#gemrb@irc.freenode.net logs for 28 Feb 2012 (GMT)

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[01:37:06] <gembot> build #600[msvc] of cmake clang++ is complete: Failure [4failed] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/600 blamelist: Avenger, tomprince, fuzzie, Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>, lynxlynxlynx, edheldil, brad_a
[01:37:35] <tomprince> gembot: mute
[01:37:35] <gembot> Shutting up for now.
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[02:31:24] <CIA-28> GemRB: 03tom.prince * r79d403aec5f8 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Simpler fix for msvc6 templates, hopefully.
[02:31:39] <tomprince> gembot: unmute
[02:31:39] <gembot> I'm baaaaaaaaaaack!
[02:32:37] <tomprince> Avenger: I think that should fix the build, and the problem.
[02:35:23] <gembot> build #601 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/601
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[04:20:10] <brad_a> tomprince: do you know how i can have cmake run a shellscript prior to install
[04:21:09] <brad_a> i dont know why i have such a hard time googling cmake...
[04:25:00] <tomprince> brad_a: About the only referrence I've found for cmake has been the docs themselves.
[04:26:47] <tomprince> But, I'd not want that functionality. The most I'd do is emit a warning.
[04:26:49] <brad_a> thats a shame
[04:27:18] <tomprince> Anyway, the cmake build doesn't have optional plugins. Unless they uninstall a dependency between builds.
[04:27:25] <brad_a> another question: do you know if we can make the compiler ignore warnings from spriteRenderer.inl
[04:27:42] <brad_a> thats a good point
[05:13:48] <CIA-28> GemRB: 03tom.prince * rf99da4bf4713 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Fix unused variable warnings in SpriteRenderer.inl.
[05:13:58] <CIA-28> GemRB: 03tom.prince * rb445e390427c 10gemrb/gemrb/plugins/NullSource/NullSource.cpp: Fix some warnings in NullSource.
[05:13:58] <CIA-28> GemRB: 03tom.prince * r343bda443976 10gemrb/gemrb/ (3 files in 2 dirs):
[05:13:59] <CIA-28> GemRB: Fix some alignment warnings.
[05:13:59] <CIA-28> GemRB: We expect pixel data to be double word aligned, so tell the compiler that.
[05:14:14] <tomprince> brad_a: No, but we can fix them.
[05:14:40] <brad_a> pfff i guess that works ;)
[05:14:40] <tomprince> Although, I guess it should be Pixel, rather than pixel.
[05:17:23] <tomprince> That is, after all, the point of having warnings. :)
[05:17:32] <tomprince> Well, sort-of, I guess.
[05:18:46] <gembot> build #602 of cmake clang++ is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/602 blamelist: tom.prince@ualberta.net
[05:18:53] <gembot> build #189 of osx-xcode-binary is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/189 blamelist: tom.prince@ualberta.net
[05:19:28] <gembot> build #261 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/261 blamelist: tom.prince@ualberta.net
[05:19:51] <gembot> build #213 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/213 blamelist: tom.prince@ualberta.net
[05:20:01] <gembot> build #210 of osx-test is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/210 blamelist: tom.prince@ualberta.net
[05:20:50] <gembot> build #216 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/216 blamelist: tom.prince@ualberta.net
[05:21:51] <gembot> build #215 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/215 blamelist: tom.prince@ualberta.net
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[05:22:47] <gembot> build #207 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/207 blamelist: tom.prince@ualberta.net
[05:23:32] <gembot> build #545 of mingw32 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/545 blamelist: tom.prince@ualberta.net
[05:23:33] <tomprince> That's what you get for forgetting to compile.
[05:24:37] <gembot> build #530 of msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/530 blamelist: tom.prince@ualberta.net
[05:25:20] <gembot> build #303 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/303 blamelist: tom.prince@ualberta.net
[05:26:08] <CIA-28> GemRB: 03tom.prince * r26b045d93c0d 10gemrb/gemrb/plugins/SDLVideo/ (SDLVideo.cpp SDLVideo.h): Rename pixel to Pixel, to obey coding guidelines.
[05:26:09] <CIA-28> GemRB: 03tom.prince * r0d791ba9ecf1 10gemrb/gemrb/ (includes/RGBAColor.h plugins/SDLVideo/SDLVideo.h): Fix stupid type from refactoring.
[05:35:21] <gembot> build #603 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/603
[05:38:58] <gembot> build #214 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/214
[05:40:55] <gembot> build #211 of osx-test is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/211
[05:42:39] <gembot> build #217 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/217
[05:46:19] <gembot> build #216 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/216
[05:50:22] <gembot> build #208 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/208
[05:55:29] <gembot> build #190 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/190
[06:06:07] <gembot> build #262 of nmake-msvc++10 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/262
[06:21:31] <CIA-28> GemRB: 03bradallred * r7fe3d5705a5e 10gemrb/apple/osx/GemRB-preinstall.sh: Mac build: use rm with -f option to prevent install failure when no plugins are present. Also check the root library in case GemRB is to be installed for all users.
[06:21:41] <CIA-28> GemRB: 03bradallred * r9907815084a0 10gemrb/gemrb/ (5 files in 3 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[06:35:36] <gembot> build #546 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/546
[06:40:07] <gembot> build #531 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/531
[07:01:20] <gembot> build #304 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/304
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[07:08:16] <wjp> tomprince: interesting trick, that MSVCHack, but shouldn't it be used for XFLIP too?
[07:10:20] <brad_a> heh thats why i always ask tomprince first ;)
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[07:23:38] <CIA-28> GemRB: 03wjpalenstijn * r1a56eb187ac9 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Fix simpler fix for MSVC6 templates
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[07:43:23] <tomprince> wjp: Sure.
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[08:47:16] <Gekz> hmm
[08:47:19] <Gekz> play through the whole saga
[08:47:22] <Gekz> what does that mean?
[08:47:31] <Gekz> I thought it was fairly playable in 0.6.x
[08:48:21] <fuzzie> ToB too?
[08:48:37] <Gekz> oh, that includes ToB?
[08:48:42] <Gekz> so BG1 through ToB
[08:48:44] <Gekz> noice
[08:48:58] <Gekz> what's the biggest unimplemented thing left to kill?
[08:49:03] * Gekz has been not involved for a while now
[09:00:30] <lynxlynxlynx> iwd2 stuff probably
[09:02:13] <lynxlynxlynx> opengl rendering would be big too, since it would speed us up if done right
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[10:37:36] <edheldil> Gekz: persuade developers to use bugtracker
[10:37:54] * edheldil does duck-and-cover drill
[10:42:27] <tomprince> edheldil: Find something nicer than sf, the people can be convinced to use? :)
[10:44:26] <edheldil> can't we have bugzilla on sf?
[10:46:04] <edheldil> the last time I have asked, the opposition was against bugtrackers per se as well, so ...
[10:52:32] <tomprince> I think if we had a nicer bugtracker, and somebody curating it.
[10:52:43] <fuzzie> I think the latter is the more important part.
[10:53:48] <wjp> it would be nice to have a list of some of the less "deep" glitches
[10:54:04] <wjp> (and of other glitches too, for that matter :-) )
[10:55:21] <wjp> there is quite a lot that feels just slightly wrong
[10:56:47] <edheldil> in the first room in pst I have found quite a few differences :)
[10:57:29] <fuzzie> pst still has worse issues than the slightly-wrong-feel, no?
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[11:00:26] <wjp> bg2 seems quite decent overall, but there's some general weirdness with controlling PCs
[11:00:49] <wjp> maybe I should try to make that more explicit
[11:01:44] <wjp> although I suppose that involves first playing the original a bit again to get more of a feel for the game :-)
[11:01:47] <fuzzie> there
[11:01:57] <fuzzie> there's some trivial stuff that could be done to make the walking better.
[11:04:57] <tomprince> Somebody should write this down on the future magical tracker. :)
[11:05:07] * tomprince looks at edheldil
[11:05:20] <wjp> I think I also had trouble cancelling a spell and so had to burn a party member because all enemies had died :-)
[11:06:28] <fuzzie> but, yes, I still haven't found a bug tracker which is good at mass-maintaining large numbers of bugs, and we don't have anyone to do bug tracker maintenance.
[11:06:48] * tomprince will poke github about the repo mess again
[11:06:49] <fuzzie> and sf is *painfully* slow.
[11:10:59] <fuzzie> but I can always find nutty issues in gemrb
[11:11:19] <fuzzie> like the 'play' button in the sound customisation dialog seems to be lacking a background, so it gives weird artifacts when you click it
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[11:12:40] <lynxlynxlynx> in the meanwhile todo@wiki and its subpages
[11:13:09] <lynxlynxlynx> the broken spell list is full of smaller differences, but incomplete
[11:13:26] <edheldil> small issues like these would be good in bugtracker
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[11:14:10] <lynxlynxlynx> separation would only make it worse
[11:14:27] <lynxlynxlynx> only full or no bt use make sense
[11:14:48] <fuzzie> the fog looks really terrible for me now
[11:14:50] <fuzzie> is that new?
[11:14:51] <lynxlynxlynx> and definitely something that could share the login data
[11:15:50] <lynxlynxlynx> lots of sharp edges?
[11:16:20] <fuzzie> lots of incorrect edges
[11:16:23] <lynxlynxlynx> me too, but i think i don't have that expensive extra corner thing on
[11:16:25] <edheldil> lynxlynxlynx: "fix 'play' button" is a stuff for BT, "fix pst" is not :)
[11:16:47] <fuzzie> i mean, are you volunteering to maintain a bug tracker? :)
[11:16:51] <lynxlynxlynx> why not, most support roadmaps
[11:17:51] <edheldil> up to my level of expertise :-p
[11:18:18] <edheldil> buty state what you mean by 'maintain'
[11:18:55] <fuzzie> well, admin stuff: categorising/milestoning/dealing with duplicates/etc
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[11:26:55] <fuzzie> ok, maybe y flipped stuff is bad, hm
[11:29:49] <wjp> hmm
[11:29:56] <fuzzie> i don't trust your clipping :)
[11:30:19] <wjp> that would be the place to look, yes...
[11:31:10] <wjp> hm, I may have made some changes to that _after_ testing
[11:31:17] <wjp> *cough*
[11:31:35] <wjp> I can take a look tonight, if you don't beat me to it
[11:31:42] <wjp> lunch now; bbl
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[12:17:35] <wjp> fuzzie: do you see something that looks off-by-one-ish? Or worse?
[12:18:30] <fuzzie> I don't understand how it works.
[12:19:07] <wjp> RLE or non-RLE?
[12:19:21] <fuzzie> RLE
[12:19:33] <wjp> I think I do see an horizontal off-by-one in the yflip case
[12:19:53] <fuzzie> but no, I see complete fail
[12:22:48] <wjp> hm, I left some unused variables in there it seems
[12:26:01] <wjp> I guess the clipping could use some introductory comments
[12:26:07] <fuzzie> i am totally lost :)
[12:26:27] <wjp> the outer while loop handles one horizontal line per iteration
[12:26:43] <fuzzie> yes, I understand that
[12:26:49] <wjp> but I pretend each line ends directly after the clipping rect
[12:26:53] <fuzzie> but that has to handle *every* line in the sprite, right?
[12:27:05] <wjp> yes
[12:27:14] <wjp> well, until it has drawn everything it needs to draw
[12:27:24] <fuzzie> otherwise srcdata is pointing at a bad place for the next line
[12:27:31] <wjp> right
[12:27:42] <wjp> that's what the fast-forward does
[12:28:04] <fuzzie> but how does it handle the 'pixels after the end of clipping' case?
[12:28:23] <wjp> because I pretend each line ends directly after the clipping rect, that's covered together with those in front
[12:28:29] <fuzzie> right
[12:28:50] <wjp> (RLE runs can cross lines too, by the way)
[12:28:55] <fuzzie> sure
[12:29:06] <fuzzie> it's just really tricky to follow whether the y logic is ok or not
[12:29:29] <wjp> the 4 x/y flip cases are rather annoying :/
[12:30:04] <fuzzie> since 'pix += yfactor * (...)' is fine, but your fast-forward doesn't seem to take into account the direction there
[12:30:47] <wjp> it looks like those xfactors may be wrong
[12:33:12] <wjp> those probably have to be x*y
[12:33:16] <wjp> or -x*y or something
[12:34:34] <wjp> I don't think the fast forwards have to care
[12:35:02] <fuzzie> well, obviously I don't get it
[12:35:28] <fuzzie> if you skew pix and clipstartpix by the same amount, then sure
[12:35:29] <wjp> ok, those xfactors there are definitely wrong
[12:35:52] <fuzzie> but it seems like you don't
[12:36:30] <wjp> hm, I'm not sure what you mean
[12:36:57] <wjp> clipstartpix and clipendpix point to the start and end of the clipping rect, so their positions are fixed
[12:37:02] <wjp> (per line)
[12:37:57] <wjp> if you feel like trying something, try replacing -xfactor*width by -xfactor*yfactor*width for both pix and coverpix
[12:37:58] <fuzzie> i guess what i want to know is what "pix += yfactor * (pitch - xfactor * width);" does
[12:38:09] <fuzzie> but right, let's just try
[12:38:24] <wjp> if that works, then I'll explain why, otherwise I'll pretend I didn't suggest that ;-)
[12:38:42] <fuzzie> well, the skewed direction in those lines is what I am confused by
[12:39:24] <fuzzie> that works
[12:39:31] <wjp> great :-)
[12:41:20] <fuzzie> or rather it fixes my fog issue and I'm not going to look too close otherwise but things look fine ;p
[12:42:55] <fuzzie> you want to commit, or provide commit msg?
[12:47:59] <wjp> sorry, distracted by work
[12:48:04] <wjp> anyway
[12:48:30] <wjp> it skips from the end of one (unclipped) sprite line to the beginning of the next
[12:49:13] <fuzzie> yes, I was just confused about the going-upwards yflip case
[12:49:35] <fuzzie> which is what you fixed there, I guess
[12:50:42] <wjp> so I guess the clean way to do that is remove the parens
[12:51:32] <wjp> but I'll commit it
[12:52:32] <fuzzie> thanks
[12:54:17] <wjp> hm
[12:56:19] <CIA-28> GemRB: 03wjp * r9b8c1c5c0f10 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Remove unused variables
[12:56:27] <CIA-28> GemRB: 03wjp * r353cd6ecdb38 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Fix yflipped sprite rendering
[12:56:36] <wjp> will work on some sensible comments late
[12:56:37] <wjp> r
[12:56:44] <wjp> although 'late' also works :-)
[12:56:45] <fuzzie> thanks
[13:03:16] <Gekz> on the note of bugtrackers
[13:03:20] <Gekz> there's github's bug tracker
[13:03:25] <Gekz> JIRA isn't a bad bugtracker either
[13:03:28] <Gekz> mantis is meh
[13:03:36] <Gekz> and bugzilla is ... well, meh like the others
[13:04:39] <fuzzie> presumably we have nowhere to host JIRA
[13:04:54] <Gekz> I like how you immediate point at the java option
[13:04:54] <basse> los
[13:04:54] <Gekz> lol
[13:04:54] <basse> e
[13:04:57] <basse> oho s
[13:04:57] <basse> or
[13:04:59] <Gekz> immediately*
[13:05:00] <basse> ry
[13:05:02] <basse> .
[13:05:32] <fuzzie> well you said it "isn't bad"
[13:05:35] <fuzzie> so I went and looked :P
[13:06:00] <Gekz> haha
[13:06:02] <Gekz> I use it at work everyday
[13:06:20] <Gekz> but yeah, I've found github's bug tracker to be pretty good
[13:15:16] <lynxlynxlynx> chilli is meh too
[13:15:35] <lynxlynxlynx> atleast it has scm integration though
[13:16:02] <edheldil> does github have scm integration?
[14:15:15] <tomprince> edheldil: What do you mean? I'm fairly certain that you can clsoing things. by commiting
[14:16:26] <edheldil> yes, something like that
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[15:31:31] <CIA-28> GemRB: 03wjp * rb1dfce01b7a2 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Fix off-by-one in blitter
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[17:05:18] <brad_a> what kind of university blocks IRC?
[17:05:30] <fuzzie> heh.
[17:05:48] <brad_a> anyway I will gladly volunteer to help with a bug tracker if me being -8 or 9 hours isnt an issue
[17:06:02] <fuzzie> well, in general computing labs, I can imagine it being blocked
[17:06:13] <fuzzie> since for quite some time it was a major control vector for malware etc
[17:06:19] <brad_a> im just on the wifi on my laptop :-p
[17:06:29] <fuzzie> with an account?
[17:06:32] <brad_a> yes
[17:07:02] <fuzzie> Honestly the first thing I do is ssh to another machine, so I don't know which ports are blocked around here.
[17:07:13] <brad_a> heh
[17:07:27] <brad_a> well i have no other machine :(
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[17:09:04] <edheldil> having an own machine is Internet Libre 101 ;-)
[17:10:00] <brad_a> i could use my nexus as my own wifi if this place werent a concrete bunker ;)
[17:10:01] <lostLinSoul> Where in the GUI scripts are key presses in the main UI, dealt with?
[17:17:03] <brad_a> i wish the SDL people would quit screwing up touch input on retina displays :-/
[17:17:25] <brad_a> or put something in the docs for it if i am doing it wrong
[17:34:39] <lostLinSoul> I've done quite a bit a code to implement larger party sizes, but have hit a snag
[17:35:51] <lostLinSoul> When I press the UI button for map/journal/inventory, etc. there is a runtime error.
[17:36:40] <lostLinSoul> However if I use the hotkey for those screens, there is no runtime error, so I'd like to see what the difference
[17:36:47] <CIA-28> GemRB: 03wjpalenstijn * rd3d3ae404bdd 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Add a bit of explanation to RLE clipping code
[17:36:53] <lostLinSoul> is in the implementation of the hotkey and button
[17:37:17] <brad_a> wjp the buttons in bg2 are now all bluish for me
[17:37:29] <fuzzie> brad_a: on which platform?
[17:37:45] <brad_a> ios, but it was fine before wjp did that refactor
[17:38:18] <fuzzie> 16bpp?
[17:38:23] <edheldil> lostLinSoul: and did the hotkey work before?
[17:38:25] <brad_a> 32 i think
[17:38:30] <wjp> BGR/RGB fun?
[17:38:30] <fuzzie> well, work out which :)
[17:38:58] <wjp> but, yes, figure that part out, and then send me a screenshot :-)
[17:39:16] <lostLinSoul> edheldil: not sure, but the button not working is my current problem
[17:39:35] <edheldil> it did
[17:40:31] <edheldil> what runtime error you get?
[17:40:45] <brad_a> 32 it is
[17:41:14] <edheldil> pressing button causes st. like RunFunction(GUIMA::OpenMapWindow)
[17:41:27] <lostLinSoul> The hotkeys are certainly working at the moment and everything on the screens they go to seems to be functioning correctly
[17:41:40] <lostLinSoul> RuntimeError: Cannot find window index #7 (unloaded?)
[17:42:10] <lostLinSoul> I've got the trace back, so I know where the error is coming from.
[17:42:39] <lostLinSoul> What I cannot fathom is why the hotkey works with my new code when the button is trowing a fit...
[17:43:45] <wjp> brad_a: which buttons exactly?
[17:45:06] <edheldil> perhaps there's a guiscript error sometime sooner? No idea, though
[17:45:10] <edheldil> gtg, later
[17:45:16] <lostLinSoul> for example I if I click the inventory button on the main UI, I get the runtime error, but if I press 'i' in the main UI, the inventory screen comes up fine
[17:45:34] <lostLinSoul> 'kay, later
[17:45:55] <fuzzie> well, the console will tell you what was run when you press a key
[17:46:18] <wjp> also the exact runtime error itself may give a clue?
[17:46:24] <edheldil> ah, sorry, got confused. The problem is clicking, not keys
[17:46:40] <fuzzie> if you give an example then we can see what the difference is :)
[17:47:11] <brad_a> wjp: the main menu buttons
[17:47:24] <brad_a> im trying to post a screenshot but everything is blocked here
[17:47:41] <fuzzie> but if you hit the inventory button then you call GUIInv::OpenInventoryWindow and that should be the same for the keypress
[17:47:54] <brad_a> wjp: http://dl.dropbox.com/u/13866402/iOS%20Simulator%20Screen%20shot%20Feb%2028%2C%202012%2010.43.47%20AM.png
[17:48:36] <brad_a> sorry its kinda massive for an img
[17:49:42] <edheldil> they look almost bg1-like :)
[17:49:51] <lostLinSoul> Okay, now I'm really confused! I'm not getting the error any more...
[17:50:02] <wjp> it doesn't look half-bad :-)
[17:50:08] <brad_a> heh :)
[17:50:11] <fuzzie> lostLinSoul: probably it only happens before the first time you do it by clicking?
[17:50:13] <wjp> but should probably fix it anyway :-)
[17:50:23] <fuzzie> erm, before the first time you do it with a key, even
[17:50:27] <fuzzie> honestly that makes no sense though
[17:50:45] <lostLinSoul> No, I shut down the prog and reran from gdb
[17:50:47] <fuzzie> and that is not bad at all :)
[17:50:49] <wjp> brad_a: is it easy for you to see if 13dce14333aa11cd20fe5ed93782e7fdc494d179 caused it?
[17:51:01] <brad_a> yes but not while im in class :)
[17:51:05] <wjp> :-)
[17:51:07] <brad_a> i can do it after work
[17:51:13] <lostLinSoul> I do that every time, but sometime weird stuff like this happens
[17:52:46] <lostLinSoul> I'll restart gdb as well just in case...
[17:56:48] <lostLinSoul> Weird not getting the error from the updated scripts any more - but still getting them from the screens I have yet to update, as I expected it to be in the first place...
[17:57:01] <lostLinSoul> Go figure...
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[18:03:55] <brad_a> wjp: i vaguely recall when we first added SDL 1.3 support that we had to change the pixel format to fix this same blue button stuff.
[18:04:19] <fuzzie> yeah, it's just really really slow to obey SDL on this
[18:04:22] <brad_a> i think we had to do argb instead of rgba or somesuch
[18:05:28] <wjp> hm, let me go scan some commit logs to refresh my memory
[18:06:28] <tomprince> lostLinSoul: https://gist.github.com/1934018 might give you more understandable error messages.
[18:06:36] <wjp> brad_a: are the colours ok in-game?
[18:07:44] <fuzzie> oh, I see, you changed buttons to use BlitGameSprite
[18:09:01] <brad_a> everything other than buttons/sliders/progress indicators/overlays/outlines
[18:09:14] <brad_a> the things i listed are all blue tinted :)
[18:09:43] <brad_a> some outlines are not so probably not outlines themselves
[18:10:11] <brad_a> ok i really mean just buttons not outlines
[18:10:43] <fuzzie> but e.g. characters are just fine?
[18:10:59] <brad_a> as far as i could tell but they are so small :)
[18:11:43] <brad_a> i guess they are bluish too
[18:11:51] <brad_a> had to tell cuz this save is at night
[18:11:53] <fuzzie> there's a few different possibilities
[18:11:55] <brad_a> let me load a daytime one
[18:12:21] <brad_a> yup definately blue too
[18:12:31] <fuzzie> wjp was suggesting that the BMP conversion might be to blame, which is indeed used in some buttons and is assuming ARGBnow
[18:12:52] <wjp> but I've since found out that those buttons in the screenshots are BAM
[18:12:57] <fuzzie> but .. yes, that
[18:13:29] <fuzzie> hence why I was "oh"ing at how the buttons are using BlitGameSprite now, but of course that is not very meaningful when fingers point at BlitSprite
[18:13:50] <wjp> they both call the same function internally though
[18:14:07] <fuzzie> yes, I was just wondering if perhaps there was a more accessible issue :p
[18:14:15] <fuzzie> presumably it is simply byte ordering, but that you'd already diagnosed
[18:14:39] <wjp> sadly it seems very much like the hardcoded shift factors could be wrong :/
[18:15:28] <fuzzie> obviously they need more #ifdef
[18:15:44] <fuzzie> since we have all this spare #ifdef just lying around now
[18:16:07] * wjp looks at the pile next to his desk
[18:18:23] <lostLinSoul> tomprince: how do I apply those?
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[18:31:14] <tomprince> git apply
[18:31:27] <tomprince> i.e. 'git apply <file-name>'
[18:31:53] <tomprince> Or just do the edits your self. Lines prefixed with - are deletions, with + additions.
[18:57:58] <CIA-28> GemRB: 03avenger_teambg * r369ab5dd2ec0 10gemrb/gemrb/ (7 files in 3 dirs): more single innate feats
[18:58:01] <CIA-28> GemRB: 03avenger_teambg * r69155b32ae9c 10gemrb/ (6 files in 4 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:58:02] <CIA-28> GemRB: 03avenger_teambg * r2f178fbd062d 10gemrb/gemrb/plugins/SDLVideo/SpriteRenderer.inl: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:58:02] <CIA-28> GemRB: 03avenger_teambg * r216ac0fe3f4d 10gemrb/gemrb/override/iwd2/featreq.2da: give improved turning/extra turning abilities when turnundeadlevel is at least 1
[18:58:03] <CIA-28> GemRB: 03avenger_teambg * rfedf2423dc83 10gemrb/apple/osx/ (5 files in 2 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:59:18] <lostLinSoul> Thanks tom, will give it a try
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[20:16:57] <CIA-28> GemRB: 03avenger_teambg * r34babca6b87a 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: converted most PartyID's to globalID (guiscript functions work on summons, etc)
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[20:29:38] <CIA-28> GemRB: 03avenger_teambg * r5131d5aa1c9a 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: fixed a silly bug in RemoveSpell (introduced recently)
[20:35:58] <CIA-28> GemRB: 03avenger_teambg * r29ca45e49e71 10gemrb/gemrb/GUIScripts/ (LUCommon.py iwd2/CharGen9.py iwd2/GUIREC.py):
[20:35:59] <CIA-28> GemRB: moved 3rd ed GetAbilityBonus to GUICommon
[20:35:59] <CIA-28> GemRB: fixed feat spells
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[20:44:44] <lynxlynxlynx> that last diff looks incomplete
[20:44:53] <lynxlynxlynx> are you sure you committed everything?
[20:45:15] <lynxlynxlynx> eg, there's no move of gba into guicommon in it
[20:45:26] <lynxlynxlynx> and one of the feat functions too
[20:45:40] <Avenger> no, i'm working on this
[20:46:44] <lynxlynxlynx> but now we have all the feats, right? Afaict only extra forms need some extra love :)
[20:48:53] <Avenger> probably there are 1-2 other feats not implemented
[20:49:11] <Avenger> i have a file
[20:49:27] <brad_a> how playable is IWD2 now? there has been ever so much work done :)
[20:49:45] <Avenger> armor prof
[20:49:53] <Avenger> improved evasion
[20:49:59] <Avenger> improved turning
[20:50:09] <Avenger> precise shot
[20:50:16] <Avenger> shield prof
[20:50:34] <Avenger> and spell penetration
[20:51:16] <Avenger> i still don't know where i need to put this applyfeats callback
[20:51:32] <Avenger> it is called from core, from chargen and from levelup
[20:52:07] <Avenger> it is the main reason i had to accept global ids :)
[20:52:52] <Avenger> because, you can theoretically script an actor (not a pc) to gain a feat. And that will call into the guiscript. Which has to handle this actor
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[20:54:18] <Avenger> but there is some weird thing at load time, the guiscript can't find all actors :(, though they got global ids
[20:54:27] <Avenger> i think i will have to move this call somewhere else
[20:56:40] <brad_a> ieword is unsigned 16 bits right?
[20:57:37] <Avenger> oh i see now, it breaks on area actors. The actors are added to the area, but the area is not added to game (it is in middle of loading)
[20:58:04] <lynxlynxlynx> brad_a: not much has changed in iwd2 playability
[20:58:09] <fuzzie> hm, shouldn't PC actors be available via globalid anyway?
[20:58:16] <fuzzie> oh, you mean area actors as in non-PC
[20:58:29] <Avenger> yes, and i try to access all via global id
[20:58:50] <Avenger> but global id works only for 1. global actors, 2. actors on a loaded area
[20:59:03] <Avenger> sux
[20:59:06] <fuzzie> which seems correct
[20:59:33] <fuzzie> can't you just add a delayed guiscript call, which will get run after the area is loaded anyway?
[20:59:55] <fuzzie> i.e. EF_APPLYFEATS
[21:00:03] <Avenger> for every actor?
[21:00:44] <Avenger> look at actor::setmap
[21:00:46] <fuzzie> well you could keep a list :)
[21:01:04] <Avenger> it is a perfect place to call, i just need to pass this actor somehow to python
[21:01:12] <fuzzie> is it a good place to call?
[21:01:25] <Avenger> it is the perfect place, not too early and not too late
[21:01:48] <fuzzie> hmm
[21:01:50] <Avenger> if it isn't called, then i probably can't set the modal feats either
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[21:02:09] <Avenger> that is ApplyExtraSettings
[21:02:42] <Avenger> and then you lose expertise/power attack setups on load
[21:02:55] <fuzzie> i don't see the problem with calling guiscript for every relevant actor
[21:04:13] <Avenger> i would just hack the actor finder :) if an area is loading, always look on it too
[21:04:30] <fuzzie> yeah, it just seems like a huge hack
[21:05:12] <Avenger> not necessarily. actually, it could be a speed hack too
[21:05:13] <fuzzie> and dangerous because modders might use the guiscript to do complicated things from those functions, even though the game is in the middle of an area load and the state of everything is not so known
[21:07:30] <Avenger> i will just hack the loader to add the area to the loaded areas before adding actors to it
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[21:17:13] <Avenger> well, this doesn't work :(
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[21:51:01] <CIA-28> GemRB: 03avenger_teambg * r277255caed61 10gemrb/gemrb/ (10 files in 6 dirs): separated SetMap and Initialization of actor so ApplyFeats can be called in guiscript
[21:52:45] <Avenger> ok, hopefully i didn't break anything beyond repair :)
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[22:17:22] <brad_a> wjp: apparently more than SDL 2 is broken
[22:17:31] <brad_a> http://forums.gibberlings3.net/index.php?showtopic=24036&st=15
[22:18:52] <CIA-28> GemRB: 03avenger_teambg * rb46f195f98f0 10gemrb/gemrb/core/Scriptable/Actor.cpp: general cleanup
[22:19:41] <brad_a> [SDLVideo/ERROR]: BlitGameSprite not supported for this sprite
[22:28:12] <brad_a> tomprince: if there are no objections I think we should apply the namespace patch
[22:28:47] <brad_a> i may need to get to cocoa in the short term to fix SDL touch input with retina displays
[22:28:59] <brad_a> since they keep breaking it ;-/
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[22:30:25] <brad_a> wjp: i have the same problem on mac os x with SDL 1.2.15 except a green tint instead of blue :)
[22:31:08] <fuzzie> Heh.
[22:31:16] <fuzzie> Not 16bpp?
[22:31:27] <brad_a> nope same exact config actually :-p
[22:31:49] <brad_a> i=m pretty sure anyway. will double check
[22:32:20] <brad_a> yup
[22:33:29] <brad_a> strange that nobody else has this problem then
[22:34:08] <fuzzie> Well, everyone else is using more usual stuff I guess.
[22:34:16] <brad_a> what do you mean?
[22:34:16] <tomprince> brad_a: I have no objections.
[22:34:41] <fuzzie> As in, Windows/Limux with the same pixel format.
[22:34:44] <tomprince> I let you merge it, or get consensus, or whatever. ;)
[22:35:01] <brad_a> is it just a branch on your github?
[22:35:38] <brad_a> lol Limux
[22:36:00] <brad_a> i dont know why that me me laugh
[22:36:15] <fuzzie> Am typing on tablet, onscreen keyboard not really my friend. :-)
[22:36:23] <tomprince> brad_a: Yes.
[22:36:29] <brad_a> well im certainly not going to point fingers for typos
[22:36:42] <brad_a> im pretty sure i am king of those ;)
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[23:12:54] <brad_a> I do see places were the source data is assumed to be a particular pixel format, but why wasn't this a problem before?
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