#gemrb@irc.freenode.net logs for 4 Nov 2014 (GMT)

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[12:42:03] <kujeger> lynxlynxlynx: personally, perhaps the main advantage the EE games have over gemrb right now is the good support for arbitrary resolutions, with the game just scaling the graphics. I think they're using SDL2 to do this (and SDL2 does this pretty damn well), so the SDL2 branch of gemrb should be able to do this but it seems a lot of the gemrb rendering assumes a given resolution is completely static.
[12:42:48] <lynxlynxlynx> sure, but i was talking more about game mechanics
[12:43:05] <lynxlynxlynx> we are merely limited by data for the resolutions
[12:43:32] <lynxlynxlynx> just like them, we'll have to provide our own or bolt on extensions to be able to reuse the originals in arbitrary scales
[12:43:36] <kujeger> ..there's new game mechanics in the EE games?
[12:44:04] <lynxlynxlynx> yeah, minor stuff that people adore
[12:44:18] <lynxlynxlynx> like iwd's 3e sneak attack option
[12:44:29] <lynxlynxlynx> it will probably end up in bgee too
[12:44:41] <lynxlynxlynx> tobexy stuff
[12:44:43] <kujeger> but that's a how-feature?
[12:44:46] <kujeger> oh, like that
[12:44:51] <lynxlynxlynx> yep
[12:45:40] <lynxlynxlynx> re resolution: just scaling the whole display and input would be trivially done, but we'd still be locked to 4:#
[12:45:42] <lynxlynxlynx> 4:#
[12:45:44] <lynxlynxlynx> 4:3
[12:45:48] <lynxlynxlynx> grr :)
[12:46:49] <kujeger> yeah
[12:47:10] <kujeger> wait no, why?
[12:47:57] <kujeger> I mean, you could probably scale the UI and scene rendering separately
[12:49:05] <kujeger> and the UI could pad with black areas or copy-paste with existing art like the widescreen mods
[12:49:54] <kujeger> although that is more complicated than just using SDL2's automagic scaling
[12:51:00] <kujeger> ehhhh I should probably set aside some time to pick up c++ and actually contribute :P
[13:00:28] <lynxlynxlynx> good idea
[13:01:36] <lynxlynxlynx> i think we do/did use useless padding for some mobile builds, but that's a waste of space
[13:02:57] <kujeger> I do kind of feel that the floating bar in the EEs gived a different feeling though
[13:04:22] <lynxlynxlynx> i like iwd2's bar the most, even though it's on the wrong side
[13:16:58] <kujeger> huh, I just installed IWD2 to remind me how the bar looks. and behold, it actually linear-filter scales it up when you run at high resolutions. BG2 only makes it tiny, tiny IIRC.
[13:17:55] <lynxlynxlynx> never tried it at more than 1024x
[13:18:15] <lynxlynxlynx> but this makes sense, otherwise they probably wouldn't be on the unsupported list
[13:18:50] <kujeger> at 1024 it pads, at 1600 it scales
[13:22:51] <kujeger> yeah, 800x600: unscaled, unpadded. 1024x768: unscaled, padded. 1600x1200: scaled, unpadded. 2048x1536: scaled, padded.
[13:23:39] <kujeger> surprisingly future-proof, missing widescreen support notwithstanding
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[21:16:25] <Pepelka90> [wiki] developers:lynx http://www.gemrb.org/wiki/doku.php?id=developers:lynx&rev=1415135759&do=diff
[21:37:35] <lynxlynxlynx> ehh, animation code again
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