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

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[08:00:35] <fuzzie> morning lynx, all
[08:00:48] <lynxlynxlynx> oj
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[11:55:59] <Beh0lder> hi all
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[12:05:58] <Beh0lder> I can't compile latest git with SDL 1.3. Error in SDL_Video.cpp line 586
[12:32:04] <Beh0lder> I think that core->Autopause(AP_GENERIC); must be replaced to core->Autopause(STR_AP_GENERIC);
[13:30:14] <lynxlynxlynx> no, that's fine
[13:31:03] <lynxlynxlynx> you get an error that AP_GENERIC is undefined?
[13:31:13] <Beh0lder> yes
[13:31:27] <Beh0lder> but no reson for compiling with 1.3
[13:31:27] <lynxlynxlynx> then you must have an old tree somehow
[13:31:32] <Beh0lder> * reason
[13:31:46] <lynxlynxlynx> ah no
[13:31:55] <lynxlynxlynx> it's really not defined
[13:32:55] <lynxlynxlynx> i'll fix it later today if nobody beats me to it (still at work)
[13:33:07] <Beh0lder> SDL 1.3 for Android does not support any touch events(((
[13:33:10] <Beh0lder> OK
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[16:04:36] <CIA-26> GemRB: 03avenger_teambg * r4fddbd711b24 10gemrb/gemrb/core/Interface.h: added missing symbol AP_GENERIC
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[16:12:39] <CIA-26> GemRB: 03avenger_teambg * r0a0b34dd79c2 10gemrb/CMakeLists.txt: fixed compilation for older cmake
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[16:20:22] <lynxlynxlynx> :)
[16:26:22] <lynxlynxlynx> fuzzie: recurrent question
[16:32:00] <lynxlynxlynx> Avenger: that cmake change was enough for you?
[16:32:58] <Avenger> yes lynx
[16:33:16] <Avenger> why? is it still not working for you?
[16:33:17] <lynxlynxlynx> what's your cmake version?
[16:33:22] <Avenger> 2.8.1
[16:33:26] <brad_a> sorry for breaking it :|
[16:33:26] <lynxlynxlynx> it was working for me before ;)
[16:33:53] <lynxlynxlynx> now i get what i expected, errors about missing COCOA
[16:34:08] <Avenger> ohhh
[16:34:10] <Avenger> yes
[16:34:12] <Avenger> ok
[16:34:17] <Avenger> i had some other change :)
[16:34:56] <Avenger> -ADD_GEMRB_PLUGIN (SDLVideo COCOA SDLVideo.cpp)
[16:34:58] <Avenger> +ADD_GEMRB_PLUGIN (SDLVideo SDLVideo.cpp)
[16:35:03] <Avenger> in sdlvideo plugin
[16:35:13] <Avenger> but it wouldn't work for you before
[16:35:16] <Avenger> so i wonder
[16:35:33] <lynxlynxlynx> it worked for me, since i have the latest cmake
[16:36:06] <Avenger> but what would that COCOA be for you?
[16:36:22] <Avenger> empty string?
[16:36:35] <lynxlynxlynx> no, it's not a variable
[16:36:45] <lynxlynxlynx> it's looking for a source with that name
[16:36:47] <Avenger> then how would it work for you :)
[16:37:03] <lynxlynxlynx> the cmake_parse_arguments takes care of it
[16:37:13] <lynxlynxlynx> it replaced it with "" - noop
[16:37:14] <Avenger> it can only set a variable
[16:37:29] <lynxlynxlynx> no, it's trickier
[16:37:30] <Avenger> SET (COCOA "")
[16:37:32] <Avenger> ?
[16:38:47] <tomprince> CMakeParseArguments is from 2.8.3, but we could probably just include the source for it, and it would probably work for all 2.8.*
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[16:39:26] <tomprince> COCOA is an optional keyword argument.
[16:39:39] <lynxlynxlynx> yes, but cmake_minimum_required(VERSION 2.4.4) ;)
[16:40:07] <lynxlynxlynx> i have no problems with bumping that, but 2.8 is too high
[16:40:39] <Avenger> can i add if apple in sdlvideo's cmakelist?
[16:40:49] <brad_a> thats how i had it at first lol
[16:41:40] <brad_a> http://www.vtk.org/Wiki/CMakeMacroParseArguments
[16:41:41] <tomprince> http://www.vtk.org/Wiki/CMakeMacroParseArguments has code that it claims works for 2.4.7+
[16:41:43] <lynxlynxlynx> the whole point of the exercise was to try to avoid the need for that, was it not?
[16:41:45] <brad_a> couldnt we just add that
[16:41:49] <brad_a> yes
[16:42:12] <tomprince> It was. And we would also need to add the exact same code to an opengl plugin.
[16:42:28] <brad_a> there is an opengl plugin?
[16:42:35] <brad_a> oh
[16:42:39] <brad_a> nevermind
[16:43:19] <CIA-26> GemRB: 03avenger_teambg * rc47c9b34f991 10gemrb/gemrb/plugins/SDLVideo/CMakeLists.txt: meh, gotta hate cocoa
[16:44:05] <brad_a> hatters gonna hate ;-)
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[16:45:10] <tomprince> That is ugly :(
[16:45:52] <brad_a> also the apple part is commented out...
[16:47:00] <lynxlynxlynx> hah
[16:47:13] <brad_a> serves me right i guess :)
[16:47:43] <lynxlynxlynx> fix it up properly anyway
[16:47:59] <brad_a> indeed
[16:48:08] <lynxlynxlynx> the .6 release is postponed to this weekend
[16:48:26] <tomprince> It would probably not be too hard to hand roll code to check for cocoa, based on the parse_arguments.
[16:48:44] <tomprince> Its not like we use most of its features.
[16:48:52] <brad_a> true
[16:49:40] <lynxlynxlynx> tomprince: can you perhaps review dhewg's hash patches?
[16:50:09] <lynxlynxlynx> the implementation was committed, but not all the uses
[16:54:36] <Avenger> :lol
[16:55:21] <CIA-26> GemRB: 03avenger_teambg * r1515f0ea2f72 10gemrb/gemrb/plugins/SDLVideo/CMakeLists.txt: O_o
[16:55:52] <Avenger> be careful with hashmaps :)
[16:56:06] <Avenger> especially space/case sensitivity
[16:57:18] <Avenger> i have an excuse, it is stormy here, and i got a bad headache
[16:57:23] <Avenger> see you later
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[16:57:51] <gembot> build #211 of cmake g++-4.6.0 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6.0/builds/211
[16:58:05] <gembot> build #214 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/214
[17:01:11] <Yoshimo> what is a hashmap used for?
[17:05:05] <gembot> build #209 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/209
[17:05:42] <gembot> build #206 of cmake g++-4.5.2 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5.2/builds/206
[17:06:27] <lynxlynxlynx> internals
[17:08:52] <gembot> build #211 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/211
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[18:38:51] <qubodup> hi
[18:39:34] <qubodup> does anybody know a good article about infinityengine's awesome music functionality, which allowed for the effective bg2 battle loops for example?
[18:39:44] <qubodup> or about the technique used in general?
[18:42:26] <tomprince> I don't know about any articles, but we have it implemented in GemRB, so you could look at the source.
[18:42:51] <qubodup> tomprince: documentation - if any - should be in source comments, right?
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[18:44:15] <brad_a> am i missing something? i didnt think there was anything special about battle music. battle starts music plays and loops until battle is over right?
[18:44:35] <qubodup> brad_a: in bg2 at least, battle music consists of 6-second pieces
[18:44:46] <qubodup> (or some other short time frame)
[18:45:32] <qubodup> brad_a: they are played after another and through vvarying order it seems less repetitive
[18:45:46] <brad_a> oh thats niffty
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[19:20:04] <lynxlynxlynx> really? it changes every round?
[19:20:58] <lynxlynxlynx> if i look at the music compilations it's all nice tracks
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[19:24:04] <lynxlynxlynx> oh, you can get some more info in the MUS spec here: http://iesdp.gibberlings3.net/file_formats/ie_formats/mus.htm
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[21:21:32] <Avenger> about battle music: it is very simple. Just goes through the playlist (.mus). If the music should end, it plays the leadout sequence (second column). There may also be a loop in the last row.
[21:24:33] <lynxlynxlynx> Avenger: can you look at iwd2 action bar? the first 3 slots are foobared since that last big change
[21:24:58] <Avenger> maybe later
[21:25:38] <Avenger> i didn't know it was any good in the last 2-3 years :)
[21:27:05] <lynxlynxlynx> it was better before
[21:27:25] <lynxlynxlynx> we don't do all the customisation yet, but that's not so important
[21:30:36] <Avenger> isn't this all doable with tweaking the script?
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