[00:04:54] <Dude-X_> brad_a, where can i find a cfg file?
[00:04:56] <Dude-X_> it's missing :/
[00:16:49] <Dude-X_> i need help finding the .cfg file
[00:16:55] <Dude-X_> i am looking at the source files
[00:17:19] <Dude-X_> ah found it
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[00:22:38] <Dude-X_> can I set a bigger window than 640x480?
[00:25:50] <tomprince> Yes.
[00:29:07] <brad_a> interesting
[00:29:35] <brad_a> why in the world is it trying to load anything /usr/local
[00:29:50] <Dude-X_> i didn't write the installer :p
[00:29:56] <brad_a> i know i did
[00:30:01] <Dude-X_> oh heh
[00:30:05] <brad_a> its not the installer tho
[00:30:14] <Dude-X_> also it seems that it doesn't install a whole bunch of stuff
[00:30:19] <brad_a> it would be something like rpath set by the linker
[00:30:19] <Dude-X_> unless it's hidden somewhere
[00:30:37] <brad_a> look in ~/library/application support/gemrb
[00:30:50] <brad_a> the installer tells you where it puts things :-P
[00:31:19] <Dude-X_> ah there it goes
[00:31:48] <brad_a> yeah i must do something about that /usr/local business. that should definately load out of the bundles framework directory
[00:31:59] <brad_a> and when i build locally it does
[00:32:20] <brad_a> so i must have some magic setting in my local build that isnt in the git repo...
[00:32:49] <brad_a> of course dyld should search more than 1 place too...
[00:33:59] <brad_a> unfortunately i wont have time to mess with that stuff for a while
[00:34:58] <Dude-X_> if i get it up and running
[00:35:10] <brad_a> i dont see why you wont...
[00:35:31] <brad_a> i assume you copied/linked the core.dylib to that bizarre directory
[00:35:39] <brad_a> after that you just need to set up your config
[00:35:40] <Dude-X_> yes
[00:35:44] <Dude-X_> working on that
[00:39:59] <brad_a> heh
[00:40:05] <brad_a> ok ill fix that dyld thing now
[00:40:40] <Dude-X_> plugin loading failed :/
[00:41:16] <brad_a> what does the log say?
[00:41:38] <Dude-X_> [Core]: Initializing the Event Manager...[Core]: Initializing Lists Dictionary...[Core]: Initializing Variables Dictionary...[OK]
[00:41:38] <Dude-X_> [Config]: Trying to open GemRB.cfg [NOT FOUND]
[00:41:38] <Dude-X_> [Config]: Trying to open /Users/isaul/.GemRB/GemRB.cfg [OK]
[00:41:38] <Dude-X_> [Core]: Starting Plugin Manager...
[00:41:38] <Dude-X_> [PluginMgr]: Loading Plugins from ~/Library/Application Support/GemRB/plugins/
[00:41:40] <Dude-X_> [Core]: Plugin Loading Failed, check path...[ERROR]
[00:41:42] <Dude-X_> where is the log located
[00:41:55] <brad_a> oh where the hell did you put your congig?
[00:41:58] <brad_a> config?
[00:42:10] <brad_a> it should bi in the app support/gemrb dir
[00:42:11] <Dude-X_> ~/.GemRB
[00:42:16] <Dude-X_> oh
[00:42:19] <brad_a> oh weird
[00:42:47] <Dude-X_> i did that manually though
[00:42:49] <brad_a> so check that plugin path
[00:42:55] <Dude-X_> path is good
[00:42:57] <tomprince> brad_a: You could consider staticly linking plugins.
[00:43:06] <Dude-X_> but i'll move the cfg file to app support
[00:43:42] <brad_a> nah. there are many plugins that are optional and may not run on some versions of os x. so instead of breaking gemrb id rather the plugins just fail to load
[00:43:53] <brad_a> png plugin for example
[00:44:24] <brad_a> the location of the config file isnt important as long as gemrb finds it
[00:44:31] <Dude-X_> well it found it, it failed
[00:44:48] <brad_a> no its finding yours
[00:44:56] <CIA-36> GemRB: 03avenger_teambg * r4e1093113b56 10gemrb/gemrb/plugins/ (FXOpcodes/FXOpcodes.cpp IWDOpcodes/IWDOpcodes.cpp):
[00:44:56] <CIA-36> GemRB: implemented death ward
[00:44:56] <CIA-36> GemRB: improved icewind overlay/holy power
[00:44:57] <brad_a> it looks in several locations
[00:44:59] <tomprince> brad_a: Well, all the required plugins could be builtin ...
[00:46:05] <brad_a> does gemrb not do expansion on the ~?
[00:46:30] <brad_a> because its either that it doesnt or that the permissions are not set right
[00:46:43] <brad_a> which is possible and could be easilly fixed in the install package
[00:46:55] <tomprince> I think mostly it doesn't expand ~
[00:47:15] <brad_a> Dude-X: try using a full path
[00:48:35] <Dude-X_> use the full path in the .cfg file?
[00:48:35] <Dude-X_> okay
[00:50:01] <Dude-X_> oh crap overwrote the executable :p
[00:50:42] <brad_a> ?
[00:51:01] <Dude-X_> i copied the config file onto the main executable
[00:51:11] <brad_a> woops
[00:52:29] <brad_a> i see the library problem
[00:52:55] <brad_a> xcode apparently performs witchcraft when building and running
[00:53:08] * Dude-X_ raises fist towards apple
[00:55:39] <brad_a> well its a good thing :) i was/am jsut kind of a noob so i didnt realize till now
[00:56:06] <Dude-X_> well i am glad i am helping to improve mac os x lion support
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[00:56:40] <brad_a> please do
[00:57:09] <Dude-X_> okay i guess i have to put direct paths for all elements
[00:58:37] <brad_a> yeah i dont think gemrb expands things like ~
[00:59:09] <brad_a> i just used a symlink for my data :-P
[00:59:15] <brad_a> beats typing long paths into that file
[00:59:42] <Dude-X_> ah clever
[01:02:47] <brad_a> i think since i need to mess with the installer i should put the override and scripts directly into the bundle
[01:03:25] <Dude-X_> yeah that might help
[01:03:38] <Dude-X_> i'm getting errors with the GUI python scripts
[01:03:39] <brad_a> well
[01:03:58] <brad_a> the scripts i should but the override needs to be accessible for modification
[01:04:05] <brad_a> what errors?
[01:06:00] <Dude-X_> i put the path to GUIScripts as … /GUIScripts so Python says can't find "…./GUIScripts/GUIScripts
[01:06:25] <Dude-X_> however the path to plugins is .../plugins and that worked fine
[01:06:44] <Dude-X_> TTFImporter doesn't work but i guess that's okay on the mac
[01:07:29] <Dude-X_> where is gemrb.ini
[01:07:30] <brad_a> oh
[01:07:33] <Dude-X_> it's complaining it can't find that
[01:07:35] <brad_a> i see what you are doing
[01:07:49] <brad_a> the guiscripts path is the path to the guiscripts folder
[01:07:49] <Dude-X_> yes i keep editing the .cfg file based on the error
[01:08:06] <brad_a> so just .../ instead of …/Guiscripts
[01:08:26] <Dude-X_> yeah
[01:08:35] <brad_a> ttfimporter wont load because you havent got SDL_TTF installed
[01:08:42] <brad_a> you dont need it
[01:08:47] <Dude-X_> that's what i thought
[01:08:53] <brad_a> unless you really want to use custom fonts
[01:09:03] <Dude-X_> the default fonts were nice IIRc
[01:09:19] <brad_a> not on something like an iPad :)
[01:09:25] <gembot> build #30 of autotools g++-4.2 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.2/builds/30 blamelist: email@example.com
[01:09:25] <brad_a> or iphone
[01:09:33] <Dude-X_> ah
[01:09:41] <brad_a> they are super small
[01:11:12] <Dude-X_> what about the gemrb.ini
[01:11:15] <Dude-X_> where is that located
[01:11:21] <brad_a> bah i cant figure out how to link the plugins so they arentlooking for /usr/local/libgemrb
[01:11:33] <brad_a> that is in your game data
[01:11:35] <brad_a> should be
[01:11:47] <brad_a> it probably only gets created after you run the original game
[01:12:00] <brad_a> id like to think its not required
[01:12:23] <tomprince> gemrb.ini should be in the gemrb override.
[01:12:35] <brad_a> oh gemrb.ini
[01:12:39] <brad_a> im dumb :)
[01:14:33] <brad_a> also ive been drinking...
[01:15:50] <Dude-X_> [Core]: Initializing GUI Script Engine...[OK]
[01:15:51] <Dude-X_> [ResourceManager]: Invalid path given: /Users/dudex/.GemRB/override/bg2 (GemRB Override)
[01:16:04] <Dude-X_> i'm fixing this now in the cfg file
[01:17:11] <brad_a> yay figured out the linker crap
[01:18:25] <tomprince> brad_a: Why does override need to be accessible?
[01:18:44] <brad_a> so that people can mode
[01:18:45] <brad_a> mod
[01:18:52] <brad_a> like fonts.2da
[01:19:06] <brad_a> or adding the sorcerer/monk
[01:19:18] <Dude-X_> override/override
[01:20:22] <Dude-X_> omg it works
[01:20:54] <Dude-X_> yeah specifying the path to override with override will give it twice
[01:22:20] <Dude-X_> how can i make the audio less staticy?
[01:22:37] <tomprince> Well, I plan to move the gemrb specific override to the end, so that game override will for for overriding things.
[01:23:54] <brad_a> you have audio problems?
[01:24:04] <brad_a> ive never had nor heard of any
[01:24:05] <Dude-X_> during the movie playback
[01:24:12] <Dude-X_> so far the title screen is fine
[01:25:56] <Dude-X_> this is exciting
[01:26:38] <brad_a> you said you are playing bg2 right?
[01:26:48] <tomprince> There have been issues with movie audio. Just iwd2 i thought, though.
[01:26:54] <Dude-X_> yes bg2
[01:27:08] <brad_a> good bg2 works the best IMO
[01:27:46] <brad_a> IWD2 is practically unplayable and PST is unpolished
[01:29:39] <brad_a> well next release wont have the libgemrb_core.dylib loading issues :)
[01:29:52] <Dude-X_> hmm what class to play
[01:30:42] <brad_a> im currently playing an evil kensi from bg 1 that i plan to dual class to mage
[01:30:56] <brad_a> by bg1 i mean bg1 in BG2 engine
[01:31:02] <brad_a> since bg1 had no kensi
[01:31:02] <Dude-X_> ah
[01:31:27] <Dude-X_> in IWD2 i had this thief character was more powerful than any of my fighters
[01:31:44] <Dude-X_> i don't know why but he was like the next lord of murder
[01:31:51] <brad_a> yeah i had the same thing in iwd2
[01:32:21] <Dude-X_> maybe the 3rd edition rules overpowered the thief
[01:33:36] <brad_a> im excited for all the 3rd ed stuff avenger has been working on lately
[01:33:39] <Dude-X_> he was obscenely powerful, I would often see double digit damage compared to my fighters who had good magic weapons and bonuses
[01:33:45] <brad_a> i want to play BG2 using 3rd ed
[01:33:55] <Dude-X_> can you change the rules with gemrb?
[01:34:12] <brad_a> well backstabs are really obsurdly powerful :)
[01:34:21] <brad_a> absurd
[01:34:25] <brad_a> stupid beer
[01:34:38] <brad_a> well kinda
[01:35:01] <Dude-X_> yeah but my thief was so consistent that i sent my thief into combat where in other D&D type games i tended to keep them in the back
[01:35:08] <brad_a> you can change a ton of things in gemrb just by editing the 2da files in the gemrb override folder
[01:35:17] <Dude-X_> ah
[01:35:22] <brad_a> and cahnging the engine in the config to iwd2
[01:35:35] <brad_a> gemrb is very customizeable
[01:36:03] <Dude-X_> well, as much i love to checkout stuff like that, i just want to relive the adventure again
[01:36:09] <brad_a> sure
[01:36:10] <Dude-X_> the original game is awesome as it is
[01:36:19] <brad_a> its not exatly done anyway :)
[01:36:22] <Dude-X_> i think i wil be a kensai
[01:36:33] <Dude-X_> they seem cool with the Kai ability
[01:36:45] <Dude-X_> but no armor
[01:36:46] <Dude-X_> hmm
[01:36:56] <brad_a> that and if you dual to mage then you dont have to choose between armor and casting :)
[01:37:03] <brad_a> thats why i choose kensi
[01:37:14] <Dude-X_> i never really messed around with dual classing in general
[01:37:31] <brad_a> dual class a kensi and either lvl 9 or 12 (i think)
[01:37:41] <brad_a> then you gain the maximum amount of power
[01:37:44] <Dude-X_> ah
[01:38:13] <brad_a> so since im dualing to mage the lack of armor wont be so much of a penalty
[01:38:29] <brad_a> but i still retain all the bonuses etc
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[01:39:25] <Dude-X_> yeah
[01:39:29] <Dude-X_> pretty dangerous
[01:39:43] <brad_a> also armor is overrated in BG2
[01:39:51] <brad_a> bg1 it is essential
[01:40:57] <brad_a> if it did damage reduction it would be different but since a hit is a hit with full damage i dont mind going without it.
[01:41:20] <Dude-X_> well, AC does make a difference when it's like -4 or better
[01:41:45] <Dude-X_> but i remember there are many useful magic things to get the whole party's AC into the negatives
[01:41:49] <brad_a> doesnt it cap at like -1 tho?
[01:41:53] <brad_a> yes
[01:41:56] <Dude-X_> i don't know the rules
[01:42:03] <joneirik> bg1, all the monsters are so low level that they have weaker Thac0's, in the thaco 10 and lower range.
[01:42:13] <brad_a> as kensi mage i believe ysing spells will give me better ac than most any armor
[01:42:22] <joneirik> Which makes it harder to hit the better armor saves.
[01:42:42] <joneirik> All the monsters in BG2 starts at higher levels, and almost everything has good thac0, thus armor is less important
[01:42:50] <brad_a> yes
[01:43:07] <joneirik> It caps at -10, forgotten realms specifically upp this to .12
[01:43:08] <joneirik> -12
[01:43:41] <Dude-X_> ah
[01:44:50] <joneirik> So yeah, in most cases, even a single point of damage reduction is better than almost any armor in bg2 :p
[01:45:07] <joneirik> That armor systems has always been messed up in D&D
[01:45:54] <joneirik> Planescape Torment takes this to the next level.
[01:45:54] <brad_a> isnt d& in like 5th ed now?
[01:45:58] <joneirik> 4th
[01:46:09] <brad_a> i thought i read something about 5th ed
[01:46:17] <brad_a> i guess not realesed but in the works
[01:46:29] <joneirik> Nameless One, the main character can no use any armors in the game. And only a bunch of items that gives small armor bonuses.
[01:46:47] <joneirik> To the degree that I don't think I've ever bothered trying to go for armor on him.
[01:47:06] <joneirik> He can get the best armor as a mage, where it's only good use is to try to stop his spells from beeing prevented all the time :p
[01:47:35] <brad_a> i need to play pst
[01:47:48] <brad_a> but im waiting for gemrb to get more polished :-P
[01:47:50] <joneirik> I just wish GemRB worked more on PST support
[01:47:56] <brad_a> exactly
[01:48:18] <joneirik> I want to play it again as well, but this time I want to tweak it slightly, so I can play annother class. Or at least multiclass.
[01:48:19] <brad_a> it should be more of a priority now that BGT is playable
[01:48:32] <joneirik> I'm sick of the crazy dual class system with only fighter, thief and mage
[01:48:40] <brad_a> avenger is working hard on IWD2 stuff
[01:48:44] <joneirik> Oi
[01:49:01] <joneirik> I'd also love to be able to replay all the games with iwd2's ruleset.
[01:49:06] <brad_a> me too
[01:49:17] <brad_a> i was jsut talking about that before you joined
[01:50:11] <joneirik> :p
[01:50:40] <joneirik> I'm so sick and tired of ad&d 2e, I can't stand to play any of the games over again at this point.
[01:51:00] <joneirik> Well, exeption for PST, if I can finally play ANY other class combination....
[01:51:16] <joneirik> Really, anything at all....
[01:52:42] <brad_a> well i must go do some homework now.
[01:52:47] <brad_a> goodnight all
[01:52:51] <-- brad_a has left IRC (Quit: brad_a)
[01:53:02] <joneirik> belated good night
[01:55:25] <tomprince> abstart.2da baldur.bcs comet.pro efftext.2da minorglb.vvc repstart.2da rndtreas.2da spells.2da subraces.2da
[01:55:43] <tomprince> ^----- list of files that we override from chtin.key
[01:56:34] <tomprince> https://gist.github.com/1655064
[02:17:13] <gembot> build #122 of nmake-msvc++10 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/122 blamelist: firstname.lastname@example.org
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[02:22:56] <Phill> Hello
[02:23:16] <joneirik> Hi
[02:23:54] <Phill> I'm having a problem trying to get BG2 working on my iPad, is this the right place to ask or should I just create a forum thread?
[02:24:03] <Dude-X_> uh oh monsters are dumb in this game; it says ZDAIMporter Bad Signature!
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[02:25:33] <joneirik> Phill: Don't really know myself, I'd try just posting the question here, and someone might answer when they get around and have time. Probably wouldn't hurt to also post on the forum
[02:25:37] <joneirik> wb brad_a
[02:25:40] <brad_a> yes
[02:25:57] <Phill> Basically when I put the bg2.bg2 file on the iPad, it comes up under install games
[02:26:10] <Phill> when I click it, it immedietely disappears and a cfg file is created
[02:26:19] <Phill> but the game is gone and if I click play I get an error
[02:26:24] <brad_a> something is wrong with your archive
[02:26:29] <Phill> It's obviously no installing and I cant figure out why, GOG version
[02:26:29] <brad_a> or you are out of space
[02:26:39] <Phill> The iPad is empty, recently formatted
[02:26:43] <brad_a> log?
[02:26:53] <Phill> I tried artchiving the BG2 folder, when that didnt work I only did the files within the folder
[02:26:55] <Phill> same thing
[02:26:58] <brad_a> oh
[02:27:01] <brad_a> dont do that
[02:27:07] <brad_a> just zip the entire folder
[02:27:21] <Dude-X_> brad_a i get bad_signature in 2DAImporter, this makes enemies dumb and not moving
[02:27:22] <Phill> Tried that too, same thing
[02:27:43] <brad_a> bad signature errors are benign IIRC
[02:27:57] <Phill> Cannot open chitin.key is the first error
[02:28:07] <brad_a> Phill: can you post your log?
[02:28:24] <brad_a> you will have lots of errors since your data isnt being installed
[02:28:26] <Phill> It just says I set the path incorrectly, but what path? I followed instructions on the GEMRB iOS page
[02:28:35] <Dude-X_> also clicking on journal seems to have locked up my game :/
[02:29:03] <brad_a> that doesnt sound good
[02:29:11] <brad_a> does sound like a possible python problem
[02:29:14] <Phill> 2012-01-22 13:27:40.789 GemRB[1321:707] Beginning GemRB debug log. 2012-01-22 13:27:27.679 GemRB[1280:707] Using config file:/var/mobile/Applications/00B3BF8B-DDA5-44E1-910C-BA0CA5883039/Documents/(null).bg2.cfg GemRB Core Version v0.7.0-git Loading... [Core]: Initializing the Event Manager...[Core]: Initializing Lists Dictionary...[Core]: Initializing Variables Dictionary...[OK] [Config]: Trying to open /var/mobile/Applications/00B3B
[02:29:27] <brad_a> Phill i man a log of the data install
[02:29:41] <brad_a> you will get infinate erros due to data not being in existance :)
[02:30:00] <Phill> Here's the complete log
[02:30:01] <Phill> http://www.coflash.com/stuff/GemRB.log
[02:30:06] <Phill> But I'm unsure where to set the path
[02:30:14] <Phill> The iOS page doesn't elaborate on this type of thing
[02:30:50] <brad_a> phil that log is from trying to run
[02:31:07] <brad_a> you dont need to set the path
[02:31:12] <brad_a> your problem isnt with paths
[02:31:17] <Phill> Right, so there's another log?
[02:31:31] <brad_a> no not another log but the log resets everytime you rungemrb
[02:31:49] <brad_a> so that log doesnt have the entries for what happend when you were trying to install the game data
[02:31:54] <brad_a> thats what i really need
[02:32:08] <Phill> The thing is, I dont see a log at all until I exit and reopen the app
[02:32:24] <brad_a> ok zip your data again and copy it to the ip[ad
[02:32:30] <brad_a> then restart gemrb
[02:32:38] <brad_a> then turn on the debug mode or whatever
[02:32:45] <brad_a> then install the data
[02:32:55] <Phill> alright thanks, it's copying over again
[02:32:57] <brad_a> then download the log from itunes and post it :)
[02:33:29] <Phill> should the cfg file be called (null).bg2.cfg?
[02:33:33] <Phill> the one it generates
[02:33:53] <brad_a> no thats part of the problem. the data doesnt get installed so the config is called null
[02:34:20] <brad_a> what did you use to make the archive?
[02:34:28] <Phill> winrar
[02:34:58] <brad_a> and what is at the root of the archive?
[02:35:16] <Phill> Baldurs Gate II
[02:35:18] <Phill> folder
[02:35:48] <tomprince> Dude-X_: Are you getting lots of 2DA errors?
[02:35:56] <Dude-X_> only when it comes to enemies
[02:36:01] <Dude-X_> it just says Bad Signature
[02:36:02] <tomprince> Log?
[02:36:07] <Dude-X_> where is a log
[02:36:22] <brad_a> on mac os x open console.app
[02:36:28] <brad_a> re dudex
[02:36:52] <Dude-X_> short sample from the log
[02:36:53] <Dude-X_> Displaying string on: aataqahgibber
[02:36:53] <Dude-X_> [ResourceManager]: Searching for mgib.2da...[chitin.key]
[02:36:53] <Dude-X_> [2DAImporter]: Bad signature!
[02:36:53] <Dude-X_> [Actor]: Getting sound 2da mgib entry: DAMAGE
[02:36:53] <Dude-X_> Damage animation type: 2
[02:36:54] <Dude-X_> Performattack for Minsc, target is: Gibberling
[02:36:56] <Dude-X_> [Attack]: (Main) Left: 0 | Next: 13741 [Hit]
[02:36:58] <Dude-X_> Performattack for Imoen, target is: Gibberling
[02:37:00] <brad_a> you can save it to a file...
[02:37:00] <Dude-X_> [Attack]: (Main) Left: 0 | Next: 13744 [Missed]
[02:37:02] <Dude-X_> Performattack for Kayra, target is: Gibberling
[02:37:06] <Dude-X_> [Attack]: (Off) Left: 0 | Next: 13705 [Missed]
[02:38:13] <brad_a> phill: i want to say another user is using winrar to archive without problem
[02:38:17] <Dude-X_> is there another log other than the console output?
[02:38:49] <Phill> The error it's getting at install is "Unrecognised archive format"
[02:39:24] <Phill> the file name should be baldursgate2.bg2 right?
[02:39:45] <brad_a> i mean you can save console output to a file
[02:39:59] <brad_a> you can also redirect stdout/error any number of ways
[02:40:21] <brad_a> yes that should be the name
[02:40:25] <brad_a> what format tho?
[02:40:31] <brad_a> did you use zip format?
[02:40:44] <Phill> I just hit add to archive when right clicking
[02:40:47] <Phill> called it bg2.bg2
[02:40:52] <Dude-X_> i'll be back later.
[02:41:04] <brad_a> well its probably not in zip format then :)
[02:41:11] <brad_a> probably doing rar or something
[02:41:23] <Phill> Ill try basic zip with windows archiver
[02:41:30] <Dude-X_> right now i'm playing off my NAS, but when i get back going to copy locally; it's kind of slow off the nas
[02:41:33] <Phill> Im going to jump out the window if this is all it was
[02:41:46] <brad_a> that would work but i think the basic windows archiver has a 2 or 4gb size limit
[02:42:35] <brad_a> remember the wiki can be edited by anybody if you have some tips or clarifications :)
[02:43:00] <brad_a> i dont even own an ipad or iphone so i rely on others to do the testing and documentation
[02:43:38] <Phill> It's just the way I compress most things so I didn't think it'd make a difference. I have to restart the PC at the moment so I'll retry in a few mins, thanks for the help
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[02:43:47] <tomprince> Dude-X_: That bad signature shouldn't be the issue.
[02:45:52] <tomprince> Dude-X_: Also, most of the developers who know the engine well are in europe, and are thus asleep.
[02:46:07] <joneirik> Hmm, I haven't tried in ages, but I'm fairly certain that winrar can be told to store as a zip file.
[02:46:57] <tomprince> brad_a does graphics and apple stuuf, and I deal with build and low-level code.
[02:46:59] <tomprince> mostly ...
[02:47:27] <brad_a> yes mostly
[02:47:59] <brad_a> and joneirik i think you are right about winrar
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[02:52:10] <Phill> Strange, now with the zip file, it won't detect the game at all
[02:52:33] <joneirik> just checked, yes winrar can be told to store as zip file
[02:52:42] <Phill> It can, but it wont
[02:52:48] <Phill> it tries too then says its to big and to use rar format
[02:53:18] <brad_a> phil
[02:53:36] <brad_a> you need to just make it to a zip then rename the .zip to .bg2 or whatever game you are installing
[02:53:54] <brad_a> oh winrar says its too big
[02:53:56] <brad_a> nevermind
[02:54:02] <brad_a> ok so hwo bi is the folder?
[02:54:07] <brad_a> big*
[02:54:17] <Phill> Folder is 2.4gb
[02:54:18] <Phill> http://www.coflash.com/stuff/error.jpg
[02:54:40] <brad_a> so whatever you are using seems to have a 2gb limit
[02:54:50] <Phill> I tried a windows zip, thats the one it wont detect, even though it all goes into the archive
[02:54:50] <brad_a> do you have the latest version of winrar?
[02:54:58] <Phill> one of the latest
[02:55:02] <Phill> what about 7zip?
[02:55:06] <brad_a> ok if gemrb wont detect it then 2 things to say about that
[02:55:19] <brad_a> 1) did you quit gemrb completely then restart it
[02:55:29] <Phill> 1) Yes always
[02:55:33] <brad_a> 2) did you remember to rename the archive with .bg2/whatever
[02:55:38] <Phill> 2) yes
[02:55:40] <Phill> always the same name
[02:55:56] <brad_a> then back to 1 are you sure you quit gemrb or did you just go to the ipad home?
[02:56:15] <Phill> I always exit out and force quit it
[02:56:40] <brad_a> well IF thats true then the problem is efinately with the file name
[02:56:41] <Phill> If I dont it holds onto files that arent there, only by doing that does it "refresh" it
[02:57:06] <Phill> Baldurs Gate II.bg2
[02:57:25] <brad_a> double check. ill bet its really baldurs gate II.bg2.zip
[02:57:26] <Phill> loading a 7z zip file onto it now
[02:57:33] <brad_a> i doubt that will work
[02:57:41] <Phill> I just copied and pasted it, I have file name extensions on
[02:58:00] <brad_a> ios is case sensitive btw
[02:58:08] <brad_a> so it should be all lower case bg2
[02:58:22] <Phill> yeah it is, the extension anyway
[02:59:00] <brad_a> nothing other than zip will work at the moment
[02:59:10] <brad_a> im using this functin in libarchive: archive_read_support_format_zip()
[03:00:08] <brad_a> unless that function also reads 7zip :-P
[03:00:25] <brad_a> like i said you can try but i doubt it
[03:00:46] <Phill> it's a zip file still, not a 7z, 7z can compress a few different ways
[03:00:53] <Phill> yep
[03:00:55] <brad_a> well try :)
[03:00:55] <Phill> its shown up
[03:01:01] <Phill> and its installing
[03:01:03] <Phill> free program ftw
[03:01:04] <brad_a> well shoing up means nothin
[03:01:24] <brad_a> i could put a text file in there and call it bg2.bg2 and it will show up :)
[03:01:40] <brad_a> its all about the extension
[03:01:46] <Phill> Does it generally take long to nstall? The progress bar doesnt seem to be moving (it initially did )
[03:02:03] <brad_a> well yes it takes at least 5 min
[03:02:17] <brad_a> but the progress bar should be moving the entire time
[03:03:18] <tomprince> brad_a: So are you going to write a LibArchiveImporter? :)
[03:03:24] <brad_a> well i might
[03:03:39] <brad_a> i have so many things on my list tho so it will be a while
[03:03:55] <tomprince> :)
[03:04:09] <tomprince> It has been on my list for years.
[03:04:12] * tomprince grins
[03:04:39] <brad_a> you arent getting off that easy. id need to question you about it a bunch
[03:06:11] <brad_a> i probably may as well use libarchives umbrella function for unarchiving. that way you can use whatever libarchive can read
[03:06:39] <Phill> Does it install the files into GEMRB/Library? Can I not just drag the folder into there with iFunbox?
[03:07:02] <brad_a> you can manually install yes. but then you also have to manually create your config file
[03:07:41] <brad_a> you can technically install the game data anywhere on your ipad that gemrb has read access too
[03:07:43] <brad_a> to
[03:11:14] <Phill> Okay, well, the progress bar shows nothing
[03:11:21] <Phill> but in iFunbox I can see files are being written
[03:12:30] <Phill> So once it's usually done, it should disappear from install a game?
[03:12:34] <Phill> Just so I know when to stop waiting
[03:12:43] <brad_a> yes
[03:12:49] <Phill> great, thanks
[03:12:50] <brad_a> the archive isdeleted after install
[03:12:59] <tomprince> brad_a: I'll fully support you writting a LibArchiveImporter by answering any and all questions. :P
[03:13:10] <brad_a> sometime in the near future i will check to make sure it is successfull before i remove the archive :)
[03:13:28] <tomprince> (except of course, a series of questions that would lead to me effecitvely writting it) ;)
[03:13:34] <brad_a> ha :)
[03:15:29] <Phill> So this is your app? You do everything for it?
[03:17:45] <Phill> Okay, it has been removed
[03:18:06] <Phill> so the only confusing thing for most people should be the progress indicator shows no progress, ipad2 5.0.1
[03:18:18] <brad_a> no idevelop all the ios/mac os specific parts tho
[03:18:35] <brad_a> as you can tell there is much work to be done :)
[03:19:03] <brad_a> phill: it sounds like somthing is still wrong
[03:19:24] <Phill> it is, it didnt install
[03:19:26] <Phill> hmmmmmm
[03:19:42] <brad_a> the progress indicator starts at 0 when installing then goes to 100 then a min later a config should popup in the list and the progress should disappear
[03:19:47] <Phill> Is there a place I can get a default cfg from?
[03:19:56] <brad_a> its not a config problem! :)
[03:20:10] <Phill> I meant for a manual install
[03:20:31] <brad_a> oh that
[03:20:41] <brad_a> yes i think there is a link to one on the wiki page
[03:20:46] <brad_a> for the ios install
[03:21:09] <Phill> I'll try one more time
[03:21:14] <Phill> All the files are on the ipad though
[03:21:43] <brad_a> well its not going to magically work with the same archive i do know that
[03:21:59] <brad_a> but it would be helpful if you could post the log of the data install
[03:22:02] <Phill> it's from another pc now
[03:22:07] <brad_a> so i can make it work or something
[03:22:22] <Phill> I'll grab one this time around
[03:31:01] <Phill> If I'm getting "Engine initialization falure", does it mean it installed and broke or that it didnt install at all? Or possibly either.
[03:38:30] <Dude-X_> hey brad_a i'm about to play again. let's see if the creatures are reacting
[03:38:55] <brad_a> phill: check the log
[03:39:02] <brad_a> that can mean anynumber of things
[03:39:06] <Dude-X_> wow much faster on my hard drive :D
[03:39:16] <brad_a> i have a patch to make it more verbose but we havent commited it yet
[03:39:37] <brad_a> dude i dont thnk anything will have cahnged for yu other than speed
[03:39:52] <Dude-X_> that's okay
[03:40:53] <Dude-X_> [ResourceManager]: Searching for worldm25.wmp...[NOT FOUND]
[03:40:56] <Dude-X_> is this important?
[03:42:21] <tomprince> expected --- happens when you load a game that isn't tob.
[03:42:44] <Dude-X_> ah okay
[03:42:48] <Phill> After installing it, this is all that is in the log
[03:42:48] <Phill> http://www.coflash.com/stuff/GemRB.log
[03:44:36] <Phill> There's also the cfg, and when I click Play I get engine initialization failure
[03:45:21] <Phill> Then after it crashes from that, this is the updated log
[03:45:22] <Phill> http://www.coflash.com/stuff/GemRB2.log
[03:45:36] <Dude-X_> aww my game crashed
[03:46:06] <Dude-X_> i upgraded my mac mini to 16GB but i am wondering if this ram is stable
[03:46:23] <Dude-X_> seg fault 11
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[03:49:03] <Phill> Could it be my GOG version?
[03:49:20] <Phill> Should I try and use BG2 instead of the Complete version?
[03:55:23] <kamui> crazy question
[03:55:39] <kamui> is there any chance that BGT would run on gemrb
[04:00:22] <tomprince> Yes.
[04:00:43] <tomprince> You need to modify gemrb's classes.2da (to get proper starting experience)
[04:03:02] <Dude-X_> what is BGT?
[04:05:08] <tomprince> A mod combining bg1+bg2+tob
[04:08:26] <brad_a> phill: i meant the gemrb log not the winrar log
[04:09:47] <brad_a> bah why do those links give me both magically?
[04:10:04] <brad_a> anyhow i dont see anything in that log that says the unarchive failed
[04:10:17] <Phill> It doesnt look like it did, I get engine initialization errors
[04:10:33] <brad_a> i do see a problem tho
[04:10:57] <brad_a> your archive was created improperly
[04:11:04] <brad_a> observer: Baldurs Gate IIAutorun.ini
[04:11:25] <brad_a> that means you dont have a folder at the root of your archive :)
[04:11:36] <brad_a> simple solution is to make the bg2 folder your root
[04:11:54] <brad_a> you are mearly archiving the CONTENTS of the bg2 folder and all are at the root
[04:12:03] <brad_a> so very easy fix :)
[04:12:10] <Phill> I grab the baldurs gate 2 folder with all its contents and drag it into the zip
[04:12:30] <brad_a> well i dont know how you are doing it or whatprogram but it is doing it wrong
[04:12:41] <brad_a> the archive needs a folder at the root
[04:12:46] <Phill> I make a zip file first, then I just drag the folder onto it
[04:12:51] <brad_a> so ust put that folder in a folder i guess and try again
[04:13:00] <brad_a> oh there is where you are going wrong i guess
[04:13:30] <brad_a> i dont use windows so i have no idea how to tell you to do it using winrar or whatever
[04:14:14] <brad_a> dude-x: lets see your crash report
[04:14:19] <brad_a> with log
[04:14:53] <Dude-X_> does OS X store crash logs anywhre
[04:14:56] <Dude-X_> i already restarted
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[04:30:59] <Phill> I must have tried 15 times now with 3 different programs in every way I can imagine. If I do a manual install, are you able to show me where the cfg files are to use? I cannot see them on the iOS page
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[04:51:19] <Phill> Hmm
[04:51:23] <Phill> restarted iPad and now it all works
[04:51:25] <Phill> fucking apple
[04:52:29] <Phill> That was a great way to waste 3 hrs -_- thanks for putting up with my annoying questions
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[05:18:05] <Phill> Back again. Do I have to change all the CD directories for games? For example, Planescape torment looks like it's pointing to CD1/2/3/4/5 directories
[05:18:12] <Phill> shouldn't it be pointing to ./data?
[05:18:58] <tomprince> gemrb will just ignore missing directories.
[05:19:45] <tomprince> Have you tried it? If you have pointed it at a full instalation, it should just work.
[05:20:07] <Phill> The CFG is pointing to them though, not one of them is pointing to where the data actually is
[05:20:11] <Phill> so on my iPad everything is blue
[05:20:15] <Phill> but I can see some graphics
[05:21:10] <Phill> I'm trying it, I just thought this would be a very common issue with GOG versions
[05:27:01] <-- gembot has left IRC (Remote host closed the connection)
[05:27:08] <Dude-X_> brad_a, gake crashed
[05:27:13] <Dude-X_> want the log?
[05:27:18] <Dude-X_> the crash log
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[05:27:22] <Phill> Now I get movies + loading screens but it crashes, I might just stick to BG2 for now then
[05:28:11] <brad_a> Dude-X: yes you can get those from console.app
[05:28:49] <brad_a> Phill: i guss i wasnt clear. you simply need to put the BG2 folder into another folder and archive that folder. or did you try that?
[05:28:59] <brad_a> im typing as i read so forgive me if you did
[05:29:33] <Phill> BG2 works now
[05:29:42] <Phill> but I get a blue screen after character creation then it crashes
[05:29:54] <brad_a> so the data install worked or you had to manulally install?
[05:30:02] <brad_a> cuz im still interested in fixing problems
[05:30:26] <Phill> Originally what I kept doing was creating zip files, putting the contents in then changing the zip extension to bg2
[05:30:29] <brad_a> in fact im going to mkae it work with either a folder at the root or not so that will help :)
[05:30:46] <Phill> then with 7z, I made the archive and gave it the extension upon creation, so it was compressed with that file name
[05:30:48] <Phill> and it just worked
[05:31:01] <Phill> it worked for PST too
[05:31:05] <brad_a> ok good
[05:31:08] <Phill> but both games give me blue screens now
[05:31:12] <brad_a> i still need to make it work both ways
[05:31:16] <brad_a> hmm
[05:31:25] <brad_a> what does the log say?
[05:31:33] <Dude-X_> brad_a, http://pastebin.ca/2104877 crash log
[05:31:34] <Phill> Also, even when they worked, the progress bar still didnt do anything
[05:32:35] <tomprince> Dude-X_: pastebin.ca doesn't seem accesible. Use gist.github.com or paste.debian.net or something like that.
[05:34:12] <Dude-X_> k
[05:34:20] <brad_a> opengl crashe
[05:36:01] <Dude-X_> https://gist.github.com/1655783
[05:36:10] <brad_a> tried to access address 0
[05:36:20] <brad_a> so im guessing something was unexpectedly null
[05:36:54] <tomprince> Dude-X_: Do you have the console output?
[05:37:09] <Dude-X_> yeah
[05:37:21] <brad_a> um why is your parent process bash?????
[05:37:33] <Dude-X_> cause i am running it from iterm2?
[05:37:43] <brad_a> yes that would be why
[05:37:50] <brad_a> why are you doing that tho?
[05:38:00] <Dude-X_> oh i guess in trying to make thing work
[05:38:14] <Dude-X_> should i just launch it from the desktop?
[05:38:17] <brad_a> yes
[05:38:17] <tomprince> brad_a: To get console output?
[05:38:31] <Dude-X_> but yeah also to get console output i need to run it from bash
[05:38:33] <brad_a> well you can get console output without bash :-P
[05:38:41] <Dude-X_> how?
[05:38:47] <brad_a> console.app
[05:38:52] <Dude-X_> ah neat
[05:39:14] <brad_a> console.app is one of my best friends :-P
[05:39:22] <Phill> Sorry, so with the CD dirs in the CFG for the GOG versions, they do need to be changed right? Or is it being taken care of elsewhere in the CFG?
[05:39:51] <brad_a> im not sure. ive never played with gog
[05:40:21] <brad_a> use ifilewhatever to see where the cd folders are and make sure the config matches
[05:41:08] <Phill> It doesnt seem to use the same structure though, I think it just dumps them all in one dir, Ill try changing them all to that
[05:41:26] <brad_a> it unarchives in the same structure as it was archived
[05:41:31] <Dude-X_> brad_a, if i launch GemRB from the desktop would it log it stuff in Console.app and if so which heading is it under?
[05:41:41] <Phill> What I mean is, it doesnt use the same CD1/2/3/4/5 structure
[05:41:50] <Phill> the data for each of those appears to be in one folder now
[05:41:52] <brad_a> console.app aggregates all systym consols but you can filter etc
[05:42:37] <tomprince> Original pst just has CD2 here for me.
[05:42:49] <Dude-X_> i see now
[05:42:57] <Phill> BG2 I'm on at the moment
[05:43:18] <brad_a> dude: file new sys log query i believe
[05:43:56] <brad_a> phill: it sounds like whatever you used to archive flattened the structure then
[05:44:25] <brad_a> im glad all i have to do on mac is right click the bg2 folder and do "archive"
[05:44:28] <brad_a> :-P
[05:44:44] <brad_a> oh im sorry i mean "compress"
[05:44:53] <Dude-X_> can gemrb play off compressed files?
[05:45:12] <brad_a> not the way you are thinking of
[05:45:25] <brad_a> some data files are compressed tho
[05:45:44] <brad_a> but for ipad install you have to zip the game up so you can copy it via itunes
[05:45:53] <brad_a> then gemrb for ios unzips it
[05:46:03] <Dude-X_> ah
[05:46:17] <tomprince> Not yet, anyway.
[05:46:23] <brad_a> yes :)
[05:47:19] <brad_a> i dont know what to say about that crash
[05:47:42] <brad_a> SwapBuffers was the last thing the main thread did before the audio thread crashed trying to access null
[05:49:20] <Phill> It's not flatenning the structure, it's the GOG version, because it's not using CDs it has no CD structure
[05:49:28] <Phill> thats how it is on my PC
[05:49:39] <brad_a> oh then dont worry about it :)
[05:49:51] <brad_a> if there are no cd folders then it doesnt matter
[05:50:12] <Phill> what's it pointing to those directories for in the CFG then?
[05:50:19] <tomprince> Dude-X_: do you have the console log from that crash (and can we see it)
[05:50:35] <Dude-X_> i posted a gist earlier,
[05:50:37] <Dude-X_> let me repaste
[05:50:39] <brad_a> no point other than its easy for me to auto generate them and no point in complecating it i guess
[05:50:39] <tomprince> Because it doesn't hurt, and will work with installs that do have.
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[05:50:58] <Dude-X_> https://gist.github.com/1655783
[05:51:08] <tomprince> Dude-X_: You posted the osx crash report, but not the log.
[05:51:19] <Dude-X_> oh the console log
[05:51:45] <brad_a> i love the new 10.7 crash reports tho
[05:51:57] <brad_a> very easy to read and has tons of info
[05:52:11] <Dude-X_> i don't have that but now that i am running it through the desktop icon instead of bash
[05:52:24] <Dude-X_> i can paste the log easily
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[05:53:19] <Dude-X_> everyone is so chatty through gemrb
[05:53:31] <Phill_> It works in game fine now, once I had changed those directories
[05:53:35] <Phill_> no crash, no blue screen
[05:53:35] <brad_a> you mean the npcs complaining all the time about being bored?
[05:53:47] <brad_a> really?
[05:53:50] <Phill_> Yeah
[05:53:51] <brad_a> thats suprising
[05:53:53] <Phill_> Im finally in game
[05:54:05] <brad_a> i have invalid cd paths for my bg2 install and it doesnt do anything
[05:54:16] <Dude-X_> brad_a, everyone talks all at once, in combat they are always doing their initial battle cry
[05:54:21] <brad_a> yes
[05:54:23] <Dude-X_> every time i tell them to attack
[05:54:25] <brad_a> known issue
[05:54:31] <brad_a> actually
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[05:54:48] <brad_a> that may be fixed but i thing you need to set a value in baulder.ini
[05:55:05] <brad_a> or use the in game settings
[05:55:12] <Dude-X_> what's that?
[05:55:22] <brad_a> there should be a setting for the frequency of that stuff i believe
[05:55:30] <brad_a> try the BG2 options :-P
[05:55:35] <Dude-X_> ok
[05:55:51] <Phill_> Just tried again, it's definitely the dir change that made it work
[05:55:59] <Phill_> I can also find someone on android that fixed it by doing the same thing
[05:56:02] <Phill_> both GOG versions
[05:56:10] <brad_a> i think there is something the gog versions do that we dont anticipate then
[05:56:19] <tomprince> Can we see the logs from those two runs?
[05:56:20] <brad_a> good to know tho
[05:58:00] <Phill_> http://forum.xda-developers.com/showthread.php?t=1287324
[05:58:07] <Phill_> 9th of october 2011 is the other example I can find
[05:58:10] <Phill_> on that page.
[05:58:28] <Phill_> (or the next)
[05:59:10] <brad_a> well i have to go but ill read the logs in the morning
[05:59:18] <brad_a> the channel is logged
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[05:59:42] <Dude-X_> ok game just crashed on me again
[06:01:27] <-- Phill_ has left IRC (Quit: Page closed)
[06:02:02] <Dude-X_> hmm console.app is not as informative as running it from bash
[06:05:53] <Dude-X_> well going to sleep
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[08:42:14] <tomprince> Okay .... why do we have a copy of efftext.2da (for bg2) that is already in the bifs? ... The only difference is a commented out line in ours.
[08:42:42] <fuzzie> is it in all bifs?
[08:42:51] <fuzzie> (to ask the obvious question)
[08:43:08] <fuzzie> but i guess the commit message says it's there to comment out that line.
[08:44:42] <fuzzie> the whole override thing is a bit of an annoying problem, since you don't want random game data (e.g. from mods) to override gemrb, but I guess you're looking at this so that mods can *deblierately* override, which would be nice
[08:45:25] <tomprince> Well, so I was trying to find out if we deliberately are overriding any original data.
[08:45:45] <tomprince> Yes, for exactly that reason.
[08:46:23] <tomprince> And, so for example on osx, our override can be in the .pkg, but users can override our data.
[08:46:47] <fuzzie> well, there's a difference between 'can override our data' and 'the game override takes priority', right?
[08:48:33] <tomprince> Certainly. But not having that difference means that it is easy for mods to just drop stuff in the override.
[08:48:37] <fuzzie> but I have been trying to make things as disjoint always-override (e.g. gemprjtl.ids always overrides the provided projectile ids file) when possible
[08:48:45] <fuzzie> yes, but in that case
[08:48:59] <fuzzie> we have to make sure we don't conflict accidentally with any mod filenames
[08:49:18] <tomprince> For example, BGT could just drop in classes.2da.
[08:49:39] <fuzzie> but my main concern is that we're not ready for that
[08:50:29] <fuzzie> and if a mod is going to provide some kind of version compatibility metadata anyway to avoid that issue, I would be tempted to consider a whitelist. although that is probably ridiculous.
[08:51:22] <tomprince> Well, if we payed attention to classes.2da, BGT could just unconditionally drop it in override.
[08:52:27] <fuzzie> but then how do you handle upstream changes in gemrb in the meantime?
[08:53:36] <tomprince> I was actually think that a blacklist would make more sense. Or rather, what I was thinking, is to have mapping table that mapped original names to gemrb-specific names.
[08:55:23] <fuzzie> (i mean, e.g. a gemrb_override directory isn't going to fix my worries about compatibility anyway, so that is a complete aside)
[08:55:31] <tomprince> re-apply the mod, or patch it by hand.
[08:56:11] <fuzzie> right, I think "make it the user's problem" is not an idea I like :P
[08:57:18] <fuzzie> I mean, "erroring out because the mod-provided metadata indicates a different gemrb version for this file" is my first thought, but then .. you'd have a built-in whitelist right there.
[08:57:32] <tomprince> Then the real solution is to teach gemrb to understand weidu, and apply patches on the fly. :P
[08:57:34] <fuzzie> or I guess we could just build in a version id to the 2da?
[08:57:53] <fuzzie> weidu is not an option as long as it's not portable
[08:58:12] <tomprince> The other question is, how often does data that mods will want to touch change?
[08:58:21] <tomprince> Is it not portable?
[08:58:23] <fuzzie> well, the obvious example is clskills for the starting XP
[08:58:55] <fuzzie> well, I have yet to get it to build on anything except desktop linux
[09:00:25] <tomprince> Clearly it builds on win32 ..
[09:00:36] <fuzzie> yes, i mean apart from win32/mac
[09:00:45] <fuzzie> but obviously we're supporting iOS, android, etc here
[09:02:17] <tomprince> Well, I wasn't necesarily suggesting we need to run weidu, just be able to apply the patches. Although I guess it isn't really practical to apply them on the fly, (not enough dependency information, among other things)
[09:02:41] <fuzzie> well, it would perhaps be much easier for us to simply write something ourselves for trivial changes like XP
[09:02:55] <fuzzie> but it doesn't solve these issues, just pushes them off until someone needs something less trivial..
[09:04:12] <tomprince> Well, my thoughts were partly along the lines of, allow people to override things, and see what breaks.
[09:04:25] <tomprince> Rather than trying to design something complicated up front.
[09:04:40] <fuzzie> yeah, :-/
[09:04:56] <fuzzie> I'm just sort of thinking "oh gosh, we get enough people with problematic installs of mods as it is"
[09:05:20] <fuzzie> but also have not had coffee yet
[09:07:35] <tomprince> Is there much on the forum? I haven't seen a whole lot of issues here. Except BGT, which is mostly the clskills.2da
[09:07:54] <tomprince> That we could fix by adding a bgt gametype that inherits from bg2. :)
[09:08:38] <fuzzie> i wouldn't call BGT an issue
[09:08:45] <fuzzie> since at least people say they're trying BGT, and not bg2
[09:11:21] <fuzzie> no formed opinion on bgt as gametype but it does seem popular..
[09:20:30] <tomprince> I bet weidu can be compiled for ios/android. It is almost pure caml, with a bit of portable c.
[09:25:27] <fuzzie> yes, well, the ocaml bit is where it's all gone wrong previously
[09:25:39] <fuzzie> but there are patches/etc out there to make it work in general, so possibly it could be done
[09:26:13] <fuzzie> (mostly due to the iOS community wanting both ocaml and ocaml apps, I guess?)
[09:26:39] <fuzzie> am sure it's thereotically possible but not much fun.
[09:28:03] <tomprince> This seems to have cross-compiler binaries: http://psellos.com/ocaml/compile-to-iphone.html
[10:22:13] <tomprince> fuzzie: I guess my thought is that we don't really have anyone developing mods for gemrb, so I want to make it as easy as possible for people to experiment.
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[11:21:35] <Avenger> efftext.2da damage entry is commented out because it interferes with the shared damage feedback stuff
[11:22:06] <Avenger> this whole efftext thingie is messed up in the IE anyway
[11:22:26] <Avenger> for example, iwd2 ignores it mostly
[11:23:19] <Avenger> they manually print the texts, but i thought i will simply override it so in iwd2, i provided lots of new entries where possible
[11:27:19] <Avenger> btw, if bgt and clskills are a problem, then gemrb will never be modded. I mean, it is just a single 2da column in gemrb, and a few bytes in the original exe. If this little issue is challenging, what will happen with bigger exe mods.
[11:28:39] <Avenger> is it impossible to tell weidu the location of gemrb/override via environment vars, or just user input?
[11:29:02] <fuzzie> often people aren't running weidu on the same machine as gemrb
[11:30:38] <tomprince> Or, the original and/or gemrb data is read-only.
[11:31:13] <fuzzie> well, running weidu for a mod rather requires you have write access to your game data
[11:31:54] <fuzzie> so in terms of simplicity a gemrb_override directory that whole files are dumped into is a working solution if you ignore compat issues.
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[14:31:00] <CIA-36> GemRB: 03avenger_teambg * ra71b49db8d89 10gemrb/gemrb/ (3 files in 2 dirs): implemented subvocal casting feat
[14:35:48] <CIA-36> GemRB: 03avenger_teambg * rae2e74b00d83 10gemrb/gemrb/ (3 files in 2 dirs): implemented SetFeat guiscript command, refresh feats after setting/load
[14:35:58] <CIA-36> GemRB: 03avenger_teambg * r3c47f46a3c27 10gemrb/gemrb/core/EffectQueue.cpp: draw the bounce graphic overlay when bouncing a spell
[14:38:11] <CIA-36> GemRB: 03avenger_teambg * r9350e15686e3 10gemrb/gemrb/core/Scriptable/Actor.cpp: implemented selective damage bonus
[14:39:48] <CIA-36> GemRB: 03avenger_teambg * rfe976f2b4c60 10gemrb/gemrb/GUIScripts/iwd2/CharGen9.py: set feats in chargen
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[15:28:55] <CIA-36> GemRB: 03avenger_teambg * rf94ffbeff74f 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed a crash bug with iwd2
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[16:40:53] <lynxlynxlynx> re above: weidu is already getting some gemrb support (remember the versioning debate), so operating on other paths sounds like a prerequisite. After that, just using the normal commands to patch our tables is trivial
[16:41:46] <fuzzie> but how would you propose to install bgt for use on e.g. iOS?
[16:42:12] <fuzzie> that is my primary concern there I think.
[16:42:13] <fuzzie> but dinnertime
[16:47:38] <gembot> build #412 of msvc++6 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/412 blamelist: email@example.com
[17:19:15] <lynxlynxlynx> install it on a pc first; i doubt there are many people with just tablets
[17:21:51] <fuzzie> yes
[17:22:03] <fuzzie> but then you patched the gemrb data, right?
[17:22:40] <tomprince> I don't think the instlled gemrb data should be touched.
[17:23:19] <fuzzie> so it'd no longer work on the tablet unless you also copy the data across and change the paths in GemRB.cfg to point to it, presumably
[17:23:31] <fuzzie> well, I'm just wondering what lynx envisages, maybe I miss something
[17:23:50] <lynxlynxlynx> oh right
[17:24:10] <lynxlynxlynx> but i still thing a gemrb_override is a good idea
[17:24:34] <lynxlynxlynx> together it would work
[17:24:40] <fuzzie> well, tomprince's thought is to just have the gemrb override as lowest priority and allow the game override to take priority
[17:24:44] <fuzzie> i am not convinced for various reasons
[17:25:15] <lynxlynxlynx> i don't think we just add stuff in our overrides
[17:25:29] <lynxlynxlynx> we do have legitimate needs of overriding original data
[17:25:31] <fuzzie> tomprince looked at it and we override very little
[17:25:41] <lynxlynxlynx> so i'd just add another override dir
[17:25:43] <fuzzie> hence the discussion of overriding efftext.2da
[17:26:04] <lynxlynxlynx> if it isn't detected, it can be removed from the search path on gemrb start
[17:26:18] <lynxlynxlynx> otherwise we'd always have a dead branch
[17:26:44] <tomprince> https://gist.github.com/1655064 <- is the list of files we override from bifs
[17:27:13] <fuzzie> well, in any case we can put the bif files as lowest-priority
[17:31:15] <lynxlynxlynx> where did you find repstart.2da?
[17:32:44] <lynxlynxlynx> stats.ids from the shared override sounds like a good candidate too
[17:33:57] <tomprince> Is stats.ids even accessed by name in the original data? Could we just rename it gemstats.ids?
[17:34:07] <lynxlynxlynx> i don't have subraces.2da either
[17:34:58] <lynxlynxlynx> re stats: probably a rename would be fine, yes
[17:37:32] <tomprince> I guess https://gist.github.com/1657787 is a better list.
[17:37:58] <tomprince> (I needed to add "sed 's/\./\\./;s/^/^/;s/$/$/'" to my script)
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[17:48:46] <Dude-X_> I've notices one thing different from gemrb versus the windows game; monsters don't seem to want to flee at all
[18:01:45] <lynxlynxlynx> there is code for panic and fleeing, but it rarely happens
[18:02:22] <lynxlynxlynx> maybe we mishandle the morale (break)? I think we increase it for critical hits (with a "probably" comment)
[18:02:49] <Dude-X_> i remember panic/fleeing was pretty common at the normal and core level of gameplay
[18:04:43] <lynxlynxlynx> we don't know enough about it
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[18:22:23] <Avenger> lynx: iwd2 has subrace resref but no subraces
[18:24:20] <lynxlynxlynx> hey, does the bg2 deathward work by normal immunity?
[18:24:33] <lynxlynxlynx> i saw you needed to add extra code for iwd2
[18:25:45] <Avenger> it is different, probably spell immunity
[18:26:33] <Avenger> hmm, no
[18:26:58] <Avenger> in bg2, it protects from opcode 55 (kill creature type)
[18:27:28] <lynxlynxlynx> ok, then it really works already (wasn't sure from testing)
[18:27:53] <lynxlynxlynx> and didn't bother looking it up now :P
[18:28:08] <Avenger> well, the selective damage didn't work until now
[18:28:18] <Avenger> that is a bg2 feature ;)
[18:28:40] <Avenger> i just noticed it when i considered what is the best way to implement the heretics bane feat
[18:28:54] <Avenger> it is selective damage vs clerics/druids
[18:29:26] <Avenger> i'm trying to hardcode as little as possible
[18:29:41] <Avenger> but the original engine is all over with hacks for feats
[18:30:10] <Avenger> you can implement mercantile background in the store code
[18:30:45] <Avenger> 5% discount when buying 5 % markup when selling
[18:58:22] <lynxlynxlynx> yeah
[18:58:35] <lynxlynxlynx> just a hasfeat away
[19:04:56] <tomprince> lynxlynxlynx: Writting it.
[19:06:00] <lynxlynxlynx> sorry, i don't know what you mean
[19:07:37] <tomprince> hasfeat, for guiscript.
[19:08:10] <tomprince> Although, apperntly I can search. :)
[19:08:42] <lynxlynxlynx> yep
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[19:11:55] <CIA-36> GemRB: 03lynxlupodian * rb79012c2f439 10gemrb/gemrb/GUIScripts/GUISTORE.py: implemented the mercantile background feat
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[19:26:01] <lynxlynxlynx> need to try that spell reflection anim
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[19:30:51] <lynxlynxlynx> i don't get it Avenger, tried with minor spell reflection
[19:31:04] <lynxlynxlynx> err, turning
[19:31:14] <lynxlynxlynx> what did you test with?
[19:31:17] <Avenger> well, i'm not surprised
[19:31:31] <Avenger> i didn't test it at all :)
[19:31:42] <Avenger> did the spell turn?
[19:32:09] <Avenger> i couldn't even make any bounce so far, so i cannot test
[19:32:53] <Avenger> theoretically, my code would work if there is a bounce and the reflection pool overlay is already rendered
[19:33:02] <lynxlynxlynx> no, the spell didn't turn
[19:33:14] <Avenger> ok, then it isn't the fault of the new code :)
[19:33:29] <lynxlynxlynx> reflection pool overlay? i get that one that is under the feet
[19:33:39] <Avenger> yes, that is it
[19:33:42] <lynxlynxlynx> the usual for spell turning (always on)
[19:33:49] <Avenger> all these stuff i call overlay
[19:33:59] <lynxlynxlynx> hc_overlay
[19:34:25] <lynxlynxlynx> all the effects just went through
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[19:34:41] <lynxlynxlynx> so i guess effectqueue bouncing is buggy
[19:34:59] <Avenger> yep
[19:49:20] <Avenger> hmm iwd2 stat bonuses are not cumulative
[19:51:47] <lynxlynxlynx> yep
[19:52:05] <lynxlynxlynx> and some have categories
[19:52:15] <lynxlynxlynx> ac and tohit come to mind
[19:53:37] <Avenger> the ac is fine
[19:55:00] <lynxlynxlynx> i don't think the bonuses from the same category stack
[19:55:06] <lynxlynxlynx> eg deflection bonus
[19:55:41] <lynxlynxlynx> but that's maybe a bad example, since there's a feat just for that
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[20:07:10] <gembot> build #195 of nmake-msvc++6 is complete: Failure [failed] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/195 blamelist: email@example.com
[20:29:05] <Avenger> hmm, if i'm correct, the non cumulative ability bonus in iwd2 makes the entangle effect unusable. Normally it would give a -4 'bonus'. But -4 is less than any positive bonus, so it is ignored when you have ANY dex bonus
[20:29:30] <Avenger> either this, or i don't understand the code :)
[20:30:59] <lynxlynxlynx> maybe they check positive and negative ones separately and then sum them
[20:48:51] <Avenger> no there is one field for each ability, it contains the bonus given in the current ai cycle. It applies the new bonus (adds the difference) only if it is bigger than the previously applied one
[20:49:11] <Avenger> not all effects go through this, but entangle does
[20:52:37] <Avenger> also web
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[21:25:45] <gembot> build #411 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/411
[21:28:24] <tomprince> gembot: mute
[21:28:24] <gembot> Shutting up for now.
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[21:32:15] <tomprince> gembot: mute
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[22:07:38] <gembot> build #412 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/412
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[22:25:10] <Avenger> another weirdness: iwd2's school trigger seems to be working only for living actors, despite it has an object parameter. Luckily it isn't used anywhere
[22:30:53] <gembot> build #413 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/413
[22:32:49] <tomprince> Can somebody give user gembot on sf access to upload files, and create a buildbot directory to put things in?
[22:35:32] <lynxlynxlynx> ok
[22:37:20] <lynxlynxlynx> https://sourceforge.net/projects/gemrb/files/
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[22:42:15] <lynxlynxlynx> i can't set the permission though, it keeps resetting
[22:43:02] <lynxlynxlynx> nevermind, works in the same tab
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[22:55:53] <gembot> build #54 of osx-xcode-binary is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/54
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[23:02:47] <gembot> build #198 of nmake-msvc++6 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/198
[23:06:52] <gembot> build #55 of osx-xcode-binary is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/55
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[23:12:01] <CIA-36> GemRB: 03avenger_teambg * re64705613d73 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fixed create weapon to refuse creating two handed weapon if shield slot is filled (test with decastave spell)
[23:21:22] <gembot> build #414 of mingw32 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/414
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[23:29:40] <tomprince> Looks like it is mostly working. Some of the links from the buildbot are wrong, but new builds should be correct.
[23:29:46] * tomprince crosses fingers
[23:38:36] <brad_a> i assume you are talking about automatic sf uploading?
[23:39:41] <tomprince> Yes.
[23:39:46] <brad_a> sweet :)
[23:39:52] <tomprince> And I deleted my local binaries.
[23:47:49] <gembot> build #37 of autotools g++-4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.5/builds/37
[23:51:52] <brad_a> very nice
[23:52:43] <brad_a> kinda interesting how much larger the win32 binary is. specially since the mac binary is both 32 and 64bit binary compatible
[23:53:02] <brad_a> probably the pkg format uses some good compression like gzip