#gemrb@irc.freenode.net logs for 1 Jul 2012 (GMT)

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[08:31:22] <avenger> openal on ubuntu 12.04 is still not working without some extra stuff :( It works only if i use drivers=oss in alsoftrc and run gemrb with padsp
[08:35:28] <avenger> ldd on gemrb's openal plugin shows it links at least 3 pulse libs. So i'm totally puzzled why it needs this oss loop to work
[08:37:33] <avenger> hmm, also it links openal from /usr/local... Hmm, that might be the problem :)
[08:43:01] <avenger> haha, this will be the problem i'm sure. The old openal used only oss, and upgrading ubuntu caused oss to be gone
[08:45:59] <avenger> it works, but on quit i get this: Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion `map->l_init_called' failed!
[08:57:46] <avenger> looks like i will recompile openal from repo again, and get something similar to the previous problem when i upgrade ubuntu in 5 years :)
[08:59:27] <avenger> yeah, assertion is gone
[09:18:22] <avenger> lynx if you are here, i couldn't add the git repo location for openal to the wiki --> http://www.gemrb.org/wiki/doku.php?id=known_problems
[09:18:49] <avenger> if i added it literally, it messed up the page
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[09:57:43] <lynxlynxlynx> done
[10:02:28] <avenger> that's not the same as i tried, but i guess anyone can find the whole git clone syntax out :D
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[10:07:38] <lynxlynxlynx> you can't run git from the browser :)
[10:13:51] <avenger> i know, i wanted to add the text literally
[10:13:56] <avenger> but that screwed the page format
[10:14:12] <avenger> see the old revisions :)
[10:16:54] <avenger> about true sight removing illusions: i guess it should have some enemy ally distinction, no?
[10:17:17] <avenger> i don't know how the original did that, if it did at all
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[10:31:20] <lynxlynxlynx> it did, i asked on the forum
[10:31:57] <lynxlynxlynx> iirc the projectile has ignore center set, so i'm not sure why it's even applied to the caster
[10:35:00] <avenger> i see, i didn't read the topic further
[10:43:35] <avenger> btw, now that all actors start active (needed for the ogre to open the cell door), bg1 spams the console with errors. I hope that's the only problem, but i fear some scripts now work differently
[10:44:32] <lynxlynxlynx> i'm a bit weary too
[10:44:44] <lynxlynxlynx> but maybe it also fixes windspear hills
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[10:45:04] <avenger> windspear also had some inactive actor bug?
[10:45:16] <lynxlynxlynx> yes
[10:45:54] <lynxlynxlynx> the last really buggy area in bg2
[10:46:47] <avenger> well, it might be fixed if it was an actor created offview which would go idle
[10:51:03] <avenger> i killed the fake monsters in windspear, but no one came to tell me about the setup
[10:51:33] <avenger> so i guess, the bug is still there :(
[10:55:27] <avenger> i'll debug this on win
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[11:57:32] <CIA-31> GemRB: 03avenger_teambg * rc855a84d8c51 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.cpp: list openal devices in case of failed init
[11:57:34] <CIA-31> GemRB: 03avenger_teambg * r0f702110a3b0 10gemrb/gemrb/core/ (5 files in 3 dirs): fixed createcreatureoffscreen
[11:57:35] <CIA-31> GemRB: 03avenger_teambg * r6b3ababaf913 10gemrb/NEWS: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
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[11:59:01] <Avenger> lynx: windspear bug is fixed, createcreatureoffscreen was buggy
[11:59:22] <lynxlynxlynx> ah, that's just one
[11:59:56] <lynxlynxlynx> the major issues are caused by our lack of understanding of active/inactive
[12:00:54] <Avenger> what issues
[12:01:19] <Avenger> this one wasn't even an inactivity problem :D
[12:01:35] <Avenger> it created the offscreen actor always in 0,0
[12:02:11] <lynxlynxlynx> let me check, i don't remember
[12:02:11] <Avenger> there could be a problem further down the quest, though
[12:02:18] <lynxlynxlynx> active/inactive or enabled/disabled
[12:02:32] <Avenger> i don't remember what happens when you are in the windspear house
[12:02:50] <Avenger> i rested for a day and still nothing happened
[12:03:17] <lynxlynxlynx> after garren “returns” to athakla to help you, you're stuck in his house - no ambush/abduction, no return. The kid is supposed to start the dialog, but everything breaks multiple times since garren isn't deactivated properly (shouldn't be visible to scripts, scripts shouldn't run)
[12:05:41] <lynxlynxlynx> he uses activate/deactivate a lot
[12:05:56] <lynxlynxlynx> to get through, i had to hack both those things
[12:06:13] <Avenger> garkid should talk when it doesn't see garren
[12:06:36] <Avenger> why would it see garren....
[12:06:42] <lynxlynxlynx> yes, but he's still in the room, just deactivated
[12:06:47] <Avenger> oh
[12:06:54] <Avenger> so see shouldn't see deactivated actors
[12:06:55] <Avenger> easy
[12:07:25] <lynxlynxlynx> http://paste.debian.net/177208/
[12:07:38] <lynxlynxlynx> this is what i used, but nobody liked it
[12:08:50] <Avenger> interesting, what was the reason
[12:09:13] <Avenger> because that's what i figured out too
[12:09:16] <lynxlynxlynx> i don't remember, but i guess it was to do with the lack of understanding of the original
[12:09:28] <lynxlynxlynx> what everything does it toggle on activate/deactivate?
[12:09:44] <Avenger> if_visible is toggled
[12:09:56] <lynxlynxlynx> probably fuzzie was afraid it would kill some scripts
[12:10:12] <Avenger> well, apparently 'See' shouldn't see them
[12:10:40] <Avenger> i will add it with a comment
[12:11:46] <Avenger> if i modify only SeeCore, then it won't mess with script parsing
[12:11:53] <Avenger> that's what concerns fuzzie
[12:12:02] <Avenger> probably
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[12:19:33] <Avenger> well, now the windspear script works
[12:20:01] <Avenger> it is a bit odd that garren appears when the bandits arrive. He talks then disappears. I fight bandits, then he reappears
[12:20:27] <Avenger> but the script works at least ;)
[12:21:44] <CIA-31> GemRB: 03avenger_teambg * r0251d0d98140 10gemrb/gemrb/core/GameScript/GSUtils.cpp: deactivated creatures are not seen by See trigger (windspear quest)
[12:22:26] <Avenger> ok, i guess this was a major bugfix.
[12:22:37] <Avenger> gotta rest it out :)
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[12:23:17] <lynxlynxlynx> uhhh
[12:23:43] <lynxlynxlynx> looks like you reverted part of the previous commit
[12:26:19] <CIA-31> GemRB: 03lynxlupodian * ra51fcff10b16 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[12:26:19] <CIA-31> GemRB: Revert "deactivated creatures are not seen by See trigger (windspear quest)"
[12:26:19] <CIA-31> GemRB: it reverted part of the previous map commit
[12:26:19] <CIA-31> GemRB: This reverts commit 0251d0d98140da409cd71caed07d7a8710491aa2.
[12:26:29] <CIA-31> GemRB: 03lynxlupodian * r6949e83826c2 10gemrb/gemrb/core/GameScript/GSUtils.cpp: deactivated creatures are not seen by See trigger (windspear quest) try 2
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[14:53:33] <CIA-31> GemRB: 03avenger_teambg * r4cb04c4ded98 10gemrb/gemrb/plugins/OpenALAudio/OpenALAudio.h: fixed compilation
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[14:57:57] <avenger> thanks for fixing that commit, lynx
[14:58:04] <avenger> i hope it is actually compiling now :)
[14:59:23] <avenger> buildbot would be good again
[15:09:57] <lynxlynxlynx> it's back, but not building
[15:10:11] <lynxlynxlynx> gembot: unmute
[15:10:12] <gembot> You hadn't told me to be quiet, but it's the thought that counts, right?
[15:10:40] <lynxlynxlynx> gembot: status
[15:10:40] <gembot> cmake clang++: offline
[15:10:40] <gembot> cmake g++-4.2: offline
[15:10:40] <gembot> cmake g++-4.4: offline
[15:10:40] <gembot> cmake g++-4.5: offline
[15:10:40] <gembot> cmake g++-4.6: offline
[15:10:40] <gembot> mingw32: offline
[15:10:40] <gembot> msvc++6: offline
[15:10:41] <gembot> nmake-msvc++10: offline
[15:10:41] <gembot> nmake-msvc++6: offline
[15:10:42] <gembot> osx-test: offline
[15:10:42] <gembot> osx-xcode-binary: offline
[15:11:01] <lynxlynxlynx> i guess the vm host is down
[15:17:51] <avenger> yep, no buildslaves
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[16:35:37] <gembot> build #421 of nmake-msvc++6 is complete: Exception [6exception upload] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/421 blamelist: lynxlynxlynx, Avenger
[16:38:32] <lynxlynxlynx> thanks
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[16:45:58] <avenger> oh cool gembot lives
[16:47:47] <avenger> gembot: status
[16:47:59] <avenger> gembot: unmute
[16:48:48] <avenger> gembot_ : status
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