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[09:35:18] <fuzzie> morning
[09:37:14] <lynxlynxlynx> oj
[09:37:15] <Bo_Thomsen> Heyhey
[09:37:45] <fuzzie> i'm not quite sure how to split the GF_ flags for pst
[09:38:10] <fuzzie> it has some kinda interesting animation features which the other games seem to lack
[09:38:32] <fuzzie> such as multiple casting anims (for longer casting times)
[09:40:38] <fuzzie> but there's no real way to implement those without pst's anim data, so i guess i am stuck wrapping them all in GF_RESDATA_INI
[09:40:54] <lynxlynxlynx> sounds good
[09:41:17] <fuzzie> well, it sucks really :)
[09:42:37] <edheldil> fuzzie: why not use more flags?
[09:42:50] <lynxlynxlynx> we can't do much about it, the damage was already done
[09:43:10] <fuzzie> edheldil: well, because i'd end up wrapping things in GF_RESDATA_INI + GF_NEWFLAG checks, which seems a bit silly
[09:43:14] <edheldil> somebody could (in theory) use PST anims in bg2
[09:43:29] <fuzzie> the thing is: pst anims need pst's resdata.ini
[09:43:55] <edheldil> ok :)
[09:44:01] <fuzzie> the filenames are not predictable enough to do what gemrb does right now, which is just kind of guess and miss out most of the anims
[09:44:13] <fuzzie> but, i mean, i am asking for opinions :)
[09:45:13] <fuzzie> i see no problem with people distributing a snippet of resdata.ini if they want to use pst anims
[09:45:22] <fuzzie> and imo for a new game, resdata makes a *lot* more sense
[09:52:52] <fuzzie> i am just happy to see the cool pst anims though
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[10:21:31] <fuzzie> oh hm, my travel triggers stuff makes it much easier to make the entrance scripts work :)
[10:22:25] <fuzzie> (needed for discarding your party at PST's tomb and before the dream machine room, among other things)
[10:24:01] <lynxlynxlynx> can't wait for that internal action
[10:24:21] <lynxlynxlynx> if you don't know you can jump, party play can be very annoying due to this
[10:24:46] <fuzzie> yes, i noticed when trying to enter things when trying your iwd saves with HEAD
[10:51:43] <SiENcE> hey. is HEAD worth a playable build?
[10:51:59] <fuzzie> lynx is planning another release shortly
[10:52:24] <lynxlynxlynx> around the 20th
[10:52:28] <fuzzie> i rewrote a bunch of things yesterday so i wouldn't take HEAD right now
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[16:58:52] <Avenger> hi
[16:58:54] <fuzzie> hi
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[17:02:13] <fuzzie> it really sucks how we hardcode so much stance stuff
[17:02:19] <Avenger> hehe
[17:02:25] <Avenger> and i just hardcode even more
[17:02:34] <fuzzie> i made a pst 2da which maps stuff back/forth now
[17:02:42] <Avenger> cool :)
[17:02:44] <fuzzie> but it's useless
[17:06:38] <fuzzie> i guess i really have to teach the core about the new stances
[17:06:53] <fuzzie> oh well
[17:07:00] <fuzzie> you had some luck with the death stuff?
[17:10:54] <Avenger> not yet
[17:11:07] <Avenger> but i'm close
[17:11:56] <fuzzie> still managed to avoid CharAnimations?
[17:12:20] <fuzzie> i am a bit stuck waiting for you, since i have to wrap a lot of this stance stuff in GF_ checks now :)
[17:12:47] <fuzzie> well, i guess i should finish the travel stuff
[17:21:00] <Avenger> yes
[17:21:13] <Avenger> i touch only actor/creimporter
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[17:41:59] <Avenger> tada!!!
[17:42:20] <CIA-28> GemRB: 03avenger_teambg * rb86e9bb8263c 10gemrb/gemrb/ (3 files in 2 dirs):
[17:42:20] <CIA-28> GemRB: fixed death scream on load
[17:42:20] <CIA-28> GemRB: refactored the housekeeping stuff of creature loader into the actor (less referencing)
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[17:48:40] <lynxlynxlynx> you made it sound much worse, i was expecting some serious ugliness
[17:49:00] <lynxlynxlynx> that STATE_STILL check was fine to go?
[17:50:17] <Avenger> yes
[17:50:23] <CIA-28> GemRB: 03avenger_teambg * r9f21972143d8 10gemrb/gemrb/core/Scriptable/Actor.cpp: removed some cruft
[17:50:27] <Avenger> lynx: yesterday it was much much worse
[17:50:46] <Avenger> i just approached the hack from the other side, where there was much less resistance
[17:51:09] <Avenger> instead of setting the frame in the loading part, i set it in the drawing part
[17:51:27] <CIA-28> GemRB: 03avenger_teambg * rc7406231e1fa 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed some more misplaced comments
[17:52:19] <Avenger> the frozen status already took the state_still flags into account
[17:52:19] <lynxlynxlynx> :)
[17:54:17] <Avenger> i tested this in pst and bg2
[17:54:45] <fuzzie> ok, that is a pretty nice place to put it for no
[17:54:47] <fuzzie> w
[17:56:55] <Avenger> actually, i don't know why it works :D
[17:57:24] <Avenger> as i see now, NoCircle is not supposed to be 1
[17:57:35] <Avenger> i mean, i don't know how it became 1
[17:58:06] <Avenger> ahh state dead
[17:58:08] <Avenger> ok
[17:58:29] <fuzzie> ;p
[17:58:32] <Avenger> invisible enemies may be affected
[17:58:36] <Avenger> dunno if that's good
[17:58:39] <fuzzie> if dead?
[17:58:48] <Avenger> ahh the stance must be twitch
[17:58:51] <fuzzie> yes
[17:59:07] <Avenger> nocircle is 1 for invisible enemies, even when they are not dead
[17:59:11] <Avenger> but that's not a problem
[17:59:37] <Avenger> btw, i couldn't target a dead Jaheira by the spell
[17:59:39] <fuzzie> so
[17:59:42] <Avenger> only via her portrait
[17:59:51] <Avenger> i mean a resurrection spell
[18:00:02] <Avenger> the casting cursor turned yellow
[18:00:04] <fuzzie> is the idea of the IE_ANI defines that they're meant to be internal, or they're meant to correspond to the script animation ids?
[18:00:10] <Avenger> but didn't activate the spell
[18:00:18] <Avenger> internal
[18:00:24] <Avenger> there needs to be a translation layer outside
[18:00:41] <Avenger> it is internal so all the hardcoded stuff works
[18:01:14] <fuzzie> yeah, but the hardcoded stuff differs in pst
[18:01:55] <fuzzie> so it would be easier if i made the internal stuff more universal, and then translated everything
[18:03:17] <fuzzie> so i am just curious
[18:03:59] <fuzzie> no rush though, i think everything non-pst seems to basically only use the bg1 animations?
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[18:17:08] <Avenger> mostly yes, i think there is a small difference
[18:17:32] <Avenger> compare seq.ids
[18:17:43] <fuzzie> any idea what the attack1,attack2,attack3,attack4 in iwd/iwd2 correspond to?
[18:18:51] <Avenger> seq_sleep is 16 in bg
[18:19:01] <Avenger> 17 in iwd
[18:19:21] <fuzzie> i don't think i have seq.ids for anything except bg2
[18:20:11] <Avenger> in iwd2 it is sequence.ids
[18:20:32] <fuzzie> ah
[18:20:35] <Avenger> what do you mean by attack1/2/3/4 ?
[18:21:00] <fuzzie> BIS's resource stuff
[18:21:06] <Avenger> those seem to be pst specific
[18:21:08] <fuzzie> for example, resdata.ini in pst, sounds.ini in iwd/iwd2
[18:21:40] <fuzzie> i think attack1/2/3 in pst mean something else though, since pst's weapon stuff is very different
[18:21:42] <Avenger> in bg1/2 they are probably the a1/a2/a3/a4 cases, but in iwd2 there is dual wielding too
[18:21:56] <Avenger> so in iwd2 there should be a5 and a6 too
[18:22:03] <fuzzie> (and pst also has spell1/2/3, and talk1/2/3, etc)
[18:22:16] <fuzzie> hm
[18:22:19] <Avenger> i guess it is randomly chosen
[18:22:28] <fuzzie> in pst?
[18:22:32] <Avenger> yes
[18:22:34] <fuzzie> if so, no, more complicated
[18:22:40] <fuzzie> which is why i am annoyed :P
[18:22:50] <fuzzie> well, i guess the attack stuff might be random, i didn't check those
[18:23:15] <Avenger> attack is determined by the weapon's melee animation percents
[18:23:19] <fuzzie> iwd2 only has attack1/2/3/4 in sounds though
[18:23:52] <Avenger> hmm
[18:24:13] <fuzzie> pst seems to ignore this melee animation stuff i think
[18:24:33] <fuzzie> i'm going to have to hack some files and try it
[18:24:38] <Avenger> actually i see a1-a9 :P
[18:24:48] <fuzzie> in code?
[18:24:54] <Avenger> in bam resources
[18:24:56] <fuzzie> yes
[18:25:05] <fuzzie> i mean, i don't care about those
[18:25:13] <fuzzie> we're stuck with avatars.2da for iwd/iwd2
[18:26:26] <fuzzie> [MDGU1] /Doomguard/
[18:26:26] <fuzzie> att1=doom03a,doom03b,doom03c,blank
[18:26:26] <fuzzie> att1frame=0,0,0,0
[18:26:26] <fuzzie> att2=doom04a,doom04b,doom04c,blank
[18:26:26] <fuzzie> att2frame=0,0,0,0
[18:26:27] <Avenger> i don't know what that means in iwd, but in bg1/bg2 there are 3 attack styles: normal, backhand and stab. And there are 3 wielding modes: singlehanded, twohande, dual
[18:26:29] <fuzzie> att3=doom05a,doom05b,doom05c,doom05d,blank
[18:26:31] <fuzzie> att3frame=0,0,0,0,0
[18:26:34] <fuzzie> ^- but, this
[18:27:05] <fuzzie> it is quite possible that it's just a stupid leftover from pst, i just thought you might know
[18:27:56] <Avenger> these are not graphic resources
[18:28:05] <fuzzie> 19:21 <fuzzie> for example, resdata.ini in pst, sounds.ini in iwd/iwd2
[18:28:44] <fuzzie> in pst, the graphics resources aren't hardcoded at all
[18:28:52] <fuzzie> so it's easy to see what matches with what
[18:29:01] <Avenger> i know, but they are predictable
[18:29:05] <fuzzie> but surely these sounds must match to an anim in iwd/iwd2 too?
[18:29:10] <fuzzie> they aren't predictable :P
[18:29:26] <Avenger> their existance is not predictable, but their names are
[18:29:31] <fuzzie> no
[18:29:35] <fuzzie> there are exceptions
[18:29:38] <Avenger> tell me one
[18:29:45] <fuzzie> lady of pain attack anims
[18:29:47] <fuzzie> there's loads, though
[18:29:59] <fuzzie> yes, they're only used in one place each, but you can't predict them by just putting filenames together
[18:30:07] <Avenger> lady of pain is probably scripted?
[18:30:20] <fuzzie> yes
[18:30:45] <fuzzie> but you can script the resdata.ini and see there are loads of exceptions
[18:31:04] <fuzzie> and more relevantly, modders did it the right way :P
[18:31:35] <fuzzie> but this is trivial to do properly in gemrb, i already made it work
[18:32:02] <fuzzie> i reduced avatars.2da in my local copy to just four animations
[18:32:04] <Avenger> lady of pain is easy
[18:32:19] <Avenger> if there is no cat1lopb, then use cstdlopb :)
[18:32:22] <fuzzie> sure
[18:32:27] <fuzzie> but why hardcode it?
[18:32:36] <Avenger> because it never attacks anyway :)
[18:32:41] <fuzzie> well, some others do
[18:33:36] <Avenger> i don't mind if you code something to support resdata fully, though you said pst is low priority
[18:33:47] <fuzzie> sure
[18:33:52] <fuzzie> so
[18:33:57] <fuzzie> sory
[18:34:00] <fuzzie> let me start again.
[18:34:04] <fuzzie> i am curious about how it works in iwd.
[18:34:16] <fuzzie> i see how it works in pst, but their system is completely different in a lot of ways.
[18:34:27] <fuzzie> but iwd still has the animation sounds in sounds.ini, and gemrb doesn't seem to do those yet.
[18:34:39] <Avenger> i think they use only the ini files only for sounds, otherwise they use the bg2 core
[18:34:45] <fuzzie> but the sounds.ini entries have att1/2/3/4.
[18:35:02] <fuzzie> so i am wondering how those relate to the actual animations, which are done like in bg1/bg2.
[18:35:54] <Avenger> tell me one animation i can look at
[18:36:00] <fuzzie> which leads to more questions, like what 'fidget' is.
[18:36:13] <Avenger> it is like head turn in bg2
[18:36:16] <Avenger> idle animation
[18:36:25] <fuzzie> ok, that was an easy one :)
[18:36:36] <fuzzie> and, well, the example above was MDGU1, the Doomguard
[18:36:45] <fuzzie> it has sounds assigned for att1/2/3 but not att4
[18:37:02] <Avenger> mdgu1 has 6 attack anims
[18:37:34] <Avenger> but it would be better to pick some animation that is recognisable :P
[18:37:43] <Avenger> doomguard is just floating armor and weapon
[18:37:59] <Avenger> the base animation is one pixel transparent
[18:38:17] <fuzzie> well, i don't know iwd, otherwise i wouldn't ask such stupid questions :)
[18:38:37] <Avenger> lets pick the cyclops
[18:38:47] <fuzzie> ok. MCYC?
[18:38:50] <Avenger> yes
[18:38:54] <Avenger> it has 2 attack anims
[18:38:58] <Avenger> so, check its sound ini
[18:39:07] <fuzzie> so, IE_ANI_TWO_FILES_3
[18:39:10] <Avenger> lets hope it has some matching
[18:39:13] <fuzzie> and it has att1/att2/att3
[18:39:35] <fuzzie> att1 and att2 are identical, but this is not so helpful
[18:40:14] <fuzzie> oh, that is interesting
[18:40:31] <fuzzie> gemrb uses 'a1' for slash/backslash, 'a2' for jab and 'a4' for shoot, for that anim type?
[18:41:34] <fuzzie> i'd only seen the a1-a9 stuff in IE_ANI_CODE_MIRROR, which makes a lot less sense
[18:42:56] <fuzzie> but, IE_ANI_TWO_FILES_3 is using a1, a3 and a4 only
[18:42:56] <fuzzie> hm
[18:43:25] <fuzzie> look at MGIR? it has BAMs for a1, a2 and a3
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[18:43:41] <fuzzie> and is also IE_ANI_TWO_FILES_3 in our avatars.2da
[18:43:58] <Avenger> yes, it is iwd animation scheme
[18:44:03] <lynxlynxlynx> i probably added that type, so don't rely on it
[18:44:04] <Avenger> most iwd critters are
[18:44:20] <fuzzie> that's fine, i don't try to fix the avatars here
[18:44:26] <fuzzie> i just suggest MGIR is perhaps a better example
[18:44:42] <Avenger> it has only one sound per stanc
[18:44:52] <Avenger> at least for attacks
[18:45:13] <Avenger> i pretty much think it is random :)
[18:46:01] <fuzzie> yeah
[18:46:11] <fuzzie> i am more wondering about our anim code, now
[18:46:38] <fuzzie> 'a3' is only present in the bg2-style anim code
[18:48:39] <fuzzie> MYU2 has a1, a2, a3 and a4 only, i wonder if that is a good example for checking anims
[18:48:46] <Avenger> and what about a3?
[18:48:51] <Avenger> i mean a4
[18:48:57] <fuzzie> a4 is shoot, i'm pretty sure
[18:49:01] <Avenger> you say, it is the only with a4?
[18:49:10] <fuzzie> loads of stuff has a4
[18:49:34] <fuzzie> but there are a bunch of iwd-style anims which have a3, which we don't use for iwd-style anims. meh.
[18:49:40] <Avenger> hmm i cannot open the anims from linux :(
[18:50:04] <Avenger> must be a misconfigured dltcep ;)
[18:50:37] <fuzzie> i just don't want to fiddle with stance stuff, without understanding how iwd/iwd2 do it, if there is some missing bit
[18:50:41] <Avenger> ah yes, the 'use game config' thing is trivially broken in linux :()
[18:50:44] <fuzzie> but i guess it isn't important, it can't be that complicated
[18:51:10] <Avenger> there is something for sure :)
[18:51:58] <fuzzie> but pst makes this so much easier, because i made all the anims work by magic, just by using resdata.ini instead
[18:52:42] <fuzzie> and it seems like these iwd anims are a lot easier to mostly check automatically, DLTCEP-style, than i thought
[18:53:00] <fuzzie> since so many of the buggy ones are in separate files
[18:53:24] <Avenger> a5 and a6 seems to be nonexistent in the iwd animation scheme
[18:53:41] <Avenger> there are anims but those are not the IE_ANI_TWO_FILES_3 ones
[18:53:50] <Avenger> those are fully bg2 like
[18:53:53] <fuzzie> there are anims with only a1-a6, but i am guessing that is bg-style and they just are missing a weapon type?
[18:54:05] <Avenger> they could be
[18:54:18] <Avenger> though, i'm fairly sure cmnk has weapons
[18:54:31] <fuzzie> CMNK?
[18:54:34] <Avenger> monk
[18:54:46] <Avenger> it has a player avatar style anim
[18:54:49] <Avenger> or something close
[18:55:01] <fuzzie> ah. not in sounds.ini so i don't know about it, hehe :)
[18:55:11] <Avenger> oh, hmm
[18:55:54] <Avenger> it is most likely using cre string ref soundset or totally like player?
[18:56:12] <Avenger> i know it is used in iwd
[18:56:16] <Avenger> there are lots of monks
[18:56:18] <fuzzie> yes, i would guess so
[18:57:08] <fuzzie> i mean, it is in the exe, and the data files, and etc
[18:57:27] <Avenger> MBER also has a somewhat primitive animation, not iwd style, but old bg1 style
[18:57:34] <Avenger> it has sound.ini entry
[18:59:15] <Avenger> i don't even think it has 3 different attack anims
[18:59:27] <Avenger> so i wonder how it picks the sounds
[18:59:37] <fuzzie> i think 'random' could be a good guess
[18:59:53] <fuzzie> it could be completely unrelated to animations, although that would make the frame stuff (which is always 0?) even sillier
[19:00:15] <Avenger> in any case, you won't notice the difference ;)
[19:00:24] <fuzzie> but i still think it is equal to a1/a2/a3/a4 in the iwd-style anims
[19:00:27] <Avenger> those sounds are totally the same to me
[19:00:36] <fuzzie> some are a bit different :)
[19:00:44] <Avenger> i meant the attack sounds
[19:01:02] <fuzzie> i mean, for some avatars, i didn't check MBER
[19:01:11] <Avenger> oh wait
[19:01:23] <Avenger> i just need some basic dltcep handling knowledge :)
[19:02:02] <fuzzie> heh, you can see CMNK in pst's ObjAnimation.cpp
[19:02:15] <Avenger> yes
[19:02:20] <fuzzie> horrible
[19:02:21] <Avenger> pst has bg1 anims
[19:02:30] <fuzzie> can it use them?
[19:02:32] <Avenger> totally dormant
[19:02:36] <Avenger> i don't think so
[19:02:41] <fuzzie> ok.
[19:02:45] <fuzzie> do you have RE for pst?
[19:02:50] <Avenger> some
[19:02:55] <fuzzie> 4cd?
[19:03:01] <Avenger> but i focus on HoW and ToB
[19:03:14] <Avenger> hmm, i think i got a different one than you :)
[19:03:44] <Avenger> size is 5713981
[19:03:47] <fuzzie> i know you and edheldil worked with different ones
[19:04:08] <Avenger> i got a 2cd variant exe here too, 5718077
[19:04:21] <Avenger> but i use the other
[19:04:23] <fuzzie> my gemrb data is neither of those :P
[19:04:31] <fuzzie> but i think the exe is still 1.0
[19:04:33] <Avenger> this is the exe file size?
[19:04:43] <Avenger> you got a different exe size?
[19:04:44] <fuzzie> because, i didn't bother upgrading the gemrb copy
[19:04:59] <fuzzie> while you surely have the latest patched version :)
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[19:05:21] <Avenger> I don't know what gemrb has to do with the exe size :)
[19:05:23] <fuzzie> well
[19:05:54] <fuzzie> i installed this from the CD, and then overwrote the contents of override with the one from the 1.1 patch :)
[19:06:05] <fuzzie> but, i didn't bother overwriting the exe file, i guess
[19:06:27] <Avenger> uhm, i thought you ask because you wanted the ida db
[19:06:30] <fuzzie> yes
[19:06:43] <Avenger> then you just need the exe you dont need to run it
[19:06:47] <fuzzie> so, i will go turn on that machine, you'll still be here in 5 minutes?
[19:06:54] <Avenger> maybe
[19:06:55] <Avenger> :)
[19:07:20] <fuzzie> well, obviously pst is so important that i cannot wait too long, gemrb has no other bugs :)
[19:07:33] <Avenger> well, less and less by the time
[19:07:43] <Avenger> unless we added some in this hurry
[19:08:25] <Avenger> i don't want to code anything until release now, it seems you fixed the HoW bugs,so i don't want to add new ones now
[19:08:30] <fuzzie> well, i can't believe the cutscene stuff didn't fix anything
[19:08:40] <fuzzie> and lynx has a branch for the release, he only merges tested stuff
[19:08:41] <Avenger> what?
[19:08:53] <fuzzie> err, break anything
[19:08:58] <Avenger> phew :P
[19:09:04] <Avenger> you scared me for a moment
[19:09:22] <lynxlynxlynx> the recent work looks fine, so it will probably all get merged
[19:09:40] <fuzzie> i tried a bunch of bg2 cutscenes, no issues..
[19:09:56] <Avenger> lynx, my work today could have weird effects, i never tested it on: actors that go idle, then reactivate again.
[19:10:07] <Avenger> or actors that are stunned and revive again
[19:10:29] <lynxlynxlynx> i'm sure that outweighs the screaming
[19:10:33] <Avenger> hehe
[19:10:48] <lynxlynxlynx> if there are problems, we need to know about them and that's much easier if also other people test for us
[19:10:52] <Avenger> the screaming itself is a single line, to be honest
[19:11:02] <Avenger> InternalFlags|=IF_REALLYDIED
[19:11:13] <Avenger> that single line would solve the screaming :)
[19:11:39] <Avenger> the frame hack solves the pst actors lying down on reload
[19:11:53] <Avenger> and the refactoring is just pure cosmetics
[19:11:59] <lynxlynxlynx> the commit can be reverted and reworked to do just that in the branch, if for some reason a need will arise (and arise too late)
[19:12:09] <Avenger> yep
[19:13:18] <Avenger> hmm, actually, the refactoring had some effects on the constitution bonus calculation
[19:13:24] <Avenger> i moved it to the actor
[19:13:32] <Avenger> it may need some more work later
[19:14:02] <Avenger> dual classes may calculate it wrong
[19:14:10] <Avenger> i don't know i don't understand half of that stuff
[19:14:53] <lynxlynxlynx> the constitution bonus is different between classes?
[19:15:06] <Avenger> yes of course, didn't you write that?
[19:15:14] <Avenger> isWarrior--> con bonus can be more than 2
[19:15:19] <lynxlynxlynx> oh
[19:15:45] <fuzzie> i don't think you changed the behaviour, Avenger?
[19:16:12] <fuzzie> oh, you did
[19:16:13] <Avenger> no i just pulled the formula from creimporter, and changed lynx's code to call it
[19:16:18] <Avenger> i tried to do the same, though
[19:16:24] <fuzzie> you're using BaseStats[IE_CON] and not Modified[IE_CON]
[19:16:40] <Avenger> hmm, oh
[19:16:57] <fuzzie> maybe move the memcpy into Modified above the call and use Modified?
[19:17:02] <Avenger> of course, modified is not available at that point
[19:17:42] <Avenger> well, effects are not working at that point, do they?
[19:17:59] <Avenger> but they should
[19:18:13] <Avenger> this is one bug i noticed, max hp modifier items don't work on load
[19:18:22] <Avenger> so you get hurt if you equip one
[19:18:28] <Avenger> and reload
[19:19:04] <fuzzie> well, i mean, there is a manual memcpy into Modified, there
[19:19:16] <Avenger> that is not enough, of course
[19:19:17] <fuzzie> so you could at least make it not break anthing, if you do the memcpy first
[19:19:22] <Avenger> that's like you use basestats :)
[19:19:31] <Avenger> you need to run the effects
[19:19:48] <fuzzie> since at the moment it is worse, because you changed RefreshPCStats to use your new call too :)
[19:20:02] <Avenger> hmm that's true
[19:20:08] <fuzzie> but if you have a proper fix, would be better, of course
[19:20:47] <Avenger> maybe the best would be to change refreshpcstats to inline calculation for the time
[19:21:04] <Avenger> revert that part for now
[19:21:41] <fuzzie> ok so the machine with ida is having ubuntu upgraded
[19:21:49] <fuzzie> i guess given your experience i will never see it working again :P
[19:22:08] <Avenger> hmm?
[19:22:47] <Avenger> you are just upgrading ubuntu?
[19:23:01] <Avenger> i know why mine crapped,
[19:23:17] <Avenger> i used proprietary nvidia drivers, and the kernel upgrade was on hold
[19:23:27] <Avenger> the old kernel was incompatible with the new system
[19:23:57] <Avenger> so, if you upgrade with nvidia, make sure you remove the hold before reboot :P
[19:24:20] <Avenger> i didn't even reinstall the nvidia stuff, the system is working perfectly without it
[19:50:39] <fuzzie> anyway it would be nice to have the pst ida stuff if you have anything useful
[19:51:05] <fuzzie> i doubt i'll do much serious RE since I am not so familiar, but maybe something..
[19:54:09] <Avenger> ok
[19:55:03] <Avenger> it is about 13M
[19:55:41] <Avenger> can i mail it to you?
[19:55:44] <Avenger> :)
[19:56:16] <fuzzie> well, i don't know if gmail copes with something so large, but email@example.com should, i can copy it over to my machine
[20:11:24] <Avenger> hmm i'm nearing my sending capacity? i didn't know there is any
[20:11:58] <Avenger> i hope you got p7zip :)
[20:12:09] <Avenger> it's compression ratio is excellent
[20:12:50] <Avenger> tgz or zip had it ~13M, but 7zip made it 7M
[20:16:48] <fuzzie> got it, thanks
[20:31:50] <Avenger> bye!
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[20:53:56] <lynxlynxlynx> cool, the sound handle thing works
[20:55:58] <lynxlynxlynx> it looks like duration of 1 shouldn't trigger the chant either though
[21:01:26] <lynxlynxlynx> http://sprunge.us/bWKg <-- any comments?
[21:02:07] <fuzzie> "wow, the sound handles actually work?"
[21:03:42] <lynxlynxlynx> is that release call really not needed?
[21:03:58] <fuzzie> it isn't needed, no
[21:04:24] <fuzzie> but it is 'nicer' because it makes 'if (casting_sound)' return false
[21:05:10] <lynxlynxlynx> ok
[21:07:26] <lynxlynxlynx> i'll push it and finish the eff stuff later
[21:08:26] <CIA-28> GemRB: 03lynxlupodian * rcd950fce4819 10gemrb/gemrb/ (core/EffectQueue.cpp plugins/EFFImporter/EFFImporter.cpp):
[21:08:26] <CIA-28> GemRB: for v1 effects, copy the dice values into the v2 min/max fields and
[21:08:26] <CIA-28> GemRB: simply check that in check_level
[21:08:34] <CIA-28> GemRB: 03lynxlupodian * rb79d19847300 10gemrb/CMakeLists.txt: cmake: check the right python variable and be more verbose about it
[21:08:42] <CIA-28> GemRB: 03lynxlupodian * rf05f4571f45f 10gemrb/NEWS: NEWS bump
[21:08:47] <CIA-28> GemRB: 03lynxlupodian * r4c55a932f936 10gemrb/gemrb/tests/minimal/README: fixed typo, thanks Lightkey
[21:08:51] <CIA-28> GemRB: 03lynxlupodian * r49f08c32559e 10gemrb/gemrb/ (4 files in 3 dirs): Spell::AddCastingGlow: do the casting sound directly and mind the duration
[21:09:17] <Lightkey> thanks for the highlight *narf* :-P
[21:11:59] <lynxlynxlynx> np :P
[21:12:49] <Lightkey> oh grr, and thanks for the aborting git pull because of the CMakeLists.txt editing yesterday :-PP
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[21:17:45] <Avenger> hi, i just came to say, nice work on the sound handles and using them :)
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[21:18:47] <lynxlynxlynx> hmpf, something is wrong with the normal spellcasting for illusions
[21:19:21] <lynxlynxlynx> it works for normal summons, but here the wrong spells are used, so i suspect the spellbook copying
[21:21:32] <fuzzie> hm
[21:21:55] <lynxlynxlynx> the actionbar shows the right spells
[21:22:09] <lynxlynxlynx> the right action is generated (the right spell)
[21:22:33] <lynxlynxlynx> but usually it doesn't work or casts something else; improved mantle -> stoneskin
[21:23:04] <fuzzie> you don't think it's the GUI?
[21:25:00] <lynxlynxlynx> the spellbook dumps are ok
[21:25:12] <CIA-28> GemRB: 03avenger_teambg * rb31aca06e3f1 10gemrb/gemrb/override/ (bg1/bloodclr.2da how/bloodclr.2da iwd2/bloodclr.2da): cloned bg2 blood color table for all games (iwd might need additional lines)
[21:25:48] <fuzzie> i looked carefully at the spellbook stuff, it seemed fine to me, including th ator side
[21:25:58] <Lightkey> so what if I do not want to stash it but just flush every alteration?
[21:26:08] <lynxlynxlynx> git reset --hard
[21:26:16] <Lightkey> (is that even English?)
[21:26:23] <lynxlynxlynx> the guiscript gets the right info, i'll start digging there
[21:26:26] <CIA-28> GemRB: 03avenger_teambg * r7c9dbd3b8e73 10gemrb/gemrb/override/iwd/bloodclr.2da: sorry, this one left out...
[21:26:46] <Lightkey> thanks
[21:33:36] <lynxlynxlynx> memorisation problem
[21:36:49] <lynxlynxlynx> stupid gdb
[21:39:46] <fuzzie> oh
[21:39:53] <lynxlynxlynx> memorized_spells is empty
[21:39:54] <fuzzie> kit?
[21:40:08] <lynxlynxlynx> yep
[21:40:10] <lynxlynxlynx> gnomie
[21:40:17] <fuzzie> you call CreateDerivedStats first
[21:40:25] <fuzzie> which can add spells
[21:41:06] <fuzzie> probably want to copy the spellbook before the inventory there too, really
[21:41:24] <fuzzie> don't know if that's your problem, just looking for pitfalls in the code
[21:42:18] <lynxlynxlynx> the items may give extra spell slots
[21:42:55] <fuzzie> yes
[21:43:20] <fuzzie> i guess CREImporter does inventory, then spellbook, then stats
[21:43:48] <fuzzie> so that is hopefully a safe order?
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[21:49:32] <lynxlynxlynx> didn't help
[21:55:13] <fuzzie> i'm surprised this code works at all, actually
[21:56:01] <fuzzie> you'd think CopySelf() on the effect queue which is running the CopySelf() would be somewhat disasterous
[21:57:53] <lynxlynxlynx> maybe, but that's later anyway
[21:58:28] <fuzzie> this is picked from the list, not some QuickSpells magic?
[21:58:35] <lynxlynxlynx> hmm, looks like there's an index shift
[21:58:45] <lynxlynxlynx> quickspells don't work yet
[21:59:15] <fuzzie> well, i figured an index shift, which is why i was wondering about a kit managing to sneak spells in there first
[21:59:59] <lynxlynxlynx> the capacity is doubled
[22:00:47] <lynxlynxlynx> it's not shifted that much or maybe these still point to the original memorisations
[22:01:56] <fuzzie> if the capacity is doubled, either it's being called twice or something is sneaking in spells before your CopySelf call?
[22:02:28] <fuzzie> which is why i was suspicious of the inventory code
[22:03:23] <lynxlynxlynx> oh
[22:03:50] <fuzzie> as-is, it needs to be called *first*
[22:03:54] <lynxlynxlynx> we should just clear the spellbook before copying, since we just push new stuff into it
[22:04:05] <fuzzie> yes, makes sense to me
[22:04:29] <lynxlynxlynx> so the constructor creates it as size 16, then we just copy over the source's elements
[22:04:32] <fuzzie> the loop in the constructor should work fine, including the ClearSpellInfo() call, but then 'spells->clear();' at the end
[22:04:44] <fuzzie> erm, loop in the destructor
[22:05:19] <fuzzie> i mean, ugh
[22:05:26] <fuzzie> 'spells[i]->clear();' in the loop, obviously
[22:06:40] <lynxlynxlynx> how come it is not empty already?
[22:06:57] <fuzzie> the inventory is probably adding spell slots?
[22:07:33] <lynxlynxlynx> indeed, the ring of acuity
[22:09:04] <fuzzie> and we don't delay inventory effect addition, which is actually probably the cause of some other bugs
[22:09:11] <fuzzie> but hopefully it works now?
[22:09:40] <fuzzie> ok, ubuntu didn't explode on upgrading and i have the right torment.exe and ida
[22:10:20] <lynxlynxlynx> :)
[22:10:23] <lynxlynxlynx> and yes, it works
[22:16:07] <CIA-28> GemRB: 03lynxlupodian * r8939491d7a31 10gemrb/gemrb/core/Scriptable/Actor.cpp: Actor::CopySelf: create the derived stats after the spellbook copying
[22:16:12] <CIA-28> GemRB: 03lynxlupodian * r8e5dd011224c 10gemrb/gemrb/core/Spellbook.cpp:
[22:16:12] <CIA-28> GemRB: Spellbook::CopyFrom: clear the spellbook first
[22:16:12] <CIA-28> GemRB: fixes illusionary illusionary spellcasting
[22:16:35] <fuzzie> ^.^
[22:17:15] <fuzzie> i see an Avenger commi tin the future there
[22:18:24] <lynxlynxlynx> the code is almost identical, don't tell me it won't compile on msvc6?
[22:19:16] <fuzzie> nope
[22:19:51] <lynxlynxlynx> the loop var?
[22:19:54] <fuzzie> oh, no, i misread
[22:20:00] <fuzzie> the other loop var is 't', isn't it
[22:20:08] <fuzzie> serves me right for using such tiny fonts
[22:20:32] <fuzzie> i assume the other one will be fine, in the inner scope bit
[22:22:34] <fuzzie> so much hardcoded stuff lurking in pst..
[22:25:53] <fuzzie> in one function i see limlims, pregnant_quest, maze handling, checks for party members, entrance handling for areas, etc
[22:26:35] <lynxlynxlynx> yuck
[22:30:07] <fuzzie> very helpful of them to put debug prints in the anim change functions though
[22:35:17] <fuzzie> and i guess it's immediately obvious from the asm what the 'armor' is
[22:48:49] <fuzzie> ok, so clear from the exe that there's this list of 44 anims in pst
[22:50:50] <lynxlynxlynx> that's all?
[22:50:57] <fuzzie> yep
[22:51:06] <fuzzie> oh, sorry
[22:51:07] <lynxlynxlynx> i bet there's one for each bestiary entry
[22:51:09] <fuzzie> i mean, animation stances
[22:51:15] <lynxlynxlynx> ugh
[22:51:28] <fuzzie> the anims are those in resdata.ini plus 3-hardcoded ones
[22:52:59] <fuzzie> i was rather hoping we could share the ida exports via git, but this export is 16mb and still going
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[22:54:46] <fuzzie> 25mb..
[22:54:58] <fuzzie> so meh :P
[22:54:59] <Avenger> fuzzie, lynxlynxlynx just telling: jaheira still cannot shapeshift in my game. What's up with yours?
[22:55:08] <fuzzie> guh
[22:55:13] <fuzzie> i can't think what kind of 64-bit error would cause that
[22:55:22] <fuzzie> especially if valgrind doesn't complain
[22:55:58] <lynxlynxlynx> we have a funny bug with there, but i doubt it is related
[22:56:18] <lynxlynxlynx> where does it break for you?
[22:56:45] <fuzzie> ok, so torment.idc is 35mb :|
[23:00:24] <Avenger> nevermind, tomorrow i will get to the end of this
[23:00:32] <Avenger> see you later!
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[23:26:02] <Lightkey> can you add --version? ;-)
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