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

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[12:45:20] <mijk> hey, what game files do I need to use?
[12:46:34] <mijk> I can't seem to find anywhere that explains what files are needed for any of the supported games
[12:48:15] <fuzzie> you need pretty much everything from a full installation
[12:48:47] <fuzzie> and that can differ quite a lot depending on which version/patch/etc you have
[12:52:02] <mijk> copy the folders as is?
[12:53:25] <fuzzie> yes
[12:53:29] <mijk> I'm guessing you don't need text files, icons and executables for a non-Windows setup?
[12:55:38] <fuzzie> it might depend on the install. the .ini files you need, at least
[12:57:46] <mijk> awesome thanks!
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[17:49:34] <Avenger> waaah: gemrb: /home/laci/gemrb/gemrb/core/Scriptable/Scriptable.cpp:514: void Scriptable::ProcessActions(): Assertion `CurrentActionTicks == 0 && CurrentActionState == 0' failed.
[17:49:54] <Avenger> i was in saradush prison, if that helps
[17:50:56] <Avenger> we need to fix this before release :)
[17:53:30] <lynxlynxlynx> i was planning to revert that in the branch
[17:53:45] <lynxlynxlynx> but if you can fix it, that much better
[17:53:52] <lynxlynxlynx> dunno what wjp did to hit it
[17:58:08] <Avenger> i hit it too
[17:58:10] <Avenger> just now
[17:58:37] <CIA-40> GemRB: 03avenger_teambg * rf48402c03519 10gemrb/gemrb/ (3 files in 2 dirs): calculate detect secret doors racial/class bonuses
[17:59:12] <Avenger> how can i find which action messes it up.
[17:59:34] <Avenger> store the last popped action and print it at the crash?
[18:05:58] <lynxlynxlynx> could help
[18:06:18] <lynxlynxlynx> it was fuzzie's idea, so i don't have much clue though
[18:12:12] <Avenger> oops, again
[18:25:02] <Avenger> attackoneround
[18:27:43] <Avenger> i always told fuzzie that this seems a bit fishy :)
[18:57:36] <Avenger> this assertion also fails:
[18:57:44] <Avenger> if (Sender->CurrentActionState == 1) {
[18:57:45] <Avenger> Sender->ReleaseCurrentAction();
[18:57:47] <Avenger> } else {
[18:57:48] <Avenger> Sender->CurrentActionState--;
[18:57:49] <Avenger> assert(Sender->CurrentActionState>0);
[18:57:51] <Avenger> }
[18:58:03] <Avenger> so, something clears currentactionstate in attackcore, i guess
[18:58:10] <fuzzie> yes, it does
[18:58:26] <fuzzie> i went through and reviewed them all, but clearly i am no good at it
[18:58:44] <fuzzie> attackoneround is completely wrong anyway, of course, along with attackreevaluate :(
[18:59:00] <Avenger> fuzzie \o/
[18:59:10] <Avenger> so, any idea how to fix it?
[18:59:27] <fuzzie> if (Sender->CurrentActionState <= 1)? :)
[18:59:52] <Avenger> is that ok? if currentactionstate was cleared, we are free to leave the action?
[18:59:55] <fuzzie> yes
[18:59:58] <Avenger> ok
[19:00:18] <fuzzie> i mean, the action is wrong because it doesn't check rounds properly
[19:00:36] <fuzzie> but to fix that, the round code needs fixing, and that is tricky
[19:00:48] <Avenger> and, i should add if(!CurrentActionState) { releasecurrentaction(); } in attackreevaluate ?
[19:00:55] <fuzzie> although it is well-understood :P
[19:01:12] <fuzzie> i hope that actionreevaluate shuldn't assert
[19:01:32] <fuzzie> but um, yes, clearly it is wrong
[19:01:35] <fuzzie> so yes, please do
[19:01:44] <Avenger> AttackCore(Sender, tar, 0);
[19:01:46] <Avenger> if (Sender->CurrentActionState) {
[19:01:48] <Avenger> Sender->CurrentActionState--;
[19:01:50] <Avenger> } else {
[19:01:51] <Avenger> Sender->ReleaseCurrentAction();
[19:01:52] <Avenger> }
[19:01:54] <Avenger> this
[19:02:00] <fuzzie> i have obviously forgotten to commit stuff here :(
[19:02:26] <fuzzie> because i remember implementing that action better, but clearly it is not done
[19:02:31] <fuzzie> but that looks fine, yes
[19:02:41] <Avenger> heh
[19:02:44] <CIA-40> GemRB: 03avenger_teambg * rb412c0a5babe 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed possible assertions in attack actions
[19:02:50] <Avenger> not even in your personal repo?
[19:03:01] <fuzzie> checking the repo
[19:04:41] <Avenger> i could commit my award winning debug code that gave me the clue about the wrong action :)
[19:04:59] <fuzzie> well, i hope those are the last ones :(
[19:05:04] <fuzzie> but probably not
[19:05:11] <Avenger> hehe
[19:06:13] <CIA-40> GemRB: 03avenger_teambg * r3f200583257b 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: unnecessary, but not intrusive debug code to help catch offending actions
[19:06:17] <Avenger> ok, remove this after a few months :)
[19:07:07] <fuzzie> after next release, i should add an abort() in the re-entrant event handler code, too
[19:07:16] <Avenger> eep
[19:07:22] <Avenger> you mean the gui thing?
[19:07:23] <fuzzie> no, not that one, i mean the control deleted during event handler code
[19:07:30] <Avenger> yes, i know
[19:07:39] <fuzzie> because i fixed the underlying bug now
[19:07:44] <Avenger> oooh
[19:07:48] <Avenger> committed too?
[19:07:55] <fuzzie> a while ago
[19:08:02] <Avenger> heh, it slipped past me
[19:08:38] <Avenger> so i'm not supposed to see that message now?
[19:08:52] <fuzzie> the modal dialog guiscript code ended up calling DrawWindows, and DrawWindows is what deletes windows :P
[19:09:00] <fuzzie> yes, if you see the message then please say :)
[19:11:38] <CIA-40> GemRB: 03avenger_teambg * r5a3c8fc92305 10gemrb/gemrb/override/ (11 files in 5 dirs):
[19:11:38] <CIA-40> GemRB: added copies of bg2 dstable, or a stub, so it won't create spam for now
[19:11:38] <CIA-40> GemRB: TODO: find the correct values
[19:11:52] <Avenger> well, it is good that you fixed that
[19:14:24] <Avenger> what missing action was implemented? TriggerWalkTo ?
[19:14:47] <fuzzie> yes, although that is likely bg2-specific
[19:15:56] <CIA-40> GemRB: 03avenger_teambg * re39e641df356 10gemrb/NEWS: news update
[19:16:37] <Avenger> ok, i'm done for today :) i'll get some holidays at the beginning of August ;) i might be able to work more then
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[19:57:40] <lynxlynxlynx> cool
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[22:18:33] <Hellcommander> fatal errors in openalaudio plugin concerning missing symbols in sdl 1.3
[22:18:38] <Hellcommander> 1>AmbientMgrAL.obj : error LNK2019: unresolved external symbol _SDL_CondSignal referenced in function "public: virtual void __thiscall AmbientMgrAL::activate(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (?activate@AmbientMgrAL@@UAEXABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)
[22:18:38] <Hellcommander> 1>AmbientMgrAL.obj : error LNK2019: unresolved external symbol _SDL_CondWaitTimeout referenced in function "private: static int __cdecl AmbientMgrAL::play(void *)" (?play@AmbientMgrAL@@CAHPAX@Z)
[22:18:39] <Hellcommander> 1>OpenALAudio.obj : error LNK2019: unresolved external symbol _SDL_CreateCond referenced in function "public: __thiscall AmbientMgrAL::AmbientMgrAL(void)" (??0AmbientMgrAL@@QAE@XZ)
[22:18:39] <Hellcommander> 1>OpenALAudio.obj : error LNK2019: unresolved external symbol _SDL_DestroyCond referenced in function "public: virtual __thiscall AmbientMgrAL::~AmbientMgrAL(void)" (??1AmbientMgrAL@@UAE@XZ)
[22:18:39] <Hellcommander> 1>D:\engines\gemrb\gemrb\plugins\Release\OpenALAudio.dll : fatal error LNK1120: 4 unresolved externals
[22:27:44] <brad_a> wierd. i have no problems compiling under SDL 1.3
[22:27:57] <brad_a> are you using the latest code for SDL?
[22:29:47] <brad_a> SDL_CreateCond is in SDL_mutex.h for me
[22:31:22] <brad_a> and that header is included in gemrbs stacklock.h
[22:31:35] <Hellcommander> where is latest did they release new
[22:31:57] <brad_a> just do a copy of the repo
[22:32:09] <brad_a> i wasnt aware you could get SDL 1.3 any other way
[22:32:33] <brad_a> hg clone http://hg.libsdl.org/SDL
[22:33:31] <brad_a> i would wager that either your SDL code is out of date or some build settings are leaving out that needed bit
[22:36:13] <brad_a> or the symbol name is being mangled.... you can check with nm command.
[22:36:34] <brad_a> actually no nevermind sdl isnt c++
[22:36:39] <Hellcommander> default the branch?
[22:36:52] <Hellcommander> sdl is c :)
[22:36:58] <brad_a> yeah that
[22:37:58] <brad_a> anyhow ive had no problem with SDL 1.3 on either mac or iOS and i know wjp has used it fine on linux
[22:39:54] <brad_a> you are using the latest git code for gemrb too right?
[22:40:38] <brad_a> because i have only recently had my SDL 1.3 patches applied but nothing to do with openal or audio so it shouldnt matter for this problem but you will want all the other fixes
[22:41:18] <Hellcommander> yup
[22:42:30] <Hellcommander> ive checked my sdl 1.3 that I have and the symbols are missing (you can open library with notepad symbol refs are visible)
[22:44:02] <brad_a> if the symbols are in the lib and you are linking against that specific lib (and not some other SDL 1.3 lib on your system) then you should check the SDL_mutex.h file that gemrb is including to make sure its in there
[22:44:11] <brad_a> wait.. im too tired
[22:44:43] <brad_a> still should make sure you are linking aginst the correct SDL lib
[22:52:11] <Hellcommander> can find _SDL_CondSignal in libraries so ill redownload and see if that fixes it
[22:52:17] <Hellcommander> *can't
[23:12:22] <brad_a> those have been in SDL 1.3 since the beginning im pretty sure...
[23:14:35] <brad_a> hell i just checked and they are in SDL 1.2 so im not sure what to say...
[23:15:22] <Hellcommander> they are in 1.2 but they took them out in 1.3 for testing
[23:15:25] <brad_a> its got to be a link error. are you linking the SDL lib to the plugin or just the gemrb core?
[23:15:29] <brad_a> oh
[23:15:31] <brad_a> i see
[23:15:52] <Hellcommander> works with 1.2 though
[23:16:15] <brad_a> lol i dont even know why i bothered to check that they were in 1.2 as that is what gemrb is built for... clearly im very sleepy
[23:17:13] <Hellcommander> downloading commandline version of merc to see if that will download a version of sdl 1.3 that has those symbols no lose :)
[23:17:27] <brad_a> it does for me :)
[23:17:30] <Hellcommander> 1.3 is remake
[23:17:46] <Hellcommander> what time is it where you live?
[23:17:58] <brad_a> its only 5pm i just slept poorly
[23:18:08] <Hellcommander> it's 7:18 here
[23:18:20] <Hellcommander> 7:18 pm
[23:19:31] <brad_a> im pretty confidant that compiling brandnew SDL will resolve your issue
[23:20:06] <brad_a> let me know how the mousewheel stuff works out. i havent gotten a chance to test it. it may need tweaking
[23:20:24] <brad_a> but you hsould be able to use horizontal scrolling with SDL 1.3
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