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[09:02:13] <Seniorita> [commit] lynxlynxlynx: MoveBetweenAreasCore: only change the area song for new areas https://github.com/gemrb/gemrb/commit/10c84ad8f904aa9fbc54add50d5e1510c8cc8600
[09:02:14] <Seniorita> [commit] lynxlynxlynx: Game::ChangeSong: handle combat music more carefully to avoid stutter https://github.com/gemrb/gemrb/commit/783fe2916e08790de82f9cda190a6529f2331fb2
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[09:39:28] <gembot> build #684 of nmake-msvc++10 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/684
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[09:48:24] <lynxlynxlynx> hmpf, new dialog scripting problems
[10:18:08] <fuzzie> oh?
[10:22:53] <lynxlynxlynx> yeah, testing ci and something isn't run
[10:23:11] <lynxlynxlynx> maybe the last dialog changes cause it
[10:23:31] <lynxlynxlynx> http://paste.debian.net/138455/
[10:23:32] <Seniorita> debian Pastezone
[10:23:54] <lynxlynxlynx> the whole dialog gets retriggered again and again since that setglobal never runs
[10:28:13] <fuzzie> at a glance, b6d1aa40c4f19bb01462417fd69192e0d4fab5e4 is wrong
[10:29:10] <fuzzie> but I'm not sure why fizzle moved the Stop() there, since the commit msg only discusses the IF_NOINT check..
[10:32:25] <fuzzie> so I'd have to ask
[10:34:56] <lynxlynxlynx> eh well, this is what he was asking you to review for so long
[10:35:00] <fuzzie> yeah :/
[10:35:39] <fuzzie> thankfully I am in the "watch the exam results appear" phase of the semester atm
[10:36:00] <fuzzie> and also I have no idea if that commit is to blame :) but it will break at least something, from memory
[10:37:17] <lynxlynxlynx> i'll go test if it changes anything here
[10:41:08] <lynxlynxlynx> it does and the problem goes away
[10:42:40] <lynxlynxlynx> and I deleted the hell problem save just a few days ago :)
[10:42:46] <fuzzie> gar :)
[10:52:35] <lynxlynxlynx> had something close though
[10:54:22] <lynxlynxlynx> yeah, problem is still there
[11:01:13] <lynxlynxlynx> cool, reverting everything but the if_noint block works for both cases
[11:03:42] <lynxlynxlynx> eh no, i had all the Stops commented out
[11:07:41] <lynxlynxlynx> it works; in the end i had to revert just the last two chunks
[11:07:56] <fuzzie> \o/?
[11:08:14] <lynxlynxlynx> i have no idea if it is correct though, it just passed one extra test
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[12:24:15] <lynxlynxlynx> so far so good; made it to the slums without any other issues
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[19:29:16] <lynxlynxlynx> hey fizzle
[19:30:31] <lynxlynxlynx> http://paste.debian.net/138526/ <-- had to partially revert your dialog stuff for a banter to start working again
[19:30:31] <Seniorita> debian Pastezone
[19:34:08] <lynxlynxlynx> still playing through bg2 to check everything is ok before the release
[19:34:34] <lynxlynxlynx> no other major regressions so far
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[20:18:57] <lynxlynxlynx> crap, can't exit wk through the worldmap
[20:44:28] <fizzle> lynx: okay, that part was solely based on descriptions from the forum so if it works that way...
[20:46:13] <lynxlynxlynx> did you have any other problematic test cases besides the hell trial?
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[20:50:10] <lynxlynxlynx> maybe i have a corrupted worldmap
[20:50:31] <Driim> Can you guys confirm one way or another, if the GOG version of Icewind Dale 1 should work with 0.8?
[20:52:10] <lynxlynxlynx> sure, what's the problem?
[20:53:00] <Driim> Game starts up fine, but there are no no or next to no character models.
[20:53:30] <Driim> Errors include, but are not limited to this: Couldn't create animationfactory: chmf1g1 (6100)
[20:57:04] <fizzle> lynx: no, no other test cases
[20:57:25] <lynxlynxlynx> Driim: did you move any files?
[20:58:21] <Driim> No, just set the gamepath to the gog-install directory. Actually to a symlink to that directory, if that matters.
[20:58:34] <lynxlynxlynx> that's fine
[20:59:21] <lynxlynxlynx> you have Data/CREanim*.bif ?
[20:59:46] <lynxlynxlynx> my install is old, but hopefully they haven't changed the layout when adding wine
[21:00:26] <Driim> gog version is windows version, they haven't packaged it for linux. Only the EE version, and I don't have that one
[21:00:52] <lynxlynxlynx> i see a difference in our unhardcoded tables
[21:01:01] <lynxlynxlynx> did you set gametype to iwd perhaps?
[21:01:11] <Driim> Yes, I have CREanim and CREanim2. I did empty the cache and saw that it created some .bam files, but not all of them
[21:01:48] <Driim> Yes, it is 'iwd'
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[21:02:00] <lynxlynxlynx> that's your problem right there
[21:02:11] <Driim> oh?
[21:02:15] <lynxlynxlynx> you have how installed, so set it to how
[21:02:31] <Driim> Thanks, I'll try that.
[21:02:43] <lynxlynxlynx> # iwd IceWind Dale (no How or ToTL installed)#
[21:02:43] <lynxlynxlynx> # how IceWind Dale : HoW or ToTL #
[21:02:58] <lynxlynxlynx> how did you install gemrb?
[21:04:19] <Driim> Thank you for the friendly help, even though, like many times, the failure was at reading comprehension
[21:04:56] <Driim> tired it with two versions. From repository (0.8.0) and built it (0.8.1), same results.
[21:05:35] <lynxlynxlynx> ok, stick with the latest
[21:05:44] <lynxlynxlynx> we should have a new release in a few days
[21:06:02] <Driim> I installed iwd on three or more wineprefixes total, just to be sure it was not that.
[21:06:29] <Driim> Ok, I will install the latest when it comes out.
[21:06:30] <lynxlynxlynx> if you compile from git, you'll have less music problems
[21:06:34] <Driim> Oh
[21:06:38] <lynxlynxlynx> but you could just wait, yeah
[21:06:43] <Driim> my compiled version had mouse trails
[21:07:02] <Driim> i.e. the cursor left copies of itself constantly.
[21:07:04] <lynxlynxlynx> i guess you used sdl2
[21:07:25] <lynxlynxlynx> that backend is not completely ready for mice yet
[21:08:01] <lynxlynxlynx> actually, if you could do us a favour, since it is prerelease time, extra testing would be great
[21:08:11] <Driim> ok, good to know.
[21:08:44] <Driim> You mean compiling and installing a test version?
[21:08:49] <lynxlynxlynx> so if you could recompile (delete the build dir, add -DUSE_SDL2=0 to the cmake call)
[21:08:56] <lynxlynxlynx> that'd be great
[21:09:05] <lynxlynxlynx> no need to install either, since gemrb can run from the build dir
[21:10:39] <Driim> So just compile the same git version as before? Sure.
[21:10:56] <lynxlynxlynx> oh and unless your machine is 10 years old also -DCMAKE_BUILD_TYPE=Debug
[21:11:20] <lynxlynxlynx> yeah, but not the v0.8.1 tag, master directly
[21:11:41] <lynxlynxlynx> so you probably just need to do a git pull first and rebuild
[21:11:53] <Driim> "git clone git://github.com/gemrb/gemrb.git"?
[21:12:46] <lynxlynxlynx> do you still have the files on disk?
[21:12:55] <Driim> yep
[21:13:07] <lynxlynxlynx> if so, no need to redownload everything
[21:13:15] <Seniorita> [commit] lynxlynxlynx: msvc6 fix https://github.com/gemrb/gemrb/commit/5c0f017ec1f1cdd8ead2dd0c80d13093e32e0bab
[21:13:16] <Seniorita> [commit] lynxlynxlynx: partially Revert "don't interrupt non-interruptible actions when switching dialog phases" https://github.com/gemrb/gemrb/commit/142baa3c33ec8661ba47cf0259e2173675fa1607
[21:13:23] <lynxlynxlynx> just cd in there and "git pull"
[21:13:59] <lynxlynxlynx> it will update itself
[21:14:08] <Driim> Done and compiling.
[21:14:18] <lynxlynxlynx> if you check "git log", you'll see the "partially revert" commit above
[21:14:28] <lynxlynxlynx> did you wipe the build dir?
[21:15:03] <Driim> no, but ran cmake in between, and it seems to recompiling everything.
[21:15:46] <lynxlynxlynx> that's normal
[21:15:53] <lynxlynxlynx> but not ok, you'll still have mouse issues
[21:16:23] <Driim> Ok, clean build it is then.
[21:16:26] <lynxlynxlynx> you can delete just build/CMakeCache* and build/CMakeFiles if you want
[21:16:46] <lynxlynxlynx> then rerun cmake, but add the two parameters i mentioned
[21:17:01] <lynxlynxlynx> (to whatever you used before)
[21:17:09] <lynxlynxlynx> -DCMAKE_BUILD_TYPE=Debug -DUSE_SDL2=0
[21:17:46] <Driim> Thankfully gemrb is relatively quick to build.
[21:18:31] <lynxlynxlynx> yep
[21:19:34] <lynxlynxlynx> if you want to run it from the build dir, use something like: gemrb/gemrb -c iwd1.cfg # however, wherever you put it
[21:19:56] <lynxlynxlynx> if you have it in some default path, then the config will be found automatically
[21:20:49] <Driim> hold on, I have to set plugin paths in the config, so it wont try to used the installed versions.
[21:22:36] <lynxlynxlynx> echo $PWD/build/gemrb/plugins
[21:22:50] <lynxlynxlynx> or if you're in the build dir ...
[21:23:05] <lynxlynxlynx> and GemRBPath=../gemrb
[21:29:03] <Driim> had a hitch (set gemrbpath to the executable path at first). Works now, but still mouse levaes trails
[21:35:56] <lynxlynxlynx> did you pass -DUSE_SDL2=0?
[21:36:30] <Driim> that and the debug one. Let me double check for typos.
[21:36:50] <Driim> "cmake -DUSE_SDL2=0 -DCMAKE_BUILD_TYPE=Debug .."
[21:37:11] <lynxlynxlynx> can you show me the cmake output?
[21:37:28] <lynxlynxlynx> i forgot how i wrote it, maybe it still uses sdl2 if sdl1 isn't found
[21:38:05] <lynxlynxlynx> ah, it does
[21:38:09] <lynxlynxlynx> nevermind
[21:38:31] <lynxlynxlynx> install sdl1 (and dev/header packages as needed)
[21:39:38] <lynxlynxlynx> basically you want to see "Looking for SDL1: found" in the cmake output
[21:40:09] <lynxlynxlynx> you'll have to delete CMakeCache.txt again though
[21:40:21] <lynxlynxlynx> cmake is a bit wierd in this regard
[21:41:12] <Driim> Strange, I'll do the build again, but I'll leave all that fun for tomorrow morning.
[21:42:49] <lynxlynxlynx> basically install whatever gives you SDL.h and libsdl*
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