#gemrb@irc.freenode.net logs for 19 Dec 2011 (GMT)

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[00:02:59] <brad_a> ok i updated my branch with new font bam for minimum test: https://github.com/bradallred/gemrb/tree/fonts
[00:07:23] <gembot> build #311 of cmake g++-4.2.4 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2.4/builds/311
[00:10:06] <gembot> build #312 of autotools g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/312
[00:14:30] <gembot> build #307 of autotools g++-4.2.4 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.2.4/builds/307
[00:18:55] <gembot> build #306 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/306
[00:24:27] <gembot> build #307 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/307
[00:24:39] <gembot> build #303 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/303
[00:29:42] <gembot> build #303 of cmake g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4.5/builds/303
[00:36:38] <gembot> build #320 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/320
[00:48:09] <gembot> build #101 of nmake-msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/101
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[15:35:26] <lynxlynxlynx> +INCLUDE(FindSDL_ttf)
[15:35:26] <lynxlynxlynx> +IF(SDLMIXER_FOUND)
[15:35:26] <lynxlynxlynx> + MESSAGE(STATUS "Looking for SDL_ttf: found")
[15:35:34] <lynxlynxlynx> should be SDLTTF_FOUND
[15:35:55] <lynxlynxlynx> but alas, brad's not here
[15:39:51] <fuzzie> brad reads log i think
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[17:25:20] <brad_a> i have fixed that cmake mistake
[17:32:50] <edheldil> good brad, have a biscuit!
[17:32:57] <edheldil> ;-)
[17:36:45] <brad_a> oo that busicut will go good with my coffee
[17:45:10] <Yoshimo> is the result worth the time you put into it brad?
[17:49:04] <brad_a> well i think i must work on gemrb for the fun of it cuz i put a ton of work into ios specific features without me or anybody else i know having an ipad
[17:49:10] <brad_a> so yes :)
[17:50:47] <Yoshimo> wouldnt it make more sense to develop for devices you actually own? ;)
[17:51:02] <brad_a> i definitely do more programming than gaming these days. ever since i started working on gemrb i havent so much as played a single match of TF2.
[17:51:21] <brad_a> yes i have done and will do more things for gemrb mac :)
[17:52:18] <brad_a> but next i think getting multitouch gestures working on android is my priority
[17:52:26] <Yoshimo> i was quite disappointed after i bought myself a new shiny cellphone and compared the android google market with the apple store^^
[17:54:35] <Yoshimo> so its rather likely that if i buy a tablet, it will be an ipad
[17:56:38] <brad_a> well there are plenty of downsides to ipads too
[17:56:48] <brad_a> like having to jailbreak for gemrb
[17:57:19] <brad_a> except recntly somebody has come forward and volunteered to use their developer account to distribute ad-hoc signed gemrb apps
[17:59:10] <Yoshimo> i intended to buy not the most recent pad but the one before at the time of buying, so i save money and get a j
[17:59:13] <Yoshimo> ailbreak
[18:14:45] <fuzzie> the app availability for android tablets is actually much worse than for phones, too
[18:15:05] <fuzzie> if you buy a tablet for apps rather than some specific task then the ipad is the clear choice
[18:15:54] <fuzzie> which you can see in the sales figures, so really nice to have gemrb for ipad, userbase-wise, even with the jailbreaking
[18:17:31] <brad_a> we used to have a ton more ipad gemrb users. then ios 5 came out
[18:17:38] <brad_a> no good jailbreak for that yet
[18:17:51] <brad_a> apparently rebooting the device unjailbreaks it
[18:18:30] <brad_a> pluss the ipad2/iphone4s dont have a realeased jailbreak at all so our iOS userbase has become quite small
[18:18:44] <fuzzie> it will come, no doubt
[18:19:01] <brad_a> yes
[18:19:08] <brad_a> it exists but not in the public
[18:19:21] <fuzzie> well apple have an irritating habit of patching exploits that become public :-)
[18:19:44] <brad_a> im still hoping that one day we can distribute on the app store :) i know im just being silly tho
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[18:35:58] <Yoshimo> there is a jb for iphone 4s ios 5.01 in the final stages
[18:36:04] <Yoshimo> before release
[18:36:14] <Yoshimo> problem for now seems they are all tethered only
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[18:38:52] <Yoshimo> brad, nobody ever tried to get it approved , right?
[18:40:17] <Yoshimo> fuzzie, they even patch holes that are not public^^
[18:58:58] <lynxlynxlynx> fuzzie: did you have a chance to look at that action block i pasted yesterday?
[19:03:01] <fuzzie> i did not
[19:03:17] <fuzzie> sorry; paste it at me now and i will look when i am back home at computer (i guess an hour or so)
[19:08:56] <lynxlynxlynx> ok
[19:09:22] <lynxlynxlynx> <lynxlynxlynx> fuzzie: http://pastebin.com/NDwrQeiP <-- could this also be a victim of the instants problem?
[19:09:22] <lynxlynxlynx> <lynxlynxlynx> that ClearAllActions could mess everything up if it is run at the wrong time
[19:10:00] <lynxlynxlynx> the var isn't set, the creature isn't spawned, no cutscene mode
[19:10:34] <lynxlynxlynx> don't know about the wait and playsong
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[19:17:10] <brad_a> yoshiom: no, nobody has tried to get it approved. I'm pretty sure we have one or more know policy violations
[19:17:35] <brad_a> i think the interpreted scripts not being included at build time is the big one
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[19:33:24] <tomprince> I'd guess that if we packaged a game with it, and only allowed playing that game, that it wouldn't violate policy. But then we would have to have a game we could distribute.
[19:34:54] <lynxlynxlynx> trying the fonts now
[19:36:26] <Yoshimo> mhm so you also would need someone to make a game
[19:39:05] <lynxlynxlynx> we have some bits and pieces already
[19:39:17] <lynxlynxlynx> artwork-wise
[19:40:21] <lynxlynxlynx> brad_a: portrait icons are broken
[19:40:52] <lynxlynxlynx> maybe an off-by-one error, since all the symbols are wrong
[19:40:56] <brad_a> oh
[19:41:10] <brad_a> probably off by 1
[19:41:31] <brad_a> i forgot those were fonts
[19:41:57] <lynxlynxlynx> states/states2
[19:43:02] <lynxlynxlynx> already in the table
[19:44:21] <brad_a> yes i know i jst forgot when testing
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[20:00:46] <Yoshimo> next try to transfer my 8gig bgt install to my cellphone. Why the hell does it hangup^^
[20:01:17] <brad_a> because 8gig is probably too much to transfer at once
[20:01:27] <brad_a> are you transfering it say as a zip or something
[20:02:20] <Yoshimo> well i mounted it as usb storage and copied over, result is explorer freezes until i remove the usb plug^^
[20:02:54] <brad_a> what version of windows?
[20:03:01] <Yoshimo> win7
[20:03:11] <brad_a> 64 bit?
[20:03:15] <Yoshimo> 32
[20:04:38] <brad_a> http://social.technet.microsoft.com/Forums/en-US/w7itprohardware/thread/a671e232-9c83-4491-8a38-7f66b38d8f2f/
[20:05:27] <brad_a> at least you arent alone
[20:11:06] <Yoshimo> ill try the tera copy hint
[20:16:01] <Yoshimo> if i install gemrb from scratch, all i need is rungemrb_d64eb45_20111218.apk or are the others also necessary for not.update installs?
[20:23:18] <lynxlynxlynx> just try it
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[21:14:34] <Yoshimo> so only settings left todo, do you know by chance which folder should be cache? ./cache on android wont work
[21:15:09] <lynxlynxlynx> somewhere writable
[21:15:33] <lynxlynxlynx> we don't default it to the gamepath?
[21:16:11] <brad_a> i think the default is ./cache
[21:17:53] <Yoshimo> yea it is, and even though i made a folder "cache" in the install i copied over it still cant find it
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[21:21:36] <Yoshimo> ok works almost, now i need to fix the slight cursor offset and i can play at school^^
[21:26:45] <Yoshimo> what could that be, i push my finger on a place of the screen and click a button that is a lot more to the right and up ?
[21:44:41] <brad_a> iOS used to have that problem on landscape. it was sue to an sdl bug not rotating the touch coordinates with the view coordinates
[21:45:01] <brad_a> i had to hack a fix but i think they fixed ti
[21:45:22] <brad_a> its probably irrelevant anyway since that bug was in the ios specific sdl code
[21:51:41] <Yoshimo> well this is the latest android nightly
[21:52:39] <Yoshimo> and the ui is also a bit broken for my resolution, text flooding out of the boundary boxes on a few places, but well i can play^^
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[22:39:45] <lynxlynxlynx> brad_a: have you pushed the cmake fix?
[22:39:52] <brad_a> yes
[22:40:14] <lynxlynxlynx> ok, then i'm not updating right
[22:40:35] <brad_a> well or it errored out
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[22:40:39] <brad_a> cuz i didnt use -f
[22:40:45] <brad_a> let me push that again
[22:41:33] <brad_a> no its there: https://github.com/bradallred/gemrb/commit/a654f38b121b55a032080c8cb20ab756d2adad80#diff-0
[22:41:52] <brad_a> i ddi a rebase so thats probably why
[22:42:33] <brad_a> i still need to fix the portrait icons tho
[22:43:25] <lynxlynxlynx> ok, ping me once you're done
[22:43:37] <lynxlynxlynx> no sense in testing before, especially if you're rewritting history
[22:44:01] <brad_a> yes
[22:53:58] <brad_a> he yeah that fix was easy
[22:54:12] <brad_a> sees to be we need to set first char of those fonts to 1 instead of 0
[23:01:21] <brad_a> um PST doesnt have a states font...
[23:01:33] <brad_a> im unsure which of these i ought change
[23:03:55] <brad_a> lynxlynxlynx: do you know which font in PST is the icon font?
[23:04:33] <lynxlynxlynx> let's see
[23:06:28] <lynxlynxlynx> i don't think it has any
[23:06:57] <brad_a> wow really? it doesnt have status icons or uses a diffrent means?
[23:18:46] <lynxlynxlynx> doesn't have
[23:19:06] <lynxlynxlynx> also couldn't find any screenshots that would have them
[23:20:07] <lynxlynxlynx> i also checked both guirecs
[23:20:42] <brad_a> ok cool
[23:20:53] <lynxlynxlynx> btw, what is 0 in states?
[23:21:59] <lynxlynxlynx> i couldn't find empty frames for iwd2 and maybe one more game in there
[23:22:10] <lynxlynxlynx> in dltcep
[23:22:43] <brad_a> im not sureā€¦ i thought the way it worked that 1 would map to index 0 in the bam
[23:23:15] <brad_a> or is there a blank frame in BG2?
[23:24:23] <lynxlynxlynx> yes, but they're in the middle somewhere
[23:24:30] <lynxlynxlynx> should be unrelated
[23:24:33] <brad_a> i see
[23:24:34] <lynxlynxlynx> zzz
[23:24:38] <brad_a> ok
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[23:41:18] <brad_a> lynx: i pushed new font.2da files starting at 1. which works for BG2 and presumably all others. unless there is in fact a problem with index 0, but i dont know. DLTCEP says index 0 is charm so we can test by getting charmed if there is a quick way to do that
[23:45:44] <brad_a> im hoping that there is a console cheat for setting a state maybe?
[23:46:26] <brad_a> hmm i see GetPlayerState
[23:46:37] <brad_a> but no set
[23:48:18] <brad_a> grrr. im not sure about this but when i deleted gametext from fonts.2da i didnt renumber whatever the left column is
[23:48:50] <brad_a> i assume the left col in a 2da is nothing more than index and i should renumber to fill the gap
[23:50:28] <brad_a> is shift key broken for anybody else (console)