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

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[03:51:26] <CIA-28> GemRB: 03bradallred * r4298f2c639d4 10gemrb/gemrb/plugins/SDLVideo/ (SDL20Video.cpp SDL20Video.h): typo fix
[03:51:36] <CIA-28> GemRB: 03bradallred * r01c9984bffc9 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: TouchInput: only locations should be offset, not deltas.
[04:18:01] <gembot> build #249 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/249
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[05:14:08] <guu> hi. i wanted to ask how can i disable the blue borders around magic items (gemRB 0.7) ?
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[06:44:01] <avenger> guu: look in guicommon.py: magical = Slot["Flags"] & IE_INV_ITEM_MAGICAL
[06:44:13] <avenger> modify it to magical = 0
[06:44:45] <guu> thanks!! great
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[07:33:14] <sirrozha> Yarr, could anyone help me? I’ve installed latest GemRB iOS build and Planecape Torment via zip file. When I run the game the menu shows up and it’s irresponsive. Tried both 640x480 and 800x600 resolutions.
[07:35:35] <sirrozha> The sound is working
[07:44:31] <sirrozha> build 588
[07:44:43] <sirrozha> Okay, rolling back to 569
[07:51:55] <edheldil> sirrozha: if the meanu is dead, check if there's anything interesting in gemrb's log
[07:58:08] <sirrozha> 569 works, but can’t get past character creation menu, pressed “accept”—the music still plays, the game appears to be hung
[08:00:02] <edheldil> quit
[08:01:07] <lynxlynxlynx> GemRB.log
[08:01:42] <sirrozha> where is it kept?
[08:04:35] <lynxlynxlynx> game dir
[08:05:39] <sirrozha> not present
[08:05:52] <lynxlynxlynx> hmm, maybe it's different on ios
[08:06:04] <fuzzie> well, how old is 569?
[08:06:05] <lynxlynxlynx> does gemrb have a config dir there?
[08:06:10] <sirrozha> changed resolution to 800x600, the bottom bar appears, but the game screen glitches and hungs
[08:06:38] <sirrozha> GemRB-ios-v0.7.0-569-g8378c11.ipa 2012-03-20
[08:07:21] <sirrozha> yeah, but it’s empty
[08:07:40] <sirrozha> I mean there is only a config
[08:08:07] <lynxlynxlynx> ok
[08:08:15] <lynxlynxlynx> it looks like it should be there though
[08:10:02] <lynxlynxlynx> hmm
[08:12:31] <lynxlynxlynx> looks like there is a button in the launcher to toggle debug mode
[08:13:32] <sirrozha> there is no launcher to run on ios
[08:13:44] <sirrozha> I could put a string into .cfg
[08:16:19] <sirrozha> but I don’t know which one
[08:16:32] <sirrozha> no log output is provided by default
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[14:32:25] <lynxlynxlynx> i have access to an iphone now brad, but it sounds tedius to test :P
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[17:09:59] <brad_a> i dont know what sirrozha is going on about. there is a launcher for ios and there is a button to toggle log output… also there is not a config settingfor it.
[17:11:06] <brad_a> lynx do you just have an iphone or xcode as well?
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[17:21:29] <lynxlynxlynx> iphone
[17:21:36] <lynxlynxlynx> no idea which version
[17:22:39] <lynxlynxlynx> just a leftover from another project; the mobile company gave us different smartphones for us to showcase our app, but we don't have one for iphone at all :D
[17:22:55] <brad_a> heh
[17:23:00] <fuzzie> nice
[17:23:03] <brad_a> is it jailbroken tho?
[17:23:19] <lynxlynxlynx> i doubt it, but isn't that trivial to achieve?
[17:24:08] <lynxlynxlynx> btw, do you know phonegap? maybe we could use something like that to get a general launcher
[17:24:55] <fuzzie> Usually you can't do that kind of thing.
[17:24:57] <lynxlynxlynx> fuzzie: we did it again, mobilising about 13% of the population to go out on the same day and pick up trash :)
[17:25:18] <fuzzie> Because you're stuck with the single process.
[17:26:06] <fuzzie> So a launcher which isn't built into the app is no good. :/
[17:26:46] <fuzzie> lynxlynxlynx: scary.
[17:26:57] <lynxlynxlynx> :D
[17:27:07] <fuzzie> but, wow, I guess :)
[17:27:12] <lynxlynxlynx> this time it's a global movement and netherlands will be participating too
[17:27:31] <lynxlynxlynx> in fact, the lead inspiree was here until yesterday
[17:28:04] <lynxlynxlynx> so yeah, that's where my last half of year was spent on
[17:28:44] <lynxlynxlynx> portugal cleaned on the same day and tunisia on sunday
[17:29:44] <lynxlynxlynx> there's even a subtitled documentary about our 2010 action on youtube
[17:31:18] <fuzzie> link? :)
[17:32:57] <fuzzie> (fairly sure I haven't seen it..)
[17:33:09] <lynxlynxlynx> http://www.youtube.com/watch?v=AHR7KF9-T1M&list=UUtK3SAAN9B_eM0cC4xdtPNw&index=1&feature=plcp
[17:33:22] <lynxlynxlynx> i'm certain you haven't, it has just been released
[17:34:00] <wjp> ah, I think there was some volunteer cleaning up here in Belgium too this weekend?
[17:34:03] <lynxlynxlynx> haven't had a chance to watch it myself, but just from skipping through I can see I'll make a cameo somewhere
[17:34:36] <fuzzie> cool, thanks
[17:35:13] <brad_a> yes jailbreak is trivial to achieve
[17:35:42] <lynxlynxlynx> wjp: likely, spring cleanups are common
[17:35:57] <lynxlynxlynx> a big one will be attempted in belgium on 22.9.
[17:36:09] <brad_a> what is a good way to get the shanges to SDL20Video.cpp between a given commit and another?
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[17:36:27] <lynxlynxlynx> git diff a..b sdlvideo20
[17:36:44] <lynxlynxlynx> or maybe three dots and maybe with log -p
[17:37:17] <lynxlynxlynx> i always have to try
[17:38:59] <brad_a> thanks :)
[17:49:54] <CIA-28> GemRB: 03avenger_teambg * r7bf7aa5304f6 10gemrb/gemrb/core/ (Interface.cpp KeyMap.cpp Map.h Palette.cpp): just whitespace
[17:54:27] <lynxlynxlynx> -ftemplate-backtrace-limit=<n> <-- woo
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[19:27:52] <decker_> hello
[19:28:06] <decker_> brb
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[19:29:29] <decker_> so if i can ask for some help
[19:29:37] <decker_> trying to try this out with the BG2 demo
[19:30:49] <decker_> and fail on this point:
[19:30:52] <decker_> sorry for the spam
[19:30:56] <decker_> [Core]: Initializing GUI Script Engine... Traceback (most recent call last): File "<string>", line 1, in <module> ImportError: No module named GUIDefines [GUIScript/ERROR]: Check if /home/sdlfk/gemrb/build/gemrb/GUIScripts/GUIDefines.py exists!
[19:31:09] <decker_> that file does not exist
[19:31:43] <decker_> any ideas?
[19:31:45] <decker_> thanks
[19:34:05] <brad_a> your config has an incorrect path
[19:34:52] <decker_> yeah, but the .py file is not even there
[19:35:21] <decker_> oh nevermind i found it
[19:35:33] <decker_> thanks for pointing that out lol
[19:35:34] <decker_> guess it didn't move it to my build path
[19:41:11] <decker_> ok got that now can't find gemrb.ini
[19:46:11] <brad_a> same problem
[19:46:26] <brad_a> there is an override directory that came with gemrb
[19:46:59] <brad_a> both override and guiscripts should be installed in the same place by default
[19:48:25] <decker_> ah i see
[19:48:27] <decker_> thank you
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[19:51:54] <decker_> awesome it seems to be working
[19:51:56] <decker_> thanks a lot
[19:54:17] <tomprince> You should in fact be able to change a single option to affect both of them.
[19:55:56] <decker_> ah
[19:55:59] <decker_> i will bbl
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[20:13:22] <Avenger> hi!
[20:13:36] <Avenger> hey lynx, what do you think about a new release?
[20:14:01] <lynxlynxlynx> maybe next month
[20:14:14] <lynxlynxlynx> so many invasive changes make me nervous
[20:14:31] <Avenger> yep, i want to stop changes, and focus on fixes now
[20:14:33] <lynxlynxlynx> it would be cool if we had all the feats implemented by then
[20:14:39] <lynxlynxlynx> only a few are missing
[20:14:50] <Avenger> make a list :)
[20:14:59] <lynxlynxlynx> and proper support for logging to file
[20:15:16] <lynxlynxlynx> from what you said, these are missing: feats: armor prof+improved evasion+improved turning+precise shot+shield prof
[20:16:34] <Avenger> improved turning is probably done
[20:17:06] <Avenger> ah no, that's extra turning
[20:17:22] <Avenger> improved turning shouldn't just add to the turn level?
[20:17:42] <lynxlynxlynx> let's see
[20:18:12] <lynxlynxlynx> two extra hit dice of undead can be turned
[20:18:50] <lynxlynxlynx> when i added turning, we didn't have hd/level limiting at all, is that still the case?
[20:19:19] <Avenger> hmm, our turning doesn't support hd count
[20:20:14] <Avenger> i guess, i will just add +2 to turn level
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[20:23:08] <lynxlynxlynx> thomas_sch: any luck with the merge?
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[20:23:45] <lynxlynxlynx> it would be also interesting to include lostsoul's party work if it is done by then
[20:24:23] <lynxlynxlynx> i have a bunch of spell bugsies to look at too
[20:27:10] <brad_a> he asked a few days ago about somebody reviewing his work
[20:27:18] <CIA-28> GemRB: 03avenger_teambg * r46c8e4042f5e 10gemrb/gemrb/ (override/iwd2/effects.ids plugins/IWDOpcodes/IWDOpcodes.cpp): simple turn undead level modifier to help with improved turning feat
[20:44:41] <decker_> so how different do you guys think the new enhanced edition will be? think it'll just be enhanced graphics? how close will the GemRB be to it? guess there's no telling but interesting still
[20:45:13] <lynxlynxlynx> we'll see, it's still over a year away
[20:45:29] <lynxlynxlynx> we'll evolve too in that time
[20:45:53] <brad_a> a year? i thought this summer
[20:46:12] <brad_a> btw they aare going to try the same with PST
[20:46:54] <lynxlynxlynx> oh, 2012 :D
[20:48:06] <decker_> yeah summer 2012
[20:48:49] <fuzzie> well, PS:T certainly needs it
[20:49:16] <brad_a> yes
[20:49:20] <decker_> buying the whole collection from gamer's gate since my old cds have been lost over time lol not a bad price though
[20:49:29] <decker_> never played ps:t was that the first?
[20:49:39] <brad_a> 1999 iirc
[20:50:08] <brad_a> so about the same time as BG2 but only 640x480
[20:50:38] <decker_> yuck why so low a resolution
[20:50:50] <decker_> bg had higher than that didn't it
[20:51:00] <decker_> or maybe not lol been too long
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[20:57:21] <lynxlynxlynx> didn't
[20:57:33] <lynxlynxlynx> maybe totsc brought 800x, but no clue
[20:59:17] <decker_> i think you are right i think i remember when i got the totsc expansion i think it upped the res
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[21:10:40] <Tyler> Hi guys, this is frustrating.. where do I find the log file for the android version? my bg2 crashes every time I try to go past the main menu and it takes forever to create a character just to have it crash.. please advise thanks
[21:11:22] <Avenger> which android version?
[21:11:43] <Avenger> do you use one from sourceforge or from the store
[21:12:34] <Tyler> latest version from the market
[21:12:51] <Avenger> i'm not sure if this helps: http://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/
[21:12:58] <Avenger> but we have never versions
[21:13:04] <Avenger> newer :)
[21:13:34] <Tyler> I'll certainly try it, thanks
[21:13:52] <Tyler> But how do I view a log file of the crashes? I've seen people posting these in the forums but can't find it for the life of me
[21:14:40] <Avenger> i don't know if the market version has file logging, other than using alogcat
[21:16:05] <Tyler> Ah, so it's something else to be installed, I'll look for that thanks
[21:16:35] <Tyler> Is it possible to have gemrb running multiple games? or can I only have one installed at a time? maybe I'll have more luck with planescape
[21:17:04] <brad_a> you mean running multiple simultaniously?
[21:17:12] <brad_a> i hope not :p
[21:17:58] <Avenger> i'm sure you can install more than one, given enough card space
[21:18:22] <Tyler> How does that work with gemrb though, will I be given a choice of games when I launch?
[21:18:56] <brad_a> im not sure how the android version does it
[21:18:57] <Avenger> well, i guess, you will have to install the datasets in different directories, and at least swap the config file manually
[21:19:23] <Tyler> That's easy enough then, thanks. I'll give PS:T a try and see if I have more luck with that
[21:19:26] <Avenger> i don't know how else it would be possible, unless it is possible to give commandline parameters
[21:21:52] <lynxlynxlynx> better try the sourceforge version
[21:22:04] <lynxlynxlynx> much newer with extra goodies
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[21:30:43] <brad_a> for all i know android version has a launcher interface similar to ios :p
[21:32:35] <lynxlynxlynx> it has one, but i doubt they're similar
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[21:33:01] <lynxlynxlynx> you can change sdl/hw settings, don't remember if anything else
[21:33:10] <mickey_> hi guys - may i ask, how does gemrb handle z/depth ordering. so when a character is behind a wall or building, how does gemrb finds that out?
[21:33:54] <lynxlynxlynx> for walls, wallgroups
[21:34:24] <lynxlynxlynx> not sure if other objects are handled the same
[21:35:15] <mickey_> buildings would be different?
[21:35:33] <lynxlynxlynx> probably not
[21:35:39] <lynxlynxlynx> i was pondering lamps
[21:36:59] <Tyler> Just tried the sourceforge version to the same effect.. the gui shows up, but the rest of the screen is blue.. then crash
[21:37:19] <lynxlynxlynx> now you can inspect the log, it should be in the game dir
[21:37:21] <brad_a> using GOG i assume...
[21:37:37] <lynxlynxlynx> one of the data paths is wrong
[21:38:40] <Tyler> Yes, using gog, non cd version
[21:38:52] <mickey_> aren't the wallgroups are used in determining where the characters can walk and cannot walk?
[21:39:01] <mickey_> how is it used to determine if a character is behind a wall or not?
[21:40:03] <fuzzie> no, the searchmap is used to determine where characters can walk.
[21:40:06] <Tyler> Hmm, no log file :(
[21:41:52] <Tyler> alogcat just says the process has died without much info
[21:42:22] <brad_a> tyler look at baldur.ini to find out what path you need to add to your config
[21:42:36] <mickey_> so i guess the information here is wrong? -http://www.ugcs.caltech.edu/~jedwin/baldur_WED.html#formWEDV1_3_WallGroup
[21:43:03] <mickey_> or probably author is referring to the search maps?
[21:43:05] <lynxlynxlynx> Tyler: now you have GemRB.log
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[21:43:27] <fuzzie> it's just wrong
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[21:43:43] <brad_a> wrong?
[21:43:52] <lynxlynxlynx> http://iesdp.gibberlings3.net/file_formats/ie_formats/wed_v1.3.htm#wedV1_3_WallGroup
[21:43:53] <fuzzie> mickey_: please use IESDP - http://iesdp.gibberlings3.net/file_formats/ie_formats/wed_v1.3.htm#wedV1_3_WallGroup
[21:43:57] <fuzzie> hehe
[21:43:58] <lynxlynxlynx> :D
[21:44:40] <mickey_> oh - thank you thank you!
[21:44:53] <mickey_> when i search in google that old site always comes out
[21:48:53] <mickey_> for the underlying data that represents that grid/tile cells, it seems gemrb uses orthogonal ?
[21:51:31] <Tyler> brad_a thanks! You were right, I had one of my data paths incorrect, it's working great now
[21:54:01] <Tyler> Well almost great, the dialoge is cut off at the bottom of the screen, but I assume that's a resolution issue
[21:55:21] <lynxlynxlynx> yes, you need to use the widescreen mod for almost arbitrary resolutions
[21:56:25] <lynxlynxlynx> mickey_: yes
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[22:46:17] <Tyler> Can anyone provide a list of which files the widescreen mod updates? I'm unable to run it off my tablet, so I have to spend an hour re-copying the data each time.. would help if I could just overwrite the specific files
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[22:49:43] <tomprince> I think for gemrb, it just adds a couple of files.
[22:50:26] <tomprince> CGUI* or so.
[22:50:40] <tomprince> The weidu.log probably tells you, or something.
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[22:59:31] <Tyler> it doesn't say, I tried that
[22:59:42] <Tyler> So far the only option is to replace all files, which takes like an hour :(
[23:00:22] <Tyler> I have to do it like 10 times
[23:00:29] <Tyler> Because the fullscreen option does not work on my tablet
[23:00:39] <Tyler> And I don't know the status bar size
[23:00:45] <tomprince> Well, then look at the tp2 files.
[23:00:52] <Tyler> So the dialog is cut off at the bottom of my screen
[23:01:03] <Tyler> tp2?
[23:01:13] <tomprince> And, try using rsync. It should help avoid having to copy everything, every time.
[23:01:26] <tomprince> I think that is the extention of the weidu files.
[23:02:13] <Tyler> Oh I see, and rsync is intelligent enough to know which files changed?
[23:02:18] <Tyler> Even if they're the same size?
[23:03:58] <Tyler> And are the options in the gemrb.cfg file supposed to work? setting disable intro to 1 and full screen to 1 does not have the desired effect
[23:04:36] <tomprince> Sometimes the baldur.ini overrides that.
[23:06:22] <Tyler> Is it possible to set full screen over that, to get rid of the status bar?
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[23:17:18] <Tyler> this is too frustrating, I give up.. I finally got the game running, almost running properly and now I can't save games
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[23:20:19] <decker^> PLOP
[23:20:55] <Tyler> any suggestions on why the save game option doesn't actually create a save game?
[23:21:53] <Edheldil_> Tyler, does not?
[23:22:11] <Tyler> it does nothing, i go to save game, name the save and click save
[23:22:23] <Tyler> It goes back into the game but it never actually creates the save file
[23:22:53] <Tyler> Driving me crazy, I've done the character creation about 30 times so far trying different resolutions to fix the screen cutoff too
[23:23:04] <brad_a> if you have full screen=1 and it still shows status bar then probably not
[23:23:16] <brad_a> at least not till android builds against SDL 2
[23:23:37] <brad_a> i know that full screen=1 will remove the status bar with sdl 2
[23:24:14] <Tyler> On my tablet, full screen doesn't work and saving does not work as well
[23:25:01] <brad_a> im sure saving works
[23:25:14] <brad_a> probably just need to make a minor adjustment
[23:25:21] <Tyler> What kind of adjustment?
[23:25:31] <brad_a> like permissions or path setting
[23:25:46] <Tyler> I tried different paths, not sure about the permissions
[23:25:57] <brad_a> well there are many kinds of paths
[23:26:07] <brad_a> im not sure about how android works
[23:26:13] <brad_a> but saving does work
[23:26:18] <Tyler> presumably I can fix the cut off dialog by squishing the resolution a little bit
[23:26:47] <brad_a> no
[23:26:49] <Tyler> But the saving makes it unplayable for me, checking in the forums I'm sure someone else would have posted if they couldn't save
[23:27:00] <Edheldil_> Tyler, and nothing on console?
[23:28:29] <tomprince> I'd guess it a permissions or path issue.
[23:29:42] <Edheldil_> my guess as well. Btw, will gemrb's log contain python tracebacks?
[23:30:11] <tomprince> It should.
[23:30:14] <Edheldil_> I suspec no, but I haven't checked
[23:30:42] <decker^> hmm
[23:30:49] <brad_a> ed: depends on what you mean
[23:30:57] <brad_a> i know it tells you at least a bit
[23:31:04] <brad_a> i dont know if its a full backtrace tho
[23:31:42] <Edheldil_> well, if python code throws exception, will it be in the log? What puts it there?
[23:31:52] <brad_a> yes it will be in the log
[23:32:00] <brad_a> dont know where it coes from
[23:32:24] <brad_a> i guess i dont know if any and every exception makes it there
[23:33:10] <-- brad_a has left IRC (Quit: brad_a)
[23:40:15] <tomprince> Edheldil_: https://github.com/gemrb/gemrb/blob/master/gemrb/GUIScripts/GUICommon.py#L813
[23:42:38] <Edheldil_> ah, ok, you are right. I have even seen it once. My bad :)
[23:42:51] <decker^> hmm