#gemrb@irc.freenode.net logs for 21 Feb 2013 (GMT)

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[04:45:11] <thomcom> yodudes
[04:46:20] <thomcom> is there a known fix for the vale of shadows bug in Icewind Dale?
[05:14:50] <thomcom> I created https://sourceforge.net/tracker/?func=detail&aid=3605502&group_id=10122&atid=110122
[05:14:52] <Seniorita> SourceForge.net: GemRB Game Engine: Detail: 3605502 - IWD Vale of Shadows Can't advance to 3rd level
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[09:34:57] <Seniorita> [wiki] todo - [Shared] looks fixed http://www.gemrb.org/wiki/doku.php?id=todo&rev=1361439021&do=diff
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[10:10:29] <traveler> http://sourceforge.net/tracker/?func=detail&aid=3605502&group_id=10122&atid=110122
[10:10:30] <traveler> rh?
[10:10:30] <Seniorita> SourceForge.net: GemRB Game Engine: Detail: 3605502 - IWD Vale of Shadows Can't advance to 3rd level
[10:10:34] <traveler> *eh
[10:10:43] <traveler> i didn't notice anything strange
[10:10:50] <traveler> and i;m way past this already
[10:11:45] <traveler> iirc i pulled the lever, door opened, went there
[10:11:47] <traveler> end of story
[10:13:11] <traveler> however dragon eye with spawning hordes of enemies upon reload/rest is just painful
[10:13:17] <traveler> but it's not gemrb fault
[10:13:53] <traveler> loads and load of trolls and only few burning oils to kill them
[10:18:09] <traveler> wtf egenia
[10:18:26] <traveler> you have told you will be wathicng when i sleep
[10:19:09] <traveler> interesting, 8h with egenia restores all hps
[10:32:29] <psch> okay
[10:32:33] <psch> confusion rising
[10:32:53] <psch> i fopen'd a file in GemRB.cpp, below SDL_AndroidGetExternalStoragePath()
[10:32:55] <psch> and wrote to
[10:32:56] <psch> it
[10:32:59] <psch> and it works
[10:34:22] <psch> http://nopaste.info/9c29282934.html
[10:34:23] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[10:34:40] <psch> i'm at a lack for words...
[10:40:16] <psch> i am using fopen directly, which makes me assume FileStream somehow breaks this
[10:41:03] <fuzzie> but ReadRO fails?
[10:41:07] <fuzzie> OpenRO, whatever
[10:41:15] <psch> yeah
[10:41:40] <fuzzie> that's kind of weird since OpenRO just calls fopen
[10:42:32] <psch> what mode is "rb" for fopen?
[10:42:39] <fuzzie> read in binary mode
[10:42:45] <psch> i see
[10:42:51] <psch> that's probably not i assume
[10:42:53] <psch> +it
[10:42:57] <fuzzie> no
[10:43:07] <fuzzie> did you try printing the fname in FileStream::Open?
[10:43:13] <psch> ill do that now
[10:43:26] <fuzzie> you're right that it shouldn't be it
[10:43:42] <fuzzie> but it's sufficiently weird that, at this point, I would put checks everywhere
[11:00:44] <psch> FileStream gets the correct path
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[11:23:11] <traveler> http://www.kickstarter.com/projects/obsidian/project-eternity
[11:23:13] <traveler> huh?
[11:23:13] <Seniorita> Project Eternity by Obsidian Entertainment — Kickstarter
[11:23:48] <traveler> Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.
[11:23:55] <traveler> quite tall order...
[11:27:24] <traveler> Pledge $1,000 or more 114 backers
[11:27:26] <traveler> O_O
[11:31:19] <traveler> Pledge $10,000 or more 5 backers
[11:38:50] <psch> if anyone can reach thos stated goals i'd say it is obsidian
[11:39:09] <psch> i think they got a few people from the pst team by now too
[11:51:24] <rocket_hamster> guys do you realize this is 6 months old :)
[11:57:41] <psch> the project website is updated regularly
[11:58:14] <psch> the kickstarter project reached its goal didn't it
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[12:18:41] <psch> yay progress
[12:18:51] <psch> im not sure what did it, but the cfg apparently can be loaded now
[12:19:03] <psch> actually it was loaded in the first log i posted today
[12:19:15] <psch> GamePath and so on were set wrongly
[12:20:41] <psch> http://nopaste.info/ae8801e597.html this where i am now
[12:20:42] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[12:21:07] <psch> ive tested the same bg2 on my desktop and it works there
[12:23:27] <fuzzie> python crash?
[12:23:51] <fuzzie> you're statically linking python?
[12:24:01] <psch> yeah
[12:24:39] <psch> ive precompiled the port from http://code.google.com/p/android-python27/
[12:24:40] <Seniorita> android-python27 - Embed Python 2.7 interpreter and your scripts into an Android APK. - Google Project Hosting
[12:24:45] <psch> and am linking that statically
[12:24:58] <fuzzie> and you're using the right headers?
[12:25:15] <psch> i think so
[12:25:25] <psch> there's like 3 or so directories with the corresponding headers
[12:25:37] <fuzzie> i mean, i guess you should add some prints to the GUIScript plugin init code there
[12:25:41] <fuzzie> and see where exactly it crashes
[12:26:16] <psch> but one of them doesn't have one of the needed headers and another gives a compile error about wrong redefinitions of u_intp or something like that
[12:26:28] <psch> i don't exactly remember the name, but it was a struct for pointer size
[12:26:44] <psch> the one im using is the last remaining, which compiles and links fine
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[12:29:06] <Seniorita> [wiki] todo - [Icewind Dale] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1361449449&do=diff
[12:36:39] <psch> oh, the python makefile is missing a headers path
[12:36:44] <psch> that might be it?
[12:39:04] <psch> oh nm, i think i am including the wrong headers
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[13:57:34] <psch> im not sure where to put log prints for GUIScript
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[13:57:59] <psch> line 1671 in Interface.cpp doesn't really make sense to me
[13:58:14] <psch> i think that's some template stuff?
[13:59:18] <fuzzie> line 1671 in Interface.cpp is a Log() call, here
[13:59:24] <fuzzie> i guess you are out-of-sync
[13:59:35] <fuzzie> the PluginHolder line is a template thing, yes
[13:59:41] <fuzzie> but I think inside the Init() call is what you want
[13:59:57] <fuzzie> i.e. plugins/GUIScript/GUIScript.cpp:10952
[14:00:19] <psch> yeah i added a few lines to Interface.cpp, my bad
[14:00:38] <psch> i was talking about the PluginHolder line
[14:02:10] <psch> Py_Initialize is already from python?
[14:02:27] <fuzzie> yes
[14:12:55] <psch> well, it doesn't seem to work
[14:14:42] <psch> i have a log print before Py_Initialize() and a few after, and the one before is the only one i get before the ActivityManager tells me the app is dead
[14:15:36] <psch> does trying another python port make sense or is the problem likely to persist?
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[14:19:48] <fuzzie> did you build the port?
[14:26:41] <fuzzie> i mean, i expect your problem is that the port is expecting all the python libraries
[14:26:56] <fuzzie> and you're not including all the stuff it wants
[14:28:37] <psch> i built the port yeah
[14:29:49] <psch> the output dir tree from the port contains a binary, the dynamic and static library and the headers
[14:31:52] <fuzzie> so, how did you build it?
[14:32:19] <psch> following the instructions from the repo
[14:32:32] <psch> i.e. "bash build.sh"
[14:32:58] <fuzzie> and you get a static library from that?
[14:33:08] <psch> yeah
[14:33:09] <fuzzie> the 'package.sh' produces the bits I was talking about I guess
[14:33:27] <psch> i looked into the .apk from pelya, and he linked python dynamically
[14:33:31] <brada> for ios i had to do setenv("PYTHONHOME", "GUIScripts", 0);
[14:33:39] <brada> just fyi
[14:33:44] <brada> dont know if that is relavant to this
[14:33:45] <fuzzie> that is definitely worth a try
[14:33:47] <fuzzie> yes
[14:33:51] <psch> but he's not packaging anything that's inside the .zip that package.sh produces
[14:34:04] <fuzzie> it's not clear what's different in pelya's build
[14:34:07] <psch> yeah
[14:34:09] <fuzzie> since there's no commits and no build..
[14:34:12] <psch> he's mucking about all over the place
[14:34:13] <fuzzie> just the .so and a source tree
[14:34:22] <brada> oh i also had to do this Py_NoSiteFlag = 1;
[14:34:24] <fuzzie> and it all comes from Beholder and hasn't been touched
[14:34:31] <brada> but probably you wouldnt have to
[14:34:40] <fuzzie> brada: but in py?
[14:34:40] <brada> since android has an official port does it not?
[14:34:45] <psch> no
[14:34:48] <psch> not as far as i can tell
[14:34:53] <fuzzie> it doesn't have an official port which you can use for this.
[14:35:00] <brada> oh
[14:35:18] <psch> so i add those things before the Py_Initialize() call?
[14:35:20] <brada> i had to do both those things before python init is called
[14:35:20] <fuzzie> psch: the build.sh in their repo seems to only build a shared lib
[14:35:31] <brada> i just did them in SDL_main
[14:35:35] <fuzzie> but yes, do what brada suggests
[14:35:47] <fuzzie> at the start of Init() should be fine, in SDL_main also
[14:35:59] <psch> im fairly sure i did get a libpython2.7.a, which by convention should be static, no?
[14:36:00] <fuzzie> basically my theory is that it wants some default modules
[14:36:07] <fuzzie> which it looks for in PYTHONHOME or PYTHONPATH or whatever
[14:36:15] <fuzzie> and the first default module is the site one
[14:36:35] <fuzzie> so brada has made this a lot easier by just providing the fixes for those, if that is the issue :-P
[14:36:52] <fuzzie> psch: yes, i'm just confused by the script
[14:41:01] <psch> i guess i could link it shared?
[14:41:11] <psch> if that's the only thing we can actually see getting build
[14:41:39] <brada> shared vs static shouldnt matter should it?
[14:41:48] <brada> i cant imagine why it would
[14:43:05] <psch> a few things about the ndk makefiles are really confusing to me
[14:43:42] <psch> in general, every makefile needs LOCAL_PATH := (call my-dirs) as the first line, to know it's own directory
[14:43:59] <psch> but with prebuilt shared libs, the path is actually appended to the path of the calling makefile
[14:44:19] <psch> doesn't happen with shared libs that get build from the calling makefile, only prebuilt
[14:44:49] <psch> that adds a few include paths to my makefile for gemrb, which shouldnt really be there :/
[14:45:16] <brada> have you tried using the prebuilt python lib from pelya?
[14:45:30] <psch> i don't think so, no
[14:47:13] <brada> i see a libpython2.6.a already built in his repo
[14:47:39] <brada> and a libpython.so
[14:52:25] <psch> ill try with the .so
[14:52:38] <psch> and ill also check if pelya sets PYTHONHOME in his env somewhere
[14:55:08] <brada> its been awhile since i hacked together python for ios, but i remember having to set options to build things into the libpython instead of as .py files
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[14:56:19] <brada> oh i also couldnt compile with greater than 02
[14:56:24] <brada> thats maybe important
[14:56:25] <traveler> thomcom i did not reproduce your problem
[14:56:38] <traveler> more of i didn't see anything strange
[14:57:16] <traveler> i have iwd+how+totl (all patched up) + g3 iwd fixpack
[14:57:20] <traveler> in case it would matter
[14:57:53] <brada> would my python config.c be helpful?
[14:58:05] <thomcom> maybe I need the g3 iwd fixpack
[14:58:14] <thomcom> I'm running gog.com's IWD unmodified
[14:58:37] <thomcom> did you load my save game and were able to pass through the door?
[14:58:43] <psch> -O3 might be it i guess
[14:58:44] <traveler> should me same
[14:58:45] <psch> i took that from pelya
[14:58:54] <traveler> no i just passed this area earlier
[14:58:57] <traveler> could you repost your save?
[14:59:02] <thomcom> https://sourceforge.net/tracker/?func=detail&aid=3605502&group_id=10122&atid=110122
[14:59:05] <Seniorita> SourceForge.net: GemRB Game Engine: Detail: 3605502 - IWD Vale of Shadows Can't advance to 3rd level
[14:59:14] <traveler> ok, will try in a moment
[15:00:03] <thomcom> Also I'm playing GemRB 0.7.2 for Android, pulled from sourceforge.
[15:00:13] <thomcom> Though the in-game version number is more like
[15:00:39] <thomcom> Thanks traveler
[15:00:43] <brada> in game version on what screen?
[15:01:01] <brada> if its on the actual game screen then i would say you dont really have 0.7.2
[15:01:07] <thomcom> that's a good question brada I've seen it on a couple different screens and am not certain
[15:01:11] <brada> if its in some wrapper interface then....
[15:01:36] <traveler> could not load your save
[15:01:48] <brada> why not?
[15:01:52] <thomcom> humph
[15:01:58] <traveler> [GUIScript/ERROR]: Runtime Error: [Python/ERROR]: Traceback (most recent call last): [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/iwd/PartyFormation.py", line 69, in OnLoad [Python/ERROR]: Button.SetPicture (ResRef) [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/MetaClasses.py", line 60, in <lambda> [Python/ERROR]: return lambda self, *args: M(self.WinID, self.ID, *args) [Python/ERROR]: RuntimeError: Pic
[15:02:05] <traveler> strange
[15:02:10] <traveler> is it how game?
[15:02:28] <thomcom> I deleted all the small portraits out of the save game, could be the problem
[15:02:33] <thomcom> yes it is how
[15:02:56] <brada> yes the portraits are the problem
[15:03:10] <thomcom> I will reup the game with portraits in a moment
[15:03:49] <traveler> ok
[15:04:06] <brada> well traveler should be able to hack some pics in
[15:05:23] <thomcom> I just uploaded it with portraits, saves traveler the trouble.
[15:07:20] <traveler> mhm
[15:07:28] <thomcom> brada
[15:07:30] <thomcom> main screen says
[15:07:36] <thomcom> GEMRB V0.7.0-11BFC23
[15:07:41] <traveler> eh
[15:07:46] <traveler> that was my second worry
[15:07:52] <brada> what is "main screen"?
[15:08:07] <traveler> probably first screen
[15:08:13] <traveler> there is version printed
[15:08:16] <brada> what is "first screen"?
[15:08:19] <traveler> new game, load etc
[15:08:21] <brada> he is on android
[15:08:29] <traveler> ah
[15:08:33] <thomcom> installed from gemrb_11bfc23_20120711.apk
[15:08:34] <brada> so i dont know if he is talking about some other thing
[15:08:44] <brada> thomcom: i dont have android
[15:08:49] <thomcom> Begin Game screen
[15:09:01] <thomcom> that's fair ;)
[15:09:02] <brada> i also dont have iwd
[15:09:12] <brada> so its hard for me to know what you mean
[15:09:14] <psch> the game's main menu shows the version
[15:09:24] <thomcom> yeah I'm talking purely in game
[15:09:32] <thomcom> android version looks just like PC version
[15:09:48] <brada> ok then you likely dont really have 0.7.2
[15:09:50] <thomcom> But obviously version numbers don't really mean squat cross-platform :D
[15:09:58] <brada> no they do
[15:10:08] <brada> just not if they are in some silly wrapper interface
[15:10:12] <brada> that didnt get updated
[15:10:27] <brada> but the version in the actual game screen is sound
[15:10:38] <traveler> strange
[15:10:41] <traveler> very strange
[15:10:56] <traveler> i temporarily moved some portraits around
[15:10:57] <psch> miha didn't publish his 0.7.2 build, right?
[15:11:02] <psch> cause on sourceforge there isn't one
[15:11:15] <thomcom> I pulled the android installer from https://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/
[15:11:15] <psch> so either thomcom built with pelya or he's doing what im doing and better at it
[15:11:19] <traveler> and both my moved version and thomcon one throws this same error
[15:11:22] <thomcom> I must have just confused myself about what version it was
[15:11:27] <traveler> [GUIScript/ERROR]: Runtime Error: [Python/ERROR]: Traceback (most recent call last): [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/iwd/PartyFormation.py", line 69, in OnLoad [Python/ERROR]: Button.SetPicture (ResRef) [Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/MetaClasses.py", line 60, in <lambda> [Python/ERROR]: return lambda self, *args: M(self.WinID, self.ID, *args) [Python/ERROR]: RuntimeError: Pic
[15:11:32] <Seniorita> GemRB Game Engine - Browse /Other Binaries/android at SourceForge.net
[15:11:32] <psch> yeah those are all rather old, the latest is september or something?
[15:11:42] <psch> google play version is at too if i remember correctly
[15:11:53] <thomcom> Are you making the android builds now psch? No I didn't make a build myself, that's an intimdating task. :)
[15:11:59] <psch> yes it is
[15:12:05] <brada> that error is incomplete
[15:12:20] <psch> im trying to get a build envirnment running, yeah
[15:13:04] <thomcom> yeah what I"m playing is from July 2012
[15:13:08] <traveler> http://pastebin.com/m7dupb6D
[15:13:12] <Seniorita> [Unknown]: Decompressing default.tot [GUIScript]: Loading Script PartyFormation - Pastebin.com
[15:13:32] <thomcom> I got started with pelya's google Play version but the trap crash bug annoyed me too much so I went in search of more pain and agony in the form of software versioning and administration lolol
[15:13:48] <traveler> brada: that's all
[15:14:03] <brada> yeah it says missing picture pretty much
[15:14:17] <traveler> i see his pictures in miniatures
[15:14:26] <brada> but doesnt print the resref or path or whathave you
[15:14:27] <traveler> at this was the same when i moved my pictures around too
[15:15:26] <thomcom> Does the save file need large and small portraits in it?
[15:15:28] <psch> thomcom: building 0.7.2 with pelya actually works, but well, it's relying on pelya and his hacked sdl1-3
[15:15:33] <thomcom> By default the save only put the smalls in there.
[15:15:45] <psch> and a few bits for openal too if i remember correctly
[15:16:20] <brada> psch: any luck with getting past python_init()?
[15:16:40] <psch> im about to try linked against pelyas libpython.so
[15:17:06] <psch> with setenv("PYTHONHOME", ..) and the other assignment you wrote
[15:17:07] <thomcom> pcsh: are you working on doing the android build using the newer native android SDL?
[15:17:22] <brada> his is version 2.6 it seems
[15:17:30] <brada> what version did you build with before?
[15:17:32] <brada> 2.7?
[15:17:36] <psch> yeah, 2.7.2
[15:17:43] <psch> there's a 2.6 port around, but it doesn't build for me
[15:17:45] <brada> well you need to use his include dir
[15:17:49] <psch> yeah i do
[15:17:53] <brada> ok
[15:17:59] <psch> thomcom: yeah, im building against SDL2
[15:18:08] <psch> anyway, progress!
[15:18:11] <psch> let me put up the log
[15:18:12] <brada> yay
[15:18:46] <psch> http://nopaste.info/d656c05cb3.html
[15:18:47] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[15:18:49] <psch> that's where i am
[15:19:06] <psch> note that i didnt add more log prints to GUIScripts.Init() than what is there
[15:19:24] <traveler> brada: i've filled potraits with default ones
[15:19:24] <brada> well what is your guiscripts path set to?
[15:19:28] <traveler> and still the same
[15:19:38] <brada> well clearly something isnt where it expects
[15:19:40] <psch> in the env?
[15:19:41] <psch> yeah
[15:19:54] <brada> you would have to print more info in the error to know what its talking about
[15:20:06] <brada> psch: in gemrb.cfg
[15:20:15] <traveler> aaaaah
[15:20:20] <traveler> there is one more thing
[15:20:29] <traveler> i'm running widescreen
[15:20:35] <traveler> but...
[15:20:38] <traveler> portraits?
[15:20:47] <traveler> i would expect some field of view breakage if any
[15:21:01] <brada> i dont think widescreen is a problem
[15:21:04] <psch> yeah that could be a cfg error then
[15:21:14] <brada> yes chack the path i mentioned
[15:21:35] <thomcom> gotta go shovel snow
[15:21:53] <psch> hm, i only have the commented assignment as it's written in gemrb.cfg.sample
[15:21:58] <thomcom> shortly afterward I have to go to work but I'll probably lurk here some during the day - thanks for looking into my bug
[15:22:24] <brada> psch: you need to direct it to the path where the GUIScripts folder is located
[15:22:56] <brada> we should likely do something like i did with mac/ios
[15:23:11] <psch> probably, yeah
[15:23:19] <brada> since those things should always be located in the net.sourceforge.gemrb directory someplace
[15:23:22] <psch> the paths inside the native code all seem to go from /
[15:23:33] <psch> which should be the cwd
[15:24:39] <brada> psch: we need something like on Interface.cpp line 2463
[15:24:42] <traveler> http://img15.imageshack.us/img15/741/201302211620581440x900s.png
[15:24:59] <traveler> yet his saves does not load
[15:25:28] <brada> permissions?
[15:25:38] <psch> ah
[15:25:42] <traveler> i've just checked
[15:25:50] <brada> im not sure what to tell you other than edit the script to print more info
[15:25:55] <psch> GUIScriptsPath appends /GUIScripts
[15:25:59] <psch> that's a bit unintuitive
[15:26:27] <brada> where?
[15:26:42] <brada> oh yes i think i remember that
[15:26:53] <psch> i noticed cause i have /GUIScripts/GUIScripts in my log
[15:26:58] <brada> its probably because that is a path to a folder
[15:27:03] <traveler> i don't know what ._.DS_Store is will try to rm :P
[15:27:45] <psch> well, it does find GUIDefines.py now, but not GUIClasses.py
[15:27:51] <traveler> no difference
[15:27:52] <psch> both files are there
[15:27:53] <traveler> bl
[15:28:07] <brada> traveler: that is a mc garbage file
[15:28:09] <brada> mac
[15:28:20] <traveler> ah
[15:28:34] <traveler> nontheless, maybe -git is not save comaptible anymore?
[15:28:58] <brada> i doubt that
[15:29:10] <brada> certainly not because of that error
[15:29:53] <traveler> but i use the same portrait as he now
[15:29:59] <traveler> in fact i jut copied it
[15:30:59] <brada> obviously gemrb doesnt care what the picture is of
[15:31:13] <brada> but you are clearly making assumptions about what picture its complaining about
[15:33:09] <brada> psch: what code did you put in interface for guiscripts?
[15:33:19] <brada> or what setting in gemrb.cfg?
[15:34:29] <psch> GUIScriptsPath is the same as GamePath in my gemrb.cfg
[15:34:49] <psch> which is where the folder lives on the tablet filesystem
[15:35:07] <psch> i.e. /storage/emulated/0/Android/data/net.sourceforge.gemrb/files/GUIScripts/
[15:35:14] <traveler> well he had custom pictures
[15:35:23] <traveler> i swapped them for default ones
[15:35:35] <traveler> what's there not to like?
[15:35:59] <brada> i keep telling you i dont know without you printing the resref/path of whatever it is complaining about
[15:36:49] <brada> psch: did you copy the GUIScripts folder from the gemrb repo to your tablet?
[15:37:02] <psch> yeah
[15:37:09] <brada> did it copy everything?
[15:37:23] <brada> becaue i dont see how it could load the one file and not the other that is in the same dir
[15:37:26] <psch> well it did copy GUIClasses.py
[15:37:30] <psch> ill just try and sync the folders
[15:37:34] <psch> or rather, copy again
[15:38:02] <brada> and if the GUIScripts folder is at /storage/emulated/0/Android/data/net.sourceforge.gemrb/files/GUIScripts/
[15:38:11] <brada> then you want /storage/emulated/0/Android/data/net.sourceforge.gemrb/files for the path setting
[15:38:17] <psch> yeah, i have that
[15:38:19] <brada> ok
[15:38:44] <psch> im thinking it's probably not the right GUIClasses.py
[15:38:53] <brada> log?
[15:38:55] <psch> because this is a fairly old setup from my phone
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[15:39:12] <psch> i copied everything from the repo
[15:39:15] <brada> well if you are replacing the existing files with ones from git you are fine
[15:39:34] <brada> you need also the override and unhardcoded directories
[15:39:45] <psch> yeah, it works past guiscripts now
[15:39:56] <psch> override and unhardcoded now fail :)
[15:39:58] <brada> yes
[15:40:00] <brada> :D
[15:40:01] <psch> those are both in the .cfg?
[15:40:25] <brada> yeah but we also want to do the custom coding like with guiscripts for those
[15:40:46] <brada> it will help setup be much easier for android
[15:40:46] <psch> i dont have any custom coding right now, im just using the .cfg
[15:40:51] <brada> yes i will do it
[15:40:56] <brada> if you dont want to
[15:41:28] <psch> im not exactly sure what it entails
[15:41:34] <traveler> brada: sorry for confusion then. how can i print resref from ingame python console?
[15:41:42] <brada> its just a string
[15:41:44] <psch> my first idea would be an #ifdef android that adds SDL_AndroidGetExternalStoragePath to the front
[15:41:47] <brada> so print resref
[15:41:57] <psch> of the path
[15:42:15] <brada> yeah thats part of it
[15:42:20] <brada> tho we want to do this in VFS
[15:42:23] <brada> not interface
[15:42:31] <psch> yeah, you said that before
[15:42:55] <psch> im not really happy with using pelyas libpython.so tbh
[15:43:02] <psch> but well
[15:43:27] <brada> well we could get it to work with another
[15:43:47] <brada> once we get it building and working id be more inclined to take a look for myself
[15:43:53] <psch> hehe
[15:44:18] <brada> im sure we will need to patch the touchscreen code a bit
[15:44:30] <brada> unless that was fixed upstream in sdl
[15:44:37] <brada> we shall see
[15:45:05] <psch> i added GameOverridePath and GemRBUnhardcodedPath to my .cfg for now
[15:45:41] <brada> you will probably need to alter some other settings
[15:45:45] <brada> resolution etc
[15:45:50] <psch> but i dont have the unhardcoded folder on the tablet...
[15:45:57] <brada> you need it
[15:45:58] <psch> meh, that's what i get for not setting up a fresh bg2
[15:46:01] <psch> yeah i figured )
[15:46:03] <psch> :)
[15:46:15] <brada> they all need to be from git
[15:49:17] <psch> welp, it works
[15:49:24] <psch> at least the bioware intro plays
[15:49:27] <psch> and then i get dropped out
[15:49:40] <brada> crash log
[15:49:46] <psch> i think it's my setup
[15:49:51] <brada> resolution
[15:49:51] <psch> music files missing and whatnot
[15:49:53] <brada> maybe
[15:49:55] <psch> ill upload the log
[15:50:03] <brada> oh missing files will do it to
[15:50:04] <brada> too
[15:50:43] <psch> http://nopaste.info/57da733762.html
[15:51:02] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[15:51:18] <brada> tons of missing resources there
[15:51:30] <brada> you probably need cd1 path set
[15:51:43] <brada> to what ever gamepath is + /data
[15:52:53] <psch> i had it at the same as gamepath at first
[15:52:56] <psch> i added /data
[15:53:02] <psch> behavior is the same
[15:53:13] <psch> not sure if there's differences in the log, sec
[15:53:16] <brada> well stuff is missing
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[15:53:41] <psch> yeah, i actually want to set up a fresh bg2
[15:53:55] <brada> do a full install
[15:53:58] <brada> has to be
[15:54:07] <psch> yeah
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[17:21:59] <psch> installing bg2 with wine sure is fiddley
[17:22:07] <thomcom> I'm connected via webchat.freenode.net
[17:22:08] <psch> at least the 4 cd version
[17:22:20] <thomcom> What's the server name if I want to use my own IRC client?
[17:22:24] <brada> installing gog version with wince is flawless
[17:22:35] <thomcom> Or should I stick to the web app? I'm looking for a client so I can have my own historiy, etc
[17:22:42] <brada> irc.freenode.net
[17:22:50] <brada> we log history tho
[17:23:03] <brada> unless you mean for another channel
[17:23:29] <psch> oh great, i also have a corrupt .bif on cd2
[17:23:36] <psch> guess that's it wrt my cds
[17:23:47] <brada> :(
[17:24:04] <thomcom> i'll stick to your logs I suppose and skip my own client for now
[17:24:24] <psch> gog.com is like 10 bucks right? i should have that on paypal
[17:26:01] <thomcom> Yeah $10 for any of the infinity games
[17:26:05] <thomcom> Wait for the right sale and they get a lot cheaper
[17:26:16] <thomcom> I got them each for $4 maybe
[17:26:57] <psch> i dont really want to wait to test the android build ;)
[17:27:06] <thomcom> hehe yes
[17:27:09] <thomcom> business expense
[17:29:33] <brada> wow we finally have manuals for bgee
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[17:32:11] <psch> tbh, ive never finished either bg
[17:32:24] <psch> ive been about 20 or so hours play time into the second, but...
[17:32:47] <psch> gather all that money to pay for imoen just seems like a really daunting task haha
[17:32:54] <thomcom> I'm playing IWD on my phone at night while my wife blow dries her hair because it and IWD2 are the only infinity games I haven't played. :D
[17:33:19] <thomcom> BG2 is awesome though you should buckle up and play it through using all your free time for the next nine months hahaha
[17:33:30] <psch> heh
[17:33:44] <brada> hopefully by the time you finish iwd iwd2 will be playable
[17:33:49] <psch> i have a ~15 minute commute to uni, i guess i could take the tablet
[17:33:59] <psch> i might get somewhere in the 3 years i have left to study
[17:34:24] <thomcom> brada: lol!
[17:34:33] <thomcom> maybe I can contribute to its playability
[17:35:12] <thomcom> Video games are actually fun. Spending hundreds of hours on a FOSS project to munch up some bytes and pass it through a business logic layer, or implement the 42nd version of some arcane algorithm is NOT FUN.
[17:35:40] <thomcom> Oh boy! I'm going to work on the ImageMagick project so I can add the 3rd Sepia Filter! What a contribution!
[17:36:01] <psch> huh? where is that from?
[17:36:05] <thomcom> psch: As I progress in IWD I get more interested such that I have been playing it while sitting on the couch hehehe
[17:36:31] <thomcom> instead of just waiting for wife to go to bed
[17:36:31] <psch> i occassionally like contributing to FOSS projects
[17:37:08] <thomcom> I just made it up
[17:37:22] <psch> oh
[17:37:34] <thomcom> I like writing my own foss projects but GemRB is the first project that really gets my interest.
[17:37:43] <thomcom> Making baldur's gate games work on arbitrary platforms? Yeah!
[17:38:03] <thomcom> Pretty intimidating though, like my "can't go through door of 2nd level of vale of shadows" bug
[17:38:19] <thomcom> need to understand a whoooooole lot of code to figure out what's wrong there I suspect
[17:38:34] <brada> but that should be fixed
[17:38:40] <psch> yeah i haven't really bother trying to go through the code base
[17:39:00] <psch> which is why im bugging brada about many things that break
[17:39:08] <psch> which he apparently is fine with
[17:39:17] <brada> to the best of my ability
[17:39:26] <thomcom> brada: I'm going to work with y'all indefinitely till we figure it out. I'm leery about the set of dependencies that will lead to fixing it with my negligible understanding of the code base.
[17:39:41] <brada> ive never been involved with the game logic or infinity script parsing etc
[17:39:43] <thomcom> mostly I'm leery about how the map/level data relates to the code that actually makes the door clickable
[17:40:15] <brada> well like i said that but should be fixed
[17:40:21] <brada> you just need a new version
[17:40:29] <brada> an actual 0.7.2
[17:40:31] <thomcom> Ah sure
[17:40:37] <thomcom> That's what I need psch for ;)
[17:40:38] <lynxlynxlynx> or later
[17:40:41] <brada> yes
[17:40:57] <lynxlynxlynx> miha's build probably already has it fixed
[17:42:58] <thomcom> Making builds is a pain.
[17:43:26] <thomcom> thanks for doing that psch. How's it going? Gonna have an Android build script committed today or tomorrow? ;)
[17:44:50] <psch> im still waiting for the bg2 download
[17:45:00] <psch> from the looks of it my old setup was borked
[17:45:11] <psch> so im starting with a clean one and see if that works
[17:45:26] <psch> commiting is gonna take a bit more time tbh, i really want to clean the build env a bit
[17:46:04] <psch> i guess i could up the .apk somewhere, provided it works here
[17:46:23] <psch> but automated builds are at least a few more days away
[17:46:36] <psch> and that's only on my end, no idea how long integrating it can take
[17:46:41] <thomcom> radical
[17:46:53] <thomcom> I'll try your apk on IWD if you want
[17:50:28] <brada> we can probablly have it commited and buildbotted the same day you send us the script
[17:52:57] <psch> ill definitely have to make a few more modification, currently im always building SDL2, SDL_mixer, freetype and openal with gemrb
[17:53:24] <psch> but i still don't know how to resolve that weird issue wrt prebuilt library and their includes not getting the proper path in a calling makefaile
[17:53:27] <psch> *makefile
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[18:11:15] <lynxlynxlynx> i haven't been following much last few days, but i saw you went through great trouble to get this far
[18:11:25] <lynxlynxlynx> thanks!
[18:21:26] <psch> as i said, im having fun :)
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[18:56:59] <psch> http://nopaste.info/2236a8bacf.html newest log!
[18:57:00] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[18:57:18] <psch> i now get all three of the dev intro videos and then a crash
[18:57:37] <psch> bislogo, bwdragon and wotc
[18:57:48] <psch> probably still a .cfg issue i assume
[19:01:01] <psch> oh
[19:01:15] <psch> i just noticed i put the gemrb override folder into the game override folder
[19:11:51] <brada> dont do that
[19:11:57] <brada> thats a bad thing
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[19:13:00] <brada> tho your crash appears to be audio related
[19:13:06] <brada> do you get audio with the intro vids?
[19:13:09] <psch> yup
[19:13:41] <brada> it would help if you built with symbols
[19:15:00] <brada> ph there are symbols
[19:16:56] <brada> it doesnt say what the values are tho
[19:17:27] <brada> probably need gdb for that
[19:17:48] <brada> its not audio crash eitehr
[19:18:59] <psch> ive found a stackoverflow.com question that suggests that i need debuggable in the AndroidManifest.xml set AND have to compile with ndk-build NDK_DEBUG=1
[19:19:02] <psch> i didnt have the latter previously
[19:19:05] <psch> so im trying that
[19:19:11] <psch> maybe ill get gdb to attach and read symbols
[19:19:42] <psch> i also decided to add the actual filename to my log prints in FileStream, 'cause that way the output is actually useful
[19:20:10] <brada> what do you have for cd1 path?
[19:21:51] <brada> and android has weird and serious issues with resolution settings
[19:22:22] <brada> not sure thats your problem tho since the movies play fine
[19:22:32] <psch> CD1=/storage/emulated/0/Android/data/net.sourceforge.gemrb/files/data
[19:22:48] <brada> and "files" is for some reason the bg2 folder?
[19:22:51] <psch> yeah
[19:22:57] <psch> well, no
[19:23:11] <psch> files gets appended to the java package path
[19:23:11] <brada> you need pathtobg2/data
[19:23:21] <psch> by SDL_AndroidGetExternalStoragePath()
[19:23:45] <psch> but i think i messed up the dir structure again
[19:24:08] <psch> yeah, i poured bg2/. into files :/
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[19:24:30] <brada> well thats probably fine
[19:24:43] <brada> the thing to avoid is mixing gemrb files with bg2 files
[19:25:11] <psch> well i did mix the two overrides in any case
[19:25:35] <psch> i rm -rf'd files and created files/bg2 for bg2 now
[19:25:45] <psch> so files itsself can hold gemrb folders and stuff
[19:25:57] <psch> i.e. override, guiscripts, unhardcoded
[19:26:04] <psch> which should be all right?
[19:26:06] <brada> you should also keep the bg2 files in their original hierarchy
[19:26:11] <psch> yeah im doing that
[19:26:25] <brada> so what you said sounds fine then
[19:26:44] <brada> but cd1 path needs to point to bg2/data
[19:26:54] <psch> yeah, that's what it did
[19:27:04] <psch> i do have bg2/data/data in the gog install
[19:27:11] <psch> but i assume that's correct
[19:27:15] <brada> let me check mine
[19:27:22] <brada> yeah
[19:27:23] <brada> thats fine
[19:29:46] <brada> oh what is your bpp setting?
[19:31:30] <brada> from your log it appears that you should be using rgb565 so try bpp 16
[19:31:41] <psch> right
[19:31:45] <psch> i actually noticed 32bpp
[19:31:51] <psch> and remember that pelya has something about using 16
[19:31:55] <psch> and didnt change it
[19:31:58] <psch> welp
[19:32:19] <psch> cleaning up the directory structure doesn't do any harm at least :)
[19:32:24] <brada> good
[19:33:06] <brada> also fiddle with the fullscreen setting
[19:33:10] <psch> to be clear, i was running with Bpp=32
[19:33:18] <brada> yes do use 16bpp
[19:33:24] <psch> yeah, i changed it now
[19:33:44] <brada> not that that should cause a crash
[19:33:59] <brada> sdl should be able to convert 32bpp and blit to 16bpp sprite
[19:34:16] <brada> but you do want to avoid unnecessary conversion anyway
[19:35:45] <psch> do i need anything specific in baldur.ini?
[19:35:48] <brada> no
[19:35:58] <brada> the crash is in the drawing code
[19:36:17] <psch> so unlikely color depth or resolution?
[19:36:46] <brada> no those are the settings that could matter
[19:37:09] <psch> alright
[19:37:17] <brada> im not sure we are logging an error if we fail our render setuf
[19:37:28] <brada> but you are on sdl2
[19:37:44] <psch> i have depth set to 16 and the resolution to 1280x736, which is the tablets screen minus the menu bar at the bottom
[19:37:58] <brada> that resolution wont work
[19:38:10] <psch> well i cant get height 800
[19:38:16] <brada> well maybe i dont know about android i guess
[19:38:17] <psch> cause there's not that many pixels available
[19:38:19] <brada> on sdl2 i mean
[19:38:30] <brada> do 800x600
[19:38:34] <psch> alright
[19:38:43] <brada> we will fiddle with that later
[19:38:57] <psch> i also put fullscreen from 0 to 1 now
[19:40:05] <brada> if it still crashes i will have to add more logging to sdl2 driver
[19:48:34] <brada> the only thing i remember tweaking since beholder had this working is the logical render size
[19:48:43] <brada> so that could be the culprit i suppose
[19:52:55] <brada> i should probably update my libsdl as well
[19:52:59] <brada> its many months old
[19:56:20] <psch> fwiw, 1280x736 worked with pelya against sdl1.2
[19:56:29] <psch> but that's at least 2 factors that are totally unclear
[19:56:42] <psch> i have no idea what sdl2 would do with such a resolution
[19:57:17] <fuzzie> you'd have to widescreen mod the data though, at least
[19:57:54] <psch> right, that makes sense
[20:00:24] <brada> so what happens with 800x600?
[20:00:31] <brada> on your build
[20:00:39] <psch> i haven't copied all the files
[20:00:52] <psch> i only need the three folders from the repo right?
[20:00:56] <psch> or is there anything else
[20:01:16] <brada> no just those 3
[20:01:30] <brada> you dont have to rebuild to change cfg settings...
[20:02:22] <psch> well i cleaned up the directory structure
[20:02:23] <psch> i didnt rebuild
[20:02:34] <psch> i remove the whole files directory and created a subdir bg2 inside
[20:02:46] <psch> so it's a bit clean and i dont accidentally put things in the wrong place
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[20:09:28] <psch> http://nopaste.info/409f526ec1.html log
[20:09:30] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[20:09:35] <psch> http://nopaste.info/f0c7b27afb.html config
[20:09:36] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[20:11:18] <psch> fyi, the "Got filename %s" are from FileStream::File::OpenRO()
[20:11:27] <psch> right before the fopen() call
[20:12:24] <brada> this isnt about missing files
[20:12:37] <brada> i fear you may need a debugger
[20:13:34] <psch> well, ndk-gdb actually seems to work so far
[20:14:24] <brada> so where in DrawRect did that crash occur?
[20:14:47] <brada> is backBuf null?
[20:15:34] <psch> (gdb) b DrawRect
[20:15:34] <psch> Function "DrawRect" not defined.
[20:15:34] <psch> Make breakpoint pending on future shared library load? (y or [n])
[20:15:38] <psch> seems the symbols are missing
[20:15:43] <psch> hold on
[20:16:02] <brada> no
[20:16:16] <brada> its GemRB::SDLVideoDriver::DrawRect
[20:16:21] <psch> oh right
[20:16:29] <psch> my bad, i don't really have much experience with gdb
[20:16:54] <brada> and if it crashes in gdb shouldnt that automatically show you the line?
[20:17:30] <psch> oh
[20:18:01] <psch> Breakpoint 1, GemRB::SDLVideoDriver::DrawRect (this=0x67efce08, rgn=..., color=..., fill=true, clipped=false) at jni/src/main/gemrb/plugins/SDLVideo/SDLVideo.cpp:1045
[20:18:09] <psch> that's not the crash yet i guess
[20:18:12] <brada> no
[20:18:18] <psch> 1053 long val = SDL_MapRGBA( backBuf->format, color.r, color.g, color.b, color.a );
[20:18:30] <brada> so is backbuff null?
[20:19:13] <psch> if im entering the right commands and reading the output right, yes
[20:19:19] <psch> (gdb) print backBuf
[20:19:19] <psch> $1 = (SDL_Surface *) 0x0
[20:19:49] <brada> ok
[20:19:58] <brada> time to add more logs and checks
[20:20:14] <brada> give me about 5 min and should be done
[20:21:41] <psch> fyi, al_android_pause_playback() and al_android_resume_playback don't seem to exist anywhere except in pelyas openal port
[20:22:28] <psch> but that probably just goes in the eventual patch ill have to submit
[20:22:45] <fuzzie> right, they should be wrapped in the same version check as the GemRB.cpp code which calls them
[20:29:46] <brada> pushing now
[20:30:10] <brada> that code whould probably all be moved to the android specific SDL_main file
[20:30:46] <fuzzie> does pelya's build use one?
[20:30:56] <brada> not that i know of
[20:31:15] <brada> one look at pelyas mess and i decided i had better things to do :D
[20:31:38] <fuzzie> like, fix upstream sdl, right? :P
[20:31:52] <fuzzie> but i mean you can't move that code into an android specific SDL_main because you'll break the build.
[20:35:56] <brada> psh: rebuild and let me know what the error is
[20:36:15] <brada> should be an easy fix
[20:36:36] <psch> alright
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[21:02:04] <psch> http://nopaste.info/129f700397.html
[21:02:05] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[21:02:06] <psch> the latest log
[21:03:37] <brada> FOURCC pixel formats are not supported
[21:03:45] <brada> whatever that means
[21:10:04] <psch> http://www.fourcc.org/rgb.php these?
[21:10:05] <Seniorita> RGB pixel formats
[21:13:03] <brada> i see
[21:22:09] <brada> can you tell me if window is null?
[21:22:36] <brada> from what i can determine the SDL_GetWindowPixelFormat call fails
[21:22:46] <brada> and returns SDL_PIXEL_FORMAT_UNKNOWN
[21:23:00] <brada> i assume that only happens if window is null...
[21:23:31] <psch> in DrawRect()?
[21:23:34] <brada> no
[21:23:38] <brada> in createDisplay
[21:23:59] <psch> i.e. GemRB::SDLVideoDriver::createDisplay
[21:24:02] <brada> GemRB::SLD20VideoDriver::CreateDisplay
[21:24:51] <brada> so check it after the line SDL_CreateWindow
[21:25:19] <brada> i can imagine being able to create a renderer with a null window tho
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[21:29:42] <psch> Breakpoint 2, GemRB::SDL20VideoDriver::CreateDisplay (this=<optimized out>, w=<optimized out>, h=<optimized out>, b=<optimized out>, fs=true, title=0x5976db88 "Baldur's Gate 2") at jni/src/main/gemrb/plugins/SDLVideo/SDL20Video.cpp:78
[21:29:59] <psch> 78 window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, winFlags);
[21:30:02] <psch> (gdb) print window
[21:30:04] <psch> value has been optimized out
[21:30:20] <brada> window is an ivar
[21:30:40] <brada> print GemRB::SDLVideoDriver::window
[21:31:26] <psch> (gdb) print GemRB::SDLVideoDriver::window
[21:31:26] <psch> There is no field named window
[21:31:46] <psch> this is a bit awkward, sorry for being slow and not really knowledgable about this
[21:31:46] <brada> 20
[21:31:50] <brada> you typod
[21:32:08] <psch> (gdb) print GemRB::SDL20VideoDriver::window
[21:32:08] <psch> Cannot reference non-static field "window"
[21:32:12] <psch> this?
[21:32:19] <brada> yeah thats the field
[21:32:34] <brada> but why cant you examine that with gdb?
[21:32:39] <brada> i dont use gdb cli...
[21:32:46] <brada> i dont even use gdb anymore
[21:32:53] <brada> but i remember being able to do that
[21:33:26] <psch> it's not a static field, but we're looking at it statically
[21:33:33] <psch> i.e. via class name instead of instance name
[21:33:39] <psch> that's what a stackoverflow question tells me at least
[21:34:24] <brada> so why doesnt print window work?
[21:34:36] <brada> or print this->window
[21:35:25] <psch> this->window also is optimized out
[21:35:31] <psch> should i compile with -O0?
[21:35:35] <psch> or without the -O flag at all
[21:35:49] <brada> no
[21:35:54] <brada> ill just push some more checks
[21:36:15] <brada> but yes you should always compile with o0
[21:36:22] <brada> when testing
[21:36:59] <psch> ill do that from now on
[21:39:38] <brada> go ahead and pull again
[21:39:46] <-- |Cable| has left IRC (Ping timeout: 276 seconds)
[21:41:59] <psch> building
[21:49:38] <psch> http://nopaste.info/3a837480de.html
[21:49:39] <Seniorita> Nopaste - powered by project-mindstorm IT Services
[21:49:43] <psch> new log
[21:50:08] <gembot> build #476 of cmake g++-4.6 is complete: Failure [4failed] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/476 blamelist: Brad Allred <bradallred@me.com>
[21:50:41] <brada> psch: you are sure that is from head?
[21:51:17] <psch> pretty much, yeah
[21:51:57] <psch> i have a few changes, maybe the merge went weird
[21:52:08] <psch> but i dont have anything in SDL20VideoDriver
[21:52:11] <psch> i think
[21:52:14] <brada> no im only asking because if so this means window is fine
[21:52:23] <brada> but somehow i still cant get SDL_GetWindowPixelFormat
[21:53:02] <psch> i see
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[21:55:48] <brada> can you add another log call after SDL_GetWindowPixelFormat
[21:55:55] <brada> output sdl_error
[21:56:17] <psch> sure
[22:00:34] <psch> i do need another header for sdl_error, dont i
[22:00:58] <psch> or is it SDL_Error()?
[22:01:02] <brada> that
[22:01:21] <brada> no wait SDL_GetError
[22:01:29] <brada> there are lots of examples in that code
[22:02:20] <psch> right, my bad
[22:08:11] <gembot> build #477 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/477
[22:09:45] <psch> I/GemRB (10923): [SDL 2 Driver/]: SDL_GetError(): Passed a NULL mutex
[22:10:46] <brada> ok...
[22:10:48] <brada> wtf?
[22:11:16] <brada> seems like a bug in sdl really
[22:11:46] <brada> for now why dont you set r g b and a all to 0 before the create suface
[22:12:01] <brada> that should at least get you a surface
[22:12:22] <brada> just not necessarily in the ideal format
[22:14:11] <psch> okay
[22:19:22] <psch> well that works
[22:19:28] <brada> well sure
[22:19:46] <brada> ill bet touch screen is still borked
[22:20:55] <psch> yah i dont get any reaction
[22:21:15] <brada> ill need to update my libsdl before tackling that issue
[22:21:23] <brada> the fix for android breaks ios
[22:22:59] <brada> if you want to play around with it iirc all you have to do is replace touch_id with finder_)id or somethig simple
[22:25:14] <psch> in sdl somewhere?
[22:26:58] <brada> no
[22:27:04] <brada> in the sdl20videodriver
[22:30:37] <psch> right, i think i found what you mean
[22:30:58] <psch> SDL_GetTouch(event.tfinger.touchId) // in line 340
[22:31:21] <psch> SDL_androidtouch.c additionally defines fingerId, which i think you mean to put there
[22:40:12] <brada> probably
[22:40:15] <brada> its been a while
[22:40:26] <brada> i know there is more than one place that you need to cahnge
[22:40:39] <psch> not in SDL20VideoDriver.cpp at least
[22:44:48] <psch> well i wouldn't know what to try tbh
[22:45:02] <psch> i replaced the one instance of touchId in the video driver and now it crashes on first touch
[22:45:10] <psch> but yeah, no idea what to try
[22:45:26] <psch> i'll let this rest for today
[22:45:53] <psch> i think i'll try to integrate the sdl2 hg instead of the tar tomorrow, see if that does something
[22:46:09] <psch> and read sdl2 docs to try and get some insight how touch events should work maybe
[22:57:02] <fuzzie> the idea of sdl2 having docs is a bit optimistic unfortunately
[22:57:45] <fuzzie> Sam was asking for help with that a week or so ago on the sdl list.
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[23:38:21] <psch> in that case i probably better sit back and wait
[23:39:04] <psch> for one not to duplicate any work and also because i probably overestimate my ability to contribute to the gemrb code - not to mention to sdl code or docs
[23:41:10] <fuzzie> you seem to have achieved a lot more than anyone else recently on the android front..
[23:43:20] <psch> if you say so
[23:43:38] <psch> ive just smashed my head against it for about 20 hours or so
[23:43:48] <fuzzie> that's how it goes :)
[23:44:00] <fuzzie> with occasional cursing because you wasted 5 hours on a stupid mistake
[23:44:11] <psch> yeah, that happened at least twice hah
[23:44:32] <psch> i guess i should probably wrap up the build env, maybe write a script to set it up or so
[23:44:37] <fuzzie> that would be great
[23:45:17] <psch> i think my documentation is thorough enough for me not to miss anything that isn't more or less obvious
[23:45:20] <psch> at least i hope so
[23:46:05] <psch> i don't feel really great with all these unofficial ports by (from what i can tell) people not related to the projects at all
[23:46:53] <psch> i.e. the python port, which turned out not to work, or the libpng port
[23:47:05] <psch> but i guess you gotta take what's available, no point porting again
[23:47:54] <psch> am i getting this right that only one of openal or sdl_mixer is needed?
[23:48:06] <lynxlynxlynx> why does it happen though? the usual communication gap? you'd expect the port to be merged to main sooner or later
[23:48:13] <psch> 'cause sdl_mixer only builds with pelyas mikmod, and i'd rather not use anything from him if i can avoid it
[23:48:18] <lynxlynxlynx> yeah
[23:48:33] <lynxlynxlynx> openal is fully featured, the sdlmixer plugin isn't
[23:48:49] <fuzzie> lynxlynxlynx: upstream generally doesn't want this stuff I think.
[23:48:52] <lynxlynxlynx> it's a bit less resource intensive, but that's about it
[23:49:12] <lynxlynxlynx> fuzzie: why, usually just a bunch of ugly hacks?
[23:49:17] <fuzzie> You can build almost everything with upstream if you use traditional makefiles+crosscompiling.
[23:49:49] <psch> that still relies on unofficial stuff, e.g. cmake for android
[23:49:51] <fuzzie> But that doesn't mesh well with Google's complicated Android NDK make system which people usually use for apps.
[23:49:56] <psch> which exists, but i couldn't get it to work
[23:50:01] <fuzzie> psch: I mean the libraries.
[23:50:22] <psch> i think one or two of them build with cmake? im not sure
[23:50:24] <fuzzie> I can't say I've ever tried building anything which needs cmake..
[23:50:25] <psch> i might well be wrong
[23:50:31] <lynxlynxlynx> that cmake that you linked looked more like ports to the cmake bs of other stuff
[23:51:05] <psch> i could definitely try crosscompiling the libs with make, because integrating prebuilt libs seems to work well enough
[23:51:16] <psch> except for this one weird thing with LOCAL_EXPORT_C_FILES
[23:51:18] <fuzzie> It's especially more complicated when you try offering multiple architectures.
[23:52:04] <fuzzie> Google officially support ARM (one base version, plus v7a), x86 and MIPS, for Android targets.
[23:52:06] <lynxlynxlynx> for dependencies we don't care much what system is needed to build them, might as well be imake
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[23:52:51] <lynxlynxlynx> most don't change often, so people are happy with using prebuilt stuff
[23:53:06] <fuzzie> but, yes, I think for almost everything you can build and forget, hopefully
[23:53:20] <fuzzie> just not sdl2, but it's different.
[23:53:22] <psch> yeah
[23:53:35] <psch> that's what i was thinking, to always keep building sdl2 for now
[23:54:12] <psch> i dont know how frequently things happen with it, but i think staying up to date there might be sensible
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[23:55:55] <lynxlynxlynx> hopefully
[23:56:03] <fuzzie> I haven't been keeping up but brada gave the impression that it was changing a lot for android still.
[23:56:34] <brada> it has ben quite active lately
[23:56:42] <brada> gearing up for release i assume