#gemrb@irc.freenode.net logs for 9 Oct 2011 (GMT)

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[03:16:29] <Gekz> so
[03:16:33] <Gekz> how are fonts handled in game?
[03:16:46] <Gekz> like, from what I remember, the text colours were not correct per game
[03:16:50] <Gekz> they were uniform across all games
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[07:36:05] <Avenger> gekz: in the original game the fonts are bams with predefined palette. Some have been made in a way they can be set up for a single gradient (their palette slots were ordered).
[07:51:11] <Gekz> could we not just define a colour palette per game based on that data?
[07:53:30] <fuzzie> i think what you are asking is "can we magically get the right colours for text from somewhere?", is it?
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[08:39:59] <Avenger> the guiscript should be able to set font colors, i guess
[08:41:47] <Avenger> textarea resources (in chu) contain the textcolor, buttons don't
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[09:52:17] <lynxlynxlynx> what are you working on Avenger?
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[10:35:44] <CIA-26> GemRB: 03lynxlupodian * rb2e36e738e70 10gemrb/gemrb/GUIScripts/GUIRECCommon.py: GUIRECCommon: properly redraw customization windows when exiting children
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[10:57:10] <gembot> build #235 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/235 blamelist: lynxlupodian@users.sourceforge.net
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[13:46:15] <Avenger> lynxlynxlynx: nothing :) just idle
[13:46:45] <Avenger> hehe gembot accuses you
[13:47:29] <lynxlynxlynx> upload error
[13:48:06] <lynxlynxlynx> one thing i'm wondering is how the original did encumbrance
[13:48:18] <lynxlynxlynx> how big the speed penalty is
[13:49:18] <Avenger> half speed / stop, i think
[13:49:22] <Avenger> but i will check it
[13:49:31] <lynxlynxlynx> ok
[13:49:50] <lynxlynxlynx> that's basically the only thing missing in our part
[13:51:58] <Yoshimo> hi avenger
[13:52:31] <Avenger> hello yoshimo
[13:52:42] <Avenger> hehe lynx, we surely miss a lot of stuff
[13:52:50] <Avenger> i'm going to check the speed
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[14:05:29] <Avenger> lynx: the maximum weight is multiplied by 1.2 (120%)
[14:09:34] <lynxlynxlynx> when checking the limits?
[14:09:55] <Avenger> after effect update
[14:11:01] <Avenger> you can also do this in the pcf strength code, i think
[14:11:51] <Avenger> i'm not too good at reading assembly code anymore :(
[14:12:07] <Avenger> .text:008ECB4C 900 mov byte ptr [ebp+old_speed1], al
[14:12:09] <Avenger> .text:008ECB52 900 mov eax, [ebp+old_speed1]
[14:12:10] <Avenger> .text:008ECB58 900 and eax, 0FFh
[14:12:12] <Avenger> .text:008ECB5D 900 neg eax
[14:12:13] <Avenger> .text:008ECB5F 900 sbb eax, eax
[14:12:15] <Avenger> .text:008ECB61 900 neg eax
[14:12:16] <Avenger> .text:008ECB63 900 mov [ebp+modified_speed], eax
[14:12:35] <Avenger> this is what it does when encumbrance is >120%
[14:13:12] <Avenger> i think it does an if speed>0 speed=1
[14:39:33] <fuzzie> ah nice
[14:40:22] <fuzzie> encumbrance is 0 is normal, 1 is slowed, 2 is can't move, right?
[14:46:33] <Avenger> yes
[14:47:39] <Avenger> hmm wait
[14:48:25] <Avenger> actually, i dont see that here
[14:49:01] <fuzzie> well, the 2 case is handled higher up (in the actions)
[14:49:07] <fuzzie> you get res_failure
[15:06:17] <Avenger> i don't know where is that fuzzie, i'm not in an action code
[15:08:05] <fuzzie> yes, just i guess you would never see anything checking for encumbrance 2
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[18:19:20] <lynxlynxlynx> http://www.youtube.com/watch?v=7RJmoCWx4cE
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[19:38:18] <Micru> hi
[19:38:36] <lynxlynxlynx> oj
[19:38:55] <Micru> brad_a, i read that you are working on a ttf plugin
[19:39:11] <Micru> do you need some asian languages tlk to test it?
[19:39:37] <lynxlynxlynx> it's ascii only at the moment
[19:39:59] <Micru> ah, ok,
[19:40:07] <Micru> i thought the goal was unicode
[19:40:37] <Maighstir__> SDL_ttf doesn't support unicode, does it?
[19:40:54] <lynxlynxlynx> it's a simple limit in our code afair
[19:41:59] <Micru> a limit hard to overcome?
[19:42:15] <Maighstir__> Besides, I would guess that non-ascii languages used local codepages, not necessarily fully compatible with unicode
[19:44:39] <Micru> Maighstir__, you could check with the korean version to be sure of the encoding: http://goo.gl/4JaZf
[19:44:57] <Micru> probably you are right, though
[19:54:43] <Maighstir__> Yup, looks like it's "Windows-949" - Korean local codepage
[19:55:29] <Maighstir__> Unicode wasn't as ubiquous back then as it is now :-)
[19:55:53] <Maighstir__> ubiquitous*
[19:56:21] <Maighstir__> I apparently cannot spell worth beans
[20:02:41] <Micru> then i guess it will be more difficult to support...
[20:03:59] <lynxlynxlynx> maybe easier
[20:05:51] <Micru> why do you think so?
[20:08:19] <lynxlynxlynx> wouldn't you just need to copy the data over and then adapt the first/last char position (which is now externalised)
[20:10:28] <Micru> no idea, i have no knowledge in that topic :(
[20:21:19] <fuzzie> yes, cp949->ucs2 is doable
[20:23:43] <fuzzie> in fact i guess everything of that era is
[20:26:26] <Micru> i guess some people in asia will be glad to hear about that
[20:28:39] <Maighstir__> you just need to know which codepage the datafile uses (through a config setting), or could that detection be automatic? (ie. read the string as ansi, convert to unicode, and look at the result?) - since all used codepages would have their own unique result, it could serve as a codepage detection mecanism, no?
[20:29:39] <Maighstir__> *all used languages, that is - not codepages
[20:30:39] <fuzzie> the language support is i think quite a bit more complicated than just codepage detection anyway
[20:31:02] <fuzzie> but i didn't get a full copy of any of the games yet
[20:32:37] <Micru> fuzzie, i can provide you any files you need. My collection of PST translations is almost complete
[20:32:43] <Maighstir__> I'm not so sure, I would think that the StrRefs are intact, and they're all translated individually
[20:32:58] <fuzzie> they are intact, but they are not necessarily one codepage i think
[20:33:32] <Maighstir__> one tlk could contain multiple codepages?
[20:33:39] <Maighstir__> I suppose that's possible
[20:35:23] <fuzzie> but i was more thinking that you'd need other game-language-specific info anyway
[20:35:29] <fuzzie> can't find my notes
[20:36:55] <fuzzie> the patch notes for the non-western games have various weird things, i don't really know the languages well enough
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