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[05:23:19] <Malignant_Manor> I have the light levels for the games here. http://pastebin.com/ktAiYBC2
[05:23:53] <Malignant_Manor> We have individual flags but it is hard to see through it. I'm not sure if we should bother documenting it.
[05:24:45] <Malignant_Manor> The engine did set light levels for lava but didn't use it. SE continues the trend but lowers lava to 1 instead of 2.
[05:25:23] <Malignant_Manor> Curiously, tile 15 that is pure lava in SE doesn't have a light level.
[05:33:19] <Malignant_Manor> Canals are lit up in MD. I'm not sure why but they look nice in smooth lighting.
[05:38:06] <Malignant_Manor> There's 0761, dark moonstone = 2 and 0875, little tree = 2 in SE. The moonstone is completely black in the tile viewer so I have no idea if this would look wrong. The little tree would.
[06:06:35] <Malignant_Manor> oops looking back I meant to say lowers lava to 1 instead of "3".
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[08:19:52] <Malignant_Manor> For the logs, Eric I need admin access to patch and feature request trackers.
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[20:43:35] <Malignant_Manor> Yuv422: did you read the logs?
[20:43:57] <Yuv422> hi Malignant_Manor
[20:44:01] * Yuv422 looks
[20:45:19] <Yuv422> the light level is set from the tilemap right?
[20:45:57] <Malignant_Manor> yeah
[20:46:47] <Yuv422> the tilemap lighting bits might not be in the same place for SE / MD
[20:47:18] <Malignant_Manor> They see, be if you look at the data.
[20:47:25] <Malignant_Manor> see, = seem
[20:48:31] <Malignant_Manor> I forgot about m_ViewableTiles pushing back non-map tiles and kind of screws up when ambiance is updated without updateBlacking() being called to update and restore the list.
[20:49:22] <Malignant_Manor> (well it gets tiles I don't want plus I forgot to subtract cur_x/y)
[20:50:21] <Malignant_Manor> Also I need admin permission on the feature request and patch trackers.
[20:50:58] <Malignant_Manor> I should probably have a separate vector for map tiles.
[20:55:21] <Yuv422> not too sure how to change user permissions on the sf.net apps
[20:55:55] <Malignant_Manor> Is there any need for objs to be checked for in_town?
[20:56:14] <Yuv422> you can have wall objects
[20:56:28] <Malignant_Manor> It seems like objects are only for entrances but if you can view the entrance, you can view the map walls.
[20:56:32] <Yuv422> but I wouldn't think they'd be in view without an actual map wall also being present
[20:58:40] <Yuv422> ok you should have access tot those now
[20:58:46] <Yuv422> I've got to go now
[20:58:47] <Yuv422> cya
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[21:12:48] <Malignant_Manor> I only have permission to move the trackers but not edit them. (the move options are blank)
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[23:38:05] <MisterBubbles> So when are you all going to port Nuvie to Android so I can find more reasons to be unproductive.