#email@example.com logs for 15 Jan 2014 (GMT)Archive Today Yesterday Tomorrow
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[06:05:28] <i30817> yesterday ref counting discussion is why i like softreferences.
[06:05:54] <i30817> for caching that is, if i can request a timely rebuild
[06:06:17] <i30817> one place creates it, one place deletes it.
[06:07:00] <i30817> rest are at the mercy of the all powerful null pointer and hard reference (but it works better with GC obviously)
[06:07:52] <i30817> because then then you can just hard-reference it on the mehods it uses and it never becomes out of scope under you even with multithreading
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[08:16:27] <edheldil> Good morning
[08:31:33] <wjp> morning
[08:34:25] <Beholder> hi
[08:34:47] <fuzzie> mph.
[08:35:52] <fuzzie> I guess that text from 2h ago is talking about weak refs?
[08:36:40] <fuzzie> ah, 'soft' is a Javaism
[08:37:17] <fuzzie> or my not-sufficiently-caffinated-self can summarise it as that anyway, since it firmly belongs to GC land
[09:17:41] <edheldil> Interesting - it looks like bg2's chargen is different in gemrb and in ie
[09:19:59] <fuzzie> which bit?
[09:20:14] <fuzzie> we spent a while very carefully comparing it to ToB
[09:20:29] <edheldil> skills tab in soa
[09:20:53] <fuzzie> which is to say, ToB engine
[09:21:42] <edheldil> meaning that it uses resources from tob instead of soa?
[09:22:11] <fuzzie> meaning that no-one checks against SoA engine
[09:22:51] <edheldil> well, not quite true - it is tob engine, because it has both of them installed
[09:23:06] <fuzzie> then that's what we checked :p
[09:23:38] <fuzzie> it looks pretty much the same here
[09:24:12] <fuzzie> the recall button isn't disabled by default which is strange
[09:24:26] <edheldil> for me, ie displays skill tab with 3 panes, while gemrb displays two panes
[09:24:41] <fuzzie> oh, skills, skills
[09:24:51] <fuzzie> not enough coffee
[09:25:02] <edheldil> unless I have mixed the installation, which is quite possible
[09:25:18] <fuzzie> no quite right, it's missing the pane
[09:30:09] <fuzzie> presumably this is the SoA-style one then :-)
[09:31:26] <fuzzie> hm, no, ToB gives me a two-pane view
[09:33:48] <edheldil> btw, https://github.com/edheldil/gemrb/commit/22959744121296ca60051e6bc520556d3ddb31ac <- I can't say I am happy with that, it would be better if bg2demo had its own GameType
[09:33:51] <Pepelka> Set GF_ALL_STRINGS_TAGGED for bg2demo · 2295974 · edheldil/gemrb · GitHub
[09:33:52] <Pepelka> »gemrb - Engine Made with preRendered Background«
[09:36:49] <fuzzie> well I'd prefer the GameType but then we'd have to allow inheriting I gues?
[09:37:55] <fuzzie> annoyingly SoA manual doesn't seem to have screenshots
[09:47:03] <edheldil> hard to inherit from gemrb.ini, ubnfortunately
[09:50:15] <lynxlynxlynx> we just use the same window for both, since both are available
[09:50:31] <fuzzie> it's rather less elegant :)
[09:50:33] <lynxlynxlynx> and perhaps reusable for the levelup one, i don't remember
[09:50:41] <lynxlynxlynx> talking about skills
[09:50:42] <fuzzie> the levelup one is the three-pane one, I hope
[09:50:50] <fuzzie> yes, me too
[09:51:15] <fuzzie> yes, levelup one is three-pane
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[12:34:48] <edheldil> fuzzie: I would prefer a new gametype for bg2demo as well, but the cost is nontrivial
[12:35:50] <edheldil> this would allow to handle strrefs with unmarked tags more intelligently
[12:36:15] <edheldil> lynxlynxlynx: have you updated text docs as well? :)
[12:36:38] <lynxlynxlynx> in the original commit :P
[12:37:04] <fuzzie> yes, I didn't look at the difficulty
[12:37:29] <fuzzie> I have some sort of thing to attend at uni
[12:37:47] <fuzzie> "the room will be announced", it says
[12:39:08] <fuzzie> but if you need help maybe I can look at it in an hour or so when we're done
[12:39:14] <fuzzie> or else jsut commit your hack and be done with it.
[12:39:19] <fuzzie> not a big deal imo.
[12:42:42] <edheldil> sure, at the moment that's the easiest solution
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[20:49:03] <Beholder_> can anyone help me with python?
[20:49:19] <edheldil_> yes?
[20:49:32] <Beholder_> not with language, with properly building)
[20:49:59] <Beholder_> in msvc i get one linkage error with all python versions
[20:50:39] <Beholder_> 1>GUIScript.obj : error LNK2019: unresolved external symbol __imp___invalid_parameter_noinfo_noreturn referenced in function "public: class GemRB::Actor * & __thiscall std::vector<class GemRB::Actor *,class std::allocator<class GemRB::Actor *> >::operator(unsigned int)" (??A?$vector@PAVActor@GemRB@@V?$allocator@PAVActor@GemRB@@@std@@@std@@QAEAAPAVActor@GemRB@@I@Z)
[20:50:39] <Beholder_> 1>E:\projects\gemrb\vs2010\Debug\GUIScript.dll : fatal error LNK1120: 1 unresolved externals
[20:52:39] <Beholder_> i can avoid it with special hack, but this cause unavailable of GUIScript debugging
[20:52:40] <fuzzie> this is vs2010? how do you build python?
[20:52:49] <Beholder_> right
[20:52:58] <fuzzie> oh we have the broken hack
[20:52:58] <fuzzie> ok
[20:53:08] <fuzzie> in GUIScript.h, remove the #undef _DEBUG and #define _DEBUG
[20:54:22] <edheldil_> what does it have to do with python?
[20:54:41] <Beholder_> right now
[20:54:51] <fuzzie> edheldil: well if you look at what I said in those headers you can probably guess :-p
[20:55:25] <fuzzie> Beholder_: try that and tell me if it works?
[20:55:47] <edheldil_> hm
[20:56:04] <Beholder_> works fine
[20:56:07] <fuzzie> great
[20:56:13] <Beholder_> we should remove this
[20:56:23] <Beholder_> from master
[20:56:26] <fuzzie> that breaks it for everyone using older visual studio
[20:56:40] <fuzzie> and python 2.x is only supported under older visual studio..
[20:56:52] <fuzzie> but we can wrap it in a version check I guess
[20:59:08] <fuzzie> remind me about that tomorrow if no-one else did it, I can't do it now
[21:10:44] <Beholder_> i compiled 2.7 in vs2010
[21:11:18] <Beholder_> in source placed project for vs2008, not too old
[21:12:30] <Beholder_> what i need to debug to check palette on global map?
[21:12:55] <lynxlynxlynx> if you give me the define to check against, i can fix it now
[21:21:08] <Beholder_> heh, cant debug whatever
[21:21:19] <Beholder_> no symbold loaded(
[21:21:25] <Beholder_> symbols
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[21:56:28] <Beholder_> lynx, i replaced if defined block to: #if defined(WIN32)
[21:56:28] <Beholder_> #include <Python.h>
[21:56:28] <Beholder_> #endif
[21:56:48] <lynxlynxlynx> not good enough
[21:57:32] <Beholder_> may be
[21:57:35] <lynxlynxlynx> you just replaced the _DEBUG resetting?
[21:57:49] <Beholder_> yes
[21:58:04] <lynxlynxlynx> we don't want to break avenger's precious msvc2006 >>
[21:58:20] <Beholder_> check version?
[21:58:35] <lynxlynxlynx> yes
[21:59:00] <lynxlynxlynx> and WIN32 is probably defined for mingw too, though we can exclude that manually
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[22:01:46] <Beholder_> msvc2006 i think is a visual studio 2008 compiler?
[22:04:37] <Beholder_> what about a palette on global map?
[22:04:47] <Beholder_> what can i do to fix it for me
[22:05:27] <Beholder_> i cant debug guiscript, but i can add log output
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[22:18:51] <edheldil_> hi, tomprince
[22:20:05] <edheldil_> lynxlynxlynx: do you know how is switching the image on the load screen in the middle of the loading done? (in soa)
[22:20:32] <lynxlynxlynx> no, but i guess when we reach a certain point in the loading
[22:20:58] <lynxlynxlynx> Beholder_: you can ignore it, it's not a bug, just your old plugin is making it look like there is
[22:24:51] <fuzzie> edheldil: it's a progressbar control with the two backgrounds referenced by the CHU
[22:25:17] <fuzzie> edheldil: also broken for bg2demo?
[22:31:18] <edheldil_> yes, the center "mosaic" plaques in demo had not been finished and it uses different resource. Though I can't see the mosaics used in bg2 either :/
[22:36:35] <fuzzie> how do you mean?
[22:37:11] <fuzzie> anyway you can fix that by simply adding another chu in your shiny new unhardcoded/bg2demo/
[22:39:27] <lynxlynxlynx> please let's not go that route
[22:39:57] <lynxlynxlynx> if you want a free thing to be able to showcase gemrb, rather work on our own demo stub
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[22:40:55] <fuzzie> is there actor art for it?
[22:41:17] <fuzzie> I haven't been paying attention
[22:41:50] <fuzzie> for that matter how do I even run the demo?
[22:42:34] <lynxlynxlynx> there is actor art
[22:43:19] <fuzzie> hm
[22:43:22] <fuzzie> I guess it's meant for 800x600?
[22:43:55] <lynxlynxlynx> probably
[22:44:12] <lynxlynxlynx> you just set gametype=demo and gamepath to the topdir
[22:44:21] <fuzzie> well, I have a config file full of bits
[22:44:31] <fuzzie> also it crashed pretty quick
[22:45:00] <lynxlynxlynx> yeah, can happen
[22:45:15] <fuzzie> because I can't seem to select a party member
[22:45:18] <lynxlynxlynx> i didn't have time to inspect much, but you're in a wierd state of non-selection
[22:45:22] <lynxlynxlynx> mhm
[22:45:47] <lynxlynxlynx> in other games we have no problem if nobody is selected, but something different is wrong here
[22:47:02] <brada> iirc its been that way from day 1. ive never been able to do anything with the demo.
[22:47:10] <fuzzie> hush
[22:47:17] <fuzzie> I'm digging through git history trying to make it your fault
[22:47:18] <fuzzie> don't ruin it
[22:47:51] <fuzzie> ok
[22:47:54] <fuzzie> brada: it's your fault
[22:48:05] <fuzzie> see, that was easy
[22:48:30] <lynxlynxlynx> heh
[22:48:31] <fuzzie> ( f2a4a883c0c963ae4cc884ec71f553ae01316edf removes the check for no-one being selected!)
[22:48:51] <edheldil_> fuzzie: guils.chu does not reference progress bar images
[22:48:59] <fuzzie> oh really
[22:49:16] <lynxlynxlynx> this didn't work before 2014 though
[22:49:20] <fuzzie> GPROGBAR and COADBAR are not them?
[22:49:28] <edheldil_> nope
[22:49:33] <fuzzie> what are those ones?
[22:49:43] <brada> why would that only affect the demo?
[22:50:04] <fuzzie> probably it doesn't and we just haven't noticed :p
[22:50:06] <edheldil_> gprogbar mosis a background and coadbar is the profgressbar itself
[22:50:15] <fuzzie> edheldil_: hm
[22:52:04] <fuzzie> intrsting
[22:52:32] <fuzzie> I mean the LoadScreen.py sets a mos
[22:52:42] <fuzzie> but only at load time, surely
[22:55:22] <fuzzie> let's try commenting out things
[22:58:38] <fuzzie> ok, so it's indeed not the images
[22:59:06] <fuzzie> fascinating
[22:59:48] <edheldil_> possibly it's done both by LoadScreen(), if it's called twice ... checking
[22:59:56] <fuzzie> I guess it must be
[23:00:05] <fuzzie> I commented out all the drawing in the Progressbar control, it still flips
[23:01:43] <edheldil_> indeed, LoadScreen is called twice
[23:24:53] <lynxlynxlynx> wow, mos = mosaic
[23:25:00] <lynxlynxlynx> thanks
[23:27:14] <edheldil_> well, that too, but those images are styled as mosaics