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[08:37:02] <fuzzie> morning
[08:37:49] <raevol> morning
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[12:07:32] <lynxlynxlynx> nice, i see bg1 was finished :)
[12:08:46] <fuzzie> so we have ToB, TotSC and HoW left?
[12:09:09] <lynxlynxlynx> and totl
[12:09:46] <lynxlynxlynx> btw, did you have a chance to try the widescreen thing? It still works for the normal lib
[12:10:14] <fuzzie> well, it still doesn't work for pst, i think because your patch still didn't use %chu%?
[12:13:30] <lynxlynxlynx> i doubt that's available
[12:13:36] <lynxlynxlynx> pst doesn't use guiw?
[12:13:44] <fuzzie> it uses guiworld
[12:13:52] <lynxlynxlynx> ahh, right
[12:14:35] <fuzzie> now i wonder how i apply this widescreen patch nicely on windows
[12:14:45] <fuzzie> weidu seems pretty unfriendly about this
[12:15:07] <fuzzie> 'weidu /path/to/widescreen.tp2' just silently fails
[12:15:15] <fuzzie> do i miss something obvious?
[12:16:06] <lynxlynxlynx> ah no, chu is set it game_config, just not for all, so it'll work with some adjustmet
[12:16:11] <lynxlynxlynx> adjustment
[12:16:30] <lynxlynxlynx> weidu can't handle arbitrary paths, dispite what it says
[12:16:40] <fuzzie> it's kind of stupid :)
[12:16:48] <lynxlynxlynx> or maybe just this mod is written badly
[12:16:57] <fuzzie> i put a copy of the whole widescreen directory in bg1 directory, made a setup-widescreen.exe, and it finds the .tp2 inside the directory
[12:17:04] <lynxlynxlynx> would be kind of sad since the current maintainer of weidu wrote it ;)
[12:17:06] <fuzzie> no, weidu also fails to apply anything else
[12:18:07] <fuzzie> drat, bg1 on this machine is plain bg1 too
[12:18:22] <fuzzie> will have to dig out discs
[12:18:56] <lynxlynxlynx> just changing the guiw to %chu% in my patch should do the trick
[12:21:25] <fuzzie> i don't suppose you have any ideas about how level-based spawns in bg1 are meant to work?
[12:22:02] <fuzzie> ar2700 (first bg1 post-candlekeep area) has spawns with lists of creatures like GIBBER2, WOLF and WOLFDR, where WOLFDR is way too high level to survive, and i'm pretty sure only one thing is spawned
[12:23:29] <lynxlynxlynx> maybe they just check vs the party level
[12:23:34] <fuzzie> yeah
[12:23:43] <fuzzie> okay, Taimon's notes cover this and i didn't read properly the first time..
[12:24:03] <lynxlynxlynx> wasn't there a bunch of new fields found for this?
[12:24:14] <fuzzie> sum of 'effective levels' of party, he says
[12:24:34] <lynxlynxlynx> simple
[12:25:59] <CIA-22> gemrb: 03lynxlupodian * r7377 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: show hp/maxhp over party members on tab
[12:26:15] <fuzzie> you just set overheadText?
[12:27:16] <lynxlynxlynx> yes
[12:27:31] <lynxlynxlynx> pc->DisplayHeadText(strdup(tmpstr));
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[14:18:17] --- Topic for #gemrb is: GemRB 0.5.1 | http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey <CHARNAME>, we need some awesome screenshots!
[14:18:17] --- Topic for #gemrb set by lynxlynxlynx at Thu Aug 27 14:07:31 2009
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[16:34:36] <CIA-22> gemrb: 03avenger_teambg * r7378 10/gemrb/trunk/gemrb/plugins/CREImporter/CREImp.cpp: fixed a crasher for nonexistent/buggy animations
[16:36:57] <CIA-22> gemrb: 03avenger_teambg * r7379 10/gemrb/trunk/gemrb/plugins/Core/CharAnimations.cpp: implemented animation id ranges (auto ordering avatar tables)
[16:39:28] <CIA-22> gemrb: 03avenger_teambg * r7380 10/gemrb/trunk/gemrb/override/how/avatars.2da: added shambling mound avatar
[16:42:27] <lynxlynxlynx> not bad
[16:45:17] <fuzzie> now where is he? :)
[16:47:49] <fuzzie> i have another list of questions
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[16:55:58] <Avenger> hi
[16:56:37] <Avenger> fuzzie wanted to ask something?
[16:57:23] <fuzzie> several things .. do you know why gemrb's is implemented as it is, for example?
[16:57:34] <fuzzie> erm
[16:57:38] <fuzzie> gemrb's FloatRebus
[16:58:04] <fuzzie> and i wondered if you were going to fix pst AREs in DLTCEP/ielister/gemrb, or whether i should just fix up gemrb myself
[16:59:26] <Avenger> well, i implemented it because i thought it is used
[16:59:57] <Avenger> feel free to fix gemrb
[16:59:59] <fuzzie> it is used in pst, but it seems to just activate an animation for me
[17:00:10] <fuzzie> i also wonder how bg1 dreams work, do we support them?
[17:00:19] <Avenger> i don't know
[17:00:29] <Avenger> they are not the same as bg2?
[17:00:31] <fuzzie> they don't seem to trigger for me
[17:01:33] <Avenger> for bg2 there is player1d
[17:01:51] <fuzzie> not in bg1
[17:02:17] <fuzzie> but i think in bg1 they're just text screens and some actions, maybe no script..
[17:02:33] <Avenger> but what activates them?
[17:02:38] <fuzzie> sleeping
[17:02:50] <Avenger> there must be more conditions
[17:02:58] <Avenger> are they hardcoded?
[17:03:11] <fuzzie> i think maybe they're per-chapter
[17:03:19] <fuzzie> so maybe they are hardcoded
[17:03:28] <Avenger> but incrementchapter does play a textscreen
[17:03:41] <fuzzie> that is the chapter textscreen, though, not a dream :)
[17:03:44] <Avenger> maybe it should play a dream AND a chapter screen?
[17:03:58] <fuzzie> the dream plays at first sleep after chapter change
[17:04:03] <Avenger> i see
[17:04:19] <Avenger> then add a player1d maybe :)
[17:04:20] <fuzzie> and there's more than a cutscene; the chapter 2 gives you some special ability (Cure Light Wounds if you're good), i forget if the others do
[17:04:33] <fuzzie> but no script that i see, so i guess a player1d makes sense
[17:09:00] <fuzzie> 19267, 19268, 19269, 19270, 19271, 19273, 19274, etc hold the dream text
[17:09:15] <fuzzie> i wonder if they're in any 2da?
[17:10:15] <fuzzie> ah, DRMTXT2 to DRMTXT7
[17:10:22] <fuzzie> with the innate hardcoded in the table, damn
[17:10:28] <fuzzie> so we can't script that, got to hardcode it
[17:11:22] <fuzzie> but at least it's in a 2da
[17:11:37] <Avenger> you can script it
[17:11:45] <Avenger> textscreen guiscript
[17:12:23] <fuzzie> and then how do you add an innate from a 2da?
[17:12:56] <Avenger> read the 2da, then applyspell/learnspell
[17:12:58] <fuzzie> i mean, i can surely do it from guiscript, but not in bcs
[17:13:02] <Avenger> like you do with the clabs
[17:13:18] <fuzzie> so got to add more code to the Core, is what i mean :)
[17:13:22] <Avenger> but i said guiscript
[17:13:36] <Avenger> you just start a textscreen from .bcs
[17:14:57] <fuzzie> you mean, hack bg1's TextScreen.py to detect dreaming?
[17:15:11] <lynxlynxlynx> yes
[17:15:49] <Avenger> yes
[17:15:50] <fuzzie> i'm not sure how i would tell the difference between that and chapter moves
[17:15:59] <Avenger> you start it TextScreen("DRMTXT<x>")
[17:16:07] <Avenger> there is difference
[17:16:25] <Avenger> TableName = GemRB.GetGameString (STR_LOADMOS)
[17:16:34] <fuzzie> ah, okay
[17:16:36] <Avenger> this tablename is the DRMTXT<x>
[17:17:01] <Avenger> i believe this is doable without touching core
[17:17:16] <Avenger> maybe, if textscreen doesn't exist in bg1, you need to add it with gemact :)
[17:17:47] <fuzzie> and then the script can update the 'DREAM' global variable, it looks like the original engine uses that
[17:17:56] <Avenger> yep
[17:18:21] <Avenger> either script can do that
[17:18:22] <fuzzie> cool
[17:18:36] <fuzzie> i have other things to finish first, but i found the bg1 dreams while testing
[17:18:38] <lynxlynxlynx> look at AddClassAbilities from guicommon, maybe you can use it as-is
[17:18:48] <fuzzie> and thought, we should add that to the list
[17:19:29] <fuzzie> lynxlynxlynx: the innate is alignment-specific, but i guess the SPIN code can simply be taken from there
[17:19:51] <CIA-22> gemrb: 03avenger_teambg * r7381 10/gemrb/trunk/NEWS: updated news
[17:20:11] <fuzzie> or, hm, maybe i can pass an appropriate 'align' value..
[17:20:21] <lynxlynxlynx> i don't know how your table looks, but that function can deal with two types of them and one is alignment based
[17:20:25] <lynxlynxlynx> yeah
[17:20:55] <fuzzie> it has GOOD_POWER and BAD_POWER rows, and the innate is in the first col
[17:21:22] <fuzzie> i think it must be based on reputation, but i can work out the row number and pass that, and that should work?
[17:21:57] <fuzzie> i'll see, i guess
[17:22:24] <lynxlynxlynx> should be coercable
[17:22:36] <lynxlynxlynx> Avenger: btw, bg1 was succesfully finished
[17:26:03] <fuzzie> bg1 is pretty playable apart from the spawn/schedule problems, i guess
[17:26:33] <lynxlynxlynx> some people may like that ;)
[17:27:40] <fuzzie> in the event that you like quick deaths? :)
[17:28:30] <Maighstir> masochists and emos night like it
[17:28:37] <Maighstir> might*
[17:29:46] <lynxlynxlynx> they like to call themselves excellent tactictians :P
[17:29:57] <lynxlynxlynx> or lovers of realism
[17:30:38] <fuzzie> lovers of ctrl-y? :)
[17:30:59] <Maighstir> that too
[17:31:42] <Maighstir> add switch in the conf file: impossiblespawns=1/0
[17:34:45] <lynxlynxlynx> trying pomab again
[17:40:22] <lynxlynxlynx> sucks that area of effect spell don't work properly
[17:40:47] <lynxlynxlynx> and due to the way respawning is done, the actors always target the same dummies
[17:48:35] <lynxlynxlynx> ah, false_pomab_dead doesn't increase
[17:49:18] <lynxlynxlynx> make that fake
[17:50:29] <fuzzie> how is it meant to work? some custom CRE with 'set death var' set?
[17:51:31] <lynxlynxlynx> they have an empty death var in the dump
[17:54:33] <fuzzie> meant to be set by effect?
[17:55:38] <lynxlynxlynx> not sure yet, certainly not by the map
[17:56:01] <fuzzie> if it's iwd, make sure to check 'iwd specifics' (last tab) also
[17:59:29] <lynxlynxlynx> can i search the ids' from within dltcep?
[18:04:36] <lynxlynxlynx> found the id, but i don't know how that translates to a real spell name
[18:04:49] <fuzzie> see spell.ids
[18:05:26] <fuzzie> xyyy where x is type (eg, SPWI for 3, i think) and yyy is number
[18:05:45] <fuzzie> or if you have the script, then hit f1 or something in DLTCEP with it selected?
[18:07:17] <lynxlynxlynx> the spell uses that not well known summon-pomabs effect and destroys the caster
[18:07:33] <lynxlynxlynx> so maybe the effect should setting the script name?
[18:07:48] <fuzzie> heh, there's actually a summon_pomab?!
[18:08:03] <fuzzie> the source CREs (eepomab, poming) have no script name?
[18:08:11] <fuzzie> if not, then maybe so..
[18:09:14] <lynxlynxlynx> eepomab has, since it is the original
[18:09:32] <lynxlynxlynx> the fake doesn't
[18:11:00] <fuzzie> ugh :)
[18:11:09] <lynxlynxlynx> but
[18:11:39] <lynxlynxlynx> FAKE_POMAB_DEAD is (also) increased manually
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[18:13:44] <lynxlynxlynx> but i haven't experienced that yet
[18:13:54] <lynxlynxlynx> let me try to kill some of the real pomag fakes
[18:14:25] <lynxlynxlynx> no luck
[18:15:04] <fuzzie> script bug?
[18:16:01] <lynxlynxlynx> not sure
[18:16:11] <lynxlynxlynx> after a few enemicides, the var is at 50 now
[18:17:19] <lynxlynxlynx> and everything went fine afterwards
[18:17:37] <lynxlynxlynx> not sure why we spawn true pomabs in that effect though
[18:17:54] <lynxlynxlynx> you get extra xp that way
[18:43:08] <fuzzie> well, we only spawn one?
[18:43:38] <fuzzie> is pomab not the caster?
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[19:26:40] <lynxlynxlynx> pomab is the caster, but we spawn many
[19:27:34] <lynxlynxlynx> the problem is that the effect gets run multiple times and we spawn one per effect
[19:28:46] <lynxlynxlynx> at least five times
[19:33:04] <fuzzie> any idea what it's meant to do?
[19:33:48] <fuzzie> hm
[19:33:53] <fuzzie> actually i have Avenger's diassembly here
[19:34:26] <Avenger> the spell is cast more than once?
[19:34:44] <Avenger> is that true in the original too?
[19:35:07] <Avenger> if yes, then we gotta read that disassembly more carefully
[19:35:09] <lynxlynxlynx> i'm searching for screenshots
[19:35:23] <lynxlynxlynx> here i get an area full of them
[19:35:28] <fuzzie> oh, Avenger is here :)
[19:35:39] <lynxlynxlynx> not so horrible like with the myconids, but still plenty
[19:36:44] <fuzzie> spell is spin980?
[19:37:14] <fuzzie> it seems that since one of the effects is death, the pomab summon should only happen once..
[19:38:14] <lynxlynxlynx> http://www.rpgcodex.net/phpBB/viewtopic.php?t=22071&postdays=0&postorder=asc&start=16 <-- yihaa
[19:38:21] <lynxlynxlynx> thread full of ie screenshots
[19:38:23] <Avenger> yep, it should destroy its caster
[19:39:10] <fuzzie> i guess it probably gets too many chances to run, because DestroySelf doesn't destroy the effect queue until maybe after we re-run the effects?
[19:39:25] <fuzzie> would be my guess. got to go for a bit now!
[19:39:38] <lynxlynxlynx> of course the pomab pic is missing there, grr @ photobucket
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[21:40:48] <Avenger> i started moving some functions from sdlvideodriver to sprite2d or video. Someone added this to the TODO list.
[21:42:06] <fuzzie> cool
[21:42:14] <CIA-22> gemrb: 03avenger_teambg * r7382 10/gemrb/trunk/gemrb/plugins/ (7 files in 2 dirs): moved some non sdl-related functions from sdlvideodriver
[21:43:11] <Avenger> hah
[21:43:14] <Avenger> segfault
[21:43:58] <Avenger> sdlvideo doesn't initialise now. I wonder why, it compiled...
[21:44:42] <fuzzie> you probably removed a function it was still using?
[21:45:22] <Avenger> but it shouldn't compile then
[21:45:26] <fuzzie> i am missing CreateAlpha
[21:45:42] <fuzzie> it assumes the core provides the missing function
[21:45:55] <fuzzie> there's no problem having classes spread across many dynamic libraries
[21:46:05] <Avenger> it should be in Video.cpp
[21:46:19] <fuzzie> SDLVideoDriver.h has it
[21:46:34] <Avenger> and the crash is unrelated:
[21:46:45] <fuzzie> but, ok, maybe mine is just broken :)
[21:46:49] <Avenger> 0x00007fd57ff1fa76 in GameData::LoadTable (this=0x619560, ResRef=0x7fd57e8fad30 "defsound")
[21:46:51] <Avenger> at GameData.cpp:164
[21:46:53] <Avenger> 164 DataStream* str = core->GetResourceMgr()->GetResource( ResRef, IE_2DA_CLASS_ID );
[21:47:09] <Avenger> well, i moved createalpha, so it is must likely my fault
[21:47:13] <Avenger> i just don't see how
[21:47:30] <Avenger> i did a clean rebuild
[21:47:49] <Avenger> but didn't fix
[21:47:55] <fuzzie> well, my SDLVideoDriver.h still has a custom CreateAlpha function defined
[21:48:05] <fuzzie> but SDLVideoDriver.cpp has no CreateAlpha for SDLVideoDriver
[21:48:50] <Avenger> yes, it shouldn't be there
[21:49:29] <Avenger> video.h shouldn't have it virtual either
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[21:50:45] <Avenger> i hope this helps,
[21:50:53] <CIA-22> gemrb: 03avenger_teambg * r7383 10/gemrb/trunk/gemrb/plugins/ (Core/Video.h SDLVideo/SDLVideoDriver.h): CreateAlpha is now in the core
[21:51:18] <Avenger> SDLVideoDriver::GetPalette (this=0x62f3f0, vptr=0xe42370) at SDLVideoDriver.cpp:2145 ...
[21:51:20] <Avenger> grr
[21:51:25] <Avenger> but improved
[21:55:49] <Avenger> i need to convert video->GetPalette(sprite) calls to sprite->GetPalette()
[21:59:53] <CIA-22> gemrb: 03avenger_teambg * r7384 10/gemrb/trunk/gemrb/plugins/ (6 files in 3 dirs): converted GetPalette calls
[22:00:02] <fuzzie> hm, bg1 is so buggy :(
[22:00:35] <Avenger> ok, crashes are mostly fixed
[22:00:45] <fuzzie> i'll fix any remaining ones, if i find
[22:00:52] <Avenger> at least i couldn't run into one in 1-2 minutes :)
[22:01:36] <Avenger> if wjp wakes up, maybe nudge him to clean up sdlvideo further. There are still a lot of functions that are not sdl related
[22:01:56] <Avenger> i will continue tomorrow, if he don't
[22:02:00] <Avenger> see you later!
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