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[14:38:53] <CIA-39> GemRB: 03avenger_teambg * r68ddf5c0ebf5 10gemrb/gemrb/core/ (KeyMap.cpp KeyMap.h):
[14:38:53] <CIA-39> GemRB: fixed a leak reported by valgrind
[14:38:53] <CIA-39> GemRB: fixed PST keymap.ini parsing
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[14:39:19] <Avenger> hello
[14:39:34] <edheldil> Hi, Avenger
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[14:43:25] <Avenger> this variable is really ugly, i wonder if it could be improved without templates
[14:44:58] <fuzzie> just fix it with templates? :P
[14:45:44] <Avenger> blargh
[14:46:02] <Avenger> well, templates are comparably ugly
[14:46:10] <fuzzie> no time to look at it right now, but we surely have something appropriate
[14:46:46] <Avenger> i could also use some help with a simple sscanf format string (see in last commit)
[14:47:18] <Avenger> basically, the whitespaces before and after = should be ignored.
[14:47:40] <fuzzie> i also don't see why no-one ever uses the INIImporter..
[14:47:43] <Avenger> actually, we could just drop all whitespace?
[14:47:52] <Avenger> no one ever?
[14:48:03] <Avenger> hmm
[14:48:06] <fuzzie> there's one place where it can't be used, the gemrb.ini
[14:48:11] <fuzzie> erm, the gemrb.cfg
[14:48:15] <Avenger> you mean, i should/could use it?
[14:48:29] <fuzzie> well, i don't know
[14:48:39] <Avenger> i think i copied some chunk of code from it
[14:49:23] <Avenger> i guess, i should use it
[14:49:31] <Avenger> if it can reduce the code size, fine
[14:49:35] <fuzzie> it's used in the inispawn, i know
[14:49:40] <fuzzie> i was just wondering if it could solve your problem, mostly
[14:50:00] <Avenger> yep, even if it couldn't. I guess the same problem should be fixed there too
[14:52:06] <lynxlynxlynx> the sscanf for the cfg ignored spaces, i'll go look it uo
[14:52:27] <Avenger> i think it ignored all space
[14:52:58] <Avenger> but, it is fine it doesn't harm matching
[14:53:34] <Avenger> i mean, it is fine, if it doesn't harm matching. I'm not sure why i had to copy/modify this code
[14:56:09] <lynxlynxlynx> just add a space where you need it ignored
[14:56:20] <lynxlynxlynx> A sequence of white-space characters (space, tab, newline, etc.; see isspace(3)). This directive matches any amount of white space, including none, in the input
[14:56:41] <Avenger> oh, so i can simply add ' = ' ?
[14:56:55] <Avenger> and it will get over no space
[14:57:10] <Avenger> that would be extremely cool
[14:57:49] <Avenger> well, it won't fix the trailing space in the key, before =
[14:58:02] <Avenger> but it would fix this last issue
[14:58:58] <lynxlynxlynx> i think so
[14:59:23] <Avenger> yeah, works
[14:59:27] <Avenger> thanks lynx
[14:59:46] <lynxlynxlynx> :)
[15:01:38] <CIA-39> GemRB: 03avenger_teambg * r9a8ce3bd23a9 10gemrb/gemrb/core/KeyMap.cpp: simpler code
[15:02:54] <Avenger> ok, i have a question. Look at DlgImporter::GetAction
[15:03:26] <Avenger> compare it with DlgImporter::GetCondition
[15:03:46] <Avenger> any unexplainable difference?
[15:04:19] <Avenger> valgrind reports: 152 bytes in 19 blocks are definitely lost in loss record 168 of 526
[15:04:35] <Avenger> i just wonder, why only 19
[15:04:50] <Avenger> well, maybe i didn't talk much :)
[15:07:51] <lynxlynxlynx> beats me
[15:08:14] <lynxlynxlynx> i'm terrible at tracking this down, found nothing new about the crash
[15:09:34] <Avenger> what crash?
[15:10:23] <lynxlynxlynx> going to brynlaw corrupts something and then we crash in updatescripts thinking there are more pcs than there really are
[15:10:35] <lynxlynxlynx> so the backtrace is useless
[15:11:09] <fuzzie> but which line?
[15:11:57] <lynxlynxlynx> hehe 666
[15:12:14] <lynxlynxlynx> the GetCurrentArea() call
[15:12:27] <CIA-39> GemRB: 03avenger_teambg * r03ff11486f92 10gemrb/gemrb/plugins/DLGImporter/DLGImporter.cpp: fixed some leak
[15:13:10] <Avenger> is there a savegame?
[15:13:17] <Avenger> before the corruption
[15:13:35] <fuzzie> yeah, that one makes no sense
[15:13:39] <fuzzie> because the queue only ever has valid actors in it
[15:13:58] <fuzzie> unless something is doing really bad things like calling Draw at random?
[15:14:09] <lynxlynxlynx> i have a save, sure (it's a modded game though)
[15:14:28] <lynxlynxlynx> and there's a bunch of cutscenes before it
[15:14:39] <fuzzie> do you know what 'q' is at the time?
[15:14:52] <lynxlynxlynx> that was the count? one too high
[15:15:28] <fuzzie> well, it starts at the count
[15:15:34] <fuzzie> no, it starts at count-1, i guess
[15:16:22] <Avenger> while(q--) is perfect :P
[15:16:23] <lynxlynxlynx> there's an undefined pallete thing going on nearby, but i didn't manage to resolve it
[15:16:42] <fuzzie> unless SortQueues() is broken, i don't see how it could happen
[15:17:18] <Avenger> something can delete the actor ?
[15:17:29] <Avenger> some effect opcode?
[15:17:48] <Avenger> or script
[15:17:50] <Avenger> whatever...
[15:18:27] <lynxlynxlynx> http://pastebin.com/3KFPTeTE <-- i found only the color mods uninitialised, but this persisted
[15:18:51] <lynxlynxlynx> maybe i should just try bisecting it until it works again
[15:20:28] <Avenger> that is a wrong gradient index
[15:20:37] <Avenger> too high for the palette bmp
[15:20:45] <Avenger> hmm
[15:20:53] <Avenger> do we handle the random clown colors?
[15:21:23] <Avenger> there is a gradient range, that is not static, but could yield random (picked from a separate list) colors
[15:22:50] <lynxlynxlynx> randcolors = new ColorSet[RandColor]; <-- this is the line
[15:23:31] <Avenger> yes
[15:23:33] <lynxlynxlynx> RandColor is the column count, so it should be fine
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[15:24:38] <Avenger> well...
[15:24:45] <lynxlynxlynx> if it was more than MAXCOLOR, would it crash?
[15:24:52] <Avenger> no
[15:25:08] <lynxlynxlynx> ah, right, we check that
[15:25:08] <Avenger> maxcolor is the number of shades in a gradient
[15:25:45] <Avenger> this random color range is 200-255
[15:25:57] <Avenger> if the palette bmp has less than 200 lines...
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[15:35:53] <edheldil> Parsing GemRB.cfg should ignore leading / trailing whitespace around keys and values
[15:39:26] <lynxlynxlynx> it did the last time i touched it (specifically to add one of these and maybe the irrelevance of the trailing slash)
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[19:26:38] <Avenger> hey, good news. When i compile gemrb in release mode, start game and quit, it doesn't freeze any longer :) So one of the numerous bugfixes healed it
[19:27:04] <Avenger> i mean, release mode on windows msvc6
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[19:35:36] <lynxlynxlynx> :)
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[19:45:18] <brad_a> i have a few lines of code i need added for ios suppor if someboy is willing to do that
[19:46:19] <brad_a> or tell me how to submit patches myself
[19:46:23] <brad_a> both work for me
[19:46:50] <lynxlynxlynx> upload the git diff / git show to a pastebin
[19:47:22] <brad_a> yikes :O i have no idea what you are talkinga baout but ill gladly try and figure it out
[19:47:46] <lynxlynxlynx> wait
[19:47:57] <lynxlynxlynx> what's your workflow like?
[19:48:03] <lynxlynxlynx> manual diffing?
[19:48:10] <brad_a> wtf? lol
[19:48:33] <brad_a> ive never used git before is all
[19:54:14] <brad_a> ok installing git now...
[19:58:40] <lynxlynxlynx> no need
[19:58:47] <lynxlynxlynx> i thought you worked in a checkout
[19:59:00] <lynxlynxlynx> how did you grab the latest sources?
[19:59:25] <lynxlynxlynx> how do you track what you're doing, what you've changed?
[20:00:21] <lynxlynxlynx> fuzzie: good news, it doesn't seem to be a regression - playing with january 4th's code produces the same crash
[20:00:39] <lynxlynxlynx> must be something in the modded data
[20:01:06] <fuzzie> *so* weird, though..
[20:01:59] <lynxlynxlynx> and annoying
[20:03:10] <brad_a> i just did a git copy just now and made my changes to that
[20:03:11] <brad_a> http://dl.dropbox.com/u/13866402/texteditgitdiff.txt
[20:03:55] <lynxlynxlynx> TARGET_OS_IPHONE is set by?
[20:04:00] <brad_a> sorry i did a git CLONE not copy
[20:04:14] <brad_a> its set by xcode when building for ios
[20:04:30] <brad_a> which is required to build for ios
[20:04:42] <brad_a> at least without involving unholy wichcraft
[20:04:44] <lynxlynxlynx> ok
[20:05:07] <brad_a> is that what yo were looking for?
[20:05:25] <lynxlynxlynx> if you want trackable credit for this, edit .git/config - name and email, then do a git commit -a # and then a git show
[20:05:54] <brad_a> dont i need somekind of account to do a commit?
[20:05:58] <lynxlynxlynx> no
[20:06:12] <lynxlynxlynx> commits are free, you just can't push them upstream
[20:06:56] <lynxlynxlynx> git has two fields, author and committer, which are not necessarily the same
[20:07:14] <fuzzie> well or you can just provide a name/email and make lynx make a commit :)
[20:08:31] <lynxlynxlynx> oh right, it can do that
[20:09:07] <lynxlynxlynx> btw, is window 1 guaranteed to be the right one?
[20:09:09] <brad_a> ha ha
[20:09:14] <brad_a> ok name brad allred
[20:09:19] <brad_a> email firstname.lastname@example.org
[20:09:38] <brad_a> ill set this up for future things. avenger has been babysitting me before now
[20:09:52] <brad_a> yes
[20:09:59] <brad_a> you can only have 1 window on ios
[20:10:05] <brad_a> per display
[20:10:38] <brad_a> tho i will try and find how to ask which window id though sdl
[20:10:40] <lynxlynxlynx> <insert multitasking joke>
[20:10:47] <brad_a> ha ha
[20:13:59] <lynxlynxlynx> the +++/--- lines are crucial for patch files btw, but git will take care of that later
[20:14:59] <brad_a> i was wondering wht those were
[20:15:47] <brad_a> it wouldnt have helped you as i did git dif on 2 files instead of agains a repo so they were like /Users/brada/... crap
[20:16:08] <brad_a> im still learning
[20:17:05] <lynxlynxlynx> np
[20:18:47] <lynxlynxlynx> SDL_GetFocusWindow() could be used there
[20:19:36] <brad_a> sweet
[20:19:44] <lynxlynxlynx> but check if it is available, it's from a 2009 gsoc
[20:19:44] <brad_a> feel free to throw that in there :)
[20:20:29] <brad_a> it is in here
[20:22:46] <lynxlynxlynx> works?
[20:31:08] <brad_a> let me check
[20:33:45] <brad_a> hmmmm. it is available inside of SDL but either they arent exporting it anymore or these header files are out of date or its purposely left out
[20:37:35] <lynxlynxlynx> not mentioned in the docs either
[20:38:38] <brad_a> well i added it to my special ios sdl header and it compiled and linked fine
[20:38:45] <brad_a> testing keyboard momentarily
[20:39:48] <brad_a> keyboard still works using that function
[20:40:26] <CIA-39> GemRB: 03bradallred * re0b2ba022b10 10gemrb/gemrb/core/GUI/TextEdit.cpp: keyboard hook for ios
[20:40:55] <lynxlynxlynx> eh
[20:41:09] <brad_a> thank you
[20:42:53] <lynxlynxlynx> anything else?
[20:44:32] <brad_a> not today. i will need this entire apple directory added under the gem rb toot. it contains all the osx/ios specific things and all that jazz
[20:44:37] <brad_a> root
[20:44:38] <brad_a> lol
[20:45:54] <brad_a> mostly just some header files an xcode project and an icon file. oh a template for gemrb plugins as well
[20:46:52] <lynxlynxlynx> icon file? what kind of format do you need?
[20:47:00] <brad_a> icns
[20:47:13] <lynxlynxlynx> nothing else supported?
[20:47:21] <brad_a> png i think
[20:47:34] <brad_a> is there one i missed?
[20:48:05] <fuzzie> we only have a 64x64 png one
[20:48:14] <fuzzie> but i'm sure one could be rendered at a more useful size
[20:48:15] <lynxlynxlynx> no, also a svg one
[20:48:22] <lynxlynxlynx> we already install them
[20:48:32] <fuzzie> yes, but assuming svg is no use :-)
[20:48:54] <brad_a> ah. my icns file has 256 128 64 and 32 i think
[20:49:06] <lynxlynxlynx> it's very useful if you want a bigger render :)
[20:49:11] <Maighstir> SVG is of little use as icons, save for Linux or converting to other formats
[20:49:33] <Maighstir> OS X max icon size is 512x512 if I remember correctly
[20:49:43] <lynxlynxlynx> crazy
[20:49:47] <brad_a> it is but the png of the gem rb icon i had was 256
[20:49:48] <Maighstir> indeed
[20:50:02] <fuzzie> also for iphone builds you want all the iphone/ipad sizes
[20:50:03] <brad_a> so thats my max icon size
[20:50:09] <fuzzie> 57x57, 72x72, etc
[20:50:23] <Maighstir> they don't scale down?
[20:50:40] <brad_a> whats the rule on suppliying a compiled version of sdl with this?
[20:51:01] <brad_a> i only ask because there is a bug in sdl that i had to patch to get this to work
[20:51:13] <fuzzie> Maighstir: not on iOS afaik
[20:51:26] <brad_a> im not sure about ios
[20:51:37] <brad_a> dont have an ios device actually
[20:51:37] <lynxlynxlynx> not for the tree, but there's no problem bundling it in packages
[20:51:49] <fuzzie> but you have the emulator, right?
[20:51:55] <fuzzie> should be good enough for icons :)
[20:52:01] <brad_a> a package that either can be hosted or linked on the gemrb site?
[20:52:07] <fuzzie> yes
[20:52:09] <brad_a> yeah i do
[20:52:13] <brad_a> have the emulator
[20:52:24] <fuzzie> although if you want people to test it, the forum is probably going to get you more interest at the moment
[20:53:37] <brad_a> sure i just wanted to make sure it is ok to distribute that. i will link in the forums.
[20:54:42] <lynxlynxlynx> can you easily install 3rd party stuff on the apples?
[20:54:59] <fuzzie> well, you have to jailbreak them first
[20:55:08] <fuzzie> but e.g. the jailbreak-requiring scummvm seems pretty popular
[20:55:25] <brad_a> i want to say you can compile your own stuff and put it on there without being jailbroken
[20:55:34] <brad_a> but you probably need a developer certificate
[20:55:55] <fuzzie> yep :)
[20:56:19] <fuzzie> and it only works for your own developer certificate
[20:56:32] <brad_a> eyah well i figure anybody out there comfortable with compileing this will be comfortable with a jailbreak
[20:56:49] <brad_a> can we distribute this on cydia?
[20:57:04] <fuzzie> i wouldn't see why not
[20:57:05] <brad_a> for free of course
[20:57:21] <brad_a> that would make it easier for people to get at
[20:57:38] <fuzzie> but you probably want to find some testers first :)
[20:57:53] <brad_a> you mean people that actually own an ipad?
[20:57:57] <CIA-39> GemRB: 03avenger_teambg * r194dee25ff75 10gemrb/gemrb/core/GUI/TextEdit.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[20:57:59] <CIA-39> GemRB: 03avenger_teambg * r4fd919a498e1 10gemrb/gemrb/ (6 files in 3 dirs): implemented DemoEnd action almost properly (keyboard doesn't work)
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[20:58:28] <fuzzie> well, or people who actually own an iphone
[20:58:40] <fuzzie> there's been quite a few people asking on the forums, i'm sure they would be happy to test
[20:59:13] <brad_a> my gf has an iphone thats jailbroken. i believe ill test on it. i cant imagine playing on such a small screen tho
[20:59:17] <fuzzie> i guess you'd need an iphone 4 though
[20:59:29] <fuzzie> because the older iphones are too low-resolution
[20:59:46] <brad_a> she does
[20:59:58] <fuzzie> well, great :)
[21:00:03] <CIA-39> GemRB: 03avenger_teambg * r97e9e673419f 10gemrb/gemrb/GUIScripts/bg2/DemoEnd.py: cleanup
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