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

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[02:16:42] <pupnik> mm
[02:34:46] <pupnik> awesome
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[05:38:29] <pupnik> going up to level 3 / rooftop in Nalia's keep crashes
[05:38:30] <pupnik> gemrb: /home/pupnik/dev/gemrb/gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp:1027: int GAMImporter::PutPCs(DataStream*, Game*): Assertion `stream->GetPos() == PCOffset + i * PCSize' failed.
[05:44:12] <pupnik> ahh my savegame did the same, so that's the quicksave dying
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[08:46:12] <Avenger> hi
[08:46:53] <Avenger> read this? http://forums.gibberlings3.net/index.php?showtopic=20919
[08:47:30] <Avenger> i would be totally clueless what went wrong with cmake
[08:47:48] <Lightkey> busy watching kswapd going mad
[08:53:07] <lynxlynxlynx> static build
[08:53:22] <fuzzie> yeah, what lynx said
[08:53:47] <fuzzie> v.odd
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[10:26:09] <pupnik> somehow that error running 'slackware' doesn\t surprise
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[12:33:23] <Oli````> Have been beating my head against my desk for the past hour. Installed GemRB fine. Ran the GemRB gameinstallers script to install BG2SOA.. That went fine. Copied the config into ~/.gemrb/gemrb.cfg and now it looks like it's going to load but them dumps out with a nice "Searching for gemrb.ini...[ERROR]"
[12:33:52] <Oli````> Here's a paste of the output (minus the plugins gumpf): http://paste.ubuntu.com/488739/
[12:34:49] <Oli````> Any idea which incantation or what god I need to summon in order to fix this?
[12:35:45] <wjp> what does your GemRB.cfg look like?
[12:41:58] <fuzzie> meh, i wonder why we don't print a path there
[12:43:35] <Oli````> wjp: http://paste.ubuntu.com/488743/
[12:47:11] <wjp> hm, that's rather shorter than expected
[12:53:15] <fuzzie> no GameType
[12:53:23] <Oli````> What's it supposed to contain? How can I regenerate it?
[12:53:29] <fuzzie> add a 'GameType=bg2'
[12:53:42] <wjp> is CaseSensitive=1 default?
[12:54:25] <fuzzie> apparently
[12:55:27] <fuzzie> i guess there's also no default Width, Height or Bpp
[12:55:46] <fuzzie> presumably the gameinstallers script intends you to modify the GemRB.cfg.sample
[12:56:01] <Oli````> I've found a sample online... I'll hack that about a bit and try again
[12:57:11] <fuzzie> i would use the one bundled with gemrb, if you can
[12:57:23] <fuzzie> mostly people finding versions online end up with a copy with all kinds of crazy things in it
[13:01:30] <Oli````> Holy Christ. It's BG2...
[13:02:54] <fuzzie> still no reply on that bug with the assertion :/
[13:04:03] <lynxlynxlynx> maybe the installer expects one of those two silly patches to be applied
[13:07:51] <fuzzie> well, i'm not sure what happened to the patch to automatically set defaults
[13:08:41] <lynxlynxlynx> the chap's gone missing, but it hasn't been that long
[13:49:56] <pupnik_> huhu nice work there Avenger! it's REALLY awesome to be able to select whole party!
[13:50:15] <Avenger> yep
[13:50:32] <pupnik_> puts a big smile on me face :)
[13:53:12] <pupnik_> any interest in the savefile that's causing my current crash in bg2?
[13:53:27] <pupnik_> Entering tower stairs to level 3 of Nalia's keep
[13:53:47] <pupnik_> but that's the quicksave that's erroring
[13:54:23] <pupnik_> i'll try saving from different loadpoints
[13:55:41] <lynxlynxlynx> where does it crash?
[13:56:18] <pupnik_> gemrb: /home/pupnik/dev/gemrb/gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp:1027: int GAMImporter::PutPCs(DataStream*, Game*): Assertion `stream->GetPos() == PCOffset + i * PCSize' failed.
[13:56:31] <lynxlynxlynx> hah
[13:56:40] <pupnik_> it's mounted rw
[13:56:52] <lynxlynxlynx> that's the same as that new bug report
[13:57:03] <lynxlynxlynx> yet none of us three can reproduce it
[13:57:32] <pupnik_> same behavior with all tested so far
[13:58:19] <Avenger> is that an old savegame?
[13:59:16] <pupnik_> on a different bg2 CD set
[13:59:17] <Avenger> i'm 100% sure it is an old corrupted save from gemrb, can you make it available?
[13:59:18] <pupnik_> hmm
[13:59:29] <pupnik_> sure
[13:59:34] <fuzzie> wasn't the bug report on sf about it crashing in chargen?
[13:59:53] <lynxlynxlynx> autosave in the chateau
[14:01:29] <pupnik_> nope this is my old can't write to device error
[14:01:40] <pupnik_> sorry, ignore
[14:05:21] <pupnik_> ok, someone remounted my windows drive as type 'fuse' which layers-on unix style permissions on the filesystem
[14:05:54] <pupnik_> that is just creepy
[14:10:13] <pupnik_> it's that write error Avenger .. i patched it to return -1 instead of segfaulting but i didn't generate any useful user feedback besides 'cannot save at this point'
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[14:11:24] <pupnik_> maybe spawn a dialog window with 'error: can not save to device $device' [ OK ]
[14:11:38] <Avenger> please add a printf to output stream->GetPos(), PCOffset, i and PCSize :)
[14:11:45] <Avenger> that would be very helpful
[14:11:51] <pupnik_> ok
[14:14:00] <Avenger> its not a write problem, the problem is more likely it miscalculates one of those numbers due to some other corruption. But it cannot be the effect type if i==0, if i==1, then it is 100% the embedded effect's version
[14:14:16] <Avenger> well, maybe
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[14:14:38] <pupnik_> ok so the printf goes in the for i.. loop
[14:14:46] <Avenger> anyway, knowing those numbers would be very helpful
[14:14:59] <Avenger> yep, right before the assertion
[14:26:29] <pupnik_> walp, we got long unsigned, ieDword, unsigned int to print
[14:26:51] <pupnik_> this errors in make
[14:26:53] <pupnik_> printf("stream->GetPos: %u PCOffset: %u i: %u PCSize: %u !\n", stream->GetPos(), PCOffset, i, PCSize);
[14:27:31] <pupnik_> or: format ‘%u’ expects type ‘unsigned int’, but argument 2 has type ‘long unsigned int
[14:28:40] <pupnik_> ah ul
[14:33:28] <fuzzie> oh, damn, i forgot all about the cannot-save thing
[14:33:37] <fuzzie> i guess the bug report on sf is surely just that
[14:34:36] <fuzzie> didn't you have a patch for that, pupnik?
[14:35:10] <pupnik_> yes it avoided saving when the drive wasn't writeable
[14:35:33] <fuzzie> did you de-hardcode the error string? i seem to remember that was why it wasn't applied
[14:35:49] <pupnik_> that's what i didn't figure out sorry
[14:36:09] <pupnik_> i can't even make a printf work today
[14:39:18] <Avenger> just cast the numbers to int :)
[14:39:41] <pupnik_> the problem was stream->GetPos()
[14:40:42] <pupnik_> adding the printf fixed the bug >_<
[14:41:13] <pupnik_> and i never saw the print output
[14:42:21] <fuzzie> how do you mean?
[14:42:43] <lynxlynxlynx> the disk became writable :P
[14:42:49] <fuzzie> i s'pose
[14:43:26] <lynxlynxlynx> the prints must be somewhere in the log though
[14:44:08] <pupnik_> i know the disk became writable :) i just didn't see the printfs
[14:44:18] <pupnik_> i look again
[14:44:33] <lynxlynxlynx> maybe you forgot the newline and they're harder to spot
[15:16:06] <Avenger> this disk is very tricky :)
[15:17:26] <Avenger> fuzzie, do you work on something? if you need information i could try to look it up
[15:20:30] <fuzzie> nothing of gemrb right now .. it would be nice to fix this queue stuff, but it seems very complex
[15:27:04] <pupnik_> nice job hilighting the ground objects when alt is pressed
[15:27:42] <lynxlynxlynx> the area script interference is also caused by the queue handling?
[15:36:50] <fuzzie> no, that just needs a GF_, i guess
[15:37:36] <fuzzie> around the ST_AREA exemption on ActorBlock.cpp:277
[15:39:51] <fuzzie> i mean, assuming area scripts *don't* run in bg2, but i assume they don't
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[16:02:43] <pupnik_> something seemed to be resetting the fade-out scene in the circus
[16:06:28] <Avenger> lol, in bg2 you can turn paladins :)
[16:07:28] <Avenger> 0xcf is any_paladin?
[16:07:54] <Avenger> yeah, cool, i see where it matches them
[16:09:26] <Avenger> if clerics alignment is 13/23/33 (any evil) they turn paladins at turnlevel-3
[16:10:24] <lynxlynxlynx> cool, corruption
[16:12:23] <Avenger> they attach 0x8d and 0x18 effects (visual effect and horror) on the paladin
[16:12:36] <Avenger> hmm lynx what corruption?
[16:13:04] <lynxlynxlynx> evil cleric vs good paladin
[16:13:07] <Avenger> ah
[16:13:20] <Avenger> how to implement this with spells/effects?
[16:13:50] <pupnik_> do you guys use an IDE to help keep track of all this?
[16:13:51] <lynxlynxlynx> turning now works only for undead, we check a stat
[16:14:23] <lynxlynxlynx> but the GEN_UNDEAD or what was it check can be expanded to also allow this combo through
[16:16:04] <Avenger> i would add ids targeting to it
[16:16:24] <Avenger> so the target is not selected by the effect
[16:19:15] <Avenger> and the turn level bonus (penalty) could be stored in param1
[16:20:01] <lynxlynxlynx> the iwd spells do this by granting immunity
[16:20:31] <lynxlynxlynx> via ids targetting
[16:21:18] <Avenger> yes, sometimes you need to do that
[16:22:17] <Avenger> for example charm is resisted by elves/half-elves etc, then you first target the specific races with a resist effect (also with varying chances), then apply the charm effect which could be resisted
[16:22:34] <Avenger> but in this case, we have 2 different effects to be applied on 2 groups
[16:22:50] <Avenger> and the rest are immune
[16:23:23] <Avenger> in bg2 it is not possible to negate the ids targeting (which sucks actually)
[16:24:51] <Avenger> hmm, i guess, we should also allow the turn effect with custom spell?
[16:25:06] <lynxlynxlynx> turn.spl is from our override
[16:25:08] <Avenger> i think once you suggested that
[16:25:45] <Avenger> yep, i work on that :)
[16:26:06] <Avenger> but as i said, turned paladins get 2 effects: horror and a visual effect
[16:26:18] <Avenger> i'm almost sure undead get different stuff
[16:26:58] <lynxlynxlynx> one of the undead paths is very similar
[16:27:19] <lynxlynxlynx> the -3 is also there (3 and 7 i think)
[16:27:44] <lynxlynxlynx> yeah, we already do this
[16:28:00] <lynxlynxlynx> so i'm not convinced it is different
[16:29:29] <Avenger> that is the iwd turn?
[16:30:23] <Avenger> where is the -3
[16:30:37] <lynxlynxlynx> i don't remember where i got the 3 and 7 from
[16:30:42] <lynxlynxlynx> you sure it wasn't you?
[16:30:56] <lynxlynxlynx> TURN_PANIC_LVL_MOD
[16:32:08] <Avenger> i don't remember this, but Turn() has an undead check in the beginning
[16:32:33] <Avenger> this one is good as it is now, for undead turning
[16:32:46] <Avenger> it should do some extra stuff, like setting turnedby trigger
[16:33:25] <Avenger> the control undead part may be wrong
[16:33:50] <Avenger> as fuzzie showed, it is not good to add extra effects that may get saved
[16:34:48] <Avenger> i mean effects that are not in the original game
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[16:39:04] <Avenger> bg2 is applying the 0xf1 effect on charmed/controlled undead, ah good
[16:39:47] <Avenger> so we don't need controlundead2
[16:40:38] <Avenger> well, the easiest way is to rename ControlCreature to ControlUndead2
[16:43:09] <lynxlynxlynx> can't help for a few days
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[17:09:08] <pupnik_> is it right to not get experience when your summoned creature kills a monster?
[17:09:52] <pupnik_> google not helpin
[17:11:30] <lynxlynxlynx> no
[17:11:54] <lynxlynxlynx> but there are some creatures with 0 xp
[17:12:17] <lynxlynxlynx> some are just bugs, while most commonly you don't get xp if you kill your own summons
[17:13:21] <lynxlynxlynx> in iwd2 it can also happen when your party level is too high
[17:18:26] <pupnik_> oh i got the exp when i killed *all* the golems
[17:18:30] <pupnik_> not individually
[17:24:07] <lynxlynxlynx> could be the messages got delayed by other output
[17:26:59] <spike411> Damn, I f'ed up my OpenAL install in Mac OS X. Oh my… :)
[17:27:09] <pupnik_> nah all was cool
[17:29:43] <pupnik_> in the basement of d'arnise we got a trapped trunk that can't be disabled and the trap won't spring
[17:29:57] <pupnik_> is that something i could help with?
[17:31:20] <lynxlynxlynx> can't be disabled? how do you know?
[17:31:46] <lynxlynxlynx> to be more precise, how do you know your thief just doesn't suck?
[18:33:45] <pupnik_> well the trap would normally spring if a normal character tried to open it
[18:34:09] <pupnik_> my god torgal regenerates way too fast, pounding him continuously with maj missile and he bounces back to uninjured
[18:34:27] <pupnik_> well it seems like it
[18:42:29] <lynxlynxlynx> he's tricky
[18:43:00] <lynxlynxlynx> trolls can be buggy too, even in the original
[18:47:39] <DrMcCoy> Trolls can be obnoxious :P
[18:51:49] <pupnik_> well this is completely impossible right now with a small army of level 1,2 monsters and spiders
[18:52:10] <pupnik_> i got in 3 fireballs on the bunch, but by the time they reached the door they were completely healed
[18:52:51] <pupnik_> tried installing original bg2 with wine and failed
[18:53:03] <pupnik_> to compare behavior
[19:08:39] <CIA-93> GemRB: 03avenger_teambg * r3db8719ee28f 10gemrb/gemrb/ (10 files in 8 dirs): improved turning/panic
[19:09:34] <pupnik_> did 40 damage to torgal as he is still running to me and it says 'barely injured'
[19:11:03] <pupnik_> a few frames later uninjured
[19:17:49] <fuzzie> is this the original game, unmodded?
[19:19:07] <pupnik_> yeah
[19:19:12] <fuzzie> not fixpacked?
[19:19:15] <pupnik_> right
[19:19:23] <fuzzie> it should be ok, then
[19:19:28] <pupnik_> ok wow
[19:19:47] <fuzzie> maybe some effect problem, try ctrl-m on torgal and pastebin the effect list
[19:20:25] <pupnik_> i guess it wouldn't help avenger to get a printf to output stream->GetPos(), PCOffset, i and PCSize
[19:20:40] <fuzzie> and make sure there's no minhp1 item on torgal, just to be sure :P
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[19:30:23] <pupnik_> hot do i see minhp1 item on torgal?
[19:30:27] <pupnik_> how
[19:36:09] <fuzzie> ctrl-m over an actor shows all the info
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[20:17:03] <pupnik_> oh thanks fuzzie - now to playtest a bit more
[20:17:07] <pupnik_> want to try the savefile?
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[20:42:33] <fuzzie> pupnik_: did you work out what was wrong? :)
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[20:49:10] <pupnik_> fuzzie: not yet
[20:50:36] <pupnik_> ok got him, torgal current HP:140
[20:52:12] <pupnik_> did 38 hp to him with fireball, and now he has 104 hp - so in the two strides he took, he regained 2hp
[20:53:19] <pupnik_> he walks 2 more steps towards me as i cast magic missile - 2 hit for 8 hp damage
[20:53:30] <pupnik_> torgal current HP: 122
[20:54:20] <pupnik_> 0: 0x62: State:Regenerating (2, 2) S:
[20:57:46] <pupnik_> maybe this monster is really this hard! :)
[20:57:51] <pupnik_> (looking at forums)
[20:59:06] <pupnik_> but no this can't be, i mean in the time it takes to cast an acid arrow, he's recovered 30 hp
[20:59:19] <fuzzie> probably a silly bug on our part
[21:01:52] <pupnik_> well i had a 9th level scorceror do 5x magic missiles on him without pause (they're fast) and he still had 140HP
[21:04:20] <pupnik_> here's the savegame right before talking to torgal http://depositfiles.com/en/rmv/72063967616984c8
[21:17:37] <pupnik_> between one fireball and the next he picks up 34 hp
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[21:17:46] <pupnik_> :(
[21:18:04] <pupnik_> hey raevol
[21:19:02] <lynxlynxlynx> i bet this is due to our time skipping
[21:19:50] <lynxlynxlynx> first ctrl-y him so he drops, then do the massive damage
[21:20:03] <pupnik_> http://forums.gibberlings3.net/index.php?showtopic=19000&st=0&p=161254&#entry161254 this thread discusses it
[21:20:07] <lynxlynxlynx> or ctrl-y again if you don't care about the xp
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[21:20:43] <pupnik_> ahh interesting
[21:21:10] <Avenger> so what are the numbers, pupnik?
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[21:23:19] <Avenger> regen 2/2 should regenerate 2 hp per second
[21:23:20] <pupnik_> Avenger: http://paste.debian.net/87992
[21:23:43] <pupnik_> but that is what is happening when it *can* write, not when the segfault occurs
[21:24:09] <pupnik_> ignore the l
[21:25:24] <Avenger> how do you make it not able to write? wrong access rights on the dir?
[21:25:56] <pupnik_> this is mounted on an ntfs partition and on occasion now it has gotten remounted read-only
[21:26:32] <Avenger> hmm, well, if it is truly just that, then we should replace the asserts with return -1 :)
[21:29:16] <Avenger> ah, it turns out the original reporter had a wrong save dir too
[21:29:45] <Avenger> fuzzie what do you think?
[21:30:10] <pupnik_> in savegameinterator.cpp i did http://paste.debian.net/88018/
[21:30:40] <lynxlynxlynx> Avenger: i think his last comment is pretty sound
[21:32:38] <Avenger> i added that, thanks
[21:34:36] <pupnik_> i also had to change WriteGame, WriteWorldMap in Interface.cpp in a couple places
[22:01:29] <Avenger> ok
[22:01:30] <Avenger> done
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[22:02:16] <CIA-93> GemRB: 03avenger_teambg * r49dd33c4170f 10gemrb/gemrb/ (3 files in 2 dirs): don't die when the save game is not writable
[22:04:39] <lynxlynxlynx> err
[22:05:01] <fuzzie> um
[22:05:45] <fuzzie> this is wrong, because STR_CANTSAVE is not the right string, right?
[22:07:03] <fuzzie> it should be 23554 in everything except pst
[22:07:34] <fuzzie> but i don't have the games here to test with
[22:07:57] <pupnik_> hmm
[22:08:16] <fuzzie> but as it is, you get the temporarily-unable-to-save message now, i think?
[22:08:39] <pupnik_> str-cantsave works in bg2
[22:09:00] <pupnik_> SaveGameIterator.cpp: displaymsg->DisplayConstantString(STR_CANTSAVE, 0xbcefbc);
[22:09:03] <pupnik_> SaveGameIterator.cpp: core->GetGameControl()->SetDisplayText(STR_CANTSAVE, 30);
[22:09:05] <fuzzie> but does it warn you not to continue playing?
[22:09:06] <pupnik_> at various points
[22:09:10] <pupnik_> no
[22:09:23] <fuzzie> so that is just going to confuse everyone
[22:09:24] <pupnik_> i have to compile Avenger's version
[22:09:44] <pupnik_> yes unfortunately you're right
[22:09:56] <fuzzie> but i imagine lynx can add a new string
[22:10:07] <fuzzie> or i could, and someone else could test it
[22:10:20] <pupnik_> started to look into it and got confused
[22:10:29] <pupnik_> oh i'd test it
[22:10:50] <lynxlynxlynx> don't look at me
[22:11:26] <pupnik_> just make a 'printgameconsole()' and then you can pass any text from core :)
[22:12:31] <pupnik_> nobody else is around to say the stupid things, so i'm just doing my part
[22:15:18] <fuzzie> something like http://fuzzie.org/nfs/gemrb/cantsave.txt
[22:16:03] <fuzzie> the pst string is wildly inappropriate, but i don't think there's a better one
[22:21:49] <pupnik_> so the proper way would be to add a new string type in an override file?
[22:22:11] <pupnik_> to my eyes, if the core wants to send a message, why not hardcode it where it's generated
[22:22:33] <pupnik_> and displaymsg->DisplayConstantString(STR_CANTSAVE, 0xbcefbc); override that with some literal string
[22:23:39] <pupnik_> since it's not the 'game' talking to the user
[22:27:16] <fuzzie> sure
[22:27:34] <fuzzie> just as long as you can come up with a literal string that works in English, German, Polish, French, .. :)
[22:28:20] <fuzzie> i guess some *very* simple English might work, but people really struggle with it
[22:40:55] <pupnik_> how about showing the STR_CANTSAVE string 3 times
[22:41:12] <pupnik_> then it gets localized, and people can see there's a real problem :
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[23:46:54] <pupnik_> grr. stuck blue door in nalia's keep
[23:55:22] <pupnik_> De'Arnise Hold - Level 2 - Lord De'Arnise's Storage the trapped door can be de-trapped, but not opened
[23:55:36] <pupnik_> http://www.sorcerers.net/Games/BG2/Walkthrough/images/keep203.gif