#gemrb@irc.freenode.net logs for 5 Feb 2011 (GMT)

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[00:01:39] <edheldil_> what got me was that the email they sent contained link to login, like a scam mail
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[08:10:43] <lynxlynxlynx> Jamer: the user is created, did you try to log in?
[08:10:56] <lynxlynxlynx> if you can't, i can reset the password for you
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[10:54:40] <CIA-29> GemRB: 03lynxlupodian * r1d5666d4f093 10gemrb/gemrb/docs/en/Tables/slottype.txt: slottype.txt: updated for the new column and refreshed the example
[11:03:23] <CIA-29> GemRB: 03lynxlupodian * r918e509ac948 10gemrb/gemrb/override/bg1/slottype.2da: bg1: fixed shield slot usage (2h+shield was possible, no 2w)
[11:14:52] <lynxlynxlynx> hmm, looks like i was wrong, you can't dualwield in bg1
[11:15:03] <lynxlynxlynx> drizzt is a dummy
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[11:18:40] <CIA-29> GemRB: 03lynxlupodian * r1728f7eb1376 10gemrb/gemrb/override/bg1/slottype.2da: bg1 didn't have dualwielding :(
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[11:55:18] <lynxlynxlynx> huh
[11:55:51] <lynxlynxlynx> back as far as august already and the encumbrance is still broken
[11:56:03] <lynxlynxlynx> odd that nobody noticed it till now
[11:56:25] <fuzzie> Which bit in particular?
[11:56:50] <fuzzie> The "nothing notices when you're encumbered" bit has been reported by a few people in here, but I thought it was just unimplemented.
[11:58:55] <lynxlynxlynx> not even the gui is updated, which definitely was the case previously
[11:59:16] <fuzzie> With new weights, or with it turning red?
[11:59:18] <lynxlynxlynx> red/yellow labels
[11:59:30] <fuzzie> Then, yeah, people have noticed that.
[12:00:22] <lynxlynxlynx> hmpf
[12:00:35] <fuzzie> Sorry. :/
[12:02:07] <lynxlynxlynx> could be it's from my inventorycommon merge
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[13:28:13] <CIA-29> GemRB: 03avenger_teambg * ree01b4976d67 10gemrb/gemrb/ (7 files in 6 dirs): implemented GF_CUSTOMIZE_AREA (maze script is still buggy)
[13:28:20] <CIA-29> GemRB: 03avenger_teambg * r0654e24e09a9 10gemrb/gemrb/ (docs/en/Tables/slottype.txt override/bg1/slottype.2da): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[14:35:14] <lynxlynxlynx> messy
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[15:09:39] <Avenger> hi
[15:11:08] <Avenger> fuzzie: it seems dialog is not blocking perfectly, 1300cons doesn't make the construct talk
[15:11:30] <fuzzie> blocking?
[15:11:54] <fuzzie> oh
[15:11:54] <fuzzie> ugh
[15:11:56] <fuzzie> pst is different?
[15:11:58] <Avenger> here is the action block: Help()
[15:12:00] <Avenger> Dialogue([PC])
[15:12:02] <Avenger> Enemy()
[15:12:03] <Avenger> RunningAttack([PC])
[15:12:03] <fuzzie> i hate IE
[15:12:23] <fuzzie> bg2 requires *not* blocking
[15:12:30] <Avenger> i see the dialogue action starting, but it is going into a movenearer
[15:12:36] <Avenger> oh?
[15:12:54] <fuzzie> yeah
[15:13:11] <fuzzie> actions after a dialogue action run, up to the point where something else blocks
[15:13:14] <Avenger> but movenearer wouldn't stop the blocking
[15:13:18] <fuzzie> and then the action queue is wiped
[15:13:29] <fuzzie> so anything blocking after it is useless
[15:13:40] <Avenger> but the dialog doesn't start, instead, i get attacked
[15:13:53] <Avenger> i guess, it is not from this action, though
[15:14:07] <fuzzie> sorry, i mean, i have no idea what gemrb does here
[15:14:11] <Avenger> so, anyway, it seems Enemy() gets executed before dialog
[15:14:18] <fuzzie> that script just doesn't make much sense :P
[15:15:31] <Avenger> well, it works in pst, so we need to do something
[15:15:48] <Avenger> i don't even see where dialog lets subsequent actions to be executed
[15:15:50] <fuzzie> yeah, but the simple fix would break stuff in bg2
[15:16:08] <fuzzie> the thing is, the dialog action doesn't block once dialog starts, it is done once dialog starts
[15:16:20] <Avenger> but my dialog didn't start
[15:16:24] <fuzzie> so actions after a dialog action continue executing until something blocks or you run out of actions
[15:16:45] <Avenger> i didn't see any greeting or such
[15:16:58] <fuzzie> so as a guess, the bug is that Enemy() or RunningAttack() is destroying the dialog
[15:17:14] <fuzzie> but also it could be that pst is different :/
[15:17:30] <Avenger> hmm, ok, maybe it goes into the dialog, but it is immediately destroyed, before letting me pick a choice?
[15:17:32] <Avenger> that may be
[15:17:44] <Avenger> i will add more breakpoints
[15:18:37] <Avenger> anyway, the area customization works almost fine :)
[15:19:07] <fuzzie> it's a really weird script
[15:19:41] <Avenger> well, begindialog starts, but it is entered only once, it exits with a movenearerto, the next action is enemy
[15:19:55] <Avenger> so somehow dialog isn't blocking in its move action :(
[15:20:24] <fuzzie> i think we won't wipe the queue when dialog starts anyway
[15:20:43] <fuzzie> i don't remember coding that, only working out that we should do
[15:21:01] <fuzzie> (not in BeginDialog, but in the dialog run code)
[15:21:21] <Avenger> i don't reach it, so it wouldn't help me here
[15:24:35] <Avenger> i think it is receiving a Help() trigger, and that makes it enemy+breaks its current action block
[15:25:27] <Avenger> so, i guess, the solution would be to make these movenearto's unbreakable
[15:25:58] <fuzzie> meh
[15:26:06] <fuzzie> really needs some serious work on the action stuff
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[15:27:27] <Avenger> yeah
[15:29:53] <fuzzie> my implementation of instants is completely wrong
[15:31:04] <Avenger> ok, i will try to use IF_NOINT, there is 'MoveToPointNoInterrupt' and i think chasing someone for a dialog fits that
[15:31:40] <Avenger> i think these kind of actions are uninterruptable everywhere anyway
[15:33:49] <Avenger> i wonder if this breaks something :)
[15:34:24] <Avenger> i think i know why actions got a separate unbreakable flag
[15:35:17] <Avenger> when doing this move stuff, the unbreakable flag should go into the action itself, it shouldn't change the actor. So, when the action is done, there is no after effect
[15:38:34] <Avenger> it works now :) but i'm sure i broke the engine a dozen other places
[15:39:27] <lynxlynxlynx> :/
[15:40:44] <lynxlynxlynx> make that a double :/ - i looked at the label coloring and it goes through nicely :s
[15:42:19] <Avenger> label coloring?
[15:45:50] <lynxlynxlynx> oh, trying to discover why (apparently not so suddenly) the encoumbrance labels aren't colored anymore
[15:46:06] <lynxlynxlynx> we were talking about earlier today
[15:46:54] <lynxlynxlynx> didn't have much luck with bisecting, since i hit build system bugs
[15:49:25] <Avenger> meh
[15:55:05] <lynxlynxlynx> indeed
[15:59:31] <Avenger> huh, this maze is totally messed up
[15:59:49] <Avenger> the area entries are not stored in sequence
[15:59:52] <Avenger> it would be too easy
[16:00:20] <Avenger> fsck
[16:00:51] <lynxlynxlynx> no help from the disassembly?
[16:03:16] <Avenger> i know the order now :) simply swapped x and y coordinates
[16:03:34] <Avenger> but this makes my life terrible
[16:06:07] <Avenger> also mixed up the visited/override flags, it seems
[17:09:47] <lynxlynxlynx> some labels i can still recolor, so i guess something is reseting the color on the others
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[18:58:57] <CIA-29> GemRB: 03avenger_teambg * r284ffe40835a 10ielister/ielister.cpp: updated maze fields
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[19:08:44] <CIA-29> GemRB: 03lynxlupodian * r9111b5ea99a7 10gemrb/ (cmake_config.h.in gemrb/includes/logging.h):
[19:08:44] <CIA-29> GemRB: if NOCOLOR is defined, don't use colors for the console output;
[19:08:44] <CIA-29> GemRB: useful for nonblack-bg terminals and silly ides like kdevelop4 (can't display color codes)
[19:32:13] <Avenger> the maze is almost done :)
[19:32:24] <CIA-29> GemRB: 03avenger_teambg * rc2d5fd3a3620 10gemrb/gemrb/ (8 files in 7 dirs):
[19:32:24] <CIA-29> GemRB: added creatures to the maze
[19:32:24] <CIA-29> GemRB: fixed directions
[19:32:54] <Lightkey> a-maze-ing
[19:34:17] * DrMcCoy hands Lightkey the bad-wordplay piggy
[19:34:26] <DrMcCoy> It awaits your 5€ donation :P
[19:36:03] <Lightkey> I don't think so, Mr. DiaperMcCoy :p
[19:36:08] <DrMcCoy> :o
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