#gemrb@irc.freenode.net logs for 26 Jan 2012 (GMT)

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[00:08:12] <CIA-36> GemRB: 03bradallred * r7e7c10e2022d 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Mac Release: package SDL framework inside the app bundle.
[00:08:23] <CIA-36> GemRB: 03bradallred * rcad48d8be2a4 10gemrb/gemrb/core/Interface.cpp:
[00:08:23] <CIA-36> GemRB: Interface: temporary workaround for mac distribution plugin path.
[00:08:23] <CIA-36> GemRB: I'm still debating the permanent fix. I think the best way would be to add
[00:08:23] <CIA-36> GemRB: loader paths during the build process for both the bundle plugins directory and
[00:08:23] <CIA-36> GemRB: the application support/gemrb/plugins directory then have dlopen just use the
[00:08:23] <CIA-36> GemRB: plugin name instead of the full path. then it will find and load the plugins
[00:08:24] <CIA-36> GemRB: from either location.
[00:08:24] <CIA-36> GemRB: 03bradallred * red51954936c7 10gemrb/gemrb/ (6 files in 3 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[00:08:25] <CIA-36> GemRB: 03bradallred * ra5475e34eb28 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo: fix bonehead mistake when checking the return of SDL_LockSurface.
[00:14:39] <tomprince> brad_a: How does that ~ hack work?
[00:15:09] <brad_a> ? i jsut added a resolvepath call
[00:15:26] <brad_a> because that define is ~/....
[00:15:34] <tomprince> I am just curious as to why you ares using ~ for PLUGINDIR
[00:16:13] <brad_a> well it needed to go in home but compiling on my computer was making it always look in /Users/brada/...
[00:16:29] <brad_a> its quite temporary
[00:16:44] <tomprince> Why does it need to go in HOME?
[00:16:52] <tomprince> Can it not be installed globally?
[00:18:12] <brad_a> i guess i could have made it global, but then i would have had to change the installer package. either way the real fix i will do hopefully soon is just make it so it can load them from any global dyld path as well as some we specify
[00:19:11] <brad_a> also installing globally requires an admin account
[00:19:15] <tomprince> Do the plugins not go in the .app package, or does that get exploded on install? (my lack of experience with osx is showing)
[00:19:34] <brad_a> right now no. but that is part of my intended fix
[00:19:50] <brad_a> it will just take longer to implement than i have time for today
[00:20:09] <tomprince> k.
[00:20:13] <brad_a> i want to package the required plugins inside the bundle pluginss dir that is supplied by apple
[00:20:53] <tomprince> Just the required ones?
[00:21:22] <brad_a> then i want the optional plugins to beinstalled in either the user library or the root library (as chosen via the installer) then have gemrb just call dlopen and mac dyld will take care of the rest
[00:21:47] <tomprince> Why not inside the bundle with the optional ones as well?
[00:22:05] <brad_a> well hopefully the installer will allow me to give that as an option as well
[00:22:27] <tomprince> Well, why not just do that by default?
[00:22:48] <tomprince> Just throw all the plugins in, since we don't really have an API for external plugins.
[00:24:17] <brad_a> well even if i do that i want to add the various libs as plugin paths so its future proof
[00:26:27] <brad_a> but uyou are right ther is no big deal in throwing in more plugins than they need or want sinche they are almost all < 100 k :)
[00:26:28] <tomprince> That seems reasonable. I talk it you are refering to ../lib/gemrb/plugins or ../Library/Application Support/GemRB/plugins ?
[00:28:20] <brad_a> i want to set paths in the project settings so that dlopen searches a series of locations. it may be that i dont need to change any settings so much as jsut make gemrb ask for just the plugin instead of giving a whole path for mac
[00:28:49] <tomprince> Well, the thing is, we don't open plugins by name.
[00:29:04] <brad_a> what do you mean?
[00:29:17] <brad_a> i thought we used dlopen and gave the plugin path
[00:29:22] <tomprince> We just try to load all files in the plugin directory.
[00:29:35] <brad_a> oh
[00:29:38] <brad_a> i see
[00:29:48] <brad_a> that seems silly :)
[00:30:02] <brad_a> we are loading everything even though we dont need or want it?
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[00:30:46] <brad_a> i guess i knew that
[00:31:04] <tomprince> Well, for most, how do you know that you don't need or want it?
[00:31:30] <tomprince> Only for the audio/video drivers, could you do that, I think.
[00:32:03] <brad_a> thats true. i guess im used to more dynamic load on demand things
[00:32:20] <brad_a> where an so isnt laoded at all till the function is called etc
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[00:32:56] <tomprince> Well, we could do that, but then we would need to add plugin metadata files, or something, so we can discover what is in them.
[00:33:16] <brad_a> yeah not worth it :)
[00:35:27] <brad_a> we decided we should just have the override dir stuffed into the bundle as well right? then i guess make a wiki page for mac version explaining how to get in there?
[00:35:40] <brad_a> we need a iki page for the mac version anyway i feel
[00:35:46] <brad_a> its diffrent enough
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[00:37:22] <tomprince> brad_a: Yes, I think so. And eventually we will get the override searchpath worked out so that people won't need to go in there.
[00:38:10] <brad_a> what about mods like BGT? that seems to be the primary reson for needing to mod it
[00:38:20] <brad_a> also TTF but on mac thats not an issue
[00:38:58] <tomprince> Well, once we move gemrb override later in the search, that won't be an issue.
[00:39:13] <tomprince> And, I was considering supporting BGT out of the box, too.
[00:39:24] <brad_a> how would you detect taht?
[00:40:04] <brad_a> like gametype BGT?
[00:40:23] <tomprince> Yes. But it should also be possible to autodetect.
[00:42:10] <brad_a> i see a comment "3IWD2 movies are on the CD but not in the BIF"
[00:42:19] <brad_a> does that mean that loop is only for IWD2?
[00:42:19] <brad_a> or
[00:42:23] <brad_a> for everythingelse?
[00:43:26] <tomprince> I think it is only relevant for IWD2.
[00:46:54] <gembot> build #91 of osx-test is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/91
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[01:14:43] <brad_a> tomprince: http://dl.dropbox.com/u/13866402/cdpaths.patch
[01:14:56] <brad_a> im quite unsure about the last commit in that
[01:21:07] <tomprince> Well, purely cosmetic. A commit message should have a one line summary, a blank line, and then a more detailed description. Like say 125dda82d30d437a91fc47753a3b330ea8ba379a
[01:21:34] <brad_a> sure. but does that seem reasonable?
[01:21:44] <tomprince> Still looking.
[01:23:21] <brad_a> ok ill be back in a bit
[01:27:12] <gembot> build #433 of cmake clang++ is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/433 blamelist: Brad Allred <bradallred@me.com>, Tom Prince <tom.prince@ualberta.net>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>, Chris H-C
[01:27:12] <gembot> <scriptedfate@gmail.com>
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[01:28:57] <gembot> build #48 of cmake g++-4.4 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/48 blamelist: Brad Allred <bradallred@me.com>, Tom Prince <tom.prince@ualberta.net>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>, Chris H-C
[01:28:57] <gembot> <scriptedfate@gmail.com>
[01:30:44] <gembot> build #50 of cmake g++-4.6 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/50 blamelist: Brad Allred <bradallred@me.com>, Tom Prince <tom.prince@ualberta.net>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>, Chris H-C
[01:30:44] <gembot> <scriptedfate@gmail.com>
[01:30:59] <gembot> build #44 of cmake g++-4.5 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/44 blamelist: Brad Allred <bradallred@me.com>, Tom Prince <tom.prince@ualberta.net>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>, Chris H-C
[01:30:59] <gembot> <scriptedfate@gmail.com>
[01:33:31] <gembot> build #434 of cmake clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/434
[01:36:42] <gembot> build #49 of cmake g++-4.4 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/49
[01:37:17] <gembot> build #51 of cmake g++-4.6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/51
[01:39:59] <gembot> build #45 of cmake g++-4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/45
[01:41:08] <gembot> build #429 of mingw32 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/429 blamelist: Brad Allred <bradallred@me.com>, Tom Prince <tom.prince@ualberta.net>, Avenger <avenger_teambg@sourceforge.net>, Alyssa Milburn <fuzzie@fuzzie.org>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>, Chris H-C
[01:41:08] <gembot> <scriptedfate@gmail.com>
[01:53:32] <tomprince> brad_a: pushed to github, and commented there.
[01:54:48] <tomprince> (also, doesn't compile here)
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[02:11:58] <gembot> build #430 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/430
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[17:48:05] <Avenger> how long do we have mouseclickevent?
[17:48:20] <Avenger> i mean this: void SDLVideoDriver::MouseClickEvent(SDL_EventType type, Uint8 button)
[17:49:03] <Avenger> in the sdl doc it seems, the event object (structure) for sdl_pushevent needs to be freed by the caller
[17:49:39] <Avenger> besides msvc 6 doesn't like SDL_Event evnt={};
[17:50:16] <tomprince> Well, we just need it to be zero intialized.
[17:52:24] <Avenger> yep, doing that
[17:52:37] <Avenger> #define DECLARE_EVENT(var) SDL_Event var; memset(&var,0,sizeof(var));
[17:53:50] <tomprince> How about just having the memset directly?
[17:53:53] <Avenger> also killed the leak in mouseclickevent
[17:54:54] <tomprince> By changing it to be on the stack?
[17:55:31] <Avenger> why is that better to have the allocation and memset separated? Yes, click event is on stack
[17:55:58] <tomprince> Or you could just write SDL_Event event = SDL_Event();
[17:56:10] <tomprince> I just don't like the defein.
[17:56:13] <tomprince> define.
[17:56:26] <Avenger> SDL_Event event = SDL_Event(); will work?
[17:56:30] <Avenger> that's definitely the best
[17:56:43] <tomprince> It should.
[17:56:50] <tomprince> That is what the {} is doing.
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[19:43:45] <CIA-36> GemRB: 03bradallred * r2e966914cc73 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: CocoaWrapper (iOS): make a list of game types limited to 640x480 and use that resolution in the config for those games.
[19:43:47] <CIA-36> GemRB: 03bradallred * r50011cb59719 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: CocoaWrapper (iOS): we need to make changes in the core for automatically handling CD paths. so we wont be needing this.
[19:43:48] <CIA-36> GemRB: 03bradallred * r72e76295aead 10gemrb/apple/ (4 files in 2 dirs):
[19:43:48] <CIA-36> GemRB: CocoaWrapper (iOS): refactor most of SDL_main into a UIAppDelegate class (subclassing SDLs delegate)
[19:43:48] <CIA-36> GemRB: iOS 5 expects a keyWindow with a root view controller by the time the
[19:43:48] <CIA-36> GemRB: application has "finished launching" and SDL doesnt pass us control in time for
[19:43:48] <CIA-36> GemRB: this causing orientation problems under iOS 5. We are overriding SDLs
[19:43:59] <CIA-36> GemRB: didFinishLaunching implementation to setup our wrapper interface then calling
[19:43:59] <CIA-36> GemRB: the sdl implementation.
[19:43:59] <CIA-36> GemRB: 03bradallred * r34b6fc83942a 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m:
[19:43:59] <CIA-36> GemRB: Revert "CocoaWrapper (iOS): moving the progress update inside this loop should provide more fidelity and help flattened archives report more accurate progress."
[19:43:59] <CIA-36> GemRB: This reverts commit f1bb7a007ba919e207586d37309a960552f533cb.
[19:44:00] <CIA-36> GemRB: this isn't needed. the broken progress indicator is due to changes in iOS 5 nothing to do with diffrent archives.
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[20:00:15] <CIA-36> GemRB: 03avenger_teambg * r3f122da25e8c 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: cleaned up SDL_Event usage
[20:05:18] <CIA-36> GemRB: 03avenger_teambg * rdf9e458fb04d 10dltcep/ (17 files): dltcep 7.3 (wfx editor)
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[20:09:30] <lynxlynxlynx> Avenger: your ide is enforcing whitespace changes again
[20:09:48] <Avenger> where?
[20:10:10] <Avenger> sdlvideo?
[20:12:13] <Avenger> i just ran some formatting on it that eliminates end of line whitespace and spaces mixed with tabs
[20:13:15] <Avenger> huh, i guess, you meant dltcep source
[20:13:41] <fuzzie> well
[20:13:52] <fuzzie> it isn't nice to mix whitespace changes in a commit where you change other stuff, it makes it difficult to review
[20:15:17] <fuzzie> but I totally lost track of all these changes myself again..
[20:15:54] <Avenger> my change is simple, just allocate sdl_event uniformly
[20:16:20] <fuzzie> yeah, it's just difficult to pick out the change from all the whitespace changes in that diff :)
[20:16:31] <tomprince> -w
[20:16:57] <fuzzie> -w helps but doesn't cover it all
[20:17:05] <fuzzie> (as it shouldn't)
[20:17:47] <fuzzie> commit does look fine though.
[20:18:12] <Avenger> i just wonder how that mouseclick didn't cause massive leaks before
[20:19:54] <fuzzie> it's only used for the action
[20:20:13] <Avenger> ahh, i see
[20:20:25] <fuzzie> no? no.
[20:20:26] <fuzzie> huh
[20:20:29] <Avenger> also, there is an ugly flickering now with textsceens under dialog
[20:20:56] <Avenger> textscreens did cover dialogs before, i wonder what changed
[20:21:09] <fuzzie> no, right, it is only used by MouseClick which is used for the action :)
[20:21:15] <fuzzie> shouldn't the gamecontrol be hidden for textscreens?
[20:21:30] <Avenger> maybe some recent change unhid it?
[20:21:40] <fuzzie> sounds likely, let's look..
[20:25:18] <fuzzie> I don't see anything.
[20:26:22] <fuzzie> it looks like probably it's brad's code exposing that bug
[20:27:23] <brad_a> ?
[20:27:23] <fuzzie> (for the fixes for capitals and etc)
[20:27:42] <fuzzie> you changed the way the text scrollign works
[20:28:00] <brad_a> i did that forever ago...
[20:28:03] <fuzzie> yeah
[20:28:06] <fuzzie> october
[20:28:13] <fuzzie> but that is the most recent change I can find that's remotely relevant.
[20:29:05] <fuzzie> in any case I hadn't realised you were here, by 'exposing that bug' I mean there must be an existing bug if it's problematic!
[20:29:26] <Avenger> i don't think the text scrolling can cause this
[20:29:44] <fuzzie> well, the text scrolling forces a full redraw
[20:29:56] <fuzzie> which has previously shown up bugs when there have been windows there that shouldn't be visible
[20:30:06] <Avenger> because: the textarea must be overhead, the problem is the dialog textarea is refreshing needlessly
[20:30:10] <fuzzie> well
[20:30:23] <fuzzie> the other possibility is the pause changes?
[20:30:26] <Avenger> yes
[20:30:30] <Avenger> that might be
[20:31:05] <fuzzie> but I don't see how, because SetPause does nothing if the pause state doesn't need changing
[20:31:36] <Avenger> or maybe this is an older bug, i didn't start a new game in iwd2 for some time
[20:31:51] <fuzzie> oh, well, if it's iwd2-specific then probably older
[20:31:56] <Avenger> i don't know which other engine has dialog/textscreen over each other
[20:32:11] <brad_a> heh thats why i have no idea what you are talking about
[20:32:14] <fuzzie> you made sure to delete old guiscripts I assume? :)
[20:33:09] <Avenger> i doubt that is the problem, but i will clean install
[20:33:26] <fuzzie> yes, I also doubt
[20:33:37] <brad_a> so is this just IWD2 then?
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[20:34:50] <Avenger> only iwd2 i know of (its starting dialog is hidden by a cutscene)
[20:35:12] <Avenger> err not cutscene, textscreen
[20:35:36] <Avenger> maybe it was me changing the textscreen from modal?
[20:35:40] <Avenger> or wasn't it modal before
[20:36:41] <brad_a> sounds like we need git bisect ;-)
[20:36:51] <brad_a> i havent IWD2 tho
[20:37:58] <Avenger> ok, setting it modal cured the problem. The problem is the dialog start verbal constant is played while in textscreen
[20:38:16] <Avenger> so instead of the gnome girl's narrative, i hear the sailor captain :(
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[20:38:43] <brad_a> i wish i had IWD2 so i knew what you were talking about :-P
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[20:42:22] <CIA-36> GemRB: 03avenger_teambg * rdd707e09beae 10gemrb/gemrb/GUIScripts/TextScreen.py: disable all other windows while in TextScreen (fixes flickering dialog in iwd2 start)
[20:44:54] <Avenger> The weird thing is: there is a GemRB.HideGUI() call. That should remove all dialog textareas
[20:45:45] <lynxlynxlynx> voodo
[20:47:08] <Avenger> yep, this needs some debugging why it doesn't
[20:47:50] <lynxlynxlynx> my guess would be it does, but something else unhides again
[20:49:21] <Avenger> yes
[20:49:48] <gembot> build #428 of msvc++6 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/428
[20:58:12] <Avenger> i see that after the call to pause the game the dialog is loaded
[20:58:15] <Avenger> that's also weird
[20:58:51] <fuzzie> if it all happens in one frame then we maybe don't check the pause state before continuing with the dialog code..
[20:59:41] <Avenger> looks like SetPause isn't working, but i'm still looking for it
[21:00:44] <Avenger> it looks like it disables pause/unpause in cutscene mode
[21:01:26] <Avenger> did the original disable pause in cutscene mode?
[21:02:04] <Avenger> i think that's the problem
[21:02:19] <fuzzie> well, autopause and manual pausing are disabled in cutscene mode
[21:02:29] <fuzzie> it shouldn't be in SetPause though for this reason, I guess?
[21:02:56] <Avenger> not here for sure
[21:03:01] <fuzzie> i doubt the original tries pausing for textscreens..
[21:03:06] <fuzzie> so it's pretty gemrb-specific
[21:03:08] <Avenger> no
[21:03:17] <Avenger> it even displays 'paused for chapter text' :P
[21:03:30] <fuzzie> does it pause though? :)
[21:03:40] <Avenger> O_o
[21:03:50] <Avenger> well, i guess, it won't lie on that
[21:03:53] <fuzzie> i mean, the original can just not run the game code
[21:03:58] <Avenger> i think it does
[21:04:05] <Avenger> but i don't see the code right now
[21:05:33] <Avenger> ok, i repurpose the quiet flag as forced pause: if (!quiet && InCutSceneMode()) gc = NULL;
[21:06:34] <fuzzie> comment it? :)
[21:06:52] <Avenger> -->//don't allow soft pause in cutscenes and dialog ?
[21:08:04] <Avenger> yeah, now it is better
[21:08:07] <fuzzie> i was thinking more "pause must be allowed in all situations if called by guiscript"
[21:08:27] <fuzzie> so that we don't just come along and 'fix' it to the simple case again
[21:08:38] <Avenger> my cursor is frozen in an ugly state though
[21:09:07] <fuzzie> oh?
[21:10:32] <Avenger> the problem is, the cursor isn't refreshed in textscreen
[21:10:50] <Avenger> maybe this is just a missing setcursor call
[21:11:05] <Avenger> now that the gui/game area is properly disabled, nothing changes the cursor
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[21:16:46] <tomprince> Well, I don't think you should repurpose the flag.
[21:16:58] <tomprince> That just seems confusing.
[21:17:44] <CIA-36> GemRB: 03avenger_teambg * r8fd12b49f578 10gemrb/gemrb/ (4 files in 4 dirs): Pause in textscreens again
[21:18:06] <Avenger> well, i just call it a hard pause, not so confusing
[21:18:07] <fuzzie> well, I figured that as long as it's commented, one of us will get around to fixing it properly soon
[21:19:12] <Avenger> two flags would be overkill when i would use only 2 of 4 cases
[21:19:13] <fuzzie> although as I said, the comment Avenger added is surely just going to end up with someone disabling soft pause everywhere again :p
[21:19:23] <fuzzie> i mean, disabling pause in cutscenes
[21:19:36] <gembot> build #432 of mingw32 is complete: Failure [failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/432 blamelist: avenger_teambg@sourceforge.net
[21:19:39] <fuzzie> but I guess the commit message is a good clue for now
[21:19:51] <fuzzie> should get rid of the prints too..
[21:19:54] <Avenger> meeh
[21:19:57] <Avenger> still got prints?
[21:20:24] <Avenger> O_o
[21:20:46] <fuzzie> in the GamePause guiscript
[21:20:53] <fuzzie> i mean, the C++ side
[21:21:09] <CIA-36> GemRB: 03avenger_teambg * r9c4444c594be 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: remove the debug prints
[21:21:26] <fuzzie> thanks :)
[21:21:27] <Avenger> yep, i just committed anything that changed :D
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[21:26:30] <brad_a> would it make more sense to jsut expand the PauseState enum to include a force pause of sorts?
[21:26:51] <tomprince> Yes, that seems reasonable.
[21:28:25] <brad_a> well looks like avenger already took care of it another way :-P
[21:28:47] <fuzzie> i think it should probably be the responsibility of the caller
[21:29:27] <tomprince> Well, I think the fix could be cleaned up some.
[21:38:38] <Avenger> i don't mind as long as you don't break the current uses :)
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[21:45:17] <brad_a> heh maybe somebody else should do it then :-P
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[21:48:39] <tomprince> brad_a: Go ahead.
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[22:14:10] <gembot> build #433 of mingw32 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/433
[22:52:01] <brad_a> dont suppose anybody in here knows the equivalet of git checkout sha in mercurial…?
[22:52:52] <brad_a> ah i think hg update sha
[23:19:08] <brad_a> grr. updated SDL to latest rev prior to nuking 1.2 compat layer and now it appears that not running in fullscreen on ios crashes
[23:19:34] <brad_a> may need to force fullscreen for ios
[23:20:53] <brad_a> looks like ios 5 specific tho
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