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

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[10:06:25] <harry> hello i need help in installing planescape
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[10:07:16] <Guest53760> anyone here?
[10:08:34] <pupnik> hihi
[10:08:40] <Guest53760> hey
[10:09:15] <Guest53760> can you help me in setting planscape config
[10:10:29] <Guest53760> in gemrb.config file we are supposed to enter paths for game data and cd1 and cd2 and so on. But there are no such folders in game directory. I installed game from wine
[10:10:43] <lynxlynxlynx> full install?
[10:10:48] <Guest53760> yep
[10:11:01] <lynxlynxlynx> then maybe it's already all bundled up
[10:11:09] <lynxlynxlynx> just use ./ for those
[10:11:30] <fuzzie> can you do a full install of pst, without manually copying directories?
[10:11:44] <Guest53760> nope...cant
[10:12:26] <Guest53760> i installed first CD and copied contetnts of second CD in a new folder in game directory. game works under wine
[10:12:29] <fuzzie> so you point the cd paths in the config to wherever you copied the CD data, i guess :)
[10:12:35] <Guest53760> yep
[10:12:45] <fuzzie> and so as lynx says, pointing it all just at the game directory should be fine
[10:12:46] <Guest53760> i did that'
[10:12:48] <lynxlynxlynx> so where's the problem?
[10:13:03] <Guest53760> there is only sound and no grahics
[10:13:16] <fuzzie> bright blue screen?
[10:13:28] <Guest53760> nothing bright black screen
[10:13:37] <fuzzie> maybe you didn't copy the contents of the first CD?
[10:14:54] <Guest53760> game works under wine
[10:15:07] <Guest53760> check my pst config http://pastebin.com/hjqmspH0
[10:15:26] <fuzzie> it works under wine when you don't have the CD in, right?
[10:15:37] <Guest53760> yep
[10:16:35] <fuzzie> that's weird. did you widescreen mod it?
[10:16:43] <Guest53760> i installed the game using CD1 and then copied the content of CD@ in game folder in a new folder named CDALL. Then I edited torment.ini to point CD2 to CDALL. Now game works fine under wine
[10:16:51] <Guest53760> nope...its vanilla
[10:17:06] <fuzzie> you might try changing the config to be 640x480, then
[10:17:16] <Guest53760> ok lets see
[10:17:25] <fuzzie> although maybe i should go back to the start and ask why you don't play it with wine :)
[10:18:06] <Guest53760> coz it dont show any window borders, i cannot apply widescreen mod, i cannot resize screen and so on
[10:19:02] <Guest53760> i chnged resolution still only sound
[10:19:38] <fuzzie> gemrb's support for pst and iwd2 is pretty bad
[10:20:16] <Guest53760> i guess there is problem with path to game directories. In console I keep getting errors 'cannot render background'
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[12:10:27] <lynxlynxlynx> fuzzie: if i add a STATE_SLEEP check to Map::UpdateScripts where Immobile is checked a bug is fixed; it also is if i put the check into Immobile, but then the wrong stance remains shown (the old one)
[12:10:59] <lynxlynxlynx> i'm not sure what is the right way to handle this - do 1. or fix 2. some more
[12:12:00] <CIA-85> GemRB: 03lynxlupodian * r32a08db8b627 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::Damage: don't call GetHit when "fatal" stunning damage is done
[12:12:12] <CIA-85> GemRB: 03lynxlupodian * r0f58b1d96bc2 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[12:12:12] <CIA-85> GemRB: Actor::Damage: carefully stack stunning-induced unconsciousness
[12:12:12] <CIA-85> GemRB: to avoid redoing the stance changing
[12:12:33] <lynxlynxlynx> it's about sleepwalking
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[14:19:08] <Avenger> hi
[14:28:10] <fuzzie> ugh, the connectivity here is awful.
[14:32:22] <fuzzie> lynxlynxlynx: are either of those right? sleep kills all scripting?
[14:33:12] <lynxlynxlynx> i'm not sure
[14:33:34] <lynxlynxlynx> i think the ai script makes the sleeper attack and move again
[14:33:52] <lynxlynxlynx> we have checks for that in the attack code, but that's too late
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[14:36:10] <fuzzie> it seems like it should go in Immobile if it really kills all scripting etc
[14:36:39] <lynxlynxlynx> maybe the whole STATE_CANTMOVE
[14:36:56] <lynxlynxlynx> iirc confusion, panic and such also don't work properly now
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[14:38:05] <fuzzie> some of those are more complicated, they ought to have uninterruptible stuff on the queue
[14:38:08] <lynxlynxlynx> the only script the actor has is how/gnmmg9gh.baf btw
[14:39:02] <fuzzie> i'm just wondering why you'd get stance issues
[14:39:24] <lynxlynxlynx> this isn't about stance
[14:39:37] <lynxlynxlynx> oh in Immobile
[14:39:59] <lynxlynxlynx> maybe that last frame setting comes into play before the stance changes
[14:41:23] <fuzzie> oh, iwd has stuff setting SLEEP without setting a stance
[14:41:59] <lynxlynxlynx> this instance is from the core
[14:42:20] <lynxlynxlynx> the stunning damage type in Actor::Damage
[14:42:50] <lynxlynxlynx> applies the unconsciousness effect which sets sleep and hopelesness
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[14:44:04] <lynxlynxlynx> Avenger: something for you
[14:44:28] <lynxlynxlynx> we apply the ammo's equipping effects instead of the launcher's
[14:45:15] <Avenger> that's weird, since the effect applying is based on the slot type
[14:45:47] <Avenger> if quivers don't have the apply effect type, then only the launcher's slot counts (which is a weapon slot)
[14:46:42] <Avenger> so, you can easily disable the ammo effect, i think that involves only 2da editing
[14:46:59] <fuzzie> lynxlynxlynx: well, i have no idea! but on a related point, isn't GetHit() going to override the stance on the next damage?
[14:47:25] <lynxlynxlynx> depends on the type
[14:47:38] <lynxlynxlynx> i this test, i deliver the last blow and then go away
[14:47:49] <lynxlynxlynx> the ettin shouldn't follow or freeze on his feet
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[14:48:41] <lynxlynxlynx> Avenger: which 2da would that be?
[14:49:08] <Avenger> well, you don't have to do that
[14:49:18] <Avenger> it would be slottype
[14:49:45] <Avenger> the quivers should be marked with 5
[14:50:02] <Avenger> that is SLOT_EFFECT_MISSILE
[14:50:21] <fuzzie> well, StopAttack() is calling SetStance
[14:50:31] <lynxlynxlynx> indeed, nothing has 5
[14:50:31] <Avenger> and i see a lot of efforts where if(sloteffect==SLOT_EFFECT_MISSILE) slot = FindRangedWeapon()
[14:50:42] <Avenger> no 5?
[14:50:52] <Avenger> which game is this
[14:50:54] <lynxlynxlynx> in the slottype bits
[14:50:55] <fuzzie> my only guess is that
[14:51:09] <Avenger> this is the effect column
[14:51:26] <lynxlynxlynx> then it's already at 5
[14:51:30] <lynxlynxlynx> bg2
[14:51:31] <Avenger> yes
[14:51:34] <Avenger> it is correct
[14:51:45] <Avenger> see inventory:UpdateWeaponAnimation
[14:52:49] <Avenger> ok, i see the problem
[14:52:56] <fuzzie> so, you need that in AddSlotEffects?
[14:53:02] <Avenger> if (effect) {
[14:53:04] <Avenger> if (item->Flags & IE_INV_ITEM_CURSED) {
[14:53:05] <Avenger> item->Flags|=IE_INV_ITEM_UNDROPPABLE;
[14:53:07] <Avenger> }
[14:53:08] <Avenger> AddSlotEffects( slot );
[14:53:10] <Avenger> }
[14:53:12] <Avenger> this in EquipItem
[14:53:14] <fuzzie> heh :)
[14:53:17] <Avenger> slot needs to be recalculated as i mentioned earlier
[14:53:28] <Avenger> if(effect==SLOT_EFFECT_MISSILE) slot = FindRangedWeapon()
[14:53:41] <Avenger> easy? :)
[14:54:44] <lynxlynxlynx> trying it out
[14:54:45] <Avenger> you may want to refactor the stuff, fuzzie, if you want to put that line in AddSlotEffects
[14:55:11] <fuzzie> i think, my gemrb todo list is already full of other things
[14:55:16] <lynxlynxlynx> i'll also play with StopAttack then
[14:55:21] <Avenger> i think it will work with that single line
[14:55:28] <Avenger> clean up later :)
[14:55:44] <Avenger> i'm re-ing iwd2 now
[14:55:55] <Avenger> i found a weird special hardcoded door in ar5004
[14:56:07] <Avenger> it is huge boulders, which are special 'doors'
[14:56:23] <Avenger> if someone is in the impeded area, they get a chunkcreature :D
[14:57:02] <Avenger> i really hate when they hardcode things like these
[14:57:12] <Avenger> there are lots of free door bits
[14:58:22] <lynxlynxlynx> is that in the otherplane yuanti temple?
[14:58:38] <lynxlynxlynx> i remember some odd traps there
[14:59:04] <lynxlynxlynx> bg2 has such a chunky wall trap in the first level of spellhold, but i don't know how they did it there
[15:01:03] <Avenger> bg2 trap is scripted
[15:01:28] <Avenger> ar5004 is iwd2 is the entrance to the monk monastery i think
[15:01:41] <Avenger> but i just vaguely remember this
[15:01:56] <Avenger> it is an outdoor area, with snow and ice and boulders
[15:02:59] <lynxlynxlynx> i remember only loose bridge traps there
[15:03:06] <lynxlynxlynx> anyway, that slot change is fine!
[15:03:45] <lynxlynxlynx> i'm not sure only about throwing weapons, since they also have a melee header
[15:04:39] <Avenger> throwing weapons are stored in the weapon slot, and they have a special type too
[15:04:50] <Avenger> they are not ammo or bow
[15:05:27] <Avenger> so this won't be a problem
[15:07:15] <lynxlynxlynx> but it seems to be one, let me check if they have any apr equipping effects attached
[15:08:33] <lynxlynxlynx> yep
[15:08:58] <lynxlynxlynx> additive, not flat like with the normal ranged weapons
[15:10:54] <lynxlynxlynx> maybe they capped it down somewhere else
[15:12:55] <CIA-85> GemRB: 03lynxlupodian * ra954130ae53b 10gemrb/gemrb/core/Inventory.cpp: Inventory::EquipItem: use the launcher slot for ranged weapons, thanks Avenger
[15:19:39] <lynxlynxlynx> oh, another thing
[15:20:49] <lynxlynxlynx> the last time we spoke about wild magic, you said the spell resref is now already stored, so it doesn't need to be passed around
[15:21:14] <lynxlynxlynx> i haven't found it; i think we only store the header number
[15:22:56] <Avenger> let me see
[15:23:57] <Avenger> its stored in gamecontrol::spellName
[15:24:26] <Avenger> stored by memcpy(spellName, spellname, sizeof(ieResRef)); in SetuplCasting
[15:25:24] <Avenger> it is overwritten so it cannot be used concurrently
[15:26:26] <lynxlynxlynx> ok, i hope i won't have to modify applyspell, since it avoids this
[15:26:28] <Avenger> that may be a problem when we go multiplayer :)
[15:27:49] <lynxlynxlynx> we can store it elsewhere, not sure how much of this guicontrol stuff is still important after the surge happens
[15:29:11] <Avenger> well, it is surely getting spaghettified, maybe someone could clean the whole stuff up
[15:38:23] <pupnik> so interesting reading
[15:38:59] <lynxlynxlynx> guicontrol isn't involved unless it's the party that's casting, so it has to be done more generally anyway
[15:49:47] <Avenger> i think we still didn't implement door flag 0x20, it is something like 'don't close this door in compresstime'
[15:50:03] <Avenger> if a door has this flag set, it remains open regardless of time
[15:50:27] <Avenger> if a door has this unset, then it will be closed randomly as time passes
[15:51:38] <lynxlynxlynx> we don't handle compressed time well either
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[15:52:52] <Avenger> yep, i know
[16:18:56] <lynxlynxlynx> StopAttack isn't the culprit
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[18:11:23] <lynxlynxlynx> found the problematic use of Immobile
[18:11:48] <lynxlynxlynx> the animation problem is due to the frame advancement in UpdateAnimations, but it also make the character an invalid target elsewhere
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[18:27:48] <lynxlynxlynx> the only benefit (not sure if it is correct though) is that it makes the character unselectable
[18:28:40] <lynxlynxlynx> so it's 2 vs 2, check another state in two more places or make immobile take another parameter and ignore sleep in some checks
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[18:52:09] <Avenger> hmm we don't really handle fatigue yet?
[18:52:58] <Avenger> lynx, what's the problem with sleep?
[19:00:37] <lynxlynxlynx> no
[19:00:37] <lynxlynxlynx> you can sleepwalk :)
[19:00:37] <lynxlynxlynx> we've already figured it out though, so don't worry
[19:00:37] <lynxlynxlynx> it's mostly a cosmetic question on which fix to apply
[19:00:37] <lynxlynxlynx> btw, if you'll be adding fatigue, there's also fatigmod.2da that makes it apply luck penalties
[19:00:37] <lynxlynxlynx> while hpconbon.2da gives a bonus
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[21:18:13] <lynxlynxlynx> AREImporter.cpp:2146:26: internal compiler error: Segmentation fault <-- oops
[21:18:53] <fuzzie> hehe
[21:18:54] <lynxlynxlynx> must've been some kind of a race
[21:19:04] <lynxlynxlynx> worked the second time
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[21:23:18] <lynxlynxlynx> wild surges now work :D
[21:23:31] <lynxlynxlynx> ignoring the hardcoded stuff, of course
[22:09:02] <pupnik> +++
[22:09:16] <pupnik> wild magic was a later addition iirc
[22:09:36] <pupnik> i play such 'classic' characters that i never hit those cases
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[22:20:31] <lynxlynxlynx> yeah, only in tob
[22:20:58] <lynxlynxlynx> fuzzie: so any preference re that sleep stuff?
[22:21:28] <fuzzie> I thought I removed all the inappropriate Immobile() checks for targets. :/
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[22:24:06] <lynxlynxlynx> the two in UpdateAnimations are problematic
[22:24:22] <lynxlynxlynx> and the one for targeting, yes
[22:25:29] <CIA-85> GemRB: 03lynxlupodian * r6bb0f3a39cfd 10gemrb/gemrb/override/bg2/pdolls.2da: pdolls.2da: added another wolf (available through a wild surge)
[22:25:32] <CIA-85> GemRB: 03lynxlupodian * r6e6baef6554b 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[22:25:32] <CIA-85> GemRB: Actor::GetWildMod: display the absolute level mod, since the text already
[22:25:32] <CIA-85> GemRB: takes care of the sign
[22:25:35] <CIA-85> GemRB: 03lynxlupodian * rfc47cb2eb9b3 10gemrb/gemrb/core/Scriptable/ (ActorBlock.cpp ActorBlock.h): Scriptable: added SpellResRef and a setter for it
[22:26:05] <fuzzie> Okay, the internet connection here fell over *again*, so be back whenever they fix it or I find a way to borrow this 3G one.
[22:26:32] <lynxlynxlynx> ok
[22:27:00] <lynxlynxlynx> i'll use the minimal change approach then
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[22:33:35] <CIA-85> GemRB: 03lynxlupodian * r6c5dac13bb88 10gemrb/gemrb/core/Map.cpp:
[22:33:35] <CIA-85> GemRB: scripts don't run for sleeping actors either
[22:33:35] <CIA-85> GemRB: (or some actions bail out when asleep manually)
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[22:49:54] <CIA-85> GemRB: 03lynxlupodian * r71ff1854000f 10gemrb/gemrb/ (5 files in 4 dirs):
[22:49:54] <CIA-85> GemRB: made CastSpell*End use the stored SpellResRef:
[22:49:54] <CIA-85> GemRB: - it is set by CastSpell or directly in the actions
[22:49:54] <CIA-85> GemRB: - unset at the end of CastSpell*End or on various failure paths
[22:49:54] <CIA-85> GemRB: some related function also lost their resref parameter
[22:49:55] <CIA-85> GemRB: unhardcoded wild magic now works!
[22:49:56] <CIA-85> GemRB: 03lynxlupodian * r2aa007d92aee 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: reset the stance from conjuring if the spellcasting aborts prematurely
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