#gemrb@irc.freenode.net logs for 10 Mar 2013 (GMT)

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[16:28:14] <psch> thomcom: widescreen modding your game to the aspect ratio of your screens real estate should fix the offset touch events
[16:28:40] <psch> as for needing to double touch, that might be frame rate dependant or you're touching too slow
[16:29:29] <psch> in any case, performance is kinda bad, i get around 30 fps in the menu with 870x500 modded game and about 18 with my native tablet resolution
[16:29:41] <psch> the game itself runs at about half of that for each of the resolutions respectively
[16:30:36] <psch> orientation changes are something i wanted to look into but haven't yet; i think the sdl hints are set for ios but not for android, setting them might be enough
[16:31:18] <psch> never mind that, they are set for android as well
[16:32:37] <psch> as for the crash, that probably happens cause the screen dimensions change and sdl can't recreate the surface
[16:49:42] <thomcom> Does performance improve considerably if you do a release build?
[16:50:17] <psch> i haven't tried to be honest
[16:51:38] <thomcom> word
[16:51:54] <psch> but i don't think it would, seeing as the (lack of) performance comes from using non-accelerated SDL_Surfaces in sdl2 instead of possibly accelerated SDL_Textures
[16:52:21] <thomcom> well it didn't seem like I can get through the door that I couldn't get through back on 0.7.0, still
[16:52:23] <psch> according to people around here who are more knowledgable than me, to use the latter would need a major rewrite of the sdl plugin
[16:52:35] <thomcom> obviously performance was bad but i was able to move my party around a bit, but couldn't get through the door. lolol
[16:53:04] <thomcom> yeah upping it to SDL 2 is bad news
[16:53:40] <psch> the door is a bug that shouldve been fixed somewhere between 0.7.0 and 0.7.2?
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[16:56:13] <thomcom> presumably, I came in with pelyas build and everbody said "well it must be better in 0.7,2" haha
[16:56:51] <thomcom> traveler played a deskto pgame and got through the door in some past game
[16:57:05] <thomcom> but was unable to load my 0.6.9 saves
[16:57:13] <thomcom> oh well :D
[17:01:07] <psch> i'd assume it's something in your save then
[17:01:22] <psch> which is, depending on the amount of time you put into it, somewhere between annoying and horrible
[17:08:57] <thomcom> well its only the end of the first chapter
[17:09:04] <thomcom> so its annoying on the order of a few hours
[17:09:19] <thomcom> full execution of the first chapter
[17:09:29] <thomcom> but i'm at the point in my life that if a game drops me I don't come back lol
[17:09:40] <thomcom> I"m not going to replay chapter one in the hopes that the end is not broken the second time around
[17:09:52] <thomcom> it was a fun thing to do on the bus while it lasted :D
[17:10:25] <thomcom> developing gemrb also seems like a fun FOSS project but to be honest porting and doing compatibillty improvements for SDL 2 does not sound like a fun project
[17:14:53] <brada> why dont you just use a save editor to set/unset whatever variable the door checks?
[17:15:06] <brada> or use the console
[17:15:39] <brada> im pretty sure the cheat keys can dump the required information
[17:22:29] <lynxlynxlynx> or just kill the door
[17:37:22] <thomcom> its the big exit zone to go from zone 2 to zone 3 of vale of shadows
[17:37:26] <thomcom> but it isn't clickable
[17:37:44] <thomcom> the "clickable area highlighter" shows it as a big pink rectangle but it doesn't register clicks
[17:38:23] <thomcom> maybe there's a console command I could use to teleport me directly to zone 3 of vale of shadows?
[17:38:32] <brada> yes
[17:38:34] <brada> mta
[17:38:44] <brada> you just need to know the area number
[17:40:15] <thomcom> i can probably find that - do you know if it is possible to display console from the 0.7.0 android build?
[17:43:08] <thomcom> AR3503 is what I need hehe
[17:43:16] <thomcom> but I never saw a way to pop console
[17:44:21] <lynxlynxlynx> if it's not clickable, then scripting prereqs are not met
[17:44:22] <brada> you can on the build psch did
[17:44:30] <lynxlynxlynx> are you sure you did what you're supposed to?
[17:48:47] <thomcom> @lynxlynxlynx This problem was first encountered from pelya's build straight out of the Play store.
[17:49:31] <thomcom> Which I believe only required changes to GemRB.cfg. Could I have broken the door with a mistake with my data/GemRB.cfg?
[17:49:59] <thomcom> Then with psch's recent build the scripts directories are all hard coded
[17:52:39] <lynxlynxlynx> none of that is relevant
[17:54:29] <psch> maybe check some walkthrough and see if you have done everything the walkthrough says?
[17:54:47] <psch> i think most of them also give you the names for the areas, so you could even bypass the door if it's actually broken
[17:55:08] <psch> at least that's my experience from looking at bg2 walkthrough some time back
[17:55:13] <thomcom> i found the area code, just need a console to get me to it assuming cheats are enabled or whatever. I'll try it with your build shortly psch
[17:55:48] <psch> two three-finger swipes upwards should give you the console
[17:55:55] <psch> first gives you a softkeyboard
[17:56:02] <thomcom> It's certainly possible that I'm missing some actual storyline component. I don't believe that's the case because the door visibly opens after you get all the story bits and pull some lever. Before that the door is a big closed texture, after that the door becomes a big open texture with a pink clicking area that doesn't work
[17:56:04] <psch> depending on your swipe you might get both from one swipe
[17:56:06] <thomcom> cool i'll try that psch
[17:56:28] <psch> well it being actually open points at you having done all you need heh
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[18:15:51] <thomcom> well congratulations on your new Android port, psch. :) I hope I don't sound discrediting you did good work to get there. Sounds like it'll be a long hard road to get back to native performance.
[18:16:22] <psch> i didn't really do much porting though
[18:16:36] <psch> mostly stuck together the build environment and makefiles
[18:16:57] <psch> accelerated performance is on the gsoc ideas wiki page i think?
[18:17:06] <psch> but anyway, thanks
[18:17:19] <psch> it's still much stuff to do, even ignoring the performance
[18:19:02] <psch> like, fire a text edit intent after extracting the stock config, put FATAL and ERROR log messages into toasts so they can be viewed without alogcat or adb logcat and other things im forgetting right now
[18:19:47] <psch> instead of a text edit intent we could also have a graphical configuration menu, similar to the sdl config screen pelya has
[18:21:26] <lynxlynxlynx> we almost participated in last year's gsoc competition
[18:22:14] <lynxlynxlynx> the problem is getting enough mentors (so we didn't even try in earlier years)
[18:22:16] <psch> i have no idea how gsoc works, to be honest
[18:22:43] <lynxlynxlynx> if you're selected, you get a student or two to work on a summer project
[18:23:33] <lynxlynxlynx> i don't remember what happened last year, but i do know i was extremely busy (making history elsewhere :D)
[18:23:47] <fuzzie> and in return the student gets paid by google, being the important bit to many :)
[18:23:48] <lynxlynxlynx> so in the end we didn't even apply
[18:28:22] <thomcom> what are the mentors for in gsoc and how are they selected?
[18:31:00] <lynxlynxlynx> people in the project that can guide the students
[18:31:17] <lynxlynxlynx> you apply for it, that's all
[18:31:59] <fuzzie> if accepted, the project assigns mentors as they wish to student proposals they accept
[18:33:00] <lynxlynxlynx> i forget if you have to send a number or list during the application, but it's best if you have names on the proposal page
[18:33:15] <lynxlynxlynx> eg. i could admin and mentor, but i can't mentor the gl work for example
[18:33:51] <fuzzie> well, some part of mentoring is just keeping an eye on progress, making sure commits happen, that it builds, etc
[18:34:14] <lynxlynxlynx> yep
[18:34:47] <fuzzie> so you can have a primary mentor for helping with the core task and also co-mentors for all the rest
[18:38:03] <thomcom> why can't you mentor the gl work? Just due to your personal area of expertise?
[18:38:16] <lynxlynxlynx> looks like the org registration will start in a week
[18:38:24] <lynxlynxlynx> thomcom: yes
[18:39:00] <lynxlynxlynx> anyway, anyone interested?
[18:39:10] <psch> wow
[18:39:23] <psch> 5000 usd they say
[18:39:34] <lynxlynxlynx> edheldil, fuzzie, wjp, brada, fizzle, tomprince?
[18:40:13] <thomcom> tempting, not like I'm experienced with the gemrb code-base haha
[18:40:23] <brada> currently trying to find new employment opportunities so i cant commit myself to anything until i figure that out
[18:40:30] <thomcom> regardless I'm pretty sure I can't spare the time
[18:41:06] <lynxlynxlynx> first we need more mentors to look credible
[18:41:17] <lynxlynxlynx> then there's the big hurdle of getting accepted at all
[18:41:37] <lynxlynxlynx> oh wait, we did apply
[18:42:18] <lynxlynxlynx> 2011 maybe
[18:42:39] <lynxlynxlynx> no, the page is from 2012
[18:42:55] <tomprince> I can help out some, but I can't mentor.
[18:43:12] <lynxlynxlynx> hmm, perhaps it was another project
[18:43:40] <tomprince> I'll be involved with GSoC for two other projects.
[18:43:54] <lynxlynxlynx> buildbot and?
[18:44:15] <tomprince> twisted
[18:44:50] <tomprince> http://labs.twistedmatrix.com/2013/03/welcome-our-new-twisted-fellow-tom.html
[18:45:58] <lynxlynxlynx> congrats
[18:46:08] <tomprince> thanks
[18:46:21] <tomprince> all because of msvc6 ;)
[18:46:34] <tomprince> (among other things)
[18:47:37] <lynxlynxlynx> msvc6, the new cobol?
[18:49:37] <tomprince> Well, twisted doesn't use it.
[18:50:02] <tomprince> just that it got me involved in buildbot, and thence twisted
[18:51:29] <lynxlynxlynx> :)
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[18:53:44] <Seniorita> [wiki] developers:gsoc_ideas - [Create/combine existing Freely accessible assets into a simple GemRB demo] http://www.gemrb.org/wiki/doku.php?id=developers:gsoc_ideas&rev=1362941330&do=diff
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[20:06:39] <i30817> gsoc turn-based ToEE engine branch with application to a TB mode on IE games :)
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[20:49:24] <fizzle> lynxlynxlynx: not for OpenGL
[21:07:59] <fizzle> we don't support cbf, do we?
[21:08:51] <fuzzie> tomprince: indeed, congratulations :)
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[21:11:17] <fuzzie> lynxlynxlynx: I can't guarantee my availability over the summer atm, so I'm no good as a primary mentor.
[21:13:28] <fuzzie> Not sure how likely it'd be that they'd accept gemrb. I didn't pay attention to game projects.
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[21:17:12] <psch> last year had two accepted projects for pygame and one for worldforge at least
[21:17:18] <psch> that's 3 out of ~1200
[21:17:36] <psch> make that 1073, to be precise
[21:21:03] <fuzzie> scummvm had 4.
[21:21:15] <fuzzie> but it has a huge userbase.
[21:22:02] <fuzzie> although I think the general open source gaming community would gain more from a gsoc student working on gemrb than one working on scummvm at this point, really.
[21:22:23] <fuzzie> would have to find a good way to convince google of this :)
[21:24:12] <psch> to be fair, i searched rather naively for "game" on the accepted project list
[21:24:22] <psch> not a good approach it seems
[21:25:24] <fuzzie> maybe also .. wesnoth?
[21:25:34] <fuzzie> am sure there are a bunch more
[21:27:04] <psch> wesnoth has 4 it seems
[21:27:12] <psch> that's 10% already
[21:27:16] <psch> no wait, 1%
[21:27:20] <psch> :/
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[21:29:47] <psch> i don't think there's much of a point of trying to guess approval chances though
[21:30:22] <psch> the process probably isn't published, is it
[21:32:11] <fizzle> gah, anybody know of any easy way to extract those #?!&% cbfs
[21:32:17] <fizzle> that doesn't involve windows
[21:54:29] <lynxlynxlynx> fizzle: cbf as in compressed biffs?
[21:54:55] <lynxlynxlynx> re gsoc: anything
[21:55:25] <lynxlynxlynx> maybe near infinity can
[21:55:59] <psch> fizzle: weidu has a function for that in zlib.c
[21:56:03] <psch> extracting cbfs
[21:56:18] <psch> not directly callable, but maybe you can extract it into a standalone binary?
[21:56:27] <psch> i know i cant, but i hardly know any c
[21:56:38] <lynxlynxlynx> i'm not sure zlib compressed biffs are the same though
[21:56:48] <lynxlynxlynx> iesh supports those too it seems
[21:57:01] <lynxlynxlynx> dltcep for sure
[21:58:39] <psch> http://nopaste.info/164e50f493.html this is the function inside the weidu source, fwiw
[21:58:40] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[21:58:53] <fizzle> weidu doesn't do anything at all for me
[21:59:03] <fizzle> I don't even get it to print errors or something
[21:59:08] <psch> i did find a shs forum discussion on that subject
[21:59:23] <psch> where the bigg stated weidu can extract cbf but that it isn't directly callable from weidu
[21:59:37] <fizzle> I just found a post claiming that NI supports the format
[21:59:40] <psch> someone else posted a windows binary for extracting
[21:59:52] <fizzle> now I just need to find out how to do it...
[22:00:29] <psch> http://www.shsforums.net/topic/46940-convert-cbf-to-bif/ this is the discussion, for reference
[22:00:31] <Seniorita> Convert *.cbf to *.bif - IE Help - Spellhold Studios
[22:00:43] <fizzle> psch: yeah, I saw that; no win here
[22:01:32] <psch> i assumed that much, to be honest
[22:01:44] <lynxlynxlynx> so you have a cbf to work with?
[22:01:56] <fizzle> yes, lots
[22:01:56] <lynxlynxlynx> if they exist, surely we support them already
[22:01:59] <psch> no idea if mlgz_cbf2bif from zlib.c inside weidu is useful
[22:02:04] <lynxlynxlynx> so you could use gemrb for unpacking
[22:02:39] <fizzle> is chitin.key somewhere in there?
[22:02:47] <fizzle> or should that be separate
[22:05:44] <fizzle> ah! there it is
[22:09:06] <psch> lynxlynxlynx: fwiw, i've been playing bg1 on my tablet for a total of maybe 2.5 or 3 hours, and everything seems to be working
[22:09:24] <psch> one thing i added this afternoon was forced landscape, which previously hung the application and homebar
[22:09:39] <psch> i think this is ripe for automated and publish builds for more thorough reports
[22:10:01] <psch> seeing as i delete the override etc. folders on start indiscriminately and extract a stock config
[22:10:09] <fizzle> lynxlynxlynx: you sure that we support them?
[22:10:26] <tomprince> fuzzie psch: I think acceptance has more to do with quality of application, and ideas page and such, than the project itself.
[22:10:33] <tomprince> ^--- lynxlynxlynx
[22:10:37] <lynxlynxlynx> psch: great
[22:10:53] <lynxlynxlynx> fizzle: like i said, i don't know if biffz == cfb
[22:11:30] <lynxlynxlynx> afair it's the reason we have a dependency on zlib
[22:12:15] <fizzle> hm, KeyImporter has some code
[22:12:33] <lynxlynxlynx> tomprince: of course, but showing that you have people that will guide the little suckerrr i mean students is important too
[22:13:03] <lynxlynxlynx> i need another volunteer and then we're covered
[22:13:10] <psch> fyi, i'm a 1st year comp sci student hah
[22:13:48] <psch> i don't know how to fit what i built into the gemrb repo though
[22:14:04] <lynxlynxlynx> you could apply if we managed to get in, but if you think you could mentor, that's also fine
[22:14:06] <psch> as in, i have a bunch of android makefiles and a java file and a bash script
[22:14:30] <lynxlynxlynx> make an android dir and put everything in it
[22:14:36] <lynxlynxlynx> write a readme to go along
[22:14:44] <lynxlynxlynx> then we just commit it to the main
[22:21:22] <psch> alright
[22:21:23] <lynxlynxlynx> and then you have a chat with tomprince on how to make a build slave
[22:21:23] <lynxlynxlynx> and then ???
[22:21:23] <lynxlynxlynx> and then profit
[22:21:24] <lynxlynxlynx> fizzle: which summoning spell was buggy?
[22:21:25] <fizzle> all of them in bg1
[22:21:25] <lynxlynxlynx> interesting
[22:21:25] <fizzle> did unsummoning work in the other games?
[22:21:25] <lynxlynxlynx> bg2
[22:22:02] <lynxlynxlynx> maybe not always though
[22:27:46] <lynxlynxlynx> still works, so nothing to worry about
[22:28:48] <fizzle> permanent summons were quite nice, to be honest :)
[22:29:39] <fizzle> and iwd is now up and running, yay
[22:45:17] <fizzle> but cbf support in NI seesm to be a lie
[22:52:44] <fizzle> or not
[22:53:20] <fizzle> case sensitivity for the win
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[23:03:47] <psch> should i commit the prebuilt libraries?
[23:03:59] <psch> i mean, for python i don't really have a choice, but everything else...
[23:04:09] <psch> sdl is obviously excluded
[23:05:09] <psch> i think i asked this before, but i forgot whether a consensus was reached
[23:07:17] <lynxlynxlynx> not the others, no
[23:07:48] <lynxlynxlynx> hmm, just add instructions for python, i'll upload it to sf separately
[23:07:57] <lynxlynxlynx> no sense in having it tracked
[23:08:00] <psch> python is prebuilt
[23:08:07] <psch> no need to compile anything there
[23:08:14] <psch> but i guess i could add checking it out to prep_env.sh
[23:08:31] <lynxlynxlynx> 210c866ac7bea53d8eadb7935ee3de77 andr/libpython.tar <-- still the same one?
[23:08:36] <lynxlynxlynx> md5
[23:08:55] <psch> yeah
[23:10:47] <lynxlynxlynx> how should i name it? What's the source and version?
[23:11:56] <psch> version is 2.6.2
[23:12:08] <psch> i'm not sure what you mean with "source" though
[23:12:17] <psch> pelya is the source i guess
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[23:14:04] <lynxlynxlynx> ok
[23:16:24] <lynxlynxlynx> https://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/?
[23:16:28] <Seniorita> GemRB Game Engine - Browse /Other Binaries/android at SourceForge.net
[23:16:34] <lynxlynxlynx> the full url will be ready soon
[23:17:41] <lynxlynxlynx> http://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/libpython-2.6.2-pelya.tar.bz2/download
[23:17:43] <Seniorita> Download GemRB Game Engine from SourceForge.net
[23:20:48] <psch> how do i hotlink that for wget?
[23:21:05] <psch> the direct link seems like it relies on a specific hoster, which i don't really want to rely on
[23:21:19] <psch> on the other hand, sourceforge probably know who to rely on, nvm
[23:22:56] <psch> or rather just write "download this: " into the READMe
[23:26:37] <lynxlynxlynx> automating the download is not problematic btw
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[23:28:06] <psch> oh right
[23:28:25] <psch> i assumed that not getting the right filename meant i didnt get the .tar
[23:28:35] <psch> but that's just wget being not clever it seems
[23:28:39] <psch> thanks for pointing that out
[23:28:47] <lynxlynxlynx> and the url works without /download too
[23:29:30] <psch> that's even better
[23:36:14] <lynxlynxlynx> oh, if you want i can also upload an apk for people to test
[23:36:49] <psch> sure
[23:36:59] <psch> i suspect i wont finish the readme today anymore
[23:37:07] <psch> let me just put it up
[23:38:24] <psch> http://filebin.ca/ZlaOZz38SiH
[23:38:51] <psch> built against api level 8, i.e. it should even work on android 2.2 devices
[23:39:16] <psch> i figured if i can get ~98% market share, i should
[23:39:21] <lynxlynxlynx> how old gemrb is that?
[23:39:53] <brada> psch: sdl2 says it requires api level 10 iirc
[23:40:10] <brada> it may build but probably wont run
[23:40:15] <psch> well it works on my tablet
[23:40:39] <psch> but i can of course build against 10
[23:40:46] <brada> i mean on anything older than api 10
[23:40:49] <psch> i do remember them having targetversion 10 in their androidmanifest.xml
[23:40:50] <psch> yeah
[23:40:53] <psch> i just noticed that
[23:40:57] <brada> android 2.3.3 min afik
[23:41:03] <psch> that my device is api level 17
[23:41:05] <psch> so of course it works
[23:41:09] <brada> yes
[23:41:15] <psch> ill build again
[23:41:28] <psch> lynxlynxlynx: i don't have any difference with master except for my android folder it seems
[23:41:34] <psch> so this should be gemrb as of now
[23:41:35] <lynxlynxlynx> great
[23:41:39] <psch> but let me rebuild
[23:41:42] <psch> because api level and all
[23:52:29] <lynxlynxlynx> eta? i'm going to sleep asap
[23:53:04] <psch> 10 minutes?
[23:53:10] <lynxlynxlynx> ok
[23:53:36] <psch> the upload should be finished sooner actually
[23:56:27] <psch> http://filebin.ca/ZlfZE9hXIcs is the apk and http://nopaste.info/9f4a905cd7.html is the README as i have it up to now
[23:58:18] <psch> im not 100% what else to put in the README, i don't want to state the obvious too often haha
[23:59:19] <psch> things like "you need to enabled 'install unknown apks' (or whatever it's called) to install the apk" and "you need to copy the game data with adb push" seem kind of obvious, but then users...