#gemrb@irc.freenode.net logs for 30 Jun 2011 (GMT)

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[14:42:22] <thyseus_> hi, i have a problem compiling the latest GIT version of gemrb
[14:42:32] <thyseus_> [ 92%] Built target PLTImporter
[14:42:45] <thyseus_> make[2]: *** Keine Regel vorhanden, um das Target »/usr/lib/libpng.so«, benötigt von »gemrb/plugins/PNGImporter.so«, zu erstellen. Schluss.
[14:42:48] <thyseus_> make[1]: *** [gemrb/plugins/PNGImporter/CMakeFiles/PNGImporter.dir/all] Fehler 2
[14:42:50] <thyseus_> make: *** [all] Fehler 2
[14:42:56] <thyseus_> in english: no rule for target found (or similar)
[14:43:04] <thyseus_> any ideas?
[14:43:25] <fuzzie> sounds like you have only an incomplete copy of the libpng development files installed?
[14:43:50] <thyseus_> afaik i am using the libpng-dev provided by the ubuntu repository
[14:44:21] <fuzzie> and you're sure it's installed?
[14:45:00] <thyseus_> libpng12-dev is already installed.
[14:46:27] <thyseus_> there is a libpnglite-dev but i think that has nothing to do with that
[14:46:31] <fuzzie> no
[14:46:35] <fuzzie> i guess this is natty?
[14:46:48] <thyseus_> hehe - oneiric ;)
[14:46:53] <thyseus_> "pseudo"-cutting edge
[14:46:56] <fuzzie> it has some multiarch stuff i don't understand
[14:49:27] <wjp> did you upgrade your system after building this gemrb tree?
[14:49:42] <wjp> if so, you may want to do a clean build
[14:49:54] <thyseus_> hmm actually there was running a apt-get dist-upgrade in the background but i am quite sure that this only was downloading
[14:49:57] <thyseus_> but i try!
[14:50:02] <fuzzie> if not, you might want to make sure you have upgraded oneiric's cmake since 11th June
[14:50:14] <fuzzie> or, 9th June, even
[14:50:16] <thyseus_> is there a known problem?
[14:51:43] <fuzzie> well, i don't think we've heard anything
[14:52:29] <fuzzie> but if your cmake output is looking for /usr/lib/libpng.so then clearly something has gone wrong with multiarch support
[14:53:09] <fuzzie> and i would guess this means either you need a clean build (as wjp suggests), or your ubuntu cmake package is old (they're still fixing bugs in the multiarch stuff, afaik)
[14:54:53] <thyseus_> i decided to try a clean build
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[15:06:10] <thyseus_> hmm, same error with a clean build. now i wait for my dist-upgrade to finish and then i do another clean build ;)
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[15:09:46] <edheldil> thyseus_: have you recreated your cmake files?
[15:10:02] <thyseus_> i did run cmake .. in the build/ directory and a make clean
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[15:35:05] <tomprince> thyseus_: You may need to remove CMakeCache.txt
[15:57:03] <lynxlynxlynx> kill also CMakeFiles for good measure
[16:04:04] <thyseus_> well, it seems like my system has general problems with images at the moment
[16:04:16] <thyseus_> everything that has this library involved doesnt work anymore ;)
[16:16:55] <edheldil> sounds good!
[16:19:20] <lynxlynxlynx> heh
[16:32:13] <brad_a> im trying to trouble shoot a problem with people not beingable to select an area to travel to on the world map so i had someone send me a save game but loading the save crashes gemrb in filecache::CacheFile so i cleared my cche and its still happening. any ideas?
[16:33:49] <brad_a> last thing on console is [ResourceManager]: Searching for am0700...
[16:35:08] <edheldil> could it be a modded game?
[16:35:40] <brad_a> i asked him but havent heard back
[16:42:44] <lynxlynxlynx> the click areas are a bit off, but it is easier to notice that with a mouse, since you get the highlight when you are in the right area
[16:43:46] <brad_a> ill mention that to him
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[17:45:43] <CIA-40> GemRB: 03avenger_teambg * r9cf9a41f03c3 10gemrb/gemrb/core/ (KeyMap.cpp KeyMap.h): fixed problem with exactly 16 long module name in keymap
[18:04:46] <lynxlynxlynx> wooo, it's 2000 and it is as light as day
[18:22:39] <CIA-40> GemRB: 03avenger_teambg * rf82a787e57be 10gemrb/gemrb/core/GameData.cpp: fixed store leak
[18:25:28] <CIA-40> GemRB: 03lynxlupodian * rce30113f2b62 10gemrb/gemrb.6.in: gemrb.6.in: added missing cfg parameters
[18:25:28] <CIA-40> GemRB: 03lynxlupodian * rc86e06e0e546 10gemrb/gemrb.6.in: gemrb.6.in: removed commented out options; both were put in the ini overrides
[18:25:29] <CIA-40> GemRB: 03lynxlupodian * rb54206724c97 10gemrb/gemrb.6.in: gemrb.6.in: misc improvements
[18:25:29] <CIA-40> GemRB: 03lynxlupodian * r8491c335af99 10gemrb/gemrb.6.in: gemrb.6.in: added subsections for config groups and reordered them accordingly
[18:25:31] <CIA-40> GemRB: 03lynxlupodian * re1851e59051d 10gemrb/gemrb/docs/en/GUIScript/ApplySpell.txt: ApplySpell.txt: mention the casterID parameter
[18:27:39] <CIA-40> GemRB: 03lynxlupodian * r720fcc00d7cf 10gemrb/gemrb/GUIScripts/GUISTORE.py:
[18:27:39] <CIA-40> GemRB: GUISTORE: let the talking pc be the caster when buying healing, so self-
[18:27:39] <CIA-40> GemRB: targetting spells work (eg. Greater Restoration)
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[18:36:26] <CIA-40> GemRB: 03avenger_teambg * rf55059b4f797 10gemrb/ (3 files in 3 dirs): Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[18:36:26] <CIA-40> GemRB: 03avenger_teambg * rb161683ae620 10gemrb/gemrb/GUIScripts/bg2/GUICommonWindows.py: implemented equipranged/equipmelee hotkey callbacks
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[18:37:07] <Avenger> hello
[18:39:27] <Avenger> maybe instead of modal state change, we should use the scripting actions for bardsong, hide, etc
[18:40:04] <Avenger> the scripting actions already check (or should check) some other conditions, like the actor is actually a bard, or thief
[18:40:35] <lynxlynxlynx> actually some are pretty lax in the original afaik
[18:41:03] <Avenger> i would rather check on the skill, though. If we have a fighter with a hiding skill of 20 (due to an item), why not allow them to hide
[18:41:10] <Avenger> i hate hard checks
[18:41:15] <Avenger> but some checks are needed
[18:41:21] <lynxlynxlynx> unrelated: is there another way a cutscene can end except by calling EndCutSceneMode?
[18:41:45] <Avenger> what do you mean by way?
[18:41:52] <Avenger> quitting the game ends it too :D
[18:41:56] <lynxlynxlynx> :P
[18:42:12] <Avenger> no, really, what level of change you allow
[18:42:14] <lynxlynxlynx> i found another problematic mod script
[18:42:39] <Avenger> in the original engine, cutscenes didn't end too easily, thus freezing the game
[18:42:44] <lynxlynxlynx> so something like "actor died" would be fine
[18:42:55] <lynxlynxlynx> mnja
[18:42:57] <Avenger> that definitely didn't end the cutscene in the original
[18:43:10] <lynxlynxlynx> from what little i understand, the script itself is badly written
[18:43:23] <Avenger> well, we are not supposed to fix mods :D
[18:43:36] <lynxlynxlynx> http://pastebin.com/dyLEEzhf
[18:43:38] <Avenger> we need to fix our engine if the mod works in the original
[18:43:54] <Avenger> though if it is a mod, and not the original game, i would do that grudgily
[18:43:58] <lynxlynxlynx> the first block runs just fine, but the second one looks open ended (and behaves like that too)
[18:44:29] <lynxlynxlynx> either we're missing something or the original was more fault tolerant
[18:45:02] <Avenger> why? this looks like a good cutscene
[18:45:11] <lynxlynxlynx> it never ends
[18:45:28] <Avenger> which action breaks
[18:45:56] <Avenger> startdialog doesn't let it end?
[18:46:26] <Avenger> if that's the case, then actionoverride should be changed :(
[18:46:28] <lynxlynxlynx> the dialog went fine, it looks more like the second block
[18:46:45] <Avenger> the second block is fine, you can remove it as well
[18:46:59] <Avenger> the problem would be that the dialog clears EndCutscene
[18:47:01] <Avenger> i think
[18:47:10] <Avenger> the dialog is initiated with the cutscene actor
[18:47:23] <Avenger> and what's worse, it is StartDIalogInterrupt
[18:47:51] <Avenger> it is a really nasty script, i guess, it has a very narrow solution :D
[18:48:31] <Avenger> did fuzzie see it?
[18:49:43] <lynxlynxlynx> nope, i just started looking at it
[18:50:16] <lynxlynxlynx> you were just /unlucky/ to come at the same time
[18:50:47] <fuzzie> that is another instance of the same issue
[18:51:25] <lynxlynxlynx> ok, cool :)
[18:58:31] <lynxlynxlynx> all is well and the spellhold hunt can start
[19:00:41] <fuzzie> actually i guess there are *two* issues there
[19:01:04] <fuzzie> but both of them are on my todo list and fixing either of them would help
[19:16:53] <CIA-40> GemRB: 03avenger_teambg * r1f09e795c32f 10gemrb/gemrb/GUIScripts/bg2/GUILOAD.py: implemented quickload hotkey callback
[19:17:08] <Avenger> lynx, when you merge GUILOAD keep this function in mind. IWD2 calls something like this from the menu too
[19:17:37] <lynxlynxlynx> yeah, from the main menu even
[19:17:39] <Avenger> sadly it cannot be used straight
[19:17:47] <lynxlynxlynx> i already added that to the potential mod list :)
[19:18:28] <Avenger> now pressing L in tob/bg2 will do the quickload, when you merge guiload, all games will know it :)
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[20:19:07] <Avenger> lol, http://forums.gibberlings3.net/index.php?s=&showtopic=22560&view=findpost&p=187940
[20:19:33] <Avenger> the pseudo dragon soundset is wrong in the original game, i wonder how the guy heard them without fixpack
[20:22:06] <Avenger> later...
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[20:30:42] <thyseus_> gemrb works now! yeah ! :)
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[20:57:51] <lynxlynxlynx> fuzzie: do you think those instants bugs could also affect UnselectableTimer? It doesn't decrease anymore
[20:58:26] <fuzzie> ugh
[20:59:07] <fuzzie> no, but there's "// FIXME: completely wrong place for this!" above the code which decreases it
[20:59:18] <lynxlynxlynx> yeah
[20:59:23] <fuzzie> and indeed it is completely the wrong place, why on earth is it there
[20:59:37] <lynxlynxlynx> it used to work though
[20:59:53] <fuzzie> due to a bug, i think
[21:00:27] <fuzzie> move it to Scriptable::Update()?
[21:00:28] <lynxlynxlynx> heh
[21:00:50] <fuzzie> original engine has it at a similar high level
[21:01:06] <fuzzie> although only in Actor
[21:01:11] <fuzzie> but that's harmless
[21:01:36] <lynxlynxlynx> just ignoring "changed"?
[21:01:55] <fuzzie> yes
[21:03:16] <lynxlynxlynx> that breaks the unselectable part
[21:03:48] <lynxlynxlynx> i added it before TickScripting btw
[21:03:54] <fuzzie> it does?
[21:04:20] <lynxlynxlynx> hmm, wait
[21:04:31] <lynxlynxlynx> it is called with 24, which is less than 2s
[21:04:53] <fuzzie> maybe it is in seconds then
[21:04:57] <lynxlynxlynx> unless it was meant to be in sec heh
[21:05:07] <lynxlynxlynx> before it definitely took longer
[21:05:11] <fuzzie> but the original code doesn't do any such messing around at that point
[21:05:24] <lynxlynxlynx> and most makeunselectable calls use some random high number like 150000
[21:05:40] <fuzzie> so it is probably supposed to be adjusted at the action, one moment
[21:05:53] <lynxlynxlynx> 999999 5000, but also a few 1
[21:06:08] <fuzzie> yes
[21:06:18] <fuzzie> MakeUnselectable() should multiply the parameter by 15
[21:07:05] <lynxlynxlynx> cool
[21:08:53] <fuzzie> it's nice when things are this simple :)
[21:08:55] <lynxlynxlynx> much better
[21:09:20] <lynxlynxlynx> i don't remember if the aggression part was ok before
[21:10:35] <lynxlynxlynx> ah, nevermind
[21:22:01] <lynxlynxlynx> sdlaudio can lock up pretty reliably
[21:23:39] <lynxlynxlynx> looks like the mutex isn't released soon enough, since it just keeps waiting on the next attempt
[21:24:03] <lynxlynxlynx> but i do remember a lot of FIXMEs to that end from the code, so it may be expected
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