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[05:48:51] <brad_a> so im gonna start off by committing this SDL 2 driver as a basic abstraction that contains nothing more than the SDL 1.3 code currently in the SDLVideo driver and doing the same thing the compatibility layer was doing
[05:49:39] <brad_a> basically override create display to create a renderer and override swapBuffers to convert backbuff to a texture and display it
[05:50:01] <brad_a> that will at least let me update my libSDL for some much needed bug fixes
[05:50:20] <brad_a> and ill move the touch code into an overriden pollEvents and get that working for android
[05:50:36] <brad_a> then we can worry about actually harnessing opengl
[05:50:49] <brad_a> tho when that time comes i do have several drawing methods implemented
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[18:55:18] <CIA-28> GemRB: 03avenger_teambg * rdcf523c33fb7 10gemrb/gemrb/ (core/GameScript/Actions.cpp plugins/FXOpcodes/FXOpcodes.cpp): fixed rest actions
[18:55:29] <CIA-28> GemRB: 03avenger_teambg * r5c6ec477d342 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed Bored Timeout = 0
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[20:34:14] <brad_a> he he. the mac/ios build has ben broken since tomprince added the logger class (not his fault, just need to add the files to the project)
[20:38:25] <tomprince> brad_a: Hmm ... but buildbot didn't yell about it?
[20:38:35] <brad_a> not that i saw
[20:39:46] <tomprince> gembot: unmute
[20:39:57] <tomprince> gembot_: unmute
[20:39:57] <gembot_> You hadn't told me to be quiet, but it's the thought that counts, right?
[20:45:01] <tomprince> gembot: notify list
[20:45:12] <tomprince> gembot_: notify list
[20:45:13] <gembot_> The following events are being notified: ['exception', 'successToFailure', 'failureToSuccess']
[20:46:40] <tomprince> brad_a: Looks like it did, but didn't report it.
[20:47:20] <-- gembot_ has left IRC (Quit: buildmaster reconfigured: bot disconnecting)
[20:47:26] <brad_a> no worries. itll be fixed momentarily
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[21:16:44] <brad_a> :-/ cant get this to build
[21:16:57] <brad_a> keep getting odd cstring errors
[21:17:11] <fuzzie> oh?
[21:20:36] <brad_a> yup. adding the stdio logger class blows up in my face
[21:20:37] <brad_a> hard
[21:21:28] <brad_a> the include <cstdio> is the source of the errors
[21:21:50] <brad_a> i get a bunch of "no member named ___ in the global namespace"
[21:22:00] <brad_a> seems like an easy fix… tho im uncertain what
[21:22:46] <brad_a> using namespace ?
[21:23:30] <brad_a> tomprince: ideas?
[21:24:07] <tomprince> does changing it to stdio.h work?
[21:25:04] <brad_a> no… but the erros still say they are occuring in cstdio
[21:25:29] <tomprince> pastebin?
[21:26:51] <brad_a> http://dl.dropbox.com/u/13866402/builderrors.txt
[21:27:37] <brad_a> hmm
[21:27:55] <brad_a> these included from errors arent even the logger class...
[21:29:55] <tomprince> I bet I know what is going on.
[21:30:02] <brad_a> ill bet you do :)
[21:31:08] <tomprince> Wait ... FontManager??
[21:31:18] <brad_a> thats what i said. i dont get it
[21:31:27] <brad_a> but removing the logger calss clears up the errors
[21:31:41] <brad_a> it compiles fine then fails to link because of the missing symbol
[21:32:29] <fuzzie> just the .cpp, you mean?
[21:33:17] <brad_a> well yes i mean removing Stdio.cpp from the build list removes all teh global namespace errors
[21:34:13] <fuzzie> hm
[21:34:21] <fuzzie> maybe the file being called stdio.h is not a good idea
[21:34:28] <brad_a> probably
[21:35:12] <brad_a> because it is apprently conflicting with compiling those other source files
[21:35:33] <brad_a> let me rename and see
[21:36:14] <fuzzie> i assume that was also tomprince's thought, without the imagination about how badly a build system can automatically mess with search paths.. :)
[21:36:34] <brad_a> he he
[21:37:49] <tomprince> No, I had other ideas.
[21:38:00] <brad_a> that seems to be the problem
[21:38:39] <brad_a> tho i should probably make a logger for mac/ios anyway
[21:39:02] <brad_a> but it would still be a good idea to rename i think
[21:39:54] <brad_a> good thinking fuzzie :)
[21:42:50] <brad_a> ok build successfull after renaming that file
[21:43:33] <tomprince> Silly HFS+.
[21:44:01] <tomprince> Also, include search paths.
[21:44:21] <brad_a> well the search paths may be my fault somewhat
[21:44:39] <brad_a> i had to change them to make it not fuss about <config.h>
[21:46:14] <brad_a> i think i also had to turn on always search user paths for the same reason
[21:46:44] <brad_a> this was months ago so i dont remember so well :)
[21:49:20] <brad_a> do you want me to rename it? i was just going to append Logger to the end
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[21:49:58] <tomprince> Well, so apprently, gcc defaults to looking in the same directory as the currently processed path.
[21:50:09] <tomprince> I wanted to avoid Logger/StdioLogger.h
[21:52:18] <brad_a> well i can jsut create a mac logger then
[21:52:36] <tomprince> Well, it certainly should be fixed.
[21:52:51] <brad_a> tho that only fixes the problem on mac. i can imagine this being an issue for somebody else maybe...
[21:52:52] <tomprince> What is the compiler invocation you are using for that file?
[21:53:00] <brad_a> let me check
[21:53:11] <brad_a> for stdio.cpp right?
[21:54:05] <tomprince> Sure, and FontManager.cpp
[21:54:19] <brad_a> i imagine they are both the same
[21:54:35] <brad_a> http://dl.dropbox.com/u/13866402/stdio%20compile.txt
[21:54:44] <brad_a> thats from the renamed one tho
[21:54:56] <brad_a> so just replace stdio2.cpp with stdio.cpp
[22:01:34] <tomprince> brad_a: Can I see the output of https://gist.github.com/1830882
[22:03:07] <brad_a> k. i have to rebuild for those to exist so give me a few min
[22:05:23] <lynxlynxlynx_> iostd and iosstdio :)
[22:07:11] <brad_a> http://dl.dropbox.com/u/13866402/lsout.txt
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[22:21:35] <lostLinSoul> Hi all
[22:22:17] <lostLinSoul> Did some more experiemtns with hpconbon
[22:23:09] <lostLinSoul> It appear that in wine, the base HP will never fall below 3
[22:24:01] <lostLinSoul> I made a level 3 char with 1 HP and a constitution of 7
[22:24:23] <brad_a> yes i think thats what was determined here as well
[22:24:32] <brad_a> such that hp never falss below 1 per lvl
[22:24:38] <lostLinSoul> When I loaded that save game in gemrb it crashed
[22:24:58] <lynxlynxlynx_> crashed?
[22:24:59] <lynxlynxlynx_> where
[22:25:48] <lostLinSoul> I got a blue screen of death, when loading saved game with base hp < 6 on a level 3 character
[22:26:38] <lostLinSoul> Edited the save game with a hex editor be be able to have a char with such a low base hp
[22:28:09] <lynxlynxlynx_> if you run it from gdb, you can get the backtrace and we'll know where it crashes
[22:33:23] <lostLinSoul> Hmm...weird place to crash, here's the trace order:
[22:33:36] <lostLinSoul> #3 0x0000000000400c69 in main
[22:33:46] <lostLinSoul> #2 0x00007ffff7d281da in Interface::Main
[22:33:55] <lostLinSoul> #1 0x00007ffff7d11e9c in Game::UpdateScripts (this=0x175ab00)
[22:34:02] <lostLinSoul> #0 0x00007ffff7d32bc9 in Map::PlayAreaSong (this=0x0, SongType=0, restart=false, hard=false)
[22:34:58] <brad_a> is that really where it crashed? or did the music thread crash?
[22:35:13] <lostLinSoul> Program received signal SIGSEGV, Segmentation fault.
[22:35:23] <lostLinSoul> 0x00007ffff7d32bc9 in Map::PlayAreaSong (this=0x0, SongType=0, restart=false, hard=false) at /hds/enc06/8gemRBDev/gemrb/gemrb/core/Map.cpp:1767
[22:35:32] <lostLinSoul> 1767 char* poi = core->GetMusicPlaylist( SongHeader.SongList[SongType] );
[22:35:37] <tomprince> brad_a: Try turning off header maps.
[22:35:53] <brad_a> what?
[22:36:52] <lynxlynxlynx_> well, there is no area
[22:37:24] <lynxlynxlynx_> type f 1
[22:37:39] <brad_a> tomprince: i have no idea what that is
[22:38:06] <brad_a> i searche build settings for anything with map and i see "path to link map file" and "write link map file"
[22:38:43] <lostLinSoul> Hmm don't know, that was loding from an already running game
[22:38:53] <brad_a> there is no point in fixing it this way really. all i have to do is add an apple logger if we dont want to rename that fiel
[22:39:13] <lostLinSoul> Tried again loading from the initial screen and got this - which is different
[22:40:01] <lostLinSoul> Program received signal SIGSEGV, Segmentation fault.
[22:40:08] <lostLinSoul> GameScript::AreaType (Sender=<optimized out>, parameters=0xbbda90) at /hds/enc06/8gemRBDev/gemrb/gemrb/core/GameScript/Triggers.cpp:2784
[22:40:15] <lostLinSoul> 2784 return (map->AreaType¶meters->int0Parameter)>0;
[22:41:17] <lostLinSoul> backtrace:
[22:41:23] <lostLinSoul> #9 0x0000000000400c69 in main (argc=3, argv=0x7fffffffdf78)
[22:41:30] <lostLinSoul> #8 0x00007ffff7d281da in Interface::Main (this=0x602030)
[22:41:36] <lostLinSoul> #7 0x00007ffff7d11c91 in Game::UpdateScripts (this=0xb8d1a0)
[22:41:43] <lostLinSoul> #6 0x00007ffff7dad902 in Scriptable::Update (this=0xb8d1a0)
[22:41:49] <lostLinSoul> #5 Scriptable::ExecuteScript (this=0xb8d1a0, scriptCount=<optimized out>)
[22:41:57] <lostLinSoul> #4 0x00007ffff7da9d72 in ExecuteScript (scriptCount=<optimized out>, this=0xb8d1a0)
[22:42:04] <lostLinSoul> #3 0x00007ffff7d7144f in GameScript::Update (this=0xb8da90, continuing=0x7fffffffdd2e, done=0x7fffffffdd2f)
[22:42:12] <lostLinSoul> #2 0x00007ffff7d70bae in Condition::Evaluate (this=0xbbd7b0, Sender=0xb8d1a0)
[22:42:20] <lostLinSoul> #1 0x00007ffff7d70a3b in Trigger::Evaluate (this=0xbbda90, Sender=0xb8d1a0)
[22:42:27] <lostLinSoul> #0 GameScript::AreaType (Sender=<optimized out>, parameters=0xbbda90)
[22:42:42] <lostLinSoul> I'll try again and check for consistency
[22:43:07] <brad_a> tomprince: are we really going to keep printBracket around as a public function? shouldn't the logger just use it to wrap owner and the message severity? instead of manually doing that everywhere…
[22:44:07] <lostLinSoul> Yeash that is consistant from the loading screen
[22:47:15] <lostLinSoul> If I hex edit the savegame so that the base HP is > 5, the game does not crash
[22:48:13] <lostLinSoul> Sets my level 3 character to a base HP of 1 is the save game has it as 6 though...
[22:48:55] <lostLinSoul> ...base HP of 1 IF the save game...
[22:50:25] <brad_a> this is probably a non-isuue. the issue is fixing the hp conbon calculation to ensure 1 hp per level minimum
[22:50:52] <lostLinSoul> I agree
[22:51:12] <lostLinSoul> Originally I wanted to work on the party size
[22:51:49] <lostLinSoul> By the by is someone tasked with fixing hpconbon?
[22:52:33] <brad_a> lynx posted a patch about it yesterday i think. tho nothing was commited
[22:53:15] <brad_a> if you do manage to increase the party size i would like to see familiars added to the sidebar :)
[22:53:16] <lynxlynxlynx_> right
[22:53:38] <lostLinSoul> ...
[22:53:38] <lynxlynxlynx_> i'll do it later
[22:54:01] <lynxlynxlynx_> familiars in the bar are not such a good idea though
[22:54:17] <brad_a> yeah i probably dont realize the implications
[22:54:19] <lynxlynxlynx_> you need to ensure a lot more data is correct in their files
[22:54:31] <lostLinSoul> I'm going to need help with this, only have some c++ I learnt a uni year ago and have to coding since...
[22:54:47] <brad_a> thats how i was when i started :)
[22:55:32] <lostLinSoul> Well that's good to know, at least it's possible!
[22:56:17] <lostLinSoul> NOw I started buy using the console to get a party of 7 and tried to load the game without the reform party poping up
[22:57:15] <brad_a> just back trace from the reform party request to see what triggers it and start from there i imagine
[22:57:27] <brad_a> tho i certainly dont know much about that spect of gemrb
[22:58:47] <tomprince> brad_a: I just wanted to keep the same api while migrating to clases. The next step is to add a new api, then change all uses, and then finally remove the old api.
[22:58:51] <lynxlynxlynx_> you'll need to change the PARTY_SIZE constant in the python scripts
[22:58:55] <lynxlynxlynx_> or something similar
[22:58:59] <lynxlynxlynx_> it's hardcoded to 6
[22:59:12] <brad_a> tomprince: sounds good. i kinda figured thats what was happening
[22:59:17] <lynxlynxlynx_> there's likely something in core too
[23:04:09] <lostLinSoul> I found party_size in Game.cpp and set it to 0, then in GUIDefines.py I set PARTY_SIZE to 0
[23:04:20] <brad_a> 0?
[23:04:32] <brad_a> i image that wont work too well :)
[23:05:03] <lynxlynxlynx_> me neither, since it is used as a loop limit
[23:05:13] <lostLinSoul> now I can load a party of 7 without the reform screen poping up, but there are now 6 blank portraints which no longer link to the actors
[23:06:06] <lostLinSoul> According to the comments, it allows for any party size, so should be handled in some way shape or form...
[23:06:09] <brad_a> of course if you are going to increase it i suppose you may as well go the extra mile and make it limitless ;-)
[23:06:51] <tomprince> lostLinSoul: Don't necesarily believe all the comments you find in the source.
[23:07:01] <lostLinSoul> I figured that gamer could then enfore if the wanted a party of 8 or 10 or whatever...
[23:07:30] <lostLinSoul> ...Less no.1 comments may lie..
[23:07:35] <lostLinSoul> Got it
[23:07:42] <lynxlynxlynx_> 8 should work fine
[23:08:06] <lynxlynxlynx_> up to 9 i think we also have the relevant actions and objects
[23:08:24] <CIA-28> GemRB: 03lynxlupodian * r829c8f695ec8 10gemrb/gemrb/core/Scriptable/Actor.cpp: GetHpAdjustment: try harder not to kill actors
[23:08:41] <lynxlynxlynx_> no, only up to 8
[23:09:18] <tomprince> lostLinSoul: That comment probably accurately documents intent. But, if that was actually all that needed to be done, we wouldn't have considered adding larger party support as a GSoC project.
[23:10:18] <lostLinSoul> I figured it would be a good starting point...
[23:10:34] <tomprince> But yes, comments lie, or become outdated, or refer to intended behavior that hasn't been implemented ....
[23:11:04] <tomprince> You could perhaps go and find every place that refers to those variables, and fix them up to match the comment.
[23:11:28] <lostLinSoul> Well it works in the sence that I now have a paty of 7... just the portraits are useless or no used..
[23:12:42] <lostLinSoul> What interests me is that there are 6 blank portraits...
[23:13:11] <lynxlynxlynx_> that's because you set it to 0
[23:13:25] <lynxlynxlynx_> aka False when it comes to conditionals
[23:13:45] <lostLinSoul> Bust why still 6 not 7?
[23:14:06] <lostLinSoul> Matching the number of actors in party or none
[23:14:07] <lynxlynxlynx_> there are no controls (buttons) in the original data for more than 6
[23:14:26] <lynxlynxlynx_> the new ones will have to be created through python
[23:14:28] <brad_a> is the plan to add more just to make the sidebar scrollable?
[23:14:55] <lynxlynxlynx_> and if you're lucky, there's space where the others are also for their ID numbers, but i doubt it
[23:15:16] <lynxlynxlynx_> hey, that's a novel idea
[23:15:17] <lostLinSoul> Where is that controled from?
[23:15:27] <lynxlynxlynx_> the CHU files
[23:15:33] <lostLinSoul> What novel?
[23:15:40] <lynxlynxlynx_> but we can create controls from the scripts too
[23:16:13] <lostLinSoul> No I mean the code that sets up the portraits..
[23:16:24] <lynxlynxlynx_> GUICommonWindows
[23:16:36] <brad_a> .py if you didnt know
[23:16:38] <lynxlynxlynx_> you really picked a hard task to start on
[23:16:49] <lostLinSoul> Ta, I'll have a nose around
[23:16:49] <lynxlynxlynx_> and this is the easy part :)
[23:17:08] <lostLinSoul> LOL, I'm drowning already... unluck me
[23:17:38] <brad_a> it may take a while but if you are serious you will get there
[23:17:46] <brad_a> we are always here for assistance
[23:19:26] <lostLinSoul> Thanks, you may later regret that offer...
[23:19:36] <lostLinSoul> :oP
[23:22:17] <brad_a> well you wouldnt be the first person to get started on a difficult task then never re-appear :-p
[23:22:35] <lostLinSoul> Ouch..
[23:23:00] <lostLinSoul> I'll try not to disappear
[23:23:13] <brad_a> we had about 4 people :working" on things just a few moths ago and i havent seen any of them since
[23:24:20] <brad_a> shame too. because i know they made some rogress that could have been usefull
[23:25:23] <lynxlynxlynx_> it's always better to start with simple stuff, so you don't get overwhelmed
[23:25:39] <lynxlynxlynx_> you learn the necessary lore in the meantime
[23:25:51] <brad_a> its true
[23:26:08] <brad_a> tho i cant really think of an easy place to start off the top of my head
[23:26:11] <lynxlynxlynx_> but it can be problematic if you don't have any small itches to scratch
[23:26:20] <lynxlynxlynx_> i can
[23:26:21] <tomprince> brad_a: By the way, you don't need to use GemRB.cpp if you don't want.
[23:26:29] <brad_a> yes i know :)
[23:26:34] <brad_a> i plan on getting rid of it
[23:26:59] <lostLinSoul> I'm like a dog with a bone so I'll get there eventually, what might get me unstuck is only c/c++
[23:27:00] <brad_a> but its in the back of my queue currently :)
[23:28:37] <brad_a> right about the time i have a gui interface for mac users to shoose a game path from an open dialog i will get rid of GemRB.cpp
[23:28:42] <lostLinSoul> I only know c/c++ - python will be a wing and a prayer
[23:28:53] <brad_a> python is quite diffrent :-p
[23:29:42] <brad_a> im not sure how complicated our scripts are tho. i do know we basically stick to the built in stuff tho
[23:30:47] <brad_a> lynx: is there a list somewhere that maybe sorts our todo by difficulty?
[23:31:26] <brad_a> it would be nice to have a nice todo page where we can sort by many factors...
[23:33:10] <lostLinSoul> Don't suppose you know if I can set breakpoints for python funcs in gdb
[23:34:42] <lostLinSoul> Wanting to figure out if we know patry members before portrait setup/update code is called
[23:37:57] <lynxlynxlynx_> import pdb; pdb.set_trace()
[23:38:14] <lynxlynxlynx_> add that wherever you want in the py scripts and you'll have something similar to gdb
[23:38:37] <lynxlynxlynx_> our python is almost exclusively trivial, so you just have to learn the syntax
[23:39:10] <lynxlynxlynx_> brad_a: by difficulty no, but there's a list of entry tasks/types of tasks
[23:42:27] <brad_a> well if our python isnt doing complicated things like nested functions or whatever those colletion expressions are called it should be fairly straight forward
[23:43:48] <lostLinSoul> Thanks, made of note of the pdb for later use
[23:45:04] <lynxlynxlynx_> it's in the channel topic, so you know where to get it
[23:48:58] <lostLinSoul> Ah thanks!
[23:48:59] <tomprince> brad_a: Try this https://gist.github.com/1831750
[23:49:52] <brad_a> k
[23:51:00] <brad_a> i asked before about changing <config.h> to "config.h" and i was told it was needed by the build process..
[23:53:05] <tomprince> Hmmm. I don't recall that, and can't think why that'd be the case.
[23:54:34] <tomprince> In any case, that change is secondary to what I am curious about.
[23:54:48] <brad_a> iirc it was autotools...
[23:54:51] <-- lynxlynxlynx_ has left IRC (Read error: Connection reset by peer)
[23:56:29] <tomprince> Autotools is explicitly bitrotting now.
[23:58:11] <brad_a> ok ill try this when i get home
[23:58:14] <-- brad_a has left IRC (Quit: brad_a)
[23:59:14] <tomprince> brad_a: The main thing for fixing the stdio stuff is the USE_HEADERMAP (http://meidell.dk/2010/05/xcode-header-map-files/)
[23:59:31] <tomprince> The other is just cleanup and standardization.