#gemrb@irc.freenode.net logs for 2 Dec 2011 (GMT)

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[09:15:33] <edheldil> fuzzie: Platform specific notes would be good. Although I think that the result is more legible if each platform/install mode has its own page, so that users do not have to wade through blocks with dubbious apllicability to their problem
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[12:52:23] <Beholder> hi all
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[12:58:25] <edheldil> hi
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[16:13:15] <SamGamgee> hi again me
[16:13:42] <SamGamgee> i installed planescape torment to galaxy tab,i can play now but i cant see fight animations
[16:13:43] <SamGamgee> ,not showing
[16:14:01] <SamGamgee> anyone can help me?
[16:17:40] <SamGamgee> ?
[16:18:05] <lynxlynxlynx_> not your fault
[16:18:33] <lynxlynxlynx_> planescape uses a different animation system than the rest and we haven't implemented it fully yet
[16:18:45] <lynxlynxlynx_> either for that matter
[16:25:37] <SamGamgee> thanx for your help
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[16:28:05] <SamGamgee> good luck
[16:28:44] <SamGamgee> o and last question
[16:28:56] <SamGamgee> which resolution good for me?
[16:29:02] <SamGamgee> galaxy tab 10.1 inches
[16:29:10] <SamGamgee> im playing on 640 480
[16:29:22] <SamGamgee> 800 600 its not working good
[16:30:16] <Yoshimo> my computer has 1024/768 and it is ok
[16:30:34] <SamGamgee> computer?
[16:30:47] <SamGamgee> i using galaxy tab
[16:30:53] <fuzzie> did you run widescreen mod on your data?
[16:31:04] <SamGamgee> yes
[16:31:23] <fuzzie> as long as you use identical resolution to widescreen mod resolution, should be fine
[16:31:39] <SamGamgee> how to say
[16:32:15] <SamGamgee> when i changing resolution
[16:32:19] <SamGamgee> the screen get smaller
[16:32:45] <SamGamgee> except 640 480 resolution
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[16:37:37] <Yoshimo> how big is the bg demo that my android system downloads?
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[16:53:15] <brad_a> ~800 mb iirc
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[17:13:26] <Yoshimo> can i interrupt that download if i accidentally said yes , download the demo?
[17:13:57] <brad_a> i don't know. you can always force kill the app
[17:14:19] <Yoshimo> yea but when i restart the app, it connects again and downloads again^^
[17:19:48] <brad_a> wow
[17:26:34] <Yoshimo> any idea how to break out of there?
[17:32:54] <brad_a> sorry
[17:33:04] <brad_a> should probably nag beholder about it tho
[17:45:42] <lynxlynxlynx_> deny it internet rights?
[17:46:11] <fuzzie> go to settings, go to applications, wipe the app data, start again?
[17:46:22] <fuzzie> but i guess then you lose all the settings
[17:46:37] <fuzzie> i assume you don't lose saves, i dind't look how it did them
[17:49:16] <brad_a> fuzzie: did you get a chance to look at the font repo?
[17:51:21] <fuzzie> brad_a: yes, why is size[1] -> getInfo(1) but size[string[pos] - 1] -> getInfo(string[pos])?
[17:52:07] <fuzzie> oh, that's not even consistently the case
[17:52:14] <brad_a> yeah
[17:52:27] <brad_a> there was clearly a mistake made at some point but it was corrected later
[17:52:28] <fuzzie> for height in Print it's getinfo(tmp[i]-1) still
[17:52:44] <fuzzie> well, if the commits are broken, do you have an overall diff?
[17:53:30] <brad_a> well they build and run. but you are right that they glyps are off by 1 during 1 or 2
[17:53:52] <brad_a> tomprince said that was fine but if not i can rebase
[17:54:15] <fuzzie> well, i can't review it from here if the commits are full of bugs afaik, that's all
[17:54:43] <brad_a> im too much of a git noob to know how to generate an overall dif
[17:55:14] <fuzzie> just 'git diff master..fonts' if it's rebased like that
[17:55:23] <fuzzie> i would just go with tomprince's OK in general..
[17:55:38] <brad_a> as long as you are ok with that i guess
[17:55:51] <brad_a> sorry for the mess
[17:56:13] <brad_a> i wont be making a mess like this again :)
[18:29:41] <tomprince> fuzzie: I'm probably responsible for those bugs.
[18:32:38] <brad_a> tomprince: no i dont think you were.
[18:33:21] <fuzzie> not sure blame is relevant anyway, just can't see a way to review other than commit-by-commit on github ui from here
[18:33:55] <fuzzie> and i doubt it's worth waiting for me to remember to pull it when i have time
[18:41:11] <tomprince> fuzzie: https://github.com/bradallred/gemrb/compare/tomprince:master...fonts
[18:41:29] <fuzzie> aha
[18:42:56] <fuzzie> thanks
[18:43:40] <fuzzie> so my first thing is, previously "ystep = size[1].h;", now one "ystep = maxHeight;", one "ystep = getInfo(1).size.h;"?
[18:44:51] <fuzzie> (and if it should all be using maxHeight, see also TextArea)
[18:45:59] <gembot> build #291 of autotools g++-4.4.5 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.4.5/builds/291
[18:47:47] <brad_a> fuzzie: the thing is that size[1].h can be 0
[18:47:49] <fuzzie> also my comment about the "//something else. dont know what." branch (it shouldn't exist) still stands
[18:48:15] <brad_a> and in my testing max height worked fine and i asked lynx about it and he said it looked fine
[18:48:28] <fuzzie> brad_a: so why do you use getInfo(1).size.h in three places?
[18:48:28] <brad_a> well what i that then?
[18:49:07] <fuzzie> well, you should at least print a warning or something
[18:49:08] <gembot> build #286 of autotools g++-4.2.4 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.2.4/builds/286
[18:49:19] <fuzzie> i still don't see why you're ignoring FirstChar and LastChar in that case
[18:49:29] <brad_a> I'm not sure. it doesnt seem to matter. i only changed the one spot that caused a divide by 0 error
[18:49:43] <brad_a> well the thing is i dont know what that last case is
[18:49:45] <fuzzie> well, you should change them all to one or the other, i think
[18:49:52] <brad_a> it only happens with whatever GAMETEXT is
[18:50:14] <brad_a> ok i can change them all to maxheight if there isnt a reason for them not to be
[18:50:22] <fuzzie> well
[18:50:24] <brad_a> it works fine as it is so i dont change it
[18:50:26] <fuzzie> if there is a reason, then you broke them, right?
[18:50:41] <fuzzie> because the indexes into the size array are now all offset by 1 in your code
[18:51:07] <brad_a> i thought tomprince got rid of size array
[18:51:20] <fuzzie> well, ok, maybe this is tomprince's fault then :-P
[18:51:35] <fuzzie> *someone* changed everything from size[char - 1] to getInfo(char), anyway
[18:51:45] <brad_a> well i did a build and run and everything works fine so i dont think its broken
[18:51:58] <brad_a> right the old code used to be that way
[18:52:04] <fuzzie> and if you do that, and you don't want to use maxHeight, then size[1] should become getInfo(2)
[18:52:12] <brad_a> but now we look up glyph info by char instead of char - 1
[18:52:41] <brad_a> i guess i dont understand why it was size[1] to begin with
[18:52:41] <fuzzie> all the comments and useless stuff in the class definition of TTFFontManager should go, too
[18:52:50] <brad_a> yes you are right
[18:52:55] <brad_a> i neglected to clean that up
[18:53:02] <brad_a> i thought i did
[18:53:28] <fuzzie> other than that and the messy stuff inside TTFFontManager, it looks ok
[18:53:37] <gembot> build #285 of autotools g++-4.6.0 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.6.0/builds/285
[18:54:17] <brad_a> i need to figure out why it was using size[1] at all.
[18:55:43] <gembot> build #282 of autotools clang++ is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20clang%2B%2B/builds/282
[18:55:56] <brad_a> i thought maybe it was something specific to BAM or something i didnt look too far into it because maxheight seemed to work just fine
[18:56:06] <brad_a> i havent ran into anything that looks wrong
[18:56:13] <brad_a> but i only have BG2 and IWD2
[18:56:35] <fuzzie> the whitespace stuff is weirder in bg1
[18:56:39] <fuzzie> and i guess maybe pst fonts are odd
[18:56:51] <brad_a> hmm
[18:57:12] <brad_a> maybe i should purchase PST
[18:57:23] <brad_a> i technically own BG1 but its the classic mac version
[18:57:36] <brad_a> so i dont have any way to install it other than perhapps a manual install
[18:58:00] <fuzzie> my vague recall is that it's impossible to install without MacOS (but it can be done in sheepshaver), but i forget
[18:58:24] <brad_a> i will try when i have time
[19:00:16] <gembot> build #273 of autotools g++-4.5.2 is complete: Success [build successful] Build details are at http://buildbot.gemrb.org/builders/autotools%20g%2B%2B-4.5.2/builds/273
[19:00:17] <brad_a> fuzzie: whate is GAMETEXT font in bg2/fonts.2da?
[19:00:39] <brad_a> its a 1 character bam and that is the "other case" that i have no idea what it is
[19:07:52] <Yoshimo> i could have a look at pst later if it helps brad
[19:08:38] <brad_a> yes can you checkout my font branch and test?
[19:09:02] <brad_a> look for oddities in the text that dont appear in the master branch
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[20:34:22] <Yoshimo> hi beholder
[20:34:37] <Beholder> hi
[20:35:19] <Yoshimo> android built of gemrb, i accidentally hit "download demo" and i cant stop it, if i forcequit on gemrb and restart it, it still wants to download the file. shouldnt there be a way inside the game to abort the download?
[20:38:06] <Beholder> try to delete libsdl-downloadfinished* files from /sdcard/app-data/net.sourceforge.gemrb folder
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[20:41:54] <Yoshimo> when was the last nightly built for android btw?
[20:45:40] <Beholder> http://depositfiles.com/files/zfhf5omrz , latest
[20:46:46] <Beholder> you need uninstall version from market before installing this
[20:46:58] <Beholder> different certificates
[20:48:23] <Beholder> i trying to build with SDL 1.3
[20:57:59] <Yoshimo> i need to fiddle with it a bit more, resolution on my cell is not good
[21:00:59] <Beholder> widescreen mod may help you
[21:12:43] <Yoshimo> what does the "for gemrb" component do compared to "for ie"?
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[21:18:43] <Yoshimo> exe patch, i see, sry
[21:23:55] <Beholder> Touchscreen does not work, i don't understand why....
[21:24:00] <Beholder> :(
[21:30:29] <brad_a> do you get any "unrecognized event" errors in console?
[21:30:45] <brad_a> and you are using latest official SDL right?
[21:31:47] <Beholder> latest, events handled, but not recognized in GemRB
[21:32:08] <brad_a> so yes or no to the console message?
[21:33:35] <Beholder> i added logging in java part
[21:33:37] <Beholder> // Touch events
[21:33:37] <Beholder> public boolean onTouch(View v, MotionEvent event) {
[21:33:37] <Beholder> {
[21:33:37] <Beholder> Log.v("SDL", "Touch event.");
[21:33:37] <Beholder> final int touchDevId = event.getDeviceId();
[21:33:38] <Beholder> final int pointerCount = event.getPointerCount();
[21:34:15] <Beholder> java handles touch events properly
[21:35:06] <Beholder> this method calls SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
[21:36:06] <fuzzie> and you get no touches at all?
[21:36:13] <Beholder> look at SDLActivity.java
[21:36:18] <Beholder> yes
[21:36:38] <Beholder> this file is a part of official SDL 1.3
[21:39:44] <fuzzie> and you don't get the down events?
[21:41:38] <Beholder> i'll try to add some log output in gemrb
[21:42:18] <fuzzie> i don't quite see what brad_a's code is meant to do here
[21:42:29] <brad_a> where?
[21:42:40] <fuzzie> well, i don't see where the touch code does anything generally useful
[21:42:49] <brad_a> oh it does ;-)
[21:43:10] <brad_a> what exactly is unclear?
[21:43:16] <brad_a> id be happy to make comments
[21:43:42] <brad_a> it may be unclear because SDL is wird and sends both mouse and touch events
[21:43:47] <fuzzie> where does it send mouse down/up?
[21:43:51] <brad_a> which is noted somewhere in the code
[21:43:52] <fuzzie> it doesn't
[21:44:02] <brad_a> it does
[21:44:03] <fuzzie> finger events only, for android
[21:44:04] <brad_a> on ios anyway
[21:44:06] <brad_a> oh
[21:44:12] <brad_a> wll there is a big note about that
[21:44:33] <fuzzie> well, this is one reason i figured that the android support clearly isn't working yet
[21:44:38] <brad_a> yes
[21:44:44] <brad_a> but i can easily remedy that
[21:44:45] <fuzzie> but you seemed to think it was fine
[21:44:48] <fuzzie> i mean, upstream
[21:44:56] <brad_a> for android?
[21:44:58] <fuzzie> yes
[21:45:00] <Beholder> i'll add some output in FINGERDOWN and FINGERUP events and check handling
[21:45:12] <brad_a> i alreeady have those
[21:45:19] <brad_a> lets not change anything just yet
[21:45:31] <brad_a> i need to build a new libsdl to see how it behaves now on ios
[21:45:37] <fuzzie> the commit adding multitouch support to SDL 1.3 removes all the SDL_SendMouseButton calls
[21:45:45] <brad_a> then i will file a bug report with the SDL team if it is still sending both
[21:46:07] <brad_a> so its fixed then?
[21:46:17] <fuzzie> i mean, the android code
[21:46:28] <brad_a> i will build a new libsdl then fix the multitouch code accordingly then
[21:46:36] <brad_a> ok
[21:46:40] <fuzzie> you were working around an iOS bug by ignoring the touch events?
[21:46:45] <brad_a> no
[21:46:59] <brad_a> it sends both and there was no way to disable the sending of mouse events
[21:47:04] <brad_a> so the touch code uses both
[21:48:08] <brad_a> i didnt know that was a bug but i did make a note in the code that it is odd and will hopefully change
[21:49:11] <fuzzie> well
[21:49:14] <fuzzie> one of them is a bug
[21:49:30] <brad_a> one?
[21:49:35] <brad_a> what is the second thing?
[21:49:40] <fuzzie> the android side or the iOS side
[21:49:50] <brad_a> oh
[21:49:50] <fuzzie> the iOS side is sending mouse events, and the android side isn't
[21:49:59] <brad_a> i think the ios side is wrong
[21:50:03] <fuzzie> also all the SDL 1.3 code is really terrible
[21:50:21] <brad_a> it may have changed since i built. i build my sdl months ago
[21:50:29] <fuzzie> i'm reading the source
[21:51:12] <fuzzie> http://hg.libsdl.org/SDL/file/c781fe3628a1/src/video/uikit/SDL_uikitview.m#l140 is SDL_SendMouseButton on iOS touch up
[21:51:37] <fuzzie> http://hg.libsdl.org/SDL/file/c781fe3628a1/src/video/android/SDL_androidtouch.c#l72 is SDL_SendFingerDown on android touch up
[21:51:56] <fuzzie> looks pretty broken to me
[21:52:00] <brad_a> yes
[21:52:12] <fuzzie> sad :(
[21:52:23] <brad_a> shall we assume android is correct?
[21:52:23] <brad_a> because i can hack sdl.
[21:52:32] <brad_a> to fix the ios side
[21:52:35] <fuzzie> i know nothing about it, sorry
[21:52:53] <brad_a> well i will file a bug report about the implementations being diffrent
[21:53:16] <brad_a> at the very least they should provide a way to turn off mouse events for touch
[21:53:27] <brad_a> i can understad the desire to have a choice
[21:53:56] <brad_a> and having both forced me to write some weird code
[21:54:22] <brad_a> if i could turn off mouse events for touch events then i could make much happier code
[21:54:24] <Beholder> Android build has a more problems, than touchscreen issue only
[21:54:43] <Beholder> it crashes if goes in background
[21:54:55] <brad_a> beholder: that may be my fault
[21:55:08] <brad_a> look at the window events in sdlvideo.cpp
[21:55:26] <brad_a> also did you get it to run better?
[21:55:34] <brad_a> or is it still too slow to play?
[21:55:34] <fuzzie> i see also that SDL 1.3 code is depending on Android 2.2+ API..
[21:55:52] <fuzzie> but i guess it makes sense given device share
[21:56:10] <brad_a> unfortunately
[21:56:29] <Beholder> brad_a, playable, but sound choppy in movies
[21:56:38] <Beholder> not in all movies
[21:56:48] <brad_a> hopefully it will get better
[21:57:02] <brad_a> or hopefully on a more powerful device like a galexy tablet it will be fine
[21:57:06] <fuzzie> as I said, SDL 1.3 doesn't pick egl config properly
[21:57:10] <Beholder> 25-30fps on my device in adventure mode
[21:57:15] <fuzzie> so you can get really really slow config
[21:57:38] <fuzzie> i can only imagine that no-one really cares much about fixing SDL 1.3 here..
[21:59:23] <brad_a> well i will gladly send them a patch for fixing the ios touch
[21:59:42] <Beholder> i go to sleep. 2:00 in Russia. I'll look SDLVideo.cpp code tomorrow...
[21:59:55] <Beholder> bye
[21:59:59] <brad_a> night
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[22:00:54] <brad_a> beholder: when you come back look at SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED
[22:01:14] <brad_a> try commenting out the core->GetAudioDrv()->Pause()
[22:01:28] <brad_a> and the core->GetAudioDrv()->Resume()
[22:04:22] <brad_a> fuzzie: my note is above the mouse events. i should probably duplicate it about the touch events too.
[22:04:32] <brad_a> above
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