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

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[07:50:42] <Avenger> hello
[07:55:27] <pupnik> morning Avenger
[07:56:52] <pupnik> fuzzie adds some info on world map links: http://forums.gibberlings3.net/index.php?showtopic=17750
[07:57:10] <Avenger> yes i read it
[07:57:52] <Avenger> i didn't know that it is possible to modify the default entry
[08:03:28] <Avenger> damn i cannot trick HoW to save a game while an enemy is around, not even with script
[08:03:37] <Avenger> gotta edit the save itself
[08:06:41] <pupnik> something about the capturing of the enemy-state is getting in the way?
[08:06:46] <pupnik> when onscreen?
[08:09:25] <Avenger> it doesn't let me save when enemies are around
[08:09:58] <Avenger> anyway, i now got an enemy in a save
[08:10:11] <Avenger> i need this to test special projectiles that affect only enemies/allies
[09:00:09] <fuzzie> hehe, devSin doesn't think the flags do anything either :)
[09:00:15] <fuzzie> i shall reply with how i reproduced
[09:06:20] <fuzzie> ok, done. good morning :)
[09:09:29] <Avenger> hello fuzzie
[09:09:42] <Avenger> do you know how to print a python object from C?
[09:09:58] <Avenger> i tried: PyObject_Print(o, stdout,0)
[09:11:00] <fuzzie> hm, I only ever used their gdb macros
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[09:12:02] <fuzzie> your call doesn't work, and you took a reference first?
[09:14:54] <Avenger> it causes 0 pointer, i just try to print the args tuple before returning with attributeerror
[09:15:14] <Avenger> if (!PyArg_ParseTuple( args, "iiis", &WindowIndex, &ControlIndex, &event,
[09:15:16] <Avenger> &funcName )) {
[09:15:18] <Avenger> PyObject_Print(args,stderr,0);
[09:15:19] <Avenger> return AttributeError( GemRB_SetEvent__doc );
[09:15:21] <Avenger> like this
[09:15:32] <Avenger> i tried stdout and stderr too
[09:15:58] <Avenger> from parsetuple i see that the first 3 elements of the args tuple is correct
[09:16:12] <Avenger> i just don't know what is the fourth
[09:18:56] <fuzzie> i wondered if PyArg_ParseTuple changes it, but it doesn't
[09:21:54] <fuzzie> the documentation examples simply do "PyObject_Print(item, stdout, 0);" so your call must be fine
[09:22:20] <Avenger> but it isn't :(
[09:24:38] <fuzzie> my first guess would be to try Py_INCREF first, but everyone says that's not necessary
[09:25:35] <Avenger> and i tried that already
[09:26:00] <Avenger> i believe it is more like stdout/stderr not available
[09:26:06] <Avenger> because the crash happens in ntdll
[09:26:31] <Avenger> i believe python already assembled the string to print
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[09:27:50] <fuzzie> you could do PyErr_SetObject(PyTuple_Type, args); return NULL; and then look at the backtrace
[09:28:05] <Avenger> hehe
[09:28:21] <fuzzie> it is horrible but if you just want the result :-)
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[09:38:44] <fuzzie> I guess it's pretty simple to handle the entrance edges, we just have to pass the flags to this MoveToNewArea code.
[09:52:17] <Avenger> well, i'm clueless
[09:52:39] <Avenger> not even this works:
[09:52:41] <Avenger> FILE *fp = fopen("blabla","w");
[09:52:43] <Avenger> if(fp) {
[09:52:44] <Avenger> PyObject_Print(Py_None,fp,Py_PRINT_RAW);
[09:52:46] <Avenger> }
[09:53:24] <fuzzie> perhaps they just broke the function on windows?
[09:53:55] <Avenger> i tried with python 2.5 and 2.6
[09:54:07] <Avenger> perhaps it is broken, yes
[09:54:23] <Avenger> i tried to find what's wrong with pst, btw
[09:54:32] <Avenger> the video options screen is buggy now
[09:58:22] <fuzzie> that OptSlider call is missing the 'fn' parameter, i guess
[09:58:30] <fuzzie> so it tries passing 5 as the function name?
[10:00:06] <fuzzie> it looks like you added the 5 in r4806. try a None before that?
[10:20:30] <Avenger> i get distracted too easily: I'm working on enemy/ally affecting projectiles, so i use a single pulse rgb change as payload. I noticed that this color change doesn't affect certain avatar types. I 'fixed' the avatar coloring, but i wanted to be sure it doesn't mess with other avatar types. PST was too dark--> tried to set brightness. The video options screen was wrong. The python stuff was...
[10:20:32] <Avenger> ...wrong.. WAAAh. :)
[10:20:51] <Avenger> stack overflow :)
[10:23:17] <Avenger> before that, i found a bug with hotkey too
[10:26:00] <Lightkey> fuzzie: btw in the options of Planescape: Torment under key settings there actually is ^G listed as grab mouse pointer :-D
[10:26:46] <Lightkey> now if it worked..
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[10:34:53] <fuzzie> yes, planescape torment disabled all the cheat keys and replaced them with their own, i think
[10:35:45] <fuzzie> we didn't even start looking at that :)
[10:39:02] <fuzzie> Avenger: well, if you want me to look at anything, just ask :)
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[10:39:18] <fuzzie> i just can't do it right now
[10:39:51] <Avenger> i fixed some, but i want to test the projectiles first
[10:40:25] <fuzzie> i am just working on bg2 myself, i keep finding game-breaking bugs like the entrance flags thing
[10:41:35] <Avenger> ok, one thing you can look at if you want: if you have a controlled character, and it turns enemy, you should stop controlling it
[10:43:18] <Avenger> oh shit, another special case in projectiles
[10:44:53] <Avenger> static charge sucks
[10:46:30] <Avenger> looks like i will need another field just for this one
[10:48:11] <fuzzie> lots of future possibilities for modders, at least :)
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[10:49:49] <Avenger> that's true
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[11:01:45] <Avenger> sometimes they use lots of code just to print a string
[11:02:12] <Avenger> some strings are printed by a similar mechanism to our strings.2da
[11:02:21] <Avenger> i wonder why
[11:03:57] <Avenger> it is like core->DisplayStringName(STR_STATIC_CHARGE_BUILDUP_DISSIPATED);
[11:04:41] <fuzzie> well, it's nicer to have them all in one table, even if the table is internal to the exe
[11:04:55] <Avenger> but it is not an internal table then :)
[11:05:11] <fuzzie> oh, it's actually from a 2da?
[11:05:13] <Avenger> it is like they copied our DisplayStringName for each string
[11:05:21] <Avenger> it is double hardcoded
[11:05:36] <fuzzie> oh, that is odd :)
[11:05:54] <Avenger> you can see this for iwd2, in the 'strings' subdir in the package i sent you
[11:06:24] <Avenger> i just found where the static charge buildup whatever string is displayed :)
[11:06:36] <Avenger> deep in the projectile code
[11:07:05] <fuzzie> oh, huh, i thought that was just a lookup table :/
[11:07:36] <fuzzie> iwd2 sounds like it will be fun to make work, with all the feats etc :)
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[13:21:10] <pupnik> one thing at a time
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[13:49:50] <CIA-19> gemrb: 03avenger_teambg * r6688 10/gemrb/trunk/gemrb/override/how/damage.2da: fixed electricity damage animation in HoW
[13:50:42] <Gekz> lol
[13:50:43] <Gekz> hi
[13:55:03] <CIA-19> gemrb: 03avenger_teambg * r6689 10/gemrb/trunk/gemrb/override/ (4 files in 4 dirs): smoke puff 'avatar' for all engine types
[13:56:39] <CIA-19> gemrb: 03avenger_teambg * r6690 10/gemrb/trunk/gemrb/override/how/ (41 files): new projectiles for HoW
[13:57:10] <Lightkey> o_o
[13:57:39] <CIA-19> gemrb: 03avenger_teambg * r6691 10/gemrb/trunk/gemrb/plugins/Core/Game.cpp: fixed the hotkey trigger for controlled beings (don't restrict hotkey to PC's)
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[14:03:00] <fuzzie> hi, Edheldil
[14:03:23] <Edheldil> hi
[14:03:29] <CIA-19> gemrb: 03avenger_teambg * r6692 10/gemrb/trunk/gemrb/plugins/Core/CharAnimations.cpp: fixed the color pulse fx for some avatar types
[14:09:19] <fuzzie> hm, now i'm not sure what Avenger is going to fix before I do :)
[14:09:56] <CIA-19> gemrb: 03avenger_teambg * r6693 10/gemrb/trunk/gemrb/plugins/ (Core/Actor.cpp Core/Actor.h FXOpcodes/FXOpc.cpp): added splash only damage animation (for internal compatibility with IE)
[14:10:33] <CIA-19> gemrb: 03avenger_teambg * r6694 10/gemrb/trunk/gemrb/plugins/Core/ (Projectile.cpp Projectile.h): added projectile failure spell (to be applied on caster)
[14:16:39] <fuzzie> meh, gemrb picks the wrong link
[14:24:50] <fuzzie> i must remember that GetLink() is likely broken, it counts the wrong way
[14:26:04] <CIA-19> gemrb: 03avenger_teambg * r6695 10/gemrb/trunk/gemrb/docs/en/ (Engine/Projectile.txt Tables/areapro.txt): documented projectile fields
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[14:29:43] <fuzzie> Avenger: should i apply that pst guiscript ifx?
[14:29:56] <Avenger> oops
[14:30:03] <Avenger> i just scrapped it :(
[14:30:10] <Avenger> i knew i forgot something
[14:30:26] <Avenger> it isn't simply adding none
[14:30:45] <Avenger> it needs a callback function there, which applies the gamma value
[14:30:59] <Avenger> not too difficult to add :)
[14:31:21] <fuzzie> yes, my 'fix' just added None, no callback function :)
[14:31:29] <fuzzie> i just thought it would be worth applying if you weren't fixing it properly
[14:31:42] <Avenger> i just copied the linux files over it, scrapping it :(
[14:31:44] <fuzzie> i am battling with the worldmap still
[14:32:08] <Avenger> i'll do it
[14:32:11] <fuzzie> gemrb is picking the wrong link, not sure why
[14:33:10] <fuzzie> so i'm back to carefully checking original engine behaviour
[14:37:48] <CIA-19> gemrb: 03avenger_teambg * r6696 10/gemrb/trunk/gemrb/GUIScripts/pst/GUIOPT.py: fixed gamma sliders
[14:39:45] <Avenger> a few effects that have built in range check will need a rewrite, actually the projectile which is used to dispense them has the range
[14:39:48] <fuzzie> gemrb is carefully picking the link with the shortest distance, meh
[14:39:57] <Avenger> lol, yes
[14:40:18] <Avenger> sure it does
[14:40:24] <fuzzie> well, it's wrong
[14:40:27] <Avenger> :(
[14:40:33] <Avenger> IE is wrong
[14:40:34] <fuzzie> so that is annoying
[14:40:40] <Avenger> it displays the shortest path, no?
[14:40:56] <fuzzie> well, i'm just looking at direct links between areas
[14:40:58] <Avenger> i mean, it displays the hours associated with the shortest path
[14:41:11] <fuzzie> i'll look to see what IE says for that now
[14:41:11] <Avenger> direct links? but they should be the shortest
[14:41:32] <fuzzie> yes, but then gemrb picks the wrong WMPAreaLink entry
[14:42:25] <fuzzie> it finds the right path but the wrong links.
[14:42:25] <Avenger> it would be nice if the picked path is drawn on the worldmap :)
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[14:43:24] <fuzzie> the fixpack people went through and fixed the worldmap links to all be the same, which is nice but means that these bugs in gemrb are hidden if you have the fixpack installed
[14:45:25] <fuzzie> so, no, the original game does not pick the shortest distance links, just the shortest distance path
[14:45:39] <fuzzie> i wonder if i can fix that easily without changing gemrb's code much
[14:47:52] <Avenger> i don't know how is that possible, if there is no east link at all, you can still move east, no?
[14:47:58] <fuzzie> yes
[14:48:06] <Avenger> and then what link it picks?
[14:48:15] <fuzzie> but if there is a north link and an east link, and the east link has a lower distance, gemrb will pick the east link
[14:48:23] <fuzzie> but that's wrong, it must pick the north link!
[14:48:35] <Avenger> that's so odd :)
[14:48:40] <fuzzie> yes, it is stupid
[14:48:51] <Avenger> because it picks the shorter distance even in the IE
[14:48:59] <fuzzie> it doesn't
[14:49:02] <Avenger> no?
[14:49:04] <Avenger> hmm
[14:49:14] <fuzzie> for a given area, it always picks the *first* link entry to examine
[14:49:52] <fuzzie> the others seem to simply be ignored, except for use with WMP_ENTRY_ADJACENT
[14:51:36] <fuzzie> so of course the other links have incorrect data in many cases (and in saved games). meh.
[14:53:10] <CIA-19> gemrb: 03fuzzie * r6697 10/gemrb/trunk/gemrb/ (8 files in 7 dirs): use direction flags when using an area link with no entrance specified
[14:54:09] <fuzzie> it's difficult to fix because the worldmap pathfinder is not very clever, it just processes areas again and again and again until it finds no better path
[14:55:54] <fuzzie> i guess we need a local array for each iteration
[15:04:46] <Avenger> which worldmap pathfinder you talk about? ours?
[15:04:49] <fuzzie> yes
[15:05:13] <Avenger> i thought it does the same algorithm as the one in Map.cpp :)
[15:05:31] <fuzzie> it's a lot simpler :)
[15:05:48] <fuzzie> that is good, i'm just trying to fix this little bit
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[15:06:20] <Avenger> i don't think it recalculates steps
[15:06:43] <fuzzie> the 'pending' queue ends up with duplicates
[15:07:44] <fuzzie> it doesn't matter anyway, i was just talking at irc as usual :)
[15:07:47] <Avenger> hmm
[15:07:57] <fuzzie> it is very very quick and used very little
[15:08:22] <Avenger> i just like efficiency
[15:08:29] <Avenger> and didn't notice this
[15:09:16] <fuzzie> the LIGHTCHA trail in gemrb is very different to the original game
[15:09:34] <fuzzie> if you are ever looking for things to fix :-)
[15:09:43] <Avenger> trails/smokes don't work too well, they are too sparse
[15:10:15] <fuzzie> it makes much more sense than it did, though
[15:10:57] <Avenger> where did you see chainlightning anyway?
[15:11:22] <fuzzie> it is used in the ToB cutscene where sarevok introduces the challenges
[15:11:41] <fuzzie> the PC shoots chain lightning at the door (with no effects)
[15:15:19] <CIA-19> gemrb: 03fuzzie * r6698 10/gemrb/trunk/gemrb/plugins/Core/WorldMap.cpp: try to pick correct links in WorldMap pathfinder
[15:15:46] <fuzzie> ok, that fixes the bugs I found
[15:16:28] <Lightkey> woo
[15:16:53] * Lightkey goes to find some happa happa
[15:17:23] <fuzzie> my changes *seem* fine in bg1
[15:17:31] <fuzzie> but it's possible it might need a GF_BROKEN_WORLDMAP or something
[15:20:01] <fuzzie> that heightmap problem in De'Arnise Hold is annoying me, i am not really sure how to debug it
[15:20:35] <Avenger> hmm actually the chain lightning works somewhat :)
[15:20:37] <fuzzie> normally i would just change the values in DLTCEP, but it complains at me whenever i try and use strange values :)
[15:21:03] <Avenger> i don't know how the original should look like, though
[15:21:06] <fuzzie> Avenger: yes, it's good, it just isn't perfect, i thought it would be a simple way to compare trails
[15:21:09] <Avenger> i'll check this again when i'm in windows
[15:21:25] <fuzzie> it's meant to look like a spiral, i think.
[15:27:43] <Avenger> hmm viconia's spellbook has 2 heal spells
[15:28:09] <Avenger> she is just fresh from the fate spirit summon
[15:28:38] <Avenger> is this a fixpack/original engine bug, or gemrb specific
[15:29:38] <Avenger> jaheira has 2 spell slots, but no spells to pick from O_o
[15:30:21] <Gekz> o.o
[15:31:20] <Avenger> well, we still have bugs to fix around levelup and spellbooks
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[15:34:01] <fuzzie> it's gemrb specific, the summoned clerics have broken spellbooks until you level them up
[15:34:07] <fuzzie> it's on the list :)
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[15:50:42] <Avenger> re
[15:53:50] <fuzzie> 17:34 <fuzzie> it's gemrb specific, the summoned clerics have broken spellbooks until you level them up
[15:54:40] <fuzzie> they should work fine after levelling up, i guess the core should probably be calling the python on party join or something, but i didn't look..
[15:58:36] <Avenger> the levelup fixed jaheira, but not the extra heal spell
[15:58:44] <Avenger> i wonder how it got there
[15:59:02] <Avenger> i just summoned viconia
[15:59:11] <Avenger> hmm, maybe leveled her up too
[16:18:34] <Avenger> fuzzie, do you know what 8 means in the arealink flags?
[16:18:48] <Avenger> because that seems to be the default value. 0 crashes
[16:18:52] <fuzzie> Avenger: see iesdp. 8 is 'south'.
[16:19:03] <fuzzie> no, wait, 8 is 'west'
[16:19:08] <Avenger> oh yes
[16:19:20] <fuzzie> see gemrb's Map::MoveToNewArea, the 'if (!ent)' section
[16:19:21] <Avenger> i miscounted :)
[16:19:34] <Avenger> i thought 8 is the one after west :)
[16:19:41] <fuzzie> ah :)
[16:19:43] <Avenger> so why west is default O_o
[16:20:27] <Avenger> i'm just adding these bits to dltcep
[16:20:29] <fuzzie> where is it default, in the engine code itself?
[16:20:40] <Avenger> in most worldmaps it is simply 8
[16:20:47] <Avenger> i rarely see other than 8
[16:20:50] <fuzzie> interesting
[16:21:09] <fuzzie> well, it doesn't seem to make any difference if there is a valid entrance resref present
[16:21:23] <Avenger> ahh, ok, maybe i didn't look at enough examples
[16:21:26] <fuzzie> or entrance name or whatever it is
[16:21:53] <fuzzie> and you should be sure to look at the original copy, the fixpack changed almost everything
[16:22:40] <fuzzie> in fact i don't think the fixpacked worldmap uses the flag at all, they just made new entrances if necessary
[16:23:07] <fuzzie> i mean, this is all for bg2
[16:23:45] <Avenger> yes
[16:23:50] <fuzzie> i don't have a bg1 fixpack, and the ps:t ones don't seem to change it
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[16:36:51] <Avenger> uploaded new dltcep to g3
[16:37:00] <fuzzie> :)
[16:37:11] <fuzzie> could you fix the heightmap editor to cope with 8bpp?
[16:37:19] <fuzzie> or did that already happen?
[16:37:49] <Avenger> but i don't know what to do with it :(
[16:38:07] <Avenger> which are the correct values?
[16:38:15] <fuzzie> well, i just want to let me use indexes 16-255 to edit
[16:38:31] <fuzzie> or maybe you could work out a better way to test in the original engine
[16:38:37] <Avenger> well, actually without the editor you wouldn't find it out, yeah
[16:39:22] <fuzzie> i tried it a bit in GIMP, but i got all the areas wrong
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[17:15:35] <Avenger> ok fuzzie, i don't know how useful is it, but i extended the editor with 8 bits heightmap. Do a backup in any case :)
[17:16:54] <fuzzie> do you know if i can just put the bmp in the override/ or whether i have to bif it with the area?
[17:17:11] <fuzzie> it just occurred to me that i just put it in override/, maybe that's why i couldn't make the GIMPed version work at all?
[17:17:17] <Avenger> the aux maps could be anywhere
[17:17:28] <fuzzie> ok. i'll try it with this new DLTCEP then, thanks :)
[17:20:49] <Avenger> huh, something used up the attachment space. Maybe when i removed the attachments it didn't free up the space
[17:21:12] <Avenger> meaning: i couldn't upload anything, and the current one was removed already
[17:31:54] <fuzzie> upload it elsewhere or email?
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[17:42:21] <Avenger> ok fuzzie it is up in sf. I just replaced the latest entry, it didn't refresh the timestamp. but the file is the new one
[17:43:55] <fuzzie> thanks
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[17:52:08] <fuzzie> Avenger: how do i save such a map in DLTCEP?
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[17:54:05] <Avenger> just save the area
[17:54:25] <fuzzie> that is not changing the bmp..
[17:54:35] <Avenger> hmm
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[17:55:53] <Avenger> oops
[17:56:00] <fuzzie> new dltcep? :)
[17:57:11] <Avenger> needs a recompile
[17:57:15] <fuzzie> ok
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[18:15:12] <CIA-19> gemrb: 03avenger_teambg * r6699 10/chitem/trunk/ (16 files): dltcep update
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[19:27:07] <TestConnection> Test connection
[19:27:14] <TestConnection> Some one on line?
[19:29:36] <TestConnection> nickserv register 0a5229795 rodnower@gmail.com
[19:31:13] <Lightkey> that is some serious fail, right there
[19:33:07] <Lightkey> are you from russia or israel?
[19:34:56] <TestConnection> d
[19:35:54] <Lightkey> da?
[19:36:10] <TestConnection> both
[19:36:15] <TestConnection> :)
[19:36:23] <TestConnection> you are from russia?
[19:36:40] <Lightkey> no but I got your email address ;p
[19:37:13] <Lightkey> and password, you should change it.. and not put that in the channel window again
[19:37:21] <TestConnection> so you know some russian
[19:37:36] <TestConnection> i'm new in irc
[19:37:54] <TestConnection> what is it ctcp?
[19:37:59] <Lightkey> always write it in the server window
[19:38:15] <Lightkey> with / at the start
[19:38:54] <TestConnection> what i need to write?
[19:39:08] <Lightkey> <TestConnection> nickserv register 0a5229795 rodnower@gmail.com
[19:39:18] <Lightkey> messages to nickserv or chanserv
[19:39:51] <Lightkey> /msg nickserv register..
[19:39:54] <Lightkey> etc.
[19:40:26] <TestConnection> so what it does? send message personaly you instead to all?
[19:40:41] <TestConnection> i'm already registered
[19:40:42] <Lightkey> ...
[19:40:45] <TestConnection> i nedd t
[19:40:54] <TestConnection> i need to reconnect/ one moment
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[19:41:08] <Lightkey> he is so new -.-
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[19:42:58] <rodnower> test
[19:43:01] <rodnower> good
[19:43:31] <Lightkey> test
[19:43:47] <Lightkey> hmm
[19:43:54] <rodnower> may i to send personal messages?
[19:44:13] <Lightkey> test failed because your nick is not registered :-D
[19:44:51] <rodnower> :)
[19:45:07] <rodnower> but it all right, no? i can speak with you
[19:45:27] <rodnower> and i'm under my nick
[19:45:41] <Lightkey> sure
[19:46:33] <Lightkey> some channels forbid you to talk if you are not registered though and anyone else could register it too
[19:47:12] <Lightkey> oh and the default setting on FreeNode is that unregistered users are ignored for queries
[19:47:29] <rodnower> wich queries?
[19:47:38] <Lightkey> /QUERY user
[19:48:23] <rodnower> i probe it with your nick. you see any thing?
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[19:53:29] <rodnower> nick test
[19:53:32] --- rodnower is now known as test
[19:54:02] --- test is now known as Guest25583
[19:55:51] <Avenger> be careful with your password etc, it is visible even for those who were not around at the time you spilled it
[19:56:19] <Lightkey> oh right, this channel is logged too, already forgot ;-)
[19:56:20] <Guest25583> senk you, i will change it
[19:56:29] <Guest25583> *thenk you
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[20:00:40] <Avenger> huh static charge is even more hardcoded, i thought i'm already done with it...
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[20:22:33] <fuzzie> hello
[20:22:59] <rodnower> hello :)
[20:23:14] <fuzzie> Avenger: did you do a recompile?
[20:23:29] <Avenger> i sent you the mail
[20:23:38] <fuzzie> thankyou
[20:23:49] <Avenger> hours ago, i thought you got it, sorry
[20:25:27] <fuzzie> i had to go for a few hours, i just got back and don't have a mail or another sf upload so i thought i'd ask
[20:26:26] <Avenger> hmm, luckily they fixed g3
[20:26:32] <Avenger> i uploaded the new version there
[20:27:05] <fuzzie> ok, great :)
[20:38:17] <fuzzie> huh, the height map is very confusing
[20:38:42] <Avenger> why?
[20:39:09] <Avenger> you mean the editor?
[20:39:14] <fuzzie> no, the 8bpp one
[20:39:57] <Avenger> i thought you meant the editor, i think i forgot to implement the color coded half-transparent overlay. That would be better than writing the palette indices there.
[20:41:01] <fuzzie> i wrote some values like 0xff and 0x0f and etc, but it doesn't seem to be related to the index number at all
[20:42:34] <Avenger> HoW has lots of 8 bit heightmaps
[20:42:45] <Avenger> either that, or my editor is dumber than i thought :)
[20:42:53] <fuzzie> 0 here certainly means 'at the bottom'
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[20:45:08] <fuzzie> but 0x0f and 0xff are centered or so, and palette entry 255 is white!
[20:45:21] <Avenger> so?
[20:45:41] <Avenger> i still don't quite see how this works
[20:46:04] <Avenger> the 8 bit heightmaps in HoW use only values 0-17 or so
[20:46:29] <Avenger> if we divide the value by 16 it will completely flat out
[20:46:30] <fuzzie> 0x0f should surely be at the top
[20:46:35] <fuzzie> but it is not
[20:46:49] <fuzzie> and if it is based on palette entries then 0xff should surely be at the top but it is not
[20:47:16] <Avenger> considered what if the highest bit is a signed bit?
[20:48:00] <fuzzie> still, then 0xff would be near 0x00
[20:48:47] <Avenger> this whole thing is quite useless. I saw some very rugged maps with completely grey heightmap
[20:51:50] <fuzzie> their palette was not all-grey?
[20:52:15] <Avenger> no, their palette was nicely scaling up
[20:52:24] <Avenger> but the map itself is using a single value
[20:52:39] <Avenger> try any iwd2 maps
[20:53:35] <Avenger> lol, i think i have yet to find an iwd2 heightmap which isn't homogenous
[20:56:07] <Avenger> ops 8 bit heightmap in pst
[20:56:16] <Avenger> ar0701
[20:56:18] <fuzzie> i think the index values above 0xf are simply truncated to 0xf, from my testing
[20:56:26] <fuzzie> no matter which bits i set i cannot see a difference
[20:56:51] <Avenger> even in nalia's tower?
[20:57:17] <fuzzie> well, i just scribbled over that lightmap :)
[20:57:37] <Avenger> heightmap
[20:58:22] <fuzzie> erm, yes
[20:59:14] <Avenger> but that map has very few indices in the 0-f range
[20:59:41] <Avenger> actually, none
[21:00:01] <Avenger> try to load it into dltcep's bmp editor
[21:00:05] <Avenger> trim palette
[21:00:18] <Avenger> it will set all unused palette entries to 0,0,0
[21:00:33] <Avenger> and you will see, no values from 0-f are used
[21:00:47] <fuzzie> yes
[21:00:54] <Avenger> huh
[21:00:54] <fuzzie> so maybe I was incorrect previously
[21:01:01] <fuzzie> and the entire area is simply the same
[21:01:10] <Avenger> that would be interesting
[21:01:22] <Avenger> so we simply max the value out at 15?
[21:01:36] <Avenger> that will fix the stilt effect
[21:02:21] <fuzzie> hm, there is a visible difference on those internal stairs
[21:02:51] <fuzzie> in the centre of the map
[21:05:50] <Avenger> lets max the value out, that will fix the heavy visual bug, and lets ignore the small differences
[21:06:10] <Avenger> there are bigger bugs in gemrb :)
[21:06:45] <Avenger> for example, magic missile still doesn't fly in a curved path :)
[21:07:06] <fuzzie> very difficult to tell. grr.
[21:07:17] <fuzzie> thanks for adding it to dltcep, anyway
[21:08:00] <Avenger> you could also take a look at the new projectiles i made :)
[21:08:16] <Avenger> using the editor, to see how they are done
[21:08:25] <Avenger> maybe you can help later with some
[21:08:26] <fuzzie> the HoW ones?
[21:08:34] <Avenger> yes, they are the most interesting
[21:09:02] <Avenger> i test them one by one
[21:11:13] <fuzzie> huh, the GemRB Specific dialog got a lot of checkboxes :)
[21:11:31] <fuzzie> and another one in area data
[21:11:32] <Avenger> and you see only half of it
[21:11:34] <Avenger> yeah
[21:13:50] <fuzzie> HoW's mmissile has no special flags set?
[21:14:08] <Avenger> that one is a straight path missile
[21:14:24] <Avenger> the multiple ones are still missing
[21:14:57] <Avenger> see how gemprojtl lists them
[21:15:06] <Avenger> the first one is different from the rest
[21:15:07] <fuzzie> *nod*
[21:16:18] <Avenger> hmm, the HoW starting area doesn't stop the title music when i start the game
[21:16:27] <fuzzie> yes
[21:17:01] <fuzzie> there are similar problems with some other transitions
[21:17:04] <fuzzie> and the same with speech
[21:17:25] <Avenger> well, at least now i usually get the sounds
[21:17:36] <Avenger> thanks to ed's plugin priority code :)
[21:18:10] <Avenger> oops, icelance is pretty bad
[21:19:21] <Avenger> it was set as a pillar type projectile, but even after i fixed that, it is still weird
[21:20:03] <Avenger> the 9 for orientation count is good. But probably the code cannot handle it yet
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[21:25:56] <Avenger> better now
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[21:32:49] <CIA-19> gemrb: 03avenger_teambg * r6700 10/gemrb/trunk/gemrb/override/how/icelance.pro: fixed icelance projectile
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[21:49:47] <fuzzie> Avenger's re-indentations seems to have gone a bit mad for a few lines
[21:51:08] <CIA-19> gemrb: 03fuzzie * r6701 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: add a hack to truncate heightmap indexes
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