#gemrb@irc.freenode.net logs for 23 Mar 2012 (GMT)

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[01:16:33] --> Lord_Jeremy has joined #gemrb
[01:17:37] <Lord_Jeremy> hi
[01:17:57] <Lord_Jeremy> I trust you've all seen the Enhanced announcement?
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[05:07:30] <Mataniko> oh shit, Illithid are present
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[08:49:02] <edheldil> I see I have been right about bgee :)
[08:49:37] <edheldil> they are not identical - the ground circles are thicker, as far as I can see
[09:00:09] <Kiranos> it says it will come out summer 2012, so it probably just a port basicly
[09:00:26] <Kiranos> with community mods enabled for resolution :P
[09:31:18] <edheldil> well, they said there would be new voice acting, I think
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[10:06:56] <Kiranos> edheldil: yea I think additional, not replacing old
[10:07:20] <edheldil> sure
[10:09:09] <fuzzie> yes, obviously you could make a bunch of great improvements like improved models, voice acting etc to BG and produce a desktop BGEE, in time for Summer 2012
[10:11:30] <fuzzie> http://uk.wireless.ign.com/articles/122/1221334p1.html is by someone who got to play it, btw
[10:12:01] <fuzzie> and says indeed that they didn't customise the UI yet, but that there's some control tweaks already.
[10:48:40] <edheldil> it always makes me sad that apparently no reviewer knows that there already was GemRB :(
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[11:18:52] <lynxlynxlynx> hja, it's also our fault
[11:18:59] <lynxlynxlynx> who here tweets?
[11:19:22] <lynxlynxlynx> we don't have much of a presence outside the modding ring
[11:19:47] <lynxlynxlynx> new releases are the only time we deliberately make some extra noise
[11:20:03] <lynxlynxlynx> the fact how the mobile versions have faster release cycles helps too
[11:20:31] <Kiranos> a nice "installer"/"configuration" UI would help also
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[11:21:25] <Kiranos> ipad needs jailbreak, I havent seen bgee for android announcement? so its probably just ipad?
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[11:32:14] <lynxlynxlynx> if it's really a year ahead, we have also have plenty of time to improve
[11:32:53] <lynxlynxlynx> tommorow is "my" big day and after a week, i should be able to work on gemrb again
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[12:11:43] <edheldil> big day? wedding?
[12:29:27] <Kiranos> @JonIrenicus3 The UI for #bgee will change for all platforms. We have a lot of resolutions/ aspect ratios to support.
[12:29:36] <Kiranos> @viceversarohan I can verify the #bgee iPad screens do not show all the graphical enhancements.
[12:29:42] <Kiranos> from Trent Oster
[12:30:25] <Kiranos> @warfangle #bgee is coming for #iPad 1,2 and the new iPad. Our screenshots are of the in-dev UI
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[16:35:37] <lostLinSoul> Hello all
[16:38:42] <lostLinSoul> Anyone had a look at the party size diff code from a while ago? Any thoughts?
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[17:28:27] <lostLinSoul> No? Well have to go.
[17:28:30] <lostLinSoul> Later
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[18:14:26] <alx3apps> brad_a: I've played with android gdb for a while, have problems with debugger stability (device to blame) and with symbols, but at least I can track crash stacktraces to sources now. So let me know when and what to debug. I don't promise immediate results, but going to do this on this weekend.
[18:14:48] <brad_a> well what do you mean by stack trace?
[18:15:02] <brad_a> because you could already give me useless stacktraces from the crash report
[18:16:23] <brad_a> are they symbolicated? you say you had/have trouble with symbols so im not sure
[18:16:57] <alx3apps> this part of crash log - https://github.com/pelya/commandergenius/blob/sdl_android/readme.txt#L327 take termin from pelya's readme, don't know whether it's legit for native code
[18:17:53] <brad_a> anyhow, yes if you can try with the latest git and give me a symbolicated crash then i would appreciate that :)
[18:18:13] <alx3apps> have trouble with symbols live gdb, but can get crash line in sources after crash. Haven't tried it with gemrb yet though
[18:19:16] <alx3apps> So I'll try to build SDL20 plugin it and make it crash and report results
[18:19:25] <alx3apps> with SDL1.3
[18:20:18] <brad_a> thank you
[18:20:49] <brad_a> try with latest git. i have made many changes since you last tried
[18:21:56] <brad_a> btw i have pinch zooming opperational
[18:22:25] <brad_a> unfortunately unless somebody wants to help me make a true opengl renderer it zooms the entire game
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[19:38:15] <alx3apps> brad_a: tried 59788f9, logs - https://gist.github.com/2174174 , sources places - https://gist.github.com/2174161
[19:39:41] <brad_a> the rendering is crashing...
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[19:41:28] <brad_a> im not surehow to make sense of that
[19:43:33] <Avenger> lynx: i just noticed we don't use iwd2 tables for base attack bonus/number: baat*.2da
[19:43:44] <brad_a> alx3apps maybe try playing with how the renderer is set up in CreateDisplay
[19:44:44] <lynxlynxlynx> Avenger: cool
[19:44:57] <alx3apps> hm, in previous tries line numbers in sources were exact, now they are shifted. Should I add any compiler flags except -O0 ? Or they are not important?
[19:45:09] <brad_a> from what i think i see from this is its crashing in the call to SDL_CreateTextureFromSurface inside SDL20Video::SwapBuffers
[19:45:52] <lynxlynxlynx> Avenger: they look redundant though
[19:45:57] <brad_a> -o0 should be enough but i dont know all that much
[19:46:08] <Avenger> redundant?
[19:46:24] <lynxlynxlynx> everyone has base==level and the number of attacks int(level/5)+1
[19:46:34] <Avenger> even monks?
[19:47:04] <lynxlynxlynx> oh wait, iesdp redirects to the same page
[19:47:06] <lynxlynxlynx> nevermind :)
[19:47:20] <lynxlynxlynx> and apr is 2 at 6, not 5
[19:47:39] <brad_a> alx3apps: when i wrote createDisplay i did so with iOS in mind so maybe you need to look at what im doing and compare it to an android example
[19:48:22] <brad_a> also try playing with your video settings
[19:48:24] <brad_a> like your BPP
[19:48:38] <alx3apps> bpp=16 now
[19:49:07] <brad_a> try 32?
[19:49:19] <brad_a> 32 is the native bpp right?
[19:49:51] <alx3apps> one minute
[19:50:52] <Avenger> lynx: fighters got base=level, wizards/sorc got base=level/2 all the rest got base=level*3/4
[19:51:34] <alx3apps> wow
[19:51:38] <Avenger> but monks and non-fighters got a different table, so theoretically monks could be modded to different
[19:51:39] <alx3apps> it works with 32
[19:51:42] <brad_a> yup
[19:51:47] <brad_a> i figured
[19:52:00] <brad_a> it very well may crash on ios with 16bpp for all i know
[19:52:08] <brad_a> never tried it...
[19:52:34] <brad_a> now the question is does it use the finger events or mouse events?
[19:55:41] <alx3apps> Game (IWD) loaded, crashed after some multitouch gestures with exactly the same trace. Pinch and two finger slides make doors and items highlighted. Many errors "Blit combination is not supported" before the crash
[19:56:23] <alx3apps> 10 FPS instead of normal 25 though
[19:56:58] <alx3apps> sound works fine
[19:57:21] <brad_a> if we had a real opengl implementation that would help a bunch
[19:58:20] <brad_a> 2 finger slides should be scrolling the viewport too
[20:04:37] <Avenger> does that "Blit combination is not supported" coming from sdl?
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[20:05:19] <alx3apps> Yes it is
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