#tfl@irc.freenode.net logs for 19 Dec 2006 (GMT)

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[03:15:39] <Marzo> I am off to bed
[03:15:43] <Marzo> Good night all
[03:17:04] <wizardrydragon> Night
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[23:31:57] <Marzo> A question
[23:32:02] <Marzo> (hi, BTW)
[23:33:54] <Marzo> While working on the new skins code, I was thinking that it might be a good idea to duplicate the intro graphics in BG using the default palette so that there isn't the need for different versions of faces
[23:34:50] <Marzo> This runs in the problem that the default (non-intro) palette doesn't have the same shades of blue as the intro palette, so that the graphics will look slightly different
[23:35:01] <Marzo> Do you think many people will notice/care?
[23:36:10] <wizardrydragon> Hmm
[23:36:25] <wizardrydragon> Best to ask at the forum and get some feedback I think
[23:36:42] <Marzo> Yeah, I thought you'd say that
[23:37:26] <Marzo> Oh, well, onto asking feedback
[23:38:39] <wizardrydragon> :)
[23:38:44] <wizardrydragon> If you dont know, ask!
[23:38:45] <wizardrydragon> :)
[23:39:05] <wizardrydragon> Personally I dont have an issue with it, but Im just one person
[23:39:35] <Marzo> That was what prompted me to ask you; I thought exactly that
[23:40:28] <wizardrydragon> :)
[23:40:52] <wizardrydragon> Well I dont have an issue with that, we need to "de-hack" the intro, but try to get some consensus on the forum on how to approach that
[23:41:12] <Marzo> I have some pretty good ideas on how to do it, actually
[23:41:37] <Marzo> What I have been doing (which gave me loads of trouble) is to extend patching support
[23:41:46] <wizardrydragon> :)
[23:41:49] <Marzo> Right now, I can use as many patch files as I want
[23:42:02] <Marzo> (instead of the previous 2 files)
[23:42:55] <wizardrydragon> :D
[23:42:55] <Marzo> Thus, the paperdol.vga file for the Keyring and TFL mods will considerably shrink
[23:43:22] <Marzo> I have also added support to import (and remap) shapes from a different vga file
[23:43:40] <wizardrydragon> Nice
[23:44:36] <Marzo> Thus, the SI skins are dynamically imported (by a command in a data file) into the BG shapes file at a high shape value (which is passed along to the skin definitions, in a data file)
[23:45:27] <wizardrydragon> Neat.
[23:46:00] <Marzo> Similarly, I made the BG multiracial faces into a vga file (buried within exult_bg.flx) which is patched into the faces file (and which gets patched by the patch faces file)
[23:46:37] <Marzo> I plan to use the same technique for the intro screen
[23:47:27] <Marzo> (oh, and you can define some skins as being unselectable in the intro -- for example, the automaton skin in Exult which is completelly unselectable)
[23:48:27] <Marzo> The effects of the tattoo and petra flags are also specifiable, and work even in BG now
[23:49:02] <Marzo> There are loads more -- I dread the writing of the changelog
[23:50:46] <wizardrydragon> Neat!
[23:51:27] <Marzo> The naked flag will also work (I think -- have to double check) if there is a naked shape specified for the skin too
[23:52:12] <wizardrydragon> Heh
[23:52:30] <wizardrydragon> Now just go implement the redhead patch the way it SHOULD be implemented! :)
[23:52:37] <Marzo> Indeed
[23:53:11] <Marzo> Oh, and the way I am doing it doesn't require the sexes to have equal numbers of skins
[23:55:08] <Marzo> Hey, I just had an idea
[23:56:02] <Marzo> I can make a new palette file which is almost identical to the U7 palette except for the cycling colors, which I can use for the needed shades of blue
[23:56:41] <Marzo> (this is similar to the way SI does it, BTW, except that it doesn't use shades of blue but of orange)