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IRC Log for 2011-06-24

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00:53:00koda Quit (Quit: k thx bai)
01:07:00sam686when i try to build in linux, i get "UI.h:39:28: error: SDL/SDL_openal.h: No such file or directory" missing file?
02:30:00Flynnn has joined
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04:00:00raptorsam686: you'll need to install the SDL-devel package
04:00:00sam686i kind of already did...
04:00:00raptorok
04:38:00sam686i am having some freezing problem in linux ubuntu, where it freezes in window mode, but unfreezes while i am moving bitfighter window..
04:38:00Flynnn Quit (Quit: This computer has gone to sleep)
04:39:00raptordo you have hardware opengl graphic drivers installed?
04:39:00sam686it us using hardware for sure..
04:40:00sam686it works fine in fullscreen..
04:40:00raptoryou could try changing to software surface, the code is in sdlinitvideo() in main
04:42:00sam686i don't see sdlinitvideo in main.cpp..
04:43:00raptorsorry: InitSdlVideo()
04:43:00sam686oh you mean initSdl.. ok
04:43:00raptorthere's: flags = SDL_OPENGL | SDL_HWSURFACE;
04:43:00raptorremove SDL_HWSURFACE
04:47:00sam686it still freezes in window mode...
04:48:00raptorhmmm... different issue then
04:49:00sam686another thing i found is if the window is small enough it dies not freeze, if maximized, it freezes..
04:53:00sam686if i hit maximized, it freeezes. http://96.2.123.136/upload/1Screenshot.png
04:53:00sam686if i undo maximixed, it still freezes as the window is too big - http://96.2.123.136/upload/Screenshot-1.png
04:53:00sam686might be SDL get stuck in endless loop trying to resize window?
05:06:00Flynnn has joined
05:30:00sam686if i try to adjust volume while running bitfighter fullscreen, pressing FN + F10 or FN + F11, i get segmentation fault. might be something to do with volume meter at top right trying to appear... http://96.2.123.136/upload/Screenshot-3.png
05:32:00raptorsorry back now
05:33:00raptorwait, is this in a VM?
05:33:00raptorbecause I've had freezing problems in my Mac VM that aren't there on a real Mac?
05:33:00sam686no, it is on a small laptop with an LCD resolution 1024 x 576..
05:34:00raptoroooo
05:34:00raptorminimun game resolution is 800x600
05:35:00raptori wonder if SDL is having problems because the video mode can't be set properly
05:35:00sam686it runs in fullscreen, but will segfault only when pressing FN + F10 to adjust volume..
05:35:00sam686it does not segfault in wondowed mode..
05:37:00raptorwe should probably add an SDL device check to make sure we meet the minimum resolution
05:38:00sam686i can try testing in external monitor, which have a bigger resolution...
05:38:00raptorgood idea
05:42:00sam686same segfault problem when using only 1280 x 1024 fullscreen.. it only segfault when adjusting volume (pressing FN + F10)
05:43:00raptorwell - i still have to rewrite the input system..
05:45:00sam686if i use multi monitor in linux ubuntu, SDL fullscreens accross both monitors, putting left half at one monitor, right half at other monitor causing ugly stretching. GLUT only fullscreens on one monitor.
05:46:00raptorthat can be fixed i'm sure..
05:46:00sam686there several problems in SDL that should be fixed (that didn't exist in GLUT)
06:02:00raptorwe'll fix 'em all eventually
06:06:00raptori gotta stop doing so many htings at once...
06:22:00Flynnn Quit (Quit: This computer has gone to sleep)
06:23:00raptorit's weird programming in C and using only pointers, no reference
06:26:00sam686in windows, if i alt+tab while in fullscreeen, mouse get stuck in top left, when i hit break all, it is stuck in a loop in Main.cpp line 511. it may be something to do with SDL_PollEvent?
06:27:00raptornot sure - haven't seen that in windows yet..
06:27:00raptorthe game's main idle() loop needs to be cleaned up and re-done - it is using too much CPU (runnign too fast)
06:27:00raptorproper sleep needs to be calculated better and used
06:36:00raptormost game code i've studied use one sleep delay to control the UI and every game process - we use at least two delays
06:40:00sam686wheres both delays?
06:41:00raptormain.cpp: in idle()
06:41:00raptordelay calculation is crazy at the start
06:41:00raptorthen it calls: gameIdle(U32(integerTime));
06:41:00raptorthat's the first delay time being used for UI stuff (I think)
06:42:00raptorthen after the SDL_PollEvent, it calls Platform::sleep(sleepTime);
06:42:00raptorwhich is the second delay being used
06:43:00sam686maybe both timers is read, in case getHighPrecisionTimerValue becomes a little too fast or too slow when overclocking / underclocking CPU.. getRealMilliseconds is always at right speed, but might not be super accurate..
06:44:00raptorthe funniny thing is the getHighPrecisionTimerValue on linux is the same as getRealMilliseconds
06:44:00sam686really? in windows it is different...
06:45:00raptorI've seen some cleaner implementations (like with the naev game) use micro or nanoseconds
06:45:00raptoryeah, same in linux
06:45:00raptormaybe it was needed for windows..
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15:39:00raptorgood morning!
15:40:00raptorhi kodax
15:40:00raptordid you have the fullscreen problem with SDL using both monitor in a dual monitor setup?
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