#bitfighter IRC Log

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IRC Log for 2013-02-09

Timestamps are in GMT/BST.

00:02:25raptorWatusimoto: Quartz has donated some maps to be stock maps!
00:02:31raptorI know one is really good
00:02:47raptorhaven't looked at the other, though - would you be opposed to adding them if they're decent enough?
00:03:59koda has joined
00:04:41kodapad Quit (Quit: K Thx Bai)
00:06:41amgine1234567890i have 1 map that i htink maybe could be a stock map.......
00:06:58amgine1234567890(hopefull)
00:12:20amgine1234567890raptor is it me or is the resalce in my verison really inaccurate it seem like polywalls keep becoming disconected....
00:16:25raptor Quit ()
00:30:56amgine1234567890raptor *fix name overflow display error*
00:31:57amgine1234567890foubug
00:32:12amgine1234567890if osmone picks a name to long it doesnt siaply proprly on the score board
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01:13:25Watusimotonot oposed
01:13:32Watusimotogoodnight
01:13:40Watusimotoand
01:13:48Watusimotogoodbye
01:14:10raptorbye!
01:14:17raptorenjoy your (vacation?) week off
01:17:56bobdaduck Quit (Quit: Page closed)
01:18:33Watusimoto Quit (Ping timeout: 248 seconds)
01:19:15raptoridea
01:19:30raptorweb-based dedicated server management
01:20:15raptorlike in ut2004 (Little_Apple brought up the idea)
01:21:03raptorso if you run a dedicated server, you can turn on an INI option to open a web-management console
01:21:19raptorthen it would load up another internal server at a specific port
01:53:27raptor has left
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01:53:59raptori fixed it sam686, checking in...
01:54:10Fordcars has joined
01:55:43raptorsam686: ha, you pushed first?
01:56:16raptorsam686: does your fix really work??
02:00:48BFLogBot Commit: aea5e1537909 | Author: buckyballreaction | Message: Fix layering problem with rendering asteroid spawn
02:05:29sam686MY fix from yesterday doesn't totally fix it.. (new server and old client don't work well with asteroid spawning)
02:10:32raptorok, i know what to do...
02:11:45sam686been thinking to make them not ghost to older clients..
02:12:59BFLogBot Commit: 37d0903c717e | Author: buckyballreaction | Message: Disable asteroid spawn net object completely, for now
02:13:00raptorok, i just disabled it...
02:13:14raptorbecause the graphic is still a work in progress
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02:31:16sam686I beginning to think the versioning system don't work on GhostConnection like it does on EventConnection, mostly because of EventConnection:::ReadConnectRequest handling versioning, but not in GhostConnection::ReadConnectRequest..
02:32:28raptoryes
02:32:50raptorit should stay that way i think
02:33:49raptori don't htink we want compatible clients to have different objects
02:36:49Fordcarshehe
02:38:23raptori'm haeding to bed early
02:38:27raptornight
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04:09:29Fordcarslater guys
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06:58:02Lamp89aww ducky not here :(
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08:52:29Watusimotogoodbye!!!
09:00:57Watusimoto Quit (Ping timeout: 255 seconds)
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11:51:00kaenraptor, https://code.google.com/r/bkconrad-bitfighter-shaders/
11:51:57kaenI've tried to give a good set of instructions in the clone description, which as has an example client patch to show you how to use it
11:52:07kaenwhich also has*
11:52:54kaenalso, I'm going to break the API (by simplifying it) when I get home from work today.
11:53:05kaenand finally, don't be surprised if it just segfaults on startup...
11:53:15kaenI've not tested it on any other GPU
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14:57:51raptorgood morning!
14:58:10raptorkaen: when you wake up... did you forget to actually push your changes to your shader clone?
15:11:41Kaen-work has joined
15:12:04Kaen-workHey yeah I forgot to push...
15:12:45Kaen-workI'll be home in about three hours to fix
15:13:40Kaen-work Quit (Client Quit)
15:29:07raptorok cool
15:32:45raptorok watusimoto left...
15:32:50raptorso let's start a branch!
15:34:04Nothing_Muchbranch?
15:34:06Nothing_Muchfor what?
15:34:38Nothing_Muchoh wait
15:34:46Nothing_Muchthought it was a fork, nvm
15:39:17raptorhi
15:39:22raptorno, not fork
15:39:38raptora branch for updating one of our in-game frameworks..
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16:11:03Nothing_Muchah alright
17:16:28Nothing_Much Quit (Ping timeout: 260 seconds)
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18:22:36kaenhttps://code.google.com/r/bkconrad-bitfighter-shaders/source/list
18:22:40kaen> dat mergestorm
18:23:04kaenhaving two parents is very unusual for a clone though
18:23:14kaenraptor, it's ready
18:23:16kaenor something.
18:23:16raptoruh oh...
18:23:19raptoryay
18:23:39raptornow that...
18:23:50raptorhas some very neat looking merge-art
18:24:11kaenit's cool that they use real bezier curves
18:24:23kaen(be`zier) :)
18:25:04kaenanyway I'm chaging the API to have a bunch of static Shader instances
18:25:14kaeninstead of a monolithic Shader class that could just be a namespace.
18:25:28kaenbut it should get you started.
18:25:34raptorgreat! thanks
18:25:51raptori'm currently starting a new 'branch' for the lua52 changes
18:25:56kaenI'll be around for any questions
18:26:07kaenoh boy
18:26:15raptordoing it the git way though
18:26:18raptorwith hg bookmarks
18:26:27kaenshweet
18:26:30raptorinstead of 'true' named branches (just to see how it goes)
18:26:48kaenI haven't reconciled my understanding of git branches with hg branches
18:26:58kaenso I just do complete filesystem copies
18:27:06kaenand set up a chain of deps
18:27:10raptorhere's the perfect article for you (I read it this morning):http://stevelosh.com/blog/2009/08/a-guide-to-branching-in-mercurial/
18:27:20raptorit's old, but relevant
18:27:38kaenthanks!
18:27:57raptorbranching with bookmarks is roughly equivalent to git branches
18:28:45raptor"The biggest difference is that git refs are transferred when pushing/pulling and Mercurial bookmarks are not"
18:28:54raptorthat is no longer tru as of mercurial 1.6
18:28:59kaenoh whoa
18:29:08kaenthat's cool
18:29:14raptorit used to be that way, so bookmarks are now just like git branches
18:57:21raptorkaen: have you been working with the Lua stuff much?
18:57:38kaenvery intensely the last three days
18:57:58raptoroh boy... ok
18:58:03kaenI'd say I 70% understand the system from script files -> behavior
18:58:46raptorwell let me tell you what i've done
18:58:47kaenand probably 95% of luawrapper
18:58:49kaenokay
19:00:49raptorI created a Lua 52 branch with the proxy caching intact
19:01:00raptorand branched that
19:01:10raptorredundant brain has kicked in..
19:01:12raptorok
19:01:17kaen:)
19:02:12raptorand I reverted the main branch Lua 5.1 to before the proxy caching was introduced
19:02:30raptorso, before I push this... how can I make it not mess you up?
19:03:05raptorbecause both branches will put you in a place where either the bug is gone, or bitfighter doesn't run :)
19:03:22raptormaybe if you just stick with the revision before the branch...
19:03:57raptorare you OK with that?
19:04:12kaenoh
19:04:20kaenI haven't done any permanent work with lua
19:04:31kaenonly various attempts at tracking down that damn bug
19:04:39raptorah ok
19:05:13raptorbecause I'm sort of making the decision (with watusimoto's blessing) of trying to finish off 018a...
19:05:22kaenyep
19:05:26kaenthat's a great idea
19:05:39kaenwe'll either solve this or work around it later, but it's no reason to block a release.
19:05:44kaenimo
19:06:10raptorok, i'll push then... but you'll have to work off of the parent before the split if you want to continue tracking the bug..
19:06:25kaenit's not an interesting problem to me at the moment
19:06:40kaenI'd rather find a different way to make a consistent id
19:06:50kaenif that's *all* the buggy cache provides
19:07:11raptoryes
19:07:54raptori've done that infact in a Lua script - when you get the Ship object, i usually check for the ClientInfo as an id
19:08:13kaenthere you go
19:08:25kaenthere's something about "serial numbers" all over the place
19:08:30kaenI don't know what that refers to
19:08:45raptori think TNL keeps some sort of internal object ID
19:08:57kaenbut consistent ids are super easy. especially if they only need to be consistent on one machine
19:09:18raptori agree
19:09:19kaenwhich is the case for pure server (or client) side scripting
19:09:33raptorok, attempting to push...
19:11:02BFLogBot Commit: b23d1af861c2 | Author: buckyballreaction | Message: Start Lua 5.2 branch. Bitfighter DOES NOT COMPILE Watusimoto, you'll have to strip your old revisions as I could not get them applied with the same commit ids. Please forgive me.
19:11:03BFLogBot Commit: 44668ec87678 | Author: buckyballreaction | Message: Import watusimoto's Lua 5.2 patch against Bitfighter sources. Bitfighter compiles! (but crashes)
19:11:05BFLogBot Commit: e09f280e66b4 | Author: buckyballreaction | Message: Revert LuaW to just before caching was introduced. This temporarily solves the bot crashing problem, but adds back the inconsistent userdata bug (which we'll live with for 018a). The way forward is Lua 5.2, whether we find the bug or not
19:12:03raptorok good, the bookmarks saved
19:12:27raptorso hg pull
19:12:30raptorhg up main
19:12:39raptorwill put you at our default branch
19:20:47raptorso now... back to other bugs!
19:20:53raptorwhich should be few now, i think...
19:21:08raptormaybe i should do another valgrind report on the reverted cache changes..
19:26:10kaenokay so I've checked over my cmake stuff...
19:26:18kaenhow would you feel about my pushing it?
19:26:41kaenit's been pretty thoroughly tested, builds client and dedicated in release and debug (for me) and builds with clang
19:26:56raptorwould you want to push with your history intact, or a just a new one-diff revision?
19:27:05kaenjust a collapsed diff
19:27:10raptorgreat!
19:27:13raptorDO IT
19:27:14kaenshweet
19:27:15raptor:)
19:27:23kaenlemme cook up the patch and do a dry run first...
19:27:23raptoralso make sure it's on the 'main' branch
19:27:29kaenokay
19:27:50raptori haven't used the bookmarks like this before so i'm being cautious..
19:30:07kaenokay so now I have three heads.
19:30:47raptorhmm.. i wonder if you can merge with just main
19:30:59kaenI imagine so
19:31:40kaenI want e09f right?
19:31:49kaen Revert LuaW to just before caching w
19:31:51kaenetc.
19:31:55raptoryes
19:32:02raptortry: hg merge -r main
19:32:11raptori bet -r know about bookmarks..
19:32:40kaenI have no bookmarks
19:32:46kaenI probably have to explicitly pull them
19:32:48raptorwhat!
19:33:11raptormaybe I should have started a real branch, then
19:33:33kaenno
19:33:38kaenstick with bookmarks
19:33:50kaenwell
19:33:51kaenidk
19:34:03kaenI actually don't have an opinion, that was a knee-jerk
19:34:17raptorreal branches (in hg) seem like they're for more permanent internal forking
19:34:34kaencharon@hades bitfighter-cmake $ hg pull -B main upstream
19:34:34kaenpulling from https://code.google.com/p/bitfighter
19:34:34kaenabort: remote bookmark main not found!
19:34:41raptorNOOOO
19:34:43raptorok one moment...
19:34:50kaenneed to explicitly push them?
19:35:03kaenlooks like it.
19:35:08raptoryeah maybe that's it..
19:35:36raptorha, that was it
19:35:38raptorpull now
19:36:05kaencool
19:36:13kaencan you push the bookmark for the other one?
19:36:28raptori pushed two
19:36:31kaenokay
19:36:33raptor'main' and 'lua52'
19:36:44raptorshoudl show up in 'hg view'
19:39:49kaenokay this is a little touchy after all
19:40:03kaenI accidently just merged lua52 into main on my local clone.
19:40:14kaen(update clean fixed it, but only took one command...)
19:40:22kaenI just type 'hg merge' on accident
19:40:29raptorchange you your cmake branch
19:40:31kaentyped*
19:40:34raptorthen hg merge -r main
19:40:44kaenoh, it's all sorted now
19:40:48raptoroh ok
19:41:16kaenI was just mentioning that typing 'hg merge' merged the two bookmarks without a hiccup
19:41:20raptorhaha
19:41:42raptorinteresting.. the doc says it will merge only if there is one other branch..
19:41:47raptorone other head i mean
19:43:50kaenyes, that was my experience
19:44:02kaen'hg merge' failed when I had the two heads plus my cmake one
19:44:11kaenbut succeeded once I merged main into cmake
19:44:19raptoroh.. i get it now
19:44:20raptorok
19:44:30raptor has reached understanding
19:47:26LordDVG has joined
19:49:04kaenhmm. the lua52 bookmark is tagged as tip for me, so doing 'hg update' after 'hg update main' takes me to lua52
19:49:36raptori'm not sure how 'tip' behaves...
19:49:55raptori think it goes wherever you've last worked..
19:50:03kaenhmm.
19:50:04raptorbut maybe that's not the case
19:50:16kaenwell, anyway I'll just put vcprompt back into my command line.
19:50:35kaenoh wait, I'm not sure it supports bookmarks
19:50:40kaenanyway I'll figure it out
19:58:41kaenuh
19:58:43kaenwow
19:58:49kaenso, here's a major omission
19:58:58kaenmy cmake stuff doesn't build openal...
19:59:05kaenwhich also apparently comes with a CML file
19:59:14raptoryou mean link?
19:59:20kaenoh that's right
19:59:26kaenI'm only supposed to link against it
19:59:29kaender :P
19:59:38raptorhopefully that's not too bad of a change..
19:59:44kaenno no, it does that
20:00:52kaenhttp://pastie.org/6105522
20:01:00kaenthe top ones are linked, the bottom are built
20:01:05kaendoes that look right?
20:01:28raptoryes, i think
20:01:40raptorwith the build zap/
20:01:53raptorthat includes Triancle/recast/sqlite?
20:02:41kaenyes, those are compiled with it
20:02:45kaenlike in the original makefiles
20:02:50raptorexcellent
20:02:53raptorthen i think that's good
20:03:05raptormaster/ isn't actually compiled normally though, is it?
20:03:15kaenit's excluded from main
20:03:19kaener, from ALL
20:03:25raptoras well as mysql++ ?
20:03:27kaenyes
20:04:02raptordid you want to use lua/lua-vec/src instead of lua/lua-vec ?
20:04:26kaenI put the CML files in the root for each project
20:04:26raptor(and i think that's my last Q)
20:04:39raptorok
20:04:40raptorcool
20:04:52kaentough call on what's the root of lua/lua-vec/src
20:05:13raptori think you're fine
20:06:43BFLogBot Commit: b67d06ca75d1 | Author: buckyballreaction | Message: Add simple lua-vec test script
20:09:49bobdaduck has joined
20:10:10bobdaduckGentlemen!
20:10:15bobdaduckHello!
20:10:19raptorhi
20:10:38kaenahoy
20:10:41BFLogBot Commit: c8ec76ea87b9 | Author: kaen | Message: Add CMake build files
20:10:45kaen\o/
20:11:02kaenjust in time to witness my first commit, bobdaduck
20:11:14kaenthe comedy which is sure to ensue
20:11:15bobdaduckI still don't want to believe you guys about values having to be within a power of two.
20:11:18bobdaducklol
20:11:41raptorit's in!
20:11:44raptoryay kaen
20:12:52bobdaduckI'm still trying to figure out if there's just certain values I can't change, or if it will let me make massive changes if I full recompile
20:12:53raptornow to test!
20:13:18bobdaduckBecause how the knrl did sam enable /cheat on his serv
20:13:18raptorbobdaduck: if they're floats, keep between 0.0 and 1.0
20:13:38bobdaduckIn weaponinfo .h
20:13:45raptoras for the rest, try anything! because... we've determined the crashing was my fault, right?
20:13:50raptor(which I've fixed)
20:14:08bobdaduckYou can see most of the values I'm changing there
20:15:10bobdaduckNo I updatted to eacc5whatever and changing values still causes people to crash
20:15:18bobdaduckIn fact I did a pastie a while back with all the exact values
20:16:06bobdaduckBut only when they try to shoot a modded weapon
20:16:11raptorkaen: CMAKE_BUILD_TYPE=Debug right?
20:16:19raptorwith a -D in there..
20:17:54bobdaduckBut really. Sam had a /cheat command programmed into his server
20:18:09bobdaduckWhich changed a lot of values by a ton
20:18:13raptori remember that, it sped up firing rates...
20:18:19bobdaduckAnd people weren't crashing.
20:18:29bobdaduckIt reduced fire rates to 0
20:18:42bobdaduckwhich is more than a ^2 jump
20:19:41raptoryeah.. i'm not sure what he did...
20:20:04raptormaybe he guaranteed the bit count of 0 to be the same as the original value..
20:20:48bobdaduckAnd besides that
20:21:15bobdaduckIf I hack the client using cheat engine it also doesn't crash people, no matter how high I make the values.
20:21:42bobdaduckIn conclusion, this is stupid and funky.
20:22:19raptor#1 have you done a full recompile?
20:22:29bobdaduckI still need to check if making massive changes to a .cpp file causes the same crashing (because the values used to be in a .cpp)
20:22:37raptorwith your changes?
20:22:38bobdaduckNo, that's next on my list to try
20:22:46raptorthat's your issue!
20:23:01raptoryou are using vc++?
20:23:03bobdaduckYeah probably
20:23:06bobdaduckyeah
20:23:09bobdaduck2010
20:23:14raptoryep, it's caching the old stuff
20:23:19raptorclean the project
20:23:22raptorthen build
20:23:37raptorthat happens when changing .h (header) files
20:23:58bobdaduckIt caches stuff?
20:24:16raptoryes
20:24:31kaenewwwwwwwwwww
20:24:37kaenit caches stuff stupidly?
20:24:42kaenI shouldn't be surprised...
20:24:43raptorit tries to not be stupid
20:25:04bobdaduckso why does that crash people?
20:25:06raptorbut with a header change, it doesn't seem to always pick up related classes...
20:25:13bobdaduckor kick them out of the server, anyway
20:25:13kaencrazy.
20:25:59raptorit does like 95% of the time, but there are several occasions where i've bugged watusimoto to do a full rebuild, and all of a sudden his problem he's been having for 2 days disappears
20:26:34raptorbobdaduck: say you compile a .cpp that includes your WeaponInfo.h
20:27:11raptorthe resulting compiled file is an object file, usually with .o as the extension
20:27:20raptorthat .o has the WeaponInfo.h stuff inside
20:27:39raptornow, if you change WeaponInfo.h, you have to recompile *every* .cpp files that includes it
20:27:57raptorotherwise the old values are still in them when the executable is made
20:28:23bobdaduckMakes sense
20:28:25raptorvc++ tries to automatically find all the .cpp files for you that have included the .h, but sometimes its stupid and doesn't get them all
20:28:41raptorso the solution is a full recompile (and sadly that takes a while)
20:28:41bobdaduckI'm mobile right now so I can't test
20:28:50raptorok
20:29:00bobdaduckYeahhh full recompile takes like an hour
20:29:10kaenwut?
20:29:13raptorwhat!?
20:29:28kaenon your motorola 68k?
20:29:28bobdaduckMaybe I have a slow computer.
20:29:38bobdaduckTi-89
20:29:47bobdaduckactually
20:30:14kaenit takes 3 minutes onm my laptop
20:30:18raptorif you want bobdaduck, give me a diff, and i'll put up a server
20:30:20bobdaduckAnd maybe I'm recklessly exaggerating. Its probably closer to half an hour
20:30:57kaenyou must be build opengl or something
20:31:00kaenbuilding
20:31:05raptorha
20:31:13kaenI'm half serious...
20:31:23bobdaduckI always just hit "debug" and it tries to rebuild part of the solution
20:31:23raptorever tried building Mesa?
20:31:26kaenyes
20:31:37raptorok, then you speak from experience.. :)
20:31:39kaenit provided massive performance gains for me
20:31:51kaenfunny you should ask that though :)
20:32:08bobdaduckIt takes about 10 minutes for it to launch after any change
20:32:21kaenalright, it's just a slow computer
20:32:22raptorkaen: really? for OpenGL apps? does that mean you're not using the binary blob drivers for you video card (NV or ATI?)
20:32:28kaentoo much pr0n bdd?
20:32:47kaenoh god no raptor
20:33:06kaenI can't use fglrx, it freezes my kernel
20:33:12kaengallium is my only hope
20:33:18raptorahh... so yes, a newer Mesa would definitely help there
20:33:24bobdaduckIts not *that* old a computer though. 3 years ish?
20:33:34kaenit's about the same age as my laptop
20:33:39kaenclock speed?
20:33:50kaenprobably 3.0~ ish?
20:33:56bobdaduckprobably
20:33:57raptorbobdaduck: any computer techies in your family that periodically keep the computer clean?
20:34:00bobdaduckmaybe 2.4
20:34:07raptorbecause... Windows + Internet = Fun!
20:34:09kaenI have a 2.8 dual core
20:34:12bobdaduckI'm the most techie
20:34:25bobdaduckSony vaio laptop
20:34:27kaenwith 9 full desktops it builds all of bitfighter and its included libs in 3 minutes
20:34:48bobdaduckAnd I'm fairly sure its dual core
20:34:49raptor9... sadly i'm still at a meager 8
20:35:01raptor1x8
20:35:03kaencower before my might, mortal
20:35:06raptorhaha
20:35:11kaen1x9 here :)
20:35:19raptorstill using awesome?
20:35:23kaenyes!
20:35:25bobdaducklol
20:35:28kaentiling wm's are so cool
20:35:40bobdaduckSo the computer has decent specs, except for like, a graphics card
20:35:44kaenit automatically arranges the windows for me when I hit meta + space
20:35:49raptorcool
20:36:02kaenyes bobdaduck, you likely have some malware
20:36:11kaenor other drain on your resources
20:36:14bobdaduckSee
20:36:18kaenor maybe your hdd is failing
20:36:21bobdaduckthat's what I keep thinking
20:36:22kaendon't say antivirus
20:36:31kaenit's nearly worthless.
20:36:54raptorone word is your friend: DBAN
20:36:58bobdaduckI've tried some antivirus but it never catches anything even on a boot scan so
20:37:05bobdaduckDban?
20:37:11kaenboot and nuke
20:37:12kaenheh.
20:37:13raptorDerek's Boot and Nuke
20:37:37bobdaduckWhy?
20:37:38raptorit's guaranteed to take care of any virus/malware!
20:37:47raptor(and all of your files/programs..)
20:37:51kaenbut really, antivirus is a cat/mouse game. there are a lot more mice
20:37:55bobdaducklol
20:37:58kaenboot and nuke is 100% going to work though.
20:38:08kaenand reinstalling isn't really as hard as it might sound.
20:38:27kaen(I've never used it, I usually just reformat and clean the boot sector)
20:38:44raptorkaen: yeah targed dd is just as effective
20:38:50raptor*targetted
20:38:58kaenI thought so
20:39:04bobdaduckI dunno the computer has a bunch of drivers and stuff that I've had trouble finding/rreinstalling on the other sony vaio I formatted
20:39:36raptorbobdaduck: then i'd try some of the free utilites at filehippo
20:39:47bobdaduckSo I don't really want to do a system wipe
20:39:57kaenI promise you do not have the only copies of those drivers on the entire internet
20:40:13bobdaduckOf course not
20:40:13kaenI pinky promise.
20:40:24raptorbobdaduck: i've had luck with this one: http://www.filehippo.com/download_spybot_search_destroy/
20:40:30raptorinstall, scan, uninstall
20:41:22raptordon't let it install a daemon
20:41:37bobdaduckI was thinking the problem is that windows sucks with registry caching and so has a tenancy to get slower over time
20:42:04kaenjust a drop in the pond
20:42:05raptoroh, a hard defragment will fix that
20:42:15raptor*hard drive
20:42:17bobdaduckdaemon?
20:42:33raptordaemon is the technical term for any program running in the background
20:42:41raptorlike all those stupid icons in the system tray
20:43:11raptoroh also, if you have norton running while compiling... let's just say your speed is cut in half, roughly
20:43:21kaenoh, yes!
20:43:22raptor(or mcaffee)
20:43:32bobdaduckAvast
20:43:39kaenyou could just have a bunch of normal programs running in the background
20:43:41bobdaduckScrew norton and mcaffee
20:43:59kaenscrew antivirus. update your software!
20:44:03bobdaduckThey advertise too much
20:44:05bobdaducklol
20:44:21bobdaduckOh, and boot and nuke would I have to reinstall windows?
20:44:25kaenyeah
20:44:28kaenbut it's easy
20:44:33kaenI do it all the time in my vm
20:44:41raptoryeah, i was slightly joking about that..
20:44:54raptorbut only slightly
20:45:07bobdaduckIf I remember right reinstalling windows takes like hours...
20:45:16kaenoh haha
20:45:19kaenI just read its webpage
20:46:51raptorit says no guarantee data is erased, but it does provide one algorithm that guaranees erasure on spinning hard disks
20:47:43bobdaduckIn task manager most stuff running in the background is really small
20:48:13raptorthink piranhas
20:48:29bobdaduckOkay lol
20:48:47bobdaduckBut ending half of them does not noticably increase speed
20:49:12raptorprobably not, they're designed to execute only on certain events
20:49:14raptorbut
20:49:31raptorcompiling can take up to 100% of your system resources
20:49:44raptorwhereas starting/stopping a program might take 20%
20:50:46raptorkaen: have you looked at #4 in the running bug list in a while?
20:51:08bobdaduckSo what do you suggest instead of "worthless" antivirus?
20:51:26raptorgood browsing habits for you and your family
20:51:32raptor(which may be impossible)
20:51:54raptoryou do things like make sure browser plugins are turned off
20:52:04raptorand don't punch the monkey
20:52:11bobdaduckcheck check check
20:52:18raptorif you still want flash, you use flashblock
20:52:20bobdaduckOr download smilies xD
20:52:32raptoralso *never* run random extensions or applets
20:52:42bobdaduckcheck....
20:53:18raptorthe hard part is guaranteeing everyone else in your family does this perfectly
20:53:27bobdaduckrofl yeah
20:53:42bobdaduckMy parents do have a tenancy to get my computer infected.
20:53:47raptorhahah
20:54:27raptorin that case, having lightweight antivirus around is probably a good thing - although i'd turn it off when doing intensive 'safe' system operations (like compiling bitfighter)
20:54:28bobdaduckThey even have their own computers, but they still always get on mine
20:54:35bobdaduckits weird
20:54:49bobdaduckWhat would you suggest?
20:55:12raptori think avast or antivir used to be good, less-weighty ones
20:55:17raptori'm not sure now though
20:55:31bobdaduckavast does not seem to be very light.
20:55:54raptorso i think most antivirus stuff as anti-malware stuff in there as well
20:56:20raptorusually i turn that off if you know you have good browser habits (it's probably heavier than anti-virus..)
20:56:45bobdaduckyeah
20:57:39bobdaduckSo.... To make bitfighter not take ten minutes each time I make a tiny change.......?
20:58:13raptorwe'd have to move that table into a .cpp file instead of a .h file..
20:58:41bobdaduckIt was originally all just in gameweapons.cpp, dunno why it was changed
20:59:03raptorprobably done with watusimoto XMACRO stuff...
20:59:43bobdaduckAlso it still won't compile at all unless I delete the lines about xcopy in bifighter.vcprojefwhatevertheextentionis
21:00:04bobdaduckWhich doesn't seem right
21:00:32raptorthat shouldn't fail...
21:00:34raptorhmm
21:01:12bobdaduckWhich might by extension be somehow causing people to crash (though they still don't crash if I make no changes)
21:01:37bobdaduckI dunno I'd have to get on my computer to see...
21:01:45raptorthat won't
21:01:55raptorthe xcopy thing just copies resources around
21:02:01raptornothign to do with compiling
21:03:17bobdaduckSo when I finally get on the computer: Try a full recompile/project clean with the big changes in it and see if everyone crashes still
21:03:26raptoryes
21:03:38raptorand disable the antivirus while you do it..
21:04:23bobdaducklol
21:04:43bobdaduckActually I'm not sure avast has an option to disable it.
21:04:54bobdaduckI haven't seen one when I looked
21:05:04bobdaduckUninstalling may be the best option
21:05:15raptorright-clicking on the applet doesn't work?
21:06:04bobdaduckyeah, there's a bunch of options there but no disable
21:12:13bobdaduck@kaen: dual core 2.10 ghz is my cpu speed, 4 gb ram
21:16:18Darrel Quit (Read error: Connection reset by peer)
21:18:18SolumnMushroom has joined
21:19:38bobdaduckHey solumn
21:19:43bobdaduckor shroom
21:19:46bobdaduckWhichever.
21:21:32SolumnMushroomHello
21:21:42raptorhi
21:22:09bobdaduckWas it the first time you ever played last night?
21:22:20SolumnMushroomBitfighter is better than Garagegames was willing to make Zap
21:22:30SolumnMushroomAnd yes it was
21:23:37bobdaduckBitfighter is DEFINITELY better than Zap! xD
21:24:11bobdaduckDid you play much Zap!?
21:24:24bobdaduckor perhaps Z.A.P.?
21:25:23SolumnMushroomI played Zap!. Diddn't know about Z.A.P. before it was canned. :P
21:26:03kaenstill the newest guy in the channel ._.
21:26:18SolumnMushroomThis is also my first time in any IRC. :D
21:26:25bobdaducklol cool
21:27:28raptorwelcome!
21:27:40SolumnMushroomJust installed the classic level pack. Going to relive some of my fondest memories. By being totally destroied
21:28:13raptorhaha
21:30:25bobdaducklol
21:36:32raptorhey SolumnMushroom, i edited one of your map posts
21:36:44raptoryou can actually post Map code directly in it
21:36:58bobdaduck is now known as bobdaduck_mobile
21:37:17SolumnMushroomAhh... Ok
21:38:25bobdaduck_mobilealso you can use right click in the editor to make normal walls
21:38:33bobdaduck_mobile(in case you didn't know)
21:39:08SolumnMushroomI figured that part out
21:39:19SolumnMushroomIt's used in my Core map
21:39:49bobdaduck_mobileah right.
21:40:37SolumnMushroomThat funny thing I wanted to show you in the CTF map is there's a gap in the wall that allows you to escape from the arena
21:41:17bobdaduck_mobileah okay
21:43:07Fordcars_ has joined
21:43:22SolumnMushroomraptor, Are you one of the devs of bitfighter?
21:43:30raptori pretend to be, yes
21:43:33Fordcars_yes he is
21:43:36Fordcars_:P
21:44:00SolumnMushroomYou and the others did a FANTASTIC job on the game
21:44:07raptordanke
21:44:24raptorplease ignore the random crashes...
21:44:38SolumnMushroomHaven't had any yet
21:44:44raptoroh good!
21:45:06raptorthey're highly specific, but annoying (fixed already in the next release in development)
21:45:28SolumnMushroomThe only real issue I have with the game is some servers say ping timed out and I can't tell if it's locked or not. :P
21:45:57SolumnMushroomBut that's a server bug, not a gameplay bug
21:46:28bobdaduck_mobileThey say that because the server owners haven't enabled port forwarding and such
21:46:36raptoryeah... we can probably get it show the name of the server (maybe) but it's actually because people host servers behind firewalls/ NAT
21:47:08SolumnMushroomYeah, not a realisticly fixable problem
21:49:43SolumnMushroomOn an unrelated note, do you people like my signature?
21:49:56raptorto update the kernel, or to not update..
21:49:59raptorsig?
21:50:02raptor looks
21:51:33raptorqr code decoded!
21:51:37raptora steam ID
21:52:56bobdaduck_mobilefancy
21:53:41SolumnMushroomhttp://steamcommunity.com/id/solmush
21:56:39SolumnMushroomCan anyone recomend any free irc client applications?
21:56:48raptorSolumnMushroom: what OS do you run?
21:56:57SolumnMushroomWindows
21:57:00bobdaduck_mobileI'm still just using freenode...
21:57:17bobdaduck_mobileWhile you're at it recommend one for windows mobile
21:58:05raptorq-something
21:58:08raptorquazzel
21:58:09raptorno
21:58:24raptorquassel
21:58:32raptorthat's a decent windows one i hear
21:59:09SolumnMushroomHad an idea. I'm on Firefox. Addons.
22:00:09SolumnMushroomI'll be right back
22:00:15SolumnMushroom Quit (Quit: Page closed)
22:00:59SolumnMushroom has joined
22:01:09SolumnMushroomAnd I'm back
22:05:00raptorok, well... with that Lua bug reverted
22:05:09raptorI think we can do play testing for next release
22:05:23kaenSolumnMushroom, if you ever want a full featured client, X-Chat 2 is well recommended: http://www.silverex.org/download/
22:05:34kaengroovy
22:05:40kaenhow does one playtest?
22:05:55raptorplaytest = devs compile latest and break things
22:06:07raptorhave some time to do some?
22:06:12kaenalways.
22:06:22kaenI have two consecutive days off, even
22:06:25raptoroooo
22:06:33kaenwell, 44 hours
22:06:36kaenclose enough.
22:06:38raptorok, let me do a full recompile and set up a dedicated server in gdb...
22:06:45kaenpfffft
22:06:50raptor?
22:07:01kaenwell, I guess you need to full recompile one last time...
22:07:18raptor(i've been looking at the Lua 5.2 stuff)
22:07:21bobdaduck_mobileI might try to get on in like an hour
22:07:35raptorbobdaduck_mobile: i can get you a build when that time comes (and I'm free)
22:07:40kaenoh that's right. still need to rebuild across branches
22:07:46bobdaduck_mobileokey
22:08:24bobdaduck_mobileAlso I can compile it myself probably too though as noted it would take a while
22:08:44raptoroh yeah!
22:08:48raptordev-in-training
22:08:55bobdaduck_mobilelol
22:09:05bobdaduck_mobilebrogrammer
22:09:20raptorbuilt with cmake!
22:09:25kaenphew
22:10:56raptorok server up...
22:11:08kaen95 %
22:11:17kaenoh how I love progress estimates <3
22:11:21raptorhaha, me too!
22:11:34raptor shuns bobdaduck_mobile for the use of such a heinous word
22:11:43bobdaduck_mobileWhen I was downloading ubuntu on an emachine
22:12:01bobdaduck_mobile462 days, 36 hours, 9 minutes remaining
22:12:22raptori got my text editor open to write down the bugs..
22:12:28kaenbarfalot?
22:12:33raptoryes
22:12:35SolumnMushroomI'll be right back again
22:12:36raptorthat's the one..
22:12:38raptor'test'
22:12:39SolumnMushroom has left
22:12:41raptorno wait
22:12:43raptor018a
22:12:43bobdaduck_mobilebarfalot!
22:12:44raptoris the pw
22:12:57raptorstop saying my secret server name out loud!
22:13:03bobdaduck_mobilelol
22:13:32bobdaduck_mobileIs it secret if everyone can see it?
22:14:04SolumnMushroom has joined
22:14:15bobdaduck_mobilewb
22:15:10SolumnMushroomAnd I'm back again
22:15:28bobdaduck_mobileProve it.
22:15:38kaenoh goodness.
22:15:45SolumnMushroome=mcwaffle
22:15:50kaenQED
22:15:59bobdaduck_mobileI for one believe him.
22:16:14SolumnMushroomSeems legit
22:16:57bobdaduck_mobileMcwaffle is a very strong proof
22:17:07bobdaduck_mobileNot much to argue with there.
22:17:19SolumnMushroomYup
22:20:16bobdaduck_mobileIt looks like I won't be able to get on today raptor
22:20:25bobdaduck_mobilegood luck playtesting
22:22:43LordDVG Quit (Remote host closed the connection)
22:23:31kaenI'm getting a long connection problem, raptor
22:23:35raptorkaen: crash on the suite..
22:23:42kaenoh boy!
22:23:59raptorhttp://pastie.org/6106285
22:24:34kaenin the idle loop
22:24:44kaenstrange
22:25:09raptorthat's one of sam's creations
22:25:26kaenworm
22:25:27kaenright
22:28:23kaenugh
22:28:24kaenraptor
22:28:27raptordoing a diff with LuaW,,
22:28:28raptory
22:28:38kaenthat line is an assert
22:28:44kaenfor a not-overridden idle thingy
22:28:55raptoroh wonderfull
22:29:18raptorso simple fix is to add idle list callback?
22:30:17raptorLuaW is the same as with that revision that passed my bisect tests (and Watusimoto's tests...)
22:30:18kaenno
22:30:28kaensimple fix is to fix the broken parent def
22:30:32kaenit's calling parent::idle
22:30:40kaenbut bfobject is parent
22:30:44kaenit's derived from move object
22:30:58kaenpoint object I mean
22:31:15raptorhuh - that's with sam's linkedIdleList code right?
22:31:34kaenthere's a commented call to unlinkIdleList in bfobject::idle
22:31:41kaenif that's what you mean
22:31:56raptori think with any object it needs to be linked, then unlinked... looking for an example..
22:32:28kaenwell, here's what I'm seeing:
22:32:28kaenclass Worm : public PointObject
22:32:28kaen{
22:32:28kaentypedef BfObject Parent;
22:32:39kaentesting right now...
22:32:44kaenjust changing bfobject to pointobject
22:33:11bobdaduck_mobile Quit (Ping timeout: 245 seconds)
22:33:49raptori'm not sure it can work as a PointObject
22:33:52kaenlol I don't have the test object suite
22:33:52kaenoh
22:34:05kaenalright, then it just needs to comment out the parent::idle bit
22:34:17kaensince that's a call that does literally nothing but trigger an assert
22:34:31kaenbut it's derived from a point object
22:34:54kaenI'm pretty sure typedef'ing bfobject as parent is not what he meant to do.
22:36:22raptorweird, that parent:: call was in the original when sam686 added that
22:36:42kaenmaybe the assert was added since the last time the suite was run?
22:37:16raptorhuh
22:37:22raptormaybe it's always been broken
22:37:24kaenraptor how do I get a map?
22:37:28raptori'd say just commend out the idle
22:37:34kaensure
22:38:06Fordcars_hehe
22:38:06raptorusually use /getmap (for non-crashing maps)
22:38:11raptori'll upload the object suite
22:38:48raptorkaen: http://sam6.25u.com/upload/1test_object_suite.level
22:42:43kaenstill crashes if I comment the idle call
22:42:48kaentrying the typedef
22:42:53kaen(different crash though)
22:43:03kaen((in unpackupdate))
22:44:03raptorok
22:44:05raptordecision
22:44:13raptorcutting out the worm in the object test suite
22:44:54kaenthere we go...
22:45:00raptoryou got it?
22:45:03kaenbecause it still triggers another assert
22:45:03kaenno
22:45:08kaenI mean, please just remove it
22:45:13raptorhaha, done!
22:45:14kaen(from the suite)
22:45:16raptorok back..
22:45:18kaenk
22:52:38Fordcars_Yet another quick wierd question: can Python or javascript change the "Target" of a shortcut in Windows?
22:53:42kaenanything that can do file IO can do that
22:53:52kaenjs could only do it with v8 or nodejs or similar
22:54:06Fordcars_can python do it?
22:54:32kaeneasily
22:54:44Fordcars_yay because I stink at javascript
22:54:47Fordcars_thanks!
22:58:50raptorkaen: output of s_bot crashing with aegisbot still there: http://pastie.org/6106449
22:59:03raptori wonder if we broke something with the bot code itself...
23:00:03kaencan you pastie aegisbot for me?
23:00:16raptorit's in the bots folder as 'projectileshooter'
23:00:22kaenoh lol
23:00:30raptoryeah, no one seems to know about that one..
23:00:46raptordo you have black screen of doom right now?
23:01:11kaenI've logged from the server
23:01:13raptori'm going to do a valgrind report with s_bot...
23:01:14raptorok
23:01:46kaenmy initial hunch: getvel
23:01:59raptorit's done it on several others
23:05:11raptorhaha LA
23:05:16raptorman that kid cracks me up
23:09:24Fordcars_lol
23:11:06Fordcars_too many servers!
23:11:50raptorhey kaen - i've been testing bots again.. i can't get them to crash
23:11:58kaen...
23:12:00kaen..........
23:12:09raptorso that means.. they crash when there's two of us? (network related problem?)
23:12:27kaenI can't imagine that would break only lua
23:12:34raptoryeah, my luck CTF that has always crashed them in 10 seconds is now going on 2 min.
23:12:36kaenand leave the rest of the game state in tact
23:13:02kaenthat's nuts
23:13:12Fordcars_hehe
23:13:20kaenI'm not thoroughly convinced...
23:13:23raptori'm starting to think it's that uninitialized heap value...
23:13:31kaenI think you're on to something
23:13:40raptorwant the latest report?
23:13:43kaenplease
23:14:05kaenactually
23:14:10kaenI may as well grind it myself
23:14:28raptorok, here is mine: http://sam6.25u.com/upload/memcheck.log.tar.gz
23:14:35raptori run the following:
23:14:45raptorvalgrind --tool=memcheck --leak-check=yes --track-origins=yes ./bitfighter -levels ctf &> memcheck.log
23:14:50Fordcars_OH I think I just found something
23:15:14raptoryou shoes?
23:15:29Fordcars_yeah!
23:16:07Fordcars_but seriously, do you remeber when I was hosting a non-dedicated server on Windows and no more than 3 people could join without crashing?
23:16:14raptoryes
23:16:33Fordcars_probably had to do with my IP address
23:16:41kaenuh
23:16:46Fordcars_welll
23:16:55raptorkaen, i ran valgrind, hosted game, added 20 bots wait for crash... end game
23:16:58kaenI'd love to hear your reasoning
23:17:09raptoryeah Fordcars_ you had a weird problem..
23:17:23Fordcars_if, for example, my IP is 10.0.1.2, can only 2 people connect to that
23:17:25Fordcars_ip
23:17:27Fordcars_oh
23:17:30kaenno.
23:17:31Fordcars_never mind
23:17:35kaenheh :)
23:17:44raptorFordcars_: i don't think it was IP related... do you still have that problem?
23:18:13Fordcars_got messed upped with hosting lan server on linux with a static server on Wi-Fi
23:18:16Fordcars_lol
23:18:47Fordcars_sorry . Nah I don't have that problem since I uninstalled Firewall (lol)
23:18:55raptorthat was so weird
23:19:07Fordcars_what
23:19:09sam68610.x.x.x is a local IP address (only behind a router), not seen by internet users..
23:19:19raptorhi sam686!
23:19:21Fordcars_you see a 10.0.0.00.
23:19:24Fordcars_?
23:19:58Fordcars_oh yeah I know
23:20:01kaenhe means that 10.x.x.x IPs are purely internal
23:20:01sam686I can not see any of your 10.x.x.x servers, only public ip address..
23:20:11Fordcars_yes I know ._.
23:20:17raptorback to memory errors!
23:20:32Fordcars_got messed up with LAN earlier sorry
23:21:18sam686but, Fordcars public IP address may be 70.83.140.48 (seen by this IRC server)
23:21:25Fordcars_yes
23:21:54Fordcars_but 10.0.0.0 is just on local area network
23:22:01sam686yes
23:22:21Fordcars_
23:22:29Fordcars_ok
23:22:52raptori think i don't actually understand how some of these "Uninitialised value was created by a heap allocation" are happening
23:22:56sam686if you host a bitfighter server, everyone can see your public address to connect to, but only computers on your LAN can see your local address like 10.x.x.x
23:22:57Nothing_Much_ has joined
23:23:16Fordcars_yep
23:23:49sam686unless if you fail to connect to master, no one can see public IP address (there is /connect, only works if the host have port forwarded)
23:24:18raptorkaen: what gcc version are you using?
23:24:46kaen4.6.1
23:24:47kaenoh!
23:25:04kaenI wanted to mention that when I build with clang I triggered a different error
23:25:11raptorreally??
23:25:14raptorinteresting
23:25:23kaenyes but it was late and I didn't take any notes about it :<
23:25:25raptorok, my version of valgrind doesn't support my gcc properly...
23:25:33raptorto the update channels!
23:27:22raptorkaen: make sure you have valgrind 3.7+ for gcc 4.6
23:27:38kaen3.6
23:27:45kaen:<
23:27:57kaenjust exactly when I had finished the log
23:28:28raptoryou compiled with clang, though right?
23:28:51raptor(how to do use clang with your cmake?)
23:29:28kaenCC=clang CXX=clang++ cmake ..
23:29:39kaenhave to rm CMakeCache.txt first though
23:30:40kaenit'll be slow and noisey though, in my experience
23:30:47raptortesting!
23:31:07kaenI almost cross compiled bitfighter today too
23:31:16raptorcool!
23:31:21kaenif I wasn't lazy to build png,openal, and one other thing for my mingw env
23:31:31kaentoo lazy to*
23:31:31raptorha
23:31:46raptorlibpng was a bit difficult if i remember, i think i left notes somewhere...
23:34:24raptorllvm sure builds tnl fast..
23:34:47raptormaybe i should be fixing llvm errors...
23:35:35raptorwow, very few errors with llvm actually
23:35:39raptorerr, warnings
23:36:46raptorhttp://pastie.org/6106677
23:37:51Fordcars_hey raptor, what's that JSON file showing all of the BF servers again?
23:38:03raptorhttp://bitfighter.org/bitfighterStatus.json
23:38:48Fordcars_thansk! it's better to do that than to go in each Ping timed out server to see if there is some people playing in it
23:39:02raptorhaha
23:40:50raptorq serv is 137 something...
23:41:18bobdaduck has joined
23:44:49raptornothing too serious..
23:50:20Fordcars_yeah
23:52:40raptorso the question of the night is why does this give a memory error?: Ship *newShip = new Ship(clientInfo, teamIndex, spawnPoint);
23:55:33raptoris it mCurrentMove that isn't initialized?
23:57:15kaenlooks like it
23:57:31kaenit's declared in bfobject and not initialized there anyway
23:57:57raptoralso getRenderAngle() but that's client side...

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