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[08:34:28] <fuzzie> ok, good morning
[08:34:46] <wjp> morning
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[09:11:54] <fuzzie> i went back and reinstalled my iwd, and it is still being uncooperative
[09:12:06] <fuzzie> and this time i have mixed English/German, sigh
[09:12:22] <fuzzie> but summons do not appear to have the avatar disable effect
[09:17:30] <fuzzie> will have to try bg1 later, unless someone else has it here
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[09:50:20] <lynxlynxlynx> bah
[09:53:39] <Lightkey> zoot
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[19:58:59] <Lightkey> ping?
[19:59:57] <lynxlynxlynx> pong.
[20:05:11] <Lightkey> ^^U
[20:58:28] <SiENcE> fuzzie, the sdlaudio plugin does not work for 0.6.2
[20:58:44] <SiENcE> crashes during initialization
[20:58:50] <SiENcE> older commits work
[21:02:54] <fuzzie> which older commits?
[21:04:30] <fuzzie> the 'handle movie audio' one was the important one, i guess
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[21:17:49] <spike411> Mac OS X peripetia… Maybe you could do some install_name_tool magic in the build/install system… http://paste.jabbim.cz/4807 seems to make the installed binary usable
[21:19:05] <fuzzie> it's a bit difficult to know which install_name_tool magic to do
[21:19:32] <fuzzie> a couple of the OS X people who come in here want bundles, and the rest want to just do local installs with macports
[21:19:43] <fuzzie> and i think we've ended up with a mix of both systems, neither of which work :(
[21:20:33] <spike411> Well app bundles are cool for ‘ordinary’ lazy Mac OS X users, but I guess you would have to create some kind of front-end/game manager GUI for that as well.
[21:21:07] <fuzzie> someone wrote a front-end GUI
[21:21:09] <fuzzie> in python
[21:21:22] <lynxlynxlynx> this could be added as an extra target though
[21:21:29] <fuzzie> it was GTK+ only at some point, but i think i asked for it to be a bit more portable and it worked well
[21:21:38] <fuzzie> but, yes, talk to lynx about just getting those lines added if it'll help :)
[21:21:39] <lynxlynxlynx> pygtk+2
[21:22:20] <fuzzie> ah, right, nickdaly
[21:22:32] <spike411> I guess you can get the install prefix from cmake… and then craft the install_name_tool commands using the prefix…
[21:22:43] <spike411> Sounds simple. *ahem* :D
[21:23:00] <fuzzie> i think it does still depend on gtk+, but only in guis/gtk/, so it should be trivial to replace with something like tk
[21:23:04] <fuzzie> i should take a look at it
[21:23:10] <fuzzie> but today i got distracted with star trek
[21:23:16] <lynxlynxlynx> come back tommorow and we can try it spike411
[21:25:12] <fuzzie> or make a forum post or something
[21:25:49] <fuzzie> i've been using an OS X build machine for another project, i'm sure i can try things if there are some clear instructions as to the goal :)
[21:31:43] <spike411> Damn, seems like all the .so plugins will have to be changed, too, since they are linked with libgerb_core.dylib.
[21:32:47] <spike411> Alrighty, I'll go to the forums. IIRC there was some thread dedicated to Mac OS X builds.
[21:33:33] <spike411> BTW IWD2 in CrossOver Pro works, albeit quite slowly. Not good for an action game. :)
[21:34:04] <lynxlynxlynx> it should work in plain wine too
[21:34:12] <lynxlynxlynx> maybe not the most recent one though
[21:34:20] <spike411> Yeah it should, but I guess it will be more or less the same.
[21:34:33] <fuzzie> turned off 3d acceleration etc in the settings?
[21:34:46] <spike411> Ah, not really. I guess I should try that.
[21:35:08] <spike411> I considered my machine ‘powerful enough’ for such an ancient game. :)
[21:36:06] <fuzzie> It's all about the graphics drivers.
[21:36:23] <fuzzie> V.frustrating under real Windows, even.
[21:36:59] <fuzzie> i mean, not that i know what i'm talking about :-) just what i've tried myself and read in forums
[21:40:52] <spike411> Still not there… http://paste.jabbim.cz/4808
[21:41:16] <spike411> Can't remember… is libSDL-1.2.0.dylib supported?
[21:41:49] <SiENcE> fuzzie, i take a look at, but it seems we have to add an another option to makefile.am
[21:42:20] <fuzzie> spike411: it depends on how it was built, i think
[21:43:26] <fuzzie> i think SDL 1.2 without an SDLmain doesn't work properly
[21:44:05] <fuzzie> but the #include "SDL/SDL.h" in GemRB.cpp should ensure that's required
[21:44:38] <spike411> Ah… right. That's exactly the line I commented out to build gemrb. :)
[21:44:55] <fuzzie> SDL 1.2 on OS X requires you initialise Cocoa *first*, I think.
[21:46:04] <fuzzie> So it renames our main() to SDL_main() with that header file, and then macports should have a libSDLmain.dylib sort of thing which gets automatically linked against.
[21:54:25] * fuzzie -> bed, though
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