#gemrb@irc.freenode.net logs for 5 Nov 2010 (GMT)

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[15:17:17] <Avenger> hi
[15:33:31] <fuzzie> hi
[15:34:19] <edheldil> Hi
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[15:43:28] <fuzzie> re the Friendly Arm guards bug: isn't that fixed?
[15:43:54] <fuzzie> as far as i know i fixed the sight range already
[15:44:26] <fuzzie> the walls thing is a bit more complicated, the search square stuff is broken
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[15:45:35] <fuzzie> the pathfinder divides by 16 or 12 and then messes with the result incorrectly
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[15:46:52] <pupnik_> fuzzie: is there pathfinder visualization code? sometimes that's fun to watch
[15:48:19] <fuzzie> i keep forgetting how broken some of this stuff is, meh
[15:48:34] <fuzzie> pupnik_: there is no visualisation/debug stuff for any of this, which is a pity
[15:50:29] <pupnik_> fuzzie: i did some pathfinding in 1986
[15:51:09] <fuzzie> the problem here is in the support code
[15:51:42] <pupnik_> later we hired some guy from intel for $70,000 a year
[15:51:48] <pupnik_> but he never produced anything usable
[15:51:59] <pupnik_> ok
[15:53:50] <fuzzie> although the pathfinder should probably be rewritten too
[15:54:20] <fuzzie> but the provided data is tile-based, so you can't do anything much more imaginative than A* with bumping
[15:55:49] <fuzzie> so it is mostly just someone needing to write code and make it work
[15:55:55] <fuzzie> i hope
[15:56:19] <Avenger> ctrl-b and ctrl-o do something about visualizing the path
[15:58:35] <fuzzie> T
[15:58:36] <fuzzie> ugh
[15:58:52] <fuzzie> did you see that Taimon was also confused by the 0x20 dialog flag, Avenger?
[15:59:47] <Avenger> i didn't see anything :)
[16:00:44] <fuzzie> ok. well, it is not more interesting than that :P but hopefully he will work it out
[16:00:46] <Avenger> i can't make this ctrl-b/o work
[16:01:23] <Avenger> where did he write?
[16:01:28] <fuzzie> on irc
[16:01:44] <fuzzie> yesterday, i guess
[16:02:21] <fuzzie> you enabled cheats, pressed ctrl-o somewhere and then ctrl-b somewhere else?
[16:05:15] <Avenger> lynx: the spell disables are most likely done by spell name, not spell type
[16:08:08] <Avenger> the code for disabling spell types references strings: SPWI/SPPR/SPIN . So, i should confirm that spcl is unaffected. Just like the daer ragh's spells, i guess.
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[16:13:17] <pupnik_> hm
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[19:07:57] <lynxlynxlynx> hmm
[19:18:04] <pupnik_> eveening lynxlynxlynx :)
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[19:58:01] <lynxlynxlynx> lots of assorted new stuff has piled up
[19:58:17] <lynxlynxlynx> what do you think about a new release later in november?
[19:59:06] <Lightkey> so in other news, pupnik is *old*
[20:00:37] <lynxlynxlynx> very relevant
[20:01:34] <Lightkey> me so sorry, herr blockwart
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[23:08:48] <fuzzie> lynxlynxlynx: i don't really know what's changed
[23:09:46] <fuzzie> i guess NEWS looks impressive :)
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[23:22:35] <Avenger> lynxlynxlynx: the plan was to release only after HoW is playable, but i wouldn't mind a release if you want so
[23:23:34] <lynxlynxlynx> i know, but that still seems far off and there's plenty of other stuff that we can get into the wild
[23:23:46] <fuzzie> well, if you do it, it would be nice to have it relatively quickly
[23:23:52] <lynxlynxlynx> i was thinking about doing it around the 21tj
[23:23:55] <Avenger> well, we just need to finish the cutscene stuff
[23:24:08] <Avenger> dialogs also queue like cutscenes
[23:24:20] <Avenger> so the hjolderr dialog thing would be fixed by that too
[23:24:26] <fuzzie> if we want to cram more fixes in, we should take more time
[23:24:30] <lynxlynxlynx> but that's why i'm asking, i don't know what you're working on specifically
[23:24:43] <Avenger> i personally work on walking sounds :)
[23:24:47] <lynxlynxlynx> and how that will affect stability
[23:24:49] <fuzzie> and dialogs are not so simple
[23:25:06] <Lightkey> especially over IRC
[23:25:14] <Lightkey> SCNR :<
[23:25:32] <lynxlynxlynx> there's not much spectacular news, but things add up
[23:25:53] <Avenger> well, we (you and Fuzzie) added the object id stuff. I would do a playthrough on the already claimed game types before release
[23:26:14] <lynxlynxlynx> i plan to add the globalid changes to the other games and look at what's wrong with the loadscreen on higher res
[23:26:51] <lynxlynxlynx> the remaining worldmap issues gone would be a good addition, so we can forget about that code for a while
[23:26:59] <Avenger> the claim is that bg1, bg2 and iwd1 are playable?
[23:27:01] <fuzzie> Avenger: you have no idea about queue clearing during dialogs, right?
[23:27:17] <fuzzie> Taimon said he'd REed some of it, and he'd make a reply on my old forum thread at some point, hopefully
[23:27:33] <lynxlynxlynx> replaying all the games takes too much time
[23:27:38] <Avenger> hmm fuzzie: i have an idea, but i would have to look at it again to be sure.
[23:27:55] <lynxlynxlynx> i'll definitely redo bg2 once the major scripting changes are in, but now it doesn't make much sense
[23:28:22] <fuzzie> i hope it is as simple as "when a new actor becomes the current speaker, their queue is wiped"
[23:28:35] <Avenger> when it queues actions it disables interruptibility just like cutscenes
[23:30:06] <Avenger> lynx: well, i meant, if you want a release. There is no point in releasing something that breaks an already working game
[23:30:46] <fuzzie> i am not going to get any major scripting changes done in the next week
[23:30:49] <lynxlynxlynx> the globalid stuff is not really dangerous
[23:30:55] <fuzzie> but it would be nice to get things merged when i have time
[23:31:18] <Avenger> hehe, that sounds like a famous last word lynx :)
[23:31:32] <fuzzie> i agree the globalid stuff is not so dangerous
[23:31:41] <fuzzie> i think the loadscreen stuff is possibly game-breaking though
[23:31:45] <Avenger> it affects everything, isn't it?
[23:31:49] <lynxlynxlynx> fuzzie can say more about the internals, but from the guiscript pow, the change was very smooth
[23:31:50] <Avenger> yeah, that too
[23:33:22] <lynxlynxlynx> well, at least two weeks to go for polish
[23:33:43] <lynxlynxlynx> time flies, it'll be three months since the last release by then
[23:34:40] <fuzzie> oh, and there's avenger's undroppable changes which might break stuff somewhere
[23:34:48] <Avenger> :P
[23:35:02] <fuzzie> only in bg1 though
[23:35:13] <Avenger> but i tested that already
[23:35:31] <Avenger> xan's sword, specifically
[23:35:32] <lynxlynxlynx> i installed bg1 btw :)
[23:35:34] <fuzzie> for bg1 scripts which destroy undroppable items, though?
[23:36:00] <Avenger> i think it is more fishy in bg2
[23:36:01] <lynxlynxlynx> cleaned up an old partition
[23:36:09] <Avenger> gratz lynx :)
[23:36:18] <Avenger> so you won't break any more bg1 guiscripts :P
[23:36:31] <lynxlynxlynx> i rarely touch them :P
[23:36:33] <fuzzie> because we all never break things which we have the games for :)
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[23:37:02] <lynxlynxlynx> look at the time >>
[23:37:10] <Avenger> yep, gotta sleep
[23:37:18] <Avenger> i half-implemented the walk sounds
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[23:37:26] <fuzzie> nice
[23:37:46] <Avenger> the implementation is easy, getting all the data set up is hard
[23:38:15] <Avenger> it is basically dependant of 1. animation id, 2. searchmap type
[23:38:28] <fuzzie> yes
[23:38:29] <Avenger> 80% of the walksounds are based on animation id
[23:38:52] <fuzzie> i looked at it once and it seemed too much work to do quickly
[23:38:56] <fuzzie> is pst different?
[23:38:58] <Avenger> i will it as i did the blood color
[23:39:03] <Avenger> no idea
[23:39:14] <Avenger> i still didn't run IDA on it
[23:39:29] <Avenger> i got HoW/ToB/Totsc
[23:39:40] <Avenger> oh wait, i got pst...
[23:39:55] <Avenger> well, i guess, i can look at this tomorrow
[23:41:10] <Avenger> so, there will be a 2da like the blood color 2da. just with resrefs in it. If the resref is a rowname in pathfind.2da, then it will use that row to resolve the walksound based on terrain
[23:41:16] <Avenger> otherwise it will use it directly
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[23:41:53] <Avenger> there is probably only one line needed in pathfind.2da, but i will leave room for modders.
[23:42:13] <Avenger> ok, see you later!
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