#pentagram@irc.freenode.net logs for 5 Feb 2006 (GMT)

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[00:27:55] <wjp> looks like somebody is working on getting pentagram in debian's contrib
[00:27:58] * wjp points at ML
[00:28:09] <Colourless> yeah just saw tht
[00:28:32] <wjp> bug tracking entry: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=326797
[00:29:40] <Colourless> kind of cool
[00:31:13] <wjp> yeah
[00:32:17] <wjp> I should get back to doing some real work on pentagram soon
[00:32:53] <wjp> did some minor things this weekend, but still have quite a few unfinished 'large' things lying around
[00:33:23] <wjp> (pathfinding, changelings, ...)
[00:33:30] <wjp> should finish those up
[00:35:08] <servus> OK, well, how did you guys want to do that patching business?
[00:35:10] <servus> For 3D/
[00:36:25] <wjp> pentagram 3d? :-)
[00:38:09] <Colourless> i did have some lofty plans at one point of adding an opengl backend for the rendersurfaces...
[00:38:24] <servus> Oh, sorry, wrong channel.
[00:39:06] <wjp> similar ideas are popping up over at #gemrb (for games like Baldur's Gate)
[00:39:29] <wjp> there the original Baldur's Gate 2 actually already had opengl support
[00:39:50] <servus> I thought of Exult3D back in 92!
[00:40:05] <Colourless> bg2 had opengl, iwd had opengl, iwd2 did not have opengl
[00:40:20] <wjp> hm, suspicious :-)
[00:40:22] <Colourless> though the iwd opengl was buggy as hell
[00:40:48] <Colourless> iwd2 was even on the still nvidia 'the way it was meant to be played' thingy too and wasn't 3d accelerated
[00:40:55] <Colourless> s/still/silly/
[00:41:14] <wjp> I guess PCs might have gotten fast enough for the regular software blitting to be fast enough by the time of IWD2
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[00:41:45] <wjp> I borrowed your .inl idea for the gemrb blitter, by the way :-)
[00:41:52] <Colourless> the default resolution was upped in iwd2 to 800x600 compared to 640x480 for all other inifinty engine games
[00:42:13] <Colourless> hey, it's just code reuse
[00:42:28] <wjp> yeah, gemrb was behaving most strange in iwd2 until I figured out I had to increase the resolution to 800x600
[00:42:50] <wjp> didn't BG2 already support 800x600? (not by default though)
[00:42:58] <Colourless> yeah it did
[00:43:38] <Colourless> never played bg2 in 800x600 myself
[00:43:53] <Colourless> 1024x768 FTW!
[00:48:57] <Colourless> does Gemrb support forcing higher res in bg1 and pst?
[00:49:52] * wjp checks
[00:51:13] <wjp> hm, PST runs at 800x600, but the in-game GUI is totally broken
[00:52:44] <Colourless> hmm... the original games used to run a double scaled interface at 1280x960 (or 1600x1200 for iwd2)... does gemrb do that. if so then pst at 1280x960 might not have a screwed up gui
[00:55:48] <wjp> no, just as broken
[00:56:14] <wjp> did it run at a playable speed in that resolution?
[00:56:33] <Colourless> which what?
[00:56:41] <Colourless> which game, what res
[00:56:48] <wjp> PST 1280x960
[00:57:02] <Colourless> you can't run pst at anything other than 640x480
[00:57:19] <Colourless> which is why i wanted to know if gemrb could force it to run at higher res
[00:57:23] <wjp> ah :-)
[00:58:04] <Colourless> i've seen bg1 run at higher res using the bg1->bg2 'mod' but that was using the bg2 assets for gui
[00:58:24] <Colourless> pst will probably require 'work' to get it to run at higher res
[01:00:36] <Colourless> the project will be something i will have to keep an eye on
[01:06:55] <wjp> it's doing pretty well
[01:07:33] <wjp> I've been working on the graphics backend a bit lately
[01:08:33] <wjp> hm, past 2 AM already; I should be going
[01:08:35] <wjp> bye
[01:08:37] <SB-X> http://gemrb.sourceforge.net/
[01:08:38] <SB-X> bye
[01:08:55] <wjp> yeah, that's the one
[01:09:00] <SB-X> :)
[01:10:25] <SB-X> looks neat although I've never played BG
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[22:29:40] <wjp> hi Ryan
[22:38:46] <Colourless> hi