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

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[09:31:14] <edheldil> I have adde the Config UI idea to the gsoc page
[09:34:12] <Kiranos> I would love that as gemrb becomes more complete
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[11:43:59] <CIA-41> GemRB: 03avenger_teambg * ra68871ab0c1e 10gemrb/gemrb/ (9 files in 4 dirs): added Detected trigger
[11:50:24] <fuzzie> nice
[12:23:08] <CIA-41> GemRB: 03avenger_teambg * r5f5941862639 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: envenom:don't stuff the fxqueue with repeated con bonus effects
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[13:38:20] <rudi_> -quit
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[15:49:09] <Avenger> huh, i find lots of ugly hacks as i look into iwd2.
[15:49:24] <fuzzie> ugly hacks? in a BIS game?
[15:49:44] <Avenger> lol, well, this is kind of uglier than your average BIS stuff
[15:50:12] <Avenger> see http://forums.gibberlings3.net/index.php?showtopic=23891&view=findpost&p=197652
[15:50:13] <fuzzie> I refuse to believe that iwd2 could be anywhere near pst.
[15:50:37] <fuzzie> phft, effects ;p
[15:51:20] <Avenger> applying the spell effect bunch itself is kinda 'ok'. But it is being applied when this effect is removed. and has 2 special exceptions
[15:51:41] <Avenger> effbbr itself has NO fatigue effects, but it is avoided if you are immune to fatigue
[15:51:50] <Avenger> it is one of those totally wtf moments
[15:52:06] <Avenger> why didn't they add immunity to barbarians at level 20 vs effbbr
[15:52:19] <Avenger> they got the mechanisms
[15:52:41] <Avenger> clearly it was a last minute hack
[15:54:41] <Avenger> the problem is, we don't have any mechanism to do something when an effect expires
[15:55:51] <Avenger> but i guess i will have to add something, there are many effects in iwd2 and bg2, that at least play a sound when the effect expires
[16:19:26] <Avenger> hmm, iwd2 has a trigger flag that makes it active only when in the 'tutorial state'
[16:20:07] <Avenger> in bg2 i didn't see this flag being used, but it might have the same use
[16:20:25] <Avenger> yeah, phew
[16:20:40] <Avenger> so, this flag (0x20) is no longer unknown!
[16:21:19] <Avenger> you just witnessed me finding a new bit :P
[16:21:42] <fuzzie> i'm pretty sure you already knew that one
[16:22:43] <Avenger> really?
[16:22:51] <Avenger> let me see gemrb
[16:23:02] <fuzzie> well I have *some* unimplemeneted tutorial flag in my head
[16:23:41] <Avenger> yeah, it is named: TRAP_LOWMEM
[16:23:57] <fuzzie> if you really didn't know if then maybe it's something else
[16:23:59] <Avenger> but this is because the config struct was a bit messed up in my db :)
[16:24:42] <Avenger> so a lot of config flags were just named 'lowmem' i think because that is the first config field
[16:26:18] <Avenger> i think we talked about some problem with tutorial compatibility in bg2, iirc, you tested it.
[16:26:59] <fuzzie> yes, I fixed a bunch of bugs with the tutorial at some point
[16:27:20] <fuzzie> for example it requires that learning scrolls actually get cast
[16:27:27] <fuzzie> since it has an effect to set a variable on one
[16:27:38] <Avenger> i'm just relieved that this flag does exactly the same in iwd2
[16:27:46] <Avenger> there are sometimes nasty differences
[16:29:13] <Avenger> there is one thing i couldn't find in iwd2: how did they implement the simplified duration stuff
[16:46:24] <lynxlynxlynx> on-expiry stuff is also needed for hide in shadows
[16:46:59] <lynxlynxlynx> now you have to "refresh" the actionbar manually or the button will stay disabled if the attempt fails
[16:47:31] <fuzzie> well, that can be handled elsewhere
[16:49:19] <lynxlynxlynx> not that nicely, but yeah
[17:16:56] <Avenger> meh, this is what i was afraid of. Some of the region flags are not compatible
[17:17:46] <Avenger> in iwd2, there is no 'npcs can't pass'. And the 'alternative point' is taking its place
[17:21:04] <Avenger> sh.t...
[17:21:28] <Avenger> i see the equivalent code in the engines, but they definitely use a different bitmask
[17:21:37] <fuzzie> can't we just rewrite?
[17:21:55] <Avenger> we need to know which engine we are in :(
[17:22:27] <fuzzie> GF_CRAZY_FLAGS?
[17:22:48] <Avenger> this is in the loader/marschaller. They didn't touch the internal stuff
[17:22:59] <Avenger> but still, this is ugly
[17:25:42] <Avenger> i hope we handle this flag in the loader too
[17:28:16] <Avenger> well, we use it in a lot of places
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[18:29:10] <CIA-41> GemRB: 03avenger_teambg * r700e5daa2dc9 10gemrb/gemrb/ (17 files in 12 dirs):
[18:29:10] <CIA-41> GemRB: iwd2 has the alternative point flag in an alternative place
[18:29:10] <CIA-41> GemRB: other engines may or may not have the 'no npc flag'
[18:31:28] <CIA-41> GemRB: 03avenger_teambg * r069b9586a763 10gemrb/gemrb/core/Scriptable/InfoPoint.cpp: missed this...
[18:34:14] <lynxlynxlynx> smaller commits please :s
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[18:39:03] <Avenger> yeah, it could have been split
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[19:55:28] <tomprince> How is logging improvemnt related to multiplayer? (from gsoc page)
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[20:01:13] <lynxlynxlynx> state syncing is related
[20:01:39] <lynxlynxlynx> the original used messages, so if we have a good logging system in place, it is a good starting point for that too
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[20:13:09] <tomprince> I guess we could reuse the same framework. Except, would we want to be using text messages for that? And, in any case, there are different constraints on multiplayer state-synch, than on informational logging.
[20:27:17] <fuzzie> it wasn't syncing, it was 'i did this' messages to a host node
[20:28:41] <fuzzie> but other than on-screen messages i'm indeed not sure it is framework-compatible
[21:27:29] <lynxlynxlynx> the bigg can't mentor, also thinks it would be a too hard task
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[21:30:51] <fuzzie> which one?
[21:31:28] <lynxlynxlynx> the scripting fixes for >6 parties
[21:31:32] <fuzzie> ah
[21:32:44] <fuzzie> hard to evaluate how painful it would be
[21:33:12] <lynxlynxlynx> well, he suggested doing it in weidu would be easiest, but that's ocaml
[21:33:14] <fuzzie> what would be involved .. UI mods + fixing game scripts?
[21:33:46] <lynxlynxlynx> we don't really need a gui mod as the controls can be created from the guiscript if there's enough room
[21:34:12] <fuzzie> yeah, but student would have to actually do all that stuff :)
[21:34:22] <fuzzie> make sure there's space in party reform dialog etc
[21:34:48] <lynxlynxlynx> didn't think of that one, but it's still the easy part
[21:34:54] <fuzzie> if it's just "try and patch up the scripts" then it doesn't seem unreasonable for gsoc but also impossible without an appropriate mentor.
[21:36:59] <lynxlynxlynx> judging from the occurences of Player6, it would be easiest to just extend the scripts manually
[21:37:16] <lynxlynxlynx> but mods
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