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[08:23:11] <Avenger> hi
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[09:59:40] <fuzzie> morning-ish
[10:14:09] <Avenger> hi fuzzie
[10:31:39] <Avenger> i added some palette manipulation, it is not entirely correct, but better than before
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[10:50:49] <CIA-39> GemRB: 03avenger_teambg * re386c2fc962b 10ielister/ielister.cpp: ielister update
[10:52:40] <CIA-39> GemRB: 03avenger_teambg * rd6df6ff8588d 10dltcep/ (9 files): dltcep update
[10:56:29] <CIA-39> GemRB: 03avenger_teambg * r4a7cbbb9a755 10gemrb/gemrb/core/Game.cpp: initialize the modal spell (previously uninitialized memory area)
[10:57:20] <CIA-39> GemRB: 03avenger_teambg * rfede95e0b3ce 10gemrb/gemrb/core/ (Palette.cpp Palette.h Projectile.cpp Projectile.h): honour the brighten bit in projectiles (not entirely correct, but something)
[10:59:44] <wjp> is that something that needs work from me to do right?
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[10:59:56] <wjp> (and if so, what?)
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[11:12:47] <Avenger> re
[11:13:56] <Avenger> wjp, i don't know, maybe you know how to do the brighten effect better
[11:14:11] <Avenger> it works somewhat, but it might be needed a nonlinear formula
[11:14:43] <fuzzie> i forget how that works with the software renderer
[11:14:59] <fuzzie> but i linked details the other day
[11:15:02] <Avenger> yeap, maybe we just need to take a peek into the ida db
[11:15:58] <fuzzie> apparently it's "the same as the VVC bits"
[11:16:00] <wjp> that VVC description on the forums is kind of vague on brightness
[11:16:10] <Avenger> yes it is the same brightness stuff as vvc
[11:16:15] <Avenger> was the vvc part done?
[11:16:17] <wjp> the one explicit effect mentioned is a *2 on the colour values
[11:16:25] <wjp> (clamped, I assume)
[11:16:26] <Avenger> hmm, i did a *2?
[11:16:39] <Avenger> or something like that
[11:16:41] <wjp> no, you blend with white
[11:16:49] <Avenger> oh well...
[11:16:57] <Avenger> hmm, yes, maybe it is the problem
[11:17:13] <Avenger> maybe a simple *2 is better
[11:17:25] <fuzzie> should it be done in the game code anyway?
[11:17:37] <Avenger> it needs to be done once, yes
[11:17:42] <fuzzie> this way we can't do it with opengl
[11:17:56] <Avenger> you can add a flag to disable it
[11:18:03] <Avenger> and do it in hardware
[11:18:11] <fuzzie> i don't know if we *can* do it with opengl, mind
[11:18:52] <Avenger> i just thought it is better to do it with the alpha channel creation. If you do it with opengl, you probably do the alpha channel too?
[11:19:06] <fuzzie> i'm not sure
[11:19:22] <Avenger> well, this is just something to handle that bit, somehow
[11:19:42] <Avenger> i don't even handle both brighten bits
[11:19:55] <Avenger> i don't know what's the difference
[11:20:54] <fuzzie> i mean, i guess we'd be using alpha in palettes
[11:21:29] <Avenger> also, it seems "bit 4: Enable area height usage" isn't implemented by us
[11:21:57] <fuzzie> yes, i mentioned this when trying to work out the problems with stuff being drawn at the wrong height
[11:22:05] <Avenger> probably that will fix the cg height stuff?
[11:22:20] <fuzzie> but it doesn't help enough
[11:23:07] <Avenger> since i didn't know that bit, it may be missing from projectiles i made
[11:23:28] <fuzzie> well, the obvious example is the 'death' animation
[11:23:48] <Avenger> finger of death?
[11:24:09] <fuzzie> i'm not sure what it's used by, but a lot of things
[11:24:48] <Avenger> spfdeath has no such bit enabled
[11:25:26] <fuzzie> i think i looked into it and i couldn't find any interesting bits set
[11:25:30] <Avenger> so... it is strange... it is an original projectile
[11:27:13] <fuzzie> yes, we discussed on IRC and i couldn't find anything wrong with the data
[11:27:20] <fuzzie> maybe some obvious effect bug
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[16:27:14] <Maighstir> What data is needed for FillPlayerInfo to succeed? I've surely made something wrong somewhere but would like a guide as to where to look. Gdb says "segmentation fault" at line 5234 of GUIScript.cpp - the line is int StatID = atoi( tm->QueryField() );
[16:30:35] <Maighstir> avprefix.2da points to avpref(g|r|c), those contain the correct values as far as I know (I don't actually use Class to determine the avatar, but the file should return 0 by default)... what may I have missed?
[16:35:10] <fuzzie> hm
[16:36:22] <fuzzie> there should be a check there
[16:36:34] <fuzzie> if it segfaults, then it failed to load one of the tables in avprefix
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[16:38:05] <fuzzie> but this should surely be in the console output..
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[16:39:17] <Maighstir> You're right, it fails on avprefg, but that is in the shared override
[16:42:02] <fuzzie> that's odd
[16:43:22] <Maighstir> Of course! My config-defined "gemrb" override folder is elsewhere due to an idea I had for multi-user systems. This would probably make it not find the shared override, I assume?
[16:45:01] <Maighstir> yep
[16:45:15] <Maighstir> now it breaks at another point
[16:46:17] <fuzzie> You can override avprefix yourself so it doesn't look at files you don't care about, of course..
[16:46:25] <fuzzie> Do you need the ability to ignore it completely?
[16:47:49] <Maighstir> Nah, it's fine, I could just copy avprefg to my own override. It's not like it's a lot of duplicated data.
[16:49:26] <Maighstir> I was thinking that since I don't need a gemrb override (the game's made exclusively for gemrb anyway), I could use that folder for a user-specific override (point it to ~/mygame/override)
[16:50:56] <Maighstir> The windows version of it was more convoluted but the end result was similar.
[16:52:46] <Maighstir> So there's an idea for a change/bugfix/whatnot: have gemrb read the same shared override even if the config-defined override is elsewhere
[16:53:22] <fuzzie> Tricky, if you lie to it about the path. :)
[16:54:28] <tomprince> A better solution would be to add a way to have a user specified override.
[16:54:30] <Maighstir> Oh, right... I don't tell it exactly in what folder to look, damned
[16:55:22] <Maighstir> that always annoys me, I give it a path and it automatically adds /override and /save to the end
[16:55:27] <fuzzie> Well, you could just use ModPath.
[16:55:40] <fuzzie> Which is one of tomprince's random fiddlings, I think.
[16:56:43] <fuzzie> Every ModPath entry adds another search directory, with higher priority than anything in the game data.
[16:56:43] <Maighstir> ModPath?
[16:57:21] <Maighstir> That's interesting, yes, it sounds like it's what I'm looking for.
[16:57:25] <fuzzie> Right now it actually overrides gemrb's shared data but not the game-specific data, which is a bit of an odd priority.
[16:57:59] <fuzzie> and gemrb's save path stuff is a bit broken anyway..
[16:58:07] <fuzzie> That stupid save vs mpsave stuff.
[16:59:52] <Maighstir> except for Icewind Dale you don't need /mpsave yet since you don't do multiplayer, BG1's exppack installing the save to /mpsave is a weird oddity though.
[17:00:34] <CIA-39> GemRB: 03fuzzie * r0e6df021b59d 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: GUIScript: Add some minimal sanity checks to FillPlayerInfo.
[17:57:01] <pupnik> whenever i feel like my work is complicated, i check in here and feel lucky i've got it so easy
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