#bitfighter IRC Log

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IRC Log for 2012-10-08

Timestamps are in GMT/BST.

01:09:54raptorsam686: do you remember what VPS watusimoto went with for bitfighter.org?
01:13:37koda Quit (Quit: koda)
01:29:28sam686I don't know what VPS provider runs Bitfighter.org, maybe look at IRC log history..
01:35:06raptorhmmm
01:39:43raptorok
01:40:05raptori'm looking to consolidate the server flags that we want the client to know about
01:40:11raptorlike if uploads are allowed
01:40:23raptorand if voice chat is disabled server side
01:40:37raptori see GameConnection:s2rSendableFlags
01:40:58raptorand GameConnection::s2rVoiceChatEnable
01:41:00raptorany others?
01:41:24sam686there might be something irc log on Nov 28 or 29, 2011 on which VPS provider to choose for bitfighter.org
01:42:38sam686well, I have my own log, http://sam6.25u.com/irclog/111130.TXT , ctrl + F find "please please"
01:43:38sam686giant, almost monthly per log, is easier to ctrl + F search..
01:43:59raptorok, i foudn it
01:44:46sam686I think it might be "urpad.net"
01:45:00raptorheh, yep
01:45:05raptori think you're right
02:14:23BFLogBot Commit: 23bde42104f7 | Author: buckyballreaction | Message: Use enums for some magic numbers with GameConnection server settings
02:22:40raptorsam686: is GameConnection:s2rVoiceChatEnable() used for communication both ways (client -> server AND server -> client)?
02:22:58sam686yes
02:23:00raptori see it being called in UIGame
02:23:22raptorok, so what does 's2r' supposed to mean?
02:24:09sam686sender 2 requester., don't know
02:28:27raptorhmm... looks like two different tranfer methods used to send data? one for uploads, one for downloads... should they be merged somehow?
02:29:30raptorlooks like downloads use the DataCOnnection class, where as uploads use a custom thing in GameConnection
02:30:10sam686I written the uploader stuff, watusimoto written the getmap
02:30:36raptorah
02:31:01sam686the getmap have some problems, including max characters per line that my uploading don't have (uploading have just the size limit)
02:31:38raptoryeah, the uploading looked good..
03:37:43BFLogBot Commit: a33459dfb4c2 | Author: buckyballreaction | Message: Be logically positive with server voice chat flag
03:41:36raptor Quit (Ping timeout: 255 seconds)
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03:49:57ChanServ sets mode +o raptor
03:54:41BFLogBot Commit: fee768cee70d | Author: sam8641 | Message: Use dynamic linking libpng14.dll; some changes made to allow compile with mingw
03:57:21raptorhey sam686, how did you copmile that libpng14.dll?
03:59:16sam686lpng14/projects/visualc71 simply have .dll and .lib together.. after compile
03:59:27raptoroh wow - that's great!
04:00:04raptorwait - is it linked against a vbrun* library?
04:00:13raptorbecause I've been making sure none of them are so far..
04:01:05sam686also, mingw compiled libpng14.dll seem to produce very small binary size (after strip) with -Os instead of -O3
04:01:29raptorwait, did you compile it wih mingw or vc++?
04:01:31sam686maybe, because libpng is C, not C++
04:02:01sam686the .dll is mingw, the .lib is visual c++ (which seem to work with linking with mingw
04:02:18raptorbecause normally you can't mix compiled DLLs
04:02:27raptorif some are vc++ and others are mingw
04:02:40raptorbecause of name mangling problems between gcc and vc++
04:02:53sam686true for static linked .lib, maybe not true for dynamic linking..
04:03:03raptorreally?
04:03:05sam686its why I had to do it as a .dll
04:03:05raptorok
04:03:19raptorah, ok
04:03:53raptorbut is the DLL linked against msvcrt?
04:04:13raptorbecause i've been compiling all the DLLs to not link against any of the visual c runtime libraries
04:04:24raptorso we don't have to distribute them..
04:05:24sam686whats different is how Alure is linked statically after compiling in mingw, just like your gcc linux.. (no alure.dll for mingw compiled for now)
04:05:51raptorok
04:06:06raptori see a problem - the libpng14.dll is linked against msvcrt
04:06:20raptoractually
04:06:50raptormaybe that's nto a problem - maybe we should recompile all of them to be linked against that instead of statically linking it into them
04:06:56raptor*not
04:07:07sam686compiling with visual C++ 2008 makes it link against mcvcr90 or something similar
04:07:12raptoryes
04:07:23raptorunless you use the flag /MT instead of /MD
04:08:18raptorsee: http://msdn.microsoft.com/en-us/library/2kzt1wy3%28v=vs.80%29.aspx
04:08:36raptori compiled them all with /MT, so no external needed msvcr90
04:09:13raptorbut they should probably be compiled like mingw does - against msvcrt (which is the grandparent of all the msvcr*.dll)
04:11:31sam686usually, mingw binaries could be more compaitble to more compatible to more systems.. libpng14.dll happen to avoid a giant stdc++ linking mostly because it is a "C", not a "C++" source code..
04:12:04raptoryes i agree
04:12:51raptorif we can compile mingw libraries to link against msvcrt.dll instead of the libstdc++ (from gcc..) that would probably be best
04:14:07sam686just a note, I already have a mingw compiled libpng14.dll pushed (with vc++ 2008 libpng14.lib to make sure it works on ms's vc++)
04:15:10raptoryes, i saw that
04:15:14sam686I test that and it ctrl + Q still works for screenshots on both mingw and vc++ bitfighter game..
04:15:15raptorthat's why i'm asking...
04:15:21raptorok good
04:15:37raptorwhat i need to do is recompile all the DLLs against msvcrt...
04:15:47raptorand maybe add alure to the bitfighter project?
04:15:54raptorso we can remove ALURE32.dll
04:16:27sam686probably..
04:17:43sam686I could only guess (in the future) visual C++ 2015 compiled binary will not work on windows XP at all...
04:22:17raptorcrash in vc++ 2010 build when doing ctrl+q
04:23:20sam686stack trace?
04:23:27raptorcan't seem to get one...
04:23:34raptori don't knwo vc++ very well...
04:25:07sam686try clean and rebuild if you haven't yet..
04:25:13raptori did
04:25:17raptorok, found trace
04:25:38raptorhttp://pastie.org/4931195
04:26:27sam686is that a crash trying to start bitfighter? cause that what it looks like...
04:26:47raptorwell, i did press ctrl +q on the name entry screen
04:26:52raptori'll get another elsewhere
04:27:20sam686somehow your bitfighter symbols seems missing..
04:27:41sam686its suppose to say more then.. just 019676b8()
04:28:01raptorwell, those are from other libraries
04:28:13raptorok, did it on the UIQuerySErvers screen
04:28:16raptorsame stack trace
04:28:28sam686that stack trace seems a little messed up to read it right...
04:28:32raptorwell, actually, it's from a button called 'call trace'
04:30:33raptorseems like a conflict with msvcrt
04:31:17raptorso i think i have to either: 1. recompile all libraries to link against msvcrt or 2. use the other libpng14.lib that was compiled as such..
04:34:35sam686I get a crash too, except the only computer I did the DLL from...
04:39:36raptortrying to compile the dll in vc++..
04:43:55sam686Does this dll work? (this time from visual C++ 2008) http://sam6.25u.com/upload/libpng14.dll
04:44:51raptorcrash
04:44:58raptorhow did you get that to not need msvcrt?
04:45:25sam686you said to do multithreaded (not dll)
04:46:18raptoroh, so you did compile in visual studio?
04:46:42raptori thought you compiled it with mingw..
04:47:06sam686umm. now the visual C++ 2008 compiled dll on mingw bitfighter crash...
04:47:26sam686I hope you are not accessing the png struct directly from bitfighter.exe...
04:48:53raptori don't remember
04:55:36raptorwell, i need to go to bed - i can't get the library compiled without linking to msvcrt100.dll yet...
05:00:32raptorok, i think i got it...
05:03:13raptorcompiling takes sooo long
05:05:10raptorrats - same crash
05:05:19raptormaybe i coded it wrong for a DLL?
05:05:29raptorok, well, good night anyways...
05:13:55raptor Quit ()
06:09:07BFLogBot Commit: e5a27b4f5ac4 | Author: sam8641 | Message: Fix FILE screenshooter conflicts that can crash, due to different compiler having their own FILE handling.
06:16:15sam686 Quit (Ping timeout: 245 seconds)
06:30:46BFLogBot Commit: 5de726e3db58 | Author: sam8641 | Message: Get a PNG file pointer through a function.
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11:20:02watusimoto Quit (Read error: Operation timed out)
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13:47:03watusimoto1 Quit (Read error: Connection reset by peer)
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17:24:06BFLogBot Commit: 6263f68e629f | Author: buckyballreaction | Message: Add in different libpng14.dll - this one doesn't link against msvcrt and is upx compressed
18:45:28LordDVG has joined
20:23:04LordDVG Quit (Remote host closed the connection)
20:27:13raptorall alone..
21:32:20Watusimoto has joined
21:36:39raptorhi Watusimoto
21:45:05Watusimotohi
21:45:14raptorhi
21:46:08raptor#61 on the running list - did you want to yank those commands completely?
21:46:43raptorthe command that processes them (UIGame.cpp:217 - processGameConsoleCommandCallback()) was commented out
21:53:17Watusimotois 61 about the in game help?
21:54:04Watusimotothe answer is not sure what we should do, because I'm not really sure what the console is good for at the moment
21:54:11raptorno, the missing ogl console commands: quit, logprint, etc..
21:54:20Watusimotobesides seeing error messages
21:54:21raptorwhich are referenced in the instructions
21:54:32Watusimotoinstructions meaning what? in game help?
21:54:35raptoryes
21:54:38Watusimotook
21:54:58raptori'd say get rid of them - i doubt anyone uses them, and teh console just acts like a Lua interpreter at the moment...
21:55:30Watusimotowell, I think for the moment we should make the help not wrong (but not necessarily complete), and revisit for 019 when we know better what the console will really be doing
21:55:38Watusimotoif we know...
21:56:04raptorsooo.. making the 'help not wrong' could just entail removing the references to those console commands
21:56:12Watusimotosure
21:56:20raptorok, i'll take care of it
21:56:25Watusimotogreat!
21:56:42raptori have to split - i'll be back in a couple hours...
21:56:53raptorgood night if you're not around
21:56:53Watusimotook, I'll be gone when you get back, so have fun!
21:56:59raptorbye
21:57:02raptor Quit ()
22:03:25amgine123456 has joined
22:34:14amgine123456hi
23:06:42Watusimotohi
23:07:40Watusimotobye -- bedtime
23:18:30raptor has joined
23:18:30ChanServ sets mode +o raptor
23:19:23raptori' mnot really here
23:22:02raptori spent about 1/2 hour last night trying to figure out the teleporters-missing-with-TAB problem in the editor...
23:22:09raptori need sam to confirm i'm not crazy
23:22:42raptoror am crazy
23:22:50raptoreither will forward my situation..
23:25:59koda has joined
23:26:18koda is now known as Guest60895
23:27:58Guest60895Hallo
23:29:07raptorhi
23:29:15raptorGuest60895: is that you koda?
23:29:22Guest60895Yes
23:29:38Guest60895Trying to fix
23:30:08Guest60895 is now known as ikoda2
23:31:54ikoda2Better
23:32:33ikoda2So greetings from the other side of the other pond!
23:32:34raptordid someone steal your name?
23:32:43raptorgreetings!
23:33:52ikoda2I don't think so, I've just haven't used this client for a while
23:34:56ikoda2How are things?
23:35:15raptorgood - we're (slowly) polishing up the release
23:37:13ikoda2Yay
23:37:21ikoda2I read some bug squashing messages in fact
23:37:43raptorsquish squish
23:38:00amgine123456there were som,e bugs i posted in the chat yesterday but no one ever saw them for 18
23:38:01raptorproblem is: by this time we've gotten all the easy ones..
23:39:13ikoda2Heh
23:40:34iKoda has joined
23:40:40amgine123456there is no collision between mines and soccer balls and or sypbugs
23:40:51raptoramgine123456: thanks for that - i fixed it already
23:41:00Watusimoto Quit (Ping timeout: 246 seconds)
23:41:13raptoryou can see the commit progress here: https://code.google.com/p/bitfighter/source/list
23:43:24iKodaI won't be able to work on the iOS release as I'm traveling and without a Mac
23:43:31raptorno probelm
23:44:01raptorin fact it may be good - i think it is a good idea to change around the login stuff like you say for the normal builds too
23:44:07raptorhave to talke it over with watusimoto though
23:44:25iKodaBut that makes it perfect as this prevents me from destroying the sources :p
23:44:29iKodaOh yeah? Cool
23:45:03iKodaShould not be too problematic to do
23:45:19ikoda2 Quit (Quit: Colloquy for iPhone - http://colloquy.mobi)
23:46:38iKodaIf you decide to remove it though, make sure that the networking behind doesn't stop the intro animation
23:47:07iKodaI noticed it slightly lagged sometimes in the simulator
23:47:32raptoryes - that's because the main screen is expection a connectino to master server
23:48:11raptorthat connection is because it's calculating a SHA-1 hash i think
23:48:14raptor*delay
23:51:05iKoda nods
23:53:35raptoryeah that's it - it is making a secure connection to the master server to authenticate your user
23:53:43amgine123456 dont know why this happens but somtimes in veriosn 18 i have the credits lag
23:57:04raptoramgine123456: wait for 10 seconds after loading hte game, then go to the credits
23:57:08raptordoes it still lag?
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