#gemrb@irc.freenode.net logs for 30 Aug 2009 (GMT)

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[00:28:23] <-- edheldil_ has left IRC ("Leaving")
[07:37:24] <pupnik_> can vmware run directx games fast?
[07:37:27] <pupnik_> windows in native mode is not working
[07:38:04] <Gekz> quoi
[07:38:13] <Gekz> pupnik_: try virtualbox
[07:38:15] <Gekz> it can do DirectX
[07:38:19] <Gekz> and its freeeee
[07:39:23] <pupnik_> k ty
[07:39:42] <pupnik_> bluescreens, disk i/o errors
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[08:33:28] <fuzzie> hi, Avenger
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[08:33:31] <Avenger> hello
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[09:12:00] <Gekz> hey
[09:12:10] <Gekz> fuzzie, Avenger: has GemRB been shown to run on Syllable OS?
[09:12:49] <Avenger> i didn't know that name
[09:12:57] <fuzzie> no, but that one might be more painful
[09:13:05] <Gekz> yay
[09:13:18] <Gekz> I seriously doubt OpenAL will compile
[09:13:20] <Gekz> or even run
[09:13:22] <Gekz> so i wont even try sound
[09:13:27] <fuzzie> i'm not sure how much the build system, plugin system, etc will like it
[09:13:39] <Gekz> lets find out shall we
[09:13:41] <fuzzie> AtheOS used to be a right pain to do anything with, even if it was pretty amazing
[09:14:49] <Gekz> its not come very far seemingly
[09:14:54] <Gekz> but one day I'd like to use it as my main OS
[09:38:46] <Gekz> wow
[09:38:50] <Gekz> Syllable OS has networking now!
[09:38:52] <Gekz> lolol
[09:39:00] <Gekz> it's already more advanced than ReactOS
[09:39:54] <Avenger> it will come handy for multiplayer GemRB
[09:40:02] <Gekz> yes
[09:40:08] <Gekz> and Avenger
[09:40:12] <Gekz> cmake supports Syllable
[09:40:15] <Gekz> so this could be easier than I think
[09:40:17] <Gekz> SDL is already installed
[09:40:22] <Gekz> Python shouldnt be too hard
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[09:41:54] <Avenger> hmm why no openal?
[09:42:16] <Gekz> I dont know if sound will work on it or not
[09:43:15] <Avenger> well the os supports sound drivers, at least
[09:48:30] <Gekz> Avenger: why OpenAL
[09:48:35] <Gekz> why not SDL sound?
[09:49:10] <Avenger> does sdl sound support coordinates?
[09:49:43] <fuzzie> SDL_mixer is awful
[09:50:01] <fuzzie> in theory it supports all kinds of things, in reality it'll simply get the math wrong and clip your audio painfully
[09:55:26] <Gekz> imprement ir
[09:56:08] <Enverex> What's wrong with OpenAL
[09:56:11] <Enverex> *?
[09:57:50] <Avenger> openal sucks, but i don't know better
[09:58:23] <Gekz> Enverex: it exists.
[09:58:50] <Enverex> It's useful for Portability at least though
[10:00:10] <Gekz> SDL is more portable
[10:01:06] <fuzzie> SDL's audio is unusable, truly
[10:02:12] <fuzzie> someone could try writing an SDL backend for OpenAL Soft?
[10:11:28] <Avenger> i thought it already has one?
[10:13:33] <Avenger> hmm no
[10:13:35] <Avenger> :)
[10:14:18] <Avenger> there are so many layers and it seems some could be skipped
[10:14:53] <fuzzie> well, with openal soft it's just openal -> driver, and we can't do much about bad driver interfaces :/
[10:15:37] <Gekz> so
[10:15:42] <Gekz> does GemRB need openal to compile
[10:15:47] <Gekz> or can it be compiled without it
[10:15:53] <fuzzie> it can be compiled without it
[10:16:01] <Avenger> sure, it can even be run without it :)
[10:16:09] <Avenger> you just use nullsound
[10:16:51] <Gekz> yeah
[10:16:57] <Gekz> I know that from using ReactOS
[10:17:15] <Avenger> oss or alsa are too linux specific?
[10:17:17] <Enverex> Ok, I now have BG1/2 IWD1/2 and Planescape installed. That took a while, lot of discs. So anyways, anything I can help test now that I'm tooled up?
[10:17:51] <fuzzie> Avenger: sure, and they definitely have no coordinates!
[10:18:10] <Gekz> fuzzie: spam your dependency list again
[10:18:11] <Gekz> pl0x
[10:18:12] <Gekz> lol
[10:18:19] <Avenger> fuzzie: but if you got those, you can use those with openal
[10:18:35] <fuzzie> but, yes, ALSA is linux-only
[10:18:51] <Gekz> and what is libpng used for
[10:18:52] <fuzzie> and OSS is not so widespread
[10:18:59] <fuzzie> Gekz: you don't need libpng or libvorbis either.
[10:19:02] <Avenger> libpng can load portraits in png
[10:19:08] <Avenger> it is a replacement for bmp
[10:19:10] <Avenger> optional
[10:19:12] <Gekz> kk
[10:19:18] <fuzzie> Enverex: hi, btw
[10:19:19] <Gekz> so
[10:19:21] <Gekz> spam at me the deps again
[10:19:22] <Gekz> pl0x
[10:19:26] <Enverex> fuzzie, Morning
[10:19:35] <fuzzie> Enverex: do you have much experience with the games? :)
[10:19:40] <fuzzie> Gekz: it's in gemrblog, y'know
[10:19:45] <Gekz> nah
[10:19:47] <Avenger> you need python 2.4 (or maybe 2.3) and sdl
[10:19:52] <Gekz> I have python 2.5
[10:19:54] <Gekz> and sdl already
[10:19:59] <Enverex> fuzzie, I know BG1/2 inside out, have never played IWD/2 or Torment before though (really need to)
[10:20:01] <Avenger> then you are fine, without sound
[10:20:04] <Avenger> zlib?
[10:20:08] <Gekz> zlib should be there
[10:20:22] <Avenger> then try make :)
[10:20:48] <Gekz> I'm going to try cmake first
[10:21:20] <fuzzie> Enverex: well, if you want something open-ended, you might have seen lynx's run through the main quest of bg2 and noting the bugs found on the way - something like that for the subquests would be helpful
[10:21:31] <Avenger> enverex: there was a bug in iwd scripts i fixed yesterday, so if you want to try iwd, update
[10:22:14] <fuzzie> Avenger: did you get to the avalanche?
[10:22:36] <Enverex> fuzzie, Is it worth doing the same for BG1 at this point?
[10:22:54] <fuzzie> Enverex: well, we *still* don't have levelup for bg1, so that is more difficult.
[10:23:03] <fuzzie> maybe i should look into that
[10:23:38] <Enverex> lol, could just see it as a new difficulty level.. "Really Insane"
[10:24:06] <fuzzie> the last time we tried doing bg1, it turned out that one of the ogres killed you in the leaving-candlekeep cutscene
[10:24:20] <fuzzie> so there are maybe still nasty bugs lurking
[10:25:38] <Gekz> "You have been waylain by enemies and can't be fucked defending yourself"
[10:25:50] <fuzzie> run, Gekz, run.
[10:26:06] <fuzzie> actually, the last time I got waylain by enemies in gemrb's bg1, there were about 100 enemies
[10:26:14] <Gekz> "You have been touched inappropriately by a cleric and must defend yourself"
[10:26:16] <fuzzie> perhaps i should look into that
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[10:27:18] <fuzzie> i assume someone broke spawning
[10:27:27] <Enverex> With Icewind Dale, does Heart of Winter add content, or do you have to play it separately?
[10:27:28] <Gekz> round-about programming
[10:27:29] <Gekz> xD
[10:28:25] <fuzzie> HoW adds/fixes a lot of things in the original game too, and you'll want the final patch (which adds yet another expansion) as well
[10:29:13] <Enverex> Yeah, Tales of the Luremaster, that's installed
[10:29:30] <Enverex> So I just need to run HOW as opposed to running GemRB in IWD mode
[10:31:28] <fuzzie> i think you want to use 'how' mode in any case
[10:32:21] <fuzzie> i mean, maybe i should clarify: it's still the same game, you can get at all the HoW content from the original
[10:32:47] <fuzzie> there's an 'expansion' game mode, but it simply jumps you directly to the expansion areas.
[10:32:50] <Enverex> Yeah, I wasn't sure if it was played separately, or whether it adds in like TOtSC did
[10:34:32] <fuzzie> i only bought iwd/iwd2 from amazon a few weeks ago, so i have not much idea about either
[10:35:04] <Gekz> Syllable OS has a rather novel package management system
[10:35:05] <Gekz> I like it
[10:35:07] <Gekz> it's very simple :)
[10:44:49] <Avenger> like you unzip the files manually? :)
[10:45:06] <Gekz> Avenger: yeah
[10:45:12] <Gekz> unzip some.resource -d /resources
[10:45:15] <Gekz> package register some
[10:45:19] <Enverex> Hrm, should Planescape Torment work at this point?
[10:45:30] <fuzzie> Enverex: not very well.
[10:45:33] <Avenger> maybe it broke, but it worked somewhat
[10:45:45] <Avenger> i guess the script changes might have broke it more?
[10:45:48] <fuzzie> should work fine for the first areas, though
[10:45:49] <fuzzie> let me check
[10:46:41] <Enverex> Well I'm getting "Cannot find /home/ben/Emulators/GemRB/Planescape/cd4/AR0202.cbf" which makes no sense, the cd4 folder is there and all its contents in place, but I don't have an AR0202 file -anywhere- in the Planescape folder or any discs
[10:47:05] <fuzzie> 'cbf' is a red herring, that's just the last file type it checks
[10:47:12] <Enverex> Oh, I think I know what happened
[10:47:26] <fuzzie> ar0202.bif should be on cd2
[10:48:10] <Gekz> cbf cant be fucked
[10:48:45] <fuzzie> there's something really wrong with death in pst, though
[10:49:06] <fuzzie> oh, right, i had to move the 'drop item' code out of Die() because it removed effects
[10:50:39] <fuzzie> the start of pst seems to work okay other than the flaky death anims, though
[10:54:01] <Avenger> case sensitivity?
[10:54:37] <Avenger> ar0202.bif is in cd2
[10:54:42] <Avenger> ah fuzzie said already
[10:55:12] <Enverex> Yeah, I ballsed up the config, I had CD1 written 4 times :P
[11:02:39] <Enverex> Hrm, I can finally play in fullscreen
[11:02:42] <Enverex> export SDL_VIDEO_X11_DGAMOUSE=0
[11:02:54] <Enverex> I had to use that else the mouse would just keep teleporting back to the bottom right hand corner
[11:06:04] <Enverex> brb, have to kill X to fix this
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[11:37:13] <Avenger> fuzzie, anything uses 152 ChangeAIType action?
[11:38:08] <Avenger> it seems very ugly
[11:38:13] <fuzzie> not in bg2
[11:38:30] <fuzzie> doesn't look like anything else either
[11:38:54] <fuzzie> but it could be used internally :)
[11:42:21] <Gekz> :o
[11:52:11] <Avenger> hmm the said trigger is not really documented
[11:52:25] <Avenger> but it is triggered by dialog actions and interact
[11:52:41] <Avenger> can you see if it is used?
[11:53:28] <Avenger> 7 Said(O:Object*,I:Dialog ID*) - if that helps
[11:55:20] <fuzzie> hm
[11:55:41] <fuzzie> doesn't seem to be
[11:56:06] <fuzzie> all matches for 'Said' are variable names
[11:56:16] <fuzzie> but i don't check iwd here
[11:56:17] <Avenger> hehe, maybe these are caught by some internal process
[11:56:45] <Gekz> fucking hell
[11:56:49] <Gekz> just worked out why it wont build
[11:56:54] <fuzzie> grepping brings up various Jan rants :)
[11:56:58] <Gekz> an entire random amount of libs missing
[11:57:03] <Gekz> now shit should work
[11:57:04] <Gekz> -.-
[12:03:41] <Gekz> it wants openal Avenger
[12:03:42] <Gekz> it wants it hard
[12:03:45] <Gekz> it wants it long time
[12:03:55] <Avenger> you can cut those parts out
[12:04:07] <Avenger> stop the wanting :)
[12:04:07] <Gekz> why cant the configure script deal with it
[12:04:12] <fuzzie> which one?
[12:04:21] <Gekz> which one?
[12:04:33] <Avenger> fuzzie asks which parts of gemrb wants openal
[12:04:35] <fuzzie> cmake should deal with it ok
[12:04:43] <Avenger> i think it is only openalsound
[12:04:46] <fuzzie> while our autotools is a bit of a mess
[12:04:59] <Gekz> oh wait
[12:05:00] <Gekz> I chose
[12:05:03] <Gekz> --without-openal
[12:05:04] <Gekz> and
[12:05:07] <Gekz> --disable-openaltest
[12:05:08] <Gekz> and it worked
[12:05:09] <Gekz> :)
[12:05:13] <fuzzie> :)
[12:05:13] <Avenger> you suck
[12:05:16] <Gekz> now to see if it builds
[12:05:21] <Gekz> Avenger: WHAT
[12:05:52] <Gekz> omg
[12:05:54] <Gekz> it is building
[12:05:57] <Gekz> and so far no error
[12:06:07] <Gekz> WHAT IS THIS
[12:06:40] <Avenger> you will find out
[12:07:55] <Avenger> hmm did it attack you or what ?
[12:08:46] <Gekz> what?
[12:08:49] <Gekz> its still building
[12:08:49] <Gekz> lol
[12:08:55] <Gekz> no warnings or errors so far
[12:08:56] <Avenger> ahh
[12:09:10] <Avenger> a bit slow
[12:09:15] <Gekz> its a vm
[12:09:26] <Gekz> with one CPU
[12:09:28] <Gekz> and minimal RAM
[12:09:29] <Gekz> lol
[12:09:29] <fuzzie> heh, Avenger has a very fast machine?
[12:09:42] <fuzzie> i think nothing here builds the whole of gemrb in less than 5 minutes
[12:09:43] <Gekz> GemRB builds in 120 seconds max on my dual core
[12:10:01] <Avenger> this isn't an exceptionally fast machine
[12:10:04] <Avenger> i mean, mine
[12:11:05] <Avenger> dual core, 2.2Ghz
[12:11:19] <fuzzie> that is a core faster than anything i have, i guess :)
[12:12:28] <Avenger> err, i wanted to say: core 2 duo, i don't know what's the difference, though
[12:12:48] <Gekz> bah
[12:12:54] <Gekz> it got up to OpenALAudio
[12:12:56] <Gekz> and bombed out
[12:13:01] <Gekz> Avenger: how do I make OpenAL not build
[12:13:25] <fuzzie> comment out the line of gemrb/plugins/Makefile.am
[12:13:29] <Avenger> well, i would grep it and cut everything out that references it, but there might be a gentler method
[12:13:40] <Gekz> fuzzie: does this require rerunning automake
[12:13:42] <Gekz> lol
[12:13:47] <Gekz> meaning, restarting the entire build
[12:14:01] <fuzzie> automake will re-run, i don't know if you have to restart the build
[12:14:07] <fuzzie> you could also just try sabotaging the end makefile
[12:14:25] <fuzzie> just comment out the line in that, instead
[12:15:11] <Avenger> i wonder why it wants openal so badly, it could be made optional
[12:15:40] <fuzzie> our autotools deals very badly with a lot of things
[12:16:50] <Gekz> yay
[12:16:51] <Gekz> continuing
[12:17:05] <Gekz> just add it as an option
[12:17:10] <Gekz> to skip that plugin
[12:17:22] <Gekz> DAMN!
[12:17:43] <fuzzie> how do you do that? :) you have the same problem with the PNGImporter too, i guess?
[12:17:44] <Gekz> general.h:1 warning: #pragma pack(push[, id], <n>) is not supported on this target
[12:17:56] <Gekz> general.h:36 warning: #pragma pack(pop[, id], <n>) is not supported on this target
[12:18:15] <Gekz> with warnings being treated as errors, the build stopped
[12:18:19] <fuzzie> hm
[12:18:39] <fuzzie> well, i guess if you're not going to have sound anyway, you can simply comment those lines
[12:18:51] <Gekz> thats the ACMImporter
[12:18:54] <Gekz> so that's sound?
[12:18:55] <fuzzie> yes
[12:19:00] <fuzzie> music files
[12:19:59] <Gekz> and it continues
[12:20:16] <Gekz> if NullSound fails
[12:20:18] <Gekz> I'll lol
[12:20:30] <fuzzie> NullSound is excessively simple :)
[12:20:33] <Gekz> oh btw fuzzie
[12:20:34] <fuzzie> we need to fix it sometime actually
[12:20:36] <Gekz> there's libpng on this
[12:20:38] <Gekz> precompiled
[12:20:43] <Gekz> along with zlib, SDL
[12:20:49] <Gekz> and a lot of other stuff
[12:20:50] <Gekz> it's really nice
[12:21:39] <fuzzie> some of the bg2 cutscenes are crazy with NullSound
[12:21:52] <Gekz> how so
[12:22:02] <fuzzie> because it doesn't load the speech .wav files, so it can't work out how long they are, so the "wait until speech is done" code finishes instantly
[12:22:08] <Gekz> hahaha
[12:22:14] <Gekz> speedplay
[12:22:18] <fuzzie> yes :)
[12:22:23] <Gekz> maybe nullsound should find the length of the file?
[12:22:23] <Gekz> xD
[12:22:33] <fuzzie> or maybe we should default to some fixed length, i don't know
[12:22:43] <Gekz> well
[12:22:46] <Gekz> arent wav files standard
[12:22:50] <Gekz> like 200kb = 1 second
[12:22:50] <fuzzie> maybe Avenger has an opinion one way or another
[12:22:51] <Gekz> or something?
[12:22:53] <fuzzie> Gekz: no :)
[12:22:58] <Gekz> this is bad.
[12:22:59] <fuzzie> but it's pretty easy to open the wav file and pull out the header
[12:23:04] <Avenger> the length should be independent of openal
[12:23:07] <fuzzie> the openal thingie already does that manually
[12:23:20] <fuzzie> so we can simply copy the code
[12:23:28] <Avenger> or factor it out of openal :)
[12:23:35] <fuzzie> well
[12:23:43] <fuzzie> that would be best, but then someone's got to write a WAVImporer.
[12:23:46] <fuzzie> WAVImporter.
[12:23:54] <fuzzie> oh
[12:23:57] <fuzzie> there already is one, i see
[12:24:07] <fuzzie> ok, so i guess the length code just needs moving, heh
[12:24:23] <Gekz> haha
[12:24:25] <Gekz> good game
[12:24:30] <Gekz> oh god
[12:24:35] <Gekz> I just realised something
[12:24:45] <Gekz> I'm slowly grooming myself into programming for GemRB
[12:24:46] <Gekz> >_>
[12:25:41] <Avenger> guess, your beard hindered you :P
[12:26:00] <Gekz> haha
[12:26:01] <Gekz> guess what
[12:26:03] <Gekz> it built
[12:26:05] <Gekz> and its installing
[12:26:12] <Gekz> if this actually works
[12:26:13] <Gekz> I'll lol bricks
[12:26:47] <Avenger> what os is it?
[12:26:53] <Avenger> syllable?
[12:26:59] <Gekz> yes
[12:27:50] <Gekz> installing is slow
[12:28:45] <Avenger> it is copying files
[12:28:54] <Avenger> your filesystem is virtual, i guess?
[12:29:34] <Avenger> ahh you said, vm. one big file
[12:30:48] <Gekz> haha
[12:30:49] <Gekz> guys
[12:30:50] <Gekz> it works
[12:30:57] <fuzzie> screenshot please :)
[12:31:05] <fuzzie> maybe we should have a page of these
[12:31:12] <Gekz> omg
[12:31:15] <Gekz> its faster than in Windows
[12:31:29] <Gekz> omg
[12:31:31] <Gekz> it runs so well
[12:31:33] <Gekz> and it's in a vm
[12:34:13] <Gekz> http://superiorchicken.info/syllableos-iwd.png
[12:37:01] <Gekz> so now I have proven that GemRB runs on ReactOS and Syllable OS
[12:37:31] <Avenger> it is photoshop :P
[12:37:36] <Gekz> haha what
[12:38:02] <Gekz> I'm going to try Haiku OS now :D
[12:38:15] <Avenger> just replace Syllable with Haiku?
[12:38:17] <Avenger> :)
[12:39:09] <Avenger> you need 16 more space
[12:40:05] <Gekz> haha
[12:40:14] <Gekz> Avenger: admit it
[12:40:20] <Gekz> you like me proving that GemRB is portable
[12:40:31] <Avenger> yes, it looks fun
[12:40:42] <Gekz> but seriously
[12:40:48] <Gekz> it ran faster in Syllable than any other OS
[12:40:52] <Gekz> might have something to do with the sound
[12:41:00] <Avenger> yeah, probably
[12:41:13] <Gekz> I'm going to try to compile OpenAL for it
[12:41:14] <Avenger> you could disable sound in them too
[12:41:18] <Avenger> uh
[12:41:24] <Avenger> now THAT would be interesting :)
[12:44:29] <wjp> hm, I think before compiling it, it first has to be ported to syllable's audio api
[12:45:02] <Avenger> and then submit the changes to openalsoft developer?
[12:45:03] <Gekz> we'll soon find out
[12:46:27] <Gekz> haha its building
[12:46:31] <Gekz> with the backend WaveFile
[12:46:37] <Gekz> it built!
[12:46:38] <Gekz> epic
[12:47:17] <Avenger> LOL
[12:47:25] <Avenger> wouldn't that create files?
[12:47:32] <Gekz> hrm?
[12:47:35] <Gekz> openal.so
[12:47:38] <Gekz> libopenal.so
[12:47:42] <wjp> Avenger: yes
[12:47:55] <Avenger> that would be pretty useless
[12:50:21] <Gekz> fuzzie: that issue with the push pop thing
[12:50:24] <Gekz> can that be fixed?
[12:57:16] <Avenger> hmm sf pages now seem to be very customisable
[12:57:47] <Gekz> Avenger: do you know how to deal with those #pragmas ?
[12:57:51] <Gekz> I don't even know what they are
[12:58:04] <Avenger> no gekz
[12:58:45] <Avenger> its about aligning fields, i guess
[12:59:31] <Avenger> if its not supported, you can get rid of the warning by deleting that line
[12:59:41] <Avenger> but that doesn't mean it will work :)
[12:59:51] <Gekz> I want it to work
[12:59:57] <Gekz> which is why i'm wondering if there's a workaround
[13:00:04] <Gekz> wjp: do you know?
[13:00:33] <Avenger> well, if it works with those lines in it, it will be the same without them. except the warning
[13:00:38] <wjp> I think it's outdated anyway
[13:00:58] <wjp> so we should be able to just remove those #pragmas entirely
[13:01:05] <Avenger> really?
[13:01:13] <Avenger> where are they?
[13:01:30] <fuzzie> yes, i guess the fields are read manually now
[13:01:31] <wjp> we don't read an ACM_Header with a single read anymore, but now do it field by field
[13:01:40] <Avenger> oh yes
[13:01:46] <Avenger> then it is not useful
[13:01:57] <Gekz> ok
[13:01:58] <Gekz> removed it
[13:01:58] <Gekz> :)
[13:02:04] <Gekz> ++portabilit
[13:02:05] <Gekz> y
[13:02:22] <Avenger> actually, if we don't have any fields read simultaneously, we should cut that out
[13:02:35] <Gekz> well i cut it out
[13:02:39] <Gekz> btw, if this build works
[13:02:43] <Gekz> want me to tarball it
[13:02:46] <Gekz> and put it somewhere
[13:02:49] <Gekz> so you can link to it for the lulz
[13:03:07] <Avenger> well, the screenshot is more interesting i guess :)
[13:03:39] <Avenger> your openal won't work, if that's what you meant :)
[13:04:38] <Gekz> we'll see
[13:04:39] <Gekz> it might
[13:04:41] <Gekz> :D
[13:05:01] <Avenger> wavefile doesn't push the data to a soundcard, but into a file :)
[13:05:08] <Gekz> aww
[13:05:11] <Gekz> lol
[13:05:31] <Gekz> but
[13:05:34] <Gekz> the point remains valid
[13:05:38] <Gekz> its compiling against that library
[13:05:39] <Gekz> :D
[13:05:54] <Avenger> you could stream it to another machine ;P
[13:06:22] <Avenger> well, thats a good point
[13:06:41] <Avenger> if syllable ever gets openal support, it is ready to take gemrb as well
[13:07:33] <Gekz> all it needs is OSS emulation
[13:07:38] <Gekz> and that's on its way
[13:14:37] <Gekz> lol
[13:14:44] <Gekz> why cant openal latch onto SDL audio
[13:15:46] <fuzzie> i think SDL audio only works if you have an SDL window, but i don't know
[13:24:00] <Gekz> now to attempt to build portaudio
[13:24:01] <Gekz> xD
[13:30:43] <Gekz> hahaha what
[13:30:48] <Gekz> I managed to confuse OpenAL to build with OSS support
[13:33:45] <Avenger> fuzzie: do you know there is a 'dialoginterrupt' state too?
[13:34:27] <Avenger> action opcode 179 --> This action sets the interrupt state of the active creature. When set to false the creature cannot receive dialog requests or issue verbal constants. The interrupt state of a creature is not saved.
[13:34:27] <fuzzie> yes, but i don't know how it works
[13:34:51] <Avenger> well, now i can peek under the hood
[13:35:24] <Avenger> from outside, it just sends one of those messages
[13:35:28] <Gekz> haha core dump
[13:36:05] <Avenger> haha gekz i didn't expect less
[13:36:15] <Gekz> neither did I
[13:36:15] <Gekz> xD
[13:37:36] <Avenger> oh it doesn't just send the message, but sets a field in the .cre. I think the message just sets this field in copies of the same cre on other people's machines
[13:38:03] <fuzzie> i would expect most messages to do that
[13:38:12] <fuzzie> but ClearActions and Kill are not instant, so i assume they only send a message
[13:38:14] <Avenger> yeah, this just confirms that
[13:38:52] <fuzzie> also you are infected by IESDP-speak with '.cre' :)
[13:39:02] <Avenger> hehe
[13:39:18] <Avenger> yes, iesdp is open in a window
[13:42:14] <Avenger> yep, the message does the same to the same field :)
[13:42:48] <Avenger> now i just have to find out what is bothered to check on this field
[13:43:13] <Avenger> dialog does :)
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[13:46:36] <Gekz> lynxlynxlynx: did you see
[13:46:42] <Gekz> I got GemRB to run on Syllable OS
[13:46:47] <Gekz> without sound albeit, but running nonetheless
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[14:23:19] <Avenger> heh, lynx got shocked by the news
[14:26:10] <Gekz> ragequit by the news
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[14:52:42] <fuzzie> re, lynx
[14:54:54] <fuzzie> are the death anims in pst meant to work?
[14:56:57] <Gekz> http://forum.syllable.org/viewtopic.php?t=1475
[15:03:04] <Avenger> yes fuzzie
[15:03:06] <Avenger> they worked
[15:03:35] <fuzzie> gr
[15:05:24] <fuzzie> maybe zefklop reverting the broken looping attack anims code wasn't perfect
[15:08:45] <fuzzie> no, it looks fine..
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[15:14:49] <fuzzie> hm, there's no applydamage action in pst, so i can't ctrl-y
[15:14:51] <fuzzie> that is a little irritating
[15:17:26] <Avenger> HAHA
[15:17:40] <Avenger> switch to createeffect
[15:21:18] <Avenger> like: Effect *newfx = EffectQueue::CreateEffect(fx_damage_opcode_ref, fx->Parameter1, damagetype,FX_DURATION_INSTANT_PERMANENT); core->ApplyEffect(newfx, victim, victim); delete newfx;
[15:21:36] <fuzzie> doesn't that get instantly applied?
[15:21:44] <Avenger> oh
[15:21:53] <Avenger> ok, what about Kill?
[15:21:53] <fuzzie> i think there's some reason we were avoiding that
[15:22:08] <fuzzie> we should maybe get around to building some message system :)
[15:22:11] <Avenger> the kill action
[15:22:22] <Avenger> why wasn't kill ok?
[15:22:32] <fuzzie> because it kills the target :)
[15:22:43] <fuzzie> ctrl-y is only meant to do damage
[15:22:55] <fuzzie> otherwise you kill plot-vital actors all the time
[15:23:17] <Avenger> ahh i see
[15:23:30] <Avenger> minhp doesn't work against kill
[15:23:42] <Avenger> well
[15:23:48] <fuzzie> the effects thing is the correct way to do it
[15:23:58] <fuzzie> just the effects have got to be queued somewhere, i think
[15:24:32] <Avenger> lets go around again, what's wrong with immediately applying damage?
[15:24:36] <fuzzie> i don't know :)
[15:24:48] <fuzzie> but at some point it got changed to stop doing that, because there was some problem
[15:24:57] <Avenger> see, you should comment :)
[15:24:58] <fuzzie> so i worry about changing it back
[15:25:14] <Avenger> change it back with the comment : applydamage isn't working with pst :P
[15:25:42] <wjp> what did the commit message say for changing it to applydamage? :-)
[15:25:51] <Avenger> hehe, that works too
[15:25:51] <fuzzie> wjp: "this is killing our poor actors!"
[15:26:00] <fuzzie> so i guess someone has to look back a bit
[15:26:06] <Avenger> but we now do createffect!
[15:26:20] <Avenger> this won't kill the actor--> Effect *newfx = EffectQueue::CreateEffect(fx_damage_opcode_ref, fx->Parameter1, damagetype,FX_DURATION_INSTANT_PERMANENT); core->ApplyEffect(newfx, victim, victim); delete newfx;
[15:26:35] <Avenger> well, it will hurt, a lot :) but not kill
[15:26:59] <Avenger> alternatively: create a spell for each game
[15:27:05] <Avenger> and apply that spell
[15:27:16] <Avenger> that way we simulate all the quirks of different damagetypes :)
[15:27:43] <Avenger> err, different damagetypes in different games
[15:27:58] <Avenger> some do some exploding damage, some do fire damage, etc
[15:31:28] <fuzzie> Avenger: we don't seem to handle ToB's pdialog.2da btw, which also needs the ore to 'know' about the expansion
[15:31:41] <fuzzie> the core.
[15:32:02] <Avenger> hmm, they are more columns, right?
[15:32:04] <fuzzie> yes
[15:32:16] <Avenger> then that could be put in the core
[15:32:18] <fuzzie> got to use them when running ToB, and switch them when moving to expansion
[15:32:29] <Avenger> if the column count is 2, and it is an expansion, use column2
[15:32:39] <Avenger> or whatever is the column multiplier
[15:32:46] <fuzzie> well, it is a bit more complicated than that, since it's ToB-only
[15:32:53] <fuzzie> and i think not all the columns are duplicated
[15:33:24] <fuzzie> hm, before that ctrl-y action was Kill(), apparently it was some internal hack
[15:33:28] <fuzzie> so maybe effects are fine after all
[15:33:53] <Avenger> actually, there is one more column for tob
[15:34:10] <fuzzie> new override? i don't have the 2da here, i just remember one had override or something :)
[15:34:28] <Avenger> post/join/dream 25post/join/dream + override
[15:34:49] <Avenger> this isn't a big deal to support
[15:35:16] <Avenger> if there are more than 3 columns, and game reports an expansion, use the other columns
[15:35:30] <Avenger> i wish everything would be this simple about expansions ;)
[15:35:49] <fuzzie> well, i know we already have problems with ToB party members joining (we don't level them properly?)
[15:35:53] <Avenger> we just have to check how iwd/how/iwd2 handles this
[15:35:57] <fuzzie> but i thought maybe it'd be simple for you
[15:36:08] <Avenger> well, leveling isn't done yet
[15:36:16] <Avenger> it isn't working for any game yet
[15:36:40] <Avenger> i mean, npc autolevel on first join
[15:37:24] <Avenger> looks like iwd2 doesn't have a pdialog at all, oh yeah, they are not an npc game :)
[15:37:40] <Avenger> ok, then this is simple
[15:37:46] <fuzzie> i have no clue about the pst death anims
[15:37:55] <fuzzie> nothing seems to have changed
[15:38:02] <fuzzie> maybe it never worked for the zombies in particular?
[15:38:07] <Avenger> the same thing that screwed stances?
[15:38:10] <Avenger> it worked
[15:38:23] <Avenger> zombies died pretty good :)
[15:38:23] <fuzzie> well, attack stances have been broken since they were added
[15:38:34] <fuzzie> that is just really stupid combat code all over
[15:38:44] <fuzzie> are there other stance problems which don't involve the combat code?
[15:39:12] <Avenger> just occasionally bad avatar schemes or not supported at all schemes, i guess
[15:39:17] <Avenger> bg1 had some very obscure ones
[15:39:19] <Avenger> moving
[15:39:21] <Avenger> ahh yes
[15:39:26] <Avenger> moving is broken too
[15:39:38] <Avenger> a planetar seems to just 'glide'
[15:39:47] <fuzzie> and it's not a broken action? :)
[15:39:51] <Avenger> no
[15:39:57] <Avenger> it is a simple walk action
[15:40:08] <Avenger> but planetars just glide
[15:40:12] <fuzzie> interesting
[15:40:16] <wjp> hm, wasn't that normal for planetars?
[15:40:16] <Avenger> i guess it is a wrong cycle
[15:40:25] <Avenger> they don't walk?
[15:40:31] <Avenger> dunno
[15:40:34] <wjp> not sure...
[15:41:10] <Avenger> i don't bother with animations yet
[15:41:36] <Avenger> pst doesn't use pdialog either
[15:41:48] <lynxlynxlynx> they fly
[15:42:07] <lynxlynxlynx> i think they bend one knee when doing it
[15:42:14] <Avenger> fuzzie, focus on a single thing :)
[15:42:23] <wjp> lynxlynxlynx: right, that's what I vaguely remember too
[15:42:30] <fuzzie> well, i'm trying to see if i break pst with my changes
[15:42:39] <fuzzie> and the disappearing enemies annoy me :p
[15:42:56] <fuzzie> maybe Face() breaks the animations though
[15:43:06] <fuzzie> it might get run. i'll look at it later.
[15:44:23] <Avenger> wow, changeanimation has some int parameter
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[15:47:07] <fuzzie> did you find any actions which don't work on dead actors yet, Avenger?
[15:47:33] <fuzzie> that starts to become an annoying problem :)
[15:47:38] <Avenger> hmm, i saw some check
[15:47:41] <fuzzie> it can be tested though
[15:48:03] <Avenger> attack
[15:49:07] <Avenger> selectweaponability does only part of its code
[15:49:20] <Avenger> there is some message about setting the stance, which is skipped
[15:50:54] <Avenger> leavearealua does something too
[15:51:09] <Avenger> and changeanimation
[15:51:36] <Avenger> most of these checks are deeper in the code, not outside
[15:51:48] <Avenger> more like in code they call into
[15:52:00] <Avenger> methods in actor, usually
[15:52:31] <fuzzie> *nod*
[16:08:46] <Avenger> hmm, our pickpocket action isn't refined enough
[16:09:03] <Avenger> the original allowed stealing of amulets, rings and not equipped weapons
[16:10:08] <Avenger> and the real pickpocked difficulty stat is the victim's pickpocket skill
[16:10:10] <fuzzie> it also pickpockets gold as an item, i noticed
[16:10:17] <Avenger> that we do too
[16:10:23] <fuzzie> but you can pickpocket more than just amulets/rings, surely?
[16:10:28] <fuzzie> we do?
[16:10:34] <fuzzie> the action seems to SetBase IE_GOLD
[16:11:07] <Avenger> that will convert it to party gold
[16:11:14] <fuzzie> that is not gold as an item :)
[16:11:25] <Avenger> hmm, you mean stealing converts it to item?
[16:11:28] <Avenger> could be
[16:11:28] <fuzzie> i mean, if you pickpocket gold, the original engine creates some gold 'item'
[16:11:31] <fuzzie> and then you click it to get the gold
[16:11:35] <Avenger> i see
[16:11:38] <fuzzie> i don't even know where to start duplicating that, though
[16:11:44] <Avenger> easy :)
[16:11:46] <fuzzie> and it's not very interesting :)
[16:12:20] <Avenger> i will fix the pickpocket chance, though
[16:13:48] <lynxlynxlynx> i don't like that pp gold thing
[16:14:04] <lynxlynxlynx> just extra managment, the amount is always meager
[16:14:28] <fuzzie> well, otherwise i guess someone should write some feedback
[16:14:45] <fuzzie> but then if there's no existing strrefs it becomes a problem?
[16:17:10] <lynxlynxlynx> pickpocket succesful is good enough for me ;)
[16:17:30] <fuzzie> and then i go looking for the item and it's nowhere to be seen :)
[16:17:45] <fuzzie> so i think if there's no better solution than silent, then it should really default to the coins
[16:35:35] <Avenger> 'the party received gold' :)
[16:35:52] <Avenger> that strref always exists
[16:37:14] <fuzzie> that would make sense, then
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[17:48:53] <Avenger> i start to get names for the messages :)
[17:49:19] <Avenger> i found the one responsible for setting orientation
[18:43:11] <Edheldil> you may elect NOT to take the gold, though
[18:43:51] <Edheldil> so it has to be an item
[18:47:10] <lynxlynxlynx> you what?
[18:48:06] <Edheldil> elect ~ decide
[18:54:44] <lynxlynxlynx> i know what it means
[18:56:17] <Avenger> how would you do that, it is put in your inventory, and when you click on it, it is going to party inventory
[18:56:31] <Avenger> err party gold
[18:58:24] <Edheldil> hmm, I thought that the steal window was still target's inventory? But I might be remembering things wrong
[19:01:09] <Avenger> no, the steal window is only for stores
[19:02:00] <Avenger> it seems like BashDoor works on container locks too
[19:02:13] <fuzzie> ok
[19:03:00] <fuzzie> if you can find out how globalids work, i would like to make UseDoor, UseContainer work .. can you do the same trick with BashDoor or is it stuck with a useless Object ref?
[19:06:46] <Avenger> BashDoor would parse for the object
[19:07:00] <Avenger> but it is deactivated by the original action.ids
[19:07:52] <fuzzie> UseDoor and UseContainer take a globalid as an int, i think Taimon said? so they're clearly used internally
[19:07:59] <fuzzie> i just wondered if we could use BashDoor the same
[19:08:12] <fuzzie> and get rid of some more nidspecial abuse of pointers :)
[19:08:15] <Avenger> i'm pretty sure you can
[19:08:25] <Avenger> you could use bashdoor to support both formats
[19:08:34] <Avenger> there is no 0 global id
[19:08:46] <Avenger> that's why usedoor/usecontainer crashes
[19:08:59] <Avenger> so, if int0Parameter is 0, it could still parse for the object
[19:09:11] <Avenger> what's more, UseDoor/UseContainer could be the same
[19:09:19] <fuzzie> silly of them not to add a 'if (!object) return -2;' :)
[19:09:36] <Avenger> so, if there is int0Parameter=0, they parse for the object
[19:09:42] <Avenger> that would be compatible and useful too
[19:09:46] <fuzzie> makes sense
[19:10:14] <Avenger> and yeah, it would be as simple as you said to avoid that crash
[19:10:19] <fuzzie> and, well, i simply think it's "tidier" to have two actions if we can, easier to work out what's going on during debugging etc
[19:10:48] <Avenger> they do that in a lot of places :)
[19:11:16] <Avenger> i wouldn't be surprised if iwd2 is fixed
[19:11:34] <fuzzie> i should try installing iwd2 under wine/windows, i only tried it under gemrb so far :)
[19:12:17] <Avenger> do we implement pickupitem?
[19:12:34] <fuzzie> yes
[19:12:40] <fuzzie> "takes first fitting item from container at feet, doesn't seem to be working in the original engines"
[19:13:09] <Avenger> well, it tries to do a lot of things, but i don't see it yet
[19:13:22] <Avenger> btw, i found the code which finds the right side of the doors :)
[19:13:43] <Avenger> i didn't look inside, just found the call
[19:13:57] <Avenger> sometimes we don't find the right side, ithink
[19:14:00] <fuzzie> hm, PickUpItem takes a resref?
[19:14:03] <Avenger> yes
[19:14:16] <Avenger> well so far i see it takes a string parameter
[19:14:33] <fuzzie> yes
[19:14:45] <lynxlynxlynx> nger> i wouldn't be surprised if iwd2 is fixed <-- in gemrb? how so?
[19:14:54] <fuzzie> all the scripts which use it move to a specific point and then do PickUpItem with the item resref
[19:15:15] <fuzzie> hm
[19:15:29] <Avenger> lynx: iwd2 might have fixed usedoor/usecontainer from crashing
[19:15:34] <fuzzie> ok, cefald03 and cefald01 from bg2 do it at random? maybe the agent is stuck
[19:15:42] <fuzzie> erm, actor
[19:15:43] <Avenger> fuzzie: it seems pickupitem takes an object parameter!
[19:16:04] <Avenger> you got some script using it?
[19:16:10] <fuzzie> sure, several in bg2
[19:16:34] <Avenger> i don't see those
[19:16:36] <fuzzie> PickUpItem("MISC79") is example usage, other resrefs "staf04", "NPSTAF", "NPCLCK"
[19:16:49] <Avenger> cefald03?
[19:16:54] <fuzzie> that one is weird, but yes
[19:17:00] <fuzzie> trskin01, ar1901, cefald01 also
[19:17:04] <lynxlynxlynx> chaotic evil faldorn perhaps
[19:17:06] <Avenger> ok now i see
[19:18:11] <fuzzie> well, if it doesn't work in the original engine maybe they just never made it work :)
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[19:20:36] <Avenger> i swear it uses objects too
[19:20:45] <Avenger> i mean, it has an object parameter
[19:21:48] <fuzzie> but it works with strings also?
[19:23:17] <Avenger> well, it has a resref parameter, but i think there is also an object parameter, which is optional. But it isn't handled in a standard way.
[19:23:39] <Avenger> only cefald01 and cefald03 uses it?
[19:23:54] <Avenger> i didn't see those filling out the object
[19:26:39] <Avenger> i think i know how it works
[19:26:47] <Avenger> it walks to the container, right?
[19:27:12] <fuzzie> heh, you think it fills in the container id of itself?
[19:27:20] <Avenger> so, i guess, when it has no object, it finds the nearest, fills the objectparameter, and then uses that as any blocker action would
[19:27:54] <fuzzie> i guess they must be able to stuff global ids inside their actions too, then
[19:28:17] <Avenger> yes, i think that is a global id i see there, not a name
[19:28:34] <Avenger> that's why it was compared as a dword, i see now :)
[19:28:48] <Avenger> ok, sucks
[19:29:01] <Avenger> they just recycled the object parameter :)
[19:30:18] <Avenger> so npcs could be scripted to pick up things, but it depends on being closer to it than any other pile?
[19:31:04] <fuzzie> don't ask us, you have the code :)
[19:35:44] <Avenger> taimon didn't send me the container fields, so i know only those i found
[19:41:00] <Avenger> hehe, i'm pretty sure fillslot could be crashed
[19:41:13] <Avenger> it doesn't check the parameter
[19:41:25] <Avenger> it is a slot parameter indexing the inventory
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[19:53:39] <Avenger> hehehe
[19:54:34] <Avenger> it just reads that memory field, but negative values make it cough up blood
[20:01:59] <Avenger> fuzzie, can you look up if DestroyGold is used anywhere? Particularly if there is any DestroyGold(0)
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[20:06:39] <jonas_KUUUhjn> Hi
[20:09:01] <jonas_KUUUhjn> How are you?
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[20:13:15] <Avenger> hi zefklop
[20:13:49] <zefklop> hi avenger
[20:18:58] <fuzzie> Avenger: i see only DestroyGold(10000) in scripts
[20:19:11] <fuzzie> ooh, lots in dialog
[20:19:18] <Avenger> thanks, i'm prety sure it destroys all gold
[20:19:21] <fuzzie> but no, no DestroyGold(0)
[20:20:21] <Avenger> basically it is: if (x==0) then gold=0; else if(x>gold) gold=0; else gold-=x;
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[20:29:48] <Avenger> is there anything special in the avatar palette colors? there is a separate message to set them in every polymorph code i found
[20:30:05] <Avenger> would the colors be preserved after a polymorph?
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[20:59:04] <jonas_KUUUhjn> I want to change the gui of BG2 to make it suited for widescreen 1920*1200. Which files/functions are the ones I have to modify ?
[20:59:40] <fuzzie> the CHU files from the game data define the gui
[21:00:39] <Avenger> also guiworld.py
[21:00:53] <fuzzie> if you want to make invasive modifications then maybe you have to use gemrb and modify GUIScripts/, but most of the time these mods can be done without needing to modify the engine at all
[21:00:59] <Avenger> the bottom of that file, it is pretty self explanatory
[21:03:39] <Avenger> i guess it is not easy to change .chu files
[21:04:15] <Avenger> But it is doable with any painter program + dltcep. Ahh, and needs some basic artistic talents
[21:05:01] <jonas_KUUUhjn> What does the CHU-files contain ?
[21:05:03] <Avenger> i would copy one of the guiw files, to some new name, and replace the resources in the copy
[21:05:16] <Avenger> iesdp explains it better
[21:05:31] <Avenger> http://iesdp.gibberlings3.net/file_formats/ie_formats/chu_v1.htm
[21:06:21] <jonas_KUUUhjn> I see there are three different gui's available atm. Where do i make my own ?
[21:06:35] <Avenger> hmm
[21:07:15] <jonas_KUUUhjn> the strings are called guiw08, guiw10 and guiw12
[21:07:20] <Avenger> you can pick any unused name, i would suggest something like guiw19
[21:07:33] <Avenger> that would fit the naming conventions
[21:07:37] <jonas_KUUUhjn> ok
[21:07:45] <Avenger> so copy guiw12 to guiw19
[21:07:54] <Avenger> then ... (profit)
[21:08:00] <jonas_KUUUhjn> done
[21:08:14] <Avenger> you got dltcep?
[21:08:21] <jonas_KUUUhjn> what is that ?
[21:08:29] <Avenger> a .chu editor
[21:08:37] <jonas_KUUUhjn> no
[21:09:07] <Avenger> it is downloadable either from our sf page, or from the gibberlings3 forums. just google for it
[21:09:12] <jonas_KUUUhjn> ok
[21:09:43] <jonas_KUUUhjn> im a little confused. Which part of the code calls GetwindowPack?
[21:10:22] <Avenger> MessageWindow.py
[21:10:34] <Avenger> well, hmm
[21:11:42] <Avenger> this is just the main game screen, i guess. Some other parts will need frames
[21:11:57] <Avenger> if you want all screen area to be filled nicely
[21:13:15] <jonas_KUUUhjn> ok
[21:13:32] <jonas_KUUUhjn> you mean the main screen in-game too?
[21:15:20] <Avenger> guiw will take care of the main screen
[21:15:41] <Avenger> damn i dont find the window frame resource name
[21:16:48] <jonas_KUUUhjn> ok, the thing that needs to be fixed is the GUI in-game
[21:17:13] <Avenger> ahh i see it
[21:17:28] <Avenger> start.py has some code for it
[21:18:10] <Avenger> so if you want everything pretty, you will need to create replacements for stonxxL/stonxxB etc files too. Look at start.py
[21:18:17] <Avenger> those files are .mos files
[21:18:24] <Avenger> which are also editable by dltcep
[21:18:36] <Avenger> you need a bmp, which is converted to .mos by dltcep
[21:18:53] <Avenger> you can convert the existing ston10L to bmp, then paint away on it
[21:19:02] <Avenger> then convert it back to mos by dltcep
[21:19:47] <jonas_KUUUhjn> ok, where is the ston10L ?
[21:20:00] <Avenger> well, somewhere in the game
[21:20:05] <Avenger> dltcep can show it
[21:20:31] <Avenger> it is most likely stored in compressed format in a .bif.
[21:20:46] <Avenger> dltcep is difficult to master, you will need some days
[21:24:23] <Avenger> i know dltcep isn't user friendly, so you will need lots of time, but i would be surprised if any game editor is usable by a complete newbie in just a few hours :)
[21:27:12] <Avenger> if you don't like the frames, which are already pretty ugly with the 1280x, you need to do a lot more work.
[21:27:32] <Avenger> in that case, all .chu files need to be resized to the new format
[21:28:00] <Avenger> that is some 10-15 files
[21:29:05] <Avenger> here is a dltcep setup tutorial: http://forums.gibberlings3.net/index.php?showtopic=5895
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[21:39:10] <jonas_KUUUhjn> I got stuck in the game and had to restart
[21:39:30] <fuzzie> the topic here has the logs :)
[21:39:56] <jonas_KUUUhjn> nice:)
[21:40:42] <jonas_KUUUhjn> isn't possible to use the old layout but just make more space between the buttons ?
[21:41:11] <Avenger> no, these .chu files are static
[21:41:23] <Avenger> you need to edit them to pull the buttons apart
[21:41:40] <Avenger> well, theoretically, it is possible to set their positions by guiscript
[21:41:49] <Avenger> there is a SetPos function
[21:41:54] <fuzzie> Avenger: corpse removal is not completely useless :P
[21:42:13] <Avenger> its useless for editors
[21:42:31] <Avenger> it contains an absolute gametime, so it is useless in editor
[21:42:45] <fuzzie> well, it's useful to have for viewing saved areas
[21:43:13] <Avenger> it is shown in dltcep, i will just need to alter the tooltip for it ;)
[21:43:21] <jonas_KUUUhjn> How do i edit the .chu files in DLTCEP ?
[21:43:21] <fuzzie> dltcep showing these fields is nice
[21:43:25] <fuzzie> if only it showed the other ones
[21:43:37] <fuzzie> jonas_KUUUhjn: you go to 'edit' and then 'CHU' and then 'open file' and then open the relevant one, i think
[21:43:48] <Avenger> well, got through the dltcep install steps?
[21:44:11] <fuzzie> got to be careful to configure it first, and disable the 'read-only' option that stops you destroying your install
[21:44:21] <Avenger> 11 people from 10 don't manage to install it correctly :)
[21:44:24] <fuzzie> also good to take a copy of the bg2 'override' folder first, because you can ruin your game if you're not careful
[21:44:41] <fuzzie> but DLTCEP only writes stuff into override, so you can just copy a good copy back if you made one first
[21:45:05] <Avenger> well, the read-only flag is just to prevent the first accidents
[21:45:24] <fuzzie> i think everyone turns it off too quickly to prevent the accidents :*
[21:45:58] <Avenger> well, it protects me from accusations of 'destroying someone's game' :)
[21:48:07] <fuzzie> i think the first time i destroyed a game with DLTCEP, it was because the 'extract to override' checkbox is on by default
[21:48:20] <fuzzie> so you want to look inside a SAV, you extract the files, and then it stomps over everything :)
[21:48:25] <jonas_KUUUhjn> i can change the positions of buttons and such in DLTC then ?
[21:48:29] <Avenger> yes
[21:48:33] <fuzzie> jonas_KUUUhjn: yes, you can just change the coordinates
[21:48:41] <jonas_KUUUhjn> handy
[21:48:50] <jonas_KUUUhjn> how do i change the background ?
[21:48:52] <fuzzie> that's the easy bit, the trouble comes with the graphics :)
[21:48:58] <Avenger> the background is a mos file
[21:49:10] <Avenger> you extract the mos (save it as bmp)
[21:49:22] <Avenger> then edit it with your favourite bmp editor
[21:49:34] <jonas_KUUUhjn> okay, where do i extract ?
[21:49:44] <Avenger> there is an edit/mos menu
[21:49:48] <Avenger> you go there
[21:50:10] <jonas_KUUUhjn> found it
[21:50:13] <Avenger> ahh you should know the resource's name (we call those resref)
[21:50:31] <Avenger> so if you forgot it, you gotta walk back to the chu editor, or just open a second dltcep
[21:51:30] <jonas_KUUUhjn> why are there GUIW08 to GUIW20?
[21:51:35] <Avenger> then press the 'load mos' button, find the resref.
[21:51:40] <jonas_KUUUhjn> 16 and 20 are the same
[21:52:37] <Avenger> the original game had some of those extra large resolutions, but it was buggy, i think
[21:52:52] <jonas_KUUUhjn> okay, then i can work whit those names ?
[21:52:58] <jonas_KUUUhjn> or should i add my own
[21:53:06] <Avenger> well, i would add my own
[21:53:14] <Avenger> guiw19
[21:53:33] <Avenger> they seem to use the first 2 digits of the X size
[21:53:33] <jonas_KUUUhjn> how do i do that?
[21:53:40] <jonas_KUUUhjn> yes
[21:53:56] <Avenger> the best would be to load the file you want to copy, and save it as a new name (in dltcep)
[21:54:13] <Avenger> save ui as ...
[21:55:22] <jonas_KUUUhjn> It says I opened it read-only
[21:55:38] <Avenger> yeah, that's the read only flag
[21:56:04] <jonas_KUUUhjn> found it
[21:56:17] <Avenger> well, handle it with care
[21:56:32] <jonas_KUUUhjn> ok
[21:56:33] <Avenger> once you enable write, it can damage the game files
[21:58:03] <Avenger> i have to go
[21:58:32] <Avenger> bye
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[22:21:22] <jonas_KUUUhjn> fuzzie
[22:26:57] <jonas_KUUUhjn> does anyone know how to add my own background image to the GUI
[22:27:28] <jonas_KUUUhjn> I have saved it as a MOS
[22:28:26] <fuzzie> hm, it should just be a CHU field, i thought
[22:29:16] <fuzzie> it certainly is just a field in the CHU, i'm afraid i don't have DLTCEP here to see exactly where it is
[22:30:07] <jonas_KUUUhjn> I found it now
[22:30:34] <jonas_KUUUhjn> I typed the name of the background image and the when i browsed for it it was there
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[22:51:37] <jonas_KUUUhjn> I cant change the dimensons of the window
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