#gemrb@irc.freenode.net logs for 19 Feb 2012 (GMT)

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[00:06:15] <CIA-28> GemRB: 03tom.prince * r31ab3f9481eb 10gemrb/gemrb/core/System/ (StringBuffer.cpp StringBuffer.h):
[00:06:15] <CIA-28> GemRB: Rename StringBuffer::format to StringBuffer::appendFormatted.
[00:06:15] <CIA-28> GemRB: appendFormatted appends a string to the buffer, using a
[00:06:15] <CIA-28> GemRB: printf format string
[00:06:16] <CIA-28> GemRB: 03tom.prince * r1a65e902753b 10gemrb/gemrb/core/GameScript/GameScript.cpp:
[00:06:16] <CIA-28> GemRB: Use StringBuffer in GameScript.
[00:06:17] <CIA-28> GemRB: The printing of functions is factored out into printFunction. Port this
[00:06:17] <CIA-28> GemRB: over to using Log and StringBuffer to print out messages.
[00:06:18] <CIA-28> GemRB: 03tom.prince * redaa8d421593 10gemrb/gemrb/core/Scriptable/Actor.cpp: Use StringBuffer to build up attack log messages.
[00:06:18] <CIA-28> GemRB: 03tom.prince * raa09b26188cd 10gemrb/gemrb/core/System/ (9 files in 2 dirs): Remove compatabilty logging functions.
[00:06:19] <CIA-28> GemRB: 03tom.prince * r6084d5543b78 10gemrb/gemrb/ (4 files in 3 dirs): Capture python stdio to GemRB log.
[00:06:19] <CIA-28> GemRB: 03tom.prince * r641f0588da30 10gemrb/gemrb/ (3 files in 2 dirs):
[00:06:20] <CIA-28> GemRB: Don't call print or textcolor from main.
[00:06:20] <CIA-28> GemRB: Handle resetting terminal color in logger class.
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[00:16:30] <tomprince> edheldil_: https://github.com/tomprince/gemrb/commit/nullsource
[00:16:53] <CIA-28> GemRB: 03edheldil * r79d252d52bc3 10gemrb/gemrb/ (4 files in 3 dirs): Fix GameType auto when override/auto is missing
[00:17:31] <edheldil_> oops
[00:18:04] <edheldil_> feel free to revert it, then
[00:43:53] --> haad has joined #gemrb
[00:43:57] <haad> hi
[00:44:04] <tomprince> hello
[00:44:05] <-- SiENcE has left IRC (Quit: cya)
[00:44:18] <haad> I'm trying to run gemrb on mac os x
[00:44:25] <brad_a> i can help :)
[00:44:36] <haad> prebuilt package can't run for me
[00:44:45] <haad> It fails to load some plugins
[00:44:47] <brad_a> why do you think that?
[00:44:51] <brad_a> log?
[00:44:56] <haad> so I decided to build it from source
[00:45:07] <brad_a> that wont do anything diffrent
[00:45:28] <brad_a> unless you are on pre 10.5 and or PPC
[00:46:04] <haad> [haad@lynx BG2]$ ../../Applications/GemRB.app/Contents/MacOS/GemRB -h
[00:46:04] <haad> GemRB Core Version v0.7.0-git Loading...
[00:46:04] <haad> [Core]: Initializing the Event Manager...[Core]: Initializing Lists Dictionary...[Core]: Initializing Variables Dictionary...[OK]
[00:46:04] <haad> [Config]: Trying to open GemRB.cfg [NOT FOUND]
[00:46:04] <haad> [Config]: Trying to open /Users/haad/.GemRB/GemRB.cfg [OK]
[00:46:05] <haad> [Core]: Starting Plugin Manager...
[00:46:05] <haad> [PluginMgr]: Loading Plugins from GemRB.app/Contents/Plugins/
[00:46:06] <haad> [PluginMgr]: Loading Plugins from /Users/haad/Library/Application Support/GemRB/plugins/
[00:46:06] <haad> [PluginMgr]: Loading: /Users/haad/Library/Application Support/GemRB/plugins/OGGReader.so...[ERROR]
[00:46:07] <haad> Cannot Load Module, Skipping...
[00:46:07] <haad> dlopen(/Users/haad/Library/Application Support/GemRB/plugins/OGGReader.so, 10): Library not loaded: /Library/Frameworks/Vorbis.framework/Versions/A/Vorbis
[00:46:08] <haad> Referenced from: /Users/haad/Library/Application Support/GemRB/plugins/OGGReader.so
[00:46:08] <haad> Reason: image not found
[00:46:09] <haad> [PluginMgr]: Loading: /Users/haad/Library/Application Support/GemRB/plugins/PNGImporter.so... PNG File Importer...[OK]
[00:46:11] <brad_a> eeek
[00:46:27] <tomprince> haad: Use paste.debian.net or gist.gihub.com
[00:46:35] <haad> https://gist.github.com/1861474
[00:46:43] <brad_a> i see no problem there haad
[00:46:49] <haad> hm
[00:46:58] <brad_a> it doesn load OGGRead because you dont have the ogg framework
[00:47:01] <brad_a> but that is fine
[00:47:14] <brad_a> that is why it is an optional install
[00:47:17] <brad_a> ;-)
[00:47:24] <haad> but anyway when I compile gemrb from source it goes further
[00:47:49] <brad_a> you only think that because the way you are building it ignores ogg and things you dont have
[00:48:03] <haad> https://gist.github.com/1861476
[00:48:05] <brad_a> cacan you paste the entire log on pastebin?
[00:48:07] <brad_a> or that
[00:48:23] <haad> how can I get entire log ?
[00:48:38] <brad_a> i use console.app and filter it to gemrb
[00:48:39] <brad_a> or
[00:48:43] <brad_a> wait for just a bit
[00:49:02] <brad_a> then hopefully i can merge this SDL work and with tomprinces work you should be able to log to file
[00:49:24] <brad_a> tomprince: https://github.com/bradallred/gemrb/commits/SDL/
[00:50:05] <tomprince> Well, the commit log looks nicer. ;)
[00:50:10] <brad_a> he he
[00:50:27] <haad> ha
[00:50:33] <brad_a> the events in sdl 2 still need much love but i really really want to get this up before fixing them
[00:50:34] <haad> I see what's wrong now
[00:50:38] <brad_a> :)
[00:50:57] <haad> https://gist.github.com/1861481
[00:51:09] <haad> hm it looks like it can't find required data
[00:51:15] <brad_a> yup
[00:51:23] <brad_a> what do you have for GamePath?
[00:51:37] <brad_a> is this GOG?
[00:53:06] <haad> GOG ?
[00:53:17] <brad_a> from goodoldgames.com
[00:53:29] <haad> [haad@ BG2]$ pwd
[00:53:29] <haad> /Users/haad/Desktop/BG2
[00:53:29] <haad> [haad@ BG2]$ ls
[00:53:29] <haad> Movies bgmain.exe compiler music
[00:53:29] <haad> baldur's gate 2 manual.pdf cache data override
[00:53:30] <haad> bgconfig.exe characters dialog.tlk register
[00:53:30] <haad> bgdxtest.exe charview.exe glsetup.exe scripts
[00:53:31] <haad> bggltest.exe chitin.key keymap.ini sounds
[00:53:31] <haad> [haad@ BG2]$
[00:53:36] <brad_a> o_O
[00:53:40] <haad> this is my old on CD version
[00:53:49] <haad> I have it on 4 cds
[00:53:54] <brad_a> oh
[00:54:02] <brad_a> then the problem is you didnt ddo a full install?
[00:54:09] <haad> I installed it with unshield method
[00:54:22] <brad_a> i dont know what that is :p
[00:54:30] <haad> that's not really very well described on page
[00:54:47] <haad> http://www.gemrb.org/wiki/doku.php?id=install:unshield-bg2
[00:54:49] <edheldil_> using unshield instead of win(e)
[00:54:49] <brad_a> well we used to suppord game on C but we removed it
[00:55:11] <brad_a> i lso used to have a d key that worked :p
[00:55:12] <edheldil_> where is the log?
[00:55:16] <brad_a> and an a key
[00:55:35] <brad_a> https://gist.github.com/1861481
[00:55:44] <brad_a> edheldil ^
[00:56:31] <brad_a> haad: can you post your config someplace?
[00:56:37] <haad> yes
[00:57:27] <haad> [haad@ BG2]$ cat ../../.GemRB/GemRB.cfg | grep -v '#' | uniq
[00:57:27] <haad> GameType=bg2
[00:57:27] <haad> GameName=Baldur's Gate 2
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[00:57:58] <haad> bah I was disconnected
[00:58:14] <edheldil_> pastebin, pls :)
[00:58:15] <haad> https://gist.github.com/1861493
[00:58:16] <brad_a> tomprince: looks like i screwed something up in rebase
[00:58:46] <brad_a> also when i bring the buildslave back online is it going to try to build 23 new builds?
[00:58:53] <brad_a> id really rather it didnt :-P
[00:59:17] <tomprince> Well, some number less that 23, but yes.
[00:59:42] <brad_a> they are all going to fail
[01:00:07] <edheldil_> haad: what do you have in data?
[01:00:08] <brad_a> untill the SDL 2 stuff is commited
[01:00:36] <brad_a> haad: audio driver should be openal
[01:00:48] <brad_a> we dont even build sdlaudio for the mac distribution
[01:01:36] <brad_a> remove those CD paths
[01:02:17] <brad_a> also is that guiscripts line going to cause a problem?
[01:02:34] <haad> https://gist.github.com/1861481
[01:03:01] <brad_a> i think remove the cdpaths and guiscript path will work
[01:03:07] <CIA-28> GemRB: 03tom.prince * r7efafe09fc82 10gemrb/gemrb/core/GameScript/GameScript.cpp: Remove some extra newlines in GameScript.cpp:printFunction.
[01:03:14] <brad_a> except if you want sound you will need to change the driver too
[01:03:18] <CIA-28> GemRB: 03tom.prince * r1eb53227895e 10gemrb/gemrb/ (4 files in 3 dirs): Use NullSource instead of MissingDirectorySource.
[01:03:18] <CIA-28> GemRB: 03tom.prince * r634b494b6640 10gemrb/gemrb/ (5 files in 3 dirs): Merge branch 'nullsource'
[01:03:18] <CIA-28> GemRB: 03tom.prince * r59592e48b33d 10gemrb/gemrb/ (5 files in 3 dirs):
[01:03:18] <CIA-28> GemRB: Add Null resource source.
[01:03:19] <CIA-28> GemRB: This is useful as a placeholder for when detecting game type.
[01:04:30] <edheldil_> haad: also, you sis not create baldur.ini, though it might be harmless
[01:04:44] <brad_a> it should be harmless
[01:04:56] <edheldil_> tomprince: wasteful :-p
[01:05:39] <brad_a> tom prince would rather write 500 lines of code the RightWay then 10 that are not :-p
[01:08:06] <haad> https://gist.github.com/1861481#file_log_1
[01:08:19] <haad> hmm I think I screwed install
[01:08:38] <brad_a> well certainly something is either missing or not where it is expected
[01:08:47] <brad_a> not gemrb data tho
[01:08:50] <brad_a> BG2 data
[01:09:14] <haad> so I should just install bg2 on windows and copy install dir to mac
[01:09:21] <haad> would that be enough ?
[01:09:36] <brad_a> assuming that it is a full install yes
[01:09:41] <gembot> build #535 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/535
[01:09:42] <brad_a> how big is the folder now?
[01:10:07] <brad_a> it maybe a simple matter of setting a CD path to someplace manually
[01:10:51] <edheldil_> haad: what is in that data/hd0_data dir? It should probably be in data
[01:11:27] <brad_a> listen to edheldil for he is wise
[01:12:02] <brad_a> tomprince: i repushed to github
[01:12:16] <edheldil_> look here at how the game is usually installed: http://www.eowyn.cz/gemrb/bg2/manifests/bg2_en_gog_from_cj_schnell.txt
[01:12:36] <brad_a> now i know why you collect manifests
[01:12:39] <brad_a> :-P
[01:12:59] <edheldil_> sorry, not usually, that's GOG :-)
[01:13:10] <gembot> build #148 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/148
[01:13:27] <brad_a> hmmm wtf? i guess sdl didnt fix that orientation hint bug like i thought
[01:13:38] <brad_a> ill have to revert that before merging :-/
[01:14:11] <edheldil_> haad: here's a more classic example http://www.eowyn.cz/gemrb/bg2/manifests/Manifest_BG2_SOA_TOB_cs.txt
[01:15:33] <haad> ooooooo it works
[01:15:47] <haad> guys :) where I can sent some beer !:)
[01:16:09] <edheldil_> :-D
[01:16:16] <brad_a> here please :)
[01:16:23] <haad> wow I'm amazed
[01:16:30] <haad> great works folks !
[01:16:31] <edheldil_> do Prahy :-D
[01:16:45] <gembot> build #149 of cmake g++-4.4 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/149
[01:16:53] <brad_a> the mac version is about a week behind right now :-/
[01:20:02] <gembot> build #150 of cmake g++-4.6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/150
[01:23:33] <gembot> build #143 of cmake g++-4.5 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/143
[01:25:26] <gembot> build #162 of osx-test is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/162
[01:29:39] <haad> edheldil: tak to nieje tak daleko z bratislavy :)
[01:29:52] <haad> haha :) starting game now
[01:29:57] <edheldil_> sigh, I have just found my bg2 data are damaged
[01:30:10] <edheldil_> will have to install it anew
[01:30:24] <brad_a> i'm a bit baffled at how the ios binary just sucessfully compiled....
[01:30:49] <brad_a> it could be that i forgot to update libsdl for arm
[01:32:55] <haad> hm saving games doesn't seem to work :)
[01:33:16] <haad> and the screen got broken when I started first conversation
[01:35:27] <haad> I'm going to get some sleep
[01:35:44] <tomprince> brad_a: From looking before you repushed (I think), the first 2 refactorings seem to not be fine grained enough, and the event split could perhaps use some inversion of control.
[01:35:44] <gembot> build #142 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/142
[01:35:56] <tomprince> The middle ones all look good.
[01:36:16] <brad_a> :(
[01:36:53] <brad_a> haa: kinda sounds like some data is still messed up for you
[01:37:07] <brad_a> also make sure your save game dir is writable
[01:37:26] <tomprince> What I mean about the first two, is that there seems to be a bunch of shared logic, particularly about setting member variables, or doing calculations.
[01:37:26] <brad_a> i definately dont have those problems on my mac
[01:38:44] <brad_a> im not sure at all what you expect me to do...
[01:46:35] <tomprince> Also, doesn't compile against SDL1.2
[01:46:46] <brad_a> ?
[01:46:53] <brad_a> it does for me
[01:46:59] <brad_a> hmm wait
[01:47:03] <brad_a> i need to do a clean build
[01:47:12] <brad_a> lousy plugins make me forget :-P
[01:47:55] <tomprince> http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/151
[01:48:46] <brad_a> yup thats easy to fix
[01:49:09] <tomprince> Also, see my comments on github.
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[01:53:37] <haad> 2/19 Sunday/12 2:50:47.420 AM [0x0-0x2aa0a9e].net.sourceforge.gemrb: [Attack]: (Main) Left: 0 | Next: 6128 [Missed]
[01:53:38] <haad> 2/19 Sunday/12 2:50:47.420 AM [0x0-0x2aa0a9e].net.sourceforge.gemrb: [ResourceManager]: Searching for chan01.itm...[chitin.key]
[01:53:38] <haad> 2/19 Sunday/12 2:50:47.420 AM [0x0-0x2aa0a9e].net.sourceforge.gemrb: [ResourceManager]: Searching for INVTR
[01:53:38] <haad> 2/19 Sunday/12 2:52:12.529 AM com.apple.launchd.peruser.501: ([0x0-0x2aa0a9e].net.sourceforge.gemrb[62415]) Job appears to have crashed: Segmentation fault: 11
[01:54:01] <haad> last messages after crash
[01:55:16] <brad_a> post the crash report
[01:57:10] <brad_a> does IWD2 not have an into movie???
[01:59:12] <brad_a> tomprince: i promice the interwined mouse and touch events make it impossible for SDL 2 events to be simplified at this time
[01:59:37] <edheldil_> looks like it does not
[01:59:45] <brad_a> i will be happy to (and in fact plan on) rewriting the touch input right after sdl 2 dirver is implemented
[02:01:49] <brad_a> tomprince: i thought the same thing about the lastMouseDownTime, but it was static before and i didnt look more into it
[02:02:15] <brad_a> i think there was a point to it being static....
[02:06:04] <brad_a> also im unclear about which specific logig should be shared
[02:06:17] <brad_a> logic
[02:06:52] <brad_a> you mean some of swapBuffers?
[02:07:25] <brad_a> i guess the first 2 lines specifically
[02:07:27] <brad_a> ?
[02:07:46] <brad_a> and probably the timing bit
[02:13:42] <brad_a> haad: crash report?
[02:17:47] <tomprince> Certianly the timing bit. Probably the console bit.
[02:18:50] <brad_a> k
[02:20:42] <tomprince> Bear in mind that I know nothing about SDL. I am just looking at the shape of the code, and the similarities between the two versions.
[02:21:38] <brad_a> well i agree with everything you said, but the SDL 2 events really should wait
[02:22:10] <brad_a> i would break touch input on ios if the mouse code was executed in base
[02:31:16] <-- haad has left IRC (Quit: Leaving.)
[02:32:54] <tomprince> brad_a: https://gist.github.com/1861681 (need to change some things from static to member variables here, probably.
[02:34:02] <brad_a> i tried doing that. it breaks touch input
[02:34:12] <tomprince> How. Why?
[02:34:18] <tomprince> In what way?
[02:35:00] <tomprince> As far as I can tell, the code paths are exactly the same.
[02:35:24] <tomprince> Unless it is a variable scope issue ....
[02:35:41] <brad_a> ill try what you have there tomorrow
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[03:12:42] <brad_a> well i repushed to github with all the fixes except for sdl 2 events and eventManager name
[03:14:40] <brad_a> is there anyway to have my github accept non fastforward pushes so i dont have to keep deleting the branch?
[03:17:42] <gembot> build #537 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/537
[03:19:29] <gembot> build #143 of osx-xcode-binary is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/143 blamelist: Avenger, tomprince, fuzzie, Chris H-C <scriptedfate@gmail.com>, Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>, lynxlynxlynx, Jeremy Agostino <jeremyagost@gmail.com>, brad_a, pintin neil
[03:19:29] <gembot> <npintin@gmail.com>
[03:19:48] <brad_a> oh heh. i see how the ios build suceeded : ) is cuz my pushing to github performs a build :-p
[03:21:20] <gembot> build #150 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/150
[03:21:37] <brad_a> grrr. broke something in rebase again
[03:24:49] <gembot> build #151 of cmake g++-4.4 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/151
[03:25:19] <brad_a> bah
[03:25:30] <brad_a> i really messed shit up
[03:25:40] <brad_a> i lost my event moving commit
[03:27:44] <brad_a> tho lucky for me git is awesome
[03:28:05] <gembot> build #152 of cmake g++-4.6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/152
[03:31:35] <gembot> build #145 of cmake g++-4.5 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/145
[03:32:22] <tomprince> brad_a: 'git push github +branch_name'
[03:32:36] <brad_a> cool
[03:32:46] <tomprince> and 'git push github :branch_name' to delete
[03:32:49] <brad_a> now i could use some help applying this event patch
[03:32:58] <brad_a> yes thats how i have been deleting
[03:33:10] <brad_a> i keep getting patch does not apply errors
[03:33:42] <tomprince> Well, I moved the body of the PollEvents loop into ProcessEvent.
[03:33:51] <brad_a> no not that
[03:34:04] <brad_a> i mean i somehow lost my last commit
[03:34:13] <tomprince> git log -g SDL
[03:34:18] <brad_a> i got it out of git and am trying to apply it
[03:35:14] <tomprince> Try with -C2 or -C1
[03:35:56] <tomprince> Or, maybe try the diff between what you have now, and the result of that commit, and edit out the parts that you don't want.
[03:36:50] <brad_a> i have no idea how to do that… :(
[03:37:41] <tomprince> git diff current..old | git apply ; git add -e
[03:38:52] <tomprince> Or maybe git add -p is easier.
[03:39:08] <brad_a> its a patch file
[03:39:37] <brad_a> oh i can probably diff with its sha tho
[03:39:45] <tomprince> Well, if all you have is a patch file, I'm not sure what the best way to get i back into git is.
[03:39:48] <tomprince> Yep.
[03:41:21] <brad_a> what does git add -e do?
[03:42:45] <brad_a> bah that haas the same errors
[03:43:06] <brad_a> i guess i should just do it manually?
[03:43:40] <brad_a> can i merge it
[03:43:42] <brad_a> ?
[03:44:47] <brad_a> i wont mind resolving conflicts
[03:46:23] <brad_a> i honestly have no idea what i did wrong… it was just gone after rebaaseing (and no im not stuck in a rease :-P
[03:46:46] <brad_a> i didnt delete the line either
[03:54:13] <brad_a> i think im able to work though it
[03:54:22] <brad_a> usigng verbose mode
[03:54:36] <brad_a> apparently during rebase i reversed the order of a couple lines :-P
[04:00:46] <brad_a> tomprince: thanks for the help :)
[04:00:59] <brad_a> C1 and some gentle nudging did the trick
[04:26:06] <gembot> build #144 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/144
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[04:37:55] <gembot> build #538 of cmake clang++ is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/538 blamelist: brad_a
[04:59:03] <gembot> build #217 of nmake-msvc++10 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/217 blamelist: brad_a
[05:01:25] <gembot> build #151 of cmake g++-4.2 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/151 blamelist: brad_a
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[05:24:52] <gembot> build #152 of cmake g++-4.4 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/152 blamelist: brad_a
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[05:27:18] <brad_a> tomprince: any idea why my branch is killing the buildslaves?
[05:28:09] <brad_a> seems the minimal test is failing.
[05:28:57] <brad_a> i should probably run though valgrind...
[05:37:35] <brad_a> now that vlc 2.0 is out i may consider making a vlc plugin for gemrb
[05:37:55] <brad_a> for the qucicktime videos in the mac versions primarily
[05:39:20] <tomprince> brad_a: Looking at the logs, it seems they are hanging.
[05:39:42] <brad_a> well i should still probably run though valgrind :)
[05:39:48] <brad_a> for 2.0 mostly
[05:39:53] <tomprince> gembot: force build "camke clang++"
[05:39:54] <gembot> no such builder 'camke clang++'
[05:40:04] <tomprince> gembot: force build "cmake clang++"
[05:40:10] <gembot> The build has been queued, I'll give a shout when it starts
[05:40:33] <tomprince> brad_a: Do you also have sdl1.2 installed?
[05:41:20] <brad_a> i have 1.2 on the mac yes
[05:41:30] <brad_a> i dont have 2.0 on mac anymore
[05:41:44] <brad_a> but i need to get it back
[05:42:08] <tomprince> Just wondering if it hangs for you, running the minimal test. Or any test really.
[05:43:50] <brad_a> i dont typically run the minimal test, but ive never noticed problems with it other than my poorly crafted font bam
[05:43:55] <brad_a> which you fixed
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[08:03:14] <haad> https://gist.github.com/1861481#file_running_crash
[08:10:40] <lynxlynxlynx> tomprince: there's a coloring regression, only the brackets and the colon are colored, the module name not
[08:11:30] <lynxlynxlynx> haad: what were you doing at that point?
[08:11:38] <lynxlynxlynx> will take a look in a few minutes
[08:14:45] <lynxlynxlynx> brad_a: running with -g doesn't work at all here
[08:20:00] <haad> it's on the beginig of the game where I have just met a gin
[08:20:21] <haad> there was some scripted talk there
[08:23:13] <lynxlynxlynx> i'd rename hd0_data to data
[08:24:39] <CIA-28> GemRB: 03lynxlupodian * r4bf0b83a1f8c 10gemrb/NEWS: centirevisional NEWS bump
[08:28:14] <lynxlynxlynx> or move everything inside it one dir up
[08:28:22] <gembot> build #146 of cmake g++-4.5 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/146 blamelist: brad_a
[08:28:23] <gembot> build forced [ETA 3m02s]
[08:28:23] <gembot> I'll give a shout when the build finishes
[08:31:17] <gembot> build #539 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/539
[08:32:59] <lynxlynxlynx> hmm, looks intentional
[08:42:38] <gembot> build #152 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/152
[08:46:20] <gembot> build #153 of cmake g++-4.4 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/153
[08:53:19] <gembot> build #147 of cmake g++-4.5 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/147
[09:04:00] <gembot> build #495 of msvc++6 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/495 blamelist: brad_a
[09:38:06] <gembot> build #268 of nmake-msvc++6 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/268 blamelist: brad_a
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[10:05:22] <gembot> build #218 of nmake-msvc++10 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/218
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[10:17:57] <gembot> build #504 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/504
[10:21:41] <gembot> build #496 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/496
[10:30:13] <gembot> build #269 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/269
[10:37:52] <CIA-28> GemRB: 03lynxlupodian * r473500c2a2f1 10gemrb/gemrb/core/PluginLoader.cpp:
[10:37:52] <CIA-28> GemRB: print the basename when loading plugins to shorten the output
[10:37:52] <CIA-28> GemRB: the plugin dir where the lookup takes place is already printed beforehand
[10:54:27] <CIA-28> GemRB: 03lynxlupodian * r70f7ee58a2aa 10gemrb/gemrb/core/System/Logging.h: fixed the DEBUG log_level value, which wasn't updated when the enum changed
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[13:44:49] <Avenger> tomprince: colors are gone from the win32 logger. Is this a config problem, or some bug
[13:49:22] <Avenger> looks like textcolor isn't overridden by Win32consolelogger
[13:50:32] <CIA-28> GemRB: 03tom.prince * re9c41f07c445 10gemrb/gemrb/core/System/Logger/Stdio.h: Fix Win32Console color output.
[13:51:08] <Avenger> guess you moved it to protected?
[13:51:19] <tomprince> Made it virtual.
[13:52:36] <tomprince> lynxlynxlynx: Feel free to change the output.
[13:53:29] <Avenger> it is still ugly :D
[13:53:46] <Avenger> though, it is probably only color preference
[13:53:48] <lynxlynxlynx> i removed it locally already, so the whole contents are colored
[13:53:59] <lynxlynxlynx> bolded actually
[13:54:02] <tomprince> When I was coding it would look better, but I'm not sure that's the case. I just never bothered to change it back.
[13:54:33] <Avenger> wtf, crash in sprite2d
[13:55:58] <CIA-28> GemRB: 03lynxlupodian * ra1fe6225e2e4 10gemrb/gemrb/core/System/Logger/Stdio.cpp: log: print the whole/first-half context in light white
[13:56:35] <lynxlynxlynx> & good morning :)
[13:56:59] <Avenger> hello lynx
[13:59:13] <Avenger> while decompressing an area, a wrong plugin was called. It started to unpack the area file as it was a bitmap O_o
[13:59:44] <Avenger> so i got an area file in cache, starting like this:
[13:59:48] <Avenger> 00h Signature BM6???
[13:59:50] <Avenger> 08h Wed
[13:59:52] <Avenger> 10h Lastsaved bacf0000
[13:59:54] <Avenger> 14h Areaflag 62000002
[13:59:56] <Avenger> 18h North link al?
[13:59:58] <Avenger> wtf
[14:01:26] <Avenger> btw, the autopause options screen works for me, so that might be some old guiscript problem
[14:01:50] <tomprince> Avenger: Is NullSource being built?
[14:02:11] <Avenger> hmm
[14:02:12] <fuzzie> i bet i can guess where that is going wrong
[14:02:17] * fuzzie tips tomprince
[14:02:44] <fuzzie> indeed, he changed the plugin ids
[14:02:48] <Avenger> no, how old is that
[14:03:07] <tomprince> Less than 24h
[14:03:09] <fuzzie> it should really work if you rebuild though..
[14:03:10] <fuzzie> and yes, new
[14:03:13] <fuzzie> how old is yours?
[14:03:41] <Avenger> i have it, but didn't build it
[14:06:42] <fuzzie> yeah, PLUGIN_COMPRESSION_ZLIB became PLUGIN_IMAGE_WRITER_BMP so if the plugins didn't get rebuilt then that sounds likely
[14:08:27] <Avenger> wtf
[14:08:43] <Avenger> he just changed ids like that?
[14:08:48] <Avenger> no wonder then
[14:09:03] <fuzzie> yeah, not so clever - but it's in a shared header so it should have forced a rebuild of the whole thing
[14:09:27] <Avenger> yeah, i don't know why it didn't rebuild, as the logger changed pretty much everything
[14:10:25] <fuzzie> of course *I* did the same thing previously, I see from the logs
[14:14:28] <fuzzie> maybe we should put a note that it's a bad idea due to the possibility of mismatched plugins, or rather instead just put a versioning number in there and graft it onto the plugin version or something
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[14:15:47] <Avenger> funny thing is, there is no 'magenta' written as debug loglevel color, but yellow. Yet i see it purple
[14:17:11] <tomprince> fuzzie: https://gist.github.com/1864029
[14:18:38] <tomprince> Avenger: The debug level is BLUE.
[14:18:53] <Avenger> well, warning is pink, error is cyan
[14:19:08] <Avenger> i'm pretty sure these are not the intended colors
[14:21:13] <fuzzie> tomprince: ah, clever :)
[14:23:35] <tomprince> Avenger: The mapping of colors in Win32Console is messed up.
[14:23:46] <Avenger> light_red is 9, the 9th entry in the mapping is (GREEN | FOREGROUND_INTENSITY),
[14:23:48] <Avenger> yeah
[14:26:16] <Avenger> just missing black?
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[14:32:09] <Avenger> ok, i see, it was totally messed up, with the wrong constants, but it works here now :0
[14:32:18] <CIA-28> GemRB: 03tom.prince * r18017e035a5e 10gemrb/gemrb/includes/SClassID.h:
[14:32:18] <CIA-28> GemRB: Make it easy to update GemRB specific plugin versions.
[14:32:18] <CIA-28> GemRB: If the list of plugins is updated, then the code will get confused
[14:32:18] <CIA-28> GemRB: about which plugin to load, if everything isn't recompiled. Make
[14:32:18] <CIA-28> GemRB: sure to fail, rather than calling arbitrary code.
[14:32:23] <CIA-28> GemRB: 03tom.prince * r5147c72d1350 10gemrb/gemrb/core/System/ (Logger.h Logging.h):
[14:32:24] <CIA-28> GemRB: Logging: Don't expose log_color.
[14:32:24] <CIA-28> GemRB: Log colors are controlled by the logging system now, so don't expose
[14:32:24] <CIA-28> GemRB: log_color to the users of that code anymore.
[14:41:36] <Avenger> hah, i see the guiscript bug now
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[14:57:56] <CIA-28> GemRB: 03Laci * r0be58faaf825 10gemrb/gemrb/GUIScripts/bg1/GUIOPT.py: fixed textarea reference after exiting subwindows
[14:59:21] <CIA-28> GemRB: 03Laci * r4bf6b230e4e7 10gemrb/gemrb/core/System/Logger/Win32Console.cpp: fixed win32 logger color codes
[15:00:30] <lynxlynxlynx> who? :)I
[15:00:40] <tomprince> Avenger: You should fix up your git config on whatever machine you made that commit from.
[15:04:50] <CIA-28> GemRB: 03tom.prince * r463597d425e6 10gemrb/.mailmap: Update mailmap.
[15:07:16] <lynxlynxlynx> beat me to it :)
[15:17:59] <edheldil_> Does anybody know what's purpose of button anchor in a chu file
[15:20:18] <lynxlynxlynx> is it a coordinate?
[15:20:44] <lynxlynxlynx> but no
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[15:36:56] <CIA-28> GemRB: 03avenger_teambg * rf1e63bbd73c3 10gemrb/.mailmap: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[15:37:07] <CIA-28> GemRB: 03avenger_teambg * r8e7ca594c34c 10gemrb/gemrb/docs/en/Tables/proftype.txt: proftype documentation
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[15:38:17] <Avenger> just set up developer access from windows, i guess you noticed :D
[15:40:13] <lynxlynxlynx> wooo :)
[15:40:14] <Avenger> ed: the anchor is a coordinate, i think it is for the button text
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[16:47:13] <edheldil_> grr, I have missed him :)
[16:56:58] <tomprince> edheldil_: Well, ask your question, and he may show up again.
[16:57:28] <tomprince> I get the impression that he reads the logs more often than he shows up here.
[17:00:43] <fuzzie> yes, definitely
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[17:53:56] <gembot> build #145 of osx-xcode-binary is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/145 blamelist: Laci@.(none), avenger_teambg@sourceforge.net, lynxlupodian@users.sourceforge.net, tom.prince@ualberta.net
[17:56:13] <brad_a> ignore that
[17:59:10] <gembot> build #166 of osx-test is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/166
[18:03:11] <brad_a> tomprince: i can't apply that gist for sdl 2 input
[18:03:27] <brad_a> but ill try again to make it work without duplicate code
[18:03:58] <brad_a> in the meantime can we figure out whatever naming convention so i can fix that too?
[18:07:15] <tomprince> brad_a: It is probably easier for you to reconstruct that diff. I moved the body of the loop in SDL20Video::PollEvents to SDL20Video::ProcessEvents, and changed the loop and tail of SDL20Video::PollEvents into a call to SDLVideo::PollEvents.
[18:09:30] <brad_a> yeah this should work if i make some ivars
[18:09:48] <brad_a> even if those ivars will be somewhat shortlived i guess.
[18:10:01] <brad_a> touch rewrite will kill most of them
[18:11:44] <tomprince> And that structure will work after the touch rewrite too, I imagine?
[18:12:29] <brad_a> yes after touch rewrite all the mouse events can be handled by base
[18:12:41] <brad_a> it will be much cleaner
[18:13:52] <lynxlynxlynx> yay
[18:14:16] <lynxlynxlynx> maybe the release will be sooner if you all keep at it at such pace
[18:14:32] <lynxlynxlynx> i said april mainly because i'll be stumped with time
[18:15:02] <tomprince> lynxlynxlynx: We don't actually have a way to write to a log file now, without modifying the code.
[18:15:36] <lynxlynxlynx> yes, that's definitely something to add before the release
[18:16:08] <lynxlynxlynx> but even that is good enough, since both primary users compile it themselves
[18:16:15] <lynxlynxlynx> eg. ios and adroid
[18:17:01] <lynxlynxlynx> but i don't remember seeing the filename mentioned anywhere
[18:21:56] <edheldil_> Avenger: what's exactly the meaning of Buttons' anchor flag? Will it set the position in the control directly or will it set offset from justification anchor? And where is it used if at all?
[18:33:00] <tomprince> Discussion of coding conventions: http://titanpad.com/LHPyb9r96s
[18:40:55] <brad_a> tomprince: is there anyway to initialize a struct ivar with an initializer list aside from 0ing everything?
[18:41:34] <tomprince> No. Not until C++11, unfortunately.
[18:42:45] <brad_a> bah. touch input be broken and i dont quite understand why...
[18:44:50] <brad_a> i see sdl 2 processEvents doesnt even get called
[18:44:56] <brad_a> so hopefuly an easy fix
[18:49:30] <tomprince> brad_a: You sure? It looks like there is a virtual call in the last version of SDL20Video::PollEvents
[18:50:29] <brad_a> im sure its broken :-P
[18:50:48] <brad_a> and im sure gdb isnt breaking in process event
[18:52:56] <brad_a> heh figured it out
[18:53:04] <brad_a> GEM_OK is 0
[18:53:09] <brad_a> which evaluates to false
[18:53:12] <brad_a> my bad
[18:53:54] <tomprince> GEM_OK and GEM_ERROR need to die a horrible horrible death.
[18:53:58] <brad_a> yes
[18:54:00] <brad_a> i agree
[18:54:32] <tomprince> Well, don't do this as you are refactoring. But aftwards, feel free to change things to bool.
[18:54:38] <brad_a> yes
[18:55:11] <brad_a> touch input is still borked tho
[18:55:42] <brad_a> ug so very broken
[19:04:29] <thomas_sch> will gemrb have the same minimum system requirements (or similar) when opengl is implemented?
[19:06:07] <edheldil_> thomas_sch: even if opengl output is implemented you don't have to use it, so yes ;-)
[19:06:43] <edheldil_> but if you want to use it, then no, we do not currently require 3d acceleration
[19:14:54] <thomas_sch> edheldil_: no I meant does opengl make gemrb faster?right now gemrb is slower and uses more resources than the original bg game
[19:15:29] <thomas_sch> I hoped that I could use the gemrb port on my old pc without having an unplayable game
[19:15:43] <lynxlynxlynx> i think the tile cache would help more
[19:16:07] <thomas_sch> don't know the code ;) but what's the status on the tile cache?
[19:16:37] <lynxlynxlynx> i think all the blitting featured prominently in the logs, but i have no idea if in total opengl will make any of that better
[19:16:43] <lynxlynxlynx> there is none
[19:17:29] <brad_a> SDL 2 doesnt support 8bit textures so that complicates things
[19:18:07] <fuzzie> a thereotical opengl backend would make things a lot faster
[19:18:56] <brad_a> something better than what im currently doing then :-P
[19:19:13] <fuzzie> but yeah, going via SDL textures is definitely not
[19:20:57] <edheldil_> tomprince: looks good to me, although I will have trouble not to put space between fn name and () :-)
[19:21:30] <edheldil_> tomprince: mayb e we should add a paragraph on NOT creating plugins from random trivial classes ;-)
[19:22:09] <fuzzie> although actually we don't have anything performance-sensitive using 8bpp SDL surfaces, do we?
[19:23:16] <brad_a> im really not sure
[19:23:21] <brad_a> the movies
[19:23:31] <brad_a> but they are jsut movies
[19:23:37] <fuzzie> yeah, but *something* is going to have to do the 8bpp conversion on those in surface mode anyway
[19:24:03] <brad_a> well i thought there was an opengl extension that could take 8bit textures with a palette
[19:25:08] <fuzzie> yes, but it's not well-supported
[19:25:29] <fuzzie> not on desktop, definitely not on mobile hardware
[19:26:16] <brad_a> i see
[19:26:29] <brad_a> well i guess that what im doing is as good as we can do then?
[19:26:38] <fuzzie> no
[19:26:44] <brad_a> good :-P
[19:27:09] <fuzzie> sorry, let me flip through my reference for this a minute
[19:27:15] <brad_a> k
[19:28:52] <fuzzie> i was sure my iPhone opengl book had a mention
[19:29:03] <fuzzie> but the only thing under 'palette' in the index is the matrix palette madness
[19:30:13] <fuzzie> anyway basically you can do shaders on modern hardware
[19:30:36] <fuzzie> but not on e.g. older iphones which are stuck with a fixed pipeline
[19:30:42] <brad_a> i dont know anything about this stuff :(
[19:30:54] <brad_a> wel we cant run on iphones prior to 4 anyway
[19:32:40] <fuzzie> iPhone 3GS and above would be fine
[19:33:01] <brad_a> except the screen is too small
[19:33:23] <brad_a> or i guess we can scale things
[19:34:12] <fuzzie> and in fact I guess the PowerVR SGX drivers for iOS will automatically emulate the OES_compressed_paletted_texture extension using shaders :)
[19:35:49] <brad_a> still dont know how to use that :p are you gonna help me with the SDL 2 driver? :)
[19:36:32] <fuzzie> I guess it's mandatory for OpenGL ES actually.
[19:36:44] <fuzzie> well, I assume the SDL 2 driver unhelpfully doesn't support any of this anyway..
[19:37:08] <brad_a> maybe not directly but there are plenty of examples of using opengl driectly from sdl 2
[19:39:12] <fuzzie> yes, but then you have to write everything in opengl
[19:39:15] <fuzzie> which will be a huge pain
[19:53:22] <thomas_sch> lynxlynxlynx: is it possible to write a tile cache support in python?
[19:54:53] <lynxlynxlynx> not really
[19:55:03] <lynxlynxlynx> why do you ask?
[19:55:58] <thomas_sch> read a while ago that python is used in gemrb and I don't know how far it's integrated and I'm way better at python than c so ...
[19:58:04] <brad_a> i imagine even if it were possible it wouldnt be desired
[19:58:16] <brad_a> python isnt exactly built for speed
[20:00:12] <brad_a> think i worked out the touch input *fingers crossed*
[20:00:58] <lynxlynxlynx> unfortunately, i can't think of any relevant speed issues with our python use
[20:04:56] <brad_a> tomprince: https://github.com/bradallred/gemrb/tree/SDL
[20:05:14] <brad_a> the only remaining thing on your list was variable nameing
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[20:07:33] <lynxlynxlynx> tomprince: http://sprunge.us/DjEM?diff
[20:07:41] <lynxlynxlynx> ah, he's here
[20:07:42] <gembot> build #167 of osx-test is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/167 blamelist: brad_a
[20:07:42] <brad_a> we will still need some cmake if we are to build SDL 2 plugin
[20:08:19] <lynxlynxlynx> alx3apps: the files are up, please make an announcement
[20:08:25] <tomprince> minor thing, the variable initialize list should be indented on tab.
[20:08:56] <brad_a> ok
[20:11:38] <alx3apps> Hello to everyone. Compiled recent gemrb (f1e63bb) for android today, small patch was needed for successful compile. lynx just posted it. Audio.h stuff is quite old, but logger changes are recent.
[20:13:03] <tomprince> alx3apps: Can you just avoid compiling Win32ConsoleLogger for android?
[20:13:54] <tomprince> Other than that, it looks fine.
[20:14:18] <lynxlynxlynx> yeah, that should be handled in the cmake rules if possible
[20:14:27] <tomprince> If we had an android buildlave, we could catch this stuff earlier.
[20:15:00] <tomprince> cmake does handle it already, I think.
[20:16:05] <lynxlynxlynx> yeah, but maybe ANDROID isn't set
[20:16:31] <lynxlynxlynx> huh, also WIN32 would have to be
[20:16:31] <tomprince> brad_a: Looks good. I'd suggest you have another look to see if there is some code you could factorize in CreateDisplay, and the movie code.
[20:16:44] <tomprince> Other than that, its fine with me.
[20:16:54] <brad_a> ok
[20:17:04] <tomprince> Just get someone who actually has some knowledge of the code to sign off on it. (or not :))
[20:17:54] <lynxlynxlynx> alx3apps: what's the revision you built from? f1e6 doesn't match anything here
[20:19:52] <alx3apps> tomprince: This project is used for android build now https://github.com/pelya/commandergenius . It's quite comlicated for me (no cmake), I've built some other apps from there besides gemrb, but never tried to dive into build process. I'll try to find how to filter files there.
[20:21:10] <alx3apps> lynxlynxlynx: this one http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=f1e63bbd73c310c01b5272dc4625f4416704281d
[20:21:33] <lynxlynxlynx> ah, merge commit :)
[20:21:48] <lynxlynxlynx> ok, you definitely have the right code, but you just said it's not used at all
[20:22:49] <gembot> build #146 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/146
[20:23:14] <lynxlynxlynx> what name and email would you like to be credited under?
[20:24:35] <brad_a> tomprince the only things that could be combined in the base for create display are the setting of 2 variables. not really worth the effort imo
[20:25:11] <brad_a> and the movie screen code is going to diverge more overtime
[20:25:34] <brad_a> ex there probably wont be special methods for YUV
[20:27:58] <brad_a> fuzzie: did you want to examine that branch before i merge it?
[20:32:20] <CIA-28> GemRB: 03alx3apps * r045d87387f63 10gemrb/gemrb/ (3 files in 2 dirs): fixed android compilation and logging, patch by alx3apps
[20:33:45] <fuzzie> i am fine with anything that got signed off by others
[20:35:12] <tomprince> Well, I don't know enough SDL to sign off on such things. (i.e. none)
[20:35:33] <brad_a> well anything that is broken is in SDL 2
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[20:39:55] <lynxlynxlynx> alx3apps: there's something else very interesting for android
[20:40:12] <lynxlynxlynx> the new logging infra supports logging to a file directly
[20:40:51] <lynxlynxlynx> it's not complete yet, but it shouldn't be hard
[20:41:16] <lynxlynxlynx> fill log_file somewhere and make it use the file logger too
[20:41:25] <lynxlynxlynx> tomprince will know the details
[20:41:48] <lynxlynxlynx> it should practically obsolete the need for alogcat
[20:43:37] <tomprince> To hack it in right now, call AddLogger(FileLogger("filename")) see https://github.com/tomprince/gemrb/commit/905b8c0f3b099f1b4cbaf5104e3e14bca985d4aa
[20:43:45] <tomprince> Eventually, it will be configurable
[20:43:57] <gembot> build #169 of osx-test is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/169
[20:49:20] <tomprince> alx3apps: Would you be willing to run an android buildslave?
[20:49:53] <fuzzie> tomprince: how would it build anything?
[20:50:10] <lynxlynxlynx> isn't the gemrb source included in the sdl port tree
[20:50:18] <lynxlynxlynx> ?
[20:50:27] <fuzzie> i think it's actually an external reference of some kind now
[20:50:34] <fuzzie> unless my git was just being randomly grumpy about it
[20:50:45] <tomprince> fuzzie: Not a buildslave on android, one building for android.
[20:51:09] <fuzzie> tomprince: yes, but we don't have android builds using cmake or anything
[20:51:19] <fuzzie> yes/no?
[20:51:46] <tomprince> I don't think so.
[20:52:07] <tomprince> The osx/ios binaries aren built with the xcode project, not cmake, though.
[20:52:29] <tomprince> So long as the build can be automated, buildbot can trigger it.
[20:52:33] <fuzzie> hm, i'm not sure
[20:52:41] <fuzzie> in fact it is now an external reference in pelya's tree
[20:52:57] <fuzzie> as of 18 days ago, with comment "Removed GemRB sources - it's now compilable straight from Git"
[20:54:59] <alx3apps> tomprince: I'm not ready for this task right now, I have too little knowledge about pelya's build process and don't want to use it blindly. Also going to try buildbot locally first
[20:58:05] <tomprince> Well, I'm certainly able to help with buildbot. I've ended up one of the main developers of it.
[20:58:38] <tomprince> It basically monitors the repositories, and automatically runs builds on all the slaves. Which are essentially a list of commands.
[20:58:50] <tomprince> The config for gemrb's buildbot is https://github.com/tomprince/buildbot-configs/blob/gemrb/master.cfg
[20:59:13] <tomprince> https://github.com/tomprince/buildbot-configs/blob/gemrb/master.cfg#L297 for example is the ios/osx binary builder.
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[21:05:12] <lynxlynxlynx> thomas_sch: if you want to help on the python side, there's plenty of work left there too
[21:05:43] <lynxlynxlynx> the obvious candidate is some refactoring and merging, so the net result would be even less python code
[21:08:21] <alx3apps> tomprince: thanks for links, I'll try to setup buildbot
[21:09:09] <tomprince> alx3apps: If you want to run a buildslave, you don't need to install all of buildbot, or configure the builds.
[21:09:23] <thomas_sch> lynxlynxlynx: somewhere a bugtracker/todo list for the python side?
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[21:10:56] <tomprince> alx3apps: We already have a buildbot at http://buildbot.gemrb.org/grid
[21:11:02] <lynxlynxlynx> our todo list is not really split on languages
[21:11:22] <tomprince> I just don't have a setup for building for android.
[21:11:23] <lynxlynxlynx> you could try grepping for FIXMEs and TODOs in the scripts, but those will likely be data related
[21:12:09] <lynxlynxlynx> but i can easily give you a merging task of the top of my head
[21:13:14] <gembot> build #148 of osx-xcode-binary is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/148 blamelist: alx3apps@gmail.com
[21:14:52] <tomprince> alx3apps: while I don't want to discourage you from learning about buildbot, it isn't necessary for running a buildslave. http://buildbot.net/buildbot/docs/current/tutorial/firstrun.html#creating-a-slave
[21:17:27] <lynxlynxlynx> ... so just tell me if you're interested
[21:18:43] <alx3apps> tomprince: just read this link before you post it ). So I, as I understood, I only need setup from this link and working one-command pelya's build for gemrb.
[21:19:14] <brad_a> build slave is pretty easy. tomprince will do most of the work :)
[21:19:22] <brad_a> you just have to give him build commands
[21:21:47] <CIA-28> GemRB: 03bradallred * r30eed18e49f8 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement protected methods for setting surface Alpha and palette.
[21:21:47] <CIA-28> GemRB: 03bradallred * r162595ac18b0 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement hide/show soft keyboard in subclasses.
[21:21:47] <CIA-28> GemRB: 03bradallred * re06c3783ba7c 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement SetFullScreenMode in subclasses.
[21:21:48] <CIA-28> GemRB: 03bradallred * r8034f3f7ec26 10gemrb/gemrb/ (8 files in 2 dirs):
[21:21:48] <CIA-28> GemRB: SDLVideo: implement event handling in subclasses.
[21:21:48] <CIA-28> GemRB: had to implement and rename some ivars. LastMouseTime is now LastMouseMoveTome
[21:21:49] <CIA-28> GemRB: and LastMouseDownTime, Evnt is now EventManager for clarity. new method
[21:21:49] <CIA-28> GemRB: ProcessEvent added for actually processing an event dequeued by PollEvents.
[21:21:50] <CIA-28> GemRB: SDL20Video is temporarily overriding PollEvents since touch input is still an awful mix of touch events and mouse events.
[21:21:50] <CIA-28> GemRB: 03bradallred * r7f5f5ec6bc18 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement SetGamma in subclasses.
[21:21:51] <CIA-28> GemRB: 03bradallred * r60ad6fc42d97 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement video playback in subclasses.
[21:21:55] <CIA-28> GemRB: 03bradallred * r754880b99871 10gemrb/ (8 files in 2 dirs): SDLVideo: fork SDLVideo into an abstract base class with subclasses for both SDL 1.2 an 2.0.
[21:21:56] <CIA-28> GemRB: 03bradallred * r99a2311ea39b 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement ToggleGrabInput in subclasses.
[21:21:56] <CIA-28> GemRB: 03bradallred * rdb0c9e834406 10gemrb/apple/CocoaWrapper/ios/GEM_SDL_Keyboard.m: GEM_SDL_Keyboard: use SDL 2.0 SDL_Keymod instead of old SDLMod type.
[21:21:56] <CIA-28> GemRB: 03bradallred * rf0a6b819fc8e 10gemrb/gemrb/plugins/SDLVideo/ (6 files): SDLVideo: implement MoveMouse in subclasses.
[21:21:56] <CIA-28> GemRB: 03bradallred * rb01d56d6421a 10gemrb/gemrb/ (4 files in 2 dirs): Remove Useless SetDisplayTitle method from video classes. Have the core simply pass the GameName when calling CreateDisplay.
[21:21:57] <CIA-28> GemRB: 03bradallred * r8fec56cadfd1 10gemrb/ (3 files in 2 dirs): Logging: update merged SDL classes to use new logging API. Add new logging classes to Xcode.
[21:21:58] <CIA-28> GemRB: 03bradallred * rb3ed5a5f0c1c 10gemrb/ (141 files in 54 dirs):
[21:21:58] <CIA-28> GemRB: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[21:21:58] <CIA-28> GemRB: Conflicts:
[21:23:29] <tomprince> alx3apps: Yep. Doesn't even need to be single command. The cmake commands are all multistep.
[21:24:53] <tomprince> It just happend that that is what the ios/osx build was.
[21:25:18] <brad_a> alx3apps: would you look at this and see if it will work?
[21:25:19] <brad_a> http://dl.dropbox.com/u/13866402/androidaudio.patch
[21:27:01] <brad_a> you will of course have to build against the changes i jsut pushed
[21:27:14] <edheldil_> tomprince: maybe add to that style guide that if you are not returning value, don't end C++ and Python functions with return
[21:28:21] <tomprince> edheldil_: You can edit it.
[21:28:50] <tomprince> But, I think that is a good idea.
[21:29:15] <alx3apps> brad_a: applied patch and start building
[21:30:58] <lynxlynxlynx> for python style, we currently have written to use return explicitly
[21:31:22] <alx3apps> tomprince: about file logging - i've tried this patch (https://github.com/tomprince/gemrb/commit/905b8c0f3b099f1b4cbaf5104e3e14bca985d4aa) on my device, after game load file is created but it's empty. Am I need to set log level for file logging?
[21:31:44] <thomas_sch> lynxlynxlynx: I'm interested^^
[21:32:05] <lynxlynxlynx> ah no
[21:32:16] <lynxlynxlynx> but it's at the end of gemrb/docs/en/GUIScript_introduction.txt
[21:32:19] <lynxlynxlynx> thomas_sch: great!
[21:32:34] <lynxlynxlynx> i'll let you wait for a while to increase anticipation
[21:32:43] <lynxlynxlynx> just kidding
[21:35:18] <CIA-28> GemRB: 03tom.prince * rd2e8bd5b5bb9 10gemrb/gemrb/core/System/Logger/ (File.cpp File.h):
[21:35:19] <CIA-28> GemRB: Fix FileLogger to work with structured logging.
[21:35:19] <CIA-28> GemRB: Stdio expects subclasses to override print not vprint now.
[21:35:55] <tomprince> ^----- alx3apps: it was broken in trunk.
[21:37:28] <lynxlynxlynx> thomas_sch: the situation is like this: in early gemrb days, the guiscripts for all the games were developed individually, but there's a lot of duplicated (or worse) code
[21:37:53] <lynxlynxlynx> i've done a lot to ammend that (my net linecount is probably still negative :)), but there's still stuff to do
[21:38:20] <lynxlynxlynx> not only do we decrease the amount of code to maintain, but when doing fixes or features, you only need to modify one file instead of 5
[21:38:48] <lynxlynxlynx> i've used simian to help identify duplicated blocks
[21:39:01] <lynxlynxlynx> one of the guiscripts that still needs merging is GUIOPT.py
[21:39:20] <lynxlynxlynx> bg1, bg2 and iwd should all be very similar
[21:39:34] <brad_a> tomprince: im not quite sure what to make of this warning
[21:39:34] <brad_a> http://buildbot.gemrb.org/builders/osx-test/builds/171/steps/compile/logs/warnings%20%281%29
[21:39:51] <lynxlynxlynx> so the goal is to merge them and maybe also iwd2 (pst is likely too different)
[21:40:43] <lynxlynxlynx> BUT, there are also legitimate differences; control IDs come to mind
[21:41:15] <lynxlynxlynx> in such cases, we use the gametype detection functions from GUICommon.py, eg. GUICommon.GameIsBG1()
[21:41:48] <lynxlynxlynx> some differences are bugs, but those are harder to resolve without actually testing
[21:42:24] <lynxlynxlynx> GUIOPT is really important, since we still aren't able to save back the option changes you make ingame
[21:42:42] <lynxlynxlynx> having at least the interface side the same, will make it easier to add support
[21:42:51] <alx3apps> brad_a: compilation was unsuccessful - https://gist.github.com/1865951
[21:43:07] <brad_a> do you know why?
[21:43:13] <brad_a> i dont have android or anything
[21:43:30] <brad_a> i jst think you can use that SDL active event to do what that call back is doing
[21:43:46] <brad_a> oh
[21:43:47] <brad_a> nevermind
[21:43:51] <brad_a> i looked at you log
[21:43:56] <brad_a> you are building SDL20Video
[21:44:01] <lynxlynxlynx> thomas_sch: so i suggest you start merging either the ones from bg1 and iwd or bg1 and bg2 to one file and then go from there
[21:44:01] <alx3apps> brad_a: I reread error - I'm only need to not include sdl-2.0 code, wait a minute
[21:44:09] <brad_a> yes
[21:44:10] <brad_a> :)
[21:45:38] <brad_a> that warning doesnt make since it says ist a virtual inline function but its declaration doesnt have vitual in it
[21:45:53] <thomas_sch> kk
[21:46:36] <brad_a> oh i think i know
[21:47:07] <brad_a> nope. nevermind
[21:48:24] <thomas_sch> will do so
[21:48:57] <tomprince> brad_a: It is declared as virtual in the base class.
[21:49:39] <gembot> build #150 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/150
[21:49:43] <brad_a> i see that, but i dont see the problem still
[21:50:07] <brad_a> also i dont recall changing any of these
[21:51:33] <lynxlynxlynx> thomas_sch: if you'll have any problems, just ping me
[21:52:05] <lynxlynxlynx> i don't know about your editor preferences, but a good diff viewer is priceless
[21:52:24] <tomprince> brad_a: You are using it from SDL12Video, without a definition being visible.
[21:52:56] <tomprince> Which is valid, but perhaps not desired, hence the warning.
[21:52:57] <brad_a> where?
[21:53:11] <brad_a> i search in SDL12Video for DrawLine and come up empty
[21:53:52] <tomprince> Oh... must be the vtable, since you don't override it.
[21:54:14] <tomprince> I'd suggest just removing it from Video, and removing the inline.
[21:54:38] <brad_a> would you mind? i was just about to leave for lunch :)
[21:54:43] <lynxlynxlynx> thomas_sch: oh, one more thing. It's best to edit both files into the same state, so you can homogenise them with the first commit, which will be very readable and only remove them in the second one, which can then be ignored
[21:56:18] <alx3apps> brad_a: finally I've got "undefined reference to `SDL_main'" compile error, and don't see any errors above it. I'll try it tomorrow. I'm out for now.
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[21:59:56] <CIA-28> GemRB: 03tom.prince * rbe14b86278ee 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.h:
[21:59:56] <CIA-28> GemRB: Remove some inline keywords from SDLVideo.
[21:59:56] <CIA-28> GemRB: The keywords don't have any affect. The functions are either
[21:59:56] <CIA-28> GemRB: virtual, in which case they can't be inlined, or the compiler will
[21:59:56] <CIA-28> GemRB: use its own heuristics to inline them anyway.
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[22:01:21] <tomprince> ^----- it often seems that my commit messages are inversly porportional to the size of the commit :(
[22:04:14] <thomas_sch> thx for the help lynxlynxlynx :)
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[23:00:18] <lostLinSoul> Isn't m_someVarName more often used for member variables (instead of just _someVarName)
[23:01:07] <fuzzie> yes
[23:01:12] <fuzzie> are we using either in gemrb?
[23:01:35] <tomprince> no.
[23:21:23] <edheldil_> tomprince: stupid question, but how should I initialize Point to something else than 0,0?
[23:22:58] <edheldil_> p=Point(2,2)?
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[23:24:43] <lostLinSoul> Looks like the party portraits will mostly have to be coded in GUICommonWindows
[23:25:23] <tomprince> edheldil_: Yep.
[23:27:36] <lostLinSoul> I think perhaps eventually a new config parameter should be added for max party size - instead of using more hardcoded constants
[23:28:24] <lynxlynxlynx> sure, because we need to warn people on certain boundaries
[23:28:54] <tomprince> Well, if you get it working for arbitrary party sizes, there is no reason to even limit it, is there?
[23:29:28] <lostLinSoul> tomprince: I agree and it is what I'm aiming for
[23:30:06] <lostLinSoul> But I as a player you prefer the game to force only 8 party member, them that can be set
[23:30:27] <tomprince> That seems reasonable.
[23:31:41] <lynxlynxlynx> we have gamescript actions that are enumerated, up to 8
[23:32:12] <lynxlynxlynx> as far as the data modding is concerned, it shouldn't really matter (except for the above)
[23:33:22] <lostLinSoul> Should the party size change be viable in pst/iwd as I do not have either of those
[23:33:28] <lynxlynxlynx> and what happens if you choose a size too big for your resolution? i bet players would like to know the limitations beforehand, not when they finally meet the 9th npc
[23:33:42] <lostLinSoul> Or shoule it be BG2 specific
[23:33:52] <lynxlynxlynx> lostLinSoul: GUICommonWindows is shared with iwd, so that should work automatically
[23:34:06] <lynxlynxlynx> shareholders: bg1, bg2, iwd
[23:34:42] <lynxlynxlynx> pst and iwd2 have horizontal portrait windows, so that'd be some more work
[23:34:55] <lynxlynxlynx> even more so due to their state
[23:35:03] <lostLinSoul> state?
[23:35:27] <tomprince> They aren't fully working yet.
[23:36:08] <lostLinSoul> Ah
[23:37:44] <lostLinSoul> That remind me, Is there a way of determining the res being run at from the GUI code?
[23:39:18] <lostLinSoul> I guess I'll have to put in calcs, for scroll bars - I'm pretty early in my experimenting phase
[23:42:59] <lynxlynxlynx> i wouldn't use scrollbars, but two buttons
[23:43:10] <lynxlynxlynx> that way you don't need to modify the width
[23:43:42] <lynxlynxlynx> we probably couldn't scroll them all with the mouse though, atleast not on sdl 1.2
[23:43:55] <lostLinSoul> That's a good idea, like the ones used on the portraits in chargen
[23:44:54] <lynxlynxlynx> i suggest you focus first on getting a 7th to appear and function there in bg2, where you can choose a hires by default
[23:45:14] <lynxlynxlynx> oh and grep for SV_WIDTH if you need the screen dimensions
[23:45:29] <lynxlynxlynx> or was it SC? anyway, much too late, good night
[23:47:04] <lostLinSoul> nig
[23:47:08] <lostLinSoul> night
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