#bitfighter IRC Log

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IRC Log for 2011-06-17

Timestamps are in GMT/BST.

01:28:00raptor has joined
01:28:00ChanServ sets mode +o raptor
01:28:00raptorwell hello there!
01:29:00sam686hi
01:29:00watusimoto Quit (Ping timeout: 260 seconds)
01:33:00raptoronly 7 revisions!!! i was hoping you guys would have 016 done by now... :]
01:33:00sam686i was sort of playing too much and coding too little... if you look at game stats...
01:35:00raptorgood! one of us developers needs to play...
01:35:00raptor:)
01:37:00raptorha!
01:37:00raptorjust reviewed the IRC logs...
01:37:00raptorlooks like lots of folks just missing each other...
01:37:00sam686there a lot of join / left without talking at all...
01:41:00raptorsoo... what are we working on again?
01:42:00sam686i am working on playing bitfighter... maybe not.. as for coding, not working on anything at the moment..
01:43:00raptorok :)
01:43:00raptori'm going to close a few issues..
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04:55:00raptorback to work again..
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15:23:00raptor has joined
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15:24:00raptorgood morning!
15:24:00raptorit's back to work day
17:02:00watusimoto has joined
17:32:00Flynnn has joined
17:43:00raptorhowdy folks
17:44:00sam686hi
18:12:00FlynnnHello :)
18:18:00watusimotohey
18:23:00FlynnnI am having issues compiling form the latest version (in xcode)
18:23:00FlynnnDependancy issues, SDL is not part of the project yet
18:23:00sam686note that latest bitfighter code is in a different version (016)
18:25:00FlynnnI cloned the repository today
18:26:00sam686might be up to raptor or zoomber to fix SDL, as i don't have a mac..
18:26:00FlynnnThanks for trying :) Will have to wait then I guess
18:30:00watusimotoI've got sdl working pretty well on windows... I fixed a keyboard glitch that prevented the editor from working, not sure if I checked that in yet
18:31:00watusimotoI have noticed that my machine seems to work harder with sdl than glut. I wonder if there is a difference in cpu cycles needed to run glut v sdl
18:32:00FlynnnYou never know, there might be! Dunno though, I'm pretty unexperienced with rendering
18:34:00watusimotonote that on this machine, most everything makes it seem to work harder
18:34:00Flynnnlol
18:37:00raptorhi
18:37:00raptoryes - i will need to fix mac - it is horribly borken
18:38:00raptoralso, i noticed about twice teh CPU cycles needed for SDL
18:38:00raptoron idle() at least
18:38:00raptorhowever, this is not due to the SDL event polling
18:38:00raptori have only narrowed it down that far
18:39:00raptornot that it is a constant overhead, not a scaling one - at least in my tests
18:39:00raptorbut since my copmutes are mean workhorses - it's hard to tell
19:39:00raptorif anyone has firefox 4.0 try out the following pure JavaScript implementation of an mp3 decoder: http://jsmad.org/
19:39:00raptorwhich is crazy!
19:40:00sam686i have chrome web browser, what is that website suppose to do?
19:54:00raptoryou need FF4
19:54:00raptorit plays an mp3
19:55:00raptorusing only JavaScript
19:55:00raptorno flash or other built-in audio decoding library (like for HTML5)
19:58:00FlynnnThat's wild
20:00:00sam686i don't know, it appear to play, but i hear nothing, in that website...
20:00:00raptorusing FF4?
20:00:00sam686no, i don't have one...
20:00:00raptorChromium isn't supported yet
20:00:00watusimotoit's a bit stally
20:01:00raptornot on my 8 core work server :)
20:02:00raptorwell actually - it stutters if I load another page
20:02:00watusimotothere are some things js was not meant to do
20:02:00raptorhaha, that's for sure
20:03:00raptorlike exist...
20:03:00watusimotowell, that and other things... like mp3 players
20:03:00sam686maybe thats why it isn't combatible, using non-standard commands or something?
20:04:00raptornope - they tried to make it cross-browser
20:04:00watusimotoI think it uses the Firefox playMP3() command
20:04:00raptorsomething to do with audio output in chromium
20:05:00watusimotoit's like pathfinding in bitfighter -- you could do it in lua, but better to offload that to a dedicated process in the game itself
20:05:00watusimotoplaying mp3s is the same thing... use a local os function
20:05:00raptorhaha, yeah
20:05:00FlynnnBetter to keep as little as possible in lua.. Hate that language lol
20:09:00raptorat least there are no semicolons..
20:23:00FlynnnTrue, true, could get used to that
20:23:00FlynnnThen again, I'm attached to them lol
20:23:00raptorlet me see if i can get the mac project working...
20:23:00FlynnnWoop woop! That would make me happy hehe
20:23:00raptorone thing - people will have to manually install the SDL framework into /Library/Frameworks
20:23:00Flynnn** very happy
20:24:00raptorbecause checking in frameworks into mercurial doesn't work because Mac frameworks are based on soft-links
20:24:00FlynnnHuh
20:24:00FlynnnSo, do I just drag the libsdl folder into my /Library/Frameworks, or, is there soem specific file I need?
20:25:00raptorhttp://www.libsdl.org/download-1.2.php
20:25:00raptorthe mac os X runtime library
20:25:00FlynnnAhah
20:25:00FlynnnTHnaks :)
20:25:00raptormust go into /Library/Frameworks
20:25:00Flynnn** Thanks
20:25:00raptordon't worry - it will be packaged with the game; it's just needed for development
20:26:00FlynnnWoudl be disasterious otherwise hehe
20:27:00FlynnnI take it this goes in my root librari, correct?
20:27:00Flynnn** library
20:27:00raptoractually - i'm not quite sure... :]
20:27:00raptorlet me try and figure it out real quick
20:27:00FlynnnxD
20:27:00FlynnnI think it does, there is a frameworks folder in there
20:27:00FlynnnThanks for the help :)
20:27:00raptorit's been a while since i've had to attach external libs..
20:28:00FlynnnCould osrt of say the same thing for me.. I've *never* installed externil libs xD
20:28:00Flynnnafk
20:31:00FlynnnBack!
20:32:00raptorok yes - SDL.framework needs to go in /Library/Frameworks
20:41:00koda has joined
20:52:00raptoralmost compiling on mac....
20:53:00FlynnnThat's good! :)
20:53:00raptorBUILT!
20:53:00raptornow let's see if it runs...
20:53:00Flynnnhehe
20:57:00raptorsigh - it's using the wrong main()
20:57:00sam686is it the same LUA_-vec main problem?
20:58:00raptoryeah
20:58:00sam686maybe use #ifdef LINUX_ONLY (don't know the exact name)
20:59:00raptor#ifdef(linux)
21:01:00raptorthat's really weird - it's not even compiling that class..
21:01:00sam686if it uses the wrong main, which main is it using? possibly lua_vec?
21:03:00raptorthe binary is expecting a lua script as an argument, but luac.c isn't actually compiled in anywhere..
21:04:00sam686maybe it was not included for build as it was alread built? clean and build lua-vec?
21:05:00raptorgood idea
21:14:00raptorha!
21:14:00raptornow it's pulling in a main() from libspeex
21:48:00raptorok checked in - mac now builds
21:48:00BitfighterLogBot - Commit 88f978dce768 | Author: buckyballreaction | Log: Mac builds and runs with SDL now - You must put the SDL framework from libsdl.org at /Library/Frameworks to compile - Fullscreen modes crash! Need to test on a real Mac - other minor building fixes
21:48:00raptorexcept fullscreen SDL modes crash for some reason
21:48:00raptorso if you get into full screen trouble, set the option back to 'Window' in the bitfighter INI file
21:55:00raptorWindowMode=Window
21:56:00raptorkoda: do you use SDL for window management in hedgewars, or is it all QT now?
21:57:00kodaqt for frontend
21:57:00kodasdl for engine (game window)
21:57:00raptorahhh....
21:57:00raptorthat makes sense
21:57:00raptordid you have a problem with full screen modes crashing?
21:57:00raptorwith SDL
21:57:00kodamah it's kinda annoying having two separate processes
21:57:00kodayes
21:57:00koda.12
21:57:00raptor?
21:58:00koda!
21:58:00kodayes we get crashes when switching from windows to fullscreen
21:58:00kodawindowed*
21:58:00raptori'm working on OSX
21:58:00raptorwindows/linux don't crash
21:58:00raptorwindowed -> fullscreen
21:59:00raptor.12... means SDL 1.2.12 crashed?
22:01:00kodayes
22:01:00raptorI am using 1.2.14 with the example SDLmain.m file straight from libsdl.org
22:01:00watusimotosdl is not supposed to crash
22:03:00raptorit might just be my VM
22:05:00raptorso if Zoomber or Flynnn decides to build the latest on their real, bonifide macintoshes; i would be interested in knowing if it crashes there, too
22:20:00FlynnnWas afk for a while
22:20:00FlynnnSure thing
22:20:00FlynnnI'll go get on that
22:20:00FlynnnWhat repo am I pulling from?
22:21:00Flynnn** cloning from
22:21:00raptormain
22:21:00Flynnnkk
22:21:00raptoralso tell me of any other quirks you may find
22:21:00FlynnnSure thing :)
22:22:00FlynnnHad like 50 windows ope nin safari there lol
22:26:00FlynnnOkay, window situation under control.. Cloning bitfigher main repo
22:29:00FlynnnClone is done! Compiling
22:31:00FlynnnLooking good so far, no errors hehe
22:35:00raptoryay
22:35:00sam686any problems switching to fullscreen?
22:36:00raptori hope zoomber doesn't hate me - i think he spent quite a bit of time trying to get SDL to compile
22:52:00raptorFlynnn: fullscreen success?
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23:36:00FlynnnSorry
23:36:00FlynnnI had to go there really unexpectedly
23:37:00Flynnn...
23:37:00FlynnnIs.. his music..
23:37:00FlynnnFrom bitfigher?
23:39:00Flynnn Quit (Remote host closed the connection)
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23:49:00Flynnn has joined
23:49:00FlynnnThe test went okay at first
23:49:00FlynnnI loled at the music
23:49:00FlynnnSwithcing to fullscreen caused a weird mouse offset bug
23:50:00Flynnnlooked like it wa still calculating mouse pos from the original screen size
23:50:00FlynnnThen, I played in fullscreen for a bit
23:50:00FlynnnThen it went sorely downhill
23:50:00FlynnnI'm not sure which it was, but
23:51:00FlynnnEither when i exited the server I was in to the main menu, OR, when I exited the main menu (quit the app) it froze.
23:51:00FlynnnI tried this in non fullscreen mode and it worked fine
23:57:00raptor has joined
23:57:00ChanServ sets mode +o raptor
23:58:00raptorwell at least music is verified in Mac :)

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