#gemrb@irc.freenode.net logs for 1 Oct 2011 (GMT)

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[01:30:51] <brad_a> tomprince: I got 8bit sprites with colored palettes working under 1.3 by bypassing gemrbs videodriver and blitting directly to the screen so something inside the video driver is making invalid assumptions i assume.
[01:31:21] <brad_a> I'm pretty sure i can figure it out or hack together something that works
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[01:34:33] <brad_a> and that was me that pointed out sdl 1.3 being strict about the pixel format ;-)
[01:34:35] <tomprince> Yes, the blitter makes all kinds of assumptions.
[01:35:22] <brad_a> im super happy i at least got it working. we are super close to having TTF support in gemrb :)
[01:37:09] <tomprince> ... some of the blitters take all kinds of crazy optionns, and only some subset of them works, that set being a superset of those triggered by the original game data.
[01:38:33] <tomprince> I ran into the same issue trying to get tiz files working. (compressed tis files shipped with some mods)
[01:39:38] <brad_a> when i first was trying to get gemrb running on sdl 1.3 nothing worked at all
[01:40:14] <brad_a> we had to change the pixel format and such before it even began to work then there were some hacks inside libsdl itself
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[08:51:51] <pupnik_> haven't met anyone using sdl 1.3 before
[08:54:44] <pupnik_> What is your one purpose in life?
[08:54:50] <pupnik_> "To explode, of course"
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[15:10:25] <brad_a> so i came up with a pretty simple hack to get this to work. after calling CreateSprite8 i just release and assign the sprite->vptr to my sdl_surface.
[15:14:03] <brad_a> behold: http://dl.dropbox.com/u/13866402/gemrbttf.png
[15:19:54] <lynxlynxlynx> mhm
[15:21:51] <brad_a> lynxlynxlynx: when were you planning on next release?
[15:23:09] <lynxlynxlynx> the plan was last weekend
[15:23:30] <lynxlynxlynx> this one i'm hiking both days again, so probably during the week
[15:24:06] <lynxlynxlynx> the ttf stuff would not be in it either way
[15:25:53] <brad_a> ok then
[15:28:08] <brad_a> probably a good idea. needs testing etc
[15:30:49] <lynxlynxlynx> yeah
[15:31:02] <lynxlynxlynx> you do interrelease builds anyway
[15:32:22] <brad_a> true. i suppose android does as well so that covers most people that really need it
[15:34:13] <lynxlynxlynx> the market one does, then there's the ~weeklies
[15:36:26] <brad_a> did we want to include any fonts or just leave that up to the user?
[15:39:28] <lynxlynxlynx> i think something systematic would be needed
[15:40:01] <lynxlynxlynx> btw, not sure if it is a regression or not, but i can't scroll the load game entries by clicking on the slider of the scrollbar
[15:40:15] <brad_a> i shall have a looksee
[15:40:36] <lynxlynxlynx> same with the "pebble"
[15:41:31] <brad_a> im not sure what that is
[15:41:35] <lynxlynxlynx> and you can still scroll nonfull textareas out of the bounds
[15:41:40] <brad_a> but it should be the same fix i assume
[15:41:47] <lynxlynxlynx> the red thing in the slider that moves
[15:42:05] <brad_a> ah
[15:46:22] <lynxlynxlynx> the first one is definitely a regression
[16:15:51] <lynxlynxlynx> what's the status of the mac cmake stuff? can you now make a bundle with just a mac and what is in the tree?
[16:17:15] <brad_a> i havent tried since avenger made his commits. i heard from somebody that it didnt work after that so i will look at it and try to figure out a way to fix it without breaking building for old cmake.
[16:43:33] <lynxlynxlynx> other than that it works?
[16:45:48] <brad_a> as far as i know. I will double check in a bit
[16:51:03] <brad_a> problem 1 with the scrollbar is because somehow scrollbar::setmax isnt getting called
[16:55:28] <brad_a> i guess i didnt realize that value was public
[17:00:22] <brad_a> ok all fixed
[17:01:19] <CIA-26> GemRB: 03lynxlupodian * r64457ef62134 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[17:01:19] <CIA-26> GemRB: don't give reputation penalties for hurting/killing innocents during
[17:01:19] <CIA-26> GemRB: cutscenes
[17:01:19] <CIA-26> GemRB: fixes the bg2 dream1/cut28* almost nullifying the party reputation
[17:01:20] <CIA-26> GemRB: 03lynxlupodian * rcc503717e407 10gemrb/NEWS: NEWS bump in preparation for release on monday
[17:07:09] <CIA-26> GemRB: 03bradallred * rd3b10c534f64 10gemrb/gemrb/core/GUI/ScrollBar.cpp: make sure that SetMax is called when ScrollBar Value is set directly.
[17:07:13] <CIA-26> GemRB: 03bradallred * redce5b2c7e1c 10gemrb/gemrb/core/GUI/ScrollBar.cpp: fix for regression. scrolling out of bounds when text area is a page or less.
[17:11:01] <fuzzie> building gemrb on a modern machine is .. less annoying
[17:11:24] <lynxlynxlynx> fixes confirmed
[17:11:29] <Yoshimo> aka faster ;)
[17:14:04] <brad_a> lynxlynxlynx: well the SetMax one wont work if there are cases where value gets directly set more than once. I think eventually I will have to make Value private and crete an accessor and setter or just go back to calculating stepPx all the time
[17:14:25] <fuzzie> Yoshimo: yes, it now builds in less than a minute rather than more than 10 minutes :P
[17:14:34] <fuzzie> alas i see i am a bit too late for this to actually be helpful for release
[17:20:53] <brad_a> actually i should probably make a private method for updating the stepPx and just call it every mouse down or something.
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[17:27:45] <lynxlynxlynx> fuzzie: if you have any pending fixes, there's still two days time
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