On May 31, 2012, at 7:00 PM, Edmund Horner wrote:
> Ok good work. I haven't looked too closely at how to connects to SC2
> myself but I will try to learn about it. Remember that incremental
> steps, like just displaying some text and letting the player choose a
> response, is progress and worth checking in even if other parts are
> still not working.
Well, it crashes when it would begin the voice track. So short of ripping out the check that that's playing (it's an assertion failure that kills it), it doesn't work yet. Maybe I should disable that assertion to kick that problem down the road.
> Two other questions about issues you had before:
>
> What's the situation with building on OSX? I'm going to mvoe the
> "use_library GLIB" command down and test it in Linux as suggested by
> Jaakko, but I can't test an OSX build.
I updated glib and opted out of libogg and liborbis in config, and that solved it for the time being.
> Is committing with SVN still broken for you? If so, can you go to the
> root of the working copy, and run "svn info" and tell me the results?
I haven't tried that since then...
> svn info
Path: .
URL:
https://project6014.googlecode.com/svn/trunk
Repository Root:
https://project6014.googlecode.com/svn
Repository UUID: 79222922-03e5-11de-9d1d-173cc1d06e3c
Revision: 2325
Node Kind: directory
Schedule: normal
Last Changed Author:
kwayne...@gmail.com
Last Changed Rev: 2325
Last Changed Date: 2012-05-22 15:14:09 -0400 (Tue, 22 May 2012)
>
>
> On 1 June 2012 08:27, <
drac...@aim.com> wrote:
>> I've got it so it doesn't crash until after it's parsed. It looks like I missed a level of indirection in the comm code (comm code = sc2 style, 'conversation manager' = new style).
>>
>> Now I'm wondering whether the best way is to have the comm code skip that level of indirection when it's not needed (the conversation manager hands it raw line numbers) or whether I should incorporate the level of indirection to the conversation manager.
>>
>> To make that call, I need to go back and refamiliarize myself with how that works in SC2.
>>
>> So, a bit longer, but we're really getting there.
>>
>> I can commit the fixes I've made so far if you'd like, but it still won't work until I get this resolved.
>>
>> Luke
>
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