#gemrb@irc.freenode.net logs for 29 Oct 2014 (GMT)

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[01:46:31] <gembot> build #776 of cmake clang++ is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/776 blamelist: Brad Allred <bradallred@me.com>
[01:51:20] <gembot> build #772 of cmake g++-4.2 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.2/builds/772 blamelist: Brad Allred <bradallred@me.com>
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[01:53:22] <brada> that latest round of optimization should drop the CPU time taken for text drawing to a negligable level. profiler now shows >90% of CPU time is spent in SDL
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[01:55:05] <brada> of course i should probably test in a larger text area
[01:56:41] <gembot> build #768 of cmake g++-4.4 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.4/builds/768 blamelist: Brad Allred <bradallred@me.com>
[02:05:37] <gembot> build #743 of cmake g++-4.5 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/743 blamelist: Brad Allred <bradallred@me.com>
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[02:39:44] * Textmode huggles #GemRB
[02:46:27] <raevol> spam spam: https://openmw.org/2014/openmw-0-33-0-released/
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[02:49:32] <Textmode> …Open Morrowind?
[02:54:51] <Lightkey> ..but where is the promo video?
[02:57:48] <Textmode> …looks like its buried on the FAQ page?
[02:58:38] <Textmode> …And a shitload of "commentaries" on the media page.
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[03:05:25] <raevol> no commentary for this release, WeirdSexy has been swamped by real life
[03:05:41] <raevol> also our releases have had less visual changes, we're winding down to 1.0
[03:18:36] <Textmode> But will it blend?
[03:23:41] <raevol> there was discussion about blender integration with OpenCS ;)
[03:24:46] <raevol> i must away!
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[03:28:08] <Textmode> heh
[03:28:25] <Textmode> reminds me, what is the framerate of blengine these days?
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[18:50:43] <brada> is it expected for the minimal test to end with a “no module named start” error?
[18:55:30] <lynxlynxlynx> no
[18:56:42] <brada> the “test” seems pretty far detached from real world data
[18:56:54] <brada> its invalid font is a problem too
[18:58:30] <brada> oh, i guess i need to set a diffrent directory for that start.py
[18:58:50] <brada> or manually set the gametype to test?
[18:59:27] <lynxlynxlynx> test
[18:59:45] <lynxlynxlynx> yeah, it was created minimal
[19:00:04] <lynxlynxlynx> so a better bam is a good fix
[19:00:21] <gembot> build #777 of cmake clang++ is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/cmake%20clang%2B%2B/builds/777
[19:00:51] <lynxlynxlynx> but i guess it also showed that we don't handle errors gracefully enough
[19:01:56] <brada> sort of, i would expect things to explode with corrupt data
[19:02:07] <brada> but yeah that workaround is fine too
[19:03:07] <brada> we would have a ton of bloated code if i had to check every time if an expected frame was null or not tho
[19:04:31] <gembot> build #773 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/773
[19:06:33] <lynxlynxlynx> the problem wasn't clear though
[19:06:57] <lynxlynxlynx> these are fonts, so it's just a matter of time before someone tries to use a png for them
[19:07:47] <brada> not sure how that would even make it that far… i would think that would explode even sooner
[19:07:57] <lynxlynxlynx> cool
[19:09:22] <gembot> build #769 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/769
[19:12:57] <brada> wiki is down...
[19:15:29] <lynxlynxlynx> worksforme
[19:18:08] <lynxlynxlynx> need anything in particular?
[19:18:10] <gembot> build #744 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/744
[19:30:44] <brada> looking at the todo list. its back now tho
[19:32:08] <lynxlynxlynx> i was right about the too-many-answers hunch
[19:32:17] <lynxlynxlynx> a good test case is the pocket plane in tob
[19:32:24] <lynxlynxlynx> the spirit summoner
[19:37:45] <brada> yeah, i can reproduce that. its odd tho, because selet lists work the same way and obvioulsy scroll when there are too many. it definately used to work too…
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[19:46:31] <lynxlynxlynx> but this is a combo, intro + select
[19:49:06] <brada> yes, i understand that :)
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[20:48:12] * Textmode huggles #GemRB :3
[20:53:45] <lynxlynxlynx> oj :)
[20:58:14] <tomprince> brada: There is nothing sacred about the test (and the files are rather contrived). It was *just* *barely* enough to get it to start and stop. It would be better to have more relastic files. At the time, I just hex-edited files to get just enough to start.
[21:00:54] * Textmode fights with the linker.
[21:02:39] <Textmode> what test is this?
[21:07:27] <Lightkey> the sword master test
[21:07:47] <Textmode> ?
[21:07:59] <Lightkey> nvm
[21:14:55] <lynxlynxlynx> tomprince: btw, thanks for keeping the bot alive
[21:18:09] <tomprince> lynxlynxlynx: No problem. Mostly it envolves restarting them when the machine they are hosted on loses power.
[21:19:18] <lynxlynxlynx> still, they're great; for the win32 build if nothing else
[21:20:28] <lynxlynxlynx> in other news, i again wish we had a callback on effect expiry
[21:24:03] <Textmode> I take it its difficult to implement?
[21:26:21] <lynxlynxlynx> i don't think so, but the original managed without, so we always tried to work around it
[21:28:22] * Textmode shrugs
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