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[08:59:30] <Hellcommander> anyone here?
[08:59:38] <lynxlynxlynx> mhm
[09:02:39] <Hellcommander> Can someone plz help me with problem Im having starting up the gemrb engine error is "GUI Script Engine..ImportError : No module named site
[09:05:12] <lynxlynxlynx> huh
[09:05:36] <lynxlynxlynx> we don't use that module at all
[09:05:46] <lynxlynxlynx> what are you running gemrb on?
[09:06:46] <wjp> site is a module that's automatically imported during python initialization
[09:07:57] <Hellcommander> latest 6.3 version svn that I can find
[09:12:15] <Hellcommander> gemrb engine and core are compiled with clr
[09:12:40] <Hellcommander> to fix memory problem
[09:13:29] <Hellcommander> anyone know how I can fix this error?
[09:13:33] <lynxlynxlynx> it looks like your python distribution is incomplete
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[09:15:09] <Hellcommander> Im using version 2.7 of python are their any files missing in it?
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[09:20:36] <lynxlynxlynx> no
[09:20:43] <lynxlynxlynx> how did you get it?
[09:21:35] <Hellcommander> I got the source from sourceforge since that was latest one I could find
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[09:22:09] <Hellcommander> Is there any editing I can do to fix this issue?
[09:23:52] <fuzzie> you built python yourself?
[09:23:53] <Hellcommander> for example I had to fix problem oggreader by adding the missing vorbisfile.lib link it was missing
[09:23:58] <Hellcommander> no
[09:24:02] <Hellcommander> gemrb
[09:24:34] <fuzzie> can you run the python interpreter, then?
[09:26:06] <Hellcommander> I can I believe but I don't know where debugger is located for it
[09:26:51] <fuzzie> if you installed a normal python, but you get no error about PYTHONHOME, i don't know what the problem might be.
[09:27:09] <barra_library> what kind of OS are you running Hellcommander?
[09:27:18] <Hellcommander> Vista
[09:27:21] <barra_library> alrighty
[09:27:28] <barra_library> have you installed normal py 2.7?
[09:27:33] <barra_library> or a special python distro?
[09:27:35] <Hellcommander> yup
[09:27:42] <Hellcommander> normal
[09:27:48] <barra_library> we had a bunch of python issues with standard python for our game
[09:27:56] <barra_library> you might want to try activepython instead
[09:28:17] <barra_library> http://downloads.activestate.com/ActivePython/releases/220.127.116.11/ActivePython-18.104.22.168-win32-x86.msi
[09:28:25] <fuzzie> we try and only depend on things which are bundled into the minimal python26.dll
[09:28:38] <fuzzie> which saves a lot of problems with the binary releases
[09:28:41] <barra_library> does gemrb support py 2.7 as well?
[09:29:10] <barra_library> or are the binaries you publish for win32 bound to py 2.6?
[09:29:27] <fuzzie> i don't think anyone's tried 2.7.
[09:30:22] <lynxlynxlynx> someone claimed they were running it with 3 too, but i thought that was impossible due to all the changes
[09:30:48] <Hellcommander> what is
[09:31:10] <barra_library> my personal proposal Hellcommander: install activepython 2.7 and see if gemrb works with it
[09:31:14] <Hellcommander> downloading activepython now
[09:31:16] <barra_library> if not, try activepython 2.7
[09:31:18] <barra_library> * 2.6
[09:34:04] <Hellcommander> 2.7 should still be compatible with all that require 2.x.x
[09:35:56] <barra_library> yes and no
[09:36:16] <barra_library> I remember that we had some py 2.7 tweaks for PARPG
[09:36:32] <barra_library> but these were just minor ones
[09:36:45] <Hellcommander> everything after 3.x needs not be rewritten and is not backwards compatible
[09:36:57] <Hellcommander> everything after 3.x needs to be rewritten and is not backwards compatible
[09:37:08] <Hellcommander> *
[09:37:08] <barra_library> :-)
[09:38:19] <Hellcommander> 2 mins left to wait for the active python build of 2.7
[09:42:39] <Hellcommander> lol waiting for it to see how much disk space I have
[09:45:18] <Hellcommander> after intalling I still have problem
[09:45:33] <Hellcommander> *installing
[09:46:20] <barra_library> please check if activepython 2.7 is the standard python interpreter on your system Hellcommander
[09:46:33] <barra_library> to do so, open a new command line window, enter: Python
[09:47:22] <barra_library> the python interpreter should now actually state if it's standard python or activepython
[09:47:23] <Hellcommander> says Import error no module named sit
[09:47:34] <Hellcommander> says Import error no module named site
[09:47:35] <barra_library> when you try to run "python"?
[09:47:47] <Hellcommander> yup
[09:47:56] <barra_library> than your install is _seriously_ screwed up
[09:49:47] <barra_library> not really sure what you can do about it, maybe a Vista issue?
[09:49:56] <barra_library> I'm running win7 here and it works just fine
[09:51:04] <barra_library> http://www.daniweb.com/forums/thread232231.html @ Hellcommander
[09:51:14] <barra_library> there is a "fix" described there that might work for you as well
[09:51:15] <fuzzie> one google result suggests a bad APPDATA environment variables
[09:51:41] <barra_library> yep fuzzie, the one I found seems to be env var related as well
[09:52:20] <barra_library> that's the link to the actual "solution" Hellcommander: http://www.daniweb.com/forums/post1023061.html#post1023061
[09:52:45] <barra_library> btw.: where did you install python to?
[09:53:57] <lynxlynxlynx> he's probably still running the first python
[09:54:46] <Hellcommander> I found problem python home was chaged by installer before :(
[09:54:59] <Hellcommander> fixing now
[09:56:23] <Hellcommander> got it running thanks
[09:57:18] <barra_library> cool, how did you resolve it?
[10:01:54] <Hellcommander> program change my pythonhome I just changed it back :)
[10:02:40] <Hellcommander> it says my vcremap.2da is not found in my key file
[10:04:47] <lynxlynxlynx> don't trust your computer
[10:05:29] <barra_library> ohh well, glad that it works now :-)
[10:10:07] <Hellcommander> why am I missing portraits?
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[10:10:40] <Avenger> hi
[10:14:15] <Avenger> the vcremap.2da problem is not a problem, it is used only in iwd/HoW
[10:14:24] <Hellcommander> loaded game and gui was missing mostly and was auto killed
[10:14:41] <Hellcommander> in in 5 secs
[10:14:51] <Avenger> which game you try to play?
[10:14:57] <Hellcommander> bg2
[10:15:13] <Hellcommander> bgt mega install
[10:15:35] <Avenger> so GameType=bg2 is set in gemrb.cfg? and paths are pointing to the game paths?
[10:16:27] <Avenger> if you use ToB, then gametype=tob is needed
[10:17:17] <Hellcommander> it says its obsolete on config file
[10:17:56] <Hellcommander> done
[10:18:14] <lynxlynxlynx> Avenger: that's not true
[10:18:17] <Avenger> hmm, strange, it might be obsolete, but that's how i have it here :)
[10:18:24] <Hellcommander> now I have it at tob setting
[10:18:36] <Avenger> it is amazing how it still runs then
[10:18:41] <lynxlynxlynx> it's not needed ever since i merged soa and tob
[10:19:05] <lynxlynxlynx> of course it still works for backwards compatibility
[10:19:31] <Avenger> ah ok :)
[10:19:50] <lynxlynxlynx> Hellcommander: run gemrb from the (dos) console
[10:19:52] <Hellcommander> I think I need to reinstall the widescreen mod :(
[10:20:05] <lynxlynxlynx> you'll get python errors that should hint at why the gui is missing
[10:20:08] <Avenger> well, widescreen needs some gemrb tweaks
[10:20:24] <Avenger> did you install widescreen for gemrb?
[10:20:34] <lynxlynxlynx> no, it works fine in normal mode too afaik
[10:20:37] <Hellcommander> what should I have res at?
[10:20:49] <lynxlynxlynx> the gemrb mode is an extension for allowing multiple resolutions at once
[10:21:02] <lynxlynxlynx> apparently a bit buggy at that
[10:24:02] <Hellcommander> I uninstalled widescreen mod before so I could use gemrb version (at that time it was the less effective binary build from sourceforge) when I changed the install to the gemrb version of the widescreen it messed up the install :(
[10:24:17] <Avenger> doh
[10:24:50] <Avenger> well, then you did all what i would have done
[10:24:55] <Hellcommander> I think all just have to reinstall all my mods and spellpack 6 beta
[10:25:10] <Avenger> that's a bit of a work :(
[10:25:29] <Avenger> you would think a weidu mod is uninstallable
[10:25:35] <Hellcommander> Bigworld project :)
[10:27:24] <Hellcommander> messed up it will take at least 5 hours with the laptop I have :(
[10:27:43] <Avenger> so when you uninstalled widescreen it was a different version than at install time?
[10:27:54] <Avenger> i guess, that did it in :)
[10:28:33] <Hellcommander> Thanks for gemrb now it can properly use both cpu's on cpu :)
[10:28:46] <Hellcommander> Thanks for gemrb now it can properly use both cpu's on computer
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[10:29:16] <Avenger> hehe, famous last word
[10:42:45] <pupnik> would it be a useful subproject to implement the widescreen in gemrb?
[10:43:00] <pupnik> without running an external program on the game data?
[10:44:35] <fuzzie> it would be tricky to do
[10:47:37] <Avenger> it is virtually impossible, if you want an aesthetic gui
[10:48:17] <Avenger> otherwise, if you don't mind black areas all over the screen, it is doable
[10:49:18] <Avenger> or, maybe, automatically tiling the mos if it doesn't cover the whole rectangle?
[10:51:41] <pupnik> sure
[10:52:12] <pupnik> ok 'virtually impossible'
[10:52:20] <pupnik> 1) it is done now
[10:52:27] <pupnik> 2) it is not done in gemrb
[10:52:43] <pupnik> i fail to see the problem
[10:53:20] <pupnik> http://www.gibberlings3.net/widescreen/ i'll study a bit
[10:54:00] <fuzzie> well, it's difficult in the sense that you'd have to dynamically fiddle with all of the same game data :P
[10:54:15] <fuzzie> so you'd have to hard-code everything, as the widescreen mod does
[10:54:35] <fuzzie> and most of the gemrb demand is for widescreen-style displays, so you'd want to do it for the lower-res GUI too..
[10:54:55] <fuzzie> erm, not widescreen-style, phone-style. which is to say, smaller than 800x600.
[10:55:24] <pupnik> yea
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[11:03:14] <Avenger> meh, ida pro could be more intelligent about stuff like this: or ah, 20h (i want to add a text symbol for 20h)
[11:03:47] <fuzzie> make an enum?
[11:04:06] <Avenger> the best i could do is : or ah, STATE_ALWAYSBERSERK/256
[11:04:12] <Avenger> i have the enum
[11:04:20] <Avenger> but it is 'ah' :)
[11:04:44] <fuzzie> oh, right
[11:04:51] <Avenger> it is silly to not recognise it is the high byte
[11:04:58] <fuzzie> well, IDA wants to preserve the original instructions
[11:05:10] <fuzzie> so i'm not sure there's a better way
[11:05:22] <Avenger> but it could do what i just did, with something like STATE_ALWAYSBERSERK>>8
[11:05:25] <Avenger> or whatever
[11:05:34] <fuzzie> but you can write that too?
[11:05:37] <Avenger> isn't there some asm directive for this
[11:05:57] <Avenger> no, i cannot, and even if i could, it would be better if i don't have to do it manually :)
[11:06:15] <fuzzie> i thought you could just write whatever you wanted, using 'specify manually'
[11:06:16] <Avenger> if it is seeing 'ah' then it should provide the enum list from the valid range
[11:06:29] <Avenger> well, it didn't accept >>8
[11:06:33] <Avenger> it accepted /256
[11:06:46] <fuzzie> i thought there was a 'don't check' checkbox :P maybe that's something else
[11:07:01] <Avenger> ah well, i guess, but i like it checked :)
[11:07:16] <fuzzie> but for variable analysis, i think they would like you to pay them €1500 for the decompiler :)
[11:07:18] <Avenger> anyway, the main problem is it doesn't offer the list automatically
[11:07:34] <Avenger> hehe
[11:08:15] <Avenger> anyway, i didn't know this /256 would work, i just tried it now
[11:08:26] <Avenger> i will use it, if there is no better way
[11:10:20] <pupnik> I realized it's probably better to keep gemrb 640x480 and implement onscreen buttons for functions to the left and right of screen
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[11:14:09] <fuzzie> Avenger: i don't know of any better way.
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[18:44:38] <lynxlynxlynx> edheldil: can you make the www subdomain also redirect to our page? Use html if there's no simpler way
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