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khelban12

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  1. Damn, then the fault lies elsewhere. I was sure that it was the lack of libpthread because it was the only difference the two trees had. Back to the drawing board Thank you for testing it.
  2. Greetings. [Intro] Lately when i ran gemrb it segfaulted in OpenALAudio:cpp:222 "context = alcCreateContext(device, NULL)"; I tried different OpenAL versions and it always segfaulted. If i modify gemrb.cfg and disable sound then it works fine. It only segfaults with OpenAL. I thought it is an openal fault so i tried to make a minimal C program that reproduces the issue. No matter what i did, i couldn't make it segfault so i came back to gemrb. I did the first thing i do when something segfaults. Recompiling it without LTO and see if it works. And of course it works fine. I could leave it at that and enjoy gemrb but i couldn't I needed to find why it does that. Anyway, after isolating compilation parameters to see what is the fault i found that its not LTO but the combination of LTO and as-needed linker option. I use LTO and as-needed for a long time (at least since Feb 2017) and gemrb always worked. Something else that has changed in the mean time must trigger the problem. I used gemrb on Tumbleweed for some time now so while i compiled it on Gentoo, i didn't ran it and missed the problem. I tried Gcc 8.something, 9.2, 9.3 and all produce the segfault (hm now that i think of it, i haven't tried different linker versions). However, all programs are built with the same *FLAGS (this is Gentoo) and only gemrb segfaults. [/Intro] Whether OpenAL is compiled with or without LTO doesn't make any difference at all. The problem seems to be with gemrb and pthread. OpenALAudio.so is the same in all cases and correctly links with pthread. The gemrb binary however With as-needed but without LTO, it is linked with pthread and works. Without as-needed but with LTO, it is linked with pthread and works With as-needed and with LTO, it is _not_ linked with pthread and segfaults. With a quick search, i haven't found any calls of threading functions in the source code for the gemrb binary (so maybe that is why the linker thinks it doesn't need pthread), but it seems that libpthread is needed. Anybody cares to try compiling germb (the latest git for example) with LTO and as-needed enabled and inform us if it works or if my findings are coincidental and something else is at foot ? export CFLAGS="-O2 -pipe -flto" export CXXFLAGS="${CFLAGS}" export LDFLAGS="-Wl,--as-needed -flto" Setting the above flags (before running cmake) should be enough to reproduce the issue i think. Thank you for your time.
  3. Greetings. If there is someone that hasn't finished the game yet, my post contains Post-Underdark spoilers. One thing that annoys me is that when i leave underdark and i have Viconia with me (almost everytime), she is forced by Elhan to accept a geas spell without me being able to say anything (i don't like in general when a game railroads you without giving you a choice). He interrogates me pestering me with stupid questions, he needs my help to get the lanthorn because he can't travel to human lands and he has the audacity to mess with my teammates. One course of action could be that Viconia leaves your party and meets you at another point (i think Yasraena does that). Some other courses i thought are a) Adalon informing Viconia that the surface elves will be very suspicious towards her and offering her to disguise her as surface elf (with viconia being able to refuse leading to the original behavior), b) even better giving the player the option to strenuously object to Elhan's behavior, even threatening him or something. I would try to implement it myself and open a pull request but i don't know anything about dialog scripting so i leave the idea here in case some of the devs like my proposal. A pet peeve of mine is that sometimes i get stuck on insignificant little details like this one. Or the guy in Adventurer's mart that warns you not to steal. Oh how i hate that guy My current playthrough is with a Cavalier Paladin with amazing reputation and still the guy warns me not to steal. Thank you for your time.
  4. Can you try this https://pastebin.com/DE71jzpV It a bit old too but i think it is better than the one in the gentoo tree. I wrote it because gentoo didn't have a SDL2 gemrb ebuild and i wanted to get rid of SDL1. I haven't tried all options but i have tried sdl, sdl2+opengl, sdl2-opengl scenarios and all worked. At that time, opengl gave me some problems (i can't remember what, maybe flickering or rendering issues) so i personally settled for sdl2 - opengl. I haven't tried the subviews branch with it but i use it as gemrb-9999 and recompile the git version every now and then and it compiles fine with the git tree.
  5. Amazing work as always, lynx. Thank you.
  6. Offtopic to the banning, am i the only one that gets annoyed by this holier than thou talk of "not a random community" and especially this myth that goes around for years that the BD forums are very friendly in contrast to other fora ? It is insulting and demeaning to the efforts of the G3 team / shsforums team and other communities. I am not a member here and SHS for long but i read the two fora for years and also gamebanshee (before they "upgraded" to a new forum software version that made it unreadable for me) and the older ironworks forum. All of them had friendly people that answered questions and provided useful information for years before beamdog was even an idea to the creators's minds. I know there are some downtimes in SHS's case but all 4 fora continue to be maintained to this day for our benefit and they will probably exist long after BD gets bored and closes their forum (like bioware did).
  7. I love the fact that Shandyr's profile mentions that in December 2019 alone, he got badges for 1K, 1.5K, 2.5K insightfuls. So according to forum readers, he is a good member that has posted useful content but according to the forum team he is not welcome. One badge description is even "You must be a source of inspiration for the community." He is an inspiration for the community ? Ban him
  8. I can't remember for sure what i did in 2016. Maybe some of the changes exposed bugs in vanilla (like the purple magic golems and the planetars) but i think it was only changes for IA.
  9. I use IA in gemrb for a long time now and the only thing i did is modify the avatars.2da. You don't need a patch like the original engine. I ended up also modifying the bgmain patch and the file prefixes but only because i use linux and the μ and other prefixes wouldn't work. The only problem that remains is that gemrb uses the frame count as speed for the animations (which works for some of the original animations) but i suppose the IA animations have more frames and so many creatures have lightning speed I modified the gemrb code to read the speed from a 2da file (in the fashion of EE) but i couldn't get the speed of the animations. The plan was to use scripting in the original engine to measure how long it takes for a creature to travel between two specific points but i couldn't get it. Do you know how fast each animation should go or do you have any way to find out ? If yes, then IA will be able to run fine in GemRB. Edit: Here is a diff of the changes i made. Disregard the prefixes as they correspond only for my filenames. I set the type / space / size by trial and error to make the animations be the same as the originals. I think that i made an area with all the changed creatures and verified that they appear the same between original engine and gemrb but i may remember wrong.
  10. Wasn't there a debate a long time ago about which is the correct value for grandmastery ? Something that it shouldn't give +1.5Apr but only +1 Apr (or +0.5 from specialization like greenhorn said). The readme said +1 and the implementation gave +1.5. I don't think a consensus about which is the correct value was reached and in the end the readme changed to reflect the implementation. I may misremember though.
  11. Greetings. Thank you for another great mod. All mods that give more content to Imoen are welcome. I have some questions: 1) Is there a different story incentive to go to Brynnlaw if you have Imoen in the party ? 2) Do you have any idea about compatibility with the "Imoen Friendship" and "Imoen Romance" mods ? I guess since the dialogs start when you rescue Imoen from Spellhold, the mods should work fine (but you won't get any dialogs during your travels before brynnlaw ofcourse) ? 3) The mods that mess with Imoen2 and Imoen variables like "Eternal Imoen" or "Continuous Imoen" are incompatible i guess ? Thank you
  12. More a question rather than a bug. The usual installation order until now was Ascension -> Wheels of Prophecy -> Edwin Romance at least according to BWP because Edwin Romance has different dialog has code that accounts for WoP so it should be installed after it. The readme in v2.0.6 has been updated and says that WoP should be installed after ascension (as always) but ER should be installed before ascension and therefore before WoP too. Will this new order pose a problem for the interaction of ER and WoP ?
  13. I read in your weidu.log that you have ascension 2.0.3 installed. Is it possible that you have the same problem as me with opcode 282 ? @DavidW does the later installation of SCS 32.2 which has the fixed Detectable Spells version undo the damage from the ascension DS ?
  14. Bugs will always slip through. Don't sweat it. If it wasn't clear from my message i am grateful for all your effort and for the great mods you give us. I wasn't trying to put blame or something like that. As a temporary workaround, i copied all .spl files and ran DELETE_SPELL_EFFECT with opcode_to_delete=282 and (at least up to the point i have played) i don't have any crashes.
  15. Does anyone else get crashes on classic BG2 with tobex engine ? I started a new playthrough and in Waukeen's Promenade after the cutscene ends, i immediately got a crash. I tracked it down to the mod ruad. It uses a script that runs the wizard spells "protection from fire / cold". I removed every mod but tobex, bg2fixpack, ascension and i can still trigger the crash. I tracked it down to the DS component of ascension that adds a set scripting state (282 opcode) with BUFF_PRO_DAMAGE to some spells. If i remove this effect, everything works correctly. I tried to understand what the problem is but couldn't and IESDP doesn't have much information. In my case, the BUFF_PRO_DAMAGE stat gets the number 233 so the effect uses the number 77 (156 + 77 = 233). If i modify spwi319 and try to set other states, i get crashes with some numbers (e.g 50, 60) but it works with others (e.g 49, 65). If i give BUFF_PRO_DAMAGE the number 236 in stats.ids and modify the effect accordingly (to 80 so that 156+80 = 236) it works without crashing. It seems to work with some numbers and crash with others. It is likely that the crash happens with other spells too and i just happened to notice it with Protection from Fire (at least all the BUFF_PRO_DAMAGE spells should crash). If someone has a classic BG2 installation and wants to test it, some rough steps are the following: a) install tobex, fixpack and ascension b) start a TOB game (to avoid the lengthy Irenicus cutscene), import TOBMAGE character c) clua in scrl6h (which runs spwi319.spl) d) use it on yourself.and see if it crashes. Also, does anyone know a fix for this ? Thank you
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