#gemrb@irc.freenode.net logs for 18 Nov 2012 (GMT)

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[11:08:36] <Avenger> hello lynx
[11:08:44] <lynxlynxlynx> oj
[11:08:57] <Avenger> i was looking for the effect that messes the luck stat, but i still couldn't find it
[11:09:25] <lynxlynxlynx> it is probably fatigue related
[11:09:42] <lynxlynxlynx> i thought i fixed that for good and didn't see any problems anymore
[11:10:09] <lynxlynxlynx> a radically different fatigmod could break something though, but he said he has the original
[11:10:42] <lynxlynxlynx> still, his install is so full of wtf that half the bugs are not even worth exploring
[11:11:28] <Avenger> yes, though the machine of lum was really buggy
[11:11:56] <Avenger> i can never be sure which of his bugs are legit
[11:12:32] <Avenger> but investigating those bugreports is difficult, as there is very little info to reproduce
[11:15:47] <Avenger> so is there any bug you really want to kill ?
[11:19:28] <lynxlynxlynx> any luck with what we discussed last?
[11:20:12] <lynxlynxlynx> eg. monk apr :)
[11:20:15] <Kliff> Strange, the bugs that I'm getting, myself. I need to first make sure that it's not just BGT, fixpack, and tweakpack interacting with it badly first.
[11:20:37] <Kliff> So today I'll do that - install GemRB on here and play through that a bit.
[11:20:46] <lynxlynxlynx> i'm working on something else now, but later today will be again for gemrb
[11:21:35] <Avenger> kliff: we target exe compatibility, so any mod bugs are important, as long as: the mod didn't modify the exe AND you use the modded dataset for both gemrb and original.
[11:23:06] <Kliff> Yeah. I'm not sure which of my mods modified the .exe - it could've actually been BGT itself because there's one option in the install that requires a mod to the .exe if you decide to have all the music play appropriately.
[11:23:07] <Kliff> Or something.
[11:23:13] <Kliff> I may be wrong.
[11:23:23] <Kliff> And the only other thing I can think of that modded the .exe was... Widescreen.
[11:31:29] <Kliff> I think.
[11:34:20] --> Dakkus has joined #gemrb
[11:34:39] <Dakkus> Hi there! After a plenty of fighting, I got pst to run in GemRB.
[11:34:59] <Dakkus> Among the problems was for example the linux version of GemRB segfaulting...
[11:35:12] <Dakkus> But, the Windows version seems to work at least somewhat ok.
[11:35:29] <Dakkus> But, there are still some extremely annoying glitches.
[11:36:00] <Dakkus> Morte starts talking about Dhall's book minutes before I even meet Dhall for the first time.
[11:36:37] <Dakkus> The Nameless One refuses to run with Shift+Click and I need to double click instead. Which only works /most/ of the time.
[11:37:02] <Dakkus> At least the zombies aren't fighting back, which makes the fighting a tad bit too easy.
[11:37:22] <Dakkus> Menu texts are sometimes in wrong places.
[11:37:58] <Dakkus> (For example, when viewing the first book found in the game in the inventory, instead of "use" the button says "Talk to the book".
[11:38:02] <Dakkus> )
[11:38:13] <Dakkus> So, why is my pst ill?
[11:38:37] <Dakkus> how can I cure it?
[11:39:10] <Dakkus> And the version I'm using is gemrb 0.7.1, the newest I could find on sourceforge.
[11:41:10] <Dakkus> The pst version is the 4CD one. Since my computer has trouble coping with installers, I couldn't install pst the normal way around and used the linux unshield for extracting data1.cab, which now resides in C:\tormcab\program_executable_files .
[11:41:21] <Dakkus> (or, whose contents do, that is)
[11:44:22] <Avenger> you get segfaults?
[11:44:44] <Avenger> shift click is probably not implemented, at all
[11:45:07] <Dakkus> On linux I got one segfault.
[11:45:23] <Avenger> if you could reproduce the segfault, could you please give a gdb stacktrace?
[11:45:24] <Dakkus> Then I figured I'd just boot to Windows and try there. No segfaults on Windows.
[11:45:42] <lynxlynxlynx> it's old code though
[11:45:45] <Dakkus> Hmm... I could give it a shot, if you think it would be useful.
[11:45:55] <lynxlynxlynx> most of your problems are due to gemrb missing features/bugs
[11:46:12] <Dakkus> On linux I am running 0.7.1 from playdeb.
[11:46:28] <Dakkus> lynxlynxlynx: Anything I could do to fix them?
[11:46:43] <Dakkus> Is there any newer gemrb without those problems?
[11:46:45] <lynxlynxlynx> can you code? :)
[11:46:49] <Avenger> for the segfault, i need the stack trace
[11:47:00] <lynxlynxlynx> btw, there is an always-run option you can set
[11:47:13] <Dakkus> lynxlynxlynx: Well... I'm self-learned php-coder who never read a book about it. So, no.
[11:47:23] <lynxlynxlynx> the menu text offset sounds really odd, never saw such problems
[11:47:29] <Dakkus> lynxlynxlynx: Setting that option in game made no difference.
[11:47:47] <lynxlynxlynx> your version is so old it doesn't get saved, set it in torment.ini
[11:48:05] <Dakkus> :))
[11:48:26] <lynxlynxlynx> and i'm selftaught too, it's just a matter of motivation and guidance
[11:48:34] <Dakkus> :)
[11:49:03] <Dakkus> I had some trouble compiling the new gemrb on linux, but maybe I'll come back and let you help myself getting it running.
[11:49:28] <Dakkus> And also, if it really is any help for gemrb coders, I could also try debugging the segfault thing.
[11:49:57] <Dakkus> BUt now I am at a friend's place and he feels like not staying inside any longer.
[11:50:13] <Dakkus> Which means, no more geeking for now.
[11:50:15] <Dakkus> See yous!
[11:50:18] <Dakkus> -->
[11:50:36] <Avenger> yep
[11:50:40] <Avenger> any help is welcome
[11:59:49] <lynxlynxlynx> have fun
[12:06:53] <Avenger> lynx, i don't think there is any problem with the monk
[12:07:03] <Avenger> at level 7, mfist 3 has no thac0 bonus
[12:07:20] <Avenger> err
[12:07:27] <lynxlynxlynx> it's the apr ...
[12:07:37] <lynxlynxlynx> something wrong in the inventory
[12:08:07] <lynxlynxlynx> but i need to check that odd monk build too, i remember you couldn't reproduce one of the bugs
[12:09:03] <lynxlynxlynx> something simpler, does bg2 guirec still show the class name as the start of the character sheet?
[12:09:10] <lynxlynxlynx> here it looks like the token is not set anymore
[12:09:26] <Avenger> interesting, it returns 4... which is 2 apr
[12:09:47] <Avenger> but it displays 1
[12:10:22] <Avenger> ah i didn't update the script
[12:10:59] <Avenger> ok, so monk at level 7, apr = 2
[12:11:03] <Avenger> isn't that correct?
[12:11:49] <Avenger> i see the class name 'monk' on top
[12:12:08] <Avenger> oh but not on the stat dump
[12:12:49] <Avenger> there is 'GemRB.SetToken ("CLASS", ClassTitle)'
[12:15:19] <Avenger> and it is called
[12:15:39] <Avenger> i see SetToken called with CLASS/Monk
[12:18:45] <Avenger> strange, sometimes i see this: stats.append ( (GemRB.GetString (16480),"",'d') )
[12:18:55] <Avenger> and sometimes this: stats.append ( (16480,1,'c') )
[12:22:13] <Avenger> uh ok, the class was my fault
[12:38:03] <Avenger> ok the class is fixed
[12:44:10] <lynxlynxlynx> :)
[12:44:53] <lynxlynxlynx> re apr: the table is correct, but the get-apr call doesn't always detect fists as equipped
[12:51:35] <Avenger> how can i reproduce that
[12:52:22] <Avenger> and what slot is used if the fist is not equipped :D
[12:52:41] <Avenger> it should be magic slot or a weapon slot
[12:52:50] <Avenger> but then, the monk shouldn't get the bonus
[12:58:31] <lynxlynxlynx> you goldfish you
[12:58:50] <lynxlynxlynx> Equipped gets pseudorandom values here now and then
[12:59:02] <lynxlynxlynx> -25 or 0 for example
[12:59:46] <lynxlynxlynx> it works sometimes, so i have to determine if an attack is buggy via the animations (since monsters have 1 apr usually)
[13:00:38] <lynxlynxlynx> non/buggyness persisted for single targets until they died, another interesting observation
[13:02:37] <lynxlynxlynx> maybe just add an assert there and play - shouldn't equipped always be positive?
[13:05:38] <Avenger> it is negative if you equip an arrow with bow
[13:07:36] <Avenger> ok, add an assert there, but check if the actor is a monk
[13:08:30] <lynxlynxlynx> i won't commit it, just to catch it more easily
[13:08:49] <lynxlynxlynx> i doubt the Equipped corruption would be directly in the backtrace
[13:10:16] <Avenger> i just added this
[13:10:19] <Avenger> if (!GetMonkLevel() && Equipped !=IW_NO_EQUIPPED) {
[13:10:21] <Avenger> print ("Monk with strange equipped value: %d\n", Equipped);
[13:10:22] <Avenger> }
[13:11:03] <lynxlynxlynx> one ! too many?
[13:11:51] <Avenger> ah
[13:14:53] <Avenger> but i still need a way to force the problem
[13:15:03] <Avenger> i can't just sit here and play :D
[13:15:41] <lynxlynxlynx> i did a valgrind run recently, but i dont remember any inventory related problems
[13:16:27] <Avenger> interesting, my monk gets an Open Locks: 10 line :)
[13:16:42] <Avenger> but monks are not supposed to do that, the 10 is racial bonus i guess
[13:18:06] <lynxlynxlynx> yes
[13:18:17] <Avenger> well, not a big problem
[13:18:23] <lynxlynxlynx> we just display all the positive values and don't care about class restrictions
[13:18:43] <Avenger> actually, i don't mind this :)
[13:20:48] <lynxlynxlynx> me neither
[13:21:03] <lynxlynxlynx> would only introduce hardcoded bloat
[13:24:09] <gembot> build #97 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/97 blamelist: Avenger <avenger_teambg@sourceforge.net>
[13:24:39] <Avenger> hmm
[13:24:50] <lynxlynxlynx> can't reproduce it easily anymore
[13:27:13] <Avenger> can you check what's wrong with gembot?
[13:29:03] <lynxlynxlynx> sounds like a problem on the host
[13:29:29] <lynxlynxlynx> full disk maybe
[13:30:51] <lynxlynxlynx> unrelated, while playing with rockethamster i noticed we do have duplicated chapter text windows
[13:31:14] <lynxlynxlynx> only the second one has the correct mos/bam set, but there should be only one anyway
[13:32:15] <lynxlynxlynx> not sure if this isn't too fragile to be changed before release though
[13:32:26] <Avenger> how did you play gemrb with him? :D
[13:33:24] <Avenger> and what do you mean by duplicated chapter text window?
[13:33:31] <Avenger> It is started twice?
[13:35:50] <lynxlynxlynx> one textscreen after another
[13:35:54] <lynxlynxlynx> we played the original
[13:38:42] <Avenger> ok, i just tried this
[13:38:49] <Avenger> i left chateau irenicus
[13:38:56] <Avenger> got the textscreen, correctly
[13:39:07] <Avenger> pressed 'done'
[13:39:17] <Avenger> no problem
[13:39:42] <Avenger> it is just irenicus doing his massacre
[13:39:56] <Avenger> no double textscreens
[13:42:44] <Avenger> only problem i saw: the cutscene took some time, and the idle trigger kicked in :D
[13:43:35] <Avenger> you must have some residue scripts in your game
[13:44:03] <Avenger> did you delete the bg2 specific textscreen?
[13:49:06] <lynxlynxlynx> eons ago
[13:49:22] <lynxlynxlynx> try with a later chapter, since it's ch1 that is being duplicated
[13:50:07] <Avenger> ok, so i just create some gold and say hello to gaelan
[13:54:30] <Avenger> yeah, i reproduced this
[13:58:39] <lynxlynxlynx> i found out why the restoration scroll wasn't working for my monk :)
[14:00:22] <lynxlynxlynx> one of my favourite c gripes, another underflow
[14:21:28] <Avenger> the textscreen is buggy if it is started a second time in a session
[14:22:42] <Avenger> looks like simply a variable initialization problem in the guiscript
[14:29:32] <lynxlynxlynx> interesting
[14:38:09] <Avenger> lynx, i removed the textscreen call from incrementchapter
[14:38:24] <Avenger> then i get a single textscreen
[14:38:36] <Avenger> so, incrementchapter doesn't call textscreen directly?
[14:39:27] <Avenger> or this is a weird dataset bug, where they call incrementchapter AND also textscreen, but the original displays only one
[14:39:51] <lynxlynxlynx> no idea, but check what the scripts do
[14:40:05] <Avenger> it is a jumble of cutscenes
[14:40:17] <Avenger> gaelan's dialog has incrementchapter
[14:41:04] <Avenger> ar0311 calls textscreen
[14:41:28] <Avenger> funny
[14:43:27] <lynxlynxlynx> just recheck the chapter1 one works and i guess we're set
[14:44:30] <lynxlynxlynx> hmm, looks like GF_DEATH_ON_ZERO_STAT isn't working
[14:44:32] <Avenger> no, i think this is a weird hack that works for the original
[14:44:37] <lynxlynxlynx> the monk has -15 int already :)
[14:51:52] <Avenger> the first textscreen is displayed by textscreen too
[14:51:55] <Avenger> so it would work
[14:52:08] <Avenger> the question is: shall incrementchapter display a textscreen or not
[14:52:55] <lynxlynxlynx> the way you explained it, i see no benefit in doing so
[14:54:16] <Avenger> i think bg1 uses it for textscreen
[14:55:36] <lynxlynxlynx> check and if it is true, i guess we just add another gameflag
[14:56:02] <lynxlynxlynx> death on zero stat works, it was just delayed due to the actor being incapacitated and the pcf not running
[14:57:20] <gembot> build #98 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/98
[14:57:33] <Avenger> ok, i think i know what's going on
[14:57:47] <Avenger> incrementchapter("") won't give textscreen
[14:57:57] <Avenger> incrementchapter("chptxt..") will
[15:05:07] <Avenger> lol, why the scroll of restoration is -1 minlevel
[15:06:19] <lynxlynxlynx> no idea, but it's a modded game
[15:07:24] <lynxlynxlynx> hmm, i've reproduced the luck bug
[15:07:44] <lynxlynxlynx> don't know how, but likely just too much walking
[15:08:10] <lynxlynxlynx> the fatigue code was reversed recently though, so we have another approach to try
[15:09:59] <Avenger> well, if fatigue changes luck, then what's the problem
[15:10:52] <Avenger> by the way, there is some code to handle stat underflows, your negative int shouldn't have happened, as the minimum int value is 0
[15:12:05] <Avenger> hmm, actually, we have only maximum values
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[15:12:32] <Avenger> the minimum values are uniformly set to -100
[15:12:33] <Avenger> meh
[15:14:42] <Avenger> maybe we should have a set of minimum values
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[15:19:32] <lynxlynxlynx> maybe
[15:19:52] <lynxlynxlynx> fatigue and luck are a problem due to a stupid implementation
[15:20:17] <lynxlynxlynx> you find out if a character is fatigued by checking if he already has a luck penalty from it
[15:21:59] <lynxlynxlynx> hit -25 again
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[15:23:46] <lynxlynxlynx> even clicking on the quickslot fists doesn't change it
[15:30:53] <lynxlynxlynx> hmpf, you get stuck in the intro underdark cutscene
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[15:54:45] <lynxlynxlynx> bah, more targetting trigger foo
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[15:58:36] <_6i> hi guys
[16:00:48] <lynxlynxlynx> oj
[16:04:14] <_6i> i ran into a problem with gemrb on linux (ubuntu): i bought bg1 and bg2 from gog, then "enhanced" it using this guide ( http://www.gog.com/en/forum/general/enhance_the_gameplay_in_your_edition_of_baldurs_gate_from_gogcom ): game installs, fixpack, bgt, tweakpack, widescreen, then i manually edited the /usr/share/games/gemrb/override/bg2/clskills.2da (startxp: 89000->0, so i could start with a level 0 character)
[16:05:00] <_6i> the game ran allright to the point where i want to access the world map, then the game crashes
[16:05:40] <_6i> interestingly, it crashes when i try to run the game with the original ie engine through wine...
[16:05:51] <_6i> ...,too :)
[16:06:26] <lynxlynxlynx> uff, lots of mods
[16:06:27] <_6i> the last erro i see in the log, is: [ResourceManager/ERROR]: Couldn't find 'worlde.2da'.
[16:06:36] <lynxlynxlynx> which gemrb version is this?
[16:07:37] <-- Canageek has left IRC (Quit: KVIrc 4.0.4 Insomnia The future is here. It's just not widely distributed yet. - William Gibson)
[16:08:19] <_6i> and indeed, i cannot find that file either, additionally, i did an "in-file" textsearch through all gemrb and bg files (all 5 gigs or so), and the text "worlde.2da" has not been found in any of them..
[16:08:58] <_6i> gemrb version is v0.7.1
[16:10:33] <_6i> i installed gemrb from the "getdeb" ubuntu repositories (they usually package newer versions of things than in the main repos, but in this case gemrb is not in the main repos at all..)
[16:10:59] <lynxlynxlynx> the missing file is not a problem - it's from and for iwd2-like games
[16:11:02] <_6i> the "getdeb" gemrb package version is: 0.7.1-1~getdeb1
[16:11:44] <lynxlynxlynx> we're a few days from a new release btw
[16:11:56] <lynxlynxlynx> do you know how to use gdb?
[16:12:28] <_6i> i have a thought... is it possible that the worldmap texture does not fit into the graphics memory?...
[16:12:43] <_6i> in gdb it crashes at GemRB::WorldMapControl::AdjustScrolling(short, short)()
[16:13:02] <_6i> from /usr/lib/games/gemrb/libgemrb_core.so
[16:14:42] <_6i> do you also want the traceback from gdb? (btw, i have a very limited knowledge of gdb...i know just a couple of commands -- i used to use it through the codeblocks gui..)
[16:14:43] <lynxlynxlynx> probably failed to find the worldmap
[16:14:59] <lynxlynxlynx> do you have the gemrb log?
[16:15:01] <_6i> yeah, about that:
[16:15:37] <_6i> log: i do
[16:16:00] <_6i> also, to possibly speed up the process, i've found this in it:
[16:16:02] <_6i> [ResourceManager]: Searching for 'bpbgtmap'... [ResourceManager/WARNING]: Couldn't find 'bpbgtmap'... Tried bpbgtmap.bmp bpbgtmap.mos bpbgtmap.png [WMPImporter/ERROR]: Worldmap image not found. [ResourceManager]: Found 'bpbgtmap.bam' in 'chitin.key'. [Unknown]: Decompressing ar6507.are [Unknown]: Decompressing ar6517.are [Unknown]: Decompressing ar6518.are [Unknown]: Decompressing inn2616.sto [Unknown]: Decompressing ar6502.are [Unknown]:
[16:16:52] <_6i> so it seems, it has found it, but not at the first try
[16:17:12] <_6i> maybe because i bammed bg1 when merging with bgt
[16:17:17] <lynxlynxlynx> could be too late
[16:17:39] <lynxlynxlynx> if you biffed as the last step, it makes no difference
[16:18:10] <_6i> well, i did it through the weidu installer, so i hope it did it right..
[16:18:35] <_6i> would the log still help?..
[16:18:49] <lynxlynxlynx> the bam that it found was for an icon
[16:19:03] <_6i> oh, i see..
[16:19:12] <lynxlynxlynx> do you have dltcep, ni or weidu knowledge?
[16:19:19] <lynxlynxlynx> i wonder if you do have the image at all
[16:19:55] <_6i> btw, i also noticed, that it searched for a .mos map file, but i only have a .moz and a .bam file...
[16:20:41] <_6i> i have to admit, i didn't try to search for a mosunpack, and try to manually unpack the moz...
[16:22:51] <_6i> i have found a 'base/moz/bpbgtmap.moz', a 'base/map/bpbgtmap.bam' and a 'Cache/bpbgtmap.bam'
[16:23:08] <_6i> all in bg2 installdir
[16:24:40] <_6i> first i had the cache in $HOME/cache/gemrb/, then i tried to link it in bg2 instdir, the deleted it, and let the config file use the original cache location line './Cache/' to recreate it in the gamedir
[16:25:35] <lynxlynxlynx> doesn't matter where the cache is, as long as it is writable
[16:25:41] <lynxlynxlynx> it will get destroyed though
[16:25:56] <lynxlynxlynx> not sure if we handle compressed mos at all
[16:26:30] <lynxlynxlynx> quick grep doesn't think so
[16:27:42] <lynxlynxlynx> doesn't look like dltcep handles it either
[16:27:49] <lynxlynxlynx> i guess it is up to weidu
[16:28:42] <_6i> the $BG2DIR/base/moz/bpbgtmap.moz is 864K in size, and if i look at its beginning in text, it starts with a 'MOZ0' then a couple of chars later there is a 'TIL2' text than a 'JFIF', and iirc the JFIF suggests an image..
[16:30:56] <_6i> btw, where should i look for that dltcep thingy?.. (i'm kinda new to gemrb and i heard first about weidu at this install, but so far i liked it ;) )
[16:31:14] <lynxlynxlynx> the original had compressed mos', but they were mosc
[16:31:20] <lynxlynxlynx> http://iesdp.gibberlings3.net/file_formats/ie_formats/mos_v1.htm#mosc_v1_Header
[16:31:43] <lynxlynxlynx> dltcep is such an unique name that it should be trivial to search for
[16:32:46] <lynxlynxlynx> looks like you really need mosunpack
[16:33:04] <_6i> -> this is my first encounter with both gemrb and weidu, but i tried tutu-ing together bg1 and bg2 some years before, but back then, i used windows, and had access to a better pc :)
[16:34:43] <lynxlynxlynx> the big picture mod is flawed or underdocumented
[16:34:45] <_6i> could it be that when i merged the bg-s and then the weidu installer compressed bg1, it also compressed the mos files?..
[16:35:19] <_6i> could it help next time not to allow for compression during merging?..
[16:38:53] <lynxlynxlynx> i'm not sure, but i think it wouldn't help
[16:39:15] <lynxlynxlynx> the file is likely distributed as such, since it doesn't come from the games and thus the size is minimised
[16:39:22] <lynxlynxlynx> but that's just an uninformed guess
[16:39:48] <lynxlynxlynx> it's not easy to construct binaries, even though weidu is equipped for it to some extent
[16:40:38] <_6i> btw, as far as non-gemrb versions go, i downloaded bg1 and bg2 from gog.com this or maybe last week, the installed it through wine, and downloaded all the mods around wednesday/thursday this week: WeiDU-Linux-231.zip lin-bg2_fixpack-v9.zip Ascension64-BGT-WeiDU-1.15.zip lin-bg2_tweaks-v9.zip widescreen-v3.05.exe
[16:44:03] <_6i> between installing the mods, i tolower-ed the gamedir and set 664/775 permissions (as iirc 2 of the weidu installers was zipped with read only permissions, and 1 has not been lowercased)
[16:47:46] <_6i> in the meantime, i caseinsensitively searched for '*dltcep*' in the extracted weidu binaries folder, the bg2 installdir and /usr, and found nothing, before the 'find' search 'locate' also found nothing
[16:49:38] <_6i> -> i did not build anything from source (i downloaded the binaries for gemrb and weidu, too)
[16:53:14] <_6i> do you have paste site preferences for gemrb? should i link the log file(s)?
[16:54:21] <_6i> i think, i've potentially found the problem...
[16:55:43] <_6i> when i reset the permissions, i didn't give 'executable' back to mosunpack ( $BG2DIR/bgt/install/unix/x86/mosunpack )
[16:55:47] <lynxlynxlynx> paste.debian.net for example
[16:56:09] <_6i> could that be the source of all evil?.. :D
[16:59:20] <_6i> hmm, i've found these in 'setup-bgt.debug': bgt/install/unix/x86/mosunpack: error while loading shared libraries: libjpeg.so.62: cannot open shared object file: No such file or directory
[17:00:34] <_6i> also, when i searched for 'error' in the same file, i got this line:
[17:00:38] <_6i> ERROR: BIFF [./MOVIES/MOVINTRO.BIF] cannot be loaded: Unix.Unix_error(20, "stat", "./movies/movintro.bif")
[17:00:47] <_6i> followed by this:
[17:00:56] <_6i> [INTRO15F.MVE] --biff-get error: Unix.Unix_error(20, "stat", "./movies/movintro.bif")
[17:01:26] <lynxlynxlynx> movies are not critical
[17:01:29] <_6i> maybe it is time for you to glimpse into those logs, too.. :D
[17:01:49] <lynxlynxlynx> it was already estamblished you need to run mosunpack, so do that
[17:03:00] <_6i> yeah, i kinda don't know what exactly should i do with it (what needs to be extracted and where to..)
[17:04:15] <lynxlynxlynx> first it looks like you need to install another version of jpeg, possibly 32bit
[17:04:30] <_6i> i would take much longer, but maybe it would be safer to rerun the whole installation process with executable bgt files..
[17:04:33] <lynxlynxlynx> it likely just takes moz and mos as parameters
[17:04:53] <lynxlynxlynx> make sure the app works first
[17:05:25] <_6i> that is a thing to consider, too.. :D
[17:06:04] <Kliff> Damnit.
[17:06:11] <Kliff> I need to stop playing the free trials for The Pinball Arcade.
[17:09:45] <_6i> hmm, other than the mosunpack, i have a whole lot of .sh scripts, 'tis2bg2' and 'tisunpack', all without executable bits...unfortunate..i only gave it back to *.exe and *.tp2 files..
[17:10:40] <_6i> ( all these under $BG2DIR/bgt/install/ )
[17:12:18] <_6i> @lynxlynxlynx: when i try to run './bgt/install/unix/x86/mosunpack --help', i get:
[17:12:26] <_6i> ./bgt/install/unix/x86/mosunpack: error while loading shared libraries: libjpeg.so.62: cannot open shared object file: No such file or directory
[17:13:21] <_6i> [checking installed libjpeg.so version...]
[17:14:34] <_6i> got:
[17:14:36] <_6i> libjpeg-dev libjpeg-turbo8:i386 libjpeg-turbo8-dev:i386 libjpeg8:i386 libjpeg8-dev:i386
[17:15:06] <lynxlynxlynx> if you check the files, you surely have different library versions
[17:15:07] <_6i> no *62 stuff..
[17:15:28] <lynxlynxlynx> there was an api change too iirc, so there are surely separate packages that can coexist
[17:15:58] <_6i> if found the *62 packages in the repo, hope they're not in conflict or anything..
[17:17:49] <_6i> of course they are...
[17:18:04] <_6i> The following packages will be REMOVED: libdirectfb-dev libjpeg-dev libjpeg-turbo8-dev libjpeg8-dev libmng-dev libtiff5-dev
[17:18:50] <_6i> so much for recompiling mplayer with fbdev after this...
[17:20:25] <_6i> yeah, now mosunpack works..
[17:20:57] <_6i> couldn't i recompile it to use libjpeg8?
[17:21:08] <_6i> or is that one deprecated?..
[17:24:27] <lynxlynxlynx> if there are sources and you're willing to port it
[17:25:46] <_6i> @lynxlynxlynx: what should i mosunpack and where to? e.g. where should go that '$BG2DIR/bgt/base/moz/bpbgtmap.moz' as a mos
[17:27:56] <lynxlynxlynx> override will be fine
[17:28:14] <_6i> or should i mosunpack everything in $BG2DIR/bgt/base/moz/ ? -- does mosunpack create a mos in the same dir as the moz by default..
[17:29:31] <_6i> also, why does not gemrb check the $HOME/.gemrb folder for overrides?
[17:30:43] <lynxlynxlynx> that'd be a pretty silly install location
[17:32:12] <_6i> i have gemrb installed in /usr/share/games/gemrb, but that is global and writable by root; also, it reads the game cfg from ~/.gemrb/, but when i rewritten the clskills.2da file to ~/.gemrb/override/bg2/, it didn't recognised it
[17:33:09] <_6i> i had to sudo it to /usr/share/games/gemrb/override/bg2/
[17:34:18] <_6i> i thing it would be nice to have a user specific override folder,too (as for any other linux game/app), but thats just my thought..
[17:34:37] <lynxlynxlynx> the gemrb override is the ultimate one
[17:34:57] <lynxlynxlynx> we'll change that for the next release, so you can override most of the stuff from the game override
[17:35:14] <lynxlynxlynx> the path is already configurable though
[17:35:29] <_6i> i understood that, but would it really hurt to check one more folder?..
[17:35:31] <_6i> whatever
[17:36:16] <_6i> becouse it would be nice to have a global and a per-user override, too
[17:36:25] <_6i> ok, i'm finished with that
[17:39:09] <_6i> or one more question about that: i saw that i can set the override folder up in the game cfg file in ~/.gemrb/*.cfg, but i fear, if i direct it to a local folder, all the stuff in /usr/share/games/gemrb/ would not be found. is that right?
[17:41:11] <_6i> because i would only want those files to have locally, which i modified, and wouldn't want to copy everything just to be able to change a number in one file..
[17:41:49] <_6i> (to edit one file without root privileges)
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[17:43:23] <_6i> but back to where we were before: so, you say, i should mosunpack to the global gemrb override (root writebale)? or could i place it also somewhere in $BG2DIR, or a local user writable path?
[17:46:13] <_6i> in the meantime, i found this about transitioning from libjpeg62 to libjpeg8: http://lists.debian.org/debian-devel-announce/2010/02/msg00006.html
[17:47:05] <_6i> it seems, libjpeg62 is the deprecated one after all..
[17:47:40] <_6i> ..and it is deprecated almost 3 years now.. :)
[17:49:40] <_6i> @lynxlynxlynx: sorry, i'm blind or somethin' -- i didn't noticed the override folder in $BG2DIR ...
[17:49:44] <lynxlynxlynx> it is right, so you would have to copy the existing stuff first
[17:50:34] <lynxlynxlynx> i don't know what your $BG2DIR is, but GamePath definitely has an override dir
[17:51:06] <lynxlynxlynx> unless bgt removed it, which i highly doubt
[17:51:14] <lynxlynxlynx> it's the classical install location
[17:51:25] <lynxlynxlynx> anyway, you can put our stuff also under sounds or portraits iirc
[17:54:19] <_6i> yeah, i called the baldur's gate 2 install dir (GamePath in the cfg) as $BG2DIR (although no such variable really exists in my environment :) ) -- sorry, should have mentioned it before, but thought it was understandable..
[17:57:22] <_6i> btw, when unpacking the moz files, should i use the '-d' switch? (-> '-d Dither 24-bit tiles.')
[17:59:43] <lynxlynxlynx> no idea
[18:15:00] <_6i> ohyeah, and the worldmap pops up like a charm ;)
[18:15:45] <_6i> @lynxlynxlynx: man, you're a "game-saver"! :D i almost gave up on bg.. :D
[18:17:02] <lynxlynxlynx> luckily it wasn't gemrb related at all :)
[18:19:27] <_6i> nevertheless, your help is just as much appreciated ;)
[18:20:52] <_6i> it would probably resolve the issue if the guys building mosunpack would link it statically to libjpeg62 even if they don't want to upgrade to libjpeg8..
[18:22:07] <_6i> i find, that if there is no dependency checking, it is better to link statically, so it would work anywhere -- that pluss 100k wouldn't kill us..
[18:22:50] <lynxlynxlynx> or try to work everywhere, there is no true static builds
[18:23:08] <lynxlynxlynx> not sure if that's completely glibc's fault
[18:23:17] <_6i> otherwise, guys, please do upgrade! :)
[18:24:06] <_6i> ok, true, but almost everywhere is still better than almost nowhere..
[18:24:15] <_6i> (imho..)
[18:25:58] <_6i> at least following the changes of "standard" libs (as in the packages installed by default) would be nice..
[18:27:02] <_6i> but i won't change the world while bitching to you, so i'll shut up now :)
[18:27:11] <_6i> thanx again
[18:31:07] <lynxlynxlynx> mosunpack is likely not maintained anymore
[18:31:39] <lynxlynxlynx> does it have --version?
[19:00:49] <_6i> yes, and i've already posted a comment (hopefully to the appropriate place): http://www.shsforums.net/topic/47779-mospack/ (i could not comment here: http://www.shsforums.net/files/file/955-mospack/ )
[19:01:39] <_6i> the version is: mosunpack 0.92 mospack by Yacomo 2005 based on tispack (C) Per Olofsson 2004
[19:08:57] <_6i> hmm, tried to comment on the bgt.weidu 115 release page ( http://www.shsforums.net/topic/54841-release-bgt-weidu-version-115/ ) too, but it's locked..
[19:09:29] <_6i> i wonder, where should i comment to...
[19:11:06] <_6i> the support topic for the v115 file is inaccessible (lacking some permissions..): http://www.shsforums.net/topic/26055-dm-baldurs-gate-trilogy-weidu-115/
[19:12:21] <lynxlynxlynx> heh, 2005
[19:12:38] <_6i> the compatibility topic seems to be concerned with other mods only: http://www.shsforums.net/topic/19539-bgt-weidu-compatibility/
[19:14:10] <_6i> it has been compiled in 2005, it seems, but uploaded in 2011, which is already after the libjpeg transition ("Submitted: Mar 06 2011 04:20 AM")
[19:14:43] <_6i> (uploaded/submitted by that Wisp guy: http://www.shsforums.net/files/file/955-mospack/ )
[19:17:02] <lynxlynxlynx> well, the key question is if the sources are available
[19:17:18] <fuzzie> mospack sources should be available
[19:20:37] <lynxlynxlynx> oj
[19:20:56] <_6i> they write at the bottom at the contents, that there is a source folder ( http://www.shsforums.net/files/file/955-mospack/ )
[19:22:20] <_6i> (and its truely there: checked)
[19:24:47] <lynxlynxlynx> non-issue then
[19:25:22] <_6i> also, a quickfix would be, if the bgt weidu packager would include the libjpeg.so.62 lib manually and call mosunpack as "LD_LIBRARY_PATH=path/to/libjpeg.so.62:$LD_LIBRARY_PATH mosunpack ..."
[19:26:43] <_6i> (and here LD_LIBRARY_PATH is an actual variable, just to be clear :) )
[19:28:43] <fuzzie> :q
[19:28:45] <fuzzie> oop
[19:28:54] <fuzzie> I am going to go mad trying to use ssh over this link.
[19:29:42] <lynxlynxlynx> still no improvements?
[19:31:00] <_6i> (for the non-linux-savvy: if you run an app on linux, it does not check even the apps containing dir for libs (by default), but you can add any additional dirs to check to the LD_LIBRARY_PATH variable )
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[19:31:38] <_6i> ..ok, maybe there are no non-linux-savvy people here.. :D
[19:32:25] <fuzzie> ;)
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[19:40:59] <lynxlynxlynx> ok, finished soa
[19:41:17] <lynxlynxlynx> that dialog hack for iwd didn't break anything from spellhold onwards
[19:41:37] <lynxlynxlynx> seems like it's not so clearly wrong fuzzie
[19:46:42] <fuzzie> well, it is very clearly wrong :-)
[19:46:55] <fuzzie> but it was very clearly wrong before, so it clearly can't be that sensitive
[19:57:02] <lynxlynxlynx> cool
[19:58:53] <fuzzie> I think spellhold is definitely the most sensitive part of bg2 for this kind of thing.
[19:58:56] <fuzzie> so, it's a good test
[20:10:21] <lynxlynxlynx> also challenge1
[20:10:40] <lynxlynxlynx> so phew, nothing to revert :)
[20:11:13] <lynxlynxlynx> just need to check that cloning phenomenon again and that's it
[20:11:54] <fuzzie> and no, still no improvements
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[21:48:56] <_6i> bye guy, i'm going, thanx for everything
[21:49:04] <_6i> *guys
[21:49:08] <_6i> [damn]
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