#gemrb@irc.freenode.net logs for 7 Aug 2012 (GMT)

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[11:47:34] <traveler> hi
[11:47:41] <traveler> i've added some issues to http://gemrb.sourceforge.net/wiki/doku.php?id=todo#baldur_s_gate
[11:47:51] <traveler> feel free to delete duplications etc
[11:50:55] <traveler> all was checked against -git and plaing ToSC 1.3.5512 installed from Baldur's Gate wersja DVD Wersja polska 1.1.4315 (this is one DVD compilation of all BG games)
[11:51:01] <traveler> + widescreen + TWM_GUI
[11:51:04] <traveler> nothing more
[11:54:09] <traveler> i would happily install 3party modern WEiDU bugfix like G3 for BG2, but there is none i know
[11:55:10] <traveler> closest would be http://sasha-altherin.webs.com/baldursgatefixpack.htm but it's unfortunately abandoned and not finished. still, it's nice as it incorporates baldurdash + sensible dudleyfixes.
[11:55:24] <traveler> but i have not installed it
[12:01:02] <traveler> oookay, so if anybody has any questions, you can pm me on g3 forums.
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[14:13:09] <traveler> shar-teel is on AR3500
[14:13:21] <traveler> after dialogue with her, nothing happens
[14:13:29] <lynxlynxlynx> oj
[14:13:40] <lynxlynxlynx> sourceforge is really crappy today
[14:14:52] <traveler> also there are no npcs on AR4200 ( http://www.forgottenwars.com/bg1/ar4200.htm )
[14:16:38] <traveler> hobgoblin there just starts fighting
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[14:17:20] <lynxlynxlynx> i'm pretty sure some of the bugs you're seeing are due to the activation fix that was supposed to be made only for bg2
[14:17:32] <traveler> interesting
[14:17:39] <traveler> what is this activation fix?
[14:19:34] <traveler> about leaking text, i don't know what it is, it is added on the bottom of my character page, i think after 7lvl
[14:20:09] <lynxlynxlynx> what do you mean in the first place? extra text?
[14:20:32] <lynxlynxlynx> the activation thing was about actor state
[14:20:44] <traveler> after reaction stats on character page
[14:20:53] <traveler> there is something that looks like a part of dialogue
[14:21:09] <traveler> and : 50%
[14:21:11] <traveler> after
[14:22:04] <lynxlynxlynx> ah
[14:22:15] <lynxlynxlynx> i guess it some kind of resistance?
[14:22:39] <traveler> fwiw, when going from 8lvl to 9lvl, even with 100% health, you arrive on 9lvl actually hurt
[14:22:55] <traveler> 50% for what? fighter?
[14:23:11] <traveler> ha i know
[14:23:16] <traveler> frost resistance
[14:23:41] <traveler> yup
[14:23:47] <traveler> boots of frost resistance
[14:25:05] <traveler> was drizzt blocked because he was buggy?
[14:25:41] <traveler> nowherei mean AR4200 he's nowhere to be found, same as teyngan
[14:25:48] <traveler> *i mean
[14:25:55] <lynxlynxlynx> could be
[14:26:03] <lynxlynxlynx> and yes, we got the strings wrong there
[14:26:15] <lynxlynxlynx> both for normal and magic cold, plus fire
[14:27:18] <traveler> that would explain why ar4200 looks so abandoned
[14:33:37] <CIA-31> GemRB: 03lynxlupodian * r782faaf77c8c 10gemrb/gemrb/core/GameScript/GSUtils.cpp: SeeCore: ignore invisibles
[14:33:38] <CIA-31> GemRB: 03lynxlupodian * rcae017f651fc 10gemrb/gemrb/GUIScripts/GUIREC.py: guirec: fixed a few bg1 resistance strings
[14:36:57] <traveler> btw, you can fight monsters even if they are not currently visible, i mean after engaging you are backing off till they disappear from your point of view, but you can still point sword-cursor where they should be and attack them without coming closer with bow for example
[14:37:37] <traveler> not sure what was behaviour in original game
[14:37:56] <lynxlynxlynx> probably a weapon range problem
[14:38:31] <lynxlynxlynx> it is not understood very well, iirc we just multiply the value in the item with some constant and add the foot circle size
[14:38:49] <traveler> uhm
[14:39:32] <traveler> and i'm not sure how was it behaving in original too
[14:42:07] <traveler> certainly backing off was valid strategy then, but you shouldn't possibly attack something you don't see i think. but it's a corner case really, it's not like you can always attack them, just that you can catch a moment when you are already not seeing, but still can attack them
[14:45:11] <lynxlynxlynx> the explored area (visual range) doesn't necessarily coincide with the max weapon range
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[14:47:52] <traveler> true
[14:48:20] <traveler> but cursor changes to sword on place where nothing is seen
[14:48:32] <traveler> and you can attack it
[14:48:53] <traveler> resistance is fixed, thanks
[15:11:22] <edheldil> well dunno about IE, but you can attack blindly, getting some heavy maluses and a mischance (at least in 3e)
[15:11:45] <edheldil> or miss-chance? :)
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[15:17:23] <traveler> essentially, i don't know what was original behaviour in BG1
[15:21:08] <edheldil> should be easy to test, if you have a right save
[15:21:23] <traveler> i don't have windows
[15:21:29] <traveler> it's not easy to test
[15:22:00] <traveler> aahhh you mean i give savegame
[15:22:35] <edheldil> I don't have either
[15:22:43] <traveler> well
[15:22:45] <edheldil> but quite possibly it works with wine
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[15:24:03] <traveler> i think that even save is not necessary if somebody wants to test
[15:24:19] <lynxlynxlynx> probably still easier to read it from the annoteted disasembly
[15:24:23] <traveler> just see some ankhegs or other enemies, back off till you don't see them anymore
[15:24:34] <traveler> and check if curosor changes to sword where they should be
[15:26:55] <traveler> hmmm
[15:26:59] <traveler> i was wrong
[15:27:17] <traveler> you actually can still attack them from across full range
[15:27:56] <traveler> i mean, once seen you can back off as much as you want and they are still attackable
[15:29:26] <traveler> poor ankheg didn't have a chance. when i attacked him from across a map, actor just shorted his distance to maximum range of bow.
[15:33:26] <traveler> far greater than either his attack range and my pole of view
[15:34:14] <traveler> *range of view
[15:34:38] <edheldil> that does not seem right
[15:34:42] <traveler> yes
[15:44:44] <traveler> ok, pm@g3 if i should be needed for something
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[16:53:56] <traveler> hi
[16:54:06] <traveler> looks like stacking bandit's scalps
[16:54:17] <traveler> don't work correctly
[16:54:35] <traveler> i got 5 gp for 8 stacked scalps in feldepost's inn
[16:55:30] <traveler> with 19char and 20 reputation i might add
[17:07:09] <traveler> animation of rotating gem in highhedge is broken
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[17:36:50] <traveler> and magic store in nshale carnival is called "gemrb -git'
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[22:23:33] <lynxlynxlynx> brad_: got a chance to check the dagger?
[22:23:46] <brad_> i can do it now real quick
[22:23:57] <brad_> whats the console command to create an item?
[22:24:50] <lynxlynxlynx> shorthand is ci("resref")
[22:25:00] <brad_> neat
[22:25:16] <lynxlynxlynx> dagg11
[22:31:19] <brad_> lynx: i cant seem to replicate the issue
[22:32:31] <brad_> oh maybe i need to identify this first lol
[22:32:35] <brad_> lets try that
[22:34:34] <brad_> the fix is what i suggested to you earlier
[22:35:36] <brad_> but im reluctant to re-commit that because it doesnt make sense to me
[22:36:04] <lynxlynxlynx> it didn't help me
[22:36:08] <lynxlynxlynx> the wx stuff
[22:36:14] <brad_> yes
[22:36:21] <brad_> it "fixes" it for me
[22:36:45] <lynxlynxlynx> i tried all sorts of things in there, even negating the whole indent, but didn't see any difference
[22:36:47] <lynxlynxlynx> very odd
[22:37:20] <brad_> i think i see what needs to be done
[22:37:21] <lynxlynxlynx> 2 and 3 kept having that extra spacing after the initial
[22:37:36] <brad_> that extra space is there on purpose and always has been
[22:37:53] <lynxlynxlynx> but it shouldn't be
[22:37:57] <brad_> why?
[22:38:07] <brad_> it looks bad and is hard to read with it not there
[22:38:16] <lynxlynxlynx> <lynxlynxlynx> http://www.gamebanshee.com/showshot.php?/baldursgateii/equipment/images/amuletof5percentmagicresistance.jpg <-- it didn't add any extra
[22:38:36] <lynxlynxlynx> 1 2 3 are aligned
[22:38:43] <lynxlynxlynx> not in gemrb
[22:39:11] <brad_> right because in gemrb we put the cap next to the rest of the letters for the word
[22:39:50] <brad_> if you dont want it to be that way the fix would be to make the top line have the same spacing
[22:40:06] <lynxlynxlynx> yes, but that's not my real problem
[22:40:10] <brad_> but that is unrelated to the problem of the text being clipped on the right
[22:40:26] <lynxlynxlynx> the indent on line 2 is one of the reasons the last letter gets cut off
[22:40:30] <lynxlynxlynx> yeah
[22:40:31] <brad_> no its not
[22:41:22] <lynxlynxlynx> depends on how you look at it
[22:41:43] <brad_> that space isnt extra anyway
[22:41:51] <brad_> the first line is missing the spacing
[22:41:59] <brad_> the space may be larger than the original tho
[22:42:17] <brad_> it looks like it may be 1 or 2 px larger
[22:42:42] <brad_> hard to tell without looking at the exact same item
[22:43:03] <lynxlynxlynx> it is larger, i have the necklace here too
[22:43:37] <brad_> sure but again it isnt the cause of the problem. that may cause a "problem" with some of the time text in gemrb wrapps diffrently tho
[22:45:37] <lynxlynxlynx> 2 or 3 px according to my screen ruler
[22:46:05] <lynxlynxlynx> so the who clipping rect gets moved, not just the content?
[22:46:59] <brad_> so the clipping rect is constant, but we are miscalculating how many characters fit on the 2 lines following the cap
[22:47:36] <brad_> i *think* the fix is to change: initials_x = wx
[22:47:41] <brad_> to: initials_x = wx + psx
[22:47:51] <brad_> line 607
[22:48:42] <brad_> it seems to work fine for me, but i cant help but wonder why it was diffrent before
[22:49:01] <brad_> back when the wx += GetCharSprite(string[pos])->Width; was outside the if/else
[22:49:12] <brad_> maybe that is correct and i just dont see why
[22:50:27] <lynxlynxlynx> i didn't try this item before - it could easily have been broken forever
[22:51:06] <brad_> i dont think so because if i revert my change here it works for me too
[22:51:33] <brad_> tho you said it didnt fix it for you...
[22:52:22] <lynxlynxlynx> the psx one does
[22:52:36] <lynxlynxlynx> btw, the nice exit branch also seems to work nicely
[22:52:43] <brad_> reall?
[22:52:50] <brad_> that cool
[22:52:59] <lynxlynxlynx> even on a sigint from the console
[22:53:06] <brad_> neat
[22:53:10] <brad_> im happy about that
[22:55:00] <CIA-31> GemRB: 03bradallred * r227dd51ccda5 10gemrb/gemrb/core/Font.cpp: Font: fix slight miscalculation in the number of characters we can fix in a row following a capped row.
[22:55:42] <brad_> my brain clearly has the word "fix" stuck in it
[22:55:48] <brad_> oh well
[22:55:49] <brad_> should i merge the NiceExit branch then?
[22:55:59] <lynxlynxlynx> i'm already on it
[22:56:06] <brad_> ok
[22:56:13] <brad_> im going home then
[22:56:16] <brad_> see you tomorrow
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[22:56:33] <CIA-31> GemRB: 03bradallred * r49e7db1d6d5d 10gemrb/gemrb/ (3 files in 2 dirs): Interface: rename Quit() to ExitGemRB() to alleviate confusion between terminating the program and "quitting" a game.
[22:56:33] <CIA-31> GemRB: 03bradallred * rf90157f65360 10gemrb/gemrb/ (3 files in 2 dirs): Video: remove unused Quit() method
[22:56:43] <CIA-31> GemRB: 03bradallred * r1f907165348b 10gemrb/gemrb/core/ (Interface.cpp Interface.h): Interface: check QuitFlag for QF_KILL instead of relying on SwapBuffers() to return an "error"
[22:56:44] <CIA-31> GemRB: 03bradallred * rbe2cb98dabe3 10gemrb/gemrb/ (3 files in 2 dirs): Interface: implement AskAndExit() which will display the window with "save", "quit", and "cancel" options.
[22:59:28] <lynxlynxlynx> a rare occasion where a rebase was a suboptimal idea
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