#gemrb@irc.freenode.net logs for 29 Jan 2012 (GMT)

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[00:07:20] <gembot> build #208 of nmake-msvc++6 is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/208 blamelist: bradallred@me.com
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[00:27:17] <gembot> build #79 of osx-xcode-binary is complete: Exception [exception upload] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/79
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[00:31:38] <Hellcommander> do I need master or slave
[00:31:45] <tomprince> slave
[00:37:38] <Hellcommander> error no eggs found in ....
[00:44:36] <brad_a> heh sdl 1.3 hanged the mouse buttons from left=1 right=2 middle=3 to left=1 middle=2 and right=3 thereby breaking our event code
[00:45:43] <brad_a> i can fix touch code pretty easily by cahnging it to a middle click :-P
[00:45:50] <brad_a> of course thats not the right thing to do
[00:48:18] <brad_a> or im wrong cuz i just tried it and no dice...
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[01:01:26] <Hellcommander> 3> TTFFontManager.cpp
[01:01:26] <Hellcommander> 4> OGGReader.cpp
[01:01:26] <Hellcommander> 3>d:\engines\gemrbgitrepository\gemrb\plugins\ttfimporter\TTFFontManager.h(25): fatal error C1083: Cannot open include file: 'SDL_ttf.h': No such file or directory
[01:01:26] <Hellcommander> 4>d:\engines\gemrbgitrepository\gemrb\plugins\oggreader\OGGReader.h(31): fatal error C1083: Cannot open include file: 'vorbis/vorbisfile.h': No such file or directory
[01:01:56] <brad_a> those arent requred
[01:02:12] <brad_a> but if you want them just install the required librariess
[01:02:16] <brad_a> libraries
[01:02:36] <Hellcommander> it just doesn't link right with cmake
[01:03:32] <Hellcommander> i can easily fix only one I can't seem to compile is openal since it seems to be referencing sdl 1.2
[01:03:44] <Hellcommander> plugin
[01:04:16] <Hellcommander> so I just use the sdlaudio plugin
[01:07:04] <brad_a> openal plugin uses sdl for cross platform threading
[01:07:33] <brad_a> if we ever get a new video driver that will have to change
[01:08:08] <brad_a> probably use pthreads and make windows users have another dependency :-/
[01:08:30] <tomprince> brad_a: Unless that plugin also uses SDL under the hood, which wouldn't suprise me.
[01:08:53] <brad_a> no it doesnt
[01:08:59] <brad_a> just for threads
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[01:09:59] <tomprince> Well, the part of SDLVideo that we want to replace is gfx, mostly.
[01:10:28] <brad_a> yes thats true
[01:10:45] <brad_a> nothing is likely to change anytime soon :(
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[01:11:01] <brad_a> im stumped about this sdl event stuff btw
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[01:11:21] <brad_a> sdl_pushEvent with SDL_BUTTON_RIGHT
[01:11:48] <brad_a> but then in the mouse up handler it is a diffrent button!
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[01:14:51] <brad_a> ah
[01:14:53] <brad_a> i see now
[01:15:15] <brad_a> that sdl event structure had another field added IN THE MIDDLE of the struct!
[01:17:31] <Hellcommander> build is installed ill test it now
[01:18:31] <Hellcommander> tbb is threading library look into that
[01:19:09] <brad_a> no i think posix is our only other option
[01:19:18] <brad_a> needs to run on android and ios etc
[01:19:22] <Hellcommander> I use as a general replacement for malloc but it stands for threading building blocks
[01:19:52] <brad_a> pluss that would add a new dependancy for everything instead of just windows
[01:21:00] <tomprince> Well, and it wouldn't be too hard to write our own interace, to use pthreads or win32.
[01:21:27] <tomprince> We run exactly one additional thread, just for music.
[01:21:32] <brad_a> that too i guess :-P ill leave that to others
[01:22:03] <Hellcommander> they have new version of tbb but unfortunately binary builds are only for linux, windows, and Mac Os X
[01:23:34] <tomprince> For most unix users, it is distro package availabilty that is the main thing.
[01:25:34] <Hellcommander> maybe if compiled from source tbb could work on on others since that seems to be their goal
[01:25:50] <Hellcommander> http://threadingbuildingblocks.org/wiki/index.php?title=General_Questions_about_TBB#What_compilers.2C_operating_systems_and_processors_are_supported.3F
[01:32:41] <Hellcommander> rebuilding with new version of tbb :)
[01:36:19] <CIA-36> GemRB: 03bradallred * r7f28b4d8534f 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: log the exact git build string.
[01:36:29] <CIA-36> GemRB: 03bradallred * rf23d1842ba6f 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo: fix broken touch right click after an SDL 1.3 update broke it.
[01:36:29] <CIA-36> GemRB: 03bradallred * r7ee714a26789 10gemrb/gemrb/core/GUI/GameControl.cpp: GameControl: remove OnGlobalMouseMove from iOS build. It does nothing valuable for a platform with no mouse support and actually hinders things.
[01:49:54] <Hellcommander> installed again
[01:53:38] <Hellcommander> working so far but not reading the resolution = 1400 setting for widescreen mod
[01:54:58] <Hellcommander> screen blue and portraits all have 3 hand marks
[02:01:35] <tomprince> Hellcommander: the resolution is read from Height and Width in gemrb.cfg
[02:03:00] <Hellcommander> if I set resolution higher then defaults screen glitches even with widescreen mod
[02:03:42] <tomprince> Well, you need to run the widescreen mod with the resolution you are going to run at.
[02:04:18] <Hellcommander> does it need to be set for gemrb
[02:05:12] <Hellcommander> how do I get it to log
[02:06:08] <tomprince> Yes, you should set it for gemrb.
[02:06:56] <Hellcommander> I'll have to reinstall game to have it set
[02:07:23] <tomprince> Hellcommander: You should be able to just run it.
[02:07:32] <Hellcommander> anyway need to get it to read resources
[02:07:33] <tomprince> No need to reinstall.
[02:08:33] <tomprince> All it does it create a specific file that gemrb looks for.
[02:08:53] <Hellcommander> everything is biffed with generalized biffed and of cleaned game with BiG World Clean-Up.bat
[02:09:20] <tomprince> I think if you just run widescreen on top of that, with the gemrb option, it should just work.
[02:09:40] <Hellcommander> widescreen is already installed
[02:10:32] <Hellcommander> anyway how do I force it to log the cmd log
[02:10:48] <tomprince> I haven't used weidu for a few years.
[02:11:04] <tomprince> (so I don't know)
[02:12:46] <Hellcommander> gemrb > log.txt isn't creating a log file
[02:12:46] <tomprince> You could probably even copy guiw10.chu to cgWWHH.chu where WW and HH are the first two digits of the resolution.
[02:13:21] <tomprince> Oh, you probably need to compile with WIN32_USE_STDIO.
[02:17:24] <Hellcommander> http://paste.debian.net/153939
[02:17:41] <Hellcommander> anything wrong with my config
[02:19:29] <Hellcommander> seems to not be finding stuff since prof are saying for some No, I'm sorry, none of them sound familiar
[02:21:22] <tomprince> Looks fine.
[02:21:23] <Hellcommander> copy of baldur.ini at http://paste.debian.net/153941
[02:21:50] <tomprince> If you have wierd text showing up in odd places, that is probably a problem with dialog.tlk, caused by mods.
[02:22:46] <Hellcommander> http://paste.debian.net/153942
[02:23:08] <Hellcommander> game works fine with tobex
[02:23:58] <tomprince> I wonder if your weappprof.2da is corrupt.
[02:24:16] <Hellcommander> it isn't
[02:24:28] <Hellcommander> it works without gemrb
[02:25:05] <Hellcommander> problem is most everything isn't showing up
[02:25:16] <Hellcommander> with gemrb
[02:25:45] <tomprince> Do you have stuff in an English directory?
[02:25:53] <Hellcommander> movies
[02:26:31] <tomprince> Well, your config won't pick them up.
[02:26:41] <tomprince> Have you tried GemRB with an unmodded install?
[02:26:42] <Hellcommander> MovIntro.bif Movend.bif in movies folder
[02:27:14] <Hellcommander> I'm using BGT
[02:27:39] <tomprince> Yes, try with an unmodded install, and get that working, before trying a modded install.
[02:28:01] <Hellcommander> I do have backup though
[02:28:02] <tomprince> None of the problems you are reporting seem to match what is going on in the logs.
[02:40:00] <Hellcommander> game freezes after creation
[02:45:51] <Hellcommander> I managed to import game
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[02:55:00] <CIA-36> GemRB: 03tom.prince * r23d7e8f0823b 10gemrb/gemrb/core/Game.cpp: Fix typo in npclevel.2da loading.
[02:58:29] <Hellcommander> ill reinstall tonight and set it to gemrb settings
[02:59:03] <Hellcommander> does gemrb work with BGT
[02:59:37] <tomprince> Yes. You'll need to edit clskills.2da (I think that is the right one), to get proper starting experience.
[03:00:16] <Hellcommander> I could just import by character
[03:00:35] <tomprince> You just need to change a single column to all 1s.
[03:00:56] <Hellcommander> do I need to start over ?
[03:01:12] <brad_a> well yeah :)
[03:01:12] <tomprince> If you have already started a game, no.
[03:01:32] <tomprince> It is just for the starting xp. 1 instead of the bg2 starting xp.
[03:01:46] <tomprince> BGT patches the exe for that, which obviously doesn't work with gemrb.
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[03:02:24] <Hellcommander> good starting over would be bad 46 days have gone by
[03:02:30] <Hellcommander> so far
[03:02:48] <Hellcommander> on chapter 4
[03:02:54] <tomprince> If you are reinstalling, be careful. Your game might be messed up.
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[03:03:10] <tomprince> IT shouldn't, if you reinstall with the exact same options except widescreen.
[03:03:27] <Hellcommander> I'll try to install same mods
[03:03:50] <tomprince> Like I said, you should just be able to copy that single file.
[03:03:59] <Hellcommander> does gemrb have same features as tobex
[03:04:42] <tomprince> Probably not most of them.
[03:04:55] <tomprince> I don't know exactly what features tobex has.
[03:05:11] <Hellcommander> does it work with spellbook hack
[03:05:17] <Hellcommander> of tobex
[03:05:28] <tomprince> We handle large numbers of spells just fine.
[03:05:40] <tomprince> With GUIEnhancements set.
[03:07:18] <Hellcommander> I'm mean that mod component that makes mages drop spellbooks
[03:07:45] <tomprince> If that modifies the exe, then no.
[03:07:47] <Hellcommander> TB#TWEAKS
[03:07:58] <Hellcommander> requires tobex
[03:08:06] <tomprince> no
[03:08:12] <Hellcommander> [Mages drop spellbooks.]
[03:08:12] <tomprince> Nobody has implemented that.
[03:08:39] <tomprince> There is no reason why it couldn't. Just we are more interested in getting the unmodded game working.
[03:08:52] <tomprince> We would accept patches to add that feature, optionally.
[03:09:01] <Hellcommander> 100% of mages drop spellbooks, spellbooks contain 75% of memorized spells.
[03:09:59] <Hellcommander> is gemrb work with tobex mods?
[03:10:27] <Hellcommander> avenger does tobex doesn't he/she
[03:10:44] <tomprince> Actor::ModifyDamage *always* (one caller) gets called with wi==NULL, but dereferences it in the if (critical)
[03:10:54] <tomprince> No. avenger works on gemrb.
[03:11:09] <tomprince> fuzzie/Avenger ---^
[03:12:07] <Hellcommander> Ascension64 I think does tobex
[03:12:12] <Hellcommander> I think
[03:12:16] <tomprince> tobex modes don't work, in general, since they modify the exe. But it is possible to implement the same features.
[03:12:45] <tomprince> They don't work, since they modify the exe, that we don't use.
[03:19:44] <Hellcommander> does gemrb have a similiar component to WSPATCK for all
[03:20:38] <tomprince> Hellcommander: I don't know tobex, so you can just give the component names.
[03:22:00] <CIA-36> GemRB: 03tom.prince * rab443d09db9e 10gemrb/ (INSTALL README): Document that gcc4.3 miscompiles gemrb.
[03:22:01] <Hellcommander> tobex has a similiar component put mod that I'm talking about is The Bigg Tweak Pack v2.60 component is [WSPATCK for all (Taimon)]
[03:22:10] <CIA-36> GemRB: 03tom.prince * re563cf2d0092 10gemrb/gemrb/plugins/2DAImporter/2DAImporter.cpp: Print file with bad 2da signature.
[03:23:19] <tomprince> I still don't know what it is.
[03:28:30] <CIA-36> GemRB: 03tom.prince * r36b27d2379e3 10gemrb/gemrb/core/Interface.cpp: Remove extraneous newline in log.
[03:35:36] <Hellcommander> 15 minutes left to finish copying modded backup
[03:36:48] <Hellcommander> 11 mins
[03:37:16] <CIA-36> GemRB: 03bradallred * r6ef449eba800 10gemrb/ (2 files in 2 dirs): Add SDL orientation hints for iOS. in simulator testing this fixes the screen from being rendered upside-down and keeps the interface the same orientation as the wrapper interface.
[04:07:56] <Hellcommander> does gemrb work with widescreen mod at full screen or is it bugged?
[04:08:20] <Hellcommander> bat is running right now btw
[04:08:53] <tomprince> It should work fine.
[04:10:05] <Hellcommander> so if I do custom resolution of 1400 x 900 it should work at fullscreen?
[04:10:26] <tomprince> Yes.
[04:11:09] <Hellcommander> then i'll set text that sets to that (widescreen is last after all)
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[04:42:00] <Hellcommander> whats wishcode.2da used for
[04:44:35] <tomprince> grep the source for wishcode, and see?
[04:44:45] <tomprince> It looks like it is used for implementing wish.
[04:44:56] <tomprince> (grepping points at FXOpcodes
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[07:10:27] <Hellcommander> does it work with mods that edit the wish spell
[07:12:55] <Hellcommander> does it mean you can only cast a wish a limited amount of times?
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[15:05:36] <Avenger> hey, i remember complains about fireshield/salamander aura, whatever, affecting the caster. Anyone knows if this was only in iwd, or bg too?
[15:05:54] <Avenger> because in iwd opcodes i found the problem :)
[15:15:25] <tomprince> Avenger: Actor::ModifyDamage *always* (one caller) gets called with wi==NULL, but dereferences it in the if (critical)
[15:17:11] <Avenger> huh?
[15:18:04] <Avenger> wi is used only inside of this: if (wi && attacker) {
[15:18:16] <Avenger> should work
[15:18:50] <Avenger> oh, no
[15:18:50] <tomprince> It is also used on line 5633 which is outside the if.
[15:18:56] <Avenger> yeah
[15:19:38] <Avenger> and how can someone suffer critical without weapon...
[15:19:50] <tomprince> And, like I said, it is called from exactly one place. so that entire 'if (wi && attacker)' is dead code.
[15:20:44] <Avenger> ok, someone changed this totally
[15:20:56] <Avenger> that means backstab wouldn't work at all
[15:22:22] <Avenger> also weapon immunities
[15:23:01] <Avenger> hmm, i wonder where that weapon info went
[15:23:08] <tomprince> lynxlynxlynx last touched it in bee7fe82
[15:26:18] <Avenger> that dead code is needed, but not in ::Damage (or ModifyDamage)
[15:35:20] <Avenger> working on it
[15:41:21] <lynxlynxlynx> i'm looking at the criticals commit
[15:41:41] <lynxlynxlynx> now there's a good chance it will disable damage, since the multiplier can be 0
[15:41:57] <lynxlynxlynx> and there's the subtle change of prefix in the calculation
[15:44:59] <wjp> hm, github plans?
[15:45:57] <tomprince> I am setting up an automatic mirror there.
[15:46:19] <tomprince> No other plans.
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[15:56:07] <wjp> guess I'll kill my own github gemrb repo and fork it from gemrb/gemrb
[16:00:09] <fuzzie> probably best
[16:21:27] <tomprince> wjp: You can probably just ask to have it reparented.
[16:22:09] <wjp> that seems like more of a hassle than a simple delete+fork
[16:22:35] <tomprince> I guess I have way more branches than anyone else in my repo.
[16:22:44] <lynxlynxlynx> Avenger: CriticalBonus is stored as negative, that's why it was using substraction there (and below)
[16:23:28] <tomprince> Once they set up the mirror, I was going to get fuzzie to ask them to reparent everything to gemrb/gemrb.
[16:23:44] <fuzzie> will they do reparenting?
[16:24:24] <Avenger> lynx, in another place it was handled as a positive number
[16:24:42] <tomprince> There might be an issue because they aren't oringally linked. But I know they do reparent things in the same fork tree.
[16:24:49] <lynxlynxlynx> it needs to be unified then
[16:26:03] <lynxlynxlynx> we store it as negative in our tables for example (override/bg2/wstwohnd.2da)
[16:26:36] <lynxlynxlynx> not sure how the effects are using it
[16:27:07] <Avenger> ThreatRangeMin
[16:27:13] <Avenger> that needs to be added then
[16:27:21] <Avenger> oh
[16:27:24] <Avenger> wait a moment
[16:27:41] <Avenger> ThreatRangeMin -= ((int) GetStat(IE_CRITICALHITBONUS) - CriticalBonus) handles it as negative, right?
[16:27:44] <Avenger> hehe
[16:28:11] <Avenger> ok, it was my fault
[16:31:53] <Avenger> though i don't really understand the code there
[16:36:01] <Avenger> damageluck stat is simply the minimum value for every die
[16:36:17] <Avenger> so i don't understand this: if (Modified[IE_LUCK] > Modified[IE_DAMAGELUCK]) {
[16:37:15] <Avenger> probably it isn't needed
[16:37:59] <Avenger> heh, now i understand...
[16:41:37] <lynxlynxlynx> just picks the higher one
[16:42:09] <lynxlynxlynx> the threat range stuff is for iwd2, where you have iirc for scimitars 17-20x3
[16:42:40] <lynxlynxlynx> must've been hardcoded like the multiplier
[17:05:55] <Avenger> ok, i see the damageluck code ;)
[17:06:10] <Avenger> in MeleeDamage creation, it adds luck and damageluck
[17:06:28] <Avenger> .text:0090CA6A 1D4 mov ecx, [ebp+var_A4]
[17:06:29] <Avenger> .text:0090CA70 1D4 movsx edx, [ecx+derivedstats.luck]
[17:06:30] <Avenger> .text:0090CA74 1D4 mov eax, [ebp+var_A8]
[17:06:32] <Avenger> .text:0090CA7A 1D4 add edx, [eax+derivedstats.damageluck]
[17:06:34] <Avenger> .text:0090CA80 1D4 push edx ; adjustment
[17:06:35] <Avenger> .text:0090CA81 1D8 mov ecx, [ebp+nSize]
[17:06:37] <Avenger> .text:0090CA84 1D8 and ecx, 0FFFFh
[17:06:38] <Avenger> .text:0090CA8A 1D8 push ecx ; dice_size
[17:06:40] <Avenger> .text:0090CA8B 1DC call RollDice
[17:06:41] <Avenger> hehe
[17:07:16] <lynxlynxlynx> both? interesting
[17:07:59] <lynxlynxlynx> kensai's kai is the only user of damageluck i know though
[17:08:10] <lynxlynxlynx> it's like maximized attacks
[17:11:03] <Avenger> yes, exactly, in iwd2 i simulate it with that
[17:11:22] <Avenger> even the thing is called KAI in iwd2 :)
[17:11:39] <Avenger> ahh, and there is a cleric spell
[17:11:53] <Avenger> righteous magic
[17:13:56] <Avenger> ok, i totally overhauled this stuff
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[17:52:23] <CIA-36> GemRB: 03bradallred * r2c23e849becd 10gemrb/gemrb/plugins/BAMImporter/BAMImporter.cpp: BAMImporter: no need to die if a font cant be created. just return null and print the error verbosely.
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[18:23:53] <CIA-36> GemRB: 03avenger_teambg * rb3690eaa2e9b 10gemrb/gemrb/includes/opcode_params.h: iwd2 specific poison codes
[18:24:03] <CIA-36> GemRB: 03avenger_teambg * r2fa05fce2cfc 10gemrb/ (10 files in 8 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:27:46] <CIA-36> GemRB: 03avenger_teambg * r62f1d3a48fd2 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): trivial changes and bugfixes
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[18:29:02] <Avenger> this line causes compile error for me: print("BAMImporter", "Tried to create a font from incompatible BAM:%s, FirstChar=%i LastChar=%i Count=%i", str->filename, FirstChar, LastChar, Count);
[18:29:33] <Avenger> probably because %i is not a dword?
[18:31:09] <Avenger> hmm, actually %i should be the same for print
[18:31:51] <Avenger> ahh, it is print, which doesn't take module name
[18:33:40] <CIA-36> GemRB: 03avenger_teambg * r4bca79e0ca61 10gemrb/gemrb/plugins/BAMImporter/BAMImporter.cpp: fixed compilation in BAMImporter
[18:35:18] <lynxlynxlynx> yep, didn't build here either
[18:35:47] <lynxlynxlynx> btw, do you have a list of iwd2 feats that we don't have implemented yet?
[18:36:00] <lynxlynxlynx> i saw you added a whole lot of them the other day
[18:36:11] <CIA-36> GemRB: 03avenger_teambg * refa3aa56127a 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: snakebite poison == paralyse effect
[18:36:23] <Avenger> yes, i keep a list
[18:36:50] <Avenger> but it is just a hacked copy of featreq.2da :)
[18:37:21] <Avenger> does the stuff still compile?
[18:37:26] <Avenger> i still have lots of commits
[18:37:37] <Avenger> i just try to commit the trivial stuff first
[18:37:59] <lynxlynxlynx> it does compile
[18:38:30] <lynxlynxlynx> snake bite is from that spell that turns your hands into vipers?
[18:40:41] <CIA-36> GemRB: 03avenger_teambg * r329dfdf940f8 10gemrb/gemrb/core/GameScript/Actions.cpp: fixed some damage related actions
[18:40:54] <Avenger> probably
[18:41:12] <Avenger> iirc it is used by the snakebi.itm
[18:41:28] <lynxlynxlynx> mhm
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[18:46:53] <CIA-36> GemRB: 03avenger_teambg * r7a504622b381 10gemrb/gemrb/core/Map.cpp: Map::various comments
[18:47:04] <CIA-36> GemRB: 03avenger_teambg * r8f1514a458ea 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp: cleaned up some wrong effect refs, made salamander aura closer to original
[18:49:31] <CIA-36> GemRB: 03tom.prince * r3bffb3b40164 10gemrb/gemrb/ (core/Interface.cpp plugins/BAMImporter/BAMImporter.cpp): Clean up BAMImporter font error logging.
[18:52:15] <brad_a> oh hah. i feel dumb for that one :-P
[18:53:10] <Avenger> hmm, more cleanup?
[18:53:30] <Avenger> ahh
[18:53:41] <brad_a> i find it interesting i dont even get a compile warning for that tho.
[18:53:41] <tomprince> I made sure the output with and without triggering actually made sense.
[18:56:14] <CIA-36> GemRB: 03avenger_teambg * r473985289f31 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): damage code overhaul
[18:56:40] <Avenger> ok, i don't promise this stuff is perfect, but i think it is better than the previous
[18:56:47] <Avenger> considering most of this was dead code :)
[18:58:15] <Avenger> oops
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[18:59:43] <CIA-36> GemRB: 03avenger_teambg * r9d2208026a9f 10gemrb/gemrb/core/Scriptable/Actor.cpp: this NULL is not needed
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[19:06:51] <CIA-36> GemRB: 03bradallred * r5d9fbd4c4fba 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: fix a mix of extra and missing / in save and cache paths.
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[19:18:22] <CIA-36> GemRB: 03avenger_teambg * rdaf042f6ccdd 10gemrb/gemrb/ (7 files in 7 dirs): snakebite comes with a 'Held' string printed
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[19:48:48] <tomprince> I am not sure why only gcc 4.2 picks this up: http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/71/steps/compile/logs/warnings%20%281%29
[19:49:13] <tomprince> And in the same function, tmp could have a better name. It seems like it is some sort of time.
[19:52:06] <lynxlynxlynx> it's complicated due to the way they reused the parameters
[19:52:51] <lynxlynxlynx> but damage can just be inited
[19:53:54] <CIA-36> GemRB: 03lynxlupodian * r6443eb08c4f9 10gemrb/gemrb/plugins/FXOpcodes/FXOpcodes.cpp: fx_set_poisoned_state: initialise damage
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[21:43:53] <Hellcommander> finished reinstalling game
[21:44:33] <Hellcommander> with mods of course this time set to gemrb widescreen mod
[21:45:53] <Hellcommander> for combatibilty and fun this time I didn't take out any weapons with bp balancer
[21:46:07] <Hellcommander> with my saves that is
[21:47:29] <Hellcommander> multiplied all the default settings for learn with use by 4 times this time
[21:48:26] <Hellcommander> I'll try to use DLCEP to fix any problems that might happen if I can with my save
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[22:25:36] <Hellcommander> how do I get it to log
[22:25:56] <tomprince> ?
[22:26:42] <tomprince> This maybe: 2012-01-28 19:13:21 tomprince Oh, you probably need to compile with WIN32_USE_STDIO.
[22:33:17] <Hellcommander> still getting the blue screen is it possible that its not reading the biffs?
[22:34:02] <Hellcommander> how do I choose that option on vs 2010
[22:34:30] <tomprince> You need to set it when running cmake.
[22:40:05] <lynxlynxlynx> Avenger: specific damage type bonus should come from the attacker, why did you change that?
[22:40:44] <lynxlynxlynx> eg. the items or feats grant you a percentile bonus, but (Modify)Damage is already on the receiving end
[22:40:57] <Hellcommander> I don't see the option
[22:42:12] <Hellcommander> I'm using cmake 2.8.7
[22:43:48] <Hellcommander> what can I set for PYTHON_DEBUG_LIBRARY-NOTFOUND
[22:44:39] <tomprince> It might not be visible in the gui. (I don't think most of the devs regularly use that, so we don't check the output)
[22:44:56] <tomprince> Re the debug, I don't think that maters.
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[23:05:41] <Hellcommander> how do I enable WIN32_USE_STDIO: disabled
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[23:19:00] <Gigi> hi all
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