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| 00:41:57 | | BFLogBot Commit: dd3e96d0eaea | Author: sam8641 | Message: Fixes crash, points limit assert was wrong (was 16384 points); now there is no more points limit. |
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| 07:15:55 | raptor | good morning! |
| 07:17:09 | raptor | oh my goodness sam686, you fixed that bug! |
| 07:17:13 | raptor | !! |
| 07:19:38 | raptor | how on earth did you find it? |
| 07:19:45 | raptor | (and good fix, by the way) |
| 07:45:25 | | BFLogBot Commit: 7b9bddc7ed42 | Author: buckyballreaction | Message: Remove logprintf |
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| 08:40:31 | raptor | back in a few |
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| 11:51:11 | kaen | oh, cool |
| 11:51:18 | kaen | I got my video drivers to segfault |
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| 12:12:41 | fordcars | good, I repaired the exclusive or gate |
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| 12:25:49 | | ChanServ sets mode +o raptor |
| 12:25:55 | raptor | hello hello! |
| 12:34:30 | fordcars | hi |
| 12:34:46 | fordcars | you removed grid size in 019, right? |
| 12:36:29 | raptor | uhh |
| 12:36:38 | raptor | I think we're still discussing it.. |
| 12:37:52 | sam686 | One useful thing about gridsize is for snapping to grid. |
| 12:38:09 | raptor | oh |
| 12:38:11 | raptor | so |
| 12:38:25 | raptor | we think keeping gridsize for the editor is good, but not for the server |
| 12:40:56 | raptor | and hello sam686 |
| 12:41:24 | raptor | thanks for finding that bug last night... how did you find it?? |
| 12:41:55 | Watusimoto | hi |
| 12:42:01 | raptor | hi Watusimoto |
| 12:42:02 | kaen | hello all |
| 12:42:04 | raptor | hi kaen |
| 12:42:09 | raptor | we're all here! |
| 12:42:24 | fordcars | hello |
| 12:42:26 | | kaen folds hands and leans forward onto desk |
| 12:42:41 | kaen | so about this vertex limit... |
| 12:42:59 | Watusimoto | I found a major closing-program crash, and know what caused it -- may be a similar cause to others you are experiencing. Are you still experiencing them? |
| 12:43:03 | | raptor finds a dark corner to sit in shame |
| 12:43:15 | fordcars | because the grid size moved some parts of my "calculator", but now it works with the grid size |
| 12:43:46 | raptor | Watusimoto: I fixed sever plugin+editor crashes |
| 12:43:50 | raptor | *several |
| 12:43:52 | kaen | indeed, you did |
| 12:43:58 | raptor | kaen: are your plugins doing better? |
| 12:43:58 | Watusimoto | excellent |
| 12:44:00 | kaen | much |
| 12:44:04 | kaen | still other crashes |
| 12:44:11 | kaen | but most of them seem tractable |
| 12:44:12 | sam686 | on my windows build, I added 4 times more barriers then the level you give me (not on top of each other, different locations), and 2 things: I ran into Assert, and it crashes on exit, obviously found it where it assert me to.. |
| 12:44:52 | kaen | I'm able to trigger a TNL packet size limit assert with my new level |
| 12:44:53 | raptor | Watusimoto: see #23 here: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 12:45:06 | sam686 | also the assert was wrong, 32768 F32 array with 32768 points assert, but 32768 points is 65536 F32. |
| 12:45:24 | raptor | sam686: I'm so glad you found that... |
| 12:46:25 | raptor | Watusimoto: is that the crash you're seeing now? (also, you should update to latest and clean-rebuild.. |
| 12:46:30 | Watusimoto | faaaantastic! |
| 12:46:38 | Watusimoto | no, my crash is fixed |
| 12:46:42 | Watusimoto | it is unrelated |
| 12:46:53 | Watusimoto | but I learned that not cleaning up properly can cause it |
| 12:47:02 | Watusimoto | at least similar symptoms |
| 12:47:18 | Watusimoto | so maybe there is a chunk of memory that is not deleted |
| 12:47:29 | Watusimoto | I didn't realize that woudl cause crashes on exit |
| 12:48:04 | raptor | memory issues are so weird |
| 12:49:11 | Watusimoto | indeed |
| 12:49:19 | Watusimoto | so I have a nice bit of code to check in soon |
| 12:49:37 | Watusimoto | you can build what I call "symbol strings" -- basically chunks of text with embedded symbols |
| 12:49:49 | Watusimoto | such as the loadout zone marker, or joystick buttons or whatever |
| 12:49:56 | Watusimoto | and then render them like normla strings |
| 12:50:05 | Watusimoto | (well, alomst like that) |
| 12:50:25 | kaen | awesome! |
| 12:50:39 | Watusimoto | I'm doing this for the inline help, but it can replace all sorts of ugly code we have |
| 12:50:52 | Watusimoto | because we do this alot, and it's all ad hoc and super kludgy |
| 12:51:36 | Watusimoto | so now I can easily print "go to a loadout zone (*)" where the * is the loadout zone marker |
| 12:52:47 | raptor | neat! |
| 12:52:48 | Watusimoto | well, see for yourself |
| 12:52:48 | Watusimoto | http://img94.imageshack.us/img94/6546/screenshot0uz.png |
| 12:53:30 | Watusimoto | it would be trivial to add colors, which would make screens like the diagnostics interface about half as long |
| 12:56:19 | raptor | oooo |
| 12:56:24 | raptor | looks good! |
| 12:57:50 | Watusimoto | sam686: do you know how to enable recompiling and continuing after you hit a breakpoint and make a code change in VC++? |
| 12:59:10 | sam686 | in visual c++, you just edit the code while you hit a breakpoint, and then press the play button to continue, be sure it was built as debug mode, doesn't work on release mode.. |
| 12:59:42 | Watusimoto | yes, but it is disabled in my current vc++ project, for some reason (in debug mode) |
| 12:59:59 | Watusimoto | I think there is a setting somewhere, but I couldn't find it |
| 13:00:08 | Watusimoto | no worries if you don't know, I'll find it |
| 13:01:20 | raptor | i thought that was the default |
| 13:01:26 | Watusimoto | it probably is |
| 13:01:35 | sam686 | project, properties, C++, general, Debug information format, Program database for edit and continue |
| 13:01:41 | Watusimoto | somehow the cmake file disables it |
| 13:01:46 | sam686 | but cmake might overrid that.. |
| 13:01:52 | Watusimoto | or, perhaps, doesn't enable it |
| 13:01:58 | sam686 | I don't know much about cmake.. |
| 13:02:13 | Watusimoto | ok, thanks sam686 |
| 13:02:17 | raptor | really?? |
| 13:02:22 | raptor | let me look into it.. |
| 13:02:31 | Watusimoto | yes. let me verify wha the setting is |
| 13:02:48 | Watusimoto | also, the TNL_DEBUG flag is no longer being included in the debug project |
| 13:02:54 | raptor | what |
| 13:03:00 | raptor | I thought I added that... |
| 13:03:03 | | raptor checks |
| 13:03:04 | Watusimoto | kaen suggested it might be being clobbered |
| 13:03:08 | Watusimoto | it's in the file |
| 13:03:09 | Watusimoto | twice |
| 13:03:15 | Watusimoto | so it wasn't forgotten |
| 13:03:25 | Watusimoto | it was included before your last round of edits |
| 13:03:37 | Watusimoto | as was, I beleive, edit and continue |
| 13:04:41 | raptor | my goal is to make cmake be as seamless as possible for you.. |
| 13:05:19 | Watusimoto | yes, and I'm using it! |
| 13:05:25 | raptor | if right-click on 'bitfighter' and go to the compiler command line, does the flag show up there? |
| 13:05:27 | Watusimoto | I even added my new files to it |
| 13:06:00 | Watusimoto | where are you talking about? |
| 13:06:06 | Watusimoto | oh, the proj on the left? |
| 13:06:08 | raptor | yes |
| 13:06:12 | raptor | the target project |
| 13:06:52 | Watusimoto | well, it does, but I added the flag to the options |
| 13:07:04 | Watusimoto | I would suspect in a clean project it would not |
| 13:07:12 | Watusimoto | I can rebuild in a minute if you like |
| 13:08:04 | raptor | huh |
| 13:08:05 | sam686 | I think cmake only overrides the projects when CMakeLists changes or something else changes... |
| 13:08:14 | raptor | i did a fresh generation |
| 13:08:16 | Watusimoto | should I use this? |
| 13:08:17 | Watusimoto | cmake -G "Visual Studio 10" -DCMAKE_BUILD_TYPE=Debug .. |
| 13:08:19 | Watusimoto | or this? |
| 13:08:22 | raptor | Watusimoto: no |
| 13:08:30 | Watusimoto | cmake -G "Visual Studio 10" .. |
| 13:08:34 | raptor | ^^ that, yes |
| 13:08:36 | raptor | is all you need |
| 13:08:36 | Watusimoto | ok |
| 13:08:43 | raptor | it should properly set up Debug and Release for you |
| 13:08:49 | raptor | TNL_DEBUG is gone! |
| 13:08:49 | sam686 | ... or when build/CMakeCache.txt was deleted.. |
| 13:08:56 | raptor | where did it go!? |
| 13:09:38 | Watusimoto | oh, for all those windows users out there, this makes cmd windows less painful: ConEmu |
| 13:09:54 | raptor | terminal replacement? |
| 13:09:56 | Watusimoto | yes |
| 13:10:04 | Watusimoto | not as good as putty, but much better than cmd |
| 13:10:56 | Watusimoto | here is the cmd line: |
| 13:10:57 | Watusimoto | /I"C:/Users/Chris/Documents/bf-trunk/openal/include" /I"C:/Users/Chris/Documents/bf-trunk/libpng" /I"C:/Users/Chris/Documents/bf-trunk/zlib" /I"C:/Users/Chris/Documents/bf-trunk/libsdl/SDL2" /I"C:/Users/Chris/Documents/bf-trunk/libspeex" /I"C:/Users/Chris/Documents/bf-trunk/tnl" /I"C:/Users/Chris/Documents/bf-trunk/boost" /I"C:/Users/Chris/Documents/bf-trunk/gtest/include" /I"C:/Users/Chris/Documents/bf-trunk/zap" /Zi /nologo /W3 /WX- /MP /Od /Ob0 /Oy |
| 13:10:57 | Watusimoto | - /D "WIN32" /D "_WINDOWS" /D "_DEBUG" /D "_CONSOLE" /D "CMAKE_INTDIR=\"Debug\"" /D "_MBCS" /Gm- /EHsc /RTC1 /MTd /GS /fp:precise /Zc:wchar_t /Zc:forScope /GR /Fp"bitfighter.dir\Debug\bitfighter.pch" /Fa"Debug" /Fo"bitfighter.dir\Debug\" /Fd"C:/Users/Chris/Documents/bf-trunk/exe/bitfighter.pdb" /Gd /TP /analyze- /errorReport:queue |
| 13:11:12 | Watusimoto | no tnl_debug |
| 13:13:55 | | BFLogBot Commit: 61053ed8cdf4 | Author: kaen | Message: find new snap vertex after running a plugin (in case the hovered object's geometry was modified) |
| 13:15:27 | raptor | kaen gets a badge! |
| 13:15:35 | raptor | (fixed an editor bug) |
| 13:15:39 | Watusimoto | also, I believe, the /Zi flag needs to be /ZI... checking that now |
| 13:18:21 | Watusimoto | yes, confirmed |
| 13:23:18 | raptor | ok |
| 13:23:30 | raptor | in the main CMakeLists.txt (at the root of the tree) |
| 13:24:17 | raptor | actually, if you're working on something else, I'll do it.. |
| 13:26:52 | raptor | ok, i thin it's my fault... i see what i did.. |
| 13:30:12 | Watusimoto | sorry, was a way for a minute |
| 13:30:19 | Watusimoto | do you need me to do anything |
| 13:30:27 | raptor | no... just be patient with me.. |
| 13:30:40 | raptor | I think I overrode some compile definitions somehow.. |
| 13:31:14 | Watusimoto | no worries |
| 13:37:09 | kaen | oooh, just gdb to deadlock |
| 13:37:18 | raptor | ! |
| 13:37:26 | kaen | in libthread_db |
| 13:37:28 | kaen | no less |
| 13:50:13 | kaen | so, about that vertex limit |
| 13:50:39 | raptor | kaen: which? |
| 13:50:47 | kaen | after I move the hard packet size limit in TNL, I can use at least 2048 vertices in the editor just fine |
| 13:50:56 | raptor | oh wow |
| 13:50:58 | raptor | uhh |
| 13:51:06 | kaen | but the actual game-wall creation stops after I believe 512 vertices |
| 13:51:08 | raptor | can TNL chunk that up OK? |
| 13:51:46 | kaen | I don't think it gets chunked at all right now |
| 13:52:01 | kaen | tnl is sending it as a single "raw" packet write |
| 13:52:24 | kaen | the constants I changed are used for nothing but throwing errors |
| 13:53:02 | kaen | namely MaxPacketDataSize MaxPreferredPacketDataSize |
| 13:53:08 | kaen | which I changed to 0xFFFF |
| 13:53:26 | raptor | maybe I don't understand TNL as well as I thought - I thought it chunked up packets to play nicely with networks (like at 1500 bits or so) |
| 13:53:33 | kaen | from 1500 and 576 respectively |
| 13:53:43 | raptor | yes that |
| 13:53:49 | | fordcars slaps Watusimoto around a bit with a large trout |
| 13:53:53 | fordcars | whoa |
| 13:53:55 | fordcars | sorry |
| 13:54:16 | kaen | looks like it just enforces that rather than changing the data to satisfy it |
| 13:54:17 | raptor | byte |
| 13:54:20 | Watusimoto | my head hurts |
| 13:54:21 | raptor | 1500 bytes |
| 13:54:22 | kaen | judging from the asserts |
| 13:54:25 | Watusimoto | and smells like fish |
| 13:54:30 | raptor | has to do with this: https://en.wikipedia.org/wiki/Maximum_transmission_unit |
| 13:54:36 | kaen | I was just going to say |
| 13:54:38 | raptor | kaen: really?? |
| 13:54:40 | kaen | 1500 is default MTU |
| 13:54:42 | fordcars | haha sorry I have a "slap" button in my irc client |
| 13:55:08 | raptor | so no chunking into 1500? |
| 13:55:20 | raptor | which is what I thought that did if it exceeded the limit |
| 13:55:36 | raptor | in fact - i remember sam686 working on that once |
| 13:55:46 | raptor | fixing the chunking or something like that.. |
| 13:56:36 | kaen | oh! |
| 13:56:37 | kaen | heh |
| 13:57:01 | kaen | there is code for chunking, but it's prefixed by TNLAssertV(false, ("%s Packet too big to send, one or more events may be unable to send", ev->mEvent->getDebugName())); |
| 13:57:11 | kaen | it's actually what I've been triggering this whole time... |
| 13:57:36 | Watusimoto | how does this look? |
| 13:57:37 | Watusimoto | http://img23.imageshack.us/img23/9240/screenshot1dmw.png |
| 13:57:50 | Watusimoto | is this a good way to represent keyboard controls? |
| 13:58:08 | kaen | I like the keys but the font looks off |
| 13:58:17 | kaen | and yes, it is a good way |
| 13:58:22 | Watusimoto | well, it's not our font |
| 13:58:27 | Watusimoto | if that's what you mean |
| 13:58:36 | kaen | oh, it's like a wingding? |
| 13:58:47 | kaen | or whatever they're called? |
| 13:59:17 | raptor | Watusimoto: looks good |
| 13:59:17 | Watusimoto | http://www.fontspace.com/linux-libertine/linux-biolinum/21082.charmap |
| 13:59:24 | raptor | i mirror kaen's sentiments |
| 13:59:25 | kaen | dingbats |
| 13:59:27 | kaen | that's it |
| 13:59:30 | Watusimoto | no |
| 13:59:42 | raptor | kaen: I think there is a TNL 'BigData' flag or something somewhere |
| 14:00:06 | raptor | used on RPC? |
| 14:00:12 | Watusimoto | I couldn't find a lot of good keyboard fonts |
| 14:01:06 | raptor | Watusimoto: /ZI you said? |
| 14:01:17 | Watusimoto | yes |
| 14:01:23 | raptor | ok, i'm on it.. |
| 14:01:27 | Watusimoto | that's what enables edit-recompile-continue |
| 14:02:08 | Watusimoto | and the third (and final) think that would be helpful would be inclusion of .h files |
| 14:02:27 | raptor | Watusimoto: ok |
| 14:02:33 | Watusimoto | which kaen suggested doing by globbing rather than enumeration (and after some research, I concur) |
| 14:03:04 | kaen | just add them to the target with the rest of the sources |
| 14:03:38 | Watusimoto | I got as far as this, but wasn't sure how to further adapt it to our project, or where to put the line: file(GLOB Demo_HEADERS *.h) |
| 14:03:50 | raptor | ok, i'll do it |
| 14:04:01 | raptor | let me add that compiler flag first.. |
| 14:04:58 | Watusimoto | another font example |
| 14:04:59 | Watusimoto | http://img10.imageshack.us/img10/8620/screenshot2cj.png |
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| 14:07:29 | raptor | ok Watusimoto now for headers.. |
| 14:07:35 | | BFLogBot Commit: 1e25aa5e7175 | Author: buckyballreaction | Message: Fix missing TNL_DEBUG flag in MSVC Debug build |
| 14:07:36 | | BFLogBot Commit: 4202b53b40f7 | Author: buckyballreaction | Message: Add 'Edit and Continue' support for visual studio with cmake |
| 14:09:54 | raptor | Watusimoto: ok, the only issue I see with using 'GLOB' is that if you add a new header to the project, cmake doesn't know it needs to regenerate |
| 14:10:02 | raptor | are you OK with that? |
| 14:10:09 | Watusimoto | yes |
| 14:10:12 | raptor | okey doke |
| 14:10:26 | Watusimoto | I think that's easier than manually adding the header |
| 14:20:36 | raptor | do you care if the headers are just under the 'bitfighter' project or do you want them also under 'bitfighterd' (dedicated server)? |
| 14:22:43 | Watusimoto | bitfighter should be good |
| 14:22:55 | Watusimoto | and perhaps test |
| 14:23:01 | Watusimoto | dang |
| 14:23:20 | Watusimoto | I just figured out that to use that font's nice F1 F2, etc. keycaps we need ot use unicode |
| 14:23:32 | raptor | unicode! |
| 14:23:39 | Watusimoto | which I'm not sure I want to start with |
| 14:24:23 | Watusimoto | because lots would need ot be converted |
| 14:24:42 | Watusimoto | it may better just to create my own rendering solution |
| 14:24:56 | Watusimoto | like we did with the joystick buttons |
| 14:34:33 | kaen | wait, did you try just passing the utf-8 code to fontstash? it looks like it supports it |
| 14:34:46 | raptor | so does SDL |
| 14:34:57 | kaen | it's really easy in sdl |
| 14:34:59 | raptor | but I think internally there's a lot of ascii stuff with bitfighter.. |
| 14:35:28 | kaen | yes, but you can just pass the glyph as escaped hex values |
| 14:35:33 | kaen | (I'm guessing) |
| 14:35:51 | kaen | let's see |
| 14:40:06 | | BFLogBot Commit: 19313609ee35 | Author: buckyballreaction | Message: Add header files to cmake projects |
| 14:40:24 | raptor | let me make sure htat last one doesn't kill linux.. |
| 14:42:05 | raptor | oh good, still works |
| 14:42:22 | raptor | ok Watusimoto, your cmake changes are completed |
| 14:42:33 | Watusimoto | great, thanks |
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| 14:46:52 | kaen | which one is the helpitem font? |
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| 15:02:59 | SolumnMushroom | I found a way to boot the Mac OS X installer, but I can't install to the partition I dedicated to it. And when I made that partition free space, GRUB broke... |
| 15:04:58 | SolumnMushroom | So I can't boot Ubuntu, and I can barely boot Windows. |
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| 15:08:29 | raptor | kaen: I think 'Prime' |
| 15:08:55 | kaen | tenby |
| 15:09:03 | kaen | utf8 works fine |
| 15:09:05 | raptor | rats, that was my second gues.. |
| 15:09:09 | kaen | screenshotting... |
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| 15:10:54 | kaen | http://imgbin.org/index.php?page=image&id=13459 |
| 15:10:57 | kaen | center of the screen |
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| 15:11:11 | kaen | it's the "right click" glyph from biolinum |
| 15:11:12 | raptor | ha! |
| 15:11:13 | kaen | or whatever |
| 15:11:19 | raptor | yeah |
| 15:11:31 | kaen | which is \xEE\x84\xBC |
| 15:11:53 | raptor | that's awesome! |
| 15:12:21 | kaen | sane default behaviors \o/ |
| 15:18:32 | raptor | so what are Watusimoto_'s reservations? |
| 15:19:20 | Watusimoto_ | wait... how did you do that? |
| 15:20:53 | kaen | find a character from the map |
| 15:20:59 | kaen | convert the number below it to hex |
| 15:21:10 | kaen | type \uXXXX wherever you want it |
| 15:21:13 | kaen | recompile. |
| 15:21:33 | kaen | http://imgbin.org/index.php?page=image&id=13460 |
| 15:21:42 | kaen | that font has little flower thingies, raptor :) |
| 15:21:47 | kaen | we've come full circle |
| 15:21:58 | raptor | ha! |
| 15:22:34 | Watusimoto_ | so I want U+1E79 |
| 15:22:47 | Watusimoto_ | I use do \e1E79 as my string? |
| 15:22:58 | Watusimoto_ | \u1E79? |
| 15:23:03 | raptor | i think so |
| 15:23:11 | kaen | I think so |
| 15:23:12 | raptor | err |
| 15:23:21 | raptor | \x1E\x79 |
| 15:23:23 | raptor | ? |
| 15:23:38 | Watusimoto_ | I am skeptical, but willing to try |
| 15:23:44 | kaen | works for me |
| 15:23:54 | kaen | no, just do \u1E79 |
| 15:24:03 | kaen | if you need 32bit use \U |
| 15:24:15 | raptor | ah |
| 15:24:56 | kaen | secretly bitfighter had utf8 support this whole time... |
| 15:24:58 | kaen | and nobody knew |
| 15:25:20 | raptor | haha |
| 15:25:48 | kaen | I wonder if I could change my forum name to ☯ |
| 15:26:22 | Watusimoto_ | so \u or \U? |
| 15:26:31 | kaen | \u if you only need four digits |
| 15:26:33 | Watusimoto_ | doing \u1E79 |
| 15:26:37 | Watusimoto_ | ah |
| 15:26:52 | Watusimoto_ | raptor: using a freshly built cmake project |
| 15:26:55 | Watusimoto_ | this will never work |
| 15:27:08 | raptor | ? |
| 15:27:12 | Watusimoto_ | but if it does, I can close my font editor!!! |
| 15:27:27 | Watusimoto_ | ooops... look like it "close itself" |
| 15:27:31 | Watusimoto_ | closed |
| 15:27:34 | raptor | you doubt kaen's screenshots? |
| 15:27:38 | kaen | hehe |
| 15:27:39 | Watusimoto_ | doctored |
| 15:27:42 | raptor | haha |
| 15:27:51 | Watusimoto_ | but we'll see |
| 15:28:00 | Watusimoto_ | the new project requires a full rebuild for some reason |
| 15:28:07 | Watusimoto_ | so we'll see in a few minutes |
| 15:28:11 | raptor | my faulT! |
| 15:28:41 | Watusimoto_ | now if we could only find a font with controller button glyphs... that would be awesome! |
| 15:29:31 | raptor | http://www.thealmightyguru.com/GameFonts/Series-Controllers.html |
| 15:32:41 | Watusimoto_ | too bad there's no rectangular buttons |
| 15:34:53 | raptor | did you download it? here it is in its entirety: http://sam6.25u.com/upload/2snapshot7.png |
| 15:34:54 | | fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client) |
| 15:35:16 | Watusimoto_ | this code |
| 15:35:17 | raptor | no blank square ones, sadly |
| 15:35:18 | Watusimoto_ | if(mText == "F2") |
| 15:35:18 | Watusimoto_ | mText = "\u1E79"; |
| 15:35:22 | Watusimoto_ | generates this: |
| 15:35:29 | Watusimoto_ | http://img580.imageshack.us/img580/9630/screenshot3im.png |
| 15:35:51 | Watusimoto_ | Not the nice F2 glyph kaen's trick images suggested! |
| 15:36:16 | raptor | try my suggestion? \x1E\x79 |
| 15:36:48 | Watusimoto_ | fool me once.... shame on you.... fool me... won't get fooled again |
| 15:37:02 | kaen | try \uE179 |
| 15:37:06 | kaen | since that's 57721 in hex... |
| 15:37:27 | Watusimoto_ | that generates a lower case y glyph |
| 15:38:35 | Watusimoto_ | \uE179 produces another ? |
| 15:39:22 | kaen | that's heart-breaking |
| 15:39:27 | kaen | because I get the F2 glyph |
| 15:39:35 | Watusimoto_ | indeed it is |
| 15:39:35 | raptor | ha! |
| 15:39:42 | raptor | windows fault |
| 15:39:44 | Watusimoto_ | are you on linux? |
| 15:39:47 | kaen | yes |
| 15:39:48 | Watusimoto_ | perhaps so |
| 15:39:59 | Watusimoto_ | platofrm problem |
| 15:40:17 | kaen | \xEE\x85xB9 |
| 15:40:17 | kaen | \ |
| 15:40:19 | kaen | oops |
| 15:40:22 | kaen | \xEE\x85x\B9 |
| 15:40:28 | kaen | oh my... |
| 15:40:33 | kaen | \xEE\x85\xB9 |
| 15:40:42 | raptor | read read: http://www.mctainsh.com/Articles/MFC/MakingUnicodeApp.aspx |
| 15:40:44 | kaen | ^ would you try that for me? |
| 15:40:50 | kaen | then I give up. |
| 15:41:12 | Watusimoto_ | trying |
| 15:41:14 | raptor | oh wait, that page is a bit old.. |
| 15:41:53 | Watusimoto_ | http://img22.imageshack.us/img22/2214/screenshot4eb.png |
| 15:42:05 | kaen | heh |
| 15:42:08 | raptor | beautiful! |
| 15:42:19 | Watusimoto_ | \xEE\x85\xB9 |
| 15:42:23 | Watusimoto_ | that's what worked |
| 15:42:26 | kaen | that's utf-8 hex encoding |
| 15:42:42 | Watusimoto_ | so where did that come from |
| 15:42:51 | kaen | http://www.fileformat.info/info/unicode/char/E179/index.htm |
| 15:43:42 | kaen | a reliable way to quickly find that, I don't know |
| 15:44:16 | kaen | here we go: http://www.ltg.ed.ac.uk/~richard/utf-8.html |
| 15:44:30 | raptor | good find! |
| 15:47:45 | Watusimoto_ | great! |
| 15:49:40 | Watusimoto_ | the url is now in our code for easy relocation |
| 15:51:43 | raptor | wait kaen, what is your input and constraint on that site? |
| 15:52:02 | kaen | the number below the glyph, mark it as decimal input |
| 15:52:23 | kaen | take the utf-8 hex output and separate it into bytes |
| 16:02:00 | raptor | back in a bit.. |
| 16:02:07 | | raptor Quit () |
| 16:02:41 | | fordcars has joined |
| 16:13:50 | sam686 | hey raptor, you broke the release compile (doing /ZI on debug and RELEASE?) Command line error D8016 : '/O2' and '/ZI' command-line options are incompatible |
| 16:30:09 | fordcars | later guys, going to eat |
| 16:30:13 | | fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client) |
| 16:36:05 | | raptor has joined |
| 16:36:05 | | ChanServ sets mode +o raptor |
| 16:36:15 | raptor | ok sam686, I fix.. |
| 17:04:38 | | BFLogBot Commit: 6569dbb0ec8e | Author: buckyballreaction | Message: Fix setting Visual Studio flag meant only for Debug compile |
| 17:08:46 | sam686 | found a new problem with cmake-to-visual c++: bitfighter.exe doesn't have the ship icon.. |
| 17:14:08 | raptor | really?? |
| 17:14:38 | raptor | so copying the icon isn't enough? |
| 17:15:46 | raptor | Watusimoto_: what do you think of an event like this: onScore(score, team, playerInfo) |
| 17:15:46 | sam686 | I think on windows, exe have icon inside the .exe, to be viewable from windows explorer.. It comes from compiling resources in visual studio.. |
| 17:15:50 | raptor | where playerInfo can be NULL |
| 17:16:04 | raptor | interesting.. |
| 17:16:08 | raptor | i'll look into it |
| 17:16:10 | Watusimoto_ | playerInfo is the scoreing person? |
| 17:16:14 | raptor | yes |
| 17:16:23 | raptor | but can be NULL like with HTF gametype |
| 17:16:28 | Watusimoto_ | sure |
| 17:16:36 | raptor | ok |
| 17:17:10 | Watusimoto_ | raptor: hang in there with the cmake stuff... getting close! |
| 17:17:23 | Watusimoto_ | it's definitely the right way to go |
| 17:17:24 | raptor | sam686: how does that EXE get the icon normally?? |
| 17:17:34 | raptor | it can't possible be with the SDL loading |
| 17:17:40 | raptor | Watusimoto_: getting so close... |
| 17:19:09 | raptor | oh wait, does it load this?: zap/zap_win_icon.ico |
| 17:19:14 | sam686 | zap/zap.rc have something that adds the zap_win_icon.ico |
| 17:19:19 | raptor | ha |
| 17:19:26 | raptor | ok, looking into it.. |
| 17:21:01 | | fordcars has joined |
| 17:21:56 | | fordcars is now known as fordcars_ |
| 17:23:05 | | fordcars_ Quit (Remote host closed the connection) |
| 17:25:55 | Watusimoto_ | well, I looked up a ton of glyphs, but now I'm a bit down on that font |
| 17:25:56 | Watusimoto_ | http://img248.imageshack.us/img248/4192/screenshot6lr.png |
| 17:26:04 | Watusimoto_ | that's the best they haev for tab |
| 17:26:08 | Watusimoto_ | not super intuitive |
| 17:29:09 | Watusimoto_ | there's a few other lame ones as well |
| 17:31:13 | | koda Quit (Quit: koda) |
| 17:31:41 | sam686 | Problem with "Release", no debugging symbol, but I see "RelWithDebInfo", problem with that is millions of linker errors and warnings. http://sam6.25u.com/upload/text1305/130512_18-05-55.txt |
| 17:32:42 | raptor | did that config compile quickly? It should have recompiled everything |
| 17:33:14 | raptor | Watusimoto_: my tab key has that symbol |
| 17:33:25 | Watusimoto_ | as does mine |
| 17:33:25 | sam686 | I have 4 options: "Debug" "Release" "RelWithDebInfo" and "MinSizeRel" |
| 17:33:41 | Watusimoto_ | but when you look at that symbol, you don't think "tab!" |
| 17:33:46 | raptor | sam686: yes - maybe I should remove RelWithDebInfo and MinSizeRel? |
| 17:33:46 | Watusimoto_ | you think "huh?" |
| 17:33:57 | raptor | Watusimoto_: correct |
| 17:34:01 | raptor | huh? |
| 17:34:04 | Watusimoto_ | eh? |
| 17:34:06 | Watusimoto_ | what? |
| 17:34:09 | raptor | err.. |
| 17:34:09 | sam686 | but then wheres the missind debugging symbol on release mode? |
| 17:34:11 | raptor | uh |
| 17:34:19 | Watusimoto_ | that's what we don't want! |
| 17:34:27 | raptor | sam686: we don't want debugging symbols in release |
| 17:34:35 | sam686 | I would think RelWithDebInfo will be the same as Release, but with debugging symbol.. |
| 17:34:37 | Watusimoto_ | nor that |
| 17:35:01 | raptor | sam686: it should be |
| 17:35:13 | raptor | but my guess is that it didn't do a full recompile? |
| 17:35:17 | sam686 | Useful to profile with "Very Sleepy" profiler with seeing which address goes with which function, or else I only see hex address only.. |
| 17:35:29 | sam686 | (best to profile in release mode) |
| 17:36:03 | raptor | sam686: try a clean rebuild on that config |
| 17:36:10 | raptor | i bet it's picking up the old object files |
| 17:36:52 | sam686 | maybe the problem is Runtime Library being different between Release and RelWithDebInfo.. |
| 17:37:03 | raptor | oh! |
| 17:37:06 | raptor | you're right! |
| 17:37:30 | raptor | one thing at a time... |
| 17:37:34 | raptor | first the icon.. |
| 17:42:36 | raptor | ok sam686, I will remove the MinSizeRel but fix the RelWithDebInfo for you.. |
| 17:43:12 | sam686 | I guess the "MinSizeRel" is just a different optimizing (optimize by smaller size) |
| 17:43:36 | raptor | yeah, not needed |
| 17:45:08 | sam686 | and by the way, on windows bitfighter.exe, the debugging info is stored in seperate file (bitfighter.pdb) which is why on windows, exe filesize don't really change at all between debugging info on or off. |
| 17:47:00 | | BFLogBot Commit: 3f7e086cf89f | Author: watusimoto | Message: Get working SymbolString renderer going on. Still crude, but will let us render text with symbols embedded (such as "Press (1) to continue" where 1 is a graphical rendering of joystick button 1) in a generic manner. Should be much less hacky than our current ad-hoc solutions, and will make it much easier to manage instructions in the HelpItem manager, which was the driving force behind doing this. |
| 17:47:02 | | BFLogBot Commit: 97e64fa6374c | Author: watusimoto | Message: Merge |
| 17:47:03 | | BFLogBot Commit: ad2cf8b67665 | Author: watusimoto | Message: Merge |
| 17:47:05 | | BFLogBot Commit: d137f4992ac7 | Author: watusimoto | Message: Comment |
| 17:47:06 | | BFLogBot Commit: 4ac4429128db | Author: watusimoto | Message: Comment |
| 17:47:09 | | BFLogBot Commit: ef8b99664e77 | Author: watusimoto | Message: Clean up insertion of keycap glyphs, include glyph font; things now properly cleaned up on exit |
| 17:47:11 | | BFLogBot Commit: a012d75ec977 | Author: watusimoto | Message: Merge |
| 17:47:44 | raptor | awww... our nice straight line of commits for a whole day has been defiled.. |
| 17:53:22 | raptor | there you go sam686 |
| 17:53:29 | | BFLogBot Commit: dd35a0b648cd | Author: buckyballreaction | Message: Add icon to Windows EXE |
| 17:53:31 | | BFLogBot Commit: fb4653cc3fd6 | Author: buckyballreaction | Message: Fix compiling of RelWithDebInfo configuration in Visual Studio |
| 17:58:40 | | fordcars has joined |
| 17:59:31 | sam686 | after Watusimoto commits: I get TNLAssert ""Invalid font id!" in FontManager.cpp, and the green text doesn't display the buttons.. |
| 17:59:45 | raptor | Watusimoto_: did you forget to commit a font? |
| 17:59:53 | sam686 | I also ran into TNLAssert "Deal with it!" in SymbolShape.cpp |
| 18:00:01 | raptor | hahaha |
| 18:00:59 | Watusimoto_ | no |
| 18:01:14 | sam686 | SymbolShape *SymbolString::getControlSymbol(InputCode inputCode) where inputCode = BUTTON_2... Maybe cause I use joystick? |
| 18:01:22 | Watusimoto_ | you need to replace DavysBigKeyCaps2 with LinBiolinum_K |
| 18:01:28 | Watusimoto_ | in FontManager |
| 18:01:30 | Watusimoto_ | .cpp |
| 18:01:36 | Watusimoto_ | I'll fix that shortly |
| 18:01:49 | Watusimoto_ | I was toying with another font... but shhh.... don't tell LinBiolinum_K |
| 18:01:54 | Watusimoto_ | she gets real jealous |
| 18:04:13 | Watusimoto_ | so |
| 18:04:22 | Watusimoto_ | this is my last checkin for the night |
| 18:04:27 | Watusimoto_ | fixes the "missing font" issue |
| 18:04:51 | Watusimoto_ | DavysBig is a nicer font; unfortunately it is missing some keys we need |
| 18:05:25 | | BFLogBot Commit: 51b864ec092d | Author: watusimoto | Message: Add correct font, use new keycaps renderer for a miryad of uses |
| 18:05:26 | | BFLogBot Commit: 2c611ba6f530 | Author: watusimoto | Message: Merge |
| 18:05:30 | Watusimoto_ | I'm going to try to add some of the missing symbols |
| 18:05:36 | raptor | ok |
| 18:05:41 | sam686 | "Aim and fire with a mouse", but I am using a joystick.. |
| 18:05:47 | raptor | i recomment fontforge |
| 18:05:50 | raptor | *recommend |
| 18:05:55 | Watusimoto_ | dude... deal with it |
| 18:05:57 | Watusimoto_ | :-) |
| 18:06:08 | Watusimoto_ | the help messages are still somewhat random |
| 18:06:13 | raptor | work in progress |
| 18:06:36 | Watusimoto_ | and sam686, since you weren't around when we discussed it, they will only show up for new users, and in small quantities |
| 18:06:46 | Watusimoto_ | you can see all the messages I've thought up with ctrl-H |
| 18:07:21 | Watusimoto_ | this last change was small (so I thought), but it changed things everywhere to the new font |
| 18:07:29 | Watusimoto_ | so you'll see it in help, for example |
| 18:07:54 | Watusimoto_ | you can see it also in the key bindings menu (where i intended it to change), so you can try different keys to see how they look |
| 18:07:58 | Watusimoto_ | if you want to |
| 18:08:10 | Watusimoto_ | they new keys also show up on the loadout menu, which I'm not sure I like |
| 18:08:14 | Watusimoto_ | but whatever |
| 18:08:22 | Watusimoto_ | I'll take comments tomorrow |
| 18:08:57 | Watusimoto_ | davys font is a bit more siimilar to tenby |
| 18:09:05 | Watusimoto_ | so it seems to fit nicer |
| 18:09:11 | Watusimoto_ | but you'll have to wait |
| 18:09:29 | raptor | i'll just keep adding bugs in other parts |
| 18:10:04 | sam686 | why is the phaser particles green? |
| 18:10:26 | sam686 | burst explosions is also green now.. |
| 18:10:55 | raptor | i see blue! |
| 18:11:34 | raptor | sam686: that was a bug that appeared with my virtual destructor commit yesterday |
| 18:12:15 | raptor | removing the virtual destructor in the class Color will fix it - but I wonder if keeping it is showing us other bugs in the code elsewhere |
| 18:13:18 | sam686 | maybe the reason I see green and you see blue is 32-bit vs 64-bit compiling.. |
| 18:13:28 | raptor | yeah, could be |
| 18:21:23 | sam686 | sparkManager.cpp line 338, &mSparks[i][0].color, a problem is when there is a pointer at offset Color:0, r at offset:4, g at offset:8, b at offset:12. A virtual destructor adds a pointer in a beginning of a class "Color" |
| 18:21:37 | sam686 | &mSparks[i][0].color.r may fix it (adding the .r part) |
| 18:22:41 | sam686 | oh at 64 bit pointer, the color.r is offset 8 |
| 18:24:22 | raptor | how did you find that? |
| 18:24:51 | sam686 | simply put, a virtual anything in a class takes up memory a size of 1 pointer, if there is a thousand colors, it may take up quite a bit more memory then if there is no virtual.. |
| 18:25:22 | raptor | shouldn't sizeof(Spark) pull in the correct Color size? |
| 18:25:43 | Watusimoto_ | >>> how did you find that? <<<< |
| 18:25:46 | sam686 | yes, but not the correct offset to color.r / g / b |
| 18:25:53 | Watusimoto_ | sam, we're glad to have you around! |
| 18:25:55 | Watusimoto_ | good night |
| 18:25:58 | raptor | night Watusimoto_ |
| 18:26:45 | raptor | sam686: ok, so the offset |
| 18:27:01 | raptor | does that mean it the extra data comes before the members? |
| 18:27:30 | raptor | so the pointer for the virtual destructor can come befoer the r, g, b? |
| 18:27:51 | raptor | ok, well... |
| 18:27:53 | sam686 | &mSparks[i][0].color doesn't equal &mSparks[i][0].color.r if a virtual inside a color is there, 1 virtual pointer comes before actual data.. |
| 18:28:04 | raptor | OK |
| 18:28:08 | raptor | interesting |
| 18:28:51 | sam686 | although good thing is, multiple virtual function only need one virtual pointer in a class. |
| 18:29:02 | raptor | so just the fact that we're using pointer tricks is the issue |
| 18:29:09 | sam686 | yes |
| 18:29:13 | raptor | ok |
| 18:29:33 | raptor | well.. is the *proper* fix to remove the virtual destructor, or to use a different opengl call? |
| 18:29:54 | raptor | we don't need the virtual destructor |
| 18:30:04 | raptor | i just added it to be thorough |
| 18:30:55 | sam686 | I also see the pointer tricks to read in the alpha (3 F32 color + 1 F32 alpha right after color in struct Spark |
| 18:31:51 | raptor | argh |
| 18:31:52 | raptor | ok |
| 18:31:53 | sam686 | I don't think there is an fast alternative like glColorPointer, there is no glColorRedPointer / glColorGreenPointer / glColorAlphaPointer |
| 18:32:03 | raptor | best to remove the virtual destructor |
| 18:32:04 | | Watusimoto_ Quit (Ping timeout: 276 seconds) |
| 18:32:08 | raptor | I'll do that... |
| 18:32:13 | sam686 | ok |
| 18:34:31 | raptor | done |
| 18:34:39 | | BFLogBot Commit: b4e0a28be391 | Author: buckyballreaction | Message: Remove virtual destructor in the Color class. It was messing up pointer tricks with feeding it into OpenGL |
| 18:41:02 | | BFLogBot Commit: d6e13e652a19 | Author: buckyballreaction | Message: Minor CMake clean up |
| 18:41:33 | raptor | ok, enough cmake junk for windows |
| 18:41:37 | raptor | (for today) |
| 18:41:42 | raptor | let me know if you catch anything else.. |
| 18:45:45 | raptor | nooooo Watusimoto! |
| 18:45:58 | raptor | you added a ton more classes without virtual destructors! |
| 18:56:23 | | BFLogBot Commit: 0980ae83c025 | Author: buckyballreaction | Message: Fix compiling on Linux. Also add missing virtual destructors. Remember to add these! |
| 19:06:10 | sam686 | Found a small problem trying to move poly-wall without grid snapping (holding down spacebar while moving point), it keeps snapping to itself on its own point? |
| 19:06:47 | sam686 | only happen to polywall, not GoalZone or others.. |
| 19:08:14 | raptor | does it have to do with this?: https://code.google.com/p/bitfighter/source/detail?r=61053ed8cdf4eb75b7fdcb0115f52a59461130ca |
| 19:10:46 | sam686 | probably not, has nothing to do with plugins nor scripts |
| 19:38:44 | raptor | i shoudl fix bugs.. |
| 19:55:51 | kaen | I don't think that's a bug |
| 19:56:02 | kaen | or at least, I've exploited it to build levels before |
| 19:56:52 | | Platskies has joined |
| 19:58:14 | | BFLogBot Commit: b37ebb3f1161 | Author: sam8641 | Message: Fix idling message on rejoin, changed LUA which appears to stop the random 1-5 second freezing with many robots. |
| 20:15:42 | raptor | sam686: I odn't understand your Lua changes |
| 20:16:26 | sam686 | my LUA changes basically speeds up performance and avoids repeated freezing on me.. |
| 20:16:50 | raptor | what does the LUAI_GCMUL actually do? (the one you changed to zero) |
| 20:17:30 | sam686 | not sure exactly what it does, its meaning is kindof hard to understand.. |
| 20:17:58 | raptor | but it increased performance? |
| 20:18:35 | sam686 | yes, or at least it stops the 1 second freeze every 5 seconds with 100 robots |
| 20:18:48 | raptor | interesting... |
| 20:19:32 | sam686 | I rather have 10 fps with no freezing, then to have 20 fps with freezing every few seconds.. |
| 20:20:10 | raptor | so does it slow the tick rate of bots? |
| 20:20:31 | sam686 | its something to do with LUA garbage collection.. |
| 20:21:19 | sam686 | before my changes, it freezes doing so many garbage collection, after my changes it does garbage collection more frequently almost getting rid of big freezing.. |
| 20:22:50 | sam686 | bacically, I turned huge 1000 milliseconds freezing into lots of tiny 10 ms freezing.. |
| 20:23:36 | sam686 | 10 ms freezing is mostly un-noticable.. |
| 20:27:24 | sam686 | the help text says you can disable the help messages in the option menu, but I don't see it in the options... |
| 20:35:49 | | Platskies Quit (Remote host closed the connection) |
| 20:42:42 | | raptor Quit (*.net *.split) |
| 20:43:58 | | raptor has joined |
| 20:43:58 | | ChanServ sets mode +o raptor |
| 20:44:06 | raptor | victim of a net split! |
| 20:44:54 | sam686 | wow, /whois have a 10 second delay lag.. |
| 20:46:00 | sam686 | note the /whois sam686, i am almost always at card.freenode.net (one specific server out of meny freenode server) |
| 20:47:11 | | fordcars Quit (*.net *.split) |
| 20:47:23 | raptor | fordcars net splitted |
| 20:49:27 | sam686 | I think net split could be faked with /quit "NETSPLIT *.net *.split" |
| 20:49:40 | | raptor Quit (Quit: "NETSPLIT *.net *.split") |
| 20:49:56 | sam686 | umm without the quotes.. |
| 20:50:52 | | 45PAACAA1 has joined |
| 20:50:54 | | ChanServ sets mode +o 45PAACAA1 |
| 20:50:57 | | 45PAACAA1 has left |
| 20:51:16 | | sam686 tried faking it now.. |
| 20:51:16 | | raptor has joined |
| 20:51:16 | | ChanServ sets mode +o raptor |
| 20:51:22 | raptor | hah, that was funny |
| 20:51:22 | | sam686 tried faking it now.. |
| 20:51:42 | | sam686 Quit (Quit: NETSPLIT *.net *.split) |
| 20:51:58 | | sam686 has joined |
| 20:51:58 | | ChanServ sets mode +v sam686 |
| 20:52:10 | sam686 | i faked it, and rejoined to the same card.freenode |
| 20:53:11 | sam686 | one problem looking at bflogbot: |
| 20:53:29 | sam686 | real: raptor (~raptor@unaffiliated/greenmachine) Quit (*.net *.split) |
| 20:53:32 | sam686 | fake: sam686 (~sam686@host-51-184-230-24.midco.net) Quit (Quit: NETSPLIT *.net *.split) |
| 20:53:38 | sam686 | notice the Quit: part |
| 20:53:50 | raptor | yeah |
| 20:53:54 | raptor | ha |
| 21:00:51 | kaen | flynnn says freenode is being ddos'd |
| 21:00:58 | kaen | can't find a source for that though |
| 21:01:48 | raptor | too much bitfighter traffic.. i knew it! |
| 21:02:24 | raptor | hey kaen, i hit that assert in GameType::releaseFlag like you did... |
| 21:02:29 | raptor | what did you do? |
| 21:02:56 | kaen | I just ran the test project |
| 21:02:57 | kaen | but |
| 21:03:02 | kaen | clean rebuild fixed for me |
| 21:03:15 | raptor | i was playing with a soccer map (with flag spawns..) |
| 21:03:34 | raptor | ok question |
| 21:03:54 | raptor | I fire a onScoreChanged event when someone scores an own-goal in soccer |
| 21:04:23 | raptor | I pass in the +1 score for each team.. should I pass in the player, too on the opposing team who did the own-goal? |
| 21:05:30 | kaen | I think yes |
| 21:05:38 | raptor | ok makes sense |
| 21:06:44 | raptor | after all, the player should get the fame for giving your team points! |
| 21:06:50 | kaen | certainly :) |
| 21:06:59 | kaen | I've been the other team's MVP more than once |
| 21:07:31 | raptor | hahaha |
| 21:07:55 | kaen | so the way to check for an own-goal would be to verify that the score entry for the "scoring" player's team is 0 |
| 21:07:58 | kaen | correct? |
| 21:08:27 | kaen | if so, it's a pretty good API, imo |
| 21:08:53 | sam686 | Found one announcements from a few days ago from this freenode (it was on my main freenode window) |
| 21:08:55 | sam686 | here it is: [13:35:02] <kloeri> [>> $$*] [Global Notice] Hi all, apologies for the continued netsplits. We're having some issues stemming from a DDoS attack but we're working with our sponsors on attack mitigation. Thank you for using freenode. |
| 21:08:56 | raptor | actually, I have it coded so that the event only triggers for all other teams |
| 21:09:35 | raptor | so red player does own goal |
| 21:09:47 | raptor | blue and yellow get a scoring event with +1 |
| 21:10:03 | raptor | do you think red player should get an even, too? |
| 21:10:13 | kaen | oh, so it fires once per event per team? |
| 21:10:20 | raptor | yes |
| 21:10:27 | kaen | I was thinking like an indexed table of scores |
| 21:10:34 | raptor | any team that gets a score change |
| 21:10:45 | raptor | i don't understand |
| 21:10:54 | kaen | like, there's only one event fired |
| 21:11:14 | kaen | and part of its data is a table that maps team indexes to score changes |
| 21:11:36 | raptor | oh |
| 21:11:50 | raptor | sadly nothing so complex |
| 21:11:59 | raptor | do you think that would be better? |
| 21:12:24 | raptor | i originally decided to keep it simple because most events would happen one at a time - only the OwnGoal one does multiple |
| 21:12:51 | kaen | my idea is perhaps more robust for complicated thing, but yours is simpler in the general case |
| 21:12:57 | kaen | oh |
| 21:13:06 | kaen | well, then I say do what you're doing |
| 21:13:45 | raptor | ok |
| 21:14:40 | raptor | next question on scoring behavior |
| 21:14:44 | raptor | in ZC |
| 21:15:08 | raptor | if i'm on blue, and I take a red zone, two events are fired: one for my team +1, one for red team -1 |
| 21:15:57 | raptor | right now the ZC gametype has it to pass in NULL for the scorer on read team |
| 21:16:03 | raptor | *red |
| 21:16:27 | raptor | that's because it would add -1 to the players statistic scoring |
| 21:16:32 | raptor | should this be changed? |
| 21:17:52 | raptor | i'm not sure if that makes sense.. |
| 21:18:04 | | SolumnMushroom Quit (Ping timeout: 264 seconds) |
| 21:22:00 | | SolumnMushroom_ has joined |
| 21:22:20 | SolumnMushroom_ | Helloagain |
| 21:22:27 | raptor | hi SolumnMushroom_ |
| 21:22:46 | SolumnMushroom_ | raptor: You might like this http://getchrome.eu/ |
| 21:23:31 | | SolumnMushroom_ is now known as SolumnMus |
| 21:23:45 | SolumnMus | I don't like underscores |
| 21:27:21 | raptor | yay suse studio! |
| 21:27:34 | raptor | I should try that in a VM.. |
| 21:31:08 | | BFLogBot Commit: 638ae7405a6e | Author: buckyballreaction | Message: Lua API: Add onScoreChanged event. This will send an event a score change occurs on any team. Lua signature: onScoreChanged(score, team, playerInfo) |
| 21:32:09 | | SolumnMus Quit (Quit: Page closed) |
| 21:35:03 | sam686 | umm how to I tell the compiler to "stop using namespace Zap;" to add something like adjustable LUAI_GCPAUSE / LUAI_GCMUL in bitfighter.ini |
| 21:35:13 | sam686 | to avoid conflicts.. |
| 21:36:10 | raptor | i find this solution: http://stackoverflow.com/questions/389827/namespaces-in-c |
| 21:36:13 | raptor | but it's ugly |
| 21:36:37 | raptor | but do you really think that should be an INI option? |
| 21:36:49 | raptor | I think it should just be the default |
| 21:55:41 | sam686 | after several tests with 100 s_bots, I find that LUAI_GCPAUSE 105 seem to give me the fastest fps, LUAI_GCPAUSE=105 is slow fps with freezing, 100 is too slow fps, 101 is kindof slow fps.. |
| 21:56:09 | sam686 | LUAI_GCMUL = 0 seem to give me fastest fps, LUAI_GCMUL = 200 is slow for me, LUAI_GCMUL = 1000 is kindof fast, not as fast as LUAI_GCMUL=0 |
| 21:56:37 | sam686 | that was in windows, don't know about linux... |
| 21:56:45 | raptor | ok |
| 21:56:50 | raptor | i say we leave it as default then |
| 21:57:42 | sam686 | leave is as my commited changes and I won't bother with which I gived up on trying to make it bitfignter.ini adjustable.. |
| 21:58:05 | raptor | ok |
| 21:58:23 | sam686 | I think there is possible memory leak on repeated addbots and kickbots, memory usage grows.. |
| 22:00:10 | raptor | there is |
| 22:00:27 | raptor | see #4 in the running list |
| 22:00:51 | raptor | we added that memory leak on purpose with 018a |
| 22:01:05 | raptor | it was the easiest way to fix the script crashing issues |
| 22:01:21 | raptor | (remember the ones with your blizzard not always loading?) |
| 22:42:12 | | BFLogBot Commit: 27f3db5724f3 | Author: buckyballreaction | Message: Lua API: Allow setting a projectile's velocity |
| 22:49:09 | sam686 | a 300 MB mamory usage drops to 40 MB after "LuaScriptRunner::shutdown()" |
| 22:49:37 | sam686 | I almost wonder if it is better to do "LuaScriptRunner::shutdown()" and "LuaScriptRunner::startLua()" on each level change to free most of memory.. |
| 22:50:15 | raptor | well |
| 22:50:19 | raptor | not yet.. |
| 22:50:26 | raptor | we plan on fixing that leak with this release |
| 22:51:00 | sam686 | it don't appear to be totally leaked when LuaScriptRunner::shutdown() clears most of memory.. |
| 22:51:25 | raptor | yes that's true |
| 22:51:36 | raptor | it only leaks in the current Lua runtime |
| 22:51:37 | kaen | I think that cleans up the lua context's memory as well |
| 22:51:41 | kaen | yes |
| 22:52:07 | kaen | so it leaks, just in the controlled lua environment |
| 22:52:09 | kaen | which is nice |
| 22:52:37 | | BFLogBot Commit: c7f40727ea12 | Author: buckyballreaction | Message: Lua API: Allow contructing of different projectiles using a different constructor. Example: local p = Projectile.new(Weapon.Bouncer) |
| 22:52:50 | kaen | whoa |
| 22:52:50 | kaen | nice |
| 22:52:58 | raptor | another one bites the dust! |
| 22:53:13 | kaen | so |
| 22:53:13 | raptor | I'd figure I'd throw that last one in there since I was in the code :) |
| 22:53:22 | kaen | about that vertex limit |
| 22:53:52 | raptor | I think it'd be great to increase the limit... however I do not know the full ramifications |
| 22:53:57 | raptor | (or remove the limit..) |
| 22:54:09 | kaen | I think removing the limit is ultimately unwise |
| 22:54:16 | raptor | specifically with regards to how TNL will handle it |
| 22:54:18 | raptor | yes |
| 22:54:25 | raptor | but much larger would probably be nice.. |
| 22:54:25 | kaen | because there is a physical limit to the number of vertices |
| 22:54:30 | kaen | in addition to everything else |
| 22:54:50 | sam686 | its kindof hard to make TNL fit so many vertex into one packUpdate.. |
| 22:54:53 | kaen | having a limit at least makes it a consistent number across platforms |
| 22:54:57 | kaen | yes |
| 22:58:55 | sam686 | on 018, the limit was 32 points for polywall / polygon zones, but barriers could go up to 62 from editor plugins.. |
| 22:59:17 | sam686 | on 019, I changed it to 64 points |
| 23:01:45 | kaen | I have a 379 point barrier that saves and loads fine |
| 23:01:57 | raptor | can I join the server? |
| 23:01:58 | raptor | :) |
| 23:02:06 | kaen | okay |
| 23:02:09 | kaen | one moment |
| 23:03:15 | kaen | erm |
| 23:03:17 | kaen | I guess not |
| 23:03:20 | raptor | Connection Terminated |
| 23:03:23 | kaen | raptor, nevermind :x |
| 23:03:26 | kaen | indeed |
| 23:03:29 | raptor | within 5 seconds usually.. |
| 23:03:47 | kaen | I couldn't host |
| 23:04:07 | sam686 | am hosting.. raptor joined |
| 23:04:26 | raptor | sam686: does it feel like the ship destroyed animation is faster? |
| 23:04:54 | sam686 | the blast appears to be faster.. |
| 23:05:08 | sam686 | burst is faster too. |
| 23:05:28 | raptor | just your server? |
| 23:05:57 | sam686 | don't know.. haven't tested that.. |
| 23:06:14 | sam686 | the explode animation is client side, i think.. |
| 23:06:24 | raptor | oddness |
| 23:09:57 | kaen | I get it in local servers |
| 23:10:00 | kaen | with the editor |
| 23:10:04 | raptor | bisecting.. |
| 23:10:29 | raptor | 2c611ba6f530 was ok |
| 23:11:21 | raptor | 0980ae83c025 was OK |
| 23:12:22 | raptor | i can't possibly be something i did with the lua api could it? |
| 23:14:14 | raptor | what! |
| 23:14:20 | raptor | it was that latest revision: c7f40727ea12 |
| 23:14:26 | raptor | how could that possible add that bug?? |
| 23:14:30 | raptor | *possibly |
| 23:15:51 | sam686 | what? I get fast burst on revision c7f40727ea12 ( i haven't updated yet) |
| 23:15:51 | raptor | ok, maybe I just need to do a make clean.. |
| 23:16:39 | sam686 | I used to get fast burst, not anymore (i didn't change revision or recompiled at all) |
| 23:17:44 | raptor | full recompile fixed it |
| 23:17:46 | raptor | ok phoew |
| 23:17:51 | raptor | how crazy is that? |
| 23:22:39 | raptor | I think I'm avoiding the running bug list.. |
| 23:42:25 | raptor | i think when the host does /idle, the game completely pauses |
| 23:42:28 | raptor | on server |
| 23:53:56 | sam686 | you will find LUAI_GCMUL in \lua\lua-vec\src\lstate.c and luaconf.c try adjust it to maybe 200 or 500 or other numbers and find which one the best.. |
| 23:54:16 | sam686 | can adjust LUAI_GCPAUSE to 150 or 200 too or 110.. |
| 23:58:50 | sam686 | LUAI_GCMUL = 50 gives me the best speed but the memory keeps growing really quickly at that value.. |
| 23:59:07 | raptor | yeah, I think it needs to be 0 or above 100 |
| 23:59:39 | sam686 | i wonder if it is possible to run garbage collection on a seperate thread... |
| 23:59:48 | raptor | oh yikes |