#gemrb@irc.freenode.net logs for 2 Dec 2012 (GMT)

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[01:52:43] <xrogaan> mmh
[01:52:54] <xrogaan> baldur's gate only makes me want to play nwn
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[11:21:12] <Avenger> hmm, i wish we already tamed opengl, now i could use that knowledge
[11:31:39] <wjp> what are you working on?
[11:50:57] <Avenger> unpacked dxt1 blobs into rgb565 pixels. Now i got a heap of rgb565, i just want to display them
[11:51:54] <Avenger> wjp i got this, i guess it is correct: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pvr.header.width, pvr.header.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data);
[11:54:43] <wjp> that looks ok
[11:56:05] <Avenger> i just want to display this 'picture'
[11:56:44] <Avenger> nothing special, just wan to see, so i can see my unpacker actually works
[11:57:11] <wjp> after defining the texture in this way, you can map it onto a quad (rectangle)
[11:57:43] <wjp> (but why are you using opengl for this?)
[11:57:45] <Avenger> i don't even have a window defined, or... any initializations done
[11:57:54] <Avenger> i got a small task for bgee :)
[11:58:37] <wjp> I've always let SDL handle most opengl initialization
[11:58:37] <Avenger> apparently some people got some age old graphics cards, which can't eat dxt1
[11:59:09] <Avenger> so, you don't know how to handle this without sdl?
[11:59:24] <Avenger> well, i could use it
[11:59:30] <Avenger> for the test
[11:59:48] <Avenger> actually, i think bgee uses sdl too
[11:59:52] <Avenger> so, no problem at all
[12:00:35] <Avenger> all i know is i have to use this glteximage2d and provide something it can eat
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[12:07:42] <chiv> hello all
[12:09:11] <Avenger> hello
[12:10:00] <chiv> ive been inspired to come out of hiding
[12:11:26] <Avenger> i think i know your name from g3?
[12:11:37] <chiv> yeah i post as chilvence
[12:12:34] <chiv> i was doing a bug hunt run ages ago but something interrupted, cant remember wat
[12:13:46] <chiv> but I'm up for more testing now :)
[12:13:54] <Avenger> yeah, testing is always good
[12:15:41] <chiv> I was trying out the new bg:ee, but I have mixed feelings about it
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[12:17:04] <chiv> one the one hand its nice and polished and fresh, and the 3d and zooming is cool, on the other, its vanilla bg with no mods
[12:19:57] <Avenger> well, the vanilla bg was also vanilla bg without mods :)
[12:20:39] <chiv> I saw the devs were giving out lots of code info on the forums, that was cool
[12:20:41] <Avenger> most of the community mods would work with it
[12:22:31] <Avenger> yes, short of the source code itself, they gave out everything :)
[12:23:22] <chiv> I think I actually like gemrb more because its completely open though...
[12:25:06] <chiv> there is something cool about watching it go from where it started to where it is now, and being able to poke it about with a stick
[12:27:56] <chiv> just curious, are there any other big unknowns about the infinity engine left to conquer?
[12:28:16] <Avenger> depends on which engine
[12:28:37] <Avenger> i don't think tob or bg1 has anything unknown to me
[12:29:23] <Avenger> maybe some parts are unknown but unused, like wfx
[12:30:21] <chiv> I suppose torment and iwd2 are more tricky?
[12:30:48] <Avenger> yes, mostly the hardcoded projectiles, and ofr iwd2 the 3ed rules
[12:31:26] <Avenger> for bg1/2 compatibility the biggest hole in gemrb is the multiplayer
[12:32:27] <Avenger> to be honest, i'm a bit busy now
[12:33:13] <chiv> no worries, carry on
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[13:20:45] <lynxlynxlynx> bgee is getting lots of flak
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[13:25:04] <fuzzie> oh?
[13:26:09] <wjp> the few reviews I've seen seemed reasonably positive
[13:29:35] <lynxlynxlynx> i was reading gamebanshee
[13:29:47] <lynxlynxlynx> and then shs
[13:33:07] <fuzzie> well the folks at shs are perhaps a little biased :-p
[13:33:09] <fuzzie> what's wrong with it?
[13:35:08] <Avenger> well, most of the serious problems are because intel videocards don't have a good opengl implementation. Or something like that
[13:35:34] <fuzzie> gamebanshee themselves seem to link two fairly positive reviews
[13:36:04] <fuzzie> and, well, if they removed all the options from the graphics screen then you'd kind of expect them to have really really good compatible opengl code.. :P
[13:36:28] <Avenger> only one of our betatesters had the intel card problem, and it went away when he upgraded his drivers
[13:37:08] <Avenger> problem is, some people got abandoned by card their support, i guess. Or they are unable to find the upgrades
[13:37:45] <fuzzie> that's a pretty common situation, unfortunately
[13:37:47] <Avenger> actually, some people complained loudly, then ticked in some compatibility option and voila, bgee worked
[13:38:04] <lynxlynxlynx> people are disappointed that it mostly just builds on mods
[13:38:10] <lynxlynxlynx> unpolished
[13:38:54] <Avenger> well, fixpackers donated their fixpack code, like camdawg, balquo, wisp, etc
[13:39:53] <Avenger> we could keep on polishing, but people complained about the delay already :D
[13:40:36] <fuzzie> but really modding communities are not the target audience
[13:40:49] <fuzzie> and it doesn't seem to have a particularly negative reception in general..
[13:41:30] <fuzzie> do they have a target date for the non-windows versions yet?
[13:42:01] <Avenger> as far as i know, it is delayed only because of the approval process (apple, etc)
[13:42:15] <Avenger> the code runs on the other platforms, afaik
[13:43:02] <fuzzie> right, I just looked at Trent Oster's twitter, who says they keep finding bugs and starting approval again
[13:43:03] <Avenger> i don't know how will they manage the quick updates for apple, if they need reapproval for every bit
[13:43:54] <fuzzie> and, right, you can't do quick updates :)
[13:44:04] <fuzzie> but the android version wouldn't need any approval
[13:44:22] <Avenger> i don't know what hinders the android release
[13:44:30] <fuzzie> so I assume they don't have that working well yet
[13:44:49] <Avenger> i don't really care much about them. i wonder about the linux release only.
[13:45:12] <fuzzie> well, I would like to buy the android release, so that is why I care :P
[13:45:21] <Avenger> hah, really?
[13:45:37] <Avenger> maybe you could get it free if you volunteer for beta ;D
[13:45:47] <fuzzie> don't really have the time to beta anything :/
[13:46:37] <fuzzie> but pretty sure that baldur's gate on a tablet would be brilliant if done well
[13:46:55] <fuzzie> and I don't have an iPad of my own :)
[13:47:20] <Avenger> ahh cool, wjp's texture test snipper works, and my dxt1 unpacker also works
[13:47:40] <wjp> great :-)
[13:47:53] <lynxlynxlynx> do they pay you for this?
[13:47:57] <Avenger> yes
[13:48:02] <lynxlynxlynx> cool
[13:48:46] <Avenger> i also learn a lot :D who can unpack a dxt1 compressed texture?
[13:48:50] <Avenger> hehe
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[21:01:15] <chiv> hmm.. i was trying to bludgeon the 'off hand in use/two handed weapon equipped' nag to death but it seems to be surprisingly well entrenched
[21:04:40] <lynxlynxlynx> what do you mean?
[21:06:17] <chiv> well, the nuisance where you have to take of your shield to use a two handed sword, i figured a small bit of mercy would be to have it swap the sword/shield automatically instead of having two steps
[21:08:03] <chiv> its proving to be slightly more complicated than i thought...
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[21:10:02] <Avenger> well, that would be an interesting feature
[21:10:09] <Avenger> but it could possibly break stuff
[21:10:19] <Avenger> like, cursed items
[21:10:35] <chiv> it doesnt work at all, i had a duh moment when i realised you can have more than one 2h item equipped
[21:10:44] <Avenger> yeah that too
[21:11:10] <Avenger> though, you could just make a compromise, and do the swap if there is only one
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[21:13:16] <chiv> are there any inventory slots that are never used by the game? (I know it would be lucky...)
[21:16:20] <lynxlynxlynx> no
[21:16:47] <lynxlynxlynx> items can be temporarily without a slot if that's what you need
[21:17:20] <lynxlynxlynx> i remember there was a mod that emulated this iwd2 behaviour with scripting to some extent, but here we can do much better :)
[21:18:04] <chiv> well, i was thinking, if the game checks if you have a two handed weapon, then it moves your shield into a fake slot, until you equip a one hander again
[21:18:32] <lynxlynxlynx> why not just dump it to the inventory?
[21:18:32] <chiv> but that would not be compatible with bgmain.exe...
[21:18:39] <chiv> yeah that could work too
[21:19:13] <chiv> but i am a hoarder, and i wanted a non hacky way
[21:21:25] <chiv> I think I remember how it works now... the actual number of items you can have on a creature is flexible right? just that the number of inventory slots is limited?
[21:23:15] <lynxlynxlynx> yes, you can put stuff into bags or stack them if they allow it
[21:23:29] <lynxlynxlynx> and coins have no weight or volume
[21:24:22] <chiv> but you can have an item that is in limbo in the inventory but with no slot assigned?
[21:24:26] <tomprince> The reason not to dump it back into inventory, is so that you know which shield to reenable.
[21:26:41] <chiv> iesdp has a slot with a big ? over it: http://iesdp.gibberlings3.net/file_formats/ie_formats/cre_v9.htm#CREV9_0_ItemSlots
[21:26:52] <lynxlynxlynx> that 's what happens when you use "drag and drop"
[21:27:15] <lynxlynxlynx> quiver 4 i think
[21:27:42] <lynxlynxlynx> yep
[21:29:01] <chiv> hmm, so if something else was in it, the original game would probably go boom
[21:30:55] <lynxlynxlynx> no idea, it's not accessible via gui
[21:43:56] <chiv> arg, have to go to windows to test it
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[22:34:41] <Avenger> whoa, nice. bgee's wildmag.2da is compatible with gemrb
[22:34:53] <Avenger> i just now noticed it they took my suggestion :)
[22:35:13] <lynxlynxlynx> any new hardcoded crap?
[22:35:26] <Avenger> obviously much less
[22:35:39] <Avenger> i don't know what they did with the effects like snowing, etc
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[22:37:35] <lynxlynxlynx> i tried to fix monk fists properly the other day
[22:37:43] <chiv> well then, as far as my testing went, neither bg1/2 nor iwd1 seem to give a hootinanny what you put in the quiver 4 slot
[22:38:05] <lynxlynxlynx> turns out there isn't just a fist check missing somewhere, looks more like the quickslots are not always set properly
[22:38:52] <lynxlynxlynx> sometimes i'd just get zeros for the same test case
[22:39:05] <Avenger> zeros for what?
[22:39:19] <Avenger> current slot?
[22:39:27] <lynxlynxlynx> PCStats->QuickWeaponSlots
[22:39:41] <lynxlynxlynx> all of them
[22:39:45] <Avenger> huh
[22:39:48] <lynxlynxlynx> ok, not the separators
[22:41:18] <Avenger> hmm i gotta sleep tomorrow is monday :(
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[22:41:42] <chiv> I think that means i could use the quiver 4 slot as a spare to remember which item to shove in the shield slot
[22:41:51] <lynxlynxlynx> heh
[22:42:02] <lynxlynxlynx> chiv: sure, if it doesn't have slot restrictions
[22:42:22] <lynxlynxlynx> item type i mean
[22:42:22] <chiv> the worst that could happen is that you load with the original game and dont have a shield
[22:42:44] <chiv> I tried to crash it, using bows, ammo etc, nothing happened
[22:43:46] <lynxlynxlynx> saving and reloading worked too?
[22:43:55] <lynxlynxlynx> and getting the item back
[22:44:17] <chiv> import/export worked
[22:44:22] <lynxlynxlynx> (whoops, it was QuickWeaponHeaders)
[22:52:38] <chiv> well... i just assumed if import export worked, nothing was messing with the inventory, i didn't check save/load
[22:53:41] <lynxlynxlynx> most like it uses the same underlying code
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