#gemrb@irc.freenode.net logs for 23 Jan 2013 (GMT)

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[08:42:57] <miha> lynxlynxlynx: i downloaded baldur gate demo, but android app just closes. no crash though.
[08:43:05] <miha> do i need to edit config or sth?
[08:47:46] <lynxlynxlynx> quite possibly
[08:47:46] <lynxlynxlynx> the app is supposed to make one for you
[08:47:46] <lynxlynxlynx> anyway, check GemRB.log where the demo is installed
[08:47:46] <lynxlynxlynx> it probably has useful errors
[08:47:46] <lynxlynxlynx> just pastebin it here
[09:06:39] <miha> damn android 4.x and linux
[09:06:49] <miha> it doesnt show me all files of storage in nautilus
[09:06:53] <miha> i see them in terminal
[09:58:10] <lynxlynxlynx> heh
[10:11:19] <edheldil> 'show hidden files' in nautilus does not work?
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[10:17:00] <fuzzie> This is probably MTP.
[10:22:23] <edheldil> MTP?
[10:23:49] <fuzzie> Heh. :P
[10:24:24] <fuzzie> Media Transfer Protocol, aka Microsoft's horrible protocol for transferring objects around.
[10:27:05] <fuzzie> So all the implementations are generally pretty flaky and odd.
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[10:30:10] <fuzzie> But it's become the standard way of mounting devices, alas, because USB mass storage isn't very helpful if the device wants to keep the filesystem mounted itself.
[10:31:00] <edheldil> never heard of it :)
[10:31:31] <fuzzie> Count yourself lucky. :-)
[10:33:58] <edheldil> sounds like NFS / Samba
[10:34:13] <fuzzie> Except far far less useful.
[10:35:42] <lynxlynxlynx> why would you want to keep it mounted on both ends?
[10:36:31] <fuzzie> Because usually there are applications running on the device which have files from it open.
[10:37:55] <miha> #android folks told me to try http://www.webupd8.org/2012/12/how-to-mount-android-40-ubuntu-go-mtpfs.html but then tablet's battery was empty
[10:37:55] <Seniorita> How To Properly Mount Android 4.0+ Devices In Ubuntu Using Go-mtpfs ~ Web Upd8: Ubuntu / Linux blog
[10:38:16] <miha> some new 'unstable' version
[10:57:35] <traveler__> I've heard of MTP in the sense 'stay damn away from it'
[10:57:46] <traveler__> i;m speaking of media players
[11:02:13] <miha> traveler__: well google is only using MTP now, cause old USB drive only allowed to lock whole drive, so android couldnt use sdcard, when it was mounted on computer. MTP allows locking of file only for duration necessary
[11:02:30] <miha> so MTP does make sense, hope it gets better linux support though
[11:03:36] <fuzzie> I don't think MTP ever makes sense. :P
[11:04:49] <miha> :)
[11:04:50] <traveler__> i don't know, i've mount my android phone on freebsd as normal fat storage
[11:04:54] <traveler__> same for media player
[11:04:56] <edheldil> the mention in today's Eternity update of tilesets being used when developing IE games is interesting
[11:05:05] <traveler__> never had second thoughts about mtp
[11:05:12] <miha> traveler__: but could your android apps access storage when it was mounted to pc?
[11:05:36] <traveler__> why would i want to do that?
[11:05:45] <traveler__> i mount it to pc to acces to storage from pc?
[11:06:15] <miha> yes, but then you have to mount/unmount all the time. with MTP it can just be connected all the time and it should work :)
[11:06:19] <traveler__> i just awoke so can bit a bit slow
[11:06:25] <traveler__> bahhh
[11:06:32] <traveler__> superfluous
[11:06:46] <traveler__> i /rarely/ mount when i need something
[11:07:01] <traveler__> i don;t want to have phone hanging from usb all the time
[11:07:12] <traveler__> *can be a bit
[11:07:16] <miha> traveler__: that's you. i try to develop android apps :)
[11:07:41] <miha> easiest to see app state is to mount.. see files on sdcard.. unmount, recompile, run again
[11:07:58] <traveler__> godspeed then
[11:07:59] <miha> i do mount/unmount quite often
[11:10:40] <fuzzie> there's not too much point discussing it, MTP is the reality for almost all new devices
[11:10:59] <fuzzie> especially since they often have 16gb+ of internal storage anyway
[11:11:24] <fuzzie> so you're stuck with it.
[11:12:12] <fuzzie> edheldil: I guess it would be an insane amount of work to do otherwise.
[11:13:15] <fuzzie> As long as it's not about 'tilesets which we've hard-baked into the engine and so you can't customise' then using building blocks seems like it'd always be the sensible approach.
[11:15:31] <edheldil> yes, it's clear from some interior layouts they were done that way, but it'd be interesting to know how those tiles looked. E.g. something like in NWN?
[11:16:02] <edheldil> what hard-baked tilesets do you mean?
[11:16:12] <fuzzie> well, NWN's tilesets were hard-baked, for example
[11:16:38] <fuzzie> you couldn't customise anything, they were a fixed size, there was very little flexibility
[11:17:16] <edheldil> they were fixed size, yes, but you could have your own and mix them
[11:17:18] <fuzzie> while if you're just using them as input for your modelling tool then you can have them be any size you want, at any positions you want, and you can massively customise them after your first prototype is done
[11:17:28] <fuzzie> which is what the Eternity post seems to be talking about
[11:17:52] <edheldil> ye, sure
[11:18:12] <fuzzie> but that's all I meant :)
[11:18:21] <DrMcCoy> edheldil: Well, at first, you couldn't mix tilesets in NWN. One tileset per area. All that tileset magic came later :P
[11:18:31] <traveler__> fuzzie: as far i know rockbox doesn't support mtp, and certainly does support more than 16 gb players
[11:19:02] <traveler__> well ok, it has it as option
[11:19:05] <fuzzie> traveler__: yes, *almost all* new devices. if you hack it with rockbox, sure, you're in the tiny minority, well done :)
[11:19:11] <traveler__> but usually recommended to not turn it on
[11:19:41] <traveler__> you mean that new devices do not have option to turn off mtp?
[11:19:44] <traveler__> that sucks if so
[11:19:55] <fuzzie> when running their standard OSes? definitely not
[11:20:00] <fuzzie> I mean, how would that work?
[11:20:50] <traveler__> switch between msc and mtp
[11:20:52] <traveler__> as usual
[11:21:14] <fuzzie> a larger majority of devices are just phones anyway
[11:21:20] <traveler__> speaking of media players
[11:21:36] <traveler__> don't know much about phony phones ;)
[11:21:38] <fuzzie> (or ipod touch)
[11:23:50] <fuzzie> yeah, but they are, alas, the future
[11:24:09] <traveler__> i'm afraid so
[11:24:44] <traveler__> they are thinking about evolution of rockbox to be just android app already
[11:26:28] <traveler__> i like my phone, but so far for listening music I like ridiculously cheap, small, and low hassle/maintenance device as e.g. clip+ with emphasis on cheap as in trashing it around in gym bag, pocket etc
[11:29:08] <traveler__> this is almost as scary, as relatively respected audio speakers brands just demoted to be badges on new laptops (Harman Kardon, Altec Lansing etc)
[11:29:43] <traveler__> selling just aura of superiority without even proper product
[11:30:05] <traveler__> ok, rant off
[11:34:14] <fuzzie> Myself I refuse to spend more than 5eur on either a media player or a phone.
[11:41:10] <traveler__> mhm but i've got pulled in in whole 'my own ripped cds - proper quality sound' thing. but yes, few years ago nobody had problem with listening cassette walkmans and certainly most media players offer better quality now, so i get your point
[11:42:17] <traveler__> but for your 5eur phone you are either paying for it in your phone rate or buying used half working ones and spending time to fix them?
[11:42:52] <miha> you can get basic phone without carrier for 10-20 €
[11:42:58] <miha> not sure about 5€
[11:43:17] <traveler__> sounds about similar here
[11:56:15] <fuzzie> Or not buying phones. :)
[11:57:38] <fuzzie> You can get them fairly cheaply here if you are patient and look carefully for discounts+moneyback though.
[11:58:50] <miha> 20€ too much for a phone? geez.
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[13:33:50] <miha> log from my android gemrb http://pastebin.ubuntu.com/1562941/ (didnt set anything, but shouldnt i get demo??)
[13:33:51] <Seniorita> Ubuntu Pastebin
[13:34:47] <miha> btw there really should be some android config gui :)
[13:34:50] <fuzzie> hm
[13:35:42] <fuzzie> you're missing stuff
[13:35:53] <miha> fuzzie: i clicked on download baldur's gate demo
[13:35:59] <miha> it was downloading
[13:36:01] <fuzzie> yeah, you're missing gemrb stuff
[13:36:15] <fuzzie> jni/application/gemrb/AndroidData/ has two zip files which aren't enough
[13:36:22] <fuzzie> they're old and they don't include unhardcoded/
[13:36:34] <miha> oh ok
[13:37:05] <miha> so what to download?
[13:38:32] <fuzzie> you have to update the zip files and rebuild I guess
[13:38:59] <fuzzie> can't take a look to see in more detail right now, sorry
[13:39:05] <miha> i did copy whole gemrb git folder
[13:39:15] <miha> so make zip :)
[13:39:17] <miha> ok
[13:39:36] <fuzzie> it probably just unzips them onto your device
[13:39:42] <fuzzie> so you can probably just find that place on your device
[13:39:56] <fuzzie> and replace the GUIScripts/ and override/ directories with the ones from the git tree, and copy unhardcoded/ into the same place
[13:40:32] <fuzzie> (usually this kind of thing is under app-data on sdcard, looks like app-data/net.sourceforge.gemrb/ )
[13:40:53] <miha> fuzzie: i can build again
[13:40:56] <fuzzie> you must *replace* though, so delete the old ones
[13:40:57] <miha> so i just zip?
[13:41:21] <fuzzie> otherwise you have to look at the existing zip files, work out their contents, make new ones, add an unhardcoded one too, add that to the .cfg and rebuild.
[13:41:51] <fuzzie> to me that sounds kind of tricky and annoying to do
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[13:43:54] <fuzzie> it seems pretty weird though, since any automated builds would have to replace these files every time
[13:44:15] <fuzzie> is there a magic script or something in the files which were provided?
[13:44:46] <fuzzie> I guess not, just the note that you have to update them in the instructions.
[13:44:56] <fuzzie> So if you did that already then I guess it's just a matter of adding the hardcoded dir too.
[13:46:24] <miha> i managed to update guiscripts... the other zip i managed to erase (but has some more things, apart from unhardcoded)
[13:46:56] <miha> how can i get back git version?
[13:47:34] <fuzzie> 'git checkout AndroidData/filename.zip'
[13:51:53] <miha> ok
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[14:45:19] <hadrian_> Hi. Where should I report bugs/glitches? I am running gemRB on windows with modded Bg2.
[14:48:51] <miha> http://sourceforge.net/tracker/?group_id=10122&atid=110122 (i'm not part of this team, so dunno)
[14:48:52] <Seniorita> SourceForge.net: GemRB Game Engine: Bugs
[14:51:15] <hadrian_> Ok thanks.
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[15:07:59] <traveler__> you can also ask directly on irc if this is known problem
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[15:09:23] <lynxlynxlynx> hadrian_: here
[15:11:36] <traveler__> because tracker does not have some known problems and some reported on it are already fixed but left open
[15:12:23] <hadrian_> ok here you go :)
[15:12:39] <hadrian_> note that this might be related to me having a modded bg2 …
[15:12:56] <hadrian_> First of all, widescreen mod or resolutions other than 800×600 cause problems
[15:13:31] <traveler__> were widescreen applied in gemrb mode?
[15:13:37] <Seniorita> [wiki] developers:mods - [Medium] http://www.gemrb.org/wiki/doku.php?id=developers:mods&rev=1358953728&do=diff
[15:13:49] <traveler__> iirc there were something like this in it
[15:14:12] <hadrian_> I don’t know
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[15:14:44] <hadrian_> How do I apply widescreen in gembr mode?
[15:14:50] <lynxlynxlynx> you'll have to be much more specific if you want any help
[15:15:12] <lynxlynxlynx> gemrb mode is just a handy way to get more versions, the normal one is fine as well
[15:15:38] <hadrian_> I simply changed resolutions in gemrb.cfg
[15:15:48] <traveler__> maybe he is speaking of broken gui?
[15:16:06] <hadrian_> yes, it is a gui-problem. Want screenshots ? ;-)
[15:16:15] <fuzzie> if you applied widescreen mod to your data, you must have exactly the same resolution in your gemrb.cfg
[15:16:50] <fuzzie> if you didn't apply widescreen mod to your data then you can only use the default bg2 resolutions (640x480, 800x600, 1024x768, etc)
[15:17:02] <hadrian_> Ah. I will try that. brb
[15:17:10] <lynxlynxlynx> tomprince: what's up with the windows build slave?
[15:19:24] <traveler__> just for clarity, if you say 'widescreen mod' we were assuming http://www.gibberlings3.net/readmes/readme-widescreen.html not just chanign resolution in cfg
[15:19:25] <Seniorita> Widescreen modification for HoW, IWD2, PST, TotSC, SoA and ToB
[15:21:07] <hadrian_> Yes of course :)
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[15:22:44] <hadrian_> Ok. Got both the original and gemRB on 1280×720, still got GUI glitches
[15:23:14] <fuzzie> so, yes, screenshot please
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[15:24:02] <hadrian_> http://web.student.tuwien.ac.at/~e0302966/tmp/gemrb%20bug1.png
[15:24:29] <hadrian_> (this is dialog mode)
[15:24:35] <gembot> build #201 of nmake-msvc++6 is complete: Exception [6exception git] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/201 blamelist: Jens Granseuer <jensgr@gmx.net>, Avenger <avenger_teambg@users.sourceforge.net>, Brad Allred <bradallred@me.com>, Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>, Edheldil
[15:24:35] <gembot> <edheldil@users.sourceforge.net>, chiv <chilvence@gmail.com>, Laurie Chilvers <chilvence@gmail.com>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>
[15:24:41] <Seniorita> Buildbot: nmake-msvc++6 Build #201
[15:24:43] <fuzzie> is it broken in non-dialog mode?
[15:25:03] <hadrian_> yes but also in normal mode, I have no buttons on the bottom side of the GUI
[15:25:05] <fuzzie> it looks very much like incorrect widescreen mod from that
[15:25:21] <traveler__> yes
[15:25:24] <fuzzie> but maybe you have other mods which did further modifications
[15:25:49] <fuzzie> do you have a list (e.g. weidu log)?
[15:26:18] <edheldil> I deny any blame for ^^^
[15:26:21] <edheldil> ;-)
[15:26:21] <hadrian_> Yes.. but I suggest reinstalling widescreen first, it is list on my list
[15:26:31] <hadrian_> *last
[15:28:07] <hadrian_> Hm. Widescreen setup offers me to install a gemRB version :)
[15:29:08] <fuzzie> that just allows you to have more complex setups
[15:29:10] <hadrian_> Works!
[15:29:39] <fuzzie> so, not mandatory, is helpful
[15:30:06] <hadrian_> So maybe my previous widescreen install simply was not 1280×720 as I assumed?
[15:30:42] <fuzzie> that is the usual problem :)
[15:31:04] <fuzzie> there might be some way we can detect that and give a warning
[15:31:22] <lynxlynxlynx> tomprince: thanks, you're of great service :)
[15:32:10] <hadrian_> Anyways, thank you! Want some other glitches?
[15:33:24] <brada> are they real? :p
[15:34:11] <hadrian_> Hm. I’ll leave that to you to decide.
[15:34:20] <brada> ok go ahead :D
[15:34:29] <hadrian_> This is a minor one, paperdolls in the inventory have pink shadow.
[15:34:31] <fuzzie> if you have a bg1-in-bg2 mod then you probably already have issues due to that, e.g. starting XP/level
[15:34:51] <hadrian_> Yes. That.
[15:35:22] <lynxlynxlynx> oh
[15:35:28] <lynxlynxlynx> we can now simply fix the mods
[15:35:33] <fuzzie> it's a bit difficult for us to do much about, since the mods just hack the original exe and don't leave us any hints
[15:35:39] <fuzzie> but yes, we should bother mod authors perhaps
[15:36:06] <lynxlynxlynx> just one line of weidu, but you have to copy the file there first
[15:36:10] <hadrian_> Also, I can hear footsteps all the time, seems like they are played whatever range people are.
[15:36:39] <fuzzie> hadrian_: did you build gemrb yourself?
[15:36:47] <hadrian_> Walking speeds seem to be a bit slower than in the original game.
[15:36:55] <hadrian_> No, I got the Win32 binaries.
[15:37:09] <lynxlynxlynx> slower??
[15:37:17] <lynxlynxlynx> has to be a first
[15:37:19] <fuzzie> that is a new complaint :-)
[15:37:29] <hadrian_> Yes. And the clock is running faster than in the original.
[15:38:29] <hadrian_> Although walking speeds are hard to say, might be ok.
[15:39:47] <hadrian_> Definitely slower if you ask me. Amber, who is wearing the modified boots of speed is about the rate of original.
[15:40:22] <hadrian_> Also, invisible characters (group members) can’t be click-selected.
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[15:42:49] <hadrian_> Party member HP are permanently displayed above their heads (might be WAD)
[15:44:17] <brada> you should have tried gemrb without mods first
[15:44:37] <fuzzie> latter definitely not intended :P
[15:45:34] <lynxlynxlynx> hadrian_: hp: just a config option you have set in baldur.ini
[15:45:59] <lynxlynxlynx> HP Over Head=0
[15:46:10] <lynxlynxlynx> add/change that
[15:46:33] <lynxlynxlynx> selection of invisibles was fixed, so you need a newer build
[15:49:14] <brada> tomprince: is there anyway you could make the mac buildbot build one job at a time?
[15:49:24] <lynxlynxlynx> hadrian_: freshly out of the oven: http://sourceforge.net/projects/gemrb/files/Buildbot%20Binaries/Windows/nmake-vs10/GemRB-nmake-vs10-v0.7.2-506-gad8000f.zip
[15:49:25] <Seniorita> Download GemRB Game Engine from SourceForge.net
[15:49:31] <brada> i keep turning the buildslave off because it hogs all the cpu
[15:50:01] <brada> by all i mean enought to make 1080p video playback stutter
[15:50:15] <lynxlynxlynx> can't you make it run at a lower priority?
[15:53:09] <brada> i tried that not too long ago it didnt have enough of an effect
[15:53:19] <brada> maybe that coupled with 1 job at a time tho
[15:53:49] <brada> lots of HD activity from 2 builds
[15:55:34] <brada> lynx: i dont suppose the head of mbfonts magically fixed your problem? :p
[15:59:05] <fuzzie> How much CPU do you use playing 1080p video normally?
[16:01:56] <hadrian_> @lynxlynxlynx: Thank you, clicking invisibles is working now.
[16:02:01] <lynxlynxlynx> need to try
[16:02:15] <hadrian_> However this build seems to have a problem with dual class characters.
[16:03:17] <hadrian_> I think character selection circles should be 2 or 3 pixels higher
[16:03:36] <hadrian_> But don’t get me wrong, it is awesome :)
[16:03:48] <fuzzie> the circles are based on the heightmap, so they differ by where you stand
[16:04:12] <fuzzie> (they might well be a pixel or two off in gemrb though. no idea either way.)
[16:05:36] <hadrian_> Ok. Lets check a flatland savegame
[16:05:53] <fuzzie> shall leave questions about dual classing to lynx :p
[16:06:35] <lynxlynxlynx> that's fine, i'm already immune
[16:07:19] <lynxlynxlynx> their blood&tear requirements have long been fulfilled
[16:07:35] <lynxlynxlynx> only TNO remains as a class horror
[16:07:58] <hadrian_> Hehe. Dual-classed characters have −1 experience in their old class
[16:08:05] <lynxlynxlynx> brada: boom == nope
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[16:08:37] <tomprince> brada: done
[16:08:38] <lynxlynxlynx> ok, then simply a table lookup failed
[16:08:44] <brada> tomprince: thanks
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[16:09:25] <lynxlynxlynx> do you know what that git exception was from?
[16:10:11] <brada> fuzzie: it probably has more to do with the hd activity then cpu. (i dont know the ussage tho)
[16:10:20] <brada> but do you have time to quickly try mbfonts?
[16:10:31] <brada> or maybe somebody else in here?
[16:10:55] <lynxlynxlynx> hadrian_: still works for me in bg1
[16:16:02] <hadrian_> what is TNO?
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[16:19:20] <lynxlynxlynx> the one who's name we cannot tell
[16:19:59] <lynxlynxlynx> brada: do you need me to try anything in particular?
[16:20:20] <brada> no we just need to find out what the problem is
[16:21:11] <brada> im sure i could track down the issue if i could reproduce it :/
[16:23:46] <lynxlynxlynx> i've had no luck, so i'll just continue my own quest
[16:26:20] <brada> lynx: what happens if you checkout e18b958d2ab89c640de8be01857c3ea7aa46f8af
[16:26:51] <brada> woops
[16:26:54] <brada> wrong commit
[16:27:15] <brada> a79134a106444f05231565373d27e940438ba8cd
[16:27:17] <brada> that one
[16:28:18] <lynxlynxlynx> will try later, already in a new gdb session
[16:28:23] <brada> ok
[16:30:39] --- ermo is now known as ermo^
[16:42:44] --- ermo^ is now known as ermo
[16:44:01] --- ermo is now known as ermo^
[16:49:14] <Seniorita> [commit] Jaka Kranjc: SetCreatureAreaFlag: pass the correct operator to SetMCFlags http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=4cbc84cc7d0ac5106b4e0dda4244e6d7913f57f4
[16:49:15] <Seniorita> [commit] Jaka Kranjc: Highlightable::DetectTrap: use the odd iwd2 skill multiplier here too http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=fc99e96e89309291a361ca0e330d1925a8ac1416
[16:49:53] <hadrian_> After some tests I can confirm that walking speeds are slower in gemRB than in original Bg2 on my build … (had run my char 1 round in kerzenburg)
[16:50:45] <hadrian_> plus here is a screenshot of that dualclass problem http://web.student.tuwien.ac.at/~e0302966/tmp/dualclass%20gemrb.png
[16:52:01] <hadrian_> I hope that helps. I could do more/other tests of Bg2 and gemRB if needed.
[16:52:13] <Seniorita> [wiki] install:ios - [Game Data Installation] http://www.gemrb.org/wiki/doku.php?id=install:ios&rev=1358959597&do=diff
[16:52:50] <hadrian_> see you soon!
[16:56:15] <lynxlynxlynx> bye
[16:56:32] <lynxlynxlynx> looks like bg2 doesn't force all caps on buttons always either
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[16:56:37] <lynxlynxlynx> we get a few wrong there
[16:57:06] <edheldil> hmmm
[16:58:39] <lynxlynxlynx> hadrian_: can you post another gemrb screenshot of amber, but first changing gemrb/unhardcoded/bg2/gemrb.ini to have UpperButtonText = 0 #?
[17:01:38] <edheldil> good spot, lynx
[17:01:50] <brada> well we did just see this exact issue :p
[17:02:26] <lynxlynxlynx> since some fonts have very similar low/high caps, maybe the whole feature is not needed
[17:02:46] <brada> could be
[17:02:47] <lynxlynxlynx> only bg2 sets it now
[17:02:56] <brada> but then again it must have been added for a reason
[17:03:07] <fuzzie> original bg2 does toupper() if uppercase flag is set on button text
[17:03:14] <brada> maybe its *only* english tho
[17:03:14] <edheldil> could have been a bad reason :)
[17:03:39] <lynxlynxlynx> brada: that revision doesn't crash
[17:03:50] <brada> what about the next commit?
[17:04:10] <lynxlynxlynx> it's from 2003 heh
[17:04:34] <fuzzie> but the GF_ *forces* it, right? which makes little sense
[17:05:29] <lynxlynxlynx> brada: are you just guessing? i can do a normal bisect
[17:05:37] <brada> no
[17:05:48] <brada> im not guessing
[17:06:07] <edheldil> fuzzie: do you mean the buttons have uppercase flag on them in bg2?
[17:06:11] <fuzzie> edheldil: no
[17:06:19] <fuzzie> I mean, if you set uppercase flag on buttons in bg2, they get uppercased.
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[17:07:30] <fuzzie> so, in theory, original engine data should be sufficient, without the CHU loader forcing it.
[17:07:40] <edheldil> sry, I meant: do button objects in bg2 have uppercase attribute?
[17:07:52] <fuzzie> well, I don't know what the data files have
[17:08:33] <lynxlynxlynx> my guess is that the flag was not known at that point
[17:08:39] <lynxlynxlynx> we really do force it on import
[17:08:41] <fuzzie> yes, you can see Avenger adding some flag in the meantime
[17:08:47] <brada> ah
[17:08:58] <edheldil> I suspected earlier that in the end we'll find there's no forced button uppercasing in bg2 at all :-D
[17:09:20] <lynxlynxlynx> brada: yep, next one booms
[17:09:38] <fuzzie> edheldil: if that was your earlier point then, you really needed to be clearer :P
[17:10:49] <fuzzie> "there's actually no game that uppercases button text, I think" did not get message across :)
[17:11:15] <brada> so does anybody see a problem with this (other then the fact i accidentally committed that sscanf change :/ )
[17:11:16] <brada> https://github.com/bradallred/gemrb/commit/dcea56118ffb778e039d0b2f87832513e3e408d7
[17:11:18] <Seniorita> Font: expand all strings to 2 bytes in order to support multibyte text · dcea561 · bradallred/gemrb · GitHub
[17:12:31] <brada> hmmm
[17:12:47] <fuzzie> well, you comment out some very weird code in the middle there
[17:12:48] <brada> i commentend something out but dont remember why :p
[17:13:04] <fuzzie> why would it assign string[pos] to string[pos]?
[17:13:39] <fuzzie> also i don't understand why you break on string[pos]>=128 in SetupString
[17:13:51] <brada> probably due to original patch
[17:13:55] <brada> lets compare that
[17:13:59] <brada> http://forums.gibberlings3.net/index.php?showtopic=22143
[17:14:02] <Seniorita> Simplified Chinese support patch for gemrb 0.6.4 - The Gibberlings Three Forums
[17:14:43] <fuzzie> ah, so the commented-out bit is leftover from FirstChar.
[17:14:55] <brada> so it is garbage
[17:15:41] <fuzzie> but that string[pos]>=128 thing is unexplained and seems clearly bad
[17:15:54] <brada> try running without it
[17:19:19] <fuzzie> lynxlynxlynx: I have no idea if the button flag we mark for lowercase is right though.
[17:19:32] <lynxlynxlynx> yeah, was wondering that too
[17:19:41] <lynxlynxlynx> initially we had two options and gameflags
[17:19:52] <lynxlynxlynx> i'll check the dltcep gui :)
[17:20:06] <fuzzie> let me look
[17:21:28] <lynxlynxlynx> only lowercase
[17:21:48] <lynxlynxlynx> i need to switch to bg2 to check the real guirec though
[17:22:07] <fuzzie> I can see the relevant code in bg2's CUIControlButton::SetText. It calls MakeLower or MakeUpper depending on some check.
[17:24:06] <lynxlynxlynx> for levelup the lowercase bit is unset in the chu
[17:24:30] <lynxlynxlynx> if dltcep reads it right
[17:25:20] <lynxlynxlynx> i hope they didn't set it at runtime. after all, it was all hardcoded
[17:25:22] <fuzzie> quite possible it's all broken :)
[17:26:52] <fuzzie> should it actually be lowercase though?
[17:27:27] <lynxlynxlynx> judging from the ss, yes
[17:28:03] <fuzzie> i mean, not just not-uppercase?
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[17:29:01] <lynxlynxlynx> i doubt there's any difference for this font
[17:29:40] <gembot> build #206 of msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/206 blamelist: Jaka Kranjc <lynxlupodian@users.sourceforge.net>
[17:29:42] <fuzzie> because the gameflag seems crazy
[17:29:45] <Seniorita> Buildbot: msvc++6 Build #206
[17:29:59] <fuzzie> so I wouldn't ponder too much about disabling it, if all is still fine if you do that
[17:33:59] <lynxlynxlynx> english strings are a bit short, i'll wait for hadrian_ to verify
[17:35:50] <lynxlynxlynx> msvc was also smoking something bad again
[17:36:35] <fuzzie> i'm not sure that iesdp checkbox for lowercase is relevant for anything except textareas btw
[17:37:16] <fuzzie> oh, it is used
[17:37:33] <fuzzie> for bit 5, iesdp says 'reduce text size'
[17:44:18] <fuzzie> I'm pretty tired but the MakeLower check I see seems to be based on checking bit 5 though..
[17:45:06] <fuzzie> have to look another time to work out the upper.
[17:46:47] <lynxlynxlynx> ok
[17:47:52] <lynxlynxlynx> miha: can you post a "git diff" of your gemrb tree? i'd like to integrate the final changes, so they won't be needed in the future
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[17:52:40] <brada> lynx: we really ought to jsut make our own android mk file
[17:52:48] <brada> instead of ifdeffing out entire files
[17:53:00] <lynxlynxlynx> sure
[17:53:14] <lynxlynxlynx> i don't know if that was all though
[17:53:50] <brada> just gemrb.cpp namespace move and removing gemrb:: from those functions
[17:58:21] <Seniorita> [commit] Jaka Kranjc: GemRB.cpp: remove namespace from both appPutTo*ground definitions http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=commitdiff;h=bd1b209734d8955bf46f17cbf0ef6f4c5dc5b3be
[17:58:50] <brada> fuzzie: as fishy as that if (( string[pos] == ' ' ) || ( string[pos] == '-' ) || string[pos] >= 128) { line is it shouldnt be causing a crash
[17:58:55] <brada> lynx is using english
[17:59:06] <brada> so he should only have chars below 128
[17:59:41] <lynxlynxlynx> states has chars over 200
[18:00:02] <brada> yeah but the latest on that branch still crashes
[18:00:22] <brada> and that chages it to include multibyte bool in that if
[18:00:40] <brada> and states always have multibyte false and all your fonts should too
[18:03:12] <brada> i mean by all means remove it :p but ill eat my hat if that fixes it
[18:05:54] <fuzzie> it looked like states were handled with PrintInitial and so don't go through any multibyte hceck
[18:09:33] <brada> well jsut take states out of the equation for now please
[18:09:47] <brada> disable them
[18:09:54] <brada> see if it crashes
[18:10:20] <lynxlynxlynx> assert (!multibyte || (multibyte && string[pos] >= 128)); # this didn't trigger btw
[18:10:38] <lynxlynxlynx> no need to go buy a chocolate hat :)
[18:10:59] <lynxlynxlynx> i doubt states has anything to do with it
[18:11:06] <lynxlynxlynx> + is displayed fine
[18:11:19] <lynxlynxlynx> it crashes as soon as something is added to the main message window
[18:11:47] <lynxlynxlynx> ok, i guess the bad reading could happen there
[18:12:09] <lynxlynxlynx> do i need a fonts.2da entry to disable them or is there a simpler way?
[18:13:14] <fuzzie> this is why I was asking about the message window logging
[18:14:01] <lynxlynxlynx> i thought you meant the debug() reroute
[18:14:11] <brada> unrelated: when i select the attack action i cannot unselect it
[18:14:34] <lynxlynxlynx> in the iwd2 quicksave, it's from "subtitles" for displayoverheadstring
[18:14:48] <lynxlynxlynx> brada: you click on it again
[18:15:15] <brada> no effect
[18:15:25] <lynxlynxlynx> worksforme
[18:15:28] <brada> im stuck with completing the action
[18:15:38] <brada> well im behind master
[18:15:44] <brada> so maybe its fixed upstream
[18:15:50] <lynxlynxlynx> click on yourself then, it'll cancel
[18:15:56] <brada> ha ha ha
[18:16:03] <brada> just made the silliest crash happen
[18:16:14] <brada> i tried to attack a ground pile
[18:16:38] <brada> went into bashDoor with a null target
[18:16:57] <lynxlynxlynx> interesting
[18:18:48] <lynxlynxlynx> one other thing for your branch
[18:18:55] <lynxlynxlynx> INSTALL needs updating for iconv
[18:21:42] <brada> ?
[18:22:26] <brada> oh yeah
[18:22:28] <brada> ok
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[18:32:07] <brada> i cant see any logic error :/
[18:32:22] <brada> time to start blaming compilers! :D
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[18:59:52] <lynxlynxlynx> traveler__: Similar graphic fix as minorglb.vvc for protection from normal missiles too.
[18:59:59] <lynxlynxlynx> is it not using the same vvc?
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[19:25:15] <i30817> brada: [15:49:31] <brada> i keep turning the buildslave off because it hogs all the cpu
[19:25:17] <i30817> Try cpulimit from the repositories. I've been using it with some misbehaving games by binding to wineserver (misbehaving because they make this portable crash by overheating, so just hogging 100% cpu).
[19:26:59] <lynxlynxlynx> if he was on linux, a nice of 20 should have similar results,
[19:27:03] <lynxlynxlynx> but he isn't
[19:27:22] <lynxlynxlynx> and the hdd was more of a problem
[19:27:52] <brada> nice works on mac last i checked
[19:28:05] <brada> yeah probably more hdd related
[19:29:40] <brada> buildbot would cause horrible hdd thrashing. should be greatly reduced only building one task at a time
[19:34:43] <lynxlynxlynx> there is also ionice, but likely linux only
[19:36:44] <brada> iirc nice has those abilities on mac
[19:37:11] <brada> i dont think i tried it tho :p
[19:37:16] <brada> so i will look into that
[19:38:01] <lynxlynxlynx> i doubt it personally
[19:38:13] <lynxlynxlynx> nice is one of the inherited relics from bsd
[19:38:43] <miha> isnt ... mac ... basicly... freebsd with fancy gui?
[19:38:55] <brada> not at all
[19:39:23] <miha> !g macosx bsd
[19:39:24] <Seniorita> OS X - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/OS_X
[19:39:34] <brada> trust me i am aware of its roots
[19:39:42] <miha> :) so why not?
[19:40:08] <brada> because there is more done to os x then adding a gui on bsd
[19:40:17] <brada> especially since the first version
[19:40:23] <brada> there is no init
[19:40:31] <brada> or related processes
[19:40:58] <fuzzie> also the bit where it's a completely different kernel, and completely different userspace, and completely different everything at all
[19:41:32] <i30817> Eeww: cpulimit readme: "The control of the used cpu amount is done sending SIGSTOP and SIGCONT POSIX signals to processes."
[19:42:05] <i30817> It's better not to look into the sausage factory
[19:42:07] <brada> yeah how else would something not part of the system regulate that?
[19:42:21] <i30817> I was thinking cgroups
[19:42:36] <i30817> but i heard they are horrid to use too
[19:42:45] <fuzzie> less horrible than sending signals :)
[19:42:58] <brada> btw i nixed that fishy line in font.cpp to no ill effect for the chinese
[19:43:17] <fuzzie> well, if you already wrapped it in multibyte then I guess it's irrelevant
[19:43:18] <fuzzie> but good to know
[19:43:24] <brada> yeah i jsut killed it
[19:43:32] <brada> not needed as far as i can tell
[19:43:46] <brada> dont know why it was in the original patch or why i didnt question it :p
[19:47:27] <brada> fuzzie: im going quite crazy looking at this commit...
[19:49:32] <brada> my coffee, while bold and delicious, does not seem to help
[20:05:18] <traveler__> lynx: no
[20:05:52] <traveler__> it has another gfx effect
[20:06:07] <lynxlynxlynx> can you find out which? it should be in the output
[20:06:10] <traveler__> *presuming that vvc is gfx representation
[20:06:20] <traveler__> in console?
[20:06:22] <traveler__> not bad idea
[20:06:29] <lynxlynxlynx> virtual video cell i thikn
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[20:22:15] <brada> here is the updated broken commit
[20:22:16] <brada> https://github.com/bradallred/gemrb/commit/c74292cf2539d989f4cbe7f8405af76fc7ddac2e
[20:22:20] <Seniorita> Font: expand all strings to 2 bytes in order to support multibyte text · c74292c · bradallred/gemrb · GitHub
[20:22:32] <brada> i squashed the dbStrlen fix into it and took out that unneeded call
[20:22:52] <brada> again dont think it will fix anything for you...
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[21:26:29] <fuzzie> brada: sorry, fighting hard drives
[21:26:46] <fuzzie> Pretty sure I hate all hardware now.
[21:26:54] <brada> its ok. i took a break to do real work :D
[21:27:02] <brada> and your problem sounds more serious
[21:27:11] <fuzzie> We thought, hey, let's buy a new SATA drive.
[21:27:19] <fuzzie> But of course that was a ridiculous idea.
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[21:27:58] <fuzzie> Not too serious but it involved taking various machines apart to try and work out what worked.
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[22:00:37] <traveler__> noober stalled my game :/
[22:00:38] <traveler__> [DialogHandler/WARNING]: Errors occuring while in dialog mode cannot be logged in the MessageWindow.
[22:00:47] <traveler__> [ResourceManager]: Found 'NOOBER.dlg' in 'chitin.key'. [DialogHandler/WARNING]: Errors occuring while in dialog mode cannot be logged in the MessageWindow.
[22:01:14] <traveler__> i;m stuck with talk cursor
[22:02:06] <lynxlynxlynx> force attack or other actions don't help?
[22:02:22] <lynxlynxlynx> anyway, save and reload should fix it
[22:02:31] <traveler__> exactly
[22:02:39] <traveler__> force attack or other actions don;t help
[22:02:55] <traveler__> nothing important, so just reloaded
[22:03:11] <traveler__> searching for missiles protection now
[22:03:21] <traveler__> brb
[22:06:12] <traveler__> wite magic is missing sound
[22:08:13] <traveler__> uh excellent
[22:08:18] <traveler__> this spell deosn;t work at all
[22:08:34] <traveler__> [Control/WARNING]: Nested event handlers are not supported! [Unknown]: Cast spell: spwi311 [Unknown]: Slot: 3 [Unknown]: Type: 1 [Unknown]: Spellname: Ochrona przed pociskami [Unknown]: Target: 1 [Unknown]: Range: 1
[22:08:39] <traveler__> no gfx exxect
[22:08:53] <traveler__> ochrona przed pociskami = protection from missiles
[22:09:16] <traveler__> duh
[22:09:20] <traveler__> from scroll it does work
[22:10:39] <traveler__> what is ctrl+b doing apart from drawing weird green lines?
[22:11:19] <traveler__> http://pastebin.com/KXySCBVS
[22:11:21] <Seniorita> [Control/WARNING]: Nested event handlers are not supported! [ResourceManager]: - Pastebin.com
[22:11:22] <traveler__> no vvc in output
[22:22:33] <lynxlynxlynx> spshield.bam i guess
[22:22:43] <lynxlynxlynx> would need to look at it in dltcep
[22:22:59] <lynxlynxlynx> wasn't it supposed to be a globe too?
[22:23:46] <traveler__> nope
[22:23:51] <traveler__> red translucent cylinder
[22:24:00] <traveler__> currently non translucent
[22:24:10] <traveler__> or none cylinder at all when casted from memory
[22:24:18] <traveler__> which is most strange
[22:24:28] <traveler__> as from scroll it works
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[22:26:14] <brada> traveler: Errors occuring while in dialog mode cannot be logged in the MessageWindow is a red herring
[22:26:41] <brada> that is just a warning letting you know that the message window logger will not log errors during dialogue
[22:27:01] <brada> we should probably suppress that unless that function is in use tho
[22:28:01] <brada> but i also had stuck cursor problems today with attack cursor
[22:28:05] <traveler__> yes, just more of a proof that nothing interesting is in console
[22:28:12] <brada> so maybe related
[22:28:23] <traveler__> but you are stuck with nonfunctional dialogue cursor
[22:28:27] <lynxlynxlynx> aah, that pink thing, i remember
[22:28:37] <traveler__> yeah, you can say pink
[22:28:40] <lynxlynxlynx> definitely not part of what i meant then
[22:29:38] <traveler__> what is ctrl+b ? strange green line + miniscule red circle in left top window?
[22:29:46] <traveler__> doesn't make sense to me
[22:29:56] <lynxlynxlynx> what would? :)
[22:30:18] <lynxlynxlynx> i have no idea what it does, but it's clearly a debug key
[22:30:34] <traveler__> ok
[22:30:46] <traveler__> i found cheat sheet
[22:30:53] <traveler__> Ctrl-B - Draws path from start point marked by Ctrl-O to current mouse position.
[22:32:03] <traveler__> lots of it
[22:32:09] <traveler__> didn;t know about 90% at least
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[22:50:09] <Serafyna> Hiya everyone :3
[22:50:33] <brada> hey
[22:51:06] <Serafyna> I was wondering right, the Android version of this GemBR is out of date on google play store - or so Iv read..
[22:51:30] <brada> a very old build, yes
[22:51:48] <brada> not one worth using compared to where gemrb is now tho
[22:53:26] <Serafyna> Ah, okies
[22:53:35] <Serafyna> So I can grab an updated version at : http://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/
[22:53:36] <Seniorita> GemRB Game Engine - Browse /Other Binaries/android at SourceForge.net
[22:53:39] <Serafyna> is that a good one to nab?
[22:53:46] <brada> no :p
[22:53:57] <brada> we just built a new one yesterday...
[22:54:34] <Serafyna> Oh.. Im still really new to this and even android.. perhaps, you might be able to link me to where I can find and download the new ones? Cause Iv just been following instructions on site
[22:54:40] <brada> http://www.wolfey.si/tmp/gemrb.apk
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[22:55:19] <Serafyna> Oh, thank you very much- I didnt see any such link.. on the site it just told me to go to that link I posted earlier
[22:55:40] <brada> yeah that link is from a test build we did yesterday
[22:55:59] <Serafyna> oh, might you have a proper, stable one ?
[22:56:00] <traveler__> brada have you testes it?
[22:56:07] <brada> no
[22:56:09] <traveler__> **have you tested
[22:56:17] <brada> i have no intrest in running gemrb on my phone
[22:56:28] <traveler__> well cool
[22:56:32] <Serafyna> I mean.. like..
[22:56:42] <brada> that will be as stable as any other i assume
[22:56:59] <Serafyna> Ah oki.. or perhaps you can link me to the update before that?
[22:57:17] <traveler__> i have some ancient gemrb on phone so maybe i could test it... but probably in next week
[22:57:17] <brada> i assume its a very old one from sourceforge
[22:57:29] <brada> just use that one i linked you
[22:57:37] <Serafyna> okies
[22:57:37] <brada> why wouldnt you want to?
[22:58:04] <brada> android has been lagging behind for many months now
[22:58:18] <traveler__> I? i want, just i'm going away from computer and need to pack now and depart early
[22:58:29] <brada> we are trying to incorporate it into our build system
[22:58:37] <traveler__> moreover, i'm using -git where it counts /my main system/
[22:58:50] <traveler__> so phone is more of a curiosity
[22:59:22] <brada> android gemrb is very slow so be warned
[22:59:35] <traveler__> it probably has pelyas 0.6
[22:59:50] <brada> 0.6 what?
[23:00:01] <traveler__> 0.6 gemrb from git
[23:00:19] <brada> what does?
[23:00:26] <brada> that new build is from git HEAD yesterday
[23:00:48] <traveler__> ok, sorry for confusion
[23:01:11] <traveler__> I have _working_ gemrb on phone, probably some ancient 0.6 -git from pelya
[23:01:18] <brada> ah yeah
[23:01:24] <brada> wayyyy old
[23:01:25] <traveler__> i will try newer build, but it's not a prioorty now for me
[23:01:27] <traveler__> yeah
[23:01:32] <traveler__> but more or less working
[23:01:51] <brada> that is over a year old now isnt it?
[23:01:57] <traveler__> probably
[23:02:07] <traveler__> i think i was installing already old apk
[23:02:13] <traveler__> as i had less succes with newer ones
[23:02:29] <Serafyna> Ah, I just nabbed the one Brada linked me to
[23:02:35] <traveler__> that's good
[23:02:37] <brada> the last version of 0.6.x was 15 months ago!
[23:02:48] <Serafyna> Traveler going to nab that too?
[23:03:04] <traveler__> probably, but probably on monday
[23:03:13] <Serafyna> am downloading the BaldurGate demo.. to try it out
[23:03:33] <traveler__> write if it works fro you
[23:03:36] <traveler__> *for
[23:03:41] <Serafyna> I tried this er program (?) some time ago.. on my old phone
[23:03:52] <Serafyna> it didnt work for me, was using the Galaxy Ace then
[23:04:01] <Serafyna> hopefully it works on my new phone
[23:04:05] <traveler__> mhm i have galaxy ace
[23:04:21] <traveler__> it's slow but works
[23:04:26] <Serafyna> Oh, did GemBR work on yours?
[23:04:29] <traveler__> yes
[23:04:38] <Serafyna> Oh wow~ Mine closes a moment after I open it up on my Ace
[23:05:12] <traveler__> i think i had similar thing with fresher apks from buildbot
[23:05:18] <Serafyna> I read it might have to do with the config or pathing or something like that
[23:05:19] <traveler__> but alas, ancient pelyas gemrb works
[23:05:22] <Serafyna> but I really dont know
[23:05:25] <traveler__> that is possible too
[23:05:32] <traveler__> i think alogcat could help
[23:05:42] <Serafyna> whats alocat?
[23:05:43] <traveler__> anyway, i;m afrid that this android attention is a bit misdirected
[23:05:46] <Serafyna> or who
[23:05:57] <traveler__> logging program for android
[23:06:00] <brada> "Oh wow~ Mine closes a moment after I open it up on my Ace"
[23:06:08] <Serafyna> Oh I see
[23:06:10] <brada> that is due to a set up error
[23:06:17] <Serafyna> Oki I'l look into it if it doesnt work on my phone
[23:06:22] <Serafyna> Oh I see brada
[23:06:27] <brada> you will encounter that with this new build too
[23:06:34] <Serafyna> Oh noes
[23:06:44] <Serafyna> :( but Im running it on a new phone now
[23:06:56] <brada> it has nothing to do with device
[23:07:09] <brada> you need a gemrb.cfg file that tells where the game is etc
[23:07:20] <traveler__> as in people are looking fro infinity engine for their phones, forgetting that it's only by product of gemrb being on sdl, and gemrb have awesome performance anywhere else.. just not always in underpowered phones
[23:07:36] <Serafyna> Oh
[23:07:41] <Serafyna> Im using the Galaxy note 2
[23:08:00] <traveler__> and more people are asking about gemrb on android on irc than just about gemrb
[23:08:02] <Serafyna> i hope it will be oki.. but I really have to try to get it to work in the first place >.<!
[23:08:03] <brada> an equally strong iphone will run gemrb fine so its not the power
[23:08:07] <traveler__> you should be fine
[23:08:13] <traveler__> galaxy 2 is way faster than ace iirc
[23:08:40] <Serafyna> ya my old phone was 800mhz and 253 ram or something, this one is quad core 1.6 and 2gb ram
[23:08:51] <Serafyna> so.. *fingers crossed much*
[23:08:51] <brada> traveler: you in the mood for some testing?
[23:09:06] <traveler__> that depends
[23:09:12] <brada> you should be able to get 30fps with that i think
[23:09:15] <Serafyna> but I gotta be able to get the thing to work in the first place ^-^;
[23:09:21] <brada> traveler: on?
[23:09:36] <traveler__> on time, as i've said i must pack today
[23:09:45] <brada> oh go ahead
[23:10:20] <Serafyna> Oh, I have an hour or two or maybe more.. unless my friend wakes up in SL .. maybe I can help a lil?
[23:10:44] <Serafyna> though Im really new to er smartphones and things like that.. and abit of an amish
[23:10:53] <Serafyna> so patience might be required
[23:11:39] <Serafyna> hmm.. Is there any way to stop the download btw?
[23:11:45] <brada> what i need help with requires the ability to compile
[23:11:52] <Serafyna> I was downloading the demo for baldur's gate
[23:11:52] <traveler__> okay
[23:11:54] <brada> i dont know about stopping the dl
[23:12:00] <traveler__> are we still speaking about android then?
[23:12:15] <traveler__> if it's simple main tree fix i can test it fast i think
[23:12:16] <brada> anything for the android build before you actually launch a game was not done by us
[23:12:30] <traveler__> downloader cannot be paused iirc
[23:12:33] <brada> traveler: i wanted you to build by branch and run it
[23:12:48] <brada> lynx has a crash that i cannot reproduce
[23:12:55] <traveler__> go on
[23:13:09] <brada> so i wanna see what happens for you
[23:13:14] <traveler__> ok
[23:13:21] <brada> you use clang or gcc?
[23:13:26] <traveler__> both
[23:13:31] <traveler__> i have clang 3.2
[23:13:35] <traveler__> and gcc 4.7+
[23:13:44] <traveler__> chose which you would like
[23:13:47] <brada> ok maybe try with both
[23:13:49] <brada> https://github.com/bradallred/gemrb/tree/mbfonts
[23:13:52] <Seniorita> bradallred/gemrb at mbfonts · GitHub
[23:14:00] <brada> that is the branch (mbfonts)
[23:16:27] <traveler__> yeah i see
[23:16:38] <traveler__> it looks i'm bit amish too
[23:16:50] <traveler__> what is checkout string?
[23:17:26] <brada> you mean git checkout command?
[23:17:41] <traveler__> i mean git checkout git://github.com/bradallred/gemrb.git
[23:17:54] <traveler__> doesn;t work for me so i;m probably doing something stupid
[23:18:11] <brada> oh well afik you have to add my repo as a remote
[23:18:17] <brada> or just do a new clone of mine
[23:18:20] <brada> might be easier
[23:18:26] <brada> then jsut trash it after
[23:18:36] <traveler__> uh
[23:18:37] <traveler__> clone
[23:18:46] <traveler__> yeah
[23:19:15] <traveler__> almost there
[23:19:35] <brada> but after you clone it you will need git checkout mbfonts
[23:21:59] <traveler__> switched to mbfonts
[23:22:33] <traveler__> clang 3.2 is fine for starters?
[23:22:43] <Serafyna> excuse me.. on my computer I have Baludr's Gate Throne of Bhaal.. but i need to put CD to use
[23:22:52] <Serafyna> is that oki? if I transfer those files over?
[23:23:12] <Serafyna> I shouldnt bring the file Baldur.exe ya?
[23:23:34] <traveler__> that doesn't matter
[23:23:46] <brada> yes clang is fine
[23:23:49] <traveler__> full install to disk
[23:23:59] <brada> i doubt we are looking at a compiler issue
[23:24:03] <brada> but it would be interesting
[23:24:07] <Serafyna> Okies!
[23:24:26] <traveler__> so what exactly you need me to do?
[23:24:41] <brada> serafyna: you will need to install ToB as a full install
[23:24:44] <Serafyna> and All the files over into the \net.sourceforge.gemrb file ya?
[23:24:52] <brada> traveler: just run it and load a game
[23:24:57] <Serafyna> Ah yeppers.. my throne of bhaal is a full install as well
[23:25:01] <brada> open dialog with someone
[23:25:05] <brada> see if it crashes
[23:25:13] <brada> or if you get any wonky behavior
[23:25:30] <traveler__> defnitley wonky
[23:25:35] <brada> how so?
[23:25:35] <traveler__> it didn't bui;d
[23:25:38] <brada> ah
[23:25:39] <brada> lol
[23:25:46] <traveler__> iconv
[23:25:56] <brada> it is supposed to build without that
[23:26:27] <brada> ill bet i know what happened there tho
[23:26:30] <traveler__> http://pastebin.com/2bftPDFy
[23:26:31] <Seniorita> Scanning dependencies of target TTFImporter [ 97%] Building CXX object gemrb/pl - Pastebin.com
[23:26:42] <brada> you dont need the ttf plugin for this test tho
[23:27:02] <brada> so you can remove it from the build
[23:27:08] <traveler__> well i just made default build
[23:27:35] <traveler__> what is cmake command for removing ttf?
[23:27:50] <Serafyna> excuse me.. when I transfer files, I transfer ALL files? or do I skip out on the Baldur.exe file?
[23:27:58] <Serafyna> or must I skip out on all .exe files?
[23:28:10] <brada> it looks like you have iconv but something about it is strange
[23:28:26] <brada> serafyna: you can copy the entire thing
[23:28:33] <brada> you dont have to but it doesnt hurt
[23:28:45] <brada> any .exe wont be used by gemrb
[23:28:51] <traveler__> exactly
[23:28:53] <Serafyna> Oh oki, I was worried cause in the instructions for the old one it told me not to bring exe
[23:28:56] <Serafyna> ah oki then :)
[23:29:00] <Serafyna> transfering now ^_^
[23:29:05] <traveler__> well you can delete them to save some space
[23:29:10] <traveler__> but it doesn't matter
[23:29:44] <traveler__> so no cmake switch for skipping ttf then, eh?
[23:29:54] <brada> traveler: I thnk if you rename the cmake.txt file in the ttf plugin folder it will skip that directory
[23:30:15] <traveler__> will try
[23:30:18] <brada> then rerun cmake
[23:31:09] <traveler__> cmakelists.txt?
[23:31:31] <brada> the one in the ttf subfolder yes
[23:31:45] <traveler__> rebuilding
[23:31:49] <brada> you can probably fix that error by changing the char* to const char*
[23:31:55] <brada> but i will do that
[23:31:59] <traveler__> too late :P
[23:32:04] <brada> heh
[23:32:08] <traveler__> well
[23:32:17] <traveler__> to late for me fixing it, it's buiding
[23:32:30] <traveler__> ok it passed
[23:33:05] <brada> yay
[23:33:09] <traveler__> and dumped
[23:33:12] <brada> booo
[23:33:24] <traveler__> i've just tried to run from gemrb/gemrb bin
[23:33:34] <traveler__> not sure if it can work partly
[23:33:40] <traveler__> but lets see bt
[23:33:44] <Serafyna> @_@; 2 days to transfer files to phone
[23:33:52] <brada> o_O
[23:34:10] <Serafyna> OH
[23:34:32] <Serafyna> star wars old republic was being installed *facepaw*
[23:34:53] <brada> traveler: http://stackoverflow.com/questions/11421439/how-can-i-portably-call-a-c-function-that-takes-a-char-on-some-platforms-and
[23:34:57] <Seniorita> How can I portably call a C++ function that takes a char** on some platforms and a const char** on others? - Stack Overflow
[23:35:09] <traveler__> http://pastebin.com/gjS1hwf7
[23:35:10] <Seniorita> Core was generated by `gemrb'. Program terminated with signal 11, Segmentation - Pastebin.com
[23:35:23] <traveler__> not sure what happened here
[23:35:27] <traveler__> it should be clang build
[23:35:33] <brada> hmm that is definately not lynxs problem
[23:35:58] <brada> also it says gcc 4.7...
[23:36:02] <brada> so yeah
[23:36:58] <brada> you dont have to worry about this. it has taken much of your time already
[23:38:05] <traveler__> it says so
[23:38:23] <traveler__> but it also says about missing this gcc47 bit
[23:39:06] <traveler__> just fiy
[23:39:09] <traveler__> it is clang build
[23:39:27] <traveler__> i wonder if it ttried to pull in gcc 47 libstd++ though
[23:40:17] <traveler__> ok
[23:40:26] <traveler__> now it's running
[23:40:31] <traveler__> so what should i do?
[23:40:57] <brada> load a game
[23:41:01] <brada> and talk to somebody
[23:41:16] <traveler__> blank
[23:41:21] <traveler__> no!
[23:41:31] <brada> crash?
[23:41:32] <traveler__> just cunningly wrong font colour
[23:41:37] <brada> ah
[23:41:38] <brada> lol
[23:41:42] <traveler__> dialogue is there, albeit almost non visible
[23:41:43] <brada> that may be my bad
[23:41:50] <brada> yeah ill fix that
[23:41:59] <brada> some changes got accidentilly committed there
[23:42:03] <traveler__> uhm
[23:42:07] <brada> but no crash?
[23:42:11] <traveler__> character look okayish
[23:42:13] <brada> or wonky behavior other than that?
[23:42:23] <traveler__> but can;t bue sure with this contrast (e.g. none)
[23:42:26] <brada> i mean related to text only
[23:42:32] <traveler__> as i said
[23:42:36] <traveler__> i almost don;t see text
[23:42:39] <traveler__> so hard to judge
[23:42:39] <brada> just the color then
[23:42:44] <traveler__> possibly
[23:42:49] <brada> well you dont crash :p
[23:42:54] <brada> thats the important bit
[23:43:04] <brada> can you try with gcc?
[23:43:49] <traveler__> sure
[23:44:10] <traveler__> but i;ve running debug
[23:44:19] <traveler__> so maybe some optimization lvl?
[23:44:38] <traveler__> i mean, in lynx case
[23:45:17] <brada> maybe
[23:45:29] <brada> but i assume he also uses debug
[23:46:05] <lynxlynxlynx> yes
[23:46:28] <traveler__> gcc47 relwithdebinfo now
[23:46:35] <traveler__> but can change to debug if wanted?
[23:46:41] <brada> lynx: http://stackoverflow.com/questions/11421439/how-can-i-portably-call-a-c-function-that-takes-a-char-on-some-platforms-and
[23:46:43] <Seniorita> How can I portably call a C++ function that takes a char** on some platforms and a const char** on others? - Stack Overflow
[23:46:46] <brada> how should we handle that?
[23:46:55] <brada> because new freebsd uses the prober iconv
[23:47:03] <traveler__> ah, just will change
[23:47:05] <brada> so we cant seemingly ifdef it
[23:47:08] <traveler__> i mean build type
[23:48:28] <lynxlynxlynx> i only thought about const_cast too, but why can't it be ifdefed?
[23:48:59] <traveler__> heh
[23:49:02] <traveler__> crash with gcc
[23:49:19] <traveler__> lots of
[23:49:21] <traveler__> [BAMFont/ERROR]: normal missing glyph for character 'b22' using ISO-8859-1 encoding.
[23:49:34] <traveler__> and dump
[23:49:39] <brada> well i dont knwo what versions are affected
[23:49:53] <brada> other than travelers version :p
[23:50:21] <traveler__> http://pastebin.com/9jM9JNm7
[23:50:22] <brada> so wtf is gcc doing o_O
[23:50:23] <Seniorita> Core was generated by `gemrb'. Program terminated with signal 11, Segmentation - Pastebin.com
[23:50:49] <brada> some "optimization"?
[23:51:01] <traveler__> i have no idea, but i doubt i can help much now
[23:51:10] <lynxlynxlynx> debug builds are with -O0
[23:51:15] <traveler__> i'm around but back to packing
[23:51:17] <traveler__> exactly
[23:51:22] <brada> traveler: thank you
[23:51:25] <lynxlynxlynx> do you want to look at the generated assembly? :D
[23:51:26] <brada> that was helpful
[23:51:34] <brada> lynx: if you want! :D
[23:51:49] <lynxlynxlynx> which part of the 150k codebase? :)
[23:51:55] <brada> heh
[23:52:19] <lynxlynxlynx> i think wjp also has some old gcc installs
[23:52:51] <brada> so question is: is this a compiler bug? or is clang just tolerating my mistake? or other?
[23:52:52] <lynxlynxlynx> 4.3 was known to be buggy, but any extra info we get could help clarify if it is a gcc regression or something else
[23:53:29] <lynxlynxlynx> remind me tomorrow if i forget, i'll make a release build
[23:53:38] <brada> ok
[23:53:45] <lynxlynxlynx> maybe the problem gets optimised away :)
[23:53:55] <brada> that would be diffrent then usual :p
[23:54:44] <brada> im off to home
[23:54:45] <-- brada has left IRC (Quit: brada)