#gemrb@irc.freenode.net logs for 22 Dec 2011 (GMT)

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[00:25:09] <gembot> build #325 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/325
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[04:37:52] <CIA-41> GemRB: 03bradallred * r53a842d0018a 10gemrb/gemrb/core/GUI/ (ScrollBar.cpp ScrollBar.h): Scrollbar: consolidate step calculations into new method CalculateStep.
[04:37:52] <CIA-41> GemRB: 03bradallred * rc5f64e4c9096 10gemrb/gemrb/core/GUI/ScrollBar.cpp: Scrollbar: offset the mouse position from the top of the slider when grabbing it so that when dragging the slider it is not locked to the mouse at its top.
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[04:58:59] <gembot> build #312 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/312
[05:02:09] <gembot> build #315 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/315
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[05:59:02] <gembot> build #107 of nmake-msvc++6 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/107 blamelist: bradallred@me.com
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[08:24:06] <gembot> build #4 of nmake-msvc++10 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/4
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[08:31:09] <tomprince> vc10 doesn't like our use of string functions :)
[08:48:57] <gembot> build #5 of nmake-msvc++10 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/5
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[11:00:04] <Avenger> the partyrested trigger seems to be borken
[11:00:27] <Avenger> fuzzie: did it ever work since the new trigger framework was implemented?
[11:01:16] <Avenger> it is easy to rest, rest in bg2 starting area with imoen in party, and her locals:rested variable set to 0
[11:01:22] <Avenger> *test
[11:01:39] <fuzzie> why would it not work?
[11:01:59] <Avenger> i don't know
[11:02:10] <Avenger> she doesn't start the dialog she used to
[11:03:08] <fuzzie> lynx changed the RestParty function to only call PartyRested if hoursLeft is set
[11:03:22] <Avenger> i rest by pressing the gui button
[11:03:35] <Avenger> spells were memorized
[11:04:14] <Avenger> that's a good hint, though. that is a more recent change :)
[11:04:27] <lynxlynxlynx> buttons sleeps for 8
[11:04:33] <fuzzie> so the partyrested trigger is no longer set on actors i guess?
[11:04:40] <fuzzie> why the hoursLeft check, lynx?
[11:04:58] <lynxlynxlynx> inside the loop?
[11:05:01] <fuzzie> yes
[11:05:05] <fuzzie> shouldn't it be !hoursLeft?
[11:05:16] <Avenger> yep, more like !hoursleft
[11:06:00] <lynxlynxlynx> yeah
[11:06:22] <lynxlynxlynx> if it is needed at all, i don't know if it is triggered for interrupted rest
[11:10:23] <Avenger> i would trigger it for full rest (100%), and partial rest (60%), when no time was spent, i wouldn't trigger it at all
[11:10:39] <Avenger> afk for lunch
[11:11:29] <lynxlynxlynx> why 60%?
[11:11:55] <lynxlynxlynx> the hell battle is hit and miss
[11:12:01] <lynxlynxlynx> i hate minhp
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[11:19:16] <Avenger> 60% because i'm not sure :P
[11:19:50] <Avenger> but if it was my design decision, i would do it that way
[11:21:44] <Avenger> ok, to have it my way, i would simply need to remove the condition
[11:21:54] <lynxlynxlynx> i'm not sure it is a good idea
[11:22:05] <lynxlynxlynx> most rest interruptions cause combat
[11:22:14] <Avenger> so?
[11:22:33] <lynxlynxlynx> some rested cutscenes too
[11:22:38] <lynxlynxlynx> soulafein comes to mind
[11:22:45] <lynxlynxlynx> double trouble
[11:22:54] <Avenger> ok, so use if (!hoursLeft) ?
[11:24:43] <lynxlynxlynx> yes, i'd go with that
[11:36:30] <CIA-41> GemRB: 03avenger_teambg * r04d493202a3e 10gemrb/gemrb/core/Game.cpp: fixed triggering of PartyRested
[11:41:57] <Avenger> i removed the brackets accidentally, not on purpose.
[11:42:38] <Avenger> ok, i'm back to reversing pst :)
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[15:17:59] <lynxlynxlynx> hmpf, not done with the transition
[15:18:19] <lynxlynxlynx> not sure where the saves should go, but now they stay in the soa part
[15:18:37] <lynxlynxlynx> so you can't load them, since they get ignored due to the new worldmap
[15:22:47] <lynxlynxlynx> SaveDir was probably still 0
[15:35:03] <CIA-41> GemRB: 03lynxlupodian * r206ffae96121 10gemrb/gemrb/GUIScripts/bg2/MessageWindow.py: also reset the savedir on tob transition otherwise the saves are inaccessible
[16:04:11] <lynxlynxlynx> ehhh
[16:04:29] <lynxlynxlynx> the second challenge started as soon as i was in the pp again
[16:04:41] <lynxlynxlynx> atleast this time all the others didn't, but still :S
[16:08:15] <fuzzie> you think it's a region?
[16:08:32] <fuzzie> if so maybe e.g. your party is being moved into that location and the check happens before they're moved to the right place?
[16:08:53] <lynxlynxlynx> it's a small region, yes
[16:09:16] <lynxlynxlynx> buffered with a range(10) check
[16:10:09] <lynxlynxlynx> it's set to 1 before entry, so maybe it goes wrong on exit
[16:12:00] <fuzzie> Range() indeed isn't checking they're on the same map.
[16:12:20] <fuzzie> so e.g. is it matching with Player1 rather than [PC]?
[16:12:49] <lynxlynxlynx> yes
[16:13:13] <fuzzie> in which case i guess Range needs an area check?
[16:13:14] <lynxlynxlynx> and yes
[16:13:24] <lynxlynxlynx> i can confirm that it is a problem due to the map
[16:13:36] <lynxlynxlynx> i went to the same coords in saradush and suddenly 1
[16:14:25] <lynxlynxlynx> either that or the area's script should be running anymore
[16:16:24] <fuzzie> well, that also sounds quite possible, but that is a nightmare to fix
[16:17:28] <lynxlynxlynx> ok, pragmatism wins
[16:17:46] <fuzzie> i tried just not running old area scripts and it broke in several obvious places :/
[16:20:42] <CIA-41> GemRB: 03lynxlupodian * rb676e6b4202c 10gemrb/gemrb/core/GameScript/Triggers.cpp:
[16:20:42] <CIA-41> GemRB: GameScript::Range: check the objects are in the same area
[16:20:42] <CIA-41> GemRB: fixes pocketplane challenges triggering from saradush
[16:28:27] <lynxlynxlynx> more hehe
[16:28:29] <lynxlynxlynx> argh, couldn't restore party member 3!
[16:28:52] <lynxlynxlynx> since it is a new npc, it doesn't have an out-of-pp location set
[16:29:17] <lynxlynxlynx> i'll just make it use the last/next valid one
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[17:09:58] <CIA-41> GemRB: 03lynxlupodian * r745fa5590a9c 10gemrb/gemrb/core/GameScript/Actions.cpp:
[17:09:58] <CIA-41> GemRB: when there's no location to restore to, reuse the last valid location
[17:09:58] <CIA-41> GemRB: fixes npcs spawned after the first pp exit being unable to leave
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[18:13:34] <gembot> build #319 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/319 blamelist: lynxlupodian@users.sourceforge.net
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[19:18:35] <nuvie> hey i just found out about GemRB
[19:18:47] <nuvie> looks awesome i wanna make my own Fallout-like game :D
[19:20:51] <brad_a> sounds like a lot of work
[19:21:18] <nuvie> mmm yeah
[19:21:30] <nuvie> but i got 3 years of computer engineering in front of me
[19:21:57] <nuvie> ill need something to take my mind off the studying
[19:22:04] <nuvie> huge Fallout 1 and 2 fan
[19:27:59] <lynxlynxlynx> for fallout, something like fife would be more appropriate
[19:29:16] <lynxlynxlynx> but for a broad definition of fallout-like, gemrb is a good choice, since it is the most developed
[19:30:10] <nuvie> cool :)
[19:30:52] <lynxlynxlynx> hmpf, a crash in the animation code
[19:32:35] <lynxlynxlynx> tried to blit a null frame
[19:34:09] <brad_a> scary
[19:36:23] <lynxlynxlynx> maybe an action bug again
[19:36:54] <lynxlynxlynx> print("Frame fetched while animation is inactive!\n"); <-- this got triggered, since the area animation is inactive
[19:37:05] <lynxlynxlynx> however, a script block should have activated it
[19:53:46] <lynxlynxlynx> no will to check it today
[19:54:17] <lynxlynxlynx> so far, i'm out of saradush and took a detour into the watcher's keep
[19:54:26] <lynxlynxlynx> this crash is right at the end of the first level
[19:57:30] <nuvie> hey, im trying to set up the GemRB according to the tutorial and its giving me an Msys Git Install Path Error when im trying to do the "7. Fetch GemRB source" step
[19:59:14] <nuvie> MSysGit (http://code.gogle.com/p/msysgit/) not found.
[19:59:20] <brad_a> speaking of install our ADD_GEMRB_PLUGIN macro doesnt like spaces in the path
[20:00:07] <brad_a> i dont know how to troubleshoot windows install sorry
[20:02:26] <wjp> nuvie: please explain what exactly you're doing in step 7, and where you get that error
[20:02:32] <wjp> nuvie: also, gogle.com?
[20:04:55] <wjp> but I'm not sure why that url would play any role in that step
[20:08:37] <nuvie> i think i got it :)
[20:09:00] <nuvie> when i try to enter the URL i get an error message saying that TortoiseGit cant find msysgit.exe
[20:11:07] <nuvie> yeah i got it - step 5 says you might need either or both msysGit and TortoiseGir
[20:11:22] <nuvie> apparently if you go with TortoiseGit you still need to install msysGit
[20:12:49] <wjp> that is indeed step 1 in the tortoisegit install instructions :-)
[20:13:27] <nuvie> i just didnt read it properly i guess lol i thought you ccan use either program independently
[20:13:29] <nuvie> :D
[20:14:14] <tomprince> nuvie: There are also pre-built binaries.
[20:15:02] <nuvie> thats ok im nearly done now
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[20:48:41] <nuvie> CMake Error: The following variables are used in this project, but they are set
[20:48:41] <nuvie> to NOTFOUND.
[20:49:54] <nuvie> i get this when i try to run: GemRB-Buildenv
[20:49:57] <nuvie> with the make command
[20:50:41] <nuvie> SDL_INCLUDE_DIR
[20:50:41] <nuvie> used as include directory in directory C:/Users/***/gemrb_source/gemrb/gem
[20:50:41] <nuvie> rb
[20:50:41] <nuvie> used as include directory in directory C:/Users/***/gemrb_source/gemrb/gem
[20:50:41] <nuvie> rb/plugins/SDLVideo
[20:53:25] <tomprince> nuvie: Do you have SDL installed?
[20:53:50] <tomprince> You may need to set the SDL directories by hand.
[20:56:18] <nuvie> i have the SDL.dll file in the C:\GemRB directory
[20:56:55] <tomprince> You also need the header files.
[20:56:57] <nuvie> and ive set the directories in GemRB-Buildenv.cmd to the correct ones according to the tuttorial
[20:57:22] <nuvie> i c
[20:57:26] <nuvie> the .h files
[20:58:16] <nuvie> i basically copied zlib.h into C:\GemRB cuz the Buildenv was asking for it
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[20:59:34] <nuvie> oops i got it
[20:59:50] <nuvie> all is well nao :D
[21:00:04] <nuvie> lots of colourful text in my cmd.exe
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[21:13:23] <nuvie> C:\Program Files\TortoiseGit\bin\zlib1.dll: file not recognized: File format not
[21:13:24] <nuvie> recognized
[21:20:54] <lynxlynxlynx> ah, the ambient activation does work, something must be disabling it later
[21:21:53] <lynxlynxlynx> however, only the same function does it by toggling, so it's not it
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[21:24:13] <nuvie> it says in red: linking CXX shared module ..\PNGImporter.dll
[21:24:20] <nuvie> and then the zlib1.dll error
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[21:30:08] <lynxlynxlynx> are you sure the dll is fine?
[21:30:15] <lynxlynxlynx> my ambient is another one apparently
[21:31:32] <lynxlynxlynx> if (!Flags&A_ANI_ACTIVE) <-- doesn't bang have precendence?
[21:32:15] <nuvie> i was just following the tutorial
[21:37:13] <nuvie> so i dont know how to check if the dll is fine or what an ambient is :P
[21:38:03] <tomprince> nuvie: ambient is about a different conversation.
[21:38:19] <nuvie> oh ok
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[21:39:11] <lynxlynxlynx> /monologue :)
[21:45:38] <nuvie> omg i maedz it work
[21:48:12] <nuvie> i think...
[21:57:03] <lynxlynxlynx> looks like my problem is of inheritance of sorts
[21:58:02] <lynxlynxlynx> the area animation has the correct flags, but when it calls into AreaAnimation::Draw it iterates over all its children and they don't have the same flags
[21:59:42] <nuvie> ok i made it work
[21:59:46] <nuvie> i just have one question
[22:00:04] <nuvie> when i run gemrb.ese i get a command line and some text and then nothing happens
[22:01:08] <nuvie> ok thats normal
[22:01:15] <nuvie> ill figure the rest out thanx :D
[22:01:31] <lynxlynxlynx> :)
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[22:27:19] <CIA-41> GemRB: 03lynxlupodian * r1c7cdc15b1d5 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[22:27:19] <CIA-41> GemRB: AmbientActivateCore: also modify the flags of the child animations
[22:27:19] <CIA-41> GemRB: fixes watcher's keep level 1 portal enablement
[22:27:20] <CIA-41> GemRB: 03lynxlupodian * rb730dcd695fd 10gemrb/gemrb/core/Animation.cpp: fixed the checks for the activeness of animations
[22:27:31] <CIA-41> GemRB: 03lynxlupodian * r47390764fc0a 10gemrb/gemrb/core/Animation.cpp:
[22:27:31] <CIA-41> GemRB: enumerated the inactive animation warnings to make debugging easier
[22:27:31] <CIA-41> GemRB: (can easily lead to crashes)
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[23:00:14] <lynxlynxlynx> heh, imoen can't rest
[23:13:28] <brad_a> tomprince: do you have a moment?
[23:13:39] <tomprince> Yep.
[23:14:01] <brad_a> tryig to implement mac build slave
[23:14:14] <brad_a> i have it installed and the user setup
[23:18:19] <tomprince> buildslave create-slave <slave-dir> buildbot.gemrb.org:9012 <slave-name> <passwd>
[23:20:52] <tomprince> brad_a: And then, what are the steps to build.
[23:25:59] <brad_a> we cant just use cmake?
[23:27:11] <brad_a> is passwd the user password for the buildbot user?
[23:27:45] <tomprince> brad_a: Sure. I didn't know if you wanted to use xcode or something thought.
[23:27:53] <brad_a> well i will for iOS
[23:28:13] <brad_a> probably do multiple build configures
[23:28:37] <tomprince> No, passwd is for the connection to the buildmaster, which you need to give me (out of band).
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[23:34:01] <tomprince> Now you can start the slave: buildslave start <slave-dir>
[23:34:15] <brad_a> well in a min
[23:34:32] <brad_a> i have to figure out how the hell im supposed to add myself to a new group
[23:34:40] <brad_a> lousy apple changing things
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[23:36:55] <brad_a> maybe i have to restart/logout for my new group to take affect or something
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[23:38:51] <gv5f> nuvie... if you manage to add Turnbased Combat to the gemrb engine i would eat my hat (but be very happy while doing it).
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[23:40:30] <tomprince> brad_a: That or newgrp (which only changes it for the executed shell.
[23:40:58] <brad_a> well i need to chgrp on my buildbot dir so that i can access it as well as the buildbot user
[23:41:23] <tomprince> You'll want to run the start command as the buildbot user.
[23:41:46] <brad_a> i know but it fails due to lack of permission on that dir
[23:42:26] <brad_a> ill worry about that later
[23:42:32] <brad_a> ill just sudo it now
[23:45:17] <brad_a> nope something is very very wrong
[23:45:41] <brad_a> forcing chgrp to buildbot group then inspecting the permissions shows the group is now nobody
[23:45:55] <brad_a> very odd
[23:46:29] <brad_a> ok gonna reboot
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[23:51:45] <brad_a> ok that fixed at least something
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[23:52:20] <brad_a> probably a better way than rebooting but i ont know what crazy service mac os x uses to manage users/groups
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[23:56:40] <tomprince> brad_a: Have you started it?
[23:56:52] <brad_a> need that password again...
[23:58:51] <brad_a> ok running
[23:58:57] <brad_a> says it started correctly