#gemrb@irc.freenode.net logs for 8 Aug 2009 (GMT)

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[07:49:00] <Avenger> hi
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[09:02:17] <fuzzie> hi
[09:05:16] <Avenger> hello fuzzie
[09:10:05] <Avenger> there is some note on g3 about special item lists, if an item resref starts with 't2' then it references a 2da
[09:10:15] <Avenger> got any examples?
[09:11:08] <Avenger> i see a t2da0000 2da
[09:11:34] <fuzzie> i've never seen that, but i could set ie_shell searching :)
[09:16:07] <Avenger> i found the T2 string in the exe, but i didn't find any examples of use. It might be an unused feature
[09:25:19] <fuzzie> which games is it in, just bg2?
[09:26:14] <Avenger> it seems only ToB, not even SoA
[09:26:25] <Avenger> just looked into all exe versions
[09:27:25] <Avenger> the only outside reference is that t2da000.2da file, but its content is very 'experimental'
[09:27:37] <Avenger> it contains money (123), and a single full plate
[09:29:03] <Avenger> another odd feature is: http://forums.gibberlings3.net/index.php?showtopic=17946&st=15&start=15
[09:29:33] <Avenger> the bottom of the note on the top, about alternate dice rolls for weapons
[09:29:35] <fuzzie> well, i verified there's no T2 in pst, but ie_shell is breaking on bg2, strange
[09:30:33] <fuzzie> seems it's reading off the end of the file trying to read automap notes
[09:30:36] <Avenger> this t2 stuff shuld be in bg2 only, and i found no reference to that 2da, but dltcep's item searching capabilities are probably limited
[09:31:01] <Avenger> doesn't use the offset in the header?
[09:31:22] <fuzzie> it does, and it reads off the end of the file
[09:31:35] <Avenger> broken file?
[09:31:46] <Avenger> do you know which one?
[09:32:33] <fuzzie> it's AR0202, i doubt it's broken
[09:32:59] <Avenger> its fine in dltcep
[09:33:10] <fuzzie> more likely that this only works for pst :)
[09:33:26] <Avenger> hmm pst has different mapnote struct
[09:33:45] <Avenger> pst mapnotes contain the text itself, and bigger than bg2/how/iwd2 mapnotes
[09:33:48] <fuzzie> i'll just sabotage it for now and ask Edheldil later
[09:35:41] <Avenger> ok, maybe i will test this by adding an item myself
[09:39:08] <fuzzie> and now it explodes on XR2400, i wonder what that is
[09:40:25] <fuzzie> well, it's in the key but not in any of my bif files, great
[09:40:28] <fuzzie> i wonder if i miscopied my CDs
[09:40:49] <Avenger> ok, i tested it
[09:41:22] <Avenger> if you add t2da0000 as an item into an area container, it will read the 2da of same name, and add all items from it.
[09:41:30] <Avenger> nothing random
[09:41:38] <fuzzie> ok, that would be a nice feature to have :)
[09:41:50] <lynxlynxlynx> Avenger: how much money and what kind of plate?
[09:42:00] <Avenger> just uses a list of items from a textfile instead of adding them to the area manually
[09:42:28] <Avenger> lynx: 123, and plat01, see the 2da
[09:43:03] <Avenger> this is another weird case where some people prefer a textfile instead of binary :)
[09:43:09] <lynxlynxlynx> ah, was contemplating it being the loot from the lesser wish
[09:43:21] <Avenger> hmm
[09:43:37] <Avenger> is that ToB specific?
[09:43:38] <lynxlynxlynx> nođ
[09:43:41] <lynxlynxlynx> no
[09:44:09] <lynxlynxlynx> the plate it gives (separately) is full plate +2 and the money is 10k iirc
[10:00:23] <fuzzie> hm
[10:00:31] <fuzzie> i wonder if i broke pst walking
[10:01:29] <Avenger> when?
[10:01:35] <fuzzie> not sure
[10:01:49] <fuzzie> but Baen is walking backwards
[10:02:02] <Avenger> lol
[10:02:08] <fuzzie> maybe it's a sprite mirroring bug
[10:02:33] <fuzzie> since it works fine for PCs
[10:04:09] <fuzzie> oh, no, i guess it's probably RandomWalk being broken, easy to fix with some state
[10:05:44] <fuzzie> or maybe it's a combination of bugs. will look at it.
[10:05:51] <Avenger> hehe
[10:06:14] <Avenger> this reminds me of the recently discovered randomwalk distance fields
[10:07:58] <Avenger> and that reminded me of the 'retreat from' opcode, which seems to be working in pst as advertised
[11:06:34] <fuzzie> neat
[11:06:51] <fuzzie> and, yes, it would be nice to implement randomwalk properly sometime
[11:07:31] <fuzzie> same thing for implementing runaway properly, although that is a bit better in gemrb now
[11:36:41] <lynxlynxlynx> i created a 300mb tiff and then converted it to jpg (14mb); opened in gimp, it takes 866mb of memory?!
[11:37:14] <dawid> isnt that normal?
[11:37:16] <fuzzie> yes, gimp will just uncompress the whole thing into raw form in memory
[11:37:30] <fuzzie> it is pretty irritating when working with large images, photoshop is much cleverer about it
[11:37:39] <lynxlynxlynx> the tiff wasn't compressed
[11:38:10] <fuzzie> maybe it was 16bpp?
[11:38:40] <dawid> lynxlynxlynx yes but with jpeg you then have in mememory the source data,all data that is created during decompress and the final data, so usually a lot more than just a bitmap
[11:38:57] <lynxlynxlynx> 1 undo step (300mb) :)
[11:39:00] <dawid> memememory=memory ^^
[11:39:20] <fuzzie> oh, eek
[11:39:53] <lynxlynxlynx> can't even save it, since the plugins don't load
[11:41:29] <lynxlynxlynx> yay, it can clear that history
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[12:09:11] <Avenger> hehe, runawayfrom makes them back away because i tried to implement how undead react to it
[12:09:32] <Avenger> it should probably be another flag
[12:12:20] <Avenger> actually the 3rd parameter is this flag :)
[12:12:30] <Avenger> if it is 'true' then they don't back away
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[12:15:15] <Avenger> in randomwalk: path = area->RunAway( Pos, p, size, 50, 1 ); (it is the 5th parameter here)
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[12:20:16] <CIA-22> gemrb: 03avenger_teambg * r6831 10/gemrb/trunk/gemrb/plugins/Core/ActorBlock.cpp: fixed randomwalk facing
[12:35:07] <CIA-22> gemrb: 03avenger_teambg * r6832 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: implemented '0x6e retreat from' opcode
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[18:39:23] <geos_one> Hallo
[18:39:24] <geos_one> at the moment i want to write a new install script for gentoo linux
[18:39:26] <geos_one> but to comply with gentoo game install rules i have to install the game in the differen languages the user has defined (if the game supports it)
[18:39:28] <geos_one> so i am asking if it would be possible to provide a new config parameter:
[18:39:29] <geos_one> GameLocalOverridePath=this dir hold all the localized data/sound/characters/....
[18:39:31] <geos_one>
[18:42:42] <fuzzie> hm
[18:44:50] <fuzzie> thatshould be possible, i would suggest adding an entry to the Feature Requests tracker on sourceforge
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[18:45:42] <fuzzie> it might be less complicated to do it using symlinks, though!
[18:49:15] <geos_one> thx but i want to get away from the symlink thing
[18:49:16] <geos_one> this way only a new config file is neede for every language
[18:50:10] <geos_one> ok will add a feature request
[19:00:21] <fuzzie> thanks
[19:04:12] <geos_one> i have to say thx if this feature gets implemented
[19:09:49] <fuzzie> i need to remember to make the default EndianSwitch right, too
[19:10:05] <fuzzie> silly having to have different configs on x86 and powerpc
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