#gemrb@irc.freenode.net logs for 7 Aug 2010 (GMT)

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[07:33:35] * fuzzie yawns
[07:52:22] <fuzzie> i can't wake the Saradush dead guy, he just half-wakes and then sleeps again
[07:52:29] <fuzzie> i expect i screwed up playdead
[07:53:37] <lynxlynxlynx> daddy?
[07:53:42] <fuzzie> yes
[07:53:57] <fuzzie> not important, just looking at my list from yesterday
[07:54:15] <lynxlynxlynx> the "shout" thing is worse
[07:54:35] <fuzzie> that works for me
[07:54:52] <fuzzie> but i was testing those changes i made, so it's possible i accidentally fixed it..
[07:54:59] <lynxlynxlynx> i'll retry
[07:55:17] <lynxlynxlynx> before it stopped working in saradush and in the chateau
[07:56:08] <fuzzie> the bhaal following thing works *only* if bhaal isn't close enough to start combat when you enter
[07:56:20] <fuzzie> otherwise some combat code helpfully sabotages it
[07:57:39] <fuzzie> but if you have a wish for me to fix next (seeing through walls? keybindings? combat hacks?), do tell
[07:58:47] <fuzzie> the hold issue in the soul-removal cutscene is game-breaking for parties, too, must also fix
[08:00:39] <lynxlynxlynx> no preference
[08:01:18] <fuzzie> the magebook doesn't show the number of memorizable spells for a sorceror?
[08:01:43] <fuzzie> (Spells Can Cast: 6, as opposed to Spells Can Cast: 6/6)
[08:04:25] <fuzzie> oh, i guess that is the number of memorizable spells, it doesn't show how many i have left :)
[08:05:54] <fuzzie> and this thing where monsters spawn right next to you rather than at the edge of vision is a bit fatal :)
[08:07:01] <lynxlynxlynx> i cheated
[08:08:54] <fuzzie> you mean, in your run?
[08:09:03] <fuzzie> i thought you soloed, which avoids a lot of these issues
[08:09:11] <lynxlynxlynx> this is in tob
[08:09:24] <lynxlynxlynx> they literally spawned on each other
[08:09:28] <fuzzie> oh, right
[08:09:33] <fuzzie> i was looking at some other cases
[08:09:38] <lynxlynxlynx> i just ^yed everyone, since i wasn't interested
[08:09:44] <fuzzie> might be a different bug, but certainly doesn't happen in the original
[08:10:05] <lynxlynxlynx> i don't remember any similar problems from the soa runs
[08:10:09] <fuzzie> e.g. this one just now is the group right next to the exit from the first Spellhold dungeon (w/Bodhi)
[08:10:37] <fuzzie> in gemrb they spawn in the start room, at the bottom of the stairs
[08:11:18] <fuzzie> not on top of each other, but certainly surrounding my char, when they're meant to spawn quite a distance away. will look at it
[08:15:00] <fuzzie> also when i walk into the first SoA trap, my main char attacks the nearest PC :|
[08:16:03] <fuzzie> oh hm, maybe i have that script hacked :)
[08:16:16] <fuzzie> ah yes, one modified file, 0602dsth.bcs
[08:16:17] <fuzzie> never mind then
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[08:23:58] <lynxlynxlynx> this memorized spell count is trickier than i thought
[08:52:34] <fuzzie> that ToBEx source is awesome
[08:54:10] <fuzzie> wow
[08:57:24] <fuzzie> well, that makes things a lot easier
[09:07:06] <CIA-26> GemRB: 03lynxlupodian * r13bb69c85b72 10gemrb/gemrb/GUIScripts/bg2/GUIMG.py: bg2: display also the remaining number of spells in sorcerer spellbooks
[09:07:09] <CIA-26> GemRB: 03lynxlupodian * r83d80e90b017 10gemrb/NEWS: the regular NEWS bump
[09:09:56] <lynxlynxlynx> if you have a really old save with sorcerers, you'll need to rest
[09:10:05] <fuzzie> well
[09:10:23] <fuzzie> i have an original game save with sorcerers
[09:10:44] <fuzzie> and it's totally broken :)
[09:11:50] <raevol> what's this about source?
[09:12:16] <fuzzie> ToBEx is an exe patch for bg2, not bg2 itself :)
[09:12:44] <lynxlynxlynx> we treated it differently at some point
[09:12:54] <raevol> ah ok
[09:24:05] <fuzzie> too many licensing problems to ever get source from Bioware
[09:24:25] <raevol> well yea
[09:24:38] <raevol> the fist of greed is not easily loosened
[09:25:05] <fuzzie> well, it's full of D&D stuff
[09:25:16] <raevol> same thing
[09:25:26] <fuzzie> and they supposedly don't even have a buildable copy, which is why there was never a working final ToB patch
[09:25:29] <fuzzie> so sigh
[09:26:59] <fuzzie> i am just happy to have the distance thing fixed
[09:27:05] <raevol> :)
[09:27:09] <raevol> progress is always good
[09:27:15] <lynxlynxlynx> this realease will be awesome
[09:27:24] <fuzzie> yes
[09:27:30] <fuzzie> got a planned date?
[09:27:36] <lynxlynxlynx> very fitting
[09:27:41] <lynxlynxlynx> yes, the 21th
[09:27:51] <fuzzie> ok, cool :)
[09:30:29] <raevol> so i know it's still a long way off, and you guys may not even plan to do it yourself
[09:30:53] <raevol> but do you plan to have a gui setup/config for gemrb? and do you plan to get it packaged into distributions?
[09:32:02] <fuzzie> nickdaly, i think, has a launcher
[09:32:10] <fuzzie> there's a forum post about it
[09:32:11] <raevol> cool
[09:32:37] <fuzzie> and it's in gentoo and i guess whichever distribution lynx updates for
[09:32:53] <fuzzie> and there's some proposed package in revu (Ubuntu)
[09:33:01] <raevol> ok i see
[09:33:05] <lynxlynxlynx> and others
[09:33:10] <fuzzie> but imo we're not really ready yet
[09:33:29] <lynxlynxlynx> i think we don't install the minimal dataset, oops
[09:33:36] <raevol> yea, that's understandable
[09:33:46] <fuzzie> because we can see from Pandora/N900/etc builds that people keep reporting bugs which we already fixed weeks ago
[09:34:04] <fuzzie> because obviously they're using the last release, not an up-to-date copy :(
[09:34:52] <raevol> yea :/
[09:35:02] <raevol> well, someday :)
[09:35:05] <fuzzie> yes
[09:35:09] <raevol> i must to sleep, tty guys soon
[09:35:14] <fuzzie> see you!
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[09:38:51] <fuzzie> hmm, my chars don't get held at all in the original
[09:39:09] <fuzzie> oh, this copy is fixpacked+etc
[09:53:22] <fuzzie> i guess i should fixpack my gemrb copy
[09:53:31] <fuzzie> > If the party gained entry via the wardstone and then attacks Irenicus, under rare circumstances he would disappear and initiate dialogue from another area, breaking a number of post-Spellhold maze triggers and, ultimately, looping back and trapping the player in the experiment jar.
[09:53:37] <fuzzie> ^- clearly the bug i was pondering on the other day
[09:55:36] <lynxlynxlynx> my next runs will be fixpacked too
[09:56:01] <lynxlynxlynx> bg2 even modded
[09:56:19] <fuzzie> i'll just copy my fixpacked+slightly-tweaked copy, i guess
[10:00:17] <fuzzie> the fixpack is so terrifyingly huge
[10:01:27] <lynxlynxlynx> don't do the description updates
[10:01:37] <lynxlynxlynx> or the alignment fixes
[10:02:43] <fuzzie> oh?
[10:03:13] <fuzzie> i mean, i'll keep the old copy around
[10:08:20] <lynxlynxlynx> ... if you want it to be smaller
[10:09:12] <fuzzie> oh
[10:09:13] <fuzzie> sorry :)
[10:09:37] <fuzzie> i meant huge in the sense that trying to find what it changed is always a question of peering through their huge list of updates
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[11:50:44] <CIA-26> GemRB: 03lynxlupodian * rc0819604654e 10gemrb/gemrb/core/Spell.cpp:
[11:50:45] <CIA-26> GemRB: fixed Spell::GetCastingDistance to lookup the right levels;
[11:50:45] <CIA-26> GemRB: true casting level isn't the same as class level, but the spells check the class level
[11:50:46] <CIA-26> GemRB: 03lynxlupodian * r7d718f83c874 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: don't always cure invisibility when spellcasting ends (fixes shadow door)
[13:07:26] <fuzzie> ahh
[13:07:49] <fuzzie> hadn't understood what you all meant by 'clicking on spells doesn't do anything'
[13:19:56] <fuzzie> bg2's SelectionChanged sets ActionLevel to 0 and calls UpdateActionsWindow
[13:20:50] <fuzzie> and it shouldn't be too hard to guess now: Game::SelectActor calls SelectionChanged every time it's called.
[13:23:09] <fuzzie> in fact it seems to have other bugs too
[13:26:16] <fuzzie> let's see if i fixed that
[13:54:05] <CIA-26> GemRB: 03fuzzie * rc05591580891 10gemrb/gemrb/core/ (Game.cpp Scriptable/Actor.cpp): don't call SelectionChanged unless the selection changed
[14:06:13] <lynxlynxlynx> that's it?
[14:32:44] <fuzzie> yep
[14:33:36] <fuzzie> try it :)
[14:46:02] <lynxlynxlynx> cool
[14:47:03] <lynxlynxlynx> i can't get through travel region tran5507 ar5500
[14:47:38] <lynxlynxlynx> it's a tight fit and if i order everyone then someone seperately, it only pops me in and out, the autosaves included (back yay)
[14:50:48] <lynxlynxlynx> same with another door, but aparently the last autosave was in the room :)
[15:01:31] <lynxlynxlynx> haha
[15:01:47] <lynxlynxlynx> met the ultimate enemy of ^y - fission slimes
[15:04:56] <fuzzie> turns out the original engine isn't so picky about this stuff
[15:05:09] <fuzzie> if you actually can't get close enough, it'll eventually just do the right thing
[15:05:32] <fuzzie> but if someone can get there seperately, i guess that is just gemrb's silly travel bug
[15:06:12] <fuzzie> not really so concerned about ToB atm anyway :)
[15:06:19] <lynxlynxlynx> yes, the original does the same when you're trying to reach a container or pile
[15:06:53] <fuzzie> does the hold stuff work fine for you now?
[15:08:24] <lynxlynxlynx> haven't tried yet, no humanoid enemies near
[15:41:36] <fuzzie> so, visual range is capped at 0-24, but fog of war limited to 0-15, should remember that
[15:53:54] <fuzzie> lynxlynxlynx: casterhold doesn't disable scripts?
[16:09:23] <lynxlynxlynx> that's what the dltcep description states and the only info i have
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[16:15:22] <lynxlynxlynx> and the hold issue is indeed fixed :)
[16:15:25] <fuzzie> you think they're also still selectable?
[16:15:49] <lynxlynxlynx> i'm not sure, both could be possible
[16:15:59] <lynxlynxlynx> you didn't summon any elementals at all?
[16:16:22] <lynxlynxlynx> having them unselectable would solve everything
[16:16:24] <fuzzie> sure, and afaik they're not selectable nor do they run scripts, but that's just from a user point of view
[16:16:44] <fuzzie> haven't tried it in gemrb
[16:17:12] <lynxlynxlynx> casterhold is only used for immobile()
[16:17:48] <fuzzie> that should disable selection, though
[16:17:59] <fuzzie> but i haven't even looked at any of this in gemrb :)
[16:18:48] <fuzzie> but, ok, "Party AI tries to attack creatures which are far away and out of sight" and "held or stunned party members disable casting by any party member" both fixed, i hope
[16:19:03] <fuzzie> the IsVisible thing seeing through walls is a bit of a different issue
[16:20:45] <fuzzie> thankfully it only seems to be used by AffectAllInRange, pathfinding and See/object-matching
[16:21:09] <fuzzie> pretty sure none of those will be harmed if i just make it blocked by sidewalls
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[16:56:01] <lynxlynxlynx> gemrb: /lgames/gemrb/gemrb/gemrb/core/Game.cpp:529: bool Game::SelectActor(Actor*, bool, unsigned int): Assertion `actor->IsSelected()' failed.
[16:56:24] <lynxlynxlynx> i cast power word stun on a spider, retrying
[16:57:35] <lynxlynxlynx> i get if i try to click on the stunned actor
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[17:04:52] <lynxlynxlynx> Selected isn't 0x80 at that point
[17:08:25] <lynxlynxlynx> Immobile() returns false
[17:11:05] <lynxlynxlynx> looks like we just need to check for the state there too
[17:20:36] <lynxlynxlynx> not enough
[17:22:27] <fuzzie> i'm confused
[17:23:43] <fuzzie> if Selected isn't 0x80, then Select will select
[17:24:30] <lynxlynxlynx> this time if was 0x80 before the assert
[17:24:56] <fuzzie> seems we don't check for STATE_STILL?
[17:24:59] <lynxlynxlynx> but the hold check allowed me for a few more clicks, before it was instant
[17:25:10] <fuzzie> this is a bug?
[17:25:27] <lynxlynxlynx> STATE_STILL is never set
[17:25:51] <lynxlynxlynx> oh, unless through the generic effect
[17:26:04] <lynxlynxlynx> the spell doesn't have this though
[17:26:53] <fuzzie> but, yes, sorry, i added the assert to try and catch these cases
[17:28:19] <fuzzie> if the 0x80 for Selected is some hack, we should just get rid of it
[17:28:36] <lynxlynxlynx> now the assert was caught with the whole if being skipped
[17:30:55] <fuzzie> oh, maybe i broke this
[17:31:18] <fuzzie> thing is: Selected never gets set back to 0
[17:32:32] <fuzzie> and i moved the 'Selected = 0x80;' line so that it keeps being *set* to 0x80
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[17:35:21] <fuzzie> so i would comment out that one entirely
[17:37:55] <lynxlynxlynx> i don't understand why the ValidTarget check didn't catch it with the improved immobile
[17:39:35] <fuzzie> it sets the state?
[17:39:48] <fuzzie> anyway, that Selected code has been broken since it was added
[17:41:14] <fuzzie> can't work out what it's trying to do
[17:41:36] <fuzzie> i guess it's trying to handle dead PCs, but then we check 'Selected' all over the place
[17:41:43] <fuzzie> and we abuse it here
[17:41:54] <fuzzie> i mean, the 0x80 thing is maybe not your bug
[17:42:08] <fuzzie> just wondering about it in particular, since i can't see it'd ever work
[17:42:32] <fuzzie> and obviously it shouldn't be in Draw anyway :)
[17:42:43] <lynxlynxlynx> yeah
[17:43:22] <fuzzie> you have some changes, or should I just disable this?
[17:44:47] <lynxlynxlynx> i only added the stun check to immobile
[17:46:07] <fuzzie> STATE_STILL is 'not animated', should it really unselect stuff?
[17:46:20] <fuzzie> especially since things still move with it set
[17:47:10] <fuzzie> oh, ugh
[17:47:14] <fuzzie> it is not a state!
[17:47:37] <fuzzie> it is STATE_STUNNED & STATE_FROZEN & STATE_PETRIFIED
[17:47:46] <fuzzie> how are those not immobile?
[17:49:28] <lynxlynxlynx> bah, somehow the effect expired while i was jumping around gdb
[17:49:46] <fuzzie> well
[17:49:58] <fuzzie> if it is the 0x80 bug, the assert will fire exactly when the effect expires
[17:51:00] <lynxlynxlynx> summoning sometimes just doesn't work :s
[17:51:27] <lynxlynxlynx> could be the area script overriding my char
[17:52:04] <CIA-26> GemRB: 03fuzzie * r6524e1075327 10gemrb/gemrb/includes/ie_stats.h: make STATE_STILL a combination, not a magic value
[17:52:07] <CIA-26> GemRB: 03fuzzie * r670b09595bf0 10gemrb/gemrb/core/Scriptable/Actor.cpp: disable broken 0x80 selection stuff
[17:53:19] <lynxlynxlynx> :)
[17:53:32] <fuzzie> maybe STATE_STILL *existing* is just a bug, though
[17:53:43] <lynxlynxlynx> i should commit the immobile addition, right?
[17:53:44] <fuzzie> it was added in d9bdaf4c, no code
[17:54:16] <fuzzie> and it seems like all of those states should be in immobile and thus STATE_STILL is useless
[17:55:09] <lynxlynxlynx> ok, better to check STILL then
[17:55:56] <fuzzie> 0bee8e89 is where the 0x80 stuff got added, along with Immobile() itself, and i don't understand it at all
[17:56:04] <fuzzie> i basically hate every single thing in that commit :)
[17:57:09] <fuzzie> but, yes, adding anything to immobile is fine imo, if they're actually immobile
[17:57:37] <lynxlynxlynx> sure
[17:57:47] <fuzzie> i guess maybe Avenger was trying to use immobile to mean "not targetable"?
[17:57:54] <fuzzie> but i can only guess
[17:58:22] <lynxlynxlynx> all those are targetable
[17:58:50] <fuzzie> yes :)
[17:59:45] <CIA-26> GemRB: 03lynxlupodian * r6e2214ba3b29 10gemrb/gemrb/core/Spell.cpp: unhardcoded the round seconds in Spell::GetEffectBlock
[17:59:45] <CIA-26> GemRB: 03lynxlupodian * r814c964ba7ed 10gemrb/gemrb/core/Scriptable/Actor.cpp: also check for STATE_STILL in Actor::Immobile
[18:02:10] <lynxlynxlynx> yep, no crashes anymore
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[18:37:26] <CIA-26> GemRB: 03lynxlupodian * r2db415bf2845 10gemrb/gemrb/GUIScripts/bg2/GUIMG.py:
[18:37:26] <CIA-26> GemRB: bg2: fixed contingency condition selection
[18:37:26] <CIA-26> GemRB: missing variable and wrong parameter1
[18:37:26] <CIA-26> GemRB: ("any target" is still always applying to self, while "self" no more to last hitter)
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[18:50:04] <fuzzie> hmm
[18:50:53] <fuzzie> you un-hardcoded 7 to round_sec?
[18:52:26] <fuzzie> oh, simplified duration
[18:53:40] <fuzzie> googling, igi says that bit is set on almost all the HLA files
[18:53:54] <fuzzie> so that code is perhaps not clever anyway
[18:58:19] <lynxlynxlynx> up to level 7 spells are now all checked
[18:59:00] <fuzzie> i doubt i'll work on gemrb much until Thursday now, btw
[18:59:46] <lynxlynxlynx> good luck
[19:00:45] <fuzzie> i am not taking them especially seriously, with them all crammed into a week like this
[19:00:48] <fuzzie> but thanks :)
[19:09:56] <lynxlynxlynx> oh man, you have to try our limited wish horde some time
[19:10:26] <lynxlynxlynx> i estimate around 100 bunnies
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[19:39:48] <fuzzie> sounds like a good time to test some AoE effects :)
[19:52:08] <lynxlynxlynx> they're fragile
[19:52:59] <lynxlynxlynx> if i cheated their ea to enemy they'd be a nice test for chain lightning - maybe a full circle could be achieved
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[20:13:24] <fuzzie> hi, edheldil_
[20:14:07] <edheldil_> hi, fuzzie
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[20:18:12] <SiENcE> hey, does soemone know how to leave the first cellar in IWD1?
[20:18:29] <SiENcE> i dont get a stairs cursor
[20:18:37] <fuzzie> the one in the tavern?
[20:19:32] <SiENcE> yes
[20:19:38] <lynxlynxlynx> works here
[20:19:38] <SiENcE> i use gemrb 0.61
[20:19:50] <fuzzie> do you get a no-entry cursor?
[20:19:52] <lynxlynxlynx> you have to try at the upper part of the stairs
[20:20:01] <SiENcE> even on the windows version i get no stair button
[20:20:06] <SiENcE> cursor
[20:20:09] <lynxlynxlynx> the last third here
[20:20:11] <SiENcE> yes
[20:20:18] <SiENcE> mh i try again
[20:20:38] <fuzzie> yes, it works here too
[20:21:32] <SiENcE> nope
[20:21:36] <SiENcE> does not work
[20:22:08] <fuzzie> what cursor do you get at the top of the stairs?
[20:22:13] <lynxlynxlynx> not even in the corner of the room, right at the top?
[20:22:22] <fuzzie> but, reply to what lynx says :)
[20:22:44] <fuzzie> i just wonder if you have some action enabled, toggling attack or something with the action bar can help
[20:22:53] <SiENcE> the cursor does not change
[20:23:05] <SiENcE> i have a circle
[20:23:27] <fuzzie> you should get the four-segment "walk" cursor
[20:23:29] <SiENcE> a circle with a crossed line
[20:23:40] <lynxlynxlynx> oh
[20:23:42] <lynxlynxlynx> hehe
[20:23:42] <fuzzie> if you have the crossed-line cursor, you're in attack mode or something
[20:23:48] <lynxlynxlynx> make sure you have someone selected
[20:23:52] <fuzzie> oh
[20:23:56] <fuzzie> hm
[20:24:10] <fuzzie> i forgot you only fixed that recently :)
[20:25:49] <SiENcE> what should i do?
[20:25:55] <SiENcE> cursor does not change
[20:26:07] <lynxlynxlynx> is any portrait outlined with green?
[20:26:24] <lynxlynxlynx> do you have the hand cursor everywhere else?
[20:26:57] <lynxlynxlynx> if not, what is the most common cursor?
[20:26:58] <SiENcE> yes in menu
[20:27:16] <SiENcE> i can select one or more chars green
[20:27:29] <lynxlynxlynx> and nothing changes with the stairs?
[20:27:35] <SiENcE> but nothing changes the ingame cursor
[20:27:40] <SiENcE> yep
[20:27:53] <lynxlynxlynx> ok, so it can't be a selection thing
[20:27:58] <fuzzie> i still vote for gc mode issues :p
[20:28:03] <fuzzie> especially in 0.6.1
[20:28:11] <lynxlynxlynx> so what is your ingame cursor?
[20:28:48] <SiENcE> the circle with a crossed line
[20:29:04] <lynxlynxlynx> everywhere? huh
[20:29:12] <lynxlynxlynx> i'd tell you to right click ;)
[20:29:26] <lynxlynxlynx> but do what fuzzie said, press something else in the action bar below
[20:29:36] <SiENcE> ok
[20:30:49] <SiENcE> anyway here is my save
[20:30:52] <SiENcE> http://sience.schattenkind.net/mpsave.zip
[20:38:25] <lynxlynxlynx> worksforme
[20:38:26] --> Avenger has joined #GemRb
[20:38:26] --- ChanServ gives channel operator status to Avenger
[20:38:35] <Avenger> hi
[20:38:37] <lynxlynxlynx> oj
[20:39:26] <Avenger> lets fix only bugs in the remaining days until 21
[20:39:44] <fuzzie> we have no shortage of those :P
[20:40:00] <Avenger> i didn't vanish, i just got to play with ida pro :)
[20:40:08] <lynxlynxlynx> i don't recall any new features recently either ;)
[20:40:17] <fuzzie> i think everything on my "todo for 21" list is a bug, except for keybindings
[20:40:42] <lynxlynxlynx> keybindings *drool*
[20:40:45] <Avenger> the seeing through walls is a bad bug, i thought you fixed it btw
[20:40:51] <fuzzie> i fixed the action code
[20:41:15] <fuzzie> that all works now
[20:41:36] <lynxlynxlynx> how to make the summons appear when their appearing animation ends? I obviously can't put a sleep in there
[20:42:09] <fuzzie> i have a fix for the search map code, but i want to test it more first, so will be tomorrow afternoon probably
[20:42:29] <fuzzie> but i have another "list of questions to ask Avenger" if you have time, sometime
[20:42:38] <fuzzie> and also, what lynx said :P
[20:43:35] <lynxlynxlynx> i also have question regarding the ids filters, but let's not multitask too much
[20:43:42] <fuzzie> the VVCs being positioned incorrectly is bad
[20:44:11] <fuzzie> and you should probably ask me about ids filters, unless it is improved invis, in which case i don't quite understand the states but i'm pretty sure it's good as-is
[20:44:14] <lynxlynxlynx> luckily it's just off by the actor height
[20:44:17] <fuzzie> no
[20:44:24] <fuzzie> i mean, it's not just the hold thing
[20:44:38] <lynxlynxlynx> the casting blobs are currently hardcoded
[20:44:49] <fuzzie> look at the death anims on the victims during the soul stealing, for example
[20:45:05] <Avenger> fuzzie: you asked the other day how vvcs vanish: i think timed vvcs get a timed effect to remove them in time
[20:45:34] <fuzzie> Avenger: well, i fixed that with some other method :P
[20:46:11] <SiENcE> why 21?
[20:46:16] <fuzzie> so not a priority for the release any more
[20:46:27] <lynxlynxlynx> the sparkles shouldn't be moving either
[20:46:49] <fuzzie> the sparkles just need someone to sit down and rewrite them
[20:46:51] <lynxlynxlynx> with that playonce fix they're at least a bit more bareable, but in the original they were smaller too
[20:46:54] <fuzzie> i don't think it's hard
[20:47:13] <fuzzie> just takes time
[20:47:30] <lynxlynxlynx> aha
[20:49:17] <fuzzie> i am more worried about the bugs which need RE work
[20:49:30] <fuzzie> or which i don't understand, anyway
[20:49:59] <fuzzie> like the Interact banter problems, and the VVC positoning, and the summon delays, and RandomWalk
[20:50:22] <fuzzie> and all the stuff on that badspells page :)
[20:51:08] <fuzzie> ToBEx gave a good idea of what to do about triggers, so that is not a big problem now
[20:51:42] <SiENcE> fuzzie, i dont get a stair cursor...on 0.61 i tried all
[20:52:01] <fuzzie> well, that is not your problem
[20:52:08] <SiENcE> k
[20:52:17] <fuzzie> you should be getting a 'walk' cursor in four segments
[20:52:53] <fuzzie> like the one in the middle of http://fuzzie.org/nfs/gemrb/gemrb_promenade.jpg
[20:53:05] <fuzzie> if you don't get that when you move the mouse somewhere you can walk, you're not in walk mode
[20:53:26] <SiENcE> how do i change?
[20:53:32] <fuzzie> but just clicking your active weapon and clicking it again to deselect it should take you back to walk mode
[20:53:44] <fuzzie> if it doesn't, maybe there is some bug in your changes, or in 0.6.1
[20:53:46] <SiENcE> does not work
[20:54:06] <fuzzie> well, if you are a thief then make sure you don't have lockpicking selected, i guess
[20:54:58] <lynxlynxlynx> about ids: we already use ID_ClassMask, but the 2da is only present in iwd2
[20:55:25] <SiENcE> ok
[20:55:31] <lynxlynxlynx> the first half of the values are infact equal to the class ids, but the rest are real masks
[20:55:54] <lynxlynxlynx> Avenger: have you found if avclass is handled differently?
[20:56:14] <Avenger> no, i look into ToB only
[20:56:21] <lynxlynxlynx> the table has the same magic masks, so i'm tempted to copy that there at minimum
[20:56:29] <Avenger> just working with ida pro
[20:56:54] <fuzzie> any new discoveries, or just getting used to it?
[20:57:02] <Avenger> getting used to it
[20:57:15] <fuzzie> ok. i hope it is helpful :)
[20:57:17] <Avenger> i got some small discoveries, but these were documented on iesdp
[20:57:23] <Avenger> spell targeting modes :)
[20:57:37] <fuzzie> as long as things get documented somewhere
[20:57:51] <fuzzie> even if only on a wiki page or on irc
[20:58:03] <Avenger> all new i found in the last 2 days was documented, though one bit is only mentioned in tobex ;)
[20:58:22] <Avenger> the resistance field uses bit 0x4
[20:58:56] <fuzzie> lynxlynxlynx: so, where do we use ID_ClassMask outside of iwd2?
[20:59:15] <Avenger> the best thing in ida: if i find out what a function does, i name it. and next time if i stumble on it in a totally different place, it is already named :)
[20:59:21] <fuzzie> oh, in the ClassLevel triggers
[20:59:23] <Avenger> that's really helpful
[20:59:26] <fuzzie> Avenger: yes :)
[20:59:39] <fuzzie> i just name functions as my best guess, often
[20:59:46] <lynxlynxlynx> GameScript::ClassLevel* (which are candidates for conversion)
[21:00:39] <lynxlynxlynx> i can't find any mention in the iesdp, but those pages often load incompletely for me
[21:01:04] <lynxlynxlynx> supposedly it is also used in pst
[21:01:14] <fuzzie> in iwd2 it is 'levelinclass'
[21:01:21] <lynxlynxlynx> yes
[21:01:58] <lynxlynxlynx> both can be dealt fixed with our GetClassLevel stuff
[21:02:32] <lynxlynxlynx> that would leave the classmask only in GameScript::ClassEx
[21:02:36] <fuzzie> i don't think so
[21:02:42] <fuzzie> i think those functions are iwd2-speciifc
[21:03:18] <lynxlynxlynx> it has the same classes
[21:03:21] <fuzzie> i mean, as in, you can't use this in pst
[21:03:31] <lynxlynxlynx> now they are linked together
[21:03:53] <lynxlynxlynx> i suspect this was horribly complicated in pst due to tno
[21:04:04] <fuzzie> it is a trigger for tno, in pst
[21:04:25] <fuzzie> i mean, primarily
[21:04:33] <fuzzie> looks like it's used for morte too
[21:05:14] <fuzzie> although it's never used in a position where we wouldn't return the right result, actually
[21:05:22] <fuzzie> it's always encompassed in a class check first
[21:05:54] <fuzzie> so i guess it works fine as you propose
[21:06:49] <lynxlynxlynx> ok
[21:07:44] <fuzzie> i guess we will never get Avenger back from ida pro
[21:09:36] <fuzzie> lynxlynxlynx: so do you think sparkles should be high on the list?
[21:09:51] <lynxlynxlynx> not really
[21:09:57] <fuzzie> they are a really annoying UI bug, but they don't break anything
[21:10:45] <fuzzie> i still don't see why that hold thing happens
[21:11:15] <fuzzie> really got to be sure to do my runs with a party :/
[21:12:48] <lynxlynxlynx> what hold thing?
[21:13:19] <fuzzie> if i do spellhold with a party, my party members end up held, and then left in another area
[21:15:31] <lynxlynxlynx> who holds them?
[21:15:37] <fuzzie> that is a very good question
[21:16:36] <fuzzie> ActionOverride(Player2,ForceSpell(Player2,HOLD_PARTY))
[21:16:38] <fuzzie> ^- cut41g
[21:17:02] <fuzzie> also ActionOverride(Player2,MakeUnselectable(150000)) if relevant
[21:17:23] <fuzzie> (btw, that is resisted by one party due to being immune, i thought it should still work if cast at self)
[21:17:24] <lynxlynxlynx> sounds more like a script bug than anything else
[21:17:36] <fuzzie> well, in the original, they don't get held
[21:18:08] <fuzzie> or, at least, they don't get all the icons etc
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[21:18:21] <SiENcE_> i
[21:18:25] <Avenger> hmm 0xd7 (the play visual effect opcode) has a 3rd option...
[21:18:30] <SiENcE_> hey fuzzie i found the bug
[21:18:36] <Avenger> somehow i thought there are only two
[21:18:37] <lynxlynxlynx> maybe HOLD_PARTY isn't the original spell
[21:18:39] <SiENcE_> with the cursor
[21:19:16] <SiENcE_> when i enable the nosound plugin......i only get the circle cursor with the crossed line. no other cursor
[21:19:22] <lynxlynxlynx> 3863 HOLD_PARTY <-- yep
[21:19:28] <lynxlynxlynx> custom innate
[21:19:35] <fuzzie> oh, bleh
[21:19:44] <SiENcE_> so the nosnound plugin is the reason
[21:19:47] <SiENcE_> :P
[21:19:47] <fuzzie> really?
[21:19:50] <SiENcE_> yep
[21:19:51] <fuzzie> there's a spin863 in the original
[21:19:56] <SiENcE_> strange
[21:19:56] <fuzzie> SiENcE: that is v.weird
[21:20:00] <SiENcE_> yep
[21:20:01] <SiENcE_> ;)
[21:20:05] <fuzzie> v.v.weird :P
[21:20:09] <SiENcE_> lol
[21:20:12] <fuzzie> i wonder what on earth
[21:20:36] <-- SiENcE has left IRC (Ping timeout: 265 seconds)
[21:20:42] <lynxlynxlynx> heh
[21:20:45] <lynxlynxlynx> it has permanent duration
[21:20:52] <SiENcE_> i have "AudioDriver = none" in my config
[21:21:04] <SiENcE_> and this couses the problem
[21:21:09] <fuzzie> lynxlynxlynx: it gets dispelled later, but it's not meant to do all this hold stuff
[21:21:47] <lynxlynxlynx> maybe we overdid the effect, but Avenger looked at it pretty recently iirc
[21:22:11] <lynxlynxlynx> which hold stuff is too much?
[21:23:06] <fuzzie> well, the 'fx_hold_creature_no_icon' is a hint to the first bug..
[21:23:56] <fuzzie> { "State:Hold3", fx_hold_creature, -1 },//109 iwd2
[21:23:57] <lynxlynxlynx> that's cosmetic
[21:23:58] <fuzzie> ^- dot dot dot
[21:24:07] <lynxlynxlynx> dltcep says hold1 btw
[21:24:15] <fuzzie> hold1?
[21:24:28] <lynxlynxlynx> State: Hold Creature I [109]
[21:24:30] <fuzzie> it is 0x6d
[21:24:45] <lynxlynxlynx> NB: This effect appears to be identical to #175 and #185 except that this effect doesn't display a portrait icon and the 'held' text.
[21:24:48] <Avenger> the hold effects were permutated in iwd2 so, it isn't really reliable
[21:25:13] <Avenger> there are other differences between hold effects: some are removed by other effects, some are not
[21:25:16] <fuzzie> lynxlynxlynx: so maybe i have a combination of bugs
[21:26:00] <fuzzie> 0xa2 (Cure:Hold) is cast to remove it
[21:26:10] <SiENcE_> ah fuzzie, i was wrong. it's not the nosound plugin....its the FogOfWar=0
[21:26:11] <Avenger> sience: the audiodriver shouldn't have any effect on your cursor :)
[21:26:22] <fuzzie> which only removes the State:Hold affect
[21:26:24] <SiENcE_> yes im wrong
[21:26:26] <Avenger> neither the fog of war
[21:26:33] <SiENcE_> it is
[21:26:39] <fuzzie> oh, yes, FogOfWar=0 doesn't work
[21:26:45] <SiENcE_> i cant get an stair cursor
[21:26:50] <SiENcE_> if i set FogOfWar=0
[21:26:53] <Avenger> well, the fog of war may have effect if you are outside the visible range
[21:26:55] <fuzzie> ctrl-7 doesn't work either
[21:26:56] <SiENcE_> nor any other cursor
[21:26:58] <fuzzie> completely broken
[21:27:13] <fuzzie> gemrb says "no fog of war? i won't bother calculating visibility", and then nothing is visible
[21:27:28] <Avenger> lol
[21:27:35] <SiENcE_> im in the start house of iwd1 in the cellar and cant get out
[21:27:56] <fuzzie> i would turn FogOfWar back on, and put an entry on the todo page :P
[21:27:57] <Avenger> you can go out one by one
[21:28:04] <fuzzie> so, ok
[21:28:16] <SiENcE_> if its FogOfWar=0 in config i cant get out
[21:28:19] <Avenger> someone screwed my working party movement, and i didn't get back to it
[21:28:38] <Avenger> i couldn't leave the cellar with normal fog of war either
[21:28:40] <fuzzie> can i just change 0x6d to State:HoldNoIcon and make Cure:Hold cure that?
[21:28:43] <Avenger> except one by one
[21:28:58] <Avenger> fuzzie: check the disasm
[21:29:27] <SiENcE_> avenger, how do you leave the cellar one by one? i cant get an stair cursor
[21:29:38] <SiENcE_> when FogOfWar=0
[21:29:40] <Avenger> well, turn fog of war on
[21:29:48] <SiENcE_> well yes
[21:29:50] <SiENcE_> ok
[21:30:16] <Avenger> even if you do so, you will have some problems, as i mentioned
[21:30:18] <SiENcE_> i thought this increase the cpu need
[21:30:37] <Avenger> how did you get into the cellar?
[21:30:49] <fuzzie> party movement does work
[21:31:04] <fuzzie> but the travel trigger detection code sucks
[21:31:07] <Avenger> fuzzie: try that iwd cellar with the bugs :)
[21:31:16] <fuzzie> it doesn't even keep track of which trigger you clicked on!
[21:31:27] <fuzzie> it just says "oh, you have IF_USEEXIT set and you are on some trigger, let's try using it"
[21:31:38] <lynxlynxlynx> yeah
[21:31:50] <lynxlynxlynx> i've been occasionally put through the wrong one
[21:32:00] <fuzzie> it breaks some SoA subquest somewhere
[21:32:00] <SiENcE_> avenger, i think i turned fog = 0 when i was in the cellar...saved ...out...changed setting...and loaded the save
[21:32:09] <Avenger> not just some trigger :) it must be a travel trigger, hehe
[21:32:19] <fuzzie> sure, but it's still broken :P
[21:32:25] <SiENcE_> ok
[21:32:38] <fuzzie> so we just should fix it to work like the original game
[21:33:17] <fuzzie> Avenger: your disasm says "06d_holdcreature" with no comments at all
[21:33:33] <fuzzie> same for 0a2_removehold
[21:33:41] <fuzzie> well
[21:33:47] <fuzzie> ok, i guess removehold has a 6Dh right there
[21:34:36] <fuzzie> so it removes 6d and 0a and 8e
[21:34:54] <fuzzie> erm, 0af
[21:34:54] <Avenger> removehold removes af and 6d
[21:35:06] <Avenger> 8e is the portrait icon
[21:35:11] <fuzzie> so ok
[21:35:18] <fuzzie> 23:28 <fuzzie> can i just change 0x6d to State:HoldNoIcon and make Cure:Hold cure that?
[21:35:21] <fuzzie> :)
[21:35:32] <Avenger> 0d is the state (for portrait icon)
[21:36:16] <fuzzie> oh, i guess Hold3 is fine too
[21:37:13] <Avenger> it is so simple, i didn't comment it :)
[21:37:29] <fuzzie> so, this is not ok
[21:37:37] <fuzzie> FXOpcodes is all broken
[21:37:38] <SiENcE_> question, when i use the nosound plugin, does gemrb loads the soundfx or music into ram or does it skip loading soundfiles?
[21:38:05] <fuzzie> it skips loading them
[21:38:23] <fuzzie> it will open the files, but that should be no problem for you on linux.
[21:38:28] <SiENcE_> OK
[21:38:36] <fuzzie> Avenger: this is all commented with iwd2 stuff :(
[21:38:51] <Avenger> are you looking at the iwd2 files?
[21:38:54] <fuzzie> no
[21:39:12] <Avenger> which file you are talking about
[21:39:14] <fuzzie> i am looking at FXOpcodes, where effectnames[] seems broken due to iwd2
[21:39:19] <Avenger> ahh
[21:39:45] <Avenger> what exactly
[21:40:15] <fuzzie> you "Improved some effects" and broke them for bg2 :P
[21:40:21] <fuzzie> - { "State:Hold3", fx_hold_creature_no_icon, -1 }, //109
[21:40:23] <fuzzie> + { "State:Hold3", fx_hold_creature, -1 },//185
[21:40:26] <-- SiENcE_ has left IRC (Quit: cya @all)
[21:40:44] <fuzzie> so i don't know what to do, i don't want to break iwd2
[21:40:49] <Avenger> you have 2 of the same???
[21:41:01] <Avenger> that's your problem :)
[21:41:02] <fuzzie> no, the first is the bg2 one, which you removed, and replaced with the iwd2 one
[21:41:11] <fuzzie> so do i just revert it back and break iwd2?
[21:41:28] <Avenger> { "State:Hold", fx_hold_creature, -1 }, //175 (doesn't work in original iwd2)
[21:41:30] <Avenger> { "State:Hold2", fx_hold_creature, -1 },//185 (doesn't work in original iwd2)
[21:41:31] <Avenger> { "State:Hold3", fx_hold_creature, -1 },//109 iwd2
[21:41:33] <Avenger> { "State:HoldNoIcon", fx_hold_creature_no_icon, -1 }, //109
[21:41:34] <Avenger> { "State:HoldNoIcon2", fx_hold_creature_no_icon, -1 }, //0xfb (iwd/iwd2)
[21:41:36] <Avenger> { "State:HoldNoIcon3", fx_hold_creature_no_icon, -1 }, //0x1a8 (iwd2)
[21:41:37] <Avenger> i have them this way
[21:41:42] <fuzzie> yes
[21:41:51] <fuzzie> i was looking at the change which broke it :)
[21:41:59] <fuzzie> so you want "State:HoldNoIcon" to be bg2's 109?
[21:42:16] <fuzzie> and fx_hold_creature_no_icon_ref should be "State:HoldNoIcon"?
[21:42:23] <Avenger> well, isn't it?
[21:42:26] <fuzzie> no
[21:42:28] <Avenger> i don't know
[21:42:30] <fuzzie> because you broke it ;p
[21:42:39] <fuzzie> so i try and understand what you were trying to do
[21:42:46] <Avenger> which effect in bg2 is the no icon?
[21:42:49] <fuzzie> 109
[21:42:57] <fuzzie> that is 0x6d
[21:42:57] <Avenger> O_o
[21:43:06] <Avenger> then why isn't it good?
[21:43:13] <fuzzie> because it is State:Hold3
[21:43:20] <fuzzie> ok
[21:43:23] <lynxlynxlynx> according to devsin, avclass is a broken copy class
[21:43:25] <fuzzie> maybe i just fix it how i think it should work :)
[21:43:26] <Avenger> look in effects.ids
[21:43:39] <Avenger> and look up the 109 line
[21:43:44] <fuzzie> and it is Hold3
[21:43:45] <Avenger> and set it to State:HoldNoIcon
[21:43:50] <fuzzie> ok
[21:43:56] <Avenger> that's how it should be fixed
[21:44:07] <Avenger> there fxopcodes are all good :)
[21:44:07] <fuzzie> i will also change fx_hold_creature_no_icon_ref
[21:44:16] <fuzzie> and fix cure:hold and etc
[21:44:37] <Avenger> hmm, well that may be wrong, i don't follow there
[21:44:48] <Avenger> the link tables are good however
[21:44:50] <fuzzie> well, i am doing a bad job of explaining it
[21:45:33] <Avenger> blame the bis guys who mixed the hold effects up
[21:47:14] <Avenger> lynx: so avclass is not working in the engine?
[21:47:17] <fuzzie> i just mean: 'HoldNoIcon' used to mean 'Hold3', before this iwd2 stuff got added, so all the files are wrong
[21:47:40] <CIA-26> GemRB: 03fuzzie * rc7f4170c3213 10gemrb/gemrb/override/ (4 files in 4 dirs): change 0x6d to State:HoldNoIcon for everything except iwd2
[21:47:40] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=20012&pid=168396&st=15&#entry168396
[21:47:41] <CIA-26> GemRB: 03fuzzie * r7d898681f2fa 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fix Cure:Stun and Cure:Hold to use State:HoldNoIcon
[21:48:27] <fuzzie> but this summoning thing is a better question
[21:48:29] <Avenger> fuzzie yes, that could be, i thought i reorganized them, but maybe it got reverted back
[21:48:44] <fuzzie> and i hope i fixed it now :)
[21:49:57] <lynxlynxlynx> ClassEx is used in iwd2 only 10 times and not once with a mask
[21:50:06] <fuzzie> oh right, the VVC code is in Interface::SummonCreature
[21:50:22] <fuzzie> maybe you *should* just be delaying the effect, then
[21:50:23] <lynxlynxlynx> yes
[21:50:29] <fuzzie> i hadn't realised it was a single effect
[21:50:30] <lynxlynxlynx> not to that
[21:51:24] <Avenger> that's good ,we can ignore it :)
[21:51:31] <Avenger> or link avclass to class
[21:52:05] <lynxlynxlynx> LevelInClass also has no uses with masks heh
[21:52:52] <fuzzie> but Avenger's disasm notes for the summons are not so complete
[21:53:12] <Avenger> fuzzie: summon opcode?
[21:53:18] <fuzzie> yes
[21:53:50] <Avenger> well, its first third is over commented ;)
[21:53:58] <Avenger> 043_summon
[21:53:59] <fuzzie> sure, but where's the VVC? :)
[21:54:31] <Avenger> the big empty part after the comments seems to be distance code
[21:54:39] <Avenger> something about coordinates
[21:55:40] <Avenger> then there is a message construction, and it trails off into unexplored area ;)
[21:56:01] <Avenger> i will regenerate that list with ida :)
[22:11:07] <fuzzie> it is late and i am grumpy, i think
[22:11:56] <fuzzie> Avenger: if you find time, do you know why STATE_STILL (STATE_STUNNED | STATE_FROZEN | STATE_PETRIFIED) is special? (marked as 'not animated')
[22:12:29] <Avenger> they don't move
[22:12:40] <fuzzie> just, STATE_HOLD isn't there :)
[22:12:50] <Avenger> that's an error, i guess
[22:13:08] <fuzzie> ok, that makes a lot of sense!
[22:13:24] <fuzzie> we spent some time puzzling
[22:13:38] <fuzzie> but i guess it is easy to forget, i never thought of the obvious answer
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[22:52:01] <Avenger> hmm, the charmed npc EA seems to be 7, and not 6 as ea.ids suggests
[22:54:08] <fuzzie> Avenger: if you ever work out where the combat round times are stored, i would like to hear, because it would be nice to try finding that in the other games
[22:54:22] <Avenger> ok
[22:55:10] <fuzzie> hmm, the SelectActor fix revealed some other bugs :(
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[22:56:50] <fuzzie> and that hold fix just broke things even more, meh
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[22:58:04] <fuzzie> this "don't run scripts when held" thing is no good, perhaps
[22:59:53] <fuzzie> yes, i guess that is wrong
[23:08:51] <Avenger> can you test that?
[23:11:17] <fuzzie> sur
[23:11:17] <fuzzie> e
[23:14:00] <fuzzie> but i can't guess if it is complicated (eg actions checking state, or maybe LeaveAreaLUA being different)
[23:15:50] <fuzzie> or maybe this 0x6d is just different
[23:17:38] <fuzzie> i think 0x6d is just different
[23:17:46] <fuzzie> they get purple feet circles!
[23:17:57] <fuzzie> that is cool
[23:21:35] <fuzzie> but it just causes more issues, like .. does ForceSpell skip the spell immunity, or just the fact it is cast on self? so many questions :(
[23:22:25] <fuzzie> and no time. after exams :)
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[23:34:28] <Avenger> bye
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[23:39:29] <fuzzie> the hold opcodes sure have more differences than the icon code..
[23:47:43] <fuzzie> ok, asked on forum. night!