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IRC Log for 2013-05-12

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00:33:16Platskies has joined
00:41:57BFLogBot 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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07:12:22ChanServ sets mode +o raptor
07:15:55raptorgood morning!
07:17:09raptoroh my goodness sam686, you fixed that bug!
07:17:13raptor!!
07:19:38raptorhow on earth did you find it?
07:19:45raptor(and good fix, by the way)
07:45:25BFLogBot Commit: 7b9bddc7ed42 | Author: buckyballreaction | Message: Remove logprintf
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08:40:31raptorback in a few
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11:51:11kaenoh, cool
11:51:18kaenI got my video drivers to segfault
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12:12:41fordcarsgood, I repaired the exclusive or gate
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12:25:49ChanServ sets mode +o raptor
12:25:55raptorhello hello!
12:34:30fordcarshi
12:34:46fordcarsyou removed grid size in 019, right?
12:36:29raptoruhh
12:36:38raptorI think we're still discussing it..
12:37:52sam686One useful thing about gridsize is for snapping to grid.
12:38:09raptoroh
12:38:11raptorso
12:38:25raptorwe think keeping gridsize for the editor is good, but not for the server
12:40:56raptorand hello sam686
12:41:24raptorthanks for finding that bug last night... how did you find it??
12:41:55Watusimotohi
12:42:01raptorhi Watusimoto
12:42:02kaenhello all
12:42:04raptorhi kaen
12:42:09raptorwe're all here!
12:42:24fordcarshello
12:42:26kaen folds hands and leans forward onto desk
12:42:41kaenso about this vertex limit...
12:42:59WatusimotoI 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?
12:43:03raptor finds a dark corner to sit in shame
12:43:15fordcarsbecause the grid size moved some parts of my "calculator", but now it works with the grid size
12:43:46raptorWatusimoto: I fixed sever plugin+editor crashes
12:43:50raptor*several
12:43:52kaenindeed, you did
12:43:58raptorkaen: are your plugins doing better?
12:43:58Watusimotoexcellent
12:44:00kaenmuch
12:44:04kaenstill other crashes
12:44:11kaenbut most of them seem tractable
12:44:12sam686on 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..
12:44:52kaenI'm able to trigger a TNL packet size limit assert with my new level
12:44:53raptorWatusimoto: see #23 here: http://bitfighter.org/wiki/index.php/Running_Bug_List
12:45:06sam686also the assert was wrong, 32768 F32 array with 32768 points assert, but 32768 points is 65536 F32.
12:45:24raptorsam686: I'm so glad you found that...
12:46:25raptorWatusimoto: is that the crash you're seeing now? (also, you should update to latest and clean-rebuild..
12:46:30Watusimotofaaaantastic!
12:46:38Watusimotono, my crash is fixed
12:46:42Watusimotoit is unrelated
12:46:53Watusimotobut I learned that not cleaning up properly can cause it
12:47:02Watusimotoat least similar symptoms
12:47:18Watusimotoso maybe there is a chunk of memory that is not deleted
12:47:29WatusimotoI didn't realize that woudl cause crashes on exit
12:48:04raptormemory issues are so weird
12:49:11Watusimotoindeed
12:49:19Watusimotoso I have a nice bit of code to check in soon
12:49:37Watusimotoyou can build what I call "symbol strings" -- basically chunks of text with embedded symbols
12:49:49Watusimotosuch as the loadout zone marker, or joystick buttons or whatever
12:49:56Watusimotoand then render them like normla strings
12:50:05Watusimoto(well, alomst like that)
12:50:25kaenawesome!
12:50:39WatusimotoI'm doing this for the inline help, but it can replace all sorts of ugly code we have
12:50:52Watusimotobecause we do this alot, and it's all ad hoc and super kludgy
12:51:36Watusimotoso now I can easily print "go to a loadout zone (*)" where the * is the loadout zone marker
12:52:47raptorneat!
12:52:48Watusimotowell, see for yourself
12:52:48Watusimotohttp://img94.imageshack.us/img94/6546/screenshot0uz.png
12:53:30Watusimotoit would be trivial to add colors, which would make screens like the diagnostics interface about half as long
12:56:19raptoroooo
12:56:24raptorlooks good!
12:57:50Watusimotosam686: do you know how to enable recompiling and continuing after you hit a breakpoint and make a code change in VC++?
12:59:10sam686in 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..
12:59:42Watusimotoyes, but it is disabled in my current vc++ project, for some reason (in debug mode)
12:59:59WatusimotoI think there is a setting somewhere, but I couldn't find it
13:00:08Watusimotono worries if you don't know, I'll find it
13:01:20raptori thought that was the default
13:01:26Watusimotoit probably is
13:01:35sam686project, properties, C++, general, Debug information format, Program database for edit and continue
13:01:41Watusimotosomehow the cmake file disables it
13:01:46sam686but cmake might overrid that..
13:01:52Watusimotoor, perhaps, doesn't enable it
13:01:58sam686I don't know much about cmake..
13:02:13Watusimotook, thanks sam686
13:02:17raptorreally??
13:02:22raptorlet me look into it..
13:02:31Watusimotoyes. let me verify wha the setting is
13:02:48Watusimotoalso, the TNL_DEBUG flag is no longer being included in the debug project
13:02:54raptorwhat
13:03:00raptorI thought I added that...
13:03:03raptor checks
13:03:04Watusimotokaen suggested it might be being clobbered
13:03:08Watusimotoit's in the file
13:03:09Watusimototwice
13:03:15Watusimotoso it wasn't forgotten
13:03:25Watusimotoit was included before your last round of edits
13:03:37Watusimotoas was, I beleive, edit and continue
13:04:41raptormy goal is to make cmake be as seamless as possible for you..
13:05:19Watusimotoyes, and I'm using it!
13:05:25raptorif right-click on 'bitfighter' and go to the compiler command line, does the flag show up there?
13:05:27WatusimotoI even added my new files to it
13:06:00Watusimotowhere are you talking about?
13:06:06Watusimotooh, the proj on the left?
13:06:08raptoryes
13:06:12raptorthe target project
13:06:52Watusimotowell, it does, but I added the flag to the options
13:07:04WatusimotoI would suspect in a clean project it would not
13:07:12WatusimotoI can rebuild in a minute if you like
13:08:04raptorhuh
13:08:05sam686I think cmake only overrides the projects when CMakeLists changes or something else changes...
13:08:14raptori did a fresh generation
13:08:16Watusimotoshould I use this?
13:08:17Watusimotocmake -G "Visual Studio 10" -DCMAKE_BUILD_TYPE=Debug ..
13:08:19Watusimotoor this?
13:08:22raptorWatusimoto: no
13:08:30Watusimoto cmake -G "Visual Studio 10" ..
13:08:34raptor^^ that, yes
13:08:36raptoris all you need
13:08:36Watusimotook
13:08:43raptorit should properly set up Debug and Release for you
13:08:49raptorTNL_DEBUG is gone!
13:08:49sam686... or when build/CMakeCache.txt was deleted..
13:08:56raptorwhere did it go!?
13:09:38Watusimotooh, for all those windows users out there, this makes cmd windows less painful: ConEmu
13:09:54raptorterminal replacement?
13:09:56Watusimotoyes
13:10:04Watusimotonot as good as putty, but much better than cmd
13:10:56Watusimotohere is the cmd line:
13:10:57Watusimoto/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
13:10:57Watusimoto- /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
13:11:12Watusimotono tnl_debug
13:13:55BFLogBot Commit: 61053ed8cdf4 | Author: kaen | Message: find new snap vertex after running a plugin (in case the hovered object's geometry was modified)
13:15:27raptorkaen gets a badge!
13:15:35raptor(fixed an editor bug)
13:15:39Watusimotoalso, I believe, the /Zi flag needs to be /ZI... checking that now
13:18:21Watusimotoyes, confirmed
13:23:18raptorok
13:23:30raptorin the main CMakeLists.txt (at the root of the tree)
13:24:17raptoractually, if you're working on something else, I'll do it..
13:26:52raptorok, i thin it's my fault... i see what i did..
13:30:12Watusimotosorry, was a way for a minute
13:30:19Watusimotodo you need me to do anything
13:30:27raptorno... just be patient with me..
13:30:40raptorI think I overrode some compile definitions somehow..
13:31:14Watusimotono worries
13:37:09kaenoooh, just gdb to deadlock
13:37:18raptor!
13:37:26kaenin libthread_db
13:37:28kaenno less
13:50:13kaenso, about that vertex limit
13:50:39raptorkaen: which?
13:50:47kaenafter I move the hard packet size limit in TNL, I can use at least 2048 vertices in the editor just fine
13:50:56raptoroh wow
13:50:58raptoruhh
13:51:06kaenbut the actual game-wall creation stops after I believe 512 vertices
13:51:08raptorcan TNL chunk that up OK?
13:51:46kaenI don't think it gets chunked at all right now
13:52:01kaentnl is sending it as a single "raw" packet write
13:52:24kaenthe constants I changed are used for nothing but throwing errors
13:53:02kaennamely MaxPacketDataSize MaxPreferredPacketDataSize
13:53:08kaenwhich I changed to 0xFFFF
13:53:26raptormaybe 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)
13:53:33kaenfrom 1500 and 576 respectively
13:53:43raptoryes that
13:53:49fordcars slaps Watusimoto around a bit with a large trout
13:53:53fordcarswhoa
13:53:55fordcarssorry
13:54:16kaenlooks like it just enforces that rather than changing the data to satisfy it
13:54:17raptorbyte
13:54:20Watusimotomy head hurts
13:54:21raptor1500 bytes
13:54:22kaenjudging from the asserts
13:54:25Watusimotoand smells like fish
13:54:30raptorhas to do with this: https://en.wikipedia.org/wiki/Maximum_transmission_unit
13:54:36kaenI was just going to say
13:54:38raptorkaen: really??
13:54:40kaen1500 is default MTU
13:54:42fordcarshaha sorry I have a "slap" button in my irc client
13:55:08raptorso no chunking into 1500?
13:55:20raptorwhich is what I thought that did if it exceeded the limit
13:55:36raptorin fact - i remember sam686 working on that once
13:55:46raptorfixing the chunking or something like that..
13:56:36kaenoh!
13:56:37kaenheh
13:57:01kaenthere 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()));
13:57:11kaenit's actually what I've been triggering this whole time...
13:57:36Watusimotohow does this look?
13:57:37Watusimotohttp://img23.imageshack.us/img23/9240/screenshot1dmw.png
13:57:50Watusimotois this a good way to represent keyboard controls?
13:58:08kaenI like the keys but the font looks off
13:58:17kaenand yes, it is a good way
13:58:22Watusimotowell, it's not our font
13:58:27Watusimotoif that's what you mean
13:58:36kaenoh, it's like a wingding?
13:58:47kaenor whatever they're called?
13:59:17raptorWatusimoto: looks good
13:59:17Watusimotohttp://www.fontspace.com/linux-libertine/linux-biolinum/21082.charmap
13:59:24raptori mirror kaen's sentiments
13:59:25kaendingbats
13:59:27kaenthat's it
13:59:30Watusimotono
13:59:42raptorkaen: I think there is a TNL 'BigData' flag or something somewhere
14:00:06raptorused on RPC?
14:00:12WatusimotoI couldn't find a lot of good keyboard fonts
14:01:06raptorWatusimoto: /ZI you said?
14:01:17Watusimotoyes
14:01:23raptorok, i'm on it..
14:01:27Watusimotothat's what enables edit-recompile-continue
14:02:08Watusimotoand the third (and final) think that would be helpful would be inclusion of .h files
14:02:27raptorWatusimoto: ok
14:02:33Watusimotowhich kaen suggested doing by globbing rather than enumeration (and after some research, I concur)
14:03:04kaenjust add them to the target with the rest of the sources
14:03:38WatusimotoI 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)
14:03:50raptorok, i'll do it
14:04:01raptorlet me add that compiler flag first..
14:04:58Watusimotoanother font example
14:04:59Watusimotohttp://img10.imageshack.us/img10/8620/screenshot2cj.png
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14:07:29raptorok Watusimoto now for headers..
14:07:35BFLogBot Commit: 1e25aa5e7175 | Author: buckyballreaction | Message: Fix missing TNL_DEBUG flag in MSVC Debug build
14:07:36BFLogBot Commit: 4202b53b40f7 | Author: buckyballreaction | Message: Add 'Edit and Continue' support for visual studio with cmake
14:09:54raptorWatusimoto: 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
14:10:02raptorare you OK with that?
14:10:09Watusimotoyes
14:10:12raptorokey doke
14:10:26WatusimotoI think that's easier than manually adding the header
14:20:36raptordo you care if the headers are just under the 'bitfighter' project or do you want them also under 'bitfighterd' (dedicated server)?
14:22:43Watusimotobitfighter should be good
14:22:55Watusimotoand perhaps test
14:23:01Watusimotodang
14:23:20WatusimotoI just figured out that to use that font's nice F1 F2, etc. keycaps we need ot use unicode
14:23:32raptorunicode!
14:23:39Watusimotowhich I'm not sure I want to start with
14:24:23Watusimotobecause lots would need ot be converted
14:24:42Watusimotoit may better just to create my own rendering solution
14:24:56Watusimotolike we did with the joystick buttons
14:34:33kaenwait, did you try just passing the utf-8 code to fontstash? it looks like it supports it
14:34:46raptorso does SDL
14:34:57kaenit's really easy in sdl
14:34:59raptorbut I think internally there's a lot of ascii stuff with bitfighter..
14:35:28kaenyes, but you can just pass the glyph as escaped hex values
14:35:33kaen(I'm guessing)
14:35:51kaenlet's see
14:40:06BFLogBot Commit: 19313609ee35 | Author: buckyballreaction | Message: Add header files to cmake projects
14:40:24raptorlet me make sure htat last one doesn't kill linux..
14:42:05raptoroh good, still works
14:42:22raptorok Watusimoto, your cmake changes are completed
14:42:33Watusimotogreat, thanks
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14:46:52kaenwhich one is the helpitem font?
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15:02:59SolumnMushroomI 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...
15:04:58SolumnMushroomSo I can't boot Ubuntu, and I can barely boot Windows.
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15:08:29raptorkaen: I think 'Prime'
15:08:55kaentenby
15:09:03kaenutf8 works fine
15:09:05raptorrats, that was my second gues..
15:09:09kaenscreenshotting...
15:10:47gk1457 has joined
15:10:54kaenhttp://imgbin.org/index.php?page=image&id=13459
15:10:57kaencenter of the screen
15:10:59gk1457 has left
15:11:11kaenit's the "right click" glyph from biolinum
15:11:12raptorha!
15:11:13kaenor whatever
15:11:19raptoryeah
15:11:31kaenwhich is \xEE\x84\xBC
15:11:53raptorthat's awesome!
15:12:21kaensane default behaviors \o/
15:18:32raptorso what are Watusimoto_'s reservations?
15:19:20Watusimoto_wait... how did you do that?
15:20:53kaenfind a character from the map
15:20:59kaenconvert the number below it to hex
15:21:10kaentype \uXXXX wherever you want it
15:21:13kaenrecompile.
15:21:33kaenhttp://imgbin.org/index.php?page=image&id=13460
15:21:42kaenthat font has little flower thingies, raptor :)
15:21:47kaenwe've come full circle
15:21:58raptorha!
15:22:34Watusimoto_so I want U+1E79
15:22:47Watusimoto_I use do \e1E79 as my string?
15:22:58Watusimoto_\u1E79?
15:23:03raptori think so
15:23:11kaenI think so
15:23:12raptorerr
15:23:21raptor\x1E\x79
15:23:23raptor?
15:23:38Watusimoto_I am skeptical, but willing to try
15:23:44kaenworks for me
15:23:54kaenno, just do \u1E79
15:24:03kaenif you need 32bit use \U
15:24:15raptorah
15:24:56kaensecretly bitfighter had utf8 support this whole time...
15:24:58kaenand nobody knew
15:25:20raptorhaha
15:25:48kaenI wonder if I could change my forum name to ☯
15:26:22Watusimoto_so \u or \U?
15:26:31kaen\u if you only need four digits
15:26:33Watusimoto_doing \u1E79
15:26:37Watusimoto_ah
15:26:52Watusimoto_raptor: using a freshly built cmake project
15:26:55Watusimoto_this will never work
15:27:08raptor?
15:27:12Watusimoto_but if it does, I can close my font editor!!!
15:27:27Watusimoto_ooops... look like it "close itself"
15:27:31Watusimoto_closed
15:27:34raptoryou doubt kaen's screenshots?
15:27:38kaenhehe
15:27:39Watusimoto_doctored
15:27:42raptorhaha
15:27:51Watusimoto_but we'll see
15:28:00Watusimoto_the new project requires a full rebuild for some reason
15:28:07Watusimoto_so we'll see in a few minutes
15:28:11raptormy faulT!
15:28:41Watusimoto_now if we could only find a font with controller button glyphs... that would be awesome!
15:29:31raptorhttp://www.thealmightyguru.com/GameFonts/Series-Controllers.html
15:32:41Watusimoto_too bad there's no rectangular buttons
15:34:53raptordid you download it? here it is in its entirety: http://sam6.25u.com/upload/2snapshot7.png
15:34:54fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
15:35:16Watusimoto_this code
15:35:17raptorno blank square ones, sadly
15:35:18Watusimoto_ if(mText == "F2")
15:35:18Watusimoto_ mText = "\u1E79";
15:35:22Watusimoto_generates this:
15:35:29Watusimoto_http://img580.imageshack.us/img580/9630/screenshot3im.png
15:35:51Watusimoto_Not the nice F2 glyph kaen's trick images suggested!
15:36:16raptortry my suggestion? \x1E\x79
15:36:48Watusimoto_fool me once.... shame on you.... fool me... won't get fooled again
15:37:02kaentry \uE179
15:37:06kaensince that's 57721 in hex...
15:37:27Watusimoto_that generates a lower case y glyph
15:38:35Watusimoto_\uE179 produces another ?
15:39:22kaenthat's heart-breaking
15:39:27kaenbecause I get the F2 glyph
15:39:35Watusimoto_indeed it is
15:39:35raptorha!
15:39:42raptorwindows fault
15:39:44Watusimoto_are you on linux?
15:39:47kaenyes
15:39:48Watusimoto_perhaps so
15:39:59Watusimoto_platofrm problem
15:40:17kaen\xEE\x85xB9
15:40:17kaen\
15:40:19kaenoops
15:40:22kaen\xEE\x85x\B9
15:40:28kaenoh my...
15:40:33kaen\xEE\x85\xB9
15:40:42raptorread read: http://www.mctainsh.com/Articles/MFC/MakingUnicodeApp.aspx
15:40:44kaen^ would you try that for me?
15:40:50kaenthen I give up.
15:41:12Watusimoto_trying
15:41:14raptoroh wait, that page is a bit old..
15:41:53Watusimoto_http://img22.imageshack.us/img22/2214/screenshot4eb.png
15:42:05kaenheh
15:42:08raptorbeautiful!
15:42:19Watusimoto_\xEE\x85\xB9
15:42:23Watusimoto_that's what worked
15:42:26kaenthat's utf-8 hex encoding
15:42:42Watusimoto_so where did that come from
15:42:51kaenhttp://www.fileformat.info/info/unicode/char/E179/index.htm
15:43:42kaena reliable way to quickly find that, I don't know
15:44:16kaenhere we go: http://www.ltg.ed.ac.uk/~richard/utf-8.html
15:44:30raptorgood find!
15:47:45Watusimoto_great!
15:49:40Watusimoto_the url is now in our code for easy relocation
15:51:43raptorwait kaen, what is your input and constraint on that site?
15:52:02kaenthe number below the glyph, mark it as decimal input
15:52:23kaentake the utf-8 hex output and separate it into bytes
16:02:00raptorback in a bit..
16:02:07raptor Quit ()
16:02:41fordcars has joined
16:13:50sam686hey raptor, you broke the release compile (doing /ZI on debug and RELEASE?) Command line error D8016 : '/O2' and '/ZI' command-line options are incompatible
16:30:09fordcarslater guys, going to eat
16:30:13fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
16:36:05raptor has joined
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16:36:15raptorok sam686, I fix..
17:04:38BFLogBot Commit: 6569dbb0ec8e | Author: buckyballreaction | Message: Fix setting Visual Studio flag meant only for Debug compile
17:08:46sam686found a new problem with cmake-to-visual c++: bitfighter.exe doesn't have the ship icon..
17:14:08raptorreally??
17:14:38raptorso copying the icon isn't enough?
17:15:46raptorWatusimoto_: what do you think of an event like this: onScore(score, team, playerInfo)
17:15:46sam686I think on windows, exe have icon inside the .exe, to be viewable from windows explorer.. It comes from compiling resources in visual studio..
17:15:50raptorwhere playerInfo can be NULL
17:16:04raptorinteresting..
17:16:08raptori'll look into it
17:16:10Watusimoto_playerInfo is the scoreing person?
17:16:14raptoryes
17:16:23raptorbut can be NULL like with HTF gametype
17:16:28Watusimoto_sure
17:16:36raptorok
17:17:10Watusimoto_raptor: hang in there with the cmake stuff... getting close!
17:17:23Watusimoto_it's definitely the right way to go
17:17:24raptorsam686: how does that EXE get the icon normally??
17:17:34raptorit can't possible be with the SDL loading
17:17:40raptorWatusimoto_: getting so close...
17:19:09raptoroh wait, does it load this?: zap/zap_win_icon.ico
17:19:14sam686zap/zap.rc have something that adds the zap_win_icon.ico
17:19:19raptorha
17:19:26raptorok, looking into it..
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17:25:55Watusimoto_well, I looked up a ton of glyphs, but now I'm a bit down on that font
17:25:56Watusimoto_http://img248.imageshack.us/img248/4192/screenshot6lr.png
17:26:04Watusimoto_that's the best they haev for tab
17:26:08Watusimoto_not super intuitive
17:29:09Watusimoto_there's a few other lame ones as well
17:31:13koda Quit (Quit: koda)
17:31:41sam686Problem 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
17:32:42raptordid that config compile quickly? It should have recompiled everything
17:33:14raptorWatusimoto_: my tab key has that symbol
17:33:25Watusimoto_as does mine
17:33:25sam686I have 4 options: "Debug" "Release" "RelWithDebInfo" and "MinSizeRel"
17:33:41Watusimoto_but when you look at that symbol, you don't think "tab!"
17:33:46raptorsam686: yes - maybe I should remove RelWithDebInfo and MinSizeRel?
17:33:46Watusimoto_you think "huh?"
17:33:57raptorWatusimoto_: correct
17:34:01raptorhuh?
17:34:04Watusimoto_eh?
17:34:06Watusimoto_what?
17:34:09raptorerr..
17:34:09sam686but then wheres the missind debugging symbol on release mode?
17:34:11raptoruh
17:34:19Watusimoto_that's what we don't want!
17:34:27raptorsam686: we don't want debugging symbols in release
17:34:35sam686I would think RelWithDebInfo will be the same as Release, but with debugging symbol..
17:34:37Watusimoto_nor that
17:35:01raptorsam686: it should be
17:35:13raptorbut my guess is that it didn't do a full recompile?
17:35:17sam686Useful to profile with "Very Sleepy" profiler with seeing which address goes with which function, or else I only see hex address only..
17:35:29sam686(best to profile in release mode)
17:36:03raptorsam686: try a clean rebuild on that config
17:36:10raptori bet it's picking up the old object files
17:36:52sam686maybe the problem is Runtime Library being different between Release and RelWithDebInfo..
17:37:03raptoroh!
17:37:06raptoryou're right!
17:37:30raptorone thing at a time...
17:37:34raptorfirst the icon..
17:42:36raptorok sam686, I will remove the MinSizeRel but fix the RelWithDebInfo for you..
17:43:12sam686I guess the "MinSizeRel" is just a different optimizing (optimize by smaller size)
17:43:36raptoryeah, not needed
17:45:08sam686and 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.
17:47:00BFLogBot 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.
17:47:02BFLogBot Commit: 97e64fa6374c | Author: watusimoto | Message: Merge
17:47:03BFLogBot Commit: ad2cf8b67665 | Author: watusimoto | Message: Merge
17:47:05BFLogBot Commit: d137f4992ac7 | Author: watusimoto | Message: Comment
17:47:06BFLogBot Commit: 4ac4429128db | Author: watusimoto | Message: Comment
17:47:09BFLogBot Commit: ef8b99664e77 | Author: watusimoto | Message: Clean up insertion of keycap glyphs, include glyph font; things now properly cleaned up on exit
17:47:11BFLogBot Commit: a012d75ec977 | Author: watusimoto | Message: Merge
17:47:44raptorawww... our nice straight line of commits for a whole day has been defiled..
17:53:22raptorthere you go sam686
17:53:29BFLogBot Commit: dd35a0b648cd | Author: buckyballreaction | Message: Add icon to Windows EXE
17:53:31BFLogBot Commit: fb4653cc3fd6 | Author: buckyballreaction | Message: Fix compiling of RelWithDebInfo configuration in Visual Studio
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17:59:31sam686after Watusimoto commits: I get TNLAssert ""Invalid font id!" in FontManager.cpp, and the green text doesn't display the buttons..
17:59:45raptorWatusimoto_: did you forget to commit a font?
17:59:53sam686I also ran into TNLAssert "Deal with it!" in SymbolShape.cpp
18:00:01raptorhahaha
18:00:59Watusimoto_no
18:01:14sam686SymbolShape *SymbolString::getControlSymbol(InputCode inputCode) where inputCode = BUTTON_2... Maybe cause I use joystick?
18:01:22Watusimoto_you need to replace DavysBigKeyCaps2 with LinBiolinum_K
18:01:28Watusimoto_in FontManager
18:01:30Watusimoto_.cpp
18:01:36Watusimoto_I'll fix that shortly
18:01:49Watusimoto_I was toying with another font... but shhh.... don't tell LinBiolinum_K
18:01:54Watusimoto_she gets real jealous
18:04:13Watusimoto_so
18:04:22Watusimoto_this is my last checkin for the night
18:04:27Watusimoto_fixes the "missing font" issue
18:04:51Watusimoto_DavysBig is a nicer font; unfortunately it is missing some keys we need
18:05:25BFLogBot Commit: 51b864ec092d | Author: watusimoto | Message: Add correct font, use new keycaps renderer for a miryad of uses
18:05:26BFLogBot Commit: 2c611ba6f530 | Author: watusimoto | Message: Merge
18:05:30Watusimoto_I'm going to try to add some of the missing symbols
18:05:36raptorok
18:05:41sam686"Aim and fire with a mouse", but I am using a joystick..
18:05:47raptori recomment fontforge
18:05:50raptor*recommend
18:05:55Watusimoto_dude... deal with it
18:05:57Watusimoto_:-)
18:06:08Watusimoto_the help messages are still somewhat random
18:06:13raptorwork in progress
18:06:36Watusimoto_and sam686, since you weren't around when we discussed it, they will only show up for new users, and in small quantities
18:06:46Watusimoto_you can see all the messages I've thought up with ctrl-H
18:07:21Watusimoto_this last change was small (so I thought), but it changed things everywhere to the new font
18:07:29Watusimoto_so you'll see it in help, for example
18:07:54Watusimoto_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
18:07:58Watusimoto_if you want to
18:08:10Watusimoto_they new keys also show up on the loadout menu, which I'm not sure I like
18:08:14Watusimoto_but whatever
18:08:22Watusimoto_I'll take comments tomorrow
18:08:57Watusimoto_davys font is a bit more siimilar to tenby
18:09:05Watusimoto_so it seems to fit nicer
18:09:11Watusimoto_but you'll have to wait
18:09:29raptori'll just keep adding bugs in other parts
18:10:04sam686why is the phaser particles green?
18:10:26sam686burst explosions is also green now..
18:10:55raptori see blue!
18:11:34raptorsam686: that was a bug that appeared with my virtual destructor commit yesterday
18:12:15raptorremoving 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
18:13:18sam686maybe the reason I see green and you see blue is 32-bit vs 64-bit compiling..
18:13:28raptoryeah, could be
18:21:23sam686sparkManager.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"
18:21:37sam686&mSparks[i][0].color.r may fix it (adding the .r part)
18:22:41sam686oh at 64 bit pointer, the color.r is offset 8
18:24:22raptorhow did you find that?
18:24:51sam686simply 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..
18:25:22raptorshouldn't sizeof(Spark) pull in the correct Color size?
18:25:43Watusimoto_>>> how did you find that? <<<<
18:25:46sam686yes, but not the correct offset to color.r / g / b
18:25:53Watusimoto_sam, we're glad to have you around!
18:25:55Watusimoto_good night
18:25:58raptornight Watusimoto_
18:26:45raptorsam686: ok, so the offset
18:27:01raptordoes that mean it the extra data comes before the members?
18:27:30raptorso the pointer for the virtual destructor can come befoer the r, g, b?
18:27:51raptorok, well...
18:27:53sam686&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..
18:28:04raptorOK
18:28:08raptorinteresting
18:28:51sam686although good thing is, multiple virtual function only need one virtual pointer in a class.
18:29:02raptorso just the fact that we're using pointer tricks is the issue
18:29:09sam686yes
18:29:13raptorok
18:29:33raptorwell.. is the *proper* fix to remove the virtual destructor, or to use a different opengl call?
18:29:54raptorwe don't need the virtual destructor
18:30:04raptori just added it to be thorough
18:30:55sam686I also see the pointer tricks to read in the alpha (3 F32 color + 1 F32 alpha right after color in struct Spark
18:31:51raptorargh
18:31:52raptorok
18:31:53sam686I don't think there is an fast alternative like glColorPointer, there is no glColorRedPointer / glColorGreenPointer / glColorAlphaPointer
18:32:03raptorbest to remove the virtual destructor
18:32:04Watusimoto_ Quit (Ping timeout: 276 seconds)
18:32:08raptorI'll do that...
18:32:13sam686ok
18:34:31raptordone
18:34:39BFLogBot Commit: b4e0a28be391 | Author: buckyballreaction | Message: Remove virtual destructor in the Color class. It was messing up pointer tricks with feeding it into OpenGL
18:41:02BFLogBot Commit: d6e13e652a19 | Author: buckyballreaction | Message: Minor CMake clean up
18:41:33raptorok, enough cmake junk for windows
18:41:37raptor(for today)
18:41:42raptorlet me know if you catch anything else..
18:45:45raptornooooo Watusimoto!
18:45:58raptoryou added a ton more classes without virtual destructors!
18:56:23BFLogBot Commit: 0980ae83c025 | Author: buckyballreaction | Message: Fix compiling on Linux. Also add missing virtual destructors. Remember to add these!
19:06:10sam686Found 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?
19:06:47sam686only happen to polywall, not GoalZone or others..
19:08:14raptordoes it have to do with this?: https://code.google.com/p/bitfighter/source/detail?r=61053ed8cdf4eb75b7fdcb0115f52a59461130ca
19:10:46sam686probably not, has nothing to do with plugins nor scripts
19:38:44raptori shoudl fix bugs..
19:55:51kaenI don't think that's a bug
19:56:02kaenor at least, I've exploited it to build levels before
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19:58:14BFLogBot 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.
20:15:42raptorsam686: I odn't understand your Lua changes
20:16:26sam686my LUA changes basically speeds up performance and avoids repeated freezing on me..
20:16:50raptorwhat does the LUAI_GCMUL actually do? (the one you changed to zero)
20:17:30sam686not sure exactly what it does, its meaning is kindof hard to understand..
20:17:58raptorbut it increased performance?
20:18:35sam686yes, or at least it stops the 1 second freeze every 5 seconds with 100 robots
20:18:48raptorinteresting...
20:19:32sam686I rather have 10 fps with no freezing, then to have 20 fps with freezing every few seconds..
20:20:10raptorso does it slow the tick rate of bots?
20:20:31sam686its something to do with LUA garbage collection..
20:21:19sam686before my changes, it freezes doing so many garbage collection, after my changes it does garbage collection more frequently almost getting rid of big freezing..
20:22:50sam686bacically, I turned huge 1000 milliseconds freezing into lots of tiny 10 ms freezing..
20:23:36sam68610 ms freezing is mostly un-noticable..
20:27:24sam686the help text says you can disable the help messages in the option menu, but I don't see it in the options...
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20:42:42raptor Quit (*.net *.split)
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20:43:58ChanServ sets mode +o raptor
20:44:06raptorvictim of a net split!
20:44:54sam686wow, /whois have a 10 second delay lag..
20:46:00sam686note the /whois sam686, i am almost always at card.freenode.net (one specific server out of meny freenode server)
20:47:11fordcars Quit (*.net *.split)
20:47:23raptorfordcars net splitted
20:49:27sam686I think net split could be faked with /quit "NETSPLIT *.net *.split"
20:49:40raptor Quit (Quit: "NETSPLIT *.net *.split")
20:49:56sam686umm without the quotes..
20:50:5245PAACAA1 has joined
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20:50:5745PAACAA1 has left
20:51:16sam686 tried faking it now..
20:51:16raptor has joined
20:51:16ChanServ sets mode +o raptor
20:51:22raptorhah, that was funny
20:51:22sam686 tried faking it now..
20:51:42sam686 Quit (Quit: NETSPLIT *.net *.split)
20:51:58sam686 has joined
20:51:58ChanServ sets mode +v sam686
20:52:10sam686i faked it, and rejoined to the same card.freenode
20:53:11sam686one problem looking at bflogbot:
20:53:29sam686real: raptor (~raptor@unaffiliated/greenmachine) Quit (*.net *.split)
20:53:32sam686fake: sam686 (~sam686@host-51-184-230-24.midco.net) Quit (Quit: NETSPLIT *.net *.split)
20:53:38sam686notice the Quit: part
20:53:50raptoryeah
20:53:54raptorha
21:00:51kaenflynnn says freenode is being ddos'd
21:00:58kaencan't find a source for that though
21:01:48raptortoo much bitfighter traffic.. i knew it!
21:02:24raptorhey kaen, i hit that assert in GameType::releaseFlag like you did...
21:02:29raptorwhat did you do?
21:02:56kaenI just ran the test project
21:02:57kaenbut
21:03:02kaenclean rebuild fixed for me
21:03:15raptori was playing with a soccer map (with flag spawns..)
21:03:34raptorok question
21:03:54raptorI fire a onScoreChanged event when someone scores an own-goal in soccer
21:04:23raptorI pass in the +1 score for each team.. should I pass in the player, too on the opposing team who did the own-goal?
21:05:30kaenI think yes
21:05:38raptorok makes sense
21:06:44raptorafter all, the player should get the fame for giving your team points!
21:06:50kaencertainly :)
21:06:59kaenI've been the other team's MVP more than once
21:07:31raptorhahaha
21:07:55kaenso the way to check for an own-goal would be to verify that the score entry for the "scoring" player's team is 0
21:07:58kaencorrect?
21:08:27kaenif so, it's a pretty good API, imo
21:08:53sam686Found one announcements from a few days ago from this freenode (it was on my main freenode window)
21:08:55sam686here 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.
21:08:56raptoractually, I have it coded so that the event only triggers for all other teams
21:09:35raptorso red player does own goal
21:09:47raptorblue and yellow get a scoring event with +1
21:10:03raptordo you think red player should get an even, too?
21:10:13kaenoh, so it fires once per event per team?
21:10:20raptoryes
21:10:27kaenI was thinking like an indexed table of scores
21:10:34raptorany team that gets a score change
21:10:45raptori don't understand
21:10:54kaenlike, there's only one event fired
21:11:14kaenand part of its data is a table that maps team indexes to score changes
21:11:36raptoroh
21:11:50raptorsadly nothing so complex
21:11:59raptordo you think that would be better?
21:12:24raptori originally decided to keep it simple because most events would happen one at a time - only the OwnGoal one does multiple
21:12:51kaenmy idea is perhaps more robust for complicated thing, but yours is simpler in the general case
21:12:57kaenoh
21:13:06kaenwell, then I say do what you're doing
21:13:45raptorok
21:14:40raptornext question on scoring behavior
21:14:44raptorin ZC
21:15:08raptorif i'm on blue, and I take a red zone, two events are fired: one for my team +1, one for red team -1
21:15:57raptorright now the ZC gametype has it to pass in NULL for the scorer on read team
21:16:03raptor*red
21:16:27raptorthat's because it would add -1 to the players statistic scoring
21:16:32raptorshould this be changed?
21:17:52raptori'm not sure if that makes sense..
21:18:04SolumnMushroom Quit (Ping timeout: 264 seconds)
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21:22:20SolumnMushroom_Helloagain
21:22:27raptorhi SolumnMushroom_
21:22:46SolumnMushroom_raptor: You might like this http://getchrome.eu/
21:23:31SolumnMushroom_ is now known as SolumnMus
21:23:45SolumnMusI don't like underscores
21:27:21raptoryay suse studio!
21:27:34raptorI should try that in a VM..
21:31:08BFLogBot 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)
21:32:09SolumnMus Quit (Quit: Page closed)
21:35:03sam686umm how to I tell the compiler to "stop using namespace Zap;" to add something like adjustable LUAI_GCPAUSE / LUAI_GCMUL in bitfighter.ini
21:35:13sam686to avoid conflicts..
21:36:10raptori find this solution: http://stackoverflow.com/questions/389827/namespaces-in-c
21:36:13raptorbut it's ugly
21:36:37raptorbut do you really think that should be an INI option?
21:36:49raptorI think it should just be the default
21:55:41sam686after 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..
21:56:09sam686LUAI_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
21:56:37sam686that was in windows, don't know about linux...
21:56:45raptorok
21:56:50raptori say we leave it as default then
21:57:42sam686leave is as my commited changes and I won't bother with which I gived up on trying to make it bitfignter.ini adjustable..
21:58:05raptorok
21:58:23sam686I think there is possible memory leak on repeated addbots and kickbots, memory usage grows..
22:00:10raptorthere is
22:00:27raptorsee #4 in the running list
22:00:51raptorwe added that memory leak on purpose with 018a
22:01:05raptorit was the easiest way to fix the script crashing issues
22:01:21raptor(remember the ones with your blizzard not always loading?)
22:42:12BFLogBot Commit: 27f3db5724f3 | Author: buckyballreaction | Message: Lua API: Allow setting a projectile's velocity
22:49:09sam686a 300 MB mamory usage drops to 40 MB after "LuaScriptRunner::shutdown()"
22:49:37sam686I almost wonder if it is better to do "LuaScriptRunner::shutdown()" and "LuaScriptRunner::startLua()" on each level change to free most of memory..
22:50:15raptorwell
22:50:19raptornot yet..
22:50:26raptorwe plan on fixing that leak with this release
22:51:00sam686it don't appear to be totally leaked when LuaScriptRunner::shutdown() clears most of memory..
22:51:25raptoryes that's true
22:51:36raptorit only leaks in the current Lua runtime
22:51:37kaenI think that cleans up the lua context's memory as well
22:51:41kaenyes
22:52:07kaenso it leaks, just in the controlled lua environment
22:52:09kaenwhich is nice
22:52:37BFLogBot Commit: c7f40727ea12 | Author: buckyballreaction | Message: Lua API: Allow contructing of different projectiles using a different constructor. Example: local p = Projectile.new(Weapon.Bouncer)
22:52:50kaenwhoa
22:52:50kaennice
22:52:58raptoranother one bites the dust!
22:53:13kaenso
22:53:13raptorI'd figure I'd throw that last one in there since I was in the code :)
22:53:22kaenabout that vertex limit
22:53:52raptorI think it'd be great to increase the limit... however I do not know the full ramifications
22:53:57raptor(or remove the limit..)
22:54:09kaenI think removing the limit is ultimately unwise
22:54:16raptorspecifically with regards to how TNL will handle it
22:54:18raptoryes
22:54:25raptorbut much larger would probably be nice..
22:54:25kaenbecause there is a physical limit to the number of vertices
22:54:30kaenin addition to everything else
22:54:50sam686its kindof hard to make TNL fit so many vertex into one packUpdate..
22:54:53kaenhaving a limit at least makes it a consistent number across platforms
22:54:57kaenyes
22:58:55sam686on 018, the limit was 32 points for polywall / polygon zones, but barriers could go up to 62 from editor plugins..
22:59:17sam686on 019, I changed it to 64 points
23:01:45kaenI have a 379 point barrier that saves and loads fine
23:01:57raptorcan I join the server?
23:01:58raptor:)
23:02:06kaenokay
23:02:09kaenone moment
23:03:15kaenerm
23:03:17kaenI guess not
23:03:20raptorConnection Terminated
23:03:23kaenraptor, nevermind :x
23:03:26kaenindeed
23:03:29raptorwithin 5 seconds usually..
23:03:47kaenI couldn't host
23:04:07sam686am hosting.. raptor joined
23:04:26raptorsam686: does it feel like the ship destroyed animation is faster?
23:04:54sam686the blast appears to be faster..
23:05:08sam686burst is faster too.
23:05:28raptorjust your server?
23:05:57sam686don't know.. haven't tested that..
23:06:14sam686the explode animation is client side, i think..
23:06:24raptoroddness
23:09:57kaenI get it in local servers
23:10:00kaenwith the editor
23:10:04raptorbisecting..
23:10:29raptor2c611ba6f530 was ok
23:11:21raptor0980ae83c025 was OK
23:12:22raptori can't possibly be something i did with the lua api could it?
23:14:14raptorwhat!
23:14:20raptorit was that latest revision: c7f40727ea12
23:14:26raptorhow could that possible add that bug??
23:14:30raptor*possibly
23:15:51sam686what? I get fast burst on revision c7f40727ea12 ( i haven't updated yet)
23:15:51raptorok, maybe I just need to do a make clean..
23:16:39sam686I used to get fast burst, not anymore (i didn't change revision or recompiled at all)
23:17:44raptorfull recompile fixed it
23:17:46raptorok phoew
23:17:51raptorhow crazy is that?
23:22:39raptorI think I'm avoiding the running bug list..
23:42:25raptori think when the host does /idle, the game completely pauses
23:42:28raptoron server
23:53:56sam686you 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..
23:54:16sam686can adjust LUAI_GCPAUSE to 150 or 200 too or 110..
23:58:50sam686LUAI_GCMUL = 50 gives me the best speed but the memory keeps growing really quickly at that value..
23:59:07raptoryeah, I think it needs to be 0 or above 100
23:59:39sam686i wonder if it is possible to run garbage collection on a seperate thread...
23:59:48raptoroh yikes

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