#gemrb@irc.freenode.net logs for 6 Jan 2013 (GMT)

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[00:06:18] <traveler> [Unknown]: Resisted 0 of 1 at 0% resistance to 32 [Actor/COMBAT]: 1 unknown damage taken.
[00:06:22] <traveler> what could be it?
[00:06:43] <traveler> it looked like i was bitten by fishes/ hurt by water O_o?
[00:07:13] <traveler> [Unknown]: Resisted 0 of 1 at 0% resistance to 32 [Actor/COMBAT]: 1 unknown damage taken. it happened twice
[00:08:42] <traveler> poison residue ?
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[01:43:19] <chiv> omg... death of desire is the best weapon in torment and I never knew about it
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[02:13:42] <chiv> end of the line... it is impossible to get past the alley of lingering sighs :(
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[10:34:54] <chiv> I have 'completed' (ie with cheats) my playthrough of torment with gemrb, and made initial basic notes of all the major problems. I estimate that roughly 70% of the quests are completable, 99% of the non quest tasks went without a hitch, and that the majority of game breaking bugs are the result of the same 3 or 4 culprits.
[10:36:14] <chiv> i dont have time to do deeper investigations yet, but I hope that the task of supporting pst feels a bit less daunting now
[10:46:24] <lynxlynxlynx> awesome
[10:46:50] <chiv> :)
[10:47:32] <lynxlynxlynx> you used some ui mods, didn't you?
[10:47:44] <chiv> nah, I wrote my own for gemrb
[10:47:55] <lynxlynxlynx> cool, so the saves are compatible then
[10:48:00] <chiv> yes
[10:48:15] <lynxlynxlynx> can you upload, if you have any, those just before the major breakers?
[10:48:55] <chiv> hmm... i probably didn't do often enough to do that, but I can later
[10:49:21] <chiv> when you know exactly what to do, the game is very quick...
[10:49:21] <lynxlynxlynx> it would help
[10:49:38] <lynxlynxlynx> since the game is more intertwined, it's harder to just mta somewhere and expect it to work
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[10:55:16] <Pepelka> [commit] Jaka Kranjc: hashed out 3ed hidding a bit more http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=7db6c540173a70172fadab0a17fc2972c3aee577
[10:55:47] <lynxlynxlynx> hidding >>
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[11:52:08] <Pepelka> [commit] Jaka Kranjc: added a basic iwd2 spell disruption check http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=16c9daa84b16fa7440db039301b33711a4adc31d
[11:52:09] <Pepelka> [commit] Jaka Kranjc: display spell failure roll if EnableRollFeedback is on http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=425811f8d7e25df66d697de91344c25d82ec62b9
[11:52:10] <Pepelka> [commit] Jaka Kranjc: added extra feedback for cleaving http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=e5cbc20c6cd9825dc33d562ca69691ff531433dd
[11:52:12] <Pepelka> [commit] Jaka Kranjc: added extra feedback for the spell resistance check http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=3f194762f1162085b7f0ff62205ea3b02a806b52
[12:05:01] <chiv> groovy, I just completed the modron maze and got the portal gem
[12:05:23] <lynxlynxlynx> heh fuzzie, another reccuring bug, now in pst: Many infopoints are unclickable or registered as too far away when they are not. This seems a rather small bug that breaks a surprisingly large amount of required quests
[12:05:45] <lynxlynxlynx> chiv: i think you can only do the easy one though
[12:06:03] <chiv> nope, got to the middle, became the director, made it to the sorceror
[12:06:32] <chiv> some wierdness though, the animated gear 'bulkheads' dont seem to work always
[12:06:35] <lynxlynxlynx> you played it through all three difficulty modes?
[12:06:48] <chiv> some low threat constructs in the hard dungeon
[12:06:56] <chiv> didnt bother with medium
[12:07:06] <lynxlynxlynx> so yeah :P
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[12:07:29] <chiv> have to find nordom first
[12:07:40] <lynxlynxlynx> this was another ugly hardcoded mess in the original, but i think the layout can be modified easily in gemrb
[12:07:47] <lynxlynxlynx> i see we have an easymaze.2da
[12:11:26] <lynxlynxlynx> really nice docs chiv
[12:11:57] <chiv> i havent actually a clue how the maze works, I only guessed that it could be some static grid which simply has doors opened/closed
[12:12:25] <chiv> ^my pleasure, I'll definitely expand on them as well
[12:13:35] <lynxlynxlynx> from now on, if you encounter a crash, make a save beforehand
[12:14:05] <lynxlynxlynx> that way they can be dealt with in short order, even if just by dulling its teeth
[12:14:50] <chiv> no problem, I was really just doing a rush to the end to get the lay of the land this time
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[12:17:59] <chiv> some point though, i'll fill it up with saves, crash logs etc, just had to get through the game while all the little quests were still fresh in my memory
[12:24:45] <lynxlynxlynx> no problem
[12:25:09] <lynxlynxlynx> they'll be needed no sooner than we start looking at the list
[12:32:40] <chiv> at least you have something to show visitors to the planes for now...
[12:35:20] <lynxlynxlynx> not sure if it is less scary than "it's not really well supported yet, you can't play to the end"
[12:35:48] <lynxlynxlynx> but it's a great starting point for getting the roughest edges sorted out
[12:35:57] <chiv> heh, well, to be honest after playing it though, I am much more optimistic about success
[12:36:16] <lynxlynxlynx> and for mini tasks, hmm, where did that pst guy vanish? :s
[12:36:37] <chiv> which pst guy?
[12:37:11] <lynxlynxlynx> a newcomer came here asking for small tasks for pst -> he got one and a half, then we didn't see him since (late dec)
[12:37:28] <lynxlynxlynx> anyway, cornugons happen
[12:38:19] <chiv> also, the major thing that put me off playing until now was not knowing what the state of things was - rather be told things are bad than not know any better
[12:41:08] <chiv> the fact that it was always the the same things getting in the way was also a very nice surprise...
[12:42:52] <lynxlynxlynx> i managed to play the whole first iwd2 area yesterday, with only gui hitches :)
[12:42:59] <chiv> you only run into serious crap about halfway through the game, then it lets up a bit, then it comes back,
[12:43:04] <chiv> nice :)
[12:43:13] <lynxlynxlynx> it's like bg1 when started, too difficult, but you get insane xp
[12:45:18] <chiv> you can do 90% of the hive without trouble, about 70% of the upper/lower ward with moderate trouble, and then after that the game gets smaller and smaller in scope anyway
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[12:49:47] <chiv> the magic bugs are a pain, but its always the same to spells that kill the game
[12:49:56] <chiv> *two
[12:50:14] <lynxlynxlynx> do you have dltcep or ni?
[12:50:18] <chiv> yeah
[12:50:33] <lynxlynxlynx> i don't see those two resources in gemrb - are they in the original and somehow not found?
[12:51:08] <chiv> ill just have a look
[12:52:28] <lynxlynxlynx> it seems we didn't add them (unhardcoded), but i see we mention them in the projectile list
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[12:53:27] <chiv> they dont seem to exist
[12:53:34] <lynxlynxlynx> so, adder is missing even the projectile, gemrb/unhardcoded/pst/blight*.pro are missing just the spells
[12:54:02] <chiv> its probably something to do with the fact that they have whiz bang particle effects
[12:54:11] <lynxlynxlynx> yeah, poke avenger about it when you see him
[12:54:33] <lynxlynxlynx> even if we don't get the effects or particles completely right, they shouldn't be crashing
[12:55:01] <chiv> i suppose it is possible that the names are just dummies, and supposed to tell the game to make lightning/snaky things
[12:55:33] <chiv> both useless anyway... but pretty...
[12:55:39] <lynxlynxlynx> it was all in the original engine, that's why it's so messy
[12:55:42] <chiv> torment has horrible spells
[12:56:21] <chiv> i hope gemrb lets you use some of the magic from the other games, torment definitely deserves a good magic mod
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[13:02:01] <fuzzie> chiv: our method is to unhardcode everything, so there are no dummy names
[13:02:13] <fuzzie> and the original just hardcodes everything, so no dummy names there either :)
[13:29:40] <chiv> ^ thats exactly the sort of thing that makes me wish the whole world and their dog weren't so cagey with source code...
[13:30:53] <chiv> but saying that is usually taken with the same reaction as saying "well if we all walked around naked, it wouldn't really be wierd would it"
[13:34:44] <fuzzie> well, the immediate argument is that things like bgee wouldn't be viable if they'd already handed out the engine source to all
[13:35:22] <chiv> my counterpoint to that is, look at what people did with doom...
[13:36:23] <fuzzie> that is not very profitable for the original creators though :)
[13:37:08] <chiv> i doubt bgee is either really, its profitable to wizards and some lucky dev team
[13:37:21] <chiv> and it still doesn't tick my boxes...
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[13:39:30] <chiv> i mean it is unbelieveable, every single avenue that could be explored with doom, has been. you can use it to play tetris if you like...
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[13:40:02] <Avenger> hi
[13:40:08] <chiv> that sort of thing makes my buy id's games even if I dont like them
[13:40:20] <chiv> hi
[13:40:30] <chiv> *me, arg...
[13:44:13] <traveler> i like chocolete-doom
[13:44:15] <traveler> very much
[13:44:25] <traveler> other ports, not really
[13:44:56] <traveler> everybody wanted to plug in their favourite 'omg so awsum' bell
[13:45:14] <traveler> so it's very hard to recreate doom experience :)
[13:45:22] <traveler> *chocolate-doom
[13:45:31] <chiv> no it isnt.. hey i still have my p2 - 266
[13:46:47] <chiv> anyway, thats true, but it also allows things like action doom...
[13:47:52] <chiv> but it took 15 years to be able to play system shock with mouse look...
[13:48:21] <traveler> with opl sound card :) ?
[13:49:26] <chiv> hmm... some flavour of sound blaster i think
[13:49:39] <chiv> its in a cupboard....
[13:52:44] <traveler> http://doom.wikia.com/wiki/OPL_emulation
[13:52:45] <traveler> bbl
[13:52:46] <Pepelka> OPL emulation - The Doom Wikia - Doom, Doom 2, Doom 3, and more
[13:53:49] <chiv> ahh.. heh no idea then
[13:56:23] <chiv> my habit is to play with the hi quality sound pack and ashley carr's music mixes
[13:59:04] <fuzzie> I like how the linked ZDoom wiki page claims that the OPL emulation is 'bit-accurate'.
[14:00:17] <chiv> I'm an antipurist anyway... I've already had the pure experience, gimme the mods!
[14:00:41] <fuzzie> I just want an OPL emulator which doesn't sound irritatingly wrong for rhythm instruments. :-P
[14:01:25] <chiv> hmmm... what does is actually sound like?
[14:01:53] <fuzzie> (I assume that is not relevant for Doom's music though. Usually MIDI->OPL code didn't bother with using the rhythm voices of OPL.)
[14:02:47] <fuzzie> the Java one they link seems interesting though.
[14:05:17] <fuzzie> gemrb misses out on all this excitement with this boring 'digital audio' nonsense :)
[14:05:55] <chiv> do you mean the doom in javascript one?
[14:07:13] <fuzzie> no, the OPL emulator :p
[14:07:28] <fuzzie> it still comes with a disclaimer that the rhythm instruments aren't good, so I still hate everything :)
[14:09:13] <chiv> i wonder why the rhythm instruments specifically are so difficult?
[14:10:42] <fuzzie> I think because the other voices are just waveforms with certain transformations applied, so you can just compare the output to the original hardware and do it step-by-step, first making sure the waveforms are right, then build other bits on top.
[14:11:29] <fuzzie> (Also the datasheets for the hardware specify the relevant formulas for a lot of it, which helps.)
[14:13:05] <fuzzie> While the rhythm instruments are documented as "when any of these is set to 1, the corresponding sound is generated".
[14:15:01] <chiv> so... essentially you have to make it up then?
[14:15:17] <fuzzie> That seems to be the approach everyone has taken so far, yes. :-)
[14:15:52] <chiv> i don't personally have many fond memories of midi music...
[14:15:58] <miha> can't you just rip it? :)
[14:16:17] <miha> record it as wav or something
[14:16:20] <fuzzie> miha: well, the stuff I'm interested in is usually dynamic in some way
[14:16:22] <chiv> even so called professional cards sound naff to me...
[14:16:58] <chiv> it was always the first thing I tried to disable in every single game
[14:17:23] <miha> first there was midi, then we evolved to mp3? :)
[14:17:52] <chiv> first there were instruments, then there was... electronic music. thus began the apocalypse
[14:18:08] <fuzzie> opl-type synth -> midi -> mod -> magical digital audio
[14:18:48] <chiv> happened somewhere in the 70's I think
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[14:24:40] <chiv> although it may be possible that living with a successive string of dj's HAS SOMEWHAT JADED ME
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[14:54:34] <lynxlynxlynx> Avenger, fuzzie: does this look good for home location? http://sprunge.us/iiQC?diff
[14:54:44] <lynxlynxlynx> i'm not sure about the gam part
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[14:56:03] <Avenger> lynx: did you also set destination to current position on load?
[14:56:48] <lynxlynxlynx> no, that's what was happening before
[14:56:55] <Avenger> instead of commenting out ab->Destination.x = XDes;, just make it ab->Destination.x = XPos;
[14:57:33] <fuzzie> um
[14:57:43] <lynxlynxlynx> ok, and then the same in the gam and initactorpos
[14:57:50] <lynxlynxlynx> i guess this will prevent movement on load?
[14:57:50] <fuzzie> where does it update the home location during the game?
[14:57:52] <Avenger> yes
[14:58:34] <lynxlynxlynx> there's a sethomelocation that we currently disable
[14:58:43] <Avenger> fuzzie - SetHomeLocation. but usually it doesn't touch it. The actors are moved back to the home location if you rest, or a significant amount of time passed
[14:58:46] <fuzzie> yes
[14:58:53] <fuzzie> but home location is updated when you move, no?
[14:58:58] <Avenger> no
[14:59:01] <fuzzie> really no?
[14:59:45] <Avenger> well, who is 'you' pcs likely don't have a real home location
[14:59:53] <fuzzie> no, I mean NPCs
[15:00:17] <Avenger> they revert to the homelocation if you rest in the area, or return to the area after 1 day or so
[15:00:33] <Avenger> they don't update the homelocation, unless some script sets it
[15:00:40] <fuzzie> hm
[15:00:42] <fuzzie> interesting
[15:00:50] <fuzzie> this is different to how it works in pst/iwd2 then?
[15:01:14] <lynxlynxlynx> SetHomeLocation is only used by bg2
[15:01:54] <fuzzie> drat, if I google for this then I end up with only a post by me, with no replies.
[15:02:44] <fuzzie> lynxlynxlynx: what about SavePlace?
[15:02:56] <Avenger> iwd/iwd2 has 'savedlocation' which is stored in the .cre structure
[15:03:16] <lynxlynxlynx> no idea what that does
[15:03:30] <fuzzie> from what I remember, pst has a 'saved location' which is updated on all moves except RandomWalk
[15:03:39] <fuzzie> and I think it corresponds to what lynx is now loading as home location
[15:03:45] <Avenger> actually, even pst has it
[15:03:54] <Avenger> no
[15:04:02] <fuzzie> pst has the same field as iwd/iwd2 but it's not actually used
[15:04:03] <lynxlynxlynx> SavePlace has about 10 uses in pst
[15:04:46] <Avenger> the homelocation is in the area, the saved location is in the .cre
[15:04:52] <fuzzie> pst scripts use ReturnToSavedPlace 582 times
[15:05:10] <fuzzie> so it bugs me that we don't implement it properly :)
[15:05:25] <lynxlynxlynx> so it is definitely in the cre
[15:06:04] <Avenger> what's wrong with it in pst? isn't returntosavedplace implemented?
[15:06:16] <Avenger> or just the stored values are invalid
[15:06:30] <fuzzie> the saved place doesn't get set
[15:06:44] <fuzzie> it's meant to be saved on moves, like I said
[15:06:46] <Avenger> it could be that spawn ini should set it
[15:07:13] <fuzzie> you can reproduce this really quickly by just doing MoveToObject in pst and then seeing where ReturnToSavedPlace returns you
[15:07:52] <chiv> could this be why I ended up ejected into the silent kings throne room from the lady's maze?
[15:08:00] <fuzzie> my notes say that it doesn't move you anywhere because the saved place got updated. and that RandomWalk doesn't update it.
[15:08:05] <fuzzie> which corresponds with my memory of this.
[15:08:12] <lynxlynxlynx> http://sprunge.us/iNaF?diff <-- no gam touching, destination as before
[15:08:56] <lynxlynxlynx> chiv perhaps, but sometimes we mess up entrances in other games too, so it is not clear
[15:11:52] <fuzzie> the irc log has "<Avenger> hmm ok, looks like pst is using the homelocation?"
[15:11:58] <fuzzie> but, I can't tell if Avenger actually looked or not
[15:12:35] <Avenger> when was that?
[15:12:46] <fuzzie> 4Sep2012
[15:12:47] <fuzzie> erm
[15:12:49] <fuzzie> 4Sep2010.
[15:13:49] <lynxlynxlynx> but since it is using a cre field, isn't this a bit orthogonal to the current patch?
[15:14:09] <fuzzie> yes, I think your patch is good anyway
[15:14:23] <fuzzie> I hadn't realised you were looking at bg2 only, sorry.
[15:14:38] <Avenger> returntosavedplace (in pst) uses the saved fields.
[15:14:45] <Avenger> in the .cre
[15:14:50] <lynxlynxlynx> yeah, i just saw we already do it
[15:15:11] <fuzzie> Avenger: so any idea where it updates those?
[15:15:11] <lynxlynxlynx> actually i'm doing it for iwd2, but bg2 apparently uses it too
[15:15:22] <fuzzie> lynxlynxlynx: well, isn't this wrong for iwd2?
[15:15:39] <Avenger> 2 places
[15:15:45] <Avenger> 1. there is a SavePlace action
[15:16:04] <lynxlynxlynx> fuzzie: why? :s
[15:16:28] <fuzzie> lynxlynxlynx: because this is using the bg2-style ARE field, and I thought Avenger just said that iwd2 uses the one in the CRE..
[15:16:29] <Avenger> 2. pst definitely updates it in LivingAddToArea... so whenever an actor is added to an area, it is set to the current position
[15:16:44] <fuzzie> Avenger: but only those two places?
[15:16:48] <lynxlynxlynx> oh hmm
[15:16:52] <Avenger> so, pst updates the .cre fields on load
[15:16:57] <Avenger> meh
[15:16:59] <lynxlynxlynx> we use the ones in the cre for the saved location currently
[15:17:16] <lynxlynxlynx> for iwd2 i mean
[15:17:21] <fuzzie> Avenger: that doesn't explain why, if I do MoveToObject and then ReturnToSavedPlace, it doesn't move me. unless I am crazy, that is ok.
[15:18:22] <Avenger> saved location has a direction component too, the homelocation has no such thing
[15:18:49] <fuzzie> lynxlynxlynx: in any case I clearly have no idea about any of this :)
[15:19:01] <Avenger> so, fuzzie, you say pst updates the saved location after a movetoobject too?
[15:19:12] <Avenger> i don't see that
[15:19:36] <fuzzie> Avenger: well, I haven't ever checked disasm for it
[15:20:03] <Avenger> i can tell you the offsets :)
[15:20:15] <lynxlynxlynx> you saw this while playing in the original?
[15:20:18] <fuzzie> lynxlynxlynx: yes
[15:20:29] <fuzzie> Avenger: well, the most likely place would be in the pathfinder, you have offsets for that?
[15:20:33] <Pepelka> [commit] Jaka Kranjc: actually areas store HomeLocation of actors, not Destination http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=262de82232f6d1d0e84df2c406c6fe7c6288858b
[15:20:37] <fuzzie> erm, not the pathfinder, but the code which does the moves
[15:20:39] <lynxlynxlynx> you didn't MoveToObject(Myself) right? :)
[15:20:46] <fuzzie> no, MoveToObject([PC])
[15:20:57] <fuzzie> I wrote this up a long long time ago, see http://forums.gibberlings3.net/index.php?showtopic=17681
[15:20:59] <Pepelka> PS:T saved places - The Gibberlings Three Forums
[15:21:18] <Avenger> i don't know if i have them in pst. But SavePlace is called only by the SavePlace action and LivingAddToArea
[15:21:20] <lynxlynxlynx> woot
[15:21:34] <lynxlynxlynx> you just conjured up the forum like that :o
[15:21:49] <fuzzie> well, this is the first time I needed it in 3 months or so
[15:21:59] <fuzzie> so obviously the universe has arranged things so as to cater to my needs
[15:22:21] <Avenger> wtf
[15:22:24] <Avenger> g3 works
[15:22:28] <fuzzie> it is now a few IP addresses away from shsforums, I see :)
[15:22:55] <lynxlynxlynx> WOOOHOOO
[15:23:03] <Avenger> fuzzie: todo, wish a completed gemrb
[15:23:07] <fuzzie> now, don't get distracted, fix my pst issues :-p
[15:24:18] <Avenger> btw, what you wrote in that topic seems to support what i said O_o
[15:24:36] <Avenger> movetoobject doesn't save the new destination
[15:24:49] <Avenger> so returntosavedplace moves back to the original point
[15:25:48] <fuzzie> no, no
[15:25:52] <fuzzie> it moves slightly back on the path
[15:25:54] <fuzzie> i.e. a few pixels
[15:26:05] <lynxlynxlynx> it could be in the movement code itself, not the action
[15:26:17] <lynxlynxlynx> like you said above
[15:26:18] <Avenger> i suggest separating the actions into different blocks and trigger them with hotkeys
[15:26:19] <fuzzie> so either ReturnToSavedPlace is broken, MoveToObject is updating it, or I broke something
[15:26:54] <fuzzie> it would be much less annoying if it does what you said though
[15:26:58] <Avenger> don't call them in the same block
[15:27:09] <fuzzie> yes, I definitely called them in the same block
[15:27:29] <Avenger> it might be some asynch (message) problem or whatever
[15:27:40] <fuzzie> will try it again :) but not now
[15:27:58] <Avenger> returntosavedplace calls a message for sure
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[16:05:10] <Avenger> fuzzie, in CGameSprite::CompressTime i see that even pst moves the actor back to the spawn (homelocation). That is the field i named 'destination'
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[16:24:49] <Pepelka> [commit] Jaka Kranjc: Game::GetXPFromCR: fixed the table lookup http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=6b86a95ffa3d5bda225a4b9d4fd61aa4f96fe202
[16:24:50] <Pepelka> [commit] Jaka Kranjc: treat iwd2 combat as xp granting too, so extra difficulty boni apply http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=137267d3657cdddc8805832540a515df3ac64bed
[16:24:52] <Pepelka> [commit] Jaka Kranjc: Actor::CheckCastingInterrupt: only print the extra feedback for casters http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=098f99d466508719301502cdc0fdb601045328bb
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[17:00:11] <Avenger> hehe, funny. Lynx, look at this: http://forum.baldursgate.com/discussion/comment/10544/#Comment_10544
[17:00:16] <Pepelka> IESDP unknowns - Baldur's Gate
[17:00:51] <Avenger> apparently ToB intended to implement CAREAFILECREATURE_FLAGS_INVULNERABLE / SEENPARTY
[17:01:20] <Avenger> but i don't see any traces of this
[17:03:13] <fizzle> speaking of file formats
[17:03:36] <fizzle> I get random crap in the PST infopoint fields when loading new areas
[17:03:58] <fizzle> maybe those fields should be made PST-specific in AREImporter?
[17:04:32] <Avenger> bg1 ?
[17:04:38] <fizzle> yes
[17:04:56] <lynxlynxlynx> heh
[17:05:09] <Avenger> it really sucks that bg1 editor didn't clear them
[17:05:11] <lynxlynxlynx> i think we lack a few things from that header though
[17:06:51] <Avenger> i don't want them pst specific, because it would be great to have them in a bg2-style game
[17:07:24] <Avenger> but there could be some way to clear them on load
[17:08:00] <fizzle> how do we know when to clear them and when to leave them alone?
[17:08:19] <Avenger> you add a new game flag, and enable it in bg1
[17:08:49] <Avenger> GF_DIRTY_BG1 or something like that :D
[17:09:35] <Avenger> or you could try to detect dirtyness and clean the fields automagically
[17:11:53] <fizzle> I'll go the flag route, I think; I do get some that look like they could actually be genuine
[17:12:04] <fizzle> except that the resources don't exist
[17:12:45] <lynxlynxlynx> whatcha workin on?
[17:14:12] <lynxlynxlynx> Avenger: something else that would be helpful is the 3ed hide action. I added a bunch of guess according to the extra logging strings, but it's still full of fixmes (eg. move silently) in Actor::TryToHide
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[17:36:07] <Avenger> lynx there is some crelight.2da
[17:38:05] <Avenger> and crehidem.2da
[17:38:54] <Avenger> huh, quite complicated stuff
[17:39:59] <lynxlynxlynx> yeah, race modifiers
[17:40:38] <Avenger> if the hiding actor is deaf or blind, no feedback, lol
[17:41:03] <lynxlynxlynx> nah, surely that means he can't detect the hidee?
[17:44:09] <Avenger> ok, maybe that, that would make more sense
[17:46:51] <Avenger> crehidem.2da supposed to have a QUIETMOD column, for listen checks, but it is totally omitted
[17:47:30] <Avenger> they use only the HIDEMOD column, for vision
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[17:53:22] <Avenger> i don't quite understand this code. It has both skills, hide/stealth. Sometimes it uses their average, but sometimes it uses them separately
[17:58:17] <Avenger> By the way, they have a hardcoded race->race name translation, crelight.2da contains 'hald-orc' which is wrong, of course.
[17:59:02] <Avenger> so, half orcs get the default 100 instead of 0
[17:59:13] <lynxlynxlynx> stealth is move silently, i guess
[17:59:22] <Avenger> yes,
[17:59:31] <lynxlynxlynx> from the strings, it works differently depending on state
[17:59:49] <lynxlynxlynx> if you're alone, you just do one check - i guess this is the average, like in the others
[18:00:02] <lynxlynxlynx> if you want to prolong the hiding, you do the visible check
[18:00:15] <chiv> bah, i wish filling out application forms was as much fun as messing with gemrb...
[18:00:17] <lynxlynxlynx> haven't managed to reproduce the hear check in the original though
[18:00:17] <Avenger> this hardcoded race name sucks so much :(
[18:00:40] <lynxlynxlynx> don't worry about it, we can just add our own table override
[18:03:48] <lynxlynxlynx> hmm, you're saying their mapping is also id->halD-orc?
[18:03:49] <edheldil_> Avenger: is not it used in pst as well? I vaguely remember there being a problem in pst in Morte's name somewhere
[18:04:22] <Avenger> no, the hardcoded string is half_orc, but the 2da has hald_orc
[18:04:38] <lynxlynxlynx> so at least it is buggy in both
[18:05:14] <Avenger> and race.ids has halforc, to make this so much fun
[18:26:13] <Avenger> edheldil hehe, if i recall correctly some projectile has morte's scripting name in it.
[18:32:09] <lynxlynxlynx> and there is a race id for morte, but he uses human
[18:57:20] <edheldil_> yeah, that's what I meant, I think
[19:04:24] <lynxlynxlynx> edheldil_: can you try remaking the demo area? You had better luck with no-stripping and all the needed files are in there
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[22:27:45] <Pepelka> [commit] Jaka Kranjc: iwd2: fixed guispl info window erroring out, regression from last year http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=08e220a7c080a2ac4e48ea4eedba7086ea3d456c
[22:27:47] <Pepelka> [commit] Jaka Kranjc: iwd2::guispl: don't screw up the whole gui when exiting the info window http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=2acc3524ee11495d0eaafc52baffc4e18d1089b2
[22:27:48] <Pepelka> [commit] Jaka Kranjc: iwd2::guispl: display number of available spell slots http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=9c48857ad2f1eea130f44505e87959b2eee04c56
[22:27:49] <Pepelka> [commit] Jaka Kranjc: iwd2::guispl: made the scrollbar usable http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=458b7f9d6fac0fc80200d0f0200d1ffc779fb14f
[22:37:06] <Pepelka> [commit] Jens Granseuer: don't try to use firimp.bam for icestorm either http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=5cb2302cbecdd629159765e4b780e680c32ff288
[22:37:07] <Pepelka> [commit] Jens Granseuer: add a flag to clear parts of the ARE structure and use it in bg1 http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=289b00549994280ed436c19244f29c321a61ae11
[22:40:28] <lynxlynxlynx> fizzle: please add ClearUnusedArea = 0 to the others and gemrb/docs/en/gemrb_ini.txt (which is also sorted)
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[22:52:37] <Pepelka> [commit] Jens Granseuer: add ClearUnusedArea setting to all games and document it http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=bb480543b873e739896f412f43827af02d5d8c74
[22:55:38] <lynxlynxlynx> thanks
[22:59:59] <chiv> productive day...
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[23:02:21] <lynxlynxlynx> hey
[23:02:47] <lynxlynxlynx> brada: did you contact alex yet? If not, here's a shortcut: https://sourceforge.net/tracker/?func=detail&atid=360122&aid=3599172&group_id=10122
[23:02:50] <Pepelka> SourceForge.net: GemRB Game Engine: Detail: 3599172 - Android Build
[23:03:45] <lynxlynxlynx> almost hyped him enough
[23:04:20] <brada> hope he figures it out for me :)
[23:05:31] <brada> i didnt think building for android would be such a pain :/
[23:06:12] <brada> lynx: about the textarea linesize == lines.size() test
[23:06:19] <brada> when is that *not* true?
[23:06:40] <brada> i see it get assigned to that and it never gets modified
[23:06:44] <brada> afaict
[23:06:49] <lynxlynxlynx> no idea, i just wanted my textarea back
[23:06:53] <brada> lol sure :)
[23:06:56] <brada> dont blame you there
[23:06:59] <lynxlynxlynx> make it an assert locally and play around
[23:07:09] <brada> ok
[23:07:39] <lynxlynxlynx> maybe it was relevant before the outoftext removal or even earlier
[23:07:56] <fizzle> btw, that part of code has a problem with bg1 dream 3
[23:08:05] <fizzle> at least the German version
[23:08:08] <Pepelka> [commit] Brad Allred: TextArea: don't need to know anything about audio anymore http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=63d94c9919952bd95b704f3579939647464d5424
[23:08:15] <brada> fizzle: what do you mean?
[23:08:34] <fizzle> the text doesn't scroll out of view entirely
[23:08:56] <fizzle> but the last line keeps repeating and always jump back a little when it's almost gone
[23:08:58] <brada> this code could stand some comments :P
[23:11:09] <chiv> hey, did anybody figure out why the german bg1 dialog.tlk files floating about on the net finish so much sooner than the other languages?
[23:11:25] <brada> we are calculating the clip area wrong, but i dont know what we should be doing
[23:12:18] <brada> all i know is the text gets drawn too low in chapter screens of BG1 if not everything
[23:12:57] <lynxlynxlynx> german translations also have extra newlines
[23:13:13] <lynxlynxlynx> not sure if there, but we had complaints for more than one place
[23:13:52] <brada> i thought we had code to remove the extra newlines
[23:13:56] <fizzle> chiv: if you're talking of my tlk I've read somewhere on the net that my version might be a misprint
[23:14:38] <chiv> ahh.. but in that case I found the same misprint, I wouldn't mind a proper version if you hear of one
[23:15:17] <fizzle> well, i suppose they printed more than just my copy :)
[23:15:59] <chiv> nah, they would have never made more than one mistake ;~)
[23:16:36] <fizzle> if the master copy is broken, one mistake is all it needs...
[23:16:50] <chiv> surely they fixed it though in a patch?
[23:16:58] <brada> shouldnt a patch have come around to fix it?
[23:17:27] <fizzle> couldn't find one; in fact they didn't even include the latest official patches on the CD
[23:18:03] <chiv> omg?
[23:18:07] <fizzle> and it was printed after IWD2 was out, because that's also on there
[23:18:40] <chiv> thats pretty terrible...
[23:20:08] <chiv> so does it just run out of text when you reach the expansion areas?
[23:21:06] <fizzle> I've since replaced my tlk with one of the "text fix" mods; it ran out of text everywhere
[23:21:52] <chiv> I guess BGEE will save the day?
[23:22:20] <fizzle> the mod works pretty well so far
[23:22:45] <chiv> do you still have a link?
[23:23:14] <fizzle> let me check, I gave it to edheldil a couple of days ago
[23:24:19] <brada> fizzle: that linesize > 50 test seems like why it might stop
[23:24:35] <brada> does it go away if you increase that?
[23:24:55] <fizzle> I can try
[23:24:59] <fizzle> like, tomorrow
[23:25:39] <brada> im just gonna go ahead and cahnge this to a non arbitrary test
[23:27:08] <fizzle> so, night
[23:27:12] <traveler> any rechecks for bg1 needed? considering e.g. this unused area
[23:27:16] <brada> presumably this used to work when we loaded these in as individual chuks
[23:27:29] <brada> those chunks were probably all less than 50 lines
[23:27:46] <chiv> thankyou all, and good night
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[23:34:15] <lynxlynxlynx> traveler: nope, only visible to debuggers
[23:37:58] <brada> im definitely going to have to check original bg2. it feels wrong that the text takes so long to appear, but that is definitely how bg1 is
[23:38:10] <brada> unless traveler is eager to do that :p
[23:41:14] <lynxlynxlynx> it didn't look too bad to me
[23:41:38] <lynxlynxlynx> i heard to voice sooner, but the text caught up very fast
[23:41:52] <lynxlynxlynx> iirc with the first line already
[23:42:16] <lynxlynxlynx> s/to/the/
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[23:54:48] <brada> fizzle: that last comit should fix the problem you described
[23:54:50] <Pepelka> [commit] Brad Allred: TextArea: properly calculate the number of newlines needed for streaming text http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=a586555c443829d14d10ccc46b82833ebb0a9914
[23:55:09] <brada> and shouldnt break dialog again :p
[23:56:07] <brada> silly use of arbitrary value before...
[23:59:51] <brada> tho imo that is probably a silly way/place to do that