#gemrb@irc.freenode.net logs for 9 Apr 2012 (GMT)

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[01:48:10] <tomprince> gembot: destroy bugs
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[01:48:20] <tomprince> gembot: destroy bugs
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[05:59:14] <Avenger> hey lynx, thanks for fixing my crasher :)
[06:20:03] <Avenger> pfft, aerie cannot turn undead
[07:50:22] <CIA-28> GemRB: 03avenger_teambg * r04ccd5de8871 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed turn undead level, autogenerate isclass->class id mapping for non iwd2 games
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[08:44:53] <lynxlynxlynx> Avenger: : the summoning limit doesn't work due to the scheduling check. All the summons have the default 0xffffff appearance from the constructor, which will match and sabotage countsummons
[08:50:44] <Avenger> interesting
[08:51:19] <Avenger> but then they shouldn't appear on the screen :)
[08:52:07] <Avenger> ok, i found the bug
[08:52:11] <Avenger> it should be !Schedule
[08:52:22] <Avenger> i copied it from the also buggy function below it
[08:52:38] <Avenger> so, you just killed two bugs with one tell :D
[08:54:27] <Avenger> this will fix the annoying bug where you cannot save due to monsters, but no monsters are scheduled
[08:55:25] <CIA-28> GemRB: 03avenger_teambg * rfb20e441d15f 10gemrb/gemrb/core/Map.cpp: fixed CountSummons and AnyEnemyNearPoint
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[08:55:54] <lynxlynxlynx> cool
[08:56:13] <lynxlynxlynx> i didn't know which part was the problematic one
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[08:58:42] <gembot> build #392 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/392
[08:59:07] <Avenger> gembot: destroy bugs!
[08:59:07] * gembot readies phasers
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[09:50:50] <gembot> build #393 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/393 blamelist: Avenger
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[10:15:22] <Avenger> hmm, i have no idea how to force a rebuild, that last failure was surely not mine
[10:17:59] <lynxlynxlynx> looks like an ice, ignore it
[10:23:46] <lynxlynxlynx> btw, you mentioned puppetting adds icon 77, but that's berserk :s
[10:27:10] <lynxlynxlynx> i'll go for fx_pause_target and pi_hold
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[10:34:42] <Avenger> heh
[10:35:31] <Avenger> cant check now
[10:35:50] <Avenger> i remember saying 0x4d
[10:36:38] <Avenger> haha, no
[10:36:53] <Avenger> 0x4 is berserk, and it is not 0x4d
[10:37:37] <Avenger> 77 is most likely project image
[10:37:52] <Avenger> 78 is maze
[10:38:15] <Avenger> you might confuse it with the frame number in states.bam?
[10:38:57] <Avenger> you need to add 65 or something like that to the icon index to get the frame number
[10:44:35] <lynxlynxlynx> ah
[10:45:36] <lynxlynxlynx> maybe berserk was from a weapon hit
[10:45:40] <lynxlynxlynx> too much magic
[10:46:26] <lynxlynxlynx> i don't get this lookup stuff though, why can berserk be at 4 and this needs +65 or something
[10:47:15] <lynxlynxlynx> will try again without changes
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[10:50:28] <Avenger> it starts at 65 because that is the letter 'a'. So that portrait icons could be simply used as letters
[10:52:42] <Avenger> see Actor::GetStateString()
[11:04:51] <lynxlynxlynx> but the opcode ones probably already account for that
[11:05:39] <Avenger> the PI_ constants are not frame indices
[11:06:19] <Avenger> you should just use #define PI_PROJECTIMAGE 77
[11:06:28] <Avenger> it should work
[11:42:24] <CIA-28> GemRB: 03avenger_teambg * r242e4685bc62 10gemrb/gemrb/GUIScripts/LUCommon.py: don't mess with feats outside of iwd2
[11:43:38] <Avenger> pfft
[11:51:38] <gembot> build #718 of cmake clang++ is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/718 blamelist: Avenger
[11:55:10] <CIA-28> GemRB: 03avenger_teambg * rd20768de0eb0 10gemrb/gemrb/GUIScripts/LUCommon.py: fixed previous bug
[11:58:45] <lynxlynxlynx> hmm, there is a problem when copying actors
[11:59:06] <lynxlynxlynx> the proficiency effects have bad targetting (0) and get ignored
[12:06:04] <Avenger> but they work in the original?
[12:06:29] <Avenger> why would targeting get corrupted?
[12:08:54] <gembot> build #719 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/719
[12:16:38] <lynxlynxlynx> fx->Target is 0
[12:16:56] <lynxlynxlynx> it should be self or maybe preset
[12:17:28] <lynxlynxlynx> maybe just the applyeffect guiscript needs to be updated
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[12:52:31] <gembot> build #394 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/394
[13:10:58] <lynxlynxlynx> Avenger: http://sprunge.us/NNSR?diff <-- this works nicely, except that these effects persist indefinitely
[13:11:06] <lynxlynxlynx> any ideas?
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[13:29:19] <Avenger> you couldn't manage to add these into 0xed ?
[13:29:37] <Avenger> modify master stats from puppet
[13:30:48] <Avenger> if that doesn't work, then you need to modify the ai cycle with some cheesy hardcode
[13:31:21] <Avenger> the original does these without effects, it just modifies internal variables in master
[13:32:30] <Avenger> btw, while i like your casterhold stat, the original modifies the held stat and the held state.
[13:33:57] <lynxlynxlynx> easy to change for hold_no_icon or what was it
[13:35:11] <lynxlynxlynx> would just adding the effects to the master's queue be any better?
[13:35:18] <lynxlynxlynx> directly, i mean
[13:36:00] <Avenger> from 0xed? yes, you could use one turn long effects
[13:36:17] <Avenger> that wouldn't be exactly what the original does, but it might work
[13:36:33] <Avenger> turn -> round :)
[13:39:04] <lynxlynxlynx> why doesn't it work in ec?
[13:39:20] <Avenger> because it goes away
[13:39:37] <Avenger> you don't want to make it stay, do you
[13:39:45] <lynxlynxlynx> but these effects have a separate duration
[13:39:52] <lynxlynxlynx> the problem is they stay indefinitely
[13:47:24] <Avenger> actually, i think i will implement them with the hack i mentioned
[13:48:12] <Avenger> it would work perfectly, and it is hardcoded either way, just in different places
[13:51:35] <lynxlynxlynx> ok
[13:51:49] <lynxlynxlynx> don't forget to limit their application to round ends then
[14:12:37] <CIA-28> GemRB: 03avenger_teambg * r99ae910d2cef 10gemrb/gemrb/ (3 files in 2 dirs): another attempt at proper copy self implementation
[14:12:49] <Avenger> ok, what do you think about this
[14:13:57] <Avenger> lol, i already see some silly mistake
[14:19:54] <CIA-28> GemRB: 03avenger_teambg * rf9d414c951b9 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp): some modifications to the previous commit
[14:20:02] <Avenger> ok, this should be good
[14:21:14] <Avenger> hehe, probably there is still one problem
[14:22:48] <lynxlynxlynx> i was just about to try it
[14:27:17] <Avenger> just moving the dispel image code here
[14:28:06] <Avenger> So, puppetid and puppettype are in master, and puppetmasterid/puppetmastertype are in puppet.
[14:28:09] <Avenger> i hope :)
[14:28:27] <Avenger> this is probably irrelevant for binary compatibility
[14:28:52] <Avenger> unless there is some detectable spells thingie that looks for this
[14:30:06] <CIA-28> GemRB: 03avenger_teambg * r7d538ba85380 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp): moved the vanish on damage of projected image into CheckPuppet
[14:30:14] <Avenger> ok
[14:31:16] <Avenger> huh, i cannot believe ;)
[14:31:34] <Avenger> ah ok, this is fine,
[14:31:58] <Avenger> setstat maybe need 1 as third parameter
[14:32:14] <Avenger> or a direct modification of master->Modified
[14:38:09] <lynxlynxlynx> there is no hold
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[14:38:39] <lynxlynxlynx> you'll need to fire up a real game, this is pretty delicate
[14:38:39] <Avenger> no hold?
[14:38:47] <lynxlynxlynx> on the caster
[14:38:56] <Avenger> what about the icon?
[14:39:08] <lynxlynxlynx> already closed
[14:42:52] <Avenger> ok, i get to debug
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[14:56:41] <Avenger> heh, it works perfectly for me!
[14:57:22] <Avenger> the only difference i could see: in the original the hold effect still lets the caster to slightly move (it's frame isn't frozen)
[14:57:50] <Avenger> it was unmovable, project image icon i place, i even attacked it, and the image vanished.
[14:58:31] <Avenger> you need to recompile fxopcodes too
[14:59:42] <Avenger> we need to add the automatic hit if target is helpless, though
[15:00:25] <Avenger> also, imoen has a male voice, it is weird
[15:00:42] <Avenger> i mean, the image
[15:02:22] <Avenger> in original, the image has no voice at all
[15:08:21] <Avenger> this is because we give male voice to illusions
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[15:31:58] <Avenger> well, the original also calculates male sound, but then it is still mute. There must be some special flag to mute casting sounds
[15:46:04] <lynxlynxlynx> we already autohit immobile actors
[15:46:45] <lynxlynxlynx> i can retry, but i see no new changes nor was a compile triggered
[15:48:11] <lynxlynxlynx> ok, a forced rebuild helped
[15:48:28] <lynxlynxlynx> we should probably force change the animation to normal
[15:59:51] <lynxlynxlynx> yeah, seems to be fine
[16:01:46] <lynxlynxlynx> the problem is, since it's not using effects, some normal mechanisms don't work
[16:02:14] <lynxlynxlynx> eg casting breaking invisibility
[16:05:24] <lynxlynxlynx> but in this case, it was the same in the original - it's even mentioned in the cheese notes
[17:07:48] <CIA-28> GemRB: 03lynxlupodian * r880eff1f3923 10gemrb/gemrb/core/Scriptable/Actor.cpp: don't do area comments/bored timeout if the actor is immobile
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[18:23:35] <Avenger> we should fix the cheese, though
[18:27:24] <lynxlynxlynx> reset also the stat in Actor::CureInvisibility and it should be gone
[18:28:11] <Avenger> just change the puppet type, it shouldn't break the puppetting
[18:28:35] <Avenger> if puppet type = 1, change it to 0 ?
[18:28:47] <lynxlynxlynx> sounds more obscure
[18:29:04] <lynxlynxlynx> and btw, you can have multiple puppets
[18:29:34] <Avenger> i know, casting from simulacrum
[18:29:40] <lynxlynxlynx> simulacrum or mislead, then you can cast project image
[18:29:54] <lynxlynxlynx> casting from simulacrum is not a problem, since that's already a new actor
[18:31:04] <Avenger> a linear spawning is fine, branching can lead do multiple cheese
[18:50:36] <Avenger> i don't hear casting sounds in the original at all
[18:50:42] <Avenger> it is weird
[18:51:08] <Avenger> i enabled all sounds, except ambient/music
[18:51:30] <Avenger> it could be some weird savegame corruption by gemrb
[18:51:36] <Avenger> lets start with new game
[18:54:38] <Avenger> lol, even subtitle text in the starting cutscene is impacted
[18:56:02] <Avenger> haha
[18:56:06] <Avenger> environmental audio
[19:00:14] <Avenger> and now i heard the image of imoen cg sound is male too, lol
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[19:24:46] <CIA-28> GemRB: 03avenger_teambg * rd0a31b7c15ae 10gemrb/gemrb/core/ (4 files in 2 dirs): proper cg sound for illusionary copies
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[20:11:00] <CIA-28> GemRB: 03avenger_teambg * re87b7a9a4497 10gemrb/gemrb/ (core/Scriptable/Actor.cpp plugins/FXOpcodes/FXOpcodes.cpp):
[20:11:00] <CIA-28> GemRB: fix mislead exploit of original game
[20:11:00] <CIA-28> GemRB: fix attacking invisible opponents with 'see invisible' flag on
[20:17:09] <lynxlynxlynx> Avenger: we already do the can't-target-invisibles
[20:17:40] <Avenger> i fixed the code in performattack
[20:17:57] <Avenger> it didn't calculate with the see invisible flag
[20:18:01] <lynxlynxlynx> we do it elsewhere, that's probably a remnant
[20:18:15] <lynxlynxlynx> a vb is displayed and other complications
[20:19:08] <Avenger> that's different from this
[20:19:21] <Avenger> this is continuing attack on invisible
[20:19:53] <Avenger> previously if something went invis while attacked, the attacker lost the target, even if it had the see invis flag
[20:21:08] <Avenger> but i need to modify the targeting code too, does it display text for spell targeting improved invis?
[20:23:39] <Avenger> ahh it is there already
[20:23:49] <lynxlynxlynx> yes, since the spell applies normal invisibility too
[20:24:06] <lynxlynxlynx> after that is gone, you're targettable
[20:24:34] <Avenger> though that code is wrong
[20:24:46] <Avenger> --> if (source != tgt && ((tgt->GetStat(IE_STATE_ID)&STATE_INVISIBLE) || tgt->HasSpellState(SS_SANCTUARY))) {
[20:25:23] <Avenger> this is probably STATE_INVIS2, or lowercase
[20:25:35] <Avenger> uppercase it doesn't exist in PST
[20:25:37] <lynxlynxlynx> lowercase
[20:25:45] <lynxlynxlynx> it was written before your discovery
[20:26:08] <Avenger> just lowercase it doesn't exist outside of actor :(
[20:26:30] <Avenger> maybe i could add tgt->Untargetable()
[20:30:19] <Avenger> heh, we already have InvalidSpellTarget
[20:31:04] <Avenger> ok, this needs a little more thought
[20:32:12] <Avenger> ok, that is different a bit
[20:32:22] <lynxlynxlynx> that was added later too iirc :)
[20:32:57] <lynxlynxlynx> the original was a bit wierd in this case
[20:39:56] <CIA-28> GemRB: 03avenger_teambg * rc0b663e09641 10gemrb/gemrb/core/ (GUI/GameControl.cpp Scriptable/Actor.cpp Scriptable/Actor.h): handle the proper pst invis flag in gui targeting
[20:44:12] <Avenger> heh, it looks like the android version is totally crappy: http://forums.gibberlings3.net/index.php?showtopic=24287
[20:44:33] <Avenger> the old version has bugs we already fixed, the new version has a buggy sdl
[20:45:07] <fuzzie> well, SDL on mobile devices isn't really such a great idea
[20:45:44] <Avenger> to be honest, generally gemrb. The screen is just too small.
[20:46:15] <fuzzie> a tf101 is >10"
[20:46:23] <Avenger> and it is VERY EASY to throw away the device in frustration ;)
[20:46:35] <fuzzie> quite a bit bigger than my netbook screen :P
[20:47:31] <Avenger> 10''? that is 45 cm ?
[20:47:59] <Avenger> ahh just 25
[20:48:01] <fuzzie> ~25cm
[20:48:11] <Avenger> you got a very small screen
[20:48:57] <fuzzie> well, it is a netbook :) 22cm I think
[20:49:01] <fuzzie> but you hold a tablet closer to you, of course
[20:49:27] <Avenger> pointing is tricky
[20:49:50] <fuzzie> yes
[20:49:57] <fuzzie> if I ever have time to play with it, it needs a proper input system
[20:50:03] <fuzzie> but I never will :)
[20:50:05] <Avenger> i doubt anyone will be able to click on an enemy wizard who stands in middle of summons, or such
[20:50:36] <fuzzie> the laziest way is just to have the screen be a fake touchpad
[20:50:45] <fuzzie> so you just move a cursor around with your finger
[20:51:00] <lynxlynxlynx> as in scummvm
[20:51:20] <Avenger> i guess, sdl could be configured this way?
[20:51:51] <fuzzie> yes
[20:52:38] <Avenger> i just wonder why this happened: http://forums.gibberlings3.net/index.php?showtopic=24287&view=findpost&p=200343
[20:52:57] <Avenger> 4 sections...
[20:53:11] <fuzzie> well, it is all opengl
[20:53:24] <fuzzie> so presumably something went wrong in the opengl layer there
[20:54:13] <Avenger> i think it is the new zoom feature. But originally that device was capable of 1280x800
[20:54:46] <Avenger> if something has 1280x800 i guess, it doesn't need zoom
[20:56:31] <fuzzie> am sure it can be fixed
[21:02:42] <Avenger> see you later!
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