#gemrb@irc.freenode.net logs for 12 Sep 2015 (GMT)

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[06:50:21] <decker^> hello
[06:51:08] <decker^> i managed to find a fix for the textscreen happening while renting a room. It just has a slight side effect, the left side buttons become invisible but at least the game continues working fine.
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[06:58:26] <decker^> anyway my fix is:
[06:58:28] <decker^> http://pastebin.com/FGm8PHuw
[06:58:29] <Pepelka> GUI Store/TextScreen Fix - Pastebin.com
[06:58:39] <decker^> if you want to test it or whatever
[06:59:25] <decker^> also... not sure if anyone has tried "sleeping" multiple times in a tavern or store, but if you do, the left sidebar becomes darker and darker each time.
[07:00:17] <decker^> Anyway my fix isn't perfect cause it has the side effect, so I can try to work on that.
[07:00:29] <decker^> but at least it is better than having the game become broken.
[07:01:58] <decker^> anyway, thanks :)
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[07:26:05] <lynxlynxlynx> bah, missed him again
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[08:48:02] <lynxlynxlynx> hey decker^
[08:48:12] <lynxlynxlynx> do you use make install?
[08:48:20] <decker^> yeah
[08:48:35] <lynxlynxlynx> can you check how many GUISTORE.py files you have?
[08:48:37] <decker^> not into /usr/local or whatever is default
[08:48:48] <decker^> in my install or checkout
[08:49:09] <lynxlynxlynx> btw, gemrb can run from the build dir too
[08:49:21] <decker^> oh really
[08:49:31] <decker^> that might be easier lol
[08:49:56] <lynxlynxlynx> you need to set a different plugins and guiscripts path, but that's it
[08:50:08] <lynxlynxlynx> we have two sample configs and one is just for this
[08:50:22] <decker^> oh, the noinstall one
[08:50:26] <decker^> so that's what that is for
[08:50:30] <decker^> didn't even think about that
[08:51:55] <decker^> anyway, i have GUISTORE.py and GUISTORE.py~ (~ being emacs backup)
[08:52:02] <decker^> is that what you meant
[08:52:32] <lynxlynxlynx> just wondering if you had multiple copies
[08:52:40] <lynxlynxlynx> the merge happened long ago, so it would be odd
[08:52:40] <decker^> oh
[08:52:48] <decker^> odd?
[08:53:01] <lynxlynxlynx> like in bg2/GUISTORE.py instead of a toplevel one
[08:53:25] <lynxlynxlynx> anyway, your problem shouldn't really happen, as the store already tries to close itself if a dream is about to happen
[08:53:38] <lynxlynxlynx> so my first thought was that you're not running the latest code
[08:53:51] <decker^> yeah i just have one
[08:54:26] <decker^> it is 0.8.3
[08:54:42] <decker^> the store doesn't get closed at all
[08:55:14] <lynxlynxlynx> you mean 0.8.3-git, right?
[08:55:28] <decker^> if it is supposed to then i can understand
[08:55:31] <decker^> yes
[08:55:36] <lynxlynxlynx> it's trickier, since if you use make install, but not uninstall in between, files can be left over
[08:55:40] <decker^> though i may be several commits behind
[08:55:48] <lynxlynxlynx> it's not new
[08:56:08] <decker^> i cloned it at 0.8.3
[08:56:31] <lynxlynxlynx> CloseStoreWindow also closes the store (as in what prevents you from entering another)
[08:56:41] <decker^> def CloseStoreWindow ():
[08:56:41] <decker^> import GUIINV
[08:56:41] <decker^> print "CLOSE STORE WINDOW"
[08:56:48] <decker^> that print statement never happens.
[08:57:06] <lynxlynxlynx> it's only called if RentConfirm thinks you're in a cutscene
[08:57:25] <lynxlynxlynx> see the restparty call in there
[08:58:13] <decker^> this? cutscene = GemRB.RestParty (13, 1, RentIndex+1)
[08:58:25] <lynxlynxlynx> yes
[08:58:37] <decker^> is TextScreen considered a cutscene?
[08:58:45] <decker^> i see the if cutscene then close yeah
[08:59:15] <lynxlynxlynx> it is opened by the dream game script, yes
[08:59:22] <decker^> I see.
[08:59:26] <decker^> well then I don't understand.
[08:59:39] <decker^> is it possible the window gets closed, but GemRB still thinks the store is open?
[09:00:41] <lynxlynxlynx> unlikely, see that LeaveStore call
[09:00:56] <lynxlynxlynx> i'm checking what flags are actually passed
[09:01:49] <lynxlynxlynx> 13 = 8 + 4 + 1 = hostiles can be nearby, you can be scattered and the area is not checked for special flags
[09:01:51] <lynxlynxlynx> so that's fine
[09:02:11] <decker^> mine is unloading the rent window everytime i sleep, does it do it for the movie
[09:03:45] <decker^> does it unload the window BEFORE going into the dream sequence?
[09:04:35] <decker^> yeah I see the leavestore call
[09:05:08] <decker^> sorry i'm not familiar enough with the code yet to know what flags you are talking about :(
[09:05:58] <lynxlynxlynx> don't worry
[09:06:01] <decker^> [Python]: unload rent window
[09:06:02] <decker^> [Python]: UPDATE STORE RENT WINDOW
[09:06:02] <decker^> [OPENAL]: Music in INITIAL State. AutoStarting
[09:06:02] <decker^> [Unknown]: textscreen
[09:06:02] <decker^> [ResourceManager]: Found 'textscrn.2da' in 'GemRB Unhardcoded data'.
[09:06:02] <decker^> [ResourceManager]: Found 'GUICHAP.chu' in 'chitin.key'.
[09:06:03] <lynxlynxlynx> i think i remember now
[09:06:04] <decker^> [ResourceManager]: Found 'drmtxt3.2da' in 'chitin.key'.
[09:06:09] <decker^> that is what my output looks like
[09:06:32] <lynxlynxlynx> i disabled script running to avoid problems (that's why that todo remains), but then fizzle reenabled that internally
[09:06:53] <lynxlynxlynx> looking at history to see if that's true
[09:06:57] <decker^> ok
[09:07:31] <decker^> oh yeah i see that
[09:08:50] <decker^> oh i think i see you mean 8 = hostiles can be nearby, 4 = scattered, 1 = area is not checked ... that what you meant?
[09:09:32] <lynxlynxlynx> yes
[09:09:45] <decker^> ah ok
[09:11:06] <lynxlynxlynx> it was the reverse, i added runrestscripts later for pdialog.2da handling
[09:11:17] <lynxlynxlynx> outside we handle it by delaying their run
[09:11:40] <lynxlynxlynx> see RestPress in GUICommonWindows
[09:12:28] <decker^> i see
[09:12:33] <decker^> so like in the case of a random encounter
[09:13:29] <lynxlynxlynx> it's not necessarily the same thing though
[09:13:35] <decker^> right
[09:13:55] <lynxlynxlynx> do you see any .bcs files being looked up in the output?
[09:13:59] <decker^> i just meant you would want the encounter to run before resting the party
[09:14:13] <lynxlynxlynx> ... just before what you posted earlier
[09:14:43] <lynxlynxlynx> rest encounters (interruptions) are handled during the attempt to rest, so that's different
[09:14:46] <decker^> [ResourceManager]: Found 'textscrn.2da' in 'GemRB Unhardcoded data'.
[09:14:46] <decker^> [ResourceManager]: Found 'GUICHAP.chu' in 'chitin.key'.
[09:14:46] <decker^> [ResourceManager]: Found 'drmtxt3.2da' in 'chitin.key'.
[09:14:46] <decker^> [ResourceManager]: Searching for 'guidrm3b'...
[09:14:46] <decker^> [ResourceManager]: Found 'guidrm3b.mos' in 'chitin.key'.
[09:14:47] <decker^> [ResourceManager]: Found 'guidrmc.bam' in 'chitin.key'.
[09:14:49] <decker^> [ResourceManager]: Searching for 'dream2g'...
[09:14:51] <decker^> [ResourceManager]: Found 'dream2g.wav' in 'chitin.key'.
[09:14:53] <decker^> before that?
[09:14:58] <lynxlynxlynx> yes
[09:15:02] <decker^> oh ok that makes sense
[09:15:44] <decker^> no i don't see any bcs
[09:16:45] <decker^> hold on
[09:17:59] <decker^> http://pastebin.com/dDTx1tdn
[09:18:01] <Pepelka> GemRB - Dream Output - Pastebin.com
[09:18:03] <decker^> there's the whole output
[09:18:22] <decker^> baldur.bcs
[09:18:29] <decker^> dplayer3.bcs in unhardcoded
[09:18:42] <decker^> khalid.bcs
[09:18:44] <decker^> dplayer2.cs
[09:18:47] <decker^> dplayer2.bcs
[09:19:19] <decker^> anyway closest ones to the event are priest3
[09:19:24] <decker^> nfamhg1
[09:20:04] <decker^> the error i think was when i tried to save it
[09:21:35] <decker^> yeah that's what happens when i try to save
[09:21:42] <decker^> [GameControl/ERROR]: Invalid window or position: OtherWindow:11
[09:21:54] <decker^> ingame text says: Cannot save during a store.
[09:25:49] <lynxlynxlynx> ok
[09:26:03] <lynxlynxlynx> to make it more confusing, bg1 has different dreams than the rest
[09:28:16] <decker^> i see
[09:28:29] <decker^> can't remember how they are in the others been a long time since i played the others
[09:28:45] <lynxlynxlynx> try this
[09:28:51] <decker^> ok
[09:29:04] <lynxlynxlynx> look at gemrb/core/Game.cpp:1747 (or thereabouts, Game::RestParty)
[09:29:22] <lynxlynxlynx> near the TextDream call -> it should also set cutscene to true
[09:30:42] <decker^> inside the if(dream>=0) block?
[09:31:34] <decker^> if (gamedata->Exists("player1d",IE_BCS_CLASS_ID, true)) {
[09:31:34] <decker^> cutscene = true;
[09:31:39] <lynxlynxlynx> just before or after TextDream
[09:31:46] <lynxlynxlynx> like with the block before it
[09:32:18] <decker^> i see if(gamedata->Exists) and else if(gamedata->GetResource...) { TextDream(); {
[09:32:26] <decker^> oops } on the last
[09:32:52] <lynxlynxlynx> ... and stash your gui-side fix for testing
[09:33:11] <decker^> ok put cutscene = true on the else if as well?
[09:33:23] <decker^> with TextDream I mean?
[09:33:27] <lynxlynxlynx> yes
[09:33:36] <decker^> ok let me try it
[09:33:43] <decker^> also stashing gui stuff
[09:41:47] <decker^> yup looks like that fixed it :)
[09:41:53] <decker^> you are awesome lynxlynxlynx
[09:42:14] <lynxlynxlynx> thanks for reporting and testing
[09:42:19] <decker^> np
[09:42:30] <lynxlynxlynx> your fix would work too, but this is cleaner and much closer to the problem
[09:42:47] <decker^> yeah makes sense
[09:43:30] <decker^> sweet, well think i'll celebrate by hunting down some gnolls or bandits or some such :)
[09:44:00] <decker^> thanks again and until next time, see you
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[09:47:36] <Pepelka> [commit] lynxlynxlynx: Spellbook::AddKnownSpell: also autoincrement slot size for shape spells https://github.com/gemrb/gemrb/commit/3183d92f4b4412e9658222180dc8d68e1bda48b4
[09:47:37] <Pepelka> [commit] lynxlynxlynx: GemRB_RestParty: fixed parameter ordering in the doc https://github.com/gemrb/gemrb/commit/b98a91721983ea7e03e9e14c395618b7c15619ac
[09:47:38] <Pepelka> [commit] lynxlynxlynx: Game::RestParty: also return true for text dreams https://github.com/gemrb/gemrb/commit/32a20684339f19f0daf1567f02fabc7ef2b3229a
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[15:47:51] <Pepelka> [commit] lynxlynxlynx: factored out Actor::GetSubRace for reuse https://github.com/gemrb/gemrb/commit/d31517cbc147a2068be2a1b2b53d368a0ba2ff47
[15:47:52] <Pepelka> [commit] lynxlynxlynx: LearnAnySpells: look up the index in the right table or we're off by 1 https://github.com/gemrb/gemrb/commit/57e78f938e113ee1f60d292d685985daf19ae407
[15:47:53] <Pepelka> [commit] lynxlynxlynx: PCStatsStruct: added a class levels cache https://github.com/gemrb/gemrb/commit/88ec5ed81ace21cfb604d3caa7a5a6334cb99767
[15:47:54] <Pepelka> [commit] lynxlynxlynx: Actor: read in part of races.2da https://github.com/gemrb/gemrb/commit/b0b8a1cdadbf09cf2ca51d93c328af841c32b690
[15:47:56] <Pepelka> [commit] lynxlynxlynx: Actor: update level cache in pcf_level https://github.com/gemrb/gemrb/commit/ba196534049c264cad617283d3007e80aa59be07
[15:47:57] <Pepelka> [commit] lynxlynxlynx: Actor: implemented multiclassing xp penalties / favored classes https://github.com/gemrb/gemrb/commit/295dc1958920b908a2c412031f20982bc67fc130
[15:47:58] <Pepelka> [commit] lynxlynxlynx: GUIREC: display multiclassing penalty https://github.com/gemrb/gemrb/commit/3f7e013e9beae100644317a0626cb521e21efad1
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[20:49:54] <decker^> hello again
[20:53:18] <decker^> has spell selection for wizards on level up not been implemented yet, or is it a bug? (bg1)
[20:55:42] <decker^> oh i see, guessing it is LUSpellSelection.py
[20:57:28] <lynxlynxlynx> wizards learn by reading scrolls
[20:57:41] <lynxlynxlynx> only sorcerers get to choose at level up
[20:57:51] <decker^> i thought they get to choose new spells on level up. at least in 3rd.
[20:58:09] <decker^> like get 2 new spells or something.
[20:58:32] <decker^> not as familiar with 2nd ed
[20:58:39] <lynxlynxlynx> i don't remember how iwd2 handled it, but it would be news
[20:58:52] <lynxlynxlynx> they're games though, not literal dnd translations
[20:59:47] <decker^> yeah
[21:02:33] <lynxlynxlynx> yep, checked, nothing different in iwd2
[21:02:52] <lynxlynxlynx> in all the games you get to pick a few during chargen, but that's it
[21:03:03] <decker^> hmm
[21:03:22] <decker^> all right
[21:03:46] <decker^> i was wrong then :) thanks
[21:04:30] <decker^> do custom portraits require certain things in gemrb
[21:04:46] <decker^> cause i downloaded this ultimate pack and the large ones don't work.
[21:04:59] <decker^> probably doing something wrong maybe
[21:06:02] <lynxlynxlynx> yeah, they need a certain suffic
[21:06:05] <lynxlynxlynx> suffix
[21:06:11] <lynxlynxlynx> in some games it's M in some L
[21:06:19] <lynxlynxlynx> S is for the small one
[21:06:22] <decker^> oh
[21:06:27] <decker^> I think I had L
[21:06:31] <decker^> maybe i need to change it to M
[21:08:07] <lynxlynxlynx> try it
[21:08:31] <decker^> yup there i go
[21:08:33] <decker^> sweet thanks
[21:15:29] <decker^> are multiclass characters able to equip items not allowed to one of their classes, i.e. jaheira wearing chainmail?
[21:18:35] <lynxlynxlynx> depends on the item, they have a separate usability flag
[21:18:59] <lynxlynxlynx> basically they're treated as a separate class
[21:19:10] <decker^> oh
[21:20:23] <decker^> wasn't sure if it was a bug. but since she can't use most weapons, but can wear the armor it is probably fine.
[21:23:16] <decker^> anyway don't mean to seem annoying about all these small details, if i could play the original along side i would just double check there :) thanks for the help
[21:23:24] <lynxlynxlynx> it's probably more obvious in bg1 which has fewer proficiency types
[21:23:49] <decker^> yeah
[21:24:25] <decker^> by original i mean if i had windows lol
[21:24:34] <decker^> or maybe wine
[21:24:35] <decker^> anyways
[21:25:46] <lynxlynxlynx> you'll play the whole game?
[21:26:08] <decker^> i hope so
[21:26:29] <decker^> want to finish bg1 then export char to bg2
[21:26:39] <decker^> i assume gemrb can do that right
[21:26:45] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=todo#baldur_s_gate
[21:26:46] <Pepelka> todo [GemRB wiki]
[21:26:55] <lynxlynxlynx> please keep in mind these research/recheck bits
[21:27:11] <decker^> let me check it
[21:27:37] <lynxlynxlynx> i don't think you can import a bg1 game in gemrb, but it would be easy to hack around
[21:27:47] <lynxlynxlynx> you lose practically all equipment anyway
[21:28:35] <lynxlynxlynx> iirc just the two kazgaroth (?) and two other items are left intact
[21:28:47] <decker^> oh yeah good way they did that by locking up char in bg2
[21:28:54] <lynxlynxlynx> so you'd just export the char, import him back and cheat in any of the four items
[21:29:02] <decker^> dark sun 2 allowed importing but it screwed the inventory up really bad
[21:29:33] <decker^> hmm i just had the sex change belt, think i sold it
[21:29:35] <decker^> crap
[21:29:44] <lynxlynxlynx> don't worry, that one is known broken
[21:29:49] <decker^> ah ok
[21:29:52] <lynxlynxlynx> -> that's why it has no tags
[21:29:53] <decker^> i should print this out
[21:30:05] <lynxlynxlynx> well, at least it was when i last checked
[21:30:15] <decker^> ah ok
[21:30:47] <decker^> does the dead party members refer to a corpse showing up when going to another area
[21:31:47] <lynxlynxlynx> probably
[21:32:03] <decker^> what about the temple? is that the one west of beregost
[21:32:07] <lynxlynxlynx> this one would need checking in the original, since the description is a bit messed up
[21:32:13] <decker^> cause i am there now
[21:32:38] <lynxlynxlynx> yeah, pretty sure it's that one
[21:34:20] <decker^> i hear chanting like it is part of the background music. sounds like males though, the sirens are female though?
[21:34:41] <decker^> [ResourceManager]: Searching for 'CHANTS/CHANTSA'...
[21:34:41] <decker^> [ResourceManager]: Found 'CHANTS/CHANTSA.acm' in 'Music'.
[21:34:41] <decker^> [MUSImporter]: Playing CHANTS/CHANTSA...
[21:34:41] <decker^> [OpenAL]: Queuing New Music
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[21:35:03] <decker^> it mentions candlekeep though in the list
[21:35:47] <decker^> they chant if i talk to them
[21:35:51] <lynxlynxlynx> yeah, the alaundo choir
[21:36:02] <lynxlynxlynx> but this is also without a tag, so ...
[21:36:03] <decker^> [ResourceManager]: Searching for 'sirin05'...
[21:36:04] <decker^> [ResourceManager]: Found 'sirin05.wav' in 'chitin.key'.
[21:36:04] <decker^> [GameScript]: Displaying string on: sirine
[21:36:04] <decker^> [GameScript]: Displaying string on: sirine
[21:36:22] <decker^> you mean the "RECHECK" "RESEARCH" tag?
[21:36:29] <lynxlynxlynx> yes
[21:36:50] <decker^> Wrong sound effect played if no arrows left- same as no charge in wand. Which one should it be?
[21:36:50] <lynxlynxlynx> for example the choir is known to still be buggy as per the amended description
[21:36:57] <decker^> are wands supposed to disappear when depleted
[21:37:16] <lynxlynxlynx> pretty sure, just like scrolls or potions
[21:37:21] <decker^> ah okay
[21:37:55] <decker^> all right, well i will keep these in mind and check them out as i go.
[21:38:23] <decker^> what about spellcasting chanting? are those sounds just not implemented yet
[21:39:45] <decker^> (should be fixed) Generic background music is a lot a less played than in original. (not really sure how to figure this one, i hear background music often enough though)
[21:39:49] <lynxlynxlynx> they are
[21:40:00] <decker^> hmm i never hear them
[21:40:25] <decker^> [ResourceManager/ERROR]: Couldn't find 'wpMWHcae.bam'.
[21:40:25] <decker^> [ResourceManager/ERROR]: Couldn't find 'wpMD4cae.bam'.
[21:40:28] <decker^> is it that?
[21:41:54] <decker^> perhaps i am just missing the sounds for some reason
[21:42:27] <lynxlynxlynx> no, those are pictures
[21:42:34] <lynxlynxlynx> but i can confirm that i get none in bg1
[21:42:46] <decker^> ah ok
[21:43:34] <decker^> not just me then
[21:44:32] <lynxlynxlynx> they were different in bg1, but it looks like the system was too?
[21:44:43] <lynxlynxlynx> or they're just vvcs in bg2
[21:44:54] <decker^> not sure what you mean by system
[21:45:56] <lynxlynxlynx> nope, normal wavs
[21:46:36] <lynxlynxlynx> they were hardcoded in the originals
[21:46:58] <lynxlynxlynx> we undid that with cgtable.2da
[21:47:07] <lynxlynxlynx> looking at it, only bg2 has a column for sound
[21:47:15] <lynxlynxlynx> that's it, we just need to fill it with data
[21:47:23] <decker^> ah all right
[21:47:50] <lynxlynxlynx> you can try using the same values as in bg2
[21:48:39] <decker^> do i need bg2 data, don't have that atm. have to redownload it from gamersgate.
[21:48:47] <decker^> and install, etc.
[21:51:05] <decker^> trying the second to last item about magically asleep but sleep doesn't seem to work at all
[21:52:08] <decker^> at least i am trying it on my own party/some commoner and a vampiric wolf. it gets cast and nothing. nothing about saving throw successful.
[21:53:17] <decker^> lol shold probably focus on one thing at a time
[21:54:19] <lynxlynxlynx> no, you get that table with gemrb
[21:54:29] <decker^> o
[21:54:30] <lynxlynxlynx> unhardcoded/*/cgtable.2da
[21:54:31] <decker^> h
[21:54:55] <lynxlynxlynx> we don't have saving throw feedback
[21:55:08] <decker^> oh i see
[21:55:56] <decker^> oh yeah i see, the bg1 only has two columns
[21:55:59] <decker^> bg2 has three
[21:57:29] <decker^> so what just copy the file over
[21:57:52] <lynxlynxlynx> you can try that
[21:58:08] <lynxlynxlynx> not sure if the extra lines would have an effect elsewhere
[21:58:54] <decker^> ok hold on
[21:59:56] <decker^> ok hold on
[22:00:01] <decker^> oops wrong window
[22:04:16] <decker^> no still nothing
[22:05:33] <decker^> but it has to do with this table huh
[22:08:21] <decker^> what does * mean in 2da
[22:15:36] <lynxlynxlynx> none in this case
[22:16:41] <lynxlynxlynx> ah, there's more to it
[22:16:45] <lynxlynxlynx> we have two gameflags
[22:17:23] <decker^> all right
[22:17:43] <lynxlynxlynx> try editing gemrb.ini for bg1
[22:17:51] <lynxlynxlynx> CastingSounds = 1 instead of 0
[22:18:24] <lynxlynxlynx> it's not supposed to work though, a comment says pst and bg1 are extra special
[22:18:33] <decker^> gem-baldur.ini?
[22:18:38] <lynxlynxlynx> no
[22:18:53] <decker^> where is gemrb.ini supposed to be
[22:19:07] <lynxlynxlynx> like cgtable
[22:19:48] <decker^> oh i see
[22:20:06] <decker^> ok let me try
[22:20:48] <decker^> hmm got this this time
[22:20:51] <decker^> [ResourceManager/WARNING]: Couldn't find 'CHA_fp07'... Tried CHA_fp07.wav CHA_fp07.acm CHA_fp07.wav CHA_fp07.ogg
[22:21:18] <decker^> let me try using the original cgtable
[22:22:08] <decker^> [ResourceManager/WARNING]: Couldn't find 'CHA_fp00'... Tried CHA_fp00.wav CHA_fp00.acm CHA_fp00.wav CHA_fp00.ogg
[22:22:23] <decker^> seems like progress at least
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[22:39:57] <decker^> I am guessing the sounds should be in CHASound.bif ?
[22:40:21] <lynxlynxlynx> could be
[22:42:08] <decker^> is there a big difference between bg2 bif and bg1 bif
[22:42:17] <decker^> think this code would work on bg1?
[22:42:18] <decker^> http://www.ugcs.caltech.edu/~jedwin/un_bifc.c
[22:42:56] <lynxlynxlynx> same
[22:43:10] <decker^> ok i will try that
[22:43:22] <lynxlynxlynx> dltcep works with wine
[22:43:29] <lynxlynxlynx> nearinfinity is java
[22:43:38] <decker^> don't have wine
[22:43:46] <decker^> nearinfinity might work
[22:44:58] <decker^> don't think wine will work on here
[22:58:28] <decker^> man most of these just sound like static on here, maybe it is the program i am using
[23:01:18] <lynxlynxlynx> wavc, extra header
[23:01:29] <lynxlynxlynx> zzz
[23:01:33] <decker^> oh
[23:42:30] <decker^> okay well i found Cure Light Wounds .SPL and each .SPL has a casting sound
[23:42:41] <decker^> However, GemRB isn't playing these sounds
[23:43:16] <decker^> so i found the sound, EFF_P26.WAV and extracted it, put it into the override and renamed it as CHA_fp07.wav
[23:43:33] <decker^> now the casting sound plays for cure light wounds, but still not the chanting
[23:50:15] <decker^> okay found the appropriate chant files
[23:54:11] <decker^> they are in SFXSound.bif and named CAS_PXXX.wav
[23:54:59] <decker^> I think it is CAS_PXYZ.wav, where X is M=Mage or P=Priest, Y is a number, and Z is M=Male or F=Female
[23:56:38] <decker^> Z can also be N which I guess is maybe natural or neutral, anyway it doesn't have chanting
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