#gemrb@irc.freenode.net logs for 6 Apr 2012 (GMT)

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[16:21:23] <CIA-28> GemRB: 03avenger_teambg * raceb11095727 10gemrb/gemrb/override/ (how/itemsnd.2da iwd/itemsnd.2da iwd2/itemsnd.2da): fixed item sounds in iwd branch
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[16:23:32] <Avenger> hello!
[16:23:49] <Avenger> edheldil: i couldn't find any unpickable items
[16:27:01] <edheldil> Avenger: Hi. One of them - go down from the switch, open the door with three traps behind them, and there in a side chapel is a body with a painted stone
[16:27:10] <edheldil> in ar3502
[16:27:20] <Avenger> coordinates?
[16:28:03] <Avenger> 612,1772 bwtalis
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[16:28:40] <Avenger> but that item is movable in my game
[16:30:51] <Avenger> i have no trouble getting the talisman
[16:30:52] <edheldil> 577 1730
[16:31:24] <Avenger> that's the same
[16:32:41] <Avenger> probably this was fixed by a patch
[16:35:48] <edheldil> you mean patch for iwd?
[16:36:20] <Avenger> ys
[16:36:29] <Avenger> can you check it in the original game?
[16:36:39] <Avenger> my bwtalis item is pickable
[16:36:52] <edheldil> well, I was able to pick it up in original engine, but not in gemrb ...
[16:36:53] <Avenger> also: try checking it with dltcep.
[16:37:12] <Avenger> in dltcep it should be flagged movable
[16:37:16] <Avenger> it is a normal item
[16:37:53] <edheldil> what can I say? :)
[16:37:55] <Avenger> it is not even flagged critical
[16:38:06] <Avenger> load it in dltcep
[16:38:17] <Avenger> or anything that can show the item flags
[16:39:40] <edheldil> droppable|displayable|not copyable|magical
[16:39:50] <Avenger> there is a scroll besides it in the skeleton
[16:39:53] <Avenger> can you pick that up?
[16:39:59] <Avenger> it has exactly the same flags
[16:41:22] <Avenger> i don't know what went wrong in your save, maybe just post the whole save
[16:42:20] <edheldil> another such item is flail? at 976:504
[16:42:39] <edheldil> scroll is no problem, iirc
[16:43:08] <Avenger> how old is your save?
[16:43:24] <Avenger> it must be corrupted, there is no other way
[16:43:25] <edheldil> it's a save made with the original engine
[16:43:30] <Avenger> hmm
[16:43:46] <Avenger> post it somewhere
[16:43:50] <edheldil> under wine, but I have no visible problems with that
[16:47:00] <edheldil> www.eowyn.cz/gemrb/iwd/saves/save33.tar.gz
[16:47:41] <edheldil> btw, another problem: you can give items to dead PCs :)
[16:47:43] <Avenger> i just created a game in original, moved to the talisman
[16:48:17] <Avenger> hmm and can't get it
[16:48:59] <Avenger> i guess, the magic flag is shifted in iwd
[16:50:36] <Avenger> yes, it became flagged with 'no drop'
[16:50:53] <Avenger> what a shit
[16:51:25] <Avenger> a totally redundant flag (inverse of identified)
[16:51:36] <edheldil> do you mean that iwd's 'magical' is gemrb's 'no drop'?
[16:51:53] <Avenger> yes
[16:52:05] <Avenger> we should simply ignore this bit for iwd
[16:54:04] <edheldil> any idea on the travel trigger bug?
[16:54:10] <edheldil> in the same area ...
[16:54:32] <Avenger> you mean advancing to the next area after pulling the lever?
[16:54:38] <edheldil> yes
[16:54:38] <Avenger> the door remains hidden
[16:54:52] <Avenger> that's the problem, i think
[16:55:07] <Avenger> i guess opening a hidden door should reveal it
[16:55:40] <edheldil> that trigger has technically nothing to do with door
[16:55:54] <edheldil> it's only obstructed by it
[16:56:36] <Avenger> well, there is a hidden door
[16:56:44] <edheldil> yes, I know
[16:56:45] <Avenger> that remains hidden
[16:56:53] <edheldil> but open
[16:57:39] <Avenger> you can't interact with a hidden door if you don't see it, i guess :)
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[17:03:50] <edheldil> hmm, I can't start iwd in wine now, it always hangs up in the blackisle video
[17:05:23] <CIA-28> GemRB: 03avenger_teambg * r6a5f21e1b9ee 10gemrb/gemrb/ (4 files in 4 dirs): implemented No Undroppable flag (iwd sux)
[17:05:46] <Avenger> i really hate these little differences
[17:06:52] <Avenger> i'll check why the door doesn't work
[17:07:36] <edheldil> in orig, the travel region shows as door, btw
[17:07:59] <edheldil> the door itself is non-interactive
[17:08:19] <edheldil> and switch is disabled after opening
[17:09:23] <edheldil> as I wrote, the have empty vertex list in the open state
[17:11:48] <Avenger> if i open the door in original game and reload in gemrb, the door works
[17:11:57] <Avenger> so it is simply the hidden flag
[17:13:23] <edheldil> yes, I know, tested that yesterday
[17:13:29] <edheldil> ok
[17:14:19] <edheldil> the highlighted poly is magenta - what's that?
[17:16:09] <edheldil> and even after opening the door the poly remains the same (and it's door), i.e. gemrb fails to dispose of the 'closed door' poly
[17:18:04] <Avenger> hmm there is a big problem
[17:18:13] <Avenger> i cannot save the area in gemrb
[17:18:56] <edheldil> could it be due to some corruption caused by empty poly?
[17:18:58] <Avenger> gemrb cache contains the file correctly
[17:19:42] <Avenger> weird
[17:21:20] <edheldil> gtg, later
[17:26:26] <Avenger> huh, this is odd
[17:34:21] <Avenger> i don't know how gemrb works at all
[17:34:35] <fuzzie> hm?
[17:35:02] <Avenger> AddToSaveGame is messed up, at least on windows
[17:35:24] <Avenger> i just wonder why i didn't notice this before
[17:35:29] <Avenger> or anyone
[17:37:36] <fuzzie> what does it do?
[17:38:40] <Avenger> ahh i see what's wrong
[17:38:49] <fuzzie> it looks okay at a glance still :P
[17:38:52] <Avenger> default.tot and default.toh are non existent
[17:39:07] <Avenger> FileStream fs;
[17:39:08] <Avenger> fs.Open(dtmp);
[17:39:10] <Avenger> ai->AddToSaveGame(&str, &fs);
[17:39:34] <Avenger> fs.Open won't change filename inside FileStream
[17:39:55] <Avenger> so, AddToSaveGame will save default.tot/toh as the previous file (ar3502 in my case)
[17:40:19] <fuzzie> o.O
[17:40:19] <Avenger> hmm actually, i got default.tot/toh
[17:40:30] <Avenger> but then, why fs.Open won't change the name
[17:40:33] <fuzzie> surely it should never get to fs.Open if the file doesn't exist
[17:41:33] <Avenger> if (!str->OpenRO(fname)) {
[17:41:36] <Avenger> this failed
[17:41:44] <fuzzie> oh
[17:41:46] <fuzzie> you have DLTCEP open
[17:41:47] <fuzzie> ?
[17:41:47] <Avenger> the file exists
[17:41:52] <Avenger> no
[17:42:22] <Avenger> but i have the game running, obviously :)
[17:42:32] <Avenger> and this is a file in ./Cache
[17:42:48] <Avenger> looks like windows cannot open the file again?
[17:43:13] <fuzzie> hmm
[17:43:38] <fuzzie> so this fails only when the file doesn't exist already?
[17:43:55] <Avenger> it worked with the area files
[17:44:02] <Avenger> but not with default.tot/toh
[17:44:14] <Avenger> all files exist in cache and have content
[17:44:15] <fuzzie> yes
[17:44:25] <fuzzie> I see that, the tot/toh files are created with Create()
[17:44:45] <Avenger> they are probably created exclusively?
[17:44:48] <fuzzie> and then opened again with Modify()
[17:44:57] <fuzzie> but, Modify() calls Close() first, so that's weird
[17:44:57] <Avenger> though i can see them with 'f3'
[17:45:28] <fuzzie> and GemRB always passes the SHARE stuff to CreateFile
[17:45:46] <alx3apps> Sorry for interference, but if you already talking about saves, - on android, when app goes background I want to add autosave at this point. Don't you mind it?
[17:46:08] <fuzzie> alx3apps: it only works if you're *allowed* to save at that point
[17:46:13] <fuzzie> so it is not very reliable
[17:46:29] <fuzzie> otherwise you get corrupt saves
[17:48:43] <alx3apps> fuzzie: this is the answer I want, so not a good idea, thanks
[17:50:16] <Avenger> ok, i guess i need the error code here
[17:50:22] <fuzzie> Avenger: that is really weird :/
[17:53:08] <Avenger> fuzzie: last error =32
[17:53:27] <Avenger> ERROR_SHARING_VIOLATION
[17:56:17] <Avenger> so, anything opens these files without allowing read? i don't see that
[17:56:36] <Avenger> all our opens allow read
[18:00:18] <fuzzie> there is a comment in DecompressBIFC about how Close() is required, because otherwise Windows won't open the file
[18:00:26] <fuzzie> after a Create(), that is
[18:01:16] <fuzzie> apparently that OpenNew call is not ok
[18:01:41] <Avenger> hmm
[18:02:05] <fuzzie> but it makes no sense, because it is Close()d afterwards by the Modify() call
[18:02:26] <fuzzie> oh, uh, except the PathJoin is in the wrong place in CTlkOverride
[18:02:35] <fuzzie> it has to be *after* the 'retry:' I guess?
[18:03:19] <Avenger> why?
[18:04:25] <Avenger> so, our code already tries to close it and reopen it
[18:05:12] <gembot> build #378 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/378 blamelist: Avenger
[18:06:29] <Avenger> but the files already exist, so it will return after Modify
[18:06:50] <fuzzie> the win32 docs are confusing
[18:06:54] <fuzzie> but Modify calls OpenRW
[18:07:03] <fuzzie> and OpenRW uses FILE_SHARE_READ|FILE_SHARE_WRITE
[18:08:08] <fuzzie> and that means that it won't let you open the file with FILE_SHARE_READ
[18:08:16] <fuzzie> so the OpenRO fails.
[18:08:37] <fuzzie> (because if you don't specify FILE_SHARE_WRITE, then you are saying "I am not ok with other applications writing to this file while I am using it")
[18:09:07] <Avenger> ok, then i add file_share_write there
[18:09:10] <fuzzie> yep
[18:11:07] <Avenger> it works now
[18:11:32] <Avenger> i couldn't possibly break something else, right ?
[18:13:21] <fuzzie> not that wasn't already broken
[18:20:04] <Avenger> edheldil: the hidden door isn't opened, so there must be some problem with the scripting. The polygon stuff is not important
[18:21:56] <Avenger> ktlever1 is the script
[18:22:12] <Avenger> i guess Opened([ANYTHING]) didn't trigger
[18:37:48] <lynxlynxlynx> alx3apps: i think it's a good idea anyway, even if it won't work always
[18:40:37] <alx3apps> lynxlynxlynx: no saves are still better than corrupted saves :) . So I'll wait with this idea
[18:41:32] <lynxlynxlynx> that wouldn't always be the case
[18:41:45] <lynxlynxlynx> you could use the iwd2 system of multiple autosaves maybe
[18:41:48] <Avenger> haha, it was a different problem, we triggered the trap twice
[18:42:26] <lynxlynxlynx> but it would be better to use a wake lock to prevent it from bging
[18:44:07] <CIA-28> GemRB: 03avenger_teambg * r6545f591abf2 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed trap triggering (critical in ar3502 in iwd)
[18:46:08] <CIA-28> GemRB: 03avenger_teambg * rdd8b6c7f9102 10gemrb/gemrb/core/System/FileStream.cpp: fixed saving games on Windows
[18:48:14] <Avenger> edheldil: i fixed all the bugs, try now!
[18:48:49] <Avenger> i think door traps didn't work until now
[18:56:17] <alx3apps> lynxlynxlynx: you mean prevent from screen disabling on timeout? Or prevent any backgrounding? On android app cannot prevent from going background on Home button, but it has some time to save state
[18:56:59] <lynxlynxlynx> backgrounding
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[19:11:19] <alx3apps> lynxlynxlynx: I'm not totally right about Home button, it can be intercepted (with additional permissions) but it's not the way for sane apps.
[19:11:42] <lynxlynxlynx> well, if it has that extra time, it doesn't matter
[19:11:59] <lynxlynxlynx> or is saving slow on android?
[19:21:41] <alx3apps> No, saving is quite fast, if I can obtain current state of gemrb (can/cannot save now) I think it will be not hard to add.
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[19:46:41] <gembot> build #379 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/379
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[19:49:04] <brad_a> alx3apps: you should implement that usinf SDL events so its not android specific
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[19:58:38] <lynxlynxlynx> there's a function for that, but why bother, just try saving
[19:58:57] <lynxlynxlynx> the corruption would happen if the writting process was interrupted in the middle
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[20:18:46] <CIA-28> GemRB: 03lynxlupodian * r0c9498da43bf 10gemrb/gemrb/GUIScripts/GUIRECCommon.py:
[20:18:46] <CIA-28> GemRB: fixed character export
[20:18:46] <CIA-28> GemRB: we need to keep the parent window of the control around for the guiclass to work
[20:33:50] <CIA-28> GemRB: 03lynxlupodian * r9190caabc8b3 10gemrb/gemrb/GUIScripts/GUIRECCommon.py: iwd2 has the bio at a different offset
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[21:14:13] --- DrMcCoy is now known as DocMcCoy
[21:14:17] --- DocMcCoy is now known as DrMcCoy
[21:41:35] <lynxlynxlynx> xoreos, sounds like cookies
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[21:51:37] <DrMcCoy> lynxlynxlynx: Well, it is a bit of a pun of eos and oreos (or-eos, xor-eos)
[21:52:15] <lynxlynxlynx> you changed it due to canon?
[21:52:21] <DrMcCoy> lynxlynxlynx: Because "eos" has already been used 1000x of times
[21:52:28] <DrMcCoy> No way to get eos.org, for example
[21:52:47] <DrMcCoy> Hell, "eos" as a project name wasn't even free on ohloh
[21:52:56] <fuzzie> heh :)
[21:53:56] <lynxlynxlynx> well, beats gemrb
[21:56:50] <DrMcCoy> Weird that EA really got the "worst company" award on The Consumerist poll
[21:57:59] <fuzzie> because they have so many customer-friendly policies?
[21:58:13] <DrMcCoy> I still think that "worst company" is a silly poll in general (so many to choose from, I couldn't name a singly, unifying worst one); but I'm not too sure EA really deserves it
[21:58:26] <DrMcCoy> fuzzie: Manly because of the Mass Effect ending debacle
[21:58:30] <DrMcCoy> Mainly*
[21:58:37] <fuzzie> oh, that is a silly reason
[21:58:55] <fuzzie> there are so many good reasons to hate EA
[21:59:00] <DrMcCoy> Yeah
[21:59:29] <lynxlynxlynx> heh
[21:59:53] <DrMcCoy> Also, I don't see the ending as the biggest problem of Mass Effect. Its whole story is mostly silly and quite frankly badly crafted
[22:00:21] <fuzzie> must be nice to have time to play these games :-p
[22:00:31] <DrMcCoy> I didn't
[22:00:40] <DrMcCoy> They don't run with wine, AFAIR
[22:01:15] <DrMcCoy> I've seen and read lots and lots of deconstructions of the story instead :P
[22:02:45] <DrMcCoy> I did play Dragon Age 2, though. Partly, at least. Rage quit because 1) it's also quite shoddily crafted and 2) They fscked up their Dragon Age: Origins save state importer; many of the game flags of what I did in Origins are wrongly loaded
[22:03:19] <DrMcCoy> Especially 2) is a complete turn-off for me. It's still broken in the latest patch, too. Completely baffling
[22:04:29] <DrMcCoy> Should xoreos ever support the Dragon Age games (haha), that's the first thing I plan to correct :P
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[23:36:54] <edheldil_> Avenger: it did not help, still can't travel. And opening the door is not the problem, the door normally opens on pressing that lever.But pressing alt is enough to see that door poly is still present when the door is open. That's incorrect, I think