#gemrb@irc.freenode.net logs for 17 Oct 2011 (GMT)

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[11:02:01] <Beh0lder> hi all
[11:02:18] <fuzzie> hi
[11:05:03] <Beh0lder> I delivered my phone to service
[11:05:19] <Beh0lder> Waiting for reply...
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[13:27:32] <pugvader> who is the code-ninja working on performance optimization for ARM cpus?
[13:31:50] <wjp> we have one of those?
[13:34:28] <pugvader> they can be hard to spot
[13:39:34] <lynxlynxlynx> i don't remember any either
[13:39:48] <lynxlynxlynx> maybe someone offered it and promptly disappeared?
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[15:42:42] <brad_a> is anybody else getting random crashes at start? they are rare and sometimes happen in python, sometimes in sdl, and sometimes in the core.
[15:54:06] <lynxlynxlynx> nope
[15:54:25] <lynxlynxlynx> sounds like memory corruption though
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[15:58:20] <brad_a> indeed
[16:00:11] <brad_a> it is because the crashes almost always happen with a malloc warning about an object being modified after it was freed
[16:04:06] <lynxlynxlynx> run it under valgrind which can pinpoint the problem
[16:10:02] <brad_a> i will have to do that. need to download and build it tho.
[16:16:21] <brad_a> bah valgrind wont build for my version of os x
[16:16:29] <brad_a> at least not this port
[16:16:41] <fuzzie> You need 10.5+?
[16:17:14] <fuzzie> Oh hm, I guess 10.7 is probably a huge mess still.
[16:17:17] <brad_a> oh good it looks like i should use the official valgrind project
[16:17:43] <brad_a> no the first thing googling valgrind mac os x brings up is some outdated port
[16:17:48] <fuzzie> Ah.
[16:18:04] <brad_a> look like the official valgrind should work for mac now
[16:18:07] <fuzzie> I have ordered another Android tablet (a Galaxy Tab 8.9"), I shall have to see if that arrives.
[16:18:31] <fuzzie> Yeah, valgrind has worked okay on x86 OS X for a year or so now. Not great, but well enough.
[16:20:58] <brad_a> how is valgrind different from dtrace or whatever it is that apple uses in their "Instruments" application that im not nearly familiar enough with?
[16:21:21] <fuzzie> valgrind is an x86 emulator
[16:21:54] <fuzzie> so it can analyse at a much lower level
[16:22:10] <fuzzie> dtrace can't spot anything that a debugger can't, really
[16:29:04] <Yoshimo> sometimes the big capital letters don't scroll together with the small letters, so they shortly overlap, brad_a, have you done something against this recently?
[16:34:49] <brad_a> yes it is noted in the commit that fexed the caps that scrolling text has that overlap due to the setupString calculation
[16:35:09] <brad_a> i havent felt like looking at fixing that issue but it is knows
[16:35:21] <brad_a> i should probably put that on the wiki or something
[16:35:25] <fuzzie> it's a lot better than it was anyway
[16:35:42] <brad_a> oh yes the capitals work wonderfully now as far as i know
[16:35:51] <fuzzie> what's the bug here, chapter text?
[16:36:17] <brad_a> yes in chapter text the lines following a capital are overlapping the cap
[16:36:18] <fuzzie> i noticed the chapter text is starting again *before* the previous text is done
[16:36:28] <fuzzie> that is not right anyway, and presumably fixing that would fix that bug?
[16:36:38] <brad_a> no i dont think so
[16:36:57] <fuzzie> it worked fine for me otherwise, but maybe i have a magic making-it-work glare
[16:36:57] <brad_a> and that starting again but was there before i fixed them
[16:37:07] <fuzzie> yeah, that is not your issue :)
[16:37:20] <brad_a> i dont know what causes that issue tho
[16:38:31] <brad_a> on the plus side midterms are over so i can get back to working on gemrb
[16:38:42] <fuzzie> hehe
[16:44:36] <brad_a> im guessng that if nobody else is having rare random crashes at startup then it must be my TTF plugin
[16:45:02] <brad_a> i probably have an off by 1 error someplace
[18:00:09] <Yoshimo> seems quite a task to implement fonts the right way
[18:16:33] <brad_a> well what is the "right way"?
[18:17:23] <brad_a> if you mean support for kerning and such then yes gemrbs implemetation will never support that unless somebody wants to write a new font subclass to override all the calculations etc
[18:18:14] <brad_a> ttf plugin dest the same thing as bams. render each glyph individually on a sprite
[18:19:38] <brad_a> i personally dont care about kerning so as long as i can change the font, the size, and the style i consider it done :-P
[18:39:55] <CIA-26> GemRB: 03lynxlupodian * r453b1ff744ab 10gemrb/gemrb/ (5 files in 4 dirs): implemented toggling always-running for pst
[18:58:57] <Yoshimo> brad, what is "kerning"?
[19:01:14] <tomprince> Yoshimo: https://secure.wikimedia.org/wikipedia/en/wiki/Kerning
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[21:25:00] <lynxlynxlynx> something went terribly wrong
[21:28:22] <fuzzie> how do you mean?
[21:28:34] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=23090&st=0&gopid=191913&#entry191913
[21:28:50] <lynxlynxlynx> could be my npclevel code
[21:29:11] <fuzzie> eek.
[21:29:14] <lynxlynxlynx> checking the area now, i don't see them there
[21:29:23] <lynxlynxlynx> so i guess they're spawned by script
[21:29:30] <lynxlynxlynx> jaheir7.cre was found
[21:31:39] <fuzzie> although i don't see how your code quite works, don't you lose position/etc this way?
[21:33:30] <lynxlynxlynx> it worked for what i tested with, but that was mostly aerie
[21:33:48] <lynxlynxlynx> the debug dump doesn't show them anywhere in the area
[21:33:56] <fuzzie> i don't remember how this works, so i don't mean it's wrong, just first glance wondering
[21:35:47] <fuzzie> (also won't this crash if level == 1?)
[21:36:59] <fuzzie> oh, doesn't happen
[21:37:41] <lynxlynxlynx> jaheira was skipped by this
[21:38:55] <lynxlynxlynx> minsc too
[21:39:01] <lynxlynxlynx> they're added to the map
[21:39:52] <lynxlynxlynx> still there as the screen fades
[21:40:18] <lynxlynxlynx> hmm, now they are there
[21:40:29] <lynxlynxlynx> don't tell me i really need to make a bard again??
[21:41:20] <lynxlynxlynx> aah, it's true
[21:41:39] <lynxlynxlynx> bards and thieves trigger it since they are at a higher level with the same xp
[21:51:20] <lynxlynxlynx> maybe it's the second area load that kills them
[21:51:33] <lynxlynxlynx> though she was still in the NPCs vector
[21:52:43] <lynxlynxlynx> her Pos is 0,0
[21:53:24] <lynxlynxlynx> not in the area debug dump, though not dead :s
[21:54:06] <fuzzie> maybe Game->CurrentArea isn't set yet when you call LoadCreature?
[21:54:29] <fuzzie> in fact it would make no sense if it was set, since this code is in LoadMap
[21:55:24] <lynxlynxlynx> re dead: forgot it was checking internal flags, not state
[21:56:30] <lynxlynxlynx> if i print her area, it is the proper one
[21:57:25] <fuzzie> oh
[21:57:35] <fuzzie> you are calling DelNPC
[21:57:54] <fuzzie> from inside a loop which iterates over NPCs.size()
[21:58:07] <lynxlynxlynx> yes, she gets put at the end
[21:58:17] <fuzzie> which means you will skip the next NPC every time you delete one
[21:59:17] <lynxlynxlynx> NPCs.size() stays the same
[21:59:32] <fuzzie> yes
[21:59:41] <fuzzie> but if it is, say, 10, and you handle the i==2 case
[21:59:48] <fuzzie> then you delete NPCs[2]
[21:59:59] <fuzzie> and then the next loop iteration checks NPCs[3]
[22:00:05] <fuzzie> despite the fact NPCs[2] is a valid npc
[22:00:25] <lynxlynxlynx> yes, but there is nothing more to be done with npc2
[22:00:33] <fuzzie> yes there is
[22:00:42] <lynxlynxlynx> apparently :)
[22:00:43] <fuzzie> it's then the next NPC in the list after the one you deleted
[22:02:43] <lynxlynxlynx> hmpf, how did i miss that
[22:03:14] <lynxlynxlynx> i even wrote a small test just to see if it would preserve the elements :s
[22:03:49] <fuzzie> well maybe i'm wrong - just looks bad! falling asleep, so good luck + ninight
[22:04:25] <lynxlynxlynx> ah, i used an iterator there, i guess that's it
[22:04:55] <lynxlynxlynx> something for tommorow, zzz to you too
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