probably not valid problem
[21:25:53] <traveler__> nothing related in console
[21:26:10] <traveler__> [GameScript]: MoveBetweenAreas: 2 to ar1401 [2479.300] face: -1
[21:26:23] <traveler__> *apart from it
[21:26:59] <lynxlynxlynx> yeah, that's not really a good example
[21:28:08] <traveler__> but possible also when moving between areas, will pay attention to it...
[21:30:33] <lynxlynxlynx> a moment there would be irrelevant too
[21:30:39] <traveler__> http://img541.imageshack.us/img541/7238/201301042229251440x900s.png
[21:30:40] <traveler__> eh?
[21:30:50] <traveler__> any recent related commit?
[21:31:13] <lynxlynxlynx> that's how i got my journal
[21:31:44] <lynxlynxlynx> i suspect the textarea changes, since there's one in both cases (though i can't imagine why)
[21:31:51] <lynxlynxlynx> can you try bisecting it?
[21:32:06] <lynxlynxlynx> i can lead you through the process in case you forgot
[21:32:09] <traveler__> it must be very recent
[21:32:12] <traveler__> today
[21:32:20] <traveler__> joutnal & character sheet
[21:32:22] <traveler__> *r
[21:32:38] <lynxlynxlynx> weee, not my fault :D
[21:32:39] <Avenger> do you get scripting errors?
[21:33:08] <lynxlynxlynx> it's like that only for a second or two
[21:33:16] <traveler__> true
[21:33:20] <traveler__> it redrawn
[21:33:24] <traveler__> after cursor movement
[21:33:28] <traveler__> *its redrawn
[21:33:29] <Avenger> huh
[21:33:57] <Avenger> well, i guess it is some sdl message handler problem
[21:34:05] <Avenger> someone changed it no?
[21:34:11] <lynxlynxlynx> aaanyway: http://www.youtube.com/watch?v=1WCs11LJqXY
[21:34:12] <Pepelka> GemRB development 2012 - YouTube
[21:34:22] <traveler__> nothing in log
[21:35:35] <lynxlynxlynx> it's easiest if you bisect, really
[21:35:57] <traveler__> i'm fully convinced :)
[21:36:08] <traveler__> just need to remind myself how
[21:36:13] <traveler__> and bb
[21:36:28] <brada> lynx: how did you make that video?
[21:36:32] <brada> thats pretty neat
[21:36:37] <traveler__> can be tricky, as now it redrawned correctly and stays that way
[21:36:49] <lynxlynxlynx> it should be ok on load too
[21:36:52] <lynxlynxlynx> brada: gource
[21:37:04] <lynxlynxlynx> a bit fiddly, but works
[21:37:36] <lynxlynxlynx> traveler__: you say: git bisect start; git bisect bad # current revision is bad
[21:38:03] <lynxlynxlynx> then you move back in time, let's say 30 revisions: git checkout HEAD~30
[21:38:05] <lynxlynxlynx> recompile
[21:38:08] <lynxlynxlynx> retest
[21:38:34] <Avenger> lynx: funny movie :)
[21:38:37] <brada> its a bit silly when a huge change like "unhardcoded" happens :p
[21:38:38] <lynxlynxlynx> if it is bad, git bisect bad and go back in time some more; if it is good, git bisect good # and it will take you forward itself
[21:38:50] <lynxlynxlynx> yeah, unhardcoded is a boom
[21:39:00] <lynxlynxlynx> also some of your xcode stuff
[21:39:47] <Avenger> i just don't understand why stuff that is already there, but not touched yet, is invisible
[21:40:13] <traveler__> re movie: sorry, it reminds me of speed up mould growth ;)
[21:41:04] <Avenger> yeah, especially the python parts :D
[21:41:10] <lynxlynxlynx> Avenger: so it's less cluttered
[21:41:44] <Avenger> after your unhardcoded .... it became a nice grown broccoli
[21:43:02] <lynxlynxlynx> it would have faded out if it had time
[21:43:16] <brada> yeah i see that happening with other things
[21:43:39] <lynxlynxlynx> first trees shrink, then shrink to a point, then fade our
[21:43:40] <lynxlynxlynx> out
[21:45:14] <Avenger> it appears much more dynamic than it is
[21:53:25] <lynxlynxlynx> it can be tweaked (elasticity for example), but it has to be dynamic for a video
[21:56:02] <lynxlynxlynx> traveler__: oh, in case it wasn't obvious, you have to recompile after every change
[22:01:54] <traveler__> 7e74cd319e79308f343ab4309f286f72b92347b0 is the first bad commit
[22:02:02] <traveler__> very funny :P
[22:07:36] <lynxlynxlynx> to verify it, go back to current git: git checkout master
[22:07:41] <lynxlynxlynx> git revert 7e74cd319e79308f343ab4309f286f72b92347b0
[22:07:43] <lynxlynxlynx> rebuild
[22:07:51] <lynxlynxlynx> there should be no problems
[22:08:01] <lynxlynxlynx> oh, you can do a git bisect reset too
[22:09:23] <lynxlynxlynx> i suspect that linesize if
[22:09:31] <lynxlynxlynx> would explain my dialog problems too
[22:11:37] <brada> i got overzealous :p
[22:13:06] <brada> should have left the if and jsut taken out the reset call
[22:13:18] <brada> is my guess
[22:14:08] <brada> of course no i am wondering what is with the AppendText("\n") htere at the end
[22:17:42] <traveler__> lynx: pretty redundant from my part now, but yeah, confirmed.
[22:18:18] <lynxlynxlynx> thanks
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[22:39:28] <lynxlynxlynx> brada: btw, for bg2, sdlaudio handles the chapter text just fine, so it really is just bg1 queueing that could be a problem
[22:40:04] <brada> thats how it doesnt handle it :)
[22:40:22] <brada> because for it to work properly it needs to queue the speech which it doesnt do
[22:41:20] <brada> i imagine right now with SDLAudio it will just start speaking the last paragraph
[22:41:39] <brada> i dont know which games have the chapters divided like that tho
[22:41:44] <brada> other than BG1
[22:42:10] <brada> so i guess you are saying BG2 doesnt split them :)
[22:42:15] <brada> thats good news
[22:42:23] <brada> what about other games?
[22:52:25] <lynxlynxlynx> dunno
[22:57:13] <fizzle> how does bg1 trigger the dream sequences?
[22:57:19] <fizzle> hardcoded? scripts?
[23:03:44] <Avenger> drmtxt%d appears in the exe, so--> hardcoded
[23:04:10] <fizzle> duh
[23:05:37] <Avenger> it is not entirely hardcoded, though
[23:06:23] <fizzle> anything other than what's in dreamtxt?
[23:06:41] <Avenger> there is a dream variable
[23:08:21] <fizzle> what does it do?
[23:08:33] <Avenger> i don't know that, i just see variable usage so far
[23:08:56] <Avenger> i see it it is used in something after rest, and the textscreen action.
[23:09:30] <fizzle> tests whether a dream has already been dreamt?
[23:10:04] <Avenger> most likely
[23:10:36] <Avenger> i think it is one dream per chapter
[23:10:49] <Avenger> so it checks if dream variable < chapter
[23:11:00] <fizzle> can you see whether the variable is referenced anywhere else?
[23:11:01] <Avenger> if it is < then there is a chance of triggering it
[23:11:40] <Avenger> first i check if bg2 is the same
[23:11:40] <fizzle> ie. do we need to use the same name?
[23:11:49] <Avenger> the same variable? yes
[23:11:57] <Avenger> dream,global
[23:12:21] <Avenger> we already use chapter so it is not a big deal
[23:14:18] <fizzle> I'd like to tackle that one
[23:14:43] <fizzle> so any additional info is welcome
[23:14:55] <Avenger> ok, this stuff is in the game object, somewhere where it displays the rest movie and such
[23:15:22] <fizzle> yeah, the functions are mostly there already, I believe
[23:16:04] <Avenger> right after it sends the partyrested trigger
[23:16:21] <Avenger> i'm pretty sure we already send that trigger
[23:16:35] <Avenger> so, you need to add some small thing there
[23:16:55] <Avenger> not much, just a textscreen call if dream < chapter, or something like that
[23:17:12] <fizzle> plus awarding the spells
[23:17:26] <fizzle> what's the % of the dream happening?
[23:17:46] <fizzle> or does it depend on game stats?
[23:19:07] <Avenger> i don't see any random yet, but i see that not all rest allows dreams
[23:19:17] <Avenger> the one where you press the rest button does
[23:19:42] <fizzle> nut not inns etc?
[23:19:46] <fizzle> but
[23:19:54] <Avenger> oh wait
[23:20:01] <Avenger> tob has a dream script
[23:21:12] <Avenger> player1d
[23:21:26] <Avenger> so, bg1 has it hardcoded, bg2 has a script
[23:22:24] <Avenger> i think inns also let you dream
[23:22:46] <traveler__> in nashkel
[23:22:58] <traveler__> to trigger a dream you need to have mines cleaned out
[23:23:09] <traveler__> in bg1
[23:23:22] <fizzle> that's when the chapter ends
[23:23:39] <lynxlynxlynx> fuzzie: those kegs do have valid dialogs set, so the bug is probably reversed - you can't talk to them due to the cursor being greyed out
[23:24:03] <traveler__> mhm. i would guess before chapter test, but not sure
[23:24:08] <traveler__> *text
[23:24:46] <fizzle> the chapter ends right when you've defeated whatever his name was down there
[23:25:11] <Avenger> ok i see the random number
[23:25:31] <Avenger> rand*3/15 is 0
[23:25:44] <Avenger> err not /15
[23:25:48] <Avenger> but >>15
[23:26:41] <Avenger> i think that means 33%
[23:26:51] <traveler__> 33% on next rest?
[23:27:49] <Avenger> so, you just started rest - weird, because it could be interrupted.
[23:28:02] <Avenger> anyway, you pressed rest, it evaluates the player1d script
[23:28:19] <Avenger> if there was nothing special, it checks the dream variable
[23:30:18] <Avenger> ah yeah, it compares with chapter variable
[23:31:02] <Avenger> so, if chapter is > than dream, and you pass the 33% check, it gives you dreamtxt<dream> textscreen
[23:31:15] <Avenger> i'm pretty sure it works like this
[23:31:26] <fizzle> ok
[23:31:36] <fizzle> so where can't you dream?
[23:32:25] <Avenger> there are 18 calls to this function, so it takes some time :)
[23:33:01] <Avenger> restparty action allows it
[23:33:33] <Avenger> from what i see, the numerous gui stuff all allows it
[23:33:45] <Avenger> there is probably one call coming from effects
[23:33:51] <Avenger> i didn't find that one yet
[23:34:35] <Avenger> to be honest, i don't see any case where it wouldn't be allowed
[23:35:37] <fizzle> I guess we could always restrict it later if the need arises
[23:38:19] <Avenger> there are 3 functions: rest, restparty and restnospell
[23:38:54] <Avenger> rest and restnospell seem to be using different stuff
[23:39:44] <-- brada has left IRC (Quit: brada)
[23:41:23] <Avenger> yeah, this thing is a bit of a tangled mess
[23:42:00] <Avenger> rest/restnospell are lower level things. RestParty action, and the gui stuff actually calls them
[23:42:13] <Avenger> we implemented this a bit differently
[23:42:20] <Avenger> they are on the same level
[23:43:32] <Avenger> so, rest/restnospell shouldn't allow dreams. everything else does
[23:44:00] <fizzle> what happens if you skip a dream?
[23:44:16] <fizzle> say you advance to chapter 4 before you've seen the chapter 3 dream?
[23:44:30] <fizzle> do you still get dream 3 or dream 4?
[23:51:17] <Avenger> you first get dream 3
[23:51:40] <Avenger> you always get the dream indexed by the dream variable
[23:52:05] <Avenger> i still don't know what happens if the dream script triggers a cutscene
[23:53:03] * lynxlynxlynx curses at the inventory
[23:54:27] <Avenger> hah, actually we already handle the script part
[23:54:48] <fizzle> so it's just bg1 that's missing?
[23:55:46] <Avenger> yes
[23:56:01] <Avenger> just the part i told recently, it is very easy.
[23:56:06] <fizzle> alright, thanks, I'll get on it tomorrow