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

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[09:24:38] <Avenger> hi
[09:35:43] <lynxlynxlynx> gmornin
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[10:36:06] <lynxlynxlynx> ojla
[10:38:32] <Avenger> so lynx, what do we need for the new release?
[10:38:58] <lynxlynxlynx> i'm working on config saving, but that shouldn't take long
[10:39:23] <lynxlynxlynx> spotted another regression, starting a new tob game i got the bhaal powers with 9 charges each
[10:39:57] <Avenger> that is scripted?
[10:39:57] <lynxlynxlynx> and gaelan/keldorn need a retest, maybe they were fixed
[10:40:16] <lynxlynxlynx> yes, i'm pretty sure we add it from the guiscript
[10:40:32] <lynxlynxlynx> that's why it's odd, since that part hasn't been touched recently
[10:40:41] <Avenger> when i did the feats, i might have disturbed it
[10:41:54] <lynxlynxlynx> gemrb/GUIScripts/bg2/CharGenEnd.py:87
[10:42:10] <lynxlynxlynx> AddClassAbilities from GUICommon, so you are probably right
[10:44:35] <Avenger> hmm
[10:44:42] <Avenger> iwd2 has more than AP_ and GA_
[10:45:44] <Avenger> I don't understand why it needed this: if ab[:4] == "SPIN": ab = "GA_" + ab
[10:46:06] <Avenger> do we have some place where it is not prefixed?
[10:46:15] <Avenger> and still working in original?
[10:46:26] <lynxlynxlynx> apparently
[10:46:33] <Avenger> amazing
[10:46:56] <lynxlynxlynx> without that it would get applied, not added as an innate
[10:48:39] <Avenger> no, it would run on this error :D print "ERROR, unknown class ability (type): ", ab
[10:49:11] <Avenger> and that's what it does in iwd2, i think
[10:49:19] <Avenger> at least if level up would work :)
[10:52:41] <Avenger> Ok, it seems like FS_<strref> is simply printing Gained Song - strref and FA_<strref> is simply printing Gained Ability - strref
[10:52:43] <Avenger> easy :)
[10:55:46] <lynxlynxlynx> & woo, my code compiles
[10:56:53] <Avenger> amazing feat :P
[10:59:11] <lynxlynxlynx> :P
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[11:03:37] <Avenger> hmm we don't have DisplayConstantString in the guiscript api ?
[11:04:31] <lynxlynxlynx> i don't think so
[11:05:09] <lynxlynxlynx> it's likely safe to import MessageWindow though, since it is among the first modules we load
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[11:21:19] <Avenger> i will just use constant strrefs now
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[11:29:40] <Avenger> hmm how do you convert a numeric string to int?
[11:30:37] <Avenger> just int(str) ?
[11:34:39] <lynxlynxlynx> yep
[11:38:50] <Avenger> interesting, the iwd2 exe contains something like RA_ and doesn't seem to contain FS_
[11:39:11] <Avenger> there are no clabs with RA_ but many with FS_
[11:39:54] <lynxlynxlynx> aliens
[11:42:55] <Avenger> hey, you had to touch vfs?
[11:44:14] <Avenger> ah that's just a messy comment :0
[11:45:39] <gembot> build #88 of nmake-msvc++10 started, including [75d7b2323e03cee99a03324e07efc4c23eeafdf8, 7ba63eeba9b3be9378d542361a8082a9cbfe7380, c77afc4152490b815040c6705d28e5ae076b0d73, 0be2fb6ca01b9e5e60ced77fbc856460c18a6d4e, a7ad45b2bfc600f2412608e9e5191ce4a24735cf]
[11:45:39] <gembot> build #88 of nmake-msvc++10 started, including [75d7b2323e03cee99a03324e07efc4c23eeafdf8, 7ba63eeba9b3be9378d542361a8082a9cbfe7380, c77afc4152490b815040c6705d28e5ae076b0d73, 0be2fb6ca01b9e5e60ced77fbc856460c18a6d4e, a7ad45b2bfc600f2412608e9e5191ce4a24735cf]
[11:45:40] <gembot> build #94 of cmake clang++ started, including [75d7b2323e03cee99a03324e07efc4c23eeafdf8, 7ba63eeba9b3be9378d542361a8082a9cbfe7380, c77afc4152490b815040c6705d28e5ae076b0d73, 0be2fb6ca01b9e5e60ced77fbc856460c18a6d4e, a7ad45b2bfc600f2412608e9e5191ce4a24735cf]
[11:45:40] <gembot> build #94 of cmake clang++ started, including [75d7b2323e03cee99a03324e07efc4c23eeafdf8, 7ba63eeba9b3be9378d542361a8082a9cbfe7380, c77afc4152490b815040c6705d28e5ae076b0d73, 0be2fb6ca01b9e5e60ced77fbc856460c18a6d4e, a7ad45b2bfc600f2412608e9e5191ce4a24735cf]
[11:46:02] <Avenger> just telling, i did commit something too
[11:46:16] <lynxlynxlynx> gembot: mute
[11:46:17] <gembot> Shutting up for now.
[11:46:35] <lynxlynxlynx> the mails get to me faster anyway
[12:03:33] <rocket_hamster> guy, did you test gaelan and keldorn yet?
[12:03:40] <rocket_hamster> i can test them if not
[12:03:43] <rocket_hamster> guys*
[12:08:32] <lynxlynxlynx> no, so please, go ahead :)
[12:17:23] <rocket_hamster> Caspenar is good servant, oh yes!
[12:19:53] <rocket_hamster> lynx
[12:19:54] <rocket_hamster> http://fpaste.org/qOw4/
[12:20:40] <lynxlynxlynx> foobared filename
[12:20:52] <lynxlynxlynx> this broke on load?
[12:21:22] <lynxlynxlynx> hmm, i also see problems, no save games are valid anymore
[12:21:34] <lynxlynxlynx> silly expansions
[12:22:18] <lynxlynxlynx> we reuse the filename somewhere :(
[12:24:17] <lynxlynxlynx> ah, yes
[12:26:42] <rocket_hamster> this is on "new game"
[12:27:10] <Avenger> hehe
[12:27:43] <Avenger> how could a file name become gem-bald.gam ?
[12:28:04] <Avenger> it sounds like a wrong gametype?
[12:28:09] <lynxlynxlynx> fixed it
[12:28:27] <lynxlynxlynx> we use the config name to derive the gam name
[12:29:32] <Avenger> yes
[12:29:34] <Avenger> :)
[12:30:48] <Avenger> nice catch for adding those missing triggers
[12:31:23] <lynxlynxlynx> praise fuzzie :)
[12:35:32] <lynxlynxlynx> Avenger: did you ever look at the Bill problem in bg1?
[12:35:42] <Avenger> what is that?
[12:36:15] <lynxlynxlynx> it's on the todo page, but it's a door / dialog problem
[12:36:34] <lynxlynxlynx> i think i took a look once, but didn't get too far
[12:36:39] <Avenger> isn't it a data problem?
[12:36:59] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=todo#baldur_s_gate
[12:37:04] <lynxlynxlynx> dunno
[12:37:24] <lynxlynxlynx> it's almost on a critical path, since there are only two ways to get in
[12:37:48] <Avenger> ok
[12:38:25] <Avenger> could be a non instant in dialogs
[12:38:43] <lynxlynxlynx> i don't see any mention in baldurdash
[12:39:29] <Avenger> hmm, it is a simple opendoor?
[12:40:17] <Avenger> so, an actor tries to do OpenDoor on an otherwise locked door
[12:40:59] <Avenger> comment in gemrb:
[12:41:03] <Avenger> // no idea if this is right, or whether OpenDoor/CloseDoor should allow opening
[12:41:05] <Avenger> // of all doors, or some doors, or whether it should still check for non-actors
[12:41:21] <lynxlynxlynx> i don't think it is locked
[12:41:29] <lynxlynxlynx> the dump attached has no key
[12:41:32] <Avenger> if it isn't locked, then you could open it
[12:41:46] <Avenger> and it wouldn't be a blocking bug ;)
[12:44:57] <lynxlynxlynx> i don't remember the details, you just couldn't enter it
[12:46:29] <lynxlynxlynx> looking at the innates bug currently
[12:53:21] <Avenger> weird
[12:53:33] <Avenger> there is a single door, it is not locked
[12:53:45] <rocket_hamster> isnt the game a bit slower ?
[12:53:47] <Avenger> it is just put in an inacessible area
[12:54:42] <Avenger> it should work
[12:56:38] <lynxlynxlynx> maybe we have a too small range for proximity checks
[13:00:53] <rocket_hamster> LOL
[13:01:08] <rocket_hamster> imoen is with galean now
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[13:01:48] <Avenger> huh lynx
[13:02:01] <Avenger> bg1/gemrb.ini: ReverseDoor = 1 -> 0
[13:02:06] <Avenger> that will fix the door :)
[13:03:23] <lynxlynxlynx> cool, that sounds good - i guess the default is 0?
[13:03:27] <lynxlynxlynx> rocket_hamster: wat
[13:03:51] <lynxlynxlynx> only pst has it set too
[13:04:11] <Avenger> i thik it is correct for pst
[13:04:51] <rocket_hamster> oh noes not with gaelan, but on every location you enter
[13:04:55] <rocket_hamster> she is there like npc
[13:04:57] <rocket_hamster> not in party
[13:05:17] <rocket_hamster> and says nothing
[13:05:39] <rocket_hamster> also other NPCs are messed up
[13:05:49] <rocket_hamster> they spawn when you enter location near you
[13:06:33] <rocket_hamster> but Gealan is fixed so far it seems he takes the gold
[13:09:47] <lynxlynxlynx> distressing
[13:14:06] <Avenger> what's up with npcs?
[13:14:14] <lynxlynxlynx> we were moving them around before, but at least they should be disabled
[13:14:36] <lynxlynxlynx> Avenger: it's likely to do with your moveglobal (?) changes
[13:14:50] <Avenger> specifically the familiar movement
[13:15:03] <rocket_hamster> start new game, go to slums, talk gaelan, go out of his house, imoen should be standing next to you, leave slums, return to slums, npc should be standing next to you when area loads
[13:15:04] <Avenger> familiars in the original engine are on a separate list
[13:15:19] <Avenger> we try to keep them on the npc list and hope for the best
[13:15:39] <Avenger> so, if npcs move with party, it is because i couldn't discern them from a familiar
[13:15:47] <Avenger> i thought i do, though
[13:17:09] <Avenger> there is a check: if (tar->GetBase(IE_EA)==EA_FAMILIAR)
[13:17:20] <Avenger> but probably not everywhere
[13:19:12] <Avenger> i don't see where i missed it
[13:19:49] <lynxlynxlynx> maybe a bisect would help
[13:20:02] <Avenger> what exactly is the problem?
[13:20:16] <Avenger> some npc moves with you... if i understood correctly
[13:20:27] <lynxlynxlynx> while not being part of the party
[13:20:39] <Avenger> but i don't really see this
[13:20:40] <lynxlynxlynx> at least gaelan was fixed :)
[13:20:53] <Avenger> i move between areas and no npcs show up
[13:21:21] <lynxlynxlynx> with the reproduction instructions rocket_hamster gave?
[13:21:43] <Avenger> hmm actually, i see lots of movetopoint actions!
[13:22:13] <Avenger> ahh that is my team :D
[13:22:31] <Avenger> ok, so how do i reproduce your bug
[13:22:40] <rocket_hamster> did you start a new game?
[13:22:50] <Avenger> so, bg2 new game?
[13:22:53] <rocket_hamster> yes
[13:23:15] <rocket_hamster> just play through to gaelan
[13:23:25] <rocket_hamster> then leave his house, imoen should be standing near you as NPC
[13:23:36] <rocket_hamster> when you come back
[13:23:47] <rocket_hamster> and from that point she will be almost on every new location entered
[13:23:57] <Avenger> ok brand new game created
[13:24:22] <Avenger> only imoen?
[13:24:46] <Avenger> then this is a different bug
[13:25:00] <Avenger> imoen's InParty field should be cleared when she leaves party, i guess
[13:25:09] <Avenger> lets see
[13:26:06] <rocket_hamster> ys Imoen
[13:26:24] <rocket_hamster> also if you travel from bridge to slums, NPCs appear near you and are standing there doing nothing
[13:26:26] <Avenger> it is cleared
[13:26:28] <Avenger> hmm
[13:26:54] <rocket_hamster> go to gealan talk him, leave his house and come back, she should be there
[13:31:13] <Avenger> lynx: when 'xy has nothing to say to you' their portrait shows up in the messagewindow
[13:31:17] <Avenger> is this new?
[13:32:54] <lynxlynxlynx> not really
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[13:41:49] <Avenger> ok, so what to do, i went to gaelan's home
[13:42:30] <lynxlynxlynx> heh
[13:42:35] <Avenger> cutscene happens
[13:43:50] <Avenger> stepped out of house
[13:44:02] <Avenger> only normal citizens are around
[13:44:15] <rocket_hamster> come back
[13:44:17] <rocket_hamster> inside
[13:44:31] <Avenger> hmm imoen
[13:44:34] <Avenger> wtf
[13:44:36] <rocket_hamster> heya
[13:44:40] <rocket_hamster> its me imoen!
[13:44:48] <lynxlynxlynx> :)
[13:45:08] <Avenger> looks like she escaped from spellhold
[13:45:21] <Avenger> i won't need to pay gaelan, cool
[13:45:47] <rocket_hamster> gealan is playing some dirty mind tricks on us
[13:50:26] <Avenger> i don't understand, i tell gaelan i'm not interested, and yet, i'm moved to his house
[13:52:08] <Avenger> imoen appears in the circus tent too :)
[13:52:16] <Avenger> ok, that is easier to test
[13:54:20] <rocket_hamster> she should be everywhere from taht point now
[13:54:37] <rocket_hamster> if you enter any location that requires whole party she is there
[13:56:52] <Avenger> ok i see
[13:56:58] <Avenger> i found the problem :)
[14:03:11] <lynxlynxlynx> cool
[14:03:29] <lynxlynxlynx> better luck than me, there's some randomness involved
[14:04:00] <Avenger> i think the other IE_EA checks should be changed too
[14:04:07] <Avenger> but this is usually not a problem
[14:04:36] <Avenger> it should be very rare that an 'ALLY' is not in your team while you move between areas
[14:04:50] <Avenger> or charmed creature
[14:05:04] <Avenger> actually, i think the original engine doesn't even let this happen
[14:07:26] <lynxlynxlynx> are familiars now treated as part of the party (PCs list)?
[14:09:12] <Avenger> they are in the npc list
[14:09:32] <Avenger> but yeah, they are treated like a pc when moving between areas
[14:09:50] <Avenger> all npcs with <goodcutoff should be like that, i think
[14:10:14] <Avenger> but i'm fine with this, if there is a bug, i 'll hack it further
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[14:15:56] <lynxlynxlynx> huh
[15:08:14] <lynxlynxlynx> rocket_hamster: want to play?
[15:18:57] <rocket_hamster> sure
[15:19:03] <rocket_hamster> rebooting
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[15:21:55] <rockethamster> serv is UP
[15:22:44] <lynxlynxlynx> ok
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[20:38:01] <lynxlynxlynx> haha
[20:38:26] <lynxlynxlynx> the original suffers from the infinite recursion bug with apply spell on condition
[20:39:26] <Avenger> heh?
[20:39:40] <Avenger> is it recursion?
[20:39:48] <Avenger> or just too many effects at a time
[20:40:21] <Avenger> or you use apply spell on condition inside another?
[20:42:44] <lynxlynxlynx> fireshield vs fireshield
[20:43:10] <Avenger> oh, 2 fireshields touch and .... crash?
[20:43:31] <lynxlynxlynx> damage each tick
[20:43:57] <Avenger> do we have a fix for that?
[20:44:05] <lynxlynxlynx> yes, i think we do
[20:44:15] <Avenger> fireshield should only affect melee attackers anyway
[20:44:20] <Avenger> it is a lame implementation
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[21:06:53] <Avenger> lynx, i see no 'damage every tick' in ToB. I just see both sides get hurt once for each attack
[21:07:39] <Avenger> it is still weird that suffering passive damage is triggering the other fireshield, but it is not recursive
[21:07:39] <lynxlynxlynx> i didn't mean to imply there is such a mode for the effect
[21:07:52] <Avenger> ah ok
[21:08:00] <Avenger> so it is just a single damage for both sides
[21:08:28] <lynxlynxlynx> no
[21:08:34] <lynxlynxlynx> the result was different
[21:08:38] <Avenger> hmm
[21:08:39] <lynxlynxlynx> but it's irrelevant for gemrb
[21:08:45] <Avenger> i tested in ToB
[21:13:31] <rocket_hamster> http://www.kickstarter.com/projects/1473965863/sui-generis?ref=category
[21:13:32] <rocket_hamster> insane
[21:13:57] <rocket_hamster> now this is a project worth supporting
[21:13:58] <rocket_hamster> imo
[21:14:59] <rocket_hamster> the fight at the end - omg
[21:22:56] <Avenger> well. Maybe
[21:23:16] <rocket_hamster> maybe? tech level is amaizing!
[21:23:26] <Avenger> it is sad the Broken Hourglass was not finished
[21:23:50] <rocket_hamster> i cant even imagine how that is possible to code and run at normal speed
[21:24:18] <rocket_hamster> for 1 programmer btw
[21:26:22] <Avenger> btw, the woman might be of hungarian descent
[21:27:34] <rocket_hamster> dunno
[21:27:50] <rocket_hamster> doesnt sound like hungarian name to me
[21:28:59] <rocket_hamster> so what do you think Avenger?
[21:29:14] <Avenger> i said, maybe
[21:29:18] <Avenger> this is a 3d game
[21:29:26] <rocket_hamster> you dont like those?
[21:29:27] <Avenger> apparently single person
[21:29:57] <Avenger> it is not my top preferred genre
[21:30:12] <rocket_hamster> yes the article says there might be some npcs to join but its single char oriented
[21:30:23] <lynxlynxlynx> tech looks nice, but that doesn't make a good game automatically
[21:30:57] <lynxlynxlynx> the fact that they completely missed out on content is probably the reason for such a bad start
[21:30:59] <Avenger> yes, so it is more likely an action rpg hybrid. This one competes with stuff like Skyrim, not the IE, or not even Dragon Age
[21:31:41] <Avenger> high tech, but weak story, likely.
[21:31:56] <rocket_hamster> it also depends on localization of project, USA = more displays on mainpage for more users
[21:32:18] <rocket_hamster> it is more like open world without linear storyline
[21:32:37] <rocket_hamster> article says you can participate in events or not, game world will evolve either way
[21:33:03] <rocket_hamster> ofc i wouldnt compare this to bg or similiar
[21:33:23] <Avenger> btw, i googled at the name, that's why i think she is hungarian :D
[21:33:48] <Avenger> Erzsébet is a hungarian name
[21:36:33] <wjp> that is one very impressive video
[21:37:18] <wjp> but it does say very little about the game itself
[21:37:35] <lynxlynxlynx> there's more in the text, but not much
[21:39:43] <Avenger> hmm what is so impressive with this? Kinda Skyrim with physics and such
[21:40:04] <Avenger> nice editor
[21:40:53] <Avenger> apparently twitch based combat, with hit locations and such
[21:41:07] <rocket_hamster> Avenger this was done by one programmer with full time job
[21:41:10] <rocket_hamster> o.O
[21:41:38] <Avenger> sure, but it is not my favorite genre. You can get into modding Skyrim
[21:41:47] <Avenger> and get similar results
[21:42:11] * wjp hasn't even seen Skyrim yet :-)
[21:42:31] <rocket_hamster> but i mean the skill needed to make this for him, he must be rly pumped up
[21:43:19] <Avenger> well, this is truly impressive for a single man, if he built it from scratch
[21:43:49] <rocket_hamster> he says so
[21:43:51] <Avenger> i like the environment generation
[21:45:09] <Avenger> but, i don't really like twitch based combat
[21:46:29] <Avenger> i will play this only if bg3ee and obsidian's project eternity fails :D
[21:46:33] <rocket_hamster> twitch?
[21:46:50] <Avenger> player dexterity, hit locations
[21:47:02] <Avenger> quick mousework :D
[21:47:25] <rocket_hamster> ah
[21:48:44] <Avenger> http://en.wikipedia.org/wiki/Twitch_gameplay
[21:50:14] <rocket_hamster> "there is no 3rd party technology, graphics, physics, audio, user interface, all the backends, i wrote every single line of code"
[21:50:21] <rocket_hamster> dafuq
[21:50:23] <rocket_hamster> :D
[21:50:26] <wjp> one of the next updates will apparently address combat
[21:50:43] * wjp isn't much of a fan of "twitch" either
[21:51:33] <Avenger> well, if a game is easy enough, and comes with a good story and a big selection of player abilities, i tolerate twitch
[21:51:47] <Avenger> that's why i actually liked the witcher or skyrim
[21:54:18] <lynxlynxlynx> i'm suspicous, he was playing with a very far away camera
[21:54:19] <Avenger> the guy is definitely talented. i find it hard to believet that he really didn't use 3rd party code
[21:54:52] <Avenger> even we do that with openal/python/sdl :D
[21:55:07] <lynxlynxlynx> because we're not silly
[21:55:21] <rocket_hamster> Avenger same here, the interface looks really profesional, like crysis kind of stuff or valve
[21:59:02] <rocket_hamster> this says more about background of game http://www.baremettle.com/sg/about/
[22:01:00] <Avenger> lol there is no saving and loading
[22:01:05] <Avenger> oook
[22:01:47] <Avenger> i think this game will have only a niche market with twitch rpg fans :D
[22:02:45] <lynxlynxlynx> can't be too twitch with that kind of system though
[22:03:18] <Avenger> there will be no opponent scaling and the world sounds like kinda generated randomly
[22:03:57] <Avenger> so, i guess, one will have to improve running/avoiding skills :D
[22:04:20] <lynxlynxlynx> narrowed down the innate problem in the meanwhile
[22:04:29] <Avenger> interesting, but i doubt i will play this
[22:04:43] <lynxlynxlynx> don't we automatically expand the spellbook for innates?
[22:04:52] <Avenger> expand?
[22:05:01] <Avenger> all innates must be on a single page
[22:05:02] <lynxlynxlynx> i get various results, either just one copy or several (2 is the right answer)
[22:05:30] <Avenger> various results with what?
[22:05:35] <lynxlynxlynx> expand in the setspelllevelmemorizationcount or what was it
[22:05:40] <lynxlynxlynx> starting tob
[22:06:01] <lynxlynxlynx> generating a female elven fighter i always get just one of the innates
[22:06:07] <lynxlynxlynx> those bhaal powers
[22:06:17] <Avenger> aren't they alignment based?
[22:06:33] <lynxlynxlynx> it ends up in Spellbook:MemorizeSpell and fails the first check
[22:06:34] <lynxlynxlynx> yes
[22:06:48] <lynxlynxlynx> the table is loaded and read just fine
[22:07:14] <lynxlynxlynx> Number and Number2 should be renamed to something more sensible
[22:07:19] <Avenger> 2 different powers, i guess?
[22:07:25] <Avenger> and you get only one of them
[22:07:45] <Avenger> i still don't understand the problem
[22:08:17] <lynxlynxlynx> the table has 6 columns, mostly duplicated
[22:08:38] <lynxlynxlynx> when we first read it, we learnspell, on reentry memospell
[22:08:44] <lynxlynxlynx> but it breaks in core
[22:08:53] <lynxlynxlynx> or for other cases multiplicates the count
[22:09:43] <Avenger> i don't even know where we give the bhaal powers
[22:10:16] <lynxlynxlynx> chargen
[22:10:30] <lynxlynxlynx> but it's not limited to that, also clabs are not counted properly
[22:13:24] <Avenger> this should work:
[22:13:27] <Avenger> elif ab[:3] == "GA_":
[22:13:29] <Avenger> SpellIndex = Spellbook.HasSpell (pc, IE_SPELL_TYPE_INNATE, 0, ab[3:])
[22:13:31] <Avenger> if SpellIndex == -1:
[22:13:33] <Avenger> GemRB.LearnSpell (pc, ab[3:], LS_MEMO)
[22:13:35] <Avenger> else:
[22:13:36] <Avenger> GemRB.MemorizeSpell (pc, IE_SPELL_TYPE_INNATE, 0, SpellIndex)
[22:13:52] <lynxlynxlynx> learnspell works great, we get the known spell and a memo
[22:14:06] <Avenger> uh wait
[22:14:08] <lynxlynxlynx> the other one fails this check, due to equality: if (sm->Number2 <= sm->memorized_spells.size()) {
[22:14:17] <Avenger> --> "MemorizeSpell(PartyID, SpellType, Level, Index[, enabled])=>bool\n\n"
[22:14:32] <lynxlynxlynx> innates are autoenabled
[22:14:42] <Avenger> ok
[22:15:00] <Avenger> i see, and level is 0
[22:15:32] <Avenger> it doesn't error out either, i guess?
[22:15:41] <Avenger> not like this: return RuntimeError( "Spell not found!" );
[22:16:33] <Avenger> do we grant bhaal abilities like this too?
[22:16:38] <Avenger> where is the code for it
[22:16:45] <lynxlynxlynx> it doesn't error out
[22:16:56] <lynxlynxlynx> like i said, it happens in Spellbook:MemorizeSpell
[22:17:24] <lynxlynxlynx> it's all AddClassAbilities, so you're already looking at the python side
[22:17:51] <Avenger> oh
[22:18:16] <lynxlynxlynx> maybe we just need to reinstate SetMemorizableSpellsCount beforehand
[22:18:30] <Avenger> the bhaal stuff is added by AddClassAbilities?
[22:18:31] <lynxlynxlynx> but we removed the need for that for innates at some point
[22:18:47] <lynxlynxlynx> GUICommon.AddClassAbilities (MyChar, "abstart", 6,6, AlignmentAbbrev)
[22:19:14] <lynxlynxlynx> the python side is fine
[22:19:28] <Avenger> OK, now i know why you needed the SPIN hack, LOL
[22:19:35] <Avenger> abstart is not a normal clab file
[22:20:24] <lynxlynxlynx> it's not a clab file
[22:21:13] <Avenger> this was not my code, right?
[22:21:43] <Avenger> it is scary hacky, but i did stuff like this before
[22:22:21] <lynxlynxlynx> i can check, but it's likely of mixed origin
[22:23:28] <Avenger> are you sure it goes into the GA_ branch for every intended spell?
[22:25:04] <lynxlynxlynx> of course
[22:25:26] <lynxlynxlynx> first i used prints, then i stepped through it
[22:25:54] <lynxlynxlynx> then i gdbed the core, since all was dandy before
[22:26:31] <Avenger> so you just start a soa game, and look at what innates you get?
[22:27:22] <Avenger> i will start with L G
[22:27:49] <lynxlynxlynx> GemRB.SetMemorizableSpellsCount (pc, 50, IE_SPELL_TYPE_INNATE, 0)
[22:27:53] <lynxlynxlynx> adding that fixed it
[22:28:21] <Avenger> uh
[22:28:33] <Avenger> sorcerer is an uninitialized variable
[22:28:53] <lynxlynxlynx> i fixed that
[22:29:22] <lynxlynxlynx> but even uninitialised, the check is done in such a way it would rarely pass
[22:30:21] <Avenger> for innates, it should always skip that test
[22:32:03] <lynxlynxlynx> just hardcode a check?
[22:33:10] <Avenger> i wonder
[22:33:33] <Avenger> if you enable the sorcerer style for innates, it wouldn't work, i guess
[22:34:29] <Avenger> the problem is: iwd2 has the innates in a different page
[22:34:45] <Avenger> i would prefer a less hardcoded style
[22:34:54] <Avenger> another variable, like sorcerer
[22:35:05] <Avenger> which would enable the innate style stuff
[22:35:32] <lynxlynxlynx> or we just set the memorizable count and be done with it
[22:35:49] <Avenger> if you can make that work, fine
[22:35:59] <lynxlynxlynx> just one line in the script
[22:36:06] <Avenger> hopefully
[22:36:26] <lynxlynxlynx> i guess it wouldn't work from actions though
[22:36:26] <Avenger> i don't know how the original counts these
[22:37:24] <Avenger> yes, we have LearnSpell/Ability opcodes
[22:37:28] <Avenger> those should work too
[22:37:38] <Avenger> so you cannot write this in guiscript
[22:38:13] <Avenger> i still think we should have a bitfield for innate style spell pages
[22:38:30] <Avenger> and set it up when we build the spellbook
[22:38:30] <lynxlynxlynx> consisting of what?
[22:38:38] <Avenger> similar to sorcerer
[22:39:15] <lynxlynxlynx> but all classes have innates, sorcerer is not a good comparison
[22:39:55] <Avenger> i meant the sorcerer variable :D
[22:40:07] <lynxlynxlynx> i know
[22:40:17] <lynxlynxlynx> but that's configurable through our tables
[22:40:40] <lynxlynxlynx> innates are for everyone, so i don't know what you want to put in the field
[22:40:55] <lynxlynxlynx> one book type from each system is what we need to check
[22:41:25] <Avenger> well, i think for now, it is enough if you add a new variable
[22:41:32] <Avenger> and set it in SetBookType
[22:42:22] <Avenger> like if (IWD2Style) innate=1<<IE_IWD2_SPELL_INNATE; else innate=IE_SPELL_TYPE_INNATE;
[22:42:33] <Avenger> i mean: if (IWD2Style) innate=1<<IE_IWD2_SPELL_INNATE; else innate=1<<IE_SPELL_TYPE_INNATE;
[22:43:00] <Avenger> then you can use this bitfield like sorcerer
[22:43:05] <Avenger> in Memorize
[22:43:20] <Avenger> later we can add more customization to SetBookType if needed
[22:43:59] <Avenger> this solution is to have a single entry point where we can tweak the behaviour of the spell page
[22:45:12] <Avenger> btw, how the sorcerer variable was not initialized at this point
[22:46:00] <lynxlynxlynx> no idea, since class was already set
[22:46:19] <lynxlynxlynx> time is not running yet, so the pcf didn't fire, i guess
[22:46:48] <Avenger> how did you fix it
[22:47:07] <lynxlynxlynx> in the constructor
[22:47:17] <Avenger> that's not sure to work
[22:47:22] <Avenger> since you need the class
[22:47:31] <lynxlynxlynx> it's just the same 0 default
[22:47:41] <Avenger> can't we trigger the pcf from guiscript? when we set class?
[22:48:41] <Avenger> we can
[22:48:51] <lynxlynxlynx> setplayerstat has a last parameter
[22:49:00] <Avenger> yah ;)
[22:49:18] <Avenger> well, try that :)
[22:49:49] <lynxlynxlynx> not now, bad timing
[22:50:03] <lynxlynxlynx> then we would need to ensure it is nicely reversable too
[22:50:37] <Avenger> what do you mean
[22:50:59] <Avenger> pcf_class inits the action buttons and the spellbook page type
[22:51:14] <lynxlynxlynx> create a mage first, then go back before finishing and create a fighter
[22:51:26] <lynxlynxlynx> we wouldn't want any mage leftovers
[22:51:32] <Avenger> there won't be
[22:52:12] <Avenger> ok... the shadowed out spellbook will show a sorceror book for fighters if you pick a sorceror and then a fighter... maybe
[22:52:20] <Avenger> for the first reload
[22:53:03] <Avenger> i think that will be the worst sideeffect. or not even that
[22:53:09] <Avenger> not even that
[22:53:51] <Avenger> pcf_class will totally rewrite the variables it may affect
[22:53:57] <Avenger> every time
[22:54:49] <Avenger> ok, gotta sleep. nice catch btw, i thought this was working perfectly
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[22:57:38] <lynxlynxlynx> heh, found an iwd2 bug while at it
[23:08:35] <lynxlynxlynx> ah no, we run the pcf by default
[23:08:51] <lynxlynxlynx> i guess it really needs a proper game
[23:12:14] <rocket_hamster> game?
[23:12:15] <rocket_hamster> name?
[23:12:49] <lynxlynxlynx> the pcf
[23:13:36] <lynxlynxlynx> i suspect IF_INITIALIZED is not set yet
[23:14:27] <rocket_hamster> but it needs a proper game?
[23:14:30] <rocket_hamster> i dont understand
[23:18:38] <lynxlynxlynx> to get set
[23:18:48] <lynxlynxlynx> this all happens before entering the game
[23:18:57] <lynxlynxlynx> before time itself
[23:21:45] <rocket_hamster> aah
[23:28:47] <lynxlynxlynx> general forcing attempt resulted in a crash, as expected
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[23:38:05] <lynxlynxlynx> eh, enough for today
[23:38:23] <lynxlynxlynx> very productive
[23:39:07] <rocket_hamster> :)
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