#gemrb@irc.freenode.net logs for 3 Feb 2012 (GMT)

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[00:08:16] --> brad_a has joined #gemrb
[00:13:17] <lynxlynxlynx> you just moved when the override is installed and removed a (debug) message
[00:22:50] <brad_a> yes but thats because previously when i muved the gui scripts i added that if(apple) block to change the data dir so moving override below that has the effect of installing overrides in the bundle
[00:24:15] <tomprince> I'd vote for doing away with FileStreamPtrCount. But that is a seperate commit, since a other stuff needs to be touched too.
[00:24:49] <tomprince> 100 files, really?
[00:24:53] * tomprince shakes head
[00:25:09] <brad_a> heh yeah well all the more reason i suppose to move away from packages
[00:25:42] <brad_a> most of those were deletions. i think its funny how apple designed the package format
[00:25:50] <brad_a> irritating actually
[00:26:50] <tomprince> gemrb should gracefully handle any plugins whose dependencies aren't installed, anyway.
[00:27:04] <brad_a> it does
[00:27:17] <brad_a> well either it or dyld or something anyway
[00:28:09] <tomprince> Well, the combination of the two, since we try to load, returning an error, which we ignore and continue on.
[00:29:37] <brad_a> i can probably revert that temporary workaround i put in for mac plugins now
[00:31:34] <tomprince> I'd rather handle the multiple plugin paths by having a list of them, and loading from all, rather than having an ifdef in the initialization.
[00:37:00] <tomprince> And, looking at loadconfig, is there anything left on mac in GemRBPath whihc *isn't* in the bundle? So could we just use GemRBPath there always?
[00:38:46] <brad_a> let me think
[00:39:16] <brad_a> well i guess if its just for override and gui scripts
[00:40:22] <brad_a> the path to the actual binary executable would be: GemRB.app/Contents/MacOS/GemRB
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[00:45:50] <brad_a> tomprince: wouldnt we need an ifdef someplace anyway? since the plugin path for mac is unique etc
[00:50:15] <brad_a> so changing gemrb path probably wouldnt work since it is in a different bundle subfolder than the resourced directory? unless im missing something
[00:54:06] <tomprince> Well, somewhere but not there, I think.
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[01:19:45] <gembot> build #446 of msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/446 blamelist: bradallred@me.com
[01:53:10] <brad_a> o_O um im unable to start a new game in BG 2 due to some guiscript error...
[01:53:46] <brad_a> i stashed all my WIP so i know its not the core load order...
[01:53:53] <brad_a> error: "RuntimeError: No game loaded!"
[01:56:22] <brad_a> ok works for ios simulator
[01:56:32] <brad_a> maybe my config on mac is messed up...
[02:12:05] <tomprince> Are you using the right GUIScripts?
[02:14:36] <CIA-41> GemRB: 03bradallred * r6f4a6dcb907d 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Xcode: remove cmakelists.txt and makefile.am from GUIScripts/override (recursively) from the bundle copies.
[02:15:11] <brad_a> i better be since the build copies the guiscripts folder from source into the bundle. and the path given in the error is indeed the bundle guiscripts
[02:18:39] <brad_a> i also removed all traces of guiscripts from the old locations
[02:26:10] <brad_a> im wondering if maybe its a problem that im using a relative path that isnt passed though resolve?
[02:27:22] <tomprince> Relative path shouldn't matter. But is it relative to the current directory, or to the directory of the exe.
[02:27:36] <brad_a> current directory
[02:28:02] <brad_a> apparently core->GetGame() is failing
[02:29:51] <brad_a> full error:
[02:29:51] <brad_a> GUIScript]: Runtime Error:
[02:29:52] <brad_a> Traceback (most recent call last):
[02:29:52] <brad_a> File "GemRB.app/Contents/Resources/GUIScripts/bg2/CharGen.py", line 34, in OnLoad
[02:29:52] <brad_a> GemRB.CreatePlayer ("charbase", MyChar | 0x8000, 0, 11 ) # 11 = force bg2
[02:29:52] <brad_a> RuntimeError: No game loaded!
[02:30:48] <brad_a> hard to see where game is set. grepping for game returns way too many things :)
[02:33:10] <brad_a> tho in my searching i discovered a curious function "IsFreeed()" that can probably die
[02:33:40] <brad_a> well i guess not
[02:33:56] <brad_a> jsut a silly name is all
[02:37:15] <brad_a> i would think that game failing to load would produce some log message
[02:37:35] <brad_a> maybe im missing another plugin? :-P
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[04:15:23] <Hellcommander> .7.0 of gemrb does not work with the my setup anyone know what mods modify the exe?
[04:23:27] <Hellcommander> ill see if latest works with my install. The team working on gemrb thanks for your hard work so far :).
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[04:26:29] <brad_a> is he still trying to get modded games to work before unmodded?
[04:29:44] <brad_a> alos do these games not work under windows 7? i cant figure out why somebody on windows would go though so much trouble to play on an unfinished product :-P
[04:36:45] <brad_a> >_< cannot figure out why game is always null
[04:44:30] <brad_a> oh i think its the thing i already discussed with fuzzie and i thought i fixed :-/
[04:45:27] <brad_a> still suprised i get no error message
[04:46:21] <tomprince> brad_a: What is it?
[04:46:49] <brad_a> still checking but i think its that the WMPImporter wasnt in the plugin copy list
[04:47:00] <brad_a> even though i swear i added it after talking to fuzzie
[04:47:25] <brad_a> yup that was it
[04:47:31] <brad_a> but no error at all without it
[04:48:47] <CIA-41> GemRB: 03bradallred * rc346458a2da8 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Mac build: add missing WMPImporter to the bundle plugins.
[04:50:39] <brad_a> think ill have to add a check and error message for missing wmp
[04:52:19] <brad_a> kindof convoluted code in LoadGame
[04:53:47] <CIA-41> GemRB: 03bradallred * rf2b00d51442b 10gemrb/gemrb/core/Interface.cpp: Interface: alter the core load order such that baldur.ini can be read sooner so we can use ini values for gemrb settings.
[04:53:55] <brad_a> crap
[04:53:56] <CIA-41> GemRB: 03tom.prince * r728009cdfc30 10gemrb/gemrb/core/Interface.cpp:
[04:53:56] <CIA-41> GemRB: Report error loading game.
[04:53:56] <CIA-41> GemRB: We could probably use more specific error messages, and try to recover in some
[04:53:56] <CIA-41> GemRB: cases.
[04:54:56] <brad_a> did you mean to push my interface reorder commit?
[04:55:29] <tomprince> No.
[04:55:37] <brad_a> woops :-P
[04:55:55] <tomprince> I forgot I ran it through git-am
[04:56:30] <brad_a> heh i thought you fixed it up
[04:57:10] <tomprince> No. I just did 'curl <url> | git am', so I could look at it in with git.
[04:57:54] <CIA-41> GemRB: 03tom.prince * r3de1dce6b9c5 10gemrb/gemrb/core/Interface.cpp:
[04:57:54] <CIA-41> GemRB: Revert "Interface: alter the core load order such that baldur.ini can be read sooner so we can use ini values for gemrb settings."
[04:57:54] <CIA-41> GemRB: This reverts mistakenly commit f2b00d51442b06a7a76a56b6c17faaea1ad29c82.
[04:59:28] <gembot> build #125 of osx-test is complete: Failure [4failed] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/125 blamelist: bradallred@me.com, tom.prince@ualberta.net
[04:59:35] <gembot> build #104 of osx-xcode-binary is complete: Failure [4failed] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/104 blamelist: bradallred@me.com, tom.prince@ualberta.net
[05:00:00] <brad_a> those are interesting failures o_O
[05:00:16] <brad_a> ssh failure
[05:19:51] <CIA-41> GemRB: 03bradallred * r4ac10c294ca6 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_confController: if we delete the config file that is selected and open we need to deselect/close the file.
[05:20:01] <CIA-41> GemRB: 03bradallred * r86bacd954229 10gemrb/gemrb/core/Interface.cpp: Merge branch 'master' of ssh://gemrb.git.sourceforge.net/gitroot/gemrb/gemrb
[05:32:55] <brad_a> tomprince: something wrong on my end with buildbot?
[05:35:01] <tomprince> How did you start buildbot? Via ssh? I have heard that when you sign out, you lose a security context that allows you to do dns lookups, etc.
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[05:47:39] <Hellcommander> anyone on know how to get the current sdl 1.3 to build with visual studio 2010 I'm getting the error RC : fatal error RC1110: could not open Version.rc when I'm trying to build it
[05:48:48] <brad_a> you dont need SDL 1.3 for gemrb
[05:49:00] <brad_a> in fact unless yoou have a touchscreen device you gain nothing
[05:49:25] <brad_a> alos ever since they stripped the compatibility layer and reversioned to 2.0 it will not work with gemrb anyway
[05:49:37] <Hellcommander> I'll try with the old sdl 1.2.7 then thanks
[05:49:50] <brad_a> 1.2.15 is the best bet
[05:50:06] <Hellcommander> I mean 1.2.14
[05:50:26] <brad_a> tomprince: i started with sudo -i -u buildbot
[05:50:44] <brad_a> then builldslave start path/to/gemrb
[05:50:53] <brad_a> i just restarted it tho
[05:58:48] <gembot> build #127 of osx-test is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-test/builds/127
[06:01:03] <Hellcommander> can't get sdl 1.2.15 to build for some reason it can't find some includes that where referenced even though I linked it on the include directory settings
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[06:04:05] <gembot> build #106 of osx-xcode-binary is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/osx-xcode-binary/builds/106
[06:16:20] <tomprince> Is there not pre-built sdl binaries for win32?
[06:30:54] <brad_a> yes
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[06:44:30] <tomprince> So, we aren't -Wformat-nonliteral clean, but it seems that everything is essentially a false postive. (just reading lwn)
[06:44:53] <tomprince> I don't see any easy way to clean it up.
[06:45:02] <tomprince> The GUIScript ones are deliberate.
[06:45:28] <tomprince> The ones in DisplayString could easily fixed by adding some static inlies.
[06:45:40] <tomprince> The DeathVarFormat ones are tricker.
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[15:20:50] <CIA-41> GemRB: 03bradallred * r02a391155693 10gemrb/apple/GemRB.xcodeproj/project.pbxproj: Xcode: dont strip symbols for debug builds.
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[16:48:51] <gembot> build #453 of mingw32 is complete: Failure [4failed minimal test] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/453 blamelist: bradallred@me.com
[16:50:02] <brad_a> so i feel confidant i can copy the sdl driver and make it 2.0 compatible
[16:50:29] <brad_a> i may need some help :-P
[16:55:17] <edheldil> brad_a: hi
[16:55:51] <edheldil> please check that your reordering of GemRB startup does not break game type autodetection
[17:00:20] <brad_a> ok
[17:00:38] <brad_a> i think there are some things we wanted to do prior to reordering anyway
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[17:37:38] <gembot> build #450 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/450
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[17:41:29] <brad_a> i asked this before, but never got response: is it intentional that baldur.ini full screen option overrides gemrb.cfg?
[17:43:56] <fuzzie> well, i asked for that to be fixed and afaik it was
[17:44:06] <fuzzie> so it's confusing if it got broken again, or i am confused
[17:46:20] <brad_a> no it definitely still overrides that and has been for some time. so i can change that?
[17:47:46] <brad_a> also somebody is reporting a crash when entering the room after meeting yoshimo (dont remember which room that is) the only thing i see in their log that looks wrong is firimp.bam cant be found
[17:48:06] <brad_a> and CHA_sm00
[17:48:37] <brad_a> ill try to reproduce that when i have time
[17:54:53] <lynxlynxlynx> need the crash log, those two should be harmless
[17:57:30] <Yoshimo> i should have chosen a diffrent irc nick^^
[17:58:44] <lynxlynxlynx> you? i have highlight on lynx, which is not an uncommon browser on some of the channels i'm on -.-
[18:07:20] <lynxlynxlynx> ah, i get a crash in the mephit room too
[18:07:45] <brad_a> deja vu
[18:07:53] <lynxlynxlynx> must be something new
[18:09:59] <lynxlynxlynx> ok, caught it, new bonus damage stuff
[18:10:22] <brad_a> ah
[18:16:17] <lynxlynxlynx> something corrupts the effect queue
[18:16:31] <lynxlynxlynx> and this is in general damage code, yikes
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[18:19:54] <gembot> build #224 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/224 blamelist: bradallred@me.com
[18:21:32] <fuzzie> i like how Avenger went and added 'FIXME:' comments to the code to say that the things marked by 'HACK:' should be dealt with :p
[18:21:44] <fuzzie> i don't see anything obvious but clearly there's e.g. new spell apply stuff in there..
[18:26:26] <lynxlynxlynx> yeah, haven't found it yet either
[18:26:33] <lynxlynxlynx> it doesn't happen on all damage
[18:26:40] <lynxlynxlynx> i'll try valgrind instead
[18:26:53] <lynxlynxlynx> too bad something ate my history file
[18:29:40] <lynxlynxlynx> hmm, but i wonder why fx_death calls actor::damage at all (with 0)
[18:29:45] <lynxlynxlynx> time for blame
[18:31:40] <lynxlynxlynx> ancient
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[18:45:45] <lynxlynxlynx> ok, now i know exactly how to reproduce it
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[18:50:11] <CIA-41> GemRB: 03lynxlupodian * r7172b1a62f21 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed specific damage type bonus regression from 473985289
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[19:20:32] <CIA-41> GemRB: 03lynxlupodian * r02a039f4eeda 10gemrb/gemrb/core/Scriptable/Actor.cpp:
[19:20:32] <CIA-41> GemRB: actor::damage: only add bonus damage if there is already some
[19:20:32] <CIA-41> GemRB: also fixes the mephit room crash on portal death
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[20:29:51] <gembot> build #454 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/454
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[21:02:38] <CIA-41> GemRB: 03bradallred * rc7b0daa2bb29 10gemrb/apple/CocoaWrapper/ios/GEM_ConfController.m: GEM_ConfController: fix a few oversights in the dealloc method. super should be deallocated last and also we should cancel any pending requests to install game data.
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[22:23:59] <gembot> build #159 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/159 blamelist: bradallred@me.com
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[22:43:18] <Avenger> huh, lynx, how would this fix the crash if act == null
[22:43:49] <Avenger> it should rather check 'act' and not 'damage'
[22:44:24] <CIA-41> GemRB: 03avenger_teambg * r0f65f25cab64 10gemrb/gemrb/core/Scriptable/Actor.cpp: check if there is an actor...
[22:46:16] <Avenger> also, death shouldn't call damage, i think that's a silly hack
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