#gemrb@irc.freenode.net logs for 23 Dec 2011 (GMT)

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[00:04:21] <-- gembot has left IRC (Quit: buildmaster reconfigured: bot disconnecting)
[00:04:21] <brad_a> alright i got this user permissions mess fixed now i jsut need to configure
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[00:14:02] <tomprince> brad_a: Seems to be working, except running gemrb/gemrb doesn't work for running the test. What should I be running instead?
[00:14:40] <brad_a> oh running the test will take more setup
[00:14:53] <brad_a> i will have to add an argument to the bundle plist
[00:15:11] <brad_a> we should probably do xcode commands instead of cmake
[00:15:17] <brad_a> now that i think about it
[00:16:16] <tomprince> Well, you can look at the builds I ran, to see what it is currently doing.
[00:16:33] <brad_a> im creating a new build scheme for buildbot
[00:17:19] <brad_a> and it will add an argument to the info.plist file for using the minimum test data
[00:19:21] <brad_a> ill have to pick this up later tonight i have to go
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[00:35:23] <tomprince> brad_a: Another option would be to have an option to disable creating a bundle on osx. Although maybe both would be best.
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[04:58:10] <gembot> build #2 of osx-test is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/2
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[08:34:14] <CIA-41> GemRB: 03avenger_teambg * rb04e9eb575d1 10gemrb/gemrb/docs/en/Tables/avatars.txt: small corrections
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[09:37:49] <gembot> build #115 of nmake-msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/115
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[11:44:21] <CIA-41> GemRB: 03lynxlupodian * r3976ebec8252 10gemrb/gemrb/core/Scriptable/Actor.cpp: sabotage combat for illusions (projected image, mislead)
[12:12:35] <gembot> build #320 of autotools clang++ is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/320 blamelist: lynxlupodian@users.sourceforge.net
[12:22:48] <lynxlynxlynx> segfault
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[13:01:45] <Avenger> lol, buildbot segfaulted in building Console.cpp ?
[13:02:33] <Avenger> lynx: are you sure illusions can't hit?
[13:02:56] <Avenger> Aerie in the circus tent says otherwise. Check those werewolves
[13:02:57] <lynxlynxlynx> yes, only simulacrum is a real clone
[13:03:14] <lynxlynxlynx> ugh, they have the illusion sex?
[13:03:21] <Avenger> i'm pretty sure, yes
[13:03:41] <lynxlynxlynx> ok, then it's a problem
[13:03:42] <Avenger> not 100% only 80% :)
[13:04:43] <lynxlynxlynx> they probably are, since you can dispel them
[13:04:55] <Avenger> yes now i'm 100%
[13:05:01] <Avenger> they got 7 (illusionary) as gender
[13:05:18] <Avenger> ar0605
[13:06:36] <lynxlynxlynx> need to find another marker
[13:07:06] <Avenger> what is the problem
[13:07:31] <Avenger> projected image can't attack?
[13:07:31] <lynxlynxlynx> how to distinguish the caster illusions from premade ones
[13:07:41] <lynxlynxlynx> yes, neither mislead
[13:07:49] <Avenger> well, they have puppet id
[13:07:59] <Avenger> and puppet type
[13:09:02] <lynxlynxlynx> yes, but simulacrum has it too
[13:09:16] <Avenger> different type
[13:09:22] <lynxlynxlynx> and it seems a waste to add a new variable just for this
[13:09:42] <lynxlynxlynx> ah, you're right
[13:09:51] <lynxlynxlynx> it reuses param2
[13:13:17] <lynxlynxlynx> do you have time to look at a regression? it's probably pretty simple
[13:13:45] <lynxlynxlynx> map icons are not drawn initially anymore, you have to double toggle them to get them to show up, atleast in bg2
[13:17:21] <Avenger> hmm
[13:18:17] <Avenger> maybe the animation inactive change?
[13:20:27] <Avenger> well, i don't have any problem with worldmap icons, in bg2
[13:20:38] <lynxlynxlynx> no, it happened before that
[13:20:51] <lynxlynxlynx> i mean map icons, not when travelling
[13:21:06] <lynxlynxlynx> ok, maybe icon is a bad name, the notes
[13:21:12] <Avenger> ahh mapnotes
[13:21:47] <Avenger> i see that
[13:22:11] <Avenger> to draw the mapnote pins, the mapcontrol needs a 'value' passed
[13:22:59] <Avenger> maps are not shared yet, i see
[13:23:05] <Avenger> so this happens only in bg2?
[13:23:21] <lynxlynxlynx> let me check
[13:25:37] <lynxlynxlynx> works in pst
[13:25:44] <lynxlynxlynx> iwd2 doesn't display them at all
[13:25:58] <lynxlynxlynx> iwd and bg1 don't support them
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[13:30:23] <lynxlynxlynx> can you reproduce?
[13:30:27] <Avenger> yes
[13:30:48] <lynxlynxlynx> the guiscript hasn't changed since mid 2010 though
[13:31:21] <Avenger> it isn't on first as it should. clicking once turns them off (that's normal). Then clicking second time they appear as they should.
[13:33:24] <Avenger> did mapcontrol change?
[13:33:44] <Avenger> i changed something in setstatus, i think
[13:33:51] <Avenger> but that shouldn't affect this
[13:34:19] <lynxlynxlynx> yes, toggling twice works
[13:34:30] <lynxlynxlynx> maybe they're drawn behind?
[13:35:39] <CIA-41> GemRB: 03lynxlupodian * raf68a33760c5 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[13:35:39] <CIA-41> GemRB: refine last commit: sabotage combat for illusions (projected image, mislead)
[13:35:39] <CIA-41> GemRB: now exclusively these illusions are affected
[13:37:17] <fuzzie> Avenger: it looks like you broke it, i think
[13:40:22] <fuzzie> you changed SetControlStatus to set Value if passed IE_GUI_CONTROL_FOCUSED
[13:40:26] <fuzzie> which means Value gets set to 0
[13:40:31] <fuzzie> which disables the label drawing
[13:57:03] <gembot> build #321 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/321
[14:03:28] <Avenger> ahh, isee
[14:03:50] <Avenger> i had some vague suspicion :D
[14:07:01] <Avenger> lets hope this works: Map.SetStatus (IE_GUI_CONTROL_FOCUSED| IE_GUI_MAP_REVEAL_MAP)
[14:07:25] <fuzzie> dare I ask why SetStatus is messing with Value anyway? :)
[14:08:00] <Avenger> don't you dare :P
[14:08:24] <fuzzie> ok. well, have some chocolate.
[14:09:04] <Avenger> i could only say what lynx said earlier: it seems a waste to add a new variable just for this
[14:09:45] <Avenger> so the focus/mapcontrol value use the same 'generic multipurpose bitfield' in control
[14:11:42] <CIA-41> GemRB: 03avenger_teambg * rac207387639a 10gemrb/gemrb/GUIScripts/bg2/GUIMA.py: fixed the mapnotes glitch
[14:11:45] <Avenger> the fix is easy and painless anyway
[14:11:52] <CIA-41> GemRB: 03avenger_teambg * ra3be23321cab 10gemrb/gemrb/core/Scriptable/Actor.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[14:12:40] <fuzzie> sure, it's just that maybe there are issues for some of the the other 50 SetStatus calls using IE_GUI_CONTROL_FOCUSED..
[14:12:54] <lynxlynxlynx> shhh
[14:13:05] <fuzzie> although ok, i see 3 of those are using IE_GUI_EDIT_NUMBER :)
[14:15:20] <lynxlynxlynx> and as for the ranged equipping from before, i can confirm it
[14:15:51] <lynxlynxlynx> if you switch from a melee weapon to a ranged one in the inventory, the equipping effects of the launcher are applied only when you reequip the ammo
[14:18:35] <Avenger> sux
[14:19:22] <Avenger> hmm ie_gui_edit_number... i hope they also set focus
[14:19:24] <fuzzie> we really know how to make Avenger's day brighter? :)
[14:19:55] <Avenger> fuzzie: i'm not particularly unhappy :) we fixed a few bugs so far
[14:21:02] <Avenger> ah and yes, the edit numbers set focus too
[14:21:10] <fuzzie> i will be computerless until monday or so, but i will take the tablet with me, so i can occasionally come on irc and be unhelpful
[14:21:13] <lynxlynxlynx> don't get my started on my oldest recurring enemy - something is wrong with magic resistance again ;)
[14:21:17] <Avenger> so eveyrthing is happy and shiny :P
[14:21:43] <Avenger> except resistance
[14:22:08] <fuzzie> did you fix the area animations thing, lynxlynxlynx?
[14:22:17] <fuzzie> ah yes, i see you did
[14:22:19] <Avenger> yep, he messed with the flags
[14:22:41] <Avenger> that will probably need more work, i dislike that we need to change n+1 flags
[14:24:33] <Avenger> i wonder if we can find all those !Flags&A_ANI_ACTIVE like errors
[14:25:15] <lynxlynxlynx> i was surprised that no warnings were produced for that
[14:25:32] <Avenger> yep
[14:25:34] <Avenger> me too
[14:25:35] <fuzzie> might be worth running clang with all warnings turned on?
[14:25:39] <fuzzie> unless buildbot does it already
[14:26:01] <lynxlynxlynx> dunno, only -Wcast-align was complaining the last time i checked
[14:26:15] <Avenger> i see only align warnings too
[14:26:30] <Avenger> i don't care much with them until someone complains of crashes, hehe
[14:26:49] <fuzzie> buildbot doesn't seem to pass any warning options to clang
[14:27:11] <Avenger> hmm, so it is only default flags?
[14:27:20] <Avenger> it would worth turning up the heat a bit then
[14:27:57] <fuzzie> ah yes, our cmake config wraps the warnings in CMAKE_COMPILER_IS_GNUCXX
[14:34:08] <lynxlynxlynx> cmake doesn't seem to have any analoguous flags for other compilers
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[16:07:49] <lynxlynxlynx> tomprince: you can try adding an 'or"${CMAKE_CXX_COMPILER_ID}" MATCHES "clang"' to that line
[16:17:26] <CIA-41> GemRB: 03lynxlupodian * rb8d555fa515b 10gemrb/gemrb/core/EffectQueue.cpp:
[16:17:26] <CIA-41> GemRB: improve the ignore-resistance-checks-for-casts-on-self check to also
[16:17:26] <CIA-41> GemRB: include manually selftargetted spells
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[16:22:58] <brad_a> for my clang CMAKE_COMPILER_IS_GNUCXX works fine
[16:23:24] <brad_a> but i have a higher version. possibly heavily modified by apple
[16:30:01] <brad_a> tomprince: we can run the min test via commandline by executing the binary contained inside the appbundle just like any other unix program
[16:30:37] <brad_a> so inside build/gemrb.app/Contents/MacOS/gemrb
[16:30:59] <brad_a> by inside i mean that is the relative path to the binary
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[16:32:03] <gembot> build #332 of autotools g++-4.4.5 is complete: Failure [failed minimal test] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/332 blamelist: lynxlupodian@users.sourceforge.net
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[16:35:58] <brad_a> also if i copy the xcode project to buildbot/osx-test/build/apple so we can build for iOS will it remain there or will it get nuked by some cleaning process?
[16:37:03] <lynxlynxlynx> fuzzie: stunned critters still gulp potions and i know that the question whether scripts for them should run is tricky; should we just check this state in useitem in the interim?
[16:48:01] <brad_a> im not entirely sure buildbot will be able to connect to the windowserver anyway since it is running in a stripped down environment… guess we will find out
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[17:38:29] <gembot> build #333 of autotools g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/333
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[18:04:42] <brad_a> tomprince: command for building iOS: xcodebuild -project osx-test/build/apple/GemRB.xcodeproj -target GemRB\ iOS -sdk iphoneos5.0 -arch armv7
[18:12:22] <brad_a> grr. i have to update my libsdl because of the thread naming >_<
[18:14:10] <tomprince> brad_a: You should commit the project, or put it somewhere I can grab it.
[18:15:12] <lynxlynxlynx> no reason not to have it in the repo
[18:15:29] <brad_a> ok then ill add it
[18:16:56] <tomprince> brad_a: Looks like you haven't restarted the slave.
[18:17:05] <brad_a> odd
[18:17:10] <brad_a> it was never shutdown
[18:17:17] <brad_a> jsut disconnected
[18:17:31] <tomprince> It must not have noticed that it was disconnected.
[18:18:02] <brad_a> whats the command to start it again?
[18:19:58] <tomprince> buildslave restart <build-dir>
[18:26:45] <tomprince> brad_a: The ios test is ready to go, once you commit it.
[18:27:05] <brad_a> well like i said i need to build a new libsdl for it to compile successfully
[18:27:45] <brad_a> i havent built for ios since the changes to the openal plugin
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[18:30:59] <tomprince> 2
[18:31:55] <tomprince> brad_a: http://buildbot.gemrb.org/builders/osx-test/builds/4/steps/git/logs/stdio
[18:32:32] <brad_a> ok so it does nuke even untracked files i see
[18:32:51] <brad_a> moot since i will be commiting the project
[18:33:14] <brad_a> ill have to commit this cleanup work too so it will be a while
[18:34:14] <tomprince> np.
[19:25:49] <gembot> build #329 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/329
[20:08:52] <CIA-41> GemRB: 03bradallred * r5544b3c58ab9 10gemrb/ (5 files in 4 dirs):
[20:08:52] <CIA-41> GemRB: CocoaWrapper: separate iOS and mac code.
[20:08:52] <CIA-41> GemRB: the wrapper will be doing more than just making an app bundle.
[20:08:52] <CIA-41> GemRB: 03bradallred * rb043f627ed9e 10gemrb/apple/CocoaWrapper/ios/ (4 files in 2 dirs):
[20:08:52] <CIA-41> GemRB: CocoaWrapper (iOS): add a controller class to display a pre-launch interface for configuring gemrb.
[20:08:53] <CIA-41> GemRB: The controller will run a runloop before calling the gemrb main function with -c flag containing the path to the selected config file.
[20:08:54] <CIA-41> GemRB: 03bradallred * r688955055800 10gemrb/apple/CocoaWrapper/ios/ (CocoaMain.m nibs/GEM_ConfController-iphone.xib): CocoaWrapper (iOS): add iPhone interface for the configuration interface. (was previously iPad only)
[20:08:54] <CIA-41> GemRB: 03bradallred * r50bc8f5eba36 10gemrb/apple/CocoaWrapper/mac/CocoaWrapper.m: CocoaWrapper (mac): fix compiler warnings about unused parameters.
[20:08:55] <CIA-41> GemRB: 03bradallred * r05dc2d5514b1 10gemrb/apple/ (6 files in 5 dirs): Add xcode project complete with both mac and iOS targets.
[20:31:56] <CIA-41> GemRB: 03bradallred * rfc3fc958046c 10gemrb/ (3 files in 3 dirs): Cocoa Wrapper: separate iOS keyboard code from SDLVideo mac wrapper.
[20:36:16] <brad_a> tomprince: i removed those 2 directories if you want to try building again
[20:41:44] <gembot> build #318 of autotools g++-4.5.2 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.5.2/builds/318 blamelist: bradallred@me.com
[20:43:19] <brad_a> not sure whats going on here ^
[20:44:03] <brad_a> segfault?
[20:47:32] <brad_a> looks like i need to actually install valgrind somewhere for the buildbot
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[20:52:03] <Beholder> hi all
[20:52:06] <brad_a> hello
[20:52:22] <brad_a> make install for valgrind doesnt appear to work on os x...
[20:52:59] <brad_a> it completes successfully but it doesnt appear to install in a default path
[20:53:58] <brad_a> oh
[20:54:00] <brad_a> vgrind
[20:54:02] <brad_a> not valgrind
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[21:07:07] <Beholder> Anyone tried to use SDL with Opengl ES?
[21:09:13] <brad_a> im not sure what you mean
[21:12:21] <brad_a> be back in 15 min
[21:15:57] <Beholder> I tried to create app that used SDL1.3 with OpenGL ES calls, but get only black screen. No any drawing and no errors. But with 'full' OpenGL app works fine.
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[21:17:28] <Beholder> I can't find any examples to do this properly.
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[21:28:25] <brad_a> Beholder: is there a reason to use ES? (i know nothing about opengl)
[21:28:33] <brad_a> faster?
[21:29:39] <tomprince> brad_a: http://localhost:9010/builders/ios-test/builds/1/steps/compile/logs/stdio
[21:30:20] <brad_a> ah
[21:30:29] <brad_a> forgot to commit the config.h file
[21:32:02] <Beholder> brad_a, interesting for me. May be i'll create remake of my game for new smartphones
[21:33:40] <CIA-41> GemRB: 03bradallred * r276fbaa522a5 10gemrb/apple/config.h: apple build: add config.h for mac/ios
[21:35:14] <brad_a> i hope this isnt a problem: "Couldn't open shared capabilities memory GSCapabilities (No such file or directory)"
[21:35:33] <brad_a> i have no idea what it means
[21:53:16] <tomprince> brad_a: http://buildbot.gemrb.org/builders/ios-test/builds/2/steps/compile/logs/stdio
[21:53:25] <tomprince> (Python.h)
[21:53:42] <brad_a> yup
[21:53:57] <brad_a> ok ill get that in a bit im still rebuilding the sdl stuff
[21:54:18] <tomprince> If you are watching the buildbot, I won't ping you here. :)
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[21:58:51] <brad_a> im not sure the best way to make it find the headers
[21:59:09] <brad_a> if the code were looking for <Python/Python.h> it would be fine as is
[21:59:55] <brad_a> i guess i can add a symbolic link in the apple directory and add those links to the search path
[22:01:02] <tomprince> Can you not just set the proper include paths?
[22:01:31] <tomprince> I don't have a Python/Python.h I have /usr/include/python2.6/Python.h and /usr/include/python3.1/Python.h here.
[22:03:49] <brad_a> let me try something
[22:04:34] <brad_a> i manually had to install the headers for ios
[22:04:44] <brad_a> i [put them in python not python2.7
[22:05:31] <brad_a> ok i renamed python to python2.7
[22:11:49] <brad_a> tomprince: i dont know what to do to make it search for python.h there
[22:12:15] <brad_a> renaming to python2.7 doesnt seem to be magic
[22:13:08] <brad_a> i guess we can try again tho
[22:14:21] <brad_a> crap. i think i accedently nuked part of the SDK >_<
[22:15:27] <brad_a> yup
[22:19:55] <brad_a> time to find out how quickly time machine works over the internet...
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[22:22:56] <brad_a_> ok SDK fixed
[22:23:47] <gembot> build #341 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/341
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[22:35:38] <brad_a> ok i think i have a solution
[23:00:22] <brad_a> tomprince: shouldnt -I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk/usr/include/python work?
[23:00:35] <brad_a> it doesnt but i have no idea what im doing wrong
[23:17:14] <brad_a> im seriously starting to get irritated :-/
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