#bitfighter IRC Log

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IRC Log for 2013-12-06

Timestamps are in GMT/BST.

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01:16:02Nothing_MuchHey dudes
01:16:28BFLogBot Commit: 2fb81747d8af | Author: sam8641 | Message: cmake on windows: separate output name "bitfighter_debug.exe" for debug build. Avoids conflicts with release/debug builds.
01:16:47sam686hi
01:17:29Nothing_Muchhow's everyone?
01:26:47BFLogBot 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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02:07:56fordcarskaen, how do you add items with editor plug-ins now?
02:08:04fordcarsplugin;addItem(item)?
02:08:09fordcars*:
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02:19:00fordcarsDisregard
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02:26:37raptorfordcars: see this plugin for how to add objects: https://code.google.com/p/bitfighter/source/browse/resource/editor_plugins/draw_arcs.lua
02:27:16fordcarsAhhh sweet thanks!
02:28:23raptoralso, to manipulate each object, see the methods for the object in the API: http://bitfighter.org/luadocs/annotated.html
02:33:08fordcarsCool thanks!
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04:12:50amgine123hello0
04:13:02amgine123i need a program that can uncompress RAR files
04:13:07amgine123post if oyu know
04:13:11fordcarsuh winrar?
04:13:37amgine123would 7ZIP work ?
04:14:05fordcarsprobably, wait
04:14:10fordcarsThere is a better one
04:14:59amgine123it needs to be a program that can open .RAR files and is a stadnonle file no installing
04:15:43fordcarshttp://www.winzip.com/downwz.html
04:15:52fordcarsuh why no installing?
04:16:15fordcarshttp://b1.org/online
04:16:21fordcarsThat is an online one :)
04:18:19amgine123im blocked from installing stuff
04:18:24amgine123so it must be a standalone
04:18:29fordcarsOk
04:18:33fordcarsUse the online one then
04:18:40amgine123are either of those installers
04:21:53amgine123but i have to add each file manually ?
04:22:48fordcarsUh, yes? What do you mean?
04:25:17amgine123i see 50 files i must downalod them all seprately ?
04:28:16fordcarsWhat??
04:28:21amgine123can you find a non installer non online one xd
04:28:29fordcarsUhhh
04:28:32fordcarsMaybe
04:29:05amgine123i exctacted them but i see like 500 download file arrows i must clicjk i dont want that
04:29:30fordcarsWell that is not the unarchiver's problem
04:29:35sam686you don't need winzip if you have windows xp or later (7-zip is better_)
04:30:13fordcarshttp://b1.org/online works great for me
04:31:34sam686on 7zip I can right click multiple .zip files and "Extract here" does all of them
04:31:43fordcarsAh
04:32:06sam686more like select multiple zip and then right click..
04:32:14fordcarsI use Stuffit :PPP The "limited demo" still works after the limited trial
04:32:23fordcarstime
04:32:45sam6867-zip is likely better then the limited demp crap
04:32:51sam686demo (not demp)
04:33:14fordcarsprobably, but I needed to extract some old mac Zips
04:34:00sam6867-zip can extract multiple formats (I mostly can extract is .zip, rar, 7z)
04:34:08fordcarsdmi.bin I think
04:34:14sam686I can even put files into .zip or .7z
04:35:23fordcarsSorry, it was Sit files
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04:41:30raptor7zip has no competitor on Windows
04:41:58raptorit's the best you can get - completely free, stable, fully-featured
04:42:15fordcarsCan it uncompress Sit?
04:42:33raptorwhere is a SIT that I can try on?
04:42:37sam686i don't know, never tried it..
04:42:47raptorit's handled everything I've thrown at it so far
04:43:02fordcarsUh, I have a bunch of mac os 7 games that are in .sit
04:43:19fordcarsWait, those are in .sea
04:43:21sam6867zip can uncompress mac's .dmg, as I think its just an different extension of a supported compression format
04:43:57fordcarsOh I have MacPaint.sit
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04:45:12fordcarshttp://macintoshgarden.org/apps/macpaint raptor if you want a .sit
04:45:47raptorjust tried - wow, looks like p7zip on Linux doesn't decompress .sit - I'm not sure on Windows
04:45:59raptorthat's the first thing it hasn't been able to do for me on Linux..
04:46:09sam686doesn't work on windows 7zip
04:46:23sam686but theres multiple "Downloads", one is .zip
04:46:26fordcarsHah! .sit is no longer used anyway
04:47:16raptorhere is old software to handle stuffit archives: http://linuxmafia.com/faq/Apps/stuffit-archives.html
04:47:56raptoron Linux, at least
04:48:12fordcarsWow, there is the source code of Macpaint, all 68K assembly, quite something to see
04:49:52fordcarsOh most of it is not assembly but some other language
04:53:35fordcarsOh I think it's P
04:55:30fordcarsIt's surprisingly similar to lua
04:55:47fordcarsWell not so similar
04:56:38raptori bet it's not garbage collected...
04:56:54fordcarsGuess not
04:59:18fordcarsHere is a small chunck of code: http://pastie.org/8532464
05:02:24raptorfound a bug in clipper!
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05:15:51vs73nxhi 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?
05:16:36raptorhi vs73nx
05:16:48raptorare you a gci student?
05:16:59vs73nxyes
05:17:12vs73nxim adding gles detection for cmake
05:17:51raptoroh excellent
05:17:54raptor!gci
05:17:54BFLogBotGCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started.
05:17:59raptorsee that link above
05:18:05raptorwhat platform are you on?
05:18:15raptorbinaries are in the 'exe' directory
05:18:15vs73nxubuntu 13:10
05:18:53vs73nxyes i went to the ../exe directory and i cant fin them in there... i did all the commands on the webpage...
05:20:01vs73nxbut it is still not there
05:20:17sam686did you cmake and make?
05:20:29sam686any errors?
05:20:45vs73nxyes i did both without errors
05:21:57sam686while in a exe directory, do a ./bitfighter does it run?
05:21:59vs73nxoh wait some errorrs...
05:22:25sam686that if there was no errors..
05:22:26vs73nxwhoops turns out i dont have the required devlop headers... doh
05:22:32raptoryeah, probably CMake errors..
05:22:41vs73nxyes cmake errorrs
05:22:52raptorWe need to figure out how to make those more apparent..
05:22:59sam686if "make" says nothing to be found, then your cmake may have errors
05:24:24vs73nxyes 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
05:25:49raptorbitfighter is a complex project with many components - some will still build if you don't have all the deps
05:28:10vs73nxyeah realised that.
05:28:53raptorvs73nx: do you understand the task well enough?
05:30:35vs73nxyes i do i have previous experience with cmake in kde and im willing to try out that experience in bitfighter.
05:34:23sam686http://bitfighter.org/wiki/index.php/Building_Bitfighter#019_.28development.29_and_later Did somebody put a sad face right after the link? ):
05:34:37sam686cmake --help also list all generators
05:34:59sam686linux have different set of generators it appears but the default linux does just fine
05:35:13raptorhah
05:35:17raptorlooks like someone did...
05:35:38raptoroh wait, no - that's just closing of parenthesis
05:35:44raptornested parenthesis
05:35:53sam686then whats : for?
05:36:32raptorit's for the previous statement "Run the following command:"
05:36:59sam686it just looks wrong with multiple lines
05:37:06raptoryes, i'll fix it
05:47:18vs73nxthere we go tested it and it works... well time to get to work :)
05:47:31raptorexcellent!
05:48:28raptorand time for me to get to bed!
05:49:37fordcarsYay for GLES!
05:49:40raptorvs73nx: 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
05:49:57raptorfor SDL 1.2
05:50:50raptorand with that, good night!
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06:13:54vs73nxhi does cmake need to find gles automatically and set USE_GLES, or can it be manual
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07:06:44fordcarsMhaha
07:06:50fordcars:p
07:06:53fordcarsNight guys!
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09:04:12vs73nxbuilding 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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10:07:06kaenvs73nx, I believe there's a BF_NOCONSOLE define, or similar
10:08:32vs73nxyes so do i make it false if there is gles
10:11:08kaenI think you'll define it to true if that's the case
10:11:39kaenor defined, or whatever evil value C preprocessor definitions have :P
10:12:35vs73nxok then ;)
10:16:16vs73nxalso 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
10:30:44kaenthe 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
10:30:57kaenand to submit work you just link to your latest revision in that clone
10:31:47kaenyou can create your server-side clone from here: https://code.google.com/p/bitfighter/source/checkout
10:37:48vs73nxyeah 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?
10:43:13kaento 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
10:43:25kaenunfortunately, I'm not sure how all of that works.
10:48:55vs73nxjoin the club :p
10:50:07vs73nxOK then well its 9:45pm in Australia so off to bed for me ;)
10:50:11vs73nxbai
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14:27:13oskopekhello all
14:31:16watusimotohi
14:31:42watusimotooskopek: what are you working on now?
14:32:29oskopekwatusimoto: I've been thinking about the incremental undo/redo
14:32:43watusimotogreat!
14:32:49oskopekI have an idea, but not really sure if it'll work
14:32:55watusimotowhat is it?
14:37:39oskopekI'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)
14:37:55oskopekThe 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..
14:38:31oskopekand the undo() and redo() methods, would then either add, remove, or change the objects in the actual instance of the GridDatabase being used
14:38:54watusimotocurrently 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
14:38:55oskopekI'm sorry the explanation isn't really clear
14:38:59watusimotoright?
14:39:04oskopekyes
14:39:14watusimotoso it was clear enough :-)
14:39:17oskopek:)
14:39:49watusimotoso lets pick a simple case: creating a new obj
14:40:24watusimotowhat will your UndoObj contain in it?
14:41:20oskopekwait, is the saveUndoState method (some similar name) called each time after creating/removing/modifying only one object, or can several be modified at once?
14:41:34watusimotoseveral can be modified at once
14:41:49watusimotoit just says "hey, database might change... better make a copy!"
14:42:01oskopekok
14:42:06watusimotoyou can use it as a marker of all the places we expect changes to happen
14:42:31oskopekso the UndoObject would contain a list of created objects (essentialy a list of one element) and two empty lists
14:42:41oskopeks/list/vector
14:43:50watusimotoso in the simple example I gave, the list would have one obj, the one that was created
14:44:24oskopekyes
14:44:38watusimotohow would you use that to undo the create?
14:45:15oskopekwhen you execute the undo, all objects from the created list would be removed from the database
14:45:29oskopekexactly like all the objects from the removed list would be added to the db
14:45:54oskopekand all modified objects would be substitute the ones in the db it already contains
14:46:04watusimotoif you have the object from the undo, how would you find it in the database?
14:46:43watusimoto(you'd need to find it to delete it, right?)
14:47:17oskopekusing the method the database provides, removeFromDatabase(Object, bool)
14:49:02watusimotoremoveFromDatabase(DatabaseObject *object, bool deleteObject) takes a pointer, so if you had a pointer then that would work.
14:49:27watusimotoso your undoObj list would have not copies of the objects themselves, but pointers to them?
14:50:54oskopekoh, 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?
14:51:21watusimotoI'm not sure.
14:51:45watusimotook, so you have a pointer to the obj you created, you hit undo, and use that pointer to remove the object from the database
14:51:59watusimotonow, I think, there is a problem
14:52:52watusimotomaybe 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
14:53:07oskopekI'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
14:53:14oskopekyes, thats what I was hoping for
14:53:34watusimotoaddToDatabase(DatabaseObject *theObject) takes a pointer as well, so that could work
14:54:01watusimotook, so you can happily undo and redo your create obj
14:54:36oskopekif it is modified, I could probably just do a remove/add from the db, and it would get substituted
14:54:47watusimotoso 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?
14:55:20watusimoto(let's stick with the add case for the moment... then we can look at other situations)
14:55:38watusimotois my question clear?
14:57:00oskopekjust remove all the UndoObjects that come after the integer we are keeping for reference (an index of the list of UndoObjects)
14:57:16oskopekI have to go now, but I'd love to continue this talk in the evening
14:57:28watusimotook
14:57:50watusimototry to work through all the situations and make a general plan, then we can look at that tonight
14:58:08oskopekok
14:58:31oskopekI've been thinking it through for the past hour and a half, I hope I got all of the situations right :D
14:58:32watusimotobye!
14:58:34oskopekgotta go
14:58:37oskopekthanks a lot, bye
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16:15:41raptorgood morning!
16:25:48raptorwatusimoto: did we use alex_valea on the undo/redo task?
16:25:51raptor*lose
16:26:07watusimotoI don't know... I wanted to ask you that
16:26:28watusimotoI don't see him having given up on the task, so I am a bit confused
16:26:36raptorI haven't seen him in a few days and now I see the task is reassigned..
16:26:52watusimotoI reassigned it, but figured that to get there he must have given it up
16:27:16raptorit looks like that after the deadline, studends are given 24 hours
16:27:29raptorif no change, the task automatically reverts to REOPENED
16:27:35watusimotohmmm
16:27:39raptorthen someone else grabbed it..
16:27:44watusimotowhen did you last hear from alex?
16:28:08raptori don't think I have all week - maybe sunday?
16:28:29watusimotowell, that's a long time
16:28:36raptoralthough it seemed that he was on more often when I was asleep (reading the logs..)
16:28:46watusimotocan you do a quick grep through the logs to make sure?
16:28:50raptorsure
16:30:25raptorhere is his last message in our channel:
16:30:26raptor[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
16:30:35raptoron 2013-12-01
16:30:47raptorhe left shortly afterwards and hasn't logged on since
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16:31:45watusimotowell... 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...
16:32:12raptorwell, I think i'd like to get some feedback from alex_velea...
16:32:34raptorhe's not on freenode at the moment..
16:32:52watusimotoI 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.
16:33:24watusimotoI did ask oskopek to discuss the case further before he starts real work
16:33:30raptoryes, but this task change (from my perspective) has happened so suddenly...
16:33:47raptorlet me see if there's a way to contact through melange
16:34:09watusimotook; until we get this straightened out, I'll ask oskopek to focus on something else
16:35:12raptori'm pinging Arc about missing students..
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17:06:58raptorhe'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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17:25:13watusimotook, back later!
17:25:30raptorlater
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18:20:50Nothing_Much_Canseco: is SDL2 ported on the OpenPandora right now?
18:21:45Watusimoto has joined
18:21:59Cansecoyep, SDL2.1 now, but i forget to report compile fails with GLES
18:22:11Watusimotohi back
18:24:39Cansecomedia/pandora64/pandora/compilar/bitfighter-019/fontstash/fontstash.c: En la función ‘flush_draw’:
18:24:39Canseco/media/pandora64/pandora/compilar/bitfighter-019/fontstash/fontstash.c:563:17: error: ‘GL_QUADS’ no se declaró aquí (primer uso en esta función)
18:24:39CansecoglDrawArrays(GL_QUADS, 0, texture->nverts);
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18:26:07SkybaxGoodmorning!
18:31:51Nothing_Much_Hi Skybax
18:31:56Nothing_Much_Canseco: nice
18:32:13raptorCanseco: are you using GLES 1?
18:32:23SkybaxNothing_Much_: Do you have Starbound?
18:32:31Nothing_Much_I'm too poor
18:32:34Nothing_Much_So nope
18:32:42SkybaxDarn
18:33:59SkybaxIn case people haven't heard, the Semi-Finals Round of the Stupid Contest Voting is now up! Go vote for your favorite!
18:37:08CansecoNothing_Much_: i tried compiling with USE_GLES cmake flag
18:37:19raptorCanseco: I will fix, one moment...
18:38:02Cansecoi'm using tar.gz release, will download from hg to test
18:38:15raptornot yet committed, give me 2 min..
18:38:18Watusimotoraptor: did you fix the editor instructions?
18:38:22raptorWatusimoto: yes
18:38:31Watusimotook, going through the forums, marking things as done
18:41:03oskopekraptor, Watusimoto: I'm sorry, I didn't realize someone else was working on it already, the task was open
18:41:08BFLogBot Commit: c45aea674fdf | Author: buckyballreaction | Message: Fix GLES compatibility with font-stash by reverting upstream commit 64e083f483c
18:41:10raptorCanseco: fixed and pushed
18:41:47Cansecoraptor: thx, will test now
18:42:22Watusimotooskopek: 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
18:42:37oskopekWatusimoto: yeah sure, no problem
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19:01:47raptorkaen: is table.copy in our sandbox?
19:03:31WatusimotoI'm glad to see there's been no issues with the navzone refactor... I completed it with much haste
19:03:49raptoruh oh...
19:13:53LordDVG Quit (Remote host closed the connection)
19:20:32Watusimotoman, you've really left us hanging with that last line
19:21:08raptoroh, uhh... i'm working through a clipper bug with botzones
19:21:32raptorbut i didn't need to change much, so merging will probably be easy as long as you didn't do logic changes
19:28:47Watusimotothe navzone stuff was committed days ago
19:29:08raptorah ha! then we're ok
19:29:10Watusimotoyes
19:29:23Watusimotoand no one has complained about things breaking, so it probably worked!
19:32:08raptorWatusimoto: those nav issues are a direct result of s_bot_upgrade, i think
19:32:33Watusimotoyou think it's a lua or c++ problem?
19:32:55Watusimotoeasy fix! rename s_bot to slightly_drunk_bot!
19:35:57raptornew bug!: http://code.google.com/p/bitfighter/issues/detail?id=336
19:36:02raptordefinitely Lua problem
19:36:34raptori think on each tick the bot can't decide whether to go where it needs to or to attack someone
19:36:41raptoror to orbit, etc...
20:02:41BFLogBot 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...
20:10:28BFLogBot Commit: 094de2ff4544 | Author: watusimoto | Message: Ooops, forgot to undo this relic of earlier attempt to fix previous case
20:16:32Watusimotoback in a while...
20:20:59Watusimoto Quit (Ping timeout: 260 seconds)
21:09:14raptorthis is interesting: http://upload.wikimedia.org/wikipedia/commons/e/ea/USMC-07732.jpg
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21:23:30Skybax has joined
21:27:19raptorgot an issue: Assert: Packet too big to send in /home/dbuck/temp/hg/bitfighter/tnl/ghostConnection.cpp line 381
21:27:56raptorkaen / sam686, do either of you know if goalzones had their vertex limits increased ?
21:29:21raptorAssert: 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
21:44:37Watusimoto has joined
22:14:29Skybaxraptor, Bitfighter just crashed again, and I was using the command prompt, but it didn't give me any errors
22:14:43SkybaxIt just says that I disconnected
22:14:50raptorcompiler fail: http://pastie.org/pastes/8534349/text
22:15:09raptorhi Skybax
22:15:27SkybaxHallo
22:17:51raptorWatusimoto: do you have any ideas on how Skybax can help us with his crashing on Windows 8?
22:18:17Watusimotowhat is the issue?
22:18:21raptorSkybax: i'd say the most helpful thing would be to somehow narrow it down to a test case
22:18:33raptorhe says his client seems to crash at random times
22:18:40SkybaxWell it crashed when I clicked on Level Editor again
22:18:55raptorI think it may be when connecting to master...
22:19:03raptorbut i'm not sure
22:20:52WatusimotoSkybax: what do you mean by crash? complete exit? any message shown?
22:21:16SkybaxA window pops up and says that Bitfighter has stopped working and gives me the options to troubleshoot or close
22:21:24Watusimotoa windows window?
22:21:26raptoroooo
22:21:32raptorkeep that window up!
22:21:35SkybaxOkay
22:21:43SkybaxNext time it happens I'll leave it open lol
22:21:49Watusimotoactually, please make a screenshot and post it somewhere
22:21:52raptornow somehow, there should be a way to get some debug data
22:22:00Watusimotothough I think I know what the window will look like
22:22:10Watusimotoraptor: I doubt it
22:22:16Watusimotobut worth a try
22:22:31WatusimotoSkybax: does it always happen right after you start bitfighter?
22:25:17SkybaxNo
22:25:28SkybaxIt usually happens after I've been playing for a while
22:27:40SkybaxOn an unrelated note, why do the Bots appear to warp in whenever they come on-screen?
22:30:08Watusimotoraptor: it probably isn;t related to connecting to master, then
22:30:42Watusimotobots warping? They shouldn;t, but if they do it might be related to ancient bug where ships did the same
22:30:45raptori should compile a RelWithDebInfo build?
22:33:05SkybaxY'know that swirly thing that shows up whenever you come out of a tele? The bots do that whenever they come on-screen
22:36:46Skybax Quit (Read error: Connection reset by peer)
22:38:23Watusimotohttps://code.google.com/p/bitfighter/issues/detail?id=337&thanks=337&ts=1386369492
22:38:49Watusimotoraptor: could try that, yes
22:39:54Skybax has joined
22:40:32SkybaxOkay, raptor Watusimoto my Bitfighter just crashed after getting back to the main menu after Wat closed his server
22:41:02Watusimotomessage window still open?
22:41:08SkybaxI took two screenshots
22:41:37BFLogBot Commit: 49765402bea5 | Author: watusimoto | Message: Clarify that duplicate advance weapon key def item is not a bug
22:43:19SkybaxFirst it did this http://s28.postimg.org/u0qtvk4a5/Screenshot_3.png
22:43:48Watusimotofyi, alt-printscreen will capture just the active window
22:43:56Watusimotosmaller, no manual editing
22:44:15SkybaxThen I hit close and it did this http://s24.postimg.org/eaxllyn1x/Screenshot_4.png
22:44:18SkybaxThen it closed
22:44:24SkybaxI didn't manually edit anything lol
22:44:58sam686it looks like you was in fullscreen too (solid grey background)
22:45:03SkybaxYes
22:45:07SkybaxIt usually doesn't do that, though
22:45:18SkybaxUsually it shows the Bitfighter menu
22:47:06Watusimotoso that is a hard windows crash
22:47:14Watusimotoprobably a memory error of some sort
22:49:10WatusimotoSkybax: you don't happen to have visual studio installed do you?
22:49:40Skybax Quit (Read error: Connection reset by peer)
22:50:48Watusimotofirst answer is probably the best way... we can provide the exe and the pdb file, but skybax would have to do the rest
22:50:53Watusimotohttp://stackoverflow.com/questions/112831/how-to-get-a-stack-trace-when-c-program-crashes-using-msvc8-2005
22:51:22sam686theres 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.
22:51:46sam686then join/host anything after you did that.
22:52:05sam686if you get double speed zoom commander map, it will also be harder to double tap boost
22:52:58Skybax has joined
22:53:54sam686Skybax did you catch some of messages while disconnected? http://bitfighter.org/irclogs/index.php?date=2013-12-06
22:54:06SkybaxI'm reading through the logs now
22:56:35SkybaxWatusimoto: I don't know if I have Visual Studio or not
22:56:45Watusimotothen you don't
22:56:48Flynnn Quit (Quit: This computer has gone to sleep)
22:57:34Flynnn has joined
23:00:53Watusimotook, wen't through this whole thread
23:00:53Watusimotohttp://bitfighter.org/forums/viewtopic.php?f=28&t=2155&p=21729#p21729
23:01:53WatusimotoI 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!)
23:02:44WatusimotoSkybax: 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
23:03:03SkybaxWhat's the alternative route?
23:03:22Watusimotohttp://www.visualstudio.com/downloads/download-visual-studio-vs
23:03:31Watusimotovisual studio express for windows desktop
23:03:40Watusimotothe alternative?
23:04:04Watusimotofind a way to reproduce the bug so we can reproduce it here with our copies of visual studio
23:05:09Watusimotobut if we can't reproduce it, we can't fix it
23:05:14Watusimotothat's the bottom line
23:05:32Watusimotoif only you can reproduce it, then only you can tell us what the problem is
23:06:16SkybaxGot it
23:06:23sam686http://sam6.25u.com/upload/screenshot_155.png see the phasers and ship moving tail lines? Joystick users can still control the ship.
23:06:40sam686the problem: can't get rid of message with any joystick buttons
23:12:05Watusimotosam686: make a case for that, and I'll fix it
23:12:30Watusimotoif js mode, button <back> should dismiss
23:12:47SkybaxI made a case for being able to move while on the esc meny
23:12:49Skybax*menu
23:13:14raptorbugs bugs! everywhere!
23:13:50sam686I 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
23:13:59sam686(if selecting menu using joystick)
23:14:16sam686but some cases I like to still move ship, like when typing a chat
23:15:18oskopekanyone here willing to test my tab nick completion task? just finished it :)
23:15:30sam686keyboard users can't exactly move ship while typing a chat though..
23:16:42BFLogBot Commit: 7a75e20e48c8 | Author: buckyballreaction | Message: Hopefully fix weird minimization bug on OSX when exiting Bitfighter
23:17:06WatusimotoI'm falling alseep, but I can check it tomorrow if no one else cbhecks it tonight
23:17:31oskopekWatusimoto: ok, I should hit the bed too, probably
23:17:41oskopekI posted the link to the commit on melange
23:17:46Watusimotogood
23:17:48Watusimotothanks!
23:18:03oskopekglad to help :)
23:18:09oskopekgood night
23:18:14Watusimotonight
23:19:11Watusimotokaen: is there any way to remove a map from pleiades?
23:21:23raptorWatusimoto: log in via website and get rid of it...
23:21:26vs73nx has joined
23:21:33Skybax^Yes
23:21:54SkybaxJust click on your map after logging in and there will be a delete button
23:21:57Watusimotook! I wanted to make sure before I added some dummy levels for testing
23:22:02raptorhttp://bitfighter.org/pleiades/
23:22:07raptoror http://bitfighter.org/levels/
23:22:15Watusimotoeasier to spell!
23:22:42SkybaxNifty
23:23:55vs73nxwait 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.
23:25:48vs73nxI am happy to rewrite code FYI ;)
23:27:47raptorhi vs73nx
23:28:04vs73nxhi
23:28:07raptorI have fixed the GLES incompatibility with fontstash and files an upstream bug :)
23:28:19raptorif you pull from our repo, you should get the fix
23:28:47vs73nxyou know how i can do that without losing my changes...
23:29:59raptorare you working in your own branch?
23:30:05raptorerr server-side repo?
23:30:35vs73nxyes
23:31:40raptorok, in your serverside repo, just pull from the main repo
23:31:48raptorhave you committed anything?
23:31:56vs73nxno not yet
23:31:59raptoralso, where is your server-side repo?
23:32:12vs73nxthe web adress
23:32:16raptoryes
23:33:24raptorwe 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/
23:33:34raptorand your changes, if not committed, will be kept
23:34:27vs73nxok thanks this foreign to me as im from a git background ;)
23:35:05raptorno worries
23:35:27raptoryou'll find hg uses fewer commands than git... and generally the commands make more sense
23:36:10vs73nxweb address https://code.google.com/r/vs37nx-glesforbitfighter/
23:37:53raptorexcellent
23:37:56vs73nxalso i prefer git because it was the only version control system that i know how to use although i have good impressions of hg... :)
23:38:28vs73nxbad wording ._.
23:38:30raptoryou'll get used to hg in no time - it's pretty much the same with slightly different commands
23:38:44raptordid you pull from the main repo?
23:38:57raptorhg pull -u https://code.google.com/p/bitfighter/
23:40:05vs73nxyes
23:40:16vs73nxjust testing the build right now
23:40:19raptorok
23:41:36vs73nxi added a new command line option for cmake to force gles '-DUSE_GLES=true '
23:41:51vs73nxalso gles disables oglconsole... is this ok
23:41:54raptorsounds good to me
23:41:55raptoryes
23:41:57raptoryes it is
23:42:03raptorwe hate oglconsole and hope it dies by fire
23:42:11vs73nxme too
23:42:27raptori mean... we have grand plans of merging it into our code base and use our rendering calls
23:42:45raptorbut for now we curse its name and #ifdef it away when needed :)
23:43:04vs73nxagreed
23:44:35Skybax_ has joined
23:46:51Skybax Quit (Ping timeout: 260 seconds)
23:49:55vs73nxwhile 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
23:53:11Watusimotogood night
23:53:23raptornight!
23:53:50raptorvs73nx: can you paste those errors in a http://pastie.org/ for me?
23:54:08vs73nxok
23:54:40vs73nxhttp://pastie.org/8534525
23:57:44Watusimoto Quit (Ping timeout: 250 seconds)
23:58:17raptorvs73nx: if you see the top of VideoSystem.cpp
23:58:53raptoryou'll see that we redefine glOrtho as glOrthof
23:59:02raptorbut for mobile and BF_USE_GLES
23:59:15raptorare you defining the BF_USE_GLES ?
23:59:20vs73nxyes i am
23:59:27vs73nxin cmake

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