#gemrb@irc.freenode.net logs for 17 Feb 2014 (GMT)

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[08:32:32] <looking4help> Hello
[08:33:09] <fuzzie> hi
[08:53:45] <looking4help> could you please tell me
[08:54:04] <looking4help> how can I find the palette the column in avatars.2da referes to?
[09:05:27] <looking4help> please please please :)
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[09:34:04] <looking4help> please?
[09:37:45] <lynxlynxlynx> look at the source
[09:40:02] <looking4help> That's what I've done already
[09:40:12] <looking4help> but it's driving me crazy
[09:40:25] <looking4help> any clue would be appreciated
[09:43:06] <lynxlynxlynx> i don't know it any better
[09:43:19] <lynxlynxlynx> just follow what happens after it is read
[09:43:48] <looking4help> That's what I tried, believe me
[09:43:56] <looking4help> I'll try again but...
[09:44:27] <looking4help> it's like animations ... I ended up reverse engineering types 3 and 9 instead of using the code and wrote my own
[09:45:25] <lynxlynxlynx> but palettes have nothing to do with animations, so it's much easier
[09:46:19] <looking4help> what do you mean?
[09:46:42] <looking4help> I find in avatars line MBERG and maybe 1 (which is the palette on the bam)
[09:46:45] <looking4help> or PL
[09:46:47] <looking4help> or BL
[09:46:57] <looking4help> where are those palettes?
[09:47:10] <looking4help> sorry I can't explain myself better
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[09:56:24] <lynxlynxlynx> yeah, just look at how we load them
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[10:26:06] <looking4help> sorry, can't find where you load and store palettes defined in palette.h/cpp
[10:26:24] <looking4help> any clue? it's like I need to understand the whole core to get this part
[10:29:11] <edheldil> palettes are stored in bitmaps with rows being different palettes
[10:29:37] <edheldil> e.g. look at MPAL*.BMP bitmaps
[10:31:48] <looking4help> I show that yesterday!!!
[10:31:56] <looking4help> so that makes sense
[10:32:39] <lynxlynxlynx> but why are you looking there? Look at what we do after reading that avatars.2da column
[10:33:12] <looking4help> could you point the source file?
[10:33:49] <lynxlynxlynx> it's still the same charanim file
[10:34:23] <looking4help> I'll check
[10:35:55] <looking4help> some hope->//handling special palettes like MBER_BL (black bear)
[10:58:32] <looking4help> if (GetAnimType()==IE_ANI_NINE_FRAMES) { snprintf(PaletteResRef[type],9,"%.4s_%-.2s%c",ResRef, (char *) &PType, '1'+type); } else { snprintf(PaletteResRef[type],9,"%.4s_%-.2s",ResRef, (char *) &PType); }
[10:58:50] <looking4help> I think these really confusing lines are the key
[11:04:52] <wjp> which part is confusing?
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[11:39:24] <looking4help> snprintf
[11:39:56] <looking4help> I've never work with c++
[11:40:24] <looking4help> and since I don't know the variable content... I get lost
[11:40:58] <looking4help> at this point I guess is "calculating" the palete resource ref
[11:43:53] <lynxlynxlynx> surely all the languages you know have some form of printf?
[11:43:58] <lynxlynxlynx> even weidu has it
[11:53:02] <looking4help> yes I know
[11:53:31] <looking4help> I could check that command's doc for formatting that way based on the expression
[11:53:55] <looking4help> the problem is more about variables
[11:54:02] <looking4help> whats in resRef Ptype type? :S
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[12:04:21] <wjp> do you know if you have a IE_ANI_NINE_FRAMES animation or not?
[12:05:05] <wjp> in the former case, the palette resref is built up of three parts: the first ("ResRef") is the animation resref. Those are in the 4 main columns in avatars.2da
[12:05:21] <wjp> the second ("PType") is the palette column, so this "BL"
[12:07:34] <wjp> for IE_ANI_NINE_FRAMES, the third one ("type") is a one-digit numerical suffix depending on the stance
[12:14:25] <looking4help> that! was really helpful
[12:14:32] <looking4help> thank you very much
[12:16:42] <wjp> you're welcome
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[15:48:47] <brada> can anybody tell me quickly how to get a string from a string ref in guiscripts?
[15:49:05] <fuzzie> GetString?
[15:49:31] <fuzzie> ok, a quick grep for that says it's GemRB.GetString
[15:49:41] <fuzzie> but close enough :p
[15:50:30] <brada> he he thanks fuzzie :)
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[19:19:28] <iuoa> hi. i just discovery a bug regarding bg2 human dual class. slots of each class are first doubled and then summed up. for instance dagger has 2 slots in class A and quater staff has 1 slot at slot B, then has the dagger in game 4 slots and the quater staff in game 2.
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[19:31:16] <brada> the sumup isnt a bug
[19:31:20] <brada> the doubling is tho
[19:31:30] <brada> :/
[19:35:04] <lynxlynxlynx> never heard of that before
[19:47:35] <brada> the proficiency combining (aka "summing") should only happen when class A is unlocked again, and it should only take the higher value for each prof in the classes. so still a bug i guess
[19:49:32] <lynxlynxlynx> they're bit values
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[22:25:14] <brada> still much todo, but: https://www.dropbox.com/s/4ogtffvxqp3q8sw/Screenshot%202014-02-17%2015.25.00.png
[22:25:16] <Pepelka> Dropbox - Screenshot 2014-02-17 15.25.00.png
[22:26:13] <brada> so parsing the markup is donish
[22:30:37] <brada> one for dialog: https://www.dropbox.com/s/2zjgdku73do9ymh/Screenshot%202014-02-17%2015.30.31.png
[22:30:39] <Pepelka> Dropbox - Screenshot 2014-02-17 15.30.31.png
[22:33:44] <brada> i just wrote a small state machine inside a loop iterating the string for parsing the markup. less than 100 lines of code unlike our mess before
[22:49:06] <brada> i may yet beat Beholder :D
[23:15:13] <lynxlynxlynx> nice
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