[00:01:56] <Marzo> Aye, I am adding the code to create the paths
[00:02:54] <Dominus> it will not find the music or sfx in the bundle
[00:05:58] <Dominus> I renamed the Library/Application Support/data to data1. Before it would print
[00:06:31] <Dominus> Data : /Library/Application Support/Exult/data
[00:06:31] <Dominus> Digital music : /Library/Application Support/Exult/data/music
[00:06:56] <Marzo> Aye, it should
[00:07:04] <Dominus> now it prints
[00:07:05] <Dominus> Data : data
[00:07:05] <Dominus> Digital music : data/music
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[00:07:09] <Marzo> Exult uses separate paths for in-bundle and out-of-bundle
[00:07:22] <Dominus> but can't find either sfx or data/music
[00:07:26] <Marzo> ?
[00:07:59] <Dominus> no music gets played
[00:08:08] <Dominus> and the sfx icons are crossed out again
[00:08:44] <Marzo> Ugh
[00:08:47] <Marzo> Dumb mistake
[00:09:13] <Marzo> I am willing to bet that Exult has been using the Exult.flx from the data dir instead of the one from the bundle
[00:09:25] <Marzo> (try renaming it and check if Exult works)
[00:09:47] <Dominus> actually I have renamed the data dir to data1
[00:10:50] <Marzo> Anyway, replace lines 774-776 of utils.cc by:
[00:10:52] <Marzo> add_system_path("<BUNDLE>", path.c_str());
[00:10:52] <Marzo> if (!U7exists(BUNDLE_EXULT_FLX))
[00:10:52] <Marzo> clear_system_path("<BUNDLE>");
[00:11:31] <Marzo> And around line 850 of the same file, delete the line containing <USERDATA> if you haven't already
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[00:13:53] <Marzo> (this will fix a few of the problems)
[00:14:26] <Dominus> bundle/music is now playing
[00:15:10] <Dominus> funny on the console it says Digital music : /Library/Application Support/Exult/data/music
[00:15:17] <Dominus> but that dir is renamed :)
[00:15:59] <Dominus> ok, with the external data dir hidden it works fine now for music and sfx files
[00:16:54] <Marzo> Exult prints that data and music dirs because they are the default
[00:16:55] <Dominus> ok, now it crashes on chosing a game
[00:17:05] <Dominus> Error opening file /Users/dominus/Code/SVN/Exult/trunk/Exult.app/Contents/Resources/data/exultmsg.flx
[00:17:52] <Marzo> Please tell me that the app is at /Users/dominus/Code/SVN/Exult/trunk/Exult.app and that there isn't an exultmsg.flx?
[00:18:02] <Marzo> (in the bundle, I mean)
[00:18:31] <Dominus> I'm really sorry, the app is there and there is an exultmsg.txt
[00:19:33] <Dominus> this is on choosing any game, except for a mod
[00:20:08] <Dominus> actually except for the keyring mod, which has all its pathes existing
[00:21:04] <Marzo> Ack
[00:21:36] <Marzo> file: fnames.h, line 70: replace the ".flx" with ".txt"
[00:21:56] <Marzo> And I bet you saw an exultmsg.TXT in the bundle, not flx?
[00:22:05] <Dominus> yes :)
[00:22:20] <Marzo> Wew
[00:22:24] <Marzo> :-D
[00:23:43] <Marzo> This is exactly the kind of dumb error that makes it a pain to develop for a platform you don't have direct access to
[00:24:00] <Dominus> oh well, it's just one of the files, almost no other file needs for compiling :)
[00:24:33] <Dominus> well, if you want you can have amonth long vnc access to my box :)
[00:25:42] <Dominus> starting up games works now
[00:26:16] <Dominus> still using wrong save/gamedat paths, though
[00:26:30] <Marzo> Aye, I haven't sent you the correction to that yet
[00:26:39] <Marzo> A thought
[00:26:43] <Dominus> anything else you can think of testing?
[00:27:01] <Marzo> You could try one thing which we won't officially support
[00:27:26] <Dominus> yes?
[00:27:44] <Marzo> That is: you can try bundling the static dir of one game inside the bundle and setting the path to it
[00:27:49] <Marzo> Just to see if it works
[00:28:30] <Marzo> It probably won't be movable, but it could with a tiny tweak
[00:29:04] <Dominus> any idea where to place it for it to be picked up?
[00:29:32] <Marzo> Maybe put it at Contents/Resources/forgeofvirtue/static and set static_path to Exult.app/Contents/Resources/data/
[00:29:41] <Marzo> Again, this is just a thought
[00:30:17] <Dominus> ah, ok by setting it in exult.cfg
[00:30:24] <Marzo> While we would never distribute it, someone might want to put it in an iPhone (or similar) enough that they bundle it
[00:30:46] <Marzo> I might add something to support that, but I want to see just how hard it would be
[00:30:47] <Dominus> because it wasn't picked up by just placing it in Contents/Resources/forgeofvirtue/static
[00:31:29] <Marzo> s%static_path to Exult.app/Contents/Resources/data/%Exult.app/Contents/forgeofvirtue/static%
[00:32:49] <Dominus> yay, that worked
[00:33:00] <Dominus> some confusing messages in stdout, though :)
[00:33:10] <Dominus> Looking for 'forgeofvirtue' at '/Library/Application Support/Exult/forgeofvirtue'... found game with identity 'FORGE'
[00:33:22] <Dominus> <- well, there is nothing
[00:33:25] <Dominus> but
[00:33:27] <Dominus> then
[00:33:45] <Dominus> Static : Exult.app/Contents/Resources/forgeofvirtue/static
[00:34:12] <Dominus> nice
[00:35:29] <Marzo> Heh; the reason the messages were conflicting is that Exult is reporting the <path> setting in one and the <static_path> setting in the other
[00:36:01] <Marzo> So maybe setting <path> instead of <static_path> will work better
[00:36:20] <Marzo> Or maybe reporting the static_path
[00:37:21] <Dominus> setting path works as well and outputs a more sensible result :)
[00:37:46] <Dominus> Looking for 'forgeofvirtue' at 'Exult.app/Contents/Resources/forgeofvirtue'... found game with identity 'FORGE'
[00:38:36] <Dominus> that is a nice feature. Like that you can have inofficially have a nice big bundle of everything you need to run Exult
[00:39:06] <Marzo> Aye
[00:39:16] <Marzo> Here is the fixed modmgr.cc file: http://pastebin.com/Kpg11Rkr
[00:39:17] <Dominus> he he and if exult would first look for exult.cfg in the bundle… :)
[00:39:34] <Marzo> There are just too many changes for a diff that won't work :-)
[00:40:00] <Marzo> That is trickier, considering Exult writes an awful lot to the cfg
[00:40:18] <Dominus> yes, don't even think about it :)
[00:40:39] <Marzo> Setting <path> has the benefit that you can probably bundle mods in there as well
[00:40:55] <Dominus> yes, it looks there at least
[00:41:17] <Marzo> Hm
[00:42:02] <Marzo> It would be easy enough to add a configuration that sets bundle mode and changes the default location of the data to be inside the bundle
[00:43:07] <Dominus> when you have mods in the bundle you get " wrong version" message we had on Windows when there was something going wrong
[00:43:47] <Marzo> This means Exult isn't reading the mod cfg files correctly
[00:44:12] <Marzo> (the bundled cfgs, in this case)
[00:47:00] <Dominus> looking good now
[00:47:06] <Marzo> Does Exult list the mods correctly?
[00:47:19] <Marzo> (when they are inside the bundle)
[00:47:27] <Dominus> oh, need to test that
[00:47:44] <Dominus> I meant the general creating and using of the correct save locations
[00:48:02] <Marzo> I know
[00:48:11] <Marzo> I was typing when you posted that
[00:50:35] <Dominus> it will not mention the mods in stdout and in the mods menu it will say "description missing/ wrong Exult version"
[00:51:36] <Marzo> I am thinking that Exult can't find/list files inside the bundle, which is probably causing the error
[00:51:36] <Dominus> I like that setup very much now
[00:51:51] <Marzo> May require some tweaking
[00:51:59] <Marzo> You mean the paths?
[00:52:03] <Dominus> yes
[00:52:17] <Dominus> much nicer than before
[00:52:52] <Marzo> And much easier to configure too, I would say
[00:52:57] <Dominus> yes
[00:53:29] <Marzo> Oh, Exult should now be able to find the games as I had described earlier
[00:53:49] <Marzo> Always search for the original games, plus any others defined in exult.cfg
[00:54:17] <Dominus> yes works
[00:54:44] <Marzo> And it should no longer crash if you delete the savegame path tree
[00:55:29] <Dominus> nethertheless, can you make exult on first run also write to exult.cfg the tags for the 4 known gamenames and the default <waves> tags?
[00:55:49] <Marzo> The default is (none) right?
[00:56:00] <Marzo> Hm
[00:56:13] <Marzo> We can make a smarter default
[00:56:27] <Dominus> I *think* the default is jmsfx.flx for bg/fov and jmsisfx.flx for si/ss
[00:56:59] <Dominus> this would help,so people do not need to touch exult.cfg even less
[00:57:12] <Dominus> smarter default sounds good :)
[00:57:27] <Marzo> In Windows, it is
[00:57:47] <Marzo> The setup program sets it
[00:58:11] <Dominus> yeah, I'm still having the windows defaults at mind, I think :)
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[01:00:04] <Marzo> What do you think of this: Exult searches for sqsfx??.flx, then for jm??sfx.flx; if none are found, you can't have sfx
[01:00:17] <Marzo> Otherwise, it sets to sqsfx??.flx
[01:00:24] <Dominus> that is too easy
[01:00:32] <Marzo> Or to jm??sfx.flx if it isn't there
[01:00:44] <Dominus> people should still work!!!
[01:00:48] <Dominus> sounds great
[01:01:00] <Dominus> multiplatform, right?
[01:01:20] <Marzo> A proposal: why don't we rename jmsfx.flx to jmbgsfx.flx to be consistent?
[01:01:28] <Marzo> Yes
[01:01:46] <Dominus> keep that proposal in mind for repackaging of that stuff
[01:02:04] <Dominus> I like the consistent part :)
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[01:03:16] <Dominus> an ingame menu for choosing between the two would be nice, too :)
[01:03:38] <Dominus> SoundBlaster effects vs MT32 effects
[01:04:11] <Dominus> but that could go to the post-release wishlist as well
[01:04:23] <Marzo> That should actually be fairly simple
[01:04:38] <Marzo> (famous last words...)
[01:04:58] <Dominus> you've been working all day on my last great idea already :)
[01:10:14] <Dominus> I'm comitting the raw docs.xml file now, so i'm not loosing all my work of today on the docs
[01:11:36] <Dominus> It has all that stuff you've done already documented, except for the autodection of games, I only mentioned it
[01:11:48] <Dominus> for details I needed to see it for myself :)
[01:12:47] <Dominus> not updating the README, Readme.html and our online docs yet, as long as your changes have not been going into SVN :)
[01:16:34] <Marzo> k
[01:16:53] <Dominus> and i need to go to sleep now
[01:17:00] <Marzo> (and it is a good thing they haven't, considering how many mistakes were fixed already...)
[01:17:06] <Marzo> Sleep well
[01:17:11] <Dominus> it's 2:16 am already :)
[01:17:25] <Dominus> thanks for all your work
[01:17:33] <Dominus> I'm very excited about those changes
[01:18:44] <Dominus> good night
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[04:27:22] <Kirben> The last commit doesn't seem to have taken the Windows installer into account:
[04:27:23] <Kirben> win32/exconfig.cc: In function 'void GetExultGamePaths(char*, char*, char*, int)':
[04:27:24] <Kirben> win32/exconfig.cc:293: error: 'Get_exult_home' was not declared in this scope
[04:27:24] <Kirben> win32/exconfig.cc: In function 'void SetExultGamePaths(char*, char*, char*)':
[04:27:24] <Kirben> win32/exconfig.cc:359: error: 'Get_exult_home' was not declared in this scope
[04:27:24] <Kirben> make: *** [win32/exconfig.o] Error 1
[04:57:25] <Marzo> Hm, I could have sworn I had fixed that
[05:02:25] <Marzo> Kirben: try now
[05:02:50] <Marzo> (and please note that I am half-expecting the installer to be broken in some subtle way)
[05:04:03] <Kirben> Compiles now, but installer is broken as you expected.
[05:04:47] <Kirben> The installer is looking for <CONFIG>\exult.cfg when reading previous settings.
[05:06:37] <Kirben> Actually looks for 'exult.cfg', and then '<CONFIG>\exult.cfg', according to Process Monitor.
[05:08:20] <Marzo> Hm. Odd; it should habe translated <CONFIG> to LOCAL_APPDATA\Exult
[05:09:28] <Marzo> Try this: in lines 283 and 352, add the a line with 'setup_program_paths();'
[05:13:14] <Malignant_Manor> Dang, ES also writes temporary edit files in GAMEPATH/itmp
[05:14:50] <Kirben> That worked, Windows installer seems fine now.
[05:17:17] <Marzo> I committed the changes
[05:21:58] <Marzo> Kirben: I will fix the error Malignant_Manor just reported and commit
[05:22:54] <Malignant_Manor> I was about to add another tracker for it.
[05:27:28] <Marzo> The fix is away
[05:31:46] <Malignant_Manor> It's still saving in GAMEPATH/itmp.
[05:34:30] <Marzo> Please define "saving" and "GAMEPATH"
[05:35:15] <Malignant_Manor> The temporary files opened with the image editor
[05:35:56] <Malignant_Manor> are in the path of the original game/itmp
[05:36:23] <Malignant_Manor> ie c:/ultima7/itmp
[05:36:51] <Marzo> Aye: I just fixed it toAh, I see; I fixed the default case but left the case with overriden paths broken
[05:38:27] <Marzo> Hm, too many sentences without clearing
[05:40:50] <Malignant_Manor> It doesn't seem to be saving changes to patch anymore.
[05:41:36] <Marzo> Default patch location has changed
[05:42:46] <Malignant_Manor> Warning, trailing slash in path: "C:\damnit\u7\patch\map02\"
[05:42:50] <Marzo> Dominus and I talked and agreed that 'mods' and 'patch' should default to the same location as 'static' to make life easier for end-users, and modders can just set a correct location
[05:43:13] <Malignant_Manor> It seems like it is reading and saving the old way after the latest revision.
[05:43:33] <Marzo> Almost that
[05:43:53] <Malignant_Manor> I thought that there were save issues.
[05:44:14] <Marzo> Save games and gamedat go to another location
[05:44:45] <Marzo> As I stated, a modder can set a different path to patch and mods
[05:45:12] <Marzo> BTW, the fix is committed -- for sure this time
[05:47:31] <Malignant_Manor> wow, too many error messages to be displayed in GIMP.
[05:48:17] <Malignant_Manor> I'm trying to find stderr.
[05:48:29] <Marzo> LOCAL_APPDATA\Exult
[05:48:56] <Malignant_Manor> For GIMP
[05:48:59] <Malignant_Manor> Opening 'C:\Documents' failed: No such file or directory
[05:52:07] <Malignant_Manor> Looks like it doesn't print one or only on exit.
[05:52:12] <Malignant_Manor> Opening 'C:\Program Files\GIMP-2.0\bin\and' failed: No such file or directory
[05:53:07] <Malignant_Manor> Opening 'C:\Program Files\GIMP-2.0\bin\Settings\Owner\Local' failed: No such file or directory
[05:53:52] <Malignant_Manor> Search can't find stderr even after exiting.
[05:56:54] <Marzo> That error is actually due to the way Windows handles spaces in paths
[05:57:19] <Marzo> ES should be putting quotes around the image path/name
[05:58:44] <Malignant_Manor> Do you have a fix I can test?
[05:59:36] <Marzo> It is in svn
[06:00:55] <Malignant_Manor> compile error line 958 shapelst.cc
[06:01:44] <Malignant_Manor> simple extra )
[06:02:08] <Malignant_Manor> It works.
[06:03:05] <Malignant_Manor> Exult Studio defaults to importing and exporting shape files from the install directory of ES.
[06:03:19] <Malignant_Manor> In Windows at least
[06:05:27] <Marzo> Fixed the typo
[06:11:10] <Marzo> And I am off to bed
[06:11:15] <Marzo> Good night
[06:12:29] <Malignant_Manor> Good night
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[12:09:42] <Dominus> that should do it for the doc and faq
[12:10:09] <Dominus> if the shell would now please start on the sf server..
[12:10:12] <Sevalecpp> faqdoc
[12:10:35] <Dominus> :)
[12:11:19] <Dominus> and it's online!
[12:11:31] <Dominus> now I only need to write some forum posts about this :)
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[17:23:39] <Dominus> Hi Marzo
[17:23:43] <Dominus> if you could glance at http://exult.sourceforge.net/docs.php#path_config_nix just to verify that I got it right for *nix systems
[17:23:56] <Marzo> I saw it
[17:24:05] <Marzo> Does it happen only when starting from Exult?
[17:24:41] <Dominus> he he, just now I was not refering to the ES bug, but to the documentation of the paths :)
[17:24:51] <Dominus> but yes, ES alone starts up fine
[17:25:12] <Dominus> it's because of the startup commandline passed on to ES
[17:25:13] <Marzo> Oh
[17:25:39] <Dominus> I didn'T want to shoot bug reports at you right away :)
[17:26:18] <Marzo> It is correct, yes
[17:26:33] <Dominus> thanks
[17:27:05] <Dominus> I openeda couple of feature request so I don't forget stuff that is not that important but nice to have
[17:27:22] <Dominus> the sfx autodetecting works fine, btw
[17:43:50] <Marzo> Dominus: I will make some modifications on ES so that it always defaults to the patch dir when browsing for files (both for reading or for writing); you may want to make a big, noticeable entry in the docs stating that ES expects patch dir to be writable
[17:44:25] <Dominus> Yes Sir!!!
[17:49:58] <Marzo> Well, I am going out to take the car to the repair shop; I'll be back later
[17:50:01] <Dominus> thanks for the fix, I'll be bale to test it later. Now I'm invited for dinner :)
[17:50:08] <Dominus> again? :)
[17:50:29] <Marzo> Different car, AC not working
[17:50:37] <Dominus> I see :)
[17:50:41] <Marzo> Bon appetit
[17:50:56] <Dominus> thanks and a low repair payment for you!
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[21:48:56] <Malignant_Manor> runtime error on opening audio gump
[21:49:19] <Malignant_Manor> maybe I have to delete the flx stuff
[21:51:07] <Marzo> What is in the <waves> tag?
[21:51:46] <Malignant_Manor> sqsfxbg.flx
[21:53:11] <Malignant_Manor> No waves in cfg means runtime when starting Blackgate intro.
[21:55:28] <Malignant_Manor> Menu shows sfx button though
[21:56:36] <Marzo> Does it print an error message?
[21:58:27] <Malignant_Manor> no in both cases
[22:00:14] <Malignant_Manor> Do you want me to clean out the .o files and other files and try recompiling?
[22:00:23] <Marzo> Yes, please
[22:02:01] <Malignant_Manor> I'm also having an svn clean of my patches even though there should be no issues.
[22:02:27] <Malignant_Manor> None of the audio or gumos were touched.
[22:04:25] <Malignant_Manor> gumos = gumps
[22:17:39] <Malignant_Manor> same issues persist
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[22:39:19] <Malignant_Manor> The audio gump doesn't like static void strip_path(std::string& file)
[22:42:36] <Marzo> When you said you cleared the waves -- did you delete everything from <waves> to </waves>, including the tags, or just what was in-between them?
[22:44:12] <Malignant_Manor> everything
[22:44:36] <Marzo> Can you describe the exact steps needed to reproduce the issue?
[22:44:57] <Marzo> Also, please give me the output of `gcc --version` and your OS
[22:46:18] <Malignant_Manor> XP SP3, GCC 3.4.5
[22:46:51] <Malignant_Manor> with no waves defined for BG, select BG and then it will runtime error.
[22:47:19] <Malignant_Manor> If waves are selected, the audio options gump will runtime error when opened.
[22:48:00] <Marzo> The former I can reproduce only if I delete what is in-between the <waves> and </waves>
[22:48:09] <Marzo> The latter, I cannot reproduce at all
[22:54:50] <Marzo> Malignant_Manor: by any chance, do you have copies of any of the SFX package files in the same directory as Exult
[22:54:56] <Marzo> (the program itself)
[22:55:04] <Malignant_Manor> Yes
[22:55:35] <Marzo> Ah, I think I know what the problem is then
[22:56:20] <Malignant_Manor> Where does it default to look for them now?
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[23:12:41] <Marzo> Malignant_Manor: Exult first tries its program dir, if on OSX then the bundle data, finally the data dir
[23:13:02] <Marzo> The first try seemed to be for backward compatibility, and I kept it
[23:15:58] <Marzo> The fix has been sent
[23:22:19] <Malignant_Manor> seems to work
[23:22:39] <Malignant_Manor> switching seems to need a restart to get the proper sfx package working
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[23:27:35] <Malignant_Manor> I'll be back later
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