#gemrb@irc.freenode.net logs for 11 Dec 2012 (GMT)

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[19:43:45] --- Topic for #gemrb is: GemRB 0.7.2 | http://gemrb.org | Something wrong? State your exact version and CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[19:43:45] --- Topic for #gemrb set by lynxlynxlynx!~quassel@sourcemage/warlock/lynxlynxlynx at Tue Nov 20 22:36:44 2012
[19:48:03] <lynxlynxlynx> no improvement
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[20:06:33] <brada> oh freetype has decent docs for sure. i am just unlearned in how fonts work
[20:07:16] <lynxlynxlynx> maybe their irc channel is lively
[20:08:02] <brada> i have it working now
[20:08:13] <brada> aside from the glyph spacing
[20:08:48] <brada> and for some reason a few glyphs that have a line on the right side :/
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[20:37:04] <brada> lynx: try that
[20:37:09] <brada> still need to fix glyph spacing
[20:37:15] <brada> but the crasher should be fixed
[20:45:11] <lynxlynxlynx> FIXME: maxx is currently unused. <-- if this is true, i couldn't even compile it
[20:46:49] <brada> why?
[20:47:00] <brada> its "used"
[20:47:12] <brada> as in it gets incremented and such
[20:47:19] <brada> the result doesnt get used right now
[20:47:29] <brada> since i need to fix the glyph spacing et al
[20:50:11] <brada> ok pull again that last commit makes it used
[20:50:22] <brada> but still need to fix the character spacing
[20:51:08] <brada> except sourceforge keeps hanging up on me
[20:56:27] <lynxlynxlynx> ok
[20:56:32] <lynxlynxlynx> i see my push was aborted too
[20:58:07] <lynxlynxlynx> want me to test further or should i wait?
[20:58:24] <brada> well go ahead. im still contemplating how to do the spacing
[20:58:30] <brada> since we cant use kerning
[20:58:47] <brada> i guess just put 1 px blank padding around a char
[20:58:55] <brada> i dont know what else to do
[20:59:41] <lynxlynxlynx> what did we do before?
[21:00:40] <brada> with sdl_ttf i have no idea what it was doing
[21:14:24] <lynxlynxlynx> heh
[21:17:50] <lynxlynxlynx> Avenger: ever though of making dltcep support png?
[21:18:55] <chiv> this may sound stupid, but... can gemrb support png?#
[21:19:33] <Avenger> it could be done
[21:19:35] <Avenger> maybe
[21:20:14] <chiv> i mean, not asking if you would do it, just wondering if there are any technical reasons it couldnt
[21:20:38] <Avenger> no, technically png is free, i guess
[21:21:30] <Avenger> i just didn't do it for 2 reasons: 1. dltcep is already huge, and png was only used by gemrb, 2. mspaint converts png to bmp just fine
[21:21:57] <Avenger> i would accept patches
[21:22:05] <Avenger> dltcep is open source afterall :D
[21:22:39] <chiv> heh, gemrb has a png plugin and i didnt even notice
[21:22:58] <Avenger> it is only partial, i think
[21:23:04] <Avenger> works only as a bmp replacement
[21:23:27] <chiv> that would be a killer feature i reckon
[21:24:16] <chiv> obscure file formats are like kryptonite to potential artists...
[21:24:20] <lynxlynxlynx> yep
[21:24:31] <lynxlynxlynx> bmp is horrible for storage anyway
[21:25:03] <lynxlynxlynx> i think our png plugin is fine
[21:25:15] <lynxlynxlynx> animations like gif are handled in mng
[21:25:35] <chiv> so... you could make a game just using pngs?
[21:25:48] <brada> not really no
[21:25:58] <lynxlynxlynx> in the end? technically no
[21:26:07] <brada> since we have no method of making animations out of pngs :p
[21:26:14] <lynxlynxlynx> ie uses its own version of bmps for some maps
[21:33:36] <chiv> well i think if you want to attract artists, eventually having some sort of standard format would be a good idea - it is very frustrating when a file format adds extra steps to getting stuff into the game, when you cant see a reason that it should need one...
[21:34:16] <chiv> when you are testing, you need to get stuff in quick and painless because youll check it 100 times
[21:35:31] <brada> you think the artists for BG were the ones that created the bams?
[21:35:38] <brada> i dont think so ;)
[21:36:09] <chiv> heh, thats where having the luxury of a team makes a difference :)
[21:36:30] <brada> well i dont know any artist capable of doing the other things it wuld take to make a game with gemrb
[21:36:41] <brada> not just the file formats either
[21:36:48] <brada> scripting for one
[21:37:28] <brada> at some point there has to be some type of "team"
[21:37:33] <chiv> true, but any one person wouldnt be creating a game
[21:37:38] <chiv> heh
[21:38:15] <brada> i could make a gemrb plugin to make animations from gifs if you like ;)
[21:39:57] <chiv> well, dont do anything on my account anyway, i was just thinking aloud - i cant create artwork quite as nice as bg
[21:40:21] <brada> i was being facetious anyway :p
[21:41:27] <chiv> oh, seems something went whoosh over my head...
[21:42:29] <chiv> even gif would be easier to deal with than bams though ...
[21:44:06] <brada> well it could be done sure
[21:44:27] <brada> and i could do it im sure
[21:58:05] <chiv> i actually reckon, i am rubbish at 3d modelling, but I could probably do some nice background stuff using good old fashioned photoshop
[22:00:22] <lynxlynxlynx> we have some excellent bgs already
[22:01:15] <lynxlynxlynx> now i can crash with the tooltip font
[22:01:29] <lynxlynxlynx> do all the fonts have to be listed in fonts.2da?
[22:02:02] <lynxlynxlynx> after Font.cpp:532 it goes boom, since the strings entry is garbage
[22:03:25] <brada> lynx: i went ahead and added that 1px padding to the glyphs
[22:07:37] <brada> to answer your question fonts only get created if they are in that table yes
[22:08:52] <brada> i dont see how it can crash there tho
[22:08:56] <brada> oh
[22:08:58] <brada> i do i guess
[22:09:17] <brada> wait no i dont :p
[22:09:17] <lynxlynxlynx> the file is there, but it's a blank
[22:09:28] <lynxlynxlynx> maybe the warnings on init should be fatal instead
[22:09:36] <brada> well the "blank" is still a valid sprite
[22:10:23] <brada> whenever a glyph is null a valid blank sprite is returned is it not?
[22:11:12] <lynxlynxlynx> i'm not sure it even has a sprite in there
[22:11:15] <brada> well if not it should be
[22:11:25] <brada> let me look
[22:11:41] <lynxlynxlynx> anyway, the thing is committed, so it is trivial to reproduce
[22:12:01] <lynxlynxlynx> gametype demo, customfontpath and that should be it
[22:12:06] <brada> ok
[22:16:40] <chiv> i actually did make a tileset very similar to the outdoor bg style for a flash game long while ago, but it never got used...
[22:17:21] <chiv> it was using hexagons, i love hexagons :)
[22:18:05] <brada> lynx: i cant get the demo to even initialize o_O
[22:18:28] <lynxlynxlynx> where does it stop?
[22:18:43] <brada> [Core/ERROR]: No palettes found.
[22:19:06] <brada> ohi see
[22:19:14] <brada> there is no "demo" folder in override
[22:19:18] <brada> or is that not a problem?
[22:23:16] <chiv> amazingly, I just found it in a corner of my hard drive...
[22:29:53] <brada> so yeah problem is that i am not building png importer :p
[22:30:16] <brada> because now that apple doesnt ship x11 by default i dont have the headers :/
[22:32:26] <brada> wtf is up with our logging btw?
[22:32:35] <brada> there are apparently 2 log functions
[22:32:41] <brada> in logging.cpp
[22:32:51] <brada> but only 1 sends messages to the logger objects
[22:34:47] <tomprince> One calls the other.
[22:35:52] <brada> well it looks like somebody changed the logger class
[22:35:57] <brada> and i was unaware
[22:36:15] <brada> apparently the function is LogInternal now ;)
[22:37:01] <lynxlynxlynx> heh
[22:37:59] <lynxlynxlynx> currently it's not much more than the minimal test, especially if you consider everyone had problems with it so far
[22:38:16] <lynxlynxlynx> so much for full build coverage :P
[22:38:49] <brada> we should kill minimal test and just use demo
[22:39:34] <lynxlynxlynx> no
[22:39:44] <lynxlynxlynx> the minimal test is great for the buildbot
[22:39:52] <lynxlynxlynx> the demo is interactive
[22:40:40] <brada> so why does Logger have a log function but StdioLogger uses LogInternal?
[22:41:13] <brada> did this actually get changed or is something else preventing my logger from working :/
[22:41:38] <brada> this is what happens when i dont pull from master forever
[22:42:19] <lynxlynxlynx> i don't remember anything changing after you added ingame dumping
[22:43:49] <brada> this is bizzare. i am clearly adding my logger subclass (confirmed with gdb)
[22:44:16] <brada> but when gemrb calls the log function on it it is now calling the superclass implementation
[22:44:45] <lynxlynxlynx> isn't that virtual?
[22:45:18] <brada> this used to work before i pulled!
[22:45:20] <brada> wtf?
[22:45:56] <lynxlynxlynx> you mean before your last commit or way before?
[22:46:29] <brada> i havent pulled in like 100 commits before today
[22:46:40] <brada> so way before
[22:47:18] <lynxlynxlynx> just a few bisects away
[22:47:30] <lynxlynxlynx> but you can also just run git log over the files
[22:47:33] <brada> im trying to remember how to look at the history of a file
[22:47:42] <lynxlynxlynx> i don't remember anything changing in this time
[22:47:51] <brada> i dont either
[22:47:56] <brada> nor can i think of why it would have
[22:48:05] <brada> but that function isnt virtual
[22:48:09] <brada> at least not anymore
[22:48:37] <lynxlynxlynx> the first few ten were last minute release fixes and boring release dancing, then it's mostly random patches
[22:48:59] <lynxlynxlynx> i'll try a pickaxe for you
[22:49:54] <lynxlynxlynx> nope, nobody removed any virtual keywords this year
[22:51:11] <brada> i feel like im going nutz
[22:51:58] <brada> oh well
[22:52:01] <brada> it doesnt matter
[22:52:08] <brada> ill just override LogInternal
[22:52:10] <brada> like i should
[22:52:17] <brada> im probably the one who broke it
[22:52:23] <brada> when i added the message window logger
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[23:10:13] <Cuvieronius> heya:)
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[23:19:03] <lynxlynxlynx> oj
[23:25:30] <lynxlynxlynx> hmm, the tweakpack walking speed (bg1->bg2) fix is just an application of the movement modifier to a few of the animations
[23:25:51] <lynxlynxlynx> for a second i thought they have found something :|
[23:35:57] <brada> I should look into implementing those SDL message windows so our android friends can have helpfull error messages without having to hunt down the log
[23:36:08] <brada> since htey seem to struggle with that
[23:36:52] <lynxlynxlynx> heh
[23:37:20] <lynxlynxlynx> sometime before the release i added another item to my todo and it's very similar
[23:37:32] <lynxlynxlynx> add a post-startup dialog (ok/never show again) with instructions with the path to the log file in case of problems
[23:37:43] <brada> thats nice too
[23:37:55] <lynxlynxlynx> but i guess yours are too soon to be able to use game resources
[23:38:14] <brada> exactly what i was going to say
[23:38:32] <lynxlynxlynx> check out wesnoth if you'll want to do anything fancy
[23:38:42] <brada> well i care not for fancyness
[23:38:49] <lynxlynxlynx> they did the whole "let's write our own widgeting" with sdl
[23:38:53] <brada> and mac/ios already provide gui alerts :p
[23:39:00] <lynxlynxlynx> with all the traps and crap included
[23:39:12] <brada> and i dont want to add another dependancy
[23:39:45] <brada> of course the message window api is in sdl2 only
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[23:41:52] <lynxlynxlynx> well of course we can't depend on wesnoth hah
[23:42:28] <lynxlynxlynx> they bundle all their art with them, so it's like half a cd worth of downloading
[23:45:35] <lynxlynxlynx> heh, nobody on sf new about kgb or irker