#firstname.lastname@example.org logs for 28 Jan 2012 (GMT)Archive Today Yesterday Tomorrow
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[00:26:24] <tomprince> It look like (based on comments on related bugs, that 4.2.4 is probably good too. (see http://gcc.gnu.org/bugzilla/show_bug.cgi?id=33916)
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[09:11:56] <CIA-36> GemRB: 03avenger_teambg * r96170175679c 10gemrb/gemrb/core/ (GameScript/Actions.cpp Scriptable/Actor.cpp):
[09:11:56] <CIA-36> GemRB: AddFeat is now able to increase/decrease feat values (that is required by original IWD2)
[09:11:56] <CIA-36> GemRB: at the cost of the loss of bit manipulations which were GemRB options with no usefulness
[09:13:16] <CIA-36> GemRB: 03avenger_teambg * rcac5bc73e0f8 10gemrb/gemrb/override/iwd2/feat19.spl: the forester feat increases tracking (wilderness lore) instead of animal empathy
[09:19:45] <CIA-36> GemRB: 03avenger_teambg * r6eefc36b9bde 10dltcep/ (12 files in 2 dirs): the data definitions, read me's and supplementary files for dltcep
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[17:14:39] <MTpitre> Hi there, new user to gemrb I have a few questions in referencing to using it as a game development tool
[17:15:17] <MTpitre> Is it possible to make a new game for gemrb without using any of baldur's gate games as a base?
[17:16:01] <fuzzie> yes, but it requires a reasonably good knowledge of how the baldur's gate style games work
[17:16:23] <MTpitre> gotcha that amkes
[17:16:44] <MTpitre> er makes coding a big element in this, what language does it support?
[17:17:36] <MTpitre> the reason I ask because it seems gemrb is the only decent alternative to the my preferred isometric game system
[17:18:13] <MTpitre> I was hoping to at least to make a a very small test game with the engine to learn how it works
[17:18:18] <fuzzie> all the game-specific UI-type code is in Python, but the only working solution for game scripting right now is BGScript-ish
[17:19:14] <MTpitre> Cool, exactly what I wanted to hear, Python coding is a not a problem for me, the scriptish sounds pretty cool to me, is weidu a great tool for baldur's gate mod scripts?
[17:19:55] <fuzzie> it's inevitably *far* less friendly than FIFE, for example, but not too surprising since we do a lot more
[17:20:19] <MTpitre> I acutally had a positive experience using Weidu in the past for a class kit, was wondering if it is applies to gemrb
[17:20:21] <fuzzie> and weidu should work fine for scripting, I think
[17:20:57] <MTpitre> FIFE is not too bad but I am more familair with the Baldur's gate engine mostly, was one of my best rpg experiences to this day
[17:20:58] <fuzzie> our recommended tool for doing stuff for gemrb is DLTCEP, which is maintained in our repository, but of course it is Windows-only, and for scripting it just runs weidu
[17:21:09] <MTpitre> Love that tool
[17:21:47] <MTpitre> was hoping to make some starting graphics since I am a industry artist, the actual art assets should not be a problem for me
[17:22:04] <MTpitre> I mostly use 3d graphics for the asset
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[17:23:31] <MTpitre> but I was going to post this on the gibberlings three, not too sure if someone did already, there is a tool called spriteforge, they have a free and commericial version. It renders a animated 3d model in all 8 directions for games like Baludr's gatwe
[17:24:31] <MTpitre> it is acutally a very useful tool for making animated sprites if you prefer making the art fro scratch. It has saved me a lot of time on make isometric sprites
[17:24:36] <fuzzie> I think Maighstir is the only one who has seriously got the framework for a game running (months and months ago), but they haven't been around for a week or so.
[17:25:05] <MTpitre> No worries
[17:25:33] <MTpitre> I could probably pick the game engine apart with the Dragonlance editor
[17:25:35] <fuzzie> Usually it seems like people have the most problems with creating area graphics, since for BG-style graphics you need to set polygons etc up for the sprite covers.. but I am definitely not an art person!
[17:26:03] <fuzzie> If you haven't seen them already, there are a lot of great tutorials, including one pretty comprehensive DLTCEP one, which cover the whole thing in a lot of details.
[17:26:16] <MTpitre> ahhh yeah that one I heard actually
[17:26:48] <MTpitre> Cool, do you have a link to the tutorials? it will a be help to a new comer like myself
[17:26:49] <fuzzie> We still have various bits of AD&D rules kinda hardcoded, but it'd be easy enough to fix that up if it becomes a problem.
[17:27:30] <fuzzie> I mean, the tutorials for IE modding using DLTCEP (like http://www.simpilot.net/~sc/dltcep/ ), not gemrb-specific.
[17:27:30] <MTpitre> I am kind of found the AD&D rules a bit but the always would love room to tinker around with the game mechanics a bit
[17:27:41] <MTpitre> cool thank you very fuzzie
[17:29:04] <MTpitre> So the area making the most difficult part of modding? Interesting, that was one of my favorite parts of content creation, should be interesting
[17:29:15] <tomprince> Probably a lot of code in gemrb isn't ideal for making new games (although much better than IE in that respect). But I supsect most of the devs would be very happy making things work, for any serious attempt at an original game.
[17:29:41] <MTpitre> That is very good to know
[17:29:58] <MTpitre> my hopes is too make a simple game to learn about the engine a bit more
[17:30:46] <MTpitre> I hope in the future I will able to modify some of the AD&D a bit to fit my game's liking
[17:31:09] <MTpitre> though I do see a lot of potential for this game engine
[17:32:08] <tomprince> We don't currently support that, but part of the reason is that no-one know what to implement, since we don't have an alternative that is desired.
[17:32:26] <MTpitre> In order to start modding my game, do I need to compile Gemrb from the source
[17:32:38] <tomprince> Although I suspect changing the rules will take quite a bit of work.
[17:33:01] <tomprince> There shouldn't be any particular need to, I don't think.
[17:33:11] <MTpitre> no worries, I can probably work my game into that setting, Alot of the games I palyed had a lot of references to the AD&D rule setsd
[17:33:14] <tomprince> What OS are you on.
[17:33:23] <MTpitre> I am currently using Windows 7 64 bit
[17:33:35] <MTpitre> excuse my typos
[17:34:55] <MTpitre> So essentially DLTCEP can be used as a mult tool for IE mob creation? It can do most of the things I need in one?
[17:35:12] <MTpitre> if that is case that is all I need
[17:35:19] <tomprince> We currently generate 3 different binaries for win. None of the devs use primarly windows, so any feedback on how they work/compare would be appreciated. (I build the binaries, but don't have a way to test them).
[17:36:01] <MTpitre> Not problem, will definiitely post my feedback on the windows versions of Gemrb
[17:37:13] <MTpitre> One more thing before I live you guys to work, For avatar sprites< do I need to render my models in clown rendering format meaning the colors are kind of bright and resemble that of a clown?
[17:37:40] <MTpitre> I would like to make some simple level of customization for my charactersd
[17:37:52] <MTpitre> like IWD or BG has
[17:38:23] <MTpitre> such as changing the subtle colors of the character paper doll and acutal sprite
[17:38:36] <MTpitre> for hair or cloths
[17:40:40] <MTpitre> And one last question, is it possible to compile a exe for your mod? Like you can run out without using any exterior utlilities to help it do so?
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[17:42:28] <fuzzie> you can use any of the character formats that work in bg/bg2/iwd/iwd2/pst, but I think clown colouring for your customisable avatars is probably what you want, yes
[17:42:56] <MTpitre> Thanks Fuzzie
[17:43:15] <fuzzie> it's probably most productive to just play around and experiment
[17:43:23] <MTpitre> good idea
[17:44:08] <MTpitre> also is it possible to compile your mod as a seperate program? Like I compile my mod as a exe for windows
[17:47:30] <fuzzie> well, I mean, gemrb is just an exe file itself, but you can't bundle all your graphics/scripts/areas/etc into the exe, if that's what you mean
[17:48:06] <fuzzie> but it would be simple to make it automatically run the game
[17:48:25] <MTpitre> ahh gotcha
[17:48:56] <MTpitre> thats all I needed to know
[17:49:20] <MTpitre> I want to thank you guys for the great and informative answers about gemrb, I am going to use it to make my game
[17:49:26] <MTpitre> seems like the right engine for me
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[17:50:46] <MTpitre> going to work on the preproduction stuff and then use typiical production cycel for the game, thanks again guys, you will see me more often in case I have questions during the game development process
[17:51:13] <MTpitre> you guys take it easy and thank you for gemrb
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[18:24:28] <lynxlynxlynx> that was cool
[18:24:57] <lynxlynxlynx> btw, someone recently contributed a bunch of unencumbered area graphics
[18:25:07] <lynxlynxlynx> not sure if I linked it in the pinned post
[18:28:46] <lynxlynxlynx> i did :)
[18:32:44] <fuzzie> wow, those are nice
[18:33:01] <fuzzie> makes me wish i had time to work on this kind of thing
[18:38:31] <lynxlynxlynx> art or game production?
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[18:45:02] <tomprince> lynxlynxlynx: Can you change http://forums.gibberlings3.net/index.php?showtopic=23913 to link to something other than pastebin?
[18:46:38] <fuzzie> do you have a suggestion?
[18:49:57] <tomprince> gist.github.com or paste.debian.net
[18:56:24] <lynxlynxlynx> any particular reason?
[18:57:42] <fuzzie> must say that I am in favour of avoiding any site which is trying to scam me in several places on the front page
[18:58:53] <lynxlynxlynx> good enough
[18:59:35] <tomprince> There are actually several bots that repaste things from pastebin.com ...
[18:59:35] <fuzzie> no idea what tomprince's reason is though :)
[18:59:40] <tomprince> Yes.
[18:59:45] <fuzzie> ah
[19:00:08] <tomprince> I just find it annoyingly busy.
[19:18:21] <lynxlynxlynx> i liked pastebin.ca the most, but it went away
[19:22:02] <Hellcommander> what settings in the ini need to be set if I'm using the webscreen mod
[19:23:01] <Hellcommander> do I set it like the settings in baldur.ini
[19:23:28] <Hellcommander> as in put resulution=1400
[19:24:06] <Hellcommander> *widescreen
[19:24:53] <Hellcommander> at the moment the game crashes on loading the game
[19:25:37] <Hellcommander> btw I'm running a megamod setup with BGT
[19:27:12] <tomprince> Hellcommander: You need to put hight and width in gemrb.cfg
[19:27:37] <Hellcommander> I have it at 800 and 600
[19:27:54] <tomprince> lynxlynxlynx: Apparently it is still accesible to some people. I saw somebody paste there in the paste week or so.
[19:28:12] <tomprince> Hellcommander: can we see your log?
[19:29:45] <Hellcommander> How do I post it without spaming lol
[19:30:16] <tomprince> paste it to paste.debian.net or gist.github.com
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[19:32:13] <Hellcommander> pasted
[19:32:30] <Hellcommander> at paste.debian.net
[19:33:00] <Hellcommander> http://paste.debian.net/153911
[19:34:09] <Hellcommander> I'm using sdlaudio btw (could not get openal to build)
[19:34:22] <fuzzie> what happens?
[19:34:41] <Hellcommander> On loading save?
[19:34:54] <Hellcommander> Game crashes
[19:34:56] <fuzzie> well, what happened at the same time you got this log
[19:35:30] <fuzzie> since the log seems to represent loading a savegame, going to options and hitting the quit button
[19:36:53] <fuzzie> so maybe there's a really stupid bug in the in-game load code - what happens if you load from main screen
[19:36:56] <fuzzie> ?
[19:37:26] <Hellcommander> I'm loading from main screen atm
[19:37:52] <Hellcommander> game loaded but screen is all blue
[19:37:59] <fuzzie> aha
[19:38:10] <fuzzie> that means: it is missing the area files
[19:38:40] <fuzzie> but that is definitely not what that log says
[19:39:51] <Hellcommander> http://paste.debian.net/153912
[19:40:01] <Hellcommander> new log
[19:40:43] <fuzzie> it should complain about a .tis file being missing before crashing, in any case, if it is showing as blue
[19:41:08] <Hellcommander> seems its forgeting some of the log
[19:41:42] <fuzzie> probably you want to take a look at the paths you have configured
[19:41:54] <fuzzie> but i am not the expert here
[19:43:35] <Hellcommander> http://paste.debian.net/153913
[19:45:33] <fuzzie> your log says D:\Hellcommande-PC\games\Black Isle\BWP\ though?
[19:45:52] <Hellcommander> ?
[19:45:58] <Hellcommander> where
[19:46:42] <Hellcommander> that doesn't make sense
[19:47:15] <fuzzie> "http://paste.debian.net/153913
[19:47:16] <fuzzie> ugh
[19:47:24] <fuzzie> "[MUSImporter]: Loading D:\Hellcommande-PC\games\Black Isle\BWP\music\TAV6.mus..." for example
[19:47:54] <Hellcommander> how do I fix the lol
[19:48:18] <Hellcommander> settings don't even point to D:
[19:48:46] <Hellcommander> settings don't even point to D:\hellcommande-pc\games\black isle\bwp\
[19:48:59] <Hellcommander> *that
[19:49:01] <fuzzie> I guess it's using the wrong settings?
[19:49:57] <fuzzie> if you're on Win7/Vista and you installed into c:\program files\gemrb then you should make sure that gemrb and your text editor are both running as the same user (so, neither is run as admin)
[19:51:20] <Hellcommander> I used Super administor user for my main username
[19:51:58] <Hellcommander> Everything normally is in Admin mode
[19:53:09] <Hellcommander> I use notepad 2 and notepad++
[19:54:01] <Hellcommander> If I change my folder name should it work lol
[19:55:52] <fuzzie> well, it sounds like it's picking up the wrong GemRB.cfg? so if you have no UAC, then probably you have two copies and it's picking the wrong one
[19:59:21] <Hellcommander> I'm searching computer for gemrb.cfg to see if their is a old version somewhere
[20:07:58] <Hellcommander> deleted other versions of gemrb and the sample cfgs
[20:08:44] <Hellcommander> screen still blue
[20:08:57] <fuzzie> but log is using right directory?
[20:09:54] <wjp> the CD1:= line looks rather fishy too
[20:09:58] <wjp> both the colon and the semicolon
[20:10:22] <Hellcommander> their is no cd1 folder for my install
[20:10:41] <Hellcommander> with version I have anyway
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[20:16:44] <Hellcommander> http://paste.debian.net/153919
[20:17:20] <Hellcommander> Think I found problem (paused so I could copy)
[20:17:57] <fuzzie> the 'invalid path given' stuff I guess?
[20:18:07] <Hellcommander> yup
[20:18:19] <fuzzie> but that's strange, becase it doesn't complain about not being able to find any BIF files
[20:19:16] <Hellcommander> It for some reason repeats the destination
[20:19:19] <brad_a> fuzzie: if its not complaining about not finding things but it doesnt work id point at permissions
[20:19:27] <brad_a> dont know if that was covered or not
[20:19:35] <brad_a> dont feel like reading backlog :-P
[20:19:38] <fuzzie> yes, this is all as admin user apparently
[20:19:46] <brad_a> ah
[20:20:14] <brad_a> what about read-only?
[20:20:28] <Hellcommander> not read-only
[20:21:00] <Hellcommander> should I flag it read-only lol
[20:22:51] <Hellcommander> deleted the override I pasted into the override (Might be how it manages to load without crashes because of the repeat error)
[20:23:55] <Hellcommander> still same repeat error
[20:24:29] <Hellcommander> after deleting stuff I added to get working before
[20:26:13] <Hellcommander> another error I've encountered before is looping audio at candlekeep
[20:27:40] <Hellcommander> How do I stop it from passing the path twice
[20:28:31] <Hellcommander> Idea maybe its getting the path from both baldur.ini and gemrb.cfg
[20:32:37] <Hellcommander> extra cfg parameters from cfg I'll see what happens
[20:34:16] <Hellcommander> odd I make it not read the extras and it still passes it twice
[20:36:50] <Hellcommander> I confirmed I does read the data from baldur.ini even If it is not present in the config
[20:37:19] <Hellcommander> and for some reason still reads it twice lol :P
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[21:08:42] <Hellcommander> anyone know how to fix the repeat error
[21:09:16] <Hellcommander> I'm using the latest gemrb btw
[21:09:22] <Hellcommander> from git
[21:19:15] <CIA-36> GemRB: 03avenger_teambg * rac10b91469ec 10gemrb/gemrb/ (override/iwd2/effects.ids plugins/IWDOpcodes/IWDOpcodes.cpp):
[21:19:15] <CIA-36> GemRB: added CriticalHitModifier to iwd2 effects (for improved criticals feat)
[21:19:15] <CIA-36> GemRB: Improved Disguise and Heroic Inspiration opcodes
[21:19:57] <edheldil> Hellcommander: what "repeat error"?
[21:20:43] <Hellcommander> http://paste.debian.net/153913
[21:20:59] <Hellcommander> http://paste.debian.net/153919 i mean
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[21:52:02] <edheldil> Hellcommander: Don't specify GameDataPath in GemRB.cfg, comment it out
[21:52:20] <edheldil> if anything, it would be "data", but comment it out
[21:52:39] <CIA-36> GemRB: 03avenger_teambg * rac7afa8530b0 10gemrb/gemrb/ (8 files in 3 dirs): fixed crash when applying feats, more feats, implemented critical multiplier
[21:52:42] <CIA-36> GemRB: 03avenger_teambg * r35e4a05eacbc 10gemrb/gemrb/override/iwd2/ (armfail.2da itemdata.2da): armfail->itemdata (it now contains critical damage multipliers)
[21:55:33] <CIA-36> GemRB: 03avenger_teambg * r54605ef9d502 10gemrb/gemrb/override/ (how/itemtype.2da iwd/itemtype.2da iwd2/itemtype.2da): scarf is worn in the amulet slot, not helmet
[21:58:02] <Hellcommander> It seems its still looking for cd1
[21:58:31] <Hellcommander> full install doesn't have cd1
[21:59:03] <fuzzie> as long as all paths for full install are ok, should be fine
[21:59:06] <Hellcommander> gemrb crashes
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[21:59:47] <Avenger> hello
[21:59:47] <fuzzie> but if you get the blue screen, it definitely means missing data.. maybe your Cache isn't writeable, I don't know, not expert
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[22:00:05] <Hellcommander> http://paste.debian.net/153925
[22:00:36] <Avenger> that seems to be a movie player crash?
[22:00:50] <Hellcommander> copied the command prompt
[22:01:10] <Avenger> what platform is it?
[22:01:16] <fuzzie> this is windows
[22:01:21] <fuzzie> are you copying this out of the command window manually?
[22:01:50] <Avenger> windows had a buggy sdl for some time in the past
[22:02:36] <fuzzie> i think maybe Hellcommander killed gemrb early deliberately to try and catch the log
[22:02:56] <Hellcommander> It killed itself
[22:02:57] <fuzzie> in which case maybe it is good advice that you can redirect all output from a windows command app by running it from cmd like 'gemrb > logfile.txt'
[22:03:09] <fuzzie> oh, well, if it really dies at bislogo then that is not good
[22:03:34] <brad_a> fuzzie: i can reproduce death when it cannot find the opening movie too btw
[22:03:38] <brad_a> on both mac and ios
[22:03:45] <Hellcommander> but for some I did use the pause function on keyboard to catch
[22:03:48] <fuzzie> ouch
[22:04:09] <fuzzie> why would it say that it found bislogo.mve in chitin.key if it doesn't exist?
[22:04:42] <Avenger> does it?
[22:05:53] <fuzzie> well, if that is a doesn't-exist crash?
[22:05:55] <Hellcommander> some of the errors
[22:06:32] <edheldil> there are errors in the beginning of the log
[22:06:50] <edheldil> hi, all
[22:07:06] <Avenger> for me, it says:
[22:07:10] <Avenger> [ResourceManager]: Searching for Intro15f... Cannot find movies/MovIntro.bif... Resource unavailable.
[22:07:12] <Avenger> Tried Intro15f.mve Intro15f.mve [ERROR]
[22:07:19] <Avenger> and no crash at all
[22:08:39] <Avenger> i could try to run this on windows
[22:10:19] <fuzzie> well, if brad_a can reproduce, it's weird
[22:10:48] <brad_a> yes unfortunately i dont recall what setting i changed to trigger it
[22:11:00] <brad_a> it was while i was troubleshooting the gog paths
[22:12:01] <brad_a> sdl 1.2.15 and 1.3 both
[22:13:42] <brad_a> gemrb does support relative paths in the config right?
[22:14:09] <Avenger> well, it worked for me with ~
[22:15:00] <Avenger> this one: GamePath=~/.wine/drive_c/Program Files/GOG.com/Baldurs Gate
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[22:42:51] <Hellcommander> I forgot how to pull from origan/master any help me plz :P
[22:43:36] <brad_a> git pull
[22:43:37] <tomprince> git pull
[22:43:49] <tomprince> Hellcommander: Have you tried the win binaries?
[22:44:14] <Hellcommander> binaries don't work for me
[22:45:03] <tomprince> In what way? (I generate the binaries, but I don't use windows, so don't have a way to test them)
[22:45:18] <tomprince> If they don't work, I'd like to fix them.
[22:49:58] <Hellcommander> tried git pull remotes/origan/master
[22:50:19] <Hellcommander> doesn't seem to pull it I want lastest
[22:50:35] <tomprince> did you try 'git pull' ?
[22:51:54] <Hellcommander> if I do that it pulls from master not the lastest branch
[22:52:23] <brad_a> latest branch? o_O
[22:53:16] <tomprince> There is only master.
[22:54:49] <Hellcommander> according to the history long there is "master" and "remotes/origan/master"
[22:54:54] <Hellcommander> *log
[22:55:46] <Hellcommander> master is dated 1/16/12 and lastest is dated 1/28/12
[22:55:57] <tomprince> master is what is in your tree, remotes/origin/master is the local copy of what you most recently downloaded.
[22:56:32] <tomprince> 'git pull' fetches the master branch from sf, and saves it as remotes/origin/master', and then merges that to master.
[22:56:55] <Hellcommander> so I should have lastest?
[22:58:06] <Hellcommander> then i'll uninstall,compile, and install thanks
[22:58:39] <tomprince> Hellcommander: Well, after a pull, the commits on master and remotes/origin/master should match.
[23:00:45] <Hellcommander> if It helps I use tbb library as a replacement for the default malloc
[23:01:26] <tomprince> Hellcommander: What doesn't work with the pre-compiled binaries. I'd like to get them working.
[23:02:10] <Hellcommander> when it get a chance I'll test it
[23:02:23] <Hellcommander> redownloaded the binaries
[23:02:33] <tomprince> Hellcommander: thanks.
[23:03:52] <Hellcommander> damn downloaded was corrupt need to redownload
[23:05:02] <Hellcommander> for some reason I can manage do download from sourceforge
[23:06:11] <Hellcommander> git gui says I'm still using master (in yellow)
[23:07:20] <tomprince> Yes. But that should be pointing at the same commit as remotes/origin/master
[23:08:27] <tomprince> Does this link work: http://downloads.sourceforge.net/project/gemrb/Buildbot%20Binaries/GemRB-win32-v0.7.0-169-g54605ef.zip?r=http%3A%2F%2Flocalhost%3A9010%2Fwaterfall&ts=1327791992&use_mirror=iweb
[23:09:05] <Hellcommander> yup
[23:09:59] <tomprince> sf downloads are a bit annoying in that the take you to an html page, that then redirects you to the download.
[23:10:15] <tomprince> So, if you just say 'save link as', you are likely just getting that html page.
[23:12:45] <Hellcommander> used do binary screen is black
[23:12:52] <Hellcommander> *The
[23:14:35] <CIA-36> GemRB: 03bradallred * rc59499d5c20b 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: make sure we change back to the correct working directory when erroring out of data installation.
[23:14:45] <CIA-36> GemRB: 03bradallred * r9044220255b9 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: change to using relative paths in the config. makes the file cleaner and prevents problems with updates residing in a new location.
[23:14:45] <CIA-36> GemRB: 03bradallred * r49935e9c7a5e 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: close the config files before overwriting them.
[23:14:46] <CIA-36> GemRB: 03bradallred * r8336700ad892 10gemrb/apple/ios/GemRB.cfg.newinstall: CocoaWrapper (iOS): update the config file template. synced with current main config template.
[23:14:46] <CIA-36> GemRB: 03bradallred * reefc800b89a1 10gemrb/gemrb/ (45 files in 8 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[23:15:30] <tomprince> Can you paste the log? And that file expects to extracted in 'C:\Program Files\"
[23:17:25] <tomprince> Hellcommander: and is it using the right cfg file?
[23:23:58] <Hellcommander> yes
[23:25:13] <brad_a> heh I think avenger broke touch input with wis sdl event stuff
[23:27:49] <brad_a> im kinda irked because all this whitespace stuff in his commit is making it super hard to se what was actually changed :-/
[23:28:21] <tomprince> brad_a: git diff -w or git diff --color-words
[23:28:35] <brad_a> ah :)
[23:29:00] <Hellcommander> btw the binary that is uploaded isn't using the lastest stable libpng
[23:29:26] <brad_a> does the binary actually contain libpng?
[23:30:14] <tomprince> Yes.
[23:30:37] <Hellcommander> libpng 1.5.7 is consided lastest stable
[23:31:44] <Hellcommander> lastest stable has big optimization on memory usage
[23:32:24] <tomprince> Hellcommander: I can update it.
[23:32:25] <Hellcommander> not everyone has tons of memory and 64 bit system :P
[23:33:08] <Hellcommander> try using tbbmalloc too better the default malloc library :)
[23:33:11] <tomprince> I really have no idea how many people are using those binaries, or if they even work, so I don't have a whole lot of motivation to work on it.
[23:33:31] <Hellcommander> and free to use on open source like gemrb :)
[23:34:07] <Hellcommander> tbbmalloc works big improvement for me
[23:34:19] <brad_a> i wonder if touch input broke from that sdl update...
[23:34:36] <Hellcommander> better the windows malloc library anyway :)
[23:36:06] <Hellcommander> damn I have to set things up again with the update :(
[23:36:26] <Hellcommander> optimizations
[23:36:59] <Hellcommander> link time generation and link tbbmalloc library
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[23:44:35] <tomprince> Hellcommander: How are you building gemrb, and what changes are you making?
[23:44:57] <Hellcommander> got latest update
[23:45:32] <Hellcommander> putting on link time optimization and linking to tbbmalloc
[23:45:43] <tomprince> cmake chanes to make it easier to link with tbbmalloc would seem like a reasonable thing to include. As well as lto.
[23:46:53] <tomprince> And, if you are building regularly, and testing, would you be willing to run a windows buildslave?
[23:47:00] <Hellcommander> my computer isn't the best so optimization needed to run best it can run :P
[23:47:15] <Hellcommander> buildslave?
[23:47:52] <tomprince> http://buildbot.gemrb.org/grid
[23:47:52] <Hellcommander> I only test things out when I have time been looking for job for a while
[23:48:38] <Hellcommander> whats that
[23:49:26] <tomprince> Automated builds (plus *minimal* testing) on against a number of compilers on a few OSes
[23:50:08] <Hellcommander> how do I run a buildslave?
[23:50:13] <tomprince> The windows builds happen in a vm, which is slow, and also not easy for me to get into to actually test the builds by running them.
[23:53:33] <brad_a> heh i need to remember about MouseClickEvent for when i rewrite touch input code
[23:53:56] <tomprince> There are (generic) instructions here: http://trac.buildbot.net/wiki/RunningBuildbotOnWindows
[23:55:37] <tomprince> I'll also need to know how to build on your machine.
[23:56:01] <tomprince> What is done on the vm is basically here: https://github.com/tomprince/buildbot-configs/blob/gemrb/master.cfg#L161 and https://github.com/tomprince/buildbot-configs/blob/gemrb/master.cfg#L223