#gemrb@irc.freenode.net logs for 9 Jul 2011 (GMT)

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[07:41:59] <Avenger> hello
[07:42:03] <fuzzie> hey
[07:52:01] <Avenger> do we support random banter? where is it implemented...
[07:52:53] <Avenger> there is a banterblockflag/banterblocktime
[07:55:53] <fuzzie> the bg1 stuff?
[07:56:36] <Avenger> i don't know... i think this is more like bg2
[07:56:52] <fuzzie> those control Interact, i thought
[07:57:03] <Avenger> yes
[07:57:22] <Avenger> i just added something
[07:57:58] <fuzzie> ok, cool, i guess
[07:58:03] <fuzzie> i guess it must be bg2, since it's used
[07:58:13] <fuzzie> but then i guess we don't support banters properly :P
[07:59:02] <Avenger> well, we didn't support these flags, we just set them
[07:59:06] <fuzzie> it is not stuff i understand, anyway
[07:59:37] <Avenger> i just made it so, that a dialog with BD_INTERACT won't start if they are set
[07:59:48] <Avenger> i'm not sure if this is enough :)
[07:59:51] <fuzzie> oh, doesn't that *break* Interact()?
[08:00:15] <fuzzie> looks like it would
[08:00:31] <Avenger> but it should :)
[08:00:37] <fuzzie> oh?
[08:00:46] <fuzzie> i thought it was intended to block Interact() being queued when idle
[08:01:02] <fuzzie> yeah
[08:01:12] <fuzzie> if you stop Interact() from running, you break romances
[08:01:33] <fuzzie> because they check for the previous romance state, then set globals for the new romance state and run Interact()
[08:01:41] <Avenger> well, i wouldn't like Jaheira to nag me when in some critical path
[08:01:46] <Avenger> hmm
[08:02:11] <fuzzie> and if Interact() doesn't run, you broke the romance forever
[08:02:38] <fuzzie> *mostly* they check CombatCounter(0), but it's not very consistent
[08:02:49] <Avenger> i'm almost sure it should be blocked by these flags
[08:02:59] <fuzzie> well, it is possible original engine could be terribly buggy :P
[08:03:50] <Avenger> well, i could try and find the exact location in the original :)
[08:04:43] <fuzzie> but it seems like this should only apply to the automatic banter code (the stuff using RealTime), and not the scripted action
[08:05:25] <fuzzie> i know scient disabled the automatic banter code in pst, but i have no idea where it is in bg2
[08:05:34] <Avenger> do we support that one?
[08:05:40] <fuzzie> i don't think so
[08:05:43] <fuzzie> if we do, i don't know where :)
[08:05:44] <Avenger> meh
[08:06:38] <Avenger> can you find what calls the banterblockflag/time actions?
[08:06:57] <Avenger> i thought this is more like a bg2 feature
[08:07:08] <fuzzie> it is
[08:07:30] <fuzzie> only BanterBlockTime is used, i guess in the promenade
[08:08:15] <Avenger> so this isn't a much used stuff, just a hack?
[08:09:02] <fuzzie> well, the banter timers are a hack too :P they're just more often used
[08:09:33] <fuzzie> but i'm not searching mods here, so they could be used a lot there..
[08:11:08] <Avenger> damage is disabled when stateoverridetime/flag is set and the source is spin823... meh, what a weird hack
[08:11:25] <Avenger> hmm, that is the slayer change, i guess we fixed that already
[08:11:53] <fuzzie> did we?
[08:12:06] <fuzzie> we fixed it to check the resistances using the safe stats
[08:12:25] <fuzzie> but stateoverride is meant to stop you from dying during cutscenes or something?
[08:12:43] <Avenger> yes
[08:13:21] <fuzzie> so i don't know if we fixed that
[08:13:33] <fuzzie> but every time i find some hardcoded thing, i find that you already made a 2da for it and made it work :P
[08:13:45] <Avenger> i try hard :)
[08:14:09] <Avenger> but i always find something new
[08:14:26] <Avenger> this engine is full of rule breaks
[08:14:58] <Avenger> stateoverride is used in the set visible opcode too
[08:15:00] <fuzzie> we still have VVC issues.. :P
[08:15:14] <Avenger> it seems stateoverride disables becoming visible... but why
[08:16:18] <Avenger> this is a complicated condition tree, with nondetection/some unknown game flag/stateoverride
[08:16:52] <Avenger> so, if visibility has a bug think about this ^^^
[08:19:20] <Avenger> actually, i couldn't find any other usages (damage with slayer change and the 2 invis removal opcode)
[08:24:12] <Avenger> yes, it seems i tied the two interact types together
[08:24:31] <Avenger> so, we somewhat support the oneliner interact, but in the wrong place
[08:24:56] <fuzzie> but the oneliner interact *is* bg1-only, right?
[08:24:57] <Avenger> it seems it is more like a random timer thing, that runs when in no combat and banterblock isn't set
[08:25:03] <Avenger> no
[08:25:29] <Avenger> hmm yes
[08:25:31] <Avenger> weird...
[08:25:39] <fuzzie> at least some engines definitely do automatic Interact()s on a hardcoded engine timer
[08:25:48] <Avenger> tob does it too
[08:26:04] <Avenger> but it doesn't find any interacting chars, because they are bg1 npcs
[08:26:06] <fuzzie> it has the files?
[08:26:09] <fuzzie> yeah :)
[08:26:18] <Avenger> interact.2da is here, but with bg1 npcs
[08:26:18] <fuzzie> i don't mean it's missing from the engine, just that it's unused
[08:26:47] <Avenger> edwin/minsc is possible, though
[08:26:49] <fuzzie> i mean, i *don't know* how this works, other than that the hard-coded engine timer for Interact() uses RealTime, and that is stupid :P
[08:27:21] <Avenger> yes, we could use the equivalent gametime
[08:27:59] <fuzzie> i don't know if pst is using the same system, but the pst banter times are so long that people leave the game paused for a long time, just to get the banters
[08:40:05] <Avenger> we also don't support the area comment stuff?
[08:41:23] <fuzzie> no idea
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[08:46:49] <Avenger> this stuff will need a new 2da, hehe
[08:46:49] <Hellcommander> hi ive got gemrb all set up but I have 1 error preventing be from testing it out
[08:47:14] <Hellcommander> says no video driver availible
[08:47:36] <Hellcommander> *available
[08:47:40] <Avenger> what machine/os you have?
[08:47:48] <Hellcommander> vista
[08:48:12] <Avenger> hmm, did you compile gemrb?
[08:48:17] <Hellcommander> yes
[08:48:23] <fuzzie> sounds like you're missing the SDLVideo plugin
[08:48:49] <Hellcommander> I moved it by mistake
[08:48:53] <fuzzie> it does check that you got *some* plugin loaded, but otherwise that is the first check
[08:49:14] <Hellcommander> no plugin errors
[08:49:25] <Avenger> well, if you moved it, there won't be error
[08:49:41] <Avenger> you can recompile it if you lost it :)
[08:49:43] <Hellcommander> put the two files I accidently pulled from plugins back where need thanks
[08:50:42] <Hellcommander> can only find if plugins are in plugin folder and other dlls are by gemrb exe
[08:51:00] <Avenger> i think other dlls could be anywhere on the dll load path
[08:51:15] <Avenger> but plugins are needed in the plugin dir
[08:56:46] <Hellcommander> which pathes do I enter in for a BGT game on different directory?
[08:57:18] <Hellcommander> says my pathes are invalid
[08:57:39] <Avenger> it runs on the bg2 engine originally
[08:57:53] <Avenger> so, you need to set gametype to bg2
[08:58:03] <Hellcommander> it is set to such
[08:58:05] <Avenger> what path is invalid?
[08:58:10] <Hellcommander> need the right pathes
[08:58:17] <Hellcommander> 1 - 6
[08:58:19] <Hellcommander> cds
[08:58:27] <Avenger> all ?
[08:58:40] <Hellcommander> cd 1 - cd 6
[08:58:45] <Avenger> cd6 is normal, because you don't have it
[08:58:51] <fuzzie> do you need any of those for BGT?
[08:59:12] <Avenger> i think cd1 is normal too
[08:59:23] <Hellcommander> I would assume
[08:59:35] <Avenger> you can set cd1 to your game path
[08:59:39] <Hellcommander> there is a cd 6 folder
[08:59:46] <Avenger> really?
[08:59:50] <Hellcommander> yup
[09:00:10] <Avenger> what is in it?
[09:00:27] <Hellcommander> never mind
[09:00:50] <Hellcommander> I mean 1 - 5
[09:01:01] <Hellcommander> 1 - 4
[09:01:05] <Avenger> it is not used in normal games, we just added it so modders could have an extra directory, if they don't want to mix
[09:01:23] <Avenger> cd5 is used for tob
[09:01:45] <Hellcommander> Do I just add the directories from the .ini file?
[09:02:09] <Avenger> hmm? wait, you need to install the original game somewhere,
[09:02:37] <Avenger> you don't have to add any directory
[09:02:42] <Hellcommander> It points to the original cd data in ini
[09:03:14] <Avenger> it should point to the cd dir, without 'data'
[09:03:26] <Avenger> because chitin.key contains the data subdir
[09:03:43] <Avenger> this is the same as in the original game
[09:05:19] <Avenger> i have something like this: CD2=e:\tob/CD2/
[09:07:29] <Hellcommander> I set the res if im using widescreen mod
[09:08:07] <Hellcommander> ran game and it had buggy gui
[09:08:37] <Hellcommander> think I'll set it to normal res from file
[09:09:31] <Avenger> did you run the gemrb compatible widescreen mod
[09:11:12] <Hellcommander> for gemrb
[09:12:50] <Avenger> well, i guess buggy gui is a broad definition
[09:13:24] <Avenger> buggy as in, you saw bug messages in console, or just ugly looking?
[09:13:37] <Hellcommander> as in the menu are invisible
[09:13:41] <Hellcommander> *was
[09:13:54] <Hellcommander> not ugly looking
[09:13:56] <Avenger> if there was any bug message, tell me
[09:14:09] <Hellcommander> something about control
[09:14:16] <Avenger> dunno, if it is easy to copy text from the console on vista :(
[09:14:28] <Avenger> yeah, that's a bug if you saw something like that
[09:15:18] <Avenger> lynx is our widescreen support specialist, but he isn't around now
[09:16:25] <Avenger> i just play gemrb in 800x600 in windowed mode
[09:16:42] <Avenger> i don't use any widescreen stuff
[09:17:59] <Hellcommander> it says portrait has no int attrobute
[09:18:11] <Hellcommander> *attribute
[09:18:19] <Avenger> which line?
[09:18:51] <Avenger> i guess it is guicommonwindows
[09:20:03] <Hellcommander> can't see my mouse is locked
[09:20:08] <Hellcommander> from game
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[09:30:02] <Hellcommander> I believe it was message.py on line 153
[09:31:27] <Hellcommander> bg2/Messagewindow.py line 153
[09:31:31] <Avenger> thanks
[09:31:56] <Hellcommander> in update control status
[09:32:33] <Avenger> the problem is, it is highly likely this isn't the first bug message.
[09:32:43] <Avenger> this just says, the portrait window doesn't exist
[09:32:52] <Hellcommander> Gemrb.SetVar("PortraitWindow".ID)
[09:33:15] <Avenger> GemRB.SetVar("PortraitWindow", PortraitWindow.ID)
[09:33:30] <Avenger> the problem is, it cannot set up the portrait window, for some reason
[09:33:44] <Avenger> you can't get the whole log, can you?
[09:34:03] <Hellcommander> mouse locks when game is on
[09:34:17] <Hellcommander> is there log file?
[09:35:13] <Hellcommander> doesn't have any problem with tobex though
[09:35:39] <Hellcommander> ill try changing the res value
[09:35:55] <Avenger> it is a printf, if you start gemrb by redirecting its output into a file, you will get the log in a file
[09:36:21] <Hellcommander> how do I do that
[09:36:27] <Avenger> something like gemrb >log
[09:36:36] <Avenger> in command line
[09:39:59] <Hellcommander> how do I bring up the command line in game
[09:40:39] <Avenger> quit game first
[09:40:59] <Avenger> i'm not familiar with vista, but in xp there is a start menu/run
[09:41:04] <Avenger> there i just type cmd
[09:41:51] <Hellcommander> 2 other errors of RunFunction:ResolveKey Guiscript Missing function:Resolve Key
[09:41:55] <Avenger> it brings up a nice old dos like command prompt :)
[09:42:10] <Avenger> those are not a problem
[09:42:17] <Avenger> they are just unsupported hotkeys\
[09:42:57] <Avenger> they are the only errors before the portrait problem?
[09:43:12] <Hellcommander> Didn't know you meant that cmd.exe lol
[09:43:23] <Avenger> that is the command line :)
[09:43:28] <Hellcommander> Im no noob with computers
[09:43:54] <Avenger> well, one can be expert with vista and never see the command line ;P
[09:44:12] <Hellcommander> I know thats the command line I thought you were talking about a built in command line
[09:44:14] <Avenger> i'm totally unfamiliar with vista/win7. i use xp or linux
[09:44:29] <Hellcommander> lol I know the cmd line
[09:44:42] <Avenger> ah, ok. so you can redirect the output of gemrb into a file
[09:46:23] <Avenger> i can either tell too much or too little, you can never be sure what the other guy knows :)
[09:50:19] <Hellcommander> saved log of file run
[09:50:53] <Hellcommander> good ol select all copy then paste
[09:51:36] <Avenger> ok, good to know that works on vista, won't work here
[09:51:59] <Hellcommander> Decompressing default.toh Decompressing default.tot [TLKImporter]: Not a valid TOT file. [TlkImporter]: Cannot open tlk override!
[09:52:06] <Hellcommander> is one
[09:52:10] <Avenger> that's not a terrible problem
[09:52:17] <Avenger> anything about scripts?
[09:52:30] <Hellcommander> [GUIScript]: Runtime Error:
[09:52:31] <Hellcommander> Traceback (most recent call last):
[09:52:31] <Hellcommander> File "C:/Program Files/gemrb/GUIScripts/bg2\MessageWindow.py", line 52, in OnL
[09:52:31] <Hellcommander> oad
[09:52:31] <Hellcommander> GUICommonWindows.SetupMenuWindowControls (OptionsWindow, 1, None)
[09:52:31] <Hellcommander> File "C:/Program Files/gemrb/GUIScripts/bg2\GUICommonWindows.py", line 130, in
[09:52:32] <Hellcommander> SetupMenuWindowControls
[09:52:32] <Hellcommander> Button = Window.GetControl (rb)
[09:52:33] <Hellcommander> File "C:/Program Files/gemrb/GUIScripts\GUIClasses.py", line 73, in GetControl
[09:52:33] <Hellcommander>
[09:52:34] <Hellcommander> return _GemRB.Window_GetControl(self.ID, control)
[09:52:34] <Hellcommander> RuntimeError: Control is not found
[09:52:44] <Avenger> ok, that seems to be better
[09:53:15] <Hellcommander> Traceback (most recent call last):
[09:53:15] <Hellcommander> File "C:/Program Files/gemrb/GUIScripts/bg2\MessageWindow.py", line 153, in Up
[09:53:15] <Hellcommander> dateControlStatus
[09:53:15] <Hellcommander> GemRB.SetVar("PortraitWindow", PortraitWindow.ID)
[09:53:15] <Hellcommander> AttributeError: 'int' object has no attribute 'ID'
[09:53:27] <Avenger> the first one is the real problem
[09:53:30] <Hellcommander> those all all errors
[09:53:43] <Hellcommander> how do I fix
[09:53:56] <Avenger> i don't know yet
[09:54:23] <Avenger> it doesn't find the rest button...
[09:54:33] <Avenger> hmm, do you have gametype as bg2?
[09:54:50] <Avenger> hmm, ok, sure you have
[09:55:02] <Hellcommander> bg2
[09:55:11] <Avenger> well, weird stuff
[09:55:25] <Avenger> it looks like the rest button is missing from your chu file
[09:55:36] <Hellcommander> ive had that problem before when I built it
[09:55:46] <Avenger> are you familiar with dltcep?
[09:55:59] <Avenger> or any chu editor
[09:56:11] <Hellcommander> I might have used it before I have bad memory
[09:56:26] <Hellcommander> I know I have it though
[09:57:32] <Hellcommander> what do I need to look for
[09:58:27] <Avenger> ok, this is weirder than i thought
[09:58:45] <Hellcommander> ive had same problem before
[09:59:09] <Hellcommander> when I built it months ago
[09:59:26] <Avenger> the rest button is supposed to be the last button on the options pane (left side)
[09:59:41] <Avenger> wanna learn dltcep ? :D
[09:59:43] <Hellcommander> This it not as resource heavy though :) tbb
[09:59:55] <Hellcommander> where do I go
[10:00:03] <Avenger> well, first you need it
[10:00:08] <Hellcommander> Ive used dltcep before
[10:00:09] <Avenger> if you got it, you need to set it up
[10:00:16] <Avenger> then load the chu editor
[10:00:53] <Avenger> dltcep/edit/chu
[10:01:15] <Avenger> then file/load interface/select guiw
[10:02:06] <Avenger> if you managed to load it, then press the select control button, and pick the sleep button (if you find it)
[10:02:35] <Avenger> just click on the sleep button (selection won't change), and click ok
[10:02:56] <Avenger> you can confirm the selection change by pressing select control again (this is a small bug in dltcep)
[10:03:07] <Avenger> if you see the sleep button selected, then fine
[10:03:21] <Avenger> back in the chu editor, there is an ID field
[10:03:36] <Avenger> it should contain 11
[10:03:59] <Avenger> also ID flags a bit lower should contain 0
[10:05:30] <Hellcommander> don't see any sleep button
[10:06:06] <Hellcommander> whats it called
[10:06:47] <Avenger> did you load guiw?
[10:07:27] <Hellcommander> loaded now now what
[10:07:34] <Avenger> select control
[10:07:48] <Avenger> that is a button somewhere bottom left
[10:08:12] <Hellcommander> clicked
[10:08:21] <Avenger> ok, now click back
[10:08:40] <Avenger> if you click on select control again, it will highlight the sleep button
[10:08:44] <Avenger> if you did it right :)
[10:09:08] <Avenger> if that's ok, then ID should be 11 back in the editor
[10:09:18] <Hellcommander> id is 11
[10:09:39] <Avenger> that 11 is the number used in rb = 11 in guicommonwindows.py
[10:10:04] <Avenger> hmm wait, id flags field is also 0?
[10:10:47] <Hellcommander> top is 0
[10:11:10] <Hellcommander> top id field is 0 bottom is 11
[10:12:05] <Avenger> well, we are concerned only with the rest button, select it again, and check another field, its named 'id flags (disable control)'
[10:12:36] <Avenger> it is middle left on the editor screen
[10:13:01] <Avenger> if that field is not 0, then gemrb won't find the control
[10:13:07] <Hellcommander> setting the width to 800 and height to 600 fixed the problem
[10:13:42] <Hellcommander> as I figured
[10:15:54] <Hellcommander> bye need to sleep
[10:16:06] <Hellcommander> 6:16 am here
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[10:18:57] <Avenger> ah i guess i know what's hte problem
[10:20:09] <Avenger> sucks, guiw12 and above doesn't contain the control window buttons
[10:21:39] <Avenger> guiw, guiw08 and guiw10 are fine
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[10:25:30] <Hellcommander> bug with gemrb and some mods can't handle nested effects
[10:25:41] <Hellcommander> script or something
[10:26:14] <Hellcommander> saved game with gemrb loaded the game and game crashed
[10:26:36] <Avenger> i just posted a note on g3 about this
[10:26:37] <Hellcommander> no errors on loading either
[10:26:47] <Avenger> http://forums.gibberlings3.net/index.php?showtopic=22610
[10:27:36] <Avenger> it isn't sure it is a nested effect, it could be a simple area=null when the effect happens problem :)
[10:27:49] <Avenger> it is relatively easy to fix, if i know the opcode
[10:28:10] <Hellcommander> there are controls in that error justed messed up controls
[10:28:32] <Avenger> yes, there are controls, but 11 is missing
[10:28:44] <Hellcommander> wolf doesn't have any dialog because of that
[10:29:16] <Avenger> ah, i thought you talk about the rest button problem
[10:29:17] <Hellcommander> and familiar mod doesn't work with it
[10:29:42] <Hellcommander> nested effects another problem
[10:30:22] <Avenger> i need a crash log or something
[10:30:27] <Avenger> to know which opcode bugs
[10:30:37] <Avenger> or a saved game
[10:33:30] <Hellcommander> another problem is character as 3 hands on pic and screen is moved to much when moving mouse
[10:34:04] <Hellcommander> mice problem might be because I have gaming mice though
[10:34:50] <Hellcommander> found a error
[10:37:23] <Hellcommander> [ResourceManager]: Searching for HAIASS.dlg...[chitin.key]
[10:37:24] <Hellcommander> Displaying string on: haiass
[10:37:24] <Hellcommander> [ResourceManager]: Searching for mwlf.2da...[chitin.key]
[10:37:24] <Hellcommander> [2DAImporter]: Bad signature!
[10:37:24] <Hellcommander> [Actor]: TODO:Cannot determine 2DA rowcount for index: 60
[10:38:33] <Hellcommander> all I can find
[10:39:56] <Hellcommander> save problem seems to be caused by it not saving the data right
[10:40:36] <Hellcommander> for a second after it is loaded screen is outlined in blue but the menu
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[10:44:48] <Avenger> that is a verbal constant resolution failure
[10:45:19] <Avenger> 60 is "dialog"
[10:45:36] <Avenger> i guess we could fall back to selection
[11:42:09] <Avenger> LOL, turn undead affects partymembers
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[18:18:37] <CIA-40> GemRB: 03avenger_teambg * rdb7d1ed20ca3 10gemrb/gemrb/override/shared/comment.2da: area comment order and association data
[18:23:59] <CIA-40> GemRB: 03avenger_teambg * r2cb682691d5b 10gemrb/gemrb/docs/en/Tables/comment.txt: comment.2da description
[19:01:06] <CIA-40> GemRB: 03avenger_teambg * r98ddf7e834f6 10gemrb/gemrb/core/GameScript/GameScript.h: new verbal constant defines
[19:09:40] <CIA-40> GemRB: 03avenger_teambg * r027b48d28758 10gemrb/gemrb/ (3 files in 3 dirs): fixed turn undead, moved turn undead code to common opcodes
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[19:17:56] <CIA-40> GemRB: 03avenger_teambg * r18100633b101 10gemrb/gemrb/core/ (5 files in 2 dirs): implemented area comments, bored timeout
[19:51:10] <CIA-40> GemRB: 03avenger_teambg * r547c284d07e1 10gemrb/gemrb/core/Scriptable/Actor.cpp: only party npcs talk
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[20:03:24] <Avenger> hello
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