#gemrb@irc.freenode.net logs for 8 Feb 2011 (GMT)

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[04:21:38] <jj___> hi
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[06:13:05] <jj___> stuck on initializing screen? anybody know what is wrong?
[06:13:20] <jj___> I am trying to run gemRB on my phone
[06:13:29] <jj___> android 2.2
[06:22:50] <jj___> dude I got it working!
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[10:05:28] <edheldil> jj___: what was wrong?
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[18:20:52] <CIA-29> GemRB: 03avenger_teambg * r8cbb04e0fcc3 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: implemented AddMapAnimation (to support PST mazes)
[18:25:27] <CIA-29> GemRB: 03avenger_teambg * rb3f2c8be41bc 10gemrb/gemrb/ (core/Map.cpp plugins/AREImporter/AREImporter.cpp): fixed area animation loader (don't allocate memory in importer)
[18:27:09] <CIA-29> GemRB: 03avenger_teambg * r315b8f2ef042 10gemrb/gemrb/core/Core.cpp: fixed variables to be uppercase (PST chokes on lowercase variables)
[18:27:23] <fuzzie> tsk, Avenger is a silly
[18:28:45] <CIA-29> GemRB: 03avenger_teambg * rfa15f08bad3d 10gemrb/gemrb/GUIScripts/pst/Maze.py: add animations to maze (this improves door graphics)
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[18:37:10] <lynxlynxlynx> :)
[18:44:53] * Textmode huggles fuzzie and lynxlynxlynx
[19:15:09] <CIA-29> GemRB: 03lynxlupodian * r9f683db07477 10gemrb/gemrb/core/GameScript/Actions.cpp: don't allow joining the party from external areas; fixed the Minsc/Dynaheir duo
[19:28:38] <lynxlynxlynx> buh this ide is too twitchy
[19:31:17] <CIA-29> GemRB: 03lynxlupodian * red496e74c74c 10gemrb/gemrb/core/GameScript/Actions.cpp: readded accidental removal of enemyally setting in JoinParty
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[19:35:54] <Avenger> hi
[19:36:11] <Avenger> lynx, are you sure joinparty checks the area?
[19:36:30] <lynxlynxlynx> nope
[19:36:42] <lynxlynxlynx> could be higher up the dialog stack
[19:36:43] <fuzzie> did you work out why you think it's different in the area?
[19:37:03] <Avenger> fuzzie: why am i silly :)
[19:37:19] <fuzzie> Avenger: msvc7 does cross-memory allocations fine.
[19:37:36] <Avenger> hmm
[19:37:38] <lynxlynxlynx> no to that either, for some reason i can't scroll or jump in bg1 original
[19:38:01] <Avenger> are you sure?
[19:38:21] <Avenger> then which msvc version doesn't?
[19:38:22] <lynxlynxlynx> so it does fix only the largest issue
[19:39:06] <fuzzie> Avenger: all of them do, unless you use the debug static library
[19:39:07] <Avenger> i tested only msvc6 and 7, and i'm sure it was wrong only in my workplace
[19:39:24] <fuzzie> and if you use the debug static library then the STL doesn't do allocations properly anyway, so you have random crashes anyway
[19:39:37] <fuzzie> i played with this for another project a few weeks ago, it is a hopeless cause
[19:39:41] <Avenger> ok, maybe the project file was wrong
[19:40:02] <fuzzie> i mean, changing the memory allocations is harmless :)
[19:41:14] <fuzzie> the bg1 dialogs for minsc are confusing :/
[19:42:39] <lynxlynxlynx> we trigger the correct one btw, but it just calls JoinParty('Dynawhat') without checking any quest wars
[19:42:45] <lynxlynxlynx> *vars :)
[19:43:12] <fuzzie> which dialog is that in?
[19:44:28] <fuzzie> i have only ActionOverride("Dynaheir",JoinParty()) i think
[19:47:32] <lynxlynxlynx> oh, right
[19:47:41] <lynxlynxlynx> it doesn't take an argument anyway
[19:50:38] <fuzzie> so i don't understand how that can ever be anything other than a bug :(
[19:53:08] <lynxlynxlynx> it could be hardcoded in the original
[19:53:19] <lynxlynxlynx> let me check the strings if anything looks similar
[19:53:46] <lynxlynxlynx> but really, why didn't they just use the system they already had :/
[19:55:37] <fuzzie> i forget if i can trust weidu output for these
[19:56:59] <lynxlynxlynx> i used strings
[19:58:19] <fuzzie> i mean, for the dialogs
[19:58:34] <lynxlynxlynx> doesn't seem there's anything interesting there, bg2 has a lot more
[19:58:40] <lynxlynxlynx> oh
[19:59:06] <lynxlynxlynx> well, i could check with dltcep's decompiler, but i don't remember if it works
[19:59:12] <fuzzie> yes, there's no check on the variables, which is what i'd think
[19:59:42] <fuzzie> although i'm curious about the lonely MINSC reference in the creature code :)
[20:00:00] <lynxlynxlynx> try also the other pairs
[20:00:45] <lynxlynxlynx> MONTARON//XZAR comes to mind
[20:01:01] <fuzzie> yes, they have the same apparent issue
[20:01:04] <lynxlynxlynx> oh and of course JAHEIRA/KHALID
[20:03:34] <fuzzie> but then, shouldn't they always be together anyway?
[20:04:16] <lynxlynxlynx> dyna is special, since you have to rescue her first
[20:04:42] <lynxlynxlynx> (or kill her for edwin)
[20:04:46] <fuzzie> yes
[20:05:05] <lynxlynxlynx> the others always appear in pairs when you meet them, so there's no problem
[20:05:12] <fuzzie> but the hardcoding would be on the quest var, or on her name, and there's no refs there
[20:05:33] <lynxlynxlynx> yeah :s
[20:06:45] <lynxlynxlynx> i tested the original with the gog version, which is already patched to totsc
[20:07:13] <lynxlynxlynx> i'll go check if the dialog differs there, the bg1 dump was maybe from vanilla
[20:10:02] <lynxlynxlynx> nope, it's the same
[20:11:02] <lynxlynxlynx> so the other possibility is that Dead returns false, but that seems unlikely
[20:12:07] <lynxlynxlynx> the dialog text is generic enough that it wouldn't be noticable
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[20:43:32] <Avenger> lynx, now i'm sure JoinParty has no such checks. ActionOverride("dynaheir", joinparty()) would always make her join
[20:44:05] <Avenger> there is something else that prevents the bug (if anything)
[20:44:40] <lynxlynxlynx> yes, there is something, the bug is not reproducable in the original
[20:45:52] <lynxlynxlynx> how do triggers deal with objects? Do they have to be in the gam already to work (dynaheir isn't)?
[20:46:28] <fuzzie> they shoudl only work if they're already in the gam, for globals
[20:46:38] <lynxlynxlynx> minsc's two dialog trees are identical, save for that actionoverride
[20:46:49] <fuzzie> but if you're in the area where she is, then .. i don't see why this wouldn't happen
[20:47:15] <jj___> edheldil I just didn't have the path right in the cfg file ... had /mnt/... instead of /sdcard/....
[20:47:41] <Avenger> i don't think dead would report her dead either
[20:48:51] <Avenger> do you know where is minsc? i quickly start a new game and test this in the original
[20:48:53] <fuzzie> i mean, i have two issues here
[20:49:03] <fuzzie> one of which is that ActionOverride on someone in another area shouldn't do anything
[20:49:08] <fuzzie> because, well, they're in another area
[20:49:27] <Avenger> i don't think so
[20:49:31] <Avenger> i think it would work
[20:49:39] <fuzzie> sure, but then their script doesn't run
[20:49:42] <fuzzie> so it doesn't matter, right?
[20:49:52] <Avenger> i don't know
[20:50:06] <Avenger> we shouldn't guess this, but test it
[20:50:23] <fuzzie> bg2 *does* do actionoverrides on globals which it expects us to ignore
[20:50:43] <fuzzie> but i'm not sure of the details..
[20:50:47] <Avenger> so where is minsc?
[20:50:58] <fuzzie> any area
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[20:51:05] <lynxlynxlynx> minsc has some angryfoo in his parting dialogs
[20:51:33] <lynxlynxlynx> don't see any area checks
[20:51:47] <fuzzie> but the area is irrelevant, right?
[20:54:47] <lynxlynxlynx> i was thinking that he maybe goes berserk in the gnoll area, which would then handle the special case above
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[20:55:02] <fuzzie> ah
[20:55:48] <lynxlynxlynx> nothing in the area script either
[20:56:49] <lynxlynxlynx> missed avenger - he forgot beholder posted a save
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[21:17:00] <Avenger> the actionoverride works, but the action is performed only when i actually enter the area with dynaheir
[21:17:44] <Avenger> so, i managed to have only dynaheir in my team, by asking minsc to join, then dropping him
[21:18:13] <Avenger> another weirdness was, that i first needed to enter the area with dynaheir, otherwise it didn't work
[21:18:49] <fuzzie> no global present before then?
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[21:19:59] <Avenger> looks like dynaheir wasn't loaded before i entered the area with her
[21:20:10] <Avenger> but this is definitely different from bg2
[21:20:32] <Avenger> in bg2 the familiars are always targetable, and they always perform these actions
[21:20:46] <Avenger> so, i wonder if bg tutu has the same bug as gemrb
[21:21:22] <lynxlynxlynx> ugh
[21:21:26] <fuzzie> but in any case it is a bug in the original, right?
[21:21:46] <Avenger> there is a small bug, but not a critical one
[21:22:21] <fuzzie> i don't understand why gemrb would run it before you entered the area, though
[21:22:29] <Avenger> i could trick dynaheir to join me, by: asking minsc to join, the dropping him, then entering the dynaheir area, then asking minsc to join/drop him, then reentering the dynaheir area
[21:22:43] <Avenger> this way, as soon as i enter the area, dynaheir joins me :)
[21:22:54] <Avenger> it is quite weird, since we didn't ever meet
[21:23:18] <Avenger> by asking minsc to join/drop him, a pending action for dynaheir will be created
[21:23:46] <Avenger> fuzzie: it needs for familiars!
[21:23:46] <fuzzie> that is exactly how i would expect it to work
[21:24:02] <fuzzie> Avenger: familiars are in a different area?
[21:24:09] <Avenger> yes
[21:24:19] <Avenger> they are in the area you left them, i guess
[21:24:23] <fuzzie> i thought they were just force-moved along with you
[21:24:28] <Avenger> i mean, you can make them bagged
[21:24:53] <fuzzie> but, i mean, i don't really care why it is necessary, i just don't see the code
[21:24:54] <Avenger> in that case they are 'destroyed' their global char's area is the place where you bagged them
[21:25:35] <Avenger> i'm pretty sure actionoverride would work on dynaheir in bg2
[21:25:39] <Avenger> even for the first time
[21:25:49] <fuzzie> well, i guess it is easy to check if we find someone with bg tutu
[21:25:52] <Avenger> i noticed item effects are executed on global chars in bg2
[21:25:56] <Avenger> so they are preloaded
[21:26:29] <fuzzie> but, gemrb should preload the actors and not the areas, as far as i can tell from the code. so, the scripts shouldn't get run. i wonder why they are.
[21:26:46] <fuzzie> oh, because i am an idiot.
[21:26:47] <Avenger> well, i said, why
[21:27:04] <fuzzie> no, you said why they *should* be run :)
[21:27:09] <Avenger> ah, ok
[21:27:19] <fuzzie> but it is because, i implemented instants wrong.
[21:27:36] <fuzzie> and i didn't find time to look into this instants-only script loop yet.
[21:27:57] <Avenger> ok, but that's what makes familiars work, no?
[21:28:10] <fuzzie> probably, yes :P
[21:28:33] <Avenger> i would do some more test in bg2
[21:28:45] <Avenger> just a simple actionoverride("someglobal char", joinparty())
[21:28:53] <Avenger> lemme see
[21:29:01] <fuzzie> how are familiars released?
[21:29:09] <fuzzie> some effect?
[21:30:24] <fuzzie> i see that the GUIScript in gemrb just does UseItem
[21:31:02] <lynxlynxlynx> yes
[21:36:41] <Avenger> ok, my guess was only half right
[21:37:04] <Avenger> 1. actionoverride("keldorn",JoinParty()) didn't work immediately
[21:37:19] <Avenger> but, when i moved to the area (even for the first time), it worked immediately
[21:37:42] <Avenger> so, i guess familiars are handled somehow specially, or they are not dependent on this at all
[21:38:01] <fuzzie> ok, that is how gemrb *should* work, if i wasn't an idiot
[21:38:02] <Avenger> so, i guess you need to fix that instants bug
[21:38:20] <Avenger> and then we'll see if familiars are broken
[21:38:23] <fuzzie> it is tricky when no-one will tell me exactly how it works :P but, yes
[21:38:39] <Avenger> well, it isn't trivial as you see
[21:38:46] <Avenger> bg1 and bg2 already work slightly differently
[21:38:53] <Avenger> bg2 preloads all the global chars
[21:42:17] <Avenger> btw, this isn't a critical bug
[21:42:48] <Avenger> you can drop dynaheir from the party by the reform party thingie
[21:42:56] <Avenger> so you are not stuck at all
[21:53:15] <lynxlynxlynx> the quest is maybe broken though
[21:58:32] <Avenger> yes, it will break dynaheir's npc dialog
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[22:19:02] <Maighstir> There's another pair where you don't get both at the same time, Eldoth/Skie. You meet Eldoth in Cloakwood, and he asks you to find Skie somewhere in Baldur's Gate (at her parents' house).
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