#firstname.lastname@example.org logs for 5 Jan 2015 (GMT)Archive Today Yesterday Tomorrow
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[03:48:13] <brada> flickering issue resolved. VC crash should be in theory too.
[03:49:09] <brada> i dont see how that could have been working fine in 3272d2006f3 tho.
[03:50:21] <brada> it does take dialog to trigger it tho so easy to see why maybe you thought it was working
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[12:14:53] <Driim> Problem with entering area: Can't access Kresselack's tomb's level 3 (AR3502->AR3503) even though the door is open, there is nothing to click on.
[12:17:55] <Driim> This using the latest git-version
[12:25:26] <Driim> hotspot-key show large purple area, but mouse cursor does not change on it and clickng does nothing.
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[14:27:13] <lynxlynxlynx> you cloned from github, right?
[14:27:16] <lynxlynxlynx> Driim: ?
[14:27:49] <Driim> yes, that's right.
[14:28:21] <lynxlynxlynx> that's odd
[14:28:32] <lynxlynxlynx> we had that issue before and i remember fixing it
[14:28:53] <Driim> Also, Heal Party on Rest seems to work wrong. Trying to look into it by myself though.
[14:29:51] <Driim> start up screen states' 0.8.2 git'
[14:30:19] <lynxlynxlynx> heal party on rest works ok, it's just that it will cast all spells on the same character if multiple are hurt
[14:30:41] <Driim> Yes, that is what I experience as well
[14:30:49] <lynxlynxlynx> i loaded a game, flicked the switch on the pillar and the gate opened
[14:31:02] <lynxlynxlynx> i get the usual door cursor for travelling
[14:31:14] <Driim> takes as many rests as there are injured characters, assuming enough healing spells to heal one to maximum.
[14:31:29] <lynxlynxlynx> the healing bit would require a lot of extra logic
[14:32:02] <lynxlynxlynx> but maybe there's a simpler way
[14:33:35] <Driim> So the current hp is not updated until the end of script.
[14:33:53] <Driim> Pulling the lever opens the door, but does not change the cursor
[14:34:39] <Driim> Could this console warning point to the problem: [ResourceManager/WARNING]: 'ar3502.ini' not found...
[14:37:32] <Driim> Are these two exporting problems familiar: (1) exporting button on dual classed characters is grayed out, (2) exporting a character to a saved game makes the new character start at the prologue tavern with no way to unite to the rest of the party.
[14:38:12] <lynxlynxlynx> i can reproduce the door problem
[14:38:22] <lynxlynxlynx> the lever is marked as trapped, even though it has no trap
[14:38:42] <lynxlynxlynx> disarming said pseudotrap and flicking the lever opens the door but doesn't unlock it
[14:38:54] <Driim> Ok, I did disarm it
[14:39:15] <lynxlynxlynx> err, it probably does both, what i meant was that the region isn't activated
[14:39:25] <lynxlynxlynx> i see nothing interesting the relevant scripts though
[14:39:28] <lynxlynxlynx> odd stuff
[14:42:13] <Driim> Sigh, I am hesitant to check where my last save before disarming that trap is.
[14:45:01] <lynxlynxlynx> you can just jump to the next area
[14:50:57] <Driim> Do you mean skipping the rest of the tomb (and vale of shadows) or teleporting to the 3rd level?
[14:51:04] <lynxlynxlynx> teleporting
[14:51:13] <lynxlynxlynx> ctrl-space to bring up the console
[14:51:18] <lynxlynxlynx> mta("ar3503")
[14:52:15] <lynxlynxlynx> seems the opendoor call doesn't get run indeed
[14:52:24] <lynxlynxlynx> which is odd as the visual changes
[14:52:34] <Driim> ah yes, never used the 'cheat' codes before, so it did not come into mind.
[14:53:59] <Driim> Heh, it teleports me straight to Kresselack.
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[15:20:15] <lynxlynxlynx> seems like a targetting issue, though the trigger gets the same set ids matches
[15:44:02] <lynxlynxlynx> ooh, i have an idea, maybe we send harmlessopened and not check it too
[15:46:15] <lynxlynxlynx> yep
[15:46:21] <lynxlynxlynx> and it's pst-only
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[16:20:04] <lynxlynxlynx> Driim: fixed; but in another branch, since i was there already
[16:20:27] <lynxlynxlynx> should be merged pretty soon, only a few regressions left
[16:21:24] <brada> hopefully i can get around to that soon. school is back in session now tho.
[16:22:54] <lynxlynxlynx> just your silly guirec change and map notes remain
[16:22:59] <lynxlynxlynx> the rest isn't obvious
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[16:47:31] <brada> dang I was hoping map notes was broken that way in master too :p
[16:52:41] <lynxlynxlynx> i just checked and no
[16:55:25] <lynxlynxlynx> no idea what's wrong though
[16:55:41] <lynxlynxlynx> merge problems were mostly about the custom string saving iirc
[17:01:12] <brada> yeah, thats probably at least part of it
[17:02:08] <brada> we have bio editing capabilities now dont we?
[17:02:24] <brada> because TA editing still doesnt work in the font-rewrite branch
[17:02:36] <brada> probably not super difficult to do tho
[17:04:53] <brada> probably a bit tedious, however. since we need to set up methods for mutating text nodes
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[17:06:09] <brada> then add some logic to only reflow text nodes after the edited node, and only if the edited node wraps to a newline
[17:07:16] <lynxlynxlynx> we support editing TAs, but only at eol
[17:07:34] <brada> im sure you do in master
[17:07:53] <brada> im quite positive that was removed in the other branch :)
[17:07:59] <lynxlynxlynx> sure
[17:08:01] <brada> unless it is in fact a TextEdit
[17:08:10] <lynxlynxlynx> i'm just saying we don't have full support
[17:08:28] <lynxlynxlynx> text edits are single-line
[17:09:53] <brada> ah. I probably knew that :)
[17:10:14] <brada> but i may as well add full support for editing TAs while im at it
[17:11:24] <edheldil> great!
[17:11:53] <edheldil> though imo you should merge to master first
[17:11:59] <brada> yes i agree
[17:12:11] <lynxlynxlynx> of course
[17:12:21] <lynxlynxlynx> just don't forget about it later
[17:13:32] <brada> ha ha yeah. feel free to pester me if i do
[17:14:20] <brada> looking at the code again its probably easier than i thought. it looks like we would just be dealing with a single multiline node
[17:15:40] <brada> something else you should pester me about because i keep forgetting is doing something about all the duplicate palettes
[17:16:07] <brada> its a senseless waste!
[17:16:54] <lynxlynxlynx> noted
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