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[09:43:05] <Seniorita> [commit] fizzet: Revert "fix TimeOfDay calculation" https://github.com/gemrb/gemrb/commit/059eb0567f6571c1a4e3b8c1fe0db0f1275a9676
[09:43:06] <Seniorita> [commit] fizzet: more easily maintainable version of TimeOfDay https://github.com/gemrb/gemrb/commit/77ae7873ee02a60fbecc71538f0f500640a9f311
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[12:03:08] <DosBuster> hey guys
[12:03:17] <DosBuster> im asssuming that edheldil is a developer?
[12:04:42] <DosBuster> or lynxlynxlynx ?
[12:04:46] <DosBuster> or wjp?
[12:04:58] <DosBuster> sorry for pinging everyone I've just got an important question
[12:04:58] <lynxlynxlynx> yes
[12:05:23] <DosBuster> What is the process like of creating new games on gemrb?
[12:05:42] <DosBuster> my team and I are looking for a good engine to easily build an rpg so we can focus on design and writing aspects
[12:07:12] <lynxlynxlynx> what kind of game?
[12:07:30] <lynxlynxlynx> much different concept than the ie ones?
[12:07:34] <DosBuster> an isometric RPG in the vein of the infinity engine games, I'm not sure if infinity engine games used tiles
[12:07:45] <DosBuster> yeah similar in concept, except without combat
[12:08:01] <lynxlynxlynx> tiles as in a grid: no
[12:08:14] <lynxlynxlynx> prerendered backgrounds
[12:08:18] <DosBuster> ah ok that should be fine
[12:08:26] <DosBuster> so how does one go about making a game then?
[12:08:30] <DosBuster> do you have documentation?
[12:08:49] <lynxlynxlynx> just a bit, since we're not pursuing that much
[12:09:01] <lynxlynxlynx> one other studio was thinking about it too
[12:09:25] <lynxlynxlynx> you could look at our demo stub in demo\
[12:09:34] <DosBuster> mhhm, I'm assuming you dont have an editor?
[12:10:44] <lynxlynxlynx> ie editors work fine
[12:10:54] <lynxlynxlynx> we support some more formats, so that helps too
[12:11:06] <DosBuster> what's a good ie editor/
[12:11:16] <DosBuster> also how does your engine handle scripting? Is it python based?
[12:11:18] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=newgame:newgame <-- this is a bit old, but there's some useful stuff in the second part
[12:11:21] <Seniorita> newgame:newgame [GemRB wiki]
[12:11:47] <lynxlynxlynx> gemrb core is written in c++, while python is used for gui glue and some logic
[12:12:12] <DosBuster> will we need to touch the core?
[12:12:13] <lynxlynxlynx> game scripting (dialogs, cutscenes and all the details) are done with iescript
[12:12:30] <lynxlynxlynx> it's the ie scripting nightmare
[12:12:39] <DosBuster> ah ok, what about commercial use?
[12:13:06] <lynxlynxlynx> it'd be easiest if you just provided sources
[12:13:17] <DosBuster> game source?
[12:13:29] <lynxlynxlynx> there are so many authors it'd be hard to reach everyone, let alone get them to agree to a special license
[12:13:43] <lynxlynxlynx> no, just any gemrb changes
[12:13:57] <DosBuster> so, are you saying its not possible to make a commercial game?
[12:13:59] <lynxlynxlynx> it's similar to what planeshift is doing on purpose
[12:14:07] <lynxlynxlynx> no, it is
[12:14:32] <lynxlynxlynx> gemrb is licensed under the gpl, so any modifications should be too; this doesn't affect data at all
[12:14:45] <DosBuster> ok, so what's a good infinity engine editor?
[12:15:12] <lynxlynxlynx> most people use dltcep, since it's the most advanced
[12:15:31] <lynxlynxlynx> but it depends on what you want to change
[12:15:58] <DosBuster> we dont want to change much, we dont have combat but that might be as simple as just not triggering it
[12:16:23] <DosBuster> we do have C&C as usual infinity engine games I'm not sure how they tracked it though
[12:17:00] <lynxlynxlynx> command and conquer?
[12:17:21] <DosBuster> choice and consequence
[12:17:22] <DosBuster> so reactivity
[12:17:29] <DosBuster> player does something and there is a consequence
[12:18:10] <lynxlynxlynx> shouldn't be a problem, unless you want to change the terrain a lot
[12:18:37] <DosBuster> no, so any tutorials I can look at to get a brief understanding of how to use the editor and gemrb?
[12:18:50] <DosBuster> What are some examples that will require us to write python code?
[12:18:52] <lynxlynxlynx> you have state variables that are global to the game or local to the area or the actor
[12:18:57] <DosBuster> *situations
[12:19:19] <lynxlynxlynx> there are no tutorials for gemrb, except for installing it
[12:19:29] <lynxlynxlynx> it has yet to be used for any other game
[12:20:06] <lynxlynxlynx> so honestly, you should take a deeper look first; pioneering is always harder
[12:20:58] <lynxlynxlynx> no combat should be no issue btw
[12:21:18] <lynxlynxlynx> core changes? Depends on what you need
[12:21:36] <DosBuster> Hmm how am I working with AD&D rules or are they not part of the engine?
[12:21:37] <lynxlynxlynx> much of gemrb is data driven, but that has its limits
[12:22:04] <DosBuster> what do you mean?
[12:22:09] <lynxlynxlynx> the engine has the ie subset of adnd and its subset of 3e
[12:22:37] <DosBuster> and we can commercially release even though we use those rulesets?
[12:22:43] <lynxlynxlynx> i mean that a lot of things can be turned on, off or tweaked just by providing appropriate data
[12:22:46] <DosBuster> or can we bypass them?
[12:23:37] <lynxlynxlynx> eg. for combat, if no script or dialog makes people go ARRRRGH and everyone start neutral and there's no button to force an attack ... there's no way to trigger combat; without touching the code at all
[12:24:13] <lynxlynxlynx> the rules aren't in a separate plugin yet, so you can't just swap them for something else
[12:24:51] <DosBuster> so if we want to use our own skills? I mean nothing complex like the AD&D ruleset, more just if player's skill level meets this then player can do this.
[12:24:54] <lynxlynxlynx> since you seem to be mostly dialog based, a lot of that can be just ignored
[12:25:20] <lynxlynxlynx> yeah, you could just reuse any of the appropriate ie stats
[12:25:46] <DosBuster> so in terms of just the different engine the other tutorials suited for IE modding should apply to us?
[12:25:49] <lynxlynxlynx> you don't need resistance to fire? reuse it for chance-to-win-a-keg
[12:26:09] <lynxlynxlynx> yes
[12:26:41] <DosBuster> alright, but besides from that creating original areas, using original art should all be possible?
[12:26:45] <DosBuster> just so I'm clear.
[12:27:09] <lynxlynxlynx> there's probably a bug or ten to resolve for really custom stuff, as even our demo doesn't work completely
[12:27:23] <lynxlynxlynx> by original you mean your own? of course
[12:27:52] <DosBuster> alright, where is the latest build? I saw the one on sourceforge is about a year old
[12:28:23] <lynxlynxlynx> that's the latest one then, i guess you're looking for windows builds
[12:28:31] <DosBuster> yep
[12:28:49] <DosBuster> I noticed the github is very recent however, do you guys have nightly builds or do I have to go through the painful process of compiling them
[12:28:52] <lynxlynxlynx> there'll probably be a new release within a month
[12:28:57] <DosBuster> (Painful as in using clang)
[12:29:59] <lynxlynxlynx> we have a buildbot, yes
[12:30:22] <lynxlynxlynx> seems it's not complaining though, as the last revisions didn't build on windows
[12:30:37] <lynxlynxlynx> http://buildbot.gemrb.org/one_line_per_build <--
[12:30:40] <Seniorita> Recent Builds
[12:31:16] <DosBuster> would it be too much to ask for someone to please build an exe based off the latest version/
[12:31:41] <DosBuster> mainly so I can also quickly distribute an exe version to my team
[12:31:43] <lynxlynxlynx> we first need to fix the code
[12:31:59] <lynxlynxlynx> C:\buildslave\gemrb\nmake-msvc++10\build\gemrb\core\RNG\RNG_SFMT.cpp(19) : error C3861: 'time': identifier not found
[12:32:01] <DosBuster> ah wait 0.8.1 that's the latest version right?
[12:32:11] <lynxlynxlynx> latest released version
[12:32:36] <DosBuster> alright cool, so any starter tutorials using that editor so I can get used to working in the Infinity Engine
[12:32:47] <lynxlynxlynx> it has an embarassing regression at the start of bg2, but otherwise should be fine
[12:32:57] <lynxlynxlynx> search around
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[12:35:30] <DosBuster> ah ok cool thanks for the help, am I going to think this is a terrible idea later on haha?
[12:36:47] <lynxlynxlynx> no idea
[12:37:46] <lynxlynxlynx> there have been total conversion projects before, but they all used the original game data heavily
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[12:47:04] <lynxlynxlynx> looks just like a missing include
[12:47:44] <DosBuster> in regard to that other studio, did they get far with their project?
[12:53:42] <lynxlynxlynx> no idea
[12:54:19] <lynxlynxlynx> we talked a lot about what they needed, licensing and stuff, but i haven't been in contact for a while
[12:55:09] <DosBuster> mhhm the problem with us is that we're fairly inexperienced and we don't know C++
[12:55:56] <Seniorita> [commit] lynxlynxlynx: RNG_SFMT: include ctime on windows https://github.com/gemrb/gemrb/commit/43de7e531bf7a3a0e0ec522fadee763e330a1f00
[12:55:58] <DosBuster> then again, most of Bioware's team never had made a game before
[12:56:00] <lynxlynxlynx> i'd be willing to help a bit, but you'd need to describe your needs in much more detail
[12:57:02] <DosBuster> so the game is more.. puzzle based almost like an adventure game, essentially we're going to aim to be dialogue and story heavy like Torment but wihout the constraints of combat and AD&D weirdness
[12:58:09] <DosBuster> we do have skills that are used to do certain actions, for example kicking down a door
[12:58:59] <DosBuster> however we're not 100% sure as to how they will work though
[13:00:37] <DosBuster> I just want to be able to focus on creating art and creating content easily
[13:01:26] <lynxlynxlynx> how will the inventory work?
[13:01:34] <lynxlynxlynx> or will it be virtual too?
[13:02:30] <DosBuster> the inventory will be just a basic inventory, so it will hold items that can be used to do certain things or be given to npcs
[13:02:43] <DosBuster> I'm not sure if we will have a weight limit
[13:02:46] <lynxlynxlynx> for art, I think it would be easiest to script exporting of rendered 3d models, especially for the actor animations
[13:03:22] <DosBuster> I've heard about the IE Tileset Map Editor, is that good/usable?
[13:03:34] <lynxlynxlynx> long dead i think
[13:03:44] <lynxlynxlynx> dltcep can probably do whatever it did
[13:03:54] <lynxlynxlynx> there's bamworkshop and others
[13:04:15] <lynxlynxlynx> i'm not familar with any of that
[13:04:25] <DosBuster> what exactly is the pipeline like in terms of creating area art?
[13:05:06] <lynxlynxlynx> no idea
[13:05:44] <lynxlynxlynx> after you have the visuals, it's mostly format conversion and then also making a heightmap and lightmap for some details
[13:06:17] <DosBuster> is that done within that popular editor?
[13:06:25] <lynxlynxlynx> doors, night version perhaps, all the walls (where the actor should be occluded), walkmap
[13:06:47] <lynxlynxlynx> the maps are done manually, but for the rest, yes
[13:07:02] <lynxlynxlynx> heightmap and lightmap are likely optional anyway
[13:07:49] <DosBuster> so, since most things revolve around creating mods for pre-existing games, how exactly do we create a new module/project?
[13:08:49] <lynxlynxlynx> you can copy demo/ and GUIScripts/demo to start
[13:08:57] <lynxlynxlynx> it's full of dummy files
[13:09:02] <lynxlynxlynx> almost bare minimum
[13:09:33] <lynxlynxlynx> the name of the folder defines the gametype, which you set in our config
[13:09:57] <DosBuster> ok, also each game I believe had their own modifications to the scripting language, what version does GemRB use?
[13:10:14] <DosBuster> like planescape torment modified IE Script to have some special functions for themselves
[13:11:33] <lynxlynxlynx> we support all
[13:11:49] <DosBuster> ah ok so we can mix then since a few tutorials are specific for certain games
[13:11:50] <lynxlynxlynx> you can't mix and match everything, but close enough
[13:12:08] <lynxlynxlynx> most effects work everywhere, same for actions
[13:12:23] <lynxlynxlynx> it's where they tie to incompatible changes or data reqs that can break things
[13:12:42] <lynxlynxlynx> but you're starting from scratch anyway
[13:14:21] <DosBuster> are there any really annoying problems with the engine we should know about?
[13:16:12] <lynxlynxlynx> i find the scripting annoying; it's super powerful, but not always intuitive
[13:16:29] <lynxlynxlynx> we have a switch in the code to make some thing saner (queuing?), but that's it
[13:17:05] <DosBuster> do you mean as in its hard to learn? or as in its just a 90s scripting language so its ugly/
[13:17:21] <lynxlynxlynx> the latter at minimum
[13:17:31] <lynxlynxlynx> i only read it when debugging
[13:17:53] <lynxlynxlynx> never really systematically tried to wrap my head around the details
[13:18:08] <lynxlynxlynx> but i guess you can avoid a lot of that anyway
[13:18:19] <lynxlynxlynx> a clean slate brings its own benefits
[13:19:18] <DosBuster> it does also bring the problem of how to start
[13:21:21] <DosBuster> do the environments have to be hand drawn?
[13:22:53] <lynxlynxlynx> you have robots?
[13:23:11] <DosBuster> what do you mean?
[13:23:38] <lynxlynxlynx> what is not hand drawn?
[13:24:35] <DosBuster> I meant as in painting an entire area?
[13:26:14] <lynxlynxlynx> we don't care
[13:26:24] <lynxlynxlynx> it can be a sheet of pure white
[13:28:55] <DosBuster> What I should of asked is that what is the process of making an area?
[13:29:07] <fuzzie> they are indeed just bitmaps
[13:29:58] <fuzzie> someone at some point talked about scripts for automating the wall polys etc, but I think it's easier to hand-draw those
[13:31:14] <lynxlynxlynx> there should be docs out there, many mods create new areas
[13:32:06] <DosBuster> the one thing that worries me is getting the art to look as good as the BG games
[13:33:50] <lynxlynxlynx> that's up to you
[13:36:01] <DosBuster> yeah, we will need to discuss art style I guess
[13:36:08] <DosBuster> how would we go about with doing a UI?
[13:36:51] <Seniorita> [commit] lynxlynxlynx: FXOpcodes: try to make msvc happy https://github.com/gemrb/gemrb/commit/95ae1ca8f3b9b91ef82725a52e0090b9ee84cbd8
[13:36:59] <lynxlynxlynx> hmm, that could be another annoyance
[13:37:16] <lynxlynxlynx> the original format has no provision for resolution independent display
[13:38:24] <lynxlynxlynx> anyway, you create the art, then import it into a .chu format, where the positions and various data like initial text is specified
[13:38:40] <lynxlynxlynx> you load and connect everything with python
[13:39:34] <DosBuster> has anyone ever done that in your engine?
[13:43:21] <lynxlynxlynx> yes, the demo stub is an example
[13:44:32] <DosBuster> where can I find that?
[13:44:46] <lynxlynxlynx> bahh
[13:44:59] <lynxlynxlynx> i told you two times already
[13:45:12] <DosBuster> sorry haha I don't remember
[13:48:15] <DosBuster> ah wait, I'm assuming its the minimal folder in the GemRB folder?
[14:20:36] <lynxlynxlynx> wtf msvc, still almost an identical error
[14:21:09] <lynxlynxlynx> Actor *near = NULL; <-- thinks it's a syntax error
[14:21:22] <fuzzie> 'near' is reserved
[14:21:27] <lynxlynxlynx> near doesn't appear to be a keyword
[14:21:49] <lynxlynxlynx> http://msdn.microsoft.com/en-us/library/2e6a4at9.aspx
[14:21:50] <lynxlynxlynx> where?
[14:21:52] <Seniorita> C++ Keywords
[14:21:53] <fuzzie> it refers to a near pointer
[14:21:59] <fuzzie> as opposed to a far pointer
[14:22:46] <fuzzie> which is not relevant in our modern 32-bit world
[14:22:50] <fuzzie> but I assume you ask about msvc6?
[14:23:33] <lynxlynxlynx> v10
[14:23:38] <fuzzie> ooh, weirder then
[14:23:42] <lynxlynxlynx> but i'll rename it anyway
[14:24:33] <Seniorita> [commit] lynxlynxlynx: fx_cast_spell_on_condition: "near" is reserved in msvc https://github.com/gemrb/gemrb/commit/610b8fca7bfad6fab7355b501547b0c3b0e6db65
[14:25:13] <lynxlynxlynx> mingw hit the same problem
[14:25:14] <fuzzie> http://stackoverflow.com/questions/8948493/visual-studio-doesnt-allow-me-to-ue-certain-variable-names says they're macros in the Windows headers for back-compat
[14:25:15] <Seniorita> Visual Studio doesn't allow me to ue certain variable names - Stack Overflow
[14:25:27] <lynxlynxlynx> eh
[14:35:27] <DosBuster> in regards to using DLTCEP with GemRB, what do I select as game mode?
[14:41:11] <lynxlynxlynx> the one you will base your game on
[14:41:35] <DosBuster> how much does that affect?
[14:41:35] <lynxlynxlynx> bg2 would be a good choice
[14:42:01] <lynxlynxlynx> file formats among others
[14:42:04] <DosBuster> that wont affect anyone's ability to play the game right?
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[14:59:33] <gembot> build #676 of nmake-msvc++10 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/676
[15:10:52] <gembot> build #623 of mingw32 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/623
[15:39:24] <lynxlynxlynx> two tp gp
[16:10:37] <lynxlynxlynx> __FUNCTION__ is not available in msvc6
[16:11:05] <lynxlynxlynx> show's how avenger has been absent, as that was added a year ago
[16:11:10] <lynxlynxlynx> -'
[16:29:23] <Seniorita> [commit] lynxlynxlynx: msvc6 is missing __FUNCTION__ https://github.com/gemrb/gemrb/commit/c9eea2f2d030d8cc75ad7d4830e7a61c92ac521f
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[17:59:35] <lynxlynxlynx> eh, there's more
[17:59:53] <lynxlynxlynx> but it's in textarea sorting, which is done differently in the other branch, so i'll ignore it
[18:00:38] <lynxlynxlynx> hey brada
[18:00:44] <brada> ahoy
[18:01:04] <lynxlynxlynx> will you have any time for polishing this year?
[18:03:10] <brada> a bit, but I was thinking it would be more wise to do a release, then immidiately after merge that other branch. I will continue to polish it in the mean time, but i fee like we should have it in master for a bit to get more eyes on it before doing a release with it.
[18:03:48] <brada> im about to push a bunch of commits i did a while ago apparently, but i need to resolve merge conflicts from fizzle first
[18:10:10] <lynxlynxlynx> ok
[18:10:24] <lynxlynxlynx> don't know if you saw the backlog, but i was thinking something similar
[18:10:53] <lynxlynxlynx> there's some stuff to fix in master, but i'll soon have more time and am planning on a release around the end of the month
[18:10:54] <brada> thats good :)
[18:11:20] <brada> im not entirely sure how to resolve some of these conflicts… way more than i thought there would be
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[18:11:56] <lynxlynxlynx> that's odd
[18:12:01] <brada> it will be nice to get this into master so i dont have to keep doing this he he
[18:12:13] <lynxlynxlynx> yeah
[18:12:34] <lynxlynxlynx> i deliberately left some stuff as broken in iwd2, as it would touch guirec in the wrong places
[18:13:30] <brada> 7 conflicted files this time
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[18:18:24] <lynxlynxlynx> oh, maybe the dialog stuff?
[18:18:49] <lynxlynxlynx> upload the diff somewhere, i can help you look
[18:22:40] <brada> here are the remaining conflicts: http://paste.debian.net/135184/
[18:22:41] <Seniorita> debian Pastezone
[18:24:23] <lynxlynxlynx> DisplaySkills i changed with merge conflicts in mind
[18:24:34] <lynxlynxlynx> just added the bit at the start and at the end
[18:25:33] <lynxlynxlynx> so the first 6 lines of master should come over and also the last tiny chunk
[18:27:29] <brada> that dialog handler looks like another nasty bit of merging
[18:27:41] <lynxlynxlynx> recheck if your version is still printing the favoured class (first chunk)
[18:28:08] <lynxlynxlynx> the stats bit is ok in master, we were using the wrong strref 11954/11952
[18:28:12] <brada> many of these are fizzle fixing leaks that i already plugged :)
[18:32:05] <lynxlynxlynx> the dialog stuff is just long, doesn't look that hairy
[18:32:43] <brada> sure, but long means it will be hard to spot something subtle
[18:35:56] <lynxlynxlynx> do it in thematic chunks
[18:36:10] <lynxlynxlynx> journal stuff, logging fixes etc
[18:37:56] <lynxlynxlynx> i don't know if you can make several commits during a merge, but that would help with review
[18:45:33] <brada> I think I see a suspicious (lack of) change
[18:45:46] <brada> in Actor::VerbalConstant
[18:46:01] <brada> one of the conditions still has count - 1
[18:46:13] <brada> and it looks like that can lead to -1 still
[18:46:27] <brada> looks like one condition was fixed but not the other
[18:47:19] <lynxlynxlynx> you mean the else case, not what's in the merge?
[18:49:08] <brada> yes
[18:50:02] <brada> well i guess its with the merge
[18:50:44] <brada> its clear tho that count should be positive for displayStringCore to be called there
[18:52:50] <brada> i guess the call to GetVerbalConstant in that loop will keep count from becoming -1 ?
[18:55:36] <brada> ok down to those 2 big nasty conflicts
[18:58:36] <brada> i dont know what ta->SetMinRow( false ); was supposed to do
[18:59:09] <brada> but it was added a couple of times there
[19:00:35] <brada> ok
[19:00:42] <brada> it wasnt actually added by fizzle
[19:00:50] <brada> so it can probably just be removed
[19:02:42] <brada> sadly, a lot of this work fizzle just did is simply being axed
[19:03:42] <brada> i sa lot is an exageration, but a few chunks anyway
[19:18:51] <brada> lynx: does this look like a good merge for guiscript: http://paste.debian.net/135191/
[19:18:52] <Seniorita> debian Pastezone
[19:20:16] <lynxlynxlynx> is 40310 handled below?
[19:21:18] <brada> was that in conflict?
[19:22:50] <brada> i dont see that number in the conflicting commit
[19:24:15] <lynxlynxlynx> it's removed in the diff
[19:24:31] <lynxlynxlynx> modStat handling is missing
[19:24:59] <brada> undoing my changes shows there is only one use of 40310 which still exists after merge
[19:26:52] <lynxlynxlynx> then i don't fully understand what the diff is showing
[19:27:28] <lynxlynxlynx> unless you mean a different instance
[19:27:59] <brada> that diff is just the changes made from the conflicted version
[19:29:25] <lynxlynxlynx> anyway, besides modstat, the rest looks fine
[19:29:38] <lynxlynxlynx> the string functions clearly still introduce a bug though
[19:29:50] <lynxlynxlynx> but that's for post merge
[19:30:16] <brada> oh, i see
[19:31:37] <brada> ill add the modstat in
[19:48:15] <brada> ive gotta go now, but that merge + a bunch of older fixes
[19:48:49] <brada> valgrind should be happy again
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[20:13:07] <gembot> build #814 of cmake g++-4.5 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/cmake%20g%2B%2B-4.5/builds/814 blamelist: Brad Allred <firstname.lastname@example.org>, Jaka Kranjc <email@example.com>, Jens Granseuer <firstname.lastname@example.org>
[20:14:52] <gembot> build #678 of nmake-msvc++10 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B10/builds/678 blamelist: Brad Allred <email@example.com>, Jaka Kranjc <firstname.lastname@example.org>, Jens Granseuer <email@example.com>
[20:16:53] <lynxlynxlynx> brad
[20:17:23] <lynxlynxlynx> the merge looks fine, only the subtitles part looks like it could use another set of eyes
[20:17:55] <lynxlynxlynx> tomprince: buildbot ran out of space
[20:19:28] <gembot> build #625 of mingw32 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/mingw32/builds/625 blamelist: Brad Allred <firstname.lastname@example.org>, Jaka Kranjc <email@example.com>, Jens Granseuer <firstname.lastname@example.org>
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