#bitfighter IRC Log

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IRC Log for 2013-05-27

Timestamps are in GMT/BST.

00:12:52bobdaduckDoes anyone here take "we'd really appreciate it" as payment for fixing my levelgens?
00:14:12raptorhi bobdaduck
00:14:25raptorI can probably take a look
00:14:34raptorbut not if it's too hairy...
00:14:42bobdaduckThe level is actually running fine
00:14:50bobdaduckbut the whip isn't being created for some reason
00:14:52bobdaduckand I can't find it.
00:18:03raptoryou have 8 nested blocks in zoneSwords!
00:18:33bobdaduckuh
00:18:36bobdaduckmaybe?
00:18:41bobdaduckprobably?
00:18:42bobdaduckxD
00:19:29raptorfirst thing..
00:19:45raptorgame = GameInfo()
00:19:50raptordoes not belong in onTick
00:19:56bobdaducklol
00:19:59bobdaduckthat's the exp code
00:20:01raptoryou should only need to call that once in main()
00:20:06raptorwhat?
00:20:18bobdaduckthat's used *only* in the player stats system
00:20:21bobdaducknothing to do with swords
00:20:31raptori know
00:20:37raptorthat's just a random thing I saw
00:20:39raptorFYI
00:20:41raptorok
00:20:43raptorlaoded now
00:20:44bobdaduckxD
00:20:46raptorwhat do I do?
00:20:59bobdaduckrepair plus turbo after dying once.
00:21:04bobdaduckbut
00:21:06bobdaducknothing happens.
00:22:11raptorok well, what ever you did was max out the object limit in under a second
00:22:14bobdaduckthere's no errors, the code just isn't working
00:22:18bobdaduckwait what?
00:22:18bobdaduckxD
00:22:29raptoryeah... are you creating a whip every tick???
00:22:39bobdaduckI should hope not
00:22:47bobdaduckDid you get an error? I don't get any errors...
00:23:46raptorno errors except for the fact that you're maxing out the object limit
00:24:37bobdaduckWell maybe that hints at what the problem is... xD
00:24:49bobdaduckhow do you know its maxed out?
00:25:03raptorthis line: registeredZoneWhips[playerName] = {}
00:25:18raptorwhen you call that on onTick it resets that player every time
00:25:36raptorlet's see what happens when wrapping that with a ~= nil check
00:26:28bobdaduckI would think it gives the same error I was struggling with the past couple days?
00:26:32raptoroh wow, the object limit has gone so high that my ship has now disappeared
00:26:39bobdaduckxD
00:26:48bobdaduckthis was with the nil check? xD
00:28:10sam686creating objects every tick will overload going over 1024 objects, once ship die screen goes blank until somehow the objects is deleted..
00:28:43raptorhi sam686
00:28:44bobdaduckjust the object graphics usually
00:28:49bobdaduckHi sam
00:29:08raptorok the nil check around that line removes the object overload
00:29:58raptoroh look, there's the whip!
00:30:04raptorit's near the center of the map
00:30:37bobdaduckthecrap
00:30:37bobdaduckxD
00:49:19raptoroh hey it works
00:51:43raptoralso there's a memory leak in your script somewhere I think..
00:52:01raptorlike you're creating and storing a new array or array value over and over somewhere..
00:52:15raptorbut besides that - I think you've just about got the hang of arrays!
00:56:51bobdaduckhow would I find a memory leak?
00:57:25raptorthey're usually not easy..
00:57:43raptorand I'm not sure how to do it with Lua
01:00:12bobdaducklol going over the whip doesn't hurt you yet
01:00:19bobdaduckBUT IT DOES GIVE YOU TONS OF GOLD
01:09:22raptoralso, all the zones are created at 0,0 so the first little while they snap back really fast...
01:10:37koda has joined
01:11:17raptorCMake BUILT FOR OSX
01:11:20raptor!!
01:17:39sam686tt
01:21:19BFLogBot Commit: 82f723b98acd | Author: buckyballreaction | Message: OSX can use CMake to compile now. This is still primitive and doesn't create a .app. The binary is not output to a useful place where it can load the frameworks and resources yet. But it compiles!
01:21:42raptorok kaen. CMake will properly produce a binary on OSX now
01:22:16raptortada!
01:22:39raptornow I just have to parse koda's work to figure out how to build the .app, then the DMG...
01:29:15kodayay
01:29:28raptorhi koda
01:29:32kodahi raptor
01:30:02kodadon't follow my work, it's a hack!
01:30:03raptorit took me all afternoon and night, but CMake is on its way to building properly on OSX
01:30:13raptordon't worry :)
01:30:17raptorI plan on improving it
01:30:44kodayou should use OSX bundle facilities from cmake, will save you a lot of time and troubleshooting
01:30:54kodaif you improved it share it back :p
01:30:58raptoryes, I plan to..
01:31:15raptorok
01:37:37sam686 Quit (Ping timeout: 245 seconds)
01:41:00raptorwell, off to bed
01:41:03raptorgood night all!
01:41:15raptor Quit ()
01:46:55bobdaduck Quit (Remote host closed the connection)
08:05:26raptor has joined
08:05:27ChanServ sets mode +o raptor
08:30:59Nothing_Much Quit (Quit: Nothing_Much)
08:38:22raptorgood morning!
08:38:39raptorkoda: which CMakeLists.txt has the actual packaging stuff?
08:39:05raptor(in your hedgewars project)
08:41:30raptorwait, i think i found something under hedgewars/CMakeLists.txt..
08:42:38kaenmorning
08:42:42kaengood work, raptor !
08:42:43raptorhmm.. nope
08:42:45raptorhi kaen
08:42:49raptornorming!
08:42:53raptoruh morning!
08:42:53kaenhehe
08:45:30raptorok, i cannot tell what's going on, time to pretend I never saw this CMakeLists...
08:54:01koda:D
08:54:17kodai think it's under cmake_modules/cpackconfig or somth
08:54:18kaenokay, it chokes trying to find SDL2
08:58:39kaenbut I think that means that it's found openAL at least?
09:07:06raptordid you update to latest?
09:07:40raptorkoda: thanks!
09:09:12raptorcmake can launch NSIS??
09:09:14raptorthat's cool!
09:12:15Nothing_Much has joined
09:12:19kaenyes
09:12:42kaenis SDL2 supposed to be /System/Library/Frameworks like OpenAL?
09:12:46kaenbecause it is not...
09:13:10kodayes nsis is for windows only though
09:18:52kaenah, got it to find sdl
09:19:07kaenmissing speex, vorbis, and ogg
09:25:34raptorkaen: all missing frameworks are in the lib/ directory
09:25:42kaenfound almost all of them
09:25:50kaencase-sensitivity problems
09:25:56kaenbut now I can't find zlib
09:25:59kaennor openGL
09:26:13raptorthe main CMakeLists sets up the search paths properly (or it should)
09:26:24raptorzlib and openGL are system frameworks
09:26:38raptorzlib might even just be a .dylib (osx dynamic library)
09:29:02kaenokay, got it to find zlib
09:29:08kaenjust gl left now
09:29:45raptorshould be in /System/Library/Frameworks
09:30:14kaenconfirmed
09:33:35raptordo the cmake modules not find them?
09:33:50kaenindeed
09:33:54kaenin fact
09:34:00kaenit finds the library, but not the headers
09:34:20raptorwhat
09:34:34raptorbecause I made it so each module searches several paths
09:34:48kaenwait, you included an opengl module?
09:34:53raptoroh wait...
09:34:57raptorno, but
09:35:13kaenok, I'm overriding the find_paths btw
09:35:16raptorthere is some CMake variable you set up to make it search the standard places for frameworks
09:35:42kaenSET(CMAKE_FIND_ROOT_PATH ${CMAKE_SOURCE_DIR} /usr/i686-apple-darwin11/usr/System /usr/i686-apple-darwin11/usr)
09:35:47kaenis what I've got so far
09:36:01raptorin the toolchain file?
09:36:04kaenyes
09:36:21kaenthe first is local libs, the second is system frameworks, the third is dylibs
09:36:59raptorand that didn't pick up the OpenGL.framework?
09:37:08raptorthe system frameworks path, that is
09:37:38kaenOH!
09:37:40raptori'm thinking instead of /usr/System
09:37:40kaenderp
09:37:44raptorit should be...
09:37:45raptor?
09:37:46kaenI got too crazy with my find path
09:37:54kaen-- Build files have been written to: /home/bitfighter/build/bitfighter/build
09:37:55kaen:)
09:38:06raptorso fixed it seems?
09:38:17kaenit would seem...
09:38:19kaenhowever
09:38:27kaenlua-vec immediately throws an include error ._.
09:38:37raptorwhat
09:38:41raptorwhich?
09:39:34kaenhttp://pastie.org/7969305
09:40:33raptoroh lovely
09:41:07Nothing_Much Quit (Remote host closed the connection)
09:42:19kaenokay... so the stdarg that lua-vec is including is (correctly?) the cross environment stdarg
09:42:38kaenbut then that stdarg includes the real gcc stdarg to actually do stuff...
09:43:19kaenwhich is in direct conflict with set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
09:45:00raptorthat's messed up
09:45:26Nothing_Much has joined
09:54:28SolumnMushroom has joined
09:54:42SolumnMushroomHello all
09:56:56kaengreetings
10:04:23Nothing_MuchHi there
10:08:50kaenseriously, bubblegum wars might be the best map ever
10:16:45raptorok, if a caulk gun with silicone in it explodes backwards
10:16:54raptoris there any way to save the silicone?
10:20:01kaenI don't know...
10:20:09raptori think i hate caulk tubes
10:20:19raptorand I seem to relearn this lesson frequently
10:20:21kaenbut I do know that I have 92 instances of stdarg.h on this build server...
10:20:27raptor!
10:45:21koda Quit (Ping timeout: 276 seconds)
11:05:00kaentomcrypt builds and links
11:05:03kaennow for tnl...
11:05:06raptoryay!
11:05:36raptorsilicone is *really* good at not washing off of your hands..
11:27:36raptoroh neat
11:27:49raptorcmake let me compile on OSX with normal 'make' too
11:30:42kaenHAH!
11:30:44kaenit's building ntl
11:30:45kaentnl
11:31:01kaennow luavec
11:31:03kaennow... alure?
11:31:24kaenzap...
11:31:48raptorntl!
11:31:58raptoroh boy oh boy
11:33:27kaenmost intense compilation ever...
11:33:32raptorheh
11:33:54kaenpointobject.cpp
11:34:10kaenservergame
11:34:25raptorjust wait until it hits Directory.mm
11:34:33kaenwhat's that?
11:34:51raptorit's the mac Obj-c class that handles the native directory function
11:35:31kaenjust hit it
11:35:32kaendid fine
11:35:35raptorphoew!
11:35:46kaenonto the client files
11:37:59kaen../exe/bitfighter: Mach-O executable i386
11:38:18raptorthere's gotta be a way to install a real X11 desktop on top of OSX... something that uses Ctrl+C for copying..
11:38:22raptorit linked?
11:38:24kaenit linked.
11:38:28raptorwoot!
11:38:32raptorI have a set up ready to test
11:38:38raptorif you want to give it to me..
11:38:40kaendo you just need the exe?
11:38:58raptoryes, I have a bundle with all the resources set up that I can plop it into
11:39:08raptorI don't have bundle building set up yet...
11:39:18raptorwith CMake, I mean
11:41:02kaenhttp://198.23.227.119:8010/bitfighter_osx.tar.gz
11:41:08raptortesting..
11:45:03raptorsuccess!
11:45:53kaenyou're joking
11:46:10kaenlol I can't even believe that worked
11:46:12raptorthere are two differences to the linked binary
11:46:21raptormaybe more... let me get them..
11:46:26kaenokay
11:47:02raptorhuh, maybe only one..
11:47:08raptorI'm comparing with the native cmake build
11:47:41raptoryep - your xcompile build links in /usr/lib/libgcc_s.1.dylib
11:47:44kaenas an aside, check out this gnarly cmake command: http://pastie.org/7969921
11:47:46raptorand the native build does not
11:47:57kaenok
11:48:19raptorha! wow
11:48:26kaenso I should link dynamically against gcc?
11:48:59kaenI had to specify all of the system include directories for some reason...
11:49:06raptorhttp://pastie.org/pastes/7969926/text
11:49:10raptorthat's the linked list
11:49:26raptorthe libgcc one there doesn't show up in the linked list for the native build
11:49:32raptorlet me check the old Xcode build..
11:49:38raptorhonestly, I'm not sure it matters
11:50:05kaenhmm me either
11:50:13raptoryeah, forget it
11:50:15raptorit compiles!
11:50:23kaenI'll tuck it away in my list of things to remember if we find problems though
11:51:04raptorso the next question... can you build for ppc? :)
11:51:24kaenhehe
11:51:31raptoror actually, building for x86_64 would be more beneficial to anyone who'd want to actually test
11:51:41kaenostensibly, yes
11:51:51kaenthis things claims it can build universal binaries
11:52:25raptorwell.. in reality what would be most worth it is if I can get CMake to build a .app
11:52:58raptorso all of the frameworks are FAT binaries
11:53:06raptorthey have ppc, i386, x86_64 compiled in
11:53:17raptorso you should have everything you need if you have the proper system libs
11:53:24raptor(and cross compiler)
11:57:23kaenokay, so fat binaries are not of interest?
11:57:35kaenbecause it looks like it'd be easier to do multiple single-arch binaries
11:57:46raptoryeah, i think that would be better for the build bot
11:57:53raptorfor release I can do the FAT ones
11:58:07kaenI have to build a separate toolchain for each arch x_x
11:58:15raptoroh man
11:58:17raptorwell...
11:58:18raptoreh
11:58:20kaen shrugs
11:58:26kaenI've got the hang of it now :)
11:58:29raptorit's not like really have anyone that does testing on OSX..
11:58:41kaentrrue
12:03:11kaenraptor, if we rename Ogg.framework to ogg.framework etc, then I won't have to add a bunch of find modules to our ./cmake dir (to add the lowercase names)
12:03:22kaenwill the real OSX tolerate that?
12:03:32raptoruhh
12:03:44raptorso tell me what the problem actually is?
12:03:55kaenI misworded it above actually
12:04:07kaenthe cmake find modules on my system only look for ogg.framework etc.
12:04:16kaenwhile the directory names in the project are Ogg.framework
12:04:50raptoroh
12:04:52raptoruh
12:04:55kaento correct that we either have to rename .framework directories or add more FindXXX modules into our tree with the added names to look for
12:04:59raptorno no
12:05:02raptorinstead
12:05:12raptoredit the FindOGG.cmake
12:05:17raptorin our modules directory
12:05:30raptorin the 'FIND_LIBRARY' part
12:05:42raptoradd 'Ogg' after 'ogg libogg'
12:05:44kaenmaybe ogg was a bad example
12:06:07kaenI had to do this for a handful of the libs that we didn't already include find modules for
12:06:37kaenoh, nevermind
12:06:54kaenyou added the modules already :)
12:06:56raptori guess cmake knows to do a case-insensitive search on OSX
12:07:30kaenthat's okay, I'll just adjust the files then
12:07:51raptorwhat specifically do you need to adjust?
12:08:00kaen- NAMES vorbis libvorbis
12:08:00kaen+ NAMES vorbis libvorbis Vorbis
12:08:02kaenetc.
12:08:06raptorah ok
12:08:37raptorah yes - on OSX cmake does a case-insensitive lookup..
12:08:47raptorso that should be fine, just edit the ones in place
12:27:48raptortaking off for a bit.. back later
12:27:51raptor Quit ()
12:28:27kaenlater
12:33:29BFLogBot Commit: 8861d9e99592 | Author: kaen | Message: Add toolchain file for darwin11 cross compilation
12:35:53BFBuildBot Quit (Quit: buildmaster reconfigured: bot disconnecting)
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12:39:10BFBuildBot Quit (Remote host closed the connection)
12:39:23BFBuildBot has joined
12:44:59BFLogBot Commit: 44a1cc4c1143 | Author: kaen | Message: use absolute paths for darwin toolchain (so the location doesn't have to be in your path)
12:47:27BFBuildBotbuild containing revision(s) [44a1cc4] on bitfighter-osx-i386-cross is complete: Success [build successful] Build details are at http://198.23.227.119:8010/builders/bitfighter-osx-i386-cross/builds/2
12:48:58kaen\o/
13:35:03SolumnMushroom Quit (Quit: Leaving)
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18:01:04ChanServ sets mode +o raptor
18:11:11kaenraptor, mac osx builder is online :)
18:11:47kaenI got the cmake bundler working 90% on my cross environment, but there's some wonkiness with the cmake platform detection so it does everything except build the package.
18:39:06raptorgreat!
18:39:22raptorcan you send me your work?
18:39:32raptora diff would be fine
18:40:56kaenwell, there's actually not a lot to it: http://pastie.org/7971636
18:41:34kaenwhich is based on this page: http://www.cmake.org/Wiki/BundleUtilitiesExample
18:41:57kaenoops, ignore line 4 of that paste...
18:42:24kaenI just put that in zap/CML
20:09:40kaen Quit (Ping timeout: 248 seconds)
21:25:03fordcars has joined
21:30:53fordcarsnight guys
21:35:07fordcars Quit (Ping timeout: 250 seconds)
21:35:13kaen has joined
23:07:47raptor Quit ()
23:44:40bobdaduck has joined
23:48:54bobdaducksup dudes
23:54:54kaentrying to make this TOTALLY LEGITIMATE copy of OSX to run...
23:55:31kaenstupid prepositions
23:58:55bobdaduckxD
23:59:37bobdaduck"graph the vectors and show a diagram of the sum of the vectors using tail-to-tail method" <2, 3> <6, -4>
23:59:44bobdaduckCan you explain what that actually means to me?
23:59:50bobdaduckIts my sisters homework and its been too long

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