#gemrb@irc.freenode.net logs for 26 May 2013 (GMT)

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[12:53:13] <lynxlynxlynx> any idea why MakeDirectory specifically skips EEXIST and does the chmod anyway? Sounds unlikely that we would have to change permissions on existing dirs
[12:53:45] <fuzzie> this is the patch from the debian maintainer?
[12:54:02] <fuzzie> if so I don't understand why we have to change permissions at all, which is why I didn't touch
[12:54:10] <lynxlynxlynx> his patch uses MakeDirectory
[12:54:24] <lynxlynxlynx> he just added a recursive variant
[12:54:55] <lynxlynxlynx> = all the chmoding was already there
[12:55:04] <fuzzie> yes, my statement still applies :)
[12:55:20] <lynxlynxlynx> the function was added by tom, when he consolidated all the mkdir+chmod pairs into it
[12:55:31] <fuzzie> but any sign of why anything did chmod?
[12:55:44] <lynxlynxlynx> not yet
[12:56:09] <lynxlynxlynx> it was with the same bits as were passed to mkdir, so it makes even less sense
[12:57:35] <lynxlynxlynx> oh
[12:57:49] <lynxlynxlynx> maybe it was for windows, since its _mkdir has no mode parameter
[12:59:36] <lynxlynxlynx> pickaxing chmod gets you to 2003 really fast
[13:01:49] <fuzzie> I'd be tempted to just vote for 'remove the chmod' then..
[13:04:38] <lynxlynxlynx> i agree
[13:04:56] <lynxlynxlynx> if someone has a crazy umask, it's their own fault / need
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[14:13:44] <gembot> build #367 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/367
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[15:57:02] <lynxlynxlynx> xrogaan: do you still do magaeia builds?
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[16:10:12] <xrogaan> lynxlynxlynx: no, sorry. But I might if I can install it in a virtual env
[16:10:49] <lynxlynxlynx> do you know who i can write to? the changelog has mostly bots in it
[16:10:52] <xrogaan> I stopped because I couldn't install the first version of mageia in a virtual env and the rpm stuff wasn't available in archlinux :x
[16:11:15] <lynxlynxlynx> i'm creating a packager list plus there's an important update to be made for those already on 0.8
[16:12:04] <xrogaan> i believe the gemrb package hasn't been upgraded since 0.6.4
[16:12:55] <lynxlynxlynx> no, it's at 0.7.2
[16:13:02] <xrogaan> oh
[16:13:26] <lynxlynxlynx> most work was done by shadow95
[16:13:37] <xrogaan> right
[16:13:54] <lynxlynxlynx> do you perchance have his full email?
[16:14:17] <xrogaan> http://people.mageia.org/u/shadow95.html
[16:14:18] <Pepelka> people.mageia.org: u/shadow95
[16:15:07] <xrogaan> i have no idea
[16:15:19] <xrogaan> i'll ask
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[16:17:19] <lynxlynxlynx> i found it, thanks
[16:17:24] <lynxlynxlynx> your name confirms it
[16:21:36] <xrogaan> okay :)
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[16:58:21] <psch> lynxlynxlynx: i don't understand what you're refering to with your latest comment on the pull request
[16:59:02] <psch> my reason for report ERRORS along FATAL to the notification was mainly that the "chitin.key not found" as FATAL has a bit more info as ERROR
[16:59:02] <lynxlynxlynx> Log(ERROR, ...); return GEM_ERROR;
[17:00:54] <psch> Interface::Init() has "Log(FATAL, ...); return GEM_ERROR;" all around
[17:01:44] <psch> ll 1459 e.g.
[17:19:58] <xrogaan> lynxlynxlynx: the last time I checked, (a long time ago,) the wild mage wasn't fully implemented
[17:20:01] <xrogaan> is it now?
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[17:22:59] <lynxlynxlynx> i think so
[17:23:23] <lynxlynxlynx> nahal's reckless dweomer probably still doesn't deplete properly, but that's the only thing i remember
[17:23:41] <lynxlynxlynx> some of the surges were wierd in the original already, so it's not that simple to test
[17:25:49] <xrogaan> nice, i'll get back at BG2 then :3
[17:42:43] <lynxlynxlynx> make sure to use the git version then
[17:42:57] <lynxlynxlynx> fizzle made a bunch of cool fixes since the release
[17:49:51] <xrogaan> noted
[17:57:37] <lynxlynxlynx> psch: we got a volunteer to make a setup video once we do further android changes
[17:58:22] <lynxlynxlynx> which means we can stray even more from the previous ways of doing it
[18:01:35] <brada> lynx: i still dont understand why ZeroSpace is needed at all
[18:02:13] <brada> i dont understand the explaination given in the thread
[18:02:38] <lynxlynxlynx> to me it's a textsetting thing
[18:03:32] <brada> to what end?
[18:03:56] <lynxlynxlynx> as in pagesetting, but i don't really know
[18:04:14] <lynxlynxlynx> even the tlk converter he wrote has an option to deal with spaces
[18:08:31] <brada> so basically useless to all but Chinese and other such languages
[18:08:54] <brada> in which case just put the setting in the chinese.ini
[18:09:33] <brada> if you used this with any latin based languages you would have no spacing between words at all
[18:10:05] <brada> same applies to chinese, but i guess that is desired
[18:10:28] <brada> so i dont know why this isnt just handled in the converter
[18:17:41] <lynxlynxlynx> yeah, all the nonlettery languages could use this
[18:21:53] <psch> 'previous way' is pelya?
[18:22:03] <psch> i think in general, from a UX perspective, his approach wasn't horrible
[18:24:23] <lynxlynxlynx> or the choice of where to get the apk from or any other "major detail"
[18:25:16] <psch> right
[18:28:04] <psch> having regular builds on f-droid and putting stable releases on google play with a new space seems reasonable to me, in that regard
[18:28:30] <lynxlynxlynx> mhm
[18:28:33] <psch> maybe ask pelya to add "this is an older build with a few bugs, latest stable is the other one" or similar until we have enough performance to ask him to take it down?
[18:29:08] <psch> i don't remember the exact performance difference anymore though
[18:29:47] <psch> *new namespace, obviously
[18:32:23] <psch> as for UX, a start up screen for managing config files shouldn't be that hard to get working, i'll poke around a bit during next week
[18:33:57] <lynxlynxlynx> something to get started more easily is needed first, yes
[18:34:23] <lynxlynxlynx> it's better if they setup via the old build and then update over, at least they get the config stuff out of the way
[18:34:39] <lynxlynxlynx> but with the notifications and everything you've been up to, the situation may well change
[18:35:03] <lynxlynxlynx> gametype=auto is not completely reliable, but works most of the time, so that could be a default
[18:35:09] <psch> well, assuming users can copy folder, the main reason a given configuration doesn't work is GamePath
[18:35:24] <psch> unfortunately i'm not telling them anywhere where the actual config is
[18:36:15] <psch> i was thinking about integrating widescreen into the app just now, which probably is solving a problem we don't really have
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[18:41:02] <lynxlynxlynx> that could be interesting
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[18:41:26] <lynxlynxlynx> but it's also dangerous
[18:42:15] <psch> yeah, it's probably mainly dangerous
[18:42:32] <psch> first off, i have no clue how/if WeiDU can be cross compiled
[18:43:44] <psch> widescreen itself has been pretty stable from the looks of it, seeing as the latest release is rather old
[18:45:32] <psch> would be pretty great for a UX perspective in any case; select resolution, (ignore the warning about low performance, ) wait a moment, play in desired resolution(, complain about low performance on the forums)
[18:46:22] <psch> anyway, a "where's your game data?" popup is the first thing
[18:47:05] <brada> yes
[18:47:17] <brada> that would solve ever so many problems
[18:47:23] <brada> tho why a popup?
[18:47:47] <lynxlynxlynx> weidu is written in ocaml :s
[18:49:03] <fuzzie> it's annoying enough to compile
[18:58:37] <psch> brada: why not a popup?
[18:58:43] <psch> or rather, what else?
[18:59:17] <brada> a settings screen...
[19:00:28] <brada> dont even load gemrb untill the user presses some sort of play button
[19:00:42] <psch> yeah, that's what this would come to
[19:01:27] <psch> i was thinking just getting something at all out, but that's probably silly
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[20:00:31] <gembot> build #588 of cmake g++-4.2 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/588 blamelist: Brad Allred <bradallred@me.com>
[20:01:37] <gembot> build #588 of cmake g++-4.4 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/588 blamelist: Brad Allred <bradallred@me.com>
[20:01:55] <gembot> build #370 of msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/370 blamelist: Brad Allred <bradallred@me.com>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>
[20:02:53] <gembot> build #586 of cmake g++-4.6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/586 blamelist: Brad Allred <bradallred@me.com>
[20:03:03] <gembot> build #361 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/361 blamelist: Brad Allred <bradallred@me.com>, Jaka Kranjc <lynxlupodian@users.sourceforge.net>
[20:04:07] <gembot> build #571 of cmake g++-4.5 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/571 blamelist: Brad Allred <bradallred@me.com>
[20:04:27] <gembot> build #433 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/433 blamelist: Brad Allred <bradallred@me.com>
[20:04:47] <brada> wonder why that didnt yell at me
[20:05:29] <brada> fixing
[20:07:13] <gembot> build #392 of mingw32 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/392 blamelist: Brad Allred <bradallred@me.com>
[20:17:52] <gembot> build #589 of cmake g++-4.2 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/589
[20:21:41] <gembot> build #589 of cmake g++-4.4 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/589
[20:25:56] <gembot> build #587 of cmake g++-4.6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.6/builds/587
[20:30:20] <gembot> build #572 of cmake g++-4.5 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/572
[20:35:38] <gembot> build #434 of nmake-msvc++10 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/434
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[20:46:49] <gembot> build #393 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/393
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[21:08:59] <lynxlynxlynx> cool
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[21:41:39] <Pepelka> [wiki] todo - [Shared] http://www.gemrb.org/wiki/doku.php?id=todo&rev=1369604349&do=diff
[21:42:52] <lynxlynxlynx> brada: this is the korean we support, right? https://sourceforge.net/tracker/?func=detail&aid=3399280&group_id=10122&atid=360122
[21:42:55] <Pepelka> SourceForge.net: GemRB Game Engine: Detail: 3399280 - PST: Korean localization not supported
[21:42:56] <Pepelka> »GemRB is a portable open-source implementation of the Infinity Engine | GemRB (Game engine made with pre-Rendered Background) is a portable open-source implementation of Bioware's Infinity Engine. It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur's Gate...«
[21:44:47] <brada> lynx: i never tested it, but surely we ought to.
[21:45:23] <lynxlynxlynx> just a Encoding=korean away?
[21:45:30] <brada> if the tlk is in EUCKR encoding then yes
[21:46:35] <lynxlynxlynx> ok
[21:46:37] <lynxlynxlynx> thanks
[21:46:39] <brada> it would work with utf-8 too now :p
[21:46:55] <brada> just change teh encoding in korean.ini
[21:47:57] <brada> really all you need is to know the tlk encoding and set it in language.ini and have an appropriate unicode ttf font
[21:49:18] <lynxlynxlynx> yeah, i commented to that effect
[21:56:36] <lynxlynxlynx> https://sourceforge.net/tracker/?func=detail&aid=3207927&group_id=10122&atid=310122 <-- any thoughts on this?
[21:56:38] <Pepelka> SourceForge.net: GemRB Game Engine: Detail: 3207927 - Filestream file lenght
[21:56:39] <Pepelka> »GemRB is a portable open-source implementation of the Infinity Engine | GemRB (Game engine made with pre-Rendered Background) is a portable open-source implementation of Bioware's Infinity Engine. It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur's Gate...«
[21:58:32] <Lightkey> yes, it should be length *duck*
[22:01:34] <wjp> it seems a bit strange to do a stat when the file is already open
[22:02:34] <wjp> I don't see the point
[22:07:47] <wjp> reject and close, I'd say
[22:08:32] <wjp> I'm glad to see we've already removed the "lame" comment somewhere in the past 2 years
[22:15:59] <lynxlynxlynx> https://sourceforge.net/tracker/?func=detail&aid=2813259&group_id=10122&atid=110122 <-- fuzzie: anything left to do here?
[22:16:01] <Pepelka> SourceForge.net: GemRB Game Engine: Detail: 2813259 - CombatCounter broken
[22:16:02] <Pepelka> »GemRB is a portable open-source implementation of the Infinity Engine | GemRB (Game engine made with pre-Rendered Background) is a portable open-source implementation of Bioware's Infinity Engine. It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur's Gate...«
[22:16:03] <lynxlynxlynx> wjp: ok
[22:45:27] <brada> fuzzie/lynx: any reason not to commit this? http://paste.debian.net/6756/
[22:45:29] <Pepelka> debian Pastezone
[22:45:34] <brada> until somebody has time to fix it proper
[22:48:34] <lynxlynxlynx> what happens instead?
[22:48:40] <lynxlynxlynx> i guess it can't be any worse
[22:48:44] <brada> right
[22:48:47] <brada> it doesnt crash
[22:48:53] <brada> i dont know side effects
[22:50:02] <brada> it would be nice if fuzzie had time to fix it for real :D
[22:50:25] <lynxlynxlynx> are you sure only this example would get caught?
[22:50:58] <brada> it does for me in that PST crash that has been bugging me forever
[22:51:33] <brada> tho this may vary from platform to platform
[22:51:36] <brada> i suppose
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[22:51:43] <brada> since the object should be deleted
[22:59:50] <lynxlynxlynx> ok, fine with me
[22:59:59] <lynxlynxlynx> maybe increase the volume of the comment
[23:00:22] <lynxlynxlynx> as in audio, not as in 3d
[23:01:00] <Lightkey> o_O
[23:11:47] <lynxlynxlynx> why is it called volume anyway? Range sounds more accurate
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