#gemrb@irc.freenode.net logs for 6 Mar 2011 (GMT)

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[00:23:41] <MikeChelen> anyone have a problem where monster comes back to life repeatedly?
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[02:29:46] <pupnik> moorp
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[11:49:03] <Avenger> hi
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[12:20:48] <MikeChelen> heya
[12:23:23] <edheldil_> hi
[12:27:39] <MikeChelen> is there any guide for installing dependencies in ubuntu?
[12:27:53] <MikeChelen> trying to compile and something is missing
[12:28:01] <Avenger> what do you see?
[12:28:33] <Avenger> which plugin won't compile
[12:28:34] <wjp> MikeChelen: trolls typically won't die permanently unless you kill them with fire or acid. (But I haven't played iwd)
[12:29:11] <Avenger> hello wjp
[12:29:15] <wjp> hi
[12:29:42] <MikeChelen> Avenger: was missing python-dev, installing it now though
[12:29:43] <Avenger> so you considered the spiral or bounce projectile paths? if you got questions, ask me
[12:29:58] <MikeChelen> wjp: do they go through the dying animation?
[12:30:15] <Avenger> yes, trolls should fall, and lie low for some time
[12:30:24] <wjp> while they're down, hit them with acid/fire
[12:30:29] <MikeChelen> it immediately gets back up
[12:30:33] <MikeChelen> ok, let me try
[12:30:36] <Avenger> that sucks
[12:30:43] <wjp> you should have about 10 seconds I guess?
[12:30:57] <MikeChelen> it seems pretty much instant
[12:31:11] <wjp> hm :/
[12:31:15] <MikeChelen> gonna check the console log too
[12:31:26] <Avenger> i think gemrb is either faster, or they run their script and stand up immediatelly
[12:31:28] <fuzzie> it's just a script with a timer? anyone change the timer code recently?
[12:31:36] <Avenger> not recently
[12:31:52] <wjp> Avenger: projectile paths: no time this weekend
[12:32:00] <fuzzie> as long as it's just a random troll, and not a specific one
[12:32:38] <fuzzie> i forget which game had the troll boss which was broken by a fixpack, but i guess probably bg2 and not iwd
[12:32:42] <Avenger> trolls run a timer: StartTimer(77,6)
[12:33:20] <Avenger> probably this timer needs to be multiplied by AI_UPDATE_TIME?
[12:33:23] <Avenger> like other timers
[12:33:34] <Avenger> 6 is very little
[12:34:27] <Avenger> hmm actually the multiplier is there
[12:34:32] <fuzzie> it should .. yes, that
[12:34:42] <Avenger> but, i think we have a bug
[12:34:47] <MikeChelen> it is definitely more than 1 troll
[12:34:53] <Avenger> scriptables do this: script_timers[ID]= core->GetGame()->GameTime + expiration*AI_UPDATE_TIME;
[12:35:03] <Avenger> this means, there is only one timer with a given ID
[12:35:13] <Avenger> if all trolls use 77, then it is pretty bad
[12:35:30] <Avenger> ahh no, i was wrong
[12:35:41] <Avenger> it is stored in the scriptable, so it is fine
[12:36:44] <Avenger> huh, we use a simple array for timers
[12:37:00] <Avenger> we really need a trigger queue
[12:42:46] <Avenger> fuzzie, i think the problem is this:
[12:42:49] <Avenger> PlayDead(300)
[12:42:51] <Avenger> ReallyForceSpell(Myself,TROLL_CHANGE)
[12:43:03] <Avenger> you changed playdead to not block actions, i guess?
[12:43:17] <Avenger> it needs to wait 300 before applies that spell
[12:45:02] <fuzzie> umm
[12:45:12] <fuzzie> no
[12:45:15] <Avenger> playdead's parameter isn't handled ?
[12:45:15] <fuzzie> PlayDead doesn't work if it doesn't block
[12:45:22] <Avenger> ahh i see
[12:45:41] <Avenger> it is stored in currentactionstate
[12:46:34] <fuzzie> it should be non-interruptible, too
[12:46:41] <Avenger> yes, it should
[12:46:44] <fuzzie> but i don't have an up-to-date copy of the code here
[12:47:02] <fuzzie> is the "actor->CurrentActionInterruptable = false;" still there?
[12:47:08] <MikeChelen> ok now when compiling make works alright, but many plugins such as BIKPlayer.so do not load
[12:47:11] <Avenger> yes
[12:47:27] <Avenger> mike: you don't need bikplayer for bg
[12:47:41] <Avenger> mveplayer is what you need
[12:47:43] <MikeChelen> what about iwd?
[12:47:49] <fuzzie> so that's pretty weird
[12:47:51] <MikeChelen> ok
[12:47:52] <Avenger> bik is only in iwd2
[12:48:02] <MikeChelen> oh ok
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[12:48:30] <Avenger> you also don't need nullsound and sdlaudio, if you got openalaudio
[12:48:31] <fuzzie> is it not just a stance bug?
[12:48:41] <MikeChelen> is there a list of what is needed?
[12:48:57] <fuzzie> new calls to change stance keep getting added everywhere
[12:49:10] <Avenger> yep, and that's probably wrong
[12:49:17] <Avenger> mike: i think it is on the wiki
[12:49:55] <Avenger> http://gemrb.sourceforge.net/wiki/doku.php?id=getting_started
[12:50:59] <MikeChelen> are there any more specific instructions for what debian/ubuntu packages to install?
[12:52:03] <Avenger> i don't see that, but dev packages for everything
[12:52:14] <MikeChelen> guess they should show up in a package search
[12:52:20] <fuzzie> the package lists i have are too old to be useful
[12:52:28] <MikeChelen> hey the registration on the wiki isn't working
[12:52:36] <Avenger> what package you didn't manage to compile
[12:53:42] <MikeChelen> well the compilation goes okay but there are plugin errors
[12:53:51] <Avenger> what are those
[12:54:02] <Avenger> it could be simple config error
[12:54:45] <Avenger> GUIScript can be whiny if it doesn't find some python libs
[12:54:52] <MikeChelen> there is a long list, one sec
[12:56:38] <MikeChelen> http://pastebin.com/VR73sUGx
[12:58:18] <Avenger> none of them loaded
[12:58:56] <Avenger> all report: Plug-in Version not valid, Skipping...
[12:59:09] <Avenger> that is not a dependency problem
[12:59:21] <Avenger> since some of the plugins don't require anything
[12:59:34] <Avenger> actually, only a few of them require some external lib
[12:59:37] <MikeChelen> what is the problem then?
[13:00:02] <MikeChelen> oh it must be the config
[13:00:19] <Avenger> i don't know, are they freshly built?
[13:00:46] <Avenger> it really smells like the plugins and the core are not from the same build
[13:00:55] <MikeChelen> just pulled from git
[13:01:14] <Avenger> and the timestamp on the core and the plugins are nearly identical?
[13:01:22] <Avenger> have you ever compiled it before?
[13:01:54] <MikeChelen> nope
[13:01:57] <wjp> the path /usr/lib/games/gemrb sounds like it may be from an official package
[13:02:07] <tomprince> That was my guess.
[13:02:13] <MikeChelen> it looks like the config points to the package path though
[13:02:19] <MikeChelen> yeah it is something like that
[13:02:22] <Avenger> haha
[13:02:37] <Avenger> it is good we got that version check
[13:03:15] <MikeChelen> need to update gemrbpath and guiscriptspath it looks like
[13:06:11] <MikeChelen> oh and plugin path
[13:18:25] <MikeChelen> is it ok to copy over old gemrb.ini?
[13:27:47] <wjp> is gemrb.ini a file you should have to touch at all?
[13:28:09] <wjp> you may have a path set up wrong if it's complaining about it
[13:31:56] <MikeChelen> hmm there is no mention in gemrb.cfg
[13:32:32] <MikeChelen> [ResourceManager]: Searching for gemrb.ini...[ERROR]
[13:33:02] <MikeChelen> oh, hang on
[13:34:29] <MikeChelen> is it a bad idea to use autogen?
[13:48:34] <Avenger> yes
[13:48:48] <Avenger> it doesn't work for me :)
[13:49:00] <Avenger> the other guys broke it :P
[13:49:07] <Avenger> only cmake works now
[13:49:57] <MikeChelen> actually it just worked :D
[13:50:12] <MikeChelen> was using cmake before without realizing there was another option
[13:50:31] <Avenger> if it worked, it is highly likely that you just didn't notice a problem :)
[13:50:34] <MikeChelen> the plugin script had to be run seperately
[13:50:46] <MikeChelen> yeah i mean, at least the game started :)
[13:50:57] <Avenger> great
[13:51:15] <Avenger> it should have worked with cmake too
[13:51:19] <MikeChelen> and that trap bug is fixed!
[13:51:31] <MikeChelen> it pretty much did but i got confused about paths
[13:52:04] <Avenger> yes, the trap bug was fixed, we spent 50% of our capacity to fix just that :D
[13:52:24] <Avenger> well, it was more than just a fix, but still...
[13:52:28] <MikeChelen> haha, well hopefully it will help alot of players
[13:52:46] <MikeChelen> since it happens pretty early in the game
[13:52:52] <Avenger> it helped to clean up a smaller mess with the opcodes
[13:53:14] <Avenger> early in the game? where is that trap actually?
[13:53:17] <MikeChelen> there is another trap a little while later that also crashes
[13:53:25] <MikeChelen> it is in the shadow pass
[13:53:33] <MikeChelen> that is like the second area
[13:53:43] <Avenger> hmm, i wonder why i didn't run into it
[13:54:06] <MikeChelen> it is possible to skip some of the rooms and containers
[13:54:21] <Avenger> ahh, probably i disabled the trap :P
[13:54:29] <MikeChelen> yeah that too
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[13:54:53] <Avenger> do you have PST too?
[13:55:09] <MikeChelen> hmm idk, maybe somewhere
[13:55:53] <Avenger> i think i hacked the core enough to be able to implement the desert hell projectile :)
[13:57:11] <MikeChelen> is it as stable as iwd?
[13:59:51] <Avenger> hehe, iwd is stable?
[14:00:12] <Avenger> well, you can play it. but some spells are still bad
[14:00:42] <Avenger> i think most bugs are graphical or missing features
[14:00:49] <Avenger> crashes are relatively rare
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[14:53:45] <CIA-91> GemRB: 03avenger_teambg * r5dab8653c7e7 10gemrb/gemrb/override/pst/ (dhell.pro dhell.spl effects.ids): game data for desert hell projectile
[14:53:52] <CIA-91> GemRB: 03avenger_teambg * r6eca8cc8d384 10gemrb/gemrb/ (core/Map.cpp core/Map.h plugins/PSTOpcodes/PSTOpcodes.cpp): Desert hell projectile support in core (set background opcode)
[14:56:29] <CIA-91> GemRB: 03avenger_teambg * r2215e1400c7e 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: more non-actor opcodes
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[15:11:12] <CIA-91> GemRB: 03avenger_teambg * r5ea0584ee1be 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp: converted area effect to non-actor compatible, fixed firing frequency
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[15:28:04] <lynxlynxlynx> MikeChelen: do you see the troll problem with the latest git?
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[17:19:02] <pupnik_> one of the few times troll has been used literally in irc
[17:24:45] * ar 's a certified IRC troll
[17:55:48] <MikeChelen> hehe
[17:55:56] <MikeChelen> lynxlynxlynx: one sec let me see
[18:07:28] <MikeChelen> ok this is weird
[18:07:38] <MikeChelen> it takes forever to kill one
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[18:08:27] <MikeChelen> even though it says there are many successful hits of 20+ damage
[18:08:48] <MikeChelen> the troll stays at "almost dead" for a very long time
[18:08:58] <MikeChelen> then drops dead simultaneously when one of my party dies
[18:12:27] <MikeChelen> lynxlynxlynx: im compiling with autogen if that is ok
[18:12:50] <lynxlynxlynx> if it works, it's fine
[18:13:03] <lynxlynxlynx> the troll is immune to normal damage while down
[18:13:25] <edheldil_> and regenerates, so maybe the regeneration is too fast?
[18:13:30] <lynxlynxlynx> this is their approach at making them killable only with fire/acid or other elements for some other trolls
[18:14:02] <lynxlynxlynx> they stand up when their timer expires
[18:14:32] <lynxlynxlynx> i'd classify the synchronised dying under chance
[18:31:08] <MikeChelen> it doesn't go down for ages
[18:31:19] <MikeChelen> the sync'd dying happened twice though
[18:31:24] <MikeChelen> seems unlikely
[18:31:44] <MikeChelen> how many hp does it have?
[18:31:57] <wjp> just hit it with fire or acid and it'll die
[18:32:01] <MikeChelen> it never goes down at all even after seeming to take 100, 200+ total damage
[18:32:11] <wjp> it's immune to other damage if it's in that state
[18:32:18] <MikeChelen> it doesn't go down though
[18:32:33] <wjp> then that's a bug
[18:32:47] <MikeChelen> it happens only when my part member dies :D
[18:32:51] <MikeChelen> *party
[18:33:01] <MikeChelen> i'll try again to make sure
[18:33:20] <wjp> and you didn't just happen to kill your party member with an area effect fireball? ;-)
[18:33:25] <MikeChelen> it might also be a problem with the save game now? because the troll was already on screen
[18:33:37] <MikeChelen> don't think so, nothing like that
[18:33:53] <MikeChelen> i have an acid arrow spell but i am not using it to test
[18:34:14] <MikeChelen> there was one weird case where a fighter hurt themself
[18:34:23] <MikeChelen> which is weird since they have a sword
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[18:44:45] <MikeChelen> the troll only dies when the party member dies :D
[18:44:59] <MikeChelen> would it help to leave and reenter area?
[18:46:47] <lynxlynxlynx> that makes no sense
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[19:01:06] <pupnik_> "what is a pandora"? http://www.facebook.com/photo.php?fbid=159900944064603&set=a.159900854064612.44878.116214111766620&ref=nf
[19:07:07] <ar> opensource gaming handheld
[19:09:18] <MikeChelen> lynxlynxlynx: would console output help?
[19:09:45] <lynxlynxlynx> i doubt it
[19:10:09] <MikeChelen> backtrace?
[19:10:11] <lynxlynxlynx> i killed those trolls only months ago just fine
[19:10:25] <lynxlynxlynx> need to get iwd back, so i can retest
[19:12:41] <MikeChelen> maybe if you used fire or acid
[19:13:01] <lynxlynxlynx> that's what it takes
[19:13:38] <MikeChelen> then it might not have had a chance to go into the broken half-dead status
[19:13:40] <lynxlynxlynx> trolls regenerate, so if your damage output is insufficient, it will take a lot to bring them down
[19:14:07] <lynxlynxlynx> no, it's almost impossible to deal enough of that damage in one shot
[19:14:15] <MikeChelen> he took a ton of damage pretty quickly, 20 dmg for several hits in a row
[19:14:27] <lynxlynxlynx> by that time you have what? oils of flame, not much more
[19:14:38] <MikeChelen> yeah, and fireball
[19:14:42] <MikeChelen> just got that
[19:14:49] <lynxlynxlynx> you can ctrl-m on him to check the hitpoints
[19:14:58] <MikeChelen> ah that might be good to know
[19:15:12] <lynxlynxlynx> fireball is still just let's say 6d6 at that time
[19:15:27] <MikeChelen> he goes from uninjured through all the stages to almost dead
[19:15:41] <MikeChelen> one sec gonna check hitpoints
[19:15:58] <lynxlynxlynx> yeah, they have an item that prevents their death
[19:16:26] <lynxlynxlynx> trollrng, minhp1 or something like that; you'll see the minimum hp modifier effect in the dump
[19:17:00] <MikeChelen> where are the hp supposed to show?
[19:17:19] <MikeChelen> something is weird though because now 4/4 times when my team member dies the troll dies too
[19:18:41] <MikeChelen> wonder if these errors matter: [Attack]: (Leaving attack)[Actor]: Unregistered attack. We shouldn't be here?
[19:20:29] <lynxlynxlynx> not relevant
[19:20:54] <lynxlynxlynx> hp is shown before the inventory
[19:22:12] <lynxlynxlynx> why does your party member die anyway?
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[19:32:59] <Avenger> regeneration may be fast, because it is firing repeatedly
[19:34:39] <MikeChelen> from attacks from the troll
[19:36:25] <ar> speaking of trolls, your description here sounds kinda like the trolls from nethack/slash'em
[19:36:48] <MikeChelen> are hp shown in the console output?
[19:36:50] <fuzzie> MikeChelen: this is just a plain iwd install, btw, not modded/fixpacked?
[19:37:18] <MikeChelen> fuzzie: it is the normal version to my knowledge
[19:38:56] <fuzzie> and the troll does the death animation when you do damage, but doesn't die?
[19:41:25] <fuzzie> i see that the default script has !Dead("YSELF)") everywhere
[19:44:23] <MikeChelen> it takes a ton of damage before anything happens
[19:44:42] <MikeChelen> finally at the same time one member of my party dies, it shows the death anim for the troll
[19:44:55] <MikeChelen> at which point it is still alive, but immune from attacks
[19:46:09] <fuzzie> you have the console output?
[19:46:22] <fuzzie> what are the scripts? (one should be eftrolg, i guess)
[19:48:05] <MikeChelen> http://pastebin.com/N4jugL1r
[19:48:47] <Avenger> maybe as long as the troll is under attack, it cannot play dead
[19:48:55] <Avenger> even if it wants
[19:48:56] <fuzzie> well, this is why i would like to know the scripts
[19:49:13] <fuzzie> maybe something is preempting this block
[19:49:32] <fuzzie> {Variables]: Cannot create new variable: CHAPTER
[19:49:37] <Avenger> eftrolg.bcs
[19:49:42] <fuzzie> ^- why is this in here?
[19:49:50] <fuzzie> Avenger: all the scripts, i mean.
[19:49:51] <Avenger> no idea :P
[19:50:01] <fuzzie> well, you wrote that hack, that is not an error? :P
[19:50:11] <Avenger> it seems like a problem
[19:50:23] <Avenger> chapter should be created in every game except pst
[19:51:39] <Avenger> --> newGame->locals->SetAt("CHAPTER", (ieDword) -1, true);
[19:51:41] <Avenger> this is buggy
[19:51:57] <Avenger> that true should be conditional based on the GF_ for creation of new variables
[19:53:16] <fuzzie> i can only think we must be blocking on attack action somewhere
[19:53:39] <fuzzie> the console output loosk ok but there is no ctrl-m on the troll in there
[19:53:53] <Avenger> i think the attack routine should be rewritten completely
[19:54:09] <fuzzie> well, it is fine
[19:54:11] <Avenger> the hitting should be done in the attack action, and no lists
[19:54:13] <fuzzie> just the attackers stuff is stupid
[19:54:18] <Avenger> yes
[19:54:20] <fuzzie> i already moved the hitting inside the attack action :P
[19:54:21] <Avenger> that's what i said
[19:54:24] <Avenger> oh
[19:54:39] <MikeChelen> never saw any effect from ctrl-m
[19:54:48] <MikeChelen> might have forgot to hit it this time though
[19:54:57] <fuzzie> it might require cheat keys be enabled in the cfg
[19:55:03] <fuzzie> if so, we should probably fix that
[19:55:09] <MikeChelen> oh ok
[19:55:29] <Avenger> fuzzie, this should go into that line (in gamimporter)-->newGame->locals->SetAt("CHAPTER", (ieDword) -1, core->HasFeature(GF_NO_NEW_VARIABLES));
[19:55:40] <fuzzie> i can't commit things here, but if you don't fix it then i will later
[19:55:51] <Avenger> i'm in windows
[19:56:53] <Avenger> she meant: EnableCheatKeys=1 in gemrb.cfg
[19:57:46] <Avenger> hmm, i hope there are no more variable setters with a true constant
[19:58:36] <fuzzie> the one in GAMImporter is the only occurance of 'SetAt' and 'true' in the same line
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[20:07:26] <Avenger> cool
[20:07:31] <Avenger> hello beholder
[20:09:06] <Beh0lder> hello
[20:14:18] <Beh0lder> Heh, I need to learn English better to talk in chat rooms...
[20:20:59] <Avenger> well, we don't talk so much. And silence is the same in all languages
[20:22:52] <Beh0lder> you are right)
[20:23:00] <tomprince> and talking is one way to learn.
[20:26:42] <MikeChelen> that never stops me :D
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[20:34:45] <lynxlynxlynx> i'll commit that fix then
[20:36:56] <fuzzie> our saviour as usual:)
[20:37:02] <CIA-91> GemRB: 03lynxlupodian * r418fa88e58d4 10gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp: GAMImporter: don't always disable CHAPTER setting
[20:38:39] <Beh0lder> I want to talk about "green-edges" problem in indoor locations on Android version. wjp is not answer. Does anyone can help me with it? Or I need to wait for wjp.
[20:39:23] <lynxlynxlynx> just wait, he's also in cest
[20:39:40] <Beh0lder> ok)
[20:40:23] <fuzzie> this is fog?
[20:42:24] <Beh0lder> Yes, it's fog. Only in right and bottom edge. Causes in small indoor areas only.
[20:43:08] <Beh0lder> I can make screenshot, if needed.
[20:46:11] <fuzzie> in which game?
[20:47:45] <tomprince> Does it occur only with scaling? IS this somehow related to the issue that the widescreen mod for bg1/pst has to rescale some areas to fill the screen?
[20:48:05] <CIA-91> GemRB: 03lynxlupodian * recb9438bdc87 10gemrb/gemrb/GUIScripts/bg1/GUIPR.py: bg1: fixed ugly spell icon in priest spell description
[20:48:29] <wjp> a screenshot sounds useful
[20:49:11] <fuzzie> if we run out of TIS data then i fill the rest of the data with green tiles
[20:49:42] <fuzzie> but this only happens with bad data, which i've only seen in PS:T
[20:50:32] <Beh0lder> I tested on BG1 only. Well, I'll make screenshot from Android emulator.
[20:50:46] <fuzzie> however it could also happen if we're doing something incredibly stupid in area loading. or it could be fog issue. screenshot would be helpful.
[20:51:04] <CIA-91> GemRB: 03lynxlupodian * rb4ede4f0ccfd 10gemrb/gemrb/docs/en/GUIScript/SetSpellIcon.txt: clarified SetSpellIcon doc
[20:51:10] <lynxlynxlynx> that's 24. from your list btw
[20:51:59] <fuzzie> the WEDImporter is not exactly the neatest thing ever, either
[20:53:00] <tomprince> That is why I asked about scaling. If the scaling code doesn't notice the case where the scaled image is smaller than the entire screen, it seems not unlikely that it would try drawing garbage tiles.
[20:53:14] <Beh0lder> thank you lynx. I'll edit my list.
[20:54:41] <fuzzie> ugh
[20:54:52] <fuzzie> > str->ReadWord( (ieWord *) &anim->height );
[20:55:53] <fuzzie> if there are problems with animation zorder, i would start by looking at that line :P
[20:57:55] <Beh0lder> I use widescreen mod. But I removed it and green edges remained. Please wait some time, I make screenshot. Android emulator is very slow and ugly(.
[21:03:28] <fuzzie> however the related code seems ok.
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[21:06:39] <fuzzie> oh i see, the ReadWord thing is just predating our signed thing. nm then.
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[21:20:05] <CIA-91> GemRB: 03avenger_teambg * rff1b642b4c15 10gemrb/gemrb/override/pst/ (mcannon.pro mcannon.spl): mechanus' cannon projectile
[21:20:05] <CIA-91> GemRB: 03avenger_teambg * ra107917027b4 10gemrb/gemrb/ (3 files in 3 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[21:39:08] <Avenger> fuzzie, do you see other such reads?
[21:39:31] <fuzzie> no, but they don't matter
[21:39:36] <fuzzie> i was looking for unaligned accesses
[21:39:49] <fuzzie> e.g. casting some random char* pointer to short* or dword*
[21:39:53] <fuzzie> but i didn't see any
[21:40:27] <CIA-91> GemRB: 03avenger_teambg * r0f4461b96c68 10gemrb/gemrb/plugins/AREImporter/AREImporter.cpp: code beautification
[21:40:40] <Avenger> well, if we got ReadWordSigned, we can use it
[21:40:57] <Avenger> i didn't need it, but someone added it
[21:41:25] <Beh0lder> tomprince, you are absolutely right. This is widescreen mod problem. I uninstalled it and set resolution to 640x480 and everything was fine. I guess I set the resolution but did not remove mod in previous tests. I'm sorry that mislead.
[21:41:42] <fuzzie> a gold star for tomprince :)
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[21:44:27] <tomprince> I thought we handle the widescreen mod without needing to enlarge the areas. Beh0lder: are you using scaling code to resize the output?
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[21:46:00] <Avenger> i don't think we crash, but it might be that some parts are not redrawn
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[21:46:38] <fuzzie> well, if this is TIS green blocks, then the offsets are all in the data files, i thought, so it's weird
[21:47:28] <fuzzie> oh drat, this is bg1
[21:47:43] <fuzzie> then no, it will be widescreen mod's fault
[21:50:00] <Avenger> fuzzie, didn't we already fix the green tiles in bg2 :)
[21:50:10] <fuzzie> this is where the TIS is corrupt
[21:50:53] <Avenger> yes, i know, the weird stuff outside of firkraag's cave, i thought we already fixed that
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[21:51:13] <fuzzie> no, this is the full-green tiles taking up the space where there's no TIS data :)
[21:51:19] <Avenger> ooh
[21:51:27] <fuzzie> i mean, i don't know what the bug is, but if it's the widescreen mod, i would be highly suspicious of that
[21:51:28] <Avenger> i've never seen that stuff
[21:52:01] <fuzzie> since it does try and pad the TIS files to try and stop the original bg1/pst engine from crashing
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[21:53:19] <fuzzie> can't read weidu code well enough to work out if it's doing it right
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[21:54:29] <Beh0lder> tomprince, no, I have not changed anything in this part. No scaling code.
[21:55:21] <fuzzie> but i guess if you run the widescreen mod in gemrb mode, it can go very wrong.
[21:55:59] <fuzzie> because it's going to modify all the game data for the last resolution you ran it with.
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[21:59:01] <fuzzie> Beh0lder: was it the latest widescreen mod?
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[22:02:44] <Beh0lder> No , I check version. Is a 3.02. I try to use latest.
[22:04:45] <fuzzie> 3.02 should be ok i think
[22:05:11] <fuzzie> as long as you don't try reinstalling, apparently :)
[22:05:23] <fuzzie> i don't think it is important, i wouldn't go to much effort
[22:08:24] <Beh0lder> I try to reinstall BG and use latest widescreen. Maybe it will help.
[22:08:42] <Beh0lder> btw, BG looks good in 480x320 resolution)). Android SDL antialiasing making fonts readable and graphics smoothly.
[22:39:56] <Beh0lder> Great! I reinstalled BG and widescreen and this help. No green edges! :) Thank you for advise.
[22:41:52] <Beh0lder> Bye all
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[23:30:59] <CIA-91> GemRB: 03avenger_teambg * r61f30345b30c 10gemrb/NEWS: important news :)
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