#gemrb@irc.freenode.net logs for 6 Jan 2014 (GMT)

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[00:03:27] <Pepelka> [wiki] pst_quests - [Tomb of Torment] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388966420&do=diff
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[00:12:34] <jackhunter> test
[00:13:25] <jackhunter> so i began playing fallout tactcis with hi res patch and soemhow i find it less beautiful than previous fallouts
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[00:27:38] <Pepelka> [wiki] pst_quests - [Buried Village] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388967810&do=diff
[00:45:46] <Pepelka> [wiki] pst_quests - [Weeping Stone Catacombs] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388969070&do=diff
[01:09:57] <Pepelka> [wiki] pst_quests - [Alley of Dangerous Angles] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388970268&do=diff
[01:22:35] <Lightkey> Angels..
[01:24:20] <dolio> Nope.
[01:27:20] <chiv> http://picpaste.de/angular-JzkJja5i.png
[01:27:21] <Pepelka> PicPaste - angular-JzkJja5i.png
[01:27:22] <Pepelka> »PicPaste ist ein Loginfreier Service zum Bilder hochladen«
[01:30:37] <Lightkey> oh you
[01:40:12] <Pepelka> [wiki] pst_quests - [Vice Quarter] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388972246&do=diff
[01:41:56] <chiv> the bugs are just evaporating away it seems
[01:48:02] <chiv> of course, I have become completely blind to the 100 or so graphical glitches...
[01:52:18] <Pepelka> [wiki] pst_quests - [Dead Nations] dead() trigger seems to have fixed this http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388973126&do=diff
[02:22:32] <Pepelka> [wiki] pst_quests - [Mausoleum] http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388974768&do=diff
[02:28:35] <Pepelka> [wiki] pst_quests - [Warrens of Thought] critical path bit completable http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1388974966&do=diff
[02:37:21] <chiv> well that's a complete retest of everything up to the lower ward, and I would say it is only 2 inches away from being workable
[02:38:26] <chiv> which is actually quite exciting
[02:47:43] <chiv> I'm very bored of quest bugs.. I want to work on graphical polish...
[02:47:56] <chiv> and ui maintenance
[03:02:18] <chiv> and finish my *fix* for the 640x480 *bug* :p
[04:33:55] <chiv> still very raw, but.. less sucky? https://github.com/chilvence/gemrb/compare/configurator
[04:33:57] <Pepelka> Comparing gemrb:master...chilvence:configurator · chilvence/gemrb · GitHub
[04:33:58] <Pepelka> »gemrb - Engine Made with preRendered Background«
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[16:02:25] --- Topic for #gemrb is: GemRB 0.8.0 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php
[16:02:25] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Sat Apr 27 10:20:08 2013
[16:03:34] <chiv> I dont get it.
[16:10:02] <brada> chiv: the channel wasnt being logged as per the topic
[16:11:10] <chiv> oh, well i had left my computer on since last night, not much happened
[16:12:54] <fuzzie> ok, today's exams conquered
[16:13:03] <chiv> between me talking to myself at 4am and now, jackhunter was talking about fallout tactics
[16:13:48] <chiv> not the whole time of course...
[16:14:35] <fuzzie> so hello
[16:14:40] <brada> hello fuzzie
[16:14:47] <brada> glad your exams are over :)
[16:14:50] <fuzzie> my thesis supervisor would like me to go away for a couple of weeks
[16:15:07] <brada> oh?
[16:15:08] <fuzzie> so I have some time now
[16:15:30] <brada> well we could use that time very much :)
[16:16:16] <fuzzie> let me rsync pst over here
[16:16:48] <chiv> hooray :D
[16:19:57] <edheldil> :)
[16:20:42] <edheldil> your thesis paper must be exhausting in more than one sense, fuzzie :-D
[16:21:29] <fuzzie> so far we haven't reached the "actually decide what will be in it" step
[16:21:38] <fuzzie> he seems to consider that part to be optional
[16:22:03] <fuzzie> ok, this pst install is missing the CDx bits
[16:22:13] <fuzzie> I have this feeling I'm going to have to actually go and find a CD-ROM drive
[16:22:38] <fuzzie> hmm
[16:29:59] <fuzzie> ok, I'm missing cd4 but I guess that works until I can bother someone
[16:31:53] <fuzzie> ooh, this breaks delightfully, I guess I widescreenmodded it
[16:31:58] <chiv> hmm, wouldn't it be nice if one could hypotherically share games from ones gog account with someone else
[16:33:19] <chiv> ^ thats exactly what happened the first time I tried gemrb
[16:33:42] <brada> me too, but not because of widescreenmod
[16:33:51] <fuzzie> well I have gemrb configured for 640x480
[16:33:52] <chiv> "oh well, bye bye widescreen mod"
[16:35:06] <fuzzie> yes, much better if I just blow the install away
[16:35:52] <brada> it took me days just to get gemrb to compile on a mac :p
[16:36:07] <fuzzie> I'm getting scroll cursors at the edges of the pst non-game screens
[16:36:23] <fuzzie> and oh look, the timer rendering is broken :-p
[16:36:38] <fuzzie> something is doing a RedrawAll when the text areas redraw I guess
[16:36:43] <chiv> the clock has been like that forever
[16:36:52] <fuzzie> yeah it's just sort of my enemy :(
[16:37:13] <fuzzie> map notes not workign either?
[16:37:25] <chiv> not as far as i know
[16:37:36] <fuzzie> oh and clicking mage/spell books doesn't work
[16:37:50] <chiv> ?
[16:37:56] <fuzzie> and indeed the journal images have green coners, when did that happen?
[16:38:02] <fuzzie> chiv: I dunno, it just flickers and does nothing
[16:38:05] <edheldil> look at journal/beasts, though I guess it's easy to fix :)
[16:38:13] <edheldil> ah
[16:38:43] <fuzzie> ok, I clicked it this time and now the GUI totally broke
[16:38:47] <edheldil> I work on the stores stores
[16:38:50] <edheldil> yeah :(
[16:38:53] <fuzzie> I'm just mentioning these things in case it's my fault somehow
[16:39:08] <fuzzie> if chiv or someone wants to say 'please look into it', I will
[16:39:24] <edheldil> please look into it ;-)
[16:39:54] <chiv> I've been sort of aware of those things for ages, but they didn't seem priority... but yeah they're becoming annoying
[16:41:01] <chiv> that's why I'm so obsessed with merging, because everything works great in the other games
[16:41:25] <fuzzie> and clicking the tooth doesn't lead to a complaint, I thought it did
[16:41:33] <fuzzie> eye works though
[16:41:48] <fuzzie> so maybe I'm misremembering
[16:41:52] <chiv> I think some things are just left out of item_use.2da
[16:41:55] <fuzzie> oh now I broke the GUI again
[16:41:56] <fuzzie> this is terrible
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[16:44:06] <lynxlynxlynx> map notes don't work in pst? which part?
[16:44:10] <fuzzie> and the arrow keys stopping working which is even worse
[16:44:16] <brada> focus lost?
[16:44:20] <fuzzie> lynxlynxlynx: if I hover over them, no worky
[16:44:33] <fuzzie> brada: any way to get it back?
[16:44:49] <brada> i dont know the problem, but if its a focus thing i guess try clicking it
[16:45:09] <lynxlynxlynx> hmm, indeed
[16:45:15] <lynxlynxlynx> i didn't touch them though :D
[16:45:18] <fuzzie> clicking doesn't help
[16:45:24] <lynxlynxlynx> arrowkeys work straight after a load
[16:45:30] <fuzzie> try opening/closing gui
[16:45:36] <fuzzie> as in, a window, not the float
[16:45:43] <fuzzie> this has probably all been broken for a long time
[16:45:44] <chiv> somehow opening the map ruins all the keybinds
[16:45:48] <brada> it maybe the focus lock change i made
[16:46:13] <fuzzie> that's a safe bet, since it's always your fault
[16:46:14] <lynxlynxlynx> specific to pst it seems
[16:46:18] <brada> oh?
[16:46:26] <brada> then probably not directly my fault
[16:46:37] <brada> tho im sure it is peripherally ;)
[16:46:44] <edheldil> sure :)
[16:46:45] <lynxlynxlynx> i loaded tob, arrowscrolled, m for map, m for unmap, arrowscroll still worked
[16:47:04] <fuzzie> yes, I'd notice quickly if it didn't work in the other games, I rely on arrows
[16:47:13] <lynxlynxlynx> closing windows with the same hotkey is a blessing btw - it didn't work in originals
[16:47:29] <edheldil> scrolling in gemrb is too fast to be usable
[16:48:12] <fuzzie> with the mouse, yes
[16:48:32] <brada> really? its super slow for me :9
[16:49:10] <brada> the SDL 2 scrolling works very nice tho
[16:49:33] <fuzzie> does it work well if your input device is a mouse? :P
[16:50:15] <brada> depends?
[16:50:28] <fuzzie> ok, the map notes get to the SetText
[16:50:30] <brada> i mean the scrollshell works much better
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[16:53:03] <edheldil> btw, my colleague has tried gemrb (from debian packages). He was not able to get test running (missing chitin.key) and similar bad luck with bg2demo (something was missing, even though he allegedly set paths). No help in docs for configuring it. His suggestion is to describe configuring gemrb for bg2demo
[16:54:14] <edheldil> it's just his recollection, I was not mentoring him, but possibly it sums problems of other potential users
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[16:55:49] <brada> yeah, most complaints we get are along those lines
[16:58:42] <lynxlynxlynx> i recorded a video for setting up gog pst
[16:58:54] <lynxlynxlynx> i noticed it even got reposted by someone :D
[16:59:05] <brada> i cant remember why we didnt just add the /data dir to the search paths
[16:59:19] <lynxlynxlynx> didn't we?
[17:00:18] <lynxlynxlynx> i can find proof for cd paths
[17:00:41] <lynxlynxlynx> anyway, if even the test didn't run, it could be a packaging snafu
[17:01:17] <edheldil> I suspect paths again :)
[17:05:08] <fuzzie> it usually is
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[17:07:25] <edheldil> later
[17:09:26] <brada> my GOG BG2 still fails if i dont manually add the /Data dir as a CD path
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[17:14:22] <lynxlynxlynx> it has data/data?
[17:14:43] <lynxlynxlynx> but yes, it's trivial to add, so why not
[17:16:17] <brada> no it just has /Data
[17:16:21] <brada> but it doesnt work
[17:16:24] <chiv> all the cd paths are still explicitly configured, they just all point to data
[17:16:59] <brada> oh i see you mean the actual path
[17:17:04] <brada> yes data/Data
[17:17:38] <brada> chiv: not on BG2
[17:17:43] <brada> unless they fixed it since
[17:17:52] <chiv> no im wrong
[17:18:04] <brada> on PST i dont think you need any extra paths
[17:18:15] <chiv> the config points to /data/ , then there is /data/Data/
[17:19:30] <chiv> this is talking about the cd locating stuff in they key file or whatever isnt it?
[17:20:29] <chiv> because http://pastebin.com/4Df41aNa
[17:20:34] <Pepelka> actual gog toment.ini sample - Pastebin.com
[17:21:32] <chiv> I remember if you had two cd drives in your tower you could do a partial install of bg1
[17:21:47] <chiv> because it was the biggest game in the world ever
[17:22:25] <edheldil> why two cd drives? It prompted you for disk chanhge when needed
[17:22:38] <chiv> cd 1 in drive one, cd 2 in drive 2
[17:23:38] <chiv> the days when a 20 gig hard disk seemed humungous
[17:24:03] <fuzzie> the disk changes could get very annoying
[17:24:38] <edheldil> he days when a 40 *megs* hard disk seemed humungous
[17:25:48] <chiv> "hmm, looks like windows has to go to be able to play doom. Oh well, bye!"
[17:32:55] <chiv> deltree /y C:\windows\*.*
[18:00:57] <chiv> found another case where Wait() in a dialog breaks something
[18:03:00] <chiv> all in all approx 300 uses of it, so it could be causing some problems...
[18:03:49] <brada> wait() or lack of wait()?
[18:03:58] <chiv> prescence of wait()
[18:06:43] <brada> is it the script deletion thing?
[18:07:02] <chiv> its not a script , its a dialog
[18:07:22] <chiv> that seems to have fixed heaps of things by the way
[18:07:53] <brada> such as?
[18:08:01] <chiv> just random annoying crashes
[18:08:29] <chiv> maybe it needs more investigation, but at least the game doesn't bomb out so much now
[18:11:45] <brada> that could be many things completely unrelated
[18:12:04] <brada> the codebase has been changing a lot lately
[18:12:28] <brada> adding or changing things introducing new crashing, then fixing those crashes
[18:19:09] <brada> its also likely your cleanup from yesterdays debacle helped :p
[18:19:27] <chiv> ?
[18:19:30] <brada> you clearly have some setup problem in your build
[18:19:50] <brada> how you couldnt run gemrb due to the interface changing
[18:20:12] <chiv> I don't know what that is, I think I broke a symlink
[18:21:00] <chiv> *was rather
[18:24:00] <chiv> that was a totally new thing though that appeared and disappeared just as quickly
[18:24:22] <brada> the thing that worrys me is you dont seem to know what the problem is/was
[18:24:53] <chiv> well, I recently changed my setup to run from the build dir
[18:25:59] <chiv> before I was doing make install every single time out of habit
[18:27:37] <chiv> so the most likely thing is the way I had setup my symlinks to run the game failed
[18:31:49] <chiv> the differences with the crashes I was experiening last year is now it says: [GameScript/ERROR]: Aborting response execution due to object deletion. This should not happen and we need to fix it.
[18:37:50] <brada> so you have been out of date for a while there
[18:37:54] <brada> i added that forever ago
[18:38:07] <brada> and it is the problem i mentioned to you earlier :p
[18:39:00] <chiv> yeah i've been in australia and germany
[18:39:16] <lynxlynxlynx> that wait is something to ask fuzzie about
[18:39:47] <chiv> I'm only finding out just now because I'm doing another play through
[18:39:47] <fuzzie> bother me in 1h or so
[18:40:23] <chiv> for which I have to say, the game is working 5 times better than it was
[18:40:58] <chiv> despite remaining problems
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[18:58:17] <lynxlynxlynx> brada: there's a subtle regression the save entry drawing
[18:58:29] <brada> oh?
[18:58:38] <lynxlynxlynx> the party portraits persist, but due to perfect alignment, it's not so obvious
[18:58:51] <lynxlynxlynx> eg. i thought i was loading a 3person save, but there was only one
[18:59:05] <brada> ok
[19:02:27] <chiv> finished checking, with a single exception, all the crashes I found before are replaced by error warnings instead. and the game continues despite them
[19:02:48] <brada> what is the one that still crashes?
[19:03:03] <brada> i put that hack in htere because it caused so many crashes :p
[19:03:10] <chiv> some early quest where you fight a mage
[19:03:37] <chiv> its probably not gemrb's fault anyway, I decompiled some of the scripts and dltcep complains about them too
[19:03:57] <jakchunter> whicgh game chiv?
[19:04:10] <chiv> Planescape: Torment
[19:04:13] <jakchunter> oh
[19:04:22] <jakchunter> well i remmbe ri had lot of crashes without gemrb
[19:04:36] <jakchunter> espescially when a lot of spells are cast
[19:04:48] <chiv> that's not our specialty I fear
[19:05:08] <chiv> magic is still really broken in general for torment
[19:05:16] <jakchunter> crashes for me tend to become frequent in 2nd part of the game
[19:05:47] <jakchunter> especially when in maudith, undergounds, and carcel dimension
[19:06:03] <chiv> there is literally nothing any of us can do about that
[19:06:08] <jakchunter> when maudith is invaded nby monsters it causes tons of crashes
[19:06:20] <jakchunter> because monsters keep spamming
[19:06:45] <jakchunter> imagine a whole area with monster bodfies, loot on ground, and monsters coming
[19:07:46] <brada> there is going to be little or not relation between crashes in the original and gemrb
[19:07:49] <jakchunter> well if gemrb ssolves the issue of crahses when leaving or entering area its already nice
[19:08:59] <chiv> gemrb is very stable, it just has a heap of other problems involving not know what the hell black isle were smoking
[19:09:09] <jakchunter> i also had a few crashes in prison of regrets
[19:09:15] <chiv> :/
[19:09:25] <jakchunter> thought the error was different, more like "asertion failed"
[19:09:52] <chiv> everybody is dead dave. dead dave, everybody is. everybody is, dave, dead!
[19:10:25] <jakchunter> what if you changed planescape torment to make it more like bg2?
[19:10:34] <jakchunter> i mean a few lines in the code
[19:10:42] <chiv> we want to get it working first
[19:11:26] <lynxlynxlynx> still, whatever garbage we get that the original didn't choke on, we shouldn't either and especially not by crashing
[19:11:56] <jakchunter> the issue is, how to know if that wasnt a problem in the original?
[19:14:02] <chiv> The game is just a bunch of data. like fuel. The engine is just something that uses that data. Therefore, the only concievable problem can be in the engine, and gemrb is a completely different beast, like I dunno a Peugot instead of a Ford.
[19:14:31] <chiv> You don't take your Ford to a Peugot mechanic, do you?
[19:14:52] <jakchunter> actually, althoughh now they claim to do otherwise
[19:16:17] <chiv> They'd be all like, "non, non, non, je ne veux rien a faire avec ca!"
[19:16:28] <jakchunter> *avoir:p
[19:16:58] <chiv> heh
[19:18:18] <jakchunter> i am looking at the dl links of gemrb, but i see no windows 7 version(or vista,xp)
[19:18:20] <lynxlynxlynx> jakchunter: by playing it there and hoping to have a representative run
[19:18:41] <lynxlynxlynx> we don't use version specific code on windows
[19:18:44] <lynxlynxlynx> one for all
[19:18:54] <jakchunter> ok
[19:18:55] <lynxlynxlynx> and likely malpackaged at that
[19:19:02] <jakchunter> so i can use linux one
[19:19:08] <lynxlynxlynx> no
[19:19:58] <jakchunter> so i cant run it with 7 64?
[19:20:56] <jakchunter> http://www.gemrb.org/wiki/doku.php?id=download#downloads
[19:20:57] <Pepelka> download [GemRB wiki]
[19:21:53] <lynxlynxlynx> what kind of logic is that? :s
[19:22:29] <jakchunter> i mean sourceforge says it should run under windows
[19:22:38] <lynxlynxlynx> but yes, nobody compiles it on win64
[19:23:32] <jakchunter> its just i dont want to have to install linux to test,, would have preferrred running this under 7
[19:23:57] <chiv> jakchunter: thanks for the correction, my french is rubbish
[19:24:29] <jakchunter> i was not sure thought, sinc esource forge said "It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur's Gate and Icewind Dale series, Planescape: Torment). It should run on GNU/Linux, Microsoft Windows, OS X, possibly other UNIX derivatives and more. It is licensed under the GPL."
[19:26:20] <jakchunter> i was assuming it would run under windows because a lot of android games work on pc
[19:26:25] <lynxlynxlynx> this project started more than 10 years ago
[19:26:35] <lynxlynxlynx> 64bit windows was a dream then
[19:26:48] <lynxlynxlynx> i'm sure we work there too, we just don't package for it
[19:26:49] <jakchunter> actually
[19:27:37] <jakchunter> what i was meaning was, what can i do it i want to play with gemrb then
[19:30:33] <chiv> I'm guessing, here: http://sourceforge.net/projects/gemrb/files/GemRB%20Win32%20Binaries/GemRB%20v0.8.0/ ?
[19:30:36] <Pepelka> GemRB Game Engine - Browse /GemRB Win32 Binaries/GemRB v0.8.0 at SourceForge.net
[19:30:37] <Pepelka> »GemRB is a portable open-source implementation of the Infinity Engine«
[19:30:40] <chiv> I haven't actually tried to work it on my windows box
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[19:31:39] <chiv> :/ I was about to help him
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[19:31:52] <jackhunter> the file is light
[19:32:03] <Pepelka> [wiki] pst_quests - [Tenement of Thugs] moved to main http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1389036670&do=diff
[19:32:09] <jackhunter> i was expecting it to take a few gb
[19:32:26] <chiv> no, all the data comes with the original game
[19:32:27] <fuzzie> chiv: so should I be looking at anything much in particular?
[19:32:58] <chiv> fuzzie: in dialog files, Wait() breaks everything, and I don't know why
[19:33:21] <fuzzie> got an example?
[19:33:59] <chiv> eg: ragpicker square, ratbone in se corner, he should train you as a thief but the change class action happens after the wait action, so it doesn't work
[19:34:13] <fuzzie> if it's in a non-final node then maybe dialogue is pausing?
[19:34:28] <jackhunter> when i play pst this time, should i run it with mods?
[19:34:31] <jackhunter> hd ,etc
[19:34:45] <jackhunter> hd and fixpack
[19:35:07] <chiv> I only have fixpack
[19:35:31] <fuzzie> note that we totally don't support pst fixpack
[19:35:52] <jackhunter> oh ok
[19:36:07] <fuzzie> probably having it is better than not having it though
[19:36:09] <chiv> thats why I use it incidentally, I want to know if it actually breaks
[19:36:11] <jackhunter> i am pretty sure i saw a "gemrb option" in one of these mods
[19:36:13] <lynxlynxlynx> but why would you want to play pst now in gemrb?
[19:36:20] <jackhunter> to help you
[19:36:38] <lynxlynxlynx> thanks, but currently we have enough backlog from chiv for pst
[19:37:01] <jackhunter> oh ok
[19:37:03] <lynxlynxlynx> you could on the other hand check out bg1 or iwd1 or its expansions
[19:37:10] <fuzzie> actually, do we even support non-pausing dialog?
[19:37:12] <lynxlynxlynx> those are actually playable
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[19:37:17] <fuzzie> that seems like a somewhat foolish bug if not
[19:37:19] <chiv> there are many things that make it hard to play, and i am trying to prioritise the bad stuff
[19:37:32] <chiv> and yeah, bg1/2/iwd are already cool
[19:37:36] <lynxlynxlynx> fuzzie: it's not a final node, is the dialogpause a flag in the file?
[19:37:47] <lynxlynxlynx> & what does the pst fixpack do to make us cry?
[19:37:59] <fuzzie> the pst fixpack makes very hacky exe changes
[19:38:04] <fuzzie> and the dialogpause is 'always off' for pst
[19:38:13] <fuzzie> (also for bg1, and iwd, right?)
[19:38:18] <fuzzie> for bg2 it's a flag
[19:38:22] <lynxlynxlynx> no idea
[19:38:36] <fuzzie> in bg1 I think it's not-game-breaking because there's a bg1 tweaks component which does it
[19:38:40] <jackhunter> it offers the option to have npc talking with you more often
[19:38:49] <fuzzie> which is to say, hack sthe exe
[19:38:52] <lynxlynxlynx> i see we have an actor stat for ignoring it
[19:39:00] <fuzzie> that is bg2 only afaik
[19:39:14] <chiv> and getting back to that, dr_bone.dlg I think is the one to look at
[19:39:41] <lynxlynxlynx> this is DF_FREEZE_SCRIPTS right?
[19:39:47] <fuzzie> yes
[19:39:49] <lynxlynxlynx> chiv: it is
[19:40:16] <lynxlynxlynx> i don't see any gameflags
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[19:41:19] <fuzzie> iwd2 is also never-pausing
[19:41:27] <fuzzie> I think
[19:42:06] <fuzzie> hm, iwd2 tweak pack sets the dlg field..
[19:42:12] <lynxlynxlynx> so we either don't support it or it's all data driven (3 low bits need to be set)
[19:42:36] <fuzzie> pretty sure we're broken
[19:42:42] <fuzzie> looking at it
[19:43:03] <fuzzie> hmph
[19:43:23] <fuzzie> no, bg1 tweak pack also sets the dlg field
[19:43:25] <fuzzie> that's odd
[19:43:33] <fuzzie> which fields do we check?
[19:44:09] <lynxlynxlynx> doesn't look like dltcep can show the flags
[19:44:19] <fuzzie> are you checking a bg2 dialog file?
[19:44:25] <lynxlynxlynx> if (!(dlg->Flags&7) ) {
[19:44:25] <lynxlynxlynx> gc->SetDialogueFlags(DF_FREEZE_SCRIPTS, BM_OR);
[19:44:25] <fuzzie> because they're not present in bg1/pst/iwd/etc
[19:44:45] <fuzzie> which I guess is the bug here, the DLGImporter sets Flags to 0 in the old-format case..
[19:45:54] <lynxlynxlynx> yes, it can't do it for bg2 either
[19:46:35] <fuzzie> > It is not mentioned that, for BG2 at least, offset 0x0030 contains the pause-control bits. They are nonexistant in BG1.
[19:47:35] <fuzzie> we just have the dialog thing commented with '// bg2'
[19:49:47] <lynxlynxlynx> interesting that iesdp doesn't mention the old format at all
[19:50:02] <fuzzie> well, the only way to differentiate is on the Flags field existing or not
[19:50:12] <fuzzie> and it does note that it doesn't exist in the bg1 ones
[19:51:53] <lynxlynxlynx> oh, it's us that fake the version
[19:52:37] <fuzzie> yes
[19:53:21] <fuzzie> unfortunately I have no idea what bg1/etc do, but just setting one flag for now might help?
[19:54:03] <lynxlynxlynx> yep, 0->1 would do
[19:55:06] <lynxlynxlynx> are you committing it or should i?
[19:56:09] <fuzzie> go ahead
[19:58:01] <lynxlynxlynx> do you think we should zero it back on save? It could affect loadability since it is the last one
[19:58:23] <fuzzie> do we save these?
[19:58:25] <lynxlynxlynx> nevermind :D
[19:58:27] <fuzzie> :)
[19:58:28] <lynxlynxlynx> yeah, just saw
[19:59:36] <lynxlynxlynx> chiv: ok, retry with master
[19:59:50] <fuzzie> still didn't work out what's going on with the label
[19:59:55] <fuzzie> I assume it's being drawn over or something
[20:00:33] <chiv> ok, will be about 10 mins tho
[20:01:26] <fuzzie> none of the pst stances work still :(
[20:02:43] <lynxlynxlynx> ooh, fuzzie has time; makes me remember the old poke
[20:03:04] <chiv> heh, I only have my hack for that prob
[20:03:05] <lynxlynxlynx> is there anything left to do wrt leaveareaname? I remember fizzle added a few bits to make party travel more sensible
[20:03:35] <lynxlynxlynx> but time to bake, bbl
[20:03:57] <chiv> then I ran away from charanimations.cpp
[20:04:12] <fuzzie> Endure. In enduring, grow strong.
[20:08:35] <fuzzie> ok, now I broke Dak'kon, who can no longer move
[20:08:51] <fuzzie> he's in morale failure due to increased morale, nice
[20:09:34] <chiv> he always did seem to be in a spiralling state of morale
[20:12:48] <chiv> \o/ it works now
[20:14:13] <chiv> there is another quite serious problem with dialog; when you are talking to an infopoint, if any of your friends interject, they can't hand the dialog back to the infopoint
[20:17:43] <chiv> https://github.com/chilvence/problemchildren/tree/master/000000081-grb%20Animated%20Alleyway <this save is closest
[20:17:45] <Pepelka> problemchildren/000000081-grb Animated Alleyway at master · chilvence/problemchildren · GitHub
[20:17:46] <Pepelka> »problemchildren - Save games that demonstrate problems in gemrb«
[20:17:49] <chiv> right now I have to eat
[20:24:54] <fuzzie> ugh, you can interject with non-actors?
[20:25:02] <fuzzie> that makes me sad
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[20:35:47] <brada> lynx: should be fixed
[20:37:40] <chiv> fuzzie: why so? It's perfectly normal for two people to want to talk to a wall when it has something interesting to say :)
[20:38:19] <brada> maybe thats why she is sad?
[20:39:22] <fuzzie> the wall should be a first-class scriptable citizen
[20:41:36] <chiv> looking back, most of the broken quests involved being unable to 'talk' to walls, doors, traps etc...
[20:44:12] <Lightkey> talkin' to flowers on the wall, that don't bother me at all~ *sing*
[20:45:08] <lynxlynxlynx> brada: yep
[20:45:44] <chiv> some variation of this has to go in the game , I don't know any better way to do it: https://github.com/chilvence/gemrb/commit/c95891cf42f126f3c99c5c6cfcd7c69fdbd0731b
[20:45:46] <Pepelka> Activate dialog on clickable infopoints for torment · c95891c · chilvence/gemrb · GitHub
[20:45:47] <Pepelka> »gemrb - Engine Made with preRendered Background«
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[20:50:14] <fuzzie> oh ugh what the heck is that BeginDialog code doing
[20:50:28] <fuzzie> aaaaaaaaaaa
[20:51:10] <fuzzie> :(
[20:52:07] <chiv> and there was me thinking I just didn't understand it
[20:52:50] <edheldil_> there are no flags in dlg v1.0
[20:52:56] <fuzzie> edheldil_: they're all dlg v1.0
[20:54:35] * edheldil_ is reading backlog
[20:57:04] <fuzzie> chiv: ok I'm just going to remove GoNear and you can complain about how it doesn't help
[20:57:52] <chiv> I would rather you do what you think is right
[20:58:55] <fuzzie> try what I pushed
[21:01:01] <chiv> hmm, i can't test the clickables without the first bit in gamecontrol.cpp
[21:01:10] <fuzzie> I mean, instead of your second bit
[21:01:24] <chiv> oh, ok, will shortly
[21:01:28] <fuzzie> if you can
[21:04:17] <chiv> am I right with the 'player1' bit by the way? it should always be TNO, but i don't know if that means what I think it means
[21:09:49] <fuzzie> I think so
[21:10:17] <chiv> now that is strange, i can now use some points that are on the other side of the map
[21:12:20] <fuzzie> muahwaha
[21:12:28] <fuzzie> so I guess you do need a maximum range check in there too
[21:12:30] <chiv> if it makes a difference, a lot of these points have 'talkpos' points buried in the unreachable bit of the search map
[21:12:44] <fuzzie> ah so you don't actually want to use TalkPos at all?
[21:13:05] <fuzzie> you can swap TalkPos for Sender to make it approach the bbox centre instead, if that's better
[21:13:09] <chiv> I don't know if I am the right person to ask
[21:14:50] <chiv> ill try it though
[21:17:53] <lynxlynxlynx> that's what we're doing already
[21:18:38] <chiv> for traps though, unless this is the same
[21:19:08] <lynxlynxlynx> you're talking about?
[21:20:38] <chiv> clickable points
[21:22:13] <fuzzie> anyway that probably needs a large max range check and to reject if it exceeds the range even after the nearest to
[21:22:28] <lynxlynxlynx> if you don't mean doors or actors, that's the same
[21:22:53] <fuzzie> well I was talking about dialog range for infopoints
[21:23:12] <lynxlynxlynx> we need to be careful though, don't want to break bhaal following you
[21:23:38] <lynxlynxlynx> ah, only the first one was for dialog
[21:24:31] <lynxlynxlynx> i never tried running away from dialog into a subarea
[21:26:09] <chiv> doh, now impatienly clicking lots of different points crashes the game
[21:27:39] <chiv> I think that might have been what all that gonear stuff was trying to avoid
[21:28:21] <lynxlynxlynx> well what's in the backtrace?
[21:29:12] <chiv> I havent done that, just ends with [Scriptable/FATAL]: No current action and no next action.
[21:30:54] <chiv> actually, its probably my fault, I'm just generating lots of dialog actions for the player. but I am sure I had it working safely before.
[21:30:55] <lynxlynxlynx> yeah, that's from the latest commit then
[21:31:09] <lynxlynxlynx> it was making sure the dialog action itself doesn't die
[21:31:38] <lynxlynxlynx> i guess upstream expects something else
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[21:38:36] <brada> whats this? fuzzie broke something?!?! how dare she ;)
[21:40:05] <fuzzie> chiv clearly admitted blame
[21:40:40] <chiv> Since I am English, I am also responsible for bringing the bad weather wherever I go
[21:40:45] <chiv> sorry :/
[21:40:59] <fuzzie> it has been very good weather here
[21:41:08] <fuzzie> it peaked at 14.5C today!
[21:41:17] <chiv> thats because I'm not there
[21:42:20] <chiv> "looks like you brought the weather with you chiv!" "nooo, I'm trying to escaaaapeee :("
[21:43:42] <brada> I am caught at the edge of that "polar vortex" expected to bring temps as low as -50C :(
[21:43:47] <brada> can i blame you for that?
[21:48:24] <chiv> it's probably only after me, so yeah why not
[21:48:30] <edheldil_> I do not mind snowless winter, but the children are disappointed
[21:48:41] <chiv> i rather have snow any day over rain
[21:49:17] <edheldil_> well, it's not raining here either :)
[22:39:29] <Pepelka> [wiki] pst_quests - [Alley of Dangerous Angles] Super fun time. http://www.gemrb.org/wiki/doku.php?id=pst_quests&rev=1389047696&do=diff
[22:48:57] <jackhunter> i didnt try that way for this quest
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[22:59:00] <chiv> ^actually, it looks like torment.exe complety ignores whatever destination you put in the exit portal
[23:11:53] <brada> what is the point of that? i dont understand why that hack is necessary.
[23:12:54] <chiv> well, it takes you from an early point in the game and dumps you in a really stupid place late in the game, which you aren't even supposed to know about
[23:14:31] <chiv> who knows what they were thinking
[23:15:11] <fuzzie> hmm?
[23:15:48] <chiv> the player maze ^ it is made with madness
[23:15:50] <fuzzie> oh, yes, the orig engine is hardcoded to set Maze_Exit_Location/Maze_Exit_Xpos/Maze_Exit_Ypos
[23:16:19] <chiv> oh well that explains it
[23:16:20] <fuzzie> see also EnginInMaze
[23:17:17] <fuzzie> what's the source portal?
[23:17:59] <chiv> ar1900 ExitPortal
[23:20:23] <fuzzie> hm it doesn't seem to even check that
[23:21:05] <chiv> what about flags?
[23:21:17] <fuzzie> it sets them when going to ar1900 mazeentr maybe?
[23:24:32] <fuzzie> no, I don't get it
[23:25:46] <fuzzie> well, I guess that's the actual effect
[23:25:52] <fuzzie> we handle that in script
[23:26:01] <fuzzie> but we won't set the source loc, should we?
[23:26:25] <fuzzie> I guess we should
[23:26:31] <fuzzie> in the script
[23:26:37] <chiv> maybe, where should I be looking?
[23:26:45] <fuzzie> unhardcoded/pst/source/baldur.baf
[23:28:14] <chiv> ahh, i could probably fix other things here
[23:28:33] <fuzzie> well, I would recommend asking me about them
[23:28:49] <fuzzie> and I can sort of peer at what the hardcoded bit in the original engine is doing
[23:28:58] <fuzzie> there's quite a few chunks of it in pst :(
[23:29:09] <chiv> there are two other places where the party should abandon you
[23:29:36] <fuzzie> the one-place-you-have-to-die is handled in script, right?
[23:30:07] <chiv> yeah that works
[23:30:24] <fuzzie> ok I really like that pst_quests page
[23:30:38] <chiv> but just before you get there, tno says "i have to do this alone" or something
[23:30:55] <chiv> and also the endgame level, you should be abandoned
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