#gemrb@irc.freenode.net logs for 25 Aug 2011 (GMT)

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[08:15:10] <edheldil> lynxlynxlynx: those lines correspond to first empty lines in the autodetect scripts (pst for some reason has no boilerplate -> line 3). The last error is from include.py. My guess is that could be a result of some stupid lf <-> crlf conversion (perhaps during git checkout), chich ran afoul of the double \n. I think that if Maighstir looks into those files with binary editor he finds that leading lines have crlf and these empty on
[08:15:10] <edheldil> es have only lf or something like that
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[08:17:09] <edheldil> in any case, it would be better to replace ExecFile call with something which executes files, not strings
[08:17:20] <edheldil> (mea culpa)
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[11:21:36] <lynxlynxlynx> i'm not sure what you mean; can you fix it?
[11:22:19] <lynxlynxlynx> for bg2 auto works for me
[11:27:50] <edheldil> lynxlynxlynx: I think it's some problem at Maigstir's side
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[15:36:13] <brad_a> lynx i removed the touchscreen def http://dl.dropbox.com/u/13866402/sdltouch.patch
[15:43:26] <brad_a> grr. having that problem where the iTunes play button doesn't work again
[15:43:48] <brad_a> sorry worng window!
[15:47:11] <lynxlynxlynx> looks fine to me, but i'd appreciate if you made those defines configurable in the next batch
[15:49:13] <brad_a> oh sure thing
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[16:11:52] <brad_a> i found a problem lynx. i left my auto pause stuff in there; let me strip it out real quick.
[16:12:33] <brad_a> stupid ONE line of code
[16:13:25] <brad_a> ill take out that iPhone hack while I'm at it since the required header file isn't part of the repo
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[16:19:22] <brad_a> ok removed. http://dl.dropbox.com/u/13866402/sdltouch.patch
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[17:09:16] <brad_a> Yoshimo: did you say you have the dialog.tlk files for each IE game?
[17:10:19] <fuzzie> what are you looking for, just good strings to use?
[17:10:55] <brad_a> i just need to find the offset for the sting "Auto-Pause"
[17:10:59] <Yoshimo> well i have the whole series of baldursgate in german, which is more than enough to play with^^
[17:11:29] <fuzzie> the offset, or just the string ids?
[17:11:57] <brad_a> its not REALLY necessary i was just trying to be through.
[17:12:07] <brad_a> I'm not sure whichever goes in the override
[17:12:22] <brad_a> let me find out
[17:12:26] <fuzzie> just sometimes people forget that the bg games are translated into a whole bunch of crazy languages
[17:13:44] <lynxlynxlynx> it's 17166 in all games but pst, as usual
[17:13:55] <brad_a> the strings.2da files in gemrbs override folder. i am utilizing one of the AP_RESERVED slots currently set to -1
[17:14:04] <brad_a> really?
[17:14:05] <brad_a> neat
[17:14:13] <Yoshimo> i prefer games in my native language, but it doesnt matter, in case you need something, ill be back in a few minutes
[17:14:29] <brad_a> i have 17154 for BG2…
[17:14:37] <lynxlynxlynx> ~Auto-Paused: Unknown Reason~ <-- heh
[17:14:48] <brad_a> well its apparently the same for every game so i guess I'm set
[17:14:55] <fuzzie> 17154 is upper-case, 17166 is lower-case, i guess?
[17:15:02] <brad_a> oh at 17154 it is just Auto-Paused
[17:15:05] <brad_a> or something
[17:15:13] <lynxlynxlynx> mine is lowercased usually
[17:15:20] <fuzzie> one of those is presumably the gui entry
[17:15:42] <fuzzie> or, both, rather
[17:15:56] <brad_a> well i should use whatever is available in every game
[17:16:11] <fuzzie> i see there's one at 17146 too, whee? :p
[17:16:19] <brad_a> yeah i saw a bunch too
[17:16:59] <lynxlynxlynx> bg2 also has one in all caps, but 17166 is perfect in iwd2 (titlecase)
[17:17:29] <brad_a> cool. ill use 17166
[17:18:23] <lynxlynxlynx> using one of the reserved ones is fine too, we have 14 in total, bg2 needs 12
[17:18:33] <lynxlynxlynx> just rename it
[17:18:48] <brad_a> i did. i named it AP_GENERIC
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[17:35:20] <Yoshimo> does that mean you dont need my files brad_a?
[17:36:47] <lynxlynxlynx> yes
[17:38:22] <Yoshimo> it's not easy to be useful for this project
[17:40:34] <lynxlynxlynx> i disagree
[17:40:42] <lynxlynxlynx> do you need a task of somesort?
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[17:55:09] <Yoshimo> yea but i warn you: i cant code
[17:57:08] <lynxlynxlynx> that's not a problem
[17:57:45] <lynxlynxlynx> you could for example test how the original behaves
[17:58:57] <lynxlynxlynx> there's a short list of topics needing investigation here http://gemrb.sourceforge.net/wiki/doku.php?id=developers:ietesting
[18:23:09] <Yoshimo> 0.6.5 win32 at least has cutscene issues, not sure if you changed something about that meanwhile
[18:28:44] <Yoshimo> i vote for an option to log the gemrb logwindow to a debug.log file on windows builts
[18:38:59] <lynxlynxlynx> you can run it from the terminal and use redirection the same way as in linux
[18:40:28] <lynxlynxlynx> as for the (cutscene) issues, details moar details
[18:42:52] <Yoshimo> as i said, the first bg1 cutszene has colliding soundfiles, are their names logged into the console?
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[19:15:02] <lynxlynxlynx> yes
[19:15:21] <lynxlynxlynx> which audio plugin are you using?
[19:15:29] <lynxlynxlynx> i'll go check if it works for me
[19:16:25] <Yoshimo> there is more than one?
[19:17:18] <lynxlynxlynx> yep
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[19:17:25] <lynxlynxlynx> so i guess that means openal
[19:17:56] <lynxlynxlynx> i only get a slight collision when sarevok starts to speak, nothing else
[19:19:00] <Yoshimo> i admit, i downloaded the .5 win built, and then just messed with th cfg so far that bg1 got loaded
[19:25:41] <Yoshimo> i did a gemrb.exe >> log.txt last time, but the resulting logfile only had 2 lines in it, im not sure if the redirect works^^
[19:29:51] <lynxlynxlynx> 2 is definitely not enough :)
[19:32:26] <Yoshimo> yea and its impossible to mark and copy stuff from the gemrb
[19:33:33] <Yoshimo> i have the feeling that my copy of totsc is english , and the bg1 german, at least soundfiles are totally mixed up
[19:33:47] <Yoshimo> does some file say which language it is?
[19:50:16] <lynxlynxlynx> hmm
[19:50:38] <lynxlynxlynx> i guess you could check dialog.tlk
[19:51:04] <lynxlynxlynx> if you have dltcep, go to tools->edit strings
[19:51:08] <lynxlynxlynx> you can search there
[19:51:28] <Maighstir> that would at least tell you the language of the expansion
[19:51:53] <Yoshimo> well the weird thing is the intro at the beginning is played in german and english half half
[19:52:09] <Yoshimo> ill reinstall, maybe that fixes it
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[20:12:07] <Maighstir> Re: autodetect. I get a similar error in Linux, though the Python errors are not shown http://pastebin.com/33BQVvUj - again, manually specifying GameType=bg2 works
[20:14:16] <Maighstir> If it's something on my end as edheldil suggested, it'd be interesting to learn _what_ is wrong.
[20:23:12] <CIA-26> GemRB: 03lynxlupodian * ra2375b3d2dcf 10gemrb/gemrb/GUIScripts/ (GUIREC.py iwd/GUIREC.py): synced most of iwd and common guirec (left special portrait customisation)
[20:23:12] <CIA-26> GemRB: 03lynxlupodian * r0a481ab8da39 10gemrb/gemrb/core/GameScript/GSUtils.cpp: autopause also when the spellcasting target is gone
[20:23:14] <CIA-26> GemRB: 03lynxlupodian * rb44c7b694b9c 10gemrb/gemrb/override/bg2/races.2da:
[20:23:14] <CIA-26> GemRB: races: found a missing string for mindflayers
[20:23:14] <CIA-26> GemRB: NOTE: for further additions check haterace.2da, since it contains many common races
[20:24:43] <lynxlynxlynx> there is no apparent error there, it just didn't find the files
[20:25:03] <lynxlynxlynx> have you tried with bg2 in the same run or that just an old experience?
[20:25:56] <Maighstir> I tried both auto and bg2 just now
[20:26:19] <Maighstir> or just before I typed that
[20:26:39] <Maighstir> and, of course, pulled and built just before that
[20:32:00] <lynxlynxlynx> odd
[20:32:29] <fuzzie> does the [bg2] not indicate successful detection?
[20:32:56] <lynxlynxlynx> yes, but it didn't find any bifs
[20:33:05] <Maighstir> I'd guess so, it loads bg2.cfg at the beginning
[20:33:47] <lynxlynxlynx> no, that's what you told it to, it doesn't know yet at that point
[20:33:57] <Maighstir> oh, right
[20:34:08] <fuzzie> right, but it also then can't find gemrb.ini
[20:34:11] <CIA-26> GemRB: 03brada * rdb7b5c547ac5 10gemrb/gemrb/GemRB.cpp: Removed proprietary android functions when building with SDL 1.3+. this functionality is handled in SDLVideo.cpp with SDL window events. see SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED
[20:34:11] <CIA-26> GemRB: 03brada * r81c66a0cc740 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: Added support for SDL 1.3 touch inputs.
[20:34:12] <CIA-26> GemRB: 03brada * r7526d64af361 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp:
[20:34:12] <CIA-26> GemRB: removed the need for one of my private hacks by including the SDL header that declares SDL_GetFocusWindow()
[20:34:12] <CIA-26> GemRB: this is only needed for iPhone since android keyboard functions don't depend on the focused window.
[20:34:12] <CIA-26> GemRB: 03brada * redccb51218de 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: corrected a couple variable types
[20:34:12] <CIA-26> GemRB: 03brada * r65849f614ea5 10gemrb/gemrb/core/GUI/ (EventMgr.cpp EventMgr.h): added GetMouseFocusedControlType method to event manager. Use this for contextual touch gestures in SDLVideo.
[20:34:15] <fuzzie> it seems suspiciously like a v.old gemrb
[20:34:33] <CIA-26> GemRB: 03brada * r3fa65010bf12 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: Added support for SDL window events: SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_MAXIMIZED
[20:34:33] <CIA-26> GemRB: 03brada * ra9f074cb6859 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: moved a couple of variable declarations to where they are actually used.
[20:34:47] <lynxlynxlynx> brad_a: do you have a sf account?
[20:35:09] <lynxlynxlynx> Maighstir: yeah, check that you're running what you've just compiled, not something installed but older
[20:36:09] <brad_a> no i don't. i suppose i ought to
[20:36:46] <Maighstir> I'm not even IN the build dir, and I did do both "make" and "make install"
[20:38:44] <lynxlynxlynx> brad_a: yes, yes you should; i think it supports openid anyway
[20:39:14] <lynxlynxlynx> Maighstir: to the same prefix as before?
[20:39:21] <brad_a> ok sf account is on my todo list
[20:39:34] <lynxlynxlynx> ping me once you're done
[20:39:47] <lynxlynxlynx> Maighstir: check the paths that are printed when the plugins are loaded
[20:41:02] <Maighstir> ls says /usr/local/bin/gemrb changed at 20:55 today (when i built it) and I've always used the default prefix
[20:41:40] <Maighstir> plugins are loaded from /usr/local/lib/gemrb/plugins/
[20:44:15] <lynxlynxlynx> also fresh?
[20:44:41] <lynxlynxlynx> buh
[20:45:09] <fuzzie> do ldd /usr/local/bin/gemrb to find where the core library is, and check that?
[20:45:23] <fuzzie> but i guess it is unlikely to work with a mismatch there and not with plugins
[20:47:12] <Maighstir> libgemrb_core.so => /usr/local/lib/gemrb/libgemrb_core.so
[20:48:15] <Maighstir> same change time
[20:48:41] <Maighstir> building in a clean dir now
[20:59:03] <Maighstir> after make and make install, moved to when I have the config files. ran gemrb -c bg2.cfg (configured as auto), same result
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[21:10:32] <lynxlynxlynx> maybe a strace run would help, we'd atleast see what it tries to open to find the bifs
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[21:18:13] <Micru2> hi
[21:20:33] <Micru2> i'm collecting PST localizations, but I have reached a problem with the Korean translation. The fontdlg.bam looks unmodified and yet they manage to represent korean characters, how?
[21:21:11] <Micru2> the tlk is all in korean, and there are screenshots, but whenever I try with gemrb, it fails :-(
[21:21:34] <Micru2> any idea?
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[21:24:46] <fuzzie> Micru2: you looked at any japanese/chinese localizations?
[21:24:51] <lynxlynxlynx> maybe they use other bams?
[21:25:14] <fuzzie> the bg2 ones seem to switch bams, indeed
[21:25:16] <lynxlynxlynx> http://forums.gibberlings3.net/index.php?showtopic=22143 <-- this is what fuzzie has in mind
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[21:25:20] <Micru2> the japanese cd's will arrive in about 4 weeks, the chinese one is still downloading
[21:25:24] <fuzzie> see, i was about to say there's a forum post
[21:25:54] <lynxlynxlynx> how come you're collecting them?
[21:26:42] <Micru2> mostly downloading them, except the japanese one, that i had to order it online. my plan is to release a file with all localizations when i have them all
[21:27:44] <lynxlynxlynx> we'd definitely like to know when you're done, since that patchwork is not merged yet
[21:27:50] <Micru2> lynxlynxlynx, that post looks interesting, I'll look with more detail
[21:28:58] <Micru2> yes, of course! and i also came here to ask a maybe silly question, would it be possible to switch between localizations without exiting the gemrb?
[21:29:21] <lynxlynxlynx> ugh
[21:29:32] <Micru2> too difficult?
[21:29:49] <lynxlynxlynx> i don't know, but why is restarting the game difficult?
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[21:30:04] <fuzzie> i don't think the localizations are so trivial, in some cases
[21:30:13] <fuzzie> i.e. you can't just switch the text
[21:30:23] <Micru2> well, for people like me learning languages it would be a bless to translate the line just with a shortcut
[21:30:43] <lynxlynxlynx> hehe
[21:30:48] <Micru2> it wast just a dream :-)
[21:31:04] <fuzzie> well, it would be not too bad with western languages probably
[21:31:51] <Maighstir> Heh, maybe you could get schools to adopt GemRB as a language learning tool?
[21:31:51] <Micru2> i'm not planning to learn any eastern language right now :-P
[21:33:17] <fuzzie> switching language would be a pain, but you could just merge them or something
[21:38:43] <Maighstir> lynxlynxlynx: strace is not something that I use daily (or yearly, for that matter)... what commands would I need to feed it to get a relevant and usable output?
[21:39:19] <lynxlynxlynx> strace /usr/local/bin/gemrb -c bg2.cfg 2>&1
[21:39:41] <lynxlynxlynx> better yet, just the useful part:
[21:39:43] <Maighstir> hmpf, that obvious, huh?
[21:39:48] <lynxlynxlynx> strace /usr/local/bin/gemrb -c bg2.cfg 2>&1 | grep ENOENT
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[21:50:31] <Maighstir> http://pastebin.com/sJB681LU
[21:52:24] <Maighstir> Thing is.. that's 1500 lines of ENOENT's, many of which I guess doesn't actually amtter because they're looked for in a few different paths and found elsewhere
[21:53:11] <Maighstir> no?
[21:54:53] <lynxlynxlynx> sure, you could also grep for bif, but let's see
[21:56:43] <lynxlynxlynx> for example, where do you have Movies.bif? case insensitive
[21:57:18] <fuzzie> did this break recently?
[21:57:31] <Maighstir> The GOG install apparently puts it into <game>/data/Movies/
[21:58:24] <lynxlynxlynx> ah, it was on a separate cd before, but this is another dir deep
[21:58:32] <Maighstir> all Area and CreAni bifs are in <game>/data/Data/
[21:59:20] <Maighstir> all others are in <game>/data/
[21:59:26] <lynxlynxlynx> access("/home/maighstir/.wine/drive_c/Program Files/GOG.com/Baldurs Gate II/data/movies", R_OK) = -1 <-- looks like a case issue
[21:59:45] <lynxlynxlynx> but htf can this be related to autodetection :s
[22:00:47] <fuzzie> does autodetection really work?
[22:00:52] <Maighstir> I do get at least the the intro movie on gametype=bg2
[22:01:16] <Maighstir> And CaseSensitive=1 is active
[22:01:43] <fuzzie> what happens after the intro movie though?
[22:02:18] <Maighstir> soa/tob choice screen
[22:04:24] <fuzzie> it's quite interestingly broken, like the resource manager is simply failing
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[22:10:40] <Micru2> fuzzie, is there any way to look for a BAM with more than 100 frames easily? that file is better hidden than i thought
[22:12:15] <fuzzie> it isn't just something like realms.bam?
[22:14:30] <Micru2> with nearinfinity i cannot see any file called realms.bam...
[22:14:55] <fuzzie> well, i am allergic to annoying java tools
[22:15:34] <Micru2> :-)
[22:15:49] <Micru2> any other replacement i could use?
[22:16:28] <fuzzie> well, i use weidu and edheldil's python thing and dltcep, although dltcep is not really an improvement
[22:17:05] <Micru2> ok, thx
[22:17:35] <fuzzie> but i think a smarter approach is to check what font gemrb is using
[22:17:47] <fuzzie> and i guess sysfont.bam maybe?
[22:18:29] <fuzzie> or TRMTFONT, and the file also has EXOFONT and POSTANT although i don't think in relevant places
[22:25:21] <Micru2> i checked all those files and they all contain standard ascii characters, maybe they are not using a bam? in the screenshots the font looks very thin: http://kij1452.egloos.com/tag/%ED%94%8C%EB%A0%88%EC%9D%B8%EC%8A%A4%EC%BC%80%EC%9D%B4%ED%94%84%ED%86%A0%EB%A8%BC%ED%8A%B8/page/1
[22:31:45] <Maighstir> still looks like a bitmap font though, so I don't think it's a truetype font hack for those languages
[22:32:40] <Micru2> mmm, then i cannot find the lair of the beast....
[22:33:30] <Maighstir> I can, of course, be mistaken from just the screenshots, but that's what I think
[22:39:21] <Micru2> my dears, great discovery! i did the following: 1) install pst in english 2) replace tlk for korean one 3) replace exe for korean one 4) start torment.exe with AppLocale, setting Korean..... and it works! everything is in Korean now :D
[22:40:26] <Maighstir> heh. probably uses a system bitmap font then
[22:40:34] <Micru2> either there is no bitmap, or it is generated on startup depending the system font
[22:41:25] <Maighstir> there are bitmap fonts installed in the system as well, just a different format than the bam's used by the latin-script verions of the IE games
[22:42:12] <Maighstir> ... or it does use ttf fonts, yes
[22:42:28] <Micru2> interesting, should i upload exe and tlk for testing?
[22:47:56] <Micru2> here it goes: https://sites.google.com/site/dacuetu/Korean_PST.7z
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