#gemrb@irc.freenode.net logs for 8 Apr 2013 (GMT)

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[10:37:39] <edheldil_> have we moved to github already or are those commits still propagated from SF?
[10:38:44] <fuzzie> afaik we moved to github
[10:40:06] <fuzzie> e80cc6f132cc23564f443f39104d5ba709f5562a seems silly
[10:40:24] <fuzzie> ("fix A_ANI_RANDOM_START" by using rand())
[10:48:39] <edheldil_> ah, I missed that somehow
[11:08:53] <wjp> shouldn't that just have been a 1 instead of a 0?
[11:09:04] <wjp> (that A_ANI_RANDOM_START I mean)
[11:09:09] <fuzzie> that would be my assumption
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[15:45:00] <brada> psch: here?
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[16:34:31] <brada> if i have 2 pixel buffers with the same rgb format and pitch shouldnt i simply be able to do memcpy(dest, src, pitch * height);?
[16:35:21] <brada> without getting screwed up colors
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[16:48:16] <brada> ah i figured it out
[16:48:22] <brada> from sdl docs:
[16:48:23] <brada> a pointer filled in with the raw format of the texture; the actual format may differ, but pixel transfers will use this
[16:49:00] <brada> so the transfer is using SDL_PIXELFORMAT_ARGB8888 but my texture is in SDL_PIXELFORMAT_ABGR8888 it seems
[16:49:11] <brada> hence the colors being messed up
[17:19:26] <brada> http://paste.debian.net/248295/
[17:19:37] <brada> psch: wanna try that out?
[17:19:44] <brada> should give android better performance
[17:19:53] <brada> or anybody else with android that can build
[17:22:55] <brada> (probably should remove that log message from every frame tho)
[17:23:04] <brada> already fixed in my repo
[17:50:15] <brada> could somebody please clarify what SetFadeColor is
[17:50:17] <brada> ?
[17:50:34] <brada> it doesnt seem to ever get called
[17:50:49] <brada> and im trying to implement it for sdl2
[17:54:26] <wjp> hm
[17:55:36] <wjp> PST fx_flash_screen and GameScript::SetGlobalTint
[17:55:57] <wjp> I'm not convinced this particular function has received much thought
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[18:10:01] <aceron> hi can someone please assist me with a problem I am having with GemRB when I try to install BG2
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[18:14:04] <aceron> I installed the game on my PC and then copied it into the tablet. first i created a folder [BG2] in the "Internal Storage\app-data\net.sourceforge.gemrb" folder and copied the files within my BG2 folder on my pc into Internal Storage\app-data\net.sourceforge.gemrb/BG2 and tried to play but it did not boot up
[18:14:59] <aceron> then i just copied the internal bg2 files into the 'Internal Storage\app-data\net.sourceforge.gemrb' and that did not work either
[18:16:53] <brada> you need to edit the gemrb.cfg file to match that location
[18:17:50] <aceron> in both cases i changed the GemRB.cfg.sample into bg2.cfg after changing the resolution into 1024*600
[18:18:06] <aceron> how do i do that please
[18:20:31] <brada> how do you do what?
[18:23:14] <aceron> i have a 'Game Path' in the gemrb.cfg file 'GamePath=./' to i change it to 'GamePath=mnt\local\app-data\net.sourceforge.gemrb\bg2' as that is the location of the game?
[18:24:28] <brada> yes change GamePath to point to the folder containing your BG2 game data
[18:24:50] <aceron> is it necessary to leave the dot slash [./] portion of the 'GamePath=./' or do i delete either part
[18:25:00] <brada> ./ means current directory
[18:25:06] <brada> so no you dont want that
[18:25:10] <brada> probably
[18:25:43] <aceron> thank you so very much this has been annoying me for 2 days. the instruction on how to install the game are protty bad
[18:25:51] <brada> then fix them
[18:26:09] <aceron> i will if this actually works
[18:30:08] <brada> wjp: do you know what fadeColor is used for?
[18:34:26] <brada> psch: can you please build against git when you get a chance
[18:34:33] <brada> on android if it isnt clear :D
[18:35:01] <brada> make sure i didnt break anything for android
[18:35:17] <brada> and hopefully made it run faster too
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[18:43:00] <brada> still need to update buildbot to watch github btw :)
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[19:42:31] <brada> also regarding buildbot we should setup one for android
[19:42:38] <brada> id be happy to use my mac for it
[19:42:58] <brada> but last time i checked the android build fails on mac os x
[19:46:42] <lynxlynxlynx> it's easy to verify now
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[19:53:33] <brada> yes and it still fails
[19:54:31] <brada> because it cannot create a directory called assets in a directory already containing a file called assets
[19:54:38] <brada> what it looks like to me
[19:55:08] <brada> line 162 of the script i suspect
[20:06:36] <brada> seems like the assets file is a mistake
[20:06:45] <brada> it is a cfg template
[20:07:36] <brada> cp "$ENVROOT/packaged.GemRB.cfg" "$ENVROOT/build/gemrb/assets" &&
[20:07:54] <brada> im guessing this is supposed to be that path + gemrb.cfg or something
[20:07:58] <lynxlynxlynx> should have a mkdir infront
[20:08:50] <brada> or move it down to the rest of the assets
[20:10:15] <lynxlynxlynx> wait a sec
[20:10:43] <lynxlynxlynx> pushed a silent version, so the chaining doesn't break
[20:16:09] <psch> i briefly talked to you about that copy of the packaged file
[20:16:14] <psch> @lynx
[20:16:31] <psch> also, i have it fixed locally, as we don't even need the separate template anymore, which i think i also mentioned
[20:17:00] <psch> brada: i'm gonna build for android again tomorrow, in about 18 hours or so, i'll let you know if i find anything
[20:17:12] <brada> we have the same directory problems later in the script it seems
[20:17:40] <lynxlynxlynx> try to rebase on our code and then send patches (you could also make a pull request on github if you're familiar)
[20:18:00] <brada> psch: thanks
[20:18:05] <lynxlynxlynx> brada: assets is only mentioned in those two places; of course you need to remove that file first
[20:18:19] <brada> i mean it still fails in a new place
[20:18:23] <brada> with anothe cp failure
[20:18:29] <psch> i'll get to that tomorrow, i don't really have any capacity for any thinking today anymore... mondays are pretty harsh on my schedule
[20:18:53] <psch> which other copy?
[20:19:36] <brada> it doesnt say
[20:19:48] <brada> the only error is cp comand ussage
[20:19:55] <brada> comes after Copying and editing files message
[20:20:22] <psch> oh right, the missing debug prints and checks :/
[20:20:46] <brada> looks like the icons are failing
[20:21:13] <brada> looks like the quotes are wrong
[20:21:32] <brada> fixed
[20:21:39] <psch> thanks
[20:21:49] <psch> im really not seeing anything anymore heh
[20:24:46] <brada> still fails because the target directory doesnt exist
[20:33:52] <fizzle> if anybody knows of a clean way to fix this I'd like to hear it:
[20:34:26] <fizzle> in bg1 or bg2 (maybe others) go to the game options window and click where the portraits or the action bar would be in the main window
[20:34:59] <fuzzie> is that broken now?
[20:35:06] <fizzle> totally
[20:35:12] <fuzzie> it wasn't before
[20:35:32] <fizzle> before what? :P
[20:35:39] <fuzzie> before recent months of fiddling with it
[20:38:26] <fuzzie> some merge fallout maybe, i don't see an obvious commit at a glance
[20:40:28] <lynxlynxlynx> ups
[20:41:34] <fuzzie> 30a44f48530e26b0d911aa6bbb493f6e5035013f does remove the HideGUI calls...
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[20:51:21] <fizzle> adding it back in only helps partially
[20:52:12] <lynxlynxlynx> what about making the main guiopt window modal?
[20:52:40] <fizzle> doesn't work; you can still access the bar on the left
[20:53:25] <fuzzie> there should really be a HideGUI call
[20:54:12] <fuzzie> there *is* an UnhideGUI
[21:24:49] <fizzle> hm, I think I've found why it only helps partially
[21:26:00] <fizzle> better
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