#gemrb@irc.freenode.net logs for 16 Jun 2011 (GMT)

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[13:40:00] <edheldil> eh, a new soul in gemrb-release ML.
[13:49:57] <wjp> maybe we should use it :-)
[13:59:07] <edheldil> is not the -release one automatic?
[14:00:48] <lynxlynxlynx> nope
[14:01:27] <lynxlynxlynx> people could subscribe to news (not sure if they still can) or file releases (likewise)
[14:04:11] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=22487&view=findpost&p=187288 <-- we have a bad influence on people :]
[14:07:47] <lynxlynxlynx> and woah, did you see the new theme proposal?
[14:08:18] <lynxlynxlynx> http://kinggoddard.com/development/dokuwiki/doku.php?id=start
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[15:35:30] <edheldil> lynxlynxlynx: nice background, but somehow I have doubts about it being sufficently free for us to use
[15:35:57] <lynxlynxlynx> yep, i have the same doubt and already explained it on the forum
[15:36:09] <lynxlynxlynx> specifically that gold on the bottom looks familiar
[15:37:00] <edheldil> (also, there are other issues, like the logo being hidden in the background ...)
[15:48:29] <lynxlynxlynx> also noted ;)
[15:51:34] <edheldil> I will sound like a broken record, but IMO the worst problem is not the boring theme, but badly structured content and overall lack of it
[15:52:40] <brad_a> when somebody gets a chance i have a patch
[15:52:42] <brad_a> http://dl.dropbox.com/u/13866402/sdl1.3patch.txt
[15:55:35] <brad_a> i have the keyboard stuff done too but im fighting with git about it...
[15:55:49] <brad_a> i clearly need to read the manual
[15:55:51] <lynxlynxlynx> edheldil: well you can do something about the structure if you think it is bad
[15:56:40] <lynxlynxlynx> brad_a: but does that work with sdl 1.2?
[15:56:51] <Gekz> oh god, that theme is horrible.
[15:57:06] <Gekz> if you're going to have a theme, go with something simple and minimal
[15:57:15] <Gekz> wordpress or drupal or something simple.
[15:58:03] <brad_a> yes
[15:58:16] <brad_a> i have my mac target sdl 1.2 and the ios target 1.3 and both work
[15:58:45] <Gekz> an iOS build you say
[15:59:00] <Gekz> you'll never get it into the app store with GemRB GPL licensed.
[15:59:00] <brad_a> well it compiles with 1.2 i guess i shoud see if it runs etc
[15:59:10] <brad_a> i know not trying
[15:59:16] <brad_a> cydia all the way
[15:59:24] <Gekz> aha
[15:59:36] <fuzzie> the GPL is irrelevant
[15:59:42] <Gekz> ipad 2 is tethered only still isn't it?
[16:00:00] <brad_a> well we couldnt get it in the app store for other reasons wether or not GPL has anything to do with it
[16:00:05] <Gekz> fuzzie: not at all, they don't like open source in the store.
[16:00:07] <fuzzie> it won't get into the app store because there's no game to bundle with it
[16:00:15] <brad_a> exactly
[16:00:27] <Gekz> that's not true, c64 emulators were allowed in for instance
[16:00:30] <fuzzie> but there are several pay-for games using GPLed scummvm in the store
[16:00:43] <fuzzie> the c64 emulators were only allowed to work with the games that were included in the app
[16:00:50] <Gekz> ah, that's a shame.
[16:01:06] <brad_a> also doesnt using python tmake it app store incompatible?
[16:01:08] <fuzzie> or with in-store purchased ones
[16:01:16] <Gekz> probably brad_a
[16:01:28] <fuzzie> internal app scripting is fine nowadays
[16:01:52] <brad_a> well thats good to hear
[16:02:02] <brad_a> still cant get in there :P
[16:02:06] <fuzzie> since late 2010 or something
[16:02:10] <fuzzie> yeah, not much use for gemrb :/
[16:02:18] <edheldil> after all, the target was not scripting, but Adobe
[16:02:50] <brad_a> i thought they also didnt want apps to be able to downlaod and execute diffrent code then they were approved with
[16:02:55] <edheldil> or Flash, to be precise
[16:03:00] <fuzzie> brad_a: yes, so that excludes gemrb
[16:03:08] <brad_a> for the same reason you cant dynamically load code
[16:03:28] <fuzzie> and Flash is banned under a whole bunch of different rules
[16:03:52] <brad_a> i wish the web would ban flash (i speak as a web dev not an apple fan boy)
[16:03:53] <fuzzie> you can dynamically load code
[16:04:09] <brad_a> since when? you cant even make a dylib in xcode for iphone
[16:04:17] <fuzzie> the new rules on code are really simple: you can only run code which is included in your app bundle
[16:04:21] <brad_a> only application and static lib are options
[16:04:36] <fuzzie> it is trivial to make a dylib :-P
[16:04:42] <brad_a> neat. maybe xcode 4 then has dylib for iphone targets
[16:04:46] <brad_a> i know
[16:05:00] <brad_a> i did before i learned that gemrb has a static_link flag lol
[16:05:50] <brad_a> my point was if apple allows it it ought to be a template in xcode and it may be in xcode 4 but im still running 3...
[16:06:46] <fuzzie> apple don't want you to do it
[16:07:27] <brad_a> yeah it has to be signed with your dev cert for dopen to work
[16:07:35] <brad_a> dlopen
[16:13:08] <brad_a> is anybody else getting a compile error when building a non debug build? is string.cpp iget malloc was not declared in this scope and at the top of the file stdlib.h is inside a #ifdef _DEBUG block
[16:17:04] <brad_a> indeed moving stdlib.h outside that block resolves the issue
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[16:36:54] <brad_a> ok i lied about that being compatible with sdl 1.2 i guess. forgot sdl video is a plugin and i hadnt rebuilt it
[16:37:04] <brad_a> i will fix
[16:41:36] <brad_a> http://dl.dropbox.com/u/13866402/sdl1.3patch.txt
[16:41:39] <brad_a> sorry about that
[16:59:41] <lynxlynxlynx> the type change is fine?
[17:03:10] <brad_a> well before i was just casting the uint8 and that was working fine but seemed dangerous so i changed it. i cant test with sdl 1.2 yet because i havent got my mac plugins compiling against the latest git yet
[17:04:51] <brad_a> but i can say the type change works fine on 1.3 as far as i have seen
[17:04:53] <fuzzie> wjp: poke
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[18:47:26] <Beh0lder> hi all
[18:48:32] <Beh0lder> I've implemented touch areas on/of switching in GemRB.cfg
[18:48:42] <Beh0lder> there is a diff http://pastebin.com/HBNVWYfx
[18:49:12] <Beh0lder> Parameter named TouchScrollAreas may be set 0 or 1
[18:49:31] <Beh0lder> disabled by default (if commented out)
[18:50:33] <Beh0lder> I do not add any changes in GemRB.cfg.sample.in
[18:51:11] <Beh0lder> also I removed all my volume control android code
[18:51:28] <Beh0lder> it's not needed now
[19:07:20] <brad_a> holy garbage i can be dumb at times. just spent 20 min trying to figure out why my header search pats were wrong only to realize that i was changing settings for a release build and trying to build a debug version :\
[19:37:38] <brad_a> if you were waiting for me to test both versions of SDL before committing that patch i have done so and both versions work fine. tested 1.2 on os x and 1.3 on iOS.
[19:40:55] <Beh0lder> works on 1.3?
[19:41:00] <Beh0lder> I'll try it
[19:41:19] <brad_a> it wont build on 1.3 without that patch which hasnt been added
[19:41:31] <brad_a> but after that it builds and works fine
[19:42:04] <brad_a> at least using SDL 1.3 on iOS there shouldnt be any core diffrences between that 1.3 and any other
[19:42:34] <Beh0lder> do you check fps on 1.3 and 1.2?
[19:42:56] <brad_a> no why?
[19:43:47] <Beh0lder> oh, i forgot, you are testing in emulator
[19:43:51] <brad_a> i think to get a big benifit from 1.3 the gemrb code would need to update its SDL code to the newer api
[19:44:20] <brad_a> i really dont know
[19:45:08] <brad_a> i couldnt compare FPS between the 2 on the same platform anyway
[19:45:34] <brad_a> iOS support wasnt added to SDL until 1.3
[19:49:54] <Beh0lder> Android supports both SDL's but I tried compile only on 1.2
[19:50:31] <fuzzie> SDL 1.3 will almost certainly be slower
[19:51:32] <Beh0lder> game is laggy if many summoned creatures present on screen
[19:53:25] <fuzzie> i think going through SDL isn't really a good idea on android or iphone
[19:54:05] <fuzzie> but it would take months of work to do the graphics properly using opengl, even using SDL for everything else
[19:55:28] <brad_a> well i dont know how well the simulator emulates the limitations of the device but it runs smooth as butter in the simulator
[19:55:53] <fuzzie> the problem is, rendering actors (creatures) is really complicated
[19:56:25] <brad_a> SDL uses open gl on iOS btw
[19:56:26] <Beh0lder> Android SDL works through OpenGL
[19:56:31] <Beh0lder> )
[19:56:33] <brad_a> that too
[19:56:43] <fuzzie> yes, but both are *very slow* if you use them like this
[19:57:02] <brad_a> i cant wait to see how this runs on an ios device
[19:57:07] <brad_a> a real one i mean
[19:57:08] <fuzzie> it ends up just being a huge 2D texture, and OpenGL is only used to display that on the screen
[19:57:16] <brad_a> oh i see
[19:57:59] <fuzzie> of course, that isn't any worse than how it runs on desktop machines!
[19:58:59] <brad_a> i am making it a point to get this running on the GFs iphone this weekend
[19:59:03] <fuzzie> and yes i would love to see how it runs on an ios device
[19:59:14] <fuzzie> Beh0lder's code seems to run pretty nicely on android
[20:04:18] <Beh0lder> Android 2.3 ARMv7 devices (1GHz) runs GemRB with 30 fps in travel mode (typically). 30 fps is timer limit. Fps slows if many creatures summoned or mass effect spells casted only.
[20:06:17] <brad_a> yeah as as we discussed yesterday iOS should at least match that for lack of JVM and limited multitasking so im not too woried about it being annoying to play
[20:09:21] <Beh0lder> )
[20:10:12] <Beh0lder> good luck for porting) many people say thank you
[20:12:11] <brad_a> yeah there are people dieing to get their hands on it but its slow going getting my patches separated out and committed.
[20:13:00] <brad_a> i should have got git setup before i did all these coding changes... live and learn
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[20:14:46] <Beh0lder> all we learn
[20:15:38] <lynxlynxlynx> git add -p and then s (can split into individual chunks) is very useful
[20:16:22] <brad_a> yeah this has been great for me. before working on this i knew nothing about git or gcc etc. just meager c++ skills left over from college.
[20:17:05] <brad_a> yeah actually i did that and when viewing my stage it showed correctly but then i commited and it commited al the changes in the file
[20:17:09] <brad_a> dont know what i did wrong
[20:17:37] <lynxlynxlynx> i probably won't be able to commit anything until sunday evening, so if something is all ready to go, bug the other ops or it will have to wait
[20:17:46] <brad_a> thats fine
[20:17:52] <brad_a> is fuzzie still around?
[20:18:14] <lynxlynxlynx> git commit without parameters commits the whole stage, so if the whole file was committed, you accidentally added it whole
[20:18:32] <brad_a> hmmm. still have much to learn about git
[20:18:35] <lynxlynxlynx> we're all on european time except for tomprince
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[20:19:58] <Beh0lder> lynx, please check my code (I adde some new variables on Interface and GameControl)
[20:20:05] <Beh0lder> *added
[20:20:24] <lynxlynxlynx> a cursory inspection revealed nothing
[20:20:37] <lynxlynxlynx> i like the fact that there's one ifdef less
[20:21:04] <lynxlynxlynx> you can also modify INSTALL and CMakeLists.txt if you know how
[20:21:51] <Beh0lder> I don't know, I don't use cmake
[20:24:39] <Beh0lder> I plan to publish a new version in Market tomorrow
[20:26:45] <Beh0lder> brad_a, I think you can't publish GemRB in AppStore
[20:27:54] <Beh0lder> apple policies are very strict
[20:28:19] <lynxlynxlynx> ok, i'll take care of cmake then
[20:28:27] <brad_a> i know i cant. even if i could we cant include game content with it and there is now way to add it after the fack on non jailbroken devices
[20:28:43] <brad_a> just going to use cydia
[20:31:34] <Beh0lder> lynx, don't forget to add '#TouchScrollAreas=1' line with comments in cfg file sample. I uncomment this line for Android by default
[20:33:27] <brad_a> so the touchscreen compiler flag does nothing anymore then?
[20:33:37] <Beh0lder> yes
[20:33:46] <brad_a> ill have to add this touchscrollareas thingy to my iOS cfg
[20:35:11] <lynxlynxlynx> Beh0lder: why don't you do it? :s
[20:38:02] <brad_a> let me do it im adding my softkeybord confic and i put both those options in a new segment called input parameters
[20:38:10] <brad_a> sound good?
[20:40:53] <brad_a> http://dl.dropbox.com/u/13866402/touchscreenconfigpatch.txt
[20:41:00] <brad_a> there is a config patch
[20:41:59] <brad_a> has both my touch keyboard thing and beholders touch areas
[20:43:09] <Beh0lder> brad_a, add to comments "this feature disables standard mouse scrolling"
[20:43:27] <brad_a> ah good idea
[20:43:31] <Beh0lder> it's important
[20:44:06] <brad_a> quick how do i rollback a commit?
[20:46:09] <brad_a> i think i figured out how to just fix that commit
[20:46:11] <brad_a> sweet
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[20:50:17] <brad_a> http://dl.dropbox.com/u/13866402/touchscreenconfigpatch.txt
[20:57:16] <Beh0lder> bye
[20:57:30] <brad_a> later
[20:57:40] <brad_a> im actually off as well
[20:57:46] <brad_a> in about 10 min
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[21:07:29] <fuzzie> sorrry, bit busy atm
[21:07:41] <brad_a> no worries
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