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[01:24:53] <Pepelka> [commit] bradallred: Chaptertext: slow down animation a touch https://github.com/gemrb/gemrb/commit/18f528a3a9e9559c5eebaee3026eb84ab8530399
[01:24:54] <Pepelka> [commit] bradallred: ChapterText: fix missing audio https://github.com/gemrb/gemrb/commit/b8e22a92ab8a699716fc42b9e58c9f1e1c7e6956
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[02:18:40] <Pepelka> [commit] bradallred: TextArea: add methods for updating/getting the row count https://github.com/gemrb/gemrb/commit/274b3a8e791922f0a19bd975bbdcba79d06f92c8
[02:18:41] <Pepelka> [commit] bradallred: ChapterText: fix row count miscalculation https://github.com/gemrb/gemrb/commit/74caf47f667b8cac98205a94365ff364930c32b9
[02:21:28] <brada> there, chapter text other than BG2 prolog should be functioning normally :) speed still may need a nudge, but that is just changing a number.
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[09:37:28] <lynxlynxlynx> we had per-game tick counts before for chapter text
[09:38:18] <lynxlynxlynx> it would be pretty miraculous if it now works fine with a single value
[09:45:32] <fuzzie> but awesome :-p
[09:56:33] <lynxlynxlynx> mhm
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[15:32:08] <DrMcCoy> https://xoreos.org/blog/2015/02/15/jade-empire-models-and-areas/
[15:35:45] <wjp> which hex viewer are you using there?
[15:53:30] <DrMcCoy> wjp: wxHexEditor, though I modified the source to switch the font to Terminus
[15:56:02] <lynxlynxlynx> hah, you need to change the source for that?
[15:56:45] <DrMcCoy> Yeah...
[15:57:30] <DrMcCoy> It also throws a GTK assertion on startup, but you can ignore it...
[15:58:32] <DrMcCoy> For some reason, hex editors on Linux are all either broken or missing features I want
[15:59:16] <DrMcCoy> A lot of them are missing basic things, like limiting a row to 16 bytes or custom grouping
[16:00:34] <wjp> yeah, it's why I asked
[16:02:30] <edheldil_> wjp: I have made a generic viewer to display structured data, it's alas, rather slow
[16:07:02] <lynxlynxlynx> tried okteta of kde?
[16:07:08] <DrMcCoy> Brrrrr
[16:07:25] <lynxlynxlynx> tons of features
[16:07:29] <DrMcCoy> The version of Okteta in Debian is too old
[16:07:45] <DrMcCoy> Compiling the version from the git repository was hell
[16:08:02] <DrMcCoy> Because Debian is missing a lot of the KDE utility libraries
[16:08:13] <DrMcCoy> Had to get over 90 packages out of Ubuntu
[16:08:30] <DrMcCoy> Then when it finally compiled, it left me cold
[16:09:06] <DrMcCoy> I like the ideas of structures displaying higher-level information, but there's no way to create structures on-the-fly inside Okteta itself
[16:11:59] <DrMcCoy> Ah, and the bookmark sub-window doesn't update unless you hide and re-show it
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[16:19:24] <DrMcCoy> I fear I'm going to have to write my own hex editor one day, and basically add just another half-broken thing out there :P
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[17:51:09] <lynxlynxlynx> that's a sad mentality
[17:51:24] <lynxlynxlynx> why not fix an existing implementation? faster and better
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[18:51:49] <DrMcCoy> lynxlynxlynx: A combination of not-invented-here and staring into the abyss of other people's code, I guess
[19:03:04] <lynxlynxlynx> recognizing the problem is the first step :)
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[19:57:51] <brada> it might be that chapter text speed should be a factor of the px height instead of the number of lines, but that is just a diffrent calculation. i dont see why we would need/want diffrent values for diffrent games.
[20:00:35] <lynxlynxlynx> my money is on it being synced with the audio somehow
[20:01:03] <lynxlynxlynx> anyway, easy to test, as there are plenty of gameplay videos you can check against
[20:05:28] <brada> i dont know that i care enough. i say if it looks and feels good then it doesnt really matter if we are off a bit from some of the originals. If it were synced with the audio diffrent localizations would be faster/slower.
[20:06:44] <lynxlynxlynx> yep
[20:08:57] <brada> well if that is how it is, then having a table of values per game would not fix the “problem” anyway
[20:11:58] <brada> judging by the rest of the engine its hard to imagine they really put that much effort into this minor detail
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[20:15:09] <lynxlynxlynx> it has yet to be determined what they did
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