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

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[01:40:26] <wirehead> what would porting gemrb to windows mobile involve?
[01:41:00] <wirehead> or, how can I get it to run on an HTC diamond, even if it involves booting up another os
[02:44:19] <nickdaly`> if the diamond meets the minimum specs (usually screen resolution is the big problem), it should be possible to follow the windows-specific instructions on the forums. I think the big requirements are OpenAL and Python (and enough hard drive or usb-stick space to install the games)
[02:45:08] <nickdaly`> the forums are at forums.gibberlings3.net, fyi
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[08:03:22] <edheldil> nickdaly`: there's already some effort to port GemRB to WinME, it's mentioned on the forums, I think
[08:03:35] <edheldil> dunno how far they got, however
[08:06:11] <lynxlynxlynx> millenium? heh
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[08:48:08] <edheldil> hi
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[16:41:23] <Avenger> hello
[16:51:31] <lynxlynxlynx> oj
[16:51:55] <lynxlynxlynx> does your last change only update the worldmap when the worldmap control is opened?
[16:52:30] <Avenger> yep, and it isn't good
[16:52:43] <lynxlynxlynx> yes
[16:52:45] <Avenger> this is more complicated than i htought
[16:53:04] <Avenger> there is a field in the game structure for 'you are here'
[16:53:41] <lynxlynxlynx> you move to brynlaw via actions, then to the sahuagin city, underdark and back via actions, so can't just update with the current area, since maybe the worldmap wasn't opened before at all
[16:54:03] <lynxlynxlynx> with the gsutils approach this wasn't a problem
[16:54:18] <fuzzie> even if you moved without going via gsutils actions?
[16:54:35] <Avenger> yes, that's my only concern now
[16:54:51] <Avenger> this should be somewhere in loadmap
[16:54:55] <fuzzie> but i thought we had the same problem with worlde, and someone fixed it
[16:55:05] <Avenger> worlde is only in iwd
[16:55:19] <Avenger> it is solving the iwd problems, but not the bg2 problems :)
[16:55:27] <fuzzie> yeah, but it has the same problem
[16:55:33] <Avenger> yes basically
[16:55:37] <fuzzie> it needs to be updated always, not just when worldmap is loaded (which is how i coded it)
[16:56:02] <Avenger> i reverted your change too?
[16:56:37] <Avenger> there must be some evil avenger who doesn't want the worldmap to work correctly :P
[16:56:52] <fuzzie> no, i think i am just crazy
[16:57:10] <Avenger> lynx's approach works, i just didn't like the place where he hacked it in
[16:57:26] <Avenger> it wasn't low level enough
[16:57:36] <Avenger> it would have worked only with scripts
[16:58:00] <fuzzie> well, lynx hacked the _VISITED variables into Map::AddActor or something
[16:58:08] <fuzzie> or, ok, *someone* put it there, maybe not lynx
[16:58:15] <fuzzie> is that a good place?
[16:58:27] <Avenger> yes
[16:58:32] <Avenger> map addactor is probably good
[16:58:41] <fuzzie> yes, it was lynx
[16:58:58] <Avenger> i would put it in game, though
[16:58:58] <fuzzie> so that sounds a fine place to me
[16:59:01] <lynxlynxlynx> beepbeepbeep
[16:59:07] <fuzzie> is there some central place in Game for it?
[16:59:08] <Avenger> so it would update the 'you are here' field
[16:59:15] <Avenger> loadmap?
[16:59:20] <fuzzie> well, this is all complicated
[16:59:30] <fuzzie> because different party members are on different maps
[16:59:36] <Avenger> also, game knows who are the pcs, firsthand
[16:59:37] <fuzzie> and LoadMap is called for *all* map loads
[16:59:51] <fuzzie> which is why putting the progress stuff there is so buggy
[17:01:08] <Avenger> where else you would put the area load progress, if not in the area loading :)
[17:01:36] <fuzzie> well, it is a problem, because we shouldn't be loading areas..
[17:02:26] <fuzzie> hmm, i should really be reviewing commits, a bunch of combat stuff got completely broken
[17:02:37] <Avenger> well, i don't know how the IE does that
[17:02:52] <fuzzie> yes, none of us know how the IE does it
[17:03:07] <Avenger> it apparently able to move an actor to another area, without loading the area (completely)
[17:03:10] <fuzzie> but for now, putting stuff in LoadMap is dangerous :(
[17:03:33] <fuzzie> you can actually corrupt areas and it will still move the actor
[17:06:33] <fuzzie> but, when you load an original savegame in gemrb, it will load many different areas for these moves, immediately
[17:07:14] <fuzzie> that is just NPCs?
[17:07:20] <lynxlynxlynx> what's broken in combat?
[17:07:59] <fuzzie> lynxlynxlynx: leaving it while modal actions run, which i think shouldn't happen anyway
[17:08:20] <fuzzie> all my fault, i imagine
[17:08:39] <lynxlynxlynx> you mean any action or for the modal actor?
[17:08:55] <fuzzie> for the modal actor
[17:09:13] <lynxlynxlynx> they are incompatible
[17:09:20] <fuzzie> you would think :(
[17:10:03] <lynxlynxlynx> for example?
[17:10:41] <fuzzie> no, i am not explaining this right
[17:10:47] <fuzzie> it is broken when you *don't* have a modal atction
[17:10:56] <fuzzie> clearly i am too tired
[17:11:13] <lynxlynxlynx> oh, that sounds severe
[17:11:39] <fuzzie> yeah, i don't see why
[17:11:59] <fuzzie> i mean, Avenger broke it but then fixed it again
[17:12:24] <fuzzie> so maybe i just screwed up the build and got that older code
[17:12:40] <Avenger> i moved around some code in the modal action
[17:12:41] <lynxlynxlynx> or maybe it's the timing stuff again
[17:13:22] <fuzzie> Avenger: you made the code work again, with the autodetecting secret doors
[17:13:31] <fuzzie> so the moving around is ok
[17:13:35] <Avenger> ok
[17:13:41] <Avenger> i remembered that
[17:14:07] <Avenger> i just saw that your hack should always get a chance to work
[17:14:10] <Avenger> so i moved it front
[17:14:35] <fuzzie> it is an awful hack, it's only there to make stuff completeable :/
[17:14:59] <fuzzie> ok, i will take a look later and see
[17:15:23] <Avenger> the ie doesn't seem to have a running list of actors in combat, so feel free to get rid of it and put attack completely into the actions
[17:15:36] <Avenger> that's how the ie does it
[17:16:18] <fuzzie> yeah, i know, but it is a bit fiddly to do because the triggers need doing
[17:16:22] <Avenger> it is really funny when a goblin is miles away, does a critical and the screen shakes
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[17:19:02] <lynxlynxlynx> another thing to move out of the draw code, the shake and spam is the only effect
[17:19:10] <fuzzie> and there is still this problem which lynx pointed out where the projectile is in the draw code
[17:19:19] <lynxlynxlynx> ;)
[17:19:23] <fuzzie> hehe
[17:20:05] <fuzzie> but i guess that is more of an organisational thing..
[17:20:22] <fuzzie> we need to update the animation frame whether things are off-screen or not, but not do all the work of updating the actual animations
[17:20:33] <fuzzie> unless the original engine doesn't sync to animations at all
[17:57:44] <lynxlynxlynx> oh and then the last worldmap issue i know of - the ambushes
[17:58:16] <lynxlynxlynx> only a problem in bg2 though :)
[18:00:03] <fuzzie> not in bg1?
[18:00:36] <lynxlynxlynx> they happen in mid-worldmap areas?
[18:01:04] <fuzzie> i thought so
[18:06:44] <lynxlynxlynx> oh, then bg1 too
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