#gemrb@irc.freenode.net logs for 8 Apr 2012 (GMT)

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[00:13:03] <CIA-28> GemRB: 03edheldil * r2ffe4e9c03f0 10gemrb/gemrb/GUIScripts/ (GUICommon.py GUICommonWindows.py): Color code damage in IWD1 portraits
[00:30:10] <gembot> build #706 of cmake clang++ is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/706 blamelist: edheldil
[01:25:02] <gembot> build #636 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/636
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[07:21:36] <fuzzie> morning all
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[10:41:24] <CIA-28> GemRB: 03lynxlupodian * ra315c9838771 10gemrb/gemrb/core/EffectQueue.cpp:
[10:41:24] <CIA-28> GemRB: check_probability: don't treat the lower boundary as nonmatching
[10:41:24] <CIA-28> GemRB: fixes the (number of unique intervals)*1% potential of matching nothing
[10:41:24] <CIA-28> GemRB: in full 0-100% probability spells
[10:45:44] <gembot> build #707 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/707
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[11:01:11] <lynxlynxlynx> phew, nasty make clean
[11:01:20] <lynxlynxlynx> lots of other stuff to do to make gcc 4.7 happy
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[11:35:28] <CIA-28> GemRB: 03lynxlupodian * r7757c7f62350 10gemrb/gemrb/ (9 files in 7 dirs): the rest of the gcc 4.7 fixes
[11:37:47] <Avenger> in char keyname[] = { 'C', 'D', '1'+i, '\0' }; you could simply do it like this: char keyname[] = { 'C', 'D', (char) ('1'+i), '\0' }; instead of double assignment
[11:38:24] <Avenger> not a big deal, i just don't like any extra instructions when looking at a disassembly :)
[11:39:26] <lynxlynxlynx> i just tried char(i), but it wasn't any happier
[11:39:59] <lynxlynxlynx> but that works, yes
[11:41:03] <Avenger> the + converts it to int, that's the problem.
[11:41:09] <CIA-28> GemRB: 03lynxlupodian * r99455021c2bb 10gemrb/gemrb/core/Interface.cpp: simplify one of the fixes for gcc 4.7
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[11:41:58] <edheldil> lynx is on the rampage
[11:42:02] <edheldil> :)
[11:42:07] <Avenger> hi Ed
[11:42:27] <lynxlynxlynx> only 3 commits, pretty low standard :|
[11:42:47] <lynxlynxlynx> rampage is when we do 20 in a day
[11:43:11] <edheldil> Hi, Avenger, lynx and everybody
[11:43:22] <lynxlynxlynx> oj
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[12:14:29] <lynxlynxlynx> Avenger: i want to make an efficient lookup from the puppet master to the puppet and I see there's an unused IE_PUPPETMASTERID that could store the global id of the puppet instead
[12:14:43] <lynxlynxlynx> IE_PUPPETMASTERID is used, but set to 0 with what the current spells have
[12:15:00] <lynxlynxlynx> err IE_PUPPETMASTERTYPE for the last one
[12:15:25] <lynxlynxlynx> it would save us from iterating over the whole area actor list
[12:15:26] <Avenger> puppetmastertype should be 0,1,2,3 not an id
[12:15:35] <Avenger> isn't there a puppetmasterid ?
[12:15:48] <lynxlynxlynx> then it should be set to param2, not param1
[12:16:10] <Avenger> which opcode is this?
[12:16:13] <lynxlynxlynx> we don't do anything with IE_PUPPETMASTERID
[12:16:27] <lynxlynxlynx> 0xec
[12:16:28] <lynxlynxlynx> fx_puppet_master
[12:18:17] <Avenger> opc_puppet_id is a separate effect
[12:18:23] <Avenger> 0xed
[12:18:46] <Avenger> 0xec creates a 0xed effect with param1 = master ID, and param2 = control type
[12:19:09] <lynxlynxlynx> yes, there are two
[12:19:45] <lynxlynxlynx> but i thought you were asking about the master id
[12:19:54] <lynxlynxlynx> both id and type are present in both
[12:20:25] <Avenger> 0xed puts param2 to puppetmastertype stat
[12:20:44] <Avenger> that is clearly readable from the code
[12:21:05] <lynxlynxlynx> we put it in a separate stat now
[12:21:28] <lynxlynxlynx> 140 (IE_PUPPETTYPE) vs 138
[12:21:55] <lynxlynxlynx> but this is not really relevant, the marker is applied on the new creature
[12:22:18] <lynxlynxlynx> this allows an efficient lookup of the master, but i need it in the other direction
[12:23:05] <lynxlynxlynx> 0xed sets IE_PUPPETID in gemrb, but at least from the name, this should be done in 0xec to be useful
[12:23:16] <Avenger> 0xed does the reverse link itself
[12:23:49] <Avenger> when it is active, it looks up puppetmaster (param1), then sets its puppetid to the effect's owner (which is the puppet)
[12:24:10] <lynxlynxlynx> ...
[12:25:39] <Avenger> hmm actually, it doesn't entirely use param1
[12:25:56] <Avenger> it also uses the effect's caster id
[12:26:07] <Avenger> but normally param1 and caster id should be the same, especially in gemrb
[12:26:22] <lynxlynxlynx> doesn't really matter
[12:26:41] <lynxlynxlynx> the lookup from the master does, not the other way around
[12:26:42] <Avenger> yep, param1 should be set to the caster id when 0xec creates the 0xed effect :)
[12:27:09] <Avenger> well, as far as i see, it looks the master up from the puppet, and sets the puppet in master
[12:27:33] <Avenger> i don't know if that was clear :)
[12:27:36] <lynxlynxlynx> oh, so the stat calls are using the wrong actor
[12:29:08] <Avenger> newfx = EffectQueue::CreateEffectCopy(fx, fx_puppetmarker_ref, target->InParty-1, fx->Parameter2); is probably wrong, it should use fx->CasterID, i think
[12:29:46] <Avenger> and fx_puppet marker is incomplete
[12:30:07] <Avenger> it should look the master up first
[12:30:33] <CIA-28> GemRB: 03lynxlupodian * r1e94a8da13d8 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fx_puppet_master: fixed two values, thanks Avenger
[12:30:35] <Avenger> ahh the created effect should be added to the puppet, not the master
[12:31:05] <lynxlynxlynx> it is
[12:31:12] <Avenger> yeah, i noticed after i said
[12:31:16] <Avenger> it is added to copy
[12:31:23] <lynxlynxlynx> so, the marker
[12:31:37] <Avenger> though it is called as core->ApplyEffect(newfx, copy, copy);
[12:31:37] <lynxlynxlynx> the puppet stats should be set in the puppet, the master ones in the master
[12:31:46] <Avenger> so, casterID is not the same as param1
[12:31:58] <Avenger> but that's fine
[12:32:08] <Avenger> if you use param1 to look up the master
[12:34:07] <lynxlynxlynx> it is now
[12:34:44] <lynxlynxlynx> and why not just set the master stats in 0xec, there should be no other way to get 0xed than from there
[12:35:14] <Avenger> 0xec goes away after first apply, in the original
[12:35:23] <lynxlynxlynx> ah
[12:35:35] <Avenger> also in gemrb, so it is fine
[12:35:37] <lynxlynxlynx> ok
[12:36:47] <Avenger> it doesn't help that the original stat names are swapped
[12:37:05] <Avenger> it is really confusing :)
[12:37:06] <lynxlynxlynx> IE_PUPPETMASTERID should be the global id of the master? sounds redundant
[12:37:34] <Avenger> yes
[12:37:36] <lynxlynxlynx> eh, i'll add it, maybe it will be useful alter
[12:38:19] <lynxlynxlynx> http://paste.debian.net/162503/
[12:39:20] <lynxlynxlynx> looks ok?
[12:41:27] <Avenger> STAT_SET (IE_PUPPETMASTERTYPE, fx->Parameter2); has not much effect in 0xec, because it goes away after first apply
[12:41:52] <Avenger> yes, except that you should return FX_NOT_APPLIED if you don't find master
[12:42:02] <lynxlynxlynx> i would rather set IE_PUPPETMASTERID to the id of the puppet
[12:42:09] <lynxlynxlynx> that's where i started
[12:42:18] <Avenger> but that is IE_PUPPETID
[12:43:12] <lynxlynxlynx> can i set it in the master?
[12:43:19] <Avenger> 0xed sets puppetmastertype and puppetid in puppetmaster
[12:43:38] <lynxlynxlynx> excellent!
[12:44:50] <Avenger> it gets puppetmasterid basically from param1, but that is a bit silly. Basically, if it is less than 6, then it is the party order. and if it is >6, then it takes the caster id.
[12:45:07] <Avenger> but caster id is the same as param1, so it is really silly
[12:45:35] <lynxlynxlynx> yeah
[12:45:53] <lynxlynxlynx> why do we have puppettype and masterid stats then?
[12:45:58] <Avenger> our global id works perfectly here, because the global id of partymembers = party order
[12:46:40] <Avenger> i don't know where it sets puppettype
[12:47:50] <Avenger> i'll run a search
[12:49:45] <Avenger> ahh here
[12:50:12] <Avenger> it basically copies puppetmastertype of master into puppettype of puppet
[12:50:41] <Avenger> in the global update ai code
[12:51:18] <Avenger> it checks if the references are valid
[12:51:37] <Avenger> i don't think this is really required for us
[12:51:46] <Avenger> you can set this in 0xed itself
[12:52:10] <lynxlynxlynx> yes; is the order still wrong though?
[12:52:22] <lynxlynxlynx> cb4 - the ID of the controller
[12:52:30] <lynxlynxlynx> we were setting it to param1 instead of 2
[12:52:48] <Avenger> 000000F2 profs dd 46 dup(?)
[12:52:50] <Avenger> 000001AA puppetmasterid dd ?
[12:52:52] <Avenger> 000001AE puppetmastertype dd ?
[12:52:53] <Avenger> 000001B2 puppettype dd ?
[12:52:55] <Avenger> 000001B6 puppetid dd ?
[12:52:57] <Avenger> 000001BA checkforberserk dd ?
[12:53:07] <Avenger> this is how they are in memory (add 0xb0a) to get the actor relative offset
[12:53:44] <Avenger> i named the field ID when it put a global id in it, and named it type when it put a 0-3 value in it
[12:55:00] <lynxlynxlynx> http://sprunge.us/fHif?diff
[12:55:01] <Avenger> yes, 0x1aa=0cb4 is the master's id
[12:55:06] <lynxlynxlynx> bbl, lunch
[12:55:44] <Avenger> you really need that dispel code?
[12:56:14] <Avenger> i thought it is done with cast spell on condition or such
[13:06:47] <lynxlynxlynx> it happens when the master is hit, not the puppet
[13:08:53] <Avenger> i didn't find code for that yet, but it could be
[13:09:25] <Avenger> so, my comments about the wrong order were incorrect
[13:10:23] <Avenger> cb4 is 1aa and it is puppetmasterid ;)
[13:13:53] <Avenger> i wrote those comments at the time when i had no ida pro, just a disassembly list. I couldn't keep track of object pointers so i mixed up the master/puppet
[13:14:33] <lynxlynxlynx> no problem, we figured it out now :)
[13:15:41] <lynxlynxlynx> 0xac probably applies CASTERHOLD or some other immobilizing state
[13:16:07] <lynxlynxlynx> what we have now in gemrb is even better than simulacrum :)
[13:16:46] <Avenger> 0xec applies effects internally, but i made spells from them
[13:17:01] <Avenger> i think
[13:18:47] <Avenger> hmm no, the spells are applied on the puppet
[13:19:18] <Avenger> the original sets hold / icon and such in the previously mentioned ai cycle function (checkpuppetmaster)
[13:19:22] <Avenger> we can do that in 0xed too
[13:21:41] <Avenger> ahh, this is where it checks project image on hit :)
[13:22:25] <Avenger> it looks for a field (actor was hit)
[13:22:40] <Avenger> that's the same as the one checked for spell failures
[13:24:31] <Avenger> something like this: if (actor->was_hit) actor->remove=1; else actor->held=1;
[13:25:12] <Avenger> it also adds the 0x4d portrait icon here
[13:26:22] <Avenger> it's probably unsafe to change stats of one actor in the ai cycle of another actor, that's why they did it in a separate code
[13:26:37] <lynxlynxlynx> it doesn't seem to work too
[13:26:47] <Avenger> yep, it won't work
[13:27:18] <Avenger> you can't safely change the derived stats of one actor while running in another
[13:27:21] <lynxlynxlynx> but i have the same fear about doing the above in the effect - i'm not sure the hitby trigger or the InterruptSpellcasting will still be the same
[13:32:15] <Avenger> is master is dead, the puppet is removed automagically
[13:32:18] <Avenger> is->if
[13:33:50] <Avenger> probably this way if (!master || master->GetState(IE_STATE_DEAD) ) { actor->DestroySelf(); return FX_NOT_APPLIED; }
[13:35:36] <Avenger> btw, you can modify the base stats of master, that will work
[13:36:16] <lynxlynxlynx> but they won't go away
[13:36:34] <Avenger> who and when?
[13:36:41] <lynxlynxlynx> i guess i could add some cleanup to refreshpcstats
[13:36:46] <lynxlynxlynx> the basestats of the master
[13:37:06] <Avenger> hmm
[13:37:18] <Avenger> i really wonder how this code works, i mean the original
[13:37:36] <Avenger> because it updates the master from the puppet's ai cycle
[13:42:23] <edheldil> btw, imho it would be better to avoid constructions like this: if GUICommon.GameIsBG1(): - we should use feature testing in guiscripts as well
[13:43:20] <lynxlynxlynx> they are mostly for controls, so it wouldn't make much sense
[13:43:31] <lynxlynxlynx> they overlap sometimes
[13:50:15] <Avenger> ed, i agree, but this has significance only when we add a new game
[13:50:51] <Avenger> otherwise, it is tedious to add a new gf_* for every chu difference
[13:51:46] <lynxlynxlynx> for the odd rules based choice, we could easily just expose HasFeature
[13:52:00] <Avenger> yes, we should have done that
[13:52:43] <Avenger> hasfeature should have a guiscript interface
[13:53:43] <Avenger> it was not important when all scripts were separate, but now we have more and more shared
[13:54:27] <lynxlynxlynx> i can't think of any uses of the top of my head though
[13:54:33] <edheldil> what is this supposed to achieve? if GemRB.GetVar("Old Portrait Health") or not GameIsIWD2():
[13:54:37] <lynxlynxlynx> 3ed_rules someday
[13:55:00] <lynxlynxlynx> edheldil: first is an ini setting from the original
[13:55:25] <edheldil> ah, ok. So it's user changeable
[13:55:35] <edheldil> now it makes sense
[13:55:37] <lynxlynxlynx> yes
[14:04:11] <lynxlynxlynx> ah, found the problem
[14:04:20] <lynxlynxlynx> too low max stat value
[14:25:52] <lynxlynxlynx> still no luck, will get back to it later
[14:31:18] <CIA-28> GemRB: 03lynxlupodian * rd3b7f07a0fb5 10gemrb/NEWS: regular NEWS bump: nothing extraordinary happened
[14:31:18] <CIA-28> GemRB: 03lynxlupodian * r8e426fba948f 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp:
[14:31:18] <CIA-28> GemRB: 0xec: removed redundant stat setting, it is unused, run once and the
[14:31:18] <CIA-28> GemRB: next effect sets it henceforth
[14:31:18] <CIA-28> GemRB: 03lynxlupodian * r59b6fe96c0c2 10gemrb/gemrb/core/Scriptable/Actor.cpp: added a comment to the charm dispelling code
[14:40:39] <CIA-28> GemRB: 03avenger_teambg * r6440e4c50701 10gemrb/gemrb/core/Interface.cpp: summoning limit
[14:40:49] <CIA-28> GemRB: 03avenger_teambg * rff878b8314f0 10gemrb/gemrb/ (10 files in 9 dirs): Summoninglimit
[14:40:49] <CIA-28> GemRB: 03avenger_teambg * r495bf9fe413a 10gemrb/ (3 files in 3 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[14:42:40] <CIA-28> GemRB: 03avenger_teambg * r4886daf60343 10gemrb/gemrb/includes/ie_stats.h: this may be needed later
[14:44:16] <gembot> build #710 of cmake clang++ is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/710 blamelist: lynxlynxlynx, Avenger
[14:44:28] <Avenger> meh
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[14:44:54] <xrogaan> blamelist, uh uh
[14:46:12] <CIA-28> GemRB: 03avenger_teambg * r0b80c63655f6 10gemrb/gemrb/core/Map.h: missing CountSummons
[14:46:15] <gembot> build #320 of cmake g++-4.2 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/320 blamelist: lynxlynxlynx, Avenger
[14:47:03] <lynxlynxlynx> Avenger: the summoning cap is for the party only / separate for the rest
[14:47:20] <lynxlynxlynx> and i'm pretty sure the 1 godling limit is per character
[14:47:54] <Avenger> countdevas and countsummons differs only in the sex stat
[14:47:59] <gembot> build #324 of cmake g++-4.4 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/324 blamelist: lynxlynxlynx, Avenger
[14:49:01] <Avenger> but i really messed something up
[14:49:34] <xrogaan> a buildbot not in java. That's awesome
[14:49:47] <gembot> build #323 of cmake g++-4.6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/323 blamelist: lynxlynxlynx, Avenger
[14:50:00] <lynxlynxlynx> http://lparchive.org/Baldurs-Gate-2-and-Throne-of-Bhaal/Update%2059/76-BG2ToBch7063.jpg
[14:50:13] <gembot> build #364 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/364 blamelist: lynxlynxlynx, Avenger
[14:51:04] <Avenger> what's there?
[14:51:07] <lynxlynxlynx> Avenger: http://lparchive.org/Baldurs-Gate-2-and-Throne-of-Bhaal/Update%2060/47-BG2ToBch8040.jpg
[14:51:10] <lynxlynxlynx> that one's better
[14:51:16] <lynxlynxlynx> multiple devas
[14:51:39] <gembot> build #314 of cmake g++-4.5 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/314 blamelist: lynxlynxlynx, Avenger
[14:52:40] <lynxlynxlynx> but this is with ascension, so it's heavily modded
[14:53:14] <lynxlynxlynx> maybe they set the sex to something else to circumvent it
[14:53:20] <Avenger> yes, maybe
[14:53:34] <Avenger> i missed something in the previous commit... anyway
[14:54:39] <CIA-28> GemRB: 03avenger_teambg * r98d57ff62223 10gemrb/gemrb/core/Interface.cpp: limit only sex_summon/sex_summon_demon/sex_both
[14:54:41] <gembot> build #640 of mingw32 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/640 blamelist: lynxlynxlynx, Avenger
[14:54:50] <lynxlynxlynx> gembot: mute
[14:54:50] <gembot> Shutting up for now.
[14:55:06] <Avenger> maybe ascension did something with spell immunities or such
[14:55:57] <Avenger> but as far as i see, the party can summon only one of sex = 5
[14:56:13] <Avenger> the summoning limit is only for party members
[14:56:24] <Avenger> non partymembers can summon as much as they want
[14:56:48] <Avenger> but their summons are not using the same files/gender i think
[14:56:57] <Avenger> otherwise they would disable player summons
[14:57:56] <lynxlynxlynx> but don't you look at all of them?
[14:58:04] <Avenger> you are right though, i should check Owner's ea
[14:58:15] <lynxlynxlynx> iterating over everyone with only GA_NO_DEAD and sex as limit
[14:58:24] <Avenger> yes
[14:58:39] <lynxlynxlynx> with ea everything should be perfect :)
[14:58:42] <Avenger> the idea is: npc summons should be different sex
[14:58:58] <lynxlynxlynx> i doubt it
[14:59:00] <Avenger> because the original doesn't check ea either
[14:59:30] <lynxlynxlynx> death spell and cloudkill instakill summons, is there something else than sex to tag them?
[15:00:33] <Avenger> cloudkill doesn't unless they are low hd
[15:00:44] <lynxlynxlynx> but that's a separate check
[15:00:48] <lynxlynxlynx> iwd2 has dismissal
[15:01:04] <lynxlynxlynx> and demons and devas are immune to all of this since they're gated
[15:01:52] <Avenger> death spell insta kills all actors with sex = 6
[15:02:36] <Avenger> so, if you can death spell npc summons, then there should be something about ea
[15:02:46] <Avenger> or enemy summons would disable pc summons
[15:04:36] <Avenger> well, countsummons really doesn't care about anything else than sex
[15:05:19] <Avenger> it doesn't even care about dead/schedule like i do
[15:06:21] <Avenger> do you know any npcs that really summon creatures?
[15:08:10] <lynxlynxlynx> mages?
[15:08:22] <lynxlynxlynx> illasera right at the start of tob
[15:08:57] <Avenger> that's not a real summon
[15:09:09] <lynxlynxlynx> why not?
[15:09:23] <lynxlynxlynx> she does monster summoning 2 i think
[15:09:46] <Avenger> hmm true
[15:10:13] <Avenger> but this won't break only because she auto casts death spell on yours :D
[15:10:30] <Avenger> and she has only 1 summon
[15:10:44] <lynxlynxlynx> death spell isn't party friendly?
[15:10:45] <Avenger> but i'm pretty sure she interferes with your summon
[15:11:02] <lynxlynxlynx> anyway, this is just one case
[15:11:12] <Avenger> death spell is single target, and she casts it at goodcutoff...summon
[15:11:45] <lynxlynxlynx> it's an area effect
[15:15:30] <Avenger> ahh you are right, it has a no party area projectile
[15:15:40] <Avenger> so it will target enemies only
[15:16:42] <Avenger> so, if illasera would cast more than one summon, and she wouldn't be so busy destroying yours, you would notice the bug
[15:26:14] <CIA-28> GemRB: 03avenger_teambg * rfb53ec6ec746 10gemrb/gemrb/core/Interface.cpp: fixed summoning limit
[15:28:56] <Avenger> hmm, the deva part would still be buggy...
[15:40:22] <tomprince> gembot: unmute
[15:40:22] <gembot> I'm baaaaaaaaaaack!
[15:47:33] <Avenger> gembot: commands
[15:47:33] <gembot> buildbot commands: commands, dance, destroy, force, hello, help, last, list, mute, notify, source, status, stop, unmute, version, watch
[15:48:07] <Avenger> heh, it can dance?
[15:48:27] <tomprince> gembot: dance
[15:48:29] <gembot> <(^.^<)
[15:48:30] <gembot> <(^.^)>
[15:48:31] <gembot> (>^.^)>
[15:48:31] <gembot> (7^.^)7
[15:48:33] <gembot> (>^.^<)
[15:54:23] <gembot> build #641 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/641
[15:58:41] <gembot> build #618 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/618
[16:13:37] <gembot> build #390 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/390
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[17:49:39] --- ChanServ gives channel operator status to edheldil
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[19:11:43] <lynxlynxlynx> destroy sounds more interesting
[19:11:57] <lynxlynxlynx> gembot: destroy bugs
[19:11:58] <gembot> Something bad happened (see logs)
[19:12:07] <lynxlynxlynx> they got him!
[19:12:19] <lynxlynxlynx> gembot: notify cops
[19:12:20] <gembot> try 'notify on|off <EVENT>'
[19:13:44] <DrMcCoy> gembot: ><(((°> -oO( Blubb )
[19:31:50] <fuzzie> DrMcCoy: blub?
[19:36:35] <DrMcCoy> blubb blubb
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[20:40:54] <lynxlynxlynx> got the illusion banishment working, but i haven't found a good place to reset the base stats back
[20:41:53] <-- alx3apps has left #gemrb
[20:42:13] <lynxlynxlynx> some ordering trouble in refresheffects, since the puppet runs it first
[20:43:13] <lynxlynxlynx> i'll try doing it in the effect, right before expiration
[21:02:37] <CIA-28> GemRB: 03lynxlupodian * r1c34c341f4b4 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp): dispel the projected image if the caster gets damaged
[21:19:02] <CIA-28> GemRB: 03lynxlupodian * r2c5daedc195b 10gemrb/gemrb/core/Interface.cpp: fixed crash from 6440e4c5070
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[21:30:41] <CIA-28> GemRB: 03edheldil * r479a096fd20e 10gemrb/gemrb/GUIScripts/GUICommonWindows.py:
[21:30:41] <CIA-28> GemRB: Set correct frames for action buttons in IWD1
[21:30:41] <CIA-28> GemRB: GUIW.CHU does not set frames for selected and disabled state.
[21:30:41] <CIA-28> GemRB: Closes #3515135.
[21:50:05] <lynxlynxlynx> avenger: the summoning limit doesn't work due to the scheduling check. All the summons have the default 0xffffff from the constructor, which will match and sabotage countsummons
[22:24:15] <-- lynxlynxlynx has left IRC (Remote host closed the connection)
[22:41:41] <gembot> build #391 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/391 blamelist: lynxlynxlynx, edheldil
[22:43:28] <edheldil> hmmm?
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[23:26:53] <edheldil> btw, bg2 guiscripts are broken:
[23:27:16] <edheldil> [Python/ERROR]: Traceback (most recent call last):
[23:27:16] <edheldil> [Python/ERROR]: File "../gemrb/GUIScripts/bg2/MessageWindow.py", line 156, in UpdateControlStatus
[23:27:16] <edheldil> [Python/ERROR]: GemRB.SetVar("PortraitWindow", PortraitWindow.ID)
[23:27:16] <edheldil> [Python/ERROR]: AttributeError: 'int' object has no attribute 'ID'