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IRC Log for 2011-05-23

Timestamps are in GMT/BST.

00:01:00raptor has joined
00:01:00ChanServ sets mode +o raptor
00:02:00raptorso if you decide to migrate three partitions (each with their own OS) to a different laptop - don't expect all three OSes to work.. in case anyone ever wondered
00:04:00raptorsam686: does bitfighter still compile for you now?
00:04:00sam686yes, it compiles for me after some fix..
00:04:00raptori've been trying to migrate pointainer to shared_ptr, but I am not quite figuring it out
00:11:00koda Quit (Quit: koda)
00:27:00raptorok, i think i figured it out
00:28:00raptorso originally we have this code:
00:28:00raptorpointainer<vector<EditorObject *> > mDockItems;
00:28:00raptorand we would do: mDockItems.clear()
00:28:00raptornow we have:
00:28:00raptorboost::shared_ptr<vector<EditorObject *> > mDockItems;
00:29:00raptorand have to do: mDockItems->clear()
00:29:00raptorhowever, i don't know if that is the intended behaviour that watusimoto wants now
00:29:00BitfighterLogBot - Commit bd17df2cd97d | Author: sam8641 | Log: Add TypeNumber to GameObject::findObjects
00:29:00sam686won't that just create a pointer to vectors, while vector holds ppointer to all EditorObjects?
00:29:00raptoryes
00:29:00raptorwhich makes me wonder why he used pointainer...
00:30:00raptormaybe we need to do: vector<boost::shared_ptr<EditorObject *> > mDockItems;
00:30:00sam686yes, that probably look better..
00:47:00raptorok
00:47:00raptornow i'm down to one type of error:
00:49:00raptorUIEditor.cpp:353:24: error: request for member ‘toString’ in ... blah blah... , which is of non-class type ‘Zap::EditorObject*’
00:51:00raptorany time i call a method via: obj->method()
00:52:00raptorand the obj is a shared_ptr, i get this error
00:57:00raptorah ha!
00:57:00raptorfixed
00:57:00raptorproblem was boost::shared_ptr<EditorObject *> should be boost::shared_ptr<EditorObject>
00:57:00raptor(no *)
00:59:00sam686yes, thats almost the same as safeptr<Object> without *
01:22:00watusimoto has joined
01:27:00raptorone error left!
01:28:00raptorhi watusimoto
01:28:00raptori've been in the editor class migrating pointainer to shared_ptr
01:29:00raptor(I hope you haven't been doing the same..)
01:29:00BitfighterLogBot - Commit 2a101a33dff2 | Author: watusim...@bitfighter.org | Log: Simplify/standardize SimpleLine classes
01:29:00BitfighterLogBot - Commit 8bb5ec844c73 | Author: watusim...@bitfighter.org | Log: Merge
01:42:00watusimotono, great... started using the shared_ptr already
01:42:00raptorso my final error is beating me up
01:43:00watusimotocompile? link?
01:43:00sam686or runtime error?
01:43:00raptorcopmile
01:43:00raptorcompile
01:43:00raptorbasically, i turned all vector to Vector
01:43:00raptorin UIEditor
01:43:00watusimotohaven't seen a runtime error in years
01:44:00raptorand I am calling sort() with geometricSort(shared_ptr<EditorObject> a, shared_ptr<EditorObject> b)
01:44:00sam686runtime error is where it crashed while running game or program..
01:44:00raptorthe problem is - sort() takes a qsort callback of (T*, T*)
01:44:00raptornot (shared_ptr<T>, shared_ptr<T>)
01:45:00raptorit's easy to convert a shared_ptr to a * - just add .get() to the object
01:45:00raptorbut i cannot seem to figure out where or how to do it with that qsort callback
01:46:00raptorthis is the piece of code: http://pastie.org/1958849
01:47:00raptorthis is the error:
01:47:00raptor initializing argument 1 of ‘void TNL::Vector<T>::sort(T (*)(T*, T*)) [with T = boost::shared_ptr<Zap::EditorObject>, T (*)(T*, T*) = boost::shared_ptr<Zap::EditorObject> (*)(boost::shared_ptr<Zap::EditorObject>*, boost::shared_ptr<Zap::EditorObject>*)]’
02:21:00raptoroh my goodness it compiles
02:35:00raptorall right! finally at the linker errors!
02:45:00raptorwatusimoto:
02:45:00raptoritem.cpp:95
02:46:00raptoris that copy constructor correct? it looks like it was just duplicated from the normal constructor
02:47:00sam686parameter in EditorPointObject::EditorPointObject appears unused..
02:49:00raptoryes, exactly
02:51:00sam686i am not sure if it copys everything or not?
02:52:00raptorit doesn't look like it copies anything
03:18:00sam686Something might be wrong in UIEditor.cpp line 589? http://96.2.123.136/bitfighter/broken_sort.gif
03:18:00raptori fixed it
03:19:00sam686i don't see the fix... i guess you didn't commit / push...
03:19:00raptoryeah - still have a few errors to work out
03:24:00sam686seems to be having errors with HuntersNexusObject::Hunters2cFlagsReturned crashing (when returning flags to Nexus)...
03:25:00sam686And, i see a problem with disappearing teleporters like it is a problem with Rect Extents?
03:58:00watusimotothe copy constructor is correct
03:58:00watusimotoit creates a new geometry when copied, rather than copying the pointer to the object being copied
03:59:00watusimotoif that's clear
04:07:00sam686fixed error / crash with HuntersNexusObject::Hunters2cFlagsReturned - don't use (void *)
04:09:00BitfighterLogBot - Commit 3bb3c18561dc | Author: sam8641 | Log: Fix TNL, change (void *) to (Object *), to prevent errors with HuntersNexusObject::s2cFlagsReturned
04:27:00sam686Should avoid converting (NetObject *) to (void *), then to (NexusHuntersObject *), because of pointing to wrong memory locations. Looking at my drawings http://96.2.123.136/bitfighter/class_memory.gif If a netObject at memory 0x00500400, converting to (void *), then to (NexusHuntersObject *) will think the address of NexusHuntersObject is 0x00500400 which is wrong. By using (Object *) instead of (void *), the compiler will know to do the mem
05:01:00zoooomber has joined
05:01:00zoooomberhi
05:01:00zoooomberanyone on?
05:03:00raptorhi
05:03:00raptorman, you guys keep committing...
05:04:00zoooomberhey, we need to have a facebook page
05:04:00zoooomberthat could attract some attention
05:04:00zoooomberand maybe i could slip a few pennies into an advert sometime in the summer
05:04:00raptori won't touch facebook with a 10 foot pole
05:04:00zoooomberi would
05:04:00zoooomberand its not a fact of weather we like it or not
05:05:00raptortrue
05:05:00zoooomberwere the guys trying to get people. and those people like facebook
05:05:00raptordoesn't someone have a twitter account already?
05:05:00zoooombersky_lark i believe
05:05:00zoooomber@playbitfighter?
05:05:00raptorsomething like that, yeah
05:07:00zoooomberdo you have a facebook though?
05:07:00zoooomberif you do, how about something like this? http://www.facebook.com/pages/Bitfighter/150356891700310?ref=ts
05:09:00raptornope, we deleted our accounts in this home
05:15:00raptorthat page looks pretty good
05:16:00raptorsam686, watusimoto: all the UI menus have black text now - is that something I did?
05:16:00raptorwell, granted
05:16:00raptorthis is the first time i got it to compile in linux
05:19:00watusimotommmm.... black text? sounds bad
05:19:00raptoryep, all the menus blend with the background...
05:20:00watusimoto@sam -- interesting about the memory... where were we doing that?
05:26:00sam686The problem was in the TNL.. What i changed fix the problem. http://code.google.com/p/bitfighter/source/detail?r=3bb3c18561dc825b30a45be3540739674febc94b
05:28:00[1]watusimoto has joined
05:28:00raptori'm going to need to split up the TextItem and LineItem classes
05:28:00sam686TNL was converting (NetObject *) to (void *), then because of RPC and template, it was then converting (void *) to (HuntersNexusObject *)
05:29:00zoooomberwatusimoto
05:29:00zoooomberping*
05:29:00sam686i changed it to (Object *) to avoid using (void *)
05:29:00zoooomberwatusimoto, how would you feel about a bitfighter facebook page?
05:30:00sam686Zoomber, check forum, you might need to fix something related to schedule?
05:30:00zoooomberok
05:31:00watusimoto Quit (Ping timeout: 276 seconds)
05:31:00[1]watusimoto is now known as watusimoto
05:32:00zoooomberok, i fixed the schdeule
05:32:00sam686good.
05:34:00[1]watusimoto has joined
05:34:00zoooomberhello watusimoto ?
05:34:00zoooombertwo of you?
05:36:00sam686probably watusimoto is going back and forth between 2 networks using wireless?
05:37:00watusimoto Quit (Ping timeout: 250 seconds)
05:37:00[1]watusimoto is now known as watusimoto
05:37:00zoooombermaybe
05:38:00zoooomberwatusimoto (ping)
05:39:00sam686ok. i was pinging zoomber..
06:00:00zoooomber has left
06:01:00raptori feel like i'm scrambling to get my changes in before any of you check in changes..
06:02:00sam686i am mostly done for today, i probably won't check in any more changes today...
06:11:00raptorok i think i got it to compile..
06:12:00raptoryeah, black text in menus
06:12:00raptori wonder where that is set..
06:17:00sam686do you get black text everywhere including F1 / F7 or is it just on menus?
06:18:00raptorjust on main menu
06:18:00raptorrats, and editor crashes...
06:25:00sam686could the problem be with the UIMenus.cpp line 647? in MainMenuUserInterface::render?
06:26:00raptorlooking..
06:26:00sam686there is a glColor4f(0, 0, 0, ... )
06:26:00sam686maybe try glColor4f(1, 1, 1, ... )?
06:27:00sam686or.. not..
06:27:00raptorwhat line is that?
06:27:00sam686line 6723
06:27:00sam686line 672
06:27:00raptormaybe the fading in isn't working?
06:28:00sam686you could temperory change if(showAnimation) to if(false) to disable fade in effect to see if you see main menu?
06:28:00raptorouch my eyes
06:28:00raptorthat did a white flash of the background
06:29:00sam686i didn't know what that color is for..
06:29:00raptornope, not that...
06:29:00raptorweird
06:30:00sam686are you sure it is black test and not transparent text?
06:30:00raptornope
06:31:00raptorhttp://96.2.123.136/upload/1snapshot33.png
06:31:00sam686in line 657, you could try changing glColor3f(1,1,1); to glColor4f(1,1,1,1); not sure if it makes a difference..
06:32:00sam686you could try turning off line smoothing?
06:32:00sam686in-game, type a command /smoothline or /linesmooth (not sure which(
06:33:00raptordid that, same thing
06:33:00raptoronly the main menu is like this
06:33:00sam686maybe i could test your changes as i can't see your changes.. See if i have the same problem..
06:34:00raptorok, one moment..
06:37:00raptorok, you can pull from here: http://code.google.com/r/buckyballreaction-bf11/source/checkout
06:37:00raptornote that the editor crashes :)
06:38:00sam686now i wait for compiler to get done, might take 5 minutes...
06:38:00raptorsorry..
06:40:00sam686possible problem could also be in UIMenus.cpp somewhere around line 250 in MenuUserInterface::render()?
06:44:00sam686linker error, let me tri adding lineitem.cpp..
06:44:00raptorargh, sorry about that...
06:45:00sam686good, it runs, but i don't have the same black text that you do..
06:45:00raptorwonderful
06:45:00raptorok, well
06:46:00raptori need to go to bed
06:46:00sam686except the Credits appears blank.
06:46:00sam686black text?
06:46:00raptorhaha
06:46:00raptormy credits work fine
06:47:00sam686so we both have some similar problems, black text?
06:47:00raptori guess so
06:47:00raptordifferent places
06:57:00sam686in UI.cpp line 493, try sticking in glColor(Color(1,1,1),1); to force menu text ot be white. will it be white for you?
06:57:00raptortrying..
06:57:00sam686that in UserInterface::drawCenteredString
06:59:00raptoryup
06:59:00raptorwhite now
07:00:00sam686then something that use drawCenteredString is setting the color black or forgetting to set the color white...
07:01:00watusimoto@bbr -- you are going to bed soon? I have a biggish checkin coming soon, but am willing to wait if that would be helpful
07:01:00raptori was going to bed..
07:01:00sam686i still have blank credits even with white color...
07:01:00raptorwhat does your checkin deal with?
07:02:00sam686probably can check in raptor's now? its only a black text problem..
07:02:00sam686but the editor may crash..
07:02:00raptorexcept the editor crashes
07:02:00raptorhaha, yeah
07:03:00watusimotocheckin will complete transition to using geometry delegates to record item geometries
07:03:00watusimotoallows simplification of class structure a bit
07:03:00watusimotobetter design than what I started with
07:03:00raptori'll deal with it - you can check in
07:03:00watusimotook
07:04:00raptori am converting pointers to shared_ptr in the Editor
07:04:00watusimotomy editor is crashing too, so it's not quite ready, and I'm getting tired
07:04:00watusimotogreat
07:04:00raptorok
07:04:00watusimotodon'
07:04:00watusimotot think I even touhcd the editor itself
07:04:00watusimotoI like this new design, where you can work on the editor wihtout working on the editor
07:04:00raptorcool
07:16:00sam686Found a problem with my blank credits problem, it appears to render white text off-screen, too much below at the bottom
07:17:00raptorinteresting
07:17:00sam686ok, i see, when /maxfps is 500, credits freezes..
07:18:00raptorwatusimoto: are you almost ready to check in?
07:19:00sam686the problem is in UICredits.cpp, CreditsScroller::updateFX, where delta / 8 is zero when doing integer dividing. Delta is milliseconds passed since last rendering.
07:19:00sam686integer diving delte / 8 is zero only when delta is 7 or less
07:20:00raptorinteresting
07:21:00sam686since the game runs very lov FPS when windows get moved to second monitor, i see credit scrolling, but move back to primare monitor, credits freezes..
07:21:00sam686mostly due to having 2 graphics card..
07:21:00raptorhaha
07:21:00raptorweird
07:22:00sam686that doesn't explain why you get black text in menus, unfortunately....
07:22:00raptornope
07:27:00sam686in UIMenuItems.cpp line 51, try changing glColor to glColor4f(1,1,1,1) will that fix black text?
07:28:00raptorle me try
07:30:00raptoryep, that works
07:30:00sam686thats where the problem might be?
07:30:00sam686 en touhcd the editor itself
07:30:00sam686[02:04] <watusimoto> I like this new design, where you can work on the editor wihtout working on the editor
07:30:00sam686[02:04] <@raptor> cool
07:30:00sam686[02:16] <+sam686> Found a problem with my blank credits problem, it appears to render white text off-screen, too much below at the bottom
07:30:00sam686[02:16] <@raptor> interesting
07:30:00sam686[02:17] <+sam686> ok, i see, when /maxfps is 500, credits freezes..
07:30:00sam686[02:18] <@raptor> watusimoto: are you almost ready to check in?
07:30:00sam686[02:18] <+sam686> the problem is in UICredits.cpp, CreditsScroller::updateFX, where delta / 8 is zero when doing integer dividing. Delta is milliseconds passed since last rendering.
07:30:00sam686[02:19] <+sam686> integer diving delte / 8 is zero only when delta is 7 or less
07:30:00sam686[02:19] <@raptor> interesting
07:30:00sam686stupit paste..
07:31:00sam686sorry, stupid ctrl + v..
07:31:00raptorhaha
07:31:00sam686if using lColor(*getColor(isSelected)); gave you black text, you may want to fix that..
07:32:00sam686it uses MenuItem::getColor, just above MenuItem::render
07:33:00raptoryes, see line 81
07:33:00raptorit is setting the color to white
07:34:00raptorsorry it's in a different class
07:34:00sam686which file?
07:34:00sam686line 81 for which file?
07:34:00raptorUIEditorMenus
07:34:00raptor.cpp
07:35:00raptorah - maybe it needs to be set elsewhere
07:36:00sam686do you get black text with glColor(*getColor(isSelected));?
07:36:00sam686should be white unselected and yellow selected.
07:37:00raptorblack text if i revert that change on line 51 of UIMenuItems.cpp
07:38:00sam686you may need to fix it so it is while unselected, yellow selected..
07:38:00sam686white when not selected, yellow when selected
07:39:00raptorok
07:40:00raptori'll look into it again tomorrow - i really need sleep now
07:40:00raptorhave a good night
07:40:00sam686night...
07:42:00raptorhaha
07:42:00raptori got the editor working now
07:42:00raptorand now the white lines within the barriers are black
07:44:00sam686maybe the problem is the static const Color in ui.h line 112?
07:45:00raptori think the problem is with the setSelectedColor() method not being in the proper place
07:45:00raptorlike it is too low in the object hierarchy
07:47:00watusimoto Quit (Ping timeout: 264 seconds)
07:49:00sam686if a printf("%f %f %f", white.r, white.g white.b); is not "1 1 1" then there is a problem with static const Color..
07:52:00sam686are you going to good night?
07:52:00raptoryeah
07:52:00raptorthis time i promise...
07:54:00sam686i will also go goodnight, bye ( my computer doesn't need to sleep...)
07:54:00raptornight
07:56:00raptor Quit (Remote host closed the connection)
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15:10:00ChanServ sets mode +o raptor
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15:55:00raptorhi watusimoto
15:56:00raptorI have all of EditorObject * converted to shared_ptr now
15:56:00raptorhowever i am getting really strange crashes in the editor
15:56:00raptordid you have undo/redo working with your new editor?
16:27:00raptorsam686: i think Vector bool doesn't work..
16:27:00raptorat least with how it is in the editor
16:28:00raptoroh wait..
16:29:00watusimoto Quit (Ping timeout: 258 seconds)
16:31:00raptornevermind, it was using the old vector
17:22:00watusimoto has joined
17:24:00raptoryuk
17:24:00raptorbuilding an EditorObject from the string?
17:39:00raptorwatusimoto: when trying to create a new EditorObject from the string 'BarrierMaker' the returned pointer is always NULL
17:39:00raptoris this because there is no class named BarrierMaker?
18:39:00raptor thinks watusimoto probably needs message notification for IRC
18:40:00raptor Quit (Remote host closed the connection)
19:41:00raptor has joined
19:42:00raptorso what would you think about adding this to bitfighter.org as a tab at the top?: http://www.qwebirc.org/
19:57:00raptorexcept is in python
20:14:00ShadowXLoner has joined
20:15:00ShadowXLonerHullo?
20:17:00ShadowXLoner Quit (Client Quit)
20:32:00raptorhello
20:32:00raptorgoodbye
20:32:00sam686hi,,
20:39:00karamazovapywhy pick such a crappy video for the facebook page...?
20:39:00karamazovapyhttp://www.youtube.com/watch?v=nVf2_CC5dpI
20:41:00raptoradditional plugins required to play...
20:42:00karamazovapyum...it's just youtube
20:42:00raptoryeah, but i'm on a linux server right now..
20:42:00sam686I don't do facebook... bitfightervideo only have like 1 or 2 video with sound and without music...
20:42:00raptor Quit (Changing host)
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20:42:00ChanServ sets mode +o raptor
20:42:00karamazovapywell it doesn't/didn't have to be from bitfightervideo at all
20:42:00karamazovapybut that video is kind of crappy
20:45:00karamazovapythere are only 6 players, two of them are qui, two end with negative points, and the camera misses almost all the action
20:45:00raptorask zoomber - i don't have a facebook account
20:45:00raptorthere are ton's of videos that sam686 has that are way better
20:45:00karamazovapyI know!
20:48:00sam686there is a few of my videos at 720p - http://www.youtube.com/watch?v=EZYF11BlWHI , and a few are side by side http://www.youtube.com/watch?v=4wQ9U3IUyxk
20:49:00sam686i mostly don't do 720p anymore, CPU eating, and disk space Eating, and slower uploads..
20:49:00karamazovapyI stopped doing tons of plain gameplay uploads because there are already so many
20:50:00karamazovapyit doesn't seem like I'm adding much to upload regular old gameplay with audio
20:51:00sam686my videos seems to be smoother then Bitfightervideo..
20:56:00karamazovapyfor me, your videos seem less smooth
20:57:00sam686a few of my videos may be less smooth... but many of my videos may be smoother ..
20:58:00karamazovapycomparing this - http://www.youtube.com/watch?v=WUouFKWH-gE - to this - http://www.youtube.com/watch?v=yBdauRXouwQ
20:58:00karamazovapyeither way, it helps if you let the video buffer before you play it
20:59:00sam686oh that is some of my first few videos, where i was trying to find the bast settings for my video recorder..
20:59:00karamazovapyit could be that the videos I've had to re-render are less smooth
21:01:00sam686i first started with "Fraps" but it take up too muck disk space, and have to convert video .avi to upload.. Then i moved to "Taski", whick is open source, i changed it a bit for best video recording..
21:02:00sam686in my video recorder "Taski" i can record, does real-time compression, then i can upload straight to youtube with no editing..
21:03:00karamazovapyI don't see the point in uploading tons of videos straight to youtube if no one is ever going to watch them
21:04:00sam686however, i think taski might work on windows XP, but not windows vista / windows 7...
21:05:00sam686videos in BBB maybe better then any other videos..
21:05:00karamazovapythey're usually more exciting
21:19:00raptortaksi looks pretty cool
21:33:00raptor Quit (Remote host closed the connection)
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22:55:00raptor Quit (Ping timeout: 258 seconds)

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