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

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[06:37:44] <Avenger> hi
[06:37:50] <Avenger> fuzzie are you awake?
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[08:29:58] <fuzzie> hi
[08:40:11] <Avenger> hi fuzzie
[08:40:40] <Avenger> did you read about the trap bug?
[08:40:47] <fuzzie> yes
[08:40:54] <fuzzie> i don't understand but i didn't really look yet
[08:41:43] <fuzzie> but i thought the AddTrigger is added in Highlighable::TriggerTrap and so it's ok
[08:42:21] <fuzzie> oh, wait
[08:42:31] <fuzzie> i didn't commit the infopoint run changes
[08:42:53] <fuzzie> so the infopoint script won't run instantly, and the stupid wasActive check in master will break it
[08:43:03] <fuzzie> i hate our infopoint stuff :P
[08:46:14] <fuzzie> why are we fiddling with TRAP_DEACTIVATED in there at all?
[08:47:03] <dhewg> just as a confirmation: if i remove that deactivate there, the thing before the fake portal triggers
[08:49:02] <fuzzie> i think the deactivate is incorrect
[08:49:12] <fuzzie> and the 'Trapped = true;' in the caller is an old hack which is unneeded now
[08:50:01] <dhewg> im not sure if this is new, but im seeing alot of missing attack animations
[08:50:43] <dhewg> char a attacks char b and damage is done, but char a just stands there, gfx wise
[08:52:34] <fuzzie> the script run check for regions is always basically (not TRAP_DEACTIVATED and not INFO_DOOR and ((ST_PROXIMITY and Trapped) || Script[0])), ignoring our hack for travel regions and the tutorial hack
[08:53:20] <fuzzie> i could fix that stuff up, after coffee
[09:07:47] <Avenger> ehh sorry, i was afk :)
[09:08:15] <Avenger> if you change something commit all parts, not just half of it :P
[09:08:31] <fuzzie> sure, but then i rewrite 90% of the engine and you don't see any changes for 2 years :-/
[09:08:43] <Avenger> we deactivate the trap there because it is single fire
[09:08:53] <Avenger> it could be deactivated elsewhere, though
[09:09:14] <fuzzie> we're meant to use Trapped to deactivate
[09:09:46] <Avenger> yeah, and as far as i see, you do a Trapped = true in the next line :D
[09:09:48] <fuzzie> TRAP_DEACTIVATED is a "ok, this trap should never run scripts, ever!" flag
[09:10:46] <Avenger> if i remove that line, the trap fires normally, but i didn't check if it is turned off for a second time
[09:11:10] <fuzzie> if you disable the TRAP_DEACTIVATED and remove the 'Trapped = true;', it might be ok
[09:11:20] <Avenger> hmm
[09:11:31] <Avenger> that would be the best
[09:11:38] <Avenger> i like removing lines to fix code
[09:11:46] <fuzzie> i would like to go rewrite now, but i can't do that until you're all done fiddlign with it :P
[09:11:57] <Avenger> i won't touch it
[09:12:16] <Avenger> just do what you want with it
[09:12:29] <dhewg> wow, i dont remember this part at all
[09:12:35] <fuzzie> which part?
[09:12:45] <dhewg> city of caves
[09:12:50] <Avenger> sahuagins?
[09:12:54] <dhewg> the ettin is disappointing
[09:13:06] <Avenger> it is a side trip
[09:13:11] <fuzzie> wait, i thought you weren't meant to be there
[09:13:12] <dhewg> that creature is really nicely done on temple of evil
[09:13:12] <Avenger> you can skip it completely
[09:13:23] <dhewg> only if the portal works :P
[09:13:25] <fuzzie> the Underdark portal should take you to the Underdark, right?
[09:13:27] <fuzzie> oh i see :P
[09:13:35] <dhewg> yeah, but i tried the alternative :)
[09:13:42] <fuzzie> well, the alternative is better
[09:13:55] <fuzzie> make sure to grab the Cloak of Mirroring *before* you leave
[09:14:01] <Avenger> yeah, that cloak
[09:14:01] <dhewg> spoilers!
[09:14:09] <dhewg> lalalala not listening
[09:14:32] <fuzzie> it's not anything plot-related and it's easy to miss ;p
[09:14:37] <dhewg> but really, check out the ettin on ToT
[09:14:57] <Avenger> tot?
[09:15:00] <dhewg> you run into the first early in the game, and its scary and challanging
[09:15:05] <dhewg> temple of evil
[09:15:11] <dhewg> erm ToE :P
[09:15:20] <Avenger> temple of elemental evil?
[09:15:21] <fuzzie> well, the theory of bg2 is that you're meant to rush to Imoen as soon as possible
[09:15:26] <fuzzie> so you have some silly low-level party there
[09:15:27] <dhewg> Avenger: yes
[09:15:59] <Avenger> yeah, it would be a good game if it has fewer bugs and longer
[09:16:08] <Avenger> ahh, and add in better dialogs
[09:16:29] <dhewg> yeah, but like with bg2 it has a community fixpack
[09:16:34] <Avenger> it looks like a rushed unfinished game
[09:16:38] <dhewg> which doesnt make it perfect, but less annoying
[09:16:56] <Avenger> can you write mods for it too?
[09:17:19] <dhewg> there are some, but i dont know if official tools for that are available
[09:17:29] <Avenger> we could implement some of the stuff from it :)
[09:17:48] <dhewg> but it really has an outstanding rules/combat implementation, its worth checking it out
[09:18:06] <Avenger> i hated when detect magic didn't really detect anything in the ettin field
[09:18:18] <fuzzie> i think i have a copy lying around on gog
[09:18:25] <fuzzie> in my huge list of games i have yet to look at
[09:18:32] <dhewg> the the ettin hill there was nicely done
[09:18:59] <dhewg> like when you cant see him, just getting close and the screen starts shaking because of his epic footsteps
[09:19:15] <Avenger> but wasn't i supposed to see some magical item using detect magic?
[09:19:19] <fuzzie> so go implement support for the game in gemrb, dhewg
[09:19:25] <Avenger> and... you can do that shaking stuff in gemrb :D
[09:19:41] <dhewg> fuzzie: riiight :P
[09:19:50] <Avenger> it is just 0xe8 dropping periodic screenshakes
[09:19:53] <dhewg> Avenger: yeah i know, i've just seen it on the ship sequence
[09:20:01] <fuzzie> don't mention 0xe8 :P
[09:20:03] <dhewg> and the rain is static, it doesn't 'shake'
[09:20:04] <Avenger> :D
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[09:20:12] <dhewg> looks funny
[09:20:27] <fuzzie> ToEE is tiled?
[09:20:48] <Avenger> yes, but its avatars are 3d, iirc
[09:20:56] <dhewg> yeah, something like that
[09:21:11] <fuzzie> right, which is why they look worse than bg2 in screenshots
[09:21:40] <dhewg> try it, it fits nicely
[09:22:00] <dhewg> with inifinity you need prerendered stuff for so many combinations
[09:22:22] <fuzzie> well, i imagine it doesn't work in a VM with only 2D graphics :)
[09:22:22] <dhewg> ToEE can display equipped stuff more easily
[09:22:36] <dhewg> heh :)
[09:23:47] <dhewg> poor ettin, he just wants to go home
[09:23:55] <fuzzie> cool, there's a modding tool with full source
[09:25:30] <fuzzie> so yes i think dhewg should go implement support. it'd be fun!
[09:26:19] <dhewg> :)
[09:26:33] <dhewg> well, i think that insane plan would be doable
[09:26:49] <dhewg> i dont reverse, but i think there's an ugly .net reimplementation
[09:26:59] <dhewg> while that sucks ass, it may be a nice reference
[09:27:54] <Avenger> actually, we could use 3d avatars
[09:27:59] <dhewg> bg2 needs a scary ettin mod
[09:28:03] <Avenger> is you can implement that
[09:28:04] <dhewg> this is unacceptable!
[09:28:06] <Avenger> if*
[09:28:10] <fuzzie> hehe
[09:28:18] <fuzzie> we could really do with a proper opengl backend
[09:28:27] <Avenger> yep, the ettin could use the wing buffet opcode to knock people back
[09:28:35] <Avenger> shake ground
[09:28:37] <Avenger> etc
[09:28:37] <fuzzie> if it worked :-P
[09:28:39] <dhewg> first of all, fuzzie needs to try it
[09:28:55] <dhewg> hijack some friends winblows box or something
[09:29:11] <fuzzie> as if any of them have them
[09:29:17] <dhewg> hehe :p
[09:29:23] <fuzzie> i imagine it will run on this netbook though
[09:29:58] <dhewg> and my opinion is that temple of evil is beatiful, it has a nice atmosphere, and the static bg/3d creature stuff if the best of both worlds
[09:30:18] <fuzzie> except, tiled bg :(
[09:30:34] <dhewg> thats all from a players point of view
[09:31:07] <fuzzie> bg2 is awesome in part because they actually bothered putting the effort into the art
[09:31:19] <fuzzie> it's a bit sad that probably no-one's ever going to bother with it again
[09:32:32] <fuzzie> anyway. breakfast.
[09:35:56] <Avenger> the most sad is that newspaper critics said: the IE engine is outdated. In 2003 :D
[09:36:15] <fuzzie> well, it *was* :P
[09:36:23] <Avenger> and how cool and awesome will be the 3d graphics
[09:36:33] <Avenger> well, nwn looked UGLY
[09:36:41] <fuzzie> it just turns out it costs an awful awful lot to do it better
[09:37:10] <Avenger> yes, but it is doable
[09:37:22] <Avenger> we had awesome looking areas in goi
[09:37:27] <fuzzie> 3D avatars sounds like it might have been a nice compromise
[09:37:32] <Avenger> yes
[09:37:59] <Avenger> the avatars are fine to be 3d, actually we should be able to run the 3d avatars of nwn
[09:38:21] <Avenger> i think someone even converted nwn avatars to the IE
[09:39:30] <fuzzie> well, if we subclass the anim class properly, then i guess we could probably just add 3D avatars as another avatars.2da type
[09:43:56] <Avenger> hehe, good idea, but put it in a different file
[09:44:44] <fuzzie> but i'm still not quite sure how to handle stuff like the pst casting
[09:44:50] <fuzzie> having a GF_ seems annoying
[10:03:24] <Avenger> what's different in pst casting?
[10:04:06] <Avenger> if it is animation related, tie it to the pst animation type
[10:05:52] <fuzzie> it is stance related
[10:06:11] <fuzzie> maybe we have to put more stance logic in the animation code
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[10:24:44] <Avenger> definitely
[10:24:48] <Avenger> think ankheg
[10:25:04] <Avenger> ankheg's movement is reduced to 0 in the burrowed stance
[10:25:13] <Avenger> its feet circle is removed too
[10:25:42] <Avenger> i wonder if we could do that with less hardcoding, though
[10:25:50] <Avenger> like, attaching opcodes
[10:28:53] <fuzzie> heh
[10:29:03] <fuzzie> well, i was planning to have a flag
[10:29:16] <fuzzie> which attached to the anim, and did the burrowing stuff
[10:29:31] <fuzzie> since the movement code needs to know about the burrowing/unburrowing anyway..
[10:29:38] <Avenger> what about creating a spell that is executed :)
[10:29:41] <fuzzie> maybe you have a better idea
[10:29:51] <fuzzie> but i don't see how we can avoid hardcoding it somewhere
[10:30:05] <fuzzie> and if we hardcode it somewhere, it might as well just be a flag in avatars.2da
[10:32:43] <fuzzie> and it doesn't seem necessary to change the ankheg movement speed anyway, since the walk code has got to know about it..
[10:34:27] <fuzzie> yes, i can't think of a way to do all the ankheg stuff with a spell, without having it even more hardcoded
[10:37:17] <fuzzie> the animation code is already too hardcoded, i really want to fix that
[10:41:44] <fuzzie> maybe new rule, anyone trying to hardcode even more bg stance stuff into gemrb gets glared at by fuzzie? :P
[10:42:41] <fuzzie> anyway, i am gone again for the afternoon, but will be back later..
[10:53:31] <Avenger> hehe
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[16:53:53] <CIA-52> GemRB: 03tom.prince * ra92026689804 10gemrb/contrib/manhole.py:
[16:53:53] <CIA-52> GemRB: Add a twisted.manhole for accessing the embedded python interpreter.
[16:53:53] <CIA-52> GemRB: Signed-off-by: Tom Prince <tom.prince@ualberta.net>
[17:00:08] <tomprince> ^---- dhewg: You were asking of a nice python console...
[19:25:05] <fuzzie> Oh.
[19:35:13] <tomprince> Oh?
[19:35:26] <fuzzie> all quiet. :)
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[20:42:38] <dhewg> yeah :)
[20:42:43] <dhewg> mums day and all
[20:47:00] <dhewg> also, i think im done on the city of caverns map, and didnt find whatever cloak you mentioned
[20:47:45] <fuzzie> this is why i mentioned it :P
[20:48:10] <dhewg> are you sure its not bugged?
[20:48:29] <fuzzie> no, but you don't get it if you're nice and honest, and i'm curious how much more annoying it is in gemrb
[20:49:14] <fuzzie> nothing to worry about if you don't care
[20:54:06] <dhewg> does wiping amost the whole level count as nice and honest? :P
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[21:17:40] <lynxlynxlynx> who did you side with?
[21:18:25] <lynxlynxlynx> i think you have to with the prince and then the high priestess gives it to you before the royal battle
[21:18:58] <dhewg> i did the fake heart thing
[21:19:00] <lynxlynxlynx> or dies wearing it
[21:19:09] <lynxlynxlynx> let me check
[21:19:13] <fuzzie> or inconveniently doesn't die
[21:19:33] <dhewg> i mean, im seeing this info area with ctrl+4
[21:19:41] <dhewg> where nothing is happening
[21:20:09] <lynxlynxlynx> ah no, you get it in the shark yaws apparently (where the nomnom avatar appears)
[21:20:09] <dhewg> dunno if thats related to this coat, but is that maybe the same issue as with the portal?
[21:21:13] <dhewg> what i did notice is, the instance i agreed to work for the price 2 ppl were killed
[21:21:27] <dhewg> script wise or something
[21:21:31] <dhewg> named chars
[21:21:54] <lynxlynxlynx> this shouldn't matter
[21:22:16] <lynxlynxlynx> a priestess drops it in the skeletal jaws encounter
[21:22:37] <dhewg> but there is no priestess there
[21:22:53] <dhewg> i mean, we're talking about that giant thing in the middle of the map, right?
[21:22:59] <lynxlynxlynx> yes
[21:23:08] <dhewg> i get an info area that read about some ancient temple whatever
[21:23:13] <lynxlynxlynx> it's a /trap/
[21:23:47] <dhewg> i see that blue thing there with ctrl+4
[21:23:55] <lynxlynxlynx> maybe in the area script
[21:25:57] <dhewg> if i talk to the prince and agree, i get "Royal High Priestess Senityiti - Death"
[21:27:22] <dhewg> whoever that is
[21:27:24] <dhewg> or was
[21:28:42] <lynxlynxlynx> unrelated
[21:30:17] <dhewg> and Captain Feerlattiys too
[21:31:14] <dhewg> is that supposed to be like that?
[21:35:37] <dhewg> and if i replay the scene where you bring the king the fake heart i sometimes get [GameScript]: Target for dialog couldn't be found (Sender: sahcpt01, Type: 0).
[21:35:45] <dhewg> which totally breaks the game
[21:41:38] <dhewg> i also managed to get 2 of the king's key and 3 magic ropes
[21:47:23] <lynxlynxlynx> sounds too much
[21:47:47] <lynxlynxlynx> the dialog thing is normal if he died before
[21:47:55] <lynxlynxlynx> but he shouldn't, of course
[21:48:53] <dhewg> no, hi didnt die
[21:49:10] <dhewg> he start walking but fails to initialte the dialog
[21:49:19] <dhewg> works sometimes, but not everytime
[21:49:34] <lynxlynxlynx> the captain died, not the king or whoever wants to talk
[21:50:01] <dhewg> oh, that part. ok
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[21:51:07] <dhewg> if i enter the underdark, both keys and the 3 ropes vanish
[21:51:18] <lynxlynxlynx> good
[21:51:47] <dhewg> but i see "has nothing to say to you" again. this time from arie
[21:52:09] <lynxlynxlynx> banter
[21:52:11] <lynxlynxlynx> zzz
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