Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Web port and minos/console ports should simply disallow exiting to the OS (Issue #1270)

2024-07-15 Thread James Paige via Ohrrpgce
When implementing this, I need to take care that I don't break the feature that 
allows rpg files to run other rpg files, and then exit back to the original rpg 
file.

I'm also going to ad a `-noexit` command line argument so this behavior can be 
tested on desktop platforms

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Ignoring key-repeat for menu confirm and cancel (Issue #1271)

2024-07-15 Thread James Paige via Ohrrpgce
Okay, this is implemented now.

I also made an optional override just for "confirm" in battle mode, in case you 
want to be able to turn of key repeats for menus in general without losing the 
ability to hold down confirm through a battle.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Ignoring key-repeat for menu confirm and cancel (Issue #1271)

2024-07-15 Thread James Paige via Ohrrpgce
Closed #1271 as completed.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Ignoring key-repeat for menu confirm and cancel (Issue #1271)

2024-07-15 Thread James Paige via Ohrrpgce
To improve the experience on console ports, we need to have the option to 
disable checking key-repeat for confirm and cancel in menus.

This will be a bitset option that is off-by-default for old existing games, but 
on for new games. Any game that is doing a console port can consider turning it 
on.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sprite slice cropping bug on emscripten web port only (Issue #1269)

2024-06-14 Thread James Paige via Ohrrpgce
Closed #1269 as completed via 2648b23418477545a698493bf4866394aadc724c.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sprite slice cropping bug on emscripten web port only (Issue #1269)

2024-06-14 Thread James Paige via Ohrrpgce
I can reproduce this on Linux if I compile with `scons minos=1`

I see this in `config.bi`
```
#if defined(MINIMAL_OS)
 #define NO_TLS
#endif
```

And in `allmodex.bas` in the `get_cliprect` function I see this:
```
function get_cliprect(fr as Frame ptr = NULL) byref as ClipState
#ifdef NO_TLS
static cliprect as ClipState
if fr then setclip , , , , fr
return cliprect
#else
```
So I think the minos NO_TLS logic is wrong for slice that need to clip.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Web port and minos/console ports should simply disallow exiting to the OS (Issue #1270)

2024-06-12 Thread James Paige via Ohrrpgce
Right now, if you are using a web port, and you press ESC on the file select 
screen (or on the title screen when loading directly into a game) then the game 
exists, and you are stuck on a black screen until you reload the browser tab.

I also have heard on good authority that exiting to the OS is strictly verboten 
for console ports, and we don't want to make game authors handle that 
themselves via scripts.

We should simply disallow exiting to the OS on such platforms.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sprite slice cropping bug on emscripten web port only (Issue #1269)

2024-06-12 Thread James Paige via Ohrrpgce
Okay, This was not hard to confirm with a web build of custom, and a simple 
2-slice collection.

"Clip Children: Yes" simple seems to be ignored

![image](https://github.com/ohrrpgce/ohrrpgce/assets/3442937/b8faed80-67f6-4a17-b05a-d3029178cd0c)


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[Ohrrpgce] [ohrrpgce/ohrrpgce] Sprite slice cropping bug on emscripten web port only (Issue #1269)

2024-06-12 Thread James Paige via Ohrrpgce
Tested with Vocabulary Mosaic. Also observed in PJ's Sponcon
Sprite slices that are set to crop children don't seem to work in the web port.

I'll try to reduce this to a minimal test case.

![image](https://github.com/ohrrpgce/ohrrpgce/assets/3442937/4bb2aad5-8030-415e-9940-5691b151c0f3)
![image](https://github.com/ohrrpgce/ohrrpgce/assets/3442937/e259d9cd-03ca-485e-9c99-3eef6c8d8b1f)


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Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread James Paige via Ohrrpgce
The whole idea seems good, even if it ain't done yet. I am fine with a
default dwell of 0 for sequential.

On Wed, Jun 5, 2024, 8:59 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> O, this commit doesn't actually change the behaviour, it just sets up for
> that. I want to add a "dwell time" or "hold time" (time the attack sprite
> is stationary on the target) setting which is used by all the animations
> except Null, Wave, and spread Ring. (Currently, Driveby and Drop have 0
> dwell time.)
>
> Do you think the default dwell time for Sequential Project should be 0?
>
> On Wed, 5 Jun 2024 at 22:39, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Oh! Very nice fix :)
>>
>>
>> On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> teeemcee
>>> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
>>> 453
>>> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>>>
>>> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be
>>> called
>>> to handle the slide back to initial position animation after 3 ticks.
>>>
>>> The reason for this change is to allow changing the lengths of waits in
>>> the
>>> attack animations without upsetting the flinch animation. For example
>>> Sequential Projectile pauses on each target for 3 ticks because it's
>>> waiting
>>> for the flinch.
>>> ---
>>> U   wip/bmod.rbas
>>>
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Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread James Paige via Ohrrpgce
Oh! Very nice fix :)


On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
> 453
> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>
> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be called
> to handle the slide back to initial position animation after 3 ticks.
>
> The reason for this change is to allow changing the lengths of waits in the
> attack animations without upsetting the flinch animation. For example
> Sequential Projectile pauses on each target for 3 ticks because it's
> waiting
> for the flinch.
> ---
> U   wip/bmod.rbas
>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Emscripten web build freezes/crashes when entering battle mode (Issue #1268)

2024-05-31 Thread James Paige via Ohrrpgce
Fixed in commit 05090dc27d19da -- thanks to Blain Maguire

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Emscripten web build freezes/crashes when entering battle mode (Issue #1268)

2024-05-31 Thread James Paige via Ohrrpgce
Closed #1268 as completed.

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Re: [Ohrrpgce] SVN: teeemcee/13500 hspeak: better srcpos info to track the position & length of tokens [Pat

2024-02-07 Thread James Paige via Ohrrpgce
These commit messages were a joy to read ♥️

Happy to see this merged

On Wed, Feb 7, 2024, 5:34 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> This patch, and many of the following ones, date back nine and a half
> years, and it's been my biggest unmerged branch for all that time. It's
> great to finally be going in the right direction, and I'm eyeing up several
> other big branches for merging soon. This commit's original commit message
> was "script line number reporting: 99.5% complete!" Of course that turned
> out to be ridiculous. I returned to it in 2017 to fix bugs, and then in May
> last year I got it into a working state and did most of the script debugger
> improvements. I just spent a day rewriting the history to take apart all
> the commits and put them back together with less cruft, but it wasn't
> terribly necessary and I can't explain why it took me so long.
>
> On Wed, 7 Feb 2024 at 20:09, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2024-02-06 23:09:39 -0800 (Tue, 06 Feb 2024)
>> 450
>> hspeak: better srcpos info to track the position & length of tokens
>> [Patch from 2014!]
>>
>> HSpeak now uses spans of 's to indicates whole tokens in errors
>> rather than
>> just where they start.
>>
>> Into 32 bits each srcpos now tracks:
>> -the offset in the source code (which has to be looked-up to find the
>> file, line
>>  & column), max 8MB
>> -the length of the token (max 254 characters)
>> -whether the token is virtual, meaning it was added (e.g. an empty else())
>> ---
>> U   wip/hspeak.exw
>>
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Re: [Ohrrpgce] SVN: james/13475 Add some additional output for troubleshooting nightly emscripten web bu

2024-01-12 Thread James Paige via Ohrrpgce
On Fri, Jan 12, 2024 at 8:37 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Is it working correctly now? I see it just managed to upload a build.
> However strangely it has svn_rev=13471 although I saw a previous cron log
> that said it updated to 13473.
>

I did a manual build. I haven't spotted exactly why the nightly build is
failing yet (probably something to do with cron environment being different
from my login environment, I'll pin it down eventually)


> However it seems strange that emscripten is all installing the
> dependencies such as libogg, it's only meant to do that the first time you
> compile. I guess that happens because it's after the point where the docker
> run diverges each night so it's not cached. Maybe you should do one run of
> scons in the docker container so all that installation can be cached?
>

Population a cache during the image build stage is bad practice
(dockerfiles often go to lengths to ensure caches are emptied)

Instead, I could add a volume mount for a cache folder on the host. I
actually tried that before, but the base emscripten image has mode 777 on
the cache folder, so I have to jump through some hoops to make that work in
a sane way for a volume mount, and I figured it wasn't important enough to
bother with yet.

The web build is still very fast, in spite of redownloading stuff it
doesn't need to.

---
James Paige


>
> On Sat, 13 Jan 2024 at 11:32, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2024-01-12 14:32:26 -0800 (Fri, 12 Jan 2024)
>> 76
>> Add some additional output for troubleshooting nightly emscripten web
>> builds
>> ---
>> U   wip/nightly/wrap-nightly-web.sh
>>
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Re: [Ohrrpgce] SVN: teeemcee/13473 Add "running on xbox/playstation/nintendo" and "xbox/playstation/nintend

2024-01-11 Thread James Paige via Ohrrpgce
Is the idea for the controllers commands that they could eventually also
return true on Windows / Linux / Mac if SDL2 reports that one of those
controllers is attached?

On Thu, Jan 11, 2024, 1:13 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2024-01-10 22:12:51 -0800 (Wed, 10 Jan 2024)
> 173
> Add "running on xbox/playstation/nintendo" and "xbox/playstation/nintendo
> controller" commands
>
> The latter especially are just placeholders, currently the same as the
> former
> ---
> U   wip/const.bi
> U   wip/plotscr.hsd
> U   wip/scriptcommands.bas
>
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Re: [Ohrrpgce] SVN: james/13471 Emscripten distrib script dumps the emcc version number to the output

2024-01-09 Thread James Paige via Ohrrpgce
Ah, okay, so it is still useful after all? I'll leave it then

On Tue, Jan 9, 2024, 7:37 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Oh, turns out "emcc -v" and "emcc --version" print different output. The
> former includes both clang and emscripten version, the latter just
> emscripten, and sconscript picks up the clang version.
>
> On Wed, 10 Jan 2024 at 13:30, Ralph Versteegen  wrote:
>
>> The emcc version is already printed by scons:
>>
>> Using target: js-asmjs  arch: (see target)  fbc: fbc (1.10.1
>> (2023-12-28))  fbcc: emcc (clang 18.0.0)  cc: emcc (clang 18.0.0)
>> cctarget: wasm32-unknown-emscripten
>>
>> On Wed, 10 Jan 2024 at 13:13, subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2024-01-09 16:13:18 -0800 (Tue, 09 Jan 2024)
>>> 69
>>> Emscripten distrib script dumps the emcc version number to the output
>>> ---
>>> U   wip/distrib-web.sh
>>>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Emscripten web build freezes/crashes when entering battle mode (Issue #1268)

2024-01-09 Thread James Paige via Ohrrpgce
After firefox warns that the script is slowing down the browser, and I kill it, 
this is the log message in the js console

```
Script terminated by timeout at:
ohrrpgce-game.wasm.dlmalloc@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[5376]:0x3e93f3
instrumentWasmExports/ret[x]@http://localhost:8000/ohrrpgce-game.js:9454:33
allocateData@http://localhost:8000/ohrrpgce-game.js:9527:26
handleSleep@http://localhost:8000/ohrrpgce-game.js:9617:42
_emscripten_sleep@http://localhost:8000/ohrrpgce-game.js:9235:23
ohrrpgce-game.wasm.Emscripten_GLES_SwapWindow@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[4336]:0x33e9a4
ohrrpgce-game.wasm.SDL_GL_SwapWindow@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[4452]:0x34d5f5
ohrrpgce-game.wasm.GLES2_RenderPresent@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[4076]:0x30be50
ohrrpgce-game.wasm.SDL_RenderPresent@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[4050]:0x3056e7
ohrrpgce-game.wasm.present_internal2@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[2041]:0x1c6351
ohrrpgce-game.wasm.gfx_sdl2_setpal@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[2044]:0x1c8667
ohrrpgce-game.wasm.MAYBE_DO_GFX_SETPAL@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[2195]:0x1df20f
ohrrpgce-game.wasm.FADETOPAL_INTERNAL@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[2196]:0x1df9b3
ohrrpgce-game.wasm.FADETOCOLOR@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[2202]:0x1e0ac7
ohrrpgce-game.wasm.FADEOUT(long, 
long)@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[595]:0x82423
ohrrpgce-game.wasm.BATTLE@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[261]:0x7fc0
ohrrpgce-game.wasm.UPDATE_HEROES@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[1616]:0x144733
ohrrpgce-game.wasm.main@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[1714]:0x160237
instrumentWasmExports/ret[x]@http://localhost:8000/ohrrpgce-game.js:9454:33
doRewind@http://localhost:8000/ohrrpgce-game.js:9552:16
handleSleep/<@http://localhost:8000/ohrrpgce-game.js:9578:47
callUserCallback@http://localhost:8000/ohrrpgce-game.js:4903:9
safeSetTimeout/<@http://localhost:8000/ohrrpgce-game.js:4917:25
```

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Emscripten web build freezes/crashes when entering battle mode (Issue #1268)

2024-01-09 Thread James Paige via Ohrrpgce
Build the latest nightly wip using emscripten
Play an rpg file with battles (I used testgame/turntest.rpg)
Enter a battle, the game will freeze/lock or show an error
(I saw errors a week or two ago, seems to freeze every time for me now)

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Re: [Ohrrpgce] SVN: teeemcee/13461 scons: appalling that all linux, windows, mac build machines have ancien

2023-12-31 Thread James Paige via Ohrrpgce
Ah, okay, I won't street about it then :D

On Sun, Dec 31, 2023, 5:39 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> It doesn't really matter, because it turns out that recent CPython require
> Win 8+, which I don't want to make a build requirement. Matthew actually
> just asked me not to require too new a Python for that reason because his
> buildbox runs on Win7, andI would very much like to be able to compile on
> my Win XP VM without having to boot a newer one (although I almost always
> crosscompile instead).
>
> I'm also trying to avoid depending on too recent a SCons, but I have no
> idea what the requirement is. Possibly 4.0+
>
> On Mon, 1 Jan 2024 at 03:28, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> When I replace the Linux vms with Docker containers, I will make sure
>> they have nice new python3
>>
>> The Windows VM should be easy to update Python on. (And I haven't given
>> up on dockerizing it too somehow)
>>
>> The python on the Mac VM might be trickier. I'll see what I can do, but
>> it is likely to end up being our lowest common denominator
>>
>> On Sun, Dec 31, 2023, 1:53 AM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> teeemcee
>>> 2023-12-30 22:53:50 -0800 (Sat, 30 Dec 2023)
>>> 91
>>> scons: appalling that all linux, windows, mac build machines have
>>> ancient Python3 versions!
>>> ---
>>> U   wip/ohrbuild.py
>>>
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Re: [Ohrrpgce] SVN: teeemcee/13461 scons: appalling that all linux, windows, mac build machines have ancien

2023-12-31 Thread James Paige via Ohrrpgce
When I replace the Linux vms with Docker containers, I will make sure they
have nice new python3

The Windows VM should be easy to update Python on. (And I haven't given up
on dockerizing it too somehow)

The python on the Mac VM might be trickier. I'll see what I can do, but it
is likely to end up being our lowest common denominator

On Sun, Dec 31, 2023, 1:53 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-12-30 22:53:50 -0800 (Sat, 30 Dec 2023)
> 91
> scons: appalling that all linux, windows, mac build machines have ancient
> Python3 versions!
> ---
> U   wip/ohrbuild.py
>
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Re: [Ohrrpgce] SVN: james/13444 Add nightly build for ohrrpgce web/emscripten port

2023-12-29 Thread James Paige via Ohrrpgce
On Fri, Dec 29, 2023 at 8:55 PM Ralph Versteegen  wrote:

>
>
> On Sat, 30 Dec 2023 at 12:37, James Paige 
> wrote:
>
>> On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> Hurrah!
>>> Come to think of it, we probably want to upload both as a .zip, for the
>>> Distribute menu, and as plain files in a subdirectory so that people can
>>> run it without starting a server themselves. It would be nice if there were
>>> some way for people to upload just an .rpg somewhere and run it with the
>>> web port of the engine (or even better, if they could point it at a .zip,
>>> but it looks like this will require a zip parser implemented in JS). But
>>> I'm not sure whether you would want to host that traffic.
>>>
>>
>> Yes, I think at some point I'll try hosting a web-playable version
>> somewhere on hamsterrepublic.com (or maybe I'll finally repurpose
>> ohrrpgce.com to do something more interesting than a redirect)
>>
>> I'll wait until we are further along and things are better tested though.
>> Save games will have to be resolved too. And in addition to uploading
>> games, it would be nice to be able to download them too (for custom) and I
>> don't know if anything can be done about hspeak :shrug: :D
>>
>
> I think we have three options for hspeak on the web: compile hspeak as a
> library and link Custom to it (have euc produce .c to feed to emscripten;
> but I have no idea what's involved in creating a library from euphoria); or
> embed micropython and run physpeak in it (physpeak still needs work, in
> particular to add error messages. In either case, we need to emulate a
> terminal for display), or even host hspeak on a server and use an http
> request to send scripts to compile.
> It looks like OpenEuphoria development isn't dead, they're still talking
> about releasing 4.2 some time soonish with ARM64 support.
>

Cool, good to know we have some options to look forward to on the hspeak
front :D


>
>>
>>> Is it correct that emscr.sh is called without -sb to skip rebuilding the
>>> image every night?
>>>
>>
>> Yes, that is correct. I want to be able to make changes to the Dockerfile
>> without having to do manual steps on the machine that has the cron job
>> scheduled.
>>
>
> Is that expensive, or is it cached ?
>

Nah, its cheap. Docker caches layers, so when a Dockerfile changes, only
the layers related to commands at and after the first changed line have to
be rebuilt.
So the rebuild generally has nothing to do. I'll probably change the Linux
nightly builds to be docker-based soon also. They are SO much faster and
easier to maintain than the VMs


Oh, also, looks like we have an emscripten-only crash in battle mode

[image: image.png]



>
>>
>>
>>>
>>> On Sat, 30 Dec 2023 at 10:29, subversion--- via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
 james
 2023-12-29 13:29:25 -0800 (Fri, 29 Dec 2023)
 50
 Add nightly build for ohrrpgce web/emscripten port
 ---
 U   wip/nightly/check_nightly_wip.sh
 U   wip/nightly/ohr_nightly_vm.sh
 A   wip/nightly/wrap-nightly-web.sh

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 ohrrpgce@lists.motherhamster.org
 http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

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Re: [Ohrrpgce] SVN: james/13444 Add nightly build for ohrrpgce web/emscripten port

2023-12-29 Thread James Paige via Ohrrpgce
On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Hurrah!
> Come to think of it, we probably want to upload both as a .zip, for the
> Distribute menu, and as plain files in a subdirectory so that people can
> run it without starting a server themselves. It would be nice if there were
> some way for people to upload just an .rpg somewhere and run it with the
> web port of the engine (or even better, if they could point it at a .zip,
> but it looks like this will require a zip parser implemented in JS). But
> I'm not sure whether you would want to host that traffic.
>

Yes, I think at some point I'll try hosting a web-playable version
somewhere on hamsterrepublic.com (or maybe I'll finally repurpose
ohrrpgce.com to do something more interesting than a redirect)

I'll wait until we are further along and things are better tested though.
Save games will have to be resolved too. And in addition to uploading
games, it would be nice to be able to download them too (for custom) and I
don't know if anything can be done about hspeak :shrug: :D


> Is it correct that emscr.sh is called without -sb to skip rebuilding the
> image every night?
>

Yes, that is correct. I want to be able to make changes to the Dockerfile
without having to do manual steps on the machine that has the cron job
scheduled.



>
> On Sat, 30 Dec 2023 at 10:29, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2023-12-29 13:29:25 -0800 (Fri, 29 Dec 2023)
>> 50
>> Add nightly build for ohrrpgce web/emscripten port
>> ---
>> U   wip/nightly/check_nightly_wip.sh
>> U   wip/nightly/ohr_nightly_vm.sh
>> A   wip/nightly/wrap-nightly-web.sh
>>
>> ___
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Re: [Ohrrpgce] how to emscripten?

2023-12-28 Thread James Paige via Ohrrpgce
Those instructions were very helpful. I now have a docker container with
the latest emscripten and fbc compiled from your emscripten branch.
However, I get a mutex error in filelayer.cpp

scons: Building targets ...
emcc -o build/filelayer.o -c -Wall -Wno-deprecated-declarations
-Wno-unused-but-set-variable -DFBCVERSION=1101 -g -fno-omit-frame-pointer
-O3 -DMINIMAL_OS -fno-pie -fwrapv --std=c++0x -Wno-non-virtual-dtor
filelayer.cpp
filelayer.cpp:39:1: error: reference to 'mutex' is ambiguous
   39 | mutex openfiles_mutex(true);  // Non-destructing mutex
  | ^
./mutex.hpp:14:7: note: candidate found by name lookup is 'mutex'
   14 | class mutex {
  |   ^
/emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:24:87:
note: candidate found by name lookup is 'std::mutex'
   24 | class _LIBCPP_EXPORTED_FROM_ABI
_LIBCPP_THREAD_SAFETY_ANNOTATION(capability("mutex")) mutex {
  |
  ^
filelayer.cpp:39:7: error: no matching constructor for initialization of
'mutex'
   39 | mutex openfiles_mutex(true);  // Non-destructing mutex
  |   ^   
/emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:30:3:
note: candidate constructor not viable: no known conversion from 'bool' to
'const mutex' for 1st argument
   30 |   mutex(const mutex&)= delete;
  |   ^ 
/emsdk/upstream/emscripten/cache/sysroot/include/c++/v1/__mutex/mutex.h:28:43:
note: candidate constructor not viable: requires 0 arguments, but 1 was
provided
   28 |   _LIBCPP_HIDE_FROM_ABI _LIBCPP_CONSTEXPR mutex() = default;
  |   ^
2 errors generated.
scons: *** [build/filelayer.o] Error 1
scons: building terminated because of errors.


On Wed, Dec 27, 2023 at 7:54 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Oh, I haven't written instructions yet. I need to do that. But quickly:
>
> If you haven't already, install emscripten:
> git clone https://github.com/emscripten-core/emsdk.git
> cd emsdk
> Install "latest" version, or to avoid surprises in nightlies it's probably
> better to use the same version I have, which is 3.1.42
> ./emsdk install 3.1.42
> ./emsdk activate 3.1.42
> Put .../emsdk/upstream/emscripten in your PATH
>
> Compile FB:
> git clone https://github.com/rversteegen/fbc.git
> cd fbc
> checkout my 'emscripten' branch (which mostly contains bugfixes. I'll get
> these upstreamed sometime soonish)
> make -j4 install-compiler install-includes prefix=/install/fb/here
> make -j4 install-rtlib TARGET=asmjs-unknown-emscripten
> prefix=/install/fb/here
> (you can run "make install-rtlib TARGET=..." additional times to compile
> libraries for other targets)
>
> Then you can compile with "scons target=js ..."  (add fbc=... or else put
> the newly compiled fbc in $PATH)
>
>
>
> On Wed, 27 Dec 2023 at 07:32, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> I see when I run `scons target=js` I get
>>
>> Error: This installation of FreeBASIC doesn't support this target-arch
>> combination;
>> /usr/local/bin/../lib/freebasic/js-asmjs/libfb.a [or libfbpic.a] is
>> missing.
>>
>> Where do I find freebasic/js-asmjs/libfb.a ?
>>
>> TMC, have you written any instructions anywhere for how to compile the
>> ohr with emscripten?
>>
>> I'm feeling ready to tackle that nightly build :D
>>
>> ---
>> James
>>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android builds not compatible with Android 12 and up (Issue #1253)

2023-12-26 Thread James Paige via Ohrrpgce
I finally got a chance to test my attempted fix of adding 
`android:exported="false"` and it did not work. The app failed to run on 
Android 10 (I don't know if it was fixed for Android 12)

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android 11: nightly builds fail with INSTALL_PARSE_FAILED_NO_CERTIFICATES (Issue #1249)

2023-12-26 Thread James Paige via Ohrrpgce
Closed #1249 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android 11: nightly builds fail with INSTALL_PARSE_FAILED_NO_CERTIFICATES (Issue #1249)

2023-12-26 Thread James Paige via Ohrrpgce
I fixed this a while back by updating the debug.keystore that nightly builds 
were using

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[Ohrrpgce] how to emscripten?

2023-12-26 Thread James Paige via Ohrrpgce
I see when I run `scons target=js` I get

Error: This installation of FreeBASIC doesn't support this target-arch
combination;
/usr/local/bin/../lib/freebasic/js-asmjs/libfb.a [or libfbpic.a] is missing.

Where do I find freebasic/js-asmjs/libfb.a ?

TMC, have you written any instructions anywhere for how to compile the ohr
with emscripten?

I'm feeling ready to tackle that nightly build :D

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Re: [Ohrrpgce] SVN: james/13423 Add a preliminary draft of some Dockerfiles for android builds

2023-12-25 Thread James Paige via Ohrrpgce
These don't work properly yet, but it is a start.

On Mon, Dec 25, 2023 at 7:42 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-12-25 16:42:02 -0800 (Mon, 25 Dec 2023)
> 62
> Add a preliminary draft of some Dockerfiles for android builds
> ---
> A   wip/docker/ohrrpgce-build-env-android/
> A   wip/docker/ohrrpgce-build-env-android/README.md
> A   wip/docker/ohrrpgce-build-env-android/andr-next.sh
> A   wip/docker/ohrrpgce-build-env-android/andr-oldstyle.sh
> A   wip/docker/ohrrpgce-build-env-android/fix_symlinks.sh
> A   wip/docker/ohrrpgce-build-env-android/next.Dockerfile
> A   wip/docker/ohrrpgce-build-env-android/oldstyle.Dockerfile
>
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Re: [Ohrrpgce] android build machine

2023-12-25 Thread James Paige via Ohrrpgce
Arg, I am so close. I can build the debug apk now with no errors, and it
seems okay, but when I try to install it on my phone it won't run (and
gives me no hint as to why)

Maybe something is failing, but the build keeps going instead of stopping.
I'll figure it out eventually.

> Great... maybe. Is this a good time to bring up emscripten nightly
builds? :)

I do think I would enjoy that. it would be nice to write a dockerfile that
doesn't rely on anything dreadfully out-of-date :D

Enough for today though, I need a break

On Mon, Dec 25, 2023 at 7:02 PM Ralph Versteegen  wrote:

> Great... maybe. Is this a good time to bring up emscripten nightly builds?
> :)
>
> "Source option 5" means -source 1.5 meaning JDK 1.5 which is Java 5. My
> distro, Slackware, doesn't have an official JDK package (rather telling,
> since it includes toolchains for every other popular language) but there's
> a high profile 3rd-party one, openjdk-8u392.
>
> At https://developer.android.com/tools/releases/sdk-tools I found the
> notice:
> "...we are discontinuing an old way of updating artifacts for the SDK
> manager. ...we will no longer publish updates with this older XML format.
> Users of older versions of Android Studio, the old command-line SDK
> Manager, or the old SDK Manager UI will not receive updates to the SDK
> components via the SDK Manager"
> Also, in the notes for "SDK Tools, Revision 25.3.0 *(March 2017)", *it
> says that the "android" commandline tool and ant scripts have been removed.
> In "SDK Tools, Revision 26.0.0 *(March 2017)" *it says* "*tools/android
> now attempts to reproduce the functionality of android in tools prior to
> version 25.3.0 by invoking the new tools"
>
>
>
> On Tue, 26 Dec 2023 at 11:31, James Paige  wrote:
>
>> I have no idea how I managed to get platform version 31 installed in my
>> 2012 Android SDK *shrug*
>> I also ran into a "Source option 5 is no longer supported." openjdk8 was
>> the last java to support whatever "option 5" means. And Debian 9 was the
>> last debian to support openjdk8
>>
>> After a lot of messing around, I think I finally got the android nightly
>> building in a docker image (still using my cargo-cult artifact copy of the
>> android SDK)
>>
>> I'll push the Dockerfile for it. I ended up using Debian 11, but
>> installing an Amazon "corretto" backport of OpenJDK-8 and I /think/ it all
>> works. I managed to produce a debug apk a few minutes ago. If I can confirm
>> it actually installs and runs on my phone I'm going to update the nightly
>> build system to do it this way.
>>
>> > And I notice that block was modified in 4701548e0 ("SDL: switched build
>> system from Ant to Gradle") to make "android" optional. It's also used in
>> build/envsetup.sh but I don't remember ever running that.
>>
>> Aha, thanks! I'll check that out too.
>>
>>
>>
>> On Mon, Dec 25, 2023 at 4:56 PM Ralph Versteegen 
>> wrote:
>>
>>> Well, you don't want the SDK that I have, because it no longer works!
>>> Running "android" (a binary from 2018) I get Android SDK Manager revision
>>> 25.2.5 which shows the most recent "SDK Platform" available for install
>>> being one for Android API 29 (Android 10). Which is the one I have
>>> installed. I had been meaning to install a newer SDK but had no idea that
>>> the SDK manager itself was no longer functional.
>>>
>>> Since you have targetSdkVersion set to 30, my SDK no longer works (it
>>> gets all the way through compiling and linking but fails in the final steps
>>> of packaging the .apk). I managed to create an .apk only by decreasing the
>>> target to 29 and changing my PATH to point to an older javac (javac from
>>> jdk-17.0.1 threw an error "Source option 5 is no longer supported. Use 7 or
>>> later." (about its "-source 1.5" argument), while javac 1.8.0 from
>>> openjdk-8u392 only printed a deprecation warning. Seems like Java has
>>> suffered a Perl 5/6-style fork)
>>>
>>> BTW when I try to edit  android:targetSdkVersion="30" in
>>> project/AndroidManifest[Template].xml it seems to have no effect. I finally
>>> figured out I have to edit project/project.properties too. That file claims
>>> to be autogenerated but is it? I couldn't figure out how to do so.
>>>
>>>
>>>
>>> On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
>>>>

Re: [Ohrrpgce] android build machine

2023-12-25 Thread James Paige via Ohrrpgce
I have no idea how I managed to get platform version 31 installed in my
2012 Android SDK *shrug*
I also ran into a "Source option 5 is no longer supported." openjdk8 was
the last java to support whatever "option 5" means. And Debian 9 was the
last debian to support openjdk8

After a lot of messing around, I think I finally got the android nightly
building in a docker image (still using my cargo-cult artifact copy of the
android SDK)

I'll push the Dockerfile for it. I ended up using Debian 11, but installing
an Amazon "corretto" backport of OpenJDK-8 and I /think/ it all works. I
managed to produce a debug apk a few minutes ago. If I can confirm it
actually installs and runs on my phone I'm going to update the nightly
build system to do it this way.

> And I notice that block was modified in 4701548e0 ("SDL: switched build
system from Ant to Gradle") to make "android" optional. It's also used in
build/envsetup.sh but I don't remember ever running that.

Aha, thanks! I'll check that out too.



On Mon, Dec 25, 2023 at 4:56 PM Ralph Versteegen  wrote:

> Well, you don't want the SDK that I have, because it no longer works!
> Running "android" (a binary from 2018) I get Android SDK Manager revision
> 25.2.5 which shows the most recent "SDK Platform" available for install
> being one for Android API 29 (Android 10). Which is the one I have
> installed. I had been meaning to install a newer SDK but had no idea that
> the SDK manager itself was no longer functional.
>
> Since you have targetSdkVersion set to 30, my SDK no longer works (it gets
> all the way through compiling and linking but fails in the final steps of
> packaging the .apk). I managed to create an .apk only by decreasing the
> target to 29 and changing my PATH to point to an older javac (javac from
> jdk-17.0.1 threw an error "Source option 5 is no longer supported. Use 7 or
> later." (about its "-source 1.5" argument), while javac 1.8.0 from
> openjdk-8u392 only printed a deprecation warning. Seems like Java has
> suffered a Perl 5/6-style fork)
>
> BTW when I try to edit  android:targetSdkVersion="30" in
> project/AndroidManifest[Template].xml it seems to have no effect. I finally
> figured out I have to edit project/project.properties too. That file claims
> to be autogenerated but is it? I couldn't figure out how to do so.
>
>
>
> On Tue, 26 Dec 2023 at 06:11, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> TMC, Question! What version of the Android SDK do you have installed?
>>
>> I think my version is probably from around 2012, and it is so old I don't
>> even know how to install it again (which makes it rough to create a Docker
>> image for it)
>>
>> I tried with the latest SDK, but it doesn't even have the "android"
>> binary anymore, it has "sdkmanager" instead with different command line
>> arguments, but our dusty old fork of sdl-android relies on "android"
>>
>> I'm hoping to find the oldest sdk that still works as a quick-fix, but
>> googling for "when did android SDK stop having android" doesn't work very
>> well :D
>>
>>
>>
>> On Thu, Dec 21, 2023 at 9:10 PM James Paige 
>> wrote:
>>
>>> Oh, I am pretty sure I know what is wrong. The nightly build vm for
>>> android is still Debian 9. It has scons version 2.3, which is still python
>>> 2.7 based. The latest scons on my Debian 11 box is 4.0
>>>
>>>
>>>
>>> On Tue, Dec 19, 2023 at 9:13 PM James Paige 
>>> wrote:
>>>
>>>>
>>>>
>>>> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>
>>>>> That's strange... works on my machine. The error is:
>>>>>
>>>>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
>>>>> fb/fb_stub.h: No such file or directory
>>>>>  #include "fb/fb_stub.h"
>>>>> ^
>>>>>
>>>>> And the reason for the error is that copy_source_actions() in
>>>>> ohrbuild.py isn't copying fb/fb_stub.h to android/tmp/ apparently because
>>>>> node.get_implicit_deps(), which is meant to run a sconscript builtin 
>>>>> source
>>>>> scanner to return the list of headers isn't working. Try uncommenting the
>>>>> two lines immediately below that:
>>>>> def scstr(x): return ",".join(str(y) for y in x)
>>>>> print("

Re: [Ohrrpgce] android build machine

2023-12-25 Thread James Paige via Ohrrpgce
TMC, Question! What version of the Android SDK do you have installed?

I think my version is probably from around 2012, and it is so old I don't
even know how to install it again (which makes it rough to create a Docker
image for it)

I tried with the latest SDK, but it doesn't even have the "android" binary
anymore, it has "sdkmanager" instead with different command line arguments,
but our dusty old fork of sdl-android relies on "android"

I'm hoping to find the oldest sdk that still works as a quick-fix, but
googling for "when did android SDK stop having android" doesn't work very
well :D



On Thu, Dec 21, 2023 at 9:10 PM James Paige  wrote:

> Oh, I am pretty sure I know what is wrong. The nightly build vm for
> android is still Debian 9. It has scons version 2.3, which is still python
> 2.7 based. The latest scons on my Debian 11 box is 4.0
>
>
>
> On Tue, Dec 19, 2023 at 9:13 PM James Paige 
> wrote:
>
>>
>>
>> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> That's strange... works on my machine. The error is:
>>>
>>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
>>> fb/fb_stub.h: No such file or directory
>>>  #include "fb/fb_stub.h"
>>> ^
>>>
>>> And the reason for the error is that copy_source_actions() in
>>> ohrbuild.py isn't copying fb/fb_stub.h to android/tmp/ apparently because
>>> node.get_implicit_deps(), which is meant to run a sconscript builtin source
>>> scanner to return the list of headers isn't working. Try uncommenting the
>>> two lines immediately below that:
>>> def scstr(x): return ",".join(str(y) for y in x)
>>> print("node", str(node), "sources", scstr(node.sources),
>>> "headers", scstr(headers))
>>> It should print:
>>> node filelayer.cpp sources  headers
>>> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>>>
>>
>> What it actually prints on the nightly build machine is:
>>
>> node filelayer.cpp sources  headers
>>
>> I haven't spotted why yet.
>>
>>
>>> As for .aab support... I had a look at upstream commandergenius. They
>>> seem to use gradle to create the .aab file, plus have a script for signing
>>> it. Gradle isn't used for just that. The addition of all the gradle stuff
>>> is new since we forked. I don't know whether you want to copy or reuse the
>>> upstream work, requiring gradle, or completely reimplement support some
>>> other way.
>>>
>>> Trying to merge our fork with upstream commandergenius with "git merge"
>>> isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
>>> and have 79 and 1915 different commits each, respectively" which doesn't
>>> begin to describe the enormous patches and conflicts... I tried git merge
>>> after which on the first conflict "git status" outputs 17972 lines and "git
>>> diff" 10588 lines of conflicts!). Manually merging it by cherry-picking or
>>> applying (some of) our commits on top of upstream might be practical but is
>>> still tons of work. Cherry-picking their commits which add .aab support is
>>> clearly far less work but isn't easy either, because on top of the .aab
>>> signing commits (I couldn't easily figure out which commits are needed but
>>> "git log --grep bundle" is a good start) you'd also need all the ones for
>>> gradle support.
>>>
>>
>> First I'll dig around and see if there is a way to just change the
>> existing scripts to support aab format, which might be possible, I don't
>> know yet.
>> If not, I think trying to cherry-pick our commits on top of upstream
>> sounds like the least work, but I'll cross that bridge only if I don't find
>> any easier shortcuts.
>>
>> I'll keep you posted if I find anything.
>>
>>
>>>
>>> On Sat, 16 Dec 2023 at 01:49, James Paige via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
>>>> I forgot to mention, the android builds have been broken for a while
>>>> (Since October 27)
>>>>
>>>> I haven't had time to narrow it down to the exact revision yet, but
>>>> I'll work on it when I have time.
>>>> I also want to work on the Android 12 fix, (I know what to do) and the
>>>> .aab format (Don't know what to do yet, but I'll figure it out eventually)
>>>>
>>>> ---
>>>> James
>>>>
>>>> ___
>>>> Ohrrpgce mailing list
>>>> ohrrpgce@lists.motherhamster.org
>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>
>>> ___
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>>>
>>
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Re: [Ohrrpgce] android build machine

2023-12-21 Thread James Paige via Ohrrpgce
Oh, I am pretty sure I know what is wrong. The nightly build vm for android
is still Debian 9. It has scons version 2.3, which is still python 2.7
based. The latest scons on my Debian 11 box is 4.0



On Tue, Dec 19, 2023 at 9:13 PM James Paige  wrote:

>
>
> On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> That's strange... works on my machine. The error is:
>>
>> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
>> fb/fb_stub.h: No such file or directory
>>  #include "fb/fb_stub.h"
>> ^
>>
>> And the reason for the error is that copy_source_actions() in ohrbuild.py
>> isn't copying fb/fb_stub.h to android/tmp/ apparently because
>> node.get_implicit_deps(), which is meant to run a sconscript builtin source
>> scanner to return the list of headers isn't working. Try uncommenting the
>> two lines immediately below that:
>> def scstr(x): return ",".join(str(y) for y in x)
>> print("node", str(node), "sources", scstr(node.sources),
>> "headers", scstr(headers))
>> It should print:
>> node filelayer.cpp sources  headers
>> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>>
>
> What it actually prints on the nightly build machine is:
>
> node filelayer.cpp sources  headers
>
> I haven't spotted why yet.
>
>
>> As for .aab support... I had a look at upstream commandergenius. They
>> seem to use gradle to create the .aab file, plus have a script for signing
>> it. Gradle isn't used for just that. The addition of all the gradle stuff
>> is new since we forked. I don't know whether you want to copy or reuse the
>> upstream work, requiring gradle, or completely reimplement support some
>> other way.
>>
>> Trying to merge our fork with upstream commandergenius with "git merge"
>> isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
>> and have 79 and 1915 different commits each, respectively" which doesn't
>> begin to describe the enormous patches and conflicts... I tried git merge
>> after which on the first conflict "git status" outputs 17972 lines and "git
>> diff" 10588 lines of conflicts!). Manually merging it by cherry-picking or
>> applying (some of) our commits on top of upstream might be practical but is
>> still tons of work. Cherry-picking their commits which add .aab support is
>> clearly far less work but isn't easy either, because on top of the .aab
>> signing commits (I couldn't easily figure out which commits are needed but
>> "git log --grep bundle" is a good start) you'd also need all the ones for
>> gradle support.
>>
>
> First I'll dig around and see if there is a way to just change the
> existing scripts to support aab format, which might be possible, I don't
> know yet.
> If not, I think trying to cherry-pick our commits on top of upstream
> sounds like the least work, but I'll cross that bridge only if I don't find
> any easier shortcuts.
>
> I'll keep you posted if I find anything.
>
>
>>
>> On Sat, 16 Dec 2023 at 01:49, James Paige via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> I forgot to mention, the android builds have been broken for a while
>>> (Since October 27)
>>>
>>> I haven't had time to narrow it down to the exact revision yet, but I'll
>>> work on it when I have time.
>>> I also want to work on the Android 12 fix, (I know what to do) and the
>>> .aab format (Don't know what to do yet, but I'll figure it out eventually)
>>>
>>> ---
>>> James
>>>
>>> ___
>>> Ohrrpgce mailing list
>>> ohrrpgce@lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> ___
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>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
>
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Re: [Ohrrpgce] android build machine

2023-12-19 Thread James Paige via Ohrrpgce
On Sat, Dec 16, 2023 at 7:40 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> That's strange... works on my machine. The error is:
>
> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
> fb/fb_stub.h: No such file or directory
>  #include "fb/fb_stub.h"
> ^
>
> And the reason for the error is that copy_source_actions() in ohrbuild.py
> isn't copying fb/fb_stub.h to android/tmp/ apparently because
> node.get_implicit_deps(), which is meant to run a sconscript builtin source
> scanner to return the list of headers isn't working. Try uncommenting the
> two lines immediately below that:
> def scstr(x): return ",".join(str(y) for y in x)
> print("node", str(node), "sources", scstr(node.sources),
> "headers", scstr(headers))
> It should print:
> node filelayer.cpp sources  headers
> errorlog.h,fb/fb_stub.h,filelayer.hpp,lumpfile.h,mutex.hpp,config.h,miscc.h,fb/fb_array.h,fb/fb_config.h,fb/fb_device.h,fb/fb_error.h,fb/fb_file.h,fb/fb_string.h,fb/fb_thread.h,os.h,fb/fb_blackbox_config.h
>

What it actually prints on the nightly build machine is:

node filelayer.cpp sources  headers

I haven't spotted why yet.


> As for .aab support... I had a look at upstream commandergenius. They seem
> to use gradle to create the .aab file, plus have a script for signing it.
> Gradle isn't used for just that. The addition of all the gradle stuff is
> new since we forked. I don't know whether you want to copy or reuse the
> upstream work, requiring gradle, or completely reimplement support some
> other way.
>
> Trying to merge our fork with upstream commandergenius with "git merge"
> isn't going to work ("Your branch and 'origin/sdl_android' have diverged,
> and have 79 and 1915 different commits each, respectively" which doesn't
> begin to describe the enormous patches and conflicts... I tried git merge
> after which on the first conflict "git status" outputs 17972 lines and "git
> diff" 10588 lines of conflicts!). Manually merging it by cherry-picking or
> applying (some of) our commits on top of upstream might be practical but is
> still tons of work. Cherry-picking their commits which add .aab support is
> clearly far less work but isn't easy either, because on top of the .aab
> signing commits (I couldn't easily figure out which commits are needed but
> "git log --grep bundle" is a good start) you'd also need all the ones for
> gradle support.
>

First I'll dig around and see if there is a way to just change the existing
scripts to support aab format, which might be possible, I don't know yet.
If not, I think trying to cherry-pick our commits on top of upstream sounds
like the least work, but I'll cross that bridge only if I don't find any
easier shortcuts.

I'll keep you posted if I find anything.


>
> On Sat, 16 Dec 2023 at 01:49, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> I forgot to mention, the android builds have been broken for a while
>> (Since October 27)
>>
>> I haven't had time to narrow it down to the exact revision yet, but I'll
>> work on it when I have time.
>> I also want to work on the Android 12 fix, (I know what to do) and the
>> .aab format (Don't know what to do yet, but I'll figure it out eventually)
>>
>> ---
>> James
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> ___
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>
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[Ohrrpgce] android build machine

2023-12-15 Thread James Paige via Ohrrpgce
I forgot to mention, the android builds have been broken for a while (Since
October 27)

I haven't had time to narrow it down to the exact revision yet, but I'll
work on it when I have time.
I also want to work on the Android 12 fix, (I know what to do) and the .aab
format (Don't know what to do yet, but I'll figure it out eventually)

---
James
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Re: [Ohrrpgce] SVN: teeemcee/13353 scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie

2023-11-06 Thread James Paige via Ohrrpgce
Yep, this commit seems to have broken the 32 bit Mac build, but the 64 bit
Mac build is fine.

clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
build/os_unix.o build/os_unix2.o build/util.o build/base64.o
build/unicode.o build/array.o build/miscc.o build/fb/error.o
build/lib/sha1.o build/lib/lodepng.o build/lib/lodepng_gzip.o
build/filelayer.o build/globals.o build/lumpfile.o build/vector.o
build/common_base.o build/util-datafiles.o -O2 -F
/Users/james/Library/Frameworks -mmacosx-version-min=10.6
-Wl,-rpath,@executable_path/../Frameworks -Wl,-no_pie -m32 -Wl,-dead_strip
-Wl,-L/Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86
/Users/james/misc/fbc-1.06/bin/../lib/freebasic/darwin-x86/fbrt0.o -lfbmt
-Wl,-S -lstdc++ -lpthread -lncurses
clang: warning: libstdc++ is deprecated; move to libc++ with a minimum
deployment target of OS X 10.9
ld: illegal text-relocation to '___stack_chk_guard' in
/usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
for architecture i386
ld: illegal text-relocation to '___stack_chk_guard' in
/usr/lib/libpthread.dylib from '_fatal_signal_handler' in build/os_unix.o
for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see
invocation)
clang: error: linker command failed with exit code 1 (use -v to see
invocation)
scons: *** [relump] Error 1
scons: *** [unlump] Error 1
scons: building terminated because of errors.


On Fri, Oct 27, 2023 at 10:06 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
> 130
> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
> logic
>
> Hopefully this doesn't break Mac or FreeBSD builds.
> ---
> U   wip/SConscript
>
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Re: [Ohrrpgce] OHRRPGCE Nightly build check (breq)

2023-10-31 Thread James Paige via Ohrrpgce
Looks like this commit is to blame (at least on 64 bit linux)

commit ac2a512e9289f02c1eaa83079cac05db474f02c5
Author: teeemcee 
Date:   Mon Oct 30 02:55:06 2023 +

Make C and FB declarations of RGBcolor union more identical

I thought there might be a need for this, but there's not. But good to
have.

git-svn-id: https://rpg.hamsterrepublic.com/source/wip@13373
7d344553-34f0-0310-a9b1-970ce8f1c3a2


On Tue, Oct 31, 2023 at 6:33 AM James Paige  wrote:

> Hmm... So after recent changes, now all the nightly builds are broken
> except for Mac 64 but (and the 32 bit Mac builds broke before everything
> else)
>
> On Tue, Oct 31, 2023, 1:22 AM  wrote:
>
>> [ohrrpgce-player-win-wip-sdl2.zip]
>>   build_date=20231028
>>   svn_rev=13355
>> [ohrrpgce-player-win-wip-win95.zip]
>>   build_date=20231028
>>   svn_rev=13355
>> [ohrrpgce-player-linux-wip-x86.zip]
>>   build_date=20231027
>>   svn_rev=13355
>> [ohrrpgce-player-linux-wip-x86_64.zip]
>>   build_date=20231027
>>   svn_rev=13355
>> [ohrrpgce-player-mac-wip-x86.tar.gz]
>>   build_date=20231025
>>   svn_rev=13349
>> [ohrrpgce-player-mac-wip-x86_64.tar.gz]
>>   build_date=20231030
>>   svn_rev=13381
>>
>>
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Re: [Ohrrpgce] OHRRPGCE Nightly build check (breq)

2023-10-31 Thread James Paige via Ohrrpgce
Hmm... So after recent changes, now all the nightly builds are broken
except for Mac 64 but (and the 32 bit Mac builds broke before everything
else)

On Tue, Oct 31, 2023, 1:22 AM  wrote:

> [ohrrpgce-player-win-wip-sdl2.zip]
>   build_date=20231028
>   svn_rev=13355
> [ohrrpgce-player-win-wip-win95.zip]
>   build_date=20231028
>   svn_rev=13355
> [ohrrpgce-player-linux-wip-x86.zip]
>   build_date=20231027
>   svn_rev=13355
> [ohrrpgce-player-linux-wip-x86_64.zip]
>   build_date=20231027
>   svn_rev=13355
> [ohrrpgce-player-mac-wip-x86.tar.gz]
>   build_date=20231025
>   svn_rev=13349
> [ohrrpgce-player-mac-wip-x86_64.tar.gz]
>   build_date=20231030
>   svn_rev=13381
>
>
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Re: [Ohrrpgce] SVN: teeemcee/13353 scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie

2023-10-28 Thread James Paige via Ohrrpgce
On Fri, Oct 27, 2023, 10:06 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
> 130
> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
> logic
>
> Hopefully this doesn't break Mac or FreeBSD builds.
>

Oops! Looks like it did break the Mac build.


>
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Re: [Ohrrpgce] SVN: james/13339 Add argument to "pathfind into extra as npc/hero" to optionally exclude

2023-10-11 Thread James Paige via Ohrrpgce
A command to append extra arrays sounds great.

The argument to append the path also affects whether or not the extra array
is erased beforehand.

Hamster speak would really benefit from some kind of python-style keyword
argument support, which would make lots of optional arguments less painful

I was also thinking about adding script commands to wrap inserting to
extra, and deleting a slice from extra. I know those can be slow because
they are doing a memcopy, but that could be mentioned in the docs, and it
is still way better than doing the same operation by moving elements in a
for loop

On Wed, Oct 11, 2023, 9:30 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> A very useful command that's been sorely lacking!
> The number of arguments is really unfortunate though, and it seems likely
> that we'd want to add even more in future! I wanted to add a command to
> concatenate one array of extras onto another. If we add such a command
> (even reusing some of the code you wrote) then the 'append' and 'skip
> first' args would be redundant and could be removed. While having to use a
> separate command to get the same effect is more work it's also more
> readable.
>
> On Tue, 10 Oct 2023 at 09:27, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2023-10-09 13:27:36 -0700 (Mon, 09 Oct 2023)
>> 113
>> Add argument to "pathfind into extra as npc/hero" to optionally exclude
>> the first (starting) position in the path
>> ---
>> U   wip/plotscr.hsd
>> U   wip/scriptcommands.bas
>>
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Re: [Ohrrpgce] SVN: james/13337 Add new commands "pathfind into extra as npc" and "pathfind into extra a

2023-10-09 Thread James Paige via Ohrrpgce
My goal with these commands was to have something usable for people who
want to script a tactics game without having to re-implement their own
a-start pathfinding in scripting. It's just a way to hook into the built-in
pathfinding and access the results with a script.

Might also come in handy for anyone who wants to do their own movement
code, but still use the built-in pathfinding :shrug:

---
James


On Mon, Oct 9, 2023 at 4:27 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2023-10-09 13:27:30 -0700 (Mon, 09 Oct 2023)
> 79
> Add new commands "pathfind into extra as npc" and "pathfind into extra as
> hero"
> ---
> U   wip/const.bi
> U   wip/plotscr.hsd
> U   wip/scriptcommands.bas
>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Valid attack targets aren't updated live while player is picking targets (Issue #1233)

2023-09-11 Thread James Paige via Ohrrpgce
Fixed in commit 463c43bb24144555b



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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Valid attack targets aren't updated live while player is picking targets (Issue #1233)

2023-09-11 Thread James Paige via Ohrrpgce
Closed #1233 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-06 Thread James Paige via Ohrrpgce
After messing around with this for a while, I found a hacky fix that prevents 
the fullscreen bug from happening when I run ./game.sh

However, this hack makes it so that when I run ./ohrrpgce-custom a different, 
slightly worse bug happens each time I return from fullscreen to windowed mode 
(the whole screen gets offset upward, cutting off the top part of the screen, 
and leaving a black box at the bottom)

```
diff --git a/gfx_sdl2.bas b/gfx_sdl2.bas
index 7ae99b94..8121d374 100644
--- a/gfx_sdl2.bas
+++ b/gfx_sdl2.bas
@@ -1094,6 +1094,10 @@ LOCAL SUB keycombos_logic(evnt as SDL_Event)
 IF evnt.key.keysym.sym = SDLK_RETURN THEN  'alt-enter (not processed 
normally when using SDL)
   gfx_sdl2_setwindowed(windowedmode XOR YES)
   post_event(eventFullscreened, windowedmode = NO)
+  'Repeat these calls as a hack to fix bug #1242 when running ./game.sh
+  'but adds an even worse bug when NOT using ./game.sh *crying-emoji*
+  gfx_sdl2_setwindowed(windowedmode)
+  post_event(eventFullscreened, windowedmode = NO)
 END IF
 IF evnt.key.keysym.sym = SDLK_F4 THEN  'alt-F4
   post_terminate_signal
```

So definitely NOT a good fix, but interesting that it behaves this way

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-05 Thread James Paige via Ohrrpgce
I changed the SDL2 framework to version 2.26.4
I also updated https://rpg.hamsterrepublic.com/ohrrpgce/System_Requirements

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-05 Thread James Paige via Ohrrpgce
Closed #1255 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-05 Thread James Paige via Ohrrpgce
Reopened #1255.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-05 Thread James Paige via Ohrrpgce
Okay, I will reopen this issue so I remember to make the changes

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread James Paige via Ohrrpgce
So if I understand correctly, we should use version 2.26.4 and also update the 
requirements page to say that 10.10 is the minimum supported, yes?

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-04 Thread James Paige via Ohrrpgce
Aha! Yes, I can reproduce it with ./game.sh

It does indeed happen roughly 50% of the time

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread James Paige via Ohrrpgce
The latest Mac Frameworks seem to be:
SLD2 = 2.28.3
SLD2_mixer = 2.6.3

I have updated them both.
I also rewrote and renamed the script that downloads them, now it also installs 
them

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-09-04 Thread James Paige via Ohrrpgce
Closed #1255 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] in menu editor, clicking/hovering is wrongly offset (Issue #1257)

2023-09-04 Thread James Paige via Ohrrpgce
This was fixed in r13313 ( 9c268a9ee5e )

TMC, I think the "F5 reload debug menu's MenuDef is now cut off (at 320px 
wide)" thing was likely something different, file a separate bug if it is still 
a problem

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] in menu editor, clicking/hovering is wrongly offset (Issue #1257)

2023-09-04 Thread James Paige via Ohrrpgce
Closed #1257 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] in menu editor, clicking/hovering is wrongly offset (Issue #1257)

2023-09-04 Thread James Paige via Ohrrpgce
This bug was introduced at r12750 ( e5f2b4d8b240 ) on 2022-02-05
"Menu editor now shows how the menu is positioned at the in-game resolution"

This was the first revision that moved the menu preview to the bottom-right of 
the menu editor, so the mouse hover has always been offset for it.



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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] gfx_sdl2/Linux: fullscreening randomly broken (Issue #1242)

2023-09-04 Thread James Paige via Ohrrpgce
I am not able to reproduce this bug on Debian Linux xfce4 using the current 
nightlies (or any other version, I have never personally seen this bug)

I tested with all the methods of switching into fullscreen, alt+enter, command 
line argument, and last-stat-defaulting

My version of SDL2 is 2.0.14+dfsg2-3+deb11u1

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Target cursors and damage digits appear behind battle menus (Issue #1262)

2023-09-04 Thread James Paige via Ohrrpgce
Closed #1262 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Target cursors and damage digits appear behind battle menus (Issue #1262)

2023-09-04 Thread James Paige via Ohrrpgce
I have fixed this bug in r13312 ( d8537a82a7 )

ClassSlice is really nice! This is my first time looking at that code.

The MenuDefSlice is currently very unambitious, it just draws the menu in the 
correct order in the slice tree
I imagine later we could add features, like positioning the menu based on the 
slice position, or vice versa, snapping the slice position to the MenuDef 
position

At any rate, i am closing this bug now. One release blocker down!

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Distributing a game for Mac from Windows is broken (Issue #1239)

2023-09-04 Thread James Paige via Ohrrpgce
I am marking this one closed. I am satisfied with the testing that I did on VMs

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Distributing a game for Mac from Windows is broken (Issue #1239)

2023-09-04 Thread James Paige via Ohrrpgce
Closed #1239 as completed.

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Re: [Ohrrpgce] SVN: teeemcee/13288 Make ohr_nightly_vm.sh upload nightly-check.ini in addition to emailing

2023-07-09 Thread James Paige via Ohrrpgce
Sure! I can't do it tonight,but I will make a reminder for myself to update
it tomorrow.

On Sun, Jul 9, 2023, 8:38 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> James, could you please update these files on the nightly build machine?
> I'm going to use nightly-check.ini for the Discord whatsnew bot.
>
> On Sun, 9 Jul 2023 at 17:07, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2023-07-08 22:07:10 -0700 (Sat, 08 Jul 2023)
>> 137
>> Make ohr_nightly_vm.sh upload nightly-check.ini in addition to emailing it
>>
>> Changed the format of the email a bit to make it a valid .ini
>> ---
>> U   wip/nightly/check_nightly_wip.sh
>> U   wip/nightly/ohr_nightly_vm.sh
>>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Downgrade Mac Euphoria version to 4.0.5 (Issue #1256)

2023-04-16 Thread James Paige via Ohrrpgce
Okay, I'll close this WONTFIX

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Downgrade Mac Euphoria version to 4.0.5 (Issue #1256)

2023-04-16 Thread James Paige via Ohrrpgce
Closed #1256 as not planned.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Update LICENSE-binary.txt to include all notices (Issue #1258)

2023-04-16 Thread James Paige via Ohrrpgce
LICENSE-binary previously just showed GPL info, but it should actually also 
show all copyright notices of other included code.

TMC has a partial implementation on a branch to have scons generate 
LICENSE-binary.txt from LICENSE.txt

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[Ohrrpgce] [ohrrpgce/ohrrpgce] in menu editor, clicking/hovering is wrongly offset (Issue #1257)

2023-04-16 Thread James Paige via Ohrrpgce
TMC recently noticed that mouse clicking/hovering in the menu editor is broken. 
it appears to be offset. This may bug may have been around for a while.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Downgrade Mac Euphoria version to 4.0.5 (Issue #1256)

2023-04-16 Thread James Paige via Ohrrpgce
Mac Nightly (and release builds) should be using Euphoria 4.0.5 instead of the 
newer version they are currently using.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Upgrade Mac SDL2 framework (Issue #1255)

2023-04-16 Thread James Paige via Ohrrpgce
We need to upgrade the Mac SLD2 framework on the nightly build vm (which is 
also the release build vm)

I'll just use the latest available Mac version, 2.26.5

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Google Play no longer supports apk files (aab mandatory for new projects) (Issue #1254)

2023-04-16 Thread James Paige via Ohrrpgce
While Google Play still allows uploading an updated apk file for an existing 
project created before August 2021, it no longer appears to be possible to 
upload an apk file for a new project. aab files are required instead.

In addition, it appears that if you opt in to the "App Integrity" feature on an 
existing project, you may lose the ability to upload apk files.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Android builds not compatible with Android 12 and up (Issue #1253)

2023-04-16 Thread James Paige via Ohrrpgce
When you try to upload an ohrrpgce APK file to Google Play, it says:

> You uploaded an APK or Android App Bundle which has an activity, activity 
> alias, service or broadcast receiver with intent filter, but without 
> 'android:exported' property set. This file can't be installed on Android 12 
> or higher. See: 
> developer.android.com/about/versions/12/behavior-changes-12#exported



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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android apk export from distribute game menu (Issue #1228)

2023-04-15 Thread James Paige via Ohrrpgce
My current favorite plan for this is to implement a docker image that can build 
android apks.
I want to do this anyway for my own local apk building, but then it could be 
re-used for:
* A remote android build sever
* Local export from the Distribute Games menu for anyone who has docker (or a 
docker-compatible container engine) installed


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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Text box Instead run script conditionals don't properly skip the text box (Issue #1252)

2023-04-11 Thread James Paige via Ohrrpgce
I can confirm that the intention was always for instead scripts to completely 
skip the text box. The behavior was supposed to be the same as an instead text 
box.

If a text box has an "instead" box or script that is always run, then one of 
the other settings are supposed to matter.

Does this bug seem like something that might break any existing games of we fix 
it? Do we have any known cases of game authors relying on the buggy behavior? 

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Re: [Ohrrpgce] SVN: teeemcee/13169 Hero movement and avoidance zones

2023-03-23 Thread James Paige via Ohrrpgce
Nice!

On Wed, Mar 22, 2023, 11:57 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2023-03-22 20:57:48 -0700 (Wed, 22 Mar 2023)
> 33
> Hero movement and avoidance zones
> ---
> U   wip/common.rbas
> U   wip/game.bas
> U   wip/mapsubs.bas
> U   wip/ohrhelp/general_map_data.txt
> U   wip/whatsnew.txt
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-12 Thread James Paige via Ohrrpgce
Aha! That is indeed cleaner. Thank you TMC!

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-12 Thread James Paige via Ohrrpgce
Oh! Duh! My `~/src/ohr/wip` was out of date. When I updated it, I can reproduce 
the error message there

This breakage started with svn rev 13158 which added this line to `ohrbuild.py`

```
from SCons.Script import Mkdir, Copy, Delete, Action   #These create Action 
nodes
```

I believe that these are only required for transpiling, so I can do a quick fix 
that will un-break everything else except transpiling

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-11 Thread James Paige via Ohrrpgce
I have narrowed down the simplest steps to reproduce this error
```
james@ixrat:~/src/nightly/ohrrpgce/wip$ python3
Python 3.5.3 (default, Apr  5 2021, 09:00:41) 
[GCC 6.3.0 20170516] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import ohrbuild
Traceback (most recent call last):
  File "", line 1, in 
  File "/home/james/src/nightly/ohrrpgce/wip/ohrbuild.py", line 20, in 
from SCons.Script import Mkdir, Copy, Delete, Action   #These create Action 
nodes
ImportError: No module named 'SCons'
```
Interestingly enough, if I do the same thing in a different folder, it works

```
james@ixrat:~/src/ohr/wip$ python3
Python 3.5.3 (default, Apr  5 2021, 09:00:41) 
[GCC 6.3.0 20170516] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import ohrbuild
```

In this case, `~/src/nightly/ohrrpgce/wip` is an almost completely pristine svn 
working copy, but `~/src/ohr/wip` where it works has a lot of accumulated 
cruft, all if which is ignored by svn. I just haven't figure out which bit of 
ignored cruft un-breaks it

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Nightly builds failing on Linux and Windows (Issue #1250)

2023-03-11 Thread James Paige via Ohrrpgce
The nightly builds are failing on Windows and Linux vms
```
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in 

from SCons.Script import Mkdir, Copy, Delete, Action   #These create Action 
nodes
ImportError: No module named 'SCons'
```
James speculates:
> Perhaps the version of scons I have on the nightly build vms is too old?

Ralph speculates:
> I see that error happened while running ohrpackage on one of the Linux VMs. 
> When you invoke scons, it makes sure the python path is set up to include 
> SCons. I think SCons should normally also be visible in the oridinary python 
> environment. Maybe it's because it's running scons with python 2 and 
> ohrpackage with python 3? 



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[Ohrrpgce] Scons build error

2023-03-07 Thread James Paige via Ohrrpgce
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in

from SCons.Script import Mkdir, Copy, Delete, Action   #These create
Action nodes
ImportError: No module named 'SCons'

Perhaps the version of scons I have on the nightly build vms is too old?
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Google Play reports "Zip Path Traversal" for some recent android apk builds (Issue #1246)

2023-03-05 Thread James Paige via Ohrrpgce
I have a fix for this, although I want to do one more round of verification 
with a google play upload before I mark it fixed

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Re: [Ohrrpgce] SVN: teeemcee/13146 Support larger battle resolutions, add "Battles display at 320x200" batt

2022-12-06 Thread James Paige via Ohrrpgce
Very nice!

On Mon, Dec 5, 2022, 12:58 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2022-12-04 21:58:29 -0800 (Sun, 04 Dec 2022)
> 1177
> Support larger battle resolutions, add "Battles display at 320x200"
> battle/backcompat bit
>
> Turning off this bit (it defaults to on) changes:
> -the battle backdrop and BattleSprites aren't clipped, but they still have
> the
>  same screen position: 0,0 in the formation isn't the top-left of the
> screen but
>  rather the top-left of the center 320x200
> -most battle UI (default battle menu, meters/UI, submenus, victory box,
> caption)
>  don't move, they remain in the center 320x200 of the screen
>  (I changed the default battle menu to be aligned to the screen center)
> -the "CANNOT RUN" box/message (not slicified yet) moves to the bottom of
> the
>  screen because why not (I didn't move the caption since some games have
> caption
>  boxes drawn in the backdrop)
> -the battle timer if any moves to the bottom-right of the screen. Again,
> why not
>
> Whether the bit is on or off, these things are no longer clipped to the
> center 320x200:
> -the main battle menu
> -targetting cursors and target names
> -damage digits
> -tag and enemy meter debug displays
>
> The battle root slice now always fills the screen; battlefield_sl is still
> 320x200 (or smaller) for now. Added a clipping 'view_sl' for the draw area.
> ---
> U   wip/battle_udts.bi
> U   wip/bcommon.bas
> U   wip/bcommon.bi
> U   wip/bmod.rbas
> U   wip/common.rbas
> U   wip/common_menus.bas
> U   wip/ohrhelp/general_battle_bitsets.txt
> U   wip/ohrhelp/share_general_game_backcompat_bitsets.txt
> U   wip/whatsnew.txt
>
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Re: [Ohrrpgce] SVN: james/13139 Add feature to spawn an arbitrary enemy directly from a weapon

2022-11-24 Thread James Paige via Ohrrpgce
Oh, yeah, I should fix it to just spawn one. I made the mistake of only
testing it with single target attacks

On Thu, Nov 24, 2022, 6:56 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> This is a nice feature.
> But I notice that it spawns an enemy for each hit on each target, e.g. 2
> hits each on 3 targets spawns 6 enemies. Enemy's "spawn on [non]elemental
> hit" settings act the same way, but each each enemy has independent
> settings for spawn it makes sense for them to all be triggered for a spread
> attack, but the same reasoning doesn't justify an attack's spawn setting
> working that way.
>
> On Mon, 24 Oct 2022 at 14:01, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2022-10-23 18:01:19 -0700 (Sun, 23 Oct 2022)
>> 62
>> Add feature to spawn an arbitrary enemy directly from a weapon
>> ---
>> U   wip/attackedit.bas
>> U   wip/bmod.rbas
>> U   wip/common.rbas
>> U   wip/loading.rbas
>> U   wip/udts.bi
>> U   wip/whatsnew.txt
>>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Android 11: nightly builds fail with INSTALL_PARSE_FAILED_NO_CERTIFICATES (Issue #1249)

2022-11-24 Thread James Paige via Ohrrpgce
This sounds familiar. I think I may have already fixed this for packaged games, 
just not for the game player.

If I remember correctly, there were no code changes, I just had to upgrade the 
format of the signing certificates. I'm pretty sure I didn't do that for the 
debug certificate used by the game player 

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Re: [Ohrrpgce] SVN: james/13137 Attackers doing "unhide" attacks are allowed to ignore the hidden status

2022-10-18 Thread James Paige via Ohrrpgce
Haha! I guess some more clean-up would be good, but mostly I am just glad
to have fixed the two most common cases of a simple jump/land chain getting
a hero or enemy completely stuck.




On Tue, Oct 18, 2022, 9:08 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Wow there are a huge number of edge cases and special cases here, I regret
> looking into this...
>
> I see the problems were introduced in:
> r12685 "Fix "Jump" (and the other new hiding attacks) to properly prevent
> targetting when used by heroes".
>

Yep, that must have been when I broke it

r12874 "Fix check_for_unhittable_invisible_foe() to properly handle
> BattleSprite.hidden"
> But maybe one of the problems with these is that they only allowed
> targeting self when hidden with an exception for "Self" target class
> attacks, not attacks in general that target self.
>
A broader change would be to allow all attacks that target self (regardless
> of Target Class) to ignore hidden-untargetability. But is that the correct
> thing to do? For example if a hero is hidden and then uses a whole-party
> heal.
>

I just wanted to fix the case where self is the only target, but the attack
fails completely because of no targets, so the land/unhide never happens. I
was trying to stick narrowly to that exception


> I think you only fixed part of the problem with r12874.
> check_for_unhittable_invisible_foe used to start with:
>  IF bslot(target).vis THEN RETURN NO
> .vis got split into .vis and .hidden so you added
>  IF bslot(target).hidden THEN RETURN YES
> but that's the wrong way around, shouldn't it actually have been
>  IF bslot(target).vis ANDALSO bslot(target).hidden = NO THEN RETURN NO
> But I guess the goal was to fix part of
> https://github.com/ohrrpgce/ohrrpgce/issues/1233, not just replicate the
> old behaviour, by being stricter.
> The new logic (even after this r13137) disallows self-targetting on-death
> attacks or ones hitting dead targets, when the target is hidden, but both
> used to be allowed. If
>

I am a little concerned if I might have broken self targetting on-death
attacks that might have worked previously. I can re-check those cases


>
> Hmm, also, it looks to me like before r12685, get_valid_targs let all
> spread attacks target hidden targets but check_for_unhittable_invisible_foe
> would then remove them unless one of the special cases (can hit dead or
> self-bequesting on-death) applied, but now it never gets as far as checking
> those special cases. You've added a shared
> should_enforce_hidden_untargetability function which is a step in the right
> direction but it doesn't include the old special cases.
>
> > "This fixes jump-land chains when they jump on self, or jump on another
> jumper"
> But you can only jump on a jumper that hasn't jumped yet when you target
> the attack, right?
>

Yes, but this turns out to be surprisingly easy to do in battles with more
than one jumper.


(See https://github.com/ohrrpgce/ohrrpgce/issues/1234) I assume that's the
> reason for adding this exception. Although it could make visual sense to
> allow Jump/Hide attacks on hidden targets (once bug 1234 is somehow fixed
> to deal with the targetting cursor), it's not currently allowed.And when
> 1234 is fixed we can add attack target settings to allow hidden targets,
> but in the meantime we have all these undocumented special cases for
> allowing it.
>
> Also I wonder whether target-class Self attacks should override "Can't
> target hero/enemy slot X", since it overrides all other kinds of
> untargetability, but maybe it's better to avoid making changes.
>

I don't know. I don't think those "can't target" bits can change mid-battle
like hidden status can, so it is less concerning


> BTW, we have atkrAnim* constants for attack.attacker_anim. Wish we had
> ones for the target classes.
>

I wondered about that but failed to search hard enough for them :D


>
> On Tue, 18 Oct 2022 at 12:13, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> This fixes a relatively recent breakage of Jump/Land and Hide/Unhide
>> which is why it isn't mentioned in the whatsnew
>>
>> Although I do think the new changes could have also fixed some old
>> incorrect edge-cases with jump/land, since it is a little more explicit now
>> about allowing land/unhide to ignore the hidden status of the target
>>
>> On Mon, Oct 17, 2022 at 7:10 PM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2022-10-17 16:09:13 -0700 (Mon, 17 Oct 2022)
>>> 188
>>> Attackers doing "unhide" attacks are allowed to ig

Re: [Ohrrpgce] SVN: james/13137 Attackers doing "unhide" attacks are allowed to ignore the hidden status

2022-10-17 Thread James Paige via Ohrrpgce
This fixes a relatively recent breakage of Jump/Land and Hide/Unhide which
is why it isn't mentioned in the whatsnew

Although I do think the new changes could have also fixed some old
incorrect edge-cases with jump/land, since it is a little more explicit now
about allowing land/unhide to ignore the hidden status of the target

On Mon, Oct 17, 2022 at 7:10 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2022-10-17 16:09:13 -0700 (Mon, 17 Oct 2022)
> 188
> Attackers doing "unhide" attacks are allowed to ignore the hidden status
> of their targets.
> Fixes broken battles when jump/land or hide/unhide chain is self-targeted,
> or jumping on a jumper
> ---
> U   wip/bmod.rbas
> U   wip/bmodsubs.bas
> U   wip/bmodsubs.bi
>
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Re: [Ohrrpgce] SVN: james/13136 Fix a bug that allowed NPC activation when riding a vehicle if you click

2022-10-09 Thread James Paige via Ohrrpgce
I'm not certain, but I think this bug was introduced after hrodvitnir.

On Sun, Oct 9, 2022, 6:46 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Sounds like a bug worth mentioning in whatsnew!
>
> On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> james
>> 2022-10-09 13:05:54 -0700 (Sun, 09 Oct 2022)
>> 293
>> Fix a bug that allowed NPC activation when riding a vehicle if you
>> clicked other NPCs with the mouse
>> Activating other NPCs with keyboard was never allowed.
>>
>> Also fixed the bug where if you have two default boats in the same ocean,
>> clicking one while riding the other would dump you out of both
>> ---
>> U   wip/game.bas
>>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Vehicle set to speed 10 still moves at speed 4 (Issue #1247)

2022-09-30 Thread James Paige via Ohrrpgce
No, I remember that vehicle speed is supposed to override NPC speed (but an 
indicator of that in the NPC editor is a great idea)

This comes from Wobbler. In Walthros Renewal, there is a vehicle with both NPC 
and vehicle speed set to 10 but it moves at 4.

This must be a more specific bug, not a general one. I'll go back and check 
what else could be happening. Perhaps a script manipulating hero speed?

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Vehicle set to speed 10 still moves at speed 4 (Issue #1247)

2022-09-29 Thread James Paige via Ohrrpgce
Vehicles do not seem to be respecting speed settings as expected.

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Re: [Ohrrpgce] SVN: james/13114 Add "gently reparent" command, alternative to "set parent" but that pres

2022-09-13 Thread James Paige via Ohrrpgce
Oh! Right! It would mess up all the other siblings for a grid or layout. I
forgot about that part.



On Tue, Sep 13, 2022, 6:38 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> That sounds problematic for grid and layout slices: although you could
> adjust the child's x/y so that it doesn't move, all the other children
> would, and if you similarly adjust all of their positions so that they
> don't move either, well, the result is quite absurd. It would be a far
> better idea to instead implement z-ordering of slices, which could be used
> to cause one child to appear above the others, as well as an incredibly
> diverse array of other uses. I want to implement that but I think
> "z-ordering" is a problematic name, and I'm not sure how/whether it should
> interact with existing walkabout and BattleSprite Z and slice autosorting.
>
> On Tue, 13 Sept 2022 at 22:02, James Paige 
> wrote:
>
>> I was tempted to also make "gently" versions of the commands like "slice
>> to back" or "move slice above" but didn't get around to it. They would be
>> useful for grids and layouts
>>
>> On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen 
>> wrote:
>>
>>> At least it's a convention, used consistently by all of two commands (I
>>> think) :)
>>>
>>> Making up new jargon seems to be unavoidable.
>>>
>>> On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>
>>>> This might also be my new favorite terrible naming convention :D
>>>>
>>>> On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
>>>> ohrrpgce@lists.motherhamster.org> wrote:
>>>>
>>>>> james
>>>>> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
>>>>> 170
>>>>> Add "gently reparent" command, alternative to "set parent" but that
>>>>> preserves screen position
>>>>>
>>>>> This is similar to how slices are reparented in the slice collection
>>>>> editor
>>>>> ---
>>>>> U   wip/docs/plotdict.xml
>>>>> U   wip/docs/plotdictionary.html
>>>>> U   wip/plotscr.hsd
>>>>> U   wip/whatsnew.txt
>>>>>
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Re: [Ohrrpgce] SVN: james/13114 Add "gently reparent" command, alternative to "set parent" but that pres

2022-09-13 Thread James Paige via Ohrrpgce
I was tempted to also make "gently" versions of the commands like "slice to
back" or "move slice above" but didn't get around to it. They would be
useful for grids and layouts

On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen  wrote:

> At least it's a convention, used consistently by all of two commands (I
> think) :)
>
> Making up new jargon seems to be unavoidable.
>
> On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> This might also be my new favorite terrible naming convention :D
>>
>> On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> james
>>> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
>>> 170
>>> Add "gently reparent" command, alternative to "set parent" but that
>>> preserves screen position
>>>
>>> This is similar to how slices are reparented in the slice collection
>>> editor
>>> ---
>>> U   wip/docs/plotdict.xml
>>> U   wip/docs/plotdictionary.html
>>> U   wip/plotscr.hsd
>>> U   wip/whatsnew.txt
>>>
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[Ohrrpgce] [ohrrpgce/ohrrpgce] Google Play reports "Zip Path Traversal" for some recent android apk builds (Issue #1246)

2022-09-12 Thread James Paige via Ohrrpgce
This error message was reported by Google Play for at least one recent apk file

"""
Zip Path Traversal
Your app contains an unsafe unzipping pattern that may lead to a Path Traversal 
vulnerability. Please see this Google Help Center article to learn how to fix 
the issue
"""

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-10 Thread James Paige via Ohrrpgce
Okay, this was a dumb one.

My gamepad had fallen face-down on the floor. The analog stick was being pushed 
just so very slightly. I guess it was not enough to trigger movement when 
playing the game, but it was enough to make waitforkeyrelease get stuck.

The reason that rebooting my computer helped a few times is probably because 
the cord was right next to my computer and I bumped it with my foot while 
leaning over to check the power light

I have worked around this bug by adding logic to waitforkeyrelease so that if 
it waits a really long time, it starts to display the name of the scancode it 
is waiting for

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-10 Thread James Paige via Ohrrpgce
Closed #1245 as completed via 8266d2879fadb54611d4d930e5b5bb6338b4aefc.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-10 Thread James Paige via Ohrrpgce
Okay, I actually am reopening this one now. It keeps happening, and it is 
driving me crazy. Also sometimes rebooting doesn't fix it... also at least 
once, I managed to fix it by opening a new terminal window instead of rebooting 
(but can't reproduce again). Seems to be triggered by going into powersave 
mode, as far as I can tell

Also, even more importantly, I did some troubleshooting, and narrowed this down 
to waitforkeyrelease -- it actually has nothing to do with spawning external 
processes, that command is just mainly used when spawning external processes, 
but the spam debug menu command that uses it also freezes in the same way

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] waitforkeyrelease broken on some Linux boxes under unknown conditions (Issue #1245)

2022-09-10 Thread James Paige via Ohrrpgce
Reopened #1245.

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Re: [Ohrrpgce] SVN: james/13114 Add "gently reparent" command, alternative to "set parent" but that pres

2022-09-09 Thread James Paige via Ohrrpgce
This might also be my new favorite terrible naming convention :D

On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
> 170
> Add "gently reparent" command, alternative to "set parent" but that
> preserves screen position
>
> This is similar to how slices are reparented in the slice collection editor
> ---
> U   wip/docs/plotdict.xml
> U   wip/docs/plotdictionary.html
> U   wip/plotscr.hsd
> U   wip/whatsnew.txt
>
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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on some Linux boxes (test game, hspeak) (Issue #1245)

2022-09-09 Thread James Paige via Ohrrpgce
This happened again. I am not reopening, because I still think this is just me, 
but before I fixed it with a reboot, I confirmed that it still happens even 
with `-gfx fb` instead of the default sdl2 backend, and that doing a 
command-line import of scripts does not avoid the problem.

*Reboot sigh*

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on some Linux boxes (test game, hspeak) (Issue #1245)

2022-09-07 Thread James Paige via Ohrrpgce
Okay, that was weird.

I updated all my packages, rebooted, and the problem just went away.

I am marking this closed. Not a valid bug (but definitely a weird thing)

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on some Linux boxes (test game, hspeak) (Issue #1245)

2022-09-07 Thread James Paige via Ohrrpgce
Closed #1245 as not planned.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on some Linux boxes (test game, hspeak) (Issue #1245)

2022-09-07 Thread James Paige via Ohrrpgce
I'm confident nothing you changed recently broke it. It has to be something 
weird with my computer. I tested on one of the nightly build vms and it still 
works perfectly fine.

Here is c_debug.txt up to the freeze

```
 0.5  Full game data upgrade...
 0.5  Last edited by: [[OHRRPGCE wip 20220907.13112 gfx_sdl2+fb/music_sdl2 
FreeBASIC 1.08.1 (2021-07-08) gcc 10.2.1 x86_64 buildname=  Built on eolo -g 
-exx FB_ERR=511 -gen gcc Linux 64-bit]] branch_rev 13112
 0.5  Upgraded by: OHRRPGCE wip 20171031.9622 gfx_sdl+fb/music_sdl FreeBASIC 
1.05.0 (01-31-2016) x86-g -exx Linux 32-bit
 0.5  archinym creation info: upgraded with RPGFIX.EXE 2412
 0.5  ps -p 114161 -o comm= > "/home/james/.ohrrpgce/temp_stdout.990930.tmp" 2> 
"/home/james/.ohrrpgce/temp_stderr.985026.tmp"
 0.6  Joystick 0 GUID 03006f0ea0020f0100 instance_id 0
 0.6   Opened as gamecontroller XInput Controller
 0.6   Type: 2
 0.6  
 0.6  Opened joystick 0 PDP Xbox One Midnight Blue (id 0) -- 11 buttons 6 axes 
1 hats 0 balls
48.3  Successfully opened IPC channel /home/james/.ohrrpgce/.lump_updates.txt
```

And there is nothing interesting after I un-stick it by trying to close the 
window

```
164.7  channel_write: pipe closed.
165.5  Cleaning up and terminating 0
165.5  Closing music backend...
165.6  ...done
168.3  Closing gfx backend & allmodex...
168.4  ...done
168.4  End.
```

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[Ohrrpgce] [ohrrpgce/ohrrpgce] External process spawning broken on Linux (test game, hspeak) (Issue #1245)

2022-09-07 Thread James Paige via Ohrrpgce
On my Debian 11 box, I am suddenly having a problem with custom spawning 
external processes.

If I do Test Game, or try to compile my scripts with hspeak, custom seems to 
freeze.
If I click the X icon in the corner to make the window manager close the custom 
window, then it gets unstuck, and the external process launches. When I return 
to custom, it has gone to the save/quit menu

I don't believe this is related to a code change in the OHRRPGCE. I went back 
all the way to hrodvitnir, and it was still happening, so I think this could be 
a problem with my computer, or a very recent change in Debian, and our method 
of spawning external processes is just triggering it. (I have not seen any 
problems in any other programs besides the OHRRPGCE)

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Re: [Ohrrpgce] SVN: teeemcee/13100 download_file didn't detect an error if curl downloaded a 404 or other e

2022-09-04 Thread James Paige via Ohrrpgce
Ah! Yes, I see that.

I have fixed it by adding the line:

*ErrorDocument 404 default*

To the following files

ohrrpgce/nightly/.htaccess
ohrrpgce/archive/.htaccess
ohrrpgce/symbols-archive/.htaccess




On Fri, Sep 2, 2022 at 11:46 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Unfortunately if you attempt to download a nonexistent file under
> https://hamsterrepublic.com/ohrrpgce/nightly/ or
> https://hamsterrepublic.com/ohrrpgce/archive/ (or
> http://hamsterrepublic.com/ohrrpgce/symbols-archive/) you don't get a 404
> error document, you get redirected to the wiki Main Page which downloads
> OK. This really wrecks the distribmenu's error checking. For URLs not under
> ohrrpgce/ you get a 404 instead. I looked around on the server and saw the
> default 404 rule but couldn't figure out where the ohrrpgce/ redirect is
> defined. James, could you please disable it for those directories?
>
> On Sat, 3 Sept 2022 at 15:06, subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2022-09-02 20:06:46 -0700 (Fri, 02 Sep 2022)
>> 81
>> download_file didn't detect an error if curl downloaded a 404 or other
>> error page
>> ---
>> U   wip/common.rbas
>>
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