#gemrb@irc.freenode.net logs for 2 Sep 2015 (GMT)

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[12:31:37] <Pepelka> [commit] lynxlynxlynx: ie_stats.h: exploded STATE_CANTMOVE into constituents https://github.com/gemrb/gemrb/commit/5efed1966ebd0152f795bee5b4829ad5ce11a3e7
[12:31:38] <Pepelka> [commit] lynxlynxlynx: ie_stats.h: documented a few states for faster lookup https://github.com/gemrb/gemrb/commit/b0f1990f228a2d847ef3b7fb6566d0d71b791f35
[12:31:40] <Pepelka> [commit] lynxlynxlynx: 1st part of guiscript docs consolidation: GemRB module https://github.com/gemrb/gemrb/commit/add0a002ca0060bdd10ab339b421810eb7466d0e
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[21:14:38] <itts> Hi
[21:14:54] <itts> How do I enable the gemrb log?
[21:15:12] <lynxlynxlynx> hey
[21:15:16] <itts> I have a crash, and no way to track it down as I can't find a log anywhere
[21:15:17] <itts> hi lynx
[21:15:18] <lynxlynxlynx> we log by default
[21:15:26] <lynxlynxlynx> platform?
[21:15:30] <itts> windows
[21:15:34] <lynxlynxlynx> version?
[21:15:55] <itts> THe latest commit to the repository
[21:16:04] <lynxlynxlynx> oh cool
[21:16:04] <itts> (I've just downloaded and built it)
[21:16:19] <lynxlynxlynx> oh cooler, you're a rare breed :)
[21:16:57] <lynxlynxlynx> i doubt we have different defaults for windows, so there should be logging to stdout and a file
[21:17:02] <lynxlynxlynx> should be in GamePath
[21:17:03] <itts> It was a real hassle getting it to build, I had to unpack a tar.gz, in order to get pexports, in order to fix the libpython27a error, in order to build
[21:17:09] <lynxlynxlynx> is your crash reproducible?
[21:17:48] <itts> GamePath is the gemrb folder, or the IE game installation folder?
[21:17:55] <lynxlynxlynx> ie game
[21:18:07] <itts> Ah, cool, found it :)
[21:18:51] <itts> It's reproducable for me, though I suspect no-one else, as it's really early on (the initial cutscene in BG2)
[21:19:18] <itts> Last line in the log is the same as was in the console, verifying gemrb had found a resource
[21:19:39] <lynxlynxlynx> ok, i'll go try it
[21:19:59] <lynxlynxlynx> any mods?
[21:20:21] <itts> You're making feel really dumb with the obvious questions - which I don't know the answer to!
[21:20:29] <itts> Not looked in my bg2 folder for 2 years
[21:20:34] <lynxlynxlynx> heh ok
[21:20:44] <lynxlynxlynx> boom, crash
[21:20:55] <itts> There's no weidu mods, and no IAP/TBG etc, so no, no mods
[21:20:58] <itts> Crash for you too?
[21:21:12] <lynxlynxlynx> yep, probably my fault too
[21:21:43] <itts> At least my builds seems to work then :)
[21:22:38] <itts> Btw, I also had a build error building the pstopcodes plugin, but I just removed it from the make file for now. Something about an undeclared reference to fx_flash
[21:22:40] <lynxlynxlynx> yep, recent changes
[21:22:53] <lynxlynxlynx> ok, that comes later
[21:26:18] <lynxlynxlynx> i see no reference to fx_flash, we only have fx_flash_screen
[21:26:47] <lynxlynxlynx> the file compiles fine here too, obviously
[21:27:29] <itts> I'll uncomment and rebuild
[21:28:07] <lynxlynxlynx> pull first
[21:29:02] <Pepelka> [commit] lynxlynxlynx: GUIScript: strip the link to the function doc index, it's useless for logging https://github.com/gemrb/gemrb/commit/64a922ce2526a0ac8694dc34377d84f7ef1f263a
[21:29:03] <Pepelka> [commit] lynxlynxlynx: Scriptable::SpellCast: fixed regression https://github.com/gemrb/gemrb/commit/63e12521afd29d6b4685c16c1a5c4be02d1fb151
[21:29:31] <lynxlynxlynx> oh, are you using make with configure?
[21:29:57] <itts> I'm sorry, I don't know. I'm mostly following this: http://gemrb.org/wiki/doku.php?id=install:windows
[21:29:58] <Pepelka> install:windows [GemRB wiki]
[21:34:12] <lynxlynxlynx> ok, that's fine
[21:34:24] <lynxlynxlynx> let me know if any of the instructions need changing
[21:35:09] <lynxlynxlynx> besides apparently the coloring
[21:38:04] <itts> PSTOpcode build error hasn't re-occured, and the cutscene bug is now fixed
[21:38:07] <itts> Awesome, thanks
[21:38:20] <itts> more intruders have entered the complex, master
[21:42:43] <itts> Do you have any contribution guidelines?
[21:46:13] <lynxlynxlynx> what's the exact error?
[21:46:26] <lynxlynxlynx> we have some in HACKING
[21:46:36] <itts> I don't have any errors any more, all fixed with the latest code
[21:47:00] <lynxlynxlynx> PSTOpcode
[21:47:10] <lynxlynxlynx> oh, *hasn't* :)
[21:47:16] <itts> Fixed itself apparently.
[21:48:13] <lynxlynxlynx> ok, windows guide colors fixed too
[21:48:59] <itts> Do you accept minor engine extensions?
[21:49:26] <lynxlynxlynx> like what?
[21:49:30] <itts> My c++ is far too terrible to add anything useful to the project, but I can add some minor functionality to opcodes
[21:49:31] <itts> e.g.
[21:50:04] <itts> add +3 to stat, to a maximum of 15
[21:50:30] <lynxlynxlynx> that's oddly specific
[21:50:59] <itts> I can attempt a more vague example if you'd prefer one for some reason?
[21:51:17] <lynxlynxlynx> it would be better as a general opcode, where parameter1 is stat id, param2 modifier and param3 the max
[21:51:33] <lynxlynxlynx> do you need this for some mod?
[21:52:06] <itts> I was thinking of amending the existing opcodes with a new type (maybe type = 5) to mean 'raise to max of param3' and type = 5 for lower to limit of param3
[21:52:46] <itts> I've had some ideas for simple changes for years, and I think I finally may have the time and motivation to do something about them
[21:52:56] <itts> I gave up modding years ago though.
[21:54:56] <lynxlynxlynx> so what's the point in changing opcodes then?
[21:55:57] <itts> Lifelong wish fulfilment?
[21:56:21] <itts> If there's a downside of accepting changes along these lines you're trying to avoid, let me know
[21:57:04] <lynxlynxlynx> unused extra complexity means a bigger maintenance burden, that is all
[21:57:37] <lynxlynxlynx> if you wish to contribute something for fulfillment, there are better options
[21:58:51] <itts> My is woefully terrible, I can only manage trivial changes
[21:58:57] <lynxlynxlynx> stat effects can be ugly too, since they depend on application order
[21:59:43] <lynxlynxlynx> everyone sucks at the start
[22:00:07] <lynxlynxlynx> but there are non-coding things to do too
[22:01:02] <lynxlynxlynx> i can give you a simple fixme and as many pointers as you need - if you want
[22:01:59] <lynxlynxlynx> for example, brad added bg2 combat rolls feedback, but he hardcoded the string reference, so it would display something bad in other games
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[22:02:54] <lynxlynxlynx> to fix it, one would have to change one line in a few files, with plenty of past examples
[22:03:11] <itts> I could probably fix that, but it would require some level of effort, e.g. installing an IDE to nagivate the project.
[22:03:52] <lynxlynxlynx> perhaps, are you new to cygwin?
[22:04:37] <itts> I last used it about 6 years ago. I last did anything in c++ about 11 years ago.
[22:04:58] <itts> Also, I don't have cygwin installed, as there's no need for it?
[22:05:09] <lynxlynxlynx> ah, plain mingw
[22:05:17] <itts> Yep, just what's in the guide.
[22:05:25] <lynxlynxlynx> well, i do a lot of the work with just less and nano, so you don't really need an ide
[22:05:31] <itts> And I only resorted to that as it won't compile in visual studio :(
[22:05:50] <lynxlynxlynx> which msvc version do you have?
[22:06:47] <itts> Installed right now, 2013 (v12) but I have v6 through v13
[22:10:04] <lynxlynxlynx> msvc6 won't work anymore, too much hassle, but it builds just fine with 10 - our buildbot is using it
[22:10:39] <lynxlynxlynx> the rest is an unknown, but if you provide errors, i can try resolving them
[22:26:38] <lynxlynxlynx> oh, btw, cmake had and probably still does, a msvc project generator
[22:28:09] <lynxlynxlynx> you'd run something like cmake -G "Visual Studio 12 2013 Win64"
[22:34:54] <lynxlynxlynx> ... but zzz time
[22:35:45] <itts> That would make things a lot simpler
[22:35:48] <itts> Ok, thanks
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