#gemrb@irc.freenode.net logs for 9 Aug 2014 (GMT)

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[00:26:11] <brada> im trying to figure out why GemRB is so spammy with the message window. every actor creates an entry when moving
[00:26:25] <brada> not at all like the original and i know of no option for this
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[02:58:05] <brada> I never realized how buggy/incomplte gemrbs message window was…
[02:58:23] <brada> rest assured its much better now :D
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[07:56:40] <raevol> i'm excited for the baldur's gate comic that's coming out :>
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[17:26:45] <brada> do we purposely change loading tips mid load?
[17:26:52] <brada> original doesnt seem to
[17:26:55] <brada> on BG2 at least
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[18:11:30] <fuzzie> brada: I don't think anyone's particularly attached at all if you want to fix it
[18:11:53] <brada> consider it done
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[21:09:30] <brada> anybody feel like testing: https://github.com/bradallred/gemrb/tree/font-rewrite
[21:09:32] <Pepelka13> bradallred/gemrb at font-rewrite · GitHub
[21:09:33] <Pepelka13> »gemrb - Game Engine Made with preRendered Background«
[21:09:37] <brada> everything except chargen :p
[21:10:02] <brada> I only have BG2 installed ATM so looking for bugs in other games
[21:10:20] <fuzzie> um
[21:12:47] <brada> fuzzie: do you know anything about why gemrb spams the message window everytime you move your party? i cant get the original to even make a peep here :)
[21:12:54] <fuzzie> ..?
[21:12:55] <fuzzie> spams?
[21:13:20] <brada> as in every party member has something to say about every action I do :p
[21:13:22] <fuzzie> maybe you have subtitles on?
[21:13:51] <fuzzie> I think gemrb is rather more trigger-happy on the party speech but it's been a while
[21:14:25] <brada> is the subtitle setting not accessible in GUI?
[21:17:12] <brada> i guess at the very least we should probably limit it to the first pc… no need to have 6 people shouting at me :D
[21:17:17] <fuzzie> it's .. maybe in feedback somewhere?
[21:17:30] <fuzzie> I should test your thing but I'm trying to push stuff elsewhere and sleep
[21:17:36] <fuzzie> maybe tomorrow
[21:17:42] <fuzzie> it would be awesome to have it done
[21:18:18] <brada> i have all the feed back things checked in the original and i get none of this text....
[21:18:36] <brada> but yes im in no hurry so whenever you have time :)
[21:18:49] <fuzzie> options -> sounds -> char sounds?
[21:22:32] <brada> fuzzie: thank you!
[21:23:18] <brada> but yes, now that i can see how the original does it I can say we should only have first selected PC, not all the party
[21:27:09] <fuzzie> that does sound sane
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[21:53:52] <RexonaForMen> hey folks
[21:54:10] <RexonaForMen> I got a question about the bam files
[21:54:58] <RexonaForMen> so far as I understand those files are only pure animation/image data, sometimes spreaded over multiple files
[21:56:08] <RexonaForMen> how are these files referenced, for example, if I need the animation data for an orc enemy?
[21:58:00] <RexonaForMen> I would assume, the the associated cre file would contain a reference and indeed it does, like IC_ORC_MELEE1
[21:58:45] <RexonaForMen> now this is obviously not the actual bam file reference
[22:00:10] <RexonaForMen> so there must be an additional mapping from such a reference to one/ several bam files together with an animation mapping
[22:01:17] <RexonaForMen> I assume, that this mapping isn't hardcoded, so there must be a script file somewhere, but I can't find it
[22:03:08] <fuzzie> that's terribly optimistic!
[22:03:18] <fuzzie> (it's hardcoded)
[22:03:58] <fuzzie> gemrb has some incomplete unhardcoding in avatars.2da, and maybe the enhanced editions de-hardcode it better?
[22:05:34] <RexonaForMen> oh
[22:06:11] <fuzzie> but I'm only familiar with the original bg1/bg2, where it was basically just a C++ class hierarchy, and that really shows in the way the BAMs differ.. different numbers of rotations, mirrored vs not-mirrored, composed together differently, etc
[22:07:44] <fuzzie> but our avatars.2da (e.g. https://raw.githubusercontent.com/gemrb/gemrb/master/gemrb/unhardcoded/bg2/avatars.2da ) at least gives you the mapping to the base filenames.
[22:10:25] <fuzzie> and .. yes, looks like BG2EE unhardcodes it to extanim.2da which is probably far more accurate
[22:13:48] <RexonaForMen> apart from the base file name mapping, where does gemrb handle the actual selection of the animations?
[22:14:16] <fuzzie> gemrb/core/CharAnimations.cpp
[22:14:31] <fuzzie> there is a huge comment there around line 750
[22:15:09] <fuzzie> and http://iesdp.gibberlings3.net/appendices/avatarnaming.htm covers a subset and I imagine there's much better documentation somewhere..
[22:15:10] <Pepelka13> Avatar Naming Schemes
[22:19:25] <RexonaForMen> thank you very much, guess now I got some work..
[22:22:55] <Lightkey> a new fragrance..
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