#gemrb@irc.freenode.net logs for 5 Jan 2013 (GMT)

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[12:29:22] <lynxlynxlynx> hah, now i can't even post to shs
[12:29:39] <lynxlynxlynx> ipb conspiracy
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[13:44:06] <fizzle> uargh!
[13:44:14] <fizzle> HideGUI is killing me
[13:45:25] <fizzle> dreams are mostly working but the GUI is totally borked when returning from the TextScreen
[14:08:21] <fuzzie> maybe just ShowGUI first for now, then?
[14:15:03] <fizzle> CloseOtherWindow(None) seems to do the trick
[14:31:32] <lynxlynxlynx> hmm, in the original the kegs have yellow circles, so the default action is attack
[14:32:38] <lynxlynxlynx> and there is no force conversation button :(
[14:33:59] <fuzzie> hehe, warehouse again?
[14:34:08] <fuzzie> oh right, I mentioned it again
[14:35:03] <lynxlynxlynx> they have 46 effects :O
[14:35:03] <fuzzie> it's a flag that we don't implement, anyway
[14:35:16] <lynxlynxlynx> flag for?
[14:35:51] <fuzzie> 'cannot talk'
[14:35:55] <lynxlynxlynx> looks like if Moralebreak:0 they should be in permanent morale failure
[14:36:13] <lynxlynxlynx> ahh, i think i saw it somewhere
[14:36:17] <fuzzie> 21:30 <Avenger> this no talk flag seems to set the creature's EA to 0xc8 (evilcutoff) too
[14:36:29] <lynxlynxlynx> too bad though, since they do have cow-like dialog
[14:38:54] <lynxlynxlynx> 0x80000
[14:39:59] <lynxlynxlynx> ah, we already use it to ignore dialog interrupts
[14:40:28] <lynxlynxlynx> ok, worded badly
[14:41:13] <fuzzie> hm
[14:41:47] <fuzzie> where do we adjust that, then?
[14:42:12] <fuzzie> That is probably a different bit.
[14:42:45] <lynxlynxlynx> MC_NO_TALK via actions
[14:43:55] <fuzzie> yes, this all looks not the same thing
[14:44:46] <fuzzie> I assume that at load time it's the same bit as AF_NAME_OVERRIDE.
[14:45:24] <fuzzie> (AREImporter checks GF_IWD2_SCRIPTNAME also, so it's irrelevant for that use in iwd2.)
[14:45:58] <fuzzie> But in saved files it's MC_BEENINPARTY so probably we need to rewrite that at save/load for compatibility.
[14:46:29] <lynxlynxlynx> they don't have any mc flags set
[14:46:44] <fuzzie> not in an original iwd2 save?
[14:47:22] <lynxlynxlynx> this is from gemrb
[14:47:26] <fuzzie> they should have AF_NAME_OVERRIDE (8) set in the ARE, and then MC_BEENINPARTY set when saved
[14:47:33] <fuzzie> but we don't implement either
[14:49:06] <lynxlynxlynx> in the imported original save, they have 0x8000
[14:49:18] <fuzzie> so, sounds good :)
[14:49:23] <lynxlynxlynx> mhm
[14:49:26] <lynxlynxlynx> and they're enemies
[14:49:40] <fuzzie> presumably we can just add an MC_FORCEHOSTILE, and then convert that at save/load time to MC_BEENINPARTY
[14:50:00] <fuzzie> and then if we encountered AF_NAME_OVERRIDE in the ARE in iwd2 mode, then set MC_FORCEHOSTILE and force the EA to 0xc8
[14:50:11] <fuzzie> since there seems to be plenty of space for MC bits?
[14:50:45] <lynxlynxlynx> but the none of the ea colors are yellow, so that's not enough
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[14:51:28] <Avenger> hi
[14:51:32] <lynxlynxlynx> and i now see we treat moralebreak of 0 as immunity
[14:51:33] <lynxlynxlynx> oj
[14:52:09] <Avenger> isn't moralebreak the point where morale breaks?
[14:52:15] <lynxlynxlynx> yes
[14:52:18] <Avenger> so 0 means no break
[14:52:29] <fuzzie> well I was not worrying too much about the ea colours, just about making the kegs not crazy :)
[14:52:47] <Avenger> berserker kegs?
[14:52:59] <lynxlynxlynx> the normal morale is 10, both positive and negative limit to it
[14:53:19] <lynxlynxlynx> talkative kegs
[14:53:53] <Avenger> hmm
[14:54:09] <fuzzie> Avenger: any problem with the last few lines from before you joined?
[14:54:11] <miha> that sounds like a feature (couldn't help it)
[14:54:13] <Avenger> there are keg dialogs :D
[14:54:21] <Avenger> like 10KEG
[14:54:34] <lynxlynxlynx> you can't initialise them in the original though
[14:55:05] <Avenger> fuzzie i came in because i saw those mc flags mentioned
[14:55:16] <miha> http://www.pagetutor.com/jokebreak/070.html
[14:55:18] <lynxlynxlynx> or maybe you need to get drunk first, but alas, they don't have any scripts attached and the area one doesn't mention any fun
[14:55:18] <Pepelka> The Talking Frog
[14:55:36] <Avenger> but i don't remember
[14:59:57] <Avenger> 10keg has some fun dialog :D
[15:00:24] <Avenger> You're not sure what prompted you to speak to this keg, but it refuses to answer you./Please don't speak to the kegs./The keg remains oddly silent.
[15:00:34] <lynxlynxlynx> mhm
[15:02:30] <Avenger> so, the original engine doesn't let you talk to them?
[15:02:36] <Avenger> i don't see any flag
[15:02:45] <fuzzie> it is AF_NAME_OVERRIDE in the ARE
[15:02:50] <fuzzie> saved as MC_BEENINPARTY
[15:02:53] <lynxlynxlynx> they are yellow circled, so they're like enemies
[15:03:15] <lynxlynxlynx> or ENABLED judging from the iwd2 ids
[15:03:18] <Avenger> so af_name_override is used for something else?
[15:03:21] <fuzzie> since *all* iwd2 actors get name override
[15:03:24] <lynxlynxlynx> http://gemrb.org/iesdp/files/ids/iwd2/crearefl.htm
[15:03:27] <Pepelka> IWD2: Identifiers : crearefl.ids
[15:03:32] <fuzzie> so AF_NAME_OVERRIDE is irrelevant for iwd2 :)
[15:03:39] <fuzzie> so, yes, reused
[15:03:44] <Avenger> bad lynx
[15:04:04] <Avenger> heh, it worked now
[15:04:48] <fuzzie> so, hence my thought to just add another MC flag and convert back/forth
[15:04:50] <Avenger> so you say it is : 0x80000 NO_TALK ?
[15:04:55] <fuzzie> no, it is 0x8000
[15:05:10] <Avenger> O_o
[15:05:13] <fuzzie> i.e. MC_BEENINPARTY
[15:05:18] <fuzzie> which is also not used in iwd2 :P
[15:05:35] <Avenger> but 0x8000 ENABLED ???
[15:05:45] <Avenger> this is damn messed up
[15:05:53] <lynxlynxlynx> bit reuse
[15:06:01] <Avenger> not just reuse
[15:06:07] <fuzzie> well, I guess if you don't set 0x8000, then the EA remains neutral and you get a dialog
[15:06:14] <lynxlynxlynx> i doubt it duplicate functionality
[15:06:24] <fuzzie> and if you set 0x8000, then it 'enables' the actor by setting the EA to enemy and disabling any debug dialog
[15:06:46] <fuzzie> but I am sticking to my suggestion of us repurposing another bit internally for a sensible name like MC_FORCEHOSTILE :p
[15:07:57] <Avenger> so, you are positive that the AF_... area flag is copied into the mc flags
[15:08:16] <Avenger> in a different position that is not even matching the ids
[15:08:25] <fuzzie> yes, lynx can see the 0x8000 flag set in original saves
[15:08:38] <fuzzie> and you can see AF_NAME_OVERRIDE set for the relevant actors, and you can also see their EA changes
[15:08:45] <fuzzie> and also I already got you to check the disasm 2.5 years ago :)
[15:09:00] <Avenger> yes, it could be
[15:09:10] <traveler> i think i've talked to kegs in orgnal... but that was long ago..
[15:09:40] <Avenger> there is a smug keg :D
[15:09:55] <Avenger> that is sitting on top of a fence or whatever
[15:10:06] <lynxlynxlynx> yeah
[15:10:15] <lynxlynxlynx> on the main wall
[15:10:28] <lynxlynxlynx> iirc they use it for target practice and constantly miss :=)
[15:10:44] <lynxlynxlynx> it's like that omnipotent squirrel in easthaven
[15:11:29] <Avenger> that keg also has the no talk bit set
[15:11:46] <lynxlynxlynx> i doubt you could get close enough anyway
[15:12:11] <Avenger> hmm, ok, maybe that text is not in a dialog
[15:12:29] <Avenger> i just vaguely remember this, but it has the same 10keg dialog set
[15:12:39] <lynxlynxlynx> 10keg is set as the dialog for the warehouse kegs, you just can't talk to them
[15:12:51] <lynxlynxlynx> iwd2 doesn't have a "talk" action bar icon
[15:13:44] <Avenger> ok, i'm still puzzled about the EA
[15:13:55] <Avenger> fuzzie said it is set to 0xc8
[15:14:32] <fuzzie> well, I guess lynx can check that
[15:14:56] <lynxlynxlynx> it is
[15:15:06] <lynxlynxlynx> and she quoted you btw
[15:15:18] <fuzzie> yes, it's a circle of repeating the same thing :)
[15:15:45] <lynxlynxlynx> to sum up, if i load an original save, only the feet circle colour is off
[15:16:10] <fuzzie> maybe that is controlled by this flag
[15:16:28] <fuzzie> (is there no keyboard shortcut for talk?)
[15:16:54] <Avenger> i don't know
[15:17:09] <Avenger> i'm looking for MC_* flag usage now
[15:18:50] <lynxlynxlynx> Dialog=D in the ini, but doesn't work
[15:20:08] <Avenger> ok, i see the part where the area flag (8) is copied into mc_enabled :)
[15:20:49] <Avenger> area flag (2) is copied into mc_seenparty too
[15:21:09] <Avenger> and area flag (4) is copied into mc_invulnerable
[15:21:20] <Avenger> totally random bits
[15:22:13] <Avenger> and yeah, the enabled flag really sets ea to 0xc8
[15:22:55] <lynxlynxlynx> :)
[15:23:30] <Avenger> i'm sure they did this to mess with us :D
[15:25:00] <Avenger> lynx: the ea is 0xc8 for you too? because it is probably very easy to fix the color for that
[15:25:20] <lynxlynxlynx> sure, just another line in actor
[15:25:22] <Avenger> i don't think we have any color assigned to it
[15:25:32] <lynxlynxlynx> just seemed a bit silly
[15:25:47] <Avenger> it isn't used explicitly in other engines
[15:26:05] <Avenger> so it won't do anything elsewhere
[15:27:02] <lynxlynxlynx> yeah, but it's odd that they chose this approach, when there were existing possibilities ready
[15:28:12] <Avenger> i still don't quite see how being 'enabled' means to override the ea on load
[15:28:49] <fuzzie> I imagine it's some way to enable/disable enemies.
[15:29:16] <fuzzie> So you can quickly toggle a bit in the editor while testing, while not actually removing them from the game.
[15:31:21] <Avenger> hmm do we implement the invulnerability flag?
[15:31:41] <Avenger> there are ~40 effects that won't work on a creature flagged as invulnerable
[15:32:31] <lynxlynxlynx> doesn't look like we do
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[16:02:48] <Pepelka> [commit] Avenger: don't allow export of polymorphed or dead characters http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=03b20bf51334f5a4cc4092ea580f742fd2fff555
[16:06:14] <lynxlynxlynx> there's a guireccommon btw
[16:09:29] <Avenger> aww
[16:09:47] <Avenger> exportable could go there
[16:14:15] <lynxlynxlynx> yep
[16:15:07] <lynxlynxlynx> easily done later though, please continue with the mc bits :)
[16:46:15] <Avenger> i don't know from where i got MC_HIDDEN :(
[16:46:45] <Avenger> it has 'iwd' in it, but iwd2 uses that flag for SEEN_PARTY
[16:46:56] <Avenger> i fear, it is from iwd1
[16:57:57] <Avenger> actually, it seems i just made that flag up
[17:03:34] <Avenger> heh, i remained in cutscenemode after traveling with swift tomas (iwd2)
[17:04:42] <fizzle> Avenger: re: dreams: does the DREAM var hold the last dream just had or the next dream you'll get?
[17:05:16] <Avenger> a good question, is there drmtxt0 ?
[17:05:24] <fizzle> no, it starts with 2
[17:06:08] <Avenger> hmm, yeah, you need to skip the textscreen if there is no drmtxt<n>
[17:06:39] <fizzle> sure
[17:06:44] <Avenger> otherwise, i think it is the last dream you had, because you start dreaming in chapter 2, right?
[17:07:11] <fizzle> yes, you do
[17:07:22] <fizzle> the var starts at 1?
[17:07:23] <Avenger> so, it goes silently up to 1, then when you reach chapter 2, it goes up to 2 AND you see drmtxt2
[17:08:06] <fizzle> okay, great, that's the way I have it right now
[17:20:43] <fizzle> here's to dreams: http://nopaste.me/paste/77472331750e860d56d63c
[17:20:50] <Pepelka> dreams - Diff - NoPaste.me - Secure and Anonymous
[17:26:19] <lynxlynxlynx> that gametype check should be a gameflag check or something else
[17:26:29] <lynxlynxlynx> a silent check if drmtxt.2da exists for example
[17:26:48] <lynxlynxlynx> otherwise it looks great
[17:28:20] <fizzle> okay, I can do that
[17:39:00] <Pepelka> [commit] Jens Granseuer: bg1 doesn't have a resistances strref http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=730f6592b75d6659370e2e036d6b8fa26af5272c
[17:39:01] <Pepelka> [commit] Jens Granseuer: bg1: add support for dream sequences http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=6c6f233c28dd198f1ac255aca9acdd46f471a759
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[17:50:22] <Pepelka> [commit] Avenger: improved iwd/iwd2 creature field compatibility http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=31d4d4b1e98eeaee6ef224afeed480def6ba7982
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[17:53:26] <Avenger> yeah, very nice, fizzle did the ability gaining stuff as well
[18:03:11] <lynxlynxlynx> cool, you're done
[18:03:26] <lynxlynxlynx> i have questions about the iwd2 slot system
[18:04:03] <lynxlynxlynx> Actor::ReinitQuickSlots and some others don't take it into account at all
[18:04:09] <Avenger> i missed some flags
[18:04:31] <Avenger> download again
[18:04:47] <lynxlynxlynx> i needed to add manual translation from the iwd2 quickitems to the gemrb ones
[18:04:53] <Pepelka> [commit] Avenger: missing flags http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=6c79a0347d3ab2df0a6c3e783c4e6c7dd5b7455e
[18:05:09] <lynxlynxlynx> the values are too high for those 32-entry translation tables (80-82)
[18:05:33] <lynxlynxlynx> and we define 9 of them anyway, on top of those regular 3
[18:05:36] <Avenger> there is some code for that translation in core
[18:05:43] <lynxlynxlynx> iwd2's guibtact has some odd values
[18:06:11] <lynxlynxlynx> i needed something similar to Actor::GetActionButtonRow
[18:06:35] <lynxlynxlynx> but then i didn't know why we would have more than 3 slots, since you can give only 3 in the inventory
[18:06:53] <Avenger> gemrb2iwd
[18:07:06] <Avenger> and iwd2gemrb
[18:07:10] <Avenger> in actor.cpp
[18:07:17] <lynxlynxlynx> 32 entries
[18:07:19] <Avenger> it is probably totally buggy
[18:07:24] <lynxlynxlynx> these slots are 80-89 :)
[18:07:42] <Avenger> } else if (tmp>=80) { //quick items
[18:07:44] <Avenger> tmp=ACT_IWDQITEM+tmp%10;
[18:07:57] <Avenger> this is in GetActionButtonRow
[18:08:06] <lynxlynxlynx> a translation layer is missing for sure, since also the innates are treated as weapons (both 10)
[18:08:11] <lynxlynxlynx> yeah, but that's still 60-69
[18:08:56] <Avenger> isn't that good enough?
[18:09:35] <Avenger> iwd2's guibtact is > 32 rows
[18:10:11] <Avenger> it is around 90 :)
[18:10:21] <lynxlynxlynx> yep
[18:10:47] <Avenger> the translation table is used for the small values
[18:13:09] <lynxlynxlynx> why do we duplicate all the small Q* values?
[18:13:09] <Avenger> iwd2 action buttons are superior to the other games, so if you want to merge, first fix iwd2, then merge the others into it :)
[18:13:21] <Avenger> what do you mean?
[18:13:29] <lynxlynxlynx> Qspell1 is in there twice
[18:13:51] <Avenger> i don't know, maybe the low values are removable
[18:14:56] <lynxlynxlynx> if (i<0) which = ACT_WEAPON4+i+1; // and this bit in ReinitQuickSlots can't be reached at all
[18:16:23] <lynxlynxlynx> half of the things i follow look up half done
[18:17:19] <lynxlynxlynx> another example: i managed to get into a situation, where i can't equip a sling properly, it always ends up being dualwielded :)
[18:18:24] <Avenger> you mean it goes into right hand?
[18:18:38] <Avenger> err left hand
[18:19:12] <Avenger> and if you try an sw1h, it is equipped correctly?
[18:20:19] <lynxlynxlynx> it goes into the left hand correctly
[18:20:39] <lynxlynxlynx> anyway, all of the weapon issues are probably from the same weapon set bugs
[18:20:55] <Avenger> strange, but actually this act_weapon4+i+1 does exactly that :D
[18:21:01] <lynxlynxlynx> we are pretty bad at knowing what is equipped in iwd2
[18:21:15] <Avenger> i believe it should be act_weapon1+i
[18:21:27] <Avenger> that would select a quiver slot
[18:21:38] <lynxlynxlynx> but it's in a while(i--) loop, so i can never be negative
[18:22:22] <lynxlynxlynx> i don't know what's special about that sling, maybe it's missing 2h bit (could you use it with shields? you could in bg2)
[18:22:57] <Avenger> slings are 1handed
[18:24:43] <Avenger> this code changed a few times
[18:25:25] <lynxlynxlynx> it's also possible that just the display is wrong with this one
[18:25:29] <Avenger> i don't know how did i go below 0, but i'm almost sure it did once
[18:26:25] <lynxlynxlynx> well, it doesn't make much sense to have quiver items there
[18:26:41] <lynxlynxlynx> though it is possible iwd overlayed the equipped ammo over the equipped weapon icon
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[18:55:39] <Pepelka> [commit] Jaka Kranjc: iwd2::guirec: fixed silly scope error http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9800a7d96ddbc714b0b752ba2e3c275015d8d45b
[18:55:40] <Pepelka> [commit] Jaka Kranjc: Container::TryPickLock: try to translate the skill to a usable number http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=d09491b8f4e77978d107577a6895cacc0b60e824
[18:55:42] <Pepelka> [commit] Jaka Kranjc: Actor: also print the MC flags in the debug dump http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=b988e023f49df2e77216b7b0a87bc8b38cf8317e
[18:55:43] <Pepelka> [commit] Jaka Kranjc: TextArea: fixed regression from 7e74cd319e79308 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=3a292fdf34069a7df13dcf1b49aa513a53ed47ec
[18:56:24] <Avenger> lol at scope error :D
[18:58:09] <Avenger> are you sure about the dc thing?
[19:00:08] <lynxlynxlynx> see the rest of the commit message
[19:01:35] <lynxlynxlynx> all the locked doors in the area have difficulty 0, so i couldn't check them
[19:02:21] <Avenger> actually, it seems it is multiplied by 7
[19:02:46] <Avenger> -->lea ebx, ds:0[eax*8] sub ebx, eax
[19:03:01] <Avenger> eax is the skill, ebx is the converted value
[19:03:33] <Avenger> it is used for doors, at least
[19:03:54] <Pepelka> [commit] Jaka Kranjc: give actors of EA_EVILCUTOFF yellow feet circles http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=262b53a8971a9b52b2befc927d1fbabcd7c6b0bb
[19:03:54] <lynxlynxlynx> 7 or 8? what an arbitrary choice again
[19:04:00] <Avenger> 7
[19:04:10] <Avenger> and there is some string printed: Open lock check. Open lock skill %d vs. lock difficulty %d (%d DEX bonus).
[19:04:27] <Avenger> i don't know what to set for it to be seen
[19:04:32] <lynxlynxlynx> it's not printed or i yeah
[19:04:43] <Avenger> wanna me dig into that?
[19:04:50] <lynxlynxlynx> i tried cheats=1 debug=1 extra feedback=1 (from bg2), yet nothing
[19:04:59] <Avenger> ahhh i got it
[19:05:01] <lynxlynxlynx> no gui options exist for tihs
[19:05:08] <Avenger> EnableRollFeedback, Program Options
[19:05:13] <Avenger> :D
[19:05:16] <lynxlynxlynx> cool
[19:05:29] <lynxlynxlynx> thanks
[19:05:49] <lynxlynxlynx> there's no roll there though, but that was my first guess, yet the string shot it down
[19:06:19] <Avenger> yeah, and the multiplier is definitely 7
[19:06:57] <lynxlynxlynx> ok, i'll fix the two
[19:06:57] <Avenger> it also uses the skill modifier for open locks
[19:09:04] <Avenger> hmm, actually, i see it displaying the dex modifier, but i don't see it being used. meh
[19:10:08] <lynxlynxlynx> maybe they just applied it to the stat earlier
[19:10:22] <Avenger> that could be
[19:10:25] <lynxlynxlynx> we already do the same for the other games
[19:11:56] <lynxlynxlynx> cool, we do the same already, iwd2 also has skilldex and skillrac
[19:12:30] <Avenger> yes, i found the cycle which updates all skills with the skill modifier :D
[19:13:00] <Avenger> it was the only function i didn't name yet that uses GetSkillModifier
[19:20:58] <lynxlynxlynx> :)
[19:33:44] <lynxlynxlynx> it doesn't even display the dex bonus multiplied
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[20:13:35] <Pepelka> [commit] Jaka Kranjc: TryPickLock: the real iwd2 skill ratio is 7; also use it for doors http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5c7fe1904a5749efc0afee4e6c5eeff4506a5df5
[20:13:36] <Pepelka> [commit] Jaka Kranjc: added support for the hidden iwd2 option EnableRollFeedback http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=279adf0c383e4f74bb888b3fd67080a69ea90cef
[20:13:37] <Pepelka> [commit] Jaka Kranjc: display extra lockpicking feedback if EnableRollFeedback is on http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=26316030e33ad1c697b9d64648655f0672616d8b
[20:18:08] <traveler> about those problematic statues (levers) it's strange since when you are near/clicking them there is none effect (nothing in console too), but after a while when you are away, they are displaying 'you are too far to operate this machine'
[20:18:39] <traveler> * re: durlag levers/statues
[20:23:52] <traveler> is original Baldur.ini r/w from gemrb?
[20:24:17] <traveler> i've only found mention of baldur.ini which i don;t have a don't know what it reffers to
[20:26:41] <traveler> that is internal gemrb file or what
[20:29:03] <chiv> gemrb uses gem-baldur.ini lately
[20:29:28] <chiv> which is saved in the gamed dir
[20:29:55] <chiv> if you have never run the game on windows, you might not have baldur.ini...
[20:30:59] <lynxlynxlynx> if it is isn't there, that's a bit odd
[20:31:10] <lynxlynxlynx> config.exe did fill it out with details though
[20:31:23] <lynxlynxlynx> if gemrb doesn't find it, it uses its own defaults
[20:31:39] <lynxlynxlynx> all changes are always saved to gem-$filename
[20:32:02] <lynxlynxlynx> if it is found at startup, that's where we read the settings from (not using the details)
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[20:42:50] <traveler> 1. i've installed game on windows on flash disk, this is my /mnt (read only) there is Baldur.ini there
[20:43:13] <traveler> 2. ro would exlapin lack of gem-baldur.ini?
[20:46:26] <traveler> i'm asking, because i see that my in-game setting aren't saved, and thought it was mostly fixed
[20:47:02] <traveler> and don't know Baldur.ini syntax to add verbose rolls and all that feedback/informations
[20:47:05] <lynxlynxlynx> we try 3 locations and if none of them are writable, give up
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[20:47:23] <lynxlynxlynx> this roll info is only in iwd2 anyway
[20:47:32] <lynxlynxlynx> and support has just started getting in
[20:48:04] <traveler> ah
[20:48:07] <lynxlynxlynx> the place that we try last is the savedir, so surely you have that somewhere writable
[20:48:24] <traveler> anyway, i just wanted to turn all possible info on
[20:48:26] <traveler> savedir
[20:48:37] <traveler> here it is
[20:48:43] <traveler> gem-baldur.ini
[20:48:52] <traveler> if only *chars were saved to there too :P
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[20:50:27] <traveler> hm infravision turned on there too
[20:50:36] <lynxlynxlynx> GameCharactersPath=PATH
[20:50:42] <lynxlynxlynx> just set that :P
[20:52:04] <lynxlynxlynx> Avenger: another minor oddity. I don't see container trap fields changing in the iwd2 are format, but in the original, this trap here has DC of 10, while the trap removal difficulty is at 0
[20:52:30] <traveler> lynx: eh, it thought it wasn't implemented, must be blind...
[20:52:59] <lynxlynxlynx> when in doubt, rtfm, it has all the config options
[20:53:27] <Avenger> ?
[20:54:17] <lynxlynxlynx> Trap detection: 0%, Trap removal: 0%
[20:54:28] <lynxlynxlynx> we use that, of course
[20:54:35] <lynxlynxlynx> the original pulls 10 from somewhere
[20:54:58] <Avenger> yes i see
[20:55:18] <Avenger> it does all sort of massaging with the number
[20:55:22] <Avenger> in the end: lea eax, [edx+eax+0Ah]
[20:55:27] <Avenger> that is your missing 10
[20:56:17] <lynxlynxlynx> lynxlynx.info/bugs/trap.dc.png
[20:56:25] <lynxlynxlynx> ah ok, thanks
[20:56:58] <lynxlynxlynx> what's interesting that the starting area doors do have a dc of 0, so no mucking around there
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[21:08:26] <Avenger> v86 = v37 / 7 + 10
[21:08:50] <Avenger> i mean, dc = trapdiff/7+10 :0
[21:13:58] <traveler> $ man gemrb No manual entry for gemrb :P
[21:15:45] <lynxlynxlynx> you didn't install it then to anywhere MANPATH looks for
[21:16:02] <lynxlynxlynx> anyway, if you're running from the build dir under the source tree, you'd call it like this:
[21:16:08] <lynxlynxlynx> man ../gemrb.6.in
[21:16:34] <lynxlynxlynx> Avenger: huh, but ok
[21:16:47] <lynxlynxlynx> it's getting hard to be surprised
[21:17:45] <traveler> nah, it's installed... just in the wrong place.
[21:18:11] <Avenger> lynx, you think, the door trap difficulty is not converted?
[21:18:50] <lynxlynxlynx> i don't know, but you have the proof infront of you
[21:19:16] <Avenger> i see the same /7+10
[21:20:30] <Avenger> but i can imagine that they flunked the feedback print
[21:20:43] <Avenger> in that case you would always see 0 dc
[21:24:07] <Pepelka> [commit] Jaka Kranjc: containers, doors: EnableRollFeedback support for bashing http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=80411f05fcc3ca22f124a9a824bf3d939faf58a6
[21:24:08] <Pepelka> [commit] Jaka Kranjc: implemented 3ed trap disarming (extra logging included) http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=730f71244e27046542d48f12463c0f4ea29075f7
[21:24:09] <lynxlynxlynx> oh you mean for doors? arg
[21:24:09] <Pepelka> [commit] Jaka Kranjc: added iwd2 pickpocketing code http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=171ab8d6022d87314d60ef4254c9b349bf482f29
[21:24:34] <lynxlynxlynx> i'll go fix that then
[21:25:45] <lynxlynxlynx> oh, i was talking about lockpicking DC, were you aswell or was it about traps?
[21:34:15] <Avenger> traps
[21:34:31] <Avenger> meh, so i gotta see lockpicking
[21:39:04] <traveler> hm strange. i cannot see my chars in char path... file/dir permissions are the same as with save files
[21:39:19] <traveler> i mean i have empty window in import character
[21:40:39] <traveler> my char i mean character files
[21:40:44] <traveler> *by
[21:42:08] <lynxlynxlynx> what about trap detection, i'm right there now
[21:43:13] <lynxlynxlynx> traveler: Path to the original game's installed data files, relative to GamePath.
[21:43:13] <lynxlynxlynx> Usually it's characters.
[21:43:19] <lynxlynxlynx> eg. tricky to set right
[21:43:58] <lynxlynxlynx> the easiest option would be to add a simlink like chars2 to your ro dir
[21:44:37] <traveler> so save dir can be absolute, but char must be relative?
[21:45:17] <traveler> SavePath=/home/Kuba/BG_DATA/BGSave/ GameCharactersPath=/home/Kuba/BG_DATA/BGCharacters/
[21:45:29] <traveler> game path is totally unrelated
[21:46:31] <traveler> as game path is on/mnt
[21:46:56] <lynxlynxlynx> that's what it says
[21:47:08] <traveler> well no
[21:47:16] <traveler> BG_DATA is not gamepath here
[21:47:26] <traveler> just misguiding directory name
[21:47:28] <lynxlynxlynx> that much is obvious
[21:47:33] <traveler> ah, sorry
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[22:04:37] <Pepelka> [commit] Jaka Kranjc: adjusted trap detection for 3ed http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=0f24e014e2f12819e5e5285a836636b313ada9b0
[22:20:36] <traveler> awww....
[22:20:44] <traveler> yeah linking
[22:21:04] <traveler> fat /mnt
[22:21:15] <traveler> you noe support?
[22:24:39] <lynxlynxlynx> maybe it doesn't cross partitions, but i doubt it
[22:25:06] <lynxlynxlynx> anyway, you can prepend a few ../ to that absolute path and it would work as well
[22:38:38] <chiv> just out of interest, which sound driver is meant to be the main one, open al or sdl?
[22:38:43] <traveler> lynx: true, i was somewhat slow thinking today, thanks.
[22:38:49] <traveler> i would guess al?
[22:39:13] <traveler> i mean that's my impression
[22:39:37] <chiv> because apart from the fact that all the sounds are delayed, sdl seems to run a lot better for me
[22:40:10] <edheldil_> chiv: openal
[22:40:20] <traveler> that's quite big 'apart' i would say
[22:40:34] <chiv> wel...
[22:40:38] <traveler> here openal somwhat overdrives but that could be my fault
[22:41:00] <chiv> framerate seems to suffer quite bad with openal, I only noticed when i disabled sound altogether
[22:43:52] <chiv> i mean before I just put it down to the in development status, but it seems odd that sound would choke my computer that much
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[23:44:24] <fuzzie> yes, al is 'proper' audio
[23:44:39] <fuzzie> sdl is incomplete hack :)
[23:45:08] <fuzzie> what kind of hw are you using, chiv?
[23:45:23] <chiv> some sort of onboard
[23:45:49] <chiv> i have a sb audigy, but the drivers were always such a pain in the ass i eventually removed it..
[23:46:09] <fuzzie> sorry, i mean, cpu :)
[23:46:27] <chiv> oh, athlon xp
[23:49:46] <chiv> 2600+ i think, not exactly new but handles the original rather well...
[23:53:11] <fuzzie> yes, it should work great
[23:55:03] <chiv> ill test my sb audigy some point and see if it makes a difference