#gemrb@irc.freenode.net logs for 4 May 2010 (GMT)

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[16:18:18] <lynxlynxlynx> fuzzie: beep
[16:20:44] <fuzzie> hi
[16:24:54] <lynxlynxlynx> got a question about summons
[16:25:37] <lynxlynxlynx> ie checked if an actor was a summon by its sex and we don't set that anywhere in the summoning routines
[16:25:56] <lynxlynxlynx> however a comment (by you, i think) suggests the specifics should be used instead
[16:26:42] <lynxlynxlynx> checking in how, both are bad - the undead have specific==0 and sex of "neither"
[16:26:59] <lynxlynxlynx> so i'm wondering if we should be morphing every summon to SEX_SUMMON
[16:27:30] <fuzzie> i seem to remember that if we do that, it breaks other checks which do use the 'sex' field
[16:27:45] <fuzzie> but that might be because i seem to remember that Avenger is trying to use a single summon function to handle several cases
[16:27:51] <lynxlynxlynx> gemrb differs here from the original, which had separate gender and sex fields
[16:28:43] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=7341
[16:29:16] <lynxlynxlynx> ... so we should be setting ie_specific, but to what?
[16:29:46] <fuzzie> well, i mean, as devSin says, gemrb combines the fields because the 'sex' field is never used by anything, ever
[16:30:06] <lynxlynxlynx> http://iesdp.gibberlings3.net/files/ids/iwd/specific.htm <-- nothing really sensible
[16:30:40] <lynxlynxlynx> bg2 has only 3
[16:31:49] <fuzzie> but the undead CRE files have nothing sane in gender?
[16:32:31] <lynxlynxlynx> neither
[16:33:23] <lynxlynxlynx> #define SEX_NEITHER 4
[16:33:40] <lynxlynxlynx> pretty sane for a rack of bones
[16:33:56] <fuzzie> morphing every summon to SEX_SUMMON seems reasonable
[16:34:06] <lynxlynxlynx> in the end, i just want to be able to distinguish summons from nonsummons, so i can fix an xp bug
[16:34:07] <fuzzie> but i'm not quite sure where you'd do that.
[16:34:56] <lynxlynxlynx> why not Interface::SummonCreature?
[16:35:04] <fuzzie> because that is used for non-summon purposes
[16:35:33] <fuzzie> see the callers
[16:35:35] <lynxlynxlynx> then the callers in the effects
[16:36:03] <fuzzie> the trouble is that it only returns one creature at a time
[16:36:45] <lynxlynxlynx> true
[16:37:05] <fuzzie> add a flag, perhaps? if you commit something i'll go over my notes when i'm home (will be a few days)
[16:40:00] <fuzzie> i mean, the forum thread seems pretty clear, i just can't remember exactly how things like the bg2 challenges do the creature creation, for example
[16:40:13] <fuzzie> since overwriting their genders would be bad
[16:40:33] <lynxlynxlynx> those use the last three sex values
[16:40:53] <lynxlynxlynx> extra, extra2, maxextra
[16:41:00] <fuzzie> well, that is a range, but yes :)
[16:41:29] <fuzzie> i just mean, we don't want to overwrite those with a generic summon gender, and i don't have the code/games here to check
[16:42:05] <lynxlynxlynx> mhm
[16:42:36] <fuzzie> so i am useless :-) but i think your plan is fine from memory.
[16:43:01] <lynxlynxlynx> i can play it safe and change it only if the sex is lower than the extras
[16:46:59] <fuzzie> sounds .. safe :)
[16:53:27] <Edheldil_> fuzzie: "...because the 'sex' field is never used by anything, ever"; Including mods?
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[17:54:06] <CIA-13> GemRB: 03lynxlupodian * re1bf6a7ad0af 10gemrb/gemrb/ (4 files in 3 dirs):
[17:54:06] <CIA-13> GemRB: made Interface::SummonCreature change the summons' sex
[17:54:06] <CIA-13> GemRB: fixed a few callers that shouldn't be doing it
[17:54:06] <CIA-13> GemRB: (cherry picked from commit ad62b2352c6780b467d2aef51a59567163da40de)
[17:54:09] <CIA-13> GemRB: 03lynxlupodian * r02bcc3f512dd 10gemrb/gemrb/core/Actor.cpp:
[17:54:09] <CIA-13> GemRB: also grant xp if one of our summons kills the enemy
[17:54:09] <CIA-13> GemRB: (cherry picked from commit 196704964fe5ee4c49bb0b21cced7c07ec40ecc8)
[17:54:10] <CIA-13> GemRB: 03lynxlupodian * rb60879fac60c 10gemrb/gemrb/core/Interface.cpp: fixed an indentation error
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[19:26:19] <CIA-13> GemRB: 03lynxlupodian * r7dd4857fa707 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp: IWDOpcodes: removed an obsolete comment - we already have souleatr.2da
[19:26:21] <CIA-13> GemRB: 03lynxlupodian * r4e06c5814855 10gemrb/gemrb/override/ (4 files in 4 dirs): moved souleatr.2da to the shared override, as all copies are the same
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[20:15:07] <fuzzie> Edheldil_: a good question :)
[20:27:21] <fuzzie> i would prefer to preserve everything, i guess
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[22:12:13] <CIA-13> GemRB: 03lynxlupodian * r3641a047ee88 10gemrb/gemrb/core/Actor.cpp:
[22:12:13] <CIA-13> GemRB: implemented stunning damage handling at death point;
[22:12:13] <CIA-13> GemRB: seems to work fine, but there is probably a bug in the effect, since the
[22:12:13] <CIA-13> GemRB: target wakes up immediately
[22:18:25] <fuzzie> where is Damage called from?
[22:18:39] <fuzzie> inside the effect code..
[22:19:41] <lynxlynxlynx> yes
[22:19:52] <fuzzie> that works?
[22:19:54] <lynxlynxlynx> combat through projectiles through effects
[22:20:11] <fuzzie> last time i tried applying effects directly from inside effect code, it led to crashes
[22:20:14] <lynxlynxlynx> i don't know what's wrong in this particular case
[22:20:42] <lynxlynxlynx> the effect does get applied - i get the right strref displayed
[22:21:34] <lynxlynxlynx> no crashes though :)
[22:21:42] <fuzzie> no valgrind complaint?
[22:21:50] <lynxlynxlynx> i haven't even tried
[22:23:22] <lynxlynxlynx> checking now
[22:23:50] <fuzzie> the code actually looks okay, so i don't remember what was going wrong
[22:24:07] <lynxlynxlynx> i would guess you tried it more directly
[22:26:24] <fuzzie> fx_sleep_ref is PowerWordSleep which takes duration in rounds?
[22:27:02] <fuzzie> no, of course it isn't
[22:27:19] <lynxlynxlynx> it's combined
[22:28:23] <lynxlynxlynx> nothing serious in valgrind yet
[22:28:24] <fuzzie> the target wakes up immediately, not just an animation bug?
[22:28:47] <lynxlynxlynx> the first, as the goblin chases too
[22:31:17] <lynxlynxlynx> nope nothing new happens
[22:31:50] <lynxlynxlynx> i was thinking that maybe we already wake targets up with combat and that it happens later, but i haven't checked yet
[22:34:07] <lynxlynxlynx> good night
[22:34:11] <fuzzie> night!
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[22:40:24] <fuzzie> i don't quite understand how that code ever works
[22:41:30] <fuzzie> seems like FX_DURATION_INSTANT_LIMITED would always be expired immediately
[22:42:35] <fuzzie> oh, nm, my printfs are bad
[22:44:40] <fuzzie> it seems like it should be fine; there will be two ApplyEffect calls at once if applying from within the queue, but that should work here, so i guess lynx is probably right
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[23:37:34] <budlust1> is there a way to set up auto save intervals? I was going to try and play BG2 all the way through and record it :-D
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