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[02:30:14] <torn> anyone getting crashes when traps are set off on android in BG2
[03:12:04] <torn> nightly build fixed trap crashing for anyone who is curious
[03:27:41] <torn> anyone know how to make the scroll bars scroll farther per click?
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[07:03:00] <Kiranos> [08:48:11] <culot> good morning, I'm trying gemRB with BG2 on android and find it amazing so far but the game crashes whenever I trigger a trap
[07:03:00] <Kiranos> [08:48:20] <culot> before sending logs I wanted to know if this was a known issue
[07:03:08] <Kiranos> he was using market app
[07:03:20] <Kiranos> bah he quit
[07:28:49] <culot> Kiranos: I'm here
[07:29:07] <Kiranos> culot: yea saw torn had same issue as you
[07:29:17] <Kiranos> he got it to work with nighly
[07:29:24] <Kiranos> he sadly left though
[07:30:02] <culot> Kiranos: looks like yes. I installed the latest build yesterday night but in the process I erased my saved games... So I need to play a bit before reaching a trap
[07:30:12] <culot> once done I could check that the bug is indeed corrected
[07:30:18] <Kiranos> ok :)
[07:31:54] <culot> Anyway I find the new logging facility very convenient, it's easier now to figure the causes of issues now that the log file is directly accessible within the installation folder
[07:54:35] <CIA-28> GemRB: 03bradallred * r7574f6469e68 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp:
[07:54:35] <CIA-28> GemRB: SDL20VideoDriver: temporary hack to anchor the video to the top left since only
[07:54:35] <CIA-28> GemRB: iOS is making use of SDL 2 driver and for some reason that is where the "window"
[07:54:35] <CIA-28> GemRB: on iOS is anchored (no matter what values are put in the x/y position when
[07:54:35] <CIA-28> GemRB: creating the window)
[07:54:36] <CIA-28> GemRB: this is either an SDL bug (since this used to work) or the compatibility layer was doing behind the scenes magic to create centered "windows". Either way it is temporary.
[07:54:37] <CIA-28> GemRB: 03bradallred * r79156f83a62d 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp:
[07:54:37] <CIA-28> GemRB: SDL20Video: better, faster, stronger video player.
[07:54:38] <CIA-28> GemRB: No longer do we create/destroy textures every frame. Instead we will lock the video player texture and copy the buffer into it while simultaneously converting to the texture pixel format.
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[07:56:44] <brad_a> does anybody know why XXXVideo::showFrame takes arguments like g_truecolor
[07:56:57] <brad_a> shouldnt things like that be determinded at InitMovieScreen
[07:57:04] <brad_a> or can things change mid-movie?
[07:57:21] <fuzzie> just legacy I think
[07:57:25] <brad_a> ah
[07:57:37] <brad_a> it seems wastefull for me to iterate a palette every frame
[07:58:02] <fuzzie> in truecolor mode?
[07:58:06] <brad_a> no
[07:58:30] <brad_a> but does the palette change mid movie?
[07:58:33] <fuzzie> you can add a paletteDirty flag to MVEPlay::setPalette easily enough
[07:58:39] <fuzzie> but I'm pretty sure it changes quite a bit
[07:58:57] <brad_a> that seemes strange but i am VERY very tire
[07:58:59] <brad_a> tired
[07:59:08] <fuzzie> a single palette for a movie would look awful
[07:59:20] <brad_a> ok then i shant worry about it :)
[07:59:28] <fuzzie> and yes you should sleep maybe :P
[07:59:37] <brad_a> that sdl 2 movie player performs much better now tho :)
[08:00:06] <brad_a> I was dropping ~3 frames min before
[08:00:11] <fuzzie> cool
[08:00:24] <fuzzie> this is non-iwd2?
[08:00:28] <brad_a> no
[08:00:48] <fuzzie> now i am confused :)
[08:00:49] <brad_a> i have IWD2 but i have never had a movie play :-/
[08:01:16] <brad_a> why?
[08:01:33] <fuzzie> i mean, this is *not* iwd2?
[08:01:38] <fuzzie> because, iwd2 should surely have no palettes
[08:01:46] <brad_a> right right
[08:01:58] <brad_a> this is for BG/whatever
[08:02:18] <brad_a> im quite sure IWD2 movies would not play/crash the SDL 2 player
[08:02:31] <brad_a> like i said i cant test because movies dont even play at all
[08:02:40] <brad_a> with IWD2
[08:02:49] <fuzzie> but you did build the BIKPlayer?
[08:02:54] <brad_a> yes
[08:02:58] <fuzzie> anyway sorry I don't want to keep you up :)
[08:03:07] <brad_a> no i have to stay up longer
[08:03:09] <brad_a> anyway
[08:04:31] <fuzzie> i am just looking at palette thing for you
[08:04:59] <brad_a> if i need to squeeze more performance out of the movie player I can add the flag for dirty palette like you suggested
[08:05:07] <fuzzie> the palette changes are *very* infrequent
[08:05:16] <fuzzie> i think maybe just where they stitched movies together
[08:06:01] <brad_a> what movies are truecolor btw
[08:06:05] <fuzzie> you get one in the SoA movie after the intro text, and one when it introduces Sarevok, and one with the reddish god war stuff, and one for the offspring, etc
[08:06:41] <brad_a> ill have to try those
[08:07:06] <fuzzie> i forget which ones are which
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[08:13:43] <edheldil> Good morning, brad, nice to see you :)
[08:14:07] <brad_a> ug. i wish i were asleep :)
[08:18:41] <fuzzie> aw.
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[19:47:53] <CIA-28> GemRB: 03wjpalenstijn * re836cea4f153 10gemrb/gemrb/plugins/SDLVideo/ (SDLVideo.cpp SpriteRenderer.inl): Fix tinted blits of 8bpp BMP sprites
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[20:13:46] <brad_a> wjp: you are my (unconfirmed) hero!
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[20:50:06] <fuzzie> That sounds like a different fix :p
[21:02:08] <brad_a> really?
[21:02:14] <brad_a> :(
[21:02:41] <brad_a> oh i guess i missed the BMP part
[21:02:49] <brad_a> or hopefully he meant BAM
[21:03:00] <brad_a> I havent actually looked at the diff nor tested anything
[21:03:27] <fuzzie> It will be BMP, which I was complaining abouy, I imagine..
[21:03:37] <fuzzie> Because that is trivial fix.
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[21:19:05] <lynxlynxlynx> it definitely contains the fix for 1pp
[21:19:09] <lynxlynxlynx> can't say much more
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[22:39:44] <Baldric> hi I have a question. I tried to install gemrb to my Transformer and tried to play BG1. I think I followed installation guide correctly but when gemrb starts there are few seconds on nothing and than the programe closes. Do you have any idea what could be wrong?
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[23:02:46] --- lynxlynxlynx has changed the topic to: GemRB 0.7.0 | http://gemrb.org | Something wrong? CHECK THE GEMRB LOG |Be wary of your words for there are Modron sensors in this channel: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[23:03:33] --- lynxlynxlynx has changed the topic to: GemRB 0.7.0 | http://gemrb.org | Something wrong? CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[23:12:02] <brad_a> the log would have a better idea than any of us :-p
[23:13:35] <lynxlynxlynx> tomprince: any eta when we get a properly exposed log to file mechanism?
[23:13:50] <lynxlynxlynx> it would be handy on all platforms, since we can then treat them the same
[23:14:35] <lynxlynxlynx> but zzz
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[23:22:01] <brad_a> It would be more helpful to have a debug mode that pumped messages to the in game console
[23:22:25] <brad_a> tho file log is obviously better in a situation where gemrb doesnt get that fat :-p
[23:22:29] <brad_a> far
[23:23:48] <brad_a> I'm still waiting for a configuration object interface. then the fun will begin
[23:39:58] <tomprince> lyxlynxlynx: I haven't looked at it at all.
[23:40:30] <tomprince> The tricky bit is gettin all the messages between when we start and when we read the config, into the log.
[23:45:28] <brad_a> why is that tricky?
[23:45:55] <brad_a> oh i guess because it will be a config option
[23:46:31] <brad_a> yes that is tricky...
[23:46:51] <brad_a> can't we read from stdout?
[23:47:33] <tomprince> No.
[23:47:45] <brad_a> really?
[23:47:50] <tomprince> Really.
[23:48:17] <tomprince> It acts more or less exactly like we were connected to a serial prot.
[23:48:24] <tomprince> *port
[23:48:42] <tomprince> If you want to know what you wrote, keep a record.
[23:49:45] <brad_a> well you may not like it but it would be easy to create a logger to a tmp file then if the config dictates rename and move it otherwise delete it
[23:50:36] <tomprince> Well, it isn't that difficult to just create a logger that logs to memory, and then replay that.
[23:52:10] <brad_a> you mean like add a buffer to the logger base class?
[23:52:47] <tomprince> Well, not to the base class. Just have a buffering logger, that gets added at the start.
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