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[01:02:40] <brada> taking opengl class next semester :)
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[01:09:24] <spetex> hey!
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[01:10:42] <spetex> Im having trouble locating gemrb log on my android device, could someone tell me where it usually is?
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[11:44:06] <Acqsen> the GemRB is its own engine, does it run the resources or is just a graphical port of the game_name.exe ?
[11:46:35] <lynxlynxlynx> huh, what do you mean?
[11:59:56] <Acqsen> do i need bg2.exe, main.exe and so on or does gem rb do all the resource interpretation by itself?
[12:15:36] <lynxlynxlynx> no exes or dlls are needed
[12:28:22] <Acqsen> Onto next question then.
[12:28:24] <Acqsen> Is it theoretically possible to program new effects to be used in modding, exclusively for gemRB?
[12:29:25] <Acqsen> by "program" i mean , code them into gemRB exe
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[12:40:35] <lynxlynxlynx> of course
[12:40:57] <lynxlynxlynx> pretty trivial in fact, unless the effect itself is complicated
[12:41:35] <lynxlynxlynx> we have some extras already, but for internal use
[13:19:05] <Acqsen> awesome. Icewind dale 2 spell system is beyond repair, i was hoping to add some properly working effects and make mod old spells to use the new, gemRB-only effects.
[13:22:03] <lynxlynxlynx> in gemrb all the effects from other games are available
[13:22:35] <lynxlynxlynx> for iwd2 they may need duplication if they already have 3ed logic in them, but that's a simple matter to resolve
[13:52:40] <Acqsen> so if i want to mod iwd2 spell to use new gemRB coded effect, i should first code the effect into gemRB engine, then mod the spell file to use the newly created gemRB effect, then lunch gemRB and test if it works. Am i right ?
[14:06:35] <edheldil> I think so
[14:07:10] <edheldil> mod spell file -> create a new .SPL and put it to an override dir
[14:50:11] <lynxlynxlynx> yep
[14:50:53] <lynxlynxlynx> FXOpcodes.cpp, IWDOpcodes.cpp and PSTOpcodes.cpp are the implementations (mostly in the first, since many effects are shared)
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[16:46:42] <brada> hey
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[16:55:07] <edheldil> Hi, brada
[16:55:17] <brada> how is everybody?
[17:43:36] <lynxlynxlynx> i'm getting better :)
[17:44:05] <lynxlynxlynx> some vacation finally on the horizon too
[17:44:44] <lynxlynxlynx> i'll drill on that annoying regression then, it's crippling
[17:44:47] <lynxlynxlynx> how about you?
[17:54:25] <wjp> regression?
[18:00:13] <brada> been busy with school. taking opengl next semester so hopefully that will lead to something useful :p
[18:00:34] <brada> i assume you mean the XP regression?
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[18:28:09] <lynxlynxlynx> nah, i can't even reproduce that
[18:28:15] <lynxlynxlynx> something with iwd2
[18:28:55] <lynxlynxlynx> it has many of the monsters stored in triples and just disables the other two depending on your xp
[18:29:57] <lynxlynxlynx> it seemed avatar removal was used for that, but much later i noticed some odd script halting that lead me back to that and another commit
[18:30:40] <lynxlynxlynx> so the bisect wasn't perfectly useful, but i forgot the details
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