#gemrb@irc.freenode.net logs for 10 Aug 2011 (GMT)

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[05:59:18] <Kiranos> I thought autopause was just for when the char notices the enemies for the first time, I always use that
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[08:46:10] <edheldil> Morning
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[08:53:01] <fuzzie> morning
[08:53:44] <wjp> hi all
[08:55:28] <Avenger> ello
[08:55:47] <Avenger> is it possible that native ipad cannot open a file twice for read??
[08:58:31] <fuzzie> uh
[08:59:23] <fuzzie> maybe we're leaking file handles?
[09:00:11] <Avenger> why do you think so
[09:00:19] <fuzzie> no, that wouldn't cause this crash
[09:00:34] <Avenger> FileStream* FileStream::OpenFile(const char* filename) is used by SlicedStream
[09:00:49] <Avenger> to duplicate the handles on an already open file
[09:01:13] <fuzzie> yes, so maybe we have way too many files open
[09:01:18] <fuzzie> but that still wouldn't crash
[09:01:41] <Avenger> yes, actually FileStream *fs = new FileStream(); would always return an empty object
[09:01:56] <Avenger> it doesn't try to open a file at that point
[09:02:10] <Avenger> so OpenFile itself should be crash proof
[09:02:21] <fuzzie> and there's no Open() in the backtrace
[09:02:26] <Avenger> yes
[09:02:29] <fuzzie> out of memory maybe?
[09:02:45] <Avenger> heh, on such a small object, repeatedly?
[09:02:48] <Avenger> that cannot be
[09:02:58] <Avenger> though, we have only one trace with symbols
[09:03:29] <Avenger> it may be out of memory
[09:03:40] <Avenger> but then that ipad is pathetic
[09:03:49] <Avenger> it didn't even start a movie
[09:03:56] <fuzzie> yeah, it sounds more like a broken build
[09:04:01] <Avenger> no tileset in memory
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[09:54:14] <Kiranos> is there a widescreen mod for BG1?
[09:54:46] <fuzzie> yes, if you have the expansion installed
[09:56:00] <Kiranos> thanks found it
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[12:21:14] <Kiranos> hi how are you handling iso mounting? are you using linux built in mount and umount? or something developed which will work on for example unrooted android?
[12:21:41] <Kiranos> I'm thinking of how for example different psx emulators handle it, I know some android emulators for psx support iso
[12:21:56] <Kiranos> dont think they use linux commands
[12:22:24] <Kiranos> would be great and make things simple to just write path to the iso instead of CD1 with X amount of files in them
[12:25:42] <fuzzie> you'd still have to install it, so i'm not sure how it would make things simple
[12:26:08] <fuzzie> and it would just cause problems for people wanting to do things like install the widescreen mod
[12:28:01] <Kiranos> ah ok, thought it went to the override folder
[12:28:16] <fuzzie> it requires you already have everything installed to work properly
[12:28:27] <fuzzie> and enough people ignore the instructions to do a full install already
[12:28:43] <Kiranos> ok undertand :)
[12:30:05] <fuzzie> so i think everyone finds it best to get everyone to do it properly *once*, then there are no more problems
[12:30:21] <Kiranos> So I have to install the game on windows and then copy all files to linux plus specify the path to CDX
[12:31:00] <fuzzie> or you can use a linux installer script, if there is one, but i don't know where they are
[12:32:27] <lynxlynxlynx> or you can just mount the windows partition
[12:32:58] <Kiranos> I have it installed already at home So I'll just connect my phone and copy it and later copy the cdrom files from the D:/ drive
[12:33:25] <Kiranos> my storage on the phone will be enough I hope :)
[12:36:21] <Kiranos> got reply from beholder (thanks if you idle here) "I'll plan to release new version until weekend. ;)" (android version)
[12:39:07] <edheldil> Kiranos: you can also manually extract the files and place them to a dir hierarchy yourself. Viz lists of file locations
[12:40:31] <lynxlynxlynx> yeah, we have detailed instructions for that with bg1 and bg2
[12:41:03] <Kiranos> ok but if I have to extract the files from the drive then I can put it as CD1 etc to CD6. I was thinking of having the files archived in iso would make it a little more manegable.
[12:41:33] <Kiranos> probably less of a risk to get a corrupted or missing file
[12:43:23] <Kiranos> but if iso requires double amount of space, (both mounted and storage of the iso) its not worth it, I dont know how the different emulators do it but I think they kind of "stream" content from the iso
[13:04:51] <Avenger> i don't think you need double space
[13:05:27] <Avenger> if you use the loopback device you can mount an iso
[13:07:04] <Avenger> google keywords: linux mount loopback iso
[13:07:37] <fuzzie> yes, but you need them to be installed for mods to work properly etc
[13:10:05] <Avenger> well, that may be true. Hi fuzzie! how are your exams?
[13:10:19] <fuzzie> don't ask
[13:10:29] <fuzzie> unless you know markov chains :p
[13:11:25] <Kiranos> ok I understand, mods alter files in the actual "cds"not just the installed files which was copied to the game dir
[13:12:10] <fuzzie> i think the problem is that they don't understand the CDs
[13:12:52] <wjp> how are your exams? ;-P
[13:13:25] <fuzzie> phft :p
[13:13:53] <wjp> (you did make that one rather easy :-) )
[13:14:15] <fuzzie> i dunno, i'm about ready to go insane
[13:14:38] <fuzzie> i did get an ever-helpful PhD student to confirm the past exam answers were wrong though
[13:15:30] <Avenger> what do you mean by past exam answers?
[13:15:41] <Avenger> your answers, or official answers :)
[13:15:46] <fuzzie> official answers
[13:15:52] <Avenger> omg O_o
[13:16:06] <fuzzie> well i expect they didn't mark the exams using these ones :P
[13:17:10] <Avenger> you can only wonder how many students will 'get it right' and how many will get it right
[13:17:32] <edheldil> fuzzie: theory of compilers?
[13:19:10] <fuzzie> my theory of compilers exam is thankfully long behind me
[13:20:03] <Avenger> what about fuzzy logic :P
[13:20:07] <edheldil> ah, I thought I vaguely remembered Markov chains from there
[13:20:21] <edheldil> :-D
[13:21:22] <fuzzie> this is just stupid prob exam which i should be able to do in my sleep
[13:21:37] <fuzzie> and i am finding it difficult still and that is really stupid :)
[13:24:40] <lynxlynxlynx> clearly you need some sleep then
[13:26:02] <fuzzie> yes.
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[15:02:09] <shinkamui> ok, so I must query again on autopause
[15:02:13] <shinkamui> Im tryign to get this workin on the android port
[15:02:22] <shinkamui> i click on autopause in the options menu and it closes the options window
[15:02:36] <shinkamui> maybe its borked, is there a config file I can edit with the setting?
[15:04:11] <lynxlynxlynx> yes, baldur.ini in the game dir
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[15:05:01] <lynxlynxlynx> i guess Auto Pause State needs to be nonzero
[15:05:08] <lynxlynxlynx> let me look at our code for the number
[15:06:25] <lynxlynxlynx> try 6, though i'm sceptical
[15:07:13] <lynxlynxlynx> ah yes, it's shifted
[15:07:38] <lynxlynxlynx> use 64
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[18:02:51] <CIA-26> GemRB: 03lynxlupodian * rc3aed07230bf 10gemrb/NEWS: regular NEWS bump
[18:08:10] <brad_a> I guess a recompile fixed that iOS crash. no code changes at all.
[18:10:32] <lynxlynxlynx> did you try a recompile with the new compiler?
[18:10:48] <lynxlynxlynx> if the fs corruption happened during the build ...
[18:11:23] <brad_a> yeah I'm thinking that was it but i won't know until i try building clean with the new compiler
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[18:52:03] <Avenger> hello
[18:52:57] <Avenger> fuzzie, do you know what actor.652a is? It is used in 0x008EB078 CheckExpiredWeapons
[18:53:43] <Avenger> hmm, it seems like it is a counter that is running back from 5 hours
[18:54:01] <Avenger> so, checkexpiredweapons runs every 5 hours (i think gametime)
[18:59:19] <lynxlynxlynx> huh
[18:59:42] <lynxlynxlynx> i wonder what it is used for
[19:02:23] <Avenger> there is a word in item slots
[19:02:42] <Avenger> it contains a byte number (high half is always 0)
[19:03:01] <Avenger> it contains how many 5 hours the item can survive
[19:03:32] <Avenger> it is used for items created temporarily
[19:06:19] <Avenger> oh and fuzzie, the original accounts for damage : int nLastDamageTaken; //6726h
[19:06:35] <Avenger> so lets put LastDamage back :)
[19:07:21] <Kiranos> http://www.gemrb.org/wiki/doku.php?id=developers:bugs:bg1_playthrough_bugs the last issue in here, you have an idea why this is happening?
[19:10:24] <Avenger> i don't know, is that place actually accessible in original bg1? Or you have to go there on feet
[19:10:37] <Avenger> it seems like it is a hack even in the original
[19:13:47] <Avenger> actually, i see 3 separate cloakwood areas in the original worldmap and they all seem to have different position, i don't know why they overlap in the playthrough
[19:18:38] <Avenger> you have to click a bit right from the actual area icon it seems, it is quite much, but i guess all areas are accessible
[19:19:38] <Avenger> the top left corner of the clickable area is in middle of the icon, but its size equals with the icon size
[19:21:51] <Avenger> meh, Lynx you changed something about the petrified status
[19:22:06] <Avenger> branwen dies when i first enter the carnival area
[19:23:25] <lynxlynxlynx> let's see
[19:23:35] <fuzzie> btw scriptables shouldn't have aura
[19:23:58] <lynxlynxlynx> probably something else hurt her, causing chunking
[19:24:24] <lynxlynxlynx> fuzzie: as in just actors?
[19:24:27] <fuzzie> yes
[19:24:57] <lynxlynxlynx> ok
[19:24:57] <lynxlynxlynx> Avenger: check if Actor::Damage is called when you get there
[19:29:28] <CIA-26> GemRB: 03lynxlupodian * r812d4993f6a0 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: only actors have to wait for their auras
[19:31:58] <Avenger> meh, i got a sticky ambush area
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[20:03:15] <Avenger> hmm, areas are still loaded from bif instead of cache :(
[20:10:06] <Avenger> if i give relative cache path, the game writes into it, but it isn't registered as a resource source
[20:10:09] <Avenger> sux
[20:13:19] <lynxlynxlynx> you mean it works if it is absolute?
[20:25:52] <Avenger> yes
[20:26:57] <Avenger> it it says 'invalid path given' then it isn't registered, for normal game dirs it is not a problem (like cd6), but for cache it is fatal
[20:27:10] <Avenger> i think i will add an assertion there :)
[20:27:27] <fuzzie> DirectoryImporter does dir_exists()
[20:27:39] <fuzzie> and it shouldn't be an assert, right? unless you want to fix the caller
[20:28:04] <fuzzie> someone should fix the caller though
[20:29:59] <Avenger> hmm wait
[20:30:06] <Avenger> it is not the relative path
[20:30:10] <Avenger> it is the ending slash
[20:30:16] <Avenger> but... i already fixed that once!
[20:30:22] <fuzzie> where?
[20:30:43] <Avenger> CachePath=./Cache/ is not liked by windows
[20:31:12] <Avenger> dir_exists dies
[20:32:23] <Avenger> stat, to be more precisely
[20:32:34] <Avenger> windows' stat doesn't like the ending slash
[20:32:46] <fuzzie> but the PathJoin in the caller should already have killed the slash?
[20:34:15] <fuzzie> oh no, because it's a / and not a \
[20:34:22] <Avenger> yes
[20:34:25] <Avenger> exactly
[20:34:34] <Avenger> the slash killer should work for both
[20:34:37] <Avenger> grr
[20:34:56] <fuzzie> well, then you break directories with slashes in them :P
[20:35:12] <fuzzie> i guess shouldn't matter though
[20:35:22] <lynxlynxlynx> hah
[20:35:53] <Avenger> bill gates should die for this backslash pathseparator alone
[20:36:33] <fuzzie> just replace all with / or something. or cry.
[20:37:13] <Avenger> i just removed it in my config
[20:37:38] <Avenger> btw, dir_exists could simply try to create a file in it
[20:37:55] <Avenger> if it works, i wouldn't care even if it has : separators :)
[20:45:38] <fuzzie> that is slow
[20:45:52] <fuzzie> but i think tomprince might have stomped out all the useless calls
[20:49:18] <Avenger> well i added a nice log message so the problem will be caught earlier
[20:49:31] <Avenger> it seems we have lots of code just to ensure the cache is fine :)
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[21:04:14] <CIA-26> GemRB: 03avenger_teambg * r4b2a4b77c885 10gemrb/gemrb/override/shared/keymap.2da: added quick spells to keymap entries
[21:04:14] <CIA-26> GemRB: 03avenger_teambg * rbbf9c2b40a8d 10gemrb/gemrb/core/Interface.cpp: even more safeguards to validate the CachePath
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