#gemrb@irc.freenode.net logs for 24 Sep 2015 (GMT)

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[08:30:07] <Pepelka> [commit] lynxlynxlynx: ehh, fixed silly bug from bb51c1d741ee https://github.com/gemrb/gemrb/commit/9e0e29bfe2c4c2d4f31af91131cbe810146e1727
[08:30:08] <Pepelka> [commit] lynxlynxlynx: gcw: use named spellbook class constants https://github.com/gemrb/gemrb/commit/eb63f14ef329eee074408a4d5ff87232345f7ffc
[08:30:09] <Pepelka> [commit] lynxlynxlynx: Map::Map: init everything https://github.com/gemrb/gemrb/commit/3b10abe01ef5839c3da14c4eac70c80b92fe2e7f
[08:30:10] <Pepelka> [commit] lynxlynxlynx: DataStream::DataStream: init everything https://github.com/gemrb/gemrb/commit/300ab77dc8ede0d426c029cd25646c29519dca0c
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[13:09:24] <Pepelka> [commit] lynxlynxlynx: Revert "gcw: removed a long unused function" https://github.com/gemrb/gemrb/commit/f5be931b2079027175ff560b6b3ab98c81107f0b
[13:09:25] <Pepelka> [commit] lynxlynxlynx: iwd2: fixed two button tooltips https://github.com/gemrb/gemrb/commit/9c367c83864b22ae1ad54c00c80fec2cd3b44f3c
[13:09:26] <Pepelka> [commit] lynxlynxlynx: iwd2: implemented spell book/class selection (when needed) https://github.com/gemrb/gemrb/commit/11994d5319a6d3270fcdf1066178950c00860208
[13:09:27] <Pepelka> [commit] lynxlynxlynx: gcw: removed stale todos/fixmes https://github.com/gemrb/gemrb/commit/fac0d18ed6c53128977624fc882fdf5bc9e57979
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[18:42:46] <lynxlynxlynx> niiiice
[18:43:12] <lynxlynxlynx> turns out garrad isn't working due to creaturehidden checking the sender instead of the parameter object
[18:43:23] <lynxlynxlynx> more than 1k uses between how and iwd2
[18:45:18] <lynxlynxlynx> can't think of a good fly analogy
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[19:06:13] <lynxlynxlynx> eh, not that miraculous, most uses are with Myself
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[21:52:08] <chiv> hi, can anyone give me a clue where to look in order to change the spell casting glows?
[21:53:34] <chiv> I've deduced roughly which one is which in PST, but can't for the life of me find where they are set
[21:57:38] <Pepelka> [commit] lynxlynxlynx: CreatureHidden: check the parameter, not the sender https://github.com/gemrb/gemrb/commit/b12ba0b37aa7cf7aa5a3bc017847d1b889f7b7a9
[21:57:40] <Pepelka> [commit] lynxlynxlynx: GameScript::SetDoorLocked: handle critical pst data bug https://github.com/gemrb/gemrb/commit/71404f8d0f78cdc9beccbb57268b36c7230068df
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[21:58:40] <lynxlynxlynx> chiv: what exactly do you mean by glow?
[21:59:02] <chiv> the sprite that appears at the casters hands
[21:59:30] <lynxlynxlynx> ok, let's call that the casting blob then
[21:59:51] <lynxlynxlynx> you just want to use different files?
[22:00:10] <lynxlynxlynx> btw, i couldn't crash goncalves, nmi
[22:00:34] <chiv> well, I've worked out what number in the spell file corresponds to which bam
[22:01:03] <lynxlynxlynx> it's school based, at least in other games
[22:01:55] <chiv> yeah, but in torment they have different numbers starting at around 35
[22:02:02] <chiv> for I don't know why reasons
[22:03:54] <lynxlynxlynx> you can see how we treat the others if you follow from Spell:AddCastingGlow
[22:04:04] <lynxlynxlynx> it's a bit different in various games
[22:04:10] <lynxlynxlynx> different tables involved
[22:04:29] <chiv> thanks, I was going around in circles
[22:05:49] <lynxlynxlynx> it's not so obvious, but a big chunk is in GetCGSound
[22:12:28] <lynxlynxlynx> one other thing, pst can already be ifdefed by checking both casting sound gfs
[22:12:34] <lynxlynxlynx> they're uniquely set
[22:13:18] <chiv> aha, cgtable.2da, the one table I kept overlooking completely
[22:13:28] <lynxlynxlynx> yep, missing for pst
[22:13:33] <chiv> shall I make one?
[22:15:09] <lynxlynxlynx> that would be the obvious way, yes
[22:15:20] <lynxlynxlynx> i see we don't have sounds for iwd1 either
[22:22:10] <chiv> groovy, it works
[22:22:32] <chiv> don't know the sounds yet though, so more digging to do
[22:27:30] <lynxlynxlynx> do you have dltcep?
[22:27:51] <lynxlynxlynx> well whatever you're using, just check for CAS_ and CHA_ sounds
[22:39:34] <chiv> somewhat unsurprisingly, they dont exist in PST
[22:42:05] <lynxlynxlynx> heh, while iwd2 ships both
[22:42:13] <lynxlynxlynx> seems to use the bg2 ones though
[22:45:06] <chiv> i always preferred the original bg1 sounds... the newer ones were too ... latin
[23:32:23] <chiv> Another thing I am having trouble finding: where are the colours for the dialogue message window controlled from? I would like to deal with the comment about different colours on the bug page now that I have deciphered it
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