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[00:40:32] <pupnik> it's just silly people in uniforms
[00:40:35] <pupnik> stop paying them money and attention
[00:43:42] <Lightkey> did you forget to take your pills again?
[00:44:11] <pupnik> money is good
[01:20:34] <pupnik> america is better than some other countries
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[11:19:52] <Jesuit_Santa> Hello all.
[11:20:31] <edheldil> hi
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[11:29:37] <Jesuit_Santa> So is this still being actively developed? I just stumbled across the Baldur's Gate on a Nokia N810 video from a couple years ago.
[11:30:16] <fuzzie> it is
[11:31:03] <fuzzie> fairly slowly, but people have played all the way through bg1, bg2 and iwd using it
[11:31:49] <Jesuit_Santa> That's really cool.
[11:32:41] <Jesuit_Santa> I don't suppose there's any kind of work on a iOS port yet? I found a thread about the iPod Touch's specs limiting it, but those seem to be fixed with the 4th gen Touch.
[11:33:13] <fuzzie> well, there is http://www.youtube.com/watch?v=HZb5yg0_w18
[11:33:26] <fuzzie> but we don't know anything about it, other than that the video appeared..
[11:33:56] <Jesuit_Santa> And the comments are all in cyrillic...
[11:36:23] <fuzzie> yes :) but it seems that someone has it working, at least..
[11:38:06] <wjp> hadn't seen that before; nice
[11:38:11] <Jesuit_Santa> That's better than nothing. Does the project take donations or something? I'd like to help, but I've got no programming skills.
[11:38:49] <SiENcE> is the ipad port available??
[11:39:12] <fuzzie> that video is all i've seen (and a forum thread which just links to the video)
[11:39:53] <SiENcE> mh ok :/
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[11:40:09] <fuzzie> but i think we are all limited by time rather than anything else, your best bet is probably trying to contact the author :) maybe lynx knows more/otherwise
[11:40:10] <SiENcE> i also have to release my dingoo port
[11:40:22] <SiENcE> sure
[11:41:54] <edheldil> release early, release soon
[11:42:33] <SiENcE> :-)
[11:42:41] <Jesuit_Santa> I wonder if an iPad port will work on an iPod Touch.
[11:42:57] <SiENcE> i think and touch interface is a nice plattform
[11:43:19] <SiENcE> i'm going to port gemrb also to Caanoo which has stylus touch
[11:44:09] <Jesuit_Santa> You'd think game companies would have jumped on the whole mobile retro thing by now.
[11:44:42] <fuzzie> well, for people to pay for a port of something like Baldur's Gate to iPod-size screens, i think they would have to do a lot of UI work
[11:46:56] <Jesuit_Santa> Yeah, probably. Still, I would hope Baldur's Gate or Fallout would sell infinitely better than the standard app store offerings.
[11:49:02] <edheldil> why 'hope' ? :)
[11:50:04] <Jesuit_Santa> Because people alway find a way to disappoint me.
[11:50:17] <lynxlynxlynx> i don't know anything else about the ipad port
[11:50:37] <lynxlynxlynx> iirc the author even popped on irc a few times, but that was it
[11:51:21] <Jesuit_Santa> No worries. The video gives me more info than I had when I walked in here, so I call it a win.
[11:52:20] <Jesuit_Santa> At this juncture, it'd probably be easier to see if I could just control my PC via iPod over the internet to play. I doubt that's a viable option, though.
[11:55:16] <fuzzie> i think there is software which does that, at least for the iPad
[11:55:27] <fuzzie> maybe not well enough to play over mobile connections though..
[11:56:50] <Jesuit_Santa> Yeah, that seems a stretch.
[12:01:37] <edheldil> VNC? :)
[12:03:52] <Jesuit_Santa> Who what now?
[12:05:32] <lynxlynxlynx> hmm, there was an indeed a stealing regression
[12:26:11] <CIA-23> GemRB: 03lynxlupodian * rb99a30dbeee2 10gemrb/gemrb/GUIScripts/GUISTORE.py: guistore: fixed stealing
[12:46:27] <devurandom> Heya.
[12:47:46] <devurandom> Can someone hint me to some docs on the general structure of IE games?
[12:48:11] <devurandom> I.e. which files are the main files, where does the main menu come from, etc.
[12:50:39] <lynxlynxlynx> http://iesdp.gibberlings3.net/
[12:50:44] <lynxlynxlynx> look at file formats
[12:51:12] <lynxlynxlynx> i herd you like docs, so we put some docs in our docs
[12:51:26] <lynxlynxlynx> the codebase is the best one though
[12:52:16] <devurandom> Where did you hear I like docs?
[12:53:17] <lynxlynxlynx> it's just a play on words
[12:58:14] <devurandom> I've been looking at http://iesdp.gibberlings3.net/file_formats/general.htm already.
[12:58:34] <CIA-23> GemRB: 03devurandom * ra2ec72a112f6 10gemrb/gemrb/core/System/FileStream.cpp:
[12:58:34] <CIA-23> GemRB: FileStream: Fix potential segfault
[12:58:34] <CIA-23> GemRB: str was not set to NULL which could cause segfaults when opening a file after
[12:58:34] <CIA-23> GemRB: opening a file failed once (str would be closed twice)
[12:58:34] <CIA-23> GemRB: Signed-off-by: Jaka Kranjc <firstname.lastname@example.org>
[12:58:35] <devurandom> But what I dont see is e.g. where the entry point is.
[12:58:47] <lynxlynxlynx> entry point to what?
[12:59:07] <devurandom> To the game, the first thing that's called by the engine. Like main().
[12:59:39] <lynxlynxlynx> GemRB.cpp
[12:59:58] <wjp> that's not called _by_ the engine, though
[13:00:11] <lynxlynxlynx> the main loop is in Interface
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[13:04:21] <fuzzie> the engine initialises things and then runs Start.py, which sets up some kind of UI
[13:05:38] <devurandom> You use Python to run the game scripts?
[13:05:50] <devurandom> I read they were Lua?
[13:06:27] <fuzzie> these are our own scripts, for the UI
[13:06:45] <devurandom> ah, ok
[13:06:47] <wjp> devurandom: are you asking about gemrb or about the original IE?
[13:06:50] <fuzzie> eventually a game is started somehow (via character generation, or loading one) and then GSUpdate() will tell the main loop to run things like GameLoop() where a lot of the logic hides
[13:06:58] <fuzzie> the original IE scripts are in a custom scripting language usually called BGScript
[13:07:17] <fuzzie> our logic for those is mostly in gemrb/core/GameScript/
[13:07:37] <devurandom> fuzzie: But http://iesdp.gibberlings3.net/file_formats/general.htm said it's Lua... So that page is wrong?
[13:07:38] <fuzzie> they're used for game logic - AI, cutscenes, the storyline, traps, etc
[13:08:20] <fuzzie> devurandom: the original engine has a Lua console for debugging, but otherwise doesn't use Lua at all
[13:09:07] <devurandom> Ah, ok, from the page it seemed that "internal use" could be more than just the console.
[13:09:09] <fuzzie> (the Planescape: Torment engine doesn't even include the debugging code, so no Lua at all)
[13:12:10] <fuzzie> that page is a bit overwhelming
[13:13:21] <fuzzie> the important bits are BCS files (compiled BGScript), CHU files (UI definitions, where controls are and what their graphics are, etc), 2DA files (tables of data), CRE (creature)/DLG (dialog)/ARE (area) files, and then the random graphics bits (BAM for animations, MOS for GUI bits, BMP, etc)
[13:14:27] <fuzzie> it took me a while to understand the whole picture, would very much recommend poking at things bit-by-bit
[13:16:57] <devurandom> Sry, I just found there is also a docs dir hidden in the code...
[13:21:11] <lynxlynxlynx> the meme is real
[13:24:59] <devurandom> Do you have a debug, print, echo function in GUIScript? The wiki doesnt list one and I dont find any in the sources.
[13:26:57] <lynxlynxlynx> any python thing you desire
[13:27:16] <lynxlynxlynx> so usually that's plain print
[13:35:14] <devurandom> Ah, didn't think of that.
[13:48:18] <devurandom> Ah, nice, there is also tests/minimal/ which apparently contains a minimal dataset.
[13:50:09] <tomprince> Not enough to learn anything from, just enough to get Start.py to run, which then exits.
[13:50:47] <tomprince> The files where created by hand in vim, with just enough data in them, to be read by GemRB.
[13:53:09] <tomprince> It was created for automatic testing.
[13:53:22] <devurandom> I was just about to handcreate the same files, so it's basically what I need.
[13:53:45] <devurandom> I'm now writing up a new Start.py to hopefully get something working soon...
[13:54:27] <edheldil> fuzzie: actually, there are leftovers from console in PST, but probably unreachable. You can see parser/execution for few commands, dunno if that was all
[13:56:18] <lynxlynxlynx> devurandom: what for?
[13:56:38] <devurandom> There was a feature request for a game-start screen. I'll try to get that done.
[13:56:50] <edheldil> and then there also the "art" for it :)
[13:57:36] <edheldil> devurandom: what do you mean? Some gui for selecting which game to play, adding other games, like ScummVM has?
[13:58:16] <devurandom> edheldil: My plan is to read ~/.gemrb and add a button for every game I find, making gemrb restart itself with the selected config.
[14:00:47] <devurandom> So no add-game, not configure-game, just a plain list for now.
[14:02:10] <lynxlynxlynx> there's a pygtk (i think) starter available
[14:02:14] <edheldil> well, go for it, that could be useful
[14:02:41] <edheldil> really? Haven't fished for related projects for a while
[14:03:52] <lynxlynxlynx> http://gemrb.sourceforge.net/wiki/doku.php?id=launcher
[14:03:59] <lynxlynxlynx> the work of our nicks
[14:04:10] <edheldil> something in-gemrb with a nice art would be certainly better than bombing out with generic error message, thouggh
[14:04:31] <lynxlynxlynx> something lighter and included would certainly be better
[14:06:16] <edheldil> ty, did not know it looks so polished
[14:19:17] <devurandom> Hm, many segfaults. :(
[14:20:21] <devurandom> The GameControl is a similar concept as the FactionHolder in NWN, right? It's a thing added to the window that doesnt serve any other purpose than hold global variables?
[14:21:58] <lynxlynxlynx> GameControl is the main control, the one that shows the area, actors etc
[14:25:02] <devurandom> Ah, then there shouldnt be one when just in the main menu, right?
[14:31:43] <lynxlynxlynx> right
[14:37:45] <edheldil> apart from that, it does not serve any other purpose
[14:37:48] <edheldil> ;-)
[15:07:16] <devurandom> Do you have any free fontfile I could use?
[15:09:43] <devurandom> Atm I am using toolfont.bam and stonesml.bam from bg1, but I guess that's not an option for distribution...
[15:11:25] <lynxlynxlynx> none
[15:11:53] <edheldil> devurandom: good spirit! Have you seen the 'new game' page on wiki?
[15:11:54] <lynxlynxlynx> since bams are basically bitmaps, it should be easy to convert a Free bitmap font though
[15:12:52] <edheldil> years ago I created gimp script that renders font to various layers, but I haven't got to completing gimp-bam export/import plugin
[15:15:54] <devurandom> Different question: What's the difference between controlID and controlIndex?
[15:18:28] <lynxlynxlynx> what are you looking at?
[15:19:02] <lynxlynxlynx> the index in the chu doesn't always define the id
[15:24:22] <devurandom> I am looking at the code. Specifically GUIScript.cpp
[15:24:46] <devurandom> Another thing: Do you have a method to read the text that a Control currently displays?
[15:25:17] <devurandom> There is settext, but no gettext. I'd add that latter if it isnt present in some other way yet.
[15:25:32] <lynxlynxlynx> querytext
[15:28:11] <wjp> it's worth noting that ControlIndex and ControlID might occasionally be confused in the docstrings
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[15:31:01] <lynxlynxlynx> i doubt we ever use the real index
[15:34:20] <wjp> we use an index into the window's control vector
[15:35:17] <wjp> but that should nowadays be mostly hidden in the python control metaclass
[15:40:16] <devurandom> It's a bit confusing... The Python functions expect an ID, but return an Index... Is the ID what the gamefiles refer to, and Index is the actual index after loading the thing to memory?
[15:40:37] <fuzzie> yes
[15:40:46] <fuzzie> but that shouldn't be exposed to any code you write
[15:41:37] <fuzzie> if you ask for a control/window/etc, you should get an object back
[15:41:42] <devurandom> Well, all the python code expects ids and returns indexes...
[15:42:18] <devurandom> StartWindowIdx = GemRB.CreateWindow(0, 0, 0, 640, 480, "")
[15:42:18] <devurandom> ExitButtonIdx = _GemRB.Window_CreateButton(StartWindowIdx, 0, 10, 10, 100, 100)
[15:42:18] <devurandom> ...
[15:42:23] <fuzzie> yeah
[15:42:29] <fuzzie> you shouldn't be calling things in _GemRB
[15:42:43] <devurandom> There's no other way to create a button. :(
[15:43:00] <devurandom> And CreateWindow is not in _GemRB either.
[15:43:31] <fuzzie> admittedly CreateWindow has been missed
[15:43:46] <fuzzie> since we don't use it
[15:44:22] <wjp> LoadWindow is how windows are typically accessed
[15:44:32] <fuzzie> but import GUIClasses and then do 'StartWindow = GWindow(GemRB.CreateWindow(0, 0, 0, 640, 480, ""))'
[15:44:40] <fuzzie> well, GUIClasses.GWindow i suppose
[15:45:17] <fuzzie> then you can call things with StartWindow.CreateButton(0, 10, 10, 100, 100)
[15:45:20] <wjp> GWindow and GControl are wrappers around the indices used internally
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[15:56:20] <devurandom> wjp/fuzzie: Thanks for the tip, works nicely now!
[16:05:04] <devurandom> Do buttons come with an own graphic each? I am atm looking at the various MOS files, and it seems as if each window already contains all the graphics there is.
[16:06:54] <lynxlynxlynx> they come with references
[16:07:28] <devurandom> So Near Infinity just assembles the image as it would look like ingame?
[16:07:29] <lynxlynxlynx> buttons have many states, so they need extra bams
[16:07:52] <lynxlynxlynx> my guess is you only see the mos background
[16:08:08] <lynxlynxlynx> i use dltcep, so i can't compare
[16:09:25] <fuzzie> if you are trying to construct a GUI using python, i am not sure you can do everything that way
[16:13:31] <fuzzie> i am wondering why that CreateWindow function exists..
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[16:20:51] <edheldil> fuzzie: for example for "insert disc" code
[16:23:24] <fuzzie> edheldil: we have a CHU for that
[16:23:33] <fuzzie> as we should, really :)
[16:23:50] <fuzzie> but you added it, it seems
[16:23:57] <edheldil> maybe it's a leftover, then :)
[16:25:21] <fuzzie> the core function is on my list of things to get rid of, but i don't remember why
[16:32:06] <devurandom> Can someone explain this to me? [PluginMgr]: Loading: /home/dschridde/Projects/gemrb/build/gemrb/plugins/MOSImporter.so... MOS File Importer...[OK] [...] [Core]: No MOS Importer Available, skipping background
[16:33:40] <fuzzie> the CreateWindow code is broken
[16:34:17] <fuzzie> remove the IsAvailable check on Interface.cpp:2800 (and the else on 2806/2807)
[16:35:30] <devurandom> fuzzie: Are you commiting this fix?
[16:35:56] <fuzzie> no, because i can't test it
[16:36:22] <fuzzie> if it works for you, committing it is no problem, we haven't used CreateWindow since 2004
[16:36:26] <devurandom> But why does the pluginmgr think there is no plugin to handle MOS?
[16:39:32] <fuzzie> because it's been 6 years and we changed how it works since then :)
[16:39:49] <devurandom> k, does that mean all IsAvailable calls are moot?
[16:40:23] <fuzzie> no
[16:40:40] <fuzzie> the PNG one probably is too, though..
[16:41:09] <devurandom> Ok, it works now.
[16:41:20] <devurandom> I'll send you a patch in a bit.
[16:42:06] <devurandom> Do buttons need a picture *and* a bam?
[16:42:22] <devurandom> atm my button looks very ugly. With snow on it.
[16:42:39] <fuzzie> generally, buttons only have a BAM
[16:43:04] <devurandom> Hm, then why does it look this way? (screenshot in a sec)
[16:45:17] <lynxlynxlynx> palette issues?
[16:47:47] <devurandom> http://imagebin.ca/view/157yie.html
[16:49:20] <fuzzie> does look like it could just be the image's palette
[16:51:13] <fuzzie> what flags do you pass?
[16:52:00] <devurandom> I tried with mpalette/mpla265 instead of mininal palette, and the issue is similar.
[16:52:16] <devurandom> fuzzie: Which "flags"?
[16:52:21] <fuzzie> well, maybe a better question is: what image type are you using for the button?
[16:52:37] <devurandom> ExitButton = StartWindow.CreateButton(0, 55, 0, 55, 40) ExitButton.SetBAM("guioptc", 0, 0, 0)
[16:53:11] <devurandom> Does that answer your question? Or what do you mean by image-type?
[16:53:15] <fuzzie> ok. the palette is in the BAM, then.
[16:53:50] <devurandom> Well, the button looks better with the mpalette, but still has snow in it.
[16:54:29] <fuzzie> ok
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[16:54:35] <fuzzie> remove the last 0 from your SetBAM call
[16:54:48] <devurandom> and write what instead?
[16:55:02] <fuzzie> nothing
[16:55:25] <devurandom> Hm, last time GemRB complained about a Syntax Error when I didnt write all the parameters to that function.
[16:55:27] <fuzzie> the documentation tells you to pass -1, but just removing it entirely will work fine
[16:55:35] <fuzzie> ah
[16:55:37] <devurandom> genius
[16:55:44] <fuzzie> well, use -1 then, if it doesn't work
[16:55:47] <devurandom> looks perfect now
[16:56:33] <devurandom> Now I only need to get that label into the mid of the button :)
[16:56:38] <fuzzie> lynxlynxlynx: you were right, palette :)
[16:57:00] <fuzzie> devurandom: that is where you want a flag
[16:57:21] <devurandom> I saw some IE_GUI_BUTTON_ALIGN flags, but no _CENTER :(
[16:58:44] <fuzzie> it should default to center/middle
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[16:59:45] <devurandom> Ah, it's IE_FONT_ALIGN_
[16:59:57] <fuzzie> only internally
[17:00:09] <devurandom> Well, that's what I'm using now and it works.
[17:00:16] <fuzzie> huh.
[17:00:19] <devurandom> ExitLabel = ExitButton.CreateLabelOnButton(1, "stonesml", IE_FONT_ALIGN_CENTER|IE_FONT_ALIGN_MIDDLE)
[17:00:24] <fuzzie> oh, right
[17:00:37] <fuzzie> why make a label?
[17:00:51] <devurandom> Because I want text on the button. Can I set it directly?
[17:00:53] <fuzzie> yes
[17:01:06] <fuzzie> sorry, thought that was what you were doing
[17:01:24] <devurandom> Ah, hm, then I'll try again, without the label.
[17:01:55] <fuzzie> just SetText(1) or SetText("blah")
[17:02:08] <devurandom> Then I dont need to set the alignment?
[17:02:30] <fuzzie> it should default to centered. in theory :)
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[17:03:00] <devurandom> :( http://pastebin.ca/1972953 :(
[17:03:03] <Avenger> hi
[17:03:05] <devurandom> RuntimeError
[17:03:08] <devurandom> Hi Avenger!
[17:03:31] <Avenger> devurandom : no that str=NULL isn't needed. Won't harm anything, though :)
[17:03:38] <fuzzie> oh, right, you want the text from a control you set yourself
[17:03:44] <fuzzie> i don't think we have anything to do hat
[17:03:56] <fuzzie> oh, i see, someone sneakily made it work for labels
[17:04:01] <devurandom> Avenger: Which one?
[17:04:20] <Avenger> ra2ec72a112f6
[17:04:37] <devurandom> fuzzie: imo the code for the other types is ugly... should have been a virtual method instead or similar.
[17:04:40] <fuzzie> anyway, what you want to do is call 'SetVarAssoc'
[17:04:43] <Avenger> str gets a value 2 lines after that
[17:04:52] <fuzzie> and i should flail at whoever added the label code
[17:05:48] <devurandom> Avenger: That's what you thought...
[17:05:49] <fuzzie> the UIs are meant to only use translatable strings, so anything directly looking at label/etc strings is probably broken
[17:06:43] <devurandom> Avenger: Or at least if you look at my next commit which adds if (!file_exists(fname))
[17:06:58] <Avenger> hmm
[17:07:32] <devurandom> 33e78af23e5f8e7ceb3185a630e7c7f26f3d4024
[17:07:54] <devurandom> Dunno whether anyone imported that already.
[17:07:57] <fuzzie> no
[17:08:19] <fuzzie> which is why it's confusing
[17:08:33] <fuzzie> where's the repos?
[17:08:46] <Avenger> ok, i'll look at the code when it is done :)
[17:09:09] <fuzzie> devurandom is finding all our broken old stuff that we didn't keep updated :P
[17:09:24] <Avenger> that's good
[17:10:40] <devurandom> fuzzie: Should you decide to fixup that QueryText mess, please consider renaming it to GetText, too.
[17:10:52] <devurandom> fuzzie: Which repos?
[17:11:41] <fuzzie> with your commits
[17:11:55] <fuzzie> or is it in an sf branch? i think i'm only pulling sf master
[17:12:23] <devurandom> That function is real funny... It's like someone used his C knowledge to implement polymorphism...
[17:12:38] <devurandom> fuzzie: No, I only have it here, because I haven't put it anywhere else yet.
[17:12:48] <devurandom> But I can push to github in a bit...
[17:13:13] <Avenger> well, using C++ where C is sufficient is heresy :P
[17:13:48] <Avenger> we need a game that runs fast, even on some crappy old system
[17:14:24] <edheldil> hehe, just recently I read do not write C++ programs the same you wrote C programs ot st. like that :)
[17:14:33] <devurandom> Avenger: Yes, but is that the reason that you use a switch/case construction in an already virtual class?
[17:14:48] <Avenger> where is that
[17:15:12] <devurandom> We're talking about GUIScript.cpp:GemRB_Control_QueryText()
[17:15:33] <edheldil> Hi, Avenger :)
[17:15:36] <fuzzie> i imagine it's just someone who added it without really knowing
[17:15:37] <devurandom> It basically circumvents the fact that Control (base of Button, Label, etc) has no QueryText method.
[17:15:43] <devurandom> fuzzie: same here
[17:16:41] <fuzzie> yes, it dates back 6 years or so too
[17:16:59] <fuzzie> i think the function should probably be split anyway
[17:17:01] <Avenger> hmm, well, if you think you can push querytext down to control without causing much problem, do so
[17:17:25] <fuzzie> QueryText in TextArea does something different
[17:17:59] <fuzzie> the ones in TextEdit and Label should probably become GetText
[17:18:36] <fuzzie> but just SetText being in the base class is already a hack, since not all controls have text
[17:18:52] <Avenger> well, i think fixing real bugs or adding features is more fruitful :) but feel free to change this if you don't break anything :P
[17:18:58] <fuzzie> and i can see this spiralling into another architectural mess, so i begin to see why it is a switch statement :P
[17:19:27] <devurandom> hehe
[17:19:36] <devurandom> Anyway, I have some more patches in my list now...
[17:19:47] <Avenger> to be honest, i didn't start the control code, i added what i needed without much planning
[17:19:50] <fuzzie> but splitting QueryText and SetText into two seperate functions makes sense at least. but i am fairly bad at writing code recently, busy.
[17:19:52] <devurandom> Can I have a userrepos on SF?
[17:20:12] <Avenger> i would say, start on github, then we'll see
[17:20:13] <Avenger> oki?
[17:20:20] <fuzzie> i think none of us have worked out how to make sf's controls work beyond 'give full access'
[17:20:32] <devurandom> Avenger: I didnt mean commit access.
[17:20:48] <Avenger> i cannot add less than that, sorry :)
[17:20:50] <devurandom> I just wondered whether SF has such a concept.
[17:20:53] <devurandom> Ok, thx
[17:20:53] <fuzzie> i just push to github
[17:21:03] <Avenger> to commit on SF you have to have a project or belong to a project
[17:21:34] <fuzzie> and sf's git repositories are pretty flaky, honestly
[17:22:00] <Avenger> i hope you won't say they are worse than their svn :P
[17:22:45] <Avenger> i personally find git a bit more cumbersome than svn. At least, after my linux upgrade i don't have to submit my password twice at pulls
[17:23:11] <Avenger> that's a plus, almost worths the sweat of it :>
[17:23:22] <devurandom> Your license is GPL2+?
[17:24:07] <Avenger> i guess, yes. Though i don't really like the + (if that means anyone can take it and rebrand it as gplv3)
[17:24:31] <Avenger> v2 is what i understood last
[17:26:08] <Avenger> if i understood these licenses correctly, once something was relicensed as v3, it cannot be ported back to v2. But i admittedly haven't research this too much :)
[17:26:23] <fuzzie> well, i think, if someone uses it as v3, then that is very silly of them
[17:27:28] <fuzzie> since we could simply block them from any new bugfixes/improvements we made
[17:27:41] <Avenger> really? how?
[17:27:47] <fuzzie> by just making it all v2
[17:28:21] <Avenger> you mean the additions?
[17:28:29] <fuzzie> yes :) i mean, we do a lot more than anyone else could
[17:28:33] <Avenger> heh, it is where this gets complicated
[17:28:55] <Avenger> i hope no one will make it more difficult to us, after 10 years ;)
[17:29:57] <fuzzie> in the end i think whichever side has Avenger on it will be the only one which can succeed :)
[17:30:18] <Avenger> :P thanks for your faith in my coding powerz.
[17:31:03] <fuzzie> well, you are the only one who ever works out how things work
[17:31:16] <fuzzie> and in the end, the reverse engineering is by far the most important bit..
[17:32:38] <Avenger> considering you convinced me about using IDA. I wonder why i'm the only one who 'can do this'.
[17:35:23] <fuzzie> well, i do some work running BGScripts in the original and stuff, and i'm sure i could poke around with IDA, but it is a *lot* of time and effort trying to work out how things work, rather than guessing and hoping that it works ok
[17:35:53] <fuzzie> i would say it is easy to sit down and fix the C++, in comparison :)
[17:43:18] <devurandom> http://gitorious.org/~devurandom/gemrb/devurandom/commits/master
[17:46:16] <fuzzie> right
[17:47:12] <fuzzie> your commits are oddly broken
[17:47:22] <Avenger> broken?
[17:47:40] <fuzzie> there's BOMs inserted at the start of some of the files
[17:47:50] <fuzzie> i've only ever seen that with broken versions of the Windows notepad.exe
[17:48:34] <devurandom> That was setup like this in kate. I think I repaired that now.
[17:50:52] <Avenger> well, i'm still trying to understand the necessity of that null ;)
[17:51:03] <fuzzie> Avenger: there was a forgotten commit before it
[17:51:19] <Avenger> but i look at the file in the repo on gitorious
[17:51:45] <fuzzie> but i'm not sure how to fix the commits, i figured i could just cherry-pick them
[17:54:24] <devurandom> Avenger: You're talking about http://gitorious.org/~devurandom/gemrb/devurandom/blobs/master/gemrb/core/System/FileStream.cpp#line46 ?
[17:55:00] <Avenger> yep, i looked at a temporary state of the file
[17:55:13] <devurandom> Ok, so you see it now?
[17:55:43] <Avenger> yes, but it is still scary. didn't expect _fopen to succeed on a non-file.
[17:56:09] <Avenger> we have _fopen in vfs?
[17:56:21] <Avenger> because i think we should never ever allow it to open a non-file
[17:56:27] <fuzzie> not necessarily
[17:56:33] <Avenger> so file_exist should go into _fopen
[17:56:43] <Avenger> fuzzie: directories are to be used with readdir :)
[17:56:54] <fuzzie> on linux, it is just fopen()
[17:56:55] <Avenger> fopen wasn't made for them
[17:56:59] <fuzzie> so you can't change it
[17:57:02] <Avenger> hmm
[17:57:11] <edheldil> hehe
[17:57:13] <fuzzie> and it's better putting it in Open() and then making sure nothing uses _fopen directly, i think
[17:57:42] <devurandom> _fopen even has this underscore in front. That should already scare everyone off. ;)
[17:57:43] <Avenger> i would just loathe adding this existance check to every instance where we use fopen
[17:58:02] <fuzzie> we should just not use fopen, i think
[17:58:13] <Avenger> we have _fopen in our vfs
[17:58:20] <Avenger> so it is not always used?
[17:58:27] <Avenger> you say, we use the native one in linux?
[17:58:42] <fuzzie> it is used in a few silly places
[17:58:50] <CIA-23> GemRB: 03devurandom * r15f1642b449e 10gemrb/gemrb/core/System/VFS.cpp:
[17:58:50] <CIA-23> GemRB: VFS: Don't ignore stat()'s return value
[17:58:50] <CIA-23> GemRB: dir_exists and file_exists would ignore the return value of stat,
[17:58:50] <CIA-23> GemRB: which can indicate errors if -1 (POSIX)
[17:58:50] <CIA-23> GemRB: Signed-off-by: Alyssa Milburn <email@example.com>
[17:59:20] <Avenger> well, i would say, lets pick a new name, and use it for every instance of _fopen?
[17:59:27] <Avenger> and it could have the file_existance check
[17:59:43] <fuzzie> i think we should really just get rid of all the fopen stuff
[18:00:00] <fuzzie> it all just calls this Open() thing quickly afterwards
[18:00:15] <Avenger> oh i see, it is a windows compatibility stuff
[18:00:20] <Avenger> sucks
[18:00:21] <fuzzie> mostly the callers should be using file_exists
[18:01:18] <fuzzie> and the other problem is that ZLibManager::Decompress is still using FILE*
[18:01:54] <fuzzie> ZLibManager::Compress uses a DataStream so clearly someone already saw this stuff..
[18:02:21] <Avenger> i don't understand the stat patch
[18:02:29] <fuzzie> stat() can fail
[18:02:37] <Avenger> if there was an error then st_mode wouldn't get assigned?
[18:02:41] <fuzzie> yes
[18:02:43] <fuzzie> so you get garbage
[18:02:47] <Avenger> but the it is 0 ;)
[18:02:54] <Avenger> buf.st_mode = 0;
[18:03:10] <Avenger> safer than any return value
[18:03:44] <Avenger> unless the function is so crazy it uses that field for some temporary storage
[18:03:52] <Avenger> but i didn't code any of them :)
[18:04:00] <devurandom> Maybe it fails after assigning to st_mode
[18:04:13] <fuzzie> yeah
[18:04:21] <devurandom> I think that's partly libc and partly kernel, so I just follow POSIX and am safe. :)
[18:04:28] <fuzzie> it promises nothing about what it did to the struct, if it returned an error :)
[18:04:35] <devurandom> It's not as if we need the added performance of skipping the check. ;)
[18:04:37] <fuzzie> so i thought, it is harmless applying a patch which makes sure
[18:04:42] <Avenger> not really safe, because not all our target platforms are posix
[18:04:52] <fuzzie> well, that is a different story :P
[18:05:02] <Avenger> so if we insist to posix everywhere, we can get tripped
[18:05:02] <fuzzie> but anything with stat() is safe
[18:05:19] <devurandom> But stat comes from posix, doesnt it?
[18:05:39] <fuzzie> yes, but things with stat are not necessarily posix-compliant
[18:06:07] <devurandom> hm
[18:06:12] <fuzzie> but it should be fine here
[18:06:16] <devurandom> ok
[18:06:21] <fuzzie> gemrb doesn't run on that many weird platforms anyway
[18:06:25] <Avenger> well, i guess probably it is safe, but not everything is safe
[18:06:34] <Avenger> haha, depends on what you consider weird
[18:06:55] <Avenger> ipad or haiku ?
[18:07:13] <fuzzie> weird is the Nintendo DS and the N64 :)
[18:07:34] <edheldil> we don't run them, do we?
[18:07:45] <fuzzie> no :)
[18:07:54] <Avenger> how much memory they got?
[18:07:55] <CIA-23> GemRB: 03devurandom * r452d43e546db 10gemrb/gemrb/core/System/FileStream.cpp:
[18:07:55] <CIA-23> GemRB: FileStream::Open should only open regular files
[18:07:55] <CIA-23> GemRB: Signed-off-by: Alyssa Milburn <firstname.lastname@example.org>
[18:07:59] <fuzzie> but it is funny to watch the poor people who port things to them.
[18:08:12] <fuzzie> i think the DS has 4mb of RAM and a 60mhz processor or something.
[18:08:14] <devurandom> I just wrote ::Open that way, then was told there is file_exists, checked it and added there what I got in addition.
[18:08:21] <Avenger> lol, ok
[18:08:32] <edheldil> roomba ;-) move your vacuum cleaner by fighting goblins ;-)
[18:08:32] <fuzzie> but it can still run loads of scummvm games, for example :)
[18:08:44] <Avenger> 4mb is definitely not enough for an ie game
[18:09:02] <devurandom> does it have swap? :P
[18:09:19] <DrMcCoy> edheldil: Fighting goblins?!? :o
[18:09:25] <Avenger> we need tile cache to run on 128M i fear
[18:09:29] <fuzzie> i think you can get another 16mb of ram by adding an expansion card into the long-gone GBA slot
[18:09:50] <DrMcCoy> edheldil: Hands off Fingus, Winkle and Blount!
[18:10:20] <edheldil> what are those?? ^_^
[18:10:30] <DrMcCoy> http://en.wikipedia.org/wiki/Gobliiins
[18:10:37] <Avenger> dunno what was the original minimal spec of the IE, but we definitely overreach that
[18:10:56] <Avenger> hey, i played gobliiiins :)
[18:11:08] <Avenger> maybe not that many iii
[18:11:24] <DrMcCoy> Gobliiins, Gobliins 2, Goblins 3
[18:11:25] <DrMcCoy> :P
[18:11:39] <fuzzie> go buy a copy from gog.com and get your scummvm 1.2.0 today!
[18:11:44] <CIA-23> GemRB: 03devurandom * r4c48091d114a 10gemrb/gemrb/core/Interface.cpp:
[18:11:44] <CIA-23> GemRB: Window::GetControl() can return NULL, handle this in Interface::GetGameControl()
[18:11:44] <CIA-23> GemRB: Signed-off-by: Alyssa Milburn <email@example.com>
[18:12:42] <devurandom> How do I get a mouse cursor? gemrb.ini?
[18:14:08] <fuzzie> devurandom: your QueryText commit for Buttons is incomplete?
[18:14:20] <devurandom> sec
[18:14:27] <Avenger> mouse cursor?
[18:14:37] <Avenger> they are defined by the game data
[18:14:53] <devurandom> fuzzie: Yes, it is.
[18:14:58] <Avenger> cursor.bam?
[18:15:16] <Avenger> err cursors
[18:15:22] --> SiENcE has joined #GemRb
[18:15:30] <fuzzie> Avenger: but where is the filename set? gemrb.ini sounds likely
[18:15:43] <devurandom> Avenger: Is it always named like that or do I need to do something for gemrb to find the right file?
[18:15:43] <Avenger> ah well, i guess yes
[18:16:13] <Avenger> looks like it is hardcoded
[18:16:22] <fuzzie> also i think the commit with the GetButtonFont thing needs an abort()
[18:16:30] <Avenger> and looks like we don't have to care then :) all games got a cursors.bam
[18:16:44] <Avenger> but if you want, you can add a gemrb.ini
[18:16:49] <fuzzie> Avenger: not devurandom's data, though
[18:16:50] <Avenger> it is polite to future developers
[18:17:19] <devurandom> Damn, seems I deleted the complete commit...
[18:17:22] <Avenger> hmm, i don't understand what he needs it for
[18:17:48] <fuzzie> devurandom: you know 'git reflog'?
[18:17:55] <devurandom> fuzzie: follow up commit comes in a bit
[18:18:00] <CIA-23> GemRB: 03devurandom * rdbe9b0026aa6 10gemrb/gemrb/core/Interface.cpp:
[18:18:00] <CIA-23> GemRB: Do not crash when starting the console without a font loaded + warn in such suspicious situations
[18:18:00] <CIA-23> GemRB: Signed-off-by: Alyssa Milburn <firstname.lastname@example.org>
[18:18:00] <CIA-23> GemRB: 03devurandom * r63733233a9bc 10gemrb/gemrb/core/Interface.cpp:
[18:18:00] <CIA-23> GemRB: Remove broken check for availability of MOS Importer
[18:18:00] <CIA-23> GemRB: Signed-off-by: Alyssa Milburn <email@example.com>
[18:18:18] <fuzzie> Avenger: devurandom is experimenting with making a game launcher UI inside gemrb itself, which would then run another gemrb for the game
[18:19:03] <devurandom> fuzzie: pushed
[18:19:10] <Avenger> hmm, then he 1. needs an own cursors.bam or 2. implement his own mouse cursor :)
[18:19:28] <Avenger> basically you can live with a single (double) frame
[18:19:34] <Avenger> the first frame is the pointer
[18:19:38] <Avenger> which should be enough
[18:19:50] <Avenger> so you just create a cursors.bam for your own use
[18:19:56] <Avenger> should be easy
[18:20:48] <Avenger> it would be fun to have the gamelauncher using .chu files and such too :)
[18:20:51] <devurandom> he, i dont even think i have a program which can edit them...
[18:21:13] <Avenger> dltcep is part of the project :) if you got wine, you can run it
[18:21:25] <fuzzie> Avenger has an open-source editor for almost all of the IE filetypes, and he cleverly wrote it in a Windows-only toolkit. :)
[18:21:38] <Avenger> meh don't blame me
[18:21:56] <fuzzie> but it is pretty good under wine.
[18:22:11] <Avenger> yep, they even fixed 1-2 wine bugs after i reported them :D
[18:22:54] <devurandom> Hm, the link to that tool which I saw said something about the last release being in 2006?
[18:23:20] <fuzzie> the binary on sf is updated whenever we bug Avenger about it
[18:23:28] <fuzzie> i think a few weeks ago, this last time
[18:23:30] <Avenger> second link in google points to the update forum
[18:23:42] <Avenger> http://forums.gibberlings3.net/index.php?s=76c4d5cee1b5464155cf3ff09523f65d&showtopic=11824
[18:23:50] <devurandom> Ah, "edited" is displayed at the bottom. I only looked at the top.
[18:23:58] <devurandom> Avenger: That tool is FOSS, too?
[18:24:19] <Avenger> the source is in the gemrb project
[18:24:27] <Avenger> but you can compile it only on windows
[18:24:32] <fuzzie> but it depends on MFC, so you are stuck with msvc and wine
[18:24:37] <Avenger> not legally, but physically ;)
[18:24:46] <fuzzie> in fact i think even msvc6
[18:24:48] <Avenger> feel free to port it to linux then push it back
[18:24:49] <devurandom> Hm, no one ever ported it? ;)
[18:24:57] <Avenger> it can compile on msvc6/7
[18:25:01] <devurandom> haha, nice though. :)
[18:25:03] <fuzzie> but you'd have to rewrite it
[18:25:03] <Avenger> no one cared
[18:25:04] <devurandom> +t
[18:25:19] <fuzzie> so, so far, we all suffer with wine :)
[18:25:29] <Avenger> i still update it, but if someone ported it to still compile on msvc6, i would take that over
[18:25:41] <fuzzie> well, we also have some other tools lying around, and of course devSin and Taimon have taken up Infinity Explorer which is sometimes useful
[18:25:57] <Avenger> devsin took up near infinity?
[18:26:01] <Avenger> java tool
[18:26:08] <devurandom> Avenger: Where is the code? I dont see it. :(
[18:26:08] <Avenger> utter crap if you ask me :D
[18:26:14] <fuzzie> devurandom: in git
[18:26:24] <fuzzie> the 'chitem' repos i think
[18:26:48] <Avenger> source is http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/dltcep;a=tree
[18:26:56] <fuzzie> oh, dltcep now :)
[18:27:07] <Avenger> when we moved to git, it got renamed?
[18:27:08] <fuzzie> hehe, nice AUTHORS list :)
[18:27:09] <devurandom> Ah, there
[18:27:38] <Avenger> lol, well, i used some code of others
[18:28:09] <Avenger> but as far as i know the stuff is gpl v2 free
[18:28:29] <Avenger> i got written consent from abel for the sound code (which made it into gemrb too)
[18:28:36] <fuzzie> yes, the sound code is good
[18:28:46] <fuzzie> and you have no movie player :)
[18:28:58] <Avenger> i got some color quantization code too
[18:29:23] <Avenger> to be honest i don't know the original source, it got heavily rewritten
[18:29:51] <devurandom> Avenger: I'm using Near Infinity atm...
[18:30:08] <fuzzie> oh, right, it is NI
[18:30:09] <fuzzie> i am tired and slow
[18:30:15] <devurandom> The most annyoing thing is that it wants to be case sensitive. But I hope I can fix that.
[18:30:25] <fuzzie> you have a recent version?
[18:30:36] <devurandom> git
[18:30:47] <fuzzie> whose repos?
[18:30:55] <Avenger> well, simply said i don't like it. If you need hex offsets and a quick look at a file, use ie_lister
[18:31:07] <Avenger> that's also in our repo
[18:31:11] <fuzzie> i thought someone fixed the case senstivity issues
[18:31:14] <devurandom> fuzzie: official repo
[18:31:37] <devurandom> http://github.com/taimon/NearInfinity.git
[18:32:01] <fuzzie> i think calling taimon's repo the official one is stretching the truth a bit :)
[18:32:08] <devurandom> is it?
[18:32:09] <Avenger> devurandom: ever tried to look at a chu or dlg in NI?
[18:32:14] <devurandom> Is there a more official one?
[18:32:19] <Avenger> or even a worldmap
[18:32:26] <devurandom> Yes, I think I did that.
[18:32:27] <Avenger> totally useless, at least it was when i tried
[18:32:28] <fuzzie> i don't think there's any which you can really call official
[18:32:39] <Avenger> it could be all nice by now
[18:32:50] <fuzzie> Avenger: not all of us can always run wine, you know :)
[18:33:10] <Avenger> i cannot do it at this moment, so i feel for you :P
[18:33:16] <Avenger> i'm on Windows XP, haha
[18:33:53] <fuzzie> i csan't find the repos i am looking for, grre
[18:34:02] <fuzzie> bad people not putting everything on github
[18:34:37] <Avenger> i think it is good, avoids a single point of failure
[18:35:06] <fuzzie> but then i have to remember where things are, which i am not good at :)
[18:35:13] <Avenger> google cannot help?
[18:35:25] <Avenger> what are you looking for?
[18:35:37] <fuzzie> someone had an NI repos with case sensitivity fixed
[18:36:16] <devurandom> Where's the main() method in dltcep?
[18:36:56] <devurandom> The first time that grep fails me...
[18:37:52] <Avenger> it is an mfc application :)
[18:38:14] <fuzzie> see CChitemApp::InitInstance in Chitem.cpp
[18:38:41] <devurandom> sheesh, the code is huge...
[18:39:02] <devurandom> CStringMapLocEntry items;//1
[18:39:02] <devurandom> CStringMapLocEntry icons;//2
[18:39:02] <devurandom> << WTH?!
[18:39:23] <Avenger> don't criticise my coding :P
[18:39:23] <fuzzie> yes. it got stuff added as people found it and now there is no chance of understanding it unless you already know a lot about the file formats :)
[18:39:44] <fuzzie> this is why i said, someone would have to rewrite it, and no-one found it worthwhile yet
[18:39:47] <Avenger> it is admittedly totally spaghetti
[18:39:51] <devurandom> Is this WeiDU thing also yours?
[18:40:01] <Avenger> not mine
[18:40:07] <devurandom> I saw it recently when looking at that widescreen mod.
[18:40:10] <Avenger> but i know the authors
[18:40:19] <Avenger> we came from the same... group?
[18:40:22] <fuzzie> no, weidu is mostly the bigg's at this point, i think?
[18:40:55] <Avenger> at this point, but it was Wesley Weimer and Jason Compton who started it first. Bigg is the current maintainer
[18:41:05] <fuzzie> well
[18:41:13] <fuzzie> the current version is written in ocaml
[18:41:20] <Avenger> they do the broken hourglass project for some time.
[18:41:33] <Avenger> as far as i know weidu was always written in ocaml
[18:41:40] <fuzzie> it was C++, originally :)
[18:41:45] <fuzzie> i don't know when it changed
[18:42:01] <edheldil> devurandom: what are you looking for?
[18:42:13] <Avenger> well, when it started i didn't really care for it
[18:42:20] <devurandom> edheldil: just looking through that dltcep code.
[18:42:28] <fuzzie> i know that Wesley Weimer's version was mostly ocaml
[18:42:38] <Avenger> i still look down on the npc modders who made weidu the biggest tool of IE modding :P
[18:42:41] <fuzzie> weidu is terrible really, but it is much much better than anyone's alternatives
[18:42:53] <fuzzie> that is really the story of the whole IE modding scene :)
[18:43:25] <devurandom> what does it actually do?
[18:43:43] <devurandom> I only saw I'd need to install it for the widescreen mod.
[18:43:49] <Avenger> weidu provides you a script language which can patch stuff on the fly
[18:43:50] <fuzzie> it runs weidu scripts
[18:43:57] <Avenger> initially for script/dialog compiling
[18:44:08] <Avenger> but they now use it to edit binary files, YUCK :)
[18:44:35] <Avenger> i know some modders who never touched dltcep or any editor, they do everything in weidu's patch language
[18:44:38] <fuzzie> but it is the only automated tool for installing mods
[18:44:59] <Avenger> fuzzie: actually, there was iap
[18:45:10] <Avenger> dltcep can still make iap packages
[18:45:35] <Avenger> but weidu is admittedly more popular, and flexible too
[18:45:37] <fuzzie> Avenger: that does patching etc, though?
[18:45:56] <Avenger> no, but i never wanted patching, i wanted whole games
[18:45:58] <fuzzie> when i looked at iap i couldn't even see how to make it add strings, but, i didn't find much
[18:46:16] <fuzzie> and if you want a whole game, you should have just traveled in time and use gemrb :P
[18:46:37] <fuzzie> but it is horrible.
[18:46:40] <fuzzie> it's all horrible.
[18:46:53] <Avenger> fuzzie: you ever seen the glory of istar?
[18:46:58] <fuzzie> but everyone concentrates much more on making things work, and no-one has time to tidy things up :)
[18:47:20] <Avenger> i wonder if it is still downloadable anywhere
[18:47:27] <fuzzie> i think it is, but i haven't played
[18:48:10] <Avenger> it is about one chapter of continuous play in a totally new game
[18:48:25] <Avenger> a pity Max and the team ran out of steam
[18:48:40] <Avenger> mostly because i always screwed up their data :)
[18:50:07] <devurandom> Sheesh, I understand why no one every considered porting that monster.
[18:50:37] <Avenger> you talk about dltcep? hehe, well, it is in a vendor lock-in
[18:50:55] <devurandom> *g*
[18:50:56] <Avenger> when i started it, i needed something with gui fast
[18:51:12] <Avenger> and i still didn't learn to program any other gui (except java)
[18:51:43] <Avenger> maybe it should be ported to gemrb's system :)
[18:51:53] <Avenger> that would be fun
[18:51:58] <devurandom> Yes, the Python GUI is pretty nice. :)
[18:52:17] <Avenger> hmm, there is also edheldil's editor?
[18:52:57] <Avenger> maybe that could be used as a starting point?
[18:53:09] <devurandom> you mean for those IE-GUI files?
[18:53:10] <fuzzie> i think you'd waste an incredible amount of time
[18:53:48] <Avenger> i wouldn't do it of course ;)
[18:54:18] <Avenger> but the ie_shell is doing stuff in python, so just merge it with gemrb's gui system
[18:58:12] <fuzzie> ok, i am too tired to work git now.
[19:00:13] <devurandom> fuzzie: Having trouble?
[19:02:57] <Avenger> omg, if you are called 'Genie' HoW would treat you differently when you poof from place to place
[19:03:03] <Avenger> i wonder how
[19:03:17] <devurandom> "how"?
[19:03:27] <Avenger> heart of winter (one of our target games)
[19:03:41] <fuzzie> the iwd expansion
[19:03:51] <fuzzie> except, it is really more of a new game, engine-wise :)
[19:04:13] <Avenger> it is a very dumbed down SoA with some enhancements from black isle
[19:04:22] <Avenger> err, SoA is 'shadows of amn' :)
[19:04:30] <devurandom> hehe,thx
[19:04:40] <fuzzie> ok
[19:04:44] <devurandom> why do they dumb down their engine?
[19:04:46] <fuzzie> someone changed ini behaviour for fullscreen?
[19:04:53] <devurandom> fuzzie: yes, yesterday
[19:05:09] <Avenger> it isn't like that. they just bought the engine from bioware, while it was under development
[19:05:10] <devurandom> it wasnt working with bg1
[19:05:25] <fuzzie> well, now my config fullscreen setting is ignored
[19:05:29] <Avenger> so it is more like at a stage of evolution
[19:05:32] <fuzzie> a bug?
[19:05:45] <devurandom> fuzzie: which config?
[19:05:51] <Avenger> yes fuzzie, i fixed something, what happened to you?
[19:06:01] <devurandom> .gemrb/*.cfg? Or baldur.ini?
[19:06:03] <fuzzie> i have Fullscreen=0 in my gemrb config
[19:06:09] <devurandom> Because now it seems to honour baldur.ini
[19:06:10] <Avenger> suddenly the engine honours your settings, but you don't know all of them ;)
[19:06:11] <fuzzie> which should override other config
[19:06:16] <Avenger> maybe your baldur.ini has
[19:06:50] <Avenger> if none of your config/ini has fullscreen=1 then it is a real bug
[19:06:53] <Avenger> but i doubt that
[19:06:57] <fuzzie> well, someone commented out the line
[19:07:27] <Avenger> if you like the original behaviour, remove the parsekey(true) line
[19:07:33] <fuzzie> no, it is not that commit
[19:07:39] <fuzzie> somoene really commented out the line
[19:07:46] <Avenger> hmm, ok what line
[19:07:56] <fuzzie> and it was you :P
[19:08:07] <Avenger> i never denied, but which line :)
[19:08:09] <fuzzie> - CONFIG_INT("FullScreen", FullScreen = );
[19:08:09] <fuzzie> + //CONFIG_INT("FullScreen", FullScreen = );
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[19:08:23] <Avenger> that was not today?
[19:08:30] <fuzzie> no, july
[19:08:34] <Avenger> which july?
[19:08:35] <devurandom> Is that legal C syntax? FullScreen=) ?
[19:08:39] <fuzzie> this year
[19:08:42] <devurandom> lol
[19:08:54] <Avenger> i honesly don't remember
[19:08:54] <fuzzie> devurandom: it is a macro
[19:09:08] <Moose2387> Hey everyone
[19:09:12] <fuzzie> Avenger: it seems you made it a local variable, where i can no longer set it :)
[19:09:12] <devurandom> Hello Moose2387
[19:09:31] <Avenger> oh yes now i remember
[19:09:44] <Moose2387> Umm i had a quick question. What is the best way to install gemrb on a mac
[19:09:47] <Avenger> i removed it from gemrb.cfg because the game config has it
[19:09:53] <Moose2387> would it be using macports with wine?
[19:10:09] <devurandom> macports *and* wine?
[19:10:16] <fuzzie> you should just use wine :)
[19:10:21] <devurandom> I think gemrb runs under mac?
[19:10:23] <fuzzie> no gemrb
[19:10:25] <Avenger> i would download gemrb from git and compile it :)
[19:10:36] <devurandom> Avenger: That's pretty easy, too.
[19:10:41] <devurandom> At least on Gentoo...
[19:10:44] <Avenger> i guess you meant installing an original game?
[19:10:47] <Moose2387> well i was reccomended it as it is easier to keep everything up to the latest release
[19:11:12] <devurandom> Moose2387: I think if its in macports, you can install it using that one.
[19:11:20] <devurandom> That should even be native, i.e. not via wine.
[19:11:41] <Moose2387> fuzzie: I tried using wine, but when trying to play baldur's gate I get a :no supported video modes error
[19:11:57] <Avenger> we support even the old awkward endian macs natively :)
[19:12:14] <devurandom> Hey, ppc is cool.
[19:12:16] <Avenger> it really sucks that by the time we finish, no one needs that
[19:12:30] <fuzzie> i would try disabling fullscreen, if this is the original baldur's gate 1 - either in the configuration, or by editing baldur.ini
[19:12:35] <fuzzie> gemrb is annoying to make work on macs :)
[19:12:52] <fuzzie> the ppc is useful for the Xbox 360 and the PS3 and the Wii, but they will be dead in 5 years, i guess
[19:13:08] <Moose2387> ah i see. How would i edit that file through wine then? I am sorry I haven't played with wine at all
[19:13:23] <Avenger> you can edit it in any texteditor
[19:13:41] <Moose2387> sorry i guess what I meant to ask was where are the folders usually stored
[19:13:46] <Avenger> just look for the line with fullscreen
[19:13:51] <Avenger> ahh in the game's root dir
[19:14:02] <fuzzie> well, under macports, maybe in '.wine' in your home directory
[19:14:24] <Moose2387> Yes but i think my issue is that mac ports does this all through terminal so I am not sure how to get to it
[19:14:27] <fuzzie> if you are using Crossover Mac then it is in the bottle directory, but i guess you are not
[19:14:40] <Moose2387> no not crossover
[19:15:05] <fuzzie> i don't remember how to make the Finder show hidden directories like .wine, though
[19:15:27] <fuzzie> but you probably have more luck asking google than us :)
[19:16:04] <Moose2387> haha alright let me see if i can find it. Thanks for the help so far. I figured that this would be the best place to start.
[19:16:51] <Moose2387> so if i want to open a txt file through the terminal i just type in the file name just like an exe
[19:16:51] <Moose2387> ?
[19:19:07] <fuzzie> i think 'open -a TextEdit filename' is what you want
[19:19:24] <Moose2387> cool thats
[19:19:27] <Moose2387> thanks that is
[19:19:28] <fuzzie> i suppose just 'open ~/.wine/' probably opens it in Finder
[19:20:26] <Moose2387> ya that works too lol thanks fuzzie. It is wierd learning how to use a lot of this stuff without ever seeing it before
[19:21:03] <Avenger> watch yourself, in a month or two you will submit patches :)
[19:23:40] <Moose2387> lol
[19:25:03] <Moose2387> wierd i don't see the full screen in the ini or in the config
[19:25:15] <Avenger> hmm
[19:25:34] <Avenger> lets see, is this a brand new install?
[19:25:37] <Moose2387> there is an option call displayconfigmsg=0
[19:25:42] <Moose2387> ya it is the gog.com version
[19:25:53] <Moose2387> if i try turning that on will it work?
[19:25:57] <Avenger> if you never run the game, baldur.ini might miss the entry
[19:25:59] <Moose2387> not work but maybe prompt
[19:26:26] <Moose2387> ya the issue is that it wont let me get into the game
[19:26:44] <Avenger> this should be in the [Program Options] section: Full Screen=1
[19:27:07] <Moose2387> set that to 0 then try>
[19:27:08] <Moose2387> ?
[19:27:21] <Avenger> ah yes, if you want it to windowed
[19:27:29] <Avenger> i thought that's the default, though
[19:27:47] <fuzzie> it is always fullscreen
[19:28:11] <fuzzie> which is why gemrb.cfg being ignored was annoying me :P
[19:29:15] <Avenger> oh the macports version doesn't have those latest changes
[19:29:50] <Avenger> heh, if it doesn't work with the space in Full Screen, try without it
[19:30:11] <fuzzie> this is just the original enigne, i think
[19:30:21] <Avenger> fine, i thought he runs gemrb :)
[19:30:58] <fuzzie> maybe a good idea to see if anyone wants to sort out a proper macports thing for gemrb
[19:31:15] <Moose2387> well macports is nice and easy :P
[19:32:43] <fuzzie> there are some older gog threads
[19:33:32] <Moose2387> ya i skimmed through them i didn't see anything that seemed to help me out, but it is more than possible that I missed it.
[19:33:50] <fuzzie> http://www.gog.com/en/forum/baldur_s_gate/baldurs_gate_gog_and_mac says you can also fix it by just making a virtual desktop
[19:35:09] <fuzzie> (which makes wine make a window itself)
[19:35:15] <Moose2387> when you say a virtual desktop what does that refer to and I assume that it will work with all IE games?
[19:35:39] <fuzzie> the IE games have really different graphical problems
[19:35:46] <Moose2387> ok so when I am loding i get the following in my terminal
[19:36:18] <Moose2387> fixme:win:EnumDisplayDevicesW ((null),0,0x32b160,0x00000000), stub!
[19:36:18] <Moose2387> fixme:wave:wodDsCreate DirectSound not implemented
[19:36:18] <Moose2387> fixme:wave:wodDsCreate The (slower) DirectSound HEL mode will be used instead.
[19:36:18] <Moose2387> fixme:wave:AudioUnit_SetVolume independent left/right volume not implemented (1.000000, 1.000000)
[19:36:18] <Moose2387> fixme:wave:wodDsCreate DirectSound not implemented
[19:36:19] <Moose2387> fixme:wave:wodDsCreate The (slower) DirectSound HEL mode will be used instead.
[19:36:20] <Moose2387> XIO: fatal IO error 35 (Resource temporarily unavailable) on X server "/tmp/launch-gVguo3/org.x:0"
[19:36:22] <Moose2387> after 116 requests (116 known processed) with 13 events remaining.
[19:36:27] <devurandom> gn8
[19:36:30] <Moose2387> that is all in the terminal window
[19:38:59] <fuzzie> that one is strange
[19:41:03] <Moose2387> ya
[19:41:05] <fuzzie> very strange.
[19:41:50] <Moose2387> i own the actual cd's for bg2 I am tempted to make iso images and mount them to see if that installs and runs but I don't see a reason why this one wouldn't. Although I know there were updates with BG2
[19:42:15] <fuzzie> this is an apple machine, not overclocked, apple's X11?
[19:42:25] <Moose2387> yup
[19:43:02] <Moose2387> installed wine through macports, then BG through wine etc
[19:43:04] <fuzzie> 'winecfg' works fine? i would try the advice in that forum post above, before bothering with bg2
[19:43:32] <Moose2387> that is in the gog forums?
[19:45:46] <fuzzie> yes
[19:45:59] <Moose2387> k ill check that out
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[19:52:49] <Lightkey> a lot of text...
[19:53:04] <Lightkey> DrMcCoy: denying Gobliiins 4 ever existed? ;-)
[19:53:27] <fuzzie> yes, everyone seems to have woken up
[19:53:38] <Lightkey> also, live from #mipslinux
[19:53:38] <fuzzie> just in time for me to be buried in homework
[19:53:39] <Lightkey> <Ralf> I was looking for a picture of the MIPS Alchemy MTX-1 system.
[19:53:39] <Lightkey> <Ralf> This is what I found: http://tinyurl.com/28rd3w4
[20:23:56] <Moose2387> Well thanks again for everything I may check in later
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[20:40:19] <lynxlynxlynx> i'm back, but there's plenty of backlog to digest
[21:02:17] <lynxlynxlynx> you didn't need to wait :P
[21:07:36] <edheldil> still at work crunch before project release :(
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