#gemrb@irc.freenode.net logs for 17 Jun 2013 (GMT)

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[00:14:59] <brada> unfortunately SupportsBAMSprites returning false completely breaks buttons
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[03:29:12] <brada> ah ys the isTransparent thing :)
[03:48:56] <Lightkey> "Ys (pronounced /ˈiːs/ EESS), also spelled Is or Kêr-Is in Breton, and Ville d'Ys in French (kêr means city in Breton), is a mythical city that was built on the coast of Brittany and later swallowed by the ocean." never heard about that, only knew [[Ys (series)]] :3
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[13:16:34] <thetoon> hello there
[13:17:04] <thetoon> just wondered if anyone had success with using GOG's installer for BG1 with GemRB?
[13:17:39] <thetoon> like by innoextracting the installer and re-arranging the files for GemRB to use them
[13:18:12] <thetoon> 'cause GOG doesn't package a data1.cab file, so the whole 'unshield' part in most scripts isn't needed (and, well, won't work)
[13:21:47] <lynxlynxlynx> no idea
[13:22:22] <lynxlynxlynx> there are many versions of the format, but if you managed to extract the files, it should be easy from there
[13:22:36] <lynxlynxlynx> much easier to just install through wine if you can
[13:24:49] <thetoon> for some reason I can't, their installer crashes my Wine (and PlayOnLinux's)
[13:25:14] <thetoon> so I could probably go get a windows PC and install/zip/deinstall there
[13:25:30] <thetoon> but I'm looking for a cleaner solution beforehand :)
[13:28:48] <edheldil> thetoon: there used to be some scripts to automate that, but I would not rely on them
[13:29:43] <thetoon> edheldil : if you're thinking about https://github.com/NickDaly/gemrb-installer I can confirm they don't work on GOG's data
[13:29:45] <Pepelka> NickDaly/gemrb-installer · GitHub
[13:29:47] <Pepelka> »gemrb-installer - My attempt to help provide Baldur's Gate 2 support for the GemRB-GameInstaller by Nick White.«
[13:30:12] <edheldil> just unshield the files and them place them to proper directory structure ... and for that you can look here ... http://www.eowyn.cz/gemrb/bg1/manifests/
[13:30:13] <Pepelka> Index of /gemrb/bg1/manifests
[13:30:36] <thetoon> ok, that's perfect :)
[13:30:50] <thetoon> or if not, I guess it'll help me, thank you very much
[13:31:03] <edheldil> you are welcome
[13:31:41] <thetoon> can't test right now, but I'll report as soon as tested
[13:33:49] <edheldil> either unshield or cabextract
[13:40:38] <thetoon> for GOG installers (no matter which, as far as I tested), innoextract is the way to go, it works well
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[17:38:42] <brada> im stumped at why dropping BAM support from the video driver causes animations to not be colorkeyed
[17:39:13] <brada> this is on master btw
[17:39:21] <brada> and even before my isTransparent change
[17:40:54] <brada> all the sprites are created with a colorkey
[17:41:02] <brada> so something must unset it later on
[17:42:04] <lynxlynxlynx> add a watchpoint?
[17:46:45] <brada> im not sure where there relevant bams come from
[17:47:12] <brada> fonts and buttons etc are all fine
[17:47:27] <brada> just the gamesprites
[17:48:49] <brada> i have to go get some food then do real work
[17:49:52] <brada> i was hoping wjp or fuzzie would just know why
[17:50:21] <wjp> I don't think that mode has really ever been used?
[17:50:39] <wjp> at first glance it drops CompressedColorIndex when creating non-BAM sprites
[17:50:43] <wjp> don't know if that's relevant
[17:51:20] <brada> i tried putting that in there
[17:51:21] <brada> no change
[17:53:38] <wjp> how?
[17:53:52] <wjp> since that doesn't seem trivial
[17:54:07] <wjp> it needs BlitGameSprite tweaks for exampe
[17:54:33] <wjp> (which will probably be the reason it doesn't work in the first place)
[17:54:37] <brada> i misunderstood you
[17:54:53] <brada> i thought you meant it wasnt passing that index to the create sprite call
[17:58:10] <wjp> in any case, BlitGameSprite also isn't passing a colourkey to BlitSpritePAL_dispatch in the non-BAM case
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[18:40:05] <brada> yeah that fixes the color key. oddly now it causes distortion, im guessing the "colorkey" for BlitSpritePAL_dispatch is more than a colorkey?
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