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[08:29:52] <avenger> hey :)
[08:30:17] <fuzzie> hey
[08:30:30] <avenger> lynx / fuzzie do you remember the pic that showed the dialog evolution between pst and da2 ?
[08:30:51] <lynxlynxlynx> yep
[08:30:57] <fuzzie> it was perhaps not entirely fair :P
[08:31:02] <avenger> i need the link :)
[08:31:09] <avenger> not fair, but funny
[08:32:46] <fuzzie> hmm
[08:32:54] <avenger> well... i have to go, just tried, if i could come here from my workplace :) I can read the logs later...
[08:33:03] <avenger> cu
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[11:01:02] <lynxlynxlynx> http://asset.soup.io/asset/1640/9261_ba93_960.jpeg <-- this one
[11:17:13] <edheldil> Eh, I hoped it would have some examples in between
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[19:17:10] <lynxlynxlynx> brad_a: is there anything independent left to merge?
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[19:52:17] <brad_a> I have lots of stuff that needs to be merged at some point, but ive been too busy to patch out the changes yet
[19:55:15] <brad_a> it mostly SDL 1.3 and touchscreen specific so im not in a hurry since nobody is really using 1.3
[19:55:47] <brad_a> I'm going to try and get all my stuff separated out into a single zip so i dont have to bother you with a bunch of individuall things
[20:00:29] <lynxlynxlynx> what about just the buildsystem bits?
[20:00:58] <lynxlynxlynx> we'll probably have the next release in the middle of july btw
[20:01:17] <CIA-40> GemRB: 03lynxlupodian * r7e18553d4ea7 10gemrb/gemrb/override/bg2/races.2da:
[20:01:17] <CIA-40> GemRB: bg2: added a races entry for mind flayers
[20:01:17] <CIA-40> GemRB: needed by Varshoon npc mod
[20:05:56] <brad_a> i just finished the school semester so i should have plenty of time to commit everything before then
[20:06:29] <brad_a> there isnt much of a point in adding the xcode build stuff without the code changes that meke it work for iOS
[20:07:07] <brad_a> i guess the mac stuff works fine with the stock gemrb code except for one compile error when not using _DEBUG
[20:09:53] <lynxlynxlynx> if the mac stuff is finished, then it would be a nice way of separating the work into smalelr chunks
[20:11:08] <lynxlynxlynx> i don't think it matters for the release, but think of it as a distributed backup solution
[20:11:29] <brad_a> the mac stuff and ios stuff are all in the same xcode project, but we can go ahead and put it in if you want. the only thing is that the iOS target wont compile but no big deal i guess
[20:11:49] <brad_a> do you want me to make a zip and send you the link then?
[20:13:08] <lynxlynxlynx> oh, xcode project = big messy plaintext?
[20:14:31] <lynxlynxlynx> did you use cmake to generate it or something else?
[20:14:55] <brad_a> yeah when looking at them not on a mac it appears as a folder with 1 xml file and a couple of text files in some type of key/value format
[20:15:13] <brad_a> no i dont know anything about adding it to cmake
[20:15:57] <brad_a> but all the xcode stuff and whatnot is segragated rom the resto of the code. i was told that was fine
[20:16:55] <lynxlynxlynx> it is fine, it just may be a waste
[20:17:10] <brad_a> I have an apple folder in the root of the gemrb project that houses all that garbage. its around 17 files including a readme
[20:17:25] <lynxlynxlynx> cmake -G Xcode ... generates a xcode project if the platform supports it; i don't know if it generates one of sufficient quality though
[20:17:48] <brad_a> yeah this xcode project has a few special things about it.
[20:17:59] <brad_a> it uses a custom template for the plugins for instance
[20:18:11] <lynxlynxlynx> ok
[20:18:13] <brad_a> as well as combining a build target for both iOS and os x
[20:19:01] <brad_a> some dependancy mapping and a shellscript for building some gemrb resources into the bundle as well.
[20:19:25] <lynxlynxlynx> just means a bit more maintenance work, but that's it
[20:20:37] <brad_a> if id have known cmake could make an xcode project that would have been a great starting point for me
[20:21:04] <brad_a> can cmake build against the iphone SDK?
[20:21:54] <brad_a> how bout that a quick google search shows that it can
[20:22:49] <lynxlynxlynx> it all boils down to the same compiler data needs
[20:23:26] <lynxlynxlynx> so as long as it can detect ios to specialcase it when needed, it should be perfectly possible
[20:23:35] <brad_a> makes sense
[21:16:09] <tomprince> brad_a: It would be nice to get your changes integrated into the cmake generated xcode project.
[21:16:43] <brad_a> i agree
[21:16:51] <tomprince> But the way to do it isn't to start with the generated project and change it. But to figure out how to make cmake generate the chaanges (which is of course more work).
[21:17:40] <brad_a> i will try and find some time to read about cmake
[21:17:49] <brad_a> but i still have a lot of git reading to do ;-)
[21:18:35] <brad_a> lynx: here is a 115kb zip of the apple folder i have everything isolated in
[21:18:36] <brad_a> http://dl.dropbox.com/u/13866402/apple.zip
[21:19:04] <brad_a> it just goes in the root. if you want it somewhere else i can change the paths in the project
[21:22:55] <fuzzie> there's no native cmake support so you have to take the toolchain/etc stuff from another project, add stuff for all the dependencies, etc
[21:24:03] <fuzzie> it looked way too messy to do without having the SDK
[21:24:45] <fuzzie> and it used to be more of a nightmare to make the simulator work but don't know if that's still true.
[21:47:52] <brad_a> yeah and you cant install the SDK without xcode anymore
[21:48:13] <brad_a> well im sure you CAN if you know what you are doing, but they are distributed together
[21:49:26] <brad_a> probably still ought to add the OS x changes into cmake (ie making it an application instead of how cmake builds it as a terminal application)
[21:52:19] <tomprince> I suspect that some of the changes could be made codintional on creating an xcode project. If that made sense.
[21:52:33] <tomprince> But then, I know nothing about osx or ios
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