#gemrb@irc.freenode.net logs for 23 Aug 2010 (GMT)

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[00:52:54] <pupnik_> http://commondatastorage.googleapis.com/static.panoramio.com/photos/original/32565696.jpg
[00:52:57] <pupnik_> sorry nm
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[08:24:57] <fuzzie> lynxlynxlynx: you think http://gemrb.sourceforge.net/wiki/doku.php?id=tob_stuff is any big problem to do in guiscript?
[08:33:18] <lynxlynxlynx> looks doable by guiscript/actions, i'm not sure only about: updates override script (from pdialog.2da)
[08:33:29] <lynxlynxlynx> but maybe there's an action for that too
[08:40:11] <fuzzie> ok. i'm guessing this is not all done on a new game, given the bags and amul27.
[08:41:54] <fuzzie> but it's not as bad as i'd thought anyway :)
[10:02:01] <Lightkey> The Witcher 2 looks yummie
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[10:04:35] <Lightkey> in other news, Torchlight 2 maybe for Linux? lol
[10:05:43] <pupnik> the 768height gemrb fits perfectly into a 1280x800 display on xfce :)
[10:06:06] <pupnik> i really miss center-screen-on-double click
[10:07:22] <fuzzie> implement it? :)
[10:15:05] <pupnik> best answer
[10:16:39] <pupnik> /gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp ?
[10:20:30] <fuzzie> you're using a 6 month old version again there :p
[10:20:47] <fuzzie> and i guess in GUI/GameControl but i'm not sure
[10:28:22] <pupnik> oh yeah
[10:34:43] <pupnik> is there a setting for cmake/gemrb to use two cores for compiling?
[10:36:59] <lynxlynxlynx> you don't need to tell cmake that
[10:37:10] <lynxlynxlynx> call make with -j5 for example
[10:46:18] <pupnik> ty
[10:50:37] <pupnik> darn, crash on save / overwrite game in waukeen's promenade
[10:50:47] <pupnik> [TLKImporter]: Custom string is not supported by this game format
[10:50:55] <pupnik> repeated 15 times
[10:51:01] <pupnik> gemrb: /home/pupnik/dev/gemrb2/gemrb/gemrb/plugins/GAMImporter/GAMImporter.cpp:1027: int GAMImporter::PutPCs(DataStream*, Game*): Assertion `stream->GetPos() == PCOffset + i * PCSize' failed
[10:51:27] <pupnik> off the git pull
[10:51:31] <pupnik> and 0.6.2
[10:52:28] <lynxlynxlynx> git pull some more, this was fixed yesterday
[10:52:40] <lynxlynxlynx> that makes it after 0.6.2
[10:54:23] <pupnik> hmm
[10:54:37] <pupnik> my gemrb binary seems to be uptodate
[10:54:45] <pupnik> maybe i am pointing to wrong shar dir
[10:55:42] <pupnik> /usr/local/share/gemrb/ seems overridable but it is set to default
[10:56:23] <pupnik> the override dir is from 0.6.2 and the GUIScripts and minimal dirs are from today
[10:57:55] <lynxlynxlynx> that is not good
[10:58:57] <pupnik> oops that's not right
[10:59:16] <pupnik> the sub dirs are timestamped - just the override dir didn't change datestamp
[11:00:16] <pupnik> trying various saves
[11:00:31] <pupnik> newsavegame crashed
[11:01:33] <pupnik> ~/dev/gemrb2/gemrb$ git pull
[11:01:34] <pupnik> Already up-to-date.
[11:04:30] <fuzzie> look at the timestamps on your libgemrb_core and your GAMImporter
[11:05:06] <pupnik> 10078332 Aug 23 12:35 /usr/local/lib/gemrb/libgemrb_core.so
[11:05:32] <pupnik> 308118 Aug 23 12:35 /usr/local/lib/gemrb/plugins/GAMImporter.so
[11:05:48] <fuzzie> then, 'ldd' on your gemrb binary and make sure it's loading the right one
[11:05:59] <fuzzie> and obviously that gemrb outputs the right plugin path
[11:06:15] <pupnik> libgemrb_core.so => /usr/local/lib/gemrb/libgemrb_core.so (0xb75df000)
[11:06:55] <pupnik> (ldd `which gemrb`)
[11:08:12] <pupnik> [PluginMgr]: Loading Plugins from /usr/local/lib/gemrb/plugins/
[11:08:38] <fuzzie> and there's no libGAMImporter.so lying around in there?
[11:09:10] <fuzzie> if not, i guess email me one of the saves you're using (not one of the ones it crashed while saving, though)
[11:10:15] <pupnik> using an older save also crashed but only yielded two lines of "[TLKImporter]: Custom string is not supported by this game format.
[11:10:22] <pupnik> still in irenicus' dungeon
[11:10:35] <fuzzie> you have a familiar?
[11:10:43] <pupnik> no
[11:11:55] <lynxlynxlynx> the custom string thing can be ignored
[11:13:18] <pupnik> 'locate' shows the libGAMImporters are all in old plugins directories
[11:15:22] <pupnik> i have the savefile tgz'd - email addr or dcc fuzzie ?
[11:15:53] <fuzzie> fuzzie@gmail.com is probably best for saves
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[11:24:05] <fuzzie> pupnik: i guess you're sure your gametype is set right?
[11:27:08] <pupnik> GameType=bg2
[11:30:00] <pupnik> same error with much older saves
[11:30:30] <pupnik> ah maybe ... hold a sec
[11:30:49] <pupnik> drive remounted as read-only >_<
[11:31:35] <fuzzie> ah
[11:32:04] <pupnik> sorry fuzzie
[11:32:08] <fuzzie> mystery all solved? :)
[11:32:41] <pupnik> yep
[11:38:12] <pupnik> int Interface::WriteGame(const char *folder) << just before FileStream str.Create( folder, GameNameResRef, IE_GAM_CLASS_ID ); -- can I add a test for writeable file?
[11:39:06] <fuzzie> if you know how
[11:41:01] <pupnik> /gemrb/core/System/FileStream.h doesn't seem to have anything for that
[11:41:13] <pupnik> and i can't assume much about the filesystem :/
[11:43:24] <pupnik> fuzzie: well it's not going to be a totally uncommon error condition
[12:32:10] <fuzzie> try opening a file for write and see if it failed?
[12:33:39] <fuzzie> specifically, check the return result of that str.Create
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[12:50:52] <pupnik> after killing Kalah in the circus tent, the screen fades, and keeps looping the fade animation. Console output repeats the following:
[12:50:59] <pupnik> [ResourceManager]: Searching for cut86a.bcs...[chitin.key]
[12:51:00] <pupnik> [ResourceManager]: Searching for GUIW08.chu...[chitin.key]
[12:51:28] <pupnik> can't get out of that loop via gui
[13:00:57] <fuzzie> hum
[13:01:40] <fuzzie> which area is it?
[13:01:43] <fuzzie> (ctrl-m)
[13:01:50] <fuzzie> i guess maybe a bit too late
[13:03:36] <fuzzie> yeah, i guess that one was predictable
[13:03:57] <fuzzie> sigh
[13:04:19] <fuzzie> the area script is probably repeatedly interrupting the cutscene
[13:04:33] <fuzzie> bg1 area scripts run during cutscenes, but i guess probably not bg2 ones
[13:08:43] <pupnik> DebugDump of Area ar0606:
[13:13:24] <pupnik> the fading sparkles are nice
[13:21:23] <pupnik> want a circus savegame just before it kicks-in fuzzie ?
[13:24:54] <fuzzie> well, i think i know what's wrong, but sure
[13:30:32] <pupnik> getting into Kalah's chamber is quite difficult - (doorway/area transfer)
[13:38:46] <pupnik> re: interface::WriteGame .. the way it is written, PutGame is supposed to return an error message if it can't write. Should PutGame to be fixed to not assume read-write access to the media?
[13:39:12] <fuzzie> PutGame is provided with a stream
[13:39:36] <pupnik> ah
[13:39:59] <fuzzie> so it doesn't even know what media you're writing to.
[13:40:06] <fuzzie> 14:33 <fuzzie> specifically, check the return result of that str.Create
[13:40:25] <pupnik> i thought str.Create was making a string :/
[13:40:37] <fuzzie> well, maybe also rename the variable :)
[13:56:11] <pupnik> ok now i avoid the error, but GUI says 'save successful' ;)
[13:56:40] <fuzzie> well, sure
[13:56:53] <fuzzie> there's no "you're a very silly person with a broken disk" string
[13:57:05] <pupnik> :)
[13:57:11] <fuzzie> the original engine pops up a hardcoded English Windows dialog box asking if you want to quit, i think
[14:01:06] <fuzzie> but, well, search for a string, maybe there is one
[14:04:51] <pupnik> 54 #define STR_CANTSAVEDIALOG 21
[14:04:51] <pupnik> 55 #define STR_CANTSAVEDIALOG2 22
[14:04:51] <pupnik> 56 #define STR_CANTSAVEMOVIE 23
[14:05:27] <pupnik> gemrb/includes/strrefs.h
[14:07:05] <pupnik> so i could call
[14:07:21] <pupnik> core->GetGameControl()->SetDisplayText(STR_CANTSAVEDIALOG, 30); maybe? :)
[14:07:32] <fuzzie> that's for in dialog
[14:07:37] <fuzzie> what i mean is, look in the bg2 string file
[14:07:49] <fuzzie> if you have weidu, '--traify-tlk' will output all strings
[14:08:02] <pupnik> ok
[14:08:17] <pupnik> bbl food
[14:35:37] <pupnik> this works :)
[14:35:39] <pupnik> displaymsg->DisplayConstantString(STR_CANTSAVE, 0xbcefbc);
[14:35:39] <pupnik> if (core->GetGameControl()) {
[14:35:39] <pupnik> core->GetGameControl()->SetDisplayText(STR_CANTSAVE, 30);
[14:35:56] <pupnik> "You cannot save at this time"
[14:36:13] <fuzzie> i would look for a more appropriate string in the game data
[14:36:16] <fuzzie> but i guess that is the iea
[14:36:17] <fuzzie> idea
[14:36:39] <fuzzie> i am bit busy
[14:36:51] <pupnik> np thanks, just havin fun
[14:57:56] <pupnik> alright got the error message working
[15:17:34] * pupnik cheers wanly
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[18:14:35] <avenger> hi
[18:15:03] <wjp> hi avenger
[18:15:04] <avenger> fuzzie, i found that every scriptable has a default visible range:14, it is set for every scriptable
[18:15:07] <avenger> hi wjp
[18:15:39] <avenger> i mean visual range
[18:19:26] <D_T_G> i found reproducible sigsegv
[18:20:39] <avenger> that's good, better than irreproducible :)
[18:20:50] <avenger> can you run gdb?
[18:21:52] <D_T_G> i need to install it first :)
[18:22:33] <avenger> huh, you are on windows?
[18:22:43] <D_T_G> no, linux
[18:23:11] <avenger> gee, i never seen a linux without gdb
[18:23:13] <D_T_G> "black rain" is a known issue?
[18:23:27] <avenger> haha, i know why is it
[18:24:20] <avenger> rain uses the particle code, and i removed the off by one indexing
[18:24:26] <avenger> rain needs a new color setting
[18:25:31] <D_T_G> the "sigsegv" is when casting invisible stalker in iwd1, i tried that spell in tob and It didn't sigsegv but summoned 10 stalkers :)
[18:25:38] <avenger> in Game.cpp, line 70
[18:25:47] <avenger> add weather->SetColor(1)
[18:26:36] <avenger> oh wait
[18:26:38] <avenger> no
[18:27:50] <D_T_G> to use gdb i have to recompile gemrb?
[18:28:56] <avenger> no
[18:29:26] <avenger> normally it is compiled with debug info on linux
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[18:32:06] <D_T_G> "Reading symbols from /home/dawid/bin/GemRB/gemrb...done." what next?
[18:39:42] <D_T_G> http://gemrb.sourceforge.net/wiki/doku.php?id=badspells&do=recent --> "instead of 1 nugrud" 8)
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[18:49:18] <D_T_G> gdb: Program received signal SIGSEGV, Segmentation fault.
[18:49:20] <D_T_G> 0x00007ffff7b23ad1 in Interface::SummonCreature (this=0x603010, resource=0x7fffffffd930 "SUMSTLK", vvcres=0x7fffffffd910 "MSUMM1X", Owner=
[18:49:20] <D_T_G> 0xc946c0, target=0xc946c0, position=..., eamod=0, level=1, fx=0x114b2f0, sexmod=true)
[18:49:20] <D_T_G> at /home/dawid/bin/svn/gemrb/gemrb/core/Interface.cpp:2641
[18:49:20] <D_T_G> 2641 newfx->Duration = vvc->GetSequenceDuration(AI_UPDATE_TIME)*9/10 + core->GetGame()->GameTime;
[18:53:11] <wjp> can you do a 'print newfx' and 'print vvc', and 'print core->game' ?
[18:59:27] <lynxlynxlynx> i knew of the bg2 stalker problem btw
[18:59:52] <fuzzie> i guess that code is bad
[19:00:02] <lynxlynxlynx> i didn't want to fix it just yet, i like my invisible posse ;)
[19:00:13] <fuzzie> we shouldn't be assuming we can create an AvatarRemovalModifier for every game
[19:00:31] <fuzzie> so you get a null newfx when the effect doesn't exist
[19:02:10] <fuzzie> i mean, presumably there *is* such an effect in iwd and etc
[19:02:12] <fuzzie> but still
[19:09:13] <CIA-26> GemRB: 03avenger_teambg * rcc9412a77ba2 10gemrb/gemrb/ (3 files in 2 dirs): fixed black rain
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[19:14:16] <D_T_G> wjp: (gdb) print newfx $1 = (Effect *) 0x0 | (gdb) print vvc $2 = <value optimized out> | (gdb) print core->game $3 = (Game *) 0xb778a0
[19:14:51] <fuzzie> this is iwd, i assume
[19:15:00] <fuzzie> it should work for bg1/bg2
[19:15:04] <D_T_G> yes, iwd/how/totl
[19:15:06] <fuzzie> oh, right, yes, you said
[19:17:05] <CIA-26> GemRB: 03fuzzie * r48ded9ff5a86 10gemrb/gemrb/core/Interface.cpp: don't crash if there's no summon disable effect available
[19:17:29] <fuzzie> that will fix the crash, but will have to wait for Avenger to see whether the effect should be in iwd/pst/iwd2
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[19:20:41] <CIA-26> GemRB: 03fuzzie * r62296f77664e 10gemrb/gemrb/core/ (Game.cpp Game.h Map.cpp): pull Particles.h out of Game.h
[19:21:59] <D_T_G> does not crash
[19:22:26] <fuzzie> but i assume your summons appear instantly when they shouldn't?
[19:22:35] <D_T_G> but i can't attack with the stalker -> guiscript runtime error
[19:23:10] <D_T_G> in iwd1 only one stalker appeared
[19:25:20] <fuzzie> you can't attack even if you just click to attack?
[19:25:29] <fuzzie> if not, i'd like to see the error
[19:25:30] <D_T_G> yes, it's about bar
[19:26:12] <fuzzie> the action bar doesn't work, though
[19:26:51] <fuzzie> Avenger added code to display the action bar for summons, but it means none of the controls are usable any more
[19:28:31] <D_T_G> yes, the bars are not usable
[19:29:08] <fuzzie> but this shouldn't stop you from attacking.
[19:29:30] <D_T_G> http://i33.tinypic.com/14c8eoh.jpg that's what i meant
[19:31:42] <lynxlynxlynx> yeah, nothing new there
[19:32:15] <D_T_G> rain fixed too
[19:32:54] <fuzzie> cool
[19:33:07] <D_T_G> rains bit havier than in exe, though :)
[19:33:23] <fuzzie> we are not really seriously working on anything except bg2, still
[19:35:29] <D_T_G> I see, the night in Lonelywood is... so red ])
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[19:37:09] <D_T_G> http://i33.tinypic.com/nq8ldi.jpg
[19:38:12] <lynxlynxlynx> are you sure it's night yet?
[19:39:17] <D_T_G> hm
[19:46:29] <pupnik> i am too stupid to find other strings in BG2 to show a 'save game failed' message. Can't the core send an arbitrary text message to user somehow? This isn't game-specific error.
[19:49:20] <D_T_G> lynxlynxlynx: the time in down left corner does not change at all
[19:50:08] <lynxlynxlynx> pupnik: but it is language specific
[19:50:38] <lynxlynxlynx> D_T_G: you refreshed the tooltip?
[19:50:40] <pupnik> heh oh...
[19:51:22] <D_T_G> lynx, yes it is all the time the hour from save time
[19:52:12] <fuzzie> pupnik: 23554 in bg2
[19:52:31] <lynxlynxlynx> either we don't update the tokens at all (core) or we just don't update the tokens (iwd guiscript)
[19:52:50] <fuzzie> same in bg1, iwd and iwd2
[19:52:54] <lynxlynxlynx> the string needs to be reresolved
[19:53:38] <fuzzie> i think the guiscript updates the time tokens, from memory.
[19:54:47] <fuzzie> pupnik: the trouble with the save game failed string, though, is that it says "Save game failed, do you wish to quit?".
[19:55:26] <fuzzie> and you don't necessarily *see* output strings anyway, for instance with autosaves in cutscenes and the such.
[19:58:15] <fuzzie> one of those things which is much easier to deal with if you only have to care about Windows and OS X.
[19:58:49] <pupnik> gemrb/core/SaveGameIterator.cpp:displaymsg->DisplayConstantString(23544, 0xbcefbc); shows a blank
[19:59:24] <fuzzie> yes, you're not allowed to hard-code strings in the core :P
[19:59:36] <fuzzie> you have to add one of those STR_ things and then add the relevant ref to strings.2da
[20:01:07] <fuzzie> i wonder why we have 55401 (can't save due to lack of control) and not 54404 (can't rest)
[20:02:02] <D_T_G> lynxlynxlynx: do you think now with gemrb and widescreen mod 800x480 would be possible?
[20:02:17] <D_T_G> http://forums.gibberlings3.net/index.php?showtopic=18322
[20:02:30] <pupnik> i was running with 800x480 for alittle bit and it seemed to work
[20:03:17] <D_T_G> so for gemrb drawin "640x0" is not a problem :)
[20:03:19] <fuzzie> D_T_G: as the_bigg says, it is just a question of time-intensive work.
[20:04:13] <D_T_G> oh
[20:04:40] <fuzzie> we could do coordinate stuff, but someone would still have to fix the mod.
[20:07:53] <pupnik> someone from openpandora might do it..
[20:09:51] <D_T_G> from maemo community could be interested too :)
[20:11:11] <D_T_G> http://www.youtube.com/watch?v=v0w8LsDAx6I - heroes of might and magic iii on nokia n900
[20:11:33] <D_T_G> also 'demanded' 800x480 ;)
[20:17:57] <lynxlynxlynx> lots of people demand it
[20:18:16] <lynxlynxlynx> nobody wants it bad enough / has the right mindset to do anything about it though
[20:19:44] <D_T_G> yeah
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[20:26:21] <pupnik> yep
[20:27:11] <Lightkey> und alle so: yeeeaah!
[20:55:14] <Lightkey> a new Neverwinter o_O
[21:04:45] <fuzzie> cool
[21:04:52] <fuzzie> (argh i hate triggers)
[21:04:56] <fuzzie> i wonder where avenger went :/
[21:11:26] <lynxlynxlynx> Five D&D classes will be available
[21:11:39] <lynxlynxlynx> coop dumbassery
[21:13:43] <pupnik> ?
[21:14:53] <lynxlynxlynx> this announced neverwinter
[21:19:00] <fuzzie> no parties?
[21:20:24] <lynxlynxlynx> no specifics
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[21:23:10] <Lightkey> that was probably the smallest ever netsplit on OPN^WFreenode, nothing in other channels
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[22:22:22] <lynxlynxlynx> note to self: remind avenger to recheck the COND_ constants, atleast COND_NEAR and COND_HIT seem to be mixed up according to blade barrier
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[22:59:02] <fuzzie> so i guess my iwd dvd has German on it!
[22:59:07] <fuzzie> this is exciting
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[23:21:11] <Lightkey> lol