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[10:47:08] <edheldil> phao: those Reiner's tiles are really nice ... and it even has a permissive license, great ...
[12:10:35] <phao> I see
[12:10:36] <phao> Thanks edheldil
[12:11:42] <phao> edheldil, Have you used them before?
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[12:15:14] <edheldil> no... I meant that it's a nice find :)
[12:15:58] <edheldil> are you going to create some content for gemrb?
[12:25:24] <phao> Not really...
[12:25:57] <phao> I'm just interested in game programming for games like baldur's gate, diablo, ... that sort of stuff.
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[12:45:11] <edheldil> ah, too bad. We really need somebody to create a small libre demo, to be distributed with gemrb
[12:50:47] <phao> libre demo?
[12:51:37] <edheldil> libre == free as in speech
[12:51:37] <phao> But... anyway, I don't think Reiner's graphics would help much... I mean, for games like baldur's gate, you need that sort of "mix & match" graphics
[12:52:22] <phao> idk how those graphics are called, but with reiner's, you can't take a human and put a sword on it
[12:52:43] <phao> you have the knight and that's it... you can't take the human, add armor, add sword, ... etc
[12:53:35] <edheldil> that's not how IE games id it, though
[12:53:38] <edheldil> did
[12:53:47] <edheldil> at least not pst
[12:53:52] <phao> Hmmm
[12:53:56] <phao> how did they do it?
[12:56:04] <edheldil> you had your avatar (NO in this case) rendered frame by frame, from ~ 16 directions, with variants depending on what he was holding
[12:57:52] <phao> Well... I don't think I follow =)
[12:58:11] <phao> The only way I can think of those graphics like baldur's gate or diablo... is like they do it in ultima online.
[12:58:28] <edheldil> I have never played that
[12:58:57] <phao> well, you have the graphics for a human... walking, running, attacking, dodging, ... in all directions
[12:59:25] <phao> Then you have graphics for a (for example) held long sword on a walking, running, attacking, ... character in all directions
[13:00:00] <phao> if your player is holding a long sword, then you'd draw the base human img, and then the held long sword img on top of that.
[13:00:21] <edheldil> well, that's not how pst (at least) was done
[13:00:24] <phao> And for each equipment that can be held, there are graphics for all actions, in all directions
[13:00:59] <edheldil> but pst might have been an exception, I can't check atm
[13:01:10] <phao> It was funny to see some of the graphics animated without a base human =)
[13:01:20] <phao> like a walking armor leggings =) hehe
[13:01:41] <wjp> pst is an exception
[13:01:53] <phao> Would this way you told me create some sort of explosion of combinations of graphics?
[13:02:04] <edheldil> hehe. Just run The Witcher under wine... Walking eye bulbs and teeth with a sword is something you often get
[13:02:12] <wjp> bg1/2 at least have separate weapon, helmet, shield sprites
[13:02:20] <phao> I see.
[13:02:41] <fuzzie> doesn't it depend on the anim type?
[13:02:46] <phao> That seems actually better than what UO did, tbh...
[13:03:06] <phao> anyway... or maybe not... idk
[13:03:25] <lynxlynxlynx> it does fuzzie
[13:03:36] <edheldil> phao: there was not that many options in pst. Only knife, axe and your torn-off hand, or something like that
[13:03:45] <lynxlynxlynx> things like sarevok are hardcoded with his big sword (until the npc in tob)
[13:04:03] <lynxlynxlynx> i'm sure tno can display whatever weapon he is using
[13:04:14] <phao> I never played pst tbh... I've played bg1 and bg2... I've seen icewind dale being played, but never played it myself.
[13:04:24] <edheldil> hmmm, really? Then I am sputing nonsense :-D
[13:05:35] <lynxlynxlynx> no, you're right that everyone had limited proficiencies
[13:05:56] <lynxlynxlynx> so perhaps it is all prerendered there
[13:06:11] <fuzzie> with a lot more sprites though
[13:06:17] <phao> edheldil, anyway... reiner's graphics don't have that separate body pieces graphics to use
[13:06:30] <phao> those*
[13:06:34] <fuzzie> that is a pity but you just have to force the one weapon I guess :)
[13:06:58] <phao> The one weapon, the one helmet, the one armor, the one ... =)
[13:07:03] <phao> At least we get the one ring =D
[13:13:12] <edheldil> DAT2NO* - NO with different weapons
[13:13:55] <edheldil> but that was not a problem in pst
[13:15:36] <edheldil> anyway, I was talking about a small demo, not a full-fledged game. Right now we have nothing, so a nice street with a spherical cow avatar would still be an improvement :)
[13:36:57] <phao> =D
[13:37:04] <phao> I guess reiner's could help them
[13:37:12] <phao> lynxlynxlynx told me about flare too
[13:37:38] <lynxlynxlynx> edheldil: we have that much
[13:53:10] <edheldil> really? That's great... are there any screenshots? I thought there were only those minimalistic data files for testing, but I admit I doi9d not keep up lately
[13:55:14] <edheldil> btw, there's something amiss with the models, or rather with how blender imports them. It looks like the effect of flipped normals, but as far as I could check, the normals were normal (sic)
[13:59:23] <lynxlynxlynx> yes, see /demo
[13:59:45] <lynxlynxlynx> a nice area is loaded plus a very simplistic iwd-style clown model
[14:00:44] <lynxlynxlynx> you can move around and that's it
[14:06:50] <edheldil> oh, I stand corrected then
[14:07:36] <lynxlynxlynx> a better model is needed then an extra npc and area stuff to interact with
[14:07:49] <lynxlynxlynx> so it's a real demo
[14:08:11] <lynxlynxlynx> would also help all these folks wanting to create new games with gemrb now and then
[14:12:21] <edheldil> re blender import: my mistake, it needs to switch off smooth groups import option
[14:13:48] <edheldil> good, I will play with the demo tonight, instead of Pillars :)
[14:14:45] <lynxlynxlynx> there's a config in there, so you can run it from the build dir iirc
[14:16:10] <lynxlynxlynx> nope, just use the blurb in demo/data/README
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[22:16:43] <edheldil_> good evening
[22:27:39] <Lightkey> morning, you mean
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[23:00:59] <phao> hehe