#email@example.com logs for 23 Dec 2012 (GMT)Archive Today Yesterday Tomorrow
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[04:54:17] <ermo> I'm curious, are WeiDU mods supposed to work for GemRB or is the idea that it gets a lot easier to handle stuff that was previously hardcoded into the windows executable?
[04:54:36] <ermo> (those two are not neccesarily opposites, I know)
[04:55:00] <ermo> and fwiw, tonight I've managed to get gemrb to build on f17 x86_64
[04:55:11] <ermo> by tweaking the included spec file (which is out of date)
[04:55:40] <tomprince> Depends on the mod. IF they don't touch the exe then they should just work.
[04:55:49] <ermo> is everyone here on either debian or OpenSUSE?
[04:55:57] <ermo> oh, ok, that's nice to know
[04:56:29] <tomprince> And, we support/are supported by the widescreen mod.
[04:56:54] <ermo> so in theory, I could do a BGT install with selected mods on top of GemRB, provided that I pay attention to whether the mods touch the exe?
[04:57:49] <ermo> one last quick question: is the current git master BG:EE data compatible? I read sth about 0.7.3 (which hasn't yet been tagged AFAICT) supporting BG:EE data?
[04:58:00] <tomprince> Yes. Some of the stuff that the mods touch the exe, we have data files for. Starting experience, for sure).
[04:58:24] <tomprince> I don't know what the current status of that is. Avenger would be the one to ask.
[04:58:32] <ermo> GemRB has come pretty far at this point, haven't it?
[04:58:39] <tomprince> (If you stick around, he should see that Q)
[04:58:40] * ermo has kept half an eye on it for some time
[04:59:04] <ermo> I have low-powered IGP systems which can't run BG:EE due to the Intel driver snafu
[04:59:35] <ermo> and since my home server and my laptop also run fedora, I figured 'why the hell not'
[05:00:39] <tomprince> patches welcome, for the spec.
[05:00:48] <tomprince> I think most people just install from source
[05:00:56] * tomprince goes to bed
[05:01:11] <ermo> Yeah, looking at the included cfg files, that would seem to be the case =)
[05:01:28] <ermo> tomprince: sweet dreams and thanks for the quick run-down
[05:01:32] * ermo heads off as well
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[13:42:15] <ermo> lynxlynxlynx: ping? Will a BGT play-through be possible on GemRB git master?
[13:42:57] <ermo> (my apologies if this is considered a 'when will v1.0 be released'-like question)
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[14:01:28] <lynxlynxlynx> afaik it already is
[14:01:58] <lynxlynxlynx> we've tested mostly individual games though
[14:03:25] <lynxlynxlynx> i think you only need to modify gemrb/unhardcoded/bg2/clskills.2da to adjust the starting xp back to 0
[14:06:04] <ermo> cool
[14:06:44] <ermo> any of you guys on linux use fedora? Or is it all debian-based or OpenSUSE? I adapted the OpenSUSE build service .spec file for f17 last night
[14:07:58] <ermo> lynxlynxlynx: and what about BG:EE? In your todo-notes, you metion 0.7.3 and BG:EE compatibility -- is that in git master, or is it still pending?
[14:08:12] <ermo> (don't mean to sound pushy -- just very interested =) )
[14:10:26] <lynxlynxlynx> doesn't fedore have a package for gemrb?
[14:10:42] <lynxlynxlynx> anyway, i'm not on either of those two
[14:11:26] <lynxlynxlynx> bgee compatibility is mostly there - they didn't change that much
[14:11:44] <lynxlynxlynx> but this is in the data sense, eg. the new npcs and quests should work
[14:12:32] <lynxlynxlynx> i'm focusing on iwd2 atm, so it's waiting for people that already have bgee
[14:15:13] <ermo> roger
[14:15:31] <ermo> too bad about the hosting issues G3 are having :/
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[15:13:45] <chiv> so then, turns out my tower had a nice big dust carpet inside it. asking it to run valgrind pushed it that tiny bit too far. I really should keep a closer eye on that...
[15:16:14] <lynxlynxlynx> is it ok?
[15:16:31] <chiv> i let it cool of overnight, seems alright so far
[15:17:09] <lynxlynxlynx> interrupt valgrind next time, so it can cool down a bit in the middle too
[15:17:42] <ermo> chiv: your tower cooler or your entire tower?
[15:17:49] <chiv> id be surprised it it happened again - when I say a carpet, it really was a carpet
[15:18:03] <chiv> I ... used to care a lot more than I do now
[15:18:23] <ermo> it's sign of old age sneaking up on you
[15:18:40] <ermo> (been there, done that, have the T-shirt)
[15:19:42] <chiv> no! it cant surprise me! ow my knees...
[15:33:14] <ermo> *snicker*
[15:40:58] <chiv> no fireworks yet, but I can now see the animation timing is a bit off... lots of moonwalking going on
[16:18:16] <chiv> hmph, it refuses to crash under valgrind
[16:21:48] <lynxlynxlynx> it has its own memory handling library
[16:22:05] <lynxlynxlynx> the causes are likely recorded in the log anyway
[16:28:10] <chiv> oh ok, well i have a nice fat log
[16:33:50] <lynxlynxlynx> look for illegal writes
[16:34:13] <lynxlynxlynx> use -R if you're reading with less, so the coloring isn't in the way
[16:34:56] <chiv> there are lots of invalid reads
[16:36:08] <chiv> http://pastebin.ca/2296083 <--- usually followed by a std::vector
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[16:44:56] <lynxlynxlynx> because you didn't use the suppression file
[16:45:20] <lynxlynxlynx> but those are nicely detached at the start
[16:46:04] <chiv> thats wierd, I must have got the path wrong
[16:46:24] <lynxlynxlynx> Response::Execute and the TIS one are worth checking
[16:47:04] <lynxlynxlynx> i investigated the first before the last release, since i hit it when debugging something wierd from traveler. But with no success.
[16:47:11] <lynxlynxlynx> the other one i haven't seen before
[16:47:48] <ermo> as an aside, I was under the impression that less could read colors if you set up and export a LESS=' -R ' variable in your .bashrc or similar...
[16:48:15] <lynxlynxlynx> that's what i said :)
[16:48:52] * ermo rereads and acknowledges
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[17:10:30] <ermo> Cuvieronius: You are Cuv on the BG:EE forums, right?
[17:58:42] <chiv> I havent been able to grasp what is wrong in the code, but using the good old fashioned murder key I have narrowed it down to a specific actor
[18:18:04] <lynxlynxlynx> so you managed to get a crash?
[18:18:40] <chiv> only when out of valgrind, but happens everytime unless I kill one particular thug
[18:18:48] <chiv> so I guess it is something with his script
[18:20:01] <lynxlynxlynx> could very well be, if the response one is the culprit
[18:20:18] <chiv> I havent really found that many game breakers in pst so far, most are just annoyances/lacking features
[18:28:36] <lynxlynxlynx> cool
[18:29:21] <chiv> the only really dissapointing one was not being able to change to a mage after doing mebbeths chores
[18:36:13] <lynxlynxlynx> sounds like an action bug
[18:36:42] <lynxlynxlynx> iirc all the games have class changing actions, but i doubt they were used, so their state in gemrb is not tested
[18:37:33] <lynxlynxlynx> tno is supposed to be an ugly mix between a d/c and m/c char, so there's bound to be more problems
[18:37:58] <chiv> well, it doesnt even get as far as that - you just dont get the dialogue option
[18:38:31] <lynxlynxlynx> then it's definitely an action bug; ok, slight chance of it being dialog related
[18:39:52] <chiv> but i didnt even think of how it is implemented in the cre..
[18:46:06] <chiv> hows it going with iwd2 anyway?
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[18:56:48] <lynxlynxlynx> good, finishing the first to-hit rewrite (similar to the ac one)
[18:57:15] <lynxlynxlynx> the weaponinfo struct is next and then there can be some additional cleanup
[18:57:31] <lynxlynxlynx> plus the second page of guirec will work practically fully
[19:04:21] <chiv> if its playable, i dont mind playtesting that as well
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[19:05:59] <lynxlynxlynx> you'd go nuts, the inventory is partially borked, the action bar significantly, new chars can't cast ...
[19:07:17] <chiv> hah, still a bit rough then
[19:07:17] <lynxlynxlynx> oh and you can't even enter a critical house in the upper town, not even with jumping, so it'd be over quick without hackery
[19:08:25] <lynxlynxlynx> more than pst from a user perspective
[19:47:46] <chiv> I think I have found a first genuine game path breaker in pst: you can convince Soego to leave his room, but you can't search his belongings
[19:48:21] <chiv> that would leave you stuck in the dead nations with no choice but to kill everything
[19:48:44] <chiv> except, the door doesnt close behind you when it should, so you can just walk out anyway...
[19:52:07] <lynxlynxlynx> please add area codes and/or cre names to whatever you report
[19:52:19] <lynxlynxlynx> they're both in the dumps
[19:53:38] <chiv> ok, ill update my wiki entries
[20:04:46] <lynxlynxlynx> oh, that list is not that long, good :)
[20:05:29] <chiv> yes, like i said, not much is actually wrong
[20:06:07] <chiv> but the things that are wrong, are quite painful...
[20:14:27] <chiv> there were also, and I am adding, alot of minor problems, so I am trying to save the bold print for the worst bugs
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[20:19:12] <lynxlynxlynx> write whatever you find
[20:19:28] <lynxlynxlynx> small issues are nice when you don't have time or will or for newcomers
[20:20:11] <chiv> as in you can say "known issue" ;) ?
[20:21:19] <lynxlynxlynx> that too
[20:21:46] <lynxlynxlynx> having the same stuff reported multiple times both confirms it and gives greater incentive for fixing it
[20:23:12] <chiv> I think just having it penned down somewhere is probably half the battle
[20:23:45] <chiv> takes a lot of time to actually just sit and play the game
[20:27:16] <lynxlynxlynx> especially your way
[20:27:49] <chiv> heh, at least this way I can load a clean save into grb and carry on
[20:32:07] <chiv> essentially, i am just playing the normal game, and then zipping through with gemrb to see how it keeps up
[20:37:25] <chiv> its doing pretty well
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