#gemrb@irc.freenode.net logs for 31 Oct 2011 (GMT)

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[02:18:27] <CIA-26> GemRB: 03bradallred * raddd4d9d443f 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo: multitouch gesture for showing the soft keyboard will pop the debug console if keyboard is already showing.
[02:18:28] <CIA-26> GemRB: 03bradallred * rd100c3ca5de4 10gemrb/gemrb/core/ (GUI/Console.cpp Interface.cpp): Console: move console to top of the screen so it can be used with on screen software keyboards (iOS/Android)
[02:18:28] <CIA-26> GemRB: 03bradallred * rdb0bdc7a1584 10gemrb/gemrb/ (core/Video.cpp core/Video.h plugins/SDLVideo/SDLVideo.cpp): Video/SDLVideo: add softKeyboardShowing ivar.
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[03:01:26] <CIA-26> GemRB: 03bradallred * r4eb26306d779 10gemrb/gemrb/plugins/SDLVideo/SDLVideo.cpp: SDLVideo-HideSoftKeyboard: hide the console.
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[09:24:12] <edheldil> tomprince: maybe you could make an "official" gemrb plugin from your twiosted webserver ;-)
[09:24:16] <edheldil> twisted
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[10:24:32] <lynxlynxlynx> it's already committed
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[14:23:50] <tomprince> It is in my github repo.
[14:28:20] <tomprince> If people want it, I am quite happy to clean up (a bit) and push it.
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[15:06:41] <edheldil> seems to me like a good debug tool (e.g. for modders), at least potentially
[15:07:13] <Yoshimo> what tool are we talking about?
[15:08:21] <wjp> is that the remote python console?
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[15:15:34] <edheldil> it's a webserver showing for some GemRB objects their runtime state
[15:29:56] <tomprince> edheldil: Have you tried it?
[15:35:06] <edheldil> back wehn you first meantioned it... year or two ago :)
[15:36:12] <edheldil> am I talking nonsense? I can't remember it well, so it's possible I am confusing things
[15:45:17] <Yoshimo> your first sentence after lynx rejoined was quite confuse
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[16:09:29] <tomprince> edheldilno nonsense
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[16:14:34] <brad_a> i dont suppose there is any existing way to get a notification of when all the plugins have been loaded
[16:15:26] <brad_a> or even each one individually
[16:17:17] <lynxlynxlynx> notification as in something different than stdout?
[16:18:13] <brad_a> yeas i mean something like plugins have loaded so execute some code that other objects can subscribe to etc
[16:18:54] <lynxlynxlynx> no
[16:25:52] <edheldil> would be trivial to add, though
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[16:46:58] <tomprince> brad_a: plguin intializers are run right after all plugins are loaded. But there are no ordering guarantees, so the other plugins might not have run their initializers (if any)
[16:54:32] <brad_a> thanks ill look at that
[16:54:42] <brad_a> i am in no need of order right now
[16:54:49] <brad_a> just would like to know when they are all run
[16:58:25] <lynxlynxlynx> Plugin Loading Complete <--
[17:04:58] <brad_a> no i mean i need my wrapper to know when they are all loaded
[17:08:02] <lynxlynxlynx> that's where you'd emit the signal
[17:08:47] <lynxlynxlynx> or just check if the video driver is initialised (happens next)
[17:17:22] <brad_a> wonderful. now i can keep my apple specific junk inside the wrapper and not pollute the core code
[17:27:56] <Yoshimo> doesnt sound like you have a good opinion on apple stuff^^
[17:34:00] <brad_a> well i often come across in ways i dont intend. i love os x (tho i do have my issues with apple and some of their practices)
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[17:54:54] <fpierfed> hi
[17:55:51] <fpierfed> I was wondering how to compile GemRB for iOS. Is there an XCode project I can download or hints on how to create one?
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[17:58:31] <brad_a> the only xcode project available is an older one
[17:58:46] <brad_a> I dont have the link handy but it is on the forums
[18:00:14] <fpierfed> OK: I can find it no problem. I can always create one from scratch, I guess. Is there anything I should watch out for if I go that route?
[18:00:33] <brad_a> well you really wont be able to build anything
[18:00:41] <brad_a> you first have to build python and sdl
[18:00:51] <brad_a> and sdl requires some hacks to work right
[18:01:10] <brad_a> is there a reason you wont just use the distributed build
[18:01:38] <brad_a> oh and pythin requires a hack too, but im currently working around that
[18:01:46] <fpierfed> well, I would rather not jb my iPhone and I have a developer certificate and all
[18:02:01] <fpierfed> and I have a long plane ride in the near future ;-)
[18:02:53] <fpierfed> Great work on GemRB and the iOS port, by the way
[18:03:17] <brad_a> thanks. unfortunately you wont be able to easily build it on your own
[18:03:39] <fpierfed> I see
[18:03:53] <fpierfed> :-(
[18:04:23] <brad_a> cant how about this instead
[18:04:24] <brad_a> http://iphonesdkdev.blogspot.com/2009/02/how-to-re-codesign-iphone-binary.html
[18:04:40] <brad_a> you can take a working binary and just codesign it with your cert
[18:05:10] <fuzzie> not much helpful for devving on it :P
[18:05:25] <brad_a> he just want to run it without jailbreaking
[18:06:22] <brad_a> btw if you do that you will want to download the previously working build as the current build linked from the wiki is fubar
[18:07:21] <brad_a> doesnt cmake have the ability to to create an xcode project? i dont know how well it would work tho
[18:07:54] <brad_a> that and it would make all the plugins dynamic libraries which he wouldnt be able to use so forget i said that
[18:07:55] <fpierfed> I did try that but did not work out as it was trying to create an xcode 3 and I have 4.x
[18:08:27] <fpierfed> where can I get the prev build?
[18:08:30] <brad_a> yeah the xcode project available for dl is xcode 3 too
[18:08:35] <brad_a> there is a link of the forums
[18:09:16] <fpierfed> OK. I will look there. THX
[18:09:17] <brad_a> just start from the back and it will be one the last 3 pages someplace
[18:12:03] <fpierfed> looking right now
[18:13:01] <fpierfed> found one posted Oct. 24 (the "old" build)
[18:13:36] <brad_a> im not sure thats it. the fubar build is pretty old
[18:13:54] <brad_a> the link posted by joshua right?
[18:13:58] <brad_a> thats the one you want
[18:14:00] <fpierfed> yup
[18:14:37] <fpierfed> cool, than I should be set
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[18:16:41] <fpierfed> I will give it a try and let you know how it goes.
[18:16:45] <brad_a> you know jailbreaking has come a long way and its quite easy and stable compared to its ancestors
[18:17:15] <brad_a> unless you have an ipad 2 i guess
[18:18:03] <fpierfed> I know, I know :-)
[18:18:04] <brad_a> you will probably need to google a tutorial for stuffing that application into an ipa too
[18:18:46] <fpierfed> I will give it a shot, if that does not work, I will bring my macbook pro
[18:19:24] <fpierfed> battery life on iOS devices is still better
[18:19:26] <brad_a> since you have a cert you should be able to just use apples command line app to do it automatically
[18:19:33] <tomprince> The cmake build should be able to create a staticly linked binary.
[18:19:52] <brad_a> cmake doesnt build for ios tho
[18:44:21] <fpierfed> drum roll....
[18:44:53] <fpierfed> for future reference: you can re-sign easily using this AppleScript: https://github.com/gorbster/AppResigner
[18:45:13] <fpierfed> No need to use .ipa or anything like that: just the .app
[18:45:29] <fpierfed> now I need to copy the game files
[18:46:44] <brad_a> well if you dont use an ipa how can you load the files without jailbreaking?
[18:47:17] <fpierfed> you can just drag tha .app over the iphone on the organizer
[18:47:40] <fpierfed> it will copy it on the device if it is properly signed (which is what the Apple Script does for you)
[18:49:40] <brad_a> how do you copy the game files? just stuff them inot the bundle?
[18:49:53] <fpierfed> that is what I am going to try
[18:50:16] <brad_a> well i see no reason why it wont work
[18:50:35] <brad_a> unless they have a size limit or something
[18:50:44] <brad_a> enforced by the organizer i mean
[18:51:02] <fpierfed> yup
[18:53:49] <brad_a> you will need to use a relative path in the config or at least it would be easier
[18:54:27] <fpierfed> I have created a cache file inside the bundle and copied the games files in the .app as well
[18:54:33] <fpierfed> and changed the cfg
[18:54:49] <fpierfed> not being able to ssh in is a pain ;-)
[18:56:37] <CIA-26> GemRB: 03bradallred * r3af22b38e53f 10gemrb/gemrb/CocoaWrapper.m: CocoaWrapper: add some todos
[18:56:39] <CIA-26> GemRB: 03bradallred * re3f7d5923e8c 10gemrb/gemrb/CocoaWrapper.m: CocoaWrapper: setup special iOS python environment.
[18:57:00] <brad_a> fpierfed: you should add directions for what you did to the wiki
[18:57:17] <brad_a> http://gemrb.sourceforge.net/wiki/doku.php?id=install:ios
[18:57:35] <brad_a> so that others may benefit from gemrb without jailbreaking
[18:58:50] <fpierfed> will do. but I am having write errors to cache
[18:59:00] <fpierfed> so the app crashes
[18:59:12] <fpierfed> it is able to load the game files OK
[18:59:33] <fpierfed> apart from Python complaining about 'import site' failed
[18:59:57] <brad_a> yeah you need write permissions and you wont have that for the bundle
[19:00:04] <brad_a> i think you will need to do an ipa
[19:00:22] <fpierfed> I am afraid so
[19:00:27] <brad_a> if you put the cache directory in the documents forler you will have write access
[19:00:30] <brad_a> why?
[19:01:04] <fpierfed> less trivial ;-)
[19:01:50] <brad_a> well im not really an ios developer so i dont know all that much about any other way
[19:02:02] <brad_a> can you have write access to the ihone tmp dir?
[19:02:12] <brad_a> i dont remember the path to that
[19:02:18] <fpierfed> I am looking on stackoverflow
[19:02:31] <fpierfed> I am new to iOS dev as well
[19:02:50] <brad_a> but that wouldnt work because gemrb will freak out if anything is in that dir. you would need a subdir in there and i dont know how you would create one without jailbreaking
[19:03:11] <brad_a> unless gemrb creates it if it doesnt exist...
[19:03:44] <brad_a> so maybe try specifying a subdir in tmp and see if gemrb is nice enough to create it for you
[19:04:51] <fpierfed> I do not think it does: if cache is not present, gemrb exists
[19:05:53] <brad_a> thats what i was afraid of
[19:06:10] <brad_a> i think then an ipa would be the only option
[19:06:10] <tomprince> IF it doesn't create it, it would probably be reasonable to add that.
[19:06:25] <brad_a> yes it would
[19:07:03] <fpierfed> so, on the iOS you can get the name of the directory in which you can create files: http://www.touch-code-magazine.com/working-with-iphone-files-and-folders/
[19:07:24] <fpierfed> let's see if it app dependent or not...
[19:08:10] <brad_a> that will just return the document forler inside the ipa
[19:08:28] <fpierfed> I see
[19:08:31] <brad_a> and it wont work in gemrb because its objective-c code
[19:09:06] <tomprince> Well, the File code is mostly pluggable, so it should be possible to swap it out.
[19:09:34] <brad_a> yes i could extend the coacoa wrapper for whatever plugin i need
[19:09:44] <tomprince> There has been talk about having smarter cache handling, anyway.
[19:10:35] <tomprince> Right now, we just dump stuff to the cache, and then check there first. It would be nicer to keep track of what is in the cache.
[19:10:58] <tomprince> And if we have that, there is a nice place to switch out cache implmentations, so to use something ios specific, for example.
[19:11:09] <brad_a> indeed
[19:12:02] <brad_a> but for the here and now i think fpierfed will need to make an ipa with the cche folder in the documents folder
[19:12:53] <brad_a> and you may as well stuff the game files somewhere else like library or documents so that you can update the app bundle without overwriting them
[19:13:26] <brad_a> if you use documents you should be abble to manage the game files via itune but im not sure
[19:13:38] <brad_a> probably very messy if it works
[19:14:11] <brad_a> all your cache files will probably show up as documents in itunes too
[19:14:20] <brad_a> so maybe the library folder is a better place
[19:15:39] <fpierfed> ta-da!
[19:15:46] <brad_a> yeay
[19:16:03] <fpierfed> awesomeness!
[19:16:14] <fpierfed> just set the cache to ../Documents
[19:16:17] <fpierfed> :-)
[19:16:20] <fpierfed> iOS is cool
[19:16:34] <brad_a> i think in the future i will implement a docuent bundle for gemrb so that you can load and unload games with ease using itunes
[19:16:42] <brad_a> using ../Documents is messy
[19:16:55] <fpierfed> I agree and it is pretty evil
[19:17:09] <fpierfed> also because that is where you will need to put save files as well
[19:17:12] <brad_a> when somebody gets around to an ipa distribution i will have a cache folder in ../library/cache
[19:17:27] <fpierfed> that would make more sense
[19:17:34] <brad_a> there are a ton of cool things we can do once we get an IPA
[19:17:51] <brad_a> like be able to easily move saves between computer and phone
[19:18:05] <fpierfed> indeed
[19:18:16] <brad_a> but nobody will do it and i dont own an ios device or dev certificate
[19:18:20] <brad_a> so i cant easily do it
[19:18:48] <fpierfed> BUT, you have managed to give a huge contribution by making the iOS port a reality
[19:18:59] <fpierfed> thank you for that, seriously
[19:19:21] <brad_a> well you can thank me by making ipa distributions easy
[19:19:27] <fpierfed> :-)
[19:19:36] <fpierfed> I can try
[19:19:50] <brad_a> you could probably write a simple CLI app/script to do it
[19:20:02] <brad_a> and i could just add that as a build phase
[19:20:22] <fpierfed> true: I will look into that.
[19:20:39] <brad_a> people would appritate that a lot
[19:20:57] <brad_a> it would make installation soo easy compared to the 10 step process we have now
[19:21:26] <brad_a> we could get it put on cydia as well
[19:23:50] <fpierfed> Have you tried this: http://support.testflightapp.com/kb/tutorials/how-to-create-an-ipa-xcode-4
[19:24:03] <fpierfed> I am reading it right now
[19:28:33] <brad_a> that requires a dev certificate
[19:28:44] <brad_a> there are wasy to create an ipa without
[19:28:53] <brad_a> just not though xcode
[19:29:06] <fpierfed> I see
[19:29:12] <brad_a> ipas i i think just zip archives with a special folder structure
[19:29:24] <fpierfed> that is my understanding as well
[19:29:53] <brad_a> so it may be as simple as making a zip with the correct structure and renaming it but i have no device to test that with
[19:45:26] <fpierfed> so, I found a way to create an ipa and have iTunes load it
[19:45:38] <fpierfed> I now need to see if I can sync it to the phone
[19:45:48] <fpierfed> that is the question
[19:46:08] <brad_a> i know there is an application out there for loading ipas on jailbreoken phones
[19:46:19] <brad_a> that is probably what you would need to use but im not sure
[19:46:32] <brad_a> depends on what sort of checking itunes does
[19:46:51] <fpierfed> indeed
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[19:49:34] <fpierfed> well, iTunes is copying the ipa...
[19:51:39] <brad_a> well thats good. we shall see if it works tho. did you remove the old application first?
[19:52:35] <fpierfed> it works!
[19:52:49] <fpierfed> so, here is the solution, once you have an app
[19:53:05] <fpierfed> http://stackoverflow.com/questions/37464/iphone-app-minus-app-store
[19:53:18] <fpierfed> see Richard J. Ross III answer
[19:53:32] <fpierfed> that is it
[19:53:59] <fpierfed> now, if your app is signed, then you can just do that and be happy: iTunes will take the ipa and install it.
[19:54:34] <fpierfed> otherwise, according to the same guy, you will have to use Installous
[19:55:42] <brad_a> ok cool
[19:55:52] <brad_a> would you be so kind as to add the process to the wiki?
[19:56:12] <fpierfed> np
[19:56:38] <brad_a> thank you
[19:56:44] <fpierfed> sure
[19:58:06] <fpierfed> Looks like there was an error on sending the password mail. Please contact the admin!
[19:58:13] <fpierfed> I could not regster :-\
[19:58:16] <fpierfed> on the wiki
[19:58:23] <fuzzie> lynxlynxlynx: wiki magic powers?
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[20:07:01] <brad_a> once you have added that to the wiki you should post a link on the forums in the iOS thread
[20:07:26] <fpierfed> will do
[20:07:39] <brad_a> many people have asked for that
[20:15:47] <Yoshimo> i offered to buy a apple cert and try to bring it to the official appstore later , or at least try to^^
[20:19:32] <brad_a> the problem is that since we cant distribute the game content the app is worthless stand alone
[20:20:00] <Yoshimo> who said, people dont have the game already?
[20:20:09] <fpierfed> yeah: I cannot think of a simple way to get people to install their game files...
[20:20:11] <brad_a> if we had a small free demo then MAYBE we could get it on there once i create a document bundle format that you could use to load the game files via itunes
[20:20:28] <fuzzie> apple will *so* ban any developer account trying to do that :P
[20:20:34] <brad_a> really?
[20:20:42] <brad_a> why they are just files...
[20:21:40] <fuzzie> > Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded.
[20:21:52] <fuzzie> that includes game scripting.
[20:22:12] <brad_a> well they wouldnt be downloaded. i heard its possible to get away with that as long as you dont download them
[20:22:21] <brad_a> i was thinking of handling a zip archive with different extension as the document type
[20:22:41] <brad_a> then you could use itunes to load those archives and my cocoa wrapper could unzip them
[20:22:45] <brad_a> :-P
[20:23:05] <Yoshimo> i cant believe there is no way to
[20:23:07] <Yoshimo> do it
[20:23:16] <fuzzie> i point you again to "packaged in the Application"
[20:23:24] <fuzzie> they are real meanies about it.
[20:23:32] <brad_a> grrr
[20:24:11] <brad_a> they should just allow side loading unsigned applications damn it
[20:24:44] <brad_a> just give a nice detailed warning when enabling it like android does
[20:24:54] <fuzzie> let's please not give android as a good example here
[20:25:03] <fuzzie> the permissions are just hilarious
[20:25:11] <brad_a> yes thats true
[20:25:46] <brad_a> but i still would like the ability to side load. i understand them not letting any applications on their store that do what i want due to abuse by spammers etc
[20:25:52] <brad_a> malware
[20:33:18] <brad_a> fuzzie: what part of the IE games qualifies as "interpreted code"? because all the GUIScripts would be packaged within the app bundle.
[20:33:53] <fuzzie> brad_a: the BGScripts.
[20:34:04] <brad_a> oh ok
[20:34:27] <lynxlynxlynx> lemme read up
[20:35:50] <brad_a> there is probably little chance of bioware allowing something like this is there: http://www.marathon4ios.com/
[20:36:35] <lynxlynxlynx> ah
[20:36:46] <lynxlynxlynx> it's been broken since the sf sendmail thing
[20:37:48] <lynxlynxlynx> fpierfed: i changed your pw to your first name
[20:39:46] <fpierfed> cool
[20:39:48] <fpierfed> thanks!
[20:40:42] <fpierfed> changed it ;-)
[20:45:15] <Yoshimo> so the way of transferring the game would be: take the gamefolder, zip it, copy it over , unpack it. simple as that?
[20:47:37] <lynxlynxlynx> or just copy, i doubt it compresses well
[20:47:40] <brad_a> zip it have itunes copy it to gemrbs documents then gemrb will see it and unzip it to the library after comparing timestamps between any existing unzip and the archive
[20:47:57] <brad_a> well you couldnt just copy it because you need to load "documents"
[20:48:12] <lynxlynxlynx> oh, ios-wise not general
[20:48:16] <brad_a> yes
[20:48:53] <lynxlynxlynx> we could improve our zlib plugin, so it would unpack by itself
[20:49:39] <lynxlynxlynx> now it is only used for bifc and tiz (in tomprince's repo) i think
[20:50:24] <brad_a> arent saves compressed too?
[20:52:15] <lynxlynxlynx> no
[20:52:32] <brad_a> i dont really want to pollute gemrb core code with platform specific junk. I was going to do this all in the wrapper but i do have an interface to the core that i could presumably use to access the zlib plugin
[20:52:35] <lynxlynxlynx> i think there's also wavc though
[20:53:25] <lynxlynxlynx> well, if it is general enough, why not have it everywhere? it would reduce the overhead for you
[20:53:58] <lynxlynxlynx> though loading from zips is not too useful, since you can't mod them without repacking
[20:54:20] <brad_a> yeah i dont see this being usefull for anything but ios
[20:57:02] <lynxlynxlynx> it has some modding potential, but nothing immediately usable
[20:58:26] <fpierfed> Changed http://gemrb.sourceforge.net/wiki/doku.php?id=install:ios
[20:58:30] <fpierfed> does it make sense?
[20:59:43] <brad_a> yes except it is missing the bit about needing to copy the game data isnt it?
[20:59:52] <brad_a> i mean for non-jailbroken devices
[21:00:01] <fpierfed> yes: I forgot :-)
[21:00:14] <fpierfed> adding that part...
[21:00:59] <brad_a> ill try to create an ipa for the next build so that things are less complicated
[21:02:00] <brad_a> yup ill just use that linked script as the last build step
[21:02:13] <fpierfed> I cannot get it to load the saved games: I must be making a mistake with paths
[21:02:20] <brad_a> possible
[21:02:28] <brad_a> console log?
[21:02:44] <brad_a> you should probably use relative patsh for everything
[21:02:51] <brad_a> so a bunch of../
[21:03:00] <fpierfed> [SaveGameIterator]: Unable to create save game directory '../Documents/bg2_games/save'
[21:03:16] <fpierfed> I did put Documents/bg2_games/save in the ipa
[21:03:26] <brad_a> probably it doesnt have permission to make a new direcotry
[21:03:27] <fpierfed> as well as a Documents/Cache
[21:03:31] <brad_a> ig
[21:03:32] <brad_a> oh
[21:03:34] <brad_a> well then
[21:03:51] <brad_a> wait
[21:04:00] <brad_a> if it exists why is it trying to create it?
[21:04:11] <fpierfed> dunno
[21:04:25] <fpierfed> :-\
[21:04:43] <brad_a> permissions issue i guess?
[21:04:49] <fpierfed> I think so
[21:05:05] <brad_a> tho i would have thought itunes would take care of that when installing the ipa
[21:05:17] <brad_a> ry using ../library instead?
[21:05:30] <brad_a> probably wont help tho
[21:05:40] <fpierfed> mmmmmm
[21:07:11] <tomprince> brad_a: If you are interested in getting .zip support, I would be inclined to suggest adding a libarchive plugin. We would then get iso support mostly for free. (We would also need some syntax hacking, probably.
[21:08:40] <tomprince> That has been on my todo list forever, but I have never been motivated enough to get around to i.
[21:08:51] <brad_a> well i can get that started
[21:09:41] <lynxlynxlynx> fpierfed: you can cheat and use strace to see if that relative path really resolves to where you think it does
[21:10:15] <brad_a> except that build doesnt have any way to get to the console
[21:10:23] <brad_a> the next one will tho
[21:10:43] <fpierfed> is there a python script I can edit to have it print out the location of the save dir?
[21:11:21] <brad_a> i think it would be easies to jailbreak to trouble shoot this. then you can restore unjailbroken after its figured out
[21:12:09] <fuzzie> heh
[21:14:47] <brad_a> its jsut hard to troubleshoot filesystem issues without access to the file system :)
[21:15:36] <brad_a> and there is no way to trouble hoot permission problems without being able to modify permissionns
[21:16:12] <lynxlynxlynx> doesn't xcode come with a debugger?
[21:17:27] <brad_a> yes but he is using an already compiled binary compiled for release
[21:17:40] <brad_a> no debugging symbols
[21:18:26] <brad_a> did you remember to edit the info.plist? cuz that is missing from the wiki
[21:20:04] <fpierfed> I did not touch that... is that bad?
[21:20:36] <brad_a> well the stack overflow answer you refrence in the wiki is doing something to some plist
[21:21:02] <fpierfed> yes, the iTunes metadata
[21:21:24] <fpierfed> that is to tell iTunes which icon to display, which genre the app is etc.
[21:21:53] <brad_a> where is that located?
[21:22:08] <brad_a> the wiki doesnt mention it
[21:22:15] <fpierfed> is inline on stackoverflow
[21:22:22] <brad_a> probably cuz its just linking the post i guess
[21:22:37] <brad_a> ok i see
[21:22:50] <brad_a> what does your plist look like?
[21:23:34] <brad_a> i guess it doesnt matter. i see nothing of consequence in there
[21:24:26] <fpierfed> diff iTunesMetadata.plist*
[21:24:27] <fpierfed> 22c22
[21:24:27] <fpierfed> < <string>Game</string>
[21:24:28] <fpierfed> ---
[21:24:30] <fpierfed> > <string></string>
[21:24:32] <fpierfed> 28c28
[21:24:34] <fpierfed> < <string>GemRB</string>
[21:24:36] <fpierfed> ---
[21:24:39] <fpierfed> > <string>MYAPP</string>
[21:24:40] <fpierfed> 86a87
[21:24:41] <brad_a> lol
[21:24:42] <fpierfed> >
[21:24:46] <fpierfed> :-)
[21:24:48] <fpierfed> as you see trivial changes
[21:24:51] <brad_a> yes
[21:25:20] <brad_a> ios is case sensitive btw
[21:25:30] <brad_a> so you should make sure that everything matches
[21:25:41] <fpierfed> it does not really matter to test, but one would want to get this nice for the published ipa
[21:25:54] <fpierfed> right
[21:27:04] <brad_a> so the path in the ipa matches the case give in the cfg?
[21:27:14] <fpierfed> yes
[21:27:24] <fpierfed> it must be a really simple mistake
[21:27:29] <brad_a> i hope
[21:30:11] <brad_a> give me the save path from the config
[21:30:53] <fpierfed> I changed to SavePath=../Documents/save/
[21:31:05] <fpierfed> and I am trying the ipa again (takes time)
[21:31:49] <brad_a> comment that out and tell me what happens
[21:32:25] <brad_a> none of my gemrb installs use a savepath including my iOS simulator
[21:33:27] <fpierfed> interesting
[21:33:33] <fpierfed> still copying...
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[21:42:37] <fpierfed> interesting: it is trying to save in GemRB.app/bg2/save
[21:42:47] <fpierfed> if SavePath is not defined
[21:43:34] <brad_a> yup
[21:44:01] <fpierfed> that fails in my case, of course
[21:44:15] <brad_a> the question is does it work? i dont know that you would have write permission inside the bundle
[21:44:20] <brad_a> ah yes
[21:44:32] <brad_a> so you do need a searate save path
[21:44:52] <brad_a> can you cahange it back and put some saves in that location?
[21:45:09] <fpierfed> that is what i did originally
[21:46:51] <brad_a> so there are save in that directory alread? interesting
[21:47:49] <fpierfed> interestingly, I have
[21:47:50] <fpierfed> SavePath=../Documents/
[21:48:06] <fpierfed> and some saves in ../Documents/save/
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[21:48:18] <brad_a> i assume that the "unable to create save game directory" is because that directory already exists and for whatever reason gemrb cant use the existing directory.
[21:48:31] <fpierfed> now UIKitApplication:net.sourceforge.GemRB[0xb89b][1830] <Notice>: [Core]: Allocating SaveGameIterator...[OK]
[21:48:40] <brad_a> maybe try giving it a path that doesnt exist yet and see if it can create it so ../Documents/savetest
[21:49:04] <fpierfed> but it does not show any of the saves
[21:49:27] <fpierfed> anyway: got to run. I will try some more later.
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[21:49:44] <brad_a> bye
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