#gemrb@irc.freenode.net logs for 12 Jan 2012 (GMT)

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[00:07:43] <tomprince> Does it just want a random file, or what?
[00:10:15] <brad_a> i think i fixed it
[00:10:36] <brad_a> execute permissions on valgrind was missing
[00:12:19] <brad_a> now i get FATAL: can't open suppressions file "~/Developer/gemrb/testing/python.supp"
[00:13:26] <brad_a> ok useing full path works
[00:13:49] <brad_a> oh no it didnt
[00:15:36] <tomprince> brad_a: It is working on the buildbot. (build 53)
[00:15:43] <brad_a> ok good
[00:15:52] <brad_a> it was the lack of execute permissions then
[00:16:09] <brad_a> i dont know why make install failed to add that bit
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[00:40:56] <scriptedfate> What, no cross-configure? How does the android build get config.h?
[00:56:21] <scriptedfate> tomprince, ^?
[00:58:29] <brad_a> probably the same way ios does: handcrafted once and used repeatedly
[00:58:50] <scriptedfate> brad_a, really? Ugh. I was hoping I wouldn't have to do that
[00:58:59] <brad_a> its a small file
[00:59:12] <brad_a> not the worst thing you will have to do to get gemrb working ;-)
[00:59:13] <scriptedfate> Yeah, but it makes the build fragile
[00:59:22] <scriptedfate> Oh? Some words of wisdom?
[00:59:27] <scriptedfate> (please? :)
[01:01:21] <tomprince> scriptedfate: I have no idea how android is built.
[01:01:35] <tomprince> beholder is the one you want to talk to.
[01:02:01] <scriptedfate> tomprince, sorry for picking on you then. Just saw your name on a couple of android-ish changes in git blame and thought I'd give it a try
[01:02:17] <scriptedfate> I'll give beholder a try if ever I see the name in the list
[01:02:21] <scriptedfate> thanks!
[01:02:26] <tomprince> Also try on g3.
[01:02:39] <tomprince> I just maintain the build, and other low-level stuff.
[01:02:55] <tomprince> Maybe if I get an android, I'll figure out how gemrb builds for it.
[01:04:14] <scriptedfate> Well, for now I'll try the ios approach as it'll simplify things to get a prototype
[01:05:04] <brad_a> yes thats what i said :-P
[01:05:22] <brad_a> i really should add a build phase to generate config.h on the fly now
[01:05:36] <scriptedfate> brad_a, you're an ios build guy?
[01:06:00] <brad_a> ish. i have no ios device i just did the port in the simulator
[01:09:02] <scriptedfate> cool
[01:10:59] <scriptedfate> So what's the deal with plugins? They're just selfcontained modules that are deployed and dlinked in as necessary?
[01:17:05] <brad_a> as of now all present plugins are loaded regardless of if they are needed
[01:17:39] <brad_a> of course you dont need to build them all
[01:18:04] <scriptedfate> But if I miss one that gemrb needs to load... boom
[01:18:10] <brad_a> yes
[01:18:48] <brad_a> to play ie games most plugins are required
[01:19:23] <brad_a> i suppose the reason they are plugins is since it is technically possible to write data for custom games without the formats used by bioware
[01:19:31] <brad_a> probably some other good reasons
[01:26:23] <scriptedfate> I can grok that. Basically it makes it configurable on load
[01:26:32] <scriptedfate> Emulators love that sort of thing
[01:26:52] <scriptedfate> Wasn't expecting it from a reverse-engineered engine
[01:27:26] <brad_a> it wasnt always like that. tomprince wrote the plugin interface i believe
[01:28:06] <scriptedfate> Complicates the build a bit for me, though... Lots of build artefacts to track
[01:28:44] <brad_a> well yes. for platforms that dont have cmake it is a bit of work to figure things out
[01:29:01] <brad_a> i think tomprince still maintains autotools unoficially
[01:29:52] <scriptedfate> Need some way to configure the configure step somehow, then... because it senses a lot from the host without taking into consideration that the target might not be the host...
[01:30:36] <brad_a> yeah i can relate to trying to build ios binaries from a mac :-P
[01:34:15] <scriptedfate> brad_a, so how do you fit this into the xcode managed build system?
[01:34:56] <scriptedfate> I mean, I've never used the thing, but I assume it's an IDE like any other. Do you split it into five thousand projects, or do you somehow configure separate targets?
[01:35:04] <brad_a> well xcode isnt technically required to build for ios, but i just made an xcode project for gemrb
[01:35:12] <brad_a> yes it has several targets
[01:40:19] <scriptedfate> How do you build for IOS, then? Does cmake distinguish between MacOSX and iOS?
[01:40:31] <brad_a> if i hadnt created it after xcode 4s release i would have made it a workspace to aggregate building SDL etc too
[01:40:44] <brad_a> our cmake scritps dont build for ios atm
[01:40:48] <brad_a> and probably never will
[01:41:02] <brad_a> buildbot just invokes xcodebuild command
[01:42:02] <scriptedfate> Hmm... this will require some learning on my part. I don't know how to make momentics build multiple targets per project
[01:42:09] <scriptedfate> well, multiple artefacts
[01:49:27] <brad_a> tomprince: i have no idea why, but removing teh win32def.h from logging.h fixes the point namespace stuff (after moving the apple headers to the top of the file)
[01:49:52] <brad_a> shouldnt win32def.h be a windows only file???
[01:50:42] <scriptedfate> brad_a, I've been looking into that. win32def.h includes a lot of libc includes that other code depends on
[01:51:08] <scriptedfate> If you wrapped them all in #ifdef WIN32, you'd have a huge #include refactor on your hands
[01:51:17] <scriptedfate> (which this project probably needs
[01:51:56] <scriptedfate> (he says after being on IRC twice :S
[01:52:10] <brad_a> i dont doubt it :)
[01:52:44] <brad_a> but im seriously baffled at what is happening with that include screwing up the namespaces on mac
[01:53:58] <scriptedfate> what's the error?
[01:55:38] <brad_a> the problem is i am importing some mac specific libraries to do gui alerts and the mac libraries define a point struct and gemrb defince a point class so i needed to put the gemrb class into its own namespace etc and move the apple headers to the top of the file they are included in
[01:56:21] <brad_a> but i ge "reference to 'Point' is ambiguous" errors unless i commentout the #include win32def.h from logging.h
[01:57:06] <brad_a> if i delete that line everything compiles and links fine
[01:57:16] <brad_a> and works fine too :-P
[01:57:45] <brad_a> part of the problem may be mixing objective c and c++ in the same file i guess
[01:58:09] <brad_a> of course i do that sort of thing alot and have never had this particular issue
[01:58:09] <scriptedfate> From that comes only peril
[02:00:55] <scriptedfate> brad_a, well, part of the problem might be the circular include
[02:01:09] <brad_a> well we already ecided it wasnt the right thing to do and a better plan for our logging etc. i mearly wanted to figure it out for interets sake
[02:01:37] <brad_a> there should be include gaurds...
[02:02:00] <scriptedfate> there are
[02:03:48] <scriptedfate> when you namespaced point, did you perhaps throw some using directives around?
[02:26:16] <brad_a> haha yeah i did. tho i thing your inqusitions made me realize what the problem is
[02:26:40] <brad_a> alas i was wrong :(
[02:31:33] <scriptedfate> What was the culprit?
[02:31:54] <scriptedfate> Also, a more general question... why is gemrb, a C++ project, using C-style lib includes?
[02:32:01] <scriptedfate> Any particular reason?
[02:32:04] <brad_a> i still dont know. i thought it was that i was putting using namespace gemrb inside the include gaurd
[02:32:24] <scriptedfate> brad_a, that's required
[02:32:25] <brad_a> what do you man (i dont know c++ very well)
[02:32:31] <scriptedfate> brad_a, neither do I
[02:32:42] <brad_a> also i believe gemrb used to be more c than c++
[02:32:45] <scriptedfate> I mean '#include <cmath>' instead of '#include <math.h>'
[02:32:58] <brad_a> i thought cmath was c++
[02:32:59] <scriptedfate> Because on QNX, it matters
[02:33:09] <brad_a> or are you saying we use math.h instead
[02:33:36] <scriptedfate> Actually, you're right. I'm backwards
[02:33:39] <scriptedfate> Then what the hell...
[02:34:33] <scriptedfate> Oh....
[02:34:35] <scriptedfate> You know what it is
[02:35:02] <scriptedfate> I'm willing to bet that for the current translation environment it's exporting them only in the std namespace, not global
[02:35:32] <scriptedfate> *checks*
[02:35:35] <scriptedfate> Aw crap, that's it
[02:35:43] <scriptedfate> dagnabbit... stupid QNX gotchas...
[02:36:18] <brad_a> it sounds wierd that something would put somthing in std other than STL stuff..
[02:36:29] <brad_a> not that i know if that is actually wierd or not :-P
[02:38:26] <scriptedfate> "The C++ Standard requires that the C Standard headers declare all external names in namespace std, then hoist them into the global namespace with individual using declarations for each of the names."
[02:39:12] <scriptedfate> "Thus, if you want to call std::abort() to cause abnormal termination, you should include <cstdlib>. And if you want to call abort(), you should include <stdlib.h>."
[02:39:29] <scriptedfate> Stupid strict interpretation... grumblemumble
[02:41:22] <brad_a> o_O
[02:43:20] <scriptedfate> Full disclosure, I work for RIM who acquired QNX. I'm a stickler for standards myself, and I'm glad they're going to the effort of sticking to the spec
[02:43:54] <scriptedfate> But now I'm at a loss... how do I fix this? There's only about... oh, say, 1600 non-namespaced references to c++ stdlib functions, macros, and types
[02:44:35] <scriptedfate> throwing 'using namespace std;' after each #include <cX> line seems fraught with peril.
[02:45:04] <scriptedfate> throwing a std:: in front of every instance is highly disruptive to the source history
[02:45:23] <scriptedfate> (not to mention that it's a convention that is liable to be skipped in all future commits not built against QNX
[02:45:59] <scriptedfate> Switching to the C stdlib of each header just feels wrong
[02:46:07] <scriptedfate> ...and those are the three options I see in front of me
[02:46:51] <tomprince> win32defs.h indirectly includes globals.h
[02:47:02] <brad_a> well there was talk today about namespaces so maybe its a good time to get this stuff sorted out
[02:48:40] <tomprince> scriptedfate: Well, you can add a QNX build slave ...
[02:49:28] <scriptedfate> tomprince, that's the idea... once I get it building, of course. Oh, and figure out how to build in the commandline (the ndk's pretty good about that, I hear
[02:50:16] <scriptedfate> So... is there a panel or a general group of knowledgeable devs that usually get pinged over large changes?
[02:50:39] <brad_a> lynx, fuie, avenger and tomprince
[02:50:42] <brad_a> fuzie
[02:50:46] <tomprince> me, fuzzie and lynxlynxlynx.
[02:50:56] <brad_a> i guess not avenger :-P
[02:51:06] <tomprince> Avenger too, but he isn't on IRC all that much.
[02:51:10] <brad_a> true
[02:51:14] <scriptedfate> Should I post this to the forum to put it out in the open?
[02:51:22] <scriptedfate> (and persisted?)
[02:51:28] <tomprince> Here is probably good.
[02:52:07] <scriptedfate> So... your vote? For a quick recap: QNX is a stickler, so all standard lib calls (toupper, cos, memset, ...) are in std:: not global. How to fix?
[02:52:24] <scriptedfate> Three options that I see:
[02:52:46] <scriptedfate> 1) follow QNX's docs and add a 'using namespace std;' directive after #include <cX> lines
[02:53:17] <scriptedfate> 2) follow QNX's docs and add 'std::' to the front of every library call and datatype (but not macros, thank <deity>)
[02:53:44] <scriptedfate> 3) switch to the C version of the same C++ standard libs, as they are global
[02:54:44] <tomprince> I'd say 2 or 3.
[02:54:50] <scriptedfate> My personal vote is for 2. It's the most correct, though the most disruptive.
[02:55:33] <brad_a> there isnt some compiler switch for QNX to be more lax?
[02:55:55] <scriptedfate> brad_a, I've been googling for that since I discovered the problem
[02:56:15] <tomprince> I'd vote for 2, depending on how distruptive it is.
[02:56:52] <tomprince> I wonder if it is possible to get linux gcc/glibc to error on that?
[02:57:01] <tomprince> (i.e. behave lie qnx is)
[02:57:42] <brad_a> im suprised that if its is not to standard i dont at least get a warning...
[02:57:49] <tomprince> Followed by 3.
[02:58:23] <tomprince> I am also curious how msvc6 behaves with this.
[02:58:31] <tomprince> Although it seems to be broken currently anyway.
[03:02:04] <tomprince> (in TTFFontManager, due to a type mismatch causing it to be abstract; and due to the delete[] just added borking)
[03:03:20] <scriptedfate> Apparently gcc 4.3 has this turned on by default? http://gcc.gnu.org/gcc-4.3/porting_to.html
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[03:06:46] <tomprince> That looks like it is only for C++ specific things, probably.
[03:07:15] <brad_a> tomprince: type mismatch?
[03:08:58] <tomprince> See for example http://localhost:9010/builders/msvc%2B%2B6/builds/382
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[03:15:28] <tomprince> scriptedfate: fuzzie and lynxlynxlynx are in EU, so you'll be able to get a response from them tomorrow.
[03:16:22] <scriptedfate> I'm GMT-5 and only on my comp some evenings, so we'll probably never meet
[03:16:36] <scriptedfate> Should I move the convo to the forum to aid the global effort?
[03:23:49] <scriptedfate> At the very least I plan on asking some C++-knowledgeable coworkers about how we could possibly be compiling without std:: everywhere
[03:26:49] <tomprince> Or just accept lagged communication. This channels is logged, anyway.
[03:28:43] <scriptedfate> To where is it logged? I keep this box off most of the time
[03:31:02] <tomprince> Look at the topic.
[03:31:25] <scriptedfate> The bit about the Modrons?
[03:31:52] <scriptedfate> cute
[03:32:07] <scriptedfate> All righty. And on that note, adieu
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[03:53:53] <CIA-36> GemRB: 03bradallred * r0ac45b0ac3d3 10gemrb/gemrb/core/GUI/TextArea.cpp: TextArea: initialize InternalFlags with a defined value.
[03:53:54] <CIA-36> GemRB: 03bradallred * rc757da93a449 10gemrb/gemrb/core/GUI/TextArea.cpp: TextArea: prevent scrolling text areas that are automatically scrolling (chapter text).
[03:53:54] <CIA-36> GemRB: 03bradallred * r2d53d04862a0 10gemrb/gemrb/plugins/TTFImporter/ (TTFFontManager.cpp TTFFontManager.h): TTFFontManager: change parameter types to match the superclass definition.
[04:10:50] <gembot> build #387 of autotools g++-4.2.4 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.2.4/builds/387
[04:10:50] <gembot> build #392 of autotools g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/392
[04:13:33] <gembot> build #385 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/385
[04:18:03] <gembot> build #378 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/378
[04:21:32] <gembot> build #373 of cmake g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4.5/builds/373
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[04:40:22] <gembot> build #382 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/382
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[12:30:42] <Baldurer> Would it be difficult to implement the BG2 feature to highlight all containers by pressing tab? It would make the gemrb version a whole lot more playable by my opinion
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[12:44:56] <Baldurer> Has anyone else experienced thus bug: In the labyrinth in spellhold, at the puzzle with the statues, the reward doesn't appear after solving the puzzle. However, when loading the same save file in original BG2, the reward suddenly appears
[12:46:36] <Baldurer> I don't think one can proceed without getting the reward, so I suppose it is quite critical
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[13:11:54] <Kiranos> Please provide a savegame so testers can see it
[13:12:05] <Kiranos> ok quit
[13:25:43] <edheldil> Baldurer: the highlight is there, possibly on a different key. Maybe Tab?
[13:27:44] <Baldurer> where should I post the save file?
[13:28:13] <Kiranos> Baldurer: http://megaupload.com/ or something similar
[13:28:29] <Baldurer> edheldil: I have tried tab but it only shows hp
[13:39:20] <Baldurer> kiranos: http://www.megaupload.com/?d=1UQ4JYNR
[13:40:27] <Baldurer> when loading that file on original bg2, stuff appears in the box and the party gains xp
[13:42:18] <Baldurer> so the highlight should be there? Is it different on the android version perhaps?
[13:54:58] <edheldil> no idea about android
[14:04:54] <edheldil> Baldurer: it's ALT, btw
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[14:13:07] <Baldurer> edheldil: ok doesn't work for me though :/ lalt and ralt centers a character on the screen for me
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[16:24:10] <tomprince> Upgrading valgrind or something exposed some more failures. I suspect at least some of them are due to short reads.
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[16:34:48] <CIA-36> GemRB: 03tom.prince * rf2f257b624b9 10gemrb/gemrb/includes/exports.h: msvc10: Disable warnings about posix functions.
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[16:48:11] <gembot> build #386 of cmake clang++ is complete: Failure [failed configure] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/386 blamelist: Tom Prince <tom.prince@ualberta.net>, Brad Allred <bradallred@me.com>
[16:52:08] <gembot> build #390 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/390
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[17:03:42] <gembot> build #379 of autotools clang++ is complete: Failure [failed configure] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/379 blamelist: Tom Prince <tom.prince@ualberta.net>, Brad Allred <bradallred@me.com>
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[17:06:17] <edheldil> tomprince: i.e. reading after eof?
[17:06:18] <gembot> build #168 of nmake-msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/168
[17:15:47] <gembot> build #391 of msvc++6 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/391
[17:26:31] <tomprince> edheldil: Yes.
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[17:39:19] <Baldurer> When I put some scrolls in scroll cases they cease to exist instantly
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[17:39:31] <Baldurer> in bg2
[17:40:21] <lostLinSoul> Has anyone tried to play EasyTutu on GemRB?
[17:46:45] <tomprince> lostLinSoul: I haven't heard, but BGT has been played in GemRB.
[17:46:50] <lostLinSoul> ...anyone!? I need some help and have been unable to find any info about easytutu and gemrb! :(*
[17:47:56] <tomprince> You should be able to just run it, after adjusting the starting experience. I don't know if tutu changes anything else in the exe.
[17:49:49] <lostLinSoul> I've done the merging of BG 1 & 2, but get a lost of messages like: Cannot find data/AREA000A.bif
[17:50:46] <lostLinSoul> I know that the files that are listed are in the bg1data subdir of the easytutu install ...
[17:51:07] <tomprince> It sounds like you need to configure the paths.
[17:52:11] <tomprince> I don't know what paths tutu sets for things, or how it points bg2 at bg1data.
[17:52:33] <lostLinSoul> my problem is that there is already a bapth called data which I presume hold all of the bg2 data files and there directory have a few files in common ... which are different
[17:53:20] <gembot> build #30 of osx-xcode-binary is complete: Exception [exception upload_1] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/30 blamelist: tom.prince@ualberta.net
[17:55:05] <lostLinSoul> Thanks for the help tomprince - looks as if I'm not going to get around this one easily (worse I have no clue what I'm doing!)
[17:56:58] <lostLinSoul> Is it possible to tell gemrb where to find bg1 and bg2 files in the same cfg file? If so I could give that a try...
[17:59:27] <tomprince> Can you paste the log from trying to run gemrb?
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[18:01:47] <lostLinSoul> ...It's rather long, but here goes (I'll omit a hugh section which I'll explain later):
[18:01:55] <lostLinSoul> GemRB Core Version v0.7.0 Loading... [Core]: Initializing the Event Manager...[Core]: Initializing Lists Dictionary...[Core]: Initializing Variables Dictionary...[OK] [Config]: Trying to open GemRB.cfg [NOT FOUND]
[18:02:31] <tomprince> lostLinSoul: paste it to something like gist.github.com (the complete log)
[18:03:57] <lostLinSoul> I have a lot of entires like: [Core]: Initializing Search Path...[CachedDirectoryImporter]: Duplicate '_achen.cre' files in '/home/pug/BaldursGateTutu/override'
[18:04:03] <lostLinSoul> I was going to cut them oiut
[18:04:32] <tomprince> Don't cut anything out.
[18:05:10] <lostLinSoul> reason being that I'm on linux and for some reason easytut seem to need everything in lowercase, so I created a lowercase symlink for each file...
[18:05:50] <lostLinSoul> LOOOOOTs of duplicates!
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[18:13:09] <lostLinSoul> gist is thinking abouit it....
[18:17:10] <lostLinSoul> url is https://gist.github.com/1a416a67231c4f8065d8
[18:19:39] <lostLinSoul> tomprince: Let me know if you can see it ...
[18:21:16] <wjp> I see some typos BaldursGateTut instead of Tutu in some of the paths?
[18:22:03] <tomprince> lostLinSoul: I suspect that it should work if you remove /data from the end of the CDn paths.
[18:23:29] <lostLinSoul> Hmm not sure where that /data is from, it's no in the cfg file...
[18:24:51] <tomprince> Ahhh. Is there a data directory in bg1data?
[18:25:06] * wjp points at the Tut/Tutu again
[18:25:12] <tomprince> I think wjp might have the right idea. :)
[18:25:35] <lostLinSoul> ...?
[18:25:47] <wjp> what do you have CD2 set to?
[18:26:49] <lostLinSoul> It's set to /home/pug/BaldursGateTut/bg1data/
[18:27:18] <wjp> and that "Tut" isn't a typo?
[18:29:23] <lostLinSoul> Ah now I see what youare getting at!
[18:30:10] <lostLinSoul> It is a type, which I just correct and retried, but am getting effectively the same output, but with Tutu instead of Tut
[18:31:21] <lostLinSoul> Don't get me wrong, easy tutu appears to be running - I have tried doing much..I'm just worried about the 'Cannot find data/AREA040A.bif', etc. errors
[18:31:47] <lostLinSoul> Sorry I haven't tried doing much
[18:32:21] <tomprince> lostLinSoul: Is there a data directory inside bg1data?
[18:32:51] <tomprince> (Or are those bg2 areas?)
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[18:34:22] <lostLinSoul> There is no data directory in bg1data
[18:34:51] <lostLinSoul> Although I tried putting a symlink to '.' call data and that made no difference
[18:35:08] <tomprince> Do you have the mentioned files?
[18:35:32] <lostLinSoul> I suspect that it is BG1 areas but do not have any knowlege of the game files
[18:35:55] <lostLinSoul> Yes the mentioned files are in bg1data
[18:36:22] <lostLinSoul> which is in the easytutu base directory, the parent of bg1data
[18:36:46] <tomprince> Well, so gemrb is looking for them with a data/ prefix ...
[18:37:08] <tomprince> I am guessing that easytutu hacks the exe to look in bg1data instead.
[18:37:34] <brad_a> you prolly need a sym link to bgdata called data
[18:38:07] <lostLinSoul> There is already a directoy call data which I presume houses all of the bg2 files....
[18:38:32] <brad_a> ah yes that sounds right
[18:38:41] <brad_a> i know bgt is gemrb compatible
[18:38:47] <brad_a> dont know what the dif is
[18:38:54] <tomprince> A symlink data -> . in bg1data should work. Have you tried since fixing the typo?
[18:39:06] <lostLinSoul> cant copy the contents of bg1data to data because there are files having same name, but which are different - although the areas files could be linked there....
[18:39:44] <brad_a> no thats not right or necessary
[18:40:07] <lostLinSoul> @tomprince Yes I have, no difference
[18:40:34] <brad_a> so what is your data path in gemrb cfg?
[18:40:37] <lostLinSoul> the symlink does no harm when I was try things earlier so I just left it....
[18:41:14] <lostLinSoul> GamePath=/home/pug/BaldursGateTutu/
[18:41:31] <lostLinSoul> CD1=/home/pug/BaldursGateTutu/bg1data/
[18:41:53] <lostLinSoul> That seems to work okay in Tutu so I just duplicated that...
[18:42:24] <brad_a> i mean the gamedatapath
[18:42:49] <brad_a> you probably need to set that
[18:44:24] <lostLinSoul> It's whatere the deafult is just has '#GameDataPath=data'
[18:45:11] <lostLinSoul> I didn't want to change that because I'm guess in that files that are in data are necessary... and it is currently picking those up I believe
[18:46:06] <tomprince> Try creating a directory data in bg1data, and putting or linking the bifs there.
[18:46:47] <lostLinSoul> hence all of those duplicate due to lowercase symlinks I had to put in for running easyTutu in wine
[18:47:56] <lostLinSoul> I have a symlink to '.' in bg1data called data, which effectly does just that
[18:48:36] <tomprince> Yes, but try what I said.
[18:49:00] <brad_a> you dont think the symlink is followed?
[18:50:13] <tomprince> Clearly it isn't, hence the Invalid path errors for them.
[18:50:36] <tomprince> Although I'd call it a bug, if that is in fact the problem.
[18:51:51] <lostLinSoul> Is there a way to find out if it looking for those files in Tutu/data or Tutu/bg1data/data ?
[18:54:08] <lostLinSoul> Hmm tried that, but still cannot find...
[18:54:21] <tomprince> It looks for everything in it search path, which includes <GamePath>/{data,movies} and <CDNPath>/{data,movies}
[18:54:24] <tomprince> lostLinSoul: log?
[18:55:36] <brad_a> the duplicate complaints are in override directory...
[18:58:03] <lostLinSoul> Ah hold on a minute, I think I have been staring at the screen too long...
[18:58:31] <CIA-36> GemRB: 03bradallred * r766e90ef8f03 10gemrb/gemrb/plugins/DirectoryImporter/DirectoryImporter.cpp: DirectoryImporter: how about a newline after this message :)
[18:59:03] <lostLinSoul> I just tried a find for "AREA0400.bif", and it is not in the directory or any subdirectory
[18:59:38] <lostLinSoul> sorry I meant 'AREA040A.bif'
[19:00:12] <tomprince> I wonder if easytutu is just being lazy, and not cleaning chitin.key of unused entries.
[19:00:42] <brad_a> its possible
[19:01:02] <brad_a> it may be easier to just use bgt
[19:01:16] <lostLinSoul> Unused entry?
[19:01:47] <lostLinSoul> Does that mean that 'AREA040A.bif' is not actually used by the bame?
[19:01:56] <tomprince> That may be true.
[19:01:58] <lostLinSoul> Sorry game
[19:02:17] <brad_a> right i guess try playing and see if you ctually have problems
[19:02:24] <brad_a> instead of us assuming there is a problem
[19:04:58] <lostLinSoul> Sorry didn't want ot get stuck into a playthrough and find I got stuck, a warning I would have just ignored but never expected that for missing files...
[19:05:24] <tomprince> Are logging is a mess.
[19:05:39] <tomprince> Although brad_a is working on it.
[19:05:48] <brad_a> well kinda :)
[19:06:32] <lostLinSoul> ...good luck!
[19:07:32] <tomprince> I am still puzzled by the 'Invalid path' errors.
[19:07:55] <lostLinSoul> One thing I did notice though, I could not use g to return to the game from a menu screen like inventory or character screens...
[19:09:47] <lostLinSoul> @tomprince I only spotted one such error and that was 'Invalid path given: /home/pug/BaldursGateTutu/CD6/data (CD6/data)'
[19:10:14] <lostLinSoul> That's most probly because I have not set a CD6 path as that was not in my baldur.ini
[19:10:32] <brad_a> cd6 is probably not relavant
[19:10:39] <tomprince> that is fine then.
[19:10:44] <lostLinSoul> Damn me an my infernal typos probly- > probably
[19:12:59] <lostLinSoul> My sincere apologies then for the wild goose chase that I was not aware was such...
[19:16:48] <tomprince> np
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[19:39:19] <Baldurer> BG2: When I put some specific scrolls in my scroll case, the scrolls disappear. Known bug?
[19:40:26] <brad_a> what does the log say?
[19:40:54] <fuzzie> they're not just stacking?
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[20:11:39] <Avenger> hey
[20:12:03] <Avenger> anyone knows when did the riddle quest in ar1512 go wrong
[20:12:24] <Avenger> apparently, contains doesn't find the containers by name now
[20:12:40] <fuzzie> we did fiddle with that code
[20:14:03] <Avenger> it finds a region before the container
[20:14:11] <fuzzie> ah
[20:14:21] <fuzzie> well, you can rearrange the code at the beginning of EvaluateObject
[20:14:49] <Avenger> but... shouldn't Scriptable *GetActorObject(TileMap *TMap, const char *name) find it?
[20:15:02] <Avenger> it seems there is redundancy now
[20:15:11] <fuzzie> yes
[20:15:34] <fuzzie> just don't break EvaluateObject
[20:16:05] <Avenger> hmm
[20:16:18] <fuzzie> GetActorObject is called too late for object filtering
[20:16:21] <Avenger> you mean, you need it to find objects by name?
[20:16:25] <fuzzie> yes
[20:16:49] <Avenger> ok, i will reorder it only
[20:16:53] <fuzzie> because object filtering needs to work on infopoints
[20:17:09] <Avenger> then later you can refactor this redundancy
[20:17:15] <fuzzie> but reordering is no problem
[20:17:32] <fuzzie> but right, there's a comment there talking about your exact problem, heh
[20:18:06] <fuzzie> but, right, that can be refactored now.
[20:18:15] <fuzzie> not by me right now, yet another one of those exams tomorrow morning.
[20:18:39] <Avenger> i do the reordering, just to fix the immediate problem
[20:18:50] <fuzzie> that's great
[20:21:17] <CIA-36> GemRB: 03avenger_teambg * rc533ca12ba8a 10gemrb/gemrb/core/GameScript/Matching.cpp: fixed ar1512 puzzle (bug #3472986)
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[20:23:35] <Baldurer> fuzzie: not just stacking
[20:24:54] <Baldurer> brad_a: will check now
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[20:32:09] <Kiranos> Avenger: fuzziedid you see Baldurer, savefile, the conversation began
[20:32:26] <Kiranos> [13:44:56] <Baldurer> Has anyone else experienced thus bug: In the labyrinth in spellhold, at the puzzle with the statues, the reward doesn't appear after solving the puzzle. However, when loading the same save file in original BG2, the reward suddenly appears
[20:34:12] <Avenger> now it will appear in gemrb too
[20:35:07] <Avenger> anyone can reproduce this crash: https://sourceforge.net/tracker/?func=detail&aid=3457518&group_id=10122&atid=110122
[20:35:59] <Avenger> i suspect it is an sdl or python bug on osx
[20:36:43] <brad_a> i asked him for more details and he ignored me
[20:37:14] <brad_a> he isnt using apples supplied pything
[20:37:16] <brad_a> python
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[20:37:59] <brad_a> in fact i dont know what he did to build gemrb
[20:38:12] <brad_a> the path is /usr/bin/gemrb
[20:38:20] <brad_a> so he surely didnt use our cmake scripts
[20:38:39] <Avenger> well, i just guess, if the spellbook crashes, we would hear more about this
[20:38:56] <brad_a> yes its fine. i know he is building incorrectly
[20:39:13] <brad_a> but he hasnt responded so i assume he figured it out or gave up
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[20:40:54] <Baldurer> I'm not sure if the log tells anything useful about the scrolls disappearing like that, but I suppose I can post a save file for this one too
[20:41:25] <brad_a> is it just scrolls?
[20:41:29] <brad_a> just certain scrolls?
[20:41:42] <brad_a> what about gems and holding bags?
[20:42:23] <Baldurer> just two specific scrolls
[20:42:37] <brad_a> what are they?
[20:42:45] <Baldurer> but I think it has happened before too
[20:43:46] <Baldurer> because some scrolls vanished (can't remember which ones)
[20:44:11] <Avenger> it would be helpful to know which ones. itemname (resref) preferred
[20:45:18] <Baldurer> will check
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[20:46:28] <Avenger> baldurer, are you the one who reported the wand price problem?
[20:48:54] <Baldurer> yes
[20:49:58] <Baldurer> The scrolls are simulacrum and summon fiend
[20:50:05] <brad_a> avenger: this should be fixed http://sourceforge.net/tracker/?func=detail&aid=3191047&group_id=10122&atid=110122
[20:50:15] <Baldurer> found in the labyrinth
[20:50:30] <Avenger> brad, do you have access to close it?
[20:51:04] <brad_a> no
[20:51:11] <brad_a> well not that i know of :)
[20:51:32] <brad_a> let me log in and see
[20:52:46] <Avenger> strange, in guistore.py i see: price = price * Slot['Usages0']
[20:53:03] <tomprince> I wonder how hard it would be to make ieResRef a struck.
[20:53:06] <Avenger> but this multiplication is already in the code for GetItem
[20:55:11] <brad_a> i do not appear to be able to edit tickets
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[20:59:34] <Avenger> i closed this one
[21:00:53] <Baldurer> I posted a save file in a bug report about the disappearing scrolls
[21:08:58] <gembot> build #389 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/389
[21:16:38] <CIA-36> GemRB: 03avenger_teambg * r1d942c9ca254 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: determine the maximum charge for items (to help calculating their price)
[21:16:46] <CIA-36> GemRB: 03avenger_teambg * r8498b40a6f9d 10gemrb/gemrb/GUIScripts/GUISTORE.py: use MaxCharge to determine partially charget item prices fixes bug #3471051
[21:20:21] <gembot> build #382 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/382
[21:20:23] <Avenger> i guess those scrolls have an item count of 0
[21:20:44] <brad_a> does that mean they were used?
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[21:28:19] <Avenger> no, i think it is more like their creation
[21:29:17] <Avenger> if their usage count is not set, the original engine still counts them as '1'
[21:29:33] <Avenger> i think we added some hacks to set these to 1 on the fly
[21:29:53] <Avenger> but maybe we missed some cases
[21:34:23] <Avenger> actually, no, the charges are correctly set to 1
[21:40:18] <Avenger> hmm, these items are marked as temporary
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[21:56:16] <brad_a> why would temporary items evaporate when placed in a case?
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