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01:16:02 | Nothing_Much | Hey dudes |
01:16:28 | | BFLogBot Commit: 2fb81747d8af | Author: sam8641 | Message: cmake on windows: separate output name "bitfighter_debug.exe" for debug build. Avoids conflicts with release/debug builds. |
01:16:47 | sam686 | hi |
01:17:29 | Nothing_Much | how's everyone? |
01:26:47 | | BFLogBot Commit: d97e07bd7267 | Author: sam8641 | Message: Fix dedicated build, might be the wrong way to fix, but at least it build ok now. |
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02:07:56 | fordcars | kaen, how do you add items with editor plug-ins now? |
02:08:04 | fordcars | plugin;addItem(item)? |
02:08:09 | fordcars | *: |
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02:19:00 | fordcars | Disregard |
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02:26:37 | raptor | fordcars: see this plugin for how to add objects: https://code.google.com/p/bitfighter/source/browse/resource/editor_plugins/draw_arcs.lua |
02:27:16 | fordcars | Ahhh sweet thanks! |
02:28:23 | raptor | also, to manipulate each object, see the methods for the object in the API: http://bitfighter.org/luadocs/annotated.html |
02:33:08 | fordcars | Cool thanks! |
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04:12:50 | amgine123 | hello0 |
04:13:02 | amgine123 | i need a program that can uncompress RAR files |
04:13:07 | amgine123 | post if oyu know |
04:13:11 | fordcars | uh winrar? |
04:13:37 | amgine123 | would 7ZIP work ? |
04:14:05 | fordcars | probably, wait |
04:14:10 | fordcars | There is a better one |
04:14:59 | amgine123 | it needs to be a program that can open .RAR files and is a stadnonle file no installing |
04:15:43 | fordcars | http://www.winzip.com/downwz.html |
04:15:52 | fordcars | uh why no installing? |
04:16:15 | fordcars | http://b1.org/online |
04:16:21 | fordcars | That is an online one :) |
04:18:19 | amgine123 | im blocked from installing stuff |
04:18:24 | amgine123 | so it must be a standalone |
04:18:29 | fordcars | Ok |
04:18:33 | fordcars | Use the online one then |
04:18:40 | amgine123 | are either of those installers |
04:21:53 | amgine123 | but i have to add each file manually ? |
04:22:48 | fordcars | Uh, yes? What do you mean? |
04:25:17 | amgine123 | i see 50 files i must downalod them all seprately ? |
04:28:16 | fordcars | What?? |
04:28:21 | amgine123 | can you find a non installer non online one xd |
04:28:29 | fordcars | Uhhh |
04:28:32 | fordcars | Maybe |
04:29:05 | amgine123 | i exctacted them but i see like 500 download file arrows i must clicjk i dont want that |
04:29:30 | fordcars | Well that is not the unarchiver's problem |
04:29:35 | sam686 | you don't need winzip if you have windows xp or later (7-zip is better_) |
04:30:13 | fordcars | http://b1.org/online works great for me |
04:31:34 | sam686 | on 7zip I can right click multiple .zip files and "Extract here" does all of them |
04:31:43 | fordcars | Ah |
04:32:06 | sam686 | more like select multiple zip and then right click.. |
04:32:14 | fordcars | I use Stuffit :PPP The "limited demo" still works after the limited trial |
04:32:23 | fordcars | time |
04:32:45 | sam686 | 7-zip is likely better then the limited demp crap |
04:32:51 | sam686 | demo (not demp) |
04:33:14 | fordcars | probably, but I needed to extract some old mac Zips |
04:34:00 | sam686 | 7-zip can extract multiple formats (I mostly can extract is .zip, rar, 7z) |
04:34:08 | fordcars | dmi.bin I think |
04:34:14 | sam686 | I can even put files into .zip or .7z |
04:35:23 | fordcars | Sorry, it was Sit files |
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04:41:30 | raptor | 7zip has no competitor on Windows |
04:41:58 | raptor | it's the best you can get - completely free, stable, fully-featured |
04:42:15 | fordcars | Can it uncompress Sit? |
04:42:33 | raptor | where is a SIT that I can try on? |
04:42:37 | sam686 | i don't know, never tried it.. |
04:42:47 | raptor | it's handled everything I've thrown at it so far |
04:43:02 | fordcars | Uh, I have a bunch of mac os 7 games that are in .sit |
04:43:19 | fordcars | Wait, those are in .sea |
04:43:21 | sam686 | 7zip can uncompress mac's .dmg, as I think its just an different extension of a supported compression format |
04:43:57 | fordcars | Oh I have MacPaint.sit |
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04:45:12 | fordcars | http://macintoshgarden.org/apps/macpaint raptor if you want a .sit |
04:45:47 | raptor | just tried - wow, looks like p7zip on Linux doesn't decompress .sit - I'm not sure on Windows |
04:45:59 | raptor | that's the first thing it hasn't been able to do for me on Linux.. |
04:46:09 | sam686 | doesn't work on windows 7zip |
04:46:23 | sam686 | but theres multiple "Downloads", one is .zip |
04:46:26 | fordcars | Hah! .sit is no longer used anyway |
04:47:16 | raptor | here is old software to handle stuffit archives: http://linuxmafia.com/faq/Apps/stuffit-archives.html |
04:47:56 | raptor | on Linux, at least |
04:48:12 | fordcars | Wow, there is the source code of Macpaint, all 68K assembly, quite something to see |
04:49:52 | fordcars | Oh most of it is not assembly but some other language |
04:53:35 | fordcars | Oh I think it's P |
04:55:30 | fordcars | It's surprisingly similar to lua |
04:55:47 | fordcars | Well not so similar |
04:56:38 | raptor | i bet it's not garbage collected... |
04:56:54 | fordcars | Guess not |
04:59:18 | fordcars | Here is a small chunck of code: http://pastie.org/8532464 |
05:02:24 | raptor | found a bug in clipper! |
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05:15:51 | vs73nx | hi i'm building bitfighter for gci2013 and i've just run make but i cant find the binaries anywhere, does anyone know where to find them? |
05:16:36 | raptor | hi vs73nx |
05:16:48 | raptor | are you a gci student? |
05:16:59 | vs73nx | yes |
05:17:12 | vs73nx | im adding gles detection for cmake |
05:17:51 | raptor | oh excellent |
05:17:54 | raptor | !gci |
05:17:54 | BFLogBot | GCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started. |
05:17:59 | raptor | see that link above |
05:18:05 | raptor | what platform are you on? |
05:18:15 | raptor | binaries are in the 'exe' directory |
05:18:15 | vs73nx | ubuntu 13:10 |
05:18:53 | vs73nx | yes i went to the ../exe directory and i cant fin them in there... i did all the commands on the webpage... |
05:20:01 | vs73nx | but it is still not there |
05:20:17 | sam686 | did you cmake and make? |
05:20:29 | sam686 | any errors? |
05:20:45 | vs73nx | yes i did both without errors |
05:21:57 | sam686 | while in a exe directory, do a ./bitfighter does it run? |
05:21:59 | vs73nx | oh wait some errorrs... |
05:22:25 | sam686 | that if there was no errors.. |
05:22:26 | vs73nx | whoops turns out i dont have the required devlop headers... doh |
05:22:32 | raptor | yeah, probably CMake errors.. |
05:22:41 | vs73nx | yes cmake errorrs |
05:22:52 | raptor | We need to figure out how to make those more apparent.. |
05:22:59 | sam686 | if "make" says nothing to be found, then your cmake may have errors |
05:24:24 | vs73nx | yes it is complaining about how it cant fin some libaries but the cmake makes makefiles correctly and make runs... oh well better install some build deps |
05:25:49 | raptor | bitfighter is a complex project with many components - some will still build if you don't have all the deps |
05:28:10 | vs73nx | yeah realised that. |
05:28:53 | raptor | vs73nx: do you understand the task well enough? |
05:30:35 | vs73nx | yes i do i have previous experience with cmake in kde and im willing to try out that experience in bitfighter. |
05:34:23 | sam686 | http://bitfighter.org/wiki/index.php/Building_Bitfighter#019_.28development.29_and_later Did somebody put a sad face right after the link? ): |
05:34:37 | sam686 | cmake --help also list all generators |
05:34:59 | sam686 | linux have different set of generators it appears but the default linux does just fine |
05:35:13 | raptor | hah |
05:35:17 | raptor | looks like someone did... |
05:35:38 | raptor | oh wait, no - that's just closing of parenthesis |
05:35:44 | raptor | nested parenthesis |
05:35:53 | sam686 | then whats : for? |
05:36:32 | raptor | it's for the previous statement "Run the following command:" |
05:36:59 | sam686 | it just looks wrong with multiple lines |
05:37:06 | raptor | yes, i'll fix it |
05:47:18 | vs73nx | there we go tested it and it works... well time to get to work :) |
05:47:31 | raptor | excellent! |
05:48:28 | raptor | and time for me to get to bed! |
05:49:37 | fordcars | Yay for GLES! |
05:49:40 | raptor | vs73nx: one last thing - as you are coding, please try to keep compatibility with SDL 1.2 in our CMake system, even though GLES wouldn't work with it. Just leave OpenGL as the only option |
05:49:57 | raptor | for SDL 1.2 |
05:50:50 | raptor | and with that, good night! |
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06:13:54 | vs73nx | hi does cmake need to find gles automatically and set USE_GLES, or can it be manual |
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07:06:44 | fordcars | Mhaha |
07:06:50 | fordcars | :p |
07:06:53 | fordcars | Night guys! |
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09:04:12 | vs73nx | building bitfighter with forced gles seems to fail because oglconsole is using fixed function pipeline functions... is there a way around this... |
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10:07:06 | kaen | vs73nx, I believe there's a BF_NOCONSOLE define, or similar |
10:08:32 | vs73nx | yes so do i make it false if there is gles |
10:11:08 | kaen | I think you'll define it to true if that's the case |
10:11:39 | kaen | or defined, or whatever evil value C preprocessor definitions have :P |
10:12:35 | vs73nx | ok then ;) |
10:16:16 | vs73nx | also an unrelated question, how do i submit patches for this task, do i format the patch with a tool or do i do a simple diff, i'm used to git so i'm new to mercurial |
10:30:44 | kaen | the workflow we've been using is having students create a server-side clone on google code, then push to that and we pull from it to do evaluations |
10:30:57 | kaen | and to submit work you just link to your latest revision in that clone |
10:31:47 | kaen | you can create your server-side clone from here: https://code.google.com/p/bitfighter/source/checkout |
10:37:48 | vs73nx | yeah i did hg clone https://code.google.com/p/bitfighter/ and im nearly done except for one mishap... fontstash doesn't build under gles because it uses some immediate mode code... can i port it over while keeping nongles compatibility? |
10:43:13 | kaen | to be honest, I have no idea about gles-related things. I know that we have a working android and ios port, so I think someone has already done that work |
10:43:25 | kaen | unfortunately, I'm not sure how all of that works. |
10:48:55 | vs73nx | join the club :p |
10:50:07 | vs73nx | OK then well its 9:45pm in Australia so off to bed for me ;) |
10:50:11 | vs73nx | bai |
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14:27:13 | oskopek | hello all |
14:31:16 | watusimoto | hi |
14:31:42 | watusimoto | oskopek: what are you working on now? |
14:32:29 | oskopek | watusimoto: I've been thinking about the incremental undo/redo |
14:32:43 | watusimoto | great! |
14:32:49 | oskopek | I have an idea, but not really sure if it'll work |
14:32:55 | watusimoto | what is it? |
14:37:39 | oskopek | I'd create a Vector of UndoObjects for every change made and manage an integer index of the current position (for every undo that is executed, the index moves one backwards, but no elements are removed - thus making the UndoObjects ahead of the index "RedoObjects", essentialy) |
14:37:55 | oskopek | The UndoObject, that would contain three lists: of the objects that were added, removed and modified when compared to a clone of the GridDatabase called lastDatabaseState or something.. |
14:38:31 | oskopek | and the undo() and redo() methods, would then either add, remove, or change the objects in the actual instance of the GridDatabase being used |
14:38:54 | watusimoto | currently we save an undo step by replicating the entire database... your idea is to save a list of modified or created objects at each stage, adding/removing them from the database as you undo/redo |
14:38:55 | oskopek | I'm sorry the explanation isn't really clear |
14:38:59 | watusimoto | right? |
14:39:04 | oskopek | yes |
14:39:14 | watusimoto | so it was clear enough :-) |
14:39:17 | oskopek | :) |
14:39:49 | watusimoto | so lets pick a simple case: creating a new obj |
14:40:24 | watusimoto | what will your UndoObj contain in it? |
14:41:20 | oskopek | wait, is the saveUndoState method (some similar name) called each time after creating/removing/modifying only one object, or can several be modified at once? |
14:41:34 | watusimoto | several can be modified at once |
14:41:49 | watusimoto | it just says "hey, database might change... better make a copy!" |
14:42:01 | oskopek | ok |
14:42:06 | watusimoto | you can use it as a marker of all the places we expect changes to happen |
14:42:31 | oskopek | so the UndoObject would contain a list of created objects (essentialy a list of one element) and two empty lists |
14:42:41 | oskopek | s/list/vector |
14:43:50 | watusimoto | so in the simple example I gave, the list would have one obj, the one that was created |
14:44:24 | oskopek | yes |
14:44:38 | watusimoto | how would you use that to undo the create? |
14:45:15 | oskopek | when you execute the undo, all objects from the created list would be removed from the database |
14:45:29 | oskopek | exactly like all the objects from the removed list would be added to the db |
14:45:54 | oskopek | and all modified objects would be substitute the ones in the db it already contains |
14:46:04 | watusimoto | if you have the object from the undo, how would you find it in the database? |
14:46:43 | watusimoto | (you'd need to find it to delete it, right?) |
14:47:17 | oskopek | using the method the database provides, removeFromDatabase(Object, bool) |
14:49:02 | watusimoto | removeFromDatabase(DatabaseObject *object, bool deleteObject) takes a pointer, so if you had a pointer then that would work. |
14:49:27 | watusimoto | so your undoObj list would have not copies of the objects themselves, but pointers to them? |
14:50:54 | oskopek | oh, didn't think of that.. unless they actually get deleted from memory during a remove action, it could work with the pointers, couldn't it? |
14:51:21 | watusimoto | I'm not sure. |
14:51:45 | watusimoto | ok, so you have a pointer to the obj you created, you hit undo, and use that pointer to remove the object from the database |
14:51:59 | watusimoto | now, I think, there is a problem |
14:52:52 | watusimoto | maybe not. If you don't delete the object (pass false to the remove fn), then you could redo by readding the obj to the database |
14:53:07 | oskopek | I'm not really that comfortable with C++, but if there is still a pointer to that object, and the object isn't explicitly deleted using 'delete', it stays in memory, no? The undoObject would keep a pointer still |
14:53:14 | oskopek | yes, thats what I was hoping for |
14:53:34 | watusimoto | addToDatabase(DatabaseObject *theObject) takes a pointer as well, so that could work |
14:54:01 | watusimoto | ok, so you can happily undo and redo your create obj |
14:54:36 | oskopek | if it is modified, I could probably just do a remove/add from the db, and it would get substituted |
14:54:47 | watusimoto | so what happens when you undo the add, and then go off in some new direction (i.e. add a new object). You'll never be able to redo the original object again. How do you clean it up? |
14:55:20 | watusimoto | (let's stick with the add case for the moment... then we can look at other situations) |
14:55:38 | watusimoto | is my question clear? |
14:57:00 | oskopek | just remove all the UndoObjects that come after the integer we are keeping for reference (an index of the list of UndoObjects) |
14:57:16 | oskopek | I have to go now, but I'd love to continue this talk in the evening |
14:57:28 | watusimoto | ok |
14:57:50 | watusimoto | try to work through all the situations and make a general plan, then we can look at that tonight |
14:58:08 | oskopek | ok |
14:58:31 | oskopek | I've been thinking it through for the past hour and a half, I hope I got all of the situations right :D |
14:58:32 | watusimoto | bye! |
14:58:34 | oskopek | gotta go |
14:58:37 | oskopek | thanks a lot, bye |
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16:15:41 | raptor | good morning! |
16:25:48 | raptor | watusimoto: did we use alex_valea on the undo/redo task? |
16:25:51 | raptor | *lose |
16:26:07 | watusimoto | I don't know... I wanted to ask you that |
16:26:28 | watusimoto | I don't see him having given up on the task, so I am a bit confused |
16:26:36 | raptor | I haven't seen him in a few days and now I see the task is reassigned.. |
16:26:52 | watusimoto | I reassigned it, but figured that to get there he must have given it up |
16:27:16 | raptor | it looks like that after the deadline, studends are given 24 hours |
16:27:29 | raptor | if no change, the task automatically reverts to REOPENED |
16:27:35 | watusimoto | hmmm |
16:27:39 | raptor | then someone else grabbed it.. |
16:27:44 | watusimoto | when did you last hear from alex? |
16:28:08 | raptor | i don't think I have all week - maybe sunday? |
16:28:29 | watusimoto | well, that's a long time |
16:28:36 | raptor | although it seemed that he was on more often when I was asleep (reading the logs..) |
16:28:46 | watusimoto | can you do a quick grep through the logs to make sure? |
16:28:50 | raptor | sure |
16:30:25 | raptor | here is his last message in our channel: |
16:30:26 | raptor | [21:35:07] <alex_velea> I did not figured out what caused that .. but i will try to solve it. Still i think that that mChucker it's the problem but i will fix it :D goog night everyone |
16:30:35 | raptor | on 2013-12-01 |
16:30:47 | raptor | he left shortly afterwards and hasn't logged on since |
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16:31:45 | watusimoto | well... since these tasks are supposed to be 24 hour jobs (yeah, right), do you think we should let it got to oskopek? It's not too late to ask oskopek to hold off... |
16:32:12 | raptor | well, I think i'd like to get some feedback from alex_velea... |
16:32:34 | raptor | he's not on freenode at the moment.. |
16:32:52 | watusimoto | I would too, but he has to log on for us to talk to him. There has to be some point after which we give up. |
16:33:24 | watusimoto | I did ask oskopek to discuss the case further before he starts real work |
16:33:30 | raptor | yes, but this task change (from my perspective) has happened so suddenly... |
16:33:47 | raptor | let me see if there's a way to contact through melange |
16:34:09 | watusimoto | ok; until we get this straightened out, I'll ask oskopek to focus on something else |
16:35:12 | raptor | i'm pinging Arc about missing students.. |
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17:06:58 | raptor | he's responding - says that he has students e-mails who've done pysoy tasks because he made giving it out part of the task.. |
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17:25:13 | watusimoto | ok, back later! |
17:25:30 | raptor | later |
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18:20:50 | Nothing_Much_ | Canseco: is SDL2 ported on the OpenPandora right now? |
18:21:45 | | Watusimoto has joined |
18:21:59 | Canseco | yep, SDL2.1 now, but i forget to report compile fails with GLES |
18:22:11 | Watusimoto | hi back |
18:24:39 | Canseco | media/pandora64/pandora/compilar/bitfighter-019/fontstash/fontstash.c: En la función ‘flush_draw’: |
18:24:39 | Canseco | /media/pandora64/pandora/compilar/bitfighter-019/fontstash/fontstash.c:563:17: error: ‘GL_QUADS’ no se declaró aquí (primer uso en esta función) |
18:24:39 | Canseco | glDrawArrays(GL_QUADS, 0, texture->nverts); |
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18:26:07 | Skybax | Goodmorning! |
18:31:51 | Nothing_Much_ | Hi Skybax |
18:31:56 | Nothing_Much_ | Canseco: nice |
18:32:13 | raptor | Canseco: are you using GLES 1? |
18:32:23 | Skybax | Nothing_Much_: Do you have Starbound? |
18:32:31 | Nothing_Much_ | I'm too poor |
18:32:34 | Nothing_Much_ | So nope |
18:32:42 | Skybax | Darn |
18:33:59 | Skybax | In case people haven't heard, the Semi-Finals Round of the Stupid Contest Voting is now up! Go vote for your favorite! |
18:37:08 | Canseco | Nothing_Much_: i tried compiling with USE_GLES cmake flag |
18:37:19 | raptor | Canseco: I will fix, one moment... |
18:38:02 | Canseco | i'm using tar.gz release, will download from hg to test |
18:38:15 | raptor | not yet committed, give me 2 min.. |
18:38:18 | Watusimoto | raptor: did you fix the editor instructions? |
18:38:22 | raptor | Watusimoto: yes |
18:38:31 | Watusimoto | ok, going through the forums, marking things as done |
18:41:03 | oskopek | raptor, Watusimoto: I'm sorry, I didn't realize someone else was working on it already, the task was open |
18:41:08 | | BFLogBot Commit: c45aea674fdf | Author: buckyballreaction | Message: Fix GLES compatibility with font-stash by reverting upstream commit 64e083f483c |
18:41:10 | raptor | Canseco: fixed and pushed |
18:41:47 | Canseco | raptor: thx, will test now |
18:42:22 | Watusimoto | oskopek: my fault -- I should not have assigned it to you. I didn't know either. You may still get to do it, but I suggest you pick something else while we're sorting it out |
18:42:37 | oskopek | Watusimoto: yeah sure, no problem |
18:53:20 | | kumul Quit (Read error: Connection reset by peer) |
18:56:44 | | Canseco Quit (Remote host closed the connection) |
19:01:47 | raptor | kaen: is table.copy in our sandbox? |
19:03:31 | Watusimoto | I'm glad to see there's been no issues with the navzone refactor... I completed it with much haste |
19:03:49 | raptor | uh oh... |
19:13:53 | | LordDVG Quit (Remote host closed the connection) |
19:20:32 | Watusimoto | man, you've really left us hanging with that last line |
19:21:08 | raptor | oh, uhh... i'm working through a clipper bug with botzones |
19:21:32 | raptor | but i didn't need to change much, so merging will probably be easy as long as you didn't do logic changes |
19:28:47 | Watusimoto | the navzone stuff was committed days ago |
19:29:08 | raptor | ah ha! then we're ok |
19:29:10 | Watusimoto | yes |
19:29:23 | Watusimoto | and no one has complained about things breaking, so it probably worked! |
19:32:08 | raptor | Watusimoto: those nav issues are a direct result of s_bot_upgrade, i think |
19:32:33 | Watusimoto | you think it's a lua or c++ problem? |
19:32:55 | Watusimoto | easy fix! rename s_bot to slightly_drunk_bot! |
19:35:57 | raptor | new bug!: http://code.google.com/p/bitfighter/issues/detail?id=336 |
19:36:02 | raptor | definitely Lua problem |
19:36:34 | raptor | i think on each tick the bot can't decide whether to go where it needs to or to attack someone |
19:36:41 | raptor | or to orbit, etc... |
20:02:41 | | BFLogBot Commit: eef2180257e9 | Author: watusimoto | Message: Fix "chunky" animation for teleporters in help, which can happen when high values for time are passed in, creating F32 resolution issues. Couldn't find a good solution that didn't involve F64s... |
20:10:28 | | BFLogBot Commit: 094de2ff4544 | Author: watusimoto | Message: Ooops, forgot to undo this relic of earlier attempt to fix previous case |
20:16:32 | Watusimoto | back in a while... |
20:20:59 | | Watusimoto Quit (Ping timeout: 260 seconds) |
21:09:14 | raptor | this is interesting: http://upload.wikimedia.org/wikipedia/commons/e/ea/USMC-07732.jpg |
21:17:23 | | Skybax_ has joined |
21:19:51 | | Skybax Quit (Ping timeout: 260 seconds) |
21:20:22 | | Skybax_ Quit (Read error: Connection reset by peer) |
21:23:30 | | Skybax has joined |
21:27:19 | raptor | got an issue: Assert: Packet too big to send in /home/dbuck/temp/hg/bitfighter/tnl/ghostConnection.cpp line 381 |
21:27:56 | raptor | kaen / sam686, do either of you know if goalzones had their vertex limits increased ? |
21:29:21 | raptor | Assert: unpackUpdate did not match packUpdate for object of class GoalZone. Expected 6333 bits, got 2237 bits. in /home/dbuck/temp/hg/bitfighter/tnl/ghostConnection.cpp line 533 |
21:44:37 | | Watusimoto has joined |
22:14:29 | Skybax | raptor, Bitfighter just crashed again, and I was using the command prompt, but it didn't give me any errors |
22:14:43 | Skybax | It just says that I disconnected |
22:14:50 | raptor | compiler fail: http://pastie.org/pastes/8534349/text |
22:15:09 | raptor | hi Skybax |
22:15:27 | Skybax | Hallo |
22:17:51 | raptor | Watusimoto: do you have any ideas on how Skybax can help us with his crashing on Windows 8? |
22:18:17 | Watusimoto | what is the issue? |
22:18:21 | raptor | Skybax: i'd say the most helpful thing would be to somehow narrow it down to a test case |
22:18:33 | raptor | he says his client seems to crash at random times |
22:18:40 | Skybax | Well it crashed when I clicked on Level Editor again |
22:18:55 | raptor | I think it may be when connecting to master... |
22:19:03 | raptor | but i'm not sure |
22:20:52 | Watusimoto | Skybax: what do you mean by crash? complete exit? any message shown? |
22:21:16 | Skybax | A window pops up and says that Bitfighter has stopped working and gives me the options to troubleshoot or close |
22:21:24 | Watusimoto | a windows window? |
22:21:26 | raptor | oooo |
22:21:32 | raptor | keep that window up! |
22:21:35 | Skybax | Okay |
22:21:43 | Skybax | Next time it happens I'll leave it open lol |
22:21:49 | Watusimoto | actually, please make a screenshot and post it somewhere |
22:21:52 | raptor | now somehow, there should be a way to get some debug data |
22:22:00 | Watusimoto | though I think I know what the window will look like |
22:22:10 | Watusimoto | raptor: I doubt it |
22:22:16 | Watusimoto | but worth a try |
22:22:31 | Watusimoto | Skybax: does it always happen right after you start bitfighter? |
22:25:17 | Skybax | No |
22:25:28 | Skybax | It usually happens after I've been playing for a while |
22:27:40 | Skybax | On an unrelated note, why do the Bots appear to warp in whenever they come on-screen? |
22:30:08 | Watusimoto | raptor: it probably isn;t related to connecting to master, then |
22:30:42 | Watusimoto | bots warping? They shouldn;t, but if they do it might be related to ancient bug where ships did the same |
22:30:45 | raptor | i should compile a RelWithDebInfo build? |
22:33:05 | Skybax | Y'know that swirly thing that shows up whenever you come out of a tele? The bots do that whenever they come on-screen |
22:36:46 | | Skybax Quit (Read error: Connection reset by peer) |
22:38:23 | Watusimoto | https://code.google.com/p/bitfighter/issues/detail?id=337&thanks=337&ts=1386369492 |
22:38:49 | Watusimoto | raptor: could try that, yes |
22:39:54 | | Skybax has joined |
22:40:32 | Skybax | Okay, raptor Watusimoto my Bitfighter just crashed after getting back to the main menu after Wat closed his server |
22:41:02 | Watusimoto | message window still open? |
22:41:08 | Skybax | I took two screenshots |
22:41:37 | | BFLogBot Commit: 49765402bea5 | Author: watusimoto | Message: Clarify that duplicate advance weapon key def item is not a bug |
22:43:19 | Skybax | First it did this http://s28.postimg.org/u0qtvk4a5/Screenshot_3.png |
22:43:48 | Watusimoto | fyi, alt-printscreen will capture just the active window |
22:43:56 | Watusimoto | smaller, no manual editing |
22:44:15 | Skybax | Then I hit close and it did this http://s24.postimg.org/eaxllyn1x/Screenshot_4.png |
22:44:18 | Skybax | Then it closed |
22:44:24 | Skybax | I didn't manually edit anything lol |
22:44:58 | sam686 | it looks like you was in fullscreen too (solid grey background) |
22:45:03 | Skybax | Yes |
22:45:07 | Skybax | It usually doesn't do that, though |
22:45:18 | Skybax | Usually it shows the Bitfighter menu |
22:47:06 | Watusimoto | so that is a hard windows crash |
22:47:14 | Watusimoto | probably a memory error of some sort |
22:49:10 | Watusimoto | Skybax: you don't happen to have visual studio installed do you? |
22:49:40 | | Skybax Quit (Read error: Connection reset by peer) |
22:50:48 | Watusimoto | first answer is probably the best way... we can provide the exe and the pdb file, but skybax would have to do the rest |
22:50:53 | Watusimoto | http://stackoverflow.com/questions/112831/how-to-get-a-stack-trace-when-c-program-crashes-using-msvc8-2005 |
22:51:22 | sam686 | theres double speed zoom commander map problem and harder to double tap boost problem... when you press ESC just when starting to join ping timed out server. |
22:51:46 | sam686 | then join/host anything after you did that. |
22:52:05 | sam686 | if you get double speed zoom commander map, it will also be harder to double tap boost |
22:52:58 | | Skybax has joined |
22:53:54 | sam686 | Skybax did you catch some of messages while disconnected? http://bitfighter.org/irclogs/index.php?date=2013-12-06 |
22:54:06 | Skybax | I'm reading through the logs now |
22:56:35 | Skybax | Watusimoto: I don't know if I have Visual Studio or not |
22:56:45 | Watusimoto | then you don't |
22:56:48 | | Flynnn Quit (Quit: This computer has gone to sleep) |
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23:00:53 | Watusimoto | ok, wen't through this whole thread |
23:00:53 | Watusimoto | http://bitfighter.org/forums/viewtopic.php?f=28&t=2155&p=21729#p21729 |
23:01:53 | Watusimoto | I tried to mark the items that have been addressed (strikethrough with note), and the things that are issues that need to be addressed (magenta). Please help me keep this up to date as we resolve issues. Unless we want to make cases for all of them... (yuck!) |
23:02:44 | Watusimoto | Skybax: if you want to try the debugger route, you'll need to install visual studio. It's big program, but it will really let us narrow down what your problem is |
23:03:03 | Skybax | What's the alternative route? |
23:03:22 | Watusimoto | http://www.visualstudio.com/downloads/download-visual-studio-vs |
23:03:31 | Watusimoto | visual studio express for windows desktop |
23:03:40 | Watusimoto | the alternative? |
23:04:04 | Watusimoto | find a way to reproduce the bug so we can reproduce it here with our copies of visual studio |
23:05:09 | Watusimoto | but if we can't reproduce it, we can't fix it |
23:05:14 | Watusimoto | that's the bottom line |
23:05:32 | Watusimoto | if only you can reproduce it, then only you can tell us what the problem is |
23:06:16 | Skybax | Got it |
23:06:23 | sam686 | http://sam6.25u.com/upload/screenshot_155.png see the phasers and ship moving tail lines? Joystick users can still control the ship. |
23:06:40 | sam686 | the problem: can't get rid of message with any joystick buttons |
23:12:05 | Watusimoto | sam686: make a case for that, and I'll fix it |
23:12:30 | Watusimoto | if js mode, button <back> should dismiss |
23:12:47 | Skybax | I made a case for being able to move while on the esc meny |
23:12:49 | Skybax | *menu |
23:13:14 | raptor | bugs bugs! everywhere! |
23:13:50 | sam686 | I can already move ship with joystick, while on ESC menu, but sometimes selecting menu kills my ship just because my ship moved into mines or turrets |
23:13:59 | sam686 | (if selecting menu using joystick) |
23:14:16 | sam686 | but some cases I like to still move ship, like when typing a chat |
23:15:18 | oskopek | anyone here willing to test my tab nick completion task? just finished it :) |
23:15:30 | sam686 | keyboard users can't exactly move ship while typing a chat though.. |
23:16:42 | | BFLogBot Commit: 7a75e20e48c8 | Author: buckyballreaction | Message: Hopefully fix weird minimization bug on OSX when exiting Bitfighter |
23:17:06 | Watusimoto | I'm falling alseep, but I can check it tomorrow if no one else cbhecks it tonight |
23:17:31 | oskopek | Watusimoto: ok, I should hit the bed too, probably |
23:17:41 | oskopek | I posted the link to the commit on melange |
23:17:46 | Watusimoto | good |
23:17:48 | Watusimoto | thanks! |
23:18:03 | oskopek | glad to help :) |
23:18:09 | oskopek | good night |
23:18:14 | Watusimoto | night |
23:19:11 | Watusimoto | kaen: is there any way to remove a map from pleiades? |
23:21:23 | raptor | Watusimoto: log in via website and get rid of it... |
23:21:26 | | vs73nx has joined |
23:21:33 | Skybax | ^Yes |
23:21:54 | Skybax | Just click on your map after logging in and there will be a delete button |
23:21:57 | Watusimoto | ok! I wanted to make sure before I added some dummy levels for testing |
23:22:02 | raptor | http://bitfighter.org/pleiades/ |
23:22:07 | raptor | or http://bitfighter.org/levels/ |
23:22:15 | Watusimoto | easier to spell! |
23:22:42 | Skybax | Nifty |
23:23:55 | vs73nx | wait so with fontstash there is some fixed function calls in a method, so is there a way to ignore this for gles devices or can i re write the code for gles compatibility, while maintaining compatibility for sdl1.2. |
23:25:48 | vs73nx | I am happy to rewrite code FYI ;) |
23:27:47 | raptor | hi vs73nx |
23:28:04 | vs73nx | hi |
23:28:07 | raptor | I have fixed the GLES incompatibility with fontstash and files an upstream bug :) |
23:28:19 | raptor | if you pull from our repo, you should get the fix |
23:28:47 | vs73nx | you know how i can do that without losing my changes... |
23:29:59 | raptor | are you working in your own branch? |
23:30:05 | raptor | err server-side repo? |
23:30:35 | vs73nx | yes |
23:31:40 | raptor | ok, in your serverside repo, just pull from the main repo |
23:31:48 | raptor | have you committed anything? |
23:31:56 | vs73nx | no not yet |
23:31:59 | raptor | also, where is your server-side repo? |
23:32:12 | vs73nx | the web adress |
23:32:16 | raptor | yes |
23:33:24 | raptor | we have made no CMake changes, so if you've made no game-related source code changes, then just do this: hg pull -u https://code.google.com/p/bitfighter/ |
23:33:34 | raptor | and your changes, if not committed, will be kept |
23:34:27 | vs73nx | ok thanks this foreign to me as im from a git background ;) |
23:35:05 | raptor | no worries |
23:35:27 | raptor | you'll find hg uses fewer commands than git... and generally the commands make more sense |
23:36:10 | vs73nx | web address https://code.google.com/r/vs37nx-glesforbitfighter/ |
23:37:53 | raptor | excellent |
23:37:56 | vs73nx | also i prefer git because it was the only version control system that i know how to use although i have good impressions of hg... :) |
23:38:28 | vs73nx | bad wording ._. |
23:38:30 | raptor | you'll get used to hg in no time - it's pretty much the same with slightly different commands |
23:38:44 | raptor | did you pull from the main repo? |
23:38:57 | raptor | hg pull -u https://code.google.com/p/bitfighter/ |
23:40:05 | vs73nx | yes |
23:40:16 | vs73nx | just testing the build right now |
23:40:19 | raptor | ok |
23:41:36 | vs73nx | i added a new command line option for cmake to force gles '-DUSE_GLES=true ' |
23:41:51 | vs73nx | also gles disables oglconsole... is this ok |
23:41:54 | raptor | sounds good to me |
23:41:55 | raptor | yes |
23:41:57 | raptor | yes it is |
23:42:03 | raptor | we hate oglconsole and hope it dies by fire |
23:42:11 | vs73nx | me too |
23:42:27 | raptor | i mean... we have grand plans of merging it into our code base and use our rendering calls |
23:42:45 | raptor | but for now we curse its name and #ifdef it away when needed :) |
23:43:04 | vs73nx | agreed |
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23:49:55 | vs73nx | while linking the executable it is giving me some errors about an "undefined reference to `glOrthof'"... got any ideas how to fix... the error is in screenshooter and videosystem |
23:53:11 | Watusimoto | good night |
23:53:23 | raptor | night! |
23:53:50 | raptor | vs73nx: can you paste those errors in a http://pastie.org/ for me? |
23:54:08 | vs73nx | ok |
23:54:40 | vs73nx | http://pastie.org/8534525 |
23:57:44 | | Watusimoto Quit (Ping timeout: 250 seconds) |
23:58:17 | raptor | vs73nx: if you see the top of VideoSystem.cpp |
23:58:53 | raptor | you'll see that we redefine glOrtho as glOrthof |
23:59:02 | raptor | but for mobile and BF_USE_GLES |
23:59:15 | raptor | are you defining the BF_USE_GLES ? |
23:59:20 | vs73nx | yes i am |
23:59:27 | vs73nx | in cmake |