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[07:44:24] <xrogaan> eh eh eh
[07:44:25] <xrogaan> [2DAImporter]: Bad signature!
[07:44:25] <xrogaan> [ResourceManager]: Searching for ***... Tried ***.wav ***.ogg ***.acm ***.wav [ERROR]
[07:44:58] <xrogaan> [ResourceManager]: Searching for kbarch01.bcs...[ERROR]
[07:44:58] <xrogaan> [CREImporter]: Duplicate or (no-drop) item (3) in creature!
[07:45:22] <lynxlynxlynx> ignore it
[07:45:28] <xrogaan> it's recurent
[07:45:41] <lynxlynxlynx> kill the kobold archer and it should go away
[07:46:08] <xrogaan> and when i cast "Cast spell: spwi112
[07:46:16] <xrogaan> there no sound for that
[07:46:44] <lynxlynxlynx> any sound related output?
[07:49:56] <xrogaan> what do i need to search ?
[07:50:21] <xrogaan> every time i start that spell, it show me an error with a sound
[07:50:38] <lynxlynxlynx> can't find it or something else?
[07:50:39] <xrogaan> ***.wav or 0.wav or whatever string.wav
[07:51:02] <lynxlynxlynx> whatever matters
[07:52:51] <xrogaan> i thing i got it
[07:52:57] <xrogaan> [ResourceManager]: Searching for mgo2.2da...[chitin.key]
[07:52:58] <xrogaan> [2DAImporter]: Bad signature!
[07:52:59] <xrogaan> [ResourceManager]: Searching for ***... Tried ***.wav ***.ogg ***.acm ***.wav [ERROR]
[07:53:13] <xrogaan> all mgo files do that
[07:53:20] <xrogaan> mgo1.2da and mgo2.2da
[07:54:06] <xrogaan> and then, it search for SPC1, found it and play it
[07:56:17] <xrogaan> SPC is not linked to the issue, i can't find a pattern
[07:56:23] <xrogaan> so, it's probably nothing
[07:59:01] <lynxlynxlynx> that mgo one is for the monster animation
[07:59:28] <lynxlynxlynx> the next one could be it though
[07:59:52] <lynxlynxlynx> but it does look like it came from a table (default values are often a star or three)
[08:00:24] <xrogaan> well, each time i launch a spell
[08:00:28] <lynxlynxlynx> spells have the sounds attached as effects or in the projectiles, so it's unlikely that someone would intentionally write *** in such a field
[08:00:28] <xrogaan> it seems to happen
[08:02:58] <lynxlynxlynx> i can't check now, but you could if you wanted
[08:03:15] <fuzzie> we could just be mis-parsing a field
[08:04:03] <lynxlynxlynx> open dltcep and choose to edit the spwi112 spell, then go to the effects tab and see if there is any play sound
[08:04:07] <fuzzie> that 'Bad signature' thing is noted as not exiting out "so exptable.2da of iwd2 won't cause a bigger problem", heh
[08:04:48] <lynxlynxlynx> many iwd2 tables are deemed corrupted by dltcep
[08:05:33] <lynxlynxlynx> bbl
[08:07:03] <fuzzie> everyone loves 2DA files :(
[08:07:36] <edheldil> why oh why could not they keep ONE header in them :)
[08:10:35] <fuzzie> i hear DrMcCoy loves them even more, apparently Bioware couldn't resist making them worse in NWN and then worse some more as time went on
[08:10:41] <xrogaan> lynxlynxlynx: there is not
[08:13:10] <edheldil> I had an idea to create CSVImporter, but since that would not solve the problem with existing ones, I abandoned it
[08:14:39] <xrogaan> and i can't make this spell working : http://www.alchar.org/~aedil/Campaign/WizardSpells/Melfs_Minute_Meteors.html
[08:34:53] <lynxlynxlynx> i'm pretty sure it worked for me when i tried it
[08:34:56] <lynxlynxlynx> what goes wrong?
[08:36:04] <lynxlynxlynx> and for the sound - maybe it is in the individual effects
[08:36:07] <lynxlynxlynx> or the projectile
[08:38:21] <xrogaan> i don't know, the spell do nothing :p
[08:39:50] <xrogaan> ah !
[08:39:51] <xrogaan> no
[08:39:54] <xrogaan> there there
[08:40:03] <xrogaan> when i CLICK on an gobelin
[08:40:06] <xrogaan> to attack it
[08:40:43] <xrogaan> wrong: [ResourceManager]: Searching for mgo1.2da...[chitin.key]
[08:40:43] <xrogaan> [2DAImporter]: Bad signature!
[08:40:43] <xrogaan> [ResourceManager]: Searching for gobaxe1... gobaxe1.wav...[chitin.key]
[08:41:02] <xrogaan> no , sorry, that should be what happening
[08:41:32] <xrogaan> have sometimes *** instead of gobaxe1
[08:41:54] <xrogaan> or 0
[08:42:26] <xrogaan> see, 2 clicks : http://pastebin.com/dfVEdiFH
[08:43:50] <fuzzie> oh, interesting
[08:55:00] <edheldil> what game is it? bg2?
[08:59:19] <xrogaan> yeah
[08:59:22] <xrogaan> bg2
[09:00:09] <xrogaan> meh
[09:00:11] <xrogaan> Méphite radiant saved against effect: DisplayString
[09:00:11] <xrogaan> Méphite radiant saved against effect: PlaySound
[09:00:11] <xrogaan> Méphite radiant saved against effect: Icon:Display
[09:12:59] <edheldil> Mephit saved against user saving game :)
[09:13:56] <xrogaan> yeah
[09:14:34] <xrogaan> i have some problems with the gui since i did the savegame
[09:14:52] <xrogaan> si printscreen working ?
[09:16:51] <lynxlynxlynx> just quit and reload
[09:19:18] <Lightkey> do it the Windows way :-)
[09:20:43] <xrogaan> http://imagebin.org/113189
[09:20:55] <xrogaan> the character didn't have the dagger in her hand
[09:20:58] <xrogaan> is that normal ?
[09:21:41] <xrogaan> Lightkey: import is my friend :pp
[09:24:26] <edheldil> BTW: I was running DnD session yesterday and one impatient player started to descend stair to an 200ft deep abyss. Of course he treaded on the one faulty step and started to fall down the stair to abyss mouth. Luckily for him, he rolled 28 and managed to remain hanging by one hand over the abyss, while little stones rained down
[09:26:30] <lynxlynxlynx> xrogaan: click on the dagger twice to equip it
[09:26:47] <lynxlynxlynx> equipped items have a green border
[09:29:47] <xrogaan> so, if i load over a dead body, that body die again ?
[09:29:53] <xrogaan> load a save*
[09:31:56] <lynxlynxlynx> that's just an animation problem
[09:33:48] <xrogaan> okay
[09:35:54] <xrogaan> and Jaheira's got a level 5 spell and she can't cast any level 5 spells
[10:03:48] <xrogaan> heh
[10:04:02] <xrogaan> i can't copy a spell in my spell book
[10:06:12] <wjp> re. 5th level spells: I don't remember the exact AD&D rules, but it might be possible a higher wisdom would make a 5th level bonus spell slot available
[10:06:41] <xrogaan> i don't have slot, that's the problem :p
[10:07:16] <wjp> but wouldn't a higher wisdom score make a 5th level bonus spell slot available?
[10:07:34] <xrogaan> and now, my enstropist's got 3 vocalizz spell
[10:07:57] <xrogaan> no, for vocalize spell
[10:08:00] <xrogaan> in his spell bool :p
[10:08:02] <xrogaan> book
[10:08:50] <xrogaan> jaheira's got only 14 in wisdom
[10:11:03] <lynxlynxlynx> copying to spellbooks should work
[10:11:06] <xrogaan> http://imagebin.org/113197
[10:11:11] <lynxlynxlynx> for mages and bards that is
[10:11:19] <xrogaan> lynxlynxlynx: here, it duplicate them
[10:11:34] <lynxlynxlynx> so it does work
[10:12:01] <lynxlynxlynx> we need anothr LSR_KNOWN check somewhere or the existing one is buggy
[10:12:09] <xrogaan> well
[10:12:09] <xrogaan> no
[10:12:26] <xrogaan> i did copy the spell, but he didn't show up in the spell book
[10:12:31] <xrogaan> so, i tried again, and again
[10:12:59] <xrogaan> and then, tried with another one, who worked and in a same way, added the 4 attempt too
[10:13:58] <lynxlynxlynx> there were some changes recently to the spellbook stuff, but i haven't tried this since
[10:14:12] <xrogaan> there were no errors in the log
[10:14:20] <lynxlynxlynx> it worked for me before, duplication included iirc
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[12:16:49] <CIA-93> GemRB: 03lynxlupodian * r9b1379749625 10gemrb/gemrb/core/Scriptable/Actor.cpp: iwd2 gives a 150% strength bonus to twohandlers
[12:16:49] <CIA-93> GemRB: 03lynxlupodian * r5b6505c31447 10gemrb/gemrb/GUIScripts/ie_stats.py: ie_stats.py: added mage/thief/fighter level synonyms
[12:16:49] <CIA-93> GemRB: 03lynxlupodian * r6ad57a8fbd32 10gemrb/gemrb/GUIScripts/iwd2/GUIREC.py: iwd2::guirec: added a very basic weapon info tab
[12:27:32] <xrogaan> am i the only one ?
[12:27:32] <xrogaan> [xrogaan@localhost gemrb (master *=)]$ git fetch
[12:27:32] <xrogaan> fatal: The remote end hung up unexpectedly
[12:28:02] <wjp> works for me
[12:28:27] <xrogaan> >.<
[12:29:10] <wjp> sometimes
[12:29:22] <xrogaan> with the sf repo ?
[12:29:32] <xrogaan> can't you mirror it to repo.or.cz ?
[12:29:38] <wjp> I get intermittent 'connection reset by peer's
[12:29:49] <xrogaan> that's weird
[12:30:59] <wjp> and now it seems to be broken entirely
[12:33:31] <xrogaan> may I ask you to add the 'build' in the .gitignore file ?
[12:33:43] <xrogaan> build directory :p
[12:33:58] <wjp> we have a build directory?
[12:34:34] <lynxlynxlynx> no
[12:34:37] <xrogaan> no, but it's needed to create it
[12:34:40] <wjp> you can add it to .git/info/exclude if you created one yourself
[12:34:45] <xrogaan> and, nevermind
[12:34:53] <lynxlynxlynx> you can also create it outside of the source dir
[12:35:22] <xrogaan> okay
[12:35:30] <xrogaan> cd
[12:35:47] <wjp> oh, our INSTALL instructions create one
[12:36:07] <lynxlynxlynx> yes, "create"
[12:36:15] <lynxlynxlynx> it's just a sane default
[12:47:49] <fuzzie> xrogaan: you can pull from my github mirror, which i even occasionally remember to update
[12:56:39] <fuzzie> don't know if anyone has a more automated idea
[13:22:46] <lynxlynxlynx> not that sf is often broken or for long periods
[14:01:55] <xrogaan> repo.or.cz offer a auto sync feature
[14:05:06] <lynxlynxlynx> you still have problems?
[14:17:12] <lynxlynxlynx> fuzzie: any chance you rewrite the silly death stuff today?
[14:17:55] <fuzzie> you just want the replace effect fixed?
[14:18:27] <lynxlynxlynx> that's the most obvious effect, but i'm sure it would help elsewhere
[14:18:50] <fuzzie> well, that is a slightly different thing, because that needs a seperate "remove actor" flag anyway
[14:21:51] <fuzzie> (and that is probably a lot easier to implement because it doesn't break anything else, hence why i ask)
[14:23:04] <lynxlynxlynx> that'd be fine on its own too
[14:23:41] <lynxlynxlynx> there's so much stuff happening with abazigal that it is hard to separate the bugs out
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[16:51:56] <CIA-93> GemRB: 03avenger_teambg * rce47f11e3fc1 10gemrb/gemrb/ (4 files in 3 dirs):
[16:51:56] <CIA-93> GemRB: fixed (and improved) RemoveSpell action
[16:51:56] <CIA-93> GemRB: Now it works as in original engine, but also has the previously assumed
[16:51:56] <CIA-93> GemRB: feature (removes spell or simply unmemorize it)
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[16:58:37] <Avenger> hi
[16:59:25] <fuzzie> hi
[16:59:49] <Avenger> dltcep doesn't like 2da's that got different row size
[17:00:19] <Avenger> sound 2da's are all like that
[17:00:54] <Avenger> they are also lacking the proper 2da signature, like some 10 years old typed them manually :)
[17:01:09] <Avenger> as opposed to be generated by an editor
[17:02:57] <Avenger> *** sounds should be ignored by the engine
[17:03:06] <Avenger> also 'nosound' sounds
[17:05:55] <xrogaan> Avenger: it's not always *** :3
[17:06:00] <xrogaan> sometimes, it's a number
[17:06:16] <Avenger> every second row is a number (or more)
[17:06:33] <Avenger> luckily we always find the first row
[17:06:53] <Avenger> hmm, actually we look by numeric index
[17:07:04] <xrogaan> so, why did i get sometimes a sound instead of that second row ?
[17:07:06] <Avenger> i hope all 2da's are the same row order!
[17:07:33] <fuzzie> i think, in any case where the original engine looks up by name, the 2das are not in the same order
[17:07:37] <Avenger> case VB_SELECT: index = 36+rand()%4;
[17:07:47] <Avenger> that is surely wrong
[17:08:13] <xrogaan> for the same monster, i've got 0, 2, *** and gobaxe1
[17:08:35] <Avenger> hmm attack sound?
[17:08:39] <xrogaan> yeah
[17:09:10] <Avenger> attack sounds should be the first row, always
[17:09:41] <Avenger> damage sounds in the 8. row
[17:09:45] <Avenger> check your 2da
[17:11:10] <xrogaan> [2DAImporter]: Bad signature!
[17:11:16] <xrogaan> is that a bad sign ?
[17:13:46] <fuzzie> 19:00 <Avenger> they are also lacking the proper 2da signature, like some 10 years old typed them manually :)
[17:14:06] <Avenger> no it is normal for sound 2da
[17:14:43] <xrogaan> ok ok
[17:23:02] <Avenger> oh i see what's wrong
[17:26:10] <Avenger> the problem is sometimes a select action is not giving VB_SELECT, but VB_SELECT+1, or +2 or such
[17:26:36] <Avenger> the original has verbal constant groups, we don't
[17:33:54] <Avenger> ok, i fixed it somewhat
[17:33:58] <CIA-93> GemRB: 03avenger_teambg * ra5e3eb2df315 10gemrb/gemrb/core/Scriptable/Actor.cpp: improved/fixed 2da sound resolution
[17:42:21] <xrogaan> o'rly ?
[17:44:44] <xrogaan> bed time
[19:02:33] <pupnik_> gnite
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[19:43:27] <lynxlynxlynx> localsihateyouall: 0 :)
[19:43:58] <fuzzie> :)
[19:52:21] <lynxlynxlynx> looks like i found another instance of the instants problem
[19:52:50] <lynxlynxlynx> in this cutscene only non-instant actions get run
[19:53:29] <lynxlynxlynx> ppguy01.d triggers cut148a
[19:53:45] <fuzzie> bg2?
[19:53:58] <lynxlynxlynx> all the actions in the dialog block run, but then only a few of the dispersed cutscene ones
[19:54:00] <lynxlynxlynx> yes
[19:54:50] <fuzzie> cut248a?
[19:55:01] <lynxlynxlynx> err, yes
[19:55:22] <lynxlynxlynx> the compiling lines show the second block is inserted in between the first one
[19:55:30] <lynxlynxlynx> [GameScript]: Compiling:destroyself() <-- plenty of these
[19:56:07] <fuzzie> i'm confused
[19:56:10] <lynxlynxlynx> http://pastebin.ca/1936006 <-- here
[19:56:21] <fuzzie> i mean, the compiling output is irrelevant
[19:56:24] <lynxlynxlynx> i don't know if ok
[19:56:49] <fuzzie> the SmallWait means that the dialog closes before the script is done
[19:56:55] <lynxlynxlynx> you can see at the bottom that only the smallwaits and sounds get run before it selfdestructs
[19:56:57] <fuzzie> and that's fine, but it gets interrupted by ppguy01's script
[19:57:15] <fuzzie> so this is a trigger bug with OnCreation()
[19:57:29] <fuzzie> i assume :)
[19:57:48] <fuzzie> i mean, that is just a guess, but it seems most likely
[19:58:17] <fuzzie> since our trigger code is silly and allows that OnCreation() to run after the first AI cycle
[19:59:21] <lynxlynxlynx> the StartCutScene* aren't mentioned in the output, but a few of the actions from that scene do get run - is that normal?
[19:59:38] <fuzzie> which actions?
[19:59:50] <lynxlynxlynx> smallwait, soundactivate
[19:59:55] <fuzzie> those are from the dialog, no?
[20:00:13] <lynxlynxlynx> only one of the smallwaits should be
[20:00:24] <lynxlynxlynx> the dialog doesn't have any soundactivate
[20:00:37] <fuzzie> the soundactivate is from the area script, which is noted
[20:00:47] <lynxlynxlynx> oh, right
[20:00:49] <fuzzie> and the smallwait is because it's blocking, so it is re-run every frame
[20:01:14] <lynxlynxlynx> so it did stop there
[20:01:17] <fuzzie> and the 'compiling' lines are from file loading time
[20:01:31] <fuzzie> unfortunately i am *still* deep in this stupid other project
[20:02:24] <lynxlynxlynx> i'll just start the cutscene manually
[20:02:43] <fuzzie> well, do you want a temp fix?
[20:03:46] <fuzzie> an 'InternalFlags &= ~IF_ONCREATION;' at the end of Scriptable::ExecuteScript will fix that problem, i imagine
[20:04:03] <lynxlynxlynx> even better, i'll go try it
[20:06:00] <lynxlynxlynx> yep, it did
[20:11:29] <fuzzie> well, afaik there's no problem committing it
[20:13:25] <lynxlynxlynx> cool
[20:55:09] <lynxlynxlynx> bah
[21:03:15] <lynxlynxlynx> i was just choosing between becoming a god and then the interjections killed it :(
[21:03:32] <fuzzie> no godhood for *you*.
[21:03:32] <fuzzie> the gemrb binary will take Bhaal's place!
[21:03:33] <lynxlynxlynx> do not underestimate my cunning!
[21:03:36] <lynxlynxlynx> bah, my plan foiled once again!
[21:04:01] <lynxlynxlynx> in true bhaal spirit i slew all my companions, only for them to be resurrected by the solar at the start of the conversation
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[21:08:13] <lynxlynxlynx> hah, two npc dialogs are also screwy and i can't let those two out of my party
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[22:00:35] <lynxlynxlynx> well, that's it for tob
[22:00:46] <lynxlynxlynx> i just overrid that dialog
[22:01:53] <lynxlynxlynx> we don't exit the game, but otherwise it was smooth
[22:03:45] <fuzzie> :)
[22:04:20] <wjp> you finished ToB in gemrb? whee :-)
[22:05:39] <lynxlynxlynx> surprisingly few blockers on the way
[22:12:28] <pupnik> good job lynxlynxlynx
[22:24:06] <pupnik> i marvel at those fast playthroughs
[22:26:01] <lynxlynxlynx> chain contingency cheese
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[22:47:33] <CIA-93> GemRB: 03lynxlupodian * rea8d42083072 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp:
[22:47:33] <CIA-93> GemRB: Scriptable::ExecuteScript: disable IF_ONCREATION at the end
[22:47:33] <CIA-93> GemRB: fixes the last pocket plane exit, thanks fuzzie
[22:50:04] <pupnik> circus is a pocket plane?
[22:50:10] <pupnik> circus tent...
[22:55:14] <fuzzie> circus tent should already be fixed
[22:55:24] <fuzzie> is it not?
[22:55:32] <fuzzie> (as of a couple of days ago)
[23:11:27] <pupnik> ok
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[23:30:08] <pupnik> yaay works fine here
[23:34:20] <pupnik> this game really is quite epic, making a playable game with dnd rule set