#gemrb@irc.freenode.net logs for 1 Feb 2012 (GMT)

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[05:42:57] <kimbrcd> anyone home?
[05:43:28] <kimbrcd> need help with installing balders gate on gemrb for ios
[05:43:51] <kimbrcd> where do i drop the baldersgate2 zip file in ios?
[05:44:10] <kimbrcd> !list
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[05:45:07] <kimbrcd> harijan, are you using gemrb in ios?
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[08:46:25] <edheldil> Poor brad :-))). Between TP, Avenger and Fuzzie, it's not easy to write patches :-D
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[15:22:40] <tomprince> :)
[15:52:47] <tomprince> It isn't deliberate. :)
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[17:14:49] <Saneroki> Hello everyone :-=
[17:14:52] <Saneroki> :-)
[17:17:40] <Saneroki> Someone her that could help me to get the GemRB with pre-build git binary up and running?
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[17:37:03] <Avenger> hello
[17:37:51] <Avenger> what's a 'pre-built git binary' ?
[17:39:00] <Avenger> all interaction between git and gemrb is that we store the source code in a git repo
[17:40:16] <Saneroki> Got it up running now ... Im experimenting with it. Want to make BGT with widescreen mod a full Baldurs Gate Trilogy HD experiance :-)
[17:42:04] <Saneroki> What I meant with the Pre built is the first option explained under http://www.gemrb.org/wiki/doku.php?id=install:windows
[17:42:45] <Avenger> i see...
[17:42:56] <Avenger> i wonder what lynx meant with that then ;)
[17:43:15] <lynxlynxlynx> buildbot?
[17:43:19] <Saneroki> hmm?
[17:43:48] <Avenger> well git->buildbot would make sense to me, yeap
[17:44:10] <lynxlynxlynx> if i had anything to do with that doc anyway
[17:44:14] <Saneroki> I cant really follow
[17:44:23] <Avenger> anyway, Saneroki, if you have questions just ask
[17:44:52] <Avenger> even if someone doesn't answer immediately, you can come back later and read the chat log
[17:44:52] <lynxlynxlynx> btw, offtopic, why did you change how we deal with specific damage bonus - now we take it from the recipient instead of the attacker?
[17:45:04] <Saneroki> Oh yes I have a lot of questions ... For the last 20 hours (yes thats not exaggerated) I research on making such a mod
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[17:45:54] <Avenger> lynx, you meant this in ::Damage? damage += act->fxqueue.BonusAgainstCreature(fx_damage_vs_creature_ref, this);
[17:46:21] <Avenger> or...
[17:47:39] <lynxlynxlynx> no, attacker-> was removed, probably in ModifyDamage
[17:47:50] <Avenger> int bonus = fxqueue.SpecificDamageBonus(it->second.iwd_mod_type);
[17:47:53] <Saneroki> @Avenger: should I test on a clean installation of BG2 with only the Widescreen mod Or is it better on a Full BGT Megamod?
[17:47:55] <Avenger> yeah, that's wrong
[17:47:55] <lynxlynxlynx> yes
[17:48:22] <Avenger> better test with a clean install first
[17:49:24] <Avenger> bgt requires the modding a gemrb file
[17:50:19] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=23957 <-- for reference
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[17:52:18] <mQo> hi, may i ask if it is possible to play baldurs gate using gemRB on transformer prime with usb gamepad?:)
[17:52:55] <lynxlynxlynx> we don't have any gamepad code, but if it can be used as a mouse or keyboard, it should be fine
[18:07:18] <Saneroki> [18:49] <@Avenger> bgt requires the modding a gemrb file ---------->>> which one is that?
[18:12:51] <lynxlynxlynx> override/bg2/clsskills.2da
[18:12:57] <lynxlynxlynx> the start_xp column
[18:18:50] <Avenger> mqo: no idea if that platform has enough memory / screen size
[18:21:02] <mQo> its working well, it has 10" screen and tegra 3 quad core processor. only thing not working is when i connect mouse to dock, right mouse button doesnt work at all (but i guess it is problem with android system)
[18:24:29] <lynxlynxlynx> check our log, maybe it is sending an unexpected event
[18:24:36] <lynxlynxlynx> sdl 1.2 or 1.3/2.0?
[18:33:30] <Saneroki> Hmm I got a Stuck again
[18:34:17] <Saneroki> GemRB works fine with BGII Tob, I start a new game create charakter everything is fine but when it loads the area it gives me an error message:
[18:35:29] <Saneroki> searching for Are4000.wed ... canot find Area4000.bif ... recource unavailable
[18:41:32] <Saneroki> resolved :-)
[18:42:16] <Saneroki> do I need to Move all bif files from C:\Mod\BGII - SoA\data\Data to C:\Mod\BGII - SoA\data
[18:44:39] <mQo> another question, is it going to work with easytutu ?
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[19:04:14] <Avenger> mqo it is the same technicality as with bgt, i guess. the only .exe modification is the starting xp
[19:04:55] <Avenger> gemrb is supposed to be binary compatible with bg2. Any difference is either an improvement, or a bug :)
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[19:09:15] <Saneroki> Totally Awesome work on the GemRB emulator
[19:10:15] <Saneroki> I think I have figured everything important out ... hopefully and I will definatly make this mod. At least attempt it. Baldurs Gate in 720p ....
[19:12:00] <Saneroki> hmm I have the feeling that some animations are way to fast?
[19:12:13] <Saneroki> Is there somewhere listed what timing problem gem still has?
[19:12:55] <CIA-41> GemRB: 03bradallred * r80e89485e667 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp:
[19:12:55] <CIA-41> GemRB: SDLVideo: fix touch scale factor.
[19:12:55] <CIA-41> GemRB: I'm unsure how this works for android, but on iOS touches happen across the
[19:12:55] <CIA-41> GemRB: entire screen regardless of the display size (unlike mouse events). So for
[19:12:55] <CIA-41> GemRB: people playing with resolutions less than the actual screen resolution would get
[19:12:56] <CIA-41> GemRB: broken touch events because our scale factor was being calculated with the
[19:12:56] <CIA-41> GemRB: surface size instead of the screen size.
[19:17:01] <Yoshimo> Saneroki : gemrb.org has a few todo lists, but im not sure if it is detailed enough for you
[19:18:48] <Saneroki> Okay thanks Yoshimo .... Just figured out that I had Hast boots on so .... thats why i felt it was way to fast
[19:20:32] <lynxlynxlynx> still, some critters are really too fast
[19:20:41] <lynxlynxlynx> and bg1 has a base speed lower than bg2
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[19:21:20] <lynxlynxlynx> so in bg1 it looks like boots of speed don't work, since they don't actually double the speed, but set it - to what we already have
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[19:25:47] <Yoshimo> 720p? sounds like a lot of work
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[19:28:00] <Saneroki> well I only change the interface so it takes advantage of the higher resolution. The Widescreen mod is awesome but it only changes the "run around" window not the other interfaces
[19:30:27] <Avenger> saneroki: about the need of moving bifs: it isn't supposed to be needed
[19:31:47] <Avenger> maybe just add cd1 path pointing to soa/data
[19:32:18] <Avenger> i guess this is some dvd install where cd<x> is replaced with 'data'
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[19:33:18] <Avenger> meh, iwd2 is totally unfair with spell focuses. Only 4 schools may have them
[19:35:08] <wjp> and I don't suppose those are the only schools with spells where the DC matters?
[19:48:32] <Avenger> i'm pretty sure there are other spells
[19:49:26] <Avenger> first spell : grease - conjuration, has a saving throw
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[19:49:56] <Avenger> i'm just thinking how could i implement this feat easily
[19:50:14] <Avenger> the spell focus is already a feat requiring a stat
[19:50:30] <Avenger> but we are stat starved
[19:51:10] <Avenger> i might be pressed to kill some stats that are not a stat in the original engine and got a separate action/trigger anyway
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[20:10:54] <lynxlynxlynx> don't we already store the feat level in IE_FEATS[1-3]?
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[20:18:11] <Saneroki> damn, Extracted all Mos files I need for now but when I try to extract bam files as bmp file using DLTC I got no file in the targeted folder.
[20:18:51] <Saneroki> When I use bam as filetype its working fine and the extracted file is showing up in the folder but not when I choose bmp as file type
[20:20:19] <Avenger> extract files simply takes them from the bif, to convert a bam to bmp, you have to load it then save it as bmp
[20:21:13] <Avenger> lynx: no that is a bitfield. feats with levels are stored in separate stats
[20:21:23] <Avenger> this is how the original stores them too
[20:21:57] <Avenger> there are a few slots for numeric feats though (the weapon proficiencies)
[20:22:14] <lynxlynxlynx> i was just about to mention we could kill a lot of vars there
[20:22:24] <lynxlynxlynx> we reserve 20 extra profs, don't we?
[20:22:36] <lynxlynxlynx> as per the proficiency tables
[20:22:57] <Avenger> they are good that way, in bg2 the proficiencies are stored there. in iwd2, the numeric feats simply take the same place.
[20:23:21] <Saneroki> Avenger I think I have done that ....
[20:23:22] <Avenger> this totally makes sense, because in iwd2 the weapon profs are the primary use of numeric feats :D
[20:26:29] <lynxlynxlynx> yep
[20:26:49] <lynxlynxlynx> but does iwd2 have so many profs?
[20:26:58] <lynxlynxlynx> bg2 has some 20+20 unused
[20:43:00] <Avenger> i already used some of the 'extraproficiency'
[20:44:00] <Avenger> we got 8 more, 11 more if i move the feat bits out of the stat fields
[20:44:40] <Avenger> that is probably a good idea anyway, feats seem to be more static, they don't have to be updated every ai cycle
[20:44:49] <Avenger> and there are separate actions/triggers
[20:45:18] <lynxlynxlynx> and it would be bad to kill off all the extras (for future use)
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[20:45:43] <Avenger> i want to use those extras for numeric feat stats (or proficiencies in bg2)
[20:45:55] <lynxlynxlynx> ie_buttondisabled or something like that comes to mind too
[20:46:15] <lynxlynxlynx> could always just check for the effect
[20:46:23] <Avenger> #define IE_DISABLEDBUTTON 204
[20:47:04] <lynxlynxlynx> and we need to leave at least one for future use as usability field extension
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[20:51:28] <Avenger> hmm, i wonder why the seven eyes spell is so special
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[20:52:22] <Avenger> there is extra code about it that involves class (sorcerer, cleric-helm or wizard). I doubt this is the only spell that could be cast by different classes
[20:53:56] <lynxlynxlynx> the question is what is the resulting difference
[20:55:24] <Avenger> the saving throw penalty is adding up
[20:56:06] <Avenger> it adds up the saving throw penalty (spell power) for this spell
[20:56:23] <Avenger> i totally don't understand why only this spell
[20:56:35] <Avenger> banishment is a similar multi class spell
[20:58:52] <Avenger> just trying to figure out how spell focus works
[21:01:00] <Avenger> there are some super exotic hacks in here
[21:03:17] <Avenger> if i read this correctly: spells of clerics of bane have a will saving throw penalty
[21:03:37] <Avenger> this is totally hardcoded
[21:12:31] <lynxlynxlynx> ah
[21:13:08] <lynxlynxlynx> i'd be fine by just supporting it in our games
[21:13:23] <lynxlynxlynx> it could be hacked into cg, no need to pollute the core
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[21:32:13] <CIA-41> GemRB: 03avenger_teambg * rd0d21886f0dd 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[21:32:23] <CIA-41> GemRB: 03avenger_teambg * r54701f73ac91 10gemrb/gemrb/override/iwd2/splfocus.2da: spell focus table
[21:32:45] <CIA-41> GemRB: 03avenger_teambg * recbf41ea7446 10gemrb/gemrb/core/Scriptable/Actor.cpp: just whitespace
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[22:08:49] <gembot> build #147 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/147 blamelist: avenger_teambg@sourceforge.net
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