#gemrb@irc.freenode.net logs for 21 Jul 2009 (GMT)

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[10:46:33] <pupnik> o/
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[13:56:32] <D_T_G> http://img.gram.pl/upl/katalog/w3/200905271551411293.jpg I just bought it for PS:T :)
[13:57:09] <D_T_G> my 3rd buying of BG1/2 and IWD1, 2nd of IWD2 and 1st of PS:T and that Lion thing
[14:01:34] <Gekz> lol
[14:01:42] <Gekz> I've bought BG1/2 4 times
[14:01:48] <Gekz> IWD1 + Exp twice
[14:01:52] <Gekz> IWD once
[14:01:57] <Gekz> NWN + 3 expansions 3 times
[14:02:02] <Gekz> and never PS:T
[14:02:04] <Gekz> but I downloade it
[14:03:31] <D_T_G> sounds illegal ;P
[14:03:51] <Gekz> meh
[14:03:56] <Gekz> I cant legally purchaseit
[14:03:59] <Gekz> I couldnt find it anywhere
[14:04:06] <Gekz> and nowhere on the internet would post it to Australia
[14:04:19] <Gekz> I think by the fact i bought the rest, I'd be willing ot pay for it too
[14:04:20] <Gekz> lol
[14:04:29] <D_T_G> PS:T seemed not so good to rerelease
[14:15:03] <D_T_G> when was ps:t released? between bg1 and bg2?
[14:15:37] <wjp> yes
[14:15:40] <D_T_G> nice chronology of ie games and mods would be nice to read :)
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[14:28:52] <Avenger> hi
[14:29:04] <D_T_G> hi!
[14:30:10] <Avenger> you want a chronology of IE games?
[14:30:21] <Gekz> he does
[14:30:41] <Avenger> google is your friend, wiki is your girlfriend :)
[14:30:56] <Avenger> http://www.google.hu/search?hl=hu&q=%22infinity+engine%22&btnG=Google+keres%C3%A9s&meta=
[14:31:02] <Gekz> neither keep me happy
[14:31:38] <Gekz> Avenger: there is nothing htere of interest
[14:31:39] <Gekz> gtfo
[14:31:51] <D_T_G> i said nice chronology, maybe there are no such written yet :P
[14:32:02] <Avenger> isn't it a chronology?
[14:32:12] <Avenger> all damn IE games are there
[14:32:42] <Avenger> hmm you want mods too?
[14:33:06] <D_T_G> more story to read, about modding scene too
[14:33:26] <Avenger> well, it is a boring story
[14:33:37] <Avenger> and full of internal bickering
[14:33:48] <D_T_G> if you say so
[14:34:05] <D_T_G> maybe it's better to live with unconscious ;)
[14:41:02] <D_T_G> Avenger, are you still working on projectiles?
[14:41:23] <Avenger> i'm done with the majority of bg1/bg2/how/iwd2 projectiles
[14:41:35] <Avenger> iwd would just need a copy over
[14:41:41] <Avenger> pst is missing
[14:41:53] <Avenger> though i assume the bg1 projectiles are all in pst too
[14:42:03] <D_T_G> yeah, a I heard iwd1 and how were not so viable to merge as bg2/tob
[14:42:42] <Avenger> how seems to be really overhauled
[14:42:59] <Avenger> iwd1 is more like bg1, whole HoW is a cross between bg2 and iwd2
[14:43:30] <D_T_G> oh, whas there a big difference in size of exec's id1/how?
[14:44:06] <lynxlynxlynx> size of the exec doesn't matter much
[14:44:31] <Avenger> iwd1: 6.2M how:6.8M iwd2:5M :)
[14:44:46] <D_T_G> interesting
[14:44:47] <Avenger> iwd2 is compiled without debug info and optimised
[14:45:05] <Avenger> it is actually more code than HoW
[14:45:09] <Avenger> just better :)
[14:45:32] <Avenger> ToB is 7.8M
[14:45:58] <Avenger> torment: 5.7M
[14:46:07] <Avenger> so, well, the size doesn't really tell much
[14:46:14] <D_T_G> sth tells
[14:46:42] <Avenger> iwd2 would be around ToB is not more if compiled without optimisation
[14:46:46] <D_T_G> 600kb of compiled code in how
[14:46:48] <Avenger> is->if
[14:47:17] <Avenger> how do you calculate that?
[14:47:32] <D_T_G> more or less
[14:47:54] <D_T_G> or maybe they replaced many blocks too
[14:47:56] <Avenger> but iwd2 has more code
[14:48:03] <Avenger> it is just less redundant
[14:48:27] <D_T_G> what i meant
[14:48:56] <D_T_G> well, nm :)
[14:49:14] <D_T_G> are there people playing plain iwd1?
[14:49:37] <Avenger> i'm sure there were some people
[14:49:42] <Avenger> but none hardcore
[14:49:56] <Avenger> probably people who didn't bother buying HoW
[14:49:59] <D_T_G> how mode of gemrb wouldn't be able to load and run things properly in on plain iwd1 install?
[14:50:22] <Avenger> the avatars are different
[14:50:48] <D_T_G> just graphics?
[14:50:52] <Avenger> i think that's the main difference, and some chu
[14:51:07] <Avenger> the rest button is bg1 style in iwd1, and bg2 style in how
[14:51:18] <Avenger> i think
[14:52:37] <D_T_G> gui scripts were already merged
[14:53:04] <D_T_G> so seperate overrides are kept because of avatars.2da?
[14:56:10] <lynxlynxlynx> and others
[14:58:05] <Avenger> mostly
[14:58:23] <Avenger> i don't remember anything else than avatars.2da
[15:01:48] <lynxlynxlynx> iwd doesn't have the detailed combat output -> different strings
[15:02:14] <lynxlynxlynx> how also has another pathfind entry
[15:02:31] <lynxlynxlynx> and MagicBit enabled
[15:02:40] <lynxlynxlynx> AlterAnimation effect
[15:03:02] <lynxlynxlynx> no gradient for damage anims
[15:03:06] <lynxlynxlynx> things add upo
[15:03:32] <lynxlynxlynx> some should probably be made the same though
[15:03:50] <Avenger> heh, good old memories
[15:04:38] <Avenger> google for this: kenteambg ironworks, multiply the bitching in that thread by 1000, and you will see what modding was like in 2001
[15:08:38] <D_T_G> i see now
[15:09:11] <D_T_G> both iwd1/how diffs and modding atmosphere in 2001 ;)
[15:09:33] <Avenger> do you know TDD ?
[15:09:48] <D_T_G> yes, of course
[15:09:49] <Avenger> i came to the modding scene when TDD was about released
[15:10:08] <Avenger> dltcep's old name 'check item' was written first to check the buggy items in TDD :)
[15:10:17] <D_T_G> i didn't really know english yet then
[15:11:04] <Avenger> Max 'Potencius' Shnur, was the real force behind TDD, and DLTC too.
[15:11:18] <Avenger> TDD was his first work, and the first real major mod
[15:11:46] <D_T_G> wasn't dsotsc older than tdd?
[15:12:22] <Avenger> hmm, i don't know
[15:12:29] <Avenger> probably older, yes
[15:13:17] <Avenger> i never played it
[15:14:41] <Avenger> it must have been older as it is a bg1 mod
[15:15:24] <D_T_G> i thought so too
[15:16:03] <Avenger> i knew tdd first, and joined the community by first submitting bugreports and then getting into the bugfixing business
[15:16:11] <D_T_G> i wonder when fitst exe-hackings appeared :]
[15:16:25] <Avenger> xp cappers were earlier on
[15:16:32] <Avenger> around the time tdd appeared
[15:16:53] <Avenger> tdd made use of it, iirc
[15:17:06] <D_T_G> cappers where hacking exe?
[15:17:35] <lynxlynxlynx> that query doesn't return any results here
[15:18:16] <D_T_G> http://www.ironworksforum.com/forum/showthread.php?t=68394
[15:18:23] <Avenger> hmm, maybe only in iwd2? dunno, i'm sure i contributed with a starting xp modding tool for dltc
[15:19:18] <Avenger> i have an xpcapper file back from 2002
[15:19:48] <Avenger> hmm this is for iwd2
[15:20:14] <Avenger> ok, i have one for dltc and one for iwd2
[15:20:19] <Avenger> dunno which was first :)
[15:20:49] <Avenger> but exe modding (from me) started on 2002. Aug. 6. :) and i wasn't the first.
[15:21:17] <D_T_G> this always seemed the most advenced part of modding for me
[15:21:32] <Avenger> heh
[15:21:56] <Avenger> well, if you don't count rewriting the engine as modding
[15:22:09] <D_T_G> not really ;)
[15:22:18] <Avenger> we still keep a lot of part of the original game, the dataset
[15:22:19] <D_T_G> but many do i think
[15:22:40] <Avenger> consider gemrb as a big exe mod, replacing all exe bits :P
[15:23:10] <D_T_G> well, than it sounds amazing :D
[15:23:33] <Avenger> anyway, i guess the WSM is the best exe hacking mod
[15:23:51] <Avenger> i helped bigg a bit with some of the bits too :)
[15:24:32] <D_T_G> what's amazing about wsm i think is that it works for all the ie games
[15:25:08] <Avenger> well, you just need to find the equivalent offsets in all engines
[15:25:12] <D_T_G> bg1 and ps:t don't have that "background" arts frot >640x480
[15:25:18] <Avenger> finding the first was surely tough
[15:25:36] <Avenger> once it was known, i helped finding some in other engine versions
[15:25:43] <Avenger> that was my contrib only
[15:26:17] <Avenger> uhm well, does wsm really replace the background art?
[15:26:23] <D_T_G> not
[15:26:25] <Avenger> i thought it is just some blackness
[15:27:04] <Avenger> wsm just enlarges the main game area, from what i know
[15:27:11] <Avenger> doesn't really alter the other screens
[15:27:20] <D_T_G> but i think this is the reason why for bg2 you couldn't do that:http://img38.imageshack.us/img38/66/fixed2.jpg
[15:27:34] <D_T_G> a working world map in all of the height resolution
[15:27:58] <D_T_G> with bg2+widescreen you still have only that background art enlarged
[15:28:02] <Avenger> hmm it is nicer than i thought
[15:28:21] <Avenger> so there is some background?
[15:28:33] <D_T_G> no it was added by the mod
[15:28:43] <D_T_G> by some exe hacking too
[15:28:45] <D_T_G> http://img32.imageshack.us/img32/67/screen1qmy.jpg
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[15:29:29] <Avenger> but you can always do this with bg2
[15:29:37] <D_T_G> not really as i read
[15:30:06] <D_T_G> because there's a code in bg2 that prevents stretching "working area"
[15:30:21] <Avenger> hmm
[15:30:25] <D_T_G> because of that "background" implementation that is not in bg1
[15:31:32] <D_T_G> "working area" of 640x480 is too much hardcode in bg2 i think
[15:31:36] <Avenger> then why bigg writes ToB is supported?
[15:32:02] <D_T_G> widescreen stretches only the background in bg2/tob world map
[15:32:22] <D_T_G> "working area" stays 640x480
[15:32:31] <Avenger> the game area is not stretched?
[15:32:33] <Avenger> huh
[15:32:41] <Avenger> well, i never seen complaints about that
[15:33:02] <Avenger> it just means more offsets need to be found
[15:33:07] <D_T_G> game area is stretch in main window
[15:33:26] <D_T_G> i must go now, bye
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[17:55:34] --- Topic for #gemrb is: GemRB 0.5.0 | Gekz, it's at http://gemrb.sf.net | Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | Hey you, yes you, we need some awesome screenshots!
[17:55:34] --- Topic for #gemrb set by lynxlynxlynx at Thu Jun 25 18:06:24 2009
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[19:28:36] <D_T_G> lynxlynx, you have a shorter nick today :)
[19:28:58] <lynxlynx> must've disconnected
[19:29:30] <D_T_G> who? lynxlynxlynx?
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[19:30:19] <D_T_G> let me guess, you didn't take a close look at my hla patch :>
[19:34:52] <lynxlynxlynx> nope, packing for another hike
[19:40:26] <D_T_G> ok, good luck then
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