#gemrb@irc.freenode.net logs for 8 Jul 2010 (GMT)

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[07:50:49] <Edheldil> hello!
[07:52:57] <fuzzie> morning, Edheldil
[07:53:07] <fuzzie> me and my mug of coffee are still here
[07:53:44] <Edheldil> since yesterday? Wow, even I wake up faster :)
[08:06:41] <fuzzie> :-)
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[12:55:43] <lynxlynxlynx> hmpf
[12:56:29] <lynxlynxlynx> i fixed the window unloading, but the store still persists
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[13:25:54] <pupnik> for what lynxlynxlynx ?
[14:24:57] <lynxlynxlynx> pst
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[21:34:19] <CIA-23> GemRB: 03avenger_teambg * re4840612441e 10gemrb/gemrb/ (15 files in 8 dirs): implemented ExportParty action, Verbal Constant remapping
[21:34:47] <lynxlynxlynx> :)
[21:35:07] <Avenger> ExportParty now saves the characters, with their bio string in a separate file
[21:35:37] <Avenger> vcremap.2da files need to be written for iwd/pst to convert the strref indices to the bg2 format
[21:35:55] <Avenger> i needed this because the bio string is #63 in iwd
[21:36:03] <Avenger> in bg2 it is #74
[21:36:43] <Avenger> after the vcremap is done, the verbal constants should be working correctly in all games
[21:37:29] <lynxlynxlynx> is ExportParty a gemrb extension?
[21:37:38] <Avenger> no, it is in iwd
[21:38:16] <Avenger> maybe only in HoW/IWD2
[21:38:57] <Avenger> i had to add two more gameflags
[21:39:05] <Avenger> 1. no biography string - because of pst
[21:39:21] <lynxlynxlynx> i've read the diff
[21:39:23] <Avenger> 2. the biography files in bg2 are .bio,
[21:39:27] <fuzzie> is there any reason not to replace the gameflags with some array of booleans?
[21:39:40] <fuzzie> i meant to ask this the other day
[21:39:42] <Avenger> i wanted to avoid fancy arrays
[21:39:51] <Avenger> if we go over 64, it is fine
[21:40:17] <fuzzie> ok.
[21:40:25] <Avenger> it was before tom put arrays and vectors everywhere :)
[21:40:41] <fuzzie> i think it started before tom :)
[21:41:15] <Avenger> i'm innocent :)
[21:41:29] <fuzzie> i just wonder because we need more gameflags in some places, but you can tell i am surprisingly lacking in time this week..
[21:41:57] <Avenger> yeah, i read about you and your coffee mug
[21:42:19] <fuzzie> hehe, i am always with a coffee mug :)
[21:42:25] <lynxlynxlynx> wouldn't it be much less readable with arrays?
[21:42:37] <fuzzie> lynxlynxlynx: this would just be internal
[21:43:00] <fuzzie> at the moment, the internal storage limits us to only 64 game feature flags
[21:43:45] <lynxlynxlynx> not easily overcome?
[21:43:54] <Avenger> well, i like that constraint, it makes you think about really adding a flag or not
[21:43:58] <fuzzie> well, at some point it becomes a bit pointless to avoid arrays :)
[21:44:10] <fuzzie> but pst needs a whole bunch of flags
[21:44:23] <fuzzie> and if we add flags for no biography string, the rest should probably have one too
[21:44:43] <Avenger> you can add more than 10 without running into trouble
[21:44:57] <lynxlynxlynx> maybe an enum with all the indices, so the HasFeature calls could still be readable
[21:44:59] <fuzzie> but i'll put up a patch to check, before i add any
[21:45:07] <fuzzie> well, we can just leave the includes as they are
[21:45:16] <fuzzie> i mean, the defines
[21:45:27] <Avenger> lynx, i think HasFeature wouldn't change, only the internal storage
[21:46:14] <Avenger> it is just a little more overhead if you go with generic arrays, and well, it was not obvious there will be ANY array when that part was implemnted
[21:46:30] <fuzzie> doesn't have to be a vector or anything :)
[21:46:43] <fuzzie> but, sorry, it was just a thought while you were here, i don't mean to distract
[21:46:59] <Avenger> i'm not distracted, i got 5-10 minutes before going to sleep
[21:47:08] <Avenger> i'm done for today
[21:47:56] <Avenger> we still got some unimplemented actions/triggers
[21:48:03] <Avenger> but most of them seem to be unused
[21:48:29] <Avenger> i don't know what PartyLevelVS(object) does
[21:49:02] <Avenger> probably it counts the levels of PCs currently attacking 'object'
[21:49:17] <lynxlynxlynx> pst has a few that sound important
[21:49:29] <Avenger> like?
[21:49:39] <fuzzie> do we stub the maze stuff?
[21:49:57] <Avenger> hmm, not sure
[21:50:00] <fuzzie> i am not too worried about that because you can complete without it
[21:50:15] <Avenger> i like nordom though :)
[21:50:26] <lynxlynxlynx> setnamelessdeath setnamelessdeathparty fixengineroom playsequenceglobal watchme isinguardianmantle
[21:50:30] <lynxlynxlynx> generatemodronmaze is missing btw
[21:50:44] <fuzzie> a lot of those are unused, i think
[21:51:03] <Avenger> playsequenceglobal is missing?
[21:51:25] <fuzzie> it is unused, no?
[21:51:45] <lynxlynxlynx> of those, only isinguardianmantle is used (once)
[21:51:56] <fuzzie> FixEngineRoom+GenerateModronMaze are needed for the maze, though
[21:52:37] <lynxlynxlynx> reallyforcespelllevel <-- i thought we had all the variations on these
[21:52:49] <Avenger> that is probably trivial to add
[21:53:07] <fuzzie> that is a good spot
[21:53:10] <lynxlynxlynx> 92 uses in pst
[21:53:20] <Avenger> i'm not going to add unused actions from pst, though i think fixengineroom/generate... are used from dialogs
[21:53:32] <fuzzie> yes, they are
[21:53:40] <lynxlynxlynx> i was checking only the scripts
[21:53:47] <fuzzie> and as lynx says, isinguardianmantle and reallyforcespelllevel are used also
[21:54:08] <fuzzie> and PolymorphEx
[21:54:17] <fuzzie> what on earth is that
[21:54:22] <fuzzie> PolymorphEx("""""(cl 1) Nameless One, Severed Arm""""",0)
[21:54:23] <lynxlynxlynx> http://pastebin.ca/1896915
[21:54:37] <lynxlynxlynx> there are other *Ex
[21:54:47] <fuzzie> yes, also used
[21:54:48] <fuzzie> grr
[21:55:22] <lynxlynxlynx> buystuff appears unused
[21:55:25] <fuzzie> agreed
[21:55:30] <Avenger> what about reallyforcespellpoint
[21:55:38] <Avenger> it seems it was half added
[21:56:01] <Avenger> fuxxie: that is probably an animation change
[21:56:15] <Avenger> err, :) zz
[21:56:28] <lynxlynxlynx> applyspellpointres appears unused too
[21:59:24] <fuzzie> i wonder why all these Ex actions
[21:59:52] <fuzzie> there are 811 calls to RunAwayFromEx..
[22:00:02] <Avenger> reallyforcespelllevel is not a new action
[22:00:34] <lynxlynxlynx> extended/extension to differentiate them from the normal ones?
[22:01:23] <lynxlynxlynx> polymorph is not used though
[22:01:49] <lynxlynxlynx> same for RunAwayFrom
[22:02:49] <Avenger> when you think an action is missing, check if its number is the same as existing action, if not, then it is just an alias
[22:02:51] <fuzzie> those ankheg ones are always weird :)
[22:02:56] <Avenger> it still needs implementation
[22:03:08] <Avenger> if it uses some previously unused parameter
[22:03:22] <Avenger> but it should be implemented by the existing function
[22:03:25] <lynxlynxlynx> according to iesdp, these have teh same numbers
[22:03:31] <fuzzie> you don't think those folks at Black Isle will have messed things up? :)
[22:03:49] <fuzzie> well, i guess if only one variant is used in a game, it doesn't matter anyway
[22:03:53] <Avenger> no, the code wouldn't work if they messed up that much
[22:04:46] <Avenger> i don't think there is any real messup, where one game implementents something by two functions and the other uses them as aliases
[22:04:52] <Avenger> that would mess us up
[22:05:13] <lynxlynxlynx> they have different params though
[22:05:13] <Avenger> that won't help us
[22:05:24] <Avenger> in the bcs they look all the same
[22:05:25] <lynxlynxlynx> 19 JoinParty()
[22:05:27] <lynxlynxlynx> 19 JoinPartyEx(I:JoinGroup*Boolean)
[22:05:31] <Avenger> that's easy
[22:05:51] <Avenger> joinpartyex(0) is the same as joinparty
[22:06:05] <lynxlynxlynx> 29 RunAwayFrom(O:Creature*,I:Time*)
[22:06:06] <lynxlynxlynx> 29 RunAwayFromEx(O:Creature*,I:Time*AITime,I:NoAttacks*Boolean)
[22:06:08] <lynxlynxlynx> This action causes the active creature to run away from the specified creature, for the specified time. The time parameter is measured in AI updates, which default to 15 updates per second. Occasionally, fleeing creatures stop to attack another creature.
[22:06:14] <lynxlynxlynx> for a more complex example
[22:06:38] <Avenger> well, that's still only a boolean
[22:06:46] <lynxlynxlynx> nothing that couldn't be merged
[22:06:48] <Avenger> the REAL problem is the Spell actions
[22:07:04] <Avenger> because the first I* parameter could be a spell ID
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[22:07:21] <Avenger> but in the SpellRES actions it is missing, so all the I* params shift by one
[22:07:38] <Avenger> that is the worst i know about
[22:07:55] <Avenger> and that's why i didn't implement SpellLevel
[22:08:12] <Avenger> i mean ReallyForceSpellLevel :)
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[22:08:23] <Avenger> ok, i gotta sleep, see you
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[22:08:33] <lynxlynxlynx> StickySinisterPoof is also something used that we don't have
[22:09:27] <lynxlynxlynx> same for SinisterPoof
[22:11:00] <fuzzie> oh, i thought we did those
[22:11:14] <fuzzie> we did do those
[22:11:23] <lynxlynxlynx> oh, lowercase
[22:11:41] <lynxlynxlynx> what a lame name
[22:11:55] <fuzzie> yes :)
[22:12:54] <fuzzie> i got a bit demotivated with fixing up pst visual stuff, because it's so pointless while we don't support pst animations
[22:18:07] <fuzzie> and still didn't commit those doors, meh
[22:21:19] <lynxlynxlynx> no rush, not many seem to try pst
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