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

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[00:04:03] <CIA-28> GemRB: 03avenger_teambg * r5638bb7057da 10gemrb/gemrb/core/Map.cpp: fixed crash caused by the recent searchmap refactoring
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[09:25:09] <kennet> GemRB still alive and kicking? :)
[09:26:08] <lynxlynxlynx> very much so
[09:26:32] <kennet> awesome
[09:26:44] <kennet> Anything interesting happened in the last 3 years? :o
[09:26:55] <lynxlynxlynx> a lot
[09:27:07] <kennet> Like? :)
[09:27:20] <lynxlynxlynx> development has sped up significantly and much more things work
[09:27:27] <lynxlynxlynx> some games are even completable
[09:28:25] <kennet> Crazy, I was looking at it because I wanted to play Icewind Dale 1 and 2 in OS X
[09:28:31] <kennet> but it seems like there is still work to be done
[09:28:41] <lynxlynxlynx> of course
[09:28:48] <kennet> I wasn't sure how up to date the website was, wasn't sure if the project is still alive but good to hear
[09:28:57] <lynxlynxlynx> you'll have no luck with iwd2, but iwd works pretty nicely
[09:29:14] <lynxlynxlynx> it's a wiki, you can easily check the last modification date
[09:29:20] <kennet> touche
[09:31:44] <kennet> Thanks for answering my Q's lynxlynxlynx--i'll keep in touch I am a developer but I haven't done anything on GemRB
[09:32:13] <lynxlynxlynx> np
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[09:58:24] <fuzzie> :o
[09:59:07] <lynxlynxlynx> someone you know?
[09:59:45] <fuzzie> no, just amazed at the number of people coming by recently :)
[10:00:17] <lynxlynxlynx> :)
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[11:51:46] <Avenger> hello
[11:52:21] <fuzzie> hi
[11:58:37] <lynxlynxlynx> oj
[11:59:41] <lynxlynxlynx> i realised one part of our web presence needs updating and that's the forum
[11:59:58] <lynxlynxlynx> the stickies are old and not fresh, some new would be handy
[12:03:53] <lynxlynxlynx> i'll go make it happen :)
[12:05:46] <Avenger> great :)
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[13:14:51] <CIA-28> GemRB: 03avenger_teambg * re3ecd2feb893 10gemrb/gemrb/core/System/FileStream.cpp: print filename when encountering invalid seek position
[13:28:55] <Avenger> my worldmap modifier code (which adds the watcher's keep), breaks the wmp format
[13:29:11] <Avenger> it looks like the file is shorter than it should be
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[13:52:47] <Avenger> ahh, i found it
[13:59:27] <CIA-28> GemRB: 03avenger_teambg * r93f2107d040f 10gemrb/gemrb/ (core/WorldMap.cpp plugins/WMPImporter/WMPImporter.cpp): fixed the worldmap patcher (forgot to increment the area link count)
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[14:18:23] <CIA-28> GemRB: 03lynxlupodian * rf6d8062156ed 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::DebugDump: added levels and combined globalid with inparty
[14:31:42] <lynxlynxlynx> Avenger: so about the level checks; http://pastebin.ca/1983919 is what it comes down to?
[14:39:39] <fuzzie> huh?
[14:39:57] <fuzzie> why the 'EFFV1'?
[14:40:44] <lynxlynxlynx> eh, that's from yesterday
[14:40:58] <lynxlynxlynx> the bin too
[14:41:25] <fuzzie> it fits my understanding, although code-wise i'd put the 'fx->DiceSides > 0 || fx->DiceThrown > 0' in the 'else', since it looks much neater when you did it separately for the other fields above
[14:43:04] <fuzzie> it might be nice to mention an example effect (i.e. deathblow?) in a comment, too?
[14:43:14] <fuzzie> but maybe you already did this if it is from yesterday :)
[14:45:45] <fuzzie> lynxlynxlynx: do you have a savegame or something for an example of somewhere where cutscenes go wrong at the moment?
[14:46:28] <lynxlynxlynx> any or bg2?
[14:46:48] <fuzzie> any is fine
[14:46:52] <lynxlynxlynx> and only cutscenes or also other action bugs?
[14:46:59] <fuzzie> i was thinking of this double-cutscene thing
[14:47:02] <lynxlynxlynx> sure, i have two how saves
[14:47:50] <lynxlynxlynx> i'll just upload everything, i've got iwd nicely snapshot
[14:48:06] <fuzzie> ok :) i just don't know a thing about how
[14:48:42] <fuzzie> so no easy way to test this rewritten cutscene stuff
[14:49:19] <lynxlynxlynx> these are broken, so you'll notice it
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[14:50:54] <lynxlynxlynx> lynxlynx.info/ie/how-saves.tar.bz2
[14:51:37] <lynxlynxlynx> whole of iwd, how and the start of totl (another double-cutscene bug there)
[14:51:51] <lynxlynxlynx> 000000052-NE tower bug (just enter)
[14:52:15] <lynxlynxlynx> 000000049-icasarah enter, kill once
[14:52:40] <lynxlynxlynx> 000000040-before burial isle enter, talk
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[14:53:25] <lynxlynxlynx> these are all pretty recent saves
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[15:08:19] <fuzzie> do these go into save or mpsave?
[15:08:41] <lynxlynxlynx> mpsave
[15:09:19] <lynxlynxlynx> oh, the burial isle is not a double bug iirc
[15:10:29] <fuzzie> oke
[15:11:50] <fuzzie> ok. so i enter NE tower, and it breaks
[15:12:47] <lynxlynxlynx> the cutscene starts another one and then another one
[15:13:46] <lynxlynxlynx> 000000040-before burial isle <-- this may be the wrong one anyway, use the "before hjollder hack" one
[15:38:53] <fuzzie> well, the NE tower still breaks with my new code, hmph.
[15:39:48] <lynxlynxlynx> do you know why yet? maybe it's not specifically cutscene related
[15:40:40] <fuzzie> it would just be nice if something would magically work :P
[15:43:03] <fuzzie> icasarah is very buggy
[15:43:28] <fuzzie> but i guess the cutscene fails there too. hmph.
[15:48:58] <lynxlynxlynx> yes, very buggy
[15:50:55] <fuzzie> so, how strange, why doesn't the NE tower work
[15:53:40] <fuzzie> the scripts look fine
[15:55:05] <lynxlynxlynx> time to turn on the debug spam
[15:59:56] <fuzzie> hmm
[16:00:22] <fuzzie> it's very confusing
[16:01:04] <lynxlynxlynx> talk about it, that will help
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[16:01:17] <fuzzie> oh
[16:01:20] <fuzzie> no, i worked it out
[16:01:35] <fuzzie> unrelated bug
[16:02:18] <fuzzie> it is doing ClearActions("something") where somethign doesn't exist
[16:02:24] <fuzzie> and ClearActions promptly wipes the caller's queue instead
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[16:04:27] <Avenger> lynx, that is terrible
[16:04:41] <fuzzie> the logic? the patch is old
[16:05:21] <Avenger> i meant the level resistance checks
[16:05:24] <lynxlynxlynx> http://sprunge.us/VPfJ
[16:06:13] <lynxlynxlynx> so elaborate
[16:06:14] <fuzzie> ok, looks like i fixed NE tower, but have to go eat dinner now
[16:06:24] <Avenger> it is still terrible. There should be only a single check
[16:06:40] <Avenger> a single field for min/max levels
[16:06:47] <fuzzie> the original engine uses only a single field?
[16:07:01] <Avenger> it uses one for min and one for max
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[16:07:18] <lynxlynxlynx> so the dice stuff needs to be copied for nondiced effects
[16:07:22] <fuzzie> i don't see what's wrong with us doing it in this clear way
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[16:07:40] <fuzzie> but must go eat!
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[16:08:00] <Avenger> you compare dice sides to level? why?
[16:08:47] <lynxlynxlynx> that's your code
[16:09:20] <Avenger> but when it was my code, the min/max level was in the dice fields!
[16:09:30] <Avenger> it is not my code anymore
[16:09:41] <lynxlynxlynx> it still is in the dice fields
[16:10:09] <Avenger> if you convert an effv1 to effv2, and the effv1 field should be considered as a level limit, then copy it to the level limit fields
[16:10:20] <fuzzie> you just skipped the min/max level, Avenger
[16:10:26] <fuzzie> it wasn't ever read from eff files
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[16:10:38] <Avenger> but i talk about this code
[16:10:46] <Avenger> i could have done it without skipping
[16:10:52] <fuzzie> well, i'm just saying, lynx is trying to make it work
[16:10:54] <Avenger> but now we went for separate fields
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[16:11:26] <lynxlynxlynx> feel free to improve it
[16:11:31] <Avenger> yes, but if we do it his ways, then the path should be walked along entirely
[16:11:40] <Avenger> not stopping halfway
[16:11:49] <lynxlynxlynx> we can do without min/max if all the lore is true, it will just be more unintuitive
[16:12:08] <lynxlynxlynx> heh
[16:12:11] <Avenger> i don't mind it this way
[16:12:29] <lynxlynxlynx> it's an incremental improvement
[16:12:31] <Avenger> but as it is now, in the patch, it is doing weird things
[16:12:40] <lynxlynxlynx> nothing says this is final and shouldn't be touched
[16:12:55] <lynxlynxlynx> what is wierd about it?
[16:13:23] <Avenger> it uses the dice fields for min/max level
[16:13:32] <lynxlynxlynx> but that's your code :P
[16:13:49] <Avenger> but you were supposed to separate the two fields
[16:14:08] <lynxlynxlynx> so it is a clear case of being confusing
[16:14:10] <lynxlynxlynx> i will
[16:14:27] <lynxlynxlynx> i can stuff everything in one commit
[16:14:48] <Avenger> well, tell me when i can look at it ;)
[16:16:41] <Avenger> i didn't know that the min/max levels are ever used from an .eff file, i barely knew they had a separate field in memory
[16:25:51] <fuzzie> so there are no effv2 files which have level limits in the dice fields?
[16:26:14] <fuzzie> oh, wait, this is the stupid hard-coded thing i already asked about
[16:26:20] <lynxlynxlynx> there are, but they don't also have it in the min/max fields
[16:26:58] <fuzzie> ok
[16:27:06] <fuzzie> so, bad news is, NE tower doesn't work still
[16:27:47] <fuzzie> so sigh
[16:32:47] <fuzzie> this animation stuff is so stupid
[16:33:26] <fuzzie> loads of this stuff is so stupid. argh!
[16:37:15] <Avenger> no lynx, there are no effv2 files with level limits in the dice fields.
[16:37:58] <lynxlynxlynx> ok
[16:38:00] <Avenger> there may be values, but those are dice values :)
[16:38:19] <Avenger> or, memory garbage, if the effect is not a diced effect
[16:38:44] <Avenger> if you honour them, your monk abilities will cease working
[16:39:14] <fuzzie> the existing code doesn't make much sense to me either
[16:39:56] <Avenger> what are you working on fuzzie?
[16:40:16] <fuzzie> i rewrote cutscenes
[16:40:24] <fuzzie> and i have a bunch of bugfixes to actions
[16:40:31] <Avenger> i meant the animation
[16:40:40] <Avenger> you said something about animation stuff
[16:40:44] <fuzzie> it is the icasarah animation
[16:40:54] <fuzzie> the errors spam my console output, which makes it difficult to see any debug stuff
[16:41:07] <Avenger> you work on the chained cutscene?
[16:41:10] <Avenger> ah
[16:41:56] <fuzzie> i fixed the chained cutscenes
[16:42:04] <fuzzie> but it turns out that there are loads of other bugs.
[16:42:25] <lynxlynxlynx> gemrb/gemrb -c how.cfg 2>&1 | grep -v CharAnimations
[16:42:29] <fuzzie> so, not quite as great as i thought
[16:43:05] <fuzzie> lynxlynxlynx: oh, that's a thought
[16:43:59] <fuzzie> ok i killed the 'soul gem'
[16:44:08] <Avenger> you can also try to fix the first bug on the log and continue from there :P
[16:44:23] <fuzzie> and it says that i have saved the northern lands from the threat of Icasrachtt
[16:44:40] <Avenger> oh nice
[16:44:48] <Avenger> maybe too early?
[16:45:16] <fuzzie> well, i don't know what's meant to happen
[16:45:36] <Avenger> the gem is holding the soul of the dragon, so i think in the end it must be destroyed
[16:45:41] <lynxlynxlynx> not too early, soul gem is the second reincarnation
[16:46:09] <Avenger> i was just wondering if fuzzie managed to kill it before the dragon died :)
[16:46:14] <fuzzie> hehe, no
[16:46:36] <Avenger> did the cutscene finish normally?
[16:46:38] <fuzzie> yep
[16:46:46] <Avenger> well, then i guess, you DID IT
[16:46:48] <Avenger> :P
[16:46:58] <fuzzie> i guess the northern lands are all good
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[16:47:07] <lynxlynxlynx> http://sprunge.us/EScT
[16:47:10] <Avenger> got xp and journal and all the stuff?
[16:48:26] <Avenger> lynx, why do you need the 'fixaffectedlevels' ?
[16:48:28] <fuzzie> SetVisualRange(0)
[16:48:31] <fuzzie> MoveViewObject([PC][0.0.10000.10000],INSTANT)
[16:48:39] <fuzzie> ^- this was the last bug
[16:49:00] <Avenger> the effv2 format should always have the levels in the right place
[16:49:06] <Avenger> even if it is embedded
[16:49:12] <fuzzie> Avenger: that is effv1
[16:49:18] <Avenger> oh
[16:49:19] <fuzzie> i thought
[16:49:22] <lynxlynxlynx> yes
[16:49:32] <Avenger> ok, then it is good
[16:50:10] <lynxlynxlynx> git diff nicely passes the function param to diff, so you can see the containing function in the @@ lines
[16:50:12] <Avenger> now you just have to correctly export effv1 embedded fields :P
[16:50:17] <lynxlynxlynx> @@ -101,6 +113,7 @@ Effect* EFFImporter::GetEffectV1(Effect *fx) <--
[16:50:50] <Avenger> if it is a diced effect, save the dice fields, otherwise you need to save the level fields :)
[16:51:13] <lynxlynxlynx> no need, we already check for that in check_level
[16:51:30] <Avenger> but you break it with this code, no?
[16:51:44] <lynxlynxlynx> i can however add dice nullification to that inline function
[16:52:25] <lynxlynxlynx> diced effects are stored in lists, as you know and we still check them before even trying to look at any level
[16:52:51] <Avenger> the problem is, when you export to effv1, you lose information
[16:53:01] <Avenger> you should stuff back the correct fields
[16:53:09] <Avenger> otherwise they will be zeroed out
[16:53:14] <lynxlynxlynx> effv1 doesn't have these fields
[16:53:22] <Avenger> sure it has!
[16:53:33] <Avenger> effv1 has both fields, based on the opcode
[16:53:33] <lynxlynxlynx> then why don't we read them?
[16:53:40] <Avenger> we do
[16:53:47] <Avenger> you just did it too
[16:54:08] <lynxlynxlynx> no, only v2 has separate min/max fields
[16:54:18] <fuzzie> what Avenger means is that the internal Effect structure has both fields, even for effv1
[16:54:21] <Avenger> heh, i feel like my brain will explode
[16:54:27] <fuzzie> and so you need to work out which one to save back, when writing effv1
[16:54:58] <lynxlynxlynx> i don't see a change there, the info is still in the dice fields
[16:55:23] <Avenger> when loading an effv1, you should load only one set of the fields, the other set should be zero
[16:55:32] <fuzzie> but i don't understand at all
[16:55:41] <lynxlynxlynx> ok, but that *does* require changes to the exporter
[16:55:42] <fuzzie> check_level skips the diced stuff entirely if IsDicedEffect is set
[16:55:55] <lynxlynxlynx> so i guess that's what you want
[16:56:17] <fuzzie> so almost all effects use these diced fields as level checks?
[16:56:24] <Avenger> yes fuzzie
[16:56:36] <fuzzie> why do we call them diced fields, then? :P
[16:57:00] <Avenger> because they were discovered first as the dice fields for the damage opcode
[16:57:19] <fuzzie> ok, i break gemrb now
[16:57:53] <CIA-28> GemRB: 03fuzzie * r700a76173692 10gemrb/gemrb/core/GameScript/Actions.cpp: release MoveViewObject/AddWayPoint on bad target
[16:57:54] <CIA-28> GemRB: 03fuzzie * r72e86486214c 10gemrb/gemrb/core/GameScript/Actions.cpp: don't ClearActions on Sender if target doesn't exist
[16:58:06] * fuzzie kicks CIA-28
[16:58:07] <CIA-28> ow
[16:58:08] <CIA-28> GemRB: 03fuzzie * r4cfcf7bed8c4 10gemrb/gemrb/ (6 files in 4 dirs): get rid of CutSceneId hack
[16:58:30] <Avenger> why do you kick it? you committed these just now :)
[16:58:31] <fuzzie> that isn't really finished, but it's good enough to fix the HoW scenes
[16:58:50] <Avenger> that's cool
[16:58:57] <Avenger> did you fix hjolder too?
[16:59:02] <fuzzie> which one's that?
[16:59:11] <fuzzie> oh, right
[16:59:14] <fuzzie> i don't know, i will try now
[16:59:24] <Avenger> he sits on his island talks then cutscenemode stucks
[16:59:30] <fuzzie> the NE tower is still broken, dialog range bug
[17:01:11] <fuzzie> hjescape still broken
[17:01:44] <Avenger> cutscene hits too early
[17:02:22] <fuzzie> with the new code?
[17:02:28] <Avenger> no, with the old
[17:02:51] <fuzzie> probably with this stuff too, i guess
[17:03:04] <Avenger> i just wonder, if you can somehow delay it, without clearing the queue. What if cutscenemode is a blocking action
[17:03:08] <fuzzie> i don't see the problem
[17:03:10] <Avenger> would that fix it?
[17:03:15] <fuzzie> what clears the queue?
[17:03:49] <Avenger> well, the problem with the hjolder dialog is: it starts cutscenemode in a non-end dialog node
[17:03:58] <Avenger> you still have to answer him
[17:04:10] <fuzzie> ok
[17:04:16] <fuzzie> but StartCutSceneMode should be a message?
[17:04:50] <lynxlynxlynx> any special reason for the effect exporter duplication in the area/cre exporter?
[17:05:10] <lynxlynxlynx> they look the same, one just doesn't care about both versions
[17:05:35] <Avenger> fuzzie, even if it is a message, it prompts the user, so if the cutscenemode hits while the dialog is on, it is broken
[17:06:17] <Avenger> on the other hand, if it is a blocking action, and it is frozen, then the next dialog step starts, and the actions won't continue until you answered
[17:06:33] <fuzzie> i'm pretty sure it isn't a blocking action, though
[17:06:48] <fuzzie> and adding a hack to make it one is just going to break other stuff
[17:06:52] <Avenger> but then it will hit the dialog
[17:06:59] <Avenger> even if it is a message
[17:07:08] <fuzzie> but we could simply delay processing of the message, as a temporary hack
[17:07:20] <fuzzie> actually
[17:07:24] <Avenger> and process the next action?
[17:07:30] <fuzzie> even simpler, we can just ignore setcutscenemode in dialog
[17:07:32] <Avenger> without actually going to cutscenemode
[17:07:34] <fuzzie> easy fix, right?
[17:07:47] <fuzzie> the cutscene does StartCutSceneMode() as the first action
[17:07:51] <Avenger> yes, i even thought about it, but i didn't see evidence in the original
[17:07:59] <Avenger> huh it does?
[17:08:07] <Avenger> so there is an extra startcutscenemode?
[17:08:20] <fuzzie> yes
[17:08:26] <fuzzie> so you see why i think of this :P
[17:08:29] <fuzzie> i will try it
[17:08:42] <Avenger> hmm, ok, then it may even work, but why don't you test this
[17:08:52] <Avenger> just have a dialog with startcutscenemode in it ;)
[17:09:00] <fuzzie> because i have no original engine
[17:09:05] <Avenger> k
[17:09:10] <Avenger> then i wil ltest this
[17:09:31] <Avenger> lynx: no, if you can merge them, feel free
[17:09:53] <Avenger> the effects are all the same (either v1 or v2) but all v1 are equal, and all v2 are too
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[17:13:47] <fuzzie> hm
[17:14:19] <fuzzie> well, doing that does fix hjolder
[17:15:29] <fuzzie> and the other cutscenes from there also have startcutscenemode
[17:16:48] <fuzzie> but there are still bugs because i didn't really finish some other stuff
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[17:17:45] <Avenger> fuzzie: it is not so simple, bg2 simply freezes in cutscenemode if i use it in a non-leaf dialog node
[17:18:00] <Avenger> (works exactly like gemrb, lol)
[17:18:02] <fuzzie> but can i commit this with a big HACK comment?
[17:18:15] <Avenger> sure you can
[17:18:20] <Avenger> i will test how too
[17:21:37] <Avenger> yess
[17:21:45] <Avenger> how doesn't switch to cutscenemode in dialogs
[17:21:51] <Avenger> BIS be damned
[17:21:54] <fuzzie> haha
[17:22:01] * fuzzie kicks CIA-28 again
[17:22:01] <lynxlynxlynx> GF time
[17:22:15] <fuzzie> there's no need for a GF, i think
[17:22:47] <fuzzie> oh, there is
[17:22:49] <Avenger> fuzzie: i just wanted to say that, but now that you said... What if there is a single cutscene switching, in the leaf node of a bg2 dialog
[17:22:50] <fuzzie> hmph
[17:23:11] <fuzzie> ok, so my last commit is terrible
[17:23:26] <Avenger> well, i don't know of any such case
[17:23:29] <Avenger> but there could be
[17:23:29] <CIA-28> GemRB: 03fuzzie * r2cfe649ed165 10gemrb/gemrb/core/GameScript/Actions.cpp: add a hack to (temporarily) fix dhjollde dialog problems
[17:23:29] <fuzzie> but before we fix it properly, could someone test these problematic HoW scenes and see what works now and what doesn't?
[17:23:41] <fuzzie> Avenger: well, what i just committed simply sabotages cutscene modes entirely
[17:23:46] <Avenger> well, i just went to windows, but i could run back
[17:23:53] <Avenger> that's not good
[17:23:54] <lynxlynxlynx> i'll check
[17:23:57] <fuzzie> so it needs changing again later today
[17:24:01] <fuzzie> but i would like to know if it looks ok or not, first
[17:24:06] <fuzzie> i mean, the results
[17:24:20] <Avenger> but it is still possible to switch to cutscenes?
[17:24:40] <fuzzie> not in dialogs, so it breaks bg1/bg2
[17:25:10] <fuzzie> so next commit will have to be a real fix :)
[17:25:16] <Avenger> well, you just need to add a gf, so it is not terrible, it is just HoW mode, if i understood corectly
[17:25:34] <fuzzie> how doesn't switch to cutscenemode in dialogs, even in leaf nodes?
[17:25:43] <Avenger> will test that...
[17:25:45] <Avenger> in a second
[17:25:47] <fuzzie> thanks
[17:26:20] <fuzzie> if it is only ignored in non-leaf nodes, then i think we can just do that everywhere
[17:27:04] <fuzzie> for example, by having the message sabotage itself if we're still in dialog mode
[17:27:09] <Avenger> actually, the screen twitches. So it is working this way: if the dialog mode is on, it turns cutscenes off
[17:27:26] <Avenger> but yeah, you cannot start cutscenemode from dialog, even on node
[17:27:35] <fuzzie> ok. so GF_?
[17:28:09] <Avenger> hmm wait
[17:28:12] <Avenger> now it froze
[17:28:14] <Avenger> weird
[17:28:32] <Avenger> there was no cutscene mode in the sense the gui remained in place
[17:28:37] <Avenger> but i couldn't do anything
[17:28:47] <Avenger> so, i have to recheck
[17:28:52] <fuzzie> ok. will wait
[17:29:57] <Avenger> ok, if i do it in inner nodes, it is totally harmless
[17:30:04] <Avenger> if i do it in a leaf node, it has effect, i think
[17:30:25] <Avenger> but the effect doesn't remove the controls
[17:30:29] <Avenger> so i think it is useless
[17:30:38] <fuzzie> but you think even in the inner nodes, it turns cutscene on and then off again?
[17:31:08] <Avenger> probably, but it has no effect to the user. Only the leaf node has a half-cutscene mode effect
[17:31:10] <lynxlynxlynx> if it freezes the game, then they surely haven't used it anywhere
[17:31:27] <Avenger> lynx: well, freezing is part of the cutscene mode
[17:31:32] <Avenger> it just didn't take away the gui
[17:31:42] <fuzzie> well
[17:31:49] <lynxlynxlynx> oh, "freezing"
[17:31:56] <fuzzie> i would like to just disable cutscene mode whenever we move to a new dialog entry
[17:32:03] <Avenger> anyway, i think a gf which disables cutscenemode in dialogs is needed for HoW
[17:32:08] <fuzzie> does this not make sense?
[17:32:29] <Avenger> yes, that would probably work too
[17:32:54] <Avenger> there is no point in breaking a dialog by setting it to cutscene mode in middle of a dialog
[17:32:56] <Avenger> it breaks bg2
[17:33:17] <Avenger> and it has no effect on HoW
[17:33:21] <Avenger> any effect
[17:33:27] <Avenger> so, i guess we can do just that
[17:34:01] <fuzzie> ok. trying it.
[17:34:10] <Avenger> you will still let bg2 to turn to cutscene in end of dialog?
[17:34:36] <Avenger> i will have to find some test dialog that actually does that
[17:34:38] <fuzzie> yes
[17:34:44] <fuzzie> almost every dialog does that :P
[17:34:47] <Avenger> or write some complex test, that turns it back
[17:35:19] <fuzzie> but, CIA-28 is not showing my commits any more
[17:35:27] <Avenger> you kicked it too much
[17:35:28] <lynxlynxlynx> do you still have that "starting ch4" bg2 save of mine?
[17:35:32] <CIA-28> GemRB: 03fuzzie * r3c7189154dde 10gemrb/gemrb/core/GameScript/Actions.cpp:
[17:35:32] <CIA-28> GemRB: Revert "add a hack to (temporarily) fix dhjollde dialog problems"
[17:35:32] <CIA-28> GemRB: This reverts commit 2cfe649ed165f18d43739bb64dab884f43936248.
[17:35:45] * Avenger praises CIA-28.
[17:35:59] <Avenger> brb
[17:36:00] <lynxlynxlynx> that's dialog->cutscene->dialog(->cutscene)
[17:36:00] <-- Avenger has left IRC (Quit: ChatZilla 0.9.86 [Firefox 3.6.12/20101026210630])
[17:36:07] <fuzzie> ok, i will try that
[17:36:45] <fuzzie> oh, hm, i don't have it
[17:38:31] <fuzzie> something goes wrong with that dhjollde scene though, it's weird
[17:38:51] <lynxlynxlynx> it's the leaving to brynlaw scene, maybe you have a similar save?
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[17:39:14] <fuzzie> oh, stupid mistake
[17:40:20] <lynxlynxlynx> lynxlynx.info/ie/starting-ch4.tar.bz2
[17:40:42] <fuzzie> i tried a couple of other bg2 situations, it seems fine
[17:41:10] <fuzzie> will try that one now
[17:41:28] <lynxlynxlynx> re that effect saving - do we have any qualms about interoplugin dependencies?
[17:42:08] <fuzzie> depending on the EFF one is fine
[17:42:21] <lynxlynxlynx> ok
[17:44:33] <fuzzie> ok, all fixed
[17:45:27] <-- Bo_Thomsen has left IRC (Quit: Leaving.)
[17:46:43] <fuzzie> this still needs more work, but dhescape should work fine now, at least
[17:46:50] <CIA-28> GemRB: 03fuzzie * r9fa87393513f 10gemrb/gemrb/core/DialogHandler.cpp: disable cutscene mode when moving to a new dialog node
[17:46:56] <fuzzie> did you check any of the how scenes, lynx?
[17:47:02] <CIA-28> GemRB: 03fuzzie * r987695c97593 10gemrb/gemrb/core/GameScript/GameScript.cpp: break any current action only after queueing cutscene actions
[17:47:43] <lynxlynxlynx> i will once you're done
[17:47:58] <fuzzie> i've applied anything related i have now, i hope :)
[17:50:28] <lynxlynxlynx> ok
[17:51:56] <fuzzie> for the NE tower, we need visualrange/dialoguerange
[17:52:50] <lynxlynxlynx> too low now?
[17:53:20] <fuzzie> it seems so
[17:53:30] <fuzzie> right at the end of the cutscene, it does Dialogue([PC])
[17:53:32] <fuzzie> and it doesn't match
[17:54:10] <fuzzie> however, we seem to already handle SetVisualRange..
[17:54:43] <fuzzie> let me take another look
[17:56:33] <fuzzie> well, it doesn't work, and even if it did, the visual range set is way too low to match
[17:56:38] <fuzzie> Avenger: you have any idea what SetDialogueRange does?
[18:00:10] <Avenger> is it dialogue([pc]) or dialogue([pc][0.0.10000.10000])
[18:00:47] <fuzzie> wait, isn't visual range global anyway? why are we storing it in a stat?
[18:00:55] <fuzzie> Avenger: plain [PC]
[18:01:10] <Avenger> heh, yes, it is probably area specific
[18:01:48] <fuzzie> anyway, SetVisualRange(50) doesn't help when the PC is hundreds of pixels anyway
[18:01:50] <fuzzie> away
[18:02:12] <fuzzie> so maybe the object decoding checks dialogue range for matching for a dialogue action
[18:02:15] <Avenger> in other cases i seen setvisualrange(300)
[18:02:25] <fuzzie> this script also does SetDialogueRange(300)
[18:02:35] <Avenger> huh, wait
[18:02:43] <Avenger> there are 2 different actions?
[18:02:59] <fuzzie> yep
[18:03:09] <fuzzie> dialogue range is per-actor, i'm sure
[18:04:04] <fuzzie> oh, and we run area scripts during cutscenes in iwd/how
[18:04:16] <fuzzie> i'm pretty sure that is wrong, i will flip the GF to 0
[18:06:29] <fuzzie> ok, SetVisualRange is *definitely* area-based in iwd, and SetDialogueRange is per-actor
[18:08:58] <Avenger> what do you think is it saved in the area?
[18:09:36] <fuzzie> i don't know
[18:09:43] <fuzzie> doesn't matter
[18:11:13] <fuzzie> the temporary calls to SetDialogueRange are the big problem
[18:11:25] <fuzzie> either Dialogue([PC]) is ignoring range entirely during the matching, or it is using dialoguerange
[18:12:33] <fuzzie> but, i think it is very difficult to work out which. this causes problems in other places in iwd/iwd2 too.
[18:13:53] <fuzzie> not surprising, there are hundreds of calls to it..
[18:17:39] <lynxlynxlynx> hjollder works here too
[18:18:35] <fuzzie> :)
[18:21:45] <fuzzie> so what else is needed for HoW?
[18:22:57] <Avenger> a playthrough
[18:23:06] <fuzzie> well, i mean, bugs we know :P
[18:23:14] <fuzzie> i don't know what to do about the dialogue thing, other than ask for RE
[18:23:15] <Avenger> and to see if you didn't break something
[18:23:15] <lynxlynxlynx> there's the gate problem, but maybe that is an original bug
[18:23:22] <Avenger> what gate?
[18:23:42] <Lightkey> A20
[18:23:47] <lynxlynxlynx> http://gemrb.sourceforge.net/wiki/doku.php?id=todo#icewind_dale
[18:24:08] <Avenger> angar?
[18:25:00] <lynxlynxlynx> some barbarian
[18:25:06] <fuzzie> hehe, the walking sounds are silly
[18:25:17] <Avenger> sound handles
[18:25:21] <fuzzie> v.nice casting sounds though
[18:25:47] <Avenger> oh wait, we don't need the sound handles
[18:25:58] <Avenger> the code returns the length of the sample
[18:26:15] <Avenger> i guess, that could be used
[18:26:40] <fuzzie> sound handles shouldn't be too hard i think
[18:27:21] <fuzzie> so far i didn't find anything broken by my removal of cutsceneid, which is worrying for something i wrote in 20 minutes
[18:27:24] <Avenger> i could try to implement this without them, in a second
[18:28:07] <fuzzie> well, i think it is probably less work with the handles..
[18:28:31] <lynxlynxlynx> probably cleaner design too
[18:29:53] <Avenger> someone could fix centering on actors while game is paused? :)
[18:30:04] <fuzzie> isn't it already fixed ages ago?
[18:32:27] <Avenger> no
[18:32:56] <Avenger> but i think i fixed the walksounds :)
[18:32:59] <fuzzie> sigh
[18:33:01] <Avenger> at least, typed in something, hehe
[18:33:07] <fuzzie> the centering is done in ChangeMap?
[18:33:20] <Avenger> globaltimer?
[18:33:23] <fuzzie> maybe, a silly place :P
[18:33:41] <fuzzie> and globaltimer is horrible too
[18:33:48] <Avenger> globaltimer is the part where it moves the viewport and handles the global tint
[18:33:50] <fuzzie> but maybe a better place for now
[18:34:01] <Avenger> all timer specific chances
[18:34:07] <Avenger> changes
[18:34:45] <fuzzie> but, ok, do you want sound handles or are they not so important right now?
[18:34:51] <Avenger> it is a good place, but it should handle user viewport movements differently than scripted ones
[18:35:07] <Avenger> i think a simple flag that makes it ignore the pause is enough
[18:35:12] <fuzzie> also footsteps keep running when the action isn't moving
[18:35:17] <fuzzie> erm, action isn't running
[18:35:21] <fuzzie> why on earth?
[18:35:27] <Avenger> it is based on stance
[18:35:33] <Avenger> how did you notice? dialog?
[18:35:35] <fuzzie> grr :P
[18:35:36] <fuzzie> yes
[18:35:51] <Avenger> easy to skip
[18:36:10] <fuzzie> should it not be synced to animation frames?
[18:36:57] <fuzzie> we need to remove all this stuff from Draw() anyway, i guess :(
[18:37:13] <fuzzie> but that is annoying work
[18:38:10] <fuzzie> but that would also fix the problem
[18:38:30] <fuzzie> also, casting sounds are playing for spell casts which shouldn't have sound
[18:38:49] <Avenger> really?
[18:38:57] <Avenger> which ones
[18:39:03] <fuzzie> a lot of cutscene ones
[18:39:31] <Avenger> maybe some forcespell actions disable it?
[18:39:34] <fuzzie> i can't find the code
[18:39:38] <Avenger> or cutscenes completely do?
[18:39:45] <Avenger> do you see casting graphics in the original?
[18:39:57] <fuzzie> oh, there
[18:41:17] <fuzzie> some forcespell actions force duration to 0
[18:41:58] <fuzzie> so, the casting graphics are nicely suppressed, and i guess this is a extension of lynx's bug about sound duration not being possible
[18:42:40] <lynxlynxlynx> i agree
[18:43:01] <fuzzie> that can also be fixed with sound handles
[18:43:15] <Avenger> ok, enjoy the new, upgraded walksounds
[18:43:28] <CIA-28> GemRB: 03avenger_teambg * r98cf0cc915a1 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): proper walksounds
[18:43:37] <fuzzie> Avenger: is fx_playsound an instant in the original?
[18:43:50] <Avenger> what do you mean
[18:44:06] <fuzzie> well, i could code it so that it plays the sound until the effect expires
[18:44:21] <Avenger> the original doesn't even use an effect, it just calls into the core to play the sound
[18:44:26] <fuzzie> but our fx_playsound returns FX_NOT_APPLIED
[18:44:35] <Avenger> to be honest, i use the effect to have the proper coordinates :)
[18:44:42] <Avenger> or something like that
[18:44:45] <fuzzie> sure, which is fine
[18:45:09] <fuzzie> fx_playsound isn't used for anything like this, in the original engine, not even in spells?
[18:45:36] <fuzzie> thanks for walksounds fix :)
[18:46:06] <Avenger> the original calls their version of sounddriver->Play("sound",x,y)
[18:46:33] <Avenger> i didn't even see any effort on their side to stop the sound once it started
[18:46:38] <fuzzie> with a duration attached, perhaps?
[18:46:45] <fuzzie> i mean, for the casting sounds
[18:46:56] <Avenger> i didn't see any duration either
[18:46:59] <fuzzie> they are far too long in gemrb, so either they must be cut short, or we're playing the wrong ones
[18:47:30] <Avenger> they are definitely the good resrefs
[18:47:39] <Avenger> i got them by RE
[18:47:53] <Avenger> there could be a duration i didn't notice
[18:48:01] <Avenger> but i doubt that
[18:48:32] <Avenger> the only chance is, if you are right: i think they play this sound by a sound resource in the actor
[18:48:49] <Avenger> so, that source could be stopped if the casting stance is not conjure
[18:48:59] <Avenger> they got several separate sound sources in every actor
[18:49:06] <fuzzie> i forget which one Taimon said was like that
[18:49:35] <fuzzie> oh, none of them.
[18:49:38] <fuzzie> never mind.
[18:49:52] <Avenger> we could do this by the sound handles too
[18:49:59] <fuzzie> sure
[18:50:08] <fuzzie> but i don't have original engine here to verify
[18:50:32] <Avenger> if you return an ID instead of the sample length, which could also be used to retrieve the sample length, i could do all th rest
[18:51:00] <Avenger> if the stance changes from conjure, i would stop the ID i stored
[18:51:26] <fuzzie> well, i guess we need sound handles anyway
[18:51:29] <fuzzie> i will try doing it properly
[18:52:54] <fuzzie> i love the walk sounds though
[18:53:05] <lynxlynxlynx> the resrefs are definitely correct
[18:53:26] <lynxlynxlynx> the sounds are also well suited for various lenght clipping
[18:55:21] <fuzzie> do we need the length in the handle, Avenger?
[18:55:30] <Avenger> for the walksounds, yep
[18:55:47] <fuzzie> that can't just be done with a pointer?
[18:56:05] <Avenger> i could just query if the id is still valid, as well
[18:56:09] <fuzzie> (i have Play(const char *ResRef, unsigned int *length = NULL); )
[18:56:31] <fuzzie> oh, yes, i have a Playing() on the handle
[18:56:42] <Avenger> then i don't need the length, i guess
[18:56:49] <Avenger> i can live without it
[18:57:03] <fuzzie> but, the speech does
[18:57:11] <Avenger> hmm
[18:57:21] <Avenger> yes
[18:57:24] <fuzzie> but i can do that my way
[18:58:12] <fuzzie> ok, i'll try implementing this
[18:58:38] <fuzzie> i was trying to write something on top of tomprince's stuff, but in the interests of making it work, i think i will do something simple for now
[19:01:00] <Avenger> i think the walksounds deplete the sound resources
[19:02:12] <fuzzie> well, on linux, it should really be capable of a lot of resources
[19:04:15] <Avenger> another question: any idea why fx_playsound doesn't go away after firing?
[19:04:19] <fuzzie> but i guess we limit it to 29
[19:04:29] <Avenger> on a dead actor, if that helps
[19:04:56] <fuzzie> well, i guess the effect is never run?
[19:04:58] <Avenger> when a spell has an ending sound, and the victim dies, the effect sticks
[19:05:08] <Avenger> well, it is run, because it causes a loud racket
[19:05:15] <Avenger> it fires several times
[19:05:45] <Avenger> i see this with confusion from umberhulks (in nalia's keep) or after lysan blessed the yetis in HoW
[19:05:52] <lynxlynxlynx> maybe we should just delete it like some others
[19:06:01] <Avenger> fx_playsound remains on the actor
[19:06:09] <Avenger> but it returns FX_NOT_APPLIED
[19:06:15] <Avenger> so it should be gone
[19:06:26] <Avenger> i suspect dead actors don't call some cleanup code?
[19:06:46] <fuzzie> yes
[19:07:04] <fuzzie> they don't get put in the queue
[19:07:07] <lynxlynxlynx> would this also fix the redying sounds?
[19:07:08] <Avenger> the effects run, but they are not removed?
[19:07:18] <fuzzie> lynxlynxlynx: no
[19:07:25] <fuzzie> Avenger: yes, search for "actor->fxqueue.Cleanup();" in Map.cpp
[19:07:46] <Avenger> oh sh.t
[19:08:11] <fuzzie> simple to fix, just run it on all actors
[19:08:17] <Avenger> yes
[19:08:28] <fuzzie> just make sure to do it in that Map::UpdateScripts function
[19:09:02] <fuzzie> or somewhere even more global
[19:09:20] <Avenger> it seems you moved it last time
[19:09:41] <Avenger> that code seems to be kicked around many times :)
[19:10:03] <Avenger> it is a sensitive piece
[19:10:06] <fuzzie> well, previously it was being run on almost no-one
[19:10:16] <fuzzie> so as long as you make sure to run it on *all* actors, it is good
[19:10:31] <fuzzie> so it can't be in any Draw function, and it can't be in some Actor function :)
[19:10:54] <Avenger> i don't know where to put it
[19:11:00] <fuzzie> but i don't see how this would help
[19:11:24] <Avenger> help what?
[19:11:36] <fuzzie> anyway
[19:11:41] <fuzzie> try Map::UpdateEffects()
[19:12:06] <fuzzie> except, that is only called when *not* in dialog
[19:12:17] <Avenger> i fear moving it anywhere
[19:12:28] <fuzzie> "do spell effects expire in dialogs? if yes, then we should remove this condition", says GlobalTimer.cpp
[19:12:31] <fuzzie> ok, you want me to move it? :)
[19:13:46] --- barraAway is now known as barra_home
[19:15:49] <Avenger> ok, i added some lines
[19:17:47] <Avenger> hmm can we mark the current target of the currently selected actor?
[19:17:50] <Avenger> it would be cool
[19:18:35] <lynxlynxlynx> we don't do that yet
[19:20:18] <fuzzie> we don't?
[19:20:43] <Avenger> heh, lysan has white blood
[19:20:48] <lynxlynxlynx> the graphical feedback?
[19:20:50] <Avenger> we did the blood color only in bg1
[19:20:52] <Avenger> bg2?
[19:20:57] <fuzzie> i thought we did the target reticle too much
[19:21:09] <lynxlynxlynx> she's an aurilite, so it's not that bad ;)
[19:21:11] <fuzzie> this is not the same?
[19:21:36] <Avenger> the target reticle isn't drawn
[19:21:47] <Avenger> only for walking
[19:21:50] <fuzzie> it is on my bug list, because it is drawn when you try talking to people
[19:22:12] <lynxlynxlynx> what Avenger said
[19:22:26] <fuzzie> but, ok, it is cleared after walk?
[19:23:06] <lynxlynxlynx> yes
[19:26:36] <Avenger> oh cool this worked
[19:27:26] <fuzzie> hehe
[19:27:33] <fuzzie> try to avoid touching sound stuff, please :P
[19:27:44] <CIA-28> GemRB: 03avenger_teambg * rd60baa228534 10gemrb/gemrb/core/Map.cpp: remove expired effects from dead actors too
[19:27:46] <lynxlynxlynx> the rescreaming happens because we reset the animation stance?
[19:27:58] <Avenger> what is this rescreaming
[19:28:15] <fuzzie> i think we just don't set the right flag when loading dead actors
[19:28:22] <Avenger> ahhh
[19:28:30] <fuzzie> you need IF_REALLYDIED
[19:28:38] <Avenger> yes, most likely
[19:28:51] <Avenger> try it
[19:29:07] <Avenger> that is another annoying bug :)
[19:29:14] <fuzzie> but i'm not sure
[19:29:43] <Avenger> dead actors should spawn in the dead stance
[19:29:57] <Avenger> i think i got some saves where they fall again
[19:30:25] <Avenger> that may be a pst specific bug, though
[19:30:31] <fuzzie> yes
[19:30:41] <fuzzie> we always set dead actors to TWITCH
[19:31:03] <Avenger> dunno why
[19:31:13] <lynxlynxlynx> it's the dying animation
[19:31:15] <fuzzie> that's the right one
[19:31:20] <lynxlynxlynx> the dead one is when they're on the ground
[19:31:27] <fuzzie> IE_ANI_DIE is "dying"
[19:31:30] <Avenger> ahh yes, because pst has no 'dead' animation
[19:31:32] <fuzzie> IE_ANI_TWITCH is "dead"
[19:31:33] <fuzzie> yes :)
[19:31:41] <Avenger> it is frozen in the end frame of twitch
[19:32:01] <Avenger> pst needs a fake stance
[19:32:01] <fuzzie> so, we just need to jump to the last frame on load
[19:32:04] <fuzzie> yes
[19:32:11] <fuzzie> but pst is not high on priority list
[19:32:20] <Avenger> thats true :)
[19:32:44] <fuzzie> i'm pretty sure the other problem is really just the lack of IF_REALLYDIED
[19:32:54] <Avenger> where is the scream stuff
[19:33:03] <fuzzie> in Die()
[19:33:06] <fuzzie> because they have no HP..
[19:33:11] <fuzzie> and IF_REALLYDIED isn't set
[19:33:31] <Avenger> well, what if we set it on load time
[19:33:35] <fuzzie> so, CREImporter.cpp:822
[19:34:23] <fuzzie> and, well, hm, no way to set internal flags from the outside :P
[19:34:29] <Avenger> i add a StartAsDead() function to actor, so we can stuff there
[19:34:49] <fuzzie> sure
[19:35:00] <Avenger> that will allow any hacks for the current animation frame too
[19:35:01] <fuzzie> i would do SetupAfterLoad() so we can stuff more things into it if needed
[19:35:13] <Avenger> hmm ok
[19:35:24] <Avenger> so livings will get it called too
[19:35:25] <fuzzie> you could move the Deactivate/twitch stuff from CREImporter in there too
[19:35:32] <fuzzie> just copy the whole block in
[19:38:01] <Lightkey> /gemrb/plugins/GUIScript/GUIScript.h:31:20: error: Python.h: file or directory not found
[19:38:16] <Lightkey> I am guessing it is a stupid error, which though :p
[19:39:02] <fuzzie> you do actually have python 2.x? :P
[19:39:06] <lynxlynxlynx> install the python headers
[19:39:14] <fuzzie> usually some 'python-dev' package has them
[19:42:00] <Lightkey> I was just about to install them.. though can't cmake look for them? I was deceived because it said it found Python ;p
[19:48:38] <Lightkey> moshi moshi?
[19:50:55] <fuzzie> ok, i wrote some sound handles which are sure not to work
[19:51:21] <lynxlynxlynx> it is only looking for the libs
[19:51:44] <fuzzie> is there something we actually need sound handles for?
[19:52:23] <lynxlynxlynx> actually it also searches for the header
[19:57:01] <Lightkey> those were not installed though
[19:57:17] <lynxlynxlynx> can you unistall them again please? :)
[19:57:30] <Lightkey> narf
[19:57:44] <Lightkey> and then?
[19:58:14] <lynxlynxlynx> open /CMakeLists.txt
[19:58:29] <lynxlynxlynx> sed -i 's,PYTHON_LIBRARY,PYTHONLIBS_FOUND,' /CMakeLists.txt
[19:59:08] <lynxlynxlynx> then go to the build dir, rm -r CMake*
[19:59:15] <lynxlynxlynx> then rebuild
[19:59:25] <lynxlynxlynx> it shouldn't find python now
[19:59:49] <lynxlynxlynx> or cmake is buggy ;)
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[20:02:20] <Lightkey> use sed? I am not entirely sure what the purpose of opening the file is, then
[20:02:37] <lynxlynxlynx> i figured midway it would be easier to just automate it for you
[20:04:06] <Lightkey> okay, I am guessing I will modify the path to the file, just in case ;p
[20:04:28] <lynxlynxlynx> i was using what you provided ;)
[20:05:19] <Lightkey> I was omitting what you don't need to know ;)
[20:05:36] <Lightkey> but touche
[20:07:44] <Lightkey> not only does it complain about the missing python libs[sic!], the output looks totally different
[20:08:14] <lynxlynxlynx> uh, in a bad way?
[20:08:24] <Lightkey> no
[20:08:27] <lynxlynxlynx> ok
[20:08:48] <lynxlynxlynx> thanks
[20:09:00] <Lightkey> just does not say anything about detection of the other dependencies like before
[20:09:10] <lynxlynxlynx> it didn't stop there?
[20:09:26] <lynxlynxlynx> MESSAGE(FATAL_ERROR "Please get the development libraries from www.python.org")
[20:09:30] <lynxlynxlynx> ^it should
[20:09:36] <Lightkey> instead, it gives more verbose output about the CXX and ABI stuff
[20:10:24] <Lightkey> yes, it did, the C detection comes before that
[20:10:33] <lynxlynxlynx> ah
[20:10:42] <lynxlynxlynx> the verbosity was due to the removal of the cache
[20:10:55] <CIA-28> GemRB: 03fuzzie * rd0c7f618d72a 10gemrb/gemrb/ (10 files in 6 dirs): add basic sound handles (untested, implemented for openal only)
[20:11:06] <Lightkey> ah, okay
[20:14:20] <lynxlynxlynx> yeah, i can confirm it works fine for both cases
[20:14:56] <lynxlynxlynx> will sit on it though, since i have other changes that i don't want pushed yet
[20:17:07] <Lightkey> -- Performing Test PERMITS_OBJECT_TO_FUNCTION_CAST - Failed
[20:17:10] <Lightkey> nothing serious?
[20:17:12] <fuzzie> nope
[20:17:19] <fuzzie> means your gcc is whiny :P
[20:17:33] <CIA-28> GemRB: 03fuzzie * re25065b6b60d 10gemrb/gemrb/override/ (how/gemrb.ini iwd/gemrb.ini):
[20:17:33] <CIA-28> GemRB: disable CutsceneAreascripts for iwd/how
[20:17:33] <CIA-28> GemRB: (since it causes problems with at least one area, presumably this is correct)
[20:19:41] <CIA-28> GemRB: 03fuzzie * r1336d339f749 10gemrb/gemrb/override/shared/gemact.ids: add internal LeaveAreaName action to gemact.ids
[20:19:47] <CIA-28> GemRB: 03fuzzie * rc99730fd5e8f 10gemrb/gemrb/core/GameScript/ (GameScript.cpp GameScript.h): allow Scriptables to be passed to GenerateActionDirect
[20:19:50] <fuzzie> those are both "harmless stuff which is cluttering my tree" commits
[20:21:40] <fuzzie> i don't think i have anything else ready to commit, and i played a bit through bg2 and there seem to be no disasters there
[20:21:51] <lynxlynxlynx> :)
[20:22:12] <lynxlynxlynx> i just noticed it wasn't even a week since the last 100rev news bump and we're already over it
[20:23:44] <lynxlynxlynx> oh, did you miss something from the LeaveAreaName commit?
[20:24:24] <fuzzie> the actual action isn't entirely working yet
[20:27:01] <Avenger> waaah
[20:27:15] <Avenger> someone touched actor
[20:27:40] <fuzzie> i did say, don't touch sound stuff :)
[20:27:42] <Avenger> so, hmm, what was the syntax for git stash? 'git stash' 'git pull' 'git stash apply' ?
[20:27:50] <fuzzie> yes
[20:28:11] <lynxlynxlynx> git stash pop
[20:28:28] <lynxlynxlynx> or you'll just be creating endless amounts of stashes
[20:28:54] <Avenger> i thought git stash apply will discard it
[20:29:00] <Avenger> so i got several stashes now?
[20:29:10] <lynxlynxlynx> git stash list
[20:29:13] <fuzzie> i don't see the harm in keeping stashes around, just in case :)
[20:29:34] <Avenger> i got some 5 :)
[20:29:38] <fuzzie> but, you can 'git stash clear' everything away, if you're sure
[20:29:44] <lynxlynxlynx> you can get in trouble if you forget you have something stashed
[20:30:00] <Avenger> ok, i threw them away
[20:30:27] <Avenger> well, git is complex :)
[20:30:49] <Avenger> i'm sure it needs all these functions
[20:31:01] <lynxlynxlynx> this is still porcelain :)
[20:35:05] <Avenger> the fake stanceID was not a good idea, we got two stance values. and it would be tough to sync them
[20:35:14] <Avenger> i already modified 6 files, so...
[20:35:24] <fuzzie> oh
[20:35:31] <Avenger> i went back on the changes in Charanimation
[20:35:31] <fuzzie> you tried making two different ones?
[20:35:55] <Avenger> setting reallydead is good, it gets rid of the scream
[20:36:15] <fuzzie> i just thought that, for pst anims, we could make IE_ANI_TWITCH jump to the last frame
[20:36:28] <fuzzie> you know how to use 'git commit --interactive'?
[20:36:49] <lynxlynxlynx> fuzzie: you said you killed the dragon gem - is all the required stuff in git yet?
[20:36:53] <fuzzie> lynxlynxlynx: yep
[20:37:04] <fuzzie> doesn't work?
[20:37:27] <lynxlynxlynx> will try it, just writing the news
[20:38:23] <lynxlynxlynx> that save before you enter her lair, did you try to attack the eggs too?
[20:38:33] <fuzzie> nope
[20:38:43] <lynxlynxlynx> it works now :)
[20:39:11] <lynxlynxlynx> * you can't kill the young dragon in ar9603 (ilgemtrg/ilgemeff.baf gets stuck) <-- gone
[20:39:19] <fuzzie> neat
[20:39:39] <lynxlynxlynx> snilloc's snowball swarm : (null)
[20:39:43] <fuzzie> do we not have any problems with the out-of-sync DestroySelf stuff?
[20:40:05] <fuzzie> i have some patches for that, but no test cases
[20:40:23] <lynxlynxlynx> i don't know when that happens
[20:40:45] <fuzzie> well, i think it always shows up as being stuck in cutscenes
[20:41:02] <fuzzie> so should hopefully be obvious if it's on a critical path
[20:51:48] <lynxlynxlynx> and i can confirm the last fight is compleatable :)
[20:52:08] <lynxlynxlynx> awesome
[20:52:53] <lynxlynxlynx> is there anything preventing the fx_playsound fix?
[20:53:44] <fuzzie> well
[20:53:50] <fuzzie> does fx_playsound work like that?
[20:54:11] <lynxlynxlynx> ah, you mean maybe we should do the casting sounds through it?
[20:54:14] <fuzzie> i assume it is used in some original spells/effects
[20:54:27] <fuzzie> and it seems unlikely they'd have the right duration set
[20:55:06] <fuzzie> but we could play the casting sounds directly, and reset on new stance, if that makes sense
[20:56:08] <lynxlynxlynx> yes, that's what i meant
[20:56:24] <lynxlynxlynx> somehow the "not" got lost
[20:58:58] <fuzzie> you need to include Audio.h, and have a 'Holder<SoundHandle> var' to store it in - then 'var = Play(...);' and later, 'if (var) { var->Stop(); var.release(); }'
[20:59:27] <fuzzie> no need for anything in constructor/destructor
[20:59:47] <fuzzie> but i'll try it tomorrow if it's too complex, just a bit exhausted now
[21:00:54] <fuzzie> well, the .release() isn't actually necessary, i guess :)
[21:01:03] <lynxlynxlynx> i want to check with Avenger first if it was done through an effect or not
[21:01:08] <fuzzie> it wasn't
[21:01:17] <lynxlynxlynx> i agree that it doesn't sound likely
[21:01:24] <lynxlynxlynx> ok
[21:01:25] <fuzzie> 19:44 <Avenger> the original doesn't even use an effect, it just calls into the core to play the sound
[21:02:43] <fuzzie> i don't know if it'll work well though, maybe it needs to fade out or stop at only certain points?
[21:03:16] <fuzzie> i just implemented Playing() and Stop() as a minimum needed to see if the idea worked at all
[21:07:03] <lynxlynxlynx> where to put the check - RefreshEffects?
[21:07:23] <fuzzie> well, Avenger suggested SetStance i think?
[21:07:49] <fuzzie> the spell casting code is in Scriptable anyway
[21:08:15] <fuzzie> but i don't know when the sound is meant to stop, i assume Avenger was just guessing
[21:08:58] <lynxlynxlynx> oh, right
[21:09:25] <Avenger> just guessing
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[21:17:20] <Avenger> fuzzie, i see this: warning C4099: 'AudioStream' : type name first seen using 'class' now seen using 'struct'
[21:17:34] <Avenger> what if i change it to struct everywhere
[21:18:34] <fuzzie> it should be class
[21:18:42] <fuzzie> no?
[21:18:57] <Avenger> if it is class, then it should also be set to public?
[21:19:07] <fuzzie> oh, no
[21:19:26] <fuzzie> sorry, should be struct
[21:19:26] <Avenger> well, it is fine, if you don't mind changing visibility
[21:19:29] <fuzzie> should only be one place with that though?
[21:19:37] <Avenger> yes
[21:19:47] <Avenger> just change it above
[21:20:06] <fuzzie> you want me to change that?
[21:25:34] * fuzzie prods Avenger
[21:25:43] <Avenger> yes
[21:26:01] <Avenger> i'm busy with this dead stance thing
[21:26:15] <fuzzie> ok
[21:26:51] <fuzzie> oh, hm, i guess you will be messing with CharAnima
[21:26:53] <fuzzie> tions
[21:26:55] <fuzzie> how inconvenient :)
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[21:30:42] <Avenger> finally i found the problem why i couldn't set the frame of the animation
[21:31:07] <Avenger> the current facing direction isn't yet set at this point :(
[21:31:13] <CIA-28> GemRB: 03fuzzie * rdc70f23b6666 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.h: compile fix for OpenAL
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[21:31:29] <fuzzie> oh
[21:31:29] <Avenger> no, i don't touch charanimations
[21:31:34] <Avenger> only actor/creimporter
[21:31:45] <fuzzie> i still think it would be easier to do the stance in charanimations :P
[21:31:47] <fuzzie> but ok
[21:31:56] <fuzzie> i would like to try fixing pst's stances
[21:41:06] <Lightkey> well, I have a lot running in the background but 33 seconds fo' evrything isn't bad :-)
[21:45:24] <fuzzie> oh so many stances
[21:46:00] <fuzzie> Avenger: why don't we use the avatars table for everything?
[21:46:10] <Avenger> what do you mean
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[21:46:21] <Avenger> bloodcolor and walksounds?
[21:46:24] <fuzzie> no
[21:46:26] <fuzzie> for the animations
[21:46:34] <Avenger> i don't know what you mean
[21:46:35] <fuzzie> for example, for 'spell2'
[21:47:33] <Avenger> i still don't understand the question
[21:47:51] <fuzzie> which is dat2vha for Vhailor (at2), csp2wrm for a Wererat (sp2), dstdnos for Nameless One with Arm (std), etc
[21:48:06] <Avenger> it is in an original game file?
[21:48:08] <fuzzie> why do we have a big switch table which only has a few of the stances instead?
[21:48:16] <fuzzie> yes, the resdata.ini which everything else is in
[21:50:13] <Avenger> we don't use resdata, i think
[21:50:15] <fuzzie> the original game doesn't use this data? because the entries change far too much for a switch table to work
[21:50:52] <Avenger> i don't know
[21:50:57] <fuzzie> ok
[21:51:33] <fuzzie> the strings are all in the original exe
[21:54:58] <fuzzie> hm, yes, original engine reads all the data from here
[21:57:03] <fuzzie> huh some of it is cool :)
[21:58:35] <Lightkey> /minimal/README: "appear. The last thing you should see in the console of a succesful run is:" <-- successful ;-)
[21:58:49] <fuzzie> Lightkey: patch pls? :P
[21:59:06] <fuzzie> o
[21:59:07] <fuzzie> ok
[21:59:10] * Lightkey slaps fuzzie around a bit with a silly fish
[21:59:19] <fuzzie> so do we need an avatars.2da for pst at all?
[22:02:13] <fuzzie> can't work out where the #parts is specified in pst..
[22:02:58] <fuzzie> but i think the PST coders get a super big prize here, we can have a GF_AVATAR_DATA_WHICH_IS_NOT_STUPID
[22:04:04] <Lightkey> /minimal/fhs.cfg: "PluginsPath=/usr/lib/gemrb/plugins" <-- share/ missing in the path
[22:04:18] <Lightkey> err
[22:04:21] <Lightkey> local/
[22:04:54] <fuzzie> patches!
[22:05:16] <Lightkey> wth? :p
[22:05:18] <fuzzie> we're all leading-edge git users here, we can preserve your Author: line and everything
[22:05:28] <fuzzie> and i'm too lazy to actually change files
[22:06:04] <Lightkey> poit
[22:06:49] <lynxlynxlynx> i already fixed the typo
[22:07:06] <lynxlynxlynx> the second one is not problematic if you use the system prefix
[22:07:15] <lynxlynxlynx> any other will ofcourse require a change
[22:08:19] <fuzzie> well, it defaults to fhs with /usr/local/bla/bla, right?
[22:08:25] <Lightkey> system prefix?
[22:08:36] <Lightkey> I did not change anything, just did make install
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[22:09:03] <fuzzie> that was your mistake, you know
[22:09:07] <Lightkey> yes, /usr/local/share/gemrb/
[22:09:08] <lynxlynxlynx> true the default is local
[22:09:56] <Lightkey> fuzzie: how?
[22:10:20] <Lightkey> the defaults look sane, so I left em that way
[22:10:43] <fuzzie> anyway, i am all excited about pst animations, even the frames which sounds are synced to are in the data file
[22:13:28] <lynxlynxlynx> testing the casting sounds
[22:14:28] <fuzzie> do we use iwd's sounds.ini?
[22:14:46] <lynxlynxlynx> i completely broke them :)
[22:15:21] <lynxlynxlynx> something for tommorow
[22:16:11] <fuzzie> hmm, there's loads of stuff lurking
[22:17:08] <fuzzie> the best way to implement this might well be mapping animations
[22:18:26] <fuzzie> we are abusing IE_ANI_PST_GHOST for one bg2 anim, but that is ok
[22:19:45] <fuzzie> i guess Avenger added the weird PST anim2/3 back in 2004, so i can just rewrite tis stuff
[22:34:07] <lynxlynxlynx> yeah, for the vampiric clouds iirc
[22:34:39] <Avenger> ok, i gave up for today
[22:35:23] <Avenger> it is very difficult to control the current frame of an animation, it is reset by all kinds of things, especially on load
[22:35:49] <Avenger> orientation, equipped items, animation id (they are all set repeatedly) :(
[22:36:34] <Avenger> i ended up hacking a lot of actor stuff
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[23:41:38] <fuzzie> ok, i made a mapping table for looking up things in resdata.ini, that took way too long
[23:42:03] <fuzzie> but it allows skipping most of the hardcoded mess in CharAnimations for pst, yay
[23:42:40] <fuzzie> if only they'd kept it in iwd, rather than having only the sounds in it..
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